NPC-Michael Maxwell (Human Headhunter; E.P. Inactive))

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NPC-Michael Maxwell (Human Headhunter; E.P. Inactive))

Postby Michael Maxwell » Sat Jan 25, 2014 1:15 pm

Player Name: John
Hangouts Handle: venatus.vinco@gmail.com

Character Name: Michael Maxwell
Alias: Mad Max, Max, Mikey
Race: Human
O.C.C.: Headhunter Techno Warrior
Alignment: Unprincipled
XP Level: 6
XP Points: 36,051 (Boz 10/10/17)
Next Level @ XP: 35,800
Sentiments/Non-Humans: All depends on which side of the contract they are on.
Sentiments/Coalition: Indifferent. They make lots of war which is good for business, but they are getting a little big for their britches.
Disposition: Cynical. Likes to make macabre jokes and laugh about difficult or uncomfortable situations.
Insanity: Psychogenic pain, Addiction: Painkillers

ATTRIBUTES
I.Q.: 14
M.E.: 9
M.A.: 11
P.S.: 18 (Augmented)
P.P.: 17 (Augmented)
P.E.: 16
P.B.: 20
Speed: 58 (40 mph/64 km)

PHYSICAL DATA
P.P.E.: 9
H.P.: 22
S.D.C.: 31
M.D.C.:
- Hands (2) - 25 M.D.C. each
- Forearms (2) - 25 M.D.C. each
- Upper Arms (2) - 35 M.D.C. each
- Feet (2) - 15 M.D.C. each
- Legs (2) - 45 M.D.C. each
- Main Body - 50 (Cyber Armor, AR 16)

Age: 33
Sex: Male
Height: 6'8"
Weight: 450 lbs.
Description: Weathered skin. Brown eyes. Dark hair with flecks of gray, cut high and tight. Bulky build, even before cybernetics and bionics.

Special Abilities
Find Contraband: 65%+3%
    A variant of the standard Find Contraband skill narrowly focused on technological contraband, particularly bionics and weapons, to the exclusion of all else (drugs, magic, etc.)
Penalties of Partial Reconstruction
    Simulated sense of touch is a mere 35-52%. Prowl penalty of -15%. Skills that require sensitive and nimble fingers and hands are also -15%

Natural Abilities
Perception Bonus: +2
Charm/Impress: 50%
Invoke Trust/Intimidate: 10%
Max. Encumbrance: 315 lbs.
Max. Carrying Weight: 360 lbs.
Max. Lifting Weight: 720 lbs.
Max. Jumping Ability: See bionic legs

Bionics & Cybernetics(Partial Conversion)
Head
    Multi-Optics Eyes with polarized filters (both eyes)
    - Bonus: +1 strike
    - Telescopic: 4-8x30 magnification: 6000'
    - Macro Lens: 2x to 20x magnification: 3'
    - Passive Nightvision: 2000'
    - Thermal-Imaging: 2000'
    - Light Filters

    Universal Head jack with Ear Implant, Radio Receiver/Transmitter and Signal Booster
    Sound Filtration System
    Amplified Hearing (both ears)
    - Bonus: +1 parry, +2 dodge, +3 initiative
Body
    Cyber Armor 50 M.D.C., AR 16
Right Arm/Hand (P.S. 18, P.P. 17)
    Laser Finger Blaster
    -Damage: 2D6 M.D.
    -Range: 300'
    -Payload: 6

    Internal Comp Calculator (advanced Math version)
    Clock Calendar (Displays on HUD)
Left Arm/Hand (P.S. 18, P.P. 17)
    Retractable Vibro Blades
    -Damage: 2D6 M.D.
    Gyro Compass (Displays on HUD)
Right Leg (Spd. 58, P.S. 18, P.P. 17)
    Leaping Legs
    -Jumping: Leap 15' high and 30' lengthwise, Bonus: +1 to dodge and +1 initiative when attempting a dodge or leap of any kind
Left Leg (Spd. 58, P.S. 18, P.P. 17)
    Leaping Legs
    -Jumping: Leap 15' high and 30' lengthwise, Bonus: +1 to dodge and +1 initiative when attempting a dodge or leap of any kind

O.C.C. Skills
Language American 99% (+1%)
Language: Dragonese/Elven 65% (+3%)
Lore: Demons & Monsters (North America) 65% (+5%)
Lore: D-Bee 60% (+5%)
Computer Operation 92% (+3%)
Detect Ambush 55% (+5%)
Detect Concealment 55% (+5%)
Electronic Countermeasures 65% (+5%)
Land Navigation 66% (+4%)
Lore: Demons & Monsters (South America) 65% (+5%)
Tanks & APCs 82% (+4%)
Pilot: Jet Packs 74% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% (+5%)
Pilot: Combat Flight System 75% (+5%)
Radio: Basic 85% (+5%)
Read Sensory Equipment 65% (+5%)
Recognize Weapon Quality 65% (+5%)
Tracking: People 40% (+5%)
Weapon Systems 75% (+5%)
Wilderness Survival 65% (+5%)
Hand to Hand: Commando

O.C.C. Related Skills
Military Tactics 65% (+5%)
Parachuting 80% (+5%)
Acrobatics (Level 2)
- Sense of balance 75% (+5%)
- Walk tightrope or high wire 69% (+3%)
- Climb Rope 86% (+2%)
- Back Flip 75% (+5%)
- Prowl 30% (+0%)
- No Fear of Heights

Robots and Power Armor 62% (+3%, level 2)
Power Armor Combat Elite: Light Power Armor (Ground) (level 3)
Sniper
Navigation 40% (+5%, level 6)

Secondary Skills
Barter 50% (+4%)
Cook 60% (+5%)
W.P. Rifle
General Repair & Maintenance 50% (+5%)
Swimming 75% (+5%)
Climbing/Rappelling 80/70% (+5%)
Literacy: Native Language 86% (+2%, level 3)
Mathematics: Basic 60% (+5%, level 3)
S.C.U.B.A. 35% (+5%)
Undersea and Sea Survival 35% (+5%)
Field Armorer & Munitions Expert 50% (+5%)
Submerisbles 48% (+4%)
Basic Electronics 40% (+5%)
Lore: Vampires 20% (+5%, level 6)
W.P. Shotgun

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +7
Strike Bonus: +3
Parry Bonus: +4
Dodge Bonus: +4
Auto Dodge: +2
HTH Damage Bonus: +3
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: (+1 on a "Called Shot" with any Weapon Proficiency)
Kick (1D8): +2
Body Flip/Throw: +1
Body Block/Tackle: +0
Backward Sweep Kick: +2
Karate Punch/Strike: +0
Karate Kick (2D6): +2

Light Power Armor (Ground): Elite
Number of Attacks: 6
Initiative Bonus: +7
Strike (long range/energy): +2
Strike Bonus (melee): +6
Parry Bonus: +6
Dodge Bonus: +6
Disarm: +3
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: (+1 on a "Called Shot" with any Weapon Proficiency)

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 Pistol - +3 to strike
W.P. Energy Rifle - +3 to strike, +4 aimed (sniper)
W.P. Heavy MD Weapons - +3 to Strike
W.P. Handguns - +3 to strike
W.P. Rifle - +3 to strike, +5 aimed (sniper)
W.P. Knife - +2 to strike, +3 to parry, +3 to strike when thrown
W.P. Paired Weapons (from HTH Commando)
W.P. Shotgun - +1 strike

Saving Throw Bonuses
Impervious to all forms of telemechanics
Coma/Death: +10%
Magic (varies): +1
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (varies): +0
Horror Factor: +5
Possession: +2
Last edited by Michael Maxwell on Sat Feb 01, 2014 8:06 am, edited 11 times in total.
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Michael Maxwell
 
Posts: 191
Joined: Sat Jan 25, 2014 12:57 pm

Re: Michael Maxwell (Human Headhunter)

Postby Michael Maxwell » Sat Jan 25, 2014 1:18 pm

Equipment

Contacts
Powerful Contact: Federico Franceschi, Director of Research and Development at Northern Gun
--Federico feels terrible that Max was down and out while he was abroad on 'business'; feels obligated to sort out his old pal

Merctown Contact (Earned through RP): Boss Dutcher, Black Market Kingpin
--Dutcher believes Max has given him some valuable info. (Black Market Discount Tracker: 10%)

Weapon
Wilk's 1000 Laser Pulse Cannon
Image
• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range: 3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload: 240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.


Vehicle
Cyborg's Custom Roadrunner
Image
Model Type: PA-002G
Class: All-Terrain Power Armor
Crew: One
M.D.C. by Location:
Thruster Jump Pack (Back): 80
Arms: 65 each
Legs: 100 each.
*Head: 105
**Main Body: 210
N-F20A Heavy Force Field: 110
Speed:
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 10% of the usual fatigue rate.
Leaping: The robot legs can add up to 15 feet high and 25 feet across to the users normal jumping capabilities and increase height and distance by 50% with a fast, running start. A jet thruster-assisted leap adds up to 110 feet high and 210 feet to the usual jumping abilities.
Flying: Not possible. Hovering off the ground is possible, but only for 60 seconds 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 28 mph; 40 mph on the surface of the water. The Roadrunner can also walk along the bottom of the sea or lake bed at 40% of its normal walking/running speed. Maximum Ocean Depth: 1 ,800'
Statistical Data:
Height: +1'
Width: + 1'
Length: 2.8 feet (0.85 m)
Weight: 131 lbs (45.5 kg), including built-in thruster pack
Physical Strength: Robot P.S. +16 users regular P.S.
Cargo: None. Only what the person can carry
Power System: Nuclear; average energy life is 10 years.
Cost: Custom job
Mobility: Excellent, -5% movement penalty.
Power Armor Features: Standard properties for Full Environmental Body Armor; see the Rifts® Ultimate Edition rule book, page 26
Cyberlink and sensor suite, video recording capabilities.
Weapon Systems:
1) Silver Forearm Vibro-Blades (2): 3d6 MD, +1 to strike, +2 to parry
2) E-Clip Port/Adapter (unlimited payload for handheld weapons)
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage combat.
Bonuses: The body armor's cyberlink, augmentation, agility and jump capability give the pilot the following: +3 to perception rolls, +1 attack, +3 on initiative, +2 to automatic dodge (the act of dodging does not use up a melee attack), +3 to roll with impact, 01-86% chance of landing on his feet (no damage) from a fall at heights as great as 1,800 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.


The "Faux-Hawk"
NG-102W Air Assault Combat System (Prototype)
Image
Model Type: PA-102W
Class: Air Assault Combat System Flight Wing
Crew: One
M.D.C.. by Location
    *** Wing (L) —210/210
    *** Wing (R) —210/210
    Main Thruster (L; center, near pilot's body) — 100/100
    Main Thruster (R; center, near pilot's body) — 100/100
    Secondary Thruster (L; wing tips) — 130/130
    Secondary Thruster (R; wing tips) — 130/130
    * Twin Lasers (L; in Secondary Thrusters) — 22/22
    * Twin Lasers (R; in Secondary Thrusters) — 22/22
    * Top Mounted Weapon System (1; rail gun) — 80/80
    * Robot Arms (L) — 40/40
    * Robot Arms (R) — 40/40
    ** Main Body of Wing — 290/290
    * Pilot in AAA Power Armor — (see separate entry)
      * A single asterisk indicates small or otherwise difficult targets to hit. A "Called Shot" is needed to hit it and the shooter is -3 to strike. The pilot of the Death Wing is in the open, and can be targeted by a "Called Shot." However he is a small target protected by the jet ports, wings and robot armor, making him a difficult target to hit: -4 to strike on a Called Shot. The pilot's M.D.C. body armor protects as normal. Killing the pilot will cause the wing to switch to autopilot and return to its base of origin at maximum speed. The wing's computer constantly monitors the pilot and knows when he is severely injured or dead. The same happens if the pilot gives a homing command (return to base) or falls unconscious.
      ** Depleting the M.D.C. of the main body causes the aircraft to crash.
      *** Destroying one side/half of the wing (145 M.D.C.) will cause it to spin and crash. Destroying one of the Secondary Thrusters has no obvious effect; destroying both reduces speed by 10% and inflicts a penalty of -1 to dodge. Destroying one of the main thrusters reduces speed by 25%; destroying both reduces speed by 50% and inflicts a -4 to dodge and -3 on initiative/response time. Destroying one of the directional thrusters reduces speed by 15%; loss of both reduces speed by 30% and makes precision maneuvers difficult; -2 to dodge, -2 on initiative.
Statistical Data
    Running: Running is not possible with the Air Assault Armor System, but see the PA-102XA Power Armor
    Flying: 670 mph ( mach one). The PA-102XA power armor includes special bladders which allow the pilot to survive the intense g-forces. Cruising speed is generally a more sedate 300 mph. The Flight System can hover in place.
    Maximum Altitude: 16,000 feet. Can fly as low as 2 feet off the ground at maximum speed. Flying in the prone position makes the flight system and pilot hard to hit (-2 to hit the flight system, and -4 to hit the pilot).
    Flying Range: Although the nuclear power supply lasts for years, the jets need cooling off after 18 hours of continuous use at cruising speeds, or nine hours at maximum speed.
    Underwater Capabilities: N/A
    Maximum Ocean Depth: N/A
    Wingspan: 20 ft (6m)
    Dimensions: : 7' (2.1m) tall, 5'5" (1.65m) long, 1.3 tons
    Physical Strength: None, but see PA-102XA Power Armor
    Cargo: None; The Death Wing pilot typically has an ordinary survival knife and a vibro-knife locked and concealed in the boots. An energy rifle or backpack can be slung over the chest and a rifle can be magnetically attached to the leg, but in both cases, flying at speeds above 350 mph (560 km) is likely to pull the weapons loose (or out of one's hand), causing them to fall to the earth.
    Power System: Nuclear, average energy life is 20 years.
Weapon Systems
    1. High-Powered Wing Laser Guns (2):
    • Range: 4000' (1220 m)
    • RoF: Equal to the number of hand to hand attacks of the pilot.
    • Damage: 4D6 M.D. per single blast, 8D6 per simultaneous double blast (counts as one melee attack) from one wing. 2D4x10+12 from a quadruple blast from both wing guns, but the target must be at least 22 feet (6.7 m) wide for both wing guns to hit (counts as one melee attack),
    • Payload: Effectively unlimited.
    2. Short-Range Robot Arm Lasers (2): Note: The main purpose of the robot arms is to be the eyes of the pilot and for observation/reconnaissance.
    • Damage: 2D6 M.D. per single blast, 4D6 per simultaneous double blast (counts as one melee attack) from both arms.
    • ROF: Equal to the number of hand to hand attacks of the pilot.
    • Range: 2000 feet (610 m)
    • Payload: Effectively unlimited
    3. Top Mounted Weapon System (1): CAACS-60R Rail Gun
    • Range: 4,000'
    • Damage: 1D4x10 M.D. per burst
    • Rate of Fire: 40-round bursts only.
    • Payload: 6000 round drum, that's 150 bursts. Reloading a drum will take about five minutes and requires a small crane or power armor.
    4. Wing Mini-Missile Pods (2)
    • Range: 1 mile
    • Damage: per missile
    • Rate of Fire: 1,2,4 or 6
    • Payload: 6 (3 per wing)
    Note: The Flight system is not designed for close combat, and engaging in melee combat while at any speed is likely to cause a crash (Pilot check at -50%).
    Bonuses: In flight and while attached to the Death Wing: +2 on initiative, +1 to strike, +2 to dodge, +1 attack per melee round (from robot arms) — all in addition to power armor combat training bonuses and abilities.[/size]

Worn on Person
IDF Commando Wristwatch
CA-FS1 Armored Flight Suit
Image
Weight: 11 pounds (5.4 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Helmet: 25/25
• Arms (left): 6/6
• Arms (right): 6/6
• Legs (left): 10/10
• Legs (right): 10/10
• Main Body: 22/22
Modifiers: None

Features:
    1. Complete environmental battle armor suitable for use in all hostile environments, including space with computer controlled life support system, internal cooling and temperature control, artificial air circulation systems, gas filtration, and humidifier. Requires the addition of self sealing gloves, boots (standard issue), and a helmet.
    2. Directional, short range radio built into the helmet. Range is 2 miles (8 km), and it can receive and decode scrambled signals, as long as they are sent on preset channels and encryptions. Built-in loudspeaker; 80 decibels.
    3. Wrist Mini-Comp: A multi-purpose miniature computer and display that will indicate system errors within the armor, damage levels, and oxygen supply, as well as direction (compass), time, and date.
    4. Built in Tracking Device: To aid in retrieval, the pilot can activate the built in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.
    5. Pilot's Survival Vest

Pilot's Survival Vest
Pistol Shoulder Holster:
Q1-02 "Stopper" Ion Pistol
Image
• Range: 220'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip
• Features: Modified for increased range

Ammo Pouch:
-2 E-Clips
Self Sealing Pocket:
-Lighter
-Cigarettes
-Painkillers
Walkie Talkie Pouch:

Self Sealing Pocket:
-Canteen
Self Sealing Pocket:
-Non-Secure Black Card: 2,900 credits
Self Sealing Pocket:
-First Aid kit with RMK

Stored On Ship

*Note
Debt to Boss Dutcher = PAID
Last edited by Michael Maxwell on Sat Feb 01, 2014 5:14 pm, edited 10 times in total.
Michael Maxwell
"I don't kiss asses. I kick them."

    Armor:
    - Cyber Armor Main Body - 50/50 (AR 16)
    - CA-FS1 Armored Flight Suit 22 /22
    Power Armor: Custom Roadrunner
    - Main Body - 210/210
    - Force Field - 110/110
    Vehicle: NG-102W Air Assault Combat System
    - Main Body - 290/290
    Weapon: Q1-02 "Stopper" Ion Pistol 12/12
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Michael Maxwell
 
Posts: 191
Joined: Sat Jan 25, 2014 12:57 pm

Re: Michael Maxwell (WIP)

Postby Michael Maxwell » Sat Jan 25, 2014 1:24 pm

Background Story

”How did I end up here?”

The grizzled merc shakes two pills from a vial and swallows them down with a swig from his flask.

”You want the long version or the short version?”

Rubbing his stubble the Headhunter goes silent for a moment. No one really wants to hear the long version. The one about breaking my back during a HALO jump in the Manistique Imperium. The one about recovery, pain, rehab, and all the crap that goes with it. The story of lost relationships, lost opportunities, and a lost military career. Or the part about the pencil neck head shrinker who said, despite my distinguished service and exemplary training results, I wasn't a candidate for military sponsored reconstruction. The story where I get bounced back to to civvie street with a couple of peg legs and an eye patch. Nah. The short version is always better.

”Doing a recon job up near the Devil’s Gate. Get in take some pictures, get a force assessment get out. We got made, SAMs beat us up pretty bad. I've been in escape and evade mode for a week. Figured out what’s left of my company is being held at an interrogation centre near here.”

Pausing again he flexes his cybernetic fingers and arches his back to work out some painful kinks. If CS torture is anything like what that Chop Shop hack did to me then I got to get those guys out of there. Blew all my savings to get tricked out, get the hardware I needed to keep being a soldier. Whack job cut me up good. Got the parts I wanted, all Black Market. Left me with a little bonus gift too. Pain. Sometimes it hurts in places where I’m all metal. They say it’s in my mind. No shit, still hurts.

”I’m fixing to try and bust them out but got no idea how. I’ve got a good lay of the land and know what’s up with the local dead boys. I’m just missing a crew right now. If you’re heading in that direction and need another gun. I’m your man.”

He extends his large cybernetic hand for a classic American handshake. Besides, I can’t get paid for the last job without at least one of those guys to back up my story. Damned if I’m leaving this hole empty handed, I got debts to pay.

”Mike Maxwell. Soldier of Fortune.”
Michael Maxwell
"I don't kiss asses. I kick them."

    Armor:
    - Cyber Armor Main Body - 50/50 (AR 16)
    - CA-FS1 Armored Flight Suit 22 /22
    Power Armor: Custom Roadrunner
    - Main Body - 210/210
    - Force Field - 110/110
    Vehicle: NG-102W Air Assault Combat System
    - Main Body - 290/290
    Weapon: Q1-02 "Stopper" Ion Pistol 12/12
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Michael Maxwell
 
Posts: 191
Joined: Sat Jan 25, 2014 12:57 pm

Re: Michael Maxwell (Level Up!)

Postby Venatus Vinco » Sun Oct 19, 2014 3:15 am

Level Up HP: 1d6:
5


Level Up HP: 1d6:
5
Venatus Vinco
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Venatus Vinco
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Posts: 870
Joined: Sun Oct 02, 2011 8:54 am
Location: GAME MASTER: P.A.S.

Re: Michael Maxwell (Human Headhunter) - LEVEL UP!

Postby Michael Maxwell » Sat Jan 21, 2017 4:10 pm

Pateron Reward (35 Patrons): Fortune and Glory Table
1d10:
4
- Agile and Dexterous
1d4:
3
- +3 bonus to initiative

Fun.
Michael Maxwell
"I don't kiss asses. I kick them."

    Armor:
    - Cyber Armor Main Body - 50/50 (AR 16)
    - CA-FS1 Armored Flight Suit 22 /22
    Power Armor: Custom Roadrunner
    - Main Body - 210/210
    - Force Field - 110/110
    Vehicle: NG-102W Air Assault Combat System
    - Main Body - 290/290
    Weapon: Q1-02 "Stopper" Ion Pistol 12/12
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Michael Maxwell
 
Posts: 191
Joined: Sat Jan 25, 2014 12:57 pm

Re: NPC-Michael Maxwell (Human Headhunter; E.P. Inactive))

Postby Ace of Spades » Sun May 20, 2018 4:07 pm

GEAR THAT WAS ON THE SUB

Michael Maxwell

42.7 bars of Silver

Miscellaneous Gear
Waterproof Bag
    -Rebreather Lung
    -Beacon
    -2 cans black ball spray paint
    -Inflatable portable boat
    -Free Fall Parachute
    -Weapon Cleaning Kit
    -Weapon Repair Kit
    -3 months supply of Chi-town Produced Vicodin (Troop Grade)
    -1 carton of cigarettes
    -Civilian clothing
    -Generic flight suit

Light Ground Operations Package
NG-IP7 Ion Pulse Rifle (modified)
Saved for Image
Range: 1760'
Damage: 3D6 MD per shot, 1D4x10 per burst
Rate of Fire: single shots or 3-shot bursts only
Payload: 18 shots per standard E-clip, 30 shots per LE-clip


NG-A12 Anti-Ballistic Body Armor
Saved for Image
M.D.C. by Location:
• Helmet: 40
• Arms: 35 each
• Legs: 45 each
• Main Body: 80
Modifiers: -10% to climb and -15% to prowl, acrobatics and similar physical skills.
Features:
• Impact Absorbing Systems: (see page 89 of MercOps)


Shoulder Holster

Utility Belt
Rear Pouch
-2 Canteens
TW Everlasting Brandy Flask
Image
TW Brandy Flask
M.D.C.: 5
Apparent Volume: 350 mL
Magic Features
• 4 L of real volume
• Makes its own brandy 1 L per 3 P.P.E. or 15 minutes at a ley line.
On Harness
N-F40A Heavy Force Field
Saved for Image
• M.D.C.: 110
• Weight: 10 lbs.
• No movement penalties
• 8 hour duration per E-clip

-2 Plasma grenades
-Survival Knife
Small Pouch
-Non-Secure Universal Card: 600 credits
-Secure NGMI Card: 43,000 credits (SNAFU 020315)
-Non-Secure Universal Card: 163,000 (09/08/15 P)
-Black Market Loan Marker*
Ammo Pouch
-4 E-Clips

Backpack
Gas Mask
Air Filter
Hatchet
NG-V-S2 Anti-Vamp Survival Pack
Saved for Image
☞ A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
☞ S.D.C.: 50
☞ Weight: 10 lbs.
☞ Page 187 Game Master Guide for full details. Plus silver knife, 10 wooden stakes, silver cross, water pistol (50')

RMK
IRMSS
1 week freeze dried rations
Tent

Anti-Vampire Package
Vamp Sniper by Mortimer
Image
• Range: 4,200’
• Damage: 3D6x10 S.D.C. (Double to Vampires)
• Rate of Fire: Single shot.
• Payload: 12 bullet clip.
• Modifiers: +4 to strike when aimed (AI Targeting App, plus precision, and balance adjustments), Telescopic Sight, Night Sight 4500'
• Uses Morty's Special .50 Anti-Vamp Ammo
TW Silencer
-Effect: Eliminates all sound,
-Duration: 10 shots per 10 P.P.E. or 20 I.S.P.
-Modifiers: Reduces range by 10%


Morty's Special .50 Anti-Vamp Ammo
• Damage: 3D6x10 S.D.C. (Double to Vampires)
• Capacity: 200


Modified Caseless-Pistol
Saved for Image
• Range: 1,500'
• Damage & RoF: 4D6 (Single Shot), 2D4x10 (10-Round Burst)
• Payload: 30 round magazine
• Modifiers: +2 to strike (custom grip, adjusted balance)
• Weight: 2 lbs.
• Clips: 5, silver ammo


Silver Trench Knife
Save for Image
• Damage: Blade 1D6/Knuckle Duster 1D6 + punch damage + P.S. damage bonus (if any)
• Modifiers: +2 to strike, +2 to parry
[/list]

6 wooden stakes

Shipboard Operations Package

Heavy Combat Package

Wilk's 1000 Laser Pulse Cannon
Saved for Image
• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range: 3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload: 240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.


Backup Gear
NE-BA-50 “Raider” Heavy Body Armor (Group Gear)
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M.D.C. by Location:
• Head/Helmet - 80
• Arms - 55 each
• Legs - 80 each
• Main Body - 140
Modifiers: -20% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
Special Features
• Standard properties for Naruni Thermo-Kinetic Armor (p.35-36, Naruni Wave 2).
Note: For an extra 35,000cr, the armor can be surface coated with the same fiber-optic material as the NE-BA-30 described previously


NG-101 Rail Gun (Group Gear)
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• Range: 4,000'
• Damage: A Burst is 30 rounds and inflicts 6D6 M.D.
• Rate of Fire: Bursts of 30 rounds only
• Payload: As a machine-gun: 300 round belt.
• Weight: Gun: 128 lbs. Power Pack: 80 lbs. One Ammo-Belt: 25 lbs. Case of six belts: 160 lbs.


(5) Belts Armor Piercing Rounds: Critical Strike 19-20
(5) Belts Shredder Rounds: +3 per 30 rounds
(5) Belts Monster Tracker Rounds: -10% damage, +10% to track
(10) Belts Silver Shredder Rounds: Triple Damage to Vampires (10% damage to anything else)

(1) Case of Golden Age Whiskey
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Spooks OOC
Spooks HQ: The Haunt
Adventures of The Spooks

“Life is like a game of cards. The hand you are dealt is determinism; the way you play it is free will.”
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Ace of Spades
Assistant Game Master
 
Posts: 159
Joined: Wed Aug 01, 2007 6:56 pm
Location: AGM: Spook Squad


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