Victor Singer (Human - Anti-Robot Headhunter)

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Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Sat May 28, 2016 8:05 pm

Player Name: Mike
G-Mail: mdgiest77@gmail.com

Character Name: Victor C. Singer
Alias:
Race: Human
O.C.C.: Anti-Robot Headhunter
Alignment: Unprincipled
XP Level: 7
XP Points: 39,074 (Apothecary 01FEB2020)
Next Level @ XP: 54,601 ( WB 20 Canada pg 192)
Sentiments/Non-Humans: Mostly indifferent, sees most human-like D-bees as just another human, still can't help but stare at D-bees that are very different/alien.
Sentiments/Coalition: Thinks of them as stuck up at best, no matter what his superiors and the government say.
Disposition: Generally friendly sort of fellow, hangs out with the rest of the squad when off duty. On-duty he takes his job seriously, though he is not the by-the-book sort and will bend or out-right break the rules if the situation calls for it.
Insanity: None

ATTRIBUTES
I.Q.: 14
M.E.: 25
M.A.: 9
P.S.: 26
P.P.: 32
P.E.: 19
P.B.: 12
Speed: 26

PHYSICAL DATA
P.P.E.: 31
H.P.: 34
S.D.C.: 115
Age: 24
Sex: Male
Height: 6' 1"
Weight: 239 lbs.
Description: Athletic, wiry build, green eyes, black hair that is long on the top and pulled back into a warriors knot and shaved on the sides, also has a fair number of tattoos across his back, chest, & arms. These tattoos are a collage of power armor suits and robot vehicles from every manufacturer that sells these types of units in North America with steam-punk designs tying the individual pieces together.

Natural Abilities
Perception Bonus: (15%+3%/level) = 56% (+5% from NG-X67)(+25% involving demons & monsters)
Max. Encumbrance: 90 lbs.
Max. Carrying Weight: 520 lbs.
Max. Lifting Weight: 1,040 lbs.
Max. Jumping Ability: 13' length & 6.5' high

Special Abilities
+10% Perception (added in above)
Fanatic Robophile 79% (+3%)
Hotwire Robot Vehicles & Power Armor 50% (+3%)
Triple Damage against Robots when a "natural," unmodified 18, 19 or 20 is rolled on an Aimed Shot. This applies only to robots and not power armor exoskeletons.
Maximum Performance: Reduce penalties for stunts and trick piloting maneuvers by half and increase the speed of power
armor, vehicles and robot vehicles by 5%.
Impervious to Horror Factor when involving robots, cyborgs, power armor and mechanical looking opponents.
-2 to save vs H.F. against magic and the supernatural.
+2 on initiative but only against 'bots and P.A.
Charmed Life: +1 bonus to all saves
Receive 1 Deus ex machina (Ex post facto EP expenditure for one Automatic Critical Success as above.)
One Lucky S.O.B.: +3 bonus to all saves
Agile & Dexterous: +2d4 to SPD
Agile & Dexterous: +3 initiative
Safe At Any Speed: Negate speed/handling penalties due to terrain when piloting: Robots & Power Armor
Spiritual and Determined: +2d4 to M.E.
Spiritual and Determined: Inner Strength; has additional P.P.E. and can use TW items.
Favorable Contact (any location in North America); Northern Gun Senior Sales Rep: Amelia Hargrove
+1 to strike with onboard vehicular weapons, and +1 to initiative and dodge when piloting Robots & Power Armor
Agile and Dexterous: +2d4 to P.P.
Agile and Dexterous: Ambidextrous trait; Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills.
Brawny: S.D.C. Boost (+1D4x10)
Pedal To The Metal: Can coax +10% speed and/or altitude when piloting a specific category of vehicle (must have corresponding pilot skill); Pilot: Jetpack skill.
+1 attack per melee versus supernatural opponents

O.C.C. Skills
Language: American 98% (+1%)
Language: Techno-Can 91% (+1%) (O.C.C. listed this % base specifically)
Language: Euro 85% (+3%)
Literacy: American 95% (+5%)
Literacy: Techno-Can 95% (+5%)
Literacy: Euro 75% (+5%)
Math: Basic 85% (+5%)
Basic Electronics 65% (+5%)
General Repair & Maintenance 75% (+5%)
Computer Operation 85% (+5%)
Radio: Basic 80% (+5%)
Surveillance Systems 65% (+5%)
Pick Locks 75% (+5%)
Find Contraband 56% (+4%)
Demolitions 98% (+3%)
Demolitions Disposal 98% (+3%)
Pilot: Robots & Power Armor 91% (+3%)
Pilot: Robot Basic
Pilot: Robot Combat Elite; Flying Power Armor
Pilot: Robot Combat Elite; Ground Power Armor
W.P. - Energy Rifle
W.P. - Heavy
Hand to Hand: Jujitsu

O.C.C. Related Skills
W.P. - Rifle
Read Sensory Equipment 90% (+5%) (6th level)
Weapon Systems 90% (+5%) (6th level)
W.P. - Handgun (5th level)
Pilot: Jetpack 68% (+4%) (5th level)
Boxing
W.P. - Sharpshooting: Handgun
Mechanical Engineer 50% (+5%) (5th level)
Weapons Engineer 50% (+5%) (5th level)
W.P. - Sword
Computer Programming 45% (+5%) (2nd level)
Artificial Intelligence 38% (+3%) (2nd level)
Pilot: Automobile 73% +2% (1st level)
Pilot: Robot Combat Elite: Heavy Ground Robot (1st level)

Demon Hunter Advanced Training Skills [Full Course]:
Recognize Signs and Trademarks of the Demonic: 64% +3%
First Aid 55% (+5%)
Lore: Demons & Monsters 45/30% (+5%); (First percentage is demons and supernatural beings only/Second skill percentage for "monsters" that are not supernatural)
Lore: Magic
--General Knowledge: 25% (+5%)
--Recog. Magic Circles, Runes, etc: 15% (+5%)
--Recognize Enchantment 10% (+4%)

Whittling & Sculpture 50/20% (+5%); (First percentage applies to making weapons, stakes, spears, clubs from wood, bone, ice and stone to use against supernatural beings; Second skill percentage is to make sculptures and works of art)

Secondary Skills
Land Navigation 56% (+4%)
W.P. - Energy Pistol
Prowl 60% (+5%)
Running
Automotive Mechanics 40% +5% (4th level)
Gambling 45% (+5%) (4th level)
Computer Repair 30% (+5%) (1st level)
General Athletics (1st level)

Combat Data
HTH Type: Jujitsu
Number of Attacks: 7
Initiative Bonus: +5 (+8 vs robots & PA)
Strike Bonus: +10
Parry Bonus: +13
Dodge Bonus: +13
HTH Damage Bonus: +11
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Other:
Snap kick: 1d6
Knife hand: 2d4
Kick: 2d4
Knee & elbow strike: 1d6
Critical strike from behind
Tripping/leg hook
Backward sweep kick
Palm strike 2d4
Drop kick
Critical Strike: 18-20
Body Flip/Throw: +1

Robot Combat Data: NG-X67 Prophet Power Armor
Number of Attacks: 10
Initiative Bonus: +7 (+10 vs robots & PA)
Ranged Strike Bonus: +5
Hand to Hand Strike Bonus: +13
Parry Bonus: +15
Dodge Bonus: +16
Auto Dodge Bonus: +10
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Perception: +1
Cannot be surprised, even from behind.
Critical Strike: 18-20
Body Flip/Throw: +1

Robot Combat Data: Ground Power Armor
Number of Attacks: 10
Initiative Bonus: +7 (+10 vs robots & PA)
Ranged Strike Bonus: +5
Hand to Hand Strike Bonus: +13
Parry Bonus: +15
Dodge Bonus: +16
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Critical Strike: 18-20
Body Flip/Throw: +1

Robot Combat Data: Flying Power Armor
Number of Attacks: 10
Initiative Bonus: +8 (+11 vs robots & PA)
Ranged Strike Bonus: +5
Hand to Hand Strike Bonus: +12
Parry Bonus: +16
Ground Dodge Bonus: +16
Flying Dodge Bonus: +19
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +5
Bonus to Disarm: +3
Critical Strike: 18-20
Body Flip/Throw: +1

Robot Combat Data: Heavy Ground Robots
Number of Attacks: 8
Initiative Bonus: +7 (+10 vs robots & PA)
Ranged Strike Bonus: +4
Hand to Hand Strike Bonus: +12
Parry Bonus: +16
Stationary Dodge Bonus: +15
Moving Dodge Bonus: +16
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +8
Bonus to Disarm: +2
Other:
Critical Strike: 18-20
Body Flip/Throw: +1

Robot Combat Data: Basic
Number of Attacks: 7
Initiative Bonus: +6 (+8 vs robots & PA)
Ranged Strike Bonus: +3
Hand to Hand Strike Bonus: +10
Parry Bonus: +11
Dodge Bonus: +12
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +2
Critical Strike: 18-20
Bonus to Disarm: +1
Body Flip/Throw: +1

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. - Energy Rifle; +3 strike
W.P. - Energy Pistol; +4 strike
W.P. - Heavy; +3 strike
W.P. - Rifle; +6 strike (Trademark Weapon)
W.P. - Handgun; +3 strike
W.P. - Sharpshooting: Handgun; +1 attack per melee, Aimed: +3 strike, Called: +5 strike, Quick Draw: +4 initiative, Trick Shooting: Dodge, roll, or somersault and come up shooting, these are in addition to W.P. - Handgun bonuses.
W.P. - Sword; +3 strike, +3 parry, +1 thrown

Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +12
Psionics (varies): +9
Electrocution: +6
Possession: +6
Mind Control: +6
Illusions: +6
ALL others: +4
Last edited by Victor Singer on Mon Jun 01, 2020 3:42 am, edited 86 times in total.
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Victor Singer
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Re: Victor Singer

Postby Victor Singer » Sat May 28, 2016 8:06 pm

Equipment

NG-X67 "Prophet" Infantry Power Armor - "??? TDB"
Image
M.D.C. by Location
*Head - 80
*Sensor/Communication Nodes (4) - 11 each
*Peekaboo Cameras (2) - 5 each
*UEL Cables (2) - 6 each
*Retractable Forearm Ripper Vibro Blades (2) - 30 each
*NE-07JP - 40
*MDC pistol holsters (2) - 10 each
Arms (2) - 70 each
Legs (2) - 100 each
Jump Jets (8) - 10 each
**Main Body - 175
***NF-40A Heavy Force Field - 220

* -4 to strike on a called shot, and must be a Called shot.
** Depleting the Main Body of MDC will shut the suit down.
*** Force field regenerates at a rate of 1 MDC/melee round.

Statistical Data
Height: 6'9"
Width: 3'6"
Length: 3'
Weight: 308 lbs.
Robot PS: 26
Cargo: None
Color: Matte black & gray
Power System: Solid-Oxide (Run-Time: 8 weeks per cell)
Speed: 95mph running, pilot fatigues at 20% of usual rate
Leaping: 15' high or across, jet assisted 100' high or 100' across
Cat-like landings from heights: up to 200' without damage.

Weapon Systems
1.Right Forearm Wilks Laser Torch:
  • Range: 10'
  • Damage: variable settings
    • Low-Powered: 1D6, 3D6, 6D6, 1D6x10
    • High-Powered: 1D4 M.D. (1), 1D6 M.D. (1), 2D4 M.D. (2), 3D6 M.D. (3), 4D6 M.D. (4)
  • Weight: 1 lbs.
  • Features: Dual E-Clip holder
  • Payload: 50 uses per E-Clip (high-powered use costs indicated in parentheses), unlimited when connected to the UEL though.
  • Modifiers: +5% to applicable skill checks
  • Book Reference: p.269, R:UE

2.Left Forearm NG-IP7:
  • Range: 1,600'
  • Damage: 3D6 M.D. or 1D4x10 per pulse burst
  • Rate of Fire: single shots or 3-pulse bursts only
  • Payload: 2 E-clips; 15 shots per E-clip, unlimited when connected to the UEL though.
  • Weight: 7 lbs.
  • Features: Dual E-clip holder
  • Modifiers: None
  • Book Reference: p.129, WB33

3.Left & Right Forearm Retractable Ripper Vibro-blades:
NE-RV09 Ripper Vibro-Claws
  • Damage: 3D6 M.D. + Punch damage
  • Features: W.P. Knife, silver coated
  • Modifiers: +1 to parry, +1 to strike
  • Book Reference: p.24, DB8

5.Hand to Hand Combat:
Restrained Punch - 1d4 MD
Punch - 1d6 MD
Power Punch - 2d6 MD (takes 2 attacks)
Kick - 2d4 MD
Leap Kick - 2d8 MD (takes 2 attacks)

6.Sensors & Features of Note:
Radar; Can track up to 72 targets simultaneously, Range: 40 miles
Combat Computer, Targeting Computer, & Laser Targeting; +1 strike w/ranged weapons
Communications System; Range: 500 miles
Complete Environmental Battle Armor; Max water depth: 500', O2: 8 hours
Criminal I.D. Recognition System; Is programmed with 250,000 known criminals, wanted fugitives, Black Marketeers, terrorists, enemies of the state, bounties, identifying markings, known gang emblems, symbols, emblems, patches, & colors.
Advanced Camera; this is mounted in the helmet has and has superior telescopic zoom (Range: 2 miles) and a macro-lens (x12 magnification), it can take stills & video (96 hours & 8,000 images), and it can be transmitted live (Range: 5 miles).
Digital Dash-Cams (8); two in the helmet, 2 in the chest, 1 in each forearm, 2 in the back w 48 hours of record time & can take 4,000 stills.
Peekaboo Cameras (2); located behind the left & right shoulders, can be used to peak around corners or through foliage without exposing oneself.
Detachable Flashlight.
Magnetic weapon attachments (2).
MDC pistol holsters (2).
Special & Standard Helmet Optics; Passive night-vision, Thermal imaging, IR, UV, black-light, laser distancer, IR light, & voice modulation (20 variations).
Warning System & Multi-Cameras; Tied into the cameras & sensor array is a motion detection warning system that gives an audible voice warning/notification when the system picks up or spots something notable within 100'. This includes not only incoming fire or danger, direction, distance, but also subjects picked up by the Criminal I.D. System meaning it will give information about said subject as well, at least info it has in its files. This is basic info like name, race, friendly/hostile, or gang/group affiliation.
UEL – Universal Energy Link (2, one in each forearm): The Prophet has a UEL (Universal Energy Link) concealed under a layer of plating in each forearm.

7. NE-07JP Jet Pack
M.D.C.: 40
Crew: One
Power System: Tied into Prophets Solid-Oxide power system.
Maximum Speed: 396 mph
Maximum Altitude: 2,000'
Maximum Range: Unlimited, tied into Prophet's power supply.
Dimensions: 3' long, 35 lbs.
Book Reference: p.43, DB8

8.TW Noise Canceling Pads
  • Activation Cost: 12 PPE
  • Duration: 1 hour
  • Effect: Allows Pilot of PA to use their Prowl skill at no penalty
  • Other Effects: While active PA pilot is at -20% perception due to lack of Surrounding noise
  • Other Effects: While active PA pilot is unable to use suit loudspeaker for communication. Radio is unaffected.



Worn on Person

NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • Modular Features & Upgrades Packages
    Module 5. Built-in N-F50A Super Heavy Force Field; M.D.C.: 160, Duration: 6 hours per E-clip, Regenerates 1 M.D.C. per round so long as it has not been overloaded.
    Module 7. Optic Enhancements; Passive nightvision (Range: 3,000'), Telescopics (x1-x20 magnification, Range: 1 mile), Macro-lens (6x magnification), Thermo-imager (Range: 2,000'), and light polarization

Black fatigues
Tactical Utility & Pistol Belt

Tactical Utility & Pistol Belt
(2) Long E-clips
Credit cards
Wilk's PRC-5 radio
NE-RV02 Ripper Vibro-Bayonet{left shoulder sheath}
Image
  • Damage: 3D4 M.D.
  • Payload: 1 hour constant use
  • Weight: 1 lb.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8


Stored in Vehicle (NG-X67)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
• Attachment: (4) TX-6 speed loaders
• Attachment: (4) TX-6 speed loaders
• Attachment: (2) TX-17 clips
• Attachment: (2) TX-17 clips
• Attachment: (1) KLS clip
• Attachment: (1) KLS clip
• Attachment: (2) NE-G10 HE grenades
• Attachment: (2) NE-G10 HE grenades
• Attachment: (1) Type III fusion block
• Attachment: (1) Type III fusion block
• Attachment: Mini first-aid kit: (1) roll of gauze, (48) band-aids, (1) roll of medical tape, medical scissors, tube of protein salve, & pocket knife
• Attachment: Medium pouch containing; Automatic Lock Pick/Release Gun, FDD pocket audio recorder/player, Demolition multi-tool, & IR distancing binoculars


(x2)TX-6 Revolver{right & left thigh holsters}
Image
• Weight: 5 lbs
• Range: 800 feet (244 m)
• Mega-Damage: 4D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 6 shots
• Features: Wilk's Aimer Gun-Sight: +1 initiative & strike {both pistols}


TX-17 Assault Rifle{right side weapon clamp}
Image
  • Range: 2,400'
  • Damage: 4D6 M.D. or 1D4x10+4 M.D. per 3 round burst
  • Rate of Fire: single shots or 3-round bursts
  • Payload: 45 round magazine
  • Weight: 15 lbs., plus 7 lbs. for the magazine
  • Features: Bulls-eye; Double the range of any one Pistol or Rifle
  • Book Reference: p.100, WB31


Dusklight
Image
Rare Enchanted Bastard Sword
M.D.C.: 50
Damage: 2d6+5
Non-Magic Features
  • Superior balance & silver-plated
Modifiers: +1 to strike, +1 to parry
Magic Features
  • Continual Glow: The weapon radiates a soft, violet glow, usually purchased to impress or intimidate an opponent.
  • Double Damage to Evil: Weapon does 2x damage to any Miscreant, Aberrant or Diabolic alignment. Normal damage to targets of any other alignment.
  • Eternally sharp blade: Weapon never dulls and is +3 to damage.
Curse: None.
History: None.


KLS-RG-15X Manpack Electromagnetic Rail Gun{left side weapon clamp}
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 5,000'
• Damage:
• • vs M.D. Organic Target: 1D12x10 M.D. + target cannot bio-regenerate (same rules as for DU rounds)
• • vs M.D. Inorganic Target: 1D12x10 M.D. + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE)
• • vs S.D.C. Organic Target: 1D8x10 + 1d8 direct to H.P. + target is bleeding from that wound
• • vs S.D.C. Inorganic Target: 1D12x10 + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE); automatically defeats all armor ratings
• Penetration Value: 10 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: Single shots only; each shot requires 2 APM
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Laser Targeting
• Modifiers: +1 to Strike at ranges over 500', Two-handed weapon
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.


Stored in Vehicle (Sky Wolf Helicopter)
(2) Fully charged Standard Solid-Ox cells

Black Military MDC Duffelbag
(1) 1,000' spool of detcord, (1) 100' spool of timer cord (1' = 1 minute), (100) blasting caps, (100) disposable plunger detonators, (10) lbs. of C4 plastique, , (10) Type II fusion blocks, (75) meal bars, (4) Type III fusion block, Black military fatigues, (4) Long E-clips, (3) KLS clips, & (12) NE-G10 HE grenades

NG-S2 Backpack
sleeping bag, flashlight w/ concealed knife, (6) batteries, compass/inertial mapper: +10% to Land Navigation, (3) saw-wires, fire starter w/(6) extra flints, (4) signal flares, bar of soap & washcloth, (2) canteens, food rations bag w/(25) meal bars pilot's jumpsuit, black paint stick for covert operations, portable tool kit, lock pick kit, doctor's stethoscope, Electro-Adhesive Pads, PC-3000 hand-held computer, pocket laser distancer, pocket (signal) mirror, soldering iron, & Victor's notebook from Demon Hunter training.

Money & Valuables{stowed in his room under his matress at AAPS HQ}
Secure Universal Card: 299,195 (updated by The Apothecary 29 MAR 2020)
Secure Universal Card(NGMI credits): 0
Uncle Bert's Inheritance Secure Universal Card(NGMI credits): 0 (Maniacal Laugh 4/24/17 :lol: )
Secure Black Card: 0
Last edited by Victor Singer on Wed Jun 03, 2020 4:07 pm, edited 94 times in total.
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Re: Victor Singer

Postby Victor Singer » Sat May 28, 2016 8:07 pm

Background Story

Victor Calvin Singer was born to Robert and Karen Singer, he also has a sister named Christine who is just a year younger. His family lives in the Manistique Imperium where Victor was raised. His father works in a Northern Gun assembly plant that just so happens to turn out final assemblies of robot vehicles and power armor suits, interestingly enough his sister also works at the plant these days, though she began there after Victor left for the Army. From an early age he was fascinated by the robot vehicles and power armor that has dad built. Mainly it was the smaller power armor suits that caught his attention, how a soldier could go into combat in such a suit and take out a much larger, more heavily armored robot or a 20’ tall supernatural monster was exciting to him. So, when he turned 18 it seemed only natural that he join the Army and apply to be a PA pilot. With his reflexes plus his almost obsessive knowledge of power armor, he became an excellent soldier…at least on paper and tests.

Somehow, during his 4 years of service, Victor was always assigned or re-assigned to a unit that was in the single most boring and inactive post. He has been in only 4 minor fire fights and even than his squad was either on mop-up duty or just on standby in case things went sideways. So, once his 4 years of enlistment was up, Victor applied for private military contractor status, purchased a Blue Boy power suit and moved on. He has done half a dozen solo jobs, but he’s found it is much more difficult to carry out a mission when you don’t have a squad at your back. This lead him to contact some old friends back home about any work they might know of. One friend in particular responded, Mindy Corsair. She in turn suggested he get hold of Emerald Ecks and after a long conversation about her brother Royal and his...life lessons...Emerald convinced Victor to reach out to Royal. Apparently her brother had for some time now been running a mercenary unit out of MercTown and she thought they might be hiring. Victor has misgivings about Royal, as he wasn't the nicest guy when they were kids, but Victor knows and trusts both Emerald and Mindy. In particular Mindy's word means most to him since she was not a fan of Royal when they were younger...now she seems to be genuinely proud of the guy. Victor figures it couldn't hurt to go and meet up with Royal and see what is what. So, he contacted Royal and the two set up a meet in MercTown. Now, looking at the city of MercTown from a nearby hilltop, Victor hopes his trek here means work...preferably paying work.

Victor's Demon Hunter AT Course


Anti-Robot Headhunter XP Table
1st 0,000-2,150
2nd 2,151-4,300
3rd 4,301-8,600
4th 8,601-18,600
5th 18,601-26,600
6th 26,601-36,600
7th 36,601-54,600
8th 54,601-75,600
9th 75,601-99,600
10th 99,601-135,600
11th 135,601-185,600
12th 185,601-240,600
13th 240,601-290,600
14th 290,60.1-343,600
15th 343,601-423,600
Last edited by Victor Singer on Mon Apr 20, 2020 3:01 pm, edited 11 times in total.
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Victor Singer
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Mon Jan 09, 2017 10:40 pm

Rolls for Fortune & Glory Table:

Base Roll: 1d10 = 10 = Fortune Favors the Bold

Sub Roll: 1d4 = 3 = Charmed Life: +1 bonus to all saves
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Victor Singer
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby EBAH » Fri Feb 03, 2017 11:57 pm

Approved wrote:Naruni Purchases:
NF-40A Heavy Force Field = 110,000 (pg. 126 of Mercenaries, have Ecks install it, avoiding the install cost at Naruni.)
Total: 110,000 UC, 121,000 NGMI, 165,000 Black Market

Triax Purchases:
TX-6 Revolver = 12,000 (pg. 96 of Triax 2)
Used T-42 Commando = 38,000 (pg. 38 of Triax & NGR) Note: Has only 45 MDC, -5% Prowl (only to prowl, other movement is fine). What Victor didn't notice is that the legs have some bad repair to the fabric lining, it crinkles and cracks as the wearer moves. What he did notice is that the suit has been outfitted with four concealed pockets. One on the back is useful for a medium or smaller handgun. Two are on the inside of thighs are are suitable for hiding papers or the like (such as maps). The third is on the inside of the chest, it's only accessible when the suit is off. It can hold a larger volume of flat stuff compared to the thighs.
Shoulder holster, (5) speed loaders, & 36 Triax explosive rounds = 17,400
Total: 57,400 UC or NGMI, 86,100 Black Market

Northern Gun Purchases:
Used NG-WJ10 Speedpack (electric) = 28,000 (pg. 193 of Northern Gun 2) Note: Has only 28 MDC, gets only 750 miles per charge, 12 years old. Otherwise in great working order. It would take rebuilding the housing almost completely to get the MDC back. Installing a new battery would restore the range to 800 miles.
(8) Medium Fusion Blocks = 24,000 (pg. 260 of RUE)
Total: 52,000 NGMI credits, 57,200 UC or Black Market

Robot Vehicle Scrapyard(s) Purchases:
Looking for a single functional F4 Fusion Shoulder Launcher from a T-31 Super Trooper (pg. 42 of Triax & the NGR) = unknown cost
Victor will look over several junkyards for this and will ask each of the owners to keep an eye out for the launcher or see if any of them will place an order for one, so to speak.
None are available. Most of the dealers in Merctown are unfamiliar with the NGR military hardware. The Super Trooper is rare outside the military even in Europe. By the third junkyard the dealer tells Victor he got a call from Kraus telling him to not deal with Victor.

EBAH
 

Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Thu Apr 20, 2017 9:02 am

EP purchase rolls:

Add 1d6 = 3 to PP
Add 1d6 = 4 to PE
Fortune & Glory rolls;
1d10 = 5
Smart & Learned;
1d6 = 3
(3) Receive one New O.C.C. Related Skill; Boxing: SDC bonus = 3d6 = 14

Semi-random roll on Agile and Dexterous; 1d4 = 2
(2) Receive a +2D4 Attribute Boost to Spd; 2d4 = 6

Semi-random roll on Wealthy and Connected; 1d4 = 2
(2) Your Rich Dead Uncle Dream: receive 1,000,000 Universal Credits
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Re: Victor Singer (Human - Anti-Robot Headhunter) [Level Up]

Postby Victor Singer » Tue Nov 07, 2017 4:25 pm

Rolls for 5th level advancement:

Hit Points: 1d6 = 4
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Re: Victor Singer (Human - Anti-Robot Headhunter) [Level Up]

Postby Victor Singer » Tue Nov 21, 2017 7:42 pm

Rolls on Fortune & Glory Table: (2 total)

Roll #1; 1d10 = 10 = Fortune Favors the Bold

Sub-table Roll; 1d4 = 3 = Charmed Life (re-rolling since character already has this)

Sub-table Re-Roll; 1d4 = 2 = Receive 1 Deus ex machina (Ex post facto EP expenditure for one Automatic Critical Success as above.)


Roll #2; 1d10 = 5 = Smart and Learned

Sub-table Roll; 1d6 = 5 = Receive one Normally Unavailable Skill: W.P. - Rifle
Last edited by Victor Singer on Thu Jun 06, 2019 11:09 am, edited 1 time in total.
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Re: Victor Singer (Human - Anti-Robot Headhunter) [Level Up]

Postby Victor Singer » Sun Jan 14, 2018 6:08 pm

Rolls on Fortune & Glory Table: (2 total)

Roll #1; 1d10 = 10
Fortune Favors the Bold (sub-table) roll; 1d4 = 4 = (4) One Lucky S.O.B.: +3 bonus to all saves


Roll #2; 1d10 = 4
Agile and Dexterous (sub-table) roll; 1d4 = 2 (already have)
Re-roll; 1d4 = 3 = (3) +3 Bonus to Initiative
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Re: Victor Singer (Human - Anti-Robot Headhunter) [Level Up]

Postby Victor Singer » Thu Feb 01, 2018 4:35 am

Rolls on Fortune & Glory Table: (2 total)

Roll #1; 1d10 = 3: A Way to Get Around (sub-table)
1d6 = 5: Safe At Any Speed: Negate speed/handling penalties due to terrain when piloting a specific category of vehicle (must have corresponding pilot skill) - Choosing Pilot: Robots & Power Armor (derp)


Roll #2; 1d10 = 7: Strong and Tough (sub-table)
1d8 = 4: Receive a +2D6 Attribute Boost to P.S.
2d6 = 8
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Sat Feb 17, 2018 5:55 pm

Rolls on Fortune & Glory Table: (3 total)

Roll #1: 1d10 = 9: Charming and Well-Traveled; 1d4 = 3
(3) Receive one Access Reward: Favorable Contact (any location in North America)

Roll #2: 1d10 = 66: Spiritual and Determined; 1d4 = 1
(1) Receive a +2D4 Attribute Boost to M.E.
+2d4 = 4 to M.E.


Roll #3: 1d10 = 66: Spiritual and Determined; 1d4 = 2
(2) Inner Strength: Receive a +1D4x10 Boost to P.P.E. and can use TW items
+1d4 = 3x10=30 to P.P.E.
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Fri Jul 13, 2018 10:44 am

Rolls on Fortune & Glory Table: (1 total)

Roll #1: 1d10 = 3: A Way to Get Around (sub-table)
1d6 = 5 ALREADY HAVE
Re-roll: 1d6 = 1: +1 to strike with onboard vehicular weapons, and +1 to initiative and dodge when piloting a specific category of vehicle (must have corresponding pilot skill)
1d10 = 1
1d4 = 2
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Wed Aug 08, 2018 5:30 pm

Rolls on Fortune & Glory Table: (1 total)

Roll: 1d10 = 10

Re-Roll (character has all of the Fortune Favors the Bold options): 1d10 = 1

A Mighty Weapon Roll: 1d4 = 4

This Is My Boom Stick

Picked:
Wilk's 1000 Pulse Laser Cannon
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Thu Sep 20, 2018 3:52 pm

Rolls For 6th Level Up

HP: 1d6 = 2

Additional Skills:
Computer Programming
Artificial Intelligence
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Mon Oct 22, 2018 2:31 pm

Rolls on Fortune & Glory Table: (3 total)

Roll #1; 1d10 = 2: A Strong Suit of Armor (sub-table)
Choice; N-F50A Superheavy Force Field

NOTE: No point in rolling the sub table on the next two, since both are on the same sub-table and Victor already has 2 of the 4 on said sub-table.

Roll #2; 1d10 = 4: Agile and Dexterous (sub-table)
(1) Receive a +2D4 Attribute Boost to P.P.
Attribute Bonus Roll; 2d4 = 7

Roll #3; 1d10 = 4: Agile and Dexterous (sub-table)
(4) Receive the Ambidextrous trait: Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills
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Re: Victor Singer (Human - Anti-Robot Headhunter)

Postby Victor Singer » Mon May 20, 2019 6:35 am

Rolls on Fortune & Glory Table: (4 total)

Roll #1
1d10 = 1
Sub-Roll on A Mighty Weapon
1d4 = 4 (Already have it, re-rolling)
Sub-Roll
1d4 = 1(Already have it, re-rolling)
Sub-Roll
1d4 = 1(Really?)
Sub-Roll
1d4 = 1(Sigh)
Sub-Roll
1d4 = 1
Sub-Roll
1d4 = 4
Sub-Roll
1d4 = 3(FINALLY!)
(3) Bulls-eye: Double the range of any one Pistol or Rifle your character currently possesses due to extensive customization

Roll #2
1d10 = 1
Sub-Roll on A Mighty Weapon
1d4 = 1
(1) Trademark Weapon: Add a +2 bonus to Strike, Parry, and Dodge (as applicable) to any one W.P. already known by your character.

Roll #3
1d10 = 2
A Strong Suit of Armor
Chose: NE-BA-26 Special Body Armor (with 2 optional modular packages), will chose the 2 options when I add it to his equipment

Roll #4
1d10 = 4 (He has all 4 in this category, re-rolling)
1d10 = 7
Sub-Roll on Strong and Tough
1d8 = 4 (Already has this one, re-rolling)
Sub-Roll on Strong and Tough
1d8 = 6(6) Brawny: S.D.C. Boost (+1D4x10)
S.D.C. Boost Roll: 1d4 = 4 x10 = 40
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Re: Victor Singer (Human - Anti-Robot Headhunter) (Level UP)

Postby Victor Singer » Fri Feb 14, 2020 9:35 am

Rolls for 7th Level Up

HP: 1d6 = 1

Hand to Hand: Jujitsu
+1 strike, +1 body flip/throw, +1 disarm

Various WP level ups as well
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Re: Victor Singer (Human - Anti-Robot Headhunter) (Level UP)

Postby Victor Singer » Fri Feb 14, 2020 10:22 am

Rolls on Fortune & Glory Table (1):

1d10 = 3 A Way to Get Around (1 & 5 already acquired)

1d6 = 1

1d6 = 2 Receive two new, unrestricted piloting skills of choice

#1: Pilot: Automobile

#2: Pilot: Robot Combat Elite: Ground Robot
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Re: Victor Singer (Human - Anti-Robot Headhunter) (Level UP)

Postby Victor Singer » Thu Mar 12, 2020 12:53 pm

Rolls on Fortune & Glory Table (1):

1d10 = 3 A Way to Get Around; Already have 1, 2 & 5 in this category

1d6 = 4 Pedal To The Metal: Can coax +10% speed and/or altitude when piloting a specific category of vehicle (must have corresponding pilot skill)

Use this for Pilot: Jetpack skill.
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