Callista Hargreaves
1st level Special Forces
In-Progress
IQ = Callie's I.Q.: 4d6r2+2 = 20 +22 = 40
ME = Callie's M.E.: 3d6r2+8 = 22
MA = Callie's M.A.: 3d6r2+8 = 22 +16 = 38
PS Callie's P.S..: 4d6r2+6 = 23
PP Callie's P.P.: 4d6r2+2 = 20 +16 = 36
PE Callie's P.E..: 4d6r2+4 = 22
PB Callie's P.B..: 4d6r2+4 = 22
Spd Callie's Speed..: 4d6r2+10 = 26 +11 = 37
Horror Factor: Callie's P.E..: 1d4+7 = 9
MDC = Base: 220
Choose Three Powers
Extraordinary Intellect: Add 2d6+10 to I.Q. Gain +10% bonus to Perception skill. Gain 5 additional language skills.
iq bonus: 2d6+10 = +22
Extraordinary Physical Prowess: Add 2d6+10 to P.P. attribute. Add 3d4 to Speed Attribute. Add one extra attack per melee. +3 to automatic dodge; can dodge an attack without using up a melee action. Plus 10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.
PP bonus: 2d6+10 = +16
Callie's Speed Bonus: 3d4r2 = 11
Extraordinary Mental Affinity: Add 2d6+10 to M.A. Gain 10% to seduction, pick pockets, and all skills of deception and slight of hand.
MA bonus: 2d6+10 = +16
Special Forces
+2 PS, 4d6+6 SDC(MDC), +5% Perception, +2 disarm, +2 vs HF
OCC Skills
Math: Basic 81
Radio: Basic 76
Radio: Electronic Countermeasure 56
Language: American 98%
Draconic 86
Land Navigation 62
Intelligence 58
Streetwise 52
Lore: Demon/Monster 51
Pilot: Fighter Jet 66
Pilot: Robots & Power Armor 82
Pilot: Robot Combat Elite: Special Forces SAMAS
Wilderness Survival 61
Prowl 55
Climbing 60%
Running
Boxing
W.P. Energy Rifle
W.P. Energy Pistol
W.P. Heavy Energy
W.P. Knife
Commando
- 4 attacks
- Paired Weapons
- body flip/throw
- body block/tackle
- (+2) vs. HF
OCC Related
Trap Construction +15
Trap/Mine Detection
Camouflage
Find Contraband, Weapons & Cybernetics
Lore-Magic
Gymnastics
-Sense of Balance 50
-Parallel bars 60
-backflip 70
-Rope/rappel 60
Secondary
Sing 51
Dance 46
Pilot: Hovercycle 86
Lore: Faerie 41
Combat
Attacks 5
Initiative +1
Damage +9
Parry +10
Dodge +10
Roll +3
Disarm +2
Saves
Horror Factor +4
Coma/Death 18%
Magic/ Poison +5
Standard Equipment: Special Forces "Dead Boy" body armor, CP-50 "Dragonfire" and CP-30 Laser Pulse Pistol, four extra E-Clips for each, four explosive grenades, two smoke grenades, two flares, Vibro-Knife, survival knife, RMK robot medical kit, IRMSS Internal Robot Medical Surgeon System, utility belt, air filter & gas mask, uniform, dress uniform, canteen, and an additional non-energy weapon of choice (typically S.D.C. au tomatic weapon, or bow and arrow). Warbird rocket cycle for daily use.
1st level Special Forces
In-Progress
IQ = Callie's I.Q.: 4d6r2+2 = 20 +22 = 40
ME = Callie's M.E.: 3d6r2+8 = 22
MA = Callie's M.A.: 3d6r2+8 = 22 +16 = 38
PS Callie's P.S..: 4d6r2+6 = 23
PP Callie's P.P.: 4d6r2+2 = 20 +16 = 36
PE Callie's P.E..: 4d6r2+4 = 22
PB Callie's P.B..: 4d6r2+4 = 22
Spd Callie's Speed..: 4d6r2+10 = 26 +11 = 37
Horror Factor: Callie's P.E..: 1d4+7 = 9
MDC = Base: 220
Choose Three Powers
Extraordinary Intellect: Add 2d6+10 to I.Q. Gain +10% bonus to Perception skill. Gain 5 additional language skills.
iq bonus: 2d6+10 = +22
Extraordinary Physical Prowess: Add 2d6+10 to P.P. attribute. Add 3d4 to Speed Attribute. Add one extra attack per melee. +3 to automatic dodge; can dodge an attack without using up a melee action. Plus 10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.
PP bonus: 2d6+10 = +16
Callie's Speed Bonus: 3d4r2 = 11
Extraordinary Mental Affinity: Add 2d6+10 to M.A. Gain 10% to seduction, pick pockets, and all skills of deception and slight of hand.
MA bonus: 2d6+10 = +16
Special Forces
+2 PS, 4d6+6 SDC(MDC), +5% Perception, +2 disarm, +2 vs HF
OCC Skills
Math: Basic 81
Radio: Basic 76
Radio: Electronic Countermeasure 56
Language: American 98%
Draconic 86
Land Navigation 62
Intelligence 58
Streetwise 52
Lore: Demon/Monster 51
Pilot: Fighter Jet 66
Pilot: Robots & Power Armor 82
Pilot: Robot Combat Elite: Special Forces SAMAS
Wilderness Survival 61
Prowl 55
Climbing 60%
Running
Boxing
W.P. Energy Rifle
W.P. Energy Pistol
W.P. Heavy Energy
W.P. Knife
Commando
- 4 attacks
- Paired Weapons
- body flip/throw
- body block/tackle
- (+2) vs. HF
OCC Related
Trap Construction +15
Trap/Mine Detection
Camouflage
Find Contraband, Weapons & Cybernetics
Lore-Magic
Gymnastics
-Sense of Balance 50
-Parallel bars 60
-backflip 70
-Rope/rappel 60
Secondary
Sing 51
Dance 46
Pilot: Hovercycle 86
Lore: Faerie 41
Combat
Attacks 5
Initiative +1
Damage +9
Parry +10
Dodge +10
Roll +3
Disarm +2
Saves
Horror Factor +4
Coma/Death 18%
Magic/ Poison +5
Standard Equipment: Special Forces "Dead Boy" body armor, CP-50 "Dragonfire" and CP-30 Laser Pulse Pistol, four extra E-Clips for each, four explosive grenades, two smoke grenades, two flares, Vibro-Knife, survival knife, RMK robot medical kit, IRMSS Internal Robot Medical Surgeon System, utility belt, air filter & gas mask, uniform, dress uniform, canteen, and an additional non-energy weapon of choice (typically S.D.C. au tomatic weapon, or bow and arrow). Warbird rocket cycle for daily use.