Rebecka Holt

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Rebecka Holt

Postby Rebecka Holt » Sat Jun 09, 2012 2:49 am

Player Name: Lander
YIM Handle: Mnoebx

Character Name: Rebecka Holt
Alias: Steel Rose, Panthress
Race: Human
O.C.C.: Headhunter Anti-Robot Specialist
Alignment: Unprincipled
XP Level: 3
XP Points: 4,501 (Updated 2012 07 06 - CC)
Next Level @ XP: 8601
Sentiments/Non-Humans: Generally doesn't have issue with non-humans; tends to go case by case. Vampires and Gargoyles are very much exceptions, however, as she dislikes them a great deal.
Sentiments/Coalition: Fair amount of dislike, though tends to keep that quiet. That being said, their money is still good.
Disposition: Kinda quiet, comes across as a bit of a techno-geek, Rebecka has an air of professionalism, and at times detachment.

I.Q.: 19
M.E.: 18
M.A.: 9
P.S.: 20
P.P.: 20
P.E.: 19
P.B.: 14
Speed: 19

H.P.: 32
S.D.C.: 35
Age: 24
Sex: Female
Height: 5'10"
Weight: 140 lbs.
Description: Long of limb and svelte of figure, her face framed by her dark hair and her body wrapped in black, it can be easy for some to see why she has the nickname 'Panthress'; particularly when on the prowl, where she has the bearing of that ferocious predator. At five-foot-and-ten Rebecka tends to be taller than most human females, and seems to relish this stature. Rarely seen without a pair of dark-colored aviator glasses and a sidearm, even while relaxing in the quietest of locations.

Natural Abilities
Perception Bonus: +2
Charm/Impress: 20%
Invoke Trust/Intimidate: 5%
Max. Encumbrance: 69.9 lbs.
Max. Carrying Weight: 46.6 lbs.
Max. Lifting Weight: 400 lbs.
Max. Jumping Ability: 10' horizontal, 5' vertical

Special Abilities
Fanatic Robophile -- 78% (+3%)
Hotwire Robot vehicles and power armor -- 64% (+3%)
Triple damage vs Robots when a natural, unmodified roll of 18, 19 or 20 on an Aimed Shot.
Maximum Performance: Reduce penalties for stunts and trick piloting maneuvers by half, and increases speed of power armor, vehicles and robots by 5%

Multi-Optic Eyes (pair)
Telescopic: 4-8x30magnification, range 6000 ft
Macro Lens: 2x to 8x magnification, range 3 ft
Passive Nightvision: 2000 ft range
Thermo-Imaging: 2000 ft range
Light Filters: Reduces glare
Targeting Display: Cross-hairs provide +1 to strike with ranged weapons

O.C.C. Skills
Language: American 98%
Language: Euro 84% (+3%)
Language: Spanish 84% (+3%)
Literacy: American 90% (+5%)
Literacy: Techno-can 90% (+5%)
Literacy: Euro 70% (+5%)
Math: Basic 80% (+5%)
Basic Electronics 60% (+5%)
General Repair and Maintenance 70% (+5%)
Computer Operation 80% (+5%)
Radio: Basic 70% (+5%)
Surveillance Systems 60% (+5%)
Pick Locks 65% (+5%)
Find Contraband 53% (+4%)
Demolitions 94% (+3%)
Demolitions Disposal 94% (+3%)
Pilot: Robots and Power Armor 90% (+3%)
Pilot: Robot Basic
Pilot: Robot Elite (Glitter Girl)
Pilot: Robot Elite (SAMAS)
Hand to Hand: Expert

O.C.C. Related Skills
Sensory Equipment 30% (+5%)
Weapon Systems 75% (+5%)
Mechanical Engineer 40% (+5%, 1st Level)
Boxing (1st Level)

Secondary Skills
Pilot: Motorcycle 77% (+4%)
Math: Advanced 65% (+5%)
W.P. Energy Pistol
W.P. Shotgun
Athletics: General (1st level)
W.P. Knife (1st Level)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +0
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +5
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm: +2
Karate Punch
Critical Strike on Robots inflicts x3 damage on 18-20
+1 to Initiative vs Robots and PA

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +0
Melee Strike Bonus: +6
Ranged Strike Bonus: +2
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: per Robot PS
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm: +2

Robot Combat Data: SAMAS
Number of Attacks: 7
Initiative Bonus: +2
Melee Strike Bonus: +7
Ranged Strike Bonus: +4
Parry Bonus: +11
Dodge Bonus: +10 on ground or +13 flying/leaping
HTH Damage Bonus: per Robot PS
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +5
Bonus to Disarm: +4

Robot Combat Data: Glitter-Girl
Number of Attacks: 7
Initiative Bonus: +3
Melee Strike Bonus: +8
Ranged Strike Bonus: +4
Note: +7 to strike with GST-104 Double-Up Assault Cannon
Parry Bonus: +11
Dodge Bonus: +10
HTH Damage Bonus: per Robot PS
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +7
Bonus to Disarm: +5

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 MD Weapons -- +1 to strike.
W.P. Energy Rifle -- +1 to strike.
W.P. Energy Pistol -- +2 to strike.
W.P. Shotgun -- +2 to strike.
W.P. Knife -- +1 to strike, +2 to Parry, +2 to strike when thrown.

Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +2
Psionics (15+): +2
+2 to save vs electrocution
-2 to save vs. Horror Factor (magical & supernatural)
Impervious to Horror Factor when involving robots, cyborgs, power armor and mechanical looking opponents.
Last edited by Rebecka Holt on Tue Jun 19, 2012 11:01 am, edited 10 times in total.
Rebecka Holt

Re: Rebecka Holt

Postby Rebecka Holt » Sat Jun 09, 2012 2:52 am


"Death's Head" SAMAS Power Armor
Nickname: Old Sam
Model Type: PA-06A
Class: Strategic Armor Military Assault Suit
Crew: One
M.D.C. by Location:
* Shoulder Wings (2) — 50 each (improved M.D.C.)
Main Rear Jets (2) — 60 each
Lower Maneuvering Jets (2; small) — 25 each
* Ammo Drum (rear) — 35
* Rail Gun — 50
Forearm Mini-Missile Launcher (1; left) — 50
* Hands (2) — 25 each
Arms (2) — 50 each
Legs (2) — 100 each
** Head — 70
Main Body — 250
* Attacker to make a called shot at -4 to strike.
** Attacker to make a called shot at -3 to strike. Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must them rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! The head is a small and difficult target to hit, shielded by exhaust tubes and a weapon drum.
Note: Destroying a wing will make flight impossible. However, even with no wing(s) the SAMAS can make jet powered leaps and hover stationary above the ground.
Statistical Data
Running: 60 mph maximum; can go from zero to 60 mph in 12 seconds. 10% of the usual fatigue rate.
Leaping: 15' high or across unassisted by the thrusters; up to 100' high and 200' across via jet thruster assisted leap.
Flying: Hover stationary up to 200' or fly. Maximum flying speed is 300 mph, cruising speed is 150 mph. Maximum altitude is 6000'.
Flying Range: maximum of 10 hours of continuous flight at speeds above cruising, 24 hours at cruising speed.
Underwater Capabilities: Swimming: 4 mph, walk along the bottom at 25% running speed. Using the jet thrusters it can travel on the surface at 50 mph, or underwater at 40 mph.
Maximum Ocean Depth: 1000'
Dimensions" 8' tall, 3.5' wide with wings down, 10' with wings extended, 4.5' long, 350 lbs. without rail gun.
Augmented Physical Strength: 30
Cargo: None
Power System: Nuclear, average SAMAS energy life is 20 years.
Weapon Systems
1. C-40R SAMAS Rail Gun
• Range: 4,000'
• Damage: 1D4 M.D. per round or 1D4x10 per burst.
• Rate of Fire: Single shots or 40-round bursts only.
• Payload: 2000 round drum (50 bursts). A second drum can be hooked to the undercarriage of the rocket jets, see source for notes on reloading.
• Weight: Gun: 92 lbs., Ammo-Drum: 190 lbs.
2. CM-2 Rocket Launcher
• Range: One mile.
• Damage: Varies with missile type.
• Rate of Fire: One or a volley of two
• Payload: Two mini-missiles
3. Any hand-held weapon can be substituted for the rail gun, See source for additional details and options.
Sensor Systems
Complete optic suite including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization; plus all other features common to all power armor.
Special Modifiers: The SAMAS gets a bonus of +1 to strike and +1 to dodge in addition to Basic or Elite Power Armor Combat Training bonuses.

Worn on Person
Pilot's Jumpsuit
Tinted goggles

Utility Belt
PC-3000 hand held computer
PDD pocket audio recorder/player
Pocket laser distancer
Pocket flashlight
Pocket signal mirror
Infrared distancing binoculars
2 spare E-clips
TX-20 "Short" Laser Pistol
• Range: 800’
• Damage: 2D6 M.D.
• Rate of Fire: Single shot only
• Payload: 20 shots/short E-clip

Black paint stick
Portable tool kit
Lock-pick kit
Doctors stethoscope
Electro-adhesive pads
Soldering iron (and solder, presumably)
Box of disposable plastic gloves
Duffel bag (folded up)
Air filter
Three weeks freeze-dried rations
Secure Universal Card: 3,000 credits
Non-Secure Black Card: 4,000 credits

Requisitioned Equipment
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Damage: 2D6 per single laser blast
6D6 per rapid fire pulse (three simultaneous blasts)
2D6 to 12 foot diameter with conventional M.D. rifle grenades
6d6 to 12 foot diameter with micro-fusion grenades
Rate of Fire: Laser: equal to the number of combined hand to hand attacks of its user
Grenades: One aimed or four fired in rapid succession (burst if fired all at same target, wild if sprayed into an area).
Effective Range: Laser - 2000'
Grenade Launcher - 1200'
Payload: Laser - 21 blasts (7 shots) per standard E-clip; 30 blasts (10 shots) per long E-clip. Grenade Launcher - 12
Weight: 10 lbs.

Wilk‘s 347 “”Hero“ Dual Pistol
• Range: Medium. Laser: 1000’; Heavy Laser: 500’
• Damage: Medium Laser: 2D6 M.D.; Heavy Laser: 3D6 M.D.
• Rate of Fire: Standard.
• Payload: Light Laser: 20 Shots; Heavy Laser: 32 Shots with a Long E-Clip (16 shots with a standard E-Clip)
• Modifiers: +2 bonus to strike when fired with both hands.

• Range: 1,200'
• Damage & RoF:
• • Single Shot: 3D6
• • DUAP Single Shot: 4D6
• • 10-Round Burst: 1D6x10
• • DUAP 10-Round Burst: 2D4x10
• Payload: 20 or 30 round magazine
• Modifiers: none
• Weight: 2 lbs.

Branaghan EBA
M.D.C. By Location:
• Helmet: 40
• Arms: 28 each +8 w/overcoat
• Legs: 38 each +12 w/overcoat
• Main Body: 75 +28 w/overcoat
Weight: armor―15 lbs.; Overcoat―6 lbs.
Modifiers: Heavy plate armor: Fair mobility; -10% to climb, -20% to prowl, swim, perform acrobatics and similar physical skills. Add another -5% to each when the overcoat is worn with the armor. If only the overcoat is worn, the movement penalty is only -5%, but -10% to swim.

NG "Hunter Suit" Jumpsuit (upgraded, without armor plates)
A.R.: 12
M.D.C.: 10

2x Light Fusion Block
☞ Damage: 1D4x10 M.D. to 10 foot (3 m) blast radius.

Tablet style Portable Computer.
NG Individual Combat and Survival Shelter
NG "Overland" Harness and Frame Pack
NG "All in One" Utility Belt
PDD-V Pocket Digital Disc Audio and Video Player
High-quality Portable Tool Kit
Last edited by Rebecka Holt on Sun Jun 10, 2012 5:02 pm, edited 3 times in total.
Rebecka Holt

Re: Rebecka Holt

Postby Rebecka Holt » Sat Jun 09, 2012 2:55 am

Background in Brief
Rebecka was born and lived her earliest years in a small village located in south-eastern Arizona (near historic Tombstone AZ), fairly close to the Lone Star border. Unfortunately, she barely remembers her time there; when she was 8 years old, the village (with a population of perhaps 80) was razed to the earth by so-far unidentified forces. Evidence at the scene indicated power armor and robots of some sort; Rebecka was the sole survivor, trapped beneath several pieces of corrugated aluminium that sheltered her from the worst of the devastation.

It is fortunate that, shortly after the attack (no more than 2-3 hours), a mercenary company came across the ruins - Miller's Marauders, a small unit specializing in reconnaissance and sabotage. While sifting through the ruins for anything of value, they came across the still living, but severely injured girl and immediately brought medical aid to bear. Rebecka survived, but at a cost; shehad taken severe damage to her right eye, likely due to heat and the chemical residue of explosives. (These were replaced with cybernetics, which were upgraded as she grew older)

Although at first reluctant to care for her, Rebecka grew on the mercenaries through her resilience and will to live; eventually, they adopted her as a sort of mascot and good-luck charm. After all, if she could survive what she did, surely the rest of them could draw inspiration from that!

And so began her 'career' as a mercenary. Growing up among the grizzled soldiers was tough on her at times, but despite some hardships she grew fond of those she befriended, looking to them as role models. In time, as she grew older, she became enamoured with the idea of becoming a solider with them as well; the XO (Captain Holt, who acted as her surrogate father) was a headhunter, and so it was natural that she followed in his footsteps.

When she was a mere 15 Rebecka began her education in combat and warfare; naturaly bright, she was drawn as much to the theories of tactics and mechanics as weaponry, and quickly found herself being enrolled in a technical school to further her education in this area. After graduating (rather quickly, in a mere 3 years!) she returned to the Marauders, ready to fill one of the positions - initially she worked among the support personnel, applying hands-on what she'd learned in electronics and weapons technology; her fascination, however, lay in robots and (especially) power armor. After a year in support, she was allowed to transfer to a more combat-oriented training, specifically in the area of power armor piloting.

Unfortunately, a year after that (when she was 21) the bulk of the Marauders came to an end; they were on the receiving end of a massive beat-down that effectively dissolved the unit. With no real home anymore, Rebecka took her new skills 'on the road' as it were, joining another mercenary group, then another, then a third rarely staying more than a few months with each.

As it currently stands, Rebecka is still looking for a new home; that is to say, a unit she feels comfortable with, one where she will feel as though she belongs.
Last edited by Rebecka Holt on Tue Jun 19, 2012 7:45 pm, edited 4 times in total.
Rebecka Holt

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