Victor Valenzuela

Victor Valenzuela



Victor Valenzuela

 

Description: Victor Valenzuela is a former world-class jockey, winning the Triple Crown in 2020 on La Flamma Blanca. He, and the horse, retired after the win. Due to the accident that affected both he and his horse, Victor is now even shorter and lighter than when he raced, a whole 3′ tall and 67 pounds. He was born in Mexico, and has light skin. He is also permanently bald due to the accident, but had shaved his head during his racing days. Victor favors bright clothing when making public appearances. He smiles often, and also is regularly seen with a can or bottle of Tecate® Beer in his hand.

Victor’s picture from our own Adamantium_Art.

 

Real Name:Victor Valenzuela
Alias(es): Rubber Band Man(public), Rebota (Spanish for bounce)(Secret)
Level: 5
Power Category: Experiment
Educational Level: 2 Years College
Occupation: Retired Jockey, Industrial Spy, Tecate Spokeperson

Non-Transformed Attributes

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 3 ft I.Q. 13 Save vs Magic +8 Strike +4
Weight 67 lbs M.E. 12 Save vs Psionics (15) +0 Entangle +4
Nat. A.R. N/A M.A. 13 Save vs coma +31% Parry/ Dodge +7
S.D.C.
(At night)
84/ 84
(134/ 134)
P.S. 12 Save vs poison/ disease +8 Roll w/ impact +11
H.P. 53/53 P.P. 19 Save vs H.F. +0 Pull punch +2
P.E. 31 Save vs Possession +0 Initiative
(In dark)
+1
(+2)
Exp 18,175 P.B. 12 Save vs Insanity +0 Damage +0
Sex Male Spd 12 Disarm +0
Birthday 6/14/1990 (34) Trust/ Intimidate N/A Death Blow N/A Critical 20
HTH Basic Charm/ Impress N/A KO N/A Attacks 5
Alignment Unprincipled H.F. See Powers Pin/ Incapacitate N/A Perception
(In dark)
+1
(+3)

 

Transformed Attributes

Only applicable when Altered Physical Structure: Rubber
VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 3ft ± I.Q. 13 Save vs Magic 8 Strike +4
Weight 117 lbs M.E. 12 Save vs Psionics (15) 0 Entangle +7
Nat. A.R. 14 M.A. 13 Save vs coma +31% Parry/ Dodge +7
S.D.C.
(At night)
400/400
(450/ 450)
P.S. 23 Save vs poison/ disease +8 Roll w/ impact +14
H.P. 53/53 P.P. 19 Save vs H.F. +0 Pull punch +4
P.E. 31 Save vs Possession +0 Initiative
(In dark)
+1
(+2)
P.B. 12 Save vs Insanity +0 Damage +8
Sex Male Spd 12 Disarm +2
Trust/ Intimidate N/A Death Blow N/A Critical 20
HTH Basic Charm/ Impress N/A KO N/A Attacks 5
Alignment Unprincipled H.F. See Powers Pin/ Incapacitate N/A Perception
(In dark)
+1
(+3)

 

ABILITIES/ POWERS DESCRIPTION NOTES
Nightstalking: Dark Blessings -Nightvision 1,000 feet
-Sense the exact moment of the rising and setting of the sun
-Recognize vampires and see shadow beasts even when they are in shadow
-Can see those cloaked in unnatural or magical darkness
-Cannot be turned into the Undead
Nightstalking: Dark Stalker +1 to Initiative
+2 to Perception
Horror Factor: 13
Not likely to be seen or heard when hiding motionless in the darkness. Stationary Prowl: 73%, +3% per level.
+10% to Tracking, Land Navigation, and Prowl.
Only available at night or in a dim, eerie environment.
Nightstalking: The Night’s Gift +1D6 to all damage
+50 S.D.C.
Only available at night.
Un-Trackable -Does not produce any body odor or body oils
-Does not leave footprints or fingerprints
-Does not generate a detectable amount of body heat.
-Does not stir the ground cover when he walks
-Minimally disturbs the air and does not register on motion detectors
-Any genetically traceable materials (skin, hair, body fluids, etc.) are inconclusive in testing
-The character’s blood is O positive, the universal donor.
All attempts to track this character are done at a -70% penalty
Stretching: Physical Resistances Punches, kicks, and projectiles such as bullets, arrows, and thrown objects all do half damage. Energy, fire, heat attacks, psionics, and magic do normal damage.
Stretching: Elongate Horror Factor is 10 (or +1) while stretching.
Stretch body appendages to vastly increase range of reach.
-Body: 75 feet
-Neck: 8 feet
-Finger(s): 3 feet each
-Arm(s): 10 feet each
-Leg(s): 20 feet each
-Nose, ears, toes, tongue: 6 inches (½ foot) each
Stretching: Flatten If noticed, Horror Factor is 10 (or +1) while stretching.
Flatten the entire body to as little as one inch thick. Body spreads out to about 4 feet per 60 lbs.While in use, damage from being run over or from large, heavy falling objects is reduced to only 5%.
When flattened against a wall or door, +10% to Prowl or a flat 50% chance to remain unnoticed (75% chance in the dark).
Stretching: Condensed Ball Condense the entire body into a compact ball of 9 inches in diameter. Speed is halved while in this state. +10% to Prowl or a flat 45% chance to remain unnoticed (65% chance in the dark).
Stretching: Escape Artist Horror Factor is 10 (or +1) while stretching.
Character is elastic and malleable enough to contort out of most conventional means of restraint and confinement.Can squeeze into and out of containers and enclosures as small as a shopping bag or a bowling ball, and can squeeze through bars or pipes as narrow as 1½ inches apart or two inches in circumference.
Natural escape artist skill of 60%, +3% per level.
Stretching: Bouncability Horror Factor is 10 (or +1) while stretching.
Can puff up like a balloon and bounce. Can self-bounce up to 6 feet high. Speed is tripled.
Punches, kicks, collisions, explosive force, and falls do no damage but may propel the character double or triple the height of a self-bounce.
Stretching: Gliding Horror Factor is 10 (or +1) while stretching.
Can flatten arms, legs, and body to catch the wind and float on air currents. Requires a wind speed of at least 10 mph.
Typical speed is 12 (8 mph), but can reach as high as 30 (20 mph) if starting from a great height.
Stretching: Entangle Horror Factor is 10 (or +1) while stretching.
Can wrap stretched arms, body, and/or legs around an opponent, completely restraining them so they cannot move or physically attack. As many as 3 people can be tied together in this fashion. If they can break free, it takes 1D4+1 melees per level to get disentangled.
When restraining one opponent, a combined P.S. of 4× the character’s P.S. is needed to break free.

When restraining 2-3 opponents, a combined P.S. of 2× the character’s P.S. is needed to break free.

Stretching: The Old Rope Trick Horror Factor is 10 (or +1) while stretching.
Can use his arm, body, or both as a lasso to snare an opponent. Can grab one limb or the upper torso.
Counts as one melee attack/ action.
Stretching: The Squeeze Play Horror Factor is 10 (or +1) while stretching.
A snared or entangled opponent is squeezed as the character contracts his body. Damage is 1D4 plus P.S. damage bonus per attack/ action.
Each squeeze counts as one melee attack/ action.
Alter Physical Structure Rubber: Basic Form The character can alter his physical structure to become a rubber man.
-Radiates no heat and is invisible to IR and heat sensors.
-Can hold his breath for 2× a normal person.
-Weight and strength both increase.
-Can endure underwater depths of 1,200 feet
-Can function in a vacuum until air supply is depleted
-Fatigues at one quarter the rate of normal humans.
S.D.C. becomes 400
Heals S.D.C. 1D6 per minute
Natural A.R. of 14
Horror Factor of 9 (or +1)
Alter Physical Structure Rubber: Resistances -Armor piercing bullets and light/ regular explosives inflict only half damage when the roll to strike is above the A.R.
-Non-Supernatural physical attacks (punches, kicks, knives, swords, clubs, and similar) do NO damage regardless of roll to strike vs A.R..
-Supernatural physical attacks do only 10% damage regardless of roll to strike vs A.R. and send the character bouncing backwards 2D4 yards.
-Electricity does no damage.
-Impervious to cold.
-Laser and energy bolts still do half damage when the roll to strike is below the A.R.
-Fire, heat, and plasma ignore the A.R. entirely and do full damage.
-Powerful explosions, destructive natural forces, and similar threats bypass the A.R. to do full damage.
Alter Physical Structure Rubber: Stretching The character can stretch his body. Add these lengths to the Stretching: Elongate ability. Body: +25 feet
Neck: +2½ feet
Finger(s): +3 inches each
Arm(s): +5 feet each
Leg(s): +5 feet each
Nose, ears, toes, tongue: +1D2+1 inches each
Alter Physical Structure Rubber: Bouncy, bouncy, bouncy Can self-bounce up to 6 feet high (adds to other self-bounce abilities). A fall from under 300 feet does no damage and the character bounces 12-20 feet.

A fall from 300 feet or greater does 20% damage and send the character bouncing 30 feet for the next two melee rounds.

Punches, kicks, collisions, and explosive forces, may propel the character double or triple the height of a self-bounce.
Feat: What Big X You Have Enlarge Ears, Enlarge Nose, Enlarge Eyes Ears: 2x normal hearing, cut background noise to focus on one sound/conversation
Nose: Detect faint scent traces, Track smell 50+3/lev (current 56%)
Eyes: Perfect sight, can do 5x magnification
Due to the comical and weird, distorting nature of the ability, when the character enlarges any body part his P. B. and M.A. effectively drop by 50%

 

SUPER MOVE DAMAGE NOTES
Horror Factor When rubber: H.F. is 9, or add +1 to a higher H.F.
When stretching: H.F. is 10, or add +1 to a higher H.F.
When at night or in shadows, H.F. is 13+
Nightstalking +1D6 Applicable to all damage. Only at night.
Stretching: Entangle See “Squeeze Play” Wrap stretched arms, body, and/or legs around an opponent, completely restraining them so they cannot move or physically attack. As many as 3 people can be tied together in this fashion. If they can break free, it takes 1D4+1 melees per level to get disentangled. When restraining one opponent, a combined P.S. of 4× the character’s P.S. is needed to break free. When restraining 2-3 opponents, a combined P.S. of 2× the character’s P.S. is needed to break free.
Stretching: The Old Rope Trick See “Squeeze Play” Can use his arm, body, or both as a lasso to snare an opponent. Can grab one limb or the upper torso. Counts as one melee attack/ action.
Stretching: Squeeze Play 1D4 A snared or entangled opponent is squeezed as the character contracts his body. Damage is 1D4 plus P.S. damage bonus per attack/ action. Each squeeze counts as one melee attack/ action.

 

MOVE DAMAGE NOTES
Punch 1D4
Elbow 1D6
Backhand Strike 1D6
Knee 1D6
Gymnastic Kick 2D4
Karate Kick 2D4
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.
Roll with punch/ fall/ impact Must roll above attacker’s roll. Falls require a roll vs 14. 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.
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.

 

ANCIENT WEAPON PROFICIENCIES LEVEL ACQUIRED STRIKE PARRY ENTANGLE NOTES
WP Targeting 1 +3
Roping 1 +2 +2

 

WEAPONS DAMAGE NOTES
Lasso

 

SKILLS ACQUIRED BASE % BONUS START CURRENT TOTAL %
Language: Native (English) Automatic 50+5 +40% 1 5 98%
Literacy: Native (English) Automatic 30+5 +35% 1 5 85%
Math Basic Automatic 45+5 +15% 1 5 80%
Pilot Automobile Automatic 60+2 +15% 1 5 83%
Horsemanship Jockey Program 50+4 +15% 1 5 81%
Horsemanship:Exotic Jockey Program 40+4 +15% 1 5 71%
Animal Husbandry Jockey Program 35+5 +15% 1 5 70%
Land Navigation Jockey Program 36+4 +15% 1 5 67%
Athletics Jockey Program N/A N/A 1 5 N/A
Gymnastics Jockey Program N/A +15% 1 5 N/A
Balance Jockey Program 50+3 +15% 1 5 77%
Parallel Bars Jockey Program 60+3 +15% 1 5 87%
Climb Rope Jockey Program 60+2 +15% 1 5 83%
Back Flip Jockey Program 70+2 +15% 1 5 93%
Locksmith Thief Program 25+5 +15% 1 5 60%
Prowl Thief Program 25+5 +20% 1 5 65%
Climbing Thief Program 40/30+5 +20% 1 5 80/70%
Surveillance Systems Thief Program 30+5 +15% 1 5 65%
Language:Spanish Secondary 50+5 0 1 5 70%
Cardsharp Secondary 24+4 +4% 1 5 44%
Concealment Secondary 20+4 0 1 5 36%
Palming Secondary 20+5 0 1 5 40%
Pick Locks Secondary 30+5 0 1 5 50%
Pick Pockets Secondary 25+5 +5% 1 5 50%
Streetwise Secondary 20+4 0 1 5 36%
Ventriloquism Secondary 16+4 0 1 5 32%
Roping Secondary 20+5 0 1 5 40%
WP Targeting Secondary N/A N/A 1 5 N/A
WP Paired-Targeting Secondary N/A N/A 1 5 N/A
Imitate Voice/
Impersonation
Secondary 36/16+4 0 3 5 46/26%

 

INVENTORY COUNT LOCATION DESCRIPTION
Ready Cash $1200 On hand
Life Savings $4000 Bank
Goldie 1 Home Garage Engine 2 years old
Lasso 1 Carried
Tecate 24 pack Car
Tecate 5 Cases Home
SAVIOR Com 1 Worn
SAVIOR Entry Card 1 Pocket

 

LUCK & DRAMA COUNT NOTES/ DESCRIPTION
Luck Points 4
Drama Card Big Badda Boom Play this card to suffer no damage from an explosion or fall. Some outside circumstance intervenes to protect you from the damage.
Drama Card Forensics Play this card when you are trying to piece together seemingly meaningless clues. The Game Master shall give you insight into what you are seeing.
Drama Card Scream Play this card when your character becomes afraid. He or she overcomes their fear for the entire scene.
Drama Cards Played

 

Miscellaneous Notes:

Birth Order: Only Child
Land of Origin: Mexico
Childhood Environment: Typical Rags to Riches
Social/Economic Background: Famous
When Extraordinary Abilities First Manifested: This year

 

Character Bio:

 

Life was perfect for Victor Valenzuela- he had just won the Triple Crown, riding La Flamma Blanca. He seemed to have an unreal connection to this horse, like they could communicate on a level unknown in his experience. He still enjoyed the company of the horse, and was riding him back to the local stable after filming a Tecate commercial, just because, when both horse and jockey’s lives changed forever.

There was a sudden gas cloud, and Victor blacked out. The next thing he knew, his horse, La Flamma Blanca, was standing on two legs over him, talking to him!

Victor owns a small ranch in Old Orchard in Century Station, a stable in Los Angeles, and is co-owner of Blue Ridge Horse Farm with famed horse trainer Dickie Wittinghog.

Victor and Hank live in an apartment in Xenophan

Victor has a phobia of all cats- black especially, and white almost as much. He feels they are El Diablo, demons on earth!


 

Updated 11/3/2018