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The Scribbler

Alfie Macklin, Coalition Crazy's page

7 posts. Alias of tribeof1.

Profile

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Full Name

Alfred Macklin (shhh ... don't tell)

Race

(Super)Human

Classes/Levels

Crazy 1

Gender

Male, except Wednesdays

Size

5'10", 165 lbs.

Age

24

Occupation

Coalition Experiment, er ... Unconventional Asset

About Alfie Macklin, Coalition Crazy

Quotes:
“I ... (deep breath) yam the very model of a modern Major General. An inflammation regular and animal and genital …"

“There’s always mutiny. Just kidding. Woah! I feel like I’m co-existing on two separate planes of existences. In one you start to laugh and in the other I have to kill you.”

“I love ninjas with all of my body (including my peepee).”

"Things were easier in the old days - drinking, whoring, the occasional bout of fisticuffs or the clap. Ever since I mistook that sergeant's hovercycle for a latrine, it's been nothing but marching and shining shoes, interrupted by interludes of show-tunes and cutting people's heads off.

Background:

Spoiler:

For the first 23 years of his life, Alfie Macklin was just another drunk stumbling through the shadows of the Chi-Town 'burbs - albeit one with a higher tolerance than most for booze and beatings. But after a night of particular excess involving a rabbit, a cross-dressing Grackle Tooth and copious amounts of rotgut, young Alfie found himself facing a choice: spend the next 20 years in the clink or submit his body to science and the service of the Coalition States.
The M.O.M conversion went off without a hitch, leaving Alfie with the strength and reflexes of a ninja wildcat and the attention span of a meth-addicted housefly. Thanks to a mis-spliced wire and a poorly-formatted computer drive, he also has a near-encylopoedic knowledge of mid-20th century Top 40 pop tunes. He can still take a beating (and often does), but also gets to put on black pajamas and sneak around, killing evil-bad-stuff in exciting and messy ways.

Goals:
Spoiler:

Alfie's most immediate goal is to convince the thrice-blasted CS quartermaster that he needs a pair of vibroswords, a .50-caliber autopistol, C-5 pump pistol, 7 (not 6, not 8) plasma grenades, 3 purple markers and a carton of peppermint chewing gum if he's ever going to be able to perform the functions he was created to do.
Beyond that, he's always interested in acquiring more sharp and shooty things and is especially intrigued by stories he's heard about flaming swords created by evil-magic-techno-whatsits. Sure, the Coalition wouldn't approve, but they don't think grenade-juggling is an appropriate bed-time activity, either. Killjoys.
Alfie also would like to track down the bastard Grackle Tooth dancer that stole his rabbit and got him into this mess in the first place, but he hasn't the faintest idea where to start looking even if the CO would allow him outside the compound without restraints.
He's content with his lot for the time being, but really has no great loyalty to the Coalition and its pro-human agenda. Back when he was still slobbering his way happily through the 'Burbs, Alfie had plenty of D-bee friends, who were mostly pretty swell — certain Grackle Teeths excluded. The Coalition's attitude of 'Save humanity by killing everyone else' just doesn't sit well. Somewhere deep in Alfie's heart-of-hearts (below all the weirdness, flashing lights and strange urges) what he really wants is to feel a part of something good, whether that means protecting the innocent, fighting back against oppression, or just killing some really wicked-huge beasties from the rifts.

IQ: 10
ME: 9
MA: 10
PS: 25
PP: 22
PE: 30
PB: 9
Spd: 43 (About 30 mph)

HP: 47
SDC: 143
ISP: 39
PPE: 19

Alignment: Unprincipled

Combat:

Spoiler:

Perception: +3
# of Attacks: 6
Initiative: +4
Strike: +4 (+5 with knife, +6 with sword)
Parry: +7 (+9 with knife, +8 with sword)
Dodge: +7
Automatic Dodge: +5
Roll with Impact: +13

Saves
+2 vs. psionics (save on 12+)
+2 vs. possession
+6 vs. mind control
+8 vs. magic
+12 vs. toxic gases, poisons, drugs and disease
+45% vs. coma/death

HtH Maneuvers Known: Punch, Elbow, Kick (2d4), Knee, Disarm, Dodge, Entangle, Body Block, Body Flip/Throw, Roll w/Impact, Power Punch, Power Kick, Pull Punch
Automatic Knockout: natural 20
Pull Punch: +3
Fencing: +1d6 damage with swords

Punch: 1d4+10 SDC
Power Punch: 1d4 MD (2 attacks)
Kick: 2d4+10

Ranged:
+2 aimed shot
+2 called shot
+1 with energy pistols
NG-57 Heavy Ion Blaster: 2d4/3d6 MD; Range 500'; Payload:10
L-20 Pulse Rifle: 2d6/6d6 MD; Range 1600'; Payload: 40

Armor: Urban Warrior
M.D.C.: 50 (Helmet 35, Arms 16, Legs 30)
Weight: 11
Prowl Penalty: -5%

O.C.C. Abilities:

Spoiler:

1. Super Endurance: Lift and carry 2x as much as normal; last 10x as long before exhaustion; remain alert and operate up to 3 days without sleep; Normally needs only 4 hours sleep/day.
2: Increased Strength: Counts as augmented; Minimum of 19.
3: Increased Speed: Leap 20’ across and 15’ high from short run; ½ that from dead stop.
4: Heightened Reflexes and Agility: +2 initiative, +1 attack, +4 roll with impact, +20% to maintain balance
5: Enhanced Senses: +3 Perception; Vision is 20/20, see details up to 2 miles; Can hear whisper or twig snap up to 300’ away, grants automatic dodge +1 (plus PP bonus but not others); Enhanced sense of smell allows instant recognition of odors (65%), people (25%) and can track by scent (30%) if less than 2 hours; Enhanced taste allows to identify poisons, drugs, etc. (55% +20% if distinctive); Enhanced touch grants +10% to Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.).
6: Saving Throw Bonuses: +2 vs. psionics and possession; +6 vs. mind control; +4 vs. toxic gases, poisons, drugs and disease.
7: Enhanced Healing: Heals 2x as fast; +15% to save vs. coma/death; impervious to pain until down to 10 HP.
8: Bio-Regeneration: Helpless while in trance, heals 2d6 HP and 3d6 SDC in 2d4 minutes. If trance for 6 hours, all SDC and another 4d6 HP restored.
9: Minor Psionic: (Deaden Senses, Mind Block, Sixth Sense); Save vs. psionics 12+
10: Suffers from Delusions and Insanity: But not until level 2!

Psionics:

Spoiler:

Minor Psionic
ISP: 39

Deaden Senses:

Mind Block:

Sixth Sense: Range 90’; 2 ISP; Alerts to immediate, life-threatening danger; triggered automatically and last only for first melee round. +6 initiative, +2 parry, +3 dodge, and cannot be surprised by sneak attack or attack from behind.

O.C.C. Skills:

Spoiler:

Language (American) 95%
Language (Euro) 65%
Climbing 70%
Dance 45%
Detect Ambush 40%
Detect Concealment 40%
Electronic Countermeasures 40%
Escape Artist 40%
Gymnastics
*Sense of Balance 90%
*Back Flip 90%
*Rappel 80%
Land Navigation 46%
Prowl 55%
Radio: Basic 55%
Streetwise 30%
Tailing 50%
Swimming 70%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Handgun
W.P. Knife
W.P. Sword
Hand to Hand: Martial Arts

Other Skills:

Spoiler:

Acrobatics
*Walk Tightrope 90%
*Climb Rope 90%
Boxing
Demolitions 75%
Fencing
Field Armorer/Munitions Expert 45%
*Basic Mechanics 30%
Sniper
W.P. Paired (-2/-6 with guns)

Secondary Skills:

Spoiler:

Athletics (General)
Gambling 30%
Pilot: Hovercycle 70%
Running
Sing 35%
W.P. Quick Draw

Equipment:

Spoiler:

Urban Warrior body armor; Coalition dress uniform; black ninja costume; "pirate scalp" (shaggy black wig);gas mask and air filter; tinted goggles; hatchet; 2 knives (1d6 SD); 2 katanas (2d6 SD), Vibro-Knife (1d6 MD); NG-57 heavy ion pistol, L-20 pulse rifle and 4 extra E-clips for each; tent; knapsack; backpack; saddlebags; 2 canteens; 2 weeks emergency rations; Geiger counter; personal items;
600 credits and a black market item worth 5000 cr.

Initial Stat Rolls and other Stuff

Spoiler:

Stats, rolled at invisible castle in order:
3d6=10, 3d6=9, 3d6=10, 3d6=12, 3d6=15, 3d6=16, 3d6=9, 3d6=11
Additional roll for PE: 1d6=4
Crazy bonus to SDC
3d6*10=120
HP 5d6=11
PE
1d6=6
PS, adjusted to minimum 19
2d4=5
Spd
4d6=13
PP
1d6=5
ISP (+ME)
6d6=29
PPE:
6d6=19
Normal HP roll 1d6=6
Skill bonuses to Spd: 1d6+4d4=19
Various Skill Bonuses to SDC
7d6+1d8=23



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