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Attributes: Mutant Frog Physiology

Attila is a level 9 mutant frog with advanced senses and physical abilities. He has martial arts training and skills in wilderness survival. Though powerful in combat, his frog instincts may cause him to flee stressful situations. He carries cash and owns assets totaling $76,000.

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Philip
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0% found this document useful (0 votes)
61 views2 pages

Attributes: Mutant Frog Physiology

Attila is a level 9 mutant frog with advanced senses and physical abilities. He has martial arts training and skills in wilderness survival. Though powerful in combat, his frog instincts may cause him to flee stressful situations. He carries cash and owns assets totaling $76,000.

Uploaded by

Philip
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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Name: Attila

Alignment: Unprincipled (Selfish)


Power Category: Mutant Animal
Level: 9 Experience: 69,901 (95,001)
Race: Common Frog (Mutant) Sex: Male Age: 30
Height: 5'3" Weight: 167 lbs. Eyes: Black Hair: None
Appearance: Humanoid bluish-grey frog

Hit Points: 62 S.D.C.: 38 P.P.E.: 18


I.Q.: 14 M.E.: 23 M.A.: 20 P.S.: 19
P.P.: 15 P.E.: 27 P.B.: 13 Speed: 21

ATTRIBUTES
Trust/Intimidate: 60% +4 to Melee Damage
+6 to save vs. Insanity, Magic, & Poison +24% to save vs. Coma/Death
+4 to save vs. Psionics Carry 380 lbs. & Lift 760 lbs.
Run 420 yards/min. (53'/ATT; 14.3 MPH) +1 to Initiative

ABILITIES
Mutant Frog Physiology
 Mutant Animal Features
 Hands: Full
 Biped: Full
 Speech: Full
 Looks: None
 Webbed Hands & Feet
 Swimming Speed: 27 (24'/ATT; 144'/round)
 -20% to Disguise skill
 -5% to skills requiring dexterity
 Advanced Vision: x2 normal
 Nightvision: 1,000' range
 Advanced Touch
 +10% to skills requiring dexterity
 Master Swimming: equivalent to Swimming: Advanced skill, and can dive to 400 feet
 Leaping – Feline
 can jump 10'6" up/across or 15'9" with a running start
 can jump down 26'3" safely
 Reptile Brain – Prey: tense & stressful situations may cause him to flee, save vs. Insanity 12 to
remain in control.
 Hold Breath: x2 normal
 Diet – Insectivore

SKILLS
Adopted By Mentor
Hand-To-Hand: Martial Arts Wilderness Survival: 75%
Trapping Construction: 56% Preserve Food: 75%
Identify Plants & Fruits: 70% Dowsing: 65%
W.P. Blunt Weapons W.P. Staff
W.P. Knife Concealment: 56%
Detect Concealment & Traps: 70% Escape Artist: 75%
Streetwise – Drugs: 70% Prowl: 65%
Secondary Skills
Language – English: 95% Literacy – English: 75%
Language – Spanish: 95% Literacy – Spanish: 75%
Climbing – Hobbyist: 75% Athletics
Pilot – Motorboats & Hydrofoils: 88% Pilot – Automobile: 98%
Water Skiing & Surfing: 60% Skateboarding: 60%
Pilot – Water Scooters & Sleds: 55% First Aid: 50%

Sub-Skills
W.P. Paired Weapons

COMBAT
Hand-To-Hand: Martial Arts
# of ATT: 6
Initiative: +3 Strike: +2 Parry: +4 Dodge: +4
Damage: +4 Pull Punch: +3 Disarm: +4 Maintain Balance: +3
Roll with Punch, Fall, or Impact: +4
Special Attacks/Notes:
 Critical Strike on natural 18+ (Melee)
 Karate-style Kick: 2d6
 Shin Kick: 1d6
 Snap Kick: 1d6
 Roundhouse Kick: 3d6
 Sweep Kick: 1d4, lose Initiative & -1 ATT
 Power Punch: 2d4 (2 ATT)
 Power Kick: 4d6 (2 ATT)
 Jump Kick: 2d8 (2 ATT)
 Flying Jump Kick: 3d8 (2 ATT; K.O./Stun on natural 19+)
 Leap Attack

Combat Bonuses:
+5 to Parry w/Staves; +4 to Strike & Parry w/Blunt Weapons; +4 to Parry w/Knives; +4 to Strike w/thrown
Knives; +3 to Strike w/Staves & Knives; +3 to Strike w/thrown Staves; +4 to Strike w/thrown Blunt
Weapons

WEAPONS
Morning Star
 Weight: 3 lbs. | Strike: +6 | Parry: +8 | Damage: 2d6+4

EQUIPMENT
Cash: $1,000 Heroes Unlimited: $75,000

SAVING THROWS
Disease: 14 Harmful Drugs: 15 Insanity: 12 Magic – Ritual: 16
Magic – Spell: 12 Poison – Lethal: 14 Poison – Non-Lethal: 16 Psionics: 15

Saving Throw Bonuses:


+24% to save vs. Coma/Death; +6 to save vs. Insanity; +6 to save vs. Magic; +6 to save vs. Poison; +4 to
save vs. Psionics

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