Rocky (Psi-Ghost )

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.

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Rocky (Psi-Ghost )

Postby Rocky » Sun Mar 31, 2013 8:49 am

Player Name: John King

Character Name: Rocky Rhodes
Alias: Rockman, R-Man
Race: Mutant Human
O.C.C.: Psi-Ghost
Alignment: Unprincipled
XP Level: 11
XP Points: 137,107 [Quad 2 2019 - UG 10062019]
Next Level @ XP: 130,901
Sentiments/Non-Humans: Treats all sentient beings with the utmost respect
Sentiments/Coalition: Suspicious and Cautious of the CS; they have done a lot of good and a lot of evil
Disposition: Tough guy, strong and silent
Insanity: (OBS/HATE) Music & Musicians, (Phobia) Dao: Major Earth Elemental & his minions

I.Q.: 14
M.E.: 21
M.A.: 25
P.S.: 21
P.P.: 28
P.E.: 18
P.B.: 14
Speed: 33

P.P.E.: 11
I.S.P.: 221
H.P.: 49
S.D.C.: 82
Age: 26
Sex: Male
Height: 6’
Weight: 170 lbs.
Description: A thin, well-built, man with piercing, dark green eyes and blond hair

Racial Abilities
Heightened Presence Sense: 80% (+2%)
  • Range: 70’ (+5’) To pinpoint location of a presence
  • Duration: Constant
  • Automatically sense all presences
  • Can become intangible and walk through solid objects.
  • Horror Factor: 14
  • Can change to ghost form and back up to 4 times per melee (each such change costs 1 action)
  • Can carry 20 lbs. with him

Natural Abilities
Perception Bonus: 60% (15% +30%) +25
Charm/Impress: 20%
Invoke Trust/Intimidate: 84%
Max. Encumbrance: 51 lbs.
Max. Carrying Weight: 180 lbs.
Max. Lifting Weight: 360 lbs.
Max. Jumping Ability: 9' across, 4.5' high

Special Abilities
    Opened Spiritual Third Eye
    Radiate Nature
    • Range: 100' (12' for non-psychics)
    • Duration: Constant
    Dream Vision (p.30 Psyscape)
    Transform into Energy Being (270 I.S.P., p.30 Psyscape)
    Sense Supernatural Evil
    • Range: 1100' (+100')
    • Duration: Permanent effect
    • Identify Type:92% (+2%)
    • Track by Psychic Scent: 92% (+5%)
    Sense Magic Energy
    • Range: 1,900' (+100')
    • Duration: Constant
    Extended Psionic Powers (Psi-Invisibility & all sensitive powers at double normal range and duration)

Master Psionic
Psionic Invisibility (10)
Electrokinesis (varies)
Bio Manipulation (10)
Mentally Possess Others (30)
Deaden Senses (4)
Mind Block (4)
Night Vision (4)
Object Read (6)
Machine Ghost (12)
Telekinesis (varies)
Six Sense (2)
Speed Read (2)
Total Recall (2)
Intuitive Combat (10)
Impervious to Toxins (4)
See the Invisible (2)
Remote Viewing (10)
Telepathy (4)
Mind Bond (10)
Resist Magic
Enhance Reflexes
Psionic Blast
Psionic Seeking Rifter (25)
Telemechanic Mental Operation (10)
Psychic Body Field (30)
Strength of Mind (10)

O.C.C. Skills
Language: American―98%
Language: Dragonese/Elven―98%
Literacy: Techno-Can―98%
Literacy: American―85% (+5%)
Basic Electronics―90% (+5%)
Mathematics: Basic―105% (+5%)
Radio: Basic―98%
Surveillance Systems―105% (+5%)
Mechanical Engineer―75% (+5%)
Basic Mechanics―85% (+5%)
Computer Programming―90% (+5%)
Computer Operation―105% (+5%)
Computer Hacking―75% (+5%)
Escape Artist―90% (+5%)
Pick Locks―95% (+5%)
Prowl―100% (+5%, 98% when Intangible)
Streetwise―62% (+4%)
Climbing―103% (+5%)
--Rappelling―107% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle

O.C.C. Related Skills
--Sense of Balance―100% (+5%)
--Work Parallel Bars & Rings―90% (+3%)
--Climb Rope―86% (2%)
--Back Flip―98%

Electronic Countermeasures―85% (+5%)
Pilot: Robots & Power Armor―86% (+3%, )
Weapon Systems―90% (+5%)
Pilot: Tanks & APC’s―728% (+4%, 7th level)
Robot Combat: Elite―Power Armour (Flying)( 7th level)
Robot Combat: Elite-Heavy Walker/Vehicular Robot (4th level)
Navigation―70% [size=85(+5%, 4th level)[/size]
Demolition - 71% (+3%, 2nd level)
Acrobatics (2nd level)
☞ walk tightrope or high wire―66% (+3%)
--Work Parallel Bars & Rings―90% (+3%)
--Climb Rope―86% (2%)
--Back Flip―98%
--Paired Weapons

Secondary Skills
Read Sensory Equipment 80% (+5%)
Pilot: Hovercraft―100% (+5%)
Camouflage―70% (+5%)
W.P. Sword (8th level)
Running (8th level)
Sign Language―45% (+3%, 4th level)
Lore: Psychics & Psionics―50% (+5%, 4th level)
Pilot : Hovercycle -76% (+3%, 2nd level)
Body Building

Combat Data
HTH Type: Basic
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +7
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +3
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +7
Bonus to Disarm: +3
Critical Strike: Natural 19-20
Judo Flip: 1D6 + special
Auto kick 1D8 SDC

Robot Combat Data: (Basic)
Number of Attacks: 7
Initiative Bonus: +2
Melee Strike Bonus: +9
Ranged Strike Bonus: --
Parry Bonus: +11
Dodge Bonus: +11
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +6
Bonus to Disarm: +3

Robot Combat Data: (Elite) Power Armour (Flying)
Number of Attacks: 9
Initiative Bonus: +4
Melee Strike Bonus: +10
Ranged Strike Bonus: +2
Parry Bonus: +12
Dodge Bonus: +11 / +14
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +8
Bonus to Disarm: +5

Robot Combat Data: (Elite)- Heavy Walker/Vehicular Robot
Number of Attacks: 11
Initiative Bonus: +3
Melee Strike Bonus: +9
Ranged Strike Bonus: +3
Parry Bonus: +10
Dodge Bonus: +11
Bonus to Roll w/Punch: +8

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. Name
W.P. Sword: +4 to Strike, +4 to Parry, +3 to Throw
W.P. Energy Pistol: +5 to Strike
W.P. Energy Rifle: +5 to Strike

Saving Throw Bonuses
Coma/Death: +6
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+):+1
Insanity (12+): +3
Psionics (varies): +3
Horror Factor: +2
Illusions: 0
Battle of Will: 0
Mind Control:+4
Possession: +4
Last edited by Rocky on Sun Nov 03, 2019 3:59 pm, edited 39 times in total.
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Re: Rocky (PSi-Ghost )

Postby Rocky » Sun Mar 31, 2013 8:58 am

Rocky's Room
Savings account at MercTown State Bank

  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

NG-XF17 Ironwing
Currently out of Iron Wing wearing
Psionic Crystal Armor
M.D.C. by Location:
  • Arms: 15 each
  • Legs: 22 each
  • Main Body: 35
  • Psionic Force Field: 70
Weight: 10 lbs.
Modifiers: +2 vs. psionics while force field is active
  • Integrated Psionic Force Field
    • Can be used 4 times per 24 hour period without I.S.P. cost to user
Book Reference: p.128, DB2

Carried/In Hand
Crystal Assault Rifle

Worn on Person
Vizier’s Ring
Psionic Crystal Armor
Black Jump Suit
Shadow Cloak
Phase Sword

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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: TW Thundergun Revolver
• Attachment: Phase Sword
• Attachment: Book of Banishment (Patron Item)
• Attachment: Lock picking tools
• Attachment: CFT “Auto-Shooter“
• Attachment: Wilk's Holographic Mini-Camera
• Attachment: Portable language translator
• Attachment: MageFire TW Nexus Grenade
• Attachment: MageFire TW Void Grenade
• Attachment: Wilk's Beehive Laser Grenade
• Attachment:
• Attachment:

Stored in Jeep
Out of Phase Field
Phase Field
UTI Zapper Gun
Backpack & contents

Stored in Barge
Wilk's 457 Laser Pulse Rifle
NE-50 Particle Beam Rifle
Branaghan EBA

Gear Stats

QV-119 Lynx Hover Jeep
M.D.C. by Location:
  • *Directional Hover Jets (6): 30 each
  • *Rear Jets (2): 85 each
  • *Forward Fixed Lasers (2, recessed): 25 each
  • *Radio & Sensor Package (rear left): 20
  • *Infrared Searchlights (2, hood): 8 each
  • *Headlights (4, small): 4 each
  • *Window Light: 4
  • *Tail Lights (2, rear): 4 each
  • Retractable Canopy: 20
  • Windshield: 15
  • Main Body: 228
* Requires a called shot at -3 to strike; -10% speed with loss of a directional jet (effects cumulative); -20% with loss of a rear jet
Statistical Data:
Maximum Speed: 220 mph, cruising speed 80 mph
Range: up to 96 hours continuous use
Flying: max altitude is 800'; VTOL capable; retractable landing gear
Underwater Capabilities: 110 mph over surface, 40 mph underwater, max depth of 200'
Modifiers: [If Applicable]
Crew: 2; 1 pilot, 1 copilot/gunner. 2 passengers
Class: Military Transport
Dimensions: 6' tall, 6' wide, 14' long, 2 tons
Cargo: 3 cubic feet (4 items)
Power System: Nuclear (20 year life)
Weapon Systems:
Forward Lasers (2)
Fixed forward and recessed; controlled by pilot or co-pilot
  • Range: 2,000'
  • Damage: 2D6 M.D. per blast or 4D6 M.D. per dual blast
  • Rate of Fire: single shots or dual blasts only
  • Payload: unlimited
Features of Note:
  • Combat Computer & Radar: identify 72 & track 32 targets simultaneously; range: 30 miles
  • Laser Targeting: +1 to initiative, +1 to strike with integrated ranged weapons
  • Communication System: 500 mile (HF band) range; 10 mile (VHF band) range; built-in loudspeaker (80 db)
  • ECM Suite: disrupts all radio signals in a 100 mile AoE
  • Voice Actuated Locking System
  • Infrared Searchlights: 300° rotation, 30° vertical arc, 1000' range
Book Reference: p.53, WB22

Vizier’s Ring
Greatest Rune Item
Damage: None
Alignment: Anarchist
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Totally indestructible.
4. Made of blue grey metal and lined on the inside with runes.
5. N/A
6. Links to wielder/owner within six months of constant contact. Thus, both man and ring can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a selfish alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
  • Spell casting abilities
    • Words of Truth (p.114, BoM), Negate Mechanics (p.118, BoM), Oracle (p.123, BoM)
    • Beat Insurmountable Odds (p.126, BoM), Warped Space (p.138, BoM), Astral Hole (p.138, BoM)
    • Each can be performed three times per 24 hour period.
    • All are equal to a 10th level spell
  • Dimension traveling/warping abilities
    • Teleport lesser (p.114, BoM), teleport greater (p.153, BoM), mystic portal (p.135, BoM), time hole (p.146, BoM), and sanctum (p.149, BoM).
    • Each can be performed as often as two times per 24 hour period.
    • All are equal to a 10th level spell.
Curse: None
Personality: A hedonistic being with a longing for autonomy and liberty, it carelessly urges its bearer to take risks, and otherwise fulfill the ring's hedonism and wanderlust by proxy.
History: Unknown

Book of Banishment (Patron Item)
Legendary Enchanted Book
S.D.C.: 50
Magic Features
This inscrutable tome is imbued with an unknown magic that makes it a highly unusual but effective weapon. When opened and directed at an adversary, the target vanishes into the pages of the book itself. Once captured within the book, time passes at 1/10th the rate as it passes outside the book. The target is fully illustrated within the pages of the book.
  • Save vs. Magic 16+ to avoid the book's magic capture, Wild Cards/Major NPCs are +6 to save
  • A specific target can only be targeted once per encounter
  • Capacity: one target, when a new target is captured, or when the book is opened (or destroyed), the target trapped within is released.
    • Currently Captive:
Weight: 2 lbs.
Curse: None
History: Said to have been crafted and bound by the goddess Hecate herself, these incredibly rare books have been found across the Megaverse. From the Three Galaxies to the Celestial Court, their arcane power is a thing of legend.

Psionic Crystal Armor
M.D.C. by Location:
  • Arms: 15 each
  • Legs: 22 each
  • Main Body: 35
  • Psionic Force Field: 70
Weight: 10 lbs.
Modifiers: +2 vs. psionics while force field is active
  • Integrated Psionic Force Field
    • Can be used 4 times per 24 hour period without I.S.P. cost to user
Book Reference: p.128, DB2

NE-6 "Magnum" Plasma Cartridge Revolver
  • Range: 500'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 6 NE-003PC rounds; hand-loaded cylinder
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: W.P. Handguns or W.P. Energy Pistol
  • Book Reference: p.52, DB3

CFT “Auto-Shooter“
  • Range: 300’
  • Damage:
    • Single Shot: 3D6 M.D.
    • Short Burst: 9D6 M.D.
    • Short Spray: 3D6 M.D. to 1D4 targets in 90° arc
  • Rate of Fire: Single shots, Short Bursts (1D6+5 rounds), Short Sprays (10 rounds)
  • Payload: 10 round magazine
  • Weight: 2.7 lbs.
  • Features: Selective fire, fires E-6 rounds only
  • Modifiers: None
  • Book Reference: p.213, WB14

Phase Sword
  • Range: close combat
  • Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
  • Weight: 5 lbs.
  • Features: Phase Technology (p.122, DB2)
  • Modifiers: None
  • Book Reference: p.124, DB2

Crystal Assault Rifle
  • Range: 2,000'
  • Damage: 4D6 M.D. + Psionic Paralyzation
  • Rate of Fire: single shots only
  • Payload: 40 shots per Crystal Cell or 8 I.S.P. per shot
  • Weight: 6 lbs.
  • Features:
    • Psionic Paralyzation: save vs lethal toxins or paralyzed for 1D4 melees
      • On a failed roll of 5<, a save vs coma/death is required (see book)
  • Modifiers: Must be a psionic to use
  • Book Reference: p.128, DB2

TW Thundergun Revolver
  • Range: 500'
  • Damage: 3D6 to mortal beings, 5D6 M.D. to practitioners & creatures of magic, 1D6x10 M.D. to supernatural beings
  • Rate of Fire: single shots only
  • Payload: 6 shots
  • Weight: 3 lbs.
  • Features: W.P. Handguns
  • Magic only affects silver bullets, normal bullets do ordinary damage
  • A silver bullet that strikes a supernatural or magic being cracks with the sound of thunder
  • Modifiers: None
TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 15 P.P.E. enchants 6 silver bullets
  • P.P.E. Construction Cost: 84
  • Spell Chains Needed: Energy bolt (7), sense evil (2), sense magic (4), fly as the eagle, fire bolt (7) and thunderclap (4)
  • Physical Requirements: Schofield No. 3 revolver and a clear diamond worth 5000 credits+
  • Construction Time: 60 hours
  • Book Reference: p.215, WB14

NG-XF17 Ironwing
M.D.C. by Location:
  • * Head: 80
  • * Head Laser: 15
  • ** Wings (2): 100 each
  • *XF217 Particle Beam Rifle: 50
  • *Shoulder Launchers (4): 25
  • *Shoulder Intake Jets (2): 50 each
  • *Main Rear Jets (4): 60 each
  • *Forearm Buzz-Saw (1): 30
  • *Forearm Vibro-Blades (2, concealed): 30 each
  • *UEL Cables: 6 each
  • Arms (2): 65 each
  • Legs (2): 110 each
  • Main Body: 235
* Requires a called shot at -4 to strike
** Destroying a wing makes flight impossible, -20% to applicable skills, and -20% to speed & leap distances
Statistical Data:
Running: 40 mph max (20% fatigue), 50 mph minus both wings
Leaping: 10' up & 15' across, 100' up & 200' across w/thruster assist; hover to 28'
Flying: VTOL propulsion system; can hover and fly; 290 mph max speed, cruising is 150 mph. 4,000' max altitude
Underwater: Swim or walk on bottom at 5 mph; submersion kills propulsion for 1D4+2 hours; 800' max depth
Class: Armored Flying Infantry Assault Suit
Crew: One
Dimensions: 8-10' high, 4' wide, 3' long, 19' wingspan, 720 lbs.
Physical Strength: Robotic P.S. 28
Cargo: None
Power System: choose from options below & note here
Weapon Systems
XF217 “Dragon Stopper” Particle Beam Rifle
  • Range: 1,600'
  • Damage: 6D6+10 M.D.
  • Rate of Fire: Single shots only
  • Payload: unlimited for Nuclear and Solid Oxide, 20 shots for battery version (3 shots per E-clip)
XF17 Head Laser
  • Range: 2,000'
  • Damage: 2D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: unlimited for Nuclear and Solid Oxide, 80 blasts for battery version
XMGL-117 Combo-Launchers (2)
  • Range: 1 mile, or 1000' for grenades
  • Damage: varies by mini-missile or grenade type
  • Rate of Fire: One at a time or in volleys of 2/4. Grenades are fired one at a time or in pairs.
  • Payload: 16 mini-missiles (4 in each top launcher) and 48 grenades (12 in each lower launcher)
Forearm Vibro-Blades
  • Damage: 1D6 M.D.
  • 20-60 mph: 2D6 M.D.
  • 61-150 mph: 3D6 M.D.
  • >150 mph: 4D6 M.D. (dive attacks 2 APM)
Buzz-Saw (1)
Cannot be used at speeds 40 mph+
  • Range: close combat
  • Damage: Light (2D6 M.D.), Medium (4D6 M.D.), Heavy (1D4x10 M.D.)
Hand to Hand Combat: damage per Robotic P.S. 28
  • Power Dive Punch: 3D6 M.D., but counts as two melee attacks and all combat bonuses other than bonuses to strike are cut in half.
  • Leap Kick: 2D8 M.D. (2 APM)
Features of Note:
  • Features common to all NG Power Armor (p.61, WB34)
  • Enhanced Radar: 100 miles, I.D. & track 96 targets
  • Helmet Cameras: record 96 hours of video and 4,000 photos
  • Nightvision Optics (2,000')
  • Voice Modulation: loudspeaker, language translator, and voice modulator (20 variations)
Modifiers: +1 to strike with wing blades, +2 to dodge when flying
Book Reference: p.103-106, WB34

Stored in Jeep
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: Wilk's Beehive Laser Grenade
• Space: Wilk's Beehive Laser Grenade
• Space: MageFire TW Void Grenade
• Space: MageFire TW Nexus Grenade
• Space: Coalition States Tear Grenade
• Space: Coalition States Smoke Grenade
• Space: (Box of 96) NE-003PC "Standard" Plasma Cartridges
• Space: NE-6 "Magnum" Plasma Cartridge Revolver
• Space: NE-6 "Magnum" Plasma Cartridge Revolver
• Space:

Shadow Cloak
M.D.C.: 15
Weight: 1 lb.
Modifiers: +20% to hide in shadows (when not shadow-melding)
TW Characteristics:
  • TW Functions:
  • Shadow Meld: as per the spell at 5th level of proficiency (p.103, BoM)
  • Activation Cost: 10 P.P.E.
  • Shadows of Death: wearer gains H.F. 12; opponents are -2 to all combat bonuses
  • Activation Cost: 45
[*]Spell Chains Needed: Shadow Meld (10), Shadows of Death (45), Cloak of Darkness (6) Invincible Armor (30), Energize Spell (12)[/list]
Book Reference: p.120, WB16

Phase Field
M.D.C. by Location:
  • Front Projector: 10
  • Rear Projector: 10
Weight: 5 lbs.
Modifiers: None
  • Negates 90% of incoming damage high speed damage
  • Melee attacks are unaffected by P-fields
  • Battery Duration: 12 hours
Book Reference: p.124, DB2

Out of Phase Field
M.D.C. by Location:
  • Field Projector: 10
Weight: 5 lbs.
Modifiers: +1 to dodge (doesn't stack)
  • Can be worn over light armor only (>50 M.D.C.)
  • Turns the wearer intangible
  • Vulnerable to magic, psionics, & phase beamers
  • Battery-powered: 1 hour (or 20 use) total duration
Book Reference: p.124-125, DB2

UTI Zapper Gun
  • Range: 1,000'
  • Damage: 2D4 M.D. + special
  • Rate of Fire: single shots only
  • Payload: 15 shots per E-clip
  • Weight: 8 lbs.
  • Features: Special: save vs lethal toxins or suffer 1D6 damage (or 1D6 M.D. as appropriate), lose initiative, & -1 to all combat actions for 1D4 melees
  • Modifiers: None
  • Book Reference: p.74, WB10

Stored in Barge
NE-50 Particle Beam Rifle
  • Range: 1,200'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip, 16 per LE-clip
  • Weight: 13 lbs.
  • Features: None
  • Modifiers: W.P. Energy Rifle
  • Book Reference: p.123, Mercenaries

Wilk's 457 Laser Pulse Rifle
  • Range: 2000'
  • Damage: 3D6+2 M.D. per shot or 1D6x10 M.D. burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 30 shots per LE-Clip
  • Weight: 6 lbs.
  • Features:
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: p.206, WB14

Branaghan EBA
M.D.C. by Location:
  • Helmet: 40
  • Arms: 28 each
  • Legs: 38 each
  • Main Body: 75
Weight: Armor: 15 lbs.
Modifiers: -10% to climb, -20% to other physical skills.
  • Standard features common to all EBA
Book Reference: WB14, p.178
Last edited by Rocky on Sun Nov 03, 2019 3:36 pm, edited 28 times in total.
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Re: Rocky (PSi-Ghost )

Postby Rocky » Sun Mar 31, 2013 9:41 am

His name is Robert Connor one of the many Heroes of Psyscape, he grew up in Psyscape with his parents (William and Patsy), younger brother (Joe) and younger sisters (Eve and Faith) all Psi-Ghost. He has several uncles, aunts, cousins and other Psi-Ghost friends. This group stayed very close together in Psyscape and they had ties to the Psi-Ghost outside. It seemed in the past they were persecuted for being different and here in Psycape it was a haven for them. Not much was said about what parents did, but at times they would leave for a while and in a month or two returns home. A code of ethics was driven in about who they were and what it meant to be a ghost. Psi-Ghost kept secrets, Psi-Ghost protected Psi-Ghost where and when ever they could.

No one knows why Rocky hates music, it is just one of those odd things. He was always that way, he hated to be sung to as a child, and music just made this him irritable. Later on in life it made him irritable enough to take drastic actions, like destroying the offensive equipment, or sucker punching the one who turned it on.

In Psyscape he grew up with several different D-Bees and Dragons to him his childhood was one of a fantasy land, living in a place where one could create a home out of ectoplasma and when you wanted to change it, change was just a though away. He really enjoyed living with such a diverse group of beings Elves, Ogres, Goblins, Dragons and so much more. The Ogres were strong. Elves aloof, beautiful and seem to know it all. Goblins were ugly, but they had a different way of looking at life and boy did they throw some wild parties. Oh and let’s not forget the Dragons! Well they were awe inspiring and they flew, flew up into the air with ease, Rocky wanted to do this too. He was interested in sports but was never the strong one, his thin frame but quickness helped compensate against the others he played with. He enjoyed academics and learning about the different races and abilities magic and psionics. Reading and writing here were the norm not like out in the CS world.

He is interested in the other sex. He had his boyhood crush on several Elven beauties and who wouldn’t. He has dated them and other humans. He never really had time to develop a long lasting relationship. This seems to have continued till present.

He attended the Psychic Academy, this help refine his abilities. It was here that he showed an interest in electronics. He was liked by all his professors and enjoyed this time of his life. He marveled at those psychics who had the ability to forecast the future, he would send time with them learning that not all they saw was set in stone but were a possibility of things that might come to pass. Beings could change what happens in the world if they would only do and not wait. It was during this time he really found out that the rest of the world was not as pleasant as it was in Psyscape. Oh yes he had heard tales, tales that were suppose to scare little children at night time, but how could such things be true, especially in a world as beautiful as this. He graduated near the top in his class.

At 21, when he graduated from the academy, he was asked to join PIA, Psyscape Intelligence Agency. He had heard of rumors of this agency and always thought he would be good at this type of job. Later he found out that lots of the Psi-ghosts were in this agency. So when they asked he did not hesitate to say yes.

The Psyscape Intelligence Agency, PIA, has three mission objectives. First, PIA will gather information important for the well being Psyscape. Second, PIA will support Psyscape’s personnel and other agencies that are out in the field. Finally PIA will coordinate and direct actions against anyone who interferes with Psyscape’s goals, using any resources at its disposal.

His first job was to help a Psi-Tech (Eugene Taylor) in Lazlo keep an eye on things. He was given a place to call his own and they created a passport for him as a citizen of Lazlo. Eugene was the perfect mentor for him, he learned a lot about electronics, ELINT (Electronic Intelligence), and the use of computers to help gather and store information. He was taught the importance of electronic signals to modern military and to modern society. He was taught how to use it and how to take it away.

Eugene would take him out at times in the field and they used the Bandito Arms Wild Weasel to gather and jamm signals from Free Quebec, CS and others, then disappear quickly. His psychic abilities as a Psi-ghost, total recall, , Speed Read and Machine Ghost helped him tremendously. Learning to pilot the SAMAS help fulfill one of his loves and that is to Fly.

Eugene also took him out in the streets and showed him about gathering intelligence from human sources. He also introduced him to the dark side of the business, the assassination of beings that PIA deemed needed to be eliminated. It was easy for him to slip thru walls and get behind someone usually while they were not aware of it and terminate them. He did not like it much but he understood that at times this was the best way to eliminate a threat. After two years there PIA had his first real assignment. He was to go to the Lonestar area.

In Lonestar PIA set him up with another group of operatives, they needed his ability to go intangible to get in and place bugs deep inside the complex. Important information about the size and purpose of Lonestar were gathered. But one could not stay there long without the CS wondering what you were up to. So to throw the CS off his tail, he did other odd jobs in towns in the area as a mercenary.

Rocky eventually joined a small mercenary group called the Armstrong’s Red Raiders. The mercenary group, some would say bandits at times, took out demons, vampires and bandits for the right price. They were armed with SAMAS and other high tech equipment for surveillance. The leader, George Armstrong, met Rocky in a bar. He took a liking to Rocky right away. When Rocky said he was familiar with the Wild Weasel, that sealed the deal, he hired him on the spot. George had his own Wild Weasel but was getting on in years, so he had found his replacement in the air.

Eventually word got out, the Red Raiders were using a special SAMAS, one that the CS didn’t like. The CS got word of this and planned a special surprise for them. The plan was brilliant, they would hire the group to do a job and send them into a trap. A trap that would negate this groups advance technology and crush them quickly.

They struck quick and without warning. The blood bath was over in the first few seconds, the Red Raiders just didn’t know it. Rocky and a few others flyers ran from the onslaught. Rocky doesn’t know how many if any survived because the split up. Shortly after he tried to lead a group of CS Flyboys off a pair of SAMAS, a husband and wife team, this seemed to work. In the next few minutes the CS caught up to the Wild Weasel he was in and poured in the fire. It was just because of his mutant ability to ghost and luck that he escaped the machines death dive to the ground.

He awoke the next day after having a dream about him heading to Merctown. He headed to a small town to recoup for a while. He then made his way northeastward. On his way there he had an encounter with some local authorities about sleeping with those he shouldn’t, this only sped him on his way faster.

When he arrived in Merctown he thought maybe he was about to settle down for a while, then he heard of a group heading out to the far West and he joined up with Arkansas Walker and company after communicated through dream vision with PIA. He has prove himself as someone who can gather information. He has tried to hide who and what he really is. He has not used his ghosting ability in front of any of them. They all suspect that he uses psychic powers to find things and to get information.
Last edited by Rocky on Mon Apr 01, 2013 1:46 pm, edited 1 time in total.
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Re: Rocky (Psi-Ghost )

Postby Augur » Wed Oct 16, 2019 3:21 pm

NG-W9 Light Labor Drone called "T-42"
Alignment: N/A; simple intelligence
Disposition: N/A; simple intelligence, can only respond to simple questions
M.D.C. by Location:
  • *Hands (2): 8 each
  • Arms (2): 20 each
  • *Laser Finger (1 each hand): 2
  • Legs (2): 40 each
  • *Head: 40
  • Main Body: 100
* Requires a called shot at -4 to strike
Statistical Data:
Running Speed: 50 mph max
Leaping: 12' up or across, +10' w/running start
Underwater Capabilities: walk on bottom at half speed, swim at 10 mph; 1,000' max depth
Dimensions: 6.6' high, 3' wide, 2.5' long, 800 lbs.
Physical Strength: Robotic P.S. 24
Power System: Solid Oxide
Weapon Systems:
Laser Finger Gun:
  • Range: 100'
  • Damage: 6D6, 1D6x10, or 1D4 M.D.
  • Rate of Fire: Single shots only
  • Payload: unlimited
Combat Bonuses: 3 APM
Features of Note:
  • Programmed to never harm living creatures under any circumstances
  • Basic optical systems (visible light, infrared, ultraviolet, & polarized filters)
  • Short-range radio (5 miles)
  • Amplified Hearing
  • Base Program: Math: Basic 96%, Languages: American, Spanish and Techno-Can 92%
  • Specialized Labor: Transportation: Pilot: Automobile 96%, Pilot: Hover Craft (ground) 90%, Pilot: Truck 90%, 3 civilian pilot skills of choice at 88%
  • Military Combat Program: Climb 96%/86%, Computer Operation 96%, General Repair & Maintenance 80%, Intelligence 85%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Parachuting 90%, Pilot: Boat, Motor Type 86%, Pilot: Hover Craft 96%, Radio: Basic 96%
Modifiers: None
Book Reference: p.246-248, WB34
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