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Post by dakota on Jan 29, 2005 8:23:17 GMT -5
NAME: Zachary Cooper HP: 30 ALIASES: Zack, Coop S.D.C: 87 CLASS: Sportsman Lvl 3 HEIGHT: 6'4" RACE: Human WEIGHT: 246lbs GENDER: Male AGE: 20 ALIGNMENT: Scrupulous LAND ORIGIN: Goltheria
DISPOSITION: Overconfident and brazen. He is used to taking the direct route to solve his problems, usually without thinking things through. Though it can be a drawback at times, he also likes to use his recognizibility to his advantage. He tries to hide it, but he also has a temper that sometimes slips out, but he tries to keep it in check.He is good natured and has a strong sense of humour. He also has a strong sense of honor
APPEARANCE: Coop tends to stand out in the crowd because of his size. He was dark green eyes, dirty blonde hair in a short box cut and has a dark complexion. He has a scar high on his right cheek from a childhood accident and has two gold earrings in his left ear. Almost never takes off the gold chain around his neck that has is high school grad ring hanging on it, which he sees as his good luck charm.
ATTRIBUTES: IQ: 10 Skill Bonus: ME: 8 Save Vs. Psionics/Insanity: MA: 14 Trust/Intimidate: PS: 24 S.D.C. Damage Bonus: +9 PP: 22 Melee Combat Strike/Parry/Dodge Bonus: +4 PE: 17 Save Vs. Magic/Poison: +1 Coma/Death: +5% PB: 16 Charm/Impress: SPD: 35 Running: 42kph / 23.8 mph
O.C.C. SKILLS: Bonus Base %/lvl Total
Speak Engish * * * 92 Basic Math +11 45 5 71 Cook +10 35 5 60 First Aid +10 45 5 70 General Athletics * * * * Body Building * * * * W.P. Shotgun +1 str aimed HtH Basic * * * * Running * * * * Gymnastics * * * * Sense of Balance 50 5 65 Work Parrallel Bars 60 3 69 Climb Rope 70 2 76 Back Flip 70 5 85 Prowl 30 O.C.C Related Skills
Magic Lore +5 25 5 45 Literacy: English +5 30 5 50 Pilot Automobile +5 60 2 71 TV/Video +5 25 4 42 Aerobics Athletics * * * * Research +5 40 5 60 Writing +5 25 +5 45 Wrestling * * * *
Secondary Skills
Climbing +7 40 5 62 Play Musical Instrument (Saxophone) 35 5 50 Deadball * * * * W.P. Deadball * * * * Basic Mechanic 30 5 45 Lore: Monster/Demon 25 5 40 Auto Mechanics 25 5 30
Bonuses: Attacks: 4 Parry: +5 Roll: +5 body block/tackle 1d4 Strike: +4 Dodge: +6 Kick: 2d4+2 pin/incapacitate 18+ Initiative: +1 Pull Punch: +3 Disarm: +1 squeeze 1d4
Equipment:
Weapons:
Vehicle:
Bio:
Zachary, better known as Coop thanks to a nickname from his teammates, is a bit of a disappointment to his parents. They expected him to continue tradition of keeping the families history of magic alive as they had done for generations since they turned their backs and broke away from the guild before the magical energies faded away centuries ago. Though they were unable to continue they're spell casting, they continued to practice the rituals and studying the ancient arts, an area which Coop does partake in.
Instead, he was born with a natural gift for athletism, which they have begrudgingly supported. He quickly joined the varsity football team when he started attending Xomo University, and quickly developed into a key part of the defense at middle linebacker. Though he enjoys his sucess, it has the downside that annoys him. Everyone sees him as nothing more than a big dumb jock and fail to realize that he is actually taking the journalism program. That was where he first heard of the club and looked into it during his second year.
Being raised in a magical influenced environment has made him curious about it. This made the Xomo University Occultism club a logical choice, and he has taken alot of ribbing from his teammates about it, even if it is good natured. He takes it in stride, as it takes alot to push him too far, usually giving as well as he gets. He sometimes feels like an outsider because of the combination of his lack of magic abilities and his athletic background, but his interest that drew him in the first place keeps him an active member.
He has recently discovered and taken a liking to Crossfire, a brutal new sport that is akin to jai alai, mixed with deadball. He has been warned to steer clear of it by friends and family, but finds it too fun despite the dangers involved despite the risks.
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Post by dakota on Feb 27, 2006 14:35:19 GMT -5
NAME: Macenetheal Hyllenbough HP: 19 ALIASES: Macen Hyll S.D.C: 26 CLASS: rogue scholar HEIGHT: 6'2" RACE: male WEIGHT: 182lbs GENDER: elf AGE: 51 ( looks late teens) ALIGNMENT: unprincipled LAND ORIGIN: DISPOSITION: Macen tends to try to keep to himself alot. Also likes to try to hide that he is an elf so people underestimate, mistaking him for a teenage human. He is modest, especially about his looks and tends to downplay them. Doesn't like to talk about when he lived in the city, and gets defensive if anyone presses the issue. He is allergic to horses and tries to avoid them.
Apperance: Has blue grey eyes and black hair that he ties back in a ponytail. Wears a black toque pulled down enough to hide the points of his ears. Wears a gold chain necklace and has a gold earring in his left ear.Wears small frames darktinted sunglasses most of the time and fingerless gloves , along with his trench coat).
ATTRIBUTES: IQ: 15 Skill Bonus: ME: 9 Save Vs. Psionics/Insanity: MA: 10 Trust/Intimidate: PS: 10 S.D.C. Damage Bonus: PP: 19 Melee Combat Strike/Parry/Dodge Bonus: +2 PE: 14 Save Vs. Magic/Poison: Coma/Death: PB: 25 Charm/Impress: 75% SPD: 27 Running:
O.C.C. SKILLS: Bonus Base %/lvl Total
Racial/Special
Speak Dragonese 98 Literacy Dragonese 98 Basic Math +25 45 +5 75 Literacy Human +50 30 +5 85
Recognize Authenticity 58 +3 61 Pro Restoration 58 +3 61
Literacy Demogogrian +30 30 +5 65 Literacy Wolfen +30 30 +5 65 Speak Human +25 50 +3 78 Speak Demogogrian +25 50 +3 78 Appraise Goods +20 30 +5 55 Computer Operation +20 40 +5 65 Computer Programming +15 30 +5 50 Creative Writing +15 25 +5 45 Find Contraband (+20 to artifacts) +15 26 +4 45 Lore Animals 30 +5 35 Lore Monsters& Demons +5 25 +5 35 Public Speaking +20 30 +5 55 Research +30 40 +5 75 Pilot Hovercycle +10 70 +3 83 WP Archery +1 attack +1 strike +1 parry WP Energy Pistol O.C.C Related Skills
HTH Basic * * * * General Athletics * * * * Forgery +20 20 +5 45 Art +25 35 +5 65 Mythology +15 30 +5 50 Photography +25 35 +5 65 Philosophy +15 30 +5 50 Wilderness Survival +7 30 +5 42 First Aid +10 45 +5 60 Computer Hacking +10 20 +5 35
Secondary Skills
WP Handgun WP Shotgun Running
O.C.C. Abilities
Nightvision ( 90 ft)
Bonuses: Attacks: 4 Parry: + 3 Roll: +3 Strike: +2 Dodge: +3 Perception +5 Initiative: + Pull Punch: +2 P.P.E. 17
Equipment:
Travelling clothes, dress clothes, CD recorder/player with headphones and collection of music CDs, video disk camera, portable language translator, 2 notebooks, sketchpad, 12 pencils/pens, dip pen and ink, magnifying glass, normal binoculars, survival knife, bedroll, knapsack, backpack, book carry case, extra sack, PC3000 computer, long range radio, optics band, box of 100 surgical gloves, shotgun sheath, pen flashlight, xacto knife set, 3rolls tape, art supplies, bow case and personal items.
Weapons:
Naruni NE-Classic Colt .45 3d6, 200ftrng, 14 rnd x 5 clips ATA Super 10 Shotgun ,6d6 SDC,5rnds, 2 boxes shells (100), 60 ft rng, 50% chance knockdown Compound Bow 2d6+1 sdc, 700ft, 24 arrows +6 med explosive arrows (1d6 md)
Vehicle:
Desert Fox Hovercycle
Armor:
Aussie Armored Trench Coat 100sDC
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Post by dakota on Jul 7, 2006 9:14:53 GMT -5
NAME: Tyson Coombs HP: 25 ALIASES: Ty S.D.C: 109 CLASS: Cyber Knight HEIGHT: 5'9" RACE:Human WEIGHT: 172lbs GENDER: Male AGE: 19 ALIGNMENT: Unprincipled LAND ORIGIN: New Lazlo DISPOSITION: Young and naive, Ty is still very impressionable. He als tends to be hot-headed and a bit of a smart mouth, but it is usually meant in a friendly manner.
APPEARANCE: He has short black hair and has green eyes. Wears a heavy hooded cloak over his armor, but out of it he generally wears a simple jumpsuit, bomber style jacket and a black ballcap(usually backwards).
ATTRIBUTES: IQ: 14 Skill Bonus: 0 ME: 19 Save Vs. Psionics/Insanity:+2 MA: 18 Trust/Intimidate: 50% PS: 17 S.D.C. Damage Bonus: +2 PP: 15 Melee Combat Strike/Parry/Dodge Bonus: +0 PE: 25 Save Vs. Magic/Poison:+5 Coma/Death: +20% PB: 15 Charm/Impress: 0 SPD: 27 Running: 18.5 mph
O.C.C. SKILLS: Total
Land Navigation 52% WP Energy Pistol * WP Energy Rifle * Horsemanship: CyberKnight 73/53% HtH Martial Arts * Basic Mechanics 70% Speak American 96% Speak Dragonese 96% Speak Gobblely 85% Speak Demogorgian 85% Literacy American 55% Demon and Monster Lore 50% Anthropology 40% Paramedic 55% Climbing 77/67% Body Building * Gymnastics * Swimming 65% WP Sword +1 strike WP Archery +1 strike, +1 parry, 2 shots per melee round
O.C.C Related Skills
Prowl 45% WP Rifle +1 strike WP Knife +1 strike when thrown , +1 parry WP Shotgun +1 strike Running * Detect Ambush 40% Tracking 35% Basic Radio 50% General Repair/ Maitenance 40% Outdoorsmanship * Fencing +1 to strike& parry w/ knife and sword +1d6 dmg w/ sword Acrobatics *
Secondary Skills
Pilot Automobile 62% Pilot Hovercycle 73% Cook 40% Wilderness Survival 40% Physical Labor * Basic Electronics 35%
Other Skills
Sense of Balance 70% Work parralel bars/rings 68% Climb Rope 77% Back Flip 80% Walk High Wire 68%
Bonuses: Attacks: 5 Parry: +4 Roll: +7 Strike: +4 Dodge: +4 Disarm +2 Initiative: +3 Pull Punch: +5 Kick 2d4
Psionics: Major Phychic Meditation Psi Sword 0 bright orange blade, shaped like a katana Psi Shield 15 Resist Fatigue 4 Telepathy 4 Alter Aura 2 Summon Inner Strength 4 Sense Evil 2 Telekienesis varies Telekinetic Leap 8 Telekinetic Push 4 Impervious to Cold 2
Magic: None
Equipment: gas mask, air filter, tinted goggles, hatchet, 6 wooden stakes, wooden mallet, silver cross medalion necklace, first aid kit ( with extra antiseptic, bandages, suture thread and painkillers), tent, knapsack, backpack, two canteens, 2 weeks dried rations, utility belt, flashlight. dress clothing, black jumpsuit,
Weapons: payload DMG range ammo bonuses
Psi Sword 2d6 +2 str/+1 pry
Carried:
Vibro Knife 1D6 str/+1pry/+1th silver boot knife 1d4sdc str/+1pry/+1th SteelTree LongBow wooden 4d6 sdc 1000ft 24 -1 str shatter on impact steeltree 3d6MD 16 usually crries a mix of 12 wood, 6 each others mdc 3d6MD 20 CV-212 V.L.F. Laser Rifle 30rnds 6d6sdc, 2d6MD/6d6 burst 2000ft 3 eclips +1 aimed str Wilks " Hero" 247pistol 32 heavy 3d6 MD 500ft 3 eclips +2 str 20 medium 2d6MD 1000ft 3 eclips "" "" NG-11S Sawed off 2 frag 2d6/3d6 double MD 500ft 6 +1 str APRJ 2d6/4d6 dbl MD 500ft 20 " " shotgun 5d6/ 1d6x10 dbl SDC 300ft 100 " " long sword 1d8+2 (+1d6 fencing) +2 str/ +1pry Vehicle: none
Armor: Urban Warrior Body:50 Arms:20 Legs: 30 Helmet:50 -10% penalties Cyber Armor Body: 50 Fore Arms:10 Shoulders:8 Back:15 Thighs:15 armor rating 16
Funds: 2930 credits
Bio: Tyson decided early on to follow in his father's footsteps and become a cyber knight. The stories of his father's tall tales of adventures drew him like a moth to a flame. As soon as he was old enough, he petetioned a friend of his father and was excepted to become a squire. His dedication and hard work paid off as he learned his lessons, and he learned to form his psi blade shortly after his eighteenth birthday, marking his completion of his training. He tried to convince his father to take him with on an expedition to Dinosaur Swamp, but his father refused, telling him he still had too much to learn. Dejected, he instead joined the home guard to help defend New Lazlo from the monsters that emerged from the ruins of Old Detroit and the occasional CS patrol. Eight months later, his father's body was returned home , killed in battle defending a fallen comrade. They gave the older Coomb's posessions to Tyson and he quickly decided to carry them as a sign of respect to his father. He soon took a leave of absence from the Home Guard in order to set out and spend some time alone and hone his skills. He sold everything he owned and set out to find himself.
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Post by dakota on May 16, 2011 10:09:52 GMT -5
Player Name:
Character Name: Foster Alias: Race: Sim ( manhunter) O.C.C.: Bloodletter Occupation: Freelance merc Alignment: unprincipled XP Level: 5 XP Points: Next Level @ XP: Sentiments/Non-Humans: tendes to treat them on a one on one basis Sentiments/Transgalactic Empire: I'd sooner deal with the Sploogs. Can't truct Kreeghors any farther than you can throw them Sentiments/CCW: poor misguided souls. Sentiments/Splurgoth: I was commisioned by the Naruni. 'nuff said. Sentiments/Naruni: you stay out of my business, I'll stay out of yours Disposition: self serving yet loyal to those that earn it. Not afraid to let his blaster or blade do the talking Insanity: has a underlying fear of Laboratories
ATTRIBUTES I.Q.: 14 M.E.: 17 +1 to save vs Psionics; +1 to save vs. Insanity M.A.: 10 P.S.: 27 - +12 to Damage P.P.: 32 - +8 to Strike/Parry/Dodge; +1 to initiative P.E.: 28 - +26% to coma/death; +7 to save vs Poison/magic P.B.: 18 - 40% Charm/Impress Speed: 33 - 22.5 MPH
PHYSICAL DATA PPE: 2 HP: 60 SDC: 90 Age: 1 Sex: Male Height: 6 feet Weight: 180 lbs Description: brown military cut hair, with blue eyes that will reflect bright light. designed to otherwise look like an average person
Racial Abilities See description O.C.C. Skills Computer Operation Math: Basic - 80% +5% Literacy: Trade 4 - 98% Language: Trade 4 - 98% Language: Trade 1 75% +5% Language: Trade 6 75% +5% Radio: Basic - 80% +5% Radio: Deep Space - 70% +5% Radio: Scrambler - 60% +5% Stellar navigation - 65% +5% Terrestrial Navigation - 56% +4% REad Sensory Equipment - 65% +5% Vac Suit - 85% +5% Pilot: Antigrav Suit 74% +4% Pilot: Starship - 56% +4% Pilot: Small Spacecraft - 75% +3% Pilot: Robots and Power Armour - 79% +3% W.P. - Sword W.P. - Knife W.P. - Fencing W.P. - Energy Pistol W.P. - Energy Rifle W.P. - Quick Draw Hand to hand - Zanji Shinjinken-Ryo
O.C.C. Related Skills Gymnastics Acrobatics Robot Combat: Elite Seduction - 35% +3% Weapon Systems - 65% +5% Boxing (level 4)
Secondary Skills Swimming - 75% +5% First-aid - 70% +5% Athletics (Level 3) Running (Level 3)
Combat Data HTH Type: Zanji Shinjinken-Ryo Number of Attacks: 7 Initiative Bonus: +5 Strike Bonus: +9 Parry Bonus: +13 Dodge Bonus: +16 HTH Damage Bonus: Bonus to Roll w/Punch: +8 Bonus to Pull a Punch: +2 Bonus to Disarm: +1 Other: Bonus to Damage: +4 Maintain Balance: +2 Critical Strike From Behind and on 18-20 Death Blow on nat 20 W.P. - Staff W.P. - Daisho Weapon Proficiencies W.P. - Sword - +1 to strike at 1, 3, 6, 9, 12, 15; +2 to parry and +1 to parry at 2, 4, 7, 10, 13; +1 to strike when thrown at 4, 8, 12 W.P. - Knife - +1 to strike at 2,4, 7, 10, 13; +1 to parry at 1, 3, 6, 10, 13; +1 when thrown at 1, 3, 6, 8, 10, 13 W.P. - Fencing - +1 to strike and parry; +1d6 damage W.P. - Energy Pistol - +1 to strike at 5, 7, 9, 11, 13, 16 & 17 W.P. - Energy Rifle W.P. - Quick Draw W.P. - Staff - +1 to strike 1, 3, 7, 10, 13; +2 to parry and+1 to parry 2, 5, 8, 11, 14; +1 to strike when thrown at 5, 10, 15 W.P. - Daisho - +1 on initiative, +3 to pull punch W.P. - Paired Weapons
Saving Throw Bonuses +7 to save vs. Magic +7 to save vs. Poison/Drugs/Toxins +7 to save vs. Pain +26 % to save vs. Coma +1 to save vs. Psionics +1 to save vs. Insanity
The Naruni thought they were on to something when they discovered the rift to our galaxy. Didn't take them long to set up shop and start peddling their junk. One of their best customers was the Damocles Society, who love getting their hands on new toys. As they started to outspend their limits, they decided to sell the Naruni something they never dreamed of, sims. That's where I come in, I was one of those the Society commissioned for the Naruni. I was supposed to be a master assassin for them. You know, like in the holovids, I slip in, slash a bunch of throats and slip out without anyone noticing. One problem, they weren't counting on me having a conscience.
It was plain and simple, I'm no mindless killing machine. The society knew I wouldn't be since that's not how the process works, but the Naruni thought they knew better and could change my mind. Fat chance, and the pair of Molochs that tried to re-educate me were already bleeding all over their floor by the time the Uteni in charge realized his mistake ( Damn, I like these Ripper blades). He wanted me killed, until I hit him the only place to hurt anyone from Naruni, the pocketbook. In exchange for my freedom and the equipment they had outfitted me with, I fed them some choice information about the Damocles Society that they had carelessly allowed me to learn, including the lab's location I was developed in. The Uteni was reluctant until one of his Repo Bot units confirmed my story and the deal was done. I walked away with my gear and the Naruni got their hands on the means to develop their own army of soldiers to sell to the highest bidder. Sounds like another holovid... Equipment Prefers to wear black business suits with white shirts, minus the tie and with combat boots (has several suits) Needle Laser Portable Sensor Unit Comlink Wishlist Experimental Naruni Nanotech armour - This armour looks like the normal blackfist stealth PA with some nanotech modifications. The two main ones are the forcefield built in and the micornized Nuclear power source which adds a 10 year life to the armour. The other aspect is almost as important but not as noticable is the nano-technology which when the stealth system is not active can be seen if one really closely observes (Perception 18+) The serve several functions the least of which is repairing the armour using materials around the armour. Can restore 10 mdc/hour, but one has to be careful as if no materials are obviously around it will use parts of hull or ship to do the same trick. Second part is that it can pull back extremities as needed, (head, feet, hands) or open holes in the armour. (Picture the helmet coming up in Lost in Space Movie that the major was wearing) - All stats the same as the blackfist. (FF is the super heavy one) with NE-28R micro-missile wrist launcher on left arm and Malkovitch Enterprises Weapon System on right wrist
-NE-RV03 Ripper Vibro sword and NE-RV02 sabre (to represent the Daisho) - NE Classic Earth Desert Eagle - 10 rnd 5d6MD - 2 x NE-97 Triple Threat Plasma SMG - HI-10 Heavy Laser Pistol - Wilk's Laser Sword - NE-75 Shoulder Cannon
Basic Info Given Name: Foster McCoy Nickname: n/a Age: 3 (looks mid 20's) Gender: Male Nationality: Caucasian Race: Simulated Human Maximum Life Span: 30 years Socioeconomic level as a child: was genetic soup, so doesn't apply Socioeconomic level now: I do all right, but always on the look out for an easy job Town of Birth: Hometown (Town you claim if you are asked): you don't want to know Current Residence: never settled down Location of Current Residence: Occupation: freelance mercenary Income: by the job Salary Per Year: depends, but I do okay Birth Order: 1 of 1 (special order) Family Relationship: n/a Mother: n/a Father: n/a Brother: n/a Grandparents: n/a Extended Family (In-laws and cousins): n/a Spouse/Significant Other: n/a Physical Characteristics Former Height: 6'0” Current Height: 6'0” Weight: 180lbs Build: Average Eye Color: light blue Skin Color: caucasian, with tanned complexion Hair Color: brown Hair Style: box cut Hair Length: short Shape of Face: square jawed Distinguishing Features: none Right or Left or Ambidextrous: left Health Issues: short life span Allergies:none Disabilities: eyes reflect bright light like a cat's Physical Flaws: n/a Best Physical Qualities: agile Physical Quirks: likes to crack his fingers by making fist Physical Goals: none Transportation Methods: whatever he can afford Mental Characteristics Strengths: Determined Weaknesses: can be conviced somewhat easily Introvert or Extrovert: extravoert Alignment (Good, Evil, Neutral, shades thereof? In a follow the rules way or a blow the rules off when they aren't in line way) Shades towards evil, but to be good for the most part. Education Level: flash progammed with necessary skills Intelligence level: fair Where did you learn your most used skills: flash programming Where did you learn your knowledge skills: see above Where did you learn your less used skills: see above Likes: Dislikes: Personality Quirks: Personality Flaws: Speech Pattern: normal Mode of Speech: Favorite Sayings: Mental Quirks: Mannerisms: Mental Illness: fear of laboratories Learning Experiences: Mental Image: How does Character see himself/herself? I'm an artificial, what does it matter as long as I get the job done? How does Character believe he/she is perceived by others? As long as they don't mistake me for some sort of mindless killing machine, I don't really care Perception of Others: tends to judge indiviually Emotional or Logic: Emotional Self Confidence: yes Spiritual Characteristics Strengths: Weakness: Moral Codes: Belief in God: in essence yes, formal religon no Spiritual Beliefs: Religion or Spirituality a part of characters life: no Roles it plays: n/a Work Ethics Strengths: self assure Weaknesses: can be reckless Why does your character work at this job: Likes of Job: Dislikes of Job: How does your character view his/her role: Any Contacts: Any Enemies: Talents: Skills: Background Info Hobbies: Interests: Favorite Color: green Favorite Drink: Wolfen Brandy Favorite Food: a good steak Favorite Smell: lavender Favorite Sound: guitar music Favorite Place to Spend Time: Favorite Relaxation Tactic: reading Musical Likes: the heavier the better Musical Dislikes:elevator music Habits: smoking cigars, drinking How does he/she dress: so people misjudge/ dismiss him Social style and manners: tends to be a bit reckless What the character fears: end of lifespan What makes the character happy: working What embarrasses the character: uncomfortable around women What would your character like to change: Character want out of life: Short term goals: enjoy life, live to fullest Long term goals: life to short for that Generous or Stingy: Generous Polite or Rude: 50/50 What motivates this character: How does the character deal with anger: How does the character deal with sadness: How does the character deal with conflict: How does the character deal with change: How does the character deal with loss: What does the character do when in need of comfort: What does your character carry on him: Most Prized Positions: What does your character keep for a rainy day or something stashed away for later:
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Post by dakota on Oct 1, 2013 21:12:35 GMT -5
Character Name: Reginald "Reg" Tasker Aliases: Badger Race: Human O.C.C.: EOD Specialist Rank: (former PFC, AWOL) Occupation: Mechanic and Bomb-maker Alignment: Unprincipled XP Level: 1 XP Points:0 Next Level @ XP: 2501 Sentiments/Non-Humans: They can blow up just as well as people! Sentiments/Coalition: Can I throw the party if ChiTown blows up? Disposition: Brash schemer. A prankster at heart. Can be a smart mouth, but since recent evens has become a bit withdrawn Insanity: none
ATTRIBUTES I.Q.: 11 M.E.: 9 M.A.: 8 P.S.: 11 P.P.: 17 P.E.: 12 P.B.: 15 Speed: 12
PHYSICAL DATA P.P.E.: 5 ISP: 18 (1d6) H.P.: 15 (1d6) S.D.C.: 30 Age: 23 Sex: Male Height: 6'3 Weight: 227 lbs Description: A fairly short guy with black and premature greying hair, full mustache and trimmed beard. Blue eyes. Family: parents Theo and Gladys Tasker. Brothers Jason, Heath, Robert, Steven and Travis. Sisters Ellie, Carrie and Wanda. Youngest of nine.
Psychic Abilities (minor) telekinesis (3/8/8+1) isp telekinetic push (4)
Special Abilities Homemade Explosives Skill--40% (4%)
Bionics & Cybernetics none to start
O.C.C. Skills Literacy: American--60% (+5%) Basic Math--70% (+5%) Radio: Basic--55% (+5%) Computer Operations--50% (+5%) Basic Electronics--45% (+5%) Mechanical Engineer--35% (+5%) Demolitions--80% (+3%) Demolitions Disposal--80% (+3%) Underwater Demolitions--66% (+4%) Nuclear, Biological, & Chemical Warfare--45% (+5%) Trap Construction--36% (+4%) (51% when using explosives) Trap/Mine Detection--34% (+5%) Pilot Hovercraft--60% (+5%) W.P.: Energy Rifle HTH Basic
O.C.C. Related Skills Electrical Engineer--45% (+5%) WP Archery Weapons Engineer--35% (+5%) Vehicle Armorer--40% (+5%) WP Heavy Mega-Damage Weapons Weapons Systems--45% (+5%) Automotive Mechanics--45% (+5%) Field Armorer & Munitions Expert--50% (+5%) ---Basic Mechanics --30% (+5%)
Secondary Skills First Aid--45% (+5%) Salvage--35% (+5%) Sensory Equipment--30% (+5%) WP Energy Pistol Sign Language--25% (+5%) Swimming--50% ( +5%) Cook--35% (+5%)
Combat Data HTH Type: Basic Number of Attacks: 4 Initiative Bonus: Strike Bonus: + Parry Bonus: + Dodge Bonus: + HTH Damage Bonus: Bonus to Roll w/Punch: +2 Bonus to Pull a Punch: +2 Bonus to Disarm: + Other:
Weapon Proficiencies W.P. Energy Rifle-- +2 to strike W.P. Heavy -- +3 to strike (+1 from weapon engineer) W.P. Energy Pistol-- +2 to strike Weapons Systems-- +2 to strike ( +1 from vehicular weapons and weapons systems) W.P. Archery--
Saving Throw Bonuses Save vs. Coma/Death-- Save vs. Magic-- Save vs. Poison--
Equipment:
suit of black clothing, black ski mask, uniform, fine leather gloves, box of surgical gloves, tinted goggles, PC-300 hand held computer, PDD pocket audio recorder, pocket laser distancer, pocket flashlight, portable toolkit, laser scalpel, survival knife, knapsack, backpack, two satchels, utility belt, combat harness, air filter, canteen, dozen timers and fuses for them, EOD disarming kit
Weapons:
CP-40 Pulse Laser Rifle Dmg: 2d6/6d6 MD triple burst or 3d6/1d6x10 SDC triple burst Payload: 30 MD blasts (30 SDC blasts or 6 SDC burst = 1 MDC blast) Range: 2000 ft Ammo: 4 long eclips
2 medium fusion blocks 2d6x10 MD
6 frag grenades 2d6 MD
Armor:
CA-4 Dead Boy Armor (all white painted black)
head--70 arms--60/60 legs--80/80 body--100
Bio:
Reg was born to a farming family about two hundred miles south west of ChiTown in the heart of the Coalition breadbasket. He didn't know anything about D-Bees or magic users except in what he heard in stories . What he did know was farming, hard work and how to fix things when they broke. Then one day his father and two of his brothers took him with when they had some stumps to clear for a new field. He watched as his brother Heath explained what father and Jason were doing and then when father proclaimed "Fire in the hole! " and the stumps blew from the ground, he sat up with excitement and clapped, shouting , "Do again! Do again!" Reg was four years old and already when someone asked him what he wanted to do when he grew up, he would look at them and smile, " I wanna blow stuff up!"
As the youngest in a family of nine, when Reg developed his gift for mischief and practical jokes, he had many targets to pick from. When Ellie got glued to her make up case, it was Reg. When Heath got tar and feathered by a bucket of molasses over the chicken coop door, it was Reg. When Theo had the outhouse seat give out under him, it was Reg. When Father found he was getting wet because the windshield wiper hose was extended to under his seat in the family truck, it was Reg. He was punished every time, but it did no good and giving him extra chores or sending him to bed only gave him more time to dream up new pranks to pull. And then he discovered fire works, and what wonders he could accomplish with them.
Then things changed a bit when his oldest brother Jason went off to become a soldier. His parents had tried to talk Jason out of it, but there was no changing his mind. So at nine, Reg moved up the pecking order a bit. He had to take on more responsibilities and with his interest in taking things apart, father and some of the other men began to show Reg how to fix things. It was fun, but taking them apart was more fun, and blowing them up out in the gravel pit was the best. But maintenance got him out of the fields a bit and it was fun, so he didn't complain. And in exchange, his pranks were ignored as long as they stayed harmless.
By the time he was sixteen, Reg was a man in every respect except age. He was as big as the adults and fairly strong, and was fixing more equipment than anyone in the community, and his prowess for blowing up fireworks had earned him the job clearing fields. He had three brothers off in the military now, with Jason even becoming an officer. Reg had no inkling to follow along, content to be at home hunting, farming and blowing stuff up and then the neighbours farm was destroyed. It later turned out it was actually collateral damage from a group on the run being caught by a squad of Dead Boys, and rather than surrender, the ensuing battle ended with the farm house and one of the barns being destroyed. Luckily the family had escaped and only two of the soldiers were wounded as the villains used their magic to escape. Being the closest, the neighbours were brought to stay with with Reg's family. It was the first time Reg saw a Coalition Soldier up close, and he now understood why his brothers had been drawn to service. Reg followed the troopers as they returned to the Halpern farmstead to check for any signs of the d-bees responsible, and he watched as they moved with tactical precision. He knew that with all their fancy equipment they had to know he was there with his hunting bow, but they humoured the stubborn teen, until in their midst the d-bees returned and the firefight resumed. The Dead Boys still had the advantage, but Reg prevented a tactical error by two soldiers from being fatal by tagging a d-bee with an arrow with a firework attached to it. He ducked as the cat like wizard began to fire towards him until the fireworks exploded and gave away the would be ambush.
When it was all said and done, six alien magic users were dead with only one Coalition soldier being killed. Most of the troopers commended Reg for intervening, though his mother and the squad leader chewed him out for putting himself in danger. Afterwards, the Lieutenant, when Reg's parents were not around, patted him on the back and guaranteed his acceptance if he wanted to join up like his brothers, and that there was a special training for people like him that like to play with explosives. Reg was excited and decided then and there, that was what he wanted to do.
On his twentieth birthday, a year late because he was needed for one last harvest, Reg entered basic training and immediately began to excel. The disciple and etiquette was not that different than the way he had been brought up, though the punishment for his occasional practical joke was much more severe. He continued on after basic into EOD training, where his love for things going boom blossomed into a career and he became extremely focused, though his maintenance background came in handy. He passed through training and graduated to field assignment. His first unit was a fairly easy going division and they got cushy assignments around a small town in East Missouri. He met a local girl and fell for her hard, though she kept pushinig him away. Eventually she accepted his advances and his weeks of pursuit blossomed into a night of wild love making.
When he awoke the next morning, he discovered two things. One, too much scotch was not good for his head or his judgement. And two, making love to an elf was incredible. Problem was it was extremely against regulations and could get him discharged or worse. He and Ysarri, he found out was her name, agreed to keep their tryst secret, for both of their sakes. It ended up being more than a one night stand and for the next three months, they continued to have secret liaisons. Then Reg got the news he dreaded. He was being transferred. He spent one last night with Ysarri before packing his kit and being shipped out.
His next assignment was something totally different. In fact, the total opposite. The edge of the Pecos was was the wild frontier, and Raiders liked to improvise explosives for Coalition patrols. Worse, his new commanding officer, Lieutenant Franz was a ball buster and had a hate on for Reg because of he and his brother Jason had been rivals in officer candidate training. Things were miserable and only got worse when he received word his brother Heath had been badly wounded in a firefight with Juicers near Kingsdale and would require bio-reconstruction. Lt.Franz found out and ridiculed Reg, which was compounded by the discovery of a contraband photo Ysarri had sent Reg. Threatened with reprisals, Reg swore it was just something a friend had given him, and took the jibes about Heath's misfortune. Then it all came to a head one night heading for the latrine. Reg saw the sapper heading for the officer barracks. He also knew Franz had turned in early. Instead of calling out an alarm, he continued to the latrine.
When he came to, Reg smelled horrible and was on his back. The latrine was upside down and the blast was still echoing in his ears. The sounds of a firefight filled the night as an unknown force pounded their outpost. Shellshocked, he crawled for his barracks to recover his gear. He never made it before his injuries caused him to fall unconscious.
Recovered from his concussion but followed by the terrible truth of how he got it, Reg became bitter even after being transferred again. His new unit was not that bad, but the past followed him and there was no escaping it. Being tagged as that blaster that got blown up in the shitter was no monicker to live with for the rest of his career. He hated it, and everything CS for letting him get stuck with it. On his last mission, he loaded everything he had, sent a last moment goodbye message to Ysarri and his parents and headed out on what was to be his final patrol. That night, after his stint on guard was over, he waited until he saw an opening and slipped away into the night. Luckily, there were no dog boys with them to track him as he went AWOL.
Alone and on the run, he did his best to avoid contact with anyone. He let his hair grow out to wild and shoulder length, and to his surprise it was starting to grey early just as his mother's had. Tucked beneath his ski mask rolled up into a black toque, he tied his hair back so it could grow out yet cover the acursed bar code on his neck designating his psi registration. He also let his facial hair grow out into a beard and mustache he trimmed up when he could, yet let grow out to hide his features. His armor was painted and distressed so it was barely recognizable as Dead Boy with close inspection, and with the stock removed, his CP-40 looked like something more exotic. Eventually, he had to break his solitude and started going near non-coalition settlements, trading work for food, lodgings or e-clip recharges. But for the time being, he didn't dare contact home for fear he would put them in harm's way. He did break down and try to reach Ysarri, but when a male answered, he didn't give her a chance to explain before he disconnected. He considered answering one of her attempts to recontact him, but hasn't gotten up the courage yet.
Instead, he decided that finding work more suited to his skills might make more sense and started looking into the mercenary field.
Callsign: Badger picked up his nickname as a kid as the youngest of six brothers. He had a tendency to back himself into a hole or corner and then would fight like a madman and never back down. His brother Travis said "He's worse than a pissed off badger when you back him into a corner" and the name stuck growing up. When he joined the forces, his brother Jason was good enough to contact his drill sergeant and pass along the tidbit of information. From then on, he was tagged.
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Post by dakota on Jan 2, 2017 6:23:33 GMT -5
NAME: Chance Ganners CLASS: Operator RACE: Human GENDER: male ALIGNMENT: unprincipled DISPOSITION: ATTRIBUTES: IQ: 11 Skill Bonus: ME: 11 Save Vs. Psionics/Insanity: MA: 10 Trust/Intimidate: PS: 16 S.D.C. Damage Bonus: PP: 13 Melee Combat Strike/Parry/Dodge Bonus: PE: 14 Save Vs. Magic/Poison: Coma/Death: PB : 15 Charm/Impress: SPD: 10 Running:
HP: 20 S.D.C: 45
HEIGHT: 5'8†WEIGHT: 159 lbs
O.C.C. SKILLS: Language Trade Two - 92% +1% Language Trade Five - 50% +5% Basic Math - 65% +5% Computer Operations - 50% +5% Computer Repair - 40% +5% Electrical Engineer - 55% +5% Find Contraband - 41% +4% Jury Rig - 45% +5% Mechanical Engineer - 45% +5% Pilot: Starfighter - 65% +3% Pilot: Small Spacecraft - 75% +3% Pilot EVA - 55% +5% Radio Basic - 60% +5% Sensory Equipment - 50% +5% Weapons Engineer - 40% +5% WP: Blunt WP: Auto Pistol HtH: Expert
O.C.C Related Skills Spaceship Mechanics - 32% +5% Space: Drive Systems - 45% +5% Movement in Zero Gravity Weapon Systems - 50% +5% Space Navigation - 50% +5% Computer Hacking - 35% +5% Ship to Ship Combat - 30% +5%
Secondary Skills First Aid - 45% +5% Advanced Math - 45% +5% Brewing - 25% +5% Gambling - 30% +5%
O.C.C. Abilities
-Jury Rigged repairs last twice as long -find parts and component: +20 to find contraband related to ship repairs, can get discount (+30 from other opertors/ black market, +50 from junkyards, +65 if he works for free for at least 12 hours) -recognize machine quality 58+3 repair/soup up vehicles: can repair for 25% list price
Combat - Hand to Hand expert Attacks: 4 Parry: + Strike: + Dodge: + Initiative: + Pull Punch: +2 Roll: +2 Perception +2
Equipment:
portable tool kit with electric screwdriver, large tool kit, soldering iron, laser torch, duct tape, 2 rolls electrical tape, pen flashlight, large flashlight, 12 flares, 200ft lightwieght rope, 2 knives, notebook and pens, portable disc recorder, portable language translator, protective goggles, backpack, satchel, large sack, canteen, 2 pr overalls, utility belt, goggles, air filter, personal items.
Weapons: oversized hammer (2d6) Polemos 47 pistol Damage: 2D6 S.D.C./1D6x5 micro explosive Range: 150'/100' Payload: Varies by clip; Standard 9, 15 long clip/4 micro explosives
Chance always wanted to be a pilot. From the time he was old enough to watch, he dreamed about being a Colonial Warrior, flying against the evil Cylons. There was one problem, Chance was cursed with his father's gift of fixing anything. He spent most of his time in and around his fathers repair shop, there more than he was in school, learning tips and tricks on vehicles of all shapes and sizes. By the time he was twelve, he had torn down his first engine and rebuilt it himself. By sixteen, he was taking on jobs of his own in the shop and even had a his own regular customers and was opening the garage on weekends to service their vehicles.
Just before graduation, a couple of Colonial Warriors came into the shop to have a groundcar serviced. Chance chatted them up for hours after the tire was fixed and afterwards, had a long talk with his parents. It took a lot of convincing, but they finally agreed to let him become a Warrior. The day after graduation, he went to enlist.
His problem was his mechanical prowess preceded him, and once word got out, he never had a chance to try to become a pilot. Instead he went straight to the motorpool and began training. It wasn't what he had in mind, but he had finally gotten to sit in the seat of a Viper, but it was to replace the tactical display, not to defend his family and friends. It irked him because he wanted to fly.
Once he got a chance to establish himself, Chance got a little bolder, and took on unauthorized jobs the pilots were always asking for, in exchange for flying lessons. Before long, word got around and he was becoming a pilot favorite for both the quality of his work and his willingness to do that little extra. He started with shuttles, and before long had the hang of it. Then a squad leader found out what was going on. Chance expected to get demoted, or worse, discharged, but instead he was put in a battery of simulator traing exercises to see if he had potential. The Squad leader was impressed, but Chance's superiors wouldn't sign off on the transfer. So instead he broods in the hangar and logs more sim time than any other
Note: Chance is not his given name, it is a nickname his father game him early because he was a little daredevil growing up. No one knows his given name except his father, who wont tell. His enlistment is even filed with Chance as his given name.
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