Hangouts Handle: shazbut.pbp@gmail.com
Ledger: Ledger
Character Name: Shazbut
Power Category: Alien
Alias: "Skunk Who Sings", Mr Stinky
Occupation: Singer/Cook (Military Specialist - Sapper)
Alignment: Scrupulous
XP Level: 4
XP Points: 12,491 (Updated 6/1/2022 by CHIMERA)
Next Level @ XP: 17,201
Birth Order/Family Ties: unknown
Land of Origin: Uncertain, but over 133 years.
Childhood Environment: unknown
Social/Economic Background: unknown
When Extraordinary Abilities First Manifested: Alien crash site, exposed to strange chemicals and high radiation
Disposition: Sunny and mischievous in equal portions, deeply marinated in music, a pinch of philosophical musings and warmly baked in generosity. Served with a good sprinkling of chopped nuts.
Insanity: Overtrusting: Shazbut too often gives people the benefit of the doubt, believing their lies and getting himself into trouble. The alternative is unthinkable, shutting people out and being mistrustful. Better to be overtrusting.
Extraordinary P.B.
APS: Void Form
ATTRIBUTES
I.Q.: 11
M.E.: 11
M.A.: 19
P.S.: 22 (Superhuman)
P.P.: 16
P.E.: 15
P.B.: 26
Speed: 27 (54 with Vibration/18 with Vibrate Through Substances)
540 yards per minute (1080 yards per minute/360 yards per minute)
1620 feet per minute (3240 feet per minute/1080 feet per minute)
405 feet per melee round (810 feet per melee round/270 feet per melee round)
PHYSICAL DATA
PPE: 18
ISP: Only if Shazbut uses Mimic on a psionicist.
HP: 23
SDC:163 (213)
AR: - (10)
Age: Unknown
Sex: Male
Height: 4 feet
Weight: 200 pounds
Description: A bipedal skunk?! Sure he looks like a reject from a Pokemon movie, but that easygoing grin and toothy smile puts most at ease. He has glossy black fur, a bushy tail complete with the infamous dual white stripe from nose to tail. Just as you complete the mental adjustment, he begins to sing... in Italian.
Mutant Characteristics
Scaly Skin: A tough, smooth, reptilian skin with small scales. The only remaining hints of his original form prior to mutating. This tough layer is hidden underneath his lush black skunk fur.
OOC Comments
Stocky : Exceptionally broad and husky skunk about twice as broad as a normal human. OOC Comments
Natural Abilities
- Perception: 35% (+3%) see rules here
- Charm/Impress: 80%
- Invoke Trust/Intimidate: 55% (M.A. 19)
- Max. Encumbrance: 120lbs. see rules here
- Max. Carrying Weight: 4400lbs.
- Max. Lifting Weight: 6600 lbs.
- Max. Jumping Ability: 22' long or 11' high.
- Impervious to radiation that is normally deadly to humans.
- Can see ultraviolet light.
- This alien radiates low levels of radiation that will begin to harm humans exposed to him for more than a few weeks. If the alien does not wear a radiation shielded survival suit, those around him will contract radiation poisoning on a result of 1-30%; roll once per each week of exposure.
- Retractable claws (+1D6) damage from claw attacks.
Major Powers
- Alter Physical Structure: Void
- The character can shift his physical structure to a solid, inky blackness with what looks like "star-flecks" throughout. He keeps his physical shape and is so lid enough to interact with the material world, but seems somehow insubstantial and inhuman - a walking piece of the void.
- Half damage from lasers
- Flight: 100 mph
- Natural Prowl: 40% in light, 75% in darkness, opponents are -1 to Strike & Parry
- Invisible in space if moving at a speed of 12 or less
- Cold touch: 1D6 damage
- Can see in total or magical darkness, never blinded by bright light
- Depressurize - a bolt of black energy
- Range: 100' or touch
- Duration: 1D4 melees
- Effect: -8 to Strike, Parry & Dodge and -25% to skills (save vs. 16 with no bonuses for 1/2, each blast counts as one action, +3 to Strike on Aimed Shots)
- Suffocation Attack
- Area of Effect: 15' diameter sphere around self or in room or specific area
- Cost: 1 APM to maintain
- Void Bolt - a cold dark energy blast
- Range: 500' + 30' per level
- Damage: 4D6 per blast
- Rate of Fire & Modifiers: one blast per action, +3 to Strike on Aimed Shots
- Other Abilities and Bonuses
- +1 attack per melee round
- +2 on initiative, +1 to strike, parry and disarm, +4 to dodge, and +1 to roll with impact, punch or fall.
- Natural A.R. 10
- +50 S.D.C.
- Mimic
- Imitate or "mimic" another person's physical and mental attributes, including psionic powers, super abilities and innate magic abilities derived from enchanted weapons, objects or bestowed. However, the Mimic cannot copy memories, skills, education, spell knowledge/spell casting or experience.
While the mimic has copied his opponent's entire physical structure, including P.S., P.P, P.E., P.B., Spd., S.D.C., Hit Points, and any other super abilities or psionics, the mimicking superbeing still thinks like himself, keeps his own I.Q., MA, and M.E., and fights and performs skills with his own experience and knowledge. - Range: Touch or 100' radius.
- Duration: 3 minutes.
- Added Note: Mimicked abilities function as if they were the mimic's level, not the target.
- Imitate or "mimic" another person's physical and mental attributes, including psionic powers, super abilities and innate magic abilities derived from enchanted weapons, objects or bestowed. However, the Mimic cannot copy memories, skills, education, spell knowledge/spell casting or experience.
- Vibration
- The manipulation of vibration and air flow
- Shock Waves - shock waves that ripple through the earth damaging everything along the path.
- Range: 120 feet (36.6 m) +10 feet (3m) per level, with 6ft (1.8 m) width, shorter length if desired.
- Damage: 2D6 per level
- Rate of Fire & Modifiers: one blast costs 2 actions, +2 to strike
- Shock Blast - an amplified bolt of force fired like an invisible concussion blast
- Range: 200 feet (61 m) +10 feet (3 m)
- Damage: 4D6 (6D6 underwater)
- Rate of Fire & Modifiers: one blast per action, +4 to strike
- Vibrate Through Substances - vibrate so quickly one can pass through solid matter
- Range: Self
- Duration: As long as necessary, typically 7-15 seconds
- Effect: Can only vibrate through inorganic (non-living) material and speed is reduced to one third
- Vibrate to Become Intangible
- Range: Self and items on his person
- Duration: One minute for every P.E. attribute point
- Effect: Physical attacks do no damage. Energy attacks, fire, electricity, etc., do one third normal damage.
- Attacks Per Melee: Takes the place of all melee attacks and actions while intangible
- Feel Vibrations
- Range: 30 feet (9.1 m) +5 feet (1.5 m) per level
- Effect: Sense the presence of nearby movement and even estimate numbers and speed of approach. Cannot be snuck upon or caught by surprise.
- Base skill: 66% accuracy, +2% per level.
- Vibrating Punch - the vibrating Dim Mak. +1D6 points of damage to punches in addition to P.S. bonuses
- Other Abilities and Bonuses
- +4 on initiative, +1 to pull punch, +2 to parry, +2 to dodge, +2 to roll with punch, fall or impact.
- +20 S.D.C.
- Double normal speed attribute.
- Perception Bonus: +10%
- Extraordinary Physical Beauty
- Description: An extremely attractive individual whose beauty is truly exceptional. Members of the opposite sex are particularly vulnerable to this character's charm.
- Bonuses:
- Increase P.B. to 26; see attribute bonuses for the ability to impress and charm.
- +10% to the investigation/research, interrogation, seduction, palming and pick pocket skills.
- Summon and Command Small Animals
- Able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. All creatures must be of one species and of a combined weight of 30 pounds, +5 pounds per level of experience.
- Skunk: Each up to 2 pounds (0.9 kg). (PFRPG - Monsters and Animals p223)
- Canary: Each up to 0.04 pounds (20 grams).
- Heightened Sense of Taste
- Recognize common ingredients such as sugar, salt, pepper, spices, foods, gasoline, and similar, at a proficiency of 70% +4% per level of experience.
- Recognize exotic tastes such as chemicals, toxins and poisons at a proficiency of 30% +5% per level of experience. Practicing to recognize an unusual taste for two months will put that taste into the common item category.
- +10% to Cooking skill (professional quality).
- +10% to Perception
- Vocalization
- Description: Has a strong, clear voice and is a natural public speaker able to hold the attention of an audience.
- Amplify Speaking Voice: Can amplify his voice to sound deep and booming, equivalent to using a bullhorn or loudspeaker, but not loud enough to hurt eardrums or cause deafness. The amplified voice remains clear and easy to understand even at great ranges.
Range: Heard up to a half mile (0.8 km) away.
Awe Factor: +2 to the character's Awe or Horror Factor (H.F.). (not applicable to Shazbut). - Speak in a Wider Range of Sound: Can "speak" in both the ultrasonic and subsonic range of sounds, enabling him to speak to animals and cannot be heard by humans.
Range: Up to 100 feet (30.5 m) away, +30 feet (9.1 m) per level of experience. - Modulate Voice: Change the pitch and tone to sound deeper (male) or higher (female or child-like), and generally sound different. Can disguise his voice (86% +1 % per level of experience).
Range: Normal speaking range or in conjunction with Amplify Speaking Voice - Mimic Sounds and Whistles: Can mimic most natural and common sounds. Can do bird calls, animal noises or sound effects. Create sounds that sound convincingly real (especially over a radio or cell phone). Has perfect pitch and vocal control so he can whistle a tune at a professional level of quality and sing beautifully (if he has the Sing skill).
Base Skill : 70% +3% per level of experience - Power of Command: Once per minute (every fourth melee round), can issue a single, simple command, with no more than two words. Everyone who hears and fails their saving throw (12 or higher), must comply for the next 1D4+1 melee actions/attacks (6-12 seconds). Note: Commands that encourage violence, violence on others, self-destruction , or suicide, do NOT work.
Range: 100 foot radius (30.5 m) of the speaker.
Duration: 1D4+1 melee actions/attacks.
Damage: None, just issues a simple command.
Attacks per Melee: Two melee actions and may only be used once every 60 seconds.
Saving Throw: 12 or higher (M.E. bonuses applicable) means the person(s) does NOT have to obey the command. Furthermore, characters with an M.E. of 24 or higher and characters with mind control abilities of their own are immune. Master psychics need only roll a 10 or higher to save. - Bonuses (as applicable): +10% to Sing, Impersonation and all spoken Language skills, +5% to Interrogation and Seduction.
EDUCATION LEVEL: Military Specialist
Language Skills
Language: English 100%
Language: Italian 100%
Language: Shoshoni 100%
Espionage Skills
Detect Ambush 40% (+5%)
Detect Concealment 35% (+5%)
Impersonation 55%/31% (+4%)
Interrogation 55% (+5%)
Tracking: People 35% (+5%)
Military Skills
Field Armorer & Munitions Expert 50% (+5%)
* Basic Mechanics 50% (+5%)
Demolitions 70% (+3%)
Demolitions Disposal 70% (+3%)
Trap Construction 30% (+4%)
Trap & Mine Detection 30% (+5%)
Rogue Skills
(EP) Seduction 39% (20% when mimic active) (+3%)
Physical Skills
Hand To Hand Assassin
Boxing
Acrobatics
- Sense of balance 60% (+2%)
- Walk tightrope or high wire 60% (+3%)
- Climb rope 70% (+2%)
- Back flip 50% (+5%)
- Climb 55%
- Prowl 35% (or adds a +5% to prowl skill)
(EP) Fencing
Gymnastics
- Sense of balance 50% (+3%)
- Work parallel bars & rings 60% (+3%)
- Climb rope 60% (+2%)
- Back flip 70% (+2%)
- adds a +5% to prowl skill.
Wrestling
- Body block/tackle does 1d4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
- Pin/incapacitate on a roll of 18, 19, or 20.
- Crush/squeeze does 1d4 damage per squeeze attack.
Pilot: Hover Craft (Ground) 50% (+5%)
Art 35% (+5%)
Cook 45% (+5%) (Professional - Heightened Sense of Taste)
Lore: American Indians 25% (+5%)
Performance 30% (+5%)
Philosophy 30% (+5%)
Sing 45% (+5%) (Professional - from Vocalization power)
(3rd) Athletics (General)
(3rd) Running
APS: Void Form
Base Stats when using Mimic
Combat Data
HTH Type: HTH Assassin
Number of Attacks: 6 / 7 / 6
Initiative Bonus: +7 /+9 / +3
Strike Bonus: +3 / +4 / +2
Parry Bonus: +6 / +7 / +4
Dodge Bonus: +6 / +10 / +5
Disarm Bonus: +3 / +4 / +3
HTH Damage Bonus: +11 (+1d6 Vibrating Punch, +1d6 Retractable Claws, +1d6 Cold Touch)
Bonus to Roll w/Punch: +12 / +13 / +10
Bonus to Pull a Punch: +6 / +6 / +5
Other:
- W.P. Knife and W.P. Sword +1 strike, +1 parry (Fencing Skill)
- W.P. Sword +1d6 damage (Fencing Skill)
W.P. Axe - +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.
(3nd) W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327) -Axe and Axe
W.P. Heavy MD Weapons +1 to Strike at levels 2, 4, 7, 10, and 13.
(s) W.P. Shotgun +1 to strike at levels 1, 3, 6, 10, and 14.
(2nd) W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Saving Throw Bonuses
Coma/Death:
Toxins (15+):
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):