Ace Barrien, BDH - Machine Person (Approved)

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Ace Berrien, BDH
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Joined: Fri Aug 30, 2024 9:16 am

Ace Barrien, BDH - Machine Person (Approved)

Post by Ace Berrien, BDH »

Player Name: Eric (Servo)
YIM Handle: uncle_servo
Hangouts Handle: uncle.servo
Eric's PP Ledger Entry

Character Name: Krys Barrien
Alias: Ace
Race: Machine Person (he prefers "Lithonian")
O.C.C.: Machine Person R.C.C.
Occupation: Big Damn Hero (BDH)
Alignment: Scrupulous with Unprincipled leanings
XP Level: 3
XP Points: 4,501
Next Level @ XP: 10,001
XP Table
Machine Person XP Table
1.) 0,000 - 2,300
2.) 2,301 - 4,500
3.) 4,501 - 10,000
4.) 10,001 - 20,000
5.) 20,001 - 30,000
6.) 30,001 - 42,000
7.) 42,001 - 65,000
8.) 65,001 - 85,000
9.) 85,001 - 110,000
10.) 110,001 - 1 60,000
11.) 160,001 - 21 0,000
12.) 210,001 - 285,000
13.) 285,001 - 370,000
14.) 370,001 - 450,000
15.) 450,001 - 575,000
Sentiments/Non-Humans: Indifferent. There are so many different species out there, and only a few are human or near-human. A human is just another organic as far as he’s concerned.
Sentiments/TGE: Growing up, Ace was steadfastly loyal to the Empire on the whole (even though being a second-class citizen to the Kreeghor would grind his gears from time to time). Now that he’s starting to travel outside TGE borders his views on it are beginning to sour. Quickly.
Sentiments/CCW: The Consortium hemmed and hawed in his people’s hour of need. May they all rust in Silicon Hell along with the photocopiers.
Sentiments/UWW: He’s always been a little suspicious of the UWW as they’ve given aid to the Free World Council, but as his horizons are expanding this may change.
Disposition: Ace is an insatiable thrill junkie – hot-headed, emotional, but basically nice – and sees himself as being destined to be one of the Three Galaxies’ greatest heroes. Idolized his uncle Daedalus as a kid and wants to be a hero like him.

ATTRIBUTES
I.Q.: 18
IQ of 180; +4% one-time bonus to all skills

M.E.: 20
+3 to save vs psionic attack and/or insanity

M.A.: 21
65% trust/intimidate

P.S.: 19
considered Robotic; Inflicts 2d6 S.D.C. on a restrained punch. one M.D. point on a full strength punch, 1d6 M.D. on a power punch (counts as two melee attacks). P.S. bonuses (+4 SDC) are added to S.D.C. attacks. Kicks do 1d4 M.D. and leap kicks 2d4 M.D.

P.P.: 17
+1 parry/dodge/strike bonus

P.E.: N/A
P.B.: 19
45% charm/impress

Speed: 26
can run 520 yards/meters in one minute or 130 yards/meters in one melee


PHYSICAL DATA
M.D.C.: 253
Age: 10 standard years (though he became a full adult at 8)
Sex: Male
Height: 7' (2.13 m)
Weight: 300 lbs (136.08 kg)
Description: A tall, bald, handsome humanoid with metallic skin in various shades of blue and green. He's usually clad in a red tunic and khaki pants with a silver flight jacket, or in a perpetually-stained jumpsuit when he's working on large equipment.

Natural Abilities
Perception: 25% (+3%)
Charm/Impress: 45%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 240 lbs (108.9 kg)
Max. Carrying Weight: 475 lbs (215.5 kg)
Max. Lifting Weight: 950 lbs (430.9 kg)
Max. Jumping Ability: 19' across with a running start (half without), 9.5' high

Special Abilities
  1. Horror Factor: 10, due to the machine people’s (undeserved) reputation.
  2. Morphing
    The "natural" form of all machine people is that of metallic humanoids of diverse colors and gloss. Their features also change from individual to individual, making each robot a unique person. In an emergency, the character can change parts of his body to perform specific tasks. To do this he needs to have access to raw materials (metal, M.D.C. alloys, etc.), which he "infects" with nano-machines and melds into his body for a number of effects. Described below are some of the possible abilities the machine people have through morphing. These changes take 1D6 melee rounds to initiate and reverse.
    • Meld themselves with metal and alloys to armor themselves, adding up to 1D4x100 M.D.C. When they do this, they become larger (add 2D6 inches/5 to 30 cm to height) and heavier (add 1D6x100 Ibs/45 to 272 kg to weight). This power is not usable if the robot is inside a small ship (i.e., a fighter or robot vehicle) or wearing powered armor, but see the machine melding power that follows.
    • Reshape their body configuration and add metals to make themselves stronger. Add +10 to P.S.
    • Change their basic shape, and be able to halve their height and width by compressing their internal body parts. The process is grotesque, and makes it look as if the creature was being crushed or mutilated (Horror Factor of 12 for those unfamiliar with the process). Limbs can be extended up to three times their normal length and the whole body can be made narrow enough to pass through small openings, slide through bars or restraints, etc.
    • Meld with a hand weapon like a sword, ax, etc. The machine person is at + 1 to strike and parry with those weapons with which he is melded.
  3. Machine Melding
    By extruding cables from their limbs, the machine people can take control of any machine they can connect to. Since they can bypass controls and become directly linked to the machine they use, they can become superior pilots, able to get the most out of any vehicle with which they are linked. Melding Bonuses: + 15% to all piloting rolls, + 1 to strike, parry and dodge with any robot or vehicle they are melded to, and automatically have the equivalent skill of robot, power armor and piloting combat: ELITE with that vehicle! Some vehicles have anti-intrusion systems (the robot has to save versus psionics or receive a nasty jolt doing 2D6 M.D. and melding is impossible). This power also gives machine people the equivalent of a universal headjack (see Rifts, page 230), and + 15% to all their computer operation, programming and hacking rolls! Furthermore, once a successful meld is completed (1D6 melee rounds), the character is the overriding force in control of the vehicle or machine, and cannot be subverted or control taken away.
  4. Power source
    Each sentient robot has an internal fusion power plant that powers them up. Their nano-machine systems repair this power plant, so it can last at least as long as a Machine Person (200+ years). When the character dies (i.e., his brain waves decay or stop) the power plant becomes inert.
  5. Regeneration of Power and Energy
    Through their melding powers, machine people warriors can power up energy weapons indefinitely!
  6. Reproduction
    Once per year, a male and female Machine can mate and produce one "young." Their programming makes this desire to mate and reproduce something as intense and special as among most flesh-and-blood species. At the end of a building period of 1D6 months, the female will release a small "baby robot." The little machine has 1D4x10 M.D.C. and the mother temporarily loses this amount of M.D.C. until it can be regained. The young robot undergoes a childhood of 2D4 years, during which his learning capabilities are very fast. At the end of the period, the machine child becomes a full adult. Note that this development period affects both the mental and physical characteristics of the character. Physical skills will help develop speed and "muscle," just as schooling will increase its knowledge. Such is the degree of flexibility designed into this artificial species.
  7. Regeneration and Nutrition
    Machine people do not need to "eat" in the humanoid sense, but damage and normal wear and tear must be repaired by the consumption of metals and alloys. Basically, the robot must "eat" 2.5 pounds (1 kg) of metal to replace 1D6 lost M.D.C., plus a similar amount once a week to maintain normal strength and systems. If no metal is "eaten" in a month, the robot will lose 1D6 M.D.C. per month due to lost and damaged internal materials. A healthy character can regenerate damage at a rate of 1D6 M.D.C. per minute up to 20 times per 24 hour period without needing to eat additional material.
  8. Invulnerabilities
    Machine people are impervious to vacuums, poisonous/toxic atmospheres, toxins, drugs, and radiation. If reduced to zero M.D.C., the robot falls into a coma while it tries to repair itself. 10 M.D.C. can be restored per 20 minutes until the character is brought back to consciousness and 20 M.D.C. points. Additional restoration will require the consumption of metal. The character can sustain damage up to 99 points below zero! However, if reduced to -100 M.D.C. or more, the robot is utterly destroyed.
O.C.C. Skills
Computer Operation 79% (+5%) (+15% when melded)
Computer Programming 59% (+5%) (+15% when melded)
Language: Trade One 83% (+3%)
Language: Trade Four 83% (+3%)
Mathematics: Basic 79% (+5%)
Mathematics: Advanced 79% (+5%)
Native Language (Kreeghor) 102%
Radio: Basic 79% (+5%) (+15% when melded)
Robot Mechanics 49% (+5%) (+15% when melded)
W.P. Energy Pistol
Hand to Hand: Basic

O.C.C. Related Skills
Computer Hacking 49% (+5%) (+15% when melded)
Electrical Engineer 64% (+5%) (+15% when melded)
Mechanical Engineer 54% (+5%) (+15% when melded)
Navigation 64% (+5%)
Navigation: Space 64% (+5%)
Pilot: Space Fighter 68% (+3%) (+15% when melded)
Pilot: Spacecraft: Small 78% (+3%) (+15% when melded)
Pilot: Spacecraft General 71% (+4%) (+15% when melded)
Robot Electronics 59% (+5%) (+15% when melded)
Sensory Equipment 54% (+5%) (+15% when melded)
Spaceship Mechanics 51% (+5%) (+15% when melded)
Weapon Systems 64% (+5%) (+15% when melded)

Secondary Skills
Boxing (taken at level 3)
Literacy: Trade One 64% (+5%)
Literacy: Trade Four 64% (+5%)
Movement in Zero Gravity 89% (+5%)
Pilot: Robots and Power Armor 70% (+3%) (+15% when melded)
Prowl 44% (+5%)
Zero Gravity Combat (Basic)

Combat Data
HTH Type: Basic
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +1
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +4 S.D.C.
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other:
- Automatic KO on nat20 for 1d6 melees (boxing)
- Restrained punch: 2d6+4 S.D.C.
- Punch: 1 M.D.
- Power Punch: 1d6 M.D. (counts as two attacks)
- Kick: 1d4 M.D.
- Leap Kick: 2d4 M.D. (counts as two attacks)

Robot Combat Data: Flying Power Armor - ELITE (when melded)
Number of Attacks: 8
Initiative Bonus: +3
Melee Strike Bonus: +4
Ranged Strike Bonus: +3
Parry Bonus: +9
Dodge Bonus: +8 on the ground; +11 when flying/leaping
HTH Damage Bonus: +35 S.D.C.
may not be applicable; all attacks do Mega-Damage

Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other:
- Critical Strike is the same as the pilot’s
- Restrained Punch: 1d6 M.D.
- Punch Damage: 3d6 M.D.
- Power Punch: 6d6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 1d4 M.D.
- Kick Damage: 4d6 M.D.
- Leap Kick: 6d6+3 M.D. (counts as two attacks)
- Body Block/Ram: 2d6 M.D.
- Full Speed Running Ram: 4d6 M.D. plus
01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes M.D. and is knocked off his feet, losing initiative and two melee attacks/actions.


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 -- +1 to Strike
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14


Saving Throw Bonuses
Coma/Death:
Magic (varies): +4
Lethal Poison (14+): Impervious
Non-Lethal Poison (16+): Impervious
Insanity (12+): +3
Psionics (varies): +6
Horror Factor (varies): +3
Last edited by Ace Berrien, BDH on Fri Sep 13, 2024 10:05 am, edited 2 times in total.
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Ace Berrien, BDH
Posts: 2
Joined: Fri Aug 30, 2024 9:16 am

Re: Ace Barrien, BDH - Machine Person (WIP)

Post by Ace Berrien, BDH »

Ace Equipment Sheet

Carried/In Hand

Worn on Person
• SH-CCW100 Silverhawk Attack Exoskeleton
• Civilian clothes
• Work jumpsuit
• Spacer suit
• Naruni N-20A Medium Force Field
• Holographic Personal Computer (HPC)
This is a wristwatch-sized computer that projects a larger holographic screen in front of the user. It works on both voice commands and by "touching" the holographic buttons. The tiny microchip that powers this computer has 500 gigabytes (500,000 megabytes) of RAM and a storage capacity of 5,000 gigabytes. The equivalent of a dozen Encyclopedia Britannica databases can be easily stored in this tiny device, providing instant access to mountains of information. Cost: 1,500 credits for the computer (includes all basic programs) and 100 to 500 credits for extra programs, databases, etc. For an additional 250 credits, a headjack cord allows the user to directly "plug into" his computer for faster processing.


Utility Belt
• Triax TX-27 Particle Beam Pistol
• Daisho-10 Multiweapon (holstered in pistol configuration)
• Multitool
This hand tool is the equivalent of a super-Swiss Army Knife. It uses nano-technology to reconfigure a metal rod with a pistol grip into any of 500 programmed shapes, from a powered screwdriver to a bolt-cutter, hammer, chip-welder, pliers, drill, and many other tools, in every possible calibration. It can reach a length of 4 feet (1.2 m), allowing the user to reach deep into engines. Having a multi tool will give the owner almost the equivalent of a full mechanic's kit. The multitool can even be reconfigured into a weapon like a welder-ax that inflicts 2D6 M.D. in hand to hand combat! Multitools are powered by E-Clips or civilian batteries (the two models are not interchangeable; most adventurers prefer the former). Cost: 25,000 credits.

• hand-held communicator

Backpack
• spare e-clip for TX-27 Particle Beam Pistol
• spare e-clip for Daisho-10 Multiweapon
• spare e-clip for multitool
• spare e-clip for force field
• can of Metal-Spray
• metal rations



Stored in Vehicle

Credits:
Secure Universal Card: 13,000 credits

Gear Stats

SH-CCW100 Silverhawk Attack Exoskeleton
Image
M.D.C. by Location:
  • Shoulder Plates (2): 100 each
  • Wings/Missile Launchers (2): 150
  • Multi-Rifle: 150
  • * Contragravity System (rear): 200
  • Arms (2): 120 each
  • Legs (2): 150 each
  • ** Head: 100
  • Main Body: 420

* Destroying the contragravity system prevents the armor from flying and eliminates special combat bonuses
** Requires a called shot at -4 to strike
Statistical Data:
Running: 70 mph (5% fatigue; 10% if contragravity system destroyed)
Flying: Mach 2 in atmosphere/ Mach 12 in space, unlimited altitude, unlimited range
Underwater Capabilities: 50 mph, 1,000' max depth
Class: Space-capable assault exoskeleton
Crew: One
Dimensions: 9' high, 11' wingspan, 5' wide, 4' long, 1,000 lbs.
Physical Strength: Robotic P.S. 50
Cargo: None
Power System: Nuclear (20 year life)
Multi-Rifle
  • Range:
    • Laser: 10,000'
    • Particle Beam Cannon: 2,000'
    • Grenade Launcher: 1,000' (all ranges doubled in space)
  • Damage:
    • Laser: 2D4x10 M.D.
    • Particle Beam Cannon: 3D6x10 M.D.
    • Grenades: varies by type
    • Laser + Particle Beam Combo: 4D6x10+20 M.D. (short range only)
  • Rate of Fire: Single shots & grenades only
  • Payload: Laser/Particle Beam: unlimited; Grenade Launcher: 200 grenades

Wing Mini-Missiles
  • Range: 1 mile (atmo); range limited by speed & distance of target (space)
  • Damage: varies with mini-missile type
  • Rate of Fire: 1 at a time or in volleys of 2, 4, 8, or 16
  • Payload: 16 total, 8 per wing

Six Shooters (2)
  • Range: 800', doubled in space
  • Damage: 5D6 M.D.
  • Rate of Fire: 3-round bursts only
  • Payload: 240 round ammo drum

Force Field Disruptor
  • Range: 20'
  • Damage: None; creates a hole in a force field
  • Rate of Fire: 1 pulse/melee round, effect lasts 3 seconds
  • Payload: unlimited

Hand to Hand Combat: per Robotic P.S. 50
  • Leap Kick: 6D6+3 M.D. (2 APM)
  • Body Block/Ram (ground): 2D6 M.D.
  • Body Block/Ram (flying): 4D6 M.D.

Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Stealth System: change colors to match background & mask heat emissions (evasive maneuvers reveals position, attackers still at -1 to strike)

Modifiers: None
Book Reference: p.130-133, DB2


TX-27 Particle Beam Pistol
Image
  • Range: 500'
  • Damage: 5D6+5 M.D.
  • Rate of Fire: single shots only
  • Payload: 10 shots per E-Clip
  • Weight: 6.6 lbs.
  • Features: None
  • Modifiers: critical strike on a natural 19 or 20
  • Book Reference: p.97, WB31


Daisho-10 Multiweapon
(image not available)
  • Range: 2,000' for the laser version
  • Damage: 4D6 M.D. as a laser, or 3D6 as a high-powered vibro-blade
  • Rate of Fire: standard
  • Payload: 20 shots or 20 minutes of vibro-blade use; each minute (4 melee rounds) as a vibro-blade uses up one “shot”
  • Weight: 6 lbs.
  • Features:
    The Daisho-10 uses nanotechnology (microscopic machinery) to create this exotic multi-purpose weapon. The Daisho-10 is two weapons in one: a laser sub-machinegun and a vibro-sword. The weapon can be configured to either of those shapes with the touch of a button. In a matter of seconds (15 seconds, or one melee round), the gun's barrel compresses into a sword shape, or vice versa, and the handle shifts to provide a proper grip for the weapon. The same E-clip powers both versions (fitted into the pommel/handle).

    There is a Ninja version of this weapon, sold (illegally) on the Black Market and often provided to Bushido Industries' bodyguards and spies. The "Ninja-10" has three shapes: The two weapons, and a harmless-looking object, typically a video camera or a hand computer (fully operational, by the way). The Ninja-10 can fool conventional weapon detectors (85% chance of getting through undetected while in the non-lethal shape), making it ideal for assassins, spies, and terrorists.
  • Book Reference: p.61, DB3


N-F20A Medium Force Field
Image
M.D.C. by Location:
  • Force Field: 75

Weight: 10 lbs.
Modifiers: none
Features:
  • 10 hour duration per E-clip

Book Reference: p.122, DB2


Spacer Suit
Image
M.D.C. by Location:
  • Helmet: 30
  • Arms: 10 each
  • Legs: 10 each
  • Main Body: 20

Weight: 10 lbs.
Modifiers: -5% to movement
Features:
  • Integrated Oxygen Supply (1 hour)
  • Hook-ups for extra oxygen tank and and jet pack/grav pack

Book Reference: p.120, DB2
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Ace Berrien, BDH
Posts: 2
Joined: Fri Aug 30, 2024 9:16 am

Re: Ace Barrien, BDH - Machine Person (WIP)

Post by Ace Berrien, BDH »

Background Story


Young Krys Barrien always knew what he wanted to be: a hero. And not just any kind of hero. When asked what he wanted to be when he ‘grew up,’ 2-year-old Krys responded without hesitation, “a big damn hero.” He was of course disciplined for his language… but his parents, Perdix and Calos, did so with smirks on their faces the whole time.

Growing up on the Machine People’s colony planet of Lithone, Krys would love watching/reading about any and all heroes he could come across – the human turbo-jockey Mav-Errik, the military leader Lee-Roy Jenkins, Nat’Asha the Widow in Black, the god-in-exile Aletuilatl, the nocturnal crusader Bruise Wain, Anna’Kin She-Who-Walks-the-Sky, the lawbringing Wolfen mage Septimus Longfang, and even the mythical dimension-hopping do-gooder Arnold “Ace” Rimmer-Whattaguy, just to name a few. Of course, the vast majority of the ‘official’ releases circulating through Imperial space were remakes with Kreeghor actors/actresses in the lead roles, but the original versions (or at least non-Kreeghor ones) could be found by those with the right skills… and Machine People were definitely among those with ‘the right skills.’

However, one hero would always be his favorite: his uncle Daedalus. His mother Perdix (Daedalus’ sister) would tell young Krys bedtime stories about Uncle Daed’s adventures – exposing corruption and bringing criminals to justice throughout the Empire as part of Imperial Security, then beyond the TGE’s borders as a freelance hero for hire. He would pester Uncle Daed incessantly during his rare visits to the point where his parents would have to physically remove him from the room just so Daed could have an opportunity to rest and recharge. Even when Uncle Daed left Imperial space for good, Krys would read/view every message home time and time again just to make sure he didn’t miss a single detail about his hero’s adventures. Eventually though the messages home stopped altogether and nobody had any solid idea as to what happened to him. Was he back in the Empire as a secret agent doing things he couldn’t talk about? Was he in a different dimension, as what sometimes happens to adventurers? Was he imprisoned somewhere without access to communication? Worst of all, had the dangers of a hero’s life caught up to him and sent his eternal spark into The Cloud?

Krys, having reached adulthood at the tender young age of 8 standard years old and having started calling himself “Ace,” took it upon himself to find out. It took roughly 2 years of searching archives, databases, Holonet servers, chat rooms, and every other virtual nook and cranny imaginable – as well as some best left unimagined – until he found reports linking Daedalus to a battered old Mk XV Arcane shuttle of UWW make called “Dime Store Magic.” As even what few scraps of information he could amass completely dried up afterwards, Ace determined that he would need to find that ship and its crew; they would logically know Uncle Daed’s current status/whereabouts, or at the very least the ship’s logs would have more information.

No amount of arguing, persuading, cajoling, or even outright threatening would shift him from his newly-realized mission. The DSM’s crew would point Ace to his Uncle Daed one way or another. If he was alive and well, he would slide in under his wing and learn all there was to know about being a hero – the next great hero of the Three Galaxies. If he was imprisoned, then Ace would find a way to free him and then slide in under his wing and learn all there was to know about being a hero afterwards. If he was killed, then Ace would just have to learn how to be the Three Galaxies’ next great hero on his own… starting with bringing Uncle Daed’s killers to justice.
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