Roderick Wolfram (Human Robot Pilot)

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Venatus Vinco
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Roderick Wolfram
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Roderick Wolfram (Human Robot Pilot)

Post by Roderick Wolfram » Wed Feb 28, 2018 10:59 am

Character Sheet

Player Name: Pete
Google Handle: pwiebens

Roderick Wolfram
Rank: Legendary Experience: 80 Advances Left: 0
Race: Human
Iconic Framework: MARS Robot Pilot
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6; Parry: 7; Toughness:7 / in armor: 16(9); Strain: 10/14
Description: A red-blonde hair human male with a pair of skill chip sockets on his head. Strong and lithe build.

Skills:
  • Drive d4
  • Fighting d10
  • Intimidation d4
  • Knowledge: Battle d6
  • Knowledge: Computers d6 (d12+4 w/Mechanics Armor and chip)
  • Knowledge: Electronics d10 (d12+6 w/Mechanics Armor and chip)
  • Knowledge: Engineering d10 (d12+2 w/chip)
  • Notice d8 (d8+2 w/Expanded Detection and Security Array)
  • Persuasion d6
  • Piloting d10 (d12+4 w/Ace and w/chip)
  • Repair d10 (d10+6 w/Core Electronics Package and Mechanics Armor)
  • Shooting d10 (d12+3 w/chip)
  • Streetwise d6
  • Survival d4-2 (d8 w/chip)

Hindrances
  • Hindrance (Major): Overconfident - There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Hindrance (Minor): Heartless - Doesn't have any qualms about killing to accomplish goals.
  • Hindrance (Minor): Loyal - Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.

Edges
  • Edge: Robot Armor Jock - Robot armor suits are highly complex vehicles which require a great deal of training to operate. Without this Edge, the operator suffers a −2 penalty to all skill rolls while piloting robot armor.
  • Edge: Brawny - Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
  • Edge: Luck - The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!) He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
  • Edge: Rock and Roll - Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.
  • Edge: Level Headed - Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat. A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
  • Edge: Elan - When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Edge: Ace - Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Edge: Rich - Unless the hero is planning to remain in one location for a serious length of time, annual salary really isn’t part of the equation for his wealth. He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
  • Edge: Combat Ace - With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.
  • Edge: Filthy Rich - This character made some major scores before the current adventure. She’s got 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables
  • Edge: Danger Sense - Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).
  • Edge: Upgradable - This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6. Note Combat Cyborgs and Cybernetic Techno-Warriors already have this Edge.
  • Tinkerer: Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules. Obtained from Free Advance.
  • Super Scientist: These inventors can go well beyond the normal bounds of the technology of the day and create truly amazing, if somewhat quirky, devices. Your character may utilize the SuperTech rules to create permanent technological items that break the rules of normal technology.[/url]

Cybernetics
Core Electronics Package (1)- Strain: 1
[list][*]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. (Strain 1; 22,000 credits)[/list]

Expanded Detection and Security Array (1)- Strain: 2
[list][*]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. (Strain 2; 33,000 credits)[/list]

Cyber-Wired Reflexes (1):- Strain: 1
[list][*]The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades. (Strain 1; 12,000 credits) [/list]

Wired Skill Port (2):- Strain: 2
[list][*] If a character has Cyber-Wired Reflexes, he can get a port which accepts a single chip granting or improving an Agility-linked skill. It’s a free action to change a chip in a port but requires a full round before the new information is available. A chip adds or increases one specific Agility-linked skill up to four die types. The Strain refers to the embedded port itself, chips cause no Strain on their own. (Strain 1, 5,000 credits for port, 3,000 credits for a one die type skill chip, 7,500 credits for a two die type skill chip, 15,000 credits for a three die type skill chip, and 40,000 credits for a four die type skill chip) [/list]

Subject Matter Skill Port (3):- Strain: 3
[list][*]The character has an external port where he can plug in a single skill chip. It’s a free action to change a chip in a port but requires a full round before the new information is available. A chip adds or increases one specific (non-arcane) Smarts-linked skill up to four die types. The Strain refers to the embedded port itself, chips cause no Strain on their own. (Strain 1, 3,000 credits for port, 2,000 credits for a one die type chip, 5,000 credits for a two die type chip, 10,000 credits for a three die type chip, and 25,000 credits for a four die type chip)[/list]

Secret Compartment (1):- Strain: 1
[list][*]Useful for hiding tools, weapons, and contraband, a cyborg can have one or more compartments for carrying things. Each such compartment can hold three grenades or a decent-sized pistol. Notice checks are made at −4 to find such a compartment, unless the searcher is very familiar with cyborgs, in which case there is no penalty. (Strain 1; 2,500 credits)[/list]
Last edited by Roderick Wolfram on Sun Apr 07, 2019 1:20 pm, edited 44 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
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Roderick Wolfram
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Re: Roderick Wolfram (Human Robot Pilot) WIP

Post by Roderick Wolfram » Wed Feb 28, 2018 11:01 am

Background

Roderick Coal Wolfram, yep, his daddy was a comedian. His Dad thought it was amazing when his grandfather told him that Wolfram was another name for tungsten. Rod's dad decided he'd give his child one of the greatest names ever! One of the strongest metals out there, tungsten with a little carbon mixed in was stronger than titanium. So Rod's 'secret' name is tungsten carbide rod.

Rod never really told his father, but he loved his name. In this harsh world he was born in, only the strongest survive and that was going to be him.

When the Siege of Tolkeen occurred. Rod had join'd the Mechanized Mayhem Mercenaries (3M) and they were hired by Tolkeen's defenders. 3M were originally from Europe and while they didn't talk about it much, there may have been some ill will with the NGR, which is why they came to North America. They definitely had military hardware that was rare to unique for the Americas.

Though the war was lost, his team did well, often taking the CS troops by surprise when they expected a supernatural menace and met with conventional troops, power armor and robots. The salvage they took allowed them to maintain their gear and make new purchases.

After the war, the founders of 3M decided to retire on their earnings. Rod had saved enough to buy the X-2700 he'd been assigned and decided to headed west instead of to Castle Refuge. He's lived the good life for the last few months, but keeping a hungry robot fed is expensive, it's time to find another well paying job.
Last edited by Roderick Wolfram on Sat Mar 03, 2018 9:22 pm, edited 5 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
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User avatar
Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Roderick Wolfram (Human Robot Pilot) WIP

Post by Roderick Wolfram » Wed Feb 28, 2018 11:01 am

Gear



Dominator Mechanic Automaton Armor (Patreon Signature Item)
  • +6 Armor and +2 Toughness
  • Environmental Protection: Full
  • Weight: 18
  • Strength Minimum: None
  • Cost: 75,000
  • Note: +2 on all Repair checks
  • Special Features
    • Mini Computer
    • Communication System with 10 mile range
    • Public Address Loudspeakers
    • Laser Distancer
    • Night-vision
    • Directional lights on Helmet
    • 10x Vision Magnification
    • Thermal Vision Mode
    • Spectrographic Scanner
    • Laser Torch on Right Arm (Range 4/8/16, Damage 3d6 AP 3 ROF 1, Mega Damage)
    • Extendable Robot Arm on Left Arm (Reach 1, d6 Str, Str +d4 melee damage)
  • Super Tech Abilities
    • Task Accelerator
      • 4pts - Extra Action: 1 Extra Action(3) + Fast Action(2), Power Supply: 96 hours(-1)
      • 2pts - Interface(2) + Code Breaker (1), Power Supply: 96 hours (-1)
      • 2pts - Switchable (Automaton Mode)
    • Automations
      • 5pts - Duplication: 2 Duplicates(6), Power Supply: 96 hours(-1)
      • 1pt - Telepathy(2) + Mind Rider(3), Power Supply: 96 hours(-1), Limited: Duplicates Only(-2), Contingent: Duplication(-1)
    Background: Found in a used equipment shop by Roderick Wolfram, a unique alien body armor with a strange unbalancing non functional equipment pod attached to the back. Wolfram having had to make numerous repairs on the field recognized the armor as having various additional features to help make repairs easier purchased the armor despite the apparently non functional module. He was able to repair the power supply to discover that the module contained a highly advanced alien nano-robotic package that can decrease the time to complete many tasks by an order of magnitude or create a pair of automatons using the wearer's mental engrams as programming. When the automatons are active, the wearer can securely communicate to them via quantum entanglement. Unknown to Wolfram, the armor is actually extremely rare Dominator Tech.
Item Huntsman Lightweight Personal Armor (Stored in Dragonwing)
[list]
[*]Armor: +5
[*]Toughness: +1
[*]Weight: 16 lbs
[*]Notes: d6 Strength Minimum
Basic (five mile range) communications
Light-sensitive visor (offset illumination penalties by 2 and provide +2 to resist blinding attacks). [/list]


Item L-20 Pulse Laser Rifle
[list]
[*]Range: 25/50/100
[*]Damage: 3d6+1 AP2
[*]ROF: 4
[*]Shots: 40
[*]Weight: 7 lbs
[*]Notes: Semi-Auto, 3RB
[/list]


Item Wilk's 227 Pulse Laser Pistol
[list]
[*]Range: 18/36/72
[*]Damage: 2d6+1 AP2
[*]ROF: 2
[*]Shots: 24
[*]Weight: 3 lbs[/list]


RW-01 "Purifier" Particle Accelerator Gatling Blaster Rifle
  • Range: 36/72/144
  • Damage: 2d8+4 AP4 (Silver)
  • ROF: 4
  • Shots: 150
  • Min Str: d6
  • Weight: 12
  • Cost: 120,000 credits
  • Notes: -2 to Repair attempts. Silver Trapping. As an action have the particle beam do Mega Damage (uses 10 ammo per shot).
Item Internal Robot Medical Trauma System (IRMTS) Seasoned Super Tech

A variation of an IRMSS, this device helps regular the user's hormones and immune system. It is able to negate various diseases and poisons along with help the body cope with trauma from injuries. The device uses a micro-battery that last 96 hours before it must be recharged.
Super Tech Abilities
  • 1pt Fearless(2) + 96 hour Power Supply(-1)
  • 1pt Immune to Disease/Poison(2) + 96 hour Power Supply(-1)
  • 2pts SuperEdge: Battle Hardened(2) + Nerves of Steel(2) + 96 hour Power Supply(-1) + Requires Activation(-1)
Item NG-S2 Survival Pack
[list]
[*]One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
[*]One sleeping bag, also insulated.
[*]One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
[*]One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
[*]One short-range radio, fivemile range.
[*]One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits). [*]One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
[*]Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
[*]One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints). [*]One survival knife, one small hatchet, and one wooden cross.
[*]Four signal flares.
[*]One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
[*]One bar of soap and a sterilized cloth.
[*]One canteen.
[*]Two weeks worth of minimal sustenance survival rations in sealed pouches.
[*]Weight: 30 lbs.[/list]


X-2700 Dragonwing (der Drachenfluegel)
Image
Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
[ooc=Robot Description][list]The Dragonwing is the only giant infantry bot that can fly. To engage in flight, the robot leaps into the air, the legs flip back into the tail section, adn the feet and rear thrusters are activated. The bot has excellent mobility. It can go from a stationary hover to a speed of Mach One in five seconds, Mach Two in eight, and can fly at tree top level or above the ground at supersonic speed, preventing radar detection and making visual identification difficult. The low flight capabilities also makes it easy for the Dragonwing to engage ground troops and to use "hide and seek" or "hit and run" tactics against them. It also has radar reflective paint and detection dampening systems that makes it invisible to most radar systems!

In the air, the Dragonwing engages gargoyles, dragons, enemy robots, and flying terrors of all kinds. Again, its mobility is paramount to its excellence in combat. It can slow down or stop and hover to engage the enemy or to hide in a cloud bank, accelerate from a slow 20 mph (32 km) to supersonic in a few seconds, ascend or descend at a vertical angle (VTOL) and make sharp maneuvers. In addition, the Dragonwing can operate reasonably well underwater.

The impressive bot was designed specifically as a heavily armed and armored assault and defensive weapon against gargoyles and other flying menaces. They are often dispatched with X-10A Predators to engage aerial enemies. It is so versatile that it can be used for just about any purpose. A pair of Dragonwings often escorts mobile medical stations and repair barges, assists in battlefield extraction of troops, damaged bots, and vehicles, and provides aerial troop support. Its ability to fly just above tree top or ground level makes it perfect for reconnaissance deep behind enemy lines.

The pilot usually controls the bot's movements/flight, hand to hand combat with the big arms, chest missiles and forward machineguns. The co-pilot/gunner usually commands tail guns, and weapon arms. Common colors for the Dragonwings are light grey, sky blue, light green, medium green, camouflage, black, and crimson. Different colors can also be used to differentiate the various squadrons. (28 tons. Black Market Cost: 45 million)

Color Scheme: Sky camouflage on the bottom surfaces, and Brown/Green/Yellow camouflage on the top. No identifying numbers or logos. On the chest just below the head is the phrase: Letzter Schatten
[/list]
[/ooc]
Robot Notes
[list][*]Full Environment Protection
[*]-2 to all trait rolls if pilot or crew member does not have Robot Jock edge.
[*]Crew do not suffer unstable platform penalty
[*]Advanced communications (20-mile range; 500 miles with access to a dedicated relay system)
[*]Sensors
[list][*]A full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks
[*]360 degree radar
[*]Thermal Imaging
[*]Night Vision
[*]Optics Enhancement with 50× magnification
[*]Audio Pickups that can catch whispers at 100 yards
[*]Onboard Combat Computers and Targeting Systems that offset up to -2 Shooting penalties and can be calibrated to prevent friendly fire.[/list][*]Armor is M.D.C. and blocks up to 6 AP from ballistic weapons (except rail guns).
[*]Amphibous: The Dragonwing operates tolerably well under water. With the use of it's engines it as a swim pace: 15, Acc 15/200
[*]Radar Reflective Paint and Heat Baffling: The Dragonwing is resistent to detection and targeting.
[*]Detection Dampening System: The Dragonwing has integrated jammers and decoys. They add +2 to Piloting or Knowledge (Electronics) rolls made to evade missile attacks (and Tractor Beams). (Retrapped AMCM)
[*]Radar Reflective Paint: The Dragonwing is hard to hit with ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their Shooting rolls. (Retrapped Deflector Screens)
[*]Any Fighting-based maneuvers can be used with the robot but Edges cannot as Robot Armor doesn’t have the fine control necessary.
[list][*]Punch Damage: Str +1d6
[*]Stomp: Str +2d6[/list]
[*]Skills: Stealth is impossible in robot armor (except in regards to detection by radar), and any task requiring social interaction, fine motor work, unhindered movement, or attention to details is at -6.
[*]Size: Attackers add +2 if the target is at least two points of Size greater than the attacker, and subtract 2 if the target is 2 points smaller or more. These modifiers apply to anyone attacking or attacking from vehicles, robot armor, or power armor.
[*]Fire-Linking: One major advantage to robot armor is the capacity to fire multiple weapon systems at a time. This is treated just like any other multi-action attack, with the attack rolls for each system suffering a -2 for every additional action declared by the pilot. The Combat Ace Edge removes one level of multi-action penalty when firing multiple weapons.[/list]
Robot Weapons
[list][*]2 x Light Lasers (tail)
Range: 150/300/600
Damage: 2d10 AP 5
[*]2 x Medium Lasers (weapon arms)
Range: 150/300/600
Damage: 3d10 AP 10
ROF: 1
[*]2 x Light Ion Cannons (weapon arms)
Range: 30/60/120
Damage: 3d8 AP 4 SBT
ROF: 1
[*]2 x Mini Railguns - Fixed (shoulders)
Range: 75/150/300
Damage: 2d8+4 AP 6
ROF: 4
Shots: 32 each
[*]2 x Medium Missile Launchers (chest)
Range: 200/400/800
Damage: 8d6 AP 15
ROF: 1
Shots: 4 each (10K credits/missile)[/list]
Item Wired Skill Chips
[list][*]Browning Mark IV targeting chip: +4d Shooting
[*]McDonnell Douglas Mark III piloting chip: +3d Piloting[/list]


Item Subject Matter Export Skill Chips
[list][*]Microsoft Mark III Computer Chip (+3d Computers)
[*]Golden Age Weaponsmith Mark III Engineering Chip (+3d Engineering)
[*]Grylls Mark III Survival Chip (+3d Survival)
[*]Samsung Mark III Electronics Chip (+3d Electronics)[/list]



Credits:
7,357

Contacts
Last edited by Roderick Wolfram on Wed Apr 24, 2019 5:43 pm, edited 22 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
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User avatar
Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Roderick Wolfram (Human Robot Pilot) WIP

Post by Roderick Wolfram » Wed Feb 28, 2018 11:01 am

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

Iconic Framework
  • Robot Armor Jock edge
  • Piloting d6
  • 2 MARS rolls
  • 2 HJ rolls
  • Glitterboy Starting Gear

Hero’s Journey
  • Table Training
    • Training (1)
    • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

MARS Fortune & Glory
  • MARS (5): Smart and Learned
    Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • MARS (7): Strong and Powerful
    Your hero adds one die type to Strength and begins with the Brawny Edge.
Advances
  • Initial Advances: (From Hindrances): Rock and Roll, Ace
  • Free Edge (Human): Luck
  • Cybernetic Modifications: Core Electronics Package, Expanded Detection and Security Array, Cyber-Wired Reflexes(1), Wired Skill Port (2)
  • Novice 1 Advance: Spirit d6 > d8
  • Novice 2 Advance: Elan
  • Novice 3 Advance: Rich
  • Seasoned 1 Advance: Smarts d6 > d8
  • Seasoned 2 Advance: Level Headed
  • Seasoned 3 Advance: Combat Ace
  • Seasoned 4 Advance: Knowledge: Electronics d6 > d8, Repair d6 > d8
  • Veteran 1 Advance: Upgradable
  • Veteran 2 Advance: Very Rich
  • Veteran 3 Advance: Knowledge: Computers d4 > d6, Knowledge: Engineering d4 > d6
  • Veteran 4 Advance: Smarts d8 > d10
  • Heroic 1 Advance: Knowledge: Engineering d6 > d8, Knowledge: Electronics: d8 > d10
  • Heroic 2 Advance: Knowledge: Engineering d8 > d10, Repair: d8 > d10
  • Heroic 3 Advance: Vigor d6 >d8
  • Heroic 4 Advance: Tinkerer (From Free Advance)
  • Legendary 1 Advance: Super Scientist
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Roderick Wolfram on Sun Apr 07, 2019 1:14 pm, edited 10 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

User avatar
Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Roderick Wolfram (Human Robot Pilot) WIP

Post by Roderick Wolfram » Wed Feb 28, 2018 11:05 am

MARS 1: 1d12 = 4: 4 Spending EP to change result to a 5.

MARS (5): Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.

MARS 2: 1d12 = 7: 7

MARS (7): Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.

HJ 1: 1d20 = 10: 10

HJ 2: 1d20 = 7: 7

Trading 2 HJ rolls for Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination

Rich/Filthy Rich HJ rolls

1 Cybernetics (6): Your cyborg is the one everyone wants on watch since she has the Expanded Detection and Security Array.

2 Cybernetics (18): Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.

3 Cybernetics (4): Your hero wants to give that Juicer a run for his money, so he got a level of CyberWired Reflexes installed.

4 Cybernetics (4): Your hero wants to give that Juicer a run for his money, so he got a level of CyberWired Reflexes installed.

5 Cybernetics (5): Your cyborg is the one everyone wants on watch since she has the Expanded Detection and Security Array.

---

Roll 1 (result 6) requires Core Electronic Package to be installed first: Core Electronics Package (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. (Strain 1; 22,000 credits)

Trading rolls 2 and 3 (results 18 and 4) for Cybernetics (7) Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip: Wired Skill Port (U): If a character has Cyber-Wired Reflexes, he can get a port which accepts a single chip granting or improving an Agility-linked skill. It’s a free action to change a chip in a port but requires a full round before the new information is available. A chip adds or increases one specific Agility-linked skill up to four die types. The Strain refers to the embedded port itself, chips cause no Strain on their own. (Strain 1, 5,000 credits for port, 3,000 credits for a one die type skill chip, 7,500 credits for a two die type skill chip, 15,000 credits for a three die type skill chip, and 40,000 credits for a four die type skill chip)

Roll 4: Cyber-Wired Reflexes (U): The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades. (Strain 1; 12,000 credits)

Roll 5: Expanded Detection and Security Array (1): 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. (Strain 2; 33,000 credits)

initial Stats: 5 points +1d to Smarts +1d to Strength

3 (0) Agility: d10
0 (1) Smarts: d6
1 (0) Spirit: d6
0 (1) Strength: d6
1 (0) Vigor: d6

Skills: 15 points (+5 points for fighting, shooting, throwing) (+3 d6 Smart Linked Skills) (+d6 Piloting)
  • 1 (0) Drive d4
  • 2 (2) Fighting d10
  • 1 (0) Intimidation d4
  • 2 (0) Knowledge: Battle d6
  • 1 (0) Knowledge: Computers
  • 0 (2) Knowledge: Electronics d6
  • 1 (0) Knowledge: Engineering d4
  • 0 (2) Notice d6
  • 2 (0) Persuasion d6
  • 2 (2) Piloting d10
  • 0 (2) Repair d6
  • 1 (3) Shooting d10
  • 2 (0) Streetwise d6
Credits: 4d6*100 = 1000: 3, 4, 1, 2 + 25000

Spending 5000 for another Wired Skill Port and 15000 for a +3d Piloting chip

Narrative Hook: 1d20 = 3: 3

The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge.
Last edited by Roderick Wolfram on Sat Mar 03, 2018 9:14 pm, edited 4 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

User avatar
Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Roderick Wolfram (Human Robot Pilot)

Post by Roderick Wolfram » Mon Mar 05, 2018 1:00 pm

Cybernetic Wish List

Using Upgrade able Edge
  • Strain 7 - Subject Matter Port 3K +25K skill chip
  • Strain 8 - Subject Matter Port 3K +25K skill chip
  • Strain 9 - Audio Package 40K
  • Strain 10 - Language Translator 16K
  • Strain 11 - Optics Package 60K
  • Strain 12 - Vehicle Interface Package (Piloting) 45K
After applying the Beyond the Limit edge:
  • Strain 13 - Range Data System 20K
  • Strain 14 - Range Data System 20K
  • Strain 15 - Hand to Hand Reaction Wiring 30K
  • Strain 16 - Subject Matter Port 3K +25K skill chip
  • Strain 17 - Wired Skill Port 5K + 40K skill chip
  • Strain 18 - Secret Compartment 5K
When Spirit and Vigor reach d12
  • Strain 17 - Internal Life Support 150K
  • Strain 18 - Internal Life Support
  • Strain 19 - Nano Repair System 250K
  • Strain 20 - Nano Repair System
Dragonwing Enhancement List

Switch out a weapon arm for a Boom Gun (Mod 6?)
  • Remove Light Ion Cannon (Mod 2)
    Remove Medium Laser Cannon (Mod 2)
    Remove Medium Missile Launcher (Mod 3)
or maybe a robot sized version of a Nano Repair System (Mod 2 since it's 2 strain for a person?)
  • Remove Medium Missile Launcher (Mod 3)
And add a SFC artificial intelligence (Mod 1)

or get to Legendary and take the side kick edge and build a wild card copilot
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

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