Aaron Brand
Intelligence Quotient: = ( 30 )
I.Q.: 4d6r2 = 19
I.Q. Additional Die: 1d6r2 = 5 +6
+16% to all skills
Mental Endurance: = ( 19 )
M.E.: 3d6r2 = 13 +6
+2 save vs psionic and insanity
Mental Affinity: = ( 31 )
M.A.: 4d6r2 = 21
M.A. Additional Die: 1d6r2 = 6
M.A. Additional Die: 1d6r2 = 4
97% Trust/Intimidate
Physical Strength: = ( 19 )
P.S.: 4d6r2 = 16
Skill Bonuses: +3
+4 Hand to Hand Damage
Supernatural Carry Weight: 950 lbs
Physical Prowess: = ( 21 )
P.P.: 4d6r2 = 18
P.P. Additional Die: 1d6r2 = 3
+3 Parry and Dodge
+3 Strike
Physical Endurance: = ( 30 )
P.E.: 4d6r2 = 22
P.E. Additional Die: 1d6r2 = 5
Skills Bonus: +3
+30% Save vs Coma/Death
+8 Save vs Magic and Poison
Physical Beauty: = ( 16 )
P.B.: 4d6r2 = 16
30% Charm/Impress
Speed: = ( 40 )
Speed: 4d6r2 = 17
Speed Additional Die: 1d6r2 = 5
Skill Bonuses: +18
HP: 90
MDC: 326
[/url][url=https://orokos.com/roll/901144]I.S.P. Calculation: 1d4r2 =3 x100+ME = 319
PPE: 2d4r2*10 = 70
Horror Factor: 7+1d4r2 11
Enhanced Bonus Initiative: 1d4r2 3
POWERS
- See Invisible
- Nightvision 200ft (61meters)
- Fire and Cold Resistant
Half-Damage from such sources
UNIQUE POWERS
- Turn Invisible At Will
- Analytical Mind
This allows the character to instantly understand how to craft, create or forge any device or object he has time to study. (1 hour per damage die for weapons), (1 hour per 100 MDC/SDC for structures and vehicles). Afterwards he can replicated what he has studied perfectly.
- The Character has a basic understanding of any creature, object, or device he sees, instantly knowing it's weak points and structures. He will know how much damage a thing can inflict, and how many hitpoints or MDC/SDC / Armor a person/creature/object or place has. Also add 1d6 to I.Q. and 1d4 to M.E.
I.Q. Analytical Mind Bonus: 1d6r2 = 3
M.E. Analytical Mind Bonus: 1d4r2 = 3
PSIONIC POWERS
Suppress Fear | Healing Touch | Psychic Diagnosis | Psychic Surgery | Deaden Pain | Meditation | Psychic Purification | Stop Bleeding | Sixth Sense | Alter Aura
-Telekinesis (super)
-Telekinetic Forcefield
-Telemechanics
-Bio Manipulation
SKILLS
-RCC Skills
Language + Literacy: English: 98%
Basic Math: 81%/ 5%
Military Etiquette: 71%/ 5%
Running: +1 PE, +4d4 Spd, +1d6 SDC
Bodybuilding: +2 PS, +10 SDC
Athletics (General): +1 Parry and Dodge, +1 roll with impact, +1 PS, +1d8 SDC
Forced March: +2 PE, +1d4 speed, +2d6 SDC
Wilderness Survival: +71%/ 5%
Land Navigation: 61%/ 4%
Radio: Basic: 71%/ 5%
Sensory Equipment: 56%/ 5%
Weapons Systems: 66%/ 5%
WP: Energy Rifles
WP: Energy Pistols
WP: Heavy Energy Weapons
Hand 2 Hand: Commando
*WP: Paired Weapons (free with commando)
-RCC Related Skills
Jury Rig: 66%/ 5%
Paramedic: 66%/ 5%
Military: Field Armorer and Munitions: 76%/ 5%
*Basic Mechanics (free with armorer): 46%/ 5%.
Mechanical Engineer: 41%/ 5%
Weapons Engineer: 41%/ 5% (+1 to strike with Heavy/Vehicular weapons)
Electrical Engineer: 46%/ 5%
Prowl: 51%/ 5%
Sniping: +2 called/aimed shot bonus
-Secondary Skills
Advanced Math: 61%/ 5%
Computer Operation: 56%/ 5%
Recycling: 46%/ 5%
Espionage: Perception: 66%/ 5%
WP: Blunt
PHYSICAL SKILL BONUSES
Running MDC: 1d6r2 4
Athletics MDC: 1d8r2 6
Forced March MDC: 2d6r2 6
Running Bonus Speed: 4d4r2 14
Forced March Speed Bonus: 1d4r2 4
Intelligence Quotient: = ( 30 )
I.Q.: 4d6r2 = 19
I.Q. Additional Die: 1d6r2 = 5 +6
+16% to all skills
Mental Endurance: = ( 19 )
M.E.: 3d6r2 = 13 +6
+2 save vs psionic and insanity
Mental Affinity: = ( 31 )
M.A.: 4d6r2 = 21
M.A. Additional Die: 1d6r2 = 6
M.A. Additional Die: 1d6r2 = 4
97% Trust/Intimidate
Physical Strength: = ( 19 )
P.S.: 4d6r2 = 16
Skill Bonuses: +3
+4 Hand to Hand Damage
Supernatural Carry Weight: 950 lbs
Physical Prowess: = ( 21 )
P.P.: 4d6r2 = 18
P.P. Additional Die: 1d6r2 = 3
+3 Parry and Dodge
+3 Strike
Physical Endurance: = ( 30 )
P.E.: 4d6r2 = 22
P.E. Additional Die: 1d6r2 = 5
Skills Bonus: +3
+30% Save vs Coma/Death
+8 Save vs Magic and Poison
Physical Beauty: = ( 16 )
P.B.: 4d6r2 = 16
30% Charm/Impress
Speed: = ( 40 )
Speed: 4d6r2 = 17
Speed Additional Die: 1d6r2 = 5
Skill Bonuses: +18
HP: 90
MDC: 326
[/url][url=https://orokos.com/roll/901144]I.S.P. Calculation: 1d4r2 =3 x100+ME = 319
PPE: 2d4r2*10 = 70
Horror Factor: 7+1d4r2 11
Enhanced Bonus Initiative: 1d4r2 3
POWERS
- See Invisible
- Nightvision 200ft (61meters)
- Fire and Cold Resistant
Half-Damage from such sources
UNIQUE POWERS
- Turn Invisible At Will
- Analytical Mind
This allows the character to instantly understand how to craft, create or forge any device or object he has time to study. (1 hour per damage die for weapons), (1 hour per 100 MDC/SDC for structures and vehicles). Afterwards he can replicated what he has studied perfectly.
- The Character has a basic understanding of any creature, object, or device he sees, instantly knowing it's weak points and structures. He will know how much damage a thing can inflict, and how many hitpoints or MDC/SDC / Armor a person/creature/object or place has. Also add 1d6 to I.Q. and 1d4 to M.E.
I.Q. Analytical Mind Bonus: 1d6r2 = 3
M.E. Analytical Mind Bonus: 1d4r2 = 3
PSIONIC POWERS
Suppress Fear | Healing Touch | Psychic Diagnosis | Psychic Surgery | Deaden Pain | Meditation | Psychic Purification | Stop Bleeding | Sixth Sense | Alter Aura
-Telekinesis (super)
-Telekinetic Forcefield
-Telemechanics
-Bio Manipulation
SKILLS
-RCC Skills
Language + Literacy: English: 98%
Basic Math: 81%/ 5%
Military Etiquette: 71%/ 5%
Running: +1 PE, +4d4 Spd, +1d6 SDC
Bodybuilding: +2 PS, +10 SDC
Athletics (General): +1 Parry and Dodge, +1 roll with impact, +1 PS, +1d8 SDC
Forced March: +2 PE, +1d4 speed, +2d6 SDC
Wilderness Survival: +71%/ 5%
Land Navigation: 61%/ 4%
Radio: Basic: 71%/ 5%
Sensory Equipment: 56%/ 5%
Weapons Systems: 66%/ 5%
WP: Energy Rifles
WP: Energy Pistols
WP: Heavy Energy Weapons
Hand 2 Hand: Commando
*WP: Paired Weapons (free with commando)
-RCC Related Skills
Jury Rig: 66%/ 5%
Paramedic: 66%/ 5%
Military: Field Armorer and Munitions: 76%/ 5%
*Basic Mechanics (free with armorer): 46%/ 5%.
Mechanical Engineer: 41%/ 5%
Weapons Engineer: 41%/ 5% (+1 to strike with Heavy/Vehicular weapons)
Electrical Engineer: 46%/ 5%
Prowl: 51%/ 5%
Sniping: +2 called/aimed shot bonus
-Secondary Skills
Advanced Math: 61%/ 5%
Computer Operation: 56%/ 5%
Recycling: 46%/ 5%
Espionage: Perception: 66%/ 5%
WP: Blunt
PHYSICAL SKILL BONUSES
Running MDC: 1d6r2 4
Athletics MDC: 1d8r2 6
Forced March MDC: 2d6r2 6
Running Bonus Speed: 4d4r2 14
Forced March Speed Bonus: 1d4r2 4