Psionic Marine Major, complete with fangs, a tentacle, and a thirst for blood and vengeance
Major Edward Glosser Human Male Charismatic Hero 3 / Telepath 1
Representing Dan Strength 12 (+1) Dexterity 10 (+0) Constitution 8 (-1) Intelligence 14 (+2) Wisdom 13 (+1) Charisma 17 (+3) Size: Medium Height: 6’ 4” Weight: 220 lb Eyes: Red Hair: Black Skin: Light
Talents: Fast-Talk – +3 to Bluff, Diplomacy, Gamble checks Dazzle – DC15 Charisma Check. Succeed = Target Will save DC 16 or -1 to attack rolls, saving throws, ability checks, ability checks for 3 rounds. Total Hit Points: 20 Speed: 30 feet Armor Class: 12 = 10 +1 [leather jacket] + 1 [class] Touch AC: 11 Flat-footed: 12 Initiative modifier: +0 = +0 [dexterity] Fortitude save: +1 = 2 [base] -1 [constitution] Reflex save: +2 = 2 [base] Will save: +4 = 3 [base] +1 [wisdom] Attack (handheld): +2 = 1 [base] +1 [strength] Attack (missile): +1 = 1 [base] Grapple check: +2 = 1 [base] +1 [strength] Reputation: +6 = 3 [base] +3 [renown] Action points: 25 (lifetime) Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 26 lb. or less 27-53 lb. 54-80 lb. 80 lb. 160 lb. 400 lb. Fangs [2d6+1d4+1, 20 crit, natural attack] Tentacle [1d6+1, 20 crit, 10ft reach bludgeoning] Desert Eagle [2d8, 20 crit, 5 lb, one handed, ballistic] Cleaver [1d6+1, crit 19-20, 2 lb, one-handed, slashing] Knife [1d4+1, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing] Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.] Military (starting occupation) Climb Hide Move Silently Feats: Simple Weapon Proficiency [free]
Wild Talent Personal Firearms Proficiency Psionic Surge Extra Power Mutations: Telepathy[+5], Acidic Saliva[+1], Fangs[+1], Chameleon Skin[+1], Unnatural Eyes[+0], Smoke Screen[+1], Blood Hunger[-1], Thin Skin[-5], Tentacle[+6], Heat/Cold Susceptibility[-1]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Autohypnosis Balance Wis Dex* 8 = 0 = +1 +0 +7Bluff Cha 10 = +3 +7 Climb Str* 0 = -1 +1 [Military] Computer Use Int 2 = +2 Concentration Con +3 = -1 +4 Craft (Structural) Int 2 = +2 Craft (Visual Art) Int 2 = +2 Craft (Writing) Int 2 = +2 Diplomacy Cha 12 = +3 +7 +2 [bluff] Disguise Cha 10 = +3 +7 Drive Dex* 0 = +0 +1 [Military] Escape Artist Dex* 0 = +0 Forgery Int 2 = +2 Gamble Wis 1 = +1 Gather Information Cha 9 = +3 +6 Hide Dex* 10 = +0 +5 +1 [Military] +4[Mutation] Intimidate Cha 5 = +3 +2 [bluff] Jump Str* 3 = -1 +4 Knowledge (arcane lore) Int 2 = +2 Knowledge (behavioral sciences) Int 2 = +2 Knowledge (history) Int 2 = +2 Knowledge (theology) Int 2 = +2 Listen Wis 5 = +1 +4 Move Silently Dex* 7 = +0 +6 +1 [Military] Navigate Int 2 = +2 Perform (Act) Cha 3 = +3 Perform (Dance) Cha 3 = +3 Perform (Keyboards) Cha 3 = +3 Perform (Percussion) Cha 3 = +3 Perform (Sing) Cha 3 = +3 Perform (Standup) Cha 3 = +3 Perform (String Inst.) Cha 3 = +3 Perform (Wind Inst.) Cha 3 = +3 Profession Wis 1 = +1 Psicraft Int 6= +2 +4 Research Int 2 = +2 Ride Dex 0 = +0 Search Int 2 = +2 Sense Motive Wis 2 = +1 . Spot Wis 4 = +1 +3 Survival Wis 2 = +1 +1 [Military] Swim Str** 2 = +1 +1 [Military] Treat Injury Wis 1 = +1
- = check penalty for wearing armor Bluff >=5 ranks gives +2 on disguise checks to act in character. Know Behavioral Sciences >=5 ranks gives +2 on survival checks underground. Human • Extra feat at first level (already included) • Four extra skill points at first level (already included) • One extra skill point at each additional level (already included) Telepath • Psionic skills (level 1) • Psionic powers (level 1) • Trigger Power (level 2, level 5, level 8) • Power Crystal (level 4) • Combat Manifestation (level 7) • maximize Power (level 10) Level 1: Charismatic Hero 6 Level 2: Charismatic Hero 6 Level 3: Charismatic Hero 6 Level 4: Telepath 6 +1 to charisma
Class HP rolled
Reginald Blackwater’s Equipment: Black leather jacket, ka-bar, backpack, camel back, 25 days of rations and water, desert eagle, 25 bullets, 20 Trade Units Reginald Blackwater’s Languages: English, German, Russian Reginald Blackwater’s Psionics [hand-edit]: 7 daily power points
Telempathic Projection: Change Target’s mood by 1 step (3xDay, DC 15 Will resist) Daze: Target loses next turn (1 power point, DC 15 Will resist) 4xDay Free Finger of Fire: 1d3 fire damage (1 power point, No Resist) 4xDay Free Far Hand: 5 pound telekinesis (1 power point, No Resist) 4xDay Free
Charm Person: Target becomes my friend/ally (1 power point, DC16 Negates) Attraction: Target becomes attracted to object, person, place (1 power point, DC16 Will Negates) also grants +4 to all charisma checks if target is attracted to me.
More about Reginald Blackwater: Five years before the apocalypse, Reginald Blackwater was a commissioned officer in the United States Marine Corps. His ability to influence his battalion was legendary among the Corps, and he was slated to be the next Chesty Puller. High ranking officials in a shady government sector caught wind of his renown, and several generals under their influence got him to enroll in a special school for officers. Not sensing the betrayal, Reginald goodbyes to his wife and two little girls. He was promised that he would be given extra leave to visit them three times a year for two weeks at a time. When he arrived at the campus, he was assaulted by four armed guards and incapacitated. When he awoke, he was in a laboratory of some fashion, and strapped to the gurney with leather bonds. Thrash about as he may, he could not escape. For four and a half long years, no one had seen or heard of him. His wife was overcome with such grief, she took her own life and his two daughters were given over to his parents, to be cared for during his absence. A missing persons report was filed, but his body was never found. Officially, the Brigadier General of his division stated that he was KIA, and his body never recovered. The turnout for his funeral was massive, as thousands of Marines and officers from every branch attended his final rites. While subjected to mental torture at the hands of the doctors he was entrusted to, he was exposed to mind altering chemicals. When he was finally put into cryostasis, the only thing he could do was think, as his body was frozen, but his mind was fully aware of his surroundings. The weeks and months passed by with agonizing slowness. It was during that time that he honed his psionic powers and grew into the telepath that he is today. During the apocalypse, the facility he was kept in was exposed to massive amounts of demonic and radioactive energy, and his physiology has forever altered. Growing massive fangs, sickly pores around his sides and lower back, scales, and a bizarre tentacle out of his spine, he knew he would never be accepted by the people he once loved. During the original cataclysm, there was much chaos around him and the doctors attempted to maintain control of all their experiments. During this, Reginald discovered that his saliva could burn through his bonds, but would inflict no injury to himself. Without drawing attention to himself, he subtly melted through the leather that held him bound, and focused his telepathic powers to one of the nurses that tended to him during his cryostasis. He eventually convinced her that he was dead and needed to be disposed of so the rot would not infect other patients. When she opened up his chamber, he leaped forth and bit into her soft neck, ripping her trachea from her body. As he stood over her dying body, he felt a powerful need to feed. Bending down, he drove his fangs into her and she convulsed in agony. The deadly acid burning away her flesh as he consumed her lifeblood, Reginald felt her take her last breath. Strangely satisfied, he pushed onwards, his mind and body screaming for retribution against those whom had done him this great injustice. His body was weak from the 25 years in cryostasis, and his gait was unbalanced, but he drove ever forwards. After grotesquely mutilating the bodies of the mad scientists who had created him, he found his way to the surface. Long months passed before he found another survivor, a man wearing a classic suit and expensive sunglasses. Reginald was taken aback by the man’s attire considering the great amount of destruction around him. The man introduced himself as a member of the Hoffman institute and offered him a chance to find his lost daughters. The only thing the man asked for in return was Reginald’s unique gifts to augment an elite team of fellow mutants, which were also in his employ. Without hesitating, Reginald agreed. Now that he has met the other members of the party, Reginald feels at home with a squad and has great hope for his future. One day, he swears, I will find my daughters and reunite with my family, if they can accept me as the monster I have become.