Icky'Eow (Junk Crab RCC)

GM: Consumer
AGM: OPEN

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Icky'Eow (Junk Crab RCC)

Postby Icky'Eow » Fri Jun 16, 2017 11:56 am

Player Name: Jason
G-Mail: Leprecoon99@gmail.com

Character Name: Icky’Eow
Race: Junk Crab - AKA: Crab People, Mechanic Crabs and Salvage Crabs.
O.C.C.: Wandering Adventurer
Alignment: Unprincipled
XP Level: 4
XP Points: 12,576 (06/04/18 ~Consumer)
Experience Chart: Use the Birdman experience table.
Next Level @ XP: 17,251
Sentiments/Non-Humans: Depends on actions
Sentiments/NGR: Heard good things they have done for humans, questions thier treatment of nonhumans
Disposition: Imagine a socially awkward, Hermit Crab the size of a man / Outside his shell, tends to avoid first contact with others / In his shell, confident and cheerful.
Insanity: Kleptomaniac- Character has a compulsion to steal even though he has a good alignment. He will steal valuable or inexpensive items as everything will seem useful item to him, even if it is not.

ATTRIBUTES
I.Q.: 14
M.E.: 14 / 11 when seen outside of their junk shell.
M.A.: 19 / 14 when seen outside of their junk shell
P.S.: 30 (Robot),
P.P.: 13
P.E.: 17
P.B.: 7 / 4 when seen outside of their junk shell.
Speed: 26 / 52 when outside their shell

PHYSICAL DATA
PPE: 112
ISP: 70
Age: 25
Sex: Male
Size: 5' 4"
Weight: 150 lbs
M.D.C. by Location:
Head & Neck - 40 (triple if wears a helmet and armor along the neck).
Hands (2) - 30 each
Arms (2) - 55 each
Legs (4)- 115 each
Main Body (without shell)- 45
*Shell Housing- 235

Description:
Four legs and two arms covered in a natural shell-like exoskeleton, a long flexible neck, and a pair of large, round eyes mounted on flexible stalks / The mouth is a tiny beak with a pair of small tendrils and a pair of large ones that droop down above the mouth, giving the appearance of having a mustache / A pair of long feelers rise up from the top of the head, providing more tactile and sensory capabilities / The hands are comparatively small and armored like the rest of the appendages, but have only two, long fingers and an opposable thumb

Racial Abilities
Swimming 88%,
Climbing 76%/56%,
Nightvision 400 feet
Resistant to cold (half damage, even magic cold does half damage),
Tolerate depths up to 5 miles
Outside their shell, they can prowl at 64%
Chemoreceptors (special):
A highly advanced sense of taste/smell that lets the Junk Crab detect salinity and toxicity of the water, they are especially keen at picking up the scent of metal, oil, and other technological by-products they can track to their source at 68% +2% per level (-20% to track other scents).
Feelers (special):
These can be used like hands to feel and figure out shapes and what an object is
are also sensitive to light, water temperature, water currents and their direction, scents (see Chemoreceptors) and motion.
Penalties for being blind/functioning in total darkness are only -3
Limited Rio-Regeneration (special):
Can regrow lost feelers (and mustache tendrils) in 1D4+1 days;
Regrows an eye and/or eye stalk in 1D4+ 1 weeks;
Regrows a hand in 1D4+2 weeks and a leg in 1D6+4 weeks.
Otherwise, heals twice as fast as humans.
Prehensile Neck and Eye Stalks (special):
2 feet long to begin with and can stretch an additional 5 feet when necessary.
It is also extremely flexible and can bend to look around, over, under and behind its shell; the head can tum 360 degrees.
The eye stalks can stretch 2 feet and can also turn 360 degrees / can stretch and/or tum just one eye stalk to look in one direction, while the other looks in a different direction.
Amphibious Beings:
can breathe water and air, and can survive on dry land for as long as four days by submerging themselves in water (one third that time in dry environments) or will quickly become weak and will die in days from dehydration
Intuitive Mechanical Aptitude:
One might think of Junk Crabs as mechanics or machine savants with instinctive abilities to build and repair.

Natural Abilities
Perception Bonus: +4 (+6 detect surprise attack/to find salvage)
Invoke Trust/Intimidate: 55%
Max. Encumbrance: see rules here / Robotic P.S.: 80% of Body Weight
Max. Carrying Weight: 750 lbs
Max. Lifting Weight: 750 lbs
Max. Jumping Ability: see rules here / 30 ft of length / 15 ft up /
Vulnerabilities: They can survive without their armored shells, but are even worse off socially without them and lose the confidence to do any kind of mechanical work, with the exception of rebuilding a new shell.

Psionics
Object Read (6),
Telemechanics (10)
Telemechanic: Mental Operation (12)
(level 1) Telekinesis

Spell Knowledge
Spell Strength: (starts at 12 in most cases)
Frequency Jamming (15),
Mend the Broken (10+),
Mystic Fulcrum (5),
Negate Mechanics (20).
(3) Sense Magic (2)

EP
armor of ithan lvl 3
simple invisibility lvl 4
create steel lvl 9

R.C.C. Skills:
Barter 38% (+4%)
Basic Electronics 55% (+5%)
Basic Mechanics 55% (+5%)
Boat Building 55% (+5%)
Carpentry 40% (+5%)
Field Armorer & Munitions Expert 60% (+5% )
General Repair and Maintenance 60% (+5%)
Jury-Rig 50% (+5%)
Mathematics: Basic 80% (+5%)
Optic Systems 45% (+5%)
Pick Locks 45% (+5%)
Pilot: Water Scooters 67% (+5%)
Water Skiing and Surfing 68% (+4%)
Radio: Basic 65% (+5%)
Recognize Weapon Quality 50% (+5%)
Recycle 60% (+5%)
Salvage 60% (+5%)
Sensory Equipment 45% (+5%)
Undersea Salvage 65% (+5%)
Weapon Systems 50% (+5%)
Wilderness Survival 55% (+5%)
Electricity Generation 65% (+5%) [learned @ level 2]

Combat Data
HTH Type: Innate
Number of Attacks: 3 (6 if technology is being used)
Initiative Bonus: +2
Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +1 (outside of shell +3)
HTH Damage Bonus:
Damage: a closed claw punch 2D6 S.D.C., a clawed strike does 3D6 S.D.C. / Inflicts 1D4 M.D. on a restrained punch / 1D6 on a full strength punch / 2D6 M.D. on a power punch (counts as two melee attacks) / Kicks do 1D6 M.D. / leap kicks 2D6 M.D.
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +1

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

WP Blunt +2 strike, +2 parry.
WP Sword +2 strike, +1 parry.
WP Energy Rifle +1 strike
WP Net +1 strike, +1 to entangle, +1 to parry
To trip an opponent the net is slung in such a way that it hooks the foot, ankle or leg, followed by a quick, strong tug that knocks the opponent off his feet or stumbling to keep his balance (loses initiative and one melee attack).
Snaring an opponent's weapon: unmodified roll of 18, 19 or 20 will disarm an opponent
The intended victim must dodge or be netted. Only characters with a spear, pole-arm or staff can parry a thrown net attack / If caught in the net, the victim is -8 to strike, -10 to parry and dodge, and running is impossible.
WP Trident - + 2 strike, +2 parry
"Catch" or "Pin" an opponent's arm, hand, foot or weapon between the prongs: + 1 at levels two, five, ten and fifteen.

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (varies):
Disease: +2
Last edited by Icky'Eow on Mon Feb 12, 2018 6:45 pm, edited 16 times in total.
The Dangerous Icky'eow
PPE: 112
ISP: 70
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Icky'Eow
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Re: Icky'Eow (junk Crab RCC) WIP/Eurasia

Postby Icky'Eow » Fri Jun 16, 2017 12:02 pm

Patron Equipment
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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Shockwave TW Grenade Launcher (Patron Item)
Image
Designed by the Armstrong Bennett Technowizardry Armaments shop in MercTown, Debbie Armstrong-Bennet has managed to put stylistic panache and magic mastery into these exclusive weapons. It can function as a normal rifle grenade launcher, firing NG Rifle Grenades, but the main draw are the magical shockwave enchantments it can imbue upon the munitions--a feature no other TW manufacturer has been able to replicate.
• Range: 500'
• Damage:Varies by active munition
  • Normal Rifle Grenades: 2D6 M.D. per single round/grenade. Damage is inflicted to everything in a 12' radius. In addition, all targets must resist the shockwave aspect of the attack.
  • Firestorm Shockwave Grenade: 8d6 MD to everything in a 25' blast radius. Half of the damage is force damage, the rest is fire/heat. In addition, all targets must resist the shockwave aspect of the attack.
  • Blizzard Shockwave Grenade: 6d6 MD damage to a 40' blast radius. Half of the damage is force damage, the rest is cold/ice. In addition, all targets must resist the shockwave aspect of the attack.
  • Thunderstorm Shockwave Grenade: 1d4x10 MD to everything in a 25' blast radius. Half of the damage is force damage, the rest is lightning. In addition, all targets must resist the shockwave aspect of the attack.
    • Shockwave: People or objects that fail to beat the percentages below are knocked off their feet and hurled a distance. Those who save suffer no knockdown, but are still damaged by the attack. Flying creatures are hurled through the air twice the distance, but are not knocked down, only disoriented and receiving the damage from the shockwave. They may also be slammed into walls, tree, etc. If the target has gymnastics or acrobatics, they are +10% (subtract this from the percentages below) to stay standing. A successful save means the character is sill standing. A successful roll with impact by anyone caught in the blast zone (14 or better to succeed) means half damage.
      • Beings and objects weighting up to 500 lbs. have a 01-88% chance of knockdown and are knocked 3d4 yards/meters.
      • Beings and objects between 500-1000 lbs. have a 01-50% chance of knockdown and are knocked 1d4 yards/meters.
      • Beings and objects over 1000 lbs. are only 01-20% likely to be knocked down, and will likely only be moved a few feet, if that.
    • Penalties: Those that fail have a 01-40% chance to drop what is in their hands. They also lose initiative and two attacks/actions.
• Rate of Fire: Single Shot.
• Payload: Four hand-loaded grenades. It takes 1 APM to reload each grenade; takes three times as long for those without W.P. Heavy Military Weapons. A pre-loaded speed loader will load all four grenades in just one melee action.
• P.P.E. to Charge a grenade: 20 P.P.E. to charge each grenade. There is a thumb slide indicator on the handle that chooses from: SAFE (won't charge the active grenade), Fire, Lightning, or Ice. The entire payload can be charged ahead of time, or each shot can be charged separately. A charge will hold in a grenade for one hour before dissipating.
• Modifiers: Two-handed weapon
• Weight: 15 lbs.


Equipment

Secondary Weapon
SDC Trident
Image
Damage 4D6 SDC

Armor/Protection
Bio-skin Terrain Suit
M.D.C. by Location:
• Head: 2
• Arms: 3 each
• Legs: 4 each
• Main Body: 25
Modifiers: enabling the wearer to breathe air as if he had lungs, protects from heat/sun, keeping the wearer cool and hydrated for up to seven days (half in deserts or conditions of exposure), and helps to filter airborne and waterborne toxins (the wearer is +1 to save vs poisons, toxins and smoke). In the water, the suit enables the wearer to survive depths up to two miles


Vehicles/Mounts
Techno-Shell
Vehicle Type: Armored Shell
Crew: 1 / takes 1 min to get in or remove ((as armor))
M.D.C. by Location:
• Main Body: 235/235
Maximum Speed: 150 mph
Dimensions: 8' high, 6' wide, 6' long (size of small bathroom)
Wieght: 1500lbs.
1 add-on slot saved from lvl 4

Weapon Systems
Electrified Shell:
*The D-Bee must retract completely inside his shell before activating.
Range: Touch
Damage: 3D6 MD/1D4 MD per melee round to anybody who even comes within four feet of shell while underwater
Payload: 12 periods of electrification.
Duration of the Electric Field: 1D4+1 minutes per use.

Concealed Extendable & Retractable Ion Weapon:
*The weapon can turn 180 degrees and has a 45 degree up and down arc of fire.
Range: 500 feet underwater, 1,000 feet on land .
Mega-Damage: 4D6 M.D.
Rate of Fire: Each blast counts as one melee attack.
Payload: 60 shots hooked up to a series of E-Clips or a small generator.
If the latter, it recharges at a rate of 15 blasts per hour.

Concealed M-90 "Beach Stormer":
*This is a rifle that the Junk Crab has found, waterproofed and modified for use underwater and on dry land.
Range on Dry Land: 4000 ft
Range Underwater: 1300 ft
Mega-Damage on Dry Land: Ion-Pulse: 1d6x10+10 / LAWS launcher 1d6x10 MD / vibro bayonet 3d6 md / Note: LAWS can fire mini missilies or torpedos
Payload: Ion-Pulse: unlimited (connected to shell by cable) / LAWS: 12 rd mag

Notable Features & Systems
E-Clip Charger:
E-Clip charger and portable generator (with a 1d4 = 1+1 year life) built into his shell.

Sensor Pod:
Where is this located on your shell? Sticking out from the top
•Combat and targeting computer linked to all integrated weapon systems built into the shell and sonar and radar systems
•Radiation detector, compass, gyroscope, depth gauge, and temperature gauge.
•Bonuses: + 1 to strike with weapons built into the shell and +2 to dodge.

Wheels
Requires some sort of E-Clip, battery or generator to provide the power.
Speed: 60 mph (96 km) maximum.
Bonus: + 1 to dodge when moving.
Power Supply: One standard EClip provides 48 hours of power before it needs to be recharged. A long E-Clip provides 60 hours of use.

Living Quarters as private jet
includes 1 bed / small kitchenette (sink and stovetop, microwave, coffee machine, bar fridge)/small bathroom/small table/Full environmental seal (with door closed)

Carried/In Hand
SDC Trident
Image
Damage 4D6 SDC

Worn on Person
Bio-skin Terrain Suit
M.D.C. by Location:
• Head: 2
• Arms: 3 each
• Legs: 4 each
• Main Body: 25
Modifiers: enabling the wearer to breathe air as if he had lungs, protects from heat/sun, keeping the wearer cool and hydrated for up to seven days (half in deserts or conditions of exposure), and helps to filter airborne and waterborne toxins (the wearer is +1 to save vs poisons, toxins and smoke). In the water, the suit enables the wearer to survive depths up to two miles

Tacky hawaiian shirt over top
a set of mismatched homemade traveling clothes
a poncho
wide brim hat
baseball cap
sunglasses (land)
goggles (underwater)

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: distance binoculars,
• Attachment: canteen
• Attachment: pocket notebook, 2D4 pencils,
• Attachment: magnifying glass,

Backpack/Satchel
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: Digital camera,
• Space: laser distancer,
• Space: compass,
• Space: pocket mirror,
• Space: small flashlight,
• Space: cigarette lighter,
• Space: box of wooden matches,
• Space: 20 feet of rope/cord,
• Space: handheld computer

Stored in/on Vehicle
1d6 = 1 small specimen jars,
1d6 = 3 plastic specimen bags,
bedroll,
various common personal items
mess kit,
a small sack,
a medium sack
sketchbook,
fishing kit and collapsible pole
an air filter and gas mask
language translator

Credits/Valuables:
Secure Universal Card: credits
Non-Secure Black Card: credits
2d6 = 8 x1,000 in credits, gems and/or trade goods in savings
Last edited by Icky'Eow on Thu May 03, 2018 4:46 pm, edited 9 times in total.
The Dangerous Icky'eow
PPE: 112
ISP: 70
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Icky'Eow
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Posts: 43
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Re: Icky'Eow (junk Crab RCC) WIP/Eurasia

Postby Icky'Eow » Fri Jun 16, 2017 6:31 pm

BackGround –

Icky’Eow was hatched in a small cove in the deep waters off of Polyenisian islands. For the first few years, he moved around with his parents. He moved from Ship wreck to shipwreck, island to island. By the time he was 16, he and his family unit had settled in the Caribbean.

His father had started working on a barge to use as a repair depot. This was working for a few years. Dad would work with anyone who would trade with him, except slavers or those who are bullies or evil. Somehow he know and if evil approached, the family would sink and wait for it to go away, only fighting when forced into it.

Icky was helping dad in the depot repairing some humans jet ski when IT appeared.... A giant glowing blue hole in the sky.....

From this hole, Hell fell and everything in the way was killed or taken..Dad screamed for the family to sink and hide. Everyone made it but Icky. Somehow Icky and his dad were separated, one minute they were running for their shells...next minute nothing but flames...Icky could hear his dad yelling for him to get the his shell. Icky continued to run to his shell, he ducks inside and triggers hi defenses with his Telemechanics. Using his eyestalks as well as sensors, he watches his dad take out 2 conservators, while the other people on or around the depot joined in the fight. Finally, after what seemed like a lifetime, the flames die out and people start to re emerge from hiding. Icky looks for his family, before looking for dad. He finds nothing, only empty shells with battle damage...


His family was taken, he had to find dad. Icky went looking. After a few minutes, he found hid father surrounded by dead enemies and friends alike. There is a few random adventuring types around dad, trying to help....but to no avail. Dad was given a hero’s funeral, with help from the some of the adventuring types he had helped over the years. Icky claimed his dad’s shell as well as the shells of his family and started work to make a battle shell....he was going after his family.

One of the adventurers offers to take Icky along when he leaves. Icky accepts and joins as a mechanic. After 5 years with the crew, Icky asks to be relived as he wants tp explore the world. The crew drops him off on the shores of Italy. He heads north trying to stay near waterways as much as possible. Ickhy works on his shell as he travels, using any garbage or salvage he see that he likes.

As he moves he uses his psi abilities to access dad computer and find out what he can about the past. Turns out dad was trained by the Lemurians as a far reaching advanced recon. He would use his shell to hide in debris fields, old battlegrounds, and then use his sensors and other gizmos he added to his shell to watch around him and report. Mom was a wanderer, her first family was killed by Splugorth slaver, and she had been running for almost 6 months. She literally crashed into Dad while running in fear. Dad dragged her (without shell) into his shell and remained there till they felt safe enough to leave. By then, they had developed a fondness for each other. About 1 year later, Icky was born, followed by 4 sisters soon after.
The Dangerous Icky'eow
PPE: 112
ISP: 70
User avatar
Icky'Eow
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Posts: 43
Joined: Mon Jan 22, 2018 2:30 pm

Re: Icky'Eow (Junk Crab RCC)

Postby Icky'Eow » Mon Feb 12, 2018 6:43 pm

EP ROLLS -
ISP: +1d4*10 = 10
PPE: +1d4*10 = 20
The Dangerous Icky'eow
PPE: 112
ISP: 70
User avatar
Icky'Eow
Diamond Level Patron
Diamond Level Patron
 
Posts: 43
Joined: Mon Jan 22, 2018 2:30 pm


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