Flynn (Human, Crazy)

True Grit: Only the crustiest mercs can do the crustiest work.
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AGM: FUBAR OPEN

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Flynn (Human, Crazy)

Postby Flynn » Mon Nov 06, 2017 9:24 pm

Player Name: John
G-Mail: speasj

Character Name: Flynn
Alias: The Spaniard, Robin Hood, Zorro, Captain Blood, Edmond Dantes
Race: Human
O.C.C.: Crazy
Alignment: Aberrant
XP Level: 6
XP Points: 27,071 (Ace of Spades 6/9/2018)
Next Level @ XP: 35,521
Sentiments/Non-Humans: Treats all sentient beings the same.
Sentiments/Coalition: Distrusts the CS. He has seen many atrocities committed by them.
Disposition: Polite, positive, a true gentleman...most of the time.
Insanities: fortune tellers (phobia), bipolar (affective disorder), opposite sex (obsession), thinks he's being followed

ATTRIBUTES
I.Q.: 10
M.E.: 8
M.A.: 10
P.S.: 28
P.P.: 29
P.E.: 23
P.B.: 8
Speed: 33

PHYSICAL DATA
P.P.E.: 21
I.S.P.: 40
H.P.: 56
S.D.C.: 217
Age: 29
Sex: Male
Height: 6'
Weight: 185lbs
Description: Tall dark and...something. Often dresses in garb similar to classic swashbuckling characters.

Natural Abilities
Perception Skill: 45% (+3%)
Max. Encumbrance: 60% of Body weight
Max. Carrying Weight: 560lbs
Max. Lifting Weight: 1,120lbs
Max. Jumping Ability: 14' across & 7' high. 20' across and 15' high from short run.

Special Abilities
Enhanced Vision: 20/20 vision up to two miles away
Enhanced Hearing: Can hear a whisper up to 300 ft. away.
Enhanced Sense of Smell: Recognize odors - 65%, Recognize person by scent - 25%, track by smell - 30%
Enhanced Sense of Taste: Detect specific flavor - 55%
Enhanced Sense of Touch: Can detect differences in texture by touch.

Psionics
Minor Psionic
Intuitive Combat (10)
Telepathy (4)
Total Recall (2)

O.C.C. Skills
Language: American - 95%
Language: Other +15
Climbing - 115/95% (+5%)
Dance - 70 (+5%)
Detect Ambush - 65 (+5%)
Detect Concealment - 65 (+5%)
Electronic Countermeasures - 65 (+5%)
Escape Artist - 65 (+5%)
Gymnastics:
Sense of Balance - 115% (+3%)
Work Parallel Bars & Rings - 95% (+3%)
Back Flip - 100% (+2%)
Climb Rope/Rappel - 90% (+2%)

Land Navigation - 66% (+4%)
Prowl - 80% (+5%)
Radio: Basic - 80% (+5%)
Streetwise - 50% (+4%)
Tailing - 70% (+5%)
Swimming - 95% (+5%)
W.P. Sword
W.P. Knife
W.P. Energy Pistol
W.P. Shotgun
W.P. Energy Rifle
Hand to Hand: Assassin

O.C.C. Related Skills
Acrobatics:
Walk Tightrope or High Wire - 85% (+3%)
Climb Rope - 100% (+2%)

Horsemanship: General - 65% (+4%)
Sing - 65% (+5%)
Wilderness Survival - 60% (+5%)
Kick Boxing
Sniper
Fencing
Boxing
Wrestling

Secondary Skills
Wardrobe & Grooming - 70% (+5%)
W.P. Shield
W.P. Whip
W.P. Archery
Aerobic Athletics
Athletics (General)
Body Building
Running

Combat Data
HTH Type: Assassin
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +9, +1 thrown
Parry Bonus: +11
Dodge Bonus: +11
Auto-Dodge Bonus: +11
HTH Damage Bonus: +17
Kicking Damage Bonus: +2
Bonus to Roll w/Punch: +16
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Entangle Bonus: +2
Pin/Incapacitate on nat 18, 19, 20
No Fear of Heights
Karate Punch: 2d4 Damage
Karate Kick: 2d6 Damage
Backhand Strike: 1d6 Damage
Roundhouse Kick: 3d6 Damage
Axe Kick: 2d8 Damage
Knee Strike: 1d8 Damage
Leap Kick: 3d8 Damage (Counts as two melee attacks)
Body Block/Tackle: 1d4 Damage
Crush/Squeeze: 1d4 Damage
Power Punch/Kick: 1d6 M.D.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +5 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Paired Weapons
W.P. Sword: +4 strike, +3 parry, +1d6 damage, +1 strike when thrown
W.P. Knife: +3 strike, +4 parry, +3 strike when thrown
W.P. Shield: +2 parry, +1 strike (1d6 Damage)
W.P. Whip: +2 strike, +2 disarm, +2 entangle, +2 damage
W.P. Archery: + 4 strike (+6 on called/aimed strikes), Rate of Fire: 5
W.P. Energy Pistol
W.P. Shotgun
W.P. Energy Rifle

Saving Throw Bonuses
Coma/Death: +31%
Magic (varies): +4
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+):
Psionics (12+): +2
Possession: +2
Mind Control: +6
Toxic Gases: +4
Drugs: +4
Disease: +4
Last edited by Flynn on Fri Apr 06, 2018 7:31 pm, edited 37 times in total.
Flynn
PPE: 21/21
ISP: 40/40
HP: 56/56
SDC: 217/217

Armor
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 35 each
• Legs - 45 each
• Main Body· 72
User avatar
Flynn
Diamond Level Patron
Diamond Level Patron
 
Posts: 11
Joined: Mon Nov 06, 2017 8:48 pm

Re: Flynn (Human, Crazy)

Postby Flynn » Tue Nov 07, 2017 3:58 pm

Equipment

Worn on Person
Renaissance style shirt, black
Breeches, Black
Cavalier style boots
Baldric
NG-A10 Body Armor

Utility Belt
• Attachment: Phase Sword
• Attachment: Vibro-Sword
• Attachment: E-clip
• Attachment: E-clip

Backpack
• Space: Gas Mask with Air Filter
• Space: Tinted Goggles
• Space: Hatchet
• Space: Tent
• Space: Canteen
• Space: Emergency Food Rations
• Space: Geiger Counter
• Space: Non-Secure Black Card: 6000 credits
• Space: Secure Universal Card: 900 credits
• Space:

Stored in Vehicle




Gear Stats

Phase Sword
Image
• Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
• Bypasses any type of armor the target is wearing (no damage) and does full damage to the living target inside
• Stopped by force fields and magic barriers, magic spells, and magic armor (does damage)
• Disrupts supernatural regeneration
• No damage to phase fields


Vibro-Sword
Image
• Damage: 3d6 M.D.

Tesla Bow (Patron Item)
Image
The Tesla Bow is a weapon whose origins and name are lost to the annals of history. The bow fires what are effectively miniature, focused, and directed bolts of lightning. It is theorized that the weapon somehow draws power from the dimensional fabric of reality itself, and so never requires recharging.
What mad genius could develop such a radical technology will likely remain a mystery unknown to the megaverse.

• Range: 1,500'
• Damage: 4D6 per bolt of lightning + Tesla Effect
• Rate of Fire: Per the skill of the archer
• Payload: Unlimited
• Modifiers: +2 to Strike
• Notes: Two-handed weapon. Requires no minimum strength to use. Weapon does M.D. in a mega-damage environment.
• Tesla Effect: Stunned (lose initiative and 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor.
• Weight: 8 lbs.


NG-A10 Body Armor
Image
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 35 each
• Legs - 45 each
• Main Body· 72
• Modifiers: -10 % to physical skills
• Weight: 18 lbs.


Janissary Brigandine Load Bearing Armor (Patron Item)
Image
An item commissioned for the Western Empire’s elite Janissary units, a brigandine is a garment made of boiled leather lined with small oblong steel plates riveted to the fabric. This item incorporates a series of hook systems to allow more gear to be carried, more comfortably than a soldier's standard kit. The addition of two magic features imbued into the brigandine makes the armor more costly to service, but greatly improves the survivability and carrying capacity of these elite soldiers. This brigandine is the functional equivalent of a half-scale suit.
• A.R.: 11
• S.D.C.: 95
Features:
• 8 attachment points
• Weight: 10 lbs.
Magic Features:
• Magic S.D.C.: cannot be repaired except by magic and cannot be used on cloth fabrics.
• Lightweight: Half normal weight. Reduce all penalties because of armor encumbrance by half.
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Last edited by Flynn on Wed May 09, 2018 2:05 pm, edited 8 times in total.
Flynn
PPE: 21/21
ISP: 40/40
HP: 56/56
SDC: 217/217

Armor
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 35 each
• Legs - 45 each
• Main Body· 72
User avatar
Flynn
Diamond Level Patron
Diamond Level Patron
 
Posts: 11
Joined: Mon Nov 06, 2017 8:48 pm

Re: Flynn (Human, Crazy)

Postby Flynn » Sat Mar 31, 2018 6:53 am

Background Story

"Flynn is a mystery wrapped inside of an enigma wrapped inside of a burrito. He was born with a different name, but he's long since forgotten it. He so believes he is the amalgamation of the characters he portrays that I'm not sure he remembers anything about his past. To him, life began at his first "adventure," as he calls them. For Flynn, life is rescuing damsels in distress (that's his favorite "adventure"), stealing from the "rich" (which usually is just some random person, and often what he steals isn't even worth anything), and fighting duels. I've tried to research him but I've been unable to find any information on who he really is and where he came from.

Flynn has a cavalcade of issues. He loves women. LOVES them. He will go out of his way to try and charm a woman, mostly unsuccessfully. I'm not even sure its really for sexual gains, I think he just likes being around women. He has a weird distrust and phobia of fortune tellers. Honestly I'm not really sure where this comes from. His reactions to them range from screaming and running away to trying to kill them. Depends on his mood, really. He does have a dose of paranoia as he often believes he's being followed. I've observed him stop several times in a conversation, or even just walking around, stop and look around as if he is expecting to see something. The most dangerous issue he has, though, is that he is bipolar. When he is happy he can be charming and witty and very cordial. When he's not he can be a danger to himself and those around him. Honestly, in my professional opinion, he needs to be committed."

~Dr. Rebecca Stines, CS Psychiatrist
Flynn
PPE: 21/21
ISP: 40/40
HP: 56/56
SDC: 217/217

Armor
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 35 each
• Legs - 45 each
• Main Body· 72
User avatar
Flynn
Diamond Level Patron
Diamond Level Patron
 
Posts: 11
Joined: Mon Nov 06, 2017 8:48 pm


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