Uberworld Home | Campaigns Home | Character Database | FAQs | Organisations | Solo Uber |
Grahken Raider
Grahken Raider
various
 
Cost

Characteristic

Value Roll Notes
8 STR 18 13- Lift: 303.1kg; Dice: HTH Damage 3 1/2d6 END [2]

Grahken Raider

12 DEX 14 12- OCV 5 DCV 5
2 CON 11 11-
0 BODY 10 11-
-1 INT 9 11- PER Roll 11-
-2 EGO 9 11- ECV: 3
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
2 PD 6/12   6/12 PD (0/6 rPD)
4 ED 6/12   6/12 ED (0/6 rED)
6 SPD 3   Mental Defense: 0
0 REC 6   Phases: 4, 8, 12
0 END 22   Running: 7" (14" NC)
0 STUN 25   Swimming: 2" (4" NC)
 

Cost

Powers

END

35 Weapons Harness: Multipower, 70-point reserve, (70 Active Points); all slots OAF (-1)
2u 1) Breaching Limpet Mine: Killing Attack - Hand-To-Hand 1d6, Area Of Effect (One Hex; +1/2), Trigger (+1/2), No Normal Defense (Organic Tissue) (+1), Does BODY (+1) (60 Active Points); 3 Charges (-1 1/4), OAF (-1)
3u 2) Grahken Blaster: (Total: 57 Active Cost, 28 Real Cost) Energy Blast 6d6, Autofire (3 shots; +1/4), 32 Charges (+1/4) (45 Active Points); OAF (-1) (Real Cost: 22) plus +3 OCV (6 Active Points); OAF (-1) (Real Cost: 3) plus +4 Against Autofire Penalties (6 Active Points); OAF (-1) (Real Cost: 3)
2u 3) Ultrasonic Knife: (Total: 33 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1) (Real Cost: 11) plus +2 OCV (4 Active Points); OAF (-1) (Real Cost: 2) plus for HKA, Penetrating (+1/2) (7 Active Points); OAF (-1), 8 Charges (-1/2) (Real Cost: 3)
Grahk Abilities
10 1) Quick, Nimble Hands: (Total: 11 Active Cost, 10 Real Cost) Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); Limited Power Only for Actions Involving Their Hands (-1/4) (Real Cost: 4) plus +2 with Sleight of Hand, Contortionist, and Grab (Real Cost: 6)
2 2) Scramblers, Not Leapers: Environmental Movement (vs penalties on uneven surfaces)
4 3) Very Limber: Double Jointed
29 EVA Armor: (Total: 45 Active Cost, 29 Real Cost) Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) (Real Cost: 12) plus Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (16 Active Points); OIF (-1/2) (Real Cost: 11) plus Flight 3", x4 Noncombat (11 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) (Real Cost: 6)
11 Tactical Helmet: (Total: 17 Active Cost, 11 Real Cost) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) (Real Cost: 8) plus Hearing Group Flash Defense (2 points) (2 Active Points); OIF (-1/2) (Real Cost: 1) plus Sight Group Flash Defense (3 points) (3 Active Points); OIF (-1/2) (Real Cost: 2)
 

Cost

Talents

4

Environmental Movement (no penalties on Zero-Gravity)

Cost

Perks

2

Fringe Benefit: Membership (Grahken Raider Band)

Cost

Skills

8

+1 with All Combat

3

Breakfall 12-

3

Deduction 11-

Everyman Skills

AK: Grahk 11-

Acting 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: Grahken (idiomatic) (4 Active Points)

PS: Pirate 11-

Paramedics 8-

Persuasion 8-

SS: General Science 8-

Systems Operation 8-

1

Gambling (General) 8-

3

Interrogation 12-

1

KS: Anti-Pirate Forces 8-

2

KS: Grahken Raiders 11-

2

KS: Pirated Commodities 11-

2

KS: Starships 11-

3

Persuasion 12-

10

Skill Pool

3

Systems Operation 11-

2

TF: Science Fiction & Space Vehicles

3

Teamwork 12-

3

Trading 12-

3

WF: Beam Weapons, Vehicle Weapons (Grahken Raider Frigate or Grahken Raider Strike Cruiser)
75+ Disadvantages

Grahk Disadvantages

5

1) Distinctive Features: Squat humanoids (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10

2) Psychological Limitation: Naive Sentients Must Be Taken Advantage of (Uncommon, Strong)

5

3) Reputation: Race of Pirates and Thieves, 8-

20

Hunted: F'plrara 8- (Mo Pow, NCI, Harshly Punish)

20

Hunted: Other Anti-Pirate Forces 8- (Mo Pow, NCI, Harshly Punish)

15

Psychological Limitation: Greedy (Common, Strong)

15

Psychological Limitation: Will Not Murder (Common, Strong)

5

Rivalry: Professional (Other Space Pirate Groups; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10

Social Limitation: Known as a Pirate (Frequently, Major, Not Limiting In Some Cultures)
10 Experience Points
 
Characteristics Cost 34 Base Points 75
Powers Cost 98 Disadvantages 105
Talents Cost 4 Experience Points 10
Perks Cost 2 Total Points 190
Martial Arts Cost 0
Skills Cost 52
Total Cost 190
 
Concept Pirate Hair Colour Blond or Silver
Nationality Grahken Eye Colour Blue
Place of Birth various Height 1.50 m/4' 11"
Date of Birth various Weight 70.00 kg/154 lbs
 
Background

Through the years the Grahken Raiders have become highly efficient as pirates. They have the strong desire to steal things rather than make it themselves and a culture of greed.

Grahken Raiders are a well-known group of pirates that operate out of Grahk and several hidden outposts in the Fringe. It is also thought that they have hidden outposts in both UCW and F'plraran space near the UCW-F'plraran border. F'plraran military ships have 'shoot on first sight' orders as rules for engagement with Grahken Raiders. At least one Grahken Raider outpost is attacked and turned to slag by F'plraran naval ships each year. The UCW military have orders to first save civilians, then disable Grahken Raider craft and try to capture the pirates for rehabilitation.

The Grahken Raiders typically have three classes of 'goods' which they target. Their favorite are spaceships with small crews which the Raiders steal for their own use or sell on the black market (especially popular in lower tech worlds). The Raiders also steal cargoes of high value and low bulk. Finally, when there are easy pickings, they capture sentient beings for sale to the F'plrara as slaves. Different Raider groups specialize in one or more of these targeted goods.

There are really only four ranks in most Grahken Raider Band hierarchies: Captain, First Mate, Officer-Specialist, and Crewmate. This sometimes differs among the various Bands and generally affect the distribution of profits. While the specific Officer-Specialists vary among the Bangs, most have at least one Purser-Quartermaster, Engineer, Pilot-Navigator, and Prize Leader. The outside world assumes that ranks are gained through might, seniority by age or service, or initial wealth. However, the Bands elect the Captain and all Officer-Specialists, usually selecting the ones that they think would bring them the most profit.

Personality
The primary motivator of Grahken Raiders is profit and generally the profit mentality is not short term, but medium term - the profits of each raid mission. So, while Raiders are greedy, they are disciplined and accustomed to having their greed sated at the next port of call. They are not bloodthirsty, but don't hesitate to use violence when such is called upon.
Quote
"Stolen?! No, this is ours by right - Grahken Code 281"
Powers

Grahken Raiders wear EVA Armor that provides protection and allows action in space and most environs. The Tactical Helmet adds to the protection and provides close range communication. Nearly all Grahken Raiders carry a Blaster and Ultrasonic Knife as well as a few Limpet Mines that are usually used to breach hull plating. The Raiders typically work in teams of four to allow tactical maneuver and cover fire. While they prefer to capture their booty bloodlessly, they do know the psychological value of violence.

The stats listed here reflect that of a typical Crewmate. Captains and Officer-Specialists tend to have additional Skills and slightly higher Characteristics and Perks. The First Mate is merely the Grahk who the Captain trusts most and can either have been a Crewmate or an Officer-Specialist. Crews of various Grahk Bands may have different weapons or armor.

Appearance

The Grahk are humanoid but tend to be slightly more squat and heavy set. Rather than stand upright, their bodies have been adapted to live in caves and dense jungle. Thus, both their knees and waist are typically bent when in a comfortable posture. Most of their joints have a full range of motion and their lower arms are exceptionally quick.

Typically, each Raider Band decorates the armor and the tactical helmet in unique fashion leaving room for individual styles as well.