Friday, April 11, 2008

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.

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