Monday, April 21, 2008

Walking chest


Walking Chest

Height: 1.84 m Weight: 100.00 kg

Hair: Wood Eyes: None

Campaign:

Player:

Total Points: 511

Characteristics: 106; Skills, Perks, Talents, & MA: 3; Powers: 402.


CHARACTERISTICS

20 STR 13- Dice: 4d6

10 DEX 11- Lift: 400.0kg

10 CON 11-

10 INT 11- PER Roll 11-

11 EGO 11-

10 PRE 11- PRE Attack: 2d6

10 COM 11-

DEFENSES & MOVEMENT

Physical: PD 20 Total 20 Killing 20

Energy: ED 20 Total 20 Killing 20

Mental DEF: 0 Power DEF: 0

END BODY REC 0

0 20

MOVEMENT: Running: 12" / 24"; Swimming: 12" / 24"

COMBAT INFORMATION

OCV: 3 DCV: 3 ECV: 4

INIT: 10 SPD: 2 Phases: 6, 12

SKILLS, TALENTS, & PERKS

Follow Owner

Bring Called Object to Top

Sort Objects

ABILITIES

Clinging (normal STR) 10/10 AP

Automaton (Takes No STUN) 60/60 AP

Does Not Bleed 15/15 AP

No Hit Locations 10/10 AP

Running +12" (12" total), Reduced Endurance (0 END; +½) (36 Active Points) 36/36 AP

+20 STR, Reduced Endurance (0 END; +½) (30 Active Points) 30/30 AP

Swimming +12" (12" total), Reduced Endurance (0 END; +½) (18 Active Points) 18/18 AP

Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½) (52 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼) 23/52 AP

Damage Resistance (20 PD/20 ED) 60/60 AP

Storage Space: Extra-Dimensional Movement (Single Dimension [Storage Dimension]), Position Shift, x16 Increased Weight, only for holding items, cannot travel there themselves (+0), Reduced Endurance (0 END; +½), Persistent (+½), Area Of Effect (One Hex; +½), Continuous (+1), Usable As Attack (+1) (202 Active Points); Always On (-½), GATE (-¼) 115/202 AP

Mind Link , Sliver class of minds, One Specific Mind, Any dimension, Psychic Bond 20/20 AP

Nightvision 5/5 AP

75 + DISADVANTAGES

Physical Limitation: Mute (All the Time, Fully Impairing)

Physical Limitation: No manipulatory Limbs (All the Time, Fully Impairing)

Distinctive Features: Walking Chest (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Psychological Limitation: Wanderlust (Uncommon, Moderate)

Saturday, April 12, 2008

Sliver

Sliver

Height: 1.63 m Weight: 68.00 kg

Hair: White Eyes: Pink

Campaign: the game so far

Player: William

Total Points: 149

Characteristics: 59; Skills, Perks, Talents, & MA: 34; Powers: 56.

CHARACTERISTICS

15 STR 12- Dice: 3d6 END: 3

17 DEX 12- Lift: 200.0kg

13 CON 12-

13 INT 12- PER Roll 12-

10 EGO 11-

13 PRE 12- PRE Attack: 2 ½d6

10 COM 11-

DEFENSES & MOVEMENT

Physical: PD 3 Total 3/8 Killing 0/5

Energy: ED 3 Total 3/8 Killing 0/5

Mental DEF: 0 Power DEF: 0

END STUN BODY REC 6

26 28 13

MOVEMENT: Running: 7" / 14"; Swimming: 2" / 4"; Leaping: 3" / 6"

COMBAT INFORMATION

OCV: 6 DCV: 6 ECV: 3

INIT: 17 SPD: 4 Phases: 3, 6, 9, 12

+1 with strike with knife, +1 Shotguns

Tactics:

Slivers's physiology is geared towards the night.

he is an albino; his skin and hair are dead white and his eyes are Pinkishred. Occasionally, a night time reflection will catch them at which point they reflect red. he can see better at night than by day, and compensates for this by wearing dark glasses. Years of having to adapt to living and working with diurnal people (as much as that makes a difference in the Sanctuary), he needs less sleep than an ordinary person. he can get by quite easily with 8 hours of sleep in a week period, and skipping a sleep is no great burden. His early childhood behavior has given him a good facility for hiding and concealing he also frequently ran away from home and learned to scrounge food and shelter in places others might overlook.

He generally prefer's a shotgun over other guns. He carries a large hunting knife that belonged to his father.

Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

Trip -1 -1 v/5, Target Falls

EQUIPMENT

Armor

Black Leather Boots: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (Covers Areas: 16-18, Waterproof)

Black Leather Gloves: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (These reach to the elbow, can be rolled up higher but rarely worn that way unless he knows he is headed for combat and has time to prepare, otherwise it would be too uncomfortable. Covers areas: 6-7)

Black Leather Hat: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (broad-brimmed ,Covers Area: 5 (crown))

Black Leather Pants: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (Covers Areas: 13-16 (vitals to lower leg))

Black Leather Trenchcoat: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (When buckled, Covers Areas: 6-15(Basically shoulders to knees), can turn collar up to cover area 4 (ears/neck))

POCKETS

1) Left Inner: Socks, Underwear and T-Shirt

2) Left Outer: High-test fishing line and 2 hooks, leather repair kit, Flint, small whetstone

3) Right Inner: Compass (+ map?), Antidote, Stim Pak, soap bar, Smoking Pipe

4) Right Outer: 4 rubber bands, bottle cap, two pencil stubs and various scraps of paper, magnet, bit of stored food when possible

5) Survival Belt: Ammo, listed above. Small Canteen, Pouch 1-mylar blanket, Pouch 2-Waterproof matches (20), water purification tablets (20), 1lb of weed

WEAPONS

1) 15 Shotgun Shells, standard load (Worn on canvas ammo/survival belt.)

2) Father's Knife: Killing Attack - Hand-To-Hand ½d6, Range Based On STR (+¼); OAF (-1), Real Weapon (-¼), STR Minimum (-¼) (Can Be ThrownNormally worn strapped to left thigh in foreward facing sheath for easy cross-draw. This is a typical Bowie Knife.) END 1

3) Remington 870, 20 gauge shotgun, full choke: Killing Attack - Ranged 2d6+1, Area Of Effect (One Hex; +½) (52 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 5 Charges (-¾), Required Hands Two-Handed (-½), Real Weapon (-¼), Reduced Penetration (-¼), Reduced By Range (-¼) (Can either be worn with shoulder strap or secured in large hoster inside his trenchcoat. In the latter case, it's designed to be out of the way when holstered. also has a shotgun butt rest on his belt.) END [5]

Backpack, Black Leather (30kg Capacity)

1) Blanket, Lightweight

2) Mirror, Small, Steel

3) Tobacco (1 Pouch)

SKILLS, TALENTS, & PERKS

Acting 8-

Climbing 8-

Conversation 8-

AK: Sanctuary 8-

AK: Wastelands 8-

Native Language (idiomatic; Literate)

Paramedics 8-

Persuasion 8-

PS: Mercenary (Everyman Skill) 11-

Shadowing 8-

Stealth 8-

+1 with strike with knife

Streetwise: Wastelands Etiquette 12-

+1 Shotguns

Concealment: Scavenging 12-

Shotgun: Fast Draw 12-

Trading 12-

WF: Blades, Clubs, Common Melee Weapons, Fist-Loads, Shotguns, Small Arms, Unarmed Combat, Thrown Knives, Axes, and Darts, Thrown Rocks

TALENTS: Hold still!: Combat Luck (3 PD/3 ED)

ABILITIES

Life Support, Eating: Character only has to eat once per week, Immunity Zootoxins, Longevity: Immortal, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week 26/26 AP

Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) (No Healing Max (see FREd p. 120).) 25/70 AP

Nightvision 5/5 AP

75 + DISADVANTAGES

Normal Characteristic Maxima No Age Restriction

Attentive

Broad-minded

Chummy

Congenial

Distinctive Features: albino (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Physical Limitation: Albino (Frequently, Slightly Impairing)

Physical Limitation: Weirdness Magnet (Infrequently, Greatly Impairing)

Psychological Limitation: Aversion to Sunlight (Common, Moderate)

Reputation: Mercenary, 8-

Social Limitation: Mercenaries Code of Conduct (Frequently, Minor, Not Limiting In Some Cultures)

chain smoking

xenophilia

Appearance: Were it not for his albinism, he might be fairly handsome. Instead, he settles for exotic.

Sliver is trim and athletic. His hair is shaved off. His eyes are pink, though at night they reflect light with a shocking red.

He wears black whenever possible and if he lived in the before times could easily be described as "goth". On the surface, he intends to wear a lightweight trenchcoat of black whatever-passes-for-leather, and a broad-brimmed hat of the same material.

Background: Sliver was born on the surface. His mother met and took a surface dweller for mate during her own Quest. His mother was taking her husband and infant son back to Sanctuary when they were separated. The actual details are up to the GM, but Sliver believes that his father sacrificed himself in some way so that they might be safe. He harbors a slight resentment toward his mother for this, almost as if he believes his mother could somehow have saved his father as well.

Sliver has mutation, which may or may not be inherited from his father. He is an albino and naturally inclined towards being nocturnal.

Personality: Sliver has built extensive fantasies concerning his father, the primary of which is that he still lives somewhere out there and if only he could find him, he could bring him back and everything would be Perfect. It is his fervent and secret hope that he will find him on his Quest's.

His odd appearance is not totally without precendent within the community. Mutations are not that rare. However, in his early childhood, he was deeply self-conscious about it and became rather introverted. He would spend long hours in "secret hiding places" and got very good at finding hidey-holes.

In his teen years, he went through a rebellious period. Instead of being embarassed by his appearance he embraced it. He stopped using his birth name and would only respond to the nickname "Sliver". He took to wearing black to highlight his pale skin. He is now fairly outgoing and friendly to his peers, but still harbors his aforementioned resentment of his mother

Campaign Use: Eventually, Sliver should have good thief-type skills. Hiding and Survival will be his strengths. He will have decent combat skills suitable for his world.

Quote: "Are you guys still asleep???"


Friday, April 11, 2008

Mutant Scorpion


Mutant Scorpion

Height: 2.00 m Weight: 100.00 kg

Hair: Brown Eyes: Brown

Campaign:

Player:

Total Points: 147

Characteristics: 20; Skills, Perks, Talents, & MA: 15; Powers: 112.

CHARACTERISTICS

20 STR 13- Dice: 4d6

13 DEX 12- Lift: 400.0kg

10 CON 11-

8 INT 11- PER Roll 11-

8 EGO 11-

10 PRE 11- PRE Attack: 2d6

5 COM 10-

DEFENSES & MOVEMENT

Physical: PD 2 Total 2/15 Killing 0/13

Energy: ED 2 Total 2/15 Killing 0/13

Mental DEF: 0 Power DEF: 0

END STUN BODY REC 4

20 27 17

MOVEMENT: Running: 8" / 16"; Leaping: 2" / 4"

COMBAT INFORMATION

OCV: 4 DCV: 4 ECV: 3

INIT: 13 SPD: 3 Phases: 4, 8, 12

TALENTS: Combat Sense 11-

ABILITIES

Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, -1 DCV, +1 PER Rolls to perceive character, 3.2 m tall, 1.6 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½) 13/20 AP

Armor (13 PD/13 ED) (39 Active Points); Activation Roll 14- (-½) 26/39 AP

Claws, Sting: Killing Attack - Hand-To-Hand 1 ½d6 (3d6 w/STR) END 2, 25/25 AP

Extra Limbs 6 legs 2 claws and a sting (9) 5/5 AP

Drain BODY 6d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (120 Active Points); 3 Charges (Recovers Under Limited Circumstances Heal back 1 charge per day; -1 ½), Must do body damage with stinger (-½), Gradual Effect (1 Turn (Post-Segment 12); -¼) END [3], 37/120 AP

Stretching 3" (15 Active Points); Cannot Do Damage (-½), Limited Body Parts (Tail only; -¼), Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) END 1, 6/15 AP

75 + DISADVANTAGES

Normal Characteristic Maxima

Distinctive Features: Giant Scorpion (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

Physical Limitation: no fine manipulation (Infrequently, Fully Impairing)

Vulnerability: 1 ½ x STUN explosion AOE's slams/throws (Very Common)

Susceptibility: insecticides 3d6 damage per Phase (Common)

Cal Then [Mutant Insect]

Cal Then

Height: 3.00 m Weight: 50.00 kg

Hair: Brown Eyes: Brown

Campaign:

Player:

Total Points: 204

Characteristics: 17; Skills, Perks, Talents, & MA: 12; Powers: 175.

CHARACTERISTICS

20/30 STR 13- / 15- Dice: 4d6/6d6

10 DEX 11- Lift: 400.0kg/1600.0kg

10 CON 11-

13 INT 12- PER Roll 12-

10 EGO 11-

12 PRE 11- PRE Attack: 2d6

2 COM 9-

DEFENSES & MOVEMENT

Physical: PD 4 Total 4/9 Killing 0/5

Energy: ED 2 Total 2/7 Killing 0/5

Mental DEF: 0 Power DEF: 0

END STUN BODY REC 8

20 20 10

MOVEMENT: Running: 6" / 12"; Swimming: 2" / 4"; Leaping: 2" / 4"; Flight: 5" / 10"

COMBAT INFORMATION

OCV: 3 DCV: 3 ECV: 3

INIT: 10 SPD: 3 Phases: 4, 8, 12

SKILLS, TALENTS, & PERKS

+3 Grab and HKA

Climbing 8-

Concealment 8-

Deduction 12-

AK: Home Country or Region (Everyman Skill) 11-

Language: Native Language (idiomatic)

Shadowing 12-

Stealth 8-

ABILITIES

Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 200 kg, -1 DCV, +1 PER Rolls to perceive character, 4.8 m tall, 2.4 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½), weight remains unchanged (-¼) 11/20 AP

Extra Limbs 6 legs 2 mandibles (8) 5/5 AP

Killing Attack - Hand-To-Hand 4d6 (4d6+1 / 4 ½d6 w/STR), Autofire (2 shots; +¼), Armor Piercing (+½), Continuous (with grab; +1), Reduced Endurance (0 END; +1) (225 Active Points); Concentration (0 DCV; -½), Target Must be directly infront (-½), OIF Durable (21 DEF; -½), Gestures (mandibles oscillate wildly; -¼) 82/225 AP

+10 STR, Reduced Endurance (½ END; +¼) (12 Active Points); Custom Modifier (only for grab and killing attack; -1), No Figured Characteristics (-½) END 1, 5/12 AP

Armor [Chiton and Mandibles] (5 PD/5 ED) (15 Active Points); Activation Roll 11- (-1) 7/15 AP

Energy Damage Reduction, Resistant, 75 percent (60 Active Points); only vs heat and cold (-1) 30/60 AP

Flight 5" END 1, 10/10 AP

Clinging (normal STR) 10/10 AP

Ultraviolet Perception (Sight Group) 5/5 AP

Increased Arc Of Perception (360 Degrees) with Sight Group 10/10 AP

75 + DISADVANTAGES

Normal Characteristic Maxima

Physical Limitation: No fine manipulation (Infrequently, Fully Impairing)

Distinctive Features: Large sharp mandibles (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

Hunted: Kamodos for food 11- (Mo Pow, Limited Geographical Area Scrublands and plains, Harshly Punish)

Psychological Limitation: Cautious predator, favors surprise (Common, Strong)

Psychological Limitation: Fear of loud noises (Uncommon, Total)

Reputation: Deadly, avoid mandibles, 8- (Extreme)

Susceptibility: insecticides 3d6 damage per Phase (Common)

Vulnerability: 1 ½ x STUN explosions, area attacks, slams/throws (Common)

Background: This intelligent mutated insect often reaches a length of 2.5 meters. It is immune to weapons using heat or cold. The Cal Then feeds on bone marrow and will rip through anything (even duralloy, given time) to get at fresh bones. It’s natural preditor is the Kamodo (see below) and therefore, it is extremely afraid of loud noises, such as the roar of the large lizard. Grens have exploited this knowledge and keep large gongs, bells, sirens and other noise makers within their villages in case of Cal Then plague.

Hisser [Snakeman]

Hisser

Height: 3.00 m Weight: 400.00 kg

Hair: Brown Eyes: Brown

Campaign:

Player:

Total Points: 216

Characteristics: 50; Skills, Perks, Talents, & MA: 22; Powers: 144.

CHARACTERISTICS

20 STR 13- Dice: 4d6

13 DEX 12- Lift: 400.0kg

15 CON 12-

10 INT 11- PER Roll 11-

12 EGO 11-

10 PRE 11- PRE Attack: 2d6

6 COM 10-

DEFENSES & MOVEMENT

Physical: PD 7 Total 7 Killing 0

Energy: ED 4 Total 4 Killing 0

Mental DEF: 0 Power DEF: 0

END STUN BODY REC 8

30 30 17

MOVEMENT: Running: 6" / 12"; Swimming: 2" / 4"; Leaping: 2" / 4"

COMBAT INFORMATION

OCV: 4 DCV: 4 ECV: 4

INIT: 13 SPD: 3 Phases: 4, 8, 12

SKILLS, TALENTS, & PERKS

AK: Deserts, Ruins and Wastelands (EMS) 11-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

KS: Ancient Artifacts 8-

KS: Matriarch 8-

Paramedics 8-

Persuasion 8-

PS: Survival (Everyman Skill) 11-

Shadowing 8-

Stealth 8-

WF: Common Melee Weapons, Shotguns

TALENTS: Combat Sense 11-; Lightsleep

ABILITIES

Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 1,600 kg, -1 DCV, +1 PER Rolls to perceive character, 4.8 m tall, 2.4 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½) 13/20 AP

Bite: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) END 1, 10/10 AP

Energy Damage Reduction, Resistant, 75 percent (60 Active Points); only vs Lazers and Sonic Attacks (-1) 30/60 AP

Hardned PD ED: Hardened (+¼) for up to 11 Active Points of PD ED (3 Active Points) END 1, 3/3 AP

Infrared Perception (Sight Group) 5/5 AP

Discriminatory with Smell/Taste Group 10/10 AP

Multipower, 62-point reserve

1) Telepathy 4d6, Reduced Endurance (0 END; +½) (30 Active Points) 3/30 AP

2) Energy Blast 5d6, Invisible to Sight Group (+½), Area Of Effect (8" Cone; +1) (62 Active Points); Concentration (½ DCV; -¼), Reduced By Range (-¼) END 6, 4/62 AP

3) Mind Link , Hissers class of minds, Specific Group of Minds, Number of Minds (x2) (15 Active Points) 1/15 AP

4) Mind Scan 3d6 (15 Active Points); Concentration (0 DCV; -½) END 1, 1/15 AP

5) Ego Attack 3d6 (30 Active Points); Concentration (½ DCV; -¼) END 3, 2/30 AP

75 + DISADVANTAGES

Normal Characteristic Maxima

Distinctive Features: Snakeman (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Hunted: Matriarchy 14- (Mo Pow, NCI, Watching)

Hunted: Kights of Genetic Purity 8- (Mo Pow, NCI, Harshly Punish)

Physical Limitation: No legs Tail Instead (Frequently, Slightly Impairing)

Psychological Limitation: Honor[Hight Scales] Dishonor[Vipes] (Common, Total)

Psychological Limitation: Soldier Mentalaty (Common, Strong)

Vulnerability: 1 ½ x STUN Drugs and Poisons (Very Common)

Background: These intelligent, 3 meter long, scale-covered humanoids have a human torso and arms and a snake’s lower body and head. They inhabit deserts and ruins and will almost always possess one or more artifacts. Hisser societies are matriarchal and each village will have one Queen and 20d4 male attendants. Hissers are highly resistant to lasers and sonics. They have no language (using telepathy) and will seldom know even the Trade Tongue. The two subspecies differ only in disposition, the HighScale species (Adders) have a benevolent manner while the Vipe (Viper) species seek only self-preservation. Hissers are a warrior race and scavange what they need, rarely will a Hisser have a Trade (Package Deal) since they are tribal, and don’t rely on goods and services in their own self-dependence. They are related to the Menarl race, but it is a mistery as to how close the two races actually are.

For alternative race characters, see the Guide to Alternative Races.

Sep [Land Shark]

Sep [Land Shark]

Height: 2.00 m Weight: 100.00 kg

Hair: Brown Eyes: Brown

Campaign:

Player:

Total Points: 287

Characteristics: 77; Skills, Perks, Talents, & MA: 21; Powers: 189.

CHARACTERISTICS

50 STR 19- Dice: 10d6 END: 5

15 DEX 12- Lift: 25.6tons

15 CON 12-

2 INT 9- PER Roll 9-/12-

10 EGO 11-

13 PRE 12- PRE Attack: 2 ½d6

1 COM 9-

DEFENSES & MOVEMENT

Physical: PD 10 Total 10 Killing 0

Energy: ED 5 Total 5 Killing 0

Mental DEF: 0 Power DEF: 0

END STUN BODY REC 13

30 50 17

MOVEMENT: Running: 6" / 12"; Swimming: 2" / 4"; Leaping: 10" / 20"; Tunneling: 8" / 16"

COMBAT INFORMATION

OCV: 5 DCV: 5 ECV: 3

INIT: 15 SPD: 3 Phases: 4, 8, 12

+2 with any three maneuvers or a tight group of attacks [Grab and Move Through]

SKILLS, TALENTS, & PERKS

+2 with any three maneuvers or a tight group of attacks [Grab and Move Through]

Navigation 11-

Stealth 12-

AK: Hunting Grounds 11-

TALENTS: Bump Of Direction

ABILITIES

Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Armor Piercing (+½), Continuous (+1) (112 Active Points); must grab (-½), Reduced Penetration (-¼) END 11, 64/112 AP

Physical Damage Reduction, Resistant, 50% 30/30 AP

Tunneling 8" through 8 DEF material, Reduced Endurance (½ END; +¼) (50 Active Points); must keep moving (-¼) END 2, 40/50 AP

Life Support (Expanded Breathing [low oxygen environment (underground / in snow)]) 5/5 AP

Detect A Single Thing [Motion] 14-/17- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense, Targeting, Telescopic: +4 27/27 AP

Lack Of Weakness (-10) for Resistant Defenses 10/10 AP

Knockback Resistance -4" 8/8 AP

+4 versus Range Modifier for Normal Hearing 2/2 AP

+3 PER with Normal Hearing 3/3 AP

75 + DISADVANTAGES

Enraged: Berserk Bezerk when attacked while still underground (Uncommon), go 14-, recover 11-

Distinctive Features: Ground in large area has fin tracks and smoothly vibrates (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

Hunted: Huneted by desert dwellers, 11- (Less Pow, Harshly Punish)

Physical Limitation: No fine manipulation (Infrequently, Fully Impairing)

Physical Limitation: Big mouth, can swallow dangerous items easily 1.25 meters wide (Frequently, Fully Impairing)

Psychological Limitation: Animal instincts (Very Common, Moderate)

Reputation: Scion of the desert, 11- (Extreme)

Susceptibility: Being suspended or forced to stop moving 3d6 damage per Segment (Uncommon)

Susceptibility: Being sprayed by water 2d6 damage per Phase (Very Common)

Unluck: 2d6

Vulnerability: 2 x STUN from Area Attacks / Explosions (Common)

Vulnerability: 1 ½ x BODY from shots placed into mouth (Very Common)

Background: The sep is a mutated shark, fully adapted to life on land (and no longer suited to ocean living). Seps come in two varieties, the Sand Sep and its less common arctic cousin, the Snow Sep which migrates south into the Great Lakes area with the winter snow pack. Both types have an organ in their brain which allows them to telekinetically push sand, snow and loose earth out of their path. They use this ability to "swim" beneath the surface of the earth or snow, leaping into the air (normal STR move) to snatch prey in their strong jaws and then pulling the victim beneath the surface when it is dead. Seps must remain in motion due to their special method of getting oxygen into their landgills. They snap at their prey as they move by and then dive back under the surface after their attack is finished. In this way, they will attack from different directions and try to get their prey by surprise. Seps possess keen vibratory sensitivity which originates from their primary sensory organ at the tip of their snout.

William Halsey IV

William Halsey IV

Height: 1.80 m Weight: 80.00 kg

Hair: Brown Eyes: Green

Campaign:

Player: Daniel

Total Points: 160

Characteristics: 67; Skills, Perks, Talents, & MA: 90; Powers: 3.


CHARACTERISTICS

15 STR 12- Dice: 3d6 END: 1

17 DEX 12- Lift: 200.0kg

13 CON 12-

18 INT 13- PER Roll 13-/14-

13 EGO 12-

10 PRE 11- PRE Attack: 2d6

10 COM 11-

DEFENSES & MOVEMENT

Physical: PD 3 Total 3/16 Killing 0/13

Energy: ED 3 Total 3/16 Killing 0/13

Mental DEF: 0 Power DEF: 0

END STUN BODY REC 6

26 28 13

MOVEMENT: Running: 7" / 14"; Swimming: 2" / 4"; Leaping: 3" / 6"

COMBAT INFORMATION

OCV: 6 DCV: 6 ECV: 4

INIT: 17 SPD: 4 Phases: 3, 6, 9, 12

+2 With Assault Rifles/LMGs, +2 with Ranged Combat, +1 with Ranged Combat

Martial Arts: (Army)

Maneuver OCV DCV Notes

Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

Disarming Throw +0 +0 Grab Weapon, 20 STR to take weapon away; Target Falls

Defensive Strike +1 +3 3d6 Strike

EQUIPMENT

Environmental Protection System: Breathing Apparatus: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Charge lasting 6 Hours (Recovers Under Limited Circumstances; +0) (10 Active Points); OIF (-½); Reinforced Fabric: Armor (2 PD/2 ED) (6 Active Points); Activation Roll 14- (-½), OIF (-½), Real Armor (-¼); Radiation Shielding: Life Support (Safe in High Radiation) (2 Active Points); OIF (-½); Thermal Insulation: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (-½); END [1 rc]

Flak Vest And Helmet: Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Limited Coverage Hit Locations 3-5 And 9-13 (-½), Real Armor (-¼)

Ceramic Plates in Flak Vest: Armor (3 PD/3 ED) (9 Active Points); Limited Coverage Only Protects Hit Locations 10-13 (-1), IIF (-¼), Real Armor (-¼)

Colt M-16A4: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+¼), 32 Charges (+¼), Invisible to Sight Group, Source Only (+¼), Autofire (5 shots; +½) (67 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Beam (-¼), Real Weapon (-¼); +2 with Ranged Combat (10 Active Points); OAF (-1), Required Hands Two-Handed (-½), Real Weapon (-¼); Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Required Hands Two-Handed (-½), Real Weapon (-¼); END [32]

4x Scope: Penalty Skill Levels: +6 vs. Range Modifier with All Attacks (18 Active Points); OAF (-1), Only When Shooter Braces And/Or Sets (-1), Real Weapon (-¼); +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1), Only When Shooter Braces And/Or Sets (-1), Real Weapon (-¼); +1 PER with Sight Group (2 Active Points); OAF (-1), Only When Shooter Braces And/Or Sets (-1), Only To Counteract Darkness Penalty (-1), Real Weapon (-¼);

H&K Mk. 23 SOCOM: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+¼) (31 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), 12 Charges (-¼), Beam (-¼), Real Weapon (-¼); +1 with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-¼); Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Real Weapon (-¼); END [12]

Combat Knife: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Real Weapon (-¼)

0.56kg Semtex Brick w/ Electronic Igniter: Energy Blast 15d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Pressure Switch, Timed, or 1 of 3 Channel Remote (0.5km Range); +¼), Variable Advantage (Shaped Charge; Armor Piercing And/Or Explosion: Radius, Line, or Cone) (+½ Advantages; Limited Group of Advantages; +¾) (150 Active Points); 12 Charges which Never Recover (-2 ¼), IAF (-½), Real Weapon (-¼) (+5d6 per +1 block) END [12 nr]

SKILLS, TALENTS, & PERKS

Climbing 12-

Computer Programming 8-

Concealment 13-

Demolitions 16-

Electronics 14-

Inventor 13-

Mechanics 13-

KS: Hap Ki Do 11-

KS: Brewing 8-

KS: Architecture 13-

KS: Civil Engineering 13-

PS: Gunsmith 8-

PS: Demolitions Contractor 17-

Paramedics 13-

SS: Chemistry 14-

Survival (Desert) 13-

Stealth 12-

Tactics 13-

TF: (Everyman Skill), Small Motorized Ground Vehicles

TF: Large Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles

Trading 12-

Weapon Training: +2 With Assault Rifles/LMGs

WF: Small Arms, Blades, Clubs, Unarmed Combat

TALENTS: Combat Ready: Demolitions

ABILITIES

Life Support (Immunity: Mutation) 3/3 AP

75 + DISADVANTAGES

Psychological Limitation: Obsessed With Finding Family (Very Common, Strong)

Reputation: The Best Demolitions Contractor, 11-

Social Limitation: Cultural Alien (Frequently, Minor)

Social Limitation: Rare Form of Hereditary Psoriasis (Very Frequently, Minor)

Vulnerability: 1 ½ x STUN Radiation (Common)

Vulnerability: 1 ½ x BODY Radiation (Common)

Appearance: Medium-sized, caucasian, mid-40's, weathered skin, long, brown, unkempt hair, usually tied back in a ponytail. Shaggy beard with wild, piercing, green eyes. Nearly permanent crease in his forehead from breathing apparatus/helmet.

Background: Great-Great Grandson of Admiral William Halsey. Graduated from MIT with double-major in Civil Engineering and Commercial Architecture. Contrary to family tradition, he joined the US Army and attended West Point. Graduated with a specialization in Demolitions and a certificate in Explosives Chemistry. Started his term in the Army as a trainer for the Corps of Engineers. Met and eventually married Rachael Wilder, a civilian contractor working with his platoon. They had 2 children together, and Will retired from the Army as a Captain after 10 years. Started a company specializing in commercial demolition and developed a reputation as one of the best demolition contractors in the buisness. When the apocalypse approached and plans were laid to put people with vital skills into the hibernation system deep in the limestone caves of Missiouri, Will was one of those selected.

Quote: Have you seen this woman or these children?

Notes 1: Backpack (20kg Cap)

Waterskin (3 liter cap)

Bedroll

Hemp Rope (8" - 16 meters)

Rags for bandages

Flint & Steel

Cooking pot

Cooking Knife

Fishing Tackle