Post by erebus on Nov 2, 2009 20:24:04 GMT -5
Player Name: Nick
YIM Handle: ghostphoenix13
Character Name: Erebus Diamanto
Alias: Erebus
Race: Human
O.C.C.: Immortal Mega Hero (Human. P. 62, 2nd column 56%-70%)
Occupation: Traveler
Alignment: Scrupulous
XP Level: 1
XP Points: 0
Next Level @ XP: 5000
Disposition: A fairly relaxed, upbeat person. Generally sees the silver lining. Having seen ages pass him while he lived made him realize that bad stuff happens...it’s more about how you handle it than stopping it.
Note: The SN Strength and 50% increase to SDC is null. The 50% increase to range on Super Powers remains.
ATTRIBUTES
I.Q.: 21
M.E.: 27
M.A.: 16
P.S.: 17
P.P.: 23
P.E.: 17
P.B.: 25
Speed: 26
PHYSICAL DATA
PPE: 54
HP: 88
SDC: 146
Age: 3500 or so...I stopped counting. My natural form is that of a 15 year old
Sex: Male...most days. I find the female body a little...off for me. Too many years as a man I suppose. (See PU2 Human Immortal. Basic shifting of form is allowed, nothing too drastic)
Height: 5' 4”
Weight: Generally perfectly toned and athletic.
Description: Looks like a teenager, verdant green eyes that show the ages that he has watched pass him by, honey brown hair to about the middle back, usually braided.
Special Abilities
Immortality as listed in the Mega Hero Section of HU2 Main Book
-HP Reduced to 0 - -130, racked with searing pain, weak and almost no concentration. All Combat bonuses are reduced to 0, APM are reduced to 2, attributes are down by 50%, skills down by 75%. Required 1d4 hours of complete rest and sleep. When complete, will wake with 4d6 HP above 0. Will begin natural regeneration after one hour. (FOR CHARACTER PURPOSES, THIS INCLUDES SUPER REGENERATION)
-If suffocated, or SDC and HP reduced to -131- - 300, will collapse and appear dead. Will remain that way for 4d6+12 hours. Once conscious will heal as above.
Death is possible
-True atomization or vaporization will destroy the character. If, however, the Head and 1/3 of the body are intact, the character will regenerate and return to life. Takes 3d4 Years.
-Incineration: If the head and ½ the body are reduced to ash, dead. However, if only reduced to skeletal remains, the character will regenerate and come back. 1d4x10 years.
-Decapitation: If the head is removed, will appear to be dead. Must be buried separately, or obliterated, otherwise, will reattach and heal within 6d6 days.
Super Regeneration - p.99 PU3
-Impervious to disease. Poisons and Drugs last 1/10th duration and have 1/3rd effectiveness.
-Heals at 2d6 per melee round, 1d4x10+4 per minute. Never scars.
-Injury to internal organs will heal completely in minutes, regenerate in an hour.
-Massive injury to the heart or brain is painful but not lethal, even if 90% is lost. It will regrow within 1d6x10 minutes. Aftermath: Weak for 1d6+1 hours. Reduce speed, APM, combat bonuses and skills by 50% and healing by 50% as body struggles with the sheer amount of healing that needs to be done.
-Regrows lost limbs: Finger, toe hand, foot: 24 hours. Arm or Leg: 48 hours. More than one limb: 3d6+72 hours. Half or more of the body: 2d6+ 10 days.
-Decapitation, complete destruction of the brain, atomization spells death.
Divine Healing - p.71 PU1
-Enhanced Healing: Can instantly heal 4d6 HP or SDC 3 times a day. (For normal healing, see Super Regeneration). Fatigues at 1/10th the normal human rate. ½ damage from Fire, Cold.
-Limb Regeneration: ((See Super Regeneration))
-Longevity: ((See Immortality))
-Healing Trance: Can enter a deep coma like state. Must be a conscious choice. Minimum duration is 1d6 Hours. Will heal 1d6x10 HP and 2d4x10 SDC per hour. Cannot be woken up until it ends.
-Healing Others: Sacrifice 4d6 SDC or 2d6 HP is SDC is depleted to heal 4d6 HP and SDC or 1d6 MDC for MD creatures. Range is touch.
-Reanimation and Restoration: May restore someone to life if they haven't been dead for more than 2 hours. Must concentrate fro 1d6 hours straight while maintaining physical contact with the corpse. At the end, will bring back with 1d6 HP or 1d6 MD. Downside: Lose 2d4x10% HP, cannot heal for 24 hours, loses 1d6 HP permanently. Chance to Succeed: 72% + 5%
Multi-Tasking - p. 36 PU1
Can completely split mind, doing to things simultaneously provided the actions do not interfere with each other (IE. No HtH while reading a book, but shooting a gun while reading is fine).
((Paired weapons, ambidextrous, +1 APM, all bonuses apply to combat even when doing 2 separate things))
Vocalization - p. 23 PU3
-Amplify Speaking Voice: Make voice as loud as a bullhorn. Can be heard up to 3/4's away. +2 to characters AF or HF
-Speak in a Wider Range of Sound: Can speak in Ultrasonic or Subsonic ranges. Cannot hear without specialized equipment.
-Modulate Voice: Change the pitch and tone of voice. (See skill, Disguise Voice)
-Mimic Sounds and Whistles: Mimic most natural, common sounds, animal noises and sound effects. Can create sounds that are amazingly convincing (See skill, Mimic Sounds/Whistles)
-Power of Command:Once per minute, can give a single basic command. Cannot encourage violence, violence on others, suicide or self-destruction.. Range: 150 ft. Duration: 1d4+1 melee rounds. APM: Each use counts as 2 attacks per melee.
Mechanical Awareness - p. 35 PU1
-Negates any bonuses provided by technology.
-+3 on initiative vs. any attacks from modern weaponry and machines. +4 to initiative vs. AI, Computers and Automated Defense Systems.
-Enemies are at -3 to dodge and lose 2 APM due to characters awareness.
-Sense the presence of Surveillance bugs, listening devices, concealed cameras etc.
-Auto-dodge (+4) vs. technology and machine opponents.
-RANGE: 225 FT.
Skills
Basic Skills
Basic Math: 52% + 5% per level
Read/Write Ancient Greek: 98% per level
Speak: Ancient Greek: 83% + 5% per level
Speak: Spanish: 91% + 5% per level
Speak: German: 91% + 5% per level
Speak: French: 91% + 5% per level
Speak: English: 91% + 5% per level
Mimic Sounds/Whistles: 70% + 3% per level
Disguise Voice: 86% + 3% per level
Pilot Automobile: 60% + 2% per level
Skill Programs
Survival / Wilderness
Wilderness Survival: 57% + 5% per level
Land Navigation: 58% + 4% per level
Carpentry: 47% + 5% per level
Boat Building: 52% + 5% per level
Identify Plants and Fruits: 47% + 5% per level
Technical
Photography: 57% + 5% per level
Research: 72% + 5% per level
General Repair/Maintenance: 57% + 5% per level
Computer Operation: 62% + 5% per level
Science
Advanced Mathematics: 62% + 5% per level
Chemistry: 52% + 5% per level
Anthropology: 42% + 5% per level
Archaeology: 42% + 5% per level
Astronomy: 47% + 5% per level
Criminal
Streetwise: 27% + 4% per level
Pick Locks: 37% + 5% per level
Seduction: 56% + 3% per level
Prowl: 34% + 5% per level
Safe Cracking: 27% + 4% per level
Espionage(Basic)
Detect Ambush: 37% + 5% per level
Intelligence: 39% + 4% per level
Impersonation: 53%/33% + 4% per level
Escape Artist: 37% + 5% per level
Secondary Skills
First Aid: 52% + 5% per level
Literacy: Spanish: 37% + 5% per level
Literacy: German: 37% + 5% per level
Literacy: French: 37% + 5% per level
Literacy: English: 37% + 5% per level
Sing: 42% + 5% per level
Athletics (General)
Climbing/Rappelling: 47%/37% + 5% per level
Running
Swimming: 57% + 5% per level
Basic Electronics: 37% + 5% per level
Hunting
Ventriloquism: 23% + 4% per level
Cook: 42% + 5% per level
Radio: Basic: 52% + 5% per level
Basic Mechanics: 37% + 5% per level
WP: Knives
WP: Semi Auto Pistol
Combat Data
HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +4
Strike Bonus: +7
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +2
Bonus to Roll w/Punch/fall/impact: +4
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Karate Kick: 2d4
Snap Kick: 1d6
Roundhouse Kick: 3d6
Backward Sweep: No damage. Knocks opponent down (-1 APM, lose initiative)
Other:
Weapon Proficiencies
WP Knife:
WP Semi Auto Pistols
WP Paired Weapons
Saving Throw Bonuses
+6 sv vs Magic
+4 sv vs Illusions
+5 sv vs Possession
+5 sv vs Horror Factor
+6 sv vs Toxin and Drugs
+10 sv vs Poison
+1 sv vs Psionic Attack
+1 sv vs Insanity
+51% sv vs Coma/Death
YIM Handle: ghostphoenix13
Character Name: Erebus Diamanto
Alias: Erebus
Race: Human
O.C.C.: Immortal Mega Hero (Human. P. 62, 2nd column 56%-70%)
Occupation: Traveler
Alignment: Scrupulous
XP Level: 1
XP Points: 0
Next Level @ XP: 5000
Disposition: A fairly relaxed, upbeat person. Generally sees the silver lining. Having seen ages pass him while he lived made him realize that bad stuff happens...it’s more about how you handle it than stopping it.
Note: The SN Strength and 50% increase to SDC is null. The 50% increase to range on Super Powers remains.
ATTRIBUTES
I.Q.: 21
M.E.: 27
M.A.: 16
P.S.: 17
P.P.: 23
P.E.: 17
P.B.: 25
Speed: 26
PHYSICAL DATA
PPE: 54
HP: 88
SDC: 146
Age: 3500 or so...I stopped counting. My natural form is that of a 15 year old
Sex: Male...most days. I find the female body a little...off for me. Too many years as a man I suppose. (See PU2 Human Immortal. Basic shifting of form is allowed, nothing too drastic)
Height: 5' 4”
Weight: Generally perfectly toned and athletic.
Description: Looks like a teenager, verdant green eyes that show the ages that he has watched pass him by, honey brown hair to about the middle back, usually braided.
Special Abilities
Immortality as listed in the Mega Hero Section of HU2 Main Book
-HP Reduced to 0 - -130, racked with searing pain, weak and almost no concentration. All Combat bonuses are reduced to 0, APM are reduced to 2, attributes are down by 50%, skills down by 75%. Required 1d4 hours of complete rest and sleep. When complete, will wake with 4d6 HP above 0. Will begin natural regeneration after one hour. (FOR CHARACTER PURPOSES, THIS INCLUDES SUPER REGENERATION)
-If suffocated, or SDC and HP reduced to -131- - 300, will collapse and appear dead. Will remain that way for 4d6+12 hours. Once conscious will heal as above.
Death is possible
-True atomization or vaporization will destroy the character. If, however, the Head and 1/3 of the body are intact, the character will regenerate and return to life. Takes 3d4 Years.
-Incineration: If the head and ½ the body are reduced to ash, dead. However, if only reduced to skeletal remains, the character will regenerate and come back. 1d4x10 years.
-Decapitation: If the head is removed, will appear to be dead. Must be buried separately, or obliterated, otherwise, will reattach and heal within 6d6 days.
Super Regeneration - p.99 PU3
-Impervious to disease. Poisons and Drugs last 1/10th duration and have 1/3rd effectiveness.
-Heals at 2d6 per melee round, 1d4x10+4 per minute. Never scars.
-Injury to internal organs will heal completely in minutes, regenerate in an hour.
-Massive injury to the heart or brain is painful but not lethal, even if 90% is lost. It will regrow within 1d6x10 minutes. Aftermath: Weak for 1d6+1 hours. Reduce speed, APM, combat bonuses and skills by 50% and healing by 50% as body struggles with the sheer amount of healing that needs to be done.
-Regrows lost limbs: Finger, toe hand, foot: 24 hours. Arm or Leg: 48 hours. More than one limb: 3d6+72 hours. Half or more of the body: 2d6+ 10 days.
-Decapitation, complete destruction of the brain, atomization spells death.
Divine Healing - p.71 PU1
-Enhanced Healing: Can instantly heal 4d6 HP or SDC 3 times a day. (For normal healing, see Super Regeneration). Fatigues at 1/10th the normal human rate. ½ damage from Fire, Cold.
-Limb Regeneration: ((See Super Regeneration))
-Longevity: ((See Immortality))
-Healing Trance: Can enter a deep coma like state. Must be a conscious choice. Minimum duration is 1d6 Hours. Will heal 1d6x10 HP and 2d4x10 SDC per hour. Cannot be woken up until it ends.
-Healing Others: Sacrifice 4d6 SDC or 2d6 HP is SDC is depleted to heal 4d6 HP and SDC or 1d6 MDC for MD creatures. Range is touch.
-Reanimation and Restoration: May restore someone to life if they haven't been dead for more than 2 hours. Must concentrate fro 1d6 hours straight while maintaining physical contact with the corpse. At the end, will bring back with 1d6 HP or 1d6 MD. Downside: Lose 2d4x10% HP, cannot heal for 24 hours, loses 1d6 HP permanently. Chance to Succeed: 72% + 5%
Multi-Tasking - p. 36 PU1
Can completely split mind, doing to things simultaneously provided the actions do not interfere with each other (IE. No HtH while reading a book, but shooting a gun while reading is fine).
((Paired weapons, ambidextrous, +1 APM, all bonuses apply to combat even when doing 2 separate things))
Vocalization - p. 23 PU3
-Amplify Speaking Voice: Make voice as loud as a bullhorn. Can be heard up to 3/4's away. +2 to characters AF or HF
-Speak in a Wider Range of Sound: Can speak in Ultrasonic or Subsonic ranges. Cannot hear without specialized equipment.
-Modulate Voice: Change the pitch and tone of voice. (See skill, Disguise Voice)
-Mimic Sounds and Whistles: Mimic most natural, common sounds, animal noises and sound effects. Can create sounds that are amazingly convincing (See skill, Mimic Sounds/Whistles)
-Power of Command:Once per minute, can give a single basic command. Cannot encourage violence, violence on others, suicide or self-destruction.. Range: 150 ft. Duration: 1d4+1 melee rounds. APM: Each use counts as 2 attacks per melee.
Mechanical Awareness - p. 35 PU1
-Negates any bonuses provided by technology.
-+3 on initiative vs. any attacks from modern weaponry and machines. +4 to initiative vs. AI, Computers and Automated Defense Systems.
-Enemies are at -3 to dodge and lose 2 APM due to characters awareness.
-Sense the presence of Surveillance bugs, listening devices, concealed cameras etc.
-Auto-dodge (+4) vs. technology and machine opponents.
-RANGE: 225 FT.
Skills
Basic Skills
Basic Math: 52% + 5% per level
Read/Write Ancient Greek: 98% per level
Speak: Ancient Greek: 83% + 5% per level
Speak: Spanish: 91% + 5% per level
Speak: German: 91% + 5% per level
Speak: French: 91% + 5% per level
Speak: English: 91% + 5% per level
Mimic Sounds/Whistles: 70% + 3% per level
Disguise Voice: 86% + 3% per level
Pilot Automobile: 60% + 2% per level
Skill Programs
Survival / Wilderness
Wilderness Survival: 57% + 5% per level
Land Navigation: 58% + 4% per level
Carpentry: 47% + 5% per level
Boat Building: 52% + 5% per level
Identify Plants and Fruits: 47% + 5% per level
Technical
Photography: 57% + 5% per level
Research: 72% + 5% per level
General Repair/Maintenance: 57% + 5% per level
Computer Operation: 62% + 5% per level
Science
Advanced Mathematics: 62% + 5% per level
Chemistry: 52% + 5% per level
Anthropology: 42% + 5% per level
Archaeology: 42% + 5% per level
Astronomy: 47% + 5% per level
Criminal
Streetwise: 27% + 4% per level
Pick Locks: 37% + 5% per level
Seduction: 56% + 3% per level
Prowl: 34% + 5% per level
Safe Cracking: 27% + 4% per level
Espionage(Basic)
Detect Ambush: 37% + 5% per level
Intelligence: 39% + 4% per level
Impersonation: 53%/33% + 4% per level
Escape Artist: 37% + 5% per level
Secondary Skills
First Aid: 52% + 5% per level
Literacy: Spanish: 37% + 5% per level
Literacy: German: 37% + 5% per level
Literacy: French: 37% + 5% per level
Literacy: English: 37% + 5% per level
Sing: 42% + 5% per level
Athletics (General)
Climbing/Rappelling: 47%/37% + 5% per level
Running
Swimming: 57% + 5% per level
Basic Electronics: 37% + 5% per level
Hunting
Ventriloquism: 23% + 4% per level
Cook: 42% + 5% per level
Radio: Basic: 52% + 5% per level
Basic Mechanics: 37% + 5% per level
WP: Knives
WP: Semi Auto Pistol
Combat Data
HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +4
Strike Bonus: +7
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +2
Bonus to Roll w/Punch/fall/impact: +4
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Karate Kick: 2d4
Snap Kick: 1d6
Roundhouse Kick: 3d6
Backward Sweep: No damage. Knocks opponent down (-1 APM, lose initiative)
Other:
Weapon Proficiencies
WP Knife:
WP Semi Auto Pistols
WP Paired Weapons
Saving Throw Bonuses
+6 sv vs Magic
+4 sv vs Illusions
+5 sv vs Possession
+5 sv vs Horror Factor
+6 sv vs Toxin and Drugs
+10 sv vs Poison
+1 sv vs Psionic Attack
+1 sv vs Insanity
+51% sv vs Coma/Death