Name:
Codename:
Attributes: See Spoiler 1
Strength -
Agility -
Endurance -
Intelligence -
Luck -
Willpower -
Abilities:
See Spoiler 2
Skills:
See Spoiler 3
Gear:
See Spoiler 4
You have 35 Points to Distribute
Strength -
Point Gain Formulas
Every 2 Points Increases Range of Grenades, and Thrown Weapons by 1
Every 5 Points Increases Damage Dealt in Hand to Hand Combat, and with Melee Weapons by *1 (EX: 1d4 becomes 1d4*2)
Every 10 Points Allows you to carry another Primary, or Secondary Weapon (To a max of 4 Primary, and Six Secondary)
Every 10 Points Increases the Armor Rank you Can Wear
Agility -
Point Gain Formulas
Every 5 Points Gives you 1 MP (Movement Point, You have a Base of Three MP)
Every 10 Points gives you a bonus to Dodge Rolls
Every 10 Points Gives you a bonus to Stealth Rolls
Every 15 Points Gives you a bonus to Movement Rolls (Moving across Rough Terrain, Parkour, Using Sprint through Rough Terrain)
Endurance -
Point Gain Formulas
Every Point Increases your Fatigue by 5
Every 5 Points Increases your HP by 10
Every 5 Points Gives you a bonus to Pain resist rolls
Every 10 Points Gives you a bonus to Damage Resistance
Every 10 Points Increases Willpower by 1
Intelligence -
Point Gain Formulas
Every 5 Points Increases your Squad Cap by 1
Every 10 Points allows you to craft another level of the crafting tree
Every 5 Points gives you a bonus in analyzing your foe for weakpoints
Every 5 Points gives you a bonus when improvising
Every 5 Points Decreases Luck by 1
Every 5 Points gains you a bonus to Tactics
Luck -
Point Gain Formulas
Every 10 points gains you 1 Reroll you see fit per session
Every 10 Points gains you bonuses to situational rolls (Will be explained if needed)
Willpower -
Point Gain Formulas
Every 5 Points gives you a bonus to Command Rolls
Every 10 Points Gives you a Bonus to resist rolls
Every 10 Points Increases Endurance by 1
You have two points, and each points buys one Ability
Sprint - Sprint allows you to double your MP for 1 turn at the cost of a 1/4 of your fatique, and a four turn cooldown.
Suppresive Fire - Suppresive Fire can only be used while wielding an Assault Rifle, or certain Heavy Weapons. It has a 1d10 chance of pinning an enemy in six block range of where you fire. Has a two turn cooldown multiplied by number of turns sustained.
Focus Fire - Can only be used with SMGs, Assault Rifles, or Certain Heavy Weapons. This Increases your accuracy roll by 2, but cuts the number of shots in half. Has a three turn cooldown
Dead Aim - Can only be used with Sniper Rifles. This makes sure you always hit your target when used as long as you aren't aiming for a sure kill such as the head. Has a three turn cooldown
Courageous - Can be used with any weapon. This ability allows you to ignore all willpower checks for four turns, but when it fades it leaves you shattered, and terrified giving you a minus two to all rolls afterwards. Has a five turn cooldown.
Perfect Toss - Can only be used with Thrown Weapons like Grenades. This allows you to throw something, and have it land exactly where you want it (Within reasonable, and Spartan Limits that is). Has a two turn cooldown cost 15 fatigue.
Improvise Master - Can only be used when Crafting, or using Improvised Weapons. This allows you to cut the number of items to craft a Lvl. 1 Item in half, but requires you to own a toolkit (You will start with one if you choose this). Has a six turn cooldown
Adrenaline Rush - Can be used to double your Agility stat for five turns, but your strength is also cut in half during this time (You gain all the benefits from the double agility for those five turns as well as all the penalties for your strength). Five Turn Cooldown costs 1/2 you fatigue.
Muscular Implant - Can be used to double you Strength, but it cuts your agility in half (Same as Adrenaline Rush, but Reversed) Five Turn Cooldown, and costs 1/2 your fatigue.
Born Lucky - You automatically Pass 1 Situational Roll per Session. 1 Use per session
Stalwart Commander - You gain a starting +1 to Tactics roll, and start with a 3 Man Marine Squad. You must follow all orders, except 1 given by the FLEETCOM through each session.
Patient Sniper - Can only be used with Sniper Rifles. You can use this, and takes two turns to aim, but you will always make your first headshot no matter what. Has a six turn cooldown.
You have 25 Points to Spend
Shotguns - Determines the Kind of Shotguns you can use (Each has a rank all starting Gear is Ranked 1), and effects your skill, and accuracy with Shotguns. Also determines how well you cna maintain, rebuild, or create this kind of weapon.
Assault Rifles - Determines the Kind of Assault Rifles you can use (Each has a rank all starting Gear is Ranked 1), and effects your skill, and accuracy with Assault Rifles. Also determines how well you cna maintain, rebuild, or create this kind of weapon.
Sniper Rifles - Determines the Kind of Sniper Rifles you can use (Each has a rank all starting Gear is Ranked 1), and effects your skill, and accuracy with Sniper Rifles. Also determines how well you cna maintain, rebuild, or create this kind of weapon.
Heavy Weapons - Determines the Kind of Heavy Weapons you can use (Each has a rank all starting Gear is Ranked 1), and effects your skill, and accuracy with Heavy Weapons. Also determines how well you cna maintain, rebuild, or create this kind of weapon.
Pistols - Determines the Kind of Pistols you can use (Each has a rank all starting Gear is Ranked 1), and effects your skill, and accuracy with Pistols. Also determines how well you cna maintain, rebuild, or create this kind of weapon.
SMGs - Determines the Kind of SMGs you can use (Each has a rank all starting Gear is Ranked 1), and effects your skill, and accuracy with SMGs. Also determines how well you cna maintain, rebuild, or create this kind of weapon.
Crafting - Determines how effectively you can craft items, and gives bonuses to designing, planning, crafting those objects. Also determines how well you use those crafted items that do not fall into any of the other categories.
Driving - Determines how well you can drive a vehicle, and effects your dodge rolls, distance travelled, and various other vehicle related other rolls. Also determines how easily you can create, or repair vehicles in game.
Leadership - Determines the Number of Soldiers you can lead, how effectively you do so, they tactics you can use, and how well you can convince others to follow you into battle.
Hacking - Determines how easily you can hack computers, or pick locks as well as how well you can hack enemy turrets, power conduits, ships, etc. Determines how well you can use computer related items, and how easily you cna take them apart, and make them.
Explosives - Determines what Explosives you can use, and effects your skill, and accuracy with explosives. Determines how well you can use explosives, and how eaisly you can dismantle, repair, or create other explosives.
Navigation - Determines how well you can find your way around on the planets surface, and how easily you can plan routes to your designation.
Stealth - Determines how easily you can hide from those you don't wish to see you as well as giving you bonuses to Stealth Related Actions (Thievery, and Sabatoge (Sometimes) )
Primary Weapons Choose One Primary Weapon Only
Assault Rifle
MA37 Assault Rifle [Clip Size - 32, Shots Fired Per Turn - 4, Effective Range - 1 to 17, Damage 1d6*4]
MA5B Assault Rifle [Clip Size - 60, Shots Fired Per Turn - 15, Effective Range - 1 to 15 tiles, Damage 1d4*15]
MA5C Assault Rifle [Clip Size - 32, Shots Fired Per Turn - 4, Effective Range - 1 to 19, Damage 1d8*4]
MA2B Assault Rifle [Clip Size - 80, Shots Fired Per Turn - 10, Effective Range 1 to 12, Damage 1d4*10]
Shotgun
M90 Mk. 1 [Clip Size - 12, Shots Fired Per Turn - 1, Effective Range - 1 to 7, Damage 2d4]
M90 Mk. 2 [Clip Size - 12, Shots Fired Per Turn - 2, Effective Range - 1 to 9, Damage 2d4*2]
M90A [Clip Size - 6, Shots Fired Per Turn - 1, Effective Range - 1 to 8, Damage 5d2]
Sniper Rifles
Sniper Rifle System 99 Anti-Matériel [Clip Size - 4, Shots Fired Per Turn - 1, Effective Range - 1 to 30, Damage 1d20]
SRS99D-S2 AM Sniper Rifle [Clip Size - 2, Shots Fired Per Turn - 1, Effective Range - 1 to 40, Damage 1d20
Heavy Weapons
LAU-65D/SGM-151 [Clip Size - 8, Shots Fired Per Turn .5 (Takes 2 Turns to Fire), Effective Range - 1 to 15, Damage 3d20]
AIE-486H Heavy Machine Gun [Clip Size - 200, Shots Fired Per Turn - 50, Effective Range - 1 to 15, Damage 1d2*25 (Requires 2 Accuracy Rolls Per Turn Used)]
M41 Surface-to-Surface Rocket Medium [Clip Size - 2, Shots Fired Per Turn - 1, Effective Range - 1 to 18, Damage 3d20]
W/AV M6 G/GNR [Clip Size - 5, Shots Fired per Turn - .5, Effective Range - 1 to 20, Damage 5d20]
Secondary Weapons Choose Two Secondary Weapons Only
Pistols
M6C Magnum Sidearm [Clip Size - 12, Shots Fired Per Round - 3, Effective Range - 1 to 5, Damage 1d8*3]
M6G Personal Defense Weapon System [Clip Size - 8, Shots Fired Per Round - 4, Effective Range - 1 to 8, Damage 1d4*4]
SMGs
M7/Caseless Submachine Gun [Clip Size - 60, Shots Per Turn - 15, Effective Range - 1 to 10, Damage 1d2*15
Special Weapons Choose Two Special Weapons Only
M9 High-Explosive Dual-Purpose Grenade [Amount - 5, 1 Per Turn, Effective Range - 1 to 8, Damage 1d2*25, Spread 8 Tiles]
Mk. 1 Napalm Hand-Grenade [Amount - 3, 1 Per Turn, Effective Range - 1 to 10, Damage 1d10, Spread 5 Tiles, Ignites Targets Causing 1d10 Damage Per Turn]
Combat Knife [Effective Range - 1, Damage 1d20]
Deployabe Shield [Amount - 2, Places a Shield Spanning 5 Tiles, Shield has 250 HP, Lasts 15 Turns]
Armor Choose One Armor Only (Duh !!!!)
MJOLNIR Mk.I [Adds 100 Shields, and a 10 Armor Rating to your Character]
MJOLNIR Mk. II [Shields 90, Armor 25]
MJOLNIR Mk. II Recon [Shields 75, Armor 10, +3 to Agility/Stealth]
SPI Armor [Shields 0, Armor 10, +10 to Agility/Stealth]