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Name: Jaxon Wade Race: Human PC:

Symbiotic Warrior HP: 18


(1d6)SDC:127 Armor: AR: SDC: MDC:
145 Align: Scrupulous Age: Symbiote
Origin: Mutated lower life form Native
to earth Symbiote appearance: buglike things that scurry under the skin 9
of them Intelligence: Sentient Food
Source: Human Waste Legacy: Legacy
of evil, usually keeps to himself and
doesn't want to talk about the scars on
his back that were made during house
fire at a younger age. He rejected his
father's work after mom died, saying
that his experiments were inhumane.
Tries to make a difference and fit in to
society without incident, but believes
the imprisonment regardless of reason
was created by fate for him. Awe:14
Attacks: 4
IQ

14

MA

15

ME

28

+7 vs
psionic
+11 vs
insanity

PS (sup)

24

PE

14

PP

16

PB

12

SPD

20

bonus:
+3 Auto Dodge +4 vs magic +7 vs
psionic +11 vs insanity 1/2 damage
cold, water, electric +4 vs
possession+2 vs mind control +6 vs
earth magic, doesnt need air to
breathe Heals:x5 normal human 1/2
duration drugs, magic, disease +3

parry +3 Dodge +2 Roll +2 pull +1 int


+2 strike
Symbiote Powers:(Not host)
IQ:11 MA:12 ME:15 HP:20 AR:10
Psionic Abilities:(Not host)
Empathy(4) Telepathy (4) See Aura(6)
Mind Block (4;on itself not host)Sense
Time(2)Read Dimensional Portal(6;PU1
pg92)ISP:66. Symbiote can use
empathy and telepathy between itself
and the host at will without ISP cost.
Host Bonuses from a Sentient: +1 vs
psionic attack +1 vs illusions +1 vs
magic +2 vs possession. Life span of
the organism is 100 years.
Food Source: Human Waste benefits
Character uses the bathroom less
often, though feels the need to snack
often and must drink twice as much
water a day 16 glasses instead of 8.
Insufficient water can lead to kidney
disease, kidney failure, muscle
cramping (loses 1 attack and initiative
per cramp) and chronic fatigue.
Benefits: 4
Increased Reflexes:
+1 PP +3 Auto Dodge
Night vision: Range 1,000ft
Resistant to magic:+3 vs magic
Superhuman Strength: +8PS +3 SDC
Super Abilities:
Rainmaker:
Can create precipitation indoors or outdoors
and can be made to affect an area or hover
over just one individual or location.
Range:4,000ft 40ft away(+40 per level); line of
sight or clear knowledge of the targets
location. Note: Range is x10 for mega heroes.
Duration: 1min (+1 per lvls) but outside 1
hour(+1 per lvls)Once active they created force
will stay in effect without any active effort on
the characters part, but the hero can
manipulate the effect anytime he likes,

increasing the intensity or type of rain( counts


as actions)
Damage:
Light rain: No damage people get wet and
move to shelter.
Rain: No damage, but will get most people
running for cover. Drenched 1d6+1 melee
rounds. Visibility is reduced to 1 mile.
Heavy Rain: No damage, drenched in 1d4
melee rounds. Visibility is reduced to 1,000ft.
-15% piloting skills. Note: Radio and cell phone
range is reduced by 40%.
Torrential Rain: Strong winds 30mph. People
flee and have no desire to go into the rain.
Drenched in 1 melee round. Visibility is reduced
to just 60ft (-5ft per level)-30% to pilot skills for
aircraft and ground vehicles. Note: Radio and
cell range reduced by 90%. Roads on the
ground 1-70% chance to hydroplaning and loss
of control, resulting in a crash for vehicles and
super beings traveling faster than 40mph.
Damage is 2d6 per 10mph above 40mph and
add an extra 4d6 damage to the crash.
Freezing Rain: 1/8 of inch ice per 10mins of
freezing rain, but even an 1/8th of an inch is
enough to wreak havoc. Note: Radio an cell
reduced 1/2 on range. Windows are coated in
ice and impossible to see through within
1d4minsand the window wipers of vehicle will
have a hard time keeping up and get clogged
every1d6+1 mins, requiring the driver to stop
and get out to scrape the window;-60% piloting
skill for ground and aircraft alike,-70% on
aircraft landing with ice covered roads. Roads
are covered in a sheet of wet ice in 1min.
Vehicles and superhuman traveling faster than
a spd of 6 have a 1-96% chance sliding out of
control and falling or crashing. Those on foot
take 1d6 damage from fall and slide 1d4 yards
away. Getting back on their feet costs 2
actions. Vehicles and super speedsters going
faster than spd of 6 can't stop or slow down on
the ice, lose control and slide 10 yards away for
every 10mph until they stop. Crash is 2d6 per
10mph add extra 2d4x10 damage to the crash.
Freezing rain that lasts for more than 40mins
will create such an icy build up that it will
create a hazard to wires. Ice that remains
frozen on electrical wires for more than two
hours will pull down 1d4x10% of electrical
wires.
Hail: Size of pea (no damage) to size of walnut
or golf ball which inflict 2d6 damage per round

to people and animals who don't take shelter.


Does only minor damage1 point every four
melee rounds to hard structures like cars and
building with an AR of 13 or less, no damage to
items with an AR of 14 or higher (including
super beings). However the noise, distraction
of the falling rain and ice, constant movement
and reduced visibility are distracting even to
superhuman not hurt by the falling ice. Note:
Radio and cell range is reduce
50%.Combatants in hailstorm loose two attacks
per round, all combat bonuses are reduced by
half and to speak to cast spells must yell or
cover the mouth. Furthermore , the ground
becomes slippery , covered in water and balls
of ice in just 1 min. Character moving faster
than spd of 10 have 80% chance to fall taking
1d6 damage, slide 1d4 yards, lose int and two
actions from the fall. getting back on their feet
will take another 1 action. Vehicles and super
speedsters going faster than 10mph can't stop
or slow down on the loose ice and lose control
and slide 10 yards away for every 20mph until
they stop. Crash damage 2d6 per 20mph and
1d6x10 damage to crash. Visibility is reduced
to just 100ft (-5 ft per level) -50% piloting rolls
aircraft and ground vehicles.
Sleet: No damage. Drenched in 2 melee
rounds. Cell and radio range reduced by 60%.
Visibility reduced to 100ft (-5ft per level) Coat
windows making impossible to see out of them
in 1d6+4 mins, window wipers clogged every
1d6+6 mins, requiring the driver to get out an
clean the wipers. -40% piloting for ground and
aircraft alike, but -50% on aircraft landing with
slush covered roads. roads/grounds where it is
sleeting are covered in pools of water and
freezing slush, 90% to hydroplaning to vehicles
and super beings traveling faster than 30mph.
Coming to quick stop is impossible. , and the
vehicle or superhuman skids 2d4 yards away.
damage: 2d6 per 10mph over 30mph. add
extra 1d4x10 damage to any crash.
Other rain maker abilities:
1. can cause aloud, thunderclap that will
frighten 80% chance of panicking animals,
making them run away, as well as startle
people; save vs Horror factor 9.
2. can fire a piece of golf ball-sized hail at any
opponent. Range: 100ft Damage:1d6
3. Can sense when rain is coming and predict it
s severity and approximate arrival time
1d6mins at skill percentage 80% (+2%)

4. Resistant to cold, water and electrical


attacks 1/2 damage.
5. suffers half the usual penalties from any of
the conditions above and can travel ,on foot,
twice as fast before any penalties kick in.

Earth Possession:
1.Limbs of earth: Cover arm and hand to give
his punches supernatural PS; one or both arms
can be enhanced. Same can be done with legs,
adding 6ft to his height, increasing spd by 10%
and giving his kicks supernatural PS and
damage capabilities. Range: adds 5ft to his
reach or 6ft to his height. Duration:5mins(+5
per lvls)Attacks: 1 to create each limb.
bonuses: 1/2 heat, fire and cold, the character
is sure footed and +1 on int +2 strike +2
disarm.
2. Possess Earth:
A)Stone attack: Can make stones attack target
range: 30ft(+30per lvls) line of sight Damage:
pebble 1 point, small stones: 1d4,medium:1d6
each, Large:2d6 each.
Number of stones controlled: 1 (+1 lvls
2,4,6,8,10,12,14)
Attacks: Each individual stone or volley of two
or more counts as 1 attack.
B)Earth Fist: Make giant hand 8ft tall come out
of ground to grab opponents. , hold or punch
opponents Fist has AR 12 and 50sdc. If
destroyed can't make new one for 1 full melee
round. only 1 can be made at a time. Damage:
2d6 per punch. If grabbed a combined strength
of 30 or greater is needed to pry the fingers
loose and escape. Each punch or grab counts
as 1 attack.
C) Earth Ripple: Can make the earth move area
10ft in diameter. Damage: those standing on
rippling earth find it nearly impossible to keep
their footing and 75% chance they will fall the
their knees or remain standing but off balance.
In either case, they lose int and are -2 attack
and all combat bonuses are reduced by 1/2.
Penalties remains long as they are on the
rippling earth.
D)Earth Roar: Horror 14, Failed roll means the
victims loses int and 1 melee attack for that
melee round.
E) Earth Shield: Can make small shield to block
anything from guns and energy blasts. Both roll
int, high roll wins. Creation cost is 1 attack.
Then the wall fades back to the ground after
blocking.

F) Earth Meld: Meld right into the ground. He


cannot move nor attack in any way, but he is
aware of his immediate surrounding and can
speak to those within a 20ft diameter from the
point he vanished. 2 actions and costs another
two to return to human form. Can be
maintained for 5mins(+5 per lvls)
G)Firm Footing: Can walk across any ledge,
climb any earthen surface, or area of loose
earth or crumbling stone, as well as any bridge
or construction that is attached to the earth,
without fear of breaking loose, falling apart, or
pulling out of the earth even if it is damage,
loose, crumbling or is otherwise unstable to
anyone else. Likewise, the character will not
slip ion the mud or gravel and can travel across
them at full speed.
3. Sense Surroundings: By kneeling down and
scooping up a handful of dirt/earth, can see
through the eyes of the earth, letting him know
the location of everything within range of the
ability. and see and hear everything that goes
on within this same area. Range: 100ft(+100ft
per level)Duration: Lasts 1 melee round.
attacks: uses up all attacks for that melee
round. Penalties: no chance to dodge or parry
in coming attacks without breaking the link to
the earth and getting n reading at all.
4. Create Earth Golem: Can make a golem or
can wrap it around his body like power armor. a
separate, puppet-like golem can act
independent of its creator, but only has half his
attacks per round. The creator has only half his
attacks as he must concentrate on maintain his
earthen automation. He can command the
thing to divide his attacks between two or more
opponents. Weill follow commands to the
letter, has no will of its own. Has no access to
characters other super abilities.
Golem attributes:
PS:1d6+20 and is supernatural, PP 17 PE 16 PB
6 spd 12
Earthen Exoskeleton:
Adds Mental attributes added to its own.
Doubles the characters size
PS is x2 and is superhuman
PP is increased 1d6 PE is increased 1d4 PB 1d6,
spd is increased by 50%
To use other super abilities in the armor
requires two attacks instead of 1 and has half
usual range.
+1 attack +2 strike +2 roll Any other powers
that comes with this ability are 1 action.

Earthen body sinks in water, but provides an


airtight containment that enables the wearer to
walk on the bottom of lake s and seas without
trouble 1 hour air supply (+1 per level)Weight
is 1d4 tons
AR and sdc for golem or exoskeleton:
Earth/dirt/soil: AR 13 SDC:275
Mud: AR:12 SDC:200
Sand: AR:13 SDC:300
Clay: AR:14 SDC:350
Rock: AR:15 SDC:425
Light metal:(Nickel, aluminum ,tin) AR:13
SDC:220
Heavy Metals:(lead, silver) AR:15 SDC:450
Iron: AR:16 SDC:500
Must have enough for the body to make golem
or exoskeleton.
Fire, plasma, cold attacks do 1/2 damage.
Energy blasts, water attacks and most physical
attacks do full damage. The character inside
his earthen exoskeleton is still vulnerable to
magical and psionic attacks except for biomanipulation because his real body can't be
seen. Explosions and falls may knock him off
his feet, but the damage is done to the outer
body, not the person inside. Range: golem: line
of sight. Earthen body: Self only. Duration:
Character can maintain his golem or earthen
body for 1 hour (+1 hour per level)At the end
of duration the earthen body or golem seems
to vanish without a trace.
Attacks: 1/2 for golem and its creator when
both coexist, +1 when using earthen
exoskeleton. Each punch ,kick or use of an
earth possession power counts as one melee
attack. It takes one full round to create a golem
or exoskeleton.
5. Other abilities: +2 vs possession +2 vs mind
control +4 vs elemental magic +6 vs earth
elemental magic, can hold breath for 6
(+4mins) +17sdc in human form

Wave Rider: Generates waves that he


can surf on. At level 4 can make snow
waves. Unlike real wave, he can
change direction and go backwards
and counter to the real waves around
him. Range: Wave is directly under the
character and can keep going as long
as character desires and is conscious.
Duration: Can be created and

maintained at will. Size: 4-8ft wide,612ft tall and about 20ft long. Weight
limit: Heroes weight plus 50lbs(+50lbs
per lvls) Max Speed:60mph(+5mph
per lvls) Damage: 2d6 if used to run
over someone.(+2 per lvls).
Mega Hero:
Supernatural PS
Increased SDC +50%
Enhanced Healing: 5 times faster than
normal human. 1/2 duration of magic,
drugs, disease.
Increased range:+50% vision ,hearing,
and other senses
Considered supernatural being +1 vs
magic +2 vs possession +2 vs horror
HP+sdc=MDC
Awe Factor: 14
Doesn't need air to breathe. Can
survive indefinitely in space or any
vacuum, underwater and in a polluted
or toxic atmosphere, imp to all forms
of airborne toxins and gases, except
those created by magic. Still
vulnerable to most diseases.
vulnerabilities:
Vulnerable to light, lasers and similar
light energy inflict x2 damage.
Character is light sensitive, must wear
sunglasses. unprotected eyes in
moderate light will reduce range of
sight by 1/2 and light hurts the eyes
-2int, -1 att, -5% skills.
Vulnerable to fire. normal fire does x2
damage, magic fire does x2 damage
to HP. Character has a natural fear of
fire, but this is not yet a paralyzing
phobia.
Education Level: Masters Degree
+25%
Math: Basic 45% (+5%)
Lang: Eng 98%
Lit:Eng 70% (+3%)

Communications Program:
Basic Electronics 55% (+5%)
Radio: Basic 70% (+5%)
Radio: Scrambler 60% (+5%)
T.V./Video 50% (+4%)
Optic Systems 55% (+5%)
Robot Program
Computer Op 65% (+5%)
Computer Programming 55% (+5%)
Robot Electronics 55% (+5%)
Robot Mechanics 55% (+5%)
Physical Program
Boxing
+1 att +2 parry +2 dodge +6SDC
+2PS
Wrestling
Body tackle 1d4
Pin: 18-20
Crush 1d4
+1 Roll +2 PS +1 PE +21sdc
Ath Gen
+1 parry +1 dodge +1 Roll +1PS +6
spd +8SDC
H-H: Assassin

Secondary Skills:
1. sacked for H-H
2. sacked for H-H
3. sacked for H-H
4. Running
+14spd +1 PE +6SDC
5. climbing 40% (+5%)
6. prowl 25% (+5%)

7. swimming 50% (+5%)


8. Astronomy 25% (+5%)
9. W.P. Shield
10.W.P. Whip
H-H:Assassin
1. +1 att +1 int +2 strike +2
pull
2. +2 att
3. +3 roll +3 pull
4. +4 damage +3 disarm +2 int
5. +1 att
6. +3 parry +3 dodge and body
flip/throw
7. Death blow
8. +1 attack
9. Kick attacks: Karate styled 2d4,
10.Crit strike 18-20
11.Knockout 17-20
12.+2 int +2 strike +1 disarm
13.+1 att
14.+2 damage +2 roll
15.+2 strike +1 int
Exp Table:
1. 0
2. 5,001
3. 10,001
4. 20,001
5. 30,001
6. 40,001
7. 60,001
8. 80,001
9. 110,001
10.150,001
11.200,001
12.275,001
13.350,001
14.450,001
15.600,001

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