Description: Hank is a humanoid horse that wears a Hawaiian shirt and sunglasses.


Real Name: Hank
Alias(es): La Flamma Blanca & El Hombre Caballo
Level: 6
Power Category: Mutant Animal: Horse
Educational Level: Feral/ Wild (+15 Bio-E), then Trained by Sponsor Corporation
Occupation: Retired Racing Horse & Spokesman

Height 7ft, 3in I.Q. 11 Save vs Magic +8 Strike +4
Weight 385 lbs M.E. 15 Save vs Psionics +0 Parry +9
Nat. A.R. 0 M.A. 13 Save vs coma +44% (64 Inv) Auto-Dodge +6(+2 and 6)
S.D.C. 179 (299 Inv) P.S. 42 (43 Inv) Save vs poison/ disease +10 Roll w/ impact +13
H.P. 64 (134 Inv) P.P. 15 Save vs H.F. +0 Pull punch +6
P.E. 37 (43 Inv) Save vs Possession +0 Initiative +5
Exp 18,350 P.B. 9 Save vs Insanity +0 Damage +28 & 4/20mph
Sex Male Spd 64 /220mph +20/lvl Disarm +2
Birthday 5 Years Old Trust/ Intimidate 0% Death Blow N/A Critical 18,19,20
HTH Martial Arts Charm/ Impress 0% KO 20 Attacks 7
Alignment Unprincipled H.F. 0 Pin/ Incapacitate 18-20 Perception +2


Punch 1D4
Elbow 1D6
Backhand Strike 1D6
Knee 1D8
Kick 1 ??
Kick 2 ??
Kick 3 ??
Kick 4 ??
Jump Kick 1 ??
Jump Kick 2 ??
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.
Arm Hold Use both hands to twisting the opponents arm around their back and immobilize them. If strike succeeds the victim is helpless until released. Any items in the hand of the arm being held can be easily removed. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.
Leg Hold Use both hands to force the victim on the ground with his leg held up. If the strike succeeds there’s no way for him to get up until the hold is released. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.
Body Hold Use both hands to force the victim into any number of wrestling holds. If the strike succeeds the victim can be immobilized on the ground or in a standing position. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.
Neck Hold Use both hands to hold the victim around the neck from behind. If the strike succeeds the victim is immobilized and totally vulnerable to attacks from any other character. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.




W.P. Improvised 1 2 2 +2 Damage
Targeting 1 2


Knuckle Hoof (2d6)+(1d6x10)+28 + (4/20mph) Restrained 4D6 Power Punch 2d6x10
Hoofed Feet (3d6)+(1d6x10)+28 + (4/20mph)




Language: Native Automatic 50+5 +25% 1 5 98%
Literacy: Native Automatic 30+5 +20% 1 5 75%
Pilot: Automobile Automatic 60+2 -20% 1 5 50%
Mathematics: Basic Automatic 45+5 0 1 5 70%
Wilderness Survival Wild Education 45+5 +25% 1 5 95%
Prowl Wild Education 25+5 +20% 1 5 70%
Climbing Wild Education 40+5 / 30+5 +15% 1 5 80% /70%
Escape Artist Wild Education 30+5 +10% 1 5 65%
Swimming Wild Education 50+5 +10% 1 5 85%
Boxing Physical Program 1 5
Wrestling Physical Program 1 5
Sense of Balance Physical Program 60+3 +10% 1 5 85%
Work Parallel Bars & Rings Physical Program 60+3 -10% 1 5 65%
Climb Rope Physical Program 70+2 -10% 1 5 70%
Back Flip Physical Program 70+5 +10% 1 5 103%
Walk Tightrope Physical Program 60+3 +10% 1 5 85%
Hand to Hand: Martial Arts Secondary 1 5
W.P. Improvised Secondary 1 5
Running Secondary 3 5
Athletics Secondary 1 5
Streetwise Secondary 20+4 1 5 40%
Pilot: Helicopter Secondary 35+5 -20% 1 5 40%
Targeting Secondary 1 5
H2H: Paired Fists Secondary 3 5
?? Secondary 3 5

Mutant Animal: Horse Original Size Level: 19. Original Bio-E: 20. 35 Bio-E
Size Level 14 Around 400lbs, +8 P.S., +6 P.E., -4 Spd., +50 S.D.C.. See height and weight above. +25 Bio-E
Hands: Knuckle Hoof Acts like a natural set of brass knuckles doing 2D6 damage with a punch (+P.S. and combat damage bonuses). However, skills requiring hand dexterity and fingers (including piloting skills) will be performed at -20% and guns and some tools can not be used. -10 Bio-E
Biped: Full This is a fully human bipedal stance. The character has the same unlimited movement as a normal, athletic human. -10 Bio-E
Hoofed Feet Human-looking legs with hooves for feet! May need special shoes or horseshoes. Hoofed feet add to the damage of kicks and stomp attacks. -10 Bio-E
Vestigial Hooves The character has hooves instead of feet, even if fully bipedal. As a result, the character has a very odd walk, and must be “shod” with horseshoes instead of being able to wear shoes. Also -15% to prowl on hard surfaces such as wood floors and concrete. +5 Bio-E
Speech: Full Sophisticated vocal cords equal to that of most humans. Character can learn singing, imitating voices and ventriloquism. -5 Bio-E
Looks: None A vaguely humanoid appearance with human-like rear legs with hooves, and horse-like body, and long, thin, muscular arms and knuckle hoof hands. The head, tail and everything else about the mutant is horse-like. 0 Bio-E
Vestigial Ears The character has huge ears, at least as long or large as the rest of the character’s head, and provide no bonus to hearing. However, they are very expressive, and can often be used to convey the character’s mood (perky, depressed, curious, etc.), and can be used to signal other characters. -I to M.A. and -2 to P.B. +5 Bio-E
Vestigial Tail The character’s tail is an out of control troublemaker that is always in the way. It is at least half as long as the character is tall, and it has none of the useful features of a prehensile tail and is constantly bumping and knocking things over, getting snagged or hitting those around the mutant (no damage, just annoying). When used as a weapon, either accidentally or deliberately, it only does, at most, one point of damage and gets NO bonuses to strike, parry or dodge. Moreover, the character is -5% to prowl and hide. +5 Bio-E
Diet: Herbivore These characters eat plants exclusively, usually vegetables and fruits. Attempts to eat meat will make the character violently ill (-3 on initiative, -2 on all other combat moves, and reduce Spd. by 40%) +5 Bio-E
Animal Speech This allows for complete two-way communication with animals of the same kind as the character. For example, a horse animal character could do Animal Speech only with other horses, not with any other animals. The animals will recognize the character as one of their own and assume that any human looks are just ugly deformities. Range: 150 feet. Duration: 10 minutes. Saving Throw: None. -5 Bio-E
Crushing Strength This character has Supernatural strength, enabling him to carry 300 times his P.S. and lift 500 times his P.S.. The P.S. damage bonus can be left off the damage roll if the character is trying to pull his punch or the attack is only a slap. Unless stated otherwise, a bite or head butt will inflict half the normal punch damage (with no P.S. damage bonus). -20 Bio-E
Extraordinary Mutant Horse Endurance Adds a +2 to the character’s P.E. as a one time only bonus, plus the character tires/ fatigues at one third the normal rate and is +2 to save vs disease, poison and drugs (in addition to any other P.E. bonuses). -5 Bio-E
Extraordinary Mutant Horse Speed Adds 3D6+30 to the character’s Spd. as a one time only bonus due to being evolved for running. -10 Bio-E
Advanced Vision The character can see double the usual distance and detail of normal human vision. +1 Perception -5 Bio-E
Feat: 10 BIOE / Extraordinary Speed


Ready Cash $350 On hand
Life Savings $16,000 Bank
Hawaiian Shirt
Sun Glasses
Money Clip
Credit Card
Signed George W. Bush Photo
2018 Corvette


Luck Points 4
Drama Card: Talk! Damned You 1
Drama Card: First Contact 1


Miscellaneous Notes:

Birth Order:
Land of Origin: Kentucky
Childhood Environment: Stable Environment
Social/Economic Background: Well Off
When Extraordinary Abilities First Manifested: When the leak happened


Character Bio:

Hank was a horse and due to an accident he became a bipedal horse. He was taken in by some homeless people after the accident, but shortly after that the company responsible took him in. He learned how to “survive” in this world. He did this through his new friends he made like a fellow painter and helicopter enthusiast, George W. Bush. He also learned about sports and became an impromptu mascot for the Tampa Bay Buccaneers. He made friends like Ryan Fitzpatrick here. All together he has had a decent life. He lives in a decent apartment with his former Jockey.  He is also stalked by a woman named Catherine, who dresses in a horse mask to trick Hank into mating with her. He almost falls for it every time.