Miguel "Felix" Reyes (Flying Tiger)

A multipurpose small unit built around the idea of reconnaissance, infiltration, retrieval (of persons or items), and information and intelligence gathering.
GM: Tyrannosapiens Rex

Moderators: Game Masters, Group Leaders

Miguel "Felix" Reyes (Flying Tiger)

Postby Felix » Tue Mar 12, 2019 9:58 am

Player Name: Ryan
G-Mail: ryanlee72@gmail.com

Note: Anything in orange is either purchased or modified via EP

Character Name: Miguel Reyes
Alias: Felix
R.C.C.: Flying TIger
Alignment: Scrupulous
XP Level: 2
XP Points: 3,100
Next Level @ XP: 4,401
Sentiments/Non-Humans: Do not judge a tiger by his stripes, amigo.
Sentiments/Coalition: You mean the human supremacists who try to kill any non-human who isn't one of their beloved "Dog Boys"? (spits in disgust)
Disposition: Felix comes across as confident - borderline cocky - in himself and his abilities, and has a great sense of humor. The epitome of gregarious, he is friendly & outspoken, and with a bit of Latin swagger/machismo to complement his accent, his intimidating size belies a compassionate soul that genuinely cares and tries to help those in need. When angered, defending those he loves, or in dangerous combat, he is a ferocious sight to behold as his animal instincts take over.
Insanity: None, for now.

I.Q.: 16
M.E.: 21
M.A.: 16
P.S.: 32
P.P.: 24
P.E.: 22
P.B.: 12
Speed: 15 (on ground, can run at 300 meters/min, 75 meters per round, ~ 5 min mile)

P.P.E.: 4
I.S.P.: 151
H.P.: 42
S.D.C.: 621
Age: 26
Sex: Male
Height: 7' tall
Weight: 333 pounds
Description: Quite tall and well-built, Felix has bright green eyes and the classic orange-and-black stripes of a tiger. Like most cats, Felix keeps himself meticulously well-groomed. One of his most prized possessions is a pre-Rifts style old-American WW2 leather bomber jacket (a modified knock-off of the real thing), which he wears with pride, and of course the "Flying Tigers" logo emblazoned on the back. Like all Flying Tigers, he has flaps of skin connected to his body from his forearms to his lower back, similar to those of a flying squirrel.

Racial Abilities
Horror Factor: 10

Natural Abilities
Perception Bonus: 40%
Charm/Impress: 10%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 100 pounds
Max. Carrying Weight: 640 pounds
Max. Lifting Weight: 1280 pounds (66 sec)
Max. Jumping Ability: 40 feet long (-40% without a running start), and 15 feet high from a standing still position

Special Abilities
  • Supersonic Flight
    Flying Tigers can exceed Mach One, the speed of sound. Supersonic speed is approximately 768 mph/1236 kph, about 12.78 miles per minute or a mile just under every 5 seconds, 1,125 feet/344m per second (speed attribute 1,032). By definition, moving at this speed through an atmosphere will create a Sonic Boom. The use of this power is an automatic psi-ability that costs no I.S.P.
  • Nightvision and Superior Vision
    Can see in the dark 1000 feet (305 m) and has hawk-like vision; see bonuses for initiative. Exceptional long-range, hawk-like vision provides the character with perfect 20/20 vision; can read a small sign or recognize a face from up to two miles (3.2 km) away when he concentrates; must have line of sight.
  • Psionic Force Field
    By spending 10 I.S.P., the Flying Tiger can generate a force field that protects with 90 M.D.C. plus 10 M.D.C. per level of experience! Furthermore, while this force field is on, the flying tiger's hand to hand attacks inflict M.D.C. damage! Use normal, S.D.C. damage and P.S. bonuses, but now they inflict M.D.C. The field lasts four minutes per level of experience.
  • Psionic Force Blasts
    By spending 5 I.S.P., the flying tiger can fire psychokinetic energy bolts that inflict 3D6 M.D. at level one, plus 1D6 M.D. per additional level of experience.
    Range: 800 feet.
    By concentrating, the character can elect to fire S.D.C. damage bolts, but the I.S.P. cost is unchanged. Add bonuses to strike from P.P.
Master Psionic
  • 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 Hit 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.
  • Deaden Pain
    Range: Immediate proximity, touch or within 3 feet (0.9m).
    Duration: One hour per level of experience.
    I.S.P.: 4
    The ability to deaden pain can be used as a painkiller which temporarily negates existing pain or as an anesthetic to be used for surgery.
  • 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.
  • Psychic Diagnosis
    Range: Touch or within 3 feet (0.9 m).
    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 Purification
    Range: Touch.
    Duration: Immediate.
    Length of Trance: 6d6 minutes of meditation.
    I.S.P.: 8
    Saving Throw: None.
    The healer can use his abilities to slow a person's metabolism and destroy chemicals, drugs, poisons, and toxins in the body. The effects of the drugs/impurities are immediately halted at the beginning of the meditation, and completely destroyed/negated by its end. Damage sustained prior to the psychic's intervention still remains.
  • 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
    I.S.P.: 14
    Psychic Surgery is 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.
  • Resist Psionics
    Range: Self.
    Duration: Five minutes per level of experience.
    I.S.P.: 10
    Similar to, but more extensive than Mind Block, this power helps protect the psychic from psionic attacks. Resist Psionics disrupts all psionic energy in and around the psychic. This psionic disruption also means that the character cannot activate any of his own powers, and any that were active are immediately cancelled. While this power is active, the character's aura cannot be read, all Empathy and Telepathy is prevented, all damage from psionic attacks is halved, all effects of psionics are halved, the duration of psionics affecting the character is halved, and the character is +3 to save vs all psionic attacks. While the psychic is using this power, anyone trying to track him with any type of psionic power will be at -30% and will only be able to sense him from half the normal distance. This protection will block and reduce all helpful psionics, as well. If the character was already under the influence of a psionic power when he activates Resist Psionics he gets to roll to save against that psionic power again. If he saves the second time, then the duration and effects are both reduced by half.
  • 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.
  • Stop Bleeding
    Range: Self or other by touch.
    Duration: Indefinitely, as long as the healer keeps his hand on or near the injury and concentrates on stopping the bleeding. Four minutes per experience level of the psi-healer if the character uses this temporary tourniquet and leaves his patient to do other things.
    I.S.P.: 2 for self, 4 for others.
    Another type of bio-feedback, mind over matter power, in which the psychic stops bleeding from wounds and internal injury using the power of his mind. This means stopping additional damage from blood loss and being able to function relatively unimpaired. As impressive
    and potentially lifesaving as this ability may be, it is only a stopgap measure. The injury is NOT being healed and the character still needs medical attention or he will, eventually, die from his injuries. If rendered unconscious, the bleeding and blood loss damage immediately
    begins. Note: Stops the bleeding from all sources, however, additional/new Hit Point damage suffered after the Stop Bleeding requires additional concentration and another two I.S.P. to stop the bleeding from the new wound(s).
    Penalties: Furthermore, the psychic must continue to concentrate on stopping the bleeding, which means his number of attacks per melee round and all combat bonuses are reduced by half, but skill performance and other abilities function at normal capacity (he can run, leap, climb, swim, drive, operate machinery, etc. at full tilt, for example).
R.C.C. Skills
Mathematics: Basic -- 72% (+5%)
Lore: Demons & Monsters -- 47% (+5%)
Language: Spanish (Native) -- 93% (+1%)
Language: Ancient Egyptian -- 85% (+3%)
Language: American -- 70% (+3%)
Land Navigation -- 62% (+4%)
Tracking: People & Monsters -- 47% (+5%)
Track & Trap Animals -- 37%/47% (+5%)
Wilderness Survival -- 47% (+5%)
Acrobatics/Tengu Acrobatics
• Sense of Balance: 84% (+5%)
• Walk Tightrope or high wire: 79% (+3%)
• Climb Rope: 90% (+2%)
• Back Flip: 79% (+5%)
• Basic Climb: 57%
• No fear of heights
Prowl -- 67% (+5%)
W.P. Energy Rifle
W.P. Blunt
W.P. Knife
Hand to Hand: Teng-Jutsu

R.C.C. Related Skills
+1 skill at levels 3, 7, 11 & 15
Radio: Basic -- 62% (+5%)
Electronic Countermeasures -- 47% (+5%)
Detect Concealment -- 37% (+5%)
Sensory Equipment -- 47% (+5%)
• Work parallel bars and rings: 65% (+3%)
• Other bonuses subsumed in Acrobatics/Tengu Acrobatics above

Secondary Skills
+2 skills at levels 2, 4, 8 & 12
Astronomy & Navigation -- 37% (+5%)
Swimming -- 57% (+5%)
Mathematics: Advanced -- 52% (+5%)
Literacy: American --37% (+5%)

Combat Data
HTH Type: Teng-Jutsu
Number of Attacks: 6
Initiative Bonus: +3 (+4 in air)
Strike Bonus: +5 (+7 in air)
Parry Bonus: +7 (+9 in air)
Dodge Bonus: +9 (+14 in air)
Automatic Leap Dodge Bonus: +7
Note also that a moving target imposes a -1 to strike modifier plus an additional -1 modifier per 50 mph in excess of 20 mph. At maximum speed, Felix would impose a -15 penalty to any attempt to hit him
HTH Damage Bonus: +17, retractable claws add another 1d6 (all hand to hand damage, including damage bonus, converts to M.D.C. if Psionic Force Field is active)
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Maintain Balance: +3
Break Fall: +1
Back Flip: +2 to all back flips
Hand to Hand Maneuvers: Drop kick Karate kick (2d6), karate punch (2d4), kick attack (2d4), plus break fall, roll with impact, maintain balance, back flip (escape), back flip (attack), cartwheel (attack), body block/tackle, pull punch, knee and elbow strikes (1d6), strike, parry, dodge, and the Tengu special mystic partial art powers
Teng-Jutsu Mystic Martial Arts Powers (factored in above)
  • Tengu Acrobatics: +3 to roll, +1 to break fall, perform somersaults, handstands, cartwheels, backflips, etc., plus can stand perfectly balanced on one leg for 10 minutes per level - even on a high wire! Requires concentration, cannot attack/parry/dodge
  • Tengu Leap: Can leap 10' (+2'/lvl) high from standing position. Add +20 ' to jump length with running start.
  • Tengu Automatic Leap Dodge: Can be combined with back flips, cartwheels and somersaults. Adds +2 to leap dodge plus P.P. and leap dodge bonuses.
  • Tengu Timed Leap: Can time a leap so opponent hits something else, but only P.P. bonuses and +2 special timed leap bonuses apply.
  • Tengu Kick Attack: ALL kicks are +1d6 damage.
  • Tengu Power Kick: Does 2d6 M.D.!
  • Tengu Power punch: Does 1d4 M.D.!

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

W.P. Energy Rifle: +1
W.P. Blunt: +1 to strike, +1 to parry
W.P. Knife: +1 to strike, +1 to parry

Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +5
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +4
Psionics (10): +3
Horror Factor (varies): +0
Last edited by Felix on Fri Mar 22, 2019 6:23 pm, edited 57 times in total.
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Re: Felix (Flying Tiger) - WIP

Postby Felix » Tue Mar 12, 2019 9:59 am


Carried/In Hand

Worn on Person
Omagua Air Force issue uniform (thermally insulated, olive drab, WWII style, pilot jumpsuit modified for wing flaps)
NG Stalker Suit (worn underneath other clothing)
Old style leather flight helmet with High-impact (1 M.D.C.) goggles, polarized and light-sensitive to automatically darken/lighten, self-sealing (suitable for high speed flight)
Armored M.D.C. Aviator’s Bomber Jacket with "Flying Tigers" logo on back currently at M.A.R.S. compound
NG-SL20 Sniper Laser Rifle (slung over right side with custom 3-point sling) currently held at MercTown Gates
Skorblade Knife (strapped to left thigh)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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: silver crucifix
• Attachment: gas mask/air filter
• Attachment: extra full E-clip
• Attachment: silver-plated survival Commando knife (2d4 S.D.C. and can saw wood)
• Attachment: CS Plasma Grenade
• Attachment: CS Plasma Grenade
• Attachment: CS Smoke Grenade
• Attachment: CS Smoke Grenade
• Attachment: NE-10G Fragmentation Grenade
• Attachment: NE-10G Fragmentation Grenade
• Attachment: Canteen
• Attachment: laminated topographical map of North America (+15% to Land Nav when used with compass or LGN)

Items in Felix's Room at the
M.A.R.S. Compound
NG-RA5 Arrow Ride Armor
M.D.C. by Location:
  • Helmet: 35
  • Arms: 14 each
  • Legs: 18 each
  • Main Body: 30
Weight: 9 lbs.
Modifiers: -2% to physical skills.
  • Heads-Up Display
  • Directional, short-range radio built into the helmet. Range: 5 miles
  • Polarized visor
  • External audio speaker
  • Language Translator
  • Gas mask/air filtration unit
  • Upgrade: Helmet Lamp
  • Upgrade: Head Cam
  • Upgrade: Gas mask/air filtration unit
  • Upgrade: Independent Oxygen Hookup
Book Reference: p.44-45, WB 34

Duffel bag with 2 changes of clothing (1 set casual, 1 set nicer), utensil/mess kit,
Long Range "Military" Field Radio (5 M.D.C.) : Range: 300 miles (480 km) in a city or area with radio clutter and disturbance, but 500 miles (800 km) in the wilderness. Weight: 25 pounds

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: extra full E-clip
• Space: extra full E-clip
• Space: Secure Universal Card: 7,600 credits (Updated 8/13/19 by Underguard)
• Space: notebook + 2 pens
• Space (x6): NE-09SP Survival Pack items

Gear Stats

ATEA-50 Supai Stealth Armor (Patron Item)
ArmaTech's answer to the difficulties of training ninja. A medium armor that practically makes its wearer invisible, but as is typical in a competitive market, this armor proved cost inefficient and was shelved with only a small batch of prototypes being produced and subsequently sold off.
M.D.C. by Location:
• Helmet: 50
• Arms: 35 each
• Legs: 50 each
• Main Body: 100
Modifiers: +10% to prowl, palming, and concealment skills. No modifiers to physical skills.
    • Experimental Cloaking Technology
    • • Functional equivalent of the Cloaking major super power.
    • • See page 256 of Heroes Unlimited 2E for details.
    • • Cloak is the functional equivalent of 1st level; does not increase with experience.
    • Weight: 12 lbs.

Armored M.D.C. Aviator’s Bomber Jacket
  • M.D.C.: 12
  • Weight: 4.5 lbs
  • Customized for wing flaps & with custom patch

NG Stalker Suit
M.D.C. by Location:
  • Helmet: As per separate helmet
  • Arms: 5 each
  • Legs: 7 each
  • Main Body: 12
Weight: 3 lbs.
Modifiers: None.
  • Non-environmental
  • Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
  • Customized for wing flaps
Book Reference: p.58-59, WB 34

NG-SL20 Sniper Laser Rifle
  • Range: 3000' (Laser); 1000' (Ion)
  • Damage: 4d6 M.D. (Laser); 3d6 M.D. (Ion)
  • Rate of Fire: Single shots only
  • Payload: 5 laser or 10 ion blasts per E-clip
  • Weight: 10 lbs.
  • Features: Superior balance, Laser targeting
  • Modifiers: +3 to strike with laser on aimed shots, +1 to strike with ion blaster
  • Book Reference: p.194, WB33

Skorblade Knife
  • Damage: 1D4 M.D.
  • Weight: 1 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: +1 to strike and parry
  • Book Reference: p.152, MercOps
Last edited by Felix on Fri May 03, 2019 7:02 am, edited 15 times in total.
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Re: Felix (Flying Tiger) - WIP

Postby Felix » Tue Mar 12, 2019 10:00 am

Background Story
Miguel Reyes was born in Omagua, the City of Jaguars – one of the mythical cities known collectively as “El Dorado”, the fabled “City of Gold.” His parents were both proud veterans of the Omaguan Air Force, also known as the Flying Tigers, and the young cub grew up wanting to be just like them.
Groomed to follow in his parents’ footsteps from a young age, Miguel excelled in all of his areas of interest, and had strong psionic potential. Interestingly, his psionic power all seemed focused toward healing. While many psychic members of Omagua possessed some healing powers, few were as naturally focused on the healing powers as Miguel. Not so much concerned as curious, his parents decided to take him to the Divine Oracles – psionically powerful priests of the Divine Felines, three deities who founded and now ruled the city. Perhaps they could shed some light on this unusual manifestation of psionic focus?

The Reyes family name carried weight because they were direct descendants of one of the first Flying Tigers who had the privilege of escaping with “Zee”, the original Divine Oracle Cat who led the other mutant felinoids from captivity at the Project Achilles labs and into freedom. Once they were away from the labs, this ancestor and the other felinoids who followed Zee were approached by the Divine Felines, who helped create a safe haven for all cats – mutant and otherwise. Along with some were-jaguars, together they rifted an entire city from another dimension to the center of the Amazon jungle! The city was called Omagua and Miguel, like all felinoid residents, was privileged enough to be in a place where he was never far from the presence of divinity.

The Divine Oracles tested the young tiger felinoid rigorously, teasing out his psionic powers and determining that, indeed, he was naturally gifted in psionic healing. Initially concerned that he might be viewed by some others in the military as “soft” due to this focus, Miguel’s parents were told that it was in fact an honor to have such gifts, and that he could save many a felinoid life by combining his natural psionic healing gifts with the considerable genetic mutations a Flying Tiger already possessed.

Once he was old enough to join, the Omaguan Air Force took to training him as any other recruit, putting him through his paces and developing his powers as a highly mobile “medic” of sorts. Completing his military training, and honing his psionic talents to a fine degree, he was assigned to various units as needs dictated. Sometimes the assignments were standard Omagua Air Force patrol or reconnaissance, but other times, he was attached to Flame Panther units or sent with assault teams comprised of all kinds of felinoids, including the psionically unmatched Oracle Cats and the supernaturally powerful, yet dangerously unpredictable, Hunter Cats. The Flying Tiger learned quickly, and developed a reputation of sorts: whenever a felinoid was injured, especially gravely, he was quick to assist - either by healing them on the spot, or evacuating them to safety where he could proceed to heal them if immediate assistance was not feasible. So it became that any unit he was assigned to felt lucky to have him with them. Thus, the nickname “Felix” – meaning “lucky” – came into being, and quickly stuck.

Not all were enamored with Felix, however, and as often occurs, some were envious of the attention he received. One day, he was lured away from the city by a small group of other felinoids posing as friends. They intended to lure him to his doom by selling him into slavery. The group were all "ambushed" by slavers from the Splugorth outpost in the Kingdom of Lagarto. The felinoids were outnumbered and outgunned – after all, they were not planning on encountering any significant hostilities and had “packed lightly.” However, Felix noticed that his companions did not put up a serious fight before surrendering – something he (naively) found curious.

It was not until they arrived at the outpost that Felix had his eyes opened to the horror of his so-called friends' betrayal. He watched, stunned in disbelief as his “companions” bartered and traded, with the very enemies they had fought together to defeat, for his life. It shook him to his very core. for whom could he believe in or trust if not his own brothers and sisters in arms? It had never occurred to him that people close to him could be so callous and brutal toward him. As fate would have it, however, his felinoid brothers and sisters back in Omagua would not abandon their beloved Felix so quickly, and – right in the middle of the negotiations for his being sold into slavery, Felix witnessed an all-out assault on the slaver outpost as an Omaguan liberation force attacked! In the chaos that followed, Felix escaped, found an opening, and launched into the air at maximum speed, eager to get away from the hellish nightmare below.

Rifts open for many reasons, and - to this day - Felix does not know why one opened in directly in front of him as he took to the skies. Was it intentional? Random? The hand of fate? Felix didn’t know. What he did know, however, was that as he maneuvered to fly around it, an explosion from behind knocked him off course and directly into the Rift. After a kaleidoscopic display of colors, and with his head spinning and bearings off, Felix was summarily deposited somewhere in North America. His first instinct was to try to return to Omagua - but he did not know what awaited him along the path, nor what might happen when he arrived. Uncertain of his future in Omagua, at least until he figured out what was going on, he decided to stay - for now - in the place fate had placed him, and soon stumbled upon Merctown – a neutral community of others where he could learn about the strange new land he was living in. The Flying Tiger had flown into a new life – one fraught with adventure, danger, and an uncertain future…
Last edited by Felix on Thu Mar 14, 2019 3:26 am, edited 12 times in total.
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Re: Miguel "Felix" Reyes (Flying Tiger)

Postby Felix » Wed Jun 19, 2019 5:47 pm

Level 2 roll: 1d6 HP --> 1d6 = 6
Miguel "Felix" Reyes
Current Status
S.D.C.: 621/621
H.P.: 37/37
I.S.P.: 131/131

Current Conditions: None.

Weapons and Armor Worn or Carried

Always On
  • Nightvision (1000ft): Can see in the dark 1000 feet (305 m) and has hawk-like vision; see bonuses for initiative. Exceptional long-range, hawk-like vision provides the character with perfect 20/20 vision; can read a small sign or
    recognize a face from up to two miles (3.2 km) away when he concentrates; must have line of sight.

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +5
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +4
Psionics (10): +3
Horror Factor (varies): +0
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Re: Miguel "Felix" Reyes (Flying Tiger)

Postby Felix » Fri Jul 26, 2019 7:06 am

Experience Table for Flying Tiger R.C.C.

1 0
2 2,201
3 4,401
4 8,801
5 18,001
6 26,001
7 36,001
8 52,001
9 72,001
10 97,001
11 132,001
12 182,001
13 232,001
14 282,001
15 343,001
Miguel "Felix" Reyes
Current Status
S.D.C.: 621/621
H.P.: 37/37
I.S.P.: 131/131

Current Conditions: None.

Weapons and Armor Worn or Carried

Always On
  • Nightvision (1000ft): Can see in the dark 1000 feet (305 m) and has hawk-like vision; see bonuses for initiative. Exceptional long-range, hawk-like vision provides the character with perfect 20/20 vision; can read a small sign or
    recognize a face from up to two miles (3.2 km) away when he concentrates; must have line of sight.

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +5
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +4
Psionics (10): +3
Horror Factor (varies): +0
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