Captain Graham Aker

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Captain Graham Aker

Postby Capt Aker » Tue Jun 03, 2014 9:24 am

Player Name: EJ
YIM Handle: ejpennine

Character Name: Graham Aker
Alias: Captain Aker, Flag
Race:human
O.C.C.: CS Special Forces
Alignment: Principled
XP Level: 3
XP Points:4,776 --- (Updated Aether 10-4-14)
Next Level @ XP: 8,801
Sentiments/Non-Humans: Some of them are not so bad. As long as they want to try and live peacefully, they could be useful. Those however that do not want to live with humanity are to die a horrible death.
Sentiments/NGR: They should be some of the best allies in this world. I hope they understand the true plight of the world.
Disposition:Because of his beliefs in the non humans, he is a cheerful man who enjoys battle. More than just battle, he wants to find the ultimate truth, the truth that all warriors aspire to.
Insanity: Obsession: Robots

ATTRIBUTES
I.Q.: 14
M.E.: 17
M.A.: 8
P.S.: 15
P.P.: 15
P.E.: 13
P.B.: 22
Speed: 18

PHYSICAL DATA
P.P.E.: 3
H.P.: 18
S.D.C.: 34
Age: 22
Sex: male
Height: 5’ 8”
Weight: 142 pounds
Description: shaggy Blond haired male. He remains clean shaven at all times. He typically dresses in blues, be it his uniform or civilian clothes

Natural Abilities
Perception Bonus: +1
Charm/Impress: 60%
Invoke Trust/Intimidate: N/A
Max. Encumbrance: 150
Max. Carrying Weight: 150
Max. Lifting Weight: 300
Max. Jumping Ability: 7.5 feet long, 3.75 feet high

Cybernetics
Clock Calender
Gyro-compass
Radar Detector
-Accuracy 68%
Oxygen Storage Cell (Lung Implant)
Multi-optic Eye (Left)
-Telescoptic 4.8-30 Magnification, Range 600 Feet
-Maco Lense 2x to 20x magnification, range 3 Feet
-Passive Nightvision: 2000 feet
-Thermo-Imaging: 2000 feet
-Light Filters: Reduces flare
-Targeting Display: Imposes cross-hairs on a target, adding a bonus of +1 to strike with any ranged weapon. Same bonus whether one or two mutli-optic eyes

O.C.C. Skills
Basic Math: 75% (+5%)
Radio Basic: 70% (+5%)
Electronic Counter Measures: 50% (+5%)
Language (American): 98%
Language (Euro): 76% (+3%)
Land Navigation: 54% (+4%)
Intelligence: 50% (+4%)
Streetwise: 44% (+4%)
Lore (Demons and Monsters): 45% (+5%)
Pilot Automobile: 74% (+2%)
Pilot Robots and Power Armor: 72% (+3%)
Robot Combat Elite: Special Forces SAMAS
Wilderness Survival: 55% (+5%)
Climbing: 65%/55% (+5%)
Prowl: 50% (+5%)
Running
Boxing
WP Energy Pistol
WP Energy Rifle
WP Knife
WP Blunt
Hand to Hand Commando

O.C.C. Related Skills
Robot Combat Basic*
Hovercycles: 91% (+3%)*
Robot Combat Elite: Triax Hunter Power Armor*
Robot Combat Elite: Ulti Max Power Armor*
Military Ettiquette: 70% (+5%)
Weapon Systems: 55% (+5%)

Secondary Skills
Literacy (American): 50% (+5%)
Literacy (Euro): 40% (+5%)
Basic Mechanics: 40% (+5%)
Lore (Juicers): 40% (+5%)
Computer Operation: 40% (+5%)
Computer Programming: 30% (+5%)

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +1
Parry Bonus: +4
Dodge Bonus: +4
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +1
Other:
Backward Sweep
Karate Punch/Strike (does 2d4 damage)
WP Paired Weapons

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +2
Melee Strike Bonus: +1
Ranged Strike Bonus: +1 (Weapon Systems)
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm:+1

Robot Combat Data: Ulti-Max
Number of Attacks: 7
Initiative Bonus: +3
Melee Strike Bonus: +2
Ranged Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +1/+2 when in motion, running or leaping
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +1 (giant sized opponent only)

Robot Combat Data: Triax Hunter
Number of Attacks: 7
Initiative Bonus: +2
Melee Strike Bonus: +2
Ranged Strike Bonus: +2
Parry Bonus: +4
Dodge Bonus: +3
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +4
Other: +10% to climb

Robot Combat Data: CS Special Forces SAMAS
Number of Attacks: 7
Initiative Bonus: +2
Melee Strike Bonus: +2
Ranged Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +2/+5 (Flying)
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2

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

Energy Pistol: +1 Strike
Energy Rifle: +2 Strike
Knife: +1 Strike, +2 Parry, +2 Thrown
Blunt: +2 Strike, +2 Parry
Paired Weapons

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +1
Psionics (non-psychic): +1
Horror Factor: +2
Last edited by Capt Aker on Wed Jun 18, 2014 10:36 am, edited 3 times in total.
Capt Aker
 

Re: Captain Graham Aker

Postby Capt Aker » Tue Jun 03, 2014 10:52 am

    Transportation
    Triax X-535 Hunter "Jager"
    Image
    • Class: Ground Infantry Assault Robot
        MDC by Location
      • Hands (2): 60 each (-4 to strike)
      • Forearms (2): 84 each
      • Upper Arms (2): 144 each
      • Legs (2): 144 each
      • Feet (2): 96 each (-4 to strike)
      • Headlights (2, chest): 6 each
      • TX-250 rail Gun (1 or 2): 120
      • Pilot View Port (1): 30 (-9 to strike)
      • *Head & Sensors: 90 (-4 to strike)
      • **Main Body: 360
      • Reinforced Pilot's Compartment: 80
    • Speed
      • Running: 140 mph MAX, 60 mph cruising
      • Leaping: 30' high and across stationary. 40' high and 200' across with running start
      • Flying: Not Possible
    • P.S.: 40
    • Optics & Sensors: Laser targeting, telescopic sight, passive nightvision, thermo-imaging, infrared, ultraviolet, polarization. Distress Beacon to signal emergency extraction. Enemy has 30% chance to trace signal.
      Weapon Systems
        1. TX-250 Maxi-Rail Gun (1 or 2)
        • Damage: 6D6 MD per 30 round burst, 3D6 MD per 15 round burst, and 1D4 MD per single shot
        • Range: 12,000'
        • Payload: 300 Round Clip (10 full bursts). Can purchase a 3000 round drum
        • Bonuses: Own sensor system. +1 to Strike, +1 to Parry and Dodge
        2. Head Guns: Riot Control (2)
        • Damage: 6D6 SDC per 30 round burst, 3D6 SDC per 15 round burst
        • Range: 4,000'
        • Payload: 2000 rubber bullets (66 full damage bursts)
        3. Forearm Mini-Missile Launchers (2)
        • Damage: 1D4x10 MD armor-piercing or 1D6x10 plasma. Frag, smoke, tear gas can be substituted.
        • Range: About 1 mile
        • Payload: 6 total (3 in each arm)
        4. HTH Combat
        • Restrained Punch: 1D6x10 SDC
        • Full-Strength Punch: 1D6 MD
        • Power Punch: 2D6 MD (2 attacks)
        • Crush, Pry or Tear: 1D4 MD
        • Kick: 1D6 MD
        • Leap Kick: 2D6 MD (2 attacks)
        • Power Leap Kick: 3D6 MD (running start, 2 attacks)
        • Body Flip/Throw: 1D4 MD
        • Bonuses: +2 to strike, +4 to parry, +3 to dodge, +4 to roll, +4 to pull punch, +10% climb, +1 action per melee at 1,2,4,7,10 and 14


Secondary Weapon
TX-5 Pump Pistol
Image
• Range: 800'
• Damage: 4D6 M.D.
• Rate of fire: Single shots only
• Payload: 5 rounds, loaded manually


Armor/Protection
T-11 Enhanced Body Armor (Camouflage)
Image
M.D.C. by Location:
• Helmet: 70
• Arms: 60 each
• Legs: 80
• Main Body: 100
Modifiers: -5% to prowl, +6 to P.S., +10 to Spd, +10' to leaps, +10% to climb, reduce rate of fatigue by 50%. Takes 2D4+4 melees to suit-up.


Worn on Person
Cothes on his back

Backpack
3 MREs
5 canteens worth of water
Back Market Card: 1800 credits
Capt Aker
 

Re: Captain Graham Aker

Postby Capt Aker » Tue Jun 03, 2014 10:55 am

Graham Aker was just another spoiled military brat in Chi Town. Born into yet another military family, Graham lived the normal life of a citizen of Chi-Town. When he was 17, he enlisted into the military and fell in love with piloting all manner of mechanically augmented suits, typically the SAMAS Power armor. His aptitude with Power Armor was so astounding, he was able to become a member of the coalition’s Special Forces. When it was time for an envoy to be sent to the New German Republic, Graham, then a Second Lieutenant, signed up.

It was during that time, he rose in rank to the rank of Captain. Also, he trained along side many of the Power Armor troopers of the NGR. Even when outnumbered, Graham loved the battles. It wasn’t like fighting human mages or human-like D-Bees back home. Here, there were real demons and monsters.

Graham also enjoyed the Triax tech. He saw how versatile they were, particularly the Hunters. It was during one particular mission where the unit he was attached to was under attack by a broodkil squad. This squad took out half of the power armor troopers in the first minute of the battle. Graham only had a few seconds to think, so he jumped into the first power armor he could get to and went into battle guns blazing. After the battle, Graham was alone. The last three soldiers in the unit escaped as Graham covered for them. He gave them a message to give his commanders back at their base and to give to those back home, Humanity Forever.

Alone, Graham decided to do more good. He took up the mark of a KIA soldier and now wanders a foreign land destroying the demons he sees the enemy to be.
Capt Aker
 


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