Hayden Reeves

Description:

Social Statistics
Invoke Charm 40%
Invoke Impress 40%
Invoke Intimidation 30%
Invoke Trust 30%
Attributes
Intelligence Quotient
8
Mental Endurance
21
Mental Affinity
13
Physical Strength
(Augmented)
20
Physical Prowess
22
Physical Endurance
28
Physical Beauty
18
Speed
52
Armor
Type: NE-BA-20 Stalker.
Armor Rating: Not applicable.
Head
1
30
Arm
2
18
Leg
2
28
Main Body
45
Weight: 7lbs.
Mobility: Excellent.
Cost: 40,000 credits.
Character Statistics
Archetype: The Comrade. Alignment: Principled.
Motivation: Seeking peace of mind and the innocence of youth.
Disposition: A caregiver by nature, Hayden places great value in life and love. He has a heroes heart but is generally quite and introspective. Hayden has gone through a great personal struggle since becoming a juicer but has finally accepted his lot in life.
R.C.C.: Human. Place of Origin: Kovel, near the Carpathian Mountains in Russia.
Sex: Male. Age: 18.
Height: 6’6" feet Weight: 200lbs
Appearance: ???.
Physical Statistics
Horror Factor:
Not applicable.
A.R.:
Not applicable.
Hit Points:
52.
S.D.C.:
227.
M.D.C.:
Not applicable.
P.P.E.:
2.
Psi-Type:
Master.
I.S.P.:
56.
Recovery Rate: Heals four times as fast as normal.
I.S.P. Recovery: 8 per hour or 12 per hour of rest or meditation.
P.P.E. Recovery: 2 per hour or 4 per hour of rest or meditation.
Class Statistics
O.C.C.: Delphi Juicer.
Level of Experience: 1st level Delphi Juicer.
Current Experience: 4,500/9,000.
Affiliations/Factions: Loose ties to the Warlord Romonov.
Attribute Limits
Carry: 1,600lbs.
Lift: 3,200lbs.
Throw: 800lbs up to 33 feet away.
Run: 129 feet per attack/action; approximately 35 mph.
Swim: 30 feet per attack/action; approximately 2mph (1.7 knots).
Leap: 10 feet (3 m) across or high; twice that with a short running start.
Lifespan
Days Remaining: 1,278
R.C.C. Abilities Description Success
Defined Talent: Hunter + 20% to Skin & Prepare Hides and Track & Trap Animals
Defined Talent: Naturalist + 20% to Identify Plants & Fruit and Wilderness Survival
O.C.C. Abilities Description Success
Enhanced Healing Recovers four times faster than normal.
Impervious to Pain No amount of physical pain will impair the Juicer until he is down to 5 Hit Points or less.
P.A.S. Helmet The Psychic Amplification System Helmet has 30 M.D.C. and is synced to the character’s brainwaves, increase the range of psychic powers by 10% and double duration. Can store 80 I.S.P. Includes an advanced optical system with low-light, infrared and thermal sights.
Super Endurance Can lift and carry four times more than normal, lasts five times longer than normal before succumbing to fatigue and can remain alert and operate at full efficiency for up to four days.
Super Reflexes & Reactions + 2 to automatic dodge on all attacks (even those from behind/surprise); + 1 at levels 4, 6, 8, 10, 12 & 14.
Combat Statistics
Attacks/Actions per Melee:
6
Initiative
+ 3
Strike (Close Combat)
+ 6
Strike (Ranged Combat)
+ 6
Strike (Modern Combat)
+ 0
Disarm
+ 6
Entangle
+ 4
Restrained Strike (12+)
+ 10
Damage
+ 5
Auto-Dodge
+ 5
Dodge
+ 7
Parry
+ 7
Roll with Impact
+ 5
Critical Strike
20
W.P. Energy Rifle
Attacks per Melee
+ 1
Initiative
+2
Strike (Modern Combat)
+ 2
Aimed Shot
+ 3
Called Shot
+ 1
Aimed Called Shot
+ 4
Can fire an energy rifle one handed.
Saving Throws
Base
Save vs Awe
+ 0
Save vs Horror
+ 0
Save vs Disease
+ 14
14+
Save vs Drugs
+ 14
15+
Save vs Illusion
+ 0
Save vs Insanity
+ 4
Save vs Magic
+ 7
12+
Save vs Mind Control
+ 5
Save vs Pain
+ 7
Save vs Non-Lethal Poison
+ 14
16+
Save vs Lethal Poison
+ 14
14+
Save vs Psionics
+ 7
10+
Save vs Coma & Death
+ 46%
O.C.C. Skills
Level Up
Base Skill
Quality
Language: Russian
1%
98% (100%)
Native
Language: American
5%
78%
Other
Land Navigation
4%
49%
Radio
5%
60%
Basic
Pilot: Canoe/Kayak
5%
75%
Pilot: Motorcycles & Snowmobiles
4%
78%
Wilderness Survival
5%
65%
W.P. Energy Rifle
3rd level
W.P. Sharpshooting: Energy Rifle
W.P. Paired Weapons
Hand to Hand: Expert
3rd level
O.C.C. Related Skills
Level Up
Base Skill
Quality
Detect Ambush
5%
40%
Horsemanship: Cossack
5%
55%
Breed Horses
5%
55%
Hitch & Wagon
5%
55%
Jumping & Combat Tricks
5%
45%
Racing
5%
45%
Breed Horse
5%
45%
Recognize Breed & Quality
5%
45%
Rein in Panicked Mount
5%
45%
Identify Plants & Fruit
5%
65%
Intelligence
4%
40%
Outdoorsmanship
Prowl
5%
57%
Skin & Prepare Hides
5%
75%
Track Animals
5%
65%
Trap Animals
5%
75%
Trap/Mine Detection
5%
30%
Secondary Skills
Level Up
Base Skill
Quality
Boat Building
5%
25%
Camouflage
5%
40%
Hunting
Preserve Food
5%
50%
Swimming
5%
60%
Basic
Psychic Powers
Name
I.S.P.
Range
Duration
Save
Astral Projection
8
Self.
30 minutes.
Clairvoyance
4
Self.
6D6×2 melees.
Deaden Senses
4
176 feet.
2D6×2 minutes.
– 1
Impervious to Cold
2
Self.
120 minutes.
Mind Block
4
Self.
60 minutes.
Presence Sense
4
132 feet.
4 minutes.
Psychic Omni-Sight
15
550 feet.
30 minutes.
See Aura
6
66 feet.
1 minute.
See the Invisible
4
132 feet.
6 minutes.
Telemechanic Paralysis
20
44 feet.
6 minutes.
Equipment
Bio-comp, bio-data and PAS Helmet, drug harness and drug supply, portable IRMSS kit, set of fatigues, utility belt, backpack, sunglasses, canteen, compass, and personal items. Juicer Assassin flex-plate and one CN-1 Net Gun with 4 additional ammo cartridges (each canister holds 6 shots), two TX-30 Triax Ion Pulse Rifle and 3 E-Clips. Plus, 50ft or high tensile rope, spare 50ft of rope, spare boots, low-profile motorcycle helmet, sunglasses, gas mask, air filter, first-aid kit, one can of Quik-Clot, knapsack utility belt, 2 sacks, 12 lashing cords, 6 iron pitons, 2 wooden stakes, hammer, utility knife, animal skinning knife, spool of fishing line with hooks, animal snaring kit, bottle of insect repellent, 2 canteens, 2 waterskins, 6 road flares (red), binoculars, passive nightvision goggles, compass, disposable lighter, flint & steel, bedroll, small sketchbook, mechanical pencil with replacement lead, pair of walkie-talkies (3 miles), 60ft duct tape, wire cutters, weapon cleaning and repair kit and 10 MRE packets, shovel, camouflage netting (10 × 10 feet; – 15% to detect concealment), Secure Cellular Phone (- 20% to decrypt), Amplified Sound Detector (300 feet), Weapons Scanner (Base Skill: 87%), dual purpose bomb detector (60 feet. Base Skill: 65%; + 15% within 1 feet), one can of black ball spray paint (- 10% to Read Sensory Equipment), portable Electric Heater Stove, and one Flare Gun (500 feet).
Money
1,700 credits.
1,800 black market credits.
CN-1 Net Gun
Initiative: + 5
Attacks per Melee: + 1
Range: 40 feet.
Strike
(Modern Combat):
+ 2
Aimed: + 5
Called Shot: + 3
Aimed Called Shot: + 8
Damage: None; designed to capture and entangle. It takes the average person 1D4 minutes to work his way loose; 3D4 minutes for most animals, but 5D6 seconds for most supernatural beings.
Payload: 6
G-21P Laser Pistol
Range: 900 feet.
Strike
(Modern Combat):
+ 0
Aimed: + 3
Called Shot: + 1
Aimed Called Shot: + 4
Burst: + 0
Damage: 2D6 M.D.
Payload: 20
TX-30 Triax Iron Pulse Rifle
Initiative: + 5.
Attacks per Melee: + 1
Range: 1,600 feet.
Strike
(Modern Combat):
+ 2
Aimed: + 5
Called Shot: + 3
Aimed Called Shot: + 8
Burst: + 1
Damage: 2D6 M.D. or 6D6 M.D. on a 3-round burst.
Payload: 40
Mount
Name: Ivan.
Type: Riding Horse.
Breed: Black Blue Roan.
Attributes: Spd. 35 mph (56 km); maximum speed 66 (45 mph/72 km). Can pull up to 500 pounds and carry up to 800 to 1,200 pounds (360 to 540 kg).
P.P.E.: 20.
Armor Rating: None, except by armor.
S.D.C.: 30.
Hit Points: 16.
M.D.C.: None, except by armor.
Type: Light body armor for horses.
Weight: 30 Ibs (13.6 kg)
Mobility: Very good mobility, no movement penalties without the armored leggings; reduce speed by 5% with the leggings.
M.D.C. By Location:
Head — 50
Front Legs — 18 each
Hind Legs — 25 each
Main Body — 90
Market Price: 20,000 credits; good availability from Bandito Arms.
Attacks/Actions per Melee: 3; the horse can rear up and perform a simultaneous attack when approached from behind if the rider rolls under the second riding value.
Damage: Back Leg Kick (4D6 S.D.C.) or Front Leg Kick (2D6 S.D.C.).
Natural Abilities: Swim at 50% and jump 5 feet high and 10 feet long. Plus, Animal Psionics; save vs Psionics (15 or higher). Range: 600 feet (183 m). Psi-Powers: See the Invisible (0; instinctive), Sense Evil (0; instinctive), Sense Magic (0; instinctive), Sixth Sense (0; instinctive) and Empathy (0; receive only).
Bonuses: +2 on initiative, + 2 to strike and + 4 to dodge.
Saving Throws: -4 to save vs magic.
Market Value: 2,000-4,000 credits.
Bio:

Hayden Reeves

Akashic Records LiamGray