Ensign Drago Gor, M.D. (Seljuk, Body Fixer) Approved

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Ensign Drago Gor, M.D. (Seljuk, Body Fixer) Approved

Post by Drago Gor »

Player Name: Chris C
G-Mail: csc2551@mail.com
Discord: Chris C#9679
Link to Ledger: Ledger

Character Name: Ensign Drago Gor, M.D.
Race: Seljuk
O.C.C.: Body Fixer
Alignment: Scrupulous
XP Level: 4 EP Spent to Advance Starting Level
XP Points: 15,751 (UG 08FEB23)
Next Level @ XP: 18,001
Sentiments/Non-Humans: He has issue with no sentient race, but would take some issue to classifying everything in the category of Human/Non-Human and would suggest that you do not create such a dichotomy.
Sentiments/Humans: Our allies in the CCW. Thankful for their cooperation but they do tend believe the universe is centered around them.
Sentiments/CCW: Civilization at its finest. Striving for the betterment of all.
Sentiments/UWW: An enigma and their civilization centered around the use of magic is intriguing.
Sentiments/Kreegor: They are problematic and opposed to the CCW’s vision.
Sentiments/Tarlock: It is difficult to respect any society that embraces slavery.
Disposition: He doesn't present as your standard charismatic Seljuk. Being raised by the Noro has made him more subdued and contemplative. He is extremely logical but is capable of compassion although he never shows that. He is a fully developed member of the Noro Culture and therefore shares their same values.
Insanity: None
Description: He has Cobalt Blue scales that rest over a fit frame. His ears look like wings, framing his Green eyes.

  • I.Q.: 21
  • M.E.: 18
  • M.A.: 14
  • P.S.: 51 Supernatural
  • P.P.: 20
  • P.E.: 34 Supernatural
  • P.B.: 12
  • SPD: 28
  • P.P.E.: 4
  • M.D.C.: 250 (+2d6/Level)
  • Horror Factor: 11
  • Age: 25
  • Sex: Male
  • Height: 10’5"
  • Weight: 650 lbs.
Natural Abilities
  • Perception: 53% / 63% to Rolls Involving Health. (+3%)
  • Charm/Impress: 10%
  • Invoke Trust/Intimidate: 30%
  • Max. Encumbrance: 650 lbs.
  • Max. Carrying Weight: 2350 lbs.
  • Max. Lifting Weight: 4700 lbs.
  • Max. Jumping Ability: 71 ft Horizontal, 35 ft Vertical
Racial Abilities
  • Regenerate 1d6x10 MDC an hour.
  • Keen Sense of Smell
  • Sharp Color Vision
  • Can leap 15 Ft from a standing position.
  • Take half damage from MDC Fire and Energy attacks including magical damage.
Special Abilities
  • No skill penalty when working on common/known D-Bees.
  • Diagnose disease with extreme clarity and accuracy. He is so good, that he can reduce the symp­toms (i.e., the penalties and duration) by half. Can also recognize pos­session and magical illnesses and curses.
O.C.C. Skills
  • Athletics (General)
  • Biology 87% (+5%)
  • Brewing: Medicinal Success 72% / Quality 77% (+5%)
  • Chemistry 77% (+5%)
  • HTH:Expert
  • Language: Noro (Native) 103% (+1%)
  • Language: Trade 4 86% (+3%)
  • Language: Trade 6 86% (+3%)
  • Literacy: Noro (Native) 96% (5%)
  • Lore: D-Bees 77% (+5%)
  • Math: Basic 87% (+5%)
  • Medical Doctor - Diagnose 107% / Treat 97% (+5%)
    • Alien Physiology or Previously Unknown D-Bees - Diagnose 87% / Treat 77% (+5%)
  • Pathology 97% (+5%)
  • Pilot: Jetpack 76% (+4%)
  • Sensory Equipment Medical 77% / Others 62% (+5%)
  • Outdoorsmanship
  • Wilderness Survival 62% (+5%)
  • W.P. Knife
  • Xenology 77% (+5%)
O.C.C. Related Skills
+2 Skills at 3, 6, 9, & 12
  • Radio Basic 77% (+5%)
  • Cybernetic Doctor(Cybernetic Medicine x 2) - Diagnose 82% / Remove or Repair Surgery 112% (+5%)
    • Alien Cybernetics- Diagnose 72% / Remove or Repair Surgery 102% (+5%)
    • Alien Bionics - Diagnose 52% / Remove or Repair Surgery 82% (+5%)
      EP for Additional Skill
  • Entomological Medicine Diagnose 65% / Treat 45% (+5%) Lvl 3
  • Forensics 77% (+5%)
  • Psychology 82% (+5%) Lvl 3
  • Field Surgery 55% (+4%)
  • Chemistry: Pharmaceutical 67% (+5%)
  • Literacy: Trade 4 82% (+5%)
  • Combat Flying
  • Forced March
  • Kickboxing Lvl 3
Secondary Skills
+2 Skills at 4, 8, & 12
  • Aerobic Athletics
    • Sense of Balance 57% (+5%)
  • Astronomy and Navigation 57% (+5%)
  • Body Building
  • Chemistry: Analytical 30% (+5%) Lvl 4
  • Computer Operation 67% (+5%)
  • Electrical Engineer 62% (+5%) EP Spent for Normally Unavailable Skill
  • Identify Plants and Fruits 35% (+5%) Lvl 4
  • Math: Advanced 72% (+5%)
  • Research 67% (+5%)
  • Running
  • W.P: Energy Pistol
Combat Data
HTH Type: Expert

Level I: Starts with four attacks/actions per melee; kick attack 1D8 damage; +2 to pull punch and +2 to roll with punch, fall or impact.
Level 2: +3 to parry and dodge; and + 1 to pull punch.
Level 3: +2 to strike and +2 to disarm; Can perform a Karate Punch
Level 4: +1 additional attack/action per melee round.
Level 5: Can perform a Karate Kick. Does 2D6 damage.
Level 6: Critical Strike on an unmodified roll of 18, 19 or 20.
Level 7: W.P. Paired Weapons and backhand strike (average, does 1D4 damage)
Level 8: Body Flip/Throw; does 1D6 damage, and victim loses initiative and one attack.
Level 9: +1 additional attack/action per melee and +1 to disarm.
Level 10: +3 to damage.
Level 11: Knockout/Stun on an unmodified roll of 18, 19 or 20.
Level 12: +2 to parry and dodge.
Level 13: Critical Strike or knockout from behind (triple damage).
Level 14: +1 additional attack/action per melee round.
Level 15: Death blow on a roll of Natural 20.

Number of Attacks: 5
  • Initiative Bonus: +0
  • Strike Bonus: +5
  • Parry Bonus: +6
  • Dodge Bonus: +7
  • HTH Damage Bonus: +2D6 MD
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +4
  • Bonus to Disarm: +4
Hand to Hand Maneuvers
  • Restrained Melee Strike - To Strike: d20+5 | 3d6 MD
  • Regular Melee Strike - To Strike: d20+5 | 2D6+1D6*10 MD
  • Power Melee Strike - To Strike: d20+5 | 2D6+2D6*10 MD
  • Disarm - To Strike: d20+4
  • Dodge - To Dodge: d20+7
  • Entangle - To Strike: d20+5
  • Pull Punch - Roll 7 or better on a strike on die only
  • Roll With Impact - Roll a 11 or better on a fall
Aerial Combat Data
  • All stunt and maneuver penalties are halved.
  • Dodge Bonus: +5
  • Roll with Impact/Survive Crash: +3
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

  • W.P. Knife - +3 to Strike, +2 to strike when thrown, +2 to parry
    • Body Fixer: Special bonus of+ 1 to strike
    • +1 to strike at levels 2, 4, 7, and 10
    • +1 to parry at 1, 3, 6, 9 and 12
    • +1 to strike when thrown 1, 3, 6, 8, 10 and 13
  • W.P. Energy Pistol - +2 to Strike
    • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
Saving Throw Bonuses
  • Coma/Death: 34%
  • Magic (varies): +11
  • Lethal Poison (14+): +10
  • Non-Lethal Poison (16+): +10
  • Drugs +2
  • Insanity (12+): +5
  • Psionics (varies): +2
  • Horror Factor (varies): +3
  • Impervious to Disease
  • Fatigues at Half the Normal Rate
  • No Value to PPE Vampires or as sacrifices in rituals.
Last edited by Drago Gor on Mon Oct 03, 2022 2:11 am, edited 250 times in total.
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Re: Drago Gor, Draconid Ghost Maker - Gear

Post by Drago Gor »

Dog Pack Spikes | Book Reference: p. 259, RUE -Selling
Environmental Body Armor (Heavy) | Book Reference: p.100-101, DB13 - Selling

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.
Grav Pack - Nuclear | p.126, DB2

Carried In Hand

Worn on Person
On Ship
CAF Medical Uniform
Utility Belt

Medical: Blood Analysis/Tox-Screen
Medical: Epidermic Analyzer
Medical: Epidermal Temperature Gauge
Medical: Pulse & Pressure Detector
Medical: Stethoscope Feature (Used with Ultra Ear)

Language Translator
Universal Headjack and Ear Implant
Ultra Ear
Sound Filtration System
Molecular Analyzer
Macro Eye w/Camera

Off Ship & Combat (When On Ship this is all Stored in Ready Room Storage Locker)
KLS Triarius Heavy Armor
Grav Pack - Nuclear
Dog Pack Spikes
Utility Belt
CAF Elite Corps Load-Bearing Chest Rig
Back Pack

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: Handheld Portable Computer (Standard programs)
• Attachment: Radio Phone
• Attachment:
• Attachment:

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)

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: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: PH-21 Phase Beamer | Book Reference: p.123, DB2
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

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: Phase Tech Medical Kit: Field (Assembled from Phase Tech Medical Kit: Full when dispatched from Ship)
• Space: Sample Holder (Packed from Med Bay When Dispatched from Ship)
• Space: Forensics Kit (Packed from Med Bay When Dispatched from Ship)
• Space: Chemical Analyzer (Packed from Med Bay When Dispatched from Ship)
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored on Ship
Phase Tech Medical Kit: Full (Assembles Field Kit When Dispatched off Ship)
Sample Holders
Chemical Analyzer
Forensics Kit

Secure: 68,100

KLS Triarius Heavy Armor (Patron Item)
M.D.C. by Location:
  • Helmet: 100
  • Arms: 125 each
  • Legs: 150 each
  • Arm Shield: 300
  • Main Body: 200

Weight: 25 lbs.
Modifiers: -15% to physical skills, +1 to strike with ranged weapons when targeting sight engaged
  • All features standard to environmental armor
  • Arm shield is modular; can be equipped on either upper arm
    • The shield's large size can be used to effectively create (directional) partial cover
    • Partial cover: attackers must either go around to an exposed side, or are required to make called shots (12+) to hit any exposed area of the suit
  • Multi-optics suite in helmet (only one can be active at any given moment, save for the targeting sight)
    • Digital targeting sight overlay, passive nightvision, infrared: 1,600'
    • Thermal-imaging: 800'
    • Telescopic monocular lens: 10,000'
  • CIMSS: voice-controlled Computer Integrated Management & Security System (simple AI obeys & responds to user requests & controls suit systems)
  • Kinetic energy dampening and cushioning system: half damage from kinetic attacks; low-speed kinetic impacts (melee attacks) from augmented or greater P.S. do full damage

Conversion Note: A.R. 18 in an S.D.C. environment, strike rolls below the A.R. do no damage

PH-21 Phase Beamer
  • Range: 400'
  • Damage: 3D6 or 4d6 M.D.
  • Rate of Fire: single shots only
  • Payload: 10 shots per E-clip
  • Weight: 4 lbs.
  • Features: none
  • Modifiers: does not damage armor; does S.D.C. damage to S.D.C. creatures & M.D. to M.D.C. creatures and force fields
  • Book Reference: p.123, DB2

Phase-Tech Med Kit: Full (Starting Equipment)
  • Weight: 30 lbs.
  • Features: Full kit contains equivalent of RMK and IRMSS med systems, drug dispenser with a full variety of medicines, and a phase-tech kit.
  • Modifiers: Field kit gives a recovery ratio of 55% if used in the field. Full kit gives an 80% recovery ratio if used in the field. Both give a 98% recovery ratio if used in a proper sick bay or hospital.
  • Book Reference: p.125, DB2

Medical: Blood Analysis/Tox-Screen
  • Features:
  • Special sensors and implants in the hand enable basic screen for 60 common toxins and blood anomalies
  • Can indicate whether sample is of human, animal, D-Bee, or unknown blood type
  • Subject to be tested must physically touch the area of the hand for analysis
  • Book Reference: p30, Bionics Sourcebook

Medical: Epidermic Analyzer
  • Features:
  • Molecular analyzers in the hand detect chemicals in the blood by touching someone's skin and/or perspiration
  • Can also indicate body temperature by touching for 30 seconds
  • Book Reference: p30, Bionics Sourcebook

Medical: Epidermal Temperature Gauge
  • Features:
  • Hand or specific finger can take body terature by touching them on the neck, head, or armpits
  • Book reference: p30, Bionics Sourcebook

Medical: Pulse & Pressure Detector
  • Features:
  • By squeezing and holding patient's wrist or finger for one minute, measures pulse.
  • If the wrist is used, and is slowly released, also measures blood pressure.
  • Book Reference: p30, Bionics Sourcebook

Medical: Stethoscope Feature Used with Ultra Ear
  • Features:
  • Can use hand or ear like a stethoscope to hear heartbeat and/or breathing by placing it on chest or back
  • Can only be used with cybernetic or bionic ear implants or Universal Headjack
  • Book Reference: p30, Bionics Sourcebook

Last edited by Drago Gor on Thu Aug 18, 2022 4:52 pm, edited 45 times in total.
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Re: Drago Gor (Seljuk Body Fixer) - Background Story

Post by Drago Gor »

Background Story

Until the age of three, Drago did not exist as far as the CCW was concerned. He remembers very little about his original family. Just glimpses of a pair of green Seljuk. And the dreams of being in a corridor surrounded by fire. That was before a Noro Research vessel discovered a disabled vessel of Seljuk Origin, that had been nearly annihilated by an attack of an unknown assailant. They found a single survivor, a child with blue scales and Green Eyes. The lead scientist was Saron Gor. The child was bright. They discussed what they would do with the child. They repeatedly referred to him as the Seljuk child, when Saron decided they would take him back to Noro Gor, they asked the child his name. He said Drago, and after talking for sometime, Saron saw a bright future for the child.

When Saron returned to Noro Gor, he spoke to his wife Rhea. They were unable to bear children. After much discussion it was decided Saron and Rhea would take him in. They have always been kind and generous to Drago, and he is happy they became his family. They assured he had the finest education, and as he matured in the CCW, life wasn't necessarily easy, but it also wasn't hard. He was the subject of ridicule by Noro children and some adults, but that never really bothered him. He knew he was different but he always strived to the the best Noro and CCW Citizen he could be. He excelled in his studies, becoming one of the most talented students in the Sciences that Noro Gor ever produced. He graduated from an esteemed Sciences University and had his pick of any graduate program on Noro. He had always wanted to be a physician, but felt he owed his life to the Noro and the CCW they helped found. When he finished his degree he decided to dedicate himself to the protection of the CCW. He joined the CFA and became a Pararescue Paramedic. These Medics fly into dangerous regions to retrieve wounded soldiers, stabilize them and then treat them once they are taken to safety. He demonstrated courage and skill as an NCO. His performance led to the offer to go to Medical School in the CFA at 20 years old. He was quite gifted and finished his studies in 3 years. He finished his residency last week, and the next day he was granted his commission as an Ensign. Today he gets his orders.

Drago rises out of his bed, his tall muscular frame covered in blue scales. He does his morning stretches and puts on his running clothes. He grabs, a hand full of bacon and eats on his way out the door. Drago runs 10 miles every morning. His first CO was a bit of a wordsmith and called him Drago the Indefatigable, because they couldn't seem to wear him out. As he jogs he thinks back over his life and the things he has seen and done. He joined the CFA he wanted to protect the CCW but also see the Three Galaxies. When they inquired about his preference for an assignment, they assumed he wanted to go to a CFA Hospital on a base somewhere. But he asked for a field assignment. One that would put him shoulder to shoulder with his fellow soldiers, and allow him to see the Universe. As he completes his run, he goes up to his apartment. He showers and dresses in his BDU's. He proceeds to Central command.

He enters personnel and lets the Commander’s Aide de Camp know he was there and then takes a seat. After a few minutes he is escorted into Commander Trask’s Office. Drago stands at attention and salutes the Commander. Trask returns the salute and tells him “At Ease”, gesturing to the seat across his desk. Drago sits down.

The Commander says, “Ensign Gor, do you know why you are here?”

Drago replies “Yes sir, I am to receive my assignment, however I am curious as to why my orders weren’t delivered like with everyone else.”

The Commander states, “Honestly it is a bit complicated. It’s not often we have a decorated combat medic that completes his Medical Doctorate and asks for a field assignment. Most soldiers go to med school to get out of potential combat.”

Drago replies, “I never wanted to stop being a soldier, sir. I just wanted to be the best medic I could be. A medic’s place is with the men.”

Trask, responds “And that is why you are here. Have you heard of Task Force Trinity?”

Drago answers “Yes, sir it is a new exploratory initiative.”

Trask nods his head, “We have started our selection process for one of our first ESOs, or Exploratory Special Operations team. They will explore the unexplored and even potentially make First Contact with other species. We have bypassed the normal process to offer you a position as medical officer on this team. Code named GHOSTS.”

Drago, says “Interesting, sounds clandestine. Is this off book? “

Trask responds, “ESO’s are completely on book, your missions will be made public, if they are successful. This book will be published but will not be in the public library if you will. This is the team so far.” He slides a folder across the desk toward Drago.

Drago picks it up and opens it. After a few minutes looking through the file he says, “A Cosmoknight, CAF Fleet Officer, A Psi-Tech, Space Warlock and a TIVA inspector? Not one human or Noro.”

Trask interjects, “Two more will be chosen. As of right now we are not sure who they will be.”

Drago, states “The subtext here is there is a lot of military training and fire power. Even with the Goody Two-shoes there, these are men trained for war. That means you think First Contact has a probability to need those skills. You need a face, a diplomat. Hope you get someone that is less bellicose. And sending no humans nor Noro is risky. Sure it demonstrates the CCW is accepting of all species, but if they do establish relations, they will wonder why the two most populous species of the CCW were not represented.”

Trask, nods his head, “I promise you that we have people who are assembling these teams looking at everything in the process. That being said, you will report to your new CO, LtCmdr Nyx Tempest in two weeks. This will be an extended operation. Take the next two weeks to see family and friends, we have arranged for your travel to Noro Gor. You will need to stow your personal items from your apartment in storage. Your apartment will be reassigned. Do you have any questions?”

Drago shakes his head no, and says, “No, sir. Thank you for the opportunity. Exploration is exactly the assignment I was hoping for. I will do my level best.” Drago stands at attention, salutes and leaves the office. I can’t wait to tell Mom and Dad about my assignment.
Drago Gor.png
Dragor - Armor.png

1 0,000-2,200
2 2,201 -4,400
3 4,401-8,900
4 8,901-18,000
5 18,001-26,000
6 26,001-36,000
7 36,001-52,000
8 52,001-76,000
9 76,00 1 - 100,000
10 100,001-150,000
11 150,001-200,000
12 200,001-275,000
13 275,001-350,000
14 350,001-425,000
15 425,001-525,000

Last edited by Drago Gor on Thu Aug 11, 2022 9:44 am, edited 26 times in total.
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Drago Gor
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Re: Ensign Drago Gor (Seljuk, Body Doc) - WIP

Post by Drago Gor »

2d6: [2, 3] = 5 PS +40
2d6: [6, 6] = 12 PE +18
3d6: [3, 3, 1] = 7 MA +3
3d6: [6, 4, 5] = 15 IQ
3d6: [3, 1, 6] = 10 PB
3d6: [3, 6, 5] = 14 ME +4
4d6: [6, 4, 5, 4] = 19 PP
6d6: [1, 4, 1, 1, 1, 2] = 10 SPD

Running and Forced March Speed Bonus: 5d4: [2, 2, 4, 2, 3] = 13
Running, Kickboxing, Forced March and Outdoorsmanship PE Bonus: +5
Body Building, Kickboxing, Athletics PS Bonus: +4
Athletics Speed Bonus: 1d6: [5] = 5

MDC: 3d6*10+80: [4, 6, 5]*10+80 = 230 , 2d6+2d6: [4, 3]+[4, 3] = 14 (Level 3) 2d6: [1, 5] = 6 (Level 4)

PPE: 1d4: [4] = 4

Psynetic Crystal Amplifier additional ISP roll: 1d6*10: [1]*10 = 10

Credits: 4d6*10*10*10: [1, 5, 3, 4]*10*10*10 = 13000

Psionics Roll: d100: [58] = 58

Insanity Save: d20+4>12: [16]+4 = 20 +1= 21

Money: 5d6*10*10*10: [6, 6, 2, 3, 1]*10*10*10 = 18000

4 EP to increase starting level to 4
1 EP for IQ Stat Boost: 1d6: [6] = 6
1 EP for PB Stat Boost: 1d6: [2] = 2
1 EP for MA Stat Boost: 1d6: [4] = 4
4 EP to add a OCC Related Skill - 2nd Cybernetic Medicine
6 EP to add a Secondary Skill normally unavailable to OCC - Electrical Engineer
Last edited by Drago Gor on Mon Oct 03, 2022 2:09 am, edited 4 times in total.
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Drago Gor
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Re: Ensign Drago Gor, M.D. (Seljuk, Body Fixer) Approved

Post by Drago Gor »

Code: Select all

Perception 53%/63% Medical: [roll]d100[/roll]
JIC: [roll]d100[/roll], [roll]d20[/roll]
Status Unarmored: M.D.C. - 250/250
Status Armored: M.D.C. - 250/250 |  M.D.C.: Helm 100/100 | Arms 125/125 | Legs 150/150 | Torso 200/200 | Arm Shield 300/300
[inline=Conditions Unarmored]Horror Factor 11, Keen Sense of Smell, Sharp Color Vision, Impervious to Disease, Fatigues at Half the Normal Rate, No Value to PPE Vampires or as a Ritual Sacrifice, Take half damage from MDC Fire and Energy attacks including magical damage.
[inline=Conditions Armored]Sharp Color Vision, Passive Night Vision, Infrared 1,600', Thermal Imaging 800', Telescopic Vision 10,000', Partial Cover if Shield Deployed: Attackers must change position to an exposed side or make called shots (12+) to bypass shield, Impervious to Disease, Fatigues at Half the Normal Rate, Kinetic Energy Dampeners: Half damage from kinetic attacks, low speed kinetic impacts (melee attacks) from augmented or greater PS do full damage., Take half damage from MDC Fire and Energy attacks including magical damage once through armor, Armor is an Environmental Armor

Initiative: [roll]1d20[/roll]
Action 1: 
Action 2: 
Action 3: 
Action 4: 
Action 5:

Parries: [roll]1d20+6[/roll], [roll]1d20+6[/roll], [roll]1d20+6[/roll], [roll]1d20+6[/roll], [roll]1d20+6[/roll]

PPE Clip 1: 10/10 (Chest Rig)  -  PPE Clip 2: 10/10 (Chest Rig)  -  PPE Clip 3: 10/10 (Chest Rig)  -  PPE Clip 3: 10/10 (Chest Rig) 

[b][size=150][color=#FF4000]For Populating Actions Delete Before Posting[/color][/size][/b]
PH-21 Phase Beamer - To Strike: [roll]d20+5[/roll] | [roll]3D6[/roll] S.D.C. to S.D.C. Creatures | [roll]4D6[/roll] MD to M.D.C. Creatures & Force Fields | Range - 400'

[b]Hand to Hand[/b]
Restrained Melee Strike - To Strike: [roll]d20+5 [/roll]| [roll]3d6[/roll] MD
Regular Melee Strike - To Strike: [roll]d20+5[/roll] | [roll]2D6+1D6*10[/roll] MD
Power Melee Strike - To Strike: [roll]d20+5 [/roll]| [roll]2D6+2D6*10[/roll] MD
Disarm -  d20+4
Dodge - d20+7
Entangle - d20+5
Pull Punch - [roll]d20>6 [/roll]
Roll With Impact - [roll]d20>10[/roll]
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