Sorrenson (Ratanoid Techno-Wizard)

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Sorrenson (Ratanoid Techno-Wizard)

Postby Sorrenson » Mon Aug 17, 2015 11:03 pm

Player Name: Dale
YIM Handle: leda000166

Character Name: Sorrenson
Alias: None
Race: Ratanoid
O.C.C.: Techno Wizard
Occupation: Techno Wizard
Alignment: Unprincipled
XP Level: 7
XP Points: 48,818 (6/1/2018 RT)
Next Level @ XP: 51,701
Sentiments/Non-Humans: Doesn't look favorably on any race, not even Ratanoids.
Disposition: Bitter. The glass is half empty, he doesn't get his fair share. and tends to be suspicious and lacks confidence - except when working with machines. Tends to keep to himself.
Insanity:

ATTRIBUTES
I.Q.: 17
M.E.: 12
M.A.: 13
P.S.: 9
P.P.: 14
P.E.: 13
P.B.: 8
Speed: 10

PHYSICAL DATA
PPE: 137
ISP: 41
HP: 34
SDC: 40
Age: 18
Sex: Male
Height: 5ft 6"
Weight: 80 lbs.
Description: Short rat like humanoid, covered in dark brown fur. Small beady eyes and has bad teeth.

Racial Abilities
Keen color vision, night vision 60ft, can see in total darkness, poor day vision (200ft), sensitive whiskers (half blind penalties), keen hearing
Climb 70%
Swim 70%
Imitate voices 60%
HF: 8

Special Abilities
1. Spell casting: half strength if not cast through a TW device
2. Ley Line Piloting: 80% +2
3. Can create TW devices

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

Spell Knowledge
Spell Strength: 13
Armor of !than (10)
Blinding flash (1)
Breathe Without Air (5)
Call Lightning (15)
Cloak of Darkness (6)
Cosmic Armor (45)
Deflect (10)
Electric Arc (8)
Energy Bolt (5)
Energy Field (10)
Fire Ball (10)
Fire Bolt (7)
Fuel Flame (5)
Fly (15)
Forcebonds (25)
Globe of Daylight (2)
Ignite Fire (6)
Impervious to Energy (20)
Impervious to Fire (5)
Magic Net (7)
Magic Shield (6)
See the Invisible (4)
Sense Magic (4)
Shadow Meld (10)
Speed of the Snail (50)
Superhuman Strength (10)
Sustain (12)
Telekinesis (8)
Teleport: Lesser (15)

O.C.C. Skills
Literacy in Trade 1 71% +5
Language: Native Tongue 98%.
Language: Trade 1 84% +3
Language: Trade 4 84% +3
Radio: Basic 76% +5
Computer Operation 76% +5
Computer Programming 71% +5
Computer Repair 76% +5
Basic Electronics 76% +5
Mechanical Engineer 75% +5
Techno-Wizardry Construction 93% +2
Sensory Equipment 71% +5
Math: Basic 96% +5
Land Navigation 66% +4
Pilot: Small Spacecraft 84% +3
Pilot: Robots and Power Armor 80% +3
W.P. Knife
W.P. Energy Pistol

O.C.C. Related Skills
Robot Mechanics 61% +5
Spaceship Mechanics 63% +5
Pilot contra-gravity pack 67% +4
Vehicle Armorer 71% +5
Weapons Engineer 66% +5
Advanced Mathematics 86% +5
Electrical Engineer 76% +5
Robot Electronics (level 2) 61% +5
Robot Combat Elite (level 2): Heavy Robots
Weapon Systems (level 6) 56% +5
Lore: Demons & Monsters (level 6) 41% +5
Boxing

Secondary Skills
Zero Gravity Movement 98% +4
HTH: Basic
Pilot Hovercycles, Skycycles, Rocket bikes 89% +3
Prowl 56% +5
Public Speaking 61% +5

Combat Data
HTH Type: Basic
Number of Attacks: 6
Initiative Bonus: +0
Strike Bonus: +3
Parry Bonus: +8
Dodge Bonus:+7
HTH Damage Bonus: +2
Bonus to Roll w/Punch, fall, impact: +4
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Kick 1d8 s.d.c
Critical Strike on unmodified roll of 19 or 20
Weapon Systems: +1 Strike with vehicle weapons

Weapon Proficiencies
W.P. Knife +3 Strike, +3 parry, +3 strike thrown
W.P. Energy Pistol +3 Strike

Saving Throw Bonuses
vs HF: +2
vs possession / mind control: +2
vs Magic: +2
+3 perception involving machines or magic or their combination
vs Psionics: needs 12 or better
Last edited by Sorrenson on Mon Mar 05, 2018 5:45 am, edited 4 times in total.
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Sorrenson
 
Posts: 218
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Location: Phase World (Rogues)

Sorrenson's Equipment (Ratanoid Techno-Wizard)

Postby Sorrenson » Tue Aug 18, 2015 7:19 am

Equipment

NE PA003 "Drudge" Industrial PA

M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 400
TW Armor of Ithan - 100 (10 p.p.e. to activate, 10 minute duration)
Statistics
Speed: Running 40 mph. 20 mph underwater - 2000 ft depth tolerance
Height: 16 ft
Width: 8 ft
Length: 4ft
Arm Length: 10 ft
Weight: 5 tons
PS: Robot 50
Cargo: Area for pilots personal items, weapon bin with room for 3 rifles, 1 heavy weapon, 1 set of Armor, water and rations (4 week supply).
Power System: Nuclear - 9/10 years left.
Weapon Systems:
TW Starfire Pulse Cannon (Mounted on right shoulder):
Damage: 2D6x10 M.D.
Range: 2000ft
RoF: Single shots
Bonus: +1 strike
Payload: 32 shots (has extra p.p.e clips installed in back of PA)
NE 50 Double Barreled Particle Beam Rifle (Mounted in left forearm)
Damage: 2D4x10 M.D. for both barrels. 1D4x10 M.D. for one.
Range: 1200ft
RoF: Single shots
Payload: Unlimited, connected to PA power source.
Giant sized hands, can use any rifle or gun designed for giant sized hands.
Mister Sorrenson’s Dispenser of Justice
This unusual device has a stout body with a lid shaped like a rat.
Damage: Varies with ordinance placed inside of it.
Range: 20 miles. Requires line of sight. Ie. Must be able to see target, whether through live video feed or actual sight.
Payload: Five items.
P.P.E.: 20 P.P.E. to prime the device to fire one item.
Modifier: -2 to strike, due to indirect fire.
Notes: The items can be no larger than a fusion block.
Hand to hand combat:
Restrained Punch: 1d6 M.D.
Full Strength Punch: 3d6 M.D.
Power Punch: 1d6x10 M.D.
Kicks - not possible
Stomp: 2d6x10 M.D. only on targets smaller than 8 ft.
Body Block / Ram 6d6 M.D. 1-90% chance of knockdown (target loses initiative and one attack/action), counts as 2 attacks.
Other Notes
Standard Power Armor sensors, radio etc.
Bonuses:
+1 to Strike, +2 to Parry, +1 to Dodge, +3 to Pull punch, +1 melee attacks at levels 1,6,12.


NE-3600 series Hover drone
Stats: All stats are 9, except Speed which is 50.
M.D.C. by Location:
Camera Lens: 5
Hover System: 10
Main Body: 15
Physical Design
Frame: Ovoid (1foot across, 8 inches tall)
Power System: Battery (96 hour lifespan)
Propulsion: Hover jet system (Spd: 50)
Audio: Basic Hearing System, Built-In Radio Reciever/Transmitter (20 mile range).
Optics:Basic Robot Optic Sysytem, Optical Reader, Live Video Transmission (and Receiver).
Sensors: None.
Weapons: None.
Special Features: Monitor Jack/Connector Port.
Skills
TV/Video 90%
Electronic Countermeasures 90%
Laser Communication 90%
Surveillance 90%
Optic Systems 90%


The Defender PA
Image
M.D.C. by Location.
Arms (2) - 65 each
Forearm Mounted Variable Laser - 35 each
Shoulder Plates / Grenade Launchers - 65 each
Capture Assault System - 20
Legs (2) - 120 each
Head - 100
Main Body - 210
TW Armor -
Statistics
Speed: Running 120 mph.
Leaping: 30 feet high or across. Jet thruster assisted 120 feet high, 200 feet across. Can hover for 2D4x10 seconds before jets overheat.
Height: 8 ft
Width: 2ft 8 inches
Length: 4ft
Weight: 800 lbs, 1400 lbs fully loaded
PS: Robot 30
Cargo: None
Power System: Nuclear - 10/10 years left.
Weapon Systems:
TW Starfire Pulse Cannon (Mounted on right shoulder):
Damage: 2d6x10 M.D.
Range: 2000ft
RoF: Single shots
Bonus: +1 strike
Payload: 32 shots (has extra p.p.e clips installed in back of PA)
Shoulder Mounted Grenade Launcher (Left shoulder only):
Damage:
Tear gas - covers 25 foot area, 3D4 minutes. Victims are -10 Strike/Parry/Dodge, -3 infinitive for 1D6 rounds
Concussion - 1D4 MD to 20ft area. 01-75% to knock opponents off their feet (-1 all attacks for first melee), 01-60% to be stunned -10 on all actions and is last to attack).
Fragmentation - 2D6 MD to 30 ft area.
Range: 1200 ft
RoF: 1, 2, 4, 6 round volleys.
Payload: 12 total. 4 Tear Gas, 4 Concussion, 4 Frag.
Forearm Mounted Variable Frequency Laser
Targeting Computer will adjust to opponents armor within 1D4 melees; Mounted in right fore-arm.
Damage: 3D6 or 6D6 M.D.
RoF: Standard
Range: 2000 ft
Payload: Effectively unlimited
Capture Assault System
Fires high speed (200 mph) polymer bolas. Wire has 10 M.D.C. Victims can not run, lose initiative, all combat bonuses are reduced by half.
Damage: 5D6 S.D.C.
RoF: Twice per melee
Range: 3000 ft
Payload: 10 shots
Hand to hand combat
Restrained Punch: 1D4 M.D.
Full Strength Punch: 1D6 M.D.
Power Punch: 2D6 M.D.
Kicks: 2D6 M.D.
Leap Kick: 4d6 M.D. counts as 2 attacks.
Body Block / Ram 1D4 M.D. 01-60% chance of knocking over opponent.
Other Notes
Standard Power Armor sensors, radio etc.
Bonuses
+1 to attack, +1 to strike, +1 to parry, +2 to dodge, +1 to roll with impact


wing board


Light mage armor:
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
• Armor of Ithan: 60
Modifiers: -5% to physical skills
TW enhancements (at 6th level): armor of Ithan (10), Fly as Eagle (25), Breathe without Air (5), Impervious to Energy (20)


PH 21 Phase Beamer (worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips


2 .60 caliber Revolvers
Image
Damage: 1D4 M.D.C.
Range: 1,000 feet.
Payload: 6 shot cylinder
Notes: This hand cannon is so powerful that it requires a PS of 30 to fire two handed without penalty and a PS of 45 to fire one handed. (Augmented PS’s of 24 and 30, Robotic PS’s of 20 and 25, and Supernatural PS of 15 and 20 respectively.)


TW Lightblade (shaped like a long knife, worn on belt)
Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.


Jallus’ Rod
Image
This rod seems to be made of some old vehicle part. Many parts of the part were drilled out to make room for various gems and copper wires. It always seems warm to the touch, even on the coldest climates.
M.D.C.: 200
• Damage: 2D6 M.D.
Known Effects:
Hellish Blast: This blast of fire is always accompanied by the stench of brimstone.
• Range: 800’
• Damage: 5D6 M.D.
• Payload: 1 blast per charge
• Recharge: 5 PPE (or 10 I.S.P.) to recharge with one blast, can be held indefinitely.
Magic Net: Cast forth as a sickly green net that stinks of rotten corpses.
• Range: 60’
• Duration: 10 melee rounds.
• Payload: 1 Net per charge.
• Recharge: 7 P.P.E. (or 14 I.S.P.) per net.
Lightning Rod: The most catastrophic of Jallus’ Rod’s powers, it can be used to send forth bolts of crimson electricity at it’s foes.
• Range: 1,000’
• Damage: 6D6 M.D.
• Payload: 1 Bolt of electricity per charge.
• Recharge: 10 P.P.E. (or 20 I.S.P.) for one bolt of electricity.



Worn on Person
pilot style jumpsuit
tinted goggles
NE 02S Servo Harness

Mr. Sorrenson’s Harness of Awesome V 1.0
Image
• PPE Cost: 8 P.P.E. per feature.
• Effects: When Sustain feature is activated, the wearer is affected by the Sustain spell for 24 hours.
When the Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation.
• Negative Effects: After Magical Adrenal-Rush feature is used the user receives the following penalties: Speed, Attacks per melee, Skills, and combat bonuses are reduced by half (Round up) for 1D4 minutes.
•Additional Negative Effect: If Magical Adrenal-Rush feature is used more than four times per twenty-four hour period, the wearer will immediately (after the duration of the fifth use) fall into a coma like sleep for sixteen hours due to hormonal strain.



Utility/Tool Belt
multi-optics band
magnifying glass
pocket flashlight
large flashlight
six signal flares
pocket mirror
canteen
binoculars
air filter and gas mask
pocket laser distancer
pocket digital disc recorder/player
hand-held computer
survival knife (1D6 S.D.C.)
multi tool (with small blade [ID4 S.D.C. damage], file,screwdriver, can opener, and pick)

Mr. Sorrenson’s Can-O-Fix V 1.0
Image
• PPE Cost: S.D.C.: 1 P.P.E., M.D.C.: 30 P.P.E. per application.
• Effect: When device is activated with required amount of P.P.E., the area being sprayed will be repaired either 2 S.D.C. or 1 M.D.C. per application.


Backpack
3 small sacks
one large sack
mini-tool kit
knapsack

Stored in Vehicle
5 Type-III Fusion Block

☞ Damage: 4D6x10 M.D. to 10 foot (3 m) blast radius.

Stored in Room/Suite
Work overalls
set of nice clothes
sunglasses
Techno Wizards Tool Belt Contains everything that would be in a normal tool belt, plus gem and stone cutting tools.
Copper Wire (a lot)
Gem settings (many)
Various filaments
Vacuum Tubes
Light MDC sheet metal (10 sq ft. 5 M.D.C.)
3 Bio-Comps (Not Programmed)
Targeting System Motherboard and electronic components
Light gears and levers
5 Dummy grenades (empty cases)
5 Dummy Fusions blocks (empty cases)
3 50 round boxes of .60 caliber ammo.
3 50 round boxes of .60 caliber shell casings
10 m fine copper wire
20 Jewel settings (various)
20 small microchips
2 lbs of various jewelry parts
12 hair bands (various styles)
7 bracelets (various styles)

Resources
Credits: 2500
Secure Universal Credit Stick: 55,680 (1/7/2016 ~Rogue Trader)
Secured Universal Card: 3,600 (2/5/14 ~Consumer)
Gems: 1000 credits in quartz, 2000 credits in diamonds
Secure Universal Card: 1,440,000 (3/12/14 ~Consumer)
Naruni Enterprises Store Credit: 95,000 Credits (10/10/15 ~Consumer
2 Amber (2 Carats each)
Zircon (1 Carat)
Black Pearl (2 Carats)
Lapis Lazuli (2 carats)
Opal (2 carats)
4,000 Credits - 10 Carats - Amethyst: 400 pc
60,000 Credits - 4 Carats - Diamond: 15K pc
64,000 Credits - 4 Carats - Emerald: 16K pc
10,000 Credits - 10 Carats - Garnet: 1K pc
10,000 Credits - 10 Carats - Jade: 1K pc
40,000 Credits - 8 Carats - Lapis Lazuli: 5K pc
10,000 Credits - 4 Carats - Malachite: 2.5K pc
2,800 Credits - 4 Carats - Opal (fire): 700 pc
24,000 Credits - 4 Carats - Pearl (bleck): 6K pc
600 Credits - 10 Carats - Quartz (clear): 60 pk
3,000 Credits - 10 Carats - Quartz (ruby): 300 pc
1,500 Credits - 10 Carats - Quartz (smoky): 150 pc
76,000 Credits - 4 Carats - Ruby: (Fire): 19K pc
54,000 Credits - 3 Carats - Ruby (blue): 18K pc
40,000 Credits - 2 Carats - Star Sapphire: 20K pc
1,200 Credits - 10 Carats - Tourmaline (black) 120 pc
14,000 Credits - 4 Carats - Zircon (clear) 3.5K pc
3,000 Credits - 10 Carats - Zircon (yellow) 300 pc

From Group Loot
TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)


Splugorth Mega-Blade
Image
M.D.C.: 50
Damage: 2D6 M.D.


Bone Fetish
Image
Enchanted Bone Necklace
• M.D.C.: 50.
• Effect: Allows wearer to understand and speak Gobblely and Faerie Speak, as well as nightvision (100 feet).


2 broken Kimarxi Drones

Recent Wardrobe Changes
6 tailored suits. Suit Jacket 6 MD. Pants 3 MD
12 tailored shirts. 100 SDC each.
10 ties. 20 SDC
4 sets of cufflinks

Acquisitions from Kruxxis
3 Type-III Fusion Block
☞ Damage: 4D6x10 M.D. to 10 foot (3 m) blast radius.
16 TW P.P.E. Clips.

NE-800R Missile Assault System
☞ Damage: 6D6 M.D. to 3 foot (1 m) blast radius.
☞ Rate of Fire: 1,2,3 or 4 per melee attack
☞ Range: 1 mile
☞ Payload: 16 per magazine
☞ 2 Spare magazines
Last edited by Sorrenson on Mon Mar 19, 2018 4:11 am, edited 2 times in total.
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Sorrenson's Background (Ratanoid Techno-Wizard)

Postby Sorrenson » Tue Aug 18, 2015 7:20 am

Background Story

The guild hall was packed, everyone wanted to see this. Sorrenson could imagine what they were thinking… It was quiet the occasion really. No one had done anything this bad for quite some time. Surely "The Rat" did it and of course he had to be kicked out for it.

Sorrenson stood in the middle right under a spotlight that hurt his eyes. He stood with his head bowed, looking at his feet. He had a mind block up so at least his thoughts he could keep to himself. His fists where balled in fists of rage, his own claws digging into his palms. I should have seen this coming. I knew that he wouldn't let this rest. He looked over to one side and looked across at a young Star Elf who looked very satisfied with himself. You didn't look so smug when I toasted your ass in the bot arena did you? you little shit! Sorrenson held his gaze for a moment and them looked back at his feet. See this is what happens Ratty when you forget your place, He told himself. See this is what happens when a dirty, stinking, ugly Ratanoid has the audacity to do something well, THE AUDACITY TO THINK HE CAN WIN! His inner voice dripping with scorn.

The guild master's voice rang out clearly through the chamber, but Sorrenson wasn't even listening. He was being accused, found guilty or being handed his sentence - something. He already knew what the result would be. He was going to be banished from the guild. No surprise there and no surprise that he would not be missed. This has been coming, ever since Yul died. Its actually surprising that I have made it this long. He thought of his old mentor, the man who had taught him his craft, the man that saw talent where others just saw a waste of time, the one man who had not given a rats ass (ahh that one always makes me smile - even now) that he was a Ratanoid punk. Yul had been his only friend, and now he was dead. He had been dead a year and Sorrenson still missed him deeply. With no one to vouch for him Sorrenson was about to be cut adrift.

I've been set up, framed. I'm going down for a crime I didn't commit. That little shit just couldn't handle the act that I'm a better 'bot pilot than he is. So he framed me, it wasn't even a very good framing, well good enough to get me kicked out. Even so it was clumsy, amateur, a Ratanoid would have stitched me up better. Ha - a mighty Star Elf has to stoop to cheating to get one over a lowly Rat. If I wasn't the rat I would find it funny.

I'm going to have to leave the planet, no one will hire me after this, no guild will take me on. He realized that would mean leaving his family and that hurt. The guild master said his name, he looked up and squinted into the light.

Sorrenson Nightborn, provisional guild member, apprentice to the late Yul Harmon J'hag, do you have anything to say? The guild master asked.

Sorrenson thought of all the things he could say, all the things he should say, all the speeches he had read, the quotes that he could use, all the nights he had practiced speaking. Speaking was hard, speaking to a crowd as even harder. He could talk to Ratanoids, he did often. He told them not to be afraid, not to feel ashamed of who they were, that they could be just like any other species. he had even dared to point to himself as an example, the first Ratanoid Techno Wizard in who knows how long. Yet when the time came, as it did now, the courage to speak dried up and vanished.

"No, I have nothing to say". He said the words and couldn't believe that he had. Nice speech ratty, I really liked that it had an introduction, a body of main points and an epic conclusion… Oh hang on, no it didn't! Well thats that then, time to pack my bags and get my ass kicked out of this town, kicked off world even.

With his fate in the guild sealed, Sorrenson waited until the guild master delivered his sentence and he was escorted from the building. The whole time he said nothing and looked at no one.

*******************************************************************

Sorrenson Nightborn is exception for a Ratanoid. He had the ability and the will to learn to master magic to a degree, as well as become skilled in various electronic and mechanical areas. As a child he found a way to sneak into a Techno Wizard guild and spent hours watching one of them work his craft. Eventually the Techno Wizard caught him in the act and instead of driving him away, he welcomed the Ratanoid and thought he might make a useful assistant. Like Sorrenson, Yul didn't really like the company of others. He preferred to work with and on his machines. It became apparent to both of them that Sorrenson had the ability to actually become a Techno Wizard. Yul Took him on as an apprentice - much to the dismay of the other guild members.

Even though Sorrenson is a decent Techno Wizard he lacks self confidence - which is common for his race. He had to leave the world that he grew up on, thrown out of his guild and his reputation in tatters. He tried to live amongst the Ratanoid community but found their company depressing and he had to get out, before he lost all confidence in himself. So even though he thought he never would, he has left his home world, and set off into the 3 galaxies.

He is generally happiest when working on machines or TW devices. When piloting robots he does so with confidence, aggression and even a touch of finess that he doesn't have when not behind the controls.
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Re: Sorrenson (Ratanoid Techno-Wizard)

Postby Sorrenson » Mon Oct 03, 2016 3:50 am

Level 6 rolls:
HP 1d6 = 6
isp 1d4+1 = 4
ppe 2d6 = 3
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Posts: 218
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Location: Phase World (Rogues)

Re: Sorrenson (Ratanoid Techno-Wizard)

Postby Maniacal Laugh » Sun Apr 23, 2017 8:45 pm

OFFICIOUS MESSAGE:
Hey ho there!
Fill out these two forms and get them back to me whenever sometime before this all starts!

DATA CARD
<image 200x500>
PRIMARY ROLE
Code Name: NAME
File Name: Full Name File Number
Primary <field> Specialty: Some title from standard stuff
Secondary <field> Specialty: Some title from standard stuff
Birthplace: City, Country, Planet, Dimension, etc.
Rank/Grade/Etc.: Something that sounds cool
Notes: 2-3 short sentences
Specialized Education: A list of things
Qualifications/Qualified Expert: Something that sounds cool, a list of skills
Quote: Something that defines their personality

<image 500x500>
COMPLETE PROFILE
Department of XXXXXXXXXX
XXXXXXXXXXXXXXXXXXXX

Block 1:
NAME: Last, First
ALIASES: List 2-3
STATUS: At-Large <Same for Everyone>

Block 2:
DATE OF BIRTH: In P.A.
PLACE OF BIRTH: City, Country, Planet,
SCARS & MARKS: List 2-3
SKIN COLOR: Color
HAIR (OR ALTERNATIVE): Color
EYE COLOR: Color
HEIGHT: in metric
WEIGHT: in metric
BUILD: short, fat, skinny, tall, thin, etc.
SEX (OR ALTERNATIVE): closes approximation
OCCUPATION: Same as primary role on datacard

Block 3:
REMARKS: One major defining thought (e.g. “DANGEROUS THOUGHT CRIMINAL”)
NOTES: 5-6 short sentences
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: Sorrenson's Equipment (Ratanoid Techno-Wizard)

Postby Maniacal Laugh » Thu Jun 01, 2017 12:34 am

EPIC EQUIPMENT - WIP

NE PA003 "Drudge" Industrial PA

Image

M.D.C. by Location.
Arms (2) - 200 each
Hands (2) - 100 each
Legs (2) - 200 each
Sensor Cluster (head) - 50
Main Body - 400
TW Armor of Ithan - 100 (10 p.p.e. to activate, 10 minute duration)
Statistics
Speed: Running 40 mph. 20 mph underwater - 2000 ft depth tolerance
Height: 16 ft
Width: 8 ft
Length: 4ft
Arm Length: 10 ft
Weight: 5 tons
PS: Robot 50
Cargo: Area for pilots personal items, weapon bin with room for 3 rifles, 1 heavy weapon, 1 set of Armor, water and rations (4 week supply).
Power System: Nuclear - 9/10 years left.
Weapon Systems:
TW Starfire Pulse Cannon (Mounted on right shoulder):
Damage: 2D6x10 M.D.
Range: 2000ft
RoF: Single shots
Bonus: +1 strike
Payload: 32 shots (has extra p.p.e clips installed in back of PA)
NE 50 Particle Beam Rifle (Mounted in left forearm)
Damage: 1D4x10 M.D.
Range: 1200ft
RoF: Single shots
Payload: Unlimited, connected to PA power source.
Giant sized hands, can use any rifle or gun designed for giant sized hands.
Mister Sorrenson’s Dispenser of Justice
This unusual device has a stout body with a lid shaped like a rat.
Damage: Varies with ordinance placed inside of it.
Range: 20 miles. Requires line of sight. Ie. Must be able to see target, whether through live video feed or actual sight.
Payload: Five items.
P.P.E.: 20 P.P.E. to prime the device to fire one item.
Modifier: -2 to strike, due to indirect fire.
Notes: The items can be no larger than a fusion block.
Hand to hand combat:
Restrained Punch: 1d6 M.D.
Full Strength Punch: 3d6 M.D.
Power Punch: 1d6x10 M.D.
Kicks - not possible
Stomp: 2d6x10 M.D. only on targets smaller than 8 ft.
Body Block / Ram 6d6 M.D. 1-90% chance of knockdown (target loses initiative and one attack/action), counts as 2 attacks.
Other Notes
Standard Power Armor sensors, radio etc.
Bonuses:
+1 to Strike, +2 to Parry, +1 to Dodge, +3 to Pull punch, +1 melee attacks at levels 1,6,12.


Armor/Worn on Person
Armored Custom-Made Suit
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Weight: 12 lbs.
Mobility: Good; -2% to movement skills
A.R.: 19
M.D.C.: 26


Classy Overcoat
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M.D.C. by Location
    • Arms: 8 each
    • Legs: 12 each
    • Main Body : 28
    Modifiers: -5% to all physical skills


PH 21 Phase Beamer (worn in shoulder holster)
Damage: 3d6 s.d.c. to s.d.c. creatures, 4d6 m.d.c. to m.d.c. beings and force fields, no damage to armor.
Rate of Fire: equal to HTH
Range: 400ft
Payload: 10 shots.
3 e-clips


2 .60 caliber Revolvers
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Damage: 1D4 M.D.C.
Range: 1,000 feet.
Payload: 6 shot cylinder
Notes: This hand cannon is so powerful that it requires a PS of 30 to fire two handed without penalty and a PS of 45 to fire one handed. (Augmented PS’s of 24 and 30, Robotic PS’s of 20 and 25, and Supernatural PS of 15 and 20 respectively.)


TW Lightblade (shaped like a long knife, worn on belt)
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Damage 1d4x10 +3 m.d.
Duration: 3 minutes
p.p.e. cost to activate: 20
Double damage to Vampires and those vulnerable to light.


Jallus’ Rod
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This rod seems to be made of some old vehicle part. Many parts of the part were drilled out to make room for various gems and copper wires. It always seems warm to the touch, even on the coldest climates.
M.D.C.: 200
• Damage: 2D6 M.D.
Known Effects:
Hellish Blast: This blast of fire is always accompanied by the stench of brimstone.
• Range: 800’
• Damage: 5D6 M.D.
• Payload: 1 blast per charge
• Recharge: 5 PPE (or 10 I.S.P.) to recharge with one blast, can be held indefinitely.
Magic Net: Cast forth as a sickly green net that stinks of rotten corpses.
• Range: 60’
• Duration: 10 melee rounds.
• Payload: 1 Net per charge.
• Recharge: 7 P.P.E. (or 14 I.S.P.) per net.
Lightning Rod: The most catastrophic of Jallus’ Rod’s powers, it can be used to send forth bolts of crimson electricity at it’s foes.
• Range: 1,000’
• Damage: 6D6 M.D.
• Payload: 1 Bolt of electricity per charge.
• Recharge: 10 P.P.E. (or 20 I.S.P.) for one bolt of electricity.


Wilk's PRC-5 Secure Walkie-Talkie
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Description
An enhanced walkie-talkie personal radio communications (PRC) system with a special cryptographic package. The unit
provides 15 channels, all of which have a secure capability as well as normal scrambling and unscrambled features. For secure communications, a special cryptographic program is loaded into the radio using a standard Wilk's 3000 (or other handheld) computer. Once this program is loaded into the radio, only other radios with the same program are capable of receiving its transmissions.
• Weight: 1lb
• M.D.C.: 2
• Range: 10 miles (16km)
• Battery Life: A rechargeable battery provides 96 hours of
continuous operation before needing to be recharged. Security
Note: Due to the sophisticated scrambler program, the cryptography
skill has a penalty of -25% to crack the system's secure
communications feature.
• Microphone and comfortable earpiece headgear for hands-free communications.


Worn on Person
tinted goggles

Mr. Sorrenson’s Harness of Awesome V 1.0
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• PPE Cost: 8 P.P.E. per feature.
• Effects: When Sustain feature is activated, the wearer is affected by the Sustain spell for 24 hours.
When the Magical Adrenal-Rush feature is activated wearers P.S. becomes Supernatural, +2 attacks per melee, +50% speed, Wearers S.D.C. is tripled, Wearer receives the following combat bonuses: +3 to Initiative, +1 to Strike, +1 to Dodge, +1 on all Saving throws. The wearer becomes impervious to drugs, mind control, possession, illusions, pain, and horror factor. Duration: 4 Melee Rounds per activation.
• Negative Effects: After Magical Adrenal-Rush feature is used the user receives the following penalties: Speed, Attacks per melee, Skills, and combat bonuses are reduced by half (Round up) for 1D4 minutes.
•Additional Negative Effect: If Magical Adrenal-Rush feature is used more than four times per twenty-four hour period, the wearer will immediately (after the duration of the fifth use) fall into a coma like sleep for sixteen hours due to hormonal strain.



Utility/Tool Belt
multi-optics band
magnifying glass
pocket flashlight
large flashlight
six signal flares
pocket mirror
canteen
binoculars
air filter and gas mask
pocket laser distancer
pocket digital disc recorder/player
hand-held computer
survival knife (1D6 S.D.C.)
multi tool (with small blade [ID4 S.D.C. damage], file,screwdriver, can opener, and pick)

Mr. Sorrenson’s Can-O-Fix V 1.0
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• PPE Cost: S.D.C.: 1 P.P.E., M.D.C.: 30 P.P.E. per application.
• Effect: When device is activated with required amount of P.P.E., the area being sprayed will be repaired either 2 S.D.C. or 1 M.D.C. per application.


Resources
Secure Universal Credit Stick: 55,680 (1/7/2016 ~Rogue Trader)
Secured Universal Card: 3,600 (2/5/14 ~Consumer)
Secure Universal Card: 1,440,000 (3/12/14 ~Consumer)
Naruni Enterprises Store Credit: 95,000 Credits (10/10/15 ~Consumer
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: Sorrenson (Ratanoid Techno-Wizard) LEVEL UP!!

Postby Sorrenson » Wed Oct 04, 2017 11:12 am

level 7 rolls
HP dice 1d6 = 3
isp dice 1d4+1 = 2
ppe dice 2d6 = 7
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