Seymour Ruiz - WIP

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Seymour Ruiz - WIP

Postby Seymour Ruiz » Tue Mar 12, 2019 1:33 pm

Player Name: Jason
G-Mail: Leprecoon99
Character Name: CS-MR-0025
Alias: Seymour Ruiz
Race: Mutant Rat
O.C.C.: Information Broker
Alignment: Aberrant
XP Level: 3
XP Points: 3,601
Next Level @ XP: 7,201
Sentiments/Non-Humans: Human? Non human? Assholes are assholes, no matter what they look like.
Sentiments/Coalition: Where? They found me?
Disposition: Curious, loyal, trustworthy - known as the type to keep his mouth shut.
Insanity Ideas:
Obsession: Fascination with death in all forms - must take a picture for his records
Paranoid: Thinks he is being followed by CS
Affective Disorder: Hates bugs - grew up poor...bugs everywhere

ATTRIBUTES
I.Q. 16
M.E. 8
M.A. 10
P.S. 14
P.P. 20
P.E. 11
P.B. 12
Spd 30 running (reduce by 30% when climbing)

PHYSICAL DATA
P.P.E.: 8
I.S.P.: 138
H.P.: 22
S.D.C.: 21
Age: 21
Sex: Male
Height: 5 feet
Weight: 160 pounds
Description: Seymour has a vaguely human, bipedal appearance and rat-like head, with human legs, arms and a long, hairless tail. He is thin and wiry, with fully articulated hands (including opposable thumbs) and long, sharp nails.

Racial Abilities
Climb 85%/80%
Swim 75%
Prowl 72% (+2%)
Identify scents: 62% (+2%)
Track by scent: 58% (+2%)
The tail is not like prehensile feet
Double jointed
Ambidextrous
Rats and most rodents must chew on wood, concrete, or metal to wear down their ever growing teeth, otherwise their fangs will grow through their jaws.

Natural Abilities
Perception Bonus: see rules here
Charm/Impress: 5%
Invoke Trust/Intimidate: 10%
Max. Encumbrance: 30% body wt (48 lbs)
Max. Carrying Weight: 280 lbs
Max. Lifting Weight: 140 lbs
Max. Jumping Ability: Can leap 6 feet up and 10 feet across (increase lengthwise leaps by 30% with a running or swing start)

Special Abilities:
1. Black Market Benefits: All three Benefits are available to this character, but most Information Brokers stay focused on their
information business, supplemented by extortion rackets and detective and espionage work. Any formal business is likely to be
related to these, such as a detective agency. For most, buying and selling information is their business, and they do very well at it.

  • Professional Courtesy and Connections
    Black Marketeers tend to see each other as brothers and sisters in the same, big, underground organization. As a courtesy, even
    members of rival factions are, as a general practice, regarded as comrades-in-arms rather than enemies, and treated with respect
    and courtesy. Sure, competition and rivalries can get heated at times, but the Five Factions have each carved out their place in
    the market and, for the most part, support each other. This means a fellow Black Marketeer will generally take the word of his brother
    over that of an outsider or "mark" (customer), and certainly over that of the authorities.
    This trust and camaraderie demands a degree of loyalty and trust in return. As a result, Black Marketeers make it a rule to be
    honest, fair and sincere with each other, to the point of admitting accidents, wrongdoings and mistakes. It is better to admit to, and
    pay the price for, a stupid mistake or misstep than lie to a fellow Black Marketeer within the same Faction, and NEVER to a Boss.
    Another benefit of being a member of an organized crime syndicate is connections. A fellow member of the Black Market always
    gets a small discount on anything purchased from the Black Market. A better deal may be possible if the character is a regular
    customer, a Boss, a big spender or friend. This includes discounts at Body-Chop-Shops and other professional services. The Black
    Market is a network of criminal operations and services, and fellow Black Marketeers are insiders who are part of that network.
    As such, they are expected to bring the Black Market opportunities and profit, and the organization reciprocates by providing work,
    services and information in return.
    A Black Marketeer can also count on truthful (though possibly incomplete or withheld) information, provided it doesn't require
    giving up trade secrets that could hurt a brother's business. Fellow Black Marketeers are happy to share rumors and word on the
    street, offer warnings of trouble from the law and outsiders (but not necessarily from within the Black Market itself), and offer up
    the location of Black Market Body-Chop-Shops, dealers, fences and other Black Market facilities and services. They may even be
    willing to make an introduction to a Lieutenant or Captain of a local crime crew.
    Bonuses:+ 10% to the skill Find Contraband when it is through the Black Market. Most Black Market Fences pay 5% more to fellow
    Marketeers than they do to outsiders, and most sell goods and services to fellow Black Marketeers at a 10% discount.
  • Black Market Loans & Credit Lines
    A Black Marketeer has one advantage over most other player
    characters. If he needs a quick influx of money for a deal, he can usually get it with no problem through the Black Market. Loans
    and lines of credit are made by going to an NPC Black Market Banker, Captain or Boss at a local Black Market facility that knows him personally or by reputation (even if he's just starting out). Otherwise, he'll need a known and trusted Black Market "associate"
    (again, probably an NPC/Non-Player Character) willing to vouch for him to a higher up, or willing to lend him the money himself.
    The money lent doesn't just magically appear, the character must have access to his account at a Black Market bank and he'll
    be given a Black Market debit card with the available funds. Once approved, a Black Market bank can have the funds ready within
    30 minutes.
    Available Funds for a Black Market Loan or Credit:
    How much a Black Marketeer can borrow depends on the character's experience, reputation and clout within the organization,
    as well as on his personal assets: house, criminal enterprises, drug stash, etc.

    • 25,000 credits per level of experience; double if he has plenty of known personal assets worth at least 10 times the amount he
      wants to borrow.
    • +50,000 additional credits per level of experience for a character with a sterling reputation in the Black Market for reliability,
      making money or having repaid past loans and vig without incident. Must be at least second level and a rising star.
    • +200,000 additional credits per level of experience if a high ranking NPC (Non-Player Character), such as a Black Market
      Captain, Boss, Family or Faction, endorses the character for whom the line of credit is being secured. This is likely to require some
      role-playing to attain.

    All these amounts are cumulative, provided the character meets
    the requirements.

    Note: A line of credit works just like a loan. The full amount
    requested is made available in the character's account, and interest
    begins to accrue immediately on the entire amount, whether the
    character has spent it or it sits in his Black Market bank account.
    Collateral: In all cases, it is understood by the borrower that
    everything he owns is automatically put up as collateral for the
    loan. Failure to pay the loan and the vig in full, when due, means
    seizure of the necessary assets owned by the borrower to cover the
    loan, or worse.

    Alternative Black Market Loans:
    In all cases, loans and lines of credit made via the Black Market are expected to be repaid within
    90-180 days, with interest compounded weekly. There are only two exceptions:

    1. Money lent to a character by a friend who agrees to much more reasonable terms and time to pay, but such terms are dictated by
    the lender, and while more fair, they may remain odious, especially if that friend is a fellow Black Marketeer.

    2. When a Black Marketeer player character calls in a "favor" to get a loan, it is usually he who dictates the terms. If the favor
    is coming from a friend, business or anyone with whom the Black Marketeer wishes to maintain a good business relationship,
    the terms will be fair for both parties. (Something like 10% interest compounded monthly and payment in full expected at the
    end of one or two years.) If the "favor" is being demanded from someone the character has no need or desire to maintain a good
    relationship with, the borrower can make any demand he wants (1% interest compounded annually and due in 20 years). However,
    unfair favors are likely to create a new enemy, so even then it is wise to make a fair deal. (Something like 5% interest compounded
    monthly or annually, and payment in full expected at the end of 2-5 years.)

    Note:
    Borrowing money via the Black Market and calling in favors are effective when handled with tact and diplomacy, and for
    enterprises that have a very high likelihood of a quick return and handsome profit. They are not long-term and are costly even in the
    short term. A Black Marketeer getting a loan through the Black Market organization had better know what he is doing or he could
    find himself in a world of hurt. This is why most Black Marketeers would rather get money the good old-fashioned ways: robbery and extortion. Both can
    be dangerous during the initial acquisition of funds, but once acquired, there is no vig nor requirement to repay the money. Of
    course, Black Marketeers with business savvy can also earn a nice, steady income and save piles of credits via criminal and legitimate
    Black Market enterprises. However, owning and overseeing a business is not for everyone, and business has its own perils.

    The "Vig" - Interest Rate:
    The "vig" on personal loans is an interest rate of 20% compounded
    weekly. No questions asked.
    Payment in full, plus interest, is expected no later than 90 days later. Some lenders may demand a weekly payment with interest,
    while others are willing to wait for the entire amount, plus interest, at the end of the 90 days. In the latter case, interest accrues the entire
    time and weekly interest is applied to the original loan amount plus the increasing interest that grows weekly. The longer it takes
    to repay the loan, the more money is owed when it is repaid. A 90 day extension of the loan may be negotiated at a retroactive 30%
    interest rate that starts from the initial date of the loan. A loan for a one-time opportunity, such as a heist, purchase
    for resale, etc., requires a 30 day repayment of the loan and no extension is likely. In this case, the lender gets a 25% cut from the
    transaction off the top instead of the usual 20% vi g. So if the "opportunity" yields a return greater than what a personal loan would
    have been, the lender gets that greater amount; 25% of the take. If the opportunity fails to yield a profit, the lender expects to get his
    loan repaid in full, without any additional vig. It is a risk he took for a bigger slice of the pie, and he's okay with that. Black Marketeers
    are risk takers. However, that's only if the deal really is a dud. If the lender finds out that the borrower is holding out on him
    and made back his own investment or a secret profit, the lender is likely to extract payment by "messing up" the borrower - a brutal
    beating and breaking both legs or severing a limb (a couple fingers, hand or foot) and/or seizure of assets up to double the loan amount.
    All of which is allowed by the Black Market for such an infraction. If the loan is for a business enterprise, the "vig" is 25% compounded
    weekly, with repayment of the loan in full plus interest due in 180 days. In the alternative, no vig and no repayment is
    required if the lender gets a permanent 10% "buy in" to the business. However, the lender is a permanent partner and gets weekly
    or monthly payments from the profit of the business. The more the lender makes, the happier he is and things go well. If there is no
    profit after three years from the date of his initial investment, or if the profit is less than the money lent plus vig, the full amount of the
    loan plus the usual vig, compounded weekly over that three year period, is expected to be paid, or else. Any profit sharing paid to
    the lender during that time period is not applicable to the return of the loan plus vig, even if it was almost the full amount.
    If the borrower does not have the money, but the lender believes the business has genuine profit making potential "under new management"
    - his own - the lender has the right to seize the business and all assets in that business, but the borrower is released from his
    debt whether the business goes on to make money or fails.
    If the business is worthless and the borrower cannot repay the loan plus vig, the Black Market lender can seize the borrower's assets
    until the loan and the vig are paid in full. If that is not enough, the lender may insist the borrower perform one or more services
    sufficient to cover his debt. In the alternative, the lender has the right to extract penalties that can include forfeiture of the borrower's
    life and/or the lives of the borrower's family, business partners and teammates. Of course, a benevolent lender will not take such
    extreme measures as a "favor" or reward for some other service or benefit rendered to him by the borrower. If a favor, it means the
    borrower owes the lender a BIG debt and can expect that favor to reflect that whenever it may be called in.
  • Black Market Enterprises - this character has elected to not begin play with a business. See page 76 of the Black Market sourcebook for details.

2. Special Abilities of the Information Broker: The Information Broker starts with Informant: Confidential, Informant: Street Snitch, Street Rep: Trustworthy and Friends in Low Places, especially within the Black Market.

  • Informant: Confidential
    The Black Marketeer has ONE confidential informant - well placed mole, spy or snitch within
    an existing group, organization or business. This may include a soldier or police officer in the Coalition, a member of the government
    or media, or even someone within a rival or friendly Black Market group or Faction. The well placed confidential informant
    feeds the character information about that particular group, opportunities he may be able to exploit, warnings of attacks leveled
    at him by said group or at his friends and business interests, and other inside information that may benefit the Black Marketeer. The
    identity of this "mole" is a highly valued and protected secret asset that should never be shared even with trusted friends. Bonus: Add
    one additional confidential informant to his network at levels 5, 10 and 15. Others may be acquired through role-playing at the G.M.'s
    discretion.
  • Informant: Street Snitch
    The Black Marketeer has 1D4+ 1
    Street Snitches in his pocket. These are usually petty criminal,low-life scoundrels and underworld figures. Prostitutes, drug dealers,
    junkies, drunks, shady bartenders or pawnshop managers, City Rats, Cyber-Snatchers, bandits, and low-ranking muscle can all be
    informants who trade information for small amounts of cash, booze and small favors. Such informants and snitches tell the Black Marketeer
    about the activities of his rivals and enemies, offer juicy secrets they might stumble across, share the word on the street, and
    are happy to keep an eye open and an ear cocked for anything or anybody the Black Marketeer might ask them to find or watch out
    for. This includes the whereabouts of specific individuals, schedules for deliveries and patrols, and just about any data that can be
    learned from someone willing to carefully ask a few questions, listen in on conversations and do a little tailing. Bonus: Add one
    additional Street Snitch to his crime network at levels 2, 4, 6, 7, 8, 9, 11, 13 and 15. Others may also be acquired through role-playing
    at the G.M.'s discretion.
  • Street Rep: Trusthworthy
    Word on the street is this guy is fair and honest in his business dealings and can be trusted by fellow
    Black Marketeers, crooks and outlaws. He is in good standing with his clientele and he may have a rep for being the "go to guy" when
    looking for "X" -whatever that may be. "X" probably ties into one of the character's criminal enterprises or a particular Black Market
    service with which he is affiliated or run by a friend or crime boss. Note: This is the character's rep "on the street," and is not necessarily
    what the Black Market or the authorities may think of him. Bonuses: +5% bonus to the skills Barter, Gambling, Gambling Dirty Tricks and
    Pick Pockets.
  • Friends in Low Places
    This Black Marketeer knows his share of 3D4 thugs, thieves, drug dealers, pimps, streetwalkers, beggars,
    snitches, gamblers, gang-hangers, Cyber-Snatchers, City Rats, cutthroats and lower echelon criminals and lowlifes within the Black
    Market and outside of it. He has cultivated a network of reasonably reliable friends, associates and contacts within the local Black
    Market Faction and groups of other criminals, mercenaries, bounty hunters, bandits, and saloon owners in the community where he
    lives or does business. All of these "friends" are unsavory sorts of low character. Still, they have their ears and eyes on the street
    and may be able to provide information, warnings, rumors, inside information, suggest jobs and criminal opportunities, or come to
    the Black Marketeer with loot to fence, targets to rob, and provide temporary places for him to hole-up and hide out when he needs
    to lie low. Bonus: The Black Marketeer gets an additional 10% discount on most Black Market purchases and transactions from
    these lowlifes only. Additional friend in low places are possible through role-playing.
  • Friends in High Places
    Black Marketeer has connections with 1D4 lieutenants and perhaps 1D4 other higher ups (business operators, smugglers, fences,
    etc.) and even one Boss within his Faction of the Black Market. In addition, he has a total of 1D4+ 1 well placed "friends" in
    the local community spread out among the government, influential business owners, media and/or the local authorities/police. These civilian friends in high places already owe the Black Marketeer a "favor" or are corrupt, so when properly motivated with bribe money or enticed with the right opportunity or means to their own goal, or in exchange for a favor from the Black Marketeer, they can pull strings to get criminal investigations or charges dropped,
    provide insider information, and otherwise assist the Black Marketeer in subtle and even direct ways, provided their help does not
    get them entangled in public controversy or cost them their career or fortune. Likewise, having these "friends" enables the Black
    Marketeer to get 50% more money from Black Market loans and lines of credit. Note: These power brokers like to flex their muscle
    to help "friends" but are likely to expect a favor in return when asked, and show no leniency if a loan they endorsed is not repaid
    or comes up short. Additional friends in high places are possible through role-playing.

3. Information Grapevine
The Information Broker's stock in trade is information and he cannot afford to be too fussy about where or how he gets his information. Brokers do not wait for information to drop into their laps, they are proactive and set up networks for gathering (and disseminating) information.
These networks or "grapevines" may consist of a number of different things, but rely on operatives, contacts and snitches. [/list]
Note:
Part of that grapevine is a street reputation that the Information Broker pays for reliable information on many subjects. An Information Broker's grapevine network may come from all walks of life, ranging from strategically placed personnel in various media, law enforcement, military offices, researchers at universities, to workers and clerks at businesses, bartenders, prostitutes (they can learn a lot from their customers in the sack!), City Rats, crooks and homeless street people.
The motives of operatives in the grapevine also vary. Some do their tasks just for profit of some type- cash, status, power (real or imagined), trade goods, a paying job, etc.- while others may be paying off a debt or favor, or have an ulterior reason (wants to become a Black Marketeer, likes having connections to the Black Market, seeks revenge against the government, law or business, is a spy or undercover agent himself and is spying on the Information Broker or the Black Market, or feeding them information for his own purposes, and so on).
What positions these contacts hold and what information they can gather (or spread) is dependent on the role-playing skills of the player and the discretion of the G.M.


4. Spyware
Information Brokers do whatever it takes to gather information, and that includes expert use of bugs, listening devices, cameras and surveillance equipment. Both high-tech spyware and mystical devices can provide a Broker with invaluable (and very profitable) information.
Starts with 1d4 = 2 of each type of bugs and surveillance devices.


Psionics
Master (needs a 10 to save)
  • Alter Aura (2)
  • Bio-Manipulation (10)
  • Bio-Regeneration (6)
  • Cause Hallucination (8-20)
  • Extended Presence Sense (8)
  • Empathy (4)
  • Impervious to Poison/Toxin (4)
  • Mask I.S.P. and Psionics (7)
  • Meditation (0)
  • Mentally Possess Others (30)
  • Mind Block (4)
  • Mind's Eye (8)
  • Nightvision (4)
  • Psychic Diagnosis (4)
  • Psychic Surgery (14)
  • See Aura (6)
  • Sixth Sense (2)
  • Speed Reading (2)
  • Strength of Mind (10)
  • Suppress Fear (8)
  • Telekinesis (varies)
  • Telekinetic Force Field (30)
  • Telepathy (4)
  • Telepathy: Superior (8)
  • Total Recall (2)

O.C.C. Skills
Computer Operation -- 72% (+5%)
Computer Programming -- 47% (+5%)
Computer Hacking -- 42% (+5%)
Intelligence -- 67% (+4%)
Language: American -- 100% (+1%)
Language: Spanish --78% (+3%)
Language: Euro -- 78% (+3%)
Literacy: American -- 72% (+5%) (+20%)
Lore: Magic
--General Knowledge: 47% (+5%)
--Recog. Magic Circles, Runes, etc: 37% (+5%)
--Recognize Enchantment: 30% (+4%)

Lore: Psychics & Psionics -- 47% (+5%)
Lore: Demons & Monsters -- 52% [size=85](+5%)

Mathematics: Basic -- 67% (+5%)
Pilot: Automobile -- 72% (+2%)
Radio: Basic -- 67% (+5%)
Research -- 72% (+5%)
Streetwise -- 52% (+5%)
Surveillance -- 54% (+5%)
W.P.: Energy Pistol
W.P.: Knife
Hand to Hand: Basic

O.C.C. Related Skills:
T.V./Video -- 52% (+5%)

Secondary Skills:
Appraise Goods -- 32% (+5%)
Photography -- 47% (+5%) (+5%)
W.P. Targeting

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +5
Dodge Bonus: +6
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +0
Available Combat Maneuvers
Bite: 2D6
Body Block/Tackle 1d4 + special
Claw strike (with fingernails): 2D4
Elbow: 1d6
Entangle: special
Knee: 1d6
Kick Attack: 2d6
Punch: 1d6
Power Punch: 2d6 (2 APM)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 Strike Bonus
Called/Aimed Shots: +3 Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife: +1 to strike, +2 to parry, +2 to strike when thrown
W.P. Energy Pistol: +2 to strike
W.P. Targeting: +2 to strike (cumulative with other W.P. that are compatible with throwing, such as W.P. Knife)

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (varies): +0
Horror Factor (varies): +0
Last edited by Seymour Ruiz on Sat Mar 16, 2019 6:12 am, edited 9 times in total.
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Re: Seymour Ruiz - WIP

Postby Seymour Ruiz » Tue Mar 12, 2019 1:35 pm

Equipment
Money
Universal card with 13,000cr.
1,000 cr. in Black Market contraband (form of old style tv camera)

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.

When it comes time for you to make out your wish lists please also answer the following questions.
:arrow: On a scale of 1 to 3, with 1 being most important, please assign a value to each wish list category for this PC.
:arrow: Also, would you sacrifice an entire category to have a better selection in another?
:arrow: If so, which would you sacrifice and which would you improve?

Wish List Categories

Standard Categories

    Transportation Priority 1
    Note: This category includes: RCVs (robot combat vehicles), PAs (Power Armor suits), and various other types of water, ground, and air vehicles
    super-duper Vehicle (book/page reference) CRV-05 Crisis Response Vehicle (Police Mobile Command Crisis Response but camera studio) pg 211 NG2
    fine Vehicle (book/page reference) Rumble Wagon pg 155 Black Market
    crappy Vehicle (book/page reference) news van

    Primary Weapon will sacrifice for vehicle
    Note: I leave this item to player discretion
    super-duper weapon (book/page reference)Wilk's-Remi 157 "Judgement Day”
    fine weapon (book/page reference) NG-B20 Bangstick Hammer
    crappy weapon (book/page reference) NG-11S Sawed-Off

    Secondary WeaponPriority 3
    Note: This item is never larger than a one-handed weapon. This category cannot be sacrificed for the improvement of another.
    super-duper weapon (book/page reference) BigBore "Holdout" Derringer
    fine weapon (book/page reference) CFT "Auto-Shooter - .45 caliber automatic pistol
    crappy weapon (book/page reference) Vibro claws

    Armor/Protection Priority 2
    Note: This category includes: Force fields, EBA (environmental body armor), and assorted other types of armor and protection from damage
    super-duper armor (book/page reference) MI "Vaqueros" Armor pg 179 new west
    fine armor (book/page reference) Ultra-300 Armored Huntsman’s Choice Jumpsuit
    crappy armor (book/page reference) branaghan coat

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.


Carried/In Hand
Old style news tv camera

Worn on Person
Headphones
comb
tinted goggles
hat
traveling clothes
In pants: pocket-size notepad - 2 pencils / 12 markers
boots - left: survival knife
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

Attachment: radio / a long range radio
Attachment: flashlight / pen flashlight
Attachment: digital camera / x2 memory cards
Attachment: Portable cd recorder/player (also plays 1 and 3 in a/v discs)
Attachment: video disc player (also plays 1 and 3 inch a/v discs)
Attachment: pocket mirror / magnifying glass
Attachment: a canteen
Attachment: gas mask/air filter
Attachment: 5x 1 in disc
Attachment: 5x 3 in disc
Attachment: normal binoculars
Attachment: Portable language translator

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: set of dress clothes
• Space: tablet
• Space: Laser Holographic Portable Computer
• Space: still camera
• Space: tele lens
• Space: still camera film x10
• Space: 100 ft thin rope
• Space: portable electronics tool kit
• Space: two spare sets of traveling clothes,
• Space: one set of dress clothes

Satchel
SURVEILLANCE EQUIPMENT As spyware ability
    Keyhole or Tube Microphones
    Contact Microphone
    Commercial Wireless Microphone: (entertainment)
    Compact Commercial Wireless Microphone: (size of a pack of cigarettes)
    Wireless Microphone
    Tracer Bug
    Bumper Beeper
    Listening (bugging) Device
    Tie Clasp: Microphone;
    Electret Condenser Lavalier Mic
    Broadcast Quality Tie Tack
    Special Bugs: These come in a variety of sizes, from postage stamp to martini-olive type, complete with mic., transmitter and amplifier.
    Room Bug
    Transmitters (typical)
    Transmitters (quality crystal)
    Low-Frequency Converter
    Frequency Equalizer (controls cutoff of certain frequencies and boosts others)
    Test Transmitter
    Additional Transducer
    Telephone Induction Unit
    Sound Amplifier (high quality)
    Telephone Bugs
    Drop in Cartridge:
    Room Bug Mini-Transmitter
    Telephone Line Transmitter
    Field Strength Meter
    Broadband Receiver
    Pocket Vibration Detector
    Pocket Scrambler
    Portable Telephone Scrambler
    Video Briefcase
    Video Wall Mount
    Mini-Telephoto Document Camera

Stored in Vehicle
Last edited by Seymour Ruiz on Wed Mar 20, 2019 2:06 pm, edited 11 times in total.
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Re: Seymour Ruiz - WIP

Postby Augur » Tue Mar 12, 2019 3:18 pm

You're DEFINITELY going to want to use the advice from EU players guide, and get other, experienced players to review this for you before having me review it.
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Re: Seymour Ruiz - WIP

Postby Seymour Ruiz » Thu Mar 14, 2019 11:12 am

ReROLL sheet - found many mistakes. this is an attempted fix

IQ: 2d6: +6 = 16
3d6:
4, 2, 6
ME: 2d6: 8
3d6:
2, 1, 6
MA: 3d6: 10
3d6:
2, 5, 5
PS: 4d6: 14
4d6:
6, 6, 4, 1
PP: 3d6: +8 = 20
3d6:
6, 2, 6
PE: 4d6: 11
4d6:
3, 6, 1, 2
PB: 2d6: 12
3d6:
6, 2, 6
SPD (ground): 5d6: +6 = 30
6d6:
6, 6, 2, 5, 3, 6

HP (Starting): 3rd lvl = 3d6
3d6:
6, 4, 1 = 11

SDC (starting): 4d6
4d6:
4, 2, 3, 1 = 10

PPE: (Base): 3d6
3d6:
3, 2, 3 = 8

ISP (starting): 01-25% chance of minor
1d100 = 97 = no psi
ISP: 3d6 = 11 x10 +20 = 130


save vs insanity: 1d20: = 2 (Fail)
Insanity Ideas:
Fascination with death in all forms - must take a picture of each death for his records
Thinks he is being followed by CS
Hates bugs - grew up poor...bugs everywhere
User avatar
Seymour Ruiz
 
Posts: 5
Joined: Tue Mar 12, 2019 12:49 pm

Re: Seymour Ruiz - WIP

Postby Seymour Ruiz » Tue Mar 19, 2019 10:28 am

Seymour's Psionic Powers

  • Alter Aura
    Range: Self.
    Duration: One hour per each level of experience.
    I.S.P.: 2
    Saving Throw: None.
    According to psychics who can see such things, all living beings possess an aura - a colorful energy field that is invisible to the naked
    eye and most conventional forms of photography and sensors. This psychic ability does not allow the psychic to see auras, but to alter his
    own. The psychic can manipulate his physical energy field to appear different (stronger, weaker, sickly, lacking psionics, evil rather thangood, etc.). The altered aura sends the wrong message to those humanoids and supernatural beings who can see auras and use the information
    they glean from them to assess an opponent or find a kindred (evil or psychic) spirit.
    Alterations include :
    • The general level of experience can be made to seem lower (level 1 or 2) or much higher ( I D4+3 levels higher) than it really is.
    • Conceal one's true alignment and cover it with a false one (any).
    • Conceal the presence of psychic ability (the aura appears to be normal for that race) or shows L S.P. levels to be much lower than they
    really are (but not higher).
    • Conceal the amount of base P.P.E. (seems to be only 1-2 points).
    • Conceal the presence of magic.
    • Conceal true physical attributes, making them appear to be half of
    what they really are, or 30% higher.
    • Alter Aura to appear weak and fatigued or sickly.
    • Alter Aura to appear emotionally or mentally agitated or unstable,
    or depressed (not aggressive or alert).
    • And for triple the usual I.S.P. (6 points) the psychic can adjust the
    aura to appear as if he is possessed or terminally ill.
  • Bio-Manipulation
    Range: 160 feet (48.8m).
    Duration: 4-16 minutes (roll 4D4) exception: Bio-Manipulation Paralysis (see below)
    I.S.P.: 10
    Saving Throw: Standard; if a character successfully saves against the attack he is not affected at all . This applies to all seven bio-manipulative
    attacks.
    The psychic is able to induce physical trauma to the nervous system of others by sheer force of will and conveyance of psychic energy. This
    psi-power is also known as the Evil Eye , especially in rural areas where magic and folklore rule the day.
    There are seven types of Bio-Manipulation effects, all of which are available to those with this power. Each affects only one person per attack
    and can be used in any combination. Intended victims must be within line of vision or their exact location known to the psychic. Each
    costs 10 I.S.P. to inflict.
    This psychic power enables the psychic to temporarily manipulate specific biological functions or conditions in human and animal life
    forms. The duration can be extended 4-16 (4D4) minutes per additional 6 I.S.P.

    Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.

    Deafness: Can be caused by manipulating the eardrum. Victims can not hear anything, and are -6 to parry or dodge attacks from behind. In
    addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative
    on all attacks while deaf.

    Mute: Impairs the victim's vocal cords, making speech impossible.
    Victims are likely to be shocked and panic, making them -2 to strike,
    parry and dodge for the first melee ONLY.

    Pain: By manipulating the nerve centers the psionic can induce terrible
    pain, shooting throughout the body. Victims are -6 to strike, parry,
    and dodge, and take one point of damage off their Hit Points (not
    S.D.C.) per each minute affected.

    Paralysis:
    Duration (Special): Until a save is successful. Each melee after the first, the effected target of the attack may make a saving throw to throw off the effects of the manipulation. Each melee subsequent to the first, the target gets a +2 bonus to his saving throw. (+2 on 2nd melee, +4 on 3rd melee, +6 on 4th melee, etc.)
    Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.
    Stu n : This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to
    strike, parry, dodge, disarm, and all combat moves.

    Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a
    victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the v ictim can also be made to suddenly
    feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing.
    In each case the victims are - I to strike, parry and dodge. Note: Bio-Manipulation will affect an opponent inside M.D.C. environmental
    body armor and light power armor (under 220 M.D.C.), but not heavy power armor, giant robots or armored, military vehicles.
  • Bio-Regeneration
    Range: Self.
    Duration: Permanent.
    I.S.P.: 6
    Saving Throw: None.
    The ability to will oneself free of disease or poison and back to health, and heal physical damage and injury. Unfortunately, this ability
    cannot be used to heal others. The process requires one full minute of concentration, which means the character cannot use any other psionic
    power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2D6 H it Points or 3D6 physical S.D.C. points
    per melee round. In addition, when cuts and scrapes are healed through Bio-Regeneration there is no scarring. This power can be used as often
    as once every two minutes (every eight melee rounds).
    Note:
    Recovering more than half of one's Hit Points or S.D.C. this way in less than an hour takes a toll on the character, causing some weakness for
    1D4+2 hours : reduce the P.S., P.E. and Spd attributes by 30%. Adjust attribute bonuses accordingly.
  • Cause Hallucination
    Range: 90 feet (27.4m).
    Duration: Varies.
    I.S.P.: 8 to 20.
    Saving Throw: Standard.
    This impressive power gives the psychic the ability to cause others to have hallucinations. The hallucinations can be minor,
    like seeing a 5-dollar bill as a 100-dollar bill, or a major hallucination like interacting with a person or creature that is not there.
    Or the psychic could cause a moderate hallucination that he or someone else looks different or is wearing different clothes. The
    psychic can also cause the individual to believe they are experiencing something that is not really happening, like an earthquake.
    Someone affected by this power will interact with the hallucination as if it were real. This can include believing they have been injured
    and acting as if they have that injury.
    This power is a form of hypnotic suggestion. The psychic must simply verbally state what he wants the victim to experience,
    and will that experience to manifest in the victim's mind. This could be as simple as handing a clerk at a store a 5-dollar
    bill while using the power and stating to the victim, "Here, do you have change for a hundred?" If the victim fails his saving
    throw against this attack, he will see a hundred dollar bill and act accordingly. Or the psychic could say, "Look out! Here comes
    the demon!" while pointing at the entrance to a room. If the victim fails to make his save vs psionics, he will see a demon
    come bursting in the door, and he will react as if it were real.
    After the hallucination is initiated, the psychic may want to manipulate the hallucination beyond what the victim's mind would
    automatically generate. This can be done to keep the situation under control or manipulate it however the psychic may need.
    Each time the psychic modifies or directs the hallucination will require the psychic to use a melee action.
    Minor hallucinations, like making someone believe a small item is different then it really is, cost 8 I.S.P. A moderate hallucination,
    such as causing someone to believe the psychic is someone else or looks different, cost 14 I.S.P. Causing someone
    to have a major hallucination, like interacting with a demon, costs 20 I.S.P.
    The psychic may also cause hallucinations in multiple victims simultaneously. The psychic may affect I person per level
    of experience. When the psychic attacks multiple victims he must expend I.S.P. for each victim. If the psychic needed to get
    by a security checkpoint with three guards that could see his ID was not real, then the psychic would need to be at least third
    level and would have to spend the I.S.P. needed to create the hallucination of a real ID for each of the three (24 I.S.P. total).
    Any of the guards that failed to save vs the psionic attack would see the ID as the psychic intended.
    The duration of the hallucination depends on the situation. If the psychic using this power moves past his range from the victim,
    the victim's hallucination will automatically end within 1D4 minutes. If someone else who is not seeing the hallucination
    tells the victim it is not real and has a good explanation for it, the hallucination will end. If something happens in the hallucination
    that is completely unbelievable, the hallucination will end. If the victim was led to believe that a 5-dollar bill was really
    a 100-dollar bill, then he will believe that until the next time he looks at the bill after the psychic has left the area, or when
    someone else tells the victim otherwise. Game Masters, use your discretion.
  • Extended Presence Sense
    Range: Self, 20 feet (6.1m) plus 5 feet (1.5m) per level of experience.
    Duration: Two minutes per level of experience.
    I.S.P.: 8 Base Skill: 50% +3% per level of experience.
    As the name implies, this power is an extended version of the Sensitive psionic power of Presence Sense, increasing the psychic's
    sensory perception at the expense of sensing range. While this power reduces the actual range of sensing (compared to the
    Presence Sense ability), it does increase the psychic's level of sensory detail. This power essentially functions like the standard
    Presence Sense power, yet also allows the psychic to pinpoint the exact number and location of all sentient beings in the area
    of effect. Otherwise, this power is identical to the standard ability.
  • Empathy
    Range: 1 00 foot (30.5 m) area.
    Duration : Two minutes (8 melees) per level of experience.
    I.S.P.: 4
    Saving Throw: Standard; a save vs Empathy means the psychic can not get a clear sense of the emotions of that particular person. To save
    vs Empathy the person must roll to save once each melee that the psychic is using Empathy. Mind Block will prevent any empathic emanations
    from the blocked person.
    Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. The
    strongest emotions are easiest to sense : hate, anger, terror, love. Feeling for emotions can often be used to establish that somebody or something
    is nearby, but can NOT be used to pinpoint an invisible or hiding person or creature. Empathy can be especially helpful in recognizing and
    communicating with ghosts and other supernatural creatures. Questioning a person/being while using Empathy can be very handy
    in establishing how they are reacting to you. In a limited sense, Empathy can be used like a lie detector to see if the emotions match the verbal
    response. For Example : "Did you know the deceased?" The verbal answer is no, but there is a sudden flare of nervousness and fear (or
    hate). This doesn't mean the guy is the killer, but it might mean he is lying about knowing the dead man. Further questions might pull out a
    strong emotion such as anger or hate (or happiness), which may confirm the psychic's suspicions that this man might be involved in the
    murder. However, remember that this is, at best, circumstantial evidence and definitely inadmissible in court. Physical proof must be
    found, but the empathic readings may put characters on the right track.
    Also, remember that the empathic psychic is feeling the person's real emotions, but interpreting their significance. A very nervous person
    may always radiate fear or anxiety, while a cold-blooded, pathological killer may feel nothing at all and stay calm and cool as he lies through
    his teeth. The feeling of hate may mean that the person did know the murder victim, or knew of him, and hated him for any number of reasons.
    That does not mean he killed him. As you can see, interpreting emotions can be a tricky thing.
    Haunting Ghosts and Entities rarely mask their emotions. Thus, the psychic can easily tell if one or more is nearby (within 100 feet/30.5m)
    and what it is feeling. "I sense great sorrow." or "Do as it says! It is angry, almost crazed. I think it will carry out its threat if you try to stop
    it."
  • Impervious to Poison/Toxin
    Range: Self.
    Duration: 2 minutes (8 melees).
    I.S.P.: 4
    The character can negate the full effects of poisons and toxic chemicals which he has ingested (eaten or drank) or introduced into the
    bloodstream, as long as he has advance knowledge of its deadly properties. A poison, toxin, or drug which has been unknowingly inflicted
    (and starting to take effect) can be negated too, but will do half damage or effect before it can be completely negated.
    Bonuses: Identify poisons: 30% +4% per level of experience; +2 to save vs poisons and drugs whenever this power is in place.
  • Mask I.S.P. and Psionics
    Range: Self.
    Duration: 10 minutes per level of experience.
    I.S.P.: 7
    This is a psionic power that enables the character to completely
    mask all spiritual aspects of his psionic energy and powers. Even the
    aura is temporarily altered. As a result, other psychics, Dog Boys, Psi-Stalkers,
    and creatures who can Detect Psionics or See Aura will not
    sense psionics in a character who is masked. However, the masked psychic
    must "block" himself from the world, which means he cannot use
    any of his psionic senses or abilities, nor receive Empathic or Telepathic
    impressions until he lets the mask go.
  • Meditation
    Range: Self.
    Duration: As needed; at least one hour of meditation is required.
    I.S.P.: None, zero.
    Meditation is a trance state of consciousness in which the individual
    can calm his emotions and focus on relaxation of mind and body. In a
    meditative state, the psychic finds peace and harmony between mind,
    body and spirit, and it is in this state of being that he can regenerate his
    Inner Strength (I.S.P.). Recovers Base I.S.P. at a rate as indicated under
    each psychic O.C.C., otherwise six I.S.P. per hour of meditation.
  • Mentally Possess Others
    Range: Touch.
    Duration: 5 minutes per level of experience.
    Saving Throw: Standard. Note that a body without its life essence/soul has NO defenses against any type of possession, and the takeover is automatic
    (no save applicable). That is why the empty body must be protected and/or hidden during Astral Projection.
    I.S.P. : 30
    The psychic can completely take over and controls another person.
    The psychic essence of the controlling mind is transferred into the body of another individual . While in the victim's body/mind, the psionic retains all his own knowledge and identity. He can not read the mind of the person he now possesses, nor access any knowledge from the victim's memory. Only the physical body can be controlled, like a living robot.
    During the period that the victim is possessed, the possessed individual goes into a trance state and remembers nothing about the things that happen
    while he is possessed. Meanwhile, the psychic's natural body falls into a coma-like state and is vulnerable to attack unless protected by others.
    The possessing character can return to his own body at any time regardless of distance. When his essence leaves the body of the possessed,
    the victim suddenly becomes conscious again, as if suddenly being woken up.
  • Mind Block
    Range: Self.
    Duration: 10 minutes per level of experience.
    I.S.P.: 4 (per each duration period).
    This is the ability to completely close or block oneself from all psychic/
    mental emanations. When intentionally closed to supernatural or
    psychic forces the character can not sense anything, can not use psychic
    abilities, nor be influenced by others. A Mind B lock will prevent penetration
    of Telepathy, Empathy, Hypnotic Suggestion, Day Dream and
    Empathic Transmission. It can be an invaluable protective mask when
    dealing with malevolent psychic forces. Adds a bonus of +1 to save vs
    all psychic and mental attacks. Note: Mind B lock only blocks psionic
    attacks that affect the psychic's mind or emotional state (Le. Telepathy,
    Empathy, Hypnotic Suggestion, etc.). It offers not protection from
    magic.
  • Mind's Eye
    Range: Self, 100 feet (30.5m) plus 50 feet (15.2m) per level of
    experience.
    Duration: Two minutes per level of experience.
    I.S.P.: 8
    Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see
    the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen
    with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic
    can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions at an accuracy of
    70% +2% per level of experience. While using this power, the character has the following bonuses:
    +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised.
    Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
  • Nightvision
    Range: Self, visual range about 600 feet (183m).
    Duration : 10 minutes per level of experience.
    I.S.P.: 4
    The psionic can adjust his visual capabilities through a form of bio-manipulation.
    The eyes are made to become much more light sensitive
    and basically work on the same principles of mechanical light amplification.
    The eyes simply amplify existing light, such as candlelight or
    star and moonlight, to see clearly. There must be some source of light
    to see (can not see in total darkness).
    Note: If suddenly exposed to light brighter than a single candle, the
    psychic will be temporarily blinded for 3D4 melee rounds. The Nightvision
    power can also be used to change one ' s vision to polarized sight,
    reducing glare as would a pair of polarized sunglasses.
  • Psychic Diagnosis
    Range: Touch or within 3 feet (0.9m).
    Duration: Immediate knowledge.
    Length of Trance: 2D4 melees of meditation/focus.
    I.S.P.: 4
    Saving Throw: None.
    The psychic healer can sense physical pain and damage, external
    and internal injury, disease and possession with absolute clarity. This
    pinpoint accuracy enables the character to suggest treatment or to conduct
    psychic surgery.
  • Psychic Surgery
    Range: Touch.
    Duration : Varies with injury .
    Length of Trance: 2D6 minutes of preparatory meditation, plus the
    duration of the surgery (which is half the time of conventional modem
    medicine).
    I.S.P.: 14
    Psychic Surgery i s used to repair broken bones, and internal injuries, and for the removal of foreign objects (bullets, arrows, etc.) using
    only one ' s bare hands; no tools or instruments. Can also be used to heal a character who has suffered so much damage that he or she has lapsed
    into a coma (zero Hit Points or less). Psychic Surgery is the equivalent of "professional hospital" treatment. The recovery from a coma (near
    death) is equal to treatment from a hospital, 1 -66%. Note that there is minimal bleeding and pain, and absolutely no scarring from Psychic
    Surgery (no pain if the Deaden Pain ability is used).
    Note:
    A Psychic Diagnosis must be made before surgery is possible.
  • See Aura
    Range: 60 feet (18.3m) and must be visible.
    Duration: 2 melees (30 seconds).
    I.S.P. : 6
    Saving Throw: None, but a Mind Block will hide the presence of psychic abilities, the level of P.P.E., and possession by a supernatural
    force.
    All things, organic and inorganic, have an aura. The aura has many distinctions and indicates things to the psychic normally invisible to the
    ordinary eye.
    Seeing an aura will indicate the following:
    • Estimate the general level of experience. Low (1-3), medium (4-7),
    high (8th and up).
    • The presence of magic (no indication of what type or the power
    level).
    • The presence of psychic abilities (again though, not the type or
    power level).
    • High or low base P.P.E.
    • The presence of a Possessing Entity.
    • The presence of an unusual human aberration and/or indicates a serious
    illness, insanity, or that the individual is not-human (could be mutant or supernatural) but does not specify which.
    Note: A psychic can not tell one's alignment by using this power.
  • Sixth Sense
    Range: 90 feet (27.4 m).
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90
    feet/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he
    knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without
    the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4m) or a flash flood is rushing
    his way) which is already set into motion and will happen any second.
    The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has
    used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses, and all bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Speed Reading
    Range: Self.
    Duration: 3 minutes per level of experience.
    I.S.P. : 2
    This is the ability to read and comprehend the written word extremely quickly. Speed of reading is 30 pages per minute (4 melee
    rounds). The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages
    per minute) and may require two readings to remember in detail.
  • Strength of Mind
    Range: Self.
    Duration: Two minutes per level of experience.
    I.S.P.: 10
    This power is as much mind over matter as it is an actual boost to the body's physical capabilities. The psychic is empowered
    with supernatural strength and endurance by "willing" the body to be stronger and focusing psionic energy directly into the
    muscles. The psychic gains bonuses of+10 to P.S., +5 to P.E., and +20 S.D.C. for the duration of this ability. The supernatural
    strength does not give the psychic the ability to inflict Mega-Damage with punches or kicks, but it does instill the power to
    lift and carry the same as a supernatural creature.
  • Suppress Fear
    Range: Self or others by touch.
    Duration: One minute per level of experience.
    I.S.P.: 8
    This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable
    to feel fear or is barely frightened even if intellectually he realizes he is in grave danger, or is facing a terrifying monster or situation. This enables
    the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those
    who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced.
    This power can be used on the psychic himself or on one or two others.
  • Telekinesis
    Range: Up to 60 feet (18.3m) away.
    Duration: 2 minutes per level of experience.
    I.S.P.: Small: 3, medium : 8, large (over 20Ibs/9kg) : 8 +1 per every 10 lbs (4. 5 kg) of weight.
    Telekinesis is the ability to move objects without any other means than directed psychic energy. The character can make an object hop,
    fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.
    In order to move an object by Telekinesis, the item must be clearly visible, within the psychic ' s range (60 feet/ I 8.3 m) and the point of focus.
    As usual, the psychic must concentrate on what he is doing; thus, each telekinetic feat counts as one of the character' s physical attacks.
    The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 4 or 5. One can attack with
    Telekinesis by hurling an object as if thrown or causing it to buzz about a room, swinging and hitting like a club controlled by an invisible
    hand. Several objects can be telekinetically thrown around within the same melee round, but not simultaneously. The psychic can only concentrate
    on one item at a time. For example: A physical psychic with four, normal, hand to hand attacks per melee can perform four attacks
    with Telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponent' s head. Second, he makes the lamp hurl at the
    guard at the door. Third, the table is suddenly flipped up on end and, fourth, the doorknob is turned and the door flung open. Four attacks or
    actions using Telekinesis.
    As we can see in the example, Telekinesis can be used to do more than making objects fly around. The Telekinetic power can be used to
    open doors, flick switches, press buttons, turn knobs and dials, open windows, make a rocking chair rock and so on. The range of possibilities
    is extensive when you stop and think about it. Remember, each action counts as one of the character' s physical actions/attacks per melee.
    It is easiest to move or hurl small objects weighing two pounds (0.9kg or less). Maximum height or distance is 60 feet ( 1 8.3 m). Medium sized
    objects weighing 3 to 20 pounds (1.35 to 9 kg) are more difficult to manipulate. Maximum height or distance is reduced by half; 30 feet
    (9.1m). Large or heavy objects weighing over 20Ibs (9kg) are the most difficult to maneuver, reducing maximum height and distance to
    15 feet (4.6 m). I.S.P. cost for large, heavy objects is 8 L S.P. for the first 20 Ibs (9 kg) plus one I.S.P. for each additional 10Ibs (4.5 kg) of
    weight. This means it would cost 19 I.S.P. to move a 125Ib (56.2 kg) weight (8 I. S.P. for the first 20Ibs (9 kg) + 1 I.S.P. for the remaining
    105 Ibs). Remember, the height and distance of effect is limited to 15 feet (4.6 m) for such a heavy object.
    Telekinesis Combat Bonuses:
    • +3 to strike with Telekinesis; physical/skill bonuses to strike do not apply when Telekinesis is used.
    • +4 to parry with Telekinesis by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium heavy
    object; costs 8 I.S.P. Note: Only these two bonuses apply to TK combat.
    S.D.C. Damage from Hurled Objects:
    Very Small: 6 ounces to 1 pound (0.23 to 0.45 kg) : 1d4
    Small: 1.5 to 2 Ibs (0.6 to 0.9 kg):1d6
    Medium Small: 2-4 Ibs (0.9 to 1.8 kg): 2D4
    Medium: 5 to 10 Ibs (2.25 to 4.5 kg) : 3D4
    Medium Large: 11 to 25 Ibs (4 .95 to 11.2kg) : 3D6
    Large: 26 to 40 Ibs (11.7 to 18 kg) : 4D6. Add 1D6 damage for each additional 20 Ibs (9 kg).
    Note: This form of Telekinesis is not a force field, thus, while it can
    be used to parry/block a punch, kick, club, knife or even sword, it cannot
    stop bullets, arrows, gas, flying tackles, and similar attacks. Furthermore,
    a failed roll to make a telekinetic parry means the psychic did
    not parry and is struck by his opponent.
    Telekinesis moves, lifts and throws physical objects with the power
    of the mind, so it may be used to hurl a victim into something as a slam
    attack but NOT as a crushing or thrusting attack in and of itself. Objects thrown would be equivalent to objects thrown by a physical hand. Telekinesis does not allow psychics to levitate themselves or fly, due to
    the weight limitation (see Super Telekinesis).
  • Telekinetic Force Field
    Range: Self or 40 feet ( 1 2 .2 m) per level of experience within line of
    vision.
    Duration: 10 minutes per level of experience.
    Saving Throw: Dodge at -6.
    I.S.P.: 30
    The psychic can instantly erect a force field around himself or others in the blink of an eye. If the creation of the force field is to parry an
    attack, the psionic must roll a successful parry to see if he was able to create the field before the attack strikes. A successful parry means the
    force field beat the attacker' s strike and it absorbs the damage. TK Force Fields parry incoming attacks (both energy and projectiles) simply
    by being created before the attack arrives. Any parries with the Force Field are done with straight rolls (normal parry bonuses do not
    apply). Once created, they have neither bonuses or penalties, they simply absorb the incoming damage.
    The TK Force Field can be made so that it only encircles its creator, or as large an area as a 10 foot (3m) diameter per level of experience,
    and can be created yards/meters away, but always within the line of vision. The smallest force field possible covers about a three foot area
    (0.9 m). The field is a Mega-Damage structure with 25 M.D.C. per level of experience.
    Once one field is created, the psychic can create as many others as his I.S.P. will allow. All must be in the character's line of vision. The
    TK Force Field(s) will remain in place until all its M.D.C. is destroyed or its creator dispels it. If the psychic is rendered unconscious or killed,
    the force fields instantly vanish. However, the psychic can choose to leave the area with his force fields still in place . They will remain until
    the duration time limit expires. People may be able to move around inside a force field, but the force field itself cannot be moved once it is in
    place. The TK Force Field is actually a force bubble and is airtight, with enough air inside for the duration of the field.
    If attempting to cast a Force Field around an unwilling target, they would get the chance to dodge out before the force field made it completely
    around them, but only if they knew in advance that the entrapment attack was coming, and even then they ' d be -6 to dodge.
    For an attacker to get inside a force field he must destroy all of its M.D.C. and in so doing, destroy the field itself. Any weapon blasts, explosions and magical energy attacks, such as Call Lightning, Fire Ball, etc., will hit the Force Field, they cannot be made to appear inside the field. It will also stop area effect magic. For instance, a Carpet of Adhesion will adhere to the force field instead of the people inside, and a magic cloud may cover the sphere of force but it does not penetrate the protective field. However, Teleportation can be used to pop inside because the mage can see his destination inside. Likewise, intangible spirits and Astral Beings can pass through force fields. Psionic mental attacks, Empathic Transmission and Bio-Manipulation can still be
    made to affect the minds of those inside the force field, provided the attacker has line of sight. Likewise, any psychic can use his psionic powers
    on those outside while he is inside the walls of the force field; line of sight.
    Characters inside the force field suffer from the same limitations and cannot fire weapons or energy magic from within the force field
    without hitting and damaging their protective bubble, and anyone caught inside a force field bubble is trapped inside until they blast their
    way out (destroying its M.D.C.) or the duration time elapses.
    Note: A TK Force Field can NOT be used to suffocate someone by putting an airtight bubble around their head. Force Field requires some
    form of support (even though it is composed o f energy) and must be created on solid ground. Once created, it can NOT be moved. A Dispel
    Magic Barriers will not affect a psionic force field (it's not magical).
  • Telepathy
    Range: Read surface thoughts up to 60 feet (18.3m) away or two-way telepathic communication up to 140 feet (42.7m) +40 feet (12.2m) per
    level of experience.
    Duration : 2 minutes per level of experience.
    I.S.P.: 4
    Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw.
    Mind B locks will completely prevent telepathic probes or communications as long as the block is up.
    The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing
    on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost
    in a target' s mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so
    by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.
    Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message
    must be as brief and clear as possible. Like, "John, I need you immediately. Hurry! " or "Stop! Don't do that." "Come here," "Look out" or
    "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.
  • Telepathy: Superior
    Range: 100 feet (30.5m) plus 50 (15.2m) feet per level of experience for probe, or 200 feet (61m) plus 100 feet (30.5m)
    per level of experience for two-way communication.
    Duration: 2 minutes per level of experience.
    I.S.P.: 8
    Saving Throw: Standard.
    Just like the lesser Sensitive power of Telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving throw, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (40% +3% per level of experience chance) the character will be even able to see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
  • Total Recall
    Range: Self.
    Duration: Permanent.
    I.S.P.: 2
    The character remembers every word he reads. Specific blocks of written and visual information can be recalled in perfect detail at will.
    Each block of information costs 3 L S .P. to recall in absolute detail. If all L S .P. have been expended the memory is a little fuzzy, so that exact
    quotes and details may be impossible to recall. Roll percentile to see how much is retained :
    01%-50%: Remembered in full detail, word for word.
    51%-80%: Details are forgotten, but the full essence of the ideas are clear.
    81%-00%: Can only recall the most basic concepts; no details nor strong comprehension.
    Note: Does apply to the spoken word, although psychics with this ability usually have very good memories.
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Seymour Ruiz
 
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Re: Seymour Ruiz - WIP

Postby Augur » Wed Mar 20, 2019 8:01 am

This whole submission is a mess just looking at it for a minute.

Template changes to the character sheet, a couple weird things on the gear sheet, and your dice POSTS are a total cluster.

Seek more community input.
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Re: Seymour Ruiz - WIP

Postby Seymour Ruiz » Wed Mar 20, 2019 1:50 pm

Seymour was raised in the barren outskirts of Laredo. His parents were a pair of escaped rats. His mom had been a scout and dad was a grunt. They met in field and got along so they made sure to be paired as a part of a team. One day while on patrol, the team came across a merchant caravan being attacked by a gang of bandits. These bandits turned out to be more than the team could handle, with only mom and dad and the sarge surviving the battle. Sarge was a large mutant bear with a cyber arm. After the smoke cleared, the three grabbed whatever gear had survived and hauled ass away. They finally settled in Laredo, Texas.

After a few weeks of scrounging and scraping, Sarge came back to the hideout with some cash, weapons and a panicked look on his face. We got to go. The CS found us.” He got his go bag and turned to the others. Mom and Dad just looked at him with fear on their faces. Mom took sarge’s hand. ”I just found out. I am with child. We can’t go.” Dad grunts and stands ”Sarge! We will lead them away from my family.” He leans down, kisses his woman, then stands and grabs his bag. With a final look at mom, turns and heads out door with sarge right behind him.

That was 8 years ago. Seymour liked being a rat on the streets of Laredo. To him, he is the only real “Street Rat” around. Mutant rats reach physical maturity in just a year, so Seymour had to learn quick. Mom is always warning him to be careful and try to stay out of trouble. Seymour decided to fiqure out how to survive while being small and weak. This means learning what he can from whoever will teach. After a couple years, he knew enough to not die stupid. A little fighting, what can be sold, and what is needed. His favorite currency was information.

One eventful day, Seymour was scrounging for stuff he may be able to pawn. As he approached an old shed, he hears the sounds of a struggle. Sneaking over for a better look, he discovers a human man with a old style news camera and a large bag being mugged by a couple of tweakers. Seymour looks around for help. Seeing nothing, He pulls out his knife and screams while he charges in. Thanks to their state of mind, the tweakers freak out and run away. He grabs the human and his bag and help get them off the street.

Once inside a nearby building, Seymour leans the man against a wall and once he has looked around quickly, checks him out. ”You ok? Good thing they was tweakers. I am not much in a fight, but i do what i can.” Taking a breathe, he gives the man a once over. ”i aint no doc, but nothing looks broken. A few bruises, and you will be sore.” He looks at the man’s face and notices he is out cold. Seymour decides to use his skills and connections to get this guy some help. He buggers off to his favorite hangout and recruits some help to haul the guy to Seymour’s house.

After a couple weeks, the man is better and in return for their help, the man offers to teach Seymour how to use his mind instead of his small body. Seymour accepts and when the man says he must leave, Seymour asks to tag along. The man says yes. As they travel, but always returning to Lared, Seymour learns many things, The man is called Terry Johansen and he is a reporter. He travels and writes about what he sees. Along with his writing he has poor photos to go along. This is the thing that attracts Seymour. He spends hours looking at photos and fiquring out how to work the cameras, especially the big one. Terry then makes the choice to show Seymour camera work. Seymour thrives at it, and becomes Terry’s camera man. He practices his camera skills by taking pics of the rbo battles that happen in Laredo.

A couple more years go by. Terry and Seymour explore most of the Southern US. All was great for Seymour. He loved travelling and working with Terry. Then the black market called on them. Terry was being contracted to extort someone in power in a nearby town, with apparently is normal. Terry lets him in on a secret. Terry is black market, and uses his reporting to get and sell info. Now that Seymour knows, he has a choice. Join or……. Seymour joins and takes to it fast. Within 2 months, Terry lets him know that he has a solo mission. Seymour discovers that Terry has set him up in Laredo with a basic cover as a courier, but with the black market he is a media restorer with a way to get stuff for people on the sneak.

Another 6 months goes by and Seymour gets a message from one of his street runners that Terry is looking for him. With a smile, Seymour grabs his bag and heads off to meet up. Seeing his friend at his favorite diner, He walks in and sits. An hour later, Seymour is packing up his belongings and heading off to merctown for work. Apparently it is a hotspot of action, so chances are he can make a name for himself.
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