Lahz [Elven, Psi-Tech]

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GM: SNAFU OPEN
AGM: Ace of Spades

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Lahz [Elven, Psi-Tech]

Postby Lahz » Sat Aug 08, 2015 10:18 am

Player Name: Steve
Gmail: Spornbida

Character Name: Lahzuhr Jyleal D'Gemmel
Alias: Lahz
Race: Elf
O.C.C.: Psi-Tech
Occupation: Freelance Technical Support and Salvage Specialist
Alignment: Aberrant
XP Level: 8
XP Points: 51,976 (Ace of Spades, 10/1/18)
Next Level @ XP: 71,201
Sentiments/Non-Humans: As a non-human himself, he's fine with non-humans in principle, but still holds basic prejudices against those who look truly inhuman.
Sentiments/Coalition: Loathes the CS as murderous, closed-minded bigots directly responsible for the death of his wife and daughter.
Disposition: Schemer, gambler, and proverbial risk-taker who interacts with others as though everyone's a factor in the odds.
Insanity: None

ATTRIBUTES
I.Q.: 20
M.E.: 23
M.A.: 11
P.S.: 15
P.P.: 21
P.E.: 11
P.B.: 19
Speed: 17

PHYSICAL DATA
P.P.E.: 22
I.S.P.: 211
H.P.: 38
S.D.C.: 26
Age: 84 yrs
Sex: Male
Height: 6'4"
Weight: 170 lbs.
Description: Appears to be a handsome, whip-thin human (his Elven ears have been rounded), typically in a flight/jumpsuit, sporting brown hair with a peppering of grey around the sides.

Racial Abilities
Nightvision: 100'
+1 APM w/Bow Weapons

Natural Abilities
Perception Bonus: 42% (+15% involving Electronics or Machines)
Charm/Impress: 45%
IQ Skill Bonus: +6%
Invoke Trust/Intimidate: N/A
Max. Encumbrance: 51lbs
Max. Carrying Weight: 150lbs
Max. Lifting Weight: 300lbs
Max. Jumping Ability: 7.5ft Long, 5ft High

Psionics
Master Psionic (opened Third-Eye)
Extended Psionic Powers (Psyscape Page 30) ● Sensitive Powers & Telemechanic Mental Operation
Radiate Nature/Emotions: 100' to psychics, 12' to Non-psychics
Sense Supernatural Evil & Magic Energy
● Constant, 0 I.S.P.
● 100' per level to sense beings using magic or psionics.
● 1000'+100' per level to sense beings not using magic or psionics.

Identify types of Paranormal Creatures 94% [+2%/L]
Tracking via Psychic Scent: 91% [+5%/L], 110% [+3%/L] (if using magic)
Dreamvision: Can speak to kindred spirits in their dreams (Psyscape Pg 30)
Transform into Energy Being (270 ISP, Psyscape Pg 30)
Telemechanics (0 ISP, Constant, 5', 91%+1%/L: 98%))
Machine & Electrical Diagnosis (6 ISP, Touch, 2 Min/L)
Telemechanic Mental Operation (12 ISP, 40'+10'/L, 1 Min/L)
Telemechanic Paralysis (20 ISP, 40', 1 Min/L)
Telemechanic Possession (50 ISP, 10'/L, 2 Min/L)
Machine Ghost (12 ISP, Touch, 6 Min/L)
Mask ISP & Psionics (7 ISP, 10 Min/L)
Mind Wipe [ISP Varies (10 ISP/1D4 days; 50 ISP for Permanently Erase) for a Memory/Event/Knowledge/Skill. Whole Mind: 50 ISP & 4 ME), Touch]
Object Read (6 ISP, Touch, Impressions: 56+2/L // Images: 48+2/L // Present: 38+2/L)
Speed Reading (2 ISP, 6 Min/L)
Total Recall (2 ISP)
Astral Projection (8 ISP, 10 Min/L)
Remote Viewing (10 ISP, 4d6+12 Seconds)
Read Dimensional Portal (6 ISP, 2'/L, 2 Melee/L)
See the Invisible (4 ISP, 240', 4 Min/L)
Mind-Block Auto-Defense (0, Automatic)
Telekinesis: Super (10 ISP/100lbs, 100'/L, 2 Min/L, RUE p.182)
Mind's Eye (Rifter 25, 8 ISP, Radar Sense @ 70+2%)
Psionic Seeking (Rifter 25, 6 ISP, 1 Mile/L, 5 Min/L, 46% +5%/L (Current 81%))
Resist Fatigue (4ISP, 1HR + 20 MIN/L, GMG p.90)

R.C.C. Abilities
● Soup up Machines
● Jury Rig 3x faster than normal, and performs all mechanical and computer skills 2x faster than normal
● Mental Link to Robots, Power Armor, & Vehicles [Run/Fly 10% Faster, Leap 10% higher/farther, +10% to Piloting Maneuvers]

Racial Skills
Language: Dragonese (Elven) 98%
Literacy: Dragonese (Elven) 98%
Literacy: Techno-Can 80% (+3%)
Mathematics: Basic 103%

R.C.C. Skills
Language: American 102% (+3%)
Language: Euro 102% (+3%)
Literacy: American 97% (+5%)
Literacy: Euro 97% (+5%)
Radio: Basic 108% (+5%)
Computer Operation 108% (+5%)
Computer Repair 88% (+5%)
Computer Programming 88% (+5%)
Basic Electronics 98% (+5%)
Basic Mechanics 98% (+5%)
Mechanical Engineering 83% (+5%)
Robot Mechanics 78% (+5%)
Pilot: Robots & Power Armor 100% (+3%) +10% when 'Merged'
Pilot: Robot Combat: Elite – Heavy Robot (Ground)
Pilot: PA Combat: Elite – Power Armor (Ground)
Read Sensory Equipment 88% (+5%)
W.P. Blunt

R.C.C. Related Skills
H2H: Expert
W.P. Heavy M.D. Weapons
Weapons Engineer 83% (+5%)
Electrical Engineer 83% (+5%)
Robot Electronics 76% (+5%, 2nd level)
Cryptography 65% (+5%, 2nd level)
Electronic Countermeasures 56% (+5%, 1st level)
Field Armorer & Munitions Expert 66% (+5%, 1st level)

Secondary Skills
Weapons Systems 83% (+5%)
W.P. Energy Pistol
Prowl 66% (+5%)
Salvage 78% (+5%)
Hover Craft (Ground) 86% (+5%, 3rd level)
Appraise Goods 88% (+5%, 3rd level)
Navigation 66% (+5%, 1st level)
Running (1st level)
Lore: Demons & Monsters 45% (+5%)
Language: Demogogian 63% (+3%)


Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: -- [+2 vs Machines or Robots involved]
Strike Bonus: +5
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: --
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: +2
Critical strike on an unmodified roll of 18,19 or 20.
WP Paired Weapons
Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and one attack

PA Combat: Elite – Power Armor (Ground)
Number of Attacks: 8 +1 when Merged
Initiative Bonus: +1 +1 when Merged
Melee Strike Bonus: +8
Ranged Strike Bonus: +2
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus:
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
Bonus to Disarm: +5
Critical Strike is the same as the pilot's.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.[/size]


Robot Combat: Elite – Light Ground Robots
Number of Attacks: 9 +1 when Merged
Initiative Bonus: +2 +1 when Merged
Melee Strike Bonus: +8
Ranged Strike Bonus: +2
Parry Bonus: +9
Dodge Bonus: +8 to dodge standing stationary // +9 to dodge when already in motion, running or leaping
HTH Damage Bonus:
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +4
Bonus to Disarm: +3
Critical Strike is the same as the pilot's.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-70% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Stomp: 1D4 M.D. effective only against objects smaller than one third the robot's total height.[/size]


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. Heavy MD Weapons [+3 to Strike]
W.P. Energy Pistol [+4 to Strike]
W.P. Blunt [+3 to Strike, +3 to Parry, +1 Throw]
W.P. Paired Weapons

Saving Throw Bonuses
Coma/Death: --
Magic (varies): --
Lethal Poison (14+): --
Non-Lethal Poison (16+): --
Insanity (12+): +6
Psionics (10+): +4
Horror Factor (when machines are involved): +5
Possession: +4
Last edited by Lahz on Tue Oct 09, 2018 10:05 pm, edited 32 times in total.
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
User avatar
Lahz
Diamond Level Patron
Diamond Level Patron
 
Posts: 297
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

Re: Lahz [Elven, Psi-Tech]

Postby Lahz » Mon Aug 10, 2015 7:56 pm

Equipment
(1) Secure Universal Card: 100,800 credits (SNAFU 23MAY16)
(1) Unsecured Universal Card: 96,500 credits
(1) Secure NGMI Card: 1,100 credits
(1) Unsecured Universal Card: 9,184,400 credits (Salvage Operations)
(1) Secured Universal Credit Stick: 2,500,000 [Ace of Spades 10-30-18]

Driven/Piloted

MARAUDER POWER ARMOR (Below)


Carried/In Hand


Worn on Person

NG RA5 Arrow Ride Armor -- Dark Blue
M.D.C. by Location:
• Helmet: 35/35
• Main Body: 30/30
• Arms: [L] 14/14 . [R] 14/14
• Legs: [L] 18/18 . [R] 18/18
Modifiers: Excellent; -2% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
Weight: 9lbs (4 kg)
Features:
• Heads-Up Display
• Directional, short-range radio built into the helmet. Range: 5 miles
• Polarized visor
• External audio speaker
• Language Translator
• Gas mask/air filtration unit


[1] N-F50A Superheavy Force Field
• M.D.C.: 160
• Weight: 10 lbs.
• No movement penalties
• 6 hour duration per E-clip


Wilk's 325 "Mariner" Pulse Pistol -- ((L)Shoulder Holster)
• Range: 900'
• Damage: 2D8 M.D. or 4D8 M.D. double shot
• Rate of Fire: Single or dual blasts only
• Payload: 12 shots per E-clip, 24 shots per LE-clip
• Modifiers: +2 Strike on Aimed Shot


[2] Q1-02 Stopper Ion Pistol [Quebec Pg 45, 20k] -- (Hip Holsters)
• Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip

Dwarven Enchanted Long Knife -- Rt Boot.
Image
[size=85]• Damage: 2D6+8 M.D.C.
• Modifiers: +2 to Strike and Parry
• Lowers the requirement for a critical strike by two numbers (18-20)


The Gauntlets of Mastery
Image
These magical gloves were owned by Lady Meweyn of Westmarch, who used them on a more or less constant basis.
• When wearing the gloves, the wearer suddenly finds himself able to do things he never knew he could, as if unlocking some kind of hidden reserve of knowledge and experience.
  • This effect adds +30% to all of the wearer's skill ratios, even for skills he has no idea how to perform! That's right, even skills the character has absolutely no experience in have a 30% chance of success, provided the skill requires the use of the hands. The gloves do not confer any hand to hand combat skills nor any physical skills aside from Swimming and Climbing.
• The gauntlets can take the shape of any kind of hand wear, from heavy falconry gauntlets to dainty lace gloves. All the wearer need do is mentally command the Gauntlets to change and they will. The transformation only takes a melee round. The gloves also automatically grow or shrink to fit anybody's hands from a Gnome to Troll-size.
• They always feel comfortable when worn, and will always keep the wearer's hands warm and dry.


Wedding Ring [Men's, Black Titanium]

Utility Belt
[8] Long E-Clips
Drone Command Gauntlet (NG2 pg 245) -- Left Forearm [10 MD, 5 Mile Wireless Range]
Vibro-Knife, 1d6 MD
Multitool
• This hand tool is the equivalent of a super-Swiss Anny Knife. It uses nano-technology to reconfigure a metal rod with a pistol grip into any of 500 programmed shapes, from a powered screwdriver to a bolt-cutter, hammer, chip-welder, pliers, drill, and many other tools, in every possible calibration. It can reach a length of 4', allowing the user to reach deep into engines. Having a multitool will give the owner almost the equivalent of a full mechanic's kit. The multitool can even be reconfigured into a weapon like a welder-ax that inflicts 2D6 M.D. in hand to hand combat. E-Clips Model. Rifts Dimension Book 2 p.143.
[1] Laser Eavesdropping Device [MercOps Pg 111]
Multi Optics Band
Wilk's Laser Scalpel
Pen Flashlight
Talisman • Time Slip -- @ 9th level strength
Talisman • Mental Shock -- @ 9th level strength
Talisman • Carpet of Adhesion -- @ 9th level strength
Talisman • Dispel Magic Barriers -- @ 9th level strength
Talisman • Dispel Magic Barriers -- @ 9th level strength


Backpack
Portable Robotics Tool Kit [Bionics Sourcebook Pg 68, 22lbs]
[2] MD Flight Suit (22 MD) -- Light Gray (MercOps Pg 109)
Wilks Portable Laser Torch -- RUE Pg 269
[1] Military Grade (High-End) Portable Computer with Reinforced Case [5MD]
• Computer Reference Libraries: Cryptography, Electricity Generation, Electronic Countermeasures, Surveillance Systems, T.V./Video, Law: General, Identify Plants & Fruits, Cook, Play Musical Instrument: Guitar, Play Musical Instrument: Harmonica, Play Musical Instrument: Piano, Tracking: People
Armored Sharp-Duster/Long-Coat [Black] 28 MD NG Book 2 Pg 41
[20] Stun/Flash Grenade [Quebec Pg 43]
[20] Tear Gas Grenade [Quebec Pg 43]


NGCME Card
• Northern Gun Certified Mechanical Engineer
• 10% reduction in parts costs for Northern Gun Equipment
• Must be renewed every year (Last Renewal: XXXPA)
Note: 20k NGMI to renew plus 40 hours of school

Protective Tinted Goggles
Pocket Laser Distancer
[2] 32 Oz. Canteen
[3] Roll of Duct Tape
[3] Roll of Electrical Tape
Wilks' Laser Flashlight
200' Rope
Notebook
[3] Mechanical Pencil

[200] K-Hex Plastique Cube (1lb). NE Wave 2 Pg 95


========/ Room @ the Haunt /========
Data/Memory Stick (500Gb) -- Presently Holds 2400 family photos & some family event video clips
Medium Robotics Tool Kit [Bionics Sourcebook Pg 68, 90lbs]
PDD Recorder/Player [RUE 263 - Video Discs]
Hand-Held Computer

[30] Meal Bar [MercOps Pg 116]
Large Leather-Brim Hat
Armored Sharp-Duster/Long-Coat [Gray] • 28/28 MD NG Book 2 Pg 41
[4] Ultra-300 Armored Huntsman's Choice Fatigues [Helmet (35/35), Main Body (25/25), Arms (10/10)(10/10), Legs (14/14)(14/14)]
NG Book 2 Pg 41
[2] Executive M.D.C. Trousers/Slacks [Dark Grey]
M.D.C. by Location:
• Main Body: 3
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 1.0 lbs. (0.45 kg)
Special Features: None


[2] Light Executive M.D.C. Business Suit Coat [Dark Grey]
M.D.C. by Location:
• Main Body: 6
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 2.0 lbs. (0.9 kg)
Special Features:


[3] Duffle Bag [GMG Pg 181]
Reinforced Briefcase [10 MD]
[1] Rain Poncho - Dark Green [GMG Pg 183]
[2] Large Sacks
[4] Long-Sleeve Button Down Dress Shirt [Cream]
[8] T-Shirts
[2] Cargo Pants
[2] Cargo Shorts
[10] Undergarments
[8] Socks
[2] Running Shoes [GMG Pg 183]
[1] Waterproof Hunters Boots [GMG Pg 183]
[2] Universal Energy Link [Not installed] -- NG Book 2 Pg 92 & 144 UN-INSTALLED
[4] Heads-Up Display Glasses -- NG Book 2 Pg 252
[5] MD Armor Plating -- MercOps Book Pg 118
[4] E-Clip Port -- Bionics Sourcebook Pg 87
[1] Secure Cell Phone -- MercOps Pg 110

[1] Level 1 Design and Diagnostics Simulation Computer System (DISCUS Computer System) -- Bionics Sourcebook Pg 69
[2] Military Grade (High-End) Portable Computer with Reinforced Case [5MD]
• Computer Reference Libraries: Cryptography, Electricity Generation, Electronic Countermeasures, Surveillance Systems, T.V./Video, Law: General, Identify Plants & Fruits, Cook, Play Musical Instrument: Guitar, Play Musical Instrument: Harmonica, Play Musical Instrument: Piano, Tracking: People


========/ Spare Gadgets/Parts/Components /========
[3] Floater Camera (NG2 pg 236)
[1] FASSAR 20 Skelebot Left Arm (CWC pg 125)
[1] FASSAR 40 Skelebot Left Arm (CWC pg 129)
[1] NG-PD12 Head (NG2 pg 244)
[2] NG-101ARG Control Pad (MercOps Pg 96)
[1] Triax DV-12 Dynabot Head (Revised Sourcebook 1 Pg 47) --- Formerly Joe-E ...
[1] NG-357 Thruster assembly (Revised Sourcebook 1 Pg 63)
[1] Radio Scrambler System (Revised Sourcebook 1 Pg 28)
[1] Optical Scanner (Revised Sourcebook 1 Pg 29)


========/ Recent Purchases /========



•••
FAMILY PURCHASES FOR TRACKING
Road King Armored SUV
Vehicle Type: All-Terrain Utility Vehicle.
Crew: One pilot and can seat five more passengers.
M.D.C. by Location:
* Headlights (2, low-profile) – 5 each
* Sideview Mirrors (2) – 5 each
* Optional: Roof Hatch – 25
* Plexiglass Windows (6) – 20 each
* Doors (4) – 30 each
Optional Mounted Weapon Systems (2, max) – 20 each
* Armored Tires (4) – 18 each
** Main Body – 140
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike (-6 when shooting at the tires of a moving vehicle).
Destroying one of the tires reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the ATV more by riding on the rim. Destroying two tires renders the vehicle immobile until the tires can be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 120 mph (192 km) maximum on paved streets, dirt roads and stony desert; 70 mph (112 km) or less, depending on conditions, on grassy plains, sandy deserts, broken roads and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle (and most vehicles) unless there is a wide, well-traveled path to take. Even then, maximum speed is likely to be less than 20 mph (32 km) if passable at all.
Maximum Range: 1,000 miles (1,600 km) per charge with the advanced multi-battery electric system.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -5% to piloting skill on gravel and tall grass, -10% on shattered roads and sand, or through water, mud or snow as deep as three feet (0.9 m). Deeper water, mud, snow, forests and dense vegetation are likely to be impassable. This truck can ride across sand dunes!
Statistical Data:
Height: 12 feet (3.7 m).
Width: 10 feet (3 m).
Length: 22 feet (6.7 m).
Weight: Four tons.
Cargo: With passengers the Road King can hold 1,200 pounds (540 kg) of gear and cargo. The rear seats can fold forward to extend the size of the cargo area, but that limits the vehicle to one passenger and the driver. With seats up there is space enough behind the backseats to cram a rifle, some canteens and backpacks for three people. Additional gear can be strapped to the running boards, back, and roof, but they might get shaken loose and drop off.
Towing capacity is 6 tons.
Power System: Advanced multi-battery electric system
Weapons and Sensor Systems: None

NG-SE9 Sharpshooter (Aurelia's)
• Weight: 2.5 lbs (1.1 kg).
• Range: 1,000 feet (305 m).
• Mega-Damage: 3D4+3 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots, 36 with a long E-Clip.


Aurelia's Armored MDC Sharp Duster/Long Coat (28MD)
Aurelia's [6] MH-500 Armored Huntsman's Choice Fatigues (11MD)
Aurelia's High Quality Wardobe clothing for Aurelia
Women's Wedding Ring, Titanium]

Kaiya's Armored MDC Aviator's Flight Jacket (10 MD)
Kaiya's [10] MH-500 Armored Huntsman's Choice Fatigues (11 MD)

[1] Tablet PC with Kids/Learning/Entertainment Programs & Case

Kaiya's large collection of toys
Kaiya's High Quality Wardobe


[1 Pairs] Multi-Optic Eyes -- Bionics Book, Pg 35
[2 Pairs] Eyes: Telescopic, 6000ft -- Sourcebook 1, Pg 29, 16k
[1 Pairs] Eyes: Thermal Imager, 3000ft -- Sourcebook 1, Pg 29, 32k
[1 Pairs] Eyes: Macro Eye & Camera, 2x-50x Magnification -- Sourcebook 1, Pg 29, 50k
[4] Optical Reader -- Sourcebook 1, Pg 29, 10k
[2] Jukebox -- Sourcebook 1, Pg 28, 3k
[1] Wide Band Radio Received and Transmitter [300 Miles] -- Sourcebook 1, Pg 28, 38k
[8] NG SleepSafe Sensor Sentry Warning System -- NG2 Pg 253-254, 4500 Credits
[2] NG SleepSafe Sentry TENT (12-Person Size) -- NG2 Pg 254, 2,800 Credits
[1] NG SleepSafe Sentry TENT (4-Person Size) -- NG2 Pg 254, 1,000 Credits
[2] Hammock -- NG2 Pg 256, 300 Credits
[4] Universal Antitoxin,. MercOps Pg 119,. 4500 credits
[2] Quik-Clot, 20 dose Can, MercOps Pg 119, 100 Credits
[8] Protein Healing Salve, MercOps Pg 119, 100 Credits[/size]



========///========

Ray
NG-W9 Light Labor Drone -- Matte Gray
Model Type: NG-W9
Class: Fully Automated Self-Sufficient Labor Robot.
M.D.C. by Location:
* Hands (2) – 8 each
* Arms (2) – 20 each ~^~ 14/14 [L] 14/14 [R]
* Laser Finger (1; one on one hand) – 2
Legs (2) – 40 each ~^~ 20/20 [L] 20/20 [R]
** Head – 40 ~^~ 17/17
*** Main Body – 100 ~^~ 60/60
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Destroying the head of the robot will eliminate all optics and sensory systems. In most cases the robot shuts down as a safety feature. However, one in ten times, the robot goes berserk, flailing around and attacking blindly, destroying property and injuring anyone who comes within striking distance. If armed, the robot will fire blindly until ammo runs out. Under these conditions the robot enjoys no combat bonuses and is -10 to strike, parry, or dodge! The head is a small target and an attacker needs to make a Called Shot at -2 to strike.
*** Depleting the M.D.C. of the main body destroys the drone beyond repair.
~^~ From Borg Armor
Speed:
Running: 50 mph maximum. The act of running does NOT tire the robot and speed can be maintained indefinitely.
Leaping: The robot’s legs, though strong, are not designed for leaping.
Leaps are limited to 12' high or across. A running leap at speeds in excess of 40 mph enables the robot to leap an additional 10'.
Flying: Not possible.
Water: Fair; able to walk along the floor of lakes and seas at 15 mph and swim 10 mph, as well as use underwater vehicles and equipment. Maximum depth tolerance is 1,000'.
Statistical Data:
Height: 6.6'
Width: 3'
Length: 2.5'
Weight: 800 lbs.
CUSTOM UPGRADE: AI IQ of 15
Physical Strength: Robot P.S. 24.

Cargo: None.
Power System: Nuclear, average robot energy life is five years.
Weapon Systems:
1. Laser Finger Gun (1): One of the fingers on one hand [2nd Finger Left] is a small laser to be used as tool.
Range: 100'
Damage: Three settings: 6D6 S.D.C., 1D6x10 S.D.C., or 1D4 M.D.
Rate of Fire: Each blast counts at one melee action/attack.
Payload: Effectively unlimited.
2. •• HAND TO HAND PROGRAMMING [Per Dyna-Bot DV-12 Combat Program]: 9 Attacks Per Melee, +4 Initiative, +11 Strike (Melee), +3 Strike (WP Energy Pistol/Rifle/Heavy MD), +4 Strike (Aimed Shots), +12 Parry (Melee), +12 Parry (with Knives/Swords), +13 Dodge, +4 Roll w Punch, +6 Pull Punch, CRITICAL on 18, 19, or 20..
3. [2] Hidden Hip-Compartments that can each hold a Pistol or Multitool & a couple extra clips
4. Sensor Systems of Note: The NG-W9 has basic optical systems including the visible light spectrum, infrared, ultraviolet, and polarized
filters to reduce glare.
a) Amplified Hearing: Can hear sounds as quiet as 10 decibels as far away as 500'. Can also hear in the ultrasonic range of high frequency sound. The computer is programmed to recognize 60,000 different mechanical sounds, from the sound of a car engine to the hum of a robot nuclear generator.
b) Radio Communication: Short-range, directional radio to send and receive transmissions, as well as receive broadband and shortwave broadcasts and transmissions. Range: Five miles.
c) Speech: The NG-W9 cannot carry on a conversation, but can respond to simple questions. The robot understands the spoken languages it is programmed with and can communicate via radio transmission or voice synthesizer. The robot’s responses are always simple and to the point.
5. SKILL PROGRAMMING
Dyna-Bot DV-12 Combat Program:: H2H Martial Arts [LVL 6], WP Paired Weapons, WP Knife, WP Sword, WP Rifles, WP E. Pistol, WP E. Rifle, WP Heavy Energy Weapons, Climb 96%/86%, Camouflage 90%, Computer Operation 96%, Detect Ambush 50%, General Repair & Maintenance 80%, Gymnastics (all, 80%), Intelligence 90%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Parachuting 90%, Pilot: Motor Boat 86%, Pilot Hover Craft 96%, Pilot Jet Pack 80%, Radio: Basic 96%, Track People 80% Prowl 50%
Basic Labor Program/Skills: Math: Basic 96% and the following Languages are standard to all NG Labor ‘Bots: American, Spanish and Techno-Can, each at 92%. As laborers the robots are programmed for all types of basic labor such as cleaning, digging ditches, loading boxes, operating machines, using common tools, and so on. They never tire and can carry a half ton/1,000 pounds at half maximum speed and lift twice that weight!
Specialized Labor Program: Mechanics: Aircraft Mechanics 70%, Automotive Mechanics 80%, Basic Electronics 85%, Basic Mechanics 90%, Computer Operation 90%, General Repair and Maintenance 90%, and Salvage 75%.
Specialized Labor: Transportation: Pilot: Automobile --- [Overwritten below], Pilot: Hover Craft (ground) 90%, Pilot: Truck 90%, Pilot: Airplane 88%, Pilot: Jet Aircraft 88%, Pilot: Tracked & Construction Vehicles 88%
CS Skelebot Combat Programming:: H2H Expert [LVL 8], WP Sword, WP Blunt, WP Automatic Rifle, WP Energy Pistol, WP Energy Rifle, WP Paired Weapons, Pilot Automobile: 96%, Pilot: Hover Cycle: 96%, Pilot: Jet Pack: 80%, Intelligence: 76%, Land Navigation: 86%, Climb 96%/86%, Languages @ 96%: American, Spanish, Euro, Dragonese, Gobbley, and Techno-Can, Basic Math 96%


NG-SE9 Sharpshooter (Ray's left holster)
• Weight: 2.5 lbs (1.1 kg).
• Range: 1,000 feet (305 m).
• Mega-Damage: 3D4+3 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots, 36 with a long E-Clip.


[2] NE -RV04 Ripper Vibro Saber
• Damage: 4d4 MD
• NE Wave 2 Pg 24


NG-E12 Heavy Plasma Ejector.
• 1d6*10 MD.
• Weight: 30 Ibs (13.5 kg)
• Mega-Damage: 1D6x1O M.D.
• Rate of Fire: Standard.
• Range: 2000 feet (610 m).
• Payload: 4 shots standard clip, 8 shots long E-Clip
• GMG Pg 158


Wilk's Laser Sword (Ray's right hip compartment)
• Damage: 5D6 MD
• Duration: 15 + 5D6 minutes per E-Clip
• Modifiers: cannot parry with this weapon


NG-B50 ‘Thunderer’ BigBore Combat Hammer (Carried in hand)
• Weight: 14 lbs
• Range: Melee Combat Only
• SDC Damage: 2d6 S.D.C. + PS Damage, Double to vampires. Silver Rounds: 5d6 SDC, double to Vampires and werebeasts. Wood Rounds: 2d6+2 SDC, double to vampires
• Mega-Damage: Blunt M.D.: 1d6 + PS Damage. BigBore M.D.: 2d4 MD per single shell
• Rate of Fire: 1d4
• Payload: 8 total, 4 per each side of the hammer. Reloading takes 2 actions per shell.


80 Silver Shotgun Shells -- Solid Slug



Roadrunner Power Armor (Cobalt Blue) -- @ Merctown Gate
Model Type: PA-002G
Class: All-Terrain Power Armor
Crew: One
M.D.C. by Location:
Thruster Jump Pack (Back): 60
Arms: 45 each
Legs: 80 each
*Head: 75
**Main Body: 135
Speed:
Running: Triple the usual speed of the wearer. For most people, that is in the range of Spd. 35-50 or 24 mph to 35 mph, and obviously faster for those with a Spd. attribute of 20 or higher. The act of running does tire its operator, but only at 20% of the usual fatigue rate.
Leaping: The robot legs can leap up to 10' high and 15' across unassisted by the thrusters, and increase height and distance by 50% with a fast, running start. A jet thruster-assisted leap can propel the unit up to 60' high and 120' across without actually attaining flight.
Flying: Not possible. Hovering off the ground is possible, but only for 1D4+ 1 melee rounds before getting wobbly and shutting off. However, it can be used to slow the descent of falls and land on one' s feet.
Underwater Capabilities: Swimming: The thrusters provide good mobility and control underwater and a speed of 15 mph (24 km); 22 mph on the surface of the water. The Roadrunner can also walk along the bottom of the sea or lake bed at 25% of its normal walking/running speed. Maximum Ocean Depth: 1 ,000'
Statistical Data:
Height: 7'
Width: 3'
Length: 2.8'
Weight: 101 lbs., including built-in thruster pack
Physical Strength: Robot P.S. of 26
Cargo: None. Only what the person can carry
Power System: Nuclear; average energy life is 10 years.
Weight: 101 lbs. including VT pack.
Mobility: Excellent, no movement penalty.
Power Armor Features: Standard properties for Full Environmental Body Armor; see the R:UE, page 267
Weapon Systems: None
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage combat. Damage as per Robotic P.S. of 26
Bonuses: The body armor's augmentation, agility and jump capability give the pilot the following: + 1 on initiative, +2 to automatic dodge (the act of dodging does not use up a melee attack), +2 to roll with impact, 01-66% chance of landing on his feet (no damage) from a fall at heights as great as 1,200' and grants the user the ability to run along narrow ledges and trails as thin as 5" wide at full speed.
Last edited by Lahz on Sun Feb 18, 2018 9:10 pm, edited 35 times in total.
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Lahz
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Re: Lahz [Elven, Psi-Tech] [Rifts WIP]

Postby Lahz » Sun Aug 16, 2015 11:37 pm

Background Story

Lahzuhr D'Gemmel was never quite comfortable with others ... even in the Psyscape. His parents were drawn to the Ohio valley city during the Dark Ages. Lahz's father, Finn, was a decorated Psi-Warrior [now Lvl 14] who fought for decades to eradicate Nxla and its Soulless Xombies before they City withdrew to the Astral Plane. His mother, Thaira, was a Psi-Druid. They didn't really understand Lahz's kinship with machines. His older brother and sister were not reclusive introverts who were constantly tinkering or drawing up circuit diagrams. Lahz attended the Psychic Academy, and excelled in the study of both psychic and mundane technology. Even after he opened his Third Eye, the young D'Gemmel struck others as odd ... he didn't seem to project his emotions clearly and he was instead like a closed book much of the time and he felt it difficult to open up (Mind-Block Auto Defense). He had few friends.

Nearly 50 years ago, Lahz struck out, left home in the company of a trio of human comrades from school. The quartet adventured far and wide through the Magic Zone and beyond for several years (heck they even went to Europe once ... by accident but still). One returned to Psycape after injury, and the remaining trio found themselves tracking a pack of slavers along with a pair of Cyberknights (a Sir Roth, and Sir Vaurus). That was all before Aurelia. Lahz met her 20 years ago in some random bordertown down in the Pecos and was instantly smitten. She was a brilliant vivacious Elven beauty who appreciated his mechanical bond but disliked him being out and in danger. This came to a head after the band of comrades harried the Shifters who were trying to rekindle Nxla's foothold with a mass ritual sacrifice, even ending up with the strangest Squire he'd ever laid eyes on. A Tokanii whom Lahz had been fairly sure was a demon for nearly a week despite Roth's assurances. He'd turned out to be a Psychic of real, though simple strengths, Thorn, a prickly bastard who carelessly snapped the neck of a street snitch on his 4th day of training.

Aurelia and Lahz eventually married and he eventually left adventuring. They moved to Escanaba (Mercbay), Northern Gun's 2nd largest city. A simple surgery, and he found himself quite human-looking and able to land a job in an NG Dealership (he also did some side work doing repairs for a couple Robodome teams). Lahz was transferred by NG down to Whykin. They moved south to the new town. Aurelia found she was pregnant, so out of an abundance of caution in light of the CS support in the area, they left Whykin for a smaller town.

10 years ago Kaiya was born. Lahz had never been so happy and he made plans to move 'his girls' back to Psyscape. He never got the chance.

Aurelia and Kaiya were killed by a CS long range patrol (Ranger, Juicer, and a pair of Infantry) trying to run down a bad lead about some leaked intelligence and stolen reports being sold out of that town. It was bad luck. Aurelia was mis-ID'd by the ignorant bastage who couldn't read the description, or the part in their papers about the vine-with-thorns tattoo around the leak's left wrist. To the CS Sergeant, Kaiya's ears didn't match her Mom's so her Mom must have been a spy. Kaiya was killed because of the screaming. Lahz came home after a double shift in a local operator's shop to find his family murdered.

Object Read is a horrific was to witness the last few seconds of your daughter's life as a quartet of jackbooted thugs ransacked your home looking for stolen reports that were never there. Lahz's next few years were spent in a descent into oblivion. The griefstricken Elf's actions were no short of evil. He tracked down and killed Aurelia and Kaiya's killers [the programming on the painkillers for the Juicer's Bio-Comp went haywire, 1 Grunt's EBA locked up and pumped out all the air to suffocate him], then turned his demand for vengeance against the Coalition War Machine. After the war though ... he couldn't seem to find even the small solace he had before, and a visit home to his parents found his projected grim emotions made others in Psyscape uncomfortable ... so he left again. Looking to turn over something of a new leaf, Lahz tried his hand at Bounty Hunting and has gone back to tinkering ... it feels more righteous helping folks achieve justice than just handling the subsequent repairs. Time will tell.
Last edited by Lahz on Mon Aug 17, 2015 3:20 pm, edited 2 times in total.
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Lahz
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Re: Lahz [Elven, Psi-Tech]

Postby Lahz » Tue Mar 29, 2016 9:30 pm

Marauder
[[ CUSTOMIZED CS TERROR TROOPER ]]
Custom Paint: Dark Green with Grey Trim

Image

Model Type: Coalition PA-200
Class: Heavy Assault Combat Power Armor
Crew: One
M.D.C. by Location:
• Hands: 49/49 (L) | 49/49 (R)
• Arms: 90/90 (L) | 90/90 (R)
• Legs: 175/175 (L) | 175/175 (R)
• Tube Mini-Missile Launchers (2): 55/55 (L) | 55/55 (R)
• Forearm Lasers (2): 70/70 (L) | 70/70 (R)
• Missile Rifle: 110/110
• * Secondary Optics/Cameras [8]: 5/5 (each)
• ** Head (Main Sensors): 110/110
• *** Main Body: 440/440
• Force Field: 160/160

Speed:
Running: 65 MPH Max (Equivalent of Spd Attribute of 93). The act or running tires the operator at 10% of the usual fatigue rate.
Leaping: The robot legs can propel the heavy power armor 15 feet high or lengthwise with a short running start.
Underwater Capabilities: Swimming: The Terror Trooper has no thruster system so its mobility is comparatively poor and slow. Basically the pilot can swim using the same types of paddling leg and arm movements as a human. Maximum speed is roughly 5 MPH. It can also walk along the bottom of the sea or lake bed at 25% of its normal walking/running speed. Maximum Ocean Depth: 1 Mile.
Bionic Gills as part of the Marauder's Air filtration (Bionics Book, Pg 88)

Statistical Data:
Height: 11'
Width: 6'
Length: 5'
Weight: 1425 lbs., including built-in thruster pack
Physical Strength: [Upgraded] Robot P.S. of 50
Cargo: None. Only what the person can carry
Power System: Nuclear; average energy life is 20 years.
Weight: 1250 lbs.
• Upgraded Radar: Can identify 72 Targets, and track up to 48 simultaneously up to a range of10 Miles.

Weapon Systems:

1. Marauder Laser Pulse Cannon [Custom]
Image
Fabricated from 4 Wilks 1000 laser cannons, and a robot power source.
• Range: 2500'
• Damage: Single shot 2d6*10 MD, Pulse blast 10d4*10 MD
• Rate of Fire: Equal to the number of hand to hand attacks per melee round.
• Payload: Unlimited
• Modifiers: Can use internal Power Armor targeting bonuses.

2. Forearm Laser Blasters (2):
Mega-Damage: 3D6 per single laser blast. Both arms can be aimed and pointed at the same target and fired simultaneously doing 6D6 M.D. and counts as one melee attack, but is -2 to strike and nothing large like a rifle can be held in either hand (throws off balance).
Maximum Effective Range: 2000 feet (610 m)
Rate of Fire: Equal to the number of hand to hand attacks per melee round.
Payload: Effectively unlimited; tied to the armor's power supply.

3. Pair of Mini-Missile Launcher Tubes (2):
Missile Type: Any mini-missile types can be used, but standard issue is armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.).
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two or four.
Payload: 20 total; 10 per launch tube.

4. Ion Turrets (2): -- [Custom from Bionics Sourcebook Pg 94, coupled with Auto-targeting programming]
[size=85]Mega-Damage: 4D6 per single blast. Both Turrets can be aimed and pointed at the same target and fired simultaneously doing 8D6 M.D. and counts as one melee attack. The Turrets can also be slaved/fire-linked to target the same thing as one of the forearm blasters (either).
Maximum Effective Range: 1000 feet (610 m)
AUTOMATED Rate of Fire: 4 Attacks vs Designated Target or to fire on incoming Missiles
Directed Rate of Fire: Equal to the number of hand to hand attacks per melee round.
Payload: Effectively unlimited; tied to the armor's power supply.


5. Hand to Hand Combat:
Restrained Punch: 1D4 MD
Normal Punch: 2D4 MD
Power Punch: 4D4 MD
Claw Strike: 2D6 MD
Power Claw Strike: 4D6 MD
Body Flip/Throw: 1D6 MD
Body Block/Tackle: 1D6 MD

6. Custom Optics: Custom cameras have been installed 2 on Back, 1 on each shoulder facing out, 1 on each hand. This could potentially allow 360 degree vision, but is more often used to check rear and lateral views, and/or peek around corners (using hand-cameras). Thermal Imaging: 2000ft Range

7. N-F50A Superheavy Force Field
M.D.C.: 160

8. TX-H1-S Electro-Morning Star - Silver Plated -- Triax 2 Pg 103
• MELEE: 3d6 MD + 1d6 MD when electrically charged [4d6 Total]
• ELECTRIC BLASTS: 4D6+8 MD, 1000ft range, Maximum 3 Blasts/Round
Last edited by Lahz on Sat Dec 02, 2017 1:57 pm, edited 4 times in total.
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Lahz
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Re: Lahz [Elven, Psi-Tech]

Postby Lahz » Sat Nov 04, 2017 7:20 pm

TONY
Tiger 2.jpg
Tiger 2.jpg (18 KiB) Viewed 1934 times

Based on the Kolodenko White Tiger Cyborg [Warlords of Russia Pgs 123-126]
Class: Robot
M.D.C. by Location:
* Electro-Tentacles (3) – 25 each
Chest Mini-Missile Launchers (2) - 60/60
* Conceled Hip Laser Rod – 40
* Conceled Hip Plasma Ejector – 40
* Clawed Hands (2) – 45 each
Arms (2) – 130 each
Legs (2) - 200 Each
* Clawed Feet (2) - 90 Each
** Head – 160
*** Main Body – 300 +180 MD from Medium Cyborg Armor
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -3 to strike.
** Destroying the head of the robot will eliminate all optics and sensory systems. In most cases the robot shuts down as a safety feature. However, one in ten times, the robot goes berserk, flailing around and attacking blindly, destroying property and injuring anyone who comes within striking distance. If armed, the robot will fire blindly until ammo runs out. Under these conditions the robot enjoys no combat bonuses and is -10 to strike, parry, or dodge! The head is a small target and an attacker needs to make a Called Shot at -4 to strike.
*** Depleting the M.D.C. of the main body destroys the Robot beyond repair.
~^~ From Borg Armor

IQ: 15
Robotic PS: 46
PP: 24 (+5 s/p/d added below)
Custom Installations
Custom AI ~ IQ: 15
Dyna-Bot DV-12 Combat Program (Revised SB1, Pg 47)
Customized Paint Job (Revised SB1, Pg 33)(Color scheme should be primarily Black w/ grey stripes edged in Orange, so there's still a hint of the animal coloring)
+ 1 Attack per Melee (Revised SB1, Pg 33)

Speed:
Running: 144 mph maximum. The act of running does NOT tire the robot and speed can be maintained indefinitely.
NO PROWL PENALTY.
Leaping: Without Jet propulsion 20ft High, 25ft Long.
Leaps are limited to 12' high or across. A running leap at speeds in excess of 40 mph enables the robot to leap an additional 10'.
Flying: Not possible.
Water: Fair; able to walk along the floor of lakes and seas at 15 mph and swim 10 mph, as well as use underwater vehicles and equipment. Maximum depth tolerance is 1,000'.
Statistical Data:
Height: 10'
Width: 6'
Length: 4''
Weight: 4,000 lbs.
Cargo: None.
Power System: Nuclear, average robot energy life is 20 years.

Weapon Systems:
1. Mini Missile Launchers (2)
Range: ~ 1 Mile
Damage: Per Missile Type
Rate of Fire: 1, 2, or 4 at a time
Payload: 12 Total (6 per launcher)

2. Chemical Spray ((See Bionic Book Pg 91))
Range: 20ft
Damage: Per Chem Type
Rate of Fire: Single
Payload: 20 Doses (up to 5 different chemicals, some count for 2 slots)

3. Vibro-Blade Finger Claws [SILVER PLATED]
Damage: 1D4 MD from a single finger. 3D4 MD from a slashing claw strike, OR +2d4 MD added to a 3d6 MD Full Strength Punch (a full strength punch with fingers pointed out)

4. Tri-Laser Forearm Weapon
Range: 2,000ft
Damage: 2d6 MD per beam used (2d6, 4d6, or 6d6)
Rate of Fire: Single
Payload: Unlimited

5. Concealed Hip Plasma Ejector
Range: 1,600ft
Damage: 4d6 MD per beam used
Rate of Fire: Single
Payload: Unlimited

6. Concealed Hip Laser Rod
Range: 2,000ft
Damage: 3d6 MD
Rate of Fire: Single
Payload: Unlimited

7. [3] Electro-Tentacles
Range: 10ft
Damage: 1d6 MD per Tentacle being electrified (up to 3d6 MD) + Chance of Stunning Victim for 1d4 Melees (See Warlords of Russia Pg 126, victim drops to 2 APM, -70% Skill performance and speed, No Initiative, -8 all combat rolls)
Rate of Fire: Once per Melee
Payload: Unlimited

8. CTT-M20 Missile Rifle (1): -- From Lahz's PA
Missile Type: Any mini-missile types can be used, but standard issue is armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.).
Mega-Damage: Varies with missile type. The laser does 2D6 M.D. per shot.
Maximum Effective Range: Mini-missiles: Usually about a mile (1.6 km). Laser: 2000 feet (610 m)
Rate of Fire: One at a time, or in volleys of two or four.
Payload: 20 total; 10 per launch tube. The laser mounted on the top of the CTT-M20 takes a standard E-clip (20 shots) or long E-clip (30 shots).


9. NE -RV05 Ripper Vibro Robot Sword (Giant).
Range: 4.5ft Blade (6' Sword)
Mega Damage: 5D6 MD for 6' Sword. NE Wave 2 Pg 24[/size]
Weight: 16lbs

10. Robot H2H
Head Butt: 2d6 MD
Rest Punch: 1d4 MD
Full Punch or Kick: 3d6 MD
Power Punch or Leap Kick: 1d6*10 MD (2 Attacks)

11. Hand to Hand Programming [Per Dyna-Bot DV-12 Combat Program]: 9 Attacks Per Melee (+1 from Tentacles), +4 Initiative, +11 Strike (Melee), +3 Strike (WP Energy Pistol/Rifle/Heavy MD), +4 Strike (Aimed Shots), +12 Parry (Melee), +12 Parry (with Knives/Swords), +13 Dodge, +4 Roll w Punch, +6 Pull Punch, CRITICAL on 18, 19, or 20.

11. SKILL PROGRAMMING
Dyna-Bot DV-12 Combat Program:: H2H Martial Arts [LVL 6], WP Paired Weapons, WP Knife, WP Sword, WP Rifles, WP E. Pistol, WP E. Rifle, WP Heavy Energy Weapons, Climb 96%/86%, Camouflage 90%, Computer Operation 96%, Detect Ambush 50%, General Repair & Maintenance 80%, Gymnastics (all, 80%), Intelligence 90%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Parachuting 90%, Pilot: Motor Boat 86%, Pilot Hover Craft 96%, Pilot Jet Pack 80%, Radio: Basic 96%, Track People 80% Prowl 50%
CS Skelebot Combat Programming:: Pilot Automobile: 96%, Languages @ 96%: American, Spanish, Euro, Dragonese, Gobbley, and Techno-Can, [[
Others Overwritten ]]
Specialized Labor Program: Mechanics: Aircraft Mechanics 70%, Automotive Mechanics 80%, Basic Electronics 85%, Basic Mechanics 90%, Salvage 75%, [Others Overwritten]
Specialized Labor: Transportation: Pilot: Automobile 96%, Pilot: Hover Craft (ground) [Overwritten below], Pilot: Truck 90%, Pilot: Airplane 88%, Pilot: Jet Aircraft 88%, Pilot: Tracked & Construction Vehicles 88%

12. Sensor Systems of Note:
a) Multi-Optics Eyes: Telescopic Vision (6,000ft), Macro-Lens (2x-8x magnification), Nightvision 2000ft, Thermo Imaging 2000ft, Targeting Display (+1 ranged Strike)
b) Amplified Hearing: Can hear sounds as quiet as 10 decibels as far away as 500'. Can also hear in the ultrasonic range of high frequency sound. The computer is programmed to recognize 60,000 different mechanical sounds, from the sound of a car engine to the hum of a robot nuclear generator.
c) WIDE BAND Radio Reciever & Transmitter & Radio System Scrambler (Sourcebook 1, Pg 28): Range: 300 miles; can send receive encoded/encrypted.
d) Motion Detector & Warning System (Revised SB1, Pg 30), Speech, Modulating Voice Synthesizer with 200 Pre-Programmed different Human & D-Bee Accents (Revised SB1, Pg 28)
[/size]
Last edited by Lahz on Sat Jan 20, 2018 4:52 pm, edited 3 times in total.
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
User avatar
Lahz
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Joined: Sat Aug 08, 2015 8:38 am
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Re: Lahz [Elven, Psi-Tech]

Postby Lahz » Sat Nov 25, 2017 7:12 pm

Kit
Image
NG-WD71 Robosistant Model ((NG-W10 Heavy Labor Drone Head)) [NG2 Pgs 249-250]
Class: Fully Automated Self-Sufficient Repair Robot.
M.D.C. by Location:
* Head/Sensors – 90
* Headlight (1, top of head) – 8
* Chest Lights (2) – 5 each
* Arms (2) – 90 each
* Hands (2) – 12 each
* Legs (2) – 115 each
** Main Body – 125

* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a Called Shot, and even then the attacker is -4 to strike. Destroying the head of the robot eliminates all optics and sensory systems, and in most cases the robot shuts down as a safety feature. However, in some cases, about two in ten, the robot continues to flail around. Those programmed for combat fight, blasting blindly until its ammunition is expended, then switching to lashing out blindly at anything it touches. Under these conditions the robot enjoys no combat bonuses to strike, parry, or dodge!
** Depleting the M.D.C. of the main body destroys the robot, leaving only scrap metal behind.

Speed: Running: 35 mph (64 km) maximum.
Leaping: Not possible.
Flying: Not possible.
Water: The drone can not swim but it can walk along the lake floor at depths up to 500 feet (152 m).

Statistical Data:
Height: 6 feet (1.5 m).
Width: 2.5 feet (0.76 m).
Length: 3 feet (0.9 m).
Weight: 650 1bs (261 kg). [size=85](increased based on additional PS installs)

Physical Strength: Robot P.S. 40.
Power System: Nuclear with 10 years of life.
Custom Upgrades
IQ (AI): 15
Increased Robotic PS to 40
Increased PP to 24


Weapon Systems:
1) Retractable Forearm Vibro Blades, 12 inches, 2d6 MD

Hand to Hand Actions [Per Dynabot DV-12 Combat Programming]:
8 Attacks Per Melee,
+4 Initiative,
+11 Strike (Melee), +3 Strike (WP Energy Pistol/Rifle/Heavy MD), +4 Strike (Aimed Shots),
+12 Parry (Melee), +14 Parry (with Knives/Swords),
+13 Dodge,
+4 Roll w Punch,
+6 Pull Punch,
CRITICAL on 18, 19, or 20.

10. SKILL PROGRAMMING
• Dyna-Bot DV-12 Combat Program:: H2H Martial Arts [LVL 6], WP Paired Weapons, WP Knife, WP Sword, WP Rifles, WP E. Pistol, WP E. Rifle, WP Heavy Energy Weapons, Climb 96%/86%, Camouflage 90%, Computer Operation 96%, Detect Ambush 50%, General Repair & Maintenance 80%, Gymnastics (all, 80%), Intelligence 90%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Parachuting 90%, Pilot: Motor Boat 86%, Pilot Hover Craft 96%, Pilot Jet Pack 80%, Radio: Basic 96%, Track People 80% Prowl 50%
• CS Skelebot Combat Programming: Pilot Automobile: 96%, Languages @ 96%: American, Spanish, Euro, Dragonese, Gobbley, and Techno-Can, [[
Others Overwritten ]]
• Specialized Labor Program: Mechanics: Aircraft Mechanics 70%, Automotive Mechanics 80%, Basic Electronics 85%, Basic Mechanics 90%, Salvage 75%, [Others Overwritten]
• Specialized Labor: Mining: Excavation 85%, Mining 90%, Pilot: Truck 92%, Recycling 88%, Rope Works 88%. Plus the mining program includes data on how to build tunnels, brace walls and ceilings, ventilation, and identify fossil fuels, natural gas, and 600 different minerals.
• Specialized Heavy Labor: Carpentry 85%, Demolition and Demolitions Disposal 85%, Firefighting 80%, Masonry 80%, Rope Works 88%, and Salvage 90%.
• Mechanical Assistant Program and Skills: Assistant Skills Package (special): Automotive Mechanics 90%, Basic Electronics 90%, Basic Mechanics 90%, Computer Operation 96%, Firefighting 88%, General Repair and Maintenance 90%, Languages: American, French and Techno-Can, each at 96%, Mathematics: Basic 98%, Pilot: Boats/Paddle Types 96%, Pilot: Trucks 90%, Radio: Basic 90%, Recycling 96%, Rope Works 92%, Salvage 80%, TV/Video 90%, Vehicle Armorer 80%, Wardrobe & Grooming (includes cleaning of all kinds) 92% and Wilderness Survival 90%.

Sensors and Features of Note: Basically the same as robot vehicles, Radio Receiver & Transmitter Headjack w/ Scrambler (20 Mile Range).

a) Optics and Cameras: The Robosistant has a basic optical system, including the visible light spectrum, infrared, ultraviolet, and polarization filters, plus passive nightvision (light amplification) capabilities to see in the dark (1,000 feet/305 m), telescoping zoom lens (2 miles/3.2 km with x12 zoom), macro lens (x8 magnification), and video recording and transmission capabilities; 5 mile (8 km) range of transmission, and the capacity to record 96 hours of video and capture 4,000 still pictures.

b) Voice Recognition: The Robosistant drone has voice recognition that enables it to identify and respond to its owner/controller and as many as eight other “authorized” users who can give it commands the drone will accept. This is one way that the drone recognizes his master’s voice from the voice of others. Imitation of the voice will NOT work, as the recognition system can see through such a ruse. The Robosistant can also be sent silent, wireless commands via the Drone Control and Command Gauntlet (DCCG) worn by the owner/ central controller.
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Lahz
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Re: Lahz [Elven, Psi-Tech] LEVEL UP

Postby Lahz » Sun Jan 14, 2018 6:32 pm

REX (Wife Aurelia's Bodyguard)

http://explorersunlimited.com/images/pi ... tegory/233

IQ: 15
PS: 22
PP: 20
PB: 10 (until the fake fur overlay is added),
SPD: 59

Main Body MD: 120/120

  • Basic Labor Program/Skills: Math: Basic 96% and the following Languages are standard to all NG Labor ‘Bots: American, Spanish and Techno-Can, each at 92%.
  • Skelebot Combat Programming: H2H Expert [LVL 8], WP Sword, WP Blunt, WP Automatic Rifle, WP Energy Pistol, WP Energy Rifle, WP Paired Weapons, Pilot Automobile: 96%, Pilot: Hover Cycle: 96%, Pilot: Jet Pack: 80%, Intelligence: 76%, Land Navigation: 86%, Climb 96%/86%, Languages @ 96%: American, Spanish, Euro, Dragonese, Gobbley, and Techno-Can, Basic Math 96%Aircraft 88%, Pilot: Tracked & Construction Vehicles 88%
  • Hand to Hand Actions [Per Skelebot Programming]: 5 Attacks Per Melee, +4 Strike (Melee), +2 Strike (WP Energy Pistol or Energy Rifle), +5 Strike (Aimed Shots), +5 Parry (Melee), +7 Parry (with Knives/Swords), +6 Dodge, +2 Roll w Punch, CRITICAL on 19 or 20.
    Rest Bite = 6d6 SDC
    Full Bite = 2d4 MD
    Power Bite = 3d6 MD (2 Attacks)
  • SENSORS: Amplified Hearing, Ultra Ear, Molecular Analyzer in Nose, Nightsight 1600ft, Color Vision
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Lahz
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Posts: 297
Joined: Sat Aug 08, 2015 8:38 am
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