Ursus (Ursa Warrior Cyber Knight) (flaked)

This is where previously used character sheets are stored.
Resurrecting any character from this forum requires template validation/update, and total equipment restart.

Moderator: Augur

Ursus (Ursa Warrior Cyber Knight) (flaked)

Postby Ursus » Tue Nov 24, 2015 9:31 am

Player Name: Charles
YIM Handle: C2H60fan

Character Name: Ursus
Alias: Major, Major Ursus, Formerly Sir Ursus Major
Race: CS Ursa Warrior
O.C.C.: Cyber Knight
Alignment: Unprincipled
XP Level: 3
XP Points: 4,481 (LD 2016JUN06)
Next Level @ XP: 8,561
Sentiments/Non-Humans: All sentient and intelligent people are created as equals.
Sentiments/Coalition: Unfortunate misguided fools. Not truly evil as made out to be but irredeemably misguided.
Disposition: A warrior who seems to carry the weight of more years than he has lived. Values honor, integrity and justice but understands the real world and practicality must sometimes come before those things all to well. Ursus is humble about his own abilities and prefers that others take the spotlight.
Insanity: None

ATTRIBUTES
I.Q.: 18
M.E.: 10
M.A.: 13
P.S.: 48 (SN)
P.P.: 21
P.E.: 31
P.B.: 4
Speed: 27

PHYSICAL DATA
P.P.E.: 22
I.S.P.: 23
H.P.: 165
S.D.C.: 150
Age: 19
Sex: Male
Height: 9'
Weight: 1,100 lbs.
Description: A bipedal mutant bear. Incredibly strong-looking with thick white fur and he has a fully human posture and stands proudly upright. His face is badly scarred on one side and most of one ear is missing.

Racial Abilities
Sense Psychic and Magic Energy
• Base Skill: 30%+5% per level (roll once every melee round). Reduce by half when multiple sources are scattered throughout the sensing range.
• Range: Sensitivity to a fellow psychic or magic practitioner not using his powers is 30'+5' per level. Sensitivity to psionic and magic powers being used is 240'+20' per level. Roll percentile dice every 400' to see if the hunter is still on the trail. A failed roll means he scent is lost.
• ISP: None
• Note: Cannot recognize psychic scent.

Sense Supernatural Beings
• Base skill: 44%+2% per level to identify the specific type/race of paranormal creature. This ability can also detect weather a person is possessed by supernatural beings.
• Base skill at tracking by this scent: 25%+5% per level, 59%+3% per level if the supernatural being is also using psionics or magic.
• Range: 300'+100' per level to sense the presence of a supernatural being when it is not using any special, magical or psionic powers. 1,200'+10' per level when the supernatural force is actively using it's powers, magic or psionics.
• Duration: Automatic and constant.
• I.S.P: None, automatic.
• Note: Close proximity to ley lines and nexus points disrupt the psychic senses.


Natural Abilities
Perception Bonus: +4
Invoke Trust/Intimidate: Trust: 25%, Intimidate: 35%
Max. Encumbrance: 1,320 lbs.
Max. Carrying Weight: 1,400 lbs.
Max. Lifting Weight: 2,800 lbs.
Max. Jumping Ability: 76' horizontally, 17' vertically.
Supernatural Strength

Special Abilities
Combat Acrobatics: Ability to fight and strike even when moving and off balance. No penalty to strike when moving.
No fear of heights whatsoever.

Bionics & Cybernetics
Full Body
Cyber-Armor
A.R.: 17
M.D.C. by Location:
Shoulders (2) - 8 M.D.C. each
Back/Shoulder Blades (2) - 15 M.D.C each
Forearms (2) - 10 M.D.C. each
Thighs/Upper Legs (2) - 15 M.D.C. each
Chest plate - 50 M.D.C.


Psionics
Major
Sixth Sense (2) +6 initiative +2 parry +3 dodge and can't be surprised by a sneak attack from behind.
See The Invisible (4)
Object Read (6)
Psi Sword (0)
Psi Shield (15)
Meditation (0)

O.C.C. Skills
Literacy in American ☞ 74%+5%
Language: American ☞ 105%+1%
Language: Dragonese ☞ 108%+3%
Language: Gobbley ☞ 108%+3%
Language: Demongogian ☞ 108%+3%
Anthropology ☞ 59%+5%
Body Building
Climbing: ☞ 79%+5%
Gymnastics
• Work parallel bars & rings ☞ 64%+3%
Horsemanship: Cyber Knight ☞ 74%/50%
Land Navigation ☞ 60%+5%
Lore: Demon & Monster ☞ 59%+5%
Paramedic ☞ 54%+5%
Swimming ☞ 98%+0%
W.P. Knife
W.P. Sword
W.P. Heavy M.D. Weapons
W.P. Heavy Military Weapons
Hand to Hand: Martial Arts
W.P. Paired Weapons (2nd Level)
W.P. Shield (2nd Level)

O.C.C. Related Skills
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Rifle
Boxing
Acrobatics
• Sense of balance ☞ 74%+5%
• Climb rope ☞ 88%+2%
• Back flip ☞ 74%+5%

Detect Ambush ☞ 49%+5%
Tracking (People) ☞ 44%+5%
Track & Trap Animals ☞ 39%+49%
Wilderness Survival ☞ 39%+5%
Detect Concealment ☞ 44%+5%
Trap/Mine Detection ☞ 49%+5%
Lore: Faeries & Creatures of Magic ☞ 44%+5%
Radio: Basic ☞ 49%+5% (1st Level)
Fencing (1st Level)

Secondary Skills
General Athletics
Lore: Cattle & Animals ☞ 44%+5%
Lore: Magic ☞ 39%+5%
Lore: Psychics & Psionics ☞ 39%+5%
Lore: D-Bee ☞ 39%+5%
Mathematics: Basic ☞ 44%+5%

Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +7
Strike Bonus: +9
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +33, +1d6X10 restrained punch, 6d6 M.D. punch, 2d4X10 M.D. power punch
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +2
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. Energy Pistol: +2 to strike
W.P. Energy Rifle: +1 to strike
W.P. Rifle: +2 to strike
W.P. Heavy M.D. Weapons: +1 to strike
W.P. Heavy Military Weapons: +2 to strike
W.P. Knife: +1 to strike +2 to parry +2 to strike when thrown.
W.P. Sword: +2 to strike +1 to parry
W.P. Shield: +2 to parry

Saving Throw Bonuses
Coma/Death: +31%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): --
Psionics (10+): +1
Mind Control: +1
Last edited by Ursus on Tue Dec 01, 2015 10:34 pm, edited 18 times in total.
Ursus
 

Re: Ursus (Ursa Warrior Cyber Knight, work in progress)

Postby Ursus » Tue Nov 24, 2015 4:29 pm

Equipment

Bandito Arms Medium Robot Horse
Image
Model Type: RH-1002B Robot Horse
Crew: One humanoid rider with one additional rider possible in emergencies.
M.D.C. by Location
Head —100
Legs (4) _ 100 each
*Main Body — 250
* Destruction of the main body will destroy the bot. Destruction of the head shuts it down. Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%.
Statistical Data
Attributes of Note: P.S. 28 (robotic), P.P. 20, P.B. 9 (14 with hide), Spd. 148; A.I. equivalent I.Q. 9.
Running: Maximum speed of 100 mph.
Leaping: 15' high and 40' lengthwise, with a running start.
Underwater Capabilities: The robot can function in/under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 3 mph. Maximum Depth is 500'.
Dimensions: 5' at the shoulders, 3' wide, 8' long, 1,200 lbs.
Color of Hide: Mustang: various shades of brown and grey; solid color with highlights on lower legs. Pinto: Also known as the Paint Horse or Calico, it is distinguished by its "blotches" of color, typically Ovaro (one basic, solid color brown or grey with large splashes of white) or Tobiano (white overall color with small splashes or blotches of brown or grey).
Power System: Nuclear, average life of 15 years.
Cargo: Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 1400 pounds (630 kg). The robot horse can pull up to five tons!
Cost: 5.2 million; sometimes on sale for 10-20% less.
Weapon Systems: None.
Combat Data
Number of Attacks: 3
Bonuses: +2 on initiative, +2 to strike, +4 to dodge when running, +2 to roll with impact.
• Restrained Hoof Strike: 1D4 M.D.
• Full Hoof Strike: 1D6M.D.
• Rear Kick/Power Kick: 2D6 M.D.
• Stomp: 1D4 M.D.
• Running Body Block: 1D4 M.D.
• Head Butt: !D4xlOS.D.C.
• Bite: 6D6 S.D.C.


Carried/In Hand


Worn on Person
Traveling clothing
Titan Plate Armor
Image
M.D.C. by Location
• Helmet: 70
• Arms: 80 each
• Legs: 100 each
• Main Body: 195
Modifiers: For wearers with a normal P.S. of 40+ or a supernatural P.S. of 25+, reduce speed by 10% and the character is -15% to prowl and -5% to other physical skills. Weaker characters reduce speed by 40% and are -30% to prowl, and -15% to other physical skills. Characters weaker than P.S. 25 normal or P.S. 20 supernatural can not wear this armor.


Utility Belt
Vibro-Knife
Image
Damage: 1D6 M.D.
Gas Mask & Air Filter
Tinted Goggles
Silver cross
Non-Secure Black Card: 3500 credits

Backpack
First-Aid Kit with extra bandages
Food rations (21 meals)
Geiger Counter
Dress clothing
Black clothing

Stored in Vehicle
Last edited by Ursus on Sun Nov 29, 2015 12:47 am, edited 3 times in total.
Ursus
 

Re: Ursus (Ursa Warrior Cyber Knight, work in progress)

Postby Ursus » Tue Nov 24, 2015 4:58 pm

Background Story

Fate decreed that Ursus be born into his role as a cyber knight. That's why it bothers him so much that he feels like he's let down the universe by failing at it. His parents were free born mutants that deserted a CS squad together totry and make a life for themselves in the Pecos Badlands. They made friends with a traveling cyber knight that made the rounds of some villages there to try bring some law and order. He took Ursus under his arm as a twelve week old cub when the CS finally came for his parents. Sir Routha was the man's name and he came up with the idea of calling his new foster charge Ursus Major after the bear constellation. With a cyber knight as a foster parent it shouldn't surprise anyone that he grew up with the principles of the order and the code of chivalry as a text book on how to live his life. As he grew up he was made to stand on his own two feet and was never a spoiled child. Everything came difficult and he was always left to learn his own lessons. When he was old enough he went out with his foster father and supported him by carrying a rifle. He earned his place at Lord Coake's monastery on his own as first a squire then as a full apprentice to his foster father. Sir Routha looked on with pride as he received his title and became Sir Ursus Major and for awhile the two adventured together in their familiar territory of the badlands.

A year or so after Ursus became a full fledged knight he left Routha's company and struck out on his own. Shortly after that the CS-Tolkeen war began. When their order became fractured and many cyber knights set out to join Tolkeen's army Ursus didn't know what to do. So like any good son he asked his father. Sir Routha told him that nothing good could come of his going there to fight. Just more suffering for everyone. Like any young person he thought he knew better than his father and went off just to be caught up in the madness of the sorcerer's revenge. After being forced to fight alongside demons and seeing the corruption of other knights he deserted again. The blood lust crazy Tolkeen demons were not as forgiving as his fellow knights and didn't just let him go. They ambushed him with a demon hit squad in the middle of the night and he won the fight but it left him badly scarred. Though maimed he tried as best he could to guard and help refugees for the remainder of the war.

After the war Ursus was a bit of a broken man. Too proud to go back home and too upset to go back to do-gooding. The only thing he knew how to do was fight well so a fighter he became. He dropped his title and just answered to Ursus Major for awhile. His mercenary friends thought it would be funny to call him Major Ursus instead and even that got shortened to just Major soon enough. He hopscotched between groups for a couple of years and then went to work for the famous mercenary unit Robot Control. He made many good friends but that became sour after awhile too and the call of chivalry made itself known. Working as a mercenary was alright but it didn't stimulate him. He needed to fight for justice not pay. So he left Robot Control and is trying to find a job that will let him do this without becoming a practicing knight again. He is thinking about going to work out in the open as a cyber-knight again but that would mean telling his order and his foster father where he was and that is what he fears the most. Most of all he doesn't know if he can even totally live by the code again. Tolkeen has tainted him and made him feel like there isn't anything like true goodness left afterall. The things that he saw his own cyber knights doing alongside demons and calling it justice have changed his idea of justice forever.
Last edited by Ursus on Sun Nov 29, 2015 12:34 am, edited 2 times in total.
Ursus
 


Return to Character Archive

Who is online

Users browsing this forum: No registered users and 1 guest