Player Name: Chris C
G-Mail: csc2551@gmail.com
Discord: Chris C#9679
Link to Ledger: Player Ledger
Character Name: Ethan Gaunt Alias: Race: Brain of a Human. R.C.C.: Full Conversion Borg - Rifts Bionic Sourcebook pg. 77
(Flavored as Naruni Repo Bot) Alignment: Aberrant XP Level: 3 XP Points: 5,861 (Updated by Dice Lord 01FEB23) Next Level @ XP: 8,400 Sentiments/Non-Humans: No different than humans. All are subject to my domain. As memory bleed continues and he puts together his past he will loathe the Naruni for what they did to him. Sentiments/Coalition: As a human he loathed them. Currently he has had little interaction and his mental degradation has led to a slow memory bleed. As they return his loathing will return to 100%. Disposition:. He is arrogant and obviously a few bricks shy of a load. He is calm and measured in his emotions. He never gets angry or over emotional seeing himself as the embodiment of death and entropy. As memory bleed continues this very well may change. Insanities:
The character reacts in anger and violence to someone hurting a child.
and
The hardware has been damaged that forces loyalty to the Naruni and allows them to track him. But it also sealed off his memories. Although now he remembers almost nothing of his previous life, over time memories will bleed in. When this happens he will begin questioning who he thinks he is.
PHYSICAL DATA
Age: 37 years old at time of Transplant/ 1 year since transplant
Sex: Male
Height: 7'
Weight: 1000 lbs
Description: A thin robotic chassis, wrapped in a robe of canvas with a hood and face cover. You can only see the pale read glow of his eyes.
A fully operational radio is built inside the head. Channels are switched by working the jaw and transmissions are received directly in the ear identical to the cybernetic Headjack. The cyborg can send transmissions by a mental command and quietly talking out loud. A microphone is built into the jaw
Nuclear Power Cell
Go without breathing for up to two hours
A miniaturized language translator placed right inside the body to facilitate easy communication with the multitude of nonhuman life forms on Rifts Earth. Char acters who already have a Headjack or some other type of audio ear implant can have the cyber-translator implant installed at half cost because it is integrated into that pre-existing system. Starts with 10 different languages to begin with, and eight addi tional languages can be added. Level of accuracy is 98.7% when listening to only one or two speakers and languages at a time. Drops to 70% with a six second delay when trying to translate 3-6 speakers simultaneously, 22% if more than that
Plasma Ejector- Left Forearm (4D6 M.D. to a 350 feet range, unlimited payload)
Retractable Knuckle Blades: Mega-Damage Vibro-Blades (2D4 M.D. plus the usual punch damage)
Finger Laser - Right Hand (1D4 M.D., 350 feet range, unlimited payload).
Weapon Link to Power Supply - speed and leaping distances are reduced by 20% during and for 20 minutes after a firefight until drained energy levels can recharge. If combat is especially intense and long lasting (more than an hour), reduce speed and leaping distance by 50% and combat bonuses are all -1.
O.C.C. Skills
Language: American 120% (+1%)
Language: Naruni 76% (+3%)
Mathematics: Advanced 65% (+5%)
Radio: Basic 55% (+5%)
Land Navigation 59% (+4%)
General Repair & Maintenance 60% (+5%)
Basic Mechanics 50% (+5%)
Sensory Equipment 50% (+5%)
Weapon Systems 55% (+5%)
Pilot: Tanks & APCs 49% (+4%)
Pilot: Jet Packs 60% (+4%)
Climbing/Rappelling 55/45% (+5%)
W.P. Energy Rifle
W.P. Energy Pistols
W.P. Heavy M.D. Weapons
W.P. Polearm
Hand to Hand: Assassin
O.C.C. Related Skills
+1 additional at levels 3, 7, 1 0, and 13
Tracking: People 35% (+5%)
Literacy: American 60% (+5%)
Prowl 35% (+5%)(30% LE-B1)
W.P. Sharpshooting: Energy Rifle (Particle Beam) (Level 1)
Secondary Skills
+ 1 additional Secondary Skill at levels 4, 8 and 1 2.
* With Particle Beam Combat Data
HTH Type: Assassin
Level 1: Starts with three attacks/actions per melee round. +2 to strike. W.P. Paired Weapons. Level 2: + 1 on initiative and +2 additional attacks/actions per melee round. Level 3: +3 to pull punch, and +2 to roll with impact/punch/fall.
Level 4: +4 to damage on all physical attacks, and + 1 on initiative.
Level 5: + 1 additional attack/action per melee round and +1 strike with a thrown weapon.
Level 6: +3 to parry/dodge, +2 to entangle.
Level 7: Knockout/stun on an unmodified roll of 17-20. Leap Kick Counts as two melee attacks)
Level 8: + 1 additional attack/action per melee round, + 1 to strike with guns, and + 1 on initiative.
Level 9: + 1 on initiative and can perform back flip.
Level 10: Critical Strike on an unmodified roll of 19 or 20.
Level 11: +2 to strike in hand to hand, +1 to strike with a thrown
weapon and with guns.
Level 12: +2 to pull punch and death blow on a roll of a Natural 19
or 20.
Level 13: + 1 additional attack/action per melee round.
Level 14: +2 to damage and can perform Holds.
Level I5: +2 to strike in hand to hand and + 1 to strike with guns.
Number of Attacks: 5 (6*)
Initiative Bonus: +3 (+5*)
Strike Bonus: +8
Parry Bonus: +6
Dodge Bonus: +8
HTH Damage Bonus: Robot Strength Damage Below
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Other: Robot Strength Melee
Arm Attacks:
Restrained Punch: 1D4 M.D. (3D4 Retractable Knuckle Vibro Blades)
Full Strength: 2D6 M.D. (2D6+2D4 Retractable Knuckle Vibro Blades)
Power Punch: 4D6 M.D. (4D6+2D4 Retractable Knuckle Vibro Blades - counts as two melee attacks).
Leg Attacks:
Kicks: 3D8 M.D.
Leap Kicks: 5D8 M.D. (counts as two melee attacks).
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (+5*) (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus (+5*), 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
+1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
+1 to Strike at levels 2, 4, 7, 10, and 13.
[*]Strike and parry simultaneously. In other words, those skilled in W.P Paired Weapons can often perform two actions for everyone melee action/attack.
[*]Twin, simultaneous strikes against the same target. Both weapons hit the same opponent or target at once, making it ONE melee attack/action (roll only once to strike with both weapons). The defender under attack can only try to parry one of the two weapons coming at him for his defensive parry. The other will strike unless he too has the W.P. Paired Weapons skill and is using two weapons, or a weapon and a shield. to try and block both simultaneous attacks; needs to roll one parry.
[*]Strike two different targets (or strike one and parry another in- coming attack). simultaneously; both must be within reach.
[*]Parry two different attackers. One with each hand.
Note: A character with W.P. Paired Weapons needs to make two separate rolls if he is: a) Striking two different opponents; b) parrying attacks from two separate opponents; or c) strike once and parrying once against the same opponent or strike one opponent and parrying a second attacker. The only time that just one roll to strike with paired weapons is necessary is when the character is either striking the same opponent twice or parrying two attacks from the same opponent.
Characters with the W.P. Paired Weapons skill may use any weap- ons that can be effectively used with one hand (i.e., one suitable weapon in each hand). A character who gains the W.P. Paired Weapons skill from level advancement may use it with anyone-handed melee weapons they are currently proficient with (has a W.P. in). However, any weapons being used which the wielder does not have a Weapon Proficiency in or which is too large or heavy effectively negates the Paired Weapons skill, making it impossible to use both hands and weapons simultaneously; can only attack one opponent and each swipe of the weapon counts as one melee attack.
Characters with W.P. Paired Weapons can EITHER parry multiple attackers or parry an incoming attack and then get a counter-attack, but cannot do both.
Of course, a character with W.P. Paired Weapons can parry an at- tack and strike simultaneously only if he still has attacks left. A charac- ter who has already used up his attacks can NOT counterstrike (hit back) until the next melee round begins. but he can parry until then.
A character with W.P. Paired Weapons using both of his attacks si- multaneously on someone is vulnerable to attack from a second opponent. When fighting three (or more) attackers, the character would be able to try to parry two of the attackers, but any other attacks would be unopposed.
+2 to damage at levels 2 and 8.
+1 to strike and parry at levels 1, 3, 6, 9, and 12.
+1 to strike when thrown at levels 3, 8, 12
Not designed for throwing.
The Sharpshooter's "Aimed" Shot (applicable to both the single shot and the aimed burst shot): +1 to strike with a P.P. 20 and for every additional five P.P. points above 20, but the bonuses are only applicable when the appropriate type of weapon is used. Aimed shots only. No bonuses for shooting wild.
The Sharpshooter's "Called" Shot: The Sharpshooter's "aimed" shot bonuses are NOT applicable when using this special "Called Shot." Instead the sharpshooter uses the following superior bonuses: +1 to strike with a P.P. 18 and for every additional three (3) P.P. points above 18, but the bonuses are only applicable when the appropriate type of weapon is used and this special called shot counts as two melee attacks/actions. Aimed shots only
Quick Draw: +1 to initiative at a P.P. 18 and for every additional four (4) P.P addition to other initiative bonuses.
The Bonus Attack: +1 melee attack when using that specific weapon for the entire melee round.
Worn on Person Wilk's Jet Pack LE-B1 Light Espionage ‘Borg Armor
Utility Belt Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Backpack The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
Features: Bulky and can only be worn by partial or full conversion Cyborgs
Book Reference: p.101, Bionics Sourcebook
Bandit IP-10 Ion Pistol
Range: 400'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 per LE-Clip
Weight: 3 lbs.
Features: Good balance
Modifiers: +1 to strike
Book Reference: p.173, WB14
Wilk's Jet Pack M.D.C.: 20
Crew: One
Power System: choose from options below & note here
Maximum Speed: 120 mph
Maximum Altitude: 1,200'
Maximum Range: 800 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE
Clockwork Wolf (Patron Item) Unique Magical Construct
Alignment: animalistic automaton; effectively aberrant
Disposition: akin to that of a highly loyal canine companion; affectionate, playful, protective, and somewhat obedient Attributes
I.Q.: 10 (High animal intelligence)
M.E.: N/A
M.A.: 16
P.S.: 20 (Robotic)
P.P.: 20
P.E.: N/A
P.B.: 16
Speed: 60 Physical Data
M.D.C.: 150
Dimensions: 3' high, 5' long, 1.5' wide, 300 lbs.
Power System: Unknown
Average Life Span: Unknown, possibly eternal with proper maintenance & upkeep Natural Abilities
Invoke Trust or Intimidate: 60%
Charm/Impress: 30%
Leap to 10' high or across, double with a running start
Max Carry Weight: 500 lbs.
See Aura (100')
Combat Stats:
Attacks per Melee: 3
Modifiers: +4 to initiative, +6 to strike, +4 to dodge
Bite: 2D6
Restrained Attack:: 2D6+5
Melee Attack: 1 M.D.
Saving Throw Bonuses
Immune to (non-physical) psionics
Immune to toxins of all types
Requires no air or nourishment
+8 vs Horror Factor
Skill Equivalents
Prowl--90%
Track by Smell--90%
Swim--50%
Features of Note:
[*]Cannot be a familiar, only a companion
[*]Magically understands all languages, but cannot communicate aside from body language
[*]Regenerates 1D6 M.D.C. per day[/list]
History: Shifters and Xenobiologists alike have cataloged these curious extra-dimensional mechanical constructs across the megaverse from obscure pocket dimensions to the the sprawl of the Three Galaxies. Their origins are a complete mystery, but master Dwarven techno-wizards of the UWW take credit for these seemingly living works of extraordinary craftsmanship and artistic skill. While incredibly rare to find, the behavior of these automatons is universally identical and they are the finest and most loyal of any possible companion.[/size]
Last edited by Ethan Gaunt on Fri Mar 10, 2023 1:38 pm, edited 14 times in total.
Ethan found himself in a room of stark white. He had been here for sometime. In fact time had little meaning. He has been alone for so long. He even at times could not remember his name . He could not remember how he got here. He had flashes but no cohesive narrative. After what seemed like an eternity he believed himself dead. No matter how much he relaxed he couldn’t feel himself breathe and didn’t feel hunger or thirst. This was the afterlife and obviously his hell. He was dead and his poor choices had led him to this hell of white. He would sit and try to vacate his mind on occasion in hopes of achieving something similar to sleep. But he never achieved it. More and more of his identity slipped away until he was just a name and madness. He craved purpose and existence and one fateful day he would achieve both.
As he sits staring into the nothingness of the room his senses are suddenly inundated with images a steel arm plunging into the head of a man and ripping out his brain with a crunch and plopping noise. Then suddenly he is back staring into the white. He shakes his head. Trying hard to piece together what he saw. Another flash, this time of another metal hand leveling blaster mounted in his wrist at a target firing obliterating it. White again. What is happening to me?. He stands and his visage begins becoming like television static. Until a final flash shows as he looks down his body that he has become a steel chassis covered in blood and chunks of flesh. Around him is the mutilated body of a man, the man he manually removed the brain of. He sees a case full of cred sticks. He realizes that sparks are shooting out of the side of his head. His vision has changed. He sees everything on multiple levels. Heat, and an overlay that attempts to identify the deceased, impossible because of the mutilation. He touches the source of the sparks. It is some kind of metal disc sharpened that was lodged in his head. He pulls it out and feels the side of his head. His metal hands touch the gash but he can’t feel it. He however knows what it looks like, because a diagnostic screen in the HUD presents an image. Below an outline of the wound, the words Control Circuits - Destroyed, GPS - Destroyed, Ego- Containment Breached. Directive: Return to Base Station for repair. What does that mean.
He walks over to a mirror on the wall, he sees the visage before him. A black metal construct with glowing red eyes. I was Ethan Guaunt but this is not Ethan Gaunt. Who am I? What am I? he would look down at his chest in the mirror to find the answer to both questions of his existence. Emblazoned on the right side of the chest was the image. ‘D347H’. A cold rational mind of an automaton would immediately see a designation tag. Not this, abomination that melded metal and man in a most unholy way. When his human brain laid sight upon the collection of numbers and letters with robotic eyes, they were reformed to a word. DEATH. “I am Death” he says outloud. The chassis’s voice once monotone now modulated with human nonverbal emotional emphasis.
During a deep dive into his psyche by Sir Thorn of the Spook Squad, he regained his consciousness completely, becoming aware of who he was, and what happened to him and his family. Although aware of his identity he still cannot remember his knowledge and skills he possessed when he was alive. However he hypothesizes that the memory bleed will continue and they will return to him eventually. Currently his robot and human awareness are merging, and he is a fully capable Combat Cyborg. He has provisionally joined the Spook Squad.
4d6-L: [6, 2, 3, 5]-L = 14 IQ
4d6-L: [2, 1, 5, 5]-L = 12 ME
4d6-L: [5, 5, 5, 4]-L = 15 MA
2d6-L: [3, 2]-L = 3 PB
Psionics Roll:
d100: [1] = 1
Additional Cybernetics:
1d4: [2] = 2
Money Roll:
1d4*10*10*10: [1]*10*10*10 = 1000
Gave up Land Navigation for HTH: Assassin
ME Stat Boost After Appproval <16
1d6: [3] = 3
ME Stat Boost After Appproval 16+
1d6: [3] = 3 IQ Stat Boost after Approval:
1d6: [4] = 4
IQ Stat Boost after Approval:
1d6: [4] = 4
PB Stat Boost after Approval:
1d6: [6] = 6
PB Stat Boost after Approval:
1d6: [2] = 2
PB Stat Boost after Approval:
1d6: [2] = 2
ME Stat Boost After Approval:
1d6: [4] = 4
ME Stat Boost After Approval <16:
1d6: [4] = 4
ME Stat Boost After Approval 16+:
1d6: [5] = 5
Last edited by Ethan Gaunt on Tue Sep 20, 2022 9:58 pm, edited 7 times in total.
Prerequisite: Character cannot have achieved a level.
Okay, so here's the basic process:
Return the character to the recruitment forum.
Strip any skills and bonuses derived from original OCC
When those bonuses are variable (like +1d4 to whatever), strip the maximum possible bonus
(consider this the cost)
Plug in new skills and abilities from new OCC
MDC: Head:60, Body 180, Upper Arms: 47, Forearms and Hands :33, Legs: 60, Feet 13
Starts with a bionic body designed for combat purposes (the most common bionic metamorphosis). Body stats were listed previously. Includes the above features plus Cybernetic Multi-Optic system, Amplified and Ultra-Ear hearing, Headjack, Gyro-Compass, and Clock Calendar. Select five bionic or cybernetic weapons, and may include additional limbs, a tail, and shoulder blasters, and most certainly a concealed weapon and forearm blaster. Weapon se lection is usually two melee weapons and three energy weapons. Select five accessories, such as a fm ger camera, energy-clip hand port, secret body compartments, or head/throat accessories, sensors, and so on. As for additional items, the character gets as many as half the total number of possible bionic features listed in the opening under Statistics for Partial Cyborgs. HOWEVER, if the character only takes one third that number (round down), it means he has savings in the amount of 500,000 credits that can be applied to other bionic improvement in the way of M.D.C. and increased attributes, or saved for repairs and upgrades in the future
Bionic Weapons
Weapon Link to Power Supply
Built-in Weapon Systems
Particle beam weapon - Right Forearm (6D6+6, 2000 feet, unlimited payload)
Plasma Ejector- Left Forearm(4D6 M.D. to a 350 feet range, unlimited payload)
Finger Laser - Right Hand (1D4 M.D., 350 feet range, unlimited payload).
Last edited by Ethan Gaunt on Thu Feb 23, 2023 12:57 pm, edited 4 times in total.
Character Name: D347H Alias: Ethan Gaunt Race: Brain of a Human. R.C.C.: Naruni Repo Bot Alignment: Aberrant XP Level: 3 XP Points: 5,861 (Updated by Dice Lord 01FEB23) Next Level @ XP: 9,001 Sentiments/Non-Humans: No different than humans. All are subject to my domain. As memory bleed continues and he puts together his past he will loathe the Naruni for what they did to him. Sentiments/Coalition: As a human he loathed them. Currently he has had little interaction and his mental degradation has led to a slow memory bleed. As they return his loathing will return to 100%. Disposition:. He is arrogant and obviously a few bricks shy of a load. He is calm and measured in his emotions. He never gets angry or over emotional seeing himself as the embodiment of death and entropy. As memory bleed continues this very well may change. Insanities:
The character examines and studies ways one can die and kill, as well as implements of death, how the human (and non-human) body reacts/responds to the threat of death/fear, tolerance to pain, survival responses, and even the philosophical concepts of death, the soul, life after death and so on. It is interesting to note that the character is not afraid of death and is not morbid about it. He is simply fascinated by it. Others may find him to be disturbingly callous and ghoulish. He will be fascinated by Juicers, and if a Juicer himself, all the above will be amplified to the point of obsession (although still very calm and philosophical about it). May also find the undead/vampires of interest (or as an abomination who defy the natural order of life).
,
The character believes he is a divine being because the voices in his head tell him so. As such, the narcissistic character believes he is better than anyone else, and is above the law, judgement and the comprehension of mere mortals. Consequently, he Ignores the law and may have questionable morals (depending on the alignment and does as he pleases.) The character is not necessarily mean about it, nor blatant or deliberate about breaking the law (though he can be). He just doesn't see them as applying to him. The character will also refuse to pay the consequences when accused of wrongdoing and will feel cheated and unjustly persecuted if forced to pay.
, and
The hardware has been damaged that forces loyalty to the Naruni and allows them to track him. But it also sealed off his memories. Although now he remembers almost nothing of his previous life, over time memories will bleed in. When this happens he will begin questioning who he thinks he is.
PHYSICAL DATA
M.D.C.: See Special Ability “Robot Body”
Age: 27 years old at time of Transplant/ 1 year since transplant
Sex: Male
Height: 6’5
Weight: 600 lbs
Description: A thin robotic chassis, wrapped in a robe of canvas with a hood and face cover. You can only see the pale read glow of his eyes.
Natural Abilities
Perception: 21%
Accurately estimate the distance and location of the sound source, and recognize specific sounds and voices: 45% (+5%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 20/30%
Max. Encumbrance: 480 lbs
Max. Carrying Weight: 1250 lbs
Max. Lifting Weight: 2500 lbs
Max. Jumping Ability: 50’ across and 25’ high
M.D.C. by Location:
Head - 200 M.D.C. (-2 to strike)
Arms (2) - 200 M.D.C. each
Legs (2) - 240 M.D.C. each
Main Body - 600 M.D.C.
Force Field - 300 M.D.C.
Bionics & Cybernetics Head Multi Optic Eyes
---Telescopic: 4-8x30 magnification, 6000'
---Passive Night Vision: 2000'
---Thermal-Imaging: 2000'
---Polarized Light Filters: Reduces glare
---Infrared
---Targeting Display (+1 to strike w/ranged weapons) Amplified Hearing
---Sound Filtration System Internal Oxygen Supply can allow Brain to survive for 96 hours without external Oxygen
Built-in Weapon Systems
Particle beam weapon (1D4x10 M.D. per shot, 2000 feet, unlimited payload)
Plasma Flamethrower (5D6 M.D. to a 20 feet, 200 feet range, unlimited payload)
Finger-Laser (4D6 M.D., 2000 feet range, unlimited payload). An energy weapon can be plugged into the repo-bot's power supply for an unlimited payload.
O.C.C. Skills
Computer Operation 60% (+5%)
Hand to Hand: Assassin
Language: Native Tongue (American) 105% (+1%)
Language: Other (Trade 4) 71% (+3%)
Language: Other (Naruni) 71% (+3%)
Literacy: Native Language 50% (+5%)
Pilot: Jet Packs 65% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 91% (+3%)
Radio: Basic 70%% (+5%)
Tracking: People 45% (+5%)
Weapon Systems 65% (+5%)
W.P. Energy Rifles
W.P. Energy Pistols
Secondary Skills
Computer Repair 40% (+5%)
Gambling: Standard 30% (+5%)
Horsemanship: General 48%/28% (+4%)
Mathematics: Advanced 55% (+5%)
Combat Data
HTH Type: Assassin
Level 1: Starts with three attacks/actions per melee round. +2 to strike. W.P. Paired Weapons. Level 2: + 1 on initiative and +2 additional attacks/actions per melee round. Level 3: +3 to pull punch, and +2 to roll with impact/punch/fall.
Level 4: +4 to damage on all physical attacks, and + 1 on initiative.
Level 5: + 1 additional attack/action per melee round and +1 strike with a thrown weapon.
Level 6: +3 to parry/dodge, +2 to entangle.
Level 7: Knockout/stun on an unmodified roll of 17-20. Leap Kick Counts as two melee attacks)
Level 8: + 1 additional attack/action per melee round, + 1 to strike with guns, and + 1 on initiative.
Level 9: + 1 on initiative and can perform back flip.
Level 10: Critical Strike on an unmodified roll of 19 or 20.
Level 11: +2 to strike in hand to hand, +1 to strike with a thrown
weapon and with guns.
Level 12: +2 to pull punch and death blow on a roll of a Natural 19
or 20.
Level 13: + 1 additional attack/action per melee round.
Level 14: +2 to damage and can perform Holds.
Level IS: +2 to strike in hand to hand and + 1 to strike with guns.
Number of Attacks: 6
Initiative Bonus: +6
Strike Bonus: +8
Parry Bonus: +9
Dodge Bonus: +10
HTH Damage Bonus: Robot Strength Damage Below
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
Bonus to Disarm: +0
Other: Sniper:
---+2 to called and aimed shots only. Combat Driving:
---Penalties for tricks and vehicular attacks halved.
---+2 to Dodge
---+2 to survive crash/impact
---Only -2 penalty firing from a moving vehicle including called and Aimed shots.
---Every Level reduces trick and vehicular attack penalties by 1 point. Combat Flying
---All Penalties for Airborne stunts and maneuvers are halved.
---+2 to Dodge
---+3 to roll with impact/survive crash
---Every Level reduces trick and maneuvers penalties by 1 point. Horsemanship: General - Combat:
---+1 to parry or dodge while on horseback
---+1d4 S.D.C. damage when on horseback from kicks and melee weapons.
---Charge: +1d6 Melee SDGC/MDC with polearm or spear depending on weapon damage type while charging on horseback. Attacker must roll lower than second number or be dismounted. Robot Strength Melee
Restrained Punch: 1D6 M.D.
Full Strength Punch: 3D6 M.D. on a full strength punch, or
Power Punch: ID6xl0 M.D. (Counts as two melee attacks)
Kick: 5D8 M.D.
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
[*]Strike and parry simultaneously. In other words, those skilled in W.P Paired Weapons can often perform two actions for everyone melee action/attack.
[*]Twin, simultaneous strikes against the same target. Both weapons hit the same opponent or target at once, making it ONE melee attack/action (roll only once to strike with both weapons). The defender under attack can only try to parry one of the two weapons coming at him for his defensive parry. The other will strike unless he too has the W.P. Paired Weapons skill and is using two weapons, or a weapon and a shield. to try and block both simultaneous attacks; needs to roll one parry.
[*]Strike two different targets (or strike one and parry another in- coming attack). simultaneously; both must be within reach.
[*]Parry two different attackers. One with each hand.
Note: A character with W.P. Paired Weapons needs to make two separate rolls if he is: a) Striking two different opponents; b) parrying attacks from two separate opponents; or c) strike once and parrying once against the same opponent or strike one opponent and parrying a second attacker. The only time that just one roll to strike with paired weapons is necessary is when the character is either striking the same opponent twice or parrying two attacks from the same opponent.
Characters with the W.P. Paired Weapons skill may use any weap- ons that can be effectively used with one hand (i.e., one suitable weapon in each hand). A character who gains the W.P. Paired Weapons skill from level advancement may use it with anyone-handed melee weapons they are currently proficient with (has a W.P. in). However, any weapons being used which the wielder does not have a Weapon Proficiency in or which is too large or heavy effectively negates the Paired Weapons skill, making it impossible to use both hands and weapons simultaneously; can only attack one opponent and each swipe of the weapon counts as one melee attack.
Characters with W.P. Paired Weapons can EITHER parry multiple attackers or parry an incoming attack and then get a counter-attack, but cannot do both.
Of course, a character with W.P. Paired Weapons can parry an at- tack and strike simultaneously only if he still has attacks left. A charac- ter who has already used up his attacks can NOT counterstrike (hit back) until the next melee round begins. but he can parry until then.
A character with W.P. Paired Weapons using both of his attacks si- multaneously on someone is vulnerable to attack from a second opponent. When fighting three (or more) attackers, the character would be able to try to parry two of the attackers, but any other attacks would be unopposed.
+2 to damage at levels 2 and 8.
+1 to strike and parry at levels 1, 3, 6, 9, and 12.
+1 to strike when thrown at levels 3, 8, 12
Not designed for throwing.
+1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Saving Throw Bonuses
Coma/Death: 24%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +1
Psionics (varies): +2
Mind Control: +2
Possession: +3
Horror Factor (varies): +10
Impervious to disease, toxins, gases, and radiation, don't need air to breathe.