Robert Pendragon (Seerman Black Market Enforcer - WIP)

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Robert Pendragon (Seerman Black Market Enforcer - WIP)

Postby Pendragon » Wed Jul 18, 2018 11:22 am

Player Name: E.J.
G-Mail: ejpennine

Character Name: Robert Pendragon
Alias: Pendragon
Race: Seerman Human
O.C.C.: Black Market Enforcer
Alignment: Aberrant
XP Level: 3
XP Points: 3,941
Next Level @ XP: 7,881
Sentiments/Non-Humans: Robert believes in individuals, not races. Their actions dictate if he likes or hates them.
Sentiments/Coalition: Can be useful if they do not realize they are being used.
Disposition: He often holds his emotions close to his chest, appearing cold and detached. Only when at home does he appear friendly. It does take time for him to “warm up” to others.
Insanity: Phobic (panic) reaction to Spiders, Psycho-Reliance on his "special" pendant

I.Q.: 13
M.E.: 20
M.A.: 13
P.S.: 12
P.P.: 11
P.E.: 14
P.B.: 10
Speed: 8

P.P.E.: 7
I.S.P.: 40
H.P.: 20
S.D.C.: 34
HF: 14
Age: 23
Sex: Male
Height: 6' 3"
Weight: 180 pounds
Description: Robert Pendragon appears as an average male in his mid 20s with white hair. His face and hair have been altered from his original appearance, which was more Seerman: high cheekbones, small spines on the chin, and coarse black hair. Even his natural elbow spines were reduced. Robert hides the course skin on his arms, shoulders, and chest with long sleeved shirts, coats, and armor.

Racial Abilities
Natural Psionics

Natural Abilities
Perception Bonus: 21% (+3%) +15% pertaining to possibly incriminating evidence
Invoke Trust: 25% Trust, see below for intimidate
Max. Encumbrance: 54 pounds
Max. Carrying Weight: 120 pounds
Max. Lifting Weight: 240 pounds
Max. Jumping Ability: 6 feet long, 3 feet high

Special Abilities
Black Market Benefits
-Legitimate Business: Restaurant "Archers" (Med sized, in Spokes)
Intimidation: 70% (+2%)
Sanitizing a Crime Scene: 60% (+5%)
Steady Nerves
-No Perception Roll penalties apply under duress
-Driving penalties for trick/evasion maneuvers are half
Street Rep: Hardcase to be Feared
Suave and Debonair

Major Psionic
Clairvoyance (4)
-Clairvoyance: 62% (+2%)
Ectoplasmic Disguise (12)
-Ectoplasmic Disguise: 56% (+3%)
Impervious to Cold (2)
Impervious to Fire (4)
Impervious to Poisons/Toxins (4)
-Identify Poisons: 38% (+4%)
Meditation (0)
Mind Block (4)
Nightvision (4)
Resist Hunger (2)
Sense Evil (2)
Summon Inner Strength (4)
Telekinesis (Varies)

O.C.C. Skills
Automobile: 64% (+2%)
Basic Mechanics: 45% (+5%)
Climbing: 50%/40% (+5%)
Detect Ambush: 50% (+5%)
Find Contraband: 42% (+4%)
Intelligence: 50% (+4%)
Interrogation: 65% (+5%)
Language (American/English) 96% (+1%)
Motorcycle: 68% (+4%)
Prowl: 50% (+5%)
Radio Basic: 65% (+5%)
Streetwise: 38% (+4%)
Surveillance: 50% (+5%)
Swimming: 60% (+5%)
Tracking (People): 45% (+5%)
W.P. Blunt
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Handguns
W.P. Knife
W.P. Shotgun
Hand to Hand Martial Arts

O.C.C. Related Skills
Pick Locks: 50% (+5%)
Wardrobe & Grooming: 68% (+4%)
Mathematics Basic: 70% (+5%)
ID Undercover Agents: 43% (+4%)
Recognize Weapon Quality: 35% (+5% 1st)

Secondary Skills
Cook: 45% (+5%)
Housekeeping: 45% (+5%)
Literacy (English): 50% (+5%)
Computer Operation: 50% (+5%)
W.P. Sword (1st)
W.P. Archery (1st)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +5
Bonus to Disarm: +1

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. Archery: +1 to Strike, 2 shots per melee
W.P. Blunt: +2 to Strike, +2 to Parry
W.P. Energy Pistol: +1 to Strike
W.P. Energy Rifle: +2 to Strike (+2 to Strike on called shots/aimed shots)
W.P. Handguns: +1 to Strike
W.P. Knife: +1 to Strike, +2 to Parry, +2 to Strike when Thrown
W.P. Shotgun: +2 to Strike
W.P. Sword: +1 to Strike

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0/+2 (Impervious to Poisons)
Non-Lethal Poison (16+):+0/+2 (Impervious to Poisons)
Insanity (12+): +5
Psionics (12): +3
Horror Factor (varies): +4
Last edited by Pendragon on Sat Aug 11, 2018 9:42 am, edited 14 times in total.
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Re: Robert Pendragon (WIP)

Postby Pendragon » Wed Jul 18, 2018 11:23 am


Highwayman Motorcycle

Carried/In Hand
Wilk's 457 Laser Pulse Rifle

Worn on Person
Non-Secure Black Card: 4,000 credits
NG-A8 Scout Armor

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: Universal Translator
• Space: Set of nice clothes
• Space: Set of work clothes
• Space:

Stored in Vehicle
Remington 870 Police Magnum

Gear Stats

Highwayman Motorcycle
Model Type: NG-CM10
Class: Motorcycle.
Crew: One pilot.
M.D.C. by Location:
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Optional Front-Mounted Weapon – 20
* Tires (2) – 5 each
** Main Body – 75
* Requires a Called Shot at -4 to strike. (-8 when shooting at the tires of a speeding vehicle). Destroying one of the tires reduces the bike’s speed by 90% and may damage the bike more by riding on the rim. Destroying both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Statistical Data:
Speed: 180 mph maximum; half that speed or less on grassy plains, dirt roads, stony deserts, and broken, rough terrain.
Maximum Range: 400 miles per tank on average
Penalties: -10% to piloting skill on dirt roads and in stony deserts, -20% on gravel, shattered roads, and short grass, and -30% in tall grass and snow deeper than two inches. Forest and any wilderness environments are likely to be impassable. Cannot ride across sand as the motors become clogged, rendering the bike immobile within 1D6 melee rounds.
Dimensions" 4' high, 3' wide, 6' long, 240 lbs
Cargo: A small cargo container is built into the back of the bike. It holds the equivalent of one small suitcase, but a saddlebag, backpack and one or two other bags could be tied to it.
Power System: Gasoline
Weapon Systems: None, but one light weapon can be added for an additional cost; same as hovercycle weapon options. Most purchasers, as in 66%, do not spend money on a built-in weapon system for this bike.

NG-A8 Scout Armor
M.D.C. by Location
• Helmet: 35
• Arms: 25 each
• Legs: 40 each
• Main Body: 50
Modifiers: -5% to movement and physical skills
Note: This is not full environmental armor and does not have a cooling system or independent oxygen supply.

Remington 870 Police Magnum
• • Range: 150'
• • Damage: 5d6 Slug or 4d6 over 3' area at 30' and 10' area at 60'.
• • RoF: Single shots only
• • Payload: 4 Round tube magazine

Wilk's 457 Laser Pulse Rifle
• Range: 2000'
• Damage: 3D6+2 M.D. or 1D6x10 MD burst
• Rate of Fire: Single shots or 3-shot bursts only
• Payload: 30 single shots per LE-Clip
• Modifiers: +1 to Strike on an aimed shot
Last edited by Pendragon on Tue Aug 07, 2018 9:30 pm, edited 4 times in total.
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Re: Robert Pendragon (WIP)

Postby Pendragon » Wed Jul 18, 2018 11:23 am

Background Story

Robert Pendragon is the son of a Seeron Seerman Freedom Fighter Jeremy Pendragon and a human vagabond living in the burbs. Jeremy had escaped the Tarlok who had invaded his world and found himself first at Phase World and then on Earth. Once on Earth, he made contact with a Black Market cell within the Chicago Network. He needed a job and as a freedom fighter, Jeremy was used to doing unsavory things. Even though he was trained as a freedom fighter, he was endowed with enhanced abilities, including the ability to be invisible to machines. This made him ideal as a smuggler.

Jeremy Pendragon had several contacts within the Coalition City of Chi-Town. One such contact was helping him smuggle magical items captured by the Coalition into hands of some very interested people. After years of dealing with this particular contact, he had let his guard down one too many times. After looking down on the manifest pad, he never noticed the Coalition pistol being drawn. He never even heard the trigger being pulled.

Robert was not with his father that day. He was being initiated into the Black Market himself. At 16, he was just a look out, a delivery boy, and with his appearance and newly awakened psychic abilities, a muscle man. Well, muscle boy. The death of his father stung but as he had lived under the Chicago Network’s rules all his life, he understood the risks. He moved forward with his life, in an attempt to right the wrongs his father had done. Although the wrongs his father did was trusting the wrong people. With help from another cell, Robert arranged for the kidnapping of the Coalition Officer that killed his father and because it was a cold winter, he had the officer stripped naked, left in a cage, and waited for him to freeze to death. His psychic ability to resist the cold allowed him to stay with him for hours as the officer pleaded for his life. He even used this time to continue to get information, information that allowed the Chicago Network attain more supplies and a few more contacts.

Robert worked hard for the Chicago Network, attaining more training and prestige. Like his father, he had a hand in the smuggling of items. This time however, he was not the one making contact, he was there to provide muscle. His inhuman appearance allowed for those around him to feel uneasy. And an uneasy client means they take a threat seriously. By the time he was 19, he had already put several bodies in the ground and many more in the hospital. He was becoming known for his unique methods of interrogation. Sometimes he can’t get the information, but many times he can. His reputation in the Burbs had begun to show he was one not to be trifled with.

That reputation for being a hard ass was a double edged sword. When he was dealing with a client who was behind on payments, he made a house call. In front of his children, he slammed the client’s head into the wall. He was unaware that the client was carrying a plasma grenade, one made from Naruni. The explosion killed the client, his wife, three children, but miraculously Robert survived. Robert had on him a magical pendant that was as powerful as any forcefield, but the blast overwhelmed the magic and the pendant became inert. It still caused severe burns throughout most of his body. He underwent surgery after surgery to correct the problem. He had refused all cybernetic enhancements due to his psychic abilities. He did not want to risk anything to his powers.

Much of his face was scarred by the plasma as were parts of his upper body and arms. He was remade to look more human. It was by his request that they do not waste time with his original appearance. It would take longer to make him as he was. His appearance gave him a sharp chin and his course black hair was replaced with short silky white hair. And he was given a new area of operations in addition to his new appearance. He was assigned to MercTown.

At MercTown, many Black Market factions gather for profit. Robert opened up a small restaurant with the idea that all Black Market factions can come together for business. There, clients can meet with brokers, bankers, and expediters. It is still a legitimate business, one that the Black Market uses to their advantage. To insure the neutrality of the restaurant, no weapons are allowed and everyone is treated the same, client, Black Marketeer, and civilian alike. Given the fact that the restaurant is a legitimate business, no one believes it actually is a Black Market meeting place.

Now that his business has grown, and he has let slip to several crews of his status as an enforcer, Robert now looks forward to return to his occupation or to join a mercenary group in order to attain more information for the Chicago Network.

Archers is a medium sized restaurant with several exotic meals, including Chicken Fried Xiticix (30 credits a meal), steaks and several types of burgers ranging from simple beef and pork to Rhino Buffalo and Sauropod. The menu is akin to most steak houses. The head chef “Benjamin” is a journeyman chef - and the front of house manager “Irina” is a young woman - ... 862966.jpg who does not tolerate disruptions in business. She doubles as not only First Hostess but also as a bouncer.

5% of all profits are sent to the Chicago Network, 5% of the profits are placed in a separate account that is his personal bank account. The rest of the profits are placed in a standard account that allows the business to flourish.
Last edited by Pendragon on Wed Jul 25, 2018 6:15 pm, edited 3 times in total.
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Re: Robert Pendragon (WIP)

Postby Pendragon » Wed Jul 18, 2018 11:24 am

Dice Rolls

IQ: 3d6 = 13
ME: 3d6+6 = 20
MA: 3d6 = 9
PS: 3d6 = 11
PP: 3d6 = 12
PE: 3d6 = 14
PB: 2d6+4 = 10
SPD: 3d6 = 8

MA: +2 (Suave & Debonair), +1 (Sincerity), +1 (Steady Nerves)

Base S.D.C.: 3d6+10 = 16
Enforcer bonus: 3d6+4 = 18

P.P.E.: 2d6 = 7
HP: 3d6+14 = 20

Roll for potential powers: 1d100 = 20
Psionic Level: 1d100 = 90
1d6 = 2 - Negated
1d8 = 6 - Negated

Rerolled Psychic Potential: 1d100 = 68
I.S.P.: 4d6+20 = 31
I.S.P. Levels 2&3: 2d6+2 = 9

Roll Vs Insanity: 1d20+5 = 7

Secure card: 4d6*1000 = 13000
Black card: 1d6*1000 = 4000
Last edited by Pendragon on Wed Jul 25, 2018 11:46 am, edited 9 times in total.
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Re: Robert Pendragon (Seerman Black Market Enforcer - WIP)

Postby Augur » Thu Jul 26, 2018 4:11 pm

This isn't from the unified skill list.

Language (English) 94%

So double check all your skills.

Weapon Proficiencies
+2 Strike on called shots/Aimed shots
W.P. Archery: +1 Strike, 2 shots per melee

You also selectively edited the template--use the template.

Psychic Skills
Identify Poisons: 38% (+4%) (Impervious to poisons)
Ectoplasmic Disguise: 56% (+3%) (As per psychic ability)
Clairvoyance: 62% (+2%) (As per psychic ability)

These are subset skills to the powers, yes? I.e., it's added info which belongs under those powers, not some new category of skills.

This was a five minute overview.
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Re: Robert Pendragon (Seerman Black Market Enforcer - WIP)

Postby Pendragon » Tue Aug 07, 2018 9:33 pm

Permission & Approval
1) Registered Account with an appropriate handle? Yes
2) Completed approval process with Augur via Hangouts? Yes
3) If applicable, spent appropriate Explorer Points (EP) to unlock any special benefits (dimensional or regional origin, meta-bonuses, etc.)? Yes
4) Contacted GM of desired group(s)? Yes

Style & Form: Character Sheet
1) Used EU Character Sheet Template? Yes
2) Skills presented as per Unified Skill List? Yes
3) Bonuses add up and are presented correctly (If no bonus, is it listed with a +0 or --)? Yes
4) Proofread by someone other than the author? Yes

Style & Form: Equipment
1) Used EU Equipment Sheet Template? Yes
2) Prioritized gear? Yes
3) Indicated area of sacrifice, if applicable? Yes
4) Listed all other gear and money correctly? Yes

Style & Form: Background
1) Used EU Background Story Template? Yes
2) Uses EU BB code to denote speech, thought, etc.? Yes
3) Is longer than a sentence but shorter than a novella? Yes
4) Proofread by someone other than the author? Yes

1) Used standard BB Code? Yes
2) Found an appropriate avatar? Yes
3) Used Die Roller for all rolls? Yes
4) Included save vs. insanity? Yes
5) Created a post to the EP Ledger? Yes
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Re: Robert Pendragon (Seerman Black Market Enforcer - WIP)

Postby Augur » Wed Aug 08, 2018 4:33 pm

Character Sheet
-Legitimate Business: Restaurant "Archers" (Med sized, in Spokes)--No such canonical thing. There's a whole freaking forum dedicated to businesses in the Spokes, man. No need to make shit up and force extra work on GMs.

Recognize Weapon Quality: 35% (+5%)(@LV1)
W.P. Sword (@LV1)
W.P. Archery (@LV1)

Wrong formatting. See Jez's sheet--the example pointed to in the directions.

Phobias assigned.

Secure Card: 13,000 credits
Black Card: 4,000

^ Improper notation/didn't follow the directions on the template, so one card has been removed.

Gear assigned/complete.

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