DD's Sketchpad

hey guys this is my sketchpad



Edward Windrider Species: Yulenite (a human subspecies from the planet Yule) Class: Technowizard Level 5 +2100 exp IQ: 20(6%). . . PP: 22(+4). . . . SDC: 31 ME:15. . . . . . PE: 13. . . . . . . HP: 39 (+1d6/lvl) MA:16. . . . . . PB:17(35%). . . PPE: 152 (+2d6/lvl) PS:15. . . . . . Spd: 17. . . . . . ISP: 61 (+1d6+1d4+1 per level) Description: Bright flame red hair, 19 years old, blue eyes

Save Bonuses: +1 on all saving throws, +2 vs HF, +2 vs possession/mind control, . . . . . . . . . . . . +1 vs magic at lvl 3,7,10,13, +3 on perception rolls involving magic or machines Basic Combat Stats: 5attk/mel, +5strike, +5parry, +5dodge, +2pull/roll, +2initiative Bonus per Weapon: Sword (+7strike, +7 parry), Pistol (+3 strike), Heavy Weap (+3 strike), . . . . . . . Vehicle Weapon System(+4 strike), Spaceship Weapon System(+5 strike, +6 dodge), . . . . . . . Space Fighter Weapon System(8 attk/mel, +7 strike, +11 dodge, +3 dogfight, +5% movements)

Special TW Abilities: 1. Cast magic through traditional words & gestures with penalty: all spell ranges, durations, MDC, and damage are reduced to half, 2 spell actions per melee for spells less then level 6 2. TW focus spell through delivery system (one melee action full strength spell casting) 3. Ley Line Piloting: Pilot any TW vehicle designed to go on ley lines (skill 74% +2% per level) Psionics: machine ghost(12),mind block(4),object read(6),speed read(2),total recall(2),telemechanics(10), empathy(4), telepathy(4), sixth sense(2), see aura(6), see invisible(4), sense magic(3) Standard TW Spells: armor of ithan(10), blinding flash(1), breath without air(5), call lightning(15), cloak of darkness(6), deflect(10), electric arc(8), energy bolt(5), energy field(10), fire ball(10), fire bolt(7), fuel flame(5), fly(15), forcebonds(25), globe of daylight(2), ignite fire(6), impervious to energy(20), impervious to fire(5), magic net(7), magic shield(6), see the invisible(4), sense magic(4), shadow meld(10), superhuman strength(10), telekinesis(8) Additional Traditional Spells: befuddle(3), see aura(6), orb of cold(6), calling(8), lifeblast(15), mend the broken(10+), ice(15), ballistic fire(25), invincible armor(30), power weapon(35) Additional Space Magic Spells (from Fleets): communications booster(4), magnetic boots(2), propulsion blast(1), zero-g movement & combat(4), recycle air(5), impervious to vacuum(10), shooting star(18), space flight(15)(mach1/lvl), hull regeneration(25+), sub-light space flight(60) (mach16+1/lvl)

Equipment Details: . . TW Fighter Pilot Jump Suit: 40MDC: Invincible Armor (125MDC, 15min, 30PPE), . . . . . zero-g movement & combat(4), superhuman strength(10), . . TW Space Boots: magnetic boots(2), propulsion blast(1) . . TW Space Helmet: impervious to vacuum(10), breath without air(5) . . TW Communication Headset: radio receiver/transmitter, tongues(12), calling(8) . . TW Magic Optic Goggles: see aura(6), see the invisible(4), detect concealment . . TW Jet Pack: space flight(15) or spaceflight lesser(18) . . TW Antenna(in jet pack): communications booster(4), Weapons: . . TW Ice Sword 4d6MD . . TW (standard) Laser Pistol: 2d6 MD, Range:800ft, Payload: 10 shots (recharge 7PPE) . . TW Starfire Pistol: 3d6MD, Range:1000ft, Payload: 12Shots . . 10 Blinding Flash Fire Crackers, 6 orb of cold grenades, 2 Flash Freeze Grenades,

Skills: . . . Speak: Native (98%), Dragonese(86%), Trade One(98%), Literate: Trade One(91%), . . . Intelligence(46%), Magic Lore (66%), Lore Galactic/Alien(66%) . . . Math Basic(96%), Advanced Math(76%) . . . Land Navigation(76%), Navigation Space(86%) . . . Zero Gravity Movement and Combat(98%) . . . Gymnastics +2PS +1PP +2PE +2d6sdc +2 pull/roll . . . Hand to Hand Basic: (5attk/mel, +1strike, +1parry, +1dodge, +2pull/roll, +0initiative) . . . W.P. Sword (+2 to strike), WP Energy Pistol (+3 to strike), WP Heavy Weapons: (+2 strike) Engineering Skills: . . . TW Construction Skill (96%) . . . Computer Operation(76%), Programming(66%), Computer Repair(66%) . . . Basic Mechanics(81%), Basic Electronics(76%), Salvage(61%) . . . Mechanical Engineering(76%), Electrical Engineering(86%) . . . Spaceship Mechanics(63%), Vehicle Armorer(71%) . . . Weapons Engineer(66%), +1 to strike using heavy weapons or vehicular weapon systems Piloting Skills . . . Pilot Space Fighter(98%), Pilot Small Spacecraft(86%), Pilot Jet/Contragrav Pak(73%) . . . Sensory Equipment(71%), Radio: Basic (86%), Weapon Systems (76%), +1 strike . . . Ship-to-Ship Combat(56%), +5% on moves, +1 strike/dodge (seeMutantinOrbit p14) . . . Space Fighter Combat Elite Combat Training: . . . . . +2 attk/mel with fighter, +1 at lvl 5 and lvl 10 . . . . . +2 to strike, +5 dodge, +3 to dog-fighting rolls while flying . . . . . Critical strike same as pilots hand to hand



The Red Windrider 

Edward’s Custom Interceptor Class: Long-Range Custom Heavy Fighter Crew: 4+4 passengers (4 small bunks) Main: 1050 (VFF: 1,200) Armor of Ithan: 300 (3/day) Pilots Cabin/Lifeboat: 250 Speed: Mach 10 in space, 4 in atmosphere TW Afterburners: Mach 24 for 8 hrs/60PPE FTL: 4 LY/hr, Range: 3 weeks before needing supplies Dimensions: Length 80ft, Width 40ft, Height 32ft, Weight 140 tons, Cargo 6x6x10ft or 10 tons

TW Mystic P.P.E Generator: 200 P.P.E. per hour, storage 1,600 P.P.E. when ritualized charged. . . . . . . . . . . . . . . . . . . . . . . 10 PPE per hour and storage of 1600 when not ritualized charged.

Weapon Systems: 1. (2) Heavy Weapon Mounts (underside, empty right now) 2. (6) TW Starfire Pulse Cannons: 2d6x10 each, 12d6x10 total, R: 2mi (+1 to strike) 3. (6) MRM Launchers: 4/32 each, 24/192total 4. (2) TW Lightning Rods: 1d6x10 each, R: 1mi 5. (3) Ballistic Fire Antimissile Pods: 1d6 per missile, 24/75PPE total, R: 1000ft, (never miss) TW Features: 1. Armor of Ithan: 300, 3/day 2. TW Afterburners: Sublight Space Flight (Mach 24 for 8 hours/60PPE) 3. Impervious to Energy: 100 PPE per 5 minutes (as per spell) 4. Shadow Cloaking System: 50PPE per 30minutes (Coalition Wars Ch1 p71/BoM p335) . . . . . . . . Vehicle is very difficult to see in space, Attackers are at -6 to strike, and -4 dodge

5. Hull Regeneration: repairs 5% of hull per 25 PPE for 1 hr/lvl (75 PPE for permanent repairs). . . . . . . . . Only regenerates Hull nothing else. Can only replace half of the Ships MDC.

Other Features: 1. Magnetic Docking Struts/Landing Gear: can attach itself to the side of a larger ship provided there is a large enough smooth spot to attach, while docked it is effectively along for the ride 2. Special Telemechanics Pilot Integration System: A pilot with the telemechanics psionic ability can wear a special helmet that links him or her to the spacecraft for improved reflexes and overall performance. Bonuses due to telemechanic link: +1 attk/mel, +2 to strike with all weapon systems, +3 to dodge when flying at speeds greater then mach one, and +3 to roll with impact. (see RSB2:The Mechanoids pg20,23 for a similar but more potent device produced by Archie) 3. Stealth System: can remain undetected until 20,000 miles away, (not quite as good as CAF and TGE systems at 5,000 miles, but better than standard 200,000mile detection range) 4. Improved Sensors: (+5% on sensor operation rolls and ranges)

Edward’s piloting stats in The Red Windrider 9attk/mel, +9strike, +13dodge, +5roll, +2initiative, +3 on dog-fighting, +5% on moves (as per level 5)