Character info
Name: Eadric Braidwood
Call sign: ??
Experience Level: 10
O.C.C.: Marine Technical Officer (Expeditionary Force Marines sourcebook)
M.O.S. #1: STORM Team Basic Training
M.O.S. #2: Extraterrestrial Affairs Liaison
Rank: Lieutenant
Alignment: Principled
Age: 28
Sex: Male
Disposition: Curious, friendly, warm, open-minded
Height: 5'11" / 1.8 m
Weight: 170 lb / 77.1 kg
Hair: Blond
Eyes: Hazel-brown
Ethnic Origin: Human
Personal Hobbies: Astronomy, word and/or number puzzles, reading, running, poetry, swordfighting
Special Aptitude: Natural Veritech Ace
+5% to Pilot Veritech skill and +7% to Specialty Veritech Piloting (one specific Veritech which the character pilots better than any other; his or her favorite). Also +1 on Perception Rolls, +1 to dodge and +1 to roll with impact when piloting any type of transformable mecha.
-- Specialty Veritech: Ajax
Attributes
Charismatic: I.Q. 16 (18), M.E. 14, M.A. 23, P.S. 12, P.P. 19, P.E. 13, P.B. 15, Spd 15.
OCC bonuses:+1 ME,+1d4 MA (rolled 3)
Skill bonuses:+5d4 Spd (rolled 15),+2 PE (Forced March),+1 PE (Running),+1 PS (Athletics),+1d6 Spd (rolled 4) (Athletics),+1d8 SDC (rolled 8) (Athletics),+2 PS (Bodybuilding & Weight Lifting)
Aikido bonuses:+4 ME,+2 PP
HEMA bonuses:+1 ME,+2 PE,+1 PP,+1 PS,+10 SDC
Points spent:
Level 2 - IQ
Level 3 - PB
Level 4 - MA
Level 5 - IQ
Level 6 - PP
Level 7 - MA
Level 8 - IQ (max)
Level 9 - PP
Level 10 - MA (max)
ME 20 +3 save vs. psionic attack, +3 vs. insanity
MA 29 96% trust/intimidate
PS 17 +2 to hand-to-hand combat damage
PP 24 +5 parry/dodge bonus, +5 to strike
PE 18 +6% save vs. coma/death, +2 save vs. poison
PB 16 30% charm/impress
Spd 34
Perception: +9 = +3 IQ +2 (OCC) +3 Awareness skill +1 Cryptography skill
Hit Points: 54
SDC: 55
Action Points: 10
Bonus action points:
Initiative: +2 = +2 Aikido
Number of Attacks: 4
Strike: +7 = +5 PP +2 Aikido
Pull punch: +5 = +5 PP
Body flip/throw: +10 = +5 PP +5 Aikido
- Automatic flip/throw
- Body flip/throw does 2d6 extra damage instead of 1d6
- Critical body flip/throw on natural 18-20 (double damage) (Aikido)
Holds/locks:
- automatic finger lock
- automatic wristlock
- automatic elbow lock
Hand attacks:
- Knife Hand Knock-Out (on opponent controlled with joint lock, normal strike roll, does no damage, knocks out opponent for 2d4 rounds)
Foot attacks: kick attack
Hand-to-hand damage +4 (P.S. bonus plus HtH) = +2 PS +2 Aikido
Parry: +10 = +5 PP +1 Athletics +4 Aikido
- Automatic Parry
- Circular Parry
Dodge: +10 = +5 PP +1 Athletics +4 Aikido
- Multiple Dodge
- Automatic Dodge
Disarm: +7 = +5 PP +2 Aikido
Roll with impact: +5 = +1 Athletics +4 Aikido
Breakfall: +10= +5 PP +5 Aikido
Double-up (Special! HEMA Fencer can combine the bonuses of two Weapon Katas if they are compatible. For example, Way of the (big) Knife with Way of the Sword and Dagger). +1 to Disarm/Feint.
Initiative: +0 = no bonuses
Number of Attacks: 7
Strike: +8 = +5 PP +3 HEMA
- Critical Strike from Behind
- +1 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +8 = +5 PP +1 Athletics +2 HEMA
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +6 = +5 PP +1 HEMA
- +4 to rolls against being disarmed
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +1 = +1 B/CB
Number of Attacks: 7
Strike: +9 = +5 PP +3 HEMA +1 B/CB
- Critical Strike from Behind
- +1 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Hobble: Successful Called Shots to an opponent's legs reduce the Speed of the target by 1/2 for 1d4+2 Actions. Successful Strike followed by a Save vs. Pain at 14+ to avoid reduction in Speed. Further Hobbles extend duration.
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +8 = +5 PP +1 Athletics +2 HEMA
- Automatic Parry
- Circular Parry
Dodge: +8 = +5 PP +1 Athletics +1 HEMA +1 B/CB
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +6 = +5 PP +1 HEMA
- +4 to rolls against being disarmed
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +0 = no bonuses
Number of Attacks: 7
Strike: +12 (+9 thrown) = +5 PP +3 HEMA +4 Blunt (+1 thrown)
- Critical Strike from Behind
- +2 to damage
- Critical Strike on a Natural 18, 19, or 20.
- Head-ringer: Hit with end of weapon for 1d6+1 damage, may Stun opponent for 1 action (save vs. pain at 14+ to avoid Stun)
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +13 = +5 PP +1 Athletics +2 HEMA +1 C/M/A +4 Blunt
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +7 = +5 PP +1 HEMA +1 C/M/A
- +4 to rolls against being disarmed
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +0 = no bonuses
Number of Attacks: 7
Strike: +10 (+6 thrown) = +5 PP +3 HEMA +2 Flail (-2 thrown)
- Critical Strike from Behind
- +1 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Indirect Strike: As long as the HEMA practitioner has Initiative, the Defender takes a -2 to Parry.
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +9 = +5 PP +1 Athletics +2 HEMA +1 Flail
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +7 = +5 PP +1 HEMA +1 Flail
- +4 to rolls against being disarmed
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +0 = no bonuses
Number of Attacks: 7
Strike: +11 (+11 thrown) = +5 PP +3 HEMA +4 Knife (+4 thrown)
- Critical Strike from Behind
- +1 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +11 = +5 PP +1 Athletics +2 HEMA +4 Knife
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +7 = +5 PP +1 HEMA +1 Knife
- +4 to rolls against being disarmed
- Disarm Retrieval: slash at opponent's wrist as part of a disarm. If successful, take opponent's weapon. Must have one hand free.
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +1 = +1 SS/R
Number of Attacks: 7
Strike: +12 (+10 thrown) = +5 PP +3 HEMA +4 SS/R (+2 thrown)
- Critical Strike from Behind
- +1 to damage
- Critical Strike on a Natural 18, 19, or 20.
- Lunge:
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Lunge: Initiative total must be higher than opponent's; add +1 to Strike/Damage with slashing/piercing attacks.
Cloak Toss: throw cape at opponent; successful Strike Blinds opponent for 1d4+1 actions; lose cape.
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +11 = +5 PP +1 Athletics +2 HEMA +3 SS/R
- Automatic Parry
- Circular Parry
- +1 parry when using cloaks/capes in offhand
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +6 = +5 PP +1 HEMA
- +4 to rolls against being disarmed
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
- +1 roll when using cloaks/capes in offhand
Maintain balance: +5 = +5 PP
Initiative: +1 = +1 Staff
Number of Attacks: 7
Strike: +10 = +5 PP +3 HEMA +2 Staff
- Critical Strike from Behind
- +1 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
One-handed Stun: If higher initiative total, successful Strike: 1d6+1 damage and may Stun opponent for next action. Save vs. Pain at 14+ to avoid Stun. Not usable at close range.
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +9 = +5 PP +1 Athletics +2 HEMA +1 Staff
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +6 = +5 PP +1 HEMA
- +4 to rolls against being disarmed
Roll with impact: +4 = +1 Athletics +2 HEMA +1 Staff
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +0 = no bonuses
Number of Attacks: 7
Strike: +11 = +5 PP +3 HEMA +3 Sword/Shield
- Critical Strike from Behind
- +1 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Shield-Knock: Hit with rim of shield for 1d6+1 damage and may Stun opponent for their next action. Save vs. Pain at 14+ to avoid Stun.
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +10 = +5 PP +1 Athletics +2 HEMA +2 Sword/Shield
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +6 = +5 PP +1 HEMA
- +4 to rolls against being disarmed
Roll with impact: +4 = +1 Athletics +2 HEMA +1 Sword/Shield
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +1 = +1 Spear
Number of Attacks: 7
Strike: +9 = +5 PP +3 HEMA +1 Spear
- Critical Strike from Behind
- +2 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Spear-aided takedown - use W.K. Spear bonuses in any attempts to Body Flip/Throw the opponent.
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +8 = +5 PP +1 Athletics +2 HEMA
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +6 = +5 PP +1 HEMA
- +4 to rolls against being disarmed
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
Maintain balance: +5 = +5 PP
Initiative: +0 = no bonuses
Number of Attacks: 7
Strike: +9 = +5 PP +3 HEMA +1 Two-Swords
- Critical Strike from Behind
- +2 to damage
- Critical Strike on a Natural 18, 19, or 20.
Pull punch: +5 = +5 PP
Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
Twin Slash/Stab: +2 to damage (both weapons) when using Paired Weapons Strike.
Hand attacks:
- punch (1d6)
- slap (glove optional) (1d4)
- Handle/Pommel Strike (1d6+1)
Foot attacks:
- kick (d8)
Jumping attacks: none
Grabs/sweeps:
- Body flip/throw: +5 = +5 PP
Parry: +9 = +5 PP +1 Athletics +2 HEMA +1 Two-Swords
- Automatic Parry
- Circular Parry
Dodge: +7 = +5 PP +1 Athletics +1 HEMA
- Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
- Multiple Dodge
Disarm: +6 = +5 PP +1 HEMA
- +4 to rolls against being disarmed
Roll with impact: +3 = +1 Athletics +2 HEMA
- Automatic Roll
Maintain balance: +5 = +5 PP- Eadric was born in Edmonton, Alberta, Canada to Paul and Jeannette Braidwood.
Quiz questions/answers:
1. Describe your butt. (Small? Flat? Round and healthy? Be honest!):
Round and healthy, I hope! I do too much running for it to be otherwise.
2. List your close family with a heartfelt description of each:
- My father, Paul, is a professor of classic literature at the University of Alberta. He's an excellent teacher, with a mind open to possibilities and a heart open to all his students, including his young son! I'm sure I owe my own love of reading to him, and to the many patient hours he spent explaining books that were just within my reading level. From him, I also get my sense of civic duty. Dad's family has long had a tradition of giving back, to their country and to their community. Almost all of them have joined the military or civil service, like I have.
- My mother, Jeannette, also teaches at U of A, but her focus is on Canadian literature, particularly poetry. (U of A is host to the Canadian Literature Centre, of which Maman is part.) She's originally from Quebec City, and has raised me to be nearly as fluent in French as she is, for which I'm very thankful. It's a beautiful language! In fact, as far back as I can remember Dad's done his swearing in French -- "Parce que c'est plus joli," he says. ("Because it's prettier.) To which Maman invariably rolls her eyes and laughs, because she can't argue that it isn't! I've picked up the same habit myself, and she is forever laughing at her menfolk. She's more analytical than Dad is, but they both love discussing the latest novel or poem that they've read together.
Ours is a small family, and while we care deeply for each other, it's the sort of love that can go long periods of time without contact, then pick up right where we left off. So I don't know that many of the others qualify as "close," though Dad has a couple brothers about (one's in ASC, one's a judge for Alberta). Mom's family was mostly in Quebec, so we have very little contact with them at all. She has a cousin somewhere in the States, though.
3. Discuss your favorite mecha and why it is your favorite:
The Ajax, and not just because it seems to like me best as well! It's a flexible beastie, able to perform on land, air, and space. Not that I've yet had need of the latter, but it's good to have. Did you know that helicopters have been proven (when properly handled) to hold their own, or better, against fighter jets who assumed their superiority, as jet pilots are wont to do? Even so far back in the 1970s when the U.S. military did a study, and yet you'll find plenty of pilots who still haven't gotten the memo. If I find myself facing one of them in combat, I'll be happy to give them a lesson in why maneuverability is important.
4. Discuss your least-favorite mecha along with your reasons:
I don't know if I have a "least," but I greatly prefer anything that can fly over anything bound to the land. There's just something freeing about flight! Ground and hover mecha just seem so limited by comparison.
5. Describe one of your favorite meals and why you like it:
Oh, the classic steak and potatoes! Medium well and smashed with the skins on, please. Plus green beans and almonds. It's simple, but yummy.
6. What was the last song you really enjoyed?
Josh Taerk, Midnight Mustang
7. If you could visit anywhere in Florida, where would it be?
Right now? Anywhere, frankly. *looks out at the snow* Subtropical weather sounds very, very nice about now! But if I have to state a preference, I'll go with a lovely sandy beach. I'm not familiar enough with the locales to pick a specific one, but I hear Florida has a great many to choose from, and I'd like to see how they differ from Hawaii's.
8. If you could get a kiss from anyone, anywhere, who would it be?
I don't have a girlfriend, even long-distance as it would have to be here, so I'm going to go with Maman. It's been a while since we've seen each other.
9. If you could mind-control all of the Malcontents, what would you have them do?
I could have a long discussion on ends vs. means, but the short of it is, that I don't think I have the right to mind-control anyone, even those who want to kill others. They're wrong, and I want them to stop and just live peaceably with the rest of Earth's inhabitants (well, frankly I want all of humanity to live peaceably with each other, which is almost as unlikely). But I don't feel it's morally right to invade someone's thoughts and force them to act against their will.
10. Write down whatever is on your mind.
I hope I get a chance to go back to Hawaii someday. Either on vacation or by assignment will do! (I won't have to spend time working with the one, and I'll probably get to stay longer with the other.) I haven't been gone long and already I miss the aloha spirit!
Skills
Common Skill Set
Computer Operation 98% (+3%) (total 107%)
Math: Basic 98% (+3%) (total 116%)
Radio: Basic 92% (+5%)
Language and Literacy: Native (English) 98% (+2%) (total 108%)
Language and Literacy: Native (French) 98% (+2%) (total 108%)
W.P. Rifle +4
W.P. Energy Rifle +4
O.C.C. Skills
Basic Electronics 87% (+5%)
Climbing 98% (+5%) (total 102%)
Forced March (bonuses:+2 PE,+1d4 Spd,+2d6 SDC)
Intelligence 96% (+4%)
Mathematics: Advanced 98% (+2%) (total 99%)
Mecha: Pilot Veritech 98% (+4%) (total 113%)
-- Ajax 98% (total 134%)
Military Etiquette 98% (+5%) (total 107%)
Sensory Equipment 97% (+5%)
Swimming 98% (+5%) (total 112%)
Hand to Hand: ExpertReplaced by HtH: Commando
W.P. Energy Pistol +4
W.P. Handguns +4
MOS: STORM Team Basic Training
Detect Ambush 98% (+5%) (total 102%)
Hand to Hand: CommandoReplaced by HtH: Martial Arts Tier 2 system (Aikido)
Intelligence (+10%)Percentage added above
Military Sign Language 98% (+5%) (total 102%)
Pilot: Mecha Elite Combat Training (MECT): Ajax
-- Mecha Elite Combat Training (Ajax) (+1 attack/round at levels 1, 3, 6, 9, 12, 15. +2 initiative, +2 strike (punches, stomps, and kicks), +1 parry, +2 dodge, +1 disarm, +2 pull punch, +1 roll with impact)
-- Ajax mecha bonuses: +1 initiative, +2 strike (hand-to-hand and ranged weapons), +2 parry/dodge, +2 auto-dodge while flying in fighter mode), +1 roll with punch/impact
Pilot: Motorcycles 98% +(4%) (total 113%)
Prowl 87% (+5%)
Wilderness Survival 92% (+5%)
W.P. Knife +4
MOS: Extraterrestrial Affairs Liaison
Anthropology 98% (+5%) (total 112%) (bonus: +5% to all Lore skills and History: Earth)
Barter 83% (+4%)
Biology 92% (+5%)
Language: Other: Zentraedi/Meltrandi 94% (+3%)
Lore: Zentraedi/Meltrandi 98% (+5%) (total 102%)
Lore: Saved for later +15%
Psychology 98% (+5%) (total 102%)
Public Speaking 98% (+5%) (total 105%) (bonus: +5% to Performance)
Xenobiology 91% (+5%)
O.C.C.-Related Skills (pick 5 skills @ level 1, plus an additional skill at each level)
Note: Some skills were swapped out during Eadric's prologue to allow him to take HEMA at level 5. See spoiler at the bottom of the Skills tab.
Level 1:
Cryptography 87% (+5%) (bonus:+1 Perception, +5% Electronic Countermeasures)
Research 98% (+5%) (total 102%)
Astronomy 82% (+5%)
Hand to Hand: Martial Arts tier 2 system (Aikido) (Upgrade from HtH: Commando)
Hand to Hand: Martial Arts tier 2 system (HEMA) - 1st slot
Level 2: Hand to Hand: Martial Arts tier 2 system (HEMA) - 2nd slot
Level 3: Hand to Hand: Martial Arts tier 2 system (HEMA) - 3rd slot
Level 4: Creative Writing 82% (+5%)
Level 5: Hand to Hand: Martial Arts tier 2 system (HEMA) - 4th slot
Level 6: General Repair & Maintenance 72% (+5%)
Level 7: First Aid 67% (+5%)
Level 8: Athletics (bonuses: +1 parry and dodge, +1 roll with impact, +1 PS,+1d64 Spd,+1d88 SDC)
Level 9: Anthropology x2 (+10%)
Secondary Skills (pick 1 skill @ level 1, plus an additional skill at levels 2, 5, 10, and 15)
-- These are additional areas of knowledge and do not get any bonuses, other than possible bonuses for having a high I.Q.
Level 1: Hand to Hand: Martial Arts tier 2 system (Aikido) (Upgrade from HtH: Commando)
Level 2: Awareness (+3 Perception bonus)
Level 5: Running (bonuses:+1 PE,+4d4 Spd,+1d6 SDC)
Level 10: Bodybuilding & Weight Lifting (bonuses:+2 PS, +10 SDC)
Skills included via other skills
Navigation 92% (+5%) (Combat mecha pilot at level 1)
Sensory Equipment 82% (+5%) (Combat mecha pilot at level 1)(Already have)
Weapon Systems 92% (+5%) (Combat mecha pilot at level 1)
-- bonus: +1 to strike when using weapon units/systems incorporated into military vehicles, mecha, robot vehicles, and spacecraft
Character Bonuses:double normal CHI (replaced with +1 to Parry, Dodge, and Roll with Impact), add 4 to ME, add 2 to PP
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Disarm, Automatic Dodge
Hand Attacks: Knife Hand Knock-Out (SPECIAL! Does no damage, but knocks out opponent for 2d4 Melee Rounds. Can only be performed on someone already controlled with a Joint Lock. Requires a normal Strike Roll.)
Foot Attacks: Kick Attack.
Special Attacks: Automatic Flip/Throw, Critical Flip/Throw
Holds/Locks: Automatic Finger Lock, Automatic Wristlock, Automatic Elbow Lock
Weapon Katas: Sword, Staff.
Level Advancement Bonuses
1st - +2 to Parry/Dodge, +3 to Breakfall, +2 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw
2nd -Select One (1) Additional Atemi or Chi Mastery Power+1 to Initiative, +1 to Strike, and +1 to damage
3rd - +1 to Body Flip/Throw, +1 to Disarm
4th - + One (1) Attack per melee
5th - Critical Body Flip/Throw on a Natural 18-20 (double damage)
6th - +1 to Parry/Dodge, +1 to Body Flip/Throw (Body Flip does 2d6 extra damage from now on, instead of the usual 1d6)
7th - +2 to Breakfall, +1 to Disarm
8th -Add One (1) Zenjorike Power+1 to Initiative, +1 to Strike, and +1 to damage
9th - +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact
10th -Double Existing Chi+1 to Parry, Dodge, and Roll with Impact, +1 to Body Flip/Throw
11th - +1 to Breakfall, +1 to Disarm
12th - +1 to Parry/Dodge, +1 to Body Flip/Throw
13th - +2 to Body Flip/Throw
14th -Select One (1) Additional Atemi or Chi Mastery Power+1 to Initiative, +1 to Strike, and +1 to damage, +1 to Breakfall
15th -Add One (1) Zenjorike Power+1 to Initiative, +1 to Strike, and +1 to damageCharacter Bonuses
Add 1 to M.E.
Add 2 to P.E.
Add 1 to P.P.
Add 1 to P.S.
Add 10 to S.D.C.
Important Note: HEMA offers no Martial Art Powers or Zenjoriki Abilities of any kind (although this could easily be modified for a Ninjas & Superspies campaign). It is purely weapons-based training with a few unarmed attacks. Completely disarming a HEMA practitioner often leaves them at a great disadvantage.
Combat Techniques
Attacks per Melee: 4
Escape Moves: Roll with Impact, Maintain Balance.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Automatic Roll, Disarm, Circular Parry, Disengage (Special! A Dodge where the HEMA practitioner rapidly retreats, giving ground, if available. A successful Disengage forces a reroll for Initiative), Multiple Dodge.
Hand Attacks: Punch (d6), Slap (usually to the face, glove optional - d4). Special! Handle/Pommel Strike - Strikes with the guard or handle of your weapon cause d6+1 damage.
Foot Attacks: Kick (d8).
Jumping Attacks: None.
Grabs/Sweeps: Body Flip/Throw (1d6).
Special Techniques: Feint (Special! The HEMA practitioner rolls their Strike versus their opponent's Perception - if successful, the HEMA practitioner receives a +2 bonus to Damage on that Strike; if unsuccessful, their opponent adds a +1 bonus to a defensive Action of their choice which lasts until the attack is resolved).
Weapon Proficiencies: W.P. Blunt (includes practice weaponry), W.P. Sword (see Weapon Katas).
Choose 1 every level from the 12 Ways below. Note: A HEMA fencer uses one Weapon Kata at a time. Use the bonuses only for the Weapon Kata in use.)
Way of the Bow/Crossbow - Add W.P. Archery. +1 to Initiative, +1 to Strike, +1 to Dodge. Special! Hobble - Successful Called Shots to an opponent's legs reduce the Speed of the target by 1/2 for 1d4+2 Actions. Successful Strike followed by a Save vs. Pain at 14+ to avoid reduction in Speed. Further Hobbles extend duration. Fun bonus! Sword vs. arrow.
* Way of the Cane/Mace/Hammer - +1 to Damage, Disarm, and Parry. Special! Head-ringer - Usable once per Round/2 HEMA levels, Strike with the end of your weapon for d6+1 damage. Each successful Head-ringer may stun the Defender for 1 Action. Roll a Saving Throw vs. Pain at 14+ to avoid being stunned.
Way of the Flail - add W.P. Chain, +1 to Disarm, Roll, and Strike. Special! Indirect Strike - A flail can be used to go over shields and guards, around corners, and strike at odd angles which can be both intimidating and difficult to defend against. As long as the HEMA practitioner has Initiative, the Defender takes a -2 to Parry.
Way of the Axe (includes battle axes, hand axes, and tomahawks) - add W.P. Axe, +2 to Damage, +1 to Strike. Special! Hack - Usable once per Round/2 HEMA levels, the Attacker can Strike with an especially damaging blow. Add +1 to Damage and +1 to the Natural Roll required to Critical Strike.
* Way of the (big) Knife - add W.P. Knife. +1 to Disarm, Parry, and Strike. Special! Disarm/Take-away - The HEMA practitioner slashes at the Defender's wrist as part of a Disarm attempt. If successful, roll Save vs. Pain at 14+. Failure indicates the HEMA Attacker has taken the Defender's weapon. The Attacker must have one hand free.
Way of the Polearm (halberd, mainly) - add W.P. Polearm, +1 to Damage, Disarm, and Initiative. Special! Cross-cut - Usable once per Round/2 HEMA levels, the Attacker can Strike with an especially damaging blow which adds +3 to Damage.
* Way of the Single Sword/Rapier - +1 to Initiative, Parry, and Strike. In addition, when using Cloaks/Capes in off-hand, add +1 to Parry and Roll. Special! Lunge - A rapid forward thrust involving the entire body, excellent for sudden piercing attacks. The HEMA practitioner's Initiative total must be higher than their opponent's. As long as they have the higher Initiative total, add +1 to Strike and Damage with slashing/piercing attacks. In addition, when using Cloaks/Capes in off-hand, add +1 to Parry and Roll. Special! Cloak Toss - the HEMA practitioner throws cape at the face of their opponent. Successful Strike Blinds the opponent for 1d4+1 Actions. The HEMA Specialist loses the Cloak/Cape, which likely falls to the ground.
Way of the Spear - add W.P. Spear, +1 to Damage, Initiative, and Strike. Special! Spear-aided takedown - use W.K. Spear bonuses in any attempts to Body Flip/Throw the opponent.
* Way of the Staff - +1 to Initiative, Parry, and Roll. Special! One-handed Stun - Usable once per Round/2 HEMA levels, if they have the higher Initiative total, the HEMA practitioner can send the staff forth in a powerful spinning motion, striking with the end. If the Strike is successful, it does d6+1 damage and may Stun the Defender for their next Action. Roll a Saving Throw vs. Pain at 14+ to avoid being stunned. Not usable in when in close (punching or elbow/knee range).
* Way of Sword and Shield - add W.P. Shield, +1 to Parry, Roll, and Strike. Special! Shield-Knock - Usable once per Round/2 HEMA levels, hit with rim of shield in the head for d6+1 damage. May Stun the Defender for their next Action. Roll a Saving Throw vs. Pain at 14+ to avoid being stunned.
* Way of Two Swords as One - add W.P. Paired Weapons. +1 to Damage, Parry, and Strike. Special! Twin Slash/Stab - Usable once per Round/2 HEMA levels, +2 to Damage when using Paired Weapons Strike. This damage bonus applies to each weapon.
Way of the Two-handed Sword - +1 to Damage, Initiative, and Strike. Special! - Wrath Slash (based on German Zornhau ). This is a very powerful two-handed over-the-shoulder stroke. Usable once per Round/2 HEMA levels, the Attacker must have Initiative. If the Strike is successful, add +2 to Damage and +1 to the Natural Roll required to Critical Strike. Like Battle-swords? Here you go!
Level Advancement Bonuses
1st - +1 to Parry, +1 to Roll, +1 to Strike, Critical Strike from Behind.
- Weapon katas: Single Sword/Rapier
2nd - +1 to Damage, +1 to Disarm/Feint. +2 to rolls against being Disarmed.
- Weapon kata: Knife
3rd - Add W.P. Paired Weapons (if not already gained via Weapon Kata). +1 to Dodge.
- Weapon kata: Two Swords as One
4th - +1 Attack per Round.
- Weapon kata: Sword and Shield
5th - +1 to Strike. +1 to Parry. +1 to Roll.
- Weapon kata: Staff
6th - Mix It Up (Special! With GM approval, the HEMA Fencer can now use any weapon they have proficiency in with any Weapon Kata they know. For example, they might wield a cane using the Way of the Hand Axe or include a knife and Buckler instead of a Sword and Buckler with no penalties. Note: One may only receive bonuses from one Weapon Kata at a time). +1 Attack per Round.
- Weapon kata: Cane/Mace/Hammer
7th - Critical Strike on a Natural 18, 19, or 20. +2 to rolls against being Disarmed.
- Weapon kata: Flail
8th - +1 Attack per Round. +1 to Strike.
- Weapon kata: Bow/Crossbow
9th - Double-up (Special! HEMA Fencer can combine the bonuses of two Weapon Katas if they are compatible. For example, Way of the (big) Knife with Way of the Sword and Dagger). +1 to Disarm/Feint.
10th - +1 to Body Flip/Throw. Knock-out/Stun on a Natural 19 or 20.
11th - +1 Attack per Round.
12th - +1 to Roll, +1 to Dodge.
13th - Having now mastered all existing Ways, create your own (requires GM approval)! Create your own Way. +1 to Strike. +1 to Parry.
14th - Create your own Way. +1 to Disarm/Feint. +1 to Dodge. +1 to Parry.
15th - Create your own Way. Knock-out/Stun on a Natural 18, 19, or 20.This training enables the individual to actively use their five senses in gathering information from their surroundings. Training includes trusting one's senses to accurately identify sights, sounds, smells, tastes, and touch sensations in situations where the character can reasonably make use of their senses.
Note that this skill is not passive in nature; Player Characters must declare when they are using it.
Base Skill: None. Provides a +1 Perception bonus at 1st level proficiency and +1 at every 3rd level until 15th.
Bonus: +5% to the Detect Ambush and Detect Concealment skills.
Note: Falls under the skill category of Espionage.The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other. This knowledge can also be used to determine direction, approximate distances, identify seasons, and tell the time of day.
Base Skill: 25% +5% per level of experience.
Note: Falls under the skill category of Science.
Skill wish list:
None at the moment
Skill swapping:
1- free at level 9
1 - Lose Electronic Countermeasures Done
1 - Lose Field Armorer & Munitions Expert Done
1 - Lose Athletics (-8 SDC) DoneDid not have to lose because I only needed 4 skill slots
1 - Lose Recognize Weapon Quality Done
Move General Repair & Maintenance to 6th OCC-Related Done
Move First Aid to 7th OCC-Related Done
Move Creative Writing to 8th OCC-Related Done
Move Anthropology x2 to 9th OCC-Related Done
Move Running to 5th Secondary Done
New skill list:
Level 1 OCC-Related
Cryptography
Research
Astronomy
HtH: Aikido
HtH: HEMA 1
Level 2: HtH: HEMA 2
Level 3: HtH: HEMA 3
Level 4: Creative Writing 77%
Level 5: HtH: HEMA 5
Level 6: General Repair & Maintenance 67%
Level 7: First Aid 62%
Level 8: Athletics
Level 9: Anthropology x2
Secondary Skills
Level 1: HtH: Aikido
Level 2: Awareness
Level 5: Running
Current equipment:
Starting equipment:
1. Choice of CBR Mk. 2E (light or heavy).
CBR Mk. 2E Combat Armor Environmental Hardsuit
CBR environmental hardsuits are descended from the UEDF's CHR-1 Hazardous Environment suit. Advances in materials as well as environmental systems have allowed the ASC to capitalize on the fully sealed armor idea, providing a sturdy, relatively lightweight suit that fully protects the wearer from hostile environments. Worn by aerospace pilots, combat divers, and TSC naval infantry, these suits consist of a fully articulated, positively pressurized hardsuit that is worn much like a spacesuit or hard diving suit. The suits are made primarily of ceramic composite plates that lock together with flexible joints that provide the wearer with both flexibility and protection. Environmental suits do not utilize a unisuit, but instead have all the standard features integrated into a built-in lining. Mk. 2E environmental hardsuits come in light and heavy varieties and vary in style and color depending on service branch.
Features of All CBR Environmental Armor:
1. Full Environmental Shielding: CBR full environmental hardsuits are positively pressurized and proofed against radiation, chemical and biological agents. These suits have an internal computer that runs the life support systems and a built-in oxygen tank good for two hours of use fully buttoned up. The oxygen supply can be extended indefinitely by drawing in outside air and filtering it through the integral scrubbers, or with external oxygen packs.
2. Heat and Fire Resistance. CBR hardsuits are nearly impervious to extremes of temperature up to 2,000 degrees F (1,093 degrees C) and down to -300 degrees F (-184.4 degrees C). These suits are also fireproof and take no damage from normal fires (campfires, bonfires, house fires, vehicle fires, etc.). Nuclear fires, napalm and plasma fires all deal normal damage.CBR Mk. 2E Light Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 22 each
Legs (2) - 35 each
Main Body - 75
Weight: 18 pounds (8.1 kg).
Movement Penalties: -10% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 5%.
Service: Used primarily by the ASC Tactical Air Force, Tactical Armored Space Corps and the Civil Defense Flying Corps.
CB-S Tactical Shields
Made of the same ceramic alloys as the CBR body armors, the CB-S shields give a soldier an extra level of protection against both melee and ranged attacks. Used by a number of branches within the ASC, these shields come in light, medium and heavy types, and vary in color and style to match the armor they come with. CB-S Tactical Shields are used by most of the ASC, with the exception of the Navy Division, Tactical Air Force, Civil Defense Flying Corps, and the Tactical Corps Mountain Division.
Light Shields: 25 M.D.C. Weight: 5 pounds (2.25 kg). +1 to parry.
Medium Shields: 40 M.D.C. Weight: 10 pounds (4.5 kg), -5% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +1 to parry.
Heavy Shields: 55 M.D.C. Weight: 15 pounds (6.75 kg), -10% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +2 to parry.
Special Features of Shields:
Spotlights: Shields worn by the TSC, TASC, TCDD, TCCD, and TCFD contain tiny, high intensity xenon floodlights with a 300 foot (91.4 m) range. These lights are powered by a rechargeable power cell with a six hour life-span.
Integral Weapon Sheath: The Heavy shield worn by the GMP has an integral sheath to carry the S-11 Stun Baton.The sheath locks the baton in place so that it can't slip out during vigorous activity.
GMP Officer's Weapon Sheath: The shields of GMP officers carry a short sword (2D4 S.D.C. damage) in place of the Stun Baton.
IPP-5H Heavy Ion Pulse Pistol
With a wider barrel and higher capacity energy regulator than the standard IPP-5, the IPP-5H has nearly twice the penetration and stopping power of its smaller sibling.
Weight: 7lbs
Range: 600 feet
Mega Damage: 2d6 MD for a single blast, 6d6 MD for a three round burst
Payload: 21 single shots or 7 bursts.
Tactical Jump Pack (TJP)
The TPJ is common among Search and Rescue and Tactical Assault units of the ASC Paramilitary Forces. Powered by a high-capacity, rechargeable gel-cel battery, the TJP produces thrust via two miniature, high-output ducted fans. While incapable of true flight, the TJP is very quiet and capable of propelling an armored soldier hundreds of feet up or across. The Jump Pack is controlled by a handled, hard-wired remote similar to the one used by the Flight Pack.
Speed:
Power Leaping: With a running start, the soldier can use the TJP to cover distances or reach good height. By combining leaping and running, the soldier can achieve and maintain a speed of about 60 mph (96 km). However, "power leaping" or "jump running" as it is sometimes called, tires the soldier the same as if he was running across the ground, and the act of leaping means he misses the details of his surroundings as he hurls past them; -3 of Perception Rolls. The soldier can control the thrusters with good accuracy and can stop in mid-leap, change direction, hover for a couple seconds, and land softly to avoid jolts and damage to the knees and spine.
Limitations and Penalties: In addition to the -3 on Perception Rolls while jump running, this type of leaping or bouncing travel can be maintained through light forest or brush, but when traveling through anything denser the soldier incurs the following additional penalties: -1 on initiative, -2 on Perception Rolls (cumulative), and -1 to strike, parry and dodge due to limited vision, his speed of travel, and jarring movement. Power leaping is discouraged in fog as one cannot gauge where he is leaping or landing.
TJPs are idea for urban environments where the soldier can use the Jump Pack to rocket to the rooftop or an upper floor of a building, slow the descent of a fall, right himself and land on his feet like a cat, and to dodge Bioroids and incoming attacks.
M.D.C.: 35
Flying Speed: Not applicable, the Jump Pack is incapable of flight.
Range: The Tactical Jump Pack can propel a soldier in full body armor up to 200 feet (61 m) up or 450 feet (137 m) across.
Bonuses: +2 to dodge and +2 to roll with impact.
Carrying Capacity: 350 pounds (157.5 kg), enough to propel a fully armored soldier with full field gear. The pack can carry more, jump ranges are reduced by 40%.
A mean blade with a solid edge and plenty of usefulness.
Lightweight. Does 1D4 S.D.C. plus P.S. bonus (if any).
D-30 Cobalt Grenades
Weight: 0.5 lbs
Mega Damage: 3d6 M.D.
Blast Area: 15 feet
Smoke Grenades
Weight: 0.5 lbs
Damage: None.
Note: Properly placed and used, each smoke grenade can provide concealment for 30 seconds.
9. Two sets of duty fatigues
10. One dress uniform
11. Survival pack (includes 4 packs of Meals Ready to Eat or M.R.E.s and a 2-liter air-tight canteen).
12. Binoculars (small, compact)
13. Medical gear for trained individuals:
13a. Characters with the First Aid skill receive a basic military medical kit.
Other equipment of note:
Aside from his assigned gear:
Pocket-sized notepad and mechanical pencil
Swiss army knife
E-reader (similar to a Kindle Paperwhite) in a slim leather case, with copies of his and his parents' favorites in French and English
Heavy-duty flashlight and batteries (from Prologue)
(In luggage)
Portable telescope
Dictionaries in French and English
Thesauruses likewise
Civilian clothes for off-duty (old jeans, leather lace-up shoes like Hush Puppies, t-shirts, red or green plaid flannel button-up shirts)
Personally-owned firearms (pistol, rifle?)
Pilot: Mecha Elite Combat Training (MECT): Ajax
-- Mecha Elite Combat Training (Ajax) (+1 attack/round at levels 1, 3, 6, 9, 12, 15. +2 initiative, +2 strike (punches, stomps, and kicks), +1 parry, +2 dodge, +1 disarm, +2 pull punch, +1 roll with impact)
-- Ajax mecha bonuses: +1 initiative, +2 strike (hand-to-hand and ranged weapons), +2 parry/dodge, +2 auto-dodge while flying in fighter mode), +1 roll with punch/impact
Totals while in Ajax:
Initiative +5
Number of attacks: 7
+10 strike (hand-to-hand)
+8 strike (ranged weapons)
+7 disarm
+6 pull punch
+11 parry
+12 dodge
+10 auto-dodge while flying in fighter mode
+5 roll with impact
Current missile loadout:
Ajax Veritech Helicopter
Last edited: