Scythax (Inactive)

Characters deactivated using EP are stored in the site's central repository. Everyone else who leaves the game goes here- 'On Hiatus' if they communicated before they left, 'Inactive' (and on my **** list) if they didn't.

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Scythax (Inactive)

Postby Scythax » Fri Dec 23, 2011 12:01 pm

Player Name: Matt
YIM Handle:

Character Name: Scythax
Alias: Scy
Race: Octoman
O.C.C.: Techno-Wizard
Occupation: UWW Academy Drop-Out
Alignment: Unprincipled
XP Level: 4
XP Points: 9,201 [DL: 06-04-12]
Next Level @ XP: 18,401
Sentiments/Humans: Has a bit of a grudge against all of the 'pretty' races, but as individuals Scy treats everyone equally.
Sentiments/Non-Humans: Same as above.
Sentiments/UWW: Elitist jerks who can't think outside of the box when it comes to TW design.
Sentiments/Phase World: Of all of the organizations in the Three Galaxies, Sid feels most at home on Center. A real mixing pot, where almost anyone can fit in.
Sentiments/TGE: Obviously evil and should be destroyed. He just doesn't think that's his job.
Sentiments/CCW: Sid sees the CCW as being a pretentious pretty boy club. He has met many citizens and officers of the CCW military that he liked just fine, but as a whole the organization is more like an exclusive club than a unified goverment, in his opinion.
Disposition: Grumpy and argumentative, he interprets anyone that disagrees with him on anything as being prejudiced based on his looks. He is Messy and unorganized regarding everything in his life. He takes few things seriously, technology and magic being some of his only true passions. Everything else he just doesn't care much about, seeing most world issues as someone else's problem. He is driven by techno-wizardry R&D, as he wants to prove to the UWW that he is as good (better really) than them.
Insanity: None, though he is a binge drinker

I.Q.: 13
M.E.: 13
M.A.: 9
P.S.: 18
P.P.: 20
P.E.: 19
P.B.: 3
Speed: 18 / 16 mph/ 90 yards per melee round/ 12 yards per action (with 7 actions/melee)

P.P.E.: 144
P.P.E. Recovery: 8/hour of meditation
P.P.E. Channeling: 12 PPE/Action (3/level/action)
I.S.P.: 47
M.D.C.: 59
Arm 1: 5
Arm 2: 5
Arm 3: 5
Arm 4: 5
Leg 1: 5
Leg 2: 5
Leg 3: 5
Leg 4: 5
Age: 76
Sex: Male
Size: 4' with normal stance/posture, but can extend his tentacles to stand 12' tall. Four tentacle 'arms' have 5' reach, four 'legs' are 10' long.
Weight: 160 lbs.
Description: Sy is a god among Octomen, with smooth unmottled brown skin and a perfectly round head. Long flaps of skin dangle around his beak like the wattles of a rooster, which almost appear mustache-like. These are considered quite attractive to an Octoman, but are comical to anyone else. Despite this, he takes great pride in them.

Racial Abilities
Ambidextrous and double jointed
Able to use up to four tentacle arms in a simultaneous attack (one action) or 2 for attacks and 2 for parries.
Mechanical aptitude, +5% to mechanical skills
Heals 2d6 MDC/day, lost tentacles regenerate in 2d6+22 days
Natural climbers, +20% to climb skill
Naturally agile, +10% to prowl and pick locks
Horror Factor of 13
+2 attacks/melee.

Natural Abilities
Perception Bonus: +3 vs. anything mechanical or magical in nature.
Max. Carrying Weight: 360 lbs
Max. Lifting Weight: 720 lbs

Special Abilities
Ley Line Piloting: 72% (2%)
TW Construction: 88% (2%)

Machine Ghost (12)
Mind Block (4)
Object Read (6)
Speed Reading (2)
Telemechanics (10)
Total Recall (2)

Spell Knowledge
Spell Strength: 12
Level 1
Globe of Daylight (2)
Blinding Flash (1)
See the Invisible (4)
Sense Magic (4)

Level 2
Cloak of Darkness (6)

Level 3
Armor of Ithan (10)
Breathe Without Air (10)
Magic Shield (6)
Energy Bolt (5)
Telekinesis (8)
Ignite Fire (6)
Impervious to Fire (5)
Fuel Flame (5)

Level 4
Deflect (10)
Fire Bolt (7)
Electric Arc (8)
Energy Field (10)
Magic Net (7)
Shadow Meld (10)

Level 5
Fly (15)
Superhuman Strength (10)

Level 6
Call Lightning (15)
Fire Ball (10)
Impervious to Energy (20)

Level 8
Forcebonds (25)

O.C.C. Skills
Skill/Level/Success/Increase per Level
Language: Dwarven 98%
Literacy: Dwarven 70% (5%)
Language: Trade 1 87% (3%)
Language: Demogogian 77% (3%)
Radio: Basic 75% (5%)
Computer Operation 65% (5%)
Computer Programming 55% (5%)
Computer Repair 60% (5%)
Basic Electronics 65% (5%)
Mechanical Engineer 75% (5%)
Sensory Equipment 60% (5%)
Math: Basic 85% (5%)
Navigation: Land 65% (5%)
Pilot: Small Spacecraft 77% (3%)
Pilot: Contragravity Pack 64% (4%)
WP Sword
WP Energy Pistol

O.C.C. Related Skills
Skill/Level/Success/Increase per Level
Space Ship Mechanics 62% (5%)
Includes Rift Drive Mechanics per GM
Electrical Engineer 65% (5%)
Weapons Engineer 60% (5%)
Vehicle Armorer 65% (5%)
Gemology 50% (5%)
Fencing (level 1)
Gymnastics (level 1)
Sense of Balance 56% (3%)
Parallel bars and rings 63% (3%)
Back Flip 74% (2%)
Prowl 40%
Climb 84% (2%)

Hand to Hand Expert (counts as 2)

Secondary Skills
Skill/Level/Success/Increase per Level
Salvage 80% (5%)
Jury Rig 45% (5%)
Advanced Mathematics 65% (5%)
Zero Gravity Movement 94% (4%)
General Athletics
Lore, Galactic 30% (5%)

Combat Data
HTH Type: Expert
Number of Attacks: 8
Initiative Bonus: +0
Strike Bonus: +6
Parry Bonus: +11
Dodge Bonus: +7
HTH Damage Bonus: +3
Bonus to Roll w/Impact: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +4
Bonus to Entangle: +3
Tentacle Strike: 3d6 SDC plus damage bonus

Weapon Proficiencies
WP Sword: +9 strike, +13 parry +1d6 DMG (fencing)
WP Energy Pistol +2 strike
WP Paired (racial - applies to 4 arms)

Saving Throw Bonuses
Horror Factor: +2
Coma/Death: +8%
Magic: +3
Poison: +2
Mind Control: + 2
Possesion: +2
Psionics (base 12): +1
Last edited by Scythax on Wed Jul 04, 2012 8:26 pm, edited 12 times in total.

Re: Scythax

Postby Scythax » Mon Dec 26, 2011 8:30 pm

Worn on Person
Knit wool cap
Multi-Optics Band
    Infrared and Ultraviolet Imaging: 200 feet
    Magnification (up to 400x): 7 feet
    Night Vision: 200 feet
    Color Filters
‘Wrist Computer’ strapped an arm tentacle
Ear bud radio
Armor of Ithan Amulet
-100 MDC 3x per day

Pistol Holsters Four of them strapped to the base of each 'leg' tentacle
(4) HI-10 Heavy Laser Pistol
-Weight: 3lbs
-MD: 3d6+3
-ROF: Standard
-Range: 1000 feet
-Payload: 15/15, 15/15, 15/15, 15/15

Utility Harness

Signal Flares (6)
Mini-tool kit
Silver Cross
Laser Distancer
4 Spare E-Clips
Kittani Plasma Sword
-2d6 MD as a melee weapon (60 minutes per eclip)
-4d6 MD per plasma blast up to 100' away (Each blast drains 10 minutes from the eclip)

Sea Chest
Gem Cutters Kit
Hand-held Radio
Wooden Stakes (6)
Air Filter and Gas Mask
Credit Stick: 300 Credits
Small Sack
    8 Carats of Red-Orange Agate
    4 Carats of Amethyst
    2 Carats of Red Garnet
    2 Carats of Fire Opal
    15 Carats of Clear Quartz
Small Sack
    50’ copper wire
    20’ silver wire
    10’ gold wire
Empty Small Sack (2)
Empty Large Sack

Grav Pack (modified to fit an Octoman)
-Speed: 200 mph atmospheric flight, Mach 1 in vacuum.
-Range: 12 hours per charged battery/E-Clip (currently full charge)
-Carrying Capacity (Atmospheric): 400 lbs at full speed, 800 lbs at 50mph, 1 ton at 10mph, 2 tons at 2-3 mph
-Weight: 20 lbs
-MDC: 30
Last edited by Scythax on Wed Aug 08, 2012 11:33 am, edited 7 times in total.

Re: Scythax

Postby Scythax » Tue Jan 03, 2012 12:21 pm

"The fuck are you talking about, well designed? They're pieces of shit!" The tentacled creature slams a mostly empty bottle down on the table, sloshing the remaining beer onto the man in a suit across from him. Another tentacle swings up to deliver a slug of whiskey to his beaked mouth, followed by a third tentacle holding a fresh bottle of beer to chase down the whiskey. A fourth tentacle holds a smoldering pipe that the Octoman apparently has forgotten about. "Pardon my Dwarven. But they are fucking pieces of shit," the Octoman continues. Its strange to hear such a deep, gruff and raspy voice from the pointed beak, which one would assume might produce more of a parrot-like sound. "The exhaust manifolds release ions back into the catalyst chamber. Gums the whole thing up. Hafta break 'em apart and clean the whole thing every 6 months or so, and that's if your spending most of your time at dock. Forget interstellar travel." At this point the still burning wooden pipe singes a suction cup on the tentacle holding it. "Fuck," he swears, while dropping pipe. "Sorry. I don't normally swear so much. You're making me fucking nervous." It is a lie. Not the part about swearing, but about being nervous. Scythax always swears when he's drunk.

The well dressed man finally responds. "Yes, well, you can work the engine though. You are...ahh, capable? It is a complex rift drive system, and we are not looking for just any mechanic."

Scythax answers, "Capable? A sea monkey could fix the damn thing. Do I look like a fucking sea monkey? Ahh, shit. Don't answer that." He fumbles around the many pockets of the harness-like contraption that drapes around his 'body', which aside from a musty wool cap is the only thing the Octoman wears. With a look of accomplishment, he pulls a dirty tube from a pocket and dumps a slug of tobacco into the pipe. Then he begins the hunt for his matches, which are sitting on the table in front of him.

The man in the suit rolls his eyes. "Your references were mixed at best, Mr. Scythax. Perhaps they were consistent in stating your high qualifications, but many stated you lacked motivation to perform required basic maintenance on the crafts you were employed with. You were instead more interested in spending your time trying to create modifications to the engines, which were not always desired."

"I told you, don't call me that. It's a fucking Dwarven name. I'm not a Dwarf. Call my Sy. And it's not my fault the assholes were running piece of shit freighters and refused to upgrade. You can't shine a turd. So I tried to improve them a little. And yes, some of the improvements were ehh...experimental. Sometimes it takes a few tries to get these kinds of things right. We're talkin' Rift Drives. You know, MAGIC. Not exactly predictable."

Clearly growing bored with watching the creature search for the matches, the interviewers finally reaches forward and slides them forward. The small metal box clinks up against one of the many empties on the table, grabbing Sy's attention. "Regarding the dwarven name, you were trained by the rune smiths, correct? You served at the Academy?"

As he flicks the flame on a match head to life, Sy responds, "Yeah. Sort of. Adopted by dwarves. Went to the Academy. Why does that matter? What's the UWW have to do with this?"

"Your education, Mr. Scythax. It is the only thing which makes you a credible candidate."

"So that's it huh. Figures. No, I didn't finish. And before you ask, no I didn't leave by choice. The fuckers kicked me out. Didn't like my ideas. Closed minded bastards. They'd rather keep running the same shitty systems their ships have been running for 50 Phase Years than try something new. And I told you asshole, don't call me Scythax. It's fucking SY!"

"I see. Well, I think its safe to say you are not a good fit for the Emerald Star. Thank you for your time." The interviewer stands up and nods to Sy on his way out.

Scythax shouts to his back, as the well groomed man walks away, "Yeah, no shit. Be a sweety and send the barkeep over with some more suds on your way out. And good luck finding a pretty elf-boy to run you're piece of shit ship."

Scythax's Device Ideas

Postby Scythax » Mon Jan 09, 2012 12:29 pm

The Octoman Defense System (ODS) is something that Sidney has been working on for years, after having so much difficulty finding a workable EVA suit and armor that would fit his strange body type. It is composed of a heavy copper ring that goes around the base of his head, connected to heavy cables that extend down each of his 8 tentacles as a distribution network. At the end of the four arm cables are hard points for weapons and at the end of the four leg cables are hard points for propulsion/magnetic ‘boots’ for EVA. A PPE battery is attached to the copper ring serving as a source of power for the built-in TW systems. The suit provides offensive and defensive systems as well as protection in space. Sidney is constantly working on the suit, adding new features or tweaking old ones.

TW Features

PPE Battery
10 Carats of Diamonds wrapped in copper wire in a protective MDC case which is connected to the heavy copper ring of the suit. About the size of a pack of cigarettes. Holds 200 PPE which can be instantly used on any TW system on the ODS-3, or siphoned out from of the battery for use by Sidney at the rate of 20 PPE per melee action. 10 MDC.

Armor of Ithan Force Field
A basic multi-purpose defense mechanism.
Primary Spell: Armor of Ithan
Gems: Five 1 Carat diamonds worth 15000 credits each
Item Level: 15
Duration of spell: 15 minutes
Initial Construction Cost: 300 PPE
Construction Costs: 120000 Credits
Activation Cost: 15 PPE

Wrist-mounted Weapon
A lightblade emitter, similar to the spell, but which can draw on the suit's PPE battery for power.
Primary Spell: Lightblade
Secondary Spells: Energy Bolt, Impervious to Energy
Gems (each weapon unit): Five 1 Carat diamonds worth 15000 credits each
Item Level: 5
Duration of spell: 5 minutes
Damage: 1d4x10+5
Range: Melee
Bonuses: +1 to strike and parry, similar to the spell
Initial Construction Cost: 470 PPE
Construction Costs: 98500 Credits
Activation Cost: 24 PPE
Last edited by Scythax on Wed Jan 18, 2012 5:41 am, edited 1 time in total.

Scythax's Device Ideas

Postby Scythax » Mon Jan 09, 2012 12:33 pm

TW Sticky Bombs
Small cases the size and shape of a hockey puck which have a magnetic side which can be attached to any metal surface. They are charged with a variety of spells to allow them to do a variety things from distracting and surprising to inflicting damage. Each is able to function only once per PPE charge, but is reusable after a PPE recharge. The bombs are set to detonate either using proximity, or a remote detonation.

Thunder Bomb
Primary Spell: Blinding Flash
Secondary Spells: Thunder Clap and either Watchguard or Remote Detonation
Gems: Two 1 carat quartzes, worth 60 credits
Detonation: either 1) proximity via Watchguard Spell, or 2) remote detonation via Distant Voice
Device Level: 1
Initial Construction Cost: 75 PPE (Blinding Flash 4, Thunder Clap 1, Remote Detonation or Distant Voice 10 x 10 /2)
Construction Costs: 870
Recharge Cost: 4 PPE
Duration: 1 hour or until detonated.
Affect: Both spells (thunderclap and blinding flash) are cast centered on the thunder bomb.

Hidden Stalker Bomb
Upon detonation, the sounds of heavy breathing and whispering are heard echoing from all corners of the room. Anyone in the area looking around will see flashes of people, whom disappear and reappear elsewhere, apparently stalking the victim.
Primary Spell: Heavy Breathing
Secondary Spell: Multiple Image and either Watchguard or Distant Voice
Gems: Two 1 carat smoky quartzes, worth 120 credits each
Detonation: either 1) proximity via Watchguard Spell, or 2) remote detonation via Distant Voice
Device Level: 1
Initial Construction Cost: 110 PPE (Heavy Breathing 5, Multiple Image 7, Remote Detonation or Distant Voice 10 x 10 /2)
Construction Costs: 1340
Recharge Cost: 6 PPE
Duration: 5 melee rounds

Adhesive Bomb
Detonation casts an adhesive carpet centered on the bomb.
Primary Spell: Adhesive Carpet
Secondary Spells: Watchguard or Distant Voice
Gems: One 1-carat Amethyst, worth 400 credits
Detonation: either 1) proximity via Watchguard Spell, or 2) remote detonation via Distant Voice
Device Level: 1
Initial Construction Cost: 100 PPE (Blinding Flash 4, Thunder Clap 1, Remote Detonation or Distant Voice 10 x 10 /2)
Construction Costs: 1400 credits
Recharge Cost: 5 PPE
Duration: 10 melee rounds.

Storm Bomb
Similar to the Thunder Bomb, this one packs the punch of a mini lightning storm.
Primary Spell: Call Lightning
Secondary Spells: Thunder Clap, Blinding Flash and Watchguard or Distant Voice
Gems: Three 1-carat red zircons, worth 2000 credits
Detonation: either 1) proximity via Watchguard Spell, or 2) remote detonation via Distant Voice
Device Level: 5
Initial Construction Cost: 250 PPE (Blinding Flash 4, Thunder Clap 1, Remote Detonation or Distant Voice 10 x 10 /2)
Construction Costs: 18500
Recharge Cost: 13 PPE
Duration: 1 hour or until detonated when using watchguard proximity detonation.
Affect: A mini lightning storm, complete with thunder and lightning. 5d6 MD to anything in a 10 radius of the storm bomb. Also, victims not in protective suits are blinded (-10 to strike, parry and dodge) and thunderstruck (-5 to initiative) for 4 melee rounds.

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