Ronan (Arismal, Special Operations)

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GM: Dodsrike
AGM: Ace of Spades

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Ronan (Arismal, Special Operations)

Postby Ronan » Sat Apr 27, 2019 7:34 am

Player Name: Nathaniel
Hangouts Handle: nphilip90s

Character Name: Ronan Deshe
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 1
Rank: 3rd Lieutenant, Arismal Defense Forces
Military Occupational Specialty: Special Operations
Alignment: Aberrant
XP Level: 3
XP Points: 5,201 (Ace of Spades, 6/1/19)
Next Level @ XP: 8,401
Reason for coming to Earth: Drop pod in a freak accident; now stuck.
Familiarity with Earth: Limited outside the surrounding area of Merctown, though not Merctown itself.
Sentiments/Coalition: Has has no interactions with them yet.
Sentiments/Non-Humans: Not xenophobic and will work with other 'alien' races.
Disposition: Ronan has a sense of sarcastic humor about anything, will quickly revert to jokes about violence or strength when taunting or taunted. The feeling of inflicting damage or being hurt helps him cope with the feelings of isolation and frustration of being ripped away from his home. He falls into his military training when it comes to threats and is no stranger to brutally interrogating a prisoner. He generally doesn't approve of unnecessary death or violence, and tries talking people down before fighting anyone. He also has no problem killing an PoW to prove a point to another one. He will rarely, if ever, taunt anyone based on his own capabilities as he prefers to keep them hidden until the moment they matter.
  • Obsessed with rifts and dimensional travel due to his desire to return to his home dimension and determine his teammates' whereabouts or survival.
  • Death Wish--has accepted he will only be truly at peace again when he is dead (subconsciously motivated to very risky behavior & acts of potential self sacrifice not out of bravery, but because he feels undeserving of life; survivor's guilt).

I.Q.: 18
M.E.: 13
M.A.: 12
P.S.: 52 (SN)
P.P.: 18
P.E.: 17
P.B.: 15
Speed: 11 (7 ½ MPH, 12 KPH)

P.P.E.: 2
M.D.C.: 293
Prior Conversion
H.P.: 136
S.D.C.: 157
Age: 27
Sex: M
Height: 6’6”
Weight: 200lbs
Description: Ronan is a tall, lean and built man. He has darker iris's of a greyish color that he keeps secured behind custom fitted goggles. He has a maintained but full facial beard currently and walks with a confident and proud posture. His dark brown hair is short enough to maintain with a helmet but long enough not be a buzz cut.

Racial Abilities
Nightvision: 600'
Must wear protective eyewear (sunglasses) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Charm/Impress ☞ 29%
Perception Bonus ☞ 19%
Invoke Trust/Intimidate ☞ 24%
Max. Carrying Weight: 14,400 lbs
Max. Lifting Weight: 24,000 lbs

Super Abilities
Control Elemental Force: Water (HU2, pg 259)
Control any source of water within a 1000 foot (305 m) radius, underground up to 1000 feet deep.

Calm Water: Forcibly calm local natural water | Range: 300 (+100/lvl) | Duration: 12 mins | Entire action casting cost

Create Waves: Manipulate water to form waves | Range: 300 (91.6m) foot radius, 1000 (305m) feet away | 2 Actions per cast | Wave effects as follow based on size.
Small Wave: 2-8ft tall, 1d6 M.DC. | Large Wave: 10-20ft tall, 3d6 MDC + 2/Lvl | Huge Wave: 24-36 ft tall, 6d6 M.D.C. + 1d6/lvl
Capsizing: Huge wave | 1-84% against small vessels | 1-60% against medium vessels | 1-20% against ships/cruisers if PC is 5th lvl
Knocked Back effect: Small Wave; 1-40% if 500lbs or less | Large; 01-70% if 1,000lbs or less | Huge: 1-80% if 2,000 or less. || KB Distance: 1d4x10 meters || Victims lose 1d4+1 melee actions, if not washed away, -1 APM for current turn.

Water Slam: Slam target with water. | Range: 140 + 10/lvl ft; LOS | DMG: 1d4 M.D.C./lvl | Penalties: -1 APM, No initiative | Duration: 7 seconds | 2 APM per cast | Bonus: +3 Strike

Water Spout: Summon a water spout | Height: 12ft/lvl | Weight limit: 600lbs/lvl | Range: 90ft + 12ft/Lvl | Duration: 1 round | DMG: (on water) 1d4 every 24 ft dropped ;; (on ground) 1d6 every 24ft | Penalties: -6 Strike/Parry/Dodge | Snow Spout penalties: -2 Strike/Parry/Dodge

Wall of Water: Create a wall, dome or other similar shaped structure with water. | 30Hx30Lx6T | No vision through wall | Range: 160ft + 10ft/lvl | Duration: 5min/lvl | Costs 2 APM | Penalties: -8 Strike through wall, -25% DMG bullets/explosions/energy, -50% DMG lasers/light, -70% DMG fire | Can push through in 2 rounds | SN PS can get through in 1 | Superspeed can get through in 2 APM, suffering 1d6 M(S).D.C. per 50mph
Snow Wall: Penalties: -5 Strike through wall, -10% DMG bullets/explosions/energy, -25% DMG lasers/light, -50% DMG fire. Superspeed can break in 1 action, suffering 1 DMG per 50 MPH and losing initiative due to snow.

Whirlpool: Draws object in water at rate of 10ft/2rounds | Range: 300 ft + 20ft/lvl | Duration: 8min, can cancel at any point, can create additional or new Whirlpools every minute | Costs 1 round to cast | DMG: in 30ft radius of center, 1d4 M.D.C. per melee | Penalties: Dizzy/Disoriented, No initiative, -4 Strike/Parry/Dodge, Lose half APM | Fatal: 1-33% of drowning victims | Large boats can try to pull away at 1-66% chance.

Create an Air Bubble (underwater only): Range: Self or 140ft + 10ft/lvl away | Bubble S.D.C.: 50 | Duration: 8min/lvl | Costs 3 actions to cast | Can have multiple bubbles, though they drift upwards at 10ft/minute | Super can actively move 1 bubble; SPD of 6 and full concentration

Walk on Water: Stand, Walk, Run, Float on even the worst flowing water. | Self or other within 4ft | Duration: 10min/Lvl | 1 APM to Activate, 1 APM to maintain per round after first

Other Abilities and Bonuses
Accurately sense depth underwater within 6 feet
Accurately sense direction underwater
Resistant to cold underwater
Depth tolerance is an impressive 1000 feet
Can hold breath underwater for 1d4+4 minutes
Flesh Works (PU3, pg 62)
Temporarily Reshape and Re-sculpt the flesh (skin and muscle) of living beings and animals.

Sense Health of Flesh: Sensory | Range: Touch or 15 ft away; LOS | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Flesh Control: The act of taking control of another’s flesh or body part for one’s advantage to distract an enemy or cause them to harm themselves or their ally. | Range: Touch or 50ft + 10ft/lvl; LOS | Duration: 1 APM | Costs 1 APM | Save: IF able to determine they are under control, 16 or higher (PE applicable) | Penalties: Varying (GM), examples: Goose bumps / Itch : -2 Int, -1 S/P/D

Crawling Flesh: Cause Victim’s flesh to undulate and wiggle | Range: Touch or 50 ft + 10ft/lvl; LOS | Duration: 2 rounds per level | Costs 2 APM per cast | Save: 12+, PE applicable | Penalties: Those who see the victim suffer HF 14 | Victim suffers -3 on all initiative rolls, -25% on skill performance, -1 to all combat bonuses

Paralysis Flesh: Paralyzes a body part of a target | Range: Touch | Duration: 1min/Lvl | Save: 14+, PE applicable | Penalties: Complete paralysis of limb on failed save. | Leg/Foot Paralysis Penalties: SPD -80%, -2 P/D

Sculpt Flesh: Mold Flesh for disguise or disfigurement, can remove scars and wounds and temporarily hide tattoos | Range: Touch; self or other | Duration: Disfigurement 5mins/lvl, Disguise 20mins/lvl | 1 APM per cast | Save: 14+, PE applicable | Bonuses: +15% Disguise skill, +10 Impersonation/Interrogation skill(s)

Heal the Flesh of Others: Heal 2d6 H.P. and S.D.C. per touch | Range: Touch | Duration: Permanent | 3 APM per cast | Limits: Cannot heal diseases/drugs/toxins/poisons.

Other abilities:
Heals 3x faster, no scarring
Never suffers rashes or acne unless intended
+1d6 H.P. per level
Supernatural Strength (HU2, pg 293)
Fatigues at 1/10 normal rate.
Can carry 200x and lift 300x P.S. in pounds.
Invulnerability (HU2 / CB1Revised, Pg 46)
☞ Invulnerable to: Cold/Fire/Heat/Elec/Lasers and other energy attacks, along with bullets, punches, falls, etc do no damage whatsoever.
☞ Supernatural melee attacks do half-damage, Extraordinary/Robotic and Superhuman strength do no damage though sting noticeably more than normal strength.
☞ Gases, drugs, chemicals, poisons, toxins and radiation will affect the invulnerable person, but are reduced to half their usual potency (half damage, duration, effect) . Lethal doses will NOT kill the Invulnerable person, but will make them extremely sick.
☞ The character is only, truly, vulnerable to psionics, magic, and magic weapons, all of which have full effect.
☞ ☞ However, energy type spells, such as Fireball and the like, do no damage.
☞ Basic Punch does 1d6 MD, basic kick does 2d6 MD base + PS unless restrained
☞ Hold breath for 12 minutes || Survive without food for 80 days
☞ Regenerate 1d6x10 MDC per minute

Special Operations M.O.S. Skills
Prowl ☞ 54% (+5%)
Detect Ambush ☞ 54% (+5%)
Climbing ☞ 64% (+5%)
-Rappelling ☞ 54% (+5%)
Depressurization Training
Pilot Robot (Type 3: Power Armor) ☞ 64% (+5%)
Zero Gravity Combat: Elite
W.P. Rifle
W.P. Handguns
W.P. Knife
Hand to Hand: Commando

Other Skills
Demolitions ☞ 85% (+3%)
Demolitions Disposal ☞ 85% (+3%)
Underwater Demolitions ☞ 83% (+4%)
Cyberjacking ☞ 54% (+5%)
Intelligence ☞ 54% (+5%)
Interrogation ☞ 74% (+5%)
Disguise ☞ 54% (+5%)
Imitate Voices/Impersonation ☞ 58% / 38% (+4%)
Pilot: Personal Anti-Gravity Transportation ☞ 64% (+5%)
Pilot: Hover Cycle ☞ 74% (+5%)
Swimming ☞ 74% (+5%)
Swimming Advanced/SCUBA ☞ 74% (+5%)
W.P. Heavy Energy Weapons and Rail Guns
W.P. Energy Rifle
W.P. Sword

Secondary Skills
Recognize Weapon Quality ☞ 39% (+5%)
Basic Electronics ☞ 44% (+5%)
Salvage ☞ 49% (+5%)
Jury-rig ☞ 39% (+5%)

Basic Skills
Language: Arismal ☞ 89% (+5%)
Language: Imperial Trade Tongue 69% (+5%)
Literacy: Arismal ☞ 64% (+5%)
Mathematics: Basic ☞ 59% (+5%)
Military Etiquette ☞ 69% (+5%)
Radio: Basic ☞ 79% (+5%)

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
Disarm Bonus: +1
HTH Damage Bonus: +37 (SN)
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
Other Combat Notes
☞ Restrained Punch: 4d6 M.D.C. (+33 if not pulling punch)
☞ Full Punch: 1d6x10 M.D.C. (+33 if not pulling punch)
☞ Power Punch: 2d6x10 (+33 if not pulling punch) | 2 APM
☞ Body Flip/Throw
☞ Body Block/tackle
☞ Backwards Sweep(Pen)
☞ Karate Punch (2d4)
Zero-G Combat Data: Elite
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
Disarm Bonus: +3
HTH Damage Bonus: +37 (SN)
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +7
Other Combat Notes
☞ +10 SPD (approx. 7 mph or 13 kph)
☞ Only applicable in weightless environment
Robot Combat Data: Type III Exoskeletons
Number of Attacks: 7
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +4
Dodge Bonus: +6
Disarm Bonus: +1
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
Other Combat Notes
☞ Restrained Punch:
☞ Full Strength Punch:
☞ Power Punch:
☞ Kick:
☞ Leap Kick:
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Paired Weapon (From Commando H2H)
W.P. Heavy Energy Weapons and Rail Guns ☞ +1 to Strike
W.P. Energy Rifle ☞ +1 to Strike
W.P. Handguns ☞ +1 to Strike
W.P. Sword ☞ +2 to Strike, +1 to Parry
W.P. Knife ☞ +1 to Strike, +2 to Parry, +2 to Strike when Thrown
W.P. Rifle ☞ +2 to Strike

Saving Throw Bonuses
Coma/Death: 45%
Toxins (15+): +3
Magic (varies): +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +2

HU2 Alien XP Table
10,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Last edited by Ronan on Mon May 20, 2019 2:45 pm, edited 12 times in total.
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Re: Arismal -- WIP

Postby Ronan » Sat Apr 27, 2019 7:34 am


Carried/In Hand
WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun

Worn on Person
Mega-Juicer Combat EBA

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
RIG Loadout
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Skorblade (This Jury-Rigged via skill checks to be secured on the FLC)
• Attachment: Lightblade
• Attachment: Bandit IP-10 Ion Pistol
• Attachment: E-Clips[2]
• Attachment: 200-Ammo Belt
• Attachment: 200-Ammo Belt
• Attachment: 200-Ammo Belt
• Attachment: Goggles Pair
• Attachment: Goggles Pair
• Attachment: E-Clips[2]
• Attachment: E-Clips[2]
• Attachment: E-Clips[2][/size]

Gear Stats
A.D.F. Combat Goggles
A.R.: 15
S.D.C.: 25
Features: automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the lenses whenever exposed to light in excess of 35 watts. Can receive and display visual data on the inside of the light emitting polymer lenses.

Mega-Juicer Combat EBA
Mega-Juicer Stats
M.D.C. by Location:
  • Helmet: 50
  • Arms: 45 each
  • Legs: 55 each
  • Main Body: 130
Weight: 90-110 lbs. depending on the size of the wearer
  • If Supernatural P.S. 16+: no modifiers
  • If Robotic P.S. of 21+: no modifiers
  • If Augmented P.S. of 25+: no modifiers
  • If Normal P.S. of 30+: no modifiers
  • If Supernatural P.S. >16: -25% to Prowl, -15% to other physical skills, and -30% to speed.
  • If Robotic P.S. of >21: -25% to Prowl, -15% to other physical skills, and -30% to speed.
  • If Augmented P.S. of >25: -25% to Prowl, -15% to other physical skills, and -30% to speed.
  • If Normal P.S. of >30: -25% to Prowl, -15% to other physical skills, and -30% to speed.
  • If Strength is below any above listed the wearer is immobile while wearing the armor.
  • All features standard to environmental armor
Book Reference: p.57, WB 34

Armored Flight Suit
Flight Suit Stats
M.D.C. by Location:
  • Helmet: 25
  • Arms: 6 each
  • Legs: 10 each
  • Main Body: 22
Weight: 11 lbs.
Modifiers: None
  • None
Book Reference: P.109, MercOps

WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun
Viper Stats
  • Range: 4,000'
  • Damage:
    • 15mm Rounds: 1D8x10, 10-round burst: 1D8x100, 20-round burst: 2D8x100
    • Light M.D.: 10-round burst: 1D10 M.D., 20-round burst: 3D6 M.D.
    • Heavy M.D.: 10-round burst: 1D4x10 M.D., 20-round burst: 2D4x10 M.D.
  • Rate of Fire: single shots & 10 & 20-round bursts only
  • Payload: 200 round belt
  • Weight: 60 lbs., 30 lbs. per belt
  • Features: None
  • Modifiers: P.S. 26> required to use (-2 to strike)
  • Book Reference: p.100, MercOps

TW Lightblade
Lightblade Stats
  • Range: melee
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Weight: 2 lbs.
  • Features: Fueled by wielder's Hit Points/S.D.C.
  • Modifiers: + 1 to strike and parry
TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 30 S.D.C. points or 15 Hit Points
  • Device Level: Five
  • P.P.E. Construction Cost: 300
  • Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
  • Physical Requirements: None
  • Duration of Charge: 5 minutes
  • Construction Time: 150 hours
  • Construction Cost: Unlisted
  • Book Reference: p.137, R:UE

Bandit IP-10 Ion Pistol
Ion Pistol
  • Range: 400'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-Clip, 20 per LE-Clip
  • Weight: 3 lbs.
  • Features: Good balance
  • Modifiers: +1 to strike
  • Book Reference: p.173, WB14

Skorblade Short Sword [2]
Skorblade Stats
  • Damage: 1D8 M.D.
  • Weight: 3 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: +1 to strike and parry
  • Book Reference: p.152, MercOps

Vibro-Sword Stats
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE

NG-S2 Basic Survival Pack
  • A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG

On loan from Lahz
Dwarven Long Knife
Rare Enchanted Knife
Damage: 2D8+4
Magic Features
  • Super-Sharpness: +4 to damage, but more importantly it lowers the required roll for a critical strike by two points.
  • Additional Damage: One die of damage is added to the weapon's normal damage.
Curse: (if any)
History: (if any)

Stored in Vehicle (during mission)

KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item) = Stored in Truck
ImageThe brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 5,000'
• Damage:
• • vs M.D. Organic Target: 1D12x10 M.D. + target cannot bio-regenerate (same rules as for DU rounds)
• • vs M.D. Inorganic Target: 1D12x10 M.D. + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE)
• • vs S.D.C. Organic Target: 1D8x10 + 1d8 direct to H.P. + target is bleeding from that wound
• • vs S.D.C. Inorganic Target: 1D12x10 + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE); automatically defeats all armor ratings
• Penetration Value: 10 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: Single shots only; each shot requires 2 APM
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
• • Laser Targeting
• Modifiers: +1 to Strike at ranges over 500', Two-handed weapon
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.

Stored @ Haunt (Not on Mission)
A.D.F. Standard Armor = Stored @ Haunt

ImageStored in ATV
A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100 each
--Legs: 150 each
--Main Body: 200
Weight: 14 lbs. (6.35 kg)
Modifiers: -5% to movement & physical skills
• Fully environmental
• HUD in helmet visor
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).
A.D.F. Slug-Thrower = Stored @ Haunt
S.D.C.: 40
Weight: 5 lbs. (2.2 kg)
Cartridge: caseless 12.70 mm
Range: 100 feet (30.48 m)
Damage: 6D6 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 8 round box magazine
A.D.F. Shipboard Tactical Rifle = Stored @ Haunt
Stored in ATV
S.D.C.: 75
Weight: 12 lbs. (5.4 kg)
Cartridge: caseless 19mm
Range: 500 feet (152 m)
Damage: 1D8x10–slug or 6D6–buck S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 20 round box magazine
Last edited by Ronan on Fri May 10, 2019 9:27 am, edited 1 time in total.
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Re: Arismal -- WIP

Postby Ronan » Sat Apr 27, 2019 7:34 am

Background: HU Milky Way Galaxy
The art of being a warrior is to balance the wonder and the terror of being alive.

I was a demolitions expert and shock soldier in the battlefield, and back in the fleet I spent time as a massage therapist for the crew; who knew the demand for such a thing would be so high in the fleet. I also assisted with interrogations when the more mundane means weren’t working. That is what I was, who I was.

Then it was just another routine drop; well, as routine as an ever changing war-zone can be that is. Doing a drop isn’t all it’s cracked up to be, the senses are deafened and the body lurches when the drop vessel releases us; sometimes from orbit, sometimes from 100 ft away, the impact is always the same; a muffled and sudden stop. You hear the loud rasp on the hatch signaling you’re clear to kick the release, blowing open the hatch and stepping out, securing your equipment; two knocks means to come out weapon ready, entry zone is hot.

My squad was dubbed Excelsior Squad by the ground and we always got the Drop and Shock missions with the fleet. Unlike other operation groups, we stayed with the fleet and spearheaded difficult targets; surgical strikes, crippling defenses so the main force can move in or taking down high-value key targets, though we have been tasked with independent operations as well. This was my team, this is what we were good at and we did our jobs well.

During our more independent operations, we’ve been dispatched to respond to many different complicated situations; from rescuing high-valued individuals from behind enemy lines to the rumored intelligence that the Atorians were operating nearby with all manner of incendiary and explosive intentions. Anything that went boom was my speciality of mine. During our raids, Intel is usually right; we don’t really have enough resources for them to be wrong and lose a squad due to negligence. Over the tours together, the flow of missions was getting easier and more routine, perhaps too routine.

It was the last drop that went from routine to extreme in a manner of seconds. Excelsior Squad and the supporting vessel, Invincible, the last Valor-Class Battleship, were orbiting a planet and readying for a drop and shock campaign with other supporting vessels. All of Excelsior was accounted for, loaded and ready to drop. We were going in first, we knew that, the boys on the ground knew that. They knew that the success of this mission could depend on our success; we all felt the tension as the timer clicked down closer to 0. This was one of the worst, or best parts of the missions; the immediate sensation of the plummet and the knowledge that you are plummeting towards a solid surface at any number of varying speeds with the intention of hitting.

I remember shifting and checking my systems within the pod in anticipation and felt my finger trace the weapon secured at my side more than once. I glanced up at the heads-up display in the pod, watching the countdown to drop. Here it comes, 3...2...1.. Drop. The private comm line of Excelsior Squad lit up with the irritating screams of excitement from the squad as the plummet begins; I might’ve been excited and screaming too. Then I heard it; the sound that will forever haunt my dreams.

A crack, so loud it made the deafening plummet seem irrelevant; I thought my pod cracked mid-drop. Then we get the call from the Invincible calling for an immediate abort and emergency course change in the pod’s path, but it was too late. I heard the screams of excitement from my fellow teammates turn to screams of horror within seconds, the life-signs of my team flat-lined mid-drop in blips on my HUD as one by one, each comm-line went dark. Suddenly my pod whip-lashed in such a way that shouldn’t be possible under normal gravity, maybe extreme gravity but there were no anomalies in this area; I heard the hull of the pod creak under duress and then my pod went dark and my own life-sensor blipped as the sheer force of the plummet felt like it was welding me to the pod.

No vision, no hearing, and the senses are completely deafened means that the only thing to do is retreat inside yourself while you wait for your own inevitable outcome. The dark, the twisting and lurching, it felt like it would never cease, the alarms within the pod blaring and deafening your own thoughts. I could do nothing but try to remain as fluid as possible with the rocking to avoid premature death. Then I hear my own life sensor give a flat-line, and suddenly, I felt such an impact, it knocked me out cold.

Miranda, William, John, Quorra, and Reed; You are the finest squad I could’ve asked for and we made the name Excelsior a legend, it would be a freak accident that finally takes us down but I know we’ll see each other again.
Team makeup
John F., Colonel, Super Psionic
William D., Major, Second in Command, Tier 1
Miranda L., Captain, Interrogation Specialist, Super Psionic
Quorra O., 1st Lieutenant, Medic/Support Specialists, Tier 1
Ronan Deshe., 3rd Lieutenant, Combat and Demolitions Specialists, Tier 1
Reed C., Warrant CW4, Espionage and Sabotage Specialists, Mundane.

Arismal Religion
Pantheon Background:
Faithful to Atlas, direct follower of Inanna
    Lords of Cojo (/'kō·jō'/)
    On Arismal Prime, the majority of religious practitioners believe in the Lords of Cojo. The Lords consisted of thirteen primary deities, with a growing number of subset deities. Each primary deity was represented on Arismal Prime as a continent.
    1. Altas - Is respected as an allfather who was chief of the gods and assigned the others to their roles: Even the gods who are not his natural children address him as Father, and all the gods rise in his presence.
    2. Zoot - is the wife of Altas in the Arismal's primary pantheon of mythology and religion. Her chief function was as the goddess of women and marriage.
    3. Inanna - is a warrior goddess, known for her ruthlessness in battle and lead the charge against Iblis.
    4. Frigg – is the goddess of rebirth, bringer of spring. This goddess is the promise of renewal personified. She is the third wife to Altas, and Zoot's lover
    5. Xopli/Xopla – The Prince or Princess of Flowers, the spirit of love, this red-skinned god can be perceived as either male, or female, or both. It is said Xopilli binds lovers together with an invisible string.
    6. Radda – Goddess of the skies, the sun, and storms. Raddu wears a wide-brimmed hat which protects her from the sun, and when she removes it, storm winds blow from inside.
    7. Ildana – Goddess of music, poetry, writing, and art. She carries a silver bowl from which it is said that inspiration flows.
    8. Nunnos – The Antlered god, the hunter, and the god of the farm. Nunnos is The Bountiful, god of nature, of farming, and of the hunt.
    9. Volund – The maker. God of the forge and blacksmiths, in recent centuries he has become depicted as a god of technology. He is traditionally depicted as bearing a large hammer, but a Wheel or Gear is also his symbol.
    10. Vinayaka – The goddess of the mind, memory, knowledge and learning. She is sometimes depicted as having the head of a thergal (a small fox-like mammal known for its cleverness), and sometimes with the head of an ureen (a river mammal said to never forget).
    11. Iblis - is the brother of Altas. He is known for trickery and mischief. Iblis is most known for convincing several other Lords of Cojo to try and dethrone Altas. To Iblis dismay, he had lost to the power of Altas, and banished. Note: The continent of Iblis is the least colonized of the continents. It is a very treacherous land, and is the source of many deaths among the Arismal people.
    12. Setis – Lord of Rajat, the red desert, Setis is the god of death, and sorter of the slain. He commands the Morgaine, harpy-like creatures who carry off the souls of the dead. Setis was tricked by Iblis and fought against Altas. It was when Iblis lost, Altas forgave Setis for his transgression.
    13. TangaratThe Dragon. Tangarata is the serpent of the seas, the physical embodiment of the world ocean. It is said that the continents ride upon his back.

Cojo – An Arismal concept of Heaven, but which is exclusively the dwelling-place of the gods. Those who are righteous in death are said to dwell in the Shade of Cojo, where the Lords may give them favor. Those who are unrighteous in death dwell in the desert of Rajat, where Cojo cannot be seen.

Texts of Cojo - The long lost texts, were discovered in an ancient ruin found on the continent of Altas. The ruins were presumed to be a temple for the goddess Vinayaka. Within the temple there were thousands of texts, written in an ancient Arismal language that no one had practiced for thousands of years. These texts were carefully preserved, and copies were made digitally, a vast majority were lost in the destruction of Arismal Prime
Last edited by Ronan on Fri May 10, 2019 12:48 pm, edited 7 times in total.
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Re: Ronan (Arismal, Special Operations) Dice Sheet

Postby Ronan » Mon May 13, 2019 2:44 pm

Dice Sheet
This will be a collection of Ronan's level up dice, EP dice and otherwise. This does not include chargen dice.

"Invulnerability Bonuses"
PE: 1d6 = 3
PS: 1d4 = 4
HP: 3d6*10 = 110
SDC: 4d6*10 = 120
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th) | Scythe
Constant Stats and Supers
M.D.C.: 293/293
Active Abilities:
Invulnerability: Invuln to: All Energy Damage Types (to include magic energy), Bullets, punches, falls, etc. | SN Melee does Half-DMG | Gases/Radiation/Drugs: Half-effective | Regen 1d6x10 MDC per min | Hold Breath for 12 minutes | Survive 80 days without food
Supernatural SN: Fatigues 1/10th normal rate.
Fleshworks: Sense Health of Flesh Active: Will declare in post if being used | Range: 15ft away LOS | No cost | Undetectable | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC/MDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Active Gear:
Worn: [NG-RA5 Arrow Ride Armor [b]M.D.C. || Helm: 35|| Arms: 14ea || Legs: 18ea || MB: 30
Carried: [NG-B50 ‘Thunderer’ BigBore Combat Hammer] || DMG: 2d6 + P.S. (37) M.D.C.
Slung over Back: [KLS-RG-15X Manpack Electromagnetic Rail Gun] || Range: 5,000m | DMG: 1d12x10 MD v. Organic, No-Regen // 1d12x10 MD v Non-Org, Roll Optional Robot DMG Table (UE, pg 353) // 1d8x10 + 1d8 SDC to HP v Organic, + Bleed // 1d12x10 SDC v Non-Organic, Roll on Optional Robot DMG Table. || RoF: 2 APM || Modifiers: +1 Strike || Payload: 12/12
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