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D20Future - BUGHUNTERS MOREAU
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<blockquote data-quote="Bobitron" data-source="post: 1946353" data-attributes="member: 25479"><p>Hi Karl. Had some free time today, so here's my character. I'm ready to join whenever, if you want to wait until the next deployment thats cool with me.</p><p></p><p>Name: Erik02313042 "Grail"</p><p>Race: Male Canine Moreau</p><p>Class: Dedicated Hero 3</p><p>Occupation: UTRPF Marine Medic MOS </p><p></p><p>Strength: 10 (+0)</p><p>Dexterity 10 (+0)</p><p>Constitution 16 (+3)</p><p>Intelligence 14 (+2)</p><p>Wisdom 17 (+3)</p><p>Charisma 13 (+1)</p><p></p><p>Hit Points 16 </p><p>Speed 30 (20 encumbered)</p><p>Fort +5 [+2 base, +3 Con]</p><p>Ref +1 [+1 base, +0 Dex]</p><p>Will +6 [+2 base, +3 Wis, +1 Racial]</p><p>Initiative +0</p><p>BAB/Grapple: +2/+2</p><p>Melee Attack: +2</p><p>Ranged Attack: +2</p><p>Defense 14 [10, +2 equip, +2 class], Touch 12, Flat 14</p><p>DR: 1/-, 3/impact, 6/ballistic with armor</p><p>Action Points: 6</p><p>Reputation: +1</p><p></p><p>Special Abilities:</p><p>*Damage Reduction 1/-: Due to chemical treatments that increased bone and skin density and the introduction of biocompatible plastics injected at vital locations during the "vat grown" creation, Moreau's are more resistant to damage then most.</p><p>*Enhanced Carrying Capacity: Again due to genetic and chemical treatments, the Moreau character is considered to have a +2 bonus to Strength for the purpose of determining carrying capacity (see D20Modern pg. 121)</p><p>*Low-Light Vision: All Moreau can see twice as far as normal humans in poor lighting conditions. They can still distinguish colors, even in dim lighting. </p><p>*Strong Willed: +1 to Will saves. With special conditioning and training, Moreau gain strong the normal willpower to better help them cope with the terrible things that might encounter out in the fringes of the galaxy.</p><p>*Jump Sickness Resistance: Moreau add +8 to Will saves vs. Jump Sickness, a condition that affects any know lifeform when crossing the stellar distances.</p><p>*Scent (Ex): Canine Moreaus can detect approaching enemies, sniff out hidden foes, and track by scent of smell (see D20Modern pg. 228). Can use Survival or WIS to make roll. Canine Moreau also gain +2 to Survival/WIS rolls when using the Scent ability.</p><p></p><p>Skills: </p><p>Balance +0</p><p>Bluff +1</p><p>Climb +0</p><p>Computer Use +2</p><p>Concentration +3</p><p>Craft (Pharmaceutical) +7, 3 ranks, +2 bonus</p><p>Disguise +1</p><p>Drive +1, 1 rank</p><p>Escape Artist +0</p><p>Forgery +2</p><p>Gamble +3</p><p>Gather Information +1</p><p>Hide +0</p><p>Intimidate +1</p><p>Jump +0</p><p>Knowledge (Behavioral Science) +4, 2 ranks</p><p>Knowledge (Earth and Life Science) +5, 3 ranks</p><p>Knowledge (Tactics) +4, 2 ranks</p><p>Listen +7, 4 ranks</p><p>Move Silently +0</p><p>Navigate +2</p><p>Perform +1</p><p>Read/Write (English)</p><p>Research +2</p><p>Ride +0</p><p>Search +2</p><p>Sense Motive +8, 5 ranks</p><p>Speak (English)</p><p>Spot +7, 4 ranks</p><p>Survival +9, 6 ranks</p><p>Swim +0</p><p>Treat Injury +13, 6 ranks, +4 bonus, additional +2 when using Advanced Medkit</p><p></p><p>Feats:</p><p>Light Armor Proficiency</p><p>Medium Armor Proficiency</p><p>Personal Firearm Proficiency</p><p>Advanced Firearm Proficiency (can use autofire)</p><p>Combat Martial Arts (deal 1d4 lethal or non-lethal)</p><p>Medical Expert (+2 to Craft-Pharmaceutical and Treat Injury checks)</p><p>Surgery</p><p></p><p>Talents:</p><p>Healing Knack (+2 bonus to Treat Injury checks)</p><p>Healing Touch (Heals 2 HP more than normal with Surgery or kit)</p><p></p><p>Combat Load (Typical).</p><p></p><p>Medium Flak Armor </p><p>[Type: Tactical; Equipment Bonus: +2; DR 2 (impact)/ 5 (ballistic); Armor Penalty: -2; Speed (30ft): 25ft; Wt: 8lbs]</p><p></p><p>Ma-32 10mm 'Charged' Assault Rifle: Attack +3</p><p>[DAM 2d10 (2d6 on the Low-G setting); Crit 20; Type: Ballistic; Range: 90ft; ROF: S, A; Magazine: 100box; Size: Large; Wt: 9lbs Special: Ignores 2 points of Ballistic DR], 3 magazines, CAT scope for +1 bonus to attack rolls</p><p></p><p>UT "Hunter" 10mm Medium Pistol: Attack +2</p><p>[DAM 2d6; Crit 20; Type: Ballistic; Range: 40ft; ROF: S; Magazine: 20box; Size: Small; Wt: 3lbs. Special: Ignores 2 points of Ballistic DR], 2 magazines</p><p></p><p>Combat Knife: Attack +2</p><p>[DAM: 1d8; Crit: 20/x3; Type: Piercing; Size: Small Wt: 1lb]</p><p></p><p>Combat Helmet Array with Transponder, Harness and Field Pack, Advanced Medical Kit (includes four doses of each of Antitoxin, Neutrad, and Sporekill) [5lbs], Hand Grenades (fragmentation 3, concussion 3, smoke 3) [18lb], Field pack rations x6 [3lbs]</p><p></p><p>Encumbrance: 43 light, 86 medium, 130 heavy.</p><p>Current Encumbrance: 51 pounds, Medium load. Can quick release field pack as a Move-Action to drop down to light, loses all grenades and rations.</p><p></p><p>Edit: Name change</p></blockquote><p></p>
[QUOTE="Bobitron, post: 1946353, member: 25479"] Hi Karl. Had some free time today, so here's my character. I'm ready to join whenever, if you want to wait until the next deployment thats cool with me. Name: Erik02313042 "Grail" Race: Male Canine Moreau Class: Dedicated Hero 3 Occupation: UTRPF Marine Medic MOS Strength: 10 (+0) Dexterity 10 (+0) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 17 (+3) Charisma 13 (+1) Hit Points 16 Speed 30 (20 encumbered) Fort +5 [+2 base, +3 Con] Ref +1 [+1 base, +0 Dex] Will +6 [+2 base, +3 Wis, +1 Racial] Initiative +0 BAB/Grapple: +2/+2 Melee Attack: +2 Ranged Attack: +2 Defense 14 [10, +2 equip, +2 class], Touch 12, Flat 14 DR: 1/-, 3/impact, 6/ballistic with armor Action Points: 6 Reputation: +1 Special Abilities: *Damage Reduction 1/-: Due to chemical treatments that increased bone and skin density and the introduction of biocompatible plastics injected at vital locations during the "vat grown" creation, Moreau's are more resistant to damage then most. *Enhanced Carrying Capacity: Again due to genetic and chemical treatments, the Moreau character is considered to have a +2 bonus to Strength for the purpose of determining carrying capacity (see D20Modern pg. 121) *Low-Light Vision: All Moreau can see twice as far as normal humans in poor lighting conditions. They can still distinguish colors, even in dim lighting. *Strong Willed: +1 to Will saves. With special conditioning and training, Moreau gain strong the normal willpower to better help them cope with the terrible things that might encounter out in the fringes of the galaxy. *Jump Sickness Resistance: Moreau add +8 to Will saves vs. Jump Sickness, a condition that affects any know lifeform when crossing the stellar distances. *Scent (Ex): Canine Moreaus can detect approaching enemies, sniff out hidden foes, and track by scent of smell (see D20Modern pg. 228). Can use Survival or WIS to make roll. Canine Moreau also gain +2 to Survival/WIS rolls when using the Scent ability. Skills: Balance +0 Bluff +1 Climb +0 Computer Use +2 Concentration +3 Craft (Pharmaceutical) +7, 3 ranks, +2 bonus Disguise +1 Drive +1, 1 rank Escape Artist +0 Forgery +2 Gamble +3 Gather Information +1 Hide +0 Intimidate +1 Jump +0 Knowledge (Behavioral Science) +4, 2 ranks Knowledge (Earth and Life Science) +5, 3 ranks Knowledge (Tactics) +4, 2 ranks Listen +7, 4 ranks Move Silently +0 Navigate +2 Perform +1 Read/Write (English) Research +2 Ride +0 Search +2 Sense Motive +8, 5 ranks Speak (English) Spot +7, 4 ranks Survival +9, 6 ranks Swim +0 Treat Injury +13, 6 ranks, +4 bonus, additional +2 when using Advanced Medkit Feats: Light Armor Proficiency Medium Armor Proficiency Personal Firearm Proficiency Advanced Firearm Proficiency (can use autofire) Combat Martial Arts (deal 1d4 lethal or non-lethal) Medical Expert (+2 to Craft-Pharmaceutical and Treat Injury checks) Surgery Talents: Healing Knack (+2 bonus to Treat Injury checks) Healing Touch (Heals 2 HP more than normal with Surgery or kit) Combat Load (Typical). Medium Flak Armor [Type: Tactical; Equipment Bonus: +2; DR 2 (impact)/ 5 (ballistic); Armor Penalty: -2; Speed (30ft): 25ft; Wt: 8lbs] Ma-32 10mm 'Charged' Assault Rifle: Attack +3 [DAM 2d10 (2d6 on the Low-G setting); Crit 20; Type: Ballistic; Range: 90ft; ROF: S, A; Magazine: 100box; Size: Large; Wt: 9lbs Special: Ignores 2 points of Ballistic DR], 3 magazines, CAT scope for +1 bonus to attack rolls UT "Hunter" 10mm Medium Pistol: Attack +2 [DAM 2d6; Crit 20; Type: Ballistic; Range: 40ft; ROF: S; Magazine: 20box; Size: Small; Wt: 3lbs. Special: Ignores 2 points of Ballistic DR], 2 magazines Combat Knife: Attack +2 [DAM: 1d8; Crit: 20/x3; Type: Piercing; Size: Small Wt: 1lb] Combat Helmet Array with Transponder, Harness and Field Pack, Advanced Medical Kit (includes four doses of each of Antitoxin, Neutrad, and Sporekill) [5lbs], Hand Grenades (fragmentation 3, concussion 3, smoke 3) [18lb], Field pack rations x6 [3lbs] Encumbrance: 43 light, 86 medium, 130 heavy. Current Encumbrance: 51 pounds, Medium load. Can quick release field pack as a Move-Action to drop down to light, loses all grenades and rations. Edit: Name change [/QUOTE]
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