Tabitha (Werepanther Thief):
Name: Tabitha
True Name: Tabitha Lin
Alignment: Unprincipled (Good/Selfish)
Hit Points: 68 S.D.C.(Physical): 125 Chi: 29
Horror Factor: 12 as humanoid panther-thing or huge panther.
The horror factor does not apply to human form.
Attributes: I.Q.: 20 (+7%/+3), M.E.: 13, M.A.: 12, P.S.: 40
(+25), P.P.: 28 (+7), P.E.: 29 (+7/+18%), P.B.: 23 (74%), Spd.: 44 (+4)
Weight: 95 lbs (43.1 kg) Height: 5 ft 3 in (1.60 m)
Age: 24 Race: Were Panther Sex: Female
Disposition: She can be playful and is usually pretty cheerful.
Magic is fascinating to her. She can be a bit of a trouble maker at times
and likes to make practical jokes. To her friends, she is trustworthy but
will steal or cheat anyone she does not consider to be her friend. She
hates vampires with a passion and will try and kill them if she has a chance.
She is a firm believer in survival and if it looks like it is suicidal,
she will not attempt to fight. She is very sensual and enjoys the company
of both male and female. Sex to her is something that should not involve
money and she is very unlikely to steal from a lover. She has had some
bad experiences with Nightbane so she is very cautious when dealing with
them
Occupation: Thief (Free Agent) Experience Level: Third
Combat Skills: Jeet Kune Do (Lee Casebolt version) and Boxing
Number of Attacks: Six (6) [Nine (9) in Half Panther Form]
Martial Art Powers & Abilities: Chi Gung (AR 15), Kick Practice
(Chagi)
Bonuses, Combat: Damage: +25, Strike: +10 (+14 Kick Attacks),
Parry: +15 (*+17), Dodge: +19 (*+22), Roll: +17, Initiative: +3 (*+9),
Pull Punch: +4, Knock Out: Natural 20, Stun: Natural 20, Critical: Natural
19, 20, or from behind. +1 to Combo Moves
*for sixth sense
Martial Art Moves: Escape Moves: Roll with Punch/Fall/Impact,
Maintain Balance, Basic Defensive Moves: Dodge, Parry, Automatic
Parry, Advanced Defenses: Automatic Roll, Automatic Dodge, Multiple
Dodge, Combination Parry/Attack, Hand Attacks: Strike (punch), Palm
Strike, Bil Gee (SPECIAL! An eye gouging attack derived from Wing Chun.
Requires a Called Shot with a -4 to Strike. Does 1d4 damage, and the opponent
suffers a -5 to Strike, Parry, and Dodge for 1d6 melee rounds), Hook (SPECIAL!
1d6 damage), Uppercut (SPECIAL! 1d6 damage), Basic Foot Attacks:
Snap Kick, Kick Attack, Roundhouse Kick, Tripping/Leg Hooks, Special
Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Combination Grab/Kick,
Combination Hand Hold/Strike (SPECIAL! See Wui Wing Chun(N&SS) for
details), Holds/Locks: Arm Hold, Body Hold, Weapon Katas:
None, Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical
Strike, Critical Strike from behind
Damages: Human Punch: 1D6 [+ Strength (+25)], Claw (Beast):
2D6 [+ Strength (+25)], Claw (Hybrid): 5D6 [+ Strength (+25)], Restrained
Claw (Hybrid): 2D6 +2 [+ Strength (+25)], Power Claw (Hybrid): 1D4x10 [+
Strength (+25)] (Costs 2 attacks), Bite (Beast): 1D2, Bite (Hybrid): 1D4
Saving Throws: Lethal Poison [14] +7, Non-Lethal Poison [16]
+7, Harmful Drugs [15] +7, Insanity [12] +2, Psionics [12] +2, Magic [12/16]
+9, Horror Factor [Varies] +6
Were Panther Abilities/Vulnerabilities:
Invulnerability: Like a vampire, a werepanther is immune to
virtually all weapon. This includes energy weapons, explosives, bullets,
fire, wood, poisons, and drugs. They are vulnerable to magic, magic items,
and silver weapons. Weapons with 50% silver content inflict double their
damage. Powerful explosives or rail guns may stun or knock down a werepanther.
Natural Abilities: Communicate with cats. Speak while in animal
shape, night-vison 300 feet (91 meters), bio-regenerate 2D6 HP/SDC per
hour, Keen color vison and hearing, +2 to perception, Horror Factor 12
in Panther and Hybrid Forms, Speed: 55 in hybrid form and 75 in Panther
form, leap 30 feet (9.1 meters) high/long from a standing position, Track
by smell 60%, Natural Acrobat 60%, Natural prowl 70%, Natural Swimmer 60%,
Natural Climber 85%/75%.
While Werepanthers do not have supernatural strength, their hand to
hand does inflict damage harmed only by magic means (Such as vampires).
Shape Shifting Abilities: The metamorphosis takes about 15 second
to complete and there is no limit to the number of times that it can be
completed or how long a form may be maintained. There are three forms:
Human, Panther, and Panther/Human Hybrid.
Bonuses: +3 to Initiative, +2 to Strike, Parry, and Dodge, +4
to Pull Punch, +5 to Roll vs Impact, +6 to save vs Horror Factor, +2 to
save vs Psionics, +2 to save vs Magic. Also, in hybrid and animal form,
gains an additional 3 attacks.
Magical Abilities: PPE: 99; Chameleon (6), Repel Animals (7),
Summon and Control Felines (50), Sense Evil (2), Sense Magic (4), Tongues
(12)
Psychic Powers: ISP 41 + 1D6 per level, Considered a Minor Psionic;
Mind Block (4), Presence Sense (4), See the Invisible (4), Sixth Sense
(2).
Character Skills Packages: Espionage Thief, Computer Hacking,
Basic Military, Basic - Physical
Character Skills: Communications: Cryptography (+5%)
82%, Surveillance Systems (+22%) 79%, Computer: Computer Operations
(+15%) 92%, Computer Networking (+20%) 92%, Computer Programming (+20%)
77%, Supercomputers (+20%) 62%, Cultural: None, Electrical:
Computer Repair (+5%) 62%, Espionage/Military: Concealment (+27%)
64%, Escape Artist (+22%) 69%, Forgery (+17%) 64%, Land Navigation (Racial)
105%, Hojo-Jitsu [Binding] (+22%) 69%, Microfilm/Microfiche/Microdot Technology
(+18%) 73%, Palming (+22%) 69%, Pick Pockets (+32%) 79%, Safe Cracker (+22%)
83% / 105%, Wilderness Survival (Racial) 107%, Mechanical: Locksmith
(+22%) 64%, Medical: None, Military: Demolitions (+5%) 78%,
Demolition Disposal (+5%) 78%, W.P.: Assault Rifle (+1 Burst/+3 Aimed),
W.P.: Grenade Throwing (+1 to Throw), Physical: Acrobatics, Athletics
(General), Boxing, Climbing 98%, Gymnastics, Running, Wrestling, Pilot
Skills: Pilot Automobile (Secondary) 93% / 87%, Pilot Advanced Aircraft:
None, Pilot Related Skills: Read Sensory Equipment (+5%) 62%, Rogue:
Streetwise (Secondary) 35%, Science: Math: Basic (+10%) 101%, Technical:
Art (Secondary) 45%, Languages: English [Native] 115%, Spanish (Secondary)
62%, Lore: Demon & Monster (Secondary - Learned at Third level) 42%,
Weapon Proficiencies:
Modern: W.P.: Pistol (+1 Burst/+3 Aimed),
W.P.: Pistol [Paired] (+1 Burst/+3 Aimed)
Abilities From Acrobatics & Gymnastics: Sense of Balance
77%, Walk Tightrope or High Wire 77%, Climb Rope 91%, Back Flip 93%, Prowl
57%
Appearance:
In her human form, She is a small slim Oriental women with fairly pale
skin. From her marshal arts training, she is muscular. Even so, she has
a good figure with reasonable sized breasts. She has blue eyes which is
quite unusual for an Oriental. She has relatively short black hair with
blue highlights, She normally wears her hair in a shag type cut. Her background
is undetermined but she appears to be most likely Thai, Cambodia, or Vietnamese
descent. She wears for makeup red lipstick and light eyeshadow but little
other makeup.
When dressing up for fun, she prefers to wear black leather and usually
tight as well. She often wears short mini-skirts with silk blouses. The
silk blouses usually are usually black or dark blue. She wears spike heels
and prefers to wear stockings and garters instead of pantyhose.
When trying to dress up as a business person, she usually wears high
value grey skirt style suits with a white or cream silk blouse. She normally
still wears spike heals and prefers to wear stockings and garters instead
of pantyhose.
When dressed for combat or espionage, she normally wears Combat Fatigues
Pants with a Tee Shirt with Combat Boots. She will usually wear Black or
Grey Camouflage so they do not quite as military.
Weapons of Note:
K-VAR AKU-94 Bullpup Conversion: Weight: 6.5 lbs (2.95 kg) empty
The AKU-94 is a modification kit for the Standard AK-47 rifle that
converts the combat rifle to a shorter bullpup configuration. by changing
the stocks, trigger assembly, and other components. She captured the weapon
from some servants of the Nightlords and converted it herself. Bullpup
configuration of the Soviet fully automatic assault rifle from post WWII
(1947) to the 1970s. The AK-47 is still very commonly used and was copied
by most soviet allies. The assault rifle uses 7.62 mm Soviet rounds. It
uses 30 round magazines. She has 8 magazines used both for the AK-47 and
the SKS. Caliber: 7.62 Soviet (5D6+3) Payload: 30 +1 shots Range: Range:
984 feet (300 meters)
Simonov SL Rifle (SKS): Weight: 8.8 lb (3.85 kg)
Soviet rifle design that is very popular in China, is in service in
a large number of third world nations, and has been sold in the United
States. The assault rifle uses 7.62 mm Soviet rounds. Most versions are
semi-automatic. The Rifle has a scope mounted. The rifle is designed in
two configurations. One has a 5 round fixed magazine and the other uses
a 10 or 30 round magazine (the 5 round fixed can be modified to accept
magazines). Her rifle has been modified to accept magazines and she has
8 magazines used both for the AK-47 and the SKS. Caliber: 7.62 Soviet (5D6+3)
Payload: 5, 10, or 30 shots Range: 984 feet (300 meters).
2 SIG-Sauer SP 2340 [Sig Pro]: Weight: 1.73 (.79 kg)
Weapons are enchanted with the spell of "Enchant Weapon" and inflict
double damage to supernatural creatures. Sig pistol available in 9
mm, .357 Sig, and .40 S&W (Hers are .357 Sig). The caliber can be changed
by changing out barrels. This is pistol is designed to be operated in either
double action or double action only mode (Hers are Double Action). The
mode can be changed by a gunsmith easily by some small changes. The slide
and upper components are of blackened stainless and frame is black polymer.
The pistol is designed with rails that allow the mounting of a laser targeting
system or a light (She normally has laser targeting systems mounted). Both
can be mounted at the same time if desired as well. The handgrips are designed
in various sizes for small or large hands. The pistol has a 12 shot magazine
(She has 8 extra magazines of hollow points). Calibers: 9 mm, .357 Sig,
.40 S &W (Hers are .357 Sig - 5D6) Range: 165 ft (50 m) Payload: 12
+ 1 shots. Cost: $570
Characters's Equipment:
Vehicles: Mazda Miata MX-5 (1999) - Black convertible two seat
sports car. Has a five speed manual transmission and is front engine and
rear wheel drive. The car can do 0-60 mph in 8 seconds and has a Top Speed
of 120 mph. Installed in car is a CB, Radar Detector - Cannot be detected,
Cell Phone Hands Free Gear, and an Alpine stereo with a multi disk CD Player.
Computers: Top of the line IBM style laptop with all standard
features (Including a high speed modem cell phone modem, DVD Read/Write
ROM, large hard drive, USB Ports, Firewire Ports, and video ports, ), also
has a photograph quality laser color printer and a scanner.
Clothing: Black leather Clothing (Includes Pants, Jumpsuits,
Boots, Pumps, Mini-Skirts, and Jackets), Various Silk Blouses (Including
Black, Dark Blue, White, and Cream), Stockings, Garters, High Heals, Several
High Priced Skirt Style Business Suits, US Army Uniforms (Includes Both
Dress and Working Uniforms), Black Combat Fatigues, Black T-Shirts, Grey
Camouflage Combat Fatigues, Grey T-Shirts, Combat Boots, Martial Arts Outfits,
and other types of clothing
Other Items: Makeup and Personal care items, Comb and Brush,
2 Pistol Holsters, Ammo Bandoleer, Shooting Glasses, Ear Protectors, Gun
Cleaning Gear, Purse, Field Backpack, Sleeping Bag, First Aid Kit, Canteen,
Tent, Compass, Satellite Navigation Gear, 2 Weeks emergency rations, Flashlight
(mounts on front of pistol), Climbing Gear, Lock Picks, Cellular Telephone.
Valuables & Properties: $20,200 in spending money, $100,000
invested in various investments, Diamonds worth $300,000 total, and has
about $2,000 in Jewelry.
Tabitha's Background:
Tabitha does not know her parents were and may very well never know.
She was raised since just about birth at Orphanages, Foster Homes, and
other Government Institutions. Due to the particular circumstances, she
spent much of her times on the streets. She sometimes associated with a
gang but most of the time she spend just hanging around. On the Streets,
she learned how to pick pockets, break into houses, and commit other criminal
activities. This is how she learned to support herself. One day she discovered
she was more than human but at the same time she discovered that there
were many things that were not human. Some could turn to animals, some
looked like creatures from a horror film, and others of all varieties.
Ten years old is young to learn all this but she survived. At eleven, a
Vampire was tearing through the gang that she had been hanging around.
She was the only one left on the street after he got through. One little
Asian girl, easy stuff, until she transformed into her man-beast form and
tore him apart. As she got older, she realized that it was far easier to
get money through hacking than through individual pockets, robbery, and
breaking and entering. Never being one to care for drugs, which was likely
due to her system being almost impervious to them, she never got involved
more than superficially in dealing them although robbing the drug dealers
themselves especially in altered form could make allot of money. Their
weapons could not harm her and they had no one to got to. She also never
had any desire to sell her body so that never entered into the situation
as well. Being much smarter than most people on the streets, she realized
that she would need to be more than just strong to fight and looked for
a martial art to take. She chose Jeet Kune Do and found one of Bruce Lee's
old student turned teacher. His school was very expensive so much of her
theft went into paying for the training. She pretended to be a spoiled
rich girl with very rich parents so as to able hide how she got the money
to pay for her classes. Her hacking was never caught but due to being caught
at petty theft, she was given a choice of jail or joining the army. Juvenile
hall was one thing but jail was that horrible four letter word. She did
not want to fight off the bull dikes (even though she could quite easily)
so she chose to join the army. Boot Camp was a breeze. Between being a
Werepanther and her martial arts training, neither the physical activity
or the discipline was much of a problem. She did not like many of the sergeants
and came very close to blows with one during training which would have
likely been the death of a sergeant and a ticket for her to Levenworth
or a life on the run from the army. Luckily, that never happened and she
then was trained in computer operations as her MOS. This complimented quite
well with hacking skills she had already picked. She found that she actually
liked the military but decided not to reenlist because she did not like
the restrictions on her freedom and left after serving for only four years
in the army. Prior to leaving the army, she achieved the rank of Sergeant.
Since then she has been traveling from place to place fighting Nightlord
Minions and Vampires supporting herself with a few theft and special jobs.
JUN FAN JEET KUNE DO
(Copied for Use with Character)
by Lee Casebolt
ENTRANCE REQUIREMENTS: None
The background of Jun Fan Jeet Kune Do (also referred to as Jun Fan Kung Fu, Jun Fan Kickboxing, Original Jeet Kune Do, or simply JKD) is somewhat unclear for such a modern martial art. It is certainly no more than thirty years old, but its exact age is difficult to pinpoint because of it's unique nature, and of that of its founder, the (in?) famous Bruce Lee.
More than a mere movie star or simply a skilled martial artist, Lee is widely considered a modern genius. His own initial martial arts training was in the Wing Chun of Yip Man, during his youth in Hoing Kong. He moved to the U.S. before completing his Wing Chun training, and was dissatisfied with what he had learned to that point. He saw many limitations in Wing Chun as he knew it, and drove himself in search of refinements to his skills. In doing so, he met many of the premier martial artists of the time, and learned many of their skills.
But Jun Fan Jeet Kune Do was not created as a mish-mash of styles, or as a constantly growing range of technique. Lee's vision was one of constant paring down, as well as constant growth. Techniques from judo,
fencing, boxing, and other arts were not simply added to the base, they replaced what Lee felt were inferior methods. Everything in Jun Fan Jeet Kune Do was built around an aggressive, direct infighting method, designed
to end a fight as quickly as possible.
After Lee's death, the art of Jun Fan Jeet Kune Do was thrown into a bit of an upheaval - no one had anticipated his early demise, and the Jeet Kune Do community was not organized to carry on his legacy. Currently, Jeet Kune Do is largely divided into two camps - the "Original" Jeet Kune Do which stresses the specific techniques actually taught by Lee, and Jeet Kune Do "Concepts", which emphasizes the borrowing and evolutionary process involved in Jeet Kune Do. Training in JKD is available on the West Coast and in Chicago and New York in the United States.
COSTUME: No official costume.
STANCE: A small, fencer-like stance, with the body at nearly
a 90 degree angle from the opponent, the forward hand either up guarding
the face, or down protecting the groin, while the rear hand protects the
body. Unlike many styles, Jeet Kune Do leads with the "strong side", right
forward for right-handed practitioners, left forward for left handed.
CHARACTER BONUSES:
Add 1 to PS
Add 2 to PP
Add 2 to PE
Add 3 to Spd
Add 15 to S.D.C.
COMBAT SKILLS:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Roll, Automatic Dodge, Multiple
Dodge, Combination Parry/Attack
Hand Attacks: Strike (punch), Palm Strike, Bil Gee (SPECIAL!
An eye gouging attack derived from Wing Chun. Requires a Called Shot with
a -4 to Strike. Does 1d4 damage, and the opponent suffers a -5 to Strike,
Parry, and Dodge for 1d6 melee rounds), Hook (SPECIAL! 1d6 damage), Uppercut
(SPECIAL! 1d6 damage)
Basic Foot Attacks: Snap Kick, Kick Attack, Roundhouse Kick,
Tripping/Leg Hooks
Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Combination
Grab/Kick, Combination Hand Hold/Strike (SPECIAL! See Wui Wing Chun(N&SS)
for details)
Holds/Locks: Arm Hold, Body Hold
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike,
Critical Strike from behind
SKILLS INCLUDED IN TRAINING:
Martial Arts Abilities and Powers: Recieves the Jeet Kune Do
Martial Arts Technique automatically (Replaced with a Second Body Hardening).
In addition, select one from Body Hardening Exercises or Special Katas.
Language: None
Philosophical Training: None
LEVEL ADVANCEMENT BONUSES:
1st: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical
Strike from Behind
2nd: +1 to Strike, Critical Strike on Natural 19 or 20
3rd: +1 to Parry/Dodge, +1 to Combinations*
4th: Select one additional ability from Body Hardening Exercises
or Special Katas
5th: +1 to Initiative, +2 to Damage
6th: +1 to Strike, +1 to Combinations*
7th: Add one attack per melee round, +1 to Maintain Balance
8th: Knock-Out/Stun on Natural 18, 19, or 20, +1 To Damage
9th: Critical Strike on Natural 18, 19, or 20, +1 to Strike
10th: Select one additional ability from Body Hardening Exercises
or Special Katas
11th: Add one attack per melee, +1 to Combinations*
12th: +1 to Strike, +1 to Parry/Dodge
13th: +2 to Roll with Punch/Fall/Impact, +1 to Combinations*
14th: Select on additional martial power from Body Hardening
Exercises, Martial Arts Techniques, or Special Katas
15th: Death
Blow on Natural 19 or 20
* Jun Fan Jeet Kune Do practitioners may add their Combinations bonus to Strike, Parry, Dodge, and Damage rolls associated with Combination moves. No other bonuses (including P.P. bonus, if any) apply.
WHY STUDY JUN FAN JEET KUNE DO
An intense program of physical development paired with a flexible body
of technique, Jun Fan Jeet Kune Do allows the martial artist great control
over their own development. Deals well with multiple attackers. Relatively
weak in terms of internal development.
[Beyond the Supernatural, Nightbane, and Nightspawn ® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc.]
Image "Tabitha2.jpg" created and copyrighted by Malcolm McClinton (MMccli7789@aol.com).
More Malcolm McClinton artwork at Hanged Man Studio
Image "Tabitha3.jpg" created and copyrighted by Megan Giles (meglique@aol.com).
More Megan Giles artwork at VCL
By Kitsune (E-Mail Kitsune).
Copyright © 2001, Kitsune. All rights reserved.