G-Mail: csc2551@mail.com
Discord: Chris C#9679
Link to Ledger: Ledger
Character Name: Ensign Drago Gor, M.D.
Alias:
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.
ATTRIBUTES
- 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.
- 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
- 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.
- 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%)
- 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
- 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
HTH Type: Expert
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
- 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
- All stunt and maneuver penalties are halved.
- Dodge Bonus: +5
- Roll with Impact/Survive Crash: +3
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.
- 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.