Helmut

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Helmut

Postby Helmut » Mon Nov 26, 2012 2:52 pm

Player Name: Ryan
YIM Handle: GreyMystik2001@yahoo.com

Character Name: Konrad Reinhardt
Alias: “Helmut”
Race: Human
O.C.C.: Headhunter Anti-Robot Specialist, a.k.a. "Robot Slammer"
Alignment: Anarchist
XP Level: 3
XP Points: 4,501 ((1/31/2013 JAEGER))
Next Level @ XP: 8,601
Sentiments/Non-Humans: Supernatural creatures are bad. D-bees are on a case-by-case basis.
Sentiments/NGR & CS: They make nice toys for me to play with. And break. And play with some more.
Disposition: Daring, likes BIG guns and making things go BOOM, plays loose with rules and can hardly resist a good wager.
Insanity:Obsession: Gambling. His risk-taking nature manifests in his inability to resist a good bet, and he’s won & lost everything more than a few times.

ATTRIBUTES
I.Q.: 12
M.E.: 16
M.A.: 13
P.S.: 26
P.P.: 22
P.E.: 16
P.B.: 8
Speed: 22

PHYSICAL DATA
H.P.: 30
S.D.C.: 52
Age: 33
Sex: M
Height: 6'4"
Weight: 230 pounds of solid muscle
Description: A tall, somewhat unattractive but powerfully built Caucasian man with worn skin and a perpetual five-o-clock shadow but who moves with uncanny grace for his massive build.

Natural Abilities
Perception Bonus:+2
Charm/Impress: 0%
Invoke Trust/Intimidate: 25%
Max. Carrying Weight: 520 pounds
Max. Lifting Weight: 1,040 pounds
Max. Jumping Ability: 13 feet long, 6.5 feet high

Special Abilities
Fanatic Robophile Skill: 73%(+3%/lvl)
In-depth understanding of design, function and military use of robots/power armor. Recognizes at a glance ALL CS, Russian, Triax and other robots and power armor relatively common to Europe. Knows limited information about Japanese power armor/robots and the Mechanoids. Knows manufacturer, date of first release, model variants, original design purpose, other uses/capabilities, weapon systems, sensors, programming (if any), weight speed, cost, all statistical data, maximum capabilities, limitations, strengths, weaknesses, vulnerabilities, design flaws etc. They also know how that particular robot or group of robots is typically deployed and used in combat, what other mechanized units or troops may be used in conjunction with it, what type of operations it is normally assigned to, means of transportation, and similar. The character also knows the robots' maximum capabilities, limitations, strengths and weaknesses — i.e. depth tolerance underwater, speed, any difficulty in handling a particular type of terrain, ammunition capacity/payload, power source and any exterior conduits (cables, etc.) that might be vulnerable, weak joints or other design flaws, and similar things. The Robophile can also accurately assess damage, wear, repair costs and value, as well as diagnose electrical and mechanical problems. He may not be able to fix them himself, but he knows what they are. And can probably pinpoint the problem too, but at-10%. Penalties: -25% when dealing with uncommon robots and power armor, and -40% to evaluate, understand and Operate extremely rare, alien or never before seen robots and power armor.


Hotwire Robot Vehicles & Power Armor: 59% (+3%/lvl)
Can circumvent anti-theft measures and override control systems to enter/seize control of power armor and robot vehicles!

Triple damage vs. Robots (only) on natural 18, 19, 20 via aimed shot.

Maximum Performance: Reduce penalties for stunts and trick piloting maneuvers by 1/2 and increase speed of power armor, vehicles and robot vehicles by 5%.

Bionics & Cybernetics
Multi-Optic Eye (provides +1 to strike with ranged weapons in addition to sensory abilities)
--telescopic: 6,000ft
--macro: 3 ft, 2-8x
--passive nightvision: 2,000ft
--thermo-imaging: 2,000 ft
--light filters

Universal Headjack/ear implant w/ built-in radio (standard 3 mile range to transmit & receive)
Toxic Filter (filters tear/smoke/chemical fumes, 80% vs. poison or nerve gas) & Oxygen Storage Cell (can breathe without air for 30 mins)
Clock Calendar & Gyro-Compass
Skull Case: head has 20 M.D.C.

O.C.C. Skills
Language (Native): Euro (98%)
Language: Techno-Can-- 89% (+1%/lvl)
Language: American-- 79% (+3%/lvl)
Literacy: Euro-- 85% (+5%/lvl)
Literacy: Techno-Can-- 85% (+5%/lvl)
Literacy: American-- 65% (+5%/lvl)
Math: Basic-- 80% (+5%/lvl)
Basic Electronics-- 55% (+5%/lvl)
General Repair & Maintenance-- 65% (+5%/lvl)
Computer Operation-- 75% (+5%/lvl)
Radio: Basic-- 70% (+5%/lvl)
Surveillance Systems-- 55% (+5%/lvl)
Pick Locks-- 60% (+5%/lvl)
Find Contraband-- 48% (+4%/lvl)
Demolitions-- 89% (+3%/lvl)
Demolitions Disposal-- 89% (+3%/lvl)
Pilot: Robots & Power Armor-- 75% (+3%/lvl)
Pilot: Power Armor/Robot Basic
Pilot: Power Armor/Robot Elite--ALL Triax Power Armor/Robots with designation X-##
Pilot: Power Armor/Robot Elite--ALL CS Power Armor with designation PA-##
W.P. Heavy M.D.
W.P. Energy Rifle

O.C.C. Related Skills
Boxing
Pilot: Power Armor/Robot: Elite (taken at 3rd lvl)-- ALL Triax Power Armor/Robots with designation X-###
Pilot: Power Armor/Robot: Elite (taken at 3rd lvl)-- ALL Triax Power Armor/Robots with designation X-####
Pilot Related: Weapon Systems-- 65% (+5%/lvl)

Secondary Skills
W.P. Energy Pistol
Sensory Equipment-- 45% (+5%/lvl)
Gambling-- 45% (+5%/lvl)
Athletics (General, taken at 3rd lvl)
Salvage -- 50% (+5%/lvl)
Running (taken at 3rd lvl)


Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +2 (vs 'bots and Power Armor only)
Strike Bonus: +6
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +9
Bonus to Roll w/Punch or Impact: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other: Kick 1d8; Karate Punch 2d4

Power Armor/Robot Combat Data: (BASIC-applies to ANY robot or power armor without "elite" training)
Number of Attacks: 6
Initiative Bonus: +2 (vs 'bots and Power Armor only)
Melee Strike Bonus: +7
Ranged Strike Bonus: +3 (includes W.P. Heavy & Weapons Systems bonuses)
Parry Bonus: +11
Dodge Bonus: +11
HTH Damage Bonus: by type
Bonus to Roll w/Punch or Impact: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other: body block/tackle

Power Armor Combat Data: (FLYING Elite)
Number of Attacks: 7
Initiative Bonus: +2 (+4 vs 'bots and Power Armor), or +3/+5 in Striker
Melee Strike Bonus: +8, or +9 in Striker
Ranged Strike Bonus: +5, or +6 in Striker (includes W.P. Heavy & Weapons Systems bonuses)
Parry Bonus: +13
Dodge Bonus: +12 on ground, +15 while flying, or +13/+16 in Striker
HTH Damage Bonus: per PS (Striker does 2d6 M.D.C. per normal punch, 3d8 M.D.C. per normal kick, 4d6 power punch/5d8 leap kick)
Bonus to Roll w/Punch or Impact: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +4
Other: power punch, full speed running ram

Power Armor Combat Data: (GROUND Elite)
Number of Attacks: 7
Initiative Bonus: +1 (+3 vs 'bots or Power Armor)
Melee Strike Bonus: +9
Ranged Strike Bonus: +5 (includes W.P. Heavy & Weapons Systems bonuses)
Parry Bonus: +12
Dodge Bonus: +12
HTH Damage Bonus: per PS
Bonus to Roll w/Punch or Impact: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Other: power punch, full speed running ram

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. Heavy M.D. Weapons (+1 to strike)
W.P. Energy Rifle (+1 to strike)
W.P. Energy Pistol (+2 to strike)
All Military Vehicles, Robots and Power Armor: Bonus to strike of +1 due to Weapons Systems Proficiency

Saving Throw Bonuses
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (varies): +1
Electrocution: +2
IMPERVIOUS to Horror Factor vs. Robots, Mechanical Opponents, Power Armor, 'Borgs etc.
-2 to Horror Factor vs Supernatural and Magic
Last edited by Helmut on Thu Dec 06, 2012 7:08 pm, edited 29 times in total.
Helmut
 

Re: Helmut (EURASIA PC)

Postby Helmut » Mon Nov 26, 2012 3:50 pm

Equipment

Worn on Person
PA-08A Special Forces "Striker" SAMAS
Image
Manufacturer: Coalition States (Coalition War Campaign, p. 119) This suit of power armor is repainted a deep red color and all identifying marks have been removed.
MDC by Location:
    Main Body: 325
    Shoulder Wings (2): 80 each
    Wing Mini-Missile Launchers (6): 8 each
    Chest Mini-Missile Launchers (6): 8 each
    Forearms with Missile Launchers (2): 80 each
    Upper Arms (2): 70 each
    Hands (2): 25 each
    Legs (2): 130 each
    Main Rear Jets (2): 60 each
    Lower Maneuvering Jets (3): 30 each
    Intake Jets (2;top): 50 each
    CTT-P40 Rifle: 100
    Head: 90
Physical Strength: P.S. 36.
Speed: Running: 70 mph (112 km).
Leaping: 20 feet (6.1 m); jet assist to 100 feet (30.5 m) high and 200 feet (61 m) across.
Flying: 330mph (528 km); max altitude is 6,000 feet (1,828 m).
Flying Endurance:10 hours of max speed or 24 hours of half speed before overheating.
Bonuses: +1 on initiative, +1 to strike, +1 to dodge.
Weapon Systems:
1. CCT-P40 Particle Beam Cannon:
    Mega-Damage: 1d6x10 per blast
    Rate of Fire: Equal to the number of attacks per melee round.
    Range: 2,000 feet (610 m).
    Payload: Unlimited. Tied directly to SAMAS power supply.
2. Striker-6 Mini-Missile Wing Launchers:
    Mega-Damage: 1d4x10 (armor piercing) or 1d6x10 (plasma).
    Rate of Fire: Single shot or volleys of two, four or six.
    Range: One mile (1.6 km).
    Payload: Six total, currently armed with plasma.
3. Striker-6 Mini-Missile Chest Launcher
    Mega-Damage: 1d4x10 (armor piercing) or 1d6x10 (plasma).
    Rate of Fire: Single shot or volleys of two, three or six.
    Range: One mile (1.6 km).
    Payload: Six total, currently armed with plasma.
4. Striker-8 Forearm Mini-Missile System
    Mega-Damage: 1d4x10 (armor piercing) or 1d6x10 (plasma).
    Rate of Fire: Single shot or volleys of two, four or six.
    Range: One mile (1.6 km).
    Payload: Sixteen total, 8 per arm, currently armed with armor piercing.
Urban Warrior Body Armor
Image
M.D.C. by Location
• Helmet: 35
• Arms: 16 each
• Legs: 30 each
• Main Body: 50
Modifiers: -5% movement penalty. This armor has been painted dark grey.

TX-SSOl Exterminator Shotgun (slung over shoulder)
Image
• Damage: Buckshot does 2d6 M.D. to everything in a 6' radius. Solid slug does 4d6 M.D. to a single target.
• Special: Anything man-sized, including gargoyles, Brodkil, power armor shorter than 16' tall must roll a 12 or higher on a 1d20 to save vs. Knockdown (loss of initiative, takes 1 action to stand up). Those who save stay on their feet, but take an additional 1d6 M.D.
• Payload: 8 rounds, hand loaded.
• Range: 600'

TX-6 Revolver (right leg holster)
Image
• Range: 800'
• Damage: 4D6 M.D.
• Rate of fire: Single shots only
• Payload: 6 rounds

2x TX-6 Speed Loaders with 6 rounds each
infrared distancing binoculars
tinted goggles

Utility Belt
5x high explosive hand grenades (4d6 M.D.C. to 6 ft radius)
lock pick kit
pocket (signal) mirror
FDD pocket audio recorder/player
pocket laser distancer
pocket flashlight
PC-3000 hand-held computer
air filter
canteen

Backpack
black paint stick for covert operations
portable tool kit
Automatic Lock Pick/Release Gun
doctor's stethoscope
Electro-Adhesive Pads
soldering iron
box of disposable plastic gloves (100 per box)
4 lbs. of M.D.C. "plastique" (can be shaped, 2d4x10+20 M.D.C. per pound, 1d6 M.D.C. per ounce)
fake I.D. for Coalition States (Major in CS Army, SAMAS division)
88 TX-6 Revolver rounds (in an ammo box)

Duffle Bag
three complete reloads/E-Clips/drums of ammo
4x Light Fusion Blocks (1D4xl0 M.D.)
3x Medium Fusion Blocks (2D6xl0 M.D.)
2x sets of street clothes
Coalitions States officer's uniform with insignia to match fake ID
a pilot's jumpsuit
3x weeks of freeze-dried combat rations

Credits/Valuables:
Non-Secure Black Card: 22,000 ((3/3/2012 JAEGER))
Last edited by Helmut on Wed Nov 28, 2012 8:56 pm, edited 12 times in total.
Helmut
 

Re: Helmut (EURASIA PC)

Postby Helmut » Mon Nov 26, 2012 4:12 pm

Background Story

Konrad "Helmut" Reinhardt was born to be a Power Armor Commando, blessed with immense natural strength and reflexes. In fact, he had aspired toward this goal for his entire life- soaking up every bit of information he could get his hands on about 'bots and power armor and jumping at any chance to see these awesome machines in action. His childhood friends all had fathers in the NGR military, so he had opportunities to learn the basics of how to pilot most Triax power armor and 'bots with his buddies. He studied hard, learned as much as he could, and... in the end, he got distracted.

In his late teens, Konrad had discovered the second love of his life, and it was incompatible with the first. It began innocently enough- a card game here, some games of chance there. He soon discovered, as did his friends, that he was less risk-averse than most. He began spending all his time- and money- in gambling dens. The problem got worse quickly, as his misguided determination got the best of him and turned into an obsession. His friends, both amazed and discouraged by his single-minded dedication, began calling him "Helmut" due to his hard headed refusal to stop even after 30 hour binges and losing streaks. Then, due to a freak accident, he had to encase his skull in M.D.C. steel, so the name stuck.

What was once an interesting hobby soon began to consume all his spare time, and the gambling debts started racking up. Desperate to continue, and out of cash, he turned to utilizing his knowledge for more sinister aims- that of stealing 'bots and power armor and selling them on the black market. He began small, but found he was very good at what he did. Unfortunately, his skill at gambling was not as good as his skill with 'bots and power armor, and as soon as he began to amass a fortune, he just as quickly lost it.

He began to go after bigger fish- CS and NGR 'bots and power armor. They were the best, and he knew it because he knew every capability of these machines- strengths, weaknesses, schematics- you name it. But, as luck would have it- due to a gambling bet (in which he would be cleared of all debts if he did a certain "job"), he got caught stealing a valuable new prototype from a military base. He had bitten off more than he could chew, and now had to pay the piper. His dreams to join the NGR as a Power Armor Commando were dashed, and he was thrown in jail awaiting trial.

He was contacted by an underground organization interested in his skills while in jail awaiting trial. This underground organization offered to spring him out and get him out of his predicament in exchange for utilization of his skills, and he accepted their offer. On the lam, he was now a wanted man- both by the NGR and his debtors- but, this new group could afford him the opportunities he wanted to play with the big "toys" he so loved, to further develop and expand his piloting skills, and some excitement.

"Helmut" prospered and quickly made a name for himself, becoming the "go-to" guy for defensive strategies and tactics against NGR Power Armor and 'bots when they were encountered during the underground movement's machinations, even brazenly commandeering an unusual suit of CS SAMAS power armor and repainting it so he could call it his own.

Ready to strike out, he actively sought employment and like-minded individuals to associate with. Away from his old playmates and playgrounds, he hoped he could continue to resist the urge to gamble... but for how long?
Helmut
 


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