Sinner-G (Supersoldier, APPROVED)

GM: Blackhaunt
AGM: CHIMERA

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Sinner-G
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Sinner-G (Supersoldier, APPROVED)

Post by Sinner-G »

Player Name: Alan
Hangouts Handle: AlanGunhouse

Character Name: Gideon Merryweather
Power Category: Super Soldier
Alias: Sinner-G
Occupation: Menial Labor
Alignment: Unprincipled (Selfish)
XP Level: 3
XP Points: 5,851 (Updated 10/1/2024 by Dawg)
Next Level @ XP: 8200
Birth Order/Family Ties: Illegitimate
Land of Origin: USA
Childhood Environment: Large City
Social/Economic Background: Laborer/Poor
When Extraordinary Abilities First Manifested: During his isolation period, over several weeks after exposure.
Disposition: Tough Guy, self-reliant, cocky, a lone wolf
Insanity: OPTIONAL

ATTRIBUTES
I.Q.: 8
M.E.: 17
M.A.: 12
P.S.: 38
P.P.: 24
P.E.: 23
P.B.: 9
Speed: 45

PHYSICAL DATA
PPE: 24
HP: 44
SDC: 136
Age: 23
Sex: Male
Height: 5' 10"
Weight: 185#
Description: He looks perfectly ordinary, dark brown hair, Hazel eyes, Swarthy skin...But if you look closer you might notice what is missing. He has no scars, no distinguishing features. He is fit and tends to move smoothly, but that is hardly distinctive. What scars he may have had have been removed by his IRMSS.

Sponsoring Organization & Status: Medical/Humanitarian, Rogue Agent

Nature of the Procedure & Motive: Radiation + Special, Military/Combat

Natural Abilities
Superhuman Strength: Can carry 200*PS (7600#) and lift 300*PS (11400#)
Jump 12' up standing, 24' running
Leap 20 feet forward standing, 40' running
Run 30 MPH
Perception: 56% (+3%)

Super Abilities
Super Soldier Enhancements:
1) Internal Robot Medical System:
OOC Comments
An amazing device that releases dozens of nano-machines each about the size of a pinpoint into the bloodstream to repair internal injuries, stop bleeding, and Knit wounds. The containment unit is placed in the chest cavity and the tiny robots go to work automatically whenever the body experiences trauma. They are powered by the electromagnetic energy of the human body and continually search for damage and repair it. The types of internal injury they can repair include cuts, stab wounds, bleeding, blood clots, torn/ruptured veins, internal bleeding, tissue damage, and even minor damage to internal organs. Bullets can even be located and excised, seeming to work their way out of the body and drop out at the wound site. Equal to a doctor's skill at 75%. When the units are done they return to the housing to be reused. Repair time depends on the amount of damage and may take minutes to hours. SPECIAL: Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury (losing all SDC and more than half of HP can overload the system, requiring extra time for repair).
Endoskeletal Replacement Abilities:
1) Robotic Endurance
OOC Comments
+1d4*10 SDC, +3d6 HP, +1d6 PE, can last 20 time the normal time without feeling exhaustion, only needs 6 hours sleep and can go 48 hours without sleep and feel no side effects.
2) Robotic Enhanced Strength
OOC Comments
+4d6 PS, minimum 26, considered superhuman
3) Robotic Enhanced Reflexes
OOC Comments
+2 Initiative, +1 attack/Round, +1 to strike, +2 to parry and dodge, +3 to pull punch, +3 to roll with impact, can survive falls of up to 100 feet and can land on his feet like a cat taking no damage (60%), +1d4 PP (minimum 16)
4) Robotic Speed
OOC Comments
+6d6+6 to speed and can leap 12 feet up and 20 feet across from a standing start, doubled with a running start
5) Robotic Senses Smell:
OOC Comments
recognize odors 75%, recognize person by scent 45%, track by smell/taste 55%; Hearing as per cybernetic Amplified Hearing, Vision with Thermal Imaging (range 600’) and Telescopic vision magnification *20
6) Cosmetic Disguise:
OOC Comments
Character looks completely normal and can pass all exams short of a full medical checkup or bio-scanner, in those cases there is a -30% to detect the nature of the endoskeleton, the character has the equivalent to the facial portion of he major super ability Alter Facial Features and Physical Structure, but can only alter PB up and down by at most 8 points
7) Unbreakable Skeleton
OOC Comments
the Skeleton has a Natural AR of 17 and 2000 SDC
8) Increases survivability
OOC Comments
+4 save vs. toxic gas and drugs, +2 save vs. bio-manipulation, +20% save vs. coma. Reduced sense of touch makes him hard to torture (-50%) but loses -10% to all skills requiring a delicate touch like Demolitions, Pick Pockets, and Pick Locks.
Bionic & Cybernetic Features
Amplified Hearing:
OOC Comments
Heightened hearing enables the character to hear tiny, almost inaudible sounds several hundred feet away. At 75 feet (22.9 m) he can hear sounds as quiet as one decibel. At 150 feet (45.7 m) he can hear sounds as quiet as 10 decibels. At 360 feet (109.7 m) the audible perception is greatly taxed, allowing him to barely hear a normal conversation in the 30 decibel range. See Sonic Power for the decibel scale.
Loud or constant noise will reduce the quality of hearing perception. If the surrounding noise is in the 70 decibel area, the hearing range will be reduced by -10 feet. Continue to reduce by 5 feet (1.5 m) for every additional 10 decibels.
Range: 360 foot radius (1 09.7 m).
Other Abilities Include:
Estimating the distance of the sound at a 60% +5% per level proficiency.
Estimating the speed and direction of approach at 50% +5% per level of experience.
Recognize a voice or sound through intense concentration at 40% +5% per level of experience (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill).
Imitate a voice at 30% +5% per level of experience
Bonuses:
+1 to parry .
+2 to dodge.
+6 on initiative.
Thermal Imaging:
OOC Comments
An optical heat sensor that converts the infrared radiation of warm objects, including warm-blooded animals and people, into a visible image. This device allows its operator to see in darkness, shadows and through smoke. Range: 600 feet (183 m).
Telescopic Vision:
OOC Comments
Magnifies an image area like a gun scope. Automatic, self-focusing. Range: 1500 feet (457 m), 10 foot (3 m) image area, up to 20x magnification
Special Skills
Automatic Self-surgery 75%
Land on feet 60%
recognize odors 75%
recognize person by scent 45%
track by smell/taste 55%
Estimating the distance of the sound at 70% (+5% per level)
Estimating the speed and direction of approach at 60% (+5% per level)
Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill).
Imitate a voice at 30% (+5% per level)

EDUCATION LEVEL: Military

Scholastic Skills
Scholastic Skills
1) Military Program +10%
Running
Climbing/Rappelling 80/50% (+5%)
Military Etiquette 55% (+5%)
Radio: Basic 65% (+5%)
WP Rifle

2) Military Demolitions Program +10%
Basic Electronics 50% (+5%)
Basic Mechanics 50% (+5%)
Demolitions 66% (+3%)
Demolitions Disposal 66% (+3%)
Demolitions: Underwater 62% (+3%)

3) Athletics program +10%
Acrobatics
--Sense of Balance 66% (+3%)
--Walk Tightrope or High Wire 76% (+3%)
--Back Flip 76% (+2%)
--Basic Prowl Ability 30% (or adds +5% to Prowl skill)
--Basic Climb Ability 40% (or adds +15% to Climbing skill)
Gymnastics
--Sense of Balance 66% (+3%)
--Work Parallel Bars & Rings 76% (+3%)
--Back Flip 86% (+2%)
--Basic Prowl Ability 30% (or adds +5% to Prowl skill)
--Basic Climb Ability 25% (or adds +5% to Climbing skill)
--Climb Rope/Rappel 76% (+2%)
Boxing
S.C.U.B.A. 45% (+5%)

4) Super Soldier Training
Espionage Program
Hand to hand: Martial Arts
Detect Ambush 45% (+5%)
Intelligence 45% (+4%)
Wilderness Survival 45% (+5%)
Disguise 40% (+5%)
Impersonation 43%/29% (+4%)

Secondary Skills
Swimming 60% (+5%)
First Aid 55% (+5%)
Language: Spanish 56% (+3%)
Literacy: Spanish 40% (+5%)
Cook 45% (+5%)
Prowl 45% (+5%)
Streetwise 35% (+5%)
WP: Hand Guns
3rd Land Navigation 36% (+4%)
3rd - Body Building

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +9
Strike Bonus: +8
Parry Bonus: +13
Dodge Bonus: +14
Disarm Bonus:
HTH Damage Bonus: +23
Bonus to Roll w/Punch or Fall: +11
Bonus to Pull a Punch: +8
Other:

Weapon Proficiencies
W.P. Rifles
OOC Comments
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Handguns
OOC Comments
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Saving Throw Bonuses
Coma/Death: 36%
Toxins (15+): +8
Magic (varies): +4
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +1
Psionics (varies): +1 (+3 vs bio-manipulation)
Last edited by Sinner-G on Thu Sep 05, 2024 2:51 pm, edited 35 times in total.
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


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Sinner-G
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Re: Sinner-G (WIP)

Post by Sinner-G »

Base Abilities (4d6 drop lowest): 4d6: [6, 3, 5, 5] = 19 4d6: [1, 3, 1, 4] = 9 4d6: [2, 6, 4, 6] = 18 4d6: [6, 2, 2, 4] = 14 4d6: [2, 3, 4, 2] = 11 4d6: [5, 2, 3, 6] = 16 4d6: [5, 4, 2, 2] = 13 4d6: [1, 3, 2, 6] = 12

Exceptional Ability Rolls (if any): 1d6!: [5] = 5 1d6!: [1] = 1

PPE: 6d6: [4, 6, 4, 4, 4, 2] = 24 , Base HP for Level: 2d6: [5, 6] = 11

Sponsor: 1d100: [41] = 41
Motive: 1d100: [13] = 13
Nature of Procedure: 1d100: [30] = 30
Nature of test subject: 1d100: [56] = 56
Bonuses for test subject: PS 1d4: [2] = 2 , SPD 1d4: [2] = 2
Status with Sponsor: 1d100: [83] = 83
Replication: 1d100: [88] = 88

Super-soldier Enhancements: 1d4: [1] = 1

ENDOSKELETAL REPLACEMENT
1) SDC 1d4*10: [4]*10 = 40 , HP 3d6: [1, 6, 2] = 9 , PE 1d6: [5] = 5
2) PS 4d6: [6, 2, 6, 6] = 20
3) SPD 6d6+6: [2, 2, 4, 3, 1, 3]+6 = 21
4) PP 1d4: [1] = 1

Education: 1d100: [53] = 53

Special Supersoldier Training
1d4+1: [4]+1 = 5

Battle Armor/Costume: 1d100: [69] = 69 Number of costumes: 1d6: [6] = 6
Special Weapons: 1d100: [50] = 50
Prototype Vehicle: 1d100: [62] = 62
Finances: 5d6*100: [6, 4, 4, 6, 2]*10 = 220
Common Vehicle: 1d100: [58] = 58

Skill-based bonuses:
SPD: 4d4: [1, 2, 4, 4] = 11
SDC: 11d6: [6, 2, 4, 2, 5, 2, 3, 2, 6, 6, 2] = 40
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


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Sinner-G
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Sinner-G's Equipment

Post by Sinner-G »

EQUIPMENT

Carried/In Hand

Worn on Person
Light Armored Costume
Sonic Blast Helmet
Rocket Jump Boots


Stored in Vehicle
Spare Light Armored Costume

Stored at Home
4 additional sets of a costume that incorporates modern armor: Concealed Armor: AR 10, 50 SDC, Weight 12#


Gear Stats
Light Armored Costume:
  • AR: 10, Covers Torso
  • SDC: 50
  • Weight: 10 lbs.
Sonic Blast Helmet:
  • *AR: 14 Covers head, small target
  • SDC: 200
  • Range: 80'
  • Damage: 3d6 SDC, Against armored character, on a roll below the armor rating,the sonic blaster does half damage to the armor, the other half carries through the armor to the person within.
  • Effect: In addition to damage, Victims must roll a 14 or higher (PE bonuses apply) or be rendered unconscious for 1d4 Melee Rounds, on a save they lose one melee action and are -1 to strike, parry, and dodge.
  • The Helmet protects the soldier from the effects of his own weapon.
  • Payload: 30 Shots, self-regenerates hourly
  • Verbal control: Does not require hands, but does require the ability to speak to trigger effect;
  • Weight: 4 lbs

Description: The Sonic Helmet generates shock blasts with a spoken word. The vibrations that cause the damage tend to jolt someone, even when they resist damage with body armor. On a roll below the armor rating,the sonic blaster does half damage to the armor, the other half carries through the armor to the person within. Additionally, these weapons can cause disorientation and loss of consciousness b using high frequency sound. Range: 80', Payload: 30 blasts per hour (self regenerating), Damage 3d6 PLUS Victims must roll a 14 or higher (PE bonuses apply) or be rendered unconscious for 1d4 Melee Rounds, on a save they lose one melee action and are -1 to strike, parry, and dodge. The Helmet protects the soldier from the effects of his own weapon.

Rocket Jump Boots:
  • AR: 11, Covers feet, small target
  • SDC: 40
  • Effect: Allows the wearer to propel themselves 60' into the air. A successful Acrobatic or Gymnastics roll (equivalent to a Back Flip roll) will allow the user to do rolls, flips, and cartwheels in midair and land on his feet. This maneuver enables the rocketing character to turn around, dodge (+1), and land behind a person, move 10-20 feet on any lateral direction, or land on a rooftop, tree branch, or other horizontal surface.
  • Time Required: 1 Melee Action
  • Weight: 2 lbs each (4 lbs total)
Description: This footgear has focused explosive charges built into the soles, charges powerful enough to propel the wearer up to 60' into the air. A successful Acrobatic or Gymnastics roll (equivalent to a Back Flip roll) will allow the user to do rolls, flips, and cartwheels in midair and land on his feet. This maneuver enables the rocketing character to turn around, dodge (+1), and land behind a person, move 10-20 feet on any lateral direction, or land on a rooftop, tree branch, or other horizontal surface. Each rocket jump counts as one Melee action. Each boot has 40 SDC.

Equipment to Allocate
2200 in savings
Standard vehicle (Small car less than 1 year old)
Efficiency Apartment
Standard Personal Goods

Vehicle - Compact Car
  • Crew: 1 plus 4 passengers.
  • AR: 7.
  • SDC: Tires (4) 50 each. Main Body 300.
  • Top Speed: 110 mph.
  • Miles Per Gallon: 34 mpg.
  • Fuel Tank: 10.2 gallons.
  • Cargo: 9 cubic feet.
  • Tow: 750 lbs.
  • Bonuses: None.
Last edited by Sinner-G on Sat Jul 13, 2024 9:53 am, edited 7 times in total.
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


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Sinner-G
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Sinner-G's Background

Post by Sinner-G »

Background Story
Gideon was a scrawny child, abandoned at a hospital an raised in an Orphanage. He was not overtly bright, not good looking or personable. What he was, was well coordinated and strong willed. He was determined to make something of himself and trained himself until he was good enough to enter the Army when he turned 18. He learned to handle explosives during his first tour, and assigned to a special operations unit as the Demolitions Officer.
After his second tour, he left the Army and was looking for work when he was approached by a private medical research group. Their purpose, to create a nanotechnological system capable of restoring injured soldiers to perfect health. In order to be certain the system was safe, they wanted to test it on a healthy man to see if it had problems of harmful side effects. The called the system SAINT, short for Structural Analytical Integrated Nanotech Transformer.
They placed him in a radiation bath design to kill any nanites that might leave his body and injected him. Nothing was actually supposed to happen, as he was in good health, at the most it should have fixed a few minor flaws like scars. The result they got was an incredible transformation of his body. They theorize that the radiation interfered with the stop codes in the nanites, causing them to perform feats like creating a polycarbon shell around his bones, adding monofilament strands to his tendons to support greater strength, adding high-energy myomer fibers to his muscles, and almost completely rebuilding his senses of sight, hearing, and smell. It also allowed him to change his face to look like anyone else within limits.
The problem was that the nanites were not able to finish, whatever they intended to do at the surface of his body they would "die" before it was done. As a result he suffered a decline in his sense of touch. They were supposed to shut down when finished, but since they did not finish, they continued to be active until the scientists devised a control chip and containment unit to limit them in numbers and keep them within his skin (and prevent the system from making improvements). They later marketed that design as the IRMSS system.
Gideon wound up in isolation for several months before he was declared safe. After that, he spend several more months on training and testing. They were certain they could make the process work and market it, but they first had to know what the limits of what it could do were. They trained him extensively in the arts of disguise and acting so he could make use of his face-shifting abilities. They also trained him is commando skills such as survival and improved hand to hand skills and basic intelligence skills.
They equipped him with some prototype gear so he could put on a good show (during that show, they called him "Private Prototype"), but he became upset when he realized that the potential buyers they were trying to market to were not limited to allies of his own country. This resulted in him fleeing, and taking his gear with him.
Unfortunately, the research and technology used to create him still exists in the hands of the company, and may be used to create other Super Soldiers to send after him.
He moved to Century Station, the metahuman capital. If there is one place he could fit in, it would be among others with similar abilities. His code name is a private joke, the thing they used to create him may be a SAINT, but he is a Sinner. (The other part being a play on the term Synergy, which he overheard being used to describe how the rebuilding process works.
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


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