RPG Addicts | We Know You're Hooked

Full Version: Khayman Tamaroa
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
[Image: QCW0T3r.png?1]


NAME: Khayman Tamaroa  ALIGNMENT: ScrupulousRANK: Master Sergeant
O.C.C.: Atlantean Undead SlayerLEVEL:  1st  EXPERIENCE: 0
MDC: 388 SDC N/A HIT POINTS:  25HORROR FACTOR: 0 / 14
PPE: 188  PPE RECOVERY: 20% /hour of sleep, 25% /w Meditation ISP:  29


ATTRIBUTERATING ADJUSTMENTS
I.Q. 21 7% One time Skill Bonus | Insight +3
M.E. 29  Save vs Psionics +7 | Save vs Insanity +12 | Save vs Horror Factor +17
M.A. 16 Intimidate/Trust 40% | Deception +1
P.S. 37 (Supernatural) Restrained Punch (6d6 SD) | Full Strength Punch (5d6 MD) | Power Punch (1d6x10 MD) +22 SDC HtH dmg on a Pulled Punch.
P.P. 23 Auto-Dodge +4 | Dodge/Parry +6 | Strike +4 | Roll with Impact +5
P.E. 27  Save vs Coma 24% | Save vs Death 24% | Save vs Magic +12 / Poison +6
P.B. 19 Charm or Impress 45%
Speed 54  Run Speed - 35 MPH | Melee Move - 270 yrds per round.

 
 
 
O.C.C. SKILLSRATINGDESCRIPTION
Languages and Literacy98%Speak and Write American
Mathematics: Basic72%45% (+ 20%)(+5%/level) Addition, Subtraction, Division, Multiplication, Basic Geometry
Espionage: Intelligence39%32% (+4%/level) Gather Information. GM - Coalition Trained
Wilderness: Land Navigation43%36% (+4%/level) Stay on Course while traveling over land. GM - Coalition Trained
Wilderness Survival62%30% (+25%) (+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.
Wilderness: Tracking43%36% (+4%/level) Stay on Course while traveling over land.
Military: Etiquette62%35% (+20%)(+5%/level) Navigating Military Structure, Rank and Life. Dealing with lower and higher Ranks. GM - Coalition Trained
Physical: Forced March -(+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.) GM - Coalition Trained
Physical: Gymnastics: -(Automatic kick at 1st level (2d4 damage), Sense of Balance 50%/3%, Work parallel bars and rings 60%/3%, Back Flip 70%/2%, Basic Prowl 30%, Basic Climb 25%, Climb Rope/Rappel 60%/2%, +2 roll with impact, +2 P.S. , +1 P.P. , +2 P.E. , +2d6 SDC (MDC)
Physical: Boxing -( knockout opponent on a natural 20, remains unconscious for 1d6 melee, +1 additional attack per melee round, +2 parry and dodge, +1 roll with impact/punch, +2 P.S. +3d6 SDC (MDC)
Physical: Swimming57%50% (+5%/level) The ability to swim, tread water, etc. 
Pilot Related: Weapon Systems 57%40% (+10%) (+5%/level) If successful, +1 to strike with any Mounted Weapon for Every 20% in the skill.
Radio: Basic 62%45% (+10%) (+5%/level) Operation of any Radio and Communications Equipment
W.P. Energy Pistol- Proficient with Energy Pistol's
W.P. Energy Rifle- Proficient with Energy Rifles
W.P. Sword- Proficient with Swords
W.P. Archery and Targeting- Proficient with Bows, +1 strike, +1 Disarm, 2 shots per melee
W.P. Paired Weapons- Gained from Commando. Strike with two weapons per Melee action. Both attacks to one or two targets.


 
O.C.C. RELATED SKILLSRATINGDESCRIPTION
Physical: Body Building-(+2 to P.S., +10 to M.D.C.)
Physical: Wrestling- (+1 to roll with Impact, +2 to P.S., +1 to P.E., +4d6 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.)
Espionage: Perception47%( I.Q. + 20%) - 40% (+5%/level) Spot anything out of the ordinary or hidden.


 
SECONDARY SKILLSRATINGDESCRIPTION
Surveillance37%30%(+5%/level).
Mechanical: Basic Mechanics37%30%(+5%/level) Repair minor mechanical objects and machines.
Physical: Running -(+1 to P.E., +4d4 to Speed, +1d6 to M.D.C.)
Physical: Physical Labor -(+2 to P.S., +1 to P.E., +2d8 to M.D.C)
Domestic: Cook42%35%(+5%/level) Able to prepare various meals.
W.P. Heavy Mega-Damage Weapons- Proficient with Heavy Mega Damage Weapons


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
Atlantean Heritage TattoosProtection from Vampires, Summon MDC Weapon, +4 Others for 6 total
Increased MDC from Tattoos Twenty Four Tattoos, +15 MDC each. (Two Heritage, Four Atlantean, Eighteen Undead Slayer) Total = ( 24 tattoos)
Increased PPE from Tattoos+2d4x10 Base, +10/level, Each Tattoo adds 10 PPE to the base amount. = ( 24 tattoos)
Increased PPE Recovery20% PPE per hour of sleep / 25% with Meditation.
Cannot be physically TransformedCannot be transformed by any means, magic or otherwise.
Increased HeightContinues to grow after adulthood to an average of 7ft.
Sense VampiresCan sense Vampires or Vampire Intelligences within a 1000 ft radius.
Operate PyramidInstinctively knows how to operate Dimensional Pyramids
Sense Ley line37% (5%/Level)
Sense Rifts47% (5%/Level)
Ley Line PhasingFlawlessly teleport up and down a Ley Line. Personal Only
True Atlantean/Undead Slayer+6 save vs magic of all kinds, +12 to save vs Horror Factors
MDC TransformationGain 2d4x10 MDC, +20 per Level, All SDC gains transform into MDC gains.
Undead Slayer TattoosStarts with 18, gains 2 simple or 1 major per level.

 TATTOO COSTSAVERANGEDURATIONDESCRIPTION
1. Magical Weapon: Flaming Sword2NonePersonal30min/levelSummons a Flaming Magic Long Sword, 2d6MD +1d6 Fire/4 Levels
2. Magical Weapon: Bow and Arrows2NonePersonal30min/levelSummons a Magic Long Bow, Triple Range and Magically Return,  2d6+1MD /per level
3. Magical Weapon: Kukri Knife dripping blood2NonePersonal30min/levelSummons a Silver Kukri Knife, 1d6SD (Knife - inflicts double damage) and MD x5 damage against undead
4. Magical Weapon: Broad bladed sword and Kukri Knife crossed2NonePersonal30min/level Summons a magical Broad Sword and Knife, May choose MD or SD Damage, gains (+1 to Strike and +2 Parry) / 4 Levels.
5. Magical Power: Heart impaled on a Stake PermanentNonePersonalPermanentImpervious to the Bite and Mind Control powers of a Vampire and related species of Undead.
6. Power: A Cross 10None60ft.1 min/level or canceledTurn Undead. Compel 1d6/level Undead to turn and leave the area without harming anyone. They will not return to that area for 24 hours.
7. Power: A Heart in chains (Invulnerability)20NonePersonal10 min/levelCharacter can withstand +100 M.D./Level. Protects him from all physical harm.
8. Power: Fully Armored Knight30NonePersonal30 min/levelCharacter gains a translucent set of full Body Armor that is fluid to the caster but solid to anyone else. It provides +200 M.D.C./Level.
9. Power: Cloud in chains (Control the forces of Air)50NonePersonal10 min/levelThe chains link these tattoos together, but they are considered separate Tattoos, This tattoo of the chain can be activate to utilize all the spells connected to it. When utilizing the chain, spells in can be cast without cost for the duration. When this tattoo is activated, all linked tattoos can be used though they act as only 1 tattoo had been activated.
10. - Linked Power: Misty CloudPermanentNonePersonalPermanentSee Invisible
11. - Linked Power: Small Tribal Waves5NoneSelf or Others within 30ft.10 Melees/levelFloat on Air: Causes air to keep one aloft or slow ones decent. (Rifts page 202.)
12. - Linked Power: Gust of Wind10Standard, Saves on 18,19, or 20.120ftOne MeleeWind Rush: Targets caught in the Spell cannot move forward or attack. Roll of a 1-5 on a save blasts a target off its feet, causing them to take an additional Melee to recover. (Rifts Page 214) 
13. - Linked Power: Lighting Bolt10None300ft.InstantCall a Blast of lighting to strike and enemy for 1d6MD /Level. (Rifts Page 209)
14. - Linked Power: Smooth Cloud30NoneCentered on Mage for 1 mile/level1 hour /LevelCalm Storm: Can cancel any sort of tempest or storm, magic or natural within the radius of the caster. (Rifts Page 223)
15. - Linked Power: Tribal Slashes5NonePersonal1 Minute/LevelSee and Communicate with Air Elementals
16. Power: A Rose with Thorny Stem dripping Blood (Healing)20NoneTouch1 min/level or canceledRestores 3d6 S.D.C./M.D.C. and 1d6 Hitpoints /level.
17. Power: A Phoenix rising from the flames (Resurrection)120NoneTouchInstant and Permanent - Restores 50 hit Points and 100 S.D.C/M.D.C.. 
- Can be used to Resurrect a dead subject.  The Tattoo draws it's power from the casters own life force, causing 1d6 per level of MD damage to the caster. Spell cannot be used again for a week.
18. Power: Eye of Mystic Knowledge (magic)PermanentNonePersonalPermanentCan read and understand various forms of magic. Percentages increase by (3%/Level) to a maximum of 98%.
- Read Magic and Use Scrolls (86%)
- Recognize Enchantment and Possession (74%)
- Identify/Read Magic Wards and Magic Symbols (62%) 
- Recognize Magic Circles (50%)
- Read Runes (40%)
- Identify Magic Items, Weapons and Artifacts (30%)
19. Power: Great White Shark20NonePersonal30min /LevelSwim with no penalty and Breath without air as per spell.
20. Power: Three Eyes20NoneTouch10 min/level or canceledGains +1 to Parry and Strike per Level, Nightvision, Sense Evil and See Aura (Same as Psionic Power)
21. Monster: Dragondactyl20NoneTouch10 min/level or canceledSummons a Half Horse/Half Dragon Creature with the body and head of a Horse, but the Claws, wings and tail of a dragon.  Has 100 M.D.C. per level, Deals 4d6 MD fire Damage, can be ridden. further stats in Conversion Book 1 (pg. 116-118)
22. Unique: Permanent: Shrouded Eye40NonePersonalPermanent unless canceledThe Tattoo alters the Aura of an individual to effectively hide how much P.P.E. or magic potential they possess. The Tattoo can be deactivated, but costs 40 ISP to turn it back on.
Personal Equipment, Weapons, Artifacts and Wealth


Credits: | 13,000 (+2100 /Month from Salary)

WEAPONS

C-27 Plasma Cannon
Cost: 32,000 credits.
Weight: 12 lbs.
Damage: 6D6 MD damage per shot 
Rate of Fire: Each Blast counts as 1 melee's
Payload: 10 blasts per short E-clip or 12 laser blasts per long E-clip.
Bonus to Strike: +1 to Strike on Aimed attacks in addition to the characters usual bonuses.

NG-LG6 Laser Rifle and Grenade Launcher
Costs: Block I: 20,000 credits
Weight: 19lbs
Range: Laser: 1,600ft | Grenade Launcher: 1,100 ft.
Damage: 3d6 MD per Laser Blast or 4d6 MD to a blast radius of 12 feet per grenade\
Payload: Laster: 20 shot long E-Clip, 70 with Power Pack (Has Power Pack, Regenerates 4 shots/hour) 4 Grenades 

C-5 Pump Pistol
Costs: 10,000 credits
Weight: 5lbs.
Range: 800ft.
Damage: 4d6 MD
Payload: 5 rounds loaded 1 at a time or 4 seconds with a speed loader.

Vibro-Knife 
Cost: 7000 credits
- Deals 1d6 MD | Range: Melee

Large Silver Plated Knife
Cost: 200 credits
- Deals 1d6 SD | Range: Melee

ARMOR

Deadboy Heavy Armor
Black Market Price: 35,000 to 45,000 credits
- MDC by location; | Helmet: 50 | Arms: 35 each | Legs: 50 each | Main Body: 80 |
- 10% Penalty to Acrobatics, Climb, Prowl, and Swimming. 
- Complete environmental suit, cable of surviving in all hostile environments including space
- Computer controlled Life Support
- Internal Cooling and Temperature Control
- Artificial air circulation systems, Gas filtration, humidifier
- Independent Oxygen supply. Contains Five hours of Oxygen which auto engages in low oxygen or contaminated environments.  
- Insulated: Immune to Normal fire damage. Nuclear, Plasma and Magic Fires do normal damage.
- Radiation Shielded
- Polarized and Light Sensitive self adjusting visor. 
- Built in loudspeaker, 80 decibels. 
- Directional, short range radio in the Helmet, 5 miles
- Removable Helmet Faceplate
- Wrist Mini-Computer; Indicates multiple bits of information on default, such as armor damage, oxygen supply, compass, time, date, etc.
- Ammo and Supply waist belt; Choice of shoulder or hip holster
- Boot Holster for survival knife or Vibro-blade.


BASIC EQUIPMENT

Basic Military Package: Bedroll, Heavy Blanket, 2 M.D.C. Canteen, Knapsack, Fishing Line (50ft.), Flashlight Large, Grappling Hook and Line (100ft.), Machete with Canvas Sheath, and Sleeping Bag. 


VEHICLES

None