Sir Oliver Drake (Human Cyber-Knight/Wilderness Scout)

GM: Maniacal Laugh
AGM: Captain Marks

Moderators: Game Masters, Group Leaders

Sir Oliver Drake (Human Cyber-Knight/Wilderness Scout)

Postby Drake » Sat Sep 28, 2013 6:17 pm

Player Name: John
YIM Handle: Matheis81

Character Name: Sir Oliver Drake
Alias: Drake
Race: Human
O.C.C.: Cyber-Knight/Wilderness Scout
Alignment: Scrupulous
Cyber-Knight XP Level: 6
Cyber-Knight XP Points: 34,436 (12FEB2018 MaA)
Cyber-Knight Next Level @ XP: 35,521 (@ 7th lvl.)
Wilderness Scout XP Level: 0
Wilderness Scout XP Points: 1,315
Wilderness Scout Next Level @ XP: 2,800 to 1st Level
Sentiments/Non-Humans: Treats all sentient beings with the utmost respect and courtesy until they prove undeserving of it. Has a high regard for life and personal freedom.
Sentiments/Coalition: Hates the Coalition, because he has lost numerous friends, family members, and acquaintances to them.
Disposition: All around good person. Kind, generous, compassionate and positive. The glass is usually half full.
Insanity: Hysterical Aggressive Reaction to acts of torture and/or cruelty

ATTRIBUTES
I.Q.: 13
M.E.: 15
M.A.: 15
P.S.: 23
P.P.: 15
P.E.: 17
P.B.: 9
Speed: 18

PHYSICAL DATA
P.P.E.: 27
I.S.P.: 31
H.P.: 40
S.D.C.: 87
Age: Appears to be in his mid-forties. (24 years old)
Sex: Male
Height: 6’1”
Weight: 165 lbs
Description: Gangly would be an appropriate word to describe Drake. His tall frame is lean and covered in tightly corded muscle. He has tattoos covering whatever skin isn’t covered in cyber armor. His face shows the story of a hard life with sunken eyes and three days of stubble. His short hair is dark and unruly. Drake wears the clothes and armor of someone who is used to walking the wasteland; it’s covered in rough repairs and dirt.

Natural Abilities
Perception Bonus: 55% (+3%)
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 66 lbs.
Max. Carrying Weight: 460 lbs.
Max. Lifting Weight: 920 lbs.
Max. Jumping Ability: 21.5' lengthwise, 8.25' high.

Special Abilities
Combat Acrobatics: No penalty to strike while moving.
Auto-Dodge versus Tech (Against One Opponent.): +4
Basic Combat Awareness: One Opponent
Cloud Sensors.

Bionics & Cybernetics
Torso
Living Cyber-Armor
A.R.: 16
M.D.C. by Location:
Shoulders (2): 11 each.
Back/Shoulder Blades (2): 18 each.
Forearms (2): 13 each.
Thighs/Upper Legs (2): 18 each.
Chest Plate: 58


Psionics
Minor Psychic
Psi-Sword (0 I.S.P.; 3D6 M.D.)
Psi-Shield (15 I.S.P.; 5 min/level, 80 M.D.C.)
Meditation (0 I.S.P. restore ISP/Heal more quickly)

O.C.C. Skills
Literacy: American 85% (+5%)
Language: American 96%
Language: Dragonese/Elf 96%
Language: Spanish 95% (+3%)
Language: Euro 95% (+3%)
Anthropology 70% (+5%)
Body Building & Weightlifting
Climbing 80% (+5%)
Rappelling 70% (+5%)
Gymnastics
Sense of Balance 70% (+3%)
Work parallel bars & rings 80% (+3%)
Back flip 85% (+2%)
Climb rope/rappel 75% (+2%)

Horsemanship: Cyber-Knight 85%/65% (+3%)
Land Navigation 68% (+4%)
Lore: Demon & Monster 75% (+5%)
Paramedic 75% (+5%)
Swimming 85% (+5%)

O.C.C. Related Skills
Boxing
Physical Labor
W.P. Archery
W.P. Targeting
W.P. Rifle
Field Armorer 70% (+5%)
*Basic Mechanics 55% (+5%)
Prowl 60% (+5%)
Wilderness Survival 60% (+5%)
Pilot: Automobile 75% (+2%)
Pilot: Motorcycles 82% (+3%)
Automotive Mechanics 55% (+5%)
General Repair & Maintenance 65% (+5%)
[3rd] Fencing (+1 Strike or Parry with Sword or Dagger, +1D6 Damage with a sword.)
[3rd] Fasting 54% (+3%)
[4th] Pilot: Robots & Power Armor 62% (+3%)
[4th] Robot Combat (Basic)
[5th] W.P. Energy Pistol
[5th] W.P. Blunt
[5th] W.P. Spear
[6th] Robot Combat: Elite (Glitterboy; Ground?)
[6th] Sensory Equipment 30% (+5)

Secondary Skills
Law (General) 60% (+5%)
Brewing: Basic 50%/55% (+5%)
Cook 60% (+5%)
Mathematics: Basic 70% (+5%)
Astronomy & Navigation 55% (+5%)
Computer Operation 65% (+5%)
[5th] Barter 34% (+4%)
[5th] Sewing 45% (+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +4
Critical: Natural 18-20
Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
Auto-Dodge versus Tech (One Opponent): +4
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Entangle: +2
Kick: 2D4
KO: on Natural 20
Body Flip/Throw: 1D6 + victim loses initiative & 1 APM
Knows all hand strikes
Knows all Kicks.

Cyber-Knight Zen Combat
Basic Combat Awareness: Against One Opponent.
• Negates any bonuses provided by the weapon/machine.
• The Cyber-Knight knows what his opponent is doing the same instant his opponent does it, enabling the knight to react a split second faster: +3 on initiative against attacks from modern guns and machines (bionics, robots, etc.), and +6 against artificial intelligences and computers like Skelebots and automated defense systems. Cyber-Knight is +3 to strike and parry.
• Meanwhile, the Cyber-Knight's gun toting or tech-laden opponent is -3 to dodge the Cyber-Knight's attacks and loses 2 melee attacks/actions due to time spent compensating for the Cyber-Knight's amazing agility, combat skills and awareness.

Cloud Sensors: The Cyber-Knight cannot be accurately detected with Sensors.
• Sensors" are limited to those in Robots, Power Armor, Vehicles with Weapons/Sensor systems.
• Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and -2 attacks per melee every time they try to figure out what's going on.
• Experienced operators are uncertain, hesitate, and lose one melee action, with a -40% skill penalty.


Horsemanship: Cyber-Knight
Number of Attacks: 8
Initiative Bonus: +6
Strike Bonus: +2
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +8 (+14 S.D.C./M.D. with Melee Weapons.)
Bonus to Roll w/Punch: +6 (+8 When knocked from a horse.)
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Other: Charge Attack (With a Lance or Polearm: +3D6 S.D.C. or +2D6 M.D.)
Horse Attack (+2 for Horse to strike.)

Robot Combat (Basic)
Number of Attacks: 8
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Damage: As per Robot P.S. Each power armor description will list the damage under the "Elite" hand to hand stat block. The basic skill, however, only lets the pilot do a restrained and full strength punch and an ordinary kick, no leap kick, stomp or special attacks.
• Power Armor Body Block/Tackle/Ram: 104 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative
and one melee attack/action. Counts as two of the power armor's melee attacks.
• Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.


Robot Combat: Elite (Little Brother)
Number of Attacks: 8
Initiative Bonus: +5
Criticals: 18-20
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
Auto-Dodge vs Tech: +4
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +9
Bonus to Disarm: +7
Entangle: +2
Damage:
Restrained Punch: 6D6 S.D.C., Punch: 1D$ M.D., Power Punch: 2D4 M.D. (2 attacks)
Kick: 1D6 M.D., Running Leap Kick: 2D6 M.D. (3 attacks)
Body Block/Ram: 1D4 M.D.
Full Speed Running Ram: 1D6 M.D. (3 attacks)

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. Sword (+4 Strike, +3 Parry, +1 Strike when Thrown, +1D6 Damage.)
W.P. Knife (+3 Strike, +4 Parry, +3 Strike when thrown)
W.P. Handgun (+3 Strike)
W.P. Energy Rifle (+3 Strike)
W.P. Paired Weapons
W.P. Shield (+2 Parry, +1 Strike)
W.P. Archery (+4 Strike, +1 Parry, +1 Disarm, R.O.F.: 4)
W.P. Targeting (+2 Strike)
W.P. Rifle (+3 Strike)
[5th] W.P. Energy Pistol (+1 to Strike)
[5th] W.P. Blunt (+1 Strike, +1 Parry)
[5th] W.P. Spear (+1 Strike, +1 Parry)

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (12+):
Horror Factor (varies): +2
Last edited by Drake on Fri Oct 21, 2016 8:44 am, edited 23 times in total.
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Drake
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Joined: Sat Sep 28, 2013 7:33 am
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Equipment

Postby Drake » Sat Sep 28, 2013 6:56 pm

Equipment
In the Past

Worn on Person
Streetwolf M.D.C. Combat pants
Gloves
Track Boots
Clothing (Black T-shirt, Undergarments)
Keffiyeh (Dirty Black Cloth.)
Knife (1D6 S.D.C.)
Tinted Goggles
Air Filter

“All-in-One” Utility Belt
Locks into the Overland Harness providing for a complete load-bearing system.
• Magazine pouch 1: 3 Rifle E-Clips
• Magazine pouch 2: 2 Pistol E-Clips, FSE-Clip
• Magazine pouch 3: 3 .45 pistol Clips
• Large fanny pouch:
First Aid Kit (extra bandages, antiseptic, suture thread, and painkillers)
Geiger Counter
• Radio pouch: Wilk's Radio
• Canteen pouch with one quart canteen
2 hip-holsters

2 NG Grenade Vibro-Knife
.45 Colt Commander
TX-26 Particle Beam Pistol

“Overland” Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack.
S.D.C.: 50
• 3 utility pouches
• 1 small compass pouch
• Quick-release connector enabling the main pack to be dropped quickly.
• Main compartment holds up to 3,000 cubic inches
• Detachable daypack holds 500 cubic inches
• 6 side pouches for holding small items up to canteen size

Black Clothing (Turtle Neck Shirt, Jeans)
2 magazines (spare) (.45 caliber, 10 rounds each)
2 FSE clips
Hatchet [size=85](1D6 S.D.C.; for cutting wood)

4 Wooden Stakes
Hand Held Wooden Cross
Gas Mask
Canteen
Traversing Our Modern World (Dog-eared and annotated)
Hardback Journal (100 pgs.)
Black Pen



Chromium Troop Armor A.k.a. "Little Brother"
Image
M.D.C. by Location:
*Forearm Laser - 20
*Forearm Vibro-Blade - 30
*Head - 110
*Hands (2) - 22 each
*Jet Pack (1; back) - 60
Arms (2) - 100 each
Legs (2) - 150 each
**Main Body - 275
*A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "Called Shot," and even then the assailant is -4 to strike.
**Depleting the M.D.C. of the main body will shut the power armor down completely, rendering it useless.
Note: Laser weapons do half damage to the Little Brother!
Statistical Data:
Running: 55 mph maximum . The act of running does tire its operator, but only at 30% of the usual fatigue rate .
Leaping: Up to 12 feet high or across, double with a running start at speeds of 40 mph or greater. Jet Pack thruster assisted leaps can hurl the power armor 100 feet up or across without actually taking flight.
Flying: The power armor comes standard with a detachable, light jet pack. Maximum Speed: 125 mph.
Maximum altitude: 1,000 feet. Bonus : +1 to dodge in flight .
Underwater Capabilities: Swimming: 15 mph or the jet pack can be used to skim across the surface at speeds up to 90 mph or underwater as speeds u p to 65 mph.
Maximum Ocean Depth: 1,000 feet.
Class: USA-GA100 Laser Resistant Infantry Assault Exoskeleton.
Crew: One
Dimensions: Height: +1 foot, Width: +1 foot, 390 lbs
Physical Strength: 22 (Robotic)
Cargo: None .
Power System: Nuclear; 15 years of life .
Weapon Systems:
CPA-001 Forearm Laser (1)
The weapon may be built into the right or left forearm. The barrel is retractable when the weapon is not in use or when long range is not required.
• Range: Barrel Extended: 2,000 feet. Barrel retracted inside housing: 1,000 feet.
• Damage: 3D6 M.D. per blast.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: Effectively Unlimited.
CPA-002 Vibro-Blade (1)
An M.D. blade that extends from a forearm housing as needed.
• Range: Melee
• Damage: 2D4 M.D.
CPA-003 Energy Rod (1)
Originally designed by the US Military as a riot control weapon to stun opponents, the Republicans have tweaked it to fire a short-range S.D.C. or M.D. energy blast. To fire, contacts in the spear-like rod draw energy from the suit and fire with a verbal command or the pressing of a concealed trigger stud. The M.D.C. rod can also be used as a blunt weapon or spear.
• Range: 2,000 feet.
• Damage: Damage for Energy Blasts : Three settings : 5D6 S.D.C., or 1D6x10 S.D.C. or 1D4 M.D. per blast. Damage as Handheld Weapon : Blunt Strike : M.D. as per P.S. Stab : 1D4 M.D.+Robot P.S. damage .
• Rate of Fire: Each shot counts as one melee attack.
• Payload: Effectively Unlimited .
Hand to Hand Combat: Power Armor Combat Elite: Glitter Boy. or Power Armor Combat Elite: Little Brother.
• +1 extra attack/action per melee round, in addition to those of the pilot, at levels 1 , 3 , 6, 9, 12 and 15. Critical Strike is the same as the pilot's. +1 on initiative, +2 to strike, +3 to parry and dodge, +3 to disarm, +5 to pull punch, +2 to roll with impact.
• Punch Damage: 6D6 S.D.C. on a restrained punch, 1D4 M.D. on a full strength punch.
• Power Punch: 2D4 M.D., but counts as two melee attacks.
• Kick Damage: 1D6 M.D.
• Running Leap Kick: 2D6 M.D., but counts as three attacks.
• Body Block/Ram: 1D4 M.D.
• Full Speed Running Ram: 1D6 M.D., but this attack uses up three melee actions.
Features of Note:
• Special Sensory Systems of Note: All standard systems for power armor plus the following.
• Laser Resistant Armor: All Chromium Troop Armor are made from special alloys with a chrome-looking surface that is resistant to laser attacks (half damage).


Andhaviśvāsa
Image
Type: Lightbringer Holy Ram-Dao
Damage: 4D6+6
Alignment: Scrupulous
1. Glows Faint Yellow.
2. Indestructible.
3. Are totally indestructible, the blades never dull.
4. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
5. Adds +1 to all saving throws.
6. Can be used only by a person of a particular alignment (good, evil, or selfish). Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a particular alignment (good, evil, or selfish). Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Special Abilities
• Damage Bonus (+2D6 Damage)
• Healing Touch: 2D6 S.D.C. & HP or M.D.C. 6/24 hours.
Personality: None, though it does seem to prefer men on holy pilgrimages.
History: Forged for a Nepalese warlord in ancient times, who believed fervently that he was doing gods work. The sword bounced around from warlords and soldiers, until it was captured by the Chinese. After some time the Sword made its way to the MET for an exhibit and never left.


Streetwolf M.D.C. Combat pants
MDC: 8
• Weight: 2lbs
• Non-Environmental Armour
• (Northern Gun 2 pg 43)


Gloves
M.D.C. by Location:
• Gloves: 2


Track Boots
M.D.C. by Location:
• Gloves: 6


2 NG Grenade Vibro-Knife
• Range: Approximately 30 feet.
• Damage: 1D6 M.D.C. on Impact, 4D6 M.D. at epicenter, 3D6 M.D. to a 12’ radius.
Note: W.P. Targetting is required, or user can only throw knife 10 feet at -3 penalty.


.45 Colt Commander
☞ Range: 200'
☞ Damage: 4d6
☞ Rate of Fire: Single shots only
☞ Payload: 10-round box magazine


TX-26 Particle Beam Pistol
• Range: 400’
• Damage: 5D6 MD
• Rate of Fire: Single shots only
• Payload: 15 shots per FSE-clip or 6 shots per E-clip
• Ammo: 1 FSE-clip w/ 12 shots


Normal Equipment List
Vehicle
NG Road Hog Motorcycle
M.D.C. by Location
*Headlight Assembly: 6
Tires (2): 18 each
Main Body: 115
* Indicates a small and difficult target to strike, requiring the attacker to make a "Called Shot" and even then the assailant is -4 to strike.
Statistical Data
Crew: One pilot and a passenger is possible, but uncomfortable on long trips.
Dimensions: 8' long, 850 lbs.
Max Speed:
    160 mph (256 km) maximum on paved streets, dirt, short grass, gravel roads, and stony deserts.
    100 mph (160 km) or less on sand, in tall grass and on rough, broken terrain. Woodland and environments with thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to be less than 15 mph (24 km).
      The Road Hog can ride across sand with fear of clogging its engine.
Jumps: The Road Hog is designed specifically for managing rough terrains and making thruster assisted jumps. It can jump 15 feet (4.6 m) high and 50 feet (15.2 m) across with good momentum; increase height and distance of jumps by 50% when the bike is racing at 90 mph (144 km) or faster. And because the wheels and suspension are engineered for leaps and hard landings, there is only a -8% skill penalty to stick even long leaps.
Power Plant: Electric
Max Range: Electric, 1,450 miles (2,320 km) per charge.
Cargo: Limited to saddlebags. Each can hold 10 pounds (4.5 kg) worth of supplies.

Saddlebags wrote:Saddle Bags
Image
14 MRE's
Tent
Knapsack
Case of 100 7.62 Rounds
Box of 100 WI-10 Light Ramjet Rounds
Xun-Jiang (Swift River)
• Enchanted 2-Handed Zhanmadao
• Weapon M.D.C.: 100
• Flaming Sword
• Damage: 3D6 M.D. or 5D6 M.D. when aflame

Armoured M.D.C. Sharp Duster:
MDC: 28
• Weight: 8lbs
• Non-Environmental Armour
• (Northern Gun 2 pg 42)


Armor
NG-EX10 Gladius Light Exo-Skeleton Battle Armor w/ Armored M.D.C. “Tank” Trench Coat
M.D.C. by Location
• Helmet: 70
• Shoulders (2): 45 each.
• Arms (2): 50 each.
• Legs (2): 65 each
• Overcoat: 50
• Main Body: 180
Statistical Data
Running Speed: 40 mph maximum. Note that the act of running does tire the user, but at 30% the usual fatigue rate.
Height: adds 4 inches of height to the wearer and is adjustable to fit anybody between 5' and 6'10" tall.
Weight: 80 lbs. +20 lbs from Overcoat.
Physical Strength: Equal to an Augmented/Bionic P.S. 20
Power System: Electrical Battery (91(96) hours of continual use)
Features:
• None


Streetwolf M.D.C. Combat pants
MDC: 8
• Weight: 2lbs
• Non-Environmental Armour
• (Northern Gun 2 pg 43)


Gloves
M.D.C. by Location:
• Gloves: 2


Track Boots
M.D.C. by Location:
• Gloves: 6


Carried in Hand
NG-P7 Particle Beam Rifle
Image
• Range: 1200'
• Damage: 1D4x10 MD (Criticals on Natural 19-20)
• Rate of Fire: One blast per action
• Payload: 8 (Standard E-Clip), 12 (Long E-Clip)
• Northern Gun (NG) Self-Charging Power Packs (Class three heavy weapons)
• • Payload: 56 Shots. Recharges 4 shots/hour. Maximum of 336 shots recharged.


Worn on Person
Clothing (Black T-shirt, Undergarments)
Keffiyeh (Dirty Black Cloth.)
Knife (1D6 S.D.C.)
Tinted Goggles
Air Filter
Wallet wrote:NGMI Secured Card: $261,000 (updated by Maniacal Laugh 2/08/2017)
Secure Universal Card: $129,313 (updated by Maniacal Laugh 2/08/2017)
Non-Secure Black-Market Credits Card: $8,000 (updated by Maniacal Laugh 2/08/2017)


7.62mm Sniper Rifle Slung over shoulder
☞ Range: 2800'
☞ Damage: 6d6 S.D.C. (WI-10 Ramjet Rounds: (Soft Targets) 3D6x10 S.D.C. (Hard Targets) 1 M.D.)
☞ Rate of Fire: Single shots only
☞ Payload: 10-round box magazine (Currently loaded with WI-10 Ramjet Rounds.)


“All-in-One” Utility Belt
Locks into the Overland Harness providing for a complete load-bearing system.
• Magazine pouch 1: 3 Rifle E-Clips
• Magazine pouch 2: 2 Pistol E-Clips, FSE-Clip
• Magazine pouch 3: 3 .45 pistol Clips
• Large fanny pouch:
First Aid Kit (extra bandages, antiseptic, suture thread, and painkillers)
Geiger Counter
• Radio pouch: Wilk's Radio
• Canteen pouch with one quart canteen
2 hip-holsters

2 NG Grenade Vibro-Knife
• Range: Approximately 30 feet.
• Damage: 1D6 M.D.C. on Impact, 4D6 M.D. at epicenter, 3D6 M.D. to a 12’ radius.
Note: W.P. Targetting is required, or user can only throw knife 10 feet at -3 penalty.


.45 Colt Commander Hip Holster
☞ Range: 200'
☞ Damage: 4d6
☞ Rate of Fire: Single shots only
☞ Payload: 10-round box magazine


TX-26 Particle Beam Pistol Hip Holster
• Range: 400’
• Damage: 5D6 MD
• Rate of Fire: Single shots only
• Payload: 15 shots per FSE-clip or 6 shots per E-clip
• Ammo: 1 FSE-clip w/ 12 shots


“Overland” Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack.
S.D.C.: 50
• 3 utility pouches
• 1 small compass pouch
• Quick-release connector enabling the main pack to be dropped quickly.
• Main compartment holds up to 3,000 cubic inches
• Detachable daypack holds 500 cubic inches
• 6 side pouches for holding small items up to canteen size

Black Clothing (Turtle Neck Shirt, Jeans)
2 magazines (spare) (.45 caliber, 10 rounds each)
2 FSE clips
Hatchet [size=85](1D6 S.D.C.; for cutting wood)

4 Wooden Stakes
Hand Held Wooden Cross
Gas Mask
Canteen
Traversing Our Modern World (Dog-eared and annotated)
Hardback Journal (100 pgs.)
Black Pen

Long BowStrapped to Backpack
☞ Range: 700'
☞ Damage: 2D6
☞ Rate of Fire: varies with user
☞ Payload: N/A


Neural Mace Also Strapped to Backpack, opposite side of the sword
Damage: 1d6 + special effects, see p.259 RUE for full details

Quiver Strapped to backpack
12 Standard S.D.C.
14 High Explosive M.D.C. Arrows 3D6 M.D. each



Stored at Base
Spare Clothing (5 T-shirts, 4 Pairs of Utility Pants, 5 pairs of socks, 5 underwear)
Worn Battle Jacket Missing Right Sleeve.
Plastic Man EBA Parts (Arms, Legs, Helmet)
Old Combat Boots

Armored M.D.C. “Tank” Trench Coat or Long Coat
Purple Suede with Natural Leather Fringe
M.D.C. by Location:
• Main Body: 50
Modifiers: Ordinary P.S. 24 or less: -2 on initiative, -1 on all combat maneuvers (strike, parry, etc.), leap at half distance, -10% to , fatigue 20% faster
Weight: 20.0 lbs. (9.0 kg)
Special Features:
• None.
Last edited by Drake on Tue Feb 07, 2017 8:51 pm, edited 33 times in total.
User avatar
Drake
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Posts: 255
Joined: Sat Sep 28, 2013 7:33 am
Location: AAPS -PC

Background

Postby Drake » Sat Sep 28, 2013 6:57 pm

Background
The early years.
Oliver was born in the 80’s PA calendar. His family was never one to celebrate holidays or birthdays really, they were trying too hard to survive in the magic zone. His childhood, that of which he can remember, was filled with chores and farm tasks. These things though came to an end when a Coalition seek and destroy team came through their little village and rained fire on them. Both of Oliver’s parents were killed in the assault as well as a majority of the other villagers. Oliver hid in a creek bed near his home for three days before finally creeping out due to hunger. It was here that he met Sir Martin, a Cyber-knight who confided in the child that a vision had brought him there. Oliver left the ruins of his village, and traveled with Sir Martin for what seemed like years, even though it was only a few weeks. Sir Martin took the boy to the home of his master a Cyber-Knight known as Sir Franklin. Sir Martin left the boy in his former master’s care.

The Harsh master.
Sir Franklin was a harsh and often times cruel task master, making his several young apprentices work grueling hours doing seemingly mundane tasks, like chopping wood or clearing brush. The children were nearly as bad as their master, fighting for the coveted spot of favored pupil. Oliver spent several years with Sir Franklin, or The Harsh Master as Oliver had come to think of him. These tasks were interspersed with lessons of a variety of subjects for reading and writing to field stripping firearms. Oliver spent eight grueling years with his teacher before he had been deemed worthy enough, or forged in the crucible as Sir Franklin liked to say, to make the trek to a monastery of the Cyber-Knight order. It was here that Oliver received his cyber armor and demonstrated his ability to summon the psi-blade.

Dream vision.
Oliver spent a year in the monastery, learning with other Cyber-Knights. One evening after a series of strenuous tests, Oliver retired to the dormitory. It was on this night that Oliver had a dream vision. In his dream Oliver saw two knights walking a path when they come to a fork in the road, one leads to the city beyond while the other goes around it. The two quarrel over which path to take, at first trying to reason with one another. One of two Cyber-Knights offers a challenge, the winner getting to choose the path they’ll take. The two Cyber-Knights battle for what seems like hours, psi-swords clashing against each other. The knight who wanted to travel the path bypassing the city calmly blocks and attacks very little, while the other knight becomes enraged and savage. Eventually the second knight slays the first knight and travels to the city to continue his path of bloodshed. This dream frightens Oliver and he tells it to the master of the monastery, but little comes of the dream vision at that time.

Valley of a thousand bandits.
Now fully a Cyber-Knight, Oliver is invited on his first crusade. An experienced knight named Lady Bridgette and her followers are planning a crusade against a large band of marauders and bandits, known for tormenting and killing innocent folk. Oliver quickly and enthusiastically joins the crusade, heading into the Pecos Empire to fight the bandits in their home. Several months of hard campaigning came to a head in a small valley, where the remaining bandits battled the few surviving members of the crusade. By the end of the fighting only Oliver remained alive, triumphant Oliver still felt as if he had lost. Oliver buried the remains of the battle, which took him several days, before heading north to find other knight to tell the story of the battle to.

Call to war.
While in the Colorado Baronies, Oliver heard the news that the brewing conflict between Tolkeen and the Coalition States had finally come to a head with the Coalition embarking on full scale war. Oliver headed north to join the fight against the Coalition, meeting up with several high ranking members of the Cyber-Knights along the way. Tolkeen greeted Oliver with open arms and put him to work battling their enemies. Oliver felt at home, when word came that Lord Coake didn’t want the Cyber-Knights fighting in this war, he promptly ignored it knowing he was needed there. Oliver fought valiantly and gained great prestige amongst his team and fellow soldiers.

Sorcerers revenge.
The Sorcerers Revenge was the killing blow that never came. Oliver was shocked to see what level Tolkeen would drop to, just to win their war with the Coalition, enlisting demons and monsters to fight the enemy. Fellow soldiers committing what could only be called crimes against the universe. Oliver’s mind nearly snapped. He deserted the field of battle and headed south. Oliver discarded his shiny knight’s armor, and with each step away from the conflict he discarded another piece of his old life until there was nothing but a tired looking man.

Walking the wasteland/Exile.
Oliver traveled the wasteland deserts, at first avoiding conflict, but eventually fighting for those in need. He hid his true nature, denying what he had done or where he had been. Oliver became a figure for justice, but stayed to the realms of obscurity. Very few would recognize the young knight who had entered the war on Tolkeen, the last few years have aged the man considerably. It is for certain to all that he is a haunted individual.
Last edited by Drake on Sun Sep 29, 2013 8:53 pm, edited 1 time in total.
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