Jezebel Faux (HU2 Alien Conversion)

Jezebel & Kat's new enterprise: General Investigation, Resolution & Liberation Services of Merctown
GM: Townsend
AGM: The Bos

Moderators: Game Masters, Group Leaders

Jezebel Faux (HU2 Alien Conversion)

Postby Jezebel » Fri May 22, 2009 9:19 am

Player Name: Lloyd
G-Mail: lloyd.ritchey

Character Name: Jezebel Faux
Alias: Jez, 3rd Lieutenant Faux, "Temptress"
Race: Arismal (Tier 1, HU2 Alien)
O.C.C.: Arismal Defense Fleet Officer (MIA) turned mercenary-for-hire
Military Occupational Specialty: Special Operations Officer
Alignment: Unprincipled
XP Level: 8
XP Points: 55,232 (Townsend 10.10.17)
Next Level @ XP: 71,201 (Use HU2 Alien Table)
Reason for Coming to Rifts Earth: Crash-landed! Trapped on Earth, but will try to make the best of things.
Familiarity with Earth: No familiarity at all other than what she saw as she was shot down in orbit and crashed to Earth.
Sentiments/Non-Humans: Like much of her endangered species, Jezebel is cautious when it comes to those "alien" to her. She's not xenophobic or racist, she's simply cautious about who she trusts and with whom she associates.
Sentiments/Coalition: Knows of them by reputation only, they sound like Imperialist bastards.
Disposition: Jezebel's got a chip on her shoulder the size of a Vigilance Class Carrier. Deep beneath the hard-ass, thrill-seeking exterior is a woman very much troubled by the loss of her home world, family, dimension, everything. Within her is a pit of loss so deep that she continually tries to fill it with sarcasm, booze, and the blood of the wicked.
Insanities:
  • Stemming from weeks of captivity, belittlement, threats, beatings, torture, and acts of extreme humiliation, Jez has developed a multi-faceted obsession which manifests itself as a deep rooted hatred toward Atorians also extended to anyone who imposes such humiliation on others, and a desire to strike out at them; it also includes an obsession to find some sort of paradise, an unsatisfiable Utopian ideal which only reinforces her obsession.
  • Hysterical Aggressive Reaction to being touched (haphephobia)

ATTRIBUTES
I.Q.: 13
M.E.: 27
M.A.: 26
P.S.: 47 (Superhuman/Robotic)
P.P.: 22
P.E.: 31
P.B.: 22
Speed: 41 (51 in Zero-G)

PHYSICAL DATA
P.P.E.: 5
P.T.P.: 1550
H.P.: 54
S.D.C.: 105
Age: 24
Sex: Female
Height: 6'2"
Weight: 180 lbs.
Description: Jezebel is a tall, lean woman who possesses an attractiveness that one could only describe as dangerous. She carries herself with the grace of a ballerina and yet manages to swagger like the A.D.F. soldier she was trained to be. She always keeps her goggles on until night falls.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sixty watts is extremely bright) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Perception Bonus: +9
Charm/Impress: 60%
Invoke Trust/Intimidate: 88%
Max. Encumbrance: 158 lbs.
Max. Carrying Weight: 9,400 lbs.
Max. Lifting Weight: 14,100 lbs.
Running Speed: 615' per melee max. / 68' per action (765' per melee max. / 76' per action in Zero-G)
Max. Jumping Ability: 61' across, or 34' high

Super Abilities
Machine Merge
Unlike the Mechano-Link power, which mentally connects a character to the knowledge and/or persona of a machine, Machine Merge enables the super being to transform parts of his body into techno-biologic tendrils that can attach themselves to a non-sentient machine, including computers, weapons, and vehicles. While merged in this way, the character and machine become one, giving him unprecedented skill and control over the device. Unlike Mechano-Link, no knowledge or information is passed on. Instead, the link boosts the character's existing skill with the machine. If the super being has a skill in the use and operation of that machine his abilities are increased five levels higher than he actually is. Note: For the majority of skills, this translates into a +25% bonus that lasts the entire time the character is linked/merged with the machine. If the character has no skill or training in the machine, he uses it at a 5th level proficiency.
Bonuses when using computers (or Cyber-jacking)
• +2 additional attacks/actions per melee round, +2 to strike and parry, +4 to dodge
• +20% to computer skills against passive security
• Suffers no penalties against coma and death should she die in the virtual world.

Limitations
• When merged with even one machine, the character is distracted. Any skills other than those involving the machine(s) with which he is merged are performed at -15%, and he is -1 on initiative for every device she is connected to (i.e. for two devices he is -2 on initiative, with three devices he is at -3, and so on).
• Can only merge with one machine at level one and one additional at levels 3, 5, 7, 9, 11, 13 and 15.
• Can only merge with machines that have some sort of electronics. This includes automobiles, computers, electronics, sensor systems, optic systems, energy weapons and household appliances. Knives, clubs and other melee weapons as well as most revolvers, pistols and conventional rifles are simple devices that do not have electronics and cannot be merged to the individual. Vibro-Blades, energy weapons, and other high-tech gear that have electronics or computer chips inside them can be merged with and used with greater skill and ease as described above.
• Concealed merging and constant access: Can merge with small electronic devices by absorbing them partially into her own body! This means any hand-held device such as a radio, communicator, language translator, pocket computer, energy weapons and similar can be absorbed and accessed by the character.
• Extend Tendrils: Fingers can extend like tendrils to reach out and link with machines. Range: 1' per level of experience. These tendrils should be thought of as cables or conduit for the purpose of connection and cannot be used as weapons or to entangle an opponent.
• Usurping Control: A character with the power to Machine Merge automatically becomes the overriding force over a machine when there is no Artificial Intelligence.

Power Touch
(Power Touch Points are listed under Physical Data)
• All P.T.P. spent are instantly replenished at dawn of the next day.
• Duration: 5 minutes per level
• Destroy by Touch (Cost: 1 P.T.P. per S.D.C. destroyed, double cost for M.D.C.)
• Restore by Touch (Cost: 3 P.T.P. per M.D.C. restored)
• Combat Touch (Cost: 20 P.T.P. per 10 extra S.D.C. damage up to max of +40 damage)
• Healing Touch (Cost: 3 P.T.P. per 1 S.D.C./H.P. healed, double cost for M.D.C.)
• Power Touch (Cost: 100 P.T.P. for any one of the following effects)
• • Increase a character's H.P. by 20 pts. or S.D.C. by 40 pts.
• • Increase or instill three A.R. (up to a maximum of 17, does not effect coverage-based A.R.)
• • Increase running speed by 20 pts. (up to a maximum increase of 100 pts.)
• • Increase leaping distance by 10' (up to a maximum increase of 50')

Physical Perfection
• Embodiment of physical perfection for her race.
• Appears to be one level higher and more powerful than actual.

Lightning Reflexes
• Tends to be fidgety and has trouble sleeping.
• Grants W.P. Paired Weapons

Multi-Tasking
• Grants W.P. Paired Weapons
• Ambidextrous
• Can perform a non-combat action at no cost and without penalty even while engaged in combat

Purchased with EP
Extraordinary Mental Affinity
• +10% to seduction, pick pockets, and all skills of deception or sleight of hand

Extraordinary Mental Endurance
Extraordinary Physical Prowess
• +10% to all physical skills requiring dexterity

Energy Resistance
• No physical damage is sustained by the first 20 points of energy attacks in a melee round. Energy attacks beyond the 20 points do only half damage. This includes fire, electricity, lasers, and most other forms of pure energy. The person is completely invulnerable to stun-type energy weapons. Energy resistance is not effective against radiation damage, kinetic energy, explosive force, magic or most forms of psionics (pyrokinesis and electrokinesis fall into the Energy Resistance category above).

Superhuman Strength
• Fatigues at 1/2 the normal rate.
• Can carry 200x and lift 300x P.S. in pounds


M.O.S. Skills
Prowl ☞ 85% (+5%)
Detect Ambush ☞ 80% (+5%)
Climbing ☞ 105% (+5%)
• Rappelling ☞ 95% (+5%)
Depressurization Training
Pilot Robot ☞ 70% (+5%)
Zero Gravity Combat: Elite
W.P. Rifles
W.P. Handguns
W.P. Knife
Hand to Hand: Martial Arts

Other Skills
Trap/Mine Detection ☞ 75% (+5%)
Demolitions ☞ 86% (+3%)
Demolitions: Disposal ☞ 86% (+3%)
Find Contraband and Illegal Weapons ☞ 73% (+4%)
Intelligence ☞ 74% (+4%)
Detect Concealment ☞ 75% (+5%)
Computer Hacking ☞ 80% (+5%)
Interrogation ☞ 90% (+5%)
Robot Combat: Type III Exoskeletons
Boxing
Acrobatics
• Sense of Balance ☞ 96% (+2%)
• Walk Tightrope/Highwire ☞ 104% (+3%)
• Climb Rope ☞ 104% (+2%)
• Back Flip ☞ 110% (+5%)

Swimming ☞ 100% (+5%)
W.P. Energy Rifle
W.P. Shotgun
W.P. Heavy Energy Weapons & Rail Guns
Gambling: Dirty Tricks 38% (+4%)
Surveillance 35% (+5%, 2nd)
Tracking: People 35% (+5%, 2nd)
Undercover Ops 35% (+5%, 2nd)
Concealment 24% (+4%, 2nd)
Seduction 32% (+3%, 2nd)

Secondary Skills
(Two new additional skills at levels 9, 12, and 15)
First Aid ☞ 85% (+5%)
Computer Operation ☞ 85% (+5%)
Computer Programming ☞ 75% (+5%)
Recognize Weapon Quality ☞ 65% (+5%)
Athletics (General) (5th Level)
Running (5th Level)
Barter ☞ 42% (+4%, 3rd Level)
Salvage ☞ 45% (+5%, 3rd Level)
Wardrobe & Grooming 58% (+4%, 3rd Level)

Basic Skills
Language: Arismal ☞ 113% (+5%)
Language: Imperial Trade Tongue (Les Iban) ☞ 95% (+5%)
Literacy: Arismal ☞ 90% (+5%)
Mathematics: Basic ☞ 85% (+5%)
Military Etiquette ☞ 95% (+5%)
Radio: Basic ☞ 105% (+5%)

Conversion Skills
Conversion for High-Tech Characters (p.39 RCB1). All skill gained at 3rd Level & All skills from R:UE
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
Language: American ☞ 78% (+3%) (6th Level)
Literacy: American ☞ 70% (+5%) (6th Level)
Robot Combat Elite: Heavy Ground Robots (6th Level)
Hovercycles, Skycycles & Rocket Bikes ☞ 82% (+3%) (6th Level)
Jet Packs ☞ 76% (+4%) (6th Level)
Sensory Equipment ☞ 65% (+5%) (6th Level)
Weapon Systems ☞ 75% (+5%) (6th Level)
W.P. Energy Pistol (6th Level)
W.P. Submachine-Gun (6th Level)
Land Navigation ☞ 60% (+4%) (6th Level)
Wilderness Survival ☞ 60% (+5%) (6th Level)
Robot Combat: Basic (6th Level)
Robots & Power Armor: Basic ☞ 74% (+3%) (6th Level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 9
Initiative Bonus: +5
Strike Bonus: +6
Parry Bonus: +10
Dodge Bonus: +10
Auto-Dodge Bonus: +9
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Critical strike on an unmodified roll of 18, 19 or 20.
Knockout: Natural 20
Tripping Leg Hook: No damage, cannot be parried, results in knockdown.
Backward Leg Sweep: No damage, cannot be parried, results in knockdown.
Jump Kicks (All)
Can perform holds
Restrained Punch: 1D6 M.D.
Full Strength Punch: 3D6 M.D.
Power Punch: 1D6x10 M.D. (2 APM)
Kicks: 5D8 M.D. (Kick, Snap Kick, Axe Kick)
Leap Kicks: 1D8x10 M.D. (2 APM)
Leap attack (critical strike)

Zero-G Combat Data
Zero-G Combat Type: Elite
Number of Attacks: 10
Initiative Bonus: +6
Strike Bonus: +8
Parry Bonus: +12
Dodge Bonus: +12
Auto-Dodge Bonus: +9
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +8
Bonus to Disarm: +2

Stats in blue indicate totaled bonuses when Machine-Merged.

Robot Combat Data: Type III Exoskeletons (applicable to all Rifts Earth PAs)
Number of Attacks: 11
Initiative Bonus: +7
Strike Bonus: +8
Parry Bonus: +6
Dodge Bonus: +12
Auto-Dodge Bonus: +9
Disarm Bonus: +5
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +3

Robot Combat Data: Basic (applicable to all Rifts Earth RCVs)
Number of Attacks: 10
Initiative Bonus: +5
Melee Strike Bonus: +7
Ranged Strike Bonus: +5
Parry Bonus: +11
Dodge Bonus: +11
Auto-Dodge Bonus: +9
Disarm Bonus: +5
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +6

Robot Combat Data: Heavy Ground Robots
Number of Attacks: 12 (13)
Initiative Bonus: +6
Melee Strike Bonus: +8
Ranged Strike Bonus: +6
Parry Bonus: +13
Stationary Dodge Bonus: +11
Moving Dodge Bonus: +12
Auto-Dodge Bonus: +9
Disarm Bonus: +6
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +8

Robot Combat Data: TR-series Titan Robots
Number of Attacks: 12 (14)
Initiative Bonus: +8 (+9)
Strike Bonus: +8 (+10)
Parry Bonus: +13 (+17)
Stationary Dodge Bonus: +13 (+14)
Moving Dodge Bonus: +14 (+15)
Auto-Dodge Bonus: +9
Bonus to Disarm: +8 (+10)
Bonus to Roll w/Punch: +11 (+12)
Bonus to Pull a Punch: +8 ()
Rail Gun: +2 to strike on an Aimed or Called Shot. (+2)
Laser, Ion Cannon, Mini-Missiles and Grenades: +2 to strike (+2) (plus the gunner's bonuses from the Heavy Weapons skill, if any).
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch -4D6 M.D. (2 APM)
Claw Strike - 2D6+4 M.D.; not available as a power punch.
Kick - 3D8 M.D.
Leap Kick - 5D6 M.D. (2 APM)
Stomp Attack - 1D6 M.D.; effective only against targets smaller than 10' tall.
Body Block, Tackle or Ram - 3D6 M.D. plus there is a 01-50% chance of knocking a comparable sized opponent off his feet (01-80% if the target is smaller than 18'). Victims of a knockdown ram/tackle lose initiative and two melee attacks.
Triple the damage if performed at or near full running speed (4 APM).


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. Paired Weapons
W.P. Rifles ☞ +4 to Strike
W.P. Handguns ☞ +3 to Strike
W.P. Knife ☞ +3 to Strike, +3 to Parry, +3 to Strike when Thrown
W.P. Energy Rifle ☞ +2 to Strike
W.P. Shotgun ☞ +3 to Strike
W.P. Heavy Energy Weapons & Rail Guns ☞ +2 to Strike
W.P. Energy Pistol ☞ +2 to Strike
W.P. Submachine-Gun ☞ +2 to Strike

Saving Throw Bonuses
Coma/Death: +36%
Magic (varies): +8
Magic Illusions: +9
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Mind-Altering Toxins: +14
Insanity (12+): +10
Psionics (12+): +6
Horror Factor: +6
Possession: +6
Last edited by Jezebel on Wed Dec 30, 2009 7:31 pm, edited 7 times in total.
User avatar
Jezebel
 
Posts: 425
Joined: Fri May 22, 2009 9:15 am
Location: lloyd.ritchey at gmail

Re: Jezebel Faux (work in progress)

Postby Jezebel » Fri May 22, 2009 7:12 pm

LEAVE MY EQUIPMENT POST ALONE.

Equipment

NG-424 Hornet

Worn on Person
Optic Glasses
Heart-shaped Locket w/picture of parents
Non-Secure Universal Card: 5,824,376 credits (TGM 4/08/2016)
A.D.F. Fatigues/"Working" Uniform
A.D.F. Rating Badge
Image
Deck Boots
NG Stalker Suit (worn under clothes)
Slimpack Throwing Knife: 1D6 (in lambskin sheath in left sleeve)

A.D.F. Standard Issue Modular Battle Harness
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: GAW 10mm Colt Delta Elite
• Attachment: GAW 10mm Colt Delta Elite
• Attachment: Canteen
• Attachment: Non-Secure Black Card: 5,100 credits (TGM 5/17/2016)
• Attachment: Pouch: 3 Flares
• Attachment: Military-Durability Tablet Computer (See Portable Computer, RUE p.261)
• Attachment: MTE Cellphone
• Attachment: NE-RV01 Ripper Vibro-Knife (2D4 M.D.)

Holster, Ankle (Right)
NE-3 Slim-Line "Gambler" Revolver




Stored in her Room at Base
1x box of 'Ursa' brand cigars (12/5)
White Pant Suit Outfit
Leather folder containing a picture of an old man (taken from Juicer in Old Bones)
2x Thermal Suit
2x Thermal Suit batteries
1x Arctic Trooper Hat with Fur Earflaps
2x Thermal Arctic Boots
2x Thermal Boots batteries
1x Winter Survival Kit
1x Polarized Goggles: Ordinary Polarized Goggles
2x Winter Ski Mask
2x Battle Dress Utility: Arctic Weight (down lined)
1x Duffel Bag (Black)
A.D.F. Standard Issue Backpack

Woman's Large Purse (5 M.D.C.)
    • Contains three secret compartments and several normal zipper compartments.
    • A large makeup kit that is actually a disguise kit!
    • Refillable Lighter
    • Cellular Telephone Transmission Interceptor [size=85](MercOps p.111)

    • 12 Tracer Bugs (HU2 p.344)
    • Laser Eavesdropping Device (MercOps p.111)
    • • A pocket computer, concealed in a secret compartment at the bottom of the purse.[/size]

A.D.F. Standard Issue Modular Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Pouch: 4 E-clips
• Attachment: Pouch: 2 x NE-3 Speed Loaders (spare)
• Attachment: 3x Silver Knives (1d6 or 2d6 to vampires)
• Attachment:

Stored in Hangar at Base
TR-004 Titan Heavy Combat Robot
NE-BA-26 Special Body Armor
NE-95 "Double Threat" Assault Rifle
(2) GAW 10mm Colt Delta Elite
Columbian SMG

Stored on Shelves in Hangar at Base
15' of wire
1x pressure detonator
3x sticks of MD dynamite (2D4 M.D. per stick, 10' radius)
15 lbs. of commercial plastique (1D6x10/lb.)
Pouch: 8x spare magazines of silver ammo (30 rounds per magazine)
1x deck of playing cards
Ghillie Suit
[size=85]• Fits over body armor
• +5% bonus to Prowl and +10% to Blend

Freeze-Dried Rations (14 day supply remaining)
2 1-Gallon Water containers
Field Gun Repair & Cleaning Kit
1x Poncho
Camouflage Netting (x4)
• -15% to Detect Concealment
• 1 net is large enough to cover a 10' x 10' area, but may be combined with other nets to cover larger surfaces.

Satchel

Stored in TR-004

Pilot's Survival Kit:
• The standard design is a pouch-covered, web-vest assembly worn over the night suit at all times. The vest is olive drab, somewhat bulky and doubles as a personal flotation device (+25% to Swimming skill) in addition to containing basic survival gear. Includes a shoulder holster for standard-size handguns, two additional magazines/E-Clips, multi-tool/knife, signaling mirror, map, compass, first-aid kit, strobe light & tracking beacon, walkie-talkie (10 mile range with 72 continuous hours of battery life), emergency "space" blanket (folds to the size of an envelope), a half-liter squeeze bottle of water, water purification tablets, and an emergency food rations for three days.
GAW 10mm Colt Delta Elite
Wilk's LRD-10 Laser Rangefinder, Designator & Recorder (MercOps p.105)



Gear Stats

A.D.F. Standard Issue Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Optic Glasses
Image
• Heavy light-adjusting tinting.
• Appears to be regular, tinted goggles.
• Type of Enhancement: thermal-imaging
• Range: 300'


NE-3 Slim-Line "Gambler" Revolver

Range: 200'
Damage: 3D6 M.D.
Rate of fire: Each shot counts as one melee attack
Payload: 3 shots cylinder, reloading takes one melee action per cartridge or one melee action to reload all 3 if a speed loader is used
Bonuses: +1 to Strike on an aimed shot


(2) GAW 10mm Colt Delta Elite
Image
• • Range: 150'
• • Damage: 4D6
• • RoF: Single shot only
• • Payload: 15 shot box magazine


NE-95 "Double Threat" Assault Rifle

Range: Plasma 1200’, Grenade 1000'
Damage: Plasma 1D4x10 M.D., Grenade by type (typically fragmentation 4D6 M.D., or high explosive (6D6 M.D.))
Rate of fire: Each shot counts as one melee action.
Payload: 20 round Plasma magazine, 12 round Grenade drum magazine

☞ All grenades are fragmentation type (4D6 M.D. to a 20' AoE)

Columbian SMG
Image
Range: 550'
Rate of Fire & Damage:
    Single Shot: 3d6 SDC
    3-Round Burst: 6d6+3 SDC
    6-Round Burst: 1d6x10+4 SDC
[/list]
Payload: 30 round magazine or 90 round drum

* Silver ammo loaded

NG Stalker Suit (worn under clothes)
Image
M.D.C. by Location:
• Head: As per separate helmet.
• Arms: 5 each
• Legs: 7 each
• Main Body: 12
The suit covers the entire body, except for the head; a separate helmet is suggested.
Features:
• Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None


NE-BA-26 Special Body Armor (Keeps suit gloves tucked into belt, unworn at most times)
Image
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
• Force Field: 0
Mobility: Fair, -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
Add-Ons:
• Built-In N-F20A Force Field: Integrated into the suit is a standard N-F20A force field that provides the wearer with a 75 M.D.C. protection field. This field engages at a voice command from the wearer. Force Field Duration: 10 hours per E-clip


Armored M.D.C. Combat Trench Coat
Image
• M.D.C.: 36
• Weight: 10 lbs.
Fundamentally the same as the Executive Trench Coat or Sharp Duster except this coat has heavier armor in the lining plus external armor on the outside of the coat. Protection is provided by the usual M.D.C. fabric and denser, lightweight M.D.C. plastic and ceramic armor plating concealed in the lining in addition to additional exterior plating at the shoulders, along the trapezium and collar, arms and elbows.


NG-424 Hornet
Image
Vehicle Type: Combat Hovercycle.
Crew: One rider; no space for a passenger.
M.D.C. by Location:
* Rear Hover Jets (2) – 30 each
* Concealed Directional Jets (6) – 6 each
* Undercarriage Hover Jets (4) – 15 each
* Forward Headlights (2) – 5 each
* Mini-Missile Box Launcher (2; sides) – 25 each
Tail Fin (1) – 35
Windshield (1) – 15
** Main Body – 122
* A single asterisk indicates small and/or difficult targets to hit and requires the attacker to make a “Called Shot,” and even then the attacker is -5 to strike. The rider, hunched down, low to the body of the hovercycle, is equally difficult to hit.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Maximum Speed: 200 mph
Maximum Altitude: 60' and can handle drops of up to 800'
Maximum Range: 1,000 miles
Engine: Solid Oxide
Height: 3.9'
Length: 12'
Width: 3.3' without weapons. 5.7' with the commonly suggested eight shot mini-missile pods.
Weight: 942 lbs.
Modifiers: Low profile makes it a bit more difficult to hit: +1 to dodge. -5% on piloting skill rolls when making sudden stops or elaborate stunts. Speed penalties from two of the mini-missile pods is a -20% piloting skill penalty and maximum speed is reduced by 20%. The hovercycle is not designed to be a flyer and suffers a -10% piloting penalty for every 50' above the ground; the higher it goes the wobblier it gets.


TR-004 Titan Heavy Combat Robot
ImageImage
Crew: Pilot and Co-Pilot/Communications officer. Can accommodate one passenger, two under cramped conditions
M.D.C. By Location:
• Rail Gun Arm (1; Right): 240
• * Chest Mini-missile launchers (2): 72 each
• * Chest Lasers(2; low profile): 24 each
• Belly Ion Turret: 48
• * Vibro Blade(1 giant sized; left arm): 108
• Lower Leg Multi-grenade launchers (2): 30 each
• * Hand (1): 60
• Arms (2): 204 each
• Shoulder Plates (2) 180 each (protects head, chest, and arms)
• Legs (2): 240 each
• Head: 120
• ** Sensor Tower (1; right shoulder): 24
• *** Main Body: 420
• Reinforced Pilots Compartment: 120
* All targets marked with a single asterisk are small and difficult targets to hit and even a character making a called shot is -3 to strike
** Destroying the sensor Turret on the right shoulder of the heavy combat titan will destroy the radar and targeting system. The pilot must now rely on his own human vision and other optical enhancements of the robot. The turret is a small and difficult target to hit, requiring an attack to make a called shot and even then, the attacker is -2 to strike.
*** Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless
Statistical Data
Speed: up to 100 mph when running; can leap up to 20' high or across, +10' with running start
Underwater Capabilities: The robot cannot swim or fly underwater, however it can walk or run of the floors of rivers, oceans, and lakes at a maximum speed of 30 mph. Maximum depth is 1000'.
Dimensions: 24' high, 13'6" wide, 9'4" long, 19 tons fully loaded
Physical Strength: Robotic PS of 38
Cargo: Minimal storage space; about 4' for extra clothing, weapons, and personal items
Power System: Nuclear, 15 years of life
Weapons
1. Rail gun arm
• Range: 12000'
• Damage: 2D6x10 M.D. per round
• Rate of Fire: Each shot counts as one melee attack
• Payload: 220 rounds in an internal drum magazine. Reloading requires a trained mechanic or operator, special tools and about 30 minutes
2.Chest Lasers (2)
• Range: 2400'
• Damage: 2D6 M.D. per single blast or 4D6 M.D. per double blast
• Rate of Fire: Each blast counts as one melee attack
• Payload: Unlimited
3. Belly Gun
• Range: 2400'
• Damage: 4D6 M.D. per single blast or 1D4x10 M.D. per double blast
• Rate of Fire: Each blast counts as one melee attack
• Payload: Unlimited
4. Chest Mini-Missile Launchers (2)
• Range: 1 Mile
• Damage: Varies with missile type
• Rate of Fire: One at a time or in volleys of 2, 3, 4, or 6
• Payload: 24 total, 12 on each side
5. Lower Leg Multi-Grenade Launchers (2)
• Range: 4000'
• Damage: Varies with grenade type, standard issue is high explosive (4D6 M.D.), fragmentation (2D6 M.D.) or smoke
• Rate of Fire: One at a time or in volleys of 2, 3, 4, or 6
• Payload: 48, 24 in each launcher
6. Vibro Blade
• Damage: 3D6 M.D.
7. Hand to Hand Combat
• Restrained Punch: 1D4 M.D.
• Full Strength Punch: 2D6 M.D.
• Power Punch: 4D6 M.D.
• Claw Strike: 2D6 + 4 M.D.;not available as a power punch
• Kick: 3D8 M.D.
• Leap Kick: 5D8 M.D.
• Stomp: 1D6 M.D.; only effective against targets smaller than 10 feet tall
• Body Block/Tackle/Ram--3D6 MD, plus 50% chance of knocking comparable sized opponent off his feet. (80% of target smaller than 18'). Victims knocked down lose initiative and 2 melee attacks/actions. Triple damage if performed at or near full running speed, but counts as four attacks.
8. Sensors
Has all normal robotic vehicle sensor systems, including full optical system, infrared, ultraviolet, telescopic, thermal-imaging, polarization, radar, and laser targeting. Advanced radar targeting and combat computer adds to the robot's quick assault capabilities.
Last edited by Jezebel on Tue Nov 24, 2009 3:58 pm, edited 6 times in total.
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Re: Jezebel Faux

Postby Jezebel » Fri May 22, 2009 7:12 pm

Background Story

I was finishing a watch while awaiting transfer to one of the ships of the A.D.F. The watch was boring, of course, wherever a military person was stationed between posts they always got stuck with the most boring and mundane tasks. I had about an hour left of guarding the hatch to the operations center of the barracks/habitat ring on which I was staying while awaiting transfer orders. The watch went from boring to insane in a manner of moments. One second a flurry of bright flashes appears in the sky, the next moment the surface of our home world can be seen exploding with a brightness of color and fury which the planet had never before experienced. Over the next half an hour, the planet's crust came apart into two sections and the atmosphere started bleeding off into space. During that half hour I also helped evacuate my shipmates and salvage what we could use of the barracks habitat before we abandoned it. The torrent of debris would ride a slow shockwave and obliterate everything smaller than a moon within a matter of hours.

We rendezvoused our lifeboats and small craft with the Assegai which was one of the new Prowess Class Destroyer Escorts that I'd been hoping to get assigned to before this whole mess went down. Not a day after we'd been incorporated into the command structure of the ship and the fleet started gathering around Arismal Prime, the Atorian Battle group arrived in-system and those fork-heads started firing. We lost a few ships in the initial confusion, but the fleet soon had their Jump Drives on-line and we were able to bag ass away from our home world without sustaining too many casualties. It was about a week later that the scuttlebutt really started to fly and the admiralty finally felt compelled to explain what they perceived had happened.

The way our spooks in Intel had it figured, the convoy of vessels that collided with our homeworld at light speed were likely ships seized by the Atorians in outlying sectors or along the Liloqua/Les Iban border. The ships were likely used as a quicker, more efficient way of wiping out the planet than Anti-Matter bombs. Their motive was no secret: they wanted a few unique technologies that our engineers had cooked up in recent years and weren't sharing with other races, especially the power-hungry Atorians. When they jumped in-system so soon after the tragedy, it only confirmed our fears.

They started hounding our trail as soon as we left our home system behind. Having no expulsion powers, I was assigned a Heavy Combat Suit and billeted to an Albatross. Their capital ships were faster than ours and their technology was generally superior but we had a few technical advantages like our Jump Drives which made it impossible for their sensors to immediately track where we went or in what direction we were heading. Their sensors are the finest in the galaxy though, so they are often able to scan space fast enough to pinpoint our location before our drives have recharged to jump. Our Albatross saw action the first time the Atorians managed to catch up to us...
Last edited by Jezebel on Wed Mar 29, 2017 2:56 pm, edited 1 time in total.
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Re: Jezebel Faux

Postby Jezebel » Fri Aug 28, 2015 5:44 am

TR-004 Various Strike Bonuses:
Strike Bonus: +7 (+9)
Rail Gun: +2 to strike on an Aimed or Called Shot. (+2)
Laser, Ion Cannon, Mini-Missiles and Grenades: +2 to strike (+2) (plus the gunner's bonuses from the Heavy Weapons skill, if any).

W.P. Heavy Weapons or Weapon Systems skills: Add +1 to strike in addition to below totals
All totals below assume Jezebel is merged with the TR-004.

Weapons
1. Rail gun arm
    • Regular strike: +9
    • Aimed strike (2 APM): +14
    • Called strike (2 APM): +12
    • Aimed called strike (3 APM): +14
2.Chest Lasers (2)
    • Regular strike: +11
    • Aimed strike (2 APM): +14
    • Called strike (2 APM): +11
    • Aimed called strike (3 APM): +14
3. Belly Gun
    • Regular strike: +11
    • Aimed strike (2 APM): +14
    • Called strike (2 APM): +11
    • Aimed called strike (3 APM): +14
4. Chest Mini-Missile Launchers (2)
    • Regular strike: +9
    • Aimed strike (2 APM): NA
    • Called strike (2 APM): NA
    • Aimed called strike (3 APM): NA
5. Lower Leg Multi-Grenade Launchers (2)
    • Regular strike: +11
    • Aimed strike (2 APM): NA
    • Called strike (2 APM): NA
    • Aimed called strike (3 APM): NA
Last edited by Jezebel on Wed Mar 29, 2017 2:56 pm, edited 1 time in total.
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Re: Jezebel Faux (HU2 Alien Conversion)

Postby Jezebel » Sat Jun 25, 2016 6:33 am

Pantheon Background:
    Lords of Cojo (/'kō·jō'/)
    On Arismal Prime, the majority of religious practitioners believe in the Lords of Cojo. The Lords consisted of thirteen primary deities, with a growing number of subset deities. Each primary deity was represented on Arismal Prime as a continent.
    1. Altas - Is respected as an all-father who was chief of the gods and assigned the others to their roles: Even the gods who are not his natural children address him as Father, and all the gods rise in his presence.
    2. Zoot - is the wife of Altas in the Arismal's primary pantheon of mythology and religion. Her chief function was as the goddess of women and marriage.
    3. Inanna - is a warrior goddess, known for her ruthlessness in battle and lead the charge against Iblis.
    4. Frigg – is the goddess of rebirth, bringer of spring. This goddess is the promise of renewal personified. She is the third wife to Altas, and Zoot's lover
    5. Xopli/Xopla – The Prince or Princess of Flowers, the spirit of love, this red-skinned god can be perceived as either male, or female, or both. It is said Xopli binds lovers together with an invisible string.
    6. Radda – Goddess of the skies, the sun, and storms. Raddu wears a wide-brimmed hat which protects her from the sun, and when she removes it, storm winds blow from inside.
    7. Ildana – Goddess of music, poetry, writing, and art. She carries a silver bowl from which it is said that inspiration flows.
    8. Nunnos – The Antlered god, the hunter, and the god of the farm. Nunnos is The Bountiful, god of nature, of farming, and of the hunt.
    9. Volund – The maker. God of the forge and blacksmiths, in recent centuries he has become depicted as a god of technology. He is traditionally depicted as bearing a large hammer, but a Wheel or Gear is also his symbol.
    10. Vinayaka – The goddess of the mind, memory, knowledge and learning. She is sometimes depicted as having the head of a thergal (a small fox-like mammal known for its cleverness), and sometimes with the head of an ureen (a river mammal said to never forget).
    11. Iblis - is the brother of Altas. He is known for trickery and mischief. Iblis is most known for convincing several other Lords of Cojo to try and dethrone Altas. To Iblis dismay, he had lost to the power of Altas, and banished. Note: The continent of Iblis is the least colonized of the continents. It is a very treacherous land, and is the source of many deaths among the Arismal people.
    12. Setis – Lord of Rajat, the red desert, Setis is the god of death, and sorter of the slain. He commands the Morgaine, harpy-like creatures who carry off the souls of the dead. Setis was tricked by Iblis and fought against Altas. It was when Iblis lost, Altas forgave Setis for his transgression.
    13. TangaratThe Dragon. Tangarat is the serpent of the seas, the physical embodiment of the world ocean. It is said that the continents ride upon his back.

Cojo – An Arismal concept of Heaven, but which is exclusively the dwelling-place of the gods. Those who are righteous in death are said to dwell in the Shade of Cojo, where the Lords may give them favor. Those who are unrighteous in death dwell in the desert of Rajat, where Cojo cannot be seen.

Texts of Cojo - The long lost texts, were discovered in an ancient ruin found on the continent of Altas. The ruins were presumed to be a temple for the goddess Vinayaka. Within the temple there were thousands of texts, written in an ancient Arismal language that no one had practiced for thousands of years. These texts were carefully preserved, and copies were made digitally, a vast majority were lost in the destruction of Arismal Prime
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Re: Jezebel Faux (HU2 Alien Conversion)

Postby Jezebel » Wed Aug 16, 2017 1:52 pm

Wishlist
    Item 1: An amazing powered armor suit or even better RCV
    Item 2: Arismal weapons and equipment
    Item 3: She has no idea. Maybe something *laughs a little at her foolishness* "magic"

Finding the technological means to travel dimensions will require massive funding, so Jez will need to be stupid rich, or make contacts with powerful people. As such, she needs a way to simultaneously make loads of money while meeting new people who have power, influence, and resources. Hence, the merc life.

Short Term Goals:
1. Get the G.I.R.L.S. established.
2. Get the G.I.R.L.S. high profile gigs.
3. Develop the G.I.R.L.S.' reputation to attract the attention of the people she wants to know.

Mid Term Goals:
1. Indebt the rich and powerful to herself and the G.I.R.L.S.
2. Get access to the means to her long-term goals.
3. Settle any debts she may have on Rifts Earth.

Long Term Goals:
1. Find a way to her home dimension.
2. Locate the A.D.F. Fleet.
3. Reunite with her people.
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
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Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 51
S.D.C.: 98/98
P.T.P.: 1550/950
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)
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Re: Jezebel Faux (HU2 Alien Conversion) -- LEVEL UP

Postby Augur » Wed Oct 11, 2017 4:00 pm

HU2 Alien XP Table
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
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Re: Jezebel Faux (HU2 Alien Conversion) -- LEVEL UP

Postby Augur » Wed Oct 11, 2017 4:05 pm

SDC roll 1d6:
5

HP roll 1d6:
1
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