Hank Smith (Human Rogue Scientist)

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Hank Smith (Human Rogue Scientist)

Postby Hank Smith » Mon Nov 09, 2015 10:47 am

Player Name: Travis
YIM Handle: hanksmith_01

Character Name: Hank Smith
Race: Human
O.C.C.: Rogue Scientist
Alignment: Unprincipled
XP Level: 3
XP Points: 7,451 Captain Marks 6/8/2016
Next Level @ XP: 8201
Sentiments/Non-Humans: Hey, easy fella, some of my best friends are Dee Bees!
Sentiments/Coalition: Healthy distrust of Coalition and authority in general.
Disposition: His unprincipled nature hides a fairly strong current of goodness. But let anyone know that and he'll break your jaw.
Insanity: Psyco-Reliance

I.Q.: 18
M.E.: 13
M.A.: 5
P.S.: 10
P.P.: 10
P.E.: 13
P.B.: 12
Speed: 5

P.P.E.: 7
H.P.: 10
S.D.C.: 39
Age: 42
Sex: Male
Height: 6'2"
Weight: 210 lbs.
Description: Sandy, brown hair and a constant 5 day beard. Sharp blue eyes, and crows feet wrinkles around his eyes. He has an athletic build if not necessarily brawny.

Natural Abilities
Perception Bonus: +6
Charm/Impress: +0
Invoke Trust/Intimidate: +0
Max. Encumbrance: 30% of Body Weight
Max. Carrying Weight: 100 lbs.
Max. Lifting Weight: 200 lbs.
Max. Jumping Ability: 5' Length, 2' Height

Special Abilities
Analyze - Bonus of 10% to skills such as anthropology, chemistry, analytical, computer hacking, cryptography, entomological medicine, jury-rig, sensory equipment, trap/mine detection, detention, zoology, and xenology. Also adds +1 to perception when the scientist is focused on analyzing or figuring something out.
Hypothesize - Allows the character to brainstorm out an answer to an impossible question. Adds 20% to Jury-Rig and Brewing.
Find the exotic - +20% to Find Contraband related to scientific equipment, medicinal drugs, rare herbs and chemicals, exotic specimens, (plant, herb, insect, animal, etc.) as ingredients and component parts, or as live subjects for study and testing. +10% bonus to Find Contraband related to finding electrical, mechanical, scholastic, or bionic contraband. Science and medical equipment, drugs and exotic specimens at 30% discount from most scientists, doctors, medical suppliers and the Black Market. 50% discount from Black Market, labs or clinics, if he trades at least 12 hours of work at one of their facilities such as a Bionic lab, Body chop shop, underground lab or illegal clinic. 12 hours gets up to 100,000 credits worth of equipment and specimens at the discount.
Recognize Scientific Authenticity and Quality - Exclusive skill. Halved when dealing with alien technology.

O.C.C. Skills
Recognize Scientific Authenticity and Quality 71% (+3%)
Literacy: Dragonese/Elven 79% (+5%)
Literacy: Techno-Can 95% (+3%)
Language: Native Tongue (American) 100% (+5%)
Language Other: Dragonese/Elven 80% (+3%)
Language Other: Demogogian 80% (+3%)
Language Other: Spanish 80% (+3%)
Astronomy & Navigation 64% (+5%)
Mathematics: Basic 89% (+5%)
Mathematics: Advanced 89% (+5%)
Basic Electronics 64% (+5%)
Computer Operation 74% (+5%)
Find Contraband 49% (+4%)
Pilot: Automobile 78% (+2%)
Radio: Basic 69% (+5%)
Recycle 64% (+5%)
Salvage 69% (+5%)
W.P. Energy Pistol

O.C.C. Related Skills
Anthropology 74% (+5%)
Chemistry 64% (+5%)
Chemistry: Pharmaceutical 64% (+5%)
Field Surgery 38% (+4%)
Medical Doctor 84%/70% (+5%)
Jury-Rig 69% (+5%)
History: Pre-Rifts 59%/51% (+4%)
History: Post-Apocolypse 64/59% (+5%)
Streetwise 39% (+5%)
Prowl 39% (+5%)
Trap & Mine Detection 39% (+5%)
Climbing/Rappelling 54/44% (+5%)
W.P. Energy Rifle

Secondary Skills
Land Navigation 48% (+4%)
Wilderness Survival 44% (+5%)
W.P. Energy Rifle
Cook 49% (+5%)
Swimming 59% (+5%, 2nd Level)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: --
Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus:
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +2
Bonus to Disarm: +2
Kick Attack: 1d8
Karate Punch: 2d4

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +4 to Strike Bonus
Called/Aimed Shots: +6 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Rifle: +2 to strike
W.P. Energy Pistol: +2 to strike

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (varies): +0
Last edited by Hank Smith on Thu Dec 03, 2015 10:58 am, edited 34 times in total.
Hank Smith

Hank Smith Equipment

Postby Hank Smith » Wed Nov 11, 2015 8:55 pm


NG-EPC-18 Wolftrack
Crew: Two; pilot and co-pilot or communications officer.
M.D.C. by Location:
* Forward Lights (6, front, 2 on top) – 6 each
* Rear Spotlight (1) – 10
* Winch & Crane (rear) – 80
* Railings (2; rear) – 12 each
Airlock Hatches (2) – 100 each
* Roof Hatches (2; top) – 50 each
* Armored Window Shutter/Gun Port (top, forward) – 70
** Massive Solid M.D.C. Wheels (4) – 100 each
Reinforced Pilot Compartment – 80
*** Main Body – 370
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Destroying one of the solid M.D.C. wheels reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the vehicle more by riding on the rim. Destroying two wheels renders the vehicle immobile until they can be replaced (cost 35,000 credits each). Requires a Called Shot, same as above.
*** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Statistical Data:
Land: 75 mph maximum on most surfaces. Reduce speed by half on ice and in mud deeper than 3'.
Woodlands: Maximum speed is likely to be less than 10 mph if passable at all. See Water below.
Maximum Range: Unlimited for Solid Oxide and nuclear.
Penalties: None in most environments; -15% to piloting skill on sandy deserts, mud, ice and snow. It is -20% to travel over mountainous regions and through mud deeper than 4' or snow deeper than 8'. Also see Water.
Flying: None.
Water: The Wolftrack can drive through water as deep as 17', which leaves only the top of the two exhaust stacks showing above water. Reduce speed to 20 mph in which the water is 8' or deeper.
Height: 19'7"
Width: 20'
Length: 32'
Weight: 28.7 tons fully loaded.
Cargo: Various storage spaces and areas inside the housing area, plus an 8x12x9' cargo bay. Can pull a trailer weighing up to 32 tons.
Power System: Solid Oxide
Features of Note:
Weapon Systems: For an extra cost, as many as eight hovercycle weapon systems may be added or four heavy, vehicle weapon systems as described under the Pathmaker (see page 214); usually on the roof or side toward the front and/or back.
Sensor Systems: Same as robot vehicles.
Transport Capabilities: Eight passengers in addition to the crew, but another dozen (three dozen if standing) could fit in the cargo area and other rooms, as well as on the exterior for short trips.

Carried/In Hand
Wilk's 457 Laser Pulse Rifle (slung over shoulder)
• 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

Worn on Person
Clothing: Light Weight Coveralls
Small mysterious, blue gem worn around neck
NG-A15 Peacekeeper Armor
M.D.C. by Location: (With Tactical Armor addition.)
• Helmet: 19/50
• Arms: R 25/25 L 25/25 (50)
• Legs: R 31/35 L 11/35(55)
• Main Body: 31/40 (85)
Modifiers: -5% to Physical Skills. -15% to Physical Skills with Tactical Armor addition.
• Built-in Radio: 12 mile range in cities, 30 miles in wilderness.
• Vital Signs Monitor (see pg. 90 of Merc Ops or pg. 58 of Northern Gun 2)

Utility Belt
Non-Secure Black Card: 13,000 credits
Laser scalpel
Pen flashlight
Note Pad
Mechanical pencil
Pocket laser distance finder
Black market card
IPP-5 10mm Ion Pulse Pistol
• Range: 700'
• Damage: 1D8 M.D. per blast, 3D8 M.D. per burst.
• Rate of Fire: Single shots or three-pulse bursts only.
• Payload: 30 single blasts per or 10 pulse bursts per E-clip
• Weight: 7 lbs.

PDD Pocket Audio Digital Player
Half Dozen blank disks
Digital camera
Portable hand-held computer with micro-printer
Multi-optics band
Hand Pick
Survival knife
Walk-talkie radio
Air filter & Gas mask
100' lightweight rope
Tool kit

Stored in Vehicle
Half dozen specimen jars
Dozen specimen dishes
Six test tubes
1 specimen jar
Last edited by Hank Smith on Thu Apr 14, 2016 7:40 pm, edited 10 times in total.
Hank Smith

Hank Smith Backstory

Postby Hank Smith » Fri Nov 13, 2015 1:29 am

Background Story

Hank got his start studying science with his wife, Sara, in the New West state of Oregon. At least, Oregon as it is now. Hank and Sara became fascinated by the remnants of the pre-apocalypse world, aspiring to follow in the steps of the great Erin Tarn. This, of course, put them in the cross-hairs of a Coalition outpost, forcing them to flee across the treacherous wilderness of the New West.

Along the way they became acquainted with a community of traveling researchers on their way to some pre-RIFTS ruins, and Hank and Sara were invited to join. The city ruin they found filled them with awe and sadness, as if they were gazing at the weeping ghost of a city. Upon finding some underground tunnels, possibly what was once the underground transportation system of the dead city, they came across a trove of odd trinkets and treasure.

Of note was a small, blue gem with odd circuitry running through it. It captivated their imaginations. Sara and Hank took it, among other artifacts, and began their ascent to the surface. They were met with an enraged roar as a three headed beast came crashing up the tunnel at them. They had pilfered the treasure of a young dragon. Hank and Sara bolted up the tunnel, the creature snapping at their heels and breathing wicked blue fire.

The tunnel was ancient and crumbling. Sara stumbled and fell with a cry. Hank turned around in shock in horror as the dragon fell upon her. As it did, amid her dying screams, the tunnel collapsed upon them all.

It was the last Hank ever saw of Sara again. Miraculously, he survived and spent god knows how many days, even weeks, in those black tunnels, lost with only his grief to keep him company. Eventually, he was rescued by a kindly old mystic, and nursed back to health.

Hank now wears the blue gem around his neck, on a journey to discover what it is, and what it does, in hopes that it will give him closure for the loss of his love. In her honor, he still finds the time to study, to discover, to grow.
Last edited by Hank Smith on Sat Nov 14, 2015 1:36 pm, edited 1 time in total.
Hank Smith

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