YIM Handle: Kagatos2003
Hangouts: WanderinParadox
Character Name: Egan Grey
Race: Human
O.C.C.: CS Ranger
Occupation: Scout / Tracker
Rank: Private, First Class
Alignment: Aberrant
XP Level: 10
XP Points: 100,751 XP (06FEB2019 - CSHC)
Next Level @ XP: 131,601 (for lv.11)
Sentiments/Non-Humans: Case by case. Some are good and some need to die.
Sentiments/Coalition: Stable and purposeful, but sometimes can be a little too rigid.
Disposition: Quiet and to the point, enjoys being alone more than with people.
Insanity:
- Hysterical aggressive reaction to innocents being beaten which could lead to Homicidal Rage (15% chance).
Absent Minded: The implants cause the character to be absent minded and forgetful about minor things. This means if bored or distracted, the character's mind will wander and he may not notice details or subtle things. The character is -3 on initiative during such times, and enemies prowling around the character, hiding or using camouflage get +10% to their skill against this character. Likewise, the character is more easily distracted by a seducer (the seducer gets +10 to seduction skill).
Under other conditions, the character tends to lose track of time and is frequently late, has trouble remembering names of recent or casual acquaintances, has trouble remembering numbers (addresses, telephone numbers, code numbers, measurements, etc.; 01-50% chance of remembering the name or number) and may repeat himself ("Did I mention I saw this fellow ... whatshisname ... talking to a Dead Boy? Oh, I did.) or tell his favorite story(s) on a regular basis, forgetting who he's told it to in the past.
ATTRIBUTES
I.Q.: 10 (9)
M.E.: 14
M.A.: 23
P.S.: 21
P.P.: 25 (27)
P.E.: 24
P.B.: 7
Speed: 22
PHYSICAL DATA
P.P.E.: 4
I.S.P.: 84
H.P.: 54
S.D.C.: 66
Age: 17
Sex: Male
Height: 6' 1”
Weight: 185 lbs
Description: He is lean and fit young man with grey eyes and short cropped black hair. His nose is slightly crooked and He has some minor scarring across his face and neck.
Natural Abilities
Perception Bonus: 67% (+3%)
Invoke Trust/Intimidate – 75%
Max. Encumbrance: 68
Max. Carrying Weight: 400
Max. Lifting Weight: 800
Max. Jumping Ability: Running Start - 15' Long , 5.5' High / Standing - 11' Long , 4' High.
Bionics & Cybernetics
Head
Erupter Implant
- +26 ISP & Master of Telekinesis (special)
-1 IQ & Absent Minded
Multi-Optic Eye
- IFF Tag: Grey, CSSE, SSG (E-6) [A cyber-doc with the proper tools can modify or delete the data]
* Telescopic (4-8x30 mag, 6000' range)
* Macro Lens (2-20x mag, 3' range)
* Passive Nightvision (2000' range)
* Thermal Image (200' range)
* Light Filters
* Targeting Display (+1 to strike)
Bio-system - Left leg
Psionics (Minor)
Object Read (6)
- *Object Read: Impressions – 76% (+2%)
*Object Read: Images – 68% (+2%)
*Object Read: Present – 58% (+2%)
Enhanced Reflexes (10)
Telekinetic Leap (8)
Telekinetic Lift (6)
Telekinetic Punch (6)
Telekinetic Push (4)
Telekinetic Acceleration Attack (10-20)
Telekinesis (super) (10+) (Double Duration/Range/Weight)
Telekinetic Force Field (30)
O.C.C. Skills
Language: American – 98%
Language: Dragonese – 98% (+3%)
Radio: Basic – 100% (+5%)
Camouflage – 75% (+5%)
Climb – 105% (+5%)
Prowl – 87% (+5%)
ID Plants & Fruit – 90% (+5%)
Land Navigation – 92% (+4%)
Wilderness Survival – 95% (+5%)
Track & Trap: Animals – 80/90% (+5%)
Track Humans & Robots – 85% (+5%)
Trap Construction – 71% (+4%)
Trap & Mine Detection – 75% (+5%)
Pilot: Hovercycles / Skycycles / Rocket bikes – 112% (+3%)
Hunting
W.P. Energy Rifles
Hand to Hand: Expert
- *W.P. Paired Weapons
O.C.C. Related Skills
Salvage – 90% (+5%)
Intelligence – 71% (+4%)
Streetwise – 56% (+4%)
Lore: Demons & Monsters – 95% (+5%)
Lore: Magic – 80% (+5%)
- *Recognize magic circles / symbols / runes – 70% (+5%)
*Recognize Enchantment – 65% (+5%)
Kick Boxing (3rd level)
Gymnastics (3rd level)
- *Sense of Balance – 71% (+3%)
*Work Parallel Bars/Rings – 81% (+3%)
*Back Flip – 84% (+2%)
*Climb Rope / Rappel – 74% (+2%)
Sensory Equipment (EP @ 7th) - 45% (+5%)
Boxing (EP @ 9th)
Sharpshooting: Rifle (9th)
Steel Armor Advanced Training:
Elite Pilot (special): CS combat pilots with Steel Armor AT walk away with a fundamental knowledge of all CS infantry armored vehicles, ground power armor and manned combat robots. If it is a military armored vehicle, the pilot can drive it, at least on a very basic level. Equal to the Base Skill required for that specific piloting skill and category of military armored vehicle/ground power armor/robot, but without benefit of any bonuses other than I.Q. attribute, if applicable.
Robots and Power Armor 59%/71% (+3%) (second number is ground power armor)
Weapon Systems 55% (+5%)
Pilot: Robot Combat: Elite (Light Ground-Based Power Armor)
Pilot: Robot Combat: Elite (Ground-Based Power Armor)
Pilot: Robot Combat: Elite (Heavy Ground-Based Power Armor)
Secondary Skills
Running
W.P. Energy Pistol
W.P. Knife
Lore: D-Bees – 70% (+5%)
Dowsing – 65% (+5%)
Cook (Professional) – 90% (+5%) (+10% when cooking 'hunted' food)
Whittling & Sculpting (3rd level - Professional) – 75% (+5%)
W.P. Bola (3rd level)
Literacy: American (6th level) – 60% (+5%)
Optic Systems (EP @ 7th) - 45% (+5%)
General Repair & Maintenance (9th Level) - 40% (+5%)
Combat Data
HTH Type: Expert
Number of Attacks: 7 / 8/w rifle (8 / 9/w rifle)
Initiative Bonus: +0 / +2/w rifle (+3 / +6/w rifle)
Strike Bonus: +7 (+9)
Parry Bonus: +10 (+13)
Dodge Bonus: +10 (+13)
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Other:
Critical Strike on 18,19,20 (unmodified)
Automatic Knockout on 20 (unmodified)
Backhand – 1D4 damage
Kick – 1D8 damage
Kick – 2D4 damage
Karate Kick - 2D6 damage
Roundhouse – 3D6 damage
Axe Kick – 2D8 damage
Knee Strike – 1D8 damage
Leap Kick – 3D8 damage (counts as 2 attacks)
Robot and Power Armor Combat: Basic
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +1 / +3/w rifle (+4 / +7/w rifle)
Strike Bonus: +9 (+11)
Strike Bonus(Range): +1
Parry Bonus: +11 (+14)
Dodge Bonus: +12 (+15)
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)
Robot and Power Armor Combat: Elite (Light Ground-Based Power Armor)
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +3 / +5/w rifle (+6 / +9/w rifle)
Strike Bonus: +10 (+12)
Strike Bonus(Range): +3
Parry Bonus: +13 (+16)
Dodge Bonus: +13 (+16)
Dodge Bonus(Leaping): +16 (+19)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Punch Damage: As per Robot (or Augmented) P.S.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Robot and Power Armor Combat: Elite (Ground-Based Power Armor)
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +3 / +5/w rifle (+6 / +9/w rifle)
Strike Bonus: +10 (+12)
Strike Bonus(Range): +3
Parry Bonus: +13 (+16)
Dodge Bonus: +13 (+16)
Dodge Bonus(Leaping): +16 (+19)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Punch Damage: As per Robot (or Augmented) P.S.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Robot and Power Armor Combat: Elite (Heavy Ground-Based Power Armor)
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +3 / +5/w rifle (+6 / +9/w rifle)
Strike Bonus: +10 (+12)
Strike Bonus(Range): +3
Parry Bonus: +13 (+16)
Dodge Bonus: +13 (+16)
Dodge Bonus(Leaping): +16 (+19)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Punch Damage: As per Robot (or Augmented) P.S.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
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
Knife +4 strike / +4 parry / +5 throw
Energy Pistol +5 to strike
Energy Rifle +5 to strike
Bola +2 to strike, disarm and entangle
Sharpshooting (Rifle):
Skill: Can shoot from a moving vehicle /w half bonuses (normally a wild shot) - no called shots possible
Aimed Shot: +2 to Strike +other bonuses
Called Shot: +3 (+4) to Strike (2 actions) +other bonuses
Saving Throw Bonuses
Coma/Death: +18%
Magic (varies): +5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+):
Psionics (12+):
Skills Traded for Steel Armor Advanced Training
O.C.C. Related Skill E.P.
O.C.C. Related Skill E.P.
Secondary Skill from [level #12 from [CS Ranger O.C.C.]
Secondary Skill from [level #12 from [CS Ranger O.C.C.]
Secondary Skill from [level #15 from [CS Ranger O.C.C.]