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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8704622" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Mckinley</span></strong></p><p>Mckinley is an average looking white male in his late thirties that worked for a power company. He's quite skilled in repairing power lines, generators and enhancing them.</p><p></p><p><strong>McKinley (Strong ord 5/Smart Ord 5)</strong></p><p>Type: Human</p><p>Size: Med</p><p>CR: 9</p><p>Hit Points: 5d8+10 plus 5d6+10; 60 hp</p><p>Mas: 14</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 16, touch 16, flatfooted 14 (+1 Dex, +5 Class)</p><p>BAB/Grp: +7 / +9</p><p>FS/Reach: 5 ft by 5 ft / 5 ft</p><p>Attacks: +10 melee wrench (1d6+2 bludgeon); or +8 ranged Colt Python (1d4* electrical nonlethal, 40 ft, 6 cyl)</p><p>Full Attack: +10/+5 melee wrench (1d6+2 bludgeon), or +8/+3 ranged</p><p>Special Attacks:</p><p>Special Qualities: Electrician, Expansion, Quick Repairs, Decisive Outcome, Only A Little Spark, Electrical Resistance 10</p><p>Allegiances:</p><p>Saves: Fort +6*, Reflex +3, Will +5</p><p>Reputation: +3</p><p>Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 12, Cha 10</p><p>Occupation: Blue-Collar (Drive, Repair)</p><p>Skills: Computer Use +8, Climb +10, Craft (electronic) +12, Craft (mechanical) +13, Craft (structural) +10, Demolitions +6, Disable Device +12, Drive +8, Knowledge (current events) +9, knowledge (physical sciences) +10, knowledge (popular culture) +9, Knowledge (technology) +12, Profession +9, Read/Write English, Read/Write Spanish, Read/Write German, Repair +17, Search +8, Speak English, Speak Spanish, Speak German</p><p>Feats: Mastercrafter, Builder (Craft electronic & mechanical), Cautious, Gearhead, Personal Firearms Proficiency, Simple Weapons Proficiency</p><p>Possessions: Tool kit (mechanical and electrical), work cloths, hardhat, boots, colt python .357, 30 stun rounds in quick loaders.</p><p>Advancement:</p><p></p><p><strong>Combat</strong></p><p>McKinley is not a fan of violence and will avoid it if at all possible. He will use a heavy wrench to defend himself, and has a revolver loaded with nonlethal rounds that can stun targets.</p><p></p><p><strong>Electrician</strong></p><p>With a Craft Electrical check DC 17 and 1 hour of work and spending PDC 10 worth of material, can increase power output of any power system by 10%, rounding down up to a maximum of +50% original amount. Example if a generator can power 5 homes for 10 days, McKinley can increase the power so that 5 homes can be powered for 11 days, or 5.5 homes for 10 days, depending on which he decides at the time of the check is made.</p><p></p><p><strong>Expansion</strong></p><p>With a successful Craft Electrical check DC 19, McKinley can permanently increase stored power capacity of any battery/capacitor, power pack, etc by 25%, rounding down. Can only increase power capacity of an item this method once.</p><p></p><p><strong>Quick Repairs</strong></p><p>When McKinley repairs a power generating system, reduce repair time to fix power systems by 20%, rounding down).</p><p></p><p><strong>Decisive Outcome</strong></p><p>McKinley grants electrical resistance 3 to allies within 10 ft.</p><p></p><p><strong>Only A Little Spark</strong></p><p>McKinley works around electrical systems for so long that he's developed a resistance to electrical attacks and stunning effects. McKinley has Electrical Resistance 10 including against magical sources, gains +5 to saves against being stunned or paralyzed by any electrical or energy means. Against magical sources only gains a +1 bonus.</p><p></p><p><strong>Stun Rounds</strong></p><p>McKinley builds stun ammunition for his Colt Python, that stun targets similar to a taser. On a successful hit, the rounds deal 1d4 electrical damage and the target must make a Fort save DC 15 or be paralyzed for 1d6 rounds. McKinley can sell these for PDC 10 for 20 rounds. Or make similar rounds for other calibers at +1 PDC.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8704622, member: 6668634"] [B][SIZE=7]Mckinley[/SIZE][/B] Mckinley is an average looking white male in his late thirties that worked for a power company. He's quite skilled in repairing power lines, generators and enhancing them. [B]McKinley (Strong ord 5/Smart Ord 5)[/B] Type: Human Size: Med CR: 9 Hit Points: 5d8+10 plus 5d6+10; 60 hp Mas: 14 Init: +1 Speed: 30 ft Defense: 16, touch 16, flatfooted 14 (+1 Dex, +5 Class) BAB/Grp: +7 / +9 FS/Reach: 5 ft by 5 ft / 5 ft Attacks: +10 melee wrench (1d6+2 bludgeon); or +8 ranged Colt Python (1d4* electrical nonlethal, 40 ft, 6 cyl) Full Attack: +10/+5 melee wrench (1d6+2 bludgeon), or +8/+3 ranged Special Attacks: Special Qualities: Electrician, Expansion, Quick Repairs, Decisive Outcome, Only A Little Spark, Electrical Resistance 10 Allegiances: Saves: Fort +6*, Reflex +3, Will +5 Reputation: +3 Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 12, Cha 10 Occupation: Blue-Collar (Drive, Repair) Skills: Computer Use +8, Climb +10, Craft (electronic) +12, Craft (mechanical) +13, Craft (structural) +10, Demolitions +6, Disable Device +12, Drive +8, Knowledge (current events) +9, knowledge (physical sciences) +10, knowledge (popular culture) +9, Knowledge (technology) +12, Profession +9, Read/Write English, Read/Write Spanish, Read/Write German, Repair +17, Search +8, Speak English, Speak Spanish, Speak German Feats: Mastercrafter, Builder (Craft electronic & mechanical), Cautious, Gearhead, Personal Firearms Proficiency, Simple Weapons Proficiency Possessions: Tool kit (mechanical and electrical), work cloths, hardhat, boots, colt python .357, 30 stun rounds in quick loaders. Advancement: [B]Combat[/B] McKinley is not a fan of violence and will avoid it if at all possible. He will use a heavy wrench to defend himself, and has a revolver loaded with nonlethal rounds that can stun targets. [B]Electrician[/B] With a Craft Electrical check DC 17 and 1 hour of work and spending PDC 10 worth of material, can increase power output of any power system by 10%, rounding down up to a maximum of +50% original amount. Example if a generator can power 5 homes for 10 days, McKinley can increase the power so that 5 homes can be powered for 11 days, or 5.5 homes for 10 days, depending on which he decides at the time of the check is made. [B]Expansion[/B] With a successful Craft Electrical check DC 19, McKinley can permanently increase stored power capacity of any battery/capacitor, power pack, etc by 25%, rounding down. Can only increase power capacity of an item this method once. [B]Quick Repairs[/B] When McKinley repairs a power generating system, reduce repair time to fix power systems by 20%, rounding down). [B]Decisive Outcome[/B] McKinley grants electrical resistance 3 to allies within 10 ft. [B]Only A Little Spark[/B] McKinley works around electrical systems for so long that he's developed a resistance to electrical attacks and stunning effects. McKinley has Electrical Resistance 10 including against magical sources, gains +5 to saves against being stunned or paralyzed by any electrical or energy means. Against magical sources only gains a +1 bonus. [B]Stun Rounds[/B] McKinley builds stun ammunition for his Colt Python, that stun targets similar to a taser. On a successful hit, the rounds deal 1d4 electrical damage and the target must make a Fort save DC 15 or be paralyzed for 1d6 rounds. McKinley can sell these for PDC 10 for 20 rounds. Or make similar rounds for other calibers at +1 PDC. [/QUOTE]
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