Max The Bear (CS Ursa Warrior)

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Max The Bear (CS Ursa Warrior)

Postby Max The Bear » Sun Oct 19, 2014 10:21 pm

Player Name: Ben
YIM Handle: MaxthebearEU

Character Name: Max (The Bear, but most people just call him Max)
Alias: Max. Just Max.
Race: CS Ursa Warrior, Grizzly Type
R.C.C.: Ursa Warrior
Alignment: Scrupulous
XP Level: 3
XP Points: 5,316 (Ryu - Feb 2nd/2015)
Next Level @ XP: 7301
Sentiments/Non-Humans: Totally okay. Long as they aren't the ones that hurt people.
Sentiments/Coalition: They used to be my friends but they've tried to kill me so many times that I usually just shoot first now; it makes me sad though.
Disposition: Not very bright, but a heart of gold. He is hulking warrior with a gentle voice most of the time, but is entirely capable of becoming a drooling engine of destruction when the need arises. Has a soft spot for children, sweet things and napping. Almost fearless, but easily led and taken advantage of. Extremely protective of his friends.
Insanity: Obsession: (loves) Honey Max is obsessed with the taste of fresh, natural honey. Will irrationally forsake other priorities to obtain it; borderline psychological addiction. Will knock over and/or uproot trees to get to beehives. Very easily bribed and coerced with it.

ATTRIBUTES
I.Q.: 11
M.E.: 8
M.A.: 9
P.S.: 37
P.P.: 16
P.E.: 21
P.B.: 11
Speed: 26

PHYSICAL DATA
P.P.E.: 3
I.S.P.: 28
H.P.: 114
S.D.C.: 166
Natural A.R.: 16
Age: 9
Sex: Male
Height: 9'3" standing fully erect but almost never does. 6'6" when hunched over in usual posture.
Weight: 1,020 lbs.
Description: A giant bear with a roughly humanoid shape. His build is not unlike a gorilla with shortish legs and long, powerful arms. His head is completely non-human and looks 100% like a grizzly bear. Very wide shoulders and big hands with a comparatively narrow waist that goes down to the shortish legs. Can walk just fine on two legs but prefers to 'lope' on three or four limbs when really up to speed. Outside of his armor, usually only wears a pair of camouflage boxer shorts.

Racial Abilities
Natural climber: Can climb at the base skill of 50%/30%
Natural Swimmer: Fair swimmer with a base skill of 60%
Sprinter: The mutant bear can run at double his normal speed for 1D4 minutes before dropping back to normal speed.
Good sense of smell taste and hearing.
  • The sense of hearing is only a little better than a human's, while the sense of taste and vision (the field of vision is 200 degrees) are about the same as the canine. The sense of smell is a third to half as keen and efficient as a Dog Boy's olfactory abilities, but 10 times better than a human's.
  • Common and strong scents:
    Recognize and accurately identify general/common/known smells, including gaseous odors, food, animals, and the path used by a group of humans, mutant animals, D-bees or monsters, as well as other strong and/or distinctive odors.
    Base Skill: 43% +3% (Currently 49%) per level of experience.
    Range: 100' per level of experience.
  • Identify specific odors:
    Including the scent of specific individuals (specific characters), poisons or drugs mixed into food or drink, unique and usual scents. The mutant must be familiar with the target subject and/or have a piece of clothing, hair, blood, etc., that the character can use as a reference.
    Base Skill: 26% +2% (Currently 32%) per level of experience.
    Range: 25' per level of experience.
  • Track by smell alone:
    This means the mutant bear relies entirely on his sense of smell (blinded so he cannot follow physical tracks/footprints or any other visible trail). This also means that a mutant can sniff his way through total darkness if there is a scent that can be followed and also that the character suffers only half the normal penalties to strike, parry, and dodge when blinded or in total darkness.
    Base Skill: 20%+4% (Currently 28%) per level of experience.

Natural Abilities
Perception Bonus: +1
Max. Encumbrance: 1,020 lbs.
Max. Carrying Weight: 1,800 lbs.
Max. Lifting Weight: 3,600 lbs.
Max. Jumping Ability: 29' high, 61.5' lengthwise

Special Abilities
Sense Psychic and Magic Energy: Same ability as the Dog Boys, but not as developed.
  • Base Skill: 20% +5% (Currently 30%) per level of experience (roll once every melee round). Reduce by half when multiple sources are scattered throughout the sensing range.
  • Range: Sensitivity to a fellow psychic or magic practitioner not using his powers is 20'+5' per each additional
    level of experience. Sensitivity to psionic and magic powers being used is 200'+20' per level of experience. Roll percentile dice every 400' lo see if the hunter is still on the trail. A failed roll means the scent is lost.
  • I.S.P.: None, automatic ability.
  • Note: Cannot Recognize Psychic Scent.
Sense Supernatural Beings: Same as the Dog Boy, but not as acutely developed.
  • Base Skill: 40% +2% (Currently 44%) per level of experience to identify the specific type/race of paranormal creature and includes alien intelligences, gods, demigods, demons, vampires, and dragons. This ability can also detect whether a person is possessed by supernatural beings.
  • Base Skill at tracking by this scent: 15% +5% (Currently 25%) per level of experience.
  • 53% +3% (Currently 59%) per level of experience if the supernatural being is also using psionics or magic.
  • Range: 100' per level of experience to sense the presence of a supernatural being when it is not using any special, magical or psionic powers. Add 1,000' to range when the supernatural force is actively using its supernatural powers, magic or psionics.
  • Duration: Automatic and constant
  • I.S.P.: None, automatic.
  • Note: Close proximity to ley lines and nexus points disrupt the psychic's senses.
Sensitivity to Ley Line energy: Ley lines and nexus points obliterate the Ursa-Warrior's psychic and supernatural sensing abilities and give it a headache. They try to avoid these places. This means the mutant cannot use these abilities to locate magic or supernatural prey or to sense their presence when on a ley line or near a nexus. However, the creature's normal physical senses, especially smell, are not affected and the other psychic abilities are enhanced (as usual). Most mutant bears are leery around places of magic and often show uncharacteristic signs of being nervous and on edge. They are afraid (some are terrified) during Ley Line Storms which actually cause physical discomfort to them the same as Dog Boys — headaches, crackling sounds in their ears, and static electrical build-up/shocks, plus they are two times more likely to be struck by ley line energy and lightning.

Psionics
Major
Enhance Reflexes (Rifter 25, Page 76 - +1 APM, +3 Init, +2 Strike, +3 Parry, +3 Dodge, +2 PP, +15% to phys skills req. balance/coordination) - 10 ISP/2 minutes per level of experience (Note: additional bonuses - +1 S/P/D factored into the above due to additional PP)
Mind Block (+1 to save vs psi) - 4 ISP/10 minutes per level of experience

R.C.C. Skills
Language: American: 80% (+0%)
Radio: Basic: 65% (+5%)
Running
Land Navigation: 54% (+4%)
Wilderness Survival: 55% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy
W.P. Axe
Hand to Hand: Expert

R.C.C. Related Skills
Boxing
Gymnastics
-Sense of balance: 56% (+3%)
-Work parallel bars/rings: 66% (+3%)
-Back flip: 74% (+2%)
-Base prowl: 30%
-Climb Rope/Rappel: 64% (+2%)

Wrestling
W.P. Paired Weapons

Secondary Skills
General Athletics
Lore: Demons & Monsters: 35% (+5%)
Lore: Faeries & Creatures of Magic: 35% (+5%)
W.P. Blunt
Lore: Psychics & Psionics: 30% (+5%, 2nd Level)

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +7
HTH Damage Bonus: +22
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Bite: 1d6 MDC
SN PS Damage: 6d6 restrained, 5d6 M.D. full strength, 1d6X10 M.D. Power Punch

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. Axe: +1 to Strike, +1 to Parry
W.P. Blunt: +2 to Strike, +2 to Parry
W.P. Energy Pistol: +2 to Strike
W.P. Energy Rifle: +1 to Strike
W.P. Heavy M.D. Weapons: +1 to Strike

Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): 0
Psionics (Base 12): +1
Disease: +4
Horror Factor: +8
Last edited by Max The Bear on Sun Nov 23, 2014 5:23 pm, edited 46 times in total.
Max The Bear
 

Re: Max The Bear (WIP)

Postby Max The Bear » Sun Oct 19, 2014 10:42 pm

Equipment

Carried in Hand
Unforged Steeltree Branch (1D6)

Carried on Shoulder Strap
NG-101 Rail Gun
Image
• Range: 4,000'
• Damage: A Burst is 30 rounds and inflicts 6D6 M.D.
• Rate of Fire: Bursts of 30 rounds only
• Payload: As a machine-gun: 300 round belt.
• Weight: Gun: 128 lbs. Power Pack: 80 lbs. One Ammo-Belt: 25 lbs. Case of six belts: 160 lbs.


Worn on Person
Camo boxer shorts, size XXXL.
Extra belt for rail gun slung over shoulder when in armor.
Titan Plate Armor
Image
M.D.C. by Location
• Helmet: 70
• Arms: 80 each
• Legs: 100 each
• Main Body: 195
Modifiers: For wearers with a normal P.S. of 40+ or a supernatural P.S. of 25+, reduce speed by 10% and the character is -15% to prowl and -5% to other physical skills. Weaker characters reduce speed by 40% and are -30% to prowl, and -15% to other physical skills. Characters weaker than P.S. 25 normal or P.S. 20 supernatural can not wear this armor.

(Modified cosmetically by someone from Max's old merc group. Juicer styling replaced with ursine features)

Utility Belt
Vibro-Axe
Image
※ Damage: 3d6 MD
Last edited by Max The Bear on Wed Oct 22, 2014 12:05 pm, edited 34 times in total.
Max The Bear
 

Re: Max The Bear (WIP) - Background

Postby Max The Bear » Sun Oct 19, 2014 11:00 pm

Background Story

Some time ago, Max was born. Now this might not seem a very special thing as everyone is born. However, he was not squeezed out of a muscular tunnel of birthing love. No, Max had the misfortune to have been cobbled together from bits of genetic material that were gathered by the genetic researchers at the Coalition's Lone Star Genetics Facility. This is the famous, infamous really, place where they manufacture Mutant Dogs, Mutant Cats and all sorts of strange creations.

Max just so happened to be one of those strange creations; conceived in a test tub and gestated in an artificial womb. Dogs and cats had been done already. So had bats and apes. Now it had been time to do something else, and Max was the result of genetic tinkering in creating an intelligent and subservient mutant bear -- one of an initial batch of twenty. Overseen by Doctor Desmond Bradford himself, they were supposed to be the new vogue of Lone Star. Soon, a baby had grown into a cub and he was given the name 'Max' by Doctor Bradford. He just knew him as 'The Doctor' of course and had no idea that this softly-spoken man was in charge of the entire CS Facility of Lone Star and one of the most powerful – and manipulative – men in North America.

Time went on, and Max was taught how to speak – although he never quite managed to learn to form eloquent sentences. He always had a particular attachment to this tall black man who liked to play blocks with him and ask questions, even as his brothers and sisters began to disappear. Taken away and terminated by the Coalition when they were judged to be unworthy in one form or another. But Max grew. And grew. And grew. The only thing that bothered him was that he kept feeling like he wasn't really in control of things. He was well fed, and got to play lots of games and stuff. But something was missing. Everything was too regimented. And he had the desire to explore. What he didn't know was that even this early he was special. A pawn of the 'Doctor' and thereby spared some of the constant exposure to CS indoctrination that most mutants received. Max was the property of Desmond Bradford, not Joseph Prosek and his men.

One day, he went through the set of doors that the nice doctor had told him never to go through. Men were there, in black skeletal armor who carried big clubs. He didn't even get a chance to say 'Hi!' before they beat him with them. As soon as he'd been hit a few times, he felt weak and then became unconscious. His first experience with a neural mace.

The nice Doctor came to apologize to him, but said that was what was going to happen if he went through those doors again. So Max didn't go through those doors. A few months had gone by and he was getting bigger and bigger and stronger and stronger. Now his 'teachers' were increasingly making him do physical things. Lift weights, run here and there. Carry heavy things on his back while he was running. And spar with his fellow cubs. He loved that especially. Since he had so many rules to follow, it was nice to be able to romp without needing to control what had become great strength.

Another thing that bothered him was that he was having a hard time controlling his temper. He couldn't explain it. He tried to tell his teacher about it, but they said it was because of who he was. But every time someone made him upset, this red and ugly rage came up from the bottom of his heart. And he had to struggle to control it. Finally though, when he told the nice Doctor about it the Doctor smiled and explained.

"It's because you're an animal, Max. Men don't have that problem. But it's not really a problem for you. You see, that is the bear in you fighting to get out. It's a special gift to you, Max. When men are in trouble, you can get angry. And when you get angry, there is nothing that can ever stop you. We'll teach you how to control it, and when to use it."

More time went on, and eventually Max was taken to a firing range. He didn't realize it, but he was being trained as a soldier. He learned how to shoot lots of big guns, and use lots of weapons with his hands. One day, the nice Doctor told him he had to show some people something.

There were all kinds of men and women in fancy uniforms. One of them really stood out among the others. An older man, with lots of fancy buttons and a balding head. He couldn't help but notice the way others seemed to part around him when he walked and saluted him and gave him all sorts of gestures of respect. Max tried to stand up straight whenever he came near.

The nice doctor came up to stand beside him, and introduced him to this man as "Ursa Warrior Prototype C" and said that he had high marks in all sorts of tests. That made Max happy, because he knew he did well. He was practically glowing before this man.

"I see, Doctor Bradford." The man said, looking up at the towering Max. "You said you had some kind of demonstration?"

The nice doctor nodded, and the curtains parted in the little area to reveal a small tank. "Max, do like I showed you." The nice doctor said. "Okay." The towering mutant said, and drew up and punched the vehicle as hard as he could. He didn't understand why, but a collective gasp came up from the crowd at the ten inch deep dent he put in the armor.

"Superior strength and endurance. Ursa-Warrior Prototype C is capable of engaging in hand to hand combat with supernatural threats. An Ursa-Warrior can match a demon from the Rifts, strength for strength."

"Very good, Doctor Bradford." Said the remarkable man. "Funding will continue." He turned to give Max a long look. Max saluted the remarkable man, and then he was taken away and given a cookie. Later, the nice Doctor came by to tell him what a good job he did.

Time went on and the cub grew into a hulking bear. Almost nine feet tall. Now he had a problem because he couldn't help but notice how people shrank away from him in the hallways. Everyone was afraid of him.

Then one day he met Lieutenant Jax. Lieutenant Jax was supposed to keep an eye on him while he played. He never understood why, but he heard someone say that Lieutenant Jax had done something bad and was being punished. Lieutenant Jax was mean to him. Always calling him a stupid bear and lamenting that he was assigned to work with him. One day, Lieutenant Jax came in with a bottle in his hand and was yelling something about a woman. Max didn't really understand and said something back. Lieutenant Jax got angry and hit Max in the head with his bottle.

That red and angry thing that he'd been trying to keep down since Lieutenant Jax met him came back and before he knew what he was doing he was shaking the Lieutenant and banging him up against the wall. He couldn't stop either, and kept banging and banging and banging until one of the men in armor came and hit him with one of those things that made him go to sleep.

When he woke up, he was in chains in a chair. The nice doctor was looking at him. He realized the nice doctor was very angry. "I don't know what I'm going to do with you." He was saying. "Lieutenant Jax is dead. I'm going to have to destroy you like the others."

"Max didn't mean to hurt the Lieutenant. Lieutenant hit Max with bottle."

"Lieutenant Jax was a poor soldier and inferior genetics. There will be no loss to the perfection of the human race with his death. You were doing that which I made you to do. Afterall, you are an animal." The nice doctor sat down. "I don't want to destroy you. It's not because I care about you, it's because you represent the cumulating of years of work. You had more testing to be done yet but you could have been something special."

"I no understand."

"No, I suppose you don't. Do you? Except . . . . " The nice doctor pursed his lips and ran his fingers through his hair. "The real test is natural selection, isn't it? The real world. Out there are dangers and wonders that we couldn't conceive of here. A better test than a human mind could ever conceive of." He smiled that nice doctor smile that always made Max calm down. "I'm afraid we'll not see each other after this."

"But Max likes the nice doctor."

The nice doctor just smiled and fed him a cookie. And then Max fell asleep.

Max had a dream that he was flying. That he was in a plane and the plane was going across the sky. When he woke up he was all alone in the middle of a big field and he was dressed in the armor he'd gotten to put on a few times and a few basic bits of gear. At first he was confused and then ran around for awhile. But even he knew he'd been abandoned after a few days. Or was it hours?. Or, wait. Didn't the nice doctor say something about a test?

Well, he had to do well didn't he? He said something about a test and . . . . Max couldn't figure the rest out. But if he had to do a test . . . he hunted here and there, and drifted for a few months until he ran into a mercenary unit that asked him to come with them. He came and for the first time ever, saw that people respected him for who he was. Max was strong and brave..... and extremely easily led and convinced, all qualities these men liked. They taught him about armor and weapons and taught him how to survive. Slowly, Max became a little less naive about how the world worked. He discovered something about himself. He was dumb, for sure, everyone knew it, even Max knew it, but he saw and remembered things that most didn't. How that one smell reminded him of those big bugs with swords and sticks, things like that just seemed to stick around in his dense skull.

Something else was important too. Though he wasn't very bright, Max was a good soldier with a good heart. He was always the one who said when something was wrong and no, they had to help someone, and maybe they should do this in his quiet way that didn't seem to fit his nine foot tall frame. Over the years he learned much from these people.

Then one day they got into a big fight and Max was knocked out. When he woke up he was left all alone again. They were apparently near some place called Merctown. His gear was mostly undamaged, it'd been one of those stupid psionic mind melters that had got to him . . but he was now all alone. With nothing else to do, he shouldered his gun and started walking...
Max The Bear
 


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