Ben Lawson (Human, Robot Pilot)

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Ben Lawson (Human, Robot Pilot)

Postby Ben Lawson » Sun Feb 14, 2016 3:38 pm

Player Name: Ben
YIM Handle:

Character Name: Ben Lawson
Alias: None (as yet)
Race: Human
O.C.C.: Robot Pilot (Power Armor Pilot MOS)
Alignment: Unprincipled
XP Level: 3
XP Points: 7,126 (30May2016--Augur)
Next Level @ XP: 8,401
Sentiments/Non-Humans: Good and bad can be found in all sentient species. Taken and judged on a case by case basis.
Sentiments/Coalition: Common citizens are fine. Leadership of CS needs a reality check.
Disposition: Laid back and easy going outside of combat. Intense and demanding in combat situations.
Insanity: Neurosis: Thinks he is being followed. Not sure by who or what, but SOMETHING is out there!

I.Q.: 14
M.E.: 9
M.A.: 8
P.S.: 19
P.P.: 26
P.E.: 23
P.B.: 7
Speed: 24

H.P.: 34
S.D.C.: 45
Age: 22
Sex: Male
Height: 6'2"
Weight: 238 lbs.
Description: Pock-marked face and scraggly, uneven facial hair is just enough to make his appearance unsettling. Usually dressed in fatigues.

Natural Abilities
Perception Bonus: --
Charm/Impress: 0%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 69 lbs.
Max. Carrying Weight: 380 lbs.
Max. Lifting Weight: 760 lbs.
Max. Jumping Ability: 9'6" Length; 4'8" Height

Power Armor Pilot MOS Skills
Mathematics: Advanced 70% (5%)
**Sense of Balance 70% (5%)
**Walk Tightrope/Highwire 66% (3%)
**Climb Rope 84% (2%)
**Back Flip 70% (5%)
**Basic Prowl 30%
Navigation 65% (5%)
Pilot: Robots & Power Armor (basic) 82% (3%)
Pilot: Robot Combat Basic (general knowledge)
Pilot: Robot Combat Elite (Flying PA)
Pilot: Robot Combat Elite (Ground PA)
Pilot: Robot Combat Elite (Aquatic PA)
Pilot: Jet Fighter 63% (4%)
Pilot: Combat Helicopter 70% (3%)

O.C.C. Skills
Language: American 94% (1%)
Language: Euro 76% (3%)
Mathematics: Basic 75% (5%)
Body Building and Weightlifting
Climbing 70% (5%)
Computer Operation 60% (5%)
Military Etiquette 60% (5%)
Pilot: Combat Driving
Pilot: Combat Flying
Radio: Basic 65% (5%)
Sensory Equipment 55% (5%)
W.P. Knife
W.P. Heavy MD Weapons
W.P. Energy Rifle
HTH Type: Commando

O.C.C. Related Skills
Literacy: American 60% (5%)
Weapon Systems 60% (5%)
Field Armorer & Munitions Expert (2nd lvl) 55% (5%)
**Basic Mechanics 35% (5%)

Secondary Skills
W.P. Energy Pistol
Pilot: Hovercycles, Skycycles & Rocket Bikes 76% (3%)

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +4
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +1
Other: Karate punch/strike: 2d4 damage, body flip/throw, body block/tackle, backward sweep kick; Kick Attack (1d8 SDC)

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +2
Melee Strike Bonus: +8
Ranged Strike Bonus: +2 (+3 with weapons built into PA)
Parry Bonus: +11
Dodge Bonus: +11
HTH Damage Bonus: --
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +1
Other: Power Armor Body Block/Tackle/Ram: 1d4 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative and one melee attack/action. Counts as two of the power armor's melee attacks.

Robot Combat Data: Elite: Power Armor (Flying)
Number of Attacks: 7
Initiative Bonus: +4
Melee Strike Bonus: +9
Ranged Strike Bonus: +3 (+4 with weapons built into PA)
Parry Bonus: +13
Dodge Bonus: +12 on ground; +15 Flying/leaping
Auto-Dodge Bonus: --
HTH Damage Bonus:
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +6
Bonus to Disarm: +3
Other: Tear/Pry with hands: 1d4 MD, 1d6 MD from Power Punch/Kick (2 attacks)

Robot Combat Data: Elite: Power Armor (Ground)
Number of Attacks: 7
Initiative Bonus: +3
Melee Strike Bonus: +10
Ranged Strike Bonus: +3 (+4 with weapons built into PA)
Parry Bonus: +12
Dodge Bonus: +12
Auto-Dodge Bonus: --
HTH Damage Bonus:
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +6
Bonus to Disarm: +4

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. Knife: +1 Strike (melee), +2 Strike (thrown), +2 Parry
W.P. Energy Pistol: +2 Strike
W.P. Energy Rifle: +1 Strike
W.P. Paired Weapons
W.P. Heavy MD Weapons: +1 Strike

Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionics (varies): --
Horror Factor: +2
Last edited by Ben Lawson on Sat Mar 05, 2016 12:42 pm, edited 19 times in total.
Ben Lawson

Re: Ben Lawson

Postby Ben Lawson » Mon Feb 15, 2016 3:51 pm


Vehicles/Mounts are listed first.

Blue Hawk Power Armor
Model Type: NG-AX19
Class: Armored Flying Infantry Assault Suit
Crew: One
M.D.C. by Location:
Folding Wings (2) – 80 each
Main Rear Jets (2) – 50 each
Aquatic Propulsion System – 60
* Lower Maneuvering Jets (4; two per leg) – 20 each
* Ion Rifle – 50
* Wing-Mounted Light Torpedoes (4 per wing) – 15 each
* Forearm Blades (2) – 25 each
* Searchlights (3, belly) – 8 each
Arms (2) – 50 each
* Hands (2) – 15 each
* UEL Cables – 6 each
Legs (2) – 90 each
** Head – 70
*** Main Body – 200
* All areas that are marked with a single asterisk are small and difficult targets to hit. They can only be hit when an attacker makes a Called Shot, and even then he is -4 to strike (includes the head)
** Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems:
  1. No power armor combat bonuses to strike, parry, and dodge
  2. The human head is now vulnerable to attack. The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a Called Shot with a penalty of -5 to strike
*** Depleting the M.D.C. of the main body will shut the armor down completely, and the pilot will be vulnerable to attack. Destroying one of the wings makes flight impossible, but the suit can still make jet-assisted leaps.
Running: 60 mph maximum. The act of running does tire out its operator, but only at 20% of the usual fatigue rate thanks to the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 15 feet high or across unassisted by the jet boosters. A jet booster assisted leap can propel the unit up to 100 feet high and 200 feet across without attaining flight, or to make dives into the water 200 feet deep in 4 seconds.
Water: The armor has aquatic propulsion capabilities and can move at roughly 40 mph through the water or it can walk along the bottom of a body of water (max depth 3,000 feet at 5 mph. Maximum Ocean Depth is 3,000 feet.
Flying: The rocket propulsion system enables the Blue Hawk to hover stationary up to 400 feet or fly. Maximum flying speed is 290 mph, but cruising speed is considered to be 100-150 mph. Maximum altitude is limited to 2,000 feet.
Flying Range: The nuclear power system gives the Blue Hawk 15 years of life, but the jet rockets get hot and need to cool after a maximum of eight hours of continuous flight; can fly indefinitely with brief rest stops along the way every 2-5 hours.
Statistical Data:
Height: Approximately 8 feet from head to toe, 9 feet to the top of the propulsion system
Width: 4 feet with wings folded, 14 feet with wings extended
Length: 4 feet, 9 inches
Weight: 594 lbs
Physical Strength: Robot P.S. of 28
Cargo: None
Power System: Solid Oxide (New as of character generation)
Weapon Systems:
1. Ion Rifle: The Blue Hawk’s handheld weapon is a large ion rifle. The gun has the benefit of similar performance below or above the water and is tied into the suit’s power system for ammunition via the UEL system.
    Range: 2,000 feet
    Mega-Damage: 5D6 M.D.
    Rate of Fire: Fires a single blast, each counts as one melee attack
    Payload: Effectively unlimited for UEL tied to a nuclear or Solid Oxide power supply. 40 shots per charge for electric battery versions, 8 shots per standard E-Clip, 16 for long E-Clips
    Note: -2 to strike when firing at submerged targets from the air, no penalty if firing at targets on the surface of the water.
2. Mini-Torpedoes (8): The Blue Hawk’s primary anti-ship and anti-sub weapons are four light torpedoes on each wing, fired into the water while flying or when submerged. The torpedoes take over after that, seeking their target and giving chase with no more need for input from the pilot. For deployments away from the ocean or Great Lakes, the torpedoes can be replaced with minimissiles.
    Range: 5 miles / 1 Mile for Missiles
    Mega-Damage: 2D4x10 M.D. for high explosive or 1D6x10 M.D. for plasma / As per Missile for Mini Missiles
    Rate of Fire: One at a time
    Payload: 8; four per wing
3. Scythe-Forearm Vibro-Blades (2): The Blue Hawk has a retractable Vibro-Blade in each forearm, perfect for mixing it up with sea monsters and Xiticix in close combat, and defenders on the decks of ships
    Range: Close Combat.
    Mega-Damage: 2D4 M.D. per strike in hand to hand combat and speeds of 60 mph (96 km) or less. 4D4 M.D. at speeds of 61-150 mph and 6D4 M.D. for attacks at speeds greater than that. Dive attacks do 4D4+4 M.D. but count as two melee attacks/actions.
4. Handheld Weapons (optional): Any handheld weapon can be used. Energy weapons are the usual choice because they can be powered by the UEL system. An additional side arm, Vibro-Blade, extra grenade reloads, and other gear may be carried on one or two belts around the waist.
    UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the E-Clip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist, from under the armor and to the weapon in hand. One concealed UEL is built into each forearm. No weapon over 1d6X10 MDC may be used.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. Basic or Elite Flying Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition. Damage is based on the Robotic P.S. of 26.
    Restrained Punch – 1D4 M.D.
    Full Strength Punch – 1D6 M.D.
    Power Punch – 2D6 M.D., but counts as two melee attacks
    Power Dive Punch – 3D6 M.D., but counts as two melee attacks and all combat bonuses except to strike are reduced by half, including roll with impact.
    Kick – 2D4 M.D.
    Leap Kick – 2D8 M.D., but counts as two melee attacks.
6. Sensor Systems & Features of Note: All those standard for power armor plus the following.
  1. Infrared Searchlight: 1000 feet
  2. Enhanced Radar: 100 miles; 96 Targets
  3. Enhanced Sonar: 25 miles; 96 Targets. The Mecha must hover stationary above the waves (the cable for lowering the sonar probe is only 25 feet long) or moving at a slow speed (under 20 mph). Sonar readings start to come in after 1D4 melee rounds.
  4. Language Translator: Holds all nine languages of the Americas and can hold 12 additional languages. Can translate 3 voices and two different languages at a time. 1 voice at 98.7% accuracy, 3 voices at 78% accuracy.
  5. Night Vision Optics: 2000 feet
  6. Infrared and Ultraviolet Optics: 1000 feet
  7. Multi-Camera System - Macro and Telescopic: Range: 2 miles; 12x magnification. Can store 100 hours of video and 4,000 still images.
  8. Superior Depth Tolerance: 3,000 feet

*** Currently carrying 6 Mini-Missiles and 2 Torpedoes. 4 Armor Piercing Mini Missiles, 2 Plasma Mini Missiles, 2 High Explosive Torpedoes

Stored in Vehicle

4 Armor Piercing Mini Missiles -- Range: 1 Mile. Damage: 1d4X10 MDC -- Currently Loaded, Inner Wing Pylons
2 Plasma Mini-Missiles -- Range: 1 Mile. Damage: 5d6 MDC. -- Currently Loaded, Inner Wingtip Pylons
2 High Explosive Torpedoes -- Range: 5 Miles, Self-Guided. Damage: 2d4X10 MDC -- Currently Loaded, Wingtip Pylons

Carried/In Hand

Worn on Person

CA-FS1 Armored Flight Suit
Weight: 11 pounds (5.4 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Helmet: 25/25
• Arms (left): 6/6
• Arms (right): 6/6
• Legs (left): 10/10
• Legs (right): 10/10
• Main Body: 22/22
    • 1. Complete environmental battle armor suitable for use in all hostile environments, including space with computer controlled life support system, internal cooling and temperature control, artificial air circulation systems, gas filtration, and humidifier. Requires the addition of self sealing gloves, boots (standard issue), and a helmet.
    • 2. Directional, short range radio built into the helmet. Range is 2 miles (8 km), and it can receive and decode scrambled signals, as long as they are sent on preset channels and encryptions. Built-in loudspeaker; 80 decibels.
    • 3. Wrist Mini-Comp: A multi-purpose miniature computer and display that will indicate system errors within the armor, damage levels, and oxygen supply, as well as direction (compass), time, and date.
    • 4. Built in Tracking Device: To aid in retrieval, the pilot 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.
    • 5. Pilot's Survival Vest:
    On chest of vest
      Pistol Shoulder Holster:
      Ammo Pouch for two E-Clips:
    Along stomach of vest
      Self Sealing Pocket: Compass with mirrored finish on one side (for signalling)
      Walkie Talkie Pouch:
      Self Sealing Pocket: Canteen, beside first aid kit
      Self Sealing Pocket: Space Blanket, (folded up small and compressed) (medium pouch)
      Self Sealing Pocket: First Aid kit with RMK, right side of waist

Standard military fatigues
Jump boots
Survival Knife (strapped to calf)
Cigarette Lighter (in pocket)
Secured Universal Card: 300 credits ((T-Shirt pocket under uniform blouse))
Unsecured Black Card: 5000 credits ((pants pocket))

Utility Belt
Wilk's 325 "Mariner" Pulse Pistol
• Range: 900'
• Damage: 2D8 M.D. or 4D8 M.D. double shot
• Rate of Fire: Single or dual blasts only
• Payload: 12 shots per E-clip, 24 shots per LE-clip
• Modifiers: +2 Strike on Aimed Shot

E-clips x4
Air filter & Gas Mask
Smoke Grenades (2--Blue Smoke)

Flares (4)
First Aid medical kit
Pocket Computer
Dress Uniform
Pictures of family
Basic toiletries
Last edited by Ben Lawson on Thu Mar 03, 2016 2:14 pm, edited 2 times in total.
Ben Lawson

Re: Ben Lawson

Postby Ben Lawson » Tue Feb 23, 2016 1:47 pm

THE STORY OF BEN.....(so far)

Cruising at a couple of hundred feet just fast enough to maintain altitude is a pretty mindless task, allowing one's mind to drift. Drift, and remember...

3 years prior to present day

Ben waited quietly in the small boat, feeling the rain drip from his hat down the back of his shirt. He had been sitting in the boat since before dawn, hidden in the cattails and reeds. This is crap, he thought to himself, suppressing the urge to shake off the excess water. Shouldn't take this long to get a bite! Should have just gone hunting with Seth. But April wants fish, for some reason.

Lifting the pole slightly, he could almost picture the jig wiggling beneath the surface of the murky water, hopefully looking enough like a...well, whatever it was the fish wanted to eat! Shivering slightly, he let a small smile cross his face, remembering the discussion the night before, his little sister's eyes gazing poignantly into his as she repeated her somewhat convoluted logic as to why she wouldn't eat anything with hair. Giving a soft chuckle, he twitched the pole again, almost dropping it in surprise when the pole jerked back! Elated at finally getting a bite, he proceeded to battle the leviathan of the deep, convinced from the strength of the fish that it must be at least a twenty-pounder. Much to his chagrin, after an epic contest, he held a small perch up, hardly bigger than his hand. Giving a weary sigh, he slipped it into the creel anyway. It's not much, but April should be happy. Hopefully Seth had better luck with deer. Beaching the flat-bottomed boat, Ben covered it with the camo-netting and hurried towards the small shack, anxious to get out of the rain.

Barely a half mile from the cabin, he was startled by the sound of a gunshot. That came from the house! he thought, as he quickened his pace. Trotting through the muck and mud, he berated himself for not bringing a gun along. Didn't think about it, he thought. Who brings a gun fishing? But there has been that trouble upriver...but why would raiders bother with a small place like ours? Maybe it is just a bear...Sis is a pretty good shot. His confidence is shaken when more gunshots ring out, echoing down the small river valley. Dropping his pole and catch, Ben began running, slipping in the mud as his worn boots lose traction time and again. His blood runs cold as he hears an angry shout, followed by yet another gunshot. An anguished scream, clearly feminine, spurs him to greater speed. Finally breaking into the clearing surrounding their ramshackle abode, he spies four men gathered in the front of the shack, all armed and dangerous looking. Two sported bloodied sleeves, and he spotted a sixth man laying face-down in the mud by the front door. Not pausing for a second, he barreled toward the men, roaring "APRIL!!!

He doesn't remember much of what happened after. Just the pain of the gunshots, eclipsed only by the pain of seeing his twelve year old sister dragged out of the house, clothing ripped and torn. Too weak to stop the men as they carried off his sister...

Present day

Snapping out of his reverie, he checks his course and makes a small adjustment to keep following the river. Damn good thing that group of mercenaries saw the smoke that day, he thinks to himself, and that they had some pity on a couple of bumpkins. Wouldn't have made it without their doctor. Never thought we would be asked to join up. But sure am glad I did join. Otherwise, how would I have learned to pilot this suit? This thing is my ticket to making some money....enough to hire someone to help me find my sister. I know she is out there...somewhere! Just wish Seth had decided to come with me.

Mentally shaking his head clear, Ben keeps flying, hoping to at least make it close to Merctown before dark.
Ben Lawson

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