Barraketa (Malvoren) Approved

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Barraketa
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Barraketa (Malvoren) Approved

Post by Barraketa »

Player Name: Mike
G-Mail: brainiac.chronic@gmail.com
Discord: Ozymandius#5900
Link to Ledger: tbd

Character Name: Rokkozeta
Alias:
Race: Malvoren
O.C.C.: Malvoren R.C.C.
Alignment: Aberrant
XP Level: 3
XP Points: 4201
Next Level @ XP: 8401
Sentiments/Non-Humans: Doesn’t necessarily have a problem with anyone unless they’re associated with the Splugorth.
Disposition: Reserved and arrogant; respect is only for those he perceives as warriors
Insanity:

ATTRIBUTES
I.Q.: 13
M.E.: 16
M.A.: 9
P.S.: 33
P.P.: 17
P.E.: 19
P.B.: 6
Speed: 30

PHYSICAL DATA
P.P.E.: 239
I.S.P.: 76
H.P.: 85
S.D.C.: 107
M.D.C.: Helmet: 120/120 Arms: 108/108|108/108 Legs: 120/120|120/120 Main Body: 264/264
Age: 30
Sex: Male
Height: 8’4”
Weight: 330 lbs
Description: A tall, lean, armored figure, with three arms and multiple weapons growing from his shoulders.

Racial Abilities
Regenerate 1d6 per minute, recover lost limbs in 72 hours
Cannot be physically transformed while melded with device
Regain 10 PPE per hour of mediation/sleep
Meld with Weapon: 1 action, 5 PPE, indefinite duration. Gains W.P. at +6 levels, +3 to strike, +1 attack. Can fire-link multiple weapons.
Meld with Armor: 3 actions, 10 PPE, indefinite duration. MDC capacity increased by 20%, movement penalties halved, transforms P.S. to Robotic Strength.
Meld with Cybernetics: 1 action, 10 PPE, 1d6 SDC, 1d4 HP. Full limbs and torsos triple cost.
Meld with Weapon System: 2 actions, 8 PPE, indefinite duration. Gains full bonuses and 95% skill rating, +2 to strike
Meld With War Machines: 15 PPE, 1 round, indefinite duration. Gains Pilot Skill/Robot Combat Elite at +4 levels.
Heal/Repair Weapons/Armor: 1 action per 10 MDC/SDC healed. 1 PPE and 1 SDC/HP to restore 1 SDC, 10 PPE and 10 SDC/HP to restore 1 MDC. All items melded heal 1d6 MDC per hour automatically.
Power Weapons: Spend PPE to recharge ammo. Instant (no action). E-Clip: 10 PPE, Long E-Clip: 15 PPE, Canister/FSE/Energy Cell: 25 PPE, Backpack/Large Energy Cell: 40 PPE, Railgun Shot: 10 PPE/1d6 SDC or HP, Railgun Burst: 20 PPE/3d6 SDC/HP
Bonuses: +1 attack, +3 initiative, +1 strike, +2 parry/dodge, +3 disarm, +2 entangle, +1 roll, +2 save vs. disease/poison, +4 save vs. horror factor
Natural vision only sees UV and IR, natural hearing is poor.
Becomes too machinelike, and loses non-Telemechanic psi powers and 50% ISP if becomes 50% machine: melded with 4+ extra limbs and 4+ other cybernetics; cyber torse and 4+ cybernetics; 12+ cybernetics; 12+ weapons/cybernetics/armor.

Natural Abilities
Perception Bonus: 21%
Charm/Impress: n/a
Invoke Trust/Intimidate: n/a
Max. Encumbrance: 825
Max. Carrying Weight: 825
Max. Lifting Weight: 1650
Max. Jumping Ability: 33 ft. long, 16 ft. high

Special Abilities
Horror Factor: 10

Bionics & Cybernetics
Location
Cyberarm with Forearm Particle Beam, Strength Hand [PS 25, PP 20]
Multi-Optic Eye (2) (+1 strike)
Amplified Hearing (+1 parry, +2 dodge, +3 initiative)
Ultra Ear

Psionics
Major Psionic
Telemechanics, Telemechanic Paralysis, Telemechanic Mental Operation - only when melded with machine, half cost/double duration if used on combat machine, double cost/half duration if used on non-combat machine
Physical:
Telekinesis
Telekinetic Leap
Sensitive:
Intuitive Combat
Machine Ghost
Mind Block
Presence Sense
Remote Viewing
See Aura
See the Invisible


O.C.C. Skills
Language: Native (Trade Four) 121
Language: Native (Techno-Can) 121
Literacy: Native (Trade Four) 75
Literacy: Native (Techno-Can) 75
Basic Electronics 50
Bioware Mechanics 45
Mathematics: Basic 98
Mathematics: Advanced 80
Mechanical Engineering 40
Sensory Equipment 50
Vehicle Armorer 65
Weapon Systems 70
Weapons Engineer 90
Pilot: Hovercycles, Skycycles & Rocket Bikes 79
Pilot: Small Spacecraft 69
W.P.: Targeting
W.P.: Heavy Mega-Damage
W.P.: Heavy Military
W.P.: Handguns
W.P.: Rifles
W.P.: Shotgun
Hand to Hand: Assassin

O.C.C. Related Skills
Boxing
Computer Operation 55
Computer Hacking 35
Gymnastics
--Sense of Balance 85
--Work parallel bars & rings 95
--Back Flip 102
--Basic Prowl ability 35
--Basic Climb ability 30
--Climb Rope/Rappel 85


Secondary Skills
Lore: Galactic 35
Computer Programming 40
Jury Rig 35
Running
Athletics (General) -- picked @ lvl 3
Body Building & Weightlifting -- picked @ lvl 3

Combat Data
-10% to physical skills from armor
HTH Type: Assassin
Number of Attacks: 7
Initiative Bonus: +7
Strike Bonus: +4
Parry Bonus: +5
Dodge Bonus: +6
HTH Damage Bonus: +18
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Bonus to Entangle: +2
Other:
Restrained Punch 5d6 SDC
Punch 4d6 MDC
Power Punch (2 attacks) 1d4x10 MDC
Karate Punch 2d4 SDC?

Robot Combat Data: (Elite when melded, depends on vehicle)

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.: Targeting: +2 Strike
W.P. Heavy Mega-Damage
W.P. Heavy Military: +2 Strike
W.P. Handguns: +1 Strike
W.P. Rifles: +2 Strike
W.P. Shotgun: +2 Strike
W.P. Paired Weapons: Strike/Parry with each hand as one action


Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +2
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies): +4
Disease: +2
Last edited by Barraketa on Mon Jun 20, 2022 12:25 pm, edited 16 times in total.
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Barraketa
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Re: Barraketa (Malvoren) - WIP

Post by Barraketa »

Other equipment is standard/basic stuff.

Vehicles/Mounts
NE-RB-660 Spitfire Contra-Gravity Racing Bike

Carried/In Hand
NE-105 Super-Rail Gun

Worn on Person
NE-BA-55 Super Soldier Exoskeleton Heavy Battle Armor
NE-RV09 Ripper Vibro-Claws
NE-200 Plasma Cartridge Machinegun

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: Canteen
• Attachment: Flashlight
• Attachment: Survival Knife
• Attachment: Radio

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: Tent
• Space: Sleeping Bag
• Space: Tool Kit
• Space: Portable laser-welding torch
• Space: Basic electrical tools
• Space: Rations (2 weeks)
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle


Gear Stats

NE-RB-660 Spitfire Contra-Gravity Racing Bike
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Undercarriage & Landing Gear: 120
  • *Front Windshield: 50
  • *Headlights (2; front): 8 each.
  • *Tail Fins (2): 20 each.
  • *Directional Jets (8; small and concealed): 20 each.
  • Main Jets (2; rear): 90 each.
  • Main Body: 280

* Hard to hit -4 on called shot.
Statistical Data:
Maximum Speed:
Range: 12 hours without fear, 48 hours will cause shut down.
Flying: 500 mph (contra-grav only) Mach one with rockets.; can leave atmosphere.
Underwater Capabilities: 110 mpgh; 300' depth tolerance.
Water Speed: Skimming surface 200 mph.
Modifiers: None.
Crew: 1
Class: Civilian Contra-Gravity Racing Rocket Cycle.
Dimensions: [Height: 3' (4' w/ landing gear in place), Width: 4', Length: 13.3', Weight: 1,400 lbs]
Cargo: Minimal; 100 lbs of gear can be strapped to vehicle.
Power System: Nuclear; 15 year lifespan.
Weapon Systems:
None.
Features of Note:
  • Combat Bonuses for the Elite: Pheton Juicers, Psi-Techs, Eleite RPA pilots, RPA "Flyboys" and similar O.C.C.s: +3 Initiative, +3 Auto-Dodge, +2 Attacks when piloting.

Book Reference: DB 8: Naruni Wave 2 pgs. 70-71


NE-BA-55 "Super Soldier" Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 100
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 220

Weight: 120 lbs.
Modifiers: -20% to physical skills, +1 APM, +1 to initiative, +1 to parry, +1 to dodge, +1 to pull punch
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • Naruni Thermo-Kinetic Armor (p.35-36, DB8)
  • Triples running Spd, -30% fatigue
  • Robotic P.S.: 28
  • +20% to usual leap ability

Book Reference: p.41, DB8

Note: When melded, all penalties halved and MDC increased to 120% (NOT added above, but added on character sheet)

NEMA Liberator Multi-Rifle (Patron Item)
Image
  • Range:
    • Particle Beam: 2,500'
    • Absolute Zero: 300'
    • Incendiary Gun: 300'
  • Damage:
    • § Particle Beam: 5D6 or 2D4x10 burst
    • ※ Absolute Zero: 7D6
    • † Incendiary Gun: 6D6 +3D6 per melee
  • Rate of Fire: Single shots only; 3-shot burst option for particle beam
  • Payload:
    • Particle Beam: 50 shots per E-Canister
    • Absolute Zero: 6 pellets per magazine
    • Incendiary Gun: 6 pellets per magazine
  • Weight: 10 lbs.
  • Features: Custom Grip, Laser Targeting
  • Modifiers: +1 to initiative, +2 to strike; two-handed weapon
  • § Disintegration: Half damage on natural strike rolls from 5-10. Full damage on natural strike rolls from 11-17. Double damage on natural strike rolls from 18-20. Triple damage on natural, aimed called shot strike rolls from 18-20; if M.D is reduced to zero, that location is disintegrated.
  • † On impact a pellet ruptures to spread a flaming gel that covers a 10' area which sticks to most surfaces and burns incredibly hot for 1D4 melees.
  • ※ Each time a character takes damage from this cold blast, he must save vs non-lethal poison. A failed save means the location struck goes numb from the cold. Combat bonuses are reduced by 10% with each successful strike. (p.173 of AU for details)
  • Note: Incendiary and flash-freeze pellets of this design must be custom made by highly skilled weapons shops and have a base cost of 1000 credits per pellet.


NE-105 Super Rail-Gun
Image
  • Range:
    Rail Gun: 4,000'
    Electric Arc: 200'
  • Damage:
    • Rail Gun: 5D6 M.D. short burst, 1D6x10 M.D. long burst
    • Electric Arc: 2D6 M.D., 4D6 M.D. to unshielded electronic devices (humanoids must save vs. Lethal Poison or lose initiative and -2 APM)
  • Rate of Fire: Short bursts (10 rounds), long bursts (20 rounds) and single electric arc attacks only
  • Payload:
    • Rail Gun: 3,000 round ammo drum
    • Electrical Arc: 90 per hip generator; regenerates 30 blasts per hour
  • Weight: 120 lbs. for the gun, 10 lbs. for the NE hip pack generator, and 100 lbs. for the ammo drum
  • Features: None
  • Modifiers: W.P. Heavy M.D. Weapons
    • -3 to dodge and roll with impact if carrying an ammo drum on the shoulder (instead of back)
    • P.S. of 30+, Robotic or Bionic P.S. 24+, or SN P.S. 20+: minimum P.S. required to use
    • P.S. 30<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.33, DB8


NE-200 Plasma Cartridge Machine-Gun
Image
  • Range: 2,000'
  • Damage: 1D4x10 M.D. per shot or 2D6x10 M.D. per burst
  • Rate of Fire: single shots or 10-round bursts only
  • Payload: 40-round magazine or 200-round belt (NE-003PC)
  • Weight: 70 lbs.; 15 lbs. for belt
  • Features: tripod
  • Modifiers: W.P. Heavy Military Weapons
    • P.S. of 24+, Robotic or Bionic P.S. 21+, or SN P.S. 18+: minimum P.S. required to use
    • P.S. 23<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.123, Mercenaries


NE-RV09 Ripper Vibro-Claws
Image
  • Damage: 3D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 3 lbs.
  • Features: W.P. Knife, silver coated
  • Modifiers: +1 to parry, +1 to strike
  • Book Reference: p.24, DB8


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)

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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Last edited by Barraketa on Wed Jun 15, 2022 10:56 pm, edited 8 times in total.
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Barraketa
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Re: Barraketa (Malvoren) - WIP

Post by Barraketa »

Background:

Barraketa used to be a merc with a heart. He was raised by an old human merc named Silas, a fallen cosmo-knight who did good, but sought payment, and didn’t take foolish risks; and sought to replicate his old powers the best he could with magic and weapons. Silas rescued a Malvoren child from a Splugorth slave transport he was paid to attack (to rescue a Kreeghor captive, as it happens), and took him as a son and an apprentice, teaching him everything he knew.

Barraketa and Silas worked as mercs, but they only chose jobs that had an element of doing good to them. They didn’t work for free, though they sometimes accepted very low pay. Barraketa barely remembered his parents, but they had taught him some of his race’s code of honor before they were taken to be used by the Splugorth as weapons systems. He had survived only because the slavemasters were waiting for him to grow up. Silas didn’t have his own code, having broken the code of the cosmo-knights, but he did try to teach the young Malvoren a sense of morality.

So when the two heard of a crew gathering up to make an attack Lord Rynncryth, Barraketa wanted to join them. But Silas was against it, saying it was too risky, too dangerous, and the pay wasn’t good enough. But Barraketa was determined, and he signed up anyway. Silas joined him, against his better judgment, but because he didn’t want to let his son take the risk alone.

It was a group of superstars, heroes from across the galaxy, with a complicated heist to introduce some sort of pathogen to the splugorth lord, with the hope that they’d found a way to kill one of the ancient evil beings. True Atlanteans, Prometheans, even a Cosmo-Knight, were all working together. Silas and Barraketa were completely outclassed, and they had the least important jobs – they were in a stolen ship, hiding in a Lagrange point disguised as a derelict, waiting to provide an escape route. They never learned exactly what happened, but they learned that the plan had failed when a squadron of Kittani fighters showed up at the rendezvous point. Their ship was destroyed, becoming a derelict for real, but Silas managed to get it on a stable solar orbit before he died to the vacuum; and Barraketa was left alone in the universe.

He managed to repair the ship enough to limp out of the system, but sold it as soon as he could, since it was dangerous to keep. He started working as a mercenary on his own terms, having learned the lesson that doing good gets your loved ones killed, doesn’t pay, and doesn’t work anyway. He still hates the Splugorth, but he’s accepted that there’s nothing he can do against them, so he gets on with his life.
Last edited by Barraketa on Sat Jun 11, 2022 1:34 pm, edited 4 times in total.
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Barraketa
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Re: Barraketa (Malvoren) - WIP

Post by Barraketa »

Character Rolls

Test only:
[roll]4d6-L[/roll]: [5, 5, 3, 4]-L = 14

IQ: [roll]4d6-L[/roll]: [3, 2, 6, 4]-L = 13
ME: 4d6-L+2: [1, 2, 6, 6]-L+2 = 16
MA: 3d6-L: [4, 1, 5]-L = 9
PS: 5d6-L+10: [3, 3, 2, 4, 6]-L+10 = 26
PP: 4d6-L+4: [4, 4, 4, 3]-L+4 = 16
PE: 4d6-L+4: [1, 5, 4, 3]-L+4 = 16
PB: 2d4-L: [2, 4]-L = 4 - mistake, should not have dropped lowest. base is 2d4.
Spd: 4d6-L+4: [6, 2, 4, 6]-L+4 = 20

Hit Points: PEx3 plus [roll]6d6[/roll]: [5, 5, 3, 6, 6, 3] = 28
SDC: [roll]3d4x10+20[/roll]: [1, 1, 3] = 5

PPE: [roll]3d6x10[/roll]: [2, 4, 5] = 11 plus PE plus [roll]3d6x10[/roll]: [5, 2, 1] = 8 plus 30
ISP: [roll]2d4x10[/roll]: [2, 1] = 3 plus ME plus 30

Athletics - SDC 1d8: [3] = 3
Athletics - Speed 1d6: [1] = 1
Boxing - SDC 3d6: [1, 3, 5] = 9
Gymnastics - SDC 2d6: [4, 5] = 9
Running - Speed 3d6: [1, 4, 4] = 9
Running - SDC 1d6: [6] = 6

Cybernetics: 1d4: [4] = 4

Money: 6d6: [5, 6, 6, 5, 3, 4] = 29 x1000
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Barraketa
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Re: Barraketa (Malvoren) Approved, needs finalization

Post by Barraketa »

Summary of stats for combat, accounting for currently active melds and other effects:

P.P.E.: (239) 204/204
I.S.P.: 76/76
H.P.: 85/85
S.D.C.: 107/107
M.D.C.:
Main Body: 264/264
Helmet: 120/120
R. Arm: 108/108
L. Arm: 108/108
R. Leg: 120/120
L. Leg: 120/120

Combat Data (All bonuses included)
Number of Attacks: 8
Strike Bonus: +4
Initiative Bonus: +7
Parry Bonus: +6
Dodge Bonus: +7
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +3
Bonus to Entangle: +2

Punches (+3 to strike):
Restrained Punch 5d6 SDC
Punch 4d6 MDC
Power Punch (2 attacks) 1d4x10 MDC

Active Effects:
Weapon Melds: Gains W.P. at +6 levels, +3 to strike, +1 attack.
Can fire linked

Melded Items (Note: All melded weapons can fire linked):
(10 PPE) NE-BA-55 "Super Soldier" Exoskeleton (-10% to physical skills, +1 APM, +1 to initiative, +1 to parry, +1 to dodge, +1 to pull punch)

(5 PPE) NE-RV09 Ripper Vibro-Claws: +11 Strike, +11 Parry, Extra Attack; 3D6 MD 1 hour constant use (recharge 40 PPE)

(5 PPE) Forearm Particle Beam: +10 Strike, Extra Attack; 6d6+6 MD; 1000 ft, 10/10 rounds, recharge 10 PPE

(5 PPE) NE-200 Plasma Cartridge Machine-Gun: +10 Strike, Extra Attack; 2d6x10 MD (burst 10); 1d4x10 MD (shot); 2000 ft, 40/40 rounds, recharge burst 20 PPE + 3d6 SD

(5 PPE) NE-105 Super Rail-Gun: +10 Strike, Extra Attack; 5D6 MD (burst 10); 1D6x10 MD (burst 20); 4,000 ft., 3000/3000 rounds
Electric Arc: +9 Strike; 2D6 MD, 4D6 MD to unshielded electronics, humanoids must save vs. Lethal Poison or lose initiative and 2 APM; 200 ft., 90/90; regen 30/hour or 10 PPE

(5 PPE) NEMA Liberator Multi-Rifle: +9 initiative, +12 strike
PB: 5D6 MD, 2D4x10 MD (burst 3); Half damage natural 5-10. Full damage natural 11-17. Double damage natural 18-20. Triple damage on aimed called shot natural 18-20. 4500 ft., 50/50 e-canister, recharge 25 PPE
Absolute Zero: 7D6 MD; save vs non-lethal poison or location goes numb, combat bonuses reduced 10% per strike. 300 ft, 6/6 rounds, recharge shot 10 PPE + 1d6 SD
Incendiary Gun: 6D6 +3D6 per round for 1d4 rounds in 10' area. 300 ft, 6/6 rounds, recharge shot 10 PPE + 1d6 SD
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Barraketa
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Re: Barraketa (Malvoren) Approved

Post by Barraketa »

Just in case rolls: 1d20, 1d100: [14]+[68] = 82
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