The Strange

The Strange


 

Carl Weisman



 

Description: Drab, normal, 5’7″ tall.

 

Real Name: Carl Weisman
Alias(es): None he knows of.
Level: 8
Power Category: Mutant
Educational Level: Three years of college
Occupation: Student/ Part-time pilot

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 5ft, 7in I.Q. 12 Save vs Magic +0 Strike +1
Weight ? lbs M.E. 9 Save vs Psionics +0 Parry +3
Nat. A.R. N/A M.A. 17 Save vs coma +0% Dodge
(Tumbledodge)
+2
(+4)
S.D.C. 60 P.S. 18 Save vs poison/ disease +0 Roll w/ impact +5
H.P. 42 P.P. 10 Save vs H.F. +0 Pull punch +2
P.E. 11 Save vs Possession +0 Initiative +1
Exp 43,500 P.B. 11 Save vs Insanity +0 Damage +5
Sex Male Spd 23 Disarm +1
Birthday Trust/ Intimidate 45% Death Blow N/A Critical 19,20
HTH Basic+ Charm/ Impress N/A KO N/A Attacks 6
Alignment Principled H.F. N/A Pin/ Incapacitate 18-20 Perception +1

 

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MOVE DAMAGE NOTES
Punch 1D4
Elbow 1D6
Backhand Strike 1D6
Crush/ Squeeze 1D4
Knee 1D8
x Roundhouse Kick 3D6 Can be used only once per melee round, and no other kicks can be used in that melee round
x Axe Kick 2D6 Can’t be used in the same melee round with any other kicks.
x Leap Kick 3D8 Counts as two attacks.
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.
x Body Flip/ Throw 1D6 The victim loses initiative and one melee attack.
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.
Leapdodge Lose next action whether successful or not. Quickly flip out of harm’s way, ending in a tumble and crouched stance. Opponent loses next attack if closing back into melee.
Roll with punch/ fall/ impact Must roll above attacker’s roll. Counts as next melee attack.
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.
x 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.
x 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.
x 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.
x 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.
Leap 5ft long, +1ft/ 2 levels
4ft high, +1ft/ 3 levels
Pole Vault 8ft high, +2ft/ additional level

 

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MODERN WEAPON PROFICIENCIES LEVEL ACQUIRED AIMED BURST WILD NOTES
x W.P. Bolt-Action Rifle 1 +5 +3 +2
W.P. Semi-Automatic Pistol 1 +5 +3 +2

 

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ANCIENT WEAPON PROFICIENCIES LEVEL ACQUIRED STRIKE PARRY THROWN NOTES
x  W.P. Knife 3 +1 +2 +1

 

WEAPONS DAMAGE NOTES
 Springfield M1A 4D6  Sniper Rifle – Usually carried by Trip
 1911 4D6  Pistol – Usually carried by Alice
Druganov Sniper 4D6 7.62mm.  2×20 round magazines.
Wing Attack 1D4+1D6 10′ Range

 

ARMOR A.R./ S.D.C. NOTES

 

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SKILLS ACQUIRED BASE % BONUS START CURRENT TOTAL %
Language: Native Automatic 50+5 +40% 1 8 98%
Literacy: Native Automatic 30+5 +35% 1 8 98%
x x Pilot: Automobile Automatic 60+2 +15% 1 8 89%
Mathematics: Basic Automatic 45+5 +15% 1 8 95%
Lore: Aliens Fanboy program 30+5 +20% 1 8 85%
x Lore: Psionics Fanboy program 30+5 +20% 1 8 85%
Lore: Superhuman Fanboy program 30+5 +20% 1 8 85%
x Creative Writing Fanboy program 25+5 +15% 1 8 75%
x Computer Operation Fanboy program 40+5 +15% 1 8 90%
Kickboxing Physical program 1 8
x S.C.U.B.A. Physical program 50+5 +15% 1 8 98%
Tumbling Physical program 1 8
Backflip Physical program 40+5 +15% 1 8 90%
Pole Vault Physical program 50+5 +15% 1 8 98%
Stilt Walk Physical program 50+5 +15% 1 8 98%
x Wrestling Physical program 1 8
x Prowl Physical program 25+5 +15% 1 8 75%
x Navigation Pilot: Advanced program 40+5 +15% 1 8 90%
x x Read Sensory Equipment Pilot: Advanced program 30+5 +15% 1 8 80%
x x x Pilot: Airplane Pilot: Advanced program 50+4 +15% 1 8 93%
x x x Pilot: Race Car Pilot: Advanced program 55+3 +15% 1 8 91%
x x x Pilot: Aircar Pilot: Advanced program 50+5 +15% 1 8 98%
x x x Pilot: Jet Aircraft Pilot: Advanced program 40+4 +15% 1 8 83%
x Swimming Secondary 50+5 1 8 90%
x Body Building & Weight Lifting Secondary 1 8
Running Secondary 1 8
x x W.P. Bolt-Action Rifle Secondary 30+6 1 8 72%
x W.P. Semi-Automatic Pistol Secondary 30+6 1 8 72%
x W.P. Knife Secondary 3 8
x Netwise Secondary 20+4 1 8 48%
Roadwise Secondary 26+4 1 8 54%
x Computer Programming Secondary 30+5 1 8 70%
x Computer Hacking Secondary 30+5 6 8 45%
Photographic Memory Superpowers 40+5 1 8 75%
N x Language: Japanese Superpowers 50+5 1 8 85%
 x x N Language: Russian Superpowers 50+5 1 8 85%
x x Imitate Voices & Impersonation Superpowers 50+5 1 8 85%
 x x Interpret Shapes Superpowers 50+5 1 8 85%
x x Estimate Distance Superpowers 60+3 1 8 81%
x x Estimate Direction Superpowers 50+5 1 8 85%
x x Estimate Speed Superpowers 50+3 1 8 71%
x x Pinpoint Exact Location (smaller than man sized) Superpowers 40+3 1 8 61%
x x Remember and Recognize Sound (only roll for exotic/uncommon) Superpowers 60+2 4 8 68%

 

ABILITIES/ POWERS DESCRIPTION NOTES
Multiple Personalities Whenever something is brought up that challenges Carl’s current worldview (i.e., that he’s not a mutant with multiple personalities), there is a cumulative 10% chance that it will draw out (1-2) Alice, (3-4) Sasha or (5-6) Trip. If that chance reaches 50% or higher, the personality which is drawn out will be The Beast. Or a change can occur in one of five circumstances (see Note). 1. Severe Shock or Trauma: Personality best able to handle the situation takes control.
2. Coma or near death: Random (1 Alice, 2 Trip, 3 Sasha, 4 The Beast).
3. Telepathic attempt to force: 65% chance desired personality will show, otherwise random (1 Alice, 2 Trip, 3 Sasha, 4 The Beast). +4 to save if purpose of probe is known.
4. Hypnotic attempt to force: 50% chance desired personality will show, otherwise random (1 Alice, 2 Trip, 3 Sasha, 4 The Beast). +3 to save vs this use of the power.
5. Mind wipe: Automatically fails but brings out a random personality (1 Alice, 2 Trip, 3 Sasha, 4 The Beast).

 

INVENTORY COUNT LOCATION DESCRIPTION
Ready Cash $0 On hand
Life Savings $2669 Bank
State-of-the-art modern computer with full VR immersion gear 1 Apartment Suitable for up to Level 3 internet access.
Authentic “Alice” cosplay outfit 1 Apartment
Bus Pass 1 Self
Black Box 1 Self This is a multi-function device that can morph as needed into multiple different devices including a phone, a gun, a knife, or just about anything else needed.

 

Miscellaneous Notes:

Birth Order: Youngest of three
Land of Origin: U.S./ Century Station
Childhood Environment:
Social/Economic Background: Upper-middle class
When Extraordinary Abilities First Manifested: 15

 

Character Bio:

Carl is the youngest of three brothers. His oldest brother is a Professor of History (with Tenure) and his next oldest brother is a Doctor.

His family is Upper Middle Class – his Father is an investment banker and his mother is a lawyer who specializes in prosecuting anti-superhuman cases for the government.

Carl is the “black sheep” of his family by going to school for a blue-collar job. “Why doesn’t he just work with computers? Then at least he’d be working with his mind, not his hands.”

His abilities manifested when he was 15. The “cause” of his mutation was an unknown, random element – a complete mystery. His mind rejected his mutant abilities, unknowingly fracturing his mind into various personalities. Carl unknowingly uses his shapeshifting power to maintain his “normal” look.

He’s going to school to become a pilot. He’s completed most of his practical courses and just has a year’s worth of ancillary classes in order to finish the degree.

He enjoys racing cars in his spare time.

He enjoys anime and one in particular, “Assassin Dolls,” is his favorite. He owns an “official” cosplay outfit for the main character.

No matter how much he works out, he can’t seem to “bulk up.” This is because his form is the result of shapeshifting and not natural, though of course he doesn’t know this.

 


 

Alice (アリス)



 

Description: 4’7″ tall. Blue hair. Usually wears Goth Loli outfits.

 

Real Name: Alice
Alias(es): Kura Kamon, Carl Weisman, Trip
Level: 8
Power Category: Mutant
Educational Level: School-level/ Self-taught?
Occupation: Cosplayer

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 4ft, 7in I.Q. 12 Save vs Magic +0 Strike +3
Weight ? lbs M.E. 9 Save vs Psionics +0 Parry +5
Nat. A.R. N/A M.A. 17 Save vs coma +0% Dodge
(Tumbledodge)
+5
(+9)
S.D.C. 60 P.S. 9 Save vs poison/ disease +0 Roll w/ impact +5
H.P. 42 P.P. 10 Save vs H.F. +0 Pull punch +2
P.E. 11 Save vs Possession +0 Initiative +5
Exp link P.B. 11 Save vs Insanity +0 Damage +5
Sex Female Spd 23 Disarm +1
Birthday Trust/ Intimidate 45% Death Blow N/A Critical 19,20
HTH Basic+ Charm/ Impress N/A KO N/A Attacks 7
Alignment Unprincipled H.F. N/A Pin/ Incapacitate 18-20 Perception +4

 

ABILITIES/ POWERS DESCRIPTION NOTES
Multiple Personalities Alice knows of her Carl and Trip personalities and might change to them after a full 8 hour sleep, or a change will happen in one of five circumstances (see Note). 1. Severe Shock or Trauma: Personality best able to handle the situation takes control.
2. Coma or near death: Random (1-3 Carl, 4 Trip, 5 Sasha, 6 The Beast).
3. Telepathic attempt to force: 65% chance desired personality will show, otherwise random (1-3 Carl, 4 Trip, 5 Sasha, 6 The Beast). +4 to save if purpose of probe is known.
4. Hypnotic attempt to force: 50% chance desired personality will show, otherwise random (1-3 Carl, 4 Trip, 5 Sasha, 6 The Beast). +3 to save vs this use of the power.
5. Mind wipe: Automatically fails but brings out a random personality (1-3 Carl, 4 Trip, 5 Sasha, 6 The Beast).
Mutant Characteristics Odd Hair Color: Light Blue From time to time her physical body mutates, forcing half of the total Unusual Characteristics to be rerolled.
Sonic Absorption & Reflection This power provides Alice with an ability to absorb sound waves and/or redirect them.  It also allows The Beast to absorb sonic attacks of any form without harm. Immune to hearing loss
Sonic blasts/attacks do no damage
Hearing twice as good as normal human and able to focus on single sound/conversation
Sonic Absorption: Alice is able to dampen any loud sound, shock wave or sonic energy by up to 75%, thus protecting those around him from much of the effect. Range: Self + 70′ radius (10 ft/level)
Bonuses: +20% to prowl while active
Reflect Sound: The character can reflect sound or attack, either redirecting it, or sending it back at the source.  Loss of at least 10% of the initial force. Can still choose to reduce it by up to a maximum of 75%.  When reflecting sound causes strange echoes that make normal conversation difficult, and/or cause confusion and frustration
Sonar and Radar: Ability to sense things around him with Sonar (under water) or Radar (on land).  As this interferes with the use of other abilities, it must be manually turned on/off.  While active able to act in complete darkness and can’t be surprised from the side or behind. Range: 1100′  (400 ft + 100 ft/level)
Uses: 7
 hours/day (1 hour/day/level)

 

Miscellaneous Notes:

Birth Order: Unknown
Land of Origin: Carl
Childhood Environment: Anime
Social/Economic Background: Upper-middle class
When Extraordinary Abilities First Manifested: A few years ago

 

Character Bio:

Alice is one of the multiple personalities of Carl Weisman. She is aware of her fractured mind and knows she’s one of several personalities. She knows about Carl and about Trip, but not about The Beast.

She finds it a bit strange that she’s a 10-year-old girl while the other personalities are adult males.

If pressed about her family she tells others that she’s Carl’s niece.

She is the real-world spitting image of the main character from the popular anime “Assassin Dolls,” which is a series about pre-teen girls who go around killing people. The character wears gothic-lolita clothing and she has access to several of these outfits.

Believes Japanese is her “native” language.

 


 

Trip



 

Description: A modern centaur. Always carries a sniper rifle, although sometimes it is strapped to his back. His excessive hair is wild – he tries to control it but it always manages to fail or revert to wildness at the last possible moment.

 

Real Name: Sir Reginald Saggitarius Westerbrook III
Alias(es): Trip, “Hoof Doof,” Carl Weisman, Alice
Level: 8
Power Category: Mutant
Educational Level: Three years of college
Occupation: Sniper?

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 6ft, 7in I.Q. 12 Save vs Magic +0 Strike +1
Weight ? lbs M.E. 9 Save vs Psionics +0 Parry +3
Nat. A.R. N/A M.A. 17 Save vs coma +0% Dodge
(Tumbledodge)
+6
(+10)
S.D.C. 80 P.S. 18 Save vs poison/ disease +0 Roll w/ impact +5
H.P. 42 P.P. 10 Save vs H.F. +0 Pull punch +2
P.E. 11 Save vs Possession +0 Initiative +1
Exp link P.B. 11 Save vs Insanity +0 Damage +5
Sex Male Spd 83 Disarm +1
Birthday Trust/ Intimidate 45% Death Blow N/A Critical 19,20
HTH Basic+ Charm/ Impress N/A KO N/A Attacks 6
Alignment Principled H.F. N/A Pin/ Incapacitate 18-20 Perception +2

 

ABILITIES/ POWERS DESCRIPTION NOTES
Multiple Personalities Trip knows of his Carl and Alice personalities and might change to them after a full 8 hour sleep, or a change will happen in one of five circumstances (see Note). 1. Severe Shock or Trauma: Personality best able to handle the situation takes control.
2. Coma or near death: Random (1-3 Carl, 4 Alice, 5 Sasha, 6 The Beast).
3. Telepathic attempt to force: 65% chance desired personality will show, otherwise random (1-3 Carl, 4 Alice, 5 Sasha, 6 The Beast). +4 to save if purpose of probe is known.
4. Hypnotic attempt to force: 50% chance desired personality will show, otherwise random (1-3 Carl, 4 Alice, 5 Sasha, 6 The Beast). +3 to save vs this use of the power.
5. Mind wipe: Automatically fails but brings out a random personality (1-3 Carl, 4 Alice, 5 Sasha, 6 The Beast).
Mutant Characteristics Deprecated Extreme Amount of Body Hair: Very bushy, full head of hair. (imitated using power) From time to time his physical body mutates, forcing half of the total Unusual Characteristics to be rerolled.
Multiple Limbs Trip has as an extra pair of legs and feet. All four are horse-like, making him like a centaur. Increased speed (Runs at ~57½ mph)
Increased leaping (+20ft with a running start)
Two-legged kick: 3D6 damage
Maintain Balance

 

 

Miscellaneous Notes:

Birth Order: ?
Land of Origin: ?
Childhood Environment:
Social/Economic Background: ?
When Extraordinary Abilities First Manifested: 15

 

Character Bio:

His friends call him “Trip.”

He always carries a sniper rifle with him. He considers himself a marksman.

With the Multiple Limbs power he looks like a typical centaur. He thinks it’s gauche to use his hooves attack.

His excessive hair is wild – he tries to control it but it always manages to fail or revert to wildness at the last possible moment.

Trip is afraid of the water but doesn’t admit it.

 


 

(Следователь на Небесах)
Heavenly Investigator
Sergei Yagovich Isledov



Description: 6’7″ tall.  Sasha is a tall, blond, muscular man of Slavic descent.  His grey eyes could only generously be called warm.  In fact, slate is warm compared to his gaze.  He rarely smiles unless he is ending evil.  While he often carries a sword in the mental spaces of the beast, he does not actually know how to use it.  His wings are 20′ across and made entirely of metal with white frosted detailing over a mirrored finish base to make it look like feathers.

Real Name:  Следователь на Небесах
Alias(es):  Sergei, Sasha. Carl Weisman, Trip, The Beast
Level: 8
Power Category: Mutant
Educational Level: Omniscient
Occupation: Avenging Angel

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 6ft, 7in I.Q. 12 Save vs Magic +0 Strike +1
Weight ? lbs M.E. 9 Save vs Psionics +0 Parry +5
Nat. A.R. N/A M.A. 17 Save vs coma +0% Dodge
(Tumbledodge)
(Wings-Hover)
(Wings>90mph)
+2
(+4)
(+4)
(+8)
S.D.C. 120 P.S. 18 Save vs poison/ disease +0 Roll w/ impact +5
H.P. 42 P.P. 10 Save vs H.F. +0 Pull punch +2
P.E. 11 Save vs Possession +0 Initiative +3
Exp link P.B. 11 Save vs Insanity +0 Damage +5
Sex Neutral Spd 23 Disarm +1
Birthday Trust/ Intimidate 45% Death Blow N/A Critical 19,20
HTH Basic+ Charm/ Impress N/A KO N/A Attacks 7
Alignment Principled H.F. N/A Pin/ Incapacitate 18-20 Perception +1

 

ABILITIES/ POWERS DESCRIPTION NOTES
Multiple Personalities Sasha knows of his AliceCarl, Trip, and The Beast personalities and might change to them after a full 8 hour sleep, or a change will happen in one of five circumstances (see Note). 1. Severe Shock or Trauma: Personality best able to handle the situation takes control.
2. Coma or near death: Random (1-3 Carl, 4 Alice, 5 Trip, 6 The Beast).
3. Telepathic attempt to force: 65% chance desired personality will show, otherwise random (1-2 Carl, 3 Alice, 4 Trip, 5-6 The Beast). +4 to save if purpose of probe is known.
4. Hypnotic attempt to force: 50% chance desired personality will show, otherwise random (1-2 Carl, 3 Alice, 4 Trip, 5-6 The Beast). +3 to save vs this use of the power.
5. Mind wipe: Automatically fails but brings out a random personality (1-2 Carl, 3 Alice, 4 Trip, 5-6 The Beast).
Mutant Characteristics None: From time to time his physical body mutates, forcing half of the total Unusual Characteristics to be rerolled.
Mega Wings These are large (20′ wingspan) wings that can’t be retracted or concealed.  They are made entirely of metal. Bonuses:
Speed:680 mph (360 mph + 40mph/level)
Diving speed: 880 mph.
Ceiling: 30,000′
Can be used to parry.
+2 to dodge hovering and up to 90 mph
+6 to dodge >90 mph
+4 to damage per 20 mph
Takes 1 melee to reach full speed.
Takeoff, Landing, stopping take an action.  Accelerating does not.
8 actions: Accelerate by 85 mph per action.
7 actions: Accelerate by 97 mph per action.
Unnaffected by thin air, high altitudes, or G forces less than 5 Gs.
Can hold breath for 8 minutes.
Each wing has 330 SDC and regenerates at a rate of 1D6x10 per hour.  Wings have a Natural A.R. of 16 Left Wing: 330/330
Right Wing: 330/330
Wing Cocoon: By folding wings around self and/or others can protect against attacks.  May only do if landed or hovering.
Wing Parry:  Wings may be used like a shield to parry attack.
Wing Attack: Wings can be used to attack. Range: 10′
Damage: 1D6+1D4+damage bonus

 

Miscellaneous Notes:

Birth Order: Unknown
Land of Origin: Carl
Childhood Environment: Black Box
Social/Economic Background: Upper-middle class
When Extraordinary Abilities First Manifested: A few weeks ago

 

Character Bio:

Thanatos is unprincipled, and he knows it.  He appeared recently when Trip tried to hack the black box because he wanted to create an unshackled AI.
While the Beast knows all the thoughts of the other personalities…The Beast can’t read anything that Thanatos does while Thanatos has the body.  As The Beast said the first time that Thanatos took over, “So, that’s what it feels like for Carl when one of us is in charge.”
Thanatos knows everything about the black box that Carl et all know about the black box.  He doesn’t (yet) know who his true creator is, and is frustrated with how primitive most of the world is.  I’m thinking that when Thanatos takes over, he looks a lot like a cyborg Carl.  His hair is replaced by the black tendrils that have been coming out of the right arm, as well as a domino mask with a yellow glowing line pattern.  In fact…Thanatos found the tron movies somewhere (because of his creator?).  His skin is that grey color you see.  He’s wearing a sleeveless skin-tight shirt, pants and boots.  The boots are a little bulky.  He has the IO disk on his back, though he doesn’t know how to use it as a weapon, he does take it off to play with some of the time.  The face looks as described.  He has a thick yellow stripe on the right side of the shirt and concentric circles on both hips of the pants.  There is a stripe down the outside of both boots.  The stripes all glow, of course.
Personality wise, Thanatos tries to be super serious, and is trying to make sure everyone who shares his body stays alive…but he can’t hold onto it, as he is a bit of a trickster.  He blames this on emotional bleed from the other personalities.  Thanatos, if asked about his ‘Tron’ getup will claim to be a fully realized ISO in the real world.

 


 

The Beast



 

Description: Blue hair, green skin, big orc-like teeth. Four legs, but more cat like than horse like.

 

Real Name: The Beast
Alias(es): Carl Weisman, Alice, Trip
Level: 8
Power Category: Mutant
Educational Level: Three years of college
Occupation: Student/ Part-time pilot

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 6ft, 7in I.Q. 12 Save vs Magic +0 Strike +3
Weight ? lbs M.E. 9 Save vs Psionics +0 Parry +7
Nat. A.R. N/A M.A. 17 Save vs coma +0% Dodge
(Tumbledodge)
(Wings-Hover)
(Wings>90mph)
+9
(+11)
(+11)
(+15)
S.D.C. 200 P.S. 18 Save vs poison/ disease +0 Roll w/ impact +5
H.P. 42 P.P. 10 Save vs H.F. +0(6+) Pull punch +2
P.E. 11 Save vs Possession +0 Initiative +7
Exp link P.B. 10 Save vs Insanity +0 Damage +7
Sex Male Spd 83 Disarm +1
Birthday Trust/ Intimidate 45% Death Blow N/A Critical 19,20
HTH Basic+ Charm/ Impress N/A KO N/A Attacks 8
Alignment Scrupulous H.F. N/A Pin/ Incapacitate 18-20 Perception +4

 

ABILITIES/ POWERS DESCRIPTION NOTES
Multiple Personalities The Beast knows of his Carl, Alice, and Trip personalities and can revert to them (and their forms) at will. Or a change will happen in one of five circumstances (see Note). 1. Severe Shock or Trauma: Personality best able to handle the situation takes control.
2. Coma or near death: Random (1 Carl, 2 Alice, 3 Trip, 4 Sasha).
3. Telepathic attempt to force: 65% chance desired personality will show, otherwise random (1 Carl, 2 Alice, 3 Trip, 4 Sasha). +4 to save if purpose of probe is known.
4. Hypnotic attempt to force: 50% chance desired personality will show, otherwise random (1 Carl, 2 Alice, 3 Trip, 4 Sasha). +3 to save vs this use of the power.
5. Mind wipe: Automatically fails but brings out a random personality (1 Carl, 2 Alice, 3 Trip, 4 Sasha).
Mutant Characteristics 1) Fur, half inch, all over body.
2) Tough Lumpy Skin: +30 SDC. -1 PB
3) Ambidextrous: +1 Attack, +1 Parry, +5% Climb,
4) Tough Lumpy Skin: +30 SDC. -1 PB
From time to time his physical body mutates, forcing half of the total Unusual Characteristics to be rerolled.
Legacy Bonuses Radar (Became SA&R): +2 Parry/Dodge, +2 Strike, +1 Attack
Sonic Absorption & Reflection This power provides The Beast with an ability to absorb sound waves and/or redirect them.  It also allows The Beast to absorb sonic attacks of any form without harm. Immune to hearing loss
Sonic blasts/attacks do no damage
Hearing twice as good as normal human and able to focus on single sound/conversation
Sonic Absorption: The Beast is able to dampen any loud sound, shock wave or sonic energy by up to 75%, thus protecting those around him from much of the effect. Range: Self + 70′ radius (10 ft/level)
Bonuses: +20% to prowl while active
Reflect Sound: The character can reflect sound or attack, either redirecting it, or sending it back at the source.  Loss of at least 10% of the initial force. Can still choose to reduce it by up to a maximum of 75%.  When reflecting sound causes strange echoes that make normal conversation difficult, and/or cause confusion and frustration
Sonar and Radar: Ability to sense things around him with Sonar (under water) or Radar (on land).  As this interferes with the use of other abilities, it must be manually turned on/off.  While active able to act in complete darkness and can’t be surprised from the side or behind. Range: 1100′  (400 ft + 100 ft/level)
Uses: 7 hours/day (1 hour/day/level)
Multiple Limbs The Beast has as an extra pair of legs and feet. All four are cat-like, making him like a wemic. Increased speed (Runs at ~57½ mph)
Increased leaping (+20ft with a running start)
Two-legged attack: 3D6 damage
Maintain Balance
Alter Facial Features The Beast can alter his face in any and every way. Facial features such as the nose, ears, mouth/lips, jaw, cheeks, eyebrows, forehead, and hairline can be aged or altered with a thought. He can grow facial hair, grow or reduce hair length, lighten or darken hair color by 50%, cause the hair to drop out (can grow it back in minutes), and change the color and shape of the eyes. Duration is indefinite. Takes one melee round to accomplish but can’t be used more than twice a day per level of experience.
Alter Physical Stature/ Shape & Size: The Beast can alter his height (±1ft), age, physical dimensions and characteristics of his body (slouch, slumped shoulders, barrel-chested, muscular, scrawny, old, young, etc.) to look like a completely different person. Duration is indefinite. Takes one melee round to accomplish but can’t be used more than twice a day per level of experience.
Alter Voice: The Beast can alter his voice and speech patterns to resemble/ imitate another person. -25% for the opposite gender and/or extreme vocal ranges. To imitate a specific voice the imitator must hear the person speak for several minutes or more; a good quality recording will do the trick. See skill in skills; 90% to just disguise voice. Duration is indefinite. Can’t be used more than four times a day per level of experience.
Alter Finger & Hand Prints: The Beast can change his finger and palm, hand, and/ or feet prints with a thought. To copy another person’s prints he must study the person’s fingers and hands (Base skill: 35%, +5%/level) or view detailed photos or copies of fingerprints (-10% to skill in this case). Duration is indefinite. Can’t be used more than twice a day per level of experience.
Mega Wings These are large (20′ wingspan) wings that can’t be retracted or concealed.  They are made entirely of metal. Bonuses:
Speed:680 mph (360 mph + 40mph/level)
Diving speed: 880 mph.
Ceiling: 30,000′
Can be used to parry.
+2 to dodge hovering and up to 90 mph
+6 to dodge >90 mph
+4 to damage per 20 mph
Takes 1 melee to reach full speed.
Takeoff, Landing, stopping take an action.  Accelerating does not.
8 actions: Accelerate by 85 mph per action.
7 actions: Accelerate by 97 mph per action.
Unnaffected by thin air, high altitudes, or G forces less than 5 Gs.
Can hold breath for 8 minutes.
Each wing has 330 SDC and regenerates at a rate of 1D6x10 per hour.  Wings have a Natural A.R. of 16 Left Wing: 330/330
Right Wing: 330/330
Wing Cocoon: By folding wings around self and/or others can protect against attacks.  May only do if landed or hovering.
Wing Parry:  Wings may be used like a shield to parry attack.
Wing Attack: Wings can be used to attack. Range: 10′
Damage: 1D6+1D4+damage bonus

 

Miscellaneous Notes:

Birth Order: Youngest of three
Land of Origin: U.S./ Century Station
Childhood Environment:
Social/Economic Background: Upper-middle class
When Extraordinary Abilities First Manifested: 15

 

Character Bio:

“The Beast” is what Carl Weisman could be if he had acknowledged his mutant nature when it first manifested.

The Beast is aware of all the other personalities and has access to the full range of Carl’s powers, mutations, skills, and special abilities.

When Carl first started attending college, The Beast decided to join a corporate-sponsored superhero team. Called The Power Professionals™ and sponsored by Helion Light & Power, they were ostensibly formed to reduce crime in the Dreadzones of Century Station. They didn’t know that their real focus would be to crack down on the rampant water and power piracy in the Dreadzones. The team consisted of:

  • Deluge, Water-controlling surfer dude.
  • Talon Seeker, Mutant bird-man with electrical senses
  • Robo Ruby, Cyborg muscle.
  • Ember Shot, Pyrokinetic sniper.
  • The Beast, Mutant pursuer.

The Power Professionals™ last mission was a famous failure. After a few moderate successes, Helion L&P decided to ramp things up by sending their team into the Labyrinth where the most utility piracy occurred. The City Council and Mayor Zardona refused to devote any city resources to help with this endeavor – the wounds of the Bloody Monday disaster were still too fresh. In fact, even their fellow members of the Council of Industry tried to tell them not to do this. But the more Hellion L&P was told what a bad idea this was, the more determined they became to go forward with it. Hellion went ahead and sent the Power Professionals™ in with a modest backup team of mercenary soldiers. None of the mercenaries survived and only two members of Power Professionals™ returned: The Beast and Deluge. Hellion L&P fired them on the spot for incompetence and tried to prosecute them, but backed down after the story went public.

The Beast was dragged out of the Labyrinth half-dead by Deluge. He remembered very little of the mission, and nothing of the events leading to everyone’s death. Since then however The Beast has remembered a little: a flash of Deluge arguing with Robo Ruby, and another flash of Deluge coming to blows with Ember Shot. He has begun to believe that Deluge betrayed them for an unknown reason. The problem is that since remembering these things he can’t find Deluge anywhere he’s looked, and all of Deluge’s online profiles have gone inactive.

The Power Professionals™ lasted long enough and fell apart famously enough that The Beast may be recognized. Each of the members of the team had action figures produced in their likeness, and these figures can be found in discount bins all throughout Century Station.

The corporate liaison who used to deal the team (Kirby Weiss) was aware of The Beast’s multiple personalities and knew how to manipulate Carl to draw out The Beast when necessary.

 

LUCK & DRAMA COUNT/
NAME
NOTES/ DESCRIPTION
Luck Points Total 25  Spent: 25
1 Played to improve Interpret Shapes roll on Radar
1 Played to reduce the chance of ambush
1 Played to intimidate the enemy.
1 Played to learn about the villains.
1 To verify the robots are in fact winding down as Metronome is dead.
1 To get more information on Korashi
1 Computer Operation in the cloning lab.
1 To ensure Alice learned Lore: Alien
1 Success on Lore: Super to figure out a non-sponsored team.
1 Spent to attempt to grab and pull Tyche Commando.  Still failed.
1 Spent to intimidate.  Success (4)
1 Spent to subdue Covenant
1 Spent to teach Alice Lore: Superhuman
1 Spent to verify the bomb mechanism.
1 Spent to determine how high tech the bomb is.
1 Spent to try and reduce the time to get through to Indbur to determine if the BB will reduce the explosion.
1 Spent to try to fix the Streetwise intimidate by Cai.  22->20
1 Spent to succeed in hiding from Lady of Mercy 65->64
1 Spent to succeed in attaching Snake Monster that attacked Jake. 11->22
1 Spent to make a rumor stick 75->43
1 Spent to succeed on Lore: Alien to know about immigration procedure. 85->73
1 Spent to succeed on Pilot: Jet roll while fighting the Bug Queen and her giant insects.
1 Spent to improve from a 19 nat to 20, because the stupid wasp dodged.
1 Given to Victor to fix a land nav roll to save Dr. Morrow.
1 UNK Beneficial effect.
Drama Card Sacrifice Play this card when you are damaged in melee combat. You take double damage but your opponent is killed by your counter strike. If you survive the attack you shall gain much renown for your skill provided there are witnesses to the event.
2/9/2019 Played to break the 4th wall in the room in alter-space.
Drama Card Gremlins Play this card to cause a device, vehicle, magic item, artifact, etc. to fail. Choose the item and the Game Master shall decide the details.
10/20/2018 Played on the magic drug thing the reflections are planning on using in April.
Drama Card Lost and Found Play this card upon receiving it. At some point in the game session, you shall find something important that someone else lost.
10/20/2018 Used to bring back Patsy.
Drama Card Backup Play this card when you need assistance. Someone will show up and back your play
09/22/2018 Attempt to gain assistance on immigration of the Empress to the planet Earth.
Drama Card Cleanse the Soul Play this card to overcome any mental, spiritual, or physical corruption that has affected your character.
10/06/2018 Distance Thanatos from the rest of The Strange
Drama Card Charisma When this card is played, you shall become the most important, interesting, and competent person in the room. At least that is how every NPC within the room shall treat you. The effect shall last until you leave the room.
09/09/2018 Used to keep people from questioning Thanatos walking in to steal all the schematics from the computers.
Drama Card GTA When you play this card you shall find a useful conveyance that is both usable and if it requires keys, they shall be left sitting in plain sight.
07/15/2018 Picked up on the way back from the diamond heist.  Gave keys to Jake to pay off his bill.
Drama Card Cheat Play this card to cheat on a roll.  Up to two dice rolled for the current action or damage may be manipulated to show whatever side you desire.  This may be played on your dice or someone else’s.
05/05/2018 Played to charm Cassandra
Drama Card The Street Play this when you are seeking something in a city. You find someone who will help you with the information you need. He or she will expect you to repay the favor at some point in the future.
4/21/2018 Played to learn information about the boss of Fat Luca.
Drama Card Gate Crashers Play this card during combat.  A third party hostile to both of you and your enemies enters the conflict.
04/07/2018 Played in the middle of the Black Cat brawl.
 Drama Card Dominate Play this card when you are attempting to take control of the situation.  (NPC+PC)The person or people you are trying to command actually stop and listen to you.  (NPC only)If your command is not outlandish, or against their personality, they will obey.
 12/16/2017 Played to bring the group together.
 Drama Card Lucky Draw Play this card when gambling.  You may reroll every dice involved and take the best results.  This effect lasts for the entire scene.
2/10/2018 Played to track down a drug dealer through gambling. Identity StraightShooter24 created.
Drama Card Artificial Lifeform Play this card upon receiving it. At some point during the game session, an artificial life form shall make an appearance. It may be a magical automation or a robot or some other created life form.
2/24/2018 Played the next session as required.
Drama Card Reinforcements Play this card when you desire help. A family member, friend, ally, or contact shows up to back your play.
Alternatively, a former enemy has a change of heart and comes to the rescue.
2/24/2018 Played to pull in Alpha Prime to help.
Drama Card Not Good Enough Play this card after another character succeeds at a skill or attack.  Change the result of their action to a failure.
3/25/2018 Played against Patsy while she was fighting against us while under the control of the evil angel blade.