Spaz no but you will prob have to make a link to the class stats (occ skills, powers, ect).
LackofFocus Standard for stats (3d6 +1d6 if 16, 17, and 18).
Looking at Demigod with Coalition Special Forces, Commando, or Ranger OCC, from Conversion Book 2 and World Book 11 respectively. Thinking a demigod who has yet to discover what he is, initially he was just a grunt before his psionics awoke, then after joing Psy Brigade his other abilities came to the fore and he just thought it was his psionic power. Depending on other characters we can determine if he is still pro CS or if he has changed his ways.
Hey Killer just curious are we going to be apart of the coalition or indepedent group? Cause I was thinking either debating a magic user or one of the headhunters from the Canada book, it will help me decide.
Skill list
Barter
Camouflage
Detect Ambush
Firefighting
Intelligence
Interrogation
Land Navigation
American
Spanish
Literacy American
Lore D-Bees
Lore Demons and Monsters
Lore vampires
Optic Systems
Prowl
Horsemanship Exotic Animals
Radio Basic
Running
Swimming
Tracking
Handguns
Shotgun
Crossbow
Knife
Assassin
Field Armorer
Lore Native Americans
Boxing
Acrobatics
Gymnastics
Sensory Equipment
Axe
Wilderness Survival
Identify Plants and Fruits
First Aid
Energy Rifle
Energy Pistol
Heavy Energy
Modifiers from Demi-God
MDC = PE x 5 + 2d6 per level of experience + SDC bonuses from skills added directly as MDC
PPE = as OCC plus 4d6
ISP = as OCC plus 4d6 (Overridden by Super Psionics Power, replaced with 4d6x10 + ME (+10 per level of experience))
Horror Factor = 1d4 + 6 ⇒ (1) + 6 = 7 when recognized as Demigod
Fire and Cold damage does Half, regenerate 1d6x5 MDC per minute, one power from godling list (Super-Psionics)
+2 initiative, +2 to save vs magic, +1 to save vs psionics, +3 vs horror factor, +20% vs coma/death
Super Psionics: All power from 2 of the 3 Lesser categories or one lesser category and five super-psionic powers or Burster (One lesser: Sensative and Five Super: Bio-Manipulation, Mentally Possess Others, Mind Block Auto Defense, Psionic Invisibility, Telekinetic Force Field)
OCC Modifiers
Language: Native Tongue (American) 98%
Literacy: Native Language +10%
Computer Operation +15%
Electronic Countermeasures +20%
Intelligence +10%
Pilot: Automobile +15%
Pilot: Hovercraft +10%
Pilot: Robots & Power Armor +10%
Pilot: Robot Combat: Basic
Math: Basic +20%
Radio: Basic +20%
Running
Weapon Systems +10%
WP Energy Pistol
WP Energy Rifle
WP 3 of choice (Archery, Sword, Heavy MD Weapons)
Hand to Hand Expert
OCC Related:
5 from Espionage +10% (Detect Ambush, Detect Concealment, Tracking: People, Undercover Ops, Wilderness Survival)
5 other (Paramedic, Field Armorer and Munitions Expert +15%, Power Armor Combat: Elite: SAMAS, Prowl +3%, Gymnastics)
Secondary
4 from Secondary Skills List (Athletics (general), Swimming, Language:Dragonese, Mathmatics: Advanced)
Bionics
1d4 ⇒ 2 cybernetic implants, plus one limb with 2 weapons or sensors
OCC Skills
Language: Native 98%
Language: +30%
Athletics (General)
Land Navigation +10%
Math: Basic +15%
Pilot: Motorcycle +10%
Pilot: Automobile +10%
Streetwise +10%
WP Ancient: Sword
WP Ancient: Archery
WP Modern: Energy Pistol
Hand to Hand: Expert
OCC Related Skills
Mechanical Basic
Mechanical Automotive
Boxing (+1 Attack per Melee Round, +2 dodge and Parry, +1 Roll with Impact/Punch), +2 PS, +3d6 ⇒ (2, 5, 6) = 13 SDC
Fencing (+1 Strike and Parry, +1d6 damge with Sword)
Jury-Rig
Computer Opertations
Secondary Skills
Running (+1 PE, +4d4 ⇒ (4, 1, 1, 1) = 7 SPD, +1d6 ⇒ 3 SDC)
Body Building and Weight-lifting (+2 PS, +10 SDC)
Swimming 50%
Climbing 40%
First Aid 45%
Recognize Weapon Quality 25%
PryoKinetic Powers
Impervious to Fire and Heat
Extinguish Fire
Flame Burst(Self)
Flame Burst Body Protection(Special)
Fire Eruption
Sense Fire
Super Fuel Flame
Minor Psionics
Mind Block
Telekinesis
Bio-Regenerate(Self)
At Coalition Post 19 the place where the Bursters are all known as Johnny is where 13 was introduced to the "Justice" of the Coalition. When he was made to watch as Johnny 12 was killed in front of him. Johnny 13 was to scared to head off on his own and fell into the grove of coalition outpost life he was taught to be a mechanic and trained to use his powers for missions he has yet to see.
On his first mission with a strike team he was ordered to burn down a building marked orphanage when he refused he was forced to by the teams Psi-Stalker and his hounds. This put a seed in Johnny's head that he needed to get away. On the next mission Johnny had decided to desert. While leaving he came upon two soliders assaulting a family with children. Johnny snapped, when he woke he was in the back of a wagon wrapped in some sort of blanket, this is where Johnny's Adventures started.
Other stuff
Birth order 1d100 ⇒ 44 3rd Born
Weight 1d100 ⇒ 47 Average
Disposition 1d100 ⇒ 45 Blabber-Mouth (Dead-pool with FIRE)
Environment 1d100 ⇒ 27 Country, Community, small town or Village
Family origin 1d100 ⇒ 72 D-Bees
CS Sentiment 1d100 ⇒ 7 Like the Coalition States(Doesn't Fit)
Non-Human Sentiment 1d100 ⇒ 40 Accepts all attractive D-Bees
Adventure reason 1d100 ⇒ 71 Self-discovery or Seeks a purpose or Answer
IQ: 13
ME: 17 (+1 to save vs psionic and insanity)
MA: 19 (55% trust/intimidate)
PS: 19 + 1 + 2 = 22 (+7 to SDC damage; may use Supernatural PS MD instead)
PP: 6 + 1 = 7 (-1 Init, -2 to strike, parry, dodge, disarm, entangle, pull punch, and roll with impact; -15% to skills requiring high manual dexterity: Gymnastics, Forgery, Pick Pocket, Palming, Prowl, Dance, etc; -5% for anything requiring manual dexterity)
PE: 11 + 2 + 1 = 14
PB: 17 (35% charm/impress)
SPD: 18 + 1d6 + 4d4 ⇒ (4) + (2, 1, 1, 4) = 12 = 30
Modifiers from Demi-God
MDC = PE x 5 + 2d6 per level of experience + SDC bonuses from skills added directly as MDC + 1d8 + 2d6 + 1d6 ⇒ (4) + (1, 3) + (6) = 14 = 84
PPE = as OCC3d6 ⇒ (6, 6, 3) = 15 plus 4d6 ⇒ (1, 2, 5, 1) = 9 = 24
ISP = as OCC plus 4d6 (Overridden by Super Psionics Power, replaced with 4d6 ⇒ (3, 6, 3, 1) = 13x10 + ME (+10 per level of experience)) = 127 - 14 from Mind Block Auto Defense = 113
Horror Factor = 7 when recognized as Demigod
Skills After Mods from OCC
OCC Skills
Language: Native Tongue (American) 98%
Literacy: Native Language 50%
Computer Operation 55%
Electronic Countermeasures 50%
Intelligence 42%
Pilot: Automobile 75%
Pilot: Hovercraft 60%
Pilot: Robots & Power Armor 66%
Pilot: Robot Combat: Basic
Math: Basic 65%
Radio: Basic 65%
Running
Weapon Systems 50%
WP Energy Pistol
WP Energy Rifle
WP 3 of choice (Archery, Sword, Heavy MD Weapons)
Hand to Hand Expert
OCC Related:
5 from Espionage +10% (Detect Ambush 40%, Detect Concealment 35%, Tracking: People 35%, Undercover Ops 40%, Wilderness Survival 40%)
5 other (Paramedic 40%, Field Armorer and Munitions Expert 55%, Power Armor Combat: Elite: SAMAS, Prowl 28%, Gymnastics)
Secondary
4 from Secondary Skills List (Athletics (general), Swimming 50%, Language: Dragonese 50%, Mathmatics: Advanced 45%)
Cybernetics Declined
Fire and Cold damage does Half, regenerate 1d6x5 MDC per minute, one power from godling list (Super-Psionics)
Listed Bonuses:
+2 initiative, +2 to save vs magic, +1 to save vs psionics, +3 vs horror factor, +20% vs coma/death
+1 to save vs psionic and insanity, 55% trust/intimidate, +7 to SDC damage; may use Supernatural PS MD instead, -1 Init, -2 to strike, parry, dodge, disarm, entangle, pull punch, and roll with impact; -15% to skills requiring high manual dexterity: Gymnastics, Forgery, Pick Pocket, Palming, Prowl, Dance, etc; -5% for anything requiring manual dexterity, 35% charm/impress
+1 to Parry and Dodge, +1 to Roll with Impact
+2 to Roll with Impact, Sense of Balance 50%, Work Parallel Bars 60%, Back Flip 70%, Prowl +5%, Climb 25%, Climb Rope/Rappel 60%
4 Attacks/Actions per Melee, +2 to Pull Punch, + 2 to roll with Impact
Collected Bonuses and Skills:
+1 Initiative, +2 to save vs Magic, +2 to save vs Psionics, +3 to save vs Horror Factor, +20% vs coma/death, +1 to save vs Insanity, 55% Trust/Intimidate, +7 to SDC Damage, -2 to Strike, -1 to Parry, -1 to Dodge, -2 to Disarm, -2 to Entangle, +3 to Roll with Impact, 35% Charm/Intimidate
Language: Native Tongue (American) 98%
Literacy: Native Language 50%
Language: Dragonese 50%
Computer Operation 50%
Electronic Countermeasures 50%
Intelligence 42%
Detect Ambush 40%
Detect Concealment 35%
Tracking: People 35%
Undercover Ops 40%
Wilderness Survival 40%
Field Armorer and Munitions Expert 55%
Paramedic 35%
Pilot: Automobile 70%
Pilot: Hovercraft 55%
Pilot: Robots & Power Armor 61%
Pilot: Robot Combat: Basic
Pilot: Power Armor Combat: Elite: SAMAS
Weapon Systems 45%
Math: Basic 65%
Mathmatics: Advanced 45%
Radio: Basic 65%
Prowl 18%
Swimming 45%
Gymnastics: Sense of Balance 35%, Work Parallel Bars 45%, Back Flip 55%, Climb 10%, Climb Rope/Rappel 45%
Athletics (general)
Running
WP Energy Pistol
WP Energy Rifle
WP Archery
WP Sword
WP Heavy MD Weapons
Hand to Hand Expert
Need to what the starting year is, it affects my initial gear. If 101-105 PA I get the old coalition stuff, if 106+ there's some stuff from War Campaign I would have access to.
I actually came up with a way to not unveil that, shall we say, "personality flaw." Since most here dislike the CS I was planning for him to be undercover, and like any good operative he would keep his real opinions to himself. Since it 103 PA we could rig him up with some experimental gear along with some scrounged stuff so he doesn't stand out as CS but just another mercenary. As time goes on and he gets chummier with the D-Bees he may realize the error of his ways. Also, when he learns he's not "just" a master psionic but a full blown child of a diety he's going to have to re-examine his beliefs as well.