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#Post#: 11500--------------------------------------------------
Liam Cillian Shannon O'Sullivan
By: Raven Tepes Date: December 8, 2021, 9:31 pm
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”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]
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