Murphy Hawkings (Human/NG Bush Pilot)

The agency's "top men." (6 players max; players vote on new applicants when there's an opening)
GM: Augur
AGM: Agency

Moderators: Game Masters, Group Leaders

Murphy Hawkings (Human/NG Bush Pilot)

Postby Murphy Hawkings » Sun May 31, 2020 4:44 pm

Player Name: Rob
Link to Ledger: Rob Byrne

Character Name: Murphy Hawkings
Alias: Hawk
Race: Human
O.C.C.: NG Bush Pilot
Alignment: Unprincipled
XP Level: 3
XP Points: 3941
Next Level @ XP: 7881
Sentiments/Non-Humans: They need stuff gettin’ to them right. That is fine by me.
Sentiments/Coalition: A bunch of ass hats.
Disposition: He'd rather be in the wilds than in the city. Not enough time in this life to see all the cool things out in the world. Work hard, party hard is how life should be lived.
Insanity: Phobic reaction to rifts and what might come out of them.

ATTRIBUTES
I.Q.: 19
M.E.: 13
M.A.: 13
P.S.: 13
P.P.: 28
P.E.: 14
P.B.: 9
Speed: 13

PHYSICAL DATA
P.P.E.: 10
H.P.: 20
S.D.C.: 17
Age: 32
Sex: Male
Height: 5’ 10”
Weight: 175”
Description: A middle aged guy with brown hair and slight build. He might seem a little country, but put him behind the wheel of anything and he will show how smart he really is.

Natural Abilities
Perception: 25%
Charm/Impress: +0
Invoke Trust/Intimidate: +25%
Max. Encumbrance: 53 lbs.
Max. Carrying Weight: 130 lbs.
Max. Lifting Weight: 260 lbs.
Max. Jumping Ability: 6' length and 3' high

Special Abilities
  1. Can Pilot Anything. If they can figure it out, Bush Pilots can drive, pilot and fly just about any vehicle, even if unfamiliar with it, at a base skill of 50%. This percentage does NOT improve with experience and reduce their usual piloting and stunt bonuses by half when piloting a vehicle they do not have a skill in
  2. Short Takeoffs and Landings. Bush Pilots are skilled enough and know tricks to take and land with a minimal amount of space. A Bush Pilot without a VTOL aircraft can get his aircraft to land or airborne in 50% of the normal necessary runway distance, 75% for large aircraft. Many also customize their aircraft to make it easier to pull off such stunts.
  3. Emergency Landing Expert and Stunt Bonuses.
      +25% on all emergency landing roll
      +10% on all evasive maneuvers and stunt piloting
      +1 on initiative and +2 to strike and dodge with a vehicle when driving any for which he has a skill and familiarity
      +2 to roll with impact
      +10% to save vs coma/death
  4. Bad Weather. All weather penalties are reduced by 50% for Bush Pilots
  5. Special NG Bush Pilot Armored Jumpsuit

O.C.C. Skills
Aircraft Mechanics 55% (+5%)
Automotive Mechanics 55% (+5%)
Basic Mechanics 60% (+5%)
Camouflage 55% (+5%)
Combat Driving
Computer Operation 65% (+5%)
Forgery 35%/55% to forge travel documents and cargo manifests, etc (+5%)
Land Navigation 65% (+4%)
Language: Native Tongue 95% (+1%)
Language: Spanish 76% (+3%)
Literacy: Native Language 55% (+5%)
Mathematics: Basic 80% (+5%)
Navigation 70% (+5%)
Weapon Systems 65% (+5%)
Pilot: Airplane 79% (+4%)
Boats: Ships/Seamanship (Sailing ships 75% (+5%); Motor Driven Ships: 70% (+5%)
Pilot: Hover Craft (Ground) 80% (+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 91% (+3%)
Pilot: Truck 78% (+4%)
Pilot: Tanks & APCs 61% (+4%)
Radio: Basic 70% (+5%)
Wilderness Survival 55% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
HTH Expert

O.C.C. Related Skills
Sensory Equipment 55% (+5%)
Appraise Goods 60% (+5%, Professional)
Appraise Military Goods
W.P. Knife (1st Level)

Secondary Skills
Dance 40% (+5%, 2nd Level)

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus:+0
Strike Bonus: +9
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +0
Bonus to Roll w/Punch: + 4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Pistol +2 to strike
W.P. Energy Rifle +1 to strike
W.P. Knife +1 to parry, +1 to strike when thrown

Saving Throw Bonuses
Coma/Death: +10%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Last edited by Murphy Hawkings on Wed Jun 03, 2020 4:22 pm, edited 4 times in total.
Catch a riiide!

Murphy
User avatar
Murphy Hawkings
 
Posts: 12
Joined: Sun May 31, 2020 3:46 pm

Re: Murphy Hawkings (Human/NG Bush Pilot) *WIP*

Postby Murphy Hawkings » Sun May 31, 2020 4:46 pm

Equipment

Carried/In Hand
Flight Helmet
NG-SE5 Laser Pistol
Wilk's 447 Traditional Laser Rifle

Worn on Person
NG Bush Pilot Armored Jumpsuit
Hiking Boots
Secure Universal Card (Pay): 5,250 credits

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.[/size]
• Attachment: Flare
• Attachment: Flare
• Attachment: Flare
• Attachment: Flare
• Attachment: Canteen
• Attachment: Compass
• Attachment: Secure Universal Card: 10,000 credits
• Attachment: Wilk's PRC-5 Secure Walkie-Talkie
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Field computer with navigation software
• Space:
• Space: Clothes
• Space:
• Space: Mechanic's jumpsuit
• Space:
• Space: Flare
• Space: Flare
• Space: Universal Energy to Matter Converter (Patron Item)
• Space:

Stored in Vehicle (Link)



Gear Stats

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)


Universal Energy to Matter Converter (Patron Item)
Image
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC an restore the damage capacity (S.D.C. or M.D.C.) of an inanimate object lost by damage or decay by 10 points per charge used. Cannot restore more capacity than the item originally had. This can restore damage to body armor, make repairs to damaged vehicles, repair Mom's broken vase, and similar. Cannot restore a shattered item unless all the pieces are within a 5' radius.
  • Regeneration: For every charge used, the UEMC can restore 5 H.P. or S.D.C. Cannot restore more capacity than the character originally had. Double the cost for M.D.C. regeneration.
  • Duration: 1 charge per melee round max
  • Payload: 10 charges per E-clip; can only use standard E-clips
  • Weight: 2 lbs.


NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25
Weight: 6 lbs.
Modifiers: None
Features:
  • Flight Helmet includes built-in radio and Nightvision goggles
Book Reference: p.77-78, WB33


Wilk's PRC-5 Secure Walkie-Talkie
Image
  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required; 1 spare battery; hands-free accessories
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps


NG-SE5 Laser Pistol
Image
  • Range: 800'
  • Damage: 2D4+2 M.D.
  • Rate of Fire: single shots only
  • Payload: 24 shots per E-Clip, 38 per LE-Clip
  • Weight: 1.5 lbs.
  • Features: can fire underwater
  • Modifiers: None
  • Book Reference: p.195, WB33


Wilk's 447 Traditional Laser Rifle
Image
  • Range: 2,000'
  • Damage: 3d6 M.D.
  • Rate of Fire: single shots only
  • Payload: 20 shots per E-Clip; cannot use LE-Clips
  • Weight: 5 lbs.
  • Features: W.P. Energy Rifle
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: p.205, WB14
Last edited by Murphy Hawkings on Sun May 31, 2020 7:23 pm, edited 1 time in total.
Catch a riiide!

Murphy
User avatar
Murphy Hawkings
 
Posts: 12
Joined: Sun May 31, 2020 3:46 pm

Re: Murphy Hawkings (Human/NG Bush Pilot) *WIP*

Postby Murphy Hawkings » Sun May 31, 2020 4:47 pm

Background Story

Murphy grew up in a small farming town in the Republic of Ishpeming. Even though he saw countless giant robots walk by his town what he was always looking out for were the planes and flying suits of armor. He wanted to fly, no needed to fly. At sixteen he took lessons so he could be a crop duster. That was the first step to getting him closer to what he really wanted to do. You see, he heard Northern Gun hired pilots to run shipments out to all their clients all over the place. That is what he wanted to be when he grew up. Not stuck growing crops.

Then Life happens. At 18 he knocked up Suzy from down the road. After a shotgun wedding, he decided that farming was what he had to do. Of coarse Suzy was a good woman and he loved her and with that another kid was born. Life was good and Murphy was happy, but he still had the itch in the back of his head to fly and see parts unknown. Then the unthinkable happened.

Suzy got the cancer. They took her to the big city to see if there could be anything done about it, but learned it cost to much. She said she was ok with that. She had lived a good life. She raised two handsome boys and had the best husband. When she got close to the end Suzy told Murphy to go chase them clouds like she knew he always wanted. Both their parents had the boys to help them with the farms, so he needed to do this. That was the one regret she had. She had slowed him down while chasing his dream.

Now a days, no matter what kind of machine he is in charge of its name is Suzy. He also learned it doesn’t always have to be a plane to get him excited when going places. It is in fact that he gets the chance to see something new that gets his blood pumping.


Xp Table
1. 0,000 - 1,970
2. 1,971 - 3,940
3. 3,941 - 7,880
4. 7,881 - 14,880
5. 14,881 - 21,880
6. 21,881 - 31,880
7. 31,881 - 41,220
8. 41,221 - 54,440
9. 54,440 - 74,660
10. 74,661 - 104,880
11. 104,881 - 139,220
12. 139,221 - 189,440
13. 189,441 - 239,660
14. 239,661 - 290,880
15. 290,881 - 340,000
Last edited by Murphy Hawkings on Sun May 31, 2020 8:03 pm, edited 1 time in total.
Catch a riiide!

Murphy
User avatar
Murphy Hawkings
 
Posts: 12
Joined: Sun May 31, 2020 3:46 pm

Re: Murphy Hawkings (Human/NG Bush Pilot) *WIP*

Postby Murphy Hawkings » Sun May 31, 2020 4:47 pm

Attributes

4d6:
2, 5, 2, 6 = 13 --M.E.
4d6:
3, 4, 2, 1 = 9 -- P.B.
4d6:
6, 1, 5, 2 = 13 -- M.A.
4d6:
4, 6, 2, 6 1d6 = 3:
3 = 19 -- I.Q.
4d6:
4, 2, 5, 4 = 13 -- P.S.
4d6:
3, 3, 5, 6 = 14 -- P.E.
4d6:
3, 4, 6, 6 1d6 = 6:
6 1d6 = 6:
6 = 28 -- P.P.
4d6:
6, 2, 5, 1 = 13 -- Spd.

P.P.E.

2d6 = 10

Save vs Insanity

1d100 = 65:
65

Psychic

1d100 = 48:
48

Credits

2d6*1000 = 10000:
6, 4

S.D.C.

2d6+12 = 17:
1, 4

Hit Pionts

2d6 = 8:
2, 6
Catch a riiide!

Murphy
User avatar
Murphy Hawkings
 
Posts: 12
Joined: Sun May 31, 2020 3:46 pm


Return to Frontiersmen (Restricted Access, 0 openings)

Who is online

Users browsing this forum: No registered users and 1 guest