Heroes Unlimited -- Tri-Cities
The Wizard

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NAME: Robert Ward Hero Category: Natural Psychic; Unknown Cause Level:1
IQ: 19 PS: 22 Eye Color: Brown Weight: 240 lbs Alignment: Unprincipled
ME: 27 PE: 26 Skin Color: Caucasian Height: 6'3" Age: 32
MA: 17 PP: 23 ISP: 214 Hair: Black Experience:_________
PB12 SPD: 12 SDC: 69 Hit Points: 20
    
Hand to Hand Combat Style: Expert Attacks/melee: 5
Strike:+4 Parry:+7 Dodge+7
Pull Punch: +2 Roll wi. Punch: +4 Damage: +7
Special Techniques: pin/incapacitate on 18-20, crush/squeeze 1d4 SD, auto-KO on natural 20, kick attack: 2d4
    
Skill Programs -- Education Level: Master's Degree
Basic Skills
Skill Percentage + per Level
Pilot Automobile 67% 2
Math: Basic55% 5
Speak Native Language 85% 5
Native Literacy 60% 5
Skill Program #1: Physical
Skill Percentage + per Level
Wrestling n/a n/a
    Acrobatics
  • Sense of Balance
  • Tightrope
  • Climb (Base)
  • 87%
  • 88%
  • 40%
  • 2%
  • 3%
  • Doesn't Change
    Gymnastics
  • Bars & Rings
  • Climb Rope
  • Back Flip
  • Prowl (Base)
  • 88%
  • 87%
  • 97%
  • 30%
  • 3%
  • 2%
  • 2%
  • Doesn't Change
Boxing n/a n/a
Skill Program #2: Mechanics-Vehicles
Skill Percentage + per Level
Basic Electronics 60% 5
Mechanical Engineer 55% 5
Aircraft Mechanics 55% 5
Automotive Mechanics 55% 5
Surveillance Systems 63% 5
Skill Program #3: Electrical
Skill Percentage + per Level
Electrical Engineer 60% 5
Basic Mechanics 60% 5
Computer Repair 55% 5
Surveillance Systems 60% 5
Skill Program #3: Robot
Skill Percentage + per Level
Computer Operations 70% 5
Computer Programming 53% 5
Robot Mechanics 60% 5
Secondary Skills
Skill Percentage + per Level
Pilot: Airplane 59% 4
Pilot: Motorcycle 69% 4
WP Staff +1 Strike +1 Strike @ levels 3, 7, 10, 13 +1 Parry @ levels 2, 5, 8, 11, 14
WP Auto Pistol Aimed: +3, Burst: +1+1 @ levels 3, 6, 9, 12, 15
WP Small Throwing Weapons +1 Strike +1 @ levels 3, 5, 7, 10, 13
WP Blunt +1 Strike & Parry +1 Strike & Parry @ levels 4, 8, 13
General Athletics n/a n/a
Body Building n/a n/a
Running n/a n/a
Psionic Abilities
    Healing
  • Bio-Regeneration | Cost: 6 | Range: Self only
    Heals disease, poison, or any other physical damage (does not regenerate missing limbs), Restores 2D6 HP or 3D6 SDC with no scarring, can be used once every two minutes.
  • Healing Touch | Cost: 6 | Range: Touch (Others only) | Trance: 2 Minutes
    Heals 2D4 HP or 2D6 SDC of physical damage (wounds only).
  • Psychic Diagnosis | Cost: 4 | Range: Touch or up to 3' | Trance: 2D4 rounds of meditation (Up to 8 minutes)
    May sense physical pain, external and internal injury, any sort of disease, Chi deficiency, or possession. This pinpoint accuracy allows the healer to suggest treatments (if known) or to perform psychic surgery.
    Sensitivity
  • 6th Sense | Cost: 2 | Range: 90'
    Gives Rob a precognitive flash of imminent danger (whether to him or someone else) in the next 60 seconds. Works automatically and is triggered by unexpected, life threatening events, but cannot be willed into action to check for traps, etc. This power provides the following bonuses in the initial round of combat.
    +6 Initiative
    +2 Parry
    +3 Dodge
    Cannot be surprised by sneak attacks from behind.
  • Telepathy | Cost: 4 | Range: Read Surface Thoughts @ 60', 2-way Communications @ 140' | Duration: 2 minutes / level
    Must focus on a single person at a time, & only surface thoughts may be read. Deep probes are not possible. He can follow a conversation by focusing on different people in a room and reading them. Limited telepathic communication is possible with non-telepaths, but it must be short (a sentence or less). To get a sent response, the other person must also be telepathic. To save against being read, the victim must make a saving throw vs. Psionics, but must consciously suspect that they are being read first.
  • Psychometry | Cost: 6 | Range: Touch | Duration: 2D6 minutes
    Base Skills - Impressions: 63% (+2% / level)
    Images: 55% (+2% / level)
    Present: 45% (+2% / level)
  • Total Recall | Cost: 3 | Range: Self
    Remembers every word he reads or hears, and everything he sees. Specific blocks of information can be recalled at will; each block costs 3 ISP. When all ISP is expended, roll % dice-
    1% - 50% All details are remembered, verbatim
    51% - 80% Some details are forgotten, but the essence of the material is clear
    81% - 100% No details or comprehension, only most basic concepts are remembered
    Super
  • Super Telekinesis | Cost: 10 per 100 lbs | Range: 100' / level | Duration
    It's telekinesis for god sake.
    Damage: 1D4x10 SDC / 100lbs.   May manipulate one object / level as long as the total weight does not exceed the capacity.
  • Telekinetic Force Field | Cost: 30 | Range: Self or to 40' / level away | Duration: 10 minutes / level
    Provides 30 SDC ( +30 / level) force field. To bring the field up to parry an attack, a parry roll must be made. The field cannot move. Once one field is created, as many others may be created as he desires. The field can range from 3' to 10' in diameter.
  • Telemechanics | Cost: 10 | Range: Touch or 5' | Duration: 12 minutes (+2 / level)
    Rob can communicate directly with any artificial machine through psionics. Upon touching any artificial machine (from airplane to the simplest wheel or pully ), Rob knows literally everything about the machine, including its operation, repair, complete schematic, maintenance, etc. While this ability is active, Rob's level of expertise is 80% when using this ability or +10% to any related electrical or mechanical skills. When touching an artificially intelligent machine (computers or robots), Rob gains access to any passcodes, programming, repair, operation, schematic, etc.; in fact, Rob is able to communicate telepathically with intelligent machines (including modern day computers). The telepathic link and associated memories are temporary abilities, and while active, Rob's skill with computers and robots is 88% or +10% to any related skills.
    Physical
  • Impervious to Fire | Cost: 4 | Range: Self | Duration: 3 minutes / level
    Endure any form of intense heat without damage or pain. Magic fires inflict ½ damage.
  • Telekinetic Punch | Cost: 6 | Range: Touch or 1' / level
    TK enhanced punch that delivers 4D6 + PS bonus (7) or a kick for 5D6 + PS. Rob must save higher than 14 or take 1d6 SDC due to wrenching muscles and dislocation of joints. This can be parried or dodged and may miss due to a failed strike roll.
  • Teleport Object | Cost: 10 | Range: Touch
    Transport an object 1lb. / level, to a distance of 50' / level
    • Small objects teleported onto one's person with automatic success (even if unseen).
    • Teleporting to someone else's pocket, satchel, etc. but is in clear line of sight has 80% chance of success. In a thick crowd, take a -20% modifier, and a failed roll means it could be in anyone's pocket.
    • Teleporting to a familiar place has a 88% success rate.
    • Sending to any open location within line of sight has a 88% success rate.
    • Teleporting to an unfamiliar spot (been there once or twice, not paid much attention to it, etc.) has a 60% chance of success.
    • Transporting to a completely unfamiliar spot (never seen before) has a 45% success rate.
    • Failure means that the object teleported but he does not know where it went. It could be anywhere within his range.
Saving Throws
Poisons: +1 Drugs/Toxins: +1 Insanity: +10
Magic: +1 Psionics:+6 (roll 10 or better Coma: +4%
    
Character Notes
Parents Names:Mother: Gaynell Harris Black,
Father: Edward R. Ward
Money: $160 (on hand),
$7,000 (savings)
Current Occupation: Electronics
    Gear:
  • State of the Art Laptop Computer (3Ghz clock speed, 512Mb RAM, 15" display, DVD-RW )
  • 1999 Jeep
  • Electronics tool kit (small pliers, wire-cutters, electrical tester, circuit testers, etc.)
  • High-end digital video camera (worth $3000) - writes to DVD's

Yet More Gear:

  • Standard tool set (wrenches, pliers, screwdrivers, etc.)
  • Cell phone wi. headset
  • ___________________________

Weapons:
Shuriken - damage 1D4, Throwing Knife (with belt knife set)- 1D6 SD, Staff - 2D6
Guns
Number Cost (USD) Model Damage Range Feed
1 675 Glock 183D6165' (50m)33 rd mag
1750Glock 21 4D6 +2165' (50m)15 rd mag
2950 ea93R Beretta3D6 (Short Bursts x2)180' (55m) 20 rd mag
Character History
Robert Ward grew up watching various costumed heroes and criminals going after each other and decided that he wanted no part of it early on. When he was 10 years old however, two psychic powers suddenly manifested, Telepathy & 6th Sense. From then onward, Robert virtually never made a bad grade on a test. When Robert's Bio-Regeneration ability appeared at age 13, he also quickly discovered how sports could enhance his life when he "overheard" a cheerleader thinking about how she hated him. At the same time, Robert discovered how to enhance his reputation through bullying and beating up even bigger kids with his abilities.

Eventually his well-earned reputation brought him to the notice of even bigger bullies than him, who decided to discover what he could do. Robert was made an offer to join for the price of stealing a television from an electronics shop. In the process of committing the crime, his Telemechanics ability displayed for the first time, flooding him with dozens of images of schematics and circuits. Rob dropped the tv and ran from the store. When the police came to question him about attempting to rob from the store, Robert could hardly deny it; he had forgotten to wear a mask and they had several clear images of his face.

Robert spent eighteen months in juvenile detention and was far behind his class when he returned to high school (at night). He had been caught escaping once and was given an extra 3 months. When he finally finished his sentence, Robert was nearly 18 and hated being in jail. He had seen how corrupt police and prison guards treated anyone in their way, and he was very certain that no court would ever even see evidence if he could even find any. Having little to do in jail except read and lift weights, Robert had done lots of both; now out, Rob took up American Style Karate and won some smaller championships.

Once he had his GED in hand, Rob applied to as many colleges as he could as an economic hardship case and finally found one school that would accept him in spite of his strange situation, Georgia Polytech. At 21, Rob entered the one place he thought he would never be, college. During college, Rob tried some adventuring in downtown Atlanta, GA but just couldn't get the hang of it, plus every single perpetrator that he caught went free due to some technicality or another. Even so, in only 5 years Rob had his M.S. in Applied Electrical Engineering, but found that he was completely unable to find solid lasting work, ostensibly due to his bizarre past. After 5 years of see-sawing between near bankruptcy and wealth being just out of reach, Rob finds himself desperate for work.

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