Staff Sergeant Egan Grey

The 40-4th Coalition States Special Operations Group.
GM: CS High Command
AGM: Merchant of Death

Moderators: Game Masters, Group Leaders

Staff Sergeant Egan Grey

Postby Egan Grey » Thu Oct 14, 2010 5:29 pm

Player Name: Kevin
YIM Handle: Kagatos2003
Hangouts: WanderinParadox

Character Name: Egan Grey
Race: Human
O.C.C.: CS Ranger
Occupation: Scout / Tracker
Rank: Private, First Class
Alignment: Aberrant
XP Level: 10
XP Points: 96,501 XP (01OCT2018 - MaA)
Next Level @ XP: 131,601 (for lv.11)
Sentiments/Non-Humans: Case by case. Some are good and some need to die.
Sentiments/Coalition: Stable and purposeful, but sometimes can be a little too rigid.
Disposition: Quiet and to the point, enjoys being alone more than with people.
Insanity:
    Hysterical aggressive reaction to innocents being beaten which could lead to Homicidal Rage (15% chance).
    Absent Minded: The implants cause the character to be absent minded and forgetful about minor things. This means if bored or distracted, the character's mind will wander and he may not notice details or subtle things. The character is -3 on initiative during such times, and enemies prowling around the character, hiding or using camouflage get +10% to their skill against this character. Likewise, the character is more easily distracted by a seducer (the seducer gets +10 to seduction skill).
    Under other conditions, the character tends to lose track of time and is frequently late, has trouble remembering names of recent or casual acquaintances, has trouble remembering numbers (addresses, telephone numbers, code numbers, measurements, etc.; 01-50% chance of remembering the name or number) and may repeat himself ("Did I mention I saw this fellow ... whatshisname ... talking to a Dead Boy? Oh, I did.) or tell his favorite story(s) on a regular basis, forgetting who he's told it to in the past.

ATTRIBUTES
I.Q.: 10 (9)
M.E.: 14
M.A.: 23
P.S.: 21
P.P.: 25 (27)
P.E.: 24
P.B.: 7
Speed: 22

PHYSICAL DATA
P.P.E.: 4
I.S.P.: 84
H.P.: 54
S.D.C.: 66
Age: 17
Sex: Male
Height: 6' 1”
Weight: 185 lbs
Description: He is lean and fit young man with grey eyes and short cropped black hair. His nose is slightly crooked and He has some minor scarring across his face and neck.

Natural Abilities
Perception Bonus: 67% (+3%)
Invoke Trust/Intimidate – 75%
Max. Encumbrance: 68
Max. Carrying Weight: 400
Max. Lifting Weight: 800
Max. Jumping Ability: Running Start - 15' Long , 5.5' High / Standing - 11' Long , 4' High.

Bionics & Cybernetics
Head
Erupter Implant
    +26 ISP & Master of Telekinesis (special)
    -1 IQ & Absent Minded
Left eye
Multi-Optic Eye
    IFF Tag: Grey, CSSE, SSG (E-6) [A cyber-doc with the proper tools can modify or delete the data]
    * Telescopic (4-8x30 mag, 6000' range)
    * Macro Lens (2-20x mag, 3' range)
    * Passive Nightvision (2000' range)
    * Thermal Image (200' range)
    * Light Filters
    * Targeting Display (+1 to strike)
Bio-system - Right arm
Bio-system - Left leg

Psionics (Minor)
Object Read (6)
    *Object Read: Impressions – 76% (+2%)
    *Object Read: Images – 68% (+2%)
    *Object Read: Present – 58% (+2%)
Sixth Sense (2)
Enhanced Reflexes (10)
Telekinetic Leap (8)
Telekinetic Lift (6)
Telekinetic Punch (6)
Telekinetic Push (4)
Telekinetic Acceleration Attack (10-20)
Telekinesis (super) (10+) (Double Duration/Range/Weight)
Telekinetic Force Field (30)

O.C.C. Skills
Language: American – 98%
Language: Dragonese – 98% (+3%)
Radio: Basic – 100% (+5%)
Camouflage – 75% (+5%)
Climb – 105% (+5%)
Prowl – 87% (+5%)
ID Plants & Fruit – 90% (+5%)
Land Navigation – 92% (+4%)
Wilderness Survival – 95% (+5%)
Track & Trap: Animals – 80/90% (+5%)
Track Humans & Robots – 85% (+5%)
Trap Construction – 71% (+4%)
Trap & Mine Detection – 75% (+5%)
Pilot: Hovercycles / Skycycles / Rocket bikes – 112% (+3%)
Hunting
W.P. Energy Rifles
Hand to Hand: Expert
    *W.P. Paired Weapons

O.C.C. Related Skills
Salvage – 90% (+5%)
Intelligence – 71% (+4%)
Streetwise – 56% (+4%)
Lore: Demons & Monsters – 95% (+5%)
Lore: Magic – 80% (+5%)
    *Recognize magic circles / symbols / runes – 70% (+5%)
    *Recognize Enchantment – 65% (+5%)
Military Etiquette - 30% (frozen)
Kick Boxing (3rd level)
Gymnastics (3rd level)
    *Sense of Balance – 71% (+3%)
    *Work Parallel Bars/Rings – 81% (+3%)
    *Back Flip – 84% (+2%)
    *Climb Rope / Rappel – 74% (+2%)
Detect Ambush (6th) - 55% (+5%)
Sensory Equipment (EP @ 7th) - 45% (+5%)
Boxing (EP @ 9th)
Sharpshooting: Rifle (9th)

Steel Armor Advanced Training:
Elite Pilot (special): CS combat pilots with Steel Armor AT walk away with a fundamental knowledge of all CS infantry armored vehicles, ground power armor and manned combat robots. If it is a military armored vehicle, the pilot can drive it, at least on a very basic level. Equal to the Base Skill required for that specific piloting skill and category of military armored vehicle/ground power armor/robot, but without benefit of any bonuses other than I.Q. attribute, if applicable.
Robots and Power Armor 59%/71% (+3%) (second number is ground power armor)
Weapon Systems 55% (+5%)
Pilot: Robot Combat: Elite (Light Ground-Based Power Armor)
Pilot: Robot Combat: Elite (Ground-Based Power Armor)
Pilot: Robot Combat: Elite (Heavy Ground-Based Power Armor)

Secondary Skills
Running
W.P. Energy Pistol
W.P. Knife
Lore: D-Bees – 70% (+5%)
Dowsing – 65% (+5%)
Cook (Professional) – 90% (+5%) (+10% when cooking 'hunted' food)
Whittling & Sculpting (3rd level - Professional) – 75% (+5%)
W.P. Bola (3rd level)
Literacy: American (6th level) – 60% (+5%)
Optic Systems (EP @ 7th) - 45% (+5%)
General Repair & Maintenance (9th Level) - 40% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 7 / 8/w rifle (8 / 9/w rifle)
Initiative Bonus: +0 / +2/w rifle (+3 / +6/w rifle)
Strike Bonus: +7 (+9)
Parry Bonus: +10 (+13)
Dodge Bonus: +10 (+13)
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Other:
Critical Strike on 18,19,20 (unmodified)
Automatic Knockout on 20 (unmodified)
Backhand – 1D4 damage
Kick – 1D8 damage
Kick – 2D4 damage
Karate Kick - 2D6 damage
Roundhouse – 3D6 damage
Axe Kick – 2D8 damage
Knee Strike – 1D8 damage
Leap Kick – 3D8 damage (counts as 2 attacks)

Robot and Power Armor Combat: Basic
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +1 / +3/w rifle (+4 / +7/w rifle)
Strike Bonus: +9 (+11)
Strike Bonus(Range): +1
Parry Bonus: +11 (+14)
Dodge Bonus: +12 (+15)
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)

Robot and Power Armor Combat: Elite (Light Ground-Based Power Armor)
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +3 / +5/w rifle (+6 / +9/w rifle)
Strike Bonus: +10 (+12)
Strike Bonus(Range): +3
Parry Bonus: +13 (+16)
Dodge Bonus: +13 (+16)
Dodge Bonus(Leaping): +16 (+19)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Punch Damage: As per Robot (or Augmented) P.S.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Robot and Power Armor Combat: Elite (Ground-Based Power Armor)
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +3 / +5/w rifle (+6 / +9/w rifle)
Strike Bonus: +10 (+12)
Strike Bonus(Range): +3
Parry Bonus: +13 (+16)
Dodge Bonus: +13 (+16)
Dodge Bonus(Leaping): +16 (+19)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Punch Damage: As per Robot (or Augmented) P.S.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Robot and Power Armor Combat: Elite (Heavy Ground-Based Power Armor)
Number of Attacks: 8 / 9/w rifle (9 / 10/w rifle)
Initiative Bonus: +3 / +5/w rifle (+6 / +9/w rifle)
Strike Bonus: +10 (+12)
Strike Bonus(Range): +3
Parry Bonus: +13 (+16)
Dodge Bonus: +13 (+16)
Dodge Bonus(Leaping): +16 (+19)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +5
Critical Strike on 18,19,20 (unmodified)
Critical Strike(Range) on 19,20 (unmodified)
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Punch Damage: As per Robot (or Augmented) P.S.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

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

Knife +4 strike / +4 parry / +5 throw
Energy Pistol +5 to strike
Energy Rifle +5 to strike
Bola +2 to strike, disarm and entangle
Sharpshooting (Rifle):
Skill: Can shoot from a moving vehicle /w half bonuses (normally a wild shot) - no called shots possible
Aimed Shot: +2 to Strike +other bonuses
Called Shot: +3 (+4) to Strike (2 actions) +other bonuses

Saving Throw Bonuses
Coma/Death: +18%
Magic (varies): +5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+):
Psionics (12+):

Skills Traded for Steel Armor Advanced Training
O.C.C. Related Skill E.P.
O.C.C. Related Skill E.P.
Secondary Skill from [level #12 from [CS Ranger O.C.C.]
Secondary Skill from [level #12 from [CS Ranger O.C.C.]
Secondary Skill from [level #15 from [CS Ranger O.C.C.]
Last edited by Egan Grey on Sun Oct 21, 2018 9:34 am, edited 41 times in total.
User avatar
Egan Grey
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Posts: 313
Joined: Thu Oct 14, 2010 3:10 pm
Location: 110th CS SOG

Official CS Equipment [Clear this tag when done]

Postby Egan Grey » Thu Oct 14, 2010 5:31 pm

Equipment

Worn on Person
DS-45AT Reinforced Custom Fitted Tuxedo
IFF Tag: Grey, CSSE, SSG (E-6)
Image
Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
    • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.
    • 2. Access Panels: The suit can be configured to allow access to bionic weaponry without tearing the fabric.

Undercover Harness: Concealed as suspenders on the front and by an armored plate in the jacket on the back.
Concealed Holster containing: (Requires Perception at -30% to spot)
    CP-20 Laser Pistol (Small of Back, on dominant side)
    Image
    • Range: 800'
    • Damage: 2d6 MD
    • Rate of Fire: Single shots only
    • Payload: 21 shots per E-clip or 30 shots per LE-Clip
Pistol Ammo Pouch: 2/2 Pistol E-Clips (small of back; non-dominant side)

Undercover Leg Sheath Containing:
    Covert Slim Vibro-Knife (Dominant Side)
    Damage: 1D6 M.D.

Stored at Armory
DS-1U Reinforced Duty Uniform
IFF Tag: Grey, CSSE, SSG (E-6)
Image
Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
    • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.

Utility Belt: (4 lb)
    Canteen (half gallon).
    Walkie Talkie Pouch: Communicator (with 10-mile range and 72-hour continual use battery)
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Hip Holster containing:
      CP-20 Laser Pistol
      Image
      • Range: 800'
      • Damage: 2d6 MD
      • Rate of Fire: Single shots only
      • Payload: 21 shots per E-clip or 30 shots per LE-Clip
    Knife Sheath Containing:
      Vibro-Knife
      Damage: 1D6 M.D.
    Pistol Ammo Pouch: 2/2 Pistol E-Clips
    Rifle Ammo Pouch:
      Empty
Combat Boots - Boot-Sheath
    Survival Knife
    Damage: 2D4 S.D.C.

Backpack
CS-S2 Basic Survival Pack
Image
• Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
• Sleeping Bag
• Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
• Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
• Short Range Radio (Range: 5 Miles)
• Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protein Healing Salve (doubles natural healing rate))
• Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
• Saw Wires (3)
• Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
• Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
• 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
• Personal Hygiene Kit, including a bar of soap & washcloth
• Canteen & Food Rations Bag.
• Air filter and Gas Mask
• Extra CS uniform
• Dress CS uniform




Salary: 2000 credits/month
Secure Universal Card: 23,000 credits 7/8/17 CSHC
Last edited by Egan Grey on Tue Jan 30, 2018 4:11 am, edited 37 times in total.
SSG Egan Grey aka Grayson Hender (1-8-2018)
Running through his head currently
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/84
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

DS-1U Reinforced Duty Uniform
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
    • Arms (left): 5/5
    • Arms (right): 5/5
    • Legs (left): 8/8
    • Legs (right): 8/8
    • Main Body: 15/15
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Egan Grey
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Posts: 313
Joined: Thu Oct 14, 2010 3:10 pm
Location: 110th CS SOG

Merc Gear [Remove tag when done]

Postby Egan Grey » Thu Oct 14, 2010 5:41 pm

Carried in hand:
JA-12

Worn on person:
NG-UELX45 Night Reaper (Scythe replaced with dual FIWS /w silver blades)
Camouflage: Stealth Ghillie Suit
Stalker suit
Small silver cross on chain (around neck)
2 smoke grenades
2 Frag grenades
2 Plasma grenades
Vibro-knife

Utility Belt:
Slot 1 - NG-45 Long Pistol
Slot 2 - Ammo Pouch: Rifle (2/2)
Slot 3 - Ammo Pouch: Pistol (4/4)
Slot 4 - Pouch: Vibro-Garrotte /w e-clips (3/3)

Backpack:
Slot 1 - Ammo Pouch: Rifle (2/2)
Slot 2 - 5 yards of snare cord
Slot 3 - 1 gallon water skin
Slot 4 - Neural Mace Bola
Slot 5 - Plastique Bola
Slot 6 - Plastique Bola
Slot 7 -
Slot 8 -
Slot 9 -
Slot 10 -

Model Type: NG-UELX45 Stealth Power Armor
Class: Light Strategic Espionage Power Armor with UEL system.
Crew: One
M.D.C. by Location:
* Head – 50/50
Arms (2) – 40/40 each
Legs (2) – 70/70 each
* UEL Cables (2; forearm) – 6/6 each
** Main Body – 175/175
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill.
** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless.
Speed:
    Running: 50 mph running at top speed; can go from zero to 50 in 24 seconds. The act of running at top speed tires out the operator, but at 10% of the usual fatigue rate thanks to the augmentation of the robot exoskeleton.
    Leaping: A leap can reach 12 feet (3.7 m) straight up or across.
    Climbing: +5% to the Climbing and Spelunking skills, and +3% to the Acrobatics and Gymnastics skills due to the enhanced exoskeleton.
    Flying: None, except with a jet pack on the back (costs extra) or a glider like the one used by the Silent Shadow (costs extra).
    Water: The Night Reaper is not designed for use in the water, but can swim in water at 10 mph (16 km) or walk along the bottom at 5 mph (8 km or 4.3 knots). Maximum depth is 400 feet (122 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
    Special Bonuses of the Power Armor: +1 to dodge at any speed, +2 to dodge when traveling at speeds greater than 90 mph (144 km) and +1 to roll with impact.
Statistical Data:
    Height: Man-size, 6'2" (adds 4" to pilot)
    Width: 2-3 feet (0.6 to 0.9 m).
    Length: 3.5 feet
    Weight: 324 lbs (56 kg) plus any other gear.
    Physical Strength: Robot P.S. of 22
    Cargo: None
    Power System: Nuclear; average energy life is 15 years.
Weapon Systems:
1. Handheld Weapons (and UEL) Only: This light stealth armor has no built-in weapon systems, but uses any number of handheld weapons. Energy weapons are the usual choice because they can be powered by the UEL system. An additional side arm, Vibro-Blade and other gear may be carried on a belt around the waist, slung over the shoulder or in a backpack.
UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the E-Clip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist, from under the armor and to the weapon in hand.
One concealed UEL is built into each forearm. Each can provide power to a weapon that fires as much as 1D6x10 M.D. per blast, but anything more powerful saps the system and causes it to shut down until replaced with a more appropriate weapon (i.e. something that fires blasts that inflict less than 1D6x10 M.D.). The E-Clip connector has an automatic circuit breaker that kicks in when the pilot is attempting to use a weapon beyond the UEL’s energy capacity, shutting it down before an excessive energy drain damages the armor. Note: An extra or emergency UEL can be built into the thigh of one leg, but costs an additional 160,000 credits.
2. Forearm Integrated Weapon System (F.I.W.S) - Left Arm (UEL used)
    Primary Purpose: Assault and Close Combat.
    Secondary Purpose: Defense.
    Range:
    Particle Beam: 500'
    Vibro-Blades: Melee
    Mega-Damage:
    Particle Beam Weapons: 5D6 M.D. per single blast, or 1D6x10 M.D. per double blast (2 shots)
    Vibro-Blades(silver) (3): 3D6 M.D.
    Rate of Fire: Single Shots; Equal to the number of combined hand to hand attacks of the pilot and his power armor skill.
    Payload: Unlimited when plugged into UEL; Otherwise Particle Beam: 30 single shots or 15 double shots (LE-Clip) and Vibro-Blades: 1 E-clip for one hour
3. Forearm Integrated Weapon System (F.I.W.S) - Right Arm (UEL used)
    Primary Purpose: Assault and Close Combat.
    Secondary Purpose: Defense.
    Range:
    Particle Beam: 500'
    Vibro-Blades: Melee
    Mega-Damage:
    Particle Beam Weapons: 5D6 M.D. per single blast, or 1D6x10 M.D. per double blast (2 shots)
    Vibro-Blades(silver) (3): 3D6 M.D.
    Rate of Fire: Single Shots; Equal to the number of combined hand to hand attacks of the pilot and his power armor skill.
    Payload: Unlimited when plugged into UEL; Otherwise Particle Beam: 30 single shots or 15 double shots (LE-Clip) and Vibro-Blades: 1 E-clip for one hour
4. Hand to Hand Combat: See Basic or Elite Ground Power Armor Training, depending on the pilot’s level of skill. Damage as per Robotic P.S. of 22.
    Restrained Punch: 6D6 S.D.C.
    Normal Punch: 1D4 M.D.
    Power Punch: 2D4 M.D., but counts as two melee attacks.
    Kick: 1D6 M.D.
    Leap Kick: 2D6 M.D., but counts as two melee attacks
5. Sensors and Special Features of Note: All standard features for power armor plus the following.
    Strangle Cord: A garrote wire is concealed at the wrist of the left arm. It is an assassin’s tool used for strangling people, but in a pinch it can also be used for climbing.
    Concealed Compartment: There is one concealed compartment in the top plate of the left arm. It is just large enough to carry a small lock picking tool kit, 2-4 Shurikens (Ninja throwing stars) or climbing cord.
    Climb Grippers: The palm of the hands, each finger and the boots of the Night Reaper armor have small, extendible and retractable spikes designed to help the wearer scale walls and climb surfaces (walls, towers, trees, cliff facings, etc.). The spikes are much too tiny and short to be used as a weapon, but they do provide an additional +3% skill bonus to the Climbing and Spelunking skills.
    Soft Soles and Stealth Features: The soles of this light power armor are rubber treads, providing extra grip against most surfaces (the gripper spikes, above, extend through small holes in the rubber soles). The rubber also cushions footsteps to make the footfalls much quieter and sneaking around possible without the loud, heavy clunks and clanks of most other power armor. Moreover, fabric and padding is laid over and between armor plates to soften the sounds of all movement. There is NO penalty to Acrobatics, Climbing, Gymnastics, Prowl, Swim and other skills that are usually diminished by heavy body and power armor.
    Multi-Optics System: The large, goggle-like eyes of the Night Reaper contain a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km range), macro-magnification (x12 for close work), and a built-in digital camera that can store 100 hours of video and take 4,000 still pictures; camera has the same telescopic and macro features for distance and close images). All are perfect for spy work and surveillance.
    Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
    Audio Amplification System: In effect, the same as the Combat Cyborg’s Amplified Hearing cybernetics to hear soft noises, like the click of a safe’s tumblers or an approaching adversary.

NG-45LP Long Pistol
    • Weight: 5 lbs (2.25 kg)
    • Range: 1,200 feet (366 m)
    • Mega-Damage: 5D6 M.D. per shot
    • Rate of Fire: Each shot counts as one melee attack
    • Payload: 8 shots

Vibro-Garrotte ( In pouch on utility belt )
• Damage: 4D4 MD per melee
• Payload: 1 Hour of continuous use
• Notes: 2 extra e-clips


NG Stalker Suit
M.D.C. Protection: 12
The suit covers the entire body, except for the head; a separate helmet is suggested.
Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None


Camouflage: Stealth Ghillie Suit
Modifiers: +10% bonus to Prowl and blend skills
What makes the suit more advanced is the interior layer which is electronically cooled by
means of a standard E-Clip (48 hours of use) to suppress the wearer's thermal pattern. Due to this cooling system, the stealth suit cannot be detected by thermal-imagers at ranges greater than 200 feet (61 m). And even within close range, attempts to detect the heat signature of the person inside the suit suffer a penalty of -30% to the operator's Read Sensory Equipment skill.


JA-12 Laser Rifle (Slung on Back)
Range: Laser: 4000', Grenade 2000'
Damage: 4D6 MD, 1D6x10+10 MD (burst); Grenade-3D6 MD
Rate of Fire: Single shot or 3-round bursts only
Payload: Standard E-Clip 10 shots, Long E-clip: 30 shots. Grenade launcher: 4 shot magazine 11/30; 0/4 grenades
Bonuses: +3 to Strike on an aimed or called shot(1 rifle, 2 scope)

    Wilk's Integrated Optics Gun-Sight
    ☞ M.D.C.: 5
    ☞ Telescopic magnification: 3,000'
    ☞ Passive night vision: 3,000'
    ☞ FLIR Thermal-Imaging: 1,600'
    ☞ Laser range-finder and aiming system: 5,000'
    ☞ Weight: 2 lbs.
    ☞ Modifiers: +2 to strike on aimed shots

Neural Mace Bola
Remote activated once victim is ensnared.
Damage: 1d6 + special effects, see p.259 RUE for full details

2 Plastique Bolas
Damage: 6d4x10+60 MD (3 lbs of NG6 Plastique Total) to a 2 ft area.
Range: about 160 ft, thrown

Stored in Vehicle:
NE-BA-30 Light Combat Armor /w built in light forcefield



Salary: 2000 credits/month
Secure Universal Card: 27,555 credits (CSHC, 2/23/13)
Black Card: 56,867 (6/18/13 - CSHC)
Bank of Merctown Account: 326,914 credits (Proserpina,9/21/11)



Extra Equipment

T-42 Commando Scout EBA
M.D.C. by Location:
• Helmet: 55/60
• Arm (L): 24/40
• Arm (R): 21/40
• Leg (L): 36/50
• Leg (R): 30/50
• Main Body: 42/70
Modifiers: none
Features:
• Passive Nightvision: 2000'
• Telescopic sight: 3000', x6 magnification
• Light Filters (reduce glare)
• Mini-computer
• Laser-targeting in helmet's HUD: +1 to strike with ranged weapons
• Neural Mace Gauntlet [size=85](built into T-42's left gauntlet)

Damage: 1d6 + special effects, see p.259 RUE for full details[/size]

Wilk's 325 "Mariner" Pulse Pistol ( In holster on right leg )
• Range: 900'
• Damage: 2D8 M.D. or 4D8 M.D. double shot
• Rate of Fire: Single or dual blasts only
• Payload: 12 shots per E-clip, 24 shots per LE-clip
• Modifiers: +2 Strike on Aimed Shot


Utility Belt
Wilk's™ Pistol Holster
canteen
pocket laser distancer
flashlight
pocket mirror
cigarette lighter

Backpack
100 ft (30.5 m) of lightweight rope
small hammer
four spikes
5 animal snares
infrared distancing binoculars
2 Flashlights, Rechargeable & Unbreakable (With electrical tape crosses on the lenses)
1 Roll of electrical tape
Rain poncho
tinted goggles
PDD pocket audio recorder
survival knife (in boot)
Bandolier w/ 6 Wooden Stakes
Energy Clips
5/5 Long E-clips (1 - 325, 1 - JA-12)
3 Short E-clips (1 - Stealth Ghillie Suit)

Large Duffle Bag
Branaghan Overcoat x2(stored)
M.D.C. by Location
• Arms: 8 each
• Legs: 12 each
• Main Body : 28
Modifiers: -5% to all physical skills


.50 cal Desert Eagle Automatic Pistol (stored)
    Damage: 5d6 SDC
    Range: 400 ft
    Payload: 8 rounds
    Ammo: none


Large Duffle Bag
    TEX Palm-Pro 1500 PDA Mini-Computer
    TEX Exo-Mon Eyewear: A-15 Audio-Visual Variable Tint EXO-MON
    Power Sticks: pack of 4
    Power Stick Recharger
    Basic Reading Primer
    6 pairs of jeans
    12 T-shirts (various colors)
    Hot weather hunting boots
    Zippo w/o fluid
    Puzzle box still in package



Gear sent with the "Three Amigos"
NEMA Tablet with Pre-Rifts info/encyclopedia/wiki
4 Data Disks about the drones (2 Parts list / 2 Manuals)
Last edited by Egan Grey on Sun Aug 26, 2018 10:07 am, edited 3 times in total.
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Egan Grey
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PFC Egan Grey Background

Postby Egan Grey » Tue Mar 07, 2017 5:41 pm

For as long as Egan could remember he had been living in the shadow of the great armored city of Chi-Town. His parents had moved here when he was three in order to become citizens, but got stuck in the 'burbs' with the multitudes that had come before. After dinner one night two years later, Egan reached out to get his fathers attention. When he touched the bracelet on his father's arm he was mentally assaulted with a variety of images and feelings, chief among them was the image of his father viciously beating another man.

His father looked down at him laughing and said; “Whats with the face kiddo? It looks like ya swallowed a bug.”

“Why were you hitting Mr. Tanner daddy? And what was all that red stuff?” asked Egan. As those words left his tiny mouth, the following events seemed to unfold as if in slow motion: His mother's voice rising in a disbelieving shrill, his father's face falling before turning pale as he backed away from his only son. Egan's mother, tears falling from her face, striking his father repeatedly while screaming incoherently before running from the shack they called home. His father, now shaking with rage, crossing the room to begin beating him with fervor. Before blackness engulfed everything Egan remembered thinking: 'What is that red stuff.'

It took three months and two weeks in the care of a kindhearted D-Bee to recover and be able to move around again. When he came to, his parents were gone and what was once their home had new occupants. For the next eight years Egan wandered around the burbs and shanty towns eeking out his survival, sometimes with the help of friends and even a mysterious coalition soldier. During those years he saw the best and worst of humans and D-bees alike. He watched as the Coalition performed shakedowns and sometimes complete purges or cullings, while D-bees helped strangers and children one day and killed others the next. After years of living in this chaos, Egan found himself drifting farther and farther into the surrounding wilderness. For two years he lived in the countryside around Chi-Town until one day he got sick of having to scrounge day after day to just barely survive. So he signed up for military duty.

Through his military service Egan was able to see even more of the world that he grew up in. His most recent assignment put him on the edges and inside of the Pecos Empire to try and keep tabs on what was going on down there. One night he picked up some information from one of his newer contacts at a dead-drop. Upon trying to verify the information during a face to face, Egan walked right into an ambush that ended with his contact dead by his hands and him in chains. Three months of captivity and a couple of rough transfers later he found himself on a slave ship to destinations unknown.

Personnel Record
Name: GREY, Egan
Service Branch: Coalition Army
Service Number: IL51-228-092-F9FE-E800
Pay Grade: E-6
Pay Rate: 2000 credits/month
Rank: Staff Sergeant
Date of Birth: 02-28-92
Primary Specialty: CS Ranger

Military Education:
Basic Training, Army - Chi Town,(ATF)
Monster Identification and Elimination Training Course
Enemy Force Identification Course
Magical Threat Identification and Elimination Training Course
Street Awareness and Identification Training Course
Hovercycle Maneuvering Course, Basic
Wilderness Navigation and Movement Training Course
Wilderness Survival Training Course
Tracking and Counter-tracking Training Course
Psionic Orientation and Sentivity Course

Decorations, Medals, Badges, Citations, and Campaign:
Long Range Patrol: Magic Zone
    Natural disaster, has occurred and your unit was sent to deal with the situation.
    Natural disaster, has occurred and your unit was sent to deal with the situation.
    You screwed up now! You're subject to Military Discipline.
      Minor NJP
    Supporting a combat zone:
      Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties.
      Large battle, you were involved in a large battle that lasted for 17 hours.
      Not wounded - No medal
Long Range Patrol: Pecos Empire
    Bandit action, your patrol encountered pirates or bandits and dealt with them
      Bandit surrendered without a fight
    Breaching action, your patrol encountered an enemy fortification and your unit was sent in to clear it of hostiles.
      Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties.
      Wounded, Minor shrapnel wound, you suffered a minor flesh wound and continued to combat the enemy. You’re able to go back to full duty within a week.
      Major combat, your unit was involved in a major combat action but there were many casualties. Awarded - Iron Star.
    Supporting a combat zone, You’re sent in to support units stationed within a combat zone
      Prisoner Of War, you were taken prisoner during a combat action.
      4 months – Rescued by Special Forces / Ransom paid.

Disciplinary data and court martial record:
Minor NJP – Letting a potential non-combative enemy of the state almost escape
Last edited by Egan Grey on Tue Jan 30, 2018 4:12 am, edited 1 time in total.
SSG Egan Grey aka Grayson Hender (1-8-2018)
Running through his head currently
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/84
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

DS-1U Reinforced Duty Uniform
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
    • Arms (left): 5/5
    • Arms (right): 5/5
    • Legs (left): 8/8
    • Legs (right): 8/8
    • Main Body: 15/15
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Egan Grey
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Re: PFC Egan Grey

Postby Egan Grey » Tue Mar 14, 2017 1:23 pm

Fortune and Glory Table:
1d10 = 7 - 7: Strong and Tough
1d8 = 5 - (5) Receive a +2D4 Attribute Boost to P.E.
2d4 = 5 - +5 P.E.

(1 EP) Attribute Boost (applicable to attributes under 16, +1D6) IQ
1d6 = 1 - +1 IQ

*Invalid*(1 EP) Attribute Boost (applicable to attributes under 16, +1D6) IQ
1d6 = 2 - +2 IQ*Invalid*


6-27-2017

Redemption of 25-Milestone reward: (5 EP) Attribute Boost (applicable to attributes 16+, +1D6) PP
1d6 = 6 - +6 PP
(1 EP) Attribute Boost (applicable to attributes under 16, +1D6) PS
1d6 = 4 - +4 PS
(2 EP) Skill Download: New O.C.C. Related Skill - Boxing
(3 EP) Master New Minor Psychic Ability of choice - Enhanced Reflexes

Level Up Rolls:
ISP - 1d6 = 3
HP - 1d6 = 1
Boxing SDC - 3d6 = 9

1-1-2018
Save vs Insanity - 1d20 = 7
Implant ISP boost - 3d6+12 = 26
Implant Issue - 1d100 = 38 Absent Minded: The implants cause the character to be absent minded and forgetful about minor things. This means if bored or distracted, the character's mind will wander and he may not notice details or subtle things. The character is -3 on initiative during such times, and enemies prowling around the character, hiding or using camouflage get +10% to their skill against this character. Likewise, the character is more easily distracted by a seducer (the seducer gets +10 to seduction skill).
Under other conditions, the character tends to lose track of time and is frequently late, has trouble remembering names of recent or casual acquaintances, has trouble remembering numbers (addresses, telephone numbers, code numbers, measurements, etc.; 01-50% chance of remembering the name or number) and may repeat himself ("Did I mention I saw this fellow ... whatshisname ... talking to a Dead Boy? Oh, I did.) or tell his favorite story(s) on a regular basis, forgetting who he's told it to in the past.
Implant Benefit - 1d100 = 55 Master of Telekinesis (special): Gets the Super Psionic powers of Telekinesis (double duration, range and weight limit), Telekinetic Force Field, and all Telekinetic powers of the Physical category.

2-17-2018
Steel Talon AT SDC Boost: 2d6+4 = 13
Last edited by Egan Grey on Sat Feb 17, 2018 10:00 am, edited 9 times in total.
SSG Egan Grey aka Grayson Hender (1-8-2018)
Running through his head currently
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/84
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

DS-1U Reinforced Duty Uniform
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
    • Arms (left): 5/5
    • Arms (right): 5/5
    • Legs (left): 8/8
    • Legs (right): 8/8
    • Main Body: 15/15
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Egan Grey
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Re: PFC Egan Grey

Postby Egan Grey » Wed Mar 15, 2017 7:29 pm

Northern Gun ICMN Mercenary Report
Name: Grayson Hender
Callsign or Nicknames: Grey
Rank: Sergeant
ICMN ID Number: 23DJ-H678-03JC-OIC1
Specialty: Tracking, Pest removal
Trained: ICMN School of Soldiery - Special Operations Center 09 March, PA 108 - 14 June, PA 109
Experience: Long Range Patrol - Magic Zone -- Combat with Bandits followed by eradication of their base of operation
    Evaluation: Solid, Reliable, Broad specialized skill set, Dangerous
Extra-Martial Accolades: none

Best Suited for: Tracking and Hunting, Search and Destroy, Surgical Strikes, Pest Removal
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Egan Grey
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Posts: 313
Joined: Thu Oct 14, 2010 3:10 pm
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