Player Name: Ben
YIM Handle: MaxthebearEUCharacter Name:
Max (The Bear, but most people just call him Max)Alias:
Max. Just Max.Race:
CS Ursa Warrior, Grizzly TypeR.C.C.:
5,316 (Ryu - Feb 2nd/2015)Next Level @ XP:
Totally okay. Long as they aren't the ones that hurt people.Sentiments/Coalition:
They used to be my friends but they've tried to kill me so many times that I usually just shoot first now; it makes me sad though.Disposition:
Not very bright, but a heart of gold. He is hulking warrior with a gentle voice most of the time, but is entirely capable of becoming a drooling engine of destruction when the need arises. Has a soft spot for children, sweet things and napping. Almost fearless, but easily led and taken advantage of. Extremely protective of his friends.Insanity:
Obsession: (loves) Honey Max is obsessed with the taste of fresh, natural honey. Will irrationally forsake other priorities to obtain it; borderline psychological addiction. Will knock over and/or uproot trees to get to beehives. Very easily bribed and coerced with it.ATTRIBUTES
Speed: 26PHYSICAL DATA
Natural A.R.: 16
Height: 9'3" standing fully erect but almost never does. 6'6" when hunched over in usual posture.
Weight: 1,020 lbs.
Description: A giant bear with a roughly humanoid shape. His build is not unlike a gorilla with shortish legs and long, powerful arms. His head is completely non-human and looks 100% like a grizzly bear. Very wide shoulders and big hands with a comparatively narrow waist that goes down to the shortish legs. Can walk just fine on two legs but prefers to 'lope' on three or four limbs when really up to speed. Outside of his armor, usually only wears a pair of camouflage boxer shorts.Racial Abilities
Natural climber: Can climb at the base skill of 50%/30%
Natural Swimmer: Fair swimmer with a base skill of 60%
Sprinter: The mutant bear can run at double his normal speed for 1D4 minutes before dropping back to normal speed.
Good sense of smell taste and hearing.
- The sense of hearing is only a little better than a human's, while the sense of taste and vision (the field of vision is 200 degrees) are about the same as the canine. The sense of smell is a third to half as keen and efficient as a Dog Boy's olfactory abilities, but 10 times better than a human's.
- Common and strong scents:
Recognize and accurately identify general/common/known smells, including gaseous odors, food, animals, and the path used by a group of humans, mutant animals, D-bees or monsters, as well as other strong and/or distinctive odors.
Base Skill: 43% +3% (Currently 49%) per level of experience.
Range: 100' per level of experience.
- Identify specific odors:
Including the scent of specific individuals (specific characters), poisons or drugs mixed into food or drink, unique and usual scents. The mutant must be familiar with the target subject and/or have a piece of clothing, hair, blood, etc., that the character can use as a reference.
Base Skill: 26% +2% (Currently 32%) per level of experience.
Range: 25' per level of experience.
- Track by smell alone:
This means the mutant bear relies entirely on his sense of smell (blinded so he cannot follow physical tracks/footprints or any other visible trail). This also means that a mutant can sniff his way through total darkness if there is a scent that can be followed and also that the character suffers only half the normal penalties to strike, parry, and dodge when blinded or in total darkness.
Base Skill: 20%+4% (Currently 28%) per level of experience.
Perception Bonus: +1
Max. Encumbrance: 1,020 lbs.
Max. Carrying Weight: 1,800 lbs.
Max. Lifting Weight: 3,600 lbs.
Max. Jumping Ability: 29' high, 61.5' lengthwiseSpecial Abilities
Sense Psychic and Magic Energy: Same ability as the Dog Boys, but not as developed.
- Base Skill: 20% +5% (Currently 30%) per level of experience (roll once every melee round). Reduce by half when multiple sources are scattered throughout the sensing range.
- Range: Sensitivity to a fellow psychic or magic practitioner not using his powers is 20'+5' per each additional
level of experience. Sensitivity to psionic and magic powers being used is 200'+20' per level of experience. Roll percentile dice every 400' lo see if the hunter is still on the trail. A failed roll means the scent is lost.
- I.S.P.: None, automatic ability.
- Note: Cannot Recognize Psychic Scent.
Sense Supernatural Beings: Same as the Dog Boy, but not as acutely developed.
- Base Skill: 40% +2% (Currently 44%) per level of experience to identify the specific type/race of paranormal creature and includes alien intelligences, gods, demigods, demons, vampires, and dragons. This ability can also detect whether a person is possessed by supernatural beings.
- Base Skill at tracking by this scent: 15% +5% (Currently 25%) per level of experience.
- 53% +3% (Currently 59%) per level of experience if the supernatural being is also using psionics or magic.
- Range: 100' per level of experience to sense the presence of a supernatural being when it is not using any special, magical or psionic powers. Add 1,000' to range when the supernatural force is actively using its supernatural powers, magic or psionics.
- Duration: Automatic and constant
- I.S.P.: None, automatic.
- Note: Close proximity to ley lines and nexus points disrupt the psychic's senses.
Sensitivity to Ley Line energy: Ley lines and nexus points obliterate the Ursa-Warrior's psychic and supernatural sensing abilities and give it a headache. They try to avoid these places. This means the mutant cannot use these abilities to locate magic or supernatural prey or to sense their presence when on a ley line or near a nexus. However, the creature's normal physical senses, especially smell, are not affected and the other psychic abilities are enhanced (as usual). Most mutant bears are leery around places of magic and often show uncharacteristic signs of being nervous and on edge. They are afraid (some are terrified) during Ley Line Storms which actually cause physical discomfort to them the same as Dog Boys — headaches, crackling sounds in their ears, and static electrical build-up/shocks, plus they are two times more likely to be struck by ley line energy and lightning. PsionicsMajor
Enhance Reflexes (Rifter 25, Page 76 - +1 APM, +3 Init, +2 Strike, +3 Parry, +3 Dodge, +2 PP, +15% to phys skills req. balance/coordination) - 10 ISP/2 minutes per level of experience (Note: additional bonuses - +1 S/P/D factored into the above due to additional PP)
Mind Block (+1 to save vs psi) - 4 ISP/10 minutes per level of experienceR.C.C. Skills
Language: American: 80% (+0%)
Radio: Basic: 65% (+5%)
Land Navigation: 54% (+4%)
Wilderness Survival: 55% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy
Hand to Hand: ExpertR.C.C. Related Skills
Gymnastics-Sense of balance: 56% (+3%)
-Work parallel bars/rings: 66% (+3%)
-Back flip: 74% (+2%)
-Base prowl: 30%
-Climb Rope/Rappel: 64% (+2%)
W.P. Paired WeaponsSecondary Skills
Lore: Demons & Monsters: 35% (+5%)
Lore: Faeries & Creatures of Magic: 35% (+5%)
Lore: Psychics & Psionics: 30% (+5%, 2nd Level)Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +7
HTH Damage Bonus: +22
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Bite: 1d6 MDC
SN PS Damage: 6d6 restrained, 5d6 M.D. full strength, 1d6X10 M.D. Power PunchWeapon ProficienciesAimed 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. Axe: +1 to Strike, +1 to Parry
W.P. Blunt: +2 to Strike, +2 to Parry
W.P. Energy Pistol: +2 to Strike
W.P. Energy Rifle: +1 to Strike
W.P. Heavy M.D. Weapons: +1 to StrikeSaving Throw Bonuses
Magic (varies): +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): 0
Psionics (Base 12): +1
Horror Factor: +8
Last edited by Max The Bear on Sun Nov 23, 2014 5:23 pm, edited 46 times in total.