Jake Thompson


Description: Jake is a tall, lanky old man who should be in his 90’s but looks like he’s in his 60’s. He has long legs and arms and is very skinny. He has a dimly tanned ashy complexion and grey-blue hair with a bald spot on the back of his head. He has wild, somewhat spiky hair on his head and a unibrow. His face is wrinkly as he has bags under his eyelids and a pressure fold above his unibrow that follows its position and laugh lines on both sides of his mouth. He typically wears a white lab coat with a blue-green shirt underneath, brown pants, and black shoes.


Real Name: Jake Thompson
Alias(es): H-71, “Hey, asshole!”
Level: 2
Power Category: Super Invention
Educational Level: Analytical Genius
Occupation: “Consultant”

Height 6 ft, 3 in I.Q. 32 Save vs Magic +0 Strike +4
Weight 170 lbs M.E. 18 Save vs Psionics +2 Parry +2
Nat. A.R. N/A M.A. 6 Save vs coma +0% Dodge +2
S.D.C. 49 P.S. 10 Save vs poison/ disease +0 Roll w/ impact +0
H.P. 16 P.P. 19 Save vs H.F. +0 Pull punch +2
P.E. 11 Save vs Possession +2 Initiative +1
Exp 3,725 P.B. 14 Save vs Insanity +2 Damage +0
Sex Male Spd 13 Disarm +0
Birthday ? / ? / 1936 Trust/ Intimidate N/A Death Blow N/A Critical 20
HTH Assassin Charm/ Impress N/A KO N/A Attacks 5
Alignment Aberrant H.F. N/A Pin/ Incapacitate N/A Perception +10


Punch 1D4
Elbow 1D6
Backhand Strike 1D6
Knee 1D8
Body Block/ Tackle 1D4 Counts as two attacks. Opponent loses next attack if hit is successful. 60% chance to knock down opponent (those with Maintain Balance get a second chance vs their skill). If knocked down opponent loses initiative and is knocked 1D6 feet away.
Power strike ×2 Doubles the damage of the attack. Counts as 2 attacks.
Pull Punch Roll damage as per normal. Roll 1D20 + pull punch bonus; requires an 11+ to succeed. If successful reduce damage to any value between 0 and the amount rolled.
Disarm Counts as one melee attack. A strike, hold or grappling maneuver to cause the opponent to drop their weapon or handheld item. Can be a defensive move (needs a 19+ to succeed) or a strike roll (opponent defends as normal).
Automatic Parry Parry up to three attacks between melee actions for no attack loss. Fourth and more counts as a dodge.
Dodge Lose next action whether successful or not.
Entangle Counts as the next melee action. A defense that attempts to trap the weapon or arm of your attacker. Must roll higher than the attack roll; if successful the entangled can try to escape on their turn by rolling a dodge vs the entangling roll. Every melee round it’s maintained roll Entangle again as an attack/ action. Cannot make any other attack without releasing the entangle.
Roll with punch/ fall/ impact Must roll above attacker’s roll. Counts as next melee attack.


W.P. Energy Pistol 1 +3 +1 0




Portal Gun Special See item page for details.
Tranquilizer Gun Special See item page for details.


Special Concealed Armor 40 S.D.C. No A.R., all damage comes off armor first.


Language: Native Automatic 50+5 +51% 1 2 106%
Literacy: Native Automatic 30+5 +46% 1 2 81%
Pilot: Automobile Automatic 60+2 +26% 1 2 88%
Mathematics: Basic Automatic 45+5 +26% 1 2 76%
Analyze & Operate Devices Analytical Genius program 80+2 +16% 1 2 98%
Build/ Modify Armor Analytical Genius program 80+2 +16% 1 2 98%
Electronic Countermeasures Analytical Genius program 70+2 +16% 1 2 88%
Electrical Engineer Analytical Genius program 30+5 +31% 1 2 66%
Mechanical Engineer Analytical Genius program 25+5 +31% 1 2 61%
Weapons Engineer Analytical Genius program 25+5 +26% 1 2 56%
Robot Mechanics Analytical Genius program 30+5 +31% 1 2 66%
Robot Electronics Analytical Genius program 30+5 +26% 1 2 61%
Radio: Basic Analytical Genius program 45+5 +36% 1 2 86%
Read Sensory Instruments Analytical Genius program 30+5 +36% 1 2 71%
Chemistry Analytical Genius program 30+5 +36% 1 2 71%
Chemistry: Analytical Analytical Genius program 25+5 +36% 1 2 66%
Computer Operation Analytical Genius program 40+5 +41% 1 2 86%
Computer Programming Analytical Genius program 30+5 +31% 1 2 66%
Computer Repair Analytical Genius program 25+5 +26% 1 2 56%
Astrophysics Analytical Genius program 25+5 +31% 1 2 61%
Art Analytical Genius program 35+5 +26% 1 2 66%
Anthropology Analytical Genius program 20+5 +16% 1 2 51%
Biology Analytical Genius program 30+5 +26% 1 2 61%
Paramedic Analytical Genius program 40+5 +26% 1 2 71%
Intelligence Analytical Genius program 32+4 +26% 1 2 62%
Research Analytical Genius program 50+5 +36% 1 2 91%
Mathematics: Advanced Analytical Genius program 45+5 +46% 1 2 96%
Jury-Rig Analytical Genius program 25+5 +46% 1 2 56%
Artificial Intelligence Science program 30+3 +26% 1 2 59%
Cross-Dimensional Physics Science program 25+5 +26% 1 2 56%
Genetics Science program 30+3 +26% 1 2 59%
Psychology Science program 35+5 +26% 1 2 66%
Xeno-Biology Science program 30+5 +26% 1 2 61%
Xeno-Botany Science program 25+5 +26% 1 2 56%
Hand to Hand: Assassin Secondary 1 2
W.P. Energy Pistol Secondary 30+6 +16% 1 2 52%
Prowl Secondary 25+5 +16% 1 2 46%
Streetwise Secondary 20+4 +16% 1 2 40%


Analyze & Operate Devices Enables the character to analyze devices, machines, and the theories behind them in order to figure out their purpose, how to use them, how they work, and how to repair or build/duplicate one. If the item was built by the hands of man, aliens or gods, the character has a chance of figuring it out. Even magical items can be figured out in regard to purpose and function (how to use it), but it cannot be repaired or duplicated. Just because the character can figure out the controls and use an item, it does not mean that he can immediately disassemble and repair it. To do this, he will have to study and analyze it, and make extensive notes while taking it apart. This could take hours to months if it is extremely alien and unfamiliar. See HU2 pages 128-129 for details.
Build/ Modify Armor The character excels in the combination of chemistry, mechanics, and physics that creates body armors. With his knowledge, the character can repair, modify, and construct all forms of body armor. See HU2 pages 129-130 for details.
Electronic Countermeasures Jam radio transmissions in an area. Also “follow” attempted transmissions over jammed frequencies to trace their general location, a specific building, or direction. Just about any high-powered radio can be used for jamming. See HU2 page 130 for details.


Ready Cash $2,560 On hand
Life Savings $10,000 Bank
Undefined Gadget 1 Self Define what this is when it’s used. If an unusual item then a skill roll w/ Hardware category penalties will be required to see if the device was constructed properly and functions as expected. A luck point can be used instead to skip the roll and ensure success.
Flask Coat Pocket
Spaceship 1 Garage See ship page for details.


Luck Points 0
 Drama Card: Folk Hero  1
 Drama Card: Talk! Damned You 1


Miscellaneous Notes:

Birth Order: Oldest
Dimension of Origin: H-71
Childhood Environment:
Social/Economic Background:
When Extraordinary Abilities First Manifested: Unknown
The Sponsoring Organization: Unknown
Who is the Character? The Inventor
Current Status with the Sponsoring Organization: Unknown
Motive for Creating the Inventions Unknown


Character Bio: