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Cord Hammach
#1
[Image: 2aN2pIK.png?1]

NAME: Cord Hammach  ALIGNMENT: ScrupulousRank: Private
R.C.C.: Enhanced Coalition S.E.A.L.LEVEL:  1st  EXPERIENCE: 0
MDC: 176 / 176 SDC N/A HIT POINTS: 36 / 36 HORROR FACTOR: 0 / 0
PPE: 29  PPE/ISP RECOVERY: 3% /hour of sleep, 5% /w Meditation ISP:  36 / 36 


ATTRIBUTERATING ADJUSTMENTS
I.Q.13Average No Bonuses
M.E.28Save vs Psionics +10 | Save vs Insanity +11
M.A.12Average No Bonuses
P.S.35Inflicts 5d6 S.D.C. on a restrained punch. 4D6 M.D. on a full strength punch. or 1D4 M.D. x10 on a power punch (counts as two melee attacks). Carry 50xP.S. 1,750lb, Lift 3,500 lbs.
P.P.20 Dodge/Parry +4 | Strike +4 |  Initiative +2 | +6 Roll With Impact  
P.E.36Save vs Coma 36% | Save vs Death 36% | Save vs Magic/Poison +11 | Impervious to Disease. Fatigues at half the normal rate. 
P.B.19Charm or Impress 45%
Speed42Run Speed 22 MPH | Melee Move 210 yrds per round.

 
R.C.C. SKILLSRATINGDESCRIPTION
Languages and Literacy98%Speak and Write American
Language60%(50%) (10%) (+3% per level) Speak French
Radio: Basic 55%45% (+10%) (+5%/level) Operation of any Radio and Communications Equipment
Computer Operation40%(40%) (+5% per level)The ability to utilize Computer Systems
Espionage: Detect Ambush40% (30%)(5%/Level) (+10%))
Espionage: Perception33%( I.Q. + 20%) (+5%/level) Spot anything out of the ordinary or hidden.
Lore: Demon and Monster40% (25%) (15%) (+5% per level) The Study of Demons and Monsters
Physical: Swimming80%50% (+20%) (+15%/level) (Natural Swimmer +10%) The ability to swim, tread water, etc. 
Sensory Equipment40%30% (+10%) (+5%/level) Operation of Radar, Sonar, Heat Scanners, or any other sort of Detection Equipment.
W.P. Energy Pistol- Proficient with Energy Pistol's. +1 to strike at 1,3,6, 10, and 14.
W.P. Energy Rifle- Proficient with Energy Rifles. +1 to strike at 1,3,6, 10, and 14.
W.P. Heavy- Proficient with Heavy Weapons. +1 to strike at 1,3,6, 10, and 14.
W.P. Paired Weapons- Gained from Commando. Strike with two weapons per Melee action. Parry and Strike per melee action. Both attacks to one or two targets per melee action.
Wilderness: Fasting 40%40% (+3%/level) Survival long periods with no food without penalty. Plus Two weeks without food and plus two days without showing serious dehydration. 

 
 
 
R.C.C. RELATED SKILLSRATINGDESCRIPTION
Wilderness: Land Navigation36%36% (+4%/level) Stay on Course while traveling over land.
Wilderness Survival40%30% (+10) (+5%/level) Hunting -10%, Penalty for using this skill in place of the following. Dowsing -20%, Identify Plants and Fruits -10%, Fasting -10%, Tracking and Trapping -20%, Land Navigation -20%) Adds as bonuses in reverse.
Weapon Systems 50%40% (+10%) (+5%/level) If successful, +1 to strike with any Mounted Weapon for Every 20% in the skill.
Military: Etiquette45%35% (+10%)(+5%/level) Navigating Military Structure, Rank and Life. Dealing with lower and higher Ranks.
Physical: Running -(+1 to P.E., +4d4 to Speed, +1d6 to M.D.C.)
Physical: Body Building-(+2 to P.S., +10 to M.D.C.)
Physical: Forced March -(+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.)
Physical: Athletics -(+1 to Parry and Dodge, +1 roll with Impact, +1 to P.S., +1d6 to Speed, +1d8 to M.D.C.)

 
SECONDARY SKILLSRATINGDESCRIPTION
Physical: Outdoorsmanship-(+1 to P.E., +2d6 M.D.C., +5% to Dowsing, Fasting, I.D. Plants and Fruit, and all Wilderness Survival Skills)
Physical: Wrestling- (+1 to roll with Impact, +2 to P.S., +1 to P.E., +4d6 to M.D.C.)
Physical: Physical Labor -(+2 to P.S., +1 to P.E., +2d8 to M.D.C)
Physical: Physical: Kickboxing -(+1 to P.E., +1 to P.S., +1d10 to M.D.C.)

Hand to Hand: CommandoBonusesAttacks Per Melee
1st level+2 Save vs Horror Factor. W.P. paired weapons, body flip/throw, body block/tackle, 5

POWERSDESCRIPTION
Supernatural Form Strength and other Attributes are considered Supernatural.
Sealed SystemDoes not need to breathe, drink or eat to survive.
Born to WaterSwimming skill increased by 10%. Immune to Swim Fatigue. Can move twice their normal speed while in or moving through water of any sort.
Born to AirCan fly of their own power. Psionic in nature. Can fly twice times their normal run speed and suffer no fatigue while flying for any duration. They have normal maneuverability as if they were on land.
Natural RegenerationRegain 1d4x10 MD every minute (4 Melees), This is in addition to other forms of healing. Can regrow limbs in 4d6 hours. Cannot use Cybernetics or Augmentations as they will eject any sort of implants.
Enhanced Bonuses+2 on initiative, +1 to strike, parry and dodge, +3 to save vs magic and psionics, +6 to save vs horror factor.  +4 Roll with Impact. This is in addition to attribute and combat bonuses.
Magical MindMay learn magic if they encounter it and have time to study it.
Multi-Class AdvantageMay gain an additional O.C.C. easier than most characters. They can multi-class at any point where they gain a level. They may choose to divide their experience however they like when it is awarded to any or all O.C.C. classes they have picked up.
Hardy Internal SystemCompletely immune to all normal toxins and poisons. (Magical and Supernatural versions are at half effectiveness.)
Minor PsionicsPsionic Base Save DC 12. Personal Save DC gains +1 to Targets Base save per 3 levels.
- Gains 2 minor powers from Sensitive, Physical or Healer. Base I.S.P. are the Characters M.E. +2d6 and 1d6 per level. Gain 1 minor power every 3 levels.
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#2
PSIONIC POWERS

 PSIONICS SAVECOST RANGEDURATIONDESCRIPTION
Total RecallNone2Personal1 hour/levelAllows the psychic to recall every word he has read. 01-50% remembers every word in detail. 51%-80% details are forgotten but the essence and overall comprehension are remembered. 80%-100 the very basics are remembered but no real comprehension or details of any sort. This power also allows the psychic to remember details they have experienced with roughly the same percentages.
Bio-RegenerationNone6Personal1 Minute (4 melees) Concentration; PermanentHeals 2d6 Hit Points or 3d6 S.D.C./M.D.C.. +1d6 every two levels. Can be used every 8 melees. If used to recover more than half ones Health in an hour it inflicts a -30% penalty to all skill checks. -10 Minutes/Level until it can be cast with no penalty.
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#3
Personal Equipment, Weapons, Artifacts and Wealth

Credits: | 0 (+1000 /Month from Salary once reinstated.)


WEAPONS

No Weapons in his possession.

EQUIPMENT

No other Gear, Armor, or Clothing what-so-ever.  He was found completely naked and tied in closet.
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.