Eric Brenner - NPC
Sergeant, ATAC
Iq: 12
Me: 16
Ma: 14
Ps: 40 +25 Damage
Pp: 17 +1 to Strike, Parry and Dodge
Pe: 26 +6 to Save vs Poison
Pb: 15
Spd: 32
Hit Points: 50
SDC: 82
Natural Aptitude: Strong Man +1d6+3 to Ps
Number of Attacks: 5
Strike: +4
Parry: +5
Dodge: +5
Roll: +5
Initiative: +1
Horror Factor: +3
Critical Strike on a 19-20
Damage: +1
In the Hover Tank
Number of Attacks: 7
Strike: +7 / +9 with the EU-11
Parry: +9
Dodge: +8
Roll: +8
Initiative: +3
ATAC Hover Tank Pilot OCC
OCC Bonuses: +1 to initiative, +1d4 Ps, +1 to Pe, +3 to Save vs Horror Factor
SDC Base: 5d6+16
Common Skills
Language - English: 92%
Literacy – English: 90%
Computer Operation: 82%
Mathematics – Basic: 85%
Pilot Auto: 90%
Pilot Hovercycle and Hover Vehicles: 94%
OCC Skills
Combat Driving
Land Navigation 62% +4
MECT Ground Veritechs (All)
Military Etiquette 65% +5
Pilot Ground Veritechs (All) 89% +5
Pilot Tanks and APCs 88% +4
Radio Basic 75% +5
Running
Weapon Systems 75% +5
WP Energy Pistol
WP Energy Rifle
Hand to Hand: Kung Fu
Armorer
· Basic Mechanics: 65% +5
· Basic Electronics: 60% +5
· Optic Systems: 60% +5
· Physical Labor
· Salvage: 70% +5
· Vehicle Armorer: 70% +5
· Weapons Engineer: 60% +5
Heavy Weapons Expert
Demolitions: 78% +4
Field Armorer/Munitions Expert: 80% +5
Forced March
Recognize Weapon Quality: 65% +5
Weapon Systems: 75% +5
WP Shotgun
WP Heavy Military Weapons
WP Heavy MD Weapons
Boxing
Gymnastics
Prowl 50% +5
Mecha Engineering 50% +5
Sensory Equipment: 45% +5
Pilot Veritechs: 59% +4
MECT Ajax
Sniper
KUNG FU
Entrance Requirements: No Attribute or Alignment restrictions.
This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. It all started in the Shao-lin Temple in the Chiu Lien Mountains. For over a thousand years, students of the martial arts traveled there for training. This continued until the reign of the 17th Century Emperor K'ang Hsi, when the Shao-lin monks responded to a call to put down an insurrection. 128 of the monks responded and they managed to rout the enemy entirely. This was such an alarming display of power that the government eventually sent an army against the Shao-lin. Only five monks managed to survive the battle and burning of the temple.
CHARACTER BONUSES:
Add 2 to M.E.
Add 2 to P.S.
Add 1 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 3
Escape Moves: Roll With Punch/Fall/Impact, Back Flip.
Attack Moves: Leap, Back Flip.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch), Knife Hand, Double-Knuckle Fist, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Crescent Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack, Forearm.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
LEVEL ADVANCEMENT BONUSES
1st + 3 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 19 or 20, Critical Strike from Behind.
2nd +1 to Back Flip/Leap, +1 to Parry/Dodge.
3rd +1 Attack per Melee.
4th +1 to Strike, +1 to Parry/Dodge
5th +1 to Roll with Punch/Fall/Impact, +1 to Damage.
6th +1 to Strike, Knock-Out/Stun on Natural 18 or better.
7th +1 Attack per Melee, Death Blow on roll of Natural 19 or 20.
8th +1 to Back Flip/Leap, +1 to Roll with Punch/Fall/Impact, +1 to Damage
9th -I-1 to Roll with Punch/Fall/Impact.
10th +1 Attack per Melee.
llth +1 to Strike, +1 to Parry/Dodge
12th Critical Strike on Natural 18 or better.
13th +1 to Back Flip/Leap, +1 to Damage.
14th +1 to Roll with Punch/Fall/Impact, +1 to Strike.
15th +1 Attack per Melee
IPP-5H Heavy Ion Pulse Pistol
With a wider barrel and higher capacity energy regulator than the standard IPP-5, the IPP-5H has nearly twice the penetration and stopping power of its smaller sibling.
Weight: 7lbs
Range: 600 feet
Mega Damage: 2d6 MD for a single blast, 6d6 MD for a three round burst
Payload: 21 single shots or 7 bursts.
HLW-6 Heavy Laser Squad Support Weapon
The first successful energy Squad Assault Weapon (SAW) built by the ASC designers.
Weight: 37lbs
Range: 4,000 feet
Mega Damage: 1d4x10+5 MD for a rapid fire burst
Payload: six bursts per magazine. A wearable power pack can also be connected to the HLW-6 to extend its capacity. The power pack is a rechargeable, high output capacitor that connects to the rear of a trooper’s utility belt or beneath a standard daypack or combat patrol pack. It holds enough energy for an additional 20 bursts.
Note: A PS of at least 17 is needed or must have the WP Heavy MD Weapons skill to use this weapon without penalty. All others are -3 to strike.
The CBR Mk. 2e Combat Armor Hardsuits are the latest in environmental body armor. This lightweight armor fully protects the wearer from hostile conditions. Worn by all branches of the Army of the Southern Cross, these suits are fully articulated and positively pressurized making them useful both in deep water and in outer space.
MDC By Location:
Helmet - 45
Arms - 30 each
Legs - 50 each
Main Body - 105
Weight: 25lbs
Movement Penalties: -15% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, etc., and reduces running speed by 10%.
CB-S Tactical Shields
Made of the same ceramic alloys as the CBR body armor, the shields give a soldier an extra level of protection against both melee and ranged attacks. These shields come in light, medium, and heavy varieties.
Heavy Shield: 55 MDC
Weight: 15lbs, +2 to Parry
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