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Viego Silver
#1
[Image: A62xvnd.png?1]


NAME: Viego SilverALIGNMENT: UnprincipledRANK: Corporal
R.C.C.: Platinum DragonRace: Genetically Engineered Dragon LEVEL:  1st  EXPERIENCE: 0
MDC: 627 / Regenerate 1d10/rnd SDC 0 HIT POINTS: 500HORROR FACTOR: 11 / 13
PPE: 70  PPE/ISP RECOVERY: 5 /hour of sleep, 10 /w Meditation ISP:  80

ATTRIBUTERATING ADJUSTMENTS
I.Q. 21 7% One time Skill Bonus | Insight +3
M.E. 19 Save vs Psionics +5 | Save vs Insanity +3 | Save vs Horror Factor +9 | Save vs all Mind Control +3
M.A. 26 Intimidate/Trust 88% | Deception +6
P.S. 42 Restrained Punch: 3d6+27 SD | Full Punch: 1d4 MD | Power Punch: 3d4 MD | Carry/Lift 6,720lbs (3 tons), Pull 13,440lbs pull (7 tons)
P.P. 26Auto-Dodge +6 | Dodge and Parry +9 | Strike +8 | Initiative +2 | Roll with Impact +3
P.E. 25 Save vs Coma 20% | Save vs Death 20% | Save vs Magic/Poison +6
P.B. 23 Charm/Impress 65%
Speed 41 ( 41*20 = 820 meters in one minute | 205 meters per round =41*5 )
(Flying): 100  (20*100 = 2,000 Meters in one minute | 100*5 = 500 meters per round) | 70 mph


 
R.C.C. SKILLSRATINGDESCRIPTION
Languages and Literacy98%Speak and Write American
Languages and Literacy96%/96%Speak and Write Elven/Draconic, Genetic Memory
Mathematics: Basic64%45% (+5%/level) Addition, Subtraction, Division, Multiplication, Basic Geometry
Lore: Magic59% The Study of Magic, Genetic Memory
Military: Etiquette42%35% (+5%/level) Navigating Military Structure, Rank and Life. Dealing with lower and higher Ranks. (GM - Trained by the Coalition.
Physical: Forced March -(+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.)
Physical: Running-(+1 to P.E., +4d4 to Speed, +1d6 to M.D.C.)
Radio: Basic 72%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

 
 R.C.C. RELATED SKILLSRATINGDESCRIPTION
Pilot: Military Jet Fighter47%The ability to drive, control and maneuver a Jet Fighter and gain Proficiency with it's weaponry.
Pilot: Military Combat Helicopter (Ground)59% The ability to drive, control and maneuver a Combat Helicopter and gain Proficiency with it's weaponry.
Pilot: Robots and Power Armor83%(+3%/Level) Gained from Robot Combat Elite: The ability to drive, control and maneuver Robots and Power Armor and gain Proficiency with it's weaponry.
Pilot: Robot Combat Basics-The ability to drive, control and maneuver a Robot in Combat and gain Proficiency with it's weaponry. Gains all the bonuses under Robot Combat. +10% to Pilot: Robots and Power Armor 
Pilot: Robot Combat Elite: SAMAS-The ability to drive, control and maneuver a Specific Robot in Combat and gain Mastery with it's weaponry. All Combat bonuses listed under Robot Combat, are double for each specific Robot this skill pertains too. +10% to Pilot: Robots and Power Armor 
Pilot Related: Navigation 54% (+5%/level)
Pilot Related: Weapon Systems 57%40% (+10%) (+5%/level) If successful, +1 to strike with any Mounted Weapon for Every 20% in the skill.
Pilot Related: Sensory Equipment 44% (+5%/level)


 
SECONDARY SKILLSRATINGDESCRIPTION
Physical: Body Building-(+2 to P.S., +10 to M.D.C.)
Domestic: Fishing47%Skilled at catching fish with various methods from rivers, lakes and seas.(Special Interest)
Physical: Athletics -(+1 to Parry and Dodge, +1 roll with Impact, +1 to P.S., +1d6 to Speed, +1d8 to M.D.C.)


Hand to Hand: DragonBonusesAttacks Per Melee
1st levelKnows (Bite, Punch, Kick, Claw, Swipe), Standard use of Breath Weapon - Counts as 1 Melee, +2 roll with impact, +1 to pull punch, Metamorph 1 Full Melee. 4


POWERSDESCRIPTION
Magical KnowledgeDragons are born with full understanding of how magic works. Can Utilize Techno-wizard Devices without instruction, recognize and use other types of Magic Weapons. Can Read Magic and Use Scrolls. Gains +1 Spell Strength and can Learn 3 spells/level, Can cast 2 spells/melee round.
Recognize Magic Circles and Enchantments 47% (5%/Level)
Sense Ley Line 47%  (5%/Level)
Sense Ley Line Nexus 47%  (5%/Level)
Sense Dragon'sSense other Dragons at a range of 20 miles and recognize them in their line of sight instantly.
Chromatic Breath WeaponMay Choose between Fire (3d6 MD, 6ft wide area, 60ft range, 3 times /melee rnd), Ice (3d6 MD, 4ft wide area, 100ft range, 1 melee action), Lighting (4d6 MD to one target, 1 melee action) or Poison (Paralyzing Mist, 1d4+1 Minutes, 12ft wide area, 60ft range, 1 melee action, Successful save Negates for 24 hours). Once they become adults, they can utilize Plasma (5d6 MD, 6ft wide area, 80ft range, 3 times /melee rnd) and Light (4d6 MD, One Target, 200ft range, 1 melee rnd)
Nightvision200ft (61meters)
See InvisibleCan see Magically, Psionically, or Supernaturally Invisible subjects.
Fire and Cold ResistantHalf-Damage from such sources.
Impervious to ParalysisCannot be Paralyzed
MetamorphosisCan transform for 4 hours/Level. Same as Cats-eye Dragon.
Teleport34% (+4% /level)
Master Psionics- Choose 12 minor Psionic Powers, with a two new power at levels, 3,6,9,12, and 15, then 2 powers every 3 levels afterwards
- Choose 2 Super Psionic Powers, with a new power at levels, 3,6,9,12, and 15, then 1 power every 3 levels afterwards.
- (+1d6+10 Internal Strength Points / Level)
Master at Aerial Combat+5 to Dodge and Parry while Air Borne, +4 to strike while Air Borne. This bonus applies to all forms of flying.
Platinum Dragon Bonuses +1 Attack /melee rnd, +2 Initiative, +10% Perception Checks, +2 Strike, +3 Dodge and Parry, +4 to pull punch, +3 to Roll with Impact, +6 to save vs Horror, +3 vs Psionics and Mind Control, and +1 to All other Saving Throws
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#2
PSIONIC POWERS

 
 PSIONICS SCHOOLSAVECOST RANGEDURATIONDESCRIPTION
Healing Touch HealingNone6TouchInstantRestores 2d6+1 Hit Points, S.D.C, or M.D.C. With and Additional +1 Per/Level
Restore P.P.E.HealingNone4 +The Amount TransferredTouchPermanentConverts I.S.P. to P.P.E and transfers it to a will subject on a 1 to 1 conversion.
Stop Bleeding HealingNone2 (Self), 4 (Others)Personal or TouchPermanentStops bleeding Damage over Time. And restores 1d6 Hit Points
Intuitive CombatPhysicalNone10Personal2 Melees/LevelBonuses; +3 Initiative, +2 Strike, +2 Parry, +4 Dodge, +4 Pulled Punch, +2 to Roll with Punch, Fall or Impact, +2 to Disarm. Can't be caught by Surprise. +10% to balance Related skills, Gymnastics, Climb, and Swimming. Due to the Concentration, the Psychic cannot maintain another power, and can only cast Powers that have Instant Cast times. Bonuses increase by +1 /5 Levels 
Mind BlockPhysicalNone4PersonalImmediateAdds +2 to all Psychic and Mental Attacks per Casting. Stacks up to +10.
Alter Aura PhysicalNone2Personal1 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.
Meditation PhysicalNoneNonePersonal1 hour minimumRecovers I.S.P. as indicated on Character Sheet or 6/hour
TelekinesisPhysicalDodge1 per 10lbs.60ft.2 Minutes /LevelCan manipulate one Object. Objects are moved too slowly (Walking Pace) to be used as weapons. They could be dropped on someone, but that's assuming they don't see the slowly hovering object.
Mask P.P.ESensitiveNone4Personal10min/LevelCompletely Mask all but the normal levels of P.P.E. (4 P.P.E.)
Mask I.S.P. and PsionicsSensitiveNone7Personal10min/LevelCompletely Mask all Psionics he/she possesses making them effectively normal. While this power is active they cannot use any other Psionic Powers without breaking it.
See AuraSensitiveNone660ft.2 MeleesSense General Experience (1-3, Low)(4-7, Medium)(8+, High), Presence of Magic or Psionics, High or Low P.P.E., Presence of Possessing Entity, Detect Unusually Aberration, Insanity, Mutant, Etc.
Sixth Sense SensitiveNone290ft.Until the Danger PassesReactive; First round bonuses only; +6 to Initiative, +2 to Parry, +3 to Dodge, Bonuses Increase by +1 /5 Levels.

 SUPER PSIONICS SAVECOSTRANGEDURATIONDESCRIPTION
Psionic Invisibility Victims at -2 Save; Area Effect10Effects Everyone in Line of Sight or 100ft.1min/Level +1 min/LevelCause everyone who sees the Psychic to ignore them or not register that they were there.
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.
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#3
Personal Equipment, Weapons, Artifacts and Wealth


Credits: | 1000 (+1800 /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.

Vibro-Knife 
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

[Image: vurhOjd.png]

Coalition SAMAS Power Armor 
Modified by Aaron Brand
Black Market Price: 2,000,000 credits
Model Type: PA-09A
Class: Strategic Armor Military Assault Suit (SAMAS)
Crew: One
Speed: Running 40 mph | Leap 20ft Vertical or 40ft Horizontal. w/thrusters Leap 200ft Vertical or 300ft Horizontal | Flying 500mph, Cruising 200mph
Engine: Nuclear (Average Life Span: 40 Years)
Armor: M.D.C. by location: Shoulder Wings (2) 95 each |Main Rear Jets 100 each | Lower Maneuvering Jets 35 each | Ammo Drum, rear 40 each | Railgun 70 | Arms 120 each | Legs 200 each | Head 90 | Main Body 500


Weapons System: C-50 SAMAS Rail Guns 
- Weapon will rotate 360 degrees and 70 degrees up and down in an arc. 
- Weight: 90lbs.
- Damage: 40 rnd burst (1d6x10 MD), single round (1d6 MD) 
- Rate of Fire: Each burst 1 Melee's 
- Range: 4000ft 
- Payload: 2,000 rounds each, 50 bursts.

Weapons System: CM-2 Rocket Launcher
- Anti-Aircraft and Defense
- Damage: Plasma based Armor Piercing (1d6x10 MD)
- Rate of Fire: One or Two simultaneously  /per Melee Round
- Range: One Mile
- Payload: Two Mini-Missiles
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