Carl (Group Leader)

EU's Team Evil - If you hear them they're not after you.
GM: SNAFU
AGM: Ace of Spades

Moderators: Game Masters, Group Leaders

Carl (Group Leader)

Postby Carl » Mon Mar 06, 2006 2:47 pm

Player Name: Stan
YIM Handle: Numonegman
Character Name: Carl Johnson
Alias: Due to the cyber-Disguise type AA-I, Carl can perfectly mimic three other faces besides his own
1. Carl Johnson, 24 year old white male PB: 11
2. Henry Straton, a young white male street kid PB: 10
3. John Johnson, 45 year old white male (Carl’s father) PB: 10
(4. Alejandro De la Vega, 22 year old Hispanic male PB: 14
Race: Human-cyborg
O.C.C.: Cyber-Ninja (Rifter 29, pg 83-85)
Occupation: Freelance mercenary/spy
Alignment: Aberrant
XP Level: 10
XP Points: 124,581 (Ace of Spades, 6/2/18)
Next Level @ XP: 140,001
Sentiments/Non-Humans: Conditional tolerance
Sentiments/Coalition: Respectful but wary
Disposition: Easy going
Insanity: Neurosis – Thinks he is being followed. Carl is paranoid about the Takamatsu Kingdom finding out he is alive and coming after him. He is constantly looking over his shoulder and sitting with his back to the wall.
Insanity: phobia of contamination (from Wraith encounter)

ATTRIBUTES
I.Q.: 14
M.E.: 16
M.A.: 12
P.S.: 25/27 (+10 damage) (+12 with left arm after reattachment)
P.P.: 20/18 (+3 parry/dodge/strike) (+2 to Strike and Parry with left arm after reattachment)
P.E.: N/A
P.B.: N/A (depends on which alias he is using, see above)
Speed: 73 (50mph)

PHYSICAL DATA
HP: 37 [-8 HP, Contribution to Squad HQ Defenses]
SDC: 54 (synthetic shell)
Age: 24
Sex: Male
Height: 6’2”
Weight: 285 (looks like he weights about 210)

MDC: As follows by location
~Hands: R20/L20
~Forearm: R20/L20
~Upper Arm: R30/L30
~Foot: R25/L25
~Leg: R60/L60
~Head: 80
~Main Body: 200

Natural Abilities
Perception 90
Calculation
+ 9 (10) to Perception (+3 Amplified Hearing , +3 Multi-Optic eye, +1 Motion detector when active; +1 @levels 4,7,10)
Max. Encumbrance: 168 lbs.
Max. Carrying Weight: 500 lbs.
Max. Lifting Weight: 1000 lbs.
Max. Jumping Ability: 41.0' length & 18.0 height
Can move 15 yards per action/120 yards each melee

Special Abilities
Same chance of being knocked down as a robot or supernatural being.
Looks completely humans as he is encased with synthetic flesh and blood.
Sound Suppression System: max spd 20 & for bonus of +10% to prowl

Cybernetics
Multi-optic eye (left eye) (+1 strike w/range attacks)
Laser Eye & Motion detector (right eye)
Universal head-jack and translator w/built in radio transceiver (left ear)
Amplified hearing & Sound filtration (right ear) (+1 parry/ +2 dodge/ +3 initiative)
Cyber-disguise type AA-1 and ASH supplemental (head)
Computer Hacker Encoder (head, rear)
Modulation voice synthesizer (head/throat)
Bionic lung and oxygen storage cell (lungs)
Tiny secret compartment (right hand, for lockpicks)
Climb cord & Wrist needle w/drug dispensers (left wrist/fingers)
-4 doses of tranquilizer/sleep
-4 doses of truth Serum

video camera (link to cybereye) in tip of right middle finger
Garrote wrist wire (right wrist)
Grapnel & Launcher (concealed, right forearm)
Retractable knuckle Vibro-blades (both hands) +2d4dmg
Medium secret compartment (1 each leg) (8 Micro-Repair Robots (MiRR) 4 in each leg)
Sound suppression system (legs)
Palm Energy Generators: Particle Beam (both palms) (uses WP: Energy Pistol)
-Mega-Damage: 5d6 MD per single blast (+2 dmg with left beam due to reattachment), a duel simultaneous blast inflicts 1d6x10 MD
-Effective Range: 300 ft.
-Payload: Unlimited; powered by internal nuclear power


O.C.C. Skills
Language: Japanese - 97 (3)
Literacy: Japanese 90 (5)
Language: American - 98 native language (3).
Mathematics: Basic - 98 (5)
Radio: Basic - 98 (5)
Surveillance Systems – 90 (5)
Electronics: Basic - 85 (5)
Locksmith - 85 (5)
Pick Locks - 85 (5)
Computer Operation -85 (5)
Disguise – 80 (+5%)
Art of Stealth - 79 (3) (automatic as long as in the dark and unsuspected)
Jung Hua – 72 (art of melting and moving silently in water)
Climbing – 98 (5)
WP: Enery Pistol [L1]
W.P. Archery [L1]
W.P. Sword [L1]
W.P. Targeting [L1]
W.P. Paired Weapons [L1]

O.C.C. Related Skills
Acrobatics:
Sense of balance - 98 (5)
Back Flip - 98 (5)
Walk tightrope or high wire - 87 (3)
Climb Rope - 98 (2)
Boxing
Swimming – 98 (5)
Pilot: Jet Packs – 94 (4)
Pilot: Motorcycles – 96 (4)
Pilot: Robot and Power Armor - 75 (3)
Pilot: Robot and Power Armor Elite (IPA-62 Super-Tengu Power Armor)
Sensory Equipment – 70 (5)
Escape artist – 90 (5)
Impersonation 76 (4)
Navigation [L4] 70 (5)
WP Heavy Mega-Damage Weapons [L4]
WP Pole Arm [L10]
Military Etiquette [L10] 45 (5)

Secondary Skills
Demolitions 87 (3)
Demolitions Disposal 87 (3)
Computer hacking – 65 (5)
WP Energy Rifle [L1]
Find Contraband [L3] 54 (4)
Hover Craft [L3] 85 (5)
Sniper [L6]
Tracking [L6] 45 (5)

From encounter with Wraith:
Gemology 96%,
Heraldry 98%,
Intelligence 98%,
Interrogation 98%,
Land Navigation 98%,
Literacy Dragonese/Elven 98%,
Lit. American, Japanese, German, Latin, Old Norse, Ancient Greek 96%,
Locate Secret Compartments 96%,
Lore Demons and Monsters 98%,
Lore Magic 86%,
Lore Creature of Magic 86%,
Math Basic and Advanced 98%,
Prowl 98%,
Rec Weapon Quality 96%,
Streetwise 98%,
Tailing 98%

Combat Data
HTH Type: Assassin
Number of Attacks: 8
Initiative Bonus: +7
Strike Bonus: +5 (+4 with left arm after reattached)
Strike Bonus w/Gun +1
Strike Bonus w/Thrown Weapon +5 (WP: Targeting)
Parry Bonus: +9 (+8 to Parry with left arm after reattached)
Dodge Bonus: +10
HTH Damage Bonus: 14 (+16 with left arm after reattached)
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Entangle +2
Other:
Punches: Punch 1d6+14 S.D.C, ; Karate 2d6; Full Strength 2d6+14 S.D.C; Power 1d4 MD (counts as 2 melee attacks)
Kicks: 3D6+14 SDC (add 1d6 to all other kick attacks learned in hand to hand combat); Karate 2d6; Jump Kick/Leap Attack 3d8 MD (counts as 2 melee attacks)
Boby flip/throw: 2d6+14 SDC
Body Block/Crush: 2d6+14 SDC
Full Speed Body/Crush: 2d4 MD
Backhand strike: 1d6+14 SDC
Knockout/stun opponent on an unmodified roll of 17-20
Back flip
Critical on an unmodified roll of 19-20

PA Combat: Elite – Power Armor IPA-62 Super-Tengu
Number of Attacks: 8
Initiative Bonus: +6
Melee Strike Bonus: +5
Ranged Strike Bonus: +2
Parry Bonus: +8
Dodge Bonus on ground: +12
Dodge Bonus in air: +12
Disarm Bonus +2
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Critical Strike is the same as the pilot's (19-20)
Full Speed Running Ram: Double Robot (or Augmented) P.S. (28) punch damage, plus 01-60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Weapon Proficiency(s)
WP: Pole Arm (+6 melee/+6 throw)
WP: Energy Pistol (+6 strike)
WP Energy Rifle (+7 strike)
W.P. Archery (+6 strike/ 6 shots per melee round/ +10 parry/ +2 disarm)
W.P. Sword (+9 strike/+13 parry) (+8 strike/+12 Parry with left arm after reattached)
W.P. Targeting (+5 strike)
W.P. Paired Weapons
W.P. Heavy Mega-Damage Weapons

Saving Throws
+2 vs H.F.
+5 vs possession
+3 vs magic
Impervious to psionic bio-manipulation, Telemechanics (all), see aura, and any attacks or weapons that do damage direct to hit point (is considered a mega-damage being)
Last edited by Carl on Thu Aug 07, 2014 4:55 pm, edited 26 times in total.
User avatar
Carl
Group Leader
 
Posts: 699
Joined: Wed Mar 01, 2006 7:09 pm
Location: Rifts PC (The Spook Squad)

Carl

Postby Carl » Sat May 12, 2007 11:45 am

Equipment

Quantum Bridge Einstein-Rosen Tunneling v1.0 -- Aka: QBERT
Image
Techno-Wizard Enhanced Folding Shields
M.D.C.: 10 each (R/L)
P.P.E. Storage: 15 (1 Activation)
Magic Features
• (1 feature) Mystic-Portal/Worm-Hole: What enters one side (such as sensors and attacks) skips the space of the user between them. Sees and hits out the other side.
•• P.P.E.: 15 (30ISP) -- Usable by normals
•• Duration: 50 Minutes


(2) Kittani Plasma Swords
Damage: 2D6 MD per sword strike or 4D6 M D per plasma blast, 2d6+2 SD unpowered
Rate of Fire: Single shots only
Range: 100'
Payload: 6 blasts/E-clip then weapon becomes unpowered


- Authentic Japanese Holy Incense Burner
  • Demon powder : 7 of 9 powder packets (1 packet used on hell mission)(1 packet used on cavern mission)
  • Effects: Japanese Oni , Demons, Devils, and the physical form of most evil supernatural beings.
  • Range: 1 melee after being activated a thin cloud covering a 30 foot radius around the burner.
  • Duration: 1 melee after filling the 30 foot radius , the cloud lasts as long as any smoke normally would
  • Save vs Ritual Magic 16+
    • Failed save can not enter the 30 foot radius cloud.
    • If make save can enter the cloud
      Inside the cloud even if they saved:
      • they take d6 damage every melee.
      • -2 Initiative, Strike, Parry , Dodge
      • Magical & Psychic powers are 1/2 damage , effect , range


Worn on Person
Defender
Image
Legendary Enchanted Ring
Magic Features
• Protection from Spell Magic: Constant +1 to save.
• Protection from Psionics: Constant +1 to save.
• Protection from Undead: Holds undead at bay & makes wielder impervious to vampire's hypnotic gaze/mind control.


Wilk's Jet Pack
Class: Personal Jet Pack
Crew: One.
Main Body M.D.C.: 30
Maximum Speed: 120 mph
Maximum Range: 800 miles


Yojimbo
Type: Pre-Rifts Rune Katana, Greater Rune Weapon
M.D.C.: 1800
Damage: 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
Alignment: Aberrant
1. Independent personality with I.Q. 16
2. Communicates through limited telepathy.
3. Totally indestructible, the blade never dulls. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Made of blue-grey metal and are covered with runes.
5. In mega-damage dimensions, damage listed is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
• Has the psionic abilities of Telekinesis and Telepathy (120 isp)
• Spell Supernatural Strength as fifth level caster useable 3 times per day.
(From Hades) Daisho Battle Fury:
The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work.
•• Powers of the Fury
• Yojimbo: While this fearsome ability is active, Yojimbo inflicts a whopping 1D6x10 M.D. with every hit. In addition, every time the wielder makes an attack with the sword, they get two attacks instead of one; the weapon striking with blistering speed (opponents are -5 to Parry the unexpected, super-quick, second attack).
• 3 times per day the wielder can invoke the Battle Fury.
• The Battle Fury lasts for 3 minutes.
Curse: (if any)
Personality: An older female eta who is generally in a foul mood, and who dominates over Akahige.
History:


Akahige
Type: Pre-Rifts Rune Wakazashi, Greater Rune Weapon
M.D.C.: 800
Damage: 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings.
Alignment: Aberrant
1. Independent personality with I.Q. 19
2. Communicates through limited telepathy.
3. Totally indestructible, the blade never dulls. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Made of blue-grey metal and are covered with runes.
5. In mega-damage dimensions, damage listed is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
• Can cure wounds and bestow 5D6 H.P. and 5D6 S.D.C., or 4D6 M.D.C. simultaneously, 3 times per 24 hours period.
(From Hades) Daisho Battle Fury:
The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work.
• Powers of the Fury
•• Akahige: For the duration of the enchantment, the user is encased in a suit of magical force with 100 M.D.C.
• 3 times per day the wielder can invoke the Battle Fury.
• The Battle Fury lasts for 3 minutes.
Curse: (if any)
Personality: An older male eta who generally submits to his wife.
History:


Spear of the Cyclops
Legendary Enchanted Spear; used to belong to Kali's avatar
• Damage: 5d6 M.D.
• Indestructible.
Special Abilities
• Returns to wielder when thrown
• Turns to lightning when thrown
• • Damage: 1d6x10 M.D.
• • Range: 1000'


Shadow Armor See Rifter #12, pgs 36-37
Image
• A.R.: 16 (N/A in Rifts-like Environs)
• Attackers are -5 to strike the wearer in darkness
• M.D.C.(SDC in non-Rifts-like Environs): 400 (Armor is indestructible. If M.D.C. is depleted all abilities become inert and it turns into a normal shadow worn by the character, but it is not removable. After 8 hours all M.D.C. regenerates and the armor returns to normal.)
• If touched by good aligned characters they take 4d6 damage straight to Hit Points and their hand passes through the armor. Selfish characters who touch the armor take no damage, but receive a vicious chill and their hands pass through as well.
    Magic Features
    • +30% to Prowl.
    • Wearer can see perfectly in total darkness.
    • Wearer is completely invisible in darkness. While in darkness, he is impervious to all forms of magical detection.
    • Travel through Shadows.
    •• Wearer has the ability to travel between shadows as if through a magic Portal.
    •• Can travel to any shadow within 2000' radius unimpeded.
    •• Beyond 2000', the wearer may travel any shadowed location within 15 miles which he is personally familiar with.
    •• May be used 3 times /day.
    • Turn into Shadow
    •• The wearer can turn himself and everything on his person into a single shadow. (Twisted semblance of the wearer)
    •• In this form wearer can perform no actions other than movement.
    •• In this form wearer is impervious to everything (from weapons, to magic, to psionics) except sunlight. Sunlight does 4d6 damage directly to Hit Points. Wearers killed in this form become trapped as a shadow forever and the armor vanishes into the plane of shadow.
Curse: None, unless trapped in shadow form as noted above.
History: These rare suits are thought to have been created in the time of thousand magics by powerful evil forces long dead.
Encrypted Ear-Bud Radio Transmitter (1 mile range)
• Custom Installed - N-F50A Superheavy Force Field, M.D.C.: 160, adds an additional 10 lbs. to armor, 6 hour duration per E-clip


Coalition States Type 2 Medium Fusion Block (2)
• Weight: 12 lbs (5.4 kg)
• Range: Intended for placement but can be thrown 1d6X10 ft (3-18m)
• Mega-Damage: 2d6X10
• Blast Radius: 10ft (3m)


In Hidden Leg Compartment
Micro Repair Robots (1 use) x8
Wilk's 300 "Hideaway" Laser Pistol
Damage: 1d8 MD
Rate of Fire: Single shots only
Range: 600'
Payload: 20 shots/E-clip
+1 to Strike on Aimed shot
+5% to concealment/palming of this weapon


Magic Sunglasses
Energy Resistant Talisman
Sunglasses Talisman
Magic Features
• Impervious to Energy (as per spell at 5th level strength)
•• Uses: 3


Time Slip Talisman
Armband Talisman
Magic Features
• Time Slip (as per spell at 5th level strength)
•• Uses: 3


Earring of Invisibility
Uncommon Enchanted Earring
Magic Features
• Invisibility: 10 minutes; three times daily.


Earring of Fire Protection
Rare Enchanted Earring
Magic Features
• Impervious to Fire (Constant)


JA-12 Laser Rifle--Given as payment for boat ride.
Range: Laser: 4000', Grenade 2000'
Damage: 4D6 MD, 1D6x10+10 MD (burst); Grenade-3D6 MD
Rate of Fire: Single shot or 3-round bursts only
Payload: Standard E-Clip 10 shots, Long E-clip: 30 shots. Grenade launcher: 4 shot magazine
Bonuses: +1 to Strike on an aimed or called shot


Web Harness

- TW-Grenades
Quantity : 20/20 (two used during Echo's interview)
Single use Magic Net spell on nearest target
Maximum range from point of grenade activation 20 feet.
Only one target can be effected per grenade
- (1 full)CNRRS (two repairs each)
- AT-D31 Tear Gas Grenades X3
- AT-D40 Smoke Grenades X3
- Eggshell bombs X6
- Shuriken (10)

Saint Ivan’s Horn
Image
Sounding Horn
M.D.C.:5
• Turn 6D6 dead: By blowing into the horn, there is a 1-80% chance that all animated dead within hearing distance will turn and leave the area for at least 2D4 hours.
• Expel deevils, demons and entities: Ratio for success is 1-89% against lesser foes and 1-44% against greater demons/deevils. The expulsion is accomplished by sounding the horn and effects all in hearing distance. The power is basically the same as the banishment and exorcism spells combined.


NE-4 Plasma Cartridge Pistol--in the web harness holster
• Range: 500'
• Damage: 1D4x10 M.D.
• Rate of Fire: Single shots only
• Payload: 10 rounds per magazine
• Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot.

• Ammunition: 40 rounds

N-F50A Superheavy Force Field--worn on Utility Belt.
• M.D.C.: 160
• Weight: 10 lbs.
• No movement penalties
• 6 hour duration per E-clip
**4 charged E-clips available

Authentic Japanese Elemental Shuriken (Rifts Japan pg37)
All 5 fly back to the wielder after thrown.
All have an effective caster strength Lv of 6
  • Air ( White )
    MDC: 20 ( only takes damage when directly attacked )
    • Thrown:
      Range: 1,000 feet
      Damage: 2d6 MD
    • Lightning: +3 Strike
      3 times per day
      Range: 2,000 feet
      Damage: d4x10 MD
  • Fire ( Red )
    MDC: 20 ( only takes damage when directly attacked )
    • Thrown:
      Range: 600 feet
      Damage: 3d6 MD
    • Fire Ball: +3 Strike
      4 times per day
      Range: 1,000 feet
      Damage: 5d6 MD
  • Water ( Blue )
    MDC: 20 ( only takes damage when directly attacked )
    • Thrown:
      Range: 1,000 feet in the air 2,000 feet in water
      Damage: 3d4 MD
    • Spells: 2 times per day each
      Calm Storms , Heal Wounds , Negate Poison/Toxin
  • Earth: ( Brown )
    MDC: 20 ( only takes damage when directly attacked )
    • Thrown:
      Range: 300 feet
      Damage: 4d6 MD
    • Spell: 3 times per day on the wielder only
      Invulnerability
  • Wood: ( Green )
    MDC: 20 ( only takes damage when directly attacked )
    • Thrown:
      Range: 1,000 Feet
      Damage: 2d4 MD ( Triple vs Vampires and those effected by wood )
    • Spell: once per day
      Summon earth elemental ( always tree shaped )
      • Duration : d6 Minutes
        MDC : 200
        4 Attacks per melee +2 Strike , Parry, Dodge 3d6 MD per Attack


Defective Knock offs of Japanese Elemental Shuriken
All 5 fly back to the wielder after thrown.
  • The return of the defective Shuriken come back as a thrown attack against the wielder.
  • Shuriken get straight d20 roll to strike the wielder.
  • If they hit the wielder they do damage as normal per thrown.
All have an effective caster strength Lv of 6
  • The defective shuriken magic spells are defective.
  • Roll when any of the defective shuriken spells are used:
    • 0 - 70% Spell works correctly as described
    • 71 - 80% Spell is weak half strength , damage , effect , duration, range, etc.
    • 81 - 90% Spell malfunctions ( nothing happens , or random other effect per GM discretion )
    • 91 - 100% Spell Surge the spell does double normal Damage, Range, Effect, Durration , MDC ... but permanently burns out that spell feature from that defective shuriken ... it can still be used thrown, but can no longer use that spell feature.
  • Air ( White )
    MDC: 15 ( only takes damage when directly attacked )
    • Thrown:
      Range: 1,000 feet
      Damage: 2d6 MD
    • Lightning: +3 Strike
      3 times per day
      Range: 2,000 feet
      Damage: d4x10 MD
  • Fire ( Red )
    MDC: 15 ( only takes damage when directly attacked )
    • Thrown:
      Range: 600 feet
      Damage: 3d6 MD
    • Fire Ball: +3 Strike
      4 times per day
      Range: 1,000 feet
      Damage: 5d6 MD
  • Water ( Blue )
    MDC: 15 ( only takes damage when directly attacked )
    • Thrown:
      Range: 1,000 feet in the air 2,000 feet in water
      Damage: 3d4 MD
    • Spells: 2 times per day each
      Calm Storms , Heal Wounds , Negate Poison/Toxin
  • Earth: ( Brown )
    MDC: 15 ( only takes damage when directly attacked )
    • Thrown:
      Range: 300 feet
      Damage: 4d6 MD
    • Spell: 3 times per day on the wielder only
      Invulnerability
  • Wood: ( Green ) [Burnt out - no longer able to cast summon elemental]
    MDC: 15 ( only takes damage when directly attacked )
    • Thrown:
      Range: 1,000 Feet
      Damage: 2d4 MD ( Triple vs Vampires and those effected by wood )
    • Spell: once per day
      Summon earth elemental ( always tree shaped )
      • Duration : d6 Minutes
        MDC : 200
        4 Attacks per melee +2 Strike , Parry, Dodge 3d6 MD per Attack


Backpack (Location: APC)

Air filter and gas mask
Small mirror glued to the end of a stick (for looking around corners)
Ninja emergency kit: 6 eggshell bombs, 12 caltrops, knife
3 foot towel
Small cooking pot
Paper and pencil
Cigarette lighter
First-aid kit
Extra lock picks
Set of spare clothing
7 days of tight rations
Unassembled Ninja Bow
Set of blue collar worker's clothing
Steel-toed boots
Scroll to revert to Natural Body [Mifune]

MercTown State Bank Account
(1) Secured Universal Card: 1,600,000 credits [MA 14FEB15]
(1) Unsecured Universal Card: 90,600 (24AUG2012 - Tiree)
(1) Secured Universal Card: 100,000 credits [Oracle 10-11-10][Carl - updated 10-22-17][given to Erg for services 11-08-17]
(1) Black Market Creditstick: 700 (01/13/14 - Malach Ra)
(4) Black Market Creditsticks: 800 ( 01/13/14 - Malach Ra)
(1) Unsecure Universal Card: 500,000 credits (24JAN2014 - MaA)
(1) Secure Universal Card: 1,000,000 (From Carl 10-12-17) (this is usually left at Haunt)
(1) Secure Universal Card: 2,000,000 (From Hades 10-07-17) (this is usually left at Haunt)
(1) Secure Universal Card: 1,500,000 (From Carl 11-27-17)(this is usually left at Haunt)

Stored:

NE-CW20 Camouflage Variable Armor
M.D.C. by Location:
• Helmet: 40/40
• Arms: 20/20 each
• Legs: 30/30 each
• Main Body: 80/80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
Special Features
• Change color to match the general environment in 1d4 melees (15-60 seconds)
• Masks infrared and thermal emissions, only 21% chance to be detected by such devices.
• Custom Installed - Naruni Psionic Electromagnetic Dampeners [+2 v Psionic Attack, +1 v Possession]
• Custom Installed - N-F50A Superheavy Force Field, M.D.C.: 160, adds an additional 10 lbs. to armor, 6 hour duration per E-clip



Group Funds -
(1) Secure Universal Card: 2,500,000 (From Carl 11-27-17)(this is usually left at Haunt)
(1) Unsecure Universal Card: 100,000 credits (16OCT2012 - Malach Ra)
(1) Unsecure Universal Card: 200,000 credits (16OCT2012 - Malach Ra)
(1) Secure Universal Card: 1,000,000 (From Carl 10-12-17) (this is usually left at Haunt)
1600 Diamonds (1 carat)
2300 Rubies (1 carat)
3300 Emeralds (1 carat)

Echo's credits:
(1) Secure Universal Card: 1,500,000 (From Carl 11-27-17)(this is usually left at Haunt)

Language Translator
Last edited by Carl on Sat Feb 07, 2015 7:55 am, edited 22 times in total.
User avatar
Carl
Group Leader
 
Posts: 699
Joined: Wed Mar 01, 2006 7:09 pm
Location: Rifts PC (The Spook Squad)

Carl

Postby Carl » Mon Feb 27, 2012 11:11 am

Backgroud:

Carl was born in Burbs of Chi-Town. At the young age of 12, Carl was apprenticed to a Japanese karate instructor. After five years of serving and training, Carl master/instructor asked him to accompany the old man to Japan on what Carl believed was just his master visiting his homeland, In Japan, Carl was betrayed by his master and forced to be a part of a experimental project for the Japanese military. Carl was attacked and knocked out by his master; he awoken in a hospital room with eight other boys around his age. Carl was aware of his surrounding but did not have control over his body.

It only took a few hours for Carl to learn what had been done to him. Although he looked like an older version of his formal self, 75% of Carl's body was replaced with cybernetics. When he looked in a mirror, it was impossible to tell that his entire skeletal frame was made of metal or that his artificial skin was not real. His cybernetic looked so real that he could pass a minor physical examination without the doctor knowing. He even have artificial blood running through artificial veins.

When he was activated, it was easy to see that Carl and the other eight victims was not ordinary humans. Not only had he gain cybernetic abilities, his normal abilities and reflexes were enhanced 10 times more than normal and they continued to improve as he mind adjusted to his new body.

While in training, Carl was able to piece together what had happened to him and why his master/instructor betrayed him. The Japanese government had sent agents all around the world to find and kidnap subjects that had no ties to the Japanese government and had a better than average change of surviving being converted into a cyber ninja assassin.

Over many years, Carl performed covert operations and assassinations for the Japanese government. His cyber ninja abilities allowed him to infiltrate corporations or take over a person’s identity for extended periods of time to achieve his assignments.

Carl opportunity to escape came during an operation that would upgrade his control chip. When the doctor inadvertently removed the control chip to replace it with the upgraded model, Carl made his move. After killing all the doctors in the room, Carl walked out of the building disguised as one of them before blowing up the building to hide his escape. He has been on-the-run ever since. He knows, if the Japanese government ever learned that he was alive, they would not rest to reclaim what they believe is their property.

With no one looking for him, Carl hid in plain sight. He worked as a mercenary and assassin for hire until he could earn enough to make it back to the US. Once back in the US, the first thing Carl’s did was find the location of his old master/instruction who had returned to Chi-Town to find additional victims. Once he was found, Carl killed the old man quickly without letting the man know why he died and/or who killed him.

Carl journeyed to MercTown to get some work and to get readjusted to western ways. He landed a role in a tough Merc group called the Spook Squad. Although he was unsure about joining a team that is lead by a Cyber-knight, the knight is just devious enough that his beliefs does not interfere with the way Carl does his business.

The Wraith Encounter

Carl always carried the persona of being calm, cool and clear headed, no matter what the situation. A fight with a wraith changed his ability to keep his mind focused 100 on maintaining that persona. During one mission, Carl was confronted by a powerful wraith who tried to convince the ninja to join its team. Falling to recruit Carl verbally, the wraith decided to take a more direct route that went through Carl’s mind. The mental attack caught Carl completely by surprised and if it not for the actions of his rune swords, the creature would have taken total control of the ninja.

With his sword helping him defeat the mental attack and his teammates helping with the physical attack, Carl was able to destroy the wraith. Although the creature was defeated it did not completely lose the fight. The wraith left some of its memories, talents, and persona in Carl’s mind. The calm, cool, and clear headed ninja will finds himself knowing and remembering things he should not know or remember, physically performing skills in a different was that he was taught and/or practiced, and a phobia to keep himself clear as much as possible. Although he is aware of everything except the new phobia, Carl has no idea what new information his know or what new talents he process or when the knowledge/skills will override his own. Most of the knowledge has been useful, but it could become fatal, especially when Carl stops in the middle of a fight to brush dirt off of his armor.

Carl has finally admitted that the merging of the minds with the wraith has changed him. If it is a change for the better or worst is yet to be determined, but at least now he is willing to use the new found knowledge and skills to his benefit. He decision to handle it like he handles the rest of his equipment and tools, he plans to practice using them and making them work for him.

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Aspirations:

Consciously Carl wants to stay away from the Japanese; unconsciously, he cannot resist building up his collection of rare Japanese (at least rare outside of Japan) items.

Carl no longer cares about concealing his cyber-ninja technology; at least three cyber-docs have seen how unique his systems are. It would be fun if one of the town’s doctors used some of the techniques, the Japanese found out about it, and the team was hired to protect the doc while delivering him to a safe location. Carl’s nature would be to kill the doctor to ensure that the doc could not lead his enemies to him, but the team taking the contract would prevent that.

Carl would not mind doing someone else’s background story.
Last edited by Carl on Wed May 08, 2013 4:14 pm, edited 1 time in total.
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Carl
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