Ecks (Group Leader)

GM: Maniacal Laugh
AGM: Captain Marks

Moderators: Game Masters, Group Leaders

Ecks (Group Leader)

Postby Ecks » Tue Feb 01, 2011 4:40 pm

Player Name: RC
Hangouts: rcbrooks1138 at gmail

Character Name: Royal Ecks
Alias: Ecks
Race: Human
O.C.C.: Operator
Occupation: Mechanic
Alignment: Scrupulous
XP Level: 10
XP Points: 91,575 (12FEB2018 MaA)
Next Level @ XP: 103,001 (@ 11th lvl.)
Sentiments/Non-Humans: Generally accepts benevolent or even apathetic d-bees and enjoys some of their technological contributions. However, he takes pride in human achievements (including magical prowess and mutant abilities). He disdains Naruni hardware.
Sentiments/Coalition: Great technology but has turned his back on their current path. Any allies against true evil should all be on the same side, be they magical, mutant or mundane.
Disposition: Most that speak to him, find that he is friendly and accessible to even new acquaintances. He knows that most people have a rough time in the world today and takes that into consideration with all his dealings and tries not to judge too harshly.
Insanity: None

ATTRIBUTES
I.Q.: 22
M.E.: 20 (+3 Milestone reward)
M.A.: 16
P.S.: 30
P.P.: 20
P.E.: 20
P.B.: 11
Speed: 10

PHYSICAL DATA
P.P.E.: 35
H.P.: 61
S.D.C.: 51
Age: 27
Sex: Male
Height: 5’10”
Weight: 200 lbs.
Description: Ecks is of average height, dark coppery skin, gray eyes and a muscular frame. His hair is dark brown, medium length and often styled. A love for pre-rifts, counter-culture, car-related movies heavily influences his style.

Natural Abilities
Perception Bonus: 85% (+2 (+5 EP))
Trust Intimidate: 40%
Trust Intimidate vs Armed Forces: 60% +5% when leadership skill becomes level 3, 5, 7, 9 and 11
Charm/Impress:45% +5% when leadership skill becomes level 2, 4, 6, 8 and 10
Max. Carrying Weight: 600 lbs.
Max. Lifting Weight: 1200 lbs.

Special Abilities
1. Jury-Rig Repairs: Can slap together solid, temporary repairs in half the time that last twice as long. (RUE pg. 92)
2. Find Parts and Components: +20% to Find Contraband related to vehicular MD weapons, MDC materials, power supplies, communications systems, electronics, generators, fuel, mechanical parts and components. (RUE pg. 92)
3. Recognize Machine Quality--90% (+3%) (RUE pg. 92)
4. Repair and Soup-up Machines & Vehicles: Replace M.D.C., Add M.D.C (+25%), Maximize Performance (RUE pg. 92)

Fortune and Glory: Strong Willed, +3 Saving Throw vs Psionics, Mind Control and Horror Factor
Fortune and Glory: Safe At Any Speed: Negate speed/handling penalties due to terrain when piloting a specific category of vehicle (Robots and Power Armor)
Fortune and Glory: Inner Strength: Receive a +1D4x10 (30) Boost to P.P.E. and can use TW items
Fortune and Glory: +2D4 Str (7)
Fortune and Glory: Receive 1 Deus ex machina (Ex post facto EP expenditure for one Automatic Critical Success as above.)

O.C.C. Skills
Language: American--110% (+1%)
Language: Techno-Can--108% (+3%)
Basic Math--118% (+5%)
Computer Operation--103% (+5%)
Computer Repair--93% (+5%)
Electrical Engineer --108% (+5%)
**Advanced Mathematics--98% (+5%)
**Literacy: American--93% (+5%)

Find Contraband--85% (+4%)
Jury-Rig--98% (+5%)
Mechanical Engineer--98% (+5)
Pilot Robots and Power Armor--106% (+3%)
Pilot Hovercraft--118% (+5%)
Pilot Automobile--101% (+2%)
Radio Basic--113% (+5%)
Sensory Equipment--103% (+5%)
Weapons Engineer--93% (+5%)
W.P. Blunt, +4 to Strike, +4 to Parry, +1 to Strike when thrown
W.P. Energy Rifle, +5 Strike
Hand to Hand: Basic

O.C.C. Related Skills
Robot Electronics--83% (+5%)
Aircraft Mechanics--88% (+5%)
Automotive Mechanics--98% (+5%)
Robot Mechanics--83% (+5%)
Vehicle Armorer--93% (+5%)
**Basic Mechanics--83% (+5%)
Computer Programming--93% (+5%)
Weapon Systems--103% (+5%)
Robot Combat Elite: Robot (Ground)
**Robot Combat Basic [bonus from Robot Combat Elite]
Boxing (3rd Level)
Roadwise--77% (+4%, 3rd Level)
Electronic Countermeasures--103% (+5%, +5EP)
Lore: Demons & Monsters--78% (+5%, 4th Level +2EP)
Leadership--(+5% Trust Intimidate vs Armed Forces Personnel, +5% Charm/Impress, +6EP)
Computer Hacking-- 88% (+5%, +8 EP)
Combat Driving-- +2 to dodge when driving, +2 to survive crash/impact, fire a weapon from a moving vehicle at -2 penalty (9th Level)
Pre-Rifts History (Automotive History and Culture)-- 54%/46% (4%) (9th Level)
Wrestling (E.P. Purchase)
Space Movement: Zero Gravity (E.P. Purchase)[/size]-- 100% (4%)(+4%, 10th Level)

Secondary Skills
Pilot Motorcycle--104% (+4%)
Wilderness Survival--83% (+5%)
W.P. Energy Pistol +5 Strike
Body Building
W.P. Heavy Mega-Damage Weapons [size=85](2nd Level)
+3 Strike
W.P. Handgun, +1 strike 3rd Level, +5 lvl E.P.

Combat Data
HTH Type: Basic
Number of Attacks: 7
Initiative Bonus: 0
Strike Bonus: +4
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +17 (w/ +2)
Bonus to Roll w/Punch/Fall/Impact: +6
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Kick: 1D8
Critical Strike 19 or 20
Damage: +2
Other:
    Judo style flip. 1D6 and victim loses initiative and 1 action
    Automatic KO on natural 20 for 1D6 melees
    Body block/tackle does 1D4 damage and the opponent must dodge or parry to avoid being knocked down (loses one attack)
    Pin/incapacitate on a roll of 18-20
    Crush/squeeze does 1D4 per squeeze attack

Robot Combat Data: Basic
Number of Attacks: 8
Initiative Bonus: 0
Melee Strike Bonus: +5
Ranged Strike Bonus: +4
Parry Bonus: +6
Dodge Bonus: +6
Bonus to Roll w/Punch: +4
Disarm Bonus: +1

Robot Combat Data: Robot (Ground):
Number of Attacks: 11
Initiative Bonus: +1
Melee Strike Bonus: +6
Ranged Strike Bonus: +7
Parry Bonus: +8
Stationary Dodge Bonus: +6
Moving Dodge Bonus: +7
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +4
Bonus to Disarm: +2 [Giant Sized Opponent]
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Kick - 3D8 M.D.
Leap Kick - 5D6 M.D. (2 APM) NOT RECOMMENDED
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
W.P. Blunt: +4 to Strike, +4 to Parry, +1 to Strike when thrown
W.P. Energy Rifle: +5 to Strike
W.P. Energy Pistol: +5 to Strike
W.P. Heavy Mega-Damage Weapons: +3 to Strike
W.P. Handgun: +3 to Strike

Saving Throw Bonuses
Psionics: +6
Insanity: +3
Magic: +2
Toxins: +2
Coma/Death: +10%
Fatigue: +2
Disease: +2
Mind Control: +3
Horror Factor: +3
Last edited by Ecks on Thu May 02, 2013 8:12 am, edited 16 times in total.
User avatar
Ecks
Group Leader
 
Posts: 693
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

Re: Royal Ecks (Needs Approval)

Postby Ecks » Tue Feb 01, 2011 4:47 pm

Equipment

NG-V7 Hunter Mobile Gun
Custom Modified by Ecks 10/20/16: Armor enhanced 20%, NG-E12 added to each arm, Winch added to back.
Image
Model Type: NG-V7
Class: Infantry Assault Robot Vehicle
Crew: Three: One pilot, one copilot and gunner, plus four passengers.
Note: The controls are designed so that the pilot can handle all functions if necessary.
M.D.C. by Location:
Hands (2) — 72 each
Forearm Rocket Launchers (2) — 202 each
Upper Arms (2) — 130 each
Legs (2) — 317 each
Rail Gun Turret (1) — 230
Belly Gun (1) — 29
Chest Spotlight (1) — 8
Leg Headlights (2) — 7
Winch (1) - 50
*Sensors (four in turret) — 7 each
**Main Access Hatch (1; chest) — 108
Emergency Hatch (1; top, rear) — 108
***Main Body — 590
Reinforced Pilot's Compartment — 173
* Destroying all four of the sensors mounted in the gun turret will destroy the main radar and targeting system (no bonuses to strike, parry or dodge). The pilot must rely on his own human vision and less accurate computer and sensory systems. Note: The sensor discs are small and difficult to hit, especially on a moving target. Thus, they can only be hit when a character makes a called shot and even then the attacker is — 3 to strike.
**Depleting the M.D.C. of the hatch makes the robot vulnerable to entry by the enemy. The inner hatch has only 24 M.D.C.
***Depleting the M.D.C. of the main body will effectively destroy the bot, shutting it down completely, rendering it useless.
Note: The chest spotlight is destroyed when the main body has suffered 360 points of damage.
Statistical Data
-Running: 70 mph maximum. Note that the act of running does NOT tire the robot and speed can be maintained indefinitely.
-Leaping: Not recommended because of the weight and disproportionately heavy head/upper body. Leaps are possible only from a running start and limited to approximately 20' lengthwise and height is only 5' or 6'. The chance of falling is high; roll percentile for every jump/leap. 1-62% likelihood of falling over. Fall causes the NG-V7 to lose all its attacks for one melee round while the pilot struggles to stand the bot back up.
-Dimensions: 32' tall x 19' wide x 14' long
-Weight: 34 tons fully loaded.
-Physical Strength: Equal to a P.S. 40
-Cargo: see entry at end of sheet
-Power System: Nuclear; average energy life is 20 years.
Weapon Systems
1. NG-H155 Howitzer Rail Gun (1): The NG-V7's main weapon is its rapid-fire, automatic, self-loading, Howitzer
rail gun. The big gun can be fired by any crew member, or the designated crew member assigned as the gunner. The
Howitzer Rail Gun is housed in a protective turret that can rotate 360° and has a gun arc of 90° up and down. This gives the weapon a fair range of angle and can be used against ground and air targets. However, it also means there is a 20' blind spot at its' and a 30' blind spot directly above its head.
-Damage: 1D6 X 10 M.D. per single blast (40 rounds) or 2D6 x 10 M.D. per double blast (rapid firing of two full bursts at the same target).
-Rate of Fire: Equal to the combined number of hand to hand
attacks (usually 4 to 6).
-Range: 12000'
-Payload: Two 80,000 round drums; that's 2000 single bursts per drum (1000 double bursts). The second drum feeds immediately after the first drum is exhausted. Reloading a drum will take about two minutes; the process is fully automated.
2. Forearm Rocket Launchers (2): Mini-missile launchers are built into each arm.
-Damage: Fragmentation 5D6 M.D.
-Range: 5400' to a mile.
-Rate of Attack: One at a time or in volleys of 2, 3, 4, or 6 per melee.
-Payload: 18 total, nine (9) per arm. (replenished 11/7/11)
3. NG-330 Heavy Laser (1, belly gun): A single-barreled laser is located on the lower torso area of the Hunter. Its primary use is to disperse enemy ground troops in the blind spot of the main gun. The turret can rotate 180 ° downward, forward and backwards.
-Damage: 5D6 M.D. per blast
-Range: 4000'
-Rate of Attack: Four per melee in addition to the howitzer attacks.
-Payload: Effectively unlimited.
4. Forearm NG-E12 (2) Linkable: In each forearm an NG-E12 Plasma Ejector is housed. Fed from the Mobile Hunter's reactor, they have an unlimited payload.
-Damage: 1d6x10 M.D. per blast, 2d6x10 M.D. per linked blast (uses both arms)
-Range: 2000'
-Payload: Effectively unlimited.
Features of Note
-Robotic winch: On the back of the Mobile Hunter a robotic arm with a powerful winch and an assortment of harnesses and attachments for moving heavy loads is folded compactly against the robot. Capable of handling most large suits of power armor, giant robots up to 30 feet tall and weighing 20 tons. Has 50 M.D.C. the line has 5 M.D.C.
-Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
-Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles.
-Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
-Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range.
-Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.
-Radio Communication: Long-range, directional communication system with an effective range of about 500 miles, as well as a directional, short-range radio. Range is 5 miles. Plus a built-in loudspeaker; 80 decibels.
-External Audio Pickup: A sound amplification listening system that can pick up a whisper 300' away.
-Spotlights: Most will have at least one or two spotlights. Typical range is 600'.
-Ejector Seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000') and parachute to safety.
-Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6xlO M.D. However, it is very likely (01-89% chance) that the nuclear power system will spew forth deadly levels of radiation after the blast!
-Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
-Complete Environmental Pilot and Crew Compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from Mega-Damage. It is air tight, pressurized and suitable for use in all hostile environments, including underwater (500' max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting too stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400° centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted visor.


1 Drum Silvered Flechettes for Main Gun (10-21-2016)

Worn on Person
Work Clothes
Protective Goggles
Pocket Note Pad & Pen
holster
Honorary MercTown Defenders Badge (just like the real ones)

NGCME Card
Image
• Northern Gun Certified Mechanical Engineer
• 10% reduction in parts costs for Northern Gun Equipment
• Must be renewed every year (Last Renewal: 109PA)
Note: 20k NGMI to renew plus 40 hours of school


NG-45LP "Long Pistol"- Custom Model
Image
• Range: 1,200'
• Damage: 5D6+5 M.D. per shot (T-Rex 11/6/11)
• Rate of Fire: Standard
• Payload: Long E-clip: 12 shots(T-Rex 11/6/11)


2x Long E-Clip (extra)

Mantooth
Image
Heavily customized BB-6 Revolver, left from a fallen comrade. Blueprinted, precision machined and reinforced. Down the backstrap of the pistol reads "MANTOOTH". The ebony grips feature the legend "aequitas" and a crucifix. Additionally, 3 studs are anchored to the butt of the pistol handle. The whole pistol is silver plated, minus the grips.
• Compensated Barrel +1 Attack
• Reinforced Construction
• Range: 200 Feet
• Damage: 1d6 MD single shot. Pistol whip for 2d6 S.D.C. (as a blunt weapon)
• Rate of Fire: Standard
• Payload: 6 shots (Revolver Style Cylinder)
• Modifiers: A strength of 14 or better is required to shoot the BB-6 (those with a weaker P.S. are -2 to strike even with an aimed shot, and -6 when shooting wild), a P.S. 17 is needed to fire it one handed. Humans and human-sized D-bees who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's roll to strike. A successful roll means the target remains standing and suffers no penalties, except losing initiative. A failed roll means the victim is knocked off his feet, falls back on the ground (1d4 feet), loses initiative, and one melee attack/action. Even characters in M.D.C. body armor will be knocked down, however those in Power Armor, full conversion cyborgs, robots, giants, and supernatural beings and creatures of magic are not.


Ammo:
144 rounds BB-6 Standard Ammo
144 rounds BB-6 Silver Ammo
12x Dessication Bullets


Desiccation Shells
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Single shot shell for non-TW pistol (Big Bore 6 Revolver). Each shell contains one use of the spell Desiccate the Supernatural. A standard shell is reloaded with the magical components, including pelletized Opal (Fire). When fired, the shell fires the mixture of components at the target, with a very short range. Other components include ash, charcoal, calcium chloride, salt, and of course, gunpowder for propellant.

Primary Spell Chain: Desiccate the Supernatural (50 PPE)
Secondary Spell Chain: None
Device Level: 4
Mystical Physical Requirements:
    BB-6 Shell: 2 carats Opal (Fire) (1400 credits),
Mundane Physical Requirements: BB-6 shell (80 credits), other elements (100 credits)
Duration: Instant.
P.P.E. to Construct: (Spell 50 x Level 2 x 10)/2 = 500/10 (single use) = 50
P.P.E. to Activate: 0 (Single Use)
Construction Time: PPE Cost 50/10 = 5 x Level 2 = 10/2 (single use) = 5 hours/shell
Limitations: Creates cloud of smoke and ash around shooter.
Universal Credit Cost: PPE Cost 50 x 10 = 500 x Level 2 = 1000 + 1400 (gems) + 180 (mundane components) = 2580/shell

Ecks' NG-EX10 Gladius Light Exo-Skeleton Battle Armor
Custom Modified by Ecks 12/20/14 and 10/20/16: Helmet armor enhanced 20%; Arms, Legs and Main Body armor increased 20%; Multi-Optics Features added; Strength Enhanced 5%(+1)Hot Systems: 5% less battery life

Image

M.D.C. by Location
• Helmet: 96
• Arms: 84 each
• Legs: 108 each
• Main Body: 216
Statistical Data
Running Speed: 40 mph maximum. Note that the act of running does tire the user, but at 30% the usual fatigue rate.
Height: adds 4 inches of height to the wearer and is adjustable to fit anybody between 5' and 6'10" tall.
Weight: 80 lbs.
Physical Strength: Equal to a Robot P.S. 21
Power System: Electrical Battery (91(96) hours of continual use)
• Silvered Knuckle Studs (10-20-2016)
Multi Optic Features:
• • Thermal-Imaging: 1,600'
• • Infrared: 1,600'
• • Nightvision: 1,600'
• • Targeting Sight: 1,600'
• • Telescopic Monocular Lens (2 miles)
• • Integrated Radio
• Modifiers: + 1 to initiative and + 1 attack per melee. +1 strike with ranged weapons when Targeting Sight is engaged
• HTH
-Restrained Punch - 6D6 S.D.C.
-Full Strength - 1D4 M.D.
-Power Punch - 2D4 M.D. but counts as two melee actions
-Kick - 1D6 M.D.
-Leap Kick - 2D6 M.D. but counts as two melee actions


Satchel
Portable Tool Kit (with electric screwdriver)
1 Roll of Duct Tape
Soldering Iron
Roll of Electrical Tape
PC-3000 Portable Computer
Digital Camera (1.5 Megapixel, 0/200 images internal memory)

Armored M.D.C. Combat Trench Coat or Long 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.


Utility Belt
Wrench
Knife

Vibro-Knife
Image
Damage: 1D6 M.D.

Backpack
2 Canteens
Note Pad
Pen
Personal Items (Toiletries)
Overalls
Portable Disk Recorder
Portable Language Translator
4 Thin Doctor’s Gloves

Multi-Optics Helmet
M.D.C.: 50
Features:
• • Thermal-Imaging: 1,600'
• • Infrared: 1,600'
• • Nightvision: 1,600'
• • Targeting Sight: 1,600'
• • Telescopic Monocular Lens (2 miles)
• • Integrated Radio
Modifier: +1 strike with ranged weapons when Targeting Sight is engaged


Stored in NG-V7
Wrenches
Large Tool Kit
Hammer
Knife
Laser Torch
Roll of Electrical Tape
Large Flashlight
12 Flares
Large Sack
Super Lightweight Rope (200ft, 10lbs.)
2 Short E-Clips (kept with TX-20)

TX-20 "Short" Laser Pistol
Image
• Range: 800 Feet
• Damage: 2D6 M.D.
• Rate of Fire: Single shot only
• Payload: 20 shots/short E-clip
• Modifiers: N/A
• Telescopic targeting scope (equipped on TX-20) +1 to strike



Kept at Base

Long-Range Field Radio (5 Miles)

Credits
Secured Universal Card: 30,000 (Maniacal Laugh 4/20/17)
Unsecured Universal Card: 8,142 U.C. -Kept in work clothes worn on person (The Black Market 12/4/11)
NGMI Secured Card: 10,000 redits (Capt Marks 6/17/2015)
Envelope: $9,900 NG/MI in paper currency -Kept in work clothes worn on person (20NOV2011 - MaA)
NGMI Bank Account
AAPS Team Unsecured Universal Card: 0 credits (~The Black Market 8/18/12)
AAPS Team Unsecured Black Market Card: 0 credits (~The Black Market 8/18/12)

Peta's Shotgun located at or near Last Resort (Ep cost: 1)
A.D.F. Shipboard Tactical Rifle
Image
M.D.C.: 75
Weight: 12 lbs. (5.4 kg)
Cartridge: caseless 19mm
Range: 500 feet (152 m)
Damage: 1D8x10 M.D.–slug or 6D6 M.D.–buck
Rate of Fire: Equal to the player character's attacks per melee
Payload: 20 round box magazine


New Equipment Purchased
  • 10 Standard E-Clips, used
    • Each e-clip holds up to 10% less because it's used and cheap. Roll 1d10 for percentage each time a new clip is used. The dealer doesn't tell Ecks this of course!
  • 1 Long E-Clips, (1 given to metal men)
    • Each e-clip holds up to 20% less because it's used and cheap. Roll 1d20 for percentage each time a new clip is used. The dealer doesn't tell Ecks this of course!
  • Computer Reference Library: Lore: Pre Rifts New York
    • Good depth and quality. Has maps, details, shopping etc. equal to 50% lore skill.
  • Computer Reference Library: Lore: Madhaven field guide (Account, references, etc... if available)
    • A fairly comprehensive field guide, includes excerpts from historical accounts and modern scholars like Erin Tarn. Equal to Lore 50%. Includes a set of detailed maps (+1d30 variable bonus Land Navigation - roll for bonus at each Land Navigation check, because the landscape is so volatile).
  • 105 Basic MREs (15 given to mercs)
  • 2 IRMSS Internal Robot Medical Surgeon System
Last edited by Ecks on Mon Oct 01, 2012 11:47 am, edited 21 times in total.
User avatar
Ecks
Group Leader
 
Posts: 693
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

Re: Royal Ecks (Needs Approval)

Postby Ecks » Tue Feb 01, 2011 5:08 pm

Background Story

The nighttime harmony of the woods drifts in through the open hangar doors of the AAPS base. The merged voices of crickets, frogs, birds and other creatures unknown offer a peace separate from the city. Ecks rocks back in a chair, tipping a cold bottle of beer up to his lips, three empty bottles at his feet. He looks aimlessly into the dark forest from the open bay doors. He speaks to the tall, thin Glitterboy pilot sitting next to him.

“You know Bean, this ain’t so bad.” he says jovially to his teammate. ”Demons from hell aside, this is alright. I had my doubts about coming down here. I wasn’t even sure I’d live long enough to make it down here. I’m bettin’ I put a few years on my mom. Still, right now it’s alright.”

"I reckin' I kin see where yer comin' from there Ecks," Bean agrees, even though he's still trying to wrap his head around all the conflicting thoughts and emotions stemming from equally chaotic events. His brooding contrasts Ecks' more laid back attitude. Quietly rocking outside is dangerously close to family memories, painful and lonesome.

Taking another swig from his beer, Ecks continues.

”Don’t know if I’ve ever mentioned it, but I did time before I came here. It was all messed up. Course I was more of an idiot back then. Planned on joining the CS. I had a high horse and rode it everywhere. Well before I could join, I was involved with pretty bad accident. A couple of d-bees died and there were several million credits in damage. Took a couple years to work it off. If it wasn’t for my family I’d have been royally screwed. In the end I met some people on the inside that put my head on straight.

“After that’s when I decided to come down here. Before all that I was an engineer for Northern Gun. My parents and sister worked there. Actually my sister still does along with... Mindy...Mindy.”
Ecks says with a distant gleam in his eyes. After a brief moment in thought he continues. ”They set me up with Morning Glory, if you can believe it. See, I worked on the big wigs… the big robots, like Morning Glory, so I’m guessing they thought I could make the most use of her. Anyhow, things were just so messed up, I needed to get out and do something different for a while. A girl I used to know was from MercTown. She had a lot of stories about it. But then while I was in the inside, a guy told me more about it. Sounded like just what I was looking for.”

He stops rocking back on the chairs legs and looks over at Beanpole.

"No sir, ya'll ain't never mention'd no history," replies Bean, anxious about Ecks' story. A nagging thought that he should share his history too, especially since it seems to have direct impact on this team now, swims into his mind. Restless, staring at the ground, he is relieved when Ecks continues speaking. He fidgets with the notebook in his thigh pocket.

Seeing his friend’s spirits so low, Ecks plods on, hoping to instill some optimism.

“Now look at us! What, we handled that demon biker gang for Fixer? Meeting everyone that first time was something else. Cirene really threw me for a loop. Hadn’t seen anything like him before. Remember when we went down to the warrens? That was a crazy night, eh? Thought I was gonna get cooked in that bar. Remember that West guy and guy who came from the dinosaur swamps… Lane something wasn’t it? Oh man… or that crazy alien guy with the weapons."

"Yessir, it does rightly defy what's right fer one set of folks to handle in a short spell. It seems a both minute and a year, if'n ya'll kin make sense of such tom foolery"

The operator smiles. “Sure do, Bean. I know just what you mean.” Encouraged by Bean’s response, he digs into their adventures further.

”That lead us into that fight with the demon biker gang… ya know… when you gave Morning Glory what for..” he says barking out a laugh. ”Sorry man, that’s a story you retell. Took a near point blank shot from a boom gun! But, that’s combat right? That’s where we picked up Crash wasn’t it? That Crazy? Also where we picked up Peta if I recall. I think Nicodemus as well. Hard to remember, though it’s not been really that long. So much happens I guess…

Much chagrined recalling the friendly fire incident, Beanpole nods in apology, "I am rightly sorry 'bout that... Ain't never..." and he again slips into silence.

“Nah, don’t worry about it, man. It happens to all of us. You can’t control everything in a tight spot like that. Ecks says, sensing his joke eroded any pleasant reminiscence Bean may have had. Dauntless, he continues.

“I think the demon siege at MercTown was really a turnaround moment. We were in full effect that day, ya? I still can’t believe I took Morning Glory up the tower and over the wall. I wish I had a photo of that one. Course we got a little scattered inside. I wonder whatever happened to that Beckett girl. I don’t know where she was from, but she was easy to talk to. Thought I was going to pass out from exhaustion though. Man, I was tired.

"Good times … high times in fact. It’s good to feel like you’re really doing something, making a difference. You know, one story that was true about the magic zone… lots of demons down here. We need to get Connor to school us on demons. I’m really getting to hate them. Keeps life interesting at the least.”

With a deep sigh and downward look, Bean reaches into his pocket. "I don' write no better'n I kin read, but this says bout good 'nything else what's causin' some this ruckus," he says handing the notebook to Ecks.

Knowing of Bean’s aversion to reading or writing; he attends to the notebook with utmost consideration. Quietly he reads, taking in the man’s life account. Finally turning the last page of the account, he closes the notebook. Ecks smiles as he hands the notebook back to Bean, hoping to convey condolence and sympathy.

”Ya know… the way I look at it, any good we do here has only been made possible by the exact roads we have traveled to get here; all the pain and mistakes. I can’t speak for you, but I’ve got something to do here. Every person I help, every evil I crush, at least gives a value to all the things that have come before. I can’t change the past, but I CAN turn it into the foundation for good, now and in the future…”

Ecks hands Beanpole a beer and rocks back in his chair, a peaceful expression resting on his face.
Last edited by Ecks on Thu May 02, 2013 11:40 am, edited 4 times in total.
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Re: Ecks (Ready for Play)

Postby Augur » Wed Feb 02, 2011 3:02 pm

13. Many robots, especially those of the ngr, have a pilot and a gunner. Do you use the hth of one, or both. does one dodge and the other shoot?
Answer: The Gunner is in charge of a number of weapons (generally listed). The Gunner uses their hand to hand attacks using their weapon systems, while the pilot uses their hand to hand attacks in piloting (dodging, punching etc).
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Re: Ecks (Group Leader)

Postby Augur » Thu Jun 01, 2017 2:29 pm

Epic Gear

N-F50A Superheavy Force Field
6 E-clips

Carried/In Hand
Wrench

Worn on Person
Work Clothes
Protective Goggles
Pocket Note Pad & Pen
Ecks' NG-EX10 Gladius Light Exo-Skeleton Battle Armor
Armored M.D.C. Combat Trench Coat or Long Coat

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: NG-45LP "Long Pistol"- Custom Model
• Attachment: Mantooth
• Attachment: Vibro-Knife
• Attachment: Pouch for E-clips: 2x LE-Clips, (space for 4 more) ONE IS EMPTY

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: Multi-Optics Helmet
• Space: --same as above, large item--
• Space: Box of 144 rounds BB-6 Standard Ammo
• Space: Box of [12] Desiccation Bullets
• Space: Canteen
• Space: Canteen
• Space: Portable Language Translator
• Space: Portable Disk Recorder
• Space: Overalls
• Space:

Satchel
• Space: Portable Tool Kit (with electric screwdriver)
• Space: 1 Roll of Duct Tape
• Space: Soldering Iron
• Space: Roll of Electrical Tape
• Space: PC-3000 Portable Computer
• Space: Digital Camera (1.5 Megapixel, 0/200 images internal memory)

Epic Gear Stats



N-F50A Superheavy Force Field
• M.D.C.: 160
• Weight: 10 lbs.
• No movement penalties
• 6 hour duration per E-clip
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Re: Ecks (Group Leader) [Level Up]

Postby Ecks » Tue Oct 17, 2017 1:51 pm

Fortune and Glory Roll:

1d10 = 7

Strong and Tough sub-table

1d8 = 3

(3) Receive a +2D4 Attribute Boost to P.S.

2d4 = 7

F&G Roll 2/12/2018

1d10 = 10

Fortune Favors the Bold

1d4 = 2

(2) Receive 1 Deus ex machina (Ex post facto EP expenditure for one Automatic Critical Success as above.)

Wrestling S.D.C. addtion roll 4d6 = 15 05-09-2018
Ecks
Medals
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H.P. 61/61
S.D.C. 36/30

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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