Codename: ENG or Engie as a nickname. Real name not listed because it is private information. (eg, something I want to reveal later.)
Age: 41 Earth Years.
Gender: Straight
Race: Human
Sex: Male
Appearance:Brown hair with brown eyes. his face is surprisingly youthful and unscarred, but wrinkled around the eyes slightly from having aimed down a scope since he was enlisted at twenty.
Personality: split into two parts by his life in the endless war. He is quiet while not fighting, only engaging in conversation directed at him unless he knows someone well. When he is fighting, his tactical training comes into play and he will often shout commands at his fellows,
Level:4
EXP:
HP: 30+28 [Each level adds CON+Level HP]
Init: 6+1d20 at the start of each combat.
Stats:
Constitution: 3
Dexterity- 7
Intelligence- 6
Luck- 3
Resistance-6
Strength- 5
Perks:
Battle Hardened: Small bonus on dexterity rolls while attacking.
Regenerative Implants: Gives a small amount of health back to him each turn, allowing him to last longer in battle.
NanoHealer: Chance to Crit on healing rolls, doubling the amount regenerated for his target. Failed healing rolls give 60-70% of the normal healing.
Weapons:
Type: Ranged
Effects:
Aimed Weapon(this weapon requires a turn of aiming before it can shoot without missing.)
Burst Fire(Roll 2D per attack with this weapon instead of one.)
Base Damage: 2d8
Description:The SABR-15's two-round burst fire mode was originally developed with ammunition conservation in mind. It has since become popular with marksmen because of its ability to reliably land those two rounds at a distance.
Type: Melee
Effects:
Powered Blade: multiplies the damage of the weapon by 150% while active and has a 1d4 chance to draw aggro off of others when powering up due to the loud noise it makes upon activating. Takes 1 turn in order to deactivate and switch weapons.
Dagger: this weapon is a short ranged knife. It requires getting in closer than normal to a opponent, making counterattacks easier for the enemy.
Base Damage:
Description: The Chainblade was the Terran Republic's response to a portable multitool for dealing with the thick, alien jungles of Hossin on Auraxis, Made further useful when the rebellion of the New Conglomerate caused frequent travels to turn into close quarters ambushes. While it's not quite the same as an actual Swiss Army Knife, it comes close to taking the place of it with nanotechnology at the peak of it's usefulness.
Armor:
Type: Light/Ultralight
Effect: Neural linked Heads-up Display: Provides a platform for controlling nanite-based devices remotely. Acts as a base for a hacking/programming device.
Fragile: A non combat rated item. It has a chance to break when ENG takes damage. (GM decides this.)
Description: The basis of a versatile tool, the Nanocomm headset provided the base for Electronic espionage and warfare in the endless war. Acting as a versatile tool for judging the status of personal shields and ACE tool reserves as well as acting as a platform for remote interfacing with them, It made up the basis of the infiltraitor class soldier, along with the nano-cloaking device.
This particular copy was made in the field, and is not designed for combat conditions due to the lack of supplies and dedicated facilities.
Type: Medium
Effect: Nanoshield: using a nanite generator, produces a small cloud of nanites that act as a shield, absorbing up to 90% of incoming damage. The shield takes 3 turns to recharge when depleted, and cannot recharge while taking damage, requiring at least one turn without being hit to regenerate. Melee attacks deal full damage to the wearer and the shield and radiation based attacks ignore it entirely.
Resistance bonus:
Description: Upon the discovery of Auraxium, The chemical makeup was studied and found to be self reproductive, a trait not found in any form of mineral at the time. with careful alloying techniques and several hundred years of research and development, the T-001 standard armor was invented, infusing trace amounts auraxium into a nano-factory that could produce a small cloud of nanites, invisible to the naked eye, which would automatically focus into a force field upon detecting air disturbances around the point of impact. This design was later altered to allow the nanites to be reprogramed when filtered into small canisters and exposed to finely tuned soundwaves, shifting their programming in a soundproofed environment to a inactive state and allowing for storage.
Baubles:
Effects: Replicator: Allows Nano replication of numerous small items. Provides ammunition standard to the SABR, and can be expended to create metal and metal parts from nanites, depleting reserves in the process.
the purer and higher density the metal, the more expensive it will be to create.
Experimental prototype:Cannot recharge in combat, requiring specialized shunting procedures to prevent nanites from going rogue mid-transfer, which can be disrupted mid-fight.
Description: The Adaptive Construction Engine Multitool, or ACE for short, was one of the first inventions to utilize stored nanites created in facilities to produce a large selection of equipment, Including Ammunition and Nano-Repair kits. Able to analyze most everyday objects and replicate them with ease, it quickly became invaluable to the rising class of Combat Engineers, since most vehicles had begun to be Nano-replicated inexpensively. This one has been repurposed to accept nanites from the shield generator built into the armor, and reprogram them into a dormant state at the cost of capacity.
Effects: +1 health regenerated per turn.
Gifted by: Dackly
Effects:
Gives access to healing actions via Nanites transferred into them by the shield generator. Various other equipment in his armor and other baubles use them, though they can be deployed as a quick heal to a single target. Only regenerates when shields are active and undamaged (requires 5 turns to regain a medical charge) or out of combat.
Description: Medical kits on Auraxis were revolutionized by the discovery of Auraxium, allowing for nanoparticles to repair the body from the inside out via needle-free, subcutaneous delivery of adrenaline and nanite-based coagulants. This in turn gave medics time to revive wounded or killed soldiers on the field without risking their own lives for more than a few seconds, stabilizing soldiers who were bleeding out and preparing the dead for revival by sealing the wounds.
Oz kit:Provides breathable oxygen for 6 turns. Can be refilled at most fresh oxygen sources.
Basic attack: When using his SABR without aiming, he will "hipfire" giving him X% chance to miss based on distance, but also not costing him the extra turn worth of proper aiming. Rolls a standard 1D6 when used with the Ripper.
Apply Restoration Kit, Rank 2: Uses one of the Healing kits to heal them for X% of their health each turn for 3 turns, including the one it was applied. the percentage healed is equal to the roll *2. Crit healing increases this to *3.
For the Republic, Rank 2: Upon activating, sets ENG into a martial trance, allowing for a second attack action for 3 turns. Ranged Attacks done while active inflict Suppression, lowering target DEX next turn. Melee attacks Grant parrying, Reducing incoming melee damage by the amount dealt from the attack(s) before enemy RES, but removing that damage from his attack(s). Blocks all escape rolls for ENG during it's active time, and applies a stacking -7 to escape rolls for 2 turns after trance ends, resetting if used again. 1 turn cooldown after trance ends
Aim, Rank 2: Ensures that the next ranged attack does not miss. Counts as an attacking action.
Disperse Nanites, Rank 2: gives a small heal over time to the entire party, lasting 2 turn per charge used and Restoring X% based on the initial roll. This action cannot Crit Heal or Fail a roll.
Nano revive: revives a fallen ally at half hp, with their action taking place immediately after. This action imposes a 10% increased damage taken on ENG, as it requires him to leave himself exposed. Critical successes revive with full hp, and critical fails reduce max health by 25% until the end of combat.Shares cooldowns with other healing actions.
Inventory:
Damage:1D6 Ranged
Effects: None?
Fiery Bulblax Head
Sturdy Containment Device: a tough cylinder capable of storing a moderate amount of nanites from the ACE tool for use in larger constructions with it. Grants access to more crafting with the ACE tool while kept full. 0/4 uses.
Patched Spacesuit
6000~ Credits
Other:
Appearance: an eight legged spiderbot with a tough outer layer of armor, a manipulator arm mounted on it's back, and a camera nestled between two armored plates up front. It also has a armored tail for stability and small cargo.
HP: 30+6
Init: DEX+1d20 at the start of each combat.
Stats: 18/18 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution: 5
Dexterity- 2
Luck- 1
Resistance- 3
Strength- 5
Synergy-2
Actions:
Ram: basic attack, slamming his armored carapace against the target for 1 d4 damage.
Hunker: doubles resistance for two turns, but prevents attacking while active. 1 turn cooldown.
Electronic Hack: special action available for robotic targets, allows him to randomly A) commendeer them for that turn, allowing him to use one of their actions, B) disable them for two turns, or C) cause them to self destruct, if they are capable. 4 turn cooldown, and counts as an attacking action.