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: 70,326 (Updated 10/4/2019 - Blackhaunt)
Next Level @ XP: 95,001
Birth Order/Family Ties: 2nd child (one 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 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 method 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.: 18
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 or 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 eye brows 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


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 80% (+2%)
Speak–English 114% (+5%)
Read/Write English 94% (+5%)
Basic Math 109% (+5%)

Criminal
Streetwise 76% (+4%)
Pick Locks 99% (+5%)
Computer Hacking 94% (+5%)
Safe Cracking 76% (+4%)
Find Contraband & Illegal Weapons 82% (+4%)

Communications
Radio: Basic 109% (+5%)
Electronic Counter-measures 100% (+5%)
TV/Video 99% (+5%)
Cryptography 94% (+5%)

Computer Programming
Basic electronics 94% (+5%)
Computer Operation 104% (+5%)
Computer Programming 94% (+5%)
Computer Repair 89% (+5%)

Technical
Art: Sculpture 94% (+5%)
Art: Holography 94% (+5%)
Law 86% (+5%)
Business & Finance 86% (+5%)

Special Police Skills (Gained at Level 3)
Criminal Science & Forensic Medicine 94% (+5%, 5th lvl)
Intelligence 64% (+4%, 5th lvl))

Secondary Skills
Basic Mechanics 74% (+5%)
First Aid 86% (+5%)
Swim 94% (+5%)
Climb 86% (+5%)
    Rappelling 76% (+5%)
Prowl 64% (+5%)
Pilot Motorcycle 96% (+4%)
Body Building
Running
General Athletics
Mathematics: Advanced 84% (+5%, 4th lvl)
HTH: Basic

EP Purchases
Field Armorer/Munitions Expert: 55% (+5% per level, 4th lvl)
Lore: Demons & Monsters 64% (+5% per level, 5th lvl)
Lore: Psychics & Psionics 49% (+5% per level, 5th lvl)
Boxing
Wrestling
Chemistry 64%(+5%/level) (3rd level)
Chemistry - Analytical 59%(+5%/level) (3rd level)
Pathology 74%(+5%/level) (3rd level)

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)
Last edited by Wi-Fi on Mon Jan 20, 2020 12:51 pm, edited 151 times in total.
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

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
Diamond Level Patron
Diamond Level Patron
 
Posts: 666
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

Worn on Person
Advanced Hard Armor Vest
Omega Suit
Nest Armored Long Coat
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 meta humans 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)

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:
• 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
(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 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



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


Omega Suit
A.R.: 17
SDC: 250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) 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'


Nest Armored Long Coat
She also has a Hooded Long coat with snaps to hold down hood to a mask to help reduce physical profile identification. It is a light leather with Concealed armor to protect wear from some injuries, impacts and cuts.
A.R.: 10
S.D.C.: 70
Features: Onyx-Dark blue in color; hood that snaps shut and holds down her suit mask to keep it from getting in the way; non-magnetic metallic zipper.


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 connection may be hampered or enhance 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 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! 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 with out 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)


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 380 times

Nest Handgun schematic.gif

Easy to make and cheap to replace the vigilante group called Nest employed these handguns extensively. Ideally, each member would carry 2-4 of these pistols to reduce the re-loading time. They are handheld shotguns essentially intended for urban use.

Features:
-Multiple function shots ranging from non-lethal rock salt or pepper spray/mace cocktails to 12 gauges sized explosive and a variety of Flechette rounds.

- 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

- To make one she requires a successful Field Armorer/Munitions Expert check to make/repair:
--A failed roll means the weapon is faulty and prone to catastrophic failure on an N1 or N20.
--Successful roll while crafting indicates normal function.

- It is a close-quarters weapon only. 200ft is the max range the weapon fire out too.

Close quarters Hand pistol
OOC Comments
Range: 200ft
Damage: Varies. Shotgun rounds inflict 4d6sdc (buckshot) to 5d6 SDC (slug)
Payload: 3 shells per Ripcord speedloader
Rate of fire: single shot
Proficiency: W.P. Handgun applies to this weapon
Weight/Length: 2.5 pounds (4 fully loaded)/8-10 inches Barrel tip



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.)



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...iIt 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
Rechargable 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. 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.


Nest Driving suit w/concealed armor
A.R.: 10
S.D.C.: 50
Crash Damage Reduction: 24 damage
Features: pale green color in color
goggles (with an infrared lenses that can be put on when needed)
re-breather/gas mask (air tank for underwater use required).
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 detection of a heat signature and help maintain temperature balance. in hot or cold environments. this may also provide some resistance to heat and cold as well.
Sound insulated to reduce detection of heartbeat and other internal noise a hypersensitive hearing type might listen for. In loud and dangerous sonic environments it may offer protection.
Use of non-magnetic metallic zipper and Non-magnetic metals.


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

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 armour 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.

Educational goals:

Long term:
Physical skill program


Tinkerer's Log:
Video/Voice recorder Pack: - THIS NEEDS TO BE FLESHED OUT WITH THE GM / DM
about the size and Data capability of a modern hand-sized iPad/phone of the 2040's. she keeps these updated using phones and rewrites the operating System to suit her needs. Older versions are wiped as needed and the phones reused

Effectiveness:
-equal to her TV/Video skill at the time of creating the program was made (minus any IQ and Skill Program bonuses). Older ones can not be upgraded, only wiped and the device can be reused.

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.

[color=#FF0000]Viral/hacking Memory stick - THIS NEEDS TO BE FLESHED OUT WITH THE GM / DM[size=85]
Effectiveness:
-Equal to her Hacking, computer Operation and Programming skills at the time the virus was made (minus any IQ and Skill Program bonuses). Older ones can not be upgraded, only wiped and the device can be reused.

-A successful Hacking, Computer Operation and Programming skill check is required to create a Viral/hacking Memory stick program, a failed roll results in nothing but gibberish. Failed attempts can be wiped and made.

Primary Purpose:
- once triggered it performs its programmed functions. these include:
to play a message, call up a certain function, transmit a specific program or another mundane task. Based on the percentage of the devices with modifiers from the environment and GM prerogative.

Secondary Purpose: none

-Triggers and timers must be something the computer can track like a set time or date, activating a program or other noteworthy event.


EP goals:


Edit: Added Goals so I don't forget them.
Last edited by Wi-Fi on Sat Jan 25, 2020 9:20 pm, edited 110 times in total.
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

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 (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 a 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 quick, brutal assault. The band of feisty vigilantes' fought back repelling the assault and fled to an old safe house and regrouped, but 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 to old, and one became a father.

The Ex-vigilante now father David Renolds was the team Weapons expert and Hardware specialist. He moved to safer place to raise his children and wished his former allies luck in whatever path they took. He like Kelly keeps in touch and games with the to other two. His family are industry and Firearms Manufacturing. He left family business when the company started dealing a corporation that made a small town to skirt local and federal laws for unethical purposes.

Kelly Anne Winslow one of the two retiree's currently works as a freelance engineering consultant. Kelly offered Wi-Fi a spot but the mutant had other plans. She did promise to keep in touch. 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, but he is are alive. 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 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 meat. 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 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 4931 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 4931 times

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


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 an 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 see 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 colored pattern. Its by spotting colored patterns with out 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 a 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 a honorable/professional Criminals.

11. Will use Honorable/professional criminals as information Sources in an effort to save innocents and capture the 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 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 Battle tactic that work.

Wi-Fi on ruling

Motivation & Inspiring
Last edited by Wi-Fi on Tue Oct 08, 2019 2:35 am, edited 27 times in total.
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

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: 666
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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Posts: 781
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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.
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

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: 666
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:
4, 1, 1, 2


3d6:
6, 2, 6
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

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: 666
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 a last resort only.

Wi-Fi's Combat philosophy:
-in any pattern or Fight to win, even if it means fight 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 Thu Jan 11, 2018 12:08 pm, edited 1 time in total.
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

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
Diamond Level Patron
Diamond Level Patron
 
Posts: 666
Joined: Sat Jan 11, 2014 3:28 am

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

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

Journal:
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

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
Diamond Level Patron
Diamond Level Patron
 
Posts: 666
Joined: Sat Jan 11, 2014 3:28 am

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)
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

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

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

Moondragon_2.png

A new look. It better fits considering she has the the shock gauntlets. Considering how to insulate the armor from feed back. Maybe synthetic or made of rubber-titanium mixed fibers? With the omega suit under it and her nest coat...of course
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

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: 666
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 of themselves..well...lets 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 long term is not likely his goal. I believe this long term thinking will be our 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 Faraday and 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.
Note: Send a copy of this to Faraday and other tech related heroes on the omega roster

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 Brutes 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 hand held 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 issue
Hazmat:
Spray to cover radioactive or dangerous chemicals
Flame thrower (with variable setting to ignite or burn way chemicals)
High intensity Freon (with variable setting 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 suit
Shield (doubles stretcher and acts a shield to protect Medic and his patients should they com under fire)
Recommended weapon for 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 Feb 23, 2019 11:46 pm, edited 1 time in total.
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

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
Diamond Level Patron
Diamond Level Patron
 
Posts: 666
Joined: Sat Jan 11, 2014 3:28 am


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