Colt (Psi-Stalker Psi-Nullifier)

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Colt (Psi-Stalker Psi-Nullifier)

Postby Colt » Mon May 15, 2017 11:33 am

Player Name: Alan
G-Mail: ignuspyre@gmail.com

Character Name: Rembrandt Coltrane Jackson
Aliases: Colt, Brand, Brandt, Jack Knyfe
Race: Psi-Stalker
O.C.C.: Psi-Nullifier
Alignment: Unprincipled
XP Level: 3
XP Points: 5,536 (09OCT2017 -- Virtus)
Next Level @ XP: 8,481
Sentiments/Non-Humans: Leaning towards conditional tolerance. D-Bees don't belong here, but it ain't their fault. Treats 'em reasonably well, distrusts those he doesn't know, but may consider a D-Bee he knows and likes as a trusted friend.
Sentiments/Coalition: Sad about the CS. Colt knows the Coalition all too well, having been a part of their military. He has seen soldiers defy orders to do the right thing, and recognizes the CS has done many good things for many humans. Its potential for good is tremendous, but believes Emperor Prosek and the government that serves him are evil. They are the ones responsible for the crimes the Coalition has committed against others. Suspicious and cautious about the CS.
Disposition: Colt has learned the hard way what's it like to go from being an integral part of a unit and a nation in step with everyone knowing their place, to being on his own out in the proverbial cold. He has had to learn self-reliance, and the bitter taste of loneliness once more. As an outcast and potential hunted persona, he is suspicious, wary, and even paranoid at times. He isn't mean, though he is often angry, and he tries not to lash out at innocents, saving it for when he unleash it on the deserving. He is a good person, and he's trying to overcome the racist propaganda he's been fed for so long.
Insanity: Iatrophobia/"White Coat Hypertension" (The fear of doctors is a blood-needle-injury type phobia. Will put off seeing a doctor or visiting a hospital, even if in need of medical attention, would rather suffer than seek 'professional help'. It causes anxiety, forcing the issue can cause shaking, trembling, raised blood pressure, panic, rapid breathing, nausea or other gastrointestinal distress. In some it can cause fear of illnesses and injuries -while others can become hypochondriacs and worry about the smallest coughs or colds fearing they will need medical treatment).

ATTRIBUTES
I.Q.: 14
M.E.: 11
M.A.: 12
P.S.: 16
P.P.: 13
P.E.: 20
P.B.: 13
Speed: 24

PHYSICAL DATA
P.P.E.: 33
I.S.P.: 125
H.P.: 12
S.D.C.: 40
M.D.C.: (Conditional)
Age: 24
Sex: Male
Height: 6'5"
Weight: 200 lbs.
Description: Colt is a Psi-Stalker, that much is obvious even from a distance. His skin is pale powder white with faint hints of pink around his lips and eyes. He has no body hair to be speak anywhere on his body, most visibly as bald and no eyebrows. His eyes are a piercingly crystal blue color. He is fairly tall and athletically-fit, with several tattoos and piercings on his body.

Racial Abilities
Sense Psychic & Magic Energy (Range 90'/800')
- Recognize Specific Scent 30%
- Track when using powers 70%
2. Sense Supernatural Beings
- Not Using Powers: 40% (150')
- Using Powers: 76% (1200')
3. Feed on P.P.E./I.S.P.: Minimum of 50 per week
4. No need for food or water
5. Psionic Empathy with Animals
6. Mega-Damage Combat: Becomes M.D.C. being when fighting supernatural beings or creatures of magic.

Natural Abilities
Perception Bonus: +5
Charm/Impress: 15%
Invoke Trust/Intimidate: 20%
Max. Encumbrance: 60
Max. Carrying Weight: 160
Max. Lifting Weight: 320
Max. Jumping Ability: 10' Length, 6' Height

Special Abilities
1. Psi-Nullification & Interference: 1D6 I.S.P., directed at him or within 10'. Pre-emptive strike 120'.
2. Null Void
3. R.C.C. Bonuses: Impervious to the bite/mind control powers of vampires, impervious to the Mind Bleeder powers and all forms of possession.

Psionics
Master Psionic
Alter Aura
Bio-Manipulation (Super)
Bio-Regeneration (Self)
Meditation
Mind Block
Mind Block Auto-Defense
Psychic Omni-Sight
Psychic Purification
See The Invisible
Sense Dimensional Anomaly
Sixth Sense

O.C.C. Skills
Language: Native Tongue (American) 98% (+1%)
Language: Other (Spanish) 80% (+5%)
Body Building
Climbing 60%/45% (+5%)
Pilot: Hovercraft 70% (+5%)
Pilot: Hovercycles 91% (+3%)
Prowl 50% (+5%)
Radio: Basic 65% (+5%)
Running
Sensory Equipment 50% (+5%)
Weapon Systems 60% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Ancient (Knife)
W.P. Ancient (Sword)
Hand to Hand: Expert

O.C.C. Related Skills
Gymnastics
Kick Attack (2d4 damage)
Sense of Balance 56% (+3%)
Work Parallel Bars 66% (+3%)
Back Flip 74% (+2%)
Climb Rope/Rappel 64% (+2%)

Horsemanship: Cowboy 74%/58% (+3%) (Level 2)
Tracking (Humanoid) 35% (+5%)
Military Etiquette 50% (+5%)
Streetwise 33% (+4%)

Secondary Skills
Astronomy & Navigation 40% (+5%)
General Repair & Maintenance 35% (+5%) (Level 3)
Law: CS 45% (+5%)
Literacy: Native Language (American) 50% (+5%)
Lore: Demons & Monsters 40% (+5%)
Lore: Magic 25% (+5%)
Recog. Magic Circles, Runes, etc: 15% (+5%)
Recognize Enchantment 10% (+4%)

Lore: Psychics & Psionics 35% (+5%)
Mathematics: Basic 55% (+5%)
Track & Trap Animals 20%/30% (+5%) (Level 3)
Wilderness Survival 40% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 5 (+1 from Psi-Stalker)
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +4
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +4
Bonus to Disarm: +2
Other: Kick (1d8 damage), Karate Punch

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. Sword (+2 to strike and +1 to parry)
W.P. Energy Pistol (+2 to strike)
W.P. Energy Rifle (+1 to strike)

Saving Throw Bonuses
Coma/Death: +10%
Magic (varies): +4
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): --
Psionics (10+): +6
+5 vs mind control and mind altering drugs
+3 vs possession
+6 vs horror factor
Last edited by Colt on Wed Jun 21, 2017 9:08 pm, edited 24 times in total.
Colt
Colt
RCC/OCC: Psi-Stalker Psi-Nullifier
P.P.E.: 33/33
I.S.P.: 123/125
H.P.: 12/12
S.D.C.: 40/40
M.D.C.: (Conditional)

M.D.C. by Location
• Hat: 10
• Arms: 12 each
• Legs: 15 each
• Main Body: 30

Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +4

Special: Sense Psychic/Magic Energy; Sense Supernatural; Psi-Nullification & Interference; Null Void
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Colt
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Joined: Fri May 12, 2017 4:01 pm

Re: Colt (Psi-Stalker Psi-Nullifier)

Postby Colt » Tue May 23, 2017 7:46 pm

Equipment

Bandito Arms Medium Robot Horse

Carried/In Hand

Worn on Person
Tinted Goggles
Clothing (New West style)
NG "Range Rider" Riding Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Forearm Vibro-Tri-Blades

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: Bone Knife
• Attachment: E-clip
• Attachment: Signal Mirror
• Attachment: Wooden Cross

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: Canteen
• Space: Couple Sets of Clothing
• Space: E-Clips (5 Spare)
• Space: Extra sack or pack (credit cards, old dog tags, a gnawed chew toy, crumpled picture of Dog Pack)
• Space: Gas Mask
• Space: Sleeping Bag
• Space: Secure Universal Card: 2400 credits
• Space: Non-Secure Black Card: 8000 credits
• Space:
• Space:

Stored in Vehicle
NA


Mission Gear

TW Lightblade
Image
• Damage: 1D4x10 M.D.
• Duration of Charge: 5 minutes
• Activation Cost: 30 S.D.C. points or 15 Hit Points
• Modifiers: + 1 to strike and parry


TW Rifle and Water Grenade Launcher:
Image
Range: 600 feet (183 m).
Weight: 5 lbs (2.25 kg) for plastic or 9 lbs (4 kg) for metal.
Damage to Vampires: Rifle blast 4D6 Hit Points; the water grenade is a concentrated sphere of water that erupts on impact, covering its target in 15 gallons (56.7 liters) of water and splatters a 6 foot (1.8 m) radius. 1D4x10+4 Hit Point damage is inflicted to the main vampire struck, but 2D6 Hit Points of splash damage is done to every vampire in the blast radius; everyone in the radius gets wet.
Payload: 20 water blasts and four water grenades.
Cost: 80,000 credits.
Limited Rate of Fire: Can fire a grenade only twice per melee round and each grenade fired counts as two rifle blasts. Not available in thrown hand grenades.


Underbarrel Grenade Launcher:
Image
A standard underbarrel grenade launcher can be loaded with wood or silver rifle grenades. They have decent range compared to most anti-vampire weapons and an explosive area effect that can injure or stun multiple bloodsuckers at once.
Weight: 3 lbs (1.35 kg).
Range: 500 feet (152 m).
Damage:
    Wood: 1D4 Hit Point damage to all vampires within a 4 foot (1.2 m) blast radius. Has a 01-05% chance of staking the vampire by striking its heart with wooden shrapnel. However, there is also a 01-10% chance of the explosive charge simply destroying the wood pieces instead of scattering them. In this case, the grenade goes off with no effect.
    Silver: 2D6 Hit Point damage to all vampires and werebeasts within a 6 foot (1.8 m) blast radius.
Rate of Fire: Single shot only.
Payload: One grenade. Reloads must be carried separately. Manual reload of one grenade takes one melee attack/action.
Cost: 3,500 credits for the underbarrel launcher, plus the cost of the grenades. Wood: 100 credits each. Silver: 500 credits each.


Kit
• 5 extra clips of 10mm ammo (Silver)
• One 12 inch (0.3 m) wooden cross with a sharpened bottom that can be used to stab or impale a vampire.
• Two small wooden crosses on a loop string that can be worn around the neck or around the wrist; neck is recommended.
• Six crude wooden stakes.
• A simple wooden club that can be used as a mallet for staking and as a blunt weapon against vampires.





Gear Stats

Forearm Vibro-Tri-Blades
Image
☞ Damage--3D6 MD

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Image
Damage: 2D6 per single laser blast
6D6 per rapid fire pulse (three simultaneous blasts)
2D6 to 12 foot diameter with conventional M.D. rifle grenades
6d6 to 12 foot diameter with micro-fusion grenades
Rate of Fire: Laser: equal to the number of combined hand to hand attacks of its user
Grenades: One aimed or four fired in rapid succession (burst if fired all at same target, wild if sprayed into an area).
Effective Range: Laser - 2000'
Grenade Launcher - 1200'
Payload: Laser - 21 blasts (7 shots) per standard E-clip; 30 blasts (10 shots) per long E-clip. Grenade Launcher - 12
Weight: 10 lbs.


NG "Range Rider" Riding Armor
Image
M.D.C. by Location
• Hat: 10
• Arms: 12 each
• Legs: 15 each
• Main Body: 30
Modifiers: none


Bandito Arms Medium Robot Horse ("Bandy")
Image
Model Type: RH-1002B Robot Horse
Crew: One humanoid rider with one additional rider possible in emergencies.
M.D.C. by Location
Head —100
Legs (4) _ 100 each
*Main Body — 250
* Destruction of the main body will destroy the bot. Destruction of the head shuts it down. Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%.
Statistical Data
Attributes of Note: P.S. 28 (robotic), P.P. 20, P.B. 9 (14 with hide), Spd. 148; A.I. equivalent I.Q. 9.
Running: Maximum speed of 100 mph.
Leaping: 15' high and 40' lengthwise, with a running start.
Underwater Capabilities: The robot can function in/under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 3 mph. Maximum Depth is 500'.
Dimensions: 5' at the shoulders, 3' wide, 8' long, 1,200 lbs.
Color of Hide: Mustang: various shades of brown and grey; solid color with highlights on lower legs. Pinto: Also known as the Paint Horse or Calico, it is distinguished by its "blotches" of color, typically Ovaro (one basic, solid color brown or grey with large splashes of white) or Tobiano (white overall color with small splashes or blotches of brown or grey).
Power System: Nuclear, average life of 15 years.
Cargo: Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 1400 pounds (630 kg). The robot horse can pull up to five tons!
Weapon Systems: None.
Combat Data
Number of Attacks: 3
Bonuses: +2 on initiative, +2 to strike, +4 to dodge when running, +2 to roll with impact.
• Restrained Hoof Strike: 1D4 M.D.
• Full Hoof Strike: 1D6 M.D.
• Rear Kick/Power Kick: 2D6 M.D.
• Stomp: 1D4 M.D.
• Running Body Block: 1D4 M.D.
• Head Butt: 1D4x10 S.D.C.
• Bite: 6D6 S.D.C.
Last edited by Colt on Tue Oct 10, 2017 1:50 pm, edited 22 times in total.
Colt
Colt
RCC/OCC: Psi-Stalker Psi-Nullifier
P.P.E.: 33/33
I.S.P.: 123/125
H.P.: 12/12
S.D.C.: 40/40
M.D.C.: (Conditional)

M.D.C. by Location
• Hat: 10
• Arms: 12 each
• Legs: 15 each
• Main Body: 30

Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +4

Special: Sense Psychic/Magic Energy; Sense Supernatural; Psi-Nullification & Interference; Null Void
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Colt
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Posts: 30
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Re: Colt (Psi-Stalker Psi-Nullifier)

Postby Colt » Tue May 23, 2017 10:04 pm

Background Story

Rembrandt Coltrane Jackson was born in the 'Burbs of Chi-Town. His mother, Karyssa, was a free spirit who had roamed across the lands for many years before settling down in the 'Burbs - and it was she who named him after two of her favorite "artists" who's work she'd been introduced to. Colt has her eyes, or so he's been told.

His father, Jacob, raised him after his mother died giving birth to him. Jacob was a more serious and stable person, reliable to a fault and worked hard. But life was extremely hard in the 'Burbs if you weren't human and weren't part of the Coalition machine. His father ran a bakery during the day, the oh-so-imaginatively-named "Jackson's Bakery", that seemed to barely stay afloat. At night he worked as a bartender at one of the local dives called "The Dog Whistle", mostly catering to Dog Boys and Psionics.

Remy was a bit of a wild child and roamed the streets often when he wasn't forced to go to school or help his father at the bakery. It wasn't until he started to get a bit older, that he saw the toll on his father from working so hard and so many hours every day just to make ends meet as well as keep his son clothed, fed and sheltered. Before that he just saw that his father was always working and rarely had time for him.

His best friend was another Psi-Stalker, a girl named Aneela, only a few months apart in age. The two were fairly inseparable and got in to all sorts of trouble together and even more fun. Aneela was the one who talked about joining the Coalition, since Psi-Stalkers were treated better than non-citizens and anyone else not a human or Dog Boy. Remy resisted for a long time, not wanting to have a military life. But after his father had a heart attack, he knew something had to change.

He stepped up, he and Aneela both applying for military service. They were both accepted and put through basic training and basic Psi training. Remy knew that not only would he be able to send the majority of his pay to his father, but he could also get his father bumped up on the waiting list to become full Chi-Town citizens and the ability to live in the city itself rather than the 'Burbs - a better life for a few years of military service seemed a no-brainer decision.

Military life wasn't easy on Remy. He had, after all, inherited some of his mother's free and wild spirit. But he persevered, both for his father and for Aneela. He and Aneela were friendly rivals and occasional lovers, but friends still first. Unfortunately, Remy popped up on the screenings and tests run on all recruits, showing a higher potential than the average Psi-Stalker. So he was sent for more in-depth training, which was brutal, hard-core, borderline torturous, with little privacy and extensive monitoring. In the end, though, Lt. Col. Black's "workshop" ended up unlocking the Nullifier potential in Remy, though it made him a little unhinged and definitely left him with scars.

Then the War on Tolkeen happened and Remy was sent to the front lines along with most everybody else. His Psi-Nullifier abilities came in extremely handy going up against the mages and psychics that comprised much of the enemy's number. Being a Psi-Stalker helped for going up against the demons and supernatural creatures there as well. Near the end of the war, things got more bloody and terrible, and paranoia became a way of life and survival trait but with drawbacks. One of the officers, a Lt. Gerald Craig, panicked after one too many brushes with shapeshifters and mind-controlled allies - half the squad and part of another were killed in the span of two days time. The Lt. was terrified and whipped the human soldiers in to a frenzy - they killed the remaining Dog Boys and Psi-Stalkers, Remy barely escaping by fleeing. The incident was later hushed up and officially listed as enemy kills, all those killed having died heroes and Remy a deserter.

Remy took time to heal and grieve, though he had to keep moving to get away from both the Coalition and the Federation of Magic. He traveled away from the Coalition States, adrift, alone, confused and unsure of what to do. He shed all his CS gear as quick as he could, and slowly replaced them as best he could with more 'New West' style gear and clothing. He kind of fell in to mercenary work as he wasn't good at much else, and taking on supernatural monsters and such by oneself was a recipe for death - and he wasn't suicidal yet.
Last edited by Colt on Thu May 25, 2017 5:24 pm, edited 4 times in total.
Colt
Colt
RCC/OCC: Psi-Stalker Psi-Nullifier
P.P.E.: 33/33
I.S.P.: 123/125
H.P.: 12/12
S.D.C.: 40/40
M.D.C.: (Conditional)

M.D.C. by Location
• Hat: 10
• Arms: 12 each
• Legs: 15 each
• Main Body: 30

Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +4

Special: Sense Psychic/Magic Energy; Sense Supernatural; Psi-Nullification & Interference; Null Void
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Colt
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Posts: 30
Joined: Fri May 12, 2017 4:01 pm


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