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#Post#: 19148--------------------------------------------------
London/New Orleans WIP: Ivan Morozov
By: Raven Tepes Date: December 4, 2024, 7:54 pm
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"In every country, the residents believe theirs is best country
in world. I have been to many countries, and the residents all
believe the same for the most part. No country is better than
another is what I say."
"Russia is a land where history’s weight is both a burden and a
blessing. It stretches from the warmth of the heart to the cold
expanse of the soul, where every winter is a reminder of
resilience, and every summer, a fleeting promise of hope."
"Russia is a land of contradictions—vast and unforgiving, yet
full of beauty and strength. Its people endure with a quiet
pride, shaped by centuries of struggle, where the weight of the
past fuels the fire for a future yet to be written."
"Being a werebear is a dance between man and beast—one moment,
I'm tethered to the earth with the weight of a thousand
instincts, and the next, I’m free, howling at the moon, reminded
that the wildness in me is as ancient as the forest itself."
"In Mother Russia, I am called the Gornyy Medved' or Mountain
Bear. I am fierce like the wild of nature and strong like
mountain. Few men can match my strength save for a troll or
giant."
Name: Ivan Morozov
Nicknames/Aliases: Ivan the Strong, Ivan the Bear, Gornyy
Medved' (Mountain Bear)
Species: Weregrizzly
Age: 215 years old
Gender: Male
Height: 7'2"
Weight: 289 lbs
Current Organization: U.N.I.T. Witness Protection Agency
~ Rank: Witness
Former Organization: Sokolov Crime Family
~ Former Rank: Top Muscle
Basic Werecreature Abilities:
- Werecreature Physiology: Many are familiar with werecreatures,
and know what they are. When it comes to these creatures, there
are many types of werecreature, just as there are many types of
vampires. Typically, most werecreatures are similar at the base
level, which is usually discussed before their specific
abilities. Most know werecreatures possess claws, tail, even
sharp teeth, and usually are human-like with animalistic bodies
(some may stand on two feet, but some might stand on all fours
depending on the creature). Most werecreatures have a very
similar base, even if most have different ways of manifesting
the supernatural abilities of that base among different
werecreatures (like some have different connections to nature
than other werecreatures). Almost all werecreatures have this
base physiology, no matter what they are, enough that even other
types of werecreatures still act somewhat similarly. Most
werecreatures are either born into a pack or tribe, or turned
into supernatural creatures through a werecreature bite (usually
a bite, some may have other ways to turn people). Werecreatures
started out as a type of cursed beast that put a curse on man,
but that curse ended up creating a race of supernatural
creatures many see as the counter to vampires, and have
developed a strong connection to nature. Of course, there are
many types of werecreatures, from werewolves (the most known),
were-cats, were-jaguars, were-tigers, to even were-rats and even
other rare variations. However, most of these cursed creatures
do often share a weakness, in that most are vulnerable to silver
and mercury (though some creatures might have other weaknesses,
as some creatures might be vulnerable to other things instead of
silver). Most of the alchemists are werewolves, but there are
clans of other werecreatures, since the werewolf alchemists
started out as a group of outcasts from other tribes and packs.
- Werewolf Nature Connection: Most werewolves has a powerful
connection to nature, which lets them sense the condition of the
nature around them. This lets them not only sense people close
to them who do things like step on the grass, but also lets them
do things like tell when plants are dying, or letting them
communicate with animals depending on the tribe/pack and their
affinities. For the most part, this isn't too much of a skill
that's useful in a fight, as it's just the basis of a werewolf's
abilities. However, it also does give them a sense where they
can sense all nature around them, even without seeing it
directly. This helps greatly for them to see the flow of
nature's energy and learn how the power of nature is channeled.
They are also able to use this connection to heal plants and
animals with the life force of the world around them. This not
only gives the user basic connection to the earth though, as it
also gives them a connection to things like the water, which is
also of the earth. This means werewolves with this connection
can also even use their purification and interaction with water
and creatures of the water. Typically, many werewolf tribes
focus on their connection to nature in different ways, and many
will often figure out how to utilize this in their tribe, though
this is still a basic of werewolves on their own that they can
learn. This power is not a battle ability, so it doesn't really
grant them much in battle. The only real advantage it can give
is if the werewolf knows the area they are in due to being close
to the nature there, and can gain an advantage when fighting
opponents in familiar territory.
- Werewolf Spiritual Tuning: Similar to other creatures like
moglins who have a connection to the world, werewolves with this
specific nature connection have a special connection to the
spirits that make up the earth and the elements of the earth,
and are far more tuned to the spiritual realm than most
creatures would be. These spirits are normally invisible and not
able to be interacted with by most people, even most who think
they know all the spirits often find they don't know how the
spirit realm dictates the very world's elements. This may seem
simple, but this lets werewolves connect to the world much more
than most who connect to nature, as they aren't just connected
to nature, but are able to also interact with those spirits for
another way to interact with nature. Depending on the tribe,
some tribes have specific ways to use this, and some can even
develop their own ways to use this to their advantage depending
on their affinities. Werewolves that have this connection
understand the importance of the world's forces, and can see not
only the flow of the planet's life energies, but also how the
spirits impact that balance of the world itself. They are also
able to perceive the world's flow of life and death as a result
of this power. For the most part, this just lets werewolves have
a closer connection with the world around them, not really being
too useful until one learns to use spirit art magic. For
werewolves with this ability, their main enemy is dark spirits,
as dark spirits are the type of creature that will go after
anyone that "sees" or "senses" them. Once a creature has seen or
can perceive dark spirits, it opens up a new realm of knowledge,
but also means they're more likely to be attacked by dark
spirits.
- Werewolf Tribe Connection/Empowerment: Almost all werewolves
gain empowerment by being part of a tribe or pack, which is why
many will travel together. Not only does traveling together
allow them to cover each other in battle and allow them to fight
together, but a connection to a pack or tribe can empower
members of the tribe or pack. The more of the pack that are
together means a stronger boost in abilities. This amplifies
both physical and supernatural abilities when together, and may
even grant other special effects based on the tribe, such as
werewolf alchemists having a stronger ability to sense magic
when working together, or another wolf tribe that might gain
enhanced spiritual connection when working together. This
depends on the tribe or pack, and this power is a natural
encouragement for werewolves to work together rather than being
alone. Most werewolves would see strength in unity, and weakness
in being the lone wolf (no pun intended). This power is designed
to unite tribes and packs together, and sometimes when packs
join other packs, their abilities can blend together, such as
two different tribes that join together could passively gain
some of each other's abilities if they become truly unified.
However, this requires that the werewolf submit to the pack, and
those that are not a part of the pack are usually cast out of
the pack otherwise those that interrupt this connection, and see
those that "work alone" as infections to their connection to
each other. Of course, one without a tribe or pack doesn't lose
power by not having a tribe or pack, but just that those that do
will gain power and focus as they work with others. The
alchemists typically gain enhanced magic when working together,
and certain alchemists may even gain special combination
abilities (for example a fire alchemist and lightning alchemist
might gain an ability to combine their magics into one powerful
magic through this connection).
- Werewolf Lunar Empowerment: When reaching a high enough power
as a werewolf, a werewolf can essentially gain a powerup where
they gain power and ability through lunar light. While
werewolves can still fight at their full power during the day,
most werewolves are at their best when in moon light, and many
werewolves are able to fight using enhanced physical and
supernatural stats. This technique is just a base powerup, which
werewolves gain at a certain level of power and training to
harness the full nature of their nightly nature. Those with
werewolf nature connection are connected to the moon just as
much as the earth, and this power symbolizes their embrace of
their nightly nature. The more full the moon, the more powerful
the werewolf becomes, with the full moon amping them to their
max capabilities (aside from special moons like blue moons or
red moons). Depending on the type of moon, usually determines
the powerup. In the full moon, a werewolf is at their strongest,
with their nature power and their magic gaining a large amp.
This makes the werewolf's physical and supernatural abilities
far stronger, but doesn't gain any other real abilities in terms
of new abilities unless they are of a special tribe that does
gain abilities in full moons. However, the werewolf can gain
special abilities during blue moons or red moons (more on red
moon and blue moon powers next) depending on the werewolf and
what tribe they are a part of. This power is a passive ability,
which is something the werewolf doesn't really have control
over, as it's simply part of their nature connection. Typically,
those that can create sunlight in nighttime can slightly
interrupt this power, and can return a werewolf to normal power
if the werewolf is hit with it enough times, since lunar power
can only operate in the absence of the sun light.
- Red Moon Enhanced Moonlight Power: When in the red or blue
moon, the nature connection and lunar empowerment abilities give
the werewolf special enhanced modes, where they are able to draw
the unique moonlight into their power. When in the red moon, the
werewolf gains a corrupted mode where their abilities all become
more powerful and they gain a massive powerup from the red moon.
Most werewolves gain more power with the red moon than they do
with the blue moon, but this comes with a price. Typically, when
in the red moon, most werewolves become much more ferocious and
they seek to kill their enemies as brutally as they can. While
most werewolves learn to control this with time and training,
werewolves still have to be careful on these nights, and many
werewolves who do lose control often hide from the moon light
when this night comes around due to the dangerous of who they
might hurt, as some have even killed their friends and family
during this kind of night due to the nature they gain. This also
makes all of their abilities corrupted power equivalents during
these nights, where all of their supernatural abilities and
werewolf abilities become corrupted and are able to hurt almost
any creature due to the corruptive energies they generate in the
presence of a red moon. Only the most ferocious of werewolves
typically carry red moon energy outside of red moon nights, and
many try to avoid the power altogether due to what they become.
However, those that do try to utilize this outside of nights of
the red moon must be careful, or else they could eventually lose
their sense of self and become feral werewolves, as the
unnatural red moon light can eventually overwhelm the rational
mind and eventually destroy a werewolf's ability to think
rationally. Of course, a counter to this ability is sun light
manipulation, due to sun light being able to counter lunar light
manipulation, and some sun light manipulators are able to
completely negate the powerup of the red moon if they use it on
a werewolf enough, though keeping them from regaining the amp
requires usually getting them out of the moon light.
- Blue Moon Enhanced Moonlight Power: Just as the werewolves
gain abilities during the red moon, they also gain special
abilities during the blue moon. During the blue moon, the
werewolf gains a purity with their nature connection that
surpasses their normal connection, and gains highly enhanced
ability to connect to nature during this time. During this, the
purity of their connection lets them use their supernatural
abilities at a highly reduced cost, and can amp their special
abilities considerably. To an extent, depending on the werewolf,
some can even gain unique abilities only usable during this
time, such as some with magic being able to use special spirit
magic that purifies corruption and gives the werewolf a pure
neutral nature. This lets them more easily influence the world
around them, for better or worse depending on the werewolf, and
allows them to use enhanced power at reduced cost. While in this
mode, the purity of their power is also able to damage almost
anything due to the neutral pure nature of their connection with
the world. When in this mode, werewolves also gain a calm focus,
and lose much of their natural ferocity in favor of
concentration and purity of mind (For better or worse). However,
while it is possible to store the energy of a blue moon up for
later use, it is hard to use when not in a blue moon, and
werewolves cannot usually handle too much of this energy outside
of nights of the blue moon. Due to how unnatural stored blue
moon energy is, it can overwhelm a werewolf's natural
connection, and temporarily damage a werewolf's nature to the
point that they could lose part of their werewolf connections to
nature and the moon. Typically, sun light manipulation (if it
can be created in the presence of this moon light) can counter
this power, and do more damage to werewolves who use this since
sunlight typically counters lunar light manipulation.
- Werecreature Trait Suppression/Shapeshift: Werecreatures have
an ability where they are able to change forms. Typically, this
depends on the werecreature, but most werecreatures will either
take a werecreature form as their base, or a human-like form as
their base depending on their heritage, and certain other
factors. Depending on their base form, they are able to
shapeshift between their human form and werecreature form, with
the base form being the natural form and the other form being a
form they can use using shapeshifting. Werecreatures who take
their werecreature forms naturally can shapeshift and suppress
their werecreature traits, in which they are able to pass as
human by using this power. A werecreature is able to suppress
all of their traits to the point that they come across as human,
and even feel human to those with supernatural presence sense
abilities. Those that take human form typically use this to
release their full werecreature form, in which they can
typically use their werewolf form like an enhanced form that is
stronger than their normal mortal form. There are other
werecreatures who have other ways to use this, but these are the
main two aspects. Typically, it does take energy and stamina to
transform or suppress one's traits depending on which is the
base form and which is the form the werecreature has to
shapeshift into. As such, werecreatures cannot stay in their
other form indefinitely, as they will eventually run out of
energy or stamina to maintain this. Typically, this is used to
allow a werecreature to pass as human for those that need to use
this to take human form, or used among human form werecreatures
to take a battle form when fighting, so this is usually only
meant to be used temporarily anyway. However, once they do run
out of energy or stamina, they can no longer use this to
transform, and will revert to their normal base form (whichever
form that their base form is).
- Werecreature Cursed Bite: This is the ability that allows a
werecreature to bite someone with their werecreature fangs. When
they bite someone, they can choose whether not to leave this
cursed bite mark behind. This is used not to kill someone, but
is designed to turn those with this cursed bite into
werecreatures like the werecreature who uses this. When changed
into a werecreature, the werecreature becomes a werecreature the
same as the original werecreature who bit them, such as a
werewolf would turn someone into a werewolf upon biting them.
While the user might have unique abilities that might manifest
depending on the tribe and training they are a part of, the
werecreature will usually be more or less like the one that
cursed them initially. The person can be cured of this cursed
bite within a certain amount of time, however, this can only be
cured if a special formula (which is fairly known by
supernatural hunters and most know how to make this formula) is
administered before the new werecreature eats the flesh of a
human or animal, as once they do, their curse will often corrupt
their natures after feeding and it will make the change
permanent. If the werecreature that casts this is killed, the
person affected can be changed back, but they may be permanently
changed if the person has devoured flesh while being a
werecreature. However, if they haven't done so, then they can be
returned to human when the original werecreature dies if they
don't have access to the formula to turn them back to normal. It
is also worth noting that those that are immune to being changed
into supernaturals won't be affected by this, as there are some
creatures and even some humans that have ways of making sure
they cannot be changed by supernaturals, depending on the
creature and what they have access to.
- Werecreature Claws: Just like one might expect from their
animalistic appearance, almost all werecreatures have claws of
some kind that extend from their fingernails. Most werecreatures
have ways of keeping their claws maintained, and most
werecreatures can leave their claws long, or some will keep them
trimmed so they're not so bothersome in day to day activities.
Typically, their claws are one of their biggest weapons in
combat, in which most werecreatures use their claws to slash
opponents, with many even having claw slash techniques they can
use in battle depending on their abilities. While claws are
naturally sharp, werecreatures can actually sharpen their claws
like they would a sword, usually sharpening them with a strong
substance to the point that they can become razor sharp.
Depending on the werecreature, some claws may be different
sizes, or some might have slightly different capabilities, but
there are plenty of ways for a werecreature to use their claws
in battle. Most werecreatures are very dangerous and can easily
rip people to pieces with their claws depending on their skill
level. For the most part, avoiding the claws just requires the
opponent to avoid the strikes of the user when the user is using
their claws in battle, as their claws are a type of short-range
close combat move. Most long distance claw slash attacks can
also be dodged or blocked (Depending on the werecreature and
their abilities if the opponent can account for the user's
enhanced strength, and their abilities), though opponents should
be careful of werecreatures who have claws that are able to cut
through metal, as some werecreatures do have much stronger claws
that can claw through metal objects.
- Werecreature Bite/Teeth: As one might expect from seeing a
werecreature, almost all werecreatures have some sort of sharp
teeth. Typically, most werecreatures teeth are designed for
tearing apart flesh of either animals or humans (depending on
the werecreature and what they survive on). Due to this, many
werecreatures will use their teeth to bite opponents in battle,
and are usually strong enough that most werecreatures are even
able to bite through limbs with their bite (depending on the
werecreature and their strength. Different werecreatures may
have different teeth, but overall, werecreatures are able to use
their teeth to some degree, with some werecreatures even having
certain abilities to enhance their bite. There are some
werecreatures that are able to absorb life energy through a bite
attack, in which some werecreatures have the ability to take
life energy through biting others depending on the creature.
Some werecreatures are known to have enhanced bites, like
werepyres (werecreature/vampire hybrids) having an acid bite, or
some might have special techniques that utilize their bite in
unique ways. This mostly depends on the werecreature and their
abilities, as each werecreature is different. Typically,
avoiding a bite in battle is as simple as maintaining one's
distance from an opponent, as this can usually only be done at
short range unless the user has a special bite attack that can
be used from a distance, which is usually rare. For the most
part, these teeth aren't really made for battle, but more are
specifically for eating. Werecreatures can use them in battle,
but there is a lot of risk in doing so since werecreatures might
take hits that might knock their teeth out just like any other
creature.
- Werecreature Fur: Werecreatures, as one might expect, generate
fur in their werecreature forms. Depending on the creature, the
fur will typically be different depending on the werecreature,
but usually almost all werecreatures have this to an extent.
This is usually not noticeable on a human form, since a human
form suppresses most werewolf traits, but in werecreature form,
almost all werecreatures have fur, which has a few functions.
The first is that, like other creatures with fur, this helps
them stay warm in harsh temperatures, and depending on the
creature, they may even have summer fur that helps keep them
cool in hot temperatures. However, there are certain
werecreature that can use their fur as a weapon. For example,
there is a werewolf gift that turns a werecreature's fur into
something akin to steel armor, or some werecreatures can fire
their fur at opponents like firing needles with certain
techniques. Overall, this depends on the werecreatures and their
abilities, as most werecreatures are different in nature and
different werecreatures usually have different ways to utilize
this. Typically, the fur is more defensive than offensive, so
it's not really useful to attack unless a werecreature has a
means to attack with their fur (though some can learn skills
that will allow them to attack with their fur). Aside from
special techniques though, fur is more for environmental
adaption more than to be used in battle, so this is more just a
part of their physiology that helps them survive rather than
helping them fight. It is also worth noting that fur is also
more vulnerable to fire, as fur can be flammable under the right
conditions.
- Werecreature Anger Amplification: Typically, werecreatures are
far more emotional than vampires are. As a result, werecreatures
gain power from their intense emotions, specifically their anger
when they are feeling strongly. Many werecreatures are empowered
by anger, and are able to gain boosts through their anger while
it's in effect. The most common method of using anger is a rage
frenzy, where a werecreature will temporarily lose control of
themselves and act in pure rage towards whatever is causing them
anger. Depending on the werecreature, this may happen under
different circumstances (like some werecreatures might react to
other stimuli like certain kinds of light), or some
werecreatures even have specific arts for using this, like
utilizing their anger in special techniques that empower their
rage frenzy with different abilities (depending on the
werecreature, tribe and abilities). This is an ability that most
werecreatures have to deal with and is more of a hindrance to
their daily lives, since many werecreatures might have short
tempers, but most advanced werecreatures have learned to control
this, and only really use it when they want to rather than
letting their emotions control them. Overall, the arts used
depend on the creature, but most have to control this at some
point, as this can lead to werecreatures attacking allies when
they are in their frenzied states, and werecreatures may not be
able to control who they attack (as they might go after someone
other than the intended target) depending on the situation.
Overall, the main use of this is for those with techniques to
utilize this in combat, which all usually only work temporarily
while the user is in a rage state. And even if they don't have
any special techniques, the rage state is only temporarily,
lasting as long as the stimulus persists that drove them into
it, or a certain amount of time passes after going into the
frenzy.
- Werecreature Agility and Werewolf Cling: Werewolves have a
natural agility, in which they are able to move very effectively
in battle. Part of this is speed and flexibility, where they are
able to move around and attack based on the type of werecreature
they are. Even werecreatures that are larger than normal beings
have a strange agility that they are able to use that lets them
move effectively, usually letting a creature jump around, or
even use their agility to move silently across an area. In
addition to this, werecreatures also have a natural ability to
use their claws to cling to surfaces, where they are able to dig
their claws into a surface and then stick to that surface. Most
werecreatures use this on trees, where they are able to stick to
a tree, or use their momentum and use their claws to change
their trajectory in a fight. Some werecreatures have certain
abilities in doing this, such as some that will hide in the
trees and steathfully strike (like those with panther powers) or
some might use their claws and agility to make their way up
trees and drop down on their opponents, or some might just jump
off surfaces to attack opponents. This usually depends on the
werecreature, as different werecreatures have different hunting
styles depending on what kind of creature they are and what
abilities they possess. Typically, it is very important to keep
track of werecreatures in battle, as their agility may be hard
to keep track of, and some will use stealth if the user loses
track of them to stay hidden until they're ready to attack.
Opponents can usually dodge a werecreature as agile as they are,
as long as they are able to keep track of them and can react to
what they do. Those that know werecreatures often know just how
agile and dangerous werecreatures can be, especially ones that
utilize this in combination with stealth.
- Werecreature Hardened Body: Werecreatures typically have much
stronger bodies than humans do, as their muscles, bones and even
their skin is thicker than a human's. While not as strong in
human form (as they typically will be the normal level of a
human when in human form), their werecreature forms are much
stronger and are able to take reduced damage from attacks due to
how strong their bodies are. Werecreatures are usually natural
fighters, and usually have ways to utilize this, such as some
might learn certain heavy stander abilities that resist
knockback and stun to a degree. Werecreatures are able to use
their bodies hardened muscles in a variety of ways, as
werecreatures can even use their stronger muscles for stronger
attacks depending on the training the werecreature has.
Typically, this partially depends on the training of the
werecreature, and partially on the werecreature themselves
depending on what type of werecreature they are. For example,
certain werecreatures may have stronger bodies than others, with
certain werecreature types might have a strong body, while
others might have specifically stronger bodies. Of course, just
like with most of their physiology, werecreatures also have
certain abilities and arts that might enhance their defense,
with some even training their durability so that they can become
more resistant to damage. Some more trained werewolves have even
been known to block swords to a degree, though whether or not
they can do this depends on the strength of the opponent.
Typically, opponents can more easily pierce opponents with
silver, or certain stronger attacks can also do damage. While
stronger, they do still take damage from attacks, even if it's
just reduced. Many werecreatures are also vulnerable to fire to
a degree as well, though some werecreatures might be resistant
to fire if they possess the ability to use it.
- Werecreature Regeneration: Werecreatures, like vampires, have
supernatural regeneration that can be used to heal themselves
when they have taken damage. Werecreatures have strong
regeneration, and can regenerate from most damage. Werecreatures
can usually regenerate anything as long as their heart or brain
isn't destroyed. Werecreatures also regenerate faster than most
other vampires, due to werecreature regeneration being slightly
different than vampire regeneration. Of course, some tribes even
have special regeneration techniques, so some werecreatures may
even gain special regeneration techniques of they are available
to them. This is a passive skill that heals werecreatures, and
this power is sustained by their devouring of flesh of either
animals or humans, depending on what the werecreature wants to
eat to sustain their power (which may or may not depend on the
tribe they're born into). Werecreatures, unlike vampires, cannot
regenerate limbs, but they do regenerate any damage to their
bodies, and can regenerate even fatal wounds that might kill a
vampire (typically, vampires regenerate more parts of their
body, but werecreatures regenerate faster and more easily).
Werecreatures usually are able to regenerate almost anything
save for decapitation unless silver is used on them. For most
werecreatures, silver is usually the best thing opponents can
have, since silver can be used to interrupt most werecreature's
regeneration (though some werecreatures may be vulnerable to
other elements like gold depending on the creature). Certain
holy powers can also help kill werecreatures more easily due to
their cursed natures. Certain things like death scythes and
other regeneration negation weapons/abilities can also be used
on werecreatures, just like vampires. However, decapitation or a
silver bullet to the heart is usually the easiest way to kill a
werecreature (though decapitation works on almost any
werecreature where silver might fail depending on the creature).
- Werecreature Body Temperature Regulation: Similar to how
certain supernaturals are able to adapt to environments around
them, werecreatures are able to adapt to environments around
them thanks to their supernatural physiology. For the most part,
a werecreature's body usually has ways of regulating their body
temperature, whether it's in battle or outside of battle. Most
werecreatures will be able to adapt to hot or cold environments
depending on the creature. Usually, this is most present during
different seasons, when a werecreature often has different coats
of fur to handle each season (depending on the werecreature). In
addition, each werecreature is able to regulate their body
temperature through their body's own methods as well, which have
the same abilities as humans to try and regulate their
temperatures. However, werecreatures are much more easily able
to adapt to extreme temperatures thanks to this, and they are
able to survive in almost any environment, from the hottest of
deserts to the coldest of icy weather. Most werecreatures can
adapt for certain environments specifically, depending on where
they live, as most werecreatures usually specifically adapt to
wherever they tend to stay. Some even adapt by other methods,
like certain werecreatures might have a higher body temperature
than normal because of their werecreature nature. The last
advantage is that this helps them against people who use heat
and cold as weapons, which allows the werecreature to handle
extreme heat and extreme cold (granted they aren't being burned
with fire, or frozen with ice). However, while they adapt to
temperature easily, they cannot adapt to being burned by fire,
or frozen with ice, and while they can adapt to the heat
generated by fire or the cold generated by ice, they can still
be hurt by fire and ice abilities (depending on the
werecreature, as some might have certain resistances and
immunities). This also doesn't apply to things like vacuum
environments and being underwater, since this only really
applies to adapting to temperature and not certain other
environmental factors.
- Werecreature Animalistic Senses: Werecreatures all have
animalistic senses, which allows them to sense far more than
what humans can. While they still have human senses as well
(sight, smell, taste, touch and hearing), they also have other
senses depending on the werecreature. Animals are often known
for being able to senses changes in the earth that humans
cannot, and this sense is just one of the senses that
werecreatures have. One such example are how some creatures have
an electromagnetic sense to sense the flow of ions in the
earth's atmosphere, and they are able to use this to not only
sense changes in the earth itself, but they can also use it to
navigate far more easily than humans can. Most werecreatures
have much higher tuned senses, and this doesn't just apply to
their normal senses. Most werecreatures are also able to do
things like seeing in the dark, or many have a specific ability
to sense the presence of others with a sort of sixth sense of
the environment around them and can use it to focus on anything
living. The specific senses depend on the werecreature, as all
werecreatures typically have different senses depending on the
type of werecreature they are and what animalistic traits the
werecreature possesses. Typically, this isn't too useful in
battle, though some werecreatures can use these senses to sense
when danger is nearby, as werecreatures can learn to hone their
senses to a point where they can even sense when someone is
trying to sneak up on them or is going to attack them. While
useful though, these senses are not always accurate, and certain
natural phenomena might also be able to affect a werecreature
due to these senses if an enemy has a way to take advantage of
these senses.
- Werecreature Earth Communication: As part of a werecreature's
connection to the world and the spirits, they are able to
communicate with the earth, including the life on earth. While
they may not have connections to certain life forces depending
on who they are, all werecreatures, in some form, have some sort
of communication they can use. For example, many werecreatures
can communicate with animals and some can even communicate with
plant-life if they have a strong enough connection to the force
of the Green (a life force connecting all plant life). Usually,
this communication allows them to not only befriend the entities
of the world, but this also allows them to call on allies during
battle, such as some who can call on animals or plants to fight
for them depending on the werecreature and what creatures or
organisms will listen to them. Typically, animals and plants can
be called to help the werecreature, with some even having unique
training depending on the tribe, as some tribes have specific
gifts designed to call on animals or plants to help the
werecreature. This isn't really a battle power so much as more
of a communication power, as most werecreatures usually use this
to keep animals and plants from certain battles they might face,
or they may make friends with certain animals or entities due to
their strong connections to the earth. This usually depends on
the werecreature, and some werecreatures speak to specific
aspects of the earth whereas others may have a more general
communication with the life in the world. This depends mostly on
the individual, but mostly, the only way this is used in battle
is to call animals or plants to fight or help out in some way,
and the animals or plants can still be destroyed as normal, with
them still being able to be killed in battle (though some
werecreatures may have gifts that strengthen animals and plants,
so that should also be taken into account if one needs to fight
a werecreature with this ability).
- Werecreature Gift Affinity: Werecreatures developed gift
training depending on the tribe specifically for werecreatures
in the same manner that vampires developed their discipline
training. This allows werecreatures different training to gain
different abilities, which are usually taught by certain
spirits. Unlike vampire disciplines taught by clans, werewolf
gifts are not just taught by tribes, but also by individual
spirits that might know of them. Once a werewolf has their
affinities, and someone to train them, the werewolf is able to
learn werewolf gifts based on the tribe they are in, or what
spirits will teach them. Overall, most werewolf gifts are
dependent on the tribe, as each tribe has its own set of
abilities to learn. This could be as simple as combat
enhancement skills, or learning to call on spirits in battle, or
some like the Glass Walkers even have unique gifts involving
manipulating technology. As one might expect, each set of gifts
is different in nature, so naming them all is nearly impossible,
let alone naming their strengths and weaknesses, but all
werecreatures are usually able to learn these in some capacity,
with some advanced users of certain gifts being able to combine
gifts depending on what they can do. Overall, each gift works
different, and has it's own strengths and weaknesses, but each
gift does have it's own strengths and weaknesses, due to each
gift having limits of what it can do. For example, combat based
abilities are limited to combat and may not include supernatural
powers (though there are some that enhance supernatural
abilities as well), or some that might have consequences (such
as some used too long might take a toll on the werecreature's
body). This depends on the gifts learned, and the gifts learned
depend solely on the tribe the werecreature belongs to or the
spirits teaching them gifts. It is also worth noting that most
werewolves gain gifts solely based on the tribe they belong to,
and no werewolf gains random gifts unless they are part of no
specific tribe and are just taught by spirits in general since
those with no tribe have no specific ties to any one tribe. This
also may not cover certain things like werepyres who have
combination abilities with vampire disciplines, or other
werecreatures with power from things like demons or angels that
might be able to combine gifts with angel or demon arts
depending on their natures.
Basic Werebear Abilities:
Shapechanging: Werebears can transform into a large
bear-humanoid hybrid, a large bear, or back into their true
humanoid form.
Keen smell: Werebears have an advantage on Wisdom (Perception)
checks that use smell.
Damage immunities: Werebears are immune to bludgeoning,
piercing, and slashing damage from nonmagical attacks that
aren't made with silvered weapons.
Ursine Physiology The power to have the traits and abilities of
bears. Users possess the traits, attributes, characteristics
and/or abilities of bears, including grizzly bears, polar bears,
pandas etc. They achieve this either through full or partial
transformation into ursines, choosing to mimic certain aspects
of them, or simply already being a bear in the first place.
~ Dermal Armor: The power to have innate physical armor for
protection. The users have or can generate an innate armor as a
part of their body, which is resistant to attacks, harm or pain,
and temperature extremes. The armor varies from obvious,
physical defenses, such as scales, thick skin/fur, natural
shield, armor or shell, in-organic skin, etc, to bone-nodules
below the skin, particularly wide/sturdy rib cage, blubber, or
simply dense muscle.
~ Thick Skull: The power to have an abnormally strong and
durable skull. The user's skull is incredibly durable and
strong, enabling for powerful headbutts to no ill effect.
Feral Mind: The power to tap into a feral/berserk state of mind.
The user can tap into a primal instinctive state of mind, which
can release an unstoppable rage that allows them to perform in
vastly increased capacity, taking and inflicting damage that
they couldn't or wouldn't in their normal state. In some cases,
the user's mind descends so far into the feral state that,
mentally, they are little more than wild animals.
Applications:
Fighting Instinct (Bears are genetically programmed to fight.)
Wrestling Mastery
Hibernation
Natural Weaponry
Claw Retraction
Climbing
Supernatural Bite
Supernatural Roar
Predator Instinct: The power to possess instincts akin to that
of a predatory creature. The user possesses predatory instincts,
allowing them to become masters of predation, plunder, and
supremacy. The user can instantly discern all factors of any
situation and automatically manipulate them so it's the most
optimal and favorable for them, without consciously thinking out
a plan of action.
This makes them a master of manipulation, pursuit, and capture.
It includes anticipating what will happen and how to adapt to
it, what move a target will make, where they are headed, etc.
effectively allowing them to manipulate the target and causing
them to inevitably play right into the user's hands, as well as
how to attack without giving away one’s presence, and how to
preserve energy when attacking.
They have instincts to prey by any means and in the most
effective ways possible, use anything at hand to do so, and,
have no mental/emotional issues or moral dilemmas either before,
during, or after the deed. This is the ultimate predation
mechanism since the user will automatically prey with perfect
skill, technique, and timing. The user's full and complete
mastery of predation and anything related to predation makes
them the ultimate predator.
Prey Instinct: The power to possess instincts akin to that of a
prey creature. The user possesses instincts that allows them to
become a master of evasion and survival. Users with this ability
can discern numerous factors of a situation, including how much
of a threat a foe poses, what move they will make, where they
are going, and if these things relate to bringing harm to the
user, as well as how to hide without giving away one’s presence,
and how to preserve energy when running.
Supernatural Strength: The power to wield strength beyond what
is possible within known laws of science. Users possess a
supernatural strength. This incredible strength allows them to
effortlessly lift massive vehicles, large airplanes, boulders,
and even locomotives.
Users can tear through the strongest metals as if they were mere
paper. Offensively, depending on their strength, users have the
power to send opponents flying for miles, create cracks in the
lithosphere, or release a force of energy equivalent to nuclear
weapons upon an entire city.
Supernatural Senses: The power to possess transcendent senses.
The user's sense of sight, taste, hearing, touch, and smell are
super-unnaturally more acute than other beings in their
universe. They can see thousands of miles away with immense
resolution and see/track things too fast for the natural eye,
hear through dense walls perfectly and listen to the smallest
vibrations/noises from extremely faraway places, smell anything
over vast distances up to and including individual
molecules/atoms, taste the smallest details to the extent of
distinguishing at a molecular level, and feel the slightest
vibration in the air, ground and water. In some cases, the user
can develop a sixth sense and various ESP abilities, allowing
them to perceive/sense things no ordinary senses can detect.
Supernatural Regeneration: The power to rapidly heal at a level
drastically beyond what is naturally possible. Users possess a
supernatural level of regeneration; allowing them to recover
from virtually any injury that doesn't result in instant death,
such as disintegration, incineration, or one-hit kill attacks.
As long as their "core" remains undamaged, regeneration is
possible. This exceptional regenerative power operates at the
cellular level, continuously rejuvenating cells and telomere
lengths, granting the user freedom from the aging process.
Additionally, the need for sustenance is drastically reduced,
pushing the user close to a state of true immortality. Even
intricate body parts like damaged brain cells and nerves can be
meticulously repaired, preserving the user's mental faculties.
This level of regeneration can extends to drugs, diseases, and
harmful foreign substances, ensuring they remain in peak
physical condition and optimal health indefinitely. Their
immunity, or at the very least, their high resistance to
telepathic attacks, arises from the regenerative power's ability
to restore brain cells to their unaltered state, effectively
shielding the user's mind from intrusion or invasive attempts.
Transformation Physiology:
Human Physiology: The power to use the abilities of humans. The
users are humans (Homo sapiens), a mammalian species of mundanes
and mortals who are a known to being sentient and sapient race
who inhabit the planet earth as a dominant species, said to be
related to primates.
Humans are unique beings rich with potential, possessing
appropriate attributes, aspects and quantities that’s a part of
their human nature gifted with beauty, intelligence, social
skills and many other ordinary traits that makes up for their
lack of supernatural powers and makes them well developed
beings. With such potential, they proved to be very capable
beings are as the reigned-on earth above many other known
species as an apex predator, all following their own path.
Most humans are capable of reaching their full potential as they
train and learn to grow, as they can advance themselves to reach
the superiority of their mundane status to their peak, as they
hone their skills and natural abilities that can make them
formidable and admired being ever known. Because of such skills
and determination, they can take on most known supernatural
beings on fare levels.
Non-human of this physiology is considered anthropomorphic
beings who personify/develop human characteristics or can
transform into a human. They can also gain humans dexterity with
our opposable thumbs and gain human intelligence, all of which
makes them an equal match to actual human beings.
Applications:
Peak Human Body
Peak Human Agility
Peak Human Beauty - This power is rare
Peak Human Dexterity
Peak Human Durability
Peak Human Endurance
Peak Human Flexibility
Peak Human Health
Possible Vigorous Heart
Peak Human Lung Capacity
Peak Human Balance
Peak Human Reflexes
Peak Human Speed
Peak Human Stamina
Peak Human Survivability
Peak Human Mind
Maximum Concentration Capacity
Optimal Finesse
Possible Peak Human Wisdom
Werebear Physiology: The power to use the abilities of a
werebear. A user with this ability is a werebear, a being with
the power to transform into a bear and/or ursine humanoid,
either purposely or after being placed under a curse and/or
therianthropic infection, or some other means.
Applications:
Supernatural Body
Supernatural Agility
Supernatural Balance
Supernatural Dexterity
Supernatural Durability
Conditional Invulnerability
Supernatural Endurance
Supernatural Flexibility
Supernatural Health
Supernatural Reflexes
Supernatural Hearing
Supernatural Smell
Supernatural Vision
Supernatural Speed
Supernatural Stamina
Supernatural Mind
Supernatural Instincts
Ivan's Special Ability:
Earth Manipulation: The power to manipulate earth. Users can
create, shape and manipulate earth and "earthen" elements
including most solid objects, specifically all minerals and
mineral compositions regardless of their state (mountain,
boulder, sand or dust), dirt, soil, etc.
Offensive uses of this power include extracting huge boulders
from the ground and hurling it at the enemy at high speeds,
impaling the enemy with countless spikes from the earth and in
some cases creating giant golems or other creatures from earth
and utilize them for combat. Defensive powers include shaping
huge walls or barriers from the ground, creating an
omni-directional wave of rocks/stone around the user to defend
from all attacks and covering oneself with armor made from
earth. Supplementary uses of this power include flight by
standing on a piece of levitating earth and enhanced movement by
skating on the earth and gaining enhanced senses from sensing
the earth. The User is able to set off earthquakes, tear holes
in the ground, carve slabs of stone and rock from geologic
sources like mountains, crags and walls, shift the terrain
around them, slice through stone with thier mere fingertips, and
control seismic energy.
Application:
Burrowing with the choice between simply gliding through the
earth or leaving a tunnel.
Earth Swimming
Cause Avalanches, Earthquakes, Mudslides or Quicksand.
Density Manipulation - By accumulating and pressing the earth
and stones.
Gravitational Downforce - By compressing huge dense stones.
Earth Attacks
Earth Constructs
Earth Crushing
Earth Detection
Earth Generation-All Variations
Earth Imprisonment
Earth Purification
Earth Solidification
Geokinetic Immunity
Geomechanics Manipulation
Geo-Telekinesis
Geokinetic Flight
Geokinetic Surfing
Manipulate the properties of earthen materials.
Ground Liquification
Polish earthen material.
Repair objects of earthen material
(
HTML https://powerlisting.fandom.com/wiki/Earth_Manipulation?so=search)
Ivan's Favored Earth Sub-Types:
Asphalt Manipulation: The ability to manipulate asphalt. The
user can create/generate, shape and manipulate asphalt a sticky,
black and highly viscous liquid or semi-solid form of petroleum
that may be found in natural deposits or may be a refined
product; it is a substance classed as a pitch.
The primary use of asphalt/bitumen is in road construction,
where it is used as the glue or binder mixed with aggregate
particles to create asphalt concrete. Its other main uses are
for bituminous waterproofing products, including production of
roofing felt and for sealing flat roofs.
Concrete Manipulation: The power to manipulate concrete. The
user can create/generate, shape and manipulate concrete, a
composite material composed of coarse granular material (the
aggregate or filler) embedded in a hard matrix of material (the
cement or binder) that fills the space among the aggregate
particles and glues them together.
Demonic Earth Manipulation: The power to manipulate demonic
earth of Hell. The user can create, shape and manipulate earth
derived from the deepest pits of Hell, sporting the capability
to destroy nearly anything it strikes with absolute malevolent
intent. In addition, demonic earth is capable of inflicting
excruciating pain; both physically and spiritually tormenting
the victim, has the potential to corrupt one's soul, and is very
effective against the holiest of supernaturals, such as angels.
More powerful users can even ultimately summon/resurrect/create
evil spirits, elemental entities and/or demons from Hell.
Divine Earth Manipulation: The power to manipulate divine earth.
The user can create, shape and manipulate holy earth that's
highly effective against the supernatural, such as demons and/or
angels. The effectiveness, in question, can range from trapping
and/or immobilizing to outright banishing or killing
supernatural threats. Furthermore, divine earth itself may have
other properties and abilities, such as healing, Resurrection,
summoning angels and/or spirits of the deceased from Heaven to
the material plane.
Crystal Manipulation: The ability to manipulate crystalline
material. The user can create, shape and manipulate crystals and
crystalline materials: homogenous solids formed by a repeating,
three-dimensional pattern of atoms, ions, or molecules and
having fixed distances between constituent parts.
Glass Manipulation: The power to manipulate glass. User can
create, shape and manipulate glass, an amorphous
(non-crystalline) solid material that exhibits a glass
transition, which is the reversible transition in amorphous
materials (or in amorphous regions within semicrystalline
materials) from a hard and relatively brittle state into a
molten or rubber-like state.
Most commonly glass refers to soda-lime glass, but it includes
also fulgurite and obsidian.
Magma Manipulation: The power to manipulate lava and magma. The
user can generate, shape, and control molten rock, referred to
as magma when it is underground and lava when on the surface.
This molten material is a volatile mixture of semi-molten rock,
suspended crystals, dissolved gases, and gas bubbles, often
reaching temperatures between 700°C to 1,300°C (1,292°F to
2,372°F). With this, the user can summon magma from beneath the
earth or generate it from their body, shaping it into streams,
weapons, or barriers.
The extreme heat allows the magma to melt or vaporize most
materials on contact, turning steel into liquid in seconds and
causing catastrophic destruction. The user can also manipulate
the temperature, increasing the heat to make the magma flow more
quickly and deal more damage, or lowering it to create thicker,
slower-moving lava with greater impact force. Additionally, the
user can regulate the temperature to control the magma's
viscosity, allowing for precise shaping and control over how
quickly it cools and solidifies.
The user can also solidify magma into various forms of rock,
such as obsidian or basalt, creating defensive or offensive
structures. This power often come with an inherent resistance to
extreme heat, allowing them to withstand and control
temperatures that would incinerate most beings. Advanced users
may even reach the point where they can cause volcanic
eruptions, simulate seismic activity, or control the underground
flow of magma to reshape the environment.
Mineral Manipulation: The power to manipulate minerals. User can
create, shape and manipulate any/all minerals, a naturally
occurring, homogeneous inorganic solid substances with a
definite chemical composition and characteristic crystalline
structure, color, and hardness. This includes rocks, which are
composed of grains of one or more minerals or mineraloids held
together by chemical bonds.
Special Techniques:
Burying: The power to bury or submerge people or objects beneath
any sort of surface. The user can bury/submerge people or
objects beneath any sort of surface or into element, whether
that is earth, metal, sand, water, etc. and either hold them
there, allow them to suffocate or possibly even use the
surrounding material to attack.
Earth Communication: Power to communicate with the earth. The
user can communicate with the earth and earth minerals such as
sand, mud, dirt, stone, rock, etc. either telepathically, by
speaking verbally, or by touching it physically. Earth can tell
the user of what happened or what is happening, help them to
track someone at long distance away, etc.
Earth Exoskeleton: The ability to create armor around the user's
body from earthen materials. The user can form armor around
their body or shape it from earthen materials, such as stone,
crystal, soil, and mud for protection and physical boost. With
training, the user could shape the armor into new forms for
weapons, transportation, even constructs of the element.
Earth Imprisonment: The power to bind, imprison, or otherwise
stop objects by using earth. The user can bind, imprison, and/or
otherwise stop an object/being by surrounding them completely by
using earth.
Earth Mimicry: The power to transform into or have a physical
body made up of earth or other earthen substance. The user is
made up of or can transform their body completely into earth,
including soil, stone, metal, clay or other earthen substance. A
user's transformed form is anatomically identical to their
normal form, aside of being made of earth, in which case it
contains all to organs and is somewhat vulnerable to attacks.
Alternately, the user can transform into homogeneous matter,
without any part of their form being more important than the
other.
Exact physical abilities the user has depend on which variation
they are using sand, clay and soil are malleable and hard to
truly harm; crystal, metal and stone are hard and grant powerful
physical attacks but aren't particularly flexible.
Earth Swimming: The power to swim through the earth. The user
can swim through the earth/ground as if it was water.
Geokinetic Invisibility: The power to become invisible in earth.
The user can become invisible when in/on/touching earth.
Weaknesses: Copper: like sliver to a werewolf, copper is a
primary weakness to werebears, being able to burn them. Due to
the commonality of the metal has led to a severe impact on their
numbers. Werebear Powder: Technically not weakness against the
werebears themselves, but bones of dead werebear can be burned
and ground into powder. Wounds made by werebear can only be
healed by rubbing this powder on them. Rage: Because of its
blind rage, berserker has barely any sense of its surroundings
and attacks anything that moves, making it predictable and easy
to be fooled by the experienced hunter. Decapitation: The neck
is the werebears's weakest point against ordinary weapons, it
doesn't mean it will be easy though. Other Werebears: So far,
only claws and teeth of another werebear can pierce its own
species' hides without any resistance.
[I]Combat Skills:[/I]
Boxing: Classic art of fighting with fists. Training helps build
the body and reflexes. Skilled boxers will automatically
knockout an opponent on a roll of a natural twenty. The victim
of a knockout will remain unconscious for up to 6 rounds. Unlike
normal knockout/stun, the player does not have to announce that
he is trying to knockout his opponent before making a roll to
strike.
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.
Hand to Hand: [I]Basic:[/I] Provides elementary fighting
techniques and methods of attack and self-defense as taught in
military basic training or in self-defense classes.
Hand to Hand: [I]Expert:[/I] An advanced form of self-defense
and unarmed combat usually taught to commandos.
Hand to Hand: [I]Assassin:[/I] This is an advanced form of
combat with an emphasis on immobilizing or killing one's
opponent quickly.
Back flip: [I]Defense:[/I] The back flip involves throwing
oneself backwards with the arms and shoulders, flipping the legs
completely up, over, and back down on the ground into a standing
position. The result is that one quickly moves backwards by a
full body. Doing a back flip counts as one melee attack/action.
Back flip: [I]Escape:[/I] If used in place of a strike (when
it's the back-flipping character's turn to strike) this removes
the character from combat and requires the opponent to use up an
attack/action to move into range. This also gives the back
flipping character the initiative.
Back flip: [I]Attack:[/I] This is especially useful against
someone attempting some kind of back strike. Once the opponent
is detected in the rear, the back flip moves back into combat
range. A back flip can also be used as a combined Strike against
an opponent to the rear of the character. Use with either an axe
kick, snap kick, or backhand strike. If striking with a back
flip use only the bonus to back flip (not strike). Cannot be
used with death blow or knock-out/stun.
Body Block/Tackle: This is a combination of a damage causing
body block and a knockdown attack.
Body Flip/Throw: A judo style throw or flip that uses an
attacker's own momentum and leverage to "flip" or "throw" him
off his feet and onto the ground.
Break fall: Also known as "ukemi," this is an advanced version
of roll with punch/fall/impact. The character takes no damage if
the break fall is successful, and only half damage if the roll
for break fall fails! It can also be used against a knock-out
attack.
Cartwheel (Attack): Holding the body rigidly extended, the
character rolls like a wheel by using the arms and legs as
spokes. This maneuver can be used to move quickly into combat
range. A cartwheel can also be used as part of a combined strike
against an opponent to the rear of the character when used with
either an Axe kick, Wheel kick or Knife Hand. If striking with a
cartwheel, use only the cartwheel bonus. Must be used as the
first attack in a melee round. Note: Cannot be used with death
blow or knock-out/stun.
Critical Strike: A powerful, special or nerve shattering strike
that inflicts double the usual damage.
Death Blow: A special attack designed to kill an opponent in one
or two strikes! Whenever the words "death blow" are presented
without limitation, the character can use a death strike
whenever he desires; however, such a devastating attack counts
as two melee attacks/actions.
Drop Kick: This is the combination of falling to the ground, a
dodge and a kick. The kick can be either a kick attack, a snap
kick or a crescent kick. It's done in place of a dodge (or as an
attack) as a defensive move.
Disarm: The act of disarming is simply getting rid of the
opponent's weapon; it does no damage. It can be used as a
defensive move in place of a dodge or parry, or can be done as
an attack/strike.
The disarm move is a strike, hold or grappling maneuver that
causes an opponent to drop his weapon or whatever he's holding.
Counts as one melee attack/action. Disarm does not give the
weapon to the character making the disarm move. True, the item
is forced out of the victim's grasp, but it is either knocked
away or falls to the ground.
Hold: Using both hands, the attacker grabs on to some part of
the opponent's body and attempts to immobilize him. If the
strike is successful, then the victim is helpless until
released. Holds do no damage. Neither the attacker nor the
victim can attack, parry or dodge while the hold is working.
It's easy for the attacker to hold the victim so that some third
character can attack unopposed or attack from the rear.
Jump Kicks: This kick is performed by leaping completely off the
ground and attempting to land foot-first on an opponent. Jump
kicks can be used only by those skilled in hand to hand martial
arts. The advantage of a jump kick is that it works as a
critical strike and doubles the normal damage inflicted. The
disadvantage of a jump kick is that no other attack may be
performed in that melee round (all attacks for that melee are
used up in the kick). The jump kick must be the character's
first attack of that melee round. For the rest of the melee
round, the character can only parry, dodge or move into
position.
Leap Attack: An airborne assault where the weapon and/or fists
or feet are wielded in mid-leap. An attack must be made only at
the beginning of a melee round and, like a jump kick, uses up
all attacks for that melee round. Usually only a single strike
can be made during a leap attack.
Maintain Balance: When some kind of knockdown attack has
succeeded, while the character is starting to fall over, this is
his last chance attempt to recover. A successful roll (over the
opponent's
strike roll) means that the character will immediately regain
his balance and remain standing. He can continue to fight but
the act of retaining balance means he used up one melee
attack/action. When
maintain balance is used, then roll with punch/fall/impact or
break fall can't be used.
Paired Weapons: Certain kinds of weapons, such as sais,
nunchaku, daisho, knives, clubs and swords, can be used as
paired weapons. Users of paired weapons can strike and parry
simultaneously, can do twin strikes against a single target or
against a pair of targets, and can parry two, different
opponents at the same time. In other words, warriors skilled in
paired weapons often can do two actions for every one of their
melee attacks (i.e. strike and parry). However, a twin,
simultaneous strike with both weapons means losing the automatic
parry and leaves the character open to his opponent's next
attack without benefit of a parry (dodge is optional but uses up
a melee action).
Pull Punch: The ability to control the force of a hand to hand
attack, whether it be a punch, kick or with a hand weapon. The
character can choose to inflict half damage, quarter damage, a
single point of damage, or no damage at all!
Jujitsu: This combat style is very pragmatic, using the
philosophy of "whatever works." Techniques range from the
assault of vital points, joint locks and throwing techniques. A
trained master can reduce their victims into helplessness even
if armed with daggers, sticks and guns. Any
advantage that can be gained will be used by a Jujitsu
practitioner without a second thought of fairness.
Kendo: Kendo is a martial art developed around the art of
swordsmanship. Consequently, it deals with balance, striking,
parrying and slacking.
Ninjutsu: User possesses an innate understanding of Ninjutsu,
the historic style of martial arts, tactics, strategy, and
espionage of unconventional and guerrilla warfare. Contrary to
popular culture, real-life ninja were mainly spies, saboteurs,
and assassins that rarely appeared on the battlefield. Depending
on the school and source ninjutsu focuses on different
disciplines.
Ivan’s Disciplines:[/I]
Seishinteki kyōyō (spiritual refinement)
Taijutsu (unarmed combat)
Kenjutsu (sword techniques)
Bōjutsu (stick and staff techniques)
Shurikenjutsu (throwing weapons techniques)
Kayakujutsu (pyrotechnics)
Hensōjutsu (disguise and impersonation)
Shinobi-iri (stealth and entering methods)
Sui-ren (water training)
Bōryaku (tactics)
Chōhō (espionage)
Intonjutsu (escaping and concealment)
(
HTML https://powerlisting.fandom.com/wiki/Ninjutsu_Intuition)
Geokinetic Combat: The power to fuse earth manipulation and
physical combat. The user can infuse earthen materials in their
physical attacks, covering their fists, feet, or even bodies in
the earth (brick, dirt, stone, sand, metal, salt, crystal, and
even lava, etc). Other possibilities include shifting the earth
beneath the user and/or the opponent or throwing the earth
telekinetically. This includes summoning boulders from the
ground and throwing them at enemies, forcing columns of stone to
erupt from below an enemy, shoot compressed rock-like bullets at
an enemy, and generating massive earthquakes to throw enemies
off balance.
Seismokinetic Combat: The power to utilize seismic
energy/shockwaves in combat. Users are able to infuse seismic
energy/shockwaves into combat, whether it be releasing seismic
waves and/or shockwaves through supernatural abilities (i.e.
Shockwave Manipulation, Vibration Manipulation),
machines/technological body parts with the capability of
releasing them, or simply utilizing a fighting style that
focuses on delivering shockwave-like attacks.
[I]Passive Skills:[/I]
[i]General:[/I]
Knowledge: [i]Language and Literacy: The ability to speak and
read one or more languages.
Language & Literacy known by Darkov:
British English: 100% chance of successful understanding
American English: 100% chance of successful understanding
Russian: 100% chance of successful understanding
Irish: 100% chance of successful understanding
Arabic: 98% chance of successful understanding
French: 98% chance of successful understanding
Japanese: 95% chance of successful understanding
German: 90% chance of successful understanding
Social Intuition aka Common Touch: User intuitively determines
how to interact with subjects. One with this ability could tell
exactly what to say to interact with certain people, or tell the
rank of a person within a group. The user also gains a great
voice, eloquence, and charisma.
Research: Training in the use of methods, techniques, and means
of finding information, including public records, libraries,
interviews, surveys, demographics, trade journals, the computer
network, and legal searches. This skill is helpful in locating
information about people, places, and things. The G.M. should
ultimately the availability of accessible, known information
regarding a particular subject. Any character can do research
and ask questions, but the research skill will reduce the amount
of time by half and the character is trained to notice relevant
information that an untrained character is liable to overlook.
Thus, for truly secret or difficult information, you must have
the character with the research skill try to uncover it.
Criminology: The user possesses an incredible and innate
understanding/knowledge of criminology, the study of crime and
deviant behavior. With this knowledge, the user can figure out
how criminals function, working out their motivations and what
they might do next.
(
HTML https://powerlisting.fandom.com/wiki/Criminology_Intuition)
Computer Operation A knowledge of how computers work along with
the skills to operate peripherals like keyboards, printers,
modems. The character can follow computer directions, enter and
retrieve information, install programs, games and software, use
the web/internet, and similar basic computer operations. Does
not include Repair, Programming, or Hacking.
Mathematics: Basic:[/I] Knowledge of basic math, including the
ability to count, addition, subtraction, multiplication,
division, and fractions.
Radio: [i]Basic:[/I] The rudimentary knowledge of the operation
and maintenance of all sorts of radio equipment, including
military radio systems, field radios and walkie-talkies, audio
recording devices, wire laying, installation, radio procedure,
communication security, and Morse code. It does not include the
ability to make repairs nor operate video equipment.
Piloting: [i]Automobile: The skill and knowledge to operate
manual and automatic transmission vehicles including dune
buggies, jeeps, and small trucks.
Mathematics: [I]Advance:[/I] Knowledge of all basic and advance
mathematics including algebra, geometry, trigonometry, calculus,
and techniques for using advance mathematical formulas.
General Repair & Maintenance: Not everyone can be a mechanic,
blacksmith, or carpenter, but many are good with their hands and
capable of doing satisfactory repairs on simple mechanisms,
gears, pulleys, wheels, and so on. The General
Repair/Maintenance skill includes: sharpening blades, minor
repairs on weapons, packing their own bullets, sewing tears in
cloth (may not look pretty but does the job), changing a tire,
shoeing a horse, repairing furniture, painting, varnishing,
nailing and assisting in basic woodworking, and even doing minor
patch work on armor.
Basic Electronics: This is a rudimentary understanding of the
principles of electricity, simple circuits, wiring, and so on.
This character can do basic wiring, repair appliances, and read
schematics as well as assist electrical engineers. The character
can attempt to hot-wire a commercial vehicle (not military)
using Basic Electronics but with a -20% skill penalty and it
takes 3 rounds to do so.
Computer Repair: Knowledge of the internal electronics of
computers and related devices. The character can attempt to
repair or sabotage computers. No Computer Operation or
Programming skills are required to fix computers.
Basic Mechanics: A general familiarity and understanding of
basic mechanics. This character can fix a toaster, repair a
bicycle, replace a belt on a motor, repair or replace a switch,
knob or handle, replace spark plugs, change oil, assist in
automobile repairs, maintain machinery, read a schematic, and
similar fundamental tasks.
Cryptography: Skill in recognizing, designing, and cracking
secret codes and messages. The character must study the code for
two hours to attempt to break it successfully. A failed roll
means the individual must study the code for an additional two
hours before he can try to break it again. The character may
attempt to break the code sooner, after only 10 minutes of
study, but suffers a penalty
of - 30%. Requires: Literacy.
Radio: [I]Scramblers:[/I] This is training in the use of
electronic masking, scrambling and unscrambling equipment, and
codes to help foil the detection, interception and
interpretation of radio transmissions by the enemy.
Dance: A practiced skill in the art of dancing. The character is
especially smooth and graceful, a joy to dance with. Can learn
new dance steps/moves much more quickly than somebody who can
not dance.
Fishing: The fundamental methods and enjoyment of the relaxing
sport of fishing. Areas of knowledge include the use of lures,
bait, poles, hooks, lines, and the cleaning and preparation of
fish for eating. Also includes a basic knowledge of freshwater
fish, their habits and taste.
Play Musical Instrument: The individual has learned to play a
particular musical instrument with a fair amount of skill. The
sound is generally pleasant (except when a bad roll is made).
Note that each
specific instrument requires the selection of this skill. For
example: A character who can play the guitar, violin, and
harmonica must select the play musical instrument skill three
different times, once
for each instrument.
T.V./Video: In depth training in the use of video and audio
recording equipment, filming, editing, dubbing, title making,
duplication, and transmission. Includes the use of field
equipment; i.e., portable video camera, and studio equipment.
Electronic Countermeasures (Jamming): Useful for preventing the
enemy's communications from working. Since all armor, power
armor and robot vehicles are linked by radio transmissions,
jamming can cause unit confusion and disrupt communications.
Military organization breaks down,
causing a loss of effectiveness for all but the best of units.
Just about any high-powered radio can be used for jamming. Armed
with a radio, a small guerrilla unit can completely disrupt the
maneuvers of large enemy groups. This skill also enables the
radio operator to "follow" the enemy's attempted transmissions
over jammed frequencies to trace their general location, a
specific building, or direction. This tactic is extremely useful
in finding and eliminating lone power-armor troopers.
Bonsai: Tending, trimming and growing tiny miniature trees known
as the "Bonsai." Experts can tell the difference between new
(under 50 years old) and truly ancient bonsai (hundreds of years
old). The character can also estimate the value and quality of
the miniature tree.
Calligraphy: The ability to produce beautiful Japanese letters
using a brush, ink and paper with great skill and legibility. He
can also copy Chinese characters/symbols and, if the character
has taken the Chinese language and literacy skills, he can write
Chinese. Traditionally, any person of culture and education,
especially a noble, is expected to be able to produce gorgeous
ideograms.
Gardening: This skill offers a basic understanding of plant care
and garden design. It can be both the ability to grow enough
food to eat well, and/or the skill at creating beautiful,
decorative gardens (with plants and rocks) that create a feeling
of tranquility and harmony with nature; Zen gardening. This
"art" is appreciated in modern and traditional Japan.
Agriculture: The user has immense knowledge of
agriculture/aquaculture using all types of methods, techniques
and skills.
Map Making; The user possesses immense innate skills in
Cartography, able to rapidly draw flawlessly accurate maps
easily.
First Aid: Rudimentary medical treatment which includes how to
bandage wounds, stop bleeding, administer CPR/artificial
respiration, and use antiseptics and common anti-inflammatory
drugs and painkillers.
Holistic Medicine: Training in the recognition, preparation, and
application of natural medicines usually made from whole plants
and/or their parts (roots, leaves, fruit). The holistic doctor
is basically a natural pharmacist and naturalist who creates
drugs from vegetation and studies common ailments. He can find
and use plants to create salves, balms, ointments, and lotions
to soothe burns, boils, rashes, and insect bites, reduce
swelling, as well as create local anesthetics, and to heal
wounds faster (twice as quick as normal). Potions and tonics are
created to settle upset stomachs, induce drowsiness, or
hallucinations. The individual can also make alcohol and poison
(hemlock and mandrake for example).
The student of herbology also has a good knowledge of plant lore
and when and where to find healing plants, edible fruit, roots,
and bark, as well as how to use and/or avoid dangerous flora.
The character can also preserve foods and knows how to set and
mend bones, bandage cuts, and suture cuts.
Note: Plants are seasonal and the right root or leaf may not be
readily available in certain times of the year/season, or may be
found exclusively in remote regions. Game masters should use a
certain amount of common sense and drama with this skill.
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.
Athletics (general): Training in, and enjoyment of, vigorous
exertion for competitive sports, exercises, and contests of
strength, endurance, and agility.
Body Building & Weight Lifting: The building of muscle tone and
body strength through weight lifting and exercise.
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.
S.C.U.B.A.: The letters S.C.U.B.A. stand for Self-Contained
Underwater Breathing Apparatus. Individuals learn the methods
and equipment needed for skin diving and underwater swimming.
Boat: [I]Sail Type:[/I] Small sailing and medium-sized sailing
yachts, and fishing boats.
Boat: [I]Motor and Hydrofoils:[/I] These include all types of
small motor driven boats and yachts.
Helicopter: The specialized skill required to fly all types of
helicopters, including combat 'copters (but must have the
weapons systems skill to operate weapons on a combat
helicopter).
Navigation: Training in map reading, star charts, course
computation, following landmarks, and use of navigational
equipment. Includes land, air, and water navigation, as well as
piloting by instruments alone.
Read Sensory Equipment: Individuals with this training can
operate, maintain, understand, and "read" or interpret sensory
data from all types of conventional sensor devices. These
devices include radar, sonar, motion detectors, surveillance
equipment, optical enhancements, instrument panels, and so on.
Note that characters without this skill cannot understand nor
operate aircraft, radar, or detection/surveillance equipment.
Truck: This piloting skill specifically applies to large cargo
and transport vehicles like eight to sixteen wheeled commercial
trucks and multi-ton transports.
Photography: Training in the art of still photography, the use
of lighting, cameras, lenses, filters, and other camera
equipment, as well as storage, development, enlargement, and
duplication of film/photos.
Carpentry: A fundamental knowledge of working with wood. The
character knows how to prepare, treat, and preserve wood,
recognize quality craftsmanship, can repair damaged wood and
wood items, and build (chests, chairs, tables, cabinets, houses,
etc.).
Identify Plants & Fruits: Training in the recognition of the
many different types of plants and vegetation and where they
grow. The emphasis is placed on edible, herbal, and poisonous
plants.
Land Navigation: This skill enables the person to stay on course
while traveling over land by means of observation. It includes
mentally marking/recognizing geographic landmarks, estimating
distance and movement, recognizing sounds, night travel, and
other navigational tricks.
Skin and Prepare Animal Hides: Training in the methods and
techniques in skinning, tanning, stretching, and preserving
animal hides as fur or leather. Adds a + 5% bonus to the sewing
skill.
Track Animals: This skill enables the character to identify an
animal by its tracks, scent, spoor, and habits. The individual
can also follow the animal's tracks and other signs. This means
he can also estimate how fresh the tracks are, what direction
they are heading, whether the animal is hurt or sick, and guess
its age. The habits and habitats of animals and animal behavior
are also learned. Tracking humans with this skill is also
possible, but is done with a penalty of -20%.
Animal Husbandry: This area of study provides the character with
a knowledge of the care, feeding, breeding, reproduction,
treatment and behavior of domestic animals. This includes
cattle, sheep, goats, horses, ducks, chickens, and similar
creatures (see horsemanship for breeding horses).
Brewing: Is the making of juices, teas, tonics, elixirs and
fermented alcoholic beverages from grains or fruits. This
specifically includes wine, mead, ale, beer and moonshine.
Strong alcohol such as brandy, rum, and whiskey, are not
included, nor are champagnes or fine wines.
Pilot Motorcycle and Small Vehicles: This includes snow mobiles,
jet sleds, Land-fliers, Bushbikes and similar one and two-man
vehicles, as well as motorcycles, dirt bikes, and all two and
three-wheeled vehicles.
Whittling & Sculpting: The art of carving wood, bone and horn
into three dimensional figures/statues/toys, designs, and simple
objects like wooden stakes, arrows, fishing hooks, walking
sticks, staves, bowls, a simple flute or whistle, and similar.
Many characters with this skill simply use it to pass time and
don't necessarily make anything from their whittling. The
percentile number indicates the quality of technique and the
quality of the work/appearance.
Dowsing: This is the ability to locate fresh water whether it be
with a divining rod or by more scientific and logical means. For
some (like Gypsies) it is a mystical ability, while for others
(like the Huntsman-Trapper), it is done through deductive
analysis and knowledge of nature.
Espionage/Rogue Skills:[/I]
Surveillance Systems: This is the study and understanding of the
operation, methods, and techniques in the use of surveillance
systems. Includes motion detectors, simple and complex alarm
systems, audio/visual recording and display equipment, recording
methods, amplified sound systems, miniature listening devices
(bugs, line tapping), and some optical enhancement systems
(specifically as they relate to camera lenses). Tailing, or
following someone without their knowledge, is another form of
surveillance. This also includes stake-out procedures.
Detect Ambush: Training which develops an eye for spotting
locations and terrains suitable for ambushes and being ambushed.
It also provides a rudimentary knowledge of guerrilla tactics
used by the enemy.
Detect Concealment: This is a skill which enables the individual
to spot and recognize camouflage, concealed structures/buildings
and vehicles, as well as the ability to construct unobtrusive
shelters, use camouflage and blend into the environment.
Disguise: The character knows how to apply make-up, wigs, skin
putty, dies, and other special effects in order to alter his
appearance or that of somebody else.
Escape Artist: The methods, principles, and tricks of escape
artists. Includes muscle control (tensing and relaxing muscles),
flexing and popping joints, knowledge of knots, and the ability
to conceal tiny objects on the person. The character can try
slipping out of handcuffs, ropes, straightjacket, etc. Note:
Picking locks is a separate and distinct skill.
Forgery: The techniques of making false copies of official
documents, signatures, passports, I.D.s, and other printed
material. The forger must have an original or photocopy to work
from in order to make an accurate copy. Skilled forgers can
recognize other counterfeits at - 10%.
Intelligence: This is the specific training in the practices and
principles of recognizing and analyzing sources of information
about the enemy, observation techniques, counter-intelligence
measures and proper procedure. This includes the practical
assessment of sights and sounds, estimation of ranges, what to
report, handling prisoners of war, and handling captured
documents and equipment (tagging and reporting to group leader
or proper authority). This means the character will be able to
accurately estimate ranges, the number of enemies, direction,
purpose, and assess the importance of specific information.
Further intelligence training includes a working knowledge of
indigenous guerrilla warfare, enemy practices, appearance, and
current activities. This enables the intelligence officer to
recognize. suspicious activity as guerrilla actions and identify
guerrilla operatives. [I]For Example:[/I] A particular booby
trap, or weapon, or mode of operation, may be indicative of
guerrilla activity in the area. It may be up to the character to
confirm the existence of the enemy and their strength, number,
and location.
Another area of training made available to intelligence is the
identification of enemy troops, officers, and foreign advisors.
This means the person learns the many distinguishing ranks and
marks that identify specific military units, special forces,
groups, and leaders of the enemy. Such identification can
pinpoint and confirm enemy operations, goals, and movement, as
well as confirm outside intervention/aid.
Sniper: This skill represents special training in long range
rifle firing and marksmanship. Only rifles that can be made to
fire a single round or blast can be used for sniping (no
automatic/multi-firing rifles). Adds a bonus of +25% to strike
on an aimed shot.
Tracking: Visual tracking is the identification of tracks, and
following the path of men or animals by the signs they leave on
the ground and vegetation. Tracking is a precise art, requiring
much practice. The skill includes the evaluation of tracks,
indicating whether the person being tracked is loaded down with
equipment, running, moving slowly (by measuring the space
between steps), and so on. By this means, the tracker can
estimate the person's rate of movement, apparent direction, the
number of persons in the party, and whether the person knows he
is being followed. Other methods of tracking require recognizing
other telltale signs, such as blood and other stains, broken and
displaced vegetation, overturned rocks, litter (such as
cigarette butts, ration cans, candy wrappers, soiled bandages
and campfire remains), and even odors carried by the wind.
Tracking also includes the recognizing of dangerous animals by
their tracks, habits, and feces. Likewise, tire tracks made by
vehicles can reveal much, such as size and type of the vehicle,
the weight of its load, etc.
Counter-Tracking techniques are also known, such as covering
one's trail, misdirection, parallel trails, avoiding obvious
pitfalls like littering and others.
Imitate Voices & Impersonation: The ability to imitate the
voice, accent and expressions of another person or area. This
skill is common among ninja, spies, and priests as well as tengu
and oni. The first number indicates the character's ability to
change his-voice and imitate accents, inflections and
expressions from other regions.
Interrogation Techniques: This skill is common among policemen,
intelligence officers, and assassins/spies/bounty hunters. The
character knows the techniques to get information from
(typically unwilling) subjects. This includes such old methods
as "good cop, bad cop" (one interrogator is threatening and
intimidating, the other is sympathetic and friendly), deceiving
and misleading the subject into giving away information, and
similar. The character can also judge if the subject is lying.
This skill also includes some basic knowledge on methods of
torture, from basic tactics like depriving the subject of sleep,
to the use of "medieval" instruments, drugs and psionics. Note:
Only evil characters will engage in actual torture.
Paranormal Expertise: The ability to possess extensive knowledge
and experience in paranormal/supernatural creatures and
situations. The user possesses great, if not natural, experience
and knowledge in paranormal beings, how to understand, detect,
and combat against them. (vampires, monsters, aliens, etc.).
(
HTML https://powerlisting.fandom.com/wiki/Paranormal_Expertise)
Cardsharp: A skill that involves the manual dexterity of hand
and finger manipulation to perform tricks, palming, and other
gimmicks of sleight of hand with playing cards. This includes
dealing from the bottom or middle of the deck, stacking a deck
(to the cardsharp's favor), hiding cards up the sleeve (and
elsewhere), fancy and impressive methods of shuffling and
dealing the cards, as well as "marking" cards, card counting and
understanding the odds.
Marking cards often includes a complex series of Braille-like
indentations, punctures or trimmed edges so that they were
slightly concave or convex, all things that the delicate touch
of the professional cardsharp can feel as he deals the cards.
Other types of "marks" include incredibly subtle, almost
indiscernible variations of the pattern on the back of cards,
typically in the right, upper corner.
Seduction: This is the ability to make the opposite sex melt
with desire. This skill is somewhat similar to the interrogation
skill, in that the seducer knows how to ask the right questions
to get information without being obvious. The seducer usually
seems attentive, sympathetic, and alluring/sexy. Men and women
who are seduced tend to have loose lips (meaning they tend to
talk freely), say more than they should, and tell secrets. They
also lose track of time, spend big money to impress and please
their seducer, and lavish her or him with their affection, time
and attention, while oblivious to everything else around them.
Most of all, somebody who is seduced is vulnerable. The person
who is successfully seduced is distracted, skill performance is
half and takes twice as long to perform, the character has no
initiative, doesn't notice people or events around him/her, and
is easily caught off-guard; no initiative and all bonuses are at
half when attacked by a character other than the seducer. Worse,
the victim(s) of the seduction is completely vulnerable to the
seducer! The seducer always gets the first strike/attack/action.
The victim has no chance of self-defense against that first
attack, plus loses one attack/action from surprise or horror. In
addition, the seducer is +5% to pick the pockets of, palm, or
plant things on his/her victim of seduction, as well as +5% to
the skills cardsharp, sing and dance. Research has shown that
the more alcohol the intended victim drinks, the easier it is to
seduce someone (+5%).
[i]Military:[/I]
Wilderness Survival: Techniques for getting water, food,
shelter, and help when stranded in wild forests, deserts, or
mountains. Characters without this skill will not be able to
stay healthy for more than a few days in the wilderness once
their supplies run out.
Camouflage: The skill of concealing a fixed base position,
vehicle, bot, equipment or individual, using natural or
artificial materials. A fair amount of time is involved in the
preparation of a larger position. Large cargo nets, cut branches
or underbrush are most often used in camouflage. This skill is
also used to conceal traps.
Demolitions: Demolitions provides the person with an advanced
knowledge in the use and workings of explosives and detonation
devices for the purpose of blowing up bridges, buildings, and
sabotage. This includes all types of explosives, such as mines,
dynamite, plastics, nitro, blasting caps, etc. It also includes
a basic understanding of the strategic placement of mines and
booby traps. This will increase the character's awareness of
suspicious rope, string, and wire.
Demolitions Disposal: This skill enables the character to safely
defuse unexploded mines, bombs, explosive booby traps, dud
artillery rounds, dud explosive charges, or any other explosive
device.
Military Etiquette: This skill grants a clear understanding of
the way the military works, including rules of behavior (when to
salute, how to address superiors/subalterns, etc.), military
procedures and routines, standard issue of equipment, special
ordering procedures, proper display of rank and medals,
advancement in rank (and the duties that come with it), proper
troop formations,
how to deal with military bureaucracy, the chain of command,
proper channels, who to contact to get things done, and other
useful information on matters of military protocol and
bureaucracy.
Find Contraband, Weapons & Cybernetics: The character with this
skill knows where to find arms dealers, smugglers, body
chop-shops, cyber-snatchers, M.O.M. and Juicer conversions,
criminal cyber-docs and illegal medical treatment, as well as
how to spot them. He is also familiar with their practices,
hang-outs, gang or criminal ties, general practices, code of
conduct, pricing structures and modes of operation.
Likewise, the character has a good idea of what black market
weapons and cybernetics should cost and what these people pay
for contraband items (typically only 20% of the retail market
price). The character also knows the penalty for being caught
with an illegal weapon, implant or bionics.
Fortification: This is the skill of designing and building
defensive fortifications suitable for modern mega-damage combat.
If provided with the time and materials, the character can
greatly increase the defensive value of natural terrain with
murderous defenses that include obstacles to impede movement and
protective structures to shield friendly forces from enemy fire.
The character is trained to prepare mine fields, barbed wire,
tank obstacles, tangle-foot wire, booby traps, trenches, tank
ditches, foxholes/shell scrapes, reinforced concrete or earthen
walls, bunker complexes, rail gun/mortar emplacements, tunnel
systems and similar defensive constructions.
Parachuting: This skill includes the methods, procedures, and
techniques of parachuting, packing the chute, skydiving
techniques, precision landing, landing without injury, and
practice of jumping from a high altitude aircraft. The advantage
of parachuting is secrecy, since the troopers' insertion into
enemy territory is silent and often goes unnoticed. The
following three methods are the ones most commonly used by
modern paratroopers:
High-Altitude-High-Opening (HAHO) jumps take place from a height
of 25,000 to 30,000 ft. As the paratroopers drop, they travel
laterally to the desired drop zone (DZ) where they wish to land.
This technique is used to "throw off enemy units since they will
probably search for paratroopers directly beneath the path of
the aircraft.
High-Altitude-Low-Opening (HALO) operations also begin at 25,000
to 30,000 ft (7620 to 9144 m) but the paratrooper does not pop
the chute until an altitude of 4,000 ft (1220 m), or even less.
The jump takes place so rapidly that there is little chance for
the paratroopers to be viewed after the chutes open.
The most dangerous method is Low-Altitude-Low-Opening (LALO)
drops. The jump is made at the mere height of 300 to 500 ft (91
to 152 m). If there are any complications (a failed roll), the
paratrooper is likely to be injured (broken bones) or killed
(30% chance)! Even if the jump goes without a hitch, there is a
20% chance of taking damage from an awkward landing, even if
wearing M.D. armor.
Recognize Weapon Quality: The ability to accurately determine a
weapon's durability, reliability, and quality by physically
examining it. This includes knowing which manufacturers are
reputed to make the best weapons, the ability to recognize
damage or signs of misuse, modifications/customization or wear
and tear, whether the weapon can be made as good as new
with a little repair work and/or cleaning, whether it is a cheap
(or quality) "knock-off (copy/imitation), and so on. The
character can also recognize if the weapon is stolen (serial
numbers filed away, etc.), new, old, and if it has any other
special features or properties as well as knowing what the fair
price should be.
Trap/Mine Detection: Knowledge of the strategic placement of
booby traps and mines, the
tell-tale trademarks and indications of traps and mines, how to
avoid them, and the use of mine and explosive detection
equipment. The character has been trained to watch for
suspicious objects, dirt mounds, trip wires and camouflaging
materials that may denote the presence of a trap. Simple snare
traps and trip wires can be easily disarmed by the character,
but the demolitions disposal skill is required to disarm mines,
explosives or complex traps.
Underwater Demolitions: Fundamentally the same basic skills and
training as demolitions, but with an emphasis on using
explosives in an underwater environment, including underwater
techniques, area affect, sound wave damage, different types of
explosives, as well as arming, disarming and repairing torpedoes
and depth charges.
Weapon Mastery: The power to possess proficiency, capabilities
and knowledge in weapons beyond that of the peak members of
their species. Users possess proficiency, capabilities and
knowledge in weapons, any implement or device that can be used
with the intent to inflict damage or harm, beyond that of the
peak members of the species. This means users are skilled in
wielding various forms of weapons, from swords to hammers to
chains to sniper rifles, being able to beat anyone wielding
similar forms of weapons instantly and effortlessly.
Users can perfectly and without a single flaw or mistake use any
and every type of weapon there is, was and will ever be whenever
they want with 0 zero effort. Being proficient in any weapon
comes with a plethora of various abilities as well, like overall
better precision, accuracy and combat capabilities.
(
HTML https://powerlisting.fandom.com/wiki/Weapon_Proficiency)
Weapon Systems: This is the complete understanding of weapon
units and systems incorporated into military vehicles, power
armor, and robot vehicles. It includes lasers, particle beams,
rail guns, missile and grenade launchers, cannons, and
vehicle/robot weapon systems. Adds a special bonus of +10% to
strike when using these types of weapons
Armorer/Field Armorer: This is a somewhat simplistic version of
the weapons engineer as it applies to infantry weapons. A
competent armorer character can maintain, fix, modify, mount,
reload/charge ammunition, and figure out most small arms. The
Armorer can repair all types of pistols and rifles, repair minor
damage to body armor, adjust targeting sights, use and repair
optical enhancements, reload missiles and ammo drums, recharge
E-clips, install/mount a rail gun or machine gun on a vehicle,
and even fix most simple robot and bionic weapons like forearm
blasters and retractable blades, as well as make arrows and
arrowheads, sharpen blades/weapons, make horseshoes and basic
metal items (including nails, spikes, and chain links). He can
also deactivate, reset and fix simple traps (roll for each
attempt).
[i]Personality: Ivan is actually a pretty laid back guy who
enjoys drinking and beautiful women. He has a good sense of
humor but don't p*ss him off. Ivan is easily triggered like all
werebears but has learned some control over the years. "Vodka is
Russian man's best friend. It warms the belly on a cold night
and calms the nerves." ~ Ivan Morozov
Background:
~ Coming Soon ~
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