Difference between revisions of "Orlando Hermanez Ruis"

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'''History:''' When Orlando was a young man, he washed out of the navy. He drifted for a while, coming to rest at a hydrogen refueling station/bar/low rent dive. When the station started to catastrophically fail, he helped a couple of the other bar regulars pilot the only available ship. They made it away and drilled out of the system with the station personnel and residents, but he was the only member of the bridge crew that survived. This experience made him rededicate himself to learning how to be a pilot and navigator, and he continues to strive to improve.
+
[[File:Luis-Guzmán233.jpg|right]]
  
Orlando does have a little combat experience and a "souvenir"... Betty the Heavy Machine Gun. She needs to be mounted to be most effective, but might be a welcome addition to the arsenal.
+
== Orlando Hermanez Ruis ==
 +
*Level 8 (Expert)
 +
*XP: 128,320/200,640
 +
*Homeworld: The Reef
 +
*Age: 32
 +
*Languages: English, Mandarin, Spanish
 +
*Background & Description: Ruis is ex-Navy, a washed-out fuck-up. He drifted for a long time, and was briefly famous in a couple of systems for helping rescue some hydrogen miners. After that incident, he rededicated himself to actually working to become a good pilot and navigator. He does have a little combat experience and a "souvenir"... Betty the Heavy Machine Gun. Ruis is short, a bit stocky and seems to be constantly furrowing his eyebrows. He's never won any beauty pageants and he does display poor judgement sometimes, as well as occasional impulse control problems.
  
Ruis is short, a bit stocky and seems to be constantly furrowing his eyebrows. He's never won any beauty pageants but he's quick with a smile and has a natural affability. He does display poor judgement on occasion as well as occassional impulse control problems.
+
== Attributes ==
 +
*Strength 10 [+0]
 +
*Dexterity 14 [+1]
 +
*Constitution 14 [+1]
 +
*Intelligence 14 [+1]
 +
*Wisdom 7 [-1]
 +
*Charisma 10 [+0]
  
 +
== Combat Block ==
 +
*Movement Rate: ?
 +
*Hit Points: 42/42
 +
*System Strain: 1/14
 +
*Armor Class
 +
**Power Armor: AC 0
 +
**Combat Field Uniform: AC 3
 +
**Armored Undersuit: AC 6
 +
*Attacks
 +
**Mag Rifle: +3 to hit, 2d8+2 damage. Range 300/600.
 +
**Void Carbine: +3 to hit, 2d6 damage. Range 100/300.
 +
**Betty the HMG: +5 to hit, 3d6+1 damage. Range 500/2000.
 +
**Betty-Suppression: -1 to hit, Save vs. Luck or take half of 3d6+1 damage. Double ammo consumption. Range 500.
 +
*Saves
 +
**Physical 14
 +
**Mental 13
 +
**Evasion 10
 +
**Tech 9
 +
**Luck 12
  
'''Strength''' 14 [+1]
+
== Cybernetics ==
 +
*Integral Biostatus Monitor
 +
**SS: 0
 +
**Description: A series of probes and filters are implanted in the subject, all designed to maintain a steady observation of the user’s physical condition and any ambient dangers. The monitor will alert the subject on exposure to any poison, pathogen, or radiation, and will identify the substance and standard treatment if it exists in the toxicological libraries. This quick identification grants a +2 on the first skill check made to treat a poison or infection. The instant diagnostic information also allows a +1 bonus on all Tech/Medtech skill checks to aid a wounded character.
 +
*Integral Commlink
 +
**SS: 0
 +
**Description: A more limited version of a standard ghost talker transceiver, integral commlinks are meant to operate within a planet or ship’s ordinary communications grid. They do not func- tion in the absence of such a grid unless the user is plugged into a supplementary transmission device such as a comm server. So long as the grid is available, however, the user can place and receive calls and audiovisual recordings. Activation is through subvocalized commands.
 +
*[[Spacer's Package]] biosculpt (from [http://forum.rpg.net/showthread.php?735466-Stars-Without-Number-Volume-IV-Back-in-the-Saddle-Again&p=18302817#post18302817 Vincent's] in Tenebrous System)
 +
**SS: 0
 +
**Description: Essentially, you stay clean on your own. You produce no body odor, bodily excretions are minimized, you don't get dermal infections of bacteria, fungus, or yeast, no dental infections or cavities, you don't get bad breath, etc.
 +
*Holdout Cavity
 +
**Description: Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than tech level 4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.
 +
**SS: 1
  
'''Intelligence''' 16 [+1]
+
== Skills ==
 +
*Combat
 +
**Gunnery 2
 +
**Projectile 0
 +
*Computer 0
 +
*Culture
 +
**Spacer 1
 +
**Traveller 0
 +
*Exosuit 0
 +
*Navigation 3
 +
*Religion 1
 +
*Science 2
 +
*Tech
 +
**Astronautics 2
 +
**Postech 2
 +
*Vehicle
 +
**Air 0
 +
**Grav 0
 +
**Space 3
  
'''Dexterity''' 14 [+1]
+
== Equipment ==
  
'''Wisdom''' 6 [-1]
+
=== ATMO TROUBLE ===
 +
*'''READIED'''
 +
**Armor: Power Armor AC 0
 +
**Weapons: Betty the HMG
 +
**Consumables: Glowbugs x 5
 +
**Gear: Compad
 +
*'''STOWED'''
 +
**Weapons: None
 +
**Consumables: 3 days food/water, 5 belts of ammo for Betty
 +
**Gear: MetaTool, Dataslab
  
'''Constitution''' 14 [+1]
+
=== GRAVITY PROBLEM ===
 +
*'''READIED'''
 +
**Armor: Power Armor AC 0
 +
**Weapons: Mag Rifle
 +
**Consumables: Glowbugs x5, 4 clips for Mag Rifle
 +
**Gear: Compad
 +
*'''STOWED'''
 +
**Weapons: None
 +
**Consumables: 5 days food/water
 +
**Gear: Postech Toolkit, Dataslab, Navcomp
  
'''Charisma''' 17 [+1]
+
=== SPACE ISSUES ===
 +
*'''READIED'''
 +
**Armor: Power Armor AC 0
 +
**Weapons: Void Carbine
 +
**Consumables: Glowbugs x5, 4 clips for Void Carbine
 +
**Gear: Compad
 +
*'''STOWED'''
 +
**Weapons: None
 +
**Consumables: 2 days food/water, 3 air tanks
 +
**Gear: Postech Toolkit, Dataslab, Navcomp
  
 +
=== DISCRETE ACTIONS ===
 +
*'''READIED'''
 +
**Armor: Armoured Undersuit AC 6
 +
*Weapons: Mag Pistol (in Holdout Cavity)
 +
**Consumables: Glowbugs x5
 +
**Gear: Compad
 +
*'''STOWED'''
 +
**Weapons: None
 +
**Consumables: 4 days food/water
 +
**Gear: Postech Toolkit, Dataslab, Type A power cell (x6) bundle, Navcomp
  
'''Class:''' Expert 5
+
== Assets ==
 +
• Power Armor with integral TL 4 night vision and other fancies (2/0)
 +
• TL 4 Navcomp (1/0)
 +
• Vacc suit (?/0)
 +
• Glowbugs x 10 (0/0)
 +
• A Power Cell x 6 (1/0)
 +
• B Power Cell x 2 (1/0)
 +
• Toolkit/Astronautic (3/0)
 +
• Toolkit/Postech (3/0)
 +
• Compad (0/0)
 +
• Dataslab (1/0)
 +
• Combat field uniform (0/0)
 +
• Metatool (1/0)
 +
• Lobsterman HoloProjector (4/0)
 +
• Mag Rifle (1/500)
 +
• Void Carbine (1/400)
 +
• Mag Pistol (1/0)
 +
• Ammunition/Mag Rifle - 20 magazines of 10 (10/100)
 +
• Ammunition/Void Carbine - 20 magazines of 10 (10/100)
 +
• Ammunition/Mag Pistol - 20 magazines of 6 (6/60)
 +
• 10 units of Trade Goods (10/500)
 +
• 10 units of Trade Metals (10/100)
 +
• 10 days standard rations/water reserves (10/100**)
 +
• Mount for Betty (0/10000)
  
'''XP/Next Level'''
+
=== Finances ===
  
20,000/25,080
+
*Credits: 106,440
 +
**Credit Chips Carried: 20,0000
 +
**Electronic Credits Carried: 10,0000
 +
**Stowed: 30,000
 +
**(Common Fund - The Reef): 19,440
 +
**(Retirement - Nyx): 27,000
  
'''Credits:''' 16,060
+
=== Holdings ===
  
'''Lucre:''' 2,500,000
+
*(If your character personally owns chunks of a planet or business or something, list it here)
  
'''Lifestyle Costs:''' Paid through November, NE54
+
=== Materiel ===
  
 +
*(If you have some other big thing, list it here)
  
'''Vital stats:'''
+
=== Vehicles ===
  
• '''Hit Points:''' 24/24
+
*(Custom cars, mecha, whatever)
 
 
• '''Armor Class:''' 4
 
 
 
• '''Attack Bonus''' +2
 
 
 
 
 
'''Weapons'''
 
 
 
'''Mag Pistol''' +3 to hit, 2d6+3 damage
 
:10 clips, 6 each
 
 
 
'''Betty Tripod/Mounted''' +3 to hit, 3d6+1 damage
 
 
 
'''Betty Tripod/Mounted - Suppression''' +3 to hit, half of 3d6+1 damage to all targets in front arc, Evasion or Save vs. Luck for 0 damage, double ammo consumption
 
 
 
'''Betty Hand Carried''' -3 to hit, 3d6+1 damage
 
:10 belts, 10 rounds of ammo on each
 
 
 
'''Saves'''
 
 
 
• '''Physical Effect Save''' 14
 
 
 
• '''Mental Effect Save''' 13
 
 
 
• '''Evasion Save''' 10
 
 
 
• '''Tech Save''' 9
 
 
 
• '''Luck Save''' 12
 
 
 
 
 
'''Background Package:''' Astrogater's Mate
 
 
 
'''Training Package:''' Pilot
 
 
 
'''Languages:''' English, Spanish, Mandarin
 
 
 
'''Age:''' 29
 
 
 
 
 
'''Cyberware:'''
 
 
 
-none-
 
 
 
 
 
'''Skills:'''
 
 
 
• Combat/Projectile 0
 
 
 
• Combat/Gunnery 0
 
 
 
• Culture/Spacer 1
 
 
 
• Culture/Traveller 1
 
 
 
• Exosuit 1
 
 
 
• Navigation 2
 
 
 
• Science 1
 
 
 
• Survival 0
 
 
 
• Tech/Astronautics 1
 
 
 
• Tech/Postech 1
 
 
 
• Vehicle/Air 1
 
 
 
• Vehicle/Space 2
 
 
 
 
 
 
 
'''Inventory:'''
 
 
 
• Combat field uniform
 
 
 
• TL 4 Navcomp
 
 
 
• Vacc suit
 
 
 
• Glowbugs x 10
 
 
 
• A Power Cell x 6
 
 
 
• B Power Cell x 2
 
 
 
• Toolkit/Astronautic
 
 
 
• Toolkit/Postech
 
 
 
• Compad
 
 
 
• Dataslab
 
 
 
• Metatool
 
 
 
'''Standard Readied Items:''' [6/7 ENC]
 
 
 
• Combat Field Uniform 4
 
 
 
• Mag Pistol 1
 
 
 
• Glowbugsx5 0
 
 
 
• Compad 0
 
 
 
• Dataslab 1
 
 
 
 
 
'''Standard Stowed Items:''' [9+4]
 
 
 
• Mag pistol clips x 3
 
 
 
• Metatool [1]
 
 
 
• Type A power cell (x6) bundle [1]
 
 
 
 
 
 
 
'''Standard non-encumbering items:'''
 
 
 
---
 
 
 
 
 
'''Ruis's Wish List'''
 
 
 
Gravitic mount for Betty so as to always count as mounted.
 

Latest revision as of 18:06, 7 July 2015

Luis-Guzmán233.jpg

Orlando Hermanez Ruis[edit]

  • Level 8 (Expert)
  • XP: 128,320/200,640
  • Homeworld: The Reef
  • Age: 32
  • Languages: English, Mandarin, Spanish
  • Background & Description: Ruis is ex-Navy, a washed-out fuck-up. He drifted for a long time, and was briefly famous in a couple of systems for helping rescue some hydrogen miners. After that incident, he rededicated himself to actually working to become a good pilot and navigator. He does have a little combat experience and a "souvenir"... Betty the Heavy Machine Gun. Ruis is short, a bit stocky and seems to be constantly furrowing his eyebrows. He's never won any beauty pageants and he does display poor judgement sometimes, as well as occasional impulse control problems.

Attributes[edit]

  • Strength 10 [+0]
  • Dexterity 14 [+1]
  • Constitution 14 [+1]
  • Intelligence 14 [+1]
  • Wisdom 7 [-1]
  • Charisma 10 [+0]

Combat Block[edit]

  • Movement Rate: ?
  • Hit Points: 42/42
  • System Strain: 1/14
  • Armor Class
    • Power Armor: AC 0
    • Combat Field Uniform: AC 3
    • Armored Undersuit: AC 6
  • Attacks
    • Mag Rifle: +3 to hit, 2d8+2 damage. Range 300/600.
    • Void Carbine: +3 to hit, 2d6 damage. Range 100/300.
    • Betty the HMG: +5 to hit, 3d6+1 damage. Range 500/2000.
    • Betty-Suppression: -1 to hit, Save vs. Luck or take half of 3d6+1 damage. Double ammo consumption. Range 500.
  • Saves
    • Physical 14
    • Mental 13
    • Evasion 10
    • Tech 9
    • Luck 12

Cybernetics[edit]

  • Integral Biostatus Monitor
    • SS: 0
    • Description: A series of probes and filters are implanted in the subject, all designed to maintain a steady observation of the user’s physical condition and any ambient dangers. The monitor will alert the subject on exposure to any poison, pathogen, or radiation, and will identify the substance and standard treatment if it exists in the toxicological libraries. This quick identification grants a +2 on the first skill check made to treat a poison or infection. The instant diagnostic information also allows a +1 bonus on all Tech/Medtech skill checks to aid a wounded character.
  • Integral Commlink
    • SS: 0
    • Description: A more limited version of a standard ghost talker transceiver, integral commlinks are meant to operate within a planet or ship’s ordinary communications grid. They do not func- tion in the absence of such a grid unless the user is plugged into a supplementary transmission device such as a comm server. So long as the grid is available, however, the user can place and receive calls and audiovisual recordings. Activation is through subvocalized commands.
  • Spacer's Package biosculpt (from Vincent's in Tenebrous System)
    • SS: 0
    • Description: Essentially, you stay clean on your own. You produce no body odor, bodily excretions are minimized, you don't get dermal infections of bacteria, fungus, or yeast, no dental infections or cavities, you don't get bad breath, etc.
  • Holdout Cavity
    • Description: Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than tech level 4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.
    • SS: 1

Skills[edit]

  • Combat
    • Gunnery 2
    • Projectile 0
  • Computer 0
  • Culture
    • Spacer 1
    • Traveller 0
  • Exosuit 0
  • Navigation 3
  • Religion 1
  • Science 2
  • Tech
    • Astronautics 2
    • Postech 2
  • Vehicle
    • Air 0
    • Grav 0
    • Space 3

Equipment[edit]

ATMO TROUBLE[edit]

  • READIED
    • Armor: Power Armor AC 0
    • Weapons: Betty the HMG
    • Consumables: Glowbugs x 5
    • Gear: Compad
  • STOWED
    • Weapons: None
    • Consumables: 3 days food/water, 5 belts of ammo for Betty
    • Gear: MetaTool, Dataslab

GRAVITY PROBLEM[edit]

  • READIED
    • Armor: Power Armor AC 0
    • Weapons: Mag Rifle
    • Consumables: Glowbugs x5, 4 clips for Mag Rifle
    • Gear: Compad
  • STOWED
    • Weapons: None
    • Consumables: 5 days food/water
    • Gear: Postech Toolkit, Dataslab, Navcomp

SPACE ISSUES[edit]

  • READIED
    • Armor: Power Armor AC 0
    • Weapons: Void Carbine
    • Consumables: Glowbugs x5, 4 clips for Void Carbine
    • Gear: Compad
  • STOWED
    • Weapons: None
    • Consumables: 2 days food/water, 3 air tanks
    • Gear: Postech Toolkit, Dataslab, Navcomp

DISCRETE ACTIONS[edit]

  • READIED
    • Armor: Armoured Undersuit AC 6
  • Weapons: Mag Pistol (in Holdout Cavity)
    • Consumables: Glowbugs x5
    • Gear: Compad
  • STOWED
    • Weapons: None
    • Consumables: 4 days food/water
    • Gear: Postech Toolkit, Dataslab, Type A power cell (x6) bundle, Navcomp

Assets[edit]

• Power Armor with integral TL 4 night vision and other fancies (2/0) • TL 4 Navcomp (1/0) • Vacc suit (?/0) • Glowbugs x 10 (0/0) • A Power Cell x 6 (1/0) • B Power Cell x 2 (1/0) • Toolkit/Astronautic (3/0) • Toolkit/Postech (3/0) • Compad (0/0) • Dataslab (1/0) • Combat field uniform (0/0) • Metatool (1/0) • Lobsterman HoloProjector (4/0) • Mag Rifle (1/500) • Void Carbine (1/400) • Mag Pistol (1/0) • Ammunition/Mag Rifle - 20 magazines of 10 (10/100) • Ammunition/Void Carbine - 20 magazines of 10 (10/100) • Ammunition/Mag Pistol - 20 magazines of 6 (6/60) • 10 units of Trade Goods (10/500) • 10 units of Trade Metals (10/100) • 10 days standard rations/water reserves (10/100**) • Mount for Betty (0/10000)

Finances[edit]

  • Credits: 106,440
    • Credit Chips Carried: 20,0000
    • Electronic Credits Carried: 10,0000
    • Stowed: 30,000
    • (Common Fund - The Reef): 19,440
    • (Retirement - Nyx): 27,000

Holdings[edit]

  • (If your character personally owns chunks of a planet or business or something, list it here)

Materiel[edit]

  • (If you have some other big thing, list it here)

Vehicles[edit]

  • (Custom cars, mecha, whatever)