Erg Flux (Human TechnoWizard)

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Erg Flux (Human TechnoWizard)

Postby Erg » Thu Apr 17, 2014 2:36 pm

Player Name: Ian
YIM Handle: ian_p_george

Character Name: Erg Flux
Alias: σ (aka: Sigma) -- Call Sign "Jack"
Race: Human
O.C.C.: Techno-Wizard
Alignment: Aberrant
XP Level: 7
XP Points: 45,051 (Ace of Spades, 6/2/18)
Next Level @ XP: 51,701
Sentiments/Non-Humans: Glad they are there. Offer intriguing diversity to study.
Sentiments/Coalition: Ignorant short sighted fools
Disposition: Curious , Analytical , Workaholic.
Insanity:
Obsession: Energy Conversion Technology - Loves to acquire and use

ATTRIBUTES
I.Q.: 20 (+6% all Skills)
M.E.: 24
M.A.: 12
P.S.: 11
P.P.: 12
P.E.: 14
P.B.: 8
Speed: 12

PHYSICAL DATA
P.P.E.: 144 (additional 2d6 Lv)
I.S.P.: 58 (additional 1d4+1 Lv)
H.P.: 34 (additional 1d6 Lv)
S.D.C.: 20 / 20
Age: 20
Sex: Male
Height: 5' 10"
Weight: 180 Lbs
Description: Short brown haired, thin man.

Natural Abilities
Perception Bonus: +3 (additional +1 @ Lv 10, 13)
Perception Involving Magic , Machines , or their Combination: Additional +3
New Perception Skill: 15Base +18 (Lv7-1=6x3) +6 IQ = 39% (Additional+15% for Magic , Technology , or their combination)

Invoke Trust/Intimidate: 20%
Max. Encumbrance: 54 Lbs
Max. Carrying Weight: 110 Lbs
Max. Lifting Weight: 220 Lbs
Max. Jumping Ability:
  • No Run: ~20 Inches high x ~40 Inches Long
  • Running Start : 33 Inches High x 66 Inches Long

Special Abilities
Ley Line Piloting: 92% (+2%)
Techno-Wizard Construction -- 98% (+2%) (RUE p.129)

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

Spell Knowledge (PPE)
  • Spell Strength: 13 (Additional + 1 @ Level 8,12)
  • Actions to Cast 1 @ Lv1-5 , 2 @ Lv6-10 , 3 @ 11+
  • Spell casting: Needs Technology Based Spell Focus Item to avoid casting penalties ( gun for fire bolt , glasses for see invisible , etc ). If he does not have an appropriate focus item All Spell ranges, Durations, MDC, SDC, Damage are all reduced by half when doing conventional spoken / gesture spell casting.
  • PPE Recovery: 4 per hour of sleep or rest … 8 per hour of meditation.

Blinding Flash Lv1 (1) BoM p.91
Globe of Daylight Lv1 (2) BoM p.91
See the Invisible Lv1 (4) BoM p.92
Sense Magic Lv1 (4) BoM p.92
Cleanse Lv2 (6) BoM p.93
Cloak of Darkness Lv2 (6) BoM p.93
Armor of Ithan Lv3 (10) BoM p.96
Breathe Without Air Lv3 (5) BoM p.96
Energy Bolt Lv3 (5) BoM p.96
Fuel Flame Lv3 (5) BoM p.96
Impervious to Fire Lv3 (5) BoM p.97
Ignite Fire Lv3 (5) BoM p.97
Magic Shield Lv3 (6) BoM p.97
Telekinesis Lv3 (8) BoM p.98
Deflect Lv4 (10) BoM p.100
Electric Arc Lv4 (8) BoM p.100
Energy Field Lv4 (10) BoM p.101
Fire Bolt Lv4 (7) BoM p.101
Magic Net Lv4 (7) BoM p.101
Shadow Meld Lv4 (10) BoM p.103
Eyes of Thoth Lv5 (8) BoM p.106
Fly Lv5 (15) BoM p.106
Mend The Broken (10+) BoM p.108
Superhuman Strength Lv5 (10) BoM p.109
Sustain Lv5 (12) BoM p.109
Call Lightning Lv6 (15) BoM p.111
Fire Ball Lv6 (10) BoM p.111
Impervious to Energy Lv6 (20) BoM p.113
Time Slip Lv6 (20) BoM p.114
Tongues Lv6 (12) BoM p.114
Forcebonds Lv8 (25) BoM p.120
Dimensional Pockets Lv10 (20 to 140) BoM p.247
Time Hole Lv12 (210) BoM p.146
Dimensional Envelope Lv12 (60 to 380) BoM p.249
Warp: Space & Time Lv15 (800) BoM p.251

O.C.C. Skills
Literacy Language American -- 86% (+5%) (Native)
Speak Language American 134% (Native)
Literacy Techno-Can -- 81% (+5%)
Language Speak Dragonese -- 89% (+3%)
Radio Basic -- 91% (+5%)
Computer Operation -- 81% (+5%)
Computer Programming -- 71% (+5%)
Computer Repair -- 76% (+5%)
Basic Electronics -- 81% (+5%)
Mechanical Engineer -- 81% (+5%)
Sensory Equipment -- 76% (+5%)
Math Basic -- 101% (+5%)
Land Navigation -- 71% (+4%)
Pilot Hover Hover Cycles -- 99% (+3%)
Pilot Robots and Power Armor -- 85% (+3%)
W.P. Blunt
W.P. Energy Pistol

O.C.C. Related Skills (+2 @ Levels 9 , 12)
Electrical Engineer -- 81% (+5%)
Electricity Generation -- 96% (+5%)
Astrophysics -- 76% (+5%)
Chemistry -- 76% (+5%)
Chemistry Analytical -- 71% (+5%)
Recycling -- 76% (+5%)
HtH: Basic
Biology -- 66% (+5% , Lv5)
Botany -- 61% (+5% , Lv5)
Xenology -- 51% (+5%) (Lv2)
Weapons Engineer -- 46% (+5%) (Lv2)

Secondary Skills (+1 @ Level 8 , 12)
Gemology -- 61% (+5%)
Lore Magic -- 61% (+5%)
Lore Psychics and Psionics -- 61% (+5%)
Research -- 76% (+5%)
Math Advanced -- 81% (+5%)
Swimming -- 71% (+5%) -- (Lv4)

Combat Data
HTH Type: Basic
Number of Attacks: 5
Strike: +1
Parry: +2
Dodge: +2
Pull Punch: +2
Roll: +2
Disarm: +1
Damage: +2
Critical Strike (2x damage) Natural Rolls of 19+

Weapon Proficiencies
W.P. Blunt -- +3 Strike +3 Parry +1 Strike Thrown
W.P. Energy Pistol -- +4 Strike
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


Saving Throw Bonuses
Magic (varies): +2 vs magic (additional +1 @ Lvs 10, 13)
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+) +7
Psionics (varies): (12+) +5
HF: +2
Possession: +2
Mind Control: +2
Last edited by Erg on Wed Feb 07, 2018 4:39 pm, edited 30 times in total.
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Erg
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Posts: 395
Joined: Sun Apr 06, 2014 2:21 am
Location: Rifts Earth: Spook Squad Bound

Erg Flux: Equipment

Postby Erg » Thu Apr 17, 2014 2:37 pm

Equipment

Worn on Person
  • (1) Portable Language Translator Pre-programmed with 24 Languages RUE p.262
  • Holographic Personal Computer (HPC) Watch w/o Head-Jack accessory RDB2 p.143
  • Specialized, Engineering/Scientific Multi-Tool RDB2 p.143 Increased Memory and 1,000 Tools and Sensors Pre-Programmed
    Base Multitool
    • This hand tool is the equivalent of a super-Swiss Anny Knife. It uses nano-technology to reconfigure a metal rod with a pistol grip into any of 500 programmed shapes, from a powered screwdriver to a bolt-c utter, hammer, chip-welder, pliers, drill , and many other tools, in every possible calibration. It can reach a length of 4', allowing the user to reach deep into engines. Having a multitool will give the owner almost the equivalent of a full mechanic's kit. The multitool can even be reconfigured into a weapon like a welder-ax that inflicts 2D6 M.D. in hand to hand combat! Multitools are powered by E-Clips or civilian batteries (the two models are not interchangeable; most adventurers prefer the former).
  • Ring of Ages
    Image
    Legendary Enchanted Item
    This ring was worn by the sage and mystic Gaan the Reckless, so named for his many daring exploits. Unfortunately, Gaan tended to leap before he looked, and got himself seriously hurt or killed on a few different occasions. What kept him going was his most precious possession, his Ring of Ages.
    • This simple ring of silver confers 1D6+1 extra lives to its owner.
        That means whenever the wearer is slain, after one minute (4 melee rounds), the character instantly revives, at full Hit Points and S.D.C. and P.P.E. (and/or I.S.P. if psychic). This effect only works 1D6+1 times; roll when the owner first takes possession of the ring and keep track of it. (Erg Has 3)
    • Should the owner ever lose the ring and regain it, the number of extra lives remains constant, as if he never lost it in the first place.
        Thus, let's assume Gaan owned the ring, and it had two extra lives left, and he lost it. Gaan's brother Daal takes the ring and wears it for a year, using it on numerous occasions. Gaan later retrieves the ring and puts it back on again. Gaan does not roll 1D6+1 again to see how many extra lives the ring will confer to him. He only has two lives left, period.
    • The Ring of Ages only revives somebody if they die while wearing it.
        Placing this ring on the finger of a dead person does no good. After this ring runs out of extra lives, it will no longer serve any purpose to the wearer, but cannot be removed by any means. It must continue to be worn for the rest of the character's natural life, which will be the long end of normal. In fact, characters who are careful and die of old age are said to revive a minute later as a 20 year old! This is repeated until the last life provided by the ring is gone, lost by natural causes or through foul play. Note: that those slain come back to life at the same age they were when they died.
    • Merctown MysticGuild offered $4,000,000 for it (10-11-17)

  • Miniaturized Tolkeenite PPE Battery
    Image
    M.D.C.: 10
    P.P.E.: 180
    Recharge Rate: 10 P.P.E. per hour.
    Other Features
    ••To Be Discovered Through Roleplay

- - - - - - - - - - - - - - -

Utility Belt
  • Multi-Optics Band
  • Small Silver Cross
  • Air Filter
  • (2) Doses of Universal Anti-Toxin (UAT) RDB2 p.143
  • (2) Cans of Metal Spray armor repair epoxy RDB2 p.143
  • (2) Restraint Dispenser - 5000cr per model RDB2 p.143
  • Pocket Mirror
  • Wilk's PRC-5 Secure Walkie-Talkie
    ☞ Weight: 1 lb.
    ☞ M.D.C.: 2
    ☞ Range: 10 miles
    ☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
    ☞ Note: Attempts to crack the encryption suffer a -25% modifier. Can be recharged like an E-clip. Includes optional hands-free accessories.

- - - - - - - - - - - - -
Armor
#1Armored Executive M.D.C. Business Suit Coat
M.D.C. by Location:
• Main Body: 8
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 3.5 lbs. (1.6 kg)

Special Features:
  • Has built in Naruni Force Field N-F50A 6 hrs per eclip MDC 160
    Recovers 4 MDC per minute unless overloaded.
    If Overloaded can not be reactivated for 12 hours.
  • TW Energy Conversion field
    • When this Feature is not activated , acts as normal force field as above.
    • When this feature is activated 10 PPE Duration 14 Minutes DeviceLv7
    • Effect: Instead of normal force field effect , incoming energy is converted to a different type of energy.
      Although the other form of energy does not immediately cause the character damage, there might be situational consequences.
    • Light/Laser energy Converted into Heat Energy , No Limit
      A wave of Heat is radiated out from the character in all directions, Total energy is conserved, but diluted over larger area.
    • Heat/Fire energy Converted into Kinetic Energy , No Limit
      Whatever direction the character was already moving in gets a sudden boost of kinetic energy (push), moving faster/further.
    • Electrical energy Converted into Light energy , No Limit
      Light radiates from the character in all directions , total energy is conserved , but diluted over a larger area.
    • Ion/Particle Beams Converted into Electrical energy , No Limit
      A uncontrolled electric spark/shock is discharged out away from the character.
    • Kinetic Converted into Temporal Energy , 45 MDC Limit
      With enough temporal energy (~20MD) the character gets a few extra seconds to act. Same effect as the Time Slip Spell.
      If the 45 MDC limit is reached , the character is subjected to a temporal feedback and rapidly aged. Same as the spell Time Warp Age BoM-p.247 (no save). Luckily the character's own natural age will eventually reassert itself, but not for 45 minutes.

Executive M.D.C. Trousers/Slacks
M.D.C. by Location:
• Main Body: 3
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 1.0 lbs. (0.45 kg)

Special Features:
  • Front Right pocket a long term Dimensional Pocket inside are 41 additional 'normal' Vehicle Stopper Rounds.
  • Front Left pocket a long term Dimensional Pocket inside are 10 TW enhanced Vehicle Stopper Rounds.
    These special rounds do the normal effects but also have a 9ft radius fire ball that does additional +7d4 of fire damage.

- - - - - - - - - - - -
Carried in Hand or Shoulder Strap Holster.
PRIMARY WEAPON
The Miser Shard
Image
Dagger
M.D.C.: 15
Damage: 2d6 M.D./2d6 S.D.C.
Magic Features
• Physical Transferal: Damage caused by weapon transfer to wielder, (Western Empire p.156)
• Infectious Wounds: wounds caused by weapon do not heal normally (Western Empire p.156)


In belt Holster:
SECONDARY WEAPON
Vehicle Stopper
Range: 300'
Damage: 6d6 M.D. + vehicular knock-back
Payload: 1, takes four actions to reload
Rate of Fire: Single shots only
Vehicular knock-back: A vehicle under 2,000 lbs. will have its forward momentum arrested immediately, and the vehicle will be blasted backward 6D6 feet; a vehicle 2,001-4,000 lbs. will have its forward momentum arrested immediately; a vehicle 4,001-6,000 lbs. will have its forward momentum arrested by half; vehicles over 6,000 lbs. will not even be slowed down by the projectile. Occupants of vehicles 4,000 lbs. and less suffer crash damage.


- - - - - - - - - - - - -
Credits/Valuables:
Secure Universal Card: 1,500,000 (From Carl 11-27-17)
Secure Universal Card: 333,770 (12-2-17)
Secure Universal Card: 2,000,000 (From Hades 10-7-17) (Unless noted otherwise, this is usually left at Haunt)
Non-Secure Black Card: 400 Credits
Black Market Items Value Non-Secure Black Card: 3,000 Credits
Gems: 4,000 Credits worth

- - - - - - - - - - - - - -
TRANSPORTATION
Wing Board: Crescent
Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
TW Creation Costs
P.P.E. Cost: 430 to create, 5 to activate and fly indefinitely.
Spells Needed: Fly like the Eagle (20), Float in Air (5), Wind Rush (20), Levitation (5), Energy Field (10), Call Lightning (20), Telekinesis (8), Carpet of Adhesion (10), Armor of Ithan (10), and a number of secret incantations.
M.D.C. by Location
Main Body: 160
Speed
Flight: 60 mph (96 km), double when on a ley line.
Max altitude is 10,000 feet (3,049 m), double on a ley line. VTOL capable.
Range
The Cresent Wing Board must be regularly recharged with 110 P.P.E. every four months. Without the P.P.E. recharge, the vehicle slows down; reducing speed and cutting all bonuses y half. If it goes without a recharge for 8 months it will lose all of its magical properties, bonuses and is -40% to pilot (can be restored with 110 P.P.E.), and works onlyas a high-tech hover cycle. Note that feeding the Crescent Wing Board anything less than 110 P.P.E. at a time is pointless. It is calibrated to process at least 110 P.P.E. at a time.
Weapons Systems
None
Combat Data
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.


Updraft
A pair of Technowizard enhanced boots. Giving the user enhanced ability to run through the air.
Activation PPE: 8
Durration: 30 Minutes
Effect:Ability to walk/run on air at increased Spd 50. The user runs through the air tiring at their normal rate of time. Changing up or down to higher or lower altitude is done by the same motion as walking/running up or down steps in the air. Maximum altitude is 1,000 feet.
Note:Because the user is running on the air , their speed is air speed , not ground speed. Running Spd 50 into a Spd 30 head wind is only Spd 20 compared to the ground. Boots effect does not work where there is nothing to run on , such as in the vacuum of space.


- - - - - - - - -
Unless listed otherwise everything below left in Room At Spook's Haunt:

Backpack
Pocket Digital disc recorder / player
Binoculars
Pocket Flash Light
Pocket Laser Distancer
Work Overalls
Tinted Goggles
Magnifying Glass
Large Flash Light
(6) Signal Flares
Mini-Tool Kit
Knap Sack
small sack
(6) Wooden Stakes
Mallet
Canteen
Gas Mask
Hand Held Computer
Set of Nice Clothes
Pilot Style Jump Suit

M.A.D. 2.0
Image
TW Concealment Device
M.D.C.: 3
Magic Features
• P.P.E./I.S.P. Concealment: Converts detectable P.P.E./I.S.P. to ambient heat signature.
•• P.P.E. Cost: 5
•• Duration: 15 minutes per activation.
Note/Flaws: The pads take an hour to equip and connect properly. To replace a single pad in the field takes 5 minutes. The device causes the users body temperature to rise, making it impossible to hide from infrared or thermal sensors. Requires 10 minutes cool down time between uses or risks burning out pads and/or wiring.


M.A.D.
Image
TW Concealment Device
M.D.C.: 3
Magic Features
• P.P.E./I.S.P. Concealment: Converts detectable P.P.E./I.S.P. to ambient heat signature.
•• P.P.E. Cost: 9
•• Duration: 3 minutes per activation.
Note/Flaws: The pads take an hour to equip and connect properly. To replace a single pad in the field takes 5 minutes. During use, the pads and wires can grow quite warm to the touch; painfully hot if the device is not allowed to cool between uses.


NG-33 Laser Pistol Block II
Image
• Weight: 4 lbs (1.8 kg)
• Range: 800 feet (244 m)
• Mega-Damage: 2d4 M.D. per blast
• Rate of Fire: Each shot counts as one melee attack
• Payload: 20 shots


SpareArmored Executive M.D.C. Business Suit Coat
M.D.C. by Location:
• Main Body: 8
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 3.5 lbs. (1.6 kg)

Special Features:
Has built in Naruni Force Field N-F50A 6 hrs per eclip MDC 160
Recovers 4 MDC per minute unless overloaded.
If Overloaded can not be reactivated for 12 hours.

SpareExecutive M.D.C. Trousers/Slacks
M.D.C. by Location:
• Main Body: 3
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 1.0 lbs. (0.45 kg)


(2)Armored M.D.C. Executive Trench Coat
M.D.C. by Location:
• Main Body: 26
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 6.0 lbs. (2.7 kg)


ARMOR
MA-2 TW Combat Mage Armor
M.D.C. by Location:
• Helmet - 40
• Arms - 45 each
• Legs - 50 each
• Main Body - 50
• Armor of Ithan - 50
Magic Features:
All of the following engage for the full duration of activation (or until used up in the case of armor).
※ Armor of Ithan
※ Breathe Without Air
※ Cleanse
• • Note: All spell effects at 5th level equivalent.
• Duration: 10 minutes per activation.
• P.P.E. Cost to Use: 20 P.P.E. or 40 I.S.P.
Weight: 11 lbs.
Modifiers: -5% to movement and physical skills.


Hyperbolic Time Chamber v1.0:
  • Description: A 140 sqft structure. It is a 13ft Diameter circle. It is shaped / looks similar to a watch. It is made of canvas materials like the garage tents, not designed for combat conditions.
  • Effect: Once activated the mystic energy is converted to temporal energy and the rate of time inside is accelerated. For every 6 hours of time inside only 1 hour of normal time passes outside.
  • Duration: Each activation can provide up to a maximum of 168 hours of inside accelerated time (28hours normal outside time). Once anyone on the inside leaves, or anyone on the outside enters, any remaining duration is forfeited, and the effect ends early.
  • Activation PPE: 115 (or 230ISP)
Last edited by Erg on Sat Dec 02, 2017 7:48 pm, edited 37 times in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Erg
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Posts: 395
Joined: Sun Apr 06, 2014 2:21 am
Location: Rifts Earth: Spook Squad Bound

Erg Flux: Background

Postby Erg » Thu Apr 17, 2014 2:39 pm

Background Story

Erg's father Gallifrey was a minor wizard. Erg's mother Rose was an minor scientist. They were a passionate couple. They had frequent heated arguments but deeply loved each other. On the surface they seemed to be from different worlds. On his mother's side is a family of engineer's and scientists from the CS elite class. On his father's side is a family of drifter spell casters of one sort or another. Despite it all, they made it work.

During Erg's happy childhood , he grew up with his father , mother , and their old friend Tremas. They were all united in bold experimental research. Exploring the energy conversion between psychic (ISP) , magic (PPE) , and conventional Energy (Light, Heat, Electricity, etc) sources.

They traveled in Tremas' experimental Prototype TARDIS. Tremas was a Techno-Wizard. He was brilliant , charismatic , and a very take charge kind of natural leader. He often would lead the explorations, he was the lead researcher of the group , and he picked where they went.

Erg might have been a little above average but he wasn't the most talented or most brilliant of wizards , scientists, or engineer's. Perhaps Erg's main edge was his focus , determination, and strong work ethic to keep at it. He was a workaholic often he would work at his home work or other projects longer and harder than others might have. Erg would regularly and happily put in 80 or 90 hours a week. If he only had 40 hours worth of work in a week, Erg would get soo board he would make a project just to keep himself busy.

Then it came one dark day. The ERG was awaken from sleep by the TARDIS being rocked violently. The TARDIS was usually parked out of harms way and was durable. So the unexpected violent rocking got ERG's attention. Making his way to the control room things seemed to calm down and the violent rocking stopped. When Erg reached the control room he was greeted to the sad face of Tremas. Erg got the worst news of his life. “Your parents are gone” Tremas told him with a sad face as the TARDIS landed.

Erg was resentful that Tremas would just leave his parents like that to die. Erg wanted to go back for them. They got outside to inspect the damage. The damage was extensive. “Too extensive” Tremas claimed. It became clear to Erg that Tremas didn't want to go back. It seemed like he was making excuses, and stalling. Tremas claimed they were lucky to escape with their lives as it was. Even if they could somehow make it back. They would just die with Erg's parents. The work on the TARDIS went slowly with Erg and Tremas getting into heated arguments.

Eventually Erg took maters into his own hands. Erg tried to steel the TARDIS. If Tremas wouldn't help him, he'd do it himself. Erg learned a painful lesson that day about crossing a powerful wizard like Tremas. Erg failed to steel the TARDIS. Erg lay beat and broken before Tremas. Tremas spared him saying, "For all your parents have done, I will spare you. Pray we never meet again." Tremas and the TARDIS vanished.

That taught a valuable life lesson. People don't always listen to reason , evidence, morals, loyalty, etc. Sometimes you have to have the power to force the correct choice on them. Other times you need to have the power yourself to not need others to do what must be done. Erg continues his parents work. He loves the work , but it is also a legacy to honor them.

- - - - - -

Erg joins a mercenary group called 'The Spook Squad'. It is a dangerous job with a dangerous group of people. It it also a well paying job. Erg hopes that this well paying employment will finally allow him to fully fund his research.

Erg's 1st mission with the Spokes had a few hiccups , but it ended well .. The team infiltrated a CS base and covertly stole secret CS hard drives for their client.
Last edited by Erg on Fri Apr 01, 2016 1:41 pm, edited 3 times in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Erg
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Posts: 395
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Re: Erg Flux (Human TechnoWizard)

Postby Erg » Sun Apr 02, 2017 7:29 am

Noteworthy Telemechanic Complete Schematics For:

  • MA-2 TW Combat Armor
  • NG-33 Laser Pistol
  • Wing Board Crescent
  • Updraft Shoes (Erg's own Design)
  • M.A.D. and M.A.D.-2.0 (Erg's Own Design)
  • EU Rifts Conversion Vehicle Stopper Pistol
  • EU Rifts Conversion Vehicle Stopper Amo
  • Base Multi-Tool RDB2-p.143
  • Enhanced Multi-Tool Increased memory and functions
    from 500 to 1,000 tools and sensors .. scientific and engineering tools and sensors added.
  • Personal Holographic Computer RDB2-p.143
  • Portable Language Translator (Pre-programed with 24 languages) RUE-p.262
  • Wilk's PRC-5 Secure Walkie Talkie
  • White Tiger Cyborg Body RWB17-p.125
  • Splugorth Slave Ship
  • Hell Furry Missile RDB12-p.136
    Per GM (SNAFU) ruling .. Erg can't yet build a new H.F.M. from scratch .. even if he had all the exotic component materials (including a willing Plasma Demon) .. Erg doesn't yet understand something about the schematic well enough .. Erg doesn't yet know exactly what/why he doesn't understand about it .. he doesn't yet know what it is that he doesn't know.
  • Naruni N-F50A Force Field
  • QBERT TW Folding Mystic-Portal/Worm-Hole Shield (Erg & Vheld's Design)
  • Hyperbolic Time Chamber (6x faster time inside) (Erg's Own Design)
  • TW Energy converting modification to Naruni Force Field (Erg's Own Design)
  • TW Enhanced Vehicle Stopper Round (Erg's Own Design)
  • TW Dimentional Pocket Utility Belt (Erg & Vheld Design)
  • TW Flat Jack Surprise (Erg & Vheld Design)
  • TW Transportation Gate (Erg & Vheld Design)
Last edited by Erg on Sat Dec 02, 2017 7:57 pm, edited 4 times in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Erg
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Posts: 395
Joined: Sun Apr 06, 2014 2:21 am
Location: Rifts Earth: Spook Squad Bound

Re: Erg Flux (Human TechnoWizard)

Postby Erg » Sun Nov 12, 2017 11:18 am

Book-Keeping for Erg's use of accelerated time.
He has lived/aged this much more than the rest of the 'normal' timeline to date.

5 Months 1 weeks 5 days
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
User avatar
Erg
Diamond Level Patron
Diamond Level Patron
 
Posts: 395
Joined: Sun Apr 06, 2014 2:21 am
Location: Rifts Earth: Spook Squad Bound


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