BIOHAZARD SKILLS AND POWERS

BIOHAZARD SKILLS AND POWERS

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SKILLS
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Acrobatics-You can do some damn acrobatic stuff.

Brawling-If you get into a fist fight or a rolling around or wrestling fight with like a zombie, you roll this skill

Cheating -You can cheat on stuff. Anything from cards to taxes.

Climbing-Good climber, you can do stuf like in M:I2.

Computers-You know general stuff about computers. How to operate them

Computer Hacking-You know how to hack into computers

Computer Programming-you can program or re-program computers.

Craft -with some desent supplies, you can build some good stuff. (I.E. you find some pieces of wood, you could make a crate or something)

Demolitions-know how to build bombs and how to detonate them

Disguise-can be disguised as someone or something else

Dodge-You can roll this every time you have to dodge, if pass, you get +3 dodge.

Driving-everyone can drive, but if you make this, you can pull of some cool stunts like 360's and 180's and the such. Think Driver for PSX.

Electronics Surveillance-you can make camera's out of some electronics

Electronics-You can make lots of stuff with electronics

Escapism-You can escape traps and the such. (I.E. you are trapped in a room with no exits, you notice a vent or secret door and escape)

Haggling-Roll this skill for every item or weapon you buy. If you pass, you get the item/weapon at 1/4 off. (I.E. You roll this for a first aid spray. You pass. You get it for $30 instead od $40)

Instruction-give orders and be clear

Intimidation-If the target has an INT over 10, you can use this skill. If you pass, they leave you alone in fear.

Language-You know the foreign language being spoken to you.

Lock Picking-you can pick locks

Martial Arts-If a success, punch becomes STR/3

Mechanic-Can figure out problem and fix it on cars or other vehicles

Medicine-herbs have double effects if successful

Notice-ZM may ask you to roll this if there is a minor detail to be noticed. if you pass, you notice it.

Occult Knowledge-You can identify monsters and give rough abilities

Pick Pocket-can pick pockets

Piloting-can pilot aircraft

Questioning-interogate someone for answers.

Reasearch-You know how to look thru books and computers for info on what you are researching

Riding-You can ride animals like horses, donkeys, camels, and the such

Running-Run at spd*2

Sciences-You know chemicals and elements by sight, smell, touch, or taste

Seduction-can be used to distract or stall opposite sex or homosexual members of your own sex

Slight of Hand-can be used to stall or amaze people

Smooth Talking-can talk your way out of a situation without a fight

Stealth -can sneak around and hide in shadows and such, unnoticed

Streetwise-Know what is happening on the streets and know the street map well

Surveillance-Spy on someone from hiding

Survival-Can survive in wild. roll once every day after 3 days. if a pass, you survie. if not...well, you gotta find civilization that day, or meet your maker.

Swimming-You can swim at SPD*2/3 mph

Tracking-Track someone or something

Traps-set traps for people or monsters. Need equipment tho

Veteranary Medicine-can use herbs and first aid on animals

Weight Lifting-can lift STR*10

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POWERS
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Healing
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Healing-Heal 2d6 HP. 5PP (can be used on others)

Multi-Healing-Heal 2d6 HP to all party members. 15 PP.

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Status Curing
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Cure Poison-Cures Poison. 6PP (can be used on others)(Cannot be improved)

Calm Down-Removes fear status 8PP (Can be used on others)

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Stat Enhancing
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Celerity-+3 to dodge and strike with hand to hand weapon 10PP (Can be cast on others)

Bulk Up-+3 to damage from all hand to hand weapons. 10PP (can be cast on others)

Steady Hands-+3 to srike with ranged weapons 8PP (Can be used on others)

Armored Skin- -3 damage from all attacks to target 8PP (Can be used on others)

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Tricks
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Flight-Gives the target the ability to fly for 10 minutes. Flight is done at SPD*4/3. 8PP (Can be cast on others)

Invisiblity- Allows target to become invisible for 10 minutes (You can sneak by enemies) 15PP (Can be cast on others)

Mesmerize-Target becomes dazed and unable to move for 3 rounds per lvl of power 8PP

Telekinesis-User can moe objects with his.her mind. PP depends on the object. A pencil would cost 1 PP where as a 500 lb steel beam would cost considerably more. ZM, use your discretion and common sense. These objects can also be used to damage enemies, again ZM, use your discretion and common sense.

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Damaging
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Cause Pain-Causes the target to feel some minor pain. 1d6 damage to one target. 3 PP (Cannot be improved)

Energy Blast-Shoot a red beam from you hand. 2d6 damage one one target. 6 PP (Cannot be improved)

Incinerate-Shoots a fireball at the target. 4d6 damage and target is set on fire for 1d3 rounds. 1d6 damage per round on fire. 12PP (Cannot be improved) (One Target)(Costs 50 exp to learn)(Cannot be taken as a starting power)

Fire Blast-Sends a wall of flames at the targets. The fire will not hurt allies. 4d6 damage and 1d3 rounds of fire on targets. 1d6 damage per round on fire. 30 PP (Cannot be improved)(All targets in viscinity except friends are affected) (costs 150 exp to learn)(Cannot be taken as a starting power)

Big Bang-Creates a HUGE explosion around a target. Does MASSIVE damage. 8d6 damage. 50 PP. (Cannot be improved) (Cannot be taken as a starting power) (Costs 250 exp to learn)

Yummee!

Yep, even crows have been affected by the T-Virus. They are now hungry for living flesh too.

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