Jason Long (Human ATAC Pilot) LEVEL UP

A few good people crusading against the chaos of this broken world.
GM: Consumer
AGM: Mad Dawg
Post Reply
User avatar
Jason Long
Diamond Level Patron
Posts: 487
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
Contact:

Jason Long (Human ATAC Pilot) LEVEL UP

Post by Jason Long »

Player Name: Tony
YIM Handle: thornn01

Character Name: Jason Long
Alias: None
Race: Human
O.C.C.: Priest
Old O.C.C.: Alpha Tactical Armored Corps-Hover Tank Pilot
Alignment: Unprincipled
XP Level: 0
XP Points: 1,712 (Updated 2/1/2025 by Dawg)
Next Level @ XP: 4,101
Sentiments/Non-Humans: Aliens and D-Bees are just people...its their actions that determine if they are good or bad, not their race
Sentiments/Coalition: Hates the institutional racism, reminds him of the worst parts of the ASC leadership back home
Disposition: Calm soldier who thinks he's seen it all. Proud to be in the Armored Cav, with their traditions and history going back to the time of the chariot. In this new world he is hoping to live up to those high standards.
Insanity: Addiction: Nicotine (He just doesn't feel right without a cigar in his mouth or readily at hand. He easily goes through a box of 20 a week.)
Phobia: Flying (He is a tanker, not a fighter pilot. Tankers love the ground, its their friend. High altitude where you can be seen means you can be hit by things like tanks.)
XP Table - Priest
Priest XP Table
1 0,000-2,050
2 2,051-4,100
3 4,101-8,250
4 8,251-16,500
5 16,501-24,600
6 24,601-34,700
7 34,701-49,800
8 49,801-69,900
9 69,901-95,000
10 95,001-130,100
11 130,101-180,200
12 180,201-230,300
13 230,301-280,400
14 280,401-340,500
15 340,501-400,600
XP Table
ATAC XP Table
1 0000-1860
2 1861-3700
3 3701-7300
4 7301-14,200
5 14,201-21,400
6 21,401-31,600
7 31,601-41,800
8 41,801-52,000
9 52,001-72,000
10 72,001-102,000
11 102,001-136,500
12 136,501-187,000
13 187,001-238,000
14 238,001-288,000
15 288,001-328,000
Ledger post

ATTRIBUTES
I.Q.: 21
M.E.: 13
M.A.: 17
P.S.: 23
P.P.: 21
P.E.: 13
P.B.: 9
Speed: 16

PHYSICAL DATA
P.P.E.: 52
H.P.: 55
S.D.C.: 52
Age: 22
Sex: Male
Height: 5' 11"
Weight: 200 lbs.
Description: Short curly black hair in a military cut, a mustache, and dark eyes. Solidly built and always in uniform or armor that is slightly battered but well cared for.

Natural Abilities
Perception Bonus: 77% (3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 360 lbs.
Max. Lifting Weight: 720 lbs.
Max. Jumping Ability: 9’ long/ 4’ high

Priest Abilities
1. Exorcism: A successful exorcism will drive out/banish any entity or demon from a possessed .person, animal, dwelling or area. The exorcised creature(s) cannot return to the place or person for at least 6 months and is likely to NEVER return (86% likelihood of never returning). A successful exorcism performed in an area such as a graveyard, tomb, etc., will destroy all animated skeletons, corpses, and mummies which inhabit the area of exorcism. Ghouls and zombies will he banished for 10 months, while the greater supernatural creatures, including lesser devils and demons, vampires, ghosts, wraiths and specters are banished for 6 months.
The Rite of Exorcism requires 1D6 hours of prayer and meditation to perform the rite, depending on the strength of the possessing/inhabiting force. The holy symbols of the priest's religion are necessary and it is wise to have assistants and bodyguards should fighting be necessary.
Success ratio: 7% per level of experience. An exorcism can be attempted as many times as the priest wants to try.
2. Healing Touch: The healing touch restores 1D8 Hit Points or S.D.C. (1D4 M.D.C. to supernatural beings). Priests can perform the healing touch once every other melee round, but cannot use it on themselves.
3. 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 1D4X 10 minutes to perform the remove curse ritual.
Success Ratio: 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.
4. Turn Dead: This rite is similar to exorcism, but it can be enacted in only 2 melee rounds (30 seconds). It affects only animated skeletons and corpses, mummies and ghouls. This ability enables the priest to turn/repel the dead by commanding them to leave in the name of his deity (s). The undead will stop what they were doing and go away. Vampires, ghosts, wraiths, and specters may be temporarily kept at bay (a few feet away), hesitating for one or two melee rounds, but will not be otherwise affected. Demons and gods are not affected at all!
Success Ratio: 20% at first level, plus 5% per additional level of experience.
5. 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: 21 % at level one, + 7% per additional
level.
9. Miracles: Miracles are the result of direct appeals to the god(s) the priest worships. They are not as definite as spells (see the Prayer of Intervention, above), but are used to create supernatural effects such as changing the weather, parting bodies of water, granting temporary superhuman abilities, etc. Miracles can only be used when the priest is involved in a cause that his deity considers important. Asking for a miracle to defeat the guardian of some treasure the priest and his companions want will NOT work. Unlike other powers, this ability requires the use of P.P.E. points. If the energy is not available, the miracle will not work.
The priest's devotion to his deity(s), sincerity, need and the devotion to his god's interests help create these miracles. Miracles are absolutely impossible if the deity decides that the priest or the reason for the request is undeserving. Great Miracles should be used only in the most desperate or important of circumstances. If the god(s) are actively monitoring the priest's progress and he is acting on the god's behalf, the deity may grant a miracle regardless of whether or not the character's roll was successful (this is absolutely left to the GM's discretion).
Duration: Varies. Some effects may be permanent.
Success Ratio for Miracles: The Priest's M.A. attribute number plus 2% per level of experience.
Available Types of Miracles:
Miracle of Luck: The priest and up to one additional character per level of the priest's experience (but the additional characters must be follower of that god or pantheon) receive the following bonuses: +4 on initiative, +10 to roll with impact/fall, +10 to save vs horror factor, + 8 to dodge, +8 to save vs poison, +4 to save vs magic potions, and impervious to magic curses and charms.
Duration: One minute per
level of experience.
P.P.E. Cost: 40 points.
Supernatural Strength: The priest is temporarily granted supernatural strength, endurance and abilities. All of his Hit Points and S.D.C. temporarily become M.D.C. points! His strength is increased by 2D4 and becomes supernatural. Other bonuses: +1 on initiative, +1 to strike, parry and dodge, and +1 on all saving throws. While empowered in this way, the character radiates an aura of awe and power that is equal to a horror factor of 12 to his enemies.
Duration: One minute per level of experience.
P.P.E. Cost: 60 points.

Great Miracles: This is the most flexible ability, allowing the priest to do incredible things.
• Any of the previous abilities, numbers 1-8, at double the duration, and/or double the power/strength.
Duration: Varies.
P.P.E. Cost: 100 points.
Control Over Nature: Earthquakes, volcanic eruption and storms (not ley line storms) can be stopped in an instant. The direction of wind can be changed according to the desire of the priest, rain made to fall (not a storm; covers a one mile area per level of experience), clouds created to reduce the heat of the sun, flood waters lowered to normal, flash flood conditions dissipated, and swarms of insects/locust sent away (unfortunately they go somewhere else). The priest can also make a spring of fresh water appear in a desert and places without water, make flowers bloom, make bread or potatoes appear out of thin air (up to enough food for a dozen people), increase the amount of processed food by three times, double the yield from crops, and repel packs of animals.
Duration: The priest has control over nature for one melee (IS second) per level of experience. The averted disaster (flood, hurricane, earthquake, volcanic eruption, etc.) will gone until the next act of nature
• there will be at least a week of calm. The creation of rain, clouds, water, etc., will remain in effect for one hour per level of experience or until the priest cancels the magic.
P.P.E. Cost: 160 points.
Miraculous Healing (by touch or glance): Heal the crippled (return to old statistics or average attributes), restore vision to the blind, voice to the mute, hearing to the deaf, cure sickness and disease, automatically and instantly dispel possessing entities, automatically dispel magic curses and sickness, negate poison (even amounts as vast as a lake) and restore one character per level of experience to full health/Hit Points/S.D.C. (mega-damage restored to half).
Duration: The priest has the power of miraculous healing for one melee (15 seconds or three to six melee actions/healings). The effects of the healing is instant and permanent.
P.P.E. Cost: 250 points.
Control Over Magic: Dispel any magic barrier, curse or spell, with the exception of rune magic and spells of legend. Create an anti-magic cloud or sanctum, instantly close a dimensional rift, open a dimensional rift to the desired location (only a 10% chance of error), and calm ley line storms (reduce by half; the priest is impervious to damage or side-effects). The priest himself is also impervious to all magic transformations, charms/mind controls, curses, sickness, insanity and illusions while he has the power to control magic.
Duration: The power to control the forces of magic lasts for one melee (15 seconds) per level of the priest. The effects of his control/negation of magic is instant.
P.P.E. Cost: 500 points
Note: Spell casting is not one of the control powers.
Special Abilities
Tiny symbiotic fish that translates language
  • Effect: Automatically translates any language to one the host understands.
  • Will attempt to translate responses at 50% chance.
  • Lifespan: 6 months
  • Notes: Created by a Genesplicer, no side effects


Skills in Red are Frozen

Common Skill Set
Language: English--103% (1%)
Literacy: English--108% (2%)
Mathematics: Basic--108% (3%)
Computer Operation--108% (3%)
Pilot: Automobile--109% (2%)
Pilot: Hovercycles & Hover Vehicles--126% (4%)


Priest O.C.C. Skills
Dance 50% (+5%)
Language: Greek 70% (+3%)
Language: Demogorgian 70% (+3%)
Literacy: Greek 50% (+5%)
Literacy: Demogorgian 50% (+5%)
Lore: Demons & Monsters 50% (+5%)
W.P. Shield - +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents) - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14. Maximum throwing range: 150 feet

Priest O.C.C. Related Skills
Barter 35% (+4%)
Lore: Religion 50% (+5%)
Lore: Vampires 40% (+5%)
Lore: Magic
--General Knowledge: 45% (+5%)
--Recog. Magic Circles, Runes, etc: 35% (+5%)
--Recognize Enchantment 30% (+4%)


O.C.C. Skills
Combat Driving
Land Navigation--95% (4%)

Mecha Elite Combat Training: ASC Veritechs (Ground)
Military Etiquette--102% (5%)
Pilot: Ground Veritechs (all)--126% (5%)
Pilot: Tanks & APCs--119% (4%)
Radio: Basic--117% (5%)

Running
Weapon Systems--112% (5%)
W.P. Energy Pistol
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

W.P. Energy Rifle
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.

Hand to Hand: Expert

Conversion Skills
Radio:Basic--112% (5%)
Language: Spanish-- 84% (3%)
Language: Zentraedi-- 84% (3%)
Pilot: Robots & Power Armor—97% (3%)
Pilot: Jet Packs—91% (4%)
Robot Combat: Basic
Navigation—96% (5%)
Sensory Equipment—87% (5%)
W.P. Heavy Military Weapons
  • +1 to strike at levels 1, 3, 6, 10, and 14.

W.P. Handguns
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.

W.P. Heavy M.D. Weapons
  • +1 to Strike at levels 2, 4, 7, 10, and 13.

Law: General—82% (5%)
General Repair & Maintenance—82% (5%)


M.O.S.--Military Police
Combat Driving
Intelligence--94% (4%)
Interrogation--107% (5%)
Recognize Weapon Quality--97% (5%)
Surveillance--97% (5%)
Undercover Ops--102% (5%)
Wrestling
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Energy Pistol
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

W.P. Shotgun
  • +1 to strike at levels 1, 3, 6, 10, and 14.
Supplementary M.O.S.--Scout/Reconnaissance
Electronic Countermeasures--102% (5%)
Intelligence--99% (4%
)
Land Navigation--95% (4%)
Mecha Elite Combat Training: Ground Veritechs
Pilot: Ground Veritechs--122% (5%)
Prowl--92% (5%)
Surveillance--102% (5%)
Tracking (People)--112% (5%)
Track & Trap Animals--92/102% (5%)

Wilderness Survival--108% (5%)

Demolition--72% (3%)
Demolition Disposal--72% (3%)
Field Armorer & Munitions Expert 45% (+5%)
Chemistry: Analytical 30% (+5%)
Chemistry 35% (+5%)
Mathematics: Advanced 50% (+5%)

Secondary Skills
Basic Electronics--87% (5%)
Swimming--107% (5%)
Cook--92% (5%)
Research--82% (5%)
Pilot: Boats: Sail Types 72% (+5%) (RP Bonus; Approved by Consumer 3/27/24)

Penalties -10% when using advanced skills and knowledge to operate in or on Rifts (therefore, unfamiliar) high-tech areas, especially medical, science, electrical, mechanical, and bionics.

Favorable Contact: Tennessee Jack Crabtree - Headhunter Academy
Fortune and Glory - +3 initiative bonus


Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +7
Body Block/Tackle: 1d4
Pin/Incapacitate: 18-20
Crush/Squeeze: 1d4
HTH Damage Bonus: +3
Bonus to Roll with Punch/Fall/Impact: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Critical Strike on unmodified 18,19,20
Paired Weapons
Judo Flip
Damage +3

Robot Combat Data: ASC Veritech (Ground) Mecha Elite Combat Training
Number of Attacks: 9
Initiative Bonus: +6
Melee Strike Bonus: +8
Ranged Strike Bonus: +7 (8 with built in weapons)
Parry Bonus: +10
Dodge Bonus: +9
Bonus to Roll with Punch/Fall/Impact: +6
Bonus to Pull a Punch: +7
Bonus to Disarm: +5

Robot Combat Data: Robot Combat Basic
Number of Attacks: 6
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry Bonus: +7
Dodge Bonus: +7
Bonus to Roll with Impact: +4
Strike Bonuses for built in weapons: +2

Robot Combat Data: Power Armor: Basic
Number of Attacks: 7
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry: +7
Hand to Hand Dodge: +7 normal / +9 flying
Bonus to Roll with Impact: +5
Damage: Punch: 1D6MD
Kick: 1D4MD
Leap Kick: 2D4MD
Body Flip/Throw: 1D4MD
Body Block/Tackle: 1D4MD

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. Blunt-- +4 to strike
W.P. Handguns-- +4 to strike
W.P. Energy Pistol-- +5 to strike
W.P. Energy Rifle-- +5 to strike
W.P. Shotgun-- +4 to strike
W.P. Heavy Military Weapons-- +4 to strike
W.P. Heavy Mega-Damage Weapons-- +4 to strike

Saving Throw Bonuses
Coma/Death: 0
Magic (varies): 0
Lethal Poison (14+): 0
Non-Lethal Poison (16+): 0
Insanity (12+): 0
Psionics (15+): 0
Horror Factor: +3
Last edited by Jason Long on Wed Feb 05, 2025 7:16 am, edited 20 times in total.
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
User avatar
Jason Long
Diamond Level Patron
Posts: 487
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
Contact:

Re: Jason Long (In Progress)

Post by Jason Long »

Equipment

Vehicle/Mount
None, stored at base.

Worn on Person
White and tan coverall uniform with tan harness (Corporal's stripes on the arms, and 9th ATAC on the shoulders/when not in armor)
Black Web belt
Wallet with ID and photo of girlfriend
Swiss Army knife in front left pocket
Military chronograph on left wrist
Dog tags around neck
Two cigars in chest pocket
Lighter
Knotted Hair Talisman
KLS Triarius Heavy Armor (Patron Item)

Utility Belt
Holster: Modified NG-45LP "Long Pistol"
TW Recharging Holster: TW Thundergun
Speed Loader Pouch: 3 .45 Long colt (Silver) Speed loaders.
Double Mag Pouch: 2 E-Clips
Attachment: Small flashlight
Sheath: Combat Knife
  • Damage: 1D6 S.D.C.

Sheath: Silver Dagger
  • Damage: 1D6 S.D.C.


SC Hard Sided Rucksack
Dimensional Pocket: Long Term (30 lbs; Duration 2 years (Good till April 20th, 113 PA) ~Consumer
Binoculars
Jacket
Change of clothes
Canteen with 1 liter of water
First aid kit
2 days of MREs
Snorkel Kit
Self-Contained Rebreather
Waterproof Bag

Stored in Vehicle
Standard vehicle issued ASC Emergency Survival Pack
  • Bivouac Bag
  • High Intensity Flashlight
  • Compass/Inertial Mapper (+10% to Land Navigation)
  • Mini-First Aid Kit
  • Hunting/Fishing kit (fishing line, snares, etc)
  • Saw Wires
  • Fire Starter (metal windproof lighter, 1 cube compressed accelerant)
  • Survival Gear (survival knife, small hatchet, folding shovel, pocket mirror, 4 signal flares, concentrated sanitizer, washcloth, canteen, food bag)
  • Climbing Gear (30' rope, climbing gloves, 6 ceramic spikes/pitons, small hammer)

Travel Humidor containing 25 Cuban Blend Cigars

Stored at Base
CBR Mk. 2 Light Armor
NE-BA-26 Special Body Armor
2 boxes of special Cuban blend cigars, 25 cigars per box
signed copy of agreement to purchase cigars from Pyramid Emporium (Karla's shop) once a week for minimum of 3 months
High quality humidor for 100 cigars
engraved lighter "zippo style" with symbol of Templars and date engraved saying "3-10-110 P.A."
TX-H1 Electro-Mace
ATA “Super 10” Shotgun
Custom-Built Hunting Rail Gun
Case: ATA Super 10 MD Slugs, 268
Case: 10 gauge shotgun shells (Silver), 150
Case: 10 gauge shotgun shells (Wood), 50
Wilks weapon sight
4 Shotgun ammo pouches
Flare Pistol
10 Parachute Flares
TW Recharging Holster
25 K-Hex cubes
10lbs NG4 Plastique
100 Blasting Caps
1000' Det Cord
10 Pull Firing devices
4 Time delays
4 Motion Detector Detonators
Plunger Detonator
Demolitions Multi-tool
Dual Purpose Bomb Detector
20 Tracer Bugs
10 Wireless Microphones
Case: .45 Long Colt (Silver), 100
30 NG Plasma Grenade
10 NG NM-4 Claymore
10 Claymore Mines

Recent Purchases
200 Cigars
Tobacco Pipe
Pipe Tobacco (1 lb)
2 Bottles of Sunscreen
6 Pairs of Shorts (three sizes)
12 T-shirts (3 sizes)
3 Rain Suits
3 Pairs of Sneakers
Small Porcelain Sculpture of Athena
Vibro-Spear
NE-RV06 Ripper VIbro-Spear
NE-RV01 Ripper Vibro-Knife
4 long E-clips
100 rounds of Rail Gun Ammo

Resources
Unsecured Card: 56,590 credits (April 15 2017 - Captain Cook)
Secure Universal Card: 513,102 credits (3/12/25 - Consumer)
Gold/Precious Stones: 250,000 Credits (3/12/25 - Consumer)


Gear Stats
VHT-1 Spartas Hover Tank
Image
M.D.C. by Location:
• Sensor Head: 85
• Arms (2): 150 each
• Hands (2): 50 each
• *Arm Shields (2): 384/500 each
• Legs (2): 260 each
• Main Vectored Thruster: 120
• **Outboard Thrusters (2): 75 each
• Main Cannon: 150
• Triple-Barreled Ion Cannon: 100
• EU-ll Gun Pod: 100
• Main Body: 475
* Destroying an arm shield renders the weapon housed within it inactive and exposes the arm to damage.
** The outboard thrusters are only deployed in transport mode. Destroying one reduces speed and bonuses to dodge in transport mode by one third. Destroying both reduces speed by 66% and leaves the Hover Tank uncontrollable (-70% to piloting skill), and the vehicle can not be operated in transport mode until the outboard thrusters are repaired or replaced.
Statistical Data
Crew: One pilot.
Speed:
• Transport Mode: 100 mph
• Tank/Guardian Mode: 8 mph
• Battloid Mode: 70 mph
Leaping: 80' straight up in all modes. 100' lengthwise in Battloid and Guardian modes.
Flight: Can hover in the air up to 20' high in battloid and Tank/Guardian modes, and lands on its feet without damage when dropped from a height up to 500'. Typical altitude in transport mode is 2-15' off the ground, with thrust-assisted "leap" up to 80' high.
Dimensions:
Weight: 26.4 tons
• Transport Mode: 7.3' high, 19.6' long, 9' wide
• Tank/Guardian Mode: 14.7' high, 25.4' long, 7.3' wide
• Battloid Mode: 20.3' high, 6.5' long, 14.4' wide
Physical Strength: Robotic P.S. of 42.
Cargo: Just enough for a rifle, survival pack, and a pair of binoculars.
Power System: Fusion reactor burning SLMH-V.
Range: The Hover Tank carries enough SLMH-V to operate continuously for seven days.
Weapon Systems:
MCR-68Al 105mm Cannon
• Range: Varies by ammunition
• Damage: Varies by ammunition
• • Armour-Piercing Fin-Stabilized Discarding Sabot (APFSDS): Range: 4 miles, Damage: 3D6x10 M.D.
• • High-Explosive Anti-Tank (HEAT): Range: 2.2 miles, Damage: 2D6x10 M.D.
• • Multipurpose Anti-Tank (MPAT): Range: 2.2 miles, Damage: 2D6x10 M.D. to a 50' radius.
• • Canister: Range: 2,500', Damage: 1D8x10 M.D. to a 25' radius up to half range, 1D4x10 M.D. from 20-50' radius at full range.
• • High Yield Incendiary (Plasma): Range: 1.5 miles, Damage: 2D8x10 M.D. to a 25' radius. Sets all combustible substances ablaze and continues to burn, doing an additional 4D8 M.D. per minute for 1D6+1 minutes.
• • Smoke: Make a cloud big enough to obscure a 100' area of effect. Range: 4,000', Damage: None.
• Rate of Fire: Twice per melee round.
• Payload: 48 rounds.
MIW-20 Triple Barreled Ion Pulse Cannon
Can only be deployed in guardian mode.
• Range: 1,800'
• Damage: 1D6x10 M.D. per three blast pulse.
• Rate of Fire: Single three-pulse blasts only
• Payload: Effectively unlimited
EU-11 30mm Laser Gun Pod
• Range: 4,000'
• Damage: 1D8 M.D. per single blast, 1D4x10 M.D. for a five round burst.
• Rate of Fire: Each single blast or five round burst counts as one attack.
• Payload: 140 single shots or 28 5-round bursts.
• Recharge Rate: The capacitor charges at one blast every two minutes in its housing, and an empty capacitor takes over
three hours to charge in full.
• Modifiers: +2 to strike bonus due to its integral laser targeting system.
• Weight: 250 lbs.
Sensor Systems of Note: Has all standard equipment for variable ground mecha (p. 90-91 Masters Sourcebook)
Additional Notes: Armour is laser resistant 50% damage reduction from laser based weaponry.



APFSDS-- 2 rounds
HEAT-- 10 rounds
MPAT-- 3 rounds
Cannister-- 5 rounds
Plasma-- 5 rounds
Smoke-- 2 rounds


KLS Triarius Heavy Armor (Patron Item)
Image
Located in the CAN Republic on the moon, KLS has always been a forerunner in innovation. The KLS Triarius Heavy Armor is a proof of concept suit designed after the first Arkhon invasion as a response that menace. This armor has proven itself in all the trials thrown at it. KLS has clandestinely delivered a limited number of suits to terrestrial sources gather further information on its capabilities.
M.D.C. by Location:
• Helmet: 100
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
• Main Body: 200
Features:
• Complete environmental battle armor with all standard EBA features.
• Arm shield is modular; can be equipped on either upper arm.
• • The shield's large size can be used to effectively create (directional) partial cover.
• • • Partial cover: attackers must either go around to an exposed side, or are required to make called shots (12+) to hit any exposed area of the suit.
• Multi-optics suite in helmet (only one can be active at any given moment, save for the targeting sight)
• • Digital targeting sight overlay: 1600'
• • Passive nightvision: 1600'
• • Infrared: 1600'
• • Thermal-imaging: 800'
• • Telescopic monocular lens: 10,000'
• Voice-controlled Computer Integrated Management & Security System (CIMSS); CIMSS is a simple AI which obeys and responds to all user requests and controls the suit's various systems.
• Kinetic energy dampening and cushioning system. All high-speed kinetic impacts do half damage. Low-speed kinetic impacts (melee attacks) from augmented or greater P.S. do full damage.
Modifiers: -15% to physical skills. +1 to strike with ranged weapons when digital targeting sight overlay engaged.
Conversion Note: A.R. 18 in an S.D.C. environment, all strike rolls below the A.R. do no damage.
• Weight: 25 lbs.


NE-BA-26 Special Body Armor
Image
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
Special Features:
Complete Environmental Battle Armor
Masks Infared/Thermal Emissions
Insulated: Normal Fores do 5%, MD Fire Heat, Plasma and Magic Fire do half damage
Kinetic Energy Damping: Explosions, Impact, Falls and projectile weapons do half damage.
Robotic Exoskeleton
• Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
• Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
Integrated Sensor Pod
• 360° scanning capability
• +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise.
Basic Weapons Package
• Retractable Energy Blade (Right Forearm)
• • Damage: 3D6 M.D.
• Garrote Strangle Cord (Left Wrist)
• • Damage: 4D6 S.D.C. (+P.S. Damage Bonus)
• Plasma Flame Thrower
• • Damage: 5D6 M.D.
• • Range: 200' (20' AoF)
• • Payload: 15 Shot (Standard E-Clip)
• Utility Laser Finger
• • Damage: 2D6 M.D.
• • Range: 1,000'
• • Payload: 20 shots. (Standard E-Clip)
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Optics Enhancements
• Passive Night Vision Range: 3,000'
• Telescopic Vision (up to 20x Magnification) Range: 1 mile
• Macro-Lens (6x Magnification)
• Thermo-Imager Range: 2,000'
• Light Polarization


CBR Mk. 2 Light Armor
Image
M.D.C. by Location:
• Helmet: 35
• Arms (2): 18 each
• Legs (2): 30 each
• Clamshell/Chest/Main Body: 55
• Unisuit (underlining): 25
Modifiers: -5% penalty on mobility skills
Features:
• Laser Resistant: 50%
• Non-Environmental
• Weight: 12 lbs.


Modified NG-45LP "Long Pistol"
Image
  • Weight: 5 lbs
  • Damage: 5D6 MD
  • Rate of Fire: single shot only
  • Range: 1,200 ft
  • Payload: 12 shots with Long E-clips
  • Ammo: 6 Long E-clips
  • Addons: NG Laser Sights (+3 to strike on an aimed shot. Does not stack with Optical band laser targeting); Custom Grip (+1 to strike if used by Al, -1 to strike if used bye anyone else)

TW Thundergun
Image
  • Weight: 3 lbs
  • Damage: Silver Bullets: 3D6 SD to mortal beings, 5D6 MD to practitioners of magic and creatures of magic, 1D6x10 to supernatural evil. Conventional rounds have no special properties.
  • Rate of Fire: each shot/melee round
  • Range: 500 ft
  • Payload: 6 shots, whether enchanted silver bullets or conventional rounds
  • PPE Cost: 15 PPE or 30 ISP enchants six silver bullets
  • Ammo: 60 silver rounds, 5 speed loaders, plus holster


ATA “Super 10” Shotgun
Image
• Range: 100’
• Damage: 6D6 S.D.C. or 5D6 M.D. (50% Knockdown on targets of 300 lbs or less).
• Rate of Fire: Single Shot
• Payload: 8 shells in internal magazine (Can only use one type of shells at a time, ie. S.D.C. or M.D.).
• Modifiers: +1 to strike when within 60 feet.


Custom-Built Hunting Rail Gun
Image
  • Range: 3,000'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Ammo: 100
  • Payload options:
    • Physical rounds: 5 rounds per box magazine
    • LE-Clip Powered: 10 rounds per LE-clip
  • Weight: 25 lbs.
  • Features: Nightvision Scope (2,000'), Bi-pod.
  • Modifiers: -5 to strike if P.S.<20
  • Note: Custom-made heavy hunting rifle with hand-crafted wooden stock.


TX-H1 Electro-Mace
Image
• Range: Hand to Hand Combat or 1,000 feet via electrical blast
• Damage: 2d6 MD +1d6 MD when the mace is electrified. The electrical blast does 3d6 MD
• Rate of Fire: 3 long range blasts per melee
• Payload: effectively unlimited
• Modifiers:


NE-RV06 Ripper Vibro-Spear
Image
  • Damage: 2D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 3 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8

K-Hex cubes
• Damage: 1D6x10 M.D. to a 20’ radius. As a Thrown Weapon 5D6 M.D. to 10’ radius.
• Notes: If molded around object Damage is doubled.
• Weight:1 lbs each.


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

NG4 Plastique
• Damage: 1D4 M.D./ounce or 1D4x10 M.D./pound.

Vibro Spear
2d6+2MD
Spirit West Pg 203

Det Cord
• Weight: 5 Ibs per 100 feet.
• Damage: 1D6+4 S.D.C. when wrapped around a branch, wooden or plastic handle, etc.


Motion Detector Detonators
• Range: 10’-200’

NG Plasma Grenade
  • Range: 120' thrown
  • Damage: 4D6 M.D. to a 12' AoE


NG NM-4 Claymore
  • Weight: 3 lbs.
  • Damage: 4D6 M.D. <6', 1D4 M.D. 100' cone (120° arc)
  • Features: Manually detonated or sensor (human size target, up to 6' away)
  • Book Reference: p.96, MercOps


Claymore Mines
  • Weight: 3 lbs.
  • Damage: 2D6x10 S.D.C. <6', 1D4x10 S.D.C. 100' cone (120° arc)
  • Features: Manually detonated or sensor (human size target, up to 6' away)


TW Recharging Holster
Image
• PPE Storage: 60 P.P.E.
• Effect: This holster is designed to recharge TW Revolvers, Once an empty weapon is placed in the holster the gun will be recharged. Until P.P.E. storage is depleated.
• The Holster can either be recharged by a Mage or by waiting on a Ley Line for 1 hour.


Dual Purpose Bomb Detector
• Range: 60’
• Accuracy: 65% (+15% when within 1 foot of explosive)
• Weight: 3 lbs.


Tracer Bugs
• Range: 8 miles
• Lifespan: 72 hours


Wireless Microphones
• Range: Pick up sounds up to 14’ away and transmit up to 300 ‘ away.

Knotted Hair Talisman
Rare Enchanted Talisman
Magic Features
  • Proof that Love protects (+2 vs Harmful Magics)

Curse: None.
History: Awarded by Brom Ironsides for helping stop the Nightwraith. This talisman is dedicated to the goddess Frigga, Goddess of marriages. It symbolizes loves power over all offering protection from harmful magics.


Snorkel Kit
  • Contains: Diving mask, snorkel and fin package.
  • Note: All components are designed to fit over standard body armor.
  • Modifiers: Swim fins add 20% to swimming speed.


Self-Contained Rebreather
  • Contains: Rebreather and Filter
  • Note: All components are designed to fit over standard body armor.
  • Maximum Depth 130’
  • Oxygen Supply: 4 hours
  • Modifiers: None.


Waterproof Bag
  • Contains: A rubberized, waterproof bag with shoulder strap.
  • Note: Large enough to hold a standard energy rifle, four extra ammo clips, a walkie-talkie, canteen, flashlight and a few similar, small items.
  • Maximum Depth 1,000’


Vibro-Spear
  • Damage: 2D6+2 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.203, WB15


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


NE-RV06 Ripper Vibro-Spear
  • Damage: 2D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 3 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8
Last edited by Jason Long on Wed Feb 05, 2025 3:43 pm, edited 17 times in total.
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
User avatar
Jason Long
Diamond Level Patron
Posts: 487
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
Contact:

Re: Jason Long (In Progress)

Post by Jason Long »

Background Story
Jason Long, Corporal, 1st Squad, 9th Armored Cavalry Division, South American Sector, Army of the Southern Cross...Fancy title that means absolutely nothing in this strange new world. 8 years in the division, labeled unsuitable for further promotion...Why? Just because I don't think the aliens we fight are necessarily evil. I spent 5 years fighting Zentraedi malcontents and guarding the base. So proud to be in the Armored Cav, I volunteered for every bit of training I could get that would put me in the field. Recon school came up and I jumped at it. Thanks to my training I got every mission to go into the jungle to scout out Zentraedi encampments. Most of the Zentraedi were friendly once they realized I wasn't there to blast the camp. But the other tankers thought I was too soft, until we found a malcontent base and I became and ACE in one fight.

Then came the Robotech Masters...My Lieutenant decided that my attitude towards aliens would "be a hindrance in battle". He sent me to MP school, so I missed most of that brief war, stuck guarding a base too far from the action to be attacked. The war went one for only a year. In the end, my small base was one of the only military outposts to survive. I started to help rebuild the area, keeping the looting and anarchy under control and waiting for help which never came.

Two years later, our small piece of the jungle is largely at peace. Remaining Zentraedi in the area worked with me to keep it that way. It seems like yesterday; the Invid came and shattered that peace. A light brighter than the sun appeared in the sky. Barad Kul, the leader of the local Zentraedi, told me it was the Invid. I geared up and took the field in my tank, Bonaparte, to defend what we had built. A glowing ball of energy swept out of the sky, destroying all the Zentraedi it touched. I locked on with Bonaparte's Ion Pulse Cannon and fired. There was a blinding flash, heat, pain....

I awoke in a wilderness, completely unlike the South American jungle. I was alive. Bonaparte appeared to function. I tried my radio, but had no luck on any allied frequencies. I saw a hill about 5 klicks to the south and headed towards it. Once at the top, I could see a valley with a small village in the middle. It was surrounded by a wall and there was something....some thing! outside the gates attacking the walls. A small mech of shining chrome was fighting it. Without thinking I charged Bonaparte down the hill. At 500 meters I stopped and transformed. I fired repeatedly into the thing's back until it dropped. Confused by this strange turn of events I switched modes and continued until I was near the village's defender. As calmly as I could, I opened my visor and spoke to this shining mech, "Excuse me but, Where the hell am I?"

(UPDATE) The defender of the town thanked me for the assist and recognized a new arrival to the world. He directed me to Merctown for more answers. At Merctown I quickly became involved with a group called The Templar. It's an odd group, dedicated to battling the supernatural. I learned that, in this world, demons, vampires, and other monsters exist. What have I gotten myself into.
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
User avatar
Jason Long
Diamond Level Patron
Posts: 487
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
Contact:

Re: Jason Long - Human ATACS Pilot & Group Leader

Post by Jason Long »

Patreon 35 Milestone Award:
Fortune and Glory Roll: [dice]0[/dice]

2: A Strong Suit of Armor:
NE-BA-26 Special Body Armor w/ 2 modules:Robotic Exo-Skeleton and Integrated Sensor pod
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
User avatar
Jason Long
Diamond Level Patron
Posts: 487
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
Contact:

Re: Jason Long (In Progress)

Post by Jason Long »

Jason Long wrote: Mon Nov 14, 2011 2:14 pm Equipment

Vehicle/Mount
None, stored at base.

Worn on Person
White and tan coverall uniform with tan harness (Corporal's stripes on the arms, and 9th ATAC on the shoulders/when not in armor)
Black Web belt
Wallet with ID and photo of girlfriend
Swiss Army knife in front left pocket
Military chronograph on left wrist
Dog tags around neck
Two cigars in chest pocket
Lighter
Knotted Hair Talisman
KLS Triarius Heavy Armor (Patron Item)

Utility Belt
Holster: Modified NG-45LP "Long Pistol"
TW Recharging Holster: TW Thundergun
Speed Loader Pouch: 3 .45 Long colt (Silver) Speed loaders.
Double Mag Pouch: 2 E-Clips
Attachment: Small flashlight
Sheath: Combat Knife
  • Damage: 1D6 S.D.C.

Sheath: Silver Dagger
  • Damage: 1D6 S.D.C.


SC Hard Sided Rucksack
Binoculars
Jacket
Change of clothes
Canteen with 1 liter of water
First aid kit
2 days of MREs
Snorkel Kit
Self-Contained Rebreather
Waterproof Bag

Stored in Vehicle
Standard vehicle issued ASC Emergency Survival Pack
  • Bivouac Bag
  • High Intensity Flashlight
  • Compass/Inertial Mapper (+10% to Land Navigation)
  • Mini-First Aid Kit
  • Hunting/Fishing kit (fishing line, snares, etc)
  • Saw Wires
  • Fire Starter (metal windproof lighter, 1 cube compressed accelerant)
  • Survival Gear (survival knife, small hatchet, folding shovel, pocket mirror, 4 signal flares, concentrated sanitizer, washcloth, canteen, food bag)
  • Climbing Gear (30' rope, climbing gloves, 6 ceramic spikes/pitons, small hammer)

Travel Humidor containing 25 Cuban Blend Cigars

Stored at Base
CBR Mk. 2 Light Armor
NE-BA-26 Special Body Armor
2 boxes of special Cuban blend cigars, 25 cigars per box
signed copy of agreement to purchase cigars from Pyramid Emporium (Karla's shop) once a week for minimum of 3 months
High quality humidor for 100 cigars
engraved lighter "zippo style" with symbol of Templars and date engraved saying "3-10-110 P.A."
TX-H1 Electro-Mace
ATA “Super 10” Shotgun
Custom-Built Hunting Rail Gun
Case: ATA Super 10 MD Slugs, 268
Case: 10 gauge shotgun shells (Silver), 150
Case: 10 gauge shotgun shells (Wood), 50
Wilks weapon sight
4 Shotgun ammo pouches
Flare Pistol
10 Parachute Flares
TW Recharging Holster
25 K-Hex cubes
10lbs NG4 Plastique
100 Blasting Caps
1000' Det Cord
10 Pull Firing devices
4 Time delays
4 Motion Detector Detonators
Plunger Detonator
Demolitions Multi-tool
Dual Purpose Bomb Detector
20 Tracer Bugs
10 Wireless Microphones
Case: .45 Long Colt (Silver), 100
30 NG Plasma Grenade
10 NG NM-4 Claymore
10 Claymore Mines

Resources
Unsecured Card: 56,590 credits (April 15 2017 - Captain Cook)
Secure Universal Card: 828,550 credits (7/11/22 - Consumer)

Gear Stats
VHT-1 Spartas Hover Tank
Image
M.D.C. by Location:
• Sensor Head: 85
• Arms (2): 150 each
• Hands (2): 50 each
• *Arm Shields (2): 384/500 each
• Legs (2): 260 each
• Main Vectored Thruster: 120
• **Outboard Thrusters (2): 75 each
• Main Cannon: 150
• Triple-Barreled Ion Cannon: 100
• EU-ll Gun Pod: 100
• Main Body: 475
* Destroying an arm shield renders the weapon housed within it inactive and exposes the arm to damage.
** The outboard thrusters are only deployed in transport mode. Destroying one reduces speed and bonuses to dodge in transport mode by one third. Destroying both reduces speed by 66% and leaves the Hover Tank uncontrollable (-70% to piloting skill), and the vehicle can not be operated in transport mode until the outboard thrusters are repaired or replaced.
Statistical Data
Crew: One pilot.
Speed:
• Transport Mode: 100 mph
• Tank/Guardian Mode: 8 mph
• Battloid Mode: 70 mph
Leaping: 80' straight up in all modes. 100' lengthwise in Battloid and Guardian modes.
Flight: Can hover in the air up to 20' high in battloid and Tank/Guardian modes, and lands on its feet without damage when dropped from a height up to 500'. Typical altitude in transport mode is 2-15' off the ground, with thrust-assisted "leap" up to 80' high.
Dimensions:
Weight: 26.4 tons
• Transport Mode: 7.3' high, 19.6' long, 9' wide
• Tank/Guardian Mode: 14.7' high, 25.4' long, 7.3' wide
• Battloid Mode: 20.3' high, 6.5' long, 14.4' wide
Physical Strength: Robotic P.S. of 42.
Cargo: Just enough for a rifle, survival pack, and a pair of binoculars.
Power System: Fusion reactor burning SLMH-V.
Range: The Hover Tank carries enough SLMH-V to operate continuously for seven days.
Weapon Systems:
MCR-68Al 105mm Cannon
• Range: Varies by ammunition
• Damage: Varies by ammunition
• • Armour-Piercing Fin-Stabilized Discarding Sabot (APFSDS): Range: 4 miles, Damage: 3D6x10 M.D.
• • High-Explosive Anti-Tank (HEAT): Range: 2.2 miles, Damage: 2D6x10 M.D.
• • Multipurpose Anti-Tank (MPAT): Range: 2.2 miles, Damage: 2D6x10 M.D. to a 50' radius.
• • Canister: Range: 2,500', Damage: 1D8x10 M.D. to a 25' radius up to half range, 1D4x10 M.D. from 20-50' radius at full range.
• • High Yield Incendiary (Plasma): Range: 1.5 miles, Damage: 2D8x10 M.D. to a 25' radius. Sets all combustible substances ablaze and continues to burn, doing an additional 4D8 M.D. per minute for 1D6+1 minutes.
• • Smoke: Make a cloud big enough to obscure a 100' area of effect. Range: 4,000', Damage: None.
• Rate of Fire: Twice per melee round.
• Payload: 48 rounds.
MIW-20 Triple Barreled Ion Pulse Cannon
Can only be deployed in guardian mode.
• Range: 1,800'
• Damage: 1D6x10 M.D. per three blast pulse.
• Rate of Fire: Single three-pulse blasts only
• Payload: Effectively unlimited
EU-11 30mm Laser Gun Pod
• Range: 4,000'
• Damage: 1D8 M.D. per single blast, 1D4x10 M.D. for a five round burst.
• Rate of Fire: Each single blast or five round burst counts as one attack.
• Payload: 140 single shots or 28 5-round bursts.
• Recharge Rate: The capacitor charges at one blast every two minutes in its housing, and an empty capacitor takes over
three hours to charge in full.
• Modifiers: +2 to strike bonus due to its integral laser targeting system.
• Weight: 250 lbs.
Sensor Systems of Note: Has all standard equipment for variable ground mecha (p. 90-91 Masters Sourcebook)
Additional Notes: Armour is laser resistant 50% damage reduction from laser based weaponry.



APFSDS-- 2 rounds
HEAT-- 10 rounds
MPAT-- 3 rounds
Cannister-- 5 rounds
Plasma-- 5 rounds
Smoke-- 2 rounds


KLS Triarius Heavy Armor (Patron Item)
Image
Located in the CAN Republic on the moon, KLS has always been a forerunner in innovation. The KLS Triarius Heavy Armor is a proof of concept suit designed after the first Arkhon invasion as a response that menace. This armor has proven itself in all the trials thrown at it. KLS has clandestinely delivered a limited number of suits to terrestrial sources gather further information on its capabilities.
M.D.C. by Location:
• Helmet: 100
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
• Main Body: 200
Features:
• Complete environmental battle armor with all standard EBA features.
• Arm shield is modular; can be equipped on either upper arm.
• • The shield's large size can be used to effectively create (directional) partial cover.
• • • Partial cover: attackers must either go around to an exposed side, or are required to make called shots (12+) to hit any exposed area of the suit.
• Multi-optics suite in helmet (only one can be active at any given moment, save for the targeting sight)
• • Digital targeting sight overlay: 1600'
• • Passive nightvision: 1600'
• • Infrared: 1600'
• • Thermal-imaging: 800'
• • Telescopic monocular lens: 10,000'
• Voice-controlled Computer Integrated Management & Security System (CIMSS); CIMSS is a simple AI which obeys and responds to all user requests and controls the suit's various systems.
• Kinetic energy dampening and cushioning system. All high-speed kinetic impacts do half damage. Low-speed kinetic impacts (melee attacks) from augmented or greater P.S. do full damage.
Modifiers: -15% to physical skills. +1 to strike with ranged weapons when digital targeting sight overlay engaged.
Conversion Note: A.R. 18 in an S.D.C. environment, all strike rolls below the A.R. do no damage.
• Weight: 25 lbs.


NE-BA-26 Special Body Armor
Image
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
Special Features:
Complete Environmental Battle Armor
Masks Infared/Thermal Emissions
Insulated: Normal Fores do 5%, MD Fire Heat, Plasma and Magic Fire do half damage
Kinetic Energy Damping: Explosions, Impact, Falls and projectile weapons do half damage.
Robotic Exoskeleton
• Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
• Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
Integrated Sensor Pod
• 360° scanning capability
• +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise.
Basic Weapons Package
• Retractable Energy Blade (Right Forearm)
• • Damage: 3D6 M.D.
• Garrote Strangle Cord (Left Wrist)
• • Damage: 4D6 S.D.C. (+P.S. Damage Bonus)
• Plasma Flame Thrower
• • Damage: 5D6 M.D.
• • Range: 200' (20' AoF)
• • Payload: 15 Shot (Standard E-Clip)
• Utility Laser Finger
• • Damage: 2D6 M.D.
• • Range: 1,000'
• • Payload: 20 shots. (Standard E-Clip)
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Optics Enhancements
• Passive Night Vision Range: 3,000'
• Telescopic Vision (up to 20x Magnification) Range: 1 mile
• Macro-Lens (6x Magnification)
• Thermo-Imager Range: 2,000'
• Light Polarization


CBR Mk. 2 Light Armor
Image
M.D.C. by Location:
• Helmet: 35
• Arms (2): 18 each
• Legs (2): 30 each
• Clamshell/Chest/Main Body: 55
• Unisuit (underlining): 25
Modifiers: -5% penalty on mobility skills
Features:
• Laser Resistant: 50%
• Non-Environmental
• Weight: 12 lbs.


Modified NG-45LP "Long Pistol"
Image
  • Weight: 5 lbs
  • Damage: 5D6 MD
  • Rate of Fire: single shot only
  • Range: 1,200 ft
  • Payload: 12 shots with Long E-clips
  • Ammo: 4 Long E-clips
  • Addons: NG Laser Sights (+3 to strike on an aimed shot. Does not stack with Optical band laser targeting); Custom Grip (+1 to strike if used by Al, -1 to strike if used bye anyone else)

TW Thundergun
Image
  • Weight: 3 lbs
  • Damage: Silver Bullets: 3D6 SD to mortal beings, 5D6 MD to practitioners of magic and creatures of magic, 1D6x10 to supernatural evil. Conventional rounds have no special properties.
  • Rate of Fire: each shot/melee round
  • Range: 500 ft
  • Payload: 6 shots, whether enchanted silver bullets or conventional rounds
  • PPE Cost: 15 PPE or 30 ISP enchants six silver bullets
  • Ammo: 60 silver rounds, 5 speed loaders, plus holster


ATA “Super 10” Shotgun
Image
• Range: 100’
• Damage: 6D6 S.D.C. or 5D6 M.D. (50% Knockdown on targets of 300 lbs or less).
• Rate of Fire: Single Shot
• Payload: 8 shells in internal magazine (Can only use one type of shells at a time, ie. S.D.C. or M.D.).
• Modifiers: +1 to strike when within 60 feet.


Custom-Built Hunting Rail Gun
Image
  • Range: 3,000'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload options:
    • Physical rounds: 5 rounds per box magazine
    • LE-Clip Powered: 10 rounds per LE-clip
  • Weight: 25 lbs.
  • Features: Nightvision Scope (2,000'), Bi-pod.
  • Modifiers: -5 to strike if P.S.<20
  • Note: Custom-made heavy hunting rifle with hand-crafted wooden stock.


TX-H1 Electro-Mace
Image
• Range: Hand to Hand Combat or 1,000 feet via electrical blast
• Damage: 2d6 MD +1d6 MD when the mace is electrified. The electrical blast does 3d6 MD
• Rate of Fire: 3 long range blasts per melee
• Payload: effectively unlimited
• Modifiers:


K-Hex cubes
• Damage: 1D6x10 M.D. to a 20’ radius. As a Thrown Weapon 5D6 M.D. to 10’ radius.
• Notes: If molded around object Damage is doubled.
• Weight:1 lbs each.


NG4 Plastique
• Damage: 1D4 M.D./ounce or 1D4x10 M.D./pound.

Det Cord
• Weight: 5 Ibs per 100 feet.
• Damage: 1D6+4 S.D.C. when wrapped around a branch, wooden or plastic handle, etc.


Motion Detector Detonators
• Range: 10’-200’

NG Plasma Grenade
  • Range: 120' thrown
  • Damage: 4D6 M.D. to a 12' AoE


NG NM-4 Claymore
  • Weight: 3 lbs.
  • Damage: 4D6 M.D. <6', 1D4 M.D. 100' cone (120° arc)
  • Features: Manually detonated or sensor (human size target, up to 6' away)
  • Book Reference: p.96, MercOps


Claymore Mines
  • Weight: 3 lbs.
  • Damage: 2D6x10 S.D.C. <6', 1D4x10 S.D.C. 100' cone (120° arc)
  • Features: Manually detonated or sensor (human size target, up to 6' away)


TW Recharging Holster
Image
• PPE Storage: 60 P.P.E.
• Effect: This holster is designed to recharge TW Revolvers, Once an empty weapon is placed in the holster the gun will be recharged. Until P.P.E. storage is depleated.
• The Holster can either be recharged by a Mage or by waiting on a Ley Line for 1 hour.


Dual Purpose Bomb Detector
• Range: 60’
• Accuracy: 65% (+15% when within 1 foot of explosive)
• Weight: 3 lbs.


Tracer Bugs
• Range: 8 miles
• Lifespan: 72 hours


Wireless Microphones
• Range: Pick up sounds up to 14’ away and transmit up to 300 ‘ away.

Knotted Hair Talisman
Rare Enchanted Talisman
Magic Features
  • Proof that Love protects (+2 vs Harmful Magics)

Curse: None.
History: Awarded by Brom Ironsides for helping stop the Nightwraith. This talisman is dedicated to the goddess Frigga, Goddess of marriages. It symbolizes loves power over all offering protection from harmful magics.


Snorkel Kit
  • Contains: Diving mask, snorkel and fin package.
  • Note: All components are designed to fit over standard body armor.
  • Modifiers: Swim fins add 20% to swimming speed.


Self-Contained Rebreather
  • Contains: Rebreather and Filter
  • Note: All components are designed to fit over standard body armor.
  • Maximum Depth 130’
  • Oxygen Supply: 4 hours
  • Modifiers: None.


Waterproof Bag
  • Contains: A rubberized, waterproof bag with shoulder strap.
  • Note: Large enough to hold a standard energy rifle, four extra ammo clips, a walkie-talkie, canteen, flashlight and a few similar, small items.
  • Maximum Depth 1,000’


Current Gear on mission
Triarius armor
Utility Belt
Holster: Modified NG-45LP "Long Pistol"
TW Recharging Holster: TW Thundergun
Speed Loader Pouch: 3 .45 Long colt (Silver) Speed loaders.
Double Mag Pouch: 2 E-Clips
Attachment: Small flashlight
Sheath: Combat Knife
  • Damage: 1D6 S.D.C.

Sheath: Silver Dagger
  • Damage: 1D6 S.D.C.

2 shotgun ammo pouches: 12 MD shells, 12 silver shells
Rucksack
2 spare e-clips
50rnds sliver 45
50 MD shotgun shells
50 silver shotgun shells
snorkel kit
rebreather kit,
waterproof bag: containing clothes first aid kit, and cigars
ATA shotgun on outside of rucksack
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
User avatar
Jason Long
Diamond Level Patron
Posts: 487
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
Contact:

Re: Jason Long (Human ATAC Pilot) LEVEL UP

Post by Jason Long »

Jason Long wrote: Mon Nov 14, 2011 2:08 pm Player Name: Tony
YIM Handle: thornn01

Character Name: Jason Long
Alias: None
Race: Human
O.C.C.: Alpha Tactical Armored Corps-Hover Tank Pilot
Alignment: Unprincipled
XP Level: 10
XP Points: 78,997 (Updated 10/4/2022 by GD)
Next Level @ XP: 102,000
Sentiments/Non-Humans: Aliens and D-Bees are just people...its their actions that determine if they are good or bad, not their race
Sentiments/Coalition: Hates the institutional racism, reminds him of the worst parts of the ASC leadership back home
Disposition: Calm soldier who thinks he's seen it all. Proud to be in the Armored Cav, with their traditions and history going back to the time of the chariot. In this new world he is hoping to live up to those high standards.
Insanity: Addiction: Nicotine (He just doesn't feel right without a cigar in his mouth or readily at hand. He easily goes through a box of 20 a week.)
Phobia: Flying (He is a tanker, not a fighter pilot. Tankers love the ground, its their friend. High altitude where you can be seen means you can be hit by things like tanks.)
XP Table
ATAC XP Table
1 0000-1860
2 1861-3700
3 3701-7300
4 7301-14,200
5 14,201-21,400
6 21,401-31,600
7 31,601-41,800
8 41,801-52,000
9 52,001-72,000
10 72,001-102,000
11 102,001-136,500
12 136,501-187,000
13 187,001-238,000
14 238,001-288,000
15 288,001-328,000
Ledger post

ATTRIBUTES
I.Q.: 21
M.E.: 13
M.A.: 17
P.S.: 23
P.P.: 21
P.E.: 13
P.B.: 9
Speed: 16

PHYSICAL DATA
P.P.E.: 6
H.P.: 54
S.D.C.: 52
Age: 22
Sex: Male
Height: 5' 11"
Weight: 200 lbs.
Description: Short curly black hair in a military cut, a mustache, and dark eyes. Solidly built and always in uniform or armor that is slightly battered but well cared for.

Natural Abilities
Perception Bonus: 74%
Charm/Impress: 0%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 360 lbs.
Max. Lifting Weight: 720 lbs.
Max. Jumping Ability: 9’ long/ 4’ high

Special Abilities
Tiny symbiotic fish that translates language
  • Effect: Automatically translates any language to one the host understands.
  • Will attempt to translate responses at 50% chance.
  • Lifespan: 6 months
  • Notes: Created by a Genesplicer, no side effects


Common Skill Set
Language: English--104% (1%)
Literacy: English--110% (2%)
Mathematics: Basic--111% (3%)
Computer Operation--111% (3%)
Pilot: Automobile--111% (2%)
Pilot: Hovercycles & Hover Vehicles--130% (4%)

O.C.C. Skills
Combat Driving
Land Navigation--95% (4%)
Mecha Elite Combat Training: ASC Veritechs (Ground)
Military Etiquette--102% (5%)
Pilot: Ground Veritechs (all)--126% (5%)
Pilot: Tanks & APCs--119% (4%)
Radio: Basic--117% (5%)
Running
Weapon Systems--112% (5%)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert

Conversion Skills
Radio:Basic--112% (5%)
Language: Spanish-- 84% (3%)
Language: Zentraedi-- 84% (3%)
Pilot: Robots & Power Armor—97% (3%)
Pilot: Jet Packs—91% (4%)
Robot Combat: Basic
Navigation—96% (5%)
Sensory Equipment—87% (5%)
W.P Heavy Military Weapons
W.P Handguns
W.P. Heavy M.D.Weapons
Law: General—82% (5%)
General Repair & Maintenance—82% (5%)

M.O.S.--Military Police
Combat Driving
Intelligence--94% (4%)
Interrogation--107% (5%)
Recognize Weapon Quality--97% (5%)
Surveillance--97% (5%)
Undercover Ops--102% (5%)
Wrestling
W.P. Blunt
W.P. Energy Pistol
W.P. Shotgun

Supplementary M.O.S.--Scout/Reconnaissance
Electronic Countermeasures--102% (5%)
Intelligence--99% (4%)
Land Navigation--95% (4%)
Mecha Elite Combat Training: Ground Veritechs
Pilot: Ground Veritechs--122% (5%)
Prowl--92% (5%)
Surveillance--102% (5%)
Tracking (People)--112% (5%)
Track & Trap Animals--92/102% (5%)
Wilderness Survival--108% (5%)
Demolition--72% (3%)
Demolition Disposal--72% (3%)
Field Armorer & Munitions Expert 45% (+5%)
Chemistry: Analytical 30% (+5%)
Chemistry 35% (+5%)
Mathematics: Advanced 50% (+5%)

Secondary Skills
Basic Electronics--87% (5%)
Swimming--107% (5%)
Cook--92% (5%)
Research--82% (5%)

Penalties -10% when using advanced skills and knowledge to operate in or on Rifts (therefore, unfamiliar) high-tech areas, especially medical, science, electrical, mechanical, and bionics.

Favorable Contact: Tennessee Jack Crabtree - Headhunter Academy
Fortune and Glory - +3 initiative bonus


Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +7
Body Block/Tackle: 1d4
Pin/Incapacitate: 18-20
Crush/Squeeze: 1d4
HTH Damage Bonus: +3
Bonus to Roll with Punch/Fall/Impact: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Critical Strike on unmodified 18,19,20
+3 Damage
Paired Weapons
Judo Flip

Robot Combat Data: ASC Veritech (Ground) Mecha Elite Combat Training
Number of Attacks: 9
Initiative Bonus: +6
Melee Strike Bonus: +8
Ranged Strike Bonus: +7 (8 with built in weapons)
Parry Bonus: +10
Dodge Bonus: +9
Bonus to Roll with Punch/Fall/Impact: +6
Bonus to Pull a Punch: +7
Bonus to Disarm: +5

Robot Combat Data: Robot Combat Basic
Number of Attacks: 6
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry Bonus: +7
Dodge Bonus: +7
Bonus to Roll with Impact: +4
Strike Bonuses for built in weapons: +2

Robot Combat Data: Power Armor: Basic
Number of Attacks: 7
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry: +7
Hand to Hand Dodge: +7 normal / +9 flying
Bonus to Roll with Impact: +5
Damage: Punch: 1D6MD
Kick: 1D4MD
Leap Kick: 2D4MD
Body Flip/Throw: 1D4MD
Body Block/Tackle: 1D4MD

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. Blunt-- +3 to strike
W.P. Handguns-- +3 to strike
W.P. Energy Pistol-- +2 to strike
W.P. Energy Rifle-- +3 to strike
W.P. Shotgun-- +3 to strike
W.P. Heavy Military Weapons-- +3 to strike
W.P. Heavy Mega-Damage Weapons-- +2 to strike

Saving Throw Bonuses
Coma/Death: 0
Magic (varies): 0
Lethal Poison (14+): 0
Non-Lethal Poison (16+): 0
Insanity (12+): 0
Psionics (15+): 0
Horror Factor: +3
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
User avatar
Jason Long
Diamond Level Patron
Posts: 487
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
Contact:

Re: Jason Long (In Progress)

Post by Jason Long »

Jason Long wrote: Mon Nov 14, 2011 2:14 pm Equipment

Vehicle/Mount
None, stored at base.

Worn on Person
White and tan coverall uniform with tan harness (Corporal's stripes on the arms, and 9th ATAC on the shoulders/when not in armor)
Black Web belt
Wallet with ID and photo of girlfriend
Swiss Army knife in front left pocket
Military chronograph on left wrist
Dog tags around neck
Two cigars in chest pocket
Lighter
Knotted Hair Talisman
KLS Triarius Heavy Armor (Patron Item)

Utility Belt
Holster: Modified NG-45LP "Long Pistol"
TW Recharging Holster: TW Thundergun
Speed Loader Pouch: 3 .45 Long colt (Silver) Speed loaders.
Double Mag Pouch: 2 E-Clips
Attachment: Small flashlight
Sheath: Combat Knife
  • Damage: 1D6 S.D.C.

Sheath: Silver Dagger
  • Damage: 1D6 S.D.C.


SC Hard Sided Rucksack
Dimensional Pocket: Long Term (30 lbs; Duration 2 years (Good till April 20th, 113 PA) ~Consumer
Binoculars
Jacket
Change of clothes
Canteen with 1 liter of water
First aid kit
2 days of MREs
Snorkel Kit
Self-Contained Rebreather
Waterproof Bag

Stored in Vehicle
Standard vehicle issued ASC Emergency Survival Pack
  • Bivouac Bag
  • High Intensity Flashlight
  • Compass/Inertial Mapper (+10% to Land Navigation)
  • Mini-First Aid Kit
  • Hunting/Fishing kit (fishing line, snares, etc)
  • Saw Wires
  • Fire Starter (metal windproof lighter, 1 cube compressed accelerant)
  • Survival Gear (survival knife, small hatchet, folding shovel, pocket mirror, 4 signal flares, concentrated sanitizer, washcloth, canteen, food bag)
  • Climbing Gear (30' rope, climbing gloves, 6 ceramic spikes/pitons, small hammer)

Travel Humidor containing 25 Cuban Blend Cigars

Stored in Behemoth
CBR Mk. 2 Light Armor
NE-BA-26 Special Body Armor
2 boxes of special Cuban blend cigars, 25 cigars per box
signed copy of agreement to purchase cigars from Pyramid Emporium (Karla's shop) once a week for minimum of 3 months
High quality humidor for 100 cigars
engraved lighter "zippo style" with symbol of Templars and date engraved saying "3-10-110 P.A."
TX-H1 Electro-Mace
ATA “Super 10” Shotgun
Custom-Built Hunting Rail Gun
Case: ATA Super 10 MD Slugs, 268
Case: 10 gauge shotgun shells (Silver), 150
Case: 10 gauge shotgun shells (Wood), 50
Wilks weapon sight
4 Shotgun ammo pouches
Flare Pistol
10 Parachute Flares
TW Recharging Holster
25 K-Hex cubes
10lbs NG4 Plastique
100 Blasting Caps
1000' Det Cord
10 Pull Firing devices
4 Time delays
4 Motion Detector Detonators
Plunger Detonator
Demolitions Multi-tool
Dual Purpose Bomb Detector
20 Tracer Bugs
10 Wireless Microphones
Case: .45 Long Colt (Silver), 100
30 NG Plasma Grenade
10 NG NM-4 Claymore
10 Claymore Mines

Recent Purchases
200 Cigars
Tobacco Pipe
Pipe Tobacco (1 lb)
2 Bottles of Sunscreen
6 Pairs of Shorts (three sizes)
12 T-shirts (3 sizes)
3 Rain Suits
3 Pairs of Sneakers
Small Porcelain Sculpture of Athena
Vibro-Spear
NE-RV06 Ripper VIbro-Spear
NE-RV01 Ripper Vibro-Knife
4 long E-clips
100 rounds of Rail Gun Ammo

Resources
Unsecured Card: 56,590 credits (April 15 2017 - Captain Cook)
Secure Universal Card: 513,102 credits (3/12/25 - Consumer)
Gold/Precious Stones: 250,000 Credits (3/12/25 - Consumer)


Gear Stats
VHT-1 Spartas Hover Tank
Image
M.D.C. by Location:
• Sensor Head: 85
• Arms (2): 150 each
• Hands (2): 50 each
• *Arm Shields (2): 384/500 each
• Legs (2): 260 each
• Main Vectored Thruster: 120
• **Outboard Thrusters (2): 75 each
• Main Cannon: 150
• Triple-Barreled Ion Cannon: 100
• EU-ll Gun Pod: 100
• Main Body: 475
* Destroying an arm shield renders the weapon housed within it inactive and exposes the arm to damage.
** The outboard thrusters are only deployed in transport mode. Destroying one reduces speed and bonuses to dodge in transport mode by one third. Destroying both reduces speed by 66% and leaves the Hover Tank uncontrollable (-70% to piloting skill), and the vehicle can not be operated in transport mode until the outboard thrusters are repaired or replaced.
Statistical Data
Crew: One pilot.
Speed:
• Transport Mode: 100 mph
• Tank/Guardian Mode: 8 mph
• Battloid Mode: 70 mph
Leaping: 80' straight up in all modes. 100' lengthwise in Battloid and Guardian modes.
Flight: Can hover in the air up to 20' high in battloid and Tank/Guardian modes, and lands on its feet without damage when dropped from a height up to 500'. Typical altitude in transport mode is 2-15' off the ground, with thrust-assisted "leap" up to 80' high.
Dimensions:
Weight: 26.4 tons
• Transport Mode: 7.3' high, 19.6' long, 9' wide
• Tank/Guardian Mode: 14.7' high, 25.4' long, 7.3' wide
• Battloid Mode: 20.3' high, 6.5' long, 14.4' wide
Physical Strength: Robotic P.S. of 42.
Cargo: Just enough for a rifle, survival pack, and a pair of binoculars.
Power System: Fusion reactor burning SLMH-V.
Range: The Hover Tank carries enough SLMH-V to operate continuously for seven days.
Weapon Systems:
MCR-68Al 105mm Cannon
• Range: Varies by ammunition
• Damage: Varies by ammunition
• • Armour-Piercing Fin-Stabilized Discarding Sabot (APFSDS): Range: 4 miles, Damage: 3D6x10 M.D.
• • High-Explosive Anti-Tank (HEAT): Range: 2.2 miles, Damage: 2D6x10 M.D.
• • Multipurpose Anti-Tank (MPAT): Range: 2.2 miles, Damage: 2D6x10 M.D. to a 50' radius.
• • Canister: Range: 2,500', Damage: 1D8x10 M.D. to a 25' radius up to half range, 1D4x10 M.D. from 20-50' radius at full range.
• • High Yield Incendiary (Plasma): Range: 1.5 miles, Damage: 2D8x10 M.D. to a 25' radius. Sets all combustible substances ablaze and continues to burn, doing an additional 4D8 M.D. per minute for 1D6+1 minutes.
• • Smoke: Make a cloud big enough to obscure a 100' area of effect. Range: 4,000', Damage: None.
• Rate of Fire: Twice per melee round.
• Payload: 48 rounds.
MIW-20 Triple Barreled Ion Pulse Cannon
Can only be deployed in guardian mode.
• Range: 1,800'
• Damage: 1D6x10 M.D. per three blast pulse.
• Rate of Fire: Single three-pulse blasts only
• Payload: Effectively unlimited
EU-11 30mm Laser Gun Pod
• Range: 4,000'
• Damage: 1D8 M.D. per single blast, 1D4x10 M.D. for a five round burst.
• Rate of Fire: Each single blast or five round burst counts as one attack.
• Payload: 140 single shots or 28 5-round bursts.
• Recharge Rate: The capacitor charges at one blast every two minutes in its housing, and an empty capacitor takes over
three hours to charge in full.
• Modifiers: +2 to strike bonus due to its integral laser targeting system.
• Weight: 250 lbs.
Sensor Systems of Note: Has all standard equipment for variable ground mecha (p. 90-91 Masters Sourcebook)
Additional Notes: Armour is laser resistant 50% damage reduction from laser based weaponry.



APFSDS-- 2 rounds
HEAT-- 10 rounds
MPAT-- 3 rounds
Cannister-- 5 rounds
Plasma-- 5 rounds
Smoke-- 2 rounds


KLS Triarius Heavy Armor (Patron Item)
Image
Located in the CAN Republic on the moon, KLS has always been a forerunner in innovation. The KLS Triarius Heavy Armor is a proof of concept suit designed after the first Arkhon invasion as a response that menace. This armor has proven itself in all the trials thrown at it. KLS has clandestinely delivered a limited number of suits to terrestrial sources gather further information on its capabilities.
M.D.C. by Location:
• Helmet: 100
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
• Main Body: 200
Features:
• Complete environmental battle armor with all standard EBA features.
• Arm shield is modular; can be equipped on either upper arm.
• • The shield's large size can be used to effectively create (directional) partial cover.
• • • Partial cover: attackers must either go around to an exposed side, or are required to make called shots (12+) to hit any exposed area of the suit.
• Multi-optics suite in helmet (only one can be active at any given moment, save for the targeting sight)
• • Digital targeting sight overlay: 1600'
• • Passive nightvision: 1600'
• • Infrared: 1600'
• • Thermal-imaging: 800'
• • Telescopic monocular lens: 10,000'
• Voice-controlled Computer Integrated Management & Security System (CIMSS); CIMSS is a simple AI which obeys and responds to all user requests and controls the suit's various systems.
• Kinetic energy dampening and cushioning system. All high-speed kinetic impacts do half damage. Low-speed kinetic impacts (melee attacks) from augmented or greater P.S. do full damage.
Modifiers: -15% to physical skills. +1 to strike with ranged weapons when digital targeting sight overlay engaged.
Conversion Note: A.R. 18 in an S.D.C. environment, all strike rolls below the A.R. do no damage.
• Weight: 25 lbs.


NE-BA-26 Special Body Armor
Image
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
Special Features:
Complete Environmental Battle Armor
Masks Infared/Thermal Emissions
Insulated: Normal Fores do 5%, MD Fire Heat, Plasma and Magic Fire do half damage
Kinetic Energy Damping: Explosions, Impact, Falls and projectile weapons do half damage.
Robotic Exoskeleton
• Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
• Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
Integrated Sensor Pod
• 360° scanning capability
• +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise.
Basic Weapons Package
• Retractable Energy Blade (Right Forearm)
• • Damage: 3D6 M.D.
• Garrote Strangle Cord (Left Wrist)
• • Damage: 4D6 S.D.C. (+P.S. Damage Bonus)
• Plasma Flame Thrower
• • Damage: 5D6 M.D.
• • Range: 200' (20' AoF)
• • Payload: 15 Shot (Standard E-Clip)
• Utility Laser Finger
• • Damage: 2D6 M.D.
• • Range: 1,000'
• • Payload: 20 shots. (Standard E-Clip)
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Optics Enhancements
• Passive Night Vision Range: 3,000'
• Telescopic Vision (up to 20x Magnification) Range: 1 mile
• Macro-Lens (6x Magnification)
• Thermo-Imager Range: 2,000'
• Light Polarization


CBR Mk. 2 Light Armor
Image
M.D.C. by Location:
• Helmet: 35
• Arms (2): 18 each
• Legs (2): 30 each
• Clamshell/Chest/Main Body: 55
• Unisuit (underlining): 25
Modifiers: -5% penalty on mobility skills
Features:
• Laser Resistant: 50%
• Non-Environmental
• Weight: 12 lbs.


Modified NG-45LP "Long Pistol"
Image
  • Weight: 5 lbs
  • Damage: 5D6 MD
  • Rate of Fire: single shot only
  • Range: 1,200 ft
  • Payload: 12 shots with Long E-clips
  • Ammo: 6 Long E-clips
  • Addons: NG Laser Sights (+3 to strike on an aimed shot. Does not stack with Optical band laser targeting); Custom Grip (+1 to strike if used by Al, -1 to strike if used bye anyone else)

TW Thundergun
Image
  • Weight: 3 lbs
  • Damage: Silver Bullets: 3D6 SD to mortal beings, 5D6 MD to practitioners of magic and creatures of magic, 1D6x10 to supernatural evil. Conventional rounds have no special properties.
  • Rate of Fire: each shot/melee round
  • Range: 500 ft
  • Payload: 6 shots, whether enchanted silver bullets or conventional rounds
  • PPE Cost: 15 PPE or 30 ISP enchants six silver bullets
  • Ammo: 60 silver rounds, 5 speed loaders, plus holster


ATA “Super 10” Shotgun
Image
• Range: 100’
• Damage: 6D6 S.D.C. or 5D6 M.D. (50% Knockdown on targets of 300 lbs or less).
• Rate of Fire: Single Shot
• Payload: 8 shells in internal magazine (Can only use one type of shells at a time, ie. S.D.C. or M.D.).
• Modifiers: +1 to strike when within 60 feet.


Custom-Built Hunting Rail Gun
Image
  • Range: 3,000'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Ammo: 100
  • Payload options:
    • Physical rounds: 5 rounds per box magazine
    • LE-Clip Powered: 10 rounds per LE-clip
  • Weight: 25 lbs.
  • Features: Nightvision Scope (2,000'), Bi-pod.
  • Modifiers: -5 to strike if P.S.<20
  • Note: Custom-made heavy hunting rifle with hand-crafted wooden stock.


TX-H1 Electro-Mace
Image
• Range: Hand to Hand Combat or 1,000 feet via electrical blast
• Damage: 2d6 MD +1d6 MD when the mace is electrified. The electrical blast does 3d6 MD
• Rate of Fire: 3 long range blasts per melee
• Payload: effectively unlimited
• Modifiers:


NE-RV06 Ripper Vibro-Spear
Image
  • Damage: 2D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 3 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8

K-Hex cubes
• Damage: 1D6x10 M.D. to a 20’ radius. As a Thrown Weapon 5D6 M.D. to 10’ radius.
• Notes: If molded around object Damage is doubled.
• Weight:1 lbs each.


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

NG4 Plastique
• Damage: 1D4 M.D./ounce or 1D4x10 M.D./pound.

Vibro Spear
2d6+2MD
Spirit West Pg 203

Det Cord
• Weight: 5 Ibs per 100 feet.
• Damage: 1D6+4 S.D.C. when wrapped around a branch, wooden or plastic handle, etc.


Motion Detector Detonators
• Range: 10’-200’

NG Plasma Grenade
  • Range: 120' thrown
  • Damage: 4D6 M.D. to a 12' AoE


NG NM-4 Claymore
  • Weight: 3 lbs.
  • Damage: 4D6 M.D. <6', 1D4 M.D. 100' cone (120° arc)
  • Features: Manually detonated or sensor (human size target, up to 6' away)
  • Book Reference: p.96, MercOps


Claymore Mines
  • Weight: 3 lbs.
  • Damage: 2D6x10 S.D.C. <6', 1D4x10 S.D.C. 100' cone (120° arc)
  • Features: Manually detonated or sensor (human size target, up to 6' away)


TW Recharging Holster
Image
• PPE Storage: 60 P.P.E.
• Effect: This holster is designed to recharge TW Revolvers, Once an empty weapon is placed in the holster the gun will be recharged. Until P.P.E. storage is depleated.
• The Holster can either be recharged by a Mage or by waiting on a Ley Line for 1 hour.


Dual Purpose Bomb Detector
• Range: 60’
• Accuracy: 65% (+15% when within 1 foot of explosive)
• Weight: 3 lbs.


Tracer Bugs
• Range: 8 miles
• Lifespan: 72 hours


Wireless Microphones
• Range: Pick up sounds up to 14’ away and transmit up to 300 ‘ away.

Knotted Hair Talisman
Rare Enchanted Talisman
Magic Features
  • Proof that Love protects (+2 vs Harmful Magics)

Curse: None.
History: Awarded by Brom Ironsides for helping stop the Nightwraith. This talisman is dedicated to the goddess Frigga, Goddess of marriages. It symbolizes loves power over all offering protection from harmful magics.


Snorkel Kit
  • Contains: Diving mask, snorkel and fin package.
  • Note: All components are designed to fit over standard body armor.
  • Modifiers: Swim fins add 20% to swimming speed.


Self-Contained Rebreather
  • Contains: Rebreather and Filter
  • Note: All components are designed to fit over standard body armor.
  • Maximum Depth 130’
  • Oxygen Supply: 4 hours
  • Modifiers: None.


Waterproof Bag
  • Contains: A rubberized, waterproof bag with shoulder strap.
  • Note: Large enough to hold a standard energy rifle, four extra ammo clips, a walkie-talkie, canteen, flashlight and a few similar, small items.
  • Maximum Depth 1,000’


Vibro-Spear
  • Damage: 2D6+2 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.203, WB15


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


NE-RV06 Ripper Vibro-Spear
  • Damage: 2D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 3 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
Post Reply

Return to “The Templar (2 Openings)”