G-Mail: pwiebens
Character Name: Dékatos Diomedes
Alias: Diomedes, Edgar Frog
Race: True-Atlantean
O.C.C.: Undead Slayer
Alignment: Scrupulous
XP Level: 8
XP Points: 70,661 (Updated 10/1/2024 by Dawg)
Next Level @ XP: 87,001 (WB 2, p68)
Sentiments/Non-Humans: Protective of peaceful D-Bees
Sentiments/Coalition: Understands their need for vigilance against supernatural evil, but sad that they can't see that not everyone is the same way.
Sentiments/NGR: Hopeful that they will embrace enlightenment and welcome all peaceful beings.
Disposition: Self-confident and idealistic. Desires to prove that his destiny isn't to be in the shadow of his legendary ancestor.
Insanity: None
ATTRIBUTES
I.Q.: 13
M.E.: 29
M.A.: 10
P.S.: 33
P.P.: 20
P.E.: 22
P.B.: 19
Speed: 25
PHYSICAL DATA
P.P.E.: 296
H.P.: 290
S.D.C.: 107
A.R.: 13
M.D.C.: 322
Age: 28
Sex: Male
Height: 6' 10"
Weight: 260 lbs.
Description: A very large and muscular man with dirty blonde hair and blue eyes. Various tattoos can be seen on his body, none are on his head or neck.
Racial Abilities
Can not be physically transformed
Long life span
Natural Abilities
Perception Bonus: 31% (+3%/level)
- +30% Vampires/Undead
- +20% Demons/Monsters
Invoke Trust/Intimidate: 5%
Max. Encumbrance: 338lbs
Max. Carrying Weight: 1650 lbs
Max. Lifting Weight: 3300 lbs
Max. Jumping Ability: 49.5' across, 8' high
Running: 125 yrds/melee
Horror Factor: 12 if recognized as a True Atlantean, 14 if recognized as an Undead Slayer
Special Abilities
Increased P.P.E. Recover: 20 P.P.E./hour of rest; 25 P.P.E./hour on a ley line.
Draw P.P.E. From Ley Line: 20 P.P.E. when activating a tattoo or 15 P.P.E. per round to power or use a TW device.
Operate Dimensional Pyramid--70% (+5%)
Sense Ley Lines: 5 miles (General Direction, Distance, Number, and Strength)
Sense Nexus: 10 miles (General Direction, Distance, Number, and Strength)
Sense Rift: 20 miles (General Direction, Distance, Number, and Strength)
Healing Ability: Recover 2d6+10 M.D.C./day or 1d6 M.D.C./hour on a ley line/nexus.
Ley Line Phasing (H.P. and S.D.C. have same recovery rate)
Supernatural Strength and Endurance
Can Activate Tattoos without Physical Touch
Vampire Hunting Abilities
Magic TattoosSpell Strength: (16 in most cases)
Tattoo Locations
Clan Skellian Skills
Lore: D-Bee--70% (+5%)
Lore: Dimensions--55% (+5%)
Navigation--85% (+5%)
Track People--85% (+5%)
Track & Trap Animals--80%/90% (+5%)
O.C.C. Skills
Basic: Math--100% (+5%)
Boxing
Gymnastics
- Sense of Balance--71% (+3%)
- Work Parallel Bars & Rings--81% (+3%)
- Back Flip--84% (+2%)
- Basic Prowl--30%
- Basic Climb--25%
- Climb Rope/Rappel--74% (+2%)
Language and Literacy: Dragonese/Elf, Spanish, and Greek--105% (+1%)
Language: American--85% (+3%)
Language: Japanese--85% (+3%)
Language: Euro--85% (+3%)
Lore Demon and Monsters--85% (+5%)
Lore: Magic
- General--70% (+5%)
- Recognize Magic Symbols, Runes, Circles--60% (+5%)
- Recognize Enchantment--55% (+5%)
- Identify Magic Artifact--40% (+5%)
Swimming--90% (+5%)
Wilderness Survival--80% (+5%)
W.P. Archery +1 to strike at levels 1, 2, 4, 6, 8, 10, 12,and 14. +1 to parry with the bow itself at level 1, and +1 to disarm at levels 2, 5, 10,and 15.
W.P. Knife +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Sword +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Energy Pistol +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Energy Rifle +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
HTH: Martial Arts
O.C.C. Related Skills (+1 @ 9, 11, 14)
Detect Ambush--75% (+5%)
Field Armorer & Munition Expert--85% (+5%)
- Basic Mechanics--60% (+5%)
Demolitions Disposal--80% (+3%) (Learned @ 6th lvl)
Secondary Skills (+2 @ 9, 12, 15)
Pilot: Hovercycles, Sky cycles & Rocket Bikes 91% (+3%)
Prowl--70% (+5%)
History: Pre-Rifts--60%/52% (+4%)
W.P. Targeting +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
History: Post-Apocalyptic--60%/55% (+5%) (Learned @ 3rd Lvl)
Lore: Faeries & Creatures of Magic--45% (+5%) (Learned @ 3rd lvl)
W.P. Quick Draw (Learned @ 6th lvl)
W.P. Shield +1 Strike at levels 4, 8, 12, +1 Parry at levels 1,3,7,10,13 (Learned @ 6th lvl)
EP Purchased Skills
Dance--45% (+5%)(Learned @ 5th Lvl)
Horsemanship: Exotic Animals--55%/45% (+5%)(Learned @ 5th Lvl)
Literacy - English--50% (+5%)(Learned @ 5th Lvl)
Military Fortification--55% (+5%)(Learned @ 5th Lvl)
Paramedic--65% (+5%)(Learned @ 5th Lvl)
Performance--50% (+5%)(Learned @ 5th Lvl)
Singing--55% (+5%)(Learned @ 5th Lvl)
Streetwise--40% (+5%)(Learned @ 5th Lvl)
Trap and Mine Detection--40%/50% (+5%)(Learned @ 5th Lvl)
W.P. Blunt +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.(Learned @ 5th Lvl)
W.P. Staff +1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels, 2, 5, 8, 11, and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing. (Learned @ 5th Lvl)
Combat Data (See Vampire Hunting Abilities for additional situational bonuses)
HTH Type: Martial Arts
Number of Attacks: 6 (+1 vs Vampires/Undead/Supernatural Evil)
Initiative Bonus: +3
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +8
HTH Damage Bonus: +18
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Bonus to Entangle: +2
Supernatural Strength Damage (PS 33):
- Restrained: 2d6+2 S.D.C.
- Full Strength: 5d6 S.D.C.
- Power Punch: 1d6x10 S.D.C.
- Critical Strike on Nat 18-20
Other: KO on natural 20, Body Flip/Throw, any Hand Strike, and Foot Strike, W.P. Paired Weapons, Holds,Back Flip/Escape - Supernatural Damage and Hand Weapons: When wielding a melee weapon, such as swords, clubs and knives, a supernatural being inflicts the weapon damage plus P.S. damage as described in the previous table. (HU2, p294)
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Archery +5 Strike, +1 Parry, +2 Disarm
W.P. Blunt +3 Strike, +3 Parry
W.P. Knife +3 Strike, +3 Parry, +4 Thrown
W.P. Sword +3 Strike +3 Parry, +2 Thrown
W.P. Energy Pistol +4 Strike
W.P. Energy Rifle +4 Strike
W.P. Staff +2 Strike, +1 Parry
W.P. Targeting +3 Strike
W.P. Quick Draw +2 Initiative
W.P. Shield +1 Parry
Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +7
Disease: +6
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +12
Psionics (15+): +7
Horror Factor (varies): +8