Girallon

Enkїdu's page

464 posts. Alias of LastNameOnEarth.


Gender

Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

About Enkїdu

Short History:
Growing up with a rare terminal genetic disorder, Nigel was subjected to an experimental treatment to allow customization of his active genes. Treatments had to stop when he father died and he could no longer afford them. Soon after, some of the experiments were declared a success, and other kids with the same illness were cured, though Nigel had no way to afford it. He discovered later that the experiments he had undergone had done something to him, though they had not cured his illness. He had developed the ability to alter his shape. He started using his powers to steal what he would need to afford the cure when the V’sori arrived. Their strict control of genetic experiments effectively banned the cure that was now out there. I order to get it, Nigel is going to have to take them on directly.

Background:
Nigel grew up in hospitals. He was a hybrid; his mother Atlantean and his father human. While most hybrid children seemed to fair well in the genetic lotery, a few do not. A rare genetic disorder, seemingly caused by an unusual combination of genes between the two species left him infirm and sick pretty much as far back as he can remember. While his parents were not poor by any means, costly hospitalizations and constant expenses related to keeping their young son healthy, and well enough to occasionally come home left them financially destitute. Lacking his mother's ability to breathe underwater, and her dependence on an aquatic environment also made it difficult for the family to bond. She left while he was still a child.

Nigel always felt alone. His friends were nurses and doctors and technicians, but after a few attempts, never the other children on the wards. In the high intensity wards he frequented, the deaths of those friends was almost always just a matter of when.

Growing up emotionally isolated, Nigel became an angry person. In his teens, he became eligible for an experimental procedure; a new set of genes would be implanted within his cells via Gene Therapy, which would theoretically allow the doctors to activate dormant genes, and more importantly, deactivate the mutant gene that was slowly killing him.

The process was a long and slow one, taking dozens of individual procedures, with painful transfusions and injections becoming standard. Due to the experimental nature of the procedure, it didn't work the first time, nor the second, and variations of the modified genes were tried, one after another, trying to find a sequence, or a method of introduction that would make it work.

Pain and sickness became a way of life. And as terrible as the procedures were, he had no idea what they were doing to his father. The man simultaneously mortgaged himself to the eyeballs while working himself half to death to pay for the expenses. When his father died, Nigel was informed that they would regretfully no longer be able to continue his ”Therapy.” It was not long after this that a breakthrough was announced; that one of the other few hybrid children with this disorder had been completely cured. The cure was out there now, but Nigel was alone, and with no chance of affording it.

About a year later was when Nigel first discovered his abilities. He had always been told that the new inserted genes were designed to react to certain electromagnetic pulses, causing them to activate or deactivate genes at various distances from the new gene. However, while this had never worked in the lab, he discovered quite by accident while practicing a bio-feedback exercise to control his muscle spasms that he could change the shapes of the muscles, and even his body. With practice, this minor control turned into an ability to alter his entire shape, taking advantage of any quirk within his genetic code. This allowed him to take the shape of nearly any creature native to either of his parent species’ environments. Beyond that, he could even make his versions a bit bigger, stronger, or faster than the originals.

However, the power did not allow him to improve his health, and over time, his symptoms have continued to increase. He doesn't know how long he has, bit he knows he's still dying.

Furious that the ‘System’ prized money over the value of his life, he started using his powers to take the wealth he would need to complete his treatments, as well as enough to punish the culture that would allow him to die while flaunting its wealth.

Not long after starting his rampage, the V’sori came. While their conquering of the world didn't strictly disrupt his accumulation of wealth, their control of technology, and restriction of access to genetic engineering in particular made his access to the final treatment he needed impossible for the time being. Either the V’sori are going to need to go, or he is going to have to find a way to take what he needs from them.

Agility d8 (x)
Smarts d8
Spirit d8
Strength d4 (x)
Vigor d6 (x+1)

Charisma +2
Pace 6"
Parry 5 (x+4)
Toughness 6(1) (x+8(4))

Hindrances: Terminally Ill, Heartless, Vengeful (Minor)
Edges: Charismatic, Ambidextrous, Two Fisted, Counter Attack, Linguist

Powers:
Shape Shift Size +6 (Quick Shift: Free Action, Limited to real world physiology - cannot become a ghost, Switchable) (12+2pts)
Super Sorcery 6 (Alternate of Shape Shift
Chameleon: Voice (5pts)
Regeneration (Hourly) (4pts)

Deflection 2: Animal Reflexes (Contingent on Shape Shift -1)
Parry 2: Animal Reflexes (Contingent on Shape Shift -1)
Toughness 2 (Contingent on Shape Shift-1)
Armor 2 Thickened Hide and Bony ridges (Contingent on Shape Shift-1)
Super Stat Vigor 1 (Contingent on Shape Shift-1)
Super Skill: Fighting 2: Animal Instinct (Contingent on Shape Shift -1)
Attack 3 +3d6: (Heavy/Lethal) (Contingent on Shape Shift-1)

PP: 14+5+4+1+1+1+1+1+1+3 = 32

Super Stat Strength 1 (Contingent on Shape Shift-1)
Speed 2 (Contingent on Shape Shift-1)

+1+1

Skills:
Fighting d6
Intimidation d8
Notice d6
Persuasion d8
Shooting d4
Stealth d6
Knowledge: Science d6
Sorcery d8

Languages: English, Atlantian, V'Sori, K'Tharen (Fin), French, Spanish, Japanese, Mandarin.

Equipment:
Duraweave Suit; +1 Heavy Armour
M2-Hero Killer 3d6 10/20/40 RoF:1 Shots:8 (Ammo: 50)
Laser Sight +1 to Shooting

Advances:

N Counter Attack
N
N Linguist
S
S
S Super Sorcery Skill
S Super Sorcery Skill Increase
V

Bear Form: Parry 10, Ranged TN 6, Toughness 17(4) *Core*:

Agility d6
Strength d12+4
Vigor d12+1

Pace 8"
Parry 10
Toughness 17(4)

Claws: d12+d6+4
Pins on a Raise

Fighting d12
Notice d8
Swimming d6

Tiger Form: Parry 10, Ranged TN 6, Toughness 16(4) *Core*:

Agility d8
Strength d12
Vigor d10

Pace 8"
Parry 10
Toughness: 16(4)

Bite or Claw: d12+d6
Improved Frenzy
Low Light Vision
Pounce: Tigers often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver however.

Fighting d12
Notice d6
Intimidation d8
Stealth d8 (+2 in tall grass)

Dire Tiger Form: Parry 10, Ranged TN 4, Toughness 18(4) *Zadmar's*:

Agility d8
Strength d12+3
Vigor d12

Pace 8" + d8
Parry 10
Toughness: 18(4)

Bite or Claw: d12+d8
Frenzy
Low Light Vision
Scent
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: Tigers often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver however.

Fighting d12+1
Notice d10
Tracking d10
Swimming d10
Stealth d12 (+2 in tall grass)

Gorilla Form: Parry 10, Ranged TN 6, Toughness 15(4) *Pulp GM Toolbox*:

Agility d8
Strength d12+1
Vigor d10

Pace 8"
Parry 10
Toughness 15(6)

Brachiation: Albino apes can move through the treetops at a Pace of 6".
Claws/Bite: Str+1 damage.
Fleet-footed: Apes can move incredibly quickly
when they drop down to all fours; they have a Pace 8 and roll a d8 for running.
Leaping: Albino apes can leap 4", +2" with a
Strength roll.
Low-light Vision: They ignore Dim and Dark
lighting penalties.

Climbing d8
Fighting d12
Notice d6

Utahraptor: Parry 11, Ranged TN 6, Toughness 18(6):
Agility d10
Strength d12+2
Vigor d12+1

Pace 10" plus d12 run
Parry 11
Toughness 18(6)

Armour: +2 Scaly Skin
Bite: d12+3
If the raptor gets a raise on its Fighting roll, it leaps into the air and kicks the target with it's massive hooked claws. It gets an additional free attack against the target at +2 to hit and damage.
Fear
Leaping: Raptors can jump 6", +2" with a Strength roll.
Sharp Senses: Raptors have an acute sense of
smell; they get a +2 to Notice and Tracking
rolls.
Size +2

Fighting d12+1
Intimidation d10
Notice d10+2
Stealth d8
Tracking d10+2

Megaraptor: Parry 9, Ranged TN 6, Toughness 19(6) Super Villain Update:
Agility d12
Strength d12+3
Vigor d12+4

Pace 12" plus d8 run
Parry 11
Toughness 19(6)

• Armour +2: Thick hide.
• Talons: Str+d6.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Fast Runner: Roll d8 when running instead of d6.
• Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +3

Fighting d10
Notice d12
Stealth d12
Tracking d10+2

Gryphon: Parry 10, Ranged TN 6, Toughness 16(5):
Agility d8
Strength d12+1
Vigor d10

Pace 8" Flying 24"
Parry 10
Toughness 16(5)

Armor +1: Thick hide.
Claws/Beak: Str+2
Flight: Griffons fly at Pace 24, with an 8 Acceleration.

Fighting d12
Notice d8
Intimidation d8

Dire Wolf Form: Parry 10, Ranged TN 6, Toughness 17(5) *Zadmar's*:

Agility d8
Strength d12
Vigor d12

Pace 10"
Parry 10
Toughness 14(4)

Edges: Trademark Weapon (bite)
Special Abilities
Armour +1: Thick pelt.
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
Size +2: Nine feet long; Toughness +2.

Fighting d12
Intimidation d8
Notice d10
Stealth d4
Survival d4
Tracking d10

Minotaur Form: Parry 12, Ranged TN 6, Toughness 17(4) *Core*:

Agility d8
Strength d12+2
Vigor d12+1

Pace 8" d10 Run
Parry 12
Toughness 17(4)

Horns: d12+d4+2
Fleet Footed: d10
Gore: Minotaurs use this maneuver to gore their opponents with their horns. If they can charge at least 6” before attacking, they add +4 to their damage total.

Fighting d12+1
Intimidation d12
Notice d10
Throwing d6

Harmless and Adorable Puppy Form: Parry 9, Ranged TN 7, Toughness 12(4) *Adapted from Core*:

Agility d8
Strength d6
Vigor d8

Pace 8" +d10 run
Parry 9
Toughness 9

Bite: d6+d4
Go for the Throat: Dogs instinctively go for an opponent’s
soft spots. With a raise on its attack roll, it hits the target’s
most weakly armored location.
Adorable: Very Attractive Edge (+4 Charisma)

Fighting d10
Notice d10

Housecat Form: Parry 9, Ranged TN 8, Toughness 11(4) *Core*:

Agility d8
Strength d4
Vigor d8

Pace 6"
Parry 8
Toughness 11(4)

Claws: d4
+2 to Acrobatic Checks
Low Light Vision

Fighting d10
Climbing d6
Notice d6
Stealth d8
Swimming d6

Bloodhound: Parry 9, Ranged TN 6, Toughness 13(4) *Adapted from Zadmars*:

Agility d8
Strength d8
Vigor d10

Pace 8" +d10 run
Parry 9
Toughness 13(4)

Bite: d6+d6
Go for the Throat: Dogs instinctively go for an opponent’s
soft spots. With a raise on its attack roll, it hits the target’s
most weakly armored location.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fighting d10
Notice d10
Survival d6
Tracking d12+2

Housecat Form: Parry 9, Ranged TN 8, Toughness 11(4) *Core*:

Agility d8
Strength d4
Vigor d10

Pace 6"
Parry 8
Toughness 11(4)

Bite: Str+d6
+2 to Acrobatic Checks
Low Light Vision

Fighting d10
Climbing d6
Notice d6
Stealth d8
Swimming d6

Giant Hawk Form: Parry 10, Ranged TN 6, Toughness 14(4) *Pulp GM's Toolkit*:

Agility d8
Strength d12+1
Vigor d10

Pace 2"
Flying Pace 20" Climb 4"
Parry 10
Toughness 14(4)

Claws/Beak: Str+2
Flying: Giant hawks fly at Pace 20, with a 4
acceleration.
Sharp Eyes: They get a +4 to all Notice rolls.
Size +1
Slow: On the ground, giant hawks hop about at a
Pace of 4, and can't run.
Snatch: If the Giant Hawk gets a raise on it's Fighting roll when Swooping against a target man-sized or smaller, it snatches up the victim and flies off with it, most likely to feed its young.
Swoop: If the hawk can fly at least 10" in a straight line before attacking, it does Str+4 damage with its claws.

Fighting d12
Notice d10+4

Eagle Form: Parry 9, Ranged TN 7, Toughness 13(4) *Pulp GM's Toolkit*:

Agility d10
Strength d6
Vigor d8

Pace 2"
Flying Pace 8" Climb 4"
Parry 9
Toughness 12(4)

Claws: d6+2
Blind: When attacking large prey (such as characters), eagles go for the eyes. If the eagle scores a raise on its Fighting roll, it has hit the character’s face. The character must make an Agility roll. On a failure, he suffers the One Eye Hindrance until the wound heals. A roll of 1, regardless of the result of any Wild Die,
results in him gaining the Blind Hindrance until the wound heals.

Fighting d10
Notice d12+4
Stealth d8

Owl Form: Parry 9, Ranged TN 8, Toughness 13(4) *Extrapolated*:

Agility d10
Strength d6
Vigor d8

Pace 1"
Flying Pace 12"
Parry 9
Toughness 12(4)

Nocturnal: In normal daylight, owls take a -2 to all rolls; reduce this to -1 on heavily overcast days.
Silent Killer: Owls add +2 to any damage roll where they strike a foe unawares.

Fighting d10
Notice d12+2
Stealth d12+2

Bat Form: Parry 9, Ranged TN 9, Toughness 12(4) *Savage Beasts*:

Agility d8
Strength d4
Vigor d8

Pace 1"
Flying Pace 12"
Parry 9
Toughness 12(4)

Nocturnal: In normal daylight, bats take a -4 to all rolls; reduce this to -2 on heavily overcast days.
Sonar: Bats can ”see” in complete darkness with a form of sonar; they ignore all lighting penalties. However, when attacking opponents standing still (i.e., those who take no action, such as movement or attacking, or who are on Hold), they're at a -4 to attack rolls.

Fighting d10
Notice d8
Stealth d12

Swallow Form: Parry 9, Ranged TN 9, Toughness 13(4) *Made Up*:

Agility d12
Strength d4
Vigor d8

Pace 1"
Flying Pace 20" Climb 4"
Parry 9
Toughness 13(4)

+2 to Acrobatic Checks

Fighting d10
Notice d8
Stealth d10

Crow Form: Parry 9, Ranged TN 8, Toughness 12(4) *Extrapolated*:

Agility d10
Strength d4
Vigor d8

Pace 2"
Flying Pace 12" Climb 1"
Parry 9
Toughness 12(4)

Mimicry: Can imitate the sounds of other birds or learn to talk much like a parrot.

Fighting d10
Notice d10

Hammerhead Shark Form: Parry 9, Ranged TN 6, Toughness 18(6) *Zadmar's*:

Agility d10
Strength d12+1
Vigor d12

Aquatic Pace 10"
Parry 10
Toughness 18(6)

Fighting d10
Notice d12
Swimming d10

Giant Octopus Form: Parry 10, Ranged TN 6, Toughness 18(6) *Zadmar's*:
Agility d8
Strength d12+1
Vigor d12

Pace: 4
Parry: 10
Toughness: 18 (6)
Edges: Ambidextrous, Combat Reflexes, Improved Level Headed, Strong Willed
Tactics: Two Weapons

Armour +2: Leathery hide.
Bite: Str+d6; Poison.
Tentacles: Str+d6; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +2: Twenty feet long; Toughness +2.

Fighting d12+1
Swimming d10
Notice d8
Stealth d12+1

Xenomorph Soldier Form: Parry 11, Ranged TN 8, Toughness 18(6) *Zadmar's*:
Agility d12
Strength d12+1
Vigor d12+1

Pace: 8
Parry: 10
Toughness: 20 (7)
Edges: Dodge, Improved Dodge, Level Headed, Trademark Weapon (bite)

Armour +3: Tough exoskeleton.
Bite: Str+d6; +2 acid damage; Grab.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 24").
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
• Immunities: Acid, disease and poison.
• Weakness: Fire (double damage).
• Energy Resistance: -4 damage from cold.
Not based on immitateable physiology.
Size +2: Increases Toughness by +2.

Fighting d12+1
Climbing d12
Notice d12+1
Survival d10
Swimming d10
Stealth d12+1

Wendago Form: Parry , Ranged TN , Toughness () *Zadmar's*:
Agility d12+4
Strength d12+5
Vigor d12+5

Pace: 8
Parry:
Toughness: ()
Edges: Level Headed, Quick, War Cry

Armour +3: Natural Armour.
Bite: Str+d8; Grab
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 24").
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.

Size +4: Increases Toughness by +4.

Fighting d12+3
Intimidation d12+5
Notice d12+3
Survival d12+3
Stealth d12+3

Drake Form: Parry 11, Ranged TN 4, Toughness () *Core:
Agility d6
Strength d12+7
Vigor d12+1

Fighting d12+1
Intimidation d12
Notice d8

Pace: 12
Parry: 11
Toughness: 24 (8)
Edges: Tail Lash

Scaly Skin (+4 Armour)

Dragonnel Form: Parry 10, Ranged TN 4, Toughness (23/7) *Zadmar's:
*Link in Zadmar's
Agility d6
Strength d12+2
Vigor d12+1

Fighting d12
Intimidation d12
Notice d8

Pace: Flight 20
Parry: 10
Toughness: 23 (7)
Edges: Sweep

Darkvision
Scaly Skin (+3 Armour)
Large Size (-2 to attack medium-sized foes, they receive +2 to their attacks)

Lesser Bandersnatch Form: Parry 11, Ranged TN 4, Toughness (24/8) *Zadmar's:
Zadmar's
Agility d12+1
Strength d12+3
Vigor d12+1

Fighting d12+3
Climbing d12
Survival d4
Tracking d12+3
Notice d12+3
Stealth d12
Throwing d12

Pace: 12
Parry: 11
Toughness: 24 (8)
Edges: Combat Reflexes, Level Headed, Strong Will

Armour +4: Natural armour.
• Bite: Str+d8; Grab.
• Claws: Str+d8.
• Quills: Throwing; range 15/30/60; Str+d6; SBT.
• Low Light Vision: No penalties for dim or dark lighting.
• Darkvision: No vision penalties for darkness (range 24").
• Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
• Size +6: Forty feet long; Toughness +6.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Advanced Troll: Parry 9, Ranged TN 6, Toughness (22/6) *Zadmar's:
Zadmar's
Agility d12+1
Strength d12+4
Vigor d12+4

Pace: 6
Parry: 9
Toughness: 22 (6)
Edges: Strong Will

Fighting d10
Intimidation d12
Tracking d10
Notice d10
Shooting d4

Size +2

Other Zadmar's Creatures:

Zadmar's
Giant Wolf Spider
Giant Black Widow
Dire Wolverine
Unicorn
Giant Scorpion
Giant Hampster
Pteranodon
Pegasus
Owlbear
Tigrilla
Megaloceros
Poisonous Manticore
Giant Frilled Lizard