Federation-Apocalypse: Jarvian Mitchell

   Well, per another request, here’s another potential character for the Federation-Apocalypse game: Jarvian Mitchell, a Mechwarrior pilot from the Battle Zone in the Space-Fantasy realms of the First Circle.

   Jarvian is an ambitious escapee from the Battletech universe. An amateur historian primarily interested in the Lost Tech and Kerensky, Jarvian is extremely interested in the super-advanced technologies of the Core – although he’s gradually becoming aware that many of their devices may not work in his home universe. However, as a born mechwarrior, he still finds it rather upsetting that kids from the Core are routinely running around dressed in a few pounds of clothing that carries more computing power and sensory gear than his highly-sophisticated mech can pack into three or four tons of electronics and can resist light mech-scale weaponry, and are carrying side arms which are almost equal to his laser cannon!

   Still, that hasn’t prevented him from looking in to picking up some of that gear for himself.

   Centuries ago, Jarvain was an enthusiastic player of the classic Battletech game – and thus, after his core death in a car accident, found himself falling into the role of a Mecha pilot in the Battle Zone. He’s long since forgotten most of his first life, although some vague memories of the (much better) game statistics of the “Lost Technology”, and worries about the upcoming Clan Invasion, remain. Still, more than enough time has passed for his death-trauma to fade, allowing him to once more enter the Core now that the gates are opening.

.

Jarvain Mitchell

   L2 Mechwarrior-Historian, Federation-Apocalypse Campaign.

+0 ECL Race: Natural Warrior

  • +4 Con, +2 Int, +4 Dex. (Normally 60 CP, reduced to 30 CP by world rules)
  • Good Eyesight: +1 to Spot.

Available Character Points:

  • Disadvantages: Irreverent, History, and Obligations (+10 CP), Restrictions (Cannot use Magic or Psionics, +2 CP/Level), and +6 CP for his L1 Feat. Total: 72 CP L2 Base + 20 = 92 CP.

Basics (12 CP):

  • Attributes: Strength 14/+2 (DR 2/-), Dexterity 20/+5, Constitution 18/+4 (4 magic points), Intelligence 16/+3, Wisdom 14/+2, and Charisma 12/+1 (2 free contacts). Rolled Attributes: 12, 14, 14, 14, 14, 16
  • Saves: Fortitude +0 (0 CP) + 4 (Con) = +4, Reflex +0 (0 CP) + 5 (Dex) = +5, Will +0 (0 CP) + 2 (Wis) = +2.
  • Hit Dice: L1d12 (8 CP), L2d8 (4 CP). HP 12 + 7 + (2x Con Mod) = 27 HP (75 when in his Mech).
  • Languages (4): English,

Combat Information (26 CP):

  • Proficiencies: All Simple, Martial, and Exotic Weapons (15 CP, -10 from Dex = 5 CP), Light and Powered Armor (9 CP).
  • Move: 30
  • Initiative: +5
  • BAB: +2 (12 CP)
  • Armor Class: 10 (Base) + 5 (Dex) + 2 (Wis, per world rules) + 4 (Military Smartclothes) = 21. DR 6/- due to Smartclothes and Str, AC 26 and DR 11/Energy with heavy effector module.

Usual Weapons:

  • Heavy Machine Pistol (Autofire, Increased Damage, Explosive): +9/+9 (BAB +2, +5 Dex, +4 Martial Art, -2 Rapid Shot), 3d8, Crit 20/x2, 25 Shot Magazine, 40′ range increment. May draw as a free action, automatic knockdown on a critical hit.
  • Forceblade. + 11 (BAB +2, +2 Str, +4 Martial Art, +3 Equipment), 2d8+5, Crit 19-20/x2. Combat Reflexes, Deflect Arrows, Whirlwind Attack

Forceblades gain a +3 to Hit and Damage as well as an extra die of damage. They’re otherwise roughly equivalent to classical bladed weapons.

Purchased Abilities:

  • Augmented Bonus/Intensive Training: Adds Con Mod to Int Mod when calculating the base for military-related Skills (6 CP).
  • Fast Learner, Specialized in Skills (Purchased at L0, +2 SP/Level, 6 CP).
  • Doubled Damage: When using Slugthrowers against Inorganic Targets (6 CP)
  • Split Movement: May split movement around an attack (6 CP)
  • Enhanced Strike/Crushing (applies all damage from an attack sequence as a single attack, 6 CP) with +3 Bonus Uses (3 CP, effectively usable three times per fight).
  • Reflex Action with Bonus Uses based on Dex/Extra actions per day option, 8/day (12 CP)
  • Skill Points: 9 CP + 6 (Fast Learner) + 15 (Int) = 30

Broad Skills (All +3 Int. Military Skills* +4 Con):

  • Physical Skills: Athletics* +10 (1 SP +5 Dex), Blade Expert Martial Art* +14 (1 SP +5 Dex), Pistol Expert Martial Art* +13 (1 SP +5 Dex), Stealth* +13 (1 SP +5 Dex).
  • Knowledge Skills (All +3 Int): Demolitions* +11 (1 SP), Weapons Systems* +11 (1 SP).
  • Perception Skills (all +2 Wis): Spot* +10 (1 SP), Listen* +10 (1 SP)
  • Other Skills: Computer Operations +7 (1 SP, +3 Int), Communication Systems +7 (1 SP +3 Int), Drive* +13 (1 SP, +5 Dex), First Aid* +10 (1 SP +2 Wis), Gadgetry* +14 (1 SP +5 Dex), Research +7 (1 SP +3 Int), Security Systems +9 (1 SP +5 Dex), Temperate Survival* +10 (1 SP +2 Wis).

Narrow Skills (All +3 Int, +5 Training, Military Skills +4 Con):

  • Physical Skills: Balance +15 (1 SP, +6 Dex), Climb* +14 (1 SP +2 Str), Jump +14 (1 SP, +5 Dex).
  • Knowledge Skills (All +3 Int): Mecha Systems* +15 (1 SP), Battletech Universe History +11 (1 SP), Fusion Power Systems +11 (1 SP), Internal Combustion Engines* +15 (1 SP), Mecha Systems* +15 (1 SP), Mecha Tactics* +15 (1 SP), Sensor Interpretation* +15 (1 SP),
  • Other Skills: Gambling +10 (1 SP, +1 Cha), Mechanics +14 (1 SP + 5 Dex), Mecha Piloting* +18 (1 SP + 5 Dex), and Negotiation +10 (1 SP, +1 Cha).

   Usual Gadgets: Smartclothes with Exoskeleton (4), Raven Mech (+6), Heavy Machine Pistol (1), Forceblade (1), Survival Pack (1), one of choice (1).

Raven Light Scout Mech (Gadget 10, 6 with Smartclothes Seperate)

  • Smartclothes with Exoskeleton (4), Growth II (Huge, 2), Sensors and Communications II (3000 foot range, 2), Heavy Missile Launcher (1), Laser Cannon (1). Autocannon (1), and Forceblade (1).
  • Provides +20 Str (Total 34/+12), +10/- Universal DR (Total 16/-), +8 Con (Adds +8 HP, +4 to Fortitude Saves), -4 Dex, -8 Skill Modifier, +3 AC Natural Armor, Reach 15, and +40 Hits.
  • Net Combat Attributes: Initiative +3, AC 20 (10 Base + 3 Natural + 4 Armor + 3 Dex). Medium-sized attackers get a +2 bonus to hit.

Raven Light Scout Mech Weaponry (All -2 to hit when targeting medium-sized targets).

  • Victus Heavy Missile Launcher: +5 (+2 BAB, +3 Dex), 5d20 damage in a 10′ Radius, 120′ Range Increment, 25 Shots, Cannot Critical.
  • Class M Laser Cannon (Heavy Weapon), +5 (+2 BAB, +3 Dex), 2d10 damage, Crit 16+/x2, 120′ Range Modifier, 50 Shots.
  • Spartan Autocannon (Slugthrower): +7/+7 (+2 BAB +3 Dex +4 Martial Art, -2 Rapid Shot) 3d10, Autofire, 120′ Range Modifier, 200 Shots. Automatic knockdown on a critical hit, double damage versus inorganic targets.
  • Ares Forceblade: +17 (+2 BAB +12 Str +4 Martial Art), 4d6 + 15 damage, Crit 19-20/x2, Reach 15, Combat Reflexes, Deflect Arrows, Whirlwind Attack.

Pistol Expert Martial Art (Dex):

  • Requires Weapon Proficiency (Pistols, Small Arms, or Similar), Dex 14+.
  • Basic Abilities: Attack 4, Power 2, Toughness 2, Defenses 2
  • Advanced and Master Techniques: Mighty Blow, Prone Combat, Rapid Shot, and Quick Draw.
  • Occult Techniques: None (The price of minimal requirements)
  • Known Abilities: Attack 4, Rapid Shot, Quick Draw, Mighty Blow.

Blade Expert Martial Art (Dex):

  • Requires: Weapon Proficiency with Blades
  • Basic Abilities: Attack 4, Power 2, Defenses 4
  • Advanced and Master Techniques: Quick Draw, Combat Reflexes, Deflect Arrows, and Whirlwind Attack.
  • Occult Techniques: None. (The price of minimal requirements)
  • Known Abilities: Attack 4, Combat Reflexes, Deflect Arrows, Whirlwind Attack.

 

   Well, Jarvian is pretty formidable when his Mech is working, and a decent fighter-technician when it’s not, but he’ll have a hard time hauling the thing along in worlds where it doesn’t work – or doing any sneaking about with it. Overall, like most vehicle pilots, a bit of a specialist. Invaluable when you need heavy firepower, less helpful when you’re interested in stealth.

Advertisements

One Response

  1. […] Jarvian Mitchell: a wandering mechwarrior (and his mech). […]

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: