Daisuke Hamamatsu (Arismal, Special Operations)

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Daisuke
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Daisuke Hamamatsu (Arismal, Special Operations)

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Player Name: Paul Shao
Hangouts: paulshao80 at gmail

Character Name: Daisuke (pronounced - "DICE-kay") Hamamatsu
Call-sign: TBD by teammates
Race: Arismal (Aliens Unlimited p.100-101) (Tier 1, HU2 Alien)
O.C.C.: Arismal Defense Fleet Officer (MIA). M.O.S. Special Operations
Alignment: Principled
XP Level: 7
XP Points: 43,215 [UG 01OCT24]
Next Level @ XP: 51,801 (Use Alien Table)
Disposition: Disciplined and reliable. Honor-bound.
Insanity: Psychosis: Jekyll & Hyde (Despite his best efforts, Daisuke has always struggled with his quest for honor, discipline and self-actualization. A part of him, the dominant part, has been successful in leading a virtuous life [Principled alignment]. But there has always been a hidden darker fragment within his psyche [goes by the moniker: Kondo. Aberrant alignment] that pondered the possibility that the virtuous life was the wrong way to live. His voice is much more cavalier with life (both his own and others), and fancies himself a romantic with criminal tendencies and a growing obsession with wealth as a means toward power. With the destruction of Arismal, the walls he built to contain the darker split in his personality have weakened. Its voice will begin to guide him in subtle ways. If the genie is not put back into its bottle, it will threaten to consume him.)

ATTRIBUTES
I.Q.: 25 (12)
M.E.: 29 (13)
M.A.: 18
P.S.: 14
P.P.: 17
P.E.: 29 (16)
P.B.: 14 (9)
Speed: 15 [45' per action]

PHYSICAL DATA
P.P.E.: 13
H.P.: 92 (51)
S.D.C.: 211
M.D.C. (on Rifts Earth): 303
Age: 20
Sex: Male
Height: 5'6"
Weight: 160 lbs.
Description: A bit short and pudgy. This man of Hoshi descent has placid black eyes, and wears his straight black hair tied back in a short ponytail.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses/tinted goggles) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Perception: 57% (36%) | +3% per level
Max. Carrying Weight: 130 lbs.
Max. Lifting Weight: 260 lbs.
NOTE: L* <== Level at which power/skill was acquired.

Super Abilities (* <= Mutated)
*Swallowing Limbo (PU3)
The character possess the unique ability to generate an extra-dimensional limbo within the silhouette of his own body. The super being cannot enter the limbo himself because his own body forms the portal through which the limbo is entered. Inside this extra-dimensional space there is nothing but a black void where even time and space seem to stand still. This limbo state might be considered a dimensional bubble in between the normal dimensions. Anyone/thing forced into the swallowing limbo is stored there until the duration ends or they are released by the super being. Even when two or more people/objects occupy the limbo at the same time, they cannot interact, because there is no light to see by or atmosphere to carry sound. But any victims in the limbo will not suffocate or starve because no time passes for them. Those trapped inside just wait helplessly until they are released.
To those outside the limbo, it appears as if the individual has disappeared after touching the super being. For an instant, observers will see the super being and victim turn into an inky blackness as the victim vanishes. This is actually a brief glimpse of the inside of the swallowing limbo. A similar blackness is seen when the victims/objects are released from within the limbo. These are the only times that the inside of the Swallowing Limbo can be glimpsed.
Because it's the super being's silhouette that is the doorway to the limbo, not just his actual body, many super beings with this power use a cape or cloak to expand their silhouette and make it easier to swallow larger victims and objects.
The uses of the Swallowing Limbo are many. It can be used to swallow and protect an innocent bystander or to capture a particularly vicious villain. It's important to note that anyone held inside the swallowing limbo is completely protected from harm and is not damaged even if the super being is, himself, injured. If the super being is killed, however, everything and everyone held inside the limbo is released unharmed. For the people so captured, the time between their capture and release seems like no more than a few seconds, even if days or weeks have passed. That also means those captured in the throes of combat will come out swinging.
  • Holding Capacity: Regardless of the size of the character's silhouette, the swallowing limbo can only hold one person per level of experience as well as 100 lbs per level of experience of nonliving objects/items.
    Range: Touch, hand to hand combat only.
    Duration: The act of "swallowing" a person in the limbo on the super being's body counts as one melee action and takes only a few seconds. The individual can be held in the limbo state for 30 minutes per level of experience each. However, starting at 6th level, the super being can keep as many as two victims in limbo for 1d6 days per level of experience. Time starts ticking from the moment the individual (or item) was placed in limbo. When the super being has filled up his personal capacity, he must remove people or objects from limbo if he is to be able to add anyone else.
    Damage: None, the swallowing limbo just holds/contains its victims/objects. Targets successfully struck by a swallowing limbo attack must roll an M.E. based saving throw. Base save for Swallowing Limbo is 16+.
    Attacks per melee: Counts as two melee attacks/actions to swallow one person/object.
    Note: If this power is possessed by a Mega-Hero, the number of people he can keep in limbo is three per level as long as three months per level of experience. Weight for nonliving items is 500 lbs per level of experience.
Mimic (HU2)
This formidable power enables the super being to imitate or "mimic" another person's physical and mental attributes, including psionic powers, super abilities and innate magic abilities derived from enchanted weapons, objects or bestowed. However, the Mimic cannot copy memories, skills, education, spell knowledge/spell casting or experience. Nor can the super being copy/absorb mechanical augmentation/implants such as those gained through Bionics or Robotics, nor the skills and training of Hardware or Special Training. Only the raw physical, psychic and/or extraordinary power can be imitated. Thus, while a mimic may copy a super ability, raw physical strength or psionic powers, he does not get that person's knowledge. Instead, he retains all of his own memories, goals, skill knowledge, and training.
Example: A second level mimic copies the power of a sixth level mutant with the ability of Energy Expulsion. This enables the mimic to fire energy bolts doing damage equal to his sixth level opponent because that is the level of raw power. He does not get any of the 6th level bonuses to strike, parry, or dodge which may have been developed through experience. Likewise, while the mimic has copied his opponent's entire physical structure, including P.S., P.P., P.E., P.B., Spd., S.D.C., Hit Points, and any other super abilities or psionics, the mimicking super being still thinks like himself, keeps his own I.Q., M.A., and M.E., and fights and performs skills with the experience and knowledge of a second level character.
The physical appearance and facial features of the mimic generally remain unaltered (he does not duplicate the other character's exact appearance), although unusual physical traits such as wings, odd skin color, horns, tail, natural body armor, altered physical structure, and similar physical traits will appear on the mimic. Furthermore, the mimicking super being will retain his own basic features, voice and skills. Of course he also retains his power to mimic others, however, any other super abilities he may possess are temporarily replaced by the one(s) he is duplicating. He can only use other natural powers when he is not mimicking others.
  • Range: Touch or anybody within 100'
  • Duration: Maintained as long as mimicked person is within 100'. Once outside range, 1 minute per level before mimic fades.
  • Attacks per melee: Whatever is normal for the mimic super being before any powers are duplicated; i.e. a 2nd level mimic has four attacks per melee round even when using super abilities duplicated from a 6th level super being who has six attacks per round. Only the super ability and its level of power are duplicated, including any special bonuses, abilities, and extra attacks per melee round.
    The act of mimicking counts as one melee attack but can only be performed once per melee round. Other abilities or actions can be taken during that period. Each use of a superpower uses up its normal number of attacks per melee round; typically 1-2, but sometimes more.
    Switching to mimic a different character's super abilities and raw physical power can be done once every melee round. So the character can switch the powers he's copying when he desires, provided more than one superhuman is within his range of influence.
  • Power level: The duplicated super ability or psionic power functions as if it were the mimic’s level, not the target.
    The hand to hand combat, attacks per melee round, bonuses from experience, skill proficiencies, memories and expertise of the mimic are unchanged regardless of the level of "power" he duplicates.
  • Note: If the character whose powers he is duplicating has more than one super ability, the mimic will have them all, but he can only duplicate/mimic one individual at a time. He cannot take one power from one guy and another power from a second or third character.
  • Saving Throw: None. Those being mimicked are powerless to prevent it. Note that the powers and physical essence of true supernatural beings, including vampires, spirits, entities, demons, gods, and alien intelligences, cannot be mimicked. God-like super beings and demigods are not (usually) true, supernatural gods.
*Extraordinary Intelligence (PU3)
This character is a highly intelligent and mentally flexible individual. His genius truly shines within his personal area of expertise, a category of skills which he grasps on an intuitive level. Note: The G.M. should ensure that the player selecting this super ability plays the character appropriately, as the Extraordinary I.Q. power is as much about role playing the character intelligently, as it is having a high I.Q. rating and the skill bonuses that come with it.
Bonuses: IQ to 22 + 1d6(3) = 25, and apply a +10% bonus to all known language, literacy and mathematics skills. In addition, the character is +2 to save vs mind control, possession, and illusions (including magical ones), and selects one additional Secondary skill at levels 3, 6, 9, 12, and 15.
Area of Expertise: Player selects two skills from one of the following skill categories and gets a +20% bonus added to it in addition to any other bonuses from education, training, and I.Q. bonus. (Espionage: Interrogation, Impersonation). Also, as per house rules, +4 Related skills (Find Contraband, Undercover Ops, Streetwise, I.D. Undercover Agents)
*Extraordinary Physical Endurance (HU2)
An extremely tough individual who can withstand a great amount of physical strain or punishment. Fatigues at one tenth the normal rate.
Bonuses: Increase P.E. to 20 + 2d6(7) = 27. HP turns to MDC. SDC: 4d4*10(110). HP: 3d6(7) additional 1d4 per level.
*Summon & Command Small Animals (AU)
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. The super being must possess knowledge about the creature(s) desired and must have at least seen some kind of drawing or image of the animal to summon it. One or several small animals may be summoned (see Number of Animals), but all are the same species.

Animals summoned by the character are under his complete control and obey his every command. The creatures remain at his disposal for 8 hours per level of experience but can be sent back (they vanish) at will. Until all the creatures in a batch are sent back (vanish) or slain, the hero cannot summon more or new ones. Most heroes (and even some bad guys) are not likely to sacrifice the lives of animals unless absolutely necessary and will feed and care for them as long as they are in their company. Thus, most dismiss the animals when they are no longer necessary.

The summoned animals may be used to attack, frighten people, create a distraction, cause a diversion, create chaos, or send a warning. You want to clear a restaurant or lobby? Send in a swarm of mice, rats, bats or snakes. Likewise, the animals can be used to make a dramatic entrance, e.g. the super being appears with a burst of screeching birds or bats flying in out of nowhere at the same time he steps through a door or smashes through a window. This power is much more effective than it might seem at first blush, as most people are afraid of, and repulsed by, a wide range of animals from mice and rats to snakes and dogs. Even if the animals represent a minimal danger or inflict minimal damage, most ordinary people are squeamish about them or outright scared of them. Even seasoned fighters and superhumans will try to swat away animals flying or leaping at them, crawling on their bodies, or running toward them. It is human nature. NEVER underestimate the power of fear and superstition.
  • Horror Factor of Animals: Remember, certain animals such as mice, rats and snakes are frightening or disgusting to many people. Thus, even one of them is likely to cause people to jump, scream, scatter and move out of the way. Okay, maybe not a super being and certainly not a demon, but definitely most ordinary people. This is especially effective in a crowd. Furthermore, get one or a few people screaming in terror and panic, and probably jumping or running out of the way, and most people will look in their direction and scream and run away as well even if they don’t know what they are running from. Panic and chaos grows quickly when people are screaming and running away. Add a genuinely repugnant or scary little creature, let alone a swarm of them, and you’ve captured everyone’s attention. It is likely to take 1D6+2 minutes before the situation calms down, much longer if there are a lot of the creatures (20+) and/or they are jumping on people or on the attack. The overall Horror Factor and level of distraction for such a situation is that of the animal, +1 for every 20 animals in the swarm. Adding to the confusion and chaos of animal swarms is their squealing, shrieking, howling, growling or barking.
    Similarly, a cute and friendly animal such as a rabbit, squirrel, ferret, or small dog is likely to attract attention and concern for its well being. The overall Awe Factor/Cuteness and level of distraction of such an animal situation is 11 +1 for every 10 animals on the loose. Of course, any animal on the attack, no matter how cute, has a Horror Factor as above.
    Horror Factor for some common animals:
    • +1 to H.F. for children and (noncombatant) women. +3 to H.F. for characters who have a phobia about the animal. +2 when the animal(s) is on the attack. All penalties are accumulative.
      Bats of any type or size have an H.F. of 13.
      Bird, small to medium, has an H.F. of 5.
      Bird, predatory, such as a Hawk has an H.F. of 9.
      Crows and Ravens have an H.F. of 8.
      Canines, small, have an H.F. of 8.
      Felines, small domesticated, have an H.F. of 7.
      Frogs, Toads and other amphibians have an H.F. of 10.
      Lizards of small to medium-size have an H.F. of 10.
      Mice, even cute little field mice, have an H.F. of 12.
      Rats, even white rats, have an H.F. of 13.
      Snakes of small to medium-size have an H.F. of 12.
      Snakes of large size (5 feet/1.5 m or longer) have an H.F. of 13.
      Note: If you are uncertain of an animal’s H.F. use a base
      of 8 for an individual animal, H.F. 10 for a group of ten or
      more.
    Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of such animals. A “swarm attack” is typically 10-20 animals per individual.
    Restrictions and Limitations: The creature summoned cannot possess human-level sentience, it must have an animal intelligence. It must be a simple, small animal like a snake, frog, toad, mouse, rat, bat, bird, squirrel, ferret, weasel, house cat, small to medium-sized dog (7-20 pounds), and similar. Cannot summon insects, large animals or magical or supernatural animals, nor fictional/mythical animals; the creature must really exist on some planet, and it must be known to the character summoning it. The animal is always an adult. If the super being is rendered unconscious, the animals rush to his fallen body and fight to protect it. However, they’ll vanish if he does not wake up within 10 minutes per level of experience.
    A large animal such as a wolf, lion or horse is not possible; no one animal can weigh more than 20 pounds (9 kg) and all of the animals summoned must be the same variety.
    Number of Animals: The smaller and more lightweight the animal, the more the character can summon. The super being can summon creatures that have a combined weight of 30 pounds, +5 pounds per level of experience. For example, a character with a limit of 40 pounds could summon 40-80 mice (depending on the type and size of the mouse species) or small bats or small birds like sparrows, as they are likely to weigh 8 to 16 ounces each. Rats are larger and typically weigh one or two pounds, so only 20-40 rats, medium-sized bats or robin-sized birds could be summoned. Larger animals like ferrets, weasels, squirrels, rabbits, crows or hawks would be limited to 4-8 animals, 2-4 small dogs or house cats, and so on. With experience, the number of small animals that can be summoned increases.
    Range: The creatures appear next to the super being or up to 15 feet away per level of experience. The commanding range is limited to the sound of the summoning character’s voice. That’s typically 100-300 feet, but it could be half that depending on the level of ambient noise.
    Duration: The time it takes for the initial summoning is as follows: Uses up one melee attack if the creatures are on the same continent; it appears in 3 seconds. Uses up two melee attacks if the creatures are on a different continent, and four melee attacks if they are somewhere in the Milky Way Galaxy. Uses two full melee rounds (30 seconds) if the animals must come from another dimension. The creatures remain until dismissed, killed or duration runs out, whichever comes first.
    Damage: Damage listed is per single animal or per groups of 10 animals for swarming attacks(i.e. double damage for 20 animals, triple for 30, and so on).
    • Small Toothless Animals: The bite of many small animals such as frogs and toads may nip and sting but not usually break the skin or inflict real damage (does half an S.D.C. point of damage). Still, they have a Horror Factor and cause fear, panic, and distraction. Note, this does not include poisonous frogs and toads.
      Very Small Animals: Small animals like mice, hamsters, guinea pigs, moles, tiny lizards, garter snakes, the peck of a sparrow and similar small birds and animal bites do only one point of damage. Damage from a group of 10 such animals is 1D6 points per melee round. However, they will also climb up pant legs, crawl into clothing, get into hair and so on, causing most people besieged by a group of 10 or more to brush or pull them off, bat them away, and otherwise try to avoid contact. Even professional fighters and superhumans will be bothered and distracted by a swarm or flock of 10 or more.
      Small Animals and Rodents: Rats, bats, squirrels, rabbits, ferrets, weasels, and similar small, aggressive animals do 1D4 damage from a bite. A group of 10 such animals does 3D6 points of damage per melee round (not all are biting through clothing, armor, or even at the same time).
      Same applies for pecking and clawing attacks from small and medium-sized birds. Flying animals tend to go for the face and eyes.
      Large Bird: 1D4 damage from bite/peck from a large bird like a raven/crow. Tend to go for the face and eyes. Has three attacks per melee round.
      Hawk & Other Small Birds of Prey: 1D4+1 from bite, 1D6 from claw attack. Tend to go for the face and eyes. Has four attacks per melee round.
      House Cats: 1D4 damage from bite or claw attack. Has four attacks per melee round.
      Small Dogs: 1D6 damage from a bite, one point of damage from a (probably inadvertent) claw attack. Has three attacks per melee round.
      Note: Also see distraction penalties under Horror Factor.
    Attacks per Melee: Each command or instruction (attack, stop, run, etc.) given to the animal or group/swarm of animals counts as one of the character’s own melee attacks. To command them, the animals must be within earshot of the super-being. Remember, the super being can summon and dismiss the animals at will. This means he can call forth one type of animal one melee round, dismiss them as soon as the next melee round, and summon a new batch or different type of animals by the third melee round.
    Note: The character who summons the animals cannot see what the animals see or know what they know, they just follow his commands like a trained dog.
Instant Wardrobe (PU1)
By generating a strange sort of inter-dimensional field just around the outside of his own body, the character is able to make his clothing and a small number of personal effects dimensional teleport from his body to a sort of dimensional limbo. The character can store one set of clothing and a modest number of carried effects in the limbo per level of experience, and exchange what he is wearing in and out of limbo as needed. Thus allowing the costumed hero (or villain) to instantly (in one melee action) change his clothing and equipment as needed. For example: The character Battleforce at level four can store four sets of gear and costumes and uses instant wardrobe as follows:
  • 1: This limbo stores his normal hero costume.
    2: In the next limbo he stores his underwater diving gear.
    3: The third limbo holds his heavy battle armor.
    4: The last limbo holds his tuxedo for nights on the town.
In each limbo he can exchange what he's wearing with what's in limbo and vice versa, as needed.
Note: When the character uses his Instant Wardrobe power, the clothing and any items the character is currently wearing switch with those in the limbo he activates.
  • Range: Self/clothes
  • Duration: Instant. Clothes/armor/items do not age
  • Limitations: 20 lbs +5 lbs. per level
Instant Weapon (PU1)
Similar to Instant Wardrobe, only the character can stash two small weapons (knives, short sword, mace, hand axe, pistols, and similar) or one large weapon (sword, pole arm, battle axe, rifle, bazooka, etc.) along with a few extra ammo clips, a box or two of extra rounds, holsters, or carrying case, and similar, directly related items. The character can store one set of weapons and accompanying gear in the limbo per every other level of experience, and call them forth, right into his hand, ready for action (if pre-loaded and primed for action when stowed).
Because weapons are heavier than clothing, fewer limbos can be made. One at levels 1, 3, 5, 7, 9, 11, 13, and 15.
Note: Tools and other types of gear may also be stored in weapon limbo.
  • Range: Self/weapons
  • Duration: Instant. Items do not age
  • Limitations: 50 lbs. +10 lbs. per level
PP Portal (AU)
The super being is able to create a small tear (or portal) in space-time and can slip through it at will. This provides for instantaneous teleportation over short distances. The Portal appears both in front of the super being as well as some distance away at the desired destination. This type of transportation is very useful, but has its limitations. The entrance and exit Portals both appear at the same time, one where the portal-maker is standing and one at the destination point. The second Portal, which is his destination, must be within line of sight, so not only can the character who made it see where the exit Portal is located, but so might an observant opponent. The entrance Portal always appears in front of the Portal-maker, and while it can be kept open to transport others from one location to another, it cannot be opened up under an opponent to cause him to appear elsewhere, nor can the Portal be used to transport someone into a solid object. Otherwise the Portal can be kept open as long as desired until the Portal-maker enters it. Thus, the Portal-maker must always be the last to go through the Portal. A split second after he steps through it, he appears outside the second Portal and the Portal closes at both ends. If the Portal-maker is rendered unconscious the Portal disappears instantly. As far as the end destination, if the Portal-maker can see it, he can create a Portal to it. It takes only one second to step through one Portal and exit from the other. The instant the Portal-maker steps through the Portal at the other end, the Portal closes behind him as if it were never there. The Portal can be made as large as 10 feet in diameter per level of experience.
As the super being gains more experience he can do more with the Portal. Starting at level three, the Portal can be used to go through walls. The Portal creates an opening on one side of a wall, with the exit portal directly on the other side of the wall. The Portal maker steps in one and exits on the opposite side of the wall. This can be a little dangerous as the character cannot see what's on the other side and could literally step into trouble.
At level six, the Portal-maker can create a Portal to his home or base of operation/lair even if he can't see it and it is hundreds of miles away; up to 100 miles per level of experience. This can be done twice per day at level 6, and increases to four times per day at level 10, and six times per day at level thirteen.
At level nine, the Portal-maker can create a Portal that is not a straight-line visible location. He can create a Portal from where he is to a location he sees on a camera, television, computer monitor, or even cell phone. It must be a live feed and an actual place, not a drawing or virtual world. The location can be up to 500 miles away per level of experience. This can be done three times per day at level nine, and increases to six times per day at level twelve.
  • Range: Line of sight, except as noted. If the Portal-maker can see it from where he stands, he can make a teleportation Portal to it. The size of the Portal can be manipulated as desired with a maximum of 10 foot diameter per level of experience.
    Duration: The Portal remains open until the Portal-maker goes through it, until he chooses to close it (after others have gone through without him) or until he is rendered unconscious or killed.
    Attacks per Melee: opening the dual Portal counts as one melee attack/action.
*PP Copy Animal Attributes (PU1)
This is a bizarre power in that it gives the super being the super ability equivalents of a particular animal based on its primary animalistic nature and abilities. These super abilities are not permanent and only a single type of animal can be mimicked at a time, and for a limited period. The character is able to mimic the super ability equivalent powers of any one animal that comes into range. The abilities gained from an animal are both general and limited.
Range: Self, any animal within 600 feet; line of sight (must be able to see the critter he is mimicking)
Duration: The character can maintain the powers of one specific animal for ten minutes per level of experience before it fades and he has to find that animal again or mimic the powers of a different one. Note: Can mimic the powers of a mutant animal too, including special abilities and powers, but only for one minute per level of experience. This power copies, not steals, the mutant animal's abilities.
Limitations: He can change his powers from animal to animal within range, as often as he likes, but each change in powers use up two melee actions/attacks.
Attributes Gained: Remember, the character only gains the equivalent "powers" of one animal at a time. Below is a list of common and notable animals for easy reference. Game Masters may want to work up some additional ones.
  • Amphibians: Frogs and Toads: Amphibious (Major power) or Enhanced Leaping, Hold Breath and Underwater Abilities.
    Apes: Large: Gorillas and Orangutan: Extraordinary P.E., Heavyweight, Superhuman P.S.
    Bats: Flight: Winged (hero actually grows wings), Lunar Strength, Sonar
    Bears: Heavyweight, Superhuman P.S., Claws, and Hibernation & Stasis Field
    Birds and Owls: Flight: Winged (hero actually grows wings), Animal Brother (for that species only, and the character has no familiar) and, in the case of the owl, Heightened Sense of Hearing and Supervision: Nightvision
    Birds: Parrots, Crows, and Myna Birds: Flight: Winged (hero actually grows wings), Extraordinary M.A., and Warp Sound
    Birds of Prey: Eagles, Falcons and Hawks: Extraordinary P.P., Flight: Winged (hero actually grows wings), and Supervision: Advanced Sight
    Bull, Buffalo, Water Buffalo and Moose: Heavyweight, Indestructible Bones, Adrenaline Surge, and Extraordinary Speed
    Cats: Domestic: Lightning Reflexes, Claws and Nightvision
    Cats: Small Predatory Felines: Bobcats and Ocelots: Extraordinary P.P., Lightning Reflexes, Claws and Nightstalking
    Cats: Large: Lions, Tigers and Leopards: Extraordinary P.P., Superhuman P.S., Energy Claws, and Nightstalking - the Leopard (only) also gets Enhanced Leaping and Supervision: Nightvision
    Cattle: Animal Brother (for that species only and he has no familiar), Extraordinary P.E., Extraordinary Speed
    Cheetahs, Gazelles and Ostriches: Extraordinary P.P., and Sonic Speed (major power)
    Crocodiles, Alligators and Monitors: Extraordinary P.S., Hardened Skin, and Underwater Abilities
    Deer and Antelope: Animal Brother (for that species only and he has no familiar), Enhanced Leaping and Extraordinary Speed
    Dogs: Domestic: Animal Brother (for that species only and he has no familiar), Extraordinary Speed, Heightened Sense of Hearing, Heightened Sense of Smell
    Dogs: Wild: Coyotes, Jackals and Wolves: Animal Brother (for that species only and he has no familiar), Extraordinary Speed, Heightened Sense of Hearing, Heightened Sense of Smell and Extraordinary P.E. or Feral
    Dolphins, Whales and Manatees: Sonar, Underwater Abilities, Hold Breath, Superhuman P.S.
    Elephants, Hippos and Rhinos: Extraordinary P.E., Hardened Skin and Supernatural P.S. (Major Power)
    Fish, Sharks and Rays: Underwater Abilities, Wave Rider, Extraordinary P.S., and Heightened Sense of Smell
    Foxes: Heightened Sense of Hearing, Super Burrowing and Criminal Intuition or Extraordinary Speed
    Horses: Animal Brother (for that species only and he has no familiar), Enhanced Leaping, Extraordinary P.E., Extraordinary Speed, and Heightened Sense of Balance
    Hyena: Animal Brother (for that species only and he has no familiar), Heightened Sense of Hearing, Heightened Sense of Smell, and Extraordinary P.E. or Heavyweight
    Kangaroo and Rabbits: Enhanced Leaping and Extraordinary Speed
    Mole: Super Burrowing, Nightvision, and Impervious to Magic or Impervious to Shadows and Darkness
    Monkeys, Lemurs and Chimps: Adhesion, Swing Line, Extraordinary P.P., and Heightened Sense of Hearing, plus the Climbing skill at 94%
    Octopus and Squid: Multiple Limbs or Tentacles of Hair, Extraordinary P.S., and Underwater Abilities
    Porcupines, Hedgehogs and Skunks: Quills & Spines or Stench (for skunks) and Supervision: Nightvision
    Rats, Mice and Rodents: Heightened Sense of Hearing, Heightened Sense of Smell, Super Burrowing, and Nightvision, plus the Climbing skill at 80%
    Reptiles: Snakes and Lizards: Venomous Attack, Heightened Sense of Smell and Heightened Sense of Taste, plus has the Climbing skill at 88%
    Squirrels (all types): Enhanced Leaping, Heightened Sense of Hearing, Heightened Sense of Awareness, and Heightened Sense of Balance, plus Climbing at 90%
    Turtles, Tortoises and Armadillos: Extraordinary P.E., Extraordinary P.S., and Hardened Skin
    Wolverines, Badgers and Weasels: Heightened Sense of Smell, Supervision: Nightvision, Feral and Super Burrowing
    Tardigrade: Swimming 98%, Immune to Cold, Breathe Under Water, Vulnerable to Heat, Ability to Pause Metabolism
PP Warp Sound (PU1)
This is the ability to change and distort sound waves in the vicinity of the character to disguise one's voice (can sound completely different), and produce a variety of minor effects.
  • Range: Self or sound waves within a range of 100 feet + 20 ft per level of experience, unless stated otherwise.
    Damage: None.
    Duration: Up to five minutes per level of experience. Triple when used on one's self.
Warp Sounding Abilities:
  • 1. Amplify Sound/Booming Voice: The character can increase the loudness of his own voice or a specific sound as if turning up the sound on a stereo or television. Increase up to 70 decibels and used like a police bullhorn. The effect can be performed on another person or any type of audio equipment provided the target is within range and line of sight. Making a car stereo suddenly boom (perhaps one after another) can be an effective distraction, with everyone looking in that direction for at least the first 1D4+1 times it happens. It can also be used to drown out conversations and cause trouble.
    2. Muffle Sound: Reduce the volume to as low as a soft whisper (10 decibels). The Sound Warping character can also bend sound around him to muffle his own movement to move almost completely silently. Only characters with heightened hearing might hear the character. No sound of footsteps, no rustle of clothing, breathing, etc. everything is like a soft whisper. +20% to Prowl skill.
    3. Silence Sounds: The character can manipulate sound to completely mute it. This can be done on a living being (human or animal) or audio device and machine to silence them. This can, in effect, temporarily negate the power of spell casters (no sound no spell) and silence stool pigeons.
    4. Disguise/Change Voice: This can be done to oneself for obvious reasons, or one specific person, for fun or confusion, provided that individual is within 100 feet and in line of sight. The voice may sound high or low, male or female, mechanical, gutteral, or lyrical.
    5. Change Sound: In this case the sound is made to be completely different than its true nature. Thus the roar of a revving motorcycle engine can be made to sound like a police siren, or the tinkling of bells, or the rush of wind, or laughter, etc.
    6. Parry Sonic & Sound-based attacks: The superbeing can parry and deflect sonic blasts and sound-based attacks, bending the sound waves around him. Roll just like a normal parry with -2 penalty.
    In the alternative, the character can create a sort of bubble that covers a 10 foot diameter that will warp sound around it, thus protecting those inside the bubble from sound and sonic attacks.
    7. Bend and redirect Sound Waves: The character can warp sound waves to send signals in different directions or back where they came from. For example, an individual is standing in front of the radio can't hear it because the superbeing has redirected the sound waves to go right or left and even around corners. Great for eavesdropping on conversations, concealing conversations and mischief.
    Bonuses: The character's sense of hearing is about twice as good as a normal human's; +1 initiative.
PP Extraordinary ME (HU2:CB1)
A very mentally stable and strong personality that is difficult to suppress or break. This guy has a will of iron.
Bonuses:
  • Increase M.E. to 21 +2d4 (27)
  • +1 to save vs illusions
  • +6 to save vs Horror Factor, possession, all mind altering magic and drugs. Needs a 12 or higher to save vs psionic attack.
L2 PP Heightened Sense of Recall (PU1)
This character has a remarkable type of photographic memory when it comes to remembering factual data (events, names, dates, numbers, etc.). Remembers most things he has read, heard, seen or experienced. Specific blocks of information can be recalled at will and in perfect detail if learned recently (within the last three months), otherwise roll on the table below.
Range of recollection:
  • 01-66% Remembers every detail, much of it word for word.
    67-90% Details are forgotten, but the full essence of the ideas and most important details are clear.
    91-00% Can only recall the most basic concepts and general ideas and intention, no solid or exact details.
L4 PP Multi-tasking (PU1)
The character can use his right and left hands with equal skill and dexterity, but this is much more than simple ambidexterity. This character is able to completely split his mind, using the right and left halves of the brain to concentrate on two separate topics simultaneously. This means that the character can read a book while doing his taxes, he can polish the car while doing a crossword puzzle or he can engage in a gunfight while searching through a criminal's secret files.
The way this works is that the character can, if the situation is right, engage in a full set of melee attacks while simultaneously performing a non-combat skill or melee action (things like searching files or reading the information off a computer, grabbing an object while shooting, etc.). To be able to do this, one set of actions cannot interfere with the other, so no hand to hand combat while reading, but a gunfight while reading would be okay. Plus both sets of actions must occur within the same field of vision, so no doing stuff behind your head, or speaking to someone while spell casting or using a vocal/mouth super ability. Otherwise, two contradictory related actions cancel each other out and the skill or action failes while the shooting becomes wild or fisticuffs are done without benefit of the character's usual bonuses.
Bonuses:
  • Automatically gets the Paired Weapons skill, is ambidextrous (+1 extra attack per melee round), and the usual bonuses apply to combat even when he's doing two separate tasks.
L4 PP Immortality (HU2)
The character who possesses this ability does not age and is immune to disease and sickness. Although he can still be killed by weapons and violence, he will not die a natural death. Once he reaches physical maturity (for humans that's roughly 20 years old), the body stops aging and will retain its youthful appearance and physical attributes forever. No wrinkles will appear, no loss of muscle tone, no hardening of the arteries, no heart attacks, etc. Nothing associated with aging, illness, or natural death will ever affect the character.
Bonuses & Abilities:
  • Immune to all diseases, sickness, and radiation.
  • Natural toxic gases and poisons do only one third their normal damage and effects last only one third as long. Man-made poisons, drugs, chemicals and toxins last half as long and are half as effective and damaging.
  • Heals twice as fast, without scarring. Limbs and appendages that are amputated do not regenerate. Can recover from damage as excessive as 50 Hit Points, +10 HP per experience level, below zero, provided he has not been decapitated or the brain or heart completely destroyed.
  • +3 vs HF, +5 vs possession, +2d6(7) HP, +2d4x10(20) SDC, +1d6(5) PB, +1d4(2) ME, +1d4(2) PE. HP and SDC are combined for MDC (CB1 p.49)
L6 Control the Void (PU3)
This power enables the super being to manipulate and mimic the conditions of outer space. This means the charater only has influence over outer space when actually in space. He or she is far less powerful in an atmosphere.
1. Special Resistance (at all times and in all environments): Can see all spectrums of light, resistant to heat and fire (they do half damage; magic fire does full damage), resistant to laser attacks (they do half damage), and is impervious to radiation, cold and pressure.
2. Star Blast: A powerful bolt of searing energy that can be used in space or any environment. However, range and damage are half anywhere other than in outer space (spaceship, space station, on a planet, etc.).
Damage: 1D6*10 in space (5D6 elsewhere)
Range: 1000 feet +100 feet per level
Duration: Instant.
Attacks per Melee: Each blast counts as one melee attack.
Bonuses: +1 to strike on an aimed shot.
3. Bolt of Cold: A blast of black energy that is so cold it actually burns when it hits.
Range: 500 feet
Damage: 3D6 +1D6 per level
Duration: Instant.
Attacks per Melee: Each blast counts as one melee attack.
Bonuses: +2 to strike on an aimed shot.
4. Radiation Heat Blast: This ability can be used in space or any environment.
Range: 100 feet +20 feet per level
Damage: 3D6 from one hand or eye, or 6D6 damage by a simultaneous attack from both hands or eyes. The victim exposed to the radiation heat blast must roll percentile dice. A roll of 01-30% means they have radiation sickness (see pg. 268 HU2 for effects, penalties and duration of the radiation sickness).
Duration: Instant
Attacks per Melee: Whether one or two simultaneous blasts, it counts as one melee attack/action.
Bonuses: +3 to strike on an Aimed shot, +1 to strike if shooting wild.
Control Over Space, the following can only be done when in space!
5. Protection from Space: The character can negate all of the harmful conditions of space (i.e. negate the cold, stop harmful radiation, create a pocket of air, etc.) around himself and/or inside a crippled spaceship or a 15 foot diameter bubble around others. This can be maintained for as long as the character consciously desires to keep it in place.
Flawless Sense of Direction and Distance in Space:
This ability works to a range of one light year per level of experience. The character can look at a planet and using this power, will be able to tell how far away it is and how long it will take to get there using different forms of conveyance; +10% bonus to all navigation skills.
Gravity Well and Gateway Activation: The character can use gravity wells, black holes and interstellar Gateways (without the necessary codes or equipment) to jump from one location to another. The character must see the gravity well or Gateway he wishes to activate, either through a viewport, magnetic wall, or from outside the spacecraft. The activation requires a melee round of concentration, but any size well can be opened/activated. Once the well is open, the character and/or another spacecraft can fly through to another part of the galaxy. The opening lasts only a few seconds and closes 1D4 seconds after he enters the portal. This ability can also be used to ease the trip through a dimensional siphon or black hole, reducing the damage by half; however, such rigorous testing of this power requires the character's total concentration; no melee attacks or actions can be taken while inside a siphon or black hole.
6. Meteor Shower: The character can create one small, soccer ball-sized meteor per level of experience and hurl them at a single target, one at a time or in volleys of two or more.
Range: Up to 6000 feet
Damage: Each one does 5D6 points of damage.
Duration: Instant.
Attacks per Melee: One at a time or a volley of two or more count as one melee attack.
Note: In the alternative, the character can direct an existing meteor weighing up to one ton per level of his experience to avoid hitting him, or to change its course, pick up speed and be directed to hit a specific target. In this case, range is doubled and the meteor does 2D4*10 damage per ton!


M.O.S. Skills
Prowl -- 91% (+5%)
Detect Ambush -- 86% (+5%)
Climbing -- 101% (+5%)
Depressurization Training
Pilot: Small Military Spacecraft -- 115% (+4%)
Zero Gravity Combat: Elite
W.P. Rifle
W.P. Handgun
W.P. Blunt
Hand to Hand: Commando

Other Skills
Field Armorer -- 101% (+5%)
-- Basic Mechanics 91% (+5%)
Demolitions -- 107% (+3%)
Demolitions Disposal -- 107% (+3%)
Military Parachuting -- 101% (+5%)
Intelligence -- 81% (+4%)
Detect Concealment -- 81% (+5%)
Tracking -- 81% (+5%)
Wilderness Survival -- 91% (+5%)
Pilot: Personal Anti-Gravity Transportation -- 96% (+5%)
Pilot: Horsemanship -- 99% (+4%)
Forced March
Gymnastics
-- Sense of Balance -- 97% (+3)
-- Work Parallel Bars & Rings -- 107% (+3)
-- Back Flip -- 110% (+2)
-- Climb Rope/Rappel -- 100% (+2)

Boxing
W.P. Energy Rifle
W.P. Heavy
W.P. Heavy Energy Weapons & Rail Guns

Secondary Skills
Pilot: Robot -- 76% (+5%)
Business & Finance -- 81% (+5%)
Swimming -- 96% (+5%)
Basic Electronics -- 86% (+5%)
(PP) Robot Combat: Type III Exoskeletons
This skill provides the character with training using a specific class of robot: Type III Exoskeletons.
Type III Exoskeletons
  • +2 additional attacks per melee round
    +2 to initiative
    +2 to strike
    +2 to dodge

L3 Appraise Goods -- 66% (+5%)
L3 Barter -- 61% (+4%)
L3 Computer Programming -- 66% (+5%)
L6 Salvage -- 56% (+5%)
L6 Sign Language -- 46% (+5%)
L6 Public Speaking -- 51% (+5%)

Basic Skills
Language: Arismal/American -- 131% (+5%)
Language: Imperial Trade Tongue (Les Iban) -- 111% (+5%)
Literacy: Arismal/American -- 106% (+5%)
Mathematics: Basic -- 111% (+5%)
Military Etiquette -- 101% (+5%)
Radio: Basic -- 111% (+5%)

Extraordinary Intelligence Skills
AoE Interrogation -- 101% (+5%)
AoE Impersonation -- 95/81% (+4%)
Find Contraband -- 76% (+4%)
Undercover Ops -- 91% (+5%)
Streetwise -- 65% (+4%)
I.D. Undercover Agents -- 95% (+4%)

Conversion Skills (L3)
Radio: Basic (see Basic Skills above)
Computer Operation -- 91% (+5%)
Language: Demongogian -- 96% (+3%)
Language: Dragonese/Elven -- 96% (+3%)
Pilot: Jet Packs -- 83% (+4%)
Pilot: Tanks & APCs -- 77% (+4%)
Pilot: Warships & Patrol Boats -- 81% (+4%)
Robot (and Power Armor) Combat: Basic
  • +1 additional attacks per melee round
    +1 to strike in HtH combat
    +1 to parry in HtH combat
    +1 to dodge
    +1 to roll with impact
    Robot (and Power Armor) Body Block/Tackle/Ram

Sensory Equipment -- 71% (+5%)
Weapon Systems -- 81% (+5%)
+1 to strike with integrated weapon systems
W.P. Energy Pistol
W.P. Shotgun
Anthropology -- 66% (+5%)
Research -- 76% (+5%)


Combat Data
HTH Type:

Level 1: Starts with four attacks/actions per melee round, WP Paired Weapons, body flip/throw, body block/tackle and +2 save vs HF
Level 2: +1 initiative, +1 to strike, +2 to parry and dodge, +3 to roll with punch/fall/impact and +3 to pull punch. Backward sweep kick, used only against opponents coming up behind the character. Does no damage: it is purely a knockdown attack (same penalties as body flip) but cannot be parried (an opponent can try to dodge it but is -2 to do so)
Level 3: +1 on initiative, +1 to disarm, and Karate punch/strike (does 2D4 damage)
Level 4: +1 additional attack/action per melee and Karate kick (does 2D6). The karate-style kick starts with bringing the knee, folded up to chest level, then the foot is completely extended.
Level 5: +2 to automatic dodge and all foot strikes.
Level 6: +2 on initiative, +1 to strike, parry and dodge, and +1 to body flip/throw.
Level 7: +2 to damage, +1 to save vs HF, +1 to disarm, +1 to automatic dodge and +2 to pull punch.
Level 8: +1 additional attack per melee, jump kick, +2 to body flip/throw and +1 to roll with punch/fall/impact.
Level 9: Death blow on a Natural 18-20! +2 to pull punch.
Level 10: +2 to save vs HF, +1 on initiative and +1 to strike
Level 11: +1 to disarm, +1 to pull punch and +2 to body flip/throw.
Level 12: +2 to damage, +1 to parry and dodge, +2 to automatic dodge.
Level 13: +1 additional attack/action per melee.
Level 14: Can perform holds and is +1 on initiative.
Level 15: Critical Strike on a Natural 17-20.

Number of Attacks: 7 (6)
Initiative Bonus: +6
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
Auto-Dodge: +4
Disarm Bonus: +3
Body Flip/Throw: +2
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Other:
Basic Moves & Special Techniques:
Body Block/Tackle, Body Flip/Throw, Disarm, Roll w/Punch, Pull Punch, W.P. Paired Weapons, Backward Sweep Kick, Karate Punch/Kick (2d6), All foot strikes

Zero-G Combat Data
Type: Elite
Number of Attacks: 8 (7)
Initiative Bonus: +7
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
Auto-Dodge: +4
Body Flip/Throw: +2
Disarm Bonus: +5
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +8
Other: +10 Spd.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt -- +3 to Strike, +3 to Parry, +1 Strike when thrown
W.P. Handgun -- +3 to Strike
W.P. Rifle -- +4 to Strike
W.P. Energy Rifle -- +3 to Strike
W.P. Heavy -- +3 to Strike
W.P. Heavy Energy Weapons & Rail Guns -- +3 to Strike
L3 W.P. Energy Pistol -- +2 to Strike
L3 W.P. Shotgun -- +2 to Strike

Saving Throw Bonuses (if Mimic/revert to base stats)
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)
Post Templates

Code: Select all

-----------------------------------
Perception: [roll]d%[/roll] | 57%
JIC: [roll]1d20[/roll] | [roll]d%[/roll]%
-----------------------------------
[size=85][ooc=Constant Abilities][url=https://pbprpg.org/forums/viewtopic.php?p=302400#p302400]Character Sheet[/url]
[list][*]Eye of Odin (left eye): 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)
[*]Swallowing Limbo [600lbs nonliving] (0/12 people, 6d6 days)
[list][*]<empty>
[*]<empty>
[*]<empty>
[*]<empty>
[*][/list]
[*]Instant Wardrobe [55lbs each slot] (2/6)
[list][*][url=https://www.pbprpg.org/forums/viewtopic.php?f=950&t=17208&p=1358570#p1358570]TFRC-02 FreeRunner Combat Exoskeleton[/url]
[*]<empty>
[*]NG Bush Pilot Armored Jumpsuit
[*]<empty>
[*]<empty>[/list]
[*]Instant Weapon [110lbs each slot] (2/3)
[list][*][url=https://www.pbprpg.org/forums/viewtopic.php?f=954&t=16775&p=1357906#p1357906]Wilks 1000 Pulse Laser Cannon[/url]
[*][inline=Instant Weapon Bundle][list][*]x2 NG-S2 Basic Survival Pack (10 lbs each, 20 lbs total)
[*]x5 All-in-One Utility Belt filled with assorted MREs, assuming 5 MREs per belt (5 lbs each, 25 lbs total)
[*]x1 Overland Harness and Frame Backpack filled with x10 Standard First Aid Kits (45 lbs total)[/list][/inline]
[*]<empty>[/list][/list][/inline]
[inline=Stats][size=85][list]MDC: [color=green]297[/color]/297
PPE: [color=green]13[/color]/13
[/list][inline=Stored in Instant Wardrobe][b]TFRC-02 FreeRunner Combat Exoskeleton[/b]
[img]http://pbprpg.org/images/upload/2018/12/14/20181214150651-11135936.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Helmet: 45
[*]Arms: 40 each
[*]Legs: 45 each
[*]Main Body: 100[/list]
Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
[u]Features:[/u]
[list][*]All Features of Triax EBA
[*]Molecular Adhesion Pads on hands and feet
[*]Impact Absorbing Systems (p.89, MercOps)
[*]Triples wearer's speed, fatigue reduced to 20% usual rate
[*]Increase leap ability by 50%
[*]Infrared & thermal masking[/list]
Book Reference: [url=http://www.pbprpg.org/forums/viewtopic.php?f=172&t=700&p=5432#p5432]Kraus Imported Arms[/url][/size]

[b]NG Bush Pilot Armored Jumpsuit[/b]
[img]http://pbprpg.org/images/upload/2018/04/25/20180425165122-cfbb704e.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Flight Helmet: 35
[*]Arms: 9 each
[*]Legs: 20 each
[*]Main Body: 25[/list]
Weight: 6 lbs.
Modifiers: None
[u]Features:[/u]
[list][*]Flight helmet includes built-in radio and nightvision goggles[/list]
Book Reference: p.77-78, WB33[/size][/inline]
[inline=Stored in Instant Weapon][b]Wilk's 1000 Pulse Laser Cannon[/b]
[img]http://pbprpg.org/images/upload/2017/11/24/20171124091900-0b741ed9.png[/img]
[size=85][list][*]Range: 3000'
[*]Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
[*]Rate of Fire: Single shots or 3-pulse bursts only
[*]Payload: 240 shots with a portable generator
[*]Weight: 40 lbs.; portable generator weighs 70 lbs.
[*]Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
[*]Modifiers: None
[*]Book Reference: p.104, MercOps[/list][/size][/inline]
[b][u]Saving Throw Bonuses (if Mimic/revert to base stats)[/u][/b]
[url=https://pbprpg.org/forums/viewtopic.php?p=1364772#p1364772]Eye of Odin[/url] grants +1 save vs all (not included below)
Coma/Death: 28% (+4%)
Toxins (15+): +7 (+1)
Magic (varies): +7 (+1)
Magic (Illusions): +10 (+2)
Magic (mind-altering): +15 (+7)
Lethal Poison (14+): +7 (+1)
Non-Lethal Poison (16+): +7 (+1)
Insanity (12+): +16
Psionics (12+): +7
Horror Factor: +13
Disease: +7 (+2)
Drugs (mind-altering): +8 (+6)
Possession: +13 (+6)[/size][/ooc][ooc=Active Magic and Psionics][list][/list][/ooc][/size]
HU2 Alien XP Table
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Last edited by Daisuke on Wed Jul 17, 2024 5:02 am, edited 13 times in total.
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Daisuke
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Posts: 200
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Daisuke Hamamatsu: Background

Post by Daisuke »

Background Story
Hamamatsu Photonics wrote:Made famous for producing the combat goggles that Arismal must wear when encountering light brighter than what is native on their homeworld, Hamamatsu Photonics (HP) has expanded into creating the A.D.F.'s various heads-up-displays and cameras for surveillance. This mid-sized company with large-scale military contracts was essentially destroyed with the destruction of Arismal.
The third son of Mitsui Hamamatsu, patriarch of Hamamatsu Photonics, Daisuke was bound for the military. His older brothers had already taken executive positions within the company and were slated to be its leadership in the next generation. For a third-born, his only means to distinguish himself was to serve the military. Daisuke knew his duty and despite the lack of natural physical or mental acuity, his determination and work ethic saw him perform well through training. From a young age, he studied various martial arts and learned to combine them into an effective combat style appropriate for his lack of physical talent. Like a Hoshi philosopher once said, "It is the submerged rock that is unaffected by the crashing wave, not the one that stands tall." Daisuke tries to implement the tenants of patience and self-discipline learned in martial arts to other aspects of his life. He understands that there will always be those bigger, stronger, faster, more cunning than he. But his determination and focus helps him turn the enemies' strengths against them.
Flashback: 14 year old Daisuke wrote:Michio wasn't a bully in the traditional sense of the word. He didn't stuff you in your locker or beat you up on the playground after school. Instead, this cunning child waged a bit of a psychological warfare on you. Words were his weapons, emotions the means by which he made you do what he wanted. Michio always got his way.

One day, Daisuke came by Michio who had fallen through some thin ice and was struggling to keep his head above the freezing water. Michio's 'friends' were wringing their hands helplessly in the periphery, impotent to help. Filled with the valorous teachings from his father, Daisuke courageously risked his own life and rescued Michio from certain death. Though he did not know it that day, it became an act that he would soon learn to regret and threatens to unravel his moral compass.

At 14 years old, Daisuke was average in just about every way. He was an honest kid just trying to fit in with everyone else. For the most part, he was quite successful in this. He had a best friend named Yumiko whom he passed his free time with at school. Daisuke had known Yumiko since grade school. She and he worked on assignments together, played on the playground together and ate meals together. The past six months had been a bit strange however as Yumiko had begun to blossom from a girl into a woman. Her physical changes drew attention from classmates that previously did not know she existed. One of whom was Michio.

Not quite knowing what was going on, Daisuke naively watched as Michio manipulated Yumiko, driving a wedge between the two of them. For the first time, Daisuke found himself confused and angry. Michio was filling Yumiko's mind with lies that poisoned their relationship. When Daisuke asked his father what he should do, he preached more fortitude, discipline and honesty. Since his respect for his father ran deep, Daisuke followed his advice even though his heart screamed for him to fight. Daisuke continued to beseech Yumiko to stop listening to Michio, but that only further drove them apart. In a vocal confrontation between the three of them, Daisuke nearly came to blows with Michio whom Yumiko now fervently defended. Daisuke conceded the confrontation and was banished by Yumiko, asking that he never speak to her again. The look of Michio's smirk that day is etched into Daisuke's mind. Two weeks later, Michio and Yumiko stole a hovercycle and were involved in a terrible crash. Only Michio survived.

Deep inside his psyche, this loss chipped a crack into Daisuke's belief system. A tiny part of him believes that his nobility that day when he saved Michio's life instead brought more evil into the world. If Michio's life had not been spared, Yumiko would still be alive. Evil won because Good was too nice.
Day 00. Low-gravity Field Training Exercise (FTX) final exam: Atop spinning asteroid Messina
Daisuke carefully peaks over the ridge, exposing his head for no more than a couple seconds. Ducking back beneath cover, he conveys to the squad what he sees. "Fortified bunker with three hardpoint defenses. Charlie is exposed on their approach. Set up the mortar, target the bunker." Daisuke gestures the mortar setup location to the three man team. "Ramirez to the left. Suppressing fire. Morgan to the right, eyes on the approach, signal when Charlie makes their move. We are to be the distraction while Charlie takes the bunker." His squad-mates nod in quick affirmation, splitting the remainder of the squad up to complete their assigned tasks.

"Contact!" their radio belches a moment later. It is Charlie squad. Daisuke scrambles to crest the ridge again to get another look. He immediately sees that their companion squad decided to move early and are now enduring withering fire. "Change of plans. Tyson, Bocci, on me. We make the assault. Once we enter the bunker, move in to reinforce us." Daisuke and his two fast-mover melee specialists quickly make a bee-line for the bunker. The fast-acting gamble pays off as the three wreak havoc in the enemy lines, forcing their attention away from the remainder of the two squads. As the defensive fire slows, the others are able to make a hasty approach and the exercise soon becomes a route.

Afterward, the trainees are gathering their equipment from the field when everything is suddenly bathed in bright white light and their comms go down. Bewildered, instructors and trainees alike gather together before Ramirez is the first to notice. "The frak..." he utters as he points skyward to where Arismal used to be.

Day 03. Aboard the Arbalest:
Daisuke stares hard at the "HP" logo imprinted on the inside of his combat goggles. The mood aboard the destroyer had been a mixture of solemnity and rage as the destroyer moved to reunite with the rest of the fleet. Leaning more toward the former than the latter, the young Arismal confines himself to his bunk, struggling like so many others with the loss of their home.

Cloaked in solitude, he takes the first step to inner serenity. He presses two fingers against his sternum, finding his center-point. With intense focus, he wills away the poisonous despair that threatens to overwhelm him. After a few minutes, Daisuke's mind is clear. A clean, blank slate. And he breathes in slow, letting the recycled air fill his lungs. I am the submerged rock. He thinks while exhaling, letting his worries flow out of him. Daisuke is largely successful in his self-purge, but not completely. Hidden from his consciousness, there remains a tiny twinge of anger stuck in the back of his mind like a nagging barb. Moments later, he is up and off to report for duty.

Day 184. Diplomatic Deployment Delta-Five-Seven
"Comin' up on the drop! I expect you boys to take care of business and to be home by dinner!" the Staff Sergeant belts above the roar of burning atmosphere outside, tapping his helmet then vest to indicate for all the troopers to check their gear.

Daisuke stands, checks the chute of the man in front of him, taps their helmet, then checks the front of his gear before he feels a tap on his own helmet. Something about the specifics of this mission felt wrong to his burgeoning military instincts.

Ever since his brief brush on Day 41 helping suppress an attempted coup with the living legends, the 1st S.O.G., he had been a man without a home. Of course all Arismal shared the same woeful fate. But he was one of a select few that didn't seem to settle into a particular squad once the dust cleared. Likely top brass was still in-fighting to some degree and he just got unlucky. Or perhaps there was someone near the top who remembered his small role in helping the 1st S.O.G. secure the admiralty and was working to undermine his career. Regardless the reason, he seemed to be in a continual loop of deployments that involved a lot of walking around and even more waiting. Whenever action was on the horizon, he would be re-assigned. It was as if purpose and glory would forever be an aspiration just beyond his reach.

Green light.

Feeling a bit like walking through a dream where he relives the same day over and over again, Daisuke jumps with his squad. They land on-target and gather beneath a small copse of trees.

"Good jump fellas. Well done. Cave entrance is 1500 meters North by Northwest." Daisuke remarks, lifting his face-plate before addressing his troopers, "Remember, this is a rescue mission. The local chieftain's daughter has been kidnapped by some mountain hermit in that cave. And we are here to provide a show of force, convince the hermit to relinquish her into our custody. In return, ADF gets a cut of their harvest for the next five years. Let's do this by the numbers. I don't know about you, but I'm sick and tired of protein paste and am looking forward to some fresh fruits and veg." With a flick of his wrist, Daisuke deploys his two scouts, "Harris, Thielen, get eyes on the cave and find a vantage with cover. You're overwatch. Everyone else, on me."

Nature and life abound on the planet. Though he does not say it aloud, it feels good to tread through the low grass and Daisuke re-lives the stolen few breaths of fresh air in his mind as they march toward the mouth of the cave. "Two bipedal thermals. Think one is the hermit, the other the daughter. Cave is large, 50 meters in diameter, but no tunnels." Thielen reports over the comms in a timely fashion. "Roger that. Time to meet the neighbor." Daisuke keys back.

Stepping into the mouth of the cave, Daisuke's HUD polarization lightens as he makes his introduction, "Good morning. My name is Lieutenant Daisuke Hamamatsu of the Arismal Defense Fleet. We are here at the request of that young lady's father." He gestures at the thermal signature on the right before his normal vision acclimates and he sees her chained to the wall with a neck manacle. Biting back the angry words bubbling in his chest, he continues at diplomacy, "As you can see, we have the cave surrounded. For all parties involved, I recommend you remove her bindings and turn her over to us."

As Daisuke speaks, the ragged hermit slowly advances on the Hoshi man. The low growl rumbling from his throat suggesting either that he did not understand or perhaps care about the olive branch being offered. Now standing fully before Daisuke, angry breaths against his faceplate temporarily fog his view. "No." is all the hermit says before backhanding the Lieutenant square in the chest, sending him flying with the force of a cargo truck. Immediately, Daisuke's squad opens fire.

"Check your aim!" Daisuke reminds his squad through short gasping breaths. He finds his feet and is greeted with the sight of the hermit reverting back to its natural form. That of a 30 foot-long horned lizard with wings. The Hoshi man's eyes go wide at the unexpected development. And he immediately sees the need to re-engage as the beast seems to shrug off the weapons-fire, closing on his teammates and knocking them around. Realizing the need to even the odds, Daisuke focuses his energies and tries to mimic the beast, a surge of raw power and innate abilities flood his body. Using some manner of magical flight that must be innate to the beast, Daisuke bodily collides with the beast and grapples it with equal strength, fighting for supremacy. "Rescue her! I'll harry this beast!" Daisuke roar-commands to his squad as he hip-tosses the beast with an earth-shaking tremble that defies the laws of physics. The beast lashes out in return, vice-like jaws quickly rendering his armor a tattered and useless mess. But when teeth meet Daisuke's flesh, they find no purchase. He appears as hardened as his foe and just like the beast, wounds seem to mend before one's eyes.

Daisuke's squad are professional and efficient in following their CO's orders. Fast movers break off the attack and make for the chained woman with their slower companions pulling up the rear with fire support. While Daisuke delays the beast's return to its domicile, his team detonate shaped charges that make short work of the chain holding her in place. Almost clear of the mouth of the cave, Daisuke notices a searing heat growing in the beast's throat as he grapples with it. He manages to redirect a gout of super-heated fire before his focused effort is rewarded with a tail strike to his temple that allows the beast to take flight unimpeded.

It inhales deeply and belches out another gout. Not having enough time to reach the beast's head, Daisuke instead throws himself bodily in the path of the raging inferno to give his compatriots a chance to escape. Now completely naked and devoid of any of his gear, Daisuke is still nonetheless relatively unscathed. He launches himself anew at the beast who roars in frustration. A split second before the Hoshi man makes contact, the beast vanishes, seemingly willing itself beyond space and time to a different place. "Ho ho ho, can't get away from Kondo that easily." Daisuke exclaims before tapping the beast's same ability, but to much different effect. His teammates witness the disappearance of their CO and are left amidst smoldering silence, to complete the mission without him.

======================

[9 months later] Croftonland -- Last Remnant of Red Eclipse
Daisuke checks his gear again, while sighing to himself. He had learned a lot since that fateful day he appeared ash-covered, but otherwise naked in a meadow. He had learned the powers he borrowed was from a mythical beast that existed (usually in the shadows) in reality, an adult dragon. And that the world he accidentally dimensionally teleported to was some sort of nexus for conflict, especially among the powerful. Moving forward, he would need to be prepared to be perpetually surprised. The unexpected is to become mundane.

Red Eclipse, the squad that recognized his talent when few others could, was designed to be an advanced scouting party. But by Daisuke's measure, that simply meant that they relied primarily on stealth and speed for their survival. Unlike his Arismal teammates, they brought unique skills to the situation but no unique powers. When stealth and speed was not enough, there was little they could do in the face of doom. At least they left a parting gift, called in an airstrike that slowed the Deevils' progress down. But personally, Daisuke could feel his inner demon (Kondo) growing in strength. Pain, anguish and sadness was its fuel and the past couple years were abundantly fruitful in such currency.

They (Red Eclipse) were a fun-loving bunch though. Took him in and taught him about this crazy new planet he was marooned on. And he found New Paducah to be a fascinating place until their deployment to Croftonland in the Lakes region refocused his attention on conflict and combat.

For the last few months, Croftonland had been a bloodbath. By last count, over two hundred other mercenaries, nearly a thousand civilians had paid the ultimate price in this extended and unconventional conflict. Still, after the gruesome encounter that claimed the lives of his compatriots, Daisuke finds himself back in a familiar place... waiting to be assigned.

"You think it's true?" Daisuke asks Braylon, a young tech working on weapon systems alignment. "Five-O says so. Says they're bringing in some heavy hitters from MercTown too. Maybe they're talents'll help with some sorta breakthrough." Braylon responds before jiggling a wire free of its attachment, "Damn solder won't make a good connection!"

Nodding noncommittally, Daisuke commiserates with a far-off look, "Yea, that's a tough one. Don't forget to take a break every once in a while, get some air, clear your head... Take care buddy." The Hoshi man claps Braylon on the back warmly before stepping back out into the camp and looking toward the horizon.

Heavy hitters from MercTown, huh. I wonder who the reinforcements are?
Last edited by Daisuke on Sun May 31, 2015 4:58 am, edited 2 times in total.
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Daisuke
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Daisuke Hamamatsu: Gear

Post by Daisuke »

Equipment

Carried/In Hand

Worn on Person
  • Casual Clothes
  • CP-40 <slung>. Current e-clip: 12/21 shots.
  • 6 spare e-clips
  • Eye of Odin (left eye replaced w/ Eye of Odin)
  • Heirloom: Small Bamboo Whistle Necklace on a leather strap (worn around neck)
Instant Wardrobe [60lbs each slot] (5/6) Instant Weapon [110lbs each slot] (3/3) 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: NG-T6 Taser Neural Disruptor
• 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

Credits: unsecured card with 2000 credits

Gear Stats
Gear
Code:
TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms


Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 500 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE


CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
    Upgrades and Packages
    • HUD Visor Allows 6 different screens to be viewed without impairing vision.
    • Basic Weapons Package
      • Retractable Energy Blade (Right Forearm)
        • Damage: 3D6 M.D.
      • Garrote Strangle Cord (Left Wrist)
        • Damage: 4D6 (+P.S. Damage Bonus)
      • Plasma Flame Thrower
        • Range: 200' (20' AoE)
        • Damage: 5D6 M.D.
        • Payload: 15 Shots per E-Clip
      • Utility Laser Finger
        • Range: 1,000'
        • Damage: 2D6 M.D.
        • Payload: 20 shots. (Standard E-Clip)
    • Robotic Exoskeleton
      • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
      • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
    • Built-In N-F20A Force Field
      • M.D.C.: 75
      • Voice Activated
    • Laser Distancer & Targeting
      • +1 to Strike with Hand Held Ranged Weapons
      • Range 2,000'
    • Optics Enhancements
      • Passive Night Vision: 3,000'
      • Telescopic Vision (up to 20x Magnification): 1 mile
      • Macro-Lens (6x Magnification)
      • Thermo-Imager: 2,000'
      • Light Polarization
    • Mini-Radar/Sonar System
      • Can track up to 12 targets
      • Range: 2 miles
    • Integrated Sensor Pod
      • 360° scanning capability
      • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
    • Advanced Communication Package
      • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
      • Range: 30 miles
    • IFF & Targeting Computer
      • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
      • Can Identify up to 6,000 targets with 92% accuracy
    • Psionic Electromagnetic Dampers
      • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
    • Identification Package
      • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
      • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer

Book Reference: p.37-39, DB8


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • Flight Helmet includes built-in radio and Nightvision goggles

Book Reference: p.77-78, WB 33


T-43 Explorer
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 20 each
  • Legs: 25 each
  • Main Body: 70

Weight: 20 lbs
Modifiers: Good to fair mobility, -5% to Climb and Swimming, -12% to other physical skills.
Features:
  • All features standard to Triax environmental armor (p.34, WB5)

Book Reference: p.56, WB 34


A.D.F. Combat Goggles
Image
M.D.C.: 1
Features: automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the lenses whenever exposed to light in excess of 35 watts. Can receive and display visual data on the inside of the light emitting polymer lenses.


NG-T6 Taser Neural Disruptor
Image
  • Range: 100'
  • Damage: 1D4+special (see features)
  • Rate of Fire: Single shots only
  • Payload: 8 darts
  • Weight: 4 lbs.
  • Features: save vs neural stun (16+) or be knocked-out; successful save: -4 to strike, parry and dodge for 1D8 melees
  • Modifiers: Ineffective against M.D. beings or EBA of 40+ M.D.C.
  • Book Reference: p.91-92, MercOps


Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


GAW .50 Six Barrel Machine-Gun
Image
  • Range: 8,000'
  • Damage: 2D6x10, or 2D6x100 burst
  • Rate of Fire: Single shots or 10-round bursts only
  • Payload: 300, 600 or 1,200 round disintegrating belt or belt fed drum
  • Weight: 85 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops


Eye of Odin (Patron Item) (left eye replaced w/ Eye of Odin)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)
[/list]
Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.


Heirloom: Small Bamboo Whistle Necklace on a leather strap
This necklace was given to him by his father. Its lineage can be traced back to the Hoshi warriors of old. It is a symbol of recall. Worn by warriors who go out to fight and returned to the clan when their service is done. Either through retirement of their martial duties, or death.

TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms
Last edited by Daisuke on Fri Apr 19, 2024 9:47 am, edited 4 times in total.
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Re: Daisuke Hamamatsu (HOO-RAH!) LEVEL UP!

Post by Daisuke »

Dice Rolls

Toy Control (Not Allowed) Re-roll: Invalid dice code! <== Becomes Earth Empowerment
EP Expenditure 3/7/2020 Superpower Rolls
(Major: "Greater choice of individual powers") <== Magnetism
Invalid dice code!

(Minor: "Greater categorical choice") <== Warp Sound
Invalid dice code!

(Minor: "Greater choice of individual powers") <== Extraordinary ME
Invalid dice code!
ME Bonus: 21+ Invalid dice code!
Dimensional Origin additional save vs insanity: Invalid dice code!


L3 HP: Invalid dice code!
EP Expenditure 6/14/2020 Superpowers Rolls
(Minor: "Greater categorical choice") <== Heightened Sense of Recall
Invalid dice code!
Extraordinary PE: Invalid dice code!
  • SDC: Add Invalid dice code! *10
    HP: Add Invalid dice code! + Invalid dice code!. 1d4 per level
Extraordinary IQ: Invalid dice code!
L4 HP: Invalid dice code! + Invalid dice code!
EP Expenditure 10/14/2020 Superpowers Rolls
(Minor: "Greater categorical choice") <== Multi-tasking
Invalid dice code!
EP Expenditure 11/18/2020 Superpower Rolls
(Major: "Greater choice of individual powers") <== Immortality
Invalid dice code!
HP: Invalid dice code!
SDC: Invalid dice code!
PB: Invalid dice code!
ME: Invalid dice code!
PE: Invalid dice code!
L5 HP: 1d6+1d4: [6]+[4] = 10
L6 HP: 1d6+1d4: [3]+[3] = 6

MGP Expenditure 7/3/2024 Rolls
Superpower (Major: "Greater choice of individual powers")
d%: [89] = 89 <== Control Energy (category)

d%: [88] = 88 <== Super Energy Expulsion
d%: [16] = 16 <== Control the Void
d%: [26] = 26 <== Drought

Attribute Boost (applicable to attributes under 16, +1D6). PS: 1d6: [1] = 1
Attribute Boost (applicable to attributes under 16, +1D6). MA: 1d6: [5] = 5
Attribute Boost (applicable to attributes under 16, +1D6). PP: 1d6: [5] = 5
L7 HP: 1d6+1d4: [5]+[1] = 6
Last edited by Daisuke on Wed Jul 17, 2024 4:10 am, edited 10 times in total.
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Character Development

Post by Daisuke »

Further Character Development

Concept Development
  1. What emotions best describes your character?
    Grit and Resolve
  2. What emotion does your character evoke in others?
    Confidence & Inspiration
  3. What does your character need most?
    Belonging. Striving to compensate for lost family/friends (and lost Arismal people).
  4. What is your character’s goal in life?
    Rebuild. Legacy of his race. Legacy of his Family name.
  5. How does your character believe this goal can be accomplished?
    Perseverence, Hard Work, and Innovation.
Background
  1. Where did your character come from?
    The planet of Arismal, lost to a catastrophic FTL accident. Hoshi (Japanese/Asian equivalent) descent.
  2. When did you grow up?
    Years leading up to the destruction of Arismal.
  3. What values does your character hold?
    Discipline, Honor, and Justice. Absolutely abhors bullies and deceit. Unfortunately, due to traumas endured in life, his psyche has fractured. There is a darker more malicious portion of Daisuke (refers to himself as Kondo) that uses the fulcrum of "strength" as leverage to taint Daisuke's actions. This psyche is strongest when injustice (and Daisuke's core personality's lack of ability to prevent it) is plain and center. Kondo promotes an honor-bound "ends justifies the means" attitude, causing Daisuke to covet wealth as a means to power and potentially dip his toe in criminal enterprise. If Daisuke listens/follows Kondo's impulses, and path to power, he is liable to become precisely that which he abhors.
  4. How does your character dress?
    Sent to military academies at a young age and not privy to the luxuries of his family legacy, Daisuke follows a plain military dress code by default. Increasingly, he will utilize variety in dress (and his abilities to rapidly change) as a tool of his burgeoning tradecraft.
  5. What are your character’s means?
    All of his family's immense wealth (of which he was not privy, being the third-born son) was lost with the destruction of Arismal. He begins his adventuring career destitute with nothing but the clothes on his back. But his long-term vision is expansive as he seeks to rebuild the Hamamatsu business empire. He keeps a keen eye out for business opportunities (that will almost certainly diverge from the ubiquitous military-grade goggles and optics his family name was famous for on Arismal).
Details
  1. What are your character’s personal tastes?
    Unbeknownst to him, Daisuke will develop a taste for finery (because it instills warm feelings from his childhood). But this will not be discovered until he has the means to achieve it.
  2. What are your character’s opinions?
    A man's word is his bond. Actions speak louder than words. A single true friend is worth a thousand distant admirers. Daisuke strives to live up to ideals instilled in him when he was young. Diligence, Patience, Duty. However, Kondo's hooks are in deep and depending on whether his life philosophy yields positive or negative results will determine which direction Daisuke's moral pendulum may swing.
    His time as a military man has taught him that life is not always fair. There are almost certainly forces working against one's desired results. So Daisuke has (just prior to his arrival on Rifts Earth) cast aside naive idealism in favor of a more measured and tactical approach. Though he abhors deceit, he is persistently on guard against it. Not quite full-fledged paranoia, this cautiousness has nonetheless kept him alive so far in the unpredictable new world.
  3. What is your character’s comfort zone?
    Combat and technology are where Daisuke is most at home. He aspires to be a wildly successful businessman (as his heritage denotes), so studies business and the nature of people astutely. Magic confounds him. Psionics less so (because he has tasted its powers in the past via Mimic).
  4. Who has had the biggest impact on your character’s life?
    The loss of Arismal. Then his sudden arrival on Rifts Earth in the midst of a heated battle. Being a foreigner in a world rife with foreigners has been a salve, witnessing shared humanity.
Play Details
  1. What kind of story does your character belong in?
    Light in conflict with darkness. The dual nature of humanity. Mundane truths set on an epic/legendary scale.
  2. What role does your character fill?
    Tactician and Disrupter. Daisuke's unique power set in combat enables him to disrupt nominal operation of the enemy. He takes non-conventional paths, employs indirect engagement methods and will rarely be seen stationary along a firing line. Outside of combat, Daisuke is a problem solver. He strives to bring more resources to bear as he develops his assets over time.
  3. What should the other players know about your character?
    Daisuke will move heaven and earth for his close allies. He willingly puts himself in harms way to spare others of pain/suffering. There will be moments, however, when Kondo surfaces. In those moments, do not be surprised if a more Machiavellian approach is taken and ruthlessness is the main course. In either case, honor above all. His word is his bond.
  4. What is your play style?
    I thoroughly enjoy the collaborative storytelling medium that is Explorers Unlimited. I will strive to allow every other player a chance to write their own story. PbP RPG is my primary extracurricular activity. Real life sometimes hits me in waves (in regards to responsibilities, stress, and available free time). I believe this is in-part because I give my real-life responsibilities full effort (and those in my proximity professionally and personally recognize that, so I am often straddled with plenty to do). I strive to remain on top of both in-game posts and Hangouts discussions. However, please know that I do have a track record of prioritizing RL, sometimes to the detriment of PbP RPG (where I will be completely incommunicado for a bit). I know this is disruptive to the story and will try my hardest to be better.
  5. How do you want your character to die?
    Death is not a goal. Daisuke's self-preservation drive is strong. And his power set conducive toward 'disappearing' without fully dying. So some manner of mysterious disappearance please.
I'd love this, but the GM would never give it to me #1: The Gift of Knowledge from Yggdrasil (page 161, Pantheons of the Megaverse) <== This is because so many others have this as an answer to this question and after reading what it is... I can't disagree that this would be a ridiculously awesome power-bump to any character.
I'd love this, but the GM would never give it to me #2: Any Godlike Rune Weapon (Pantheons of the Megaverse)
I'd love this, but the GM would never give it to me #3: Kittani Dragon Dreadnought (WB2. p149-150.)
I'd be willing to sacrifice this to get it: Core alignment? Truthfully, not holding my breath or wishing/hoping. Will play Daisuke in-character and confront in-game challenges as they arise.

This would be great, the GM might give me this as a major reward #1: Establishment of lucrative passive income-generating business(es) (perhaps using rules similar to those designed for Black Market Enterprises (Black Market. p76-79)
This would be great, the GM might give me this as a major reward #2: Symbiote: Absurr Life Node (WB2. p117)
This would be great, the GM might give me this as a major reward #3: Greatest Rune Weapon. Call Staff (WB2. p129)
I'd be willing to sacrifice this to get it: Blood/Sweat equity.

This would be pretty good, I can see the GM giving this to me as a minor reward #1: Extra credits (ideally >500k)
This would be pretty good, I can see the GM giving this to me as a minor reward #2: Fancy light exoskeleton
This would be pretty good, I can see the GM giving this to me as a minor reward #1: Automated weapon system (e.g. K-1000 Spider Defense System (WB2. p138), Bandit 6000 "Big Dog" Sentry Gun (BM. p143), NG-101-ARG Automated Rail Gun (WB33. p212))

I would love to visit this place in an adventure:
Phase World or a different high-tech dimension.

The thing I'd most like to change about my character is:
Daisuke's initial attribute rolls were all pedestrian (no exploding dice). Slowly working on improving his attributes via PP.

An epic thing I'd love my character to do is:
Build a sprawling business empire, restoring the Hamamatsu family legacy.
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