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       #Post#: 13530--------------------------------------------------
       Captain Jack Harkness
       By: Raven Tepes Date: February 15, 2022, 1:38 pm
       ---------------------------------------------------------
       Jack barely makes it into Zelpharia's TARDIS as Cyber Men fire
       at him during a trip to the 48th century. Jack: Did you miss me,
       beautiful?
       Zelpharia: About as much as I miss a Dalek with down syndrome.
       Zelpharia sarcastically says as she fires up Tara's main
       temporal engine and increases fire power to external weapon
       defenses.
       "Sorry, old man! I gotta go meet a girl...But you've got an
       excellent bottom, too!"
       ~ Jack Harkness to the Time Lord called the Doctor during their
       first meeting
       "There you go! I can taste it! Oestrogen. Definitely oestrogen.
       Take the pill, flush it away, it enters the water cycle.
       Feminizes the fish. Goes all the way up into the sky then falls
       all the way back down onto me. Contraceptives in the rain. Love
       this planet. Still, at least I won't get pregnant. Never doing
       that again."
       ~ Jack Harkness
       The Doctor: Sonic blaster, 51st century. From the weapons
       factories of Villengard?
       Jack: surprised You've been to the factories? hands over his
       blaster
       The Doctor: Once.
       Jack: Well, they're gone, now. One of the main reactors went
       critical, vaporized the lot.
       The Doctor: tucks the weapon back in Jack's pocket Like I said,
       once. There's a banana grove there now. grins The Doctor: I like
       bananas. Bananas are good!
       Jack: Okay. This can function as a sonic blaster, a sonic
       cannon, and as a triple-enfolded sonic disrupter. Doc, what you
       got?
       The Doctor: I've got a sonic...never mind.
       Jack: What?
       The Doctor: It's sonic, okay? Lets leave it at that.
       Jack: Disrupter? Cannon? What?
       The Doctor: It's sonic! Totally sonic! I am sonic'd up!
       Jack: A sonic what?!
       The Doctor: Screwdriver!
       Jack: Make yourself comfortable. Carry on with whatever it was
       you were doing.
       The Doctor: We were talking about dancing.
       Jack: It didn't look like talking.
       Rose: It didn't feel like dancing.
       Mickey knocks on the door of the TARDIS, only for Jack to open
       the door
       Jack: Who the hell are you?
       Mickey: confused, irritated What do you mean, "Who the hell I
       am"? Who the hell are you?
       Jack: Captain Jack Harkness. Whatever it is you're selling,
       we're not buying.
       Zelpharia slices down some alien invaders on New Terra in the
       41st century as Jack fires his sonic blaster at others. They're
       back to back as they fight as Zelpharia's butt just lightly
       brushes against Jack. Jack: You know what I like about working
       with you?
       Zelpharia: doesn't stop fighting Let me guess. We always find
       some kind of excitement outside of Torchwood.
       Jack: No, you have a much nicer bottom to bump against than the
       Doctor or some of the others at Torchwood.
       Zelpharia: For the love of all that's holy, Jack. Is this really
       the time to talk about my backside? Zelpharia takes down two
       enemies in one swing.
       Jack: It's always the right time to talk about your shapely
       backside when it helps you fight harder. Jack says with coy
       humor.
       Zelpharia: Come on, Jack. We've got to decide who's taking a
       team to a dimensional rift ripping open near Pembroke and
       letting a bunch of dinosaurs loose.
       Jack: Again? Can't we just let Hellsing or UNIT take care of it?
       Jack moans from his desk.
       Zelpharia: Pilgrim sent the orders to us so it's in our court.
       She says as she walks over to Jack's desk.
       Jack: Fine. Let's do this then. He leans forward and gets ready
       to decided who takes a team out. Jack: Ready? Jack asks as
       Zelpharia gets her hands ready.
       Zelpharia: Ready. She says with a determined smile. Jack and
       Zelpharia then begin to play paper, rock, scissors to decide
       who's taking the team out. Zelpharia throws rock while Jack
       throws scissors. Zelpharia: Ha! I win, Jack. Now go get a team
       together.
       One Valentine's Day, Jack walks in with two full bouquets of red
       roses and places one on Ianto's desk. Jack: Happy Valentine's
       Day, Ianto.
       Ianto: gives Jack a small smile Thank you,and Happy Valentine's
       Day to you as well. The roses are lovely. He then raises an
       eyebrow at the other bouquet. Ianto: Planning to divide those
       among the ladies on the team?
       Jack: Nope, these are for our lovely resident Time Lady. He says
       as he goes to Zelpharia's TARDIS, Tara, where he can hear
       Zelpharia working through the open door.
       Ianto: You really like pushing her buttons. Don't you? Ianto
       says with a hint of jealousy.
       Jack: pauses and looks back to Ianto How is giving her flowers
       going to push Zeph's buttons?
       Zelpharia: walks into the door frame of Tara and crosses Because
       the flowers usually come with innuendos or is an apology because
       you did something stupid.
       Jack: looks to Zelpharia Not always. These were going to come
       with an offer for a Valentine's Day dinner for three.
       Zelpharia: raises an eyebrow Dinner for three?
       Ianto: clears his throat I believe Jack is trying to fulfill a
       Valentine's Day fantasy he's had for awhile.
       Jack: Hey! Can't I be nice to Zeph without such implications?
       Ianto and Zelpharia: at the same time No.
       Jack: And this is what I get for trying to be nice.
       Name: Captain Jack Harkness
       Birth Name: Javic Piotr Thane
       Nicknames: Pain-in-the-Butt (by Zelpharia), Omnisexual Man,
       Captain Flirt (by Zelpharia and the Doctor), the Face of Boe,
       The Man Who Could Not Die, James Sangster, James Harper, Owen
       Harper, Ken, Red Baron, All-you-can-eat buffet
       Birth Place: Boeshane Peninsula, New Terra (Earth Colony Planet)
       Century of Birth: 51st Century
       Age: 34 years old
       Species: Human with a unique ability
       Gender: Male
       Height: 6'1"
       Weight: 176 lbs
       Former Organization: Time Agency
       ~ Former Rank: Time Agent
       Organization: UNIT - Torchwood Three Division
       ~ Rank: Lead Agent
       ~ Main Partner: Zelpharia Tolodora
       Family and Friends:
       ~ Ancestor: Malcolm Merlyn
       ~ Father: Franklin Piotr Thane (Deceased - killed in an attack
       on New Terra by the "worse creatures in the universe")
       ~ Mother: Heather Merlyn (Alive - whereabouts unknown)
       ~ Brother: Gray Piotr Thane (MIA/Presumed Dead - was lost as a
       child when Jack tried to save the two of them during the attack
       on New Terra)
       ~ Daughter: Alice Carter (Alive - Doesn't talk to her father -
       Born: August 5, 1975)
       ~ Son: Franklin Javic Harkness (Alive - On a constant move but
       last known location Dome City in the year 2271 - Born: CDFC
       163.93-02-14/Earth Date: February 14, 35,220 BCE)
       ~ Son: Junior (Alive - Son of Empress of the Yalnix/Jack was an
       incubation chamber who carried Junior to term for the Empress)
       ~ Clone Daughter: Sladen (Alive - Whereabouts unknown)
       ~ Friend/Romantic Partner: Ianto Jones (Member of Torchwood)
       ~ Friend/Romantic Interest/Work Wife: Zelpharia "The Colonel"
       Tolodora (Part Time Member of Torchwood)
       ~ Friend: The Doctor
       ~ Friend: Gwen Cooper (Member of Torchwood - player may request)
       ~ Friend: Dr. Martha Jones (Member of UNIT and a Liaison to
       Torchwood - player may request)
       Abilities:
       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.
       Applications:
       Maximum Concentration Capacity
       Peak Human Accuracy
       Peak Human Agility
       Peak Human Athleticism
       Peak Human Balance
       Peak Human Body
       Peak Human Dexterity
       Peak Human Durability
       Peak Human Endurance
       Peak Human Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Human Leap
       Peak Human Lifting
       Peak Human Longevity
       Peak Human Lung Capacity
       Peak Human Roar
       Peak Human Recovery
       Peak Human Metabolism
       Peak Human Mind
       Peak Human Perception
       Peak Human Potential
       Peak Human Precision
       Peak Human Reflexes
       Peak Human Regeneration
       Peak Human Running
       Peak Human Senses
       Peak Human Tracking
       Peak Human Speed
       Peak Human Stamina
       Peak Human Strength
       Peak Human Survivability
       Peak Human Wisdom
       Peak Human Wits
       (
  HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition)
       Pheromones: Like other men in the 51st century, Jack possessed
       evolved human pheromones which made him naturally nice-smelling
       and attractive to others. Basically Jack's pheromones are strong
       enough that he never has to wear cologne and smells nearly
       irresistible to most species and genders.
       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)
       Temporal Anomaly Physiology: The ability to be a temporal
       anomaly within the multiverse. The user is either born or
       created as a temporal anomaly and exist outside the of the
       timeline of the multiverse.
       Those who are born as temporal anomalies exist outside of the
       multiversal time-line until the last day of existence. They are
       typically born either in an area of immense temporal energy
       (tachyon energy in some cultures) which pushes the character
       outside of the time-line at either conception or birth. The user
       will grow until their body hits the age of full maturity for
       their species.
       Created temporal anomalies is typically when a user has been
       exposed or hit with an immense temporal energy. The amount of
       energy needed is equal to a small bomb or greater. Example of a
       created temporal anomaly: Captain Jack Harkness was turned into
       a temporal anomaly after taking a direct blast of temporal
       energy shed by the Doctor during Time Lord Regeneration. These
       temporal anomalies don't always exist until the end of their
       universe as it can be a temporary condition.
       Application:
       ~ Temporal Lock: The power to exist outside of time. The user
       exists outside of time, which makes them immune to its effects
       and all that is caused by it. This can render the user ageless
       as a result. Since the user's body is not affected by time, they
       do not expend energy, and therefore neither need to eat nor
       sleep. Because time does not flow for the user, any diseases
       also do not progress, thus effectively rendering the user immune
       to disease symptoms and damage. They may also exhibit
       regenerative capabilities as a result of their temporal lock, as
       their bodies will always revert to the point in time in which
       they were not injured. The user may be locked into a specific
       point in their time, and will always regress to that particular
       point in time, no matter how much of it passes.
       (
  HTML https://powerlisting.fandom.com/wiki/Temporal_Lock)
       ~ Infinite Resurrection: The ability to resurrect oneself
       endlessly. The user can resurrect themselves endlessly every
       time they die, returning inevitably to life in perfect
       condition. In other words, the user can not stay dead without
       certain vulnerabilities used. This is done through a form of
       Temporal Resurrection which is the power to resurrect oneself by
       rewinding time to a point before death.
       (
  HTML https://powerlisting.fandom.com/wiki/Infinite_Resurrection)
       ~ Delayed Immortality: The power to age to a certain point as an
       immortal/long-lived being. The user is able to age at a human
       rate until reaching maturity, after which they stop aging and
       live forever afterward. Note: This is only for natural born
       temporal anomaly beings.
       ~ Regenerative Healing Healing: The power to rapidly heal. Users
       possess a regenerative healing factor, meaning that they can
       rapidly heal and get restored to their optimal and full
       health/state at an extremely fast rate. Unlike Healing,
       regeneration/healing factor is a process that happens
       unconsciously without the need for activation, resulting in a
       constant state of optimal health. Regeneration is a process that
       occurs in all biological entities, but a regenerative healing
       factor is much more efficient, seamless, and powerful. So much
       so that users can recreate lost or damaged tissues, organs, and
       limbs, sometimes slowing, or even stopping aging, something
       natural regeneration can never accomplish (or does so extremely
       slowly). The rate and amount of healing vary widely (see Levels
       of Regeneration); some can regrow missing limbs, others must put
       the limb back in place for rapid regeneration. The user is
       generally in very good physical shape, as their bodies are
       constantly reverting to a healthy state, granting them
       nigh-inexhaustible stamina and vitality.
       Temporal Anomaly beings have a near superhuman regenerative
       healing factor when wounds are not fatal in nature. This is done
       through Temporal Healing which returns one's own body to a state
       before it suffers any damage.
       Combat and Passive Skills:
       Passive:
       Knowledge: 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.
       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.
       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.
       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.
       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]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.
       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.
       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.
       Hover Craft (ground): The knowledge needed in piloting
       hovercycles and other hover vehicles used for ground transport.
       These vehicles can be tricky, because they utilize several air
       jets and directional thrusters that push the craft along, above
       the ground, on a cushion of air. The vehicles can usually attain
       great speeds, are capable of
       driving over incredibly rugged terrains, and make sensational
       jumps over small craters and ravines.
       Jet Fighters: Training includes flying, maneuvering, aerial
       combat strategies, and typical fighter jet weapon systems.
       Mecha (Destroid only): Excalibur Type: Players selecting this
       skill must choose one specific Mecha in which he or she is
       taught the fundamentals of
       manuevering the giant Battloid. Despite striking similarities,
       each Mecha unit is different and requires special instruction.
       This means that a player may choose this skill repeatedly in
       order to pilot more than one type of Mecha.
       Space Fighter: The skill to pilot space fighter jets and jet
       like space crafts.
       Navigation - Space: Basically the same as normal navigation
       techniques. The only difference is the use of stars, and some of
       the sensory equipment.
       Pilot TARDIS: The user is fully trained and skilled at piloting
       a temporal-spacial shapeshifting spacecrafts called T.A.R.D.I.S.
       Temporal Travel Device and Navigation: The skill to use time
       travel devices and to navigate through the universe's timeline.
       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.
       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.
       [i]Note: Only evil characters will engage in actual torture.
       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%).
       Military:
       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)
       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.
       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.
       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).
       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.
       Mecha Combat: [i]Excalibur Type: Each Destroid has a different
       weapon system and hand to hand capability. To take full
       advantage of these astounding
       machines, the character should have Mecha combat. This training
       enables the pilot to complete the symbiotic link with the
       Destroid, nearly doubling the number of attacks and agility.
       Like the Pilot Mecha skill, the player must select Mecha combat
       for each Destroid to function at maximum efficiency.
       Weaknesses: Jack Harkness is a human who can technically be
       killed with a well placed kill shot.. he just doesn't stay dead.
       Jack can feel physical pain of death both when he dies and for a
       moment or two after temporal resurrection. Created Temporal
       anomalies can be returned to exist within Time if one is able to
       go back to the precise moment that the person was turned into a
       temporal anomaly and prevent the event.
       Weapons and Items:
       Compact Laser Deluxe: The compact laser deluxe is a small, but
       powerful laser weapon. Its compact dimensions were demonstrated
       when Jack was able to draw it on and surprise Trin-E and Zu-Zana
       despite being completely naked at the time, using the weapon to
       blow their heads off after they threatened him. Jack refused to
       elaborate on where he'd been hiding it other than it being
       somewhere "you really don't wanna know".
       Webley Revolver: Jack Harkness owns a Mark IV Webley Revolver.
       It is .38 caliber and has a five inch barrel with 6 shots.
       Vortex Manipulator: A vortex manipulator is a form of basic time
       travel used by the Time Agency of the 51st century. The Tenth
       Doctor has taken a dismal view of it, claiming that it's a
       "space hopper" compared to his "sports car," his TARDIS. Unlike
       safer time travel options, vortex manipulators take a major toll
       on organic beings, through direct exposure to the Time Vortex.
       Enough successive time hops can kill most beings.
       Psychic Paper: Psychic paper is a blank, white card that has
       special psychic properties. When shown to a person, it can
       usually induce them to see whatever the user wishes them to see
       printed on it.
       Personality: Jack Harkness' personality was willfully enigmatic.
       He enjoyed his persona of "mysterious time traveler", much of
       which remained constant in his experiences with Torchwood and
       the Doctor. Before being cursed with immortality, he was a
       flippant former con man who loved adventuring with the Doctor
       and seducing beings throughout the universe. Jack automatically
       flirted with most people he met, not caring about their gender
       or if they were human, alien or even robots. The Doctor often
       told him to stop and Jack would often reply, "I'm just saying
       hello". But as the Doctor pointed out, "For you, that's
       flirting".
       Besides being a flirt, Jack was a drinker. He once remarked that
       on one occasion when he was sentenced to death, he got drunk and
       ended up in bed with both his executioners. He told Rose that he
       preferred to discuss business while he was drinking. He smoked
       but gave up in the 1980s. Jack claimed to the Ninth Doctor that
       before he met him he had been a coward and said that he might
       have been better off that way.
       Despite the fact that he was incapable of dying even if he
       wanted to, Jack retained a sense of humor, frequently telling
       jokes and being lively and cheerful. However, underneath his
       cheerful demeanor, Jack was unsure if he wanted to die or not.
       Living forever (or at least as near to forever as a human could
       live) brought him to an existential viewpoint. While he joked
       about grey hairs and remained silent about mortality, Jack saw
       death as the ultimate end of being; there was no afterlife and
       no one waiting for him from his past lives. Jack expressed
       annoyance at people in the 21st century being unable to figure
       out that aliens exist, believing the Sycorax invasion on the
       Christmas of 2005 and the Battle of Canary Wharf were more than
       enough proof that they did. While escaping a Dalek saucer, Jack
       gleefully told the surrounding Daleks that "I'm Captain Jack
       Harkness and I'm immortal."
       Although friendly and flirtatious, Jack could also be ruthless
       at times and did not hesitate to kill anyone or anything that he
       felt was a threat. He was also equally unwilling to do anything
       that could endanger the Torchwood facility. This sometimes got
       him into trouble with his allies who disapproved of his lack of
       compassion. An example of this was when he tried to force Ianto
       Jones to execute his girlfriend Lisa Hallett, who had been
       turned into a Cyberman, instead of letting someone else do it.
       He reasoned that the entire thing was Ianto's responsibility and
       even threatened to kill them both if he didn't do it, causing
       Ianto to say "You like to think you're a hero, but you're the
       biggest monster of all". Another example of his ruthlessness was
       when he refused to open the Rift despite it being their best
       chance to change everything back to normal, even insulting the
       rest of the team when they attempted it. This caused Owen Harper
       to shoot him because he felt that Jack didn't care about what
       they had lost. Because of these incidents, the entire team was
       surprised by Jack's desire to save the Cash Cow, with Gwen
       Cooper going so far as to imply she thought he didn't have a
       heart. Indeed, although he could be aggressive, Jack still cared
       deeply about his allies and was devastated when any of them were
       killed.
       Always a vocal, unreliable narrator of his own adventures, Jack
       was as much of a mystery to the people he met as the countless
       lives he claimed to have led. Jack continued to protect himself
       with an air of mystery. No one he encountered knew his real name
       or many details about his career or life. He often told
       anecdotes about his sex life, but no one knew how many were
       real, however since he was a successful flirt, it is likely a
       lot of his tales were true. He rarely told his teammates
       anything about himself or his past unless the situation demanded
       it; Gwen even once lamented the fact that they knew almost
       nothing about him and that he just came and went whenever he
       felt like it. This was because Jack believed that his past
       didn't matter and that who he was now was important. He was
       shown to greatly dislike being reminded of his past, such as his
       desperation to remove Captain John Hart from his life as he was
       a reminder of his past. In contrast to this mysterious nature,
       Jack could also be brutally honest at times, such as when he
       bluntly told Beth Halloran that she was a ruthless killing
       machine and that there was nothing they could do to change that.
       Despite being immortal, and so coming back after being killed
       numerous times, Jack continued to have a fear of death, which he
       acknowledged during the Gallipoli campaign of World War I. He
       remained ever uncertain whether his next death would be his
       last.
       Though he professed "responsibility" as his motto after the Year
       That Never Was, the utter devastation Jack experienced in the
       space of five days over the course of the 456 incident and the
       deaths of his grandson and Ianto Jones left him wrecked with
       guilt and grief, unable to remain on Earth. When he returned to
       Earth, Jack seemed to be a shadow of his old self because he had
       lost so many people he cared about, although he had recovered
       enough to stay on Earth in order to defend it.
       Jack was haunted by the loss of his younger brother Gray and
       spent many decades searching for him. He blamed himself for
       Gray's disappearance because he'd let go of his hand when they
       were fleeing from aliens during their childhood, describing it
       as the worst day of his life. Jack loved his brother deeply and,
       even after Gray turned against him, Jack told him that he
       forgave him. However, Gray refused to give him absolution and
       Jack had no choice but to chloroform him and seal him in the
       cryo-chambers. John Hart insisted that killing him was the only
       option, believing that Gray would never recover from the trauma,
       but Jack refused, believing that there had been enough death.
       Jack possessed a deep hatred of the Daleks due to their being
       responsible for his first death and was only too gleeful at the
       chance of destroying them.
       Biography:
       *Coming Soon*
       *****************************************************