Daphne "The Phoenix" Ross (Human Robo-Gladiator) LEVEL UP

This is where the characters of players who have reserved inactive slots are stored.

Moderators: Game Masters, Group Leaders

Daphne "The Phoenix" Ross (Human Robo-Gladiator) LEVEL UP

Postby Daphne » Sat Oct 03, 2015 5:37 am

Player Name: John
YIM Handle: Matheis81

Character Name: Daphne Ross
Alias: “The Phoenix”
Race: Human
O.C.C.: Robo-Gladiator
Alignment: Unprincipled
XP Level: 6
XP Points: 29,217 [Quad 2 2019 - UG 10062019]
Next Level @ XP: 24,961 (Uses Robot Pilot XP Table)
Sentiments/Non-Humans: Has had mostly good experiences with D-Bees and accepts them as equals without doubt or suspicion. Suspicious of creatures of magic and supernatural beings.
Sentiments/Coalition: Respectful but wary. Knows the CS is capable of greatness and ruthless savagery. Has heard a great many things about the Coalition, but doesn’t have any strong feelings about them one way or the other.
Disposition: Wild Girl. May mean well, but tends to be bullheaded, overconfident, takes unnecessary risks and tends to rush into situations without thinking it all through.
Insanity: Uncontrollable impulsive addiction to tattoos--the inability to satiate this impulse results in consequential negatives (GM's discretion)

ATTRIBUTES
I.Q.: 16
M.E.: 11
M.A.: 14
P.S.: 13
P.P.: 16
P.E.: 17
P.B.: 12
Speed: 17

PHYSICAL DATA
P.P.E.: 6
H.P.: 29
S.D.C.: 43
Age: 30
Sex: Female
Height: 4’9”
Weight: 125 lbs
Description: Short and feisty and tattooed. She tends to wear tough but stylish clothes with bright colors and patterns. She wears her fiery red hair in a loose Mohawk, though she tends to dye her hair frequently.

Natural Abilities
Perception Bonus: 32% (+3%)
Charm/Impress: 10%
Invoke Trust/Intimidate: 30% (45% w/ Famous Ability)
Max. Encumbrance: 50 lbs.
Max. Carrying Weight: 130 lbs
Max. Lifting Weight: 260 lbs
Max. Jumping Ability: 14.5' Long Jump, 5.25' High Jump.

Special Abilities
Famous!: M.A.: +3 to the M.A. of unknown Robo-Gladiators, +5 for known Gladiators, +7 for rising stars and up and comers in the arena, and +11 for Champions, including retired ones.
Draw Attention: The Robo-Gladiator knows how to soak up the spotlight; for the first 1D4 melee rounds attackers are nervous and -1 to strike, and because they are focused on the gladiator they are -2 on Perception Rolls concerning anyone or anything other than him for that duration. Meanwhile, the Robo-Gladiator’s allies, who are being largely ignored, get bonuses of +1 on initiative and +1 to strike for that same duration period.
Intimidation: For one melee round, assign the Robo-Gladiator or his war machine a Horror/Awe Factor of 10+1D6 (+2 additional if a current or former Champion).
Showstopper!: Select one close combat attack (punch, kick, chopping blow, etc.) to designate as the Showstopper. If an opponent is below 50% of his total M.D.C., the Robo-Gladiator may choose to spend twice the normal amount of melee actions/attacks in order to perform the Showstopper, which causes double damage and deprives the victim of two melee actions/attacks.

O.C.C. Skills
Language: American 98%
Basic Mechanics 52% (+5%)
Computer Operation 67% (+5%)
*Literacy: American 57% (+5%)
Navigation 62% (+5%)
Performance 64% (+5%)
Pilot: Robots & Power Armor 87% (+3%)
Public Speaking 57% (+5%)
Radio: Basic 62% (+5%)
Robot Combat: Basic
Robot Combat: Elite (Heavy Ground Robots)
Robot Combat: Elite (Light Ground Robots)
Robot Combat: Elite (Ground-Based Power Armors) (3rd)
Robot Combat Elite (Flying Power Armors) (1st)
Robot Mechanics 47% (+5%)
*Electrical Engineer 52% (+5%)
*Advanced Mathematics 62% (+5%)
Sensory Equipment 62% (+5%)
Weapons Engineer 52% (+5%)
*Mechanical Engineer 42% (+5%)
Wardrobe & Grooming 69% (+4%)
Weapon Systems 77% (+5%)
W.P. Heavy M.D. Weapons
W.P. Staff

O.C.C. Related Skills
Pilot: Hovercycles 91% (+3%)
Boxing
W.P. Energy Pistols
Acrobatics
*Sense of Balance 77% (+5%)
*Walk Tightrope or High-wire 71% (+3%)
*Climb Rope 88% (+2%)
*Back Flip 77% (+5%)
*Climbing 62% (+5%)
*Prowl 42% (+5%)
Gymnastics (1st)
*Sense of Balance 57% (+5%)
*Work Parallel Bars & Rings 65% (+3%)
* Back Flip 74% (+2%)
*Climb Rope/Rappel 64% (+2%)
Robot Combat: Elite (Space; 1st level)
Anthropology 32% (+5%; 1st level)
Fanatic Robophile 66% (+3%; 1st level)
Robot Electronics 30% (+5%; 1st level)
Computer Repair 32% (+5%; 1st level (+5% if Robot/Power Armor Computer))
Computer Programming 32% (+5%; 1st level)
Computer Hacking 22% (+5%; 1st level)

Secondary Skills
Running
Art (Professional) 52% (+5%)
Swimming 67% (+5%)
W.P. Handguns
Aerobic Athletics (1st)
*Sense of Balance 37% (+5%)
Barter 32% (+4%; 1st level)
Appraise Goods 32% (+5%; 1st level)
Find Contraband, Weapons, & Cybernetics 28% (+4%; 1st level)
Research 42% (+5%; 1st level)
Streetwise 22% (+4%; 1st level)

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +0
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +0 (+2 to kicking damage)
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +3
Other: KO/Stun on a Natural 20 (1D6 melees), Kick 2D4, Karate Punch 2D4.

Robot Combat Basic
Robot Combat Data: Basic
Number of Attacks: 7
Initiative Bonus:
Melee Strike Bonus: +4
Ranged Strike Bonus:
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +4
Bonus to Disarm: +3
Other: Power Armor Body Block/Tackle/Ram: 1D4 M.D. 50% chance of knockdown (lose initiative and one attack) counts as two attacks/actions.
Robot Body Block/Tackle/Ram: Damage equal to robot punch. 60% chance of knockdown against same size or larger, 80% chance of knockdown versus small targets (lose initiative and two attacks) counts as two attacks/actions.
Robot Combat Heavy Ground Robots
Robot Combat Data: Elite (Heavy Ground Robots)
Number of Attacks: 8
Initiative Bonus: +1
Melee Strike Bonus: +5
Ranged Strike Bonus: +1
Parry Bonus: +9
Dodge Bonus: +7 (+8 when moving)
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +4
Bonus to Disarm: +4
Other: Tear Pry: 1D6 M.D., Stomp: 1D6 M.D., Full Speed Running Ram: Damage equal to double robot punch. 85% chance of knockdown against same size or smaller (lose initiative and two attacks) counts as two attacks/actions.
Robot Combat Light Ground Robots
Robot Combat Data: Elite (Light Ground Robots)
Number of Attacks: 8
Initiative Bonus: +2
Melee Strike Bonus: +6
Ranged Strike Bonus: +1
Parry Bonus: +9
Dodge Bonus: +8 (+9 when moving)
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +7
Bonus to Disarm: +5
Other: Tear Pry: 1D4 M.D., Stomp: 1D4 M.D., Full Speed Running Ram: Damage equal to double robot punch. 70% chance of knockdown against same size or smaller (lose initiative and two attacks) counts as two attacks/actions.
Robot Combat Ground Based Power Armor
Robot Combat Data: Elite (Ground-Based Power Armor)
Number of Attacks: 8
Initiative Bonus: +1
Melee Strike Bonus: +6
Ranged Strike Bonus: +2
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +6
Other: Tear Pry: 1D4 M.D., Full Speed Running Ram: Damage equal to double robot punch. 50% chance of knockdown against same size or smaller (25% if up to twice as big; lose initiative and two attacks) counts as two attacks/actions.
Robot Combat Flying Power Armor
Robot Combat Data: Elite (Flying Power Armors
Number of Attacks: 7
Initiative Bonus: +2
Melee Strike Bonus: +5
Ranged Strike Bonus: +2
Parry Bonus: +9
Dodge Bonus: +8
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +3
Other: Punch Damage: As per Robot (or Augmented) P.S., Power Punch: Double damage, but counts as two melee attacks. Tear or pry with hands: 1D4 M.D. Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Robot Combat Space
Robot Combat Data: Elite (Space)
Number of Attacks: 7
Initiative Bonus: +2
Melee Strike Bonus: +5
Ranged Strike Bonus: +2
Parry Bonus: +9
Dodge Bonus: +8 (+11 when moving)
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +7
Bonus to Disarm: +5
Other: Punch Damage: As per Robot (or Augmented) P.S., Power Punch: Double damage, but counts as two melee attacks., Tear or pry with hands: 1D4 M.D., Kick Damage: As per Robot (or Augmented) P.S., Body Block/Ram: As per Robot (or Augmented) P.S. punch damage., Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions..


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. Heavy M.D. Weapons +2 to Strike.
W.P. Staff +2 to Strike, +1 to Parry.
W.P. Handguns +2 to Strike.
W.P. Energy Pistols +2 to Strike.

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): --
Psionics (15+): --
Last edited by Underguard on Sun Oct 06, 2019 9:14 am, edited 22 times in total.
Reason: Quad 2 2019 XP Rewards
User avatar
Daphne
Diamond Level Patron
Diamond Level Patron
 
Posts: 146
Joined: Sat Oct 03, 2015 4:58 am

Daphne's Equipment

Postby Daphne » Sat Oct 03, 2015 5:38 am

Equipment
Daphne's Room

Modified Kittani Transformable Robot-Fighter

Carried in Hand
NG-B30 Bangstick Staff

Worn on Person
NG-EX10 Gladius Light Exo-Skeleton Battle Armor
NE-02S Servo-Harness (Basic) w/ NG-101 Rail Gun Block III
Ultra-300 Armored Huntsman’s Choice Jumpsuit
Gloves
Track Boots
Armored M.D.C. Aviator’s Flight Jacket
Wallet (ID, NGCME Card, Credit cards, Loose cash, family photos.)
IDF Commando Wristwatch

"All-in-One" Utility Belt
Locks into the Overland Harness providing for a complete load-bearing system.
• Magazine Pouch (3): 3 E-clips
• Magazine Pouch (3): 3 LE-Clips
• Magazine Pouch (3): 3 LE-Clips
• Magazine Pouch (3): 3 LE-Clips
• Holster:
• Holster:
• Radio Pouch: Radio with headset
• Fanny pouch:

Pilot's Survival Kit
Image
    • Shoulder Holster: NG-PB713 Particle Beam Pistol
    • Ammo Pouch: LE-Clip
    • Ammo Pouch: E-Clip
    • Multi-Tool/Knife
    • Signalling Mirror, Map, Compass
    • Minimal First Aid Kit
    • Strobe Light & Tracking Beacon
    • Long-range Walkie-Talkie (10 Miles; 72 hours continuous life)
    • Emergency "Space" Blanket (Folds to the size of an Envelope)
    • Half Liter Squeeze Bottle of Water, Water Purification Tablets
    • Emergency Food Ration (3 day supply)
  • Modifiers: Cannot stack with other harnesses; +25% to Swim
  • Weight: 15 lbs.
  • Book Reference: p. 110, MercOps


Heavy Duty "Overland" Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack.
Feature: Quick-release connector enables the main pack to be dropped quickly
M.D.C.: 3

• Main Space: Case of 20 M.D. Explosive Shotgun Shells
• Main Space: Case of 20 M.D. Explosive Shotgun Shells
• Main Space: Pocket Computer
• Main Space: Fire Extinguisher
• Main Space:
• Main Space:
• Daypack Space: Robo-Gladiator Team Outfit (Cargo Pants, Tank top, undergarments, Jumpsuit)
• Daypack Space:
• Daypack Space:
• Daypack Space:
• Utility Pouch: E-Clip
• Utility Pouch: Canteen (M.D.C.: 2)
• Utility Pouch: Gas Mask & Air filter
• Side Pouch: Canteen
• Side Pouch: First Aid Kit
• Side Pouch: Flashlight
• Side Pouch:
• Side Pouch:
• Side Pouch:
• Compass Pouch:

Stored in Vehicle
Look Here

Resources
Secure Universal Card: 483,925 credits 02SEP19/Augur



Gear Stats

Modified Kittani Transformable Robot-Fighter
Image
M.D.C. by Location:
  • Pulse Cannons (2, on wings or shoulders): 150 each
  • Forearm Blades (2): 75 each
  • Mini-Missile Launcher (2; sides or torso): 100 each
  • Arms (2): 170 each
  • Legs (2): 220 each
  • Reinforced Pilot's Compartment (Chest): 100
  • *Head/Laser Turret: 180
  • Main Body: 450
* Destroying the sensor head eliminates all sensory systems, pilot loses all bonuses to strike, parry, and dodge from the RCV
Statistical Data:
Running: 60 mph
Flying: Mach 1 in humanoid form, or Mach 7 in fighter form (Mach 9 in space)
Class: Robot-Fighter Vehicle; Robot Combat Elite: Space
Crew: 1 pilot
Dimensions: 15' tall (7.5' in fighter form), 7' wide in humanoid form (30' in fighter form), 6' long in humanoid form (30' in fighter form), 5 tons
Physical Strength: Robotic P.S. 40
Cargo: 3'x3' space (4 items)
Power System: Nuclear (25 year life)
Weapon Systems:
Pulse Cannon (2):
  • Range: 4,000'
  • Damage: 1D4x10 M.D. or 2D4x10 M.D. per dual blast
  • Rate of Fire: single shots or dual blasts only
  • Payload: unlimited
Mini-Missile Launchers (2):
  • Range: 1 mile
  • Damage: varies by missile type
  • Rate of Fire: 1 at a time or volleys of 2, 4, or 8
  • Payload: 16 mini-missiles (8 each)
Laser Turret:
  • Range: 4,000 feet.
  • Damage: 4D6 M.D. or 1D6x10+6 M.D. per double blast
  • Rate of Fire: single blasts & double blasts only
  • Payload: unlimited
Forearm Energy Blades
  • Range: close combat
  • Damage: 1D4x10 M.D. or 1D4 M.D. when unpowered
Hand to Hand Combat:
  • Restrained Punch: 1D4 M.D.
  • Punch: 2D4 M.D.
  • Power Punch: 3D6+6 M.D.
  • Kick: 2D6 M.D.
  • Leap Kick: 4D6 M.D.
Features of Note:
  • All standard features common to Robot Combat Vehicles (p.273, R:UE)
  • Custom aesthetic modifications
Modifiers: None
Book Reference: p.140-142, DB2

Robot Gear
NG-505 Heavy Rail Cannon
Image
  • Range: 4,000'
  • Damage: 1D6x10+3 M.D. to a 3' AoE
  • Rate of Fire: Single shots only
  • Payload: integrated 90 round drum
  • Weight: 612 lbs.
  • Features: Rifle version
  • Modifiers: W.P. Heavy M.D. Weapons; Requires Robotic P.S. 35+ or SN P.S. 25+
  • Book Reference: p.211, WB33


NG-B30 Bangstick Staff
Image
• Weight: 6.5 lbs
• Range: Melee Combat Only
• SDC Damage: 2d6 S.D.C. + PS Damage; Solid Slugs: 5d6 SDC; Buckshot Rounds: 4d6 SDC
• Mega-Damage: Blunt M.D.: 1d6 + PS Damage. BigBore M.D.: 2d4 MD per single shell
• Rate of Fire: 1d4
• Payload: 2 total


NG-PB713 Particle Beam Pistol
Image
  • Range: 300'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-clip, 16 per LE-clip
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: natural 19 or 20 to strike does 50% more damage
  • Book Reference: p.201, WB33


NG-101 Rail Gun Block III
Image
  • Range: 4,000'
  • Damage: 1D4 M.D. per shot or 6D6 M.D. per burst
  • Rate of Fire: Single shots & 30-round bursts only
  • Payload: 300/300-round belt
  • Weight: 90 lbs.
    • Power Pack: 80 lbs.
    • Ammo-Belt: 25 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.209, WB33


NG-EX10 Gladius Light Exo-Skeleton Battle Armor
Image
M.D.C. by Location:
  • Helmet: 80
  • Arms: 70 each
  • Legs: 90 each
  • Main Body: 180
Weight: 80 lbs.
Modifiers: +1 APM & +1 to initiative
Features:
  • All features standard to environmental armor
  • +4" of height to wearer; adjustable to fit wearers from 5'-6'10" tall
  • Exoskeleton: Robotic P.S. 20, 40 mph max speed, -70% fatigue rate
  • Power System: Electrical Battery (96 hours of continual use)
Book Reference: p.101, Mercenaries


Ultra-300 Armored Huntsman’s Choice Jumpsuit or Fatigues
Image
M.D.C. by Location:
  • Helmet: 35
  • Arms: 10 each
  • Legs: 14 each
  • Main Body: 25
Weight: 7 pounds
Modifiers: good to excellent mobility, -2% movement penalty.
Ride Armor helmet standard features:
  • Tinted, polarized, eye panel that darkens in bright light and lightens in the dark.
  • Heads-Up Display (HUD) with data displayed on the visor.
  • Built-in short-range radio communicator; range 5 miles in most environments.
  • External audio speaker to communicate without having to remove the face plate or helmet.


Huntsman’s Choice Gloves
  • M.D.C.: 2

Huntsman’s Choice Track Boots
  • M.D.C.: 6

Armored M.D.C. Aviator’s Flight Jacket
Image
  • M.D.C.: 10
  • Weight: 3 lbs


NE-02S Servo-Harness (Basic)
M.D.C.: 25
Weight: 20 lbs.
Features
  • Modular weapon connector: compatible with rail guns, heavy energy weapons, cannons, and missile launchers
  • Carry and use weapons equal to one's body weight x 2
  • Minimum P.S.: 10
Book Reference: p.42, DB8


IDF Commando Wristwatch
  • A.R.: 14
  • S.D.C.: 60
  • Features: Waterproof to a depth of 3,000', Alarm vibrates, Altimeter, Remote Detonator-capable
  • Book Reference: p.116, MercOps


NGCME Card
Image
• Northern Gun Certified Mechanical Engineer
• 10% reduction in parts costs for Northern Gun Equipment
• Must be renewed every year (Last Renewal: 111PA)
Note: 20k NGMI to renew plus 40 hours of school
Last edited by Daphne on Wed Nov 25, 2015 8:24 pm, edited 6 times in total.
User avatar
Daphne
Diamond Level Patron
Diamond Level Patron
 
Posts: 146
Joined: Sat Oct 03, 2015 4:58 am

Daphne's Background.

Postby Daphne » Sat Oct 03, 2015 5:38 am

Background

Birthdate: April 12th, 80 PA
Birthplace: Escanaba, Ishpeming (Merc Bay, Northern Gun)
Parents: Jacob Ross (Mercenary; Deceased), Janet Ross (Operator; Alive)
Siblings: Jacob Ross Jr. (Older Sibling; Mercenary; Alive)
Affiliations: Tokugawa Heavy Industries (A Naruni Enterprises Subsidary), Formerly Northern Gun Robotics R&D Division.

Daphne was born to a mercenary family, raised among mercenaries. Daphne's father was an armor driver for a small company, doing work for Northern Gun. Daphne's mother was a mechanic for the same company, but due to her children often stayed behind to rear them. When she did go with the company, the children were cared for by other camp followers. Daphne was taught the mercenary life, mostly by virtue of living among them. Her older brother and her would play games with the other children in camp. All in all not a bad life for a child. When Daphne grew into a teenager, her father died, along with a large portion of the company he worked for. Daphne's mother though distraught, took being a widow in stride. She moved from being a mercenary mechanic to a stationary operator. Daphne's brother took up the family business of being a mercenary, much to her mothers dismay. Daphne on the other hand was given a chance at a different life. She had gotten the interest of a Northern Gun recruiter.

David Beckett, he was a man that would inevitably change Daphne's world. Unlike most of the recruiters for Northern Gun, Becketts job was to find talented mechanics and engineers. He was pleasantly surprised when he found the talents of Daphne. He offered her a unique chance to have what one may call a normal life in a world turned upside down. He offered a chance to go to Northern Gun's engineering school, and a chance, if she graduated, to join the ranks of Northern Gun's engineers. Her mother was surprisingly accepting of the situation, seeing it as a chance to guarantee her daughters safety. Daphne took some time to get used to the "civilian" life after spending much of her early life among mercenaries. Once acclimated to her new place in life, Daphne did well, not top of her class, but she wasn't a slouch about it either. One her schooling was over she was brought into the world of engineering for Northern Gun. It wasn't as glamorous as the vids made it seem, but it was steady work that challenged her mind. Daphne worked in the Robotics division, she enjoyed her work, going so far as to learn how to pilot the vehicles she helped design.

After several years as a member of Northern Gun's robotics R&D department, Daphne got involved with the Robo-Gladiators. first it was for test-bedding new designs, but soon it became apparent, that she actually enjoyed being a gladiator over being a technician. Daphne, worked a dozen or so angles, before managing to get a robot of her own. From there Daphne found a sponsor with Tokugawa Heavy Industries and began to compete in what could best be called the bush leagues. Her record was good, not flawless, but good. It was once her contract with Northern Gun came up for renewal, that Daphne decided to go pro. Her bouts were varied, her sponsor supplied the necessary robots and power armors for her to fight with. After a full season as a gladiator, her sponsors came to her with a proposition. fighting abroad. They introduced Daphne, to the universe at large, by offering her a chance to fight in arena's off planet. Daphne jumped the chance, and soon found herself in Center fighting in the arena there. Daphne found it both different and the same. It seemed to her that gladiators, were no different no matter where they ended up.

Daphne's Tattoos
Right Shoulder/Upper arm
Interconnecting gears
Daphne got this Tattoo when she was accepted to Engineering School
Left Shoulder/Upper Arm
Skull wearing a Graduation cap sitting on text books
Daphne got this Tattoo when she graduated Engineering School
Neck (Left side)
Blood Moon Tribal mark
Daphne got this Tattoo for winning the Robot Gladiatorial fight versus the Kitanni pilot Aadar
Right thigh
Nkolie Crocodile
Daphne got this Tattoo from the Blucie, for sabotaging a Kitanni fighter. (and inadvertently killing it's pilot.)

Code: Select all
[b][u]Armor and Weapons Notes:[/u][/b]
[b]NG-EX10 Gladius Light Exo-Skeleton Battle Armor[/b] (Main Body: [color=red]180[/color]/180)
[b]Ultra-300 Armored Huntsman’s Choice Jumpsuit[/b] (Main Body [color=red]25[/color]/25)
[b]Armored M.D.C. Aviator’s Flight Jacket[/b] (Main Body: [color=red]10[/color]/10)
[b]NG-B30 Bangstick Staff[/b] Ammo: [color=red]2[/color]/2
[b]NG-PB713 Particle Beam Pistol[/b] Ammo: [color=red]10[/color]/10
[b]NG-101 Rail Gun Block III[/b]Ammo: [color=red]300[/color]/300 (Silver Rounds)

[b][u]Kittiani Transformable Fighter Info:[/u][/b]
Main Body: [color=red]327[/color]/450
Pulse Cannon (2): Payload: unlimited
Mini-Missile Launchers (2): Payload: [color=red]12[/color]/16 AP mini-missiles (8 each)
Laser Turret: Payload: unlimited
Forearm Energy Blades: Payload: unlimited.
Last edited by Daphne on Sun Jan 10, 2016 7:23 pm, edited 7 times in total.
User avatar
Daphne
Diamond Level Patron
Diamond Level Patron
 
Posts: 146
Joined: Sat Oct 03, 2015 4:58 am


Return to Inactive Characters (EP)

Who is online

Users browsing this forum: No registered users and 0 guests