Starchief (Approved) [Leader]

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GM: Dark Lord
AGM: Dime Store Magic

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Starchief (Approved) [Leader]

Postby Starchief » Thu Apr 09, 2009 9:01 am

Player Name: Alex
Hangouts: dmblackhaunt

Character Name: Andra Sekona
Alias: Starchief
Race: Seeron Human
O.C.C.: Supersoldier/Elite Freedom Fighter
Occupation: Freedom Fighter/Mercenary
Alignment: Scrupulous
XP Level: 9
XP Points: 93,501 10-01-2018 DSM
Next Level @ XP: 94,901
Sentiments/Non-Seeronians: Believes that everyone deserves to be happy, that everyone deserves their freedom, regardless of how they look. Will not shy away from any lifeform alien looking to him, just because they are different.
Sentiments/Tarloks: Just as he believes that everyone deserves to be free, he also believes that tyrants must be stopped no matter what the cost. The Tarloks have taken his former life from him and he will see them defeated. He also knows that he is on their list and that his days are numbered so he must do what he can now, to destroy them.
Disposition: Friendly man with a good sense of humor. Hate bullies and is quick to stand up for someone. When a battle starts, he is quick to taunt the opposition.
Insanity: Thinks he's being followed by Tarloks.
Stats in Red are the result of wearing NE-BA-55 "Supersoldier" Exoskeleton Heavy Battle Armor.

ATTRIBUTES
I.Q.: 12
M.E.: 23
M.A.: 27
P.S.: 29 (Extraordinary) (Robotic)
P.P.: 28
P.E.: 28
P.B.: 19
Speed: 51 (153)

PHYSICAL DATA
PPE: 12
MDC: 439
Age: 45
Sex: Male
Height: 6'2" (7'2")
Weight: 210 lbs (330 lbs)
Description: Tall, large, perfect physical specimen. Blemish free skin, thick and full brown hair and red eyes from the experimentation performed upon his body. Looks to be about 20 years old.

Natural Abilities
Trust/Intimidate: 92%
Charm/Impress: 45%
Carry (lbs): 2900
Carry (min): 344
Lift (lbs): 5800
MPH: 38 (114 mph)
Perception: 59%

Special Abilities
Super Soldier Enhancements:

Attempted to Make the Character Invulnerable: Adds 80 lbs (36 kg) to weight (all muscle, not fat), skin has a Natural A.R. of 14, plus gets an extra 2D6 Hit Points and 4D6x10 S.D.C. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit, but do NO damage. +1 to P.S. and P.E. too.

Physical Transformation: The hero is physically altered, with fat becoming lean, strong muscles, bones strengthening, hair filling out, physical impairments such as poor vision and poor hearing corrected, and disease, even a terminal one, eliminated (at least for the time being; may return in 4D6 years). Bonuses: +1D6 to P.S. which is equal to the Minor super ability of Extraordinary Strength, +1D4 to P.E., +1D6 to P.B., +1D6 to Spd, +2D6 to Hit Points and add +4D6 to the S.D.C. Points.

Super Powers:

Danger Sense:
The hero has the ability to sense immediate personal danger. This power does not inform him of the nature, source, or direction of the danger, just that he is in imminent danger. The warning time is 3 seconds in advance per level of the super being and makes him hyper alert and ready to act or react (dodge, parry, roll, etc.) at a moment's notice. (27 seconds)
Bonuses: +1D4 M.E., +1 on initiative, +1 to parry, +2 to dodge, and cannot be attacked by surprise.

Extraordinary Mental Affinity:
An aura of likability, confidence and trust radiates from this character. He or she is so dynamic that they are often the center of attention and make the opposite sex swoon.
Bonuses: Increase the M.A. attribute to 24+1D6.
Skill bonus of +10% is added to seduction, pick pockets and all skills of deception and sleight of hand.

Iron Will:
The character posses an indomitable spirit. He is able to resist psionic attacks and mental assaults that would humble other men. Even some psychics do not possess his natural level of mental resistance.
Bonuses: Needs a 12 or higher to save vs psionic attack as if he were a Major Psychic himself, is +7 to save vs possession, +6 to save vs mind control, +5 to save vs illusions and Horror Factor, +3 to save vs magic and disease, +3 to save vs insanity, +20% to save vs coma and death, and skill penalties for being confused, dazed or drugged are half for this focused and driven character.

Longevity:
The hero ages at a fraction of the normal rate, compared to most normal humans: Two years for every 10. This means a character who is 100 years old has the appearance and physical body of a human in his late 20's or early 30s, by age 200 he or she looks to be 40ish. Life expectancy is 300 years and dies a good looking corpse.
Bonuses: +1 to P.E., +3 to save vs disease, +5% to save vs coma/death and +1D4 to P.B. Attribute.

Extraordinary Physical Prowess:
Bonuses to P.P., Speed, Auto Dodge, +10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc., +1 APM.

Lightning Reflexes:
Bonuses to Initiative, disarm, pull punch, roll with punch, Speed, auto dodge, +1 APM, Paired Weapons.

Bionics & Cybernetics
Bionic Implants: Head implants stimulate certain brain neurological, chemical and glandular activity to increase physical endurance and strength. Bonuses: Raise P.E. attribute to 19 (if already 19 or higher, add one point to P.E.), +1D6 to P.S., +2D4 to Spd and +3D6 to S.D.C. The character is also impervious to physical exhaustion/fatigue for the first two hours of strenuous activity and then begins to fatigue at half the normal rate. Penalties: The character suffers from chronic headaches and eats 2-4 times as much as normal without gaining weight; higher metabolism burns up the calories much faster than normal.

Bionic Weapon System (Both Arms): Two are built into one of the character's hands and arms or one system in each arm. This is not an artificial limb, but a bionic implant. The weapon responds to bio-electrical impulses from the brain and is under the complete control of the character. Unfortunately, the power system is limited to a maximum of just 50 blasts per hour, but it is self-regenerating.
Electrical Discharge: Does 1D6, 2D6 or 4D6 (MDC) damage (character can adjust the degree of damage; counts as one blast regardless of damage amount). Can be fired as an arcing blast or the hand can be electrified to inflict damage by touch (add normal punch and P.S. damage to the electrical damage if used as an electrified punch attack). Range: 100 feet (30.5 m) or hand to hand. Payload: 50 Shots per hour.


O.C.C. Skills
Language: Trade 4: 98%
Literacy: Trade 4: 98%
Language: Tarlok: 98%
Basic Mathematics: 98%
Radio: Basic: 95% +5% per level
Computer Operation: 95% +5% per level
Pilot: Hover Vehicle: 98% +5% per level
Pilot: Jet Pack: 93% +4% per level
Land Navigation: 87% +4% per level
Intelligence: 83% +4% per level
Military Etiquette: 90% +5% per level
Find Contraband and Illegal Weapons: 82% +4% per level
Streetwise: 62% +4% per level
Pick Locks: 85% +5% per level
Basic Electronics: 85% +5% per level
Demolitions: 97% +3% per level
Demolitions: Disposal: 97% +3% per level
Athletics
Running
Climbing/Rappelling: 98/98% (78/78%)+5% per level

O.C.C. Related Skills
Detect Ambush: 85% +5% per level
Concealment: 72% +4% per level
Seduction: 72% +3% per level
Prowl: 95% (75%) +5% per level
Boxing
Updated HtH: Expert to Martial Arts
Gymnastics
    Sense of Balance: 84% +3% per level
    Work Parallel Bars and Rings: 94% +3% per level
    Climb Rope: 86% (66%) +2% per level
    Back Flip: 96% +2% per level
Level 3:
Wrestling
Level 6:
Read Sensory Equipment: 55% +5% per level
Level 9:
W.P. Heavy Mega-Damage (Energy) Weapons
Weapon Systems 40% (+5%)

Secondary Skills
Body Building & Weight Lifting
Recognize Weapon Quality: 65% +5% per level
Level 4:
Basic Mechanics: 55% +5% per level
First Aid: 70% +5% per level
Level 8:
Escape Artist: 45% +5% per level

Combat Data
HTH Type: Martial Arts
Number of Attacks: 10 (11)
Initiative Bonus: +9 (+10)
Strike Bonus: +9
Parry Bonus: +11 (+13)
Dodge Bonus: +12 (+14)
Auto Dodge: +13
HTH Damage Bonus: +14
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +6 (+7)
Bonus to Disarm: +5
Other:
Paired Weapons (all)
Critical strike on an unmodified roll of 18, 19 or 20.
Pin/Incapacitate on a roll of 18, 19 or 20.
Crush/Squeeze: 1D4+14 S.D.C.
Backhand Strike: 1D6+14 S.D.C.
Body Flip: 1D6+14 S.D.C.
Restrained Punch: (1D6x10 S.D.C. or 1D4 M.D.)
Punch: 1D4+14 S.D.C. (1D6 M.D.)
Karate Strike/Punch: 2D4+14 S.D.C.
Elbow/Forearm: 1D6+14 S.D.C.
Power Punch: does double dice damage +14. Counts as two melee attacks. (2D6 M.D.)
Leap Attack (critical strike, first and only attack of melee)
Kick: 2D4+14 (1D6 M.D.)
Karate Kick: 2D4+14
Knee: 1D6+14
Roundhouse Kick: 3D6+14
Crescent Kick: 2D4+16
Power Kick: does double dice damage +14. Counts as two melee attacks. Not applicable to leap and jump kicks. (2D6 M.D.)
Backward Sweep: No damage. Knockdown only. Cannot be parried.
Tripping/Leg Hook: No damage. Knockdown only. Cannot be parried.
Jump Kick: 6D6+14 (must be the only attack that melee)
Flying Jump Kick: 4D6+14 (counts as two melee attacks, must be the only attack that melee)

Weapon Proficiencies
Energy Pistol: +5 aimed, +3 burst
Energy Rifle: +5 aimed, +3 burst
Sword: +3 to strike and parry
Heavy Mega-Damage (Energy) Weapons: +3 to strike

Saving Throw Bonuses
Vs. Insanity: +9
Vs. Magic: +10
Vs. Possession: +7
Vs. Psionic: +7
Vs. Poison: +7
Vs. Mind Control: +6
Vs. Disease: +6
Vs. Illusion: +5
Vs. Horror Factor: +8
Vs. Coma/Death: +51%
Last edited by Starchief on Mon Feb 08, 2016 11:34 pm, edited 37 times in total.
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Starchief
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Posts: 411
Joined: Thu Apr 09, 2009 8:38 am
Location: Phase World PC (Adventurers)

Equipment

Postby Starchief » Thu Apr 09, 2009 9:05 am

Worn on Person
NE-BA-55 “Super-Soldier” Exoskeleton Heavy Battle Armor w/ Dual Micro-Missile Launchers and Jet Pack (in Matte Black)
Image
M.D.C. by Location:
• Helmet: 100
• Arms: 90 each
• Legs: 100 each
• Main Body: 220
• Jet Pack: 40
• N-50B: 160
Modifiers: Spd x3, running tires at 30%, Leaping range increased by 30%, P.S.: 28 (Robotic), +1 to pull punch, initiative, APM, +2 parry, dodge. -20% to Prowl, Climb, Swim, Acrobatics, and similar physical skills.
Notes: Using one NE-EB Battery. One more in hip compartment and room for another in second hip compartment.
Special Features:
• Complete environmental battle armor suitable for use In all hostile environments, including space.
• Masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics! There's only a 01-25% chance of showing up on thermal systems, and even then the reading/image will seem unusual/unclear. Note: This feature alone raises the cost of the armor, and the damage resistance (see the next two features) increases the cost even more compared to conventional Earth armor, but worth every credit.
• Insulated, high temperature resistant shielding for up to 500 degrees centigrade. Normal fires do 5% of their normal damage and only when exposed to it for more than a few minutes. Mega-Damage fire, heat, plasma and magic fire does half damage. (M.D. cold does full damage.)
• Kinetic energy dampening and cushioning system. Explosions, high impact, falls, and projectile weapons (arrows, bullets, rail gun rounds, grenades, missiles, etc.) do half damage. S.D.C. punches, kicks, and weapons do no damage. Note: Low speed kinetic impact from punches at Bionic, Robotic and Supernatural Strength levels do full damage. Laser weapons, ion blasters, electricity, particle beam weapons and M.D. cold attacks also inflict full damage.
• Computer controlled life support, including internal cooling and temperature control.
• Artificial air circulation system, gas filtration, humidifier and radiation shielded.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply.
•Maximum underwater depth tolerance of 2,000 feet (610 m).
• Helmet face plate is removable, with a polarized and light sensitive/adjusting tinted visor.
• Built-in loudspeaker; 80 decibels.
• Directional, medium-range radio built into the helmet. Range is 20 miles (32 km), double with booster and/or transmitter towers.
• Built-in language translator, includes American, Dragonese, Euro, French, Spanish, Techno-Can, plus two others of choice (Trade One and Trade Five).
• Concealed Mini-Comp: A multi-purpose miniature computer and display is built into the left wrist that will indicate system errors within the armor, including damage levels, oxygen supply, depth gauge, time, date, and directional compass.
• Forearm Flashlight: Built into the armor above the right wrist is a small flashlight (range is 30 feet/9.1 m) that can be activated by a tiny wrist button or voice command.
• Strategically placed magnetic strip clamps for holding hand grenades, tools, and small weapons without the need for additional belts or pouches.
• Standard attachment points on back for an NE-01 BP Backpack, NE-02S Servo Harness, NE-03DP Diving Pack, NE-05GP Grav Pack, NE-07 JP Jet Pack, NE-09SP Survival Pack or the much sought after NE-OXWP Servo-Weapon Pack.
• Naruni Thermo-Kinetic Armor is available in a variety of stylish designs and comes in the colors of burnished silver, burnished gold, cobalt blue (very dark), matte black, white and forest or desert camouflage patterns.

Additional Systems:
NE-07JP Jet Pack
• Speed: 360 mph (576 km).
• Range: 8000 miles (12,800 km) or 48 hours of flight time.
• Weight: 35 lbs.
• Pack M.D.C.: 40
Notes: The NE-07 JP Jet Pack cannot be used underwater. Using one NE-EB Battery and holding a spare in the top compartment.
2x NE-28-R Micro Missile Launchers (one on each forearm):
• Payload: 4 Micro Missiles each. 8 total. Left (4/4 Smart). Right (4/4 Dumb)
• Damage: 6D6 M.D. to a 3 foot area.
• Range: One mile.
Notes: Smart micro-missiles are +4 to strike. If they miss, they will double back and attack again (two attacks per melee round! ). Their size makes them very difficult targets to hit (require a called shot to strike and can dodge at +4!). They fly at relatively low speeds (Speed 88 or 60 mph/96 km) to weave around obstacles. If the target is fast-moving or there is a relatively clear path towards it, the missile can attain a flight speed of up to Mach 2! Standard missiles use the shooter's bonuses to strike, and fly in a straight line at about Mach 2.

NE-99 Rapid Fire Assault Laser
Image
Weight: 100 lbs (45 kg) fully loaded.
Mega-Damage: The NE-99 Rapid-Fire Assault Laser has a variety of settings.
Setting One: 2D6 M.D. per single shot. +2 to strike if the shooter has the W.P. Heavy Energy Weapons skill (no bonus without the W.P.).
Setting Two: 5D6 M.D. per short burst. Counts as one melee attack, but uses up four rapid-fire blasts. + 1 to strike if the shooter has the W.P. Heavy Energy Weapons skill.
Setting Three: 1D6x10 M.D. per medium burst. Fires 8 shots and counts as two of the shooter's melee attacks. No bonus to strike even with W.P.
Setting Four: 2D6x10 M.D. per long burst. Fires 16 blasts and counts as two of the shooter's melee attacks. No bonus to strike even with W.P. The attack may be directed at one target (takes all damage) or at several in a spray shooting attack, inflicting 3D6 M.D. to 1D6+1 targets/items. No bonuses to strike and anyone struck in a spray attack must be in the line of fire and is a random victim. Cannot aim at anyone or two specific targets with this attack; basically the same as shooting wild by spraying or peppering an area or line of targets in general rather than at one specific target.
Setting Five: 4D6x10 M.D. per extended burst. Uses 32 blasts and counts as three of the shooter's melee attacks. May be directed at one target or at several as a spray shooting attack, inflicting 3D6 M.D. to 2D6+2 targets/items in the line of the spray. No bonuses to strike and anyone struck in a spray attack must be in the line of fire and is a random victim; cannot aim with this attack; basically the same as shooting wild by spraying or peppering an area or line of targets in general rather than at one specific target.
Rate of Fire: Standard Modem Weapon Proficiency combat.
Range: 4,000 feet (1219 m).
Payload: The NE-99 Rapid-Fire Assault Laser holds two NE-EB electrical batteries, with 120 shots per battery for a total standard payload of 240 shots (240 single blasts, 60 short bursts, 30 medium bursts, 15 long bursts, or 7 extended bursts and one long burst). The standard E-Clip provides another 20 blasts usually reserved for single shots or short bursts.
Notes: Using two NE-EB Batteries.


Seer 10 Ion Pistol
Image
Weight: 3 lbs.
Damage: 3D6 MD.
Rate of Fire: Single Shots.
Range: 600 feet.
Payload: 25 w/Short e-clip, 40 w/Long e-clip.



NE-202 Slim-Line "Widow Maker" Heavy Plasma Cartridge Pistol
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Weight: 8 lbs.
Damage: 1D6x10 MD.
Rate of Fire: Single Shots.
Range: 60 feet.
Payload: 4 shot magazine.


Champion
A greatest rune broadsword.
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Possesses the eight standard abilities of rune weapons.
Damage: 6d6
Alignment: Principled
Unique Abilities
Inspiring Aura: When held aloft or used to attack, Champion can be commanded to glow like the sun- not bright enough to be blinding or incapacitating, but enough to be noticed even in a well-lit room. Any allied creature (including the wielder) with a good alignment within 60 feet and who can see Champion gains +3 to strike, parry, and dodge. Duration is indefinite provided the above conditions persist.
Healing Abilities: Possesses all of the following.
Heal wounds: 2D6 hit points and 2D6 S.D.C. or 2D6 M.D.C. for mega-damage beings; can be performed six times per 24 hour period.
Remove curse: 56% chance of success, once daily.
Turn 4D6 dead: four hour duration, 55% chance of success, four times daily.
Animate & command 2D6 dead: four hour duration, 64% chance of success, two times daily.
Phase Powers: Dimensional leap, D-Shift Ghost, D-Phase, Anti-Phase, Fast Draw, Multi-Phase
All are equal to a 10th level power. 150 ISP, recovers normally.
History
Millennia ago, a powerful Promethean warrior allowed himself to be use in a rune magic ceremony, that he might continue to serve the cause of light and the greater good forever. Champion refuses to give his original name, instead using the moniker and a holier-than-thou attitude to "guide" his wielder. He is a bit of a prick, and an old-fashioned fuddy duddy, but he has thousands of years of experience encompassing most of the species present in the modern-day Three Galaxies and all of the most common side dimensions. Has a particular affinity for True Atlanteans, though again won't say why.

Phase Sword:
Image
• Damage: 4D6 M.D.

Starchief Costume (Red Military Side Button Tunic, Dark Blue Pants, Red Combat Boots) 20 MDC

Ring of Tongues
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Magical Effects
  • Tongues - Speak and understand any language at 98% (Always On)


Ring of Space
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Magical Effects
  • Breathe without Air
  • Impervious to Cold and Freezing


Inside pouches
2x TW Lightblade
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• Damage: 1D4x10 M.D. (Double damage to vampires, Shadow Beasts and other demons vulnerable to light)
• Duration of Charge: 5 minutes
• Activation Cost: 30 S.D.C. points or 15 Hit Points/M.D.C. points
• Modifiers: + 1 to strike and parry


Millennium Wand of Power
M.D.C.: 100
P.P.E.: 30
Damage: 1D4 or 1D4 M.D. to Vampires
Constant Power
• Invulnerability. Others holding on to the wand will also enjoy the same Invulnerability until they let go.
Magic Features
• Spell strength of all spells is 7th level
• A total of five spells can be cast per day
• Energy Disruption
• Call Lightning
• Armor of Ithan
• Superhuman Strength
• Negate Magic



Naruni Micro Missiles (Rifts: Dimension Book 8 Naruni Wave Two, page 56)
12/16 x Dumb
8/8 x Smart

10 NE-20G High Explosive Micro-Grenades - 4D6 MD to a 6 foot area.
5 1lb cubes of K-HEX - 1D6x10 MD to a 20 foot area. By molding it around an object, the damage can be focused and doubled. Used as a thrown weapon, the cubes are not very effective; damage is reduced to 5D6 MD to a 10 foot area.
3 NE-004PC "Heavy" Plasma Cartridges
3 Flares
Cigarette Lighter


Stored in Dime Store Magic
Light Draygon Hide Environmental Armor
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M.D.C. by Location: Main Body: 60, Legs: 45, Arms: 30, and Head: 50.
Weight: 18 pounds (8.1 kg).
Good Mobility: -5% to physical skills and -10% to prowl.
Laser fire reduced to 1/2 damage for the first melee and to 1/10th damage rounded down after that.
When Phase Field is active: Invisible from infrared detectors and optics, though not from thermal sensors and optics.
Gold colored with rainbow effect upon different viewing angles.
When Phase Field is inactive: Chrome appearance.

OP-Field Harness - OP-fields do not protect the wearer against magic or psionic attacks, which do normal damage even if the character is insubstantial. Phase beamers also do normal damage to the intangible character. Normal force fields (like those protecting most medium and large spaceships) will still be effective against the character.

Seer 200 Double-Rifle
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http://i471.photobucket.com/albums/rr71 ... -Rifle.png
Weight: 10 lbs.
Damage: P-Beam 1D4x10 MD, Laser 4D6 MD
Rate of Fire: Single Shots.
Range: P-Beam 1200', Laser 2000'
Payload: P-Beam 10 Blasts, Laser 20; double with a Long e-clip


Large Crystal Sword:
Image
http://i471.photobucket.com/albums/rr71 ... lSword.png
• Damage: 4D6 M.D.

EP-5 Energy Pulse Pistol
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Weight: 4 lbs (1.5 kg)
Mega-Damage: 3D6 M.D.
Rate of Fire: Standard; single shots only.
Range: 1000 feet (305 m)
Payload: 9 shots


EPR-8 Energy Pulse Rifle
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Weight: 13 lbs (5.5 kg)
Mega-Damage: 5D6 M.D. for a single shot or 1D6x10 M.D. for a 4-shot burst.
Rate of Fire: Single shots or short bursts only.
Range: 1600 feet (488 m)
Payload: 40 shots


3 sets of costume (Red Military Side Button Tunic, Dark Blue Pants, Red Combat Boots)
2 sets of 20 MDC Costume
6 Short E-Clips
6 Long E-Clips
Fatigues
Tattered Group Picture of old friends
Pair of Handcuffs
Lock-Picking Tools
Gloves
Pocket Calculator
Pocket Flashlight
Compass
Wristwatch with built in radio communicator and language translator
Canteen
Survival Knife
1 Unknown bluish green Potion

Backpack
40 NE-20G High Explosive Micro-Grenades - 4D6 MD to a 6 foot area.
55 1lb cubes of K-HEX - 1D6x10 MD to a 20 foot area. By molding it around an object, the damage can be focused and doubled. Used as a thrown weapon, the cubes are not very effective; damage is reduced to 5D6 MD to a 10 foot area.
Naruni Micro Missiles (Rifts: Dimension Book 8 Naruni Wave Two, page 56)
• 84 x Dumb
• 28 x Smart

3 OP Field Batteries - One hour of intangibility or 20 "switch-ons" per battery.
1 N-F50A Superheavy Force Field - 15 lbs, 160 MDC. (On loan to Chef Icky.)
7 NE-004PC "Heavy" Plasma Cartridges
First-Aid Kit
Air Filter and Gas Mask


Credits: $2,099,204.00
Secure Universal Card: 542,500 credits - last edited 02/01/2016 DSM

Acquisitions from Kruxxis
NE-BA-55 “Super-Soldier” Exoskeleton Heavy Battle Armor w/ Dual Micro-Missile Launchers and Jet Pack (in Matte Black)
M.D.C. by Location:
• Helmet: 100
• Arms: 90 each
• Legs: 100 each
• Main Body: 220
Modifiers: Spd x3, running tires at 30%, Leaping range increased by 30%, P.S.: 28 (Robotic), +1 to pull punch, initiative, APM, +2 parry, dodge. -20% to Prowl, Climb, Swim, Acrobatics, and similar physical skills.
Notes: Using one NE-EB Battery. One more in hip compartment and room for another in second hip compartment.
Special Features:
• Complete environmental battle armor suitable for use In all hostile environments, including space.
• Masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics! There's only a 01-25% chance of showing up on thermal systems, and even then the reading/image will seem unusual/unclear. Note: This feature alone raises the cost of the armor, and the damage resistance (see the next two features) increases the cost even more compared to conventional Earth armor, but worth every credit.
• Insulated, high temperature resistant shielding for up to 500 degrees centigrade. Normal fires do 5% of their normal damage and only when exposed to it for more than a few minutes. Mega-Damage fire, heat, plasma and magic fire does half damage. (M.D. cold does full damage.)
• Kinetic energy dampening and cushioning system. Explosions, high impact, falls, and projectile weapons (arrows, bullets, rail gun rounds, grenades, missiles, etc.) do half damage. S.D.C. punches, kicks, and weapons do no damage. Note: Low speed kinetic impact from punches at Bionic, Robotic and Supernatural Strength levels do full damage. Laser weapons, ion blasters, electricity, particle beam weapons and M.D. cold attacks also inflict full damage.
• Computer controlled life support, including internal cooling and temperature control.
• Artificial air circulation system, gas filtration, humidifier and radiation shielded.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply.
•Maximum underwater depth tolerance of 2,000 feet (610 m).
• Helmet face plate is removable, with a polarized and light sensitive/adjusting tinted visor.
• Built-in loudspeaker; 80 decibels.
• Directional, medium-range radio built into the helmet. Range is 20 miles (32 km), double with booster and/or transmitter towers.
• Built-in language translator, includes American, Dragonese, Euro, French, Spanish, Techno-Can, plus two others of choice (Trade One and Trade Five).
• Concealed Mini-Comp: A multi-purpose miniature computer and display is built into the left wrist that will indicate system errors within the armor, including damage levels, oxygen supply, depth gauge, time, date, and directional compass.
• Forearm Flashlight: Built into the armor above the right wrist is a small flashlight (range is 30 feet/9.1 m) that can be activated by a tiny wrist button or voice command.
• Strategically placed magnetic strip clamps for holding hand grenades, tools, and small weapons without the need for additional belts or pouches.
• Standard attachment points on back for an NE-01 BP Backpack, NE-02S Servo Harness, NE-03DP Diving Pack, NE-05GP Grav Pack, NE-07 JP Jet Pack, NE-09SP Survival Pack or the much sought after NE-OXWP Servo-Weapon Pack.
• Naruni Thermo-Kinetic Armor is available in a variety of stylish designs and comes in the colors of burnished silver, burnished gold, cobalt blue (very dark), matte black, white and forest or desert camouflage patterns.

Additional Systems:
None.
6 NE-EB Batteries
Last edited by Starchief on Sun May 15, 2016 6:10 am, edited 26 times in total.
User avatar
Starchief
Diamond Level Patron
Diamond Level Patron
 
Posts: 411
Joined: Thu Apr 09, 2009 8:38 am
Location: Phase World PC (Adventurers)

Background

Postby Starchief » Thu Apr 09, 2009 9:05 am

Background Story

I was 16 when the Tarlok war began. Every night was explosions and laser-fire. Screams and pain. Knowing that another loved one was probably dead. I was too small to do anything about it, but I promised that I would given the chance. I was born among the first wave of those who had become deformed. Mutated. But I was still just scrawny little Andra. Smaller than all those around me, sickly even. My friends from school (back when it was safe to go to school) would tease me and say that I needed to hurry up and grow up so I could get on a rocket ship to those stars that I was always staring at. They called me the Chief. I was the one who was going to make it up there. What did they know? They're all dead now.

One year later, I signed up for the Seeronian Army but didn't qualify. I was too underdeveloped. I'd get killed in a week they said. No help to anyone with no tail and no mutations. On my way out, a man followed me out the door, said he heard what they told me and that he could help. Doctor Horix he said his name was. I wanted so badly to make a difference, so I went with him. He said that he would make me great, a name to be remembered. And after months of horrible radiation treatments and injections, he was right, I was great. When it was all said and done, I felt and looked wonderful. My eyes turned red, which was surprising. My body grew from that of a boy into that of a man. And I had some other tricks up my sleeve as well. I trained with him in the use of my new abilities for a month and then joined up with the Seeronian Army. I fought by the army's side, learning how to wage war, for many years until the day they decided to surrender to the invading Tarlok Army. But I will never surrender my home to those monsters. So I joined the underground movement of Seeronian freedom fighters dedicated to the independence of our beautiful planet. I was elevated to the status of a figurehead. I was a living legend amongst those Skraypers and Rebels I fought for. Graffiti on the sides of buildings carried my image and underneath stated "We will be free".

On what would be the last mission I worked for the underground, I was tasked with sneaking aboard a Tarlok space craft and tracking it back to its mother ship, so we could make a precision strike against them. It turns out, the craft wasn't bound for a mothership at all. It kicked into hyperdrive and I ended up on a planet called Phase World. I managed to make it off the ship without being detected but where did that leave me? I have no idea what course was plotted and no one around me has even heard of my home planet or our struggle. At first, I tried to appeal to the hearts of many for help, food, shelter and the like. But there were no altruistic souls to be found. So I did for myself what others wouldn't do for me. I made a living as a freelance mercenary. A gun for hire. And now, I don't know if I'll ever make it home.
Last edited by Guest on Wed Nov 17, 2010 2:51 pm, edited 1 time in total.
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Starchief
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Starchief Art Gallery

Postby Starchief » Wed Nov 17, 2010 2:50 pm

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Starchief by Pirate Cashoo

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Re: Starchief (Approved)

Postby Starchief » Thu Dec 10, 2015 11:22 am

Code: Select all
Perception: [dice]1d100[/dice]/59%
JIC: [dice]1d20[/dice]/[dice]1d100[/dice]


Level Up Rolls
Rolls for Ex PP:
P.P.: +
Speed: +

Lightning Reflexes
Speed: +

Level 9 Rolls:

MDC: 1d6 = 6

Signature text not in use
NE-BA-55:
Helmet: 100/100|R. Arm: 90/90|L. Arm: 90/90
Main Body: 220/220|R. Arm: 100/100|L. Arm: 100/100
Jet Pack: 40/40|N-50B: 160/160

2x TW Lightblade: 1D4x10|NE-202: 1D6x10 - 60 ft - 4/4|NE-99 - see sheet for settings - 240/240

Conditions (Constant): Invulnerability (Millennium Wand), Tongues (Ring of Tongues), Breathe Without Air + Impervious to Cold and Freezing (Ring of Space).

Unused dice rolls
Perception: 2d4 = 5/59%
JIC: 3d4 = 9/2d4 = 5
Starchief
Andra "Starchief" Sekona
the Shield of Seeron

MDC: 439/439|Costume: 20/20

Saving Throw Bonuses:
Vs. Insanity: +9|Vs. Magic: +10|Vs. Possession: +7|Vs. Psionic: +7
Vs. Poison: +7|Vs. Mind Control: +6|Vs. Disease: +6|Vs. Illusion: +5
Vs. Horror Factor: +8|Vs. Coma/Death: +51%|Perception: +3


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Starchief
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