Selenidaria (Elven Techno-Wizard) [Level Up]

GM: Maniacal Laugh
AGM: Captain Marks

Moderators: Game Masters, Group Leaders

Selenidaria (Elven Techno-Wizard) [Level Up]

Postby Selenidaria » Mon Dec 26, 2016 10:29 am

Player Name: Jonathan Spitzer
G-Mail: dragonfett2@gmail.com

Character Name: Selenidaria
Alias: None
Race: Elf
O.C.C.: Techno-Wizard
Alignment: Scrupulous
XP Level: 4 (5th level once XP has been verified)
XP Points: 14,541 (12FEB2018 MaA) 18,641 (GM verification wanted)
Next Level @ XP: 26,501 (@ 6th lvl.)
Sentiments/Non-Humans: Considering that she is one, she knows well what it feels like to be looked down upon just because of her race, so she tries to judge everyone fairly based on their actions she has seen (unless she knows them to be demons, deevils, or other similar beings of evil given corpreal form).
Sentiments/Coalition: She understands that most of the civilians and many of the soldiers are pawns of the government, but she is wary around known CS supporters.
Disposition: Constantly sunny and cheerful (except when she is working on machines, then she cusses like a sailor, because that is the only language machines understand).
Insanity: Technomania: Obsession with Technology, Agoraphobia: Fear of wide open spaces.

ATTRIBUTES
I.Q.: 16
M.E.: 15
M.A.: 9
P.S.: 13
P.P.: 16
P.E.: 16
P.B.: 13
Speed: 26

PHYSICAL DATA
P.P.E.: 109
I.S.P.: 35
H.P.: 29
S.D.C.: 30
Age: 25
Sex: Female
Height: 6'6"
Weight: 175 lbs
Description: Tall and slender with vibrant red hair and emerald green eyes. She is always seen with a grease stain on her forehead, her hair up in a messy bun, and when not out in the field wearing grease stained coveralls.

Racial Abilities
Nightvision 100'

Natural Abilities
Perception Bonus: 34% (+3%) (49% (+3%) vs. Machines, Magic, or their combination)
+2% to all skills from I.Q.
Charm/Impress: 15%
Invoke Trust/Intimidate: 5%
Max. Encumbrance: 53 lbs
Max. Carrying Weight: 130 lbs
Max. Lifting Weight: 260 lbs
Max. Jumping Ability: 6' across, 3' high

Special Abilities
Spell Casting Note: A TW must cast a spell through some sort of electrical or mechanical device as a focus of sorts, otherwise all spell ranges, duration, MDC/SDC, and damages are reduced by half.
TW Construction -- 86% (+2%)
Techno-Wizardry Construction: This an in-depth knowledge of how to combine magic with machines in order to construct Techno-Wizard devices. While the character can always cast spell, getting those spells to integrate properly into a new TW device is another thing altogether. This skill can also be used to analyze a TW device created by another mage and to duplicate its plans for reconstruction. Note: Truly alien machines and magic devices will incur a -40% penalty to analyze, repair, and rebuild.
Ley Line Piloting -- 80% (+2%)


Psionics
Minor Psionic
Machine Ghost (12)
Mind Block (4)
Object Read (6)
Speed Reading (2)
Telemechanics (10)
Total Recall (2)

Spell Knowledge
Spell Strength: 13

Armor of Ithan (10)
Blinding Flash (1)
Breathe without Air (5)
Call Lightning (15)
Cloak of Darkness (6)
Deflect (10)
Electric Arc (8)
Energy Bolt (5)
Energy Field (10)
Fireball (10)
Fire Bolt (7)
Magic Shield (6)
See the Invisible (4)
Sense Magic (4)
Shadow Meld (10)
Superhuman Strength (10)
Telekinesis (8)

O.C.C. Skills
Language: Elven/Dragonese -- 104% (+1%)
Language: Native (American) -- 104% (+1%)
Language: Faerie Speak -- 84% (+3%)
Language: Spanish -- 79% (+3%)
Language: Euro -- 79% (+3%)
Literacy: Elven/Dragonese -- 120% (+5%)
Literacy: Native (American) -- 72% (+5%)
Radio: Basic -- 77% (+5%)
Computer Operation -- 67% (+5%)
Computer Programming -- 57% (+5%)
Computer Repair -- 62% (+5%)
Basic Electronics -- 62% (+5%)
Mechanical Engineering -- 62% (+5%)
Math: Basic -- 87% (+5%)
Sensory Equipment -- 62% (+5%)
Pilot: Tanks & APC's -- 59% (+4%)
Pilot: Robots & Power Armor -- 75% (+3%)
WP: Sword
WP: Energy Rifle

O.C.C. Related Skills
Electrical Engineering -- 67% (+5%)
Robot Electronics -- 62% (+5%)
Math: Advanced -- 77% (+5%)
Vehicle Armorer -- 62% (+5%)
• Basic Mechanics[/color] -- 52%
Weapons Engineer -- 57% (+5%)
Pilot: Robot Combat Elite (Light Power Armor (Ground)
• Pilot: Robot Combat: Basic
Robot Mechanics 52% (+5%)

Secondary Skills
Hand to Hand: Basic
Running
Cook -- 57% (+5%)
Lore: Magic
• General -- 47% (+5%)
• Recognize Magic Circles, Runes, etc. -- 37% (+5%)
• Recognize Enchantments -- 32% (+5%)


Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus:
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: --
Bonus to Roll w/Punch: + 2
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Other: Kick 1d8

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: --
Melee Strike Bonus: +3
Ranged Strike Bonus: +1
Parry Bonus: + 4 (melee)/+3 ranged
Dodge Bonus: +4
HTH Damage Bonus: --
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Other: --


Robot Combat Data: Light Power Armor (Ground)
Number of Attacks: 8
Initiative Bonus: +1
Melee Strike Bonus: +5
Ranged Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: --
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
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. name--List totaled bonuses from W.P. only
Sword: +2 to Strike, +2 to Parry, +1 to throw
Energy Rifle: +2 to Strike

Saving Throw Bonuses
Coma/Death: +4%
Magic (varies): +3
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +0
Psionics (varies): +0
Possession: +2
Mind Control: +2
Last edited by Selenidaria on Mon Jul 16, 2018 4:30 pm, edited 19 times in total.
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Selenidaria » Mon Dec 26, 2016 11:20 am

Equipment
Crawler Half-Track
Image
M.D.C. by Location
*Front Tires (2) - 50 each
*Side Tracks (2) - 110 each
Windshield (front) - 25
Side Windows (4) - 15 each
Cargo Bay Portals (8, Sides) - 10 each
*Main Gun - (1: Cab) - 50
*Mini-Missile Launcher (1: Cab) - 75
Sensor Cluster/Communications Array - 60
Bay Door/Ramp (Rear; Large) - 130
Headlights (4) - 8 each
Main Body - 355/440
* A single asterisk means the location is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.
** Depleting the M.D.C. of the main body will destroy the vehicle entirely.
Statistical Data
Vehicle Type: Military Transportation Vehicle
Crew: One driver, Communications/Navigation, Gunner. Up to five additional crew can fit in the front cab and the rear can hold a platoon of up to 40 soldiers in full body armour or 26 in power armour.
Maximum Speed: 100 mph (160 kph) on paved roads, 80 mph (128km) Off-Road
Cruising Speed: 35-50mph (56-80 kph)
Power Plant: Combustion Engine with Solar Power & Backup Electrical Engine
Maximum Range: 500 miles (804 km) on Combusion, +120 miles (129 km) using the Solar/Electric
Length: 28 feet (8.5 m)
Height: 8 feet, 8 inches (2.65 m) for the main body, 12 feet, 8 inches (3.9m) with the exterior weapon & communication systems
Cargo Capacity: 100 Tons + can pull 200 tons (Reduces maximum speed by 30%)
Weapon Systems:
1. Pop-Up Mini-Missile Launcher
The cabin roof of the crawler holds a compartment that folds open to face forward over the bonnet. It launches small, unguided rockets in large volleys and is designed as a hard hitting defensive weapon if the vehicle ever ends up in front-line action.
  • Range: 1 Mile
  • Mega-Damage: Varies by rocket type (Use Mini-Missile Stats)
  • Rate of Fire: Volleys of 2, 4, or 8.
  • Payload: 24 rockets. Takes 2 minutes to reload by hand.
2. Main Gun (Railgun)
The weapon turret can rotate 180 degrees and has a 90 degree arc of fire up and down.
  • Range: 4,000 feet (1228 meters
  • Mega-Damage: 4d6 M.D per 10 round burst
  • Payload: 200 Bursts (2,000 rounds)
Other Features:
  • Communications Suite: Wide-Band radio & Laser Transmitter/Receiver (200 mile, 320km range)
  • Sensors: Radar (20 mile, 32 km range), HUD, Thermographic Camera, Image Enhancement, Targeting Computer (+1 Strike with Weapon Systems), Proximity Warning, Directional Microphone, Loudspeaker, Spotlights, Atmospheric Sensors
  • Independent Oxygen Supply (4hrs)
  • Air Conditioning
  • Small Refrigerator
  • Water Dispenser (3 Gallon Capacity)
  • First-Aid Kit
  • Audio/Visual Display
  • Music Player
  • Crash Control Air Bags (Passengers take 1/2 damage in a crash)
  • Trailer Hitch
  • Can have two additional weapon systems added.


MR-10 Magefire Bolt Rifle
Image
• Range: 1600'
• Damage & RoF: 5D6+3 M.D. per single shot. or 1D6x10+6 M.D. for a three shot pulse.
• Payload: 18 blasts total
• Recharge Cost: 40 P.P.E. or 80 I.S.P. to completely recharge.
• Weight: 7 lbs.


Sabre Skorblade
Image
• Damage: 1D8 M.D.
• Modifiers: +1 to Strike & Parry due to excellent craftsmanship and balance


Millennium Tree Leaf Armor
Image
• M.D.C.: 60
• P.P.E: 13
• Weight: 5 lbs.
• Modifiers: No movement penalties. Magic energy attacks do only 1/3 damage. +2 to save vs. poisons, toxins, gases, and diseases. Living organism, can be repaired by magic/psionic healing.


Chipwell CAI-50 Challenger Light Combat Armor
Image
Model Type: CAI-50
Class: Light Infantry Armor Military Exo-Skeleton
Crew: One
M.D.C. by Location:
Arms (2): 20 each
Legs (2): 50 each.
*Head: 50
**Main Body: 120
Speed:
Running: 40 mph (64 kph) maximum. Note that the act of running does tire out its operator, but at a fatigue rate 20% less than normal, thanks to the robot exo-skeleton.
Leaping: The robot can leap 15 feet (4.6 m) strait up or across.
Range: The robot's batteries provide power for 24 hours of use only; giving it a useful range of less than 500 miles (800 km)
Statistical Data:
Height: 7 feet (2. 1 m)
Width: 3 feet (0.9 m)
Length: 3 feet (0.9 m)
Weight: 130 lbs (45.5 kg)
Physical Strength: Equal to PS 20
Cargo: None.
Power System: Electrical batteries; 24 hours of continual use.
Black Market Cost: 90,000 credits for a new, undamaged, fully powered suit.

Weapon Systems: None
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage combat. All abilities are the same as the Power Armor Basic Training, with the following changes:
Punch: 1d4 M.D.
Leap Kick: 1d6 M.D.
Sensors and Optics: The helmet is equipped with laser targeting, telescopic, passive nightvision and polarization, as well as a shor-range radio. No other features.


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
* 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: 40 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).
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
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: Particle Beam: 1,200 feet. Thumper Grenade Launcher: 1,200 feet
    Mega-Damage: Laser 2D6 M.D. for a single shot
    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 Particle Beam 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 Particle Beam 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: Particle Beam 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


Stored in Vehicle
  • Work Overalls (except for when she is performing repairs or creating a new TW device).
  • Set of Nice Clothes
  • Sunglasses (by the driver seat)
  • Tinted welding goggles
  • Knapsack
  • Large Sack
  • Notebook
  • Sketchbook
  • Tool Kit (size depends on size of vehicle)
  • Grease Pen
  • Heavy Duty Safe for storing crystals and gems in.
  • Various bits of hardware (nuts, bolts, screws, nails, etc.)
  • Medium Robotics Kit (Rifts Sourcebook 5: Bionics Sourcebook p. 68)
  • Handheld MD Power Drill (Rifts MercOps p. 112)
  • Vibro Cutters (Rifts MercOps p. 113)
  • Electromagnetic Nail Gun (Rifts MercOps p. 113)
  • Plasma Torch (Rifts MercOps p. 113)
  • Vehicle Diagnostic Computer (Rifts MercOps p. 113)
  • Wilk's Portable Laser Torch (RUE p. 269)
  • Wilk's Laser Wand (RUE p. 269)
  • Chipwell CAI-50 Challenger Light Combat Armor (Mercenaries p. 144)

Carried/In Hand

Worn on Person
  • Multi-optics band
  • Pilot style jumpsuit
  • Pocket Mirror (in a pocket)
  • Silver Cross (around her neck)
  • Primary Weapon
  • Pocket Digital Recorder

Utility Belt
  • Multi-tool
  • Large Flashlight
  • Canteen
  • Secondary Weapon
  • Air Filter and Gas Mask
  • Pocket Laser Distancer
  • Walkie-Talkie

Backpack
  • Mini-tool kit
  • Signal Flares, x6
  • Small Sacks, x1d4
  • Wooden Stakes, x6
  • Mallet
  • Binoculars
  • Notebook
  • Pens, x12
  • Pencils, mechanical x2
  • Pencils, regular x24
  • Pencils, colored x24
  • Lead refill for mechanical pencil, x2 containers
  • Handheld Computer

Credits
Secured Universal Card: 500
Unsecured Black Market Card: 3000 B.M.C.
Door to Door Sales: 143,020 NGMI (Maniacal Laugh :geek: 4/20/2017)
Loose Gems:
    • 1x 1/6 Carat Diamond (worth 2500 credits)
    • 20x 1 carat and 10x 1/2 carat clear quartz crystals (1500 credits worth)
    • 1x 7 carat rose quartz crystal (worth 1000 credits)
  • Red Zircon, 3 karats
  • Quartz (Ruby), 10 karats
  • Tourmaline, 10 karats
  • Tiger Eye, 3 karats
  • Opal (all other colors), 10 karats

New Equipment Purchased
  • Spell Tome: Mental Blast (Book of Magic p. 109)
    • Price: 50,000 credits (10k x 5 for spell level = 50k) for spell, not sure if tome will cost more, or if other pricing factors will apply
    - On loan from Collegiate Library, 50k deposit will be returned when book is returned
  • Spell Tome: Implosion Neutralizer (Book of Magic p. 107)
    • Price: 50,000 credits (10k x 5 for spell level = 50k) for spell, not sure if tome will cost more, or if other pricing factors will apply
    - On loan from Collegiate Library, 50k deposit will be returned when book is returned

    An MD gallon tank that I can wear on my back with an electric sprayer (basically an over sized MD canteen with an electric sprayer). I figure one of these would probably be no more than 100 credits.
- 4 gallon electric backpack sprayer, runs on included special power cell (can use standard E-Clips), 3 M.D.C. 900 NGMI

  • Enough parts to build 8 drones that are roughly 1' to 1.5' across with a anticipated flight time of at least 30 minutes and a range of 500'
- Hexacopter, 75 SDC
  • 2 Audio/Video transmitters: Communicators (GMG 183): Small, the size of a pack of cigarettes or cell phone fitted with a handy clip and holster case with clip to hook onto armor, pockets, collars and vests, as well as fit in pockets and belt pouches. Weight: 5 ounces (142 grams). S.D.C.: 10. Range: Five miles (8 km). + Video Cost: 3,000 credits; 6,000 NGMI total
  • 1 VR headset
  • 2 extra hand held computers (RUE p. 262, 2,500 ea., 5000 credits total)

Back in Time!!!
    4 long e-clips
    1 CV-212 Laser Rifle with a Telescopic Infra-red Targeting Sight (TILT Sight for short)
    1 Sabre Skorblade
    1 Notebook
    10 ea. pens and pencils
    Toolkit
    Hand held industrial strength (i.e. MD)
    Power drill
    Vibro-cutters
    Portable laser torch
    Laser wand
    Multi-tool
    Canteen
    Walkie-ta
    Walkie
    Handheld computer
    Blue Boy power armor.
Last edited by Selenidaria on Sun Jun 10, 2018 9:37 am, edited 9 times in total.
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Selenidaria » Wed Dec 28, 2016 12:41 am

Background Story

In the quite night, a woman screams in pain. She writhes in agony in a simple queen size bed next to a man who is groggily waking up, her swollen stomach clearly indicating that she is pregnant.

"Vandaria, what is it?" the man asks with some concern, rolling over onto one elbow causing his head to become illuminated by pale moonlight.

"It's time. She is ready to come into this worLD." Vandaria tells her partner as her body is wracked with even more pain, causing her to grunt the last part of her sentance. The spasm of pain causes her to bolt up, arching her back as her hair falls away to reveal her enlongated Elven ears. The man gets out of bed and throws on some wizard looking robes before helping his wife into some clothes of her own. Once Vandaria is settled in, he casts a quick incantation of strength and picks Vandaria up, carrying her outside their medium sized townhouse in the Colorado Barony of Hope.

"You know, I could have walked out of the house on my OWN." Vandaria begins to say before another wave of pain courses through her body. Her husband looks at her and raises an eyebrow, causing her to her to sigh. Exasperated, she says "Alright, you're right."

Once outside, he sets her onto a bench next to the door as he casts another, more complicated spell which causes him to sprout a pair of wings, then picks Vandaria up again and flies off into the night. They quickly approach the hospital and land on a landing pad for creatures that are flying in (naturally or magically).

Early the next morning, Selenidaria is born, the eighth child of Vandaria and Sollux, but their first one since they found themselves in this strange and new world.

Five years later

Selenidaria sat in her father's study in his favorite recliner with a large tome in hre lap, trying to make sense of the drawings and weird words that were written in a language she had started learning how to read last year. So intently she was studying the book that she never noticed her father enter his study until the door made a loud clack when it shut. Startled, Selenidaria looked up, expecting to get in trouble for being in her father's study with one of his books, but his face was beaming with pride because his daughter seemed to be interested in following in his footsteps.

Another five years later

Selenidaria cried into her pillows, her broken personal digital audio player layed broken on the floor next to her bed. Broken by her father. Broken because her father hated technology. Because technology was the "simpleton's magic", as he always used to call it. He refused to use any sort of device that was electronic or mechanical.

Another five years after that

"Hey Sel, you coming to the job fair?" Selenidaria's best friend Chrissy asked the elf.

"I doubt I would be able to. Too much technology as my dad would say." Selenidaria morosely replied

"But he says that, like, all the time!"

"And he means it all the time. He'd tell me things like 'Magic will take care of all of your needs that you would every have'. But here's my thing is that magic is great and all, but I don't see a need to use it just to cook dinner when I have access to a stove. My studies are goin good and all, but I honestly don't see a need to use it for everything in my daily life."

"You know, there's supposed a Techno-Wizard showing up for the event today"

"Oh my gosh, my dad would blow a gasket, or whatever the mystical equivalent of one is anyway, if he knew I was going to an event that also had a Techno-Wizard speaking at it."

"Why not just tell your dad you are going to my house or something and we can go together?

"You don't understand, my dad will cast a spell that will make me tell the truth, whether I want to or not!"

Chrissy wraps her arm around Selenidaria to offer support and comfort to her sobbing friend. "Sel, you have to make him understand that eventually you are going to move out, and that he can't keep doing this to you."

About an hour later...

"Hey Daddy," Selenidaria started to say.

"What is it? You never call me daddy anymore unless you're about to ask me something you think I am going to say no to," Sollux replied crossly, having had a bad day already from having to deal with a group of dwarven adventurers who wanted to buy some of his wares for much less than what he was selling them for. It's bad enough that we was torn from our home, but to try and support my family while also trying to figure out how to get us home almost seems impossible Sollux thought.

"Maybe I'll ask you another time," she said, re-thinking what she was about to say to him in light of his foul mood that she found him in.

"No, you will talk to me about what ever it was you came her to talk to me about," he sternly said.

Hesitantly, Selenidaria turned to fully face him and force herself to speak to him. "Dad, I was wanting to go career fair they were holding at the expo center. Specifically, there was going to be a Techno-Wizard that I wanted to see talk there today..." she said trailing off as she saw the anger rise in her father's face as it turned red and then purple.

"Absolutely not! I don't want you to get used to any technology from here," he begins to argue.

"When are you going to realize that you are going to have to let me leave and go into the real world, the real world which uses technology," she pleads to him.

"I HAVE SPENT THE LAST 20 YEARS OF MY LIFE TRYING TO GET US BACK HOME," Sollux begins to scream.

"YOUR HOME, DAD. Your home, not mine," Selenidaria fires back. This statement causes his rage to cool some and replaces it with pain.

"You have brothers and sisters whom you have never met, who have no idea of your existence," he cries out in pain and anger.

"Then they'll just have to deal with not knowing me, unless they come here, because I'm not leaving," she resolutely declares, her face set and determined.

"Not leaving? You want not leaving, I'll give you not leaving! You are not allowed to leave this house unless it's to go with me," Sollux shouts, he anger starting to rise again.

"Screw you Dad," Selenidaria screams before she runs into her room and slams her door shut, setting her dresser against the door making it impossible for her father to barge in after her. She flung herself onto her bed and sobbed into her pillows as the emotions caused her to spasm. Sollux started to pound on her bedroom door, demanding her to open up before Vandaria, her mother, intervened calming him down some and persuading him to leave her be.

An hour goes by before Vandaria goes to check on her daughter. She knocks on her daughter's door but get's no reply, so she casts an incatation of Astral Projection. While in her Astral Body, she passes through the wall of her daughter's room, which she finds empty of her daughter, some clothes, and some personal items. Her daughter's window is open, and on her desk is a note which reads:

Dear Mother and Father,

I am sorry that things have turned out the way that they have, but I feel that the differences between me and Daddy have become too severe. I cannot stand living here anymore under his roof. His obsession to return to world I had never even knew, and his insistence that I remain isolated from technology have just about driven me insane. I have found myself wondering what it would be like if I were dead before I even realized what I had been thinking about. It is for this reason that I had decided that it is my time to make my own way in the world. I may lack the skills to survive out there in this world, but I know one thing. If I stayed, I feel without a doubt that I would ultimately take my own life. Farewell Mom and Dad, and best wishes in getting back home, where you belong, because this is where I belong.

Love,

Sel


Vandaria was so shocked she almost forgot to return to her body a few feet away. Once she is fully back in her own body, she realizes that Sollux is standing there preparing to cast a spell when he realizes that she's finished her Astral Journey.

"She's gone, our baby's gone," she sobs.

Meanwhile at the Career Fair...

A large Orc is walking away from the podium, just finished having given his presentation on the Techno-Wizard process, wearing a pilot's jacket over a dark polo shirt and grease stained slacks, his coarse hair slicked back except for one spot that refuses to be tamed. Selenidaria approaches him, clears her throat to get his attention, and extends a hand to offer to shake his. "Hello, Mr. Orog Goroag is it? I am simply fascinated by what you do and I was wondering if you would be willing to teach am as an apprentice?"

Orog raises a questioning eyebrow and says "Is this some sort of joke?"

"I ususally deal with a prospective apprentice's parents who wish for me to teach their children. Where are yours," Orog inquires as he notices the hope on her face fading and being replaced with fear.

"I, I ran away from home because my father was trying to isolate me from all technology more advanced that black smithing techniques from the dark ages. If it weren't for my mother I never would have been allowed any friends either out of his paranoia that I would become too attached to technology. All because he obsessed in trying to return him and my mother, and force me to come with them, to the world they were torn from. Listen, I will do anything you ask of me, even please you in bed if that's what you want, but I am truly fascinated by what you do and want to learn how to do it myself, but I have to leave town soon because I have no idea how soon he'll realize that I'm no longer at home. Please," Selenidaria pleaded

"What is your name?"

"Selenidaria.

"Well Selenidaria, I have a personal rule where I refuse to get romantically involved with any person under a certain age, which you appear to be younger than that age, and I never ever get romantically involved with any of my students. But yes, I am willing to help you," Orog tells her, watching her face light up like a Globe of Daylight. He turns to a nearby friend and says to him "Take her back to the workshop, use a pendant, and go through the circle back to our base camp. We'll work out the details when I get back later tonight." Orog hands a small pendant with a dotted humanoid figure on it and says "Use this to follow him and you'll remain unseen, just make sure not to lose him until you get to my mobile workshop and make sure you stay close enough to him that you don't have to open any doors yourself so you'll remain undetected. Understood?" To which Selenidaria nodded, then used the Talisman she was handed and followed Orog's friend, unseen to all.
Selenidaria

OOC Comments
Selenidaria
HP: 19/19
SDC: 30/30
PPE: 90/90
ISP: 27/27

Constant Effects: Mind Block Auto-Defense

Millenium Tree Leaf Armor MDC: 60/60

MP-10 MageFire Bolt Rifle 5d6+3 MD/1d6x10+ 6 Ammo: 17/18
Recharge: 40 PPE/80 ISP

Crawler Half-Track - Selenidaria's Techno-wizardry Crawler Initiative - STCI (a.k.a. Staci)
M.D.C. by Location
*Front Tires (2) - 50 each
*Side Tracks (2) - 110 each
Windshield (front) - 25
Side Windows (4) - 15 each
Cargo Bay Portals (8, Sides) - 10 each
*Main Gun - (1: Cab) - 50
*Mini-Missile Launcher (1: Cab) - 75
Sensor Cluster/Communications Array - 60
Bay Door/Ramp (Rear; Large) - 130
Headlights (4) - 8 each
Main Body - 355/440
* A single asterisk means the location is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.
** Depleting the M.D.C. of the main body will destroy the vehicle entirely.


Chipwell CAI-50 Challenger Light Combat Armor - Chippy
Model Type: CAI-50
Class: Light Infantry Armor Military Exo-Skeleton
Crew: One
M.D.C. by Location:
Arms (2): 20 each
Legs (2): 50 each.
*Head: 50
**Main Body: 120
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Selenidaria » Thu Jan 19, 2017 10:20 pm

I just found out that I missed typing in all of the skills I had written down on a page while I was at work.

The skill that I missed was Robot Mechanics 37% (+5%). (Base 20% + 2% IQ bonus + 10% OCC Related Bonus + 5% level bonus)
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Maniacal Laugh » Thu Jan 19, 2017 10:52 pm

Did you add it yet? If not do it!
A hard, cynical act for a hard, cynical world. - Tex Richman
Image
User avatar
Maniacal Laugh
Game Master
 
Posts: 1067
Joined: Fri Nov 15, 2013 10:49 pm
Location: West Coast is the Best Coast!

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Selenidaria » Fri Jan 20, 2017 9:36 am

I was told by Lindsey on chat (who I am guessing is Captain Marks) to add it to the bottom as a new post. I will go ahead and edit my character sheet with your full approval.
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Maniacal Laugh » Fri Jan 20, 2017 10:01 pm

Yeah... My understanding is the post below the sheet is the record of the change or transaction (like an EP purchase) but you still need to edit the data into the sheet.
A hard, cynical act for a hard, cynical world. - Tex Richman
Image
User avatar
Maniacal Laugh
Game Master
 
Posts: 1067
Joined: Fri Nov 15, 2013 10:49 pm
Location: West Coast is the Best Coast!

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Selenidaria » Fri Jan 20, 2017 10:09 pm

Ah, I wasn't informed of that.
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Maniacal Laugh » Thu Apr 20, 2017 10:20 pm

Use this format for the Chipwell thing and I'll figure out some prize other than EP for you. And then put it on your sheet.

Code: Select all
[b]Roadrunner Power Armor[/b]
[img]http://i873.photobucket.com/albums/ab296/adteeling/RoadrunnerPA-300_zpse32b6111.png[/img]
[size=85]Model Type: PA-002G
Class: All-Terrain Power Armor
Crew: One
[b][u]M.D.C. by Location:[/u][/b]
Thruster Jump Pack (Back): 60
Arms: 45 each
Legs: 80 each.
*Head: 75
**Main Body: 135
[b][u]Speed:[/u][/b]
Running: Triple the usual speed of the wearer. For most people, that is in the range of Spd 35-50 or 24 mph (38.4 km) to 35 mph (56 km), and obviously faster for those with a Spd attribute of 20 or higher. The act of running does tire its operator, but only at 20% of the usual fatigue rate.
Leaping: The robot legs can leap up to 10 feet (3 m) high and 15 feet (4.6 m) across unassisted by the thrusters, and increase height and distance by 50% with a fast, running start. A jet thruster-assisted leap can propel the unit up to 60 feet ( 18.3 m) high and 120 feet (36.6 m) across without actually attaining flight.
Flying: Not possible. Hovering off the ground is possible, but only for 1D4+ 1 melee rounds before getting wobbly and shutting off. However, it can be used to slow the descent of falls and land on one' s feet.
Underwater Capabilities: Swimming: The thrusters provide good mobility and control underwater and a speed of 15 mph (24 km); 22 mph (35.2 km) on the surface of the water. The Roadrunner can also walk along the bottom of the sea or lake bed at 25% of its normal walking/running speed. Maximum Ocean Depth: 1 ,000' (305 m)
[b][u]Statistical Data:[/u][/b]
Height: 7 feet (2. 1 m)
Width: 3 feet (0.9 m)
Length: 2.8 feet (0.85 m)
Weight: 101 lbs (45.5 kg), including built-in thruster pack
Physical Strength: Robot P.S. of 26
Cargo: None. Only what the person can carry
Power System: Nuclear; average energy life is 10 years.
Cost: 670,000 credits.
Weight: 101 lbs (45.5 kg), including VT pack.
Mobility: Excellent, no movement penalty.
Power Armor Features: Standard properties for Full Environmental Body Armor; see the Rifts® Ultimate Edition rule book, page 267
[u][b]Weapon Systems[/b][/u]: None
[u][b]Hand to Hand Combat:[/b][/u] Rather than use a weapon, the pilot can engage in Mega-Damage combat.  Damage as per Robotic P.S. of 26
[u][b]Bonuses:[/b][/u] The body armor's augmentation, agility and jump capability give the pilot the following: + 1 on initiative, +2 to automatic dodge (the act of dodging does not use up a melee attack), +2 to roll with impact, 01-66% chance of landing on his feet (no damage) from a fall at heights as great as 1,200 feet (366 m) and grants the user the ability to run along narrow ledges and trails as thin as five inches (12.7 cm) wide at full speed.
[/size]
A hard, cynical act for a hard, cynical world. - Tex Richman
Image
User avatar
Maniacal Laugh
Game Master
 
Posts: 1067
Joined: Fri Nov 15, 2013 10:49 pm
Location: West Coast is the Best Coast!

Re: Selenidaria (Elven Techno-Wizard) WIP

Postby Selenidaria » Mon Jul 10, 2017 4:50 pm

Level Up HP: 1d6 = 3
Level Up ISP: 1d4+1 = 4
Level Up PPE: 2d6 = 7
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) [Level Up]

Postby Selenidaria » Wed Oct 25, 2017 2:41 pm

Level Up: Level 4
1d6 = 4
1d4+1 = 2
2d6 = 7
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) [Level Up]

Postby Selenidaria » Wed Apr 18, 2018 7:23 am

Left Tire was replaced, Main Body is at 355/440 MDC

I am posting here as a record until the issue with the image in the post is figured out.
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) [Level Up]

Postby Selenidaria » Thu May 10, 2018 6:32 pm

User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2

Re: Selenidaria (Elven Techno-Wizard) [Level Up]

Postby Selenidaria » Mon Jul 16, 2018 3:41 am

Level up
Hit points 1d6 = 3
ISP 1d4+1 = 2
PPE 1d6 = 4 + 1d6 = 1
User avatar
Selenidaria
 
Posts: 167
Joined: Sat Dec 17, 2016 12:35 pm
Location: Google Hangouts: dragonfett2


Return to AA Professional Services (Independent, 7 Players, 1 Openings)

Who is online

Users browsing this forum: No registered users and 1 guest