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Casey Jones
Casey Jones
Casey Jones
ATTRIBUTES
+12 to Melee Damage +4 to Strike, Parry, & Dodge
+9 to save vs. Magic & Poison +36% to save vs. Coma/Death
Carry 5,400 lbs. & Lift 8,100 lbs. Run 880 yds./mins. (73’/ATT; 30 MPH)
Jump 54’ high & 73’ across +2 to Initiative
ABILITIES
Natural Armor Rating: 14
Superhuman Strength
Power Punch & Kick
costs 2 ATT and does double damage to regular foes or normal damage to invulnerable,
supernatural, and/or magical beings.
Force of Will
can continue to function/fight until at -40 H.P. or after 24 hours have passed: has only 1 ATT, no
combat bonuses, and Speed is halved. Collapses into a coma after 24 hours have passed or reaches
-40 H.P.
SKILLS
Language – English: 98% Literacy – English: 98%
Mathematics – Basic: 98% Pilot – Automobile: 90%
Secondary Skills
Carpentry: 98% Basic Electronics: 98%
Basic Mechanics: 98% Automotive Mechanics: 98%
W.P. Blunt Weapons W.P. Revolver
W.P. Semi-Atuomatic & Automatic Rifle General Repair & Maintenance: 98%
Jury-Rig: 98% Lore – Pop Culture: 98%
Law: 98% Swimming: 98%
Pilot – Truck: 80% Pilot – Motorcycle: 98%
Bicycling: 72% Computer Operation: 75%
Recognize Weapon Quality: 60% Horror Desensitization
Resistance Training Tracking: 30%
Tailing: 35%
Sub-Skills
W.P. Paired Weapons – Blunt Weapons Sense of Balance: 98%
Walk Tightrope: 90% Can fall 45' safely
Suffers only 1/2 penalties of failed Horror Factor checks
COMBAT
Hand-To-Hand: Aggressive & Deadly Combat
# of ATT: 9
Initiative: +7 Strike: +9 Parry: +10 Dodge: +6
Automatic Dodge: +10 Damage: +22 Disarm: +10 Automatic Body Flip: +6
Body Flip/Throw: +7 Pull Punch: +8 Roll w/Punch/Fall/Impact: +6
Special Attacks/Notes: Automatic KO on natural 20
Hockey Stick Master: +4 ATT
+5 to Initiative
+7 to Strike & Parry
+1 to Throw
+5 to Damage
Can fight while prone without penalties, and can use one-handed
Multiple Parry
Critical Strike on natural 18+
Knockout/Stun on natural 17+
Death Blow on natural 18+
Restrained Punch: 2d4
Full-strength Punch: 3d6
Power Punch: 6d6 (2 ATT)
Entangle
Judo-style Body Flip/Throw: 2d4x2, lose Initiative & 1 ATT
Body Block/Tackle: 2d4
Karate-style Punch: 3d6
Karate-style Kick: 3d6
Neck Hold
Body Hold
Arm Hold
Leg Hold
Wrist Lock
Ankle Lock
Snap Kick: 2d4
Roundhouse Kick: 6d6
Back Flip
Axe Kick: 3d6
Backward Sweep
Crescent Kick: 3d6
Tripping/Leg Hook
Wheel Kick: 3d6
Combat Bonuses
+ 4 to Strike/Parry w/Blunt Weapons; +9 to Aim w/Revolvers; +8 Aim w/Semi-Automatic/Automatic
Rifles; +6 Burst w/Semi-Automatic/Automatic Rifles
WEAPONS
Sports Clubs (8)
Hockey Stick, Wooden Baseball Bat (2), Aluminum Baseball Bat, Golf Clubs (3), Cricket Paddle
Weight: 3 lbs. | Strike: +4 | Parry: +4 | Damage: 2d4 (1d6 for Hockey Stick)
Hockey Pucks (15): 1d8 damage (100' range)
EQUIPMENT
Cash: $250 Checking: $5,000
Golfing Bag
SAVING THROWS
Harmful Drugs/Toxins: 15 Magic - Spells: 12 Magic - Circles: 13
Magic - Rituals: 16 Magic - Wards: 13 Poison - Lethal: 14
Poison - Non-Lethal: 16 Insanity: 12 Psionics: 15