ROD N3 Sidekick

Heroes of the Vampire Kingdoms
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Ndreare
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ROD N3 Sidekick

Post by Ndreare »

ROD N3 Sidekick
Player Name: Rob (Sidekick)
Google Handle: Ndreare
Character Name: Recon and Observation Drone Model N3 (ROD-N3)
Rank: Seasoned Experience: 21 Advances Left: 0
Race: Drone (Custom Race)
Iconic Framework: MARS Rogue Scientist
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
Charisma: -2; Pace: 0 (6 Flying); Parry: 5; Toughness: 11(5); Strain: 4
Skills:
  • Knowledge (Computers) d8 + 2
  • Knowledge (Electronics) d8 + 2
  • [1] Knowledge (Battle) d8
  • [1] Knowledge (Engineering) d8
  • [1] Knowledge (Science) d8
  • [1] Tracking d8
  • [1] Notice d8 + 4
  • [1] Repair d8
  • Investigation d8 + 2
  • Streetwise d8 + 2
  • [8] Stealth d12
  • [2] Shooting d6
  • [2] Fighting d6
  • [2] Piloting
  • Knowledge (American) d10
  • Knowledge (Euro) d10
  • Knowledge (Techno Can) d10
  • Knowledge (Dragonese) d10
  • Knowledge (Spanish) d10
  • Knowledge (Gobbley) d10
  • Knowledge (Chinese) d10
  • Knowledge (Trade 2) d10
  • Knowledge (Trade 3) d10
  • Knowledge (Trade 4) d10

Hindrances
  • [Racial] Major Vow - ORD’s are programmed to follow the orders of whoever their are subordinate to.
  • [Racial] No ground movement. ORD’s sole means of movement is via its powered flight system.
  • [Major] Curious - Part of its programming is to investigate anomalies and report its findings to its superiors.
  • [Minor] Outsider - Many find a floating football bristling with strange devices to be somewhat off putting. -2 Charisma with those not of its kind.
  • [Minor] Quirk: Complainer

Edges
  • Scholar +2 to two different Knowledge skills (Computer, Electronics)
  • Investigator +2 Investigation and Streetwise
  • Alertness +2 Notice
  • Linguist Begin play with a number of languages equal to Smarts; Smarts –2 to be understood in any language heard for a week
  • Scounger Use Streetwise once per session to locate gear. See pg 74 of the TLPG for details.
  • Danger Sense Notice at –2 to detect surprise attacks/danger

Cybernetics
Stealth System from SFC (1) - Strain: 1
  • Get description from SFC
Expanded Detection and Security Array (1) - Strain: 2
  • This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.
  • 33,000 credits
Core Electronics Package (1) - Strain: 1
  • This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
  • 22,000 credits

Background

Gear
Item
  • Armored Housing (aka Huntsman Armor)
    • +5 Armor
    • +1 Toughness
    • d6 minimum strength
    • 16 lbs
    • 24,000 credits
  • Laser weapon attachment (aka Wilk’s 320 laser pistol)
    • Range 18/36/72 | Damage 2d6 | RoF 1 | AP 2 | Shots 20 | 2 lbs | 11,000 credits
    • Notes: Semi-Auto
    • Attachment is wielded by a retractable arm mount capable of manipulating tools, weapons and other small items.

Credits:

Contacts

Advances
Please list all Edges and Advances taken for your character here

Race
Recon and Observation Drone Model N3 (ROD-N3)
ORD’s are some of the most advanced robots manufactured in the three galaxies. They are designed with high level reconnaissance and adaptive mission profiles in mind. The AI in an ORD is so advanced they are considered Sapient and built with a combination of advanced sciences and Techno-Wizardry taken from the UWW these drones are rarely seen due to their obscene price.

Positive Racial Traits (+12)
  • [8] Construct: ORD’s are constructed.
  • [2] Flight: The installed hover system in the ORD gives it a base Flight Pace of 6 and a Climb of 0.
  • [2] Machine Mind: ORD are programed to be highly intelligent and begin with d6 smarts.

Negative Racial Traits (-10)
  • [-2] Dependance: ORD require recharging in direct sunlight or at a power port 1 hour everyday or they will become fatigued.
  • [-3] Limited Utility Arms: Suffers -2 to all strength rolls.
  • [-2] No Legs: The ORD has a pace of 0 when not flying and does not have a running die when on the ground. (This is based on the Lame Hindrance.)
  • [-1] Non-Standard Physiology: The ORD cannot use normal armor and a lot of heavy equipment requiring special adaptations to accommodate its small frame and unusual shape.
  • [-2] Primary Programming: ORDs are programmed to follow the orders of whoever their are subordinate to. This counts as a Major Vow.

Iconic Framework
  • Begin with +5 skill points.
  • Begin with any two Knowledge skills at d8 and the Scholar Edge.
  • Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
  • Begin with the following starting gear: Huntsman Lightweight Personal Armor, Wilk’s 320 Laser Pistol, NG-S2 Survival Pack, 5d8 × 100 credits.

Hero’s Journey - N/A

MARS Fortune & Glory
  • 12
  • Choose your fate: Select result 5, Smart and Learned
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills
  • Trade results (4, 1) for result 5
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills

Advances
  • Initial Advances: (From Hindrances): Upgrade (Stealth System), Upgrade (Core Electronics Package)
  • Cybernetic Modifications:
  • Novice 1 Advance: Alertness
  • Novice 2 Advance: Linguist
  • Novice 3 Advance: Scrounger
  • Seasoned 1 Advance: Upgrade (Expanded Detection and Security Array)
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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