Demon Soldier O.C.C

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Demon Soldier O.C.C Demon Soldier O.C.C. Special O.C.C. Abilities and Bonuses 1. Track Demons and Supernatural Evil: Th​ e Demon Soldier can imbed a mental probe into a demon or supernatural monster to track it across the world, however the player must roll percentile every two hours of tracking to continue to head in the right direction. The probe is invisible to the naked eye but is visible to any ability that senses magic energy. Other Demon Soldiers can also see the trail left behind by the probe and can follow it like a bloodhound. Range: Unlimited. Duration: 2D6x10 minutes. Saving Throw: 15 or higher for the one being tra​ cked. P​ .P.E. Cost: ​10. Base S​ kill: 45% ​ ​ ​ ​ ​ ​ +5% per level. A Demon Soldier must roll for every two hours of tracking otherwise he will lose the trail and have to reroll to try and pick it up again. 2. Sense Demons and the Supernatural: Equal to the psionic power on page 176 of the Rifts ​ ​ ​ ​ Main Book Ultimate Edition however the sense is automatic and does not cost any I.S.P. 3. Create Demon Weapon: This can only be done when the Demon Soldier has a good amount ​ of materials harvested from the corpses of demons or other supernatural menaces available to him (common materials are Chitinous Plates, Armored Plating, Scales, Mega-Damage Hides, Muscle Fibers and the such). The creation process usually takes one day per piece of equipment and costs either 20 P.P.E. from their permanent P.P.E. base or 100 total P.P.E. (Which can be siphoned from ley lines, mages, and other P.P.E. latent sources). All weapons (excluding arrows) are considered magic weapons and possess the following attributes: All weapons inflict double their normal damage in MD to demons (i.e. a sword that does 3D6 MD+PS bonus would deal 6D6 MD+PS bonus against a demon.) and are nearly indestructible (200 M.D.C.) and never dull. Feeding: Being partially alive, all weapons will be inclined to feed off of the P.P.E. from blood​ that has b​ een in contact with the sword (especially any demonic blood, which sends them into a frenzy). However, the weapon is not powerful enough to draw P.P.E. from an unwilling target and must instead be content with drinking any blood that has been spilt along the blade or drawn from a corpse. If the weapon goes for more than a week without feeding in this manner it will begin to starve and wither. If the weapon continues to go on without being fed it will start siphoning away the Demon Soldiers P.P.E. at a rate of 1D6 per hour until it draws fresh blood at which point it will stop. If it cannot draw P.P.E from the Demon Soldier the weapon begins dying at the rate of 50 MDC lost per hour. When it reaches zero it simply falls apart, having no energy left to sustain it. Damage: One ​ ​ handed sword: 3D6 MD+PS Bonus. Large two handed sword: 4D6 MD+PS Bonus. Spear or Battle Axe: 4D6 MD+PS Bonus. Bow and Arrow: 2D6 MD per shot Range: 700 feet. Bonuses: ​ ​ ​ +2 to strike when using the demonic weapon only, +3 to parry with the demonic weapon only, +1 to dodge and +1 additional attack/action per melee when using the weapon only. 4. Create Demon Armor: The Demon Soldier can also create a suit of non-environmental body ​ ​ armor. Styles and looks of the armor vary greatly. Usually the armor looks more like a hooded cloak at first glance; however underneath the exterior is multiple interwoven plates with either a light helmet or a face plate to protect the head. Regardless of look, any armor has a base 1D4x10+55 M.D.C. on the main body with half of the amount on all other areas (armor with 90 M.D.C. on the main body would have 45 on all other areas). The armor itself weighs approximately 20 lbs., and incurs a -5% penalty to prowl, swim, climb, and other such skills. While not environmental the character can expend P.P.E. to magically enchant the armor making it effectively environmental including magically generated air. Cost: 10 P.P.E. Duration: 15 ​ ​ ​ ​ minutes per level of experience. Repairing the armor is tricky business and requires a good amount of material (about a pound) per 10 points of M.D.C. repaired. Upgrading is also risky, the character could add the additional M.D.C. masterfully or he could have done it terribly. For every 10 points of M.D.C. added to the main body (+5 everywhere else) the character should roll on the following table to see if they get a prowl penalty (penalties are cumulative, characters get an additional +5% per level on the roll). GM’s can also give special bonuses from skills such as field armor or jury-rig or the character is using particularly high quality materials (i.e. super light while having a good amount of M.D.C.). Increasing M.D.C. requires a large amount of material (about ten pounds worth for every 10 M.D.C.). The maximum amount of M.D.C. addable to the armor is 100 points to the main body and 50 to all other areas. Prowl Penalties for Armor Upgrades: 01-20% Terrible. The additional plating was placed horribly on a joint/feels bulky and awkward ​ restricting movement terribly. -15% to prowl, swim, climb, and similar skills -1 to dodge and add an extra 15 lbs. to weight. 21-45% Bad. Armor feels heavy and uncomfortable/or plating was put on to thick in on area ​ restricting movement. -10% to prowl, swim, climb, and similar skills and add another 10 lbs. to weight. 46-80% Average. Plating doesn’t feel to heavy or restricting but the extra weight of the armor does get in the wa​ y sometimes but an overall good job. -5% to prowl, swim, climb, and similar skills and add another 7 lbs. to weight. 81-00% Lucked Out! No additional prowl penalties. The new armor feels light and mobile with ​ the plating being in areas that have good weight support without losing mobility. Add 5 lbs. to the armors overall weight. 5. Enhanced Longevity: Double natural lifespan and will look ten years younger than he or she ​ ​ actually is. Perfect 20/20 vision and can read a sign up to 1000 feet away clearly. Also heals at twice the rate of a normal human being with blood clotting in 1D4 minutes. +10% to save vs coma and death. Add 1D4x10 to SDC. In addition add 2D6 to P.S. (minimum Augmented P.S. of 19, if lower adjust up). Add 2D4 to P.E. attribute and characters can lift and carry twice the amount of a normal person with equivalent strength and endurance. Demon Soldiers can also function for twice as long before feeling the effects of exhaustion. Add 4D6 to the Spd attribute and can leap 20 across and 10 feet high after a short run; half that from a dead stop. Finally add 1D4 to the P.P. attribute. 6. Bonuses: Add +2 to strike, +3 to dodge, +3 to save vs possession, and +1 to save vs. HF at levels 1, 2, 4, 5​ , 7, 9, 10, 11, and 12. 7. P.P.E.: Even though the Demon Soldier is not a practitioner of magic he or she does have a ​ high P.P.E. base that allows them to feed their abilities. They can also siphon away additional ​ ​ P.P.E. from ley lines and other outside sources. Despite their high P.P.E. base the Anti-Demon is incapable of learning or using magic. Permanent P.P.E. Base: 6D6+10 per level. ​ ​ Demon Soldier O.C.C. Also Known As: Hell Walker or Demons Bane Alignment: Any ​ ​ Attributes Requirements: M.E. 13 or higher and a good P.E. is helpful but not required ​ Racial Restrictions: GM’s discretion ​ O.C.C. Skills: Language: Native Tongue at 95% Language or Literacy: one of choice (+10%) Land Navigation Pilot: one of choice excluding military vehicles (+10%) Lore: Demons & Monsters (+20%) Physical: Three of Choice Radio: Basic (+15%) Military: One of Choice (+5%) W.P.: Two Ancient of Choice W.P.: One Modern of Choice Hand to Hand: Expert but can be changed to Hand to Hand: Martial Arts at the cost of one O.C.C. Related Skill. O.C.C. Related Skills: Select six other skills from the following list at level one, +1 additional ​ skill at levels 3, 5, 6, 8, 11, 13, and 15. All new skills start at level one proficiency. Communications: Any (+5%) Cowboy: None Domestic: Any Electrical: Basic only Espionage: Detect Ambush, Detect Concealment, and Tracking (humans & robots) only (+10%) Horsemanship: General only Mechanical: Basic only Medical: First aid and Paramedic only (+5%) Military: Any except NBC warfare Physical: Any Pilot: Any except Military Vehicles Pilot Related: Any Rogue: Any Science: Basic and Advanced Math only Technical: Any W.P.: Any Wilderness: Any except Boat Building (+10%) Secondary Skills: Select four skills from the previous list +2 at levels 4, 7, 9, 12, and 13. These ​ are additional areas of knowledge that do not get any of the bonuses listed in the parenthesis. All new skills start at level one proficiency. Standard Equipment: Two sets of everyday clothes, one canteen, one flare, a silver plated ​ combat knife (2D6 S.D.C.) utility belt, flashlight, cigarette lighter, air filter & gas mask, a few personal items, and one large, high quality sack or backpack.
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