Post by blacktothefuture on Mar 7, 2010 13:36:26 GMT -5
HP : 14 + 3 = 17 + 27 = 44
Mental Endurance 12
Mental Affinity 7
Physical Strength 22 (+24)
Physical Prowess 19 exceptional! +5
Physical Endurance 27
Physical Beauty 12
Speed 32
SDC 110
PPE 26
[Parry, Dodge, and Strike +4]
Determine education as usual, subtract one skill program selection
PHYSICAL TRAINING POWER CATEGORY!
Focus is on endurance and strength:
+10% to physical skills when applicable
+5% bonus to espionage (or rouge) skills
PS is equal to the Minor ability of Super Human Strength! :
+2d4 PE (8)
+1d6 SPD (5)
+1d4 PB (2)
+6d6 HP (27)
+3d4x10 SDC (80)
+20% to save vs coma/death
+2 save against disease/toxins/poisons
+1 attack per melee round, pull punch and initiative.
Aggressive and Deadly combat:
+2 attacks per melee round, paired weapons (all), entangle, body flip/throw, body block/tackle,
karate punch 2d4, karate kick 2d6, power punch/kick (Takes two melee actions but does double damage
or regular damage to those normally invulnerable). Also Force of Will (Function until -60 HP! dice rolls are
completely unmodified (no bonuses) and no power punch/kicks may be done).
1700 dollars available in ready cash
EDUCATION : Four years of college : Pick three skill programs (20%)and ten secondary skills.
Also begin knowing Mathematics : Basic, Pilot Automobile, Speak Naitive Language (25%) and Read/Write Naitive Language (25%)
Business Program: Business Finance 20%, Computer operation 20%, Research 20%, Law (general) 20%
Physical Athletic Program: Body building (+2 PS and +10 sdc), Wrestling (+1 to roll with punch/fall, PE, +2 PS and +10 sdc, pin/incapacitate on an 18,19 or 20,
crush/squeeze 1d4 and body block/tackle 1d4), Gymnastics (Sense of Balance 50%, Work the parallel bars/rings 60%, climb rope 60%, back flip 70%, base climb 25%,
+5 to prowl and +2 to roll with punch/fall, PS, PE, +1 PP and +7 sdc) and
Weapon Profficiency Ancient: Paired weapons and three ancient weapons of choice. (Sword 20%, blunt 20%, and archery/targeting 20%)
Ten secondary skills : Dance (domestic, 30%), Basic Electronics (Electronics, 30%) First Aid (Medical, 45%) Prowl (Physical, 25%),
Concealment (Rouge, 20%), Pick locks (Rouge, 30%), Streetwise (Rouge, 20%), Cook (domestic, 35%), Running (Physical, 25%, +10 spd, +1 sdc and PE)
and Athletics (Physical, +1 to parry and dodge, roll with punch/fall, PS and +5 spd, +2 sdc)
Mental Endurance 12
Mental Affinity 7
Physical Strength 22 (+24)
Physical Prowess 19 exceptional! +5
Physical Endurance 27
Physical Beauty 12
Speed 32
SDC 110
PPE 26
[Parry, Dodge, and Strike +4]
Determine education as usual, subtract one skill program selection
PHYSICAL TRAINING POWER CATEGORY!
Focus is on endurance and strength:
+10% to physical skills when applicable
+5% bonus to espionage (or rouge) skills
PS is equal to the Minor ability of Super Human Strength! :
+2d4 PE (8)
+1d6 SPD (5)
+1d4 PB (2)
+6d6 HP (27)
+3d4x10 SDC (80)
+20% to save vs coma/death
+2 save against disease/toxins/poisons
+1 attack per melee round, pull punch and initiative.
Aggressive and Deadly combat:
+2 attacks per melee round, paired weapons (all), entangle, body flip/throw, body block/tackle,
karate punch 2d4, karate kick 2d6, power punch/kick (Takes two melee actions but does double damage
or regular damage to those normally invulnerable). Also Force of Will (Function until -60 HP! dice rolls are
completely unmodified (no bonuses) and no power punch/kicks may be done).
1700 dollars available in ready cash
EDUCATION : Four years of college : Pick three skill programs (20%)and ten secondary skills.
Also begin knowing Mathematics : Basic, Pilot Automobile, Speak Naitive Language (25%) and Read/Write Naitive Language (25%)
Business Program: Business Finance 20%, Computer operation 20%, Research 20%, Law (general) 20%
Physical Athletic Program: Body building (+2 PS and +10 sdc), Wrestling (+1 to roll with punch/fall, PE, +2 PS and +10 sdc, pin/incapacitate on an 18,19 or 20,
crush/squeeze 1d4 and body block/tackle 1d4), Gymnastics (Sense of Balance 50%, Work the parallel bars/rings 60%, climb rope 60%, back flip 70%, base climb 25%,
+5 to prowl and +2 to roll with punch/fall, PS, PE, +1 PP and +7 sdc) and
Weapon Profficiency Ancient: Paired weapons and three ancient weapons of choice. (Sword 20%, blunt 20%, and archery/targeting 20%)
Ten secondary skills : Dance (domestic, 30%), Basic Electronics (Electronics, 30%) First Aid (Medical, 45%) Prowl (Physical, 25%),
Concealment (Rouge, 20%), Pick locks (Rouge, 30%), Streetwise (Rouge, 20%), Cook (domestic, 35%), Running (Physical, 25%, +10 spd, +1 sdc and PE)
and Athletics (Physical, +1 to parry and dodge, roll with punch/fall, PS and +5 spd, +2 sdc)