Character Name: Andra Sekona
Race: Seeron Human
O.C.C.: Supersoldier/Elite Freedom Fighter
Occupation: Freedom Fighter/Mercenary
XP Level: 10
XP Points: 115,776 2021-02-01 DSM
Next Level @ XP: 129,001
Sentiments/Non-Seeronians: Believes that everyone deserves to be happy, that everyone deserves their freedom, regardless of how they look. Will not shy away from any lifeform alien looking to him, just because they are different.
Sentiments/Tarloks: Just as he believes that everyone deserves to be free, he also believes that tyrants must be stopped no matter what the cost. The Tarloks have taken his former life from him and he will see them defeated. He also knows that he is on their list and that his days are numbered so he must do what he can now, to destroy them.
Disposition: Friendly man with a good sense of humor. Hate bullies and is quick to stand up for someone. When a battle starts, he is quick to taunt the opposition.
Stats in Red are the result of wearing NE-BA-55 "Supersoldier" Exoskeleton Heavy Battle Armor.
P.S.: 29 (Extraordinary) (Robotic)
Speed: 51 (153)
Height: 6'2" (7'2")
Weight: 210 lbs (330 lbs)
Description: Tall, large, perfect physical specimen. Blemish free skin, thick and full brown hair and red eyes from the experimentation performed upon his body. Looks to be about 20 years old.
Carry (lbs): 2900
Carry (min): 344
Lift (lbs): 5800
- Length: 49' (63')
- Height: 19' (27')
Super Soldier Enhancements:
Attempted to Make the Character Invulnerable: Adds 80 lbs (36 kg) to weight (all muscle, not fat), skin has a Natural A.R. of 14, plus gets an extra 2D6 Hit Points and 4D6x10 S.D.C. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit, but do NO damage. +1 to P.S. and P.E. too.
Physical Transformation: The hero is physically altered, with fat becoming lean, strong muscles, bones strengthening, hair filling out, physical impairments such as poor vision and poor hearing corrected, and disease, even a terminal one, eliminated (at least for the time being; may return in 4D6 years). Bonuses: +1D6 to P.S. which is equal to the Minor super ability of Extraordinary Strength, +1D4 to P.E., +1D6 to P.B., +1D6 to Spd, +2D6 to Hit Points and add +4D6 to the S.D.C. Points.
The hero has the ability to sense immediate personal danger. This power does not inform him of the nature, source, or direction of the danger, just that he is in imminent danger. The warning time is 3 seconds in advance per level of the super being and makes him hyper alert and ready to act or react (dodge, parry, roll, etc.) at a moment's notice. (30 seconds)
Bonuses: +1D4 M.E., +1 on initiative, +1 to parry, +2 to dodge, and cannot be attacked by surprise.
Extraordinary Mental Affinity:
An aura of likability, confidence and trust radiates from this character. He or she is so dynamic that they are often the center of attention and make the opposite sex swoon.
Bonuses: Increase the M.A. attribute to 24+1D6.
Skill bonus of +10% is added to seduction, pick pockets and all skills of deception and sleight of hand.
The character posses an indomitable spirit. He is able to resist psionic attacks and mental assaults that would humble other men. Even some psychics do not possess his natural level of mental resistance.
Bonuses: Needs a 12 or higher to save vs psionic attack as if he were a Major Psychic himself, is +7 to save vs possession, +6 to save vs mind control, +5 to save vs illusions and Horror Factor, +3 to save vs magic and disease, +3 to save vs insanity, +20% to save vs coma and death, and skill penalties for being confused, dazed or drugged are half for this focused and driven character.
The hero ages at a fraction of the normal rate, compared to most normal humans: Two years for every 10. This means a character who is 100 years old has the appearance and physical body of a human in his late 20's or early 30s, by age 200 he or she looks to be 40ish. Life expectancy is 300 years and dies a good looking corpse.
Bonuses: +1 to P.E., +3 to save vs disease, +5% to save vs coma/death and +1D4 to P.B. Attribute.
Extraordinary Physical Prowess:
Bonuses to P.P., Speed, Auto Dodge, +10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc., +1 APM.
Bonuses to Initiative, disarm, pull punch, roll with punch, Speed, auto dodge, +1 APM, Paired Weapons.
Bionics & Cybernetics
Bionic Implants: Head implants stimulate certain brain neurological, chemical and glandular activity to increase physical endurance and strength. Bonuses: Raise P.E. attribute to 19 (if already 19 or higher, add one point to P.E.), +1D6 to P.S., +2D4 to Spd and +3D6 to S.D.C. The character is also impervious to physical exhaustion/fatigue for the first two hours of strenuous activity and then begins to fatigue at half the normal rate. Penalties: The character suffers from chronic headaches and eats 2-4 times as much as normal without gaining weight; higher metabolism burns up the calories much faster than normal.
Bionic Weapon System (Both Arms): Two are built into one of the character's hands and arms or one system in each arm. This is not an artificial limb, but a bionic implant. The weapon responds to bio-electrical impulses from the brain and is under the complete control of the character. Unfortunately, the power system is limited to a maximum of just 50 blasts per hour, but it is self-regenerating.
Electrical Discharge: Does 1D6, 2D6 or 4D6 (MDC) damage (character can adjust the degree of damage; counts as one blast regardless of damage amount). Can be fired as an arcing blast or the hand can be electrified to inflict damage by touch (add normal punch and P.S. damage to the electrical damage if used as an electrified punch attack). Range: 100 feet (30.5 m) or hand to hand. Payload: 50 Shots per hour.
Language: Trade 4: 98%
Literacy: Trade 4: 98%
Language: Tarlok: 98%
Basic Mathematics: 98%
Radio: Basic: 100% +5% per level
Computer Operation: 100% +5% per level
Pilot: Hover Vehicle: 103% +5% per level
Pilot: Jet Pack: 97% +4% per level
Land Navigation: 91% +4% per level
Intelligence: 87% +4% per level
Military Etiquette: 95% +5% per level
Find Contraband and Illegal Weapons: 86% +4% per level
Streetwise: 66% +4% per level
Pick Locks: 90% +5% per level
Basic Electronics: 90% +5% per level
Demolitions: 100% +3% per level
Demolitions: Disposal: 100% +3% per level
Climbing/Rappelling: 103/103% (83/83%)+5% per level
O.C.C. Related Skills
Detect Ambush: 90% +5% per level
Concealment: 76% +4% per level
Seduction: 75% +3% per level
Prowl: 100% (80%) +5% per level
Updated HtH: Expert to Martial Arts
- Sense of Balance: 87% +3% per level
Work Parallel Bars and Rings: 97% +3% per level
Climb Rope: 88% (68%) +2% per level
Back Flip: 98% +2% per level
Read Sensory Equipment: 60% +5% per level
W.P. Heavy Mega-Damage (Energy) Weapons
Weapon Systems 45% (+5%)
Body Building & Weight Lifting
Recognize Weapon Quality: 70% +5% per level
Basic Mechanics: 60% +5% per level
First Aid: 75% +5% per level
Escape Artist: 50% +5% per level
HTH Type: Martial Arts
Number of Attacks: 10 (11)
Initiative Bonus: +9 (+10)
Strike Bonus: +9
Parry Bonus: +11 (+13)
Dodge Bonus: +12 (+14)
Auto Dodge: +13
HTH Damage Bonus: +14
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +6 (+7)
Bonus to Disarm: +7
Paired Weapons (all)
Critical strike on an unmodified roll of 18, 19 or 20.
Pin/Incapacitate on a roll of 18, 19 or 20.
Crush/Squeeze: 1D4+14 S.D.C.
Backhand Strike: 1D6+14 S.D.C.
Body Flip: 1D6+14 S.D.C.
Restrained Punch: (1D6x10 S.D.C. or 1D4 M.D.)
Punch: 1D4+14 S.D.C. (1D6 M.D.)
Karate Strike/Punch: 2D4+14 S.D.C.
Elbow/Forearm: 1D6+14 S.D.C.
Power Punch: does double dice damage +14. Counts as two melee attacks. (2D6 M.D.)
Leap Attack (critical strike, first and only attack of melee)
Kick: 2D4+14 (1D6 M.D.)
Karate Kick: 2D4+14
Roundhouse Kick: 3D6+14
Crescent Kick: 2D4+16
Back Flip Attack: 2D6+14
Power Kick: does double dice damage +14. Counts as two melee attacks. Not applicable to leap and jump kicks. (2D6 M.D.)
Backward Sweep: No damage. Knockdown only. Cannot be parried.
Tripping/Leg Hook: No damage. Knockdown only. Cannot be parried.
Jump Kick: 6D6+14 (must be the only attack that melee)
Flying Jump Kick: 4D6+14 (counts as two melee attacks, must be the only attack that melee)
Energy Pistol: +5 to strike
Energy Rifle: +5 to strike
Sword: +4 to strike and parry
Heavy Mega-Damage (Energy) Weapons: +1 to strike
Saving Throw Bonuses
Vs. Insanity: +9
Vs. Magic: +10
Vs. Possession: +7
Vs. Psionic: +7
Vs. Poison: +7
Vs. Mind Control: +6
Vs. Disease: +6
Vs. Illusion: +5
Vs. Horror Factor: +8
Vs. Coma/Death: +51%