Maximilian Van Der Cleff (Human Psi-Slinger; EP Inactive)

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Maximilian Van Der Cleff (Human Psi-Slinger; EP Inactive)

Postby Van Der Cleff » Thu Nov 30, 2017 6:51 pm

Player Name: John
G-Mail: GarrisonBurne

Character Name: Maximilian Van Der Cleff
Alias: Van Der Cleff
Race: Human
O.C.C.: Psi-Slinger
Alignment: Unprincipled
XP Level: 3
XP Points: 5,326 (Ace of Spades 6/9/2018)
Next Level @ XP: 9,601
Sentiments/Non-Humans: Has found tha D-Bees are just people too, and treats them the same as anybody else. Suspicious of dragons, creatures of magic and supernatural beings.
Sentiments/Coalition: Sad about the CS. The character 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 Emporer 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: Gambler. Likes to take chances for himself and is always looking for a way to even the odds and make the big score.
Insanity: Phobia: ritual magic, especially summoning magic/rituals (paralytic fear response)

ATTRIBUTES
I.Q.: 11
M.E.: 13
M.A.: 7
P.S.: 15
P.P.: 20
P.E.: 15
P.B.: 12
Speed: 13

PHYSICAL DATA
P.P.E.: 5
I.S.P.: 56
H.P.: 22
S.D.C.: 29
Age: 25
Sex: Male
Height: 6'3"
Weight: 190 lbs
Description: Maxamilian Van Der Cleff is a rather average looking human male with light to dark brown hair kept at a mid length and slicked back. He has soft unassuming brown eyes as well. Where Max shows any style is in his way of dress, choosing to keep with the style of the seventeenth and eighteenth century nautical dress, with buttoned down brocaded coats and other authentic looking accoutrements.

Natural Abilities
Perception Bonus: 26% (+3%)
Charm/Impress: 10%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 76 lbs
Max. Carrying Weight: 300 lbs
Max. Lifting Weight: 600 lbs
Max. Jumping Ability: 13.5 feet lengthwise, 5.25 feet in height.

Special Abilities
Energy Expulsion: The Psi-Slinger can fire bolts of energy from his fingers or with the touch of a charged hand.
• Damage & I.S.P. Cost: 1d6 S.D.C. = 1 I.S.P., 3d6 S.D.C. = 2 I.S.P., 6d6 S.D.C. = 3 I.S.P. & 1d4 M.D. = 6 I.S.P.
• Range: Touch or 20' +5' per level.

Psychic Weapon:The Psi-slinger can charge the projectiles in any S.D.C. Weapon with destructive energy by linking with the weapon. The firearm effectively becomes an extension of the psychic gunslinger.
• Damage & I.S.P. Cost: 1d6 M.D. (up to 15 rounds) = 10 I.S.P.
• Limitations It takes two melee actions to focus & charge ea. new weapons payload. A maximum of three guns can be linked to the Psi-Slinger at any one time. Only the Psi-Slinger can use his weapons in such a way.
• Duration: The charged projectiles in linked guns on the psychic's person remain charged indefinitely.
• Range: Same as ordinary weapon.
Note: The Psi-Slinger can telekinetically make any linked weapon fly into their hands.
• I.S.P. Cost: one I.S.P.
• Range: 10' +1' per level.

Energy Conversion: Psi-Slingers can transform mega-damage energy beams and blasts directed at them into S.D.C./hit point blasts. This is an automatic reflex response beyond the Psi-slinger's control. Only energy blasts the inflict 30 M.D. or more can not be affected and will inflict half (M.D.) damage. S.D.C. Energy attacks, including fire and lightning do half damage. Impervious to the effect of the Neuro-Mace.
• Damage Conversion: M.D. to S.D.C.; i.e. 24 M.D. is turned into 24 H.P./S.D.C. points of damage.
• I.S.P. Cost: None.

Sense Gun Charge: The Psi-slinger can sense the amount of energy in an E-Clip (number of shoots left) or battery (Costs one I.S.P.)
Expertise with all handguns
Quick-draw Initiative (+3)
Paired Weapons: Revolvers & Pistols (special): The psionic Gunslinger can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack.
The two gun attack can be divided between two different targets visible to the shooter and within range of peripheral vision. The attack counts as one melee attack and the quick draw bonus applies, but the shooter must roll two separate times to hit each target and the bonus to strike each is reduced by half.
Parrying is not possible, but the character can dodge.

W.P. Sharpshooting Specialty: Revolvers & Pistols of projectile type only to which the character is psionically linked.
+1 melee attack when using that specific weapon for the entire melee round.
Shooting bonuses and trick shooting which includes:
• Can fire a traditionally two handed weapon, one handed without penalty.
• Can shoot over shoulder while looking in a reflective surface with no penalties.
• Accurately shoot while riding a horse or vehicle, but strike bonuses are half.
• Shoot accurately while standing on head or hanging upside down with no penalty.
• Dodge, Roll, or somersault and come up shooting with no bonuses or penalties.
• Ricochet Shot: Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half.

Horror Factor: 9

Psionics
Master Psychic
Healing
Bio-Regenerate (Self) (6)
Physical
Mind Block (4)
Telekinesis (10+)
Sensitive
Intuitive Combat (10)
Machine Ghost (12)
Sixth Sense (2)
Super
Mind Bolt (Varies)
Psi-Sword (30)

O.C.C. Skills
Language: American 96%
Language: Euro 96%
Pilot: Ships/Seamanship 65% (+5%)
*Sewing 50% (+5%)
*Ropeworks 40% (+5%)
Interrogation 50% (+5%)
Streetwise 38% (+4%)
Palming 40% (+5%)
Prowl 50% (+5%)
Recognize Weapon Quality 55% (+5%)
W.P. Handguns
W.P. Energy Pistols
W.P. Whip

O.C.C. Related Skills
Pilot: Submersibles 48% (+4%)
Gymnastics
• Sense of Balance 56% (+3%)
• Work Parallel Bars & Rings 66% (+3%)
• Back Flip 74% (+2%)
• Climb Rope/Rappel 64% (+2%)

Field Armorer & Munitions Expert 50% (+5%)
*Basic Mechanics 40% (+5%)
Gambling (Standard) 45% (+5%)

Secondary Skills
Swimming 60% (+5%)
Climbing 55%/50% (+5%)
W.P. Knife (1st level)
W.P. Rifle (1st level)

Combat Data
HTH Type: Commando
Number of Attacks: 4
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm: +1 (+3 on Called Shot)
Other: Body Flip/Throw, Body Block/Tackle, Backward Sweep Kick (Attacks behind; No Damage, Knockdown, cannot be parried dodge at -2), Karate Punch (2D4 S.D.C.), Paired Weapons (all), Kick (2D4 S.D.C.)

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. Handguns (+1 to Strike)
W.P. Energy Pistols (+1 to Strike)
W.P. Whip (+1 to Strike, +1 to Disarm, +1 to Entangle, +1 to Damage)
W.P. Knife (+1 to Parry, +1 to Strike when Thrown)
W.P. Rifle (+1 to Strike)

Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (varies): +0
Horror Factor (varies): +4
Possession: +2
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Van Der Cleff
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Posts: 21
Joined: Thu Nov 30, 2017 7:26 pm

Equipment

Postby Van Der Cleff » Thu Nov 30, 2017 6:56 pm

Equipment


Paired TW Nhur Firebolt Pistol
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TW Snare Gun
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Blazing Bull Whip
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Homemade Armor
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Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Tinted Goggles
Quality Hat
Set of Sailor's Clothes
Cigarette Lighter
Small Silver Cross on a string.
Secure Universal Card: $1,000

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: Multi-Optics Band
• Attachment: Survival Knife (2D4 S.D.C.)
• Attachment: Canteen
• Attachment: Pocket Language Translator

Two-Holster Gun-Belt
Attachment points can be utilized to carry the following items: 2 sidearms, 2 magazines or E-clip.
• Gun Holster: Nhur Firebolt Pistol
• Gun Holster: Nhur Firebolt Pistol
• Ammo Pouch:
• Ammo Pouch:

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: Flashlight
• Space: Binoculars
• Space: Laser Distancer
• Space: Gun Cleaning Kit
• Space: Knapsack
• Space: Air Filter
• Space: Canteen
• Space: 50 ft of Lightweight Rope
• Space: 2 Pairs of Handcuffs
• Space: Pocket Mirror

Stored in Vehicle
Rich Quality Suit (fancy and expensive) for town))
60-96 silver bullets
1D4+4 additional E-clips or 288 rounds of ammunition

Resource




Gear Stats

TW Firebolt Pistol
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• Range: 800'
• Damage: 4D6 M.D.
• Rate of Fire: Aimed Shots Only
• Payload: 35 blasts
• Recharge: 25 P.P.E. or 50 I.S.P.


TW Snare Gun (Stormspire)
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Range: 600'
Damage: Creates/fires a Magic Net as per the spell of the same name at 5th level spell strength.
Rate of Fire: Single shots only.
Payload: can store 8 Magic Nets per P.P.E. clip.
Activation Cost: 12 P.P.E. or 24 I.S.P. to load/store two Magic Nets into the gun. This is an alternative to P.P.E. clips.
Costs: Gun: 175,000 credits, P.P.E. clip: 40,000 credits each.


Blazing Bull Whip
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T.W. Bullwhip
Range: 10 feet (3 m)
Damage: 3d6 M.D./6d6 M.D.
Modifiers: +2 to strike; +3 to disarm
Magic Features (All features available for P.P.E.x2 in I.S.P.)
• Lifeline & Magic Tether: Range: 200’; P.P.E.: 3/10; Duration: 10 minutes/lvl; The character can use the whip to stretch and grip a secure anchor point to save their life. Conversely it can be used to save someone else if the wielder acts as the anchor. The Magic Tether Ensnares victim and can be used to strengthen the lifeline (see spell for full description; Fleets p116).
• Swing: Range: 60’; P.P.E.: 3; 3d6 S.D.C. + P.S. + 80% chance of knockdown, can also be used to swing over (60') or up (30').
• Trip: Range: 60’; P.P.E.: 3; Saving Throw: -1 vs magic; Damage is a mere 1d4 S.D.C. but causes the victim to, somewhat comedically, lose balance and fall. Lose initiative, lose two melee attacks and drop whatever they’re holding. (see spell for full description; CE: Rise of Magic p.48)
• Fire Whip: Range: 20 feet (6.1 m); Duration: twenty melee rounds (5 minutes); Damage: 6d6 M.D.; Saving Throw: Parry or dodge.; P.P.E.: 6; does 6d6 M.D every time it strikes. It can be parried and dodged. but is +1 to strike.
• Transmutation: Object Disappearance: Range: 20 feet (6.1 m).: Duration: Instant.
P.P.E.: 4; Actually the object shrinks to fit can be stored in any pocket so is easy to conceal (+15%). When needed the whip leaps into hand instantly ready to use. +3 to quickdraw initiative. (see spell for full description; CE: Rise of Magic p.48).


Homemade Armor
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Hardened M.D.C. Leather plates integrated into a 17th-18th century frock coat and naval uniform.
M.D.C. by Location
• Helmet: 30
• Arms: 20 each
• Legs: 25 each
• Main Body: 40
Modifiers: -10% to physical skills & mobility
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Van Der Cleff
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Background

Postby Van Der Cleff » Thu Nov 30, 2017 6:58 pm

Background

Maxamillian Van Der Cleff was born in the lakeside city of Queenston Harbor, Max's father was a pirate and his mother a maid in one of the many pirate houses that reside in Queenston. Max spent the early part of his life acting as a lesser servant in the house his mother work, it was tiring thankless work that would eventually see his mother to an early grave. It was around the time of his mothers death that Max's psychic abilities started to manifest. As a child, MAx's mother had regaled him with tales of his father's exploits, not that Max knew that she was making them up the whole time, and the romanticized the notion of being a pirate on the great lakes. Not having anything else to fall back on, Max joined up with the first crew that would take him on as a cabin boy.

Max's formative years were framed by hard work and a colorful crew. It was during these years that Max learned to control his abilities from another fellow pirate and reaver named Bartholomew Jones. He was a Psi-Slinger from the New West that decided to move up north-east for better payouts. He saw the potential in young max to become a great reaver himself. With Bart Jones' tutelage and Max's desire for something greater, he made a name for himself among several of the lesser crews. Unlike his teacher, Max always had a flair for the drama, so he decided to use flintlock weaponry versus more classical six-shooters. This did limit him in ways of ammo, but made opponents underestimate him. It was recently that Bart and Max had parted ways, Max had wanted to take a little time off, while his mentor was off to continue his reaving ways.

It was during this time that Van Der Cleff wound up in the kingdom of Lazlo and was hired to be a personal pilot for a Techno Wizard who specialized in submersibles. It took Van Der Cleff a few months to get down with the program, but soon he was competent enough to pilot most subs, which even included the fantastical creations of his Techno-Wizard employers.


NPC's in Van Der Cleff's life:
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Bartholomew Jones; Max's mentor
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Professor Cornelius Blake; Professor at Lazlo University and Max's Employer
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Van Der Cleff
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Images

Postby Van Der Cleff » Thu Nov 30, 2017 6:59 pm

Images
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Van Der Cleff
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