Uberworld Home | Campaigns Home | Character Database | FAQs | Organisations | Stellar Shield, The |
PING (Psybernetic Investigator/Neural Guard)
PING (Psybernetic Investigator/Neural Guard)
PING
 
Cost

Characteristic

Value Roll Notes
8 STR 18 13- Lift: 303.1kg; Dice: HTH Damage 3 1/2d6 END [2]

PING (Psybernetic Investigator/Neural Guard)

33 DEX 21 13- OCV 7 DCV 7
36 CON 28 15-
0 BODY 10 11-
8 INT 18 13- PER Roll 13-
26 EGO 23 14- ECV: 8
4 PRE 14 12- PRE Attack: 2 1/2d6
0 COM 10 11-
6 PD 10/30   10/30 PD (0/20 rPD)
4 ED 10/30   10/30 ED (0/20 rED)
19 SPD 5   Mental Defense: 10
0 REC 10   Phases: 3, 5, 8, 10, 12
-23 END 10   Running: 6" (12" NC)
0 STUN 33   Swimming: 2" (4" NC)
 

Cost

Powers

END

25 Psybernetic Body: Elemental Control, 50-point powers
25 1) Artificial body & Fusion powerplant: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (50 Active Points) 0
18 2) Integrated Personal Gravitic Flight Field Generator: Flight 13", Variable Advantage (+1/4 Advantages; Full Reverse, Megascale, No Turn Mode, Usable Underwater; +1/2), Reduced Endurance (0 END; +1/2) (52 Active Points); OIF (External flightpack; -1/2) 0
23 3) Psybersteel shell: Armor (20 PD/20 ED) (60 Active Points); OIF (Armored shell; -1/2) 0
35 Psybernetics: Multipower, 52-point reserve, (52 Active Points); all slots Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4)
3u 1) Uberphobia: Entangle 2d6, 3 DEF, Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (50 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 2) Ego Domination: Ego Attack 4d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 3) Communication with Humans: Telepathy 8d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 4) Communication with Aliens: Telepathy 8d6 (Alien class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 5) Communication with Machines: Telepathy 8d6 (Machine class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 6) Mind control of humans: Mind Control 7d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4), Telepathic (+1/4) (52 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 7) Mind control of Aliens: Mind Control 7d6 (Alien class of minds), Reduced Endurance (1/2 END; +1/4), Telepathic (+1/4) (52 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 8) Mind control of Machines: Mind Control 7d6 (Machine class of minds), Reduced Endurance (1/2 END; +1/4), Telepathic (+1/4) (52 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
3u 9) Telekinesis (10 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-1/4) (50 Active Points); Visible (PING's eyes glow a bright electic blue when used.; -1/4), Normal Range (-1/4) 2
5 Mental Defense (10 points total) 0
Helmet, all slots OIF (-1/2)
3 1) Nightvision (5 Active Points); OIF (-1/2) 0
7 2) Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2) 0
7 3) Microscopic ( x100) with Sight Group (10 Active Points); OIF (-1/2) 0
6 4) +5 versus Range Modifier for Normal Sight and Sight Group (10 Active Points); OIF (-1/2) 0
3 5) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
 

Cost

Talents

3

Absolute Time Sense

3

Bump Of Direction

5

Eidetic Memory

3

Lightning Calculator

5

Resistance (5 points)

15

Skill Master (+3 with all Skills based on Intelligence)

4

Speed Reading (x10)

4

FTL Pilot

Cost

Perks

3

Computer Link

Cost

Skills

11

Stellar Shield Team Package

Computer: Stellar Shield Communications Pod

Contact: Ord Hlrang, UCW Stellar Shield liaison (Contact has access to major institutions, Contact has: useful Skills or resources) 11-

Hunted: The Union of Civilized Worlds 11- (Mo Pow, NCI, Watching)

Fringe Benefit: Membership, Stellar Shield (Access to Base and Lander)

Fringe Benefit: Security Clearance (UCW Defense Force)

Reputation: Champions of the UCW (A large group) 11-, +4/+4d6

Social Limitation: Minor Celebrity of the UCW (Frequently, Major, Not Limiting In Some Cultures)

Social Limitation: Subject to Orders (Very Frequently, Major)

TF: Science Fiction & Space Vehicles

Teamwork 13-

14

Neural Guard Training

Defense Maneuver I

Combat Piloting 17-

7

Everyman Skills

Area Knowledge: Home City 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 14-

Language: Native Language (Use Drop-Down to Replace) (idiomatic)

Professional Skill: Profession 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Everyman, Small Motorized Ground Vehicles

43

Psybernetic Investigation Skills

Interrogation 12-

Criminology 13-

Deduction 13-

Forensic Medicine 13-

Security Systems 13-

Computer Programming (Computer Networks, Cyberspace, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 13-

Electronics (Communications Systems, Environmental Systems, Medical Systems, Medical Sensors, Sensor Jamming Equipment) 13-

Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Medical Sensors, Sensor Jamming Equipment) 13-
250+ Disadvantages

10

Distinctive Features: Clearly an artificial life form (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

20

Hunted: Hralqian Neural Guard service 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
[Notes: The head of the Neural Guard is guilty of Thought Crimes and believes PING will discover them if allowed to return to Hralq. He uses all of his influence to discredit PING and keep it off-world.]

20

Psychological Limitation: Code Against Killing (Common, Total)

20

Psychological Limitation: Cannot lie (Very Common, Strong)

15

Psychological Limitation: Fearless (Common, Strong)

15

Psychological Limitation: Extremely protective of children (Uncommon, Total)

10

Reputation: Mind-controlling robot with no human emotions, 11-

15

Social Limitation: Public Identity (Very Frequently, Minor)

5

Social Limitation: Unfamiliar with human social customs, prone to make inappropriate comments (Frequently, Minor, Not Limiting In Some Cultures)

15

Susceptibility: Teleportation disrupts his neural circuits 3d6 damage Instant (Uncommon)

5

Unluck: 1d6

20

Vulnerability: 2 x STUN Magnetic attacks (Common)

5

Vulnerability: 1 1/2 x Effect Mind Scan (Uncommon)
0 Experience Points
 
Characteristics Cost 121 Base Points 250
Powers Cost 184 Disadvantages 175
Talents Cost 42 Experience Points 0
Perks Cost 3 Total Points 425
Martial Arts Cost 0
Skills Cost 75
Total Cost 425
 
Concept Mentalist Hair Colour None
Nationality Hralqian (member world of the UCW) Eye Colour Glowing Blue
Place of Birth Hralq Height 1.76 m/5' 9"
Date of Birth Weight 100.00 kg/220 lbs
 
Background

Violent crime wasn't much of a problem on Hralq -- a planet full of telempaths tends to uncover most aggressive impulses before they occur. Thought crimes, however, remain a pernicious and sinister presence that the Hralqians fight stubbornly to wipe out. Mental eavesdropping, psychic domination, accidental (or sometimes intentional) memory wipes, and -- even deadlier -- self-delusion are all on the Proscibed Psychic Behavior list, but to whom investigation and enforcement of those laws should fall remained a difficult problem.

Membership in the Union of Civilized Worlds quickly brought the solution, however. Using the powerful technology of the more physically inclined cultures of the UCW, Hralq purchased a cadre of cybernetic enforcers to investigate Thought Crimes. Because these were androids, they were not subject to the kinds of aberrant psychic behaviors that were the Hralqians' biological legacy. The Neural Guard quickly became an indespensible part of the world's culture, absolutely trusted with even the most closely-held secrets and shames. The Hralqians modified their design, giving them far greater telempathic powers than their creators had ever imagined. Eventually the androids were recognized as sentient beings in their own right, and granted full Hralqian citizenship.

In time, one of the units rose to the top of the cadre, and became privy to some state secrets that made its continuing presence on Hralq problematic. Sensing that some time off-world would be wise, the agent adopted the name "PING", representing both its desire to go forth and learn about other worlds, and its representation of both the Psybernetic Investigators and the Neural Guard. It took service in the Stellar Shield and quickly established itself as one of the best psionic investigator/warriors in the service.

Personality
As a psybernetic construct, PING is not prey to biological urges. Its ability to sense and influence the emotions of others means that it understands feelings, but at a one-step remove. It can understand rage, for instance, but it does not experience the surge of adrenaline or anger that accompanies the sensation in an organism. It hopes to use its time among the organic races to further its understanding of emotion.

PING is driven by its programming and experience to solve crimes, defend the psychically helpless, and to seek out new experiences. It is primarily defensive in nature, and seeks to preserve life at all costs.
Quote
"You're going to feel very badly about this in the morning. Or even right now."
Powers

In battle PING uses its mind control and emotional suppression field to convince combatants to stop their violence. Only in extreme circumstances will it use its Ego Domination to harm enemies. Its other training is in support of the Stellar Shield, as an all-around ship crewman, capable of flying most FTL vessels as well as commanding sensor suites and other vital ship systems.

Appearance

A humanoid-shaped metal android, PING looks solid and dangerous when wearing its helmet, flight pack, and body armor. Outside of its humanoid shell, PING is an almost featurless psybersteel orb slightly smaller than a terrestrial soccer ball. This sphere is packed with its positronic circuits and houses its "self". It resides in the chest cavity of the armored suit it uses to fit in better with organic beings.