Ganon Adalrik (NGR Mechanic)

GM: Consumer
AGM: CPR Krueger

Moderators: Game Masters, Group Leaders

Ganon Adalrik (NGR Mechanic)

Postby Ganon Adalrik » Sat Mar 05, 2016 10:33 pm

Player Name: Brandon
YMail: BWhiting_01
GHangout: DarkerSavant

Character Name: Ganon Adalrik
Alias: Stabshauptmann Ganon Adalrik
Race: Human
O.C.C.: Man-at-Arms: NGR Mechanic
Alignment: Aberrant (Unprincipled when not following military orders.)
XP Level: 5
XP Points: 24,311 (10/01/2019 - Rogue Trader)
Next Level @ XP: 31,501
Sentiments/Non-Humans: In a word, intriguing. They have had their uses to the NGR against the hostile D-bees. He doesn't have any hatred of them, some of his best mechanics are D-bee. still he doesn't seek out their company. Gargoyles he despises, especially flying ones.
Sentiments/Coalition: They are a bit evangelical in their ideals and beliefs, but they are an ally nonetheless and will be afford the courtesy he is duty bound to provide.
Disposition: He is down to business and methodical. A trait he gained as a pilot before being promoted and assigned to the Mechanized Division as Chief of Operations. He tries to be efficient and is not averse to attempting risky actions to achieve such results.
Insanity: Hyper-vigilance, particularly as it relates to the condition/repair/order of his machinery and equipment.

ATTRIBUTES
I.Q.: 24
M.E.: 12
M.A.: 23
P.S.: 13
P.P.: 11
P.E.: 17
P.B.: 9
Speed: 23

PHYSICAL DATA
P.P.E.: 8
H.P.: 33
S.D.C.: 35
Age: 27
Sex: Male
Height: 5' 10"
Weight: 210 lbs.
Description: Appears fit as a typical soldier and of above average build. Looks like a soldier, walks like a soldier, acts like a soldier. Hair is cut military style short. Brown eyes set into a short face and broad jaw line. He wears his beard trimmed short in an officer fashion. A scar draws a line up out of his beard onto the right cheekbone highlighting that his face is asymmetric.

Natural Abilities
Perception Bonus: 85% to Perception Rolls, +20% to Perception for Technology, +10% to Perception while using drones,
OOC Comments
15+3/lvl, Int+10, EP +25%, Bionic Hearing +15%, Combat Computer +5% (Following bonuses in Power Armor or NGR Mechanic Night Vision: +15% at night only, Multi-Optic (3 or more optic features): +15%, Motion Detector: +5%, Radar: +5%

Charm/Impress: 15%
OOC Comments
+5% to charm/impress vs everyone at levels 1, 2, 4, 6, 8 and 10.

Invoke Trust/Intimidate: 75% (90% vs. armed forces)
OOC Comments
+5% at levels 1, 3, 5, 7, 9 and 11 to trust/intimidate armed forces.

Max. Encumbrance: 84 lbs
Max. Carrying Weight: 130
Max. Lifting Weight: 260
Max. Jumping Ability: Horizontal: 7 ft.; Vertical: 3 ft.

Special Abilities
    -Brand Familiarity: When working on NGR/Triax equipment and armament the Field Mechanic receives a +10% bonus to the applicable skill roll, and can generally perform the task in 75% of the time.On the other hand, when working with technology from the CS, Northern Gun, Sovietski, or other nation/company, the task takes approximately 10% longer to complete, but is still done with expert skill (no penalties).

    -Enhance Robotic Strength: The Field Mechanic can adjust the Robotic Strength of a unit for a period of time. The Field Mechanic rolls on his Robot Mechanics skill and spends 1D4 hrs adjusting the vehicle (another roll and 1D4 hours to revert back). The machine gaines a Robotic Strength increase of 15 points and will be able to carry, lift, and pull twice as much as normal for the modified P.S. In this state, the robot or power armor suit is -10 to strike, parry, dodge, initiative, and roll with impact. Speed is reduced by half, and the unit cannot power punches. The robot or power armor can lift to above its waist twice the amount it can carry (like a forklift). It can hold the load for one minute for every 5 points of Robotic Strength.
    The augmented inner workings of the robot or power armor suit can remain in this state for 48 hours of use, +2 hours per level of the Field Mechanic, before causing irreparable damage to the internal parts. If this duration is exceeded then the unit is useless until it repaired at a military facility or an XM-170 Repair Barge. Repairs will take approximately a week.

    -Jury-Rig Repairs: The Field Mechanic can slap together solid temporary repairs in half the time that last twice as long. See the Jury-Rig skill for details.

    -Repair and Soup-Up Machines and Vehicles:
      -Replace M.D.C.: The Field Mechanic can repair the M.D.C. of the Main Body and key sections. Repaired amount cannot exceed the original M.D. C. amount.
      -Add M.D.C.: add +10% M.D.C.
      OOC Comments
      +5% at levels 2,4,6,8,10, 12, and 14, to vehicles, robots, P.A.'s, and body armor.

      -Maximize Performance: Can tweak almost any vehicle or most any machine to perform better. Increase speed 20%, range (of weapons, radio signals, sensors etc.) by 10%, reduce weight by 10%, increase damage output of energy weapons by 10%, increase payload of energy weapons by 10%, and add one extra weapon or feature per each body area of a vehicle or standing fortification (front/nose, mid-section, rear section, top/roof, bottom/undercarriage, and wing).


Bionics & Cybernetics (See equipment)
Universal Head Jack and Ear Implant w/Radio Transceiver 3 mi.
Combat Computer
Amplified Hearing: Recognize specific sounds and voices 60% (+5%)

Hyper-Link Via headjack, Gannon can tap into a computer and effectively become one with the machine.
  • Ordinary Computer: Double speed, +5% to Computer Skill.
  • Communications Systems: +10% to skills and boost signal strength 2D6x10%, while in control of line of communication it can not be jammed or broken unless the hardware s shut off/destroyed.
  • Vehicle Computer Systems: +5% piloting, +10% to performance of evasive and trick maneuvers, increase speed by 10%. +2 Initiative, +1 to strike, +1 attack per melee.
  • Downside
  • Takes 2 melees to establish the link.
  • When linked the cyborg is barely aware of anything going on around him except his current task. Cannot defend oneself while linked.
  • Only obvious or serious actions will get the cyborgs attention, and break the connection prematurely.
  • Even after terminating the link the cyborg's own senses are scrambled for 1D6 melee rounds. All combat bonuses and skills are reduced by half.
  • There may be unknown side effects.


O.C.C. Skills
Mathematics: Basic 95% (+5%)
Mathematics: Advanced 85% (+5%)
Literacy: Euro 100% (+5%)
Language: Euro 140% (+1%)
Language: Techno-Can 84% (+3%)
Radio: Basic 95% (+5%)
Optic Systems 75% (+5%)
Sensory Equipment 75% (+5%)
Computer Operation 80% (+5%)
Computer Repair 70% (+5%)
Basic Electronics 80% (+5%)
Electrical Engineer 85% (+5%)
**Literacy: Techno-Can 90% (+5%)
Robot Electronics 80% (+5%)
**Computer Programming 70% (+5%)
Mechanical Engineer 75% (+5%)
Robot Mechanics 70% (+5%)
Vehicle Armorer 80% (+5%)
**Drive/Operate any military vehicle and trucks at base skill.
**Basic Mechanics 80% (+5%)

Weapons Engineer 75% (+5%) (+1 Strike Vehicle Weapon)
Weapons Systems 80% (+5%) (+1 Strike Heavy Weapon and Vehicle Weapon)
Military Etiquette 80% (+5%)
Jury-Rig 95% (+5%)
Pilot: Hovercraft 90% (+5%)
**Includes the XM-60 and the XM-170
Pilot: Robots and Power Armor 84% (+3%)
Robot Combat: Basic
Running
W.P. Energy Rifle
OOC Comments
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.

W.P. Heavy M.D. Weapons
OOC Comments
+1 to Strike at levels 2, 4, 7, 10, and 13.

Hand to Hand: Basic

O.C.C. Related Skills
Bioware Mechanics 80% (+5%)
Locksmith 75% (+5%)
Pilot: Jet Fighters 76% (+4%)
Combat Flying (All penalties for airborne stunts and maneuvers are half and further reduce by 4 additional points)
Robot Drone Command
OOC Comments
All of Triax DV and EIR Robot Drones are programmed for combat and can adequately operate with limited or no human direction. Certain NGR soldiers are trained to command and instruct these combat drones to operate in tandem with each other to work more effectively in combat.
Most NGR body armor can be used to synchronize the individual drones to its combat computer and HUD so the drone commander is aware of what is each drone is seeing and experiencing, allowing him to check the status of the drone or to issue new orders.
When connected, the soldier is aware of all the programmed skills and can issue orders via radio. With additional experience and training, the drone commander can better divide his attention between more drones. At level one, the character can control two drones and can control an additional drone at levels 4, 7, 12 and 15. When operating drones, each drone gets the following bonuses:+ 1 attack per melee, +2 to strike with ranged weapons, +3 to strike, parry, and dodge in melee. The drone commander gets +2 to Perception Rolls, but all combat attacks and combat abilities are reduced by half. Base Skill: Not applicable. Note: If a character with this skill is using the X-1471 Wolfhound and controlling DV-39 Wolf robot drones, the penalties are negated.

Leadership
OOC Comments
This skill represents an officer or NCO's ability to give orders and have them obeyed. An officer or NCO with good leadership skills can motivate subordinates and subalterns to do the impossible with nothing while smiling all the way. Skill Bonuses: +2 to M.A. attribute, +5% to trust/intimidate (20% if the character doesn't already have M.A. bonuses) vs armed forces personnel at level, and +5% at levels 3, 5, 7, 9 and 11. +5% to charm/impress vs everyone at level one, +5% at levels 2, 4, 6, 8 and 10. Also +5% to Military Etiquette skill.


Secondary Skills
Lore: Demons & Monsters 70% (+5%)
Performance 60% (+5%)
Pilot: Robot Combat Elite (Flying PA)
Hovercycles, Skycycles & Rocket Bikes 89% (+3%) 2nd


Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +4
Strike Bonus: +1
Ranged Strike Bonus: +1
Parry Bonus: +4
Dodge Bonus: +6 (additional +2 Flying, halve penalties to checks and further reduce by 4 additional points)
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +4
Bonus to Disarm: +2
Other:
Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch (but not a Power Kick) and Pull Punch


Robot/PA Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +5
Melee Strike Bonus: +2
Ranged Strike Bonus: +4
Parry Bonus: +5
Dodge Bonus: +7 (additional +2 Flying, halve penalties to checks and further reduce by 4 additional points)
HTH Damage Bonus:
Bonus to Roll w/Punch: +6 (+3 flying)
Bonus to Pull a Punch: +2
Bonus to Disarm: +3
Other:
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Robot Combat Data: Elite Flying PA: Predator
Number of Attacks: 7
Initiative Bonus: +6
Melee Strike Bonus: +3
Ranged Strike Bonus: +7
OOC Comments
+1 from Laser Targeting, +2 from Elite PA Pilot, +2 Heavy Weapons MD, +1 Weapon Systems, +1 from Weapons Engineer

Parry Bonus: +7
Dodge Bonus: +8 (+15 Flying)
OOC Comments
(While flying add additional +7 dodge, halve any penalties and further reduce by 4 additional points, Speed bonus of -7 to be hit in flight at full speed of 300 mph)

HTH Damage Bonus:
Bonus to Roll w/Punch: +9 (+3 flying)
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Other:
Forearm Blades: 4D6 M.D
Power Punch Forearm Blades: 8D6 M.D
Punch Damage: 1d6 M.D.
Power Punch: 2d6 M.D.
Tear or pry with hands: 1D4 M.D.
Kick Damage: 1d6 M.D.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

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. Energy Rifle (+2 Strike)
W.P. Heavy M.D. Weapons (+2 Strike)

Drones:
Bonuses to controlled drones:
+1 attack per melee
+2 to strike with ranged weapons,
+3 to strike
+3 parry
+3 dodge
The drone commander gets +2 to Perception Rolls, but all combat attacks and combat abilities are reduced by half.
Can control two drones and can control an additional drone at levels 4, 7, 12 and 15.

Saving Throw Bonuses
Coma/Death: 4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): 0
Psionics (varies): 0
Fatigue and Disease: +3
Last edited by Ganon Adalrik on Mon May 13, 2019 11:50 pm, edited 81 times in total.
Stabshauptmann Ganon Adalrik
Languages: N:Euro,Techno-Can
P.P.E.: 8/8 | H.P.: 24/24 | S.D.C.: 27/27
ImageImage
User avatar
Ganon Adalrik
Diamond Level Patron
Diamond Level Patron
 
Posts: 84
Joined: Sat Mar 05, 2016 10:30 pm
Location: Eurasia

Re: Ganon Adalrik (NGR Mechanic)

Postby Ganon Adalrik » Sat Mar 05, 2016 10:47 pm

Equipment

TX-11 Predator II
M.D.C by Location:
Custom Paint Job: Non-standard military. Silver-gray and sky blue dual tone paint. The dents and dings would give him an aneurysm if he didn't know they were only superficial.
Wings (L) - 140/140
Wings (R) - 140/140
Main Rear Jets (L) - 75/75
Main Rear Jets (C) - 75/75
Main Rear Jets (R) - 75/75
Air Intakes (L) - 65/65
Air Intakes (R) - 65/65
Hands (L) - 35/35
Hands (R) - 35/35
Arms (L) - 100/100
Arms (R) -100/100
Legs (L) - 150/150
Legs (R) - 150/150
Feet (L) - 80/80
Feet (R) - 80/800
Chest Searchlight (1) - 5/5
* Forearm Pulse Lasers (L) - 12/12
* Forearm Pulse Lasers (R) - 12/12
* Head: 100/100
** Main Body: 480/480
Statistical Data
Height: 11 feet
Width: 5 feet
Length: 4 feet, 10 inches
Wingspan: 19 feet
Weight: 1,600 pounds
Running: 60 mph
Leaping: 20 feet high and across. 200 feet high and 200 feet across with jet thrust
Flying: Max altitude: 20,000 feet high. Max flight speed: 300 mph (Equal to Speed 440). Cruising speed: 150 mph (Equal to Speed 220).
Underwater: Swim/Rocket through water: 30 mph. Maximum Depth: 1 mile
Walk underwater at 25% running speed.
Robotic P.S.: 30
Weapon Systems
1. X-11 453E Pulse Lasers (2):
Primary Purpose: Anti-Aircraft and Anti-Gargoyle.
Secondary Purpose: Defense.
Range: 4,000 feet.
Mega-Damage: 2D6 M.D. per single shot or 1D6x10 M.D. per quadruple pulse blast. 2D6x10 M.D. when both arms are pointed at the same target and fired simultaneously.
Rate of Fire: Each single shot or pulse blast at the same target counts as one melee attack. If both arms are pointed at a different target, each blast counts as a separate attack.
Payload: Effectively unlimited; tied into the power supply of the armor.

2. Forearm Vibroblades:
Primary Purpose: Melee Combat and Defense.
Mega-Damage: 3D6 M.D.

3. Wing Missile Launchers: The heavier, lower mounted wings can accommodate more or heavier missiles. Each wing has three hard points that can hold three short- or medium-range missiles per wing, or three mini-missile cluster launchers (three mini-missiles per cluster for a total of nine mini-missiles per wing).
Six hard-points:
Wings (L)
3x Armor Piercing (medium) 3D6x10 M.D, 20 ft Radius Range: 60 mile (1600 mph), 10 M.D.C.
Wings (R)
3x Armor Piercing (medium) 3D6x10 M.D, 20 ft Radius Range: 60 mile (1600 mph), 10 M.D.C.

Sensors, Optics, & Equipment Telescopic, passive night vision and polarizing lens in addition to all other features common to NGR power armor.

1. Anti-Matter; average life of 20 years: Which means they have an effectively unlimited fuel capacity and power source.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles.
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range.
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communication: Long-range, directional communication system with an effective range of about 500 miles (880 km), as well as an omnidirectional, short-range radio. Range is 5 miles. Plus a built-in loudspeaker; 80 decibels.
7. Complete Environmental Battle Armor: Suitable for use in all hostile environments, including underwater (1 mile max. depth) and space.
8. Telescopic Zoom 2x to 20x magnification HUD and video-screen display. Most bots have recording capabilities.
9. External Audio Pick-Up & Loudspeaker: Sound amplification listening system able to pick up a whisper from 300 ft. The loudspeaker allows communication outside the robot up to 4000ft.
10. Internal Language Translator: NGR/Triax bots have language translators built in that display on monitors and the HUD and/or made audible via computer voice synthesizer. The computer Knows the nine major languages including Euro, American, Dragonese/Elf, and Gobbley. Traditional, Pre-Rifts German, Polish, and Latin/Greek Are also part of the program. 98.7% accuracy for single speaker, 78% when three or more speaking. Can translate Brodkil/Troll (-10% for troll), Gargoyle, Simvan, Kittani, and Demongogian at 82.5%, 62% when three or more speaking. Translation is on a 3 second delay.
11. Distress Homing Beacon: Equipped with scrambled, radio homing signal used for extraction from combat zones. Enemy familiar with the scrambled beacon have a 30% chance of tracing the signal.
13. Spotlights/Searchlights: Headlights and identification lights. 600 ft range.
14. Ejector Seat: In case of an emergency, the pilot and crew can instantly eject 1000ft. Ejection is done when bot is in imminent danger of being destroyed or self destructing.
15. Self-destruct: Fairly contained, destroying internal system, all computer and film, with 2d6x10 M.D. Likely for Nuclear reactor breach 1-89% to emit deadly radiation.
16. Voice Actuated Locking System: A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. Manual keypad provided for system failure/override.
17. Complete Environmental Pilot compartment: Reinforced compartments to protect personnel from mega-damage. Airtight and pressurized and suitable for hostile environments.

The following features are included.
• Computer controlled life support system.
• Artificial air circulation systems, gas filtration, humidifier. Internal cooling and temperature control. Can recirculate breathable air for up to ten weeks before getting too stale to breath. Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage. Radiation shielding.
• Optical Systems: Full optical systems, including laser targeting, telescopic, passive night vision (light amplification), thermal-imaging, infrared, ultraviolet, and polarization 2000 ft.



TX-24 Ion Pulse Pistol
• Range: 550'
• Damage: 2D4 MD or 4D6 MD pulse
• Rate of Fire: equal to hand to hand
• Payload: 30 shots/FSE-clip or 10 shots/E-clip


TX-42 Laser Pulse Rifle
12 light frequency settings (Setting 7 counters Glitter-boy resistance) to overcome laser resistance armors changed by touch or voice.
• Range: 2000'
• Damage: 2D6 MD or 1d4*10 MD per rapid-fire pulse
• Rate of Fire: equal to hand to hand
• Payload: 40 shots/FSE-clip or 12 shots/E-clip



T-13 Field Mechanic Armor with T-1011-X2 “Cyclops Booster”

M.D.C. by Location:
• Helmet: 4
• Arms: 8 each
• Legs: 12 each
• Main Body: 80
Modifiers: -6% Prowl penalty
Color: Officer Dark Grey Camouflage
Features:
• Cyclops Booster: +6 to P.S. (human strength), +6 to Spd (of the wearer), +4 feet (1.2 m) to leaps across or upwards, reduce rate of fatigue by 20%, + 1 to parry and dodge, and + 1 to roll with impact.
• Mechanics Cyclops Helmet: Lights can be angled 45 degrees in all directions, range 6 ft. Macro lens 2x to 10x magnification Range: 4ft.
• Helmet Optics: Infrared sight, thermo-imaging, spectrograph scanner (used to locate damage, microscopic cracks and weaknesses in metal). All have range of 4ft.
• Laser Torch: Built into left or right arm depending on preference. Can inflict 1D6 to 6D6 MD in 1D6 increments, Range 100 ft. Ammo: 20, 1D6 blasts or only two 6D6 blasts. Energy pack worn on belt increases number of shots by 10x. Can increase range to 1000ft. at max damage of 3d6 M.D.
• Extendable Robot Arm w/Laser Finger: Adds 3 ft to reach has a P.S. of 9 and can lift 90 lbs. Laser finger range 2 ft. 1D6 SDC, 2D6x10 SDC, or 1 MD.


One of the armor's most unique features is the helmet. It has no visor or slot from which the wearer can look out. Instead, it has a voice activated sensor response system. Video images, graphs, charts, and data are displated on a split Heads-Up Display (HUD). The round nozzles on top of the helmet and the large cyclops-like lens in the center are all part of the optics and sensor system.

1. Normal Optics and Split View Screen/Projection: A video projection simulates normal color vision. Video images are displayed on the HUD. The HUD is aligned perfectly wit the eyes and the images are so crisp and clear that the wearer will find it difficult to tell the difference between the projected image and his own sight. When additional data, charts or transmissions are called up, the HUD image can split into two or three different viewing sections.
2. Computer & Video Link: The helmet can be patched into computers, televisions, cameras, monitors and sensory equipment. This means video transmissions and encoded audio signals can be displayed directly on the hud. This requires "plugging in". Located in the ear section of the helmet is a universal headjack. The jack is cordless and has a maximum transmission/receiving range of 20 ft.
3. Standard Optical Enhancements: Passive night vision (2000 ft., Telescopic 5x magnification 6000 ft., and light filters (polarized, etc).
4. Miniature multi-purpose computer: It will indicate system errors within the armor, damage levels, and oxygen supply. It also functions as a calculator, multipurpose clock, date, and navigation.
5. Laser distancer: Indicates distance of a target item. Max. Range: 2000 ft.
6. Laser Targeting: Adds +1 strike bonus. Max. Range: 2000 ft.

Additionally have the following properties:
• Complete environmental battle armor suitable for use in all hostile environments, including underwater and outer space.
• Computer controlled life support system, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Internal cooling and temperature control. Artificial air circulation system, gas filtration, and humidifier.
• Radiation shielded, insulated, high temperature resistant shielding up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic do full damage.
• Built-in loudspeaker; 80 Decibels.
• Directional, short range radio built into the helmet. Range 5 miles.
• Quick attachment to jet pack or other backpacks.
• Ammo and supply waist belt. Officer's shoulder belt and holster.
• Suit up time is 1 minute for trained soldier. 1d4+1 for untrained.


Bionics & Cybernetics
Universal Head Jack and Ear Implant
Universal Headjack & Ear Implant: This is a special connector or "jack" that is built into the skull, usually at the base of the head or behind the ear. A tiny receiver is then inserted into the ear and linked to the Headjack. The combination enables characters to plug into audio, sensory, robot, and computer equipment, including most communications equipment, radios, video systems, radar, detection/warning devices, microphones, surveillance systems, and more conventional items.
The basic system can be upgraded to include a built-in radio receiver and transmitter which will allow the character to receive and send radio transmissions as if he were using a walkie-talkie. It is so effective that the character can transmit a whisper, or the voices of other people within 6 ft. of him. Range: 3 miles


Combat Computer
+1 initiative, +1 dodge, +1 disarm, +2 pull punch, and +2 roll with punch.

Amplified Hearing
A system of tiny sound amplifiers, microphones and receivers are built into the ear canal, enabling the character to hear almost inaudible sounds at up to 360 feet (110 m) away.
At 75 feet (22.9 m), sounds as quiet as one decibel, softer than a
whisper, can be heard.
At 150 feet (45.7 m), sounds as quiet as 10 decibels, a whisper, can
be heard clearly.
At 360 feet (110m), sounds in the normal conversation range of 30 decibels can be heard as if the character was standing only a few feet away. This is the maximum range for eavesdropping on conversations. Only sounds of 70 decibels (e.g., the sound of heavy traffic) or louder can be accurately heard and the location pinpointed from 500 to 1,000 feet away (152.4 m to 305 m).
The Amplified Hearing also enables the character to accurately estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill of 35% plus 5% per level of experience.
Background noise, such as other conversations, traffic, machine noise, etc., as well as barriers like closed doors and walls, will decrease thc range and clarity of what can be heard. G.M.s should use their discretion and common sense. Bonuses: +1 to parry, +2 to dodge, and +3 on initiative.



Triax EIR-70 Spy Drone

Exclusive to the NGR Military
Model Type: Covert Animal Surveillance Robot.
Class: Coordinated Reconnaissance Robot Drone.
Crew: None, robot with an artificial intelligence (A.I.).
S.D.C. by Location:
Head- 8
Legs ( 4-6) - 3 each
* Main Body- 8-12 depending on the size of the 'Bot.
* The entire creature is small, ranging from the size of a poker chip to that of a pack of cigarettes/mouse, making the entire construct/main body a small and difficult target to hit. The
main body of the tiny 'Bot can only be struck when the attacker makes a Called Shot, and even then he is -5 to strike. The head, legs and tail (when applicable) cannot be targeted from a distance, only when the 'Bot is immobilized or held in one's hand can the appendages be removed or destroyed.
Depleting the S.D.C. of the Main Body completely destroys
the robot drone and all data and video stored inside of it.
Speed:
Running: 15 mph (24 km) maximum.
Leaping: One foot (0.3 m) high or lengthwise.
Flying: Not possible.
Underwater Capabilities: Swim across the surface of water at 30% its running speed.
Statistical Data:
Size: Varies with the body type and animal being simulated.
Stats are listed for the mouse Spy 'Bot. Large beetles are roughly equivalent, smaller insects are roughly half. Nothing larger than a mouse has been put into the field.
Height: Mouse: 2 inches (5 em).
Width: Mouse: 2 inches (5 em).
Length: Mouse: 4 inches (10 em), plus tail: 8 inches (20 em).
Color: Typically painted black, brown or grey.
Weight: 1.6 pounds (0.7 kg).
Physical Strength: Human equivalent P.S. of 10.
Other Notable Attributes: I.Q. 14, P.P. 18, P.B. 7.
Attacks/ Actions per Melee: Six.
Cargo: None.
Power System: High capacity battery system with an average energy life of five months.

Standard Drone Sensor Systems:
Wide-band radio receiver and transmitter: Described below.
Optical reader: reading computer screens, newspapers, books, notes, etc
Optical scanner: Described below
Gyro-compass: It enables the user to always locate North and the other directions, as well as up and down.
Motion detector and warning system: Hair-like sensor wires that are actually tiny motion detector sensors. The system will work to measure noticeable movement near the character. The reliability of the detector is quite limited, but can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a vehicle, aircraft, power armor etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is especially useful in the dark
because the speeding object must usually be within 600 feet (increased range) to create a detectable air current. Likewise, the motion sensor will detect the movement of somebody/thing moving nearby, within 140 feet (increased range).
The sensor can also detect sudden changes in air current and pressure caused by somebody opening a door or window, and can estimate speed of travel when inside an open-air (or open window) vehicle.
Molecular Analyzer (same as Cybernetic Lung): This micro-chip based sensor is used for testing and analyzing impurities in the air. It can specifically identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air.
Monitor jack/connector plug (may be in the tail, foot, or an antenna)

Radio Communication: Medium-range, wide-band directional radio. Range: 50 miles (80 km). The signal transmitted is encrypted, and requires knowledge of Electronic Countermeasures to retrieve and unscramble it; prevents being intercepted or hacked.
Optics: The Spy 'Bot has two small, wide-angle cameras and one telescopic zoom lens. It has advanced robot optics (basic 20/20 vision up to two miles/3.2 m away) with infrared, ultraviolet, polarization, passive nightvision, all with a range of 4,000 feet (1,219 m), plus telescopic vision with a range of two miles (3.2 km), and an optical reader.
Motion Detector: Increased range: 100 feet (30.5 m), adds to the ability to respond quickly and dodge.
Enhanced Audio Pickup System: High-quality microphones and listening array, able to hear sounds as quiet as 20 decibels as far away as 500 feet (152m).

Standard EIR-70 Computer Programs: Military General Programming: Computer Operation 95%, Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% ( + 10% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, and Radio: Basic 96%.
Military Reconnaissance & Intelligence Program: Climbing 85%/65%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% (+10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Prowl 85%, Tailing (people or vehicles) 95%, Tracking People 88%, Wilderness Survival 80%.
Weapon Systems: None.


Carried/In Hand

Worn on Person
standard uniform
survival knife

Utility Belt
TX-24 Ion Pulse Pistol
utility belt
flashlight
hand-held computer
laser wand (Triax equivalent of the Wilk's products)
portable language translator
radio
3 Triax EIR-70 Spy Robots
OOC Comments
Set up to act as scouts with GPS programming triangulating their positions relative to Ganon. While on foot two are set in lead and one following behind as rear scout. Their camera's (what they see and detect) are displayed on one of Ganon's three HUD's.


Backpack
4 smoke grenades
2 fragmentation grenades
6 signal flares
distancing binoculars
laser distancer
portable tool kit
portable laser torch
large toolbox and tools
gasmask and additional air filter
four coveralls, fire proof(MDC)
standard uniform
dress uniform
4 (8 Total) Triax EIR-70 Spy Robots
OOC Comments
Set up to act as scouts with GPS programming triangulating their positions relative to Ganon.
1 previously with Oculus.
1 given to Astra
1 previously in Kelly's vehicle, and 1 given to Kelly.
1 given to Icky

Stored in Vehicle (PA)
TX-42 Laser Pulse Rifle
2 weeks rations
survival pack
wet weather gear
Radio

Credits/Valuables:

Secure Universal Card 5,000 credits
Secure Universal Card: 300,000 (4/9/19 ~Consumer)
Various Gem Stones: 50,000 credits (4/9/19 ~Consumer)
Gold: 50,000 credits (4/9/19 ~Consumer)
Last edited by Ganon Adalrik on Fri Jan 19, 2018 11:27 pm, edited 38 times in total.
Stabshauptmann Ganon Adalrik
Languages: N:Euro,Techno-Can
P.P.E.: 8/8 | H.P.: 24/24 | S.D.C.: 27/27
ImageImage
User avatar
Ganon Adalrik
Diamond Level Patron
Diamond Level Patron
 
Posts: 84
Joined: Sat Mar 05, 2016 10:30 pm
Location: Eurasia

Re: Ganon Adalrik (NGR Mechanic)

Postby Ganon Adalrik » Sat Mar 05, 2016 10:47 pm

Background Story

Attention to Orders!
Leutnant Ganon Adalrik is hereby awarded the Bundeswehr Cross of Honour for Valour for extraordinary acts of valor while under direct enemy fire during combined air and ground operations against a superior hostile force in the New German Republic. On this day Squadron Fabelwesen maneuvered into position conducting routine Suppression of Enemy Air Defenses when he began receiving enemy ground fire and was intercepted by airborne D-bees. Chalks 1 through 5 also became similarly engaged. Scanning the surrounding area and locating the enemy ground forces that were viciously pounding the Fabelwesen squadron’s fighters and ground forces, with total disregard for his own safety and braving intense enemy gunfire, maneuvered into position to bring his weapons to bear down upon the enemy. His actions immediately disrupted enemy fire but during this daring action his aircraft sustained damage in which he also suffered numerous injuries requiring immediate action to return to base. Ignoring these injuries he instead continued to engage the aerial D-bees with gunfire till his ammunition was depleted. Despite the damage to his aircraft and injury to himself he continued to engage the enemy in an unprecedented display of skill and guile by using his aircraft as a sword to bring down three more airborne enemies with mid-air collisions. He then returned to base recovering his crippled aircraft in a controlled crash landing before succumbing to his wounds. He distinguished himself by his heroic actions while serving as a pilot of Jagdbombergeschwader 32. These actions thwarted the enemy, prevented casualties, and saved the lives of his fellow pilots. His bravery and professionalism is in keeping with the highest traditions of military service and reflects great credit upon himself, his unit, and the New German Republic.
Last edited by Ganon Adalrik on Wed Mar 08, 2017 5:45 pm, edited 5 times in total.
Stabshauptmann Ganon Adalrik
Languages: N:Euro,Techno-Can
P.P.E.: 8/8 | H.P.: 24/24 | S.D.C.: 27/27
ImageImage
User avatar
Ganon Adalrik
Diamond Level Patron
Diamond Level Patron
 
Posts: 84
Joined: Sat Mar 05, 2016 10:30 pm
Location: Eurasia


Return to Eurasia (Restricted, ON HOLD)

Who is online

Users browsing this forum: No registered users and 0 guests