Dexter Portlywright (Dwarf Techno-Wizard)

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Dexter Portlywright (Dwarf Techno-Wizard)

Postby Dexter Portlywright » Wed Nov 01, 2017 6:39 pm

Player Name: Ben E
G-Mail: Gamenoid420

Character Name: Dexter Portlywright
Alias: Dex or DP
Race: Dwarf
O.C.C.: Techno-Wizard
Alignment: Unprincipled
XP Level: 5
XP Points: 20,072 [(2/2/20 -- G-D)]
Next Level @ XP: 26,501
Sentiments/Non-Humans: He likes technology based races. All other races are on case by case. Humans are like younger brothers that have some swagger.
Sentiments/Coalition: Would love to take a peek at their machines and technology. Thinks they are a bunch of pretentious asses. Will try to avoid all contact if possible.
Disposition: Stern and grumpy to the average person. Tends to have sarcastic and smart ass comments.
Insanity: Hysterical Aggressive reaction to Phobia: Insects. Dexter grew up having nightmares about giant insects from the air catching and devouring him.

ATTRIBUTES
I.Q.: 13
M.E.: 12
M.A.: 10
P.S.: 18
P.P.: 15
P.E.: 13
P.B.: 16
Speed: 5

PHYSICAL DATA
P.P.E.: 93
I.S.P.: 34
H.P.: 27
S.D.C.: 20
Age: 50
Sex: Male 
Height: 3'6"
Weight: 187 lbs
Description: Prefers to wear a top hat and fine clothes when not constructing TW devices. Lives up to his last name and is portly in stature. Neatly kept beard and hair style is usually in fashion.

Racial Abilities
Nightvision-- 90'
Underground Tunneling (Special)
Dwarves can dig and build solid, strong tunnels (no fear of a cave-in) with amazing
speed and dexterity. They can also excavate ruins and the sites
of cave-ins with the same prowess. In addition, the character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by Dwarves, Kobolds, Goblins,
Gnomes, Troglodytes or humans. The Dwarf can even tell if it's
new, old, or ancient. 60% (+5%)

Underground Architecture
Dwarves are excellent underground architects able to build small and large rooms, ornate archways, staircases, and great chambers with cathedral ceilings, as well as a labyrinth of tunnels, passageways, mazes and underground traps (most common are pit and cave-in type
traps). Likewise, the character can recognize the styles of
Dwarven, Kobold, Goblin and other types of construction. The
Dwarf who is traveling slowly and cautiously, looking for un-
derground traps, can locate them, and avoid or deactivate them.
50% (+5%); detection and deactivation of traps is done at half his normal architecture skill level.

Underground Sense of Direction
The character has an innate ability to tell direction when underground, even in total darkness (not applicable on the surface). Thus, the Dwarf can tell whether he is traveling up, down or straight, the approximate angle of decline or ascent, approximately how far below the surface he is, and the approximate direction (north, south, east, west). 60% (+5%)
This skill also enables him to judge the approximate location
to surface structures (natural and artificial), but only if the char-
acter is familiar with the area. The character will also recognize
traits and aspects of the underground tunnel or construct that
serve as landmarks for him. 50% (+5%); -25% if in an unfamiliar area.


Natural Abilities
Perception: 29% /44% involving magic, machines, or their combination.
Charm/Impress: 30%
Invoke Trust/Intimidate: 10%
Max. Encumbrance: 56.1 lbs.
Max. Carrying Weight: 56.1 lbs.
Max. Lifting Weight: 112.2 lbs.
Max. Jumping Ability: Height: 4' 6" Length: 9' 0"

Special Abilities
Ley Line Piolting 76% (+2%)

Psionics
Minor Psionic
Sensitive
Machine Ghost (12)
Mind Block(4)
Object Read (6)
Speed Reading (2)
Total Recall (2)

Super-Psionic
Telemechanics (10)

Spell Knowledge
Spell Strength: 13
Level 1
Blinding Flash (1)
Globe of Daylight (2)
See Invisible (4)
Sense Magic (4)
Level 2
Cloak of Darkness (6)
Level 3
Armor of Ithan (10)
Breathe without Air (5)
Engery Bolt (5)
Fuel Flame (6)
Ignite Fire (6)
Impervisous to Fire (5)
Magic Shield (6)
Telekinesis (8)
Level 4
Deflect (10)
Electric Arc (8)
Engery Field (10)
Fire Bolt (7)
Magic Net (7)
Shadow Meld (10)
Level 5
Fly (15)
Superhuman Strength (10)
Level 6
Call Lightning (15)
Fire Ball (10)
Impervisous to Engery (20)
Level 8
Forcebonds (25)

O.C.C. Skills
Language: Native Tongue: American 99% (+1%)
Literacy: Native Language: American 65% (+5%)
Language: Spanish 74% (+3%)
Language: Gobbley 74% (+3%)
Language: Dragonese/Elven 89% (+3%)
Radio: Basic 70% (+5%)
Computer Operation 65% (+5%)
Computer Programming 55% (+5%)
Computer Repair 50% (+5%)
Basic Electronics 65% (+5%)
Mechanical Engineer 65% (+5%)
Techno-Wizardy Construction 86%(+2% )
Sensory Equipment 55% (+5%)
Math: Basic 80% (+5%)
Land Navigation 56% (+5%)
Tanks & APCs 58% (+4%)
Hover Craft (Ground) 60% (+5%)
W.P. Knife
W.P. Energy Pistol

O.C.C. Related Skills
Vehicle Armorer 50% (+5%)
Basic Mechanics 60% (+5%)
Weapons Engineer 45% (+5%)
Robot Mechanics 40% (+5%)
Electrical Engineer 65% (+5%)
Electricity Generation 65% (+5%)
Field Armorer & Munitions Expert 50% (+5%)
HTH: Basic
Automotive Mechanics 45% (+5%)
Aircraft Mechanics 45% (+5%)
Gemology 40% (+5%) (Level 2 via EP)
Mining (also includes Prospecting) 55% (+5%) (Level 2 via EP)
Robot Electronics 40% (+5%) (level 1 via EP)
Artificial Intelligence 40% (+3%) (level 1 via EP)

Secondary Skills
Mathematics: Advanced 50% (+5%)
Salvage 45% (+5%)
Jury-Rig 30% (+5%)
W.P. Energy Rifle
* Wardrobe & Grooming 62% (+4%)
Lore: Magic (level 1)
--General Knowledge: 25% (+5%)
--Recog. Magic Circles, Runes, etc: 15% (+5%)
--Recognize Enchantment 10% (+4%)


Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: --
Strike Bonus: --
Parry Bonus: +2
Dodge Bonus: +2
HTH Damage Bonus: +3
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: --
Kick: 1d8

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-- +2 to Strike

Saving Throw Bonuses
Coma/Death: --
Magic (varies): +1
Lethal Poison (14+): --
Non-Lethal Poison (16+): --
Insanity (12+): --
Psionics (varies): --
Horror Factor: +2
Possession: +2
Mind Control: +2
Last edited by Dexter Portlywright on Sun Feb 16, 2020 10:37 am, edited 26 times in total.
Dexter Portlywright

P.P.E. - 93/93
I.S.P. - 34/34

S.D.C. - 20/20
Hit Points - 27/27

Equipment
User avatar
Dexter Portlywright
Diamond Level Patron
Diamond Level Patron
 
Posts: 101
Joined: Wed Nov 01, 2017 5:38 pm

Re: Dexter Portlywright (WIP Techno-Wizard)

Postby Dexter Portlywright » Wed Nov 01, 2017 6:41 pm

Equipment

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Mountaineer ATV
MR-10 MageFire Bolt Rifle
NG-33 Laser Pistol Block II
NG RA20 Roadrunner Ride Armor

Carried/In Hand

Worn on Person
Nice suit with top hat
Pocket flashlight in right pants pocket
Multi-Optics Band around hat
Pocket Laser Distancer left pants pocket
Pocket Digital disk recorder/ player inside coat pocket
Swiss Army pocket knife right pants pocket
CAF Elite Corps Load-Bearing Chest Rig

CAF Elite Corps Load-Bearing Chest Rig
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

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: Binoculars
• Attachment: Hand held computer
• Attachment: Mallet
• Attachment: P.P.E Clip
• Attachment: NG-33 Laser Pistol Block II

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: Pilot style jumpsuit
• Space: Work overalls
• Space: Magnifying glass
• Space: Sunglasses
• Space: Tinted goggles
• Space: Pocket Mirror
• Space: Silver Cross
• Space: Air filter/ Gas mask
• Space: Canteen
• Space: survival knife
• Space: Mini tool kit
• Space: 6 wooden stakes
• Space: Large empty sack
• Space: 6 signal flares
• Space: Gem sack
• Space: E Clip

Gem Sack
• (3) 1 carats Quartz (ruby) -900 credits
• (2) 1 carats Tourmaline (black)- 240 credits
• (2) 1 crarts Amethyst -800 credits
• (1) 1 carats Agate (red-orange) - 60 credits
• (2) .5 carats Onyx - 1000 credits
• (1) .5 carats Zicon (red) - 1000 credits

Stored in Vehicle
NG RA20 Roadrunner Ride Armor
MR-10 MageFire Bolt Rifle
Secure universal card: 380 (4/18/18-Consumer)
Nonsecured Black Card: 2000




Gear Stats

Mountaineer ATV
Image
M.D.C. by Location
--Main: 210
--Tires [4]: 25 each
--Reinforced Pilot's Compartment: 50
Maximum Speed: 120 mph
Dimensions: 25' long, 18' tall, 6 tons.
Power Plant: Nuclear
Maximum Range: 600 miles before required cool-down
Vehicle Type: Three wheeled armored ATV transport vehicle.
Crew: One pilot and can accommodate four passengers comfortably
Special Features: enclosed cargo bay (10'x8'x8' cargo area)


MR-10 MageFire Bolt Rifle
Image
Range: 1600'
RoF & Damage: 5D6+3 M.D. per single shot, or 1D6x10+6 M.D. for a three shot pulse.
Payload: 18 total blasts
Recharge: 40 P.P.E. or 80 I.S.P. to completely recharge.
Weight: 7 lbs.


NG-33 Laser Pistol Block II
Image
• Weight: 4 lbs (1.8 kg)
• Range: 800 feet (244 m)
• Mega-Damage: 2d4 M.D. per blast
• Rate of Fire: Each shot counts as one melee attack
• Payload: 20 shots


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
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.


NG RA20 Roadrunner Ride Armor
Image
M.D.C. by Location:
• Head/Helmet – 35
• Arms – 20 each
• Legs – 11 each
• Main Body – 32 (+10 to the chest and neck area).
Weight: 9 lbs.
Modifiers: -2% penalty to physical skills/performance.


New Purchases
Box of Cigars (16/16)
Mining Pickaxe
Image
• Damage: 3D4 S.D.C.
• Note: Chance of becoming stuck: 25%

Collapsing Shovel
Image
• Damage: 1D6 S.D.C.
Gold Prospecting Pan
Image
Last edited by Dexter Portlywright on Sat Jan 18, 2020 9:53 am, edited 9 times in total.
Dexter Portlywright

P.P.E. - 93/93
I.S.P. - 34/34

S.D.C. - 20/20
Hit Points - 27/27

Equipment
User avatar
Dexter Portlywright
Diamond Level Patron
Diamond Level Patron
 
Posts: 101
Joined: Wed Nov 01, 2017 5:38 pm

Re: Dexter Portlywright (WIP Techno-Wizard)

Postby Dexter Portlywright » Wed Nov 01, 2017 6:41 pm

Background Story

Dexter's father worked for NG as a mechanic, so it wasn't that big of a surprise when he decided to pursue Techno-Wizardry. He was always drawn to magic but being a dwarf, technology came easy to him. Growing up, Dexter's father was a strict task master. Making him do meaneal tasks like keep his father's tool clean and organized, sweep the shop, gathering materials and other various jobs. Always being pushed to follow in his father's foot steps caused a bit of resentment. His mother would keep quite and let his father do what ever he wanted. She would often comfort Dexter by making and feeding him cheeses. She would love to try new and exotic kinds. Over indulging him most of the time. Telling him that the best way to be happy is through the stomach. At night she would tell him stories of the ancient rune masters and the rare dwarven wizards.

The first chance Dexter got, he left home. He was glad to get away from his father but was saddened for leaving his mother. He wanted to make a name for himself and on his own terms. Getting work wouldn't be hard since he was a dwarf, after all. Moving somewhere near the city of Dweomer with big dreams and hopes. Only to have them quickly smashed by reality. Work was steady but the pay was terrible. Also, with not having much starting cash, Dexter was forced to keep moving from shop to shop. Always having to start back on the bottom. With all the hardships and set backs, Dexter was still stead fast in becomeing a great Techno-Wizard. In his studies, he found a fondness for design and engineering. Being able to create somthing from just odd parts and junk was like magic. Which gave him hope that he might make it big someday.

After many years of studying, Dexter's life became stagnint and routine. Not getting the satisfaction in the fame department, lead him to some mild depression. Most days it reminded him of life with his father, making his urge to go and travel even greater. Then one day in a drunken stupor, contemplating killing himslef, he had a revelation. If he left town, changed his life style and his job, then it would be like being rebon and he can shed the shackles of his father. A life as a merc would be a great thing. No routine and a chaning scenery would help his spirits immensely. He could still pursue his dream of a Techno-Wizard and be a merc at the same time. After paying off his debts and gathering up his personal inventions, Dexter decided to head off to Merctown. He hears that it's the place to go if you want to make a name for yourself. A new life and a new town would do him wonders for his moral and happiness.
Last edited by Dexter Portlywright on Tue Nov 14, 2017 6:02 pm, edited 6 times in total.
Dexter Portlywright

P.P.E. - 93/93
I.S.P. - 34/34

S.D.C. - 20/20
Hit Points - 27/27

Equipment
User avatar
Dexter Portlywright
Diamond Level Patron
Diamond Level Patron
 
Posts: 101
Joined: Wed Nov 01, 2017 5:38 pm

Re: Dexter Portlywright (Dwarf Techno-Wizard)

Postby Dexter Portlywright » Fri Nov 17, 2017 9:06 am

Link to ledger
Code: Select all
http://www.explorersunlimited.com/eu/viewtopic.php?f=885&t=7647&start=100#p338266


1 - 0 - 2,300
2 - 2,301 - 4,600
3 - 4,601 - 9,200
4 - 9,201 - 18,400
5 - 18,401 - 26,500
6 - 26,501 - 36,600
7 - 36,601 - 51,700
8 - 51,701 - 71,800
9 - 71,801 - 96,900
10 - 96,901 - 137,000
11 - 137,001 - 188,100
12 - 188,101 - 229,200
13 - 229,201 - 279,300
14 - 279,301 - 340,400
15 - 340,401 - 400,000

Attribute rolls:
M.E.: 1d6:
1

P.B.: 1d6:
6
Dexter Portlywright

P.P.E. - 93/93
I.S.P. - 34/34

S.D.C. - 20/20
Hit Points - 27/27

Equipment
User avatar
Dexter Portlywright
Diamond Level Patron
Diamond Level Patron
 
Posts: 101
Joined: Wed Nov 01, 2017 5:38 pm


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