Tricia Reznik

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Tricia Reznik

Postby Trick » Mon May 28, 2012 3:14 pm

Player Name: Anna
YIM Handle: silky_anna@yahoo.com

Character Name: Tricia Reznik
Alias: Trick
Race: Human
O.C.C.: Headhunter Anti-Robot Specialist
Alignment: Aberrant
XP Level: 4
XP Points: 9571 (ARCHIE 2/17/14)
Next Level @ XP: 18, 601
Sentiments/Non-Humans: Has had mostly good experiences with D-Bees and accepts them as equals without doubt or suspicion. Suspicious of creatures of magic and supernatural beings.
Sentiments/Coalition: Sad about the CS. The character has seen soldiers defy orders to do the right thing, and recognizes the CS has done many good things for many humans. Its potential for good is tremendous, but believes Emperor Prosek and the government that serves him are evil. They are the ones responsible for the crimes the Coalition has committed against others. Suspicious and cautious about the CS.
Disposition: All around good person. Kind, generous, compassionate, positive.
Insanity: Multiple Personality Disorder (RUE, p.59)
  • Name: Anna
  • Alignment: Unprincipled
  • Disposition/Personality: Coward
  • note: this is how Tricia sees herself if she hadn't become a soldier as her father wished. It's a way to live out her dream safely and to escape the horrors of war (bad things aren't happening to Anna, only to Tricia).

ATTRIBUTES
I.Q.: 12
M.E.: 14
M.A.: 18
P.S.: 16
P.P.: 23
P.E.: 17
P.B.: 21
Speed: 18

PHYSICAL DATA
P.P.E.: 10
H.P.: 31
S.D.C.: 58
Age: 23
Sex: Female
Height: 5'8" (5'10" en pointe)
Weight: 110 lbs.
Description: Short bleached blonde hair, blue eyes, tall and skinny but well-defined muscles - a dancer's body

Natural Abilities
Perception Bonus: +2
Charm/Impress: 55%
Invoke Trust/Intimidate: 50%
Max. Encumbrance: 160 lbs.
Max. Carrying Weight: 160 lbs.
Max. Lifting Weight: 320 lbs.
Max. Jumping Ability: 8' long /4' high

Special Abilities
Insatiable Desire to learn
Can make skill selections from any skill categories but gets NO bonuses to ANY skills. Also gets 3 additional skills at level 1 and one at every level.
O.C.C. Abilities:
  • 1. Fanatic Robophile: 73% +3% per level of experience.
  • 2. Hotwire Robot Vehicles & Power Armor: 59% +3% per level of experience. Two rolls are required.
  • 3. Triple Damage against Robots when a "natural," unmodified 18, 19 or 20 is rolled on an Aimed Shot. This applies only to robots and not power armor exoskeletons.
  • 4. Maximum Performance: Reduce penalties for stunts and trick piloting maneuvers by half and increase the speed of power armor, vehicles and robot vehicles by 5%.

O.C.C. Skills
Native Language: Euro 98%
Language: American 75% (+5%)
Literacy: Euro 55% (+5%)
Literacy: Techno-Can 45% (+5%)
Literacy: American 45% (+5%)
Math: Basic 60% (+5%)
Basic Electronics 45% (+5%)
General Repair & Maintenance 50% (+5%)
Computer Operation 55% (+5%)
Radio: Basic 60% (+5%)
Surveillance Systems 45% (+5%)
Pick Locks 45% (+5%)
Find Contraband 38% (+4%)
Demolitions 69% (+3%)
Demolitions Disposal 66% (+4%)
Pilot: Robots & Power Armor 65% (+3%)
Pilot: Robot Basic
Pilot: Robot Elite Mecha-knight
Pilot: Robot Elite Triax Hopper
W.P. Heavy Mega-Damage Weapons
W.P. Handguns
HtH: Martial Arts

O.C.C. Related Skills
Dance 55% (+5%, professional quality)
Perform 45% (+5%)
Running
Prowl 40% (+5%; 3rd level)
W.P. Paired Weapons (2nd level)
Boxing (2nd level)
Gymnastics (2nd level)
*Sense of balance 53% (+3%)
*Work parallel bars & rings 63% (+3%)
*Back flip 72% (+2%)
*Climb rope/rappel 62% (+2%)

Sensory Equipment 30% (+5%; 1st level)

Secondary Skills
W.P. Sword
W.P. Shield
W.P. Energy Rifle
Body Building & Weight Lifting
Aerobic Athletics (2nd level)
Fencing (2nd level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +1 (+2 vs robots & powered armor)
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +1 (+2 with kicks)
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Punch: 1D4
Karate Punch: 2D4
Elbow: 1D6
Kick: 2D6
Knee: 1D6
Entangle: as described
Body Block/Tackle: 1D4
Body Flip/Throw: 1D6
Power Punch: x2 damage, 2 APM
Power Kick: x2 damage, 2 APM
Any Foot Attack Except Jump Kick

Robot Combat Data: Basic
Number of Attacks: 7
Initiative Bonus: +1 (+2 vs Robots & PA)
Melee Strike Bonus: +7
Ranged Strike Bonus: +0
Parry Bonus: +10
Dodge Bonus: +10
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +4
Bonus to Disarm: -

Robot Combat Data: Mecha-knight
Number of Attacks: 8
Initiative Bonus: +3 (+2 vs Robots & PA)
Melee Strike Bonus: +8
Ranged Strike Bonus: +2
Parry Bonus: +12
Dodge Bonus: +11/+14 while flying/leaping
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +7
Bonus to Disarm: +2

Robot Combat Data: Triax Hopper
Number of Attacks: 8
Initiative Bonus: +3 (+2 vs Robots & PA)
Melee Strike Bonus: +8
Ranged Strike Bonus: +2 total
Parry Bonus: +13
Dodge Bonus: +12/+15 while flying/leaping
Auto Dodge Bonus: +2 while traveling by power leaps
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +7
Bonus to Disarm: +2

Weapon Proficiencies
W.P. Heavy Mega-damage Weapons +2 to strike
W.P. Handguns +2 to strike
W.P. Energy Rifle +2 to strike
W.P. Sword +3 to strike, +3 to parry, +1 to throw
W.P. Shield +1 to strike, +2 to parry
W.P. Paired Weapons

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +0
Psionics (15+): +0
Horror Factor: -2 to save
Electrocution: +2
Impervious to Horror Factor of Robots, Cyborgs, Power Armour, Mechanical Looking Opponents.
Last edited by Trick on Mon Mar 10, 2014 1:32 pm, edited 14 times in total.
Trick
 

Re: Tricia Reznik (needs approval)

Postby Trick » Tue May 29, 2012 5:07 pm

Equipment

T-21 Terrain Hopper left behind at EI base
Image
M.D.C. by Location
☞ Rear Jet Pack - 50
☞ Chest Light - 2
☞ Helmet - 60
☞ Main Body - 170
Statistical Data
☞ Running: 40 mph
☞ Leaping: 15' by 15' or 200' by 200' with thrusters
☞ Flying: 100 mph, altitude ceiling is 200'
☞ Power Jumping: 170 mph
☞ Height: 7'
☞ Width: 3'
☞ Length: 2'6"
☞ Weight: 100 lbs.
☞ Augmented P.S.: 20
☞ Power System: Nuclear - 10 years
☞ Color: Dark gray
Sensors, Optics, & Equipment
☞ Radar - Range: 30 miles, can track 48 targets
☞ Telescopic Sight - Range: 6,000', 2x to 20x magnification
☞ Passive Night Sight - Range: 6,000'
☞ Thermal Imaging - Range: 6,000'
☞ Infrared - Range: 6,000'
☞ Ultraviolet - Range: 6,000'
☞ Polarized Light Filters - Reduce glare
☞ Internal Language Translator - 98.7% accurate (see page 48 Triax & NGR for language list)
☞ External Audio Pick-up - Range: 300'
☞ Loudspeaker - Range: 4,000'
☞ Internal Oxygen Supply - 12 hours
Integral Weapon Systems: None
Modifiers: +4 to flying/leaping dodge,+2 to dodge, +1 to parry, +1 to ranged strikes


Kittani K-30 Ion Pulse Riflecarried
Mega-Damage: 4D6 M.D. per single shot, or 1D6X10+6 per multiple pulse (three simultaneous shots).
Range: 1000'
Payload: 15 for standard e-clip or 30 shots for a long e-clip.



Worn on Person
Bushman EBA
Image
M.D.C. by Location
☞ Helmet: 50
☞ Arms: 30 each
☞ Legs: 55 each
☞ Main Body: 60
Modifiers: -15% penalty to movement & physical skills

Pilot's flight suit
Lacy panties

Utility Belt
4 Standard e-clips
.45 Colt Commander
Image
☞ Range: 200'
☞ Damage: 4d6
☞ Rate of Fire: Single shots only
☞ Payload: 10-round box magazine

3 spare magazines (.45)

Backpack
Two sets of street clothes
Black paint stick for covert operations
Portable tool kit
Automatic Lock Pick/Release Gun
Lock pick kit
Doctor's stethoscope
Electro-Adhesive Pads
PC-3000 hand-held computer
FDD pocket audio recorder/player
Soldering iron
Box of disposable plastic gloves (100 per box)
Three weeks of freeze-dried combat rations
and some personal items

Large Satchel
Pocket laser distancer
Pocket flashlight
Pocket (signal) mirror
Infrared distancing binoculars
Tinted goggles
Air filter
Canteen

Secure Universal Card: 1,560,000 credits ARCHIE 3 3/31/13
Secure Universal Card: 3920 credits
Non-Secure Black Card: 6,000 credits

Requsitioned Equipment
Round M.D.C. Metal Shield carried or stowed in group vehicle
Image

• M.D.C.: 85
Modifiers: +3 to Parry.


Vibro-Sabre horizontal back sheath; small of the back
Image
Damage: 2d6 MD

NG-IP7 Ion Pulse Riflestowed in group vehicle
Image
• Range: 1,600 feet
• Damage: Single shot: 3D6, Three shot Burst: 1D4x10
• Rate of Fire: Standard
• Payload: 8 shots/E-clip, 30 shots/LE-clip, 180 shots/Power Pack
• Extra Ammo: 4 Long E-Clips


CFT “Auto-Shooter“ thigh holster
Image
• Range: 300’
• Damage: 3D6 M.D.
• Rate of Fire: Single shot or Automatic.
• Payload: 10 shot Magazine.
• Extra Ammo: 2 Magazines and 70 rounds


Sig Sauer P226 9 mm Pistolkept in backpack
Image
• Range: 150’
• Damage: 3D6 S.D.C.
• Rate of Fire: Standard
• Payload: 15 shot Magazine
• Extra Ammo: 2 Magazines, 90 rounds of ammo.


2x Fragmentation Grenadeon utility belt
• Damage: 2D6 M.D.
• Radius: 20’.


2x Smoke Grenade on utility belt
• Radius: 20‘ to 40‘.
• Penalties:-5 strike, parry and dodge. -1 initiative. Attackers shoot wild through it)


2x Medium Fusion Blockin large satchel
Image
☞ Damage: 2D6x10 M.D. to 10 foot (3 m) blast radius.

2x Light Fusion Blockin large satchel
Image
☞ Damage: 1D4x10 M.D. to 10 foot (3 m) blast radius.

Ear Mic Radio Transceiver and Receiverin backpack; worn if out of armour
Monocle Pocket Night Viewer w/ Integrated Thermo-imager in large satchel
• Range: Night Viewer: 800’; Thermo-Imager: 1,600’

NG-S2 Basic Survival Packkept in group vehicle
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 Adheasive 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.
• Bar of soap & washcloth
• Canteen & Food Rations Bag.


Tablet computer in backpack
NG “All-In-One” Utility Belt (with thigh holster for pistol, and thigh pouches for extra ammo)worn
Last edited by Trick on Wed Apr 03, 2013 2:30 pm, edited 8 times in total.
Trick
 

Re: Tricia Reznik (needs approval)

Postby Trick » Tue May 29, 2012 5:29 pm

Background Story:

Me? Yeah, I know you can tell I'm not exactly from around here. I grew up in the NGR - Munich, in fact. Nice place. You should go some time! I always wanted to be a ballet dancer. I'm not joking! I even trained from the age of 6...but dad...well, he had other ideas. It was bad enough that mom had run off with some well-to-do governor or whatever. But dad was this great hero, a legend, really, and he was damned if he'd let his legacy die. Living with him was living in the shadow of a greatness. It was worse when his little girl told daddy dearest she was going to jump around on a stage while people fought and died every day for the security she took for granted.

You know that pivotal point in life where going one way, you look back and wonder what would happen going the other? Anyway, dad's constant coersion took its toll and I finally joined a loosely NGR affiliated outfit, "Hellbound". It wasn't all bad, heck, I could out run and outlast most of the other recruits - all those years of ballet training really paid off. I even did alright with the hand to hand training and gunnery. It was great to be part of a group and finally have my dad being proud.

When I was sent to the front, my squad was fighting in the monster zone, patrolling, popping some of the heavier stuff the regular NGR infantry couldn't crack. Then one day someone decides to send us to hit one of those damned G-40s and cripple or destroy it...what? Oh, the G-40? Its a giant robot piloted by Gurgoyles. I'm serious, Gurgoyles! So there we were 8 little power armoured people against this enormous stompy metal monster. And ya know what? We did alright...at first. We started all leaping on the thing, hitting its blind spots and what have you. Problem is - the jerk had a bunch of G-20s to protect it!

We...didn't fair so well then...dad always said it was the time that you heard that little voice telling you to run and didn't listen to it that made you a hero. My sergeant always said that only gets you dead!

When they got to me, I knew it was over. I fought as hard as I could, using their numbers against them, but it was only a matter of time. I should've died then. It wasn't enough that they defeat us, they had to make us suffer, to. I heard the screams of my other comrades. At least I think that it was them. I might have been the only one left.

That's when out of nowhere, there's this noise like a hundred railguns going off at the same time. The NGR must have been tracking us, because it sounded like the world was ending. I passed out from blood loss.

But that's all in the past! Here I am the big 'A', right? I heard some people call me the White Lion. Is that funny or what? Heh. Say, what was your name again?
Last edited by Trick on Wed May 30, 2012 2:25 pm, edited 1 time in total.
Trick
 


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