Jezebel Faux (HU2 Alien Conversion)

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Jezebel
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Posts: 649
Joined: Fri May 22, 2009 9:15 am
Location: lloyd.ritchey at gmail

Jezebel Faux (HU2 Alien Conversion)

Post by Jezebel »

Player Name: Lloyd
G-Mail: lloyd.ritchey
Ledger Link

Character Name: Jezebel Faux
Alias: Jez, 3rd Lieutenant Faux, "Temptress"
Race: Arismal (Tier 1, HU2 Alien)
O.C.C.: Arismal Defense Fleet Officer (MIA) turned mercenary-for-hire
Military Occupational Specialty: Special Operations Officer
Alignment: Unprincipled
XP Level: 10
XP Points: 113,776 (AoNR 01JUN22)
Next Level @ XP: 131,601 (Use HU2 Alien Table)
Reason for Coming to Rifts Earth: Crash-landed! Trapped on Earth, but will try to make the best of things.
Familiarity with Earth: No familiarity at all other than what she saw as she was shot down in orbit and crashed to Earth.
Sentiments/Non-Humans: Like much of her endangered species, Jezebel is cautious when it comes to those "alien" to her. She's not xenophobic or racist, she's simply cautious about who she trusts and with whom she associates. Like most Arismal, she is deeply prejudiced against cybernetics.
Sentiments/Coalition: Knows of them by reputation only, they sound like Imperialist bastards.
Disposition: Jezebel's got a chip on her shoulder the size of a Vigilance Class Carrier. Deep beneath the hard-ass, thrill-seeking exterior is a woman very much troubled by the loss of her home world, family, dimension, everything. Within her is a pit of loss so deep that she continually tries to fill it with sarcasm, booze, and the blood of the wicked.
Insanities: Stemming from weeks of captivity, belittlement, threats, beatings, torture, and acts of extreme humiliation, Jez has developed a multi-faceted obsession which manifests itself as a deep rooted hatred toward Atorians also extended to anyone who imposes such humiliation on others, and a desire to strike out at them; it also includes an obsession to find some sort of paradise, an unsatisfiable Utopian ideal which only reinforces her obsession.

ATTRIBUTES
I.Q.: 13
M.E.: 27
M.A.: 26
P.S.: 52 (Supernatural)
P.P.: 22
P.E.: 32
P.B.: 22
Speed: 47 (57 in Zero-G)

PHYSICAL DATA
P.P.E.: 5
P.T.P.: 1600
H.P.: 67
S.D.C.: 133
Age: 27
Sex: Female
Height: 6'2"
Weight: 180 lbs.
Description: Jezebel is a tall, lean woman who possesses an attractiveness that one could only describe as dangerous. She carries herself with the grace of a ballerina and yet manages to swagger like the A.D.F. soldier she was trained to be. She always keeps her goggles on until night falls.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sixty watts is extremely bright) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Perception: 77% (+3%)
Charm/Impress: 60%
Invoke Trust/Intimidate: 88%
Max. Encumbrance: 180 lbs.
Max. Carrying Weight: 15,600 lbs.
Max. Lifting Weight: 26,000 lbs.
Running Speed: 615' per melee max. / 68' per action (765' per melee max. / 76' per action in Zero-G)
Max. Jumping Ability: 1,040' up, 2,080' across

Super Abilities
Machine Merge
Unlike the Mechano-Link power, which mentally connects a character to the knowledge and/or persona of a machine, Machine Merge enables the super being to transform parts of his body into techno-biologic tendrils that can attach themselves to a non-sentient machine, including computers, weapons, and vehicles. While merged in this way, the character and machine become one, giving him unprecedented skill and control over the device. Unlike Mechano-Link, no knowledge or information is passed on. Instead, the link boosts the character's existing skill with the machine. If the super being has a skill in the use and operation of that machine his abilities are increased five levels higher than he actually is. Note: For the majority of skills, this translates into a +25% bonus that lasts the entire time the character is linked/merged with the machine. If the character has no skill or training in the machine, he uses it at a 5th level proficiency.
Merging with a targeting system or weapon with a targeting computer enables the super being to combine those with his natural P.P. and combat skill bonuses to strike with those of the weapon!

Bonuses when using computers (or Cyber-jacking)
  • +2 additional attacks/actions per melee round, +2 to strike and parry, +4 to dodge
  • +20% to computer skills against passive security
  • Suffers no penalties against coma and death should she die in the virtual world.
Limitations
  • When merged with even one machine, the character is distracted. Any skills other than those involving the machine(s) with which he is merged are performed at -15%, and he is -1 on initiative for every device she is connected to (i.e. for two devices he is -2 on initiative, with three devices he is at -3, and so on).
  • Can only merge with one machine at level one and one additional at levels 3, 5, 7, 9, 11, 13 and 15.
  • Can only merge with machines that have some sort of electronics. This includes automobiles, computers, electronics, sensor systems, optic systems, energy weapons and household appliances. Knives, clubs and other melee weapons as well as most revolvers, pistols and conventional rifles are simple devices that do not have electronics and cannot be merged to the individual. Vibro-Blades, energy weapons, and other high-tech gear that have electronics or computer chips inside them can be merged with and used with greater skill and ease as described above.
  • Concealed merging and constant access: Can merge with small electronic devices by absorbing them partially into her own body! This means any hand-held device such as a radio, communicator, language translator, pocket computer, energy weapons and similar can be absorbed and accessed by the character.
  • Extend Tendrils: Fingers can extend like tendrils to reach out and link with machines. Range: 1' per level of experience. These tendrils should be thought of as cables or conduit for the purpose of connection and cannot be used as weapons or to entangle an opponent.
  • Usurping Control: A character with the power to Machine Merge automatically becomes the overriding force over a machine when there is no Artificial Intelligence.
Power Touch
(Power Touch Points are listed under Physical Data)
  • All P.T.P. spent are instantly replenished at dawn of the next day.
  • Duration: 5 minutes per level
  • Destroy by Touch (Cost: 1 P.T.P. per S.D.C. destroyed, double cost for M.D.C.)
  • Restore by Touch (Cost: 3 P.T.P. per M.D.C. restored)
  • Combat Touch (Cost: 20 P.T.P. per 10 extra S.D.C. damage up to max of +40 damage)
  • Healing Touch (Cost: 3 P.T.P. per 1 S.D.C./H.P. healed, double cost for M.D.C.)
  • Power Touch (Cost: 100 P.T.P. for any one of the following effects)
    • Increase a character's H.P. by 20 pts. or S.D.C. by 40 pts.
    • Increase or instill three A.R. (up to a maximum of 17, does not effect coverage-based A.R.)
    • Increase running speed by 20 pts. (up to a maximum increase of 100 pts.)
    • Increase leaping distance by 10' (up to a maximum increase of 50')
Physical Perfection
  • Embodiment of physical perfection for her race.
  • Appears to be one level higher and more powerful than actual.
Lightning Reflexes
  • Tends to be fidgety and has trouble sleeping.
  • Grants W.P. Paired Weapons
Multi-Tasking
  • Grants W.P. Paired Weapons
  • Ambidextrous
  • Can perform a non-combat action at no cost and without penalty even while engaged in combat
Purchased with EP
Extraordinary Mental Affinity
+10% to seduction, pick pockets, and all skills of deception or sleight of hand
Extraordinary Physical Prowess
+10% to all physical skills requiring dexterity
Energy Resistance
  • No physical damage is sustained by the first 20 points of energy attacks in a melee round.
  • Energy attacks beyond the 20 points do only half damage. This includes fire, electricity, lasers, and most other forms of pure energy.
  • The person is completely invulnerable to stun-type energy weapons.
  • Energy resistance is not effective against radiation damage, kinetic energy, explosive force, magic or most forms of psionics (pyrokinesis and electrokinesis fall into the Energy Resistance category above).
Enhanced Leaping
  • Range: Self; Supernatural P.S. x 20' up, Supernatural P.S. x 40' across,
  • Can fall 520' without taking damage from a fall.
Supernatural Physical Strength
  • Can carry 300 times his P.S. in pounds and can lift 500 times!
  • Fatigues at one tenth the rate of normal humans.
Extraordinary Mental Endurance
  • A very mentally stable, strong willed and striking personality that is difficult to mind control, suppress or break. This gal has a will of iron.

M.O.S. Skills
Prowl 95% (+5%)
Detect Ambush 90% (+5%)
Climbing 115% (+5%)
  • Rappelling 105% (+5%)
Depressurization Training
Pilot Robot 80% (+5%)
Zero Gravity Combat: Elite
W.P. Rifles
W.P. Handguns
W.P. Knife
Hand to Hand: Martial Arts

Other Skills
Trap/Mine Detection 85% (+5%)
Demolitions 92% (+3%)
Demolitions: Disposal 92% (+3%)
Find Contraband and Illegal Weapons 81% (+4%)
Intelligence 82% (+4%)
Detect Concealment 85% (+5%)
Computer Hacking 90% (+5%)
Interrogation 100% (+5%)
Robot Combat: Type III Exoskeletons
Boxing
Acrobatics
  • Sense of Balance 100% (+2%)
  • Walk Tightrope/Highwire 110% (+3%)
  • Climb Rope 108% (+2%)
  • Back Flip 115% (+5%)
Swimming 110% (+5%)
W.P. Energy Rifle
W.P. Shotgun
W.P. Heavy Energy Weapons & Rail Guns
Gambling: Dirty Tricks 46% (+4%)
Surveillance 75% (+5%, 9th)
Tracking: People 75% (+5%, 9th)
Undercover Ops 75% (+5%, 9th)
Concealment 56% (+4%, 9th)
Seduction 56% (+3%, 9th)

Secondary Skills
(Two new additional skills at levels 12, and 15)
First Aid 95% (+5%)
Computer Operation 95% (+5%)
Computer Programming 85% (+5%)
Recognize Weapon Quality 75% (+5%)
Athletics (General) (7th)
Running (7th)
Barter 70% (+4%)
Salvage 80% (+5%)
Wardrobe & Grooming 86% (+4%)
Lore: Demons & Monsters 75% (+5%)
Lore: Magic
  • General Knowledge: 70% (+5%)
  • Recognize Magic Circles, Runes, etc: 60% (+5%)
  • Recognize Enchantment 46% (+4%)
Aerobic Athletics (1st Level)
Outdoorsmanship (1st Level)

Basic Skills
Language: Arismal 123% (+5%)
Language: Imperial Trade Tongue (Les Iban) 105% (+5%)
Literacy: Arismal 100% (+5%)
Mathematics: Basic 95% (+5%)
Military Etiquette 105% (+5%)
Radio: Basic 115% (+5%)

Conversion Skills
Conversion for High-Tech Characters (p.39 RCB1). All skill gained at 3rd Level & All skills from R:UE
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
Language: American 90% (+3%)
Literacy: American 90% (+5%)
Robot Combat Elite: Heavy Ground Robots
Hovercycles, Skycycles & Rocket Bikes 94% (+3%)
Pilot: Jet Packs 92% (+4%)
Sensory Equipment 85% (+5%)
Weapon Systems 95% (+5%)
W.P. Energy Pistol
W.P. Submachine-Gun
Land Navigation 76% (+4%)
Wilderness Survival 85% (+5%)
Robot Combat: Basic
Robots & Power Armor: Basic 86% (+3%)

(Modified stat when Machine-Merged)
(Modified stat when in NE-BA-26 Special Body Armor)
(Modified stat when Merged & in NE-BA-26 Special Body Armor)


Combat Data
HTH Type: Martial Arts
Number of Attacks: 10
Initiative Bonus: +5 (+8)
Strike Bonus: +6 (+9)
Parry Bonus: +10 (+15)
Dodge Bonus: +10 (+15)
Auto-Dodge Bonus: +9
Bonus to Roll w/Punch: +10 (+15)
Bonus to Pull a Punch: +9
Bonus to Disarm: +8
Critical strike on an unmodified roll of 18, 19 or 20.
Knockout: Natural 20
Tripping Leg Hook: No damage, cannot be parried, results in knockdown.
Backward Leg Sweep: No damage, cannot be parried, results in knockdown.
Jump Kicks (All)
Can perform holds
Restrained Punch: 1D6 M.D.
Full Strength Punch: 1D6x10 M.D.
Power Punch: 2D6x10 M.D. (2 APM)
Kicks: 1D6x11 M.D. (Kick, Snap Kick, Axe Kick)
Leap Kicks: 2D6x10+1D6 M.D. (2 APM)
Leap Attack (critical strike)
Back Flip Attack: 1D6x10 M.D.

Zero-G Combat Data
Zero-G Combat Type: Elite
Number of Attacks: 11
Initiative Bonus: +6
Strike Bonus: +8
Parry Bonus: +12
Dodge Bonus: +12
Auto-Dodge Bonus: +9
Bonus to Disarm: +8
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +11
Bonus to Disarm: +2

Robot Combat Data: Type III Exoskeletons (applicable to all Rifts Earth PAs)
Number of Attacks: 12
Initiative Bonus: +7
Strike Bonus: +8
Parry Bonus: +6
Dodge Bonus: +12
Auto-Dodge Bonus: +9
Bonus to Disarm: +8
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +9
Bonus to Disarm: +3

Robot Combat Data: Basic (applicable to all Rifts Earth RCVs)
Number of Attacks: 11
Initiative Bonus: +5
Melee Strike Bonus: +7
Ranged Strike Bonus: +5
Parry Bonus: +11
Dodge Bonus: +11
Auto-Dodge Bonus: +9
Bonus to Disarm: +8
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +9

Robot Combat Data: Heavy Ground Robots
Number of Attacks: 13 (14)
Initiative Bonus: +6
Melee Strike Bonus: +8
Ranged Strike Bonus: +6
Parry Bonus: +13
Stationary Dodge Bonus: +11
Moving Dodge Bonus: +12
Auto-Dodge Bonus: +9
Disarm Bonus: +7
Bonus to Roll w/Punch: +13
Bonus to Pull a Punch: +11

Robot Combat Data: TR-series Titan Robots
Number of Attacks: 13 (15)
Initiative Bonus: +8 (+9)
Strike Bonus: +8 (+10)
Parry Bonus: +13 (+17)
Stationary Dodge Bonus: +13 (+14)
Moving Dodge Bonus: +14 (+15)
Auto-Dodge Bonus: +9
Bonus to Disarm: +10 (+12)
Bonus to Roll w/Punch: +13 (+13)
Bonus to Pull a Punch: +11 (+12)
Rail Gun: +2 to strike on an Aimed or Called Shot. (+2)
Laser, Ion Cannon, Mini-Missiles and Grenades: +2 to strike (+2) (plus the gunner's bonuses from the Heavy Weapons skill, if any).
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch -4D6 M.D. (2 APM)
Claw Strike - 2D6+4 M.D.; not available as a power punch.
Kick - 3D8 M.D.
Leap Kick - 5D6 M.D. (2 APM)
Stomp Attack - 1D6 M.D.; effective only against targets smaller than 10' tall.
Body Block, Tackle or Ram - 3D6 M.D. plus there is a 01-50% chance of knocking a comparable sized opponent off his feet (01-80% if the target is smaller than 18'). Victims of a knockdown ram/tackle lose initiative and two melee attacks.
Triple the damage if performed at or near full running speed (4 APM).


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. Paired Weapons
W.P. Rifles: +5 to Strike (+6) (+7) (+8)
W.P. Handguns: +4 to Strike (+4) (+7) (+8)
W.P. Knife: +4 to Strike, +3 to Parry, +4 to Strike when Thrown
W.P. Energy Rifle: +5 to Strike (+5) (+6) (+7)
W.P. Shotgun: +4 to Strike (+4) (+5) (+6)
W.P. Heavy M.D. Weapons: +4 to Strike (+4) (+5) (+6)
W.P. Energy Pistol: +5 to Strike (+6) (+7) (+8)
W.P. Submachine-Gun: +4 to Strike (+5) (+6) (+7)

Saving Throw Bonuses
Coma/Death: +36%
Magic (varies): +8
Magic Illusions: +9
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Mind-Altering Toxins: +14
Insanity (12+): +10
Psionics (12+): +6
Horror Factor: +6
Possession: +6
Last edited by Jezebel on Wed Dec 30, 2009 7:31 pm, edited 7 times in total.
User avatar
Jezebel
Group Leader
Posts: 649
Joined: Fri May 22, 2009 9:15 am
Location: lloyd.ritchey at gmail

Re: Jezebel Faux

Post by Jezebel »

LEAVE MY EQUIPMENT POST ALONE.

Equipment

TR-004 Titan Heavy Combat Robot

Carried in Hand
Wilk's 1000 Pulse Laser Cannon

Worn on Person
Optic Glasses (Polarized lenses, Thermal-imaging: 300', p.119 Merc Ops)
Heart-shaped Locket w/picture of parents
Non-Secure Black Card: 5,100 credits (Augur 5/17/2016)
Secure Universal Card: 5,847,076 credits (UG 01/02/2021)
A.D.F. Fatigues/"Working" Uniform
NG Stalker Suit (under fatigues)
Deck Boots
Slimpack Throwing Knife: 1D6 (in lambskin sheath in left sleeve)
NE-BA-26 Special Body Armor (Keeps suit gloves tucked into belt, unworn at most times)
NE-9DB Plasma Shotgun (slung on strap over shoulder)
NE-3 Slim-Line "Gambler" Revolver (merged inside)

A.D.F. Standard Issue Modular Battle Harness
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: NE-3 Slim-Line "Gambler" Revolver
• Attachment: Pouch: 4x Magazines, Spare (10mm, 15 rounds/magazine, silver)
• Attachment: NE-RV01 Ripper Vibro-Knife
• Attachment: Pouch: 5x Magazines, Spare (4 NE-004PC Heavy Plasma Cartridges each)
• Attachment: N-F50A Superheavy Force Field
• Attachment: Pouch: 4 E-clips
• Attachment: Military-Durability Tablet Computer (See Portable Computer, RUE p.261)
• Attachment: Field Gun Repair & Cleaning Kit

Holster, Ankle (Right)
GAW 10mm Colt Delta Elite

Stored on Hornet
Nothing

Stored in TR
NE-78GL Super-Plasma Launcher
NG-SL20 Sniper Laser Rifle

Stored in Hangar at Base
NG-424 Hornet

In Jez's Room
MTE Cellphone
1x deck of playing cards
White Pant Suit Outfit
3x A.D.F. Fatigues/"Working" Uniform
Black Evening Gown Outfit
Jez's Purple Dress
Woman's Large Purse
  • Contains three secret compartments and several normal zipper compartments.
  • A large makeup kit that is actually a disguise kit!
  • Refillable Lighter
  • Cellular Telephone Transmission Interceptor (MercOps p.111)
  • 11 Tracer Bugs (HU2 p.344)
  • Laser Eavesdropping Device (MercOps p.111)
  • A pocket computer, concealed in a secret compartment at the bottom of the purse.

2x GAW 10mm Colt Delta Elite
NE-RV01 Ripper Vibro-Knife
NE-9DB Plasma Shotgun
NE-78GL Super-Plasma Launcher
NG-SL20 Sniper Laser Rifle
3x Silver Knives (1D6 or 2D6 to vampires)[/list]
15' of wire
1x pressure detonator
3x sticks of MD dynamite (2D4 M.D. per stick, 10' radius)
15 lbs. of commercial plastique (1D6x10/lb.)
4x Magazines, Spares (10mm, 15 rounds/magazine, silver)
Case of (100) NE-005PC "Super-Heavy" Plasma Cartridges
Case of (80) NE-004PC Heavy Plasma Cartridges


Gear Stats
Armor

A.D.F. Fatigues (4)
Image
M.D.C. by Location:
  • Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25

Weight: 6 lbs.
Modifiers: None
Features:
  • A.D.F. Rating Badge
  • Helmet includes built-in radio and polarized visor
  • Custom-designed by Erdano's High Fashion

Book Reference: p.77-78, WB 33


N-F50A Superheavy Force Field
Image
M.D.C. by Location:
  • Force Field: 160

Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip

Book Reference: p.122, DB2


NG Stalker Suit
Image
M.D.C. by Location:
  • Helmet: As per separate helmet
  • Arms: 5 each
  • Legs: 7 each
  • Main Body: 12

Weight: 3 lbs.
Modifiers: None.
Features:
  • Non-environmental
  • Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Book Reference: p.58-59, WB34


NE-BA-26 Special Body Armor (Keeps suit gloves tucked into belt, unworn at most times)
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
  • N-F50A Force Field: 160

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)
  • HUD Visor Allows 6 different screens to be viewed without impairing vision.
  • Mini-Radar/Sonar System
    • Can track up to 12 targets
    • Range: 2 miles
  • Built-In N-F50A Force Field
    • M.D.C.: 160
    • Voice Activated
  • Deluxe Weapons Package
    • Twin Retractable Energy Blade (Right Forearm) destroyed
      • Damage: 4D6 M.D.
    • Plasma Encased Garrote Strangle Cord (Left Wrist)
      • Damage: 5D6 M.D.C. per melee
    • Particle Beam Blaster
      • Range: 2,000'
      • Damage: 1D4x10 M.D.
      • Payload: 10 Shot (E-Clip)
    • NE-28R Micro-Missile Wrist Launcher
      • Range: 1 mile
      • Damage: 6D6 M.D.
      • Payload: 2 missiles
  • Robotic Exoskeleton
    • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
    • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
  • Laser Distancer & Targeting
    • +1 to Strike with Hand Held Ranged Weapons
    • Range 2,000'
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
    • Light Polarization
  • Integrated Sensor Pod
    • 360° scanning capability
    • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
  • Advanced Communication Package
    • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
    • Range: 30 miles
  • IFF & Targeting Computer
    • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
    • Can Identify up to 6,000 targets with 92% accuracy
  • Psionic Electromagnetic Dampers
    • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
  • Identification Package
    • Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
    • Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer
  • Climbing Package A
    • Special Gloves with short curved claws on the fingertips and grip tape on the fingers and palms.
    • Grappling Hook Launcher (Hand Held)
    • Range: 500'
    • Damage: 2D6
    • Payload: 6 Grappling Hooks
    • Notes: 200' lightweight line w/ 600 lbs test weight

Book Reference: p.37-39, DB8


Weapons

Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


NE-3 Slim-Line "Gambler" Revolver (2)
Image
  • Range: 200'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 3-round cylinder (NE-001PC)
  • Weight: 1 lb.
  • Features: Superior balance; highly concealable
  • Modifiers: +1 to strike on aimed shots; +20% to conceal; W.P. Handguns or W.P. Energy Pistol
  • Book Reference: p.24-25, DB8


GAW 10mm Colt Delta Elite
Image
  • Range: 150'
  • Damage: 4D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 4.6 lbs.
  • Features: W.P. Handguns, Wilk's "Aimer" Gun-Sight, Laser Targeting (1,200')
  • Modifiers: +1 to initiative & +1 to strike on aimed shots
  • Book Reference: p.104, MercOps


NE-9DB Plasma Shotgun
Image
  • Range: 600'
  • Damage: 1D4x10 M.D. (NE-003PC) or 1D6x10 M.D. (NE-004PC)
  • Rate of Fire: 1 shot at a time or 2 shots simultaneously (double base damage)
  • Payload: 2 rounds (3 APM to reload); NE-003PC or NE-004PC
  • Weight: 14 lbs.
  • Features: W.P. Shotgun
    • Wilk's Integrated Optics Gun-Sight: Telescopic & Nightvision (3,000'), FLIR Thermal-Imaging (1,600'), Laser range-finder and aiming system (5,000')
  • Modifiers: +2 to strike on aimed shots
    • P.S. 19<: -3 to strike & knockdown; SN P.S. 30+ to use 1-handed (-1 to strike)
    • Use of NE-004PC requires 1 melee cool-down or 76% chance to destroy gun (see entry)
  • Book Reference: p.25-26, DB8, p.104, MercOps


NE-78GL Super-Plasma Launcher
Image
  • Range: 2,000'
  • Damage: 2D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 12 round magazine (NE-005PC)
  • Weight: 24 lbs.
  • Features: W.P. Energy Rifle
    • Wilk's Integrated Optics Gun-Sight: Telescopic & Nightvision (3,000'), FLIR Thermal-Imaging (1,600'), Laser range-finder and aiming system (5,000')
  • Modifiers: Must cool for 6 minutes after 2 shots or 80% chance to destroy gun (see entry), +2 to strike on aimed shots
  • Book Reference: p.29, DB8, p.104, MercOps


NG-SL20 Sniper Laser Rifle
Image
  • Range: 3000' (Laser); 1000' (Ion)
  • Damage: 4d6 M.D. (Laser); 3d6 M.D. (Ion)
  • Rate of Fire: Single shots only
  • Payload: 5 laser or 10 ion blasts per E-clip
  • Weight: 12 lbs.
  • Features: Superior balance, Laser targeting; W.P. Energy Rifle
    • Wilk's Integrated Optics Gun-Sight: Telescopic & Nightvision (3,000'), FLIR Thermal-Imaging (1,600'), Laser range-finder and aiming system (5,000')
  • Modifiers: +3 to strike with laser on aimed shots, +1 to strike with ion blaster, +2 to strike on aimed shots
  • Book Reference: p.194, WB33, p.104, MercOps


NE-RV01 Ripper Vibro-Knife
Image
  • Damage: 2D4 M.D.
  • Payload: 1 hour constant use
  • Weight: 1 lb.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8


A.D.F. Rating Badge
Image

Transport
NG-424 Hornet
Image
M.D.C. by Location:
  • *Rear Hover Jets (2): 30 each
  • *Concealed Directional Jets (6): 6 each
  • *Undercarriage Hover Jets (4): 15 each
  • *Forward Headlights (2): 5 each
  • *Mini-Missile Box Launcher (2; sides): 25 each
  • Tail Fin (1): 35
  • Windshield (1): 15
  • Main Body: 122

* Requires a called shot at -5 to strike
Statistical Data:
Maximum Speed: 200 mph
Range: unlimited
Flying: 60' max altitude & can handle drops of up to 800'
Modifiers: +1 to dodge; -5% to piloting for sudden stops or stunts; -20% to piloting & -20% to speed with missile pods; -10% to piloting per 50' above the ground
Crew: 1 rider only
Class: Combat Hovercycle
Dimensions: 3.9' high, 12' long, 3.3' wide (5.7' with mini-missile pods), 942 lbs.
Cargo: None
Power System: Nuclear (10 year life)
Weapon Systems:
  • None

Features of Note:t]
[*]None[/list]
  • None
Book Reference: p.162-163, WB34[/size]

TR-004 Titan Heavy Combat Robot
ImageImage
M.D.C. by Location:
  • Rail Gun Arm (right): 240
  • *Chest Mini-missile launchers (2): 72 each
  • *Chest Lasers(2; low profile): 24 each
  • Belly Ion Turret: 48
  • *Vibro Blade (left): 108
  • Lower Leg Multi-grenade launchers (2): 30 each
  • *Hand (left): 60
  • Arms (2): 204 each
  • **Shoulder Plates (2): 180 each
  • Legs (2): 240 each
  • Head: 120
  • ***Sensor Tower (right shoulder): 24
  • Main Body: 420
  • Reinforced Pilot's Compartment: 120

* Requires a called shot at -3 to strike
** Protects head, chest, and arms from attacks from either side
*** Requires a called shot at -2 to strike; eliminates all sensors & bonuses from Robot Combat skill
Statistical Data:
Running: 100 mph max
Leaping: 20' high or across (+10' w/running start)
Underwater Capabilities: walk on bottom at 30 mph, 1,000' max depth
Class: Anti-Robot Infantry Assault Robot
Crew: Pilot, Co-Pilot/Communications Officer, +2 passengers
Dimensions: 24' high, 13'6" wide, 9'4" long, 19 tons (fully loaded)
Physical Strength: Robotic P.S. 38
Cargo: 4' cubic storage space (4 items)
Power System: Nuclear (15 year life)
Weapon Systems:
Rail Gun Arm
  • Range: 12,000'
  • Damage: 2D6x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 220 round internal drum (reload requires trained mechanic, special tools, & 30 minutes)

Chest Lasers (2)
  • Range: 2,400'
  • Damage: 2D6 M.D., 4D6 M.D. dual blast
  • Rate of Fire: Single or dual blasts only
  • Payload: Unlimited

Belly Gun
  • Range: 2,400'
  • Damage: 4D6 M.D. or 1D4x10 M.D. dual blast
  • Rate of Fire: Single or dual blasts only
  • Payload: Unlimited

Chest 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, 3, 4, or 6
  • Payload: 24 mini-missiles, 12 per launcher

Lower Leg Multi-Grenade Launchers (2)
  • Range: 4,000'
  • Damage: varies by grenade type
  • Rate of Fire: 1 at a time or in volleys of 2, 3, 4, or 6
  • Payload: 48 grenades, 24 per launcher

Giant Vibro Blade
  • Range: Close combat
  • Damage: 3D6 M.D.

Hand to Hand Combat: per Robotic P.S. 38
  • Claw Strike: 2D6+4 M.D.
  • Stomp: 1D6 M.D. (>10' tall)
  • Body Block/Tackle/Ram: 3D6 M.D. & 50% knockdown (80% if >18')
  • Full Speed Body Block/Tackle/Ram: 9D6 M.D. & 50% knockdown (80% if >18'; 4 APM)

Features of Note:
  • All standard features common to robot vehicles (p.273, R:UE)
  • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters.
  • Advanced radar targeting & combat computer

Modifiers: None
Book Reference: p.82-85, Merc Ops
Last edited by Jezebel on Thu Jan 14, 2021 8:07 am, edited 8 times in total.
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Re: Jezebel Faux

Post by Jezebel »

Background Story

I was finishing a watch while awaiting transfer to one of the ships of the A.D.F. The watch was boring, of course, wherever a military person was stationed between posts they always got stuck with the most boring and mundane tasks. I had about an hour left of guarding the hatch to the operations center of the barracks/habitat ring on which I was staying while awaiting transfer orders. The watch went from boring to insane in a manner of moments. One second a flurry of bright flashes appears in the sky, the next moment the surface of our home world can be seen exploding with a brightness of color and fury which the planet had never before experienced. Over the next half an hour, the planet's crust came apart into two sections and the atmosphere started bleeding off into space. During that half hour I also helped evacuate my shipmates and salvage what we could use of the barracks habitat before we abandoned it. The torrent of debris would ride a slow shockwave and obliterate everything smaller than a moon within a matter of hours.

We rendezvoused our lifeboats and small craft with the Assegai which was one of the new Prowess Class Destroyer Escorts that I'd been hoping to get assigned to before this whole mess went down. Not a day after we'd been incorporated into the command structure of the ship and the fleet started gathering around Arismal Prime, the Atorian Battle group arrived in-system and those fork-heads started firing. We lost a few ships in the initial confusion, but the fleet soon had their Jump Drives on-line and we were able to bag ass away from our home world without sustaining too many casualties. It was about a week later that the scuttlebutt really started to fly and the admiralty finally felt compelled to explain what they perceived had happened.

The way our spooks in Intel had it figured, the convoy of vessels that collided with our homeworld at light speed were likely ships seized by the Atorians in outlying sectors or along the Liloqua/Les Iban border. The ships were likely used as a quicker, more efficient way of wiping out the planet than Anti-Matter bombs. Their motive was no secret: they wanted a few unique technologies that our engineers had cooked up in recent years and weren't sharing with other races, especially the power-hungry Atorians. When they jumped in-system so soon after the tragedy, it only confirmed our fears.

They started hounding our trail as soon as we left our home system behind. Having no expulsion powers, I was assigned a Heavy Combat Suit and billeted to an Albatross. Their capital ships were faster than ours and their technology was generally superior but we had a few technical advantages like our Jump Drives which made it impossible for their sensors to immediately track where we went or in what direction we were heading. Their sensors are the finest in the galaxy though, so they are often able to scan space fast enough to pinpoint our location before our drives have recharged to jump. Our Albatross saw action the first time the Atorians managed to catch up to us...
Last edited by Jezebel on Wed Mar 29, 2017 2:56 pm, edited 1 time in total.
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Re: Jezebel Faux

Post by Jezebel »

TR-004 Various Strike Bonuses
OOC Comments
Strike Bonus: +7 (+9)
Rail Gun: +2 to strike on an Aimed or Called Shot. (+2)
Laser, Ion Cannon, Mini-Missiles and Grenades: +2 to strike (+2) (plus the gunner's bonuses from the Heavy Weapons skill, if any).

W.P. Heavy Weapons or Weapon Systems skills: Add +1 to strike in addition to below totals
All totals below assume Jezebel is merged with the TR-004.

Weapons
1. Rail gun arm
  • • Regular strike: +9
    • Aimed strike (2 APM): +14
    • Called strike (2 APM): +12
    • Aimed called strike (3 APM): +14
2.Chest Lasers (2)
  • • Regular strike: +11
    • Aimed strike (2 APM): +14
    • Called strike (2 APM): +11
    • Aimed called strike (3 APM): +14
3. Belly Gun
  • • Regular strike: +11
    • Aimed strike (2 APM): +14
    • Called strike (2 APM): +11
    • Aimed called strike (3 APM): +14
4. Chest Mini-Missile Launchers (2)
  • • Regular strike: +9
    • Aimed strike (2 APM): NA
    • Called strike (2 APM): NA
    • Aimed called strike (3 APM): NA
5. Lower Leg Multi-Grenade Launchers (2)
  • • Regular strike: +11
    • Aimed strike (2 APM): NA
    • Called strike (2 APM): NA
    • Aimed called strike (3 APM): NA
Last edited by Jezebel on Wed Mar 29, 2017 2:56 pm, edited 1 time in total.
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Re: Jezebel Faux (HU2 Alien Conversion)

Post by Jezebel »

Pantheon Background:
OOC Comments
  • Lords of Cojo (/'kō·jō'/)
    On Arismal Prime, the majority of religious practitioners believe in the Lords of Cojo. The Lords consisted of thirteen primary deities, with a growing number of subset deities. Each primary deity was represented on Arismal Prime as a continent.
    1. Altas - Is respected as an all-father who was chief of the gods and assigned the others to their roles: Even the gods who are not his natural children address him as Father, and all the gods rise in his presence.
    2. Zoot - is the wife of Altas in the Arismal's primary pantheon of mythology and religion. Her chief function was as the goddess of women and marriage.
    3. Inanna - is a warrior goddess, known for her ruthlessness in battle and lead the charge against Iblis.
    4. Frigg – is the goddess of rebirth, bringer of spring. This goddess is the promise of renewal personified. She is the third wife to Altas, and Zoot's lover
    5. Xopli/Xopla – The Prince or Princess of Flowers, the spirit of love, this red-skinned god can be perceived as either male, or female, or both. It is said Xopli binds lovers together with an invisible string.
    6. Radda – Goddess of the skies, the sun, and storms. Raddu wears a wide-brimmed hat which protects her from the sun, and when she removes it, storm winds blow from inside.
    7. Ildana – Goddess of music, poetry, writing, and art. She carries a silver bowl from which it is said that inspiration flows.
    8. Nunnos – The Antlered god, the hunter, and the god of the farm. Nunnos is The Bountiful, god of nature, of farming, and of the hunt.
    9. Volund – The maker. God of the forge and blacksmiths, in recent centuries he has become depicted as a god of technology. He is traditionally depicted as bearing a large hammer, but a Wheel or Gear is also his symbol.
    10. Vinayaka – The goddess of the mind, memory, knowledge and learning. She is sometimes depicted as having the head of a thergal (a small fox-like mammal known for its cleverness), and sometimes with the head of an ureen (a river mammal said to never forget).
    11. Iblis - is the brother of Altas. He is known for trickery and mischief. Iblis is most known for convincing several other Lords of Cojo to try and dethrone Altas. To Iblis dismay, he had lost to the power of Altas, and banished. Note: The continent of Iblis is the least colonized of the continents. It is a very treacherous land, and is the source of many deaths among the Arismal people.
    12. Setis – Lord of Rajat, the red desert, Setis is the god of death, and sorter of the slain. He commands the Morgaine, harpy-like creatures who carry off the souls of the dead. Setis was tricked by Iblis and fought against Altas. It was when Iblis lost, Altas forgave Setis for his transgression.
    13. TangaratThe Dragon. Tangarat is the serpent of the seas, the physical embodiment of the world ocean. It is said that the continents ride upon his back.

Cojo – An Arismal concept of Heaven, but which is exclusively the dwelling-place of the gods. Those who are righteous in death are said to dwell in the Shade of Cojo, where the Lords may give them favor. Those who are unrighteous in death dwell in the desert of Rajat, where Cojo cannot be seen.

Texts of Cojo - The long lost texts, were discovered in an ancient ruin found on the continent of Altas. The ruins were presumed to be a temple for the goddess Vinayaka. Within the temple there were thousands of texts, written in an ancient Arismal language that no one had practiced for thousands of years. These texts were carefully preserved, and copies were made digitally, a vast majority were lost in the destruction of Arismal Prime
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Re: Jezebel Faux (HU2 Alien Conversion)

Post by Jezebel »

Wishlist
OOC Comments
  • Item 1: An amazing powered armor suit or even better RCV
    Item 2: Arismal weapons and equipment
    Item 3: She has no idea. Maybe something *laughs a little at her foolishness* "magic"
Finding the technological means to travel dimensions will require massive funding, so Jez will need to be stupid rich, or make contacts with powerful people. As such, she needs a way to simultaneously make loads of money while meeting new people who have power, influence, and resources. Hence, the merc life.

Short Term Goals:
1. Get the G.I.R.L.S. established.
2. Get the G.I.R.L.S. high profile gigs.
3. Develop the G.I.R.L.S.' reputation to attract the attention of the people she wants to know.

Mid Term Goals:
1. Indebt the rich and powerful to herself and the G.I.R.L.S.
2. Get access to the means to her long-term goals.
3. Settle any debts she may have on Rifts Earth.

Long Term Goals:
1. Find a way to her home dimension.
2. Locate the A.D.F. Fleet.
3. Reunite with her people.
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Re: Jezebel Faux (HU2 Alien Conversion)

Post by Jezebel »

HU2 Alien XP Table
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Last edited by Jezebel on Thu Jan 14, 2021 8:02 am, edited 1 time in total.
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Re: Jezebel Faux (HU2 Alien Conversion)

Post by Augur »

Combat Post Template

Code: Select all

Perception: 77% / [roll]1d100[/roll]
JIC: [roll]1d20[/roll] / [roll]1d100[/roll]
[color=#4000FF]Conditions: Critical strike on 18-20, K.O. on N20, Energy Resistance, NE-BA-26 & Stalker Suit worn, N-F50A active[/color]

Initiative (+# added): 
Non-Combat Action: 
Action 1: 
Action 2: 
Action 3: 
Action 4: 
Action 5: 
Action 6: 
Action 7: 
Action 8: 
Action 9: 
Action 10: 

Parries (+## included):
Auto-Dodges (+## included):

Shopping Post Template

Code: Select all

Perception: 77% / [roll]1d100[/roll]
JIC: [roll]1d20[/roll] / [roll]1d100[/roll]
[color=#4000FF]Conditions: Critical strike on 18-20, K.O. on N20, Energy Resistance, NE-BA-26 & Stalker Suit worn, N-F50A active[/color]

[OOC=Availability skills (post for each item)]Barter 70% / [roll]1d100[/roll]
Find Contraband and Illegal Weapons 81% / [roll]1d100[/roll]
Invoke Trust: 88% / [roll]1d100[/roll]
Lore: Demons & Monsters 75% / [roll]1d100[/roll][/OOC]
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Re: Jezebel Faux (HU2 Alien Conversion)

Post by Augur »

-4 EP Mutate an existing minor power (chosen outcome) Superhuman Strength > Enhanced Leaping
-30 EP Manifest One New Major Super Power of choice > Supernatural Strength


Enhanced Leaping
Range: Self; Supernatural P.S. x 20' up, Supernatural P.S. x 40' across,
Can fall (twice horizontal jumping distance) without taking damage from a fall.
+15 to S.D.C.
+6 to Spd. attribute
+1 to roll w/impact
+1D6 damage to kick attacks

Supernatural Physical Strength
Add 30 +2D6 points to the regular P.S. attribute
Can carry 300 times his P.S. in pounds and can lift 500 times!
Fatigues at one tenth the rate of normal humans.
+2 to pull punch
P.S. Recalculation:
If you purchase via EP (rolling or selecting) Supernatural Strength as a power, you may not gain P.S. bonuses from Physical Skills.

Machine Merge: null
Power Touch: null
Physical Perfection: +1D4
Lightning Reflexes: null
Multi-Tasking: null
Extraordinary Mental Affinity: null
Extraordinary Mental Endurance: null
Extraordinary Physical Prowess: null
Energy Resistance: null
Superhuman Strength: Add 20+2D4 points to the current P.S. attribute

P.S. Att: 52 total
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Re: Jezebel Faux (HU2 Alien Conversion)

Post by The Bos »

Recent Purchases:

Wilk's PRC-5 Secure Walkie-Talkie (8)
Image
  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps


- 16 batteries for the PRC-5 Secure Walkie-Talkies
- 10 hands-free accessories (earpieces)
- 10 pairs of Heads-Up Display Glasses (HUD, wireless data receiver, p.252, WB34)
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Re: Jezebel Faux (HU2 Alien Conversion) - LEVEL UP!

Post by Augur »

LLpHp1d6
dHp.d..2d6
HL.d..2d4
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