Ramon Ramero (Flaked)

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Ramon Ramero (Flaked)

Postby Ramon Ramero » Mon Jan 27, 2014 1:43 am

Player Name: Dustin
YIM Handle: Ramon.ramero@yahoo.com

Character Name: Ramon Ramero
Race: Human Experiment
O.C.C.: Wilderness Scout
Alignment: Unprincipled
XP Level: 3
XP Points:4,251 (August 7/2014 - Ryu)
Next Level @ XP: 7,301
Sentiments/Non-Humans: Not particularly fond of all of them, but will work and socialize with them as necessary.
Sentiments/Coalition: Love-hate relationship; he thinks the CS is humanity's best chance for overall survival, but has come to see the extreme xenophobia as misguided and short-sighted. Also has a personal appreciation and dislike for Desmond Bradford as he is the reason for Ramon's unique abilities.
Disposition: Most comfortable in the wild. He tolerates cities long enough to get supplies pick up clients and drop off communications.
Insanity: Homicidal Rage (p. 332 R:UE)

Blue Text Indicates Crystal Form Abilities
I.Q.: 10
M.E.: 15
M.A.: 26
P.S.: 27 (36, Robotic)
P.P.: 11
P.E.: 18
P.B.: 15
Speed: 30 (15)

P.P.E.: 60
H.P.: 22
S.D.C.: 137
M.D.C.: 500
Age: 30
Sex: Male
Height: 6'0"
Weight: 500 lbs. 1,000 lbs.
Description: Tall dark haired man with a mixed heritage. His features are weathered and tanned making for a rugged look. He wears utilitarian camouflage and neutral colors most often.
Smooth semi-transparent crystal with green tint.

Natural Abilities
Perception Bonus: +4
Charm/Impress: 25%
Invoke Trust/Intimidate: 88%
Max. Encumbrance: 400 lbs. 800 lbs.
Max. Carrying Weight: 675 lbs. 900 lbs.
Max. Lifting Weight: 1,350 lbs. 1,800 lbs.
Max. Jumping Ability: 31' long, 14.5' 40' long, 19' high

Side Effects
Increased Mass

Super Abilities
Alter Physical Structure: Crystal
M.D.C.: 500, recovers 2D6 every ten minutes.
Horror Factor: 11

Recognize Crystals & Gems -- 76% (+4%)
The character can accurately recognize most types of natural stones, crystals and minerals. He also has a good working knowledge of the physical density. Weight and integrity/strength of most minerals.
Crystal Form Abilities
-Parry lasers
-Redirect laser no bonuses Counts as 2 attacks (Roll for Parry then Strike)
-Shoot a beam of coherent light, like a laser. This can only be done if there is a source of light to draw upon.
    Range: 120 feet (+10 per lvl)
    Damage: 3D6
    Duration: Instant
    Attacks Per Melee: Each counts as one melee attack.
-Hold his breath for twice as long as normal (about six minutes).
-Resistant to heat; no damage if under 200 degrees Fahrenheit, 201-299 does half damage, 300 or hotter does full damage. Magic fire also does full damage.
-Impervious to light/lasers (no damage)

Prodigious Limbs
Robotic P.S. in human form
Prodigious Hands and Arms: The super being can increase the size and length of his hands and arms to 10 times their normal size and length; approximately 25 feet. The character can regulate the size and length of his arms from normal to maximum. At maximum size and length the character's hand is large enough to grab and hold an adult in his hand as if the victim were an action figure.
-Increased P.S.: At any size over 15 feet, the super being's Prodigious Limb gets a 1d6+6 = 9 bonus to P.S. and becomes Supernatural Strength. Any size shorter than 15 feet is Superhuman.
-Increased S.D.C., (for the limb only): The giant-sized limb has 10 S.D.C., for every foot of length. A 15 foot limb has 150 S.D.C., a 25 foot has 250!
-Supernatural Strength of 36 over 15 ft.
-Damage (Arm & Hand): 1D10 damage for every five feet of length beyond 10 feet plus strength modifiers.
    -Restrained Punch: 6D6 S.D.C.
    -Full Strength Punch: 5D6 M.D.
    -Power Punch: 1D6x10 M.D.
-01-44% (+4% per lvl) chance of pinning both arms. If pinned the victim cannot use his arms to fight back. Breaking the hand's hold requires a combined Supernatural P.S. 10 points higher.
-Bonuses (Arm & Hand): +1 on initiative, +2 to strike, +5 to grab/hold/entangle, but is -4 to dodge. P.P. attribute and Hand to Hand Combat skill bonuses may also be applied to these bonuses. Lost S.D.C, of enlarged limbs heals at a rate of 2D6 S.D.C., per hour whether in human form or enlarged, prodigious form.

Prodigious Feet and Legs: The super being can increase the size and length of his feet and legs to 10 times their normal size and length; that's approximately 30 feet. The character can regulate the length and size of his legs from normal to maximum. At maximum size, the character's foot is the size of a pickup truck and he towers 30 feet off the ground.
-Increased P.S.: Same as the arm, above.
-Increased S.D.C., (for the limb only): Same as the arm, above.
-Damage (foot and leg): Same as the arm, above.
-01-48% (+4% per lvl) chance of pinning victim flat under his foot without killing him. 1/3 damage and pins the opponent and counts as two melee attacks. If pinned, the victim cannot use his arms to fight back. Breaking the foot's hold requires a combined Supernatural P.S. 18 points higher.
-Bonuses (foot and leg): Increase Spd by 10% for every 5 feet of height/length of the leg. +3 to strike with stomp attack, +1 with kick attacks, but is -4 to dodge. P.P. attribute and Hand to Hand Combat skill bonuses may also be applied to these bonuses. Lost S.D.C., of enlarged limbs heal at a rate of 2D6 S.D.C., per hour.

Special Abilities
Trail Blazing -- 30% (+5%)
The ability to cut and mark trails through the wilderness for others to follow. A failed skill roll means the trail cannot be followed by others as intended.
Cross-Country Pacing -- 45% (+5%)
Can accurately predict how long a trip will take (for them alone or with others in tow - the latter always taking twice as long) within 2D6x 10 minutes. 6D6 hours if unfamiliar with the area.
On foot, this skill enables the character to move at full running speed cross-country for a time equal to his P.E.x5 in minutes without overexerting himself.

Cartography -- 50% (+5%)
Can produce highly accurate paper maps. A successful roll means the map is not only accurate and easy to use, but elegant and aesthetically pleasing. A failed roll indicates that some details are wrong, other details have been left out, and the scale and specified locations are off by 1D10 miles.

O.C.C. Skills
Language: American -- 94%.
Language: Spanish -- 65% (+3%)
Language: Dragonese/Elven -- 65% (+3%)
Athletics (General)
Cooking -- 60% (+5%)
-Cook game animals -- 70% (+5%)
Climbing -- 65% (+5%)
-Rappelling -- 55% (+5%)
Fishing -- 65% (+5%)
Identify Plants & Fruit -- 70% (+5%)
Land Navigation -- 64% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes -- 60% (+5%)
Prowl -- 57% (+5%)
Radio: Basic -- 65% (+5%)
Track -- 54% (+5%)
-Trap Animals -- 64% (+5%)
Wilderness Survival -- 65% (+5%)
W.P. Knife
W.P. Archery
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert

O.C.C. Related Skills
Skin & Prepare Animal Hides -- 65% (+5)
Rope Works -- 55% (+5%)
-Sense of balance -- 56% (+3%)
-Work parallel bars & rings -- 66% (+3%)
-Back Flip -- 74% (+2%)
-Climb Rope/Rappel -- 64% (+2%)

Holistic Medicine
-Diagnose -- 50% (+5%)
-Treat -- 40% (+5%)

Literacy: Native Language -- 84% (+2%)
Fasting -- 48% (+3%) (2nd level)

Secondary Skills
Barter -- 38% (+4%)
Mathematics: Basic -- 55% (+5%)
Camouflage -- 30% (+5%)
Swimming -- 60% (+5%)
Running (1st Level)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +18 +22
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +2
Bonus to Disarm: +2
Knockout: Natural 20
Restrained punch: 1D4 M.D. / 1D4 M.D.
Full strength punch: 1D6 M.D. / 2D6 M.D.
Power punch: 2D6 M.D. / 4D6 M.D.
Kick: 2D4 M.D. / 3D8 M.D.

Weapon Proficiencies
W.P. Knife (+1 to strike, +2 to parry, +2 to strike when thrown)
W.P. Archery (+2 to strike, +1 to parry, +1 to disarm, RoF: 3 shots/melee)
W.P. Energy Pistol (+2 to strike)
W.P. Energy Rifle (+1 to strike)

Saving Throw Bonuses
Coma/Death: +16%
Magic: +2
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Disease: +4
Horror Factor: +1
Last edited by Ramon Ramero on Sun Feb 09, 2014 12:16 pm, edited 27 times in total.
Ramon Ramero

Re: Ramon Ramero

Postby Ramon Ramero » Mon Jan 27, 2014 2:09 am


Wilk's 567 "Long Gun" (carried on sling when not in use)
• Range: 2,200'
• Damage:
• • Single blast: 1D6 M.D.
• • Double pulse: 2D6 M.D
• • Triple pulse: 3D6 M.D.
• • Quadruple pulse: 4D6 M.D.
• • Maximum pulse: 5D6 M.D.
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload: 50 shots for 1-3 dice damage blasts (two E-Clips), or 25 4-5 dice pulse shots (two E-Clips), reduce payload 25% without the short clip.
• Modifiers: +1 to strike on an aimed shot

Worn on Person
Wooden cross (8")
Medium brown oilskin/leather coat
Woodland pattern camouflage fatigue pants
Heavy hiking boots
Neutral dark pattern flannel shirt
Non-Secure Universal: 3d6*100 = 1070. 2/15/14 Proserpina
Non-Secure Black Card: 3d4*1000 = 8000.

Utility Belt
2 Wooden spikes
Utility knife
Animal skinning knife
One half full canteen
Infrared binoculars with digital distancing readout
Compass / inertial mapper
Wilk's-Remi 104 Derringer
• Range: 300'
• Damage: 2D4 MD
• Rate of Fire: 2 simultaneous shots
• Payload: 4 shots

Backpack In room
NE-BA-26 Special Body Armor
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
Modular Features & Upgrades:
HUD Visor: Projects data, charts, topographical maps, orders and mission information, or transmissions on the visor of the helmet for the wearer to see. As many as six different HUD viewing sections/images can be projected without impairing the vision of the wearer.
Deep Insertion Wilderness Package: 2 extra canteens, compass, cigarette lighter, 1 pocket mirror, 4 signal flares, 4 colored smoke grenades, grappling hook and 60' line, Pocket Laser Distancer, standard binoculars, hand axe (1D6), field radio and an NE-09SP Survival Pack.

Contents of Deep Insertion Wilderness Package
Hand axe
Extra pair of boots
First-aid kit
2 Medium sacks
Several short pieces of cord for tying things
100' of lightweight rope
6 Iron spikes
4 Wooden spikes
Fishing line and hooks
Fishing pole
Animal snares
One full canteen
Six flares,
Passive night vision goggles
Telescopic sight
Last edited by Ramon Ramero on Sat Feb 15, 2014 1:59 pm, edited 12 times in total.
Ramon Ramero

Re: Ramon Ramero

Postby Ramon Ramero » Tue Jan 28, 2014 11:42 pm

Ramon grew up in a small Coalition States wilderness town. Here he was exposed to infrequent visits from CS patrols and commanders. He was also exposed to D-Bees and magic users. Both of which more often than not caused trouble and there for reinforced the CS preaching of human supremacy. His father a wilderness scout was his initial teacher and tried to teach Ramon that the CS's intentions are good but that their methods were wrong. Where his mother was exactly the opposite and completely supported the CS and was known through out the village to inform on any D-Bees or magic users that passed through. Had his father lived he probably would have taken his fathers side eventually, but that was not to be.

On Ramon's 14th birthday he was out in the forest with his father when the Simvan hit the town. They were originally only looking for food and ammunition. Unfortunately, Ramon's mother had a different plan and open fire with a Laser Pistol when one raider entered their home to take the food. She killed the first raider instantly, but the second one in the home was luckier and only lost an arm. This allowed him to scream out in pain and bring the rest o the raiders down on the home. When Ramon and his fater returned his mother was dead and the raiders had taken both her arms with them. This is when Ramon decided to volunteer in the CS Military when the next patrol came through.

Six months passed and the Ramon and his father lived in a constant state of tension. Then a patrol came through town and Ramon approached the officer and volunteered. Unfortunately, The officer was not able to accept his entrance into service as he and his team were on the way to the kingdom of Magic. But, he did pass on word to high command about a town with potential recruits. Only two weeks passed and the a hover car and APC arrived to press all the youth of the village into service. What Ramon didn't know was that the officers communication had been intercepted by Desmond Bradford and he had dispatched a small force to bring him "recruits" for his experiments.

When Ramon arrived at the Lone Star facility he and the other village youth were greeted by Bradford and given a small speech about how they would be offered the chance to serve humanity as either soldiers or as labors. Ramon and five other boys immediately volunteered and were led away by Bradford. To this day Ramon is unsure what happened to the other 15 boys and girls but he never saw them again. Bradford first told the Ramon and the others that they would be given an opportunity to become stronger, faster, and smarter than any D-Bee so they could be elite troops of the CS to rid the earth of the D-Bee threat.

The next 6 years are a total haze to Ramon. He spent them in and out of Braford's laboratories and in chemically induced coma's for research. Some time during the seventh year of his time at the Lone Star Facility he was added to a final experiment. This experiment involved multiple radiations and chemicals all aimed at increasing his endurance. The experiment was a failure in that regard but he was given his current powers. Braford tried multiple times to replicate the process with other subjects with no luck. Eventually, Braford decided to take genetic samples and move on to other experiments labeling Ramon a fluke success and project failure. He did however see a resource in a human sympathizer that could fit in with D-Bees. He transferred Ramon to espionage training.

His training was focused on re-familiarizing him with the outdoors and the skills of his youth. This was done because with his new abilities, he would do best as a covert agent. After some advanced hand to hand training and a few select other skills he was given an assignment to establish him self as a guide in the wilderness between the magic zone and the Coalition States. He was also given a drop location and told to report any suspicious activity or movement between the two. He continued to do this until the War with Tolkeen where he was exposed to a myriad of D-Bees many just seeking safety and the ability to raise a family. Because of his experiences during this latest war he has decided that his assignment is less than noble and that only the money and a sense of duty to mother keeps him going.

Currently he will continue with his mission, but will always be looking for a way to break his ties with Bradford and the CS short of Death.
Ramon Ramero

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