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Character Name
Player
Game Master
Current XP
Next Level XP
XP Change
Class
Profession
Campaign
Race
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
TOTAL
Current HP
Nonlethal Damage
Dmg
Red
HP
Defense
=
10
+
+
+
+
+
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TOTAL
Class
Equip.
Dex
Size
Natural
Misc
Total
Dex
Misc
INIT
=
+
Armor Type
Reputation
Action Points
Wealth Bonus
Saving Throws
Total
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Ability
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Magic
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Misc
Mod
Temp
Mod
FORTITUDE
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REFLEX
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WILL
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+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
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Critical
Range
Special Properties
Ammunition
Weight
Size
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Weapon
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Damage
Critical
Range
Special Properties
Ammunition
Weight
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Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
Equip. Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
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Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Allegiances
Languages
Language
Read/Write
Language
Read/Write
Talents/Special Abilities
FX Abilities
Arcane Spells
Divine Spells
Psionic Powers
Description
Joe is not one of those that stands out, he dresses in fairly common attire and tends to just go about his daily business. He is often found reading a book, if he is not working quietly.
Personality
Joe (aka Guardian) is a fairly insecure individual with major feelings of inadequacy. In civilian life, is fairly quiet and shy, talking with others when only necessary. As a superhero, he tends to follow others or do what he feels is his inadequate best.
Character Traits
Level 1: Thinker 1 Level 2: Sleuth 1 Level 3: Thinker 2 Level 4: Thinker 3 Level 5: Warrior 1 Level 6: Martial Artist 1 Level 7: Martial Artist 2 Level 8: Martial Artist 3 Level 9: Martial Artist 4 Level 10: Martial Artist 5
Character Flaws
Hero's Code [Loyalty] Hero's Code [Mercy] Claustrophobic 2 Photosynthetic
Contacts / Friends
Sarah Walker (CSIS Agent)
Enemies
Statistic Block
Condition and Effects
Additional Information
Move: 30 ft (120 ft) Fly: 120 ft (120 mph) Clumsy
Other Notes
[
Show Printable Version
]
Manriki-Gusari PDC 5 Damage Type: Bludgeon Damage: 1d6/1d6 Crit: 20/x2 Range: 5', 10' Weight: 5 lbs. Special Qualities: The manriki-gusari, is a simple chain weapon with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent. The chain can be used either as a single weapon, double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent. Further the chain can be wrapped about the hand to act as Brass Knuckles (+1 Damage, Lethal Damage), however, this requires a Move Action to initiate or uninitiate and the Reach Mode of the weapon is not available while a hand is wrapped. Also you cannot hold anything else in the wrapped hand nor can you (as a Free Action) just drop the chain weapon while it is wrapped about a hand. If you use the chain in Reach Mode, you can strike opponents up to 10 feet away. In addition, unlike other weapons with reach (such as a spear), you can can use it against an adjacent foe. In this case, you can only use one end of the chain effectively; you cannot use it as a double weapon. Because a chain can wrap around an enemy's leg or other limb, you can make a trip attack with it by succeeding at a melee touch attack. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. When using a chain, you get a +2 Equipment bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent). You can select the Weapon Finesse Feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a chain. Currently the Guardian wears this as a specially designed belt. Chain Whip PDC 6 Damage Type: Bludgeon Damage: 1d3 Crit: 20/x2 Range: 5', 10' Weight: 6 lb. This weapon is not quite melee and not quite ranged it: --- It provokes Attacks of Opportunity --- Has no threatened spaces (you can punch with one in your hand, though) --- Can attack at both 5' (adjacent/melee) and 10' range [B][U]Special Qualities:[/U][/B] --- Damage: non-lethal --- Trip: +2 --- Disarm: +2 --- Qualifies for Weapon Finesse --- Extendible/Retractible: Swift Action, PDC +1 In retracted mode the weapon seems to be a 6 inch metal rod that is fairly easy to conceal and/or stow. Guardian stows this weapon in a special pocket on the outside side of his right boot. Quick Change Ring Size: Tiny Activation: Standard, must be in-hand (i.e., it takes one hand to activate) Hardness: 10 HP: 2 You can change from street clothes to your superhero costume much faster than normal. It takes a full-round action to change from street clothes to your costume. The ring creates a special digitizing process that manifests the character's normal costume upon their body from seemingly thin air. Flight Wings Flight (6 CPs) Flight Speed +4 (120 ft/mph)(+8 CPs) Thought Activated (+5 CPs) Air Lift +1 (500 lbs) (+1 CP) Retractable Wings (+2 CPs) Medium Gadget (-2 CPs) Glider Wings (-4 CPs) Poor Flight: Clumsy (-10 CPs) Device (-2 CPs)