G-Mail: leonardwsf@gmail.com
Link to Ledger: MGP Ledger
Character Name: 林 敏子 - Toshiko Hayashi
Alias: 森の子 - Morinoko (Forest Child)
Race: Kankoran
O.C.C.: Cyber-Samurai
Alignment: Principled
XP Level: 4
XP Points: 11,081 (Updated 6/1/2024 by Dawg)
Next Level @ XP: 17,201
Sentiments/Non-Humans: She is one! Everyone is just trying to survive. Has a fondness for those living closer to nature than others, despite her augmented self.
Sentiments/Coalition: Feels their viewpoint against D-Bees is harsh and unnecessary, and finds them dishonorable and distasteful.
Disposition: A mixture of natural wisdom and honor-bound pride, Toshiko comes off almost motherly to others, content both to lead and to slip into the background and allow others to find their own path, offering advice as she feels is needed. Often passes the time with humming or other jokes, used to the long hours of both training and hunting.
ATTRIBUTES
I.Q.: 15
M.E.: 12
M.A.: 10
P.S.: 22 (Augmented)
P.P.: 20 (Cybernetic)
P.E.: 13
P.B.: 12
Speed: 50 (35 mph)
PHYSICAL DATA
P.P.E.: 13
H.P.: 28 (Head only)
S.D.C.: 42 (Head only)
M.D.C.: 180
Age: 27
Gender: Female
Height: 5'8"
Weight: 550 lbs.
Description: A very tall Kankoran with red and white fur, blue eyes, and a scar across her muzzle. Lithe and strong looking, cybernetic augmentations are hidden beneath her fur and skin, making her much more than she seems. Her ears flick back when she's pensive, and her reconstructed tail behaves just like a normal Kankoran tail - just a bit heavier.
Racial Abilities
- Nightvision (40’/12.2 m)
- Excellent color (day) vision, a bit better than human 20/20 vision
- Keen sense of smell
- Track by smell alone. Range: 1,000'. 42% (+4%)
- Recognize common/known smells. Range: 50'. 59% (+3%)
- Recognize scent of others. Range: 50'. 32%(+4%)
- Superior sense of hearing
- Horror Factor: 12
Natural Abilities
Perception: 39% (+3%)
Charm/Impress: 10%
Invoke Trust/Intimidate: 10%
Max. Encumbrance: 330 lbs.
Max. Carrying Weight: 440 lbs.
Max. Lifting Weight: 880 lbs.
Max. Jumping Ability: 30' across, 15' high
Cyber-Samurai Bionics & Cybernetics:
O.C.C. SkillsLanguage: Wolfen 98%
Language: Gobblely 98%
Basic Radio 70% (+5%)
Basic Math 70% (+5%)
Language: Japanese 98%
Literacy: Japanese 98%
Language: American 65% (+5%)
Computer Programming 55% (+5%)
Horsemanship: Equestrian 75/65% (+5%)
Wilderness Survival 55% (+5%)
Pilot: Automobile 85% (+5%)
Pilot: Hover Craft 75% (+5%)
W.P. Sword
W.P. Archery & Targeting
W.P. Axe
Hand-to-Hand: Zanji Shinjinken-Ryo
O.C.C. Related Skills
W.P. Energy Rifle
Prowl 30% (+5%)
Boxing
Literacy: American 50% (+5%)
Fencing(Level 1)
Secondary Skills
Track & Trap Animals 40/50% (+5%)
Land Navigation 53% (+4%)
Identify Plants & Fruit 45% (+5%)
Language: Dragonese/Elvish 50% (+5%) (Level 1)
Calligraphy 35% (+5% )(Level 1)
Basic Mechanics 30% (+5%) (Level 1)
Pilot: Boats: Sail Types 60% (+5%) (RP Bonus; Approved by Consumer 3/27/24)
Combat Data
HTH Type: Zanji Shinjinken-Ryo
Number of Attacks: 8
Initiative Bonus: +6
Strike Bonus: +4
Parry Bonus: +6
Dodge Bonus: +8
P.S. Damage Bonus: +7 S.D.
HTH Damage Bonus: +4
Bite Damage: 1D6 S.D. (no P.S. bonus)
Vibro-Claw Damage: 5D4 M.D.
Power Punch Damage: 1 M.D.
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Other:
- Maintain Balance: +1
- Critical Strike from Behind
- Death Blow on Natural 20
- Knife-hand: 2D4 + P.S.
- Karate punch: 2D4 + P.S.
- Kick attack: 2D6 + P.S.
- Knee/Elbow strike: 1D6 + P.S.
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. Energy Rifle +3 strike (+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.) (+1 strike Targeting Display)
W.P. Archery - +3 strike, +1 parry, +1 disarm(+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.)
Rate of Fire: As per the character's hand-to-hand attacks per melee.
Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.
W.P. Axe - +1 strike & parry (+1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.)
W.P. Sword - +3 strike, +5 parry, +1D6 damage (+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.)(+2 parry HtH)(+1 strike, parry, +1D6 damage Fencing)
Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +3 (+1 @ lvls 1, 2, 3, 5, 7, 9, 11, 13, 15)