Weiss (Human Robot Pilot)

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Weiss (Human Robot Pilot)

Postby Weiss » Wed Mar 15, 2017 4:17 am

Player Name: Alex
G-Mail: taggartfnh@yahoo.co.uk

Character Name: John Weiss
Alias: Anvil (Callsign)
Race: Human
O.C.C.: Robot Pilot/Headhunter Anti Robot Specialist
Alignment: Scrupulous
XP Level: 5 Frozen
XP Points: 28,161 (13june2018 zoe)
Next Level @ XP: 25,401
Sentiments/Non-Humans: Weiss is very pro non-human, though not to the point of stupidity. He will protect them against bigotry
Sentiments/Coalition: Understands protecting your own, but their us vs them attitude means he will be at odds with them, though he won't go looking for trouble.
Disposition: Generally easy going, but fiercely protective of his family and friends. He'll happy talk to most people and he's a pretty likable guy, though he will tell the odd off color joke.
Insanity: Obsessed with D-bees: considers them equals and supports their cause for justice and equality to an irrational degree, even going so far as to overlook, defend, and try to justify the criminal and even outright evil actions of others if they are D-bees.

ATTRIBUTES
I.Q.: 18
M.E.: 14
M.A.: 13
P.S.: 21
P.P.: 17
P.E.: 16
P.B.: 10
Speed: 18

PHYSICAL DATA
P.P.E.: 6
H.P.: 32
S.D.C.: 54
Age: 37
Sex: Male
Height: 5'10"
Weight: 180 lbs.
Description: Black beard and curly black hair with slightly chapped skin. Generally stands upright. Wears grey military fatigues.

Natural Abilities
Perception: 35%
Charm/Impress: 0%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 380 lbs.
Max. Lifting Weight: 760 lbs.
Max. Jumping Ability: 9' across, 4' high

Bionics & Cybernetics
Clock Calendar
Gyro-Compass

O.C.C. Skills
Land Navigation 68% (+4%)
Pilot: Robots and Power Armor Basic 82% (+3%)
Pilot: Robot Combat: Basic
Pilot: Robot Combat: Elite
--Light Robot (Ground)
Heavy Robots (Ground)
Light Robot (Flying) (2nd Level)

Tanks & APCs 56% (+4%)
Tracked & Construction Vehicles 48% (+4%)
Weapon Systems 79% (+5%)
W.P. Heavy M.D. Weapons
Language: American 100% (+1%)
Language: Spanish 82% (+3%)
Mathematics: Basic 89% (+5%)
Body Building & Weight Lifting
Climbing/Rappelling 89/79% (+5%)
Computer Operation 74% (+5%)
**Literacy: American 74% (+5%)
Military Etiquette 74% (+5%)
Combat Driving
Hover Craft (Ground) 89% (+5%)
Radio: Basic 79% (+5%)
Running
Sensory Equipment 69% (+5%)
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
HTH Martial Arts

O.C.C. Related Skills
Electronic Countermeasures 64% (+5%)
Field Armorer & Munitions Expert 74% (+5%)
Basic Mechanics 54% (+5%)(from above skill)
Acrobatics
--Sense of Balance 84% (+5%)
--Walk Tightrope 76% (+3%)
--Climb Rope 92% (+2%)
--Back Flip 88% (+5%)
--Prowl 35%

Boxing (3rd Level)
Gymnastics
--Work parallel bars & rings 76% (+3%)
Detect Concealment 34% (+5%)(4th Level)

Secondary Skills
Cook 59% (+5%)
General Repair & Maintenance 59% (+5%)
Lore: D-Bee 34% (+5%) (4th Level)

Combat Data
HTH Type: Martial Arts
Number of Attacks:6
Initiative Bonus: +1
Strike Bonus:+3
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +3
Bonus to Disarm:+0
Bonus to Entangle: +2
Karate Kick: 1d8
Leap Kick 3d8 (2 attacks)
Body Flip/Throw 1d6, victim loses initiative and one attack

Robot Combat Data: (Elite) Light Ground Robots
Number of Attacks: 9
Initiative Bonus: +3
Melee Strike Bonus: +6
Ranged Strike Bonus: +1
Parry Bonus: +9
Dodge Bonus: +8 (stationary), +9 (in motion)
HTH Damage Bonus:
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +7
Bonus to Disarm: +2
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-70% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.

Robot Combat Data: (Elite) Heavy Robots (Ground)
Number of Attacks: 8
Initiative Bonus: +2
Melee Strike Bonus: +5
Ranged Strike Bonus: +1
Parry Bonus: +9
Dodge Bonus: +7(stationary), +8 (in motion)
HTH Damage Bonus:
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +5
Bonus to Disarm: +0
Other:
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-80% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.

Robot Combat Data: (Elite) Light Robot (Flying)
Number of Attacks: 7
Initiative Bonus: +3
Melee Strike Bonus: +6
Ranged Strike Bonus: +1
Parry Bonus: +9
Dodge Bonus: +8 (stationary), +9 (in motion)
HTH Damage Bonus:
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +7
Bonus to Disarm: +2
Other:
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-70% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.

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 Energy Weapons +1 to Strike
W.P. Sword +2 to Strike, +1 to Parry
W.P. Energy Pistol +2 to Strike
W.P. Energy Rifle +3 to Strike

Saving Throw Bonuses
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): --
Psionics (15+): --


Contacts
Favorable Contact within Merctown (Geoff Blackman, CEO of Blackman Intelligence Resources)
Receive one Access Reward: Favorable Contact (any location in the Megaverse) (Mr Desmond - possibly a pseudonym for an Olympian God, but Weiss is not sure)
Receive one Access Reward: Influential Contact within MercTown (Kenec Draco)
Last edited by Weiss on Sat Jun 09, 2018 1:23 pm, edited 33 times in total.
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Weiss (Human Robot Pilot) WIP

Postby Weiss » Sat Mar 18, 2017 4:55 am

Equipment

Unallotted Gear:
Unsecured Universal Card: 1,985,950 (salvage) ((Zoe 5/ 11/ 2018))

4 AP Medium range missiles
4 HE explosive short range missiles
1 Long E-Clip for NG-P7
1 Long E Clip and 1 normal E-clip for L-20
1 Crusader EBA
1 NG-P7 Northern Gun Particle Beam Rifle

NG-45LP Long Pistol
Image
• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots


Language Translator (Portable)
Cross Hair Sight
Portable Tool Kit

UAR-1 Enforcer
Image

Allocate your items into the categories listed in green!

Carried/In Hand

Worn on Person
Crusader EBA Body Armour
Vibrosword
Uniform

b]Talismans[/b]
Image
  • 1 Shield shaped charm Talisman of Armor of Ithan (5th level, Duration: 5 min 50 M.D.C., 1/2 damage from magical fire, cold, and lightning) (3/3 uses)
  • 1 Cube shaped charm Talisman of Cleanse (3/[color=#]3[/color] uses)
  • 1 Hollow Triangle shaped charm Talisman of Sustain (5th Level, Duration: 5 days, No need for food, water or breath, 2 hours of sleep/night. Can survive almost all environmental conditions(3/3 uses)
  • 1 Square shaped charm Talisman of Invulnerability (5th Level, Duration: 5 melees, Impervious to cold, disease, drugs, gases, energy, poison, and toxins, 50 M.D.C. vs other attacks, +10 vs Magic/Psionics/Horror Factor) (3/3 uses)


Utility Belt
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: NG-45LP Long Pistol
• Attachment: Walkie-Talkie
• Attachment: Survival knife
• Attachment: Flashlight

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: Explosive Grenade
• Space: Explosive grenade
• Space: Pocket computer
• Space:
• Space: Air filter and gas mask
• Space: E-clip
• Space: E-clip
• Space: Canteen
• Space: Smoke grenade
• Space: Disposable cigarette lighter

Stored in Vehicle
Dress uniform
First-aid medical kit
Smoke grenade
Personal items including picture of Jazia and Zac
Non-Secure Black Card: 1,300 credits
1,000 NGMI (cash) ((Zoe 6/1/17))
NG RA20 Roadrunner Ride Armor



Gear Stats

NG RA20 Roadrunner Ride Armor
Image
M.D.C. by Location:
• Head/Helmet – 35
• Arms – 20 each
• Legs – 11 each
• Main Body – 32 (+10 to the chest and neck area).
Weight: 9 lbs.
Modifiers: -2% penalty to physical skills/performance.


Wilk's 320 Laser Pistol - currently with Zac
Image
• Range: 1,000'
• Damage: 1D6 MD
• Rate of Fire: Single shots only
• Payload: 20 shots per e-clip
• Modifiers: +2 bonus to strike on Aimed shot


UAR-1 Enforcer
Image
Model Type: UAR-1
Crew: One or two
M.D.C. by Location:
Right Shoulder Rail Gun - 120 (shielded)
Left Shoulder Medium Range Missile Launcher - 180
Shoulder Mounted Laser Turrets (2) - 60 each
Shoulder Missile Launchers (2) - 72 each
Waist Mini-Missile Turret - 60 each
Right Leg Smoke/Gas Dispenser - 30
Chest Spotlight and Video Camera - 12
Head - 108
Arms (2) - 180 each
Hands (2) - 90 each
Legs (2) - 240 each
* Sensor Turret (left shoulder) - 60
** Main Body - 420 (310)
Reinforced Pilot's Compartment - 120
* Destroying the sensor turret on the left shoulder of the Enforcer will destroy the radar and targeting system. The pilot must now rely on his own human vision and other optical enhancements of the robot.
Note: The turret is a small and difficult target to hit. Thus, it can only be hit when a character makes a Called Shot and even then, the attacker is -2 to strike.
** Depleting the M.D.C. of the main body will shut the robot down completely. rendering it useless. Note: The chest spotlight and video camera are destroyed when the main body has endured 200 or more points of damage.
Statistical Data
Running: 60 mph maximum
Leaping: The powerful robot legs can leap up to 15' high or across. Add 10' with a running start
Dimensions: 19'7" high, 12' wide, 7'6" long, 18 tons fully loaded
Physical Strength: Robotic PS of 40
Cargo: Minimal storage space: about 3' behind seats for extra clothing, weapons, and personal items
Power System: Nuclear, average energy life is 20 years
Weapon Systems
C-50R Enforcer Rail Gun (1):
The rail gun is in a fixed forward position, but can move up and down in a 30° arc. To shoot at a target to the left, the pilot must turn the robot's entire body.
• Range: 4000'
• Damage: A short burst is 80 rounds and inflicts 1D6x10 M.D.
• Rate of Fire: Short bursts only
• Payload: 20,000 round drum/250 bursts
• Rail Gun Weight: 700 lbs.
Note: Reloading requires special equipment or another giant-sized robot; about 15 minutes for those not trained, but a mere five minutes by someone with Robot Mechanics or an Operator.
CR-6 Medium-Range Missile Launcher (left shoulder):
• Damage: Varies with missile type.
• Range: Varies with missile type.
• Rate of Fire: One at a time or in volleys of 2, 3, or 4
• Payload: 6
1 HE (heavy)
1 Multi-Warhead

CR-10 Short-Range Missile Launchers (2, shoulders):
• Range: Varies with missile type.
• Damage: Varies with missile type.
• Rate of Fire: One at a time or in volleys of 2, 3, or 4
• Payload: 10, 5 in each shoulder.
2x Fragmentation (light)
2x knock out gas
1x Flame retardant
1x Plasma/napalm

CR-20 Mini-Missile Turret (mid-section):
• Range: About one mile
• Damage: Varies with missile type.
• Rate of Fire: One at a time or in volleys of 1, 2, or 4
• Payload: 20
2x Plasma/Napalm
8x Fragmentation
5 x HE
5 x AP

CR-2T Laser Turrets (2):
Both are capable of 360° rotation and a 90° angle of fire (up and down).
• Range: 4,000'
• Damage: 2D6 M.D. per single blast, or 4D6 M.D. per simultaneous blast
• Rate of Fire: Single or dual blasts only
• Payload: Effectively unlimited
Smoke Dispenser:
• Payload: Five total. The usual mix is three smoke and two tear gas.
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage close combat.
Sensor System of Note
• Thermal-Imager: Range: 2000'
• Infrared and Ultraviolet Optics
• Infrared Searchlights: Range: 500'
* Modifiers: +1 to strike with ranged weapons only
Last edited by Weiss on Sat Apr 14, 2018 6:26 am, edited 12 times in total.
viewtopic.php?f=86&t=16132

HP: 32
SDC: 54

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Re: Weiss (Human Robot Pilot) WIP

Postby Weiss » Sat Mar 18, 2017 5:12 am

Background Story

Weiss was a typical mercenary brat growing up, his parents operating an NG-V7 Hunter Mobile Gun for various mercenary units who could hire them. He was the same, living the mercenary life right up to the moment ten years ago when he met her...

Her name was Jazia, a Caden (D-bee with blue skin) and it was love at first sight for both of them. However, she warned him that at some point they would have to run; somebody would come looking for her, but she would not tell him why, merely that she was protecting something and that they would need to go together. Weiss agreed and spent the next ten years together.

His pride and joy outside of Jazia and Zac is the Blue Beauty, his UAR-1 Enforcer Robot, salvaged about 12 years ago after one of his last ops working alongside his parents, which resulted in the destruction of a Coalition Patrol. A fair bit of repairs and all his savings later meant he now had his own robot. Originally, he had not named the robot or given it a paint job until he met Jazia. She inspired him to repaint the robot blue and with white stripes in homage to her.

They settled down as part of a small farming settlement and he could not bear to be parted from the robot that had been in the family for years. He stored it nearby, ready to be used to protect the community from bandits and predators. His former gunner, a man named Sebastian Morelles had demanded the armor rather it being wasted. Weiss disagreed and it came down to Weiss beating him up with a reminder that Morelles did not own a share. Morelles believed differently and vowed payback.

Though they could not have any children together, they helped look after the children in the community and adopted Zac, D'Norr Devilman child as their son after his parents were killed by bandits. Weiss found the site of their deaths and the young child hiding nearby.

A few months ago, Weiss had gone to trade food for a few essential items, Zac accompanying him for the first time.When they returned, the farmstead had been overrun by a group of Calgary raiders. Only a few remained and Weiss was able to defeat them using the robot. The survivors were able to tell Weiss that Jazia had fled, saving some of them in the process and the sole raider prisoner only knew that they had orders to find and capture her, with everyone else expendable. Weiss dropped off the survivors at a nearby settlement, Zac was the only one who remained and both were determined to find Jazia and if need be, return to the life Weiss had left behind.

Jazia had left instructions where to rendezvous, but when they arrived, she'd already had to flee again. Now, he was trying to find her, whilst supporting Zac and himself the only way he knew how...

All the gear he salvaged from the Calgary Raiders paid for a refit, including a recharge of the engine and reload of missiles. His parents as far as he knew where still in the business, but he had last heard they were in Canada somewhere.
Last edited by Weiss on Wed Mar 22, 2017 11:54 am, edited 2 times in total.
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Re: Weiss (Human Robot Pilot) LEVEL UP!

Postby Weiss » Mon Jun 05, 2017 10:09 am

1d6 = 5 hit points
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Re: Weiss (Human Robot Pilot)

Postby Weiss » Sat Oct 14, 2017 10:55 am

Fortune and glory roll 1d10 = 8 wealthy and connected
1d4 = 1 Inheritance: receive 100,000 Universal Credits
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Re: Weiss (Human Robot Pilot)

Postby Weiss » Fri Dec 22, 2017 3:07 pm

fortune and glory roll
1d10 = 8
1d4 = 4
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Re: Weiss (Human Robot Pilot)

Postby Weiss » Fri Jan 19, 2018 10:46 am

Another F&G roll on Weiss

1d10 = 9

1d4 = 4

Face palm, another contact. I give up. Receive one Access Reward: Favorable Contact (any location in the Megaverse)
viewtopic.php?f=86&t=16132

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Re: Weiss (Human Robot Pilot) LEVEL UP!!

Postby Weiss » Sun Feb 11, 2018 6:45 am

Level up - HP 1d6 = 3
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Re: Weiss (Human Robot Pilot) LEVEL UP!!

Postby Weiss » Sat Mar 03, 2018 8:48 am

Should I add new equipment to my sheet or should the GM/AGM do it?

Need to add an L-20 Pulse Rifle salvaged from the thugs and the gear I will be buying before we leave Merctown, but those items will wait until they are dealt with IC

currently planning to get

4 AP Medium range missiles 12000 each =48k
4 HE explosive short range missiles 3k each = 12k
1 Long E-Clip for NG-P7 10k
1 Long E Clip and 1 normal E-clip for L-20 15.5k
1 Crusader EBA 40k
1 NG-P7 Northern Gun Particle Beam Rifle 22k
1 NG-45LP "Long Pistol 15k

Total 162.5k

Also updated my missiles to show the current payload
viewtopic.php?f=86&t=16132

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Re: Weiss (Human Robot Pilot)

Postby Weiss » Sat Mar 24, 2018 8:26 am

ME increase purchased on Marketplace - need at least a 2 here 1d6 = 1

that's just typical

and another purchased 1d6 = 3
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Re: Weiss (Human Robot Pilot)

Postby Weiss » Mon May 28, 2018 3:23 pm

Dual OCC conversion worksheet

Robot Pilot (RUE pg. ???) to Robot Slammer (Canada pg. 118)
Anti-Robot Headhunter,
Tundra Ranger Cavalry
Ixion Cyber-Horsemen
1 0,000-2,150
2 2,151-4,300
3 4,301-8,600
4 8,601-18,600
5 18,601-26,600
6 26,601-36,600
7 36,601-54,600
8 54,601-75,600
9 75,601-99,600
10 99,601-135,600
11 135,601-185,600
12 185,601-240,600
13 240,601-290,600
14 290,60.1-343,600
15343,601-423,600

Dual OCC rules: viewtopic.php?f=14&t=4619#p138524

RP Bonuses
None

RS Bonuses
+2d6 = 5 to S.D.C.
Add +1d4 = 3 to M.E. and +1 to P.P.
Impervious to Horror Factor when involving robots, cyborgs,
power armor and mechanical looking opponents.
-2 to save vs H.F. against magic and the supernatural.
+1 to roll with impact.
+2 on initiative but only against 'bots and P.A.
+2 to save vs electrocution.

O.C.C. Related Skills Robot Pilot Frozen
Electronic Countermeasures 64% (+5%) Frozen
Field Armorer & Munitions Expert 74% (+5%) Frozen
Basic Mechanics 54% (+5%)(from above skill) Frozen
Acrobatics Frozen
--Sense of Balance 84% (+5%)
--Walk Tightrope 76% (+3%)
--Climb Rope 92% (+2%)
--Back Flip 88% (+5%)
--Prowl 35%
Boxing (3rd Level) Frozen
Gymnastics Frozen
--Work parallel bars & rings 76% (+3%)
Detect Concealment 34% (+5%)(4th Level) Frozen

RS Skills

OCC Skills
Speak Native Language; American 100% (+1%) (increase again at level 6)
Language: Techno-Can (86% +1% per level of experience)
Language: Spanish 82% (+3%) (increase again at level 6)
Literacy: American 104% (+5%) (increase again at level 6)
Literacy: Techno-Can (+40%)
Literacy: One other of choice (+20%;)
Mathematics: Basic 89% (+5%) (increase again at level 6)
Basic Electronics (+10%)
General Repair & Maintenance (+15%)
Computer Operation 84% (+5%) (increase again at level 6)
Radio: Basic 79% (+5%) (increase again at level 6)
Surveillance Systems (+10%)
Pick Locks (+15%; non-Robot types)
Find Contraband (+10%)
Demolitions (+20%)
Demolitions Disposal (+20%)
Pilot: Robots & Power Armor Basic 92% (+3%) (increase again at level 6)
Pilot: Robot Basic (increase again at level 6)
Pilot: Robot Elite
Light Robot (Ground) (increase again at level 6)
Heavy Robots (Ground) (increase again at level 6)
W.P. Energy Rifle (increase again at level 6)
W.P. Heavy M.D. Weapons (increase again at level 6)
Hand to Hand: Martial Arts. (increase again at level 6)

2 OCC Related (divide by 2), +2 skill at 3, 6, 10, 14
None currently


No Secondary Skills at 1st level, +2 skills at not stated



OCC Skills RP Frozen Skills
Land Navigation 68% (+4%) Frozen
Light Robot (Flying) (2nd Level) Frozen
Tanks & APCs 56% (+4%) Frozen
Tracked & Construction Vehicles 48% (+4%) Frozen
Weapon Systems 79% (+5%) Frozen
Body Building & Weight Lifting Frozen
Climbing/Rappelling 89/79% (+5%) Frozen
Military Etiquette 74% (+5%) Frozen
Combat Driving Frozen
Hover Craft (Ground) 89% (+5%) Frozen
Running Frozen
Sensory Equipment 69% (+5%) Frozen
W.P. Sword Frozen
W.P. Energy Pistol Frozen
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