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Post by doc on Sept 4, 2008 22:56:14 GMT -5
Put your PC sheets in total here in this thread. All PCs will be subject to review and possible modification.
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Post by dakota on Sept 4, 2008 23:17:52 GMT -5
NAME: Balus Walkir HP: 191 S.D.C: 247 ALIASES: Doom Walker CLASS:Bio Freak Level 2 RACE: Human WEIGHT: 512 lbs HEIGHT: 7'8" GENDER: Male AGE: 19 ALIGNMENT: Unprincipled LAND ORIGIN: Seeron DISPOSITION: Tries to be friendly, but his size gets in the way sometimes. Tends to be a loner, but will do anything if asked. Tends to be protective of others.
ATTRIBUTES: IQ: 11 Skill Bonus: ME: 12 Save Vs. Psionics/Insanity: MA: 111 Trust/Intimidate: PS: 66 S.D.C. Damage Bonus: +51 PP: 18 Melee Combat Strike/Parry/Dodge Bonus: +2 PE: 21 Save Vs. Magic/Poison: +3 Coma/Death: +12 PB: 19 Charm/Impress: 40% SPD: 27 Running:
EDUCATION AND SKILLS: ( Programs, +%) SKILLS: Bonus Base %/lvl Total
Speak Human * * * 98 Literacy Human * * * 98 Speak Talus 20 50 5 75 Basic Math 15 45 5 65 Basic Radio 5 45 5 55 computer Operation 10 40 5 55 Pilot Hover Vehicle 10 50 5 65 Pilot Jetpack 5 42 4 51 Land Navigation 5 36 4 45 Intelligenge 10 32 4 46 Military Etiquette 10 35 5 50 Find contraband 10 26 4 40 Streetwise 2 22 4 28 Running * * * * Climbing 10 50 5 65 WP Energy Rifle * * * * WP Energy Pistol * * * * WP Blunt * * * * HTH: Expert * * * *
Related Skills
Prowl 5 25 5 35 Boxing * * * * First Aid 45 5 50 Secondary Skills
Cook 35 5 40
Super Abilities
Supernatural Physical Strength - can lift 33000 lbs, and carry 19800 lbs, fatigues at 1/10th normal rate
Invulnerbility - takes no damage from physical attacks - 1/2 dmg from supernatural attacks, - half potency from gases, drugs, chemicals, poisons, toxins and radiation -poisons, radiation and disease will not kill, only make sick - hold breath for up to 12 minutes and go without food up 80 days (or duration of transformation)
Energy Expulsion: Energy - 3d6(2d6 +1d6/lvl dmg) 600ft range +3str aimed, +1 str wild
Physical Perfection -Appears to be 3 (1d4) levels higher than he really is
Bonuses: Attacks: 5 Parry: +7 Roll: + 3 Strike: +2 Dodge: + 7 Damage:+51 Initiative: 0 Pull Punch: + 2 Disarm: 0 Punch restrained 5d6 normal 2d4x10 power 3d6x10 (two attks) Body flip/throw 1d6 minus initiative & 1 attack
Equipment:
Weapons: prefers not to use any
Bio:
Balus' beginnings were innocent enough. His parents a budding actress and a would be athelete turn city official had what they thought was a normal baby boy. and it seemed to be that way until he was of school age, when he began to outgrow his peers at an amazing rate, being nearly six feet by the time he was ten. But his parents wrote it off that he was just exceptionally tall. But that perspective changed on a summer's night when he was fourteen. during a stickball game with his friends, Balus went after a errant ball and stepped out in front of an oncoming car. The giant of a teen cowered just before the car struck, but the results were anything but expected.
After the accident, Balus stood up from where the vehicle had knocked him down and brushed himself off, assuming the car had swerved and nearly missed. but he was wrong when he looked up to see his friends helping the woman driver from the damaged car, it's front end caved in from where it had impacted him. He looked at himself in disbelief. He didn't have a scratch! His friends looked at him too, but amazement was the last thing on their minds. After his family took him to a doctor for a battery of tests, they got the worst news, young Balus was a bio freak. His parents tried to remain supportive, but everyone became distant to Balus. They sent him away to a private school because they thought it was best for him, and it would hide him from the Tarlok and it's BCR agents.
Balus returned home when he was eightteen for the first time after Seeron was released from the Tarlok occupation, revealing to his folks just how much larger than life he had become. Both of them were intimidated by their son's nearly dragging his head on their home's eight foot ceilings and barely fitting through doorways with his massive five hundred pound bulk that was nothing but muscle. He still had his mother's exceptional looksshe had used to get into show business, and he wanted to follow in her footsteps. But no one would touch a bio freak, and he drew the interest of recruiting agents for a group that identified itself as the Epoch Riders. Balus listened, but declined the offer, instead deciding to enter into the military. Till then, he crashed at his folks place, tolerating his younger brother ( Gilad, 13) and sister ( Treena, 9). Balus is the only one of the children to exhibit powers so far.
Balus is 7'8" tall and weighs 512 lbs. He is remarkably handsome (pb 19) despite his size and built like a body builder, though he usually wears his clothing a little baggy to hide his physique. He has green eyes and blonde hair that curls if he doesn't keep it cut military short. He also hunches a bit when he is standing, a bad habit he developed from constantly ducking to keep from bumping his head growing up.
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Post by jeflint on Sept 15, 2008 10:08:00 GMT -5
Player Name: J. E. Flint YIM Handle: Mirlinthloth
Character Name: Kiadan Slywyth Alias: Doc or “Kia”, prefers to be called “Kiadan the Brilliant” or “Kiadan the Magnifcent”, around children calls herself “Little Kiadan” Race: Bio-Freak (Formerly Human) O.C.C.: Rogue Scientist Occupation: Genius Scientist/Engineer Alignment: Unprincipled XP Level: 2 XP Points: Next Level @ XP: Sentiments/Aliens: Each alien in the universe is a unique puzzle, she hopes to discover all their secrets, either through dissection or through recreation of them in her lap. Sentiments/Tarlok: “The Overlords”, Kiadan has little reason to hate or fear them, but honestly forgets about them most of the time so busy in her research Sentiments/Humans: Poor little ape things, so much potential wasted just because they are what they are Disposition: Kiadan is a genius, and doesn’t relate well to others, she’s polite simply because she doesn’t want to be smashed by the larger creatures around her but she’s just as likely to ignore them as greet them, coming to her for advice or with gifts of new and interesting technology is a sure means of getting at least more then a fly by conversation as she zooms off to do something. Insanity: Psychosis: God Syndrome: Believes that the laws are specifically made to be broken, the laws of nature and science her playthings. Cares little for the laws of “men” and depending on her mood will follow them or ignore them completely, to her they’re simply there to be there.
ATTRIBUTES I.Q.: 18 (28) M.E.: 19 M.A.: 14 P.S.: 10 P.P.: 15 P.E.: 19 P.B.: 21 Speed: 21 Flight Speed: 160MPH+10/lvl
PHYSICAL DATA PPE: 3 ISP: 29 HP: 23 SDC: 98 Wing SDC: 30 (15 each) Age: 35 Sex: Female Height: 13 inches tall, 30 inches long Weight: 8lbs Description: A tiny reddish hued dragon no bigger then a cat, dressed in a lap coat and glasses flitting about like a fennec fox on speed.
Racial Abilities +14% to all skills +55% to charm/impress others Tiny Dragon like in appearance Semi-prehensile tail Draconic Features Human intelligence, speech and human arms +10% to prowl, climb and acrobatic skills 4 minor powers (see Special Abilities) Speed Reading Total Recall
Special Abilities Extraordinary Intelligence – raise IQ to 22+1d6, apply +10% to all languages, literacy and math skills. Character is +2 save vs mind control, possession, illusions, gets extra 2ndary at 3, 6, 9, 12, 15. Area of Expertise: Allows 2 skills to go beyond 98%, 2 skills get +20% bonus Winged Flight – Leathery Draconic Wings, combat data below Healing Factor – Recover 3SDC every 10 mins, recover 1 HP every 15, instantly regen 4d6HP twice/day. Does not fatigue, Fire/Cold do half damage, resistant to drugs, toxins, and poisons, no scars from healing, bones heal 10 times faster Energy Expulsion: Light – Can Radiate light like a light bulb OR can fire light beams from eyes
O.C.C. Skills – Literacy Trade 4 – 64/+5% Literacy Trade 1 – 64/+5% Trade 4 – Native 98% Trade 1 – 84/+5% Trade 6 – 84/+5% Trade 5 – 84/+5% Astronomy & Navigation: – 74/+5% Basic Math: – 98/+5% Advanced Math: – 98/+5% Computer Operation: – 54/+5% Find Contraband 58/+4% Pilot Automobile: 88/+2% Radio: Basic: +24% Recycle: – 74/+5% Salvage: – 79/+5% W.P. Energy Pistol
O.C.C. Related Skills Chemistry: 74/+5% Chemistry Analytical: 79/+5% (Area of Expertise can go over 98%) Xenology: 94/+5% Medical Doctor – 94/84/+5% Pathology 74/+5% Computer Programming: 69/+5 General Repair & Maintenance: 74/+5% Biology: 74/+5% Mechanical Engineering 54/+5% Basic Electronics 64/+5% Electrical Engineering 69/+5% (Area of Expertise can go over 98%) Alien Technology Mechanics: 69/+5% Spacecraft Mechanics: 59/+5% Personal Propulsion Mechanics: 54/+5% Hover Vehicle Mechanics: 54/+5% Bioware Mechanic 59/+5% (3rd)Robot Mechanics: 20/+5% (3rd)Robot Electronics: 30/+5%
Secondary Skills Automotive Mechanics: 49/+5% Basic Mechanics: 54/+5% Computer Repair: 54/+5% Jury Rig: 49/+5% (2nd) Research: 45/+5% (3rd) Cybernetics: Basic 25/+5%
Combat Data HTH Type: None Number of Attacks: 2/3 actions if flying (+3 non-combat melee action) Initiative Bonus: Strike Bonus: +2when flying Parry Bonus: +2when flying Dodge Bonus: +1 (+4 when under 80MPH or +6 when over 90mph) HTH Damage Bonus: Bonus to Roll w/Punch: Bonus to Pull a Punch: Bonus to Disarm: Other: +4 to damage for every 20mph of flight speed Light Beam: 2d6+1d6 per lvl (600 ft) - +3 strike on aimed otherwise +1 Each blast counts as a melee action
Weapon Proficiencies W.P. Energy Pistol
Saving Throw Bonuses +28 vs. coma/death +5 vs. magic +5 vs. poison +3 vs. toxins +5 vs. Psionic attacks +2 vs. Insanity +2 vs. mind control +2 vs. possession +2 vs. illusions
Equipment
List O' Standard Gear
Worn on Person Armor Clothing – Light MDC body armor Energy Pistol Laser scalpel P.D.D. pocket audio digital disc recorder & player Multi-optics band Goggles/Glasses Tool kit
Utility Belt 12 blank discs Note pad Markers (Variety of shades) Mechanical pencil Portable “hand-held” computer with printer Pocket laser distance finder Tape measure Digital camera (100 still photos & 30 minutes of video) 12 video discs walkie-talkie radio air filter gas mask pins tweezers
Backpack/Office hand pick (1d4) survival knife (1d6) Canteen sunglasses 100 feet of lightweight rope 12 speciman cases 12 speciman dishes portable microscope scale
Credits
Secure Universal Card: 5000 credits Background Story
Obtaining information about Kiadan’s history is a difficult task not to be undertaken by any but the most dedicated of researchers. Even Kiadan herself isn’t completely sure what her history is. Declaring she forgot it long ago to better remember scientific things.
It is known that Kiadan wasn’t always a tiny dragon like creature; she once was a promising researcher scientist and a human. Kiadan was so incredibly intelligent and dedicated to science that she was literally light years ahead of her school mates that she was excused from the majority of the school, tested at an early age Kiadan was exposed as a minor psychic whose powers for reading and comprehension was theorized what helped to create the genius that was Kiadan. At the tender age of 10 she was in college discussing the new applications for biological experimentation and making wild conjectures that proved to be right.
Her classmates afraid of the avenues that Kiadan was researching knew the woman had to be stopped or she might well bring the wrath of the overlords upon them all. A carefully planned and orchestrated lap accident meant to kill her failed. Kiadan’s work had been so brilliant that even with the switching of chemicals and formulas she survived. However it wasn’t in the manner to which she expected to survive.
Kiadan’s form was changed, mutated and reformed into that of a tiny dragon wyrmling. Exposed to the chemicals and the process of her own experiment Kiadan’s brilliance increased ten-fold causing her already genius mind to soar exponentially beyond the grasps of the mere mortals around her. The set back to her size did not dissuade her and she continued along with her plans as if nothing ever happened, theorizing now that she could increase her powers even more.
Some more minor genetic testing upon herself and she was right, wounds healed quicker and she now could expel light as a physical damaging effect. After realizing there was nothing for her at the school she flew off to begin her next great experiment. Her experiments changed often as the now dragonoid could no longer focus upon just one simple task, working herself to exhaustion day in and day out, creating robots and machines and experimenting upon other creatures. Kiadan’s desire to understand all of science driving her poorer and poorer, with the cut back in her funding to products things began to grow to dangerous for her, and a freak accident blew an apartment complex she was staying in to rubble. Kiadan was the only survivor and it was high time she moved on to better funded facilities, even her brilliance couldn’t protect others when she hadn’t the money for simple safety procedures.
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Post by chromalfean on Oct 3, 2008 4:18:43 GMT -5
Ambassador Solaxis Scrupulous Blhaze Level 1 XP 0 HP 75 SDC 100 Height 7’ Weight 100
IQ 19 +5% skill bonus ME 20 +3 vs. psychic attack/insanity MA 18 50% trust/intimidate PS 40 +25 SDC damage bonus PP 15 PE 25 +20% vs. coma/death, +5 vs. magic/poison PB 20 50% charm/impress SPD 110 75 mph
% Skills 80 Mathematics: Basic 80 Mathematics: Advanced 37 Intelligence 65 Navigation 55 Navigation: Space 61 Land Navigation WP Sword, +1 Strike, +1 Parry 30 Cryptography 30 Anthropology 25 Archeology 45 Computer Operation 55 Research
Combat 5 physical attacks 6 energy attacks +6 Initiative +4/+5 Strike +4/+6 Parry +5/+11 Dodge 6d6+42 Damage +2 Disarm +4 Pull Punch +2 Roll
+3 vs. HF +3 vs. psychic attack +3 vs. insanity +5 vs. magic +5 vs. poison +20% vs. coma/death 50% trust/intimidate, charm/impress
Equipment Two-handed vibro-sword, 4d6+3, +5/+6 Strike, +5/+7 Parry
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Post by aramel on Feb 10, 2009 13:02:00 GMT -5
Name: Josh Allen OCC/RCC: Fighter Pilot Species: Human Alignment: Scrupulous M.D.C.: Horror Factor: Hit Points: 17 S.D.C.: 54 P.P.E.: I.S.P.: CHI: Astral: Exp. Lvl.: Experience Points:
STATISTICS + or % I.Q. 15 Skill Bonus M.E. 10 Save Verses Psionics and Insanity M.A. 14 Trust/Intimidate P.S. 15 Damage Bonus P.P. 12 Strike/Parry Dodge Bonus P.E. 11 Coma/Death, Poison/ Magic Bonuses P.B. 15 Charm/Impress Spd. 26 Meters / Minute Per. Perception: I.Q using ME Bonus.
HAND TO HAND COMBAT H T H: MA # of Attacks: 4 Damage: Strike: Parry: 1 Dodge: 1 Roll: 14 1 Critical: Knock Out: Stun: Death: Pin: Leap: Special: Grapple: Other here Pull: 11
SAVING THROWS Magic Spell 12: Magic Ritual 16: Lethal Poison 14: Harmful Drugs 15: Non Lethal Poison 16: Other: Psionics 10: Insanity 12: Possesion: HF:
ARMOR/PROTECTION Armor Type: S.D.C Prowl Penalty: Weight: Force Field: S.D.C. Weight: Charge: Other Here
TW ADDITIONS
DESCRIPTION AGE: 24 SEX: M HEIGHT: 6'2" WEIGHT: 210
BACK GROUND FAMILY ORIGIN: LAND OF ORIGIN: Type of Environment: Disposition: Sentiments to Humans: To Non-Humans: Friends:
NOTES
NATURAL ABILITES
SPECIAL ABILIES POWERS SKILLS Skills + % lvl % L&L ( insert home language ) 98 Math Basic 98 Pilot Auto Running Climbing Military Etiquette 20 Radio Basic 20 WP Rifle 20 Pilot military space craft small 20 Navigation 20 Computer operation 10 Read Sensory 20 Weapon Systems 20 Depressurization training 20 Movement 0 grav 20 pilot motorcycle 20 pilot Airplane 20 pilot Jet Fighter 20 Detect Ambush 15 Intelligence 15 Wilderness Survival 15 Interrogation 15 Disguise 15 basic electronics 10 Computer Programming 10 Computer Repairs 10 SECONDARY SKILLS Recognize weapon quality Astronomy Paired weapons General Athletics body building weight lifting
WEAPON PROFICINCES Aim Burst Parry LVL % Weapon AHit B Hit Parry Level % Energy Rifle +3 +1 Energy Pistol +3 +1 Rifle +3 +1 Auto Pistol +3 +1
WEAPONS Aim Burst Rate Ammo Lvl Range Damge WEAPON A B R A L Range DAMAGE EQUIPMENT
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Post by sasqaricious on Jun 23, 2009 23:30:38 GMT -5
Player Name: Micheal E Paradis YIM Handle: Sasqaricious
Character Name: Krystal – Lyn Melody Ariel Alias: Race: Human (Bio Freak) See description down below for how. O.C.C.: Spacecraft Mechanic Occupation: Alignment: XP Level: 2 XP Points: Next Level @ XP: Sentiments/Aliens: Aliens are a cool thing, they of benefit to us and we are to them Sentiments/Tarlok: Evil things, they killed my parents Disposition: Shiney and happy (If you need a good reference think of Kaylee on Firefly but with no desire for the soft girl stuff), one of the boys!
Insanity: • Obsession: Loves technology in all its form, and constantly investigates it • Obsession: Cleanliness and Organization – this is not to say she must constantly clean herself considering the role she is in but must constantly clean and organize both her work environment and home. Her clothes are always cleaned and pressed regularly, shower is taken as soon as she is off shift, and this even goes before going out drinking with her work buddies.
ATTRIBUTES I.Q.: 19 – +5% M.E.: 6 – -3 vs. HF, -1 vs. Insanity, Psionics, possession, and mind control M.A.: 16 – 40% trust/intimidate P.S.: 16 – + 1 to damage P.P.: 20 – +3 to strike/parry/dodge P.E.: 30 – +30% save vs. coma/death, +8 to save vs. Poison/Magic P.B.: 25 – 75% Charm/Impress Speed: 22 – 15mph Flight Speed: 200MPH+20/lvl
PHYSICAL DATA PPE: 30 ISP: HP: 42 SDC: 70(130) Age: 17 Sex: Female Height: 5’6” Weight: 120 Description: Krystal is an attractive young lady with some obvious changes. Her hair is pitch black with star flecks in it. It almost looks like at all times that she is wearing sparkles. Her eyes are the same principle, pitch black with star flecks as well. Her skin is pale white and she is freckled. Ears are pointed almost as if she looks like an elf from space. If at work she is always in very drab coveralls and even wears them off duty, it is either that or baggy cargo pants and a very loose t-shirt. If off duty she will also have around her neck a chain with her parent’s rings on them. Special Abilities
Control the Void Create Force Field Solar Powered Wingless Flight
Impervious
Heat/Fire/Plasma Radiation Cold Pressure
Resistant (1/4 Damage)
Lasers
Skill Programs – Spacecraft Mechanics (costs 2, pg 194 AU:GG) and basic skills
• Mechanical Engineer – 65% • Spacecraft Mechanics (All drive types) – 70% • Basic Electronics – 65% • Astrophysics – 60% • Hover Vehicle Mechanics – 60% • Computer Operation – 80% • Computer Repair – 65% • Field Armourer – 75% • Basic Math – 80% • Literacy: 95% • Language: 90%
O.C.C. Related Skills • Personal Propulsion Mechanics – 60% • Weapons Engineering – 60% • Electrical Engineer – 65% • Alien Technology Mechanic - 55% • Robot Mechanic - 65% • Advanced Math – 75% • Research – 85% • Computer Programming – 65% • Radio: Basic – 80% • Civilian spacecraft: Small – 86%
Secondary Skills
• Running • Athletics • Hand to Hand: Basic • Pro Dance – 60%
Combat Data HTH Type: Basic Number of Attacks: 5/6 while flying – No penalty to fight in space Initiative Bonus: 2 from solar powered Strike Bonus: 3/5 Parry Bonus: 4/6 Dodge Bonus: 4/8 HTH Damage Bonus: 1, see notes below Bonus to Roll w/Punch: 3 Bonus to Pull a Punch: 5 Bonus to Disarm: 2 Other: +4 to damage for every 20mph of flight speed Starblast – 1d6X10 in space, 5d6 in atmosphere, can only do from hands Radiation blast – 3d6 or 6d6, can only do radiation from eyes Bolt of cold – 3d6, can only do from hands Force Bolt – 2d6 or 4d6 Force Armour – 200sdc, costs one attack to keep up
Weapon Proficiencies W.P. Energy Pistol
Saving Throw Bonuses +30% vs. coma/death +8 vs. magic +8 vs. poison +8 vs. toxins -1 vs. Psionic attacks -1 vs. Insanity -1 vs. mind control -1 vs. possession -1 vs. illusions Equipment
List of Standard Gear
• Plain drab Coveralls Grey in colour or baggy cargo pants and a loose T-shirt • Her personal tool box filled with any tool imaginable bought for her throughout her apprenticeship • A simple laser pistol • A foot locker with all personal stuff
Worn on Person
• Only her tool belt and coveralls
Utility Belt
• A standard range of tools including a laser torch
Backpack/Office
• Specially designed suntan bed to produce the rays of the sun while sleeping • Foot Locker with personal stuff listed below • A silver chain with the wedding bands/engineering rings of her parents; while working resides here otherwise she wears them. • 7 sets of Cargo Pants and Loose T-Shirts all are black in colour • 7 sets of Underwear and Baby T’s all the same colours black • 6 sets of coveralls all the same drab colours
Credits
Secure Universal Card: 2000 on her (There is plenty more she does not know about that Richol as stored for when she is an adult – GM can decide this amount)
Background Story:
Krystal never really knew who her parents were. She was born by accident to a pair of Engineers under Richol’s command, Georgina and Fanquel Ariel, while on the Javelin. It was unexpected and inconvenient but accidents do happen, especially when so many are cooped up on a ship with free time on there hands. She was actually named in honour of Richol’s dead daughter. Unfortunately her time with her family was cut short when on returning to Seeron the ship was invaded by the Tarlok’s. Richol was the one that actually told her that her parents were dead and the reason why.
Richol took her on as his own daughter after the events on the Javelin took place and proceeded to teach her as his apprentice. Despite her young age she had a keen eye for mechanics, probably something she picked up from her parents. She succeeded in learning all of Richol’s lessons all the while growing up as a beautiful young woman. It was during this time that the discovery of her powers became apparent. It was only a couple years ago on her 14th birthday that they manifested. She was working with the rest of the boys in the shop when Richol came in with the cake and candles. The alarm for one of the engines they were working on went off as the radiation cracked a seal. It was almost instinctual that she threw up a force field surrounding everyone but herself. The engine explosion was small but the hit still sent her flying into one of the machines. When the recovered and the shield was dropped they rushed to the spot where she landed. She was badly injured but her wounds were closing right before their eyes. When her eyes opened they were all awestruck by the changes, her ears had tappered into a point and her eyes were black as pitch. Even her hair was blacker... and only enough both had what looked like flecks of stairs in them. Because of this she became more embroiled in her work. Almost never going out and for fun was a big never. She was happy where she was and happy staying with Richol.
As such when she reached the age of 16 and there was a call out for a ship to search for aliens to help, Richol volunteered and decided to take his apprentice with him.
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Post by dragonblaze99 on Jun 26, 2009 11:58:31 GMT -5
PERSONAL INFORMATION: ---------------------------------------- - Full Name: T’kell Reenok - Nicknames: Short Fuse - Codename: Fuse - Rank: Lieutenant - Age: 20 - Place of Residence: Seeron - Place of Birth: Seeron - Nationality: Seeron human
- Height: 6’ - Weight: 158 lbs - Hair Color: Black - Eye color: Blue
- OCC: Elite Freedom Fighter - Brief Physical Description: He is tall and has a broad-shouldered build, His short hair is Black, and worn in a Military style. His build reminds one of a lightweight boxer or wrestler. - Alignment: Aberrant
ATTRIBUTES: ---------------------------------------- - I.Q.: 19 - M.E.: 15 - M.A.: 13 - P.S.: 15 - P.P.: 20 - P.E.: 24 - P.B.: 10 - SPD.: 25
- Hit Pts: 76 - S.D.C.: 186 - Experience Level: 1st
SUPER ABILITIES (MUTANT): ---------------------------------------- - Cause Of Mutation: Random mutation
- Super Abilities: 2 major & 1 minor Weapon Melding, Machine Merge and Increased Durability
HAND TO HAND COMBAT: - Attacks per Melee Round: 4 - Strike Bonus: + 2 - Parry Bonus: + 4 - Dodge Bonus: + 4 - Roll with Punch/Fall Bonus: 3 - Pull Punch Bonus: + 2 - Initiative Bonus: + 1 - Other Bonuses of Note: +18% coma, +5 vs. magic, poisons and toxins - Damage: + 0
Skills Speak Seeron/human: 98% Literate: Seeron/human: 98% Speak: Tarlok 80% Basic: math 75% Radio: Basic 60% Computer operation 60% Pilot: Hover vehicle 80% Pilot: Jet Pack 66% Land Navigation 60% Intelligence 56% Military Etiquette 55% Find Contraband 55% Streetwise 35% Pick Locks 50% Basic Electronics 50% Demolitions 78% Demolitions Disposal 78% Athletics Running Climbing/Repelling 60%/50% WP Energy Pistol WP Energy Rifle WP Heavy Energy and Railguns Hand to Hand Expert
OCC Related Skills Detect Ambush 50% Cyber Jacking 40% Weapon System 55% Command Structure Etiquette 45%
Secondary Skills Swimming 60%
BACKGROUND INFORMATION: ---------------------------------------- - Psychological background: Strong soldier with strong leadership and command skill but aggressive beyond need when dealing with Tarlok - General history: T’kell Reenok has devoted to destroying all Tarlok and there allies. After losing all his closest family when he was only nine to the Tarlok BCR agents, T’kell started working towards learning the skill he need to take his parents place amount the freedom fighters. With his powers to control and use, most types of weapons and electronic devices he quickly found a spot for himself using his powers and skill to get in and out of Tarlok strong holds after placing charges. When the call went out for crew for a spacecraft looking for alien help T’kell signed up for the chance to build a real military career and to use his skill to protect Seerons as he always has.
- Quote: "We're freedom fighters, Lieutenant. We're supposed to be surrounded."
- Equipment: - Light body armor AR 14 SDC 80, - Heavy body armor AR 17 SDC 130 - Seer-10 ion blaster with 6 clips payload 25 damage 3d6 range 600 ft - Seer-200 double rifle with 6 clips payload 10/20 damage 1d4x10+10 P-beam or 4d6 laser range 1200’ P-beam 2000’ laser - Vibro-sword damage 3d6 - 2 survival knife 1d6 - Hand grenade total 4 - Flares 4 - Radio communicator built into helmet - Pocket calculator - Pocket flashlight - Compass - Wristwatch - Cigarette lighter - Language translator - Handcuffs - Lock-picking tools - Utility belt - First aid kit - Air filter and gas mask - Fatigues - Black jump suit - Combat boots - Backpack - Canteen - Other personal items - Money: 700 Credits
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Post by KMS on Jul 10, 2009 16:27:16 GMT -5
- Quote: "We're freedom fighters, Lieutenant. We're supposed to be surrounded." Band of Brothers Rip off!!! Think of something original!
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Post by dragonblaze99 on Jul 10, 2009 16:57:40 GMT -5
- Quote: "We're freedom fighters, Lieutenant. We're supposed to be surrounded." Band of Brothers Rip off!!! Think of something original! i have never seen band of brothers i dont like war movies sorry if its close
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Post by pyriel on Jan 31, 2010 11:37:51 GMT -5
John Rosman
Human Elite Freedom Fighter
IQ : 15 MA : 9 ME : 13 PS : 18 PP : 13 PE : 27 PB : 16 SPD: 17
SDC: 186 (+2d4/level) HP: 27 (+1d6/level)
Basic Math Radio: Basic Computer Operation Pilot: Hover Vehicle Pilot: Jet Pack Land Navigation Intelligence Military Ettiquette Find Contraband Streetwise Pick Locks Basic Electronics Demolitions Demolitions: Disposal General Athletics Running Climbing WP Energy Pisol WP Energy Rifle WP Knife Hand To Hand: Expert Radio: Scrambler Prowl Research
POWERS: -Power Channeling Body tackle 1d6+1d4/level Headbutt 1d6 +1d6/two levels Punch 1d6 +1d6/level Kick 2d6 +1d6/level Jump Kick (as kick, x2, uses up all actions) Power Punch (6d6x2, uses up four actions)
-Extraordinary Physical Endurance (bonuses included)
-APS: electricity when activated, eyes crackle with energy and electricity ripples around him. gains the following: 1. elec ray, 100 ft +20/level, 1d6x10 +2/level. one action, +2 to strike. 2. mini lightning bolt: 100 ft +20/level, 1d6/level. one action, +3 strike. 3. lightning bolt: 300 ft +30/level, 5d6+2/level, +3 strike. 4. electrical flight: one mile in 300 mph; uses two actions. +1 to ram (1d4x10) 5. generate electricity: as an attack, 1d6/four times per round. as defense, 2d6/touch. 4-ft radius/level, 10 ft away if used on other. uses 4 actions, lasts 2 melees. 6. half damage from energy/fire, no damage from electricity. SDC bonus counted.
(background soon)
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Dome
Resident
Game Master
Posts: 5,371
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Post by Dome on Feb 11, 2010 17:47:12 GMT -5
Name: Upho Fegh Race: Talus Age: 30 Weight: 250 lbs Height: 6’11” Eye Color: Black Hair Color: Silver SDC: 129 HP: 20 I.Q.: 10 M.E.: 13 M.A.: 13 P.S.: 22 +7 damage P.P.: 18 +2p,d,s P.E.: 15 P.B.: 10 Spd.: 23 P.P.E.: 13 I.S.P:
Super Abilities Small Spikes on Prehensile Tail +2d6 Damage Hardened Skin = A.R.: 11+1 @ 2,4,6,8,10,12 Energy Weapon Extensions damage = 6d6 + 2 p/l
Appearance: Typical Talus except for spikes on the tail. Tail is roughly 4 foot long.
O.C.C.: Ship Operations Officer OCC Skills Computer Operation 60% + 5% p/l Basic: Electronics 45% + 5% p/l Research 70% + 5% p/l Laser Communications 50% + 5% p/l Xeno-Biology 45% + 5% p/l Read Sensory Equipment 50% + 5% p/l Math: Basic 75% + 5% p/l Math; Advanced 75% + 5% p/l Navigation: Space 60% + 5% p/l Radio: Basic 60% + 5% p/l Astronomy 40% + 5% p/l Scholastic Skills Astrophysics 45% + 5% p/l Navigation : Space 60% + 5% p/l Navigation: FTL 45% + 5% p/l Cryptography 30% + 5% p/l Radio: Satellite 30% + 5% p/l Computer Programming 45% + 5% p/l Basic Mechanics 45% + 5% p/l Alien Technology Mechanics 40% + 5% p/l Languages 70% + 5% p/l Lore: Alien 45% + 5% p/l
Secondary Skills Depressurization Training Surveillance Systems 30% + 5% p/l Optic Systems 30% + 5% p/l Weapons Systems 40% + 5% p/l Zero G Combat: Basic +1 init, +1 str, +1 par, +1 Dis, +1 pull, +3 dodge, +5 spd First Aid 45% + 5% p/l Play Musical Instrument 35% + 5% p/l Command Structure Etiquette 25% + 5% p/l Weapons Proficiencies: Energy Pistol Energy Rifle
Hand to Hand: Talitsu Attacks: 4 +1w/ tail Initiative: +3 Automatic Flip: Auto Kick: damage 1d8 Back Flip Strike: +2 Parry: +2 Dodge: +2 Auto Dodge: +1 Roll: +3 Pull Punch: +5 Disarm: +2
Physical Skills equivalent to Talitsu Acrobatics Sense of Balance 60% + 5p/l Walk tightrope or high wire 60% + 3% p/l) Climb Rope 80% + 2% p/l Back Flip 60% + 5% p/l Basic Prowl 30% Body Building Climbing 50% + 5% p/l Rappelling 40% + 5% p/l HtoH: Martial Arts
Save vs magic: Save Vs. Poison and toxins Save vs possession save vs psionics Save vs coma/death Save vs HF Crit: Nat. 20
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Tori
Player
Posts: 1,110
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Post by Tori on Jun 28, 2010 21:03:57 GMT -5
PC Proposal, Shingu Sakai
(I didn't quite know how you would do some things, like H2H mdc stepdowns, chi death blow and a few others. Here's Shingu Sakai)
Character Name: Shingu Sakai Alias: Race: Human, Japanese O.C.C.:Demon Queller Occupation: Hero Alignment: Principled XP Level: 1 XP Points: - Next Level @ XP: Sentiments towards non-humans: Quiet and aloof towards most, but always looking for a way to help, while shunning thanks. He is somewhat suspicious of non-humans, and physically hostile to supernatural evil Sentiments/Coalition: Knows nothing about them. Disposition: Extremely quiet, at first, but can be the life of the party. He is always looking for a way to help the less fortunate, be it slaying a demon terrorizing their farm, fighting brigands or chopping firewood. He always charges for his services, but makes people pay what they can, if it is just a hot meal, or thousands of gold coins if wealthy. When he charges, he gives away much of what he does not need.
ATTRIBUTES I.Q.: 14 M.E.: 20 M.A.: 12 P.S.: 27 P.P.: 22 P.E.: 25 (fatigues at half rate and can lift and carry 50 times normal masses) P.B.: 14 Speed: 28
PHYSICAL DATA HP: 32 SDC: 281 (+90 with Chi-gun) AR: 18 (with Chi-gun) ISP: PPE- 90 Horror Factor: 15 to lesser demons, 10 to greater demons Age: 20, but looks very young for his age Sex: male Height: 5’6 Weight: 215 lbs (all muscular) Description: A young looking Japanese man, that has an incredible physique. He wears his hair short, and usually dresses in a black hakama, with a blue double-knit keikogi top. He keeps a boken tucked in a humble student’s white belt. He carries a huge sword over his shoulder, and a traveler’s pack full of extra clothing, cooking utensils, food and extra belongings. In the sun, he wears a conical straw hat. On his feet are tabi socks and wooden sandals.
O.C.C. Skills Climbing 52/42 +5 Swimming 50 +5 Dance 45+5 Sing 45+5 Wilderness survival 40+5 Land navigation 46+4 Tracking (humans and demons) 40+5 Japanese mythology 40+5 Demon lore 45+5 Literacy Japanese 98 Languages Japanese, Chinese 98 Language American: 65+5 Basic Math 55+5 WP Sword WP Knife WP Blunt WP chain Hand to Hand: Kendo OCC related Boxing Detect ambush 40+5 Gymnastics
Secondary: Prowl 25+5 Cook (professional quality) 45
Combat Data HTH Type: Kendo Number of Attacks: 4 Strike Bonus: +7 Parry Bonus: +6 Dodge Bonus: +5 Break Fall: +1 Init: +1 HTH Damage Bonus: +16 (hand), +12 others Normal punch: 2d6 Karate punch: 4d6 Knife hand/palm strike 1D6 MD Power punch: 2d6 MDC Normal kick: 4d6 Karate & Wheel kick 6d6 sdc Snap kick: 2d6 sdc Jump kick: 3d6 md Round house 6d6 md Power kick 5d6 md (two actions; does double if MDC creature) Bonus to Roll w/Punch: +5 Disarm: +1 Pull punch +2 KO natural 20 : Other: Weapon Proficiencies WP Knife: + 1 strike thrown WP Sword (+1 strike, +3 parry) WP Chain (+1 strike) WP Blunt (+2 parry
Saving Throw Bonuses magic +1 horror factor +3 save psionics +20 % coma/death +5 magic
Natural abilities: Leap: 10 feet +2 per level, add 10 feet with running start Impervious to vampire bite and mind control Can increase SDC/mdc and ar at cost of 1 ppe (Chi Gun/MDC skin) Stone ox training Iron palm technique (MDC/super hands) Chagi kick practice Chi death blow: Can inflict MDC damage/increased damage direct to HP & chi (double normal damage +ps), counts as two arracks, expends PPE, rate not specified Meditation: triple ISP & ppe rrecovery,
Spells: Globe of Daylight-2 See invisible-4 Sense evil-2 Turn dead-6 Breathe without air-5 Impervious to fire-5 Circle of flame-10 Fire ball-10 Call lightning-15 Charismatic aura-10 Magic net-7 Tongues-12 Words of Truth-15 Exorcism-30 Banishment-65 Protection: simple-45
Equipment: Weapons and armor as below. Wooden Zen holy emblem as pendant, several sets traditional clothing- hakama, keikogi, straw hat, white belt, few kimonos, one dress kimono, four baseball jerseys (Hiroshima Carp) four pairs bluejeans, socks, converse allstars, wooden sandles, tabi boots, gloves, 30 ft rope, 4 large sacks, 3 small sacks, rucksack, blanket, weapon case, large water skin, foods, both fresh and preserved, wok and cooking utensils. Carries a gallon of saki, soy sauce, and other seasonings.
Weapon Name Primary: White oak bokken 2d4 damage
Daito long sword, worn over shoulder 4D6 damage
Silver plated Ninjato shortsword, often stashed in pack but within easy reach 2D6 damage
Wooden tonfa in pack, paired 1d6 damage
Silver-plated kusari-gama in pack 2D6 damage
10 steel throwing spikes/knives 1D4 damage
4 silver spikes/knives 1d4 damage
Manriki gusari (chain) iron in pocket 2d4 damage
Tanto concealed against calf and forearm 1d4
One Silver plated aikuchi dagger in pack 1D6 Background: Shingu Sakai is an old soul in an old body, yet is biologically just 24 and looks maybe 7 years younger. You see, this boy was born in the time before Rifts, exactly three years before the world fell apart. His father, Sakai Tatsumichi was a laborer at Hiroshima's Mazda automobile plant. His mother, the former Hamada Takako, worked in human resources in the factory. They met and fell in love, despite the protests of her father, Hamada Ataru, who hated her marrying beneath her station. The elder Hamada was no corporate drone, or even a manager. He retired as a combat veteran and a colonel in the JSDF. He flew some of the first SAMAS units in the world in conflicts against Korea and China, to great success. When Takako announced her pregnancy, Ataru, with no sons of his own, dreamed of a noble grandson to take up the defense of his family's honor.. Shingu was born large, at 9 pounds 9 ounces. He was strong and bright for a baby. Ataru saw a fine air to his family's honor, and dreamed of the boy growing up to pilot Glitter Boys, mecha or some other noble warrior calling. He would see the baby got the best education in martial arts and military academies. Tatsumichi resented his father-in-law for considering him to be a lesser man. He saw his new son as needing an education in business to become a manager at Mazda. Takako deferred to her husband. Little Shingu grew to be an athletic toddler with a great imagination. Despite his father's efforts, including shouting and a few beatings, the boy watched anime, and played samurai. He dressed in his grandfather's old uniforms, and never stopped playing soldier. Ataru's health declined shortly before Shingu turned 4. In his will, he set aside funds for military school and for martial arts lessons. Tatsumichi relented and let Shingu study a martial art of his choice, but refused the academy. One month before the coming of the Rifts, Ataru, Shingu's beloved grandfather died. The little boy continued to dream of samurai battling demons and dragons, of rescuing maidens, of flying variable fighters in the UN Spacy and of firing boomguns. Tatsumichi sent him to bed early one night telling his son all samurai were dead, and demons and dragons were a figment of someone else's imagination. The next morning, demons and dragons were VERY real and very deadly. The Sakai family remained safe as magic and demons exploded across the Republic that jumped across centuries. After months, Hiroshima and surrounding cities emerged and learned how to battle and defeat the demons besieging the cities. Fantastic technology held the line against the bizarre. The war worsened in the Sakai household. As life returned to more-or-less normal, production in factories resumed and increased. Vehicles gave way to weapons. Shingu's father believed in hard work, good grades and a university education for the boy to become one of the managers he envied. Shingu continued to feel the lure of adventure. He read of samurai, and of soldiers, daydreamed and buried his nose in Shonen manga. His mother insisted he receive martial arts training, but the military academy he had a scholarship for was long gone. Shingu selected kendo to study, and proved to be good with a sword. Tatsumichi protested and berated his son for mediocre grades. He never attended kendo tournaments his son often won. Shingu felt no shame. He had a higher purpose. At 10, life changed again for Shingu. While walking home in the fortified mega-city (a series of skyscrapers connected by subways and skywalks), he heard a scream from a local gymnasium. Blessed with a fearless disposition, curiousity, and with an ingrained need to help others like his fictional heroes, he approached. A team of corporate security ran past to defend the gym within the tower owned by the company. He peered inside, and saw a wild vampire tearing a girls' fitness class apart and feasting upon their blood. The fiend rose and charged the security. Carrying stun rifles, laser pistols and neuro-clubs, the guards had nothing to stop even a minor vamp. He proceeded to dismember the guards. The arrival of a full-conversion samurai borg would stop the monster, or so Shingu thought. He idolized the mecha-samurai, a perfect blend of tradition and technology. Cyber samurai were new to Hiroshima, though had been popular in Otomo. The vibroblade-armed samurai slashed at the vampire, though given the humidity, vamps were rare in that part of japan. Few knew what weapons would harm the monsters. The samurai did not know just a plating of silver on his blade with some wooden stakes would be lethal to the vampire. In seconds, the vampire threw the samurai across the room, ripping out his bionic legs. Shingu's warrior spirit screamed a battlecry, as the remaining children in the class screamed for someone, anyone to help. He drew his only weapon from his gym bag, a wooden boken. Using every bit of courage, and the little technique he had, he raced at the monster as it turned to finish the mecha-samurai, and bashed the vampire in the head. His first lesson learned: Vibroswords can carve up an armored car, but won't hurt a vampire. Wooden swords, however, are lethal. The monster, in terrible pain, turned to see what had struck him, and saw only a very small, young boy, looking up at him with grim determination. The animalistic vampire roared and swung claws at the impudent boy. It was no match for a well-disciplined little boy, with limited, but high quality training in fencing. Shingu beat the vampire into submission with well placed, and well delivered blows from the wooden training sword. As he delivered the beating, he bought time for the surviving girls to escape, and for an anti-monster force to arrive. The special team finished the vampire off with stakes, a severing of its head, and a funeral pyre. Shingu looked at the dead security police, the battered samurai and the now dead vampire. All the technology in the world had not saved their lives. A boy with minimal training and a wooden sword carried the day. He thought of the philosophies of the New Empire, how technology was impotent, and warrior tradition, mysticism and the old ways ensured survival long before Hiroshima returned to earth. Little did he know, the vampire had been followed to the gym, and another set of eyes witnessed his heroism. Shingu thought of his father at home who would berate and beat him for lateness, and force him back to the drudgery of lessons. Calmly, even as the monster squad discussed the boy, Shingu slipped out of the room, and stopped at the gym's restroom. He pulled on his hakama and keikogi worn in fencing class. He tied on his belt and thrust his boken, the vampire slaying weapon, into it, along with his boots. He walked to the train and bought a ticket to the very edge of the Republic of Japan. He filled his bag with what he could buy at the train station, dried rice, some dried cuttlefish, dried mushrooms, sour prunes, ramen packs, pocky and other fast, non-perishable foods. He boarded the bullet train without a word. On that day, he realized he was an old soul, meant to live the old way, as not a bit of technology could save the four girls, the six guards and the one cyber samurai that evening after dusk. And he rode on, until the city was behind him, and several others came and went. The edge of the republic was rural, a great place for logging, farming and raising livestock. With no more train, he walked the rest of the way into the New Empire. The road saw less and less technology. Robotic tractors gave way to models driven by men. Manned tractors gave way to plows pulled by oxen. Generators gave way to candlelight and fireplaces. He was in the anti-technology Empire. His plan was to find a samurai, and pledge servitude to become the knight's apprentice. Samurai of the Empire were not like anime. They laughed at him as a city child, his clothing as a mockery, and as being ignorant of real tradition. He learned knights were not defenders of the people out of a sense of altruism. They were overlords, with a sense of rule by entitlement. Rejected for the fifth time, and beaten for his impudent approach, Shingu ran from town. He thought of joining a ninja clan, though found their methods to be anything but honorable. He considered seeking out a masterless samurai, a Ronin. Disillusioned once by Samurai, he heard tales of ronin being criminals, mercenaries, bandits, and completely without honor. He thought of perhaps traveling to a monestery. As a Zen Buddhist, he could become a Bishimon Fighting monk, having heard tales of this order. Only he did not know where to find the nearest buddhist temple, and was not the most devout buddhist, enjoying meat, and being old enough to know that a life of celibacy could be lonely. He even thought of going home, but decided he was ronin himself, and doomed to wander until he could find a master to teach him warrior ways, and with a similar character. "Hey kid, where you going?" said a rough man passing him on the road. "I'm Shingu Sakai, and I am going nowhere in particular." The bearded man dressed well, and carried weapons. He introduced himself as Sho Kuronaga, and asked Shingu for his story. When the story ended, he shook his head. "Running away from home, hm? Do you think that's wise at your age?" "Sir, there was nothing for me at school. I should learn the ways of a warrior from a master of the old ways. Technology does not defeat demons, and learning economics will make me a fat meal for evil." The bearded man laughed. "Hmm, a meal. What a good idea. I don't suppose you have anything to eat?" Shingu built a fire and pulled out an old iron pot he had scrounged. With some hot water, he boiled the mushrooms, then cuttlefish, then some wild onions he found, and added some ramen mix. It wasn't the best food, but it was edible, and better than Sho's last rice ball. "That's not bad kid. If you learn to cook a little better, and make me a dinner every night, I will make you my apprentice." Shingu looked at the man. Though well dressed, he wore wild hair and a beard, like a drifter. He was well-groomed, but could not afford his food. He studied the man's weapons. A katana, the weapon of a true samurai. Ninja weapons were easy to hide and lethal. But some things, like his kama, were peasant weapons. "Are you a ronin? I'll only be your apprentice if you present an honorable example for me to follow!" "Dear boy, I'm no samurai or ronin. I call no man master. I never have and I never will. I serve none but those who hire me with their coin to rid their home and village or forest or field of demons, oni and evil spirits that would infest it and accost them. I'm a demon queller. We live fast, for we may die early." Shingu was intrigued. The man was a free agent, like a ronin, without the stain of disgrace or the taint of crime. They were not monks in the service of a religion, and could take jobs as they chose. Shingu nodded and knelt before his new master. "I will be your student!" "Oh get up. I'm not some arrogant samurai for you to defer to. Think of me as your Sempai." Shingu rose and nodded politely. "Oh, and next time you fight a vampire, it will not be as easy. You have a great weapon for them, but protect your weak side. When you have it down, run it through the heart with your boken, pull it back, and replace the sword wound with a wooden stake. Yes, I was following the monster, but you seemed to have the situation in hand. I didn't think you would need my help." During the next few jobs Sho took, Shingu found himself seconded to the woman of the house, inn or business to learn how to cook. He did not receive any fight training, and was called upon to prepare meals faster and faster. His culinary skill increased, as did his skill with a knife. Over meals, Shingu learned about demons and monsters from Sho. How to recognize and defeat them. He learned more about Japanese lore and tradition. They sang together and practiced dance steps that held power over some oni. Sho and Shingu took jobs from anyone with a demon problem, and the money to hire. Shingu thought his master charged too much from people that needed them the most, but could afford them the least. Still, a proper, and noble Japanese youth, he did not criticize. Wealthy clients in both the republic and empire were asked, in addition to gold, to allow Shingu to study with their personal chefs. Shingu's food got better and better. Lessons changed as he grew older. Soon, they studied martial arts together. As he became more proficient with weapons, the training became focused on hardening his body. He ran for miles in the summer sun before swimming in a cold mountain lake. He strengthened his hands with the iron palm technique, and learned to kick targets anywhere near his body. After this first round of strengthening, Sho began to beat him with switches, then cane poles, then whips. He learned to focus his inner strength on his flesh, to make it harder and more dense than anything he was struck with. After years, even flames and swords could do no harm. Sho next taught him to focus this inner strength into his hands and feet. He could use his chi to pierce defenses and inflict grievous wounds to demons, no matter how strong. After their last job together, hunting and killing an Oni terrorizing Kyoto, Sho called Shingu forth. "I am tired of sharing my money from my jobs with you. You are a student, and have not developed into anyone I would ever call a partner. I am tired of carrying you through fights. Go on your way before I have to beat you." Shingu realized the truth in his teacher's words. He could hold his own against a demon, and though not at Sho's level, was now competition. He had no name or reputation beyond Sho's, and wanted to do business his own way, helping people for what they could afford, not for the largest sum he could charge. He looked in his pack for a rice ball, and found Sho's last gift. A silver-edged ninja-to. It was easily concealed, and a valuable weapon against lycans and other silver-vulnerable demons. He smiled and knew he would always have a friend in his former teacher. Slowly, he made his way to a Buddhist temple, where he hoped to offer his services to assist fighting monks with demons. For the price of room and board, he quickly proved his value adding his talents to a small group of monks who battled demons terrorizing a village. The monks gave him one of their swords, to engage large demons during the battle. His ninja-to was just too small to inflict grievous wounds to monsters. At the end, the sword was his to keep. A ninja clan of Kyoto hired him on the sly to assault shadow beasts summoned to counter their ninja ways. As a reward, he received a silver kusari-gama, four silver shuriken and 12 regular shuriken. The shuriken travel in his pockets, while the kusari gama, ninja-to, an iron manriki gusari, and a pair of tonfa ride in a roll attached to his pack. Over his shoulder, he carries the huge sword. Still tucked into his belt, he carries the same boken he killed the vampire with long ago. When fighting mortals or vampires, the boken is his weapon of choice. Especially fighting humans, he tries to use non-lethal tactics. After his last mission, where he never found a vampire thought to be in Kyoto, the abbot called him out. "Sakai Shingu," said Master Rei. "A woman is coming forth to say vampires in the New Republic are practicing martial arts, and her people are unable to defeat them. I'll ask you to go there first, as you know city ways, to see what a threat these vampires are, before I send my monks in to quell this menace."
"I will go and report back when I know more." When he met Reika Sato, he was slightly smitten. She was tall, athletic, and made it plain she considered him just a boy. He presented her with a cheap replica sword and hardened his skin. "Go ahead, hit me." She slashed across his gut with a force that would have evicerated a normal man. He grunted, but didn't even lose his breath. The cheap sword shattered. The plan was for her to use a teleport scroll to return to his old home of Hiroshima. Somehow, the magic overloaded, and the group did not find themselves in the city. Of note: When traveling in cities, he often sheds his traditional clothing, and wears blue jeans and a Hiroshima Carp baseball jersey. He finds he stands out less in crowds looking like a normal city resident. He owns four authentic Carp jerseys. Usually he wears canvas sneakers with his city clothes.
Hobbies: Loves to cook, and is often making sushi, shabu-shabu, yakitori, soups, sukiyakis or just good old fried rice.
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Post by Janxi on Jun 29, 2010 8:48:49 GMT -5
Character submission: Reika Sato
Needs MDC adjustment for tattoos
Character Name: Reika Sato Alias: Race: True Atlantean O.C.C.:Undead Slayer Occupation: Hero Alignment: Scrupulous XP Level: 1 XP Points: - Next Level @ XP: Sentiments towards non-humans: Friendly to all good beings, but evil, demons and especially vampires will be her first target. Sentiments/Coalition: Knows little about them, but would come to see them as evil and an enemy if given time. Disposition: Shy and studious, she often has her head in a book and studies hard to get a better handle on her enemy, to learn more about a topic that interests her, or just for fun. ATTRIBUTES I.Q.: 19 (+5 all skills) M.E.: 25 M.A.: 17 P.S.: 26 P.P.: 18 P.E.: 24 P.B.: 16 Speed: 31
PHYSICAL DATA HP: 29 SDC: 235 AR: ISP: 32 PPE-168 Horror Factor: 14 Age: 26 Sex: Female Height: 6’01 Weight: 173 lbs Description: Reika appears as a very tall and muscular Japanese woman. She is lithe and graceful, and typically wears little so she can reach her tattoos easily. Unlike typical Asian women, she has green eyes. Since her clan was the first to the orient, and remained through the long centuries, the Thadean Clan members that remained in the Orient have grown to look very Asian themselves.
O.C.C. Skills Radio 60+5 Languages and Literacy: Dragonese, Japanese & Greek 98 % Languages: American, Gaelic, French (North American) 70+5 Basic Math 70+5 Intel 47+4 Tracking 45+5 Wilderness Survival 50+5 Lore (Demons and Monsters) 55+5 Lore Faerie 40+5 Gymnastics Sense of balance 55+5 Bars and rings 65+5 Climb rope 75+2 Back Flip 75+5 Climb 25 percent base Boxing Swimming 60+5 WP Archery & Targeting WP Knife WP Sword WP Energy Pistol WP Energy rifle OCC related Advanced math 55+5 Astronomy 35+5 Archaeology30 +5 Anthropology 30+5 Streetwise 30+4 Secondary: Prowl 37+5 Magic lore 30+5 Pilot motorcycle 65+4 WP chain Literacy American 35+5 Navigation 45+5
Combat Data HTH Type: Martial arts Number of Attacks: 3 Strike Bonus: +2 Parry Bonus: +4 Dodge Bonus: +4 HTH Damage Bonus: +11 Bonus to Roll w/Punch: +6 Pull punch +3 KO natural 20 : Other: Weapon Proficiencies W.P. Energy Pistol (+3 aimed, +1 burst) W.P. Energy Rifle (+3 aimed, +1 burst) WP Knife (+1 strike if thrown) W.P. Archery & Targeting +1 to parry with bow WP Sword (+1 strike, +1 parry) WP Chain (+1 strike)
Saving Throw Bonuses + 4 magic +8 horror factor Psionics needs 12 or better +5 save vs. psionics Coma/death +18 percent +5 save vs poison/magic
Psionics/natural abilities: Exorcism -10 ISP Detect psionics 6 Increased PPE recovery- 20 per hour resting or sleeping MDC Transformation: Rifts and high magic: 60 MDC Base (SDC in regular worlds) Cannot be physically transformed, including vampire bites Continue to grow as adults Sense vampires within 1,000 feet, cannot pinpoint. Recognizes vamps on sight 12 percent +12 per level Operate dimensional pyramids Sense ley lines Sense rifts Ley line phasing
Tattoos: All Japanese style Right wrist: Flaming Katana (3d6) can inflict MDC on appropriate worlds, or double damage in SDC worlds 10 ppe Left wrist: Protection from vamps (heart impaled by stake) Left wrist: Crossed wakizashi (wakizashi +1 strike, +2 parry) 5 ppe Right forearm: Flaming No dachi (4D6) wrapped in serpent, MDC (or double damage) plus triple damage to dragons and all reptiles 20 ppe Back of right hand: nunchuku-wooden (2d4) 2 ppe Coiled around right elbow: Silver plated manriki gusari (2D4) 2 ppe Right abdomen: samurai bow, with four wooden arrows, with flames and wings- double range, double damage or mdc, magically return when shot 10 ppe Shinto symbol of purity Japanese kanji, over right breast- turn dead 15 ppe Right thigh: Heart in chains: invulnerability 40 ppe Upper left arm- cloud in chains: control forces of air: 50 ppe Lower abdomen-waist: rose with dripping blood: heal basic: 30 ppe Shoulders-back: phoenix rise from flames: super healing or resurrection 124 ppe Over eyes-third eye: an eye tattoo, asian and green +3 lines: Languages and reading Right side to ribcage: tiger: 30 ppe Left breast/heart: Black widow spider 10 ppe Spine to left side, just below left breast, Yll tree climber (oriental stylization) 360 MDC 100 ppe to activate Wrapped around just above Left elbow: broken chain: Supernatural strength 30 ppe Right shoulder-front- burning skull- fire powers 45 ppe +4 strike 1d4 mdc per level, 100 feet per level. Impervious to fire, creates 60 mdc shield
Equipment: Weapons and armor as below. Wooden Shinto holy emblem as pendant, dozen wooden stakes and mallet,. RMK, Swiss-army knife, sunglasses, several sets of boy shorts, swim suits, brassieres, halters, and other revealing clothes. Knee-length comfortable boots, seven pairs socks, a week’s worth of MRE’s, mirror, hygiene items, a silk kimono, but she hates it.
Leather Trench Coat, with slits to reach tattoos
Weapon Name: K-4 Laser pulse rifle Damage 3D6+6 single or 1d6x10+6 burst Range: 3000 feet Payload: 30 shots +1 strike 5 clips
Armatech AT-20 2D6 damage Range 1000 Payload: 20 shots 6 clips +1 aimed
Two silver plated sai (in shoulder holsters)-WP-knife 1D6 damage
Steel tanto dagger in left sleeve:-WP Knife 1D6 damage
Silver-plated tanto in boot-WP-knife 1D6 damage
10 steel throwing stars-Archery/targeting 1D4 damage
4 silver shuriken 1d4 damage
Katana-silver plated (WP sword) 3D6 damage
Nunchuku- hidden in right sleeve, wooden (WP chain) 2D4 damage
Kusari fundo (steel)-coiled as belt (WP chain) 1d10damage Background: Born in the Takamatsu state of Japan, nine years before the Republic of Japan returned to Earth, Reika Sato knew conflict from day one. Her parents Keiko and Hikaru Sato served the Japanese branch of the Thaedan clan of Atlanteans and the Order of Shenlon. Shenlon, an ancient Chaing Ku Dragon, led his team of Undead Slayers to battle Vampires, Oni and other supernatural evil in the island of Honshu.
Takamatsu served as a blend of both ancient tradition and modern technology, as opposed to the Empire, which shunned modern convenience. Reika learned of the old tradition, and studied the Atlanteans ancient nemesis, the Vampire. In enclosed cities, even rain could not expunge the earth of the terror of the undead. Her lessons came with both ancient weapons and modern, to slay the menace.
While learning of tradition, she found ample modern distractions, anime, video games, RPG’s and Cosplay. In many ways, she was the typical Japanese teen. She went to schools and proved to be an exceptional student. Still her classmates saw her different, despite the racial similarities her clan shared with Asians and Japanese. For one, she towered over her peers, and she seemed good at everything. She excelled in basic martial arts, learned weapons quickly, and still managed to master languages and sciences, her truest love of all.
When she took her marks of heritage, her classmates parents suspected the tall girl might be Yakuza. Her classmates shunned her for a bit, though came to realize she was good natured and represented no evil. On several occasions, she even assisted school security in clashes with Oni that tried to abduct classmates as food.
Her height and physique made her popular with boys, and a rival to girls. Even martial artists found her quite the challenge, due to her natural superiority over humans. Still, she saw herself as only a girl, and did not understand her differences.
At 15, Shenlon, disguised as a Shinto priest approached with her parents. They told her she was not a human, but an Atlantean, and heiress to a forgotten island now occupied by evil on the far side of the world. Her parents accelerated her training, in weapons, lores and combat, all the while, she remained something of the nerdy Japanese school girl.
Her intellect saw her accepted into university early, where she studied what fascinated her, history, and the stars above. She learned how ancient cultures, such as her own, tapped into magic, how the stars governed the ambient power of the world, and how cultures of the world interacted.
All the while, she trained, learning how to battle the vampire, the demon, the lycan and their weakness. She learned of iron, wood and silver, of water and how these elements could wound and kill these demons. As she grew, Shenlon added more tattoos to her body, giving her strength, stamina and powers beyond even the samurai and ninja. She could walk into a battle, literally nude, and vanquish martial artists. Demons became her quarry.
The more ink that took to the home of her skin, the more of an outcast she became with her peers. They saw her as a renegade, and possibly a criminal. She embraced the image, and mastered the motorcycle. She began to dress in leather, and in more and more revealing clothing, to reach her tattoos. Even though she remained a star student, she developed a reputation as a bad girl, and took refuge in it. She bought a vintage Kawasaki Ninja. She ran with a rough crowd, but harnessed their delinquency to become vigilantes. They routed out rival and evil gangs, sorcerers and oni.
She spent several years in schools and universities, dedicated to intellectual studies. Though a suspected hooligan, and known for her tattoos, she still made great marks in class, and was allowed to study several sciences.
At 25, she stood proud, a fully inked undead slayer. Leader of a pack of “civic minded youth,” cyberoids, techno-ronin, wanna-be ninjas. She was Robin Hood, with a pack of Merry Men.
Until her parents, Keiko and Hiraku, did not come home after a mission to slay vamps allied with the Yakuza. She went to Shenlon with the best of her gang and demanded answers.
The dragon knocked her gang of punks out in just a few moves. A gang of 20, unconscious, incapacitated or running for their lives. Such was the power of a dragon.
“Child, your playmates no longer do your service. Your days of play as a babe are gone. For if I can scatter them, so can your enemy. Follow me and see.”
And Shenlon led her to the high rise, the one her parents charged, confident they would battle stupid oni or weak vamps. Hikaru and Keiko, seasoned undead slayers rested on the floor, dead without a wound on their bodies. Martial arts powered by sorcery claimed them.
“Child, your parents were strong, but no match for the demons that have slain them. You must seek my old ally Master Rei, in Kyoto, to find his demon quellers. These men will be trained in martial arts beyond your skill, and know our enemy too. Fetch his man back, and let him train your minions. Then return, to demand your justice!”
Shenlon gave the girl a scroll to read when she had Rei’s men in tow.
Driving a motorcycle, and carrying weapons across the Empire was no mean feat. Her reverence for tradition, coupled with her prowess, and ability to produce weapons from thin air bought her enough credibility to pass. Shenlon’s signet she bore on her chest gave her additional privilege.
When she arrived at the ancient city, she found farmers, then merchants and then monks who directed her to a monastery. The place was occupied by Zen monks who admitted her. When she looked to an old maple, she swore she saw a Kirin in the branches. On second glance, the luck dragon was gone. As she approached the monestary in a valley, she spied a giant tree that looked as tall as a small mountain.
Master Rei sat in the monastery and heard her appeal.
“My men are locked in battle, with the evil in the zone, the abuse of Otomo, and trying to give the Empire what we can, so it may survive the siege of technological abuse and demons. I will give you my personal enforcer Shingu to take back to your province, to train in our ways of demon slaying, and to help you gain vengeance. We can not yet spare monks, but he was born of Hiroshima, and knows both modern and old ways. He shall be my eyes until we are able to help directly. ”
He clapped, and a boy appeared. Just a boy! No more than 18.
“This is Shingu Sakai. He will go back to teach your clan how to slay demons trained in martial arts. He will assess the demons’ strength and weakness before reporting to me. Go now and trouble me no more.”
She walked out with the burly youth. “Where are you from?”
“Around here.”
“You’re a boy, why do you think you can help me?”
He presented her with a simple, cheaply made sword. “Hit me.”
She slashed across Shingu’s abdomen, and the sword broke.
“Okay, I think you may be strong enough.”
The boy just grunted.
They made their way to a nexus and she read the scroll. But it wasn’t Takamatsu they found themselves in.
Interesting fact: Reika is a master of several video games on different consoles. She disdains cheat codes, but can defeat most video games to set a high score, or as quickly as possible.
Personality: Reika is used to being the center of attention due to her height, physique, MA and ability. While she is not a princess, she does try to organize as she sees fit, especially with her own gang. With strangers, she is quiet and reserved. She will bury her nose in a book to pass time, and get more and more academic the more uncomfortable she is.
Hobbies: Video games! Show her one she can’t beat. She also takes great delight in playing tabletop role playing games. She reads anything she can get her hands on and when not in combat, is usually immersed in a video game or a book. She prefers text books to fiction, being ever the student.
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Post by lwcoyote on May 1, 2011 14:42:03 GMT -5
(Modified per Docs request) Player Name: lwcoyote Character Name: Kassidy Avalon Alias: Kass, Kassi Race: Human O.C.C.: Robot Pilot Occupation: Freedom Fighter/Scientist Alignment: Unprincipled but generally Good XP Level: 1 XP Points: 0 Next Level @ XP: Sentiments/Non-Humans: Hatred of t he Tarlok, generally cautious around other Disposition: Generally fairly quiet, tends to be observant and cautious in most aspects of her life. Having lived in semi-sequestered state among scientists and engineers she has a high respect for intellectuals, and will often come across as haughty or arrogant to those 'of lesser education and intellect'. That is not to say that she is a Sheldon-like character, usually keeping opinion to herself. In battle she is nervous and lacking a little in confidence: she's very sure of the armor, but not her own battle skills. In her spare time she can often be found studying books on military history, tactics and strategies, in hopes of becoming a better soldier... and someday, a leader. Insanity: (Optional) ATTRIBUTES invisiblecastle.com/roller/view/3000106/invisiblecastle.com/roller/view/3000144/invisiblecastle.com/roller/view/3000147/ I.Q.: 29 (+15%) M.E.: 13 M.A.: 9 P.S.: 11 P.P.: 21 (+3 to strike/parry/dodge) P.E.: 14 P.B.: 14 Speed: 13 +3 -> 16 PHYSICAL DATA PPE: HP: 14 SDC: 44 Age: 24 Sex: Female Height: 5'5 Weight: 127lbs Description: Bionics & Cybernetics O.C.C. Skills (Computer Program, Piloting Program, Skill Program of Choice, all at +15%) Pilot Automobile 77% +2% Mathimatics: Basic 65% +5% Speak Seeronian/English 95% Literacy Seeronian/English 98% Pilot Robot Vehicles 79% +4% Hand to Hand Expert Basic Electronics 65% +5% Computer Operations 75% +5% Computer Programming 65% +5% Radio: Basic 80% +5% Navigation 85% +5% Read Sensory Equipment 65% +5% Weapon systems 75% +5% Pilot Airplane 84% +4% Pilot Motorcycle 94% +4% Pilot Jet Packs 76% +4% Pilot Hovercraft 85% +5% Biology 65% +5% Paramedic 75% +5% Xenology 65% +5% Secondary Skills (8 secondary skills) Basic Mechanics 65% +5% Athletics (General) +1 Parry/Dodge +1 Roll with Fall/Impact +1 PS +1d6 Spd +2d4 SDC Swimming 70% +5% Streetwise 39% +4% WP Sword WP Heavy Weapons WP Handguns WP Submachine gun Combat Data HTH Type: Expert Number of Attacks: 4 Initiative Bonus: +0 Strike Bonus: +3 Parry Bonus: +4 Dodge Bonus: +4 HTH Damage Bonus: None Bonus to Roll w/Punch: +2 Bonus to Pull a Punch: +2 Bonus to Disarm: +0 Other: Power Armor Combat Number of Attacks: 5 Initiative Bonus: +5 Strike Bonuses: +6 (Base), +7 w/Palm Spike or Ion Blaster or Sword, +9 w/Grenade Launcher Parry Bonus: +7, +8 with Sword Dodge Bonus: +7 HTH Damage Bonus: +15 super-human Bonus to Roll w/Punch: +3 Bonus to Pull Punch: +2 Bonus to Disarm: +0 Other: Weapon Proficiencies Sword +1 to strike and parry Heavy Weapons +3 with aimed shots, +1 with burst Handguns +3 with aimed shots, +1 with burst Submachine gun +3 with aimed shots, +1 with burst Weapon Systems +1 to strike with weapons part of vehicles, power armor and robots Saving Throw Bonuses None Equipment AT-X1 Kaiden Prototype Power Armor (See below) SR-05 SMG with a total of 5 40-shot clips Seer-10 Ion Blaster with a total of 5 40-shot eclips. Web Belt and Battle Harness 6 Multi-purpose bouches Combat Bush Knife Ear Mike Radio Transceiver Cell Phone (Similar in design to iphone?) Aviator Sunglasses police-style jumpsuit military-style field jacket Bio-Comp Monitor First Aid Kit (Standard) Hypodermic Gun w/variety of drugs Suture Gun Palm bio-Unit Background Story In brief - Parents are part of a private R&D company before the invasion of the Tarloks, with contracts for advanced military exoskeletons and robotics. Went underground when the Tarloks came to continue their projects, in hopes of finding some way to quickly build new systems and weapons in the fight against this new enemy. - After nearly twenty years of research, experimentation and observation of both Tarlok methods, and methods found best to fight them, the team managed to come up with several designs considered "promising". With time percieved to be running out, the team went a head with the designs, despite the in- ability to do proper testing tirals. - Due to the difficulty in securing supplies, it took another twenty years to finally put together three prototype suits: the AT-1X Kaiden (designated as a heavy infantry suit), the KR-1X Meinfalt (designated as a fire support suit) and the WF-1X Skyff (designated as a reconnisiance suit). - In the meanwhile, life outside of work does continue. Kassidy was born about 20 years into the period of hiding, and never really knew a life outside of the hidden base; sure they'd go out periodically to raid for supplies or meet with potential recruits, but Kassidy was rarely part of this until after she'd turned of age. - As all members of this small community had to learn a trade to help support not only t hemselves but the secret war effort, Kassidy went into medicine; she watned to become a doctor, to be able to help those who were brought in injured and dying. - As it happens, things went in a differant direction. As the lead scientist and engineer on t he project. her mother and father quietly groomed the young woman in the use of electronics and mechanics as well as her medical studies, and even went so far as to train her and update her education on the use of robotic vehicles, with the eventual plan to have her be one of the powered armor test pilots. - Unfortunately this all took place near the end of the occupation, and so Kassidy and the other pilots only got to do a couple of shake-down test missions; they came across as successful however, as all systems tested out, and the trio managed to defeat a scout squad of Tarloks that had been lured to the area for this purpose. AT-X1 Kaiden Power Armor Class: Prototype Heavy Infantry Power Armor Note: Due to Prototype status, systems have a chance of failure (subject to GM will!) of 16% (per HU2, Robot section) Crew: One AR: 15 SDC By Location Head/Helmet: 40 Arms (2): 40 each Legs (2): 104 each Main Body: 425 Jump/Flight Pack: 100 Grenade Cannon: 60 Mini-Missile Launcher: 60 Utility Arm (2): 20 each Speed/Mobility Running: 21mpg maximum. The act of running does tire out the operator, but at 10% of the usual fatigue thanks to the robot exoskeleton. Leaping: Jump pack allows assisted leaps up to 500 feet vertically or 600 feet horizontally. Flight: Can hover stationary or fly. Flight speed is a maximum of 750mph (Mach 1), cruising speed is normally about 450mph. Maximum Altitude is 30,000 feet (approximately 5.5 miles). Flying Range: The micro-fusion cells give the suit decades of life, but the thrust pack needs semi-frequent cooling, and must be shut down after five hours of continious use. Mobility: Below-Average, -20% Climb, -30% Prowl, swim, acrobatics and other similar skills. Statistical Data Size: 9 feet, 2 inches Weight: 225lbs Physical Strength: Robotic (Superhuman) PS of 30 Cargo: Three small cargo compartments capable of holding up to SMG size, roughly rectangular shape. Power System: Micro-fusion cells, estimated lifespan of 20 years. Special Features 1. Multi-Screen HUD: a HUD that can project data, charts or transmissions on the visor of the helmet for the wearer to see. As many as eight differant viewing windows can be projected without impairing the vision of the wearer. 2. Computer & Video Link: Helmet can be patched into computers, televisions, cameras, monitors and other sensory equipment. Requires 'plugging in' via a universal headjack or one of the utility arms. Can also recieve radio and video transmisions. 3. Optical Enhancements: Infrared Vision 1600ft, Night Sight 1600ft, Telescoping Vision up to 3200ft, Ultraviolet Sight 1600 feet, and Thermo-Imaging 1600 feet. 4. Audio Enhancements: Amplified Hearing, up to 5x better than normal human; Capable of hearing into extremely high and low frequencies. Audio Recording up to 8 hours of external sound on dedicated storage device; loudspeaker amplifies pilots voice up to 90 decibles. Micro-translator translates speech (up to 16 languages, as determined by player/GM collaboration). Built in min-disc system allows the playing of audio and video discs. 5. Advanced Combat Processing System: Target and tracking system linked to micro-radar that can track up to 26 targets while 3-D analysis software allows for rangefinding and estimation of target combat capabilities. Advanced sensors detect radar and sonar, radiation, as well as a 360' motion detector/collision warning system. 6. Communications: Wideband Radio transceiver and video transceiver with a up to 300 miles. 7. Chest-mounted Search Light: High powered LED search-light with a range of up to 300 feet. 8. Bio-scanner: Monitors health of pilot. No built-in medical systems, yet. 9. Built in Portal Tool/Diagnostic Kit: Can perform all diagnostics required on suit, and includes various small tools for minor repairs. Diagnostic system usable while system active, repair tools not. 10. Utility Arms: Two small utility arms (one on left forearm, one on right side of abdomen) usable for fine articulation (including using keyboards, door locks, etc, but not weapons). Both utility arms also include datajacks and other universal connections to allow linking to computers, other power armor and vehicles, etc. 11. Voice Actuation System: Most systems in suit operated by voice in addition to manual control. 12. Environmental Operations: Fully pressurized system allows survival of pilot in space or underwater. Environmental system recycles air and waste, allowing survival within suit for up to 4 days. Includes zero-g maneuver jets to allow for operations in space as well, or under light gravity. Further, is shielded against extreme hot and cold environments, as well as radiaton. 13. Stealth Systems: Armor coated in stealth web that renders suit invisible to radar, distorts thermal and infrared sensors, and gives a +10% bonus to prowl at night or in darkened areas. 14. Provisions: Small provision storage for water and a powdered food system (that turns into a paste with water). Feed system through helmet; food is edible but not particularly tasty. Filteration system recycles liquid waste into drinking water. Enough food for up to 4 days, nearly indefinite water supplies due to recycle system. 15. Storage Compartments: Two small storage compartments on the thighs and one on the left forearm allows the carrying of additional supplies or personal effects. Weapon Systems 1. Retractable Energy Sword (1): This is a recycled and modified tarlok energy short sword, powered by the suits micro-fusion cells. When Sword is extended, the plasma cannon cannot be used. Primary Purpose: Close-assault/defense Damage: 2d6+PS normally, or 4d6+PS when energized. Unlike normal Tarlok energy sword, cannot fire enery bolt. Range: Melee 2. Plasma Cannon (1): A modified Seer-230 Shattergun, with enlarged barrel mount and tied directly to fusion cells. Mounted on the right forearm, and cannot be used when Energy Sword is extended. Primary Purpose: Anti-Tarlok, Assault Secondary Purpose: Anti-Armor Damage: 1d4x10 per blast. Rate of Fire: Single shot only, equal to number of attacks per round. Effective Range: 2400 feet Bonuses: +1 to strike Payload: Effectively unlimited, but housing and capacitor need time to recharge and cool. Approximately 30 shots per hour maximum. 3. Tri-barrel Rapid Fire mingun (1). A medium-calibre conventional firearm mounted on the left arm in an armored housing, but is retractable. (Based on the TGC Riproar from AU) Primary Purpose: Anti-Personnel Secondary Purpose: Anti-missile Damage: 1d6 per round. Short burst inflicts 1d6x5, long burst inflicts 1d6x1 0. Rate of Fire: Short bursts equal to number of attacks per melee. A long burst counts as 2 attacks. Effective Range: 1200 feet Bonus: +1 to strike vs Missiles and rockets. Payload: Self-contained long-clips hold 210 rounds. A short burst consumes 12 rounds, while a long burst consumes 30 rounds. A long-clip can be reloaded when weapon is not retracted, and takes 1 full melee round. Two additional long-clips are located in seperate compartment on thigh. 4. Mini-Grenade Launcher (1). This is part of the back-mounted Multi-System Device (MSD), which combines the jump/thruster system, a small storage compartment for munitions, oxygen tanks (but not internal air recycling system), and several other systems, including a multi-purpose grenade launcher. Plans originally called for a mini-missile launcher as well, but the engineering team had difficulties integrating it, and settled on extra space for grenade reloads instead. The launcher, mounted over t he right shoulder, is a heavy duty weapon that fires rocket-propelled grenades of various types, and can be rotated backwards and then down for stowing, similar to the Glitter Boy boom-gun. This weapon is based on the 'Giant Size' 40mm Grenade Launcher for larger robots, but made smaller. Can rotato 180 degrees from front to back to the right side, as well as up to 90 degrees straight up. Cannot be fired while stowed. Primary Purpose: Assault/Anti-armor Secondary Purpose: Anti-Personnel Damage: High explosive grenades inflict 1d6x10 SD with a blast radius of 10 feet. Fragmentation grenades inflict 5d6 SD with a blast radius of 30 feet. Effective Range: 3000 feet Rate of Fire: Maximum of two per round Payload: 10 grenades in a cylinder clip. Two additional clips are stored in MSD. Requires 2 full melee rounds to reload. Typical cylinder load is 7 HE and 3 Fragmentation. Other grenades can be purpose-built, but none are standard. 5. Alternative Handheld Weapons: Articulated hands allow use of heavy/oversized weapons. None standard. 6. Hand to Hand Combat. Damage: Punch inflicts 1d6+15 damage, a body block/tackle inflicts 1d6+15 with knockdown, while a kick inflicts 1d8+15. Attachments:
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