Player Name: James
Hangouts: jmarlow3737
Character Name: Travis Murdoc
Alias:
Race: Human
Alignment: Unprincipaled
O.C.C.: Juicer - Detoxed
XP Level: 5 Juicer (Frozen)
XP Points: 25,521 (Frozen) (30,091 (Blackhaunt: 6/6/17))
O.C.C.: Headhunter Techno-Warrior
XP Level: 4
XP Point Apprentice: 2,101 (Frozen)
XP Points: 16,943 (Armstrong 08/02/2019)
Next Level @ XP: 17,201
Sentiments/Non-Humans: Conditional tolerance. D-bees don't belong here, but it ain't their fault. Treats them reasonably well, distrusts those he doesn't know, but may consider a D-Bee he knows and likes a trusted friend.
Sentiments/Coalition: Suspicious and Fearful of the CS.
Disposition: Gambler
Insanity: None
ATTRIBUTES
I.Q.: 14
M.E.: 23
M.A.: 14
P.S.: 40* (Robotic)
P.P.: 22
P.E.: 20
P.B.: 15
Speed: 88 (60 mph)
PHYSICAL DATA
P.P.E.: 8
H.P.: 39/39
S.D.C.: 185/185
Age: 32 (looks 42)
Sex: Male
Height: 6' 6”
Weight: 485 lbs.
Description: Thickly built with a thump in his step and close cropped hair, dark eyes and usually a good bit of scruff on his chin. Looks older than he once did but is now somehow more distinguished.
Natural Abilities
Perception Bonus: 74% (+3%)
- Nightsight: +15% at night only
- Amplified Hearing: +15%
- Multi-Optic Eyes: +15%
Max. Encumbrance: 388 lbs.
Max. Carrying Weight: 1000 lbs.
Max. Lifting Weight: 2000 lbs.
Max. Jumping Ability: 52' across / 43' high with short run, 31.2'/25.8' from dead stop
Running Speed: 5280' per minute, 1320' per melee
Special Abilities
1. Find Contraband: 65% +3%
- A variant of the standard Find Contraband skill narrowly focused on technological contraband, particularly bionics and weapons, to the exclusion of all else (drugs, magic, etc.)
2. No fear of heights
3. Character can throw objects 50% farther than usual with no penalty to strike
4. Character tires at 5% the normal rate of fatigue. Can stay awake and alert for 48 hrs then can rest with just 6 hours sleep.
5. Character can leap 12’ high and 20’ long from a standstill and twice as much with a running start.
6. Character’s skeleton is virtually indestructible (2000 MDC), further all vital organs are protected by the endoskeleton completely.
7.Character is impervious pain.
8. Character has a 'deadened touch' (-5% to skills requiring manual dexterity, applied)
Bionics & Cybernetics
1. Multi-Optic Eyes: Telescopic 4-8 x 30, 6000ft, Macro x2 & x8, 3ft, light filters reduces glare, Passive Night Vision 2000ft, Thermo 2000ft, Targeting Display
2. Universal headjack/ear implant with Full Augmentation
The amplified hearing also enables the character to accurately estimate the distance and location of the sound source, and recognize specific sounds and voices: 55% +5%
Bonuses: +1 to parry, +2 to dodge, +6 on initiative.
3. Amplified Audio
4. Built-in Language Translator
5. Built-in Radio Transmitter & Receiver (100 miles)
6. Cyberlink Vehicle Interface (2; one in hand and head).
The Cyberlink is meant for simple vehicles like hovercraft and PA but can be used with large and sophisticated military vehicles such as tanks, aircraft, ships, and giant robots, but only in a limited way. In this circumstance, the cyborg can only jack into one particular aspect of the vehicle, i.e. one specific weapon (with its related computer-targeting), or one specific computer, or the communications system (radio and sensory systems), or the specific piloting of the vehicle, and so on. It takes one action to link.
Cyberlink Bonuses and Special Abilities:
+1 on initiative when linked to a vehicle.
+1 to strike when using the vehicle or built-in weapon.
+1 to dodge when linked to a vehicle.
+1 melee action/attack when linked to a vehicle. This extra action involves the use of the vehicle, i.e. one extra evasive action, trick maneuver, blast from a vehicle weapon, etc.
• The Cyberlink gives the cyborg a base skill of 45% to pilot any small one- or two-man vehicle. Taking formal training in Piloting Skills improves the character's mastery over a specific class or type of vehicle (use the skill level instead of the base of 45%), and, in this case, provides a bonus of+10% to that particular piloting skill.
• The cyborg can also "tweak" the vehicle's speed, increasing its normal maximum speed by one percentage point equal to his I.Q. Thus, a cyborg with an I.Q. of 8 can increase the speed by 8%; a character with an I.Q. of 12 by 12%, and so on. This increased speed can be maintained for three minutes per M.E. point.
7. Enhanced Sense of Scent/Taste:
Recognize Common Odor/Flavor 88% Identify Specific 78% Track by Smell/Taste alone 68%
8. Bionic Lung with gas filter & oxygen storage cell. (1 hour)
9. Clock Calendar, Gyro-Compass, Personal Computer, Bio-Comp Monitoring System (Single system)
O.C.C. Skills
Language: American 98% +1%
Language: Spanish 91% +3%
Language: Euro 91% +3%
Language: Dragonese / Elven 82% +3%
Literacy: American 70% +5%
Detect Ambush 75% +5%
Detect Concealment 55% +5%
Electronic Countermeasures 60% +5%
Land Navigation 74% +4%
Lore: Demons & Monsters 60% +5%
Pilot: Tanks & APCs 62% +4%
Pilot: Hovercycles, Skycycles & Rocketbikes 101% +3%
Pilot: Motorcycles & Snowmobiles 96% +4%
Pilot: Robot and Power Armor Combat: Basic
Radio: Basic 95% +5%
Read Sensory Equipment 60% +5%
Recognize Weapon Quality 70% +5%
Tracking: People 55% +5%
Wilderness Survival 75% +5%
W.P. Knife
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Sword
W.P. Handgun
Hand to Hand: Martial Arts
Acrobatics (Frozen)
- Sense of Balance 115% +5% (Frozen)
- Walk Tightrope or Highwire 107% +3% (Frozen)
- Climb Rope 123% +2% (Frozen)
- Back Flip 115% +5% (Frozen)
Climbing 115% +5% (Frozen)
- Rappelling 105% +5% (Frozen)
Running (frozen)
O.C.C. Related Skills
Prowl 100% +5
Pilot: Robots and Power Armor 68% +3% (5th level)
Pilot: Robot (and Power Armor) Combat: Elite: Light Power Armor (Ground) (4th level)
Trap / Mine Detection 65% +5%
Demolitions 91% +3%
Demolitions Disposal 93% +3%
Parachuting 60% +5 (2nd level)
Physical: Deadball (Frozen)
W.P. Deadball (Frozen)
Fencing (Frozen)
Secondary Skills
Gambling (Standard) 65% +5%
Mathematics: Basic 80% +5%
Computer Operation 75% +5%
Rope Works 55% +5%
General Repair & Maintenance 55% +5%
Weapon Systems 67% +5%
Swimming 90% +5%
Literacy: Spanish 35% +5% (2nd level)
First Aid 50%+5% (2nd level)
Combat Data
HTH Type: Martial Arts (lvl 8 )
Number of Attacks: 8
Initiative Bonus: +7
Strike Bonus: +7
Ranged Strike Bonus: +2
Parry Bonus: +10
Entangle: +2
Dodge Bonus: +12
Auto-Dodge Bonus: +0
HTH Damage Bonus: +25
Bonus to Roll: +14
Bonus to Pull a Punch: +12
Bonus to Disarm: +3 (called shot with WP)
Kick Attack: 2d6
Body Flip/Throw: 1d6 victim loses init & 1 attack
Karate Punch: 2d4
Leap Kick: 3d8 (2 melees)
Critical Strike on an unmodified roll of 18, 19 or 20
Can preform Holds
Back Flip and Back Flip Escape
Robot and Power Armor Combat: Basic
Number of Attacks: 9
Initiative Bonus: +7
Strike Bonus: +8
Ranged Strike Bonus: +2
Parry Bonus: +11
Entangle: +2
Dodge Bonus: +15
Auto-Dodge Bonus: +0
Bonus to Roll: +18
Bonus to Pull a Punch: +12
Bonus to Disarm: +3
Robot and Power Armor Combat: Elite: Light Power Armor (Ground)
Number of Attacks: 9
Initiative Bonus: +8
Strike Bonus: +10
Strike Bonus (energy and long-range weapons): +4
Parry Bonus: +12
Entangle: +2
Dodge Bonus: +14
Auto-Dodge Bonus: +0
Bonus to Roll: +19
Bonus to Pull a Punch: +15
Bonus to Disarm: +7
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Punch Damage: As per Robot (or Augmented) P.S.
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 01-50% 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.
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. Knife; +3 to Strike, +3 to Parry, +3 to Strike w/Thrown (lvl 8)
W.P. Energy Pistol; +4 to Strike (lvl 8)
W.P. Energy Rifle; +4 to Strike (lvl 8)
W.P. Sword; +4 to Strike, +4 to Parry, +2 to Strike w/Thrown, +1d6 to DMG (lvl 8)
W.P. Handgun; +4 to Strike (lvl 8)
W.P. Deadball (frozen)
W.P. Paired Weapons (per Hth:MA)
Saving Throw Bonuses
Coma/Death: +40%
Magic (varies): +3
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Disease: +6
Insanity (12+): +6
Psionics (varies): +10
Possession: +2
Mind Control (Psychic & Chemical):
Biomanipulation: +2
Horror Factor: +6