Player Name: Alex
G-Mail:
taggartfnh@yahoo.co.ukCharacter Name: John Weiss
Alias: Anvil (Callsign)
Race: Human
Alignment: Scrupulous
O.C.C.: Robot Pilot (Frozen)
XP Level: 5 (Frozen)
XP Points: O.C.C.: Headhunter Anti Robot Specialist
Apprenticeship XP Points: 4,301
Apprenticeship Completion @ XP: 4,301 (WB20 p 116)
XP Level: 4
XP Points: 28,450
(Quad 2, Oct 1st, 2019 - Underguard)Next Level @ XP: 26, 601
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.
ATTRIBUTESI.Q.: 23
M.E.: 14
M.A.: 13
P.S.: 21
P.P.: 21
P.E.: 16
P.B.: 10
Speed: 18
PHYSICAL DATAP.P.E.: 6
H.P.: 39
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 AbilitiesPerception: 50% (increase at level 6)
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
Impervious to Horror Factor when involving robots, cyborgs, power armor and mechanical looking opponents.
Bionics & CyberneticsClock Calendar
Gyro-Compass
Land Navigation 73%
(+4%) (Frozen)
Pilot: Light Robot (Flying) (2nd Level) (Frozen)
Pilot: Tanks & APCs 61%
(+4%) (Frozen)
Pilot: Tracked & Construction Vehicles 53%
(+4%) (Frozen)
Weapon Systems 84%
(+5%) +5% in Robot or P.A. (Frozen)
Body Building & Weight Lifting (Frozen)
Climbing/Rappelling 94/84%
(+5%) (Frozen)
Military Etiquette 79%
(+5%) (Frozen)
Combat Driving (Frozen)
Pilot: Hover Craft (Ground) 94%
(+5%) (Frozen)
Running (Frozen)
Sensory Equipment 74%
(+5%) (Frozen)
W.P. Sword (Frozen)
W.P. Energy Pistol (Frozen)
O.C.C. SkillsPilot: Robots and Power Armor Basic 97%
(+3%)(increase again at level 6)
Pilot: Robot Combat: Basic (increase again at level 6)
Pilot: Robot Combat: Elite
--Light Robot (Ground)(increase again at level 6)
Heavy Robots (Ground)(increase again at level 6)
W.P. Heavy M.D. Weapons (increase again at level 6)
Language: American 105%
(+1%) (increase at level 6)
Language: Spanish 87%
(+3%) (increase again at level 6)
Mathematics: Basic 94%
(+5%) (increase again at level 6)
Computer Operation 89%
(+5%) (increase again at level 6)
Literacy: American 109%
(+5%)(increase again at level 6)
Radio: Basic 84%
(+5%) (increase again at level 6)
W.P. Energy Rifle (increase again at level 6)
HTH Martial Arts (increase again at level 6)
Fanatic Robophile 82%
(+3%)Hotwire Robot Vehicles & Power Armor: 72%
(+3%)Language: Techno-Can 100%
(+1%)Literacy: Other Techno-Can 110%
(+3%) Literacy: Other Dragonese 76%
(+5%)General Repair & Maintenance 94%
(+5%)Basic Electronics 64%
(+5%)Surveillance 64%
(+5%)Pick Locks 69%
(+5%)Find Contraband, Weapons, & Cybernetics 57%
(+4%)Demolitions 98%
(+3%)Demolitions Disposal 98%
(+3%)W.P. Paired Weapons
O.C.C. Related Skills (Frozen)
Electronic Countermeasures 69% (+5%)
Field Armorer & Munitions Expert 79%
(+5%)Basic Mechanics 59%
(+5%)(from above skill)
Acrobatics
--Sense of Balance 89% (+5%)
--Walk Tightrope 81% (+3%)
--Climb Rope 97% (+2%)
--Back Flip 93% (+5%)
Boxing
(3rd Level)Gymnastics
--Work parallel bars & rings 81% (+3%)Detect Concealment 39%
(+5%)(4th Level)
O.C.C. Related Skills Mechanical Engineer 54%
(+5%)Electrical Engineer 54%
(+5%) (3rd level)
Robot Electronics 54%
(+5%) (3rd level)
Robot Mechanics 49%
(+5%) (3rd level)
Secondary SkillsCook 64%
(+5%)(increase again at level 6)
Lore: D-Bee 54%
(+5%) (4th Level)
Prowl 46%
(+5%) (3rd Level)
First Aid 61%
(+5%) (3rd level)
Combat Data (increase at level 6)
HTH Type: Martial Arts
Number of Attacks:6
Initiative Bonus: +1/+3 on initiative but only against 'bots and P.A.
Strike Bonus:+5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +9
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/+5 on initiative but only against 'bots and P.A.
Melee Strike Bonus: +8
Ranged Strike Bonus: +1
Parry Bonus: +11
Dodge Bonus: +10 (stationary), +11 (in motion)
HTH Damage Bonus:
Bonus to Roll w/Punch: +13
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/+4 on initiative but only against 'bots and P.A.
Melee Strike Bonus: +7
Ranged Strike Bonus: +1
Parry Bonus: +11
Dodge Bonus: +9(stationary), +10 (in motion)
HTH Damage Bonus:
Bonus to Roll w/Punch: +12
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/+5 on initiative but only against 'bots and P.A.
Melee Strike Bonus: +8
Ranged Strike Bonus: +1
Parry Bonus: +11
Dodge Bonus: +10 (stationary), +11 (in motion)
HTH Damage Bonus:
Bonus to Roll w/Punch: +13
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 ProficienciesAimed 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 costW.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
W.P. Paired Weapons
Saving Throw BonusesComa/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): --
Psionics (15+): --
Horror Factor: -2 to save vs H.F. against magic and the supernatural.
Electrocution: +2
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)