Victor Singer (Human - Anti-Robot Headhunter) [Level Up]

GM: Maniacal Laugh
AGM: Captain Marks

Moderators: Game Masters, Group Leaders

Victor Singer (Human - Anti-Robot Headhunter) [Level Up]

Postby Victor Singer » Sat May 28, 2016 8:05 pm

Player Name: Mike
G-Mail: mdgiest77@gmail.com

Character Name: Victor C. Singer
Alias:
Race: Human
O.C.C.: Anti-Robot Headhunter
Alignment: Unprincipled
XP Level: 5th
XP Points: 19,011 Captain Marks 10/12/2017
Next Level @ XP: 26,601 (WB 20 Canada pg 192)
Sentiments/Non-Humans: Mostly indifferent, sees most human-like D-bees as just another human, still can't help but stare at D-bees that are very different/alien.
Sentiments/Coalition: Thinks of them as stuck up at best, no matter what his superiors and the government say.
Disposition: Generally friendly sort of fellow, hangs out with the rest of the squad when off duty. On-duty he takes his job seriously, though he is not the by-the-book sort and will bend or out-right break the rules if the situation calls for it.
Insanity: None

ATTRIBUTES
I.Q.: 14
M.E.: 19
M.A.: 9
P.S.: 17
P.P.: 25
P.E.: 19
P.B.: 12
Speed: 23

PHYSICAL DATA
P.P.E.: 1
H.P.: 31
S.D.C.: 60
Age: 23
Sex: Male
Height: 6' 1"
Weight: 178 lbs.
Description: Athletic, wiry build, green eyes, black hair that is long on the top and pulled back into a warriors knot and shaved on the sides, also has a fair number of tattoos across his back, chest, & arms.

Natural Abilities
Perception Bonus: +2 (+1 from NG-X67)
Max. Encumbrance: 57 lbs.
Max. Carrying Weight: 85 lbs.
Max. Lifting Weight: 170 lbs.
Max. Jumping Ability: 7.5' length & 3.75' high

Special Abilities
Fanatic Robophile 64% +3%
Hotwire Robot Vehicles & Power Armor 50% +3%
Triple Damage against Robots when a "natural," unmodified 18, 19 or 20 is rolled on an Aimed Shot. This applies only to robots and not power armor exoskeletons.
Maximum Performance: Reduce penalties for stunts and trick piloting maneuvers by half and increase the speed of power
armor, vehicles and robot vehicles by 5%.
Impervious to Horror Factor when involving robots, cyborgs, power armor and mechanical looking opponents.
-2 to save vs H.F. against magic and the supernatural.
+2 on initiative but only against 'bots and P.A.
Charmed Life: +1 bonus to all saves

O.C.C. Skills
Language: American 96%+1%
Language: Techno-Can 86%+1% (OCC listed this % base specifically)
Language: Euro 70%+3%
Literacy: American 70%+5%
Literacy: Techno-Can 70%+5%
Literacy: Euro 50%+5%
Math: Basic 60%+5%
Basic Electronics 40%+5%
General Repair & Maintenance 50%+5%
Computer Operation 60%+5%
Radio: Basic 55%+5%
Surveillance Systems 40%+5%
Pick Locks 45%+5%
Find Contraband 36%+4%
Demolitions 80%+3%
Demolitions Disposal 80%+3%
Pilot: Robots & Power Armor 76%+3%
Pilot: Robot Basic
Pilot: Robot Combat Elite; Flying Power Armor
Pilot: Robot Combat Elite; Ground Power Armor
W.P. - Energy Rifle
W.P. - Heavy
Hand to Hand: Jujitsu

O.C.C. Related Skills
Read Sensory Equipment 40%+5% (2nd level)
Weapon Systems 60%+5% (2nd level)
W.P. - Handgun (2nd level)
Pilot: Jetpack 52%+4% (2nd level)
Boxing
W.P. - Sharpshooting: Handgun
Mechanical Engineer 30%+5% (2nd level)

Secondary Skills
Land Navigation 36%+4%
W.P. - Energy Pistol
Prowl 25%+5%
Running

Combat Data
HTH Type: Jujitsu
Number of Attacks: 6
Initiative Bonus: +1 (+3 vs robots & PA)
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +4
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other:
Snap kick: 1d6
Knife hand: 2d4
Kick: 2d4
Knee & elbow strike: 1d6
Critical strike from behind
Tripping/leg hook
Backward sweep kick
Palm strike 2d4
Drop kick

Robot Combat Data: NG-X67 Prophet Power Armor
Number of Attacks: 9
Initiative Bonus: +2 (+4 vs robots & PA)
Ranged Strike Bonus: +4
Hand to Hand Strike Bonus: +9
Parry Bonus: +11
Dodge Bonus: +11
Auto Dodge Bonus: +7
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +3
Perception: +1
Cannot be surprised, even from behind.

Robot Combat Data: Ground Power Armor
Number of Attacks: 9
Initiative Bonus: +2 (+4 vs robots & PA)
Ranged Strike Bonus: +4
Hand to Hand Strike Bonus: +9
Parry Bonus: +11
Dodge Bonus: +11
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Bonus to Disarm: +3
Other:

Robot Combat Data: Flying Power Armor
Number of Attacks: 8
Initiative Bonus: +3 (+5 vs robots & PA)
Ranged Strike Bonus: +4
Hand to Hand Strike Bonus: +8
Parry Bonus: +12
Ground Dodge Bonus: +11
Flying Dodge Bonus: +14
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +5
Bonus to Disarm: +2

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +1 (+3 vs robots & PA)
Ranged Strike Bonus: +2
Hand to Hand Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +7
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other:

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. - Energy Rifle; +2 strike
W.P. - Energy Pistol; +2 strike
W.P. - Heavy; +2 strike
W.P. - Handgun; +1 strike
W.P. - Sharpshooting: Handgun; +1 attack per melee, Aimed: +2 strike, Called: +2 strike, Quick Draw: +2 initiative, Trick Shooting: Dodge, roll, or somersault and come up shooting, these are in addition to W.P. - Handgun bonuses.

Saving Throw Bonuses
Coma/Death: +9%
Magic (varies): +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +3
Psionics (varies): +3
Electrocution: +3
Last edited by Victor Singer on Tue Nov 14, 2017 10:24 pm, edited 47 times in total.
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Victor Singer
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Re: Victor Singer

Postby Victor Singer » Sat May 28, 2016 8:06 pm

Equipment

NG-X67 "Prophet" Infantry Power Armor
Image
M.D.C. by Location
*Head - 80
*Sensor/Communication Nodes (4) - 11 each
*Peekaboo Cameras (2) - 5 each
*UEL Cables (2) - 6 each
*Retractable Forearm Vibro Blades (2) - 30 each
NG-WJ10 Speedpack - 28 (currently in place of the standard Hard-Shell EBA pack)
Arms (2) - 70 each
Legs (2) - 100 each
Jump Jets (8) - 10 each
**Main Body - 175
***NF-40A Heavy Force Field - 220

* -4 to strike on a called shot, and must be a Called shot.
** Depleting the Main Body of MDC will shut the suit down.
*** Force field regenerates at a rate of 1 MDC/melee round.

Statistical Data
Height: 6'9"
Width: 3'6"
Length: 3'
Weight: 308 lbs.
Robot PS: 26
Cargo: None
Color: Matte black & gray
Power System: Solid-Oxide (Run-Time: 8 weeks per cell)
Speed: 95mph running, pilot fatigues at 20% of usual rate
Leaping: 15' high or across, jet assisted 100' high or 100' across
Flying: max. speed is 120mph, cruising speed is 60mph, Max. Altitude: 1,400', Cat-like landings from heights: up to 200' without damage.

Weapon Systems
1.Right Forearm Laser Blaster:
Range: 1,200'
Damage: Setting 1; 6d6x10 SD
Setting 2; 1d6 MD
Setting 3; 2d6 MD
RoF: semi-automatic
Payload: Unlimited

2.Left Forearm Ion Blaster:
Range: 1,000'
Damage: Setting 1; 2d6 MD
Setting 2; 4d6 MD
RoF: semi-automatic
Payload: Unlimited

3.Left & Right Foream Retractable Vibro-blades:
Range: Close combat
Damage: 1d6 MD

4.NE-97 "Triple Threat" Laser & Grenade Rifle:
Range: Laser; 2,000' / Grenade: 1,000'
Damage: Laser; 3d6 or 6d6+6 MD / 6d6 MD (12' radius)
RoF: Laser; semi-auto or 3 blast pulse / Grenade: semi-auto
Payload: Laser; 30 or unlimited / Grenade: 12
5.Hand to Hand Combat:
Restrained Punch - 1d4 MD
Punch - 1d6 MD
Power Punch - 2d6 MD (takes 2 attacks)
Kick - 2d4 MD
Leap Kick - 2d8 MD (takes 2 attacks)

6.Sensors & Features of Note:
Radar; Can track up to 72 targets simultaneously, Range: 40 miles
Combat Computer, Targeting Computer, & Laser Targeting; +1 strike w/ranged weapons
Communications System; Range: 500 miles
Complete Environmental Battle Armor; Max water depth: 500', O2: 8 hours
Criminal I.D. Recognition System; Is programmed with 250,000 known criminals, wanted fugitives, Black Marketeers, terrorists, enemies of the state, bounties, identifying markings, known gang emblems, symbols, emblems, patches, & colors.
Advanced Camera; this is mounted in the helmet has and has superior telescopic zoom (Range: 2 miles) and a macro-lens (x12 magnification), it can take stills & video (96 hours & 8,000 images), and it can be transmitted live (Range: 5 miles).
Digital Dash-Cams (8); two in the helmet, 2 in the chest, 1 in each forearm, 2 in the back w 48 hours of record time & can take 4,000 stills.
Peekaboo Cameras (2); located behind the left & right shoulders, can be used to peak around corners or through foliage without exposing ooneself.
Detachable Flashlight.
Hard-Shell Backpack.
Special & Standard Helmet Optics; Passive night-vision, Thermal imaging, IR, UV, black-light, laser distancer, IR light, & voice modulation (20 variations).
Warning System & Multi-Cameras; Tied into the cameras & sensor array is a motion detection warning system that gives an audibal voice warning/notification when the system picks up or spots something notable within 100'. This includes not only incoming fire or danger, direction, distance, but also subjects picked up by the Criminal I.D. System meaning it will give information about said subject as well, at least info it has in its files. This is basic info like name, race, friendly/hostile, or gang/group affiliation.



Worn on Person

T-42 Commando Scout EBA
M.D.C. by Location:
Armor - 70 but used suit has 65
Force Field - 45
Weight: 12 lbs.
Mobility: Excellent, no penalty! but do to used nature -5% Prowl only (see notes)
Color: Matte black & gray
Features: Passive night visions (2,000'), telescopic (5x mag, 6,000'), polarized light filters, mini-computer on forearm,, clock calendar & gyro-compass, laser distancer, laser targeting; +1 strike, built-in N-F10A Light Force Field (12 hour duration per E-clip)

Note: Used, has only 65 MDC, -5% Prowl (only to prowl, other movement is fine). A skilled operator could repair the suit to bring it to full MDC, but it would take double normal time. The Prowl penalty can be removed by redoing the fabric lining of the suit. What Victor didn't notice is that the legs have some bad repair to the fabric lining, it crinkles and cracks as the wearer moves. What he did notice is that the suit has been outfitted with four concealed pockets. One on the back is useful for a medium or smaller handgun. Two are on the inside of thighs are are suitable for hiding papers or the like (such as maps). The third is on the inside of the chest, it's only accessible when the suit is off. It can hold a larger volume of flat stuff compared to the thighs.

Black military fatigues
Combat boots
T-42 EBA
Utility belt

NG-WJ10 Speedpack (Currently attached to the NG-X67)
• Crew: One
• M.D.C.: 28
• Maximum Speed: 120 mph
• Range: 800 miles - See notes
• Maximum Altitude: 1,400 feet (426 m)
• Dimensions: 3 feet (0.9 m), 45 lbs (20 kg)
• Weapons: None built in.
• Power System: Electric (1 E-clip is good for 4 hours use)
• Note: May overheat if used continuously for more than four hours (01-40%). Overheating will destroy the machine; should be allowed to cool for two hours after every two or three hours of continuous use.

Note: Used, has only 28 MDC, gets only 750 miles per charge, 12 years old. Otherwise in great working order. It would take rebuilding the housing almost completely to get the MDC back. Installing a new battery would restore the range to 800 miles.

Tactical Utility & Pistol Belt

TX-6 Revolver{right thigh holster}
• Weight: 5 lbs
• Range: 800 feet (244 m)
• Mega-Damage: 4D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 6 shots
• Features: Wilk's Aimer Gun-Sight: +1 initiative & strike


NE-4 Plasma Cartridge Pistol{left thigh holster}
• Weight: 6 lbs
• Range: 500 feet (244 m)
• Mega-Damage: 1d4x10 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 10 shots
• Features: None


(5) speed loaders for TX-6
(6) clips for NE-4
Automatic Lock Pick/Release Gun
FDD pocket audio recorder/player
IR distancing binoculars
Demolition multi-tool
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
• Weight: 1 lb
• Mega-Damage: 3d4
• Features: Silver-plated blade, can attached to the muzzle of the NE-97


NG-S2 Backpack
sleeping bag, flashlight w/ concealed knife, (6) batteries, compass/inertial mapper: +10% to Land Navigation, mini first-aid kit: (1) roll of gauze, (48) band-aids, (1) roll of medical tape, medical scissors, tube of protein salve, & pocket knife, (3) saw-wires, fire starter w/(6) extra flints, (4) signal flares, barof soap & wahscloth, (2) canteens, food rations bag w/(25) meal bars pilot's jumpsuit, black paint stick for covert operations, portable tool kit, lock pick kit, doctor's stethoscope, Electro-Adhesive Pads, PC-3000 hand-held computer, pocket laser distancer, pocket (signal) mirror, soldering iron,

Black Military Duffelbag
(1) 1,000' spool of detcord, (1) 100' spool of timer cord (1' = 1 minute), (80) blasting caps, (80) disposable plunger detonators, (8) lbs. of C4 plastique, , (6) Type II fusion blocks

Stored in Vehicle (NG-X67)
Overland Harness and Frame Backpack & All-In-One Utlity Belt
(12) NE-G10 HE grenades, (6) Type II fusion blocks, (6) Type III fusion blocks, (6) Long E-clips, (2) lbs. of C4 plastique, (20) blasting caps, (20) disposable plunger detonators

Stored in Vehicle (The Sled)
(2) Standard Solid-Ox cells, (75) meal bars, (48) NE-G10 HE grenades in a case, (60) NE-003PC 'Standard' Plasma cartridge rounds in an ammo can, MDC Duffelbag

Money & Valuables (updated by Maniacal Laugh 2/08/2017)
Secure Universal Card(NGMI credits): 400
Uncle Bert's Inheritance Secure Universal Card(NGMI credits): 23,795 NGMI (Maniacal Laugh 4/24/17 :lol: )
Secure Black Card:

Left at AAPS HQ:
two sets of street clothes, pocket flashlight, tinted goggles, small digital photo album that has pictures of his family & friends, box of disposable plastic gloves (100 per box), three weeks of freeze-dried combat rations, duffle bag, air filter, 2-person tent, hunting & fishing kit, 30' of lightweight climbing rope, survival knife, small hatchet, short range radio, Hard-shell backpack from NG-X67.

Blue Boy Power Armor
Image
Model Type: NG-X44
Class: Light Infantry Assault and Saboteur Power Armor.
Crew: One.
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165
NG-WJ10 Jet Pack - 30
NF-40A Heavy Force Field - 220
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker to makes a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill.
** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless.
Speed:
Running: 42 mph maximum. The act of running tires out the operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton
Leaping: The powerful robot legs can leap up to 10 feet high or 16 feet across
Climbing Capabilities: The hands and feet of the Blue Boy are designed to climb, and provide a +5% skill bonus. Moreover, the magnetic climb system in the hands and feet enables the pilot to hitch rides on large robots and vehicles, climb them and climb any metal structure that the magnets will cling to (+10% to Climb skill when magnets are used on the appropriate surface).
Flying: 126 mph, Altitude: 1,470'
Water: The Blue Boy is not designed for use in the water, but can swim in water or walk along the bottom at 6 mph. Maximum depth is 800 feet. The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
Statistical Data:
Height: Man-size, 6' 9" feet
Width: 2' 4" feet
Length: 2' 2" feet
Weight: 326 lbs
Physical Strength: Robot P.S. of 25
Cargo: None
Color: Forest tiger stripe camouflage
Power System: Nuclear is standard; average energy life is 10 years
Weapon Systems:
1. NG-X144 “Thumper” Dual Assault Rifle: A combo grenade launcher and laser rifle built into an experimental shoulder mounting. The swivel mounting has enough movement that the weapon can sweep side to side 180 degrees and has a 180 degree up and down arc of fire.
    Range: Laser: 1,200 feet. Thumper Grenade Launcher: 1,200 feet
    Mega-Damage: Laser 5D6 M.D. for a single shot (Upgraded using an NG-45LP)
    Mega-Damage for Grenades: Varies by the type of grenade and by the number fired. The stats that follow provide damage for ONE grenade and THREE.
    1. Fragmentation -- 3D6 M.D. to a 12 foot radius | 1D4x10+3 M.D. for a volley
    2. High Explosive/Armor Piercing -- 4D6 M.D. to a 3 foot radius | 1D6x10+6 M.D. for a volley
    3. Plasma -- 6D6 M.D. to a five foot radius | 2D4x10+12 M.D. for a volley
    4. Smoke -- A dense cloud of smoke, obscuring vision and creating cover to a 40 foot radius
    5. Tear Gas -- Makes the eyes and noses of victims not protected by gas masks or environmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry and dodge, -3 on initiative and lose one melee attack as long as they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties). A tear gas grenade covers a 25 foot radius
    6. Stun/Flash -- Unleashes a bright flash, sparkles and white smoke that temporarily blind victims (-10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds). Radius of effect is 4 feet
      Note: As a rapid-fire weapon, the cannon can fire one grenade at a time or a rapid-fire volley of two or three, unleashed a second apart. A volley always contains the same type of grenade. For a volley of three smoke grenades, tear gas or flash grenades increase the radius x3
    Rate of Fire: The laser is single shot and each shot counts as one melee attack. Thumper can fire one grenade or a rapid-fire volley of three at the same target or one each at a different target (shooting wild).
    Bonuses: +1 to strike with laser on an Aimed/Called Shot. +1 to strike with a grenade on an Aimed/Called Shot when only one is fired. When three are fired at the same target it counts as burst fire. When three are fired but divided between two or three different targets in rapid succession, it counts as Shooting Wild.
    Payload: Laser is effectively unlimited as it is always tied into the power supply of the power armor. Cannot function if removed from the armor.
    Grenade Payload: 9 in the weapon. Three extra are stowed right on top of the gun, plus 42 others – 36 combat grenades explosive, plasma or Hex) and six smoke or other “special” ordnance. All are stowed in the hard-shell backpack, designed exclusively for the Blue Boy to hold and transport grenades carried on the back. Reloading is by hand and takes a trained soldier one melee round, 1D4 melee rounds for the inexperienced or frightened.
2. Forearm Volt Disruptor: Built onto the left arm is a high-powered dart launcher that fires specialized voltage darts very much like a 20th Century taser. The three darts hit and stick into its target and immediately release an electrical blast intended to work like a taser on S.D.C. opponents (stuns) or to short-circuit soft electronics, e.g. S.D.C. computers, keyboards, monitors, radios, security cameras, and similar soft targets. It is not effective against cybernetics and bionics, but does double damage to the rare supernatural creatures vulnerable to electricity.
    Range: 15 feet
    Damage: Only 1D4 S.D.C. physical damage to people and machines, but subsequent electric bursts will have an additional effect. On people, including most S.D.C. D-Bees, but NOT M.D.C. beings, supernatural beings, or creatures of magic (unless they are vulnerable to electricity), the effect is identical to the Neural Mace (see Rifts® Ultimate Edition for details). Has NO effect on environmental body armor, cyborgs, power armor, vehicles or any M.D.C. being or machine. Effects on S.D.C. electronic devices: Roll percentile dice to determine one of the following results:
      01-10% Fried. The device is toast and beyond repair. It must be completely replaced
      11-66% Damaged, but fixable. 1D4 components within the device are burnt out, rendering it inoperable until repairs can be made. That is likely to take 1D4x10 minutes per damaged component if the parts are readily available, and 2D4 days if the parts have to be located and brought in from a supplier
      67-80% Malfunction and glitchy. The device shuts down for 1D4 melee rounds before coming back online, but only at 60% its normal operating level; it runs slow, range is reduced, data is unreliable. Requires repairs as above, only these repairs are simpler and take half the time
      81-90% Temporary shutdown. The affected device is knocked out and completely inoperable for 2D4 minutes. When it comes back online it functions poorly and at only half its normal capacity for another 2D4 minutes before snapping back to normal, 100% performance
      91-00% Momentary shutdown, otherwise fine. The device shuts down for 1D4 melee rounds before coming back online and functioning 100% perfect
    Rate of Fire: All three darts fire per each attack. Each launch counts as one melee attack, but another full melee round (15 seconds) is required to retrieve them for reuse
    Payload: The darts and the wires they are attached to can be retrieved, re-spooled into the launch unit, recharged (takes two melee rounds) and used again and again. If the wires are cut or the darts damaged, the Blue Boy has two spare sets of darts and wires that can be attached for future use
3. Handheld Weapons (optional): Any other handheld weapon such as an additional side arm, Vibro-Blade, shotgun or other backup weapon may be used by the pilot of the Blue Boy power armor. Such items maybe carried on one or two belts around the waist, or in a carrying bag
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Ground Based Power Armor Training on page 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 25.
    Restrained Punch: 6D6 S.D.
    Normal Punch: 1D4 M.D.
    Power Punch: 2D4 M.D., but counts as two melee attacks
    Kick: 1D6 M.D.
    Leap Kick: 2D6 M.D., but counts as two melee attacks.
5. Sensor Systems and Features of Note: All the usual for power armor plus the following:
  1. Language Translator: Holds all nine languages of the Americas and can hold 12 additional languages. Can translate 3 voices and two different languages at a time. 1 voice at 98.7% accuracy, 3 voices at 78% accuracy.
  2. Night Vision Optics: 2000 feet
  3. Multi-Camera System (Helmet) - Macro and Telescopic: Telescopic Range: 2 miles
  4. EMP Shielding: Specialized shielding protects the power armor from EMP Attacks. Electrical blasts do half damage.
  5. Magnetic Climbing System: Magnetic plates built into the armor’s feet and the underside of the hands can be activated to enable the power armor to scale vertical surfaces made of metal, and climb on top of (and cling onto) moving robots and vehicles. Reduce speed 50% when walking via magnetic climbing plates
Last edited by Victor Singer on Fri May 19, 2017 2:37 am, edited 32 times in total.
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Re: Victor Singer

Postby Victor Singer » Sat May 28, 2016 8:07 pm

Background Story

Victor Calvin Singer was born to Robert and Karen Singer, he also has a sister named Christine who is just a year younger. His family lives in the Manistique Imperium where Victor was raised. His father works in a Northern Gun assembly plant that just so happens to turn out final assemblies of robot vehicles and power armor suits, interestingly enough his sister also works at the plant these days, though she began there after Victor left for the Army. From an early age he was fascinated by the robot vehicles and power armor that has dad built. Mainly it was the smaller power armor suits that caught his attention, how a soldier could go into combat in such a suit and take out a much larger, more heavily armored robot or a 20’ tall supernatural monster was exciting to him. So, when he turned 18 it seemed only natural that he join the Army and apply to be a PA pilot. With his reflexes plus his almost obsessive knowledge of power armor, he became an excellent soldier…at least on paper and tests.

Somehow, during his 4 years of service, Victor was always assigned or re-assigned to a unit that was in the single most boring and inactive post. He has been in only 4 minor fire fights and even than his squad was either on mop-up duty or just on standby in case things went sideways. So, once his 4 years of enlistment was up, Victor applied for private military contractor status, purchased a Blue Boy power suit and moved on. He has done half a dozen solo jobs, but he’s found it is much more difficult to carry out a mission when you don’t have a squad at your back. This lead him to contact some old friends back home about any work they might know of. One friend in particular responded, Mindy Corsair. She in turn suggested he get hold of Emerald Ecks and after a long conversation about her brother Royal and his...life lessons...Emerald convinced Victor to reach out to Royal. Apparently her brother had for some time now been running a mercenary unit out of MercTown and she thought they might be hiring. Victor has misgivings about Royal, as he wasn't the nicest guy when they were kids, but Victor knows and trusts both Emerald and Mindy. In particular Mindy's word means most to him since she was not a fan of Royal when they were younger...now she seems to be genuinely proud of the guy. Victor figures it couldn't hurt to go and meet up with Royal and see what is what. So, he contacted Royal and the two set up a meet in MercTown. Now, looking at the city of MercTown from a nearby hilltop, Victor hopes his trek here means work...preferably paying work.
Last edited by Victor Singer on Sat Jun 04, 2016 10:36 am, edited 6 times in total.
Victor Singer
Worn on Person
NG-X67 Power Armor; Main Body MDC: [175/175] w/built-in
NF-40A Heavy Force Field; MDC: [220/220] ON
T-42 EBA; MDC: [65/65] w/built-in
N-F10A Light Force Field; MDC: [45/45] OFF
Black military fatigues
Combat boots
Utility belt
Utility Belt
TX-6 Revolver
NE-4 Pistol
(5) TX-6 speed loaders
(6) NE-4 clips
Credit cards
Automatic Lock Pick/Release Gun
FDD pocket audio recorder/player
IR distancing binoculars
Demolition multi-tool
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Victor Singer
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Mon Jan 09, 2017 10:40 pm

Rolls for Fortune & Glory Table:

Base Roll: 1d10 = 10 = Fortune Favors the Bold

Sub Roll: 1d4 = 3 = Charmed Life: +1 bonus to all saves
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Maniacal Laugh » Fri Feb 03, 2017 11:57 pm

Approved wrote:Naruni Purchases:
NF-40A Heavy Force Field = 110,000 (pg. 126 of Mercenaries, have Ecks install it, avoiding the install cost at Naruni.)
Total: 110,000 UC, 121,000 NGMI, 165,000 Black Market

Triax Purchases:
TX-6 Revolver = 12,000 (pg. 96 of Triax 2)
Used T-42 Commando = 38,000 (pg. 38 of Triax & NGR) Note: Has only 45 MDC, -5% Prowl (only to prowl, other movement is fine). What Victor didn't notice is that the legs have some bad repair to the fabric lining, it crinkles and cracks as the wearer moves. What he did notice is that the suit has been outfitted with four concealed pockets. One on the back is useful for a medium or smaller handgun. Two are on the inside of thighs are are suitable for hiding papers or the like (such as maps). The third is on the inside of the chest, it's only accessible when the suit is off. It can hold a larger volume of flat stuff compared to the thighs.
Shoulder holster, (5) speed loaders, & 36 Triax explosive rounds = 17,400
Total: 57,400 UC or NGMI, 86,100 Black Market

Northern Gun Purchases:
Used NG-WJ10 Speedpack (electric) = 28,000 (pg. 193 of Northern Gun 2) Note: Has only 28 MDC, gets only 750 miles per charge, 12 years old. Otherwise in great working order. It would take rebuilding the housing almost completely to get the MDC back. Installing a new battery would restore the range to 800 miles.
(8) Medium Fusion Blocks = 24,000 (pg. 260 of RUE)
Total: 52,000 NGMI credits, 57,200 UC or Black Market

Robot Vehicle Scrapyard(s) Purchases:
Looking for a single functional F4 Fusion Shoulder Launcher from a T-31 Super Trooper (pg. 42 of Triax & the NGR) = unknown cost
Victor will look over several junkyards for this and will ask each of the owners to keep an eye out for the launcher or see if any of them will place an order for one, so to speak.
None are available. Most of the dealers in Merctown are unfamiliar with the NGR military hardware. The Super Trooper is rare outside the military even in Europe. By the third junkyard the dealer tells Victor he got a call from Kraus telling him to not deal with Victor.

A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Thu Apr 20, 2017 9:02 am

EP purchase rolls:

Add 1d6 = 3 to PP
Add 1d6 = 4 to PE
Fortune & Glory rolls;
1d10 = 5
Smart & Learned;
1d6 = 3
(3) Receive one New O.C.C. Related Skill; Boxing: SDC bonus = 3d6 = 14

Semi-random roll on Agile and Dexterous; 1d4 = 2
(2) Receive a +2D4 Attribute Boost to Spd; 2d4 = 6

Semi-random roll on Wealthy and Connected; 1d4 = 2
(2) Your Rich Dead Uncle Dream: receive 1,000,000 Universal Credits
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Re: Victor Singer (Human - Anti-Robot Headhunter) [Level Up]

Postby Victor Singer » Tue Nov 07, 2017 4:25 pm

Rolls for 5th level advancement:

Hit Points: 1d6 = 4
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