Guardian AKA Ajax the Telemonian, Olympian Warrior (Alien, APPROVED)

The character sheets and OOC chat of the Omegas belong here.

Moderators: Game Masters, AGMs

Post Reply
User avatar
Guardian
Diamond Level Patron
Diamond Level Patron
Posts: 26
Joined: Wed Jul 13, 2022 9:33 am

Guardian AKA Ajax the Telemonian, Olympian Warrior (Alien, APPROVED)

Post by Guardian »

Player Name: Chris Clemens
Hangouts Handle: Chris Clemens
Ledger
Character Name: Ajax the Telemonian 5th of His Name
Power Category: Alien
Alias: Guardian
Occupation: TBD
Alignment: Principled
XP Level: 3
XP Points: 6,151 (Updated 10/4/2022 by CHIMERA)
Next Level @ XP:8,400
Birth Order/Family Ties: First Born
Land of Origin: Olympus: Aquatic World
Childhood Environment: City - Medium (Telemon on Olympus)
Social/Economic Background: TBD
When Extraordinary Abilities First Manifested: On Olympus he is a very strong warrior, but on Earth he is insanely strong. His Super Abilities didn't stand out until he reached Earth.
Disposition: Nice guy, friendly, courteous and hospitable.
Insanity:
  • Quirk - Radical Honesty: Not an insanity per say, but a quirk. On Olympus Ajax was destined to be the Lord of Telemon. His family had ruled since the city's founding. He was the first son and normally he would inherit the role. However on Olympus he was considered a bit odd. First he wants to be liked by everyone and is a total "boyscout" but he is also completely utterly and radically honest. He does not lie. Never. Not even to be nice. He is the guy that tells someone their baby is ugly. He has difficulty understanding why when he is honest some people get upset with him. Unbeknownst to him, his brother Telemachus, pulled considerable strings to make sure he was selected for the mission. Even went so far as to convince him to volunteer. In Telemachus's mind he loved his brother and really didn't desire power, but felt if left to rule Telemon, Ajax would have caused a war, simply because he would turn an exchange of pleasantries into a brutal and cold analysis of the situation that would enflame passions of everyone present. For the sake of this Quirk, he doesn't see the name Guardian as a deception, it is a call sign.
  • Quirk - No One Left Behind: Ajax will change priority to a fallen ally. If an ally falls, he will drop all other objectives to saving them. He will also drop everything to help an ally in the process of falling.
  • Quirk - Evacuate the Area: Ajax will always make sure the area is clear of bystanders before engaging in a fight. If that isn’t an option he will prioritize their safety placing himself between them and a potential threat.
ATTRIBUTES
I.Q.: 12
M.E.: 29
M.A.: 15
P.S.: 51 (Superhuman, 55 Underwater)
P.P.: 24
P.E.: 28
P.B.: 11
Speed: 35 | 24mph(64|44 mph Swimming Speed)

PHYSICAL DATA
HP: 53
SDC: 209 (219 Underwater)
Natural A.R.: 8
Age: 24 (1154)
Sex: Male
Height: 7’
Weight: 290 lbs.
Description: Large Man Appears to have Mediterranean Features with Black Hair and Beard Trimmed Neatly

Natural Abilities
  • Perception: 21%
  • Charm/Impress: 15%
  • Invoke Trust/Intimidate: 10%
  • Max. Encumbrance: 145 lbs
  • Max. Carrying Weight: 145 lbs
  • Max. Lifting Weight: 10,000 lbs.
  • Max. Jumping Ability: Jumping: 76' Length, 38' Height
  • Swimming 85% (Alien Species)
  • Hold Breath 10 Minutes (Alien Species)
  • Underwater Depth Tolerance of 2 Miles (Alien Species)
Super Abilities
  • Extraordinary Mental Endurance
  • Extraordinary Physical Endurance
  • Extraordinary Physical Prowess
  • Heavyweight
  • Superhuman Strength

EDUCATION LEVEL:
Alien Combat Specialist

Basic Skills
  • Pilot Automobile 64% +4%
  • Mathematics: Basic 55% +5%
  • Speak Greek, Latin, Mandarin, Spanish, German, English 108%
  • Read and Write Greek, Latin, Mandarin, Spanish, German, English 98%.
Scholastic Skills
  • Pilot: Jet Packs 60% +4%
  • First Aid 65% +5%
  • HTH: Martial Arts
  • Acrobatics
    • Sense of Balance 84% +2%
    • Walk Tightrope or High Wire 86% +3%
    • Climb Rope 94% +2%
    • Base Climb 65%
    • Base Prowl 55%
  • Boxing
  • Gymnastics
    • Work parallel bars & rings 86% +3%
    • Back flip 94% +2%
  • Wrestling
Secondary Skills
  • Athletics
  • Body Building/Weight Lifting. 3rd Level
  • Running 3rd Level
  • Computer Operation 50% +5%
  • Research 50% +5%
  • Astronomy 35% +5%
  • Advanced Mathematics 55% +5%
  • Navigation: Space 60% +5%

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +14
Dodge Bonus: +14 (+16 Underwater)
Automatic Dodge: +8
Disarm Bonus: +2
HTH Damage Bonus: +46
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3
Other:
Upper Body HTH Attacks
  • Backhand Strike
  • Punch
  • Karate Strike/Punch
  • Elbow/Forearm
  • Power Punch
  • Body Flip
Kick Attacks:
  • Karate style kick
  • Round House Kick
  • Axe Kick
  • Backward Sweep - Used only against opponents coming up behind the character. Does no damage, it's purely a knockdown attack. Cannot be parried.
  • Tripping/Leg Hook - An attack on the opponent's legs. Does no damage, it's purely a knockdown attack. Cannot be parried.
Wrestling Attacks:
  • Body block/tackle Opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
  • Crush/squeeze
  • Pin/incapacitate on a roll of 18, 19, or 20.
Boxing Attacks:
  • Skilled boxers will automatically knock out opponents on a roll of a natural twenty when fighting with their fists. The victim of a knockout will remain unconscious for 1d6 melees. Characters with superhuman strength or tough bodies are only stunned instead of rendered unconscious (-4 to strike, parry, and dodge). Unlike normal knock out/stun, the player does not have to announce that he is trying to knockout his opponent before making a roll to strike.
Weapon Proficiencies
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents)
  • +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14. Maximum throwing range: 150 feet
W.P. Shield
  • +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Targeting
  • +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
W.P. Handguns
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Energy Pistol
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Energy Rifle
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Saving Throw Bonuses
Coma/Death: +26%
Toxins (15+): +7
Magic (varies): +8
Lethal Poison (14+): +7
Non-Lethal Poison (16+):+7
Insanity (12+): +12
Psionics (12+): +7
Mind Altering Drugs: +6
Horror Factor: +6
Possession: +6
Magical Illusions: +1


Player Name: Chris Clemens
Hangouts Handle: Chris Clemens
Ledger
Character Name: Ajax the Telemonian 5th of His Name
Power Category: Godling
Alias: Guardian
Occupation: TBD
Alignment: Principled
XP Level: 3
XP Points: 6,151
Next Level @ XP:
Birth Order/Family Ties: First Born
Land of Origin: Olympus: Aquatic World
Childhood Environment: City - Medium (Telemon on Olympus)
Social/Economic Background: TBD
When Extraordinary Abilities First Manifested: After finding himself in the underworld his judgement was left to combat. Once completed he was granted a boon to become a guardian of Earth and its denizens.
Disposition: Nice guy, friendly, courteous and hospitable.
Insanity:
  • Quirk - Radical Honesty: Not an insanity per say, but a quirk. On Olympus Ajax was destined to be the Lord of Telemon. His family had ruled since the city's founding. He was the first son and normally he would inherit the role. However on Olympus he was considered a bit odd. First he wants to be liked by everyone and is a total "boyscout" but he is also completely utterly and radically honest. He does not lie. Never. Not even to be nice. He is the guy that tells someone their baby is ugly. He has difficulty understanding why when he is honest some people get upset with him. Unbeknownst to him, his brother Telemachus, pulled considerable strings to make sure he was selected for the mission. Even went so far as to convince him to volunteer. In Telemachus's mind he loved his brother and really didn't desire power, but felt if left to rule Telemon, Ajax would have caused a war, simply because he would turn an exchange of pleasantries into a brutal and cold analysis of the situation that would enflame passions of everyone present. For the sake of this Quirk, he doesn't see the name Guardian as a deception, it is a call sign.
  • Quirk - No One Left Behind: Ajax will change priority to a fallen ally. If an ally falls, he will drop all other objectives to saving them. He will also drop everything to help an ally in the process of falling.
  • Quirk - Evacuate the Area: Ajax will always make sure the area is clear of bystanders before engaging in a fight. If that isn’t an option he will prioritize their safety placing himself between them and a potential threat.
ATTRIBUTES (APS: Silver)
I.Q.: 14
M.E.: 21
M.A.: 18
P.S.: 100 SN (121 SN)
P.P.: 21
P.E.: 38
P.B.: 29
Speed: 54 (37 mph) Ground / 293 (200 mph) Flight (27 (20 mph) Ground / 147 (100 mph) Flight)

PHYSICAL DATA (APS: Silver)
HP: 181
SDC: 974* (805*) *includes +30 S.D.C. from Talisman of Marduk
PPE: 70
Natural A.R.: 14 (16)
HF: 13 (13 / 16 to beings Susceptible to Silver)
Age: 24 (1154)
Sex: Male
Height: 7’
Weight: 250 lbs. (1,250 lbs.)
Description: Large Man Appears to have Mediterranean Features with Black Hair and Beard Trimmed Neatly

NATURAL ABILITIES (APS: Silver)
  • Perception: 36% (+3%)
  • Charm/Impress: 90%
  • Invoke Trust/Intimidate: 50%
  • Max. Encumbrance: 250 lbs.(1,250 lbs.)
  • Max. Carrying Weight: 30,000 lbs. (36,300 lbs.)
  • Max. Lifting Weight: 50,000 lbs. (60,500lbs.)
  • Max. Jumping Ability: Horizontal: 138’ (170’), Vertical: 69’ (85’)
SUPER ABILITIES
    • Immortal Power (HU2) - MEGA
    • Tremendous PS (HU2) - MEGA
    • Supernatural Strength (HU2) - Major
    • Sense the Supernatural (AU) - Minor
    • Physical Perfection (PU1) - Minor
    • Increased Durability (PU1) - Minor
    • Horror Factor (HU2) - Minor
    • Knock Back (PU3) - Minor
      • Knock Back Distance:
        • 01-20 - 1D6’
        • 21-40 - 2D6’
        • 41-80 - 4D6’, 01-60% likelihood of be­ing knocked down.
        • 81-120 - 6D6’, Knocked Down
        • 121-160 - 1D10*10’, Knocked Down
        • 161-200 - 2D6*10’, Knocked Down
        • 201 or more - 3D6*10’, Knocked Down
        • Double Distance for SN.
      • Duration: Instant.
        Damage: As normal for the hero's P.S. from melee at­ tacks plus damage from blunt weapons. If the super being strikes with a large, heavy object, like a car, tree or brick wall, when knocked back the opponent will sustain an ad­ditional 4D6 points of damage from the impact.
      • APM:As per the character's normal melee attacks .
      • Bonuses: +3 to pull punch and inflict less damage than
        the maximum amount (any amount desired). Also roll to
        pull punch in order to hit an opponent without the subse­ quent Knock Back Attack taking place.
  • APS: Silver (AU) - Major
    The character is able to transform into living silver similar to the ability APS: Metal. Nothing can be bolted on or added to the character’s metallic body, however silver has unusual properties when it comes to dealing with the supernatural and many beings are vulnerable to it.

    Protective Properties:
    • Natural A.R. 16 and 775 S.D.C.
    • A roll of 17 or higher inflicts damage to SDC until depleted then to HP. Only a Natural Twenty does damage with normal strength attacks with punches or melee weapons. High caliber bullets, explosive or armor piercing rounds inflict full damage on a roll to strike of 17 or higher; rolls of below 16 or lower do half damage. Bullets that do less than 5D6 damage bounce off without harm to the silver character; no damage.
    • Only Extraordinary (Bionic), Superhuman (Robotic) and Supernatural P.S. are strong enough to inflict damage from punches, kicks and melee weapons. In the first two instances the attacker needs to roll above the A.R. of 16 to inflict damage. Any attack under the A.R. does no damage at all. However, Supernatural Strength, on a successful strike (unless parried), does half damage even if the attack hits but is below the A.R. 16. Full damage is done only when the roll to strike is 17 or higher.
    Material Properties
    • Normal fire and heat does no damage. Magic fire and fire from super abilities inflict half damage.
    • The character is also impervious to cold and cold based attacks, and can survive water pressure at a depth of 2,000 feet.
    Increased Mass and Strength.
    • The character’s weight is increased by five times.
    • Physical Strength is also increased by 21 in Silver form.
    Other Abilities and Things of Note.
    • The S.D.C. of the metal recovers at three times the normal rate for humans.
    • The metallic body is typically cool to the touch and helps the character avoid detection by heat sensors and infrared optics.
    • Silver reflects light very easily and, as a result, the character takes half damage from lasers and similar light based attacks.
    • Horror Factor (optional): 12 when in metal form to most people, but 16 to supernatural beings vulnerable to silver.
    • Against monsters that are hurt by silver, the character’s physical hand to hand blows (fists, elbows, bare feet, head butt, etc.) inflict double damage.
    • Speed is reduced by half while in metallic form.
    • Armor piercing bullets, explosive rounds, grenades and explosives inflict full damage when the roll to strike is above the character’s Natural A.R., and do half damage if the roll is below it.

  • Guardian has been granted mastery of cosmic energy to protect Earth. Those who would harm Earth or it’s denizens will know the wrath of its protector.
    • Super Energy Expulsion (HU2) - MajorThis power is very similar to the minor energy expulsion pow­ers, but is more powerful and varied, and grants additional bo­ nuses not included with the minor powers.
    • Energy Expulsion: Electricity
      Range: 960’ (+30’ per Level).
      Damage:
      • Normal blast: 5D6 (+1D6 per Level)
      • Super-Blast: 3D6x10 (+1D6 per Level - +30 damage points for characters 6th level and higher), but must be done as the first attack of a melee round and uses up all but one of the character's attacks/actions for that round.
      • Duration: Instant
      • APM: Each normal blast counts as one hand to hand attack. Can divide dice between targets for an attack.
      • Bonuses: +3 for an aimed shot, +1 for shooting wild.
    • Absorb, Channel and Fire Any Type of Energy
      The su­perbeing can momentarily absorb massive amounts of energy (the equivalent of something that would inflict 80 points of dam­ age or more), channel it through his body (stopping the energy from spreading or zapping out uncontrolled, or from overloading and exploding), and unleash that energy as powerful blasts. This means by standing in a blazing inferno, the character can un­ leash blasts of fire; by tapping into a generator or grabbing live electrical wires, he can fire electrical blasts; by taking a mega­ powerful laser blast he can in turn, fire (in this case, one) a laser blast back; and so on. The ability to fire a different type of energy than usual is limited to how long the character is exposed to the high amounts of energy he is channeling.
      • Range: 960’ (plus 30’ per Level)
      • Damage: Same as number one, above.
      • Duration: Instant
      • APM: Each normal blast counts as one hand to hand attack.
      • Bonuses: +3 for an aimed shot, +1 for shooting wild.
      • Every melee round that he absorbs and channels this powerful and deadly energy, he suf­fers 2D6 points of damage direct to Hit Points. Thus, if he taps this energy for too long a period, he could die.
      • This power can also be used to stop and redirect en­ergy that might otherwise overload and explode, or cause tre­mendous damage all around the energy source as the energy flows unchecked. This is done by absorbing the energy and un­ leashing it as an energy blast (one for every melee action avail­ able to the character) into the air or someplace safe. It is a tactic that can be used to buy precious seconds to save lives and/or buy enough time to turn the energy source off.
    • Aura Effect: Rather than fire an energy bolt, the superbe­ ing can unleash the energy as a spherical "flash of energy that hits everybody and everything around him, within 10’ . Usually, some sort of residue will be left from the burst, such as wisps of mist, smoke, ash or frost.
      • Range: 10’
      • Damage: 1D6+4 (+2 per Level);
      • 01 - 60% chance that those exposed to the energy flash are temporarily blinded for 3D6 seconds (up to one melee round; -8 on all combat maneuvers while blinded).
      • Duration: A few seconds
      • APM: Counts as two melee actions.
      • Bonuses: Automatically hits everything within range.
    • Ricochet Blast: The character can ricochet or bounce his energy blast off of objects to hit a target. For each ricochet, there is a -1 to strike and a -1D6 to the damage. A ricochet shot can only be done as many times as the character has dice of dam­age; i.e. a character with 4D6 Energy Expulsion: Fire could rico­chet three times and still do 1D6 damage to the target when it finally hits. If a shot is ricocheted so that is hits an enemy from behind, then the enemy is at a -4 to dodge (unless he has radar, then no penalty applies). Each ricochet does 1D6 damage to the object from which it was ricocheted. Shots can be ricocheted off of a person, but the character must make a strike roll and it adds a -2 to strike instead of the normal - 1 . The same is true of ricocheting the blast off any object smaller than man-sized. Thus, it's best to ricochet a blast off large objects such as walls, doors, desks, automobiles, lamp posts, etc.
      Other Abilities and Bonuses:
      • The character is impervious to Electricity.
      • The character only takes half damage from all other forms of energy, including sonic blasts/sonic shock waves, fire, heat and radiation.
      • The superbeing can cause his eyes, hands, or similar parts to glow, providing up to 60 watts of light, the equivalent of a desk lamp.
    [*]Flight: Energy (PU1) - Minor
    • The charac­ter's legs transform into energy and produce a 8-12’ energy tail behind him.
    • Speed: 200 mph (+20 mph per Level)
  • Companion (R37) - MEGA

    Telemachus - Avian Bio-Mech
    The Avian Biomech hails from an alien dimension populated by biomechanical life forms. They have a high animal intelli­ gence and are very loyal to their master. This biomechanical bird is metallic with silicon chips and hydraulic fluid.

    ATTRIBUTES:
    IQ: 5
    ME: 12
    MA: 12
    PS: 12 SN
    PP: 24
    PE: 17
    PB: 15
    SPD: Ground - 15 , Fly - 83

    PHYSICAL DATA
    HP: 54
    SDC: 68
    Natural AR: 15
    PPE: 16
    Horror Factor: 9
    Alignment: Familiars are typically considered Scrupulous (50%).
    Size: Height - 1’, Wingspan - 6’
    Weight: 25 lbs.
    Average Life Span: Typically 20 to 30 years in the wild, but fa­miliars tend to live three times as long.
    Physical Appearance: The Avian Biomech looks like a me­chanical Golden Eagle. It has a metallic sheen around the head and claws, with metallic feathers the color of bronze. The metallic color is offset with an emerald green pattern of fiber optic bands that adorn the metallic bird.

    NATURAL ABILITIES
    Perception: 25%
    Charm/Impress: 25%
    Invoke Trust/Intimidate: 20%
    Max. Encumbrance: 20 lbs.
    Max. Carrying Weight: 2,400 lbs.
    Max. Lifting Weight: 3,600 lbs.


    SPECIAL ABILITIES
    • Telescopic vision, can see a dime clearly up
      to two miles away.
    • Natural Radar: Range - 2000’, but is completely fouled up by rain, snow, and dust storms.
    • Strength is equal to Robotic.
    • Recovers lost S.D.C. at a rate of 1D4 per min. and 3D6 per every 12 hours, twice that if it has metal scraps to absorb and incorporate into its body.
    • It may feed on small metal scraps, bionic parts, metal shavings and iron dust particles, but its primary food in its natural en­vironment is other small Biomech animals.
    • Supernatural or Creature of Magic: The animal becomes a Supernatural Creature or Creature of Magic. Double Hit Points/ S.D.C., does supernatural damage in all attacks. The animal also has its P.P.E. base doubled (which it can freely lend to its master should he need the extra P.P.E.).
    R.C.C. SKILLS:
    • Track By Sight: 52% (+10% to track animals)
    • Land Navigation 75%
    • Prowl 55%
    • Tailing 77%.
    COMBAT DATA
    Number of Attacks: 4
    Initiative Bonus: +4
    Melee Strike Bonus: +8
    Ranged Strike Bonus: +1
    Parry Bonus: +6
    Dodge Bonus: +6
    HTH Damage Bonus: +0
    Bonus to Roll w/Punch: +2
    Bonus to Disarm: +3
    Other:
    Damage:
    [*]Claws: 2D4 S.D.C.
    [*]Bite: 5D6 S.D.C.
    [*]Feather Projectiles: 1D6 S.D.C. - The Avian has 12 of these feather daggers and regenerates spent ones at a rate of ID6+2 per 24 hours. Feather daggers have an effective range of 2000’ and are + 1 to strike.


    SAVING THROW BONUSES
    Coma/Death: +5%
    Magic (varies): +1
    Lethal Poison (14+): +1
    Non-Lethal Poison (16+): +1
    Insanity (12+): +0
    Psionics (12+): +0
    Horror Factor (varies): +3
    Impervious to diseases that afflict flesh and blood animals.


ACHILLES HEEL
  • Extremely Deadly Metal: Obsidian
    The metal not only does double damage directly to Hit Points, but being touched on the skin by the metal burns the hero, doing ID6 S.D.C. per melee round. Also, simply being in close proximity to a high concentration weakens the Mega-Hero and disrupts many of his powers. For every pound of metal, the Mega-Hero needs to be 10’ away to avoid its effects. When within range the hero finds his powers function at only 10% capacity, and he can also suffers from nausea, headaches, body pain, tremors or other, similar debilitating symptoms. All of which accumulates to the loss of all combat abilities, reduces the number of attacks to one and speed down to a crawl (Spd attribute of 2). If the Mega­ Hero fights the response to the exposure he needs to save vs non-lethal poison (16+) and besides looking a little paler than usual, he can fake not being affected by it for 1D6 melees, at which point he would need to save again. If he is forced to do anything strenuous, the facade is instantly revealed. If he fails the saving throw he instantly keels over from the pain and dis­comfort from the exposure. Once out of range of the metal or if it is placed in a shielded box (1” thick of lead or 6” of concrete or stone), the Mega-Hero will return to normal in 1D4 melees, Note: This Achilles' Heel counts as two Achilles' Heels (essentially an add-on to the Deadly Metal Achilles' Heel).


EDUCATION LEVEL:
Military Specialist

Basic Skills
  • Pilot: Automobile 64% (+2%)
  • Mathematics: Basic 55% (+5%)
  • Language: Native Language (Greek) 90% (+1%)
  • Literacy: Native Language (Greek) 50% (+5%)
Scholastic Skills
  • Military Program (Basic)
  • Climbing/Rappelling 40/30% (+5%)
  • Military Etiquette 65% (+5%)
  • Radio: Basic 75% (+5%)
  • Running
Espionage Program
  • Detect Ambush 55% (+5%)
  • Hand to Hand: Martial Arts
  • Intelligence 55% (+4%)
  • Interrogation 55% (+5%)
  • Tracking: People 50% (+5%)
  • Wilderness Survival 55% (+5%)
Physical/Athletic Program
  • Acrobatics
    • Walk Tightrope or High Wire 81% (+3%)
    • Climb Rope 89% (+2%)
    • Back Flip 75% (+5%)
  • Gymnastics
    • Sense of Balance 71% (+3%)
    • Work Parallel Bars & Rings 81% (+3%)
  • Boxing
  • Wrestling
Weapon Proficiencies
  • WP Energy Pistol
  • WP Energy Rifle
  • WP Handguns
  • WP Rifle
  • WP Shield
  • WP Spear
  • WP Targeting
Secondary Skills
  • Athletics
  • Body Building & Weight Lifting
  • Forced March
  • Language: Other (English) 56% (+3%)
  • Literacy: Other 40% (English) (+5%)
  • Lore: Demons & Monsters 40% (+5%)
  • Prowl 55% (+5%)
  • Swimming 60% (+5%)
Combat Data (APS: Silver)
Level
[s]1 An additional two attacks per melee round. +3 to roll with punch/falil impact, +2 on initiative, and +3 to pull punch.
2 +3 to parry and dodge, +2 to strike, and disarm.
3 Kick attacks: Karate style kick (does 2D4 damage) and any four of choice, except jump kicks.
[/s]
4 One additional attack per melee round.
5 Jump kicks (all).
6 Critical strike on an unmodified roll of 18, 19 or 20.
7 Paired weapons and +2 to disarm.
8 Leap attack (critical strike).
9 One additional attack per melee.
10 Body throw/flip and +1 on initiative.
11 An additional +4 to damage.
12 An additional +2 to parry and dodge.
13 Knockout/stun on an unmodified roll of 18, 19, or 20.
14 One additional attack per melee round.
15 Death Blow (if desired; must announce his intention).

Number of Attacks: 9
Initiative Bonus: +(1d4+3)
Strike Bonus: +6
Parry Bonus: +10
Dodge Bonus: +10 | +12 Flying <80 mph / +14 Flying > 80 mph
Automatic Dodge: +6
Disarm Bonus: +2
HTH Damage Bonus: +95 | +4-40 Flying (+116 | +4-20 Flying)
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +10

Other:
Supernatural PS Damage
Restrained Melee Strike: 1d6x10+95 SDC (2d6x10+116 SDC)
Regular Melee Strike: 3d6x10 SDC (5d6x10 +116 SDC)
Power Melee Strike: 6d6x10+95 SDC (1d6x100+116 SDC) - 2 Actions
  • Backhand Strike
  • Punch
  • Karate Strike/Punch
  • Elbow/Forearm
  • Power Punch
  • Body Flip
Kick Attacks:
  • Kick
  • Power Kick - Counts as Two Actions
  • Karate style Kick
  • Round House Kick
  • Axe Kick
  • Backward Sweep
  • Tripping/Leg Hook
Wrestling Attacks:
  • Body Block/Tackle [/b]Opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
  • Crush/Squeeze
  • Pin/incapacitate on a roll of 18, 19, or 20.
Boxing Attacks:
  • Skilled boxers will automatically knock out opponents on a roll of a natural twenty when fighting with their fists. The victim of a knockout will remain unconscious for 1d6 melees. Characters with superhuman strength or tough bodies are only stunned instead of rendered unconscious (-4 to strike, parry, and dodge). Unlike normal knock out/stun, the player does not have to announce that he is trying to knockout his opponent before making a roll to strike.
Killing Blow
If declared killing blow on the dice of 16-20

Weapon Proficiencies
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents)
  • +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14. Maximum throwing range: 150 feet
W.P. Shield
  • +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Targeting
  • +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
W.P. Handguns +1
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles +2
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Energy Pistol +2
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Energy Rifle +1
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
SAVING THROW BONUSES
Coma/Death: +54%
Toxins (15+): +8
Magic (varies): +13 (Includes +1 from Talisman of Marduk$
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +3
Psionics (15+): +3
Horror Factor: +18
Possession: +9
  • Impervious to all forms of air­borne toxins and gases, except those created by magic.
  • The character is impervious to Electricity.
  • The character only takes half damage from all other forms of energy, including sonic blasts/sonic shock waves, fire, heat and radiation.
  • The superbeing can cause his eyes, hands, or similar parts to glow, providing up to 60 watts of light, the equivalent of a desk lamp.

APS:Silver
  • Normal fire and heat does no damage. Magic fire and fire from super abilities inflict half damage.
  • The character is also impervious to cold and cold based attacks, and can survive water pressure at a depth of 2,000 feet.
  • Silver reflects light very easily and, as a result, the character takes half damage from lasers and similar light based attacks.

Last edited by Guardian on Thu Jan 26, 2023 11:41 pm, edited 295 times in total.
User avatar
Guardian
Diamond Level Patron
Diamond Level Patron
Posts: 26
Joined: Wed Jul 13, 2022 9:33 am

Ajax's Equipment

Post by Guardian »

Equipment

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
blah-blah
blah-blah
blah-blah
blah-blah

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.
• Attachment:
• Attachment:
• Attachment:
• Attachment:

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.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle


Money On Hand: $11,000
Life Savings: $6,000



Talisman of Marduk (Patron Item)
Image
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of its wearer
  • +30 S.D.C. or +15 M.D.C., as appropriate

Magical Resistance: The Talisman protects it's wearer from harmful magical effects
  • +1 to save vs. magic

Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day
  • Tongues 3/day (per invocation at 5th level proficiency)

Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen
  • Oracle 3/day (per invocation at 5th level proficiency)


Omega Suit v3.1.7
Alpha: Image
Bravo: Image
Charlie: Image

S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15

Weight: 6 lbs
Modifiers:
  • AR: 17
  • *Body Camera (-2 to strike via aimed shot only)

Features:
  • Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
  • Built-in short range encrypted radio transceiver (Omega freq only).
  • Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
  • Body Camera located in center of chest.
  • Anti-Tamper system


Last edited by Guardian on Sun Aug 07, 2022 10:12 pm, edited 28 times in total.
User avatar
Guardian
Diamond Level Patron
Diamond Level Patron
Posts: 26
Joined: Wed Jul 13, 2022 9:33 am

Ajax's Background

Post by Guardian »

Background Story

Olympus

Ajax was born in the winter 12345 in the city of Telemon. His father Ajax of Telemon, 4th of his Name, was Lord of Telemon, his mother Circe of Olympus was Lady. He was their first child. They would go on to have three more. Telemachus, Cassandra and Deimos. He had a standard Olympian upbringing. Until the age of ten he was given extensive physical training in addition to training in Art and Music. Physical Training was completely his forte, while the rest, was well kind of a disaster. His musical prowess was nonexistent. When he played or sang, many people thought somewhere a Halcyon was pulled out of the water and was being beat mercilessly. There was no doubt that Ajax would be a warrior. And this was actually a good thing, because he was also brutally and rudely honest. Other children and many adults would constantly want to cave his face in because he would always share his opinion without any consideration of how it made others feel. He always held his own in a fight, even amongst older and more experienced warriors.

When he entered advanced education, he was drawn to the sciences, namely Mathematics and Astronomy. The former for its absolute nature, the second, because he one day hoped to visit the stars. From 14-19 he studied at the Academy in Olympus. He was not the most gifted student, but he also was not a bad student. At the age of 19 he graduated and became a tutor in Mathematics. This was the same year that leaders of Olympus began the search for a volunteer to travel to Earth and reopen a portal. It had been over a millennia, since the Olympians left Earth to protect it from a war waged against the Titans, and thousands of hybrids like Ajax desired to reestablish a connection to Earth to learn more about the other half of their heritage. Ajax toyed with the notion but didn't really express much interest. One day his brother Telemachus came to speak with him. He convinced him to apply. He submitted an application. Soon after that he met Ariadne, who would become his wife. Nine months after marrying Ariadne she gave birth to twins, Castor and Pollux. This was followed by 3 more children Theseus, Phoebos and Mara. For five years he was subjected to rigorous physical and mental testing, while spending time with his family. After five years it was announced he was chosen for the mission. In exchange for his service his family would be given a life of reverence and luxury. As was tradition Telemachus would become the head of the household and make sure all their needs were met. Ajax was given six months to spend every waking moment with Ariadne and his children. On the day he would depart, he would kiss his wife and children goodbye for the last time. He had recorded messages of advice and encouragement for his children to help them in his absence as they grew to adulthood. They included his insanely brutal honesty on numerous topics and about the people that would be raising them. In 12369 shortly after his birthday, Ajax boarded the ship entered the stasis chamber, He entered into stasis just before the launch of his ship.


Earth - April 1st, 2043 0115 hours.

Ajax wakes from his slumber to the sound of maintenance tones going off around him. He hits the release hatch on his stasis chamber. When it opens the compartment smells of ozone, as small electrical fires are burning around him. Anti-fire systems engage and began quashing them. He looks around and sees the auxiliary power light is on. He sits up and feels woozy. Just yesterday he was standing before his family before setting off on his mission. He was holding his kids. But that was only yesterday from his perspective, it had actually 1100 years ago. That is 3 or 4 generations of his family on Olympus. His wife and kids have been gone for 800 years.

He knew that would be the case when he volunteered. He made his peace with it. It was an opportunity to reconnect Olympus and hybrids like himself to half of their heritage. It had been 2500 years since the portal closed to protect earth from the Titans. When they found out the portal had been destroyed on earth, preparations were made to re-establish it. 1,000’s volunteered but he was the one chosen after a 5 year evaluation process. He was the best of the best. An accomplished warrior with a background science. Honestly anyone could of done it science or not. The ship would land at the designated spot and deploy the portal device. It was a fool proof plan… so he thought.

As soon as he gets his berrings he goes to the computer for a status report. He reviews the log and finds something surprising. The ship was hit by some sort of guided ballistic explosive. It breached the hull. It resulted in the the emergency expulsion of the stasis compartment. This engaged the cloaking field and emergency landing protocol for the pod. It takes a moment for him to process it, when he does, his eyes widen and he says, “No No No!!!!” as he quickly scrolls down to the status of the Cargo Hold. His heart sinks as he sees the blinking Total Loss next to the Cargo Hold Status. The portal is destroyed. He punches the ceiling. “1100 years, my family.” He sits down on the floor with his head between his knees, and hands locked behind his neck. He begins tearing up. The humans shouldn’t have this tech at this point in their development. What is going on?

The ship was designed to do a long range scan of Earth and make preparations and stream it into his brain. He realizes he doesn’t have any info. He does a diagnostic and finds the scanner were damaged about 150 years ago by some sort of impact. He is completely blind to the history and present of this planet. He directs the computer reroute stasis power to short range scanners. Information scrolls across the screen. They have developed fission, they have nearly destroyed earth, reaping its resources. They are close to creating a sentient AI. Vulcan would be impressed. But the humans that once shared a love of art, beauty and crafting somehow refocused on progress without contemplation and developed technologically at a staggering rate. His face brightens at the realization. Maybe I can find a way to build a new portal. The technology isn’t too far behind. He scans the globe for the most advanced region. The map lights up in a region to the north surrounded by lakes, on the continent he landed on. Maybe my luck is changing.

He has the main computer scan the globe and visible stars developing a way to navigate using custom coordinates. He goes ahead and uses the computer to analyze the earth in relation to Olympus. He would need that to program the portal if he manages to rebuild it. He then has the computer analyze all radio waves to identify the 5 most common languages on earth, develop an algorithm for programming them into his memory. He grabs his Neurolink from the stasis chamber. He places it on his head and initiates transfer of data. Over 10 minutes he is infused with a working knowledge of all 5 languages. He grabs his AntiGrav Disk out of a locker and straps it his back. He grabs his energy spear. He downloads all navigation data to the AntiGrav Disk’s Computer and plots a course from his location to the city to the north. Analysis shows that humans have developed methods to detect flying vehicles. If he stays at 300ft he should stay out of their ability to detect his flight. At the rate of the AntiGrav Disk he should arrive within 3 hours meaning it should be dark the whole way if he leaves now. He removes the data disks from the computer, places them in his utility pouch on his belt and then he steps out of the pod. He is in a deep forest. He uses his AntiGrav Disk computer to initiate the pod’s self destruct protocol. It atomizes before him. He activates his disk and takes flight, knowing nothing of the world he is about to explore in hopes one day he will reestablish a connection to home.


Important Facts About the Olympians:
  • Their Planet Olympus (Earth Calls It Kepler 186f) is a Planet 500 light years away and is similar to Earth but 98% Water. It has one body of land with the major city Olympus, surrounded by multiple medium cities.
  • Olympians Are Humanoids that live off of food from the sea, horticulture on land and the desalination of water. Over time their cultural dependence on faring the oceans made them quite formidable in water.
  • Pure Blood Olympians live to be about 4 millennia. While on earth it was discovered that Olympian Genomes and Human Genomes were very compatible for breeding. They had made a significant number of hybrids, however the Olympian attributes didn't express in most children. Those who did express Olympian genes became known as the demigod heroes of legend. When they returned to Olympus around 2.5 millennia ago, almost all of the human hybrid offspring returned with them. They settled in the medium towns outside of Olympus. Ajax is from the village of Telemon. Founded by his the first Ajax 5 generations earlier. They are known for producing great warriors. Hybrids like Ajax live to be roughly 200 years old.
  • When Ajax left Olympus, they were only capable of travel at a little over half the Speed of Light. Having perfected Stasis technology, they sent groups all over the galaxy. Those ships carried the wormhole portals that allowed them to colonize earth.
  • Although they had not yet developed FTL travel, Olympians had learned to harness the gravitational fields on a planet to create Wormhole Portal from one planet to another. The Olympians came here originally in a ship while in stasis and then set up their portal on the peak of Mount Olympus as it would be called. When they had to return to fight a war they closed the portal to protect Earth, and they intended to reopen and the portal and return once their foe was defeated, but the portal gate was destroyed by something or someone on Earth before they could return. They sent Ajax to reestablish the portal.
  • It took 1130 years for Ajax to get to earth. He has no idea what has happened to Olympus since he left, nor does he know where they are technologically.
Flight Suit He arrived in.
Flight Suit He arrived in.
Ajax in Civies
Ajax in Civies
Guardian
Guardian

Mega-Hero
1 0,000 - 5,000
2 5,001 - 10,000
3 10,001 - 20,000
4 20,001 - 30,000
5 30,001 - 40,000
6 40,001 - 60,000
7 60,001 - 80,000
8 80,001 - 110,000
9 110,001 - 150,000
10 150,001 - 200,000
11 200,001 - 275,000
12 275,001 - 350,000
13 350,001 - 450,000
14 450,001 - 600,000
15 600,001 - 800,000
Last edited by Guardian on Tue Jan 24, 2023 8:02 pm, edited 39 times in total.
User avatar
Guardian
Diamond Level Patron
Diamond Level Patron
Posts: 26
Joined: Wed Jul 13, 2022 9:33 am

Re: Guardian AKA Ajax the Telemonian, Olympian Warrior (Alien, APPROVED)

Post by Guardian »

Code: Select all

Perception:[roll] d100<21[/roll]
JIC: [roll]d100[/roll], [roll]d20[/roll]
Initiative: [roll]d20+4[/roll] 
Status - A.R.: 14, H.P.: 151/151, S.D.C.: 500/500, Armored S.D.C: Arms: 590, Legs: 600, Main Body: 750
Speed - 49 (Run 35 mph)/64 (Swim 44 mph) / 293 (Fly 200 mph)
[inline=Conditions]Achilles Heel - Obsidian Is Deadly, Supernatural Strength, Impervious to Poison and Toxins,
[/inline]
[inline=Saving Throws]Coma/Death 46%, Lethal Poison (14+)/Non-Lethal Poison (16+)/Toxin (15+) +8 (Impervious), Magic (Varies) - +11, Horror Factor+13, Psionics (12+)/Possession/Mind Altering Drugs +6, Magical Illusions +1
The character is immune to the effects of lethal gases, drugs, chemicals, herbs, poisons, toxins and venoms, in­ cluding magical ones, as well as potions. | Range: Self | Duration: Constant |
Penalties: Good, healing medicine lasts only half as long
and does half as much good/healing. +2 to save vs non-lethal drugs and even if he succumbs, the penal­ties and effects are only half as severe (do half dam­age) and last for only half as long. [/inline]

Intended Actions:
Action 1:
Action 2:
Action 3:
Action 4:
Action 5:
Action 6:
Action 7:
Action 8:
Action 9:

Auto-Dodge: [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll]

Dodge: [roll]d20+4[/roll], [roll]d20+4[/roll], [roll]d20+4[/roll], [roll]d20+4[/roll], [roll]d20+4[/roll], [roll]d20+4[/roll], [roll]d20+4[/roll], [roll]d20+4[/roll], [roll]d20+4[/roll]

Dodge (Flying): [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll]

Parries: [roll]d20+8[/roll], [roll]d20+8[/roll], [roll]d20+8[/roll], [roll]d20+8[/roll], [roll]d20+8[/roll], [roll]d20+8[/roll], [roll]d20+8[/roll], [roll]d20+8[/roll], [roll]d20+8[/roll], 

Melee: To Strike - [roll]d20+7[/roll]
Pulled Blow: 5d6
Regular Blow: 2d4 x 10 + 54 
Power Blow: 3d6 x 10 + 54 (Counts as 2 Attacks)
Killing Blow: Roll 16-20 On Die (Must State Intent to Kill)

Code: Select all

Perception:[roll] d100<21[/roll]
JIC: [roll]d100[/roll], [roll]d20[/roll]
Initiative: [roll]d20+2[/roll] 
Status: A.R.: 8, S.D.C.: 209/209, H.P.: 53/53
[inline=Conditions] Superhuman Strength, Psionics (12+)/Lethal Poison (14+)/Non-Lethal Poison (16+)/Toxin (15+) +7, Magic (Varies) - +8, Horror Factor/Possession +6, Magical Illusions +1, SPD 35 Ground, SPD 225 Air [/inline]
Intended Actions:
Action 1:
Action 2:
Action 3:
Action 4:
Action 5:
Action 6:

Parries: 
Unarmed: (Bonuses Included) [roll]d20+14[/roll], [roll]d20+14[/roll], [roll]d20+14[/roll], [roll]d20+14[/roll], [roll]d20+14[/roll], [roll]d20+14[/roll]
Energy Trident: (Bonuses Included) [roll]d20+16[/roll], [roll]d20+16[/roll], [roll]d20+16[/roll], [roll]d20+16[/roll], [roll]d20+16[/roll], [roll]d20+16[/roll]
Auto Dodges: (Bonuses Included) [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll], [roll]d20+3[/roll]

Anti-Grav Disk:  S.D.C.: 40/40

For Populating Actions (Delete before Posting)
Energy Trident (Melee): [roll]d20+6[/roll] | Damage: [roll]4d4+46[/roll]
Energy Trident (Thrown): [roll]d20+8[/roll] | Damage: [roll]4d4+46[/roll] 
Energy Trident (Energy Blast): [roll]d20+5[/roll] | Damage: [roll]5D6[/roll] (5x per Melee)
Backhand: [roll]d20+4[/roll] | Damage: [roll]1d6+46[/roll]
Punch: [roll]d20+4[/roll] | Damage: [roll]1d4+46[/roll] 
Karate Strike: [roll]d20+4[/roll] | Damage: [roll]2d4+46[/roll] 
Elbow/Forearm: [roll]d20+4[/roll] | Damage: [roll]1d6+46[/roll]
Power Backhand: [roll]d20+4[/roll] | Damage: [roll]2d6+46[/roll]
Power Punch: [roll]d20+4[/roll] | Damage: [roll]2d4+46[/roll] 
Power Karate Strike: [roll]d20+4[/roll] | Damage: [roll]4d4+46[/roll]
Power Elbow/Forearm: [roll]d20+4[/roll] | Damage: [roll]2d6+46[/roll] 
Body Flip: [roll]d20+4[/roll] | Damage: [roll]1d6+46[/roll] 
Karate Style Kick: [roll]d20+4[/roll] | Damage: [roll]2d4+46[/roll] 
Round House Kick: [roll]d20+4[/roll] | Damage: [roll]3d6+46[/roll]
Axe Kick:[roll]d20+4[/roll] | Damage: [roll]4d6+46[/roll]
Backward Sweep: [roll]d20+4[/roll] | Damage: 0 (Used only against opponents coming up behind the character. Does no damage, it's purely a knockdown attack. Cannot be parried.
Tripping/Leg Hook: [roll]d20+4[/roll] | Damage:  0 (An attack on the opponent's legs. Does no damage, it's purely a knockdown attack. Cannot be parried.)
Body block/tackle: [roll]d20+4 [/roll] | Damage: 0 (Opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
Crush/squeeze: [roll]d20+4[/roll] | Damage: [roll]1d4+46[/roll] 
User avatar
Guardian
Diamond Level Patron
Diamond Level Patron
Posts: 26
Joined: Wed Jul 13, 2022 9:33 am

Re: Guardian AKA Ajax the Telemonian, Olympian Warrior (Alien, APPROVED)

Post by Guardian »

Original conversion attempt I didn’t realize that deleting the rolls text would delete the rolls when the site was restored. All of my work had rolls Intertwined and I couldn’t put things back into the broker place and couldn’t show my steps so I started a new character recreate where I showed my work better. So the process makes sense.



Godling
+1D6 to IQ, MA, ME, PE
+1D6+6 to PS, PB, SPD
Natural AR 14
Hit Points PE + 3D6*10 + 4d6 per level of Experience
SDC 1D4x100
Height 1D4+5 Feet
PPE +2D6x10
+2 Attacks Per Melee Round
+1D4 on Initiative
+5 to Pull Punch
+3 to Save Versus Magic
+6 Save Versus Magic
+7 Save vs HF
Immortal Power HU2 181
d100: [22] = 22 Tremendous Physical Strength

Super Powers: d100: [97] = 97 Seven Minor
Pick 3
Minor - Extraordinary Physical Prowess -Chosen (HU2)
Minor - Extraordinary Physical Endurance -Chosen (HU2) +1d4 HP per level.
Minor - Extraordinary Mental Endurance -Chosen (HU2)
4 Semi Random




4d6-L: [4, 2, 1, 5]-L = 11 4d6-L: [4, 2, 1, 5]-L = 11
4d6-L: [2, 4, 3, 5]-L = 12 4d6-L: [2, 4, 3, 5]-L = 12
4d6-L: [1, 1, 5, 1]-L = 7 4d6-L: [1, 1, 5, 1]-L = 7
4d6-L: [1, 1, 6, 5]-L = 12 4d6-L: [2, 4, 3, 5]-L = 12
4d6-L: [6, 2, 4, 2]-L = 12 4d6-L: [6, 2, 4, 2]-L = 12
4d6-L: [2, 2, 1, 3]-L = 7 4d6-L: [2, 2, 1, 3]-L = 7
4d6-L: [2, 2, 5, 4]-L = 11 4d6-L: [2, 2, 5, 4]-L = 11
4d6-L: [2, 5, 1, 1]-L = 8 4d6-L: [2, 5, 1, 1]-L = 8

ATTRIBUTES
I.Q.: 11+Godling d6: [6] = 6 = 17
M.E.: 7>21(Ext ME) + Ext ME 2d4: [2, 1] = 3 +Godling d6: [3] = 3 + d4: [4] = 4 = 27
M.A.: 7>24 (Ext MA) +Godling d6: [4] = 4 + d6: [1] = 1
P.S.: 12 +Godling d6+6: [4]+6 = 10 +20+ 3d4+3: [2, 3, 2]+3 = 10 + 2d4+20: [4, 2]+20 = 26 +10 Skills+20 Tremendous Strength=78
APS Silver Form Strength: d4+18: [2]+18 = 20
P.P.: 12 + 2d4: [3, 3] = 6 +2 Skills= 20
P.E.: 12 +Godling d6: [6] = 6 + d4: [4] = 4 + d6+5: [6]+5 = 11 +5 Skills +3 Invulnerability= 37
P.B.: 8 +Godling d6+6: [5]+6 = 11 + d6: [6] = 6 =19
Speed: 11 +Godling d6+6: [5]+6 = 11 + 3d4: [2, 2, 3] = 7 + d6+2: [6]+2 = 8 =29

PHYSICAL DATA
PPE: 1d6*10: [1]*10 = 10 + 2d6+8: [4, 2]+8 = 14 =24
HP: 3d6*10+8d6: [5, 1, 2]*10+[2, 6, 2, 6, 3, 5, 2, 4] = 110 + 2d6: [4, 3] = 7 + 3d6: [5, 1, 6] = 12 + 3d6: [4, 1, 3] = 8 + 2d4: [1, 1] = 2 =151+120
SDC: 1d4*10*10: [1]*10*10 = 100 + 2d6*10: [5, 1]*10 = 60 + 2d4*10: [1, 1]*10 = 20 + 4d4*10: [3, 1, 1, 3]*10 = 80 + 3d6*10: [3, 2, 4]*10 = 90 + 2d6*10: [4, 5]*10 = 90 + d4*10: [1]*10 = 10 +20 Flight+50% Mega=705 +170
Natural A.R.: 14 (Godling)
Age: 24 (1154)
Sex: Male
Height: 7' 9’ + d4+5: [1]+5 = 6 + 1d4: [3] = 3 =12’
Weight: 250 lbs 800 lbs.+ 2d4*30: [2, 3]*30 = 150 = 950

Special Abilities
Resistant to Fire
Resistant to Cold
Tongues 3/day (per invocation at 5th level proficiency - Talisman of Marduk)
Oracle 3/day (per invocation at 5th level proficiency - Talisman of Marduk)

Super Abilities
Godling - Immortality (HU2)
Godling - Tremendous Physical Strength (HU2)


The character is immune to the effects of lethal gases, drugs, chemicals, herbs, poisons, toxins and venoms, in­ cluding magical ones, as well as potions. Range: Self. Duration: Constant.
Penalties: Good, healing medicine lasts only half as long
and does half as much good/healing. +2 to save vs non-lethal drugs and even if he succumbs, the penal­ ties and effects are only half as severe (do half dam­age) and last for only half as long.


Skill bonus of +10% is added to seduction, pick pockets and all skills of deception and sleight of hand.
Plus 10% to physical skills requiring dexterity and prowess,
such as prowl, gymnastics, acrobatics, climb, etc.

Basic Skills
Pilot Automobile 68% +4%
Mathematics: Basic 59% +5%
Speak Greek, Mandarin, Japanese, Spanish, German, English 102%
Read and Write Greek, Mandarin, Japanese, Spanish, German, English 102%

Scholastic Skills
Pilot: Jet Packs 64% +4%
First Aid 69% +5%
HTH: Martial Arts
Acrobatics
Sense of Balance 88% +2%
Walk Tightrope or High Wire 90% +3%
Climb Rope 98% +2%
Base Climb 69%
Base Prowl 59%
Boxing
Gymnastics
Work parallel bars & rings 90% +3%
Back flip 98% +2%
Wrestling
Secondary Skills
Athletics
Body Building/Weight Lifting. 3rd Level
Running 3rd Level
Computer Operation 54% +5%
Research 54% +5%
Astronomy 39% +5%
Advanced Mathematics 59% +5%
Navigation: Space 64% +5%

Combat Data

Level
1 An additional two attacks per melee round. +3 to roll with punch/fall/impact, +2 on initiative, and +3 to pull punch.
2 +3 to parry and dodge, +2 to strike, and disarm.
3 Kick attacks: Karate style kick (does 2D4 damage) and any four of choice, except jump kicks.
4 One additional attack per melee round.
5 Jump kicks (all).
6 Critical strike on an unmodified roll of 1 8, 1 9 or 20.
7 Paired weapons and +2 to disarm.
8 Leap attack (critical strike).
9 One additional attack per melee.
1 0 Body throw/flip and +1 on initiative.
1 1 An additional +4 to damage.
12 An additional +2 to parry and dodge.
13 Knockout/stun on an unmodified roll of 1 8, 1 9, or 20. 14 One additional attack per melee round.
15 Death Blow (if desired; must announce his intention).

Number of Attacks: 8
Initiative Bonus:+3 d4: [1] = 1
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +4
Auto Dodge: +3
Disarm Bonus: +2
HTH Damage Bonus: +54
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +10
Other:
Killing Blow 16-20
3 Kick attacks: Karate style kick (does 2D4 damage) and any four of choice, except jump kicks.

Saving Throw Bonuses
Coma/Death: 50%
Toxins (15+): +8 (Impervious)
Magic (varies): +12 (+13 Talisman of Marduk)
Lethal Poison (14+): +8 (Impervious)
Non-Lethal Poison (16+): +8 (Impervious)
Insanity (12+): +13
Psionics (12+): +8
Possession: +11
Horror Factor: +18
Mind Altering Drugs: +6
Save vs Possession: +8
Save vs Magical Illusions: +1 (+2 Talisman of Marduk)

(3 EP) Manifest One New, Semi-Random Minor Super Power
d100: [49] = 49 Locomotion
d100: [40] = 40 Mental Abilities
d100: [73] = 73 Energy Expulsion d100: [22] = 22 Energy Expulsion - Electricity

(3 EP) Manifest One New, Semi-Random Minor Super Power
d100: [95] = 95 Physics Manipulation
d100: [56] = 56 Flight d100: [1] = 1 Flight - Energy
d100: [87] = 87 Dimension Warping

(3 EP) Manifest One New, Semi-Random Minor Super Power
d100: [36] = 36 Enhanced Attributes
d100: [79] = 79 Energy Control d100: [90] = 90 Vocalization (PU3)
d100: [49] = 49 Locomotion

(10 EP) Manifest One New, Semi-Random Major Super Power
d100: [6] = 6 Force Fields & Telekinetics
d100: [73] = 73 Alter Physical Structure: Inorganic d100: [80] = 80 Alter Physical Structure: Silver (AU)
d100: [5] = 5 Force Fields & Telekinetics

Achilles Heel
d4: [1] = 1
d6: [5] = 5

2 EP Mutate Giant to Semi Random Minor
d100: [9] = 9 Psychic Abilities
d100: [76] = 76 Energy Expulsion
d100: [36] = 36 Enhanced Attributes d100: [98] = 98 Superhuman Strength

2nd Major Semi Random Power
Image
Image
Matter Expulsion
Enhanced Biology Invulnerability (HU2)
Enhanced Biology+

An impressive power that makes the character an almost indestructible juggernaut. Most physical attacks do no damage whatsoever! This means cold, fire, heat, electricity, lasers, other types of energy, bullets, punches, falls, and so on, do no damage! Supernatural punches, bites and kicks inflict half damage; Extraordinary and Superhuman P.S. attacks do no damage, although they sting a bit. Gases, drugs, chemicals, poisons, toxins, disease and radiation will affect the invulnerable person, but are reduced to half the usual potency (half damage, duration, and effect). Deadly poisons, radiation and disease cannot kill this character, only make him sick. The character is only, truly, vulnerable to psionics, spell magic, magic illusions and magic weapons, all of which have full effect. However, energy type magic, like fire balls, does no damage. The character still needs to breathe and eat, so he can die from drowning, suffocation, or starvation, but he can hold his breath and survive without food four times longer than the average human (hold breath for about 12 minutes; go without food for 80 days). Note: Certain extreme situations like ground zero at a nuclear explosion or Supernova, and fiery reentry into an atmosphere from space, might hurt or even kill the character (G.M.'s call). However, most crashes, explosions, collisions with vehicles, and free falls from 30,000 feet (9144 m) will not harm the character. Also note that while the character may be incredibly difficult to injure and kill, he can be delayed, slowed down and immobilized. Knocking the character into a pit, elevator shaft, off a cliff, etc., will require him to spend time climbing out to get back into action. Pushing him into tar or other sticky goo/adhesive will hold him or slow him down. Likewise, he can be imprisoned, trapped and manacled. Dropping 20 tons of brick and concrete from the side of a building on an invulnerable character won't hurt him, but it will take a loooong time for him to dig out - may need outside help to free him and he could be pinned or buried for hours if not days (hope there's an air pocket).
Other Abilities and Bonuses:
Add 4D6x10 S.D.C. = +170 S.D.C
Add 3D6x10 to Hit Points. = +120 HP
Add 1D6 to the P.E. attribute. = +3 P.E.
Add 1D4 to the P.S. attribute = +1 P.S.
Add +20% to save vs coma/death (this is in addition to any P.E. bonus).

Future Powers
3rd Major Semi Random Power
Image
Image
APS Organic
Control Physics Gravity Manipulation (HU2)
Control Energy

The control and manipulation of gravity. 1. Reduce Gravity: Range: Self or item/person up to 200 feet (61 m) away. Area Affected: Self, others, or 20 foot (6 m) radius. Duration: The effects will last as long as the gravity controller maintains his concentration. Attacks Per Melee: Fortunately, only minimal concentration is required, enabling him to engage in combat or other actions while using this power. However, he can not use any other gravity power. Each use counts as one melee attack/action, and to main tain the Reduced Gravity, the character must spend one melee action on it per each round. Abilities & Bonuses: The superbeing can reduce gravity to a fraction, with the following results: The affected person, whether it is oneself or others, can carry up to 100 times his normal weight capacity. Leap two feet (0.6 m) for each P.S. attribute point. Example: P.S. of 10x2 = 20 feet (6 m). That's up or lengthwise. Natural Running Speed is tripled. +3 to dodge. Throw objects, even huge, heavy objects, great distances. If the object can be lifted overhead, it can be thrown a distance of 400 feet (122 m). Reduce the distance by 50 feet (15.2 m) for every 1000 pounds (450 kg) of weight. Remember, this effect can be placed on oneself, or others within the 200 foot (61 m) range, or on an area (20 foot/6 m ra dius) up to 200 feet (61 m) away. 2. Increase Gravity: This ability is the opposite of the reduce gravity effect, enabling the superbeing to create bone crushing gravitational conditions. Range: 200 feet (62 m) away + 10 feet (3 m) per level. Area Affected: Self, object or 20 foot (6 m) radius. Duration: Same as Reduce Gravity. Attacks Per Melee: Fortunately, only minimal concentration is required, enabling him to engage in combat or other actions while using this power. However, he can not use any other gravity power. Each use counts as one melee attack/action, and to main tain the Increased Gravity, the character must spend one melee action on it per each round. Abilities & Bonuses: Increase weight up to 50 times the ob ject's or person's normal weight. Actually, the weight is not al tered, but it's the gravitational pull that makes it seem to weigh more. Speed is reduced by five points per every 200 Ibs (90 kg) of weight.The gravity effect can be concentrated on one individ ual target (object or person), effectively immobilizing him or it. The gravitational pull is such that he can not move or be budged - no combat bonuses. -6 penalty on all combat moves. 274 Speed factor of those affected is reduced to one point, skill performance is -90% and the victim has only one melee action per round. A heavy gravity area affect will increase the weight of every body in the area by 30 items plus they suffer the following penal ties: Movement is difficult, no combat bonuses, -3 penalty on all combat moves, Speed factor of those affected is reduced to three points, skill performance is -60% and the victim has only half his melee actions/attacks per round. 3. Zero Gravity: The character can create an area with no gravity at all. Anything within the radius of effect, or any one spe cific target, is completely weightless and will float 10 feet (3 m) above the ground. People caught in zero gravity are -2 on initia tive, -2 to strike, parry and dodge, and speed is reduced to one point - just floats helplessly. Double the floating height and pen alties when directed against a single individual or object rather than a radius. Range: 20 feet (6 m) per level of experience. Area Affected: 6 foot (1.8 m) radius. Duration: Same as Reduce Gravity Weight Limit: The maximum amount of weight that can be made weightless is 10,000 Ibs (that's 5 tons/4,500 kg), plus 1000 Ibs (450 kg) additional per each level of experience. Zero gravity can be made to affect one person, object, or an area. 4. Antigravity Flight (self): This power gives the character the ability to fly by manipulating gravity to hover or propel himself through the air. Maximum Speed: 20 mph (32 km). Height/Altitude: Effectively unlimited, because he can defy gravity. However, travelling higher than 30,000 feet (9144 m) without a space suit and oxygen supply or environmental armor, the character will find the air thin and difficult to breathe as well as cold. Penalties: Loses two melee attacks per round and could lose consciousness and fall to the earth (impact is automatic death). Breaking the ceiling of the atmosphere can send the character into outer space with the obvious lack of air and other deadly conditions.

4th Major Semi Random Power
Image
Image
Enhanced Biology
Enhanced Biology Regeneration Ultima(PU1)
Control Energy

Original Concept by Leland Smith A power that enables the super being to heal incredible amounts of damage in a short amount of time and regen erate lost limbs and internal organs. Damage is healed at the rate of 106 pOints per melee round (or 406 pOints per minute). The healing rate doubles when the character is sleeping or meditating (complete rest). No scarring. Lost appendages are regenerated: Fingers or toes can be regenerated in 24 hours. Hands and feet, or ear or nose and internal organs, in 48 hours, entire limbs (arm or leg) in 96 hours (4 days). Even if brain dead or the brain, heart or lungs are damaged and pieces are miss ing and the character's body can only be kept alive by the use of artificial machines, he will regenerate and re cover within 72 hours. Total Regeneration: Twice in his life, the character can completely regenerate even if blown to pieces or vapor ized, but it takes one month to reform. Penalty for Total Regeneration: Returns at one level of experience lower than when he died the first time and t wo levels lower the second time. The third time is the character's final demise. Bonuses: Impervious to disease, +4 to save vs pOison, +2 to save vs other drugs, and when he fails to save, in all cases, the symptoms and penalties are only 25% normal and last only 25% their normal duration.

5th Major Semi Random Power
Image
Image
Control Energy
Control Objects Transmutation (PU3)
Stealth

The character possesses the startling ability to trans mute one type of matter into another. While this transmu tation is not permanent, it can be used to generate a variety of effects, like changing the floor under an oppo nent's feet into water so that he falls through to the room below, or changing a bank vault door into glass so that the character can look inside the vault, or changing an oppo nent's sword into rubber. The possibilities are only limited by the character's imagination. Range: Touch, or up to 10 feet (3 m); line of sight. Maximum Weight: An object to be altered (or portion thereof) cannot weigh more than 50 Ibs (22.5 kg) per level of experience. Duration: The transmutation only lasts for 104 minutes per level of experience. The character can make a specific transmutation permanent by spending 206 S.D.C. and one point of P.E.; once spent, these points cannot be re covered. Damage/Effects: The object can be transformed into a single pure substance, like iron, copper, gold, carbon, mercury, oxygen, etc., or a single compound like water, rubber, alcohol, C02 and similar. The shape of the object does not change if it remains a solid and will return to its original form when the duration of the effect ends. Turning an object into a liquid or gas, however, means that it will respond accordingly, effectively destroying it as the liq uid/gas is dispersed. Transmuted objects no longer function as intended, so a bicycle changed into gold cannot be peddled and a door turned into glass will not open. Also a portion of a larger object can be transmuted provided that it's a separate and distinct portion of the bigger object. For instance, the char acter could change a tire of a speeding car into water, thereby forcing the car to a crashing stop, but he could not turn just half of the car into water. If the object is trans formed into something fragile and then shattered, the ob ject will be a pile of pieces when it returns to normal. Note: This power cannot be used to transform or alter any living creature or intelligent being in any manner. This in cludes characters who can Alter Physical Structure into Stone, Steel, Plastic, Rags or any other inorganic sub stance, and inorganic material that possesses a life es sence such as the Techno-Form and certain alien beings. Attacks per Melee: Each use of the Transmutation power counts as one melee attack/action. Bonus: The character with this ability and any items on his person are immune to any form of forced transmuta tion/alteration



d100: [45] = 45 d4+5: [1]+5 = 6 2d4*10: [1, 1]*10 = 20 2d6*10: [5, 1]*10 = 60 1d4*10*10: [1]*10*10 = 100 2d6: [4, 3] = 7 3d6*10+8d6: [5, 1, 2]*10+[2, 6, 2, 6, 3, 5, 2, 4] = 110 2d6+8: [4, 2]+8 = 14 1d6*10: [1]*10 = 10 d6+6: [5]+6 = 11 d6: [6] = 6 d6+6: [5]+6 = 11 d4: [4] = 4 d6: [6] = 6 d6+6: [4]+6 = 10 d6: [1] = 1 d4: [4] = 4 d6: [3] = 3 d6: [6] = 6 d100: [73] = 73 d100: [40] = 40 d100: [97] = 97 d100: [49] = 49 d100: [95] = 95 d100: [90] = 90 d100: [24] = 24 d100: [89] = 89 d100: [64] = 64 d100: [45] = 45 d100: [43] = 43 d100: [58] = 58 d100: [80] = 80 d100: [33] = 33 d100: [85] = 85 d100: [85] = 85 d100: [80] = 80 d100: [19] = 19 d100: [22] = 22 d100: [10] = 10 2d4*30: [2, 3]*30 = 150 1d4: [3] = 3 3d6*10: [3, 2, 4]*10 = 90 4d4*10: [3, 1, 1, 3]*10 = 80 3d6: [4, 1, 3] = 8 3d6: [5, 1, 6] = 12 d6+2: [6]+2 = 8 3d4: [2, 2, 3] = 7 d4*10: [1]*10 = 10 2d6*10: [4, 5]*10 = 90 d6+5: [6]+5 = 11 2d4: [3, 3] = 6 3d4+3: [2, 3, 2]+3 = 10 d6: [4] = 4 2d4: [2, 1] = 3 d4: [1] = 1 2d4: [1, 1] = 2 d100: [87] = 87 d100: [56] = 56 d100: [95] = 95 d100: [1] = 1 d100: [49] = 49 d100: [79] = 79 d100: [5] = 5 d100: [73] = 73 d100: [6] = 6 d100: [80] = 80 d4: [1] = 1 d6: [5] = 5 d100: [14] = 14 d100: [65] = 65 d100: [18] = 18 d100: [8] = 8 d100: [58] = 58 d100: [66] = 66 d100: [81] = 81 d100: [32] = 32 d100: [13] = 13 d100: [45] = 45 d100: [22] = 22 d100: [40] = 40 d100: [27] = 27 d100: [19] = 19 d100: [56] = 56 d100: [81] = 81 d100: [60] = 60 d100: [76] = 76 d100: [30] = 30 d100: [15] = 15 d100: [30] = 30 d100: [55] = 55 d100: [27] = 27 d100: [4] = 4 d100: [89] = 89 d4+18: [2]+18 = 20 d100: [94] = 94 d100: [90] = 90
Last edited by Guardian on Sat Jan 21, 2023 9:38 pm, edited 1 time in total.
User avatar
Guardian
Diamond Level Patron
Diamond Level Patron
Posts: 26
Joined: Wed Jul 13, 2022 9:33 am

Re: Guardian AKA Ajax the Telemonian, Olympian Warrior (Alien, APPROVED)

Post by Guardian »

4d6-L: [5, 4, 3, 4]-L = 13
4d6-L: [4, 3, 3, 5]-L = 12
4d6-L: [4, 6, 3, 3]-L = 13
4d6-L: [6, 4, 6, 1]-L = 16 1d6: [2] = 2
4d6-L: [3, 1, 2, 1]-L = 6
4d6-L: [2, 6, 4, 5]-L = 15
4d6-L: [4, 5, 1, 4]-L = 13
4d6-L: [4, 2, 6, 6]-L = 16 1d6: [5] = 5

IQ 14 = 12 (Base) + d6: [2] = 2 (Godling)
ME 24 = 18 (Base) + d6: [6] = 6 (Godling)
MA 18 = 13 (Base) + d6: [3] = 3 (Godling) + 1d4: [2] = 2 (Physical Perfection)
PS 92 SN = 13 (Base) + d6+6: [5]+6 = 11 (Godling)+10 (Skills)+20 (Tremendous PS)+ 2d6+30: [1, 4]+30 = 35 + 1d4: [3] = 3 (Physical Perfection)
PP 31 = 21 (Base) +2 (Skills) + 2d4: [3, 4] = 7 (Extraordinary PP) + 1 (Physical Perfection)
PE 36 = 15 (Base) + d6: [5] = 5 (Godling) + 6 (Skills) + 1d6+5: [4]+5 = 9 (Extraordinary PE) + 1 (Physical Perfection)
PB 31 = 13 (Base) + d6+6: [5]+6 = 11 (Godling) + 1d4+5: [2]+5 = 7 (Physical Perfection)
SPD 37 = 6 (Base) + d6+6: [2]+6 = 8 (Godling) + 3d4: [3, 2, 2] = 7 (Extraordinary PP) + 1d6+5d4: [1]+[3, 2, 3, 2, 1] = 12 (Skills) + 1d4+2: [2]+2 = 4 (Physical Perfection)


Revision: No Skill Changes have exact same skill bonuses. Powers removed at max roll per guidelines.
I.Q.: 12-0 = 12 Base
M.E.: 29-8 Non Exploding Max= 15 Base
M.A.: 15
P.S.: 51 - 28 = 21 Base
P.P.: 24 -12= 12 Base
P.E.: 28 -11 =17 Base
P.B.: 11
Speed: 23

IQ 14 = 12 (Base) + d6: [2] = 2 (Godling)
ME 21= 15 (Base) + d6: [6] = 6 (Godling)
MA 18 = 13 (Base) + d6: [3] = 3 (Godling) + 1d4: [2] = 2 (Physical Perfection)
PS 100 = 21 (Base) + d6+6: [5]+6 = 11 (Godling)+10 (Skills)+20 (Tremendous PS)+ 2d6+30: [1, 4]+30 = 35 + 1d4: [3] = 3 (Physical Perfection)
PP 21 = 12 (Base) +2 (Skills) + 2d4: [3, 4] = 7 (Extraordinary PP) + 1 (Physical Perfection)
PE 38 = 17 (Base) + d6: [5] = 5 (Godling) + 6 (Skills) + 1d6+5: [4]+5 = 9 (Extraordinary PE) + 1 (Physical Perfection)
PB 29 = 13 (Base) + d6+6: [5]+6 = 11 (Godling) + 1d4+5: [2]+5 = 7 (Physical Perfection)
SPD 54= 23 (Base) + d6+6: [2]+6 = 8 (Godling) + 3d4: [3, 2, 2] = 7 (Extraordinary PP) + 1d6+5d4: [1]+[3, 2, 3, 2, 1] = 12 (Skills) + 1d4+2: [2]+2 = 4 (Physical Perfection)

HP: 183 = 38 (PE) + 3d6*10+8d6: [3, 2, 3]*10+[6, 3, 1, 1, 1, 2, 5, 3] = 102 (Godling Base 3rd Level) + 6d6: [2, 5, 2, 3, 5, 1] = 18 (Increased Durability) + 3d6+2d4: [1, 2, 6]+[3, 3] = 15 (Extraordinary PE 3rd Level) + 2d6: [5, 5] = 10 (Physical Perfection)
SDC: 944 = 1d4*100: [3]*10 = 30 x 10 (roller couldn't do 100) 300(Godling Base) + 3d6*10: [2, 3, 3]*10 = 80 (Increased Durability) + 20 (Flight Energy) + 4d4*10: [1, 3, 3, 1]*10 = 80 (Extraordinary PE) + 13d6+2d4: [2, 3, 4, 4, 4, 6, 6, 3, 6, 5, 1, 4, 2]+[2, 1] = 53 (Skills) +10 (Skills Body Building) + 5d6: [3, 2, 1, 4, 6] = 16 (Physical Perfection)
PPE 2d6*10: [1, 6]*10 = 70 +50% (Mega)

Mega Hero
PS is Supernatural
SDC +50%
Enhanced Healing 1D4+1x Faster than Normal Humans
Increased Range 50% for all Powers with Range
+2 Mega Powers if Rolled Exclude 81-100
d100: [28] = 28 Tremendous PS (HU2)
+20 PS, Death Blow if Declared Before Roll on 16-20
d100: [10] = 10 Doesn't Need Air to Breathe (HU2) took one too many


Godling
+1D6 to IQ, MA, ME, PE
+1D6+6 to PS, PB, SPD
Natural AR 14
Hit Points PE + 3D6*10 + 4d6 per level of Experience
SDC 1D4x100
Height 1d4+5: [2]+5 = 7 Feet
PPE +2D6x10
+2 Attacks Per Melee Round
+1D4 on Initiative
+5 to Pull Punch
+3 to Save Versus Magic
+6 Save Versus Possession
+7 Save vs HF

Mega - Immortal Power (HU2) - Godling
Random Mega Power
d100: [80] = 80 Companion (R37)

Godling Super Powers
d100: [54] = 54 One Major and Four Minor

1 Chosen Power
Minor- Physical Perfection (PU1)
+1d4 MA, +1d4+2 SPD, +1d4+5 to PB, +1 to PE, +1 to PP, +1d4 to PS, 5d6 SDC, +2D6 HP, +5% Save vs Coma

1 Semi-Random Major Power

Major - APS: Silver (AU)
Strength Increase: 1d4+18: [3]+18 = 21

d100: [73] = 73 d100: [73] = 73 APS Inorganic d100: [77] = 77 d100: [77] = 77 APS: Silver
d100: [54] = 54 d100: [54] = 54 Metamorphosis and Transformation
d100: [10] = 10 d100: [10] = 10 Mind Control

3 Semi-Random Minor Powers.

Minor-Impervious to Energy and Electricity (PU1)

d100: [62] = 62 d100: [62] = 62 Impervious & Resistant d100: [61] = 61 d100: [61] = 61 Impervious to Energy and Electricity
d100: [15] = 15 d100: [15] = 15 Shadow Powers
d100: [74] = 74 d100: [74] = 74 Energy Expulsion
Mutated Below

Minor-Increased Durability (PU1)
+3D6*10 SDC, +6D6 HP, +10% Save Versus Coma/Death

d100: [95] = 95 d100: [95] = 95 Physics Manipulation
d100: [44] = 44 d100: [44] = 44 Enhanced Structural Capacity d100: [71] = 71 d100: [71] = 71 Increased Durability
d100: [19] = 19 d100: [19] = 19 Alternative Biology

Minor-Flight: Energy (PU1)
160 mph + 20 mph per level (200 mph), +1 APM, +1 Strike and Parry, +2 to dodge when hovering or flying at less than 80 mph, +4 Dodge when flying faster than 80 mph, +4 damage when for hitting a target in flight for every 20 mph at time of strike, +20 SDC

d100: [76] = 76 d100: [76] = 76 Energy Expulsion
d100: [53] = 53 d100: [53] = 53 Flight d100: [6] = 6 d100: [6] = 6 Flight:Energy
d100: [8] = 8 d100: [8] = 8 Mind Control


Other Powers:
EP Expenditures:

Minor-Extraordinary Physical Endurance (HU2)
+1D6+5 to PE, +4d4*10 SDC, +3D6 HP with an addition d4 every level

3 EP Semi Random Minor Super Power
d100: [92] = 92 d100: [92] = 92 Matter Control
d100: [82] = 82 d100: [82] = 82 Energy Control
d100: [36] = 36 d100: [36] = 36 Enhanced Attributes d100: [23] = 23 d100: [23] = 23 Extraordinary PE

Minor-Extraordinary Physical Prowess (HU2)
+2d4 PP, +3D4 SPD, +1 APM, +3 to Automatic Dodge, +10% to Skills requiring Dexterity and Prowess

3 EP Semi Random Minor Super Power
d100: [33] = 33 d100: [33] = 33 d100: [57] = 57 d100: [57] = 57 Extraordinary PP
d100: [58] = 58 d100: [58] = 58 Impervious and Resistance
d100: [9] = 9 d100: [9] = 9 Psychic Ability

Minor-Sense the Supernatural (AU)
+2 on Perception Rolls, +1 on initiative, +1 to dodge, and +1 to save vs possession by supernatural beings.

3 EP Semi Random Minor Super Power
d100: [39] = 39 d100: [39] = 39 Mental Abilities
d100: [93] = 93 d100: [93] = 93 Matter Control
d100: [12] = 12 d100: [12] = 12 Psychic Ability d100: [95] = 95 d100: [95] = 95 Sense the Supernatural


Miscounted the Number of Minor Semi Random Powers I Bought
3 EP Semi Random Minor Super Power
d100: [44] = 44 d100: [44] = 44 Enhanced Structural Capacity
d100: [43] = 43 d100: [43] = 43 Alternative Senses
d100: [78] = 78 d100: [78] = 78 Energy Expulsion
d100: [80] = 80 d100: [80] = 80 Control Physics


Major-Super Energy Expulsion (HU2)

10 EP Semi Random Major Super Power
d100: [78] = 78 d100: [78] = 78 APS: Organic
d100: [31] = 31 d100: [31] = 31 Biological Manipulation
d100: [91] = 91 d100: [91] = 91 Control Energy d100: [83] = 83 d100: [83] = 83 Super Energy Expulsion

Major-Supernatural Strength (HU2)

10 EP Semi Random Major Super Power
d100: [71] = 71 d100: [71] = 71 APS: Inorganic
d100: [9] = 9 d100: [9] = 9 Mind Control
d100: [51] = 51 d100: [51] = 51 Enhanced Biology d100: [86] = 86 d100: [86] = 86 Supernatural Strength

2 EP Semi Random Mutation of a Minor Power - Replaces Impervious to Energy
d100: [72] = 72 72 Energy Expulsion
d100: [13] = 13 13 Shadow Powers
d100: [11] = 11 11 Psychic Abilities d100: [10] = 10 Horror Factor


3 EP Minor Semi-Random Super Power
d100: [10] = 10
d100: [42] = 42
d100: [41] = 41
d100: [5] = 5

Skills
Military Specialist: Basic Military Skill Pro gram (+20%), plus one additional Military or Espionage Skill Program (+1 5%), one Physical Skill Program (+5%; when applicable), plus two W.P. Ancient and four W.P. Modern Weapon skills, as well as six Secondary Skills

Basic Skills
  • Pilot: Automobile 64% (+2%) +4% Level 3
  • Mathematics: Basic 55% (+5%) +10% Level 3
  • Language: Native Language (Greek) 90% (+1%) +2% Level 3
  • Literacy: Native Language (Greek) 50% (+5%)
+10% Level 3

Scholastic Skills
Military Program (Basic)
Climbing/Rappelling 95/85% (+5%) +20% + 15% Acrobatics + 5% Gymnastics +10% Extraordinary PP +10% Level 3
Military Etiquette 65% (+5%) +20% +10% Level 3
Radio: Basic 75% (+5%) +20% +10% Level 3
Running
W.P. Rifle

Espionage Program (Basic) (+15%)
Detect Ambush 55% (+5%) +15% +10% Level 3
Hand to Hand: Martial Arts
Intelligence 55% (+4%) +15% +8% Level 3
Interrogation 55% (+5%) +15% +10% Level 3
Tracking: People 50% (+5%) +15% +10% Level 3
Wilderness Survival 55% (+5%) +15% +10% Level 3

Physical/Athletic Program (+5%)
Acrobatics
  • Walk Tightrope or High Wire 81% (+3%) +5% +10% +6% Level 3
  • Climb Rope 70% (+2%) +5% + 10% Extraordinary PP +4% Level 3
  • Back Flip 50% (+5%)
+5% + 10% Extraordinary PP +10% Level 3
Gymnastics
  • Sense of Balance (+3%) +5% + 10% Extraordinary PP +6% Level 3
  • Work Parallel Bars & Rings (+3%)
+5% +10% Extraordinary PP +6% Level 3
Boxing
Wrestling

Weapon Proficiencies
WP Energy Pistol
WP Energy Rifle
WP Handguns
WP Shield
WP Spear
WP Targeting

Secondary Skills
Athletics
Body Building & Weight Lifting
Forced March
Language: Other (English) 50% (+3%) +6% Level 3
Literacy: Other 30% (English) (+5%) +10% Level 3
Lore: Demons & Monsters 30% (+5%) +10% Level 3
Prowl 25% (+5%) + 5% Acrobatics, +5% Gymnastics +10% Extraordinary PP, +10% Level 3
Swimming 50% (+5%) +10% Level 3

Combined Bonuses:
Initiative:

APM: 9
2 Base +1 Boxing, +2 Martial Arts. +1 Extraordinary PP, +1 Flight: Energy, +2 Godling

Number of Attacks: +5
+1 Boxing, +1 Extraordinary PP, +1 Flight: Energy, +2 Godling

Initiative Bonus: +1d4+3
+1d4 Godling, +1 Sense the Supernatural, +2 Martial Arts

Strike Bonus: +6
+3 PP, +1 Flight: Energy, +2 Martial Arts,

Parry Bonus: +10
+3 PP, +3 Martial Arts, +1 Athletics, +2 Boxing, +1 Flight: Energy,

Dodge Bonus: 10/12/14
+3 PP, +3 Martial Arts, +1 Athletics, +2 Boxing, +1 Sense the Supernatural,+2 Flying <80 mph, +4 Flying >80 mph

Automatic Dodge:
+3 PP, +3 Extraordinary PPP

Disarm Bonus:
+2 Martial Arts,

HTH Damage Bonus:
+95 PS, +4-40 Flying (+4 PTS/20MPH)

Bonus to Roll w/Punch:
+3 Martial Arts, +1 Athletics, +1 Wrestling, +1 Boxing, +2 Gymnastics, +2 Acrobatics

Bonus to Pull a Punch: +10
+5 Godling, +3 Martial Arts, +2 Supernatural Strength

Coma/Death: +54%
+39% PE, 10% Increased Durability, 5% Physical Perfection +

Toxins (15+): +8
+8 PE,

Magic (varies): +12
+8 PE, +3 Godling, +1 Mega

Lethal Poison (14+): +8
+8 PE,

Non-Lethal Poison (16+): +8
+8 PE,

Insanity (12+): +3
+3 ME,

Psionics (): +3
+3 ME,

Horror Factor: +18
+7 Godling, +2 Mega, +9 Horror Factor

Possession: +9
+1 Sense the Supernatural, +6 Godling, +2 Mega

Insanity Save
d20+5: [9]+5 = 14 Should of been +3 12 is still a save.

Telemachus:
SDC: 4d6+10: [2, 5, 5, 2]+10 = 24

Telemachus, ANIMAL-BOT, LIFE-LIKE GOLDEN EAGLE
Budget: d4+2: [4]+2 = 6 million dollars -1,000,000 Micro Fusion Device
$5,000,000
POWER SYSTEM: Micro-Fusion System
REINFORCED FRAME: HT: 4', WT: 130 lbs., - $225,000
SDC: BODY 400 $180,000
AR: 6
LEGS: Natural Simulated Legs (Ground SPD 10) - $350,000
WINGS: (Flying Harness) - System SDC 100 -3 to Strike - Altitude: 2,300' - SPD: 293 (200 mph) - $323,900
ARMS: Taloned Claws 22 PS: Robotic - $316,000
OPTICS: Advanced Robot Optic System | Telescopic Sight | External Video and Audio Surveillance System | Video Receiver and Transmitter - $580,000
OTHER SYSTEMS: Motion Detector and Warning System | Maxi-Radar | Combat Computer - 1,550,000
AUDIO Advanced Audio System | Radar Signal Detector | Radio Signal Scrambler System | Sound Analysis Computer - $885,000
TALONS: Medium Claws 1D6+7 Damage $20,000
BEAK: Medium Biting Jaw 3D6+7 Damage $13,000
COSMETIC: Bird Skin | Realistic Feathers | Realistic Eyes | Sculpted Facial Features - $367,000
User avatar
Guardian
Diamond Level Patron
Diamond Level Patron
Posts: 26
Joined: Wed Jul 13, 2022 9:33 am

Re: Guardian AKA Ajax the Telemonian, Olympian Warrior (Alien, APPROVED)

Post by Guardian »

IQ: 3d4-L: [1, 1, 4]-L = 5
ME: 3d6-L+1: [5, 6, 4]-L+1 = 12
MA: 3d6-L: [2, 6, 6]-L = 12
PS: 2d6-L+7: [3, 5]-L+7 = 12
PP: 3d6-L+7: [6, 6, 4]-L+7 = 19 Should of been +12= 24
PE: 3d6-L+8: [5, 2, 4]-L+8 = 17
PB: 3d6-L+6: [3, 2, 6]-L+6 = 15
SPD: Ground - 4d6-L: [1, 3, 6, 6]-L = 15 , Fly - 3d6-L+78: [2, 3, 1]-L+78 = 83

HP: 2d6+17: [5, 5]+17 = 27
SDC: 34
Natural AR: 13
PPE: 4d6: [1, 3, 3, 1] = 8
Horror Factor: 9
Size: Ht - 1’, Wt - 25 lbs., Wingspan: 6’



The Avian Biomech hails from an alien dimension populated by biomechanical life forms. They have a high animal intelli­ gence and are very loyal to their master. This biomechanical bird is metallic with silicon chips and hydraulic fluid. They make great "eyes in the sky" and are a tremendous help to Shift-
ers and Artifact Hunters who are more prone to combat than other men of magic. Like its cousin, the Saurian Biomech, the Avian is capable of adding cybernetic enhancements to itself.
Alignment: Familiars are typically considered Scrupulous (50%) or Unprincipled (50%), while those found in the wild tend to be Anarchist.
Attributes: I.Q. 2D4 (animal), M.E. 2D6+1, M.A. 2D6+8, P.S. ID6+7, P.P. 2D6+12, P.E. 2D6+8, P.B. 2D6+6, Spd 3D6 on
the ground, but Flying: 2D6+78, approx. 60 mph (96 kph).
M.D.C.: P.E. attribute number +26. (On S.D.C. worlds, the Avian Biomech has their P.E. number +2D6 for Hit Points and their P.E. x2 for S.D.C. with a Natural A.R. of 1 3 .)
Horror Factor: 9
Size: Around one foot (0.3 m) tall, but they can have a six foot
(1.8 m) wingspan.
Weight: 1 5-25 pounds (6.75 to 1 1 .25 kg).
Average Life Span: Typically 20 to 30 years in the wild, but fa­
miliars tend to live three times as long.
P.P.E.: 4D6.
Natural Abilities: Telescopic vision, can see a dime clearly up
to two miles (3.2 km) away. Natural radar with a range of 2000 feet (610 m), but is completely fouled up by rain, snow, and dust storms. Strength is equal to Robotic, and they have natural weapons described under damage. Burst of speed: Three times per day the Avian Biomech can triple its speed for a duration equal to its P.E. in minutes. It is also able to in­ tegrate additional mechanical and bionic items to its body, but they cannot exceed four items total. These additions can be anything from weapons, like an ion or laser rod, to optics and sensory enhancements like those found in the Rifts® Bi­ onics Sourcebook. The Biomech can integrate cybernetics within ID4 days and does not require surgery. Recovers lost M.D.C. at a rate of 3D6 per every 12 hours, twice that if it has metal scraps to absorb and incorporate into its body. It may feed on small metal scraps, bionic parts, metal shavings and iron dust particles, but its primary food in its natural en­vironment is other small Biomech animals.
Attacks per Melee: Four.
Bonuses (in addition to attribute bonuses): +4 on initiative,
+3 to strike and disarm, +I to par with its feet, +2 to dodge, though when they are at maximum speed they are +5 to dodge, +2 to roll with punch, fall or impact, and +3 to save vs Horror Factor. Impervious to diseases that afflict flesh and
blood animals.
R.C.c. Skills: Track by sight: 52% (+10% to track animals), Land Navigation 75%, Prowl 55% and Tailing (from Surveil­ lance Systems) 77% (+ 1 0% if the Avian actually has sensors and/or optics or surveillance systems built into it). Skills do not improve with experience.
Damage: Claws do 1D4 M.D. in addition to Robotic Strength; beak or bite does 5D6 S.D.C.lHit Points damage. They are also able to whip four of their metallic feathers at a time (or individually) as hurled daggers. Damage is ID6 M.D. per feather dagger. The Avian has 12 of these feather daggers and regenerates spent ones at a rate of ID6+2 per 24 hours. Feather daggers have an effective range of 2000 feet (609 m) and are + 1 to strike.
Magic: None.
Psionics: None, however due to the alien nature of their minds they save as if they were Minor Psychics ( 1 2 or higher saves). And don't forget about the link that all familiars share with their human partners.
Habitat: Primarily found in their native dimension only, on a half dozen worlds.
Languages: None. They have a synthesized high-pitched chirp, but it's only used when they engage in combat, to sound a warning and when seeking to attract a mate. Familiars under­ stand their mortal partners completely and clearly, and re­ spond when spoken to.
Enemies: None known, presumably none as it is the dominant predator on its own world.
Physical Appearance: The Avian Biomech looks like a me­ chanical bald eagle. It has a metallic sheen around the head and claws, with metallic feathers the color of aluminum and bronze. The metallic color is offset with an emerald green pattern of fiber optic bands that adorn the metallic bird.
Value: None. Cannot be domesticated under normal circum­ stances. However, a baby may be sold for the purpose of be­ coming a Shifter's familiar for as much as 50,000 to 100,000 credits.
Note: All Biomechs sustain themselves with a diet of other inor­ ganic matter, preferably something with a high iron or nickel content. The Avian Biomech typically hunts for small Biomech animals in its own world, so a good substitute is a spent E-Clip, scraps of armor and tin cans.
Post Reply

Return to “Century Station: Characters”