E-Mail: leprecoon99@gmail.com
Discord: Jason (Dhaltuun)#8771
Link to Ledger: Ask GM for help / i don't know how to do this.
Character Name: Waylin Cumberbund
Alias:
Animal Type: Beaver
Alignment: Unprincipled
XP Level: 1
XP Points:
Next Level @ XP:
Sentiments/Humans: Curious
Sentiments/Empire:
Species Hostilities:
Disposition:
Insanity: Obsessed with his cumberbund (family heirloom)
ATTRIBUTES
I.Q.: 10
M.E.: 16
M.A.: 16
P.S.: 15
P.P.: 11
P.E.: 11
P.B.: 13
Speed: 14 run / swim
PHYSICAL DATA
H.P.: 14
S.D.C.: 71
Age: 18
Sex: Male
Length: 47 inches
Weight: 195 lbs
Build: Short
Description: Young humanoid beaver, book worm,
BIO-E DETAILS
Begin with BIO-E base provided by animal type & show how every point is spent.
Size Level: 10
Size Level: 10
Human Features
Hands: Partial (has 5 fingers)
Biped: partial
Speech: partial
Looks: None. Has an animal snout, thick, bulky body, webbed fingers and toes, large flat tail, with a thick fur pelt, and large flat teeth.
Vestigial Disadvantages:
-5 BIO-E for taking Nearsightedness
-10 BIO-E for taking Webbed Hands & Feet
Natural Weapons:
10 BIO-E for 2D6 damage Gnawing Teeth (Special)
15 BIO-E for Extra-Limb: Beaver Tail (Special).
Mutant Animal Powers:
10 BIO-E for Natural instinct for Building & Construction (Special!).
5 BIO-E for Brute Strength
5 BIO-E for Hold Breath
10 BIO-E for Extra Physical Endurance
Natural Abilities
Perception: 15% + 3% / Nearsighted: -15% to anything beyond 60'
Charm/Impress: 30%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 156 lbs
Max. Carrying Weight: 300 lbs
Max. Lifting Weight: 750 lbs
Max. Jumping Ability: 22.5 feet of length / 15 feet of height
Special Abilities
Natural in skills like Mechanical Engineering, Carpentry, Masonry, and others involving construction.
Tail can be used like a tool to pat and smooth clay and concrete, and better control when swimming, can also be used as a blunt weapon to strike an opponent in hand to hand combat
Vestigial Disadvantages:
Nearsightedness -
- The character can only see clearly when things are very close up (one foot), and the character can not see anything but blurred shapes, color and movement of anything beyond his range of vision.
- Range of Clarity. 3 feet for the distance the character can see clearly. Anything beyond that point is a blur.
- Maximum Range. 19 ft for the number of feet beyond which the character can not really see at all.
Webbed Hands & Feet -- has large amounts of webbing between their fingers and between their toes.
- This makes many different movements awkward, from running to manipulating small objects .
- When used in the water the webbing allows for much faster swimming
- has great difficulty passing for human; impossible up close.
Natural Weapons:
Gnawing Teeth (Special).- Can inflict full damage (2D6) and chew through tree roots, branches, tree trunks, any kind of hardwood, clay and crumbling stone, rubber, and similar materials at the rate of about an inch per melee round (15 seconds).
- Hard plastic, ceramic materials, concrete, and brick mortar (not the brick itself unless deteriorated and crumbling to begin with) can be chewed through at about half an inch every minute (4 melee rounds).
- Moreover, the mutant beaver's bite will do half damage to metal, Kevlar, ceramic and other types of body armor without injury to its teeth, jaw or mouth.
Extra-Limb: Beaver Tail (Special).- A large, flat, partially prehensile tail that can be used to like a tool to pat and smooth clay and concrete, and provides better control when swimming.
- It can also be used as a blunt weapon; does 2d4 damage +P.S. damage bonus (if any).
Mutant Animal Powers:
Natural instinct for Building & Construction (Special!).- How to construct buildings, walls, and especially dams, just comes naturally to character.
- The character, with Gnawing Teeth, a few simple tools (axe, shovel, hammer), and access to any kind of trees, can put together all kinds of buildings, dams, walls or fortifications, at a rate of 10 S.D.C. per melee round (see S.D.C. Table).
Brute Strength -- can carry 300 lbs, as well as lift 750 lbs
- Hold Breath - for 13 minutes.
[list - Extra Physical Endurance - tires/fatigues at one third the normal rate
Apprenticeship: Artisan- Particularly bright youngsters are adopted into a special secret university.
- This is not a college campus, but the remnants of one of the pre-Crash universities held together by a desire to preserve the greatness of the past by continuing to study, teach and research.
- Humans, including ancient humans who still survive and contribute, are very much a part of this academic underground, and characters will be as comfortable around humans as around mutant animals.
- Artisan studios produce a vast array of works of art, crafts and useful items. Some would say they can make just about anything that a customer could possibly want (excluding guns, armor, electrical devices and vehicles), made to the exact order of the customer, and rendered beautifully as well.
- The character is capable of making just about anything involving weaving, pottery, woodworking, clay, ceramics, precious metals, sculpting, carving, painting, artistry and crafts from a fme wood table, to a porcelain toilet, to a silver goblet, to a glass vase, to jewelry, to carpeting, blankets, and clothing.
- Characters can generally attempt to create any work of "art," "crafts," "jewelry" and "carpentry" for which they have an appropriate skill.
- So, for example, an Artisan with Play Musical Instrument, who can play the guitar, can learn how to make good quality guitars.
- Note that these creations, while artistic, can and do include many useful items such as simple melee weapons (knives, swords, axes, etc.), simple tools, containers (baskets, chests, backpacks), furniture, clothing, musical instruments and much more.
- Of course, to make many of these things, the character must have suitable materials, tools and work facilities (i.e. to make a sword, he will need a blacksmith's workshop; to spin a vase or pottery, he will need ceramics or clay, a spinning wheel and furnace, and so on).
- has trained and worked with a Master Artisan for 10 years, and have earned Journeyman papers.
- Base Artistic Fabrication Skill: 71% +2% Roll each time a new item is created.
- Making the item with different or unfamiliar materials, or redesigning it to be more beautiful, requires a skill roll at -15% penalty.
- Rush jobs have the same penalty.
Main Skill: - Fabrication (Special!):- The art of constructing just about any kind of craftwork (basket weaving, macrame', jewelry making, and other "crafts" type creations) combined with "tinkering" (general repair and the enjoyment of making things), but making it artistic and beautiful as well.
- This skill gives the creation of even simple works of carpentry, weaving and clothing an artistic flair and attractive design element that goes beyond simple function and embarks on artistry.
Core Skills:
Antiquarian (50% +5%)
Art: Drawing & Painting (45% +4%)
Mathematics: Basic (74% +4%)
Blacksmith (55% +5%)
Carpentry (45% +5%)
General Repair & Maintenance (50% +5%)
Literacy (40% +5%)
Masonry (50% +5%)
Musical Instrument (30% +5%)
Sculpting & Whittling (45% +5%)
Sewing (55% +5%)
All are at a professional level of quality and get a +10% bonus.
Military Skill:
Recognize Weapon Quality (30% +5%)
Pilot Skills:
Construction & Farming Equipment (40% +4%)
Sailing (60% +5%)
Primary Skills
any six Scientific & Scholastic Skills
Holistic Chemistry - See Holistic Medicine - Holistic Medicine 30%/20% (+5%)
Chemistry (50% +5%)
Biology (40% +5%)
Botany (30% +5%)
Mechanical Engineering (45%+5%)
Archaeology (15% +5%)
four Technical Skill
Farrier: Basic (39% +4%)
Lore: Culture & Customs 30% (+5%)
Mining (also includes Prospecting) 35% (+5%)
Brewing (30% +5%)
any other eight from Medical, Military, Physical, Pilot or WP.
Veterinary Medicine (54% +4%)
Hand to Hand: Gladiator
Deep Sea Fishing 32% (+4%)
Wilderness Survival (35% +5%)
Outdoorsmanship
Physical Labor
Wrestling
W.P. Axe
Secondary Skills
W.P. Blunt
Targeting (Throwing/Missile Weapons)
W.P. Spear
Fishing (60% +5%)
Roping/WP Lasso
Rope Works (49% +5%)
Combat Data
HTH Type: Gladiator with Wrestling
Number of Attacks: 4
Initiative Bonus: +0
Strike Bonus: +0
Parry Bonus: +0
Dodge Bonus:
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch:
Bonus to Disarm: Nat 19-20
Other:
Tail does 2d4 +P.S.
Pin/Incapacitate on a roll of 18, 19, or 20.
Crush/Squeeze does 1d4 damage.
Body Block/Tackle - 1d4 Damage and opponent must Dodge or Parry to avoid knock down.
Gnawing Teeth 2d6 damage
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. name--List totaled bonuses from W.P. only
W.P. Axe - Bonuses:
+1 / +1 strike at levels 4, 8 and 12.
+0 / +2 damage at levels 6 and 14.
+0 / +1 parry at levels 2, 5, 9 and 13.
+0 / +1 throw at levels 3, 8 and 12.
W.P. Blunt -
+1 / +1 strike at levels 3, 6, 9, and 12.
+1 / +1 parry at levels 3, 6, 9, and 12.
+1 strike when thrown at levels 5, 10, and 15; not designed to throw.[/size]
Targeting (Throwing/Missile Weapons) -
+1 / +I strike at levels 3, 5, 7, 10 and 13.
Characters who select both WP. Targeting and WP. Spear, get the usual bonuses for that W.P., plus a bonus from W.P. Targeting of +I to strike at levels 2, 5 and 10.
Rate of Fire: Equal to the character's normal number of hand to hand combat attacks.
W.P. Spear:
+2 / +1 strike at levels 3, 5, 8, II and 13.
from W.P. Targeting +I strike at levels 2, 5 and 10.
+1 / +1 parry at levels 3, 5, 8, II and 13.
+1 throw at levels 3, 6, 10 and 14.
WP Paired Weapons
Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies):
Disease: +2
Drugs: +2
- Hold Breath - for 13 minutes.
- can carry 300 lbs, as well as lift 750 lbs