Race: Mutant
AB Gifted +2 (Arcane Protection)
Focus d4 + 1
Mutant -1
HJ
Experience and Wisdom [dice:yzafquq6]61989:0[/dice:yzafquq6] - +2 Common Knowledge, Survival, and Networking in North America.
Training [dice:yzafquq6]61989:1[/dice:yzafquq6] - Martial Artist
Mutant Juicer Monster Hunter
- Venatus Vinco
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- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Mutant Juicer Monster Hunter
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- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Mutant Juicer Monster Hunter
Gerry
Rank: Novice Advances Left: 0
Race: Human Mutant
Iconic Framework: Juicer
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Pace: 14 (d8 run); Parry: 7; Toughness: 16 (5); Burn: 8
Skills:
Rank: Novice Advances Left: 0
Race: Human Mutant
Iconic Framework: Juicer
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Pace: 14 (d8 run); Parry: 7; Toughness: 16 (5); Burn: 8
Skills:
- Athletics d6
- Common Knowledge d6 (+2 in North America)
- Notice d6
- Persuasion d4
- Stealth d6
- Fighting d10
- Shooting d8
- Piloting d4
- Survival d6 (+2 in North America)
- Occult d6
- Focus d6
- Driven (Major): Rid the world of the supernatural.
- Heroic (Major): Always helps those in need.
- Death Wish (Minor): Wants to go out magnificently, having done something folks remember and are inspired by.
- Arcane Background (Gifted): 15 PP, 1 Power, Focus d4
- Mutant: -1 Persuasion checks when dealing with human supremacists.
- Brawny (IF): +1 Toughness. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
- Fleet Footed (IF): +2 Pace, +1 Run Die.
- Quick (IF): Redraw Action Cards of 5 or less.
- Martial Artist (HJ): Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks
- Split the Seconds: Ignore 2 points of Multi- Action penalties each turn
- Burn Rating: 8, d6 Burn die.
- Internal Repair System: Slow Regeneration (a natural healing roll once per day). Can make a natural healing roll at +2 to heal Wounds as an action. Costs one charge. System holds up to three charges and requires eight hours to recover one charge.
- Super Endurance: +2 Vigor. +2 Maximum. Require only half the normal amount of sleep and gain +2 on all Fatigue checks.
- Super Reflexes: +2 Agility. +2 Maximum.
- Super Speed: Double base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
- Super Strength: +2 Strength. No maximum.
- Uncanny Reflexes: -2 to be hit by any attack they are aware of and +2 on Evasion rolls.
- Cybernetics: Each point of Strain removes a point of Burn!
- Drug-induced Euphoria/Tranquility: −1 to all Smarts or Smarts linked skill rolls in non-combat or low stress situations. Doesn’t gain the benefits of Uncanny Reflexes or Quick on the first round of an unexpected combat or high-stress situation
- Psionics and Magic: Impossible to use magic or psionics in any way
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Re: Mutant Juicer Monster Hunter
Powers
Arcane Background: Gifted
Power Points: 15 - Recovery: 5/hour
The Gift [Arcane Protection] (1) [Novice
Arcane Background: Gifted
Power Points: 15 - Recovery: 5/hour
The Gift [Arcane Protection] (1) [Novice
- Range: Self
- Duration: 5
- Trapping: Chosen Trapping
- Effect: Hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
- Modifiers: Exalted Arcane Protection (+2): Hostile powers suffer a -4 penalty (-6 with a raise).
- Range: Self
- Duration: 5
- Trapping: Eyes turn yellow like a cat
- Effect: Ignore up to 4 points of illumination penalties, or 6 with a raise.
- Limitations: Asepct, Self
- Modifiers: Exalted Darsight (+2): The recipient’s senses extend so far into the infrared and ultraviolet spectrums that he can also see anyone using the invisibility power and ignores all Illumination penalties.
- Range: Self
- Duration: 5
- Trapping: Eyes turn completely black
- Effect: Detects magic
- Limitations: Asepct, Self
- Modifiers:
- Exalted Detect Arcana (+2): With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following: Active powers and arcane abilities, Type of supernatural creature, Enchantments present on an item, Amount of PPE or ISP possessed by a target, Other information the GM allows. When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
- Presence Sense (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
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Re: Mutant Juicer Monster Hunter
Background
Taken in from the streets of Whykin and trained to be a warrior against the supernatural by a secret guild of monster slayers.
Taken in from the streets of Whykin and trained to be a warrior against the supernatural by a secret guild of monster slayers.
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Re: Mutant Juicer Monster Hunter
Gear
A rough hewn circular, metal, medallion worn on rough cord. The centre features a stylized bear claw while the outer rim is inscribed with various mystic runes. In addition to marking the wearer as an order member the medallion grants +1 to resist mind controlling powers.
- Juicer Assassin Plate Medium Armor: +5 Armor +3 Toughness, Min Str d6)
- NG-56 Light Ion Pistol: 10/20/40, 1-3d8, ROF 1, Shots 12
- JA-9 Variable Laser Rifle: 30/60/120, 4d6, AP 3, Shots: 30, Min Str d4, Heavy Beam, Multi-Optics Scope
- Vibro-Shortsword: Str+d8, AP 8, Min Str d6, MD
A rough hewn circular, metal, medallion worn on rough cord. The centre features a stylized bear claw while the outer rim is inscribed with various mystic runes. In addition to marking the wearer as an order member the medallion grants +1 to resist mind controlling powers.
NG-S2 Survival Pack (20 lb)
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Re: Mutant Juicer Monster Hunter
Advances
Hero’s Journey
Hero’s Journey
- Experience and Wisdom 13: +2 Common Knowledge, Survival, and Networking in North America.
- Training 4: Martial Artist
- Initial Advances: (Bonus from Hindrances): Split the Seconds, New Powers
- Edge(s) granted by Racial Features: Arcane Background (Gifted)
- Novice 1 Advance: +1 Fighting, +1 Focus
- Novice 2 Advance:
- Novice 3 Advance:
- Seasoned 1 Advance:
- Seasoned 2 Advance:
- Seasoned 3 Advance:
- Seasoned 4 Advance:
- Veteran 1 Advance:
- Veteran 2 Advance:
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
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