Wi-Fi (Human Mutant Psychic, APPROVED)

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Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Wed Jan 15, 2014 9:50 pm

Player Name: Shawn
YIM Handle: Shawnaster@Yahoo.ca

Character Name: Clarica Ellison
Power Category: Human Mutant (Psychic)
Alias: Wi-Fi (Also uses the name 'Tesla' online)
Occupation: Freelance Programmer, Computer Hacker, Former Member of Nest (Vigilante Group)
Alignment: Aberrant (Lives by her own code)
XP Level: 9
XP Points: 80,621 (10/2/20 -- CHIMERA)
Next Level @ XP: 95,001
Birth Order/Family Ties: 2nd child (Desmond, older brother in New York)
Land of Origin: Blue Cove, Delaware, United States
Childhood Environment: raised in Corporate-made small town
Social/Economic Background:
When Extraordinary Abilities First Manifested: 12 years old
Disposition: While spunky and sometimes capricious Wi-Fi does have the very redeeming quality in her ability to keep information to herself. Wi-Fi will not reveal any secret told in confidence or personal information as a rule. This includes protecting sources or others in her charge that wish to remain unknown. She is quietly seeking to bring out the best in others around her and make life as easy as she can for herself or others; even if it means crossing a few lines. Clarica just makes sure she chooses her lines very carefully so her friends, allies, and sources are unharmed as possible.

Clarica is pleasant and open-minded with friends, is a Team and 'pack' orientated individual, works well with others and can adapt to others' methods reasonably well. She shows excellent restraint in her personal views and feelings when among allies, group members and others she does not like. She is Professional will put any team goals before her own personal agendas.

ATTRIBUTES
Bonuses in Blue apply only when Force aura is active.
I.Q.: 28
M.E.: 25
M.A.: 13
P.S.: 17 / 27 (Superhuman)
P.P.: 18
P.E.: 14 / 18
P.B.: 13
Speed: 24

PHYSICAL DATA
Bonuses in blue apply only when Force aura is active.
P.P.E.: 15
I.S.P.: 156 (+10)
H.P.: 37
S.D.C.: 47
Age: 25
Sex: female
Height: 5'9"
Weight:130 lbs.
Description: She tends to dress normally preferring Jeans and pants to skirts or dresses and likes T-shirts and White thick material dress shirts. She mostly wears dark shades and white/dark color combos. Her figure looks to be about 120-128 and she's been working out... so its muscle mass but not a 6 pack.

Mutant Characteristics:
Naturally bald, does not grow any body hair (No need to shave legs even.) Aside from eyebrows and lashes which are Onyx like her eyes. Her lips are also naturally onyx

Natural Abilities:
Bonuses in blue apply only when Force aura is active.
Perception Bonus: 62% see rules here
Charm/Impress: 15%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: 39 lbs. (normal) /104 lbs. see rules here
Max. Carrying Weight: 340 lbs. (normal)/ 5400
Max. Lifting Weight: 680 lbs. (normal)/ 8100
Max. Jumping Ability: 8'6" long, 4'3" high (normal) / 27' long, 13'6" high see rules here

Super Abilities
Force Aura
  • A.R. 14
  • S.D.C.: 280 (+10) The aura works as natural Armour rating and defense.
  • Recovers at a rate of 4D6 S.D.C. Per 10 minutes.
  • Bonuses when active:
    • +4 to roll Punch, Fall, and impacts
    • +10 to P.S. (Considered Superhuman)
    • +4 to P.E.
  • can protect one additional person at 4th, 8th and 12th level (those in the field Wi-Fi included are rooted to there spot. they must be within 4 feet)
  • Horror factor (10)
    Note: the field gives her equipment and clothing, as well as those of people protected a metallic sheen.


Directed Force
  • Force bolts from eyes
  • Force bolts from hands
  • Pin targets with force
  • lift targets held


Extraordinary Intelligence
    Extraordinary Intelligence
    The character is a highly intelligent a n d mentally flexible
    individual. Her genius truly shines with in his personal
    area of expertise, a category of skills which he grasps on
    an intuitive level. Note : The G .M . should ensure that the
    player selecting this superability plays the character appropriately , as the Extraordinary I.Q. power i s as much
    about role playing the character intelligently , as it is having
    a high I.Q. rating and the skill bonuses that come with it.
    Bonuses : Increase I.Q. to 22 + 1d6, and apply a + 10%
    bonus to all known Language, Literacy and Mathematics
    skills. In addition , the character is:
    +2 to save vs mind control, possession and illusions (including magical ones)
    selects one additional Secondary Skill at levels 3 , 6 ,
    9 , 1 2 and 1 5

    Area o f Expertise (Special) : The character' s extraordinary intelligence shines in one particular area of expertise.
    +20% bonus added to Artificial intelligence and Genetics (in addition to any other bonuses from education , training and IQ. bonus.


Psionic Powers
Healing:
Psychic purification
(8) Range: Touch, Duration Immediate, Trance: 6d6, Slows metabolism and destroys chemicals, drugs, Poisons and Toxins. effects cease at beginning of Meditation)
[ooc=Bio-regeneration](6) Range: self, Duration: permanent, Heal 2d6 (HP) or 3d6 (SDC)

Deaden Pain
(4th level effectiveness)
(4) Range: 3ft, Duration: 1 hour/lvl, Trance: two Minutes

Detect Psionics (5)
Psychic Diagnosis
(6th level effectiveness)
(4) Range: 3 ft. Duration: Immediate knowledge, Trance: 2d4 melee rounds

Healing touch
(4th level effectiveness)
(6) Range: touch, Duration: Instant, Heals 2d6 SDC or Hitpoints

Psychic Surgery
(6th level effectiveness)
(14) Range: Touch, Duration: Varies with injury, Trance 2d6 Minutes+ half of the time modern surgery would take.

Exorcism
(3rd level)
Range: immediate, touch or with in 8 feet. Duration: Length of trance 30 minutes of preparation and 6d6 minutes with the possessed person or animal. Isp: 10, Success ratio to remove the entity: 35%+7%/level and 28%+7% to force the entity back to its dimension.

Physical:
Telekinesis
(small: 3, Medium: 8, Large: (over 20 lbs/9kg): 8+1/10 lbs)
Combat bonuses for TK: +3 strike, +4 Parry , can block with sheer TK force as if lifting a medium heavy object: 8 ISP cost)

Telekinetic Punch
(6) Punch 4d6, Kick 5d6 (save or take 1d6 damage)

Telekinetic Leap
(8) Range: 3ft high/level, 5ft across/level: current 9 feet, 15 feet

Telekinetic Push
(4) Equal to Body block in combat terms: 1d4 sdc/hit points


Sensitive:
Mask ISP & Psionics
(3rd Level Effectiveness)
(7) 10 minutes/level

Telepathy
(4) Range: 140ft., duration: 2 minutes/Level

See invisible
(2nd Level Effectiveness)
(4) Range: 120ft., duration: 1 minute/Level

Empathy
(4) Range: 100ft., duration: 2 minutes/Level

Total recall
(2) percentile Roll: 01-50 remembered in full detail word for word, 51-80: details are forgotten but full essence of ideas are clear, 81-00: remembers only basic concepts, no detail or strong comprehension.


Total Recall
Total recall(2) percentile Roll: 01-50 remembered in full detail word for word, 51-80: details are forgotten but full essence of ideas are clear, 81-00: remembers only basic concepts, no detail or strong comprehension.


Object Reading
Range: Touch Duration: Varies can be up to about 2d6 minutes ISP: 6
Impressions: 68% (+2%)
Detects general alignment and state of mind last owner, General purpose of items, Whether or not the last owner is living and if the item was used with/by magic or supernatural forces.
Images: 58% (+2%)
See isolated images of events in the past of owners, Details of significant users like height/ weight, age or special features of specific users.
Present: 50% (+2%)
Can read present images and impressions.

Read Dimensional Portal (EP)
(3rd level Effectiveness)
[ooc=Sense Dimensional Anomaly (EP)] (3rd level Effectiveness)
Range: 100ft (30 m) radius per level
Duration: 2 minutes per level
I.S.P: 4

Sense Evil
(2nd level Effectiveness)


Super Psionics:
Telemechanics
[ooc=] Hack/Communicate with machines: Range:touch; Duration: as long as touched; Hack/Communicate with machines: 10
Mechanical Knowledge: Range: Touch; Duration: 10 minutes +2/L; Mechanical Knowledge (Skill: 80%); ISP: 10


Telemechanic Mental Operation
(EP 1st level Effectiveness)
Telepathically operate machines with her mind: Range:20+ 5 feet/level; Duration: 2 rounds/level; ISP: 12


Telemechanic Possession
(1st level Effectiveness)
Mentally possess machines: Range:touch or 10 feet/level; Duration: 2 minutes/level; ISP: 50


Telekinesis (Super)
(3rd level effectiveness)
[ooc=]Range: 100' per lvl Damage: 1d4*10 per 100 lbs
Duration: 2 minutes per lvl
ISP:10+ ISP per 100 lbs


Electrokinesis (Varies)
(5th level effectiveness)[ooc=]Electrical Resistance: Self; Duration: 3 minutes per level; Electrical Resistance: 4/use
Electrical Discharge: Range: Touch or 30ft+ 10 feet/level, Duration: Instant, ISP: 2/little or 4/jolt
Manipulate Electrical devices: 60 feet +5/level; 12 functions/level ISP: 4
Sense Electrical Sources Range: 60 feet +5/level; Duration: 2 minutes; ISP: 2/ use (Detection ability: 75%+5%/level (Failed roll: detects only 1d6*10% of all Sources could be detected.)


Mind Block Auto defense
(6th level Effectiveness)[ooc=]The moment she is psychically probed this ability alerts her and activates Mind block (at no cost to her ISP) note to allow a probe, telepathic or contact she must lower this defense willingly. (With Zhana she has an exception built in similar to a virus blocking programming allowing Zhana, Brute other omegas to communicate with her.)


EDUCATION LEVEL: 4 years college

Scholastic Skills:
Basic Skills:
Pilot Automobile 89% (+2%)
Speak–English 123% (+5%)
Read/Write English 103% (+5%)
Basic Math 118% (+5%)

Criminal
Streetwise 85% (+4%)
Pick Locks 108% (+5%)
Computer Hacking 108% (+5%)
Safe Cracking 85% (+4%)
Find Contraband & Illegal Weapons 91% (+4%)

Communications
Radio: Basic 118% (+5%)
Electronic Counter-measures 109% (+5%)
TV/Video 108% (+5%)
Cryptography 113% (+5%)

Computer Programming
Basic electronics 103% (+5%)
Computer Operation 113% (+5%)
Computer Programming 108% (+5%)
Computer Repair 98% (+5%)

Technical
Art: Sculpture 103% (+5%)
Art: Holography 103% (+5%)
Law 93% (+5%)
Business & Finance 95% (+5%)

Extraordinary Intelligence Program (Science) (A.k.A Nerd power)
Area of expertise: Genetics 84% (+5%)
Area of expertise: Artificial Intelligence 89% (+3%)
Computer Operation 113% (+5%)
Mathematics: Advanced 93% (+5%, 4th lvl)
Chemistry 73%(+5%/level) (3rd level)
Botany 59% (+5%)
Chemistry: Pharmaceutical 64% (+5%)
Astrophysics: 64% (+5%)

Special Police Skills (Gained at Level 3)
Criminal Science & Forensic Medicine 103% (+5%, 5th lvl)
Intelligence 73% (+4%, 5th lvl))

Secondary Skills
Basic Mechanics 83% (+5%)
First Aid 95% (+5%)
Swim 103% (+5%)
Climb 95% (+5%)
    Rappelling 85% (+5%)
Prowl 73% (+5%)
Pilot Motorcycle 105% (+4%)
Body Building
Running
General Athletics
HTH: Basic

EP Purchases
Field Armorer/Munitions Expert: 64% (+5% per level, 4th lvl)
Lore: Demons & Monsters 73% (+5% per level, 5th lvl)
Lore: Psychics & Psionics 58% (+5% per level, 5th lvl)
Boxing
Wrestling

Chemistry (See Above)
Chemistry - Analytical 68%(+5%/level) (3rd level)
Pathology 83%(+5%/level) (3rd level)
Biology 78% (+5%)
Optic Systems 44% (+5%) (1st level)
Artificial Intelligence (See above)
Robotics Program:
Mechanical Engineer 59% (+5%) (1st level)
Robot Mechanics 54% (+5%) (1st level)
Electrical Engineer 69% (+5%) (1st level)
Robot Electronics 64% (+5%) (1st level)
Biology
Combat Data
Bonuses in blue apply only when Force aura is active.
HTH Type: Basic
Number of Attacks: 8
Initiative Bonus: +3
Strike Bonus: +2 (+5 w/Telekinesis)
Parry Bonus: +5 (+7 Parry w/Telekinesis)
Dodge Bonus: +5
Disarm Bonus: +1
HTH Damage Bonus: +4 /+12
Roll With Punch/Fall Bonus: +5 /+9
Roll With Impact Bonus: +2 /+6
Pull Punch Bonus: +2
Other:
Critical Strike on natural 19 or 20 (Double Damage)
Punch Damage: 1d4+2 /1d4+12
Kick Damage: 1d4+2 /1d4+12
Knee/elbow Damage: 1d4+2 /1d4+12
Karate Kick Damage: 2d4+2 / 2d4,+12
Snap Kick Damage: 1d6+2 /1d6+12
Body Block Tackle Damage: 1d4+2 /1d4+12 +Knock down
Crush/squeeze Damage: 1d4+2 / 1d4+12
Pin/Incapacitate on a roll 18,19 or 20
Stun/Knock out automatically on a natural 20 (Duration 1d6 rounds, Can happened unannounced)
Bodythrow/Flip

Weapon Proficiency
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

    Recognize Weapon Quality -- 52% (+6%)
W.P. Handguns
    +4 to strike
W.P. Shotgun
    +3 to strike
W.P. Archery - +5 to strike. +1 to parry with the bow itself at level 1, and +2 to disarm.
Rate of Fire: As per the character's hand-to-hand attacks per melee.
Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.

W.P. Knife - +3 to strike. +4 to parry. +4 to strike when thrown.
W.P. Targeting - +3 to strike. 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 proficiency.

Saving Throw Bonuses
Bonuses in Blue apply only when Force aura is active.
Coma/Death: +6%
Toxins (15+):
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +8
Psionics (12+): 6 or higher to save (+5 M.E. and +1 Mind Block Auto Defense)
1d6 = 4
1d6 = 5
1d6 = 1
Last edited by Wi-Fi on Thu Aug 20, 2020 4:11 am, edited 163 times in total.
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
Gold Level Patron
Gold Level Patron
 
Posts: 731
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi

Postby Wi-Fi » Wed Jan 15, 2014 9:56 pm

Equipment

Transportation
Can-Am Spyder

Carried/In Hand
Field Terminal latest model top of the line

Worn on Person
Omega Suit v3.1.7
Image
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15
Weight: 6 lbs
Modifiers:
  • AR: 17
  • *Body Camera (-2 to strike via aimed shot only)
Features:
  • Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
  • Built-in short range encrypted radio transceiver (Omega freq only).
  • Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
  • Body Camera located in center of chest.
  • Anti-Tamper system


Nest Armored Long Coat
S.D.C. by Location: A.R. 13
  • Hood: 30 (strategically placed small ballistic plate. also weighs down hood to keep it from moving)
  • Arms: 15 each
  • Main Body: 70
Weight: as per a normal long coat.
Modifiers:a lighter version of a modified Fragmentation Cape with sleeves and opened in front with better mobility and less S.D.C. can be sealed up with clips/Buttons or zipper as preferred by wearer. sleeves can also be adjusted to accommodate Armour worn under it.
OOC Comments
[*]A.R.: 13
[*]S.D.C.: 120
[*]Prowl/Movement Penalty 10%. It looks like a heavy poncho.

Features:
  • Sleeves adjusted for gloves, wrist-mounted knives or other small weapons to be worn on and drawn from wrist sheathes.
  • back has slices to allow for drawing of small/medium weapons on the small of the back or over the shoulder
Book Reference: made by the nest, not in official books


Reinforced Racing Gloves
[*]A.R.: 10
[*]S.D.C.: 10
[*]-2 to Strike with ranged weapons

Elbow Pads
[*]A.R.: 10
[*]S.D.C.: 10
[*]No Modifiers

Knee Pads
[*]A.R.: 10
[*]S.D.C.: 10
[*]No Modifier

Reinforced Nest Riding Suit
[*]A.R.: 12
[*]S.D.C.: 65
[*]Prowl/Movement Penalty -10%, No damage from punches, kicks, and knockdowns.
[*]Features: pale green color
-Crash Damage Reduction: 24 damage
added features:
-goggles (with infrared lenses that can be put on when needed)
-re-breather/gas mask (air tank for underwater use required).
-a hood that snaps shut and holds down her hooded long coat and sweater hoods to keep them from getting in the way.
-thermally insulated to reduce the detection of a heat signature and help maintain temperature balance.
-Sound insulated to reduce detection of heartbeat and other internal noise a hypersensitive hearing type might listen for.
-Use of non-magnetic metallic zipper and Non-magnetic metals.
Source: original stats from EU armory
Mobile Wireless and Data Access Point system
Goggles (with infrared lenses that can be put on when needed)
Re-breather/gas mask (air tank for underwater use required)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools. her Triton Industries TI Stun Pistol for infiltration and when she is able to effectively use it. many metahumans are tougher and can not be stunned by this weapon easily.
• Attachment: Close quarters Hand pistol (Armor Piercing)
• Attachment: Close quarters Hand pistol (Rocksalt)
• Attachment: Close quarters Hand pistol (Shok Lock Cartridges)
• Attachment: Close quarters Hand pistol (Multi-ball -Low Lethality)

Personal Weapons: Close quarters Hand pistols (2-4 as needed): - THIS NEEDS TO BE FLESHED OUT WITH THE GM / DM
OOC Comments
Nest Handgun.gif
Nest Handgun.gif (46.71 KiB) Viewed 2720 times

Firearms1.png

an SDC variant based on a NG-11S "Sawed-Off"
  • Range:
    • Shotgun Shells/Slugs: 200'
    • Damage:
      • Shotgun shells:
        [8] scattershot: 4D6
      • Solid slugs: 5D6
      • Rate of Fire: Single shot only
      • Payload: three shots; reloading the gun takes three melee actions
      • Weight: 3 lbs.
      • Features:
        Features:
        - Ripcord Quick reload system
        - Made of Non-Ferrous metals and Plastic/ceramics (Not magnetic materials)
        - Easy to customize, use and maintain even by novice armorers
        -top venting helps compensate for recoil by pushing down during weapon discharge
        -bottom-mounted camera and mic to record combat to identify targets after they are gone or turned into a bloody mist. also for scouting or looking under hard to reach spots.
        1. Mini-Telephoto Document Camera: A tiny, easy to conceal
        camera, only a little bigger than a disposable lighter. Cost: $350.
        (pg. 345, Main book)
        2. Wireless Microphone: This compact mic. is about the size
        and thickness of a box of matches. It can pick up sounds up to
        14 feet (4.3 m) away and broadcast up to 300 feet (91 m) away.
        Cost: $500.00 (pg. 344, Main book)

        3. USB/SDD/chip style recorder and battery (encrypted)

        4. Flashlight
      • Modifiers: None,
      • Book Reference: p.208, WB33

-Special shotgun shells: Amount and type carried vary by mission payload.
OOC Comments
Rock Salt:
1 point of damage, unarmored targets must save vs. Non-lethal poison or suffer -1 to attacks for 1-4 days. successful save means will reduce time to 1d4 minutes.

Phosphorous:used as a flare or to burn through barricades.
range 24 feet, damage 7d6 (35% chance to damage barrel when fired imposing a -4 to strike, a second failure will render weapon unusable.

Flechettes:
Sharp sliver projectiles fill this shell. P.V. 2, 6d6 Damage

Armor Piercing:
Damage: 1d4*10
specially shaped Teflon jacketed slugs. +2 strike or reduce AR by 2.

Exploding:
Damage: 1d6*10 with a P.V. of 9

Shok Lock Cartridges:
Damage: 5d6 with a P.V. of 5. Special Ceramic rounds that do not shrapnel or leave bullet fragments.

Multi-ball -Low-Lethality:
Damage: 1d6 with a P.V. of 1. shock is equal to a medium-caliber pistol

Mace/Pepper spray Round
Damage: none, saves Mace/Pepper spray, limited to 6 ft range

Sabot encased darts:
Damage: 1d4 + tranquilizer/effect desired

Sabot encased darts: Silver
Damage: 1d4 Silver (May include: Tranquilizer or other dart injected effects.)


Backpack (
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Omega Suit v3.1.7
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:


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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Stored in Vehicle

Stored in Room at Omega HQ
Battle Dress Uniform (Fatigues):
Pants x4: 6 pockets, adjustable waist tab, button fly, drawstring
cuffs. S.w.A.T. Black $140.00.
Laptop Computer (High End) $6,500.00
Personal Computer (High End) $4,000.00
Monitor x3 - Flat Screen $2500.00
Laser Printer (good quality) $500.00
Medical Bag: This 8 pound (3.6 kg) bag is a complete
Medic's field kit. Included are adhesive pads, bandages, gauze
pads, adhesive tape, splints, sterile gloves, scissors, forceps,
thermometer, needle, razor blades, pins, medicine, ointment,
and salt tablets. The bag has a backpack and shoulder straps and is
available in a choice of camouflage, green, or khaki. Cost:
Motorcycle Helmet
[*]A.R.: 14
[*]S.D.C.: 50
[*]No Modifiers


(5) Spider-Bots
(2) military style Duffel bags
Personal Wardrobe: consist of long coats (Black-dark Grey, Dark Grey-Blue, Blue and a black one), a T-shirts, several pair of Safety Hiking shoes (with a non-Ferris steel toe, sole, and shank to avoid magnetic powers), pairs of close-fitting Cargo style pants that are re-enforced with extra layers and padded to provide some protection from tears and impacts.
Nest Driving suit w/concealed armor

Bank account: $37,666.64 (Blackhaunt - 2/19/20)



Gear Stats

Advanced Hard Armor Vest
S.D.C. by Location:
• AR: 12
• SDC: 83/120
Weight: 9lbs (4 kg)
Features:
• Multiple storage attachments
• Can be fitted with extra armor AR+2, 5lbs


Mobile Wireless and Data Access Point system
This harness allows the wearer to use the remote Wireless Router system to hack into or access local area networks and things like security cameras, information databases, Drones or Remotes, and such while in the field. The feed can go to a monitor or goggle with a HUD. The system itself is highly secured and has redundant anti-virus, anti-spyware and Malware protection as well as lead and copper-lined pouches holding vital electronics similar to Faraday cage.
Effectiveness
Range: Within the immediate block or building typically. Local connections may be hampered or enhanced by other local conditions. by linking to far-reaching networks the range may dramatically increase. The increase in range increases the complexity of the operation she is performing.
Weight: 8 lbs (Current variant of the Harness and gear attached)
Power System: Battery power/Plugin re-charger (8 hours continuous operation or unlimited if plugged in)
S.D.C.: 60 due to casing around it being a sealed faraday cage wrap around it to protect it (and her from it should it overload) from electrical charges. If remade by better craftsmen than herself.)

Features:
Easy maintenance and easy to find parts. As it improves maintenance becomes more difficult.


Notes:
- This harness can not be worn with other harnesses. It takes up too much space and the battery packs and wires require proper protection and wrapping.

-It is not a computer on its own. it is a secured router only and does not store information on its own! It requires a computer to operate through it. It can have a password and security installed to keep unauthorized users out of it.

Flash Pack:
Primary Purpose: message beacon and to use in conjunction with infrared and special optics to see in the dark without an obvious light source to trace back to.
Secondary Purpose: disrupt or misdirect pursuers

Light may also be used as flashlight, signal or for Morse code, altered to emit Infrared or ultra-bright range and has a Light Pattern Recorder. It can repeat and flash as set by the user On/off switch and a Timer are also installed. This device is about the size of a modern hand-sized iPad/phone.


Triton Industries TI Stun Pistol (1 for special assignments when stealth is the priority this weapon is not with her on-field unless needed.)
• Range: 100'
• Damage: None. This pistol fires an energy charge that short-circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each blast that strikes. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10 shots per energy clip


Shock Gloves:
Range: Melee
Damage: None. These gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds. A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
Rate of Fire: Single shots only, five shots total per melee
Payload: 10 shots per charge (no clip)


Spider-Bots
Most missions she typically has 1-3 of them unless all 5 are needed for certain. Wi-Fi may let others use them if the team splits up to be able to share visuals with others over a distance. Wi-Fi is protective of them and treats them as she promised DLL she would. As if she created them herself. she does intend on adding a small monitor or hollow emitter on it to better convey messages and images with eventually.
Edit: Recently several omegas took to naming the spiders. Currently, 2 remained unnamed. the other three are Stubby, Rover, and Sparky. (not the evilest names...but a as a wise man named Jim Croce once said about a song... It doesn't take you far go there proud.)

STATS
Character Name: TRS-13
Power Category: True Robot
Alias: Spider Bot
Occupation: Evil Robot/Wi-Fi's Network Arachnids
Alignment: Miscreant

ATTRIBUTES
I.Q.: 10
M.E.: N/A
M.A.: N/A
P.S.: 5
P.P.: 16
P.E.: N/A
P.B.: 5
Speed: 40

PHYSICAL DATA
SDC: 50
AR: 6
Height: 2"
Weight: 3 lbs
Description: Silver robot in the shape of a spider.

Robotic Features
Rechargeable Battery Powered (12 hours of power before a 2 hour recharge time)
8 Insect Style Legs
Basic Listening System
Basic Robot Optic System
Video Receiver and Transmitter
Spotlight Eye Beam
Combat Computer
Motion Detector and Warning System
Micro-Radar
Finger Laser: Damage: 1 point, 1D4, or 1D6 damage. Range: 250 feet. +1 to strike.
Electrical Discharge: Damage: 2D6. Range: 6 feet. APM: One per melee.
Biting Jaws: Damage: 1D6.
Spike and Towline: Damage: 1D4. A 15-foot length of 'web'.
SPECIAL: Can adhere to walls and ceilings due to specialized electromagnetic components.

Combat Data
Number of Attacks: 3
Initiative Bonus: +2
Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +5
Other:
Can track 25 targets.

About: Created by Daddy Longlegs (Telluride Robotic Systems) to do his bidding. Thes five currently serve Wi-Fi in the field.


Financial Info:
Life savings: none spent on gear since a vigilante doesn't make a lot of cash.
Weekly paycheck: does online programming and computer repair work for cash.



Wishlist

Patreon Item request (no rush)
Custom look request with hood on the back
OOC Comments
Razortech armor8.jpg

T4-2044 Flexible Armored Suit (Patron Item)
Image
M.D.C. by Location:
  • Helmet: 30
  • *Razor: 30
  • Arms: 25 each
  • Legs: 35 each
  • Main Body: 45
* Requires a called shot at -4 to strike
Weight: 8 lbs.
Modifiers: No modifiers to physical skills
Features:
  • All features standard to environmental armor
  • Impervious to Energy & Electricity: the suit is completely impervious to electricity, energy attacks, radiation, stun, laser and ion weapons
    • Magical energy attacks do half damage
  • Integrated frequency absorption razor
    • Functional equivalent of the Frequency Absorption minor super power (p.28, PU1)
    • Hardware is the functional equivalent of 5th level; does not increase with experience
    • Razor is collapsible, so this light suit may be used as any normal light suit
    • Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions



Educational goals:

Long term:
Robotics skill program
Last edited by Wi-Fi on Sun Oct 04, 2020 11:55 am, edited 149 times in total.
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
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Posts: 731
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Mutant Psychicl, Needs aproval)

Postby Wi-Fi » Wed Jan 15, 2014 9:58 pm

Background:
Born to a fairly well off family her and her now estranged brother were the survivors of a fire that tragically killed their parents. both were raised by an elderly (now dead) uncle. What the young mutant did not know was that she had far more power than she was aware of. she was a Psychic. A potentially dangerous one at that. Learning to control what power she had was not easy and needed to be guided by others. her uncle, also a Mutant started to train her up until his death from cancer he gained by stopping a radioactive villain. He asked her to continue his cause of protecting those who could not defend themselves. It was around this time she started to lose faith in humanity and its ability to be what they could truly be. All the chaos and destruction. They seemed doomed to turn on themselves. Attempting to push both her unknown future and lingering doubts about the fates of those around her aside she did what any person of reasonable conscience did. Strive to make a difference and to show them what they could be.

Given heroes were not so inclined to the new vigilante-style the young woman decided to go in a pack of like-minded people. This pack ran for several years during which she learned a lot of hard lessons and lost good friends. When a group of unknown villains managed to take out the pack's headquarters in a quick, brutal assault. The band of feisty vigilantes' fought back repelling the assault and fled to an old safe house and regrouped, The safe house was also known to the villains.

Fortunately, a group of heroes who were tracking the unknown villain group struck as they attacked the vigilantes. During the chaos that ensued, she and three of her allies took advantage of the fight and left the scene. When the fighting ended and the Centurions arrived taking the few surviving villains and heroes into custody and sending the heroes for medical attention. Of the Pack, only 4 survived and each decided reforming was not an option, raided the last hidden caches of equipment, and went there separate ways. The ex-pack mates Stay in contact today. She and the other 3 still talk with one another and occasionally help each other. Two of them retired from the business because they were getting too old, and one became a father.

The Ex-vigilante now father David Renolds was the team Weapons Hardware specialist. He moved to a safer place to raise his children and wished his former allies luck in whatever path they took. He and Kelly to keep in touch with and games with the other three. His family is in the Optics industry and Firearms Manufacturing. He left the family business when the company started dealing with a corporation that made a small town to skirt local and federal laws for unethical purposes. The same town Clarissa and her brother are from. Rumors of Genetic engineering and illegal research were around but nothing is proven to date.

Kelly Anne Winslow one of the two retiree's currently working as a freelance engineering consultant. Kelly offered Wi-Fi a spot but the mutant had other plans. She did promise to keep in touch though and calls her once a week. The two are close friends and regularly game and text with each other.

The fourth was a rescued meta or alien near a crash. the fate of the alien is unclear he went on his own for personal reasons. A special transponder carried by all 4 of the survivors is active. If the individual can not reach it or dies it won't ping. each transponder has a distinct color and tone. Should a color not ping the other three transponders will raise an alarm. Should they need help another tone will signal.

As for our would-be hero, she started a solo career as a hacker and freelance programmer to make ends cash. Seeing little excitement in that Clarica thought about joining a real hero team as fate would have it. Wi-Fi was in a job and found out she was helping a hero that was undercover. She saw an opportunity to improve her lot in life and boldly asked to get a job upgrade. The hero took her request to heart and saw some potential in her to do more good than she was as a rogue hero or vigilante. He put in a good word and she was sent to a meeting with a new future, One she hopes will not end as grimly as her vigilante career did. Her few remaining possessions in hand, a reference, and a newspaper it was off to find this hero team she was told might be a good start.

BACKGROUND INFORMATION:
----------------------------------------
Photos:
11seed.png
11seed.png (46.8 KiB) Viewed 8075 times

Wi-Fi in a Cos Play "Lara Zor-el" during college
Lara_-_Gods_and_Monsters.jpg
Lara_-_Gods_and_Monsters.jpg (9.17 KiB) Viewed 8075 times

Wi-Fi in a Cos Play "Lara Zor-el" during college

Regarding her home town and Brother:
Blue Cove, Deleware is according to Wi-Fi a corporate made town to avoid taxes and evade forces of the law. Her Uncle was the one responsible for the move out of Delaware. by the time she was 14, the town had a major disaster crippling the town. At the current time, Blue Cove is still active. They are no longer than the company's radar. But that does not mean they are forgotten.

She and her older brother do not see eye to eye. Many years ago Wi-Fi was left to be captured by anti-mutant thugs by Desmond after he was told she was a criminal. Later that they became estranged. the information Des was provided proved false and the two settled the issue. Later Des learned she was actually a vigilante. The pair eventually buried it. Although they are not as close they once were the siblings are at least on talking terms over important matters. Truth is the two are family and still watch out for each other despite the rift and any bad history.

Desmond like her is a metahuman and as much the survivor. both can be a highly creative out the box thinker, Competitive and stubborn. He, however, is the one with better control over curiosity. He is able to Redirect and control Kinetic energy. In the past, he has performed many stunts but does not advertise these powers. presently he works in a communications company as head the R&D department. He is trained in robotics, mechanical and electrical specialists, and former Marine.

Interests:
Computer games (maintains an active account on a couple of MMO and other online games.) and Sculpture/Holography. Would like to get Gymnastics and/or Acrobatics lessons (Physical Program)

Musical Taste:
Motorhead, Danko Jones, some Prodigy, Chemical Brothers, and a variety of songs. She has no one particular genre she favors. She prefers mid-hue music as it does not strain her eyes much.

Quirks:
Hates paintings. She likes sculptures and were she, not a chromesthesia, might have been a professional artist. May still be yet if she ever put her mind to the task.

Religion:
Atheist

Philosophy/Politics:
Libertarian (minarchist)
minarchists propose a state limited in scope to preventing aggression, theft, breach of contract, and fraud. she favors the existence of minimal states and sees them as necessary or inevitable.

A 'night-watchman' state, or a minimal state, is variously defined by sources. In the strictest sense, it is a form of government in political philosophy where the state's only legitimate function is the protection of individuals from assault, theft, breach of contract, and fraud, and the only legitimate governmental institutions are the military, police, and courts. In the broadest sense, it also includes various civil service and emergency-rescue departments (such as the fire departments), prisons, the executive, the judiciary, and the legislatures as legitimate government functions.

Advocacy of a night-watchman state is known as minarchism. Minarchists argue that the state has no right to use its monopoly on the use of force to interfere with free transactions between people and see the state's sole responsibility as ensuring that transactions between private individuals are free. As such, she generally believes an economic environment in which transactions between private parties are free from government restrictions and this approach to the economy is most likely to lead to economic prosperity.

Psychological background: Chromesthesia
(This condition is largely due to her Psionic talents. Should her abilities be rendered inoperable or she is masking her Psionic abilities this condition lessens. When her mask Psionics is in operation her synesthesia decreases until she turns off the mask. She hates masking her Psionics as it takes away her modified view of the world. but realizes it does aid her to mask in certain situations she may be hindered)

sound → color synesthesia or chromesthesia is "something like fireworks": voice, music, and assorted environmental sounds such as clattering dishes or dog barks trigger color and firework shapes that arise, move around, and then fade when the sound ends.

Sound often changes the perceived hue, brightness, scintillation, and directional movement. Some individuals see music on a "screen" in front of their faces. Deni Simon, for whom music produces waving lines "like oscilloscope configurations – lines moving in color, often metallic with height, width and, most importantly, depth." Wi-fi's favorite music has lines that extend horizontally beyond the 'screen' area. this psychic sees people as shades of the colored patterns. It is by spotting colored patterns without non-light bodies that she spots invisible objects or people.

Synesthetes show the same trends as non-synesthetes do. For example, both groups say that loud tones are brighter than soft tones, and that lower tones are darker than higher tones. Synaesthetes nevertheless choose more precise colors than non-synesthetes and are more consistent in their choice of colors given a set of sounds of varying pitch, timbre, and composition.

Personal Code of conduct and behavior:
1. May or may not keep her word to Villains willing to hurt innocents. Will keep her word with the non-violent or more professional Criminals (Aberrant types) so long as it does not conflict with her team loyalties or personal codes. Will always keep her word with teammates.

2. May lie to and cheat to Violent Criminals and Known Traitors. will never lie or cheat a teammate.

3. Will not kill an unarmed/non-powered foe. (But may knock out or take advantage of one)

4. Will never kill and avoid harming an innocent if possible, Particularly a child.

5. Never torture for pleasure or extract information. May use a situation that happens by chance to extract information, but not likely too.

6. Never kill for pleasure.

7. May or may not help a Violent Criminal or known traitor in need. Will always aid a teammate however she feels about them.

8. Attempts to work with in laws when possible.

9. Breaks laws only when saving innocents and when no one is injured in the process if possible. Will compensate for damage if able to do so. when working on Official team business she will break no laws or not act in conduct that is against its code.

10. Respects the professional Criminals code (never rat out a partner and such), enforce that code if dealing with an honorable/professional Criminals.

11. Will use Honorable/professional criminals as information Sources in an effort to save innocents and capture Violent criminals. But will never betray her group/allies or commit crimes in exchange to get info.

12. May take "dirty" money and give it to worthy causes, Return it to the owner or those needing it more than the criminals. (will not take it for herself or when working on Official team business.)

13. Never betray a friend, teammate, or fellow professional (Source or otherwise).


Rules of power:
Never Appear Too Perfect

Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity.”

When dealing with 'inferiors', henchmen and Fools
“Never assume that the person you are dealing with is weaker or less important than you are. Some people are slow to take offense, which may make you misjudge the thickness of their skin, and fail to worry about insulting them. But should you offend their honor and their pride, they will overwhelm you with a violence that seems sudden and extreme given their slowness to anger. If you want to turn people down, it is best to do so politely and respectfully, even if you feel their request is impudent or their offer ridiculous.”

Friends, enemies, and Potential allies:
“Be wary of friends-they will betray you more quickly, for they are easily aroused to envy. They also become spoiled and tyrannical. But hire a former enemy and he will be more loyal than a friend because he has more to prove. In fact, you have more to fear from friends than from enemies. If you have no enemies, find a way to make them.”

Honesty and true loyalty:
“Remember: The best deceivers do everything they can to cloak their roguish qualities. They cultivate an air of honesty in one area to disguise their dishonesty in others. Honesty is merely another decoy in their arsenal of weapons.”

Friends and Contacts
“Keep your friends for friendship, but work with the skilled and competent”
― Robert Greene, The 48 Laws of Power

Initiative and the creation of a legend
“Few are born bold. Even Napoleon had to cultivate the habit on the battlefield, where he knew it was a matter of life and death. In social settings, he was awkward and timid, but he overcame this and practice boldness in every part of his life because he saw its tremendous power, how it could literally enlarge a man(even one who, like Napoleon, was in fact conspicuously small).”
― Robert Greene, The 48 Laws of Power

Wi-Fi on Friends:

Wi-Fi on the Battle tactics that works.

Wi-Fi on ruling

Motivation & Inspiring

Art of War

The Prince
Last edited by Wi-Fi on Sat Jun 20, 2020 12:52 am, edited 36 times in total.
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
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Posts: 731
Joined: Sat Jan 11, 2014 3:28 am

Power Grid

Postby Blackhaunt » Mon Apr 28, 2014 7:20 pm

Image
Let the GAMES begin.
ImageImageImage
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Blackhaunt
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Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Tue Jun 07, 2016 11:53 am

Hitpoints:
1d6 = 4

[dice]1d6[/dice]

9th level:
[dice]1d6[/dice]
Last edited by Wi-Fi on Fri Oct 04, 2019 5:27 pm, edited 3 times in total.
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
Gold Level Patron
Gold Level Patron
 
Posts: 731
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Sat Jun 18, 2016 10:04 am

"Greater choice of individual powers":

Post one roll to determine your power category.
Post three rolls to determine the specific powers within that category.
Choose your preferred specific power.

Better power options
Catagory: 1d100 = 2

Power Option:
1d100 = 48 Force Manipulation
1d100 = 36 Force Aura
1d100 = 83 Super Punch


Wrestling and Boxing:
SDC:
4d6 = 8

3d6 = 14
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
Gold Level Patron
Gold Level Patron
 
Posts: 731
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Mon Apr 03, 2017 10:36 am

Wi-Fi's Play book:
Ajax Pattern: (All Offensive Combat)
Basilisk Pattern: (All Defensive combat)
Chimera Pattern: (Mixed Component, Even number = Defense and Odd = attack)

Grand slam: (Flyers fly and grab a target that cannot fly, carry to a designated point. Gramercy or Police Station. This includes if Target can survive orbit in orbit. IF going to Gramercy or police station radio ahead and confirm they can take. If not drop them in a spot they won't be trouble or hurt anyone.)

What is defensive combat?

Hitting to entangle, disrupt, or trip/tackle. In short to disrupt until you can get help, keep target busy or withdraw.

What is offensive?
kill, disable/KO, and put an enemy down. Kill is the last resort only.

Wi-Fi's Combat philosophy:
-in any pattern or Fight to win, even if it means fighting dirty. This includes taking one enemy and throwing them into another enemy.
-fight in pairs and set up partners.
Last edited by Wi-Fi on Sat Jun 20, 2020 12:53 am, edited 2 times in total.
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
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Re: Wi-Fi (Human Mutant Psychic, APPROVED) LEVEL UP!

Postby Wi-Fi » Mon Nov 13, 2017 8:52 pm

Journal:
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
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Re: Wi-Fi (Human Mutant Psychic, APPROVED) LEVEL UP!

Postby Wi-Fi » Sat Feb 03, 2018 9:30 am

New Power Roll: Forcefields and Telekinesis

1d100 = 84 (Super Power Punch)
1d100 = 95 (Vibration)
1d100 = 26 (Directed Force)
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
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Posts: 731
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Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Fri Mar 23, 2018 4:00 pm

(redacted)
Last edited by Wi-Fi on Sun May 10, 2020 10:43 am, edited 1 time in total.
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
Gold Level Patron
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Posts: 731
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Fri Aug 17, 2018 12:20 pm

Technical note book
Wi-Fi's personnel Journal:
Progress of the Omega operations and needs
I write this knowing my technical skill lies in software and computer tech. I would place my holo-tech skills at a reasonable second place. I recall taking a personality test back in college and university before they went all "feelings are more important than how well take constructive criticism". It was that "not hurting feelings over the truth" crap that made me leave Century Station university. That said one can accuse me of being a "know it all" for my bent toward concept thinking. Probably a trait I should curb...but Psychological analysis is not my focus. I can tell you how a person died, how a criminal thinks. Probably teach a kid to read if I had too. We're I inclined to that sort of thing. Sadly I was raised to be a survivor and that means people who can't take care of themselves..well. Let us say my Uncle tried and he did teach me a level of compassion and I still work on that. Wherever ever you are, old man...be well.

Back to the topic...Our sponsors are stretched thin. Like the Canadian education system having three boards instead of a single board. Both have the same problem, one source of income, and many mouths to feed.

As the second in command of the Omegas, I can have some say. It is the place of Brute to present though. He also has a few plans of his own. Brute is a good man, smart and practical. This means the long term is not likely his goal. I believe this long term thinking will be the best place to get the resources we need.

The future of Omega air travel: (Copy of this section sent to Faraday)
Btas-police_blimps.jpg

As archaic as the idea sounds an airship or blimp system would be useful. Of course, we need to think on a smaller scale. Drones..Both ground and air will be needed. For this, I will call the US military and its robotics division and ask about the latest version of the SWORDS robots. We already have the spider bots which are quite efficient as well. Stubby and 'his' four teammates are good models for the ground..but air wise we need coverage. I have two ideas.

Dragon Fly/insect units
Launched by hand and remote-controlled they are small and nimble. With the right camera, it could evade most firepower. I will run this idea by any new High tech-focused omegas.

Backpack carried military drones:
The military drones are larger and more durable than remotes police have. They are larger and lack the same mobility of the smaller drones we have. Most have the ability to be armed which can include Non-Lethal or chemical rounds designed for rescue and Disaster control.

The suit makes a man:
In the case of many Omegas, we are more than durable to some degree. Others will not be and if Brute's idea about volunteer forces goes through they will need protection. Armour will be needed.
Features:
Radiation resistant
First aid kit, sidearm, and standard gear as Brute suggests. (Even if the person is not trained first aid they will carry for another who is trained to use it)
Comms (secured Omega)
Radiation/chemical resistant shell and air filtration/supply

Modular system Kitted to the specialty of the wearer. (Fire, Police, Hazmat and medical)
Fire:
Axe (As per standard)
Fire retardant
Thermal resistant (Acquire a sample of Magmite's pouch in Gramercary in return for a copy related research to help them.)
Jaws of life
Grenade Launcher with flash/flare and non-lethal grenades such as chemical and camera/mini-ball cams with gas sensors. include 2-5 Fire/thermal and radiation retardant Satchels.
(Personal note: test fire retardant for use against fire-based metahumans and blocking heat signatures)
Police: (Shields may also be taken. a brace or connector could be added to hold it and free up hands.
Tear gas
Cuffs (both metal and plastic (Zip cuffs)
Taser (multiple built into suit and handheld options.)
Paralyzing/knock out darts (Paralyze then knock out to prevent last moment actions such as pulling a trigger)
Retracting Battering ram to deal with doors or use columns
Recommended weapon for Police: Shotgun and/or grenade launcher as per standard police force issue
Hazmat:
Spray to cover radioactive or dangerous chemicals
Flame thrower (with a variable setting to ignite or burn way chemicals)
High-intensity Freon (with a variable set to cool down or freeze chemicals)
Enhanced Acidic and chemical resistant shell and air filtration/supply
Recommended weapon for Hazmat: Grenade Launcher with flash/flare and non-lethal grenades such as chemical and camera/mini-ball cams with gas sensors. include 2-5 Fire/thermal and radiation retardant Satchels.
(Personal note: test thermal retardant for use to block thermal goggles and sensors)

Medical: the suit should carry needed supplies in packs, pouches, and compartments
Spray to cover radioactive or dangerous chemicals
Fire retardant
Medical scanner/heart monitor
defibrillator built into the suit
Shield (doubles stretcher and acts a shield to protect Medic and his patients should they come under fire)
Recommended weapon for a medic: Grenade Launcher with flash/flare and non-lethal grenades such as chemical and camera/mini-ball cams with gas sensors. Also include parachute equipped Mini-ball cams to look over larger areas.

Chemical grenades can stop bleeding or shield targets from radiation and other hazards. Mini-ball cameras can assist in assessing a situation
Last edited by Wi-Fi on Sat Jun 20, 2020 12:57 am, edited 3 times in total.
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
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Posts: 731
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Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Sat May 02, 2020 5:12 pm

Future Upgrades:, (not active projects, do not delete. this my notepad for ideas!)

Flash Pack: add audio capability, upgrade visual capability
about the size and Data capability of a modern hand-sized iPad/phone of the 2040's. She keeps these updates using phones and rewrites the operating System to suit her needs. Older versions are wiped as needed and the phones reused. use miniaturized audio-video device to Install audio and Video-capability in spider bots.

Effectiveness:
Video/Audio Acoustic Noise Generator: Muffles conversations, distorts
bugging systems by 30%. Cost: $900.00 (pg. 347 main book)

1. Keyhole or Tube Microphones: A microphone (mic.) with a
long, hollow tube which can be flexible or stiff, allowing it to be
placed in cracks, mounted in walls, or placed in similar, small,
"keyhole"-type crevices. Picks up sounds up to 34 feet ( 1 0 m)
away and transmits up to 1 000 feet (305 m). Cost: $270.00; fair
availability. (pg. 344, Main book)

2. Basic Listening System: Stereo hearing capacity equal to
the best human capabilities, and a narrow-band radio receiver
enables the robot to hear/receive commercial radio (AM & FM)
and some other common communication frequencies suitable for
short-range radio communication. Range: 5 miles (8 km). Cost:
$120,000. (pg. 205, main book)

3. Mini-Telephoto Document Camera: A tiny, easy to conceal
camera, only a little bigger than a disposable lighter. Cost: $350.
(pg. 345, Main book)
Wireless Microphone: This compact mic. is about the size
and thickness of a box of matches. It can pick up sounds up to
14 feet (4.3 m) away and broadcast up to 300 feet (91 m) away.
Cost: $500.00 (pg. 344, Mainbook)

4 . Modulating Voice Synthesizer allows the robot to
change the tone, bass, pitch, and frequency of his voice. Can imitate
a voice when combined with the sound analysis computer.
Cost: $1 50,000..(pg. 205, mainbook)

5. Sound Analysis Computer: A computer designed exclusively
to listen to, recognize, and analyze sounds. 1 00,000 different
sounds are programmed into its memory, including gunshots
by caliber, automotive engines, and other sounds. It also has the
capability to analyze, compare, match and remember 1 0,000
new sounds. When combined with a modulating voice synthesizer,
the robot can imitate a voice with 83% accuracy. Cost:
$475,000. Smaller reduced cost if willing to salvage). (pg. 205, main book)

6. Cell or smartphone quality camera and mic as well as above listed items

7. Flashlight/light emitters (infrared and other non-visible spectra to allow invisible light. (needs goggles or AV packet with link to computer or monitor)
Primary Purpose:
- tactical use to misdirect pursuers and act as a message/combat recorder

Secondary Purpose:
-Dampen background noises with white noiseto creating less pleasant sounds to cause distractions or discomfort to those sensitive enough to hear it. Wi-Fi does this to better focus while working or while using stealth around others. This is similar to the effects of Colored sounds.

-a recording device or for espionage purposes.

-It can repeat and playback recorded sounds and videos as set by the user. An On/off switch and a Timer are also installed to better deploy for effect.

- Play Ultra high-Low sound frequencies to interfere with the enhanced hearing of metahumans and animal senses like Elephants and Dogs. Based on skill percentage with modifiers from the environment and GM prerogative.

Robot Mods
5. Wide-Band Radio Receiver and Transmitter with directional
capabilities. Range: 5 miles with a retractable
antenna ( 2.5 miles without the antenna) and tied to the Basic listening system)Cost: $50,000. (just need antenna so can salvage if needed).(pg. 205, main book)

6. Radio Signal Scrambler System is linked to the radio system
to send and receive coded messages. Cost: $10,000.(pg. 205, main book)
(while unable to act as a voiced system it will act radio with 5-mile range)
--------------------------------------------------------------------------------
Omega Armored Vehicle OAV-01 and OAV-2 Personnel Carrier
[*]Crew: 2 plus 4-6 passengers.
[*]AR: 17
[*]SDC:
[*]Large hover engines (Under vehicle \, built into frame 2) -200 each
[*]Small Hover jets/Tires (8) 100 each.
[*]Main Body 600.
[*]Props (2) 50 each (called shot)
[*]Weight: 12.05 tons.
[*]Length: 21 feet.
[*]Top Speed: 120 mph (hover). 70 mph (wheels) 40mph (water)
[*]Lift: 40 ft max
[*]Miles Per Gallon: NA
[*]Fuel Tank: nuclear (10 years life)
[*]Typical Armament: (Varies by mission)
[*]two 4 barrel 40mm grenade launchers (Riot control and non-lethal grenades).
[*]Laser turret: Laser turrets can operate on Energy clip or vehicles power.
[*]Twin TI Laser Rifle:
[*]The standard energy rifle version of the TI Laser Pistol.
[*]Range: 4,000 feet ( 1 ,21 9 m).
[*]Damage: 5D6.
[*]Payload : Unlimited or 20 shot energy clip for back up if vehicle is disabled
[*]Rate of Fire: Single or double shot.
[*]Source: Century Station Triton Industries (page 69)
[*]or
[*]TI Laser Field Cannon : A heavy, infantry weapon normally
[*]used for anti-vehicle purposes. At 60 inches ( 1 .5 m)
[*]long and 65 Ibs (29 kg) , it is suitable only as a tripod or
[*]mounted weapon . Even characters with Extraordinary or
[*]Superhuman Strength will find this cannon bulky as a personal
[*]weapon (-2 to strike; those with Supernatural
[*]Strength have no problem). C-SWAT currently has two of
[*]these units on a trial basis for use against super criminals
[*]and armoured vehicles.
[*]Range 8,000 feet (2,438 m)
[*]Damage: 2D4x10.
[*]Payload : Unlimited or 40 shot energy battery (weighs 1 6
[*]pounds 17.2 kg) .
[*]Source: Century Station Triton Industries (page 70)
[*]Optional Weapons and systems
[*]25mm Chain Gun [2d6x10+10 per 8 round burst]
[*]7.62 machine guns [1d6x10 per 8 round burst]
[*]
[*]Turret Options (ideas on papaer)
[*]Sonic projector to disable or hinder High damage threshold targets.
[*]Spot light to see or disable or hinder High damage threshold targets.
[*]Giant fan: Environmental control and to disable or hinder gaseous villains.
[*]Drone rack: 2-6 drones (for scouting, rescue and surveillance duties)
[*]Features: (self-inflating tires, standard comms and sensors of Chimera/Military vehicles (plus mods from [*]omegas as needed
[*]Ignores conventional handgun and rifle rounds.

Mobile Holographic Projecting Wireless and Data Access Point system
-Future version will hopefully contain holographic and satellite relay capability.
---------------------------------------------------------------------------------------------
Built into Nest Driving suit w/concealed armor or Omega.:
Other ideas for the suit she has/had:
-Sensitive touch microphone on the index and middle fingers that permits eavesdropping through solid surfaces or at a distance. The recording can be played and downloaded into a chip or other personal comm device.

-Electromagnetic pads in the soles of the boots for adhesion to certain surfaces.
-------------------------------------------------------------------
Parts to make Omega field kits
Firearms:
Sidearm:
Omega Multi-Munitions Pistol (.44 to 9mm Pistol rounds)
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
OOC Comments
Multi-Munition Pistol.jpg

[size=85]
  • Range: 120 ft or 40 ft
  • Damage: as per round (pistol) None, uses temporary paralysis/knock out and other specialized payloads (Dart)
  • Rate of Fire: Semi-Automatic (pistol) or single shot (darts)
  • Payload: standard 10 or 15 round clip (Pistol) and 5 (darts)
  • Weight: 2 pounds
  • Features:
  • Modifiers: +1 aimed strike with darts
  • Book Reference:
Omega designed, not listed in book


and/or

Omega Multi-Munitions Heavy Pistol (Shotgun and .50 Cal Pistol rounds) based on Nest handgun
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
OOC Comments
Multi-Munition Pistol Hvy.jpg

  • Range: 140 ft or 40 ft
  • Damage: as per round (pistol) None, uses temporary paralysis/knock out and other specialized payloads (Dart)
  • Rate of Fire: Semi-Automatic (pistol) or single shot (darts)
  • Payload: standard 5 or 7 round clip (Pistol) and 8 (darts)
  • Weight: 3 pounds
  • Features:
  • Modifiers: +1 aimed strike with darts
  • Book Reference:
Omega designed, not listed in book
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
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Posts: 731
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Wed May 27, 2020 1:59 pm

Mutants
1- 0000 - 2050
2- 2051 - 41 00
3- 41 01 - 8250
4- 8251 - 1 6,500
5- 16,501 - 24,600
6- 24,601 - 34,700
7- 34,701 - 49,800
8- 49,801 - 69,900
9- 69,901 - 95,000
10- 95,001 - 130, 100
11- 130,101 - 180,200
12- 180,201 - 230,300
13- 230,301 - 280,400
14- 280,40 1 - 340,500
15- 340,501 - 400,600
If my post is too stupidly written to read...ask me for a translation or hit me up in Hangouts.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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[size=85]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: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Wi-Fi
Gold Level Patron
Gold Level Patron
 
Posts: 731
Joined: Sat Jan 11, 2014 3:28 am


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