Twonjym (Grackle Tooth Gunfighter)

Merctown Armored Recon Services: A multipurpose small unit built around the idea of reconnaissance, infiltration, retrieval (of persons or items), and information and intelligence gathering.
GM: Sum of All Fears
AGM: Clear and Present Danger
#6 POST RATE

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Twonjym (Grackle Tooth Gunfighter)

Postby Twonjym » Wed Apr 29, 2020 5:43 pm

Player Name: James
G-Mail: jmarlow3737
Link to Ledger: James'Ledger Link

Character Name: Twonjym Miklar
Alias: Jim, Jimmy
Race: Grackle Tooth
O.C.C.: Gunfighter
Alignment: Scrupulous
XP Level: 6
XP Points: 29,485 (The Apothecary 5 June 2020)
Next Level @ XP: 36,401
Sentiments/Non-Humans: People are people, all shapes and sizes. Just don't be a dumb-ass.
Sentiments/Coalition: A bunch of jack-holes, its fun to mess with them when you can.
Disposition: All around good guy but he ain't no sap. Right is right, no matter what the laws say.
Insanity: None

ATTRIBUTES
I.Q.: 14
M.E.: 13
M.A.: 24
P.S.: 32 (Supernatural)
P.P.: 19
P.E.: 21 (Supernatural)
P.B.: 11
Speed: 21 (315' per round, 63' per action)

PHYSICAL DATA
P.P.E.: 12
M.D.C.: 136
Age: 68
Sex: Male
Height: 8' 6"
Weight: 650 lbs
Description: Golden brown dino looking humanoid with a little black beard. Usually carrying an assortment of big guns.

Racial Abilities
Horror/Awe Factor: 12 (8 as a Gunfighter)
Fast Healing: Recovers M.D.C. at a rate of 2d6 per 12 hours
Bite: 2d6 M.D.
Prehensile Tail (special): 12 ft tail. Can hold one-handed weapons. -3 for ranged strike. If lost, will regenerate at a rate of one foot per month.
Vulnerabilities: -5% to skills and -1 to combat rolls when in environments below 35 degrees Fahrenheit

Natural Abilities
Perception: 65% (+3%)
Invoke Trust/Intimidate: 80%
Max. Encumbrance: 110% of weight= 715 lbs
Max. Carrying Weight: 1600 lbs
Max. Lifting Weight: 3200 lbs
Max. Jumping Ability: 48' length / 24' high

Special Abilities
Weapon Master: +1 attack per melee when using any type of gun, from revolvers to rail guns, and +3 to disarm on a called shot.
Weapon Repairs: Can take apart, clean, and put together his favorite weapons blindfolded. Can also clear jams, make weapon repairs, reload his own rounds, or make/modify his own special ammunition, as well as jury-rig an E-clip recharger.
Quick-Draw Initiative: +1 handguns and rifles
Paired Weapons: Handguns & Energy Pistols.
Sharpshooting Specialist: with Handguns, Rifles, Energy Pistols, & Energy Rifles: +1 attack per melee, Aimed Shot: +0, Called Shot: +1, Quick-Draw: +1, and all six trick shots (p.91, WB14)

R.C.C. Skills
Basic Electronics 80% (+5%)
Basic Mechanics 70% (+5%)
W.P. Heavy M.D. Weapons

O.C.C. Skills
Language: American 94% (+1%)
Language: Spanish 68% (+3%)
Land Navigation 70% (+4%)
Detect Ambush 75% (+5%)
Detect Concealment 65% (+5%)
Find Contraband 64% (+4%)
Recognize Weapon Quality 75% (+5%)
Field Armorer & Munitions Expert 90% (+5%)
Sniper
W.P. Handgun
W.P. Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Sub-Machine Gun
W.P. Sword
Pilot: Hover Craft (Ground) 90% (+5%)
Horsemanship: General 64%/44% (+4%)
Hand to Hand: Commando

O.C.C. Related Skills
Radio: Basic 80% (+5%)
Intelligence 61% (+4%)
Lore: Demons & Monsters 60% (+5%) (5th lvl)
Tracking: People 45% (+5%) (3rd lvl)
Wilderness Survival 40% (+5%) (1st lvl)

Secondary Skills
Prowl 55% (+5%)
Literacy: American 70% (+5%)
Swimming 70% (+5%) (4th lvl)
Mathematics: Basic 65% (+5%) (4th lvl)
Language: Euro 61% (+3%) (2nd lvl)
Climbing/Rappelling 50/40% (+5%) (2nd lvl)

Combat Data
HTH Type: Commando
Number of Attacks: 5 (+1 APM if using tail attack, +1 if using any type of gun, +1 if using Sharpshooting Specialty gun for entire round)
Initiative Bonus: +6
Strike Bonus: +5
Strike Foot: +7
Parry Bonus: +7
Dodge Bonus: +5
Automatic Dodge: +4
HTH Damage Bonus: +17
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +6
Bonus to Disarm: +1
Other:
Body Flip/Throw: +1
Body Block/Tackle
Backwards Sweep Kick: Knockdown
Karate Punch/Strike: 2d4
Restrained Punch: 5d6 SDC
Full Strength Punch: 3d6 MD
Power Punch: 6d6 MD (costs 2 actions)
Karate Kick: 2d6

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. Heavy M.D. Weapons: Strike +2
W.P. Handguns: Strike +3
W.P. Rifles: Strike +3
W.P. Energy Pistol: Strike +3
W.P. Energy Rifle: Strike +3
W.P. Sub-Machine Gun: Strike +3
W.P. Sword - Strike +3; Parry +2; Strike when thrown +1
W.P. Paired Weapons (per HTH: see RUE p. 327 and house rules)

Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +3
Magical Illusions: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +0
Psionics (varies): +1
Mind Controlling Drugs: +1
Horror Factor (varies): +10
Disease: +6
Last edited by Twonjym on Mon Sep 14, 2020 8:23 pm, edited 20 times in total.
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Twonjym
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Re: Twonjym (Grackle Tooth Gunfighter) *WIP*

Postby Twonjym » Wed Apr 29, 2020 5:43 pm

Equipment

"Pepe" - Clockwork Wolf (Patron Item)

Carried/In Hand
NG-P7 Particle Beam Rifle
Vibro-sword

Worn on Person
HomeSpun M.D.C. Armor
N-F10A Light Force Field
air filter
multi-optics band
Knit hat
cigarette lighter
Jeans

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: E-Clip: Standard (half charge)
• Attachment: E-Clip: Standard (half charge)
• Attachment: E-Clip: Standard (Full charge)
• Attachment: E-Clip: Standard (Full charge)
• Attachment: handcuffs
• Attachment: handcuffs
• Attachment: flashlight
• Attachment: pocket mirror
• Attachment: IRMSS Internal Robot Medical Surgeon System (4/4 uses) (group gear)
• Attachment: can of Quick-Clot (group gear)
• Attachment: NG-57 Heavy-Duty Ion Blaster (group gear)
• Attachment: canteen

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: E-Clip: Standard (full charge) (group gear)
• Space: E-Clip: Standard (full charge) (group gear)
• Space:
• Space:
• Space:
• Space:
• Space:
• Space: canteen
• Space: 100 ft (30.5 m) of lightweight rope
• Space: a six foot (1.8 m) length of M.D.C. chain (18 M.D.C.) with a heavy-duty lock (5 M.D.C.)

Credits/Valuables:
Secure Universal Card: 3000 credits
Non-Secure Black Card: 1200 credits

Stored in Base Room
Jacket Vest
set of fancy town clothes (slacks and coat with a button up shirt)
set of riding clothes (Jean and poncho)
pocket language translator

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Stored in Base Garage
Rebuilt CS Command Car Knock-off by Northern Gun

Stored in Vehicle
hatchet
tinted goggles
cowboy hat
laser distancer
pocket magnifying glass
(2) pairs of handcuffs
binoculars
portable tool kit



Gear Stats

N-F10A Light Force Field
Image
M.D.C. by Location:
  • Force Field: 45
Weight: Weight: 8 lbs.
Modifiers: none
Features:
  • 12 hour duration per E-clip
Book Reference: p.122, DB2


HomeSpun M.D.C. Armor
  • Helmet: 33/17
  • L. Arm: 15/15 | R. Arm: 15/15
  • Body: 31/24

NG-P7 Particle Beam Rifle
Image
  • Range: 1,200'
  • Damage: 1D4X10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip, 12 per LE-clip
  • Weight: Block II: 17 lbs.
  • Features: None
  • Modifiers: +50% damage on natural 19/20 critical strikes; vampires, werebeasts and mummies are impervious
  • Book Reference: p.202, WB33


Vibro-Sword
Image
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


NG-57 Heavy-Duty Ion Blaster
Image
  • Range: 500'
  • Damage: 2D4 M.D. or 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-Clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.199, WB33


Rebuilt CS Command Car Knock-off by Northern Gun
Image
Flying Command Car
Model Type: AFC-101
Class: Military Transport
Crew: One, a pilot; tail gunner optional. Can accommodate four passengers comfortably, a fifth can be squeezed in with the tail gunner.
M.D.C. by Location:
  • * Rear Rail Gun (1; manned) — 50
  • Windshield (1) —30
  • Doors (4) — 40 each
  • Eye Searchlights (2) — 15 each
  • * Infrared Headlights (6) — 2 each
  • * Bottom Hover Jets (6) — 50 each
  • Rear Jets (2) — 50 each
  • Retractable Canopy/Cover — 15
  • ** Main Body— 180
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a "called shot" to hit and even then he is -3 to strike.
Destroying one of the bottom hover jets reduces speed by10%.
Destroying one of the rear jets reduces speed by 20%.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Speed
  • Flying: 200 mph (321.8 km), but cruising speed is considered to range between 80 and 150 mph (128 and 240 km). VTOL capable, can hover stationary; retractable landing gear. Maximum altitude is limited to about 500 feet (152 m). Water: The Command Car can also skim across the surface of water at a speed of 100 mph (160 km/85 knots). It is not a submersible and will sink like a rock if the hover jets are turned off.
  • Flying Range: The nuclear power supply gives the vehicle decades of life. The command car is a workhorse that can be flown continuously for 96 hours without fear of overheating.
Statistical Data
  • Height: 4 feet (1.2m)
  • Width: 5 feet, 6 inches (1.7 m)
  • Length: 11 feet (3.3 m)
  • Weight: 2.1 tons
  • Cargo: Minimal storage space, about three feet (0.9 m) behind seats for extra clothing, weapons, and personal items.
  • Power System: Nuclear, average energy life is 20 years.
Weapon Systems
  • None
Sensors: Long and short-range radio, infrared optics, and short-range radar.
Book Reference: p.164, WB 11 CWC

"Pepe" - Clockwork Wolf (Patron Item)
Image
Unique Magical Construct
Alignment: animalistic automaton; effectively aberrant
Disposition: akin to that of a highly loyal canine companion; affectionate, playful, protective, and somewhat obedient
Attributes
I.Q.: 10 (High animal intelligence)
M.E.: N/A
M.A.: 16
P.S.: 20 (Robotic)
P.P.: 20
P.E.: N/A
P.B.: 16
Speed: 60
Physical Data
A.R.: 16
M/S.D.C.: 150
P.P.E.: 50
Dimensions: 3' high, 5' long, 1.5' wide, 300 lbs.
Power System: Unknown
Average Life Span: Unknown, possibly eternal with proper maintenance & upkeep
Colr: Painted, two toned, dark/light tan
Natural Abilities
  • Invoke Trust or Intimidate: 60%
  • Charm/Impress: 30%
  • Leap to 10' high or across, double with a running start
  • Max Carry Weight: 500 lbs.
  • See Aura (100')
Combat Stats:
  • Attacks per Melee: 3
  • Modifiers: +4 to initiative, +6 to strike, +4 to dodge
  • Bite: 2D6
  • Restrained Attack:: 2D6+5
  • Melee Attack: 1 M.D.
Saving Throw Bonuses
  • Immune to (non-physical) psionics
  • Immune to toxins of all types
  • Requires no air or nourishment
  • +8 vs Horror Factor
Skill Equivalents
  • Prowl--90%
  • Track by Smell--90%
  • Swim--50%
Features of Note:
  • A.R. is only applicable in S.D.C. dimensions
  • Sturdy Construct: S.D.C. translates to M.D.C. in mega-damage dimensions
  • P.P.E. is only accessible to owner
  • Cannot be a familiar, only a companion
  • Magically understands all languages, but cannot communicate aside from body language
  • Regenerates 1D6 M/S.D.C. per day
History: Shifters and Xenobiologists alike have cataloged these curious extra-dimensional mechanical constructs across the megaverse from obscure pocket dimensions to the the sprawl of the Three Galaxies. Their origins are a complete mystery, but master Dwarven techno-wizards of the UWW take credit for these seemingly living works of extraordinary craftsmanship and artistic skill. While incredibly rare to find, the behavior of these automatons is universally identical and they are the finest and most loyal of any possible companion.
Last edited by Twonjym on Mon Sep 14, 2020 8:15 pm, edited 35 times in total.
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Twonjym
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Re: Twonjym (Grackle Tooth Gunfighter) *WIP*

Postby Twonjym » Wed Apr 29, 2020 5:44 pm

Background Story

Life has its twists and turns that's for certain, Twonjym thinks as he packs some things from around the house. Musing to himself he mutters, “The last few decades have been good, settled and married, running the sheriff's office, keeping the town safe. Sure there have been some tight spots.”

Twonjym chuckles, “Like that time Harzeet the Larmac got up off his lazy ass and actually ran that rustling ring.” He gives his head a little shake, “That bastard somehow covered his trail and led me out to that little box canyon up past Charity. When his boys opened up, I about crapped my pants. They got two of my deputies though. Still, we finally got the work around and looped back on um.”

Smiling as he hears some singing in the other room, Twonjym glances at the door as he continues reminiscing, “We pulled back and let um think they ran us off. Then took an old goat trail up to the rim and had us a nasty fight. Oh old Harzeet don't like getting pinned in like that. Dirty bastard charged me, so I grappled with him a bit and tossed him down the canyon.”

Twonjyn rumbles and almost laughs, “He was pissed as all get out at that cheap ass peg leg they fitted him with after the fall crushed his. Came limping into court cussing and snarling. Looked like it hurt to, every time his fat ass had to lean on it he teared up.”

Twonjyn sat down on the bed, putting a few more things into his backpack, the singing still coming from the other room. Glancing at the picture of himself and his wife on the dresser, he leans over and picks it up, “Winnexa, Winnexa. We raised some good kids and had a good life but your time came up too soon. You getting sick was never part of the plan.” He smiles sweetly at the picture as a voice calls from the other room, “Pop, breakfast is almost ready.”

“I'll be there in a minute,” Twonjym calls back. “I'll be back Winny” he puts the picture back and makes his way to the kitchen.

Drawing up a chair at the kitchen table, Twonjym nods to his daughter with a smile, “I'm leaving after we eat. I think I'll head northeast see what's what out that direction. You tell your brothers and sister to take care. I'll swing back this way before too long. Make sure my house is still standing.” He smiles again as he looks around, knowing his daughter and her husband will take care of the place he build, even if he never makes it back.


Gunfighter
1st: 0,000-2,100
2nd: 2,101-4,200
3rd: 4,201-8,400
4th: 8,401-16,800
5th: 16,801-26,000
6th: 26,001-36,400
7th: 36,401-53,000
8th: 53,001-74,000
9th: 74,001-98,000
10th: 98,001-138,000
11th: 138,001-190,000
12th: 190,001-240,000
13th: 240,001-290,000
14th: 290,001-360,000
15th: 360,001-420,000
Last edited by Twonjym on Fri May 01, 2020 10:15 pm, edited 10 times in total.
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Twonjym
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Posts: 53
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Re: Twonjym (Grackle Tooth Gunfighter)

Postby Twonjym » Wed May 06, 2020 9:41 pm

Rolls for EP purchases
-3 EP Attribute Boost (applicable to attributes 16+, +1D6) PP for Twonjym 1d6 = 3
-3 EP Attribute Boost (applicable to attributes 16+, +1D6) PE for Twonjym 1d6 = 2
-3 EP Attribute Boost (applicable to attributes 16+, +1D6) Spd for Twonjym 1d6 = 4
Twonjym "Jim" Miklar
Status
MDC: 134/134

Horror/Awe Factor: 12 (8 as a Gunfighter)
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Twonjym
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Posts: 53
Joined: Mon Apr 27, 2020 9:04 pm


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