Josiah Q. Sterling (Phlebus City Rat) WIP

Moderator: Augur

Josiah Q. Sterling (Phlebus City Rat) WIP

Postby Townsend » Wed Jan 03, 2018 1:21 pm

Player Name: Eric/Servo (though technically my mom’s never called me Servo)
G-Mail: uncle.servo

Character Name: Josiah Quatermain Sterling
Alias: “Joe” will do for the moment, but tends to adopt others "as the need arises." He'd love to someday be known as "The Bard of MercTown."
Race: Phlebus
O.C.C.: City Rat
Alignment: Unprincipled
XP Level: 1st
XP Points: 0
Next Level @ XP: 5/5 XP

Sentiments/Non-Humans: Gets along just as well with D-Bees as he does with humans. As is usually the case with Phlebus, he'd probably associate with just about anyone (even monsters/demons) as long as they're willing to be entertained.
Sentiments/Coalition: Suspicious and fearful of the CS -- and as they've labeled his kind 'enemies of humanity' it's with good reason. Sees them as a nation of misguided zealots who hate, fear and destroy what they don't understand. Still... like everyone else, if they're willing to pay for a story and a song he's willing to entertain (provided they don't try to arrest/kill him afterwards).
Sentiments/The Booster Boys: While Josiah has no great love for any of the major gangs in MercTown, he somewhat reluctantly respects the Boys’ aversion to violence and focus on higher-end vehicles. If he was ever going to join a gang, the Booster Boys are probably the ones.
Sentiments/Cyber Street Gang: Nothing but a bunch of chromed-up idiot thugs…
Sentiments/The Greenskin Gang: Even more of a joke than the Cyber Street Gang. Doubtful they’ll even be around a year from now at the rate the Red Terror’s picking them off.
Sentiments/Mephisto's Horsemen: Scary. Nobody seems to be able to mess with them and get away with it.
Sentiments/The Mega-Monkeys: Might be worth something if they’d act more like professionals and less like smartass teenagers.

Relationship to the other player characters:
  • Charles the Ratling -- hasn't known him long, but seems like a decent enough fella and acts like he enjoys a good story.
  • Pascale -- Always seems to be ready to help out someone, so seems like a good guy. Almost loves a good story as much as Joe does.
  • Tim Lime -- Seems determined to 'vanish' and make everyone forget about him. There's gotta be a good story in his background somewhere.
  • ’Doc’ Olly Day -- Dog's a good guy, a diamond in a sea of coal -- and not just because he lets him crash there. When Joe makes the big time he plans to repay the kindness by setting him up with a nicer place.
  • Angel -- Her parents certainly named her right (or else she chose a really good name for herself). Seems to have trust issues though -- but he'll find out her story sooner or later. Or else he'll figure out enough to make up a good one.
  • Jym -- Jym showed Joe his way around an energy pistol not too long ago. Jym counts as a friend in his book. Plus it's always a good idea to be on good terms with the bouncer.
  • Chuck Finley -- He's asked Joe to "look over" places from time to time. In disguise, of course.
  • Alex Morra -- One of Joe's more favorite hookups when he needs merchandise. It's smart to keep a hand on your wallet -- and anything else you value -- when around her though.
  • Axolotl -- He's a regular sight as Joe makes his night club rounds. Drinks more than anyone else he's ever seen.
  • Michael Chen -- Joe runs into him every now and then when making the night club rounds in between higher-profile gigs. Bought each other the odd round of drinks. Pretty good egg, shame he wants to get juiced though.
Disposition: Outgoing, friendly, talkative and charismatic. Seems to always have a smile and a song/story at the ready.
Insanity: Obsession -- fame. Josiah wants to be famous and loved by multitudes of people, as would naturally befit "The Bard of MercTown"

ATTRIBUTES
I.Q.: 12
M.E.: 25 +5 vs psionic attack; +8 vs insanity
M.A.: 19 55% trust/intimidate
P.S.: 11
P.P.: 17 +1 strike/parry/dodge
P.E.: 12
P.B.: 13
Speed: 28 can run 560 yards/m per minute; 140 yards/m per melee round; 84' per melee action/attack

PHYSICAL DATA
P.P.E.: 21
I.S.P.: 29
H.P.: 17
S.D.C.: 41
Age: 31
Sex: Male
Height: 6'3"
Weight: roughly 210 pounds
Description: Josiah is a tall man with an athletic build and a ready smile. His "default appearance" is that of a Caucasian with sandy brown hair and blue eyes (while he can change his facial features in a heartbeat he rarely does so in public). Although his ears naturally have a slight point to them, he keeps them rounded off and/or hidden underneath his hair. His ultimate dream is to become a famous actor/entertainer, and so he auditions for every radio/television role he can.

Racial Abilities
  • Limited Shape-Shifting: Josiah is able to completely change facial features as well as skin and hair color with only one full melee round (15 seconds) of concentration. By the age of 25, a Phlebus can even change his features or color on the fly (counts as one melee attack/action) and while talking or engaging in other activities. Changed facial features and skin/hair color can be maintained as long as desired.
  • Ambidextrous: All Phlebus can use their right and left hand with equal proficiency, which means they automatically get WP Paired Weapons OR Juggling (pick one) and the following bonuses (as applicable): +10% to Climbing, Concealment, Forgery, Juggling, Palming, Pick Locks, Pick Pockets, and Rope Works.

Natural Abilities
Perception Bonus: +4
Charm/Impress: 15%
Invoke Trust/Intimidate: 60%
Max. Encumbrance: 70 lbs.
Max. Carrying Weight: 110 lbs.
Max. Lifting Weight: 220 lbs.
Max. Jumping Ability: 5.5' long and 2.25' high

Psionics
Minor Psychic (12+ to save vs psi)
Telepathy
    ISP: 4
    Range: Read surface thoughts up to 60' (18.3m) away or two-way telepathic communication up to 140' (42.7m) +40' (12.2m) per level of experience
    Duration: 2 minutes (8 melees) per level of experience
    Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications as long as the block is up.
Empathy
    ISP: 4
    Range: 100' (30.5m) area
    Duration: 2 minutes (8 melees) per level of experience
    Saving Throw: Standard; a save means the psychic cannot get a clear sense of the emotions of that particular person. To save versus Empathy the person must roll to save once each melee round that the psychic is using Empathy. Mind Block will prevent any empathic emanations from the blocked person.

R.C.C. Skills
Disguise -- 45% (+5%)
Impersonation -- 53%/39% (+4%)
Performance -- 50% (+5%)
Public Speaking -- 60% (+5%)
Seduction -- 30% (+3%), plus attribute bonuses
W.P. Paired Weapons

O.C.C. Skills
Literate in English -- 60% (+5%)
Language: English -- 92%
Language: Dragonese -- 60% (+5%)
Barter -- 53% (+4%)
Computer Operation -- 60% (+5%)
Streetwise -- 44% (+4%)
Tailing -- 55% (+5%)
Pilot: Automobile --72% (+2%)
Pilot: Motorcycles & Snowmobiles -- 79% (+4%)
Math: Basic -- 60% (+5%)
Running
W.P. Knife
Hand to Hand: Expert

O.C.C. Related Skills
Prowl -- 45% (+5%)
Imitate Voices and Sounds -- 61%/55% (+4%)
ID Undercover Agents -- 59% (+4%)
Singing -- 45% (+5%)

Secondary Skills
Body Building & Weight Lifting
WP Energy Pistol
WP Handguns
WP Targeting
Radio: Basic -- 45% (+5%)
Law: General -- 35% (+5%)
Climbing -- 50%/40% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus:
Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus:
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other:
  • Kick attack: 1d8 S.D.C.

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. Knife -- +1 parry, +3 strike when thrown
W.P. Targeting -- +2 strike
W.P. Energy Pistol
W.P. Handguns

Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +8
Psionics (12+, minor psychic): +5
Horror Factor (varies):
    -5 when dealing with ghosts and entities (or when he thinks he's dealing with such beings) or haunted places, including graveyards
    +6 in all other instances.
When performing, oblivious to anything else going on around him (-5 to initiative and Perception rolls)
GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown

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"...and now they work for me."
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Townsend
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Re: Josiah Q. Sterling (Phlebus City Rat) WIP

Postby Townsend » Wed Jan 03, 2018 1:30 pm

Equipment

Bicycle. Heavy duty mountain bike with saddlebags.

Carried/In Hand

Worn on Person
• Boots (high-quality hunter/woodsman) with 1 throwing knife in each boot
• Cross/Crucifix
• Clothes (denim jeans, t-shirt, flannel shirt, underwear/socks)
• Police-style shoulder type holster
• Utility belt
• NG Streetwolf Armored M.D.C. Aviator’s Bomber Jacket
• Wide-brimmed leather hat
• Secure Universal Card: 450 credits
• Sunglasses

Police-Style Shoulder Type Holster
• "Bonnie" -- .45 pistol (loaded with standard to begin with)
• 1 ammo clip with WI-10 ramjet rounds
• 1 ammo clip with standard .45 rounds

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.
• Survival commando knife
• Silver-plated knife
• Canteen
• 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.
• Notebook
• Half dozen marking pens
• Duct tape
• Gas Mask
• Old-style radio communicator
• Cigarettes
• Cigarettes
• Lighter
• Extra clip of WI-10 ramjet rounds
• Extra clip of .45 regular rounds

Stored in Vehicle
• 3' heavy chain
• Heavy padlock
• Rain poncho
• Grappling hook/line

Stored at Residence
• Duffle bag
• box of 74 rounds of WI-10 ramjet rounds for pistol
• box of 61 .45 ACP rounds for pistol
• 1 empty 13-round clip for pistol
• 2 pairs of denim jeans
• 2 t-shirts
• 2 flannel shirts
• 2 pairs slacks
• 2 dress shirts
• 1 pair leather dress shoes
• 1 pair running/walking shoes
• Hammock
• Blanket, heavy
• Pillow
• Bedroll
• Half dozen marking pens
• Field gun cleaning kit
• 100cr worth of assorted toiletries/sundries (additional pairs of socks/underwear, towel/washcloth, soap, toothbrush/toothpaste/etc)




Gear Stats

"Bonnie"
Image
• • Range: 160'
• • Damage: 4d6
• • RoF: Single Shot Only
• • Payload: 13 round box magazine (.45 ACP)
• Features:
• • Customized grip for pistol
• • Improved balance for pistol
• Modifiers: +2 to strike


Street Wolf Armored Aviator’s Bomber Jacket
Image
M.D.C.: 12
• Weight: 4.5 lbs
• Penalties: None.
GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown

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"...and now they work for me."
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Townsend
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Posts: 250
Joined: Fri Feb 24, 2017 6:47 am

Re: Josiah Q. Sterling (Phlebus City Rat) WIP

Postby Townsend » Wed Jan 10, 2018 10:58 am

Background Post

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Josiah's Theme Song -- as he sees himself

Josiah's Theme Song -- as some might less charitably see him

His legen -- wait for it -- dary background story is in progress...
GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown

Image

"...and now they work for me."
User avatar
Townsend
Game Master
 
Posts: 250
Joined: Fri Feb 24, 2017 6:47 am


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