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Captain Keith

Keith was one of the first 4 people in our game play group. But he wussed out and quit.
Ever since we've taken his character and used it many upon many times. I just took a
random guess where it would be today. But its level and play time would rival that of
Doyte. Keith, both player and character, has one eye that is rather squinty for what-ever,
leading to us calling him a pirate. Hell, even Keith's custom destroid has one eye that
always remains closed. But when it opens it fires a massive laser beam that does d12x10
each turn until the player rolls a dodge of 16+, or is destroyed. The latter being the most
common. Keith also has his own pirate fleet that often pops up to pester new players.
And no matter how many times they are defeated, they keep coming back. (him and his
entire crew got disintegrated by a steam cannon, just to come back mere minutes later)

Keith’s ship can usually be found around the northern side of Atlantis and has connections
to the Brotherhood.

Name: Keith
Age: 35 or so
Height: 5 foot 11
Weight: 180 lbs
Disposition: Says arrrrrr a lot, and loves to talk like a pirate.


Level: Level 10 Destroid Pilot/Level 10 Mercenary
HP: 112/112
SDC: 90/90
Chi: 22
PPE: 55

Attributes:
IQ: 15, ME: 32, MA:19, PS:17, PE:15, PP:12, PB: 6, Spd: 32

Bonuses:
+12 strike
+15 Dodge
+15 parry
+4 initiative
+18 roll
Crit on 18+


Skills of Note:
Pilot Destroid-98%, Pilot Motor boat-98%, Pilot Warship-98%, Cook-89%, Basic Math-98%, Advanced Math-98% Speak & Literate English-98%, Streetwise-89%, Read Sensory-98%, Weapon Systems-98%, Automotive mechanics-98%, Pilot auto-98%, Pilot truck-98%, Pilot Jet-98%, Intelligence-98%, Radio Basic-98%, Interrogation-89%, Escape Artist-85%, Land & Space Nav.-98%, Wilderness survival-98%.

Cyclops Destroid. (Keith’s specialty destroid)


MDC by Location:
Legs(2)-210
Arms(2)-180
Body-480
Head-320
Eye(normal)-120
Eye(Laser)-310
Rail Rifle- 180
Missile Rack(4)-210

Attacks - Punch without spikes- 3d8
Punch w/ spikes-3d8x5
Kick - 3d4x5
Rail Gun- 4d6x10
Missiles- Volleys of 5, 10, 15, 20, or 25 medium missiles.
Grab- Holds target, preferably in path of the laser. Successful strike.
Requires strength test to keep control. Cyclops PS: is equal to 59 Supernatural.
Eye laser- +12 strike
D12x10 per round. Takes a dodge of 16+ to escape laser.
Takes 1 hour to recharge.
Over Burst- Releases all energy in one shot. 2d20 x d20