Dark red fur. Terrifying.
Level 3 tough (1-2 dreadnought next or 1 cyber-warrior at level for artificial muscles / redundant organs, Helix warrior for fun added to taste)
Occupation: Military (Personal Firearms Prof, Knowledge Tactics, Survival + 1)
Background: Independent Citizen (Planetary Adaption)
Resist 20 fire (plasma / lasers)
Defense 10 + 2 + 8 – 1 = 19
Damage Threshold: 19
Fort 2 + 3 = 5
Re 1 + 0 = 1
Will 1 – 1 = 0
Electrified Concussion rod: + 4 / + 4 2d8 + 2d6 + 5 / 3
Raging: + 4 / + 4 / + 4 2d8 + 2d6 + 7 / 3
Laser Rifle: + 1 3d8
Str 14 + 4 + 2 = 20 ( + 4 rage, + 1d4 + 1 adrenaline )
Dex 12 – 2 = 10
Con 14 + 2 = 16
Cha 14 + 1 = 15
Two Weapon fighting
(When reaches level 6, Frightful Presence)
Personal Firearm Proficiency
Planetary Adaption (Heavy G)
Rage: + 4 str, + 4 con, + 2 will saves)
Whirling Rage: + 4 str, + 2 defense, + 2 reflex saves, make two attacks / round at -2 per attack
|Intimidate||6||+ 2||+ 0||+ 9|
|Know: tactics||4||+ 0||+ 0||+ 4|
|Survival||2||-1||+ 1||+ 2|
Sealed Flight Suit
Advanced Prosthetic Arm
Prosthetic Arm Enhancement
Subcutaneous Heavy Armor
ADRENALINE JOLT [MINOR]
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
MP Value: 3
Benefit: Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier.
ENERGY ABSORPTION [MAJOR]
You can absorb impressive amounts of harmful energy.
MP Cost: 4
Benefit: Resistance 20 fire
COLD SUSCEPTIBILITY [DRAWBACK]
Your body does not react well to particularly cold temperatures.
MP Value: 1
Drawback: You take double damage from prolonged exposure to extreme cold.
POISONOUS BLOOD [DRAWBACK]
Your blood is poisonous to your own body. You must take regular doses of antitox to resist the poisons effects.
MP Value: 6
Drawback: If you go 24 hours without taking a dose of antitox you must make a successful Fortitude save (DC 15) or take 1d4 points of Constitution damage. Taking a dose of antitox cures the ability damage caused by antitox deprivation in 1d6 rounds. Ability damage caused by antitox deprivation cannot be restored through natural healing.
Special: This drawback can be taken only in Progress Level 6 or higher campaigns (when antitox is available).
Paagtrel thought the following was a real recruitment poster:
No one wants to be the one to tell her that’s not a real thing.
An old school Weren, her family/clan left Kurg long ago for a hot, heavy world where they could prove their mettle against an untamed nature. However, they kept Kurgish traditions strong, and she believes in the supremacy of personal combat. While this would normally completely at odds with Concord morality; she realized if she avoided fighting/killing these people, she could fight/kill some really big aliens. This has already resulted in losing her arm, however, the Concord’s willingness to replace it with a better version has earned them her undying loyalty. She will probably never achieve a rank greater than Sergeant (all her commanding officers shudder at the thought), but any time you need a place absolutely defended and every enemy dead, send Paagretl’s squad. Or just Paagtrel. Not much difference.