Lt. Jericho Jackson (CS Military Spec.)

The 40-4th Coalition States Special Operations Group.
GM: CS High Command
AGM: Major James Smith

Moderators: Game Masters, Group Leaders

Lt. Jericho Jackson (CS Military Spec.)

Postby Jericho Jackson » Tue Jun 25, 2019 9:42 am

Player Name: Lee
G-Mail: Lee.Napier@Gmail

Character Name: Jericho Jackson
Alias:
Race: Human
O.C.C.: CS Military Specialist
Alignment: Scrupulous
XP Level: 3
XP Points: 4,481
Next Level @ XP: 8,481
Sentiments/Non-Humans: It's complicated. They're intruders - Earth is a HUMAN world, after all. But some can't go home, or were fleeing Sploogs or whatever, or got rifted here through no fault of their own. As long as they don't make waves, and follow the rules, they're fine. But do they belong here? That jury is still out.
Sentiments/Coalition: The Coalition is here to protect humanity. Sometimes they act with a heavy hand, but sometimes a heavy hand is needed.
Disposition: Jericho is quiet and efficient.
Insanity: Obsession: Danger - Stemming from his service during combat, Jericho sees dangerous assignments as his duty, to the point that he has developed a devil-may-care attitude with regard to his personal safety. Following these situations, however, when he has time to reflect, he finds himself deeply troubled by the diminished value he has placed upon his own life. [In Remission]

ATTRIBUTES
I.Q.: 14
M.E.: 15
M.A.: 12
P.S.: 15
P.P.: 11
P.E.: 26
P.B.: 11
Speed: 13

PHYSICAL DATA
H.P.: 32
S.D.C.: 42
Age: 26
Sex: Male
Height: 6'2"
Weight: 185 lbs.
Description: Jericho is a physically fit young man with a built-in scowl that makes him appear less attractive than he might otherwise be. As a result of a combat injury, he walks with a limp in his right leg.

Natural Abilities
Perception Bonus: 36%/ 48% to recognize demons in disguise see rules here
Charm/Impress: 5% (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 20% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 56 lbs. see rules here
Max. Carrying Weight: 150 lbs.
Max. Lifting Weight: 300 lbs.
Max. Jumping Ability: 7.5' long; 4' high see rules here

Bionics & Cybernetics
Left Arm
Cybernetic Hand & Forearm
  • Sensor Hand
      Heat Sensor
      Motion Detector - assess wind direction and speed, detect rapidly moving large objects within 500', detect human sized movement within 40'
      Radiation Detector - detects and measures harmful radiation
      Radar Detector - transmits a warning when scanned by radar, 68% to find direction of radar source
      Gyro-Compass - locate north & other directions, as well as up/down
      Clock Calendar - tracks exact time, to a 100th of a second
  • Drone Control and Command Unit (in left arm; displays via HUD): The DCCU is, in effect, a command suite with one large, two medium and two small screens to monitor as many as five drones at a time, a virtual keypad for sending numerical and typed commands, a radio-link to transmit voice commands, and other elements related to controlling and monitoring drones. Everything the cameras of the drones see, the wearer of the DCCU can see, via live feed. Moreover, the control gauntlet can be used to record, edit and transmit video and frame images, making the gauntlet a mini-video editing system. (The TV/Video skill is necessary to do elaborate editing, splicing and filmmaking.) Video, audio and other data collected by a drone is transmitted from each drone to the gauntlet, which can, in turn, transmit the information to a portable computer, a vehicle, giant robot or any receiver capable of receiving such signals (5 mile/8 km range). While images from only five drones can be displayed at a single time, as many as 10 drones can be linked to the control gauntlet with the user having the ability to flip from one to another. This is especially handy if a drone transmits a help signal.

Head
  • CS CB-1963 Commando Ear Cybernetic Impant (Implant Package)
    Combines the features of a Universal Headjack & Ear Implant with the scrambled radio upgrade, Clock Calendar, Sound Filtration System, and Language Translator into a single unit. It also includes an implanted ID chip keyed to the individual's CS ID.
    • Scrambled CS Radio Receiver & Transmitter: 3 mile range; transmits standard CS radio encryption. The encryption can be updated via a hand computer and the included headjack.
    • Can tell the time and date down to the 100th of a second.
    • Automatically diminishes potentially damaging sounds with filters and/or earplugs. Sounds are muffled to protect the character from deafening or disorienting levels of sound.
    • Language Translator
        Languages: Chinese
        Demogogian
        Dragonese/Elven
        Euro
        Faerie Speak
        Gobbley
        Japanese
        Russian
        Spanish
  • Skelebot Cybernetic Interface (Special):Connects to a built-in cyber radio that translates voice commands into coded transmissions to the Skelebot. This allows the Robot Specialist to order any Skelebots under his command without the need for specialized external equipment. Range is limited to 1,000'. This piece of cybernetic equipment is Top Secret, only made by the Coalition and is available only to the Skelebot Specialist (and Military Specialist or Technical Officers serving in the same role) assigned to command Skelebots. (Specially approved by group GM)
  • Multi-Optics Eye
      Telescopic Eye - 6000' range, 4-8X30 magnification
      Macro Lens - 2X to 20X magnification, 3' range
      Passive Nightvision - 2000' range
      Thermal Imaging - 2000' range
      Light Filters - reduce glare
      Targeting Display - +1 to Strike ranged

O.C.C. Skills
Language: American 92% (+1%)
Literacy: American 60% (+5%)
Computer Operation 65% (+5%)
Electronic Countermeasures 60% (+5%)
Intelligence 50% (+4%)
Pilot: Automobile 79% (+2%)
Pilot: Hovercraft (Ground) 70% (+5%)
Pilot: Robots & Power Armor 72% (+3%)
Pilot: Robot Combat: Basic
Mathematics: Basic 75% (+5%)
Radio: Basic 75% (+5%)
Running
Weapon Systems 40% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Sword
W.P. Blunt
W.P. Handgun
Hand to Hand: Martial Arts

O.C.C. Related Skills
Interrogation 50% (+5%)
Undercover Ops 50% (+5%)
Wilderness Survival 50% (+5%)
Surveillance 50% (+5%)
Tracking: People 45% (+5%)
Pilot Elite Combat: Power Armor (Flying)
Military Etiquette 60% (+5%)
Demolitions 81% (+3%)
Computer Programming 45% (+5%)
History: Pre-Rifts 45%/37% (+4%, 1st)
History: Post-Apocalypse 50/45% (+5%,1st)

Demon Hunter Advanced Training Skills [Crash Course]:
Recognize Signs and Trademarks of the Demonic: 42% +3%
First Aid 50% (+5%)
Lore: Demons & Monsters 37/30% (+5%); (First percentage is demons and supernatural beings only/Second skill percentage for "monsters" that are not supernatural)
Lore: Magic
--General Knowledge: 25% (+5%)
--Recog. Magic Circles, Runes, etc: 15% (+5%)
--Recognize Enchantment 10% (+4%)

Whittling & Sculpture 40/20% (+5%); (First percentage applies to making weapons, stakes, spears, clubs from wood, bone, ice and stone to use against supernatural beings; Second skill percentage is to make sculptures and works of art)

Skills Traded for Demon Hunter Advanced Training
O.C.C. Related Skill from E.P.
O.C.C. Related Skill from E.P.
Secondary Skill from E.P.
Secondary Skill from E.P.
Secondary Skill from E.P.


Secondary Skills
Prowl 35% (+5%)
Swimming 60% (+5%)
Climbing/Rappelling 50/40% (+5%)
Lore: D-Bee 35% (+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 4
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +4
Dodge Bonus: +4
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm:
Other:
Body Flip/Throw 1d6 damage; victim loses initiative and 1 APM
Karate-style kick 2d6 damage

Robot Combat Data: (Elite - Flying Power Armor)
Number of Attacks: 6
Initiative Bonus: +3
Melee Strike Bonus: +4
Ranged Strike Bonus: +2
Parry Bonus: +7
Dodge Bonus: +6 (ground) / +9 (flying/leaping)
HTH Damage Bonus:
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Other:

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. Handguns - +1 to strike.
W.P. Blunt - +2 to strike. not designed for throwing.
W.P. Sword - +2 to strike. +1 to parry. not designed for throwing.

Saving Throw Bonuses
Coma/Death: 20%
Magic (varies): +5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+):
Psionics (12+):
Horror Factor (varies):
Possession, Mind Control, and Illusions: +1
Last edited by Jericho Jackson on Wed Jul 17, 2019 1:44 pm, edited 29 times in total.
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Jericho Jackson
 
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Merc Gear

Postby Jericho Jackson » Tue Jun 25, 2019 9:43 am

Equipment

Vehicles/Power Armor
NG-UELX49 Silent Shadow

Carried/In Hand
L-20 Pulse Rifle

Worn on Person
Power Armor Pilot's Suit with GEAR Load-Bearing Chest Rig
GEAR Utility Belt
NG-S2 Survival Pack
IDF Commando Wristwatch
Item on Necklace (optional)
Rings or other Jewelry (optional)
blah-blah (optional)

GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
See this post for guidance on what fits and how.
    Left
    • Grenade Pouch Type 1: 2/2 smoke grenades
    • Sheath: Survival Knife (2d4 S.D.C. Damage)
    • Radio Pouch: Wilk's PRC-5 Secure Walkie Talkie (Patched into Pilot's Suit)
    • Grenade Pouch Type 1: 2/2 Fragmentation Grenades
    • Grenade Pouch Type 1: 2/2 Plasma Grenades
    • Small Pouch: Small Sidearm Magazine Pouch: 2/2 Short E-Clips (for Sidearm)
    Right
    • Sheath: Vibro-Knife (1d6 M.D.)
    • Sidearm Holster, Chest: NG-45LP Particle Beam Pistol
    • Small Sidearm Magazine Pouch: 2/2 Short E-Clips (for Sidearm)
    • Medium Binocular Pouch: Wilk's FLIR Distancing & Recording Binoculars


GEAR Utility Belt:
See this post for guidance on what fits and how.
    • Small Pouch: Empty
    • Small Pouch: Robot Medical Kit
    • Small Pouch: Two Flares
    • Sealable Electronics Pouch: Wilk's Ultra Pocket Laser Distancer
    • Sealable Electronics Pouch: Laser Gyro Navigation Aid
    • Medium Rifle/SMG Magazine Pouch: 2/2 Long E-Clips (For Longarm)
    • Medium Rifle/SMG Magazine Pouch: 2/2 Long E-Clips (For Longarm)


NG-S2
Image
• Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
• Sleeping Bag
• Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
• Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
• Short Range Radio (Backup; Range: 5 Miles)
• Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protien Healing Salve (doubles natural healing rate))
• Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
• Saw Wires (3)
• Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
• Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
• 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
• Personal Hygiene Kit, including a bar of soap & washcloth
• Canteen & Food Rations Bag.
• Air filter and Gas Mask
• Extra CS uniform (x2)
• IRMSS Internal Robot Medical Surgeon System
• Protective Case with 10 blank one-inch optical disks in it


Stored in Vehicle
TFRC-02 FreeRunner Combat Exoskeleton

Credits/Valuables:
Secure Universal Card: 6832 Universal Credits
Non-Secure Black Card: 2000 credits
:arrow: Secure cards are coded to the user's identity...and traceable by the CS central bank. Useless if stolen!
:arrow: Non-Secure cards are like the cash cards used today as gifts and usable by anyone. Readily available source of income if stolen!



Gear Stats

NG-UELX49 Silent Shadow
Image
M.D.C. by Location:
  • * Head – 80
  • Arms (2) – 60 each
  • *UEL Cables – 6 each
  • Legs (2) – 80 each
  • *Wings (2) – 32 each
  • ** Hover Booster Jets (16; 4 each wing, 4 back, 2 per leg) – 10 each
  • Main Body – 190
    *requires a called shot at -4 to strike
    **requires a called shot at -7 to strike
Destroying a wing makes flight impossible; PA will plummet and crash to the ground.
Statistical Data:
Running: 70 mph maximum with wings folded (10% fatigue).
Leaping: 15' high and 20' across. Double with booster jets. Wing-assisted gliding leap up to 130' high and 300' across
Flying: Limited; designed for gliding and cannot hover; must circle an area to stay aloft. 40mph, up to 120mph in a strong wind or when diving. Diving from an aircraft or at >10,000' will increase speed to 240mph. Maximum sustainable altitude: 2000'
Underwater: Swim or walk along bottom at 10mph (20% fatigue). Maximum depth 1000'
Class: Strategic Flying Espionage Assault Suit with UEL system
Crew: One
Dimensions: 6-7.6' height, 3-4' width, 15' wingspan, 2-3' length, 279 pounds
Physical Strength: Robot P.S. 26
Cargo: None
Power System: Nuclear with 10 year life
Weapon Systems
Concealed Laser (1)
  • Range: 2000'
  • Damage: 2d6 M.D.
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
Concealed Spike and Climb Cord (1, forearm)
  • Range: 30'
  • Damage: One M.D.
  • Rate of Fire: One
  • Payload: One, but reusable
Concealed Vibro-Swords (2)
  • Range: Melee
  • Damage: 1d6 M.D. (+4 if flying slash or stab)
Silent Shadow may also use handheld weapons and has two UEL (one per forearm)
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional included equipment (page 151 for details): Helmet Cameras, Helmet Multi-Optics System, Helmet Voice Modulation, Stealth RADAR System
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal Punch: 1D6 M.D.
  • Power Punch: 2D6 M.D., but counts as two melee attacks.
  • Kick: 2D4 M.D.
  • Leap Kick: 2D8 M.D., but counts as two melee attacks.
  • Flying Power Punch: 3d6 M.D., but counts as three melee attacks.
  • Flying Leap Kick: 3d8 M.D., but counts as three melee attacks.
  • Flying BodyBlock/Slam: 3d8 M.D. plus 68% knockdown if opponent under 11' tall and one ton mass (-1 apm, lose init), counts as two attacks
Book Reference: p.149, WB34


L-20 Pulse Rifle
Image
  • Range: 1,600'
  • Damage: 2D6 M.D. or 6D6 M.D. burst
  • Rate of Fire: single shots & 3-shot bursts only
  • Payload: 40 shots per E-Clip or 50 per LE-Clip
  • Weight: 7 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.270, R:UE


NG-45LP Long Pistol
Image
  • Range: 1,200'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None


Power Armor Pilot's Suit
Image
M.D.C. by Location:
  • Helmet: 1
  • Arms: 3 each
  • Legs: 4 each
  • Main Body: 25
Weight: 5 lbs.
Modifiers: -10% to physical skills
Features:
  • All standard EBA features common to C.S. Armor (p.100, WB11)
  • Directional, encrypted short range radio built into the helmet; 2 mile range
  • Built-in loudspeaker; 80 decibels
  • Wrist Mini-Comp: displays armor's system errors & damage, oxygen supply, compass heading, time and date
  • Built in Tracking Device that can be deactivated by the wearer
Book Reference: p.220, Rifts


Smoke Grenade
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE


Fragmentation Grenade
  • Range: 120' thrown
  • Damage: 2D6 M.D. to 20' AoE


Plasma Grenade
  • Range: 120' thrown
  • Damage: 6D6 M.D. to 12' AoE


IDF Commando Wristwatch
  • A.R.: 14
  • S.D.C.: 60
  • Features: Waterproof to a depth of 3,000', Alarm vibrates, Altimeter, Remote Detonator-capable
  • Book Reference: p.116, MercOps


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


Wilk's FLIR Distancing & Recording Binoculars
  • Weight: 2 Ibs.
  • M.D.C.: 1
  • Range: 2.5 miles
  • Notes: It is a passive, thermal-imaging system that uses ambient infrared radiation which means that, unlike with traditional IR binocs, these binoculars do not emit any infrared light that can be tracked back to the user. The binoculars also feature a laser distancing module with digital display that provides an accurate digital readout of the distance, within two centimeters, and the estimated rate of the target's travel (96% accurate) if it is moving. Moreover, this device has an integrated recording module that can be used to record visual images on a standard one inch disc. Each disc can record up to four hours of images.


TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100
Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, and +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking
Last edited by Jericho Jackson on Tue Jun 25, 2019 10:14 am, edited 2 times in total.
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CS Gear

Postby Jericho Jackson » Tue Jun 25, 2019 9:43 am

CS Gear (not used in this mission)
Equipment
Awards


Worn on Person
DS-1U Reinforced Duty Uniform
Image
IFF Tag: Culter, CSAE, CPL (E-4)
Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
    • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.

Utility Belt: (4 lb)
    Canteen (half gallon).
    Walkie Talkie Pouch: Communicator (with 10-mile range and 72-hour continual use battery)
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Hip Holster containing:
      C-20 Laser Pistol
      Image
      • Range: 800'
      • Damage: 2d6 MD
      • Rate of Fire: Single shots only
      • Payload: 21 shots per E-clip or 30 shots per LE-Clip
    Knife Sheath Containing:
      Vibro-Knife
      Damage: 1D6 M.D.
    Pistol Ammo Pouch: 2/2 Pistol E-Clips
    Rifle Ammo Pouch:
      Empty
Combat Boots - Boot-Sheath
    Survival Knife
    Damage: 2D4 S.D.C.

Backpack
CS-S2 Basic Survival Pack
Image
• Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
• Sleeping Bag
• Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
• Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
• Short Range Radio (Range: 5 Miles)
• Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protien Healing Salve (doubles natural healing rate))
• Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
• Saw Wires (3)
• Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
• Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
• 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
• Personal Hygiene Kit, including a bar of soap & washcloth
• Canteen & Food Rations Bag.
• Air filter and Gas Mask
• Extra CS uniform (x2)


Stored at Armory
DS-45AT Reinforced Custom Fitted Tuxedo
IFF Tag: Culter, CSAE, CPL (E-4)
Image
Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
    • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.
    • 2. Access Panels: The suit can be configured to allow access to bionic weaponry without tearing the fabric.

Undercover Harness: Concealed as suspenders on the front and by an armored plate in the jacket on the back.
Concealed Holster containing: (Requires Perception at -30% to spot)
    CP-20 Laser Pistol (Small of Back, on dominant side)
    Image
    • Range: 800'
    • Damage: 2d6 MD
    • Rate of Fire: Single shots only
    • Payload: 21 shots per E-clip or 30 shots per LE-Clip
Pistol Ammo Pouch: 2/2 Pistol E-Clips (small of back; non-dominant side)

Undercover Leg Sheath Containing:
    Covert Slim Vibro-Knife (Dominant Side)
    Damage: 1D6 M.D.
Dress CS uniform
Extra CS uniform
Personal Item
Personal Item
Personal Item



Secure Universal Card: 10,544 UCr (updated 4/17/19 CSHC; Paid through January 111)
Payrate: 2,636
Last edited by Jericho Jackson on Wed Jun 26, 2019 7:47 am, edited 9 times in total.
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Background

Postby Jericho Jackson » Tue Jun 25, 2019 9:43 am

Background Story
The Magic Zone is a helluva place to grow up. My parents died in a Simvan raid when I was in diapers. Raised by my aunt Claire outside Whykin. She had a little walled piece of property with a couple goats and a small garden, and we barely grew enough to keep fed. She took on sewing work to supplement - but life was hard, no doubt. Damn Monsters, demons, and DBees didn't make it any easier.

Raids would come and go, and then the authorities would come - having heard too late, and with nothing to do but collect taxes, they'd satisfy themselves with that and leave. Next raid would come. And the next. Eventually, the house burned. We fled, got on a boat, and it dropped us in Missouri, outside of New Chillicothe.

We settled in the burbs there. She took on some cooking and cleaning work while I finished up my studies, but we couldn't get better work than that - or a safer place inside the city - without being citizens of the CS. So I figured, Hell, they're protecting me and mine, I should give back, and maybe I can better provide for Aunt Claire. So I joined the CS Army. After Basic, my aptitude test result was good enough to send me to officer school, so I did that, and got my first real assignment, leading a long-range patrol back into the magic zone. I was eager to go. We were sent in to support some units already in place. Wasn't long before we saw action. some dbees lit into us, and I took a hit to the leg that nearly shattered my femur. 5 months in the infirmary, and I'm back in action - me and my new limp. Four or five weeks pass, and they hit us again. My reduced speed means I can't get into position in time, and I find myself outflanked and outgunned.

Taken prisoner, they beat me and took me in their APC to another location. Kept me hooded and in the dark - somewhere with a dirt floor and no cooling. After 24 hours, they move me to a barracks-like structure. I'm the only human in there - with other dbee prisoners. Dunno what these raiders had against 'em, but they weren't treating them right, that's for sure. Many were sick or starving. They made sure I was fed. Maybe my rank accorded me extra value. I couldn't eat with those dbee prisoners staring at me, so I started sharing my food with them. Meant I didn't get enough, but that's the price you pay. Soon enough, it's obvious I'm wasting away. I think they had me 2 weeks in total before they transported me back to the CS. Whole time I was there, I was counting troops, listening to soldiers babble on in various languages, spilling their secrets without a clue. Back at the CS, I found I was apparently traded for a high-value dbee prisoner. I wondered was was gonna happen to my cellies in the camp.

Back at the FOB, I offered the intel I was able to gather about the enemy forces while I was imprisoned. I was only there two weeks, but that meant that even my oldest intel wasn't that stale. We were able to put together an offensive action, and we deployed. In the field we met the enemy, near where I'd predicted they would be. The slight change in positions meant we didn't occupy the metaphorical high-ground we'd hoped for, and the forces were on a more even footing. We engaged the enemy.

In all, that combat lasted nearly 13 hours. The CS won on a technicality, but both forces were forced to withdraw. The dbee aggressors left more on the field, though. I counted it a win. CS brass didn't hold the same glowing appraisal. I was "sentenced" to garrison duty - I was desked. As often as permissible, I put in for transfers to more active units. After nearly a year sitting on my hands, an assignment finally came down - I was being assigned to a Special Operations Group on a secret assignment. I was told to pack my gear and report to Major Smith, in Chi-Town.


Personnel Record
Name: Jericho James Jackson
Service Branch: Coalition Army
Service Number: MO10-413-086-EA88-B060
Pay Grade: O-2
Pay Rate: 4100 Credits/month
Rank: Lieutenant
Date of Birth: 4/13/86
Primary Specialty: Military Specialist
Military Education:
Airborne Assault Course (New Chilicothe, CS Army Training Facility (ATF))
Broadcast Communication School, Basic (New Chilicothe, CS Army Technical Training College (ATTC))
Combat Flight System Training Course, Advanced (New Chilicothe, CS Army Technical Training College (ATTC))
Computer Systems Training Course, Advanced (New Chilicothe, CS Army Technical Training College (ATTC))
Demolitions Course, Basic (New Chilicothe, CS Army Training Facility (ATF))
Enemy Force Identification Course (New Chilicothe, CS Security Training Facility (STF))
Light Four Wheel Vehicle Maneuvering Course, Basic (New Chilicothe, CS Army Training Facility (ATF))
Light Hover Vehicle Maneuvering Course, Basic (New Chilicothe, CS Army Training Facility (ATF))
Officer Candidate School (New Chilicothe, CS Army Technical Training College (ATTC))
Power Armour and Robot Training Course, Basic (New Chilicothe, CS Army Technical Training College (ATTC))
Power Armour and Robot Gunnery Training Course, Basic (New Chilicothe, CS Army Technical Training College (ATTC))
Target Acquisition Marksmanship School (New Chilicothe, CS Army Training Facility (ATF))
Tracking and Counter-tracking Training Course (New Chilicothe, CS Security Training Facility (STF))
Wilderness Survival Training Course (New Chilicothe, CS Army Training Facility (ATF))
Decorations, Medals, Badges, Citations, and Campaign:
Marksmanship Qualification Badge
Disciplinary data and court martial record:
Last edited by Jericho Jackson on Mon Aug 26, 2019 6:16 am, edited 1 time in total.
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Jericho Jackson
 
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Re: Lt. Jericho Jackson (CS 40-4th, Military Specialist) WIP

Postby Jericho Jackson » Tue Jun 25, 2019 9:43 am

Rolls
Spd 4d6:
1, 1, 5, 2
= 8 + 7 = 15
P.E. 4d6:
5, 5, 6, 6
= 17 + 1d6 = 6 + 1d6 = 2 = 25
M.E. 4d6:
4, 3, 4, 6
= 14
M.A. 4d6:
6, 3, 1, 3
= 12
I.Q. 4d6:
1, 3, 6, 5
= 14
P.P. 4d6:
3, 1, 4, 4
= 11
P.S. 4d6:
5, 5, 1, 5
= 15
P.B. 4d6:
3, 4, 3, 4
= 11

H.P. 2d6 = 6 + PE = 31
S.D.C. 2d6+12 = 21 + 13 (skills) = 34

Number of starting Cybernetics
1d4 = 3 (See Equip post)

Chance for Psionics
1d100 = 80 - no psionics


Save Vs. Insanity
1d20 = 10
Starting Insanity options: (in order of preference)
1. Hysterical aggressive reaction (seeing an innocent beaten or starved - no matter the race) - stemming from his time in a POW camp, Jericho flies off the handle when he sees acts of violence against those weaker, or if he sees them being starved by a captor.
2. Obsession: Danger - Stemming from his service during combat, Jericho sees dangerous assignments as his duty, to the point that he has developed a devil-may-care attitude with regard to his personal safety. Following these situations, however, when he has time to reflect, he finds himself deeply troubled by the diminished value he has placed upon his own life.
3. Phobia - Sewers, basements, or other damp dark places - also a result of his time as a POW.

other calculations
Perception: 15% (to start) + 6% (for level) + 15% (multi-optic eye) = 36%
Encumbrance: 185 lbs * 30% = 56 lbs.
Jumping ability: 16 PS = 8' long; 4' high

Background Origin
1d100 = 6 Refugee
1d100 = 25 THIS RESULT IS MISSING FROM THE BACKGROUND ORIGIN TABLE - What do I put for Location in the ID #? Gonna use Chi-Town unless directed otherwise.

Birthdate
Month 1d12 = 4 (April)
Day 1d30 = 13
Year 86 PA

Random generated ID#
1d16 = 14
1d16 = 10
1d16 = 8
1d16 = 8
1d16 = 11
1d16 = 16
1d16 = 6
1d16 = 16

Tours of Duty
1st level 1d6 = 4 (Long Range Patrol)
subtable 1d100 = 89 - Supporting a combat zone, You’re sent in to support units stationed within a combat zone (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star) for 1d2+1 = 2 months. Roll on the combat zone table that many times.
Combat Zone Table
1. 1d100 = 74 - Wounded, you were wounded during the onset of a combat action. Roll on the Wounded in Combat Table.If the wound is not too debilitating roll on the Combat action table again to represent continuing on throughout the combat action while wounded.
Wounded table 1d100 = 46 - Major gunshot or shrapnel wound, you take a bullet or piece of shrapnel in a leg, resulting in a broken bone. Requires 1d3+3 = 5 months of recuperation. There is a 50% chance (1d100 = 39) you have lost some of your mobility due to damaged tendons -1d4 = 2 Spd attribute.

2. 1d100 = 93 - Prisoner Of War, you were taken prisoner during a combat action.
Length of captivity 1d100 = 29 - 3d10 = 15 days
How captivity ended 1d100 = 29 - Freed during a prisoner exchange, or ransom was paid

2nd level 1d6 = 6 (Combat Zone)
subtable 1d100 = 84 - Large battle, you were involved in a large battle that lasted for 4d6 = 13 hours. There is a 20% chance (1d100 = 97) you were wounded. If wounded, roll on the Wounded in Combat Table.
Medal 1d20 = 8 - No medal

3rd level 1d6 = 1 (Garrison Duty)
subtable 1d100 = 21 - Nothing happened.

Starting cash: 2200 Credits (per OCC)

Skill bonuses
PS: +1 (Athletics) REMOVE
PE: +1 (running)
Spd + 4d4 = 7 (running) + 1d6 = 2 (athletics) -2 (wounded) REMOVE ATHLETICS
SDC + 1d6 = 5 (running) + 1d8 = 8 (athletics)



SDC from Demon Hunter AT
1d6+3 = 8
Last edited by Jericho Jackson on Wed Jul 17, 2019 1:13 pm, edited 2 times in total.
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Experience Table

Postby Jericho Jackson » Wed Jun 26, 2019 8:35 pm

CS Military Specialist

1 0 - 2,120
2 2,241 - 4,480
3 4,481 - 8,480
4 8,481 - 16,960
5 16,961 - 24,960
6 24,961 - 34,960
7 34,961 - 49,960
8 49,961 - 69,960
9 69,961 - 94,960
10 94,961 - 129,960
11 129,961 - 179,960
12 179,961 - 229,960
13 229,961 - 279,960
14 279,961 - 329,960
15 329,961 - 389,961
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Jericho Jackson
 
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Re: Lt. Jericho Jackson (CS Military Spec.)

Postby Jericho Jackson » Wed Jul 17, 2019 10:14 am

Northern Gun ICMN Mercenary Report
Name: Sid Abernathy
Callsign or Nicknames: Badger
Rank: Lieutenant
ICMN ID Number: 2B73-4AFB-CA57-3114
Specialty: Field Recon
Trained: ICMN School of Soldiery - May 17, 109 P.A. - December 31, 110 P.A.
Experience: Police Action, Whykin - January 7, 111 P.A. (POW January 9 - March 3, 111 P.A.) - April 5, 111 P.A.
    Evaluation: Sgt. Abernathy is a highly motivated soldier, but in the heat of action may forget operational parameters and take unnecessary or unwise risks.
Extra-Martial Accolades:

Best Suited for: Espionage, FWD Observer, Monster Hunter

Background Information: Sgt. Abernathy showed promise in his MOS training, but in the field his choice to abandon his post resulted in a firefight with hostiles and his own capture. Subsequent evaluations show that he is ready for redeployment, but may require a short leash during key operations.

Rolls
ID number
16d16:
2, 11, 7, 3, 4, 10, 15, 11, 12, 10, 5, 7, 3, 1, 1, 4


Experience
1d100 = 21 Occupation/Police Action
    1d100 = 4 - screwed up - subject to military discipline
    1d100 = 46 Minor NJP
1d100 = 56 Combat Zone
    1d100 = 92 - POW
    1d100 = 94 escaped by yourself and was rescued by friendly units while still behind enemy lines, but you suffer addiction
    1d100 = 43
LT Jericho Jackson
H.P.: 32/32
S.D.C.: 34/34
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