Enhanced Coalition Soldier, - Scrupulous, 1st Level
I.Q.:
4d6r2 =
17
I.Q. Additional Die:
1d6r2 =
3
R.C.C. bonus +2 =
( 22 )
8% One time Skill bonus.
M.E.:
3d6r2 =
15 +8 =
( 23 )
Save vs Psionics: +4
Save vs Insanity: +6
M.A.:
4d6r2 =
19
M.A. Extra Die:
1d6r2 =
5 +2 =
( 26 )
Intimidate/Trust: 88%
P.S.:
4d6r2 =
17
P.S. Additional Die: =
1d6r2 5 +6 = 11
Super Strength:
2d6r2 11 +30 = 41
P.S. Invulnerability Bonus1d4r2= +
4
Skill Bonuses: +8 =
( 81 )
Restrained Punch: (2d6 M.D.)
Full Strength Punch: (2d6x10 M.D.)
Power Punch: (3d6x10 M.D.)
P.P.:
4d6r2 =
19
P.P. Additional Die: =
1d6r2 4
R.C.C. bonus +2 =
( 25 )
Parry and Dodge Bonus: +5
Strike Bonus: +5
P.E.:
4d6r2 =
18
P.E. Additional Die: =
1d6r2 =
3 +4 = +7
P.E. Invulnerability Bonus =
+3
Skill Bonuses: = +7 =
( 35 )
Save vs Coma/Death: 35% (+20% from Invulnerability) = 55%
Save Vs Magic/Poison: = +8
P.B.:
4d6r2 =
17
P.B. Additional Die:
1d6r2 =
3+4 =
( 24 )
Charm or Impress: 70%
Speed:
4d6r2 =
18
Speed Additional Die: =
1d6r2 6
Speed Additional Die: =
1d6r2 6 +10 = 16
Skill Bonuses: +26 =
( 66 )
Run Speed: 45 Mph.
Melee Move per Round: (330 Ft.)
I.S.P. Calculation:
1d4r2 =
4 x100 + M.E. =
( 423 )
P.P.E.:
2d4r2 =
8 x10 =
( 80 )
Horror Factor:
1d4r2 =
4 +7 =
( 11 )
Hit Points: P.E. x3 =
( 105 )
MDC: P.E. x10 (+81 from Skill Bonuses)
Invulnerability Bonus (+1000)
= (1,431 )
POWERS
- See Invisible
- Nightvision
200ft (61meters)
- Fire and Cold Resistant
Half-Damage from such sources
UNIQUE POWERS
- Supernatural Strength. Add 30 plus 2D6 to P.S. Can carry 300 times his P.S. in pounds and can lift 500 times! Fatigues at one tenth the rate of normal humans. +2 to pull punch.
Super Strength:
2d6r2 =
11
- Invulnerability
An impressive power that makes the character an almost indestructible M.D.C. juggernaut! Gases, drugs, chemicals, poisons, toxins and radiation will affect the invulnerable person, but are reduced to half the usual potency (half damage, duration, effect, etc. Cannot kill the character, only make them sick.). The character is only, truly, vulnerable to psionics, magic, and magic weapons, all of which have full effect. Also add 1D6 to the P.E. and 1D4 to the P.S. attribute, and + 20% to save vs coma/death (this is in addition to any P.E. bonus). Can still die from drowning, suffocation, or starvation, but can hold his breath and survive without food four times longer than the average human (holds breath for 12 minutes; go without food for 80 days.)
Adds +1000 M.D.C. with 1d6x10 M.D.C regeneration every minute (4 melees). Plus 1d4x100 M.D.C per level. Adds 1d6 to P.E. and 1d4 to P.S. Adds 3d6x10 hit points. Adds +20% to save vs coma/death.
P.E. Invulnerability Bonus:
1d6r2 =
3
P.S. Invulnerability Bonus:
1d4r2 =
4
- Super Psionics:
Choose 10 minor Psionic Powers, with a two new power at levels, 3,6,9,12, and 15
Choose 4 Super Psionic Powers, with a new power at levels, 3,6,9,12 and 15.
R.C.C. Skills
Languages and Literacy: American at = 98%.
Wilderness: Land Navigation - 36%(+4%/level) =42%
Mathematics: Basic - 45% (+ 20%)(+5%/level) = 71%
Military: Etiquette - 35% (+20%)(+5%/level) = 61%
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.)
Radio: Basic - 45% (+10%) (+5%/level) =61%
Sensory Equipment - 30% (+10%) (+5%/level) = 46%
Wilderness Survival - 30% (+25%) (+5%/level) = 61%
Weapon Systems: 40% (+10%) (+5%/level) = 56%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Sword
Hand to Hand: Commando
- 1st level: Starts with 4 attacks/actions per melee round, W.P. paired weapons, body flip/throw, body block/tackle, +2 save vs Horror Factor.
R.C.C. Related Skills
Communications: Public Speaking - 30% (+5%/level) = 36%
Communications: Performance - 30% (+5%/level) = 36%
Espionage: Intelligence: - 32% (+4%/level) = 38%
Espionage: Perception: - ( I.Q. + 20%) - 40% (+5%/level) = 46%
Military: Liaison - 20% (+20%) (+5%/level) = 46%
Military: Recognize Weapon Quality - 25% (+20%)(+5%/level) = 51%
Military: Strategy and Tactics - 30% (+20%) (+5%/level) = 56%
Wilderness: Fasting - 40% (+3%/level) = 46%
Secondary Skills
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: Kickboxing - (+1 to P.E., +1 to P.S., +1d10 to M.D.C.)
Physical: Swimming - 50% (+5%/level) = 56%
Bonuses to Physical Attributes
P.S. (+1 from Kickboxing, +2 from Physical Labor, +2 from Wrestling, +2 from Body Building, +1 from Athletics) = (+8)
P.E. (+1 from Kickboxing, +1 from Physical Labor, +1 from Wrestling, +1 from Outdoorsmanship, +2 from Forced March, +1 from Running) = (+7)
M.D.C. Physical Skill Rolls. = +81 to M.D.C.
Physicals Labor +2d8:
2d8r2 =
14
Wrestling +4d6:
4d6r2 =
16
Kickboxing +1d10:
1d10r2 =
8
Outdoorsmanship +2d6:
2d6r2 =
10
Running +1d6:
1d6r2 =
6
Body Building Flat +10
Forced March +2d6:
2d6r2 11
Athletics +1d8:
1d8r2 =
6
Speed Skill Bonus Rolls = +26 to Speed
Running +4d6 to Speed:
4d6r2 =
18
Athletics +1d8:
1d8r2 =
8
Marcus' bonus Hit Points:
3d6r2 =
14 x10 = ( 140 )