Ace

Ace is the name of three different characters I developed for three distinctly different games. None of the games really went anywhere before they died off.

Ace of Vault 13 -- Fallout-style game
Ace of Worth -- Rifts game
Ace of the Invid Invasion -- BESM game

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Ace of Vault 13

Status: Inactive
System: Fallout

The first Ace was built for a message-board game using a translation of the game system used in the Fallout computer games. The GM of the game had decided to run a variation on the original Fallout game; all the characters were either from Vault 13 or one of the other towns (Shady Sands, Junktown, The Hub, Necropolis, or Adytum). Being from Vault 13, Ace was assigned by the Overseer to find a water purification chip for the Vault.

Ace was a small, lithe girl who was intended as the party's resident thief. Apparently, her mission was as much an exile from the Vault as it was an actual mission.

Unfortunately, the game died before I managed to get to Shady Sands to meet the rest of the party. Part of this was the GM's insistence on running a combat for me to kill every single rat in the caves, leaving the other players to feel left out. Another part of it was sheer boredom; while computer-based RPGs are mostly about the combat, RPing combat against rats is not my idea of fun.

Level: 1
Exp: 300
Needed: 1,000

Gender: Female
From: Vault 13
Native Language: English
Age: 18
Height: 5'4"
Weight: 103 lbs
Eyes: Hazel
Hair: Blond
Other Distinguishing Features: Small, lithe frame

Disposition:
Ace is a young girl obviously not at all at ease with life in the desert. Normally care-free, she is out of her element, and it shows. She is scared, and desperate for help.
Public Description:
Ace is a young girl with short blond hair and hazel eyes. She is dressed in a blue one-piece Vault-Suit with the number "13" on its back. Her belt has a holster on her left hip that holds a small pistol that appears to be a bit too big for her to handle. She carries a small wire-frame backpack on her back.

ST: 2
PE: 5
EN: 3
CH: 7
IN: 6
AG: 9
LU: 9

Hit Points: 23
Armor Class: 9
Action Points: 9
Carry Weight: 55 lbs
Melee Damage: 1
Damage Resistance: 0%
Poison Resistance: 15%
Radiation Resistance: 6%
Sequence: 10
Healing Rate: 1
Critical Chance: 9%
Skill Points/level: 15

Traits:
Skilled
Small Frame
Tag Skills:
Sneak: 72%
Lockpick: 64%
Steal: 67%
Other Skills:
Small Guns: 41%
Big Guns: 18%
Energy Weapons: 18%
Unarmed: 52%
Melee Weapons: 42%
Throwing: 36%
First Aid: 42%
Doctor: 36%
Traps: 44%
Science: 44%
Repair: 38%
Speech: 55%
Barter: 48%
Gambling: 65%
Outdoorsman: 38%
Perks:
Equipment:
10mm Pistol
Knife - 2
Lockpicks
Flares - 3
10mm JHP - 36 rounds
10mm AP - 24 rounds

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Ace of Worth

Status: Inactive
System: Rifts

The second version of Ace was a Rifts character I'd made for a tabletop Rifts game. She was a second-generation D-Bee (read: non-human born and raised on Rifts Earth) with thin brown fur, a prehensile tail, and rainbow-colored hair. (Contrary to the GM's claims and artwork, she was not a "monkey girl". If it wasn't for the fur and tail, she would have been able to pass for human.)

I had built Ace to replace another character I was taking out of the game. The GM had been moving the game towards a more mecha-style campaign, essentially catering to the Glitter Boy player and ignoring the city rat, vagabond, and wilderness scout in the party. I had felt that my previous character, the vagabond, was exceedingly useless to the game, and Ace was an attempt to bring in a character that I could use.

Perhaps not ironically, the game sputtered to a halt not long afterwards.

I built Ace as a Headhunter, a high-tech mercenary/tracker type character. Due to the increased mecha-combat influence, I gave her a Coalition UAR-1 Enforcer to tromp around in.

I enjoyed playing Ace, despite the GM's gutterminded comments about her physique. That boy needed to get laid more than everyone else at that table. The game, however, only lasted two sessions after I'd introduced her.

RCC: Random D-Bee (RMB p. 18)
OCC: Headhunter
Level: 2
Exp: 2,100
Needed: 4,200

Gender: Female
Age: 20
From: Worth
Native Langauge: American
Height: 5' 2"
Weight: 120 lbs
Eyes: Green
Hair: Rainbow! down to mid-back, worn in a thick mess
Other Distinguishing Features: Body is covered in short fur; long, monkey-like tail. IS NOT A "MONKEY-GIRL"!!!!

Alignment: Unprincipled
Disposition: Friendly, cheerful, playful
Sentiments to Coalition: Wary, has heard a lot about them and the bad seems to outweigh the good

IQ: 12 Perception: +0
ME: 11
MA: 11
PS: 19 Lift: 760 lbs. Carry: 380 lbs.
PP: 31
PE: 19
PB: 12
Spd: 19
HP: 22
SDC: 64
PPE: 8

Money: 200 cr.
Black Market: 5,000 cr.

Natural Abilities
Extraordinary Physical Prowess
OCC Skills:
Radio: Basic: 65%
Radio: Scrambler: 50%
Detect Ambush: 45%
Detect Concealment: 45%
Tracking: 40%
Land Navigation: 50%
Weapon Systems: 55%
Read Sensory Equipment: 45%
Pilot: Jet Pack: 63%
Pilot: Tanks & APCs: 50%
Pilot: Robots and Power Armor: 64%
Pilot: Robot Combat Elite: Enforcer
Lore: Demons & Monsters: 40%
Language: Spanish: 65%
Language: Cajun: 65%
Language: Navajo: 65%
WP: Energy Pistol
WP: Energy Rifle
WP: Grenade Launcher
WP: Heavy Energy Weapons
WP: Sword
Hand to Hand: Karate
OCC Related Skills:
Find Contraband, Weapons, and Cybernetics: 45%
Demolitions: 78%
Gymnastics
Sense of Balance: 65%
Work Parallel Bars/Rings: 73%
Climb Rope: 82%
Back Flip: 85%
Climb: 40%
Prowl: 45%
Secondary Skills:
Pilot: Hovercycle: 78%
Pilot: Motorcycle: 69%
Salvage: 40%
Wilderness Survival: 35%
WP: Knife
WP: Sub-Machinegun
Cybernetics:
Amplified Hearing
Sound-Filtration System
Multi-Optic Eye
Telescopic: 4x magnification
Microscopic: 8x magnification
Passive Nightvision: 2000 ft
Thermo-Imaging: 2000 ft
Targeting Display
Bionics:
Bionic Right Arm
MDC: 40
Retractable Vibro-Saber
Damage: 2d4 MDC
WP: Sword
Bionic Right Hand
MDC: 10
Combat Bonuses:
Attacks/Melee: 5
Initiative: +7
Strike: +9
w/ E-Pistol: +3 aimed, +1 burst
w/ E-Rifle: +3 aimed, +1 burst
w/ Grenade Launcher: +3 aimed, +1 burst
w/ Heavy Energy Weapons: +3 aimed, +1 burst
w/ Knife: +1
w/ Sub-Machinegun: +3 aimed, +1 burst
w/ Sword: +1
w/ Targeting Reticle: +1
w/ Thrown Knife: +1
Parry: +11
w/ Knife: +1
w/ Sword: +1
Dodge: +13, automatic
Break Fall: +1
Roll w/ Impact: +2
Pull Punch: +2
Damage: +4
Karate Punch: 2d4
Elbow Strike: 1d6
Knife Hand: 2d4
Kick: 2d4
Knee Strike: 1d6
Snap Kick: 1d6
Karate Kick: 2d6
Body Block/Tackle: 1d6
UAR-1 Enforcer Combat Bonuses:
Attacks/Melee: 7
Initiative: +7
Strike: +10
Parry: +14
Dodge: +16, automatic
Break Fall: +1
Roll w/ Impact: +4
Pull Punch: +2
Damage:
Restrained Punch: 1d4 MDC
Full Strength Punch: 2d6 MDC
Power Punch: 3d6+4 MDC
Tear/Pry w/ Hands: 1d6 MDC
Kick: 1d6 MDC
Leap Kick: 3d6 MDC
Body Flip/Throw: 1d4 MDC
Body Block/Tackle: 2d4 MDC
Stomp: 1d4 MDC
Robot Combat Basic Bonuses:
Attacks/Melee: 6
Initiative: +1
Strike: +10
Parry: +12
Dodge: N/A
Break Fall: +1
Roll w/ Impact: +3
Pull Punch: +2
Damage:
Body Block/Tackle: 1d6 MDC
Power Armor Combat Basic Bonuses:
Attacks/Melee: 6
Initiative: +1
Strike: +10
Parry: +12
Dodge: +15 ground, +17 flying, automatic
Break Fall: +1
Roll w/ Impact: +4
Pull Punch: +2
Damage:
Punch: 1d6 MDC
Kick: 1d4 MDC
Leap Kick: 2d4 MDC
Body Flip/Throw: 1d4 MDC
Body Block/Tackle: 2d4 MDC
Saving Throws:
vs. Coma/Death: +8%
vs. Poisons/Toxins: +2
vs. Magic: +2
Equipment:
set dress clothing
set black clothes for covert ops
2 sets normal clothes
gas mask & air filter
tinted goggles
hatchet
knapsack
tent
backpack
RMK
IRMSS
2 canteens
3 weeks freeze-dried rations
personal items
black paint stick
combat boots
Armor:
Crusader EBA
MDC by Location:
Helmet: 35
Main Body: 55
Arms: 20 ea
Legs: 30 ea
Mobility Penalty: none
Weapons:
2 Small Knives
Damage: 1d4 SDC

Survival Knife
Damage: 1d6 SDC

Vibro-Knife
Damage: 1d6 MDC

Vibro-Sword
Damage: 2d6 MDC

NG-33 Laser Pistol
Wt: 4 lbs
Damage: 1d6 MDC
RoF: Semi-Automatic
Range: 800 ft
Payload: 20 shots short E-clip; 40 shots long E-clip
Ammo: 3 short E-clips; 3 long E-clips

MP-23A Caseless SMG
Wt: 3 lbs
Cartridge: 10mm Caseless
Damage: (standard) 4d6 SDC single-shot; 2d6x10 SDC 20-round burst; (APDU) 5d6+5 SDC single-shot; 3d6x10 SDC/1 MDC 20-round burst
RoF: Semi-Automatic, Burst Fire, Full-Auto
Range: 1,800 ft
Payload: 100 round magazine
Ammo: 3 magazines

NG-LG6 Laser Rifle and Grenade Launcher
Wt: 19 lbs
Laser:
Damage: 3d6 MDC
RoF: Semi-Auto, Burst Fire, Full-Auto
Range: 1,600 ft
Payload: 10 shots short E-clip, 20 shots long E-clip
Ammo: 3 short E-clips, 3 long E-Clips
Grenade Launcher:
Damage: 4d6 MDC
Blast Radius: 12 ft
RoF: Semi-Auto (pump-action)
Range: 1,100 ft
Payload: 4 grenades
Ammo: 24 grenades

NG-P7 Particle Beam Rifle
Wt: 21 lbs
Damage: 2d4x10 MDC
RoF: Semi-Auto, Burst Fire
Range: 1,200 ft
Payload: 6 shots short E-clip; 10 shots long E-clip
Ammo: 1 short E-Clip, 2 long E-clips

2 NG Fragmentation Grenades
Damage: 2d4 MDC
Radius: 20 ft

2 NG High Explosive Grenades
Damage: 3d4 MDC
Radius: 6 ft

1 NG Plasma Grenade
Damage: 4d6 MDC
Radius: 12 ft
MI-1010 Desert Fox Hovercycle
Crew: Pilot, one passenger
MDC: 65
Speed: 170 mph
Range: 700 miles
Bonuses: +10% to pilot skill
Coalition UAR-1 Enforcer

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Ace of the Invid Invasion

Status: Inactive
System: BESM 2e

This third version of Ace was intended as a character for a game set in the Robotech world, specifically the Invid Invasion/Mospeada segments. The GM of this game was on a "super-robot" kick, and this was the first such game that he tried to work for such a game; I don't think it worked out quite the way he wanted.. (Donar was my character in the second attempt.)

This version of Ace is probably the one I would not play again. Part of it is the fact that I'm not entirely sure the character works the way I wanted her to. Another part is my own lack of anime influence; I prefer games that aren't influenced by anime, where the characters don't all have Japanese names because that's what the genre calls for. (I've had to say "no, you can't have a character named 'Usagi', 'Rei', or 'Hikaru' (or whatever the flavor of the month is)," many times when I'm GMing, usually followed by, "because that doesn't fit the flavor of the game.")

Another point of interest for this Ace is that I figured out what the character could do by creating her in another system, which the GM then converted to BESM. The sheet he handed me, listed below under <PRE> tags, I found to be nearly illegible.

Body: 6  Mind: 6  Soul: 3
190pts
Health Points: 45 Energy Points: 45
Shock Value: 9
Attack Combat Value: 6 Defense Combat Value: 5
Damage Multiplier:Normal: x5
           Mecha Weapons: x7
Spent Character Points: 342
Unspent Character Points: 51

Bonuses & Notes
Items (135/135)
-CVR-3 Cyclone Body Armor(30pts)
-VR-038 Bartley Cyclone(48+57pts)
 (A)RL-6 Rocket Cannon(12pts)
 (P)GR-97 Twin Missile Launcher(30pts)
 (A)GR-97 Twin Missile Launcher(15pts)

Attribute(58pts)       Level  Points
Attack Combat Mastery__  1  __  10
Features_______________  2  __   2
(Ambidexterity, Eidetic Memory)
Heightened Awareness___  6  __  12
Item__________________________ Free
(Various Equipment)(135/400)
Massive Damage_________  2  __   8
(Mecha Weapons)
Melee Attack___________  2  __   6
(Unarmed)
Melee Defense__________  2  __   6
(Unarmed)
Melee Defense____________2  __   6
(Piloting)
Ranged Attack__________  2  __   6
(Mecha Weapons)
Ranged Defense_________  2  __   6
(Piloting)
Special Movement_______  1  __   2
(Balance)

Skill(94pts)          Level  Points
Acrobatics____________  3  __  10
(Balance, Flexibility)
Burglary______________  6  __  12
(Breaking & Entering)
Climbing______________  4  __   8
(Walls)
Controlled Breathing__  3  __   3
(Calm)
Disguise______________  5  __  10
Driving_______________  3  __   6
(Motorcycle)
Electronics___________  3  __   6
(Security)
Forgery_______________  4  __   5
(Handwriting, Paper Documents)
Languages_____________  1  __   1
(Spanish)
Piloting______________  3  __   6
(Mecha)
Sleight of Hand_______  4  __   9
(Lock Picking, Pick Pocketing)
Stealth_______________  5  __  16
(Concealment, Silent Movement)
Urban Tracking________  1  __   2
(Residential)

Defect(-6pts)         BP
Ism___________________-2
(Known Thief)
Less Capable__________-3
(Strength)
Marked________________-2
(Facial Tattoo)
Recurring Nightmares__-1


[VR-038 Bartley Cyclone(Cycle Mode)]
Type: Mobile Operation Soldier Protection Emergency Aviation Drive Armor(MOSPEADA)
Cost: 95 Mecha Points(48 Point Item)
Hit-P: 50
Armor: 40
Bonuses & Notes
[Size Rank(0pts)]
*Medium(0)

Attribute                  Level  Points
Alternate Form_____________  1       9
(Ride Armor Mode(+10 pts)
Armor______________________ 20      38
(Partial 2)
Defense Combat Mastery_____  1  __  10
Features___________________  1  __   1
(Lightweight Design)
Jumping____________________  2  __   4
(x10)
Land Speed_________________ 10  __  19
(220kph; Detectable 1: Hearing)
Super Sense________________  5  __  10
(80km; Radar; Detectable 1: Radar)
Tough______________________  2  __   4

Defect  BP
N/A



[VR-038 Bartley Cyclone(Armor Mode)]
Type: Mobile Operation Soldier Protection Emergency Aviation Drive Armor(MOSPEADA)
Cost: 90 Mecha Points
Hit-P: 40
Armor: 40
Bonuses & Notes
[Size Rank(0pts)]
*Medium(0)

Attribute                  Level  Points
Armor______________________ 20  __  40
Defense Combat Mastery_____  1  __  10
Features___________________  1  __   1
(Lightweight Design)
Flight_____________________  3  __  24
(80kph)
Super Sense________________  5  __  10
(80km; Radar; Detectable 1: Radar)
Tough______________________  2  __   4

Defect  BP
N/A




RL-6 Rocket Cannon(Level 9)(23pts)(12pt Item)
(Damage 9; Area 3(10m), Penetrating 1, Range 4(1.7km); Activation -1, Ammo -1(6 Shots), Stoppable -1)


GR-97 Twin Missile Launcher(Level 12)(30pts)(15pt Item)
(Damage 12; Area 3(10m), Homing: Infrared, Penetrating 1, Range 4(1.7km); Ammo -2(2 Shots), Stoppable -1)
      

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