Lahz [Elven, Psi-Tech]

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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: 57,476 (Ace of Spades, 2/5/19)
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: 114 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 Feb 19, 2019 9:30 am, edited 33 times in total.
Lahz D'Gemmel
OOC Comments
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
Group Leader
 
Posts: 313
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

Unsecured Universal Card: 179,360 credits (04/05/2019 Dodsrike)
Unsecured Universal Card: 300,000 credits (04/07/2019 Dodsrike)

Lahz's Room
The Haunt's Garage

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person

PA-002G Roadrunner Power Armor
Drone Command Gauntlet
Light Gray Armored Flight Suit

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: Q1-02 "Stopper" Ion Pistol
• Attachment: Multi-Tool
• Attachment: Dwarven Long Knife
• 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:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle




Gear Stats

Q1-02 "Stopper" Ion Pistol
Image
  • Range: 200'
  • Damage: 4d6+4 M.D.
  • Rate of Fire: Single shots only
  • Payload: 12 shots per E-clip; 24 shots per LE-clip
  • Weight: 4.5 lbs.
  • Features: none
  • Modifiers: none
  • Book Reference: p.45, WB22


Dwarven Long Knife
Image
Rare Enchanted Knife
Damage: 2D8+4
Magic Features
  • Super-Sharpness: +4 to damage, but more importantly it lowers the required roll for a critical strike by two points.
  • Additional Damage: One die of damage is added to the weapon's normal damage.
Curse: (if any)
History: (if any)


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-c utter, 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! Multitools are powered by E-Clips or civilian batteries (the two models are not interchangeable; most adventurers prefer the former).

PA-002G Roadrunner Power Armor
Image
M.D.C. by Location:
  • *Helmet: 75
  • Arms: 45 each
  • Legs: 80 each
  • Thruster Jump Pack (1, back): 60
  • Main body: 135
* Called Shot required at -3 to strike
Statistical Data:
Running: Triple speed of the wearer, fatigue at 20% usual rate
Leaping: up to 10' high and 15' across, increased by 50% with running start; thruster-assisted leap to 60' high 120' across
Flying: Not possible; Hover off ground for 1D4+1 melees only
Swimming: speed of 15 mph underwater; 22 mph on surface
Underwater: walk along bottom at 25% normal speed. Maximum Ocean Depth: 1,000'
Class: All-Terrain Power Armor
Crew: One pilot
Dimensions: 7' tall, 3' wide, 2'8" long, 101 lbs., including thruster pack
Physical Strength: Robotic P.S. 26.
Cargo: None. Only what the person can carry.
Power System: Nuclear; average energy life is 10 years.
Weapon Systems:
  • Handheld Weapons Only: Any hand-held weapon can be used, but heavy weapons will reduce running speed and jumping distance by 20%.
Hand to Hand Combat:
  • Restrained Punch: 1D4 M.D.
  • Full Strength Punch: 1D6 M.D.
  • Power Punch: 2D6 M.D. (2 APM)
  • Kick: 2D4 M.D.
  • Short Leap Kick: 4D4 M.D. (2 APM)
  • Thrust-Assisted Body Block or Pounce Attack from Above
    • +2D6 from restrained attack
    • 2D4 M.D. from attack +66% knockdown chance (2 APM)
  • Flying Thruster-Launched Leap Kick
    • 4D6 M.D. +50% knockdown chance (2 APM)
Features of Note:
  • Standard EBA Features
  • Vectored Thrust:
    • 66% chance of landing on his feet (no damage) from a fall at heights as great as 1,200'
    • Can run along narrow ledges and trails as thin as 5" wide at full speed
Modifiers: +1 to initiative, +2 to automatic dodge, +2 to roll w/impact
Book Reference: p.162-163, SB8


Drone Command Gauntlet (10 MD, 5 Mile Wireless Range, NG2 Pg 245)

Universal Energy to Matter Converter (Patron Item)
Image
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC an restore the damage capacity (S.D.C. or M.D.C.) of an inanimate object lost by damage or decay by 10 points per charge used. Cannot restore more capacity than the item originally had. This can restore damage to body armor, make repairs to damaged vehicles, repair Mom's broken vase, and similar. Cannot restore a shattered item unless all the pieces are within a 5' radius.
  • Regeneration: For every charge used, the UEMC can restore 5 H.P. or S.D.C. Cannot restore more capacity than the character originally had. Double the cost for M.D.C. regeneration.
  • Duration: 1 charge per melee round max
  • Payload: 10 charges per E-clip; can only use standard E-clips
  • Weight: 2 lbs.


Light Gray Armored Flight Suit (22 MD, 11lbs, MercOps Pg 109)
Last edited by Lahz on Sun May 19, 2019 8:34 pm, edited 40 times in total.
Lahz D'Gemmel
OOC Comments
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
Group Leader
 
Posts: 313
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

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
OOC Comments
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
Group Leader
 
Posts: 313
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

Re: Lahz [Elven, Psi-Tech]

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

MARAUDER
[[ CUSTOMIZED CS TERROR TROOPER (Coalition PA-200: WB11, Pg 107) ]]
Custom Paint: Dark Green with Grey Trim
Image
M.D.C. by Location:
  • Hands: 49 each
  • Arms: 90 each
  • Legs: 175 each
  • Tube Mini-Missile Launchers (2): 55 each
  • Forearm Lasers (2): 70 each
  • Missile Rifle: 110
  • *Secondary Optics/Cameras (8): 5 each
  • Head: 110
  • Main Body: 440
  • N-F50A Force Field: 160
*Requires a called shot at -4 to strike
**Requires a called shot at -3 to strike; destruction eliminates all sensory systems with standard penalties
Statistical Data:
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: maximum speed of 5 mph; walk on bottom at 25% normal speed; Maximum Ocean Depth: 1 mile
Class: Coalition PA-200 (customized)
Crew: 1
Dimensions: 11' tall, 6' wide, 5' long, 1,425 lbs.
Physical Strength: Robotic P.S. 50
Cargo: None
Power System: Nuclear; average energy life is 20 years
Weapon Systems:
Forearm Laser Blasters (2)
  • Range: 2000'
  • Damage: 3D6 M.D. per shot
  • Rate of Fire: Single shots only
  • Payload: unlimited
Pair of Mini-Missile Launcher Tubes (2)
  • Range: 1 mile
  • Damage: Varies with missile type
  • Rate of Fire: 1 at a time, or in volleys of 2 or 4
  • Payload: 20 total; 10 per launch tube
Ion Turrets (2)
  • Range: 1000'
  • Damage: 4D6 M.D. per shot (or 8D6 M.D. per dual shot from both if fire-linked)
  • Rate of Fire: automatic; fires once per melee
  • Payload: unlimited
  • Feature: ARC-2 Targeting System
Hand to Hand Combat:
  • Restrained Punch: 1D4 M.D.
  • Normal Punch: 2D4 M.D.
  • Power Punch: 4D4 M.D.
  • Claw Strike: 2D6 M.D.
  • Power Claw Strike: 4D6 M.D.
  • Body Flip/Throw: 1D6 M.D.
  • Body Block/Tackle: 1D6 M.D.
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Psi-Tech Soup-Up (+10% Speed and M.D.)
  • Bionic Gills integrated into Air Filtration
  • ARC-2 Targeting System integrated into Ion Turrets (No APM cost to pilot; targets by proximity)
  • Thermal Imaging Optics: 3000'
  • Upgraded Radar: Can identify up to 72 targets, and track up to 48 simultaneously; Range: 10 miles
  • Integrated N-F50A Superheavy Force Field
  • Upgraded Robotic P.S.
  • Extra Optics/Cameras (6): 2 in rear, 1 outward-facing on each shoulder, 1 on each hand (p.100, WB34)
Modifiers:
Book Reference: p.107,WB11




(Optional) Carried Weapons:

CTT-M20 Missile Rifle
Image
  • Range:
    • Laser: 2,000'
    • Mini-missile: varies, usually about 1 mile
  • Damage:
    • Laser: 2d6 M.D.
    • Mini-missile: varies according to type
  • Rate of Fire:
    • Laser: single shots only
    • Mini-missile: one at a time or in volleys of two or four
  • Payload:
    • Launch tubes (2): 10 mini-missiles each
    • E-Clip: 20 shots
    • LE-Clip: 20 shots
  • Weight: 80 lbs.; 1 lb. for each mini-missile
  • Features: laser targeting
  • Modifiers: +1 to strike on an aimed shot; P.S. 24+ to use one-handed, and even then is -2 to strike unless P.S. is robotic
  • Book Reference: p.95, WB11


TX-H1-S Electro-Mace
Image
  • Range: close combat or 1,000' for electrical blast
  • Damage:
    • Melee: 3d6 M.D. (+1d6 M.D. when electrified)
    • Electrical Blast: 3d6 M.D.
  • Rate of Fire: 3 ranged blasts per melee max
  • Payload: unlimited; tied to PA power plant
  • Weight: 50 lbs.
  • Features: Silver-plated
  • Modifiers: None
  • Book Reference: p.103-104, WB31


Marauder Laser Pulse Cannon
Image
  • Range: 1,875'
  • Damage:
    • Quad-shot 1D6x10+30 M.D.
    • Barrage: 5D6x10 M.D.
  • Rate of Fire: 4-shot (quad-shot) and 12-shot (barrage) bursts only
  • Payload: 240 shots
  • Weight: 250 lbs.
  • Features: integrated nuclear power supply recharges 17 shots per hour
  • Modifiers: 2-handed weapon (PA or RCV)


WI-GL8 Automatic Shotgun/Grenade Launcher
Image
  • Range: 800'
  • Damage:
    • Fragmentary: 4D6 M.D. to a 12' AoE
    • Armor-Piercing: 1D4x10 M.D. to a 3' AoE
    • Large-Bore Shotgun Shells: 6d6
  • Rate of Fire: single shots only
  • Payload: 10 grenades, or 60 shotgun rounds
  • Weight: 7 lbs.
  • Features: Can also fire smoke, illumination and chemical rounds
  • Modifiers: Reloading a cylinder of grenades or shotgun shells takes 3 APM.
  • Custom Hangrip (Oversized to fit a PA Hand)
  • Book Reference: p.100-101, MercOps


  • [2] Clips SILVER Shotgun Shells (60, Buckshot)
  • [10] Clips Shotgun Shells (60, Slug)
  • [10] Clips AP Grenades (10)
Last edited by Lahz on Fri Apr 12, 2019 11:35 pm, edited 10 times in total.
Lahz D'Gemmel
OOC Comments
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
Group Leader
 
Posts: 313
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

Re: Lahz [Elven, Psi-Tech]

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

Tony the Tiger-Bot
Image
Alignment: Aberrant
Disposition: Tony has been programmed as a quiet, consummate professional.He is protective and careful (Intelligence 90%) with his primary directive to protect Lahz and his family.
M.D.C. by Location:
  • Electro-Tentacles (3) – 25/25 each
  • Chest Mini-Missile Launchers (2) - 60/60
  • Concealed Hip Laser Rod – 40/40
  • Concealed Hip Plasma Ejector – 40/40
  • Clawed Hands (2) – 45/45 each
  • Arms (2) – 130/130 each
  • Legs (2) - 200/200 each
  • Clawed Feet (2) - 90/90 each
  • ** Head – 160/160
  • Main Body – 300/300
  • X*XMedium Cyborg Armor 180/180
    * Requires a called shot at -3 to strike
    ** Requires a called shot at -4 to strike; Destroying the head of the robot will eliminate all optics and sensory systems (-10 to all combat bonuses) & 10% chance of going berserk.
    X*X Borg Armor Ahead of other Armor
Statistical Data:
    Running Speed: 144 MPH
    Leaping: 20' High, 25' Long (add 50% for running start)
    Dimensions:10' Tall, 6' Wide, 4' Long. 4,000 lbs.
    Physical Strength:46 Robotic
    Physical Prowess: 24
    Power System:Nuclear (Average life 20 years)
Weapon Systems:
Mini Missile Launchers (2)
  • Range: Usually about a mile
  • Damage: Per Missile Type
  • Rate of Fire: 1, 2, or 4 at a time
  • Payload: Payload: 12 Total (6 per launcher)
Chemical Spray
  • Range: 20'
  • Damage: Per Chemical Type (See Bionic Book Pg 91)
  • Rate of Fire: Single
  • Payload: 20 Doses (up to 5 different chemicals, some count for 2 slots)
Vibro-Blade Finger Claws [SILVER PLATED]
  • Range: Melee
  • Damage: 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)
  • Rate of Fire: N/A
  • Payload: N/A
Tri-Laser Forearm Weapon
  • Range: 2,000'
  • Damage: 2d6 MD per beam used (2d6, 4d6, or 6d6)
  • Rate of Fire: Single
  • Payload: Unlimited
Concealed Hip Plasma Ejector
  • Range: 1,600'
  • Damage: 4d6 MD
  • Rate of Fire: Single
  • Payload: Unlimited
Concealed Hip Laser Rod
  • Range: 2,000'
  • Damage: 3D6 MD
  • Rate of Fire:Single
  • Payload: Unlimited
Electro-Tentacles [3]
  • Range: 10'
  • Damage: 1d6 M.D. per electrified tentacle (up to 3d6 M.D.) + 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
NE -RV05 Ripper Vibro Robot Sword (Giant)
  • Range: Melee
  • Damage: 5D6 MD
  • Payload: N/A
  • Weight: 18 lbs.

WI-GL8 Automatic Shotgun/Grenade Launcher
Image
  • Range: 800'
  • Damage:
    • Fragmentary: 4D6 M.D. to a 12' AoE
    • Armor-Piercing: 1D4x10 M.D. to a 3' AoE
    • Large-Bore Shotgun Shells: 6d6
  • Rate of Fire: single shots only
  • Payload: 10 grenades, or 60 shotgun rounds
  • Weight: 7 lbs.
  • Features: Can also fire smoke, illumination and chemical rounds
  • Modifiers: Reloading a cylinder of grenades or shotgun shells takes 3 APM.
  • Custom Handgrip (Oversized to fit a PA Hand)
  • Book Reference: p.100-101, MercOps


    [2] Clips SILVER Shotgun Shells (60, Buckshot)
    [10] Clips Shotgun Shells (60, Slug)
    [10] Clips AP Grenades (10)

Hand to Hand Combat
  • Head Butt: 2d6 M.D.
  • Rest Punch: 1d4 M.D.
  • Full Punch or Kick: 3d6 M.D.
  • Power Punch or Leap Kick: 1d6*10 M.D. (2 APM)
Combat Bonuses:
  • Attacks Per Melee: 8 (+1 tentacle)
  • Initiative: +4
  • Strike (Melee): +11
  • Strike (Knife/Sword): +13
  • Parry (Melee): +12 Parry
  • Parry (Knife/Sword): +14 Parry
  • Dodge: +13
  • Roll w Punch: +4
  • Pull Punch: +6
  • Critical on 18, 19, or 20
  • W.P. Energy Pistol/Rifle/Heavy M.D.: +3, +4 Strike w/Aimed Shots
Features of Note:
  • Artificial Intelligence IQ: 15
  • Dyna-Bot DV-12 Combat Program
  • Customized Paint Job
  • NO PROWL PENALTY.
  • +1 Attack per Melee (Revised SB1, Pg 33)
  • Hand to Hand Programming [Per Dyna-Bot DV-12 Combat Program, Triax Pg 84, Includes H2H Martial Arts @ Lvl 10].
  • Skill Programming: Dyna-Bot DV-12 Combat Program: H2H Martial Arts [LVL 10], 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%
  • Skill Programming:CS Skelebot Combat Programming:: Pilot Automobile: 96%, Languages @ 96%: American, Spanish, Euro, Dragonese, Gobbley, and Techno-Can, [[ Others Overwritten ]]
  • Skill Programming: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%
  • Multi-Optics Eyes: Telescopic Vision (6,000'), Macro-Lens (2x-8x magnification), Nightvision 2000', Thermo Imaging 2000', Targeting Display (+1 ranged Strike)
  • 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.
  • WIDE BAND Radio Receiver & Transmitter & Radio System Scrambler (Sourcebook 1, Pg 28): Range: 300 miles; can send receive encoded/encrypted.
  • Motion Detector & Warning System, Speech, Modulating Voice Synthesizer with 200 Pre-Programmed different Human & D-Bee Accents
Last edited by Lahz on Fri Apr 12, 2019 11:37 pm, edited 7 times in total.
Lahz D'Gemmel
OOC Comments
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
Group Leader
 
Posts: 313
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

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
* Requires a called shot at -3 to strike
** Requires a called shot at -4 to strike; Destroying the head of the robot will eliminate all optics and sensory systems (-10 to all combat bonuses) & 10% chance of going berserk.
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.


Model type of Robot
[insert image here: 400 pixels in height, .png format, transparent background]
Alignment:
Disposition:
A.R.:
S.D.C. by Location:
[List all location entries vertically]
Statistical Data:
Running/Flying Speed:
Leaping:
Dimensions: [Height, Width, Length, Weight]
Physical Strength:
Power System:
Weapon Systems:
[Bold text each weapon type]
  • Range:
  • Damage:
  • Rate of Fire:
  • Payload:
Combat Bonuses:
Features of Note:
Lahz D'Gemmel
OOC Comments
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
Group Leader
 
Posts: 313
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

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


Model type of Robot
[insert image here: 400 pixels in height, .png format, transparent background]
Alignment:
Disposition:
A.R.:
S.D.C. by Location:
[List all location entries vertically]
Statistical Data:
Running/Flying Speed:
Leaping:
Dimensions: [Height, Width, Length, Weight]
Physical Strength:
Power System:
Weapon Systems:
[Bold text each weapon type]
  • Range:
  • Damage:
  • Rate of Fire:
  • Payload:
Combat Bonuses:
Features of Note:
Lahz D'Gemmel
OOC Comments
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
Group Leader
 
Posts: 313
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

RAY (NG-W9 Light Labor Drone)

Postby Lahz » Sat Jan 26, 2019 3:35 pm

RAY
NG-W9 Light Labor Drone
Image
Alignment: Aberrant
Disposition:
M.D.C. by Location:
  • Hands (2): 8 each
  • Arms (2): 20 each
  • Laser Finger (1): 2
  • Legs (2): 40 each
  • ** Head: 40
  • *** Main Body: 100
  • ^^^ LE-B1 Espionage Borg Armor: 135
  • * 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.


Statistical Data:

    Running: 50 mph maximum. The act of running does NOT tire the robot and speed can be maintained indefinitely.
    Leaping: 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'.
    Dimensions: Height: 6.6', Width: 3', Length: 2.5'
    Weight: 800 lbs.
    Physical Strength: Robot P.S. 24.
    Power System: Nuclear (average 5 yrs)


Weapon Systems:

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.


Combat Bonuses:
    Rest. Punch: 6D6 SDC
    Punch: 1D6 MD
    Power Punch: 2D4 MD
    Kick: 2D4 MD
    Body Flip/Body Block: 1d6 MD
    Attacks Per Melee: 9
    Initiative: +4
    Strike (Melee): +11
    Strike (WP Energy Pistol/Rifle/Heavy MD): +3
    Strike (Aimed Shots): +4
    Parry (Melee): +12
    Dodge: +13
    Roll w Punch: +4
    Pull Punch: +6
    CRITICAL on 18, 19, or 20.




(Optional) Carried Weapons

NG-B50 ‘Thunderer’ BigBore Combat Hammer
Image
  • Range: Melee
  • Damage:
    • Melee: 2D6 +P.S. damage bonus (if any), double damage to vampires
    • Melee w/Silver Rounds: 5D6, double damage to vampires & werebeasts
    • Melee w/Wood Rounds: 2d6+2, double damage to vampires
    • M.D. Melee: +1D6 M.D. +base P.S. damage
    • Melee w/BigBore: 2D4 M.D. per shell
  • Rate of Fire: N/A, melee weapon; see features
  • Payload: 8 total, 4 per each side of the hammer. Reloading takes 2 actions per shell.
  • Weight: 14 lbs.
  • Features: Silver-plated; can hold BigBore, silver, or wood shells; 1D4 shells/rounds discharged on impact
  • Modifiers: none
  • Book Reference: p.208, WB33


NG-SE9 Seasnake Sharpshooter Laser Pistol
Image
  • Range: 1,000'
  • Damage: 3D4+3 M.D.
  • Rate of Fire: Single shots only
  • Payload: 20 shots per E-clip, 36 shots per LE-Clip.
  • Weight: 2.5 lbs.
  • Features: telescopic targeting scope (3,000'), passive nightvision, laser distancer (1,500')
  • Modifiers:
  • Book Reference: p.195, WB33


Features of Note:
  • Artificial Intelligence IQ: 15
  • Dyna-Bot DV-12 Combat Program
  • Hand to Hand Programming [Per Dyna-Bot DV-12 Combat Program, Triax Pg 84, Includes H2H Martial Arts @ Lvl 10].
  • Skill Programming: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%
  • Skill Programming: Dyna-Bot DV-12 Combat Program: H2H Martial Arts [LVL 10], 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%
  • Skill Programming:CS Skelebot Combat Programming:: Pilot Automobile: 96%, Languages @ 96%: American, Spanish, Euro, Dragonese, Gobbley, and Techno-Can, [[ Others Overwritten ]]
  • LE-B1 Espionage Borg Armor [Bionics Book Pg 101]
  • Quick Draw Cybernetic Holsters [New West Pg 189]
  • 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.
  • Radio Communication: Short-range, directional radio to send and receive transmissions, as well as receive broadband and shortwave broadcasts and transmissions. Range: Five miles.
Lahz D'Gemmel
OOC Comments
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
Group Leader
 
Posts: 313
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad


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