Prothor (Sorinam Combat Cyborg) (Honorably deceased)

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Prothor (Sorinam Combat Cyborg) (Honorably deceased)

Postby Prothor » Tue Jan 28, 2014 5:10 pm

Player Name: James
Hangouts: jmarlow3737

Character Name: Kelad Prothor
Alias: N/A
Race: Sorinam (AU p58)
O.C.C.: Ley Line Walker (2nd level) turned Combat Cyborg
Occupation: Mercenary
Alignment: Aberrant
XP Level: 7
XP Points: 42,478 (10/01/18 ~DSM)
Next Level @ XP: 51,001
Sentiments/Non-Sorinam: Everyone is out for themselves, what does it matter what race they are.
Sentiments/Coalition: Who?
Disposition: Cynical and wary of the motives for other peoples actions.
Insanity: Obsession, getting his real body back and regaining his full magical abilities.

ATTRIBUTES
I.Q.: 17
M.E.: 12
M.A.: 11
P.E.: 13
P.S.: Arms: 36 Legs: 24 Robotic
P.P.: Arms: 26 Legs: 24 Robotic
P.B.: 5
Speed: 176 (120 mph / 176 ft per second) Robotic

PHYSICAL DATA
PPE: 19

MDC by Location:
Head: 60
Main Body: 180
Right Upper Arm: 47
Right forearm: 33
Right Hand: 33
Left Upper Arm: 47
Left Forearm: 33
Left Hand: 33
Right Leg: 60
Right Foot: 13
Left Leg: 60
Left Foot: 13

Age: 22
Sex: Male
Height: 8 feet
Weight: 1100 lbs
Description: A charcoal gray Cyborg with smooth features

Racial Abilities
All lost to Cyber replacements

Special Abilities
Perception: 36% (+3%)
-Amplified Hearing: +15%
-Night Sight: +15% at night only
-Multi-Optic: +15%
-Motion Detector: +5%
Ley Line Walker abilities Lost due to Cyber replacement
Sense of Touch 55%
Prowl –20%, impossible in heavy armor
Skills that require a sensitive touch are –40%
Cannot operate TW devises
Leap 9’ high (+20% running, 10.8’) 19’ wide (+20% running, 22.8’)
Lift/Carry: 600 lbs

Bionics & Cybernetics
Head:(3/6)
Optic Nerve Video Implant (1/6) Video feed directly to the eye
Universal Headjack & Ear Implant w/ Long Range Radio (1/6) Range: 50 miles, 100 miles w/ external antenna
Monitor Jack / Connector Plug (1/6)

Eyes:(L 3/3, R 3/3)
Multi-optic eyes (Both 3/3) Telescopic 4-8 x 30, 6000ft, Macro x2 & x8, 3ft, light filters reduces glare, Passive Night Vision 2000ft, Thermo 2000ft, Targeting Display, Cyber-Camera with Broadcast Capabilties 72 hr audio/visual recording capacity

Ears:(L 2/4, R 2/4)
Amplified Hearing (Both 2/4) 75’ 1 db, 150’ 10db, 360’ 30db, 500-1000’ 70db, Est. Distance/Location, Recognize Sounds/Voice 55% +5%
Sound Filtration System (Both 2/4) Dampen dangerous sound levels

Mouth/Throat/Jaw: (0/5)

Neck/Throat: (0/3)

Chest:(3/4)
Bionic lung w/ Gas Filter and oxygen storage (1/4) Filter tear gas, smoke, chemical fumes, 94% chance to filter poison and nerve gas, 2 hours of air, 3 hours to recharge
Bio-Comp Self Monitoring System (1/4)
CNRRS (1/4) (up to 40 MDC can be restored to armor or any single limb, head, body or one optic system. 3d6 minutes for 10 MD or less, 1d6x10+30 minutes for 15-25 MD, 2d6x10+30 minutes for 40 MD. Good for two uses.)

Hands:(R 0/3, L 3/3)
Sensor Hand (L 3/3) Heat, Motion Detector, Radiation Detector, Radar Detection 68% accuracy , Gyro-Compass, Clock Calendar

Wrists: (R 0/1, L 0/1)

Knuckles: (R 1/1, L 1/1)
Retractable Vibro Knuckle Blades, Four, 5 inch long silver plated, 2d4 MD +PS damage (R 1/1, L 1/1) Adds 3d6 SDC dmg, 2d4 MD + punch dmg

Fingers: (R 1/5, L 0/5)
Universal Finger Jack, index finger (R 1/5)

Forearms:(R 1/3 L 1/3)
Heavy Laser Blaster (R 1/3) Retractable/pop up, 4d6 MD, Range 1600 ft, RoF:1/atk
Mini-Machine Gun (L 1/3) Retractable/pop up, 1d6x10 SDC/burst (10 rounds/burst), 2d6 MD/burst, 1 MD single shot, Range 2000 ft, RoF:1/atk, 60 round mag or 300 round belt fed drum

Upper Arms: (R 0/1, L 0/1)

Shoulders:(R 0/1, L 0/1)

Leg Bionics (L 3/3 R 3/3)
Secret Compartment, Large (R 1/1=3, L 1/1=3) 12x4x6 inches

Feet Bionics (0/0)

O.C.C. Skills
Language: Sorinam 94% +1
Language: Trade Four 95% +3
Basic Mechanics 83% +5
General Repair & Maintenance 83% +5
Land Navigation 82% +4
Pilot: Tanks & APCs 72% +4
Pilot: Motorcycles & Snowmobiles 101% +4
Radio: Basic 93% +5
Read Sensory Equipment 78% +5
Weapon Systems 83% +5
Climbing 83/73% +5
WP Forked
WP Energy Pistol
WP Energy Rifle
WP Heavy MD Weapons
Hand to Hand: Expert


O.C.C. Related Skills
Trap / Mine Detection 88% +5
Computer Operation 88% +5
Research 88% +5
Intelligence 67% +4
Tracking 68% +5
Navigation 63% +5 (4th level)

Secondary Skills
Literacy: Sorinam 78% +5
Literacy: Trade Four 68% +5
Math: Basic 83% +5
WP Targeting
Prowl 43% +5% (4th level)
Electronic Countermeasures: 43% +5% (3rd level)
Lore: Demon & Monsters 63% +5 (3rd level; unfrozen from Ley Line Walker @ 7th level)

Ley Line Walker O.C.C. Skills: Not Duplicated Frozen at 2nd level
Language: Dragonese 79% +3
Wilderness Survival 63% +5
Lore: Faeries & Creatures of Magic 53% +5
Lore: Magic 48% +5
Lore: Galactic/Alien 48% +5
Lore: Psychics & Psionics 48% +5

Ley Line Walker O.C.C. Related Skills: Not Duplicated Frozen at 2nd level
Cook 58% +5
Xenology 53% +5
Anthropology 53% +5
Astronomy & Navigation 53% +5

Ley Line Walker Secondary Skills
Aerobic Athletics
>Sense of Balance 68% +5
WP Submachine Gun

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: Legs +7 / Arms +8
Ranged Strike Bonus: +1
Parry Bonus: Legs +9 / Arms +10
Dodge Bonus: Legs +10 / Arms +11
HTH Damage Bonus: Legs +9 / Arms +21
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Other:
Power Punch 2d4 MD (counts as 2 actions)
Power Kick 1 MD (counts as 2 actions)
Karate Punch 2d4
Karate Kick 2d6
Critical Strike on an unmodified roll of 18, 19 or 20
WP Paired Weapons
Backhand Strike 1d4

Weapon Proficiencies
WP Forked: +3 Strike / +3 Parry / +1 Strike Thrown
WP Energy Pistol: +4 Strike
WP Energy Rifle: +3 Strike
WP Heavy MD Weapons: +3 Strike
WP Targeting: +3 Strike Thrown
WP Submachine Gun: +3 Strike
WP Paired Weapons (per HtH: Expert)

Saving Throw Bonuses
Save vs Possession: +7
Save vs Mind Control: +2
Save vs Magic: +4
Save vs Curses: +3
Impervious to Psionic Bio-Manipulation, Telemechanics (all) & See Aura
Last edited by Prothor on Sun Jun 24, 2018 4:02 am, edited 19 times in total.
User avatar
Prothor
Diamond Level Patron
Diamond Level Patron
 
Posts: 200
Joined: Tue Jan 28, 2014 2:57 pm
Location: Phase World PC (Rogues)

Background

Postby Prothor » Tue Jan 28, 2014 5:12 pm

Consortium of Civilized Worlds
Patrol Report #472518
Captain Adan Rogar, Scimitar Class, Fleet Vessel # 1742X

On a random sweep through Sector 17 we came across a large cargo transport vessel. Contact was routine, they stated that they were transporting processed ore to the Basoama Shipyards. When we requested to dock for inspection, they stated that an outbreak of rumoon fever had occurred just after they left port and half the ship was under quarantine. We explained environmental armor would prevent contamination and made an additional request to dock. At this point the transport fired missiles and turned to run.

Following standard procedure, we had gunners at their posts that were able to destroy the missiles before they reached us, and we gave pursuit. We were able to rake their engines with a particle beam blast before they could make good on their escape. After careful maneuvering we were able to pull alongside and board the transport.

At this point our troopers reported that this was not an ore carrier but some sort of illegal medical research ship. We proceeded to secure the ship. The transport’s personnel consisted of; 8 ship’s crew, 30 guards (23 died while we captured the ship, 7 remaining), 10 “scientists” and 112 prisoners. (Note: Private Jaq Windrehorn is given commendation for his actions and approval for promotion.) It appears that the prisoners were used as test subjects for numerous biological and cybernetic experiments. Of the prisoners, 92 were killed before being freed, likely so they could not give testimony against their captors. Of the twenty remaining 14 retained no higher brain functions, only six were able to give video testimony (attached) to the cruelty they suffered.

The 25 remaining ships personnel were transported to the Jaris Penal Colony for trial. The 14 brain damaged prisoners were turned over to CCW custody while the 6 left were held for counseling and to give testimony at their captors trial. Three disappeared while the trial was in progress. Two committed suicide shortly after giving their testimony. Kelad Prothor was the only one remaining by the end of the trial.

Of the transport’s crew and personnel, all were sentenced to life imprisonment. Their ship was stripped then sold to make restitution to their victims, of which only Kelad Prothor remained.

Kelad Prothor stated in his testimony that he was part of a FAR scout ship that was ambushed by the transport and her crew. During the fight to defend his ship he was knocked unconscious. When he woke he came to realize that his ship had been taken and that he had been sedated for quite some time and converted into a low powered slave borg. He says he was a Ley Line Walker before this and having his magic stripped away from him caused him to sink into himself for a time, and from my understanding of men of magic I’m surprised he didn’t commit suicide after we freed him. He gave as accurate an account as he could recall during the trial but vanished shortly after receiving his restitution fee. I can’t say I blame him, though I do wish him the best of luck to find whatever happiness he can after that ordeal.

************
Kelad Prothor had a plan. His captors having been punished, maybe not to the extent that he would have liked but that was beyond his power, he focused on the one thing he could hold on to. Getting his magic back. As big as the galaxies were, there was bound to be some method to return him to his former self and all signs pointed to a place called Center as the best place to begin his search.

Getting to Center was the easy part. But now he came to notice that the slight, small and pitiful mechanical body he had been trapped in was a liability. So he did the only thing he could. He used his restitution funds and upgraded his slave borg body. And so began his career as a Combat Cyborg. Taking what jobs were to be had while he stockpiled the two things he needs to return to his old self, money and information.
Last edited by Prothor on Thu Nov 26, 2015 7:52 pm, edited 1 time in total.
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Prothor
Diamond Level Patron
Diamond Level Patron
 
Posts: 200
Joined: Tue Jan 28, 2014 2:57 pm
Location: Phase World PC (Rogues)

Equipment

Postby Prothor » Tue Jan 28, 2014 5:13 pm

Money
Secure Universal Credit Card: 2,500 (2/5/14 ~Consumer)
Secure Universal Credit Card: 1,208,320 (12/20/15 ~RT)

Worn on Person

Pendant of Flight
Image
Description: A gold pendant in the shape of an eagle
Special Abilities:
  • Fly (as an eagle): 60 minutes; twice daily (1/2)


MI-B2 Medium Infantry Armor
Mobility Penalties: -15% to Prowl.
M.D.C. by Location
  • Main Body: 0/230 DESTROYED
  • Arms (2): 38 each.
  • Legs (2): 60 each.
  • Head/Helmet: 15
Integrated OP-Field
[*]1 - OP Field E-Clip loaded / use: 10 min / 5 switch ons
  • Duration: 60 minutes or switch on 20 times which ever comes first per OP Field E-Clip
Integrated N-F50A Superheavy Force Field
  • M.D.C.: 0/160
  • 1 - E-Clip "Standard" loaded / full charge
  • No movement penalties
  • 6 hour duration per E-clip


PH-100 Heavy Phase Beamer
http://i1224.photobucket.com/albums/ee3 ... eakvjk.png
• Range: 800'
• Damage: 4D6 S.D.C. to S.D.C. targets, 5D6 M.D. to M.D.C. targets and Force Fields.
• Rate of Fire: Standard.
• Payload: 20/20 shots.


Soul Craft Longsword
http://i1224.photobucket.com/albums/ee3 ... eub615.png
Soul Craft Longsword
• Damage: 2D6 M.D.C. or S.D.C./I.S.P./P.P.E.
• Effect: Ignores body armors up to Power Armor, and does damage directly to the victims soul.
Weapon is still affected by Force fields, technological or magical.


NE-75H Shoulder Cannon
Image
• Range: 4000’ with NE-002PC and NE-003PC cartridges, 6000' with the heavier cartridges.
• Damage: varies with cartridge type used
• Loaded: 1 Clip, NE-003PC Standard Plasma Cartridges, (8 rounds) Damage: 1D4x10 MD
• Rate of fire: Single shots only
• Payload: 0/8 cartridges in magazine (20 with NE-001PC and NE-002PC cartridges)
• Modifiers: None



Utility Belt
Sword Sheath
1 - Clips mini-machine gun SDC (60 rounds/each)
1 - Clips mini-machine gun MD (10/60 rounds/each) (loaded in minigun)
2 - Smoke Grenade
This type of grenade releases a thick cloud of smoke that covers a 20 to 40 foot (6 to 12 m) radius. The smoke obscures vision in and through the cloud from those on the outside of it. Infrared cannot penetrate a smoke cloud or be used inside one. Those inside the cloud will be blinded and have trouble breathing. Those who are not protected by environmental suits or a gas mask and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud will be shooting wild. Note that passive nightscopes will work in a smoke cloud.

Bandoleer
0 - NE-20G Micro Fragmentation Grenades
• Bast Radius: 20 foot area.
• Damage: 3D6 M.D.

0 - Light High Explosive Grenades
• Bast Radius: 6 foot area.
• Damage: 3D6 M.D.

0 - Fragmentation Grenades
• Blast Radius: 20 foot area.
• Damage: 2D6 M.D.

0 - NE-10G (Frag)
Area of Effect: 30 ft radius.
Damage: 4D6 M.D.

0 - NE-10G (HE)
Area of Effect: 12 ft radius.
Damage: 6D6 M.D.

3 - E-Clips "Standard" (Full)
1 - OP Field E-Clips (Full)
2 - Clips, NE-004PC Heavy Plasma Cartridges, (8 rounds/each) Damage: 1D6x10MD
2 - Clips, NE-003PC Standard Plasma Cartridges, (2/8 rounds/each) Damage: 1D4x10 MD

Leg Compartment, right
Air Filter
Flash Light
1 - Clip mini-machine gun SDC (60 rounds/each)
1 - Clip mini-machine gun MD (0/60) (60 rounds/each)

Leg Compartment, left
Skull of Saint Sabatt
http://i1224.photobucket.com/albums/ee3 ... rdrjyk.png
Unique Intelligent Enchanted Skull
• M.D.C.: 100
Magical Features
• Flaming Eyes that provide light like a lantern and can fire beams of light like a high-powered flashlight or lantern (300 foot range)
• The light from the eyes magically extinguishes during the day and in brightly lit rooms and automatically appears with the coming of dusk or in darkness.
• The flaming eye sockets burn like hot coals and can be used to light wicks or branches to build a fire by placing one end of the item into the glowing eye socket. Putting a finger in the eye socket will burn, inflicting 3D6 H.P./S.D.C. damage and setting any flammable items (like gloves) on fire. 1D6 M.D. to Angels/Spirits of Light, Faerie Folk, Elementals and Spirits.
• Provides warmth equal to a large campfire or fireplace.
• Cypher: Count & perform basic mathematical calculations 98%
• Identify plants & fruit 98%
• Able to translate Dragonese/Elven 90%
Fire Bolt
• • Damage: 5D6 M.D.; Double damage to Angels/Spirits of Light, Faerie Folk, Elementals and Spirits.
• • Range: 300 feet.
• • Payload: 6 per 24 hours.
Spell Effects: Each spell can be used once per 24 hours.
• • See the Invisible (3rd level of Proficiency)
• • See Aura (3rd level of Proficiency)
• • Second Sight (3rd level of Proficiency)
• • Eyes of Thoth (3rd level of Proficiency)
Personality: Paternal. The Skull of Saint Sabatt speaks with the voice of a wizened old woman. The skull speaks warmly, and treats it's owner like a loved child. While the woman known as Saint Sabatt was principled in alignment, it does not discriminate against the alignment of it's user. Though on occasion it will attempt to persuade it's non-principled aligned users to a different course of action.
History: Saint Sabatt was a Human woman from the world of Palladium, where she was a servant to the gods of light. She lived a long life battling the minions of darkness, but she eventually succumbed to the never ending waves of darkness. Her body was intered with high honor, but eventually was stolen and turned into a mystic artifact by a follower of Lord Mantus. The Skull was gifted to Saladin for years of service to his lord and master.



Placed in FIDO #1

evil looking trident inset with Rubies
Dmg: 6d6 MDC
Bonuses: +2 strike, +1 disarm
(that the users can figure out - <insert creepy hand rubbing and evil maniacal laughter here>)

Acquisitions from Kruxxis (Placed into FIDO#1)
36 NE-10G (Frag)
Area of Effect: 30 ft radius.
Damage: 4D6 M.D.


36 NE-10G (HE)
Area of Effect: 12 ft radius.
Damage: 6D6 M.D.


Rogues Headquarters / Prothor's Room


Kittani Energy Trident
• Range: Melee 100 feet thrown. (Laser Blast: 2,000 feet.)
• Damage: Triple Pulse Laser Blast: 6D6 M.D., Energized Strike: 4D6 M.D., De-Energized Strike: 2D4 M.D.
• Rate of fire: Equal to hand to hand attacks.
• Payload: 30/30 energy blasts or energized contacts per e-clip

• Returns to Thrower: 120' Range
• Registers as a Magic Weapon

High-Kimarxi Hyperion Laser Rifle
http://i1224.photobucket.com/albums/ee3 ... 44c532.png
• Range: 3,000 feet
• Damage: 5D6 M.D.
• Rate of Fire: Standard
• Payload: 25 shots
• Note: Uses self recharging Energy Cell. Recharges 1 shot per minute.
• Modifiers: Imaging Scope: +2 to Aimed/Called Shots.


MI-B2 Medium Infantry Armor
Mobility Penalties: -15% to Prowl.
M.D.C. by Location

Main Body: 207/230
Arms (2): 38 each.
Legs (2): 60 each.
Head/Helmet: 15



EIR-70 Place holder
Quantity/Types: 4; a mouse, a lizard, a large insect, a small insect

Backpack
3 - Stun/Flash Grenade
This riot/anti-terrorist weapon is designed to disorient and confuse criminals who are holding hostages in confined places. The grenade makes a loud exploding boom and emits a bright flash followed by a shower of white-hot sparklets and some white smoke. The flash, burning sparks, and smoke should blind and startle any character without environmental armor or protective goggles. The victims of a stun/flash grenade are -8 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative.

2 - Smoke Grenade
This type of grenade releases a thick cloud of smoke that covers a 20 to 40 foot (6 to 12 m) radius. The smoke obscures vision in and through the cloud from those on the outside of it. Infrared cannot penetrate a smoke cloud or be used inside one. Those inside the cloud will be blinded and have trouble breathing. Those who are not protected by environmental suits or a gas mask and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud will be shooting wild. Note that passive nightscopes will work in a smoke cloud.

N-F50A Superheavy Force Field
Image
• M.D.C.: 160/160
• Weight: 10 lbs.
• No movement penalties
• 6 hour duration per E-clip


96 - NE-004PC Heavy Plasma Cartridges, Damage: 1D6x10MD
110 - NE-003PC Standard Plasma Cartridges, Damage: 1D4x10 MD

540 - mini-machine gun rounds SDC
520 - mini-machine gun rounds MD

3 - OP Field E-Clips

2 - E-Clips "Standard"

Language Translator
Poncho, wool black and tan striped pattern
2 - Walkie-Talkies
Cigarette Lighter
Pocket Magnifying Glass
Pocket Mirror
100 ft heavy cord or cable
Small portable tool kit
knapsack
4 - small sacks
3 - Large sacks
2 - canteens
Poncho, wool black and tan striped pattern


MDC Suit
Image

• Outter coat with 50/1 MDC
• Pants with 20 MDC
• Waistcoat with 20 MDC
• Shirt and Tie with 100 SDC each.
• Cuffs of shirt and suit reworked to allow for extra girth of limb, pant flare suitably adjusted as well for full conversion borg.
• For 50k you get socks (oxford, box toe) and shoes (argyle) that are adjusted for the weight of a full conversion borg if you choose to adopt that look.


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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
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Rogues Headquarters / Garage
Highwayman Motorcycle

M.D.C. by Location
Tires (2): 10
Main Body: 75
Statistical Data
Crew: 1
Dimensions: 6' long, 240 lbs
Max Speed: 180 mph
Power Plant: Electric
Max Range: 400 miles per charge
Front-Mounted Machine-gun
Range: 2000'
Damage: 1D4 MD
Rate of Fire: 50 round bursts only
Payload: 600 rounds


Transfer from Group Loot
User avatar
Prothor
Diamond Level Patron
Diamond Level Patron
 
Posts: 200
Joined: Tue Jan 28, 2014 2:57 pm
Location: Phase World PC (Rogues)


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