Mathus Mordrinacht

Ajit's page

41 posts. Alias of Tenro.


Race

RETIRED Garudan

Classes/Levels

Aegis (BESM hybrid)

Gender

Male

Deity

Hin

Languages

Garudan, Tirolian, 4 others

Strength 18
Dexterity 20
Constitution 18
Intelligence 18
Wisdom 10
Charisma 12

About Ajit

HP: 14
AC: 17 = 10 + 4 DEX + 3 ARMOR
Resist: DR 8/+1 in Astral Suit
Init: +4
Speed: 30ft (+10 charge/run/withdraw) +10ft in Astral Skin, -10ft in Astral Armor/Juggernaut
BAB: +2
F: 6* = 2 BASE + 4 CON + +1 in Astral Juggernaut
R: 5* = 0 BASE + 5 DEX + +1 in Astral Skin
W: 2* = 2 BASE + 0 WIS +2 vs Mind Invasion

COMBAT BAB +2
Astral Suit Retractable Armblade, +6/+6 melee, 2d8+4 dmg
Pistol, +7/+7 ranged, 2d6; Critical 20; Damage Type: Energy; Range Increment - 30 ft.; Rate of Fire: Single Shot; Magazine - 17 per energy clip; Size: small

+1 to hit / damage (STR) in Astral Armor
+1 to hit ranged (DEX) in Astral Suit

Racial Traits:

+2 Dexterity, +2 Charisma, –2 Wisdom: Garudans are sociable and agile, but often lack common sense (in the comics, this isn't true. I have to revise this).
Garudan: Garudans are humanoids with the garudan subtype.
Medium: Garudans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Garudans have a base speed of 30 feet.
Low-Light Vision: In dim light, garudans can see twice as far as humans.
Psychically Talented: The garudans gain the Psionic Talent feat for free at 1st level. As a result, they may choose a class from Psionics Unleashed. Most are wilders or psychic warriors, but some are psions and soulknives.
Natural Hunter: Garudans receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter: Garudans gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Languages: Garudans begin play speaking Tirolian and Garudan. Garudans with high Intelligence scores can choose to speak any Language they wish.

BESM Points Expended:

32 pts
Attributes
Enhanced Attribute: STR Rank 4 4pts
Enhanced Attribute: DEX Rank 4 4pts
Enhanced Attribute: CON Rank 4 4pts
Enhanced Attribute: INT Rank 4 4pts
Enhanced Attribute: WIS Rank 1 1pt

Attack Combat Mastery Rank 1: 3pts/rank, +1 BAB
Extra Attacks Rank 1: 8pts/rank, +1 attack at highest bonus per round
Extra Defences Rank 1: 3pts/rank, +1 defensive or non-combat action per round
Highly Skilled Rank 1: 1pt/rank, +4 skill points
Mechanical Genius Rank 1: 2pts/rank, can do mechanical things twice as fast
Mind Shield Rank 1: 1pt/rank, +2 vs mind invasion
Personal Gear Rank 2: 2pts/rank, see Equipment
Item 2pts: (for Red Bioroid)
Mecha (Bioroid) Operation Feat

Defects:
Bane 1 BP: (oxygen, ingested, 2d6/rnd)
Conditional Ownership 1 BP: (linked to Item) (minor restrictions to use of bioroid)
Marked 3 BP: (is a rare race in this part of space)
Nemesis 2 BP: (an overly competitive colleague who frequently interrupts and may harm him)
Owned 2 BP: (part of mercenary group and subject to moderate punishment on failure or insubordination)
Red Tape 1 BP: (the organization he is a part of will cause him big headaches if he does anything high-profile that brings discredit to them)

Class Abilities:

Power Points (Total): 5 (1 class + 2 feat + 2 INT)

Astral Repair: at will as a standard action, may repair 2 HP of damage to objects.

Form Astral Suit: Action depends on form, can dismiss as a free action. 3 customization points, gain customizations based on form at no cost. Modifying customizations takes 8 hrs of concentration. Can leave points free to customize on the fly, doing so takes 1 min of concentration.

Favored Class: +1/4 Customization Point

Astral Suit:

Astral Suit Specifics

Base Forms:
Astral Skin: like psychoactive skin, no armor bonus. Swift action to form. This is the form he typically chooses as it offers the most mobility.
Speed x2: +10ft move speed
Nimble: +2 DEX
(Evasion at 2nd level, Improved Evasion at 12th)

Astral Armor: Mwk Chainmail (+6 AC, +2 Max Dex, -3 ACP, 20ft). Move action to form.
Brawn: +2 STR
Improved Damage: Melee: +3 dmg w/2h weapon, +2 dmg w/1h weapon, +1 dmg w/light weapon. If dual-wielding, each is affected separately.
(Flexible Suit at 2nd, counts as Mwk Breastplate at 8th)

Astral Juggernaut: Mwk Half-Plate (+8 AC, +0 Max Dex, -5 ACP, 20ft). Full-round action to form.
Fortification: 25% resist crits
Hardy: +2 CON
(Stalwart at 2nd, counts as Mwk Full Plate at 7th)

Customizations Purchased: (4 pts)
CP 3:1 Swap: Spend 4 Customization Points, gain 12 Character Points (what they are spent on only applies while in Astral Suit)
Armor Rank 2: DR 8/+1
(-1 BP, Dependent on Astral Suit) (7pts)
Special Attack Rank 1: 2d8, muscle powered, melee
(-1 BP, Dependent on Astral Suit) (3pts)
Flight Rank 1: Skimmer/Glider; up to 10mph (18ft/rnd)
(-1 BP, Dependent on Astral Suit) (1 pt)
Special Defense Rank 2: Air/Oxygen to Breathe, 2 slots, does not breathe
(-1 BP, Dependent on Astral Suit) (1 pt)

Feats and Traits:

Psionic Talent: (Racial Bonus) gain 2 power points.
Extra Customization: Gain 1 extra Customization Point. May be taken one additional time after the first per 5 Aegis levels.
Mecha (Bioroid) Operation Feat

Fight Through the Pain: +2 trait bonus to Autohypnosis to avoid caltrop damage, stabilize, and resist poison.
Armor Expert: reduce the ACP of all armor worn by 1

Skills:

8/lvl, +4 highly skilled
Acrobatics +9*=1+3 +5 DEX +1 in Astral Skin
Autohypnosis +6*=1+3 +0 WIS +2T for caltrop, stabilize, resist poison
Climb +8*=1+3 +4 STR +1 in Astral Armor
Craft Electronics +8=1+3 +4 INT
Drive +9*=1+3 +5 DEX +1 in Astral Skin
Pilot +9*=1+3 +5 DEX +1 in Astral Skin
Intimidate +1= +1 CHA
Know: Engineering +8=1+3 +4 INT
Know: Psionics +8=1+3 +4 INT
Lore: Robotech Masters +8=1+3 +4 INT
Lore: Invid +8=1+3 +4 INT
Navigation +4=1+3 +0 WIS
Profession +0= +0 WIS
Spellcraft +4= +4 INT
Swim +4*= +4 STR +1 in Astral Armor
Use Magic Device +5=1+3 +1 CHA

See Natural Hunter Racial attribute

Equipment:

Red Bioroid
2 Major Items (Light Body Armor, Hoverbike)
4 Minor Items (Combat Knife, Pistol, Officer's Sword, Complete Tool Box)
4 Minor Items (Hoverbike Upgrades: GPS, Alarm system, Improved Brakes, Turbocharger)

Hoverbike: 1 Crew, 1 Passenger, 0 lb Cargo, -1 Init, +3 Maneuver, 295 Top Speed, 9 defense, 5 hardness, 22 HP, Large

Red Bioroid:

RED COMMAND BIOROID IMAGE

Concept: Mind Controlled Organic Robot
Type: Giant Robot
Size: Huge (20 ft. or 6.5 m tall)
Hit Points: 50 [60 MP]
Occupants: 1 Pilot [10 MP]
Cargo: none [0 MP]
Armor: 17 [85 MP]
Defense: +4 [20 MP]
Strength: 25 [45 MP]
Speed: 60 Mph, running -- [102 MP = Armor * Speed (60/10)]
Handling: +2/+2 [40 MP]

Sub total:

Special Abilities: Comm -- Long Range Telepathic Radio [10 MP], Electromagnetic Armor [34 MP], Life Support [12 MP], Meta-Scanner [1 mile, 8 MP], Targeting Computer +3 [15 MP]

Exotic Abilities: Mind-Interface System [10 MP]

Sub total: 449

Defects: Hangar Queen [-10 MP], High Ground Pressure [-10 MP], Reduced Endurance (several hours) [-20], Start Up Time: 1 minute [-2 MP], Weak Point (head) [-17 MP]

Grand Total: 390

Own a Big Mecha Equivalent = 1 rank (5 CP)
Item Equivalent: 2 CP
=====================================================
The "Red Bioroid" was a rare sight in the armies of the Robotech Masters. Superior in speed and armor to the other Type 1 and 2 Bioroids (Blue and Green, respectively), this mecha was usually reserved for senior commanders, for their supervisory capacity over other Bioroids in the field. The most noteworthy pilot of this mecha was Zor Prime, a clone of the original Robotech Master, who was allowed to be captured by Earth forces, and whose actions directly led to the end of the Second Robotech War.

The Bioroid is unarmed and incapable of flight, and makes up for these deficiencies with one of two types of gun pod and the Bioroid Hoversled. The Red Bioroid is usually equipped with the "Disk" gun pod, so named because it is shaped like an upright disk.

The Bioroid is controlled by a mechanism unique to all Robotech mecha. While Battloids and Battlepods use input from control sticks and pedals to translate pilot's intent to the mecha, and whereas Power Armors amplify limb movements to the mecha's own limbs, the Bioroid is completely mentally controlled. A series of biological "diodes" implanted into the pilot reroute brain signals from the pilot's motor nervous system to the Bioroid's, making the Bioroid an extention of the pilot's own body. Because of this, and because of the unique servo system, the Bioroid is extremely difficult to disable without killing or incapacitating the pilot. A side effect of the control system is that when the pilot is improperly removed from the mecha, his/her nervous system is damaged, and may become completely unresponsive.

It is also probable that controllers aboard Robotech Master Assault Corvettes were capable of controlling their Bioroid pilots directly, as evidenced by the fact that hits to the control center on the Corvettes often caused the Bioroids and Corvette to make a quick retreat.