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Marcus Brand
#1
[Image: BJORM4R.png?1]


NAME: Marcus Brand  ALIGNMENT: ScrupulousRank: Corporal
R.C.C.: Super SoldierLEVEL:  1st  EXPERIENCE: 0
MDC: 1431  SDC N/A HIT POINTS: 245 HORROR FACTOR: 0 / 11
PPE: 80  PPE/ISP RECOVERY: 10% /hour of sleep, 15% /w Meditation ISP:  423

ATTRIBUTERATING ADJUSTMENTS
I.Q.228% One time Skill Bonus | Insight +4
M.E.23Save vs Psionics +6 | Save vs Insanity +12 | Save vs Horror Factor +12 | Save vs all Mind Control Effects +5
M.A.26Intimidate/Trust 88% | Deception +6
P.S.81Restrained Punch (1d6x10 MD) | Full Strength Punch (4d6x10 MD) | Power Punch (5d6x10 MD) | Pulled Punch (6d6x10 MD), Melee Weapon (Add Weapon Damage to base damage before multiplier.).
Carry/Lift 24,300lbs. (12 tons), Pull/Push 40,500lbs. (22 tons)
P.P.25Auto-Dodge +5 | Dodge/Parry +8 | Strike +7 |  Initiative +4 | Roll With Impact +2
P.E.35Save vs Coma 35% | Save vs Death 55% | Save vs Magic/Poison +10/+8
P.B.24Charm or Impress 70%
Speed66Run Speed 45 MPH | Melee Move 330 yrds per round.

 
 
 
R.C.C. SKILLSRATINGDESCRIPTION
Languages and Literacy98%Speak and Write American
Mathematics: Basic73%45% (+ 20%)(+5%/level) Addition, Subtraction, Division, Multiplication, Basic Geometry
Military: Etiquette63%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 63%45% (+10%) (+5%/level) Operation of any Radio and Communications Equipment
Sensory Equipment49%30% (+10%) (+5%/level) Operation of Radar, Sonar, Heat Scanners, or any other sort of Detection Equipment.
Wilderness: Land Navigation44%36% (+4%/level) Stay on Course while traveling over land.
Wilderness Survival63%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 58%40% (+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. +1 to strike at 1,3,6,10 and 14.
W.P. Energy Rifle- Proficient with Energy Rifles. +1 to strike at 1,3,6,10, and 14
W.P. Sword- Proficient with Swords. +1 to strike at levels 1,3,6,9,12, and 15. +1 to strike when thrown at levels 4,8, and 12.  +1 to parry at 2,4,7,10 and 13.
W.P. Paired Weapons- Gained from Commando. Strike with two weapons per Melee action. Both attacks to one or two targets.

 
R.C.C. RELATED SKILLSRATINGDESCRIPTION
Communications: Public Speaking38%30% (+5%/level) +10% to the Performance Skill.
Communications: Performance38%30% (+5%/level) +10% to Undercover OP's and Impersonation skills.
Espionage: Intelligence40%32% (+4%/level) Gather Information.
Espionage: Perception48%( I.Q. + 20%) - 40% (+5%/level) Spot anything out of the ordinary or hidden.
Military: Liaison48%20% (+20%) (+5%/level) Diplomacy. If Acts as the following; Perform -10%, Public Speaking -10%, Streetwise - 10%, Administration -20%, adds as bonuses in reverse.
Military: Recognize Weapon Quality 53%25% (+20%)(+5%/level)Determine fake, reputation, and rating.
Military: Strategy and Tactics58% 30% (+20%) (+5%/level) Determine firing solutions, enemy movements, logistics, countering, advantages of terrain, etc.
Wilderness: Fasting 48%40% (+3%/level) Survival long periods with no food without penalty. Two weeks without food and two days without showing serious dehydration. 

 
SECONDARY SKILLSRATINGDESCRIPTION
Physical: Outdoorsmanship-(+1 to P.E., +2d6 M.D.C., +5% to Dowsing, Fasting, I.D. Plants and Fruit, and all Wilderness Survival Skills)
Physical: Wrestling- (+1 to roll with Impact, +2 to P.S., +1 to P.E., +4d6 to M.D.C.)
Physical: Physical Labor -(+2 to P.S., +1 to P.E., +2d8 to M.D.C)
Physical: Physical: Kickboxing -(+1 to P.E., +1 to P.S., +1d10 to M.D.C.)
Physical: Swimming56%50% (+5%/level) The ability to swim, tread water, etc. 

Hand to Hand: CommandoBonusesAttacks Per Melee
1st level+2 Save vs Horror Factor. W.P. paired weapons, body flip/throw, body block/tackle, 5

POWERSDESCRIPTION
Cannot be Physically TransformedCannot be transformed by any means, magic or otherwise.
Natural RegenerationRegain 1d4x10 MD every minute (4 Melees), This is in addition to other forms of healing.
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.
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.
Hardy Internal SystemCompletely immune to all normal toxins and poisons. (Magical and Supernatural versions are at half effectiveness.)
See InvisibleCan see Magically, Psionically, or Supernaturally Invisible subjects.
Nightvision200ft (61meters)
Fire and Cold ResistantHalf-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 four 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 PsionicsPsionic Save DC base 10 for Master. +1 to targets DC save vs your psionics per level.
- Choose 10 minor Psionic Powers, with a two new power at levels, 3,6,9,12,15,18, and 20.
- Choose 4 Super Psionic Powers, with a new power at levels, 3,6,9,12,15,18,and 20.
Super StrengthAdd 30 plus 2D6 to P.S. (+21) Can carry 300 times his P.S. in pounds and can lift 500 times! Fatigues at one tenth the rate of normal humans. +2 to pull punch. 
Invulnerability An impressive power that makes the character an almost indestructible M.D.C. juggernaut!  Gases, drugs, chemicals, poisons, toxins and radiation will affect the invulnerable person, but are reduced to half the usual potency (half damage, duration, effect, etc. Cannot kill the character, only make them sick.). The character is only, truly, vulnerable to psionics, magic, and magic weapons, all of which have full effect. Also add 1D6 to the P.E. and 1D4 to the P.S. attribute, and + 20% to save vs coma/death (this is in addition to any P.E. bonus). Can still die from drowning, suffocation, or starvation, but can hold his breath and survive without food four times longer than the average human (holds breath for 12 minutes; go without food for 80 days.)
Adds +1000 M.D.C. with 1d6x10 M.D.C regeneration every minute (4 melees). Plus 1d4x100 M.D.C per level. Adds 1d6 to P.E. (+3) and 1d4 to P.S. (+4),  Adds 3d6x10 hit points and +1d6 additional die of hp per level. Adds +20% to save vs coma/death. 
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#2
PSIONIC POWERS

 PSIONICS SCHOOLSAVECOST RANGEDURATIONDESCRIPTION
Bio-RegenerationHealingNone6Personal1 Minute (4 melees) Concentration; PermanentHeals 2d6 Hit Points or 3d6 S.D.C./M.D.C.. +1d6 every two levels. Can be used every 8 melees. If used to recover more than half ones Health in an hour it inflicts a -30% penalty to all skill checks. -10 Minutes/Level until it can be cast with no penalty.
Detect PsionicsSensitiveNone430ft./Level10 Minute/LevelDetects Psionic Energy, Psionic individual and Psionically Possessed Targets.
Sense PresenceSensitiveNone4120ft.2 Minutes / 8 MeleesSense the presence and rough location, number and relative power (I.E. Horrifically Dangerous to Not a threat.) of living creatures.
Sixth Sense SensitiveNone290ft.Until the Danger PassesReactive; First round bonuses only; +6 to Initiative, +2 to Parry, +3 to Dodge
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.
Meditation PhysicalNoneNonePersonal1 hour minimumRecovers I.S.P. as indicated on Character Sheet or 6/hour
Telekinetic LeapPhysicalNone8PersonalInstantCannot be used for Attacking. Increase the Horizontal Jump Distance by x10. And the Vertical Jump Distance by x4 /5 Levels 
Telekinetic Lift PhysicalNone6Personal2 Melees/LevelSurrounds the Psion in a power field that increase their lifting and carrying capacity by 20%/5 Levels
Telekinetic PunchPhysicalNone4PersonalInstantAdds 1d6 Damage die +1d6/5 Levels to Punches for every 4 Internal Strength Points spent. 

 SUPER PSIONICS SAVECOST RANGEDURATIONDESCRIPTION
Bio-Regeneration (Super)None20SelfInstant Cast; PermanentHeals 5d6+10 Hit Points and 6d6+10 S.D.C./M.D.C.. +1d6 /Level are Simultaneously Restored. This can be used Once to heal to full within an Hour without incurring -30% penalty to Skill checks. -10 Minutes/Level until it can be cast once every 10 minutes with no penalty.
Telekinesis (Super) Dodge10 per 100lbs. -1 to cost/ Level to a Minimum of 1100ft./Level2 Minutes /LevelCan manipulate one object per level, Normal attacks /rnd used when using telekinesis, +3 to strike, and +4 to parry when using only telekinesis. These bonuses do not stack with normal HtH bonuses. Hurled Object Damage, up to a 1lb. = 1d4, 1.5 to 2.5lbs = 1d6, 3 to 4.5lbs = 2d4, 5 to 10lbs = 3d4, 11 to 25lbs = 3d6, 26 to 60lbs = 4d6, 100lbs. 1d6x10, Add +1d6 per 20lbs after that. S.D.C./M.D.C. Damage determined by the object or material thrown.
Telekinetic Forcefield Dodge at -630 -2/level to a Minimum of 1Self or 40ft.10min /Level50 M.D.C./Level, Save when used to Cage a target, Cannot be moved, can create multiple shields. Shield cannot be penetrated from the inside or out. 
Biotic FieldNone30 -2/level to a Minimum of 1PersonalInstant Cast, Lasts two minutes/LevelAdds +10 to P.S./Level and 50 M.D.C. /Level. Cannot manipulate fine objects while this power is active. Firearm triggers a fine objects, but Larger Melee Weapons are fine.
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#3
Personal Equipment, Weapons, Artifacts and Wealth


Credits: | 12,000 (+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.

C-5 Pump Pistol
Costs: 10,000 credits
Weight: 5lbs.
Range: 800ft.
Damage: 4d6 MD
Payload: 5 rounds loaded 1 at a time or 4 seconds with a speed loader.

Vibro-Long Swords 
Cost: 18,000 credits, x2
- Deals 2d6 MD | Range: Melee

Large Silver Plated Knife
Cost: 200 credits
- Deals 1d6 SD | Range: Melee

ARMOR

Deadboy Heavy Armor
Black Market Price: 35,000 to 45,000 credits
- MDC by location; | Helmet: 50 | Arms: 35 each | Legs: 50 each | Main Body: 80 |
- 10% Penalty to Acrobatics, Climb, Prowl, and Swimming. 
- 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

None
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