Seamus Finch (Human Phaeton Juicer)

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Seamus Finch
Posts: 86
Joined: Thu Feb 06, 2020 2:09 pm

Seamus Finch (Human Phaeton Juicer)

Post by Seamus Finch »

Player Name: Philip B
G-Mail: pbirk85@gmail.com
Link to Ledger: Philip B

Character Name: Seamus Finch
Alias: Nightengale
Race: Human
O.C.C.: Phaeton Juicer O.C.C.
Alignment: Unprincipled
XP Level: 4
XP Points: 17826 (Armstrong 16/02/21)
Next Level @ XP: 18,000
Sentiments/Non-Humans: Seamus has little exposure to nonhumans so may come off as a little racist. He is working on this.
Sentiments/Coalition: They were once his brothers in arms. Then they burned him and left him for dead. He still feels regret when coming across his old comrades but does not hesitate to pull the trigger; He knows they would try to kill him just as quickly.
Disposition: Seamus hides his impatience through a series of small ticks. Beyond these, and his flamboyant choice of civilian dress, he comes off as surprisingly professional.
Insanity: Athazagoraphobia

Anything this color has been purchased or modified by EP

ATTRIBUTES
I.Q.: 9
M.E.: 15
M.A.: 12
P.S.: 22
P.P.: 33
P.E.: 17
P.B.: 12
Speed: 80

PHYSICAL DATA
H.P.: 49/49
S.D.C.: 106/106
Age: 29
Sex: Male
Height: 5’10”
Weight: 200 lbs
Description: A well-kept soldier in his mid-twenties is the first impression Seamus makes. People quickly notice his too-big muscles and too-fast eye movements, and realize he isn’t all what he appears. Seamus has blonde hair and brown eyes. He is usually wearing a flight suit or a garish set of shorts and Hawaiian shirt.

Natural Abilities
Perception: 28% (+3%)
see rules here
Charm/Impress: 10%
Invoke Trust/Intimidate: 20%
Max. Encumbrance: 70% of bodyweight: 140 lbs. see rules here
Max. Carrying Weight: 440 lbs
Max. Lifting Weight: 880
Max. Jumping Ability: 33 feet long and 20feet high see rules here

Special Abilities
1. Super Endurance: Can lift and carry four times more than a normal person of equivalent strength, and can last five times longer before feeling the effects of exhaustion. Can remain alert and operate at full efficiency for up to four days without sleep. Normally needs only four hours of sleep per day.
2. Super Strength: Minimum PS is 20.
3. Super Speed: Can leap 30 feet across after a short run (half that from a dead stop) and 20 feet high (half without a short run).
4. Super Reflexes and Reaction Time: +3 Initiative on the ground, +4 when piloting a light land or air vehicle. +4 to roll with punch, fall or impact. Gets an automatic parry or dodge on all attacks, even from behind/surprise. +1 to Auto-dodge at levels 1,2,4,6,8,10,12 and 14. +2 Perception. One extra melee attack/action on the ground, two while in vehicle. Minimum PP is 22. +1 to strike and dodge when piloting a vehicle, +2 to dodge in the air and can dodge even if piloting a vehicle that does not normally have a dodge, such as a tank! Must have a minimum speed of 60 mph however.
5. Pushing the Envelope/Natural Piloting Ability: +15% to fly/pilot any vehicle he is trained with and +25% on two favorite vehicle types of choice. 40%+1% per level plus IQ to pilot/fly unfamiliar vehicles. Very alien vehicles start at base 25%.
6. Saving Throw Bonuses: +4 to save vs Psionics. +4 to Save vs Mind Ctonrol (psionic and chemical), +6 to save vs toxic gases, poisons, and other drugs, +4 to save vs horror factor
7. Enhanced Healing: Heals four times faster than normal. +20% to save vs death/coma. Virtually impervious to pain.
8. Low life Span: 5 years plus 4d6 months= 6 years two months of life since the procedure.

O.C.C. Skills
Basic Math -- 80% (+5%)
Radio: Basic -- 70% (+5%)
Land Navigation -- 58% (+4%)
Language: Native Tongue: American: 102% (+10%)
Navigation -- 70% (+5%)
Piloting: Flight System Combat ELITE (Juicer)-- 80% (+5%)
Piloting: Robot combat ELITE Light ground Power Armor -- (+25)
Piloting: Automobile – 81% (+2%)
Piloting: Military: Combat Helicopters -- 76% (+3%)
Weapon Systems -- 70% (+5%)
W.P. Energy Rifle
Hand to Hand: Martial Arts

O.C.C. Related Skills
Espionage: Escape Artist – 50% (+5)
Mechanics: Aircraft -- 45% (+5)
Mechanical Engineer -- 45% (+5%)
Sensory Equipment – 55% (+5%)
Military Etiquette – 55% (+5%)
Boxing
WP Energy Pistol
W.P. Quick Draw
Trick Shot
Pilot: Hovercraft(ground) - 75%(+5%)

Secondary Skills
Electronics: Basic – 44% (+5%)
Literacy: American -- 55% (+5%)
W.P. Heavy M.D. Weapons

Combat Data
  • HTH Type: Martial Arts
  • Number of Attacks: 6 (+3 in a vehicle)
  • Initiative Bonus: +9 (+4 in light vehicle)
  • Strike Bonus:+10 (+1 when piloting).
  • Parry Bonus: +13
  • Dodge Bonus: +11 (+1 when piloting) (+2 in the air)
  • Auto-Dodge Bonus: +11
  • HTH Damage Bonus: +7
  • Bonus to Roll w/Punch: +8
  • Bonus to Pull a Punch: +3
  • Bonus to Disarm:
  • Other Bonuses:
Robot Combat Data: (Basic)
  • Number of Attacks: 11
  • Initiative Bonus: +13
  • Melee Strike Bonus: +13
  • Ranged Strike Bonus: +12
  • Parry Bonus: +13
  • Dodge Bonus: +13
  • Auto-Dodge Bonus: +11
  • HTH Damage Bonus: +7
  • Bonus to Roll w/Punch: +8
  • Bonus to Pull a Punch: +3
  • Bonus to Disarm:
  • Critical Strike is the same as the pilot's hand to hand skill.
  • Strike bonuses for built-in weapons are limited to bonuses the pilot may have from the skills Weapon Systems and/or W.P. Heavy Mega Damage Weapons (applies to rail guns and missile launchers. as well).
    Damage: As per Robot P.S. Each power armor description will list the damage under the "Elite" hand to hand stat block. The basic skill,
    however, only lets the pilot do a restrained and full strength punch and an ordinary kick, no leap kick, stomp or special attacks.
  • Power Armor Body Block/Tackle/Ram: 1D4 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative and one melee attack/action. Counts as two of the power armor's melee attacks.
  • Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.
Robot Combat Data: (ELITE Light Power Armor)
  • Number of Attacks: 12
  • Initiative Bonus: +14
  • Melee Strike Bonus: +15
  • Ranged Strike Bonus: +14
  • Parry Bonus: +15
  • Dodge Bonus: +14
  • Auto-Dodge Bonus: +11
  • HTH Damage Bonus: +7
  • Bonus to Roll w/Punch: +10
  • Bonus to Pull a Punch: +6
  • Bonus to Disarm: +3
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • Kick Damage: As per Robot (or Augmented) P.S.
  • Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
  • 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.
Robot Combat Data: (Flight System Combat ELITE (Juicer))
  • Number of Attacks: +12
  • Initiative Bonus: +13
  • Melee Strike Bonus: +12
  • Ranged Strike Bonus: +12
  • Parry Bonus: +13
  • Dodge Bonus: +14
  • Auto-Dodge Bonus: +10
  • HTH Damage Bonus: +7
  • Bonus to Roll w/Punch: +8
  • Bonus to Pull a Punch: +3
  • Bonus to Disarm:
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Pistol:
- +2 to Strike
W.P. Energy Rifle
- +2 to Strike
W.P. MD Heavy Weapons
- +2 to Strike

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+):
Psionics (varies): +4
Horror Factor (varies): +4
Mind Control (psionic and chemical): +4
Toxic Gases and other drugs: +4
Last edited by Seamus Finch on Sun Aug 16, 2020 2:09 pm, edited 34 times in total.
User avatar
Seamus Finch
Posts: 86
Joined: Thu Feb 06, 2020 2:09 pm

Seamus Finch Inventory

Post by Seamus Finch »

Equipment

Icarus Flight System Micro-Missile (frag) 4/4 | Micro-Missile (Armor Piercing) 4/4 | Tear Gas Mini-Missile 2/2 | Smoke Mini-Missle 2/2

Carried/In Hand
Wilk’s 577 “Double Threat” Laser Rifle • E-clip 20/20 | Long e-clip 16/16

Worn on Person
• Sunglasses (Good Quality)
• Injection Rig
• Hawaiian Shirt
•Flower-Pattern Surf shorts
NE-BA-26 Special Body Armor (non-thermo kinetic) (DB8, 37) (Particle Beam Blaster 10/10 E-clip)(NE-28R Micro-Missile Wrist Launcher: 2/2 Mini-Missile (armor piercing))(N-F20A: 75/75 MDC)
Chain around Neck
  • Talisman of Superhuman Speed (Dog Tag)
  • Talisman of Superhuman Agility(Dog Tag)
  • Talisman of Invincible Armor (Dog Tag)
  • Talisman of Fighting Spirit (Dog Tag)
  • Talisman of Invulnerability (Dog Tag)
  • Talisman of Sheltering Force(Dog Tag)
  • Talisman of Magical-Adrenal Rush (Dog Tag)
  • Talisman of Cloak of Darkness (Dog Tag)
  • Talisman of Chromatic Protection (Dog Tag)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)

Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Fully charged E-clip
• Attachment: Fully charged E-clip
• Attachment: Charged LE-Clip
• Attachment: Charged LE-Clip
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

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: C-20 Laser Pistol • E-clip 21/21
• Attachment: Infrared Distancing Binoculars
• Attachment:
• Attachment:

Backpack (IN ATRV)
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 ATRV
• TW Water Cannon (on Loan from John)
• x2 Mini-Missile (frag)
•x5 E-Clip (borrowed from group armory)
•x5 LE-Clip (borrowed from group armory)
• Free Fall Parachute (MercOps, 117)
Wilk’s 577 “Double Threat” Laser Rifle
Tear Gas Mini-Missile 2/2
Smoke Mini-Missle 2/2
• X61 Instant Heat MRE (MercOps, 116)
• NG-101 Rail Gun Block I (Borrowed from Group Loot)


Stored at Base
The Bandito
• Non-Secure Black Card: 2000 credits
• Non-Secure Black Card: 96600 credits
Gear Stats
IPS-1 Icarus Flight System
Image
M.D.C. by Location:
  • *Pilot: as per body armor
  • **Wings (2): 120 each
  • Wing Thrusters (6; three per wing): 35 each
  • Main Thrusters (3; rear, main body): 45 each
  • Mini-Missile Launchers/Jet Systems (2): 90 each
  • Forward Lasers (2): 20 each
  • Main Body: 120

* Requires a called shot
** Destroy 1 wing: -33% speed, -1/2 dodge bonus, -30% to piloting
Statistical Data:
Range: requires cooldown after 10 hours of cruising or 6 hours at max speed
Flying: 670 mph max; cruise speed of 300-400 mph; VTOL capable; 20,000' max altitude
Modifiers: Only pilotable by a Juicer, 'Borg or supernatural creature; detaching from the Icarus costs 1 APM
Crew: 1 pilot only
Class: Combat Flight System
Dimensions: 5' high, 12' Wingspan, 4' long, 1,000 lbs.
Cargo: None
Power System: Nuclear (5 year life)
Weapon Systems:
High-Powered Laser Guns (2)
90° omnidirectional rotation
  • Range: 4000'
  • Damage: 5D6 M.D., 1D6x10 M.D. dual blast
  • Rate of Fire: Single and dual blasts only
  • Payload: unlimited

Mini-Missile Launchers (2)
  • Range: varies by mini-missile type
  • Damage: varies by mini-missile type
  • Rate of Fire: 1 at a time, or in volleys of 2, 4, 6 or 12
  • Payload: 12 total; 6 per wing launcher

Features of Note:
  • None

Book Reference: p.86-87, WB10




Wilk's 577 "Double Threat" Laser Rifle
Image
  • Range:
    • Laser: 2,000'
    • Particle Beam: 1,200'
  • Damage:
    • Laser: 3d6 M.D.
    • Particle Beam: 5d6+8 M.D.
  • Rate of Fire: Single shots only
  • Payload:
    • Laser: 20 shots per E-Clip
    • Particle Beam: 8 shots per E-Clip, 16 per LE-Clip
  • Weight: 9 lbs.
  • Features: Dual E-clip holder; W.P. Energy Rifle; Custom Grip (+1 attack)
  • Modifiers: +2 to strike on aimed laser shots
  • Book Reference: p.103, MercOps


C-20 Laser Pistol
Image
  • Range: 800'
  • Damage: 2d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 21 shots per E-clip or 30 shots per LE-Clip
  • Weight: 3.5 lbs.
  • Features: Custom Grip (+1 attack)
  • Modifiers:
  • Book Reference: p.90, WB11


NG-101 Rail Gun Block I
Image
  • Range: 4,000'
  • Damage: 6D6 M.D. per burst
  • Rate of Fire: 30-round bursts only
  • Payload: 300-round belt
  • Weight: 128 lbs.
    • Power Pack: 80 lbs.
    • Ammo-Belt: 25 lbs.
    • Case of six belts: 160 lbs.
  • Features:
  • Modifiers:
  • Book Reference: p.209, WB33


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:
Modules:
  • HUD Visor: 6 sections/images w/o impairing vision.
  • Deluxe Weapon package: Twin retractable energy blades in each forearm(6d6 MD), plasma-encased garrote strangle cord in the left wrist (5d6 MD per melee round), particle beam blaster(1d4x10 MD per shot, 2000ft range), NE-28R micro-missile wrist launcher.
  • Robotic Exoskeleton: Robotic PS of 25, +4 to PP, +20 to Spd, +10 to leaps, +10% to climb, -75% fatigue. 6d6 SDC restrained punch, 1d4 MD regular punch, 2d4 power punch. regular damage is added.
  • Forcefield: N-F20A: voice activated.
  • Laser Distancing and Targeting: +1 to attack with handheld weapons.
  • Optics Enhancements: Passive nightvision (3000 feet), telescopic(x20, 1 mile), Macro-Lens(x6 Magnification), Thermo-Imager (2000 ft), Light Polarization)
  • Mini-radar/Sonar system: 12 targets, 2 mile range.
  • Integrated Sensor Pod: +3 initiative, +2 Parry, +2 Dodge, +5 roll w/ impact or fall, allows dodge form all attacks.
  • Advanced Communication Package: 30 miles comms range.
  • IFF & Targeting Computer: 92% Identification.
  • Psionic Electromagnetic Dampers: +2 vs all psionics.
  • Deep Insertion Wilderness Package:x2 canteens(water), compass, lighter, pocket mirror, x4 flares, x2 green-smoke grenades, x2 red-smoke grandes, Grappling hook and line (60 ft), Pocket laser distancer, binoculars, 1d6 SDC hand axe, field radio, NE-09SP Survival Pack

[*]All standard NE environmental armor features (p.35-36, DB8)[/list]
Book Reference: p.37-39, DB8[/size]

The Bandito
Image
M.D.C. by Location:
  • Helmet: 30
  • Arms: 18 each
  • Legs: 24 each
  • Main Body: 38

Weight: 12 lbs.
Modifiers: none
Features:
  • None
[/list]
Book Reference: WB14, p.177-178
Last edited by Seamus Finch on Mon Aug 24, 2020 4:54 am, edited 22 times in total.
User avatar
Seamus Finch
Posts: 86
Joined: Thu Feb 06, 2020 2:09 pm

Seamus Finch Backstory

Post by Seamus Finch »

The Lieutenant was coughing blood. “Don’t you get it yet? We were dead the minute we took this mission.” He chuckled. “Volunteered. Do us a favor and get out of here Swallow, while you still can.” He slid a fresh e-clip into his rifle and keyed some commands into his arm-mounted datapad.

Seamus Finch growled, wanting to argue against his commander, but Seamus knew he was right. In that instant he felt like a 5-year-old fool, and the feeling hit him like a sledgehammer to the gut. They had all volunteered for the ‘experimental’ procedures. The brass just needed a squad of suicide soldiers. What better way then to make some of their best into Juicer super soldiers? The Coalition wouldn’t believe anything they said. Juicers weren’t popular within the Coalition.

Not to mention the black tech they had been given for this mission. ’It will aid in the mission parameters.’ The mission brief had explained. Seamus almost laughed as he took off his skull shaped helmet. The thing felt wrong on his head now. He had spent so long trying to be the soldier they wanted. Only to what? Be used and abandoned?

“Nightengale!” His lieutenant yelled as the helicopter came aback around for another pass with its guns. Seamus shook himself out of his revelry and dove to the side just as the wall he had been using for cover blew apart under the helicopter’s onslaught. “It will make one more pass and then we go, you understand?”

Seamus checked his one wrist pad, ensuring his ride was ready. “Roger that boss.” He took a few shots at the helicopter with his rifle and glanced over the side of the building. “We have incoming. More ground troops.”

“We won’t be here when they get up here.” The lieutenant pressed a button on his wrist control and motioned to the helicopter that had turned around again for another strafing run. “Go when they are distracted.” He was holding his guts in with one hand, and his rifle with the other. The man had fought hard and was refusing to loose his last soldier.

Seamus nodded, and slung his rifle over his shoulder, pulling a pistol. “It would have been simpler if they had just asked us. They had to go and betray us in the field like that.” He mused, somewhat distantly.

As the helicopter came in for another pass, a high-pitched scream could be heard a small object darted towards the building. It let loose a salvo of las fire, hitting the side of the helicopter and making it shake for a moment. Then the flying device swept past at an incredible speed. As predicted, the helicopter turned its attention towards the fleeing device. “Now!” the Lieutenant ordered a she brought up his own rifle to begin shooting at the helicopter.

Seamus darted out of cover, his chemically drenched muscles straining at the pressure he was putting them under to run. Only 50 yards and he would be at the ledge of the building. The helicopter began swinging back around, locking in on Seamus. Seamus smashed the recall button on his arm control and leapt off of the edge of the building just as the helicopter let loose a salvo of missiles, carpeting the top of the building with fire

Seamus felt the blast throw him further off the building. As he felt gravity begin to take control, the rush of wind and quick jerk alerted him to his own Icarus Flight pack connected with the magnetic connecters on his armor. Suddenly once more in control of his own movements, Seamus darted up, above the helicopter and took in the site of the rooftop. It was an inferno that was slowly degrading the buildings structure. He could see the soldiers at the base of the building hesitating to enter it. Seamus knew they would be blamed for it, just as they would be denied by the Coalition. Traitors or defectors they would be called.

Seamus growled, and darted away before anyone could attain a target lock. He was fast, and now that he was in the air, he knew the chances of them catching him were close to impossible. But he was alone now. With nowhere to go. He would be hunted soon. He started flying west. A few hours at top speed and he would be able to outpace all but the most dedicated tracker teams.

Phaeton Juicer
1 0,000-2,250
2 2,25 1 -4,500
3 4,501 -9,000
4 9,00 1 - 1 8,000
5 1 8,00 1 -26,500
6 25,501 -36,000
7 36,00 1 -52,000
8 52,00 1 -75,000
9 75,00 1 - 1 00,000
10 1 00,00 1 - 140,000
11 1 40,001 -200,000
12 200,001 -260,000
13 260,001 -320,000
14 320,001 -400,000
15 400,001 -500,000
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