Name:Reis Lachance
Critter: Coyote
Background: Raised by Bandits.
Size 8
Weight: 150
Height: 5’6
HP:
SDC: 35
Money:
IQ: 15
ME: 14
MA: 24
PS: 15
PP: 24
PE: 14
PB: 17
SPD:22
Hands: Full
Biped: partial
Speech: Full
Looks: partial
Mutant Animal Powers: Advanced Vision
Advanced Smell
Advanced Hearing
Disadvantages:
-5 BIO-E for taking Vestigial Ears.
-5 BIO-E for taking Vestigial Tail.
SKILLS:
Skills:
Card Shark: A skill that involves the manual dexterity of hand and finger manipulation to perform tricks, palming and other gimmicks of sleight of hand with playing cards. This includes dealing from the bottom or middle of the deck, stacking a deck, (To the card sharks favor.) hiding cards up the sleeve (And elsewhere.)fancy and impressive methods of shuffling and dealing the cards as well as card counting and understanding the odds. A failed roll means the character has fumbled the trick or was too obvious and is caught cheating.
Escape Artist: The character will know methods, principles and tricks of escape artists. By tensing and relaxing muscles, flexing and popping joints, the character can try slipping out of handcuffs, straight jackets, etc. Also includes knowledge of knots and the ability to conceal small objects on the person.
Palming: Simply the ability to pick up and seemingly make a small object, such as a coin, key, playing card, dagger, etc., disappear by concealing it in one’s hand. Increases chance of success in Pick Pocketing.
Impersonation: This skill enables a person to impersonate another person or type of soldier (in general.) This means the person must have a rudimentary (if not comprehensive.) knowledge of the person or general type of personnel that he is impersonating. This is likely to include the knowledge of the enemy/subjects military procedure, dress, command and rank, and will require speaking the language fluently. This means the character can convincingly impersonate a general type of person or occupation (soldier, advisor, doctor and etc.) with an accurate disguise, proper clothing, decorum, action and language.
Lockpick: The character knows the methods and tools for picking/opening key and tumbler type locks. The character can try to deactivate a trap if he knows about it in advance, but does so at half his normal lock picking ability. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. A second failed rolls means it’s beyond a players skill level and cannot be opened.
Pick Pockets: An ability to remove items from a person without their being aware of it. If a pocket attempt fails, the item has not been removed and there is a 67% likelihood of the intended victim recognizing the intent of the action.
Interrogation: This skill includes training in questioning of prisoners, captives, informers and the assessment of that information. Skilled Interrogators are not torturers , but rather
Acrobatics: Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above the ground. Other physical abilities include rolls, somersaults, leaps and falls.
Gymnastics: Learning to do falls, rolls, tumbles, backflips and cartwheels, and to work on rings and parallel bars. Characters with Gymnastics can leap higher than people who are not trained to do so, and can increase the distance as they continue training.
Hand to Hand Basic
Prowl:This skill helps the character to move with stealth; quietly slowly and carefully. Techniques include balance and footing, short steps, pacing, rifle positioning, prone positions for low visibility and crawling.
Tracking:
Imitate Voice: The ability to imitate voices, accents and expressions of different vocal system,dialects and languages. The first number indicates the characters ability to change his voice, imitate accents, inflections and expressions from other regions.
Wilderness Survival: Techniques for getting water, food, shelter, and help, when stranded in wild forests, deserts or mountains. Characters without this skill will not be able to stay healthy for more than a few days out in the wilderness area.
Dance: A practiced skill in the art of dancing. The character is especially smooth and graceful, a joy to dance with. Can learn new dance steps/moves much more quickly than somebody who can't dance.
Seduction: This is the ability to make the opposite sex melt with desire. This skill is somewhat similar to the interrogation skill, in that the seducer knows how to ask the right questions to get information without being obvious. The seducer usually seems attentive, sympathetic, and alluring/sexy. Men and women who are seduced tend to have loose lips, meaning they tend to talk freely, say more than they should, and tell secrets. They also lose track of time, spend big money to impress and please their seducer, and lavish her or him with their affection, time and attention, while oblivious to everything else around
them. Most of all, somebody who is seduced is vulnerable. The person who is successfully seduced is distracted, skill performance is half and takes twice as long to perform, the character has no initiative, does not notice people or events around him/her, and is easily caught off guard; no initiative and all bonuses are at half when attacked by a character other than the seducer. Worse, the victim(s) of seduction is completely vulnerable to the seducer! The seducer always gets the first strike/attack/action (any roll above a 4 hits or is successful). The victim has no chance of self-defense against that first attack, plus loses one attack/action from surprise or horror. In addition, the seducer is +5% to Pick the Pockets of, Palm, or plant things on, his/her victim of seduction, as well as +5% to the skills Cardsharp, Sing and Dance. Research has shown that the more alcohol the intended victim drinks, the easier he/she is to seduce.
Disguise: The character knows how to apply makeup, wigs, skill putty, and other special effects, in order to alter true appearances. Different than Impersonation (see below), characters in After the Bomb® also Jearn how to apply makeup in order to appear more human-like (faking Human Looks: Perfect), as well as how to make Human Looks: Full characters look like a different kind of animal. Base Skill: 25%+5% per level of experience
First Aid: Techniques of rudimentary medical treatment, including how to bandage wounds, stop bleeding, administer CPR/artificial respiration, and use antiseptics, and common anti-inflammatory drugs and painkillers
W.P. Pistols
W.P. Knife
Equipment: Satchel, Backpack, Several Changes of clothes, Handgun, Lockpicks, Rations, Pack of Cards, Flint and Tinder, Jacket, leather jacket
Background: Raised by Bandits. (Reformed.)
Special Bonuses: +5 BIO-E, +20 S.D.C., + I P.P. and +5 Spd. Money: 106 times 100 bucks. EqUipment: Basic clothing, a primary weapon of good quality,
and a set of lock picks.
Attribute Bonuses: +2 I.Q., + I M.A., +2 M.E., +6 Spd and
+10 S.D.C.
Relatives & Connections: The character has a 25% chance of recognizing any bandits who are in disguise, hiding, or "retired," from their days on the run.
After the Bomb Bios
Tuesday, 23 October 2012
Friday, 19 October 2012
Player: Lancealot
Name: Theopan
Critter: Panther
Background: Academic Underground
Size: 10 +15 BIO
Weight: 190
Height: 6'2"
Level: 1st
HP: 17 + skills
SDC: 35 + 46 skills
Money: 3000 Bucks
Equipment: Full set of clothing and traveling equipment, Colt .45 semiauto, combat knife, three boxes of .45 ammo, and a computer with a huge library of electronic reference books (pick two specialty topics). Archaeology, and Genetics.
IQ: 2+15
ME: 26
MA: 29
PS: 17+12
PP: 6+13
PE: 8+13
PB: 21
SPD: 16+21
BIO 30
Hands: Full -10 BIO
Biped: Full -10 BIO
Speech: Full -10 BIO
Looks: Partial -5 BIO
Powers 15 Bio Left
Brute Strength
Righting Reflex
Advanced Vision
Invisible Haze
Leaping: Feline.
Vestigial Tail +5 BIO
Reptile Brain: Predator. +10 BIO
Skills:
Mechanic Apprenticeship
Physical skills that effect stats.
Acrobatics: 60% +2% per level-Sense of Balance
60% +3% per level-Walk Tightrope or High Wire
70% +2% per level -Climb Rope (+ 15% to rappel if Climb ski11 is also taken)
40% +4% per level -Climbing (or adds a bonus of + 10% to
Climb skill, but not rappel) 50% +5% per level-Back Flip 30% +5% per level -Prowl (or adds a bonus of +10% to
Prowl skill)+2 bonus to roll with punch/fall/impact +1 to P.S. +1 to P.P. +1 to P.E.
+ ID6 to S.D.C.
Leap four feet (1.2 m) high and five feet (1.5 m) long, plus 2
feet (0.6 m) per level of experience. Fearless of heights.
Athletics:+1 to parry and dodge.
+1 to roll with punch or fall.
+1 to P.S.
+1D4 to Spd.
+1D8 to S.D.C.
Boxing: One additional attack per melee +2 to parry and dodge.
+2 to roll with punch, fall or impact.
+1D4 to P.S. for mutant animals (takes into consideration animal
physiology).
+3D6 on S.D.C.
Gymnastics: 50% +5% per level Sense of Balance. 60% +5% per level to work parallel bars and rings (swing from one to the other). 60% +2% per level Climb Rope (+\0% to rappel if climbing skill is also taken). 25% +5% per level Climbing (or adds a bonus of + 10% to a climb skill).
70% +2% per level Back Flip.
30% +5% per level Prowl.
+2 to roll with punch/fall.
+2 to P.S.
+1 to P.P.
+2 to P.E.
+2d6 to S.D.C.
Leap four feet (1.2 m) high and four feet long plus 2 feet (0.6
m) per level of experience.
Running: +1 to P.E.
+4d4 to Speed
+ 1d6 to S.D.C.
Hand to Hand: Martial Arts
Name: Theopan
Critter: Panther
Background: Academic Underground
Size: 10 +15 BIO
Weight: 190
Height: 6'2"
Level: 1st
HP: 17 + skills
SDC: 35 + 46 skills
Money: 3000 Bucks
Equipment: Full set of clothing and traveling equipment, Colt .45 semiauto, combat knife, three boxes of .45 ammo, and a computer with a huge library of electronic reference books (pick two specialty topics). Archaeology, and Genetics.
IQ: 2+15
ME: 26
MA: 29
PS: 17+12
PP: 6+13
PE: 8+13
PB: 21
SPD: 16+21
BIO 30
Hands: Full -10 BIO
Biped: Full -10 BIO
Speech: Full -10 BIO
Looks: Partial -5 BIO
Powers 15 Bio Left
Brute Strength
Righting Reflex
Advanced Vision
Invisible Haze
Leaping: Feline.
Vestigial Tail +5 BIO
Reptile Brain: Predator. +10 BIO
Skills:
Mechanic Apprenticeship
Physical skills that effect stats.
Acrobatics: 60% +2% per level-Sense of Balance
60% +3% per level-Walk Tightrope or High Wire
70% +2% per level -Climb Rope (+ 15% to rappel if Climb ski11 is also taken)
40% +4% per level -Climbing (or adds a bonus of + 10% to
Climb skill, but not rappel) 50% +5% per level-Back Flip 30% +5% per level -Prowl (or adds a bonus of +10% to
Prowl skill)+2 bonus to roll with punch/fall/impact +1 to P.S. +1 to P.P. +1 to P.E.
+ ID6 to S.D.C.
Leap four feet (1.2 m) high and five feet (1.5 m) long, plus 2
feet (0.6 m) per level of experience. Fearless of heights.
Athletics:+1 to parry and dodge.
+1 to roll with punch or fall.
+1 to P.S.
+1D4 to Spd.
+1D8 to S.D.C.
Boxing: One additional attack per melee +2 to parry and dodge.
+2 to roll with punch, fall or impact.
+1D4 to P.S. for mutant animals (takes into consideration animal
physiology).
+3D6 on S.D.C.
Gymnastics: 50% +5% per level Sense of Balance. 60% +5% per level to work parallel bars and rings (swing from one to the other). 60% +2% per level Climb Rope (+\0% to rappel if climbing skill is also taken). 25% +5% per level Climbing (or adds a bonus of + 10% to a climb skill).
70% +2% per level Back Flip.
30% +5% per level Prowl.
+2 to roll with punch/fall.
+2 to P.S.
+1 to P.P.
+2 to P.E.
+2d6 to S.D.C.
Leap four feet (1.2 m) high and four feet long plus 2 feet (0.6
m) per level of experience.
Running: +1 to P.E.
+4d4 to Speed
+ 1d6 to S.D.C.
Hand to Hand: Martial Arts
Thursday, 18 October 2012
Player: Citrakite
Name: Thracius Bonneville
Critter: Mouse
Background: Townie
Money: 4,000
Size: 8
-5'2
-140 pounds
Hands: Full
Biped: Full
Speech: Full
Looks: Partial
Natural Abilities:
5 BIO-E for Advanced Vision (otherwise color blind).
5 BIO-E for Advanced Hearing
5 BIO-E for Leaping: Rodent.
Disadvnatages:
+5 Bio-E for Vestigial tail.
Apprenticeship: Weaponsmith.
Main Skill:
-Blacksmith
-Recognize Weapon Quality
Core Skills:
-Basic Mathematics
-General Repair & Maintenance
-Language
-Literacy
-Mechanics (Basic)
-Sculpting/Whittling
Military & Weapon Proficiency Skills:
-Optic Systems
-3 Ancient Weapon Proficiencies (Knife, shield, sword)
-3 Modem Weapon Proficiencies (SA pistol, Shotgun, Bolt action Rifle)
-2 Pilot Skills (Motorcycle, Truck)
Primary Skills:
Literacy
Basic Mathematics
2 Scientific & Scholastic Skills (Chemistry and Mechanical Engineering)
3 Weapon Proficiencies (Blunt, Crossbow, paired weapons)
1 Pilot Skill (Car)
5 skills total from Domestic, Medical, Physical and/or Rogue. (First-aid, Impersonation, HTH: Martial Arts, Acrobatics, Imitate voice)
Secondary Skills:
Cook, Dance, Sew, Writing, Singing, Breed and control insects, Tracking
Equipment:
Travel pack (spare clothes, bedroll, canteen, towel), vest, shirt, good hiking boots, long coat, leather gloves, fire starter, first aid kit, Belt knife, walking stick, 12 ga slide action shotgun, 48 rounds same
Name: Thracius Bonneville
Critter: Mouse
Background: Townie
Money: 4,000
Size: 8
-5'2
-140 pounds
Hands: Full
Biped: Full
Speech: Full
Looks: Partial
Natural Abilities:
5 BIO-E for Advanced Vision (otherwise color blind).
5 BIO-E for Advanced Hearing
5 BIO-E for Leaping: Rodent.
Disadvnatages:
+5 Bio-E for Vestigial tail.
Apprenticeship: Weaponsmith.
Main Skill:
-Blacksmith
-Recognize Weapon Quality
Core Skills:
-Basic Mathematics
-General Repair & Maintenance
-Language
-Literacy
-Mechanics (Basic)
-Sculpting/Whittling
Military & Weapon Proficiency Skills:
-Optic Systems
-3 Ancient Weapon Proficiencies (Knife, shield, sword)
-3 Modem Weapon Proficiencies (SA pistol, Shotgun, Bolt action Rifle)
-2 Pilot Skills (Motorcycle, Truck)
Primary Skills:
Literacy
Basic Mathematics
2 Scientific & Scholastic Skills (Chemistry and Mechanical Engineering)
3 Weapon Proficiencies (Blunt, Crossbow, paired weapons)
1 Pilot Skill (Car)
5 skills total from Domestic, Medical, Physical and/or Rogue. (First-aid, Impersonation, HTH: Martial Arts, Acrobatics, Imitate voice)
Secondary Skills:
Cook, Dance, Sew, Writing, Singing, Breed and control insects, Tracking
Equipment:
Travel pack (spare clothes, bedroll, canteen, towel), vest, shirt, good hiking boots, long coat, leather gloves, fire starter, first aid kit, Belt knife, walking stick, 12 ga slide action shotgun, 48 rounds same
Player: Twitchy Artemis
Name: Sahsa
Critter: Cat
Background: Feral
Money: 200 bucks
HP: 22
SDC: 65
IQ 12
ME 10
MA 9
PS 29
PP 15
PE 17
PB 21
Spd 9
Size: 13
-Height: 7'2"
-Weight: 338 lbs
Hands: Full
Biped: Partial
Speech: Full
Looks: Partial
Natural Abilties:
Advanced Vision
Extra Physical Beauty
Extra Physical Prowess
Disadvantages:
Vestigial Tail
Catnip addiction
Nocturnal
Diet: Carnivore.
Skills:
Wilderness Survival
Climbing
Escape Artist,
Hand to Hand: Basic
Prowl
Tracking
Hunting
W.P.Automatic & Semi-Automatic Rifle
W.P.Knife
Preserve Food
Skin and Prepare Animal Hides
Land Navigation
Other Notes:
Equipment: an m1 grande, a colt 45, and a knife, with 2 sets of clothes, a knife, basic medical and camping gear, and 50 rounds of ammo for each.
Name: Sahsa
Critter: Cat
Background: Feral
Money: 200 bucks
HP: 22
SDC: 65
IQ 12
ME 10
MA 9
PS 29
PP 15
PE 17
PB 21
Spd 9
Size: 13
-Height: 7'2"
-Weight: 338 lbs
Hands: Full
Biped: Partial
Speech: Full
Looks: Partial
Natural Abilties:
Advanced Vision
Extra Physical Beauty
Extra Physical Prowess
Disadvantages:
Vestigial Tail
Catnip addiction
Nocturnal
Diet: Carnivore.
Skills:
Wilderness Survival
Climbing
Escape Artist,
Hand to Hand: Basic
Prowl
Tracking
Hunting
W.P.Automatic & Semi-Automatic Rifle
W.P.Knife
Preserve Food
Skin and Prepare Animal Hides
Land Navigation
Other Notes:
Equipment: an m1 grande, a colt 45, and a knife, with 2 sets of clothes, a knife, basic medical and camping gear, and 50 rounds of ammo for each.
Wednesday, 17 October 2012
Player: GundamChief
Name: Vincent
Critter: Turtle
Background: Gatorland Ninja Operative/Independent Ninja
Size: 10
Weight: 191 lbs
Height: '4"2
Level: 1st
HP: 30
SDC: 95
Money: 300 Bucks
IQ: 12
ME: 15
MA: 29
PS: 31
PP: 29
PE: 30
PB: 24
SPD: 33 (22.5 mph). Can cover 1,980 feet in one minute, 495 feet per melee round, and 99 feet per action.
Hands: Full
Biped: Full
Speech: Full
Looks: None
Combat Skills
Escape Moves:Roll With Punch/Fall/Impact, Leap, Back Flip.
Attack Moves: Leap, Cartwheel.
Basic Defensive Moves:Dodge, Parry, Automatic Parry.
Advanced Defenses:Multiple Dodge, Combination Parry/Attack.
Hand Attacks:Punch (1D4), Knife Hand( 1D6), Palm Strike (1D6).
Basic Foot Attacks:Kick (2D4), Tripping/Leg Hooks, Snap Kick (1D8), Drop Kick (Combination Fall/Dodge/Kick), Roundhouse Kick (3D6), Axe Kick (2D8), Knee Strike (1D8).
Jumping Foot Attacks:Leap Kick (3D8)
Special Attacks:Death Blow, Leap Attack, Roll/Knock-down (SPECIAL! This is a knock-down attack that does no damage, standard Roll bonus applies.), Body Flip/Throw.
Holds/Locks:Arm Hold, Leg Hold, Body Hold, Neck Hold.
Weapon Katas:W.P. Ninja Sword (Sword): +6 to strike, +5 to parry, and +3 to strike when thrown. W.P. Kusari-Gama (Chain): +5 to strike, +3 to parry.
Modifiers to Attacks:Pull Punch, Knock-Out/Stun, Critical Strike,
Critical Strike: From Rear.
Combat Bonuses
Attacks per melee: 5
Strike: +8
Parry: +10
Dodge: +10
Damage: +16
Roll with Impact: +6
Pull Punch: +0
Save vs. Coma/Death: +30%
Save vs. Magic/Poison: +8
Maintain Balance: +0
Critical Strike: On natural 20, from behind
No Fear of Heights
Automatic Knock Out on natural 20
96% to gain Trust or to Intimidate
70% to Charm or Impress others.
Leap 4 feet high and 5 feet long. Can leap 6 feet high and 7.5 feet long with a running start. Power Leaping allows the character to leap 21.5 feet high and 38.5 feet long. Power leaping costs 4 actions.
Powers
Art of Stealth or Pi Mi Hsing Tung: This is the martial art equivalent to the skill of Prowl. Using stealth a character can move silently and out of sight of observers. So long as the character is in the dark and unsuspected, this is done automatically, without needing to roll the dice. If the character's area is subjected to inspection (for example, a guard tower turns a spotlight on the character) then the chance to remain undetected is 55% with + 3% per level. The character also learns Jung Hua, the art of melting into the water. This gives one the ability to silently move out of,
into, or through water. Base chance is 70% with a + 2% per level. Note that the character must have the Swimming Skill in order to use this ability while in deep water.
Art of Vanishing or Sun Shih K'an Chien Chih: From clear view, even in the middle of combat, the character has the ability to simply disappear! The way it works is resembles sleight of hand magic trick. The character distracts the observer and instantly falls to the ground, rolls to the side, or otherwise vanishes from sight. Chance of success at vanishing depends on conditions. In darkness (full night), with many objects to hide behind, the character has a 70% chance plus 1% per level, of success. However, there is a penalty of —30% in good light, and — 20% on clear, flat, featureless ground (Penalties are accumulative).
Falling Technique: The character learns the fine art of falling. Not just from a few feet, but from dozens of feet, and then from hundreds of feet. The character also learns to always land properly, automatically bouncing back to a two foot, one foot, or cross-legged stance. At "safe" distances of 50 feet (15.2m) or less, the character takes no damage. At "minimal damage" distances (60 to about 360ft) the character takes one (1) point of damage for every 50 feet of the fall. Even at very great distances, of 400ft (122m) to about 1200ft (366m) the character takes only one point for every 20ft (6.1m) of distance fallen.
Tamashiwara: Otherwise known as the "Art of Breaking." This is the Ninjas & Superspies version of board breaking. Characters practice breaking wood, bricks, stones, ice and, eventually, glass, and they use their fists, feet, elbows, knees and even foreheads. Although this technique allows for just one attack per melee round, the damage from that attack can be awesome. In this kind of attack the A.R. and S.D.C. of the object are irrelevant because the martial artist is really breaking the Chi of the object. What is important is the character's roll to Strike. This is done with the character's usual bonus to Strike, and, to be successful, the roll must be 14 or better. If the roll is successful, then the target object isbroken or has a hole in it. This means the martial artist can punch a hole in a door, split a 2 by 4 in half, shatter a lock and so on. If the roll is under 5, it is a complete miss, and the character does no damage whatsoever. If the roll is between 5 and 13, then the Tamashiwara practitioner does full normal damage from the blow (plus damage bonuses), but the martial artist also takes half that damage. A roll of 14 or higher means successfully punching or kicking another human being inflicting double damage (plus damage bonus) directly to hit points (not S.D.C.).
Advanced Vision: This character can see double the usual distance and detail of normal human vision.
Beastly Strength: A level of physical power that allows the character to carry 100 times their PS attribute and lift 200 times their PS attribute (Can carry 3,100 lbs, and lift 6,200 lbs).
APPRENTICSHIP: Ninja Operative
Main Skill
Hand to Hand: Ninjitsu.
Core Skills
Language: English: 88%, +1% per level.
Literacy: English: 40%, +5% per level.
Languages: Japanese: 50%, +3% per level.
Acrobatics – Sense of Balance: 60%, +5% per level. Walk Tightrop or Highwire: 60%, +3% per level. Climb Rope: 80%, +2% per level. Backflip: 60%, +5% per level.
W.P. Archery: +1 to strike, 2 shots per melee round.
Climbing: 55%/45%, +5% per level.
Swimming: 50%, +5% per level.
W.P. Targeting: +1 to strike.
W.P. Sword: +1 to strike.
W.P. Grappling Hook: No bonus.
W.P. Rope: +1 to strike, +1 to entangle, and +1 to disarm.
W.P. Knife: +1 to parry, and +1 to Strike when Thrown.
W.P. Chain: +1 to strike.
Philosophical Training: Bushido: 80%, +2% per level.
Military
Recognize Weapon Quality: 25%, +5% per level.
Camouflage: 20%, +5% per level.
WP: Axe: No bonus
Pilot
Boat: Paddle types/Canoe/Kayak: 50%, +5% per level.
Primary Skills
Wilderness Survival: 30%, +5% per level.
Demolitions: 60%, +3% per level.
Demolitions Disposal: 60%, +3% per level.
Forced March
Military Etiquette: 35%, +5% per level.
Trap/Mine Detection: 20%, +5% per level.
Find Contraband: 26%, +4% per level.
Kick Boxing
Boxing
Streetwise: 20%, +4% per level.
Pick Locks: 30%, +5% per level.
Pick Pockets: 25%, +5% per level.
W.P.: Paired Weapons
W.P.: Staff: +1 to strike.
W.P.: Blunt: +1 to strike and parry.
Secondary skillsCook: 35%, +5% per level.
Running
Athletics (general)
Body Building
First Aid: 45%, +5% per level.
Equipment: A set of basic traveling clothing/everyday wear, one custom ninja suit, Ninja-to (2D4), Kusari-Gama (1D10 Chain, 1D8 Sickle), Hankyu (Archery) [This is the folding ninja bow] Range: 250 feet (76m), Damage: 2D4, Shuriken (Targeting) Damage: 1D4 (30), Ninja Climbing Claws; hands and feet (Shuko/Ashiko) , as well as a Ninja emergency Kit which is fully detailed below.
Ninja Emergency Kit: This is an assortment of items that a Ninja might need in case of trouble. Ninjas will keep several of these kits hidden in various places. Included in a small cloth bag would be a Kyoketsu-Shogi, 6 Shuriken, 12 Caltrops, a 3ft towel, a small cooking pot, paper and pencil, matches, first-aid kit (bandages, disinfectant, small scissors, painkiller), lock picks, spare clothing, and an eggshell filled with blinding powder. Enough rice, soybean curd and tea would be included for 7 days of tight rations.
Relatives & Connections: If a Gatorland Ninja Operative, the character has contacts with the Gatorland ninja organization, Cardania's Scouts, Rodent Cartel, and other rogue elements on the Eastern Seaboard. Independent Ninja often only have contact with their sensei and/or the sensei's other students, and with a few rogues or locals from their homeland.
Tuesday, 16 October 2012
Player: Wolfius
Name: Sparky
Critter: Fox
Background: Academic
Size 5
Weight: 33 lbs
Height: 3'7"
HP: 15
SDC: 38
Money: 3000 Bucks
IQ 18
ME 18
MA 11
PS 13
PP 17
PE 12
PB 27
SPD 23
Hands Full
Biped partial
Speech Full
Looks None
Abilities:
-Advanced Vision (otherwise color blind)
-Advanced Hearing
-Advanced Smell
Nat Weapons:
-1D6 damage Teeth.
-1D4 damage Running Claws.
Disadvantages:
-Vestigial Ears
-Vestigial Tail (huge & fluffy)
-Nocturnal
-Diet: Carnivore
Powers:
-Hypnotic Suggestion
-Natural Mechanical Genius
-Techno-Mind
-Telepathic Listening
APPRENTICSHIP: Artisan
Main:
-Fabrication
Core:
-Antiquarian
-Art: Drawing & Painting
-Basic Mathematics
-Blacksmith
-Carpentry
-General Repair & Maintenance
-Literacy
-Masonry
-Musical Instrument: Violin
-Sculpting & Whittling
-Sewing
Military:
-Recognise Weapon Quality
Pilot: Any two
-Sailing
-Automobile/Car
SKILLS:
6 scientific skills
-Advanced Mathematics
-Archaeology
-Chemistry: Basic
-Chemistry: Analytical
-Electrical Engineering
-Mechanical Engineering
4 technical skills
-Radio: Basic Communications
-Locksmith
-Brewing
-Boat Building
8 skills from the following categories: medical, physical, military, pilot or weapons.
-Paramedical
-Herbal Medicine
-Acrobatics
-Athletics
-Climbing
-Hand to Hand: Basic
-W.P. Automatic & Semi-Automatic Rifle
-W.P. Energy Rifle
6 secondary skills
-Dance
-Sing
-Locate Secret Compartments/Doors
-Wilderness Survival
-Fishing
-Skin and Prepare Animal Hides
Inventory:
Backpack
load bearing vest
Hydration pack
Kevlar vest
3x tshirts, pants, shorts, underwear, pairs of socks
1x pair digitigrade hiking boots
1x good leather jacket
2x leather gloves
2x climbing gloves
1x bedroll
1x tarp, twine
1x towel
Rations, 7 days
Grooming kit
Tinderbox;
-Tinder
-Charcloth Tin
-Flint and High Carbon Steel
Hunting knofe with pommel compass and compartment in handle.
-whetstone
-fishing line, hooks
skinning knife
Wittling knife
Hammer
handsaw
hacksaw
axe
multitool
duct tape
Sketckbook, charcoal sticks, ink, pens
Sewing kit, thread
Pocket radio/LED flashlight (battery/solar/crank)
Locksmith tools
gun cleaning kit w/ common spares
Solar-backed ruggedised tablet computer w/ refernce library
-Archaeology database
-Advanced Chemistry database
-5.56 mm Semi-Automatic Rifle
--4 Loaded 6 Round Clips.
--6x 24-Round Boxes
Stylish Sunglasses
Violin
Monday, 15 October 2012
Player: dragonwarz
Name: Jeepers Creepers or alternatively Ven
Critter: Bat
Background: Frontier
Size: Level 1 (height 8 inches; weight 15 ounces)
HP: 11
SDC: 11
Money: 100 Bucks
IQ 10
ME 15
MA 11
PS 4
PP 20
PE 8
PB 11
SPD 60 (42 mph)
Hands: Full hands separated from wings.
Biped: Full
Speech: Full
Looks: Fully Human
Natural weapons:
Teeth
Natural Abilities:
Extraordinary Speed
Acrobatic Flight
Ultrasonic Contents Detection
Skills:
language: american
Farming and Gardening
Fishing
Hunting
Tracking
Trapping
Wilderness Survival
Camouflage
Surveilence Systems
Prowl
Running
Photography
W.P. Targeting/Thrown weapons
W.P. Knife
W.P. Revolver
dowsing and water location
identify plants and fruits
first aid
mathematics: basic
sign language
herbal medicine
language: spanish
Hand to hand: Basic
literacy: american
Equipment: Trenchcoat, cowboy hat, and nearly infeasible amount of properly sized knives and shurikens.
pack of matches, tinderbox
gasmask/facemask
water skin
rations
poisons:
ergot fungus (2)
nightshade (2)
Name: Jeepers Creepers or alternatively Ven
Critter: Bat
Background: Frontier
Size: Level 1 (height 8 inches; weight 15 ounces)
HP: 11
SDC: 11
Money: 100 Bucks
IQ 10
ME 15
MA 11
PS 4
PP 20
PE 8
PB 11
SPD 60 (42 mph)
Hands: Full hands separated from wings.
Biped: Full
Speech: Full
Looks: Fully Human
Natural weapons:
Teeth
Natural Abilities:
Extraordinary Speed
Acrobatic Flight
Ultrasonic Contents Detection
Skills:
language: american
Farming and Gardening
Fishing
Hunting
Tracking
Trapping
Wilderness Survival
Camouflage
Surveilence Systems
Prowl
Running
Photography
W.P. Targeting/Thrown weapons
W.P. Knife
W.P. Revolver
dowsing and water location
identify plants and fruits
first aid
mathematics: basic
sign language
herbal medicine
language: spanish
Hand to hand: Basic
literacy: american
Equipment: Trenchcoat, cowboy hat, and nearly infeasible amount of properly sized knives and shurikens.
pack of matches, tinderbox
gasmask/facemask
water skin
rations
poisons:
ergot fungus (2)
nightshade (2)
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