Jym (Ogre Bandit)

Moderator: Augur

Jym (Ogre Bandit)

Postby Selenidaria » Sun Dec 17, 2017 1:26 pm

Player Name: Jon
G-Mail: dragonfett2@gmail.com

Character Name: Jym
Alias: none yet
Race: Ogre
O.C.C.: Enforcer
Alignment: Miscreant
XP Level: 2
XP Points: 6
Next Level @ XP: 11
Sentiments/Non-Humans: He'll show respect to those who are strong enough to make him show respect.
Sentiments/Coalition: Despises them above all others, but likes their gear and style (skulls)
Sentiments/The Booster Boys: A small gang of up and comers, but they could easily get wiped out if they boost the wrong vehicle in the wrong part of town.
Sentiments/Cyber Street Gang: A wild and vicious gang with no regard to the welfare of those around them, themselves included. Best to avoid.
Sentiments/The Greenskin Gang: Gone
Sentiments/Mephisto's Horsemen: Magic, fucking magic.
Sentiments/The Mega-Monkeys: I can think of no other better way to improve yourself than how they do it.
Relationship to the other player characters:
  • Alex: Has taken money on the side to let her clients in the back room, even when they are not on the list.
  • Angel: Has seen her at one of the clubs he bounces.
  • Axolotl: Sees him often at the bars, as well as having played poker with him.
  • Chuck: One of the people that Alex has paid to have Jym let into the backroom.
  • Fredd:
  • Josiah: Almost made a mistake in the streets one day when Josiah had stopped and warned him. In return, Jym taught Josiah the proper way to fire a energy pistol.
  • Mike: Occasionally sees him at one of the bars Jym works as a bouncer.
  • Pascale: Another person that Alex has paid Jym to allow access to the back room.
  • Tim: Jym has started to try to learn how to read, being taught by Tim.
Disposition: Perpetually angry at a world where he is constantly downtrodden and can't catch a break while weaker, better looking people do.
Insanity: Obsession: Coalition States (hatred)

I.Q.: 16
M.E.: 12
M.A.: 7
P.S.: 22 (Augmented)
P.P.: 12
P.E.: 18 (Augmented)
P.B.: 7
Speed: 29 (62'/action)

P.P.E.: 8
H.P.: 22
S.D.C.: 120
Horror Factor: 10
Age: 16
Sex: Male
Height: 8'9"
Weight: 489 lbs.
Description: Greasy black hair, beady black eyes, grey and pea green soup mottled skin with rough patches that are flaking off, and large, cut arms, the constant scowl upon the bouncer's face tells you not to be making any trouble while you are in the bar.

Racial Abilities
Nightvision: 40'

Natural Abilities
Perception: 45% (+3%/lvl) (+15% pertaining to possibly incriminating evidence, +5% pertaining to Jym's best interests and self preservation)
Charm/Impress: --
Invoke Trust/Intimidate: --
Max. Encumbrance: 342 lbs.
Max. Carrying Weight: 440 lbs.
Max. Lifting Weight: 880 lbs.
Max. Jumping Ability: 22' long, 11' high

Special Abilities
Black Market Professional Courtesy and Connections
Black Market Line of Credit
Black Market Business Enterprises (one or more).
Steady Nerves.
Many Black Marketeers are accustomed to keeping their heads under fire, bluffing authorities and walking past security and checkpoints with a smile on their faces even when packing heat or transporting a trunk full of contraband. This practiced skill at remaining calm during stressful and even terrifying moments provides the character with nerves of steel and calm resolve.
Bonuses: No Perception Roll penalties apply under duress, +2 to save vs Horror Factor and insanity, driving penalties for trick/evasive maneuvers are half, +6% to all Demolitions skills and +5% to the skills Disguise, Impersonation and Undercover Ops, and + 1 to M.A. attribute.

Street Rep: Hardcase to be Feared.
This character has a rep for being a ruthless, unsympathetic tough guy who takes no guff and is quick to punish, hurt and kill anyone who gets on his wrong side. If especially violent, he may have a reputation for being a mad dog killer.
Bonuses: + 10% bonus on Interrogation skill, + 10% to intimidate and evoke fear (not trust), and has a base intimidation of 50% even if the character's M.A. isn't high enough to normally be intimidating. When angry or threatening, this guy exudes a Horror Factor of 14. Anyone who fails to save vs H.F. suffers the usual penalties or has the option to back down and immediately leave without further incident. Note: This is the character's rep "on the street," and is not necessarily what the Black Market or the authorities may think of him.

Informant: Street Snitch
The Black Marketeer has 1d4+1 = 2:
Street Snitches in his pocket. These are usually petty criminals, low-life scoundrels and underworld figures. Prostitutes, drug dealers, junkies, drunks, shady bartenders or pawnshop managers, City Rats, Cyber-Snatchers, bandits, and low-ranking muscle can all be informants who trade information for small amounts of cash, booze, and small favors. Such informants and snitches tell the Black Marketeer about the activities of his rivals and enemies, offer juicy secrets they might stumble across, share the word on the street, and are happy to keep an eye open and an ear cocked for anything or anybody the Black Marketeer might ask them to find or watch out for. This includes the whereabouts of specific individuals, schedules for deliveries and patrols, and just about any data that can be learned from someone willing to carefully ask a few questions, listen in on conversations and do a little tailing. Bonus: Add one additional Street Snitch to his crime network at levels 2, 4, 6, 7, 8, 9, 11, 13 and 15. Others may also be acquired through role-playing at the GM's discretion.

No Conscience.
This Black Marketeer is a ruthless cutthroat whose primary concern is himself. He is always looking for an angle to get the most out of any situation and strategic sacrifices. In the end, nothing and nobody matters more than his own best interests and whims. He won't hesitate at tricking, cheating or killing an enemy, rival or sucker, and probably engages in strong-arm tactics, threats and blackmail. This guy enjoys getting over on others and making people squirm. No appeal to his basic human goodness is likely to move this character, unless he can figure out some way to make it work to his advantage, even if it makes him look good or someone else look bad.
Bonuses: + 5% on Perception Rolls pertaining to his best interests and self-preservation, + 1 on initiative, and +4% bonus on the skills Gambling Dirty Tricks, Recognize Weapon Quality and Streetwise.

Intimidation (special): 70%
First and foremost, an Enforcer is there to provide an incentive to the victim (oops, I meant client) to cooperate. This usually takes the form of avoiding unpleasant consequences for a lack of cooperation. When violence can be avoided, everybody wins (or, at least, hopefully, the Black Market wins). In the carrot-and-stick method of motivation, the Enforcer represents the stick. The Enforcer is a master at looking fierce, stem, scary and threatening. This is done through facial expression, body language, tone of voice, words and a bit of theatrics.
Base Skill: 56% +2% per level of experience, and an M.A. bonus of +2% per M.A. point above 15.

Sanitizing a Crime Scene (special): 57%
Enforcers wear gloves and know all the ins and outs to avoid leaving forensic evidence at a crime scene. They may even pick up shell casings and cigarette butts, wipe down anything that might have fingerprints or identifying fluids, use certain cleansers, and similar methods and techniques.
Base Skill: 50% +5% per level of experience.

O.C.C. Skills
Language: Ogre 99% +1%/lvl (from racial skills)
Language: Gobbley 99% +1%/lvl (from racial skills)
Language: American 97% +1%/lvl
Basic Mechanics 42% (+5%)
Detect Ambush 47% (+5%)
Find Contraband 38% (+4%)
Intelligence 46% (+4%)
Interrogation 72% (+5%)
Athletics (General)
Pilot: Motorcycles & Snowmobiles 66% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 75% (+3%)
Prowl 47% (+5%)
Radio: Basic 62% (+5%)
Streetwise 46% (+5%)
Surveillance 45% (+5%)
Tracking: People 40% (+5%)
Recognize Weapon Quality 36% (+5%) (from racial skills)
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Energy Pistol
    +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Energy Rifle
    +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Heavy M.D. Weapons
    +1 to Strike at levels 2, 4, 7, 10, and 13.
W.P. Handguns
    +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for (from racial skills)
W.P. Paired Weapons (see RUE p. 327) (from Hand to Hand: Assassin)

O.C.C. Related Skills
Wardrobe & Grooming 66% (+4%)
Leather Working 52% (+5%)
Detect Concealment 42% (+5%)
Tailing 42% (+5%)
Climbing/Rappelling 47/37% (+5%)

Secondary Skills
Body Building & Weight Lifting
Skin & Prepare Animal Hides 37% (+5%)
Horsemanship: Exotic Animals 37%/27% (+5%)

Combat Data
HTH Type: Assassin
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +7
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: --
Claw: 2d4+7
Kick: 3d6+7
Bite: 2d4
Power Strike: 1d4 M.D.

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 Energy Pistol -- +1 to Strike
WP Energy Rifle -- +1 to Strike
WP Heavy M.D. -- +1 to Strike
WP Handgun -- +1 to Strike
WP Sword -- +1 to Strike, +1 to Parry
WP Knife -- +1 to Strike, +1 to Parry, +1 to Thrown
WP Blunt -- +1 Strike and Parry

Saving Throw Bonuses
Coma/Death: +6%
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+):
Psionics (varies):
Horror Factor (varies): +6
Last edited by Selenidaria on Sat May 26, 2018 7:26 pm, edited 13 times in total.
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 202
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Unnamed Ogre Bandit

Postby Selenidaria » Sun Dec 17, 2017 4:00 pm


Carried/In Hand
Brass Knuckles (+1d6 to punch damage)

Worn on Person
Leather Jacket
Juicer Armor
Set of clothes (Black jeans and t-shirt that barely fit)
1 MTE cellphone
Dual Scabbards strapped on back: 1 Ogre Longsword, 1 Vibro Sword

Web Belt & Holster
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.
• Holster: .50 Caliber Revolver
• Attachment: Speed-loader loaded w/ramjet rounds
• Attachment: Speed-loader loaded w/CFT Rounds
• Attachment: Communicator Old Style Radio: S.D.C.: 30 Range: 3 miles
• Attachment:

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: 3x Speed-loader loaded w/ramjet rounds
• Space: 4x Speed-loader loaded w/explosive rounds
• Space: 1 Fishing Kit
• Space: 17 CFT Rounds
• Space:
• Space: Sneakers (extra)
• Space: Secure Universal Card: 370 credits
• Space:
• Space:
• Space:

Stored at Crib
2x extra sets of clothes (Blue jeans and a white t-shirt, and khaki carpenter pants and a blue denim button down shirt)
Box of WI-20 Heavy Ramjet Rounds (85 rounds)
Box of WI-2E Explosive .50 rounds (80 rounds)

Gear Stats

  • Damage: 3d6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE

.50 Caliber Revolver
• Range: 165'
• Damage: 6D6
• Rate of Fire: Single shots only
• Payload: 5-round cylinder
• Features: Custom Grip
• Modifiers: +1 to Strike

• Damage: 3D6
• Features: 50" in length
• Modifiers: 2-handed weapon

NG-JBA33 Juicer Assassin Plate Armor (Used)
M.D.C. by Location:
  • Helmet: 30/20
  • Arms: 12 each/10L 9R
  • Legs: 24 each/15L 19R
  • Main Body: 45/32
Weight: 14 lbs
Modifiers: Good mobility for Juicers. No movement penalty.
Book Reference: NG2, p.48-49

CFT Peacebringer
• Range: 500'
• Damage: 2D6+3 M.D.
• Rate of Fire: Single shots only
• Payload: 6-round cylinder
• Weight: 3 lbs.
• Features:
• Modifiers:
3/6 Shots
Last edited by Selenidaria on Sat May 26, 2018 7:20 pm, edited 11 times in total.
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 202
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Jym (Ogre Bandit) WIP

Postby Selenidaria » Fri Dec 22, 2017 5:42 pm


Jym grew up in a mixed ogre/human clan roughly 100 miles north of old El Paso in a community called Lost Causes which are the ruins of the pre-apocalypse city of Las Cruces, killing his mother during his birth. The ogres of his clan always had always looked down on him due to his intelligence, and his father was physically and verbally abusive (more so than typical for ogres, that is). Jym eventually learned to fight back, eventually killing him.

Growing up in the bandit clan was not easy. He never owned anything that he didn't take himself, usually by force. Despite the harshness of bandit life, he learned quite a bit of how to live on his own. His clan would migrate on the backs of mounts, mostly because mounts didn't need as much maintenance (and what maintenance they needed was usually easier to acquire in the desert). All of the horses were used by the human members and all of ogres rode Triceratops, with some of the humans riding them as well. Heavy energy weapons were mounted to them to add extra firepower.

Last year, Jym was out fishing with some other members of the clan, trying to supplement the food reserves, when they heard a battle raging near their camp. The group of them hurried back to camp as quickly as they could, but by the time they got close enough to see the battle, they could see that the fight was pretty much already over, and most of the clan had been killed. As he looked through the remains, he noticed that the attacking force was a Seek and Destroy Coalition Death Squad, most likely sent from Lone Star. With no home left (such as it was), or any real support structure, Jym decided to head to MercTown to start a new life.
Last edited by Selenidaria on Fri Jan 26, 2018 7:23 pm, edited 1 time in total.
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 202
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Jym (Ogre Bandit)

Postby Selenidaria » Sat May 26, 2018 6:20 pm

Jym: Hit Points and
S.D.C. recovery are double the normal professional treatment rate.
That's recovery of 4 Hit Points a day for the first two days and 8 H.P.
OOC Comments
HP: 30/30
SDC: 30/30
PPE: 107/155
ISP: 21/37

Constant Effects: Mind Block Auto-Defense

CV-212 Laser Rifle w/ Thermal Imaging Laser targeting Telescoping
-Shots: 30/30
-Long E-Clips remaining: 3 (not counting the one in the weapon)

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165

User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 202
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Jym (Ogre Bandit)

Postby Townsend » Sat Apr 06, 2019 12:01 pm

+3d6+4 to SDC 3d6+4 = 9:
3, 1, 1

+1d6 for making level 2 1d6 = 3:
GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown
"...and now they work for me."
User avatar
Game Master
Posts: 306
Joined: Fri Feb 24, 2017 6:47 am

Return to Rifts

Who is online

Users browsing this forum: No registered users and 1 guest