Chef Icky (Minotaur Warlock Marine/Priest)

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GM: Dark Lord
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Chef Icky
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Chef Icky (Minotaur Warlock Marine/Priest)

Post by Chef Icky »

Player Name: Eric
YIM Handle: uncle_servo
Hangouts: uncle.servo
Eric's EP Ledger Entry

Character Name: Iktinos
Alias: Usually "Icky" or "Chef Icky"
Race: Space Minotaur
O.C.C.: Former Warlock Marine, Currently a Priest of Dionysus (he prefers “freelance holy combat chef”)
Alignment: Aberrant
XP Level: Level 8 Warlock Marine (Frozen), Level 4 Rifts Priest
XP Points: 71,201 (Frozen); 15,099 2021-02-01 DSM
Next Level @ XP: 96,401 (Frozen); 16,401

Sentiments/Non-Humans: Icky figures their credits spend just as well as humans’. Just about the only races he has a problem with are Splugorth and their minions.
Sentiments/Coalition: Icky's never heard of the Coalition. If asked he might reply with something like, "Dunno, ain't familiar wit' it. Do ya serve it wit' red or white wine?"
Disposition: Icky is your quintessential 'tough guy' -- normally good-natured yet somewhat abrasive and prone to moments where he uses his size and appearance to intimidate others into getting what he wants -- until the subject turns to food. Icky then undergoes a complete change of personality; he loves talking at length with anyone who is knowledgeable about cooking (or at least is willing to listen).
Insanities:
  1. Obsession with cooking and food in general. Covets and pays for only the finest foods and drinks available; complains about common or plain food and prefers not to eat it whenever possible.
  2. Obsession with wealth/money. Icky himself explains why he left the UWW with the phrase, "yer not gonna become stinkin' wealthy cookin' for da Marines." Icky will at least consider doing almost anything if the price is right.
  3. Hatred of slavers and Splugorth minions. Only a substantial reward for live capture will keep him from bringing back a slaver/minion in a body bag. Likely to kill them with his bare hands if at all possible to avoid paying for the spent ammo.
ATTRIBUTES
I.Q.: 18 (+4% one-time bonus to all skills; included in skill percentages)
M.E.: 11
M.A.: 12
P.S.: 36 (Supernatural; +21 SDC on restrained punch. Also see lifting/carrying/encumbrance)
P.P.: 24 (+5 parry, dodge and strike bonus in HtH combat)
P.E.: 29 (+28% vs coma/death. +7 vs magic/poison)
P.B.: 14
Speed: 29 (can run 20.7 yards/meters per attack/action, 145 yards/meters per melee round and 580 yards/meters per minute)

PHYSICAL DATA
PPE: 105
ISP: 65
MDC: 201
Age: 215 Standard Years
Sex: Male
Height: 9' tall
Weight: 800 pounds (360 kg)
Description: Icky is a massive barrel-chested, bronze-skinned, hoofed-footed humanoid with the head and shiny black horns of a bull and red eyes that sparkle with an intelligence uncommon for his race. He is usually seen in standard fatigues with twin bandoliers crossed over his chest -- one holding the obligatory grenades, ammo clips, and assorted combat accessories and the other holding spices, utensils and other items one would find in the possession of a gourmet chef. His "chef's belt" (as he calls it) is almost always either on his person or within easy reach; he feels naked without it.

Racial Abilities
  • Horror Factor: 11
  • Nightvision – 100’/30.5 m (can see in total darkness)
  • Good color vision
  • Superior sense of smell
  • Fire and cold resistant (does half damage)
  • Fatigues at half the normal rate of humans
Natural Abilities
  • Perception: 55%
  • Max. Encumbrance: 880 pounds (Fatigues at half the normal rate of humans)
  • Max. Carrying Weight: 1,800 lbs
  • Max. Lifting Weight: 3,600 lbs
  • Max. Jumping Ability: 21.6’ across/10.8’ high standing still; 54’ across/27’ high with a running start.
Special Abilities
  • Standard Warlock Marine attribute, combat and resistance bonuses (factored into final stats)
  • Can drink enormous quantities of alcohol without ill effect; Warlock Marines are famous for being able to drink any sapient under a table.
Priestly Abilities
  • Special Abilities for Priests of Dionysus
    • Level 1 -- Water to Wine
      The priest can cast Water to Wine at half PPE cost (20 PPE) with the addition that it can be any desired alcoholic beverage. The spell caster is able to change ordinary fresh water into wine, affecting 10 gallons (37.9 liters) per level of the spell caster's experience. The wine is of fair to average quality (with one-time bonus of 4%), with the quality increasing by 5% per each level of the sorcerer's experience.
      Range: 12 feet (3.6 m)
      Duration: Instant/permanent
      Saving Throw: None
      PPE: 40
    • Level 2 -- One with Nature
      Not feared by animals, can walk through natural environments without leaving a trace, won't be attacked by animals, if provoked they will run away instead.
    • Level 4 -- Mystic Herbology (modified)
      With a successful skill roll and expenditure of PPE can enchant an alcoholic beverage with the any of the consumable magical herb abilities listed in WB3: England. So he could create the potion of youth for 500 PPE, but not create a magic staff or wand. Base Skill 24% +5%/level. Can enchant 8 ounces of liquid at a time, and a person must imbibe the 8 ounces to gain the effect.
    • Level 8 -- Cast Metamorphosis: Animal or Insect
      Cast Metamorphosis: Animal or Insect on others without need of a ritual at half PPE cost.
      Duration: 20 minutes per level of experience
      Saving Throw: None
      PPE: 25 normally for animal; 60 normally for insect
  • Spell Casting
    Priests gain their abilities directly from their deity(s) and their faith. The spells and spell effects are identical to the spell magic of wizardry. The difference lies in how the spells are attained, not how they function. Priests are endowed with the ability to cast spells by their deity. It is not a learned nor practiced skill. Most clergy know nothing about the ways of magic. The spells of priests are invoked by the chanting of their god's name and the type of spell needed. Spells are gained at the same rate as the mystic player character (see the Rifts RPG, page 86), with the same restrictions. Priests cannot be taught nor purchase additional spell knowledge.
  • Prayer of Communion
    The prayer allows the priest to contact his deity or one of the gods in the pantheon. The god responds by creating an inspirational vision or dream which will motivate and encourage the priest. There is a 60% chance of a divination or an omen which warns of impending danger, treachery, or good fortune (in this instance, the priest will automatically correctly interpret the signs of an omen). Visions and dreams are usually symbolic and cryptic, and always concern people and matters close to the priest. Can only be attempted twice per 24 hour period.

    Success Ratio: 25% at level one, + 7% per additional level.
  • Remove Curse
    This ritual is similar to exorcism except that it removes magic curses. If successful, all the effects of the magic or god induced curse are removed (of course new curses can be placed on the character). Unfortunately, while the priest can remove a curse from a person or animal, he cannot remove curses placed on/in rune weapons, magic items or sacred/supernatural places. It takes 1d4x10 minutes to perform the remove curse ritual.

    Success Ratio: 4% base plus 7% per level of experience. The priest can only perform remove curse ONCE per each curse on the same person. However, he can perform this ability on innumerable different people and other priests can try to remove a curse on those another priest failed to help.
  • Resurrection
    This is one of the most awesome of all priests’ abilities, to actually breathe life into the recently deceased. Impressive as it may be, there are a number of limitations and conditions. The body must have all of its parts; small body parts like fingers and toes may be missing, but will remain missing after the resurrection. The person should not have been dead for more than 4 weeks (refrigeration can add up to 6 months to the 4-week limit without penalty). A penalty of - 3% is applied to each month beyond 4 weeks since the time of death. Deceased over one year old has only a total of a 5% chance for a successful resurrection. Ratio of Success: This ability can only be attempted by priests of fifth level or higher. At fifth level, the priest has a 14% chance to perform a successful resurrection, plus 3% per each additional level beyond five. Note: A resurrection can only be attempted ONCE on the same character by the same priest. A failed roll means the dead character remains dead.
Psionics (Minor Psionic)
  • See the Invisible
    See the Invisible (1 min/lvl, 4 I.S.P.) -- The character can see entities, beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic wi ll be able to discern the vaporous im­age or energy sphere which is the being. This includes ghosts, entities, elementals and Astral Beings.
    • Range: 120 feet (36.6 m); double on a ley line.
  • Sixth Sense
    Sixth Sense (2 I.S.P.) -- The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees)! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead. it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    • Range: 90 feet (27.4 m)
      Bonuses: The sudden flash of insight provides the following bonuses All bonuses apply only to the first, initial melee (15 seconds) when the attack danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge: and the character cannot be surprised by a sneak attack from behind
      Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
  • Speed Reading
    Speed Reading (3 min/lvl, 2 I.S.P.) -- This is the ability to read and comprehend the written word extremely quickly. Reading speed is 30 pages per minute. The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings. The character must be literate to use this power.
    • Duration: 3 minutes per level of experience.
  • Telepathy
    Telepathy (2 min/lvl; 4 I.S.P.) -- The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.

    Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, ''John, I need you immediately. Hurry!" or ''Stop! Don't do that." ''Come here," ''Look out" or "Press the green button." However. two-way telepathic communication is not possible except between two characters both with telepathic abilities.
    • Range: Read surface thoughts up to 60 feet ( 18.3 m) away or two-way telepathic communication up to 140 feet (42.7 m) +40 feet (12.2 m) per level of experience.
      Duration: 2 minutes per level of experience.
      Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications as long as the block is up.
  • Total Recall
    Total Recall (2 I.S.P.) -- The character remembers every word he reads or hears, or everything he sees. Specific blocks of information can be recalled in perfect detail at will. Each block of information costs 2 I.S.P. to recall in absolute detail. If all I.S.P. have been expended, the memory is a little fuzzy, so exact quotes and details may be impossible to recall. Roll percentile:
    • 1-50: Remembered in full detail, word for word
    • 51-80: Details are forgotten, but the full essence of the ideas are clear
    • 81 -00: Can only recall the most basic concepts; no details nor strong comprehension.
Magic Knowledge:
Level One
  • Cloud of Smoke (2)
  • Globe of Daylight (2)
  • Lantern Light (1)
  • Thunderclap (4)
Level Two
  • Cleanse (6)
  • Fear (5)
  • Manipulate Objects (2+)
  • Turn Dead (6)
Level Three
  • Armor of Ithan (10)
  • Breathe Without Air (5)
  • Light Healing (6)
  • Negate Poison/Toxin (5)
  • Paralysis: Lesser (5)
Level Four
  • Cure Minor Disorders (10)
  • Magic Net (7)
  • Seal (7)
  • Watchguard (10)
O.C.C. Skills (Color indicates frozen skills)
Boxing
Body Building
Climbing 84%/74% (+5%)
Computer Operation 89% (+5%)
Dance 74% (+5%)
Detect Ambush 89% (+5%)
Detect Concealment 79% (+5%)
Hand to Hand: Expert
Language: Dragonese/Elven 86% (+3%); using Welsh
Language: Demogogian 86% (+3%); using Uzbek
Language: Faerie Speak 86% (+3%); using Frisian
Language: Gobblely 86% (+3%); using Turkish
Language: Greek 98%
Language: Trade One 98% (104%) (+5%); using Latin
Literacy: Dragonese/Elven 74% (+5%)
Literacy: Demogogian 74% (+5%)
Literacy: Trade One 98% (104%) (+5%)
Land Navigation 66% (+4%)
Lore: Demons & Monsters 74% (+5%)
Mathematics: Basic 89% (+5%)
Pilot: Power Armor Elite (Warlock Combat Armor)
Pilot: Robots and Power Armor 84% (+3%)
Pilot Tanks & APCs 82% (+4%)
Radio: Basic 98% (99%) (+5%)
Sensory Equipment 89% (+5%)
Weapon Systems 98% (109%) (+5%)
Wilderness Survival 64% (+5%)
W.P. Energy Pistol -- equal to 8th level
W.P. Energy Rifle -- equal to 8th level
W.P. Staff
W.P. Targeting

O.C.C. Related Skills (Color indicates frozen skills)
Appraise Goods 74% (+5%) -- equal to 1st level; taken twice (not applicable to military goods, bionics, technology, livestock, slaves, or rarities, does apply to magic items)
Barter 47% (+4%) -- equal to 1st level
Basic Electronics 49% (+5%)
Basic Mechanics 64% (+5%)
Brewing: Medicinal 69%/74% (+5%)
Demolitions 75% (+3%)
Demolitions Disposal 95% (+3%)
Field Armorer & Munitions Expert 74% (+5%)
Holistic Medicine 69%/59% (+5%)
Identify Plants & Fruits 64% (+5%)
Literacy: Trade Four 49% (+5%)
Law: Space: CCW/Phase World 55% (+5%)
Lore: Galactic/Alien 50% (+5%)
Navigation 79% (+5%)
Pilot Hovercraft 98% (99%) (+5%)
Pilot Small Spacecraft 95% (+3%)
Preserve Food 69% (+5%)
Recognize Weapon Quality 75% (+5%)
W.P. Energy Heavy -- equal to 4th level
W.P. Sword -- equal to 10th level
Zero Gravity Movement and Combat 98% (152%) (+4%)

Secondary Skills
Brewing: Basic 89% chance of success, 94% quality of drink (professional quality) (+5%)
Chemistry: Pharmaceutical 94% (+5%)
Cook 98% (99%; professional quality) (+5%)
Language: Trade Four = 98% (114%) (+3%)
Prowl 89% (+5%)

Combat Data (Combat skill is frozen)
HTH Type: Expert
Number of Attacks: 8
Initiative Bonus: +3
Strike Bonus: +10
Parry Bonus: +13
Dodge Bonus: +14
HTH Damage Bonus: +21
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +8
Bonus to Disarm: +4
Other:
  • Kick attack (1D8)
  • Karate Punch
  • 6D6 +21 SDC on a restrained punch
  • 5D6 MD on a full strength punch
  • 1D6x10 MD on a power punch (counts as two melee attacks)
  • 5D6 MD on a karate-style kick
  • A charging head butt with horns acts as a power punch (counts as two attacks), plus it has a 60% chance of knocking the victim down. Victims lose two melee attacks/actions and initiative (in addition to damage).
  • 1D4 MD on Backhand Strike
  • W.P. Paired Weapons
  • Critical Strike on an unmodified roll of 18, 19, 20.
  • Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees
  • Body flip/throw: does 1D6 damage, victim loses initiative and 1 attack.
Robot Combat Data: (Warlock Marine Combat Armor) (Robot combat skill is frozen)
Number of Attacks: 12
Initiative Bonus: +5
Melee Strike Bonus: +14
Ranged Strike Bonus: +3
Parry Bonus: +16
Dodge Bonus: +15 (+17 while on the ground)
HTH Damage Bonus: +30 S.D.C.
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +12
Bonus to Disarm: +7
Bonus vs. Magic: +13
Other:
  • 1d6x10 SDC on a restrained punch
  • 6d6 MD on a full strength punch
  • 2d4x10 MD on a power punch (counts as two melee attacks)
  • 6d6 MD on a karate-style kick
  • Full Speed Running Ram does double punch damage, plus it has a 50% chance of knocking opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes MD and is knocked off his feet, losing two melee attacks/actions and initiative.
  • 1d4 MD on Backhand Strike
  • W.P. Paired Weapons
  • Critical Strike on an unmodified roll of 18, 19, 20.
  • Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees.
  • Body flip/throw: does 1D6 damage, victim loses initiative and 1 attack.
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 -- +4 strike
W.P. Energy Rifle -- +4 strike
W.P. Energy Heavy -- +3 strike
W.P. Paired Weapons
W.P. Staff -- +2 strike; +1 parry
W.P. Sword -- +4 strike; +4 parry; +2 strike when thrown
W.P. Targeting -- +2 strike

Saving Throw Bonuses
Coma/Death: +28%
Magic (varies): +10
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+):
Psionics (varies): +3 vs mind controlling psionics
Other:
  • +2 vs Horror Factor
  • +10 vs mind controlling drugs
  • +9 vs disease/toxins
Priest Experience Table
Priest Experience Table
1 0,000 - 2,000
2 2,001 - 4,000
3 4,001 - 8,200
4 8,201 - 16,400
5 16,401 - 24,500
6 24,501 - 34,600
7 34,601 - 49,700
8 49,701 - 69,800
9 69,801 - 94,900
10 94,901 - 129,000
11 129,001 - 179,100
12 179,101 - 229,200
13 229,201 - 279,300
14 279,301 - 329,400
15 329,401 - 389,500
Last edited by Chef Icky on Mon Nov 21, 2016 10:27 am, edited 11 times in total.
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Chef Icky
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Re: Chef Icky (WIP)

Post by Chef Icky »

Equipment

Carried/In Hand
  • V-81 Volcano Mark-1 Plasma Discharger (Rifle Configuration)
    • Weight: 70 lbs with e-clip canister
    • Mega-Damage:
      • Concentrated Blast: 1D6x10 MD
      • Wide Blast: 4D6 MD to any targets in a 30 foot (9.1m) area or 2D6x10 MD to a 30 foot length of wall or starship hull
    • Rate of Fire: Each blast counts as one melee attack. Cannot fire bursts.
    • Maximum Effective Range: Concentrated Blast: 4,000 feet (1,200m). Wide Blast: 2,000 feet (610m).
    • Payload: 24 shots per canister.
  • NE-75H "Shoulder Cannon" (a.k.a. "Big Borgtha")
    • Weight: 30 lbs (13.6 kg)
    • Mega-Damage: 2D4x10+20 M.D. per shot from heavy bore cartridges.
    • Rate of Fire: Each shot counts as one melee attack.
    • Maximum Effective Range: 6,000 ft (1,830 m)
    • Payload: 8 cartridges in magazine
    • Note: nicknamed "Big Borgtha" after a female Orc named Borgtha Gra-Lumblg that Icky knew while in the Warlock Marines. Icky claims the gun reminds him of her because it's stout, bulky and punches hard -- just like Borgtha.
  • Giran's Green-Glowing Magic Sword (worn on back)
    • Damage: 4D6 M.D.
    • Note: Given to Icky by Oradro, who himself claimed it after a battle with the FWC traitor Giran.
Image
  • Darkwing -- an enchanted long sword (worn on back)
    Legend has it that this blade was created for one of the primordial minion wars -- the earliest large-scale clash between demons and deevils. It has been passed down from warrior to warrior through the eons since, carving a bloody trail through history.
    • Damage: 6D6 M.D.
    • Abilities:
      • Adds +6 to the wielder's P.S. attribute and makes it supernatural (if it isn't already) when wielded.
      • Inflicts double damage to beings of an evil alignment.
      • Can cast Armor Bizarre at 10th level proficiency three times a day.
        • 10 minute duration
        • 150 M.D.C.
        • Opponents are -1 to initiative and must make a save vs H.F. 14 at the beginning of every melee round. A failed roll means the usual Horror Factor penalties.

Worn on Person
  • Set of everyday fatigues
  • Holographic Personal Computer (with additional recipe/cooking database and ability to uplink to other computers -- especially ship's galley computers)
  • Comlink
  • Backpack
  • Utility Belt
  • Bandolier
  • Chef’s Belt
  • Custom-Fitted Battle Harness for Metri
    • Mega-Damage Capacity: 15 MDC
    • Can only be targeted on a called shot (or by explosion)
    • Metri will be somewhat uncomfortable, but not so much so that it translates to any in-game penalties
  • CAF Heavy Battle Armor with integral N-40B Heavy Force Field
    • Weight: 25 lbs (11.3 kg), force field adds 15 lbs (6.8 kg)
    • Mega-Damage Capacity: 120/120 MDC, force field adds another 110 MDC
    • Force Field Duration: an e-clip will power the force field for 4 hours of continual use; if MDC of field is depleted it has overloaded it can't be reactivated for 12 hours; as long as MDC hasn't been overloaded it replenishes 1 MDC per melee round (4 per minute)
    • Penalties: -15% prowl penalty


Utility Belt
  • Multi-tool (standard military version)
  • 3 doses of Blood & Tissue Builder Spray (Space Minotaur specific)
  • Pair of restraints
  • 50' of rope/light cable
  • Grappling Hook
  • PH-100 Heavy Phase Beamer (expanded listing to follow)
  • EP-5 Energy Pulse Pistol
    • Weight: 4 lbs (1.8 kg)
    • Mega-Damage: 3D6 M.D.
    • Rate of Fire: Standard; single shots only.
    • Maximum Effective Range: 1,000 ft (305 m)
    • Payload: 9 shots
    • Note: borrowed from the DSM’s group inventory along with 2 extra e-clips
  • PH-100 Heavy Phase Beamer (a.k.a. "The Heirloom")
    • Weight: 7 lbs (3.2 kg)
    • Mega-Damage: 4D6 S.D.C. to humans and other S.D.C. creatures; 5D6 M.D. to mega-damage beings and force fields. Body armor is not damaged!
    • Rate of Fire: Equal to the total number of hand to hand attacks.
    • Maximum Effective Range: 800 ft (244 m)
    • Payload: 20 shots
    • Note: Icky originally acquired this weapon from Jeggo just as the Promethean was sucked out into the void through a hull breach. It later came into Alison's hands when Icky was captured/corrupted by the demon minion Lurana. Icky ultimately recovered the weapon when Alison heaved it towards the group prior to blowing herself up to destroy other corrupted minions in Warlock Power Armor.

Bandolier
  • 6 grenades (2 frag, 2 high explosive, 2 plasma -- taken from DSM armory)
  • 1 additional e-clip for force field
  • 3 additional e-canisters for Volcano
  • 3 additional full magazines for NE-75H
  • 2 additional e-clips for pulse pistol
  • 2 additional e-clips for heavy phase beamer
Chef’s Belt
  • Assorted herbs and spices
  • Multi-tool (civilian version; used for cooking)
Backpack
  • Basic Survival Pack (equal to an NG-S2)
  • robot medical kit/IRMSS
  • Pen/pencil and notebook
  • A couple days' worth of rations and water
Stored on board the Dime Store Magic
  • A spare set of everyday fatigues
  • A set of ‘dress clothing’ for special occasions
  • A spare suit of CAF Heavy Battle Armor with integral N-40B Heavy Force Field
  • Large duffel
  • Misc. personal items (toiletries, pen/pencils/notebook, etc.)
  • 68 additional rounds of NE-75H ammo
Credits/Valuables:
  • Secure Universal Card: 1,349,000 credits
  • Secure Universal Card: 1,650,000 credits - last edited 02/03/2016 DSM
  • Secure Universal Card 2,000,000 UTC (DSM 2018-12-11)
  • Secure Universal Card: 1,071,429 © UTC (Updated 2020-06-18 DSM)
New Items to Allocate:

Demon Skull Axe

  • Damage: 3d6 M.D.
  • Weight: 60 lbs.
  • M.D.C.: Indestructible
  • Total Length: 8', Blade Length: 3'
  • Combat Bonuses: -1 Strike and Parry
  • Horror Factor: 9
  • Other Effects: -20% prowl (+20% to tracker because of the strong smell)

  • This axe appears to have a handle of metal and a blade made of stone carved in to the face of a demon. Glowing red letters (not any trade language) are engraved into the axe blade. The weapon itself exudes a magical aura, and while not evil, those sensitive to psychic auras get a sense of hunger (but not sentience) from the weapon. The axe gives off a pleasant smokey meaty odor. In battle, the weapon is unwieldy and when it strikes flesh, a murmur of satisfaction is heard (can be heard by those within 10' - Horror Factor: 9).



Acquisitions from Kruxxis
Universal Language Translator (with Demongoggian installed)
20 NE-10G (HE)
Area of Effect: 12 ft radius.
Damage: 6D6 M.D.


Enhanced Nuclear Grav-Pack
Weight: 20 lbs.
Speed: 200 MPH in Atmo, 670 MPH in Space
Capacity: 1,000lbs
MDC: 30/30
Range: Unlimited


NE-105 Super Rail Gun
Weight: 120 lbs for the gun, 10 lbs for the hip pack generator, 100 lbs for the ammo drum (worn on the back)
Damage: short burst of 10 rounds does 5d6 MD, heavy burst of 20 rounds does 1D6x10 MD
Electric Arc: 2d6, double damage to unshielded electronics, humans ona most humanoids have to make a save of 14+ or lose initiative and two melee attacks/actions for one melee round
Range: 4,000'/1219m for the rail gun, 200'/61m for the electric arc
Payload: 3,000-round drum (300 short bursts or 150 heavy), 90 for electric arc (recharges 30 per hour)
Last edited by Chef Icky on Wed May 11, 2016 1:10 pm, edited 5 times in total.
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Chef Icky
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Re: Chef Icky (WIP)

Post by Chef Icky »

Background Story

"Whaddya mean, ya want my life story?" Iktinos snorted. "Ya writin' a frakkin' book or somethin'?"

"As a matter of fact, yes I am," Shadowmane snorted back. "I think our stories would make a great book... or even a holovid series..." The Wolfen grimaced as he saw Icky's expression. "Don't give me that look. You yourself told me once you wanted to be famous. I've already got stories from everyone else -- Dweezil, Dag, Preston, and Gronk -- that just leaves you. What do you say?"

"I said I wanted ta be a famous CHEF, not a co-star in a frakkin' blast-'em-up holovid," the minotaur groused as he took a draught from a large tankard. "Ain't too many folks gonna want ta eat at a joint owned by someone known for ventilatin' hostiles out on da Outer Fringe. Sorry, pup... but I ain't interested. Go spin yarns 'bout some other group."

Shadowmane chuckled. He had expected as much. "C'mon you old horn-head, you know this could work. Think about it... that 'joint' you've had your heart set on all these years? Think how popular it'd be with some serious name recognition. People would come from light years away just to chow down at the galaxy-famous 'Chef Icky's' -- you could even think about franchises on other planets. Lots of good cred to be made there." His eyes narrowed and a sly smile began to play about the Wolfen's muzzle when he saw Icky's new expression. He knew he had pushed the right buttons to get the minotaur's attention; the only thing he liked more than cooking was wealth.

"Ya t'ink?" Icky mused, as much to himself as to his companion. "Well, I still t'ink dis is a screwy idea... but what da frag, I'll humor ya." He took another long drink and wiped his massive snout with an even more massive forearm as he waited for Shadowmane to get his recorder ready.

"Well first of all, I was born... which goes wit'out sayin', but..." he squirmed as he tried to make himself more comfortable. "I was born a slave in one o' da Splugorth systems. One o' da High Lord big cheeses bought me as 'household help' when I was just a lil' nibbler and stuck me in da kitchen. Dat's where I started learnin' ta cook t'ings -- and people too..." he paused for a moment with a disgusted look on his face. "Yep, da Master had a taste for humanoids. His favorite recipe, if ya could call it dat, was ta literally drown da poor soul in seasoned broth an' let 'im marinate dere for 12 hours before slow roasting over an open flame. I never cared for dat kinda cookin', of course. I enjoyed fixin' up other stuff like vegetables and animals. Now DAT stuff was a blast -- I really liked takin' one flavor an' mixin' it with another ta make somet'in' completely different. So I tried ta keep ta myself as much as possible an' stay outta da way when da real gruesome shenanigans were goin' on."

"When I had ta help fix another minotaur dat way t'ough, it really hit home dat I could wind up on da master's dinner table. I had ta get outta dere before dat happened. I got my chance when da master took a holiday in Center; he brought all of us on da kitchen crew wit' 'im; apparently he didn't trust da room service on Phase World. I knew da master had an allergy ta naffros spice -- so one day I caused a distraction by loadin' up his meal with it. While everyone was caught up in da moment I snuck out an' was outta da Sploogie section almost 'fore anyone noticed I was gone. I'd heard dat dere were a lot of minotaurs in the UWW, so I went inta dere section as quick as I could."

Shadowmane chuckled again (Icky swore many times that he was the laughingest Wolfen he'd ever seen). "So let me guess... you got drunk after making good your getaway and let someone talk you into joining the Warlock Marines?"

It was Icky's turn to chuckle. "Not quite... but close. It didn't take da Sploogies too awful long ta start missin' me. Dey had a couple o' trackers on my tail as I was makin' my way through da Warlock section. I ducked inta da nearest doorway I could find ta shake 'em -- turned out dat door was da Marine recruitin' office. I figured dat would be as good a way to get outta da Sploogies' reach for good. By da time da trackers had found me, I had signed up an' sworn my oath. Ya should'a seen dere faces when dey realized dey couldn't touch me!" Icky's chuckle turned into an outright roar of laughter.

Shadowmane looked quizzically at Icky. "That's all? You became a Marine through the sheer dumb luck of running blindly into one of their offices? No grand motivations, no desire to become the baddest of the bad, no youthful idolizing the ultimate warriors?" He looked somewhat disappointed. "I bet you started regretting your decision once you got stuck in during the Hades Twelve."

"Hey furball, you were da one wantin' ta know da rest o' da story..." Icky shrugged. "Yeah, dere's a reason dey call it 'da Hades Twelve...' an' it ain't because ya get a dozen hot pepper doughnuts. Still, it was a whole lot better dan waitin' ta become dinner. An' anyway, dey let me work in da kitchen on KP from time ta time; dat was when I started learnin' a lot 'bout different races through how dey cook. I could write my own book on dat subject, as a matter o' fact. Anyway, da Marines weren't dat bad. I actually liked it for da most part."

Shadowmane raised an eyebrow. "I don't get it, Icky. If you liked the Marines, then why didn't you stay there and take charge of your own kitchen crews?"

Icky shook his head. "Nah... it was good, but not DAT good. First of all, da Marines didn't like me getting too experimental wit' da menu. Dey wanted ta keep t'ings simple an' quick ta make for large numbers. Dat ain't what I wanted ta do -- I wanted ta create an' make da best food I could. Ya ain't gonna become no gourmet chef cookin' for da Marines, dat's for sure. Da other reason I didn't wanna stay is 'cause yer not gonna become stinkin' wealthy cookin' for da Marines either..." he winked and lifted his tankard. "Ya know da drill -- take what'cha can, give nothin' back."

Sadowmane raised his own drink in a pseudo-toast. "At least, until you get enough squirreled away to realize your dream and start a restaurant of your on, right?"

"Yep, you got dat right," Icky nodded and grinned. "Until den, t'ough, I can handle bein' a freelance combat chef... the most dangerous vibro-spatula in the Three Galaxies... with naffros spice always at the ready," he laughed as he tapped a container on one of his bandoliers.

"You know, I've never really liked naffros all that much..." Shadowmane said as he took a drink, "but I wasn't about to criticize your handiwork beforehand. I'm certainly not going to now that I know your story."

Icky's eyes narrowed as an evil grin spread across his face. "Dat's da smartest t'ing ya've said this entire standard month. I'd HATE to have ta drag out one o' da master's old recipes for Wolfen stew..."

Shadowmane paused a moment, unsure if his massive friend was joking or not. He'd seen enough to believe either option was possible. He finally decided on the former. "That reminds me, Icky... do you have any idea what happened to the rest of the kitchen crew after your little 'distraction?' You think any of them made it to freedom like you did?"

Icky shrugged. "No tellin'. If dey were smart an' knew what was good for 'em, they'd've lit out too... otherwise dey might've been cooked demselves as punishment. Here's hopin' a few o' da friendlier ones managed to stay off da dinner menu," he said as he raised his tankard and polished off the drink. "Speakin' o' which..." he said as he glanced at the ship's chrono, "it's time ta get our own dinner menu up an' goin'. I scored some New Midgard calamari last time we were in port, an' I'm dyin' ta try out dis new recipe I downloaded from dat Warshield's computer. You're gonna love it, trust me." He winked as he got up and headed for the galley.

Shadowmane simply shut off his recorder and finished his own drink. "Can't get rich cooking for the military, indeed..." he mused to himself. He's trying out a new recipe, he thought to himself as he stood up. Ancestors protect us. I better go warn the others...


Additional Notes:
- At the time of his discharge from the corps, Icky had attained the rank of Staff Sergeant, with serial number Jeru-Echo-Eight-Six-Seven-Nova-Yoko-Five-Three-Zero-Niner
- Liked to refer to himself as a "freelance combat chef" prior to becoming a Priest of Dionysus
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Re: Chef Icky (Approved)

Post by Chef Icky »

"Sarge" -- Icky's Warlock Combat Armor
History
When Icky graduated from training to become a full-fledged Warlock Marine, he was assigned his personal suit of armor. He stepped into the armor while a team of techno-wizards conducted a powerful ritual. The armor molded itself perfectly around him and his mind and soul were linked to the armor. Many scientists and magicians speculate that the suit might be alive in some way as a result of this mystical union.

When Icky finished his tour of duty he chose not to keep his armor and opted for the compensation instead. He came to regret this decision during a near-death experience where the armor berated him for abandoning it. Upon his return to Center he inquired about the armor at the UWW consulate, only to discover it had gone missing. He would later be reunited with his armor in Center’s lower depths -- but not in the way he had hoped. Unbeknownst to Icky, Deevils had corrupted his armor just as their agents in the Warlock Marine Academy had with hundreds (perhaps thousands) of other suits over the past several years. The process through which he and his suit were corrupted was rushed and was not complete. It was because the process was flawed that Icky’s companions were able to free him from the Deevils’ influence while in the very lowest of Center’s undocumented sub-levels.

Icky gave up the suit due to concerns over the corrupting influence taking away his free will, handing it over to the UWW consulate in the hopes that a way could be found to either reverse the corruption process or neutralize its influence on the wearer. Unfortunately the consulate was caught up in the violence during the demonic invasion attempt of Center and when Icky came to check on the staff he found the establishment destroyed, and his corrupted armor secured away with instructions to get it to the UWW proper. Icky reclaimed the armor but while he attempted to study (and perhaps tame) the Deevil that was possessing it he used it very sparingly until he was told by his patron god Dionysus that he would have need of it on Axis V.

Upon entering the mysterious ritual chamber on Axis V, the relics carried by Kaedras and Quan Tran activated and triggered a wave of energy that affected everyone present. In Icky’s case, the energy wave expelled the Deevil in his armor and restored it to its original status -- just in time for a Necrol invasion of the planet.
Model Type: W-1
Class: Techno-wizard assault armored exoskeleton.
Crew: One.
M.D.C. by Location:
  • Shoulder Plates (2) - 120 each
  • Mini-Missile Launcher (2, 1 on each shoulder) - 90
  • Arms (2) - 150 each
  • Legs (2) - 200
  • * Head - 120/50
  • ** Main Body - 400
  • *** Armor of Ithan Force Field - 100
  • *Destroying the head will eliminate all forms of optical enhancement and sensory systems. The pilot is forced to rely on his own human vision and senses. However, the mystical link between armor and wearer is not lost and the wearer can continue to fight, albeit with reduced abilities. The wearer only loses one attack per melee and half the power armor combat bonuses from such damage. NOTE: Whenever the head armor is depleted, a mini-armor of Ithan bubble comes online, protecting the head from further damage. An additional 50 M.D. must be inflicted to damage the pilot. Hitting the head requires a called shot at -3 to strike.
  • ** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
  • *** The force field can be activated up to three times over a 24 hour period. Each field will last 10 minutes or until its M.D.C. is depleted, whichever comes first.

Speed:
  • Running: Can run at up to 70 mph (112.6 kmph) maximum. Note that the act of running does tire out the operator, but at only 10% of the normal fatigue rate.
  • Flying: Not possible. Icky must rely on his grav-pack instead.
  • Range: Limited only by the endurance of the pilot.

Statistical Data:
  • Height: One foot (0.3 m) taller than the wearer (in Icky’s case, 10 feet/3 m overall).
  • Width: 4 to 6 feet (1.2 to 1.8 m) wide, depending on the size of the pilot (in Icky’s case, 7 feet wide).
  • Length: 3 feet (0.9 m) average.
  • Weight: 450 lbs. (202.5 kg) to 1,200 lbs. (544 kg).
  • Physical Strength: Equal to a supernatural P.S. 45!
  • Cargo: None
  • Power System: Anti-matter and magic; average energy life of 50 years.

Weapon Systems
  1. Wrist Blaster: Mounted on the left wrist is a short-range particle beam weapon used as a back-up weapon. Some cocky Marines fire their Volcano rifles one-handed while shooting their wrist blaster with the other hand.
    • Primary Purpose: Anti-personnel
    • Secondary Purpose: Defense
    • Mega-Damage: 4D6 M.D. per shot
    • Rate of Fire: Equal to the combined number of hand to hand at­ tacks of the pilot.
    • Maximum Effective Range: 500 feet (152 m)
    • Payload: Effectively unlimited.
  2. HI-800 Assault Laser: When the Deevils stole Icky's armor they replaced the missing Volcano rifle (that he had kept) with the optional heavy HI-Laser rifle weapon system. The laser system has greater range than the Volcano and is connected to the power source of the armor for unlimited power.
    • Primary Purpose: Anti-armor
    • Secondary Purpose: Sniper
    • Mega-Damage: 1D4x10+6 M.D. per concentrated blast.
    • Rate of Fire: Equal to the number of hand to hand attacks of the pilot.
    • Maximum Effective Range: 6,000 feet (1,830 m)
    • Payload: Effectively unlimited.
  3. Missile Launchers (2): Three mini-missiles are mounted in each of the shoulder plates.
    • Primary Purpose: Anti-aircraft and anti-armor.
    • Secondary Purpose: Defense
    • Mega-Damage: Varies with missile type.
    • Rate of Fire: One at a time or volleys of two, three, four or six.
    • Maximum Effective Range: About one mile (1.6 km).
    • Payload: Six total, three per launcher.
  4. Hand to Hand Combat: Rather than use a weapon, the wearer of the Warlock Combat Armor can engage in hand to hand combat. The following bonuses are in addition to combat training and attributes:
    Bonuses from the armor:
    • +1 to initiative
    • +1 to strike, parry and dodge
    • +1 additional hand to hand attack at levels five and ten
    • +1 to roll with impact or fall.
    • + 1 to pull punch.

    Damage (Supernatural P.S. of 45):
    • Restrained Punch: 1d6x10 +30 S.D.C.
    • Punch: 6D6 M.D.
    • Power Punch: 2D4x10 M.D. (counts as two attacks)
    • Kick: 6D6 M.D.
    • Body Flip/Throw 1D6 M.D.
    • Body Block/Tackle 2D4 M.D.
Sensor Systems
The Warlock Combat Armor has all standard sensor systems.
  • Radar: Can identify and track up to 72 targets simultaneously at a range of 40 miles (64 km).
  • Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
  • Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range (16 km).
  • Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS
  • Radio Communications: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 10 miles (16 km). Plus a built-in loudspeaker; 80 decibels.
  • Complete Environmental Battle Armor: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:
    • Computer controlled life support system. Internal cooling and temperature control.
    • Artificial air circulation systems, gas filtration, humidifier.
    • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
    • Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
    • Radiation shielded.
  • Magical sensors: each of these abilities can be activated 4 times per 24 hour period.
    • See the invisible (200 feet/61 m range, lasts 15 minutes per activation)
    • Sense evil (90 ft/27.4 m range, lasts 30 minutes per activation)
    • Presence sense (120 ft/36 m range, lasts 30 minutes per activation).
Corrupted Suit Stats
Corrupted Warlock Power Armor 200x539.jpg
Corrupted Warlock Power Armor 200x539.jpg (108.53 KiB) Viewed 2644 times
Icky's Corrupted Power Armor had taken on a Deevilish appearance and exhibits new powers and characteristics. The legs of both the armor and its wearer have taken on a more goat-like appearance, and shaggy metallic fur appears in patches. The upper torso, shoulder and legs of the armor appear more organic, and an additional set of horns curl out from the helmet. Even the weapons have morphed and changed. The result is a suit of power armor that bears little resemblance to the original Warlock Combat Armor.

The corrupting process has had an effect on Icky as well, providing him with the following even outside his armor:
  • greater physical endurance (fatigues at half his usual rate)
  • an animal magnetism (+1D4+2 to M.A.; see character stats)
  • increased speed and agility (add 2D6+4 to the Spd attribute and +1 attack per melee round; see character stats) outside his armor!
Furthermore, the power armor now feels like a comfortable second skin. A skin that heals damage (1D6 M.D.C. per melee round; 4D6 M.D.C. per minute).

Corrupted Warlock Power Armor (also known as Corrupted Armor and Deevil Power Armor).
Model Type: W-D1 Infantry.
Class: Techno-Wizard/Deevil Hybrid Assault Armored Exoskeleton.
Crew: One.

M.D.C. by Location:
Shoulder Plates (2) - 180 each
Mini-Missile Launchers (2; I on each shoulder) - 100 each
Arms (2) - 200 each
Legs (2) -225 each
Spiked Tendrils (6) - 40 each
* Helmet - 150 (+60 for Ithan head protection)
** Main Body - 500
*** Armor of lthan Force Field - 100

* Destroying the helmet eliminates all forms of optical enhancement and sensory systems. The pilot is forced to rely on his own senses. However, the mystical transformation of the Corrupted armor and the link between the armor and wearer is such that the wearer can continue to fight, with only minor impediment (-1 one attack per melee and reduce bonuses from the power armor by half). Special: 1. Just like the conventional Warlock Armor, whenever the helmet armor is depleted or the helmet is lost, a mini-Armor of lthan bubble comes on-line, protecting the head with 60 M.D.C. for up to 20 minutes. 2. The helmet regrows in 24 hours.

Shooting the head/helmet requires an attacker to make a Called Shot with a penalty of -3 to strike.

** Depleting the M.D.C. of the main body to zero or below temporarily shuts the armor down, making it useless and dead weight. Reduce the wearer's number of attacks by half, and all augmentation (P.S., Spd, flight, environmental protection, etc.) and bonuses from the armor are negated; gone. Special: The ar­mor Bio-Regenerates 2D6 M.D.C. per melee round. Even if damage to the suit is reduced to -150 below zero it will regrow until it looks like new. It just takes time; typically within an hour. Suffering damage greater than -150 destroys it.

*** The force field can be activated up to three times over a 24 hour period. Each field will last for 10 minutes or until its M.D.C. is depleted, whichever comes first.

Speed from Power Armor Augmentation:
Running: Run 80 mph (128 km) maximum. Note that the act of running does tire out the operator, but at only 10% the normal fatigue rate.
Leaping: Leap 25 feet (7.6 m) across or 10 feet (3 m) high, twice that with a short run.
Flying Speed: Not possible for this model, but the W-FD1 has a Contra-gravity system that provides flight.
Underwater Capabilities: The armor can move at half its maximum speed under water.
Maximum Ocean Depth: One mile (1.6 km).
Techno-Wizard Enhancements: In addition to the Armor of Ithan, the armor provides its wearer with Supernatural Strength and can Bio-Regenerate 2D6 M.D.C. per melee.

Statistical Data:
Height: Two feet (0.6 m) taller than the actual pilot as the suit molds to fit its owner.
Width: 5 to 7 feet (1.5 to 2.1 m) wide depending on the size of the pilot.
Length: 4 feet (1.2 m) average.
Weight: Averages around 1,000 pounds (450 kg).
Physical Strength: Supernatural P.S. 40.
Cargo: None.
Power Systems: Anti-matter and magic, average life span of 50 years.
Market Cost: Exclusive to the Deevil forces, but could sell for as much as 15 million credits, provided one doesn't mind being corrupted by the armor and turned to Anarchist or an evil alignment with an appreciation for Deevils.

Weapon Systems:
  1. Telekinetic Pulse Pike: The corruption process has transformed some of Icky's weapons into a Telekinetic Pulse Pike that fires telekinetic bolts. It looks like a mini-gun with a pike mounted underneath it. On voice command the pike extends to its full length and the pilot can opt to engage in hand to hand combat. Often victims are impaled on the pike and then the pilot fires a burst into them to finish them off.
    • Primary Purpose: Anti-Armor.
      Secondary Purpose: Anti-Personnel.
      Range: 4,000 feet (1218 m).
      Weight: 65 pounds (29 kg).
      Mega-Damage: Short Telekinetic Pulse: 1D4x10 M.D. Long Telekinetic Pulse: 2D4x10+10 M.D. The pike does 4D6 M.D. If the pike is impaled in its victim when the killing strike is made (by it or the TK blast), it draws in the ambient P.P.E. that is doubled at the moment of death to store and recharge the weapon.
      Rate of Fire: Burst fire only. Each long or short pulse counts as one melee attack.
      Payload: 50 bursts before requiring 100 P.P.E. to recharge.
  2. Mini-Missile Launchers (2): A pair of mini-missile launchers are located on the shoulders.
    • Primary Purpose: Anti-Aircraft and Anti-Armor.
      Secondary Purpose: Defense.
      Range: Approximately one mile (1.6 km).
      Mega-Damage: Varies with missile type but typically 1D4x10 M.D.
      Rate of Fire: One mini-missile at a time or in volleys of two, four or six.
      Payload: Six total; three per launcher.
  3. Spiked Tendrils (6): The spiked tendrils can take on several appearances. In Icky's case they appear to be made of chains that end in wicked spikes. They can extend out of the armor to climb, fight, entangle or otherwise help in a fight.
    • Primary Purpose: Close Assault.
      Secondary Purpose: Defense.
      Range: Can extend up to 40 feet (12 m).
      Mega-Damage: As per Supernatural P.S. 17, +1D6 M.D. from the spiked barbs on the ends of tendrils when used to stab or slash.
      Rate of Fire: Even though there are six tendrils, they add only two attacks per melee (not three), and if the pilot has Paired Weapons he can attack with multiple tendrils at once.
  4. Magic Abilities: Once the Corrupted Armor fully awakens, the pilot can cast the following spells, each three times per day, equal to a sixth level practitioner of magic:
    • Vacuum Speak
      Magic Tether
      Shooting Star
      Space Fire Stream
      Micrometeorites.
Sensor Systems Note: The armor can See the Invisible at a range of 200 feet (61 m). In addition the suit has all standard sensor systems for power armors:
  1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
  2. Radar: Can identify and track up to 72 targets simultaneously at a range of 40 miles (64 km).
  3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
  4. Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range ( 16 km).
  5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.
  6. Radio Communications: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 10 miles (16 km). Plus a built-in loudspeaker; 80 decibels.
  7. Complete Environmental Battle Armor: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:
    • Computer controlled life support system. Internal cooling and tem­perature control.
    • Artificial air circulation systems, gas filtration, humidifier.
    • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
    • Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic tires do full damage.
    • Radiation shielded.
Last edited by Chef Icky on Wed May 11, 2016 6:21 am, edited 2 times in total.
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


------------------------------

- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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Chef Icky
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Joined: Tue Jul 07, 2015 4:04 pm
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Re: Chef Icky (Minotaur Warlock Marine/Freelance Combat Chef

Post by Chef Icky »

I like it better if Icky swears using made-up words (or at least archaic/foreign language ones), but I'm getting tired of using the same few over and over. So this post is to keep a handy list of vinegar vocabulary variety sources.

10 Old-Fashioned Swears to Spice up Your Cussin'

Klingon Swear Words

Firefly’s 15 Best Chinese Curses (and How to Say Them)


For generating the dinner menu -- thanks Starchief! :salut:
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.


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- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
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