Philip (Pip) Climbwell (Mutant Raccoon)

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Pip
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Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Player Name: Kyle
E-Mail: 12kreynoso@gmail.com
Discord: The Arcanian#4597
Ledger

Character Name: Philip Climbwell
Alias: Pip
Animal Type: Raccoon
Background: One of the Academic Underground
Alignment: Scrupulous
XP Level: 1
XP Points: 0
Next Level @ XP: 15
Sentiments/Humans: No different than The Folk, anyone that climbs to such great heights has the chance of falling just as far.
Sentiments/Reclaimers: They have the right idea. Though knowledge is more important than money.
Sentiments/Orthodox: Fearful fools. Things don't stay the same, they either move forwards or backward.
Sentiments/Imperials: Violent fools. Progress through force can only end badly.
Species Hostilities: None
Disposition: Self-assured to the point of mild arrogance. Is often the smartest person in the room and knows it.
Insanity: None

ATTRIBUTES
I.Q.: 23
M.E.: 15
M.A.: 8
P.S.: 8
P.P.: 16
P.E.: 12
P.B.: 11
Speed: 11

PHYSICAL DATA
H.P.: 13
S.D.C.: 29
Age: 20
Sex: Male
Height: 2' 2"
Weight: 20 lb
Description: A raccoon, but walks, talks, wears clothes, and builds things.

BIO-E DETAILS

Raccoon: 60
Automatic Size 4
5 BIO-E for full hands
10 BIO-E for full Biped
10 BIO-E for full speech
5 BIO-E for 1D6 damage Climbing Claws.
Automatic Advanced Vision.
5 BIO-E for Nightvision.
5 BIO-E for Advanced Touch.
10 BIO-E for Advanced Hearing.
5 BIO-E for Extra Intelligence Quotient.
10 BIO-E for Extra Mental Endurance.
10 BIO-E for Danger Sense
-10 BIO-E for taking Vestigial Tail (Ringed).
-5 BI0-E for taking Masked Face (the black mask of the Raccoon around the eyes).


Natural Abilities
Perception: 44% perception, +10% if Danger Sense is active, +10% when in darkness, +5% to perceiving any tactile characteristics
Charm/Impress: 14%
Invoke Trust/Intimidate: 9%
Max. Encumbrance: 6 lb.
Max. Carrying Weight: 80 lb.
Max. Lifting Weight: 240 lb.
Max. Jumping Ability: 4' (+2') long, 2' (+.5') high

Special Abilities
Advanced Vision
Nightvision
Advanced Touch
Advanced Hearing
Extra Intelligence Quotient
Extra Mental Endurance
Mechanical Engineering -- 74% (+5%)

Psionics
Danger Sense
Range: 90 feet (27.4 m) or self.
Duration: Four melee rounds (one minute).
Minimum M.E.: None. Not available to Mutant Humans.
Saving Throw: None.
Cost: 10 BIO-E.
The Danger Sense is a psychic intuition that provides a precognitive flash concerning imminent danger to himself or someone near him (within 30 feet/9.1 m). This includes hidden ambush, snipers, traps, a predatory animal stalking from the shadows, a poisonous snake, land mine, or dangerous situations (bridge can not support his weight, etc.). Danger Sense does not indicate what or where the danger might be, just that it exists and is imminent. Ultimately, it should put the character on alert that something is wrong and he must be careful and ready to act quickly (+2 on initiative to respond to the threat, + I to dodge). Note: The character must specify when the power is being used. It does not work automatically.
Apprenticeship (Core) Skills
Native Language -- 97% (+1%)
Literacy -- 54% (+5%)
Mathematics: Basic -- 88% (+4%)
Blacksmith -- 64% (+5%)
Carpentry -- 54% (+5%)
General Repair & Maintenance - 59% (+5%)
Locksmith -- 54% (+5%)
Mechanics: Basic -- 63% +5%)
Rope Works: 54% (+5%)
Plumbing: 74% (+5%)
Masonry: 54% (+5%)

Apprenticeship (Other) Skills
Recognize Weapon Quality -- 39% (+5%)
Camouflage -- 34% (+5%)
Siege Engineer -- 44%/34% (+5%)
Teamster/Wagoner -- 64% (+5%)
Construction & Farming Equipment -- 59% (+4%)
Navigation -- 64% (+5%)
Horsemanship: General -- 44%/29% (+5%)
Horsemanship: Exotic Animals -- 39%/29% (+5%)
Sailing -- 69% (+5%)
Antiquarian -- 49% (+5%)
Archaeology -- 29% (+5%)
Chemistry -- 59% (+5%)
Chemistry: Analytical -- 49% (+5%)
History -- 49% (+4%)
Mathematics: Advanced -- 59% (+4%)
Appraise Goods -- 39% (+5%)
Boat Building -- 39% (+5%)
Excavation -- 39% (+5%)
Farrier: Basic -- 43% (+4%)
Intelligence -- 41% (+4%)
Interrogation -- 49% (+5%)
Acrobatics
-- Sense of Balance 69% (+2%)
-- Walk Tightrope or High Wire 69% (+3%)
-- Back Flip 59% (+5%)
-- Leap: 4' high and 5' (+2') long, Fearless of heights
Athletics (general)
W.P. Knife
Wilderness Survival -- 39% (+5%)
Hand to Hand: Expert

Secondary Skills
LV1 Climbing -- 79/54% (+5%)
LV1 Swimming -- 59% (+5%)
LV1 Prowl -- 34% (+5%)
LV1 First Aid -- 54% (+5%)
LV1 W.P. Archery
LV1 W.P. Targeting

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
HTH Damage Bonus:
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other:
+1 to parry & dodge while in water
+1 on initiative when on horseback or exotic mount
+1 to roll with fall or impact when knocked from a horse or exotic mount
+2 to parry or dodge while on horseback or exotic mount
+1D6 to damage when on horseback or exotic mount
+2D6 damage to charge attack (running horse or exotic mount) with a lance, pole-arm, or spear
Horse or exotic mount attack

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. Knife - +1 to parry, +1 to strike when thrown
W.P. Archery - +1 to strike, +1 to parry with the bow itself
W.P. Targeting - +1 to strike

Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (16+): +0
Horror Factor (varies): +0
Last edited by Pip on Sun May 15, 2022 9:17 pm, edited 8 times in total.
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Pip
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Re: Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Equipment

Carried/In Hand
Mechanical Bow

Worn on Person
Clothing (Cotton Undergarments, Cotton Undershirt, Cotton Shirt, Wool Sweater, Cloth Pants)
Spider Silk Armor
Utility Belt
Leather Jacket, custom-made
Backpack

Utility Belt
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.
• Sheath: Survival Knife
• Sheath: Throwing Knife
• Pouch: 2481 Bucks
• Waterskin

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.
• Down-filled winter coat
• Waterproof sleeping bag
• Waterproof tent (5' x 5' x 4')
• Oil Lantern (6 hours/ 1 pint)
• Coil of spider rope (50', 20,000 lbs test)
• Flint & Steel
• Tinder Box
• Hardtack
• Jerked beef
• Dried fruit
• Leather Journal (100 pages)
• Writing Case (2 pencils)
• Map to lost Academia library

Gear Stats
► Show Spoiler
Last edited by Pip on Sun May 15, 2022 9:29 pm, edited 5 times in total.
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Pip
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Re: Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Background Story

"So your actually going."

On the outskirts of Haven, a hidden community of the Academia, Philip 'Pip' Climbwell turns around to face Oscar Bentley, one of his old human teachers. "I hope you're not going to try and talk me out of it too." He sighs. "I have already made up my mind. Too much has been lost in the purges and witch-hunts of your kind, people with my know-how and intellect need to be out there finding what scant knowledge there is to save. The merchant network is not enough."

Oscar approaches shaking his head. "No, I just came to wish you well. And to give you something" Reaching into his satchel, Oscar pulls out a roll of parchment. "This is a map to one of the Academia's lost libraries. Even we are not sure where exactly, but that just means it is more likely to still exist." When he crouches down to give the map to Pip he places his hand on Pip's shoulder and looks him in the eyes. "You may be the only one from here, but there are others the share your sentiment. Our communities may be scattered but we and our merchant network have a watchword we use to identify one another, a saying that has survived from The Ancient Past. 'If knowledge can create problems, it is not through ignorance that we can solve them.' "

Oscar straightens. "Despite your parent's worries you'll be fine, you have a good head on your shoulders Pipsqueak." He says with a teasing grin.

Pip turns to leave. "I know." He says self-confidently, then shoots a reproachful glare over his shoulder at the taller human. "And you know I hate that nickname."

As Pip walks into the distance Oscar chuckles to himself "From anyone other than your parents, I know." He then turns to return to Haven.

Primer Questions
  • Where were you born & what follows from that? - Born in a hidden Academic community, therefore has known humans and knows they are no different from The Folk.
  • Who are/were your parents & what follows from that? - His parents are members of the Academic community, they fostered his curiosity and intellect.
  • Are your parents still alive & what follows from that? - They are still alive and worried about him out in the larger world, but he has made up his mind.
  • What were you doing before you started adventuring & what follows from that? - Primarily trying to preserve the knowledge that the community still had, and what little was found by the Academia's merchant network.
  • Why did you leave & what follows from that? - He decided that the merchant network was not enough. There needed to be people with more knowledge and intelligence actually looking for things worth preserving, not just traveling merchants picking up the odd thing they came across.
  • What did you leave behind & what follows from that? - Everything he knew, but it was necessary.
  • What do you want & what follows from that? - To uncover the lost knowledge of the past. Will need to be wary of The Orthodox and the Imperials.
Relationship to other player characters
  • Birger:
  • Kaster Trodwell:
  • Irok Bloodfeast:
  • Quetzalcoatl:
  • Jesper Brambleborn:
Last edited by Pip on Sun May 15, 2022 9:30 pm, edited 7 times in total.
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Pip
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Re: Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Scratch Sheet
Use this post for any rolls pertaining to your character.
Every die roll must include a note as to what the roll is for.
GMs are at liberty to invalidate any roll not clearly denoted.

Stat roll 1: 3d6: [2, 4, 5] = 11
Stat roll 2: 3d6: [1, 1, 4] = 6
Stat roll 3: 3d6: [6, 1, 4] = 11
Stat roll 4: 3d6: [4, 3, 1] = 8
Stat roll 5: 3d6: [2, 4, 2] = 8
Stat roll 6: 3d6: [5, 3, 2] = 10
Stat roll 7: 3d6: [5, 4, 5] = 14
Stat roll 8: 3d6: [3, 4, 5] = 12

Additional HP: 1d6: [1] = 1

S.D.C. from Acrobatics: 1d6: [3] = 3
Speed from Athletics (general): 1d4: [2] = 2
S.D.C. from Athletics (general): 1d8: [6] = 6

marketplace I.Q. boost: 1d6: [1] = 1
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