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Hercules Papadopolis

Captain Hesperus

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Character info

Name: Hercules Papadopolis
Rank: Lance Corporal


Alignment: Principled


Picture (spoiler)

16d489204193cc394bde5b75426f66da.jpg


Herc in his Marine days. He was told to look stern. I think it worked.



Age: 25


Sex: Male


Disposition: Cheerful, companionable, shy around women. Hercules is almost always positive and upbeat, ready with a smile and a burst of Greek folk songs to lighten the mood (whether it needed lightening or not).


Height: 6'8"


Build: Heavy-set, muscular.


Hair: Blue-black, short, curly.


Eyes: Brown


Ethnic Origin: Greek


Personal Hobbies: Cooking, singing, tending to his olive tree.


Special Aptitude (roll = %): Strongman (P.S. + D6+3 (6) +1 to Pull Punch)


Background:


Attributes (name template and Attribute increased to 18) Physically Strong M.A. increased to 18 (Hercules is just a really likeable guy!)


Experience Level: 2nd (8 experience points)
O.C.C.: Mechanized Infantry
Experience Level: 2nd (15 RP Points - 5 more needed until level 3)
I.Q.: 13
M.E.: 14
M.A.: 18 (+50% Trust/Intimidate)
P.S.: 35 (+9 Damage, +1 to Pull Punch)
P.P.: 18 (+2 to Parry, Dodge and Strike) (+1 added from 2nd level advancement)
P.E.: 20 (+5% save vs Coma/Death)
P.B.:16 (30% Charm/Impress)
Spd: 19

Hit Points: 28
S.D.C. 63
Action Points: 6/6
Initiative: +1
Save vs. Horror Factor: +3


Strike: +6
Parry: +8
Dodge: 8
Roll: +5

Pull Punch: +3 (Special Aptitude bonus plus Hand to Hand: Pankration)
Attacks per Round: 4

Stats while in Mech (in spoiler):
Perception: +0
Initiative: +3
Save vs. Horror Factor: +3
Attacks per Round: 5
Strike: +9 to strike with cannon and long-range weapons, +10 when using melee attacks.
Parry: +12
Dodge: +11
Roll with Impact: +8
Disarm: +11
Pull Punch: +7


Bonuses from VHT MECT: +1 attack per melee round at levels 1, 3, 6, 10, and 14. +2 on initiative, +2 to strike with cannon and long-range weapons, +3 to strike (applies to punches, stomps, and kicks) +4 to parry, +3 to dodge, +3 to disarm, +4 to pull punch, and +3 to roll with impact.

Skills (GM Note: When your skills exceed 98%, list the true percentage. In case of skill penalties, the PC can take the penalty down from the true percentage if it's higher than 98%.)

O.C.C. Skills:
(Universal Skills, O.C.C. Name and Skills, M.O.S. O.C.C. Related, Secondary - upgraded to 2nd level proficiency)

Universal Skills
Computer Operation: 75% +3%
Math: Basic: 85% +3%
Radio: Basic: 50% +5%
Language and Literacy: English: 98%
W.P. Rifle +2*
W.P. Energy Rifle +2*
*Every Marine has a rifleman bonus. All Expeditionary Force Marines receive a +1 to strike with any rifle or energy rifle, regardless of O.C.C.

Mechanized Infantry O.C.C.
Basic Electronics: 50% +5% (Basic Mecha Maintenance provides 45%)
Land Navigation: 55% +5%
Pilot Truck (Heavy) 54% +4%
Pilot Hovercycles and Hover Vehicles: 64% +4%
Mathematics: Advanced: 72% +2%
Military Etiquette: 50% +5%
Military: Tanks & APCs: 69% +4%
Sensory Equipment: 50% +5%
Swimming: 65% +5%
W.P. Energy Pistol +1
Hand to Hand: Pankration (upgraded from Hand to Hand: Expert)
Pankration Level Advancement Bonuses
1st - Critical Strike from behind, +2 to Strike, +2 to Pull Punch.
2nd - +2 to Parry, +2 to Dodge, +1 to Roll/Breakfall.


Basic Mecha Maintenance M.O.S.
Automotive Mechanics: 40% +5%
Basic Mechanics: 50% +5%
Basic Electronics: 50% +5%
Biomechanical Maintenance (Protoculture): 45% +5%
Field Armorer & Munitions Expert: 55% +5%
General Repair & Maintenance: 55% +5%

Hover Tank Veritech Pilot M.O.S.
Combat Driving
Navigation: 60% +5%
MECT: Veritech Hover Tank
Mecha: Pilot Ground Veritechs with Veritech Hover Tank Specialty: 74% +5%
Military Tactics: 50% +5%
Weapon Systems: 60% +5% (provides +1 to Strike with all Ranged mecha weapons)
W.P. Heavy Mega-Damage Weapons +1

O.C.C. Related Skills:
Wrestling
Athletics (+3 Spd, +6 S.D.C)
Cooking 40% +5%

Bonus "O.C.C." related skills earned for increased experience level.
2nd level - Athletics
3rd level -
4th level -
5th level -
6th level -
7th level -


Notes:


Hercules has a small olive tree, a cutting from the olive grove he originally nursed back to health. He brings it with him on every deployment and tends to it diligently in his off-duty hours. His plan is to plant it when he settles down and starts a family of his own.
Name: Hercules Papadopolis


O.C.C.: Mechanized Infantry


Rank: Lance Corporal


Alignment: Principled


Picture (spoiler)

16d489204193cc394bde5b75426f66da.jpg


Herc in his Marine days. He was told to look stern. I think it worked.



Age: 25


Sex: Male


Disposition: Cheerful, companionable, shy around women. Hercules is almost always positive and upbeat, ready with a smile and a burst of Greek folk songs to lighten the mood (whether it needed lightening or not).


Height: 6'8"


Build: Heavy-set, muscular.


Hair: Blue-black, short, curly.


Eyes: Brown


Ethnic Origin: Greek


Personal Hobbies: Cooking, singing, tending to his olive tree.


Special Aptitude (roll = %): Strongman (P.S. + D6+3 (6) +1 to Pull Punch)


Background:


Attributes (name template and Attribute increased to 18) Physically Strong M.A. increased to 18 (Hercules is just a really likeable guy!)


Experience Level: 1st (0 experience points)


I.Q.: 13


M.E.: 14


M.A.: 18 (+50% Trust/Intimidate)


P.S.: 35 (+9 Damage, +1 to Pull Punch)


P.P.: 17 (+1 to Parry, Dodge and Strike)


P.E.: 20 (+5% save vs Coma/Death)


P.B.:16 (30% Charm/Impress)


Spd: 16


Hit Points: 26


S.D.C. 57


Strike: +5


Parry: +3


Dodge: +3


Roll: +3


Pull Punch: +3 (Special Aptitude bonus plus Hand to Hand: Pankration)


Attacks: 4


Stats while in Mech (in spoiler):

Perception: +


Initiative: +


Number of Attacks:


Strike: + (+ to melee attacks, + from Weapon Systems - added)


Parry: +


Disarm: +


Dodge: + (+ to automatic dodge while in fighter mode)


Roll with Impact: +


Pull Punch: +


Bonuses from MECT:



Skills (GM Note: When your skills exceed 98%, list the true percentage. In case of skill penalties, the PC can take the penalty down from the true percentage if it's higher than 98%.)


O.C.C.


(Universal Skills, O.C.C. Name and Skills, M.O.S. O.C.C. Related, Secondary)

Mechanized Infantry O.C.C.


Starting S.D.C.: 3d6+10


Bonuses: +1 to strike, parry, and dodge, +2 to roll with impact.


O.C.C. Skills:


Universal Skills


Computer Operation: 72% +3%


Math: Basic: 82% +3%


Radio: Basic: 45% +5%


Language and Literacy: English: 98%


W.P. Rifle +2*


W.P. Energy Rifle +2*


*Every Marine has a rifleman bonus. All Expeditionary Force Marines receive a +1 to strike with any rifle or energy rifle, regardless of O.C.C.


O.C.C. Skills for Mechanized Infantry O.C.C.


Basic Electronics: 45% +5% (Basic Mecha Maintenance provides 45%


Land Navigation: 50% +5%


Pilot Truck (Heavy) 50% +4%


Pilot Hovercycles and Hover Vehicles: 60% +4%


Mathematics: Advanced: 70% +2%


Military Etiquette: 45% +5%


Military: Tanks & APCs: 65% +4%


Sensory Equipment: 45% +5%


Swimming: 60% +5%


W.P. Energy Pistol


Hand to Hand: Pankration (upgraded from Hand to Hand: Expert)


Basic Mecha Maintenance M.O.S.


Automotive Mechanics: 35% +5%


Basic Mechanics: 45% +5%


Basic Electronics: 45% +5%


Biomechanical Maintenance (Protoculture): 40% +5%


Field Armorer & Munitions Expert: 50% +5%


General Repair & Maintenance: 50% +5%


Hover Tank Veritech Pilot M.O.S.


Combat Driving


Navigation: 55% +5%


MECT: Veritech Hover Tank


Mecha: Pilot Ground Veritechs with Veritech Hover Tank Specialty: 69% +5%


Military Tactics: 45% +5%


Weapon Systems: 55% +5% (provides +1 to Strike with all Ranged mecha weapons)


W.P. Heavy Mega-Damage Weapons +1


O.C.C. Related Skills:


Wrestling


Cooking 35% +5%

Mecha


Mecha sensors and abilities (in spoiler if desired)


Mecha stats (Favorite mecha):

Missile Chart


Short-Range Missiles


· High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.


· High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.


· Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.


· High-Explosive Armor Piercing/HEAP (medium)*: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.


· Plasma/Napalm (medium)*: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.


· Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.


· Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.


· Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.


Medium-Range Missiles


· High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.


· High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.


· High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.


· HEAP (medium)*: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.


· Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.


· Plasma/Napalm (medium)*: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.


· Multi-Warhead*: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.


· Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.


Long Range Missiles


· High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.


· High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.


· HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.


· Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.


· Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.


· Plasma/Heat (heavy)*: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.


· Proton Torpedo (heavy)*: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.


· Reflex (medium)*: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare


· Reflex (heavy)*: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare


· Reflex Multi-Warhead*: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C. Rare


Mini-Missiles (guided) and rockets (unguided)


· High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.


· HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.


· Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.


· Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.


· Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C.


*Available as smart bombs, + 5 to strike. Normal missiles are +3 to strike


Armor Piercing warheads do triple damage on a critical strike



Weapons (weapon description in spoilers if desired)


Equipment
 
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