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Futuristic Splicers - I Am Legion - Character Thread

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Sherwood

Luna's Concubine
Supporter
Roleplay Availability
Roleplay Type(s)
All Attributes/Hit Points/Bio-E etc. will either be rolled in the OOC Thread using the on-site dice roller or by me using my own dice. Your choice.

Roll 4d6 for all Attributes, rerolling '1s' until there are no more. If your result is a 16-18, you add in 1d6. If that extra die is also a '6', roll one more d6 for a potential starting value of 30 before the addition of any skills.

Good or Selfish Alignments only. No Evil Alignments allowed.

As you level up, you can add one new skill starting at a level one proficiency.

Everyone gets the Skill Package of Basic Military for free. If your OCC already gets that, you can select another Package.
 
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Martial Art styles that are allowed to be taken at the cost of one skill above and beyond the standard HtH Martial Arts.

Jeet Kune Do
Version developed by Dannigan

Character Bonuses
Add 2 to I.Q.
Add 3 to P.P.
Add 2 to P.S.
Add 2 to P.E.

Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike (d6), Backhand (d6), Elbow (d6), Fingertip Attack (1 point), Forearm (d6), Palm Strike (d6), Power Punch (double-damage, counts as two attacks), Uppercut (d10).
Foot Attacks: Kick (d8), Crescent Kick (d10), Knee (d6), Reverse Turning Kick (Combination Dodge/Kick, 2d6 damage, 1/round), Roundhouse Kick (3d6), Side Kick (d10), Snap Kick (d6), Trip/Hook (no damage, causes knockdown, cannot be parried).
Jumping Attacks: Jump Kick (d8 + Critical Strike), Flying Jump Kick (d10 + Critical Strike).
Special Attacks: Body Flip/Throw, Choke, plus...
- Bite (grappling range only. 1-2 damage + 1/2 strength bonus [maximum +3]. Opponent must Save vs. Pain [14] or release hold/lock).
- Eye-flick (No damage. Opponent is -2 to Strike, Parry, and Dodge for one melee round).
- Head-butt (in-fighting and grappling range only, d8 damage).
- Self-knowledge (Special! The Jeet Kune Do may learn a martial art technique from any other system [subject to GM approval). Signature techniques [like Aikido's Knife-hand Knockout and Thai Kick Boxing's Lightning Form] cannot be learned. Techniques with a "prerequisite" must be learned in order. For example, to learn Automatic Elbow Hold, one must first learn Elbow Hold. "Take what is useful and develop from there." - Lee).
Holds/Locks: Arm Lock, Leg Hold, Wrist Lock.

Level Advancement Bonuses

1st - +1 to Perception, +2 to Parry, +2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - Self-knowledge, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - Self-knowledge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
SHAO-LIN 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 +1 to Roll with Punch/Fall/Impact.
10th +1 Attack per Melee.
11th +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.
TAE KWON DO KARATE

Entrance Requirements: No Attribute or Alignment restrictions.

Tae Kwan Do, loosely translated as the "way of hands and feet," is studied in many of the world's military organizations. The idea is to efficiently combine kicks and punches for the best possible attack form. Probably the most kick-oriented of all the martial arts. A master will attack quickly, preferably with some kind of flying jump kick. If the opponent is able to avoid or counter the kicks, then the second approach will be to move in with a volley of punches and short-range kicks.

CHARACTER BONUSES:

Add 1 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 4 to Spd.
Add 15 to S.D.C.

COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fail/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Power Block/Parry (does damage!), Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Knife Hand, Backhand, Palm Strike, Duo-Fist Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.
Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful Strike Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked).
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.

LEVEL ADVANCEMENT BONUSES
1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty.
2nd + 2 to Roll with Punch/Fall/Impact, + 2 to Damage.
3rd +1 Attack per Melee.
4th +2 to Parry/Dodge, Critical Strike on Natural 18, 19 or 20.
5th + 2 to Maintain Balance, +1 to strike.
6th +2 to Roll with Punch/Fall/Impact, +1 to Damage.
7th +1 Attack per Melee.
8th +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better.
9th +1 Attack per Melee, + 2 to Maintain Balance.
10th +2 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Parry/Dodge
11th +1 to Strike, +1 to Damage.
12th +1 to Parry/Dodge, Death Blow on roll of Natural 19 or 20.
13th +1 Attack per Melee, +1 to Maintain Balance.
14th +1 to Roll with Punch/Fail/Impact, + 1 to Damage.
15th +1 to Strike, +1 to Parry/Dodge
Krav Maga

Developed recently in Israel as a self defense form, this is one brutal martial art. Before its slow release to public use in America, Krav Maga can trace its roots to the commando training of the elite MOSSAD special forces units.

Krav Maga's philosophy is simple: If it hurts your opponent, it can't be all that bad. Biting, gouging, elbowing, kneeing to the groin - it's all there. If it works, chuck it in for good measure. Yet Krav Maga is not at all complicated or underdeveloped. Quite the opposite. It is coldly efficient and altogether brutal.

Character Bonuses:

Add 1 to M.A.
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 3

Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.
Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.
Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).
Special Attacks: Body Flip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.
Weapon Skills: W.P. Knife.

Level Advancement Bonuses
1st - Critical Strike on a natural roll of 19 or 20 or from behind. +1 to Strike, +1 to Damage.
2nd - +2 to Parry, +2 to Dodge.
3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.
4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw
5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.
6th - +1 to Initiative, +2 to Strike, and +1 to Damage
7th - Critical Body Flip/Throw. Death Blow on a Natural 19 or 20.
8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.
9th - Critical Strike on a natural roll of 18 or higher.
10th - +1 to Parry, +1 to Dodge, +2 to Damage, +1 to Roll/Breakfall
11th - Critical Strike on a natural roll of 17 or higher.
12th - Death Blow on a natural roll of 18 or higher.
13th - Automatic Body Flip/Throw. +1 to Strike
14th - Critical Strike on a natural roll of 16 or higher.
15th - K.O. on a natural roll of 17 or higher. Critical Strike on a natural roll of 15 or higher.
 
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  • Chaska looks like this but with wild hair that travels just past his shoulders. "Happiness is not ready made. It comes from your own actions." - Dalai Lama XIV. (Image credit: Starfield) Screenshot 2024-03-30 212644.jpg "It is always present within you. You can use it any way you want." - Tao Te Ching. "First learn stand. Then learn fly. Nature rule, Daniel-san, not mine." - Mr. Miyagi, The Karate Kid.
    the karate kid balance GIF
    "Happiness is a choice. Heaven or hell is a destination we alone decide." - Me. =)
    Dad Kiss GIF
    "To know one thing is to know ten-thousand." - Miyamoto Musashi, The Book of Five Rings.
    katana GIF
    "Awareness has no frontier; it is a giving of your whole being, without exclusion." - Bruce Lee, The Tao of Jeet Kune Do
    viceland GIF by Earthworks
    Name: Kokoro Chaska formerly of House Apollo (defunct).
    Nickname (if any): Known to some as "Ghost Chaser"
    Homeland: Home of the Last Warriors (House Apollo)
    O.C.C.: Deliveryman
    Concept: Martial Survivor
    Rank: Sergeant
    Name of Host Armor: WyldKat!
    Name of Birb: Woodstock!
    Level: 7th!
    Species: Human
    Alignment: Scrupulous.
    Appearance: Rugged, wild-eyed, fit, watchful. Easy to not notice.
    Disposition: Very curious, observant. Sees the world through a different lens. Cautious, cunning, brave. Kind, honest, often quiet. A man of action with zero inhibitions. Doesn't let a whole lot bother him. Much smarter than he lets on. Not quick to trust, but not afraid to either.
    Quotes: "Mmm." "Machine no can kill what no can find." (When alone, he prefers to use body language, facial expressions, and animal sounds. Thinks people sometimes talk too much and care too little.)
    Age: 20 years, 9 months. Can appear much older when disguised. Excellent mimic concerning sounds; not so good with language.
    Gender: Male
    Height: 5 ft. 8 in./173 cm
    Weight: 175 lbs./79 kilos
    Hair: Sun-blond (originally dark blond). Long (mid-back), oft kept double-tied in a low bun.
    Eyes: Light gray. (Can be mistaken for a blind person. He knows how to properly act like one.)
    Skin: Bronzed by the sun and his family's own genes.
    Other physical features: Strong shoulders, lean waist, athletic limbs. Carries many nicks, scars, bumps, and callouses from an active boyish lifetime out in the wild.
    Hobbies: Endlessly practices the martial arts and its philosophies. Does all of the things outdoors. Whether inside the Kraken or in a village, Chaska can sit and people-watch for hours (he often stares).

    I.Q. 24 (+10% to Skills/+5 to Perception)
    M.E. 30 (+8 to Psionic Attack/Insanity)
    M.A. 24 (80% to Charm/Intimidate)
    P.S. 24 (+9 S.D.C. damage. Add lift/carry here if desired.)
    P.P. 28 (+7 to Strike, Parry, Dodge)
    P.E. 35 (+35% to Saving Throws vs. coma/death, +8 to Saving Throws. Immune to nearly all diseases.)
    P.B. 16 (30% to Charm/Impress)
    Spd 28 (approximately 19 mph/30 kph)

    Hit Points: 58
    S.D.C.: 73
    Action Points: 9 available out of 9.


    Hit Points: 55 (+33 P.E.) (+4. 1d6 per level. +4 @ 2nd level, +4 @ 3rd level, 5 @ 4th, 2 @ 5th, 3 @ 6th, 3 @ 7th).
    S.D.C.: 73 (+50 O.C.C.) (+4 Outdoorsmanship) (+5 Running) (+10 Shaolin) (+4 Gymnastics)
    I.Q. 24 (21 Dice) (+3 O.C.C.)
    M.E. 30 (22 Dice) (+4 O.C.C.) (+2 Shaolin) (+2 Zanji)
    M.A. 24 (20 Dice) (+2 O.C.C.) (+2 Zanji instead of Chi)
    P.S. 24 (18 Dice) (+2 O.C.C.) (+2 Gymnastics) (+2 Shaolin)
    P.P. 28 (24 Dice) (+1 Gymnastics) (+1 Shaolin) (+2 Zanji)
    P.E. 35 (25 Dice) (+3 O.C.C.) (+2 Gymnastics) (+1 Outdoorsman) (+1 Running) (+1 Shaolin) (+1 Zanji)
    P.B. 16 (15 Dice) (+1 O.C.C.)
    Spd 28 (14 Dice) (+14 Running)

    Combat Modifiers
    Perception +5
    Initiative +4/+9 (+1 if Flying).
    Attacks per Round: 5/4/9 (or 10 with feet).
    Strike +12/+10//+13 (+7 with Bio-Energy Blades. +2 W.P. Heavy Weapons. +1 if flying.)
    Automatic Parry +8/+9/+10 (+2 with Bio-Energy Blades.)
    Automatic Dodge +9/+9/+18 (+2 if flying. See More Combat Modifiers for details.)
    Roll +4//+8//+9 or 12 (Remember: Automatic Roll and Breakfall when using Zanji) (+3 if impact-only, not melee w/ Righting Reflex).
    Damage: +11 S.D.C./+1D4 M.D. in WyldKat.

    Disarm +6/+7
    Horror Factor +6 (do we add M.E. bonuses?)
    Special Combat Bonuses: W.P. Paired Swords starting at 3rd level (Daisho - Musashi's Heiho). Combination Grab/Slash (Zanji), Automatic Roll (Zanji), Breakfall (Zanji), Critical Strike from Behind (Zanji and Shaolin), Critical Strike from Rear (Shaolin), Power Block/Parry (Zanji). Dragon when using Shaolin Kung Fu. Critical Strike on Natural 18, 19, or 20.

    Combat Attributes Zanji//Shaolin//in Host Armor.
    Perception +5/+5 (+5 I.Q.)//--
    Initiative +4/+9 (+2 O.C.C.) (+2 Zanji)//(+2 *) (+1 **) (+1 ##). (See Special for flight bonuses)
    Attacks per Round: 5//4//9 or 10 with feet. (+5 Zanji)//(+4 Shaolin)//(+1 **) (+1 ###) (+1 ++)
    Strike +12//+10//+13 (+7 P.P.) (+1 O.C.C.)(+4 Zanji)//(+1 Shaolin)//(+1 **). - +4 W.P. Daisho. +3 Bio-Energy Blades. +2 W.P. Heavy Weapons.
    Automatic Parry +8/+9/+9 (+7 P.P.) (+1 O.C.C.)//(+1 Shaolin)//(+1 **). +2 Bio-Energy Blades.
    Automatic Dodge +9/+9/+18 (+7 P.P.) (+1 O.C.C.) (+1 Zanji)//(+1 Shaolin)//(+2 *) (+1 **) (+1 #) (+4 ##) (+1 +++)
    Roll +4//+3//+9 or 12 (+2 Zanji)//(+3 Shaolin)//(+2 Gymnastics) (+2 **) (+1 ***) (+2 ##) (+ +3 from impact, but not melee +) - Automatic Roll when using Zanji.
    Damage: +11 (+9 P.S.) (+2 Zanji)//+1D4 M.D. (Robotic Strength of 25) in WyldKat.
    Disarm +7/+8//(+1 *)
    Horror Factor: +6 (+6 O.C.C.)
    Bio-enhancements: *Enhanced Neurological Connections. **Echo-location. ***Reinforced Exoskeleton. #Sensitive Whiskers. ##Motion Detector. ###Ambidextrous. +Righting Reflex. ++Prehensile Tails #2. +++Prehensile Feets.
    Special: Organic Thrusters add +1 to Initiative, Strike, and +2 to Dodge and Roll during flight/hovering.
 
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  • 1729015574443.png Name: Toni Cruse
    Gender: Female
    Age: 25
    Alignment: Scrupulous
    Rank: Sergeant

    Iq: 26 - +12% to all Skills, +6 to Perception
    Me: 26 - +6 to Save vs Psychic Attack/Insanity
    Ma: 24 - Trust/Intimidate 80%
    Ps: 23 - +8 in HtH Combat
    Pp: 32 - +8 to Strike, Parry and Dodge, +1 Initiative
    Pe: 30 - +8 to Save vs Poison/Magic
    Pb: 19
    Spd: 31 - Approx. Running Speed of 20mph

    OCC: Dreadguard / Dreadnought Upgrade
    Level: 7
    Exp: 0
    Hit Points: 50
    SDC: 97
    Host Armor Bio-E: 0 Points Banked
    +5d4 Bio-E per Level for Host Armor
    +5 Bio-E per Level for Handheld Weapons (5 banked)

    MDC by Location:

    Arms (2): 187 M.D.C.
    Hands (2): 92 M.D.C.
    Legs (2): 192 M.D.C.
    Feet (2): 117 M.D.C.
    Head: 127 M.D.C.
    Main Body: 540 M.D.C.
    Elbow Bone Blades: 85 M.D.C.
    Harbinger Cannon: 177 M.D.C.
    Munitions Reservoir: 477 M.D.C.
    Sentinel Eels: 192 M.D.C. each
    Sentinel Shell: 297 M.D.C.
    Bio Force Field: 240 M.D.C

    Sidekick Rifle
    - Super Light Cell Cluster: 132 M.D.C., 3 Attacks, 8d10 Damage, +7 to hit on an Aimed Shot, 1,000 ft range - Mega Upgrade, Super Upgrade x1
    Sidekick Rifle
    - Spore Discharger: 132 M.D.C., 3 Attacks, 8d8 Damage, 40 ft Radius, 1.200 ft range - Omni Upgrade, Mega Upgrade, Super Upgrade x1

    Action Points: 9 /

    Combat Bonuses On Foot / In Armor

    Number of Attacks: 7 / 10
    Strike: +9 / +11 (+5 in melee) (+3 ranged)
    Parry: +12 / +16 (+4 in melee)
    Dodge: +12 / +3 Automatic Dodge
    Roll with Punch: +2 / +10
    Initiative: +2 / +10
    Perception: +8 / +8
    Damage in HtH: +2
    Critical Strike on a Natural 18-20
    [Critical on a 17-20 with Mantis Blade from Opti-Upgrade]
    [Critical on a 16-20 with Velocity Cannon from Opti-Upgrade]


    Mantis Blade: 12D6 M.D. [15d6 with PS] for a Blade Strike; 4d4x10+10 for a Dual Strike
    Energy Expulsion Vent: 2D8 +bonus M.D. equal to the P.E. attribute (2d8+30)
    Organic Rockets: 5d10 M.D. to a 10 foot radius
    --Rocket Payload: 15 /
    Central Maw: 3d8 M.D.
    Velocity Cannon: 2D8x10+40 M.D. for a short burst of 10 rounds from one cannon or 4D6x10+40 M.D. per simultaneous bursts from both cannons firing a total of 20 rounds.
    --Ammo in Cannons: 120 /
    --Ammo in Munitions Reservoir: 600 /
    Spore Discharger Tusks: See Description

 
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  • 1715464051345.png
    The tall, guant, and heavily muscled Jin Li was born in the lowest and poorest levels of the resistance cell. Since she could walk, she had to learn and fight her way in the poorest sections of the underground settlement. Jinny did not have the luxury of birth to become a Dreadguard (although many think she would have been one if she was higher born), and learned and scrabbled for herself and her family. Her mother had been a doctor and was killed by the Machine during a raid while helping others when she was young. Her grandmother was insistent she learn to read and write as well as learning history to always remember where they came from as it was often than not their rulers would try and erase history to forget their sins. She learned to fight defending herself and family against the gangs and others who would attempt to take advantage of the poor. She followed in her mothers footsteps, learning medicine and patching up her family and fellow gang members. When she turned eighteen, she aided and helped a recruiter, and got recruited herself. She distinguished herself in her training with her quick mind and strong body and was chosen and trained to be a roughneck host pilot, sniper, and field medic.

    Jin is a very tall woman around 6'2", heavily muscled, with an athletic build (think body builder/lady pro wrestler build similar to someone like Rhea Ripley except taller) , and is completely hairless and tattoo-less due to her Parasitic Host Armor, with Asian features and bright blue eyes.

    She is usually very stoic and calm. She learned to keep control of her emotions and her tongue at a young age preferring to listen before saying something she would regret. She has never stopped learning. She joined the Roughnecks to fight for the people, not their rulers. She will never forget where she came from.

    Name: Jin Li
    Gender: Female
    Age: 25
    Height: 6' 2"
    Weight: 180 (no fat)
    Alignment: Unprincipled

    IQ: 24 - +10% to all Skills, +5 to Perception
    ME: 20 - +3 to Save vs Psychic Attack/Insanity
    MA: 14
    PS: 37 - +20 in HtH Combat
    PP: 28 - +7 to Strike, Parry and Dodge , +1 gained at lvl 2
    PE: 37 - +8 to Save vs Poison/Magic, Impervious to disease, 36 % Save Coma/Death
    PB: 19
    Spd: 27 - Approx. Running Speed of 18.5mph

    OCC: Roughneck
    Rank: Sergeant
    Level: 6
    Exp: 24601
    Hit Points: 65
    SDC: 112
 
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Name:
Gender: Male
Age: 31
Alignment: Scrupulous
Rank:
O.C.C.: Outrider (pg151)


(Calculations pg170)
IQ: 19
Me: 13
Ma: 11
Ps: 14 +2
Pp: 18 +2
Pe 14 +2 +1(run)
Pb: 11
Spd: 12 +7 +4d4(run)


OCC Bonus:
+1 to pull punch and +2 to save vs Horror Factor. Has Splicer P.S. when suited up in Host Armor.

Level: 1/5
Exp: 0
Hit Points:
SDC: 30 base +1d6(run)
Host Armor Bio-E: (50christmas)

MDC by Location:

Arms (2): M.D.C.
Hands (2): M.D.C.
Legs (2): M.D.C.
Feet (2): M.D.C.
Head: M.D.C.
Main Body: M.D.C.



____________________
Skills

Basic military package
+15%
Climbing 40% (+5lvl)
Hand to Hand: Basic,
Military Etiquette 35% (+5lvl)
Running
W.P. Sword
W.P. Knife.

War Mount Rider (+20%)
Herding 30% (+5lvl)
Horsemanship 45/25% (+4lvl)
Trick Riding 60% (+3lvl)
Bonuses:
Each individual War Mount has its own specific combat bonuses and special capabilities, which add to the bonuses presented below. All bonuses are in addition to the pilot's own hand to hand combat training and attribute bonuses, but they only apply when the War Mount is being ridden/controlled by a rider - do not apply these bonuses to the pilot when he is not riding a War Mount.

+ 1 extra attack/action per melee round
+ 1 to strike with long-ranged BioWeapons
+1 to strike and parry
+2 on initiative
+1 dodge and roll with impact, punch or fall
+Critical Strike is the same as the pilot's Hand to Hand skill.

Mega-Damage: Varies with each individual War Mount (described earlier in this book).

W.P. Weapons: Light.

Cowboy package: +15%
Breaking Horses 20% (+5lvl)
Horsemanship--
Rope Works 30% (+5lvl)
Teamster 35% (+5lvl)
W.P. Rope.

Construction: +?
Carpentry 25% (+5lvl)
Excavation 25% (+5lvl)
Masonry 25% (+5lvl)
Military Fortification 35% (+5lvl)
Trap Construction 20% +5%carp (+4lvl)

Elective Skills : select another two Elective Skills at levels 2, 4, 8, 10 and 12. All new skills start at level one proficiency.

Selected:
Detect Ambush 30% (+5lvl)
Detect Concealment 25% (+5lvl)
Intelligence 32% (+4lvl)
Prowl 25% (+5lvl)
Demolitions: 65% (+5lvl)

Secondary Skills: one additional at levels 3, 6, 9, 12, and 15.

Machine Technology 40% (+5lvl
Trap and Mine Detection 25% (+5lvl)
Tracking 25% (+5lvl)

Bonuses :
+3 to strike on a "Called Shot,"
+3 to disarm
+4 to pin and incapacitate
+knockout/stun on an unmodified roll of 16-20 to organic opponents
+Critical Strike on a Natural, unmodified, roll of 18-20

Note: The character gains only one of the bonuses listed on any given strike using a Vital Point attack, and must call which type of bonus is desired before the character strikes.

Penalties: Every time the character uses this ability it counts as two melee attacks. This skill requires careful analysis which soaks up extra time.





_____________
Host Armor
(Armor Creation pg70

Basic

Metabolism:

BE points: 87+metabolism ((+2d8/advancement, +1d4x10/level))


Biological Enhancements:

Weapons:


M.D.C. "Living" Body Armor:
Heavy
BE: 33





_____________
Tunnel Rat

Bio-Enhancement of the Personal War Mount: 70 (+12 BE/advancement)



Personal War Mount Bonuses: The animal is, in effect, a war "machine" and functions very much as if it were a robot vehicle controlled by a pilot. When "driven" by the pilot, the two fight as one, with the pilot (the Outrider) directing all actions. Thus, the pilot's combat abilities and bonuses are joined with the War Mount's (combine the bonuses of the man and the animal).


Personal War Mount Bonus:
+1 attack/action per melee round
+2 to initiative
+2 to strike, parry, dodge, and disarm
+1 to roll with impact, punch or fall
+1 to save vs Horror Factor

These bonuses are in addition to the Outrider's normal War Mount Combat skill and the usual melding of man and War Mount via the neural connector, and reflects the deep bonding with his personal (and favorite) War Mount.


Standard War Mount Bonus:






________________
Martial Arts




________________
Equipment


OCC Standard Equipment:
-Military fatigues
-a few sets of dress clothing
-survival knife
-utility belt
-medical kit (first-aid kit with extra bandages, antiseptics, protein healing salve, aspirin, painkiller, antibiotics, thermometer)
-a Face Wrap (gas mask)
-tinted goggles
-hatchet for cutting wood

-one or two light Bio-Weapons of choice and one weapon for each W.P.
with an appropriate amount of ammunition

-tent,
-knapsack
-backpack
-bedroll
-two water skins
-emergency
-food rations (three week supply)
-some personal items

-War Mount of choice for transportation and combat

Money:
200 precious material for trade
100 credits
 

  • Screenshot 2025-01-05 093751.pngScreenshot 2025-01-03 142511.pngName: Bellamy Crane
    Gender: Male
    Age: 33
    Alignment: Principled
    Rank: Sergeant
    OCC: Swarm Lord
    Level: 7

    IQ: 24 (+10% to all Skills)(+5 to Perception)
    ME: 30 (+8 to Save vs Psychic Attack/Insanity)
    MA: 9
    PS: 25 (+10 damage in HtH Combat)
    PP: 27 (+6 to Strike, Parry and Dodge)
    PE: 27 (+6 to Save vs Poison/Magic and save vs. coma/death +24%)
    PB: 12
    SPD: 17

    Hit Points: 55
    SDC: 50+?
    Host Armor Bio-E: 3 Points Banked
    Swarm Bio-E: 47 Points Banked

    Host Armor MDC (Lithvore)
    Arms: 157
    Hands: 77
    Legs: 207
    Feet: 99
    Main Body: 400
    Hive: 177
    Mantis Blades: 77

    Action Points: 8

    Combat Bonuses Out of Armor / In Armor
    Number of Attacks: 6
    Strike: + ?/ +12
    Parry: + ?/ +13
    Dodge: + ?/ +9 (Automatic Dodge +2)
    Roll with Punch: + / +
    Initiative: +2 / +10
    Perception: + ?/ +6
    Disarm: +3
    Entangle: +3
    Damage in HtH: +11
    Crit on 18 or higher
    Critical on a 17-20 with Mantis Blade from Opti-Upgrade?
    Mantis Blade: 12D6 M.D. for a single blade strike or 4D4x10 M.D. per dual strike (counts as one melee attack)
 
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