Post by Renekin Skywalker on Jan 5, 2010 10:52:40 GMT -5
Gamular information
Name: Martin Rayj
Aliases: None
Alignment: Scrupulous
RCC: Zapper
Occupation: Military Specialist
Rank: No. He bathes, often.
Level of Experience: 1
Experience Points:
Next Level:
Disposition: He enjoys being on duty and field combat, especially. Martin is generally a team player, since a well-functioning team attracts more excitement (clear target by enemies), makes excitement easier to deal with (you know, co-ordinated responses, etc.), and generally corroberates his roll in it when the time comes to report it (or brag).
Biograhical
Race: Human
Sex: Male
Age: 20
Height: 6'2"
Weight: 200 lbs
Hair Color: Black
Eye color: Brown
Occupation: Career soldier
Place of Residence: A military base
Place of Birth: Iron Heart State
Nationality: CS
Father: Mr. Rayj
Mother: Mrs. Rayj
Brother(s): Sure, why not
Sister(s): Of course. Euqal opportunity and all that
Other relations: For sure, his clan
General description Darker skin, black hair, brown eyes (relatively pure-blooded). PID Bar code on the back of his neck and a Bear tattoo on his chest (his mother's clan)
Background notes:
Born in the Northern part of Iron Heart, Martin is actually of Algonquin descent (Aboriginal: dark skin, black hair). His community has been a part of Iron Heart for several generations, with treaties and pacts. Over that time, they integrated socially, and while still having a lot of Native spirituality and culture, their language was long forgotten, and very few spirit warriors come from his community.
It should be noted that Martin never knew his parents. Sure, he grew up with them, and they're still alive. But he never knew he was descended from long lines of psychics and spirit warriors. This was kept quiet after they allied with Iron Heart. But, unlike his ancestors, Martin had such significant power that a Dog Boy patrol tracked him while hunting. If the Psi-stalker leading the pack hadn't known Martin's uncle, things would have ended differently, and sooner.
Already a registered psychic, Martin, a rare and coveted Zapper, was recruited into Psi-Battallion and trained as a soldier. After his training, Martin expressed an interest in a leadership role. To evaluate his abilities, Martin has found himself working at the CSOG.
Martin could easily become a career soldier. Not because of any special love for the CS, but because of the sheer excitement that comes with being a line soldier. Killing innocents doesn't sit well (and he tries to avoid it), but he knows enough to swallow the taste of it and mourn the fallen quielty, later.
Martin had arrived in the swamps with Tim, pretty much on his second tour of duty. As a Zapper, Martin was a rather pized commodity and being assigned to Tim was rather a big deal for the brass. Little did they know, eh? In any event, Martin grew to have a lot of respect for Tim in the time he served under him. So much so that, out of duty to Tim, Martin opted to stay behind with him, to be whatever assistance he could be. The Swamps have proven to be a significant challenge for the Northerner, though not one that is impossible to overcome. In most respects, even the local barbarians (when not out to kill him) give him a nostalgia for his ancestors.
While in the jungle, Martin's hair has grown long, more in keeping with his own peoples' traditions. The humdity and his abilities wreak havok on it, but he still manages to keep it tied back. To do otherwise appals civilized people and amuses children.
Statistics
I.Q.: 14
M.E.: 18
M.A.: 10
P.S.: 28
P.P.: 21
P.E.: 15
P.B.: 12
Speed: 24
Hit Points: 18
SDC: 67
ISP: 144
PPE: 10PPE:
Skills:
O.C.C. Skills:
Radio: Basic -- 60% (+5%/level)
Motorcycles & Snowmobiles -- 74% (+4%/level)
Basic Electronics -- 60% (+5%/level)
Sensory Equipment -- 45% (+5%/level)
Body Building & Weight Lifting
Climbing 1 -- 50% (+5%/level)
Climbing 2 -- 40% (+5%/level)
Running
W.P. Energy Rifle
W.P. Energy Pistol
W.P. Sword
Hand to Hand: Expert
Language: Native tongue -- 89% (+1%/level)
Mathematics: Basic -- 50% (+5%/level)
O.C.C.-Related Skills:
Boxing
Electricity Generation -- 70% (+5%/level)
Gymnastics
- Gymnastics 1/6: Sense of balance -- 53% (+3%/level)
- Gymnastics 2/6: Work parallel bars & rings -- 63% (+3%/level)
- Gymnastics 3/6: Back Flip -- 72% (+2%/level)
- Gymnastics 4/6: Basic Prowl ability -- 30% (+%/level)
- Gymnastics 5/6: Basic Climb ability -- 25% (+%/level)
- Gymnastics 6/6: Climb Rope/ Rappel -- 62% (+2%/level)
Mathematics: Advanced -- 55% (+5%/level)
Navigation -- 50% (+5%/level)
Demolitions -- 63% (+3%/level)
Wilderness Survival -- 35% (+5%/level)
Secondary Skills:
Military Etiquette -- 40% (+5%/level)
First Aid -- 50% (+5%/level)
W.P. Pistol
Lore: Psychics & Psionics -- 30% (+5%/level)
Art -- 40% (+5%/level)
Special Abilities:
Psionics:
Combat:
Type: Expert
Number of Attacks: 5
Strike: 4
Dodge: 5
Parry: 5
Roll: 6
Pull Punch: 3
Initiative: 2
Damage Bonus: 13
Disarm: 0
Specific Damages: 0
Saving Throws:
Coma/Death: 0%
Harmful Drugs/Toxins: 0
Magic(Min: 12): 0
Magic Circles(Min: 13 (Protection 16-20)): 0
Magic Faeries’ Spells(Min: 16): 0
Magic Fumes(Min: 14): 0
Magic Ritual(Min: 16): 0
Magic Wards(Min: 13): 0
Poison(Min: 14): 0
Poison(Min: 16): 0
Insanity(Min: 12): 2
Psionics(Min: 10): 2
Horror Factor: 4
Mind controlling drugs: 0
Potions: 0
Magic charms: 0
Possession: 1
Disease: 0
Carrying pounds 440lbs
Running speed
-- Yards/attack 24
-- Yards/melee round 120
-- yards/minute 480
-- Miles per hour 16
Trust/Intimidate 0%
Charm/Impress 0%
Gear
Free Weight: 316lbs
Other Gear:
Three signal flares
Air filter and gas mask
Tinted goggles
First Aid Kit
Utility Belt
Walkie-talkie
Dress Uniform
Combat boots
Canteen
Name: Martin Rayj
Aliases: None
Alignment: Scrupulous
RCC: Zapper
Occupation: Military Specialist
Rank: No. He bathes, often.
Level of Experience: 1
Experience Points:
Next Level:
Disposition: He enjoys being on duty and field combat, especially. Martin is generally a team player, since a well-functioning team attracts more excitement (clear target by enemies), makes excitement easier to deal with (you know, co-ordinated responses, etc.), and generally corroberates his roll in it when the time comes to report it (or brag).
Biograhical
Race: Human
Sex: Male
Age: 20
Height: 6'2"
Weight: 200 lbs
Hair Color: Black
Eye color: Brown
Occupation: Career soldier
Place of Residence: A military base
Place of Birth: Iron Heart State
Nationality: CS
Father: Mr. Rayj
Mother: Mrs. Rayj
Brother(s): Sure, why not
Sister(s): Of course. Euqal opportunity and all that
Other relations: For sure, his clan
General description Darker skin, black hair, brown eyes (relatively pure-blooded). PID Bar code on the back of his neck and a Bear tattoo on his chest (his mother's clan)
Background notes:
Born in the Northern part of Iron Heart, Martin is actually of Algonquin descent (Aboriginal: dark skin, black hair). His community has been a part of Iron Heart for several generations, with treaties and pacts. Over that time, they integrated socially, and while still having a lot of Native spirituality and culture, their language was long forgotten, and very few spirit warriors come from his community.
It should be noted that Martin never knew his parents. Sure, he grew up with them, and they're still alive. But he never knew he was descended from long lines of psychics and spirit warriors. This was kept quiet after they allied with Iron Heart. But, unlike his ancestors, Martin had such significant power that a Dog Boy patrol tracked him while hunting. If the Psi-stalker leading the pack hadn't known Martin's uncle, things would have ended differently, and sooner.
Already a registered psychic, Martin, a rare and coveted Zapper, was recruited into Psi-Battallion and trained as a soldier. After his training, Martin expressed an interest in a leadership role. To evaluate his abilities, Martin has found himself working at the CSOG.
Martin could easily become a career soldier. Not because of any special love for the CS, but because of the sheer excitement that comes with being a line soldier. Killing innocents doesn't sit well (and he tries to avoid it), but he knows enough to swallow the taste of it and mourn the fallen quielty, later.
Martin had arrived in the swamps with Tim, pretty much on his second tour of duty. As a Zapper, Martin was a rather pized commodity and being assigned to Tim was rather a big deal for the brass. Little did they know, eh? In any event, Martin grew to have a lot of respect for Tim in the time he served under him. So much so that, out of duty to Tim, Martin opted to stay behind with him, to be whatever assistance he could be. The Swamps have proven to be a significant challenge for the Northerner, though not one that is impossible to overcome. In most respects, even the local barbarians (when not out to kill him) give him a nostalgia for his ancestors.
While in the jungle, Martin's hair has grown long, more in keeping with his own peoples' traditions. The humdity and his abilities wreak havok on it, but he still manages to keep it tied back. To do otherwise appals civilized people and amuses children.
Statistics
I.Q.: 14
M.E.: 18
M.A.: 10
P.S.: 28
P.P.: 21
P.E.: 15
P.B.: 12
Speed: 24
Hit Points: 18
SDC: 67
ISP: 144
PPE: 10PPE:
Skills:
O.C.C. Skills:
Radio: Basic -- 60% (+5%/level)
Motorcycles & Snowmobiles -- 74% (+4%/level)
Basic Electronics -- 60% (+5%/level)
Sensory Equipment -- 45% (+5%/level)
Body Building & Weight Lifting
Climbing 1 -- 50% (+5%/level)
Climbing 2 -- 40% (+5%/level)
Running
W.P. Energy Rifle
W.P. Energy Pistol
W.P. Sword
Hand to Hand: Expert
Language: Native tongue -- 89% (+1%/level)
Mathematics: Basic -- 50% (+5%/level)
O.C.C.-Related Skills:
Boxing
Electricity Generation -- 70% (+5%/level)
Gymnastics
- Gymnastics 1/6: Sense of balance -- 53% (+3%/level)
- Gymnastics 2/6: Work parallel bars & rings -- 63% (+3%/level)
- Gymnastics 3/6: Back Flip -- 72% (+2%/level)
- Gymnastics 4/6: Basic Prowl ability -- 30% (+%/level)
- Gymnastics 5/6: Basic Climb ability -- 25% (+%/level)
- Gymnastics 6/6: Climb Rope/ Rappel -- 62% (+2%/level)
Mathematics: Advanced -- 55% (+5%/level)
Navigation -- 50% (+5%/level)
Demolitions -- 63% (+3%/level)
Wilderness Survival -- 35% (+5%/level)
Secondary Skills:
Military Etiquette -- 40% (+5%/level)
First Aid -- 50% (+5%/level)
W.P. Pistol
Lore: Psychics & Psionics -- 30% (+5%/level)
Art -- 40% (+5%/level)
Special Abilities:
ISP | Damage | Range | MDC | Duration | |
Impervious to Electricity | 0 | Self | Constant | ||
Sense Electricity | 2 | 100ft+10ft/lvl | 2 minutes | ||
Electrical Aura and Radiate Electricity | 5 | 6D6 SDC /Static: 2D6SDC/2D6MD @ Ley Lines | Self | 20 MDC+2/level | 2 minutes/level |
Electricity Absorbtion | 4/absorbtion act | None | Touch to 20 ft/lvl | Instant or up to 10 minutes/level |
Psionics:
ISP | Damage | Range | MDC | Duration | Other | |
Electrokinesis (double range) | ||||||
-- Electrical Resistance (1/5) | 4 | Self | 3 minutes/level | |||
-- Electrical discharge (2/5) | 2 | 1D6 SDC/melee | Touch or 4ft/lvl | Instant | ||
-- Electrical MD Attack (3/5) | 6 /12/ 18 | 1D6 MD/2D6MD/3D6/MD | Touch or 20 ft/lvl | Instant | ||
-- Manipulate Electrical Devices (4/5) | 4 | 90 ft + 10 ft/lvl | 2 minutes/level | 12 items/melee | ||
-- Sense Electricity (5/5) | 2 | 90 ft + 10 ft/lvl | 2 minutes | 55%+5%lvl chance of pinpointing | ||
Telekinesis (super) | 10/100lbs | 1D4x10 SDC/1D4 MD/100lbs | 2 minutes/level | |||
Telekinetic Accerlation Attack | 10/20 | 2D4x10 SDC/3D6+4 MD | 50 ft + 10 ft/lvl | Instant | +1 to strike, no other bonuses | |
Telekinetic Force Field | 30 | Self or 40 ft/lvl | 25 MDC/lvl | 10 minutes/lvl | -6 to dodge | |
Telekinetic Punch | 6 | 3D6 SDC+bonus punch/4D6 SDC+PS kick | Touch or 1ft/lvl | Instant | ||
Brain Scan | 10 | Touch | Varies | Can find mental and neural illnesses | ||
Neuro-Touch | Double if not touch | |||||
-- Stumble (1/5) | 4 | Touch or 10 ft | instant | lose control of legs | ||
-- Jolt (2/5) | 6 | 1D4 SDC/1 MD | Touch or 10 ft | instant | A static zap | |
-- Momentary Stun (3/5) | 10 | Touch or 10 ft | 8 seconds | Loses initiative, half attacks. -4 to defend | ||
-- Disorientation (4/5) | 12 | Touch or 10 ft | 1 melee round/level | -3 to strike/parry/dodge, 50% Spd, -1attack | ||
-- Paralysis of arms (5/5) | 14 | Touch or 10 ft | 1 melee round/level | Cannot use hands or arms | ||
Neural Strike | ||||||
-- The Hit Point Attack | 25 | 2D6 direct to HP/MD | Touch or 2 ft/lvl | Instant | ||
-- Paralysis of Motor reponses | 25 | Touch or 2 ft/lvl | 1 melee round/level | Spd = 0, Cannot walk/move, only 1 attack, all actions -10 |
Combat:
Type: Expert
Number of Attacks: 5
Strike: 4
Dodge: 5
Parry: 5
Roll: 6
Pull Punch: 3
Initiative: 2
Damage Bonus: 13
Disarm: 0
Specific Damages: 0
Saving Throws:
Coma/Death: 0%
Harmful Drugs/Toxins: 0
Magic(Min: 12): 0
Magic Circles(Min: 13 (Protection 16-20)): 0
Magic Faeries’ Spells(Min: 16): 0
Magic Fumes(Min: 14): 0
Magic Ritual(Min: 16): 0
Magic Wards(Min: 13): 0
Poison(Min: 14): 0
Poison(Min: 16): 0
Insanity(Min: 12): 2
Psionics(Min: 10): 2
Horror Factor: 4
Mind controlling drugs: 0
Potions: 0
Magic charms: 0
Possession: 1
Disease: 0
Carrying pounds 440lbs
Running speed
-- Yards/attack 24
-- Yards/melee round 120
-- yards/minute 480
-- Miles per hour 16
Trust/Intimidate 0%
Charm/Impress 0%
Gear
MDC | Weight | Damage | Range | Ammo/clip | Clips | |
CA-3 Light Deadboy Armour | 80 | 12 | ||||
CTT-P40 | 89 | 1D6x10 MD | 2000 Feet | 40 | 5 | |
CP-40 | 9 | 2D4/6D6 MD/3D6/1D6x10 SDC | 2000 Feet | 30/10/900/300 | 5 | |
CP-30 | 4 | 2D4/4D6 MD | 600 feet | 30/10 | 5 | |
Survival knife | 1 | 1D4 SDC | Hand-to-hand | |||
Vibrosword | 3 | 2D6 MD | Hand-to-hand | |||
Grenades | 1 | 3D6 MD | Thrown | 2 | ||
C-5 Pump Pistol | 5 | 4D6 | 800 feet | 5 | 5 |
Free Weight: 316lbs
Other Gear:
Three signal flares
Air filter and gas mask
Tinted goggles
First Aid Kit
Utility Belt
Walkie-talkie
Dress Uniform
Combat boots
Canteen