Philip (Pip) Climbwell (Mutant Raccoon)

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Pip
Posts: 55
Joined: Tue May 10, 2022 11:48 am

Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Player Name: Kyle
E-Mail: 12kreynoso@gmail.com
Discord: The Arcanian#4597
Ledger

Character Name: Philip Climbwell
Alias: Pip
Animal Type: Raccoon
Background: One of the Academic Underground
Alignment: Scrupulous
XP Level: 2
XP Points: 16
Next Level @ XP: 30
Bonus Bio-E: 1
Sentiments/Humans: No different than The Folk, anyone that climbs to such great heights has the chance of falling just as far.
Sentiments/Reclaimers: They have the right idea. Though knowledge is more important than money.
Sentiments/Orthodox: Fearful fools. Things don't stay the same, they either move forwards or backward.
Sentiments/Imperials: Violent fools. Progress through force can only end badly.
Species Hostilities: None
Disposition: Self-assured to the point of mild arrogance. Is often the smartest person in the room and knows it.
Insanity: None

ATTRIBUTES
I.Q.: 25
M.E.: 15
M.A.: 8
P.S.: 9
P.P.: 16
P.E.: 12
P.B.: 11
Speed: 11

PHYSICAL DATA
H.P.: 17
S.D.C.: 34
Age: 20
Sex: Male
Height: 2' 2"
Weight: 24 lb
Description: A raccoon, but walks, talks, wears clothes, and builds things.

BIO-E DETAILS

Raccoon: 60
Automatic Size 4
5 BIO-E for full hands
10 BIO-E for full Biped
10 BIO-E for full speech
5 BIO-E for 1D6 damage Climbing Claws.
Automatic Advanced Vision.
5 BIO-E for Nightvision.
5 BIO-E for Advanced Touch.
10 BIO-E for Advanced Hearing.
5 BIO-E for Extra Intelligence Quotient.
10 BIO-E for Extra Mental Endurance.
10 BIO-E for Danger Sense
-10 BIO-E for taking Vestigial Tail (Ringed).
-5 BI0-E for taking Masked Face (the black mask of the Raccoon around the eyes).

Bonus Bio-E purchases:
+1 size. (4 to 5, 5 Bio-E)


Natural Abilities
Perception: 49% (+3%), +10% if Danger Sense is active, +10% when in darkness, +5% to perceiving any tactile characteristics.
Charm/Impress: 16%
Invoke Trust/Intimidate: 11%
Max. Encumbrance: 7.3 lb.
Max. Carrying Weight: 90 lb.
Max. Lifting Weight: 270 lb.
Max. Jumping Ability: 6.5' (+2') long, 2.75' (+.5') high

Special Abilities
The character can see double the usual distance and detail of normal human vision.

The ability to see at night. There must be starlight or some other light source available to the character; 1000 foot (305 m) range/distance. If the character is in a completely blacked-out area, a cave, for example, then nothing will be visible; is as blind as anyone else.

The character has the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear a conversation at a much greater distance than is normally possible. + I on initiative.

The character has an increased chance (+10% skill bonus) to perform delicate actions and skills like picking locks and sleight of hand (palming, etc.). Characters can also recognize very slight differences in texture.

Adds a +5 to the character's I.Q. as a one-time only bonus. Already factored.

Adds a +4 to the character's M.E. as a one-time only bonus. Already factored.

Mechanical Engineering: 74% (+5%)

Psionics
Range: 90 feet (27.4 m) or self.
Duration: Four melee rounds (one minute).
Minimum M.E.: None. Not available to Mutant Humans.
Saving Throw: None.
Cost: 10 BIO-E.
The Danger Sense is a psychic intuition that provides a precognitive flash concerning imminent danger to himself or someone near him (within 30 feet/9.1 m). This includes hidden ambush, snipers, traps, a predatory animal stalking from the shadows, a poisonous snake, land mine, or dangerous situations (bridge can not support his weight, etc.). Danger Sense does not indicate what or where the danger might be, just that it exists and is imminent. Ultimately, it should put the character on alert that something is wrong and he must be careful and ready to act quickly (+2 on initiative to respond to the threat, + I to dodge). Note: The character must specify when the power is being used. It does not work automatically.


Apprenticeship (Core) Skills
Native Language: 100% (+1%)
Literacy: 61% (+5%)
Mathematics: Basic: 94% (+4%)
Blacksmith: 71% (+5%)
Carpentry: 61% (+5%)
General Repair & Maintenance: 66% (+5%)
Locksmith: 61% (+5%)
Mechanics: Basic: 71% (+5%)
Rope Works: 61% (+5%)
Plumbing: 81% (+5%)
Masonry: 61% (+5%)

Apprenticeship (Other) Skills
Recognize Weapon Quality: 46% (+5%)
Camouflage: 41% (+5%)
Siege Engineer: 51%/41% (+5%)
Teamster/Wagoner: 71% (+5%)
Construction & Farming Equipment: 65% (+4%)
Navigation: 76% (+5%)
Horsemanship: General: 51%/36% (+5%)
Horsemanship: Exotic Animals: 46%/36% (+5%)
Sailing: 76% (+5%)
Antiquarian: 56% (+5%)
Archaeology: 36% (+5%)
Chemistry: 66% (+5%)
Chemistry: Analytical: 56% (+5%)
History: 55% (+4%)
Mathematics: Advanced: 65% (+4%)
Appraise Goods: 46% (+5%)
Boat Building: 46% (+5%)
Excavation: 46% (+5%)
Farrier: Basic: 49% (+4%)
Intelligence: 47% (+4%)
Interrogation: 56% (+5%)
Acrobatics
-- Sense of Balance 73% (+2%)
-- Walk Tightrope or High Wire 73% (+3%)
-- Back Flip 66% (+5%)
-- Leap: 4' high and 7' (+2') long, Fearless of heights
Athletics (general)
W.P. Knife
Wilderness Survival: 46% (+5%)
Hand to Hand: Expert

Secondary Skills
Climbing: 86/61% (+5%)
Swimming: 66% (+5%)
Prowl: 46% (+5%)
First Aid: 61% (+5%)
W.P. Archery
W.P. Targeting
Sign Language: 51% (+7%)

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus: +1
Strike Bonus: +0
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm: +0
Other:
1D6 claw strike.
+1 to parry & dodge while in water
+1 on initiative when on horseback or exotic mount
+1 to roll with fall or impact when knocked from a horse or exotic mount
+2 to parry or dodge while on horseback or exotic mount
+1D6 to damage when on horseback or exotic mount
+2D6 damage to charge attack (running horse or exotic mount) with a lance, pole-arm, or spear
Horse or exotic mount attack

Weapon Proficiencies
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. Knife - +1 to parry, +1 to strike when thrown, +1 to strike
W.P. Archery - +2 to strike, +1 to parry with the bow itself, +1 to disarm
W.P. Targeting - +1 to strike with throwing or slinging weapons, +1 to strike with bows

Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (10+): +0
Horror Factor (varies): +0
Last edited by Pip on Thu Mar 09, 2023 7:15 am, edited 22 times in total.
Philip (Pip) Climbwell
"If knowledge can create problems, it is not through ignorance that we can solve them." - Isaac Asimov
User avatar
Pip
Posts: 55
Joined: Tue May 10, 2022 11:48 am

Re: Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Equipment

Carried/In Hand
Mechanical Bow
  • Range: 600'
  • Damage: 2D6
  • Rate of Fire: As per Hand to Hand.
  • Payload: 1
  • Weight: 1 lbs.
  • Features: None.
  • Modifiers: +1 to Strike.


Worn on Person
Clothing (Cotton Undergarments, Cotton Undershirt, Cotton Shirt, Wool Sweater, Cloth Pants)
Spider Silk Armor
  • A.R.: 12
  • S.D.C.: 150
  • Weight: 3 lbs.
  • Features: lightweight
  • Modifiers: None

Utility Belt
Leather Jacket
Backpack

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Sheath: Survival Knife
  • Range: Close Combat
  • Damage: 2D4
  • Weight: 0.5 lb
  • Features: None.
  • Modifiers: None.

• Sheath: Throwing Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 0.25 lb
  • Features: None.
  • Modifiers: +1 to strike when thrown.

• Quiver: 9 hunting arrows (+1 damage), 10 war arrows (+3 damage), 5 incendiary arrows
• Waterskin

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Pouch: 2061 Bucks
• Down-filled winter coat
• Waterproof sleeping bag
• Waterproof tent (5' x 5' x 4')
• Oil Lantern (6 hours/ 1 pint)
• 19 hunting arrows (+1 damage), 5 incendiary arrows
• Tool kit (Carpentry) superior (+15% to skill, 360 buck value)
• Tool kit (Locksmith) superior (+15% to skill, 360 bucks value)
• Coil of spider rope (50', 20,000 lbs test)
• Flint & Steel
• Tinder Box
• Hardtack
• Jerked beef
• Dried fruit
• Leather Journal (100 pages)
• Writing Case (2 pencils)
• Map to lost Academia library
• Map of Old Kingdom
Last edited by Pip on Wed Dec 14, 2022 8:28 pm, edited 12 times in total.
Philip (Pip) Climbwell
"If knowledge can create problems, it is not through ignorance that we can solve them." - Isaac Asimov
User avatar
Pip
Posts: 55
Joined: Tue May 10, 2022 11:48 am

Re: Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Background Story

"So your actually going."

On the outskirts of Haven, a hidden community of the Academic Underground, Philip 'Pip' Climbwell turns around to face Oscar Bentley, one of his old human teachers. "I hope you're not going to try and talk me out of it too." He sighs. "I have already made up my mind. Too much has been lost in the purges and witch-hunts of your kind, people with my know-how and intellect need to be out there finding what scant knowledge there is to save."

Oscar approaches shaking his head. "No, I just came to wish you well. And to give you something." Reaching into his satchel, Oscar pulls out a roll of parchment. "This is a copy of a map to one of the Underground's lost libraries. No one is sure where exactly, but that just means it is more likely to still exist." When he crouches down to give the map to Pip he places his hand on Pip's shoulder and looks him in the eyes. "Our communities may be scattered but we and our merchant network still have our safehouses. Don't forget to check in with them."

Oscar straightens. "Despite your parent's worries you'll be fine, you have a good head on your shoulders Pipsqueak." He says with a teasing grin.

Pip turns to leave. "I know." He says self-confidently, then shoots a reproachful glare over his shoulder at the taller human. "And you know I hate that nickname."

As Pip walks into the distance Oscar chuckles to himself "From anyone other than your parents, I know." He then turns to return to Haven.

Primer Questions
  • Where were you born & what follows from that? - Born in a hidden Academic Underground community, therefore has known humans and knows they are no different from The Folk.
  • Who are/were your parents & what follows from that? - His parents are members of the Academic Underground community, they fostered his curiosity and intellect.
  • Are your parents still alive & what follows from that? - They are still alive and worried about him out in the larger world, but he has made up his mind.
  • What were you doing before you started adventuring & what follows from that? - Primarily trying to preserve the knowledge that the community still had, and what little was found by the Academia's merchant network.
  • Why did you leave & what follows from that? - He decided that the merchant network was not enough. There needed to be people with more knowledge and intelligence actually looking for things worth preserving, not just traveling merchants picking up the odd thing they came across.
  • What did you leave behind & what follows from that? - Everything he knew, but it was necessary.
  • What do you want & what follows from that? - To uncover the lost knowledge of the past. Will need to be wary of The Orthodox and the Imperials.
Relationship to other player characters
  • Birger:
  • Kaster Trodwell:
  • Irok Bloodfeast: Kind, even if slow. Hopes the company he keeps does not take advantage of him.
  • Quetzalcoatl:
  • Jesper Brambleborn:
Last edited by Pip on Sun Oct 23, 2022 5:52 pm, edited 12 times in total.
Philip (Pip) Climbwell
"If knowledge can create problems, it is not through ignorance that we can solve them." - Isaac Asimov
User avatar
Pip
Posts: 55
Joined: Tue May 10, 2022 11:48 am

Re: Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Scratch Sheet
Use this post for any rolls pertaining to your character.
Every die roll must include a note as to what the roll is for.
GMs are at liberty to invalidate any roll not clearly denoted.

Stat roll 1: 3d6
Stat roll 2: 3d6
Stat roll 3: 3d6
Stat roll 4: 3d6
Stat roll 5: 3d6
Stat roll 6: 3d6
Stat roll 7: 3d6
Stat roll 8: 3d6

Additional HP: 1d6

S.D.C. from Acrobatics: 1d6
Speed from Athletics (general): 1d4
S.D.C. from Athletics (general): 1d8

marketplace I.Q. boost: 1d6


Level Up rolls

lvl 2 HP: 1d6
Last edited by Pip on Thu Mar 09, 2023 7:10 am, edited 1 time in total.
Philip (Pip) Climbwell
"If knowledge can create problems, it is not through ignorance that we can solve them." - Isaac Asimov
User avatar
Pip
Posts: 55
Joined: Tue May 10, 2022 11:48 am

Re: Philip (Pip) Climbwell (Mutant Raccoon)

Post by Pip »

Templates:

Post Header:

Code: Select all

Perception: [roll]1d100[/roll]/49% (+10% if Danger Sense is active, +10% when in darkness, +5% to perceiving any tactile characteristics)
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: [inline=Advanced Vision] The character can see double the usual distance and detail of normal human vision.[/inline], [inline=Nightvision] The ability to see at night. There must be starlight or some other light source available to the character; 1000 foot (305 m) range/distance. If the character is in a completely blacked-out area, a cave, for example, then nothing will be visible; is as blind as anyone else.[/inline], [inline=Advanced Hearing] The character has the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear a conversation at a much greater distance than is normally possible. + I on initiative.[/inline], [inline=Advanced Touch] The character has an increased chance (+10% skill bonus) to perform delicate actions and skills like picking locks and sleight of hand (palming, etc.). Characters can also recognize very slight differences in texture.[/inline], [inline=Danger Sense] Range: 90 feet (27.4 m) or self.
Duration: Four melee rounds (one minute).
Minimum M.E.: None. Not available to Mutant Humans.
Saving Throw: None.
Cost: 10 BIO-E.
The Danger Sense is a psychic intuition that provides a precognitive flash concerning imminent danger to himself or someone near him (within 30 feet/9.1 m). This includes hidden ambush, snipers, traps, a predatory animal stalking from the shadows, a poisonous snake, land mine, or dangerous situations (bridge can not support his weight, etc.). Danger Sense does not indicate what or where the danger might be, just that it exists and is imminent. Ultimately, it should put the character on alert that something is wrong and he must be careful and ready to act quickly (+2 on initiative to respond to the threat, + I to dodge). Note: The character must specify when the power is being used. It does not work automatically.
[/inline]
Combat:

Code: Select all

Actions: 4
Initiative: [roll]1d20+1[/roll] (+2 if Danger Sense is active, lasts the first minute of combat)

Action 1: 
Action 2: 
Action 3: 
Action 4: 

Parries (With bow or knife) as needed:  [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll].
Dodges vs Ranged/Unparryable attacks: [roll]1d20+3[/roll], [roll]1d20+3[/roll], [roll]1d20+3[/roll], [roll]1d20+3[/roll]. (+1 if Danger Sense is active, lasts the first minute of combat)
Philip (Pip) Climbwell
"If knowledge can create problems, it is not through ignorance that we can solve them." - Isaac Asimov
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