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 Private 1 Class Rendall «Ron» Tremblay

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Rendall «Ron» Tremblay
Private 1 Class
Private 1 Class
Rendall «Ron» Tremblay


Messages : 88
Date d'inscription : 05/08/2008
Age : 34
Localisation : Entrain de réparer le Glitter Boy

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MessageSujet: Private 1 Class Rendall «Ron» Tremblay   Private 1 Class Rendall «Ron» Tremblay Icon_minitimeJeu 7 Aoû - 21:52

Rendall Tremblay, 19 ans, humain ayant pour origines Free Quebec, était, il y a peu, un étudiant en Physique avancée qui laissa les études par manque de fonds. L'université à laquelle il étudia avait comme mandat le développement de canon de Gauss (Coilgun), le grand frère du canon électrique (Railgun), étant capable de projeter d'immenses projectiles à une vitesse détrônant les projectiles de canon à poudre. Là réussit-il à trouver le nombre de spires efficace ainsi que l'espacement limite entre chacun des amas de spires pour projeter hors de l'orbite terrestre un projectile d'une tonne métrique. Ses progrès semblaient abuser d'un pouvoir quelconque (ce qui n'était probablement pas faux, car il semblait d'une concentration inépuisable...)
Private 1 Class Rendall «Ron» Tremblay Railgun01
Son professeur, Nicholas Parent, avait poussé l'élève à réaliser son attrait pour la physique en lui fournissant toujours plus de matériel que nécessaire aux exercices de base des cours. À la venue du nouveau trimestre auquel Rendall n'eut plus droit, Dr. Parent fut surpris de l'absence du jeune homme...

S'enrôlant dans l'Alpha Green X Squad afin d'obtenir un revenu, Rendall Tremblay hérite du sobriquet «Ron» et devient le technicien de service en terrain opérationnel pour le Dr. Green. Il se découvre alors une insatiable passion pour les machines qui le cloître au hangar où il finit par passer le plus clair de son temps, avant de finalement partir pour sa première mission...

Private 1 Class Rendall «Ron» Tremblay Operat10
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Messages : 134
Date d'inscription : 05/08/2008
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MessageSujet: Re: Private 1 Class Rendall «Ron» Tremblay   Private 1 Class Rendall «Ron» Tremblay Icon_minitimeDim 10 Aoû - 4:08

Psi-Tech R.C.C.
Psi-Techs are psychics with an innate understanding of technology and an ability to operate, repair and build all kinds of machines, electronics and gadgets. They are essentially Operators
with the added benefit of Master Psionic powers. This character can build a radio from a toaster, rebuild a vehicle from mismatched parts, and hack into sophisticated computer networks
(even military ones) undetected (via Machine Ghost). However, unlike your prototypical electronics whiz-kid or computer geek, the Psi-Tech is able to mentally interface with machines
and devices using his psionic powers. The ability to interface or "communicate" psionically with
machines and devices affords the Psi-Tech a mastery over technology unequalled by any nonpsychic human. This is because he can "see" with his mind's eye the inner workings of any device
and "sense" where the problem may be, where the regular mechanic and Operator has to disassemble the same device and/or use a diagnostic computer or a series of tests to locate
what is wrong or damaged. Additionally, the Psi-Tech instinctively knows exactly how to fix the problem with uncanny precision and speed. Moreover the Psi-Tech is able to figure out
how to piece together a working machine in a flash of psychic insight just by looking at parts and components. In addition, the Psi-Tech can easily figure out how to use
Techno-Wizard devices, as well as how to operate and repair alien machines. This makes them coveted employees, freelancers and advisors to industry, heads of science and the criminal
underworld. It is rumored that even Chi-Town enlists the aid of Psi-Techs in their continuing research and recovery of lost pre- Rifts technology, as well as the secret integration of alien technology.
This highly specialized psychic has abilities that are predominantly dedicated to the study, repair, building and the use of machines. Total Recall enables them to call forth an exact
schematic or a recollection of work on a similar device; Machine Ghost enables them to commune with computers, and all the various Telemechanics powers make the psychics virtually
one with the machines they work on. However, there is a downside to this savant-like affinity with machines, most Psi-Techs are lousy with people. They tend to be quiet and shy. Many are
uncomfortable around "normal" people, especially women, and most lack social skills. These mechanical whiz kids are often easily intimidated by those who are outspoken, confident and
physically or magically strong. They tend to underestimate themselves in everything except their mechanical aptitude, and the most insecure will shun contact with the outside world, preferring
to associate with other Psi-Techs, robots and machines. A handful develop reckless and sometimes vengeful, cruel and murderous alter egos. This repressed personality comes out when the psychic is in control of a powerful machine or piloting power armor or a robot vehicle. Fortunately, such power mad and vindictive "nut cases" are a rarity.

Special Psi-Tech Abilities
1. Telemechanics: The Psi-Tech's inborn expertise with all
things technological comes from an enhanced form of the super
psionic ability Telemechanics. In most respects, it is identical to
the standard power described on page 127 of the Rifts® RPG.
Where it differs is that this ability is a constant one that requires
no expenditure of I.S.P. on the part of the Psi-Tech. In addition,
the duration is doubled. The level of skill expertise is equal to
85% plus 1% per level of experience.

2. Machine & Electrical Diagnosis. The Psi-Tech can sense
the cause of a malfunction, pinpoint the problem or damage, and
know what needs to be done to fix it (still needs to use/roll for
specific skills or psi-powers) — a more specific and specialized
form of Object Read.
Range: Touch.
Duration: Two minutes per level of experience.
I.S.P. Cost: 6

3. Soup-Up Machines: The Psi-Tech has a knack for getting
the most out of a machine, including vehicles. They can increase
the speed, fuel efficiency/range (when applicable), and M.D.C.
of vehicles and bots by 10%, and the speed and performance of
computers by 15%. They can even tweak weapon systems to increase
the effective firing range by 10%, and can jury-rig parts
together in an emergency three times faster than what's normal.
They perform all mechanical and computer skills about two
times faster than normal.

4. Mental link to Robots, Power Armor & Vehicles. In addition
to the Machine Ghost and Telemechanic powers, the Psi-
Tech can make and maintain mental contact with machines designed
to be piloted. In this capacity, the Psi-Tech maintains his
own individuality and awareness, but partially becomes the machine
as well. This union of man and machine provides the following
bonuses beyond the usual robot or vehicle piloting skills
the character may have. All apply only when piloting power armor,
a giant robot, or a vehicle (hover cycle, car, airplane, 'bot
vehicle, etc.).
+1 attack/action per melee round.
+1 on initiative with the machine.
+2 to pull punch of the machine.
Run or fly 10% faster.
Leap 10% higher and farther.
+10% to piloting skill for that machine/special maneuvers.

5. Other R.C.C. Psionic Powers:
The character also starts with the psionic abilities of Telemechanic Mental Operation,
Telemechanic Paralysis, Telemechanic Possession, Machine
Ghost, Object Read, Speed Reading and Total Recall, plus two
Sensitive powers of choice.


At each subsequent level, the character gets to select one new
power from any of the Physical or Sensitive categories.

The character also gets to select one Super-Psionic ability at
levels 2,4, 8, and 12.


6.1.S.P.: 3D4xlO I.S.P. plus the M.E. attribute number. Add
an additional 10 I.S.P. per level of experience.

7. P.P.E. Base: 1D6+2

8. Other R.C.C. Bonuses: +5 to save vs Horror Factor when
robots or machines are involved, +1 to save vs possession, and
+2 on initiative when competing with or against machines and
bots.


Dernière édition par Admin le Dim 10 Aoû - 4:18, édité 2 fois
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Messages : 134
Date d'inscription : 05/08/2008
Localisation : Trouver une facon tuer le glitter boy

Private 1 Class Rendall «Ron» Tremblay Empty
MessageSujet: Re: Private 1 Class Rendall «Ron» Tremblay   Private 1 Class Rendall «Ron» Tremblay Icon_minitimeDim 10 Aoû - 4:09

Psi-Tech Psychic R.C.C.
Alignment: Any
Attribute Requirements: I.Q. 10. High M.E. and P.P. attributes
are helpful but not required.
Race Restrictions: Most common among humans (80%), Elves
(6%), Ogres (6%) and 8% others. Both males and females
can become Psi-Techs.

R.C.C. Skills:
Language: Two of choice (+20%)
Literacy: American and one of choice (+10%)
Basic Math (+20%)
Radio: Basic (+15%)
Computer Operation (+20%)
Computer Repair (+10%)
Computer Programming (+10%)
Basic Electronics (+20%)
Basic Mechanics (+20%)
Mechanical: Two skills of choice (+10%)
Pilot: Three of choice (+10%)
Read Sensory Equipment (+10%)
W.P. Blunt
Hand to Hand combat must be selected as an R.C.C. Related
skill. Hand to Hand: Basic costs one skill selection, Expert
counts as two, and Martial Arts counts as three.

R.C.C. Related Skills: Select five other skills. Plus select two
additional skills at levels 2, 4, 7, 10, and 13. All new skills
start at level one proficiency.
Communications: Any (+10%)
Cowboy: None
Domestic: None
Electrical: Any (+10%)
Espionage: None
Mechanical: Any (+10%)
Medical: None
Military: Any involving machines, building & demolitions
(+5%)
Physical: Any, except Acrobatics, Wrestling or Boxing.
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Computer Hacking only (+15%)
Science: Chemistry and Math only (+10%)
Technical: Any (+5%)
Weapon Proficiencies: Any
Wilderness: None

Secondary Skills: The character also gets to select four secondary
skills from the previous list at level one, and two at levels
2, 4, 6, 9, 12, and 15. These are additional areas of
knowledge that do not get the advantage of the bonus listed
in the parentheses. All secondary skills start at the base skill
level. Also, skills are limited (any, only, none) as previously
indicated in the list.

Standard Equipment: Work coveralls with multiple pockets,
several sets of utility-type clothes, durable steel-toed workboots
and a suit of light M.D.C. body armor that has been
modified with one special feature of the player's choice.

Also has an extensive tool kit, smaller portable tool kit,
soldering iron, Wilk's laser scalpel, 1D4 rolls of duct tape,
1D4 rolls of electrical tape, pocket laser distancer, measuring
tape, magnifying glass, multi-optics band, tinted goggles,
sunglasses, pen flashlight, large flashlight, a half dozen
flares, 200 feet (61 m) of lightweight rope, a couple knives,
PDD recorder/player, hand-held computer, notebook, mechanical
pencil, backpack, reinforced padded briefcase (10
M.D.C.) for fragile equipment and/or compo nents, 1D4 large
sacks, and various other personal items and basic tools of the
trade. Normally a Psi-Tech has an additional 4D6 spare gadgets,
parts and components (circuit boards, electric motors, vehicle
drive train, robot arm, etc.) kicking around to build,
repair or modify equipment.


Weapons for the Psi-Tech character include a large
wrench, a hammer, Vibro-Knife, survival knife, and an energy
pistol of choice with four additional E-clips.


Vehicle: A souped-up hover cycle or Land Rover with
10% more M.D.C. and which can go 10% faster.

Money: 4D6xlOO in Universal Credits, plus 4D4xlOOO credits
worth of tools, spare parts and components.


Cybernetics: Starts with none and will avoid getting cybernetics
except for medical reasons. Although they think cybernetic
implants and bionics are great for "other" people, they
interfere with psionic powers, and besides, the Psi-Tech can
meld with machines whenever they want to.
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Messages : 134
Date d'inscription : 05/08/2008
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Private 1 Class Rendall «Ron» Tremblay Empty
MessageSujet: Re: Private 1 Class Rendall «Ron» Tremblay   Private 1 Class Rendall «Ron» Tremblay Icon_minitimeDim 10 Aoû - 4:14

Telemechanics
Range: Touch or 5ft away (1.5m)
Duration: 10 minutes plus 2 minutes per level of psionic.
I.S.P.: 10
Savings Throw: None
This ability allows the psionic to mentally communicate and understand
machines. This psi-power is a bizarre combination of object read
and telepathy, except that it applies to mechanical devices only.
By touching any non-artificially intelligent machine, whether it be a
bicycle, gun, car or airplane, the psionic will instantly have a complete
(although temporary) knowledge of exactly how the machine operates.
I must stress that the psionic knows everything about the machine; the
complete schematic diagram and operation knowledge are clearly seen
in his mind's eye. The level of skill expertise is equal to 80% scholastic
skill.
When touching an artificially intelligent machine, i.e., computers,
the psionic not only understands everything about its operation, repair,
access codes, etc., but can actually communicate with it telepathically.
This means he can tap into a computer's memory bank without using
a terminal because the information would be sent directly into the
psionic's mind. Remember, the telepathic link and memory are temporary
abilities (although a total recall would be able to call up small bits
of info). The psionic's skill knowledge is equal to 88% skill proficiency
and applies to all aspects of the machine, its operation, repair, special
codes, etc.
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Rendall «Ron» Tremblay
Private 1 Class
Private 1 Class
Rendall «Ron» Tremblay


Messages : 88
Date d'inscription : 05/08/2008
Age : 34
Localisation : Entrain de réparer le Glitter Boy

Private 1 Class Rendall «Ron» Tremblay Empty
MessageSujet: Re: Private 1 Class Rendall «Ron» Tremblay   Private 1 Class Rendall «Ron» Tremblay Icon_minitimeSam 16 Aoû - 22:37

Citation :
TOKEI XVIII
Réveil-matin fait maison

Private 1 Class Rendall «Ron» Tremblay Ei_bot13
Cette imitation de robot n'est en fait qu'un simple réveil matin. Un hologramme jaillissant de ses yeux indique l'heure, la date et la température ambiante. (Pourquoi dix-huit? Parce que le réveil-matin fonctionne trop bien!)


Caractéristiques

Corps :
    · Taille: Très petite (4 pouces ou 10 cm de diamètre)
    · SDC: 1 (C'est pourquoi la chose est rendue à sa 18e édition!)
    · Poids: 1 lb (0,45 kg)
    · Vitesse: 0 (sauf lorsque lancé)
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Rendall «Ron» Tremblay
Private 1 Class
Private 1 Class
Rendall «Ron» Tremblay


Messages : 88
Date d'inscription : 05/08/2008
Age : 34
Localisation : Entrain de réparer le Glitter Boy

Private 1 Class Rendall «Ron» Tremblay Empty
MessageSujet: Re: Private 1 Class Rendall «Ron» Tremblay   Private 1 Class Rendall «Ron» Tremblay Icon_minitimeMar 9 Sep - 17:05

Au fur et à mesure de sa forte exposition aux ley lines lors des missions l'envoyant aux abords des terres patrouillées par la Coalition, Rendall se découvrait des anomalies qui l'intriguaient et l'inquiétaient, parfois. La récente utilisation du «Plat de Résistance», créé par Deborah Wilkinson, avait selon lui fait surgir d'autres de ces incongruités. Il lui arrivait de voir des choses que nul ne voyait et commençait peu à peu à douter de sa santé mentale et à craindre d'utiliser de nouveau le «tuyau d'copp.» Bien souvent, il était convaincu d'avoir vu bouger quelqu'objet près de lui et cela le forçait à quitter la pièce, sans quoi il devenait anxieux et constamment harassé par tout mouvement...
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Rendall «Ron» Tremblay
Private 1 Class
Private 1 Class
Rendall «Ron» Tremblay


Messages : 88
Date d'inscription : 05/08/2008
Age : 34
Localisation : Entrain de réparer le Glitter Boy

Private 1 Class Rendall «Ron» Tremblay Empty
MessageSujet: Re: Private 1 Class Rendall «Ron» Tremblay   Private 1 Class Rendall «Ron» Tremblay Icon_minitimeMar 9 Sep - 17:06

Citation :
RANPU
Lampe de chevet

Private 1 Class Rendall «Ron» Tremblay Robot10

Robot aux programmes très rudimentaires. Une fois opérationnel et en mode «lampe», cherche constamment à éclairer une surface blanche pour qu’elle lui renvoit 120 candela. Peut marcher et tenir des choses n’excédant pas 1 lb (0,45 kg) de poids. Fonctionne par commandes vocales.


Caractéristiques

Corps :
    · Taille: Très petite (8 pouces ou 20 cm de haut)
    · SDC: 3
    · Poids: 5 lbs (2,7 kg)
    · Vitesse: 1
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