Jurgen (Human Robot Pilot)

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Jurgen (Human Robot Pilot)

Postby Jurgen » Mon Apr 28, 2014 8:58 am

Player Name: Lars
YIM Handle: Oradro@yahoo.com

Character Name: Jürgen Ritter
Alias: Drache
Race: Human
O.C.C.: Robot Pilot (Adjusted for Europe)
Alignment: Aberrant
Level: 3
XP Points: 8,195 --- ((EZ : 1/7/15))
Next Level @ XP: 8,401
Sentiments/Non-Humans: Some are good, some are bad. The more monstrous they seem the more likely they are, especially those that look like Gargoyles and their allies. Jurgen is ultimately a pro human bigot but deep down he grudgingly can admit when he's wrong or when a non human is actually not a bad 'person'. Just don't expect him to vocally admit it. In many ways he's much like the average CS Citizen but tempered by the more realistic and more open views of the NGR where D-bees and other non humans make up a more noticeable part of every day life. Even if those non humans are usually second or third class citizens.
Sentiments/NGR: Sometimes faces corruption, unrest and internal political issues. The NGR isn't prefect but it's got good intentions and is worth defending and fighting for.
Disposition: Fairly typical military grunt. Work hard, play hard. Gets serious when he needs to, gets rowdy and drunk when cutting loose but knows how to handle himself. Not terribly good with people though. Horrible with pickup lines. Winds up with more guys phone numbers when trying to pick up chicks at a bar than those of the female persuasion. Doesn't seem bothered by that fact.
Insanity: Addiction: Pickup (Triax 2 Page 75)

I.Q.: 12
M.E.: 13
M.A.: 8
P.S.: 16
P.P.: 24
P.E.: 15
P.B.: 13
Speed: 23

H.P.: 21
S.D.C.: 38
Age: 25
Sex: Male
Height: 7ft
Weight: 240lbs
Description: Jurgen is an unusually tall Caucasian human male with a slightly muscular and wiry build who blue eyes, and usually brown hair (He sometimes dyes it different colours).

Natural Abilities
Perception Bonus: 0 (+1 @ levels 4, 7, 10, 13)
Max. Encumbrance: 160lbs
Max. Carrying Weight: 40% of Body Weight
Max. Lifting Weight: 320lbs
Max. Jumping Ability: 14ft across 5.5ft up (+2 across/+0.5 up per level)
No Fear of Heights (Acrobatics)

Bionics & Cybernetics
Gyro Compass
Clock Calendar

Power Armour Pilot MOS Skills (+1 Elite at 6, 9, 12)
Advanced Mathematics -- 75% (+5/level)
-- Sense of Balance -- 75% (+5/level)
-- Walk Tightrope or High Wire -- 69% (+3/level)
-- Climb Rope -- 86% (+2/level)
-- Back Flip -- 75% (+5/level)
-- Prowl -- 45% (+5/level)
Navigation -- 70% (+5/level)
Pilot: Combat Helicopter -- 76% (+3/level)
Pilot: Tanks & APCs -- 60% (+4/level)
Pilot: Robots & Power Armour -- 85% (+3/level)
Pilot Power Armour Combat: Basic
Pilot Power Armour Combat: Elite Glitterboy (Ground)
Pilot Power Armour Combat: Elite Glitterboy (Flying)
(Added at level 3) Pilot Robot Combat: Elite Power Armour (Ground):

O.C.C. Skills
Language/Literacy: Euro -- 97% (+1/level)
Language: Demongogian -- 79% (+3/level)
Basic Mathematics -- 80% (+5/level)
Body Building & Weight Lifting
Climbing -- 75% (+5/level)
--Rappelling -- 65% (+5/level)
Computer Operation -- 65% (+5/level)
Military Etiquette -- 65% (+5/level)
Pilot: Combat Driving +15
Pilot: Air Combat Driving +15
Radio Basic -- 70% (+5/level)
Sensory Equipment -- 60% (+5/level)
WP: Knife
WP: Heavy MD
WP: E-Rifle
HTH: Commando
--WP: Paired

O.C.C. Related Skills +1 @ 4,6,9,12
Weapon Systems -- 65% (+5/level)
Pilot: Hovercraft -- 75% (+5/level)
Pilot: Hovercycle -- 89% (+3/level)
(Added at level 2) Jury Rig -- 40% (+5/level)

Secondary Skills +2 @ 1,4,8,12
WP: Handgun
WP: Rifle

Combat Data
HTH Type: Commando
Number of Attacks: 4
Initiative Bonus: 2
Strike Bonus: 6
Parry Bonus: 7
Dodge Bonus: 7
Auto-Dodge Bonus: (At level 5)
HTH Damage Bonus: +1
Bonus to Roll w/Impact: 5
Bonus to Pull a Punch: 3
Bonus to Disarm: 1
Kick Attack: 1d8
Karate Punch/Strike: 2d4
Body Flip/Throw
Body Block/Tackle
Backward Sweep Kick (Opponent is -2 to dodge, can not be parried)

Robot Combat Data: (Basic)
Number of Attacks: +1
Melee Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +1
Bonus to Roll w/Impact: +1
Punch: Restrained/Normal
Kick: Ordinary only
Block/Tackle/Ram 1d4 MD 50% Knock down chance (2 attacks)

Robot Combat Data: (X-700 "Fat Boy" Glitterboy)
Number of Attacks: +1 (+1 at 4,8,12)
Initiative Bonus: +2
Melee Strike Bonus: +1
Ranged Strike Bonus: +2 +WP Heavy MD
Parry Bonus: +1
Bonus to Roll w/Impact: +2
Bonus to Pull a Punch: +2
Punch: 1d4 MD Restrained, 2d6 Normal, 4d4 Power
Tear/Pry: 2d6
Body Block/Ram: 2d6
Full Speed Running Ram: 3d6 (3 attacks)
Pylon Impalement: 1d6
Kick/Stomp: Impossible

Robot Combat Data: (X-710 "Hell Angel" Glitterboy)
Number of Attacks: +3 (+1 at 7,11)
Initiative Bonus: +2
Melee Strike Bonus: +2
Ranged Strike Bonus: +2 +WP Heavy MD
Parry Bonus: +2
Dodge Bonus: +3 While Hovering, +5 While Leaping/Flying
Bonus to Roll w/Impact: +3
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Punch: 1d4 Normal, 1d6 Full, 2d6 Power
Kick: 2d4
Running Leap Kick: 4d6 (3 attacks)
Tear/Pry: 1d6
Full speed running ram: 3d6 (3 attacks)
Stomp: 1d6 (Only effective against objects 3ft tall or less)

Robot Combat Data: (T-550 Glitterboy)
Number of Attacks: +2 (+1 at 5,10,15)
Initiative Bonus: +2
Melee Strike Bonus: +3
Ranged Strike Bonus: +4 With Boomgun, +2 with Energy/Long Ranged Weapons (Already factored into Boomgun)
Parry Bonus: +2
Dodge Bonus: +1 (-1 if Pylons are engaged)
Bonus to Roll w/Impact: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Pylon Impalement: 1d6
Tear/Pry: 1d4
Running Ram: Punch Damage X2, 50% Knock down chance (1/2 if target is twice as big)

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. Paired Weapons
W.P. Knife - +1 Strike, +2 Parry, +2 Strike when thrown +1 strike at 4, 7, 10, and 13. +1 parry at 6, 9, and 12. +1 thrown at 6, 8, 10 and 13.
W.P. Handguns - +1 Strike +1 at 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +2 Strike +1 at 5, 7, 9, 11, and 13.
W.P. Energy Rifle - +1 Strike +1 at 4, 6, 8, 10, 12, and 14.
W.P. Heavy MD Weapons - +1 Strike +1 at 4, 7, 10, and 13.

Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor: +2
Last edited by Jurgen on Sun Aug 31, 2014 10:59 am, edited 16 times in total.

Re: Jurgen (In Progress: Eurasia)

Postby Jurgen » Mon Apr 28, 2014 5:05 pm

Last edited by Jurgen on Wed Apr 30, 2014 9:42 pm, edited 5 times in total.

Re: Jurgen (In Progress: Eurasia)

Postby Jurgen » Mon Apr 28, 2014 7:24 pm

Born around 2396 near Munich, Jurgen was raised in an area that often saw attacks by the Gargoyles. Despite this, the technology available to the NGR meant he lived in an otherwise well educated and technologically advanced country. Like many his age, when he turned 18 he joined the NGR military. Opting to become a powersuit pilot partially out of a certain sense of thrill behind the idea, he spent the next few years learning to master a wide array of the Triax brand powersuits the NGR Military so heavily relied upon. Further advanced training took him through commando training where he learned how to pilot a variety of other vehicles from attack helicopters to tanks and APCs as well as an assortment of hovercraft and cycles, with a special focus on combat driving on both land, and in the air.

His first few deployments saw him out on the front lines during the build up to the crisis of 107 PA after the destruction of Wroclaw in Poland and the assassination of the NGR president. With the need for highly trained forces to go behind enemy lines, Jurgen was tapped to go with the forces who formed part of Operation Sea Storm. With the fighting going so well and the added assistance of the units sent by the Coalition States to support things went well. Though Jurgen himself never wound up actually meeting any of the CS troops, having been too busy fighting in other sectors he eventually meets several during the early months of 108 PA in Lyon where they help hold an expand the footing in the area until further NRG forces pressing in from Geneva manage to link up, splitting the Gargoyle Empire in half. The months dragged on with victory after victory, the forces facing few setbacks and the majority of the CS troops eventually return to North America while the NGR consolidates and expands on the successes of Operation Sea Storm. Despite this there are occasional setbacks, and it's one such setback that eventually sees Jurgen and several squad mates separated from the main unit during a counter attack by a large band of Gargoyles.

Forced to move further into Gargoyle territory and away from their unit the band manages to survive, in part due to their smaller size and ability to more easily blend in with their surroundings as a result. A fresh wave of Gargyle counter attacks however, prevents them from linking back up to their primary unit for several days, and several engagements of their own claim the lives of several members. Due to the fluidity of the new battle lines, the unit manages to link back up with friendly NGR forces for a while, but not their own platoon. Several days turn into several weeks as they work their way towards the last reported position of their platoon, while occasionally being held down assisting other NGR units on the battle lines, awaiting resupply or simply traveling by land. When they finally manage to link up again, it's only just in time to be shipped deep into Gargoyle territory to strike at the band primarily responsible for the latest attacks.

The battle, while ultimately a success for the NGR, sees the platoon decimated and the survivors struggling to get home from deep behind enemy lines. Eventually the survivors are pushed further and further away from friendly lines and closer towards the unknown. With communications cut off, the NGR writes off the platoon as a mix of KIA and MIA units and turns it's attention to more important and critical matters. As a result, with no rescue on the way Jurgen and his fellow surviving members are left to their fate. Despite this they manage to once more return to the edges of the new NGR battle lines. After a chance to rearm and repair, and with the platoon he was part of effectively wiped out Jurgen is sent on his way with transfer orders to a new platoon while other members of his old unit are either sent elsewhere, or back home for medical attention. Several more days pass and the road is long. Worse yet through an administrative oversight his status as MIA is never repealed and he's simply (if temporarily) forgotten about by the NGR Military.

Left in unfamiliar territory and for once entirely on his own, Jurgen none the less does his best to manage and survive. Still, the whole situation has left him out of food, out of his favorite pickup tablets, low on money and worse yet, the unit he was assigned to simply moved on, and now he's lost trying to find out where on earth they got to. The only upside to the whole thing was that he could feel fairly safe and secure in his freshly repaired T-550 and a resupply of munitions meant he had enough ammo to last for at least a little while if more trouble pops up.

At least things couldn't get any worse.

Or could they?
Last edited by Jurgen on Fri May 16, 2014 10:25 pm, edited 1 time in total.

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