Maximilian IV (Mutant Poodle Operator)

This is where the characters of players who have reserved inactive slots are stored.

Moderators: Game Masters, Group Leaders

Maximilian IV (Mutant Poodle Operator)

Postby Maximilian IV » Fri Sep 25, 2015 9:30 pm

Player Name: Günther
Hangouts: zircon.zaku & cauldronbjorn@yahoo.com

Character Name: Maximilian Felix Barnabas Wilhelm Ferdinand Schparkle-Butt IV
Alias: "Max", or Elmo by the particularly bold.
Race: Mutant-Dog (Poodle)
O.C.C.: Operator
Alignment: Unprincipled
XP Level: 3
XP Points: 7,463 (03OCT2017 Virtus)
Next Level @ XP: 7,300
Sentiments/Non-Humans: Not particularly interested; as long as they keep their distance, no quarrel will ensue.
Sentiments/Coalition: Tentative - he's only heard mixed anecdotes. Being treated like an intelligent animal however, would simply be unacceptable.
Disposition: Aloof and introspective at his best; a proverbial chip on his shoulder leaves him notoriously ill-tempered, and prone to swagger.
Insanity: 1) Obsession: Gems - covets rare, or aesthetically enticing minerals. Hoards them, refuses to spend them, and will go to reasonable, but exhaustive, measures to increase his collection.
2) Agoraphobic - irrational fear of embarrassment, will retreat to machines, swords, and gems for comfort.
3) OCPD - will become intensely agitated and brusque if someone disrupts his repertoire.

ATTRIBUTES
I.Q.: 23
M.E.: 21
M.A.: 21
P.S.: 12
P.P.: 25
P.E.: 12
P.B.: 12
Speed: 13

PHYSICAL DATA
P.P.E.: 36
I.S.P.: 53
H.P.: 19
S.D.C.: 44
Age: 20
Sex: Male
Height: 5'
Weight: 76 lbs.
Description: A slight, wispy pup with refined features. Covered in a softly, silvered coat his pale golden poodle-puffs provide a pampered contrast.

Racial Abilities
Advanced Vision: Can see twice the usual distance and detail of normal human vision.
Carnivore: The bulk of the characters diet must be meat. Even a small amount of vegetation is likely to make the character ill (-2 on initiative, -2 on all other combat moves, and reduce Spd. by 30%). The character must eat a quantity of meat equal to the character's size level in pounds, at least once every four days. Can go 2d4 days without eating at all, with no serious side effects.
Domestication:
  • Obedience: must save vs obey to resist a command given by a human the character respects, loves, cares about or fears.
  • Protection: must save vs protection to resist taking action to save the human, even if it means the character will be risking his life.
  • Loyalty: an inherent sense of loyalty will prevent the character from being suspicious, disbelieving or disloyal to those he respects or considers his friends.
Extra Intelligence Quotient: +5 to I.Q.
Extra Mental Endurance: +4 to M.E.
Predator Burst:
  • +2 on initiative, only in the first melee round.
  • +2 extra attacks for the first melee round of combat and +1 on the second - no additional bonuses thereafter.
  • Can not pull a punch during a Predator Burst.
  • Must be used within the first minute (4 melee rounds) of entering a skirmish, during which time any attacks made, while Predator Burst is not activated, inhibit the activation of a Predator Burst - Must rest for 2d6 minutes out of combat before it can be utilized again.
Vestigial tail: The characters tail is an out of control troublemaker that is always in the way (-5% to prowl and hide).

Natural Abilities
Perception Bonus: +2
Charm/Impress: --
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 22.8 lbs.
Max. Carrying Weight: 120 lbs.
Max. Lifting Weight: 240 lbs.
Max. Jumping Ability: 6' Horizontal| Vertical 3'

Special Abilities
Jury-Rig Repairs: The Operator can slap together solid, temporary repairs in half the time that last twice as long.
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 - gets these items at a discounted rate, varies with supplier.
Recognize Machine Quality 73% (+3%)
Repair and Soup-Up Machine & Vehicles:
  • Repairs for Cheap: Can completely repair most parts, machines and vehicles at a cost of 25% of its original list price.
  • Replace MDC: at a cost of 1200 credits per every one MDC restored.
  • Add MDC: to brand new vehicles and body armor. +5% at levels 2, 4, 6, 8, 10, 12, & 14.
  • Maximize Performance: Can tweak a vehicle or most any machine to perform better. Can increase Spd 20%, range (of weapons, radio signals, sensors, etc.) by 10%, reduce weight by 10%, and add one extra weapon or feature per each body area of a vehicle or standing fortification.

Psionics
Master
Techno-Mind (12 M.E.)

Racial Skills
Swimming 69% (+5%)

O.C.C. Skills
Language: American 103% (+1%)
Literacy: Techno-can 85% (+3%)
Mathematics: Basic 75% (+5%)
Computer Operation 69% (+5%)
**Literacy: American 59% (+5%)
Computer Repair 59% (+5%)
Electrical Engineer 74% (+5%)
**Mathematics: Advanced 64% (+5%)
Find Contraband 58% (+4%)
Jury-Rig 74% (+5%)
Mechanical Engineer 64% (+5%)
**Basic Electronics 49% (+5%)
Robots and Power Armor 86% (+3%)
Truck 72% (+4%)
Tanks & APCs 68% (+4%)
Radio: Basic 79% (+5%)
Sensory Equipment 69% (+5%)
Weapons Engineer 59% (+5%)
W.P. Blunt
W.P. Heavy M.D. Weapons

O.C.C. Related Skills
Electricity Generation 60% (+5%; 1st level)
Fencing
Locksmith 64% (+5%)
Optic Systems 64% (+5%)
Robot (and Power Armor) Combat: Elite - Glitterboy (Ground)
** Robot (and Power Armor) Combat: Basic
Robot Electronics 59% (+5%)
Robot Mechanics 49% (+5%)
Salvage 45% (+5%; 1st level)
Vehicle Armorer 59% (+5%)
**Basic Mechanics 69% (+5%)
Weapon Systems 69% (+5%)

Secondary Skills
Art 54% (+5%)
Computer Programming 49% (+5%)
W.P. Sword
W.P. Energy Pistol

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus: --
Strike Bonus: +5
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: --
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: --

Robot Combat Data: (Basic)
Number of Attacks: 5
Initiative Bonus: --
Melee Strike Bonus: +6
Ranged Strike Bonus: +2
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: --
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm: --

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 - +2 to strike and parry.
W.P. Energy Pistol - +2 to strike.
W.P. Heavy MD Weapons - +1 to strike.
W.P. Sword - +3 to strike, +2 to parry. +1d6 to damage.

Saving Throw Bonuses
Coma/Death: --
Magic (varies): --
Lethal Poison (14+): --
Non-Lethal Poison (16+): --
Insanity (12+): +4
Psionics (10+): +3
Fatigue (varies): +2
Disease (varies): +2
Obedience (13+): +3
Protection (14+): +3
Last edited by Maximilian IV on Wed Apr 12, 2017 8:15 pm, edited 29 times in total.
Dog of Wisdom
P.P.E.: 36/36
I.S.P.: 53/53
H.P.: 19/19
S.D.C.: 44/44

NG-PB713 Particle Beam Pistol: 10/10
User avatar
Maximilian IV
Diamond Level Patron
Diamond Level Patron
 
Posts: 73
Joined: Fri Sep 25, 2015 1:17 pm

Re: Maximilian IV (Mutant-Poodle Operator) - WIP

Postby Maximilian IV » Tue Sep 29, 2015 11:06 pm

Equipment

NG-EPC-18 Wolftrack
Image
Crew: Two; pilot and co-pilot or communications officer.
M.D.C. by Location:
* Forward Lights (6, front, 2 on top) – 6 each
* Rear Spotlight (1) – 10
* Winch & Crane (rear) – 80
* Railings (2; rear) – 12 each
Airlock Hatches (2) – 100 each
* Roof Hatches (2; top) – 50 each
* Armored Window Shutter/Gun Port (top, forward) – 70
** Massive Solid M.D.C. Wheels (4) – 100 each
Reinforced Pilot Compartment – 80
*** Main Body – 370
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Destroying one of the solid M.D.C. wheels reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the vehicle more by riding on the rim. Destroying two wheels renders the vehicle immobile until they can be replaced (cost 35,000 credits each). Requires a Called Shot, same as above.
*** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Statistical Data:
Land: 75 mph maximum on most surfaces. Reduce speed by half on ice and in mud deeper than 3'.
Woodlands: Maximum speed is likely to be less than 10 mph if passable at all. See Water below.
Maximum Range: Unlimited for Solid Oxide and nuclear.
Penalties: None in most environments; -15% to piloting skill on sandy deserts, mud, ice and snow. It is -20% to travel over mountainous regions and through mud deeper than 4' or snow deeper than 8'. Also see Water.
Flying: None.
Water: The Wolftrack can drive through water as deep as 17', which leaves only the top of the two exhaust stacks showing
above water. Reduce speed to 20 mph in which the water is 8' or deeper.
Height: 19'7"
Width: 20'
Length: 32'
Weight: 28.7 tons fully loaded.
Cargo: Various storage spaces and areas inside the housing area, plus an 8x12x9' cargo bay. Can pull a trailer weighing up to 32 tons.
Power System: Nuclear, with an average life of 12 years.
Features of Note:
Weapon Systems: For an extra cost, as many as eight hovercycle weapon systems may be added or four heavy, vehicle weapon systems as described under the Pathmaker (see page 214); usually on the roof or side toward the front and/or back.
Sensor Systems: Same as robot vehicles.
Transport Capabilities: Eight passengers in addition to the crew, but another dozen (three dozen if standing) could fit in the cargo area
and other rooms, as well as on the exterior for short trips.


TI gifted - Isolated Mining Camp - 2016 wrote:TPA-101 Titan Footman Power Armor
Image
Crew: One
M.D.C. By Location
Backpack Mini-Missile Launchers (2 launch towers): 60 each
Belly Laser Turret: 20
Forearm Vibro-Swords (2): 30 each
Leap Jets (2, back): 20 each
Hands (2): 20 each
Arms (2): 60 each
Shoulder Plates (2): 80 each
Legs (2): 100 each
* Head: 90 (shielded from the back by missile launcher)
** Main Body: 240
* Attacks to the head must be a Called Shot and are -5 to strike. Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, there is no radar or targeting systems so the pilot has no power armor combat bonuses to strike, parry, and dodge. Also the human head is now vulnerable to attack.
** Depleting the M.D.C. of the main body will shut the power armor down completely, rendering it useless.
Running: 50 MPH, the act of running tires the user at 10% the usual fatigue rate.
Leaping: 12 feet high or across unassisted by jet thrusters. Jump jets can propel the unit up to 100 feet high and 200 feet across without actually attaining flight.
Flying: Not possible unless the backpack missile launchers are replaced by a jet pack. Reduce jet pack speed by 20% due to the weight of the unit.
Underwater Capabilities: Cannot swim or fly underwater, but it can walk or run on the floor of rivers, oceans and lakes, at a maximum speed of 20 mph. The jet leap system can propel the armor in short bursts at a speed of 30 mph. Maximum depth is 600 feet.
Height: 7' from head to toe, 8'6" including the detachable mini-missile backpack.
Width: 5'6"
Length: 4'
Weight: 650 lbs
Physical Strength: Robotic PS of 24
Cargo: None
Power System: Nuclear, 15 years of life
Weapons
1. Mini-Missile Backpack Launcher
Mega-Damage: Varies with missile type; standard issue is fragmentation (5D6 M.D. to a 20' radius) or armor piercing (1D4x10 M.D. to a 3' radius)
Range: 1 Mile
Rate of fire: One at a time or in volleys of two.
Payload: 20 total; 10 missiles in each launch tower
2. Belly Gun
Mega-Damage: 2D4 M.D. for a single shot or 4D4 M.D. for a simultaneous twin blast.
Rate of Fire: Each blast counts as one melee attack but the Belly Gun gives the user one extra attack per melee round.
Range: 1000'
Payload: Unlimited
3. Retractable Vibro-Blades
Damage: 2D4 M.D.
4. Hand to Hand Combat
Restrained Punch: 6D6 S.D.C
Full Strength Punch: 1D4 M.D.
Power Punch: 2D4 M.D.
Claw Strike: 1D6 + 2 M.D.; cannot be used as a power punch
Vibro-Blades: 2D4 M.D.
5. Standard power armor sensor system includes full optical system, infrared, ultraviolet, telescopic, thermal-imaging, polarization, radar, laser targeting, and targeting and combat computer.
6. Sensor Bonuses
+1 to Initiative and +1 to Strike using long-range weapons, both are in addition to Power Armor Combat training.


Carried/In Hand

TI gifted - Isolated Mining Camp - 2016 wrote:NG-101 Rail Gun - Only when wearing Titan Footman
Image
• Range: 4,000'
• Damage: A Burst is 30 rounds and inflicts 6D6 M.D.
• Rate of Fire: Bursts of 30 rounds only
• Payload: As a machine-gun: 300 round belt.
• Weight: Gun: 128 lbs. Power Pack: 80 lbs. One Ammo-Belt: 25 lbs. Case of six belts: 160 lbs.


x1 Ammo-Belt


NG-PB713 Particle Beam Pistol
Image
Range: 300 ft.
Damage: 5D6 MDC. Natural 19 or 20 does 50% more damage.
Rate of Fire: Single shot only
Payload: 10 per standard e-clip. 16 with a long e-clip.


Worn on Person

TI gifted - Isolated Mining Camp - 2016 wrote:Urban Warrior Body Armor - Worn underneath Titan Footman
Image
M.D.C. by Location
• Helmet: 35
• Arms: 16 each
• Legs: 30 each
• Main Body: 50
Modifiers: -5% movement penalty


"Dog-Tag" denoting pedigree, with genetic information, as a pure-bred Schparkle-butt
Protective goggles
Work gloves
Work clothes

Utility Belt

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


Note: (40 hours a week. 2 weeks vacation per year. NGMCE for duration of employment.) -> Internship (40k credits per year) -> Engineer (65k credits per year. Additional 5% discount on purchases.) -> Senior Engineer (102k credits per year. Additional 10% discount on purchases) -> Management (150k+ credits per year. Additional 12% discount on purchases.)

TI gifted - Isolated Mining Camp - 2016 wrote:6x Short E-Clips


Vibro-Knife
Image
Damage: 1D6 M.D.
Portable tool kit w/ electric screwdriver (interchangeable heads)
Pocket note pad
2x Pens
Soldering iron
Laser torch
Pen flashlight
200' Super lightweight rope
Portable language translator
3x Survival knives
MTE Cellular Device w/ plan (Paid for a year)

Backpack
Roll of duct tape
2x Rolls of electrical tape
Large flashlight
12x Flares
Notebook
Portable disc recorder
Titanium water bottle
Commercial goggles
4x Pairs disposable, industrial nitrile gloves
Air filter
Overalls

Stored in Vehicle
Large tool kit
Vintage vinyl record, "Turbo Lover"
Non-Secure Black Card: 1000 credits SNAFU160403
Assorted Gems: 9000 credits
Last edited by Maximilian IV on Tue Apr 12, 2016 11:42 pm, edited 8 times in total.
Dog of Wisdom
P.P.E.: 36/36
I.S.P.: 53/53
H.P.: 19/19
S.D.C.: 44/44

NG-PB713 Particle Beam Pistol: 10/10
User avatar
Maximilian IV
Diamond Level Patron
Diamond Level Patron
 
Posts: 73
Joined: Fri Sep 25, 2015 1:17 pm

Re: Maximilian IV (Mutant-Poodle Operator) - WIP

Postby Maximilian IV » Sun Oct 04, 2015 1:34 am

Background Story

Destiny to the aspirant, fortune to the gambler, luck to the layman, chance to the secularist, and statistical probability to the skeptic; regardless of the vernacular, the quintessential implications are unanimous. Very much of where we begin, and how we end, are entirely beyond the means of our finite grasp; whether these limitations are divine, mortal, spectacular, or mundane is left to the interpretation of sages. The more pragmatic aspects are, however, quite less ambiguous. It is heritage that is thrust upon us from the moment of conception, be ye king or bastard. It is to the extent of this parable, that Maximilian was allotted his gifts and burdens.

A pup to the noble lineage of Schparkle-butt: gene-matron, progenitor of a genetic legacy worthy enough to not only survive the times of darkness, but thrive in the times thereafter. Chosen for her wit, guile, regality, and obedience by the scientists of yore - it is of no surprise a world renown champion led to some of the most chivalrous Glitterboy pilots of the past century, or so it is taught to all pups deemed worthy of pedigree. . .

Within the halls of a converted NEMAN bunker is where Max spent the majority of his young life, and would grow to call home. From the beginning it was quite obvious the burdens of 'black sheep' where thrust upon young Max - the runt of his litter. Unremarkable in the expected physical prowess of his forefathers, he was given less attention in his formative years.

Always content to observe, rather than speak, it was quite some time before the underdeveloped nature of his vocal potential was fully realized. Where his siblings could perform recitations, he could only bark, murmur, or maunder; much to the dismay of his parents. Nurtured by his mother, and educated by the communal elders, he was marked for some unspecified logistical role upon maturation. Something unfortunately predisposing in it's habitual attraction of unwarranted prejudice.

It was noticed very early in his development, that while strength, endurance, and finesse may have abandoned him, comprehension did not. In fact, he was so anomalous in his ability to grasp childhood lessons, there was often nothing for him to be taught. During which times he developed a notorious penchant to wander through the more dilapidated, and forbidden, chambers of the bunker. The quintessential adventurous child.

Throughout the years, history lessons, tales of adventure, and vanquishing of vile beasts led to a rather boisterous desire to train with his warrior siblings - who had grown to chastise Max, albeit in mostly good nature. Still, the act of which served to make him very aware of the cultural separation. While tinkering in his off-time, as it had been decided to impart Golden-Age wisdom upon him, he couldn't help but wander to the more noble and courageous mindscpaes; rescuing damsels, ne'er–do–well's, and simple folk. He thirsted for more than just techno-babble, he wanted to master combat.

Although such a desire was not-necessarily forbidden to him, it was unorthodox. It required that time better spent elsewhere needed to be devoted to the child - and while some cursory combat training was demanded of all Schparkle-butt's, the more refined techniques that took significant time to master, were indeed reserved. Eventually it was decided that some weapons training could be imparted to Max in his off-days, and only if no pressing issues faced the community at large. He wasn't particularly adept, or inspiring in his display of martial prowess, but there was something to be said about his moxie.

Still unsatisfied, and ever the wandering dreamer, Max found himself in a deep recess within the bunker. Weathered by age, but still functional, he stumbled upon a Trieste "regarding the civilized and practical use of swordplay". A deeply treasured work that had the better parts of his attention throughout the years. Uniquely skilled in his own methods, his practice was closely observed by his teachers with growing suspicions. Fears that manifested in the usual chiding demeanor worn by patriarchs, and equally embarrassing.

It was decided that in order to better protect Max from his own curiosity, it would be best to simply train him in the use of the legendary Glitterboy - although by necessity, not endear him to delusions of grandeur and conflicting status. Max was born to his role, and it was very much needed.

Suitably crushed, his dreams having been largely deflated and now a child even to his peers, Max returned to wandering the halls and nearby forests - attempting to distract himself from a life of mundane repetition. He developed a fondness for minerals, having always been intrigued by shiny baubles, this innocent curiosity became more of an obsession. Actually a bit of a hoarding mentality. Whenever there was a gem, stone, or curiosity to be found - Max laid claim. He would spend hours examining, chiseling and admiring them.

This continued on until, eventually, a disagreement arose between Max and a sibling over some perceived slight of caste over supper. Beginning of course with the accusation the only reason Max had food was due to some innate bravery on the part of his brother - who then, in a very self-aggrandizing manner attempted to steal some portion of meat from his plate, in a display of status. This was a rather poor decision, leading to a very possessive Max stabbing the hand of the offender with a fork.

Unfortunately, warrior was a bit of a 'beyond reproach' status - and the transgression was laid solely upon Max. His father chiding him for such a gross display of chutzpah - not only being ungrateful for his role, but the disrespect and lack of prostration towards his brother.

Deeply wounded by the ordeal, Max fled the compound in a fit of hysterics, with all of his worldly possessions - including a golden-age vinyl with some pretty kicking tunes. Several members of the compound gave chase in an attempt to console him, but much to imposing irony of fate, a ley-line storm began to ravage the countryside. Separated from his pack, disoriented, and in potential life-threatening danger Max wandered into unknown territory. . .

Freshly liberated from the entirety of what he had come to know, Max was left unable to return. Faced with the uncertainty of perhaps never reconciling with his loved ones, he has decided to be optimistic and live out some portion of his childhood dream. A sojourn of circumstance.
Dog of Wisdom
P.P.E.: 36/36
I.S.P.: 53/53
H.P.: 19/19
S.D.C.: 44/44

NG-PB713 Particle Beam Pistol: 10/10
User avatar
Maximilian IV
Diamond Level Patron
Diamond Level Patron
 
Posts: 73
Joined: Fri Sep 25, 2015 1:17 pm

Re: Maximilian IV (Mutant-Poodle Operator) - WIP

Postby Maximilian IV » Sun Oct 11, 2015 9:04 pm

Concept
  1. What emotion best describes your character?
    - Standoffish, secluded, and easily peeved. His way is the right way!
  2. What emotion does your character evoke in others?
    - Predilection, whimsy, and perhaps astonishment. He's a small, anthropomorphic poodle-kid - the fact his IQ dwarfs that of Einstein, and wears a voluminous poof, proves bemusing to some.
  3. What does your character need most?
    - Adventure; a sense of accomplishment, journey, and personal growth.
  4. What is your character’s goal in life?
    - To be worthy of the Schparkle-butt legacy! Reconcile with his loved ones, and pilot a family GB.
  5. How does your character believe this goal can be accomplished?
    - Gallivanting through the wastes, accosting monsters, etc.
Background
  1. Where did your character come from?
    - A secluded bunker in some unknown (to him) portion of the midwest.
  2. When did you grow up?
    - Not too long ago, he's only 20 (his family has human life-expectancy). Metaphorically speaking, he hasn't grown up.
  3. What values does your character hold?
    - The seven Noachide Laws, in all seriousness, he's pretty much your archetypal noble.
  4. How does your character dress?
    - In a very jovial fashion, bright colors, jammies, etc. At least while he's not working, when he expects to be dealing with machines, he has a brightly colored smock.
  5. What are your character’s means?
    - Virtually none, left home with almost nothing but the clothes on his back.
Details
  1. What are your character’s personal tastes? - Orderly: things have a precise function, design, and purpose for being.
  2. What are your character’s opinions?
    - Elitist, but means well. Tends to ascribe to the old motto of "anything worth doing, is worth doing right the first time." He has his own addendum that if he perceives something to be inadequate, he makes it better.
  3. What is your character’s comfort zone?
    - Tools (whatever form those take), gems, and music when he can find it. Tinkering above all else, and solemn, introspective walks on occasion.
  4. Who has had the biggest impact on your character’s life?
    - His father, whom he deeply respects as a patriarch, led to Max fleeing home.
  5. What are some of your character’s unexpected quirks?
    - Somewhat childish, used to being on his lonesome. Dislikes being mocked, or condescended.
Play Details
  1. What kind of story does your character belong in?
    - A "There and Back Again" type story, doesn't plan on settling in foreign lands.
  2. What role does your character fill?
    - Logistical mostly, but can easily contribute to combat in a pinch. Quite a skilled gunner.
  3. What should the other players know about your character?
    - Will become agitated when his 'quirks' or boundaries are trampled on. Will leave their company, ignore them, or refuse favors.
  4. What is your play style?
    - Tongue in cheek, jovial, light-hearted. True to the character, but not to the point of maiming, killing, or conspiring against other PC's.
  5. How do you want your character to die?
    - Like a hero, with his family.
Dog of Wisdom
P.P.E.: 36/36
I.S.P.: 53/53
H.P.: 19/19
S.D.C.: 44/44

NG-PB713 Particle Beam Pistol: 10/10
User avatar
Maximilian IV
Diamond Level Patron
Diamond Level Patron
 
Posts: 73
Joined: Fri Sep 25, 2015 1:17 pm

Re: Maximilian IV (Mutant Poodle Operator)

Postby Maximilian IV » Wed Feb 15, 2017 10:30 am

E.P. 16+ Stat Boost (P.P.): 1d6:
5
Dog of Wisdom
P.P.E.: 36/36
I.S.P.: 53/53
H.P.: 19/19
S.D.C.: 44/44

NG-PB713 Particle Beam Pistol: 10/10
User avatar
Maximilian IV
Diamond Level Patron
Diamond Level Patron
 
Posts: 73
Joined: Fri Sep 25, 2015 1:17 pm

Re: Maximilian IV (Mutant Poodle Operator)

Postby EBAH » Sun Apr 23, 2017 8:45 pm

OFFICIOUS MESSAGE:
Hey ho there!
Fill out these two forms and get them back to me whenever sometime before this all starts!

DATA CARD
<image 200x500>
PRIMARY ROLE
Code Name: NAME
File Name: Full Name File Number
Primary <field> Specialty: Some title from standard stuff
Secondary <field> Specialty: Some title from standard stuff
Birthplace: City, Country, Planet, Dimension, etc.
Rank/Grade/Etc.: Something that sounds cool
Notes: 2-3 short sentences
Specialized Education: A list of things
Qualifications/Qualified Expert: Something that sounds cool, a list of skills
Quote: Something that defines their personality

<image 500x500>
COMPLETE PROFILE
Department of XXXXXXXXXX
XXXXXXXXXXXXXXXXXXXX

Block 1:
NAME: Last, First
ALIASES: List 2-3
STATUS: At-Large <Same for Everyone>

Block 2:
DATE OF BIRTH: In P.A.
PLACE OF BIRTH: City, Country, Planet,
SCARS & MARKS: List 2-3
SKIN COLOR: Color
HAIR (OR ALTERNATIVE): Color
EYE COLOR: Color
HEIGHT: in metric
WEIGHT: in metric
BUILD: short, fat, skinny, tall, thin, etc.
SEX (OR ALTERNATIVE): closes approximation
OCCUPATION: Same as primary role on datacard

Block 3:
REMARKS: One major defining thought (e.g. “DANGEROUS THOUGHT CRIMINAL”)
NOTES: 5-6 short sentences
I'm so foulably human, I pick the lock but will not turn the key. ~ Bad Religion

Image
User avatar
EBAH
Game Master
 
Posts: 1080
Joined: Fri Nov 15, 2013 10:49 pm
Location: West Coast is the Best Coast!

Re: Maximilian IV (Mutant Poodle Operator)

Postby EBAH » Thu Jun 01, 2017 12:23 am

EPIC EQUIPMENT -WIP

TPA-101 Titan Footman Power Armor
Image
Crew: One
M.D.C. By Location
Backpack Mini-Missile Launchers (2 launch towers): 60 each
Belly Laser Turret: 20
Forearm Vibro-Swords (2): 30 each
Leap Jets (2, back): 20 each
Hands (2): 20 each
Arms (2): 60 each
Shoulder Plates (2): 80 each
Legs (2): 100 each
* Head: 90 (shielded from the back by missile launcher)
** Main Body: 240
* Attacks to the head must be a Called Shot and are -5 to strike. Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, there is no radar or targeting systems so the pilot has no power armor combat bonuses to strike, parry, and dodge. Also the human head is now vulnerable to attack.
** Depleting the M.D.C. of the main body will shut the power armor down completely, rendering it useless.
Running: 50 MPH, the act of running tires the user at 10% the usual fatigue rate.
Leaping: 12 feet high or across unassisted by jet thrusters. Jump jets can propel the unit up to 100 feet high and 200 feet across without actually attaining flight.
Flying: Not possible unless the backpack missile launchers are replaced by a jet pack. Reduce jet pack speed by 20% due to the weight of the unit.
Underwater Capabilities: Cannot swim or fly underwater, but it can walk or run on the floor of rivers, oceans and lakes, at a maximum speed of 20 mph. The jet leap system can propel the armor in short bursts at a speed of 30 mph. Maximum depth is 600 feet.
Height: 7' from head to toe, 8'6" including the detachable mini-missile backpack.
Width: 5'6"
Length: 4'
Weight: 650 lbs
Physical Strength: Robotic PS of 24
Cargo: None
Power System: Nuclear, 15 years of life
Weapons
1. Mini-Missile Backpack Launcher
Mega-Damage: Varies with missile type; standard issue is fragmentation (5D6 M.D. to a 20' radius) or armor piercing (1D4x10 M.D. to a 3' radius)
Range: 1 Mile
Rate of fire: One at a time or in volleys of two.
Payload: 20 total; 10 missiles in each launch tower
2. Belly Gun
Mega-Damage: 2D4 M.D. for a single shot or 4D4 M.D. for a simultaneous twin blast.
Rate of Fire: Each blast counts as one melee attack but the Belly Gun gives the user one extra attack per melee round.
Range: 1000'
Payload: Unlimited
3. Retractable Vibro-Blades
Damage: 2D4 M.D.
4. Hand to Hand Combat
Restrained Punch: 6D6 S.D.C
Full Strength Punch: 1D4 M.D.
Power Punch: 2D4 M.D.
Claw Strike: 1D6 + 2 M.D.; cannot be used as a power punch
Vibro-Blades: 2D4 M.D.
5. Standard power armor sensor system includes full optical system, infrared, ultraviolet, telescopic, thermal-imaging, polarization, radar, laser targeting, and targeting and combat computer.
6. Sensor Bonuses
+1 to Initiative and +1 to Strike using long-range weapons, both are in addition to Power Armor Combat training.


Carried/In Hand

NG-101 Rail Gun - Only when wearing Titan Footman
Image
• Range: 4,000'
• Damage: A Burst is 30 rounds and inflicts 6D6 M.D.
• Rate of Fire: Bursts of 30 rounds only
• Payload: As a machine-gun: 300 round belt.
• Weight: Gun: 128 lbs. Power Pack: 80 lbs. One Ammo-Belt: 25 lbs. Case of six belts: 160 lbs.

x1 Ammo-Belt

NG-PB713 Particle Beam Pistol
Image
Range: 300 ft.
Damage: 5D6 MDC. Natural 19 or 20 does 50% more damage.
Rate of Fire: Single shot only
Payload: 10 per standard e-clip. 16 with a long e-clip.


Worn on Person

Armor/Worn on Person
Armored Custom-Made Suit
Image
Weight: 12 lbs.
Mobility: Good; -2% to movement skills
A.R.: 19
M.D.C.: 26


Classy Overcoat
Image
M.D.C. by Location
    • Arms: 8 each
    • Legs: 12 each
    • Main Body : 28
    Modifiers: -5% to all physical skills


"Dog-Tag" denoting pedigree, with genetic information, as a pure-bred Schparkle-butt
Protective goggles
Work gloves
Work clothes

Wilk's PRC-5 Secure Walkie-Talkie
Image
Description
An enhanced walkie-talkie personal radio communications (PRC) system with a special cryptographic package. The unit
provides 15 channels, all of which have a secure capability as well as normal scrambling and unscrambled features. For secure communications, a special cryptographic program is loaded into the radio using a standard Wilk's 3000 (or other handheld) computer. Once this program is loaded into the radio, only other radios with the same program are capable of receiving its transmissions.
• Weight: 1lb
• M.D.C.: 2
• Range: 10 miles (16km)
• Battery Life: A rechargeable battery provides 96 hours of
continuous operation before needing to be recharged. Security
Note: Due to the sophisticated scrambler program, the cryptography
skill has a penalty of -25% to crack the system's secure
communications feature.
• Microphone and comfortable earpiece headgear for hands-free communications.


Utility Belt

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


3x Short E-Clips

Vibro-Knife
Image
Damage: 1D6 M.D.
Portable tool kit w/ electric screwdriver (interchangeable heads)
Pocket note pad
2x Pens
Soldering iron
Laser torch
Pen flashlight
200' Super lightweight rope
Portable language translator
3x Survival knives
MTE Cellular Device w/ plan (Paid for a year)

Non-Secure Black Card: 1000 credits SNAFU160403
I'm so foulably human, I pick the lock but will not turn the key. ~ Bad Religion

Image
User avatar
EBAH
Game Master
 
Posts: 1080
Joined: Fri Nov 15, 2013 10:49 pm
Location: West Coast is the Best Coast!


Return to Inactive Characters (EP)

Who is online

Users browsing this forum: No registered users and 0 guests

cron