NAME: Marcus Brand | ALIGNMENT: Scrupulous | Rank: Corporal |
R.C.C.: Super Soldier | LEVEL: 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 |
ATTRIBUTE | RATING | ADJUSTMENTS |
I.Q. | 22 | 8% One time Skill Bonus | Insight +4 |
M.E. | 23 | Save vs Psionics +6 | Save vs Insanity +12 | Save vs Horror Factor +12 | Save vs all Mind Control Effects +5 |
M.A. | 26 | Intimidate/Trust 88% | Deception +6 |
P.S. | 81 | Restrained 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. | 25 | Auto-Dodge +5 | Dodge/Parry +8 | Strike +7 | Initiative +4 | Roll With Impact +2 |
P.E. | 35 | Save vs Coma 35% | Save vs Death 55% | Save vs Magic/Poison +10/+8 |
P.B. | 24 | Charm or Impress 70% |
Speed | 66 | Run Speed 45 MPH | Melee Move 330 yrds per round. |
R.C.C. SKILLS | RATING | DESCRIPTION |
Languages and Literacy | 98% | Speak and Write American |
Mathematics: Basic | 73% | 45% (+ 20%)(+5%/level) Addition, Subtraction, Division, Multiplication, Basic Geometry |
Military: Etiquette | 63% | 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 Equipment | 49% | 30% (+10%) (+5%/level) Operation of Radar, Sonar, Heat Scanners, or any other sort of Detection Equipment. |
Wilderness: Land Navigation | 44% | 36% (+4%/level) Stay on Course while traveling over land. |
Wilderness Survival | 63% | 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 SKILLS | RATING | DESCRIPTION |
Communications: Public Speaking | 38% | 30% (+5%/level) +10% to the Performance Skill. |
Communications: Performance | 38% | 30% (+5%/level) +10% to Undercover OP's and Impersonation skills. |
Espionage: Intelligence | 40% | 32% (+4%/level) Gather Information. |
Espionage: Perception | 48% | ( I.Q. + 20%) - 40% (+5%/level) Spot anything out of the ordinary or hidden. |
Military: Liaison | 48% | 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 Tactics | 58% | 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 SKILLS | RATING | DESCRIPTION |
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: Swimming | 56% | 50% (+5%/level) The ability to swim, tread water, etc. |
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. |
Natural Regeneration | Regain 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 System | Completely immune to all normal toxins and poisons. (Magical and Supernatural versions are at half effectiveness.) |
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 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 Psionics | Psionic 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 Strength | Add 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. |