Richard Black

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Richard Black

Postby Richard Black » Thu Sep 27, 2012 3:16 am

Player Name: Zachary Sims
YIM Handle: z.sims2011

Character Name: Richard Black
Race: Human
O.C.C.: Smuggler
Alignment: Anarchist
XP Level: 3rd
XP Points: 4,221
Next Level @ XP: 8,441
Sentiments/Non-Humans: Doesn’t really mind them one way or another, to him they just expand his potential client pool and allow him to make more money.
Sentiments/Coalition: Doesn’t like them. He doesn’t hate them, but he would prefer to not have to deal with them if it can be avoided.
Disposition: Richard is troubled by his criminal past. He doesn’t like who he was, but it paid the bills. He tries to be a better person, and outwardly he is warm and friendly to those he meets, and tries to do right by them. If he is crossed, his past surfaces, and he does all that is in his power to decimate his crosser.
Insanity: None

I.Q.: 12
M.E.: 19
M.A.: 26
P.S.: 10
P.P.: 30
P.E.: 14
P.B.: 21
Speed: 13

I.S.P.: 38
H.P.: 24
S.D.C.: 30
Age: 23
Sex: Male
Height: 6’ 2”
Weight: 150 lbs
Description: Richard Black is a tall, lanky, man. He has blue eyes, and black hair - which he keeps tapered and neat. He is usually seen with his hands behind his back and a small smirk on his face. He has been called smarmy on occasion, and seems to be generally cocky in how he carries himself, and is always seen with sunglasses and black gloves on.

Natural Abilities
Perception Bonus: +2
Charm/Impress: 55%
Invoke Trust/Intimidate: 90%
Max. Encumbrance: 45 lbs
Max. Carrying Weight: 100 lbs
Max. Lifting Weight: 200 lbs
Max. Jumping Ability: 4 feet high , 11 feet long

(Minor Psionics)
1st Level: Empathy (4), Telepathy (5)

Range: 100 ft. area
Duration: 6 min (+2 / level)
ISP: 4
Saving Throw: Standard; a save vs. Empathy means the psychic cannot get a clear sense of the emotions of that particular person. To save vs. Empathy the person must roll to save once each melee that the psychic is using Empathy. Mind Block will prevent any empathic emanations from the blocked person.
Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love. Feeling for emotions can often be used to establish that somebody or something is nearby, but can NOT be used to pinpoint an invisible or hiding person/creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural creatures. Questioning a person/being while using Empathy can be very handy in establishing how they are reacting to you. In a limited sense, Empathy can be used like a lie detector to see if the emotions match the verbal response. Haunting Ghosts and Entities rarely mask their emotions, thus the psychic can easily tell if one or more is nearby (within 100 ft.) and what it is feeling.
Range: 60 ft. for reading thoughts, 140 ft. for burst transmission
Duration: 6 min (+2 / level)
ISP: 5
Saving Throw: When a character can tell that his mind is being probed he gets the standard throw. If he puts up mind block it will totally nullify the effects of telepathy.
The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character. Limited telepathic communication is also possible. The telepath can send a directed thought or message to one person at a time. The message must be as brief and clear as possible. However, two-way telepathic communication is not possible except between two characters both with telepathic abilities

O.C.C. Skills
Literacy: American 60% (+5%)
Language: American 76% (+3%)
Language: Spanish 76% (+3%)
Language: Euro 76% (+3%)
Language: Dragonese 76% (+3%)
Mathematics: Basic 85% (+5%)
Detect Ambush 55% (+5%)
Detect Concealment 45% (+5%)
Escape Artist 45% (+5%)
Concealment 40% (+5%)
Palming 40% (+5%)
Streetwise 44% (+4%)
Radio: Basic 70% (+5%)
Electronic Countermeasures 55% (+5%)
Cryptography 45%% (+5%)
Computer Operation 65% (+5%)
W.P. Energy Pistol
W.P Knife
Hand to Hand: Basic

O.C.C. Related Skills
Pilot: Hovercycles, Sky Cycles, Rocketbikes 81% (+3%)
Pilot: Hover Craft 65% (+5%)
Pilot: Automobiles 63% (+4%)
Gymnastics (3rd level)
* Sense of Balance 56% (+3%)
* Work Parallel Bars & Rings 66% (+3%)
* Back Flip 74% (+2%)
* Basic Prowl Ability 30%
* Basic Climb ability 25%
* Climb Rope/Rappel 64% (+2%)

Pilot Related: Navigation 50% (+5%)
Surveillance 50% (+5%)
Pick Locks 20% (+5%, 1st Level)

Secondary Skills
Basic Electronics 40% (+5%)
Barter 38% (+4%)
Gemology 35% (+5%)
Appraise Goods 40% (+5%)

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus: +1 when having to do with palming and/or concealment
Strike Bonus: +8
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus:
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +2
Bonus to Disarm:
Kick Attack: 2D4

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 strike
W.P. Knife: +1 strike, +2 parry, +2 strike when thrown

Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +2
Psionics (12+): +2
Last edited by Richard Black on Sat Sep 29, 2012 5:33 pm, edited 4 times in total.
Richard Black

Re: Richard Black

Postby Richard Black » Thu Sep 27, 2012 3:21 am


NE-HC-120 "Shadow" Stealth Combat Hovercycle
Crew: One rider; no space for passengers
MDC By Location
• Large Hover Jet (2; rear): 90 each
• Small Hover Jets (6; undercarriage): 25 each
• Directional Hover Jets (6; tiny and concealed): 5 each
• Side Stabilizing Wings (2; small): 15 each
• Tail Fin: 50
• Forward Headlight: 10
• Forward Particle Beam Turret: 70
• Windshield: 20
• Main Body: 210
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -4 to Strike. This penalty includes attacks on the driver.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Flying: 300 mph but cruising speed is considered to range from 40-100 mph. VTOL capable, it can hover stationary; retractable landing gear. Maximum altitude is limited to about 10,000' and the cycle can handle drops of up to 4,000'. At speeds under 100mph it makes 10% of the sound of a traditional hovercycle. Under 40mph it moves with a barely audible hiss allowing the pilot to use his Prowl skill or Prowl at 33% if the pilot lacks the skill.
Flying Range: Can be flown continuously and at top speed for 36 hours without fear of overheating.
Dimensions: 4'6" high, 3' wide, 7' long, 620 lbs.
Cargo: None
Power System: Nuclear, 20 years of life
Features of Note
• Standard, integrated weapons systems have been removed.
• A 2' wide, 2' long, and 18" tall compartment is concealed in the frame of the hovercycle (-20% to detect).
Stealth System
• The Shadow is composed of radar absorbing materials, has a minimized radar signature about the size of a crow, and IR suppressors to defeat thermal-imaging. Attempts to locate the hovercycle using radar, thermal-imaging (cannot be detected by thermal-imagers at ranges greater then 300') and similar sensory devices incurs a penalty of -50% to the operator's Sensory Equipment skill. Note: To be effective the pilot must also be wearing Stealth body armor or similar suit that masks radar and heat, otherwise sensors will easily key in on his body.
Remote Piloting Feature
• A sophisticated combat program enables the cycle to fly independently, without any pilot, similar to a combat pod. Normally this feature is employed to summon the vehicle to its owner, which makes it excellent for quick getaways and second-story work. To activate this feature the pilot must carry a cigarette lighter-sized remote and homing module. The program enables the vehicle to recognize, locate and avoid targets at a skill equivalent to 86% as well as hide and Prowl at 40% and Land Navigation of 90%.
Sensor & Piloting Bonuses
• The Shadow is equipped with an advanced computerized anti-collision radar that rapidly collates sensory data and displays the information on a heads-up-display. Add bonuses of +2 to Initiative, +2 to Dodge, and +10% to piloting skill.

Worn on Person
Branaghan Duster
M.D.C. By Location:
• Arms: 8 each
• Legs: 12 each
• Main Body: 28
Weight: 6 lbs.
Modifiers: -5% to physical skills such as acrobatics and prowl, -10% to swim.

Dress Clothes
Sun Glasses
Pack of cigarettes Bull True brand 12/12
Non-Secure Universal Card: 600 credits
Non-Secure Black Card: 9000 credits
ID (Richard Black, CS Chi-Town)
Photo of a woman holding a young child, very creased

Utility Belt
NE-RV03 Ripper Vibro-Knife
※ Damage: 2D4 M.D.

NE-6SL Slim-Line "Magnum" Revolver
• Range: 500'
• Damage: 1D4x10 M.D. per each plasma round.
• Rate of Fire: Single shots only.
• Payload: 6 NE-003PC or 12 NE-001PC in a cylinder.
• Modifiers: +1 to strike on an aimed shot.

36 NE-003PC rounds
•6 in gun
•30 in pouch

PC-3000 hand held Computer
PDD pocket audio recorder
Pocket flashlight

Military Fatigues
Full size portable computer
Language translator
Note pad
10 Pens
Gas Mask
Air Filter
Branaghan EBA
M.D.C. By Location:
• Helmet: 40
• Arms: 28 each +8 w/overcoat
• Legs: 38 each +12 w/overcoat
• Main Body: 75 +28 w/overcoat
Weight: armor―15 lbs.; Overcoat―6 lbs.
Modifiers: Heavy plate armor: Fair mobility; -10% to climb, -20% to prowl, swim, perform acrobatics and similar physical skills. Add another -5% to each when the overcoat is worn with the armor. If only the overcoat is worn, the movement penalty is only -5%, but -10% to swim.
Last edited by Richard Black on Sat Sep 29, 2012 5:46 pm, edited 3 times in total.
Richard Black

Re: Richard Black

Postby Richard Black » Thu Sep 27, 2012 3:24 am

Richard Black Backstory

Richard Black grew up as close to a Coalition States citizen as is able to those who reside in the Chi-Town ‘Burbs. He and his mother constantly were scrounging to make ends meet and keep their squalid apartment within Old Town. His mother, Samantha Black, had always dreamed of earning money by working in the factories and eventually moving up to bigger and better things. She had always wanted to live in the nicer and more industrious sections of the ‘Burbs, like New Town, or better yet, to live within the walls. She wanted the best life for her son, no matter what the cost. For a while things were looking up, and the Black family was only a few years, if not a year, of saving away from moving into New Town and starting a better life. Unfortunately, life was not on their side. Samantha Black wasn’t ever a very resilient woman, she was constantly getting sick, and it just became worse the older she got. By the time Richard was 14 his mother was just too sick to continue to work. Richard didn’t know what to do, and his mother’s medical bills were ever rising. In just a few months’ time, the Black family’s savings had been all but depleted, with only enough to live on for a few days. Richard had no clue what to do, so he started to sell their things. It started with the nice apartment, and then slowly their possessions, until he literally could find nothing else to sell that he didn’t need.

Richard had no clue what to do, he was only 14, and that’s when Mr. Marshall showed up to the door of their squalid little studio apartment. He was a tall, broad man, in a black, three piece suit and black bowler hat. Mr. Marshall’s face was kind, but it had been through a lot and was half burned. He came in and sat himself down in the little stool that Richard used for a seat. He inquired many things of Richard, his age, his talents, where his mother was, but the most important thing that was said between the two was whether or not Richard wanted to make some fast cash. Mr. Marshall noted the hopeful look on young Richard’s face and pulled out a small black card. He handed it to Richard and told him if he ever needed more, to just come find him, and with that he was gone, just as quickly as he had come. The first thing Richard did was run to the nearest store. He ran to the counter and asked the shopkeeper how much was on the little card, weaving a story about a birthday present from a distant relative and how he had forgotten how much was on the stupid thing. The shopkeeper happily obliged, talking about how his daughter had the same problem with memory, he swiped it and his eyes widened in surprise. He handed back the little card and in a voice only as loud as a whisper said, “Son, you have ten thousand credits on that little card. Your relatives must love you quite a lot.”

From then on Richard took on a position as Mr. Marshall’s apprentice. Although he hadn’t known from the beginning, Mr. Marshall was nothing more than an alias for Connor Emerson, a renowned thief and smuggler. Connor had recently suffered severe burns to the face, and hated the idea of cybernetic augmentation, so he had taken it upon himself to hire and train a small group of people to supplement his now dwindling income. At first Mr. Marshall had only asked small things of Richard. It was always, “Richard, go fetch this…” or “Richy my boy, I need you to meet this man and get some information from him…” and Richard was paid handsomely. Every week he would return home with plenty of money to pay for his ailing mother and he even had a little on the side for himself. He told his mother he had found a job with a local shopkeeper as a stalk boy, and his mother was very proud of her son. As time wore on, and Richard became older, the money started to be slightly less each time, and the job became more demanding. His pay was always getting cut for “not completing tasks efficiently” or a “training tax”. It finally got so bad that Richard started to dip into his savings once again to help pay for his mother’s ever increasing medical bills.

By the time Richard was 20 he was participating in full on robbery and smuggling operations, for which he was barley rewarded. At times Mr. Marshall even gave him the opportunity to complete some extra work on the side for some cash. Richard was always in the need of money, and had been behind on his payments for his mother’s medical expenses for some time. Usually this extra work consisted of wet-work, or supplying guns to those who wanted them, or smuggling slaves in and out of the burbs to potential buyers. It was evil, terrible work, and - over time- Richard had become oblivious to the horror of it all. Pay was pay, and Richard needed all he could. His mother was constantly getting sicker and sicker, and was always in agonizing pain. Enforcers for the doctors he went to were always coming around, asking where the money was, and usually taking their frustration out on Richard. He would always make up some story to his mother, he fell, he hadn’t been paying attention, he had protected a child; whatever would make her smile in her fragile state.

One night his mother called him in from outside where he was relaxing, as he usually did after a particularly eventful day of work. When he came in she was sitting up in a chair, something she hadn’t done in years. She had him sit down with her, and she told him how proud she was that she had raised such a good child, who had turned into such a decent young man. She talked about how many people let the ‘Burbs get to them, turning to lives of crime in order to make a quick buck, but not her Richard. As he sat there, listening, holding back tears of shame, something in him broke a little bit. As his mother wen t back to her little sleeping pad and fell into a deep sleep, Richard stepped outside. His life and decisions came rushing into his mind, one after another; from running small errands for Mr. Marshall to killing men and women for crossing the boss. He regretted ever action he had ever taken, and he truly despised himself for lying to his mother all these years. With his life weighing heavily on his shoulders he drifted off into a restless sleep.

When Richard awoke, he went to reconcile with his mother. He went over to her little pad and softly shook her on the shoulder. She was cold to the touch. He felt her arms, her face, and moved his head close to listen for her breath. Nothing. Samantha Black had died, proud of her son until her final moments, and deceived for years by her only living family. It was then that Richard finally broke down; despising himself for his deception and his evil actions, furious at Mr. Marshall for ever coming into his life, and missing the only other person to ever love him. He picked his mother up, and left the apartment to find an empty lot. Without money for a formal funeral or grave site, the empty lot a few blocks away would have to do. He dug a shallow hole, and buried his mother. For a headstone he piled rocks in a pseudo-pyramid pattern and used sticks and some twine to form a small cross. He said a few words, and then left. He didn’t have much to his name, except the clothes on his back, as well as a few key pieces of equipment and personal items, and so he left. He knew he had to go away, he knew that he had to reform himself, re-forge his entire image, and pay for what he did. He knew that it would be a long and hard road ahead, but he couldn’t accept letting himself be the way he was any longer. He would use his skills for the betterment of others, in order to make his mother proud, no matter how little he cares for them or about their problems. He knew the one place that accepted everyone, he had heard about it in secret whispers in the night between Mr. Marshall and his friends. He knew where he could start a new life for himself. Richard Black knew that he had to go to MercTown.
Richard Black

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