Character info
Name: Hercules Papadopolis
Rank: UEEF E-5 Petty Officer 2nd Class (formerly A.T.A.C. Lance Corporal)
Alignment: Principled
Picture (in spoiler)
Herc in his Marine days. He was told to look stern. I think it worked.
(Image credit: Gears of War)
O.C.C.: Mechanized Infantry
Experience Level: 10th (104 RP Points as of 25 Feb 2023)
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 = %): Naturally Strong (P.S. + D6+3 (rolled a 6) +1 to Pull Punch)
NOTE: +1 to which for 10th level advancement?
I.Q.: 14 (+1 I.Q. added from 4th level advancement)
M.E.: 14 (+1 to Mental Saving Throws/Insanity, +2 to M.E. added from 3rd and 6th level advancement)
M.A.: 18 (+50% Trust/Intimidate) (During Character Creation, M.A. increased to 18; Hercules is just a really likeable guy!)
P.S.: 39 (+24 Damage, +1 to Pull Punch)
P.P.: 22 (+4 to Parry, Dodge and Strike) (+1 added from 2nd and 7th level advancement)
P.E.: 24 (+5 to Save vs. Pain/Poison, +18% save vs Coma/Death, +1 from 8th level advancement)
P.B.: 16 (30% Charm/Impress)
Spd: 21
Hit Points: 67
S.D.C. 92
Action Points: 10/10
Bonus Action Points (these do not expire when you raise in level): 1/1
Diamond of Fate (see Shop Talk): 2/2
Combat Bonuses in/out of Veritech Hover Tank
Perception: +0
Initiative: +2/+4
Attacks per Round: 6/10
Strike: +10/+13 (+14 with mecha melee attacks)
Parry: +14/+18
Dodge: +14/+17
Roll with Punch: +8/+11
Body Flip/Throw: +5
Holds/Locks: +7 (+4 P.P., +1 Pankration, +2 Pressure Point Control Tactics)
Damage: +29 (+24 P.S.) (+5 Pankration)
Disarm: +13
Pull Punch: +9/+10 (+3 P.P.) (+4 Pankration, +1 Special Aptitude bonus)
Save vs. Horror Factor: +3
Save vs. Pain: +6 (+5 P.E., +1 Pressure Point Control Tactics)
Special: Critical Strike on a natural roll of 19 or higher. Knockout on a natural roll of 18 or higher (Pankration + Pressure Point Control Tactics). Knife-hand strike. Pin/Incapacitate on a natural 16 or higher (Wrestling + Pressure Point Control Tactics).
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:
(Layout - Universal Marine Skills, O.C.C. Mechanized Infantry Skills, Basic Mecha Maintenance M.O.S. Skills, O.C.C. Related Skills, Secondary skills, Level Advancement Skills)
Universal Skills
Computer Operation: 99% +3%
Math: Basic: 109% +3%
Radio: Basic: 90% +5%
Language and Literacy: English: 107%
W.P. Rifle +5*
W.P. Energy Rifle +5*
*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: 90% +5% (Basic Mecha Maintenance provides 45%)
Land Navigation: 95% +5%
Pilot Truck (Heavy) 86% +4%
Pilot Hovercycles and Hover Vehicles: 96% +4%
Mathematics: Advanced: 88% +2%
Military Etiquette: 90% +5%
Military: Tanks & APCs: 101% +4%
Sensory Equipment: 90% +5%
Swimming: 95% +5%
W.P. Energy Pistol +4
Hand to Hand: Pankration (upgraded from Hand to Hand: Expert)
Basic Mecha Maintenance M.O.S.
Automotive Mechanics: 80% +5%
Basic Mechanics: 90% +5%
Basic Electronics: 90% +5%
Biomechanical Maintenance (Protoculture): 85% +5%
Field Armorer & Munitions Expert: 95% +5%
General Repair & Maintenance: 95% +5%
Hover Tank Veritech Pilot M.O.S.
Combat Driving
Navigation: 100% +5%
MECT: Veritech Hover Tank
Mecha: Pilot Ground Veritechs with Veritech Hover Tank Specialty: 114% +5%
Military Tactics: 90% +5%
Weapon Systems: 100% +5% (provides +1 to Strike with all ranged mecha weapons)
W.P. Heavy Mega-Damage Weapons +4
O.C.C. Related Skills (3 from O.C.C., 4 more from Character Creation):
1. (Put toward Hand to Hand: Pankration)
1. Wrestling
2. Athletics (+3 Spd, +6 S.D.C)
3. Cooking: 80% +5% (Professional level - see Bonus "O.C.C." related Skills.)
4. (Native) Language & Literacy: Greek: 98%
5. Sing: 65% (+5%/level)
6. First Aid: 75% (+5%/level)
7. Mechanical Engineer: 65%
Secondary Skill (1)
1. (Put toward Hand to Hand: Pankration)
Bonus Skills earned for increases in experience level.
2nd level - Vehicle Armorer: 70%
3rd level - Weapons Engineer: 60%
4th level - Pressure Point Control Tactics (Disarm punch, stunning kick, Wrestling bonuses +2 holds, locks, entangle, pin), natural KO on 19 or 20.)
5th level - Body Building (P.S. +2, +10 S.D.C.)
6th level - Forced March (P.E. +2, +2 to Speed, +4 to S.D.C.)
7th level - Boxing (+2 P.S., +2 Parry, +2 Dodge, +1 Roll, +11 S.D.C.)
8th level - Cook (Professional) - 10% added to Cook Skill.
9th level - Awareness (+1 to Perception checks/3 levels).
10th level -
Combat Techniques
Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Parry/Throw (Special! Like a Parry/Attack, except the Parry goes straight into a Grapple or Body Flip of some kind; there is a distinct difference in the way this is performed as compared to an Auto-Body Flip/Throw).
Hand Attacks: Strike, Backhand, Elbow, Palm, Fore-knuckle Fist.
Foot Attacks: Kick, Snap Kick, Trip/Hook, Roundhouse, Crescent Kick, Knee.
Special Attacks: Body Flip/Throw, Body Block/Tackle.
Holds/Locks: Wrist Lock, Elbow Lock, (Achilles) Leg Lock.
Weapon Skills: None.
Extra techniques (learned in Level Advancement): Axe Kick, Neck Hold.
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.
3rd - +1 Attack per Melee.
4th - Critical Strike on a natural roll of 19 or higher.
5th - +1 to Parry, +2 to Damage, Axe Kick, Neck Hold.
6th - +1 to Body Flip/Throw, +2 to Pull Punch, +1 to Strike.
7th - +1 to Dodge, +1 to Holds/Locks, Knife Hand, K.O. on a natural roll of 19 or higher.
8th - +2 to Roll/Breakfall, +1 Attack per Melee
9th - +1 to Initiative, +1 to Strike, +3 to Damage
10th - +1 to Parry, +1 to Dodge
11th - +1 to Strike, +1 to Body Flip/Throw, +1 to Pull Punch
12th +1 Attack per Melee, +5 to S.D.C.
13th - Forearm Attack, Reverse Turning Kick, gain the Lightning Form as described under Thai Kick Boxing in Ninjas & Superspies. Lightning Form: This is the style most often used in competition. It allows all the normal attacks per melee round to be delivered in the first attack. In other words, if the character has five attacks per melee, then all five strikes can be made at one time. It must be done as the first attack in a melee round and the character must have the initiative. The problem is that after the attack the character cannot Dodge and has no bonuses to Parry for the rest of that melee round.
14th - Critical Strike on a natural roll of 18 or higher, +1 to Parry, +1 to Dodge.
15th - +1 Attack per melee
Weapons
RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile, but can be loaded with Plasma that does 1d6x10 MD per missile.
Rate of Fire: One missile per attack
Payload: 6 mini-missiles.
Current load: 12 Plasma mini-missiles.
LAR-10 7.62mm Laser Assault Rifle
The LAR-10 is the infantry standard battle rifle of the ASC ground and aerospace forces. It comes standard with a built-in 4x magnification scope with integrated red-dot sight, a telescoping butt stock and a high strength tactical sling.
Weight: 9lbs
Range: 2,000 feet
Mega Damage: 3d6 MD for a single blast, 1d4x10+6 for a three round burst
Payload: 40 single blasts or 14 pulse bursts per magazine. 4/4 E-Clips.
LP-09 9mm Laser Pistol
The newly designed LP-09 is becoming the standard energy side arm of the ASC. Made of lightweight polymers and ceramics, this weapon is accurate, reliable, and easy to care for.
Weight: 2 lbs
Range: 1,000 feet
Mega Damage: 2d4+1 M.D.
Payload: 24 blasts per rechargeable energy magazine. 4/4 E-Clips.
D-30 Cobalt Grenades
Weight: 0.5 lbs
Mega Damage: 3d6 MD
Blast Area: 15 feet
Number carried: 2.
Gear
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. (GM Note for Cap'n: I bet you knew I'd keep this in Herc's character sheet for him. =) )
Credits: 15,000 (Dann here - this is a bonus from Project Eternity).
Pruning tools (for his tree)
2 smoke grenades (1 red, 1 green).
Canteen
Dress uniform
Flight suit
Duty uniform
Personal clothing and effects
Survival pack
CBR Mk. 2E Combat Armor Environmental "Megasuit"
CBR environmental hardsuits are descended from the UEDF's CHR-1 Hazardous Environment suit. Advances in materials as well as environmental systems have allowed the ASC to capitalize on the fully sealed armor idea, providing a sturdy, relatively lightweight suit that fully protects the wearer from hostile environments. Worn by aerospace pilots, combat divers, and TSC naval infantry, these suits consist of a fully articulated, positively pressurized hardsuit that is worn much like a spacesuit or hard diving suit. The suits are made primarily of ceramic composite plates that lock together with flexible joints that provide the wearer with both flexibility and protection. Environmental suits do not utilize a unisuit, but instead have all the standard features integrated into a built-in lining. Mk. 2E environmental hardsuits come in light and heavy varieties and vary in style and color depending on service branch.
Features of All CBR Environmental Armor:
1. Full Environmental Shielding: CBR full environmental hardsuits are positively pressurized and proofed against radiation, chemical and biological agents. These suits have an internal computer that runs the life support systems and a built-in oxygen tank good for two hours of use fully buttoned up. The oxygen supply can be extended indefinitely by drawing in outside air and filtering it through the integral scrubbers, or with external oxygen packs.
2. Heat and Fire Resistance. CBR hardsuits are nearly impervious to extremes of temperature up to 2,000 degrees F (1,093 degrees C) and down to -300 degrees F (-184.4 degrees C). These suits are also fireproof and take no damage from normal fires (campfires, bonfires, house fires, vehicle fires, etc.). Nuclear fires, napalm and plasma fires all deal normal damage.
CBR Mk. 2E Heavy Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 30 each
Legs (2) - 50 each
Main Body - 105
Weight: 25 pounds (11.25 kg).
Movement Penalties: -15% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 10%.
Service: Used primarily by the ASC Tactical Space Corps, Global Military Police and Navy Division.
CB-S Tactical Shields
Made of the same ceramic alloys as the CBR body armors, the CB-S shields give a soldier an extra level of protection against both melee and ranged attacks. Used by a number of branches within the ASC, these shields come in light, medium and heavy types, and vary in color and style to match the armor they come with. CB-S Tactical Shields are used by most of the ASC, with the exception of the Navy Division, Tactical Air Force, Civil Defense Flying Corps, and the Tactical Corps Mountain Division.
Heavy Shield: 55 M.D.C. Weight: 15 pounds (6.75 kg), -10% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +2 to parry.
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