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Main Stat Totals

+8d6 HP
+10 SDC +26 SDC, +(2d6x10)+72 SDC
-1d4 M.A.
+2d6+2 P.S. +1d4 P.S.
+2d4+1 P.P.
+4 P.E.
-3 Spd +17 Spd +8 Spd -20% Spd
-1 P.B., +1d4 P.B. -10% P.B.
+4 vs disease, +4 vs heart/blood disease
+5 vs gases of all kinds
+19% vs coma/death
Armor=AR 14
+10 dmg to punches, kicks, head butts, body throws, melee weps
+7 punch dmg
+9 headbutt, ram dmg
+2 kick dmg
+3 APM
+5 Initiative
+2 Strike
+6 Parry
+6 Dodge
Auto Dodge(Can dodge without using up attack, and at +3, nothing else can help)
+9 to Roll with Punch, +6 to Roll with Fall, +2 to Roll with Impact
+4 to Pull Punch
+1 Disarm
Gain W.P. Paired Weapons
Misc Stat Totals
+240 lbs, +140 lbs, +98% lbs
+2 ft in height, +80% ft
Movement speed = 220mph +20/level
Can Leap Extraordinary=PSx15 ft, Superhuman=PSx25, Supernatural=PSx40
+10% to Imitate and Impersonate Voices and Ventriloquism(If you have them)
+10% to Physical skills requiring dexterity
-15% to skills requiring fine manipulation

Special Effects
-Recover 2d6 HP or SDC per melee round(Every 15 secs)
-Regen minor features in 46+24 hours, hand/feet in 6d6+40 hours, limbs in 4d6+12
days
Cannot regenerate destroyed heart/brain
-First 20 dmg in melee round is ignored, Physical dmg beyond the 20 is halved
-Cold/Super-Cold+Fire+Heat(Greater then tolerance)+Electricity dmg is halved
-+4 to dmg for every 20mph (Can do +8 from standing still)
-Fatigues at 1/6 usual rate
-Can initiate a surge of adrenaline onece every hour
For 1d4 minutes(4 melee rounds per minute)
+1 APM, +1 dodge, +3 vs poison/drugs, +10 P.S., +20 Spd, +20 SDC
Suffers -2 strike, parry, dodge, -20% Spd, for 5d6 minutes
-Only attacks from Supernatural P.S. or attack/fall dealing 70 dmg can break bon
es

-Bleeding stops from small cuts/abrasions in 5d6 secs, serious wounds in 1d4 mel
ee rounds
-Must Eat 1/2+ body weight in raw meat every day
-Can eat raw, spoiled, alien meat without illness
-Can last 1 day per P.E. without food+water, but after 10 days suffer
(-1 to strike, parry, and dodge, and reduce Spd and SDC by 20%)
-Reduces need for sleep to 3 hours a night,
and can stay awake for 4 days without ill effect(needs 7 hours sleep aft
er)
-Can hold breath for 9-10 minutes
-Toxins and impurities removed from air, can breath toxic atmospheres
and gas clouds as long as there is Oxygen+Nitrogen at 2%+
-Can breath underwater indefinently
-Can resist temps of 0-130 F without issues
-Can hold items heated up to 200 F
-Can read a small sign up to 2 miles away
-See clearly in total darkness
-Filter and reduce glare
-Can identify any smell within 90ft
Recognize specific odors: 70%+4/lvl, Recognize person by scent: 50%+5/lv
l
Recognize poison/toxins: 50%+5/lvl,
Track by smell: 40%+5/lvl (-10% in city, Roll every 200 yards)
-Can shout like megaphone, can disguise voice at 70%+2 per level
-Ages 2 years for every 10 years
Background
Resurrected Corpse
Bio-Regeneration Super = 1/2 cost
High Metabolism
Must Eat 1/2+ body weight in raw meat every day
Large, Bulky Body
+1d4x100 lbs, +1d4x10 SDC, +1d6 P.S., -2d4 Spd, -10% P.B.
Modified Internal Organs
Brain: Combathead
Gain Lightning Reflexes
+3 Initiative, +1 to disarm, +3 to pull punch,
+2 to roll with punch, fall, or impact,
+2d4 Speed, +1 APM, Auto Dodge(Can dodge without using up attack
,
and at +3, nothing else can help)
Gain W.P. Paired Weapons
Calcifier
Only attacks from Supernatural P.S. or attack/fall dealing 70 dmg
can break bones
Fatty Bladder
Can last 1 day per P.E. without food+water, but after 10 days suffer
(-1 to strike, parry, and dodge, and reduce Spd and SDC by 20%)
Gills
Can breath underwater indefinently
Gland: Adrenaline Enhanced Surge
Can initiate a surge of adrenaline onece every hour
For 1d4 minutes(4 melee rounds per minute)
+1 APM, +1 dodge, +3 vs poison/drugs, +10 P.S., +20 Spd, +20 SDC
Suffers -2 strike, parry, dodge, -20% Spd, for 5d6 minutes
Gland: Butchers

Can eat raw, spoiled, alien meat without illness


Gland: Pituitary
+1 or +2 Feet in height, weight by 5d6%, +2d6 SDC, +1d4 P.S.
Circadian Rhythms
Reduces need for sleep to 3 hours a night,
and can stay awake for 4 days without ill effect(needs 7 hours sleep aft
er)
Heart
+2d6 HP, +2d6 SDC, +1 vs disease, +4 vs heart/blood disease,
+14% vs coma/death, Fatigues at 1/3 usual rate
Lungs
Fatigues at 1/2 usual rate, can hold breath for 9-10 minutes
Lungs:Filtering System
Toxins and impurities removed from air, can breath toxic atmospheres
and gas clouds as long as there is Oxygen+Nitrogen at 2%+
+5 vs gases of all kinds
Quick Clotting Blood
Bleeding stops from small cuts/abrasions in 5d6 secs,
serious wounds in 1d4 melee rounds
Vocal Cords Enhancement
Can shout like megaphone, can disguise voice at 70%+2 per level
+10% to Imitate and Impersonate Voices and Ventriloquism(If you have the
m)
Physical Augmentations
Armor Rating
Extensive Armor = AR 14
Attribute Enhancement (PS, PP, PE, Spd)
+1d6+1 PS, +1 PP, +1 to pull punch, +1 PE, +2d6 SDC, +1d6+3 Spd
Bio-Regeneration Super
Recover 2d6 HP or SDC per melee round(Every 15 secs)
Regen minor features in 46+24 hours, hand/feet in 6d6+40 hours, limbs in
4d6+12 days
Cannot regenerate destroyed heart/brain
-1d4 MA, -1 PB
Impact Resistance
First 20 dmg in melee round is ignored, Physical dmg beyond the 20 is ha
lved
Heavyweight
+2d4x20 lbs, +10 dmg to punches, kicks, head butts, body throws, melee w
eps
+1 to PE, +(1d6x10)+12 SDC, -20% Speed
Extraordinary Speed
Movement speed = 220mph +20/level
+1 APM
+50 SDC
+2 Initiative
+2 Strike
+6 Parry
+6 Dodge
+4 to Roll with Punch/Fall
+4 to dmg for every 20mph (Can do +8 from standing still)
Enhanced Leaping
Normal STR=PSx10 ft, Extraordinary=PSx15, Superhuman=PSx25, Supernatural
=PSx40
Enhanced Physical Prowess
+2d4 PP, +3d4 Spd, +1 APM, +10% to Physical skills requiring dexterity
Longevity
Ages 2 years for every 10 years
+1 PE, +3 vs disease, +5% vs coma/death, +1d4 PB

Massive Build
4d6*10% taller and heavier, +6d6 HP, +1d6*10 SDC, +1 PS, +1 PE, +1d6 pun
ch dmg
-15% to skills requiring fine manipulation
SDC Augmentation*2
Gained +91 SDC (Already implemented)
Resistance (Cold, Heat, Electricity)
Can resist temps of 0-130 F without issues
Can hold items heated up to 200 F
Cold/Super-Cold+Fire+Heat(Greater then above)+Electricity dmg is halved
Reinforced Skeleton
+2d6+10 SDC, +2d6 headbutt, ram dmg, +2 punch, kick dmg, +3 to roll with
punch
Supervision Advanced Sight
Can read a small sign up to 2 miles away
Supervision Night Vision
See clearly in total darkness
Polarized Eye Filters
Filter and reduce glare
Heightened Sense of Smell
Can identify any smell within 90ft
Recognize specific odors: 70%+4/lvl, Recognize person by scent: 50%+5/lv
l
Recognize poison/toxins: 50%+5/lvl,
Track by smell: 40%+5/lvl (-10% in city, Roll every 200 yards)

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