Rocky (Psi-Ghost )

Merctown Armored Recon Services: A multipurpose small unit built around the idea of reconnaissance, infiltration, retrieval (of persons or items), and information and intelligence gathering.
GM: Sum of All Fears
AGM: Overguard
#6 POST RATE

Moderators: Game Masters, Group Leaders

Rocky (Psi-Ghost )

Postby Rocky » Sun Mar 31, 2013 8:49 am

Player Name: John King
GMail: Sinder.JKing1@gmail.com

Character Name: Rocky Rhodes
Alias: Rockman, R-Man
Race: Mutant Human
O.C.C.: Psi-Ghost
Alignment: Unprincipled
XP Level: 11
XP Points: 141,107 CC-2/3/2019
Next Level @ XP: 190,501
Sentiments/Non-Humans: Treats all sentient beings with the utmost respect
Sentiments/Coalition: Suspicious and Cautious of the CS; they have done a lot of good and a lot of evil
Disposition: Tough guy, strong and silent
Insanity: (OBS/HATE) Music & Musicians, (Phobia) Dao: Major Earth Elemental & his minions

ATTRIBUTES
I.Q.: 14
M.E.: 21
M.A.: 25
P.S.: 21
P.P.: 28
P.E.: 18
P.B.: 14
Speed: 33

PHYSICAL DATA
P.P.E.: 11
I.S.P.: 221
H.P.: 49
S.D.C.: 82
Age: 26
Sex: Male
Height: 6’
Weight: 170 lbs.
Description: A thin, well-built, man with piercing, dark green eyes and blond hair

Racial Abilities
Heightened Presence Sense: 80% (+2%)
  • Range: 70’ (+5’) To pinpoint location of a presence
  • Duration: Constant
  • Automatically sense all presences
Intangibility
  • Can become intangible and walk through solid objects.
  • Horror Factor: 14
  • Can change to ghost form and back up to 4 times per melee (each such change costs 1 action)
  • Can carry 20 lbs. with him

Natural Abilities
Perception Bonus: 60% (15% +30%) +25
Charm/Impress: 20%
Invoke Trust/Intimidate: 84%
Max. Encumbrance: 51 lbs.
Max. Carrying Weight: 180 lbs.
Max. Lifting Weight: 360 lbs.
Max. Jumping Ability: 9' across, 4.5' high

Special Abilities
    Opened Spiritual Third Eye
    Radiate Nature
    • Range: 100' (12' for non-psychics)
    • Duration: Constant
    Dream Vision (p.30 Psyscape)
    Transform into Energy Being (270 I.S.P., p.30 Psyscape)
    Sense Supernatural Evil
    • Range: 1100' (+100')
    • Duration: Permanent effect
    • Identify Type:92% (+2%)
    • Track by Psychic Scent: 92% (+5%)
    Sense Magic Energy
    • Range: 1,900' (+100')
    • Duration: Constant
    Extended Psionic Powers (Psi-Invisibility & all sensitive powers at double normal range and duration)

Psionics
Master Psionic
Psionic Invisibility (10)
Telemechanics(10)
Electrokinesis (varies)
Bio Manipulation (10)
Mentally Possess Others (30)
Deaden Senses (4)
Mind Block (4)
Night Vision (4)
Object Read (6)
Machine Ghost (12)
Telekinesis (varies)
Six Sense (2)
Speed Read (2)
Total Recall (2)
Intuitive Combat (10)
Impervious to Toxins (4)
See the Invisible (2)
Remote Viewing (10)
Telepathy (4)
Mind Bond (10)
Resist Magic
Enhance Reflexes
Psionic Blast
Psi-Sword
Psionic Seeking Rifter (25)
Telemechanic Mental Operation (10)
Psychic Body Field (30)
Strength of Mind (10)

O.C.C. Skills
Language: American―98%
Language: Dragonese/Elven―98%
Literacy: Techno-Can―98%
Literacy: American―85% (+5%)
Basic Electronics―90% (+5%)
Mathematics: Basic―105% (+5%)
Radio: Basic―98%
Surveillance Systems―105% (+5%)
Mechanical Engineer―75% (+5%)
Basic Mechanics―85% (+5%)
Computer Programming―90% (+5%)
Computer Operation―105% (+5%)
Computer Hacking―75% (+5%)
Escape Artist―90% (+5%)
Pick Locks―95% (+5%)
Prowl―100% (+5%, 98% when Intangible)
Streetwise―62% (+4%)
Climbing―103% (+5%)
--Rappelling―107% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle

O.C.C. Related Skills
Gymnastics
--Sense of Balance―100% (+5%)
--Work Parallel Bars & Rings―90% (+3%)
--Climb Rope―86% (2%)
--Back Flip―98%

Wrestling
Electronic Countermeasures―85% (+5%)
Pilot: Robots & Power Armor―86% (+3%, )
Weapon Systems―90% (+5%)
Pilot: Tanks & APC’s―728% (+4%, 7th level)
Robot Combat: Elite―Power Armour (Flying)( 7th level)
Robot Combat: Elite-Heavy Walker/Vehicular Robot (4th level)
Navigation―70% [size=85(+5%, 4th level)[/size]
Demolition - 71% (+3%, 2nd level)
Acrobatics (2nd level)
☞ walk tightrope or high wire―66% (+3%)
--Work Parallel Bars & Rings―90% (+3%)
--Climb Rope―86% (2%)
--Back Flip―98%
--Paired Weapons


Secondary Skills
Read Sensory Equipment 80% (+5%)
Pilot: Hovercraft―100% (+5%)
Camouflage―70% (+5%)
W.P. Sword (8th level)
Running (8th level)
Sign Language―45% (+3%, 4th level)
Lore: Psychics & Psionics―50% (+5%, 4th level)
Pilot : Hovercycle -76% (+3%, 2nd level)
Body Building

Combat Data
HTH Type: Basic
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +7
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +3
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +7
Bonus to Disarm: +3
Critical Strike: Natural 19-20
Judo Flip: 1D6 + special
Auto kick 1D8 SDC

Robot Combat Data: (Basic)
Number of Attacks: 7
Initiative Bonus: +2
Melee Strike Bonus: +9
Ranged Strike Bonus: --
Parry Bonus: +11
Dodge Bonus: +11
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +6
Bonus to Disarm: +3

Robot Combat Data: (Elite) Power Armour (Flying)
Number of Attacks: 9
Initiative Bonus: +4
Melee Strike Bonus: +10
Ranged Strike Bonus: +2
Parry Bonus: +12
Dodge Bonus: +11 / +14
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +8
Bonus to Disarm: +5

Robot Combat Data: (Elite)- Heavy Walker/Vehicular Robot
Number of Attacks: 11
Initiative Bonus: +3
Melee Strike Bonus: +9
Ranged Strike Bonus: +3
Parry Bonus: +10
Dodge Bonus: +11
Bonus to Roll w/Punch: +8

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. Name
W.P. Sword: +4 to Strike, +4 to Parry, +3 to Throw
W.P. Energy Pistol: +5 to Strike
W.P. Energy Rifle: +5 to Strike

Saving Throw Bonuses
Coma/Death: +6
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+):+1
Insanity (12+): +3
Psionics (varies): +3
Horror Factor: +2
Illusions: 0
Battle of Will: 0
Mind Control:+4
Possession: +4
Last edited by Rocky on Sun Nov 03, 2019 3:59 pm, edited 39 times in total.
User avatar
Rocky
Diamond Level Patron
Diamond Level Patron
 
Posts: 487
Joined: Tue Mar 12, 2013 2:58 am
Location: PAS

Re: Rocky (PSi-Ghost )

Postby Rocky » Sun Mar 31, 2013 8:58 am

Equipment
Rocky's Room
Savings account at MercTown State Bank

  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand
V-81 Volcano Mark I Plasma Discharger[//b]

Worn on Person
[b]Vizier’s Ring

Black Jump Suit
Phase Sword

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.

• Attachment: TW Thundergun Revolver
• Attachment: Reload for thunder gun
• Attachment: Reload for thunder gun
• Attachment: Book of Banishment (Patron Item)
• Attachment: Reload Silver CFT
• Attachment: CFT “Auto-Shooter“
• Attachment: TW Shard Pistol /b]
• Attachment: [b]TW "Dragonfire" Flamethrower

• Attachment: MageFire TW Nexus Grenade
• Attachment: MageFire TW Void Grenade
• Attachment: TW Jolt Gun
• Attachment: TW Jammer Pistol
• Attachment: TW Shard Pistol

Stored in Barge
Wilk's 457 Laser Pulse Rifle
NE-50 Particle Beam Rifle
Branaghan EBA



Gear Stats

Vizier’s Ring
Image
Greatest Rune Item
Damage: None
Alignment: Anarchist
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Totally indestructible.
4. Made of blue grey metal and lined on the inside with runes.
5. N/A
6. Links to wielder/owner within six months of constant contact. Thus, both man and ring can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a selfish alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
  • Spell casting abilities
    • Words of Truth (p.114, BoM), Negate Mechanics (p.118, BoM), Oracle (p.123, BoM)
    • Beat Insurmountable Odds (p.126, BoM), Warped Space (p.138, BoM), Astral Hole (p.138, BoM)
    • Each can be performed three times per 24 hour period.
    • All are equal to a 10th level spell
  • Dimension traveling/warping abilities
    • Teleport lesser (p.114, BoM), teleport greater (p.153, BoM), mystic portal (p.135, BoM), time hole (p.146, BoM), and sanctum (p.149, BoM).
    • Each can be performed as often as two times per 24 hour period.
    • All are equal to a 10th level spell.
Curse: None
Personality: A hedonistic being with a longing for autonomy and liberty, it carelessly urges its bearer to take risks, and otherwise fulfill the ring's hedonism and wanderlust by proxy.
History: Unknown


Book of Banishment (Patron Item)
Image
Legendary Enchanted Book
S.D.C.: 50
Magic Features
This inscrutable tome is imbued with an unknown magic that makes it a highly unusual but effective weapon. When opened and directed at an adversary, the target vanishes into the pages of the book itself. Once captured within the book, time passes at 1/10th the rate as it passes outside the book. The target is fully illustrated within the pages of the book.
  • Save vs. Magic 16+ to avoid the book's magic capture, Wild Cards/Major NPCs are +6 to save
  • A specific target can only be targeted once per encounter
  • Capacity: one target, when a new target is captured, or when the book is opened (or destroyed), the target trapped within is released.
    • Currently Captive:
Weight: 2 lbs.
Curse: None
History: Said to have been crafted and bound by the goddess Hecate herself, these incredibly rare books have been found across the Megaverse. From the Three Galaxies to the Celestial Court, their arcane power is a thing of legend.


NE-6 "Magnum" Plasma Cartridge Revolver
Image
  • Range: 500'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 6 NE-003PC rounds; hand-loaded cylinder
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: W.P. Handguns or W.P. Energy Pistol
  • Book Reference: p.52, DB3


CFT “Auto-Shooter“
Image
  • Range: 300’
  • Damage:
    • Single Shot: 3D6 M.D.
    • Short Burst: 9D6 M.D.
    • Short Spray: 3D6 M.D. to 1D4 targets in 90° arc
  • Rate of Fire: Single shots, Short Bursts (1D6+5 rounds), Short Sprays (10 rounds)
  • Payload: 10 round magazine
  • Weight: 2.7 lbs.
  • Features: Selective fire, fires E-6 rounds only
  • Modifiers: None
  • Book Reference: p.213, WB14


Phase Sword
Image
  • Range: close combat
  • Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
  • Weight: 5 lbs.
  • Features: Phase Technology (p.122, DB2)
  • Modifiers: None
  • Book Reference: p.124, DB2


Crystal Assault Rifle
Image
  • Range: 2,000'
  • Damage: 4D6 M.D. + Psionic Paralyzation
  • Rate of Fire: single shots only
  • Payload: 40 shots per Crystal Cell or 8 I.S.P. per shot
  • Weight: 6 lbs.
  • Features:
    • Psionic Paralyzation: save vs lethal toxins or paralyzed for 1D4 melees
      • On a failed roll of 5<, a save vs coma/death is required (see book)
  • Modifiers: Must be a psionic to use
  • Book Reference: p.128, DB2


TW Thundergun Revolver
Image
  • Range: 500'
  • Damage: 3D6 to mortal beings, 5D6 M.D. to practitioners & creatures of magic, 1D6x10 M.D. to supernatural beings
  • Rate of Fire: single shots only
  • Payload: 6 shots
  • Weight: 3 lbs.
  • Features: W.P. Handguns
  • Magic only affects silver bullets, normal bullets do ordinary damage
  • A silver bullet that strikes a supernatural or magic being cracks with the sound of thunder
  • Modifiers: None
TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 15 P.P.E. enchants 6 silver bullets
  • P.P.E. Construction Cost: 84
  • Spell Chains Needed: Energy bolt (7), sense evil (2), sense magic (4), fly as the eagle, fire bolt (7) and thunderclap (4)
  • Physical Requirements: Schofield No. 3 revolver and a clear diamond worth 5000 credits+
  • Construction Time: 60 hours
  • Book Reference: p.215, WB14




Stored in Barge
NE-50 Particle Beam Rifle
Image
  • Range: 1,200'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip, 16 per LE-clip
  • Weight: 13 lbs.
  • Features: None
  • Modifiers: W.P. Energy Rifle
  • Book Reference: p.123, Mercenaries


Wilk's 457 Laser Pulse Rifle
Image
  • Range: 2000'
  • Damage: 3D6+2 M.D. per shot or 1D6x10 M.D. burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 30 shots per LE-Clip
  • Weight: 6 lbs.
  • Features:
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: p.206, WB14


Branaghan EBA
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 28 each
  • Legs: 38 each
  • Main Body: 75
Weight: Armor: 15 lbs.
Modifiers: -10% to climb, -20% to other physical skills.
Features:
  • Standard features common to all EBA
Book Reference: WB14, p.178


Reload Silver CFT

Reload Silver CFT
Whip of Pain
Image
  • Range: 12'
  • Damage: 3D4 when inactive; Agony spell effect with activation
  • Rate of Fire: Once the magic is activated, it inflicts Agony to everybody it strikes (pain lasts for 1 minute).
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None
TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 20 P.P.E.
  • Duration of Charge: 4 minutes
  • Book Reference: p.322, BoM


TW Shard Pistol
Image
  • Range: 700'
  • Damage: 3D4 M.D. per shot or 4d6 M.D. per burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 12 shots per P.P.E. Clip
  • Weight: 2.5 lbs.
  • Features: None
  • Modifiers: None
TW Characteristics:
  • Nothing listed
  • Book Reference: p.113, FoM


TW Jammer Pistol
Image
  • Range: 600'
  • Damage: Whatever mechanical device is hit by the blast is temporarily "jammed" (won't function) for 1 melee round
  • Rate of Fire: Single shots only
  • Payload: 10 shots per P.P.E. clip
  • Weight: 1.2 lbs.
  • Features: None
  • Modifiers: None
TW Characteristics:
  • TW Functions:
    • Negate Mechanics (3rd level proficiency)
  • Book Reference: p.113, WB16


C-27 Light Plasma Cannon
Image
  • Range: 1,600'
  • Damage: 6d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 blasts per E-canister
  • Weight: 12 lbs.; 4 lbs. for an E-canister
  • Features: Telescopic and laser-distancing scope (x20 magnification, 2 miles)
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.93, WB11


NG-E12 Heavy Plasma Ejector
Image
  • Range: 2,000'
  • Damage: 1D6x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 6 shots per E-clip, 12 per LE-clip, 42 with Power Pack (regenerates 4 blasts per hour)
  • Weight: 30 lbs.; 20 lbs. for power pack
  • Features: None
  • Modifiers: None
  • Book Reference: p.204, WB33


Skorblade Short Sword
Image
  • Damage: 1D8 M.D.
  • Weight: 3 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: +1 to strike and parry
  • Book Reference: p.152, MercOps


2 Skorblade Pole Arm
Image
  • Damage: 3D6 M.D.
  • Weight: 9 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: 2-handed, +1 to strike and parry
  • Book Reference: p.152, MercOps


2 L-20 Pulse Rifle
Image
  • Range: 1,600'
  • Damage: 2D6 M.D. or 6D6 M.D. burst
  • Rate of Fire: single shots & 3-shot bursts only
  • Payload: 40 shots per E-Clip or 50 per LE-Clip
  • Weight: 7 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.270, R:UE


2 Vibro-Sabre
Image
  • Damage: 2D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Stormspire Loot:

TW Animal Repellent (WB26 pg. 96)
  • Many adventurers scoff at something so small and humorous, but when one is used to frighten off a hungry pack of Raptors, no one laughs. With predators a constant danger to adventurers and exploration teams, these TW Animal Repellents can literally be a life saver.
  • The Whistle Clickers have two components, a whistle part and a "clicker" part patterned after the WW II "crickets" carried by Allied paratroopers. They can come in simple, plain designs or elaborately decorated pieces of jewelry.
  • Creation Requirements: Generally some sort of whistle and "clicker" combination, with a single small quartz crystal wrapped in wire inside the whistle instead of the traditional "pea."
  • Creation Spells: Energy Bolt (5), Repel Animals (7), Thunderclap (4), and 50 P.P.E. in addition to that required for the previous spells.
  • P.P.E. Cost to Activate: 3 P.P.E. or 6 I.S.P. to Repel Animals, and 2 P.P.E. or 4 I.S.P. to sound the Thunderclap.
  • Duration: Immediate. M.D.C. of the TW Device: 1D6 M.D.C.
  • Magical Effects or Bonuses: Functions as if someone just cast
    the spell invocation Repel Animals or Thunderclap as appropriate. The whistle activates the Repel Animals and the clicker activates the Thunderclap.
  • Cost: 30,000 credits; good availability.



TW Lantern Poles
  • Rather than travel with fuel oil lanterns, or even solar or battery powered electric lights, adventurers can travel with the much less troublesome TW Lantern Poles. There are two varieties, one that uses the spell Lantern Light, the other using the much more powerful Globe of Daylight. The Globe of Daylight version has the added advantage of keeping vampires and other supernatural creatures afraid of or harmed by natural sunlight at bay. Essentially a large quartz crystal is enclosed in a wire mesh lantern housing that hooks to a pole. The pole can be tied or hooked onto, or slid into, a backpack so that the lantern dangles over the head of the traveler, carried by hand like a walking stick or staff, or stuck in the ground at campsite. A weighted base to hold the pole is an optional purchase (10 credits) and suitable for use indoors or out. The mesh lantern portion can also be unlatched and removed to set on a tabletop, hung from a tree branch, carried by hand, and so forth. TW Lantern Poles are mUltipurpose, sturdy and reliable pieces of survival equipment that can be counted on in all types of weather, including torrential downpours and even underwater! Creation Requirements: A wood, plastic or metal shaft, typically 5-7 feet (1.5 to 2.1 m) tall with a wire mesh lantern attached to the top of it, one or two large, clear quartz crystals worth at least 100 credits total for the Lantern Light version, or one clear quartz crystal worth at least 400 credits for the Globe of Daylight version. The crystal is housed in a tight wire mesh inside of a glass sphere suspended inside of a metal framework cage complete with a handle on top. Creation Spells: Energy Bolt (5) and either Lantern Light (1) or Globe of Daylight (2), and 55 P.P.E. in addition to that required for the previous spells. P.P.E. Cost to Activate: 2 P.P.E. or 4 I.S.P. for the Lantern Light version, or 4 P.P.E. or 8 I.S.P. for the Globe of Daylight version. M.D.C. of the TW Device: Lantern 12 M.D.C. - Pole: 18 M.D.C. Duration: 4 hours for the Lantern Light version, 2 hours for the Globe of Daylight version. Magical Effect: Functions as per the spell invocation Lantern Light or Globe of Daylight. A knob on the lantern can "dial down" the intensity of the light by as much as half. Cost: 10,000 credits for the Lantern Light, and 20,000 to 25,000 credits for the Globe of Daylight. Good availability and very popular in Dinosaur Swamp



TW Watchguard Poles

Sometimes combined with the TW Lantern Poles, TW Watchguard Poles are good for groups that don't have the necessary manpower to post sentries around the entire perimeter. Each Watchguard Pole operates independently to warn if an intruder comes within its range, but placement can make them effectively interlinked with no "holes" in the invisible sensor fence.
[*]When an intruder is detected (anything that is the size of a medium, 40 pound/18 kg dog, or larger), the pole alerts the individual who activated it. That individual knows the exact location of the intrusion and a rough idea of how many (one, two, a few or many), and the tripped Watchguard Pole emits a bright, flashing strobe light noticeable by everyone within 100 yards/ meters.
[*]The flashing usually scares off most animals, except predators and intelligent beings, though they may both be smart enough to take cover and wait to see who comes to investigate.
[*]The Pole can be reset by turning it off with a verbal command from the person who activated it, and reactivating it (at the full 7 P.P.E. cost).
[*]Creation Requirements: Similar to the TW Lantern Poles, except the necessary crystal is a large Alexandrite worth at least 6,000 credits.
[*] Creation Spells: Energy Bolt (5), Watchguard (10), Lantern Light (1), Blinding Flash (1), and 95 P.P.E. in addition to that required for the previous spells. P.P.E. Cost to Activate: 7 P.P.E. or 14I.S.P.
[*]Duration: 8 hours per activation. M.D.C. of the TW Device: Lantern (for the warning light): 12 M.D.C. - Pole: 16 M.D.C. [*]Magical Effect: As described above. Cost: 40,000 credits per each Pole (+ 1 0,000 if also a TW Lantern Pole).
[*]to fair availability at cities of magic. Poor to no availability elsewhere, except Dinosaur Swamp where outsiders regularly visit.

  • Lightning Axe

    [size=85]
    • Range: Close combat or 200 feet (61 m) when thrown.
    • Bonuses: + I to strike in hand to combat, + I to strike when thrown.
    • DurationlPayload (as weapon or protective force): One melee round (15 seconds) per level of experience of the individual who activates it.
    • Weight: 5 lbs.
    • Features: Wielder is impervious to energy attacks (when activated)
  • A 3-4 foot (0.9 to 1.2 m) long rod of metal ending in an axe-shaped blade. The rod and blade are plated in gold or copper. Ends in a heavily insulated handle large enough to be wielded as a two-handed weapon.
  • axe-blade is either serrated or shaped to look like a beetle or insect of some kind (its wide flat body, wings or mandibles the actual blade).
  • It can be used as an M.D. axe to chop M.D. materials or to fire an electric arc. Requirements to Create: Call Lightning (15) and Electric Arc (8 P.P.E.) spells and 130 P.P.E. points.
  • Mega-Damage: 2D6 M.D. as an M.D. axe or 2D6 M.D. per blast of electricity. Magic Powers: The Lightning Axe can chop into an object (2D6 M.D. and counts as one attack) and then be made to send an electrical current into that object (2D6 M.D.; each electrical surge counts as one melee attack/action). Damage from each electrical current/surge while the axe is still chopped "in" the object is doubled if it is a machine with electronic components and circuitry such as a computer, sensor/scanner devices, radios, vehicles, or robots (not applicable to body or power armor).
  • Additionally, there is a
  • 01-45% chance of frying one of the following electronic systems (G.M. can make a random percentile roll or pick one). 01-20% Fries communications system. No radio or video recording, receiving or transmitting capabilities.
  • 21-40% Fries primary sensor systems (radar and sensor scanners are dead). Is there a secondary, backup system? If not, these sensors are good.
  • 41-50% Fries optic systems! Manned sight only. Reduce bonuses to strike and piloting skill accordingly. May require an outside observer to direct. 51-60% Fries computer systems, including combat and targeting systems. Bonuses and capabilities from those systems are gone. Adjust appropriately.
  • 61-70% Locomotion function impaired (loses one or more thrusters, leg or wheel freezes up, and so on). Reduce speed and dodge by half. Non-combat machines lose (cannot find) one part/function of itself. If a computer, it cannot find a particular drive (gone), or loses a chunk of memory, and similar.
  • 71-80% One secondary weapon (or capability if non-combat machine) is lost. 81-90% One main weapon (or capability if a non-combat machine) is lost.
  • 91-00% Fire in the pilot compartment! Takes 2D4 melee rounds to put it out. During that time, attacks/actions per melee round are reduced by half, piloting skill is reduced by half, and all combat bonuses are negated; unmodified die rolls only!
    b] 2 Lightning Rod[/b]
    Image
    [size=85]
    • Range: close combat or 1,200'
    • Damage: 2D4 M.D. or 1D6 M.D. per lightning bolt
    • Rate of Fire: 4 lightning bolts per melee max
    • Weight: 5 lbs.
    • Features: Wielder is impervious to energy attacks (when activated)
    • Modifiers: +1 to strike in melee combat, +2 to strike with lightning bolts
    TW Characteristics:
    • TW Functions: [insert bulleted sub-list, if needed]
    • Activation Cost: 15 P.P.E.
    • Device Level: 5
    • P.P.E. Construction Cost: 150
    • Spell Chains Needed: Call lightning (15)
    • Physical Requirements: iron rod, gold or copper plating
    • Duration of Charge: 5 melees
    • Book Reference: p.320, BoM


Xiticix Spear 2

[list]

The spear is among the Xiticix Warriors favorite weapons and
can be used as a stabbing, parrying, blunt (when using the end
without the blade) and throwing weapon. Its versatility also
means it can be used one-handed or two.
[*]Weight: l O-l2 lbs (4.5 to 5.4 kg).
[*]Mega-Damage: I D6+3 M.D. as a stabbing, slashing or thrown
weapon + Supernatural P.S. punching damage, but only ID4
M.D. + P.S. punch damage as a blunt weapon.
[*]Range: A hand-held melee weapon that can be thrown effectively (by Xiticix) up to 300 feet (9 1 .5 m) away. 1 20 feet (36 m)
by most strong characters (bionic or robot P.S. of 21 or higher) and only about 60 feet ( 1 8.3 m) for most humans and DBees.
[*]Bonuses: + I to disarm and +2 to parry. +3 to strike when thrown.
[*]Market Cost: 7,000-10,000 credits; uncommon.
Last edited by Rocky on Fri May 08, 2020 5:15 pm, edited 37 times in total.
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Re: Rocky (PSi-Ghost )

Postby Rocky » Sun Mar 31, 2013 9:41 am

Reality
His name is Robert Connor one of the many Heroes of Psyscape, he grew up in Psyscape with his parents (William and Patsy), younger brother (Joe) and younger sisters (Eve and Faith) all Psi-Ghost. He has several uncles, aunts, cousins and other Psi-Ghost friends. This group stayed very close together in Psyscape and they had ties to the Psi-Ghost outside. It seemed in the past they were persecuted for being different and here in Psycape it was a haven for them. Not much was said about what parents did, but at times they would leave for a while and in a month or two returns home. A code of ethics was driven in about who they were and what it meant to be a ghost. Psi-Ghost kept secrets, Psi-Ghost protected Psi-Ghost where and when ever they could.

No one knows why Rocky hates music, it is just one of those odd things. He was always that way, he hated to be sung to as a child, and music just made this him irritable. Later on in life it made him irritable enough to take drastic actions, like destroying the offensive equipment, or sucker punching the one who turned it on.

In Psyscape he grew up with several different D-Bees and Dragons to him his childhood was one of a fantasy land, living in a place where one could create a home out of ectoplasma and when you wanted to change it, change was just a though away. He really enjoyed living with such a diverse group of beings Elves, Ogres, Goblins, Dragons and so much more. The Ogres were strong. Elves aloof, beautiful and seem to know it all. Goblins were ugly, but they had a different way of looking at life and boy did they throw some wild parties. Oh and let’s not forget the Dragons! Well they were awe inspiring and they flew, flew up into the air with ease, Rocky wanted to do this too. He was interested in sports but was never the strong one, his thin frame but quickness helped compensate against the others he played with. He enjoyed academics and learning about the different races and abilities magic and psionics. Reading and writing here were the norm not like out in the CS world.

He is interested in the other sex. He had his boyhood crush on several Elven beauties and who wouldn’t. He has dated them and other humans. He never really had time to develop a long lasting relationship. This seems to have continued till present.

He attended the Psychic Academy, this help refine his abilities. It was here that he showed an interest in electronics. He was liked by all his professors and enjoyed this time of his life. He marveled at those psychics who had the ability to forecast the future, he would send time with them learning that not all they saw was set in stone but were a possibility of things that might come to pass. Beings could change what happens in the world if they would only do and not wait. It was during this time he really found out that the rest of the world was not as pleasant as it was in Psyscape. Oh yes he had heard tales, tales that were suppose to scare little children at night time, but how could such things be true, especially in a world as beautiful as this. He graduated near the top in his class.

At 21, when he graduated from the academy, he was asked to join PIA, Psyscape Intelligence Agency. He had heard of rumors of this agency and always thought he would be good at this type of job. Later he found out that lots of the Psi-ghosts were in this agency. So when they asked he did not hesitate to say yes.

The Psyscape Intelligence Agency, PIA, has three mission objectives. First, PIA will gather information important for the well being Psyscape. Second, PIA will support Psyscape’s personnel and other agencies that are out in the field. Finally PIA will coordinate and direct actions against anyone who interferes with Psyscape’s goals, using any resources at its disposal.

His first job was to help a Psi-Tech (Eugene Taylor) in Lazlo keep an eye on things. He was given a place to call his own and they created a passport for him as a citizen of Lazlo. Eugene was the perfect mentor for him, he learned a lot about electronics, ELINT (Electronic Intelligence), and the use of computers to help gather and store information. He was taught the importance of electronic signals to modern military and to modern society. He was taught how to use it and how to take it away.

Eugene would take him out at times in the field and they used the Bandito Arms Wild Weasel to gather and jamm signals from Free Quebec, CS and others, then disappear quickly. His psychic abilities as a Psi-ghost, total recall, , Speed Read and Machine Ghost helped him tremendously. Learning to pilot the SAMAS help fulfill one of his loves and that is to Fly.

Eugene also took him out in the streets and showed him about gathering intelligence from human sources. He also introduced him to the dark side of the business, the assassination of beings that PIA deemed needed to be eliminated. It was easy for him to slip thru walls and get behind someone usually while they were not aware of it and terminate them. He did not like it much but he understood that at times this was the best way to eliminate a threat. After two years there PIA had his first real assignment. He was to go to the Lonestar area.

In Lonestar PIA set him up with another group of operatives, they needed his ability to go intangible to get in and place bugs deep inside the complex. Important information about the size and purpose of Lonestar were gathered. But one could not stay there long without the CS wondering what you were up to. So to throw the CS off his tail, he did other odd jobs in towns in the area as a mercenary.

Rocky eventually joined a small mercenary group called the Armstrong’s Red Raiders. The mercenary group, some would say bandits at times, took out demons, vampires and bandits for the right price. They were armed with SAMAS and other high tech equipment for surveillance. The leader, George Armstrong, met Rocky in a bar. He took a liking to Rocky right away. When Rocky said he was familiar with the Wild Weasel, that sealed the deal, he hired him on the spot. George had his own Wild Weasel but was getting on in years, so he had found his replacement in the air.

Eventually word got out, the Red Raiders were using a special SAMAS, one that the CS didn’t like. The CS got word of this and planned a special surprise for them. The plan was brilliant, they would hire the group to do a job and send them into a trap. A trap that would negate this groups advance technology and crush them quickly.

They struck quick and without warning. The blood bath was over in the first few seconds, the Red Raiders just didn’t know it. Rocky and a few others flyers ran from the onslaught. Rocky doesn’t know how many if any survived because the split up. Shortly after he tried to lead a group of CS Flyboys off a pair of SAMAS, a husband and wife team, this seemed to work. In the next few minutes the CS caught up to the Wild Weasel he was in and poured in the fire. It was just because of his mutant ability to ghost and luck that he escaped the machines death dive to the ground.

He awoke the next day after having a dream about him heading to Merctown. He headed to a small town to recoup for a while. He then made his way northeastward. On his way there he had an encounter with some local authorities about sleeping with those he shouldn’t, this only sped him on his way faster.

When he arrived in Merctown he thought maybe he was about to settle down for a while, then he heard of a group heading out to the far West and he joined up with Arkansas Walker and company after communicated through dream vision with PIA. He has prove himself as someone who can gather information. He has tried to hide who and what he really is. He has not used his ghosting ability in front of any of them. They all suspect that he uses psychic powers to find things and to get information.
Last edited by Rocky on Mon Apr 01, 2013 1:46 pm, edited 1 time in total.
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Re: Group Catch-All Thread

Postby Rocky » Mon Feb 18, 2019 10:53 am

Rocky's Room

OOC Comments
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Unsecured NGMI Card: 157,375 [size=85][color=#4000FF](Augur 02/17/2019)[/color][/size]
Unsecured Black Card: 6,250 [size=85][color=#4000FF](Augur 02/17/2019)[/color][/size]
Unsecured Universal Card: 243,288 [size=85][color=#4000FF](Augur 02/17/2019)[/color][/size]
Unsecured UTC Card: 1,700,000 credits [size=85][color=#4000FF](Augur 02/17/2019)[/color][/size]
Lock picking tools
Wilk's Holographic Mini-Camera
Pen flash light
Portable CD recorder
Portable language translator
Citizen ID to CS Lone Star
Disc Camera
Hand held computer
Micro Printer
Sun Glasses and Goggles
Video disc player
Walkie-Talkie
Hand cuffs [size=85](S.D.C.) [/size]
Canteen
MercTown ID: Rocky Rhodes
Fake ID: Citizen of Lazlo
(12) Rolls of film
35 MM camera
(12) Disc of film
Air Filter Gas Mask
Black Jump suit
ID cards (Rockman, R-man)
Large flashlight
(5) Tracer bugs
(10) Wilk's Recording discs [size=85](variable duration depending on medium)[/size]
6 Holographic Personal Computers
4 cans Metal Spray [size=85](3 uses per can)[/size]




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[b]NG-XF17 Ironwing[/b]
[img]http://explorersunlimited.com/images/upload/2018/12/18/20181218175018-5e5ed23d.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list][*]* Head: 80
[*]* Head Laser: 15
[*]** Wings (2): 100 each
[*]*XF217 Particle Beam Rifle: 50
[*]*Shoulder Launchers (4): 25
[*]*Shoulder Intake Jets (2): 50 each
[*]*Main Rear Jets (4): 60 each
[*]*Forearm Buzz-Saw (1): 30
[*]*Forearm Vibro-Blades (2, concealed): 30 each
[*]*UEL Cables: 6 each
[*]Arms (2): 65 each
[*]Legs (2): 110 each
[*]Main Body: 235[/list]
* Requires a called shot at -4 to strike
** Destroying a wing makes flight impossible, -20% to applicable skills, and -20% to speed & leap distances
[u][b]Statistical Data:[/b][/u]
Running: 40 mph max (20% fatigue), 50 mph minus both wings
Leaping: 10' up & 15' across, 100' up & 200' across w/thruster assist; hover to 28'
Flying: VTOL propulsion system; can hover and fly; 290 mph max speed, cruising is 150 mph. 4,000' max altitude
Underwater: Swim or walk on bottom at 5 mph; submersion kills propulsion for 1D4+2 hours; 800' max depth
Class: Armored Flying Infantry Assault Suit
Crew: One
Dimensions: 8-10' high, 4' wide, 3' long, 19' wingspan, 720 lbs.
Physical Strength: Robotic P.S. 28
Cargo: None
Power System: Solid Oxide
[u][b]Weapon Systems[/u][/b]
[b]XF217 “Dragon Stopper” Particle Beam Rifle[/b]
[list][*]Range: 1,600'
[*]Damage: 6D6+10 M.D.
[*]Rate of Fire: Single shots only
[*]Payload: unlimited for Nuclear and Solid Oxide, 20 shots for battery version (3 shots per E-clip)[/list]
[b]XF17 Head Laser[/b]
[list][*]Range: 2,000'
[*]Damage: 2D6 M.D.
[*]Rate of Fire: Single shots only
[*]Payload: unlimited for Nuclear and Solid Oxide, 80 blasts for battery version[/list]
[b]XMGL-117 Combo-Launchers (2)[/b]
[list][*]Range: 1 mile, or 1000' for grenades
[*]Damage: varies by mini-missile or grenade type
[*]Rate of Fire: One at a time or in volleys of 2/4. Grenades are fired one at a time or in pairs.
[*]Payload: 16 mini-missiles (4 in each top launcher) and 48 grenades (12 in each lower launcher)[/list]
[b]Forearm Vibro-Blades[/b]
[list][*]Damage: 1D6 M.D.
[*]20-60 mph: 2D6 M.D.
[*]61-150 mph: 3D6 M.D.
[*]>150 mph: 4D6 M.D. (dive attacks 2 APM)[/list]
[b]Buzz-Saw (1)[/b]
[i]Cannot be used at speeds 40 mph+[/i]
[list][*]Range: close combat
[*]Damage: Light (2D6 M.D.), Medium (4D6 M.D.), Heavy (1D4x10 M.D.)[/list]
[b]Hand to Hand Combat:[/b] damage per Robotic P.S. 28
[list][*]Power Dive Punch: 3D6 M.D., but counts as two melee attacks and all combat bonuses other than bonuses to strike are cut in half.
[*]Leap Kick: 2D8 M.D. (2 APM)[/list]
[b]Features of Note:[/b]
[list][*]Features common to all NG Power Armor (p.61, WB34)
[*]Enhanced Radar: 100 miles, I.D. & track 96 targets
[*]Helmet Cameras: record 96 hours of video and 4,000 photos
[*]Nightvision Optics (2,000')
[*]Voice Modulation: loudspeaker, language translator, and voice modulator (20 variations)[/list]
Modifiers: +1 to strike with wing blades, +2 to dodge when flying
Book Reference: p.103-106, WB34[/size]


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[b]NG-230 Prowler[/b]
[img]http://explorersunlimited.com/images/upload/2017/10/11/20171011140046-17b8ee68.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list][*]*Large Hover Jet (1; rear): 38
[*]*Small Hover Jet (1; rear): 15
[*]Side Hover Jets (2): 30 each
[*]*Undercarriage Directional Jets (4): 5 each
[*]*Side Stabilizing wings (2): 18 each
[*]*Tail Fin (1; large): 28
[*]*Forward Headlights (1): 4
[*]*Forward Laser Turret (1): 6 each
[*]Windshield (1): 18
[*]Main Body: 80[/list]
* Requires a called shot at -4 to strike
[u][b]Statistical Data:[/b][/u]
Maximum Speed: 190 mph
Range: [color=#FF0000]based on power plant; choose from options below & note here[/color]
Flying: Max. Altitude: 700' and handles drops of up to 900'
Modifiers: +5% to piloting, can use character prowl skill (under 35mph)
Crew: One rider only
Class: Combat hovercycle
Dimensions: 7'3" long, 700 lbs.
Cargo: None
Power System: Nuclear (10 year life)
[u][b]Weapon Systems:[/b][/u]
[b]Heavy Laser:[/b]
[list][*]Range: 2000'
[*]Damage: 2D6 M.D.
[*]Rate of Fire: single shots only
[*]Payload: 40 shots per E-clip[/list]
[u]Features of Note:[/u]
[list][*]None[/list]
Book Reference: p.166-167, WB34[/size]


x3
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[b]Coalition States Smoke Grenade[/b]
[size=85][list][*]Range: 120' thrown
[*]Damage: -5 to combat actions in a 20-30' AoE[/list][/size]

x3
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[b]Coalition States Tear Grenade[/b]
[size=85][list][*]Range: 120' thrown
[*]Damage: -1 APM, -3 to initiative, -10 to combat actions in a 25' AoE
[*]Duration: 1D6+1 melees; save vs. non-lethal toxins[/list][/size]


x2
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[b]MageFire TW Nexus Grenade[/b]
[size=85][list][*]Range: P.S. >20: 100', P.S. 20+: 200', SN P.S.: 300'
[*]Damage: 55% chance of closing a rift and does 1D6x10 M.D. to 500' AoE
(does damage whether the Rin closes or nOl).
[*]Payload: Single use TW item
[*]Weight: .5 lb.
[*]Features: after pin is pulled, user has five seconds to throw it before it detonates[/list]
[u]TW Characteristics:[/u]
[list][*]TW Functions:
[list][*]Turns the invisible visible & Knocks TW flying devices out of the air
[*]40% chance of negating any Ley Line Magic spell & 50% chance to dispel magic barrier[/list]
[*]Book Reference: p.151, MercOps[/list][/size]


x2
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[b]MageFire TW Void Grenade[/b]
[size=85][list][*]Range: P.S. >20: 100', P.S. 20+: 200', SN P.S.: 300'
[*]Damage: per TW function, 5' AoE
[*]Payload: Single use TW item; unleashes a 3rd level strength (Bottomless Pit) spell effect
[*]Weight: 1 lb.
[*]Features: after pin is pulled, user has five seconds to throw it before it detonates[/list]
[u]TW Characteristics:[/u]
[list][*]TW Functions: Victim is removed from scene; when victim reappears, disoriented for 1D4+1 melee rounds (-1 APM, and -50% to Spd, combat bonuses, and skills)
[*]Book Reference: p.151-152, MercOps[/list][/size]


x3
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[b]Wilk's Beehive Laser Grenade[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091901-d39c80ca.png[/img]
[size=85][list][*]Range: 120' when thrown, double with SN P.S.
[*]Damage:
Man-Sized: 3D6 M.D.
Giant-Sized: 5D6 M.D.
Car or larger: 1D6x10 M.D.
[*]Rate of Fire: N/A
[*]Payload: 1 Charge. Can be recharged
[*]Weight: 12 oz.
[*]Features: 1.5 second (duration), 30' AoE
[*]Modifiers:
[*]Book Reference: p.209, WB14[/list][/size]


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[b]UTI Zapper Gun[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092700-49621cd7.png[/img]
[size=85][list][*]Range: 1,000'
[*]Damage: 2D4 M.D. + special
[*]Rate of Fire: single shots only
[*]Payload: 15 shots per E-clip
[*]Weight: 8 lbs.
[*]Features: Special: save vs lethal toxins or suffer 1D6 damage (or 1D6 M.D. as appropriate), lose initiative, & -1 to all combat actions for 1D4 melees
[*]Modifiers: None
[*]Book Reference: p.74, WB10[/list][/size]


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[b]M.D.C. Tac Vest w/Helmet[/b]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Tactical Vest: 25
[*]Tactical Helmet: 15[/list]
A.R.: 16
Weight: 2 lbs.
Modifiers: None
[u]Features:[/u]
[list][*]None[/list]
Book Reference: p.109, MercOps[/size]


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[b]NE-BA-40 "Infantry" Medium Body Armor[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083953-49617d9d.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Helmet: 70
[*]Arms: 40 each
[*]Legs: 60 each
[*]Main Body: 100
[*]Forcefield: 45[/list]
Weight: 20 lbs.
Modifiers: -10% to physical skills
[u]Features:[/u]
[list][*]All standard NE environmental armor features (p.35-36, DB8)
[*]Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
[*]Integrated N-F10A Light Force Field[/list]
Book Reference: p.40, DB8[/size]


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[b]NE-BA-30 Light Body Armor[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083953-a525f902.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Helmet: 50
[*]Arms: 30 each
[*]Legs: 40 each
[*]Main Body: 60
[*]Forcefield: 45[/list]
Weight: 10 lbs.
Modifiers: -5% to physical skills
[u]Features:[/u]
[list][*]All standard NE environmental armor features (p.35-36, DB8)
[*]Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
[*]Integrated N-F10A Light Force Field[/list]
Book Reference: p.39-40, DB8[/size]



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[b]Branaghan EBA[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083935-93e80677.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Helmet: 40
[*]Arms: 28 each
[*]Legs: 38 each
[*]Main Body: 75[/list]
Weight: Armor: 15 lbs.
Modifiers: -10% to climb, -20% to other physical skills.
[u]Features:[/u]
[list][*]Standard features common to all EBA[/list]
Book Reference: WB14, p.178[/size]


x2
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[b]NE-6 "Magnum" Plasma Cartridge Revolver[/b]
[img]http://explorersunlimited.com/images/upload/2019/02/09/20190209152629-168e8471.png[/img]
[size=85][list][*]Range: 500'
[*]Damage: 1D4x10 M.D.
[*]Rate of Fire: Single shots only
[*]Payload: 6 NE-003PC rounds; hand-loaded cylinder
[*]Weight: 6 lbs.
[*]Features: None
[*]Modifiers: W.P. Handguns or W.P. Energy Pistol
[*]Book Reference: p.52, DB3[/list][/size]


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[b]NE-50 Particle Beam Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092639-8e405adb.png[/img]
[size=85][list][*]Range: 1,200'
[*]Damage: 1D4x10 M.D.
[*]Rate of Fire: Single shots only
[*]Payload: 8 shots per E-clip, 16  per LE-clip
[*]Weight: 13 lbs.
[*]Features: None
[*]Modifiers: W.P. Energy Rifle
[*]Book Reference: p.123, Mercenaries[/list][/size]


x2
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[b]Wilk's 237 "Backup"[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091856-f814e1b5.png[/img]
[size=85][list][*]Range: 500'
[*]Damage: 3D6 M.D. per shot or 6D6 M.D. per double shot
[*]Rate of Fire: Single or double shots only
[*]Payload: 16 shots per E-clip, 32 shots per LE-clip
[*]Weight: 3 lbs.
[*]Features: light weight, superior balance
[*]Modifiers: +2 to strike on aimed shots
[*]Book Reference: p.205, WB14[/list][/size]


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[b]Wilk's 457 Laser Pulse Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2018/08/08/20180808180247-9f3628e8.png[/img]
[size=85][list][*]Range: 2000'
[*]Damage: 3D6+2 M.D. per shot or 1D6x10 M.D. burst
[*]Rate of Fire: Single shots or 3-shot bursts only
[*]Payload: 30 shots per LE-Clip
[*]Weight: 6 lbs.
[*]Features:
[*]Modifiers: +1 to strike on aimed shots
[*]Book Reference: p.206, WB14[/list][/size]


x2
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[b]CFT “Auto-Shooter“[/b]
[img]http://explorersunlimited.com/images/upload/2019/01/16/20190116085530-cd1cc07c.png[/img]
[size=85][list][*]Range: 300’
[*]Damage:
[list][*]Single Shot: 3D6 M.D.
[*]Short Burst: 9D6 M.D.
[*]Short Spray: 3D6 M.D. to 1D4 targets in 90° arc[/list]
[*]Rate of Fire: Single shots, Short Bursts (1D6+5 rounds), Short Sprays (10 rounds)
[*]Payload: 10 round magazine
[*]Weight: 2.7 lbs.
[*]Features: Selective fire, fires E-6 rounds only
[*]Modifiers: None
[*]Book Reference: p.213, WB14[/list][/size]


x2
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[b]Phase Sword[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155447-88041484.png[/img]
[size=85][list][*]Range: close combat
[*]Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
[*]Weight: 5 lbs.
[*]Features: Phase Technology (p.122, DB2)
[*]Modifiers: None
[*]Book Reference: p.124, DB2[/list][/size]


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[b]Out of Phase Field[/b]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Field Projector: 10[/list]
Weight: 5 lbs.
Modifiers: +1 to dodge (doesn't stack)
[u]Features:[/u]
[list][*]Can be worn over light armor only (>50 M.D.C.)
[*]Turns the wearer intangible
[*]Vulnerable to magic, psionics, & phase beamers
[*]Battery-powered: 1 hour (or 20 use) total duration[/list]
Book Reference: p.124-125, DB2[/size]


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[b]Phase Field[/b]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Front Projector: 10
[*]Rear Projector: 10[/list]
Weight: 5 lbs.
Modifiers: None
[u]Features:[/u]
[list][*]Negates 90% of incoming damage high speed damage
[*]Melee attacks are unaffected by P-fields
[*]Battery Duration: 12 hours[/list]
Book Reference: p.124, DB2[/size]


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[b]Crystal Assault Rifle [/b]
[img]http://explorersunlimited.com/images/upload/2019/02/18/20190218165330-95c62644.png[/img]
[size=85][list][*]Range: 2,000'
[*]Damage: 4D6 M.D. + Psionic Paralyzation
[*]Rate of Fire: single shots only
[*]Payload: 40 shots per Crystal Cell or 8 I.S.P. per shot
[*]Weight: 6 lbs.
[*]Features:
[list][*]Psionic Paralyzation: save vs lethal toxins or paralyzed for 1D4 melees
[list][*]On a failed roll of 5<, a save vs coma/death is required (see book)[/list][/list]
[*]Modifiers: Must be a psionic to use
[*]Book Reference: p.128, DB2[/list][/size]


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[b]Shadow Cloak[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703081442-038577bf.png[/img]
[size=85]M.D.C.: 15
Weight: 1 lb.
Modifiers: +20% to hide in shadows (when not shadow-melding)
[u]Features:[/u]
[list][*][/list]
[u]TW Characteristics:[/u]
[list][*]TW Functions:[/list]
[list][*]Shadow Meld: as per the spell at 5th level of proficiency (p.103, BoM)
[*]Activation Cost: 10 P.P.E.[/list]
[list][*]Shadows of Death: wearer gains H.F. 12; opponents are -2 to all combat bonuses
[*]Activation Cost: 45[/list]
[*]Spell Chains Needed: Shadow Meld (10), Shadows of Death (45), Cloak of Darkness (6) Invincible Armor (30), Energize Spell (12)[/list]
Book Reference: p.120, WB16[/size]


Code: Select all
[b]TW Thundergun Revolver[/b]
[img]http://explorersunlimited.com/images/upload/2017/10/14/20171014192812-f45f3019.png[/img]
[size=85][list][*]Range: 500'
[*]Damage: 3D6 to mortal beings, 5D6 M.D. to practitioners & creatures of magic, 1D6x10 M.D. to supernatural beings
[*]Rate of Fire: single shots only
[*]Payload: 6 shots
[*]Weight: 3 lbs.
[*]Features: W.P. Handguns
[*]Magic only affects silver bullets, normal bullets do ordinary damage
[*]A silver bullet that strikes a supernatural or magic being cracks with the sound of thunder
[*]Modifiers: None[/list]
[u]TW Characteristics:[/u]
[list][*]TW Functions: [insert bulleted sub-list, if needed]
[*]Activation Cost: 15 P.P.E. enchants 6 silver bullets
[*]P.P.E. Construction Cost: 84
[*]Spell Chains Needed: Energy bolt (7), sense evil (2), sense magic (4), fly as the eagle, fire bolt (7) and thunderclap (4)
[*]Physical Requirements: Schofield No. 3 revolver and a clear diamond worth 5000 credits+
[*]Construction Time: 60 hours
[*]Book Reference: p.215, WB14[/list][/size]
Last edited by Rocky on Fri May 01, 2020 9:12 am, edited 1 time in total.
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Re: Rocky (Psi-Ghost )

Postby Augur » Wed Oct 16, 2019 3:21 pm

NG-W9 Light Labor Drone called "T-42"
Image
Alignment: N/A; simple intelligence
Disposition: N/A; simple intelligence, can only respond to simple questions
M.D.C. by Location:
  • *Hands (2): 8 each
  • Arms (2): 20 each
  • *Laser Finger (1 each hand): 2
  • Legs (2): 40 each
  • *Head: 40
  • Main Body: 100
* Requires a called shot at -4 to strike
Statistical Data:
Running Speed: 50 mph max
Leaping: 12' up or across, +10' w/running start
Underwater Capabilities: walk on bottom at half speed, swim at 10 mph; 1,000' max depth
Dimensions: 6.6' high, 3' wide, 2.5' long, 800 lbs.
Physical Strength: Robotic P.S. 24
Power System: Solid Oxide
Weapon Systems:
Laser Finger Gun:
  • Range: 100'
  • Damage: 6D6, 1D6x10, or 1D4 M.D.
  • Rate of Fire: Single shots only
  • Payload: unlimited
Combat Bonuses: 3 APM
Features of Note:
  • Programmed to never harm living creatures under any circumstances
  • Basic optical systems (visible light, infrared, ultraviolet, & polarized filters)
  • Short-range radio (5 miles)
  • Amplified Hearing
  • Base Program: Math: Basic 96%, Languages: American, Spanish and Techno-Can 92%
  • Specialized Labor: Transportation: Pilot: Automobile 96%, Pilot: Hover Craft (ground) 90%, Pilot: Truck 90%, 3 civilian pilot skills of choice at 88%
  • Military Combat Program: Climb 96%/86%, Computer Operation 96%, General Repair & Maintenance 80%, Intelligence 85%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Parachuting 90%, Pilot: Boat, Motor Type 86%, Pilot: Hover Craft 96%, Radio: Basic 96%
Modifiers: None
Book Reference: p.246-248, WB34
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Re: Rocky (Psi-Ghost )

Postby Rocky » Mon May 18, 2020 11:37 am

Psi-Ghost,

1 0,000-2060
2 2,061-4,160
3 4,161-8,520
4 8,521-16,900
5 16,901-25,600
6 25,601-35,900
7 35,901-50,500
8 50,501-70,900
9 70,901-95,500
10 95,501-130,900
11 130,901-190,500
12 190,501-240,900
13 240,901-350,900
14 290,501- 350,901
15-290,500 -400,501
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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