Simone Helbrect (HOO-RAH!)

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Simone Helbrect (HOO-RAH!)

Postby Simone Helbrect » Thu Jul 26, 2018 12:14 pm

Player Name: John
Hangouts Handle: Garrisonburne

Character Name: Simone Helbrect
Call-sign:
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 3
Rank: E-3/Lance Corporal
Military Occupational Specialty: Chaplain
Alignment: Unprincipled
XP Level: 1
XP Points: 0
Next Level @ XP: 2,100
Disposition: Schemer; gambler who likes to take chances.
Politics: Unity Party: Join the Federation of Allied Races, and both relocate/rebuild and use the A.D.F. to stop the Atorian expansion.
Insanity: Addiction: Stimulants

ATTRIBUTES
I.Q.: 19
M.E.: 17
M.A.: 17
P.S.: 17
P.P.: 24
P.E.: 33
P.B.: 13
Speed: 220 mph

PHYSICAL DATA
P.P.E.: 6
H.P.: 189
S.D.C.: 380
Age: 25
Sex: Female
Height: 5'5"
Weight: 120 lbs
Description: Shoulder length orange/blonde hair with brown streaks pulled into a short ponytail, with tanned freckled skin and bright blue eyes. Simone has a slender build with a moderate bust and average sized hips. Simone when off duty wears loose shirts and rugged pants and hiking boots. Though lately she doesn't seem to get much time off anymore.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Perception Bonus: 40% (+3%)
Charm/Impress: 15%
Invoke Trust/Intimidate: 45%
Max. Carrying Weight: 3,400 lbs
Max. Lifting Weight: 5,100 lbs

Super Abilities
Invulnerability
  • Most physical attacks do no damage whatsoever! This means cold, fire, heat, electricity, lasers, other types of energy, bullets. punches, falls, and so on, do no damage!
  • Supernatural punches, bites and kicks inflict half damage; Extraordinary and Superhuman P.S. attacks do no damage, although they sting a bit.
  • Gases, drugs, chemicals, poisons, toxins, disease and radiation will affect the invulnerable person, but are reduced to half the usual potency (half damage, duration, and effect). Deadly poisons, radiation and disease cannot kill this character, only make him sick.
  • The character is only, truly, vulnerable to psionics, spell magic, magic illusions and magic weapons, all of which have full effect. However, energy type magic, like fire balls, does no damage.
  • The character still needs to breathe and eat, so he can die from drowning, suffocation, or starvation, but he can hold his breath and survive without food four times longer than the average human (hold breath for about 12 minutes; go without food for 80 days).
  • Note: Certain extreme situations like ground zero at a nuclear explosion or Super Nova, and fiery reentry into an atmosphere from space, might hurt or even kill the character (G.M.'s call). However, most crashes, explosions, collisions with vehicles, and free falls from 30,000 feet (9144 m) will not harm the character.
    Also note that while the character may be incredibly difficult to injure and kill, he can be delayed, slowed down and immobilized.
  • Knocking the character into a pit, elevator shaft, off a cliff, etc., will require him to spend time climbing out to get back into action.
  • Pushing him into tar or other sticky gooladhesive will hold him or slow him down. Likewise, he can be imprisoned, trapped and manacled. Dropping 20 tons of brick and concrete from the side of a building on an invulnerable character won't hurt him, but it will take a loooong time for him to dig out - may need outside help to free him and he could be pinned or buried for hours if not days (hope there's an air pocket).

Extraordinary Physical Prowess
    +10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics. acrobatics, climb, etc.
Extraordinary Physical Endurance
    Fatigues at one tenth the normal rate.
Healing Factor
This power provides incredible recuperative abilities and immunity to disease and toxins.
  • Recovers 3 S.D.C. every 10 minutes (1 8 per hour)!
  • Recovers one hit point every 15 minutes (4 per hour).
  • Special superhealing: Can instantly regenerate 4D6 hit points two times per day (24 hour period).
  • Does not fatigue, whatsoever!
  • Resistant to fire and cold; does half damage.
  • Resistant to drugs, toxins, and poisons. When the character doesn't save against them, their effects (duration, penalties and symptoms) and damage are a mere one third normal.
  • No scarring when healed.
  • Broken bones heal completely, without any sign of having ever been broken, at a rate 10 times faster than normal. This
    means a leg fractured in several places will be completely healed in about 8-10 days instead of 11-15 weeks.

Extraordinary Speed
The ability to move and run faster than most vehicles without tiring. It also enables the character to sidestep attacks without losing an attack.
  • Speed 220 mph, plus 20 miles per level of experience!
  • +I on initiative at levels 1, 3, 4, 5, 7, 9, 11, 13 & 15.


M.O.S. Skills
Cryptography 45% (+5%)
Language: Pilian Tongue (Liloqua) 85% (+5%)
Language: Dar' Etsch (Titrana) 85% (+5%)
Literacy: Imperial Trade Tongue 55% (+5%)
Literacy: Pilian Tongue (Liloqua) 55% (+5%)
Intelligence 52% (+4%)
First Aid 65% (+5%)
Psychology 60% (+5%)
Archaeology 45% (+5%)
Law (General) 45% (+5%)
Research 75% (+5%)
Writing 55% (+5%)

Other Skills
Read Sensory Equipment 45% (+5%)
Barter 45% (+4%)
Cook 50% (+5%)
Recycle 45% (+5%)
Prowl 55% (+5%)
Pick Locks 45% (+5%)
Anthropology 35% (+5%)
Astronomy 40% (+5%)
Botany 40% (+5%)
Lore: Alien 45% (+5%)
Salvage 50% (+5%)
Boxing [EP]
Zero G Combat: Elite [EP]
Acrobatics [EP]
    Sense of balance 75% (+2%)
    Walk tightrope or high wire 75% (+3%)
    Climb rope 85% (+2%)
    Back flip 65% (+5%)
    Climbing: 55%

Secondary Skills
Hand to Hand: Expert
W.P. Handguns
Depressurization Training
Art 40%+5%

Basic Skills
Language: Arismal 80% (+5%)
Language: Imperial Trade Tongue 60% (+5%)
Literacy: Arismal 55% (+5%)
Mathematics: Basic 60% (+5%)
Military Etiquette 50% (+5%)
Radio: Basic 70% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +1
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +7 (+10 to dodge by moving, running or diving out of the way.)
Auto-Dodge: +5
Disarm Bonus: +0
HTH Damage Bonus: +2 (+4 to damage for every 20 mph of speed. (Max of 40 mph from standing still)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +4
Other: KO/Stun: Nat 20, Kick: 2d4

HTH Type: Zero G Combat: Elite
Number of Attacks: 8
Initiative Bonus: +2
Strike Bonus: +9
Parry Bonus: +12
Dodge Bonus: +9 (+12 to dodge by moving, running or diving out of the way.)
Auto-Dodge: +5
Disarm Bonus: +2
HTH Damage Bonus: +2 (+4 to damage for every 20 mph of speed. (Max of 40 mph from standing still)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Other: KO/Stun: Nat 20, Kick: 2d4, +10 Speed.

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. Handguns

Saving Throw Bonuses
Coma/Death: +70%
Toxins (15+): +11
Magic (varies): +11
Lethal Poison (14+): +11
Non-Lethal Poison (16+): +11
Insanity (12+): +1
Psionics (varies): +4
Lance Corporal Simone Helbrect EP
HP: 189/189
S.D.C.: 380/380
P.P.E.: 6/6
Conditions: Invulnerability & Healing Factor.
Armor Worn: A.D.F. Light Armor AR: 12; Main Body: 100/100
Weapons Carried: A.D.F. Mini-Lasers Payload: 10/10
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Simone Helbrect
 
Posts: 15
Joined: Thu Jul 26, 2018 12:11 pm

Equipment

Postby Simone Helbrect » Thu Jul 26, 2018 12:16 pm

Gear

Carried/In Hand

Worn on Person
A.D.F. Combat Goggles
A.D.F. Light Armor
A.D.F. Mini-Lasers
Old Arismal Coin on a leather string, worn as a necklace. (One of the first trinkets she ever found)
Image

A.D.F. Standard Issue Modular Battle Harness
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Datapad
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

A.D.F. Standard Issue Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Foot Locker
3 Standard Uniforms
1 Dress Uniform
A battered copy of the Text of Cojo, with many notes in the margins. (A throwback from her Undergraduate days.)
Image
Tattered map of one of the mountain valleys of an unknown planet. (Was going to investigate it before her capture)
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Gear Stats
Datapad
Image
• This portable computer has a back-lit screen and is capable of of many data processing and sharing functions.

A.D.F. Combat Goggles
Image
A.R.: 15
S.D.C.: 25
Features: automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the lenses whenever exposed to light in excess of 35 watts. Can receive and display visual data on the inside of the light emitting polymer lenses.


A.D.F. Light Armor
Image
A.R.: 12
S.D.C. by Location:
--Arms: 50 each
--Legs: 65 each
--Main Body: 100
Weight: 8 lbs. (3.62 kg)
Modifiers: none
Features:
• Non-environmental
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km) integrated into each arm.


A.D.F. Mini-Lasers
Image
S.D.C.: 25
Weight: 1 lb. Each (.45 kg)
Range: 80 feet (24.4 m)
Damage: 2D6 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 10 shot mini E-clip
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Simone Helbrect
 
Posts: 15
Joined: Thu Jul 26, 2018 12:11 pm

Background

Postby Simone Helbrect » Thu Jul 26, 2018 12:16 pm

Background Story

Simone Helbrect is a strange bird even for a survivor of the destruction of Arismal. Born to poor government drones, her parents were laborers in a munitions factory making ordinance for the various military concerns. This life was backbreaking at best, leaving her parents for very little time to actually raise Simone. This left Simone mostly on her own roaming the streets, mostly getting in trouble. Simone was nearly killed because a local gang member didn't take kindly to Simone's smart mouth, she spent several months in the hospital for that one, leaving her parents further in debt.

After her brush with death, Simone decided that her only chance to escape this life was to succeed where her parent's failed. Simone threw herself into her studies surpassing her peers in both knowledge and prestige. Considered to be one of the brightest students in her secondary school, come graduation, Simone was valedictorian and had her choices of universities to go to. Being a tier three Arismal meant that education wasn't free, so Simone buckled down and began to work hard, performing menial labor when she wasn't swamped with classwork. After a few years of university, Simone upgraded to post graduate studies and began to specialize in her chosen field of archeology. She worked under several theological archeologist, helping them try and rediscover the ancient religions of Arismal. The work was just as brutal as university, and coupled with work, Simone took to using stimulants to make up for the lack of sleep, a nasty habit she has yet to kick.

Simone graduated with accreditations in archeology, and was hired on by the group she had been performing her studies with. Simone did well at her job for a few years before her habits came under scrutiny. Stuck with the possibility of being fired and having her privileges revoked, Simone panicked. Simone stole a tablet and a few old scrolls and hopped a freighter off world. Taking some time, Simone eventually found a buyer for the antiquities she had stolen. The payout was more than she had seen in the last few years of school and work. This turned Simone to the life of a rouge archeologist, collecting antiquities and selling them to the highest bidder. The lifestyle was both dangerous and profitable, showing Simone a life she had only read about in high society magazines on Arismal. Sadly all good things come to an end, Simone was captured trying to sell a bust of a long forgotten king to undercover agents. Simone was prepared to be shipped back to Arismal, aboard a military transport that was making the run. It just so happened to be the day Arismal died.

Simone was taken back to what was left of the fleet and placed in custody. She spent several days in the brig while things were being dealt with. After a week Simone was brought before a military tribunal, they read her charges, and considering what had happened, her charges seemed minor in comparison to the near genocide of the species. They gave Simone two options, service or death, to be honest neither seemed to good in Simone's opinion, but Death certainly seemed much worse. Simone being the bright woman she is, figured the Master at Arms was really just being theatrical. So Simone agreed to serve, when the time for a decision for where she would be placed, Simone took to the idea of the Chaplins, it was likely to be low impact and unlikely to see any real combat. This appealed to her staying alive mentality. Humorously enough though, with her past working with theologians and a general ease of dealing with people, Simone turned out to be pretty good at the job. It had some added perks of allowing her to continue studying history even if it was on her own time.

When others ask Simone what she misses about the lost homeworld, she tends to lie and say that she really misses her family. In truth, Simone may seem personable, but her upbringing didn't give her the want or luxury of forging close ties to others. She had already written off her family and former colleagues when she went to University and later ran off to be a fortune hunter. That being said, Simone may be the last historian of Arismal culture left, which is a pretty big thing to think about. Deep down inside, Simone hopes to maybe find more relics of her peoples distant past, made all the harder with the planet Arismal being destroyed as it is.

Note: Was stationed on Liberty Class Transport Opportunity (LCDR Dai Daalman CO)
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Simone Helbrect
 
Posts: 15
Joined: Thu Jul 26, 2018 12:11 pm

Re: Simone Helbrect (HU: Galactic) Inspection Ready

Postby Simone Helbrect » Mon Aug 06, 2018 6:43 pm

Invulnerability
S.D.C.: 4d6*10 = 120
Hit Points: 3d6*10 = 140
P.E.: 1d6 = 4
P.S.: 1d4 = 3


Healing Factor
PE: 2d4 = 5
HP: 2d6+6 = 11


Boxing: S.D.C.: 3d6 = 13
Acrobatics: S.D.C.: 1d6 = 3


M.E.: 1d6 = 4
M.A.: 1d6 = 4
Lance Corporal Simone Helbrect EP
HP: 189/189
S.D.C.: 380/380
P.P.E.: 6/6
Conditions: Invulnerability & Healing Factor.
Armor Worn: A.D.F. Light Armor AR: 12; Main Body: 100/100
Weapons Carried: A.D.F. Mini-Lasers Payload: 10/10
User avatar
Simone Helbrect
 
Posts: 15
Joined: Thu Jul 26, 2018 12:11 pm


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