Victor Valenzuela
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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: 7
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 | +10 (11) |
H.P. | 58/58 | 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 | +2 |
Sex | Male | Spd | 12 | Disarm | +0 | ||
Birthday | 6/14/1990 (34) | Trust/ Intimidate | N/A | Death Blow | N/A | Critical | 19,20 |
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 | +10(14) |
H.P. | 55/55 | 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 | +10 | ||
Sex | Male | Spd | 12 | Disarm | +2 | ||
Trust/ Intimidate | N/A | Death Blow | N/A | Critical | 19,20 | ||
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. Can shelter 1 individual, but must roll vs fall |
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 | +4 | |||
Roping | 1 | +2 | +2 | ||
WEAPONS | DAMAGE | NOTES |
---|---|---|
Lasso | ||
SKILLS | ACQUIRED | BASE % | BONUS | START | CURRENT | TOTAL % |
---|---|---|---|---|---|---|
Language: Native (English) | Automatic | 50+5 | +40% | 1 | 7 | 98% |
Literacy: Native (English) | Automatic | 30+5 | +35% | 1 | 7 | 95% |
Math Basic | Automatic | 45+5 | +15% | 1 | 7 | 90% |
Pilot Automobile | Automatic | 60+2 | +15% | 1 | 7 | 87% |
Horsemanship | Jockey Program | 50+4 | +15% | 1 | 7 | 89% |
Horsemanship:Exotic | Jockey Program | 40+4 | +15% | 1 | 7 | 79% |
Animal Husbandry | Jockey Program | 35+5 | +15% | 1 | 7 | 80% |
Land Navigation | Jockey Program | 36+4 | +15% | 1 | 7 | 75% |
Athletics | Jockey Program | N/A | N/A | 1 | 7 | N/A |
Gymnastics | Jockey Program | N/A | +15% | 1 | 7 | N/A |
Balance | Jockey Program | 50+3 | +15% | 1 | 7 | 83% |
Parallel Bars | Jockey Program | 60+3 | +15% | 1 | 7 | 93% |
Climb Rope | Jockey Program | 60+2 | +15% | 1 | 7 | 87% |
Back Flip | Jockey Program | 70+2 | +15% | 1 | 7 | 97% |
Locksmith | Thief Program | 25+5 | +15% | 1 | 7 | 70% |
Prowl | Thief Program | 25+5 | +20% | 1 | 7 | 75% |
Climbing | Thief Program | 40/30+5 | +20% | 1 | 7 | 90/85% |
Surveillance Systems | Thief Program | 30+5 | +15% | 1 | 7 | 75% |
Language:Spanish | Secondary | 50+5 | 0 | 1 | 7 | 80% |
Cardsharp | Secondary | 24+4 | +4% | 1 | 7 | 52% |
Concealment | Secondary | 20+4 | 0 | 1 | 7 | 44% |
Palming | Secondary | 20+5 | 0 | 1 | 7 | 50% |
Pick Locks | Secondary | 30+5 | 0 | 1 | 7 | 60% |
Pick Pockets | Secondary | 25+5 | +5% | 1 | 7 | 60% |
Streetwise | Secondary | 20+4 | 0 | 1 | 7 | 44% |
Ventriloquism | Secondary | 16+4 | 0 | 1 | 7 | 40% |
Roping | Secondary | 20+5 | 0 | 1 | 7 | 50% |
WP Targeting | Secondary | N/A | N/A | 1 | 7 | N/A |
WP Paired-Targeting | Secondary | N/A | N/A | 1 | 7 | N/A |
Imitate Voice/ Impersonation |
Secondary | 36/16+4 | 0 | 3 | 7 | 54/34% |
Public Speaking | Secondary | 36/16+4 | 0 | 6 | 7 | 50/30% |
Computer Operation | Secondary | 40+5 | 0 | 6 | 7 | 45% |
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 | 6 pack | Carried | |
Tecate | 24 pack | Car | |
Tecate | 5 Cases | Home | |
SAVIOR Com | 1 | Worn | |
SAVIOR Entry Card | 1 | ||
LUCK & DRAMA | COUNT | NOTES/ DESCRIPTION |
---|---|---|
Luck Points | 6 | |
Drama Card | Wait | Say or do something that might give your foes pause. All foes within 30 meters of you lose their next action. |
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 | ||
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
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 2/9/19