Jack Killian (Human Burster)

True Grit: Only the crustiest mercs can do the crustiest work.
GM: Hannibal
AGM: Armstrong
#1 POST RATE

Moderators: Game Masters, Group Leaders

Jack Killian (Human Burster)

Postby Jack Killian » Sun Jan 04, 2015 4:01 pm

Player Name: John King
YIM Handle: zathmath@yahoo.com

Character Name: Jack Killian
Alias: Jack of Hearts, Jack Of Diamonds, The Fireman, Red Knight
Race: Human - Master Psionic
O.C.C.: Burster
Alignment: Unprincipled (leaning toward anarchist)
XP Level: 7(06/09/2019) :P :)
XP Points: 47465(Armstrong 19/10/2019)
Next Level @ XP:49,801
Sentiments/Non-Humans: They're just trying to scratch out a living in this harsh wasteland like the rest of us. If they want to kill others now that is a different story.
Sentiments/Tech-Cities: They need to lighten up concerning the rest of us. If they push us they better expect a bloody nose for their effort.
Sentiments/Outbackers: Good people, in a harsh environment, I give them a little help now and then. If you’re evil and hurt these good people expect the same for you.
Sentiments/Aboriginals: Just folk, making do with what life gave them. We can all learn about life in the Outback from them.
Disposition: An optimist, lets all get along and the world will be a better place
Insanity: Obsessive Compulsive about Safety/Security; Death Wish (feels unworthy of life after having caused the needless deaths of a dozen people in one of his fires)

ATTRIBUTES
I.Q.: 18 (updated 4-21-17)
M.E.: 18 (updated 4-21-17
M.A.: 14 +2 =16
P.S.: 23 4=27
P.P.: 16+2=18 (updated 8-21-16)
P.E.: 22
P.B.: 18 (updated 4-22-17)
Speed: 20

PHYSICAL DATA
P.P.E.: 4
I.S.P.: 98+10+23+10+10=151 (06/09/2019)
H.P.: 41
S.D.C.: 69 +9+10+2=90
Age: 22
Sex: Male
Height: 6'2"
Weight: 200 lbs.
Description: Shoulder length Red Hair, Blue green eyes, hefty, scruffy beard and moustache, tattoo of a Red Bellied Black Snake, mouth open curled around his right arm. Tiger Snake mouth open curled around his right arm.

Natural Abilities
Perception Bonus:64% (15 Base 18 for levels 5 bonus and 4 for IQ)+25
Charm/Impress: 40% (updated 8-21-17)
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 66 lbs.
Max. Carrying Weight: 420 lbs..
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 10.5' Horizontal/ 5' Vertical

Special Abilities (updated 6-14-16)
Impervious to Fire and Heat:
[size=85]• Absolutely immune to heat based attacks, M.D. or otherwise.
• M.D. Electricity does half damage, S.D.C. does nothing.

Extinguish Fires:
• Ability to psionically snuff out fire.
--Range: 100' +10'/Level Currently 150
--Radius of Effect: 200' /Level (Variable) Currently 1200'
--I.S.P. Cost: 4

Flame Burst (Self):
• Able to conjure a fiery aura, protecting himself and his belongings. (Combusts flammables that come into contact with the psychic)
--Range: Self
--Duration: 2 minutes per level of experience
--S.D.C. Damage: 6d6 S.D.C. per strike to anyone or anything touched; 1d4 M.D. can also be inflicted within 1 mile of a nexus, 2d4 if directly on it. In addition, all combustibles ignite dealing the specified amount per round until extinguished.
--Mega-Damage: 1d6 M.D. can be inflicted with intense concentration; 2d6 M.D. on a ley line, 3d6 if on a nexus. This concentration costs an additional 8 I.S.P. and lasts only 1 melee per level; each attack requires a total of two melee actions/attacks.
--I.S.P. Cost: 4; an extra 2 to turn S.D.C. into M.D. on a nexus or lay line.

Flame Burst Body Protection (Special):
• The aura also provides limited M.D.C. protection at no additional cost.
--30 M.D.C +6/Level Currently 66
--Renews at a rate of 3d6 per melee

Fire Bolt:
• A fiery energy bolt can be projected by the psychic
--Range: 200' +20'/Level Currently 320'
--Duration: Instant; 1 melee action/attack
--Strike Bonus: +4; line of sight
--Damage: Mini-bolt 2d6, medium bolt 4d6, or heavy bolt 6d6 S.D.C; Plasma bolt 2d6 M.D.
--I.S.P. Cost: 2 for an S.D.C bolt; 4 for M.D.

Fire Eruption:
• The pyro is able to erupt fire in front of a person or area of choice (never directly on a person)
• Combustibles ignite and create their own fire in 1d4 melee rounds
• If rendered unconscious, all flames maintained by the psychic end; any flames created as a result of combustion, remain.
--Range: 100' +20'/Level Currently 220'; A specific target must be visible, while a location can be approximate. -25% accuracy to hit a target if the location is unknown and smaller than 20' in diameter.
--Duration: 10 minutes initially with an additional 10 minutes per 1 I.S.P spent; Concentration must be maintained, reducing all melee actions by half and rendering the psychic unable to perform attacks.
--Accuracy: 52% +4%/Additional level; a failed role indicates 2d6 yards/meters off target. Currently 64%
--S.D.C. Damage: Tiny flame 1d4, 3-6' 4d6, 6' + 1d4x10, 6 meters or larger 2d4x10 S.D.C. per contact or melee round
--Mega-Damage: Fire wall or pillar 2d6, 20' area 4d6, + 40' area 6d6 M.D. per contact or melee round; M.D. fire spreads 4x faster than S.D.C. flames.
--I.S.P. Cost: 10 for S.D.C flame, 20 for M.D.
--Size limitations: 20' +5'/Level Currently 50'

Sense Fire:
• The psychic can spend 1 melee round concentrating to sense the location and nature of a nearby fire; Direction, size, arson, duration, and location (inside or outside).
• Also grants the ability to "object read" burnt objects or ashes.
• Affinity enables the psychic to recognize fire elementals, fire-based demons, fire demon automatons, and fire/earth fusionists.
--Range: 800' +100 '/Level Currently 1400', to sense; examination of burnt debris requires physical contact.
--Duration: 15 seconds of concentration results in 4 minutes of psychic impression.
--I.S.P. Cost: 2

Super Fuel Flame:
• The pyro is able to feed an existing flame with psychic energy, increasing its size anywhere from twofold up to tenfold.
--Range: 100'/Level Currently 700'
--Area of Effect: 20 feet/Level 140'
--Damage: Proportional to the size of fire.
--I.S.P. Cost: 8

[list]

Psionic
Master

Psychic Body Field (Self; 30 I.S.P.)
Regeneration (Self; 6 I.S.P.)
Telekinesis (varies.)
Healing Touch (6 I.S.P.)
See Aura ( 6 I.S.P.)
Enhanced Perception (10 I.S.P., Rifter 25; +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses)
Psychic Diagnosis (4)
Psychic Purification (8)
Psychic Surgery (14)
Resist Magic (15) Rifter 25
Astral Projection (8)
Suppress Fear (8)
Telekinetic Force (10/50) Rifter 25

O.C.C. Skills (updated 02-08-18) Updated 06/09/2019
Language: English/Australian 98%
Language: Aboriginal 99% (+3%)
Athletics (General)
Land Navigation 73% (+4%)
Mathematics: Basic 92% (+5%)
Automobile 85% (+2%)
Truck 77% (+4%)
Streetwise 57% (+4%)
W.P. Archery
W.P. Targeting
W.P. Flame Thrower

HTH Expert

O.C.C. Related Skills (Armstrong 08/02/2019)[/size] Updated 06/09/2019
Boxing
Gymnastics
• Sense of Balance 71% (+3%)
• Work Parallel Bars & Rings 81% (+3%)
• Back Flip 85% (+2%)
• Basic Prowl 33%
• Basic Climb 28%
• Climb Rope/Rappel 77% (+2%)

Physical: Physical Labor
Skin & Prepare Animal Hides 68% (+5%)
Physical: Outdoorsmanship
Hover craft 85% (+4%)
Forced March (3rd level)
W.P. Shotgun (3rd level)
Sensory Equipment, 50% (+5%) (3rd level)
Basic Radio, 69% (+5%) (3rd level)
Weapon System, 59% (+5%) (3d level)
Surveillance, 48% (+5%)
Computer Operations, 58% (+5%)
Basic Electronics, 48% (+5%)
Hover Cycle 83% (+3%)

Secondary Skills (updated 6-14-16) Updated 06/09/2019
Leather Works 78% (+5%)
Identify Plants & Fruit 63% (+5%)
Wilderness: Wilderness Survival 68% (+5%)
Sewing 63% (+5%)
Sword
Energy Rifle
Literacy: English 91% (+2%) (2nd level)
Hunting (4th level)
Body Building (2nd level)
Running (2nd level)

Combat Data
HTH Type: Expert (updated 02-08-18) Updated 06/09/2019
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: + 6
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +4
Kick Attack: 1d8
Disarm: +2
Karate Punch: 2D4
Karate kick: 2D6
Critical Strike 18, 19 and 20
WP Paired Weapons and Backhand Strike 1d4

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Archery +4 to Strike, +2 to Parry, +2 Disarm, 5 shots per melee
W.P. Flame Thrower +2 to Strike
W.P. Energy Rifle +3 to Strike
W.P. Target +3 to Strike, +2 to Parry; +2 to Throw
W.P. Sword +3 to Strike, +3 parry
W.P. Shotgun +2 Strike

Saving Throw Bonuses
Coma/Death: 8%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +2
Psionics (10+): +2
Horror Factor (Varies): +3
Last edited by Jack Killian on Tue Jul 23, 2019 1:03 pm, edited 61 times in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 356
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Jack Killian (WIP, Australia)

Postby Jack Killian » Mon Jan 05, 2015 6:43 pm

Equipment

Jack's Room
Powerful Contact: Finn Lahz, a Psi Warrior instructor & leader of a Company (about 200 Psi-Warriors) of Psyscape defenders

RS-101-ATVV Romper Stomper

Carried/In Hand
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher

Worn on Person
Tinted goggles
Blue jeans & red/blue plaid shirt
Non-Secure NGMI Card: 1,617,778 credits (Armstrong 02/04/2019)
NE-BA-50 “Raider” Heavy Body Armor
Sense the Presence of Spirits Amulet

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: Hand Grenades
• Attachment: Hand Grenades
• Attachment: MP-3 MageFire Bolt Pistol
• Attachment: NeraTech PN-50 SplatterGun
• Attachment: Altess Eviscerator
• Attachment: canteen
• Attachment: NeraTech PN-50 clip
• Attachment: NeraTech PN-50 clip
• Attachment: Vibro-Sword
• Attachment: Skorblade Short Sword
• Attachment:
• Attachment:

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: Thompson Machine gun
• Space:
• Space: Thompson clip
• Space: Thompson clip
• Space:
• Space:
• Space: Fancy clothes
• Space: Air Filter
• Space: canteen

Stored in Vehicle
Fancy clothes
9 Hand Grenades
16 Flares
Sleeping Bag
Food Rations for a week



Gear Stats

RS-101-ATVV Romper Stomper
Image
M.D.C. by Location:
  • *Headlights (2) - 2 each
  • *Optional Weapon Turrets ( 1 -3) 50 each
  • Extendable Robotic Legs (4) 115
  • *Wheels (4) 50 each
  • Reinforced Pilot's Compartment (cockpit) - 75
  • Main Body - 225
* Requires a called shot at -3 to strike
Statistical Data:
Maximum Speed: 100 mph
Cruising Speed: 60 mph
Range: unlimited
Modifiers: +1 to dodge when running or driving, pilot skill penalties halved on rough terrain
Crew: One pilot with up to three additional passengers inside; two more can easily ride outside on the back of the vehicle.
Class: All-Terrain Variable Vehicle
Dimensions: 5' tall with legs retracted, to 25' with legs at full 20' extension; 11' wide between the wheels/legs, overall width is 14'; 18' long; 15,000 lbs.
Cargo: room enough for 2 rifles, 2 pistols, a suit of armor, and 10 other items
Power System: nuclear power system
Weapon Systems:
None.
Features of Note:
  • Can be environmentally sealed but cannot travel underwater. It has a 12 hour oxygen supply & 3 sets of breathing masks.
  • The extendable legs have the equivalent of a Robotic P.S. of 24.
  • 3 available emplacements for mounted weapons
Book Reference: p.165-155, SB8


CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Image
  • Range:
    • Laser: 2,000'
    • Grenade Launcher: 1,200'
  • Damage:
    • Single shot: 2d6 M.D.
    • Burst: 6d6 M.D.
    • Grenade: 2D6 M.D. to a 12' area of effect
    • Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
  • Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
  • Weight: 10 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000') and laser targeting
  • Modifiers: +1 to strike with laser on an aimed shot
  • Book Reference: p.92-93, WB11


Thompson Submachine Gun
Image
  • Range: 656'
  • Damage:
    • Short Burst: 8d6 (5 rounds)
    • Long Burst: 2d6x10 (10 rounds)
    • Short Spray: 4d6 to 1d4 targets (5 rounds)
    • Long Spray: 4d6 to 1d8 targets (10 rounds)
  • Rate of Fire: Short & long bursts & sprays only
  • Payload: 30 round vertical box feed (.45 ACP)
  • Weight: 10 lbs.
  • Features:
  • Modifiers:
  • Book Reference: None


NE-BA-50 “Raider” Heavy Body Armor
Image
M.D.C. by Location:
  • Helmet: 80
  • Arms: 55 each
  • Legs: 80 each
  • Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
  • Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8


NeraTech PN-50 SplatterGun
Image
  • Range: 60'
  • Damage: varies according to pellet types
    • Acid: 4D6 S.D.C. or 2D6 M.D., depending on what type of target it hits, in a 1 yard splatter radius.
    • Sleep Agent: those not in EBA must save vs non-lethal toxin or fall asleep within 1D4 melee rounds. 1 yard AoE per pellet fired. Victims sleep for 1D4+2 minutes per pellet of exposure.
    • Toxin or Nerve Gas: those not in EBA must save vs lethal toxin. Save Fail: target is racked by convulsions (incapable of fighting or running), 1d6x10 damage direct to H.P. (1D4x10 M.D. if an M.D. being), and fall unconsciousness for 2D4+4 minutes.
    • Save Success: target takes 1D6+1 direct to H.P. (or M.D.C.). The gas cloud has a 1 yard AoE per pellet fired.
  • Rate of Fire: Single shots, bursts, and sprays
  • Payload: 18 pellets to a clip
  • Weight: 1.8 lbs.
  • Features:
  • Modifiers:
  • Book Reference: p.212, WB19


Vibro-Sword
Image
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Skorblade Short Sword
Image
  • Damage: 1D8 M.D.
  • Weight: 3 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: +1 to strike and parry
  • Book Reference: p.152, MercOps


Altess Eviscerator (Patron Item)
Image
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
Type: Techno-Rune Weapon
Damage: 6D6
Alignment: Varies;see personality entry below
1. Artificial Intelligence; I.Q.: 20
2. Communicates through nano-telepathy.
3. M.D.C.: 500
4. Nano-regeneration: 2D6 M.D.C. per hour self-repair
5. Damage is in M.D. when in a mega-damage environment
6. Nano-telepathic bond is maintained through contact only; broken if separated from bearer.
7. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
8. The A.I. will only ever map to one bearer, and will attack any other who touches it thereafter with aggressive nanites doing 4D6 damage per melee of maintained contact.
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6
• • Payload: 4; regenerates 4 charges per hour
• Skill Database:
• • Select six skills from Communications, Pilot Related, Science, or Technical skill categories; 98% proficiency for all skills. These skills are permanent and do not change.
• • Computer Operations
• • Computer Programing
• • Research
• • Excavation
• • Mining
• • Artifical Inteligence
• Modifiers: Two-handed weapon
Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
Weight: 7 lbs.


MP-3 MageFire Bolt Pistol
Image
  • Range: 500'
  • Damage: 3D6+3 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per charge
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
TW Characteristics:
  • TW Functions:
  • Activation Cost: 12 P.P.E. to recharge
  • Book Reference: p.146, MercOps


Sense the Presence of Spirits Amulet
Image
Uncommon Amulet
Magic Effect:
  • The amulet changes color whenever an entity is within 100'
Curse: (if any)
History: (if any)
Last edited by Jack Killian on Thu Aug 15, 2019 6:08 pm, edited 44 times in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 356
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Jack Killian (WIP, Australia)

Postby Jack Killian » Thu Jan 08, 2015 7:58 pm

Background Story

A large military hover traveling fast over the desert.

(We see Captain Katie Watson speaking after the raid over secure communications)

As Capt. Watson sits with a file in her hands. She keys the mike, "Dregger this is Catspaw. We've taken out Outpost 15, all there are neutralized. Went off like we practiced. Dregger suffered zero dead zero wounded. Got several boxes of intel, computers, hard files, videos, discs, medical equipment and samples. Then burned the place down, left evidence that road gangs hit the place. Captive is freed, initial assessment is he is William."

(Pause as she listens to someone over the Radio, but we can't hear)

"Looks like us. Had Granddad’s, chess piece the black crystal knight, and may know where the information is. Got a DNA swab from his mouth and then some blood just to be sure."

(Pause as she listens to someone over the Radio, but we can't hear)

"Yes I did inject the tracker in him at the same time, and told him to get the hell out of there. Also gave him a secure comm."

(Pause as she listens to someone over the Radio, but we can't hear)

"No."

(Pause as she listens to someone over the Radio, but we can't hear)

"Seems to be trying to hide his abilities. Their files have no indication of his ability."

(Pause as she listens to someone over the Radio, but we can't hear)

"Yes he almost has to. Too many people would want him dead if he showed off."

(Pause as she listens to someone over the Radio, but we can't hear)

"Yes."

(Pause as she listens to someone over the Radio, but we can't hear)

"Yes we got their hard copy files, they had one on William. Oh he goes by Jack Killian, they have other files. Not sure they have narrowed it down as to who they have. Not sure why the outpost was there. We will have to go through the Intel to see what they know. They have an extensive amount of information on Ole Sidney Towne. They might have someone in there under deep cover."

(Pause as she listens to someone over the Radio, but we can't hear)

"Yes sir, I almost broke down when he wanted to go with us. Was the hardest thing I have ever done to abandon him once we finally found him he was just a babe when the hover was shot down. I gave him a big hug, and kiss, told him that parents were alive. But I swear he saw the tears rolling down my cheek."

(Pause as she listens to someone over the Radio, but we can't hear)

"Yes I know that the information we got and he has is vital for us."

(Pause as she listens to someone over the Radio, but we can't hear but she laughs)

"He looks healthy, no ribs showing on his side, Bloody hell, I don't know where that boy finds that much food in the outback. He must have eaten an entire croc by himself."

(Pause as she listens to someone over the Radio, but we can't hear)

[b]"No he look fit as a fiddle, no scars, or wounds of any type. Got the video of him at the interrogation and my video of the rescue as well."


(Pause as she listens to someone over the Radio, but we can't hear)

"Copy, Dregger out."

In her hands is a chess piece similar to the one Jack had but it is a white crystal.
Last edited by Jack Killian on Sat Jan 10, 2015 10:15 am, edited 4 times in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 356
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Jack Killian (Human Burster)

Postby Jack Killian » Sun Aug 14, 2016 12:50 pm

Jack Killian PP Boost Roll for Milestone Attribute boost
[dice]1d6[/dice]
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 356
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Jack Killian (Human Burster)

Postby Jack Killian » Sun Aug 14, 2016 1:01 pm

Jack Killian PP Boost Roll for Milestone Attribute boost
1d6 = 2
HP for 7th 1d6 = 3
Last edited by Jack Killian on Sun Jun 09, 2019 2:26 pm, edited 1 time in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 356
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Jack Killian (Human Burster)

Postby Jack Killian » Sun May 14, 2017 1:56 pm

Authority of Snafu

Super Natural Strength + 1d6 = 4

Psyscape Powers
SDC 3d6 = 9
ISP 6d6 = 23
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 356
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Jack Killian (Human Burster)

Postby Jack Killian » Mon Feb 04, 2019 11:25 am

Experience Point Table
Burster,
1 0,00-2,050
2 2,051-4,100
3 4,101-8,250
4 8,251-16,500
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
14 280,401-340,500
15 340,501-400,600
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 356
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia


Return to The Roughnecks (Independent, 1 Opening)

Who is online

Users browsing this forum: No registered users and 0 guests