Jason Long - Human ATACS Pilot & Group Leader (LEVEL UP)

A few good men, a woman and a fox plus a blueberry, squid and ogre vs the all of the forces of darkness.
GM: Consumer
AGM: T-Rex

Moderators: Game Masters, Group Leaders

Jason Long - Human ATACS Pilot & Group Leader (LEVEL UP)

Postby Jason Long » Mon Nov 14, 2011 2:08 pm

Player Name: Tony
YIM Handle: thornn01

Character Name: Jason Long
Alias: None
Race: Human
O.C.C.: Alpha Tactical Armored Corps-Hover Tank Pilot
Alignment: Unprincipled
XP Level: 6th
XP Points: 33,431 (T-Rex June 2018)
Next Level @ XP: 35,701
Sentiments/Non-Humans: Aliens and D-Bees are just people...its their actions that determine if they are good or bad, not their race
Sentiments/Coalition: Hates the institutional racism, reminds him of the worst parts of the ASC leadership back home
Disposition: Calm soldier who thinks he's seen it all. Proud to be in the Armored Cav, with their traditions and history going back to the time of the chariot. In this new world he is hoping to live up to those high standards.
Insanity: Addiction: Nicotine (He just doesn't feel right without a cigar in his mouth or readily at hand. He easily goes through a box of 20 a week.)
Phobia: Flying (He is a tanker, not a fighter pilot. Tankers love the ground, its their friend. High altitude where you can be seen means you can be hit by things like tanks.)

I.Q.: 21
M.E.: 13
M.A.: 17
P.S.: 23
P.P.: 21
P.E.: 13
P.B.: 9
Speed: 16

P.P.E.: 6
H.P.: 37
S.D.C.: 52
Age: 22
Sex: Male
Height: 5' 11"
Weight: 200 lbs.
Description: Short curly black hair in a military cut, a mustache, and dark eyes. Solidly built and always in uniform or armor that is slightly battered but well cared for.

Natural Abilities
Perception Bonus: 62%
Charm/Impress: 0%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 360 lbs.
Max. Lifting Weight: 720 lbs.
Max. Jumping Ability: 9’ long/ 4’ high

Common Skill Set
Language: English--101% (1%)
Literacy: English--102% (2%)
Mathematics: Basic--99% (3%)
Computer Operation--99% (3%)
Pilot: Automobile--103% (2%)
Pilot: Hovercycles & Hover Vehicles--114% (4%)

O.C.C. Skills
Combat Driving
Land Navigation--79% (4%)
Mecha Elite Combat Training: ASC Veritechs (Ground)
Military Etiquette--82% (5%)
Pilot: Ground Veritechs (all)--106% (5%)
Pilot: Tanks & APCs--103% (4%)
Radio: Basic--97% (5%)
Weapon Systems--92% (5%)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert

Conversion Skills
Radio:Basic--92% (5%)
Language: Spanish-- 72% (3%)
Language: Zentraedi-- 72% (3%)
Pilot: Robots & Power Armor—85% (3%)
Pilot: Jet Packs—75% (4%)
Robot Combat: Basic
Navigation—76% (5%)
Sensory Equipment—67% (5%)
W.P Heavy Military Weapons
W.P Handguns
W.P. Heavy M.D.Weapons
Law: General—62% (5%)
General Repair & Maintenance—62% (5%)

M.O.S.--Military Police
Combat Driving
Intelligence--78% (4%)
Interrogation--87% (5%)
Recognize Weapon Quality--77% (5%)
Surveillance--77% (5%)
Undercover Ops--82% (5%)
W.P. Blunt
W.P. Energy Pistol
W.P. Shotgun

Supplementary M.O.S.--Scout/Reconnaissance
Electronic Countermeasures--82% (5%)
Intelligence--83% (4%)
Land Navigation--87% (4%)
Mecha Elite Combat Training: Ground Veritechs
Pilot: Ground Veritechs--102% (5%)
Prowl--72% (5%)
Surveillance--82% (5%)
Tracking (People)--92% (5%)
Track & Trap Animals--72/82% (5%)
Wilderness Survival--87% (5%)
Demolition--60% (3%)
Demolition Disposal--60% (3%)

Secondary Skills
Basic Electronics--67% (5%)
Swimming--87% (5%)
Cook--72% (5%)
Research--62% (5%)

Penalties -10% when using advanced skills and knowledge to operate in or on Rifts (therefore, unfamiliar) high-tech areas, especially medical, science, electrical, mechanical, and bionics.

Favorable Contact: Tennessee Jack Crabtree - Headhunter Academy
Fortune and Glory - +3 initiative bonus

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +4
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +7
Body Block/Tackle: 1d4
Pin/Incapacitate: 18-20
Crush/Squeeze: 1d4
HTH Damage Bonus: +3
Bonus to Roll with Punch/Fall/Impact: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Critical Strike on unmodified 18,19,20

Robot Combat Data: ASC Veritech (Ground) Mecha Elite Combat Training
Number of Attacks: 8
Initiative Bonus: +6
Melee Strike Bonus: +8
Ranged Strike Bonus: +7 (8 with built in weapons)
Parry Bonus: +10
Dodge Bonus: +9
Bonus to Roll with Punch/Fall/Impact: +6
Bonus to Pull a Punch: +7
Bonus to Disarm: +5

Robot Combat Data: Robot Combat Basic
Number of Attacks: 6
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry Bonus: +7
Dodge Bonus: +7
Bonus to Roll with Impact: +4
Strike Bonuses for built in weapons: +2

Robot Combat Data: Power Armor: Basic
Number of Attacks: 7
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry: +7
Hand to Hand Dodge: +7 normal / +9 flying
Bonus to Roll with Impact: +5
Damage: Punch: 1D6MD
Kick: 1D4MD
Leap Kick: 2D4MD
Body Flip/Throw: 1D4MD
Body Block/Tackle: 1D4MD

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. Blunt-- +3 to strike
W.P. Handguns-- +3 to strike
W.P. Energy Pistol-- +2 to strike
W.P. Energy Rifle-- +3 to strike
W.P. Shotgun-- +3 to strike
W.P. Heavy Military Weapons-- +3 to strike
W.P. Heavy Mega-Damage Weapons-- +2 to strike

Saving Throw Bonuses
Coma/Death: 0
Magic (varies): 0
Lethal Poison (14+): 0
Non-Lethal Poison (16+): 0
Insanity (12+): 0
Psionics (15+): 0
Horror Factor: +3
Last edited by Jason Long on Thu Feb 16, 2017 3:50 pm, edited 14 times in total.
Jason Long

OOC Comments
HP: 21/21
SDC: 52/52
NE-BA-26 Special Body Armor
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
User avatar
Jason Long
Diamond Level Patron
Diamond Level Patron
Posts: 225
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC

Re: Jason Long (In Progress)

Postby Jason Long » Mon Nov 14, 2011 2:14 pm


VHT-1 Spartas Hover Tank
M.D.C. by Location:
• Sensor Head: 85
• Arms (2): 150 each
• Hands (2): 50 each
• *Arm Shields (2): 384/500 each
• Legs (2): 260 each
• Main Vectored Thruster: 120
• **Outboard Thrusters (2): 75 each
• Main Cannon: 150
• Triple-Barreled Ion Cannon: 100
• EU-ll Gun Pod: 100
• Main Body: 475
* Destroying an arm shield renders the weapon housed within it inactive and exposes the arm to damage.
** The outboard thrusters are only deployed in transport mode. Destroying one reduces speed and bonuses to dodge in transport mode by one third. Destroying both reduces speed by 66% and leaves the Hover Tank uncontrollable (-70% to piloting skill), and the vehicle can not be operated in transport mode until the outboard thrusters are repaired or replaced.
Statistical Data
Crew: One pilot.
• Transport Mode: 100 mph
• Tank/Guardian Mode: 8 mph
• Battloid Mode: 70 mph
Leaping: 80' straight up in all modes. 100' lengthwise in Battloid and Guardian modes.
Flight: Can hover in the air up to 20' high in battloid and Tank/Guardian modes, and lands on its feet without damage when dropped from a height up to 500'. Typical altitude in transport mode is 2-15' off the ground, with thrust-assisted "leap" up to 80' high.
Weight: 26.4 tons
• Transport Mode: 7.3' high, 19.6' long, 9' wide
• Tank/Guardian Mode: 14.7' high, 25.4' long, 7.3' wide
• Battloid Mode: 20.3' high, 6.5' long, 14.4' wide
Physical Strength: Robotic P.S. of 42.
Cargo: Just enough for a rifle, survival pack, and a pair of binoculars.
Power System: Fusion reactor burning SLMH-V.
Range: The Hover Tank carries enough SLMH-V to operate continuously for seven days.
Weapon Systems:
MCR-68Al 105mm Cannon
• Range: Varies by ammunition
• Damage: Varies by ammunition
• • Armour-Piercing Fin-Stabilized Discarding Sabot (APFSDS): Range: 4 miles, Damage: 3D6x10 M.D.
• • High-Explosive Anti-Tank (HEAT): Range: 2.2 miles, Damage: 2D6x10 M.D.
• • Multipurpose Anti-Tank (MPAT): Range: 2.2 miles, Damage: 2D6x10 M.D. to a 50' radius.
• • Canister: Range: 2,500', Damage: 1D8x10 M.D. to a 25' radius up to half range, 1D4x10 M.D. from 20-50' radius at full range.
• • High Yield Incendiary (Plasma): Range: 1.5 miles, Damage: 2D8x10 M.D. to a 25' radius. Sets all combustible substances ablaze and continues to burn, doing an additional 4D8 M.D. per minute for 1D6+1 minutes.
• • Smoke: Make a cloud big enough to obscure a 100' area of effect. Range: 4,000', Damage: None.
• Rate of Fire: Twice per melee round.
• Payload: 48 rounds.
MIW-20 Triple Barreled Ion Pulse Cannon
Can only be deployed in guardian mode.
• Range: 1,800'
• Damage: 1D6x10 M.D. per three blast pulse.
• Rate of Fire: Single three-pulse blasts only
• Payload: Effectively unlimited
EU-11 30mm Laser Gun Pod
• Range: 4,000'
• Damage: 1D8 M.D. per single blast, 1D4x10 M.D. for a five round burst.
• Rate of Fire: Each single blast or five round burst counts as one attack.
• Payload: 140 single shots or 28 5-round bursts.
• Recharge Rate: The capacitor charges at one blast every two minutes in its housing, and an empty capacitor takes over
three hours to charge in full.
• Modifiers: +2 to strike bonus due to its integral laser targeting system.
• Weight: 250 lbs.
Sensor Systems of Note: Has all standard equipment for variable ground mecha (p. 90-91 Masters Sourcebook)
Additional Notes: Armour is laser resistant 50% damage reduction from laser based weaponry.

Loadout for MCR-68A1
APFSDS-- 2 rounds
HEAT-- 5 rounds
MPAT-- 0 rounds
Cannister-- 5 rounds
Plasma-- 5 rounds
Smoke-- 2 rounds

Worn on Person
White and tan coverall uniform with tan harness (Corporal's stripes on the arms, and 9th ATAC on the shoulders/when not in armor)
Black Web belt
Wallet with ID and photo of girlfriend
Swiss Army knife in front left pocket
Military chronograph on left wrist
Dog tags around neck
Two cigars in chest pocket
Unsecured Card: 56,590 credits (April 15 2017 - Captain Cook)

NG-45LP "Long Pistol"
  • Weight: 5 lbs
  • Damage: 5D6 MD
  • Rate of Fire: single shot only
  • Range: 1,200 ft
  • Payload: 12 shots with Long E-clips
  • Ammo: 4 Long E-clips
  • Addons: NG Laser Sights (+3 to strike on an aimed shot. Does not stack with Optical band laser targeting); Custom Grip (+1 to strike if used by Al, -1 to strike if used bye anyone else)

TW Thundergun
  • Weight: 3 lbs
  • Damage: Silver Bullets: 3D6 SD to mortal beings, 5D6 MD to practitioners of magic and creatures of magic, 1D6x10 to supernatural evil. Conventional rounds have no special properties.
  • Rate of Fire: each shot/melee round
  • Range: 500 ft
  • Payload: 6 shots, whether enchanted silver bullets or conventional rounds
  • PPE Cost: 15 PPE or 30 ISP enchants six silver bullets
  • Ammo: 60 silver rounds, 5 speed loaders, plus holster

CBR Mk. 2 Light Armor
M.D.C. by Location:
• Helmet: 35
• Arms (2): 18 each
• Legs (2): 30 each
• Clamshell/Chest/Main Body: 55
• Unisuit (underlining): 25
Modifiers: -5% penalty on mobility skills
• Laser Resistant: 50%
• Non-Environmental
• Weight: 12 lbs.

NE-BA-26 Special Body Armor
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
Special Features:
Complete Environmental Battle Armor
Masks Infared/Thermal Emissions
Insulated: Normal Fores do 5%, MD Fire Heat, Plasma and Magic Fire do half damage
Kinetic Energy Damping: Explosions, Impact, Falls and projectile weapons do half damage.
Robotic Exoskeleton
• Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
• Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
Integrated Sensor Pod
• 360° scanning capability
• +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise.
Basic Weapons Package
• Retractable Energy Blade (Right Forearm)
• • Damage: 3D6 M.D.
• Garrote Strangle Cord (Left Wrist)
• • Damage: 4D6 S.D.C. (+P.S. Damage Bonus)
• Plasma Flame Thrower
• • Damage: 5D6 M.D.
• • Range: 200' (20' AoF)
• • Payload: 15 Shot (Standard E-Clip)
• Utility Laser Finger
• • Damage: 2D6 M.D.
• • Range: 1,000'
• • Payload: 20 shots. (Standard E-Clip)
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Optics Enhancements
• Passive Night Vision Range: 3,000'
• Telescopic Vision (up to 20x Magnification) Range: 1 mile
• Macro-Lens (6x Magnification)
• Thermo-Imager Range: 2,000'
• Light Polarization

KLS Triarius Heavy Armor (Patron Item)
Located in the CAN Republic on the moon, KLS has always been a forerunner in innovation. The KLS Triarius Heavy Armor is a proof of concept suit designed after the first Arkhon invasion as a response that menace. This armor has proven itself in all the trials thrown at it. KLS has clandestinely delivered a limited number of suits to terrestrial sources gather further information on its capabilities.
[size=85]M.D.C. by Location:
• Helmet: 100
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
• Main Body: 200
• Complete environmental battle armor with all standard EBA features.
• Arm shield is modular; can be equipped on either upper arm.
• • The shield's large size can be used to effectively create (directional) partial cover.
• • • Partial cover: attackers must either go around to an exposed side, or are required to make called shots (12+) to hit any exposed area of the suit.
• Multi-optics suite in helmet (only one can be active at any given moment, save for the targeting sight)
• • Digital targeting sight overlay: 1600'
• • Passive nightvision: 1600'
• • Infrared: 1600'
• • Thermal-imaging: 800'
• • Telescopic monocular lens: 10,000'
• Voice-controlled Computer Integrated Management & Security System (CIMSS); CIMSS is a simple AI which obeys and responds to all user requests and controls the suit's various systems.
• Kinetic energy dampening and cushioning system. All high-speed kinetic impacts do half damage. Low-speed kinetic impacts (melee attacks) from augmented or greater P.S. do full damage.
Modifiers: -15% to physical skills. +1 to strike with ranged weapons when digital targeting sight overlay engaged.
Conversion Note: A.R. 18 in an S.D.C. environment, all strike rolls below the A.R. do no damage.
• Weight: 25 lbs.

Utility Belt
Small flashlight
Combat Knife (1d6)
Silver Dagger (1d6)

SC Hard Sided Rucksack
Change of clothes
Canteen with 1 liter of water
First aid kit
2 days of MREs

Stored in Vehicle
Standard vehicle issued ASC Emergency Survival Pack
-Includes: Bivouac Bag
-High Intensity Flashlight
-Compass/Inertial Mapper (+10% to Land Navigation)
-Mini-First Aid Kit
-Hunting/Fishing kit (fishing line, snares, etc)
-Saw Wires
-Fire Starter (metal windproof lighter, 1 cube compressed accelerant)
-Survival Gear (survival knife, small hatchet, folding shovel, pocket mirror, 4 signal flares, concentrated sanitizer, washcloth, canteen, food bag)
-Climbing Gear (30' rope, climbing gloves, 6 ceramic spikes/pitons, small hammer)

-Travel Humidor containing 25 Cuban Blend Cigars

Recent Acquisitions:
Silver Dagger: 1d6 SDC
2 boxes of special Cuban blend cigars, 25 cigars per box
signed copy of agreement to purchase cigars from Pyramid Emporium (Karla's shop) once a week for minimum of 3 months
High quality humidor for 100 cigars
engraved lighter "zippo style" with symbol of Templars and date engraved saying "3-10-110 P.A."

TX-H1 Electro-Mace
• Range: Hand to Hand Combat or 1,000 feet via electrical blast
• Damage: 2d6 MD +1d6 MD when the mace is electrified. The electrical blast does 3d6 MD
• Rate of Fire: 3 long range blasts per melee
• Payload: effectively unlimited
• Modifiers:

ATA “Super 10” Shotgun
• Range: 100’
• Damage: 6D6 S.D.C. or 5D6 M.D. (50% Knockdown on targets of 300 lbs or less).
• Rate of Fire: Single Shot
• Payload: 8 shells in internal magazine (Can only use one type of shells at a time, ie. S.D.C. or M.D.).
• Modifiers: +1 to strike when within 60 feet.

168 ATA Super 10 MD rounds
50 10 Gauge silver shotgun shells
50 10 Gauge wood shotgun shells
Wilks weapon sight
4: Shotgun ammo pouches
Flare Pistol
10: Parachute Flares

New Purchases
TW Recharging Holster
• PPE Storage: 60 P.P.E.
• Effect: This holster is designed to recharge TW Revolvers, Once an empty weapon is placed in the holster the gun will be recharged. Until P.P.E. storage is depleated.
• The Holster can either be recharged by a Mage or by waiting on a Ley Line for 1 hour.

25 K-Hex cubes
• Damage: 1D6x10 M.D. to a 20’ radius. As a Thrown Weapon 5D6 M.D. to 10’ radius.
• Notes: If molded around object Damage is doubled.
• Weight:1 lbs each.

10lbs NG4 Plastique
• Damage: 1D4 M.D./ounce or 1D4x10 M.D./pound.
100 Blasting Caps
1000' Det Cord
• Weight: 5 Ibs per 100 feet.
• Damage: 1D6+4 S.D.C. when wrapped around a branch, wooden or plastic handle, etc.

10 Pull Firing devices
4 Time delays
4 Motion Detector Detonators
• Range: 10’-200’
Plunger Detonator
Demolitions Multi-tool
Dual Purpose Bomb Detector
• Range: 60’
• Accuracy: 65% (+15% when within 1 foot of explosive)
• Weight: 3 lbs.

20 Tracer Bugs
• Range: 8 miles
• Lifespan: 72 hours

10 Wireless Microphones
• Range: Pick up sounds up to 14’ away and transmit up to 300 ‘ away.
Last edited by Jason Long on Thu Feb 16, 2017 5:06 pm, edited 13 times in total.
Jason Long

OOC Comments
HP: 21/21
SDC: 52/52
NE-BA-26 Special Body Armor
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
User avatar
Jason Long
Diamond Level Patron
Diamond Level Patron
Posts: 225
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC

Re: Jason Long (In Progress)

Postby Jason Long » Mon Nov 14, 2011 2:15 pm

Background Story
Jason Long, Corporal, 1st Squad, 9th Armored Cavalry Division, South American Sector, Army of the Southern Cross...Fancy title that means absolutely nothing in this strange new world. 8 years in the division, labeled unsuitable for further promotion...Why? Just because I don't think the aliens we fight are necessarily evil. I spent 5 years fighting Zentraedi malcontents and guarding the base. So proud to be in the Armored Cav, I volunteered for every bit of training I could get that would put me in the field. Recon school came up and I jumped at it. Thanks to my training I got every mission to go into the jungle to scout out Zentraedi encampments. Most of the Zentraedi were friendly once they realized I wasn't there to blast the camp. But the other tankers thought I was too soft, until we found a malcontent base and I became and ACE in one fight.

Then came the Robotech Masters...My Lieutenant decided that my attitude towards aliens would "be a hindrance in battle". He sent me to MP school, so I missed most of that brief war, stuck guarding a base too far from the action to be attacked. The war went one for only a year. In the end, my small base was one of the only military outposts to survive. I started to help rebuild the area, keeping the looting and anarchy under control and waiting for help which never came.

Two years later, our small piece of the jungle is largely at peace. Remaining Zentraedi in the area worked with me to keep it that way. It seems like yesterday; the Invid came and shattered that peace. A light brighter than the sun appeared in the sky. Barad Kul, the leader of the local Zentraedi, told me it was the Invid. I geared up and took the field in my tank, Bonaparte, to defend what we had built. A glowing ball of energy swept out of the sky, destroying all the Zentraedi it touched. I locked on with Bonaparte's Ion Pulse Cannon and fired. There was a blinding flash, heat, pain....

I awoke in a wilderness, completely unlike the South American jungle. I was alive. Bonaparte appeared to function. I tried my radio, but had no luck on any allied frequencies. I saw a hill about 5 klicks to the south and headed towards it. Once at the top, I could see a valley with a small village in the middle. It was surrounded by a wall and there was something....some thing! outside the gates attacking the walls. A small mech of shining chrome was fighting it. Without thinking I charged Bonaparte down the hill. At 500 meters I stopped and transformed. I fired repeatedly into the thing's back until it dropped. Confused by this strange turn of events I switched modes and continued until I was near the village's defender. As calmly as I could, I opened my visor and spoke to this shining mech, "Excuse me but, Where the hell am I?"

(UPDATE) The defender of the town thanked me for the assist and recognized a new arrival to the world. He directed me to Merctown for more answers. At Merctown I quickly became involved with a group called The Templar. It's an odd group, dedicated to battling the supernatural. I learned that, in this world, demons, vampires, and other monsters exist. What have I gotten myself into.
Jason Long

OOC Comments
HP: 21/21
SDC: 52/52
NE-BA-26 Special Body Armor
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
User avatar
Jason Long
Diamond Level Patron
Diamond Level Patron
Posts: 225
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC

Re: Jason Long - Human ATACS Pilot & Group Leader

Postby Jason Long » Wed Jan 04, 2017 5:47 am

Patreon 35 Milestone Award:
Fortune and Glory Roll: 1d10 = 2

2: A Strong Suit of Armor:
NE-BA-26 Special Body Armor w/ 2 modules:Robotic Exo-Skeleton and Integrated Sensor pod
Jason Long

OOC Comments
HP: 21/21
SDC: 52/52
NE-BA-26 Special Body Armor
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
User avatar
Jason Long
Diamond Level Patron
Diamond Level Patron
Posts: 225
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC

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