David "Sorrow" Morrow (Human/Male; Juicer)

True Grit: Only the crustiest mercs can do the crustiest work.
GM: General Disarray
AGM: No AGM
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David Morrow
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David "Sorrow" Morrow (Human/Male; Juicer)

Post by David Morrow »

Player Name: John
G-Mail: GarrisonBurne@Gmail.com
Ledger

Character Name: David Morrow
Alias: Sorrow
Race: Human
O.C.C.: Juicer
Alignment: Scrupulous
XP Level: 3
XP Points: 4,281
Next Level @ XP: 8,561
Sentiments/Non-Humans: Has found that D-Bees are just people too, and treats them the same as anybody else. Suspicious of dragons, creatures of magic and supernatural beings.
Sentiments/Coalition: Dislikes and distrusts the Coalition, the character is well informed and knows a lot about the CS's philosophies, laws, and activity, and they seem to be pretty unjust, if not outright evil.
Disposition: Easy going. Unflappable and calm most of the time; laid back and accepting of others. Trusts almost anyone until they are proven unworthy of that trust.
Insanity: TO BE DETERMINED ONCE CHARACTER SHEET IS COMPLETED

ATTRIBUTES
I.Q.: 13
M.E.: 15
M.A.: 14
P.S.: 29
P.P.: 20
P.E.: 25
P.B.: 10
Speed: 104

PHYSICAL DATA
P.P.E.: 7
H.P.: 53
S.D.C.: 259
Age: 45
77 months; 6 years 5 months

Sex: Male
Height: 6’
Weight: 210 lbs.
Description: Before the transformation into chemically infused super-soldier, he would have been considered average. The change seems to have emphasized angles and shapes on his face that have mixed reactions. His build is powerful, an obvious show of the combat drugs coursing through his veins. He has messy gray hair and pale blue eyes, his face is covered in a constant stubble. He tends to wear sturdy military fatigues in whatever pattern is most beneficial for the environment.

Natural Abilities
Perception: 31% (+3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 189 lbs. (Augmented Strength, Man at Arms, Indefatigable)
Max. Carrying Weight: 725 lbs.
Max. Lifting Weight: 1,450 lbs
Max. Jumping Ability: Lengthwise: 65' Height: 35.5'
Movement: 1,560'/melee or 223'/action

Special Abilities
Can lift and carry four times more than a normal person of equivalent strength and endurance, and can last 10 times longer before feeling the effects of exhaustion. Can remain alert and operate at full efficiency for up to five days (120 hours) without sleep. Normally needs only three hours of sleep per day.

Counts as Augmented Strength.

Can leap 30 feet across and 20 feet high after a short run; half that distance from a dead stop.

An accelerated metabolism makes everything around the Juicer seem to move in slow motion.

Bio-comp can slow the blood flow or increase oxygen levels to slow the effects of drugs or inject natural and synthetic chemicals to counteract them immediately.
Likewise, the Juicer can slip into a trance-like state to conserve oxygen.

Heals four times faster than normal. +20% to save vs coma and death . Virtually impervious to pain, no amount of physical pain will impair the Juicer until he is down to 5 Hit Points or less. At this point the warrior will collapse, falling into a trance/coma,
which is really a bio-comp induced state of accelerated healing.

Cannot sleep without a sedative or tranquilizers. Tends to be a bit jumpy and anxious even under the best of conditions. Boredom is a constant enemy and the bio-comp will counter with tranquilizers and euphoria drugs to make the character feel good/zoned-out, and instantly jolt the Juicer alert and ready for action in 15 seconds (one melee) when necessary. That first melee round however, the Juicer has only half his normal combat bonuses. The Juicer will die after five years and 4D6 months of being a chemically induced superman ! There are no exceptions!! No saving throws, no hope. The body is destroyed! Used up. Not even psionic healing or magic Restoration or Resurrection (-50% on success ratio for Juicers) can help.

No fear of Heights

Bionics & Cybernetics
Torso: Bio-comp and bio-data implants

O.C.C. Skills
Language: American 92%.
Language: Other: Euro 66% (+3%)
Language: Other: Spanish 66% (+3%)
  • Sense of Balance 71% (+3%)
  • Walk Tightrope or High Wire 81% (+3%)
  • Back Flip 79% (+2%)
  • Basic Prowl Ability 45% (or adds +5% to Prowl skill)
  • Basic Climb Ability 55% (or adds +15% to Climbing skill)

Climbing/Rappelling 90/80% (+5%)
Land Navigation 49% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 86% (+3%)
Pilot: Hover Craft (Ground) 70% (+5%)
Radio: Basic 65% (+5%)
Recognize Weapon Quality 45% (+5%)
Running
Swimming 70% (+5%)
W.P. Knife
W.P. Energy Pistol
Wilderness Survival 45% (+5%)
W.P. Energy Rifle
W.P. : Handgun.
W.P. : Heavy M.D. Weapons.
Hand to Hand: Expert

O.C.C. Related Skills
Prowl 60% (+5%)
Field Armorer & Munitions Expert 60% (+5%)
*Basic Mechanics 40% (+5%)
  • Sense of Balance 66% (+3%)
  • Work Parallel Bars & Rings 76% (+3%)
  • Back Flip 84% (+2%)
  • Basic Prowl Ability 40% (or adds +5% to Prowl skill)
  • Basic Climb Ability 35% (or adds +5% to Climbing skill)
  • Climb Rope/Rappel 74% (+2%)

Boxing
I.D. Undercover Agent 48% (+4%)
Detect Concealment 40% (+5%)
Demolitions 76% (+3%)
Demolitions Disposal 76% (+3%)
[2nd]Wrestling

Secondary Skills
Automotive Mechanics 35% (+5%)
W.P. Quick Draw
[3rd] Lore: Demons & Monsters 30% (+5%)
[3rd] Whittling & Sculpture 30% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +4 (+6 Quick Draw)
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
Auto-Dodge Bonus: +5
HTH Damage Bonus: +14
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Other: Power Punch/Kick (1D6 M.D.; 2 attacks), Kick (1D8 S.D.C.), Karate Punch (2D4 S.D.C.), KO/Stun: Nat 20,
The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down. If knocked down, the opponent loses one melee attack/action and initiative for the rest of that round.
(1D4 S.D.C.),
This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent.
(Nat 18-20), Crush/Squeeze (1D4 S.D.C.).

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 (+1 to Strike, +2 to Parry, +2 to Strike when Thrown)
W.P. Energy Pistol (+2 to Strike)
W.P. Energy Rifle (+1 to Strike)
W.P. Handgun (+1 to Strike)
W.P. Heavy M.D. Weapons (+1 to Strike)
W.P. Quick Draw Bonuses depend on P.P. score; 17 or less: +1 to initiative; 18-23: +2 to initiative; 24-30: +3 to initiative; 31+: +4 to initiative

Saving Throw Bonuses
Coma/Death: +40%
Magic (varies): +5
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +3
Insanity (12+): +0
Psionics (varies): +4
Mind Control (??): +6
Horror Factor (varies): +4
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David Morrow
Posts: 13
Joined: Wed Jun 07, 2023 5:43 pm

Equipment List

Post by David Morrow »

Equipment

Vehicles/Mounts
NG-357 Magnum-Turbo

Carried/In Hand
NG-E4 Plasma Ejector

Worn on Person
NG-A12 Anti-Ballistic Body Armor
Drug Harness & Drug supply
Camouflage Fatigues
Boots with Knife Sheath
Vibro-Knife
Gloves
Sunglasses
Compass (in pocket)
IDs, Credit Cards, Loose credits, old slips of paper with a variety of things scribbled on them.


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Portable IRMSS Kit
• Attachment: Canteen
• Pistol Holster: Bandit BigBore Revolver
• Attachment: Double Ammo Pouch: 2 E-Clips

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Gray Fatigues
• Space: Multi-Optics Helmet
• Space: Box of 12 BB Revolver Rounds
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle


Resources
Secure Universal Card: 1,500
Unsecure Black Market Card: 1,600

Gear Stats
NG-357 Magnum-Turbo
M.D.C. by Location:
  • *Jet Thruster – 60
  • * Rear Hover Jets (4; small) – 12 each
  • * Front Hover Jet – 45
  • * Forward Headlights (2) – 5 each
  • * Fins (3; rear) – 10 each
  • Windshield – 18
  • * Optional Weapons – 2D6+20 M.D.C. each.
  • ** Main Body – 175

* A single asterisk indicates a small and/or difficult target to hit and requires the attacker to make a “Called Shot,” and even then the attacker is -3 to strike. The rider(s), hunched down, low to the body of the hovercycle, is equally difficult to hit.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.


Statistical Data:
Maximum Speed: 205 mph
Maximum Altitude: 100 feet and can handle drops from as high as 400 feet.
Maximum Range: Unlimited, Solid Oxide.
Modifiers: None.
Crew: One rider; one passenger can sit behind the driver, but will not be comfortable on long trips.
Class: Hovercycle.
Dimensions: [Height: 4', Width: 3.5', Length: 9', Weight: 1,300 lbs]
Cargo: Minimal.
Power System: Solid Oxide.
Weapon Systems:
NG-HL10 Long-Range Heavy Laser
  • Range: 2'000'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shot only. Each shot counts as one melee attack.
  • Payload: 10 shots per E-Clip.

Features of Note:
  • Special Bonuses: Its unique feature is a rear thruster jet that can be angled to perform better jumps, wheelies (drive forward with the nose pointing up at a 45 degree angle), sudden bursts of speed that City Rats call “rocket launch,” and VTOL up to 200 feet in the air. It can also do a “tornado donut spin” by positioning the thruster straight down while keeping the brakes on. This enables the pilot to spin the vehicle 360 degrees while stationary to change direction or turn around in two seconds at any speed! +1 on initiative, +1 to dodge, and reduce penalties for sudden stops, jumps, leapfrogging, and dead drops by half.
  • Penalties: -10% on piloting skill under the best of conditions due to its weight, size and power. An additional -15% penalty when taking evasive action or performing tricks and elaborate stunts. Reduce the speed of the Magnum-Turbo by 5% for EACH weapon added to it. As many as two in the front (one on the nose above the front hover jet, one on top of the nose below the windshield), plus one in the back and one on each side.
    The hovercycle is not designed to be a flyer and suffers a -10% piloting penalty for every 30 feet (9.1 m) above the ground; the higher it goes the wobblier it gets.

Book Reference: WB: 34 Northern Gun 2/pages 165-166.



NG-A12 Anti-Ballistic Body Armor
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34


NG-E4 Plasma Ejector
  • Range: 1,600'
  • Damage: 6D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-Clip, 20 shots per LE-Clip
  • Weight: Block I: 20 lbs. Block II: 16 lbs.
  • Features: W.P. Heavy M.D. Weapons
  • Modifiers: None
  • Book Reference: p.203, WB33


Bandit BigBore Revolver
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14


Vibro-Knife
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Multi-Optics Helmet
  • M.D.C.: 30
  • Weight: 5 lbs.
  • Features: Thermal-Imaging, Infrared, Nightvision, & Targeting Sight (1,600'); Telescopic (2 miles); Integrated Radio (5 miles)
  • Modifiers: +1 strike with ranged weapons when targeting sight engaged
  • Book Reference: p.264, R:UE
Last edited by David Morrow on Wed Jun 07, 2023 7:38 pm, edited 4 times in total.
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David Morrow
Posts: 13
Joined: Wed Jun 07, 2023 5:43 pm

Background

Post by David Morrow »

Background Story

Name: David Morrow
Birth Place: Ishpeming, Republic of Ishpeming, Northern Gun
Born: August 3, 66 PA
Parents/Occupations: Richard Morrow (NG Robot Mechanic) & Natalie Morrow (Housewife)
Known Siblings/Occupations: Brandon Morrow (NG Sales Associate), Alison Habish (nee Morrow) (NG Courier), Dr. Louise Klein (nee Morrow) (Medical Doctor)
Residence: Ishpeming, Republic of Ishpeming, Northern Gun
Occupation: ICMN Mercenary.

David was born to what people may call a middle-class family. His father a robot technician with Northern Gun, while his mother stayed home to raise the four Morrow children. The youngest of four children, David was well loved and cared for, not wanting for much in his formative years. David was schooled in the Ishpeming education system, which was little more than a propaganda filled ad for the company, Northern Gun. It wasn't bad, but it certainly swayed people a certain way.

As a teen David was a trouble maker, getting into frequent fights with fellow teens. If one were to look, David has a juvenile record, though it's buried at this point due to future events. David got decent enough grades in school, but evaluation testing always just pointed David to the military. Fate apparently had it in for him as he got in trouble one too many times. He was given an option; Hard Labor or Military Service. David took military service. At this point he had become rather estranged to his family, so maybe some time away would fix things.

David at first didn't take to well the military life, at least until he was taken under the tutelage of Captain Howard. What Captain Howard saw in the boy was unknown, but he had taken a liking to him, and got him straightened out. By time his academy was due graduation, David did so with flying colors. Military work proved to be the thing that shaped David into the man he is today. He spent a lot of time on patrol, dealing with monster threats on the borders, or fighting bandits or the like. This would go on for more than a few tours of duty. During this time David managed to patch up his relationship with his parents, visiting them often when on leave. The problem with the military life is such, one either advances, stagnates, or dies. In the end David had not advanced far past sergeant, and didn't see any promotions in his future. So he did what any rational man would do, he retired and went mercenary.

Mercenary Work: Being a forty year old man, who had artificially ruined his body for the military didn't lend itself well to continuing the military life, David didn't see anything else he could do, so he continued on. Work was similar if less formal, and technically he was still working for Northern Gun at the time. The next five years took David abroad from his home in Ishpeming, to other sites in North America and Canada. But the toll was getting to him, so David needed to make a decision, and with his contract coming to a close. David either needed to retire and find civilian work, or do something more drastic. David gathered his savings, and found a reputable clinic, and took the plunge, becoming a Juicer at the ripe age of forty-five. Once Juiced, the pains of his past were gone, he felt incredible. Now to find more work, maybe down south this time.
Northern Gun ICMN Mercenary Report wrote:Northern Gun ICMN Mercenary Report
Name: Morrow, David
Callsign or Nicknames: Sorrow
Rank: First Sergeant/Juicer.
ICMN ID Number: 8I01-O866-J1M2-K4PH
Specialty: Monster Hunting.
Trained: Ishpeming Military Academy (Class of 86 PA)
Evaluation: Above average marks, a competent soldier.
Extra-Martial Accolades: None.
Best Suited for: Special Operations, Reconnaissance, Border Patrol.
Current Bounty:
Job: Find/Rescue Victoria Jessup (Primary Target, Niece), Thomas Jessup, Cassie Jessup, & Thomas Jessup Jr.
Last Location: Farmstead.
Payment: Locating them: 750,000 credits. (Bonus: 500,000 for evidence of their fate, DNA/Photo Evidence.)
1.5 Million per living member brought back to NG territory safely.

  • 1 0,000-2,140
  • 2 2,141- 4,280
  • 3 4,281- 8,560
  • 4 8,561-17,520
  • 5 17,521-25,520
  • 6 25,521-35,520
  • 7 35,521-50,520
  • 8 50,521-71,000
  • 9 71,001- 96,100
  • 10 96,101-131,200
  • 11 131,201-181,300
  • 12 181,301-231,400
  • 13 231,401-281,500
  • 14 281,501-341,600
  • 15 341,601-401,700
Last edited by David Morrow on Sun Jun 11, 2023 7:57 pm, edited 3 times in total.
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David Morrow
Posts: 13
Joined: Wed Jun 07, 2023 5:43 pm

Templates

Post by David Morrow »

Required Header

Code: Select all

Perception: [roll]1d100[/roll]/31%
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: None.
[inline=Stats and Gear Notes]HP: 53/[color=red]53[/color]
S.D.C.:  259/[color=red]259[/color]
P.P.E.:  7/[color=red]7[/color]
[b][u]Armor[/u][/b]
[b]NG-A12 Anti-Ballistic Body Armor[/b]  
[u]M.D.C.:[/u] Main Body: 80/[color=red]80[/color]
[i]All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.[/i]
[b][u]Weapons[/u][/b]
[b]NG-E4 Plasma Ejector[/b] Ammo: 10/[color=red]10[/color] Spare Ammo: 2/[color=red]2[/color] E-Clips
[b]Bandit BigBore Revolver[/b] Ammo: 6/[color=red]6[/color] Spare Ammo: 12/[color=red]12[/color] BB-Revolver rounds
[b]Vibro-Knife[/b][/inline]
Combat Rolls

Code: Select all

[inline=Combat Rolls if needed]Number of attacks: 7
Initiative: [roll]1d20+4[/roll]
Action One:
Action Two:
Action Three:
Action Four:
Action Five:
Action Six:
Action Seven:

[color=blue][b][u]Contingencies[/u][/b][/color]


Parries As Needed: [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll].
Dodges if armor is reduced to 25% (20 M.D.C.): [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll].
Auto-dodges (As Needed): [roll]1d20+5[/roll], [roll]1d20+5[/roll], [roll]1d20+5[/roll], [roll]1d20+5[/roll], [roll]1d20+5[/roll], [roll]1d20+5[/roll], [roll]1d20+5[/roll].[/inline]
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