Millech the Hump

Josiah Oates's page

84 posts. Alias of LastNameOnEarth.


Classes/Levels

Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

About Josiah Oates

Appearance:

Height:
Weight:
Eyes:

Attributes

Agility: d8
Smarts: d12
Spirit: d6
Strength: d4
Vigor: d6

Derived Stats:
Charisma:
Parry: 4
RATN: 4
Pace: 5
Toughness: 5
Armoured Toughness: 13 (6)

Hindrances:
(Minor) Habit
(Minor) Ugly
(Major) Elderly
Quirk: Is convinced Machines are self-aware, and have personalities. Tends to name every one of them.

Edges:
Hindrance: Master of Magic
Hindrance: Rich
N1 Increase Smarts
N2 Power Points
N3
S1 Increase Smarts
S2 Spare Parts (from Thousand Islands of South America)
S3 New Powers: Warrior's Gift and
V1 Increase Agility
V2 Skill Increase: Driving and Shooting
V3 Combat Ace

Edges:
SPARE PARTS Requirements: Seasoned, Gizmoteer or Techno-Wizard, or Weird Science, Science d8+. Some characters take recycling to an artform, not wasting a single circuit when building new devices. Characters with thisEdge may cannibalize existing, functionaltech in their possession when paying thecost for creating, upgrading, or convertingitems. Gear cannibalized in this wayprovides its full list value towards the costin raw materials of the new work. In the event the gear is worth more than the cost of the new item, any excess is retained as rawmaterials for the next time. Minor problemslike Glitches or Vehicle Fatigue do not impactthe value. However, severely damaged ormalfunctioning gear loses a percentage of itsvalue as follows (seeTechnical Diculties in theTomorrow Legion Player's Guide): Wounds: –25% credit value each. Serious Problem: –20% credit value. Severe Failure: –40% credit value.

Heroic Journey: +1 Die Repair and Mr. FixIt
Heroic Journey: Choose a spell off the list.
Ace

Techno-Warrior:
Arcane Background: Techno-Wizard

Abilities:
Arcane Machinist: 6/day
Machine Maestro

Powers:
Growth/Shrink
Healing
Teleport
Speed

Powers Accessed through Gear:

Skills:
Athletics d4
Common Knowledge d6
Notice d6
Persuasion d4
Stealth d4

Techno-Wizardry d12
Electronics d6
Occult d12
Repair d12
Science d6
Driving d8
Pilot d6
Shooting d10

Heroes Journey:

Narrative Hook: 1d20 ⇒
Armour: 1d20 ⇒ 15 = Multioptics Helment
Armour: 1d20 ⇒ 7 = Designed for Concealment
Armour: 1d20 ⇒ 20 = Choose any
Armour: 1d20 ⇒ 3 = Exchange Starting Armour
Ranged Weapon: 1d20 ⇒ 19 = Choose any Result
Ranged Weapon: 1d20 ⇒ 3 = Choose any Personal Ranged Weapon

[ooc]

Gear:

Nova Rifle Shooting d8+1 Damage 4d8 AP 8 30/60/120 MBT RoF 1 w/Red Dot
TK Revolver Shooting d8+1 Damage 3d6 AP 2 12/24/36 w/ Laser Sight
T-13 Mechanic Light EBA +6 Armour +2 Toughness +2 on Repair
NG-52 Survival Pack
Tool Kit


NG-52 Survival Pack:
∙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 other if the sun is out.
∙One short-range radio, five mile 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.

Planned Advances:

Elsie:

NG-HCH-2000 Tractor Hover Truck: Size 8 (Huge)
Handling +1*
175 MPH
Toughness 42 (20)
Crew 2+2
Remaining Mods 0
Notes: ECC, Hover, MDC Armor, Nuclear Powered, STS, Reinforced Chassis x3, Mobile Mechanical Bay.

Heavy Laser (Forward Fixed Mount)
4d10+4 AP 30
150/300/600

Duel NG-303 Rail Guns (Top Pintle Mount)
2d10+4 AP 6
30/60/120

All-Purpose Trailer/Boxcar: Size
8 (Huge), Handling −1, 0 MPH,
Toughness 30 (8), Crew 0, Remaining
Mods 25
ECC (8 Mods) 16k
Armour (8 Mods) 16k per: Toughness 46 (24)
Mods 9 remaining

*Typically tows one to three cargo boxcars (see APT above) −1 Handling and −25 MPH each fully loaded APT.