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NAME: Aaron Brand  ALIGNMENT: UnprincipledRank: Corporal
R.C.C.: Super SoldierLEVEL:  1st  EXPERIENCE: 0
MDC: 356 / 356 SDC N/A HIT POINTS:  90HORROR FACTOR: 0 / 11
PPE: 70  PPE/ISP RECOVERY: 10% /hour of sleep, 15% /w Meditation ISP:  319


ATTRIBUTERATING ADJUSTMENTS
I.Q. 30 16% One time Skill Bonus | Insight +8
M.E. 19 Save vs Psionics +4 | Save vs Insanity +6 | Save vs Horror Factor +11 | Save vs all Mind Control Effects +5
M.A. 31 Intimidate/Trust 97% | Deception +8
P.S. 19 Lift 950lb. +4 SDC HtH dmg on a Pulled Punch.
P.P. 21Auto-Dodge +3 | Dodge/Parry +7 | Strike +6 / Strike +8 with modern weapons | Roll with Impact +2 | Initiative +4
P.E. 30 Save vs Coma 30% | Save vs Death 30% | Save vs Magic/Poison +8
P.B. 16 Charm or Impress 30%
Speed 40 Run Speed - 22.5 MPH | Melee Move - 112.5 yrds per round.

 
 
 
O.C.C. SKILLSRATINGDESCRIPTION
Languages and Literacy98%Speak and Write American
Mathematics: Basic81%45% (+ 20%)(+5%/level) Addition, Subtraction, Division, Multiplication, Basic Geometry
Military: Etiquette71%35% (+20%)(+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.)
Radio: Basic 71%45% (+10%) (+5%/level) Operation of any Radio and Communications Equipment
Sensory Equipment76%30% (+20% from ML Power) (+10%) (+5%/level) Operation of Radar, Sonar, Heat Scanners, or any other sort of Detection Equipment.
Wilderness: Land Navigation62%36% (+4%/level) Stay on Course while traveling over land.
Wilderness Survival71%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.
Weapon Systems 86%40% (+20% from ML Power) (+10%) (+5%/level) If successful, +1 to strike with any Mounted Weapon for Every 20% in the skill.
W.P. Energy Pistol- Proficient with Energy Pistol's
W.P. Energy Rifle- Proficient with Energy Rifles
W.P. Heavy Energy Weapons- Proficient with Heavy Energy Weapons
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
Jury Rig86% (+20% from ML Power) (+5%/level)
Paramedic66% (+5%/level) Administer First-Aid and Lifesaving field techniques
Military: Field Armorer and Munitions:76%(+5%/level) Construct, Repair, and Improve, Armor and Munitions
*Basic Mechanics (free with armorer):66% (+20% from ML Power) The ability to repair or modify minor mechanical devices.
Mechanical Engineer:61% (+20% from ML Power) (+5%/level)The Creation and Design of physical Machines.
Rogue: Prowl51%25% (+10%) (+5%/level) The ability to move silently.
W.P. Sniping: -+2 to Called Shots/aim shot bonus.
Espionage: Perception76%( I.Q. + 20%) - 40% (10%) (+5%/level) Spot anything out of the ordinary or hidden.


 
SECONDARY SKILLSRATINGDESCRIPTION
Mathematics: Advanced61%Advanced Math using Algebra, Calculous, Trigonometry, etc.
Computer Operation76%(+20% from ML Power) The ability to utilize Computer Systems
Weapons Engineer:76% (+20% from ML Power) (+5%/level) Weapon Creation and Design.
Electrical Engineer:76%(+20% from ML Power) (+5%/level) The Creation and Design of Electrical systems and grids
W.P. Knives-Proficient with Knives, +1 to strike at levels 2,4,7,10, and 13. +1 to Parry at 1,3,6,9, and 12. +1 to strike when thrown at 1,3,6,8, and 13.

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
Cannot be Physically TransformedCannot be transformed by any means, magic or otherwise.
Super Soldier Bonuses + 1 melee attack/action per round, +4 on initiative, +3 to strike, parry and dodge, +2 to save vs magic and psionics, +6 to save vs horror factor. This is in addition to attribute and combat bonuses. +1d6x5 M.D.C. per minute (4 melee rounds).
Strong Mind+5 vs Mind Control, Possession, or any Magical or Psionic Powers that effect the mind. +1 at 3,6,9,12 and 15. 
See InvisibleCan see Magically, Psionically, or Supernaturally Invisible subjects.
Nightvision200ft (61meters)
Fire and Cold ResistantHalf-Damage from such sources.
Psionic Nature:Even as a minor psionic, they can learn Any O.C.C. or R.C.C. psionic power they have adequate time to study, (One Week). They can learn one such ability per two levels. They can also choose to forget such powers and exchange them for others, but they would have to relearn the power again if they chose to reacquire it at a higher level.
Master Psionics- Choose 10 minor Psionic Powers, with a two new power at levels, 3,6,9,12, and 15, then 1 power every 3 levels afterwards
- Choose 4 Super Psionic Powers, with a new power at levels, 3,6,9,12 and 15, , then 1 power every 3 levels afterwards
- (+10 Internal Strength Points / Level)
InvisibilityCan be maintained indefinitely and created and cancelled at will. Each act of turning invisible and visible counts as one melee action/attack. Invisible characters can attack and fight opponents in their invisible state. However; Death, Tremendous Pain, or loss of consciousness will turn the character visible. Opponents suffer a -6 to strike, parry or dodge the character. Obviously those who can see invisible are not effected by this penalty. Adds 30% to Prowl skill. Add 1d4x10 M.D.C. (+30 M.D.C.). Can create a horror factor 9 by making noises and moving items while invisible, spooking others.
Mechano-Link This gives the character a sort of link with any kind of machine so that the man and the machine essentially become one. This means the vehicles respond to a mere thought, adding to their normal mobility and weapons become more precise. +20% to all piloting skills known to the character. A base skill of 60% to pilot any vehicle not known to the character, including alien ones, via the link. +20% to all pilot related skills. +20% to all computer, electrical, and mechanical skills. +2 to strike with modern weapons, including energy weapons. 60% base skill to understand operate unknown or alien machines.
- Gains computer Merge; Can establish or hack into any machine with a computer system via touch or radio signal. Establishing a link requires the target to be in sight and costs 1 melee action/attack. Once establish, the character has complete control of that device and may reprogram the machine at will, completely controlling it or disabling it. This effect does not allow for control over an Artificial Intelligence, though the character can communicate with it telepathically by sight if the A.I. has a communication or radio uplink or by touch.
- Also add 1d6 to I.Q. = (+3) and 1d4 to M.E.= (+3)
PSIONIC POWERS

 PSIONICS SAVECOST RANGEDURATIONDESCRIPTION
Alter Aura None2Personal1 hour/levelAllows the psychic to change the information gleaned from reading and individuals Basic Aura. Alter Alignment, Psychic or Magical Energies, Health, Mental State, Conceal or Alter Attributes.
Deaden Pain None43ft.1 hour/levelStops all sensations of pain in a subject.
Healing Touch None6TouchInstantRestores 2d6 Hit Points, S.D.C, or M.D.C.
Meditation NoneNonePersonal1 hour minimumRecovers I.S.P. as indicated on Character Sheet or 6/hour
Psychic Diagnosis None43ft.ImmediateTrance = 2d4 Minutes of Meditation and Focus. Determines the precise damage or ailment of a subject.
Psychic Purification  None8TouchImmediateTrance = 6d6 Minutes of Meditation, Slow a persons metabolism and completely remove any and all drugs, poisons or toxins from the subject. 
Psychic Surgery None14Touch -This stabilizes a subject from Coma or Death upon immediate contact in the beginning. And heals ALL of their Hit Points and 1/2 their natural SDC or MDC. 
Sixth Sense None290ft.Until the Danger PassesReactive; First round bonuses only; +6 to Initiative, +2 to Parry, +3 to Dodge
Stop Bleeding None2 (Self), 4 (Others)Personal or TouchPermanentStops bleeding Damage over Time. And restores 1d6 Hit Points
P.P.E. RestorationNone4 + amount Transferred TouchPermanentAllows psychic to convert his ISP into PPE and transfer the energy to another person. 2 ISP per 1 PPE converted, plus an additional 4 to initiate transfer. Cannot convert PPE to ISP

 SUPER PSIONICS SAVECOST RANGEDURATIONDESCRIPTION
Telekinesis (Super) Dodge5 per 100lbs.100ft./Level2 Minutes /LevelCan manipulate one object per level, Normal attacks /rnd used when using telekinesis, +3 to strike, and +4 to parry when using only telekinesis. These bonuses do not stack with normal HtH bonuses. Hurled Object Damage, up to a 1lb. = 1d4, 1.5 to 2.5lbs = 1d6, 3 to 4.5lbs = 2d4, 5 to 10lbs = 3d4, 11 to 25lbs = 3d6, 26 to 60lbs = 4d6, 100lbs. 1d6x10, Add +1d6 per 20lbs after that. S.D.C./M.D.C. Damage determined by the object or material thrown.
Telekinetic Forcefield 30Dodge at -6Self or 40ft.10min /Level50 M.D.C./Level, Save when used to Cage a target, Cannot be moved, can create multiple shields. Shield cannot be penetrated from the inside or out. 
Telemechanics None10Touch or 5ft.10min. +2min/LevelKnows everything about a machine, Schematics, Power Source, and 60% skill to Operate or +10% if the psychic possesses the needed skill already.
Bio ManipulationStandard10160ft.4d4 MinutesInduce Physical Trauma in a target; Blind, Deafen, Mute, Inflict Pain, Inflict Paralysis, Stun, and Tissue Manipulation. Penalties inflicted by these effects are listed in Psi-scape page 181.  
Personal Equipment, Weapons, Artifacts and Wealth


Credits: | 9000 (+1800 /Month from Salary)

WEAPONS

NG-SSL20 Super-sniper Laser Rifle
Cost: 60,000 credits.
Damage: 6D6+6 MD damage | Bonus: +1 to aimed shot
Rate of Fire: Each Shot counts as 2 melee's
Payload: 6 laser 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.
Penalty to Strike: -1 to Strike when used for anything other than an Aimed Shot.
Modification: Laser Targeting
Cost: 6,000 credits
Bonus to Strike: Additional +3 on Aimed Shots
Note: Must be switched on (1 melee action), Stacks with Thermal Imagers or Telescopic Scopes.


Vibro-Knife (x2)
Cost: 7000 credits
- Deals 1d6 MD | Range: Melee

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

ARMOR

Deadboy Light Armor
Black Market Price: 35,000 to 45,000 credits
- MDC by location; | Helmet: 35 | Arms: 35 each | Legs: 50 each | Main Body: 50 |
- 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

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Brand's Bad Ass APC 
Designed and Constructed by Aaron Brand for the Coalition.
Black Market Price: 31,000,000 credits
Vehicle Type: All Terrain APC
Class: Infantry Assault and Transport Vehicle
Crew: 1 pilot, 1 co-pilot and 1 gunner.  
Troop Transport Capabilities: 10 Troops and 1 SAMAS Unit. (Can be Configured to a Living Area for 6 Personnel.)
Cargo: Minimal Space for weapons and personal Items. 10 (C-14 Fire Breather Assault Rifles, 8 (C-12 Laser Rifles), 4 (Rocket Launchers), 20 fragmentation grenades
Speed: 120 mph
Engine: Nuclear (Average Life Span: 30 Years)

M.D.C. by location: Top Rail-Gun turret 200 Shielded | Side Laser Turret 100 | Smoke/Gas Dispenser (2) 30 each | Forward Headlights (2) 30 each | Wheels (6) 80 each | Main Body 500

Weapons System: Dual C-1010 Rail Guns 
- Weapon will rotate 360 degrees and 70 degrees up and down in an arc. 
- Weight: 800lbs. each
- Damage: 80 rnd burst (2d4x10 MD), single round (2d4 MD) 
- Rate of Fire: Each burst 2 Melee's 
- Range: 6000ft 
- Payload: 20,000 rounds each, 250 bursts.
Weapons System: CR-5T Laser Turret
- Weapon faces forward but can move up and down in a 40 degree arc, but can turn right to left in a 50 degree arc.
- Weight: 800lbs. each
- Damage: Single Blast (3d6 MD)
- Rate of Fire: One Blast per Melee Round
- Range: 4000ft 
- Payload: Effectively Unlimited

One Detachable Armored Scout Drone
- Controlled by the Auto-Pilot.
- 100 MDC
- Full Array of Sensors, +30% to Perception, Nightvision, Recording and Photo Capabilities, Telescopic Lenses 1 mile range, Infrared and Ultraviolet Sensors
- Weapon Systems: Small Laser 2d4MD
- 10 Mile Range
- Duration: 2 Hour's before needing Recharged.