Twitch - Phreaker Military Grunt

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Twitch - Phreaker Military Grunt

Postby Twitch » Tue May 24, 2016 11:50 am

Player Name: Ben
YIM Handle: MaxTheBearEU

Character Name: Twitch
Alias: "Dog Archer of the Outback (Aboriginies)", "That Damn Dog (Raiders)","The Dog" (General Purpose) ,"Mutt" (A Term of endearment among his friends) ,"Stop That!","Get Back Here!" (Most of humanity)
Race: Phreaker Military Grunt (Mutant power replaced with crazy conversion)
O.C.C.: Phreaker Military Grunt
Alignment: Abberant
XP Level: 3
XP Points: 6,913 (Ned 2 Feb 2017)
Next Level @ XP: 8,561 (Use Crazy XP Table from RUE)
Sentiments/Non-Humans: He'd be a moron to judge them heavily considering how he looks. He's found 'pure' humans are usually the most judgmental of all but doesn't hold that against them.
Sentiments/Cities: Melbourne might be okay? Might, but he doubts it. Sydney can f--k itself with an iron spiky burning thing. All he wanted to do was serve his city and protect his people and they forced him into brain surgery and made him what he is.
Sentiments/Aborigines: These people accepted Twitch and he became pretty good friends with them. Even learned to speak their language. They took him in after he went AWOL from Sydney. Good people by and large, to be trusted. There was no questioning from them despite his appearance and what Melbourne did to him. They always treated him as a person and he has a soft spot for them in return. Their lands are 'home' to him and where he'll go to 'retire' if he ever lives long enough.
Sentiments/Raiders: In a world where might makes right, Twitch is usually pretty high up the food chain. Truth is though, he could care less about the pecking order. Raiders aren't always bad people. Often times people are down on their luck or born into it. The outback is a f----d up place and people do what they have to do to survive. He doesn't cotton to murder or stealing without a fair fight though.
Sentiments/Tires: OhMyGod IsThatATire?ILoveYouILoveYouILoveUou.. *chewchewchewchew*

Disposition: Varies by the moment. Sometimes boisterous, sometimes quiet and surly. Suffers from a number of strange 'quirks' but is in general very loyal to those he considers his friends. Quite dog like in personality. Very intelligent and eloquent and has a way with words.
--- Phobia: Ailurophobia, fear of Cats
--- Affective Disorder: Death Wish
--- Power By Association:. Something to chew on. Spent a lot of his formative time in the company of a songjuicer. After watching him extracting raw magic energy from objects, Twitch has come to believe that he is doing the same thing via chewing. If he doesn't chew on things often enough he will lose his powers. Beyond that, chewing keeps him fueled with magic energy and relaxes him. Has a fondness for vehicle tires and parts but not required.
--- Quirk: Prefers to urinate on things rather than out in the open. Occasionally prone to feeling the need to mark his territory.
--- Quirk: Suffers erratic facial tics. The more upset or excited the worse they are.

I.Q.: 22
M.E.: 10
M.A.: 21
P.S.: 30
P.P.: 31
P.E.: 19
P.B.: 7
Speed: 30

P.P.E.: 25
I.S.P.: 32
H.P.: 43
S.D.C.: 152

Age: 20
Sex: Male
Height: 6'10
Weight: 300 Lbs
Description: A bipedal mutant animal. Appears to be a canine, especially in the face. A german shepherd to be exact. Rest of the body is humanoid down to hands. Covered with short fur.

Natural Abilities
Perception Bonus: +3
Charm/Impress: 0%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 270 lbs
Max. Carrying Weight: 600 lbs
Max. Lifting Weight: 1200 lbs
Max. Jumping Ability: 30 feet long, 15 feet high

Racial & Special Abilities
Enhanced Sense of Smell (Mutant Dog): Can identify and track odors/scents at 40%+5% per level of experience. (Currently 50%)
Enhanced Sense of Smell (Crazy): The character can instantly recognize odors (01-65%), recognize a person by scent like a dog (1-25%) and even track by smell if the scent is not more than two hours old.
Super Endurance: Can lift and carry twice as much as a normal human and last 10 times longer before feeling the effects of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only four hours of sleep a day to function at full capacity.
Increased Strength: PS is considered augmented.
Heightened Reflexes and Agility: +20% to maintain balance as applied from skills like acrobatics and gymnastics. (Not factored into skills)
Enhanced Vision: Perfect 20/20 vision and exceptional long range, hawk-like vision. Can read a small sign or recognize a face from up to two miles (3.2 KM away) when he concentrates.
Enhanced Hearing: The Crazy can hear a whisper or a twig snap under someone's boot 300 feet (90 M) away.
Enhanced Sense of Taste: The character can taste for a specified flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or is spoiled. 01-55%, +20% if the chemical has a telltale taste or odor.
Enhanced Sense of Touch: The character can recognize very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as art, demolitions, palming, picking locks, electronics, etc.
Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of physical pain will impair the crazy until he is down to 10 hit points or less. At that point the warrior will suddenly realize his condition and begin to feel the effects of his injuries. However, see bio-regeneration.
Bio-Regeneration: Somewhat different than the psionic power. The crazy must stop fighting and slip into a meditative trance. While in the trance he is completely helpless and cannot move or take any action. All of his concentration is being focused into an accelerated bio-feedback program that will restore 2d6 hit points and 3d6 sdc, stop bleeding and close wounds in 2d4 minutes. An extended period of bio-regeneration over six hours will restore all SDC and an additional 4d6 hit points.

Bionics & Cybernetics
M.O.M. Implants -> Skull & Brain.

Psionics - Minor
Sense Magic (4)
See the Invisible (4)
Sixth Sense (2)

O.C.C. Skills
English: 105%
Literacy: 73%+5%
Basic Math: 73%+5%
Military Etiquette: 73%+5%
Radio: Basic: 73%+5%
Pilot: Hovercycle: 99%+3%
Pilot: Automobile: 82%+2%
Read Sensory Equipment: 58%+5%
Body Building
Climbing: 78%+5%
-Rappelling: 53%+5%
General Athletics
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Weapons
W.P. Chain
Hand to Hand: Expert

O.C.C. Related Skills
Demolitions: 89%+3%
Demolitions Disposal: 89%+3%
Field Armorer & Munitions Expert: 73%+5%
-Basic Mechanics: 48%+5%
Trap & Mine Detection: 53%+5% (+10% due to sense of smell)
-Sense of Balance: 78%+5%
-Walk Tightrope/High Wire: 74%+3%
-Climb Rope: 92%+2%
-Back Flip: 78%+2%
Prowl: 48%+5%
W.P. Archery (Mastery) (Level 1)
W.P. Sharpshooting: Archery (Level 1)
Horsemanship: Exotic - Riding & Care: 38%+1% (Level 1)
Horsemanship: Exotic - Jumps, Tricks & Stunts: 28%+5% (Level 1)

Secondary Skills
Secondary Skills:
Basic Electronics: 48%+5%
Carpentry: 43%+5%
Whittling & Sculpting: 48%+5%
Outback Survival: 70%+2%
Lore: Aboriginal: 33%+5% (Level 1)
Language: Aboriginal: 58%+3% (Level 1)

Combat Data
HTH Type: Expert
Number of Attacks: 6, 7 with Bow
Initiative Bonus: +3 Base, +4 more with bow, +3 more quick draw.
Strike Bonus: +10
Parry Bonus: +14
Dodge Bonus: +14
Auto-Dodge Bonus: +10
HTH Damage Bonus: +15 SDC
Bonus to Roll w/Punch: +13
Bonus to Pull a Punch: +1
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

WP Archery: Master:
Add 20 feet of range to weapon per skill level. (Currently 40)
Strike: +2, Parry: +1, Disarm: +1, Init: +4
Critical Strike on Natural 19 or 20.

W.P. Sharpshooting: Archery:
Trick Shooting: Accurately shoot while riding a horse or a moving vehicle. Strike bonuses are half and a called shot is not possible.
Sharpshooter's "Aimed" Shot: +3 to strike in addition to standard bonuses.
Sharpshooter's "Called" Shot: +5 to strike in addition to standard bonuses, do not use Sharpshooter's "Aimed" shot bonuses as well.
Quick Draw: +3 Init

WP Chain - Strike: +2
WP Heavy Weapons - Strike: +2
WP Energy Rifle - Strike: +1
WP Energy Pistol - Strike: +2

Saving Throw Bonuses
Coma/Death: 23%
Magic (varies): +2
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): 0
Psionics (12+): +2
Save VS Possession: +2
Save VS Toxic Gases: +4
Save VS Drugs: +4
Save VS Disease: +4
Last edited by Twitch on Wed Oct 12, 2016 1:31 pm, edited 35 times in total.
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Re: Twitch - Mutant Crazy (Australia)

Postby Twitch » Tue May 24, 2016 11:50 am


Twitch's Giant Kang
Alignment: Miscreant
Disposition: Aggressive and Excitable. Enjoys eating cattle, horses and people. Dislikes Songlines, enclosed spaces and magic.
Age: 2yrs
Weight: 1320lbs
HF: 8
IQ:4, MA:7, ME:8, PS:27(SN), PP:23, PE:23(SN), PB:12, SPD:63
PPE: 19
MDC: 123
Regeneration: 2d6/24hrs
Lifespan: 18yrs
Combat Bonuses (Does not include PP0
+3 Initative
+3 Strike
+2 Parry
+4 Dodge while Running
+2 Pull Punch/Bite
+3 Roll with Impact
+1 Save vs Poison
+1 Save vs Disesase
+4 Save vs Horror Factor

Hand Carved Longbow
• Range: 640'
• Damage: 2d6 S.D.C or per special arrowhead
• Rate of Fire: As per APM
• Modifiers: None

Old Brass Knuckles
• Damage: +1d6+4 (SDC) to Punch Damage, or allows for MDC power punches without damaging hand.
• Modifiers: None

Homespun MDC Body Armour
Weight: 33lbs (4 kg)
AR: 17 (Applicable only in SDC Combat)
M.D.C. by Location:
• Arms: 15 each
• Legs: 20 each
• Main Body: 60
• Helmet: 30
Modifiers: -15% to Climb, -20% Prowl, Swim, perform Acrobatics and similar physical skills/performance.
Features: None

Carried/In Hand
Padded Gloves

Worn on Person
Dog Collar
Faded Denim Clothes
Large Quiver (Back)(30 Standard S.D.C Arrows, 2 Paralysis Gas Arrows, 2 Neural Disruptor Arrows, 2 Sleep Gas Arrows, 2 Smoke Arrows (Black), 2 Flare Arrows, 10 High Explosive (3d6 MDC) Arrows)
Large Quiver (Belt and Thigh)(15 Light Explosive (1d6X10 SDC) Arrows, 2 Tennis Ball Tipped Arrows, 5 Oil Soaked Flammable Arrows, 5 Tear Gas Arrows, 4 Smoke Arrows (Red), 4 Smoke Arrows (Yellow), 5 Flare Arrows
Utility Belt
Air Filter & Gas Mask
Brass Knuckles

50 Standard SDC Arrows
Old Military Uniform
First Aid Kit
5 Mile Radio Communicator
5 Days Rations
Survival Knife

$713, cash.
Last edited by Twitch on Mon Jun 06, 2016 3:13 pm, edited 10 times in total.
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Re: Twitch - Mutant Crazy (Australia)

Postby Twitch » Tue May 24, 2016 11:51 am

Background Story


A couple of years later ..

Last edited by Twitch on Wed May 25, 2016 7:13 pm, edited 2 times in total.
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