Reaper

Supersoldier

Description:

Codename: Reaper
Quote:
Real Name: Miguel Vazquez
Secret/Public I.D.: Reaper
Power Category: Experiment (Supersoldier)
Education: Military Specialist
Alignment: Scrupulous (Good)
Level: 1
Current XP: 500
XP Needed for Next Level: 2,001
Height: 5’11”
Weight: 265 lbs.
Age: 28
Legal Status: US citizen
Birth Order/Family Ties: First born
Land of Origin: United States
Childhood Environment: Large city
Social/Economic Background: Skilled middle class
Years with EKS: 7

ATTRIBUTES
I.Q.: 12
M.E.: 26
M.A.: 12
P.S.: 67
P.P.: 35
P.E.: 33
P.B.: 11
Spd.: 33

H.P.: 40
S.D.C.: 335
P.P.E.:
I.S.P.:

SAVING THROW BONUSES
Coma/Death: +33%
Toxins:
Magic: +8
Illusion: +4
Lethal Poison: +9
Non-Lethal Poison: +9
Disease: Impervious
Insanity: +9
Psionics: +8
Possession: Impervious
Mind Control: +5
Horror Factor: +10

EDUCATION
Common Skills
Mathematics: Basic: 50% +5% per level
Speak Native Language
Read and Write Native Language

Scholastic Skills
Basic Military Skill Program
Running
Climbing: 93% +5% per level
Military Etiquette: 50% (See note p.54 HU2)
Radio: Basic: 70% +5% per level
W.P. Rifle
Camouflage: 45% +5% per level
Military Parachuting: 45% +5% per level
Climbing (Rappelling): 70% +5% per level
Demolitions: 83% +3% per level
Espionage Skill Program
Detect Ambush: 55% +5% per level
Intelligence: 56% +4% per level
Wilderness Survival: 55% +5% per level
Detect Concealment: 60% +5% per level
Interrogation: 65% +5% per level
Sniper
Pick Lock: 55% +5% per level
Escape Artist: 50% +5% per level
Forgery: 40% +5% per level
Tracking: 45% +5% per level
Physical Skill Program
Acrobatics
-Sense of Balance: 87% +2% per level
-Walk Tightrope or High Wire: 88% +3% per level
-Climb Rope: 97% +2% per level
Boxing
Gymnastics
-Work Parallel Bars & Rings: 83% +3% per level
-Back Flip: 92% +2% per level
Wrestling

Secondary Skills:
Pilot: Motorcycle: 64% +4% per level
Athletics
Body Building & Weightlifting
Prowl: 45% +5% per level
Swimming: 60% +5% per level
S.C.U.B.A. (Advanced Swimming): 55% +5% per level
Streetwise: 24% +4% per level
Computer Operation: 45% +5% per level
Astronomy: 30% +5% per level
First Aid: 50% +5% per level
Automotive Mechanics: 30% +5% per level
Land Navigation: 40% +4% per level
W.P. Sword

COMBAT SKILLS
Hand to Hand: Martial Arts
Number of Attacks: 8
Initiative: +8
Strike: +9
Parry: +12
Dodge: +11
Autododge: +11
Roll with Punch: +13
Pull Punch: +5
Disarm:
Critical Strike:
Damage: +52
Special: kicks 2d4 damage; +2 strike on an aimed shot (Sniper); pin/incapacitate on a roll of 18, 19, or 20; crush/squeeze does 1d4 per squeeze attack

Superhuman Unarmed Damage
If superhuman strength is above 30 (only when above 30 this is used), then it’s roughly equal to a medium Supernatural P.S. of 30 +1 per five points above 30. i.e. Superhuman P.S. 67, then it is considered Supernatural P.S. 37. Supernatural P.S. 36 to 40 inflicts 3d6 S.D.C. on a restrained punch, 6d6 on a full strength punch, or 2d4x10 on a power punch (counts as two melee attacks). Note: Add the usual P.S. attribute damage bonus to the damage. The damage bonus can be left off if the character is trying to pull his punch (restrained) or the attack is only a slap. This bonus is only for Unarmed Damage, not weapons.

WEAPON PROFICIENCIES
Paired Weapons
Energy Pistols
Automatic & Semi-Auto Rifle
Bolt-Action Rifle
Semi-Automatic Pistol
Energy Rifle
Sword +1 to strike and parry at level one, an additional +1 to strike and parry at level three, and another at levels seven, eleven, and fourteen.

WEAPONS
Energy Pistols Damage: 4d6 points per single shot, or fired as a pair simultaneously at the same target for double damage. Range: 500 feet. Payload: Each weapon holds 30 blasts (120 each if cabled to a small, self-regenerating energy pack worn on the hip or back). Self-charging ammo-clip (or pack) that recovers energy blasts at a rate of 1d6+4 per 20 minutes or can be boosted and charged in a matter of minutes via any type of Re-Channel Energy super ability. Ideal for a Supersoldier with that power. Rate of Fire: Can only be fired one blast at a time; each shot counts as one melee attack. Note: Character automatically gets W.P. Paired Weapons and W.P. Energy Pistols.

Daisho (authentic quality) Damage: 1d8+2 (katana), 1d6 (wakizashi)

ARMOR TYPE: Skin
A.R.: 14
S.D.C.:
WEIGHT:
COST:
SPECIAL PROPERTIES:

COMBAT MANEUVERS
Strength Category: Superhuman
Carrying Capacity: 13,400 lbs.
Lifting Capacity: 20,100 lbs.
Normal Movement Speed: 33
X Yards per Melee Round (Spd. x5): 165
X mph: 22.5 mph

AVAILABLE MONEY: $255,000

GEAR
Battle bike
Pair of matching energy pistols
Several suits of hero costume (just clothes)

POWERS & ABILITIES
Super-Regeneration
Extraordinary Physical Prowess +10% to physical skills requiring dexterity and prowess, such as, prowl, gymnastics, acrobatics, climb, etc.
Superhuman Strength

SUPERSOLDIER ENHANCEMENTS & SIDE EFFECTS
Side Effect: Requires energy for nourishment. Electricity, heat, and laser blasts do half damage.
Increased Physical Agility and Dexterity: ambidextrous. +1 attack per melee round, +2 initiative, automatic dodge, paired weapons, +5% to skills requiring manual dexterity and/or agility such as acrobatics, climb, swim, pick locks, or computer operation, etc.
Attempted to Make the Character Invulnerable: Adds 80 lbs. to weight (all muscle, not fat), skin has a Natural A.R. of 14, plus get an extra 2d6 Hit Points and 4d6x10 S.D.C. An opponent’s roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit, but do NO damage. +1 to P.S. and P.E. too.
Mind and Body are More Attuned: To each other, increasing reaction time and alertness. +1 hand to hand attack per melee, +2 initiative, +4 to save vs Horror Factor, +1 to save vs poison and disease, and +2 to save vs possession.
Hypnotic Mental Conditioning: With a series of hypnotic, subliminal suggestions and chemical injections, the character’s mind has been made more resistant to psionic intrusions and is resistant to psionic attacks. +5 save vs mind control, +4 save vs illusions and Horror Factor; +2 save vs all other psionic attacks, and is impervious to possession.

Supersoldier Procedure
Sponsoring Organization: US military
Motive for the Procedure: Military special forces
Nature of the Procedure: Chemical
Nature of the Test Subject: Test subject was a volunteer, but an ordinary citizen. Suffered unexpected side effects in the procedure. +1d4 to P.S. and +1 to M.A., +30 to S.D.C.
Status with the Sponsoring Organization: He was allowed to leave (honorably discharged) after a good tour of duty. Now working with law enforcement as an independent advisor, or as a mercenary, or as a vigilante hero. If the character continues to work with the government or the law, the organization may offer friendly advice and share information. If a mercenary, vigilante, or villain, all ties are cut and the organization will have nothing to do with him.
Replication of the Supersoldier Process
Likelihood of Successful Replication: A failed or abandoned project with one success. The Supersoldier is the only known success, a one-of-a-kind creation who cannot be duplicated.

Bio:

Miguel had joined the USMC shortly after graduating from high school. It was It was during his service that he was contacted about an experimental program within the military.The program was codenamed Project: Supernova. The results were a complete success. However, as much as they would try, the experiment could not be replicated. Miguel had served honorably, but became disillusioned as he woke up to realize that there are wars being fought that we shouldn’t even be involved in; wasting lives and money. He was discharged with an honorable discharge. He also is a firm believer in the independence of Puerto Rico and is angered by the things the US government had done to his people. He was soon after recruited by Eagle Knight Security. Here he feels as if he has more of a purpose to help the world.

Reaper

The Peacemakers smrivera3