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       #Post#: 11500--------------------------------------------------
       Liam Cillian Shannon O'Sullivan
       By: Raven Tepes Date: December 8, 2021, 9:31 pm
       ---------------------------------------------------------
       ”Stand strong, men! Tiocfaidh ár lá!"[/I]
       [I]~ Liam calling out to his soldiers while assisting American
       forces during the Iraqi War[/I]
       Blackwater Member: [I]”So what are protocols should we get
       captured?”[/I]
       Liam: [I]”You do what my Grandfather has always said to do.”[/I]
       Blackwater Member: [I]”What’s that, sir?”[/I]
       Liam: [I]”Labhair níos mó ná mar is gá.”[/I]
       Blackwater Member: [I]”And what does that mean, sir?”[/I]
       Liam: [I]”It’s a nice Irish way of saying recite name and rank
       then shut the h3ll up.”[/I]
       Blackwater Member: [I]”Yes, sir.”[/I]
       Hellsing Soldier #1: [I]”Is Liam doing bonsai?”[/I]
       Hellsing Soldier #2: [I]”Yes, he is, and he’s very good at
       it.”[/I]
       Hellsing Soldier #1: [I]”Why would a Hellsing soldier do bonsai
       or gardening? Neither has anything to do with fighting
       supernatural monsters and defending humanity.”[/I]
       Hellsing Soldier #2: [I]”Both arts have two purposes vital to
       soldiers and their well being. First, they teach discipline as
       one must be disciplined about daily care. Second, they teach
       tranquility and relaxation which reduces the stresses of the
       mind and promote mental healing from trauma.”[/I]
       Hellsing Soldier #1: [I]”Huh? And here I thought it was
       something to keep women happy.”[/I]
       [i]Name: Liam Cillian Shannon O'Sullivan
       Aliases: Trodaí [I](Irish for Warrior)[/I]
       Age: 47 years
       Species: Homo Sapiens
       Gender: Male
       Height: 6’3”
       Weight: 213 lbs
       [I]Former Organization:[/I] British Army Special Forces
       [I]Rank:[/I] Second Lieutenant
       [I]Status:[/I] Retired
       [I]Former Organization:[/I] Blackwater Tactical and Cyber
       Security LLC
       [I]Rank:[/I] Unit Commander
       [I]Status:[/I] Quit due to a conflict of interests
       [I]Organization:[/I] Hellsing Organization
       Rank: Senior Officer
       [I]Abilities:[/I]
       Peak Human Condition: Peak-humans are superior to normal members
       of their species, as well as Olympic-level athletes. They are
       strong enough to punch an individual through a wooden or
       thin-metal door; able to break thin steel bars with their bare
       hands; fast enough to catch-up or outrun moving vehicles; able
       to exert themselves to peak capacity for hours; producing
       top-endurance and lung capacity; agile enough to climb the
       tallest of buildings, leap high into the air and run distant
       miles; reflexive enough to effectively dodge multiple incoming
       attacks, rapid gunshots as well as seemingly sudden motions
       (e.g. walls or debris of a crumbling roof), accurate enough to
       achieve multiple small and further distant targets, capable of
       living longer than the average-person, durable enough to
       withstand normal and enhanced physical/projectile attacks,
       intelligent enough to understand complex problems beyond the
       scope of average humans, they can heal themselves in very
       short-periods of time, flexible enough to coordinate their limbs
       perfectly and their combat skills are advanced enough to defeat
       large groups of enemies with ease.
       (
  HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition)
       Strategic Mastermind: The ability to be an extremely skilled
       strategic genius and apply this skill to several objectives. The
       user is an extremely skilled strategic genius and apply this
       skill to several objectives, able to intuitively create
       strategies and plans several steps ahead of the opponent. They
       can elaborate complex plans/strategies and apply them not only
       in battle but all activities that involve cunning intellect,
       e.g. strategic games. They can instinctively anticipate all of
       the possible obstacles/opportunities and know what the best
       actions to take in any situation, allowing them to adapt and
       prepare for future events in advance by considering a large
       number of scenarios/outcomes/options/paths, and plan ahead for
       them, to be ready for any situation that may occur and handle it
       effectively.
       Most of the users of this ability are very analytical and can
       understand or anticipate the enemies' moves, and always be two
       steps forward in any situation.
       (
  HTML https://powerlisting.fandom.com/wiki/Tactical_Analysis)
       Causality Perception: The ability to perceive and understand all
       cause and effect relations. The user can perceive and understand
       all cause and effect relations, deducing the path leading to any
       effect, allowing them to plan, analyze, and take action with
       absolute efficiency. They can perceive the cause and effect
       relations of their own thoughts giving them the ability to
       tackle various situations by simply thinking about possible
       routes they could take.
       In a fighting situation, they can adapt perfectly to all factors
       before they even appear, achieving maximum efficiency in the
       offense, defense, and strategy, ensuring optimal success as long
       as there is the slightest chance.
       As a strategist, the user can always achieve optimal results
       (depending on the means at their disposal), perfectly
       anticipating all variables and their opponents' every move.
       These calculations can lead to extremely complicated planning in
       the long run, which always ends up being successful.
       As scientists, they can discover new theories and invent new
       technologies with incredible ease, as they can automatically
       deduce the correct path to the desired result and remove the
       need for trial/error basic protocol.
       The user can instantly understand anything by perceiving all the
       causes/effects it is currently made of, as well as all the
       previous ones that lead to this state. For example, a simple
       glance at someone would be enough to learn about their nature,
       personality, history, expectations, strengths, weaknesses, etc.
       The perception can also be turned to the person's future, its
       many paths, its probabilities, and the one which will eventually
       be realized.
       Criminals with this power could execute perfect crimes very
       easily, as they would know exactly which actions would lead to
       their arrest and which wouldn't, by knowing all possible
       consequences (effect) of each action (cause).
       In short, users are flawless tacticians. They understand
       everything, there always several steps ahead of everyone else,
       impossible to catch off-guard, and always achieve the best
       possible results.
       (
  HTML https://powerlisting.fandom.com/wiki/Causality_Perception)
       Natural Leader: The power to know how to be a leader. The user
       possesses innate understanding of how to be a great leader
       allowing them to effectively keep order and morale. Users have
       an intuitive mastery of the associated leadership skills, speech
       and body language, expertly sending all the right signals,
       granting them major leverage in any social situation and
       allowing to easily forge a fanatical level of trust and devotion
       in whoever they exert these talents on.
       Using this ability, the user can develop an incredibly
       charismatic personality, and is capable of inspiring and swaying
       others into the users influences. With enough time the user
       could win the loyalty and devotion of anyone, change anyone's
       views on anything, bring them to serve and follow the user. The
       user can easily develop a strong cult of personality around
       themselves.
       Using this ability, the user can obtain authority, raise to the
       top of any social hierarchy and take leadership positions very
       quickly and easily, and perform feats such as always making the
       right choice when it comes to administering, commanding,
       governing, and leading.
       (
  HTML https://powerlisting.fandom.com/wiki/Leadership_Intuition)
       Probability Perception: The power to perceive the probability of
       anything. Users can perceive the information of any situation
       and use the variables of that information to predict/perceive
       the paths that lead to certain outcomes will occur, based on
       what choices are made. They can then accelerate themselves along
       the path of their desire, which causes them to reach the
       conclusion of the path taken.
       (
  HTML https://powerlisting.fandom.com/wiki/Probability_Perception)
       Photographic Deduction: The power to figure out connections and
       process them extraordinarily fast. User has amazing deductive
       and information processing ability of anything they know, which
       allows them to figure out connections and process them
       extraordinarily fast. If they see someone moving their hands to
       draw something the user can create an image of what they are
       drawing in their head without being able to see the canvas.
       (
  HTML https://powerlisting.fandom.com/wiki/Photographic_Deduction)
       Combat Genius: The ability to be a hand-to-hand combat genius.
       The user has intuitively/instinctively understanding of combat
       and an innate encyclopedic knowledge in hand-to-hand fighting
       styles; therefore understanding and analyzing opponents style of
       combat and flaws in the opponent's attack and defense. They can
       also use attacks that can automatically knock down the opponent
       or use the strength of the opponent to his favor.
       The user can easily get into Combat Mode and have a vast
       knowledge of the opponent's body and their limitations, have an
       incredible perception of opponents and the users surrounding
       areas using it to his or her advantage and can copy or mix
       several types of martial arts and movements and understand how a
       special attack works in a matter of minutes. This power can be
       enhanced by the user's experience and improvement of skill.
       Masters of this abilities can counter or detect flaws on
       opponents' Special Attacks.
       (
  HTML https://powerlisting.fandom.com/wiki/Combat_Specialist)
       Natural Survivalist: The user has innate knowledge and intuitive
       understanding in survival and all skills applicable to survival,
       thus allowing them to easily survive in any and all
       environments, actively prepare for emergencies, including
       possible disruptions in social or political order, on scales
       from local to international. Survivalists often acquire
       emergency medical and self-defense training, stockpile food and
       water, prepare to become self-sufficient, and build structures
       (e.g., a survival retreat or an underground shelter) that may
       help them survive a catastrophe.
       This also includes clusters of natural disasters, patterns of
       apocalyptic planetary crisis, or "Earth Changes", anthropogenic
       disasters, general collapse of society, financial disruption or
       economic collapse, global pandemic, or widespread chaos or some
       other unexplained apocalyptic event.
       (
  HTML https://powerlisting.fandom.com/wiki/Survival_Intuition)
       Indomitable Will: The user has indomitably strong willpower,
       enabling them to be immune to all forms of temptation including
       Subordination Manipulation, Telepathy, Mind Control, and
       Subliminal Seduction. Through their will, the user can face
       great physical pain and psychological trauma and will refuse to
       surrender no matter how much the odds are stacked against them,
       possibly up to the point of cheating death, fate and pushing
       themselves past their own limitations.
       Factors like anguish, suffering, and difficulty mean nothing to
       them. The user is capable of suffering any disaster without
       blinking, ignoring any amount of pain, mentally staying on the
       sidelines of even the most dire events, and even the most
       fearsome odds will not make them think. Skills that would affect
       their mind or control him are useless, they shrug as nothing
       more than an irritant. It will never break, it will never tilt,
       and even when a thousand apocalypses come, it will stand as tall
       and resolute as ever. Being split in half, locked in a time
       cycle of endless agony for thousands of years, or facing the
       most desperate odds are nothing to the user.
       (
  HTML https://powerlisting.fandom.com/wiki/Indomitable_Will)
       Natural Born Hunter: The user possesses extraordinary talent and
       instinct in/for hunting all things. They can track anything
       under any conditions, sense the weaknesses of their prey and
       exploit them and finally kill or capture their prey.
       (
  HTML https://powerlisting.fandom.com/wiki/Hunting_Intuition)
       [I]Trained Combat and Passive Skills:[/I]
       Passive:[/I]
       Knowledge: [i]Language and Literacy: The ability to speak and
       read one or more languages.
       Language & Literacy known by Liam:
       British English: 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
       Russian: 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.
       [i]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]Combat:[/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.
       [i]Liam’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)
       [I]Weaknesses:[/I] Liam is human and can be killed with a well
       placed kill shot. [I]Indomitable Will:[/I] One could get carried
       away if not careful and have their will and spirit diminished by
       doubt. In certain shocking situations, users can have their will
       and spirit broken. Will may be broken by high-skill users of
       Will Breaking/Immunity Bypassing. [I]Photograph Deduction:[/I]
       Have to be familiar with different languages and text in order
       to make use of lip reading and writing deduction. [I]Strategic
       Mastermind:[/I] Is vulnerable to Unpredictability. Liam can be
       overwhelmed by a sense of guilt as they use tactics that
       sacrifices or uses the lives of their own allies and friends.
       [I]Personality:[/I] [I]Off Duty:[/I] Liam is a true fun loving,
       humorous who cares deeply for those he calls family and friends.
       He is fierce to protect his loved ones and quick to join a
       drunken bar brawl like many Irish men. Liam also lives by the
       motto “Death Before Dishonor” whether off duty or on duty. [I]On
       Duty:[/I] Liam may be down to earth with his men, but he is
       still strict about maintaining training and security rounds. He
       will act a certain amount of laid back mixed with military
       professionalism with guests to Hellsing manor but never to the
       point of giving the impression that Hellsing forces are relaxed.
       He is also highly loyal to Hellsing and Sir Integra.
       [I]Background:[/I]
       *****************************************************