Tuesday, 23 October 2012

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.

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