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.
Demigod stat rolls
IQ3d6 + 2 ⇒ (6, 3, 2) + 2 = 13
That PP is just depressing, PE and SPD while I'm thinking about it.
Elven(Rifts Conversion book Pg 90) Let me know if you would like me to change to human or some other d-bee
Random rolls(Since I love a little randomness with my character, HEHE):
Anti-Robot Specialist's mode of transportation:1d100 ⇒ 72
Will get this character made.
Birth Order1d100 ⇒ 73
So Last Born, from a Tribal Wilderness Group, who is Arrogant, believes the CS are heroes, and hates non-humans. Interesting.
IQ 3d6 + 3 ⇒ (2, 6, 4) + 3 = 15
Psychic ability 1d100 ⇒ 31 = Minor Psychic
OK Killer, let me know if this is alright
Free Born Kill Hound (Lone Star p.44) Vampire Hunter (Vampire Kingdoms 110)
IQ 2d6 + 3 + 1d6 ⇒ (3, 4) + 3 + (3) = 13
Cybernetics 1d4 ⇒ 3 +1 bionic implant
All I have for now
OOC: Coalition Military Specialist
Base Stats per rolls
Modifiers from Demi-God
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)
Still working on the Math but here is his basic sheet
Human Ex-Coalition Burster
PS: 9 + 4 = 13
PE: 11 + 1 = 12
SPD: 8 + 7 = 15
OCC Related Skills
ISP Base 3d4 ⇒ (3, 1, 2) = 6x10+15=75
Money 4d6 ⇒ (4, 3, 3, 3) = 13x100 = 1300 Credits and 4d4 ⇒ (3, 3, 1, 3) = 10x1000 10000 Black market items
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.
Hassan Ahmed wrote:
Humans just get 3d6 for all ( plus the 1d6 extra for 16-18)Need 9 IQ
Get +1 IQ, +2 PS +1 PP
I'm not into "foibles" and prefer heroic, but we'll see...
Sorry for the trouble, bowing out here... Hoping the rest of you have fun!
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
Skills After Mods from OCC
Fire and Cold damage does Half, regenerate 1d6x5 MDC per minute, one power from godling list (Super-Psionics)
Supernatural Strength Damage
+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:
Language: Native Tongue (American) 98%
more random rolls from skill adj
HP : PE + 1d6 ⇒ 1
SPD : 1d6 + 1d4 + 4d4 ⇒ (6) + (4) + (4, 1, 1, 1) = 17
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.