NAME: Cord Hammach | ALIGNMENT: Scrupulous | Rank: Private |
R.C.C.: Enhanced Coalition S.E.A.L. | LEVEL: 1st | EXPERIENCE: 0 |
MDC: 176 / 176 | SDC N/A | HIT POINTS: 36 / 36 | HORROR FACTOR: 0 / 0 |
PPE: 29 | PPE/ISP RECOVERY: 3% /hour of sleep, 5% /w Meditation | ISP: 36 / 36 |
ATTRIBUTE | RATING | ADJUSTMENTS |
I.Q. | 13 | Average No Bonuses |
M.E. | 28 | Save vs Psionics +10 | Save vs Insanity +11 |
M.A. | 12 | Average No Bonuses |
P.S. | 35 | Inflicts 5d6 S.D.C. on a restrained punch. 4D6 M.D. on a full strength punch. or 1D4 M.D. x10 on a power punch (counts as two melee attacks). Carry 50xP.S. 1,750lb, Lift 3,500 lbs. |
P.P. | 20 | Dodge/Parry +4 | Strike +4 | Initiative +2 | +6 Roll With Impact |
P.E. | 36 | Save vs Coma 36% | Save vs Death 36% | Save vs Magic/Poison +11 | Impervious to Disease. Fatigues at half the normal rate. |
P.B. | 19 | Charm or Impress 45% |
Speed | 42 | Run Speed 22 MPH | Melee Move 210 yrds per round. |
R.C.C. SKILLS | RATING | DESCRIPTION |
Languages and Literacy | 98% | Speak and Write American |
Language | 60% | (50%) (10%) (+3% per level) Speak French |
Radio: Basic | 55% | 45% (+10%) (+5%/level) Operation of any Radio and Communications Equipment |
Computer Operation | 40% | (40%) (+5% per level)The ability to utilize Computer Systems |
Espionage: Detect Ambush | 40% | (30%)(5%/Level) (+10%)) |
Espionage: Perception | 33% | ( I.Q. + 20%) (+5%/level) Spot anything out of the ordinary or hidden. |
Lore: Demon and Monster | 40% | (25%) (15%) (+5% per level) The Study of Demons and Monsters |
Physical: Swimming | 80% | 50% (+20%) (+15%/level) (Natural Swimmer +10%) The ability to swim, tread water, etc. |
Sensory Equipment | 40% | 30% (+10%) (+5%/level) Operation of Radar, Sonar, Heat Scanners, or any other sort of Detection Equipment. |
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. Heavy | - | Proficient with Heavy Weapons. +1 to strike at 1,3,6, 10, and 14. |
W.P. Paired Weapons | - | Gained from Commando. Strike with two weapons per Melee action. Parry and Strike per melee action. Both attacks to one or two targets per melee action. |
Wilderness: Fasting | 40% | 40% (+3%/level) Survival long periods with no food without penalty. Plus Two weeks without food and plus two days without showing serious dehydration. |
R.C.C. RELATED SKILLS | RATING | DESCRIPTION |
Wilderness: Land Navigation | 36% | 36% (+4%/level) Stay on Course while traveling over land. |
Wilderness Survival | 40% | 30% (+10) (+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 | 50% | 40% (+10%) (+5%/level) If successful, +1 to strike with any Mounted Weapon for Every 20% in the skill. |
Military: Etiquette | 45% | 35% (+10%)(+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.) |
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.) |
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 |
Supernatural Form | Strength and other Attributes are considered Supernatural. |
Sealed System | Does not need to breathe, drink or eat to survive. |
Born to Water | Swimming skill increased by 10%. Immune to Swim Fatigue. Can move twice their normal speed while in or moving through water of any sort. |
Born to Air | Can fly of their own power. Psionic in nature. Can fly twice times their normal run speed and suffer no fatigue while flying for any duration. They have normal maneuverability as if they were on land. |
Natural Regeneration | Regain 1d4x10 MD every minute (4 Melees), This is in addition to other forms of healing. Can regrow limbs in 4d6 hours. Cannot use Cybernetics or Augmentations as they will eject any sort of implants. |
Enhanced Bonuses | +2 on initiative, +1 to strike, parry and dodge, +3 to save vs magic and psionics, +6 to save vs horror factor. +4 Roll with Impact. This is in addition to attribute and combat bonuses. |
Magical Mind | May learn magic if they encounter it and have time to study it. |
Multi-Class Advantage | May gain an additional O.C.C. easier than most characters. They can multi-class at any point where they gain a level. They may choose to divide their experience however they like when it is awarded to any or all O.C.C. classes they have picked up. |
Hardy Internal System | Completely immune to all normal toxins and poisons. (Magical and Supernatural versions are at half effectiveness.) |
Minor Psionics | Psionic Base Save DC 12. Personal Save DC gains +1 to Targets Base save per 3 levels. - Gains 2 minor powers from Sensitive, Physical or Healer. Base I.S.P. are the Characters M.E. +2d6 and 1d6 per level. Gain 1 minor power every 3 levels. |