Post by Jackal on May 30, 2010 19:54:15 GMT
Name: Robert "Kane" Jacques
Age: 25
Gender: Male
Race: Human
Weight: 180 lbs
Eyes: Blue
Hair: Bald
Appearance: Robert, a stout, young man, standing at 1.7 meters, is rather pale skinned and has a poor complexion, both gained from spending many days working inside a ventilated building rather than going outside to a scorching barren wasteland. He may have confined himself to living indoors, but he has worked on his muscles and litheness. He is missing his ring finger on his left hand, and his pinky is just a stub. He shaved his head recently when he let it grow to his shoulders, and was aiming to grow a mohawk before now. He is usually clothed in an old, paled-from-age blue RobCo repairman two-piece suit with the sleeves torn to resemble more of a shortened t-shirt and various chains and raider spikes adorn the suit.
Backstory: Robert was once the child of two roaming merchants that travelled across the Western coast of America before his parents were killed by a wasteland raider couple. The raider and his wife decided to keep the baby whom they had just killed the parents of because the woman was unable to reproduce. They took in Robert as their own child until the woman died when she came across some Brotherhood of Steel soldiers. At that point, Leeroy, the male raider, had to take care of Robert himself, who he nicknamed Kane, to make it seem as if Kane was his true child.
Along the course of Kane's years under Leeroy's intelligent and kind parenting, they came across a girl only three years younger than Kane. At age eleven, Kane wanted someone to be friends with other than his "dad." Leeroy was more than glad enough to take this girl into their small family, which she said her name was Emily. Years later, Kane and Emily started getting closer and they felt as if they were in love.
All three of them were raiders, but they weren't evil, sadistic (mostly), or unintelligent; Leeroy was of above average intelligence, and he taught both Kane and Emily what he knew and to do what they had to to survive. He knew life was not easy, even in such an empty world as the post-nuclear wastes of Earth. Kane grew on to working on electronics and vehicles as a hobby, making him a good repairman. During Kane's twentieth year, the threesome becam five when they came across two boys, early into teenagehood. The two boys, looking very thin and frightened, were taken in by Leeroy. They never spoke of their past or why they were just found in the wastes in such a poor position.
Five years later, something monumental happened in Kane's life. Slavers.
Kane had witnessed slavers before; he even had sold a couple wastelanders to them for some needed provisions. But now, they were coming to take all five of his family. The six slavers arrived at their residence, a now broken down factory, with weapons and the mindset of capturing them all. Leeroy noticed them before they entered the factory, so he went to speak to them. Emily had also noticed and had grabbed her 10mm pistol and hid in ambush. Leeroy spoke to the slavers and figured out they were here because one of the twins had run off with one of their best slaves. They had reason to believe she was now dead, and had come to take the whole family for the boy's actions. Leeroy tried to bargain with his life and several caches of valuables, but the slavers held firm. Emily didn't want to go down without a fight, much against Leeroy's ideals, and took the slavers off guard. Her first two shots immediately killed one slaver, and the next few injured another. Kane was listening the whole time, and had now decided to come out a backdoor to get behind the slavers. He managed to get around them, but just in time to see Emily, as energy less as a ragdoll, being dragged from the factory. Kane charged the nearest slaver, but in his rage he was knocked over the head and unconcious. The next morning, he had no idea where he was, other than in a cage in a slaver camp and without a thing but the clothes on he was wearing and an aching spot on the back of his head.
SPECIAL Points:
ST 8 ___ 3 1/10
PE 4 -1 3 1/10
EN 6 ___ 3 1/10
CH 3 ___ 3 1/10
IN 7 ___ 3 1/10
AG 7 ___ 3 1/10
LK 5 ___ 3 1/10
Level: 1
Karma:
HP/Level: 6
Experience:
Wounds:
Carry weight: 225 lbs
HP: 28/35
AC: 7%
AC +/-: -
Base AC: 7%
Armor:
Normal / ___ ____ ____
Laser / ___ ____ ____
Fire / ___ ____ ____
Plasma / ___ ____ ____
Explode / ___ ____ ____
Poison resistance: 30%
Radiation resistance: 12%
Gas resistance: 0/0%
Electricity resistance: 0%
Healing Rate: 2
Skills:
Unarmed (Tag) 62% 31%
Melee Weapons (Tag) 62% 31%
Throwing 30%
Primitive Missile Weapons 22%
Small Guns 20%
Big Guns 26%
Energy Weapons 20%
First Aid 24%
Doctor 24%
Sneak 24%
Lockpick 35% (Tech Wizard: 20%+15%)
Steal 24%
Traps 20%
Science 39% (Tech Wizard: 24%+15%)
Repair (Tag) 80% 40% (Tech Wizard: 25%+15%)
Pilot 23%
Speech 16%
Barter 12%
Gambling 20%
Outdoorsman 28%
Climbing 28%
Swimming 27%
Action points: 8
Sequence: 6
Melee Damage: 7 (Heavy Handed: 3+4)
Critical Chance: 5%
Armour Condition:
Left Hand:
PE Range Mod:
Weapon ___________ Rng ____ Dmg ______
APs: Single ____ Target ____ Burst ____
Ammo ____ Ammo Damage ____ Rounds __/__
+/- _____
Condition:
Colt 6520 (Ammo 12/12 10mm JHP, Condition 0 boxes
Right Hand:
Weapon Colt 6520 Rng 19 Dmg +6
APs: Single 5 Target 6 Burst N/A
Ammo 10mm JHP Ammo Damage 1d6 Rounds 12/12
+/-
Condition: 0 (boxes filled)
Inventory:
*
Traits and Perks
Tech Wizard: +15% bonus to Science, Repair, and Lockpick skills, but -1 to Perception.
Heavy Handed: +4 point bonus to Melee Damage, but critical hits do half of their normal damage (50%) and targets get a 50% chance to avoid a critical hit that would cripple a limb or cause blindness.
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Age: 25
Gender: Male
Race: Human
Weight: 180 lbs
Eyes: Blue
Hair: Bald
Appearance: Robert, a stout, young man, standing at 1.7 meters, is rather pale skinned and has a poor complexion, both gained from spending many days working inside a ventilated building rather than going outside to a scorching barren wasteland. He may have confined himself to living indoors, but he has worked on his muscles and litheness. He is missing his ring finger on his left hand, and his pinky is just a stub. He shaved his head recently when he let it grow to his shoulders, and was aiming to grow a mohawk before now. He is usually clothed in an old, paled-from-age blue RobCo repairman two-piece suit with the sleeves torn to resemble more of a shortened t-shirt and various chains and raider spikes adorn the suit.
Backstory: Robert was once the child of two roaming merchants that travelled across the Western coast of America before his parents were killed by a wasteland raider couple. The raider and his wife decided to keep the baby whom they had just killed the parents of because the woman was unable to reproduce. They took in Robert as their own child until the woman died when she came across some Brotherhood of Steel soldiers. At that point, Leeroy, the male raider, had to take care of Robert himself, who he nicknamed Kane, to make it seem as if Kane was his true child.
Along the course of Kane's years under Leeroy's intelligent and kind parenting, they came across a girl only three years younger than Kane. At age eleven, Kane wanted someone to be friends with other than his "dad." Leeroy was more than glad enough to take this girl into their small family, which she said her name was Emily. Years later, Kane and Emily started getting closer and they felt as if they were in love.
All three of them were raiders, but they weren't evil, sadistic (mostly), or unintelligent; Leeroy was of above average intelligence, and he taught both Kane and Emily what he knew and to do what they had to to survive. He knew life was not easy, even in such an empty world as the post-nuclear wastes of Earth. Kane grew on to working on electronics and vehicles as a hobby, making him a good repairman. During Kane's twentieth year, the threesome becam five when they came across two boys, early into teenagehood. The two boys, looking very thin and frightened, were taken in by Leeroy. They never spoke of their past or why they were just found in the wastes in such a poor position.
Five years later, something monumental happened in Kane's life. Slavers.
Kane had witnessed slavers before; he even had sold a couple wastelanders to them for some needed provisions. But now, they were coming to take all five of his family. The six slavers arrived at their residence, a now broken down factory, with weapons and the mindset of capturing them all. Leeroy noticed them before they entered the factory, so he went to speak to them. Emily had also noticed and had grabbed her 10mm pistol and hid in ambush. Leeroy spoke to the slavers and figured out they were here because one of the twins had run off with one of their best slaves. They had reason to believe she was now dead, and had come to take the whole family for the boy's actions. Leeroy tried to bargain with his life and several caches of valuables, but the slavers held firm. Emily didn't want to go down without a fight, much against Leeroy's ideals, and took the slavers off guard. Her first two shots immediately killed one slaver, and the next few injured another. Kane was listening the whole time, and had now decided to come out a backdoor to get behind the slavers. He managed to get around them, but just in time to see Emily, as energy less as a ragdoll, being dragged from the factory. Kane charged the nearest slaver, but in his rage he was knocked over the head and unconcious. The next morning, he had no idea where he was, other than in a cage in a slaver camp and without a thing but the clothes on he was wearing and an aching spot on the back of his head.
SPECIAL Points:
ST 8 ___ 3 1/10
PE 4 -1 3 1/10
EN 6 ___ 3 1/10
CH 3 ___ 3 1/10
IN 7 ___ 3 1/10
AG 7 ___ 3 1/10
LK 5 ___ 3 1/10
Level: 1
Karma:
HP/Level: 6
Experience:
Wounds:
Carry weight: 225 lbs
HP: 28/35
AC: 7%
AC +/-: -
Base AC: 7%
Armor:
Normal / ___ ____ ____
Laser / ___ ____ ____
Fire / ___ ____ ____
Plasma / ___ ____ ____
Explode / ___ ____ ____
Poison resistance: 30%
Radiation resistance: 12%
Gas resistance: 0/0%
Electricity resistance: 0%
Healing Rate: 2
Skills:
Unarmed (Tag) 62% 31%
Melee Weapons (Tag) 62% 31%
Throwing 30%
Primitive Missile Weapons 22%
Small Guns 20%
Big Guns 26%
Energy Weapons 20%
First Aid 24%
Doctor 24%
Sneak 24%
Lockpick 35% (Tech Wizard: 20%+15%)
Steal 24%
Traps 20%
Science 39% (Tech Wizard: 24%+15%)
Repair (Tag) 80% 40% (Tech Wizard: 25%+15%)
Pilot 23%
Speech 16%
Barter 12%
Gambling 20%
Outdoorsman 28%
Climbing 28%
Swimming 27%
Action points: 8
Sequence: 6
Melee Damage: 7 (Heavy Handed: 3+4)
Critical Chance: 5%
Armour Condition:
Left Hand:
PE Range Mod:
Weapon ___________ Rng ____ Dmg ______
APs: Single ____ Target ____ Burst ____
Ammo ____ Ammo Damage ____ Rounds __/__
+/- _____
Condition:
Colt 6520 (Ammo 12/12 10mm JHP, Condition 0 boxes
Right Hand:
Weapon Colt 6520 Rng 19 Dmg +6
APs: Single 5 Target 6 Burst N/A
Ammo 10mm JHP Ammo Damage 1d6 Rounds 12/12
+/-
Condition: 0 (boxes filled)
Inventory:
*
Traits and Perks
Tech Wizard: +15% bonus to Science, Repair, and Lockpick skills, but -1 to Perception.
Heavy Handed: +4 point bonus to Melee Damage, but critical hits do half of their normal damage (50%) and targets get a 50% chance to avoid a critical hit that would cripple a limb or cause blindness.
___________________ _________
___________________ _________
___________________ _________
___________________ _________
___________________ _________
___________________ _________
___________________ _________
___________________ _________
___________________ _________
___________________ _________
___________________ _________