Reggie (Mutant Weasel Spacer)

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GM: Sol
AGM: Armstrong

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Reggie (Mutant Weasel Spacer)

Postby Reggie » Sun Jan 13, 2019 10:20 pm

Player Name: Lee
G-Mail: Lee.Napier

Character Name: Regulus Arcturus Thelonius D'Weazel
Alias: Reggie, Reg, or RAT
Race: Mutant Weasel
O.C.C.: Spacer
Alignment: Unprincipled
XP Level: 3
XP Points: 3,801
Next Level @ XP: 7,301
Sentiments/Non-Humans and Mutants: These are my brethren.
Sentiments/Moon: Stuck up bunch o' purebloods.
Sentiments/Freedom Station: Nice enough - bit heavy handed on the rules.
Sentiments/Laika Station: Crazy Russkies. DO NYET TRUST.
Sentiments/Yuro Station: Like a big ol' pot of stew. Where all the ingredients mistrust each other.
Sentiments/Outcast Station: DUDE. Party city. Make sure they get theirs, and they'll treat you right sometimes.
Sentiments/Independents: These are my sistren.
Disposition: Reg is a smart-ass who thinks he's seen everything.
Insanity: None

I.Q.: 24
M.E.: 19
M.A.: 17
P.S.: 16
P.P.: 30
P.E.: 15
P.B.: 9
Speed: 26

I.S.P.: 56
H.P.: 20
S.D.C.: 27
Age: 22
Sex: Male
Height: 3' 10"
Weight: 31 lbs.
Description: Reg is a fairly woolly weasel, bit on the big side for a mutant weasel, but still small enough to fit where big folks can't. His fur is dark brown with a tan underbelly and face. His beady, untrustworthy eyes are deepest black.

Racial Abilities
Size Level 5 (long)
Full hands
Partial biped
Full speech
Triple normal body hair
Increased Metabolic Rate
  • This high metabolic rate must be supported with frequent naps, particularly right after strenuous activity/combat, and constant eating. The character will have to consume an amount of food equal to their own weight; at least half in protein (meat) every day. The character also tends to be fidgety, easily bored and hyper; in constant motion.
Nightvision: 1000' range
Extra Intelligence Quotient
Advanced Smell
  • Track by smell 60% (+5%)
    Recognize individuals/detect emotions by scent 64% (+2%)
Advanced Hearing
  • Gives the ability to hear very faint sounds; can overhear conversations at a much greater distance

Natural Abilities
Perception Bonus: 71% / 91% in space / 86% at "night" (in minimal light conditions, but not total darkness)
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 9 lbs.
Max. Carrying Weight: 160 lbs.
Max. Lifting Weight: 320 lbs.
Max. Jumping Ability: 8' long/4' high
Movement rate: 390'/melee; 1560'/minute; 17 MPH (running)

Minor Psionic
  • Machine Ghost (12 ISP; 3 min/lvl)
  • Intuitive Combat (10 ISP; 2 melees/lvl; requires 15 seconds concentration to activate)
    Provides +3 initiative, +1 Strike, +1 Parry, +4 Dodge, +4 Pull punch, +2 roll with punch, +2 disarm; cannot be caught by surprise; and +10% to climb and swim.
  • Object Read (6 ISP; usually about 2d6 minutes duration; range touch)
    Impressions 60% (+2%)
    Images 52% (+2%)
    Present 42% (+2%)

O.C.C. Skills
Radio: Basic 80% (+5%)
Space: Spaceship Mechanics 52% (+5%)
First Aid 75% (+5%)
Space: Movement in Zero Gravity 170% (+5%)
Pilot: EVA 70% (+5%)
Pilot: Spacecraft: Small 91% (+3%)
Pilot: Spacecraft General 83% (+4%)
Sensory Equipment 60% (+5%)
Computer Operation 70% (+5%)
W.P. Sword
W.P. Energy Pistol

O.C.C. Related Skills
Mechanical Engineer 50% (+5%)
Pilot: Robots and Power Armor 82% (+3%)
Robot (and Power Armor) Combat: Basic
Basic Electronics 55% (+5%)
Computer Programming 60% (+5%)
Navigation: Space 65% (+5%)
Weapon Systems 65% (+5%)
Computer Hacking 40% (+5%)
(4th) Reserved for Advanced Training (Trading the Future for Now)
(4th) Reserved for Advanced Training (Trading the Future for Now)
(7th) Reserved for Advanced Training (Trading the Future for Now)
(7th) Reserved for Advanced Training (Trading the Future for Now)

Secondary Skills
Literacy: Tradespeak 60% (+5%)
Escape Artist 55% (+5%)
Salvage 55% (+5%)
Appraise Goods 50% (+5%)
Gambling: Standard 50% (+5%)
Recycling 50% (+5%)
Barter 40% (+4%, 1st)
Computer Repair 40% (+5%, 1st)

Automatic Skills
Language: Tradespeak 120% (+1%)
Mathematics: Basic 55% (+5%)
Space: Depressurization Training
Space: Oxygen Conservation 60% (+5%)

Advanced Training: Top Gun Ace
Apply to [specific model] and [specific model] only.
    • +2 on Perception Rolls regarding spotting enemy fliers and incoming missiles, as well as when an enemy flier is in trouble and vulnerable or another aircraft is in distress.
    • Can re-roll a strike or dodge twice per melee round! There is no guarantee the re-roll will be any better, but a chance is a chance! This is a free roll and does not use up a melee attack, it replaces a prior strike or dodge. Contact the GM via PM or Hangouts before rolling to avoid misunderstandings.
    • +2 on initiative in the ace's primary combat vehicles/power armors only.
    • +1 to strike when using the vehicle or power armor's weapon systems.
    • Can push the speed and altitude of his vehicle 10% greater.
    • Can push the range of the vehicle's weapons 10% farther.
    • The ace is so attuned to his vehicle that he can tell when something is wrong or not working properly and avoid a problem before it gets too serious and can point this out to his mechanic, giving him a +10% skill bonus on all repairs. Likewise, the Top Gun Ace knows how far they can push their vehicle before it shuts downs or breaks apart, etc.
    • +15% to survive crash landings.
    • Stunt Flying: Penalties for stunt maneuvers, tricks, dogfighting, jinking, weaving, and evasive actions are all reduced by two-thirds (66%) for the ace, but only when it come to flying the one or two primary combat vehicles chosen by the ace, not all aircraft/fliers.

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +8
Parry Bonus: +10
Dodge Bonus: +12
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm:
Kick attack 1d8 damage

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +11
Dodge Bonus: +13
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm:

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. Sword (+2 Strike, +1 Parry)
W.P. Energy Pistol

Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +2
Psionics (varies): +2
Horror Factor (varies):
Explosive decompression/Other space dangers: +2
Last edited by Reggie on Fri May 17, 2019 10:38 am, edited 2 times in total.
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Re: Reggie (Mutant Weasel Spacer)

Postby Reggie » Sun Jan 13, 2019 10:28 pm


Vehicles/Mounts (listed first)

Carried/In Hand

Worn on Person
Utility jumpsuit

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.
  • Attachment: Multitool
  • Attachment: Pouch, containing Secure Universal Card: 1500 IOU and 2 e-clips
  • Attachment: CA-320 Ceres Arms 320 "Classic" Laser Pistol in holster
  • Attachment: Ceramic Sword in scabbard

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: Handheld computer
  • Space: Handheld communicator
  • Space:
  • Space:
  • Space:
  • Space:
  • Space:
  • Space:
  • Space:

Stored in Vehicle

Stored in Apartment
3 suits of clothes (Hawaiian-print shirts, cargo shorts, boots)
1 Footlocker with personal effects:

Photos of mom and dad
A variety of station-produced ashcan-style black and white comic books (the Adventures of Mikk 1313 - a mutant hawk; Tales to Perplex - a sci-fi/horror rag; and a couple of lewd tales better left undiscussed)
A number of technical manuals
various knickknacks (a rubber ball, a small wooden carving of a human for some reason, a small tin spaceship model on wheels, etc.)
Non-Secure Black Card: 500 IOU

Gear Stats

CA-320 Ceres Arms 320 "Classic" Laser Pistol
• Range: 1,000'
• Damage: 1D6 M.D. regular shot and 2d6 S.D.C. per low power shot
• Rate of Fire: Single shots only
• Payload: 20 shots per e-clip; 2 low power shots count as one regular shot
• Modifiers: +2 bonus to strike on Aimed shot

Ceramic Sword (MiO, p. 88)
Weight: 1lb (0.5 kg)
Damage: 2d4 S.D.C.
Effective Range: 30 feet (9 m) thrown

BRU-S706 Soft Vacuum Survival Suit
A.R.: 13
S.D.C. by Location:
• Helmet - 50
• Left Arm: 35
• Right Arm: 35
• Left Leg: 45
• Right Leg: 45
• Main Body - 75
Modifiers: -7% to physical skills
Features: Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 21 lbs.

KCM-701 (KLS knockoff - CAN-7V Hard Suit Power Armor) (MiO, p. 70)
Class: Armor Environmental Vacuum Suit with Robot Enhancements
Crew: One
MDC by Location
  • Main Rear Jets (1): 25
  • Headlight (1): 1
  • Head: 30
  • Main Body: 63
  • Arms (2): 8 each
  • Legs (2): 20 each
Enhanced Attributes
  • Physical Strength: +10 to PS (Cyborg Strength)
  • Physical Prowess: +4 to PP
  • Speed: Speed is doubled and the usual rate of fatigue is reduced by half, thanks to robot exoskeleton.
  • Leaping: +15 ft high or across unassisted in gravity; +100 ft high and +200 ft across.
  • Space Flight: 50 mph
  • Flying: N/A
Statistical Data
  • Weapons: None
  • Size: (One size fits all: Pilot min 3'6", max 7') Pilot's height +8"
  • Weight: 200 lbs
  • Power System: Nuclear, with an average energy life of five years (3 years remaining)
Standard Features:
  • Radar: Can identify and track up to 24 targets simultaneously at a range of 10 miles (16 km).
  • Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long range weapons. Does not apply to hand to hand combat or SAM AS.
  • Radio Communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
  • High intensity light Source on helmet (600')
  • 820 foot umbilical cord
  • Internal Water Supply (16 liters)
  • Nutrient Paste (1 week supply)
  • Complete environmental battle armor: Suitable for use in all hostile environments, including under water (150 foot max. depth) and space. The following features are included.
  • Computer controlled life support system.
  • Internal cooling and temperature control.
  • Artificial air circulation systems, gas filtration, humidifier.
  • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
  • Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
  • Radiation shielded
  • Emergency Radio Beacon.
  • None
Last edited by Reggie on Mon Jan 14, 2019 1:38 pm, edited 1 time in total.
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Re: Reggie (Mutant Weasel Spacer)

Postby Reggie » Sun Jan 13, 2019 10:28 pm

Background Story

Reggie (born Regulus Arcturus Thelonius d'Weazel) is the son of Gus D'Weazel (born Gus 1067 on Freedom station) and Lily D'Weazel (born Zapper on Outcast Station). Both of his parents were spacers - Gus a freebooter, Lily a pirate - and they met and moved to an independent station to raise their two sons. Reggie's brother, Banjomin Euphonium Theremin D'Weazel (AKA Ben or Dr. Ben) is a body fixer who got into the field not to help people, but because it is lucrative. Reggie, however, elected to follow in his father's footsteps.

He entered an apprenticeship with dad at an early age, and due to his ability to learn quickly, soon became a skilled crewman on his father's ship. He proved quite versatile, functioning easily as pilot, mechanic, navigator, or even doing miscellaneous ship work like securing cargo or operating load lifters. It was work he liked, because he was good at it, until tragedy happened. His father, "Pops", had taken on an unusual job, and insisted that Reggie stay with his mother Lily, citing her failing health (she is suffering the lingering effects of radiation sickness, and possibly cancer). Pops never returned. Leaving his mother in the care of his brother after he returned from a "house call", he attempted to track down his father, booking passage to all the usual haunts. On Outcast Station, he discovered Pops' fate. Pops had been killed, his head crushed, in a shoe repair shop in the lower levels of the station. The only evidence was grainy security cam footage of a mutant primate in the area (the shop's cams were nonfunctional as the memory had been full and the system had not either been backed up or purged in forever). Further, his ship is missing.

Now Reggie was faced with compounding dilemmas. His mother is in failing health, and his brother can't be trusted to do what's right for her, due to his natural greed. The family lives on an independent station populated by a number of peaceful anarchists. They, by and large, see themselves as "sovereign citizens" - adhering loosely to a code to harm none of the residents. This is not a Utopia. The station suffers from perpetual scarcity of resources, and often, work that needs to be done goes undone until the repair is titanic in scope. Reg wants to move his mother to a more stable independent station (she refuses to go back to Outcast station as it's too lawless, or Freedom station because the rules are too strict for her). His brother Ben is content there, and travels frequently about the independent stations, administering medical assistance to those who can afford it. And his fathers' killer - and the motive for the killing - must be uncovered. Reggie has no choice but to seek work to support his mom, and hope that work leads him to his father's killer, and his father's ship.

How I Learned to Stop Worrying and Love the Stick

The furry little mammal known as Reggie sauntered up to the door at the far end of the bar, and rapped on it conidently. A window opened over his head. Reggie took two steps backward to be in the viewport's field of vision. He flashed his universal card. "You got a game going on. I want in." The voice beyond, sounding vaguely reptilian, said "Ssorry pipssqueak. Jockss only." Reggie screwed up his face in anger, his whiskers twitching. "I am a jock! Been in the black for two cycles!" The reptilian voice chuckled. "Two whole cycles, eh? Ssorry, nugget. Thiss here game'ss only for A-grade jocks, not crewmen who've ridden sstick once or twice. You ain't got the face rank to get in on thiss." The little viewport door slid shut, and Reggie could hear the laughter of some of the pilots inside. As he walked away, dejectedly, he worried about how to increase his cash flow - for his mom, in desperate need of IOUs for meds and feed, and with the mystery of his dad's murder to solve - and info don't pay for itself. He muttered aloud as he skulked away, "Them scanboxes don't know a jock when they see one. I could fly rings around any of 'em."

A voice from the corner of the bar spoke up. "Can ye noo?" Reggie looked up, to see a human, wearing a jock-smock from Yuro station. "I can! My dad taught me everything there is to know about how to pilot. Best pilot there was." The man eyed him cannily. "Ye're a wee one, but ye've yer mettle, and no lie. Out on Yuro we hae an ace pilot training program. It's competitive, but if ye can qualify fer it, there'll be no questionin' yer 'face rank' if ye graduate." Reggie walked over, and offered a hand to the tall stranger, and introduced himself. The man, Murtagh, told him how to apply for the program, and wished him best of luck getting in at all.

After a grueling 20-page application and piloting theory exam, background check, and a submission of 20 hours of flight logs, Reggie was granted an audition. 30 individuals of all sorts and conditions lined up to compete for two openings. When his name was called, Reggie boarded the one-man shuttle, blew through the preflight, and launched the vessel. The flight course was virtual and actual overlayed - a real-world obstacle course with virtual free-floating markers at calculated distances - and timed, the goal being to hit as many of the invisible markers as possible and complete the course in the shortest time. He piloted toward the computer-indicated moving reticles, avoiding real obstacles while still hitting the digital ones, at the fastest speed he could muster out of the craft. He landed the vessel, and checked the leaderboards, his gut swirling at seeing his time - currently 5th, with a dozen or so more pilots left to fly. At the end, the anguished candidates lined up and a helmeted pilot in Yuro flightsuit strode to the front of the group. She looked at her clipboard, and called two names. Neither was Reggie. "Jenkins. Arvid 1162... Both disqualified for incomplete preflight procedures." Reggie held his breath in anticipation. Three more were dismissed for forging their flight logs to appear more skilled than they were. Finally, she spoke again. "Motorblade. Regulus D'Weazel. You're our two candidates. The rest of you, good try. Better luck next cycle." As the other pilots filtered out, shooting dirty looks or muttering self recriminations, Reggie and Motorblade stayed behind, and the pilot walked them over to another man in Yuro flight gear. "This will be your instructor over the next 12 weeks. Think of him as your personal god. What he orders you to do is like a commandment from heaven." The man turned around and Regulus saw it was Murtagh. He smiled at the two. "Motorblade, Reggie, guid to see ye. Let's get tae work."

The next 12 weeks were grueling. Advanced flight theory lectures, simulation hours under all conditions - sleep deprived, hungry, drugged, with various systems unresponsive - and actual flights under similar conditions. Reggie thrived, able to nap as needed on a moment's notice while maintaining high energy and alertness at other times, and with a handful of potent psychic abilities to assist his interface with any ship's controls, he excelled, outstripping Motorblade in all facets of the course. On the day before the last day of class, the two were called to a service room near the hangar. A variety of pilots, wearing helmets and facemasks, stood therein, in a circle. Murtagh stood among them. "Reg. Motor. Ye've each done well. But as ye've been told, this is a competitive program. Only one o' ye will graduate. Exactly who is up to the twa o ye." Two pilots dropped swords onto the floor. Reggie looked at Motorblade, and the tattooed mutant looked back at him. Neither went for a blade. Almost in unison, they pointed at each other and said "Give it to him." The room went wild with whoops, and the two graduates were borne aloft, as the piltos removed their helmets. Murtagh clapped the two of them on the back. "Oor graduates usually draw bluid before we let them off the hook. Nae the twa o ye, though, ye canny buggers." Reggie graduated the advanced program with a "Top Gun Ace" rating added to his pilot's credentials.
Last edited by Reggie on Mon Jan 28, 2019 6:53 am, edited 3 times in total.
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Re: Reggie (Mutant Weasel Spacer)

Postby Reggie » Mon Jan 14, 2019 1:36 pm

Freebooter slang

A-grade: Top notch; quality
Bulkhead: anything tough and sturdy. "built like a bulkhead"
Crumbly: An elderly person. Other common iterations of the term: crumblies (multiple old people); Crumblyville (a neighborhood full of elderly people)
Face Rank: reputation, esteem
Fangs out: eager for a fight.
Food cube: Compact cubes (made from animal, vegetable, and mineral substances) which are sustaining, if not palatable
Frotein: a refreshing beverage
Garbologist: a connoisseur of things other people throw out; collectors for a profit
Ghost: to kill someone
Grodaceous: Gross
Grok: understand
In the black: operating in space.
Jock smock: flight suit.
Merch: sellable goods
Moonbrained: Crazy, or unintelligent, used to describe a person or idea.
Neg: Negative
No clock for this: "I haven't got time for this."
Nugget: nickname given to trainee pilots.
Scanbox: Fool, idiot, crazy person
Shiny: Good or valuable; "cool."
Slam: the brig; jail
Snurch: To steal or borrow without permission.
TIMOTOV: "Think I'm About to Openly Vomit"
Voojoo: Akin to "mojo"; as in "Bad voojoo."

HP: 20/20
SDC: 27/27
I.S.P.: 56/56
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Re: Reggie (Mutant Weasel Spacer)

Postby Reggie » Wed Feb 13, 2019 10:08 am

Reggie Experience table

1 0 - 1,900
2 1,901 - 3,800
3 3,801 - 7,300
4 7,301 - 14,300
5 14,301 - 21,000
6 21,001 - 30,000
7 30,001 - 40,000
8 40,001 - 53,000
9 53,001 - 73,000
10 73,001 - 103,000
11 103,001 - 138,000
12 138,001 - 188,000
13 188,001 - 238,000
14 238,001 - 288,000
15 288,001 - 328,000

HP: 20/20
SDC: 27/27
I.S.P.: 56/56
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