Sgt. Karl Madox (CS Special Forces - 40-40th SOG)

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Sgt. Karl Madox (CS Special Forces - 40-40th SOG)

Post by Karl »

Player Name: Lars
YIM Handle:

Character Name: Karl Madox
Citizen ID Number: IH10-319-087-CBE8-4A80
Race: Human, Czech Ethnicity
O.C.C.: CS Special Forces
Rank: Sergeant
Alignment: Aberrant
XP Level: 7
XP Points: 55,836 Q3/2019 Major James Smith
Next Level @ XP: 75,201 (for lv.9)
Sentiments/Non-Humans: Hates demons,, is a suspicious of D-Bees and creatures who are supernatural or whose appearance is extremely inhuman. Loves Dogboys because of their well known loyalty. Psi-Stalkers meanwhile weird him out a little but most are ok and it's pretty clear why they get put in charge of mutant packs. Mutant felines are sort of hit or miss in his book while he hasn't had much experience with the other, more unusual types of CS mutants to date.
Sentiments/Mages: Shoot first, ask questions later.
Sentiments/Psychics: Understands there is a potential danger psychics can possess and why the CS has a registry system.
Sentiments/Coalition: The CS is the shining light in the darkness. A beacon of hope for all humanity.
Disposition:Fairly easy going most times and can be a bit of a party animal but tends to be very serious when on mission.
Insanity: None.

I.Q.: 21 (+7% to skills)
M.E.: 22
M.A.: 13
P.S.: 25
P.P.: 30
P.E.: 15
P.B.: 14
Speed: 22

P.P.E: 11
I.S.P: 73 (+1d6/l)
H.P.: 36
S.D.C.: 39
Age: 23
Sex: Male
Height: 6'10
Weight: 210lbs
Description: Tall well built male, dirty blond hair that's slowly turning light brown over time.

Natural Abilities
Perception Bonus: +3 +1 @ levels 10, 13. +5% per point
Perception Skill: 58% (+3%/l)
Charm/Impress: 5%
Invoke Trust/Intimidate: 5%
Max. Encumbrance: 84lbs
Max. Carrying Weight: 160lbs
Max. Lifting Weight: 320lbs (39 seconds)
Max. Jumping Ability: 18ft across, 8.5ft up (-40% without running start)
Running: Can run at half speed for 6.4km (4 miles) without undue fatigue. 1/3rd that distance at full speed before collapsing.

Top Gun Ace Bonuses and Abilities: (Purchased with EP)
Applies to QPA-102 V-SAM and PA-08A Special Forces SAMAS only.
  • • +2 on Perception Rolls regarding spotting enemy fliers and incoming missiles, as well as when an enemy flier is in trouble and vulnerable or another aircraft is in distress.
    • Can re-roll a strike or dodge twice per melee round! There is no guarantee the re-roll will be any better, but a chance is a chance! This is a free roll and does not use up a melee attack, it replaces a prior strike or dodge. Contact the GM via PM or Hangouts before rolling to avoid misunderstandings.
    • +2 on initiative in the ace's primary combat vehicles/power armors only.
    • +1 to strike when using the vehicle or power armor's weapon systems.
    • Can push the speed and altitude of his vehicle 10% greater.
    • Can push the range of the vehicle's weapons 10% farther.
    • The ace is so attuned to his vehicle that he can tell when something is wrong or not working properly and avoid a problem before it gets too serious and can point this out to his mechanic, giving him a +10% skill bonus on all repairs. Likewise, the Top Gun Ace knows how far they can push their vehicle before it shuts downs or breaks apart, etc.
    • +15% to survive crash landings.
    • Stunt Flying: Penalties for stunt maneuvers, tricks, dogfighting, jinking, weaving, and evasive actions are all reduced by two-thirds (66%) for the ace, but only when it come to flying the one or two primary combat vehicles chosen by the ace, not all aircraft/fliers.
Machine Ghost (12)
Total Recall (2)

CS CB-1963 Commando Ear Cybernetic Implant (Implant Package)
Combines the features of a Universal Headjack & Ear Implant with the scrambled radio upgrade, Clock Calendar, and Sound Filtration System into a single unit. it also includes an implanted ID chip keyed to the individual's CS ID. Includes Language Translator.
  • Scrambled CS Radio Receiver & Transmitter: 3 mile range; transmits standard CS radio encryption. The encryption can be updated via a hand computer and the included headjack.
    • IFF Tag: Madox, CSST, SGT (E-5) [Can be deleted or modified by an authorized user, usually an officer, by hand held computer]
  • Can tell the time and date down to the 100th of a second.
  • Automatically diminishes potentially damaging sounds with filters and/or earplugs. Sounds are muffled to protect the character from deafening or disorienting levels of sound.
  • 98.7% accuracy when listening to 1-2 speakers, 70% at 3-6, & 22% if more than that
  • Languages:
    • American, Spanish, Japanese, Russian, Euro
    • Dragonese/Elven, Gobbely, Faerie Speak, Demongogian, Splugorthian
AA-1 Cyber-Disguise
  • *Imitate Voices 44%
    *Adds +15% to Disguise skill
Main Body
Radar Detector
Oxygen Storage Cell (Lungs)
☞ Provides 30 minutes worth of breathable air

O.C.C. Skills
Math Basic 99% (+5%/l)
Radio Basic 97% (+5%/l)
Electronic Countermeasures 77% (+5%/l)
Language American at 111% (+1%/l)
Language Demogogian 92% (+3%/l)
Land Navigation 73% (+4%/l)
Intelligence 68%(+4%/l)
Streetwise 63% (+4%/l)
Lore: Demon/Monster 67% (+5%/l)
Pilot: Jet Aircraft 77% (+4%/l)
Pilot Robots & PA 88% (+3%/l)
Pilot combat Elite: Power Armour (Flying)
- Pilot Combat Basic
Wilderness Survival 82% (+5%/l)
Climbing 93% (+5%/l)
-Rappelling 83% (+5%/l)
Prowl 77% (+5%/l)
Military Etiquette: 42%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Weapons
W.P. Heavy M.D. Weapons
HTH: Commando
-W.P. Paired Weapons (see RUE p. 327)

M.O.S. Skills
Mechanical Engineer 77% (+5%/l)
Electronics Basic: 72% (+5%/l)
Vehicle Armourer 82% (+5%/l)
-Basic Mechanics 104% (+5%/l)
Weapons Engineer 77% (+5%/l)
Locksmith 82% (+5%/l)

Martial Expert Advanced Training:
(Level 2) Kick Boxing
(Level 2) W.P. Blunt
(Level 2) W.P. Knife
Bonuses from having already had HTH MA or higher: +1D6 to S.D.C., +1 to disarm, +1 to pull punch, +1 to roll with impact, and +1D6 to damage (S.D.C./Hit Point damage if an ordinary human, or +1D6 M.D. if the character possesses Augmented, Robotic or Supernatural P.S.).

O.C.C. Related Skills
Weapon Systems 82% (+5%/l)
Math Advanced 92% (+5%/l)
(Level 5) Electrical Engineer: 77% (+5%/l)
(Level 4) Robot Electronics 57% (+5%/l)
(Level 4) Robot Mechanics 47% (+5%/l)
(Level 3 - EP) Electricity Generation 73% (+5%/l)
(Level 3 - EP) Combat Flying (Penalty Reduction: 1/2% -1%/Level)
(Level 3 - EP) Computer Hacking 41% (+5%/l)
(Level 3 - EP) Computer Repair 53% (+5%/l)
(Level 3 - EP) Navigation 62% (+5%/l)
(Level 3 - EP) Automotive Mechanics 57% (+5%)
(Level 3 - EP) Techno-can 78% (+3%/l)
(Level 3 - EP) Aircraft Mechanics 47% (+5%/l)
(Level 3 - EP) Combat Elite: Heavy Power Armor (Ground)
(Level 3 - EP) Demolitions: Underwater 72% (+3%)
(Level 3 - EP) Homemade Explosives 55% (+4%)
(Level 2 - EP) Demolitions 85% (+3%)
(Level 2 - EP) Demolitions: Disposal 85% (+3%)

Secondary Skills
Literacy: American 77% (+5%/l)
Sensory Equipment 67% (+5%/l)
W.P. Spear
W.P. Shotgun
(Level 4) Computer Operation 67% (+5%/l)
(Level 4) Computer Programming 57% (+5%/l)
(Level 2) History: Pre-Rifts 43%/35% (+4%/l)
(Level 2) Lore: D-Bee 37% (+5%/l)

Combat Data
HTH Type: Commando
Number of Attacks: 8
Perception Bonus: +3 (+1 @ levels 10, 13)
Initiative Bonus: +2
Strike Bonus: +9
Parry Bonus: +12
Dodge Bonus: +12
Combat Flying Dodge: +2
Auto-Dodge Bonus: +11
HTH Damage Bonus: +15
Bonus to Roll w/Impact: +6
Combat Flying Roll with Impact/Crash: +3
Bonus to Pull a Punch: +7
Bonus to Disarm: +3
Body Flip/Throw: +2
  • Body Flip/Throw
  • Body Block/Tackle
  • KO on natural 20 for 1d6 melees
  • Backward Sweep Kick (Opponent is -2 to dodge. Causes knock down. Can only be used on characters behind the PC)
  • Karate Punch/Strike (2d4)
  • Roundhouse Kick (3d6)
  • Axe Kick (2d8)
  • Knee Strike (1d8)
  • Leap Kick (3d8, counts as two attacks)
  • All Foot strikes
Robot Combat Data: (Flying PA)
Attacks: +3 (+1 @9,12)
Initiative Bonus: +2
Melee Strike Bonus: +2
Ranged Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +2 (ground), +5 (Flying/Leaping)
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Bonus to Roll with Impact: +4
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • 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 01-60% 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

Weapon Systems: +2 to Strike
W.P. Energy Pistol +4 to Strike
W.P. Energy Rifle +4 to Strike
W.P. Heavy Weapons +4 to Strike
W.P. Heavy M.D. Weapons +4 to Strike
W.P. Paired Weapons
W.P. Spear +3 to Strike, +3 to Parry, +2 Strike Thrown
W.P. Shotgun +3 to Strike
W.P. Blunt +1 Strike, +1 Parry
W.P. Knife +1 Strike, +1 Parry, +1 Strike Thrown

Saving Throw Bonuses
Coma/Death: +1%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +6
Psionics (Minor): +3
Horror Factor: +3
(EP)One Lucky S.O.B.: +3 bonus to all saves

Powerful Contact:
Carol Black

Skills Traded for Martial Expert Advanced Training
O.C.C. Related Skill from level 8 from Special Forces O.C.C.
O.C.C. Related Skill from level 8 from Special Forces O.C.C.
O.C.C. Related Skill from level 12 from Special Forces O.C.C.
O.C.C. Related Skill from level 12 from Special Forces O.C.C.
Last edited by Karl on Tue Feb 04, 2020 3:26 am, edited 30 times in total.
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
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Posts: 182
Joined: Tue Nov 03, 2015 7:14 pm
Location: 110th CS SOG

CS Gear

Post by Karl »


Worn on Person
Civilian Clothes and Military Uniform
Ribbons and Awards

Secure Universal Card: 9,370 cr (updated 7/9/17 CSHC; Paid through June 110)
Pay Rate: 1900cr/mo

Personal Possessions

LGR-360 "Terror Stopper" Laser Grenade Rifle
• Weight: 7 lbs.
• Damage:
  • SDC Laser: 5d6 (1), 3d6x10 (5)
    MDC Laser: 3d6 (1) 6d6 (3)
    Grenade Launcher: HE Grenades do 3d6 to 12' radius
• Range: 2000 feet (laser); 1200' (grenade launcher)
• Payload: 21 MDC blasts; 20 SDC blasts = 1 MD blast; 8 grenades
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +2 on aimed shots (only).

PR-476 "Incinerator" Plasma Canon
• Weight: 12 lbs.
• Damage:
  • MDC Plasma: 4d6 MD (1) 1d6x10 (3)
    Plasma Mini-Missile: 1d6x10 MD
• Range: 1800 feet (Plasma); 1 mile (missile)
• Payload: 10 single MDC blasts per E-Clip, 21 MDC blasts from an e-canister - 31 combined; 1 mini-missile (any type)
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +1 on aimed shots (only).

NG-45LP "Long Pistol"
• Range: 1,200'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Standard
• Payload: Long E-clip: 13 shots

Electronic Tool Kit
☞ Weight: 20 lbs.
☞ S.D.C.: 50
☞ +20% to all Electronics skills

Mechanical Engineering Kit
☞ Weight: 30 lbs.
☞ S.D.C.: 50
☞ +20% to all Mechanical skills

Portable Robotics Tool Kit (Rifts GM Guide 188)
☞ Large heavy briefcase (22 lbs)
☞ Contains: small mechanical tools, electrical tools, small diagnostic computer, and welding tools
☞ Contains enough supplies to repair up to 35 MDC worth of damage and one complete system (35/35 remaining)
☞ Good for robots, power armor, and environmental body armor

Collapsible 4 man Tent with electrostatic panels (opaque or transparent with a flip of a switch).

Stored NEMA Data (On server)
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
User avatar
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Posts: 182
Joined: Tue Nov 03, 2015 7:14 pm
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Merc Gear

Post by Karl »

Universal Energy to Matter Converter (Patron Item)
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC an restore the damage capacity (S.D.C. or M.D.C.) of an inanimate object lost by damage or decay by 10 points per charge used. Cannot restore more capacity than the item originally had. This can restore damage to body armor, make repairs to damaged vehicles, repair Mom's broken vase, and similar. Cannot restore a shattered item unless all the pieces are within a 5' radius.
  • Regeneration: For every charge used, the UEMC can restore 5 H.P. or S.D.C. Cannot restore more capacity than the character originally had. Double the cost for M.D.C. regeneration.
  • Duration: 1 charge per melee round max
  • Payload: 10 charges per E-clip; can only use standard E-clips
  • Weight: 2 lbs.

Vehicles/Power Armor
NG-AX15 Blue Hawk

Carried/In Hand
NG or Bandito Long Arm of choice (on shoulder sling)

Worn on Person
Power Armor Pilot's Suit with GEAR Load-Bearing Chest Rig
GEAR Utility Belt
NG-S2 Survival Pack
IDF Commando Wristwatch

GEAR Load-Bearing Chest Rig (Patron Item)
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
See this post for guidance on what fits and how.
  • Left
    • Grenade Pouch Type 1: 2/2 smoke grenades
    • Sheath: Survival Knife (2d4 S.D.C. Damage)
    • Radio Pouch: Wilk's PRC-5 Secure Walkie Talkie (Patched into Pilot's Suit)
    • Grenade Pouch Type 1: 2/2 Fragmentation Grenades
    • Grenade Pouch Type 1: 2/2 Plasma Grenades
    • Small Pouch: Small Sidearm Magazine Pouch: 2/2 Short E-Clips (for Sidearm)
    • Sheath: Vibro-Knife (1d6 M.D.)
    • Sidearm Holster, Chest: NG-45 Long Pistol
    • Small Sidearm Magazine Pouch: 2/2 Short E-Clips (for Sidearm)
    • Medium Binocular Pouch: Wilk's FLIR Distancing & Recording Binoculars

GEAR Utility Belt:
See this post for guidance on what fits and how.
  • • Small Pouch: Empty
    • Small Pouch: Robot Medical Kit
    • Small Pouch: Two Flares
    • Sealable Electronics Pouch: Wilk's Ultra Pocket Laser Distancer
    • Sealable Electronics Pouch: Laser Gyro Navigation Aid
    • Medium Rifle/SMG Magazine Pouch: 2/2 Long E-Clips (For Longarm)
    • Medium Rifle/SMG Magazine Pouch: 2/2 Long E-Clips (For Longarm)

• Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
• Sleeping Bag
• Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
• Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
• Short Range Radio (Backup; Range: 5 Miles)
• Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protien Healing Salve (doubles natural healing rate))
• Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
• Saw Wires (3)
• Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
• Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
• 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
• Personal Hygiene Kit, including a bar of soap & washcloth
• Canteen & Food Rations Bag.
• Air filter and Gas Mask
• Extra CS uniform (x2)
• IRMSS Internal Robot Medical Surgeon System
• Protective Case with 10 blank one-inch optical disks in it

Stored in Vehicle

Secure Universal Card: 0 credits
Non-Secure Black Card: 0 credits
:arrow: Secure cards are coded to the user's identity...and traceable by the CS central bank. Useless if stolen!
:arrow: Non-Secure cards are like the cash cards used today as gifts and usable by anyone. Readily available source of income if stolen!

Gear Stats

NG-AX15 Blue Hawk
M.D.C. by Location:
Folding Wings (2) - 80 each
Main Rear Jets (2) - 50 each
Aquatic Propulsion System - 60
*Lower Maneuvering Jets (4; two per leg) - 20 each
*NG-202 Rail Gun - 50
*Wing-Mounted Light Torpedoes (4 per wing) - 15 each
*Forearm Blades (2) - 25 each
*Searchlights (3, belly) - 8 each
Arms (2) – 50 each
*Hands (2) - 15 each
*UEL Cables (2) - 6 each
Legs (2) – 90 each
**Head – 70
***Main Body - 200
* A single asterisk indicates a target that can only be struck when the attacker makes a “Called Shot,” and even then the attacker is -4 to strike.
** Destroying the head/helmet has a 01-70% chance of knocking the pilot out. The pilot no longer gains power armor combat bonuses strike, parry, and dodge. Also, His head is not exposed, but requires a Called Shot to hit and the shooter is -5 to strike.
*** Depleting the M.D.C. of the main body shuts the power armor down completely.
Statistical Data:
Running: 60 mph maximum. Removing the hydro-jet pack adds +10 mph to the top speed.
Leaping: Up to 15' high and 15' across, jet booster leaps are 100' high and 200' across
Flying: Hover to 290 mph, cruising speed is 100-150 mph, maximum altitude is 400'
Water: The aquatic propulsion system enables the power armor to travel at 40 mph underwater.
Maximum Depth: 3,000'
Crew: One.
Dimensions: Height: 8' head to toe, 9' to the top of the propulsion system; Width: 4' with wings folded, 14' wing span; Length: 4'9", Weight: 594 lbs.
Physical Strength: Robot P.S. of 28.
Cargo: None.
Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available.
Weapon Systems:
NG-202 Rail Gun (1, Handheld):
• Range: 4,000'
• Damage: 1d4x10 M.D. per burst, or 1d4 M.D. per round
• Rate of Fire: Each shot or burst counts as one melee attack.
• Payload: 2400 round drum (60 bursts)
• Range: 5 miles
• Damage: 2d4x10 M.D. for high explosive or 1d6x10 M.D. for plasma
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 8, four per wing
Scythe-Forearm Vibro-Blades
• Range: Close combat
• Damage: 2d4 M.D. for speeds under 60 mph, 4d4 M.D. at speeds of 61-150 mph, and 6d4 M.D. for speeds over 150 mph. Dive attacks do 4d4+4 M.D. but count as 2 attacks.
Hand to Hand Combat:
Damage as per Robotic P.S. of 28.
• Restrained Punch – 1D4 M.D.
• Full Strength Punch – 1D6 M.D.
• Power Punch – 2d6 M.D., but counts as two melee attacks.
• Kick – 2d4 M.D.
• Leap Kick – 2D8 M.D., but counts as two melee attacks.
Sensors and Features of Note
All the standard power armor features plus:
IR Searchlight; Range: 1,000'
Enhanced Radar; Range: 100 miles while airborne
Enhanced Sonar; Range: 50 miles
Built-in Language Translator
Nightvision Optics; Range: 2,000'
Multi-Camera System; Telescopic Range: 2 miles

Power Armor Pilot's Suit
M.D.C. by Location:
  • Helmet: 1
  • Arms: 3 each
  • Legs: 4 each
  • Main Body: 25

Weight: 5 lbs.
Modifiers: -10% to physical skills
  • All standard EBA features common to C.S. Armor (p.100, WB11)
  • Directional, encrypted short range radio built into the helmet; 2 mile range
  • Built-in loudspeaker; 80 decibels
  • Wrist Mini-Comp: displays armor's system errors & damage, oxygen supply, compass heading, time and date
  • Built in Tracking Device that can be deactivated by the wearer

Book Reference: p.220, Rifts

NG-45LP Long Pistol
  • Range: 1,200'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.191-192, WB33

Smoke Grenade
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE

Fragmentation Grenade
  • Range: 120' thrown
  • Damage: 2D6 M.D. to 20' AoE

Plasma Grenade
  • Range: 120' thrown
  • Damage: 6D6 M.D. to 12' AoE

IDF Commando Wristwatch
  • A.R.: 14
  • S.D.C.: 60
  • Features: Waterproof to a depth of 3,000', Alarm vibrates, Altimeter, Remote Detonator-capable
  • Book Reference: p.116, MercOps

Wilk's PRC-5 Secure Walkie-Talkie
  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps

Wilk's FLIR Distancing & Recording Binoculars
  • Weight: 2 Ibs.
  • M.D.C.: 1
  • Range: 2.5 miles
  • Notes: It is a passive, thermal-imaging system that uses ambient infrared radiation which means that, unlike with traditional IR binocs, these binoculars do not emit any infrared light that can be tracked back to the user. The binoculars also feature a laser distancing module with digital display that provides an accurate digital readout of the distance, within two centimeters, and the estimated rate of the target's travel (96% accurate) if it is moving. Moreover, this device has an integrated recording module that can be used to record visual images on a standard one inch disc. Each disc can record up to four hours of images.
Last edited by Karl on Sat Aug 24, 2019 12:42 pm, edited 1 time in total.
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 182
Joined: Tue Nov 03, 2015 7:14 pm
Location: 110th CS SOG

Cpl. Karl Madox (CS Special Forces - 110th SOG)

Post by Karl »

Background Story

Accessing Classified File BB32-7322-CBE8-4A80

Personnel Record
Name: Madox, Karl
Service Branch: Coalition Army
Service Number: IH10-319-087-CBE8-4A80
Pay Grade: Enlisted (Specialist)
Pay Rate: 1900/month + Combat Pay (15%)
Rank: Corporal
Date of Birth: March 19 87PA
Primary Specialty:
  • Special Forces
  • Mechanical Engineering
  • Weapons Engineering
  • RPA Elite: Standard SAMAS units
Military Education
  • Basic Training, Army
  • Basic Training, Technical
  • Monster Identification and Elimination Training Course
  • Enemy Force Identification Course
  • Street Awareness and Identification Training Course
  • Field Weapons/Armor Support and Maintenance Program
  • Military Engineering, Mechanical
  • Armor Support and Maintenance Training Course
  • Power Armour and Robot Training Course, Basic
  • Power Armour Training, Advanced (SAMAS)
  • Heavy and Emplaced Weapons I Training Course
  • Heavy and Emplaced Weapons II Training Course
  • Close Quarters Combat School
  • Wilderness Navigation and Movement Training Course
  • Wilderness Survival Training Course
Decorations, Medals, Badges, Citations, and Campaign:
  • Joseph Prosek Medal for Valor
  • Crimson Heart
  • Field Experience Medal
  • Coalition Defence Service Medal
Disciplinary data and court martial record:
Minor NJP (non-judicial punishment): Disobeying direct orders of a superior. However in light of Corporal Madox's success in rescuing all hostages without a single loss or injury, it was the decision of the review panel to downgrade the initial charge of Court Martial to a minor NJP.
<<WARNING: Parents arrested for ((REDACTED - Higher clearance required))>>

<<Beginning Voice Log>>

I'm Karl Madox. I was born in the burbs of Ion Heart in the spring of 87, the eldest of twins by mere seconds. My sister Carla and I were so named in honour of the great Emperor Karl Prosek. But hey there's lots of kids with names like that especially in the Coalition States. My parents both grew up in Iron Heart and were your typical white collar administrative types that worked in the main city during the day and drove home to the burbs in the evening. I only barely remember them however as they both just... vanished one day when we were about five years old, leaving us with and aunt and uncle. What my sister and I didn't know for years was that this had all been because of an old family feud that spanned generations. In this instance my parents had been (or so our side of the family told it) set up and were made to look like rogue agents of some sort. Something to do with illegal books and movies. To this day I've not heard from them again but for what ever reason no one in the rest of the family got rounded up, though there was a bit of a black mark against the family from then on in the CS databases.

Still that didn't stop me from getting involved in school sports and I joined the school boxing team in later years which served me well later on when I signed up with the CS military years later. In the intervening years however life had it's ups and downs. I had a brief fling with this nice kid, Victor Antos, whom I met in school. As life turned out it was a bit of a Romeo and Juliette moment where he hailed from the very family that had the running feud with my own family. At first it didn't seem like it mattered, but what I found out later on was that it had been his own parents that set me up and I swear to this day he was trying to set me up for a similar fall. Or so I keep telling myself. Either way it's not something I ever forgave him for. Shortly after I met and had a brief fling that lasted about a year and a half with another boy that eventually ended when he signed up with the CS military like so many other kids our age were doing. Still, my Aunt and Uncle wanted my sister and I to finish school before we signed up. That's when I met Romana Belinsky, a class mate who just... I don't know. We really didn't see eye to eye and it didn't help that she'd started all kinds of trouble because she'd had eyes for the same guy I had been dating. Honestly if I ever ran into her again it would just be a question of which of us tossed the first blow, not when.

Both my sister and I signed up at the same time, for two reasons. One, it was by far the best way to get to see more of the world. And two? The CS war against Tolkeen was ramping up and fast. That also meant that despite the black mark against our family we were given a chance to prove ourselves. However for 'internal security reasons' my sister and I were assigned to completely separate units. That and part of it was just pure policy so that a family had slightly less risk of loosing everyone in the forces in a single battle. But mostly because of what ever it was our parents had supposedly done (and far as I know, are still locked up or buried somewhere for) though I did briefly run into both Romana and Victor during basic. Fortunately the drill instructors kept us so busy that we never had time to really interact with each other and before you knew it we were all being shipped out. By that point things with the CS had ramped up so much they were just shoving people off to the front lines as fast as they could. I still recall the really brief graduation ceremony we were given. All of us standing there in full kit, armour, weapons and all. We got a brief speech and then it was simply ended with the drill sergeant yelling at my squad "What, you think because you performed well you deserve attention? Get onto that APC before I make you all do 50 laps!" and so off we went.

I'm pretty sure I got a bit of a short end of the stick because of the record my family had. First assignment was long range patrol. At least it started off easily, if only because of all the pure grunt work that was involved. A huge area of land had flooded and we spent almost the entire year just helping shore up the area and make sure there wasn't too much looting while evacuating those that needed to be, and then later on helping assemble shelters and pass out supplies. Not exactly exciting work but it was nice to actually be out there helping other people at least. Of course where there's misery and chaos, bandits and looters always come along to start trouble. Since we were the only CS unit in the area, half the platoon got tapped to stay behind while the rest of us went out hunting. Apparently splitting up was exactly what the bandits had expected because they hit us on both fronts and a huge 11hr battle resulted. Eventually the bandits were all killed or run off. However knowing they would just be back our platoon was gathered up and we went after them with a vengeance. However the last of them had lost the will to fight and it didn't take too much time for us to round up some of the stragglers and return to town. Later on though a few broke out of prison and took some hostages. We rescued some of them but most got killed in the fighting. I think honestly if our Captain hadn't been so green we could have done a better job. Despite all of this it turned out I was later awarded the Joseph Prosek Medal for Valor. And nominated to be pushed on towards Special Forces.

Not that I actually got much additional training! Before I knew it off I went again, having to just 'learn on the go' as one of my squad mates told me because we were needed for a police action out near Lone Star. With all the military forces being deployed over towards Tolkeen and Free Quebec, bandit activity in the area had picked up significantly, and with resources stretched so thin we were sent off to provide additional security. The first time out on Convoy duty we came under a serious attack and deployed to defend. It was about half way through when I took a nasty laser burn right to the ass! That set me back a good two months in a recovery ward before being sent right back out again one yet another convoy escort, this time heading back towards the rest of my unit (Who never did let me live down the whole being shot in the ass thing!). As was pretty routine at this point, yet again the convoy came under attack and some of the bandits managed to make off with a couple of our men. The officer in charge was just going to let them go but I rallied a few of the others and, directly disobeying orders, went after the bandits. The only reason the military tribunal after didn't throw my ass in jail was because we pulled it off. Not a single man lost, all hostages rescued. Still, I had disobeyed a direct order and some punishment was warranted, so back to garrison duty for me. Still, on the bright side I got pulled aside after everything was said and done and was handed a hefty 'bounty' for several kills I'd made.

Flush with some extra credits my following year in Garrison wasn't so bad. I finally had a chance to actually polish the skills I was supposed to learn as part of the Special Forces and after things with FQ got settled we were paired up with a group of frenchies as a sort of 'make up' deal to show them that the Emperor in his wisdom had indeed forgiven them. There was even a small outfit all the way from the NGR on some sort of manpower trade deal and we were formed up into a task unit to go after some weapon smugglers stealing FQ gear that had been stolen after the short war with them, and some magic and other stuff. All going to the hands of god knows what. Things were rough though. Hardly anyone understood the NGR guys and I'm pretty sure it was mutual on their side, and there was still a lot of bad blood between the FQ squad and ours. Ever the diplomats though the NGR guys kinda acted as a neutral go between because of their good relations with both the frenchies and us. But that just made the language barriers even worse if you ask me. Still with everything else going on I actually managed to incidentally make good friends with some of the base MPs oddly enough, more importantly the officer in charge of the MPs on base. Mostly because I managed to snake him a few luxury items from the Frenchies and NGR guys hanging around. Stuff you couldn't normally get around here. Cigarettes, drinks, even a few books. At one point he got caught with a few contraband items and they were going to have him arrested when I claimed the items were in fact mine and took the flack instead.

Anyway, time came that we were deemed ready to head out on our first mission. To say that it was a disaster is about as big an understatement as saying the Sorceror's Revenge was a mess for the CS. Speaking of which I'd only just received word at that point that my Sister was finally shifted from MIA to MIA assumed KIA. They never did find her or her unit after the big push and by this point with the CS in full control of Tolkeen and salvage and demolition underway, they were only now getting around to fully updating the status of all the units that got slaughtered. Guess that didn't help my mood either and it certain was distracting me when we got hit by an enemy force. I never even saw what hit me. All I know is I got knocked out cold and when I woke I was being stripped of my armour by some scumbag creatures and being asked a lot of questions in a language I couldn't understand. A few of the others that had been captured understood though apparently. Couple of guys got tortured, one of them was beaten to death. Me? Well.. seems some one pointed out I was one of the mechanics for my squad. So next thing I now they stuff some sort of bomb in my head and tell me if I don't work for them they'll beat me, or eat me, or torture me or just blow up my head. Doesn't stop them from hitting me though or making fun of me. Always reminding me of that damned implanted bomb...

Emperor preserve me I've got to find a way out of this...

Notable Enemies:

Victor Antos
Rank: Private 1st Class
Assignment: Infantry: Grunt
Citizen ID Number: IH52-A18-087-26A1-33EE
Crimson Heart
Iron Star

Haling from a family of ranchers mostly based in Iowa, the difficulties between Victor and Karl mostly stem from the fact that the pair unwittingly started dating each other, not knowing both their families had a very long standing fued that went back generations. As things stand, Karl holds a grudge against Victor because it was Victor's parents that were behind the charges against his own parents that saw their eventual disappearance and imprisonment. Victor's family status as some of the top ranchers in the business meant he had little hardship growing up and spent most of his time simply running up and down the various rivers and lakes in the area seeking adventure. As an only child and due to his high psionic potential he grew up overly paranoid and these days trusts no one. He hates all supernaturals, demons and distrusts D-bees and mutants as well as his fellow psychics. He only just barely managed to pass basic training and was promptly assigned to an out of the way garrison. However his unit commander disliked him so much he promptly shoved Victor off to the front lines where he saw some combat, earned himself a medal for valour only to wind up in trouble with his new commander to the point he got shipped back off to another out of the way Garrison where he's spent the last few years languishing and being passed over for promotion time and time again leaving him a bitter individual.

Romana Belinsky
Rank: Staff Sergeant
Assignment: Ranger
Citizen ID Number: IH41-321-087-FB2C-9BC7
Cybernetic Heart with Bar
Crimson Heart with 2 stripes
Joseph Prosek Medal for Valour
Distinguished Service Medallion

Like many others Romana joined the CS military shortly around the age of 19 when the CS war was at it's height. Born to a typical blue collar family and the youngest of 4 siblings she developed a need to prove herself as some one other than 'the kid' in the family. She has a very gun-ho guts and glory attitude that's earned her a number of injuries in recent years and her first battle alone saw her severely injured to the point she needed partial bionic reconstruction. Over the course of her career she's been badly shot, stabbed, suffered shrapnel wounds to her neck so badly she needed implants to replace her shredded vocal cords and has suffered 3rd degree burns across most of her body. At this point she's well on her way to a full cyborg conversion, partially from bad luck, and partially because she keeps throwing herself at the toughest enemies she can find. She's seen considerable combat in multiple large engagements and police actions yet has spent almost as much time recovering from injuries as she has on the front lines. As a result of her implants her psionic abilities have been considerably reduced.

She first met Karl the year before they both signed up and they developed a mutual animosity towards each other that carries over to this day, though they mostly take pains to avoid each other when possible. While Romana is wary of demonic looking individuals she's unusually at ease with most D-Bees and just sees them as equal to humans and rarely holds many doubts of suspicions to their motives, a rare thing in the CS but not so uncommon among Rangers.
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
User avatar
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Posts: 182
Joined: Tue Nov 03, 2015 7:14 pm
Location: 110th CS SOG

Re: Cpl. Karl Madox (CS Special Forces - 110th SOG)

Post by Karl »

HP Increase: 2d6+3 = 7: 1, 3
HP Increase: Invalid dice code!
EP MA Increase 2d6 = 9: 5, 4
EP PE Increase Invalid dice code!
EP PB Increase Invalid dice code!

Patron Reward: PP Boost for attribute 16+ Invalid dice code!

Save vs Insanity: Invalid dice code!
ISP: Invalid dice code!
EP ISP Increase: Invalid dice code!
Top Gun Combat Ace skill SDC Boost: Invalid dice code!
Last edited by Karl on Thu Apr 25, 2019 4:16 pm, edited 3 times in total.
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 182
Joined: Tue Nov 03, 2015 7:14 pm
Location: 110th CS SOG

Re: Cpl. Karl Madox (CS Special Forces - 110th SOG) (LEVEL U

Post by Karl »

Level Up dice Rolls:
HP: Invalid dice code!
HP: Invalid dice code!
ISP: Invalid dice code!
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 182
Joined: Tue Nov 03, 2015 7:14 pm
Location: 110th CS SOG

Re: Sgt. Karl Madox (CS Special Forces - 40-40th SOG)

Post by Karl »

Northern Gun ICMN Mercenary Report
Name: Ken Rosewood
Callsign or Nicknames: Blue
Rank: Corporal
ICMN ID Number: 5241-C306-473C-8CED
Specialty: Special Operations, Winged Power Armour
Trained: ICMN School of Soldiery - Special Operations Center 09 March, PA 108 - 14 June, PA 109
Experience: Long Range Patrol - Supporting Combat Zone - 2 Months
  • Evaluation:
Extra-Martial Accolades: None

Best Suited for: Piloting roles involving jet aircraft, winged powered armour, field repair support.
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 182
Joined: Tue Nov 03, 2015 7:14 pm
Location: 110th CS SOG

Re: Sgt. Karl Madox (CS Special Forces - 40-40th SOG)

Post by Karl »

Martial Expert AT Bonus HP: 2d6+3 = 7: 3, 1
Kickboxing SDC Bonus: 1d10 = 1: 1
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
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