Baron (Mutant Human Turbo-Jockey) LEVEL UP

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GM: Consumer
AGM: Rogue Trader

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Baron (Mutant Human Turbo-Jockey) LEVEL UP

Postby Baron » Tue Nov 17, 2015 2:43 pm

Player Name: Adam
YIM Handle: no.1.snafu.with.a.bullet

Character Name: Captain Ainslie "Kid" Baron
Alias: Chico Barone, Kid, Armine Caligula, Wolfgang Burnthouse
Race: Human Mutant (Homo Divinus)
O.C.C.: Turbo Jockey
Occupation: Freelance Pilot
Alignment: Anarchist
XP Level: 5
XP Points: 34,206 (6/01/18 ~RT)
Next Level @ XP: 25,401
Sentiments/Non-Humans: Not so bad, when they bathe. No just kidding, they're great people, really. (Considers himself human)
Disposition: Brash, snotty, and impulsive. He's also somehow extremely likable, probably because his fun-loving ways are infectious and he just seems so damn young. But if you call him Ainslie, watchout! Roundhouse to the face!
Insanity:
Personalty Disorder Hyperactive: -10% to complicated skills not augmented by mechano-link during slow times. Has trouble sleeping or relaxing. Fidgety and restless
Addiction: Habitual Cannabis smoker: No penalties, but often prone to having naps, snacking or otherwise avoiding work.
Addiction: Cool Bananas Soft drink: if character doesn't drink a can of CB every day he will lose 2 M.A. points after 24 hours, for a duration of 2 weeks or until he has another can of "Cool Bananas".
During times of extreme stress may binge on drugs and alcohol (whatever is available).

ATTRIBUTES
I.Q.: 28
M.E.: 10
M.A.: 23
P.S.: 18
P.P.: 26 (30)
P.E.: 23
P.B.: 10
Speed: 29 (49)

PHYSICAL DATA
P.T.P.: 1150/1150
M.D.C. (H.P.): 41/41
S.D.C.: 117/117
Age: 21
Sex: Male
Height: 6'
Weight: 167lbs
Description: A slender, young man of average height. He has a an unruly shock of stark white hair (and big white eyebrows) and large black irises, which give him unconventional looks (-1 P.B). Other than the white hair he looks very young (about 16) and is self-conscious of that fact. Tries to make everyone call him "Captain", probably unsuccessfully.

Natural Abilities
• Perception Skill: 51% (+5% in combat, +10% when in darkness, +15% to perceiving any temporal changes, +15% if amplified hearing applies)
• Invoke Trust/Intimidate: 75%
• Charm/Impress: 0%
• Max. Encumbrance: 50.1 lbs.
• Max. Carrying Weight: 360 lbs.
• Max. Lifting Weight: 720 lbs.
• Max. Jumping Ability: 17 feet lengthwise, 6.5 feet in height.
• Speed: 20 mph, 435 feet per melee, 48.3 feet per action.
• • Ambidextrous
• • Does not fatigue, whatsoever!
• • Resistant to fire and cold; does half damage.
• • Resistant to drugs, toxins, and poisons; duration and effects reduced to one third.

Mutant Abilities
Stretch Time
    Speed up Individuals and/or Vehicles: The super being can increase the speed of himself and as many as two other individuals or one vehicle (car, truck, boat, etc.) for a brief period of time. Targets of the "speed up" effect feel as if they are moving faster than those around them, and that everyone and everything else is moving slowly while they are moving fast.
    • • Bonuses: Speed is increased by 50%, one additional melee attack, and +2 on initiative, and +2 to strike, parry and dodge. Can also dodge a bullet, energy beam or thrown object without penalty.
    • • Range: Self and as many as two others by touch.
    • • Duration: One minute per level with at least a one minute break between usage.
    • • Attacks per Melee: Engaging the power on oneself counts as one melee action/attack, and each additional character (up to two) also counts as one melee attack/action each.
    Saving Throw: None.
    Split-Second Acceleration: The ability to throw high speed punches and kicks.
    • • Fast Punch - 2D6 damage; counts as one melee attack.
    • • Super Fast Punch - 4D6 damage; counts as two melee attacks.
    • • Fast Kick - 3D6 damage; counts as one melee attack.
    • • Super Fast Kick - 6D6 damage, but counts as two melee attacks.
    Accelerate Thrown Weapons: increase by range 50% and adds an extra die of damage. Thrown weapons only.
    Warning Glimpse about the Future: The super being can touch someone or an object or pause to think about his next action and see what will happen if he does so. This functions as a sort of vision or small glimpse of the future in which the character is able to see what happens in the next 6-10 seconds after he makes his one move. This is a way to avert traps, avoid mistakes, prevent a dangerous reaction, etc. This gives him some insight on what or what not to do and also provides bonuses to parry and dodge if he sees an incoming attack. To use the Warning Glimpse about the Future, the character must focus and will it to happen, burning up one of his melee attacks/actions. However, the ability can only be performed four times per level of experience per 24 hours, and no more often than once every four melee rounds (one minute).
    • • Range: Self/Touch
    • • Duration: About three seconds/one melee action.
    • • Attacks per Melee: Uses up one.
    • • Bonuses: +4 to parry, dodge, roll with impact, and pull punch.
    Uncanny Sense of Time & Bonuses: The character has an uncanny sense of time and is never late, unless he wants to be. Knows the day and time within 1D4 minutes without having to refer to a timepiece. +3 to save vs time altering powers and magic, +1 to initiative at levels 1, 5, and 10. Self only.
Power Touch
Power Touch Points (P.T.P.) are listed under Physical Data
    • All P.T.P. spent are instantly replenished at dawn of the next day.
    • Duration: 5 minutes per level
    Destroy by Touch (Cost: 1 P.T.P. per S.D.C. destroyed, double cost for M.D.C.)
    Restore by Touch (Cost: 3 P.T.P. per M.D.C. restored)
    Combat Touch (Cost: 20 P.T.P. per 10 extra S.D.C. damage up to max of +40 damage)
    Healing Touch (Cost: 3 P.T.P. per 1 S.D.C./H.P. healed, double cost for M.D.C.)
    Power Touch (Cost: 100 P.T.P. for any one of the following effects)
    • • Increase a character's H.P. by 20 pts. or S.D.C. by 40 pts.
    • • Increase or instill three A.R. (up to a maximum of 17, does not effect coverage-based A.R.)
    • • Increase running speed by 20 pts. (up to a maximum increase of 100 pts.)
    • • Increase leaping distance by 10' (up to a maximum increase of 50')
Friction Control
    • Range: Self or object or other person up to 20 feet (6 m) away per level of experience; line of sight required.
    • Duration: Two melee rounds on living victims per experience level of the super being. Double that duration (four melees/one minute) per level when used on machines/motors.
    • Damage: Boosts or impairs speed, movement and range.
    • Attacks per Melee: Each use of the Friction Control power counts as two melee attacks.
    • • Decreasing Friction (can only use one effect at a time):
    1. The character can make any surface super slippery and difficult to run/walk/drive on. Reduce speed to under 10 (15 mph/24 km or less if a vehicle) or trip and fall or crash; 01-66% chance every melee round.
    2. Make an object or individual super slippery and impossible to hold on to, pin or grapple. +20% to Escape Artist skill for those who have it.
    3. Increase the efficiency of a motor or machine by 10% +2% per level of experience by letting its parts move with less friction. Increases a vehicle's speed by 5 mph (8 km) per level of experience. Can prevent an engine from seizing up.
    4. Increase the range of a projectile weapon, including guns that fire bullets (no effect on energy weapons or super abilities) and thrown items by 10% per level of experience by reducing the friction on the projectile as it is fired.
    5. Increase the distance an object or person can slide by 15% per experience level, great for baseball, hockey and ice skating.
    6. Increase a person or animal's running speed by 5% per level of the super being's experience.
    • • Increasing Friction (pick anyone effect at a time):
    1. Make a slippery surface less so, can walk on it like walking over a concrete sidewalk.
    2. Make an object or individual easy to grip and hold, pin or grapple/entangle. -20% to Escape Artist skill for those who have it.
    3. Decrease the efficiency of a motor or machine by 10% +2% per level of experience by making its parts move with more friction. Reduces a vehicle's speed by 5 mph (8 km) per level of experience. The motor also runs hot.
    4. Decrease the range of a projectile weapon and thrown items by 5% per level of experience by increasing the friction on the projectile as it is fired.
    5. Decrease the distance an object or person can slide by 6% per experience level, great against an opponent to make him stop short.
    6. Decrease a person or animal's running speed by 5% per level of the super being's experience, and their feet actually feel hot.
Mechano Link
    Man and Machine Act as One.
    • • Add 20% to Pilot, Pilot Related, Electrical, Mechanical or Computer Skills
    • • +2 to Strike with Modern Weapons.
    • • Pilot Unknown Vehicles at 73%
    • • Pilot Unknown Flying Vehicles at 77% (+1%/level due to O.C.C.)
    Computer Merge.
    • • The character can communicate with any computer system regardless of preventative measures. Link can be by touch or remote connection. Once link is established the character can access any information inside and completely reprogram the machine. This power works on any machine with computer systems. In the case of A.I. it allows communication but not control.
Defensive Will
This power must be used at the beginning of a melee round and the super being is unable to attack and inflict damage for the entire period he is on the defensive. However, his defensive abilities are magnified to give him agility and speed.
    • Range: Self; close combat.
    • Duration: Two melee rounds (30 seconds) per level of experience.
    Bonuses when the Defensive Will is in place:
    • • +3 on initiative.
    • • +2 to automatic dodge (roll to dodge as usual, but the act of dodging does not use up an attack).
    • • +2 to parry.
    • • +3 to roll with impact.
    • • +4 to entangle or pin.
    • • +5 to pull punch.
    • • +5 to disarm.
    • • +6 to Spd attribute.
    • • +10 to S.D.C.
    • • Can dodge bullets and energy blasts with absolutely no penalty to dodge.
    • • Can deflect arrows, spears, thrown knives and other thrown objects with his bare hands at half his usual bonus to parry and without injury to his hands or arms.
    • Penalties: The character must remain purely on the defensive for the entire melee round. After a feat of Defensive Will, the character's usual bonuses and Speed are reduced by half for 1D6+1 melee rounds.
Targeting
  • By judging the trajectory and firing arc of bows, crossbows, and thrown weapons, the character can increase his normal firing range by 50%.
  • All ranged attack penalties are halved, including penalties for firing at extreme range.
  • Ranged Weapon Bonus (Guns): +1 to strike under any condition.
  • Bows & Thrown Weapon Bonuses: +1 to strike at levels 2, 5, 10 and 15 for Aimed or Called Shots when using a bow, crossbow or thrown weapon.
  • Bonus Melee Attack: +1 attack per melee round when only a gun, bow or thrown weapons are used for all the attacks for the entire melee round.
Healing Factor
  • Recovers 6 S.D.C. every 10 minutes (36 per hour)
  • Recovers one MDC (hit points) every 15 minutes (4 per hour).
  • Special superhealing: Can instantly regenerate 4D6 MDC (hit points) two times per day (24 hour period).
  • Does not fatigue, whatsoever!
  • Resistant to fire and cold; does half damage.
  • Resistant to drugs, toxins, and poisons. When the character doesn't save against them, their effects (duration, penalties and symptoms) and damage are a mere one third normal.
  • No scarring when healed.
  • Broken bones heal completely, without any sign of having ever been broken, at a rate 10 times faster than normal. This means a leg fractured in several places will be completely healed in about 8-10 days instead of 11-15 weeks.
Linguistics
  • Range: Must be able to see and hear the person(s) speaking, and requires the super being to do nothing else but focus on the sounds and words. For the first 1D4 minutes the character cannot engage in any other activity, but once the language is understood, he too may join in conversation, perform a skill while talking or listening, and so on.
  • Duration: As long as that particular language is being spoken around the super being, he remains fluent in it (90% ability to understand and speak it). 10 minutes per level of experience after the conversation or talking (from live people) ends. Talking to oneself does not work to extend one's ability.
  • A character with the Linguistics ability can also permanently learn a foreign and even alien language via the normal method of study and practice as a permanent skill, learns the language in one third the usual amount of time, and gets a +25% skill bonus.
  • Attacks per Melee: Cannot do anything but listen for the first 1D4 minutes in which the character acclimates himself to the new language.
  • Bonuses: The character starts with 1D6+1 additional languages and can learn two new languages for every level of experience. Note, the character does not have to immediately select a new language with each new level, but can store them up until he finds a language(s) that interests him, say, the Atorian tongue.
Passive Talents and Attributes
Extraordinary P.P
    • Character is extremely quick and agile. +1 attack +2d4 to P.P. and 3d4 to Spd.
Extraordinary I.Q
    • Character is extremely intelligent. +2 vs Mind Control, Illusion & Possession. Area of Expertise: Programming & Hacking
Lightning Reflexes
    • Character has incredible reaction time. +1 attack, +3 to initiative, +3 pull, +2 to roll, +1 to disarm +2d4 to Speed.
Multi-Tasking
    • Character is ambidextrous and can literally divide his mind into two semi-autonomous parts to accomplish two separate tasks, such as reading while driving, participating in a gun battle while eating, etc. without penalty and with all his natural bonuses. The two tasks must be one-handed activities. (+1 attack)
Impervious to Fear & Terror
    • Character is impervious to Horror/Awe Factor and all forms of magic or psionic induced fear


Cybernetics & Bionics
Eyes
Polarized, Night-vision, Mood-variable Bio Systems
Ears
Advanced Universal Headjack and Ear Implant Long Range, Broadband, Wideband Receiver/Transmitter
Universal Language Translator Trade 1-6, Dragonese/Elven, Demongogian, Gobbely, Splugorth, Kreeghor, Promethean
Amplified Hearing and Sound Filtration
Head
Internal Comp & Calculator
Cyberlink
•• +1 attack, +1 to Initiative, +1 to strike, +1 to dodge, +10% to Pilot when linked to vehicles. Increase speed 28% for 30 minutes.
Hacking Computer

Linguistic Skills
Language: Trade 1: 99% (+5%)
Language: Trade 6: 84% (+5%)
Language: Trade 2: 74% (+5%)
Language: Trade 3: 89% (+5%)
Language: Trade 5: 79% (+5%)
Language: Demongogian: 89% (+5%)
Language: Dragonese: 89% (+5%)
Language: Splugorth: 89% (+5%)
Language: Kreeghor: 89% (+5%)
Language: Promethean: 89% (+5%)

O.C.C. Skills
Language: Trade 4: 127% (+5%)
Basic Math 109% (+5%)
Radio: Basic 99% (+5%)
Read Sensory Equipment 104% (+5%)
Pilot: Spacecraft Advanced 116% (+4%)
Pilot: Space Fighter 114% (+3%)
Pilot: Robots and Power Armor 115% (+3%)
Pilot: Fighter Combat: Elite
Weapon Systems 109% (+5%)
Navigation-Space 109% (+5%)
Computer Operation 109% (+5%)
**Literacy: Trade 4: 119%
EVA 104% (+5%)
Zero Gravity Movement and Combat
W.P. Energy Pistol

O.C.C. Related Skills
Robot Combat Elite: Heavy Ground Robots
Robot Combat: Basic
Computer Hacking 114% (+5%)
Computer Programming 119% (+5%)
Robot Combat Elite: Flying Power Armour
Navigation 109% (+5%)
Electronic Counter Measures 99% (+5%)
Body Building
Gymnastics
• Back Flip 103% (+5%)
• Work Parallel Bars and Rings 85% (+3%)
• Sense of Balance 75%(+5%)
• Walk Tightrope 69% (+3%)

Kick Boxing
[L.4] Boxing
[L.4] Acrobatics:
• Walk Tight Rope/High Wire: 85% (+3%)
• Climb Rope: 96% (+2%)


Secondary Skills
Pilot: Hovercycle 117% (+5%)
Mathematics: Advanced 89% (+5%)
Prowl 75% (+5%) (80% when in Night Suit)
Climbing 102%/92% (+5%)
W.P. Knife
W.P. Targeting
W.P. Sword (1st level)
W.P. Energy Rifle (1st level)
[L.3] Research 74% (+5%)
[L.4] Basic Mechanics 69% (+5%)

Combat Data
Bonuses from NE-EBA-226
Bonuses from Cyberlink
Combined Bonuses
HTH Type: Muay Thai (not really, Martial Arts plus Kickboxing)
Number of Attacks: 9
Initiative Bonus: +10 (+13)
Damage Bonus: +3
Strike Bonus: +7 (+9)
Parry Bonus: +12 (+14)
Dodge Bonus: +11 (+13)
Auto-Dodge: +9 (+11)
Bonus to Roll w/Punch: +10 (+15)
Bonus to Pull a Punch: +7
Bonus to Disarm: +1
Bonus to Entangle: +2
Other: KO/Stun: Natural 20 (1D6 Melees), Punch:1D6 S.D.C., Roundhouse Punch: 1D10 S.D.C., Elbow Strike: 1D8 S.D.C. (no strength bonus), Kick: 1D8 S.D.C., Roundhouse Kick: 3D6 S.D.C., Axe Kick: 2D8 S.D.C., Knee Strike: 1D8 S.D.C., Leap Kick (2 attacks): 3D8 S.D.C.

Combat Type: Robot Combat Basic
Number of Attacks: 10 (11)
Initiative Bonus: +10 (+11)
Weapon Systems: +2 to strike (+4 in flight)
Strike Bonus: +8 (+10) (+9) (+11)
Parry Bonus: +11 (+13) (+12) (+14)
Dodge Bonus: +11 (+13) (+12) (+14)
Auto Dodge: +9 (+11)
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +7
Bonus to Disarm: +1

Combat Type: Robot Combat Elite: Flying Power Armour
Number of Attacks: 11 (12)
Initiative Bonus: +15 (+16)
Weapon Systems: +4 to strike (+6 in flight)
Strike Bonus: +9 (+11) (+10) (+12)
Parry Bonus: +13 (+15) (+14) (+16)
Dodge Bonus: +13 (+18 in flight) (+15/+20) (+14/+19) (+16/+21)
Auto Dodge: +9 (+11)
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +10
Bonus to Disarm: +3

Combat Type: Robot Combat Elite: Heavy Ground Robots
Number of Attacks: 11 (12)
Initiative Bonus: +10 (+11)
Weapon Systems: +4 to strike
Strike Bonus: +9 (+11) (+10)
Parry Bonus: +13 (+15) (+14)
Dodge Bonus: +12 (+13 when running, leaping etc.) (+14/+15) (+13/+14) (+15/+16)
Auto Dodge: +9 (+11)
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +9
Bonus to Disarm: +2

Combat Type: Space Fighter Elite
Number of Attacks: 11 12
Initiative Bonus: +14 (+15)
Weapon Systems Strike Bonus: +6
Dodge Bonus: +18 (+20) +19 (+21)
Auto Dodge: +9 (+11)

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. Paired Weapons
W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15. (+2 to strike from Mechano-Link)
W.P. Energy Rifle - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14. (+2 to strike from Mechano-Link)

Saving Throw Bonuses
Coma/Death: +36%
Magic (varies): +7
Time Related Magic: +9
Lethal Poison (14+): +7 (effects reduced to one third)
Non-Lethal Poison (16+): +7 (effects reduced to one third)
Insanity (12+): +8
Psionics (16+): +3
Horror Factor (varies): Impervious!
Last edited by Baron on Sat Dec 12, 2015 8:26 pm, edited 11 times in total.
Chico Barone is wearing: Baron's Borrowed NE Tech-Warrior and his accessory is: None!!?!?!

Practical Philosophies for the Galactic Rogue, by Viscount Armine Chico Von Caligula
Don't panic; know where your towel is. Any person who can travel the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is, is clearly a person to be reckoned with. And, above all, always remember that time is nothing but an illusion and mealtimes especially so. ~ From Practical Philosophies for the Galactic Rogue, by Armine Caligula. By way of Douglas Adams
The Autobiographical Baron of Yesteryear, by Captain A. Baron
Better to live or die, once and for all, than die by inches. Death is merely a dialogue between the Spirit and the Dust. Since we're all going to die, it's obvious that when and how don't matter, ~ From The Autobiographical Baron of Yesteryear by Captain A. Baron By way of Homer, Albert Camus, Emily Dickinson, Douglas Adams and Joseph Heller
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Baron
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Posts: 147
Joined: Mon Nov 16, 2015 1:57 pm

Equipment

Postby Baron » Tue Nov 17, 2015 4:29 pm

Acquisitions from Kruxxis Lomm

Model Type: NE-X4-LH Sun Chariot Power Armor
Class: Experimental Combat Powered Armor Suit.
Crew: One.
M.D.C. by Location:
    Forearm Plasma Cartridge Weapons (2; round shields) - 80 each
    Chest Mounted Mini-Missile Launcher (1) - 100
    Retractable Vibro-Swords (2, one per forearm) - 100 each
    Forearm Shields - 120 each
    Arms (2) - 100 each
    Hands (2) - 50 each
    Legs (2) - 160 each
    Feet (2) - 60 each
    *Head Helmet - 100
    **Main Body - 320
    FF Mod wrote:***NE-F50A Heavy Force Field : 160 (available In "armor mode" only).
    * Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. Staying conscious has its own problems: The pilot loses all combat bonuses provided by the armor, no access to sensors, his head is now vulnerable to attack, and the Sun Chariot can no longer use "chariot mode" or the "Dragon's Breath" attack. Note: The head (and hand) is a small and difficult target to hit. Thus, it can only be hit when an attacker aims and makes a "called shot," and even then he is -4 to strike.
    **Depleting the M.D.C. of the main body will shut the armor down completely, making it useless in both modes of operation.
    *** If the M.D.C. of the force field is depleted, it cannot regenerate and reactivate again for 12 hours. As long as the force field's M.D.C. has not been depleted, however, it regenerates lost M.D.C. at the rate of one point per minute (that's 60 M.D.C. an hour). An overloaded force field can be activated at full strength (all M.D.C.) after the 12 hour delay has expired.
    Remember: The Sun Chariot is made out of Thermo-Kinetic alloy and has a series of heat baffles that make it impervious to fire and heat (including magical fire); no damage. The Sun Chariot also reduces all damage from physical impacts, high speed collisions, explosives, missiles, and most projectile weapons by half.
Statistical Data:
    Running: Can run at up to 70 mph (112 km) maximum. Note that the act of running does tire out the operator, but at only 30% of the normal fatigue rate, thanks to the robot exoskeleton.
    Chariot Speed: As a wheeled vehicle, the Sun Chariot can reach an impressive ground speed of 400 mph (640 km) and does not tire its pilot (same as riding a crotch rocket motorcycle or rocket bike).
    Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across, twice that distance with a running start. A leap is not possible in chariot config.
    Underwater: Not possible. Being submerged for more than five minutes causes severe damage. The experimental systems react badly to water, blowing out the chariot configuration and the transforming ability of the armor.
    Flying: Not possible.
    Height: 8 feet (2.4 m).
    Width: 6 feet (1.8 m), from shoulder to shoulder.
    Length: 3.5 feet (1.06 m).
    Weight: 600 Ibs (270 kg).
    Physical Strength: Equal to a Robotic P.S. 24.
    Cargo: None.
    Power System: Nuclear; average energy life of 5 years, still experimental and draws too much energy.
Weapon Systems:
    Rifle Mod wrote:Multi-Rifle: (not protected by plasma field)
    • Damage: HI-Laser 2D4x10 M.D., particle beam cannon 3D6x10 M.D., short range combined attacks do 4D6x10+20 M.D., fragmentation grenades 4D6 M.D. to a 30' blast radius
    • Range: HI-Laser 10000', particle beam 2000', grenade launcher 1000', all double in space
    • Rate of Fire: Each blast counts as one melee attack
    • Payload: Unlimited for laser and particle beam attacks, 200 grenades

    Wrist Mod 2 wrote:Six-Shooters: (not protected by plasma field)
    • Damage: 5D6 M.D., only fires bursts of 3 rounds
    • Range: 800', double in space
    • Rate of Fire: Each burst counts as one melee attack
    • Payload: 80 bursts (240 rounds)

    • Chest Mounted Mini-Missile Launcher (1): The chest launcher comes from the factory armed with plasma mini-missiles, but any kind of conventional mini-missile can be used in the launcher.
    Primary Purpose: Anti-Aircraft/ground to air, Anti-Robot and Anti-Armor.
    Secondary Purpose: Defense and Anti-Missile.
    Damage: KHEX 1d4*10 (10' radius)
    Range: Usually about a mile (1.6 km).
    Rate of Fire: One at a time or a volley of two, three, four, six or twelve.
    Payload: 12 total, six on each side of the chest.
    • Dragon's Breath Plasma Ejector: A short stream of flaming plasma can be fired from a housing in the helmet, simulating fire breath.
    Primary Purpose: Self-Defense and Close Combat.
    Mega-Damage: 5D6 M.D.
    Rate of Fire: Dragon's Breath blast counts as one melee attack.
    Range: 100 feet (30.5 m).
    Payload: Effectively unlimited.
    Bonus: + 2 to strike when grappling with an opponent.
    • Retractable Vibro-Swords (2): A pair of Vibro-Swords are concealed in the forearms of the Sun Chariot and used in close combat when in armor configuration.
    Primary Purpose: Close Combat and Self-Defense.
    Mega-Damage: 3D6 M.D.
    Range: Close Combat weapons only.
    Bonus: As per W.P. Sword.
    Chariot Configuration: Ideal for high speed pursuits! chases and quick escapes. Once Chariot "config" is engaged, it generates a fiery plasma field around the Sun Chariot capable of inflicting serious damage to anyone who touches it. Anyone who grabs or leaps on top of a Sun Chariot is burned, suffering 2D6 M.D. initial damage and 2D6 M.D. additional for every melee round (15 seconds) he tries to hold on {which usually isn't more than 2D4 seconds}. The burning vapors blind unprotected eyes even of Mega~Damage beings, forcing the individual to close them tightly and temporarily blinding the character. Those in protective armor will still find their vision obscured because the plasma vapors create a thick, fiery mist that engulfs them. However, no permanent damage is done to the eyes and vision recovers as soon as they let go. The plasma field does have a few fatal flaws. The first is that the magnetic field that maintains the plasma field around the Sun Chariot interferes with communications systems and electronics (-30% on all skill rolls involving communications and reading sensors, reduce the distance of outgoing transmissions by 70% and incoming messages are filled with static and missing words). Second, the magnetic field does not protect anything the Sun Chariot is carrying or holding. and such things are burnt to a cinder by the plasma field. Third, only the Plasma Cartridge Forearm Weapons can be fired in Chariot configuration, and they are locked in a fixed forward position. To fire missiles, use any of the other weapons, or to engage aerial opponents, the pilot must stop and transform into the "armor" configuration (counts as two attacks/actions for that melee round). The only other mode of attack available in Chariot config is to sideswipe an opponent or slam/ram into his target over and over again, like an angry, flaming ping-pong ball. Every ram/sideswipe does 3D6 M.D. {2D6 points being bum damage from the plasma field} to the opponent and has a 01-88% likelihood of knocking the opponent off his feet and sending him flying 1D4x10 yards/meters (loses initiative and two melee attacks in the process) - 2D6 M.D. greater damage if the Chariot is going faster than 250 mph [400 kph] - but the power armor also takes 1D6 M.D. from each ram/sideswipe/crash attack (damage is minimal thanks to the Thermo~Kinetic aIloy that makes up the armor).
Hand to Hand Combat:
    Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat.
    Bonuses and Damage from Sun Chariot PA Combat Training:
    Restrained Punch: 2D6+5 S.D.C.
    Full Strength Punch: 1D4 M.D.
    Power Punch: 2D4 M.D.
    Kick: 1D6 M.D.
    Leap Kick: 2D6 M.D.
    Body Flip Throw: One M.D. plus victim loses one melee attack.Body Block Ram in "armor" configuration: 1D6 M.D. and has a 01-45% chance of knocking one's opponent off his feet (if successful, the target loses the initiative and one melee attack/action), but counts as two melee attacks.
Bonuses:
    + 2 to initiative, + 1 to strike, +3 to parry, +2 to dodge, + 3 to dodge while in chariot mode, +2 to roll with impact, + 5 to roll with impact while in chariot mode, +2 to disarm, + 1 to pull punch, and + 1 attack per melee at levels 1, 4, 8 & 12.
    Don't forget, heat, fire, explosions and most projectile weapons, including rail gun fire, do half damage.

6 Flying Probes
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Attributes
I.Q.:
P.S.: 6 (Robotic)
P.P.:
Speed: 20 mph max, typically 1-5 mph
Physical Data
M.D.C.: Main Body 12, Optics/Sensors (10) 1 each
Size: Roughly 6" in diameter
Weight: 4.5 lbs
Power System: Nuclear, average life two years
Sensors
• Multi-Optics System (2000'): Normal, infrared, and ultraviolet spectrums plus passive nightvision.
• Telescopic Zoom (2000')
• Macro Magnification (x2, x10, x50)
• Thermal Optics (1000')
• Camera/Video w/ live transmission ability (1.5 miles)
• Electronic Ear and Audio Transmitter w/ scrambler capabilities (1.5 miles)
• Laser Distancer (1000')
• Radiation Detector (100')
• Air Thermometer (20')
• Molecular Analyzer (20')
• Radio Communications (10 miles)
• Retractable Arm
Combat Data
• APM 5
• Strike (with arm) +1
• Automatic Dodge +4
• Roll w/ Impact +1
Saving Throw Bonuses
• Immune to poison, gas, biological agents, psionic and magic mind control, charms, bio-manipulation, and SDC attacks.
Skill Equivalents
• Land Navigation 86%
• Mathematics: Basic 98%
• Prowl 75%
• Radio: Basic 98%
• Tracking 60%
• Track Radio Transmissions 60%
• TV/Video
• Understands English, French, Spanish, German, Russian, Chinese, Arabic with capacity for 15 other languages; can identify all others but can not understand or communicate in them.
Tinkered-WithTech-Warrior Power Armor
Tech-Warrior Power Armor
Image
Model Type: NE-1A-TWPA Tech-Warrior Power Armor.
Class: Medium All-Purpose Strategic Power Armor.
Crew: One.
M.D.C. by Location:
Shoulder Mini-Missile Launcher (2; flip-top): 110 each.
Forearms (2): 100 each.
*Hands (2): 30 each.
Legs (2): 90 each.
Feet (2): 90 each.
* Head: 120
** Main Body: 350
*** NE-F50A: 160/120
* Destroying the M.D.C. of the head/helmet has a 01-70% chance of knocking the pilot unconcious. If conscious, the pilot has two problems: one, no power armor combat bonuses, and two, the pilot's own head is now vulnerable to attack. However, the head is a small target protected by a high neck cowl, the shoulder plating and the tops of the folded wings on the back. Thus, it can only be hit when a character makes a "called shot" and even then the attacker -5 to strike. -4 to shoot the hands.
**Depleting the M.D.C. of the main body will shut the armor down completely, and the pilot will be vulnerable to attack. Also see force field.
***Typically the force field is engaged to protect the main body. If the M.D.C. of the force field is depleted, it cannot be reactivated again for 24 hours. As long as the force field's M.D.C. has not been reduce to zero, it regenerates lost M.D.C. at the rate of 1D4 points per minutes.

Speed
Running: 60 mph maximum. The Act of running does tire out the operator, but only at 10% of the normal fatigue rate thanks to the robot exoskeleton.
Leaping: The powerful robot legs can leapup to 15 feet high and across unassisted by the flight system. A contra-gravity assisted leap can propel the armor up to 100 feet high and 200 feet across without actually attaining flight.
Flying: Contra-gravity system allows for flight up to 200 mph in an atmosphere, or Mach One in outer space. The contra-gravity system enables the Tech-Warrior to hover in a stationary position at any altitude desired.
Maximum Altitude: Unlimited. The contra-gravity system allows the suit to escape a planet's atmosphere and fly out of orbit.
Underwater: Maximum Speed of 50 mph usingthe contra-gravity system, or as per swimming skill using one's limbs.
Maximum Depth Tolerance: 2,000 feet.
Maximum Range: Unlimited. The contra-gravity system does not overheat. The only limit is the pilot's endurance.
Statistical Data:
Height: About foot taller than the wearer (each suit is adjusted to the height of the pilot), depending on the design of the helmet. Some helmets have large adornments and can add as much as 2 feet to the height of the power armor and may protrude from the side of the head as well. The elaborate helmets can have variour fins, crests, spikes, spines, horns, antlers, and even statues mounted on them.
Width: 4 feet because wide shoulders and wings (when retracted). Wings fully extended: 11 feet.
Length: 3 feet
Weight: 1,200 lbs.
Physical Strength: Equal to a Robotic P.S. 32.
Cargo: None.
Power System: Nuclear; average energy life of 20 years.
Weapon Systems:
Multi-Rifle
• Damage: HI-Laser 2D4x10 M.D., particle beam cannon 3D6x10 M.D., short range combined attacks do 4D6x10+20 M.D., fragmentation grenades 4D6 M.D. to a 30' blast radius
• Range: HI-Laser 10000', particle beam 2000', grenade launcher 1000', all double in space
• Rate of Fire: Each blast counts as one melee attack
• Payload: Unlimited for laser and particle beam attacks, 200 grenades
Shoulder Mini-Missile Launchers (2) The heavily armored and oversized shoulder plates conceal mini-missile launchers. To fire, the tops of armor plating flip up and unleash the missiles.
Damage: Varies by type.
Range: One Mile.
Rate of Fire: One, or volleys of two, three, four, or six.
Payload: 16 total, eight in each shoulder launcher.
NEL-11 "Lightning" Electrical Arc Discharger (2): One is hidden in each arm, with no visible firing ports. This unique weapon fires a powerful electrical bolt that not only inflicts Mega-Damage, but affects enemy aircraft, robots, vehicles, or power armor, or stuns humans (even through body armor) and other living creatures.
Damage: 4D6 M.D. per electrical blast, plus unshielded electronics (including sensor systems, computers, communications equipment, etc.) that are not destroyed when struck by an electrical blast directly will be scrambled for 1D6x10 minutes and likely to require some fussing and work to get them back online. Note: Light power armor, light and medium body armor, open vehicles, and light vehicles may also suffer additional damage and side effects (GM's option). See the Optional Lightning Side Effect Table. Heavy power armor and A.I.'s as well as armored vehicles and robot vehicles with a reinforced pilot's compartment are insulated and will protect the pilot, crew, and internal electronics completely.
Range: 1,000 feet.
Payload: Effectively Unlimited.
Bonus: +1 to strike.
Optional Lightning Side Effects Table:
01-15%: Lucked out! No additional problems or side effects.
16-30%: The instrument panel blinks out and sparks fly. It snaps back online 1D6 seconds later, but the crew loses the initiative (if they had it) and one melee attack. This may give their opponent the oppertunity to escape or to strike again before they have a chance to respond.
31-45%: All weapon systems are temporarily out and there are minor electrical fires! One comes back online every 1D4 melee rounds.
46-60%: Radar and targetting systems are gone for 2D6 minutes. Line of sight visuals untiol they come back. No power combat bonuses provided by the armor or vehicle, and -15% on the piloting skill.
61-75%: Communications is knocked out for 4D6 minutes.
76-85%: Sensors and radar are gone and all instrument readings are unreliable for 6D6 minutes. The pilot must fly strictly on sight with a penelty of 25% when speed is one-third of the maximum possibel, -50% at half maximum speed, and -75% at full speed. No initiative and no combat bonuses provided by the power armor or vehicle.
86-90%: Fried circuts! All weapon systems are locked and do not respond. Requires physical repairs, parts and an hour's labor by an Operator to get them operational. Take evasive action.
91-95%: Fried circuts! All sensors and radar are gone. Same penalties as #76-85%, only systems will not come back up. Requires physical repairs, parts and an hour's labor by an Operator to get them operational. Take evasive action.
96-00%: Engine trouble. Maximum speed is reduced to 10% of mormal and power armor and aircraft will not be able to maintain flight. Make and emergency landing and take 1D6x10 M.D. in a rough (but not quite crash) landing. No bonuses to dodge and -2 Initiative.

Ion "Eye" Beams (2): Mounted in the helmet on each side of the eyes is a light ion blaster. they may be fired one at a time or both simultaneously at the same target. Line of sight targeting means wherever the pilot looks the ion blasters can shoot.
Damage: 2D6 M.D. per single eye beam or 4D6 if both eye beams are fired simultaneously.
Range: 500 feet.
Payload:L Effectively Unlimited.
Bonus: +1 to strike.
Knight's Ripper Vibro-Sword: A large two-handed Ripper Vibro-Sword is carried in a scabbard on the left side (or right side for left-handed warriors). This Vibro-Sword also comes with the standard silver coating for dealing with supernatural menaces.
Damage: 3D6 M.D.
"Blinding Flash" Photon-Flash Generator: The photon-flash system creates a sudden burst of intense white light that can temporarily blind everyone within 20 feet in front of the power armor.
Damage/Effect: None, but victims need to roll a 16 or higher to save vs temporary blindness (Apply P.E. attribute bonus to save). A failed save means the character is blinded for 1D6 melee rounds, with a penalty of -10 to strike, parry, and dodge. The chance of falling is 01-50% for every 10 feet traveled, 01-80% if running. Those who successfully save suffer no penalty except -1 to initiative. Blinding Flash does not affect bionic or cybernetic eyes.
Rate of Fire: Once per melee round.
Range: 20 feet.
Payload: Effectively unlimited.
Variable Camouflage System: The suits skin is covered by fiber-optic nano-tech material that can change colors to match the general environment. Color change takes 1D4 melee rounds, in which the armor becomes the exact same color as the predominant one in the area. In the woods or in broken terrain, the suit will be streaked or striped to represent light and shadow as lighter and darker colors like a camouflage pattern. In all cases, the wearer is difficult to spot: -20% for others to Detect Ambush and Detect Concealment when the pilot is undercover, +5% to the pilots Prowl skill, and even characters without prowl have a 40% chance of not being seen if they stay undercover and don't move. The system also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics. There is only a 01-25% chance of thermal systemsand even then the readin/image will seem unusual, unclear, and unidentifiable. The variable camouflage system is disabled after the main dody take 280 points of damage.
Radar Jammer: Additionally the pilot can activate a radar/sensor jammer and "spoofer" for dealing with high-tech enemies. While the jammer is on, conventional radar and missile guidance systems will not be able to "tag"/target the power armor - Missiles are -8 to strike and attacks by other ranged weapons will require line of sight on the part of the attacker who fires without benifit of targetting systems or radar. The Jammer has a one mile radius range. leaving it on all the time will automatically alert the enemy that a jammer-equipped vehicle is in the area, however, so standard operational procedure is not to activate it until combat is underway, or just before attacking.
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat.
Restrained Punch: 1D4 M.D.
Full Strength Punch: 2D4 M.D.
Power Punch (2 attacks): 4D4 M.D.
Kick: 2D6 M.D.
Leap Kick (2 attacks): 4D6 M.D.
Body Flip/Throw: 1D4 M.D. plus loses one melee attack/action.
Body Block/Ram: 1D6 M.D. and has a 01-65% chance of knocking one's opponent off of his feet (if successful, the target loses the initiative and one melee attack/action), but counts as two melee attacks.
Bonuses: +1 initiative, +2 to strike, +3 to parry, +1 to dodge, +1 to roll with impact, +1 to disarm, and +2 to pull punch. +2 to dodge while flying, and +1 melee attack at levels 1, 5, 10, and 15.


Possessions
BUSTED PA
Baron's Redhawk (Currently BUSTED)
"Knock-Off" Silverhawk Attack ExoSkeleton

Crew: One
MDC By Location
• Shoulder Plates (2): 85 each
• Wings/Missile Launchers (2): 85 each
• Multi-Rifle: 122
• Arms (2): 100 each
• Legs (2): 122 each
• * Head: 85
• ** Main Body: 360/36
• *** Contragravity System (1, in back): 170
* The head is a small and difficult target to hit requiring a called shot with an additional -4 to Strike. Destroying the head will eliminate all sensors forcing the pilot to rely on his own natural vision. All power armor combat bonuses to strike, parry, and dodge are lost. In the vacuum of space the character will be subject to explosive decompression, dehydration, freezing and asphyxiation.
** Depleting the M.D.C. of the main body will shut the armor down, making it useless. Destroying the wings does NOT affect the flying performance of the Silverhawk.
*** Destroying the contragravity system reduces all the special bonuses by half and prevents the armor from flying.
Running: 70 mph maximum at 5% of the usual fatigue rate (10% if the contragravity system is destroyed)
Flying: Mach 2 (1522 mph) in atmosphere, Mach 12 (9134 mph) in space. The contragravity system allows the suit to escape a planet's atmosphere and fly out of orbit.
Flying Range: Unlimited
Underwater: 50 mph to a depth of 1000'
Dimensions: 9' high, 5' wide (11' including wings), 4' long, 1000 lbs.
Physical Strength: Equal to a PS of 50
Cargo: None
Power System: Nuclear, 20 years of life
Weapons & Features of Note
Multi-Rifle
• Damage: HI-Laser 2D4x10 M.D., particle beam cannon 3D6x10 M.D., short range combined attacks do 4D6x10+20 M.D., fragmentation grenades 4D6 M.D. to a 30' blast radius
• Range: HI-Laser 10000', particle beam 2000', grenade launcher 1000', all double in space
• Rate of Fire: Each blast counts as one melee attack
• Payload: Unlimited for laser and particle beam attacks, 200 grenades
Wing Mini-Missiles
• Damage: Plasma 1D6x10 M.D. to a 15' blast radius
• Range: About one mile @ 1200 mph, in space limited by speed and distance of the target
• Rate of Fire: One at a time or in volleys of 2, 4, 8, or 16.
• Payload: 16/0 total, 8 on each wing
Six-Shooters (2)
• Damage: 5D6 M.D., only fires bursts of 3 rounds
• Range: 800', double in space
• Rate of Fire: Each burst counts as one melee attack
• Payload: 80 bursts (240 rounds)
HtH
• Restrained Punch 1D6 M.D., Full Strength Punch 3D6 M.D., Power Punch 1D6x10 M.D. (counts as two attacks), Kick 5D8 M.D., Leap Kick 1D8x10 M.D. (counts as two attacks), Body Block/Ram (on the ground) 2D6 M.D., Body Block/Ram (flying) 4D6 M.D.

Gear on Person
Unsecured Black Credit Card: 10,000 Credits (Consumer 8/18/13)
Secure Universal Credit Card: 24,200 (2/15/14 ~Consumer)
Loose fitting blue tracksuit (w/ Cool Bananas logo on front and back.)
Aviator Jacket (w/ Naruni logo on back and front.)

2 NE-2L Autopistols (Worn in dual shoulder holster under jacket.)
Image
Damage: 5D6 M.D.
Range: 500 feet.
Payload; 9 shot magazine.
• Laser Aimer Targeting +1 to strike, +1 to initiative.
• Custom Grips and Balance +2 to strike on aimed shots


NE-75H "Shoulder Cannon"
Image
  • Weight: 30 lbs (13.6 kg)
  • Mega-Damage: 2D4x10+20 M.D. per shot from heavy bore cartridges.
  • Rate of Fire: Each shot counts as one melee attack.
  • Maximum Effective Range: 6,000 ft (1,830 m)
  • Payload: 8 cartridges in magazine
  • Note: Custom Grips +1 to strike on an aimed shot.
    Weapons Balancing +1 to strike on an aimed shot.
    Laser Targeting +3 to strike on an aimed shot.

NE-BA-26 Special Body Armor
http://explorersunlimited.com/images/_d ... f65-th.png
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
• Built-In N-F20A Force Field: 75
Weight: 10 lbs (4 kg)
Modifiers: Fair Mobility -10% to Physical skills.
Special Features
• Naruni Thermo-Kinetic Armor.
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Deluxe Weapons Package
Twin Retractable Energy Blade (Right Forearm)
• • Damage: 4D6 M.D.
Plasma Encased Garrote Strangle Cord (Left Wrist)
• • Damage: 5D6 M.D.C. per Melee Round.
Particle Beam Blaster
• • Damage: 1D4x10 M.D.
• • Range: 2,000'
• • Payload: 10 Shot (Standard E-Clip)
NE-28R Micro-Missile Wrist Launcher
• • Damage: 6D6 M.D.
• • Range: 1 mile.
• • Payload: 2 missiles.
Robotic Exoskeleton
• • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%.
• • Restrained Punch: 6D6 S.D.C., Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
Built-In N-F20A Force Field
• • M.D.C.: 75
• • Voice Activated.
Laser Distancer & Targeting
• • +1 to Strike with Hand Held Ranged Weapons.
• • Range 2,000'
Optics Enhancements
• • Passive Night Vision Range: 3,000'
• • Telescopic Vision (up to 20x Magnification) Range: 1 mile
• • Macro-Lens (6x Magnification)
• • Thermo-Imager Range: 2,000'
• • Light Polarization
Mini-Radar/Sonar System
• • Can track up to 12 targets.
• • Range: 2 miles.
Integrated Sensor Pod
• • 360 degree scanning capability.
• • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise.
Psionic Electromagnetic Dampers
• • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control.


NE-50 Particle Beam Rifle When wearing nightsuit it fits on his back using a custom attachment.
Custom Color and Inlay: (Silver and Matte Black) Engraving: "Congratulations on the Bronze Medal, Ace 69! From all your pals at Naruni Enterprises."
Image
• Range: 1200'
• Damage: 1D4x10 M.D. per blast
• Rate of Fire: Single shots only
• Payload: 8 shots, 16 shots w/ a Long E-clip
• Laser Aimer Targeting +1 to strike, +1 to initiative.
• Custom Grips and Balance +2 to strike on aimed shots


2 HI-10 Heavy Laser Pistols
Image
Damage: 3D6+3 M.D.
Range: 1,000'.
Payload: 15 shots.


2 Ripper Vibro-sabres
Damage: 4D4 M.D.


Ammo Bandoleer
6 Long E-Clips
10 Plasma Cartridge Clips
Box of 100 Super Heavy Plasma Cartridges


Gear at HQ
Items in Room

Flight Suit
Image
A.R.: 12
S.D.C.: 50
Special Features
• Oxygen Supply will last for 30 hours.


NE-07JP Jet Pack
Image
Speed: 360 mph
Range: 8,000 miles per battery charge.
Weight: 35 lbs.
M.D.C.: 40


NE-CS1 Cermalyte Black Nightsuit
http://explorersunlimited.com/images/_d ... f65-th.png
M.D.C. by Location
• Head: 14
• Arms: 14 each
• Legs: 14 each
• Main Body: 28
Modifiers: Superior Mobility; No Penalty to Physical Skills
Weight: 4 lbs (1.8 Kg)
• +5% bonus to Prowl due to non-reflective color and sound-absorbing material.
Special Features
• Integrated N-F40 A Force Field
• • M.D.C. 110
• • Duration: 8 hours per E-Clip.


NE-H10 Plasma Derringer (Hidden Arm Holster)
Image
• Damage: 5D6 M.D.
• Range: 200 feet.
• Payload: 2 Plasma Cartridges. (Reloading takes one action per Cartridge, or One action for both if speed loader is used.)
• Notes: Each time the gun is shot, there is a 10% chance that the shooter's hand will take 5D6 S.D.C. of heat damage from residual heat (no damage if wearing M.D.C. armor or insulated gloves).
• Custom Grips and Balance +2 to strike on aimed shots




Box of Super-Heavy Plasma Cartridges 15000 credits
900 Medium plasma cartridges
10 Short E-clips
10 Spare Plasma Cartridge Clips
2 NE-EB Batteries

Personal Items
• A wardrobe of trendy designer clothes
•• (mostly high-fashion sportsware) all of which is plastered in corporate slogans and logos. (40% Naruni, 20% Cool Bananas (a Kittani owned soft drink company), the rest an assortment of Three Galaxies Corporations. (10 shirts, 6 pairs of pants or slacks, 6 pairs of beach shorts, 2 light Jackets, 2 heavy jackets, • 3 pairs of shoes, 3 baseball caps, 3 winter toques. Once of some value all are in relatively worn condition (good enough for Value Village).
• Personal Computer.
• A Portable Gaming/Entertainment Console and hundreds of games. music discs, movies etc.
• A selection of recreational narcotics (Snoop Lion Style), usually some on his person at (almost) all times.
• Collection of six throwing knives (1d6 SDC) which he is constantly throwing against the wall of his quarters.
• A portable ping-pong table
•• which when folded is a heavy but thin rectangle 1 meter by 2 meters (about 190lbs). When set up it takes the space of a real ping pong table except it hovers above the ground at adjustable levels. It also has the hi-tech option of manipulating the gravity field above the table top. Making all sorts of unusual effects possible. Baron brings or tries to bring this with him where ever he goes. Constantly challenging people to play (its really fun, only the stoniest of hearts wouldn't like it).
• A Collection of bouncing rubber balls
••of the sort physio-therapists might use to increase hand-eye-co-ordination. He bounces these ALL the time whenever he is not already engaged or needing to be engaged in two separate tasks.
Purple Kush = 1 lbs
• 30 flats Cool Bananas Soda
••(note: if he can ever reveal himself as Red/White Number 1 Racer he can access a lifetime supply of "Cool Bananas" Soft Drink)


Recent Purchases: (Added By Rogue Trader below)

You are left with 970 creds
Last edited by Baron on Tue Dec 15, 2015 10:56 am, edited 8 times in total.
Chico Barone is wearing: Baron's Borrowed NE Tech-Warrior and his accessory is: None!!?!?!

Practical Philosophies for the Galactic Rogue, by Viscount Armine Chico Von Caligula
Don't panic; know where your towel is. Any person who can travel the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is, is clearly a person to be reckoned with. And, above all, always remember that time is nothing but an illusion and mealtimes especially so. ~ From Practical Philosophies for the Galactic Rogue, by Armine Caligula. By way of Douglas Adams
The Autobiographical Baron of Yesteryear, by Captain A. Baron
Better to live or die, once and for all, than die by inches. Death is merely a dialogue between the Spirit and the Dust. Since we're all going to die, it's obvious that when and how don't matter, ~ From The Autobiographical Baron of Yesteryear by Captain A. Baron By way of Homer, Albert Camus, Emily Dickinson, Douglas Adams and Joseph Heller
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Baron
Diamond Level Patron
Diamond Level Patron
 
Posts: 147
Joined: Mon Nov 16, 2015 1:57 pm

Background

Postby Baron » Tue Nov 17, 2015 4:29 pm

The Autobiographical Baron of Yesteryear
Excerpt
"Better to live or die, once and for all, than die by inches. Death is merely a dialogue between the Spirit and the Dust. Since we're all going to die, it's obvious that when and how don't matter," the lannista led us in our morning ritual of reciting the Codex Ludi; then guided us solemnly into the flight hangar. When I first saw the raptor-sleek racers, I thought that they hung in the sky in much the same way that bricks don't. Eventually I learned there is an art to contra-grav flight; the knack lies in learning how to throw yourself at the ground and miss. I was talented, good-natured, generous and likeable; In three days no one could stand me; the atmosphere unpleasant, I tried to get out of the increasingly lethal training sessions. The Syndicate weren't fools nor were they prone to unseemly violent threats; they liked to solve their issues with paperwork; to avoid my fate I merely needed to declare myself mentally unfit and fill out the forms. The Syndicate thinks of everything and there was one catch; the only catch they needed. That was Catch-22, which specified that a concern for one's own safety in the face of dangers that were real and immediate was the process of a rational mind. I was crazy and could be grounded. All I had to do was ask; and as soon as I did, I would no longer be crazy and would have to fly more missions. I would be crazy to fly more missions and sane if I didn't, but if I was sane, I had to fly them. If I flew them, I was crazy and didn't have to; but if I didn't want to, I was sane and had to. Furthermore, Catch-22 said they had a right to do anything I couldn't stop them from doing. That was some catch, that Catch-22. I was moved very deeply by the absolute simplicity of this catch and could only let out a respectful whistle. In fact It was the best there was. At that moment I decided to live, and my only mission was to stay alive forever or die in the attempt.
By way of Homer, Albert Camus, Emily Dickinson, Douglas Adams and Joseph Heller
Summary
The Early Years
Baron was born with the name Ainslie K-G-Basic-Service-Barracks-97.331.02 in Lucktown on the pleasure planet Paradise 8. His mother, Ansla K-G-Basic-Service-Barracks-97.331.01 raised him alone while working nights as a cocktail waitress. Being an unskilled server and an aging beauty meant that Ansla was stuck on the bottom level of the Paradise 8 Employee Salary Grading System. Only the slaves were considered lower class even though in many cases, depending on the owner, slaves often had a better standard of living. Mother and son lived in crowded poverty in the hidden underground slum known as the K-Grade Employee Barracks.

Like most Barrack Rats, Ainslie spent his time scamming credits from rube off-worlders and spending said credits at the arcades, at least the ones that allowed locals. At about the age of eight Ainslie began to develop his incredible abilities. His mother begged him to keep his talents secret, which he did to some extent. She knew what would happen if he was discovered. She was right to be scared but the boy was young and foolhardy.

Over time an attendant at the arcade Ainslie frequented, named Gordy Hlotode, noticed Ainslie could play for an incredibly long time on a single credit. Then one day he witnessed Ainslie switching games and Gordy realized he hadn't been depositing credits at all. But Gordie wasn't mad, instead he was already counting his prospective finder's fee. Unfortunately for the boy Gordy was a low level affiliate of the Luck Syndicate. He immediately called his connection in the Syndicate's Recruitment Office and Ainslie's course in life was set. A few days later large men in in suits came to their room in the Barracks and gave Ansla and Ainslie an offer they couldn't refuse.

The Luck Syndicate
The Luck Syndicate is just one of several such organizations that represent the interests of the various regions of Paradise 8. The Luck Syndicate differs from a crime syndicate in that their goals are to ensure the integrity and legitimacy of the gaming in Lucktown and therefore its attractiveness to intergalactic gamblers and mega-wealthy beings of a sporting nature. The Luck Syndicate is also a (mostly) legitimate organization which operates under the ultimate authority of the Regional Manager and direct supervision of the Lucktown Manager.

However, the Luck Syndicate is exactly similar to a criminal organization in two ways: personnel and methods. Extortion, kidnapping, torture, etc. aren't crimes when they are committed under the authority of the state. With legitimacy like that the Syndicate can be ruthless in the pursuit of its goals.

In carrying out the directive of keeping gaming legitimate, the Syndicate keeps tight control over access to and the activities of "the Talent". Every Boxer, Martial Artist, Gladiator, Pilot, Racer, and any other kind of athlete are kept locked away from the world. Even independently licensed and visiting off-world teams have to live in the Athletes Compound and keep their gear in storage with the rest of the crews. This is a somewhat limited existence but most athletes don't complain. They are in fact paid quite handsomely and the Athlete's Compound is the lap of luxury, the residents every desire fulfilled.

Faced with a peaceful acceptance of this "opportunity" or the unspoken alternative Ansla tried to make herself accept that this might be the best chance for Ainslie to have a different, better life. She let them take him without a word.

At first the Syndicate put Ainslie through months of rigorous, invasive procedures to test the limit of his abilities. Then he began a three year intensive training in piloting all of the most modern machines. This meant by the age of thirteen he was a military grade Star Fighter pilot!

At fourteen the Syndicate entered him into the Olympic Games on Olympia 4 under the name Ace 69 (his own choice) and he won the Bronze medal in the Short Distance Grav Bike Race. After that they turned him pro and he was an instant success. He began to enjoy his new life now that the rigors of training were over. And his victories kept piling up. Most athletes' names' are kept secret and they are Identified by their colors and their rank. By the time he was 17 he was known as Red/White Number 1. For the rest of that year he was on top of the world and awash in babes, drugs and anything else a teenage dude could want.

At first he struggled to maintain contact with his Mom but it became harder and harder as his successes grew. On his 18th birthday while partying naked with twin dancers he received news of his mother's death. She had died horrifically in a steamworks blowout that cooked a two block section of the Barracks. Ainslie was destroyed by the news and retreated further into drugs and alcohol. However the Syndicate couldn't let an asset like him go to waste; they cleaned him up and got him back in the saddle.

And he kept winning. In fact, he won too much. The Syndicate found it to be more profitable.to have him not race. Instead they put him in the Robot Colosseum where he piloted one of the giant robot gladiators. Oh, he was good at it, but he hated it, hated being stuck in a land based behemoth hammering away at another clumsy hulk. But still he won. And they kept challenging him, sending him in handicapped or against progressively lethal monsters. One day when he checked out the card he saw that he was starring in the main event with two vampires! The real kicker was that they were sending him in encased in a tin can! A custom outfitted mining exoskeleton with silver forearm claws and and a stake launcher. A civilian vehicle. He survived that night but the next morning he started making some serious plans.

The Dark Period

He began to steal. Not a lot, not so anyone would notice but using his ability to merge with computers and complimentary computer skills he was able to infect simple relatively unprotected machines such as food/drink dispensers, children's games and the like with a virus program that siphoned off tiny percentages of each purchase. The genius of the program was the fact that once a virus had infected one machine it could stowaway hidden along the financial data collection channels and infect all other machines of this type. Ainslie was careful not to get greedy he carefully searched for and read the machine's log reports and never infected a line of machines run by a diligent operator and checked regularly. In this way he amassed a small, secret fortune. He used various aliases such as Armine Caligula, Wolfgang Burnthouse etc. to keep his precious fortune secret and to keep it safe. This was in addition to the handsome salary he was payed and sponsorship and endorsement deals he accumulated as he gained fame (as Red-White Number 1). He had plenty of time to spend his money on leisure. Besides the occasional death match, the only major event in his future was the Paradise Centennial Grand Prix; the greatest Grav Bike Race in the Three Galaxies; it just so just happened to be held on his 21st birthday, a coincidental anniversary of several life changing events. He had plenty to celebrate as he had been declared the clear and early favorite. And so that's what he did with his 'legit' money. He partied. He blew it all. Toys, guns (Naruni pistols were his favourite), drugs and hangers on... And that's how he met Veruna Salt, 18 months before big race...

Veruna Salt
Veruna was everything Ainslie had ever wanted in a girl. She was an exceptional knockout, smart, funny and when he was with her she always knew just what to say to make him laugh or feel better about the situation. She was the perfect girl. Almost everyone else could see that she was a little too perfect and that the relationship was way too intense to be healthy. However the number 1 racer has no friends and nobody offered their insight. Why Ainslie didn't suspect anything, still tortures him to this day.
Ainslie eventually told his new found love of his secret nest egg and together over the course of a year they diversified the irrevenue streams (in some ways Ainslie wasn't even aware of) and multiplied the fortune again. Life was good, but still the resentment and the virtual captivity created fertile ground for Veruna to sow the seeds of corruption.

The Plan
It wasn't in his nature to lose on purpose, so it took a lot of work to get him to except the plan. They would place the entirety of their secret fortune on a bet against him. Not on the second ranked racer but the third. The payout on a win would be 20 to 1. The key to this plan was Ainslie staging a blowout that took out not only himself but the second racer, and anyone else but the third really. Success was possible because of his mechanical powers and dexterity. The only question was if he was able to cause such a complex series of events undetected. He created the identity of Ainslie Baron, recent graduate from a plausible sounding "Space Academy" who had been on Paradise 8 to celebrate graduation. He chose the name after an ancient legendary fighter pilot, a story his mother used to tell him. He packed all his favorite toys and personal customized grav bike. After purchasing a ticket aboard a Phase Drive ship to Phaseworld, he handed over his fortune to Veruna Salt who in turn handed it over to her "cousin" to lay the bets.

Aftermath.
After the race Ainslie was both exhilarated and heartbroken. On one hand he was filthy rich and had pulled off the most skilled and difficult maneuver of his career, on the other he had betrayed the most the only thing that brought joy to his heart, his one true ideal: going faster than anyone else.
When he arrived on Phaseworld with many trunks and chests of gadgetry and trinkets, he went to the hotel in Spacetown where they had arranged to meet.
After his mother's death, the second worst point in Ainslie's life was the moment he realized that the love of his life was a miscreant Pleasurer with not the least amount of respect for him. To make it worse, the mysterious "cousin" was not a relative but a lover and none other than Gordy Hlotode the Syndicate stooge! Gordy had been assigned as Ainslie's watcher, secretly following him for the last seven years and conspiring against him the entire time. The cruel betrayers blasted the kid with a stun gun, reveling in his pain and left him spasming on the floor of his hotel, amongst his trunks of junk, penniless and destroyed.
The next few months were spent pawning off his belongings one by one in order to pay for his hotel room and the second longest drug binge of his life as he gets down to his last most prized possession he desperately cleans himself up (a little) and starts looking for work. ANY work.

Full Color Graphic Bio
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Last edited by Baron on Thu Jun 09, 2016 9:15 am, edited 2 times in total.
Chico Barone is wearing: Baron's Borrowed NE Tech-Warrior and his accessory is: None!!?!?!

Practical Philosophies for the Galactic Rogue, by Viscount Armine Chico Von Caligula
Don't panic; know where your towel is. Any person who can travel the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is, is clearly a person to be reckoned with. And, above all, always remember that time is nothing but an illusion and mealtimes especially so. ~ From Practical Philosophies for the Galactic Rogue, by Armine Caligula. By way of Douglas Adams
The Autobiographical Baron of Yesteryear, by Captain A. Baron
Better to live or die, once and for all, than die by inches. Death is merely a dialogue between the Spirit and the Dust. Since we're all going to die, it's obvious that when and how don't matter, ~ From The Autobiographical Baron of Yesteryear by Captain A. Baron By way of Homer, Albert Camus, Emily Dickinson, Douglas Adams and Joseph Heller
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