Name: Theodore Locksley
Age: 31
It had been an odd journey for this pilot and his faithful steed. How he got here was confusing at best, a great big hole, an explosion for three and suddenly he was in a world that seemed like, and largely unlike, his own. Initially, fear and panic took over, communications were cut, his mecha was beaten and bruised, if a figurative sense, and he could do nothing but try his damn best to fix the immense thing.
Thankfully he got a crash course on basic repairs for the great big machine sometime before, which was more or less a excuse to stare at the teacher's fine... Skills in the field of mechanics, naturally. But he is thankful now for the information that did get past the distractions. But a return to his normal life would not come so quickly, as he was A) Lost in a place he really couldn't understand or begin to navigate and B) Not fully certain how exactly he got here.
Help came from a pack of odd dog men, who naturally freaked the hell out of Theo. After some explanation and long hours of figuring out what the hell they were, Theo had started to gain what one might consider his first friends in this immense confusing new land. They were renegades, apparently, fighting against people who looked, as Theo put it "Like they're following a guide on how to look evil as possible." Finding himself with no job, no place to go and nothing really to do save pilot a gigantic battle machine, he decided to help out as he could.
Things after that went reasonably well, he floated in and out of fighting with the folks who helped him out and other merc work. Though a great deal of things still do freak him out.
[Open ending intensifies for convenient lead in to group.]
Character Class: Robot Pilot
Race: Human
Gender: Male
Alignment: Scrupulous
Iq: 17 +3%
Me: 22 Save v psionic attack/insanity 4/5
Ma: 14
Ps: 28 +14 damage
Pp: 28 +
Pe: 30 Save v coma/death +30% Save v magic/poison +8
Pb: 20 50%
Spd: 19
SDC: 58
HP: 32
MDC: 70 (heavy) 35 (light)
MDC in Mecha: See tab
Level: 4
Xp: 15500
Number of Attacks: 5
Strike: 9
Parry: 13
Dodge: 13
Roll: 1
Initiative: 1
Damage: 15
Perception: 1
Critical strike on 19-20
in mecha
Number of Attacks: 7
Strike: 9 +1 with energy weapons, +2 HtH
Parry: 16
Dodge: 13 +1 when stationary +2 when on the move
Roll: 4
Initiative: 2
Damage: ROBO FIST!!
Perception: 1
Critical strike on 19-20
*=Stats added
Robot pilot MOS skills
Basic mechanics (63%) +5
Land Navigation (73%) +5
Pilot: Robots and power armor (88%)+3
Pilot: Robot combat basics (basic knowledge)
Pilot: Robot combat elite (UEEF Spartan)
Pilot: Construction and tracked vehicles (84%) +3
Pilot: Weapon systems
WP heavy military weapons (Railguns included)
OCC stats, Robot pilot
Language: English (98%)
Language: Euro (82%) +2
Basic Mathematics (83%) +5
Body building and weight lifting*
Climbing: (63%) +5
Computer Operation: (68%) +5
Military Etiquette. (68%) +5
Pilot: Combat driving
Pilot: Tanks and APCs (+66%) +4
Radio: basic (73%)
Running*
Sensory equipment (63%) +5
W.P Sword +2 strike (+1 3 lvls) +1 parry (+1 at 4,7,10,13)
W.P Shotguns
W.P Energy rifle.
Hand to hand: Expert
O.C.C related skills
Detect concealment: (38%) +5
First aid: (58%) +5
Jeet Kune Do
Field armorer: (43%) +5
Boxing*
(lvl 2) Wrestling*
Secondary
Cook: (50%) +5
W.P Energy pistol
General atheletics*
Lore Technology: (63) 5%
Jeet Kune Do from Rifter #7
Character Bonuses
Add 2 to I.Q.*
Add 3 to P.P.*
Add 2 to P.S.*
Add 2 to P.E.*
*=added
Attacks per Melee: 4 (3+1)
Escape Moves: Roll, Maintain Balance, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry. (Self knowledge) Auto dodge.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike (d6), Backhand (d6), Elbow (d6), Fingertip Attack (1 point), Forearm (d6), Palm Strike (d6), Power Punch (double-damage, counts as two attacks), Uppercut (d10).
Foot Attacks: Kick (d8), Crescent Kick (d10), Knee (d6), Reverse Turning Kick (Combination Dodge/Kick, 2d6 damage, 1/round), Roundhouse Kick (3d6), Side Kick (d10), Snap Kick (d6), Trip/Hook (no damage, causes knockdown, cannot be parried).
Jumping Attacks: Jump Kick (d8 + Critical Strike), Flying Jump Kick (d10 + Critical Strike).
Special Attacks: Body Flip/Throw, Choke, plus...
- Bite (grappling range only. 1-2 damage + 1/2 strength bonus [maximum +3]. Opponent must Save vs. Pain [14] or release hold/lock).
- Eye-flick (No damage. Opponent is -2 to Strike, Parry, and Dodge for one melee round).
- Head-butt (in-fighting and grappling range only, d8 damage).
- Self-knowledge (Special! The Jeet Kune Do may learn a martial art technique from any other system [subject to GM approval). Signature techniques [like Aikido's Knife-hand Knockout and Thai Kick Boxing's Lightning Form] cannot be learned. Techniques with a "prerequisite" must be learned in order. For example, to learn Automatic Elbow Hold, one must first learn Elbow Hold. "Take what is useful and develop from there." - Lee).
Self knowledge: Auto dodge
Holds/Locks: Arm Lock, Leg Hold, Wrist Lock.
Level Advancement Bonuses
1st - +1 to Perception, +2 to Parry, +2 to Dodge
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - Self-knowledge, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - Self-knowledge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
Light MDC body armor
two explosive grenades
two smoke grenades
four flares
Survival knife (1d6 SDC)
First aid medical kit
Pocket computer
Flashlight
Disposable cigarette lighter(Doesn't smoke, but it's handy)
utility belt
Air filter & gas mask
Walkie talkie
uniform
Dress uniform
Combat boots
Canteen
Mecha safety manual.
Journal
Pen(Currently lost, or borrowed, evidently both)
BigBore ''Lawman" Automatic Shotgun
This new weapon in Bandito's BigBore shotgun series is popular among bartenders, shopkeepers, the Tundra Rangers, CyberKnights and lawmen of all types, earning the weapon the nickname of the "Lawman," an odd moniker for a weapon produced by the
Black Market, but a fitting one. The Lawman Auto-Shotgun is a sturdy weapon that can be handled by most ordinary people with reasonable effectiveness. The gun uses a pair of alternating sideby-side barrels to maintain a high rate of fire and give it that intimidating double-barrel shotgun look. Its low recoil is achieved with "floating" barrels that partially retract into the gun when fired to absorb some of the impact. Of course the big advantage is a significant payload, making it unnecessary to stop and reload, every one or two blasts.
Note: A normal P.S. of 18 or an Augmented P.S. of 14 (or better) is required to shoot the Lawman Automatic Shotgun. Those with lower P.S. shoot with a -3 penalty to strike, double when shooting wild. An Augmented P.S. of 22 or greater is required to fire it one-handed.
Weight: 12lbs (5.4 kg).
Range: 300 feet (91.5 m).
Mega-Damage: 2D4 M.D. per single shell/bullet, 4D4 per doublebarreled
blast, plus knockdown effect. If loaded with silver or wooden rounds the Lawman will do double its listed M.D. shotgun damage straight to the Hit Points of vampires and other beings vulnerable to such rounds.
Rate of Fire: Each single shot or double-barreled blast counts as one melee attack.
Payload: 18 round drum magazine. Note: The Lawman can also fire conventional S.D.C. shells and wooden or silver shells designed for fighting vampires, werebeasts, and certain demons, making it a popular weapon among Vampire Hunters and people
throughout Mexico and the American Southwest.
Cost: 24,000 credits for the gun, 120 credits per shell or 16,000
credits for a box of 144 shells. An extra empty drum magazine
(hold 19 rounds) costs 500 credits each.
You have one full box of 144 shells of normal load rounds, and 72 wood/silver rounds for anti-vampire and demon action, with a total 3 drum magazines to put whatever ammo load you choose.
IP-15 Heavy Ion Pistol
The IP-15 sacrifices range for higher damage output, but suffers from a quicker depletion of the weapon's energy reserves as a result. Even with these drawbacks, arms buyers seem to favor the increased damage. Models of the IP-15 are quickly outstripping the IP-12 models in overall sales.
Weight: 4 lbs (1.8 kg).
"K" Series: NG-57 Heavy-Duty Ion Blaster, TX-24 Ion Pulse Pistol
(made to appear to pulse).
Range: 400 feet (122m).
Mega-Damage: 4D6 M.D. per blast.
Rate of Fire: Single shot only. Each shot counts as a melee attack.
Payload: 8 shots from a standard short E-Clip, 16 shots with a long
E-Clip.
Cost: 15,000 credits.
total of 3 Long E-Clips, one in the weapon and two spares
Vibro-Sword (large, one-handed sword). Mega-Damage : 2d6 M.D.
Explorer heavy body armor
A heavy padding, kevlar, and plate composite armor. Comes in green, tan, brown, white, black, and camouflage. Designed for quick and easy attachment of a jet pack, or other backpack, directly to the armor. The Falcon 300 Jet Pack is the ideal attachment, although the Wilk's Jet Pack is also quite popular.
• M.D.C.: 70
• Weight 20 Ibs (9 kg)
• Fair mobility, - 20% prowl penalty.
• Black market cost: 45,000 credits
Light body armor armored vest, not environmentally shielded 35 MDC
UEEF Spartan
MDC by Location:
· Sensor Head – 95
· M-1255 120mm Laser Cannons (2) – 170 each
· *20mm Pulse Laser Turret – 100
· Rocket Launchers (2) – 125 each
· Upper Arms (2) – 120 each
· Forearms (2) – 200 each
· *Hands (2) – 100 each
· Legs (2) – 250 each
· Feet (2) – 120 each
· Reinforced Pilot Compartment – 200
· **Main Body – 475
- ***Force field 100 M.D.C
*A single asterisk indicates a small or difficult target to hit. The attacker must make a Called Shot and even then he suffers a penalty of-3 to strike.
**Depleting the MDC of the main body destroys the mecha, rendering it useless.
*** See below for explanation, salvaged from Ulti-max armor
Speed
Running: 120 mph
Leaping: The Spartan can execute thruster assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, a Spartans thrusters are used solely for jumps and balance. In space the Spartan has low powered maneuvering jets that allow it to perform limited EVA flight with a maximum speed of 350 mph.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but cannot swim. Speed underwater is 30 mph.
Statistical Data
Height: 27 feet
Width: 13 feet 9 inches
Length: 11 feet 4 inches
Weight: 16 tons dry
Cargo: 4x3x3 feet, behind the pilots seat.
Weapon Systems
1. M-1255 120mm Laser Cannons (2): The primary energy weapon, and the most obvious design addition, are the Spartan’s two heavy, shoulder mounted laser cannons.
Range: 5 miles
Mega Damage: 1d6x10 MD per cannon; both together causes 2d6x10 MD
Rate of Fire: Each cannon can only be fired twice per melee round. Each single or dual blast uses one of the pilot’s melee attacks.
2. 20mm Pulse Laser Turret: A chest mounted laser turret gives the Spartan more close in fighting capabilities, and serves as an anti-personnel weapon. Its high rate of fire allows it so saturate small targets with laser fire.
Range: 2,000 feet
Mega Damage: Each laser does 2d6 MD for a total of 4d6 MD on a dual blast. The turret can fire dual pulse blasts of 1d4x10 MD, which also counts as one attack. The pilot may also choose to spray the area immediately in front of the mecha, out to 1,000 feet, with laser fire, doing 1d6 MD to anyone, friend or foe, that fails to dodge. This laser suppression fire counts as two melee attacks.
Rate of Fire: Each single, dual or pulse blast counts as one melee attack. Laser suppression fire counts as two attacks.
3. RDS-6 Rocket Launchers (2): Located in the chest, below the laser cannons, these rocket launchers are revealed by a cover plate that swings down when firing. Each launcher can fire up to six 70mm rockets each per volley and are fed from an internal magazine.
Range: 1 mile
Mega Damage: Per mini missile type, usually 1d4x10 MD
Rate of Fire: Singly or in volleys of 2, 4, or 6.
Payload: 24 total, 12 mini missiles per each launcher
IN LAUNCHER 1
12 Plasma/Napalm (medium) 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
IN LAUNCHER 2
HEAP 6 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
Fragmentation 6 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.
In trailer
12 High explosive 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.
6 HEAP 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
6 Plasma/Napalm(medium) 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
4. ***VX-180 Maxi-Rail Gun (1): This is the standard weapon for the X-1000 Ulti-Max and is one of the most powerful long range rail guns manufactured in the world. The weapon is hooked directly to the armor's nuclear power supply eliminating the need of an external power pack. Other rail guns can be substituted in an emergency.
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: Gun: 350 Ibs (157 kg), One VX-180 Ammo-Drum: 200 Ibs (90 kg); two ammo-drums are standard.
Mega-Damage: A Burst is 40 rounds and inflicts 1D6 x 10 M.D.; can only fire bursts.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Maximum Effective Range: 6000 feet (1828 m)
Payload: 4000 round drum; that's 100 bursts. The second drum feeds immediately after the first drum is exhausted. Reloading a drum will take about 5 minutes for those not trained, but a mere one minute by somebody trained in the use of power armor; a strength of 26 or higher is required.
Special VX-180 Features: 1) The rail gun has its own laser targeting and radar tracking system built into the weapon itself (the large round cylinder). Range: 6000 feet (1828 m). Bonuses: +2 to strike
The rail gun can also be loaded with wooden anti-vampire rounds
5. Gun Pod (optional): Just about any gun pod used by any mecha of comparable size can be assigned for use with a Spartan.
6. Hand to Hand Combat
Punch/Forearm Strike: 1d6 MD from a restrained punch. 4d6 MD on a full strength punch, and 1d6x10 MD on a power punch using two attacks
Kick: 3d8 MD
Stomp Attack: 3d6 MD to targets under 10 feet tall
Power Kick and Jump Kick: 1d4x10 MD, but each of these attacks counts as two melee actions
Body Block/Ram: 3d6 MD, and there is a 60% chance of knocking down an opponent up to 50% larger off their feet. The victim loses initiative and two melee attacks. This attack must be done at a full run and takes up two of the Destroid’s melee attacks.
Special:
Rechargeable force-field: One of the most impressive features is the mega-damage capacity force-field generator that is an integral part of the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial combat damage. The two drawbacks that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the body of the X-1000. A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to restore to full power.
You have also managed to rig up a detachable trailer for your mecha that pops off in a moment to give you full range of movement in a fight. The trailer is used to carry spare parts, tools and ammo for your mecha. It currently contains 400 MDC worth of armor plating that can be used to repair your vehicle, another full reload of 24 mini missiles of your choice of warhead, and in addition to the ammo in your rail gun, you have two backup rail gun drums.
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