Icky'Eow (Junk Crab RCC)

GM: Consumer
AGM: CPR Krueger

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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: 5
XP Points: 18,826 (02/08/2019 - CPR Krueger)
Experience Chart: Use the Birdman experience table.
Next Level @ XP: 25,501
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.

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 (Robotic)
P.P.: 13
P.E.: 17
P.B.: 7 (4; When seen outside of their junk shell.)
Speed: 26 (52; When outside their shell.)

P.P.E.: 118
I.S.P.: 79
M.D.C. by Location:
Head & Neck: 40
Hands (2): 30 each.
Arms (2): 55 each.
Legs (4): 115 each.
Main Body (without shell): 46
*Shell Housing: 235

Age: 25
Sex: Male
Size: 5' 4"
Weight: 150 lbs
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 Ocean 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: 47% (+3%) (+30% To detect surprise attack/to find salvage)
Invoke Trust/Intimidate: 55%
Max. Encumbrance: 120 lbs. (Shell does not count towards this weight)
Max. Carrying Weight: 750 lbs.
Max. Lifting Weight: 750 lbs.
Max. Jumping Ability: Lengthwise: 30 ft; High: 15 ft.
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.

Intuitive Major Psychic
(level 5)
Deaden Senses (4)
Range: 160 feet; line of sight. Duration : 2D6 minutes., Saving Throw: - 1 to save.
A form of bio-manipulation that is so subtle that its victims seldom realize they have fallen under the influence of this psionic attack. The psychic is able to induce a physical influence on a single character to make him or her momentarily less alert and attentive to the things around him. Small sounds, odors, movements, and details go unnoticed
Bonuses: + 10% to the psychic on the following skills when used against this befuddled character: Camouflage, Prowl, Concealment, Palming, Pick
Pockets, Cardsharp, Forgery, Seduction, Disguise and Impersonation. And the deadened character is also slow to react; reduce Speed by 10%, -1 on initiative, and -5% on skill performance.
Note:This power is typically used on guards, sentries, and investigators to make them miss something in a search, not notice the psychic, etc.
(level 1)
Telekinesis (Varies)
Range: 60 feet. Duration : 2 minutes/level, I.S.P. : Small: 3, medium : 8, large (over 20 Ibs/9 kg) : 8 +1 per every additional 10 lbs.
Telekinesis Combat Bonuses & Notes:
• Each Telekinetic use is one attack/action.
• May Hurl multiple objects at once (to simulate a particular weight).
• +3 to strike with Telekinesis; physical/skill bonuses to strike do not apply when Telekinesis is used.
• +4 to parry with Telekinesis by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium heavy object; costs 8 I.S.P. Note: Only these two bonuses apply to TK combat.
S.D.C. Damage from Hurled Objects:
• Very Small: 6 ounces to 1 pound (1D4 S.D.C.)
• Small: 1.5 to 2 Ibs (1D6 S.D.C.)
• Medium Small: 2-4 Ibs (2D4 S.D.C.)
• Medium: 5 to 10Ibs (3D4 S.D.C.; 1/2 range.)
• Medium Large: 11 to 25 Ibs (3D6 S.D.C.; 1/2 range.)
• Large: 26 to 40 Ibs (4D6 S.D.C.; 1/4 range.)
Add 1D6 damage for each additional 20 Ibs.

Note: Telekinesis does not allow psychics to levitate themselves or fly, due to the weight limitation (see Super Telekinesis).

Object Read (6)
Range: Touch; Duration: Varies, usually 2d6 min; Save: None; Base skill: Impression 62%(+2%), Images: 54% (+2%), Present: 44% (+2%)

Telemechanics (10)
Range: By touch or up to 5 feet away. Duration : 10 minutes (+2 minutes/level). Saving Throw: None.
This ability allows the psychic to mentally communicate and understand machines. This psi-power is a bizarre combination of Object Read and Telepathy, except that it applies to mechanical devices only. By touching any non-artificially intelligent machine, whether it be a bicycle, gun, car or airplane, the psionic will instantly have a complete (although temporary) knowledge of exactly how the machine operates. I must stress that the psychic knows everything about the machine; the complete schematic diagram and operation knowledge are clearly seen in his mind's eye. The level of skill expertise is equal to 80%. When touching an artificially intelligent machine, i.e., computers, the psionic not only understands everything about its operation, repair, access codes, etc., but can actually communicate with it telepathically. This means he can tap into a computer's memory bank without using a terminal because the information would be sent directly into the psychic's mind. Remember, the telepathic link and memory are temporary abilities (although a Total Recall would be able to call up small bits of info). The psychic's skill knowledge is equal to an 88% skill proficiency and applies to all aspects of the machine, its operation, repair, special codes, programing, etc.
Telemechanic: Mental Operation (12)
Range: 20 feet (+5 feet/level). Duration: 2 melee rounds/level. Saving Throw: Special. Regular, non-intelligent machines cannot save vs Telemechanic Mental Operation. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This power is a step beyond the mere understanding of machines granted by Telemechanics, it allows the psychic to telepathically operate machines with his mind ! As long as the machine functions, he knows how to use it, and it is turned "on," the psychic can manipulate it with his mind as if his fingers were on the controls! This means he can operate computers, key pads, set/program an alarm clock, change the radio station, operate a VCR or television, drive a hover car (even if there is already a driver, but at -30% when usurping the pilot), cook something in a microwave, tum off (or on) a surveillance video camera, and so on.
The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially intelligent machines (i.e. intelligent computers, robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune weapons or magic items. Note: Also see Machine Ghost and Telemechanic Possession.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep control of the machine. During this period he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.

Spell Knowledge
Spell Strength: 12
Level 1
Sense Magic (2)
Range: 120 foot area. Duration:2 minutes/Level. Saving Throw: None.
Can sense the presence of magic and gauge it's distance (within 20 feet). Can tell if object or person in enchanted, or if magic is being used in the area.

Level 3
(EP)Armor of Ithan (10)
Range: Self or touch. Duration: 1 minute/Level. Saving Throw: None.
Creates an invisible force field or armor granting 10 M.D.C./Level. Magic Fire, Lightning, and Cold do 1/2 damage to it.
(EP)Invisibility: Simple (6)
Range: Self only. Duration: 3 minutes/Level. Saving Throw: None.
Makes the caster inperceptible to the eye. Only See the Invisible and Infrared/Thermal detectors can see the caster. Performing actions does not cancel the spell.
Mystic Fulcrum (5)
Range: Self or 2 others/touch. Duration: 5 minutes/Level. Saving Throw: None.
Can pick up objects that normally would require better leverage. Allows caster to lift 50% more weight and carry 10% more.

Level 5
Mend the Broken (10+)
Range: Touch, Duration: Instant & Permanent, Saving Throw: None. S.D.C. Repairs: 10 +1 P.P.E./2 S.D.C. repaired. (1 P.P.E. to remove stubborn stains), M.D.C. Repairs: 10 +30 P.P.E./1 M.D.C.
Note: Object being repaired must have at least 20% of health remaining.

Level 6
Frequency Jamming (15)
Range: 100 feet/Level; Line of Site or 2 machines by touch. Duration: 2 hours/Level. Saving Throw: None.
Magically jams communications and sensors, no intelligent readings until spell ends.

Level 7
Negate Mechanics (20)
Range: 100 feet or 2 by touch. Duration: 1 melee round. Saving Throw: None.
Momentarily freezes technological items.
Note, cannot be used against cybernetic implants, M.O.M. Implants, or artificial systems directly linked to flesh, blood, or internal organs. Nano-Machines are also immune to this power.
Can effect an mechanism no larger than a basketball. individual systems may be negated in larger machines.

Level 9
(EP)Create Steel (68)
Range: 10 feet. Duration: Permanent. Saving Throw: None.
Caster can recycle metal scraps to become usable material.
• SDC Materials: Iron, Steel, Tungsten, Cobalt, Maganese, Chromium, Molybednum, Zinc, Nickle, Copper, Bronze, Bauxite, and Aluminum.
Spell wil sort and create piles of refined material of of scraps.
• 100 lbs/level (200 S.D.C./100 lbs)
• M.D. Steel can be recycled at 10 lbs/level (15 M.D./10 lbs)
• Cannot be used on perfectly good materials or anything attached to a power source/living being.

R.C.C. Skills:
Barter 42% (+4%)
Basic Electronics 60% (+5%)
Basic Mechanics 60% (+5%)
Boat Building 60% (+5%)
Carpentry 45% (+5%)
Field Armorer & Munitions Expert 65% (+5% )
General Repair and Maintenance 65% (+5%)
Jury-Rig 55% (+5%)
Mathematics: Basic 85% (+5%)
Optic Systems 50% (+5%)
Pick Locks 50% (+5%)
Pilot: Water Scooters 73% (+5%)
Water Skiing and Surfing 72% (+4%)
Radio: Basic 70% (+5%)
Recognize Weapon Quality 55% (+5%)
Recycle 65% (+5%)
Salvage 65% (+5%)
Sensory Equipment 50% (+5%)
Undersea Salvage 70% (+5%)
Weapon Systems 55% (+5%)
Wilderness Survival 60% (+5%)
Electricity Generation 70% (+5%) [learned @ level 2]
Mechanical Engineer 40% (+5%) [Learned at level 5]
(EP) Pilot: Robot and Power Armor 56 (+3%) [Learned at level 5]
(EP) Robot Combat: Basic [Learned at level 5]

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: +0
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +1
• Closed Claw Punch: 2D6 S.D.C.,
• Clawed Strike: 3D6 S.D.C.
• Restrained Punch: 1D4 M.D.
• Punch: 1D6 M.D.
• Power Punch: 2D6 M.D. (2 attacks)
• Kick: 1D6 M.D.
• Leap Kick: 2D6 M.D. (2 Attacks)

HTH Type: Robot combat: Basic
Number of Attacks: 4 (7 if technology is being used)
Initiative Bonus: +2
Strike Bonus: +2
Parry Bonus: +2
Dodge Bonus: +2
HTH Damage Bonus: +0
Critical: Natural 20
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +1
Damage: +0
• Power Armor Body Block/Tackle/Ram: 1D4 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative and one melee attack/action. Counts as two melee attacks.
• Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.
Damage: As per Robot P.S. / The basic skill only lets the pilot do a restrained and full strength punch and an ordinary kick, no leap kick, stomp or special attacks.

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 to strike, +2 to parry.
WP Sword +2 to strike, +1 to parry.
WP Energy Rifle +1 to strike
WP Net +2 strike, +2 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 to strike, +2 to parry; "Catch" or "Pin" an opponent's arm, hand, foot or weapon between the prongs: +2

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +0
Psionics (12+): +0
Disease: +2
Last edited by Icky'Eow on Mon Feb 11, 2019 8:22 am, edited 19 times in total.
The Dangerous Icky'eow
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ISP: 70
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Re: Icky'Eow (junk Crab RCC) WIP/Eurasia

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

Carried in Hand
SDC Trident

Worn on Person
Bio-skin Terrain Suit
Tacky Hawaiian Shirt
Mismatched Homemade Traveling Clothes
Wide Brimmed Hat

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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: language translator
• Attachment: canteen
• Attachment: pocket notebook, 2D4 pencils,
• Attachment: magnifying glass,
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

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 Vehicle
1 Small Specimen Jar
3 Plastic Specimen Bags,
Various Common Personal Items
Mess Kit
Small Sack (1 gallon capacity)
Medium Sack (3 gallon capacity)
Sketchbook (100 pages)
Fishing kit and Collapsible Pole
Air Filter and Gas Mask (Designed for Junk Crab)
Distancing Binoculars
Baseball Cap
goggles (underwater)

Stored in Room

Non-Secured Black Market Card: 4,000 Credits. (2/11/19 ~Consumer)
Gold/Gems: 4,000 credits (2/11/19 ~Consumer)

Gear Stats
Icky’Eow’s Techno-Shell
M.D.C. by Location:
  • Main Body: 235
  • Sensor Pod: 50
  • Wheels (3): 10 each.
  • Ion Turret: 75
  • Concealed M-90 "Beach Stormer": 100
Statistical Data:
Running: As per Pilot’s Speed
Leaping: As per Pilot’s Leaping ability.
Wheeled Propulsion: 60 mph
Class: Junk Crab Techno-Shell
Crew: One
Dimensions: 8’ High x 6’ Wide x 6’ Long; Weight: Unknown.
Physical Strength: As per Pilot.
Cargo: Small Storage area, approximately 200 lbs worth of capacity.
Power System: Portable Generator ?.
Weapon Systems:
Electrified Shell
  • Range: Touch
  • Damage: 3D6 M.D. per touch, 1D4 M.D.per melee to those within 4’
  • Rate of Fire: N/A
  • Duration: 1D4+1 minutes per activation.
  • Payload: 12
  • Notes: The D-Bee must retract completely inside his shell before activating.
    Fish and most other aquatic animals will sense and feel the tingle of electricity at 100 yards/meters away and know to avoid getting too close to the shell.
Concealed Extendable & Retractable Ion Turret
  • Range: 1,000’ (Underwater: 500’)
  • Damage: 4D6 M.D.
  • Rate of Fire: Each blast is 1 attack/action.
  • Payload: 60 shots (Recharges 15 shots/hour)
  • Note: The weapon can turn 180 degrees and has a 45 degree up and down arc of fire.
Concealed M-90 "Beach Stormer":
  • Range: 4,000’ (Underwater: 1,300’)
  • Damage: Ion-Pulse: 1D6x10+10 M.D.; LAWS Launcher: 1D6x10 M.D.; Vibro-Bayonet: 3D6 M.D.
  • Rate of Fire: Each shot counts as 1 attack/action.
  • Payload: Ion Pulse: Unlimited; LAWS Launcher: 12 Mini-Missiles or Mini-Torpedoes.
Hand to Hand Combat:
As per pilot’s hand to hand.
Features of Note:
  • E-Clip Charger: E-Clip charger and portable generator (with a 3 year life) built into his shell.
  • Sensor Pod: 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 Speed: 60 mph; 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 Includes 1 bed / small kitchenette (sink and stove top, microwave, coffee machine, bar fridge)/small bathroom/small table/Full environmental seal (with door closed)
Modifiers: Accumulated from features above. +1 to strike with linked weapons, +3 to dodge.
Note: Added slots from levels 4 & 5 have been held for future use.
Book Reference: WB: 32 Lemuria pg 43-46

Shockwave TW Grenade Launcher (Patron Item)
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.

• Damage 4D6 S.D.C.

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
Last edited by Icky'Eow on Mon Feb 11, 2019 8:20 am, edited 11 times in total.
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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
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ISP: 70
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Re: Icky'Eow (Junk Crab RCC)

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

ISP: +1d4*10 = 10
PPE: +1d4*10 = 20
The Dangerous Icky'eow
PPE: 112
ISP: 70
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Re: Icky'Eow (Junk Crab RCC)

Postby Icky'Eow » Sun Feb 10, 2019 2:58 pm

Level up to 5

physical psi - deaden senses
1d6+3 = 6 isp = +6
1d6+1 = 7 ppe = +8
(lvl 5) Mechanical Engineer 25% (+5%) +10%
+1 slot for shell enhancements
MDC +1d6 1d6 = 1
The Dangerous Icky'eow
PPE: 112
ISP: 70
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