Thread: Ian
Board: Pan The Great & Terrible
Group: Players
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Ian Knyght

rolls... HP  
on Tue 12 Jan 2021 @ 11:16 AM (PBW Time)

  January 12, 2021, 11:16 am

Roll 3, 6 sided di(c)e 1 times. Add 0 to the result. Drop the lowest 0 di(c)e.
 4 + 5 + 6 = 15
Total = 15

Ian Knyght

posted... Dice 
on Tue 12 Jan 2021 @ 11:16 AM (PBW Time)

  Forgot HP

Ian Knyght

posted... Reworked 1 
on Tue 12 Jan 2021 @ 2:34 PM (PBW Time)

  Education: Trade School/OJT: 2 programs (+15%) + 8 secondary skills.
One program removed for Physical Training Category.

Skills provided by the Physical Category: Physical Skills: The following skills are basic to all in this power category. Select six Physical Skills (do not select Boxing or a Hand to Hand skill. See below). Select four Espionage skills (or Rogue if selfish or evil).
Special Combat Abilities
These are abilities gained from the Physical character's training and conditioning.
1. Power Punch. This super powerful punch draws on one's inner will or "chi," and as a result, the character can focus his attack to do incredible damage. This attack counts as TWO melee attacks1 actions, but when it is used, the character's punch does double damage. Even more impressive, is the fact that this punch, will do normal damage to superbeings who are otherwise invulnerable, as well as to supernatural beings and creatures of magic who aren't normally affected by ordinary punches!
2. Power Kick. Like the power punch, the power kick draws on the character's inner reserves of strength to deliver a devastating blow. It also counts as TWO melee attacks/actions, inflicts double damage, and does normal damage to superbeings who are otherwise invulnerable, as well as to supernatural beings and creatures of magic who aren't normally affected by ordinary punches!
3. Force of Will. This is the incredible ability to stay on one's feet even after all S.D.C. and Hit Points have been reduced to zero or below. In this physically ravaged state, the character has only one attack per melee round, no power punch or kick is possible, speed is reduced by half, and all combat bonuses are reduced to zero (only natural, unmodified, dice rolls). The character can function in this state for 24 hours or-until Hit Points are reduced to 40 points below zero, whichever comes first. At that point he collapses into a coma. Although -40 Hit Points is below the character's P.E. limit, his force of will and physical condition will keep him alive (usually the character would be beyond saving). However, only professional treatment can save the character's life! If treatment is successful, he will be brought back up to two Hit Points and recovers at the usual rate. Remember to consider blood loss (one Hit Point per minute14 melees) whenever the character is below zero points. Blood loss can be stopped with first aid or paramedic treatment skills. Note: If the character's focus and orientation is endurance and strength, he can function up to 60 H.P. below zero!

Detect ambush
Imitate Voices & Impersonation

Medical Investigation Program: Criminal Science/Forensics, Biology, Chemistry, Pathology, Basic & Advanced Mathematics.

Skills (+8):
W.P. Automatic Pistol,
Computer Operation
Performance (Sex)
Holistic Medicine
Business and Finance
Acrobatics: Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground. Other physical abilities include rolls, somersaults, leaps, and falls. Provides all of the following:
Automatic kick attack at first level; 2D4 damage.
60% +2% per level - Sense of balance
60% +3% per level -Walk tightrope or high wire
70% +2% per level - Climb rope
50% +5% per level - Back flip
40% base climb ability (does not increase) or adds a +15% to climb skill.
30% base prowl ability (does not increase) or adds a +5% to prowl skill.
+2 bonus to roll with punch or fall
+1 to P.S.
+1 to P.P.
+1 to P.E.
+1 D6 to S.D.C.

Athletics (general): Training in, and enjoyment of, vigorous exertion for competitive sports, exercise's, and contests of strength, endurance, and agility. Provides the following bonuses:
+1 to parry and dodge
+1 to roll with punch or fall
+1 to P.S.
+1 D6 to Spd.
+2D4 to S.D.C
4 minor…
Immune to High Speed Kinetic Attacks
Immune to Melee Attacks: Has some loss of feeling in his skin and fingertips, -10% on all skills that require a delicate sense of touch including Palming, Forgery, Surgical skills and most Electrical and Mechanical skills.
Extraordinary Physical Prowess: Bonuses: Add 2D4 to the P.P. attribute. Add 3D4 to the Speed attribute. Add one extra attack per melee round. +3 to automatic dodge; can dodge an attack without using up a melee action. Plus 10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.
Extraordinary Mental Endurance: lncrease M.E. to 21 +2D4. Needs a 12 to save vs psionic attack (plus M.E. bonus). +6 to save vs mind altering drugs. +6 to save vs Horror Factor. +6 to save vs possession. +1 to save vs magical illusions.

Ian Knyght

posted... Reworked 2 
on Tue 12 Jan 2021 @ 2:35 PM (PBW Time)

Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, somersaults and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance.
Provides all of the following:
Automatic kick attack at first level; 2D4 damage.
50% +3% per level - Sense of balance
60% +3% per level - Work parallel bars & rings
60% +2% per level - Climb rope
70% +2% per level - Back flip
25% base climb ability (does not increase) or adds a +5% to climb skill.
30% base prowl ability (does not increase) or adds a +5% to prowl skill.
+2 bonus to roll with punch or fall.
+2 P.S.
+1 to P.P.
+2 to P.E.
+2D6 to S.D.C.

Running: A regular routine of running and exercise to build speed and endurance.
Provides the following:
+1 to P.E.
+4D4 to Spd.
+1 D6 to S.D.C.

Wrestling: As taught in old high schools and colleges, wrestling is more of a sport than a combat skill, but it does provide some useful combat moves.
Provides the Following:
Body block/tackle does 1 D4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down). Pin/incapacitate on a roll of 18, 19, or 20. Crush/squeeze does 1 D4 damage per squeeze attack. +1 to roll with punch or fall.
+2 to P.S.
+1 to P.E.
+4D6 to S.D.C.

Focus on Agility and Speed:
+lo% to the physical skills of acrobatics and or gymnastics,
+5% to all others when applicable.
+lo% bonus on Espionage (or Rogue) skills.
P.S. is equal to the Minor ability of Extraordinary Strength:
Extraordinary Physical Strength This character possesses astounding physical strength. Although this strength is in the realm of human capability, this character does not need the hours of daily exercise to maintain it. Bonuses:
Increase P.S. to 20 +2D6 - if P.S. is higher than 20 already, add 2D6+6 to it.
Can carry 100 times P.S. in pounds and can lift 200 times P.S. of weight in pounds (one pound equals 0.45 kg). Also see Super-human (Minor) and Supernatural Strength (Major).
+1 D4 to P.P. attribute.
+3D6+10 to Spd. attribute.
+1 D4 to P.B. attribute.
Add 3D6 to hit points.
Add 1 D4x10 to S.D.C.
+lo% to save vs coma/death.
+2 attacks per melee round.
+3 to pull punch.
+2 on initiative.
Typically studies Defensive and Fast Hand to Hand Combat; take away the initiative and pull punch bonuses, above, and reduce the speed bonus by half if the Deadly form is selected.
Defensive and Fast Combat
Tends to combine elements and techniques from boxing, gymnastics, Aikido, Drunken Style Kung-Fu and various other schools of martial arts. It uses techniques of avoidance, disarming and using one's opponent's force against him.
Level Bonus or ability:
1 +2 additional attacks per melee round, paired weapons (all), disarm, back flip, body fliphhrow, Karate style punch does 2D4 damage, backward sweep kick, plus all three of the Special Combat Abilities, below.
2 +2 on initiative, +2 to strike and parry, +3 to dodge, +2 to roll with punch/fall/impact, +2 disarm, +2 to pull punch, and +2 to body fliphhrow.
3 Automatic back flip, Karate style kick that does 2D6 damage and choice of two hold attacks.
4 + 1 additional attack per melee round, +1 to disarm.
5 Automatic dodge and critical body fliplthrow (x2 damage).
6 +1 additional attack per melee round, +I to parry and dodge.
7 +1 on initiative, +1 to strike, +1 to automatic back flip, +2 to automatic dodge, and choice of two kick attacks.
8 +1 additional attack per melee round, and critical strike on an unmodified roll of 19 or 20, and +2 to pull punch.
9 Leap attack, +1 to dodge, +1 to roll with punch, fall or impact, and +2 to pull punch.
10 + 1 additional attack per melee round and +2 to damage.
11 +1 on initiative, +I to strike, +1 to parry and +2 to body fliphhrow.
12 +1 D6 to the character's speed attribute, +I to dodge, +2 automatic dodge.
13 + 1 additional attack per melee round.
14 Knockout/stun on an unmodified roll of 17-20 and choice oftwo kick attacks.
15 The character is so alert, fast and agile that he can attempt to parry thrown objects, including throwing knives, shurikens, boomerangs, spears and arrows or attempt to dodge even bullets and energy blasts! However, to parry or dodge such fast moving attacks is difficult, so the parry and dodge bonuses are reduced by half.

Stats after I changed and added the rolls that I could see were needed:
IQ 20
ME 25
MA 15
PS 30
PP 17
PE 19
PB 12
Spd 50

+55 SDC
+15 HP

Ian Knyght

posted... Ideas and thoughts 
on Tue 12 Jan 2021 @ 2:36 PM (PBW Time)

  With the character build done, at least as far as I can tell, I want to note that Ian feels that it is because of his intensive training over the years with his uncle doing US backed contractor, sanctions and espionage services all over the far east, to include North Koreas, China, Thailand etc, that has enabled him to come out unscathed in most altercations.

He wants to find out who, what and why his family was slaughtered, especially in that manner, so that he can bring them to justice. Either societies or his own.

As twist, or PAN deep connection, I was thinking that the Knyght clan was responsible for either nurturing or keeping suppressed a Mega-hero being. The ring would be a part of the key set, say maybe 5 total items, or some prime number, that were to be brought together as part of a magical ritual to further the goals along for another few years. Again probably prime variants of moonphases or something.
So the ring could be a magical item that inhibits the mega-hero from coming out. Kind of the opposite of an imbuing object from the powers book. And if it is subject to the proper magical energies it ceases its sink effect and the mega-hero is released/unleashed. With Ian riding along as a consciousness only… aka Bruce Banner and the hulk. Could be a godling, or a demon lord or a dragon or… well you get the idea.

This would explain some of his predilections of the occult and the bleed over energies could explain his more than normal abilities. I was angling to a be a magic wielder in initial conception but seeing as there is so much to go through I opted for the rather simple approach.

Anyway just a thought or three.


posted... hm 
on Wed 13 Jan 2021 @ 12:17 PM (PBW Time)

Which OCC is he.
How did all your stats get so high ?
Since no one has 20+ in more then 1 stat

Ian Knyght

posted... IDK 
on Wed 13 Jan 2021 @ 2:35 PM (PBW Time)

  I think I may have combined two together. It's all there in the posts.

The mechanics and sing PDFs may have caused the issue.

I guess the OCC is Physical Training?
And then I have 4 minor powers from the original roll.

Ian Knyght

posted... Musing 
on Thu 14 Jan 2021 @ 6:21 AM (PBW Time)

  Looks like I did combine two.

Removing the 4 minor powers drops the ME to 11, PP to 12, and SPD to 44.

Based on the rolls that is.
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