NAME: Aaron Brand | ALIGNMENT: Unprincipled | Rank: Corporal |
R.C.C.: Super Soldier | LEVEL: 1st | EXPERIENCE: 0 |
MDC: 356 / 356 | SDC N/A | HIT POINTS: 90 | HORROR FACTOR: 0 / 11 |
PPE: 70 | PPE/ISP RECOVERY: 10% /hour of sleep, 15% /w Meditation | ISP: 319 |
ATTRIBUTE | RATING | 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. | 21 | Auto-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. SKILLS | RATING | DESCRIPTION |
Languages and Literacy | 98% | Speak and Write American |
Mathematics: Basic | 81% | 45% (+ 20%)(+5%/level) Addition, Subtraction, Division, Multiplication, Basic Geometry |
Military: Etiquette | 71% | 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 Equipment | 76% | 30% (+20% from ML Power) (+10%) (+5%/level) Operation of Radar, Sonar, Heat Scanners, or any other sort of Detection Equipment. |
Wilderness: Land Navigation | 62% | 36% (+4%/level) Stay on Course while traveling over land. |
Wilderness Survival | 71% | 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 SKILLS | RATING | DESCRIPTION |
Jury Rig | 86% | (+20% from ML Power) (+5%/level) |
Paramedic | 66% | (+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: Prowl | 51% | 25% (+10%) (+5%/level) The ability to move silently. |
W.P. Sniping: | - | +2 to Called Shots/aim shot bonus. |
Espionage: Perception | 76% | ( I.Q. + 20%) - 40% (10%) (+5%/level) Spot anything out of the ordinary or hidden. |
SECONDARY SKILLS | RATING | DESCRIPTION |
Mathematics: Advanced | 61% | Advanced Math using Algebra, Calculous, Trigonometry, etc. |
Computer Operation | 76% | (+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: Commando | Bonuses | Attacks Per Melee |
1st level | +2 Save vs Horror Factor. W.P. paired weapons, body flip/throw, body block/tackle, | 5 |
POWERS | DESCRIPTION |
Cannot be Physically Transformed | Cannot 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 Invisible | Can see Magically, Psionically, or Supernaturally Invisible subjects. |
Nightvision | 200ft (61meters) |
Fire and Cold Resistant | Half-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) |
Invisibility | Can 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) |