06-22-2021, 12:15 AM
(This post was last modified: 07-03-2021, 09:24 AM by MSgt Khayman Tamaroa.)
True Atlantean Undead Slayer - Scrupulous - 1st level
IQ - 21
Add 7% to all skills.
ME - 27 29
Save vs. Psionics: +7/ Save vs, Insanity: +12
MA - 16
Trust/Intimidate: 40%
PS - 24 37 (Supernatural)
Hand to Hand Combat Damage: +22
Restrained Punch - 6d6 SDC
Full Strength Punch 5d6 MDC
Power Punch 1d6x10 MDC ( counts as 2 melee attacks)
PP 22 23
Parry and Dodge Bonus: +4/ Bonus to Strike: +4
PE - 18 27
Save vs. Coma/Death: 24%/ Save vs Magic/Poison: +6
PB - 19
Charm/Impress: 45%
Speed - 28 54
MDC - 290
P.P.E. - 188
P.P.E. Recovery - 20 per hour of rest or sleep
Hit Points - 25
Tattoos
1. Magical Weapon: Flaming Sword (M.D.C. weapon that will hurt vampires)
2. Magical Weapon: Bow and Arrows (The four arrows are in flames and have wings - Triple range and magically return)
3. Power: Heart impaled on a stake (Protection from Vampires)
4. Power: A Cross (Turn Undead)
5. Power: A Heart in chains (Invulnerability)
6. Power: Cloud in chains (Control the forces of Air)
7. Power: A Rose (Healing Basic)
8. Power: A Phoenix (Healing Super)
9. Power: Eye (Knowledge and Reading)
10. Power: Great White Shark (Swim and Breathe without air as per spell - 30 mins per level)
11. Power: Three Eyes (Supernatural Vision )
12. Magical Weapon: Kukri Knife dripping blood (Knife - inflicts double damage)
13. Magical Weapon: Broad bladed sword and Kukri Knife crossed (Broad Sword and Knife - +1 to Strike and +2 Parry)
14. Monster: Dragondactyl (Same size and behavior as the real monster)
15.
16.
17.
18.
O.C.C. Skills
Language and Literacy (American) - 98%
Espionage: Intelligence: - 32% (+4%/level) (DM - Trained by the Coalition)
Mathematics: Basic - 68% (+5%/level)
Wilderness: Tracking - 43% (+5%/level)
Wilderness: Survival - 48% (+5%/level)
Wilderness: Land Navigation - 36%(+4%/level) (DM - Trained by the Coalition)
Military: Etiquette - 35% (+20%)(+5%/level) (DM - Trained by the Coalition)
Physical: Forced March - (+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.) (DM - Trained by the Coalition)
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: Swimming - 55% (+5%/level)
Pilot Related: Weapon Systems: 40% (+10%) (+5%/level)
Radio: Basic - 58% (+5%/level)
Weapon Prof - Archery and Targeting
Weapon Prof - Sword
Weapon Prof - Energy Pistol
Weapon Prof - Energy Rifle
Hand to Hand - Commando (DM - Trained by the Coalition)
- 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.
OCC Related Skills -
Physical: Body Building - (+2 to P.S., +10 to M.D.C.)
Physical: Wrestling (+1 roll with fall/impact, +2 P.S. , +1 P.E. , +4d6 SDC (MDC) ) ( Special Moves - Body block/tackle, Pin/Incapacitate, Crush/Squeeze )
Physical: Athletics, General (+1 dodge and parry, +1 roll with impact, +1 P.S., +1d6 speed, +1d8 SDC (MDC)
Espionage: Perception: - ( I.Q. + 20%) (+5%/level) = 40%
Secondary Skills -
Surveillance - 33% (+5%/level)
Basic Mechanics - 33% (+5%/level)
Running (+1 P.E. , +4d4 speed, +1d6 SDC (MDC) )
Physical Labor (+2 P.S. , +1 P.E. , +2d8 SDC (MDC) )
Cook - 38% (+5%/level)
Weapon Prof - Heavy Energy Weapons
Bonus to Abilities:
M.E. - (O.C.C. Bonus +2)
P.S. - (Gymnastics +2, Boxing +2, Body Building/Weight Lifting +2, Physical Labor +2, Wrestling +2, Athletics +1, O.C.C. Bonus +2 )
P.P. - (Gymnastics +1 )
P.E. - (Gymnastics +2, Running +1, Physical Labor +1, Wrestling +1, O.C.C. Bonus +2, Forced March +2 )
Speed - (+12 from Running, Athletics +4, O.C.C. Bonus +6, Forced March +4 )
IQ - 21
Add 7% to all skills.
ME - 27 29
Save vs. Psionics: +7/ Save vs, Insanity: +12
MA - 16
Trust/Intimidate: 40%
PS - 24 37 (Supernatural)
Hand to Hand Combat Damage: +22
Restrained Punch - 6d6 SDC
Full Strength Punch 5d6 MDC
Power Punch 1d6x10 MDC ( counts as 2 melee attacks)
PP 22 23
Parry and Dodge Bonus: +4/ Bonus to Strike: +4
PE - 18 27
Save vs. Coma/Death: 24%/ Save vs Magic/Poison: +6
PB - 19
Charm/Impress: 45%
Speed - 28 54
MDC - 290
P.P.E. - 188
P.P.E. Recovery - 20 per hour of rest or sleep
Hit Points - 25
Tattoos
1. Magical Weapon: Flaming Sword (M.D.C. weapon that will hurt vampires)
2. Magical Weapon: Bow and Arrows (The four arrows are in flames and have wings - Triple range and magically return)
3. Power: Heart impaled on a stake (Protection from Vampires)
4. Power: A Cross (Turn Undead)
5. Power: A Heart in chains (Invulnerability)
6. Power: Cloud in chains (Control the forces of Air)
7. Power: A Rose (Healing Basic)
8. Power: A Phoenix (Healing Super)
9. Power: Eye (Knowledge and Reading)
10. Power: Great White Shark (Swim and Breathe without air as per spell - 30 mins per level)
11. Power: Three Eyes (Supernatural Vision )
12. Magical Weapon: Kukri Knife dripping blood (Knife - inflicts double damage)
13. Magical Weapon: Broad bladed sword and Kukri Knife crossed (Broad Sword and Knife - +1 to Strike and +2 Parry)
14. Monster: Dragondactyl (Same size and behavior as the real monster)
15.
16.
17.
18.
O.C.C. Skills
Language and Literacy (American) - 98%
Espionage: Intelligence: - 32% (+4%/level) (DM - Trained by the Coalition)
Mathematics: Basic - 68% (+5%/level)
Wilderness: Tracking - 43% (+5%/level)
Wilderness: Survival - 48% (+5%/level)
Wilderness: Land Navigation - 36%(+4%/level) (DM - Trained by the Coalition)
Military: Etiquette - 35% (+20%)(+5%/level) (DM - Trained by the Coalition)
Physical: Forced March - (+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.) (DM - Trained by the Coalition)
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: Swimming - 55% (+5%/level)
Pilot Related: Weapon Systems: 40% (+10%) (+5%/level)
Radio: Basic - 58% (+5%/level)
Weapon Prof - Archery and Targeting
Weapon Prof - Sword
Weapon Prof - Energy Pistol
Weapon Prof - Energy Rifle
Hand to Hand - Commando (DM - Trained by the Coalition)
- 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.
OCC Related Skills -
Physical: Body Building - (+2 to P.S., +10 to M.D.C.)
Physical: Wrestling (+1 roll with fall/impact, +2 P.S. , +1 P.E. , +4d6 SDC (MDC) ) ( Special Moves - Body block/tackle, Pin/Incapacitate, Crush/Squeeze )
Physical: Athletics, General (+1 dodge and parry, +1 roll with impact, +1 P.S., +1d6 speed, +1d8 SDC (MDC)
Espionage: Perception: - ( I.Q. + 20%) (+5%/level) = 40%
Secondary Skills -
Surveillance - 33% (+5%/level)
Basic Mechanics - 33% (+5%/level)
Running (+1 P.E. , +4d4 speed, +1d6 SDC (MDC) )
Physical Labor (+2 P.S. , +1 P.E. , +2d8 SDC (MDC) )
Cook - 38% (+5%/level)
Weapon Prof - Heavy Energy Weapons
Bonus to Abilities:
M.E. - (O.C.C. Bonus +2)
P.S. - (Gymnastics +2, Boxing +2, Body Building/Weight Lifting +2, Physical Labor +2, Wrestling +2, Athletics +1, O.C.C. Bonus +2 )
P.P. - (Gymnastics +1 )
P.E. - (Gymnastics +2, Running +1, Physical Labor +1, Wrestling +1, O.C.C. Bonus +2, Forced March +2 )
Speed - (+12 from Running, Athletics +4, O.C.C. Bonus +6, Forced March +4 )