Character Name: 05 Alias: Serrano, SOS Race: Rat O.C.C.: Techno-Wizard Alignment: Unprincipled XP Level: 4 XP Points: 13,659 (Updated 2025-06-03 Spirit of the Moon) Next Level @ XP: 18,401 Sentiments/Non-Humans: Prefers the company of DBees over his own race (never fit in). Suspicious of creatures of magic and supernatural beings. Sentiments/Coalition: Dislikes and distrusts the Coalition, he is well informed and knows a lot about the CS’s philosophies, laws, and activity, and they seem to be pretty unjust. If not downright evil. Disposition: tends to live for the moment and seek instant gratification. Insanity: Thinks he is being followed, especially by the CS
ATTRIBUTES
I.Q.: 14
M.E.: 14
M.A.: 10
P.S.: 11
P.P.: 17
P.E.: 16
P.B.: 8
Speed: 18 running (reduce by 30% when climbing) 90 yds per rd
PHYSICAL DATA
P.P.E.: 110
I.S.P.: 37
H.P.: 25
S.D.C.: 45
Age: 8 (span: approx 30 yrs)
Sex: Male
Height: 5 ft
Weight: 160 lbs
Description: humanoid rat
No human looks — animal appearance with only a vague human, bipedal appearance and rat-like head. have animal-like legs; all have a long, hairless tail.
Hands are fully articulated with a human-like opposable thumb, with long, sharp nails.
They have a bipedal stance and walk upright.
Human Speech: Typically full but a bit guttural. The character still has a tendency to hiss, growl, and squeal when excited, angry or scared.
Racial Abilities
Climb 85%/80%
Swim 75%
Prowl 68% +2% per level of experience.
Identify scents: 52% +2% per level of experience.
Track by scent: 48% +2% per level of experience.
Can leap 6 feet up and 10 feet across (+30% long leaps with a running or swing start).
Must chew on wood, concrete, or metal to wear down their ever growing teeth, otherwise their fangs will grow through their jaws.
The tail is not prehensile
Double jointed
Ambidextrous
Natural Abilities
Perception: 27% +3%
+15% on anything that involves magic, machines or combo of both
-30% penalty to accurately identify the purpose/use and origin of alien machines, TW devices and other magic-based machines, devices and parts
Charm/Impress: 0%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 48 lbs
Max. Carrying Weight: 100 lbs
Max. Lifting Weight: 200 lbs
Max. Jumping Ability: 6 ft up and 10 ft across (+30% long leaps with a running or swing start).
Special Skills
TW Piloting 82% +2%
Psionics Major
Mind Block
Description
Range: Self.
Duration: 40 mins +10 mins per level
I.S.P.: 4 (per each duration period).
This is the ability to completely close or block oneself from all psychic/mental emanations.
When intentionally closed to supernatural or psychic forces, the character can not sense anything, can not use psychic abilities, nor be influenced by others.
A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, Day Dream and Empathic Transmission.
It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of +1 vs all psychic and mental attacks.
Machine Ghost
Description
Range: Self; computer by touch.
Duration: 12 mins +3 mins per level
I.S.P.: 12
Saving Throw: Not applicable.
The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3).
This power is limited to the acquisition or reading of information only.
The psychic cannot input, program, or delete data on the machine.
He can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives.
Reading electronically encoded disks and tapes is similar to Object Read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster.
Thus, the character can read (never input) information from disks or broken computers without a physical "jack" connection or an actual display device, i.e. computer and monitor, CD player, etc.
As an actual Machine Ghost, the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic IS "projecting" into the machine rather than into the Astral Plane.
It also has the same pitfalls as Astral Projection, as the character enters a strange, seemingly very real world that he must learn to navigate.
Like Astral Projection, the electronic world of computers takes on a virtual world landscape.
This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside
The more difficult the code, the bigger, stronger and more difficult the door and lock(s).
Data is likely to appear as books, paper files, diagrams, film, holograms, and other common means of communication and documentation.
The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible.
They can appear as sorcerers, Coalition troops, known enemies or exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters.
Combat in the virtual world seems real and is conducted the same as it would happen in the real world.
Combat and damage is measured by the character's perception of his real body, armor, weapons and natural powers.
When the psychic has lost more than 70% of his armor, or S.D.C./M.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight.
Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well!
The shock to his psyche and body will momentarily stop his heart, and he slumps over dead!
The character must roll to save vs coma and death.
In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute.
The psychic must roll three times, and the best two out of three rolls determines life or death.
Rolling between 01-75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 24 minutes (reduce Spd 25% and all combat bonuses by half).
Failure to recover from the heart attack means immediate CPR medical treatment is required - paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be issued; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80%.
The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing.
This means he is oblivious to what is happening around him, and unless protected by a companion, vulnerable to attack without any means of defense.
Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data.
Only telepathy can reach the character while in this state (can't hear spoken words or sounds outside the computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any time with a thought, although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half.
Breaking free of a computer virtual world is not so easy.
Unfortunately, leaving the virtual world of a computer is fundamentally the same as the Astral Plane.
The psychic can vaguely sense the way he came and must follow it back to the virtual access point.
To do so, the player must roll on the following table and must roll "definitely certain" to have his character successfully escape.
The player must keep trying until he succeeds or time elapses.
If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as "virtual death"; roll to save vs coma and death as described above.
Note: The psychic will instinctively know when he's down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or dimensional Rift).
01-30%: Hopelessly lost (roll again).
31-45%: Uncertain (roll again).
46-65%: Fairly certain, on the right track (roll again).
66-00%: Definitely certain! Whew! Made it back.
Speed Reading
Description
Range: Self.
Duration: 12 mins +3 min per level
I.S.P.: 2
This is the ability to read and comprehend the written word extremely quickly.
Speed of reading is 30 pages per minute (4 melee rounds).
The psychic will retain the information as he would normally.
Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings to remember in detail.
Object Read
Description
Range: Touch.
Duration: Varies; usually about 2D6 minutes.
I.S.P.: 6
Saving Throw: None.
Base Skill:
Impressions: 58% +2% per level of experience.
Images: 50% +2% per level.
Present: 40% +2% per level of experience.
Also known as Psychometry, this uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner.
This is done by holding the object and concentrating on a specific line of thought or opening up to general impression, (the latter is always more vague and random).
Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of information.
Impressions include:
General alignment of its last owner (good, selfish, evil),
general emotional state of mind (angry, happy, sad, hate filled, confused, etc.),
the object's general purpose (what it is used for),
whether or not the last owner is living or dead
whether the item has been used with/by magic or supernatural forces.
Object read will also conclusively indicate whether the item is currently enchanted or
contains a supernatural force/entity (as well as its alignment and emotions).
If the item is possessed, an object read makes the reader totally vulnerable to psychic attack (no bonuses to save).
Images:
The psychic can also see images of isolated events which have happened in the past.
This will provide brief snippets of images and events that will offer glances of the previous owner and others close to him.
Traumatic and emotion filled events/images are the easiest to see. Impressions will accompany the images, adding to the story as it unfolds.
Information includes:
approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length; special facial or body features such as a scar or tattoo or beard (very often the exact facial features are out of focus, blurred or obscured); the object's use/purpose; and some special event, usually very traumatic, important or happy.
Often the event image will be fragmented as if it was a piece of movie film edited by a crazy man.
The event will always be one in which the object was involved in some way.
The success or failure of an object read:
Roll percentile dice once for impressions and once for images.
The roll must fall under the character's base skill ability to succeed.
A roll higher than the base skill means a failure and the psychic feels and/or sees nothing. Impressions and images are two different things, so roll for each.
The psychic may get no impressions, but see images or vice versa.
The present can not be seen unless the psychic was successful on at least one of the previous read impressions or images rolls.
Once an object has been read it can not be read again by the same psychic, even if he did not see or feel a thing.
Of course, the psychic can attempt to object read other items, but each attempt will cost 6 1.S.P.
The present can also be glimpsed, but costs an additional 4 l.S.P., with no guarantee of success.
Sometimes the psychic can focus in to see and feel the last owner as he or she is at that very moment.
This will provide an idea of what is his current state of mind/emotion, appearance, dress, general location (that is to say, a bedroom, office, street, outdoors, etc.; no address or sense of close or far is provided), general features (shaved his beard, dyed hair, etc.) and so on.
The psychic may be able to identify a place or person by feature, if he has seen it before or runs into him in the near future.
Total Recall
Description
Range: Self.
Duration: Permanent.
I.S.P.: 2
The character remembers every word he reads.
Specific blocks of information can be recalled in perfect detail at will.
Each block of information costs 2 l.S.P. to recall in absolute detail.
If all I.S.P. is used, the memory is a little fuzzy, so exact quotes and details may be impossible to recall.
Roll percentile to see how much is retained:
01-50%: Remembered in full detail, word for word.
51-80%: Details are forgotten, but the full essence of the ideas are clear.
81-00%: Can only recall the most basic concepts; no details nor strong Comprehension
Tele-mechanics
Description
Range: By touch or up to 5 feet away
Duration: 18 mins +2 minutes per level
I.S.P.: 10
Saving Throw: None.
This ability allows the psionic to mentally communicate with and understand machines.
This psi-power is a bizarre combination of object read and telepathy, except that it applies to mechanical devices only.
By touching any non-artificially intelligent machine, whether it be a bicycle, gun, car or airplane, the psionic will instantly have a complete (although temporary) knowledge of exactly how the machine operates.
I must stress that the psychic knows everything about the machine; the complete schematic diagram and operation knowledge are clearly seen in his mind's eye.
The level of skill expertise is equal to 80%.
When touching an artificially intelligent machine, Le., computers, the psionic not only understands everything about its operation, repair, access codes, etc., but can actually communicate with it telepathically.
This means he can tap into a computer's memory bank without using a terminal because the information would be sent directly into the psychic's mind.
Remember, the telepathic link and memory are temporary abilities (although a total recall would be able to call up small bits of info).
The psychic's skill knowledge is equal to an 88% skill proficiency and applies to all aspects of the machine, its operation, repair, special codes, programming, etc.
Sixth Sense
Description
Range: 90 feet
Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
I.S.P.: 2
Saving Throw: None.
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet).
The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group.
All he knows is that something life threatening will happen within the next 60 seconds (4 melees)!
The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The sixth sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second.
The power can not be called upon at will to sense traps or ambush.
Instead, it works like an automatic reflex.
Bonuses: The sudden flash of insight provides the following bonuses.
All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs.
Bonuses are lost in subsequent melee rounds after the danger is revealed.
+6 initiative
+2 parry
+3 dodge
can not be surprised by a sneak attack from behind.
Telepathy
Description
Range: Read surface thoughts up to 60 feet away or two-way communication up to 140 feet
Duration: 8 mins +2 minutes per level
I.S.P.: 4
Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw.
Mind Blocks will completely prevent telepathic probes or communications as long as the block is up.
The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment.
This is done by focusing on that one individual and picking up on his or her surface thoughts.
Surface thoughts are those thoughts and musings uppermost in a target's mind.
A deep probe into memory is not possible.
Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time.
Simultaneous, multiple mind reading is impossible for the character.
Limited Telepathic communication is also possible.
The Telepath can send a directed thought message to one person at a time.
The message must be as brief and clear as possible.
Like, "John, I need you immediately.
Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button."However, two-way telepathic communication is not possible except between two characters both with Telepathic abilities.
Bio-Regeneration
Description
Range: Self.
Duration: Permanent.
I.S.P.: 6
Saving Throw: None.
This is the ability to mentally heal oneself of disease, poison, or physical damage.
Unfortunately, this ability can not be used to help others.
The process requires one full minute of concentration, meaning the character can not use any other psionic power during that time.
Bio-Regeneration does not restore missing limbs, but it does restore 2d6 Hit Points or 3d6 S.D.C. points per melee round.
In addition, when cuts and scrapes are healed through bio-regeneration there is no scarring.
This power can be used as often as once every other minute (every eight melee rounds).
Psychic Diagnosis
Description
Range: Touch or within 3 feet
Duration: Immediate knowledge.
Length of Trance: 2D4 melees of meditation.
I.S.P. : 4
Saving Throw: None;
The psychic healer can sense physical pain and damage, external and internal injury, disease and possession with absolute clarity.
This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.
Spell Knowledge Level 1
Blinding Flash
Globe of Daylight (2)
See the Invisible (4)
Sense Magic (4) Level 2
Cloak of Darkness (6) Level 3
Armor of Ithan (10)
Breathe Without Air (5)
Energy Bolt (5)
Fuel Flame (5)
Ignite Fire (6)
Impervious to Fire (5)
Magic Shield (6)
Telekinesis (8) Level 4
Deflect (10)
Electric Arc (8)
Energy Field (10)
Fire Bolt (7)
Magic Net (7)
Shadow Meld (10) Level 5
Fly (15)
Superhuman Strength (10) Level 6
Call Lightning (15)
Fireball (10)
Impervious to Energy (20) Level 7
Level 8
Forcebonds (25) Level 9
Level 10
O.C.C. Skills
Literacy - American 80% +5%
Language - American 98%
Radio: Basic 75% +5%
Carpentry 55% +5%
Computer Operation 65% +5%
Computer Programming 55% +5%
Computer Repair 55% +5%
Basic Electronics 65% +5%
Mechanical Engineer 65% +5%
TW Construction 88% +2%
Read Sensory Equipment 60% +5%
Mathematics: Basic 85% +5%
Land Navigation 57% +4%
Pilot Automobile 68% +2%
Pilot Motorcycle 76% +4%
WP Knife
WP Energy Rifle
Hand to Hand: Judo
Secondary Skills
Gemology - 40% +5%
WP Deadball
Wp Blunt
Pilot helicopter 40% +5%
WP Energy Pistol
(4) First aid 45% +5%
Background -
Intelligence 53% +4%
Military Etiquette 60% +5%
Lore: Demons and Monsters 50% +5%
Combat Data
HTH Type: judo
Number of Attacks: 5
Initiative Bonus: +
Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus:
Bonus to Roll w/Punch: +
Bonus to Pull a Punch: +
Other:
Body block/tackle +
body flip/throw +
breakfall
disarm +
Bite does 2D6 sdc
claw strike (with fingernails) 2D4 sdc
punch 1D6 sdc
kick 2D6 sdc
Roundhouse Kick 3d6 sdc
Axe kick 2d8 sdc
Knee Strike 1d8 sdc
Leap kick 3d8 sdc / 2 att
Karate-style kick 2d6 sdc
Jump Bike Combat
OOC Comments
+1 attacks per round with bike's weapon systems,
+5 Automatic Dodge.
Bike Jump Attack:
This attack uses the rockets to have the bike jump in the air and then land on a target.
The sensitive rocket controls require a special skill roll.
Base Skill: 30% +5% per level of experience.
If the roll is successful, the pilot can make a normal attack roll (+1 strike) to hit the target.
Damage to his opponent is 3D6 M.D.
Note: This attack can only be done if there is room to maneuver (open terrain only).
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
A: +3 / B: +1
W.P. Energy Rifle
A: +3 / B: +1
W.P. Blunt
+2 strike / +2 parry
W.P. Knife
+4 strike / +2 parry / +1 strike when thrown
W.P. Deadball:
OOC Comments
can hit a target by ricocheting the ball off walls, ceilings and floors.
This is a called shot, at -1 for every ricochet needed to strike the target.
the victim is at -2 to dodge, and at an additional -1 for every additional ricochet beyond the first.
Knows all the rules to the game
Saving Throw Bonuses
Coma/Death: +4%
Magic (varies): +2 / +1 vs magic at lvl 7, 10, 13
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (varies):
Horror Factor (varies):+2 vs HF
+1 spell strength at 4, 8, 12
+2 vs possession
Last edited by Serrano on Mon Jun 23, 2025 8:21 am, edited 29 times in total.
Book Reference: p.16 Mercenary Adventures/p.150, BoM Talisman of Invincible Armor Talisman Magic Features
Invincible Armor
200/200 MDC
Regen: 1D6 MD/melee
Equivalent to EBA
Energy attacks: 1/2 damage
-15% to prowl, climb, swim and other physical skills
Charges: 3
Book Reference: p.121/150, BoM Talisman of Invulnerability Talisman Magic Features
Invulnerability
M.D.C.: 50
Impervious to cold, disease, drugs, gases, energy, poison, and toxins
+10 vs magic, psionics, & horror factor
Duration: 8 melees
Charges: 3
Book Reference: p.116/150, BoM Talisman of Lightblade Talisman Magic Features
Lightblade
Damage: 1d4*10+8 M.D.
Duration: 8 minutes
Charges: 3
Book Reference: p.117/150, BoM Talisman of Magical-Adrenal Rush Talisman Magic Features
Magical-Adrenal Rush
+1 to strike, dodge and all saving throws
+2 APM
+3 on initiative
Supernatural P.S.
Speed +50%
No fatigue, impervious to drugs, mind control, possession, illusions, pain, Horror Factor, can endure 3x normal damage to body.
Duration: 8 melees
At end of spell, ½ APM, speed, skills, combat bonuses for 1D4 minutes.
Charges: 3
Book Reference: p.122/150, BoM Talisman of Sheltering Force Talisman Magic Features
Sheltering Force
Duration: 8 hours
Charges: 3
Book Reference: p.114/150, BoM Talisman of Superhuman Agility Talisman Magic Features
Superhuman Agility
+1 on Initiative, Parry
+5 to dodge
Automatic Dodge: +5
Automatically rolls with impact
+20% to Climb/Rappel
Duration: 4 minutes
Charges: 3
Book Reference: p.14 Mercenary Adventures/p.150, BoM Talisman of Superhuman Speed Talisman Magic Features
Superhuman Speed
+2 to Parry
+6 to Dodge
Speed: 44, no Fatigue
Duration: 8 minutes
Charges: 3
Book Reference: p.109/150, BoM
Utility Belt
• Attachment: Mini-tool kit
• Attachment: pocket laser distancer/pocket flashlight
• Attachment: a hand-held computer
• Attachment: pocket digital disc recorder/player for recording his observations
Clipped - air filter and gas mask
Clipped - canteen
Clipped - pouch of woodchips to gnaw on
Backpack The backpack is padded, sealable, and lightly armored. Internal capacity is 30" long, 18" wide, and 6" deep.
Chest Strap - four spikes and a hammer,
• Space: Work overalls
• Space: pilot style jumpsuit
• Space: black bag (for covering heads) x3
• Space: six signal flares,
• Space: binoculars
• Space: 4 small sacks
• Space: 2x nice shirt
• Space: 2x jeans
• Space: 4x underwear
• Space: 4x muscle shirt
Clipped - grooming kit (pocket mirror, comb, brush)
Clipped - small tool kit
Clipped - grappling hook with 100 ft of lightweight rope
Tied to top - gemology tools/Magnifying glass
Stored in Vehicle
Starting money and "Black Market Items": either post the value of such as credits in a Black Card, or be very specific.
600 credit,
3000 black market
6000 in quartz crystals and gems; everything has been spent on equipment. Gear Stats
Tarantula Combat Jump Bike
M.D.C. by Location:
*Wheels (2): 12 each
*Pulse lasers (2) 15 each
*Thrusters (2, bottom): 25
*Thrusters (2, rear): 25
Main Body: 100
* Requires a called shot at -3 to strike Statistical Data:
Maximum Speed: 200 mph (150 mph on electrical battery)
Cruising Speed: 100 mph
Range: 500 miles (up to 12 hrs. operation with electric battery)
Jump Jet: 9' maximum jump length per mph rate of speed
Jump Tank Capacity: 5 jumps before refueling is required
Underwater Capabilities: None
Modifiers: +15% to piloting skill and execution of jumps, tricks, and special maneuvers (for augmented humans)
Crew: one rider only
Class: High performance motorcycle
Dimensions: 4'1" high, 3'10" wide, 8'7" long, 1,545 lbs.
Cargo: None
Power System: Flex-fuel internal combustion with electric battery Weapon Systems: Pulse Lasers Fixed forward mount
Range: 1600'
Damage: 1D4x10 M.D.
Rate of Fire: 3-shot bursts only
Payload: 30 bursts per E-Clip; dual E-clip holder
Note: cannot fire at speeds 120 mph+ & no burst strike bonus
Features of Note:
Book Reference: p.81-82, WB10
TW Hellfire Shotgun
Range: 300'
Damage: 6d6 M.D.
Rate of Fire: Single shots only
Payload: 2 fire ball blasts
Weight: 6 lbs.
Features: None
Modifiers: None
TW Characteristics:
TW Functions: Fires a fireball
Activation Cost: 16 P.P.E. or 32 I.S.P.
Device Level: Unspecified
P.P.E. Construction Cost: 55
Spell Chains Needed: Ignite fire (6), fire bolt (7), and fireball (10)
Physical Requirements: A heavy, double barrelled, sawed-off shotgun and a rose quartz or red or orange sapphire worth 1,000+ credits.
Duration of Charge: 2 blasts
Construction Time: 60 hours
Construction Cost: Unspecified
Book Reference: WB11, p.217
Armored M.D.C. Combat Trench Coat or Long Coat
M.D.C.: 36
Weight: 10 lbs.
ES-10 Electro-Stun Hand Prod
Range: Close Combat
Damage: 2D4
Light Shock: 1D4 (uses 1 charge)
Moderate: 2D6 (uses 2 charges)
Strong: 5D6+stun (uses 3 charges)
Stun; 33% to stun mortals for 1D4 melees, 3% to stun giant or powerful animals
Weight: 3 lbs.
Payload: 100 charges per E-Clip
Features: W.P. Blunt; M.D.C.: 80
Modifiers: None
Book Reference: p.50, WB13
Group Loan - NE-BA-50 “Raider” Heavy Body Armor M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills Features:
Serrano was born in the Lonestar complex. He lived in a little camp near the surface, close enough to get out every once in a while. As he grew, Serrano found himself in the hills above the garage area more and more. When the other younglings went out to play or practice, He would go to the hills and watch the mechanics work, and as he got older and bigger, they would allow him to help every now and then.
By the time he turned 2, Serrano was the mascot for the garage. He was allowed to help and clean. A few weeks after it was made “official”, Serrano began his new job as gopher. He ran packages, went and got lunch orders, etc. As he became closer to the mechanics, his CO was getting mad because Serrano was learning more about stuff in the garage than military skills.
So after 6 months into his training, Serrano was sent to the front line of fights between the CS and the federation of magic. It was the CO’s way of getting rid of his problem. Even though Serrano was bullied, because the others in the class didn't feel a rat should be there, he still managed to stay and endure. He began to stay to himself, mainly because he had secrets. The main one being he could talk to machines and knew how to read and write.
As he did his job, he kept his eyes open for opportunities. One day he was digging through some old chests when the shit hit the fan.. His squad was ambushed by a group of federation mages and their minions. After a long battle the CS retreated, leaving Serrano behind, as the CS believed he was dead.
When Serrano opened his eyes, he noticed he wasn't in his home base. Turns out, he had been in a coma since the attack. He was found unconscious in the battlefield by the enemy. He was then taken to Dweomer where he was he kept in the care of an old tw turned nurse. Turns out that Serrano was in a 2 year coma.
After awaking Serrano became the slave of the TW. Not in a cruel way, just he wasn't allowed to leave, even though he was fed, clothed and even taught how to read and write better than before. The old man slowly learned that Serrano was to be trusted and treated him as such.
6 months into his service, The CS launched a sneak attack at a small village a few miles inside the federation border. They wiped the village completely out. The old TW cried for hours. This made Serrano start to think for himself. A little more each day and Serrano was learning the story of the CS as told by the outside world. Very different versions of history. Within a year, Serrano was questioning his loyalty to the CS. By the time he was released he had helped in many attacks to defend his new home and family, as his loyalty slowly moved from the CS towards their victims.
The day of his official release from prisoner status was a big day. Serrano was invited to stay in the village as a resident and official student of the old TW. Serrano accepted happily. The day after he got his TW credentials, the old man passed away. Serrano collected some gear and his bike and headed off to a place called Merctown. Maybe he can cause the CS some trouble.