Name: Moyo
Race: Elephant
Gender: Male
Age: 22
Ethnic Background: South African
Alignment: Principled
The Penitent exists to atone for the grave sin she commits simply by being who she is. Penitents have either low self-esteem or traumatic past experiences, and feel compelled to “make up” for inflicting themselves upon the world. Penitent Archetypes are not always religious in outlook; some truly want to scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem, and remorseful criminals are examples of the Penitent Archetype. Penitent Kindred include those who scourge themselves of the Beast like medieval monks, vampires who stand up for the rights of mortals, and those who subsist entirely on the vitae of animals.
— Regain a point of Willpower whenever you feel that you have achieved absolution for a given grievance. This redemption should be of the same magnitude as the transgression — the greater the crime, the greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation.Your enlightenment draws others to you. You may be a mentor of a particular Path of Enlightenment, a priest with the Church, or merely an idealist. Whatever the case, your presence motivates and moves others to engage in spiritual or ideological pursuits. Your peers view you as calm, centered, and “with it,” even when you are preaching violence as a means to an end. Cult leaders, Zen masters, and Pack Priests are examples of Gurus.
— Regain a point of Willpower whenever someone seeks out your help in spiritual matters and your guidance moves that individual to an enlightened action that he normally would not have taken. Also, regain a point of Willpower whenever you achieve an epiphany that relates to your personal philosophy.
Iq: 18 - +4% to all Skills
Me: 20 - +3 to Save vs Psionic Attack
Ma: 15
Ps: 40 - +25 to all HtH SDC damage
Pp: 21 - +3 to Strike, Parry and Dodge
Pe: 16
Pb: 9
Spd: 24 - Approx 15mph
Hit Points: 17
SDC: 106
Willpower: 6
Size Level: 12
Weight: 275lbs
Height: 7'0"
Human Features: None
Hands: Full
Biped: Full
Speech: Partial
Looks: None
Mutant Animal Powers? (Yes/No): Yes
Martial Arts System? (Yes/No): Yes - Tai Chi Chuan
Natural Weapons (if any): Yes - Tusks
Vestigial Disadvantages (if any): Color Blindness, Vestigial Tail, Herbivore
Level of Experience: 1
Attacks Per Melee: 5
Strike: +3
Parry: +5
Dodge: +7 to Automatic Dodge
Roll With Punch: +7
Initiative: +3
Perception: +3
Critical Strike on a Natural 20
Critical Strike from Behind
P.S. 36 to 40: Inflicts 3D6 S.D.C. on a restrained punch, 6D6 on a full strength punch, or 2D4x 10 on a power punch (counts as two melee attacks).
Skills provided by the Hirawa's for their children free of charge. =)
1. Native Language: English (Includes Literacy): 98%
2. Basic Mathematics: 90% +5%
3. Detect Ambush: 46% +5%
4. Prowl: 41% +5%
5. First Aid: 61% +5%
6. Lore: Martial Arts (Tai Chi): 59%/44% +5%
7. One Ancient Weapon Proficiency of Choice. This starts with an additional +1 bonus!
--WP Staff - +1 to strike at levels 1, 3, 7, 10 and 13. +1 to parry at 2, 5, 8, 11 and 14. +1 to throw at levels 5, 10 and 15; but the weapon is not designed for throwing.
OCC Dreamer Gizmoteer
Martial Art Style: Tai Chi Chuan
Telephone Hacking Skill Package
Electrical Engineer: 62% +5%
Imitate Voices: 67% +5%
Laser Communications: 40% +5%
Microwave Communications: 52% +5%
Mathematics - Advanced: 76% +4%
Surveillance Systems: 67% +5%
Computer Hacking Skill Program
Computer Operation: 87% +5%
Computer Networking: 82% +5%
Computer Programming: 67% +5%
Cryptography: 47% +5%
Mathematics - Basic: 94% +2%
Supercomputers: 52% +5%
Basic Military Skill Package
Climbing: 44% +5%
Demolitions: 69% +3%
Demolitions Disposal: 69% +3%
Read Sensory Instruments: 49% +5%
Running
WP Assault Rifle
WP Grenade Throwing
Boxing
Physical Skill Program
Athletics
Body Building
Gymnastics
Wrestling
Secondary Skills
Research: 44% +5%
WP Small Thrown Weapons
Pilot Truck: 64% +4%
Gardening: 54% +3%
Cultural Skill- Board Games: 34% +5%
Swimming: 54% +5%
Cultural Skills from Tai Chi Chuan
Language - Chinese: 59% +5%
Literacy - Chinese: 59% +5%
Taoism
Mutant Form
Attribute Bonuses: +4 I.Q., +2 M.A., +2 M.E., Brute Strength, +10 P.S.
Size: 12
Biped - Full: 10
Hands - Full: 10
Speech - Partial: 5
Looks - None: 0
Tusks - 3d6 (6d6+25) Damage: 5
Padded Feet - 5
Huge flattened "toes" filled with squishy fat (nature's version of gel-filled running shoes) form rounded feet that distribute the character's weight and reduce walking noise. Characters with Human Hands: None will have four Padded Feet, but all others will have them only on their two legs. Enables the massive creature to take the Prowl skill without penalty, otherwise, walks softly despite its size.
Natural Armor - 5
A.R. 8, +25 S.D.C.
Advanced Hearing - 5
Advanced Hearing gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. + 1 on initiative.
Beastly Strength - 10
Available only to characters with Beastly P.s.! Characters with Beastly Strength is roughly the same as Extraordinary P.S. and can carry 100 times their P.S. and lift 200 times their P.S. Their maximum P.S. is 50.
Prehensile Trunk - 10
The trunk serves as an additional partial hand (in Indian Elephants, the top part of the nostril at the end of the trunk serves as a "finger"). The trunk will be long enough for the character to touch the ground with the tip of the trunk without bending over. P.S. is that of the elephant.
Flaws
Color Blindness - +5
Herbivore - +5
Vestigial Tail - +5
Tai-Chi Chuan
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 15 Years (6 Years as a Secondary Martial Art Form)
The most common martial art form in the world. Tai-Chi Ch'uan is also the national exercise program of China, practiced by young and old every morning. It takes many years of study before it becomes a practical combat technique, but the time is well used in, the development of Chi.
A master will appear to move in slow-motion. Never hurrying, always seeming to anticipate the opponent's attacks with gentle parries and an occasional open palm shove (see below).
Costume: Loose cotton tunic and pants.
Stance: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely outstretched, rear hand loosely at waist.
CHARACTER BONUSES:
Add 15 to CHI
Add 2 to M.E.
Add 2 to M.A.
Add 1 to P.P.
COMBAT SKILLS:
Attacks per Melee: 2
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Automatic Dodge.
Hand Attacks: Backhand, Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6 damage. Any victim failing to counter the attack will be knocked back a number of feet equal to the attacker's Chi.), Palm Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of two (2) Powers from among Chi Mastery or Special Katas. Also select 1 Zenjorike Power. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).
Languages: Chinese
Philosophical Training: Taoism
If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Taido (7 Years), Fong Ngan (4 Years), Mien-Ch'uan (7 Years), or Xing-Chiao (3 Years).
LEVEL ADVANCEMENT BONUSES
1st +2 to Roll with Punch/Fall/Impact, +2 to Dodge, Critical Strike from Behind.
2nd +2 to Maintain Balance, +1 to Parry/Dodge.
3rd Double Existing Chi.
4th +1 to Parry/Dodge, Critical Strike on Natural 19 or 20.
5th Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas.
6th +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
7th Double Existing Chi, +1 to Strike.
8th +1 Attack per Melee, +2 to Maintain Balance.
9th Add One (1) Zenjorike Power.
10th Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas.
11th Double Existing Chi.
12th +1 to Roll with Punch/Fall/Impact, +1 to parry or Dodge.
13th + 2 to Maintain Balance, KnockOut/Stun on Natural 19 or 20.
14th Select One (1) Additional Martial Art Power from Chi Mastery,
or Special Katas. +1 Attack per Melee.
15th Add One (1) Zenjorike Power, Double Existing Chi.
Why Study TAI-CHI CH'UAN?
While far from the most powerful of combat forms, Tai-Chi nevertheless provides strong Chi power to its students.
List 3 serious goals your character wishes to accomplish.
1. Self discipline and mastery of his emotions. That is Moyo’s biggest goal.
2. Chi mastery?
3.
5 Good Things Your Fellow Teammates Know About Your Character!
1. Big and strong does not equal slow and dumb. Moyo may not be as quick witted as Toby, but he can hold his own even against the smart little guy in Moyo’s favorite pastime: board games!
2. Moyo has a guilty pleasure: The Young And The Restless. Yes, he loves his soap operas, and does his best to never miss a show.
3. He hates to use guns, and while he understands that there are those that show remarkable skill with them, and that there are times that a rifle in the hands of a skilled sniper can make a huge difference in combat, he would rather go bare handed into a fight than pick up a firearm.
4. While there are times that a person must be fought to stop them from harming an innocent, Moyo is very reluctant to use deadly force. There at some people that leave you no choice, but he will try to resolve any problem without killing if at all possible. If it ever happens that he does cause the death of someone, he will be filled with regret over his actions.
5.
3 Maybe-not-so-good Things Your Fellow Teammates Know About Your Character!
1. Despite his best efforts, Moyo struggles with a bad temper. He frequently can be found meditating in an effort to find some inner peace and control his anger. He lives in fear that he will lose his control and cause someone he cares for to be hurt by his great strength again.
2.
3.