Quenya "Mercedes" Telerin (Changeling Mystic Knight) (LvlUP)

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Quenya "Mercedes" Telerin (Changeling Mystic Knight) (LvlUP)

Postby Mercedes » Sat Jun 14, 2014 3:20 pm

Player Name: Jessi
YIM Handle: fatal_jd@yahoo.com
Character Name: Quenya Telerin
Alias: Mercedes Kendall, Lady Quenya Telerin Venethrax, The White Devil
Race: Changeling
O.C.C.: Mystic Knight
Alignment: Anarchist
XP Level: 6
XP Points: 28,286 (Boz: 10/10/17)
Next Level @ XP: 36,601
Sentiments/Non-Humans: Suspicious of everyone, humans and non-humans alike, but tries to keep that hidden.
Sentiments/Coalition: Hates the Coalition, blames them for loss of friends and family.
Disposition: Mean; the glass is half empty, doesn't get fair share, suspicious, spiteful and vindictive.
Insanity: Obsession: Secrecy. Having grown up a changeling in a world which would probably endeavor to wipe them out, Quenya has become increasingly obsessed with keeping its secrets to itself. Obsession: Wealth/Money. Craves it as a means of keeping free of the desperate poverty that gripped it while growing up.
ATTRIBUTES
I.Q.: 11
M.E.: 18
M.A.: 14
P.S.: 24
P.P.: 17
P.E.: 18
P.B.: 11/24
Speed: 27

PHYSICAL DATA
P.P.E.: 129
I.S.P.: 44
H.P.: 40
S.D.C.: 65
Age: 25
Sex: Sexless
Height: 7' tall
Weight: 180 lbs.
Description: natural appearance is a thin, hairless, slightly yellowed skin humanoid.

Racial Abilities
Shape changing ability: Can alter his shape and size to assume the appearance of any humanoid creature. (p.89 CB1)

Natural Abilities
Perception Bonus: +1
Charm/Impress: 15%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 42 lbs.
Max. Carrying Weight: 480 lbs.
Max. Lifting Weight: 960 lbs.
Max. Jumping Ability: 18' long, 7.5' high

Special Abilities
(see p.93-94 Rifts: FoM)
1. P.P.E. Channeling
2. Fire energy bolts
3. Steal & Redirect ley line energy
4. Impervious to Energy
5. Masters of Combat (bonuses already included)
6. Ley Line Abilities: (same as Line Walker abilities)
    ☞ Sense ley lines and magic energy
    *Sense ley line: 30 miles (+10 miles/level) 45% (+5%)
    *Sense ley line nexus: 55% (+5%)
    *Sense rift: 70 miles (+10 miles/level)
    *Sense magic in use: 300' (spells, includes rifting [?], techno-wizardry; +100'/level)
    *See magic energy: faint aura when <20 P.P.E. are present, about 1000', uses 1 action

    ☞ Ley Line Phasing
    ☞ Ley Line Rejuvenation

Psionics
Major Psionic
See the invisible (4)
Sixth Sense (2)
Resist Fatigue (4)
Mind Block (4)
Impervious to Poison (4)
Telekinetic Leap (8)
Telekinetic Push (4)
Enhance Reflexes (10; Rifter 25; 4th level)
Enhanced Perception (10; Rifter 25; 3rd level)
Alter Aura (2; 2nd level)
Empathic Transmission (6; 3rd level)
Telepathy (4; 2nd level)
Telekinesis (minor, varies; 1st level)


Spell Knowledge
Spell Strength: 12
Magic Shield (6)
Armor of Ithan (10)
Aura of Death (12)
Tongues (12)
Energize Spell (12+)
Fists of Fury (10 or 50)
Power Weapon (35)
Invisibility: Simple (6; 5th level)
Breathe Without Air (5; 5th level)
Superhuman Speed (10; 4th level)
Superhuman Strength (10; 4th level)
Fire Bolt (7; 3rd level)
Fortify Against Disease (15; 3rd level)
Time Slip (20; 2nd level)
Deflect (10; 2nd level)
Befuddle (6; 1st level)
Blinding Flash (1; 1st level)

Racial Skills
Language: Dragonese/Elf 94% (+1%)
Literacy: Dragonese/Elf 70% (+5%)
Disguise 75% (+5%)
Imitate Voices & Sounds 84%/78% (+4%)
Impersonation 77%/63% (+4%)

O.C.C. Skills
Language: American 98% (+3%)
Language: Euro 106% (+3%)
Literacy: American 75% (+5%)
Horsemanship: Knight 70%/60% (+5%)
Horsemanship: Exotic 70%/60% (+5%)
Lore: Magic Lore 65% (+5%)
Lore: Demons & Monsters 75% (+5%)
Boxing
Running
Land Navigation 66% (+4%)
Undercover Ops 70% (+5%)
Tracking 60% (+5%)
Recognize Weapon Quality 65% (+5%)
Forced March
Prowl 70% (+5%)
Seduction 45% (+3%)
W.P. Sword
W.P. Knife
W.P. Paired
W.P. Energy Pistol
W.P. Heavy M.D. Weapons
Hand to Hand: Martial Arts

O.C.C. Related Skills
Fencing
Gymnastics
*Work parallel bars & rings 75% (+3%)
*Basic climb 40%
*Rappel 70% (+2%)

Acrobatics
*Sense of balance 90% (+5%)
*Walk tightrope & high wire 78% (+3%)
*Climb rope 90% (+2%)
*Back flip 90% (+5%)

Streetwise 42% (+4%)
ID Undercover Agent 54% (+4%)
Wrestling (4th level)
Performance 35% (+5%; 1st level)

Secondary Skills
Swimming 75% (+5%)
Wardrobe & Grooming 70% (+4%)
Aerobic Athletics
Radio: Basic 60% (+5%, 3rd level)
General Athletics (3rd level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: 4
Strike Bonus: 3
Parry Bonus: 7
Dodge Bonus: 7
HTH Damage Bonus: +9; Additional +2 kicking damage
Bonus to Roll w/Punch: 11
Bonus to Pull a Punch: 6
Bonus to Disarm: 4
Other: Entangle +4

Mounted Combat Data
Horsemanship: Knight
Number of Attacks: 7
Initiative Bonus: 5
Strike Bonus: 3
Parry Bonus: 9
Dodge Bonus: 9
HTH Damage Bonus: +9;
Bonus to Roll w/Punch: 12 When knocked from a horse
Bonus to Pull a Punch: 6
Bonus to Disarm: 4
Other: Entangle +4
Additional 1d6 to damage
Charge attack does additional 2d6 damage with lance/pole-arm/spear; counts as two actions.
Horse attack: rider can have the mount do a kick attack; typical damage is 2d6 from front legs, 4d6 from rear legs

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 Weapons - allows use of a weapon in each hand
W.P. Knife +3 to strike +3 to parry +2 to throw
W.P. Sword +3 to strike +3 to parry
W.P. Energy Pistol +3 to strike
W.P. Heavy MD Weapons +2 to strike

Saving Throw Bonuses
Coma/Death: 11%
Magic (varies): +2
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +2
Psionics (varies): +2
Disease: +4
Horror Factor: +2
Last edited by Mercedes on Wed Oct 25, 2017 3:19 pm, edited 14 times in total.
User avatar
Mercedes
 
Posts: 229
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Quenya "Mercedes" Telerin (WIP; needs approval)

Postby Mercedes » Sat Jun 14, 2014 8:34 pm

Equipment

• Secure Universal Card: 286,040 credits (SNAFU 021415)
• (1) Unsecured Universal Credsticks: 500,000 (020415 - SNAFU)

Street Level Contacts (Earned via RP): The Numbers Family (Nine Changeling Orphans: Onesy, Twosey, Treyos, Pentina, Hexamo, Septanya, Octonio and Noni)
Powerful Contacts (Earned via RP): Lord Amroth Dasule Venethrax; Commander of the Mystic Knights; Leader of the Pteropus sect/faction of the Order

Mount:
TW Dark Pegasus Robot Steed
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Model Type: MRH-1002F
Class: Heavy TW Robot Steed.
Crew: One humanoid rider with one additional rider possible in emergencies.
M.D.C. by Location:
*Concealed VT Hover Jets (4; on the underbelly)- 20 each
Head- 120
Serpent Tail - 90
* Tail Vibro-Blade- 30
**Wings (2)- 120 each
***Legs (4)- 120 each
**** Main Body- 300
Armor of Ithan- 80
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "Called Shot," and even then the attacker is -3 to strike.
** Destroying a wing or one of the vector thrust hover jets will force the robot to hover down to a clumsy landing, as forward flight is no longer possible. If the robot loses both wings or two jets (or one of each) it crashes to the ground immediately and takes 5D6M.D.
*** Destroying one leg hobbles the robot steed and reduce speed and leaping distance and height by 30%.
**** Depleting the M.D.C. of the main body shuts the robot down completely and renders it useless.
Speed:
Running: Maximum speed of 100 mph (160 km).
Leaping: 15 feet (4.6 m) high and 40 feet (12.2 m) lengthwise, with a running start. A vector thruster hover jet-assisted leap can propel the unit up to 110 feet (33.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: The vector thrust hover system and wings enable the robotsteed to hover stationary up to 400 feet (122m) and fly. Maximum flying speed is 110 mph (176 km). Maximum altitude is 600 feet (183m), double in a strong wind or when leaping into the air from a cliff or rooftop. Can dive from heights as great as 10,000 feet (3,048 m) and glide downward to a 1,200 foot (366m) flight level or land safely!
Flying Range: Unlimited on Rifts Earth
Underwater Capabilities: The robot can function in and under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 45 mph (72 km) by using its shark-like tail as a rudder and means of locomotion augmented by the thrusters to propel it through the water; 35 mph (56 km) on the surface of the water. Maximum Ocean Depth: Two miles (3.2 km), but the rider will need power armor or other means to survive such depths. For emergencies, there is a rebreather apparatus and dive mask located at the base of the Seahorse's neck, and provides an unlimited (magic) supply of breathable air.
Statistical Data:
Height: Usually about 15 hands (or 5 feet/1.5 m) at the shoulders.
Width: 3 feet (0.9 m); with a wingspan of 16 feet (4.9 m).
Length: Approximately 8 feet (2.4 m) in length, with a 4 foot (1.2 m) long, serpentine tail.
Weight: 2,000 lbs (900 kg).
Color of Hide: The Monster Pegasus comes in black, with highlights on lower legs, and golden feet with silver claws. The realistic looking leathery wings are dark grey.
Attributes of Note: P.S. 28 (Supernatural), P.P. 20, P.B. 9
Spd 148; equivalent I.Q. 9.
Power System: TW Experimental; unlimited life on Rifts Earth.
Cargo: Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 3,400 pounds (630 kg). The robot horse can pull up to 12 tons!
Weapon Systems:
1. Blue-Green Eye Lasers (2): Each of the Dark Pegasus's eyes is actually a laser designed to be the robot's primary weapon system.
Primacy Purpose: Assault.
Secondary Purpose: Defense.
Range: 1,500 feet (610 m).
Mega-Damage: 2D6 M.D. per blast, or 4D6 M.D. for a dual, linked blast.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited.
2. Mouth Dragon Fire Cannon: Concealed in the mouth of the Monster Pegasus is a light plasma cannon that has been firmly throttled open so that plasma comes out in a weak, dribbling spray to simulate the dragon-like breath of the real animal.
Primary Purpose: Anti-Armor.
Secondary Purpose: Assault.
Range: 100 feet (30.5 m).
Mega-Damage: 1d4x10 M.D. per blast.
Rate of Fire: Single shot only. Each blast counts as one melee attack.
Payload: Effectively unlimited.
3. Light Blade Tail: The tail of the Monster Pegasus is prehensile enough to slash up, down, and sideways to cut opponents.
Primary Purpose: Aerial Assault, slashing at it flies by.
Secondary Purpose: Defense.
Range: 10 feet (3 m).
Mega-Damage: 1d4x10 M.D. per strike.
4. Vibro-Blade Talons: Each foot ends in a wicked, four-toed talon.
Primary Purpose: Aerial and Ground Assault, slashing as it flies by or as it rears up or kicks.
Secondary Purpose: Defense.
Range: 6 feet (1.8 m).
Mega-Damage: 3D4+3 M.D. per strike.
Combat Notes:
Attacks per Melee Round: 5
Bonuses: +2 on initiative, +2 to strike and +4 parry in melee combat, +1 to strike with ranged weapons, +6 to dodge when running or underwater (increase to +8 when flying), and +4 to roll with impact.
Mega-Damage:
Restrained Hoof Strike: 1D4 M.D.
Full Hoof Strike: 2D6 M.D. + Vibro-Blade damage if so desired.
Headbutt with Horns: 4D6 M.D.
Kicks: 3D6 M.D.+ Vibro-Blade damage if so desired.
Rear Kick/Power Kick: 6D6 M.D. + Vibro-Blade damage if so desired.
Stomp or Bite: 1D4 M.D.
Running or Flying Body Block: 2D6 M.D
TW Features
1. Improved capabilities
2. When on a ley line, the TW horse can run in the air along the ley line up to 1000 feet (305 high) and at double its normal speed! Leaps are also double when on a ley line.
3. Magical rejuvenation. The Glittermount can regenerate damage to its body at a rate of 5D6 M.D.C. per hour. A destroyed leg can be magically regrown in 24 hours provided 240 P.P.E. points are pumped into the construct.
4. Senses: Nightvision 1000 feet (305 m; can see in total darkness) as well as see all spectrums of light. See the Invisible (1000'), Identify Plants & Fruits (70%), Identify Tracks (85%), Track (60%; humanoids or animals), and Recognize Poison (65%). Also has keen hearing, but no sense of smell or speech capabilities.
5. Link with rider: Once the Dark Pegasus magically bonds with a rider, that Glittermount never willingly leaves his side. If the rider is slain, 73% will accept a new owner, however, there are stories of Glittermounts defending the graves of their fallen riders until they wear out. In order to bond with the construct, the very first time the character rides the TW horse, he must expend 3/4 of his P.P.E. into the magical batteries. This does not power the magical horse, but links the two in a magical way.
6. Limited spell casting abilities: Globe of daylight (2), Chameleon (6), Climb (3), Cleanse . All are equal to 5th level spell strength.
7. P.P.E. battery: Has a 200 P.P.E. point reserve to activate weapons and features. The pilot can also use his or her own P.P.E./I.S.P. to power the armor's TW equipment



BOOK OF POWERful Slumber
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TW Device/Trap/Fake Grimoire
M.D.C.: 5
Features
Effect: Powerful slumber: After opening the book and looking at the pages the victim must roll to save vs magic, if not the person becomes rapidly confused, blind, and sedated. If the roll to save vs magic is a fail then the victim falls into a deep slumber for 60+1d4x10 minutes, if the save is successful the victim suffers the following penalties no initiative, strike, dodge, and parry at -5 and attacks per melee are reduced by half, -35% to skill checks.
Range: Close Enough to Read
Saving Throw: Standard
P.P.E.: 25/use; Book stores 200 P.P.E. for 8 uses
History: (if any)Tool used by D-Dire Devils in their nefarious schemes




Fire-Eye Pendant
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Batcom Talisman
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Talisman, (Magic Pigeon)
Magic Features
• Allows for 3 Uses; Same as spell Magic Pigeon at 10th level, (except takes the form of a bat)
History: Relatively common item used for secret communication purposes by the Pteropus sect of the Order of Mystic Knights; given to Mercedes as reward for killing the Alchemist Dumbledire. Created by Lord Amroth Dasule Venethrax



Lady Caster's Exoskeleton
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M.D.C.: 25
A.R.: 8
N-F20A Heavy Force Field: 110
Features:
• 1: Robotic Exoskeleton: PS +12, PP +6, SPD x3, +18ft to Leaps, +10% Climb, Acrobatics, Gymnastics (not Prowl) Skills, Fatigue at 10% normal rate.
• 2: Laser Distancer & Targeting: +3 Strike with hand-held ranged weapons (2000ft)
• 3: Integrated Sensor Pod: +3 to Initiative, +3 to Parry, +6 to roll with impact, provides user with Automatic Dodge, (mini radar and motion detecter, can dodge all attacks, even those from behind and/or suprise)
• 4: IFF & Targeting System (same as Wilk's PC-2020 Field Identifier System - Identify up to 6000 targets with a 92% level of accuracy)
• 5: Psionic Electromagnetic Dampners: +3 to save vs psionic attacks and possessions; +1 to save vs illusions and mind control
• 6: Made entirely of non-metallic M.D.C. polymers
• 7: Can be worn under any light non-EBA armor


Lady's Cannon
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Laser Pulse Cannon

• Range: 4000'
• Damage: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload: 240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.

Automatic Grenade Launcher
☞ Range: 3000'
☞ Damage & Rate of Fire:
• • Single Shot Fragmentary: 4D6 M.D. to a 12' AoE
• • Single Shot Armor-Piercing: 1D4x10 M.D. to a 3' AoE
• • 10-round Burst Fragmentary: 2D6x10 M.D. to a 40' AoE
• • 10-round Burst Armor-Piercing: 3D6 x 10 M.D. to a 8' AoE
☞ Payload: 200 round belt

☞ Weight: 200 lbs. [gun], 100 lbs. [ammo belt and generator] Must be worn with:
Servo-Harness
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Effect: Allows user to wield rifles that are X the weight negating the P.S. requirement of the gun.




(2) Tactical Thigh Holster

(2) Wilk's 237 "Backup"
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"Grace" & Mercy
• Range: 500'
• Damage: 3D6 per single blast or 6D6 per double blast
• Rate of Fire: Single shots only
• Payload: 8 double shots with E-clip, 16 shots with LE-clip
• Modifiers: +2 to Strike with an aimed shot


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Business Suit and Shoes
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Pink Dress and Shoes
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White Dress and Shoes
Sandals
Swimsuit

(2) TW Fire Sword (canonical)
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• Damage: 4d6 M.D.
• Duration of Charge: 2 minutes per level of user
• Activation Cost: 7 P.P.E. or 15 I.S.P.
• Note: When activated a blade of fire extends from the hilt




Miniaturized Tolkeenite PPE Battery
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M.D.C.: 10
P.P.E.: 180
Recharge Rate: 10 P.P.E. per hour.
Other Features
••To Be Discovered Through Roleplay


TW "Knock-Knock" Pistol
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• Range: 500'
• Damage: 1d4*10 MD plus knockdown to direct target. Half damage plus knockdown to a 30' radius.
• Rate of Fire: 1 shot per action
• Payload: 6 blasts
• Recharge Cost: 24 P.P.E.
• Modifiers: +1 to strike
Magic Features
• Fires an Electric Bolt with an area knockdown effect.
Notes
Knockdown effect as per Shockwave spell


Plasma Blade: (Converted Wilk's Laser Sword)
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☞ Damage: 1d4x10 MD
☞ Duration: 10 + 3D6 minutes per E-Clip
☞ Modifiers: cannot parry with this weapon



Battle Fury Blade
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• Weight: 7 lbs.
• Damage: 6D6 M.D.
• M.D.C.: 200, regenerates 20 M.D.C. per day.
• Powers: By channeling 40 P.P.E. into the weapon, the wielder can invoke the Battle Fury. While this fearsome ability is active, the weapon inflicts a whopping 2d4x10 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). Finally, for the duration of the enchantment, the user is encased in a suit of magical force with 100 M.D.C.
• The Battle Fury lasts for 3 minutes.


Vibro-Sabre
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※ Damage: 2d6 MD

Mage Armor
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M.D.C. by Location
Hood: 20
Arms: 15 each
Legs: 30 each
Main Body: 50
Modifiers: -5% to physical skills
TW Features:
All spell effects at 5th level; each spell effect can be invoked twice per day.
• Impervious to Fire
• Swim as Fish: Superior
• Armor of Ithan
• Cloud of Smoke



Worn on Person
Armour & Exoskeleton
Wilk's Pistols
TW Fire Swords
Battle Fury Blade
Tolkeen PPE Battery
Utility Belt
Pocket Knife (in pocket)
Backpack
Knapsack
Set of Clothes

Utility Belt
Pair of Handcuffs
Two Canteens
Flashlight
Compass

Backpack
Book of Power
Vibro-Saber
Knock-Knock
Batcom Talisman
Fire Eye Pendant
Plasma Blade
Three Weeks of Food Rations
3 Flares
50 feet (15.2 m) of Strong Cord/Rope
Uniform
Ceremonial Robes
Non-secure Black Card: 5,910 credits (Argent 14/06/22)
Gems worth 3,000 credits (which were probably pried from jewelry)
Last edited by Mercedes on Wed Nov 04, 2015 1:52 pm, edited 4 times in total.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
User avatar
Mercedes
 
Posts: 229
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Quenya "Mercedes" Telerin (WIP; needs approval)

Postby Mercedes » Sun Jun 15, 2014 4:55 pm

Character Background

Born on Rifts Earth before the destruction of Tolkeen, in PA 91, Quenya Telerin's early years were happy and stable. Identifying more with the female gender, Quenya was kept secret from the world for about the first ten years of her life. The only interaction she had was with her parents and her three other siblings; usually appearing as her 'brothers'.

As a young d-bee, she learned to assume the shape of the most common species, humans, and how to pass for one. Her 'father' worked as a teacher, a dangerous profession in some areas, particularly the CS. Her 'mother' was a minor psychic and clairvoyant, giving readings for money or food.

Quenya's family moved to the Chi Town ''burbs at the request of a group sponsoring (illegally) education for the poor. After a few years, Quenya's 'father' became very ill and, lacking facilities in the ''Burbs, left with a caravan to make the trek to Lazlo. He was never heard from again. This loss put Quenya's family into a desperate situation, as he was the main source of income. Quenya's 'mother' tried everything she could to keep the family together, but after a bad investment with the Black Market, was permanently indebted to them.

Quenya had a summer long affair with a wealthy CS merchant but it didn't last, and if she were honest with herself, it had only started because she enjoyed the pampering. Soon after, her 'mother' was killed in a mugging and Quenya was on her own, her three 'brothers' scattering one by one. Quenya took to begging and eventually stealing, purse snatching and prostitution as her situation worsened. She traveled from the ''Burbs to the city of Tolkeen, changing her appearance several times along the way.

There, Quenya foolishly tried to steal from a knight in demonic armor who she had seen armed with a fancy-looking weaponry. He caught her and was about to kill her when he stopped. He told her his name was Lord Amroth Dasule Venethrax and he had had a vision of his squire-to-be attempting to slip away with the loot from his most recent kill. Quenya would be his squire. It was not optional. Terrified, Quenya agreed.

She found that he already had two others under his tutelage, and they were already able to control magic to some degree. Quenya had to train hard just to get to their level, for Venethrax expected her to quickly catch up. He threatened her that if she failed, he would leave her in the heart of Xiticix territory, where she would likely be torn apart within moments. The thought of such a gruesome death horrified her and Quenya worked hard, often fighting the other squires, Kazog (an orc) and Caranthir (an elf). They trained for five hours a day, every day, minimum. The rest of the time was spent learning the tenants of the Order and spent in meditation. Somehow, Quenya had the stamina to stick with it. Combat training was intense, usually full contact, and often uneven odds; two versus one.

Venethrax's methods were harsh, though they apparently borrowed heavily from a heavily worn book Quenya had seen her tutor reading called "A'Hi'tory of S'arta". Venethrax regularly beat his three students to see who was toughest, starved them so they needed to steal food, made them sleep outside, amongst other hardships.

Finally, Venethrax, perhaps sensing the impending siege on Tolkeen, moved his squires towards the magic zone. Kazog, Caranthir and Quenya had grown close, almost like siblings. They knew each other's limits, personalities and quirks. Or so they thought.

One night, nearing the end of their training, Venethrax bade his students to kill each other. The survivor would become a full Knight. While Kazog and Caranthir hesitated, Quenya drew her weapons and ran them both through. She long knew that hesitation would mean certain death, and though they were friends, it was better them dead than she. She would live, she would fight and avoid wondering 'what if?'.

Venethrax congratulated her, and told Quenya to meditate on her place in the world. He took her to a large, dark, dank cave and left, telling Quenya that he would return in three days. After those 72 hours had passed, Quenya woke out of her meditation to find a triple circle of Mystic Knights around her. Venethrax told her to kneel. He brought forth her new armor and weapons. He told her that she would accompany him on her first mission; to assassinate a mid-ranked Black Market fence who had betrayed a cyber-snatcher gang, the Nightfiends. It would be a mission to send a message.

Quenya was granted the name Lady Quenya Telerin Venethrax, allowed to take the name of her tutor as a sign of respect. To this Company of Mystic Knights, it was a great honor, although Quenya downplayed it.

She accompanied the elder knight on his mission, successfully posing as his captive and then getting "purchased" by her target's bodyguard. When their guard was down, she quietly eliminated the guard, let her Lord into the compound and the two slew the remaining occupants, leaving the actual target for last. Venethrax enjoyed torturing him for hours, finally putting him out of his misery by eviscerating him. Quenya was just glad the job was over.

Venethrax then ordered his pupil to make her way, and to fulfill the Order of the Mystic Knights. They wanted information. The more information, the better. This she did, by taking on mercenary work. She returned time and again to MercTown, as it seemed like a natural place to find work. At MercTown, Quenya has set up several different identities, in order to keep a means of escape. A convincing liar, she maintains the alter egos of Laura Peters (a human beggar girl), Luke Baxter (a struggling human short order cook), Thrag (an orc, looks a lot like her friend Kazog), Felineil (an elf that looks like Caranthir), Jenny Warrens (a bookish human English teacher), and Meeza Bloodspiller (a female Simvan).

Publicly, Quenya tries to project a manner of an educated English lady. Privately, however, she is crude and brazen, Quenya has no qualms with randomly saying and doing whatever's on her mind no matter how outrageously cruel, depraved or devious. Quenya is devious and crafty, regularly misleading and finagling others to achieve her desired ends. Her desired ends are often ridiculously trivial or marked by schadenfreude.
Last edited by Mercedes on Mon Jun 16, 2014 5:41 am, edited 1 time in total.
Image

Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
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Mercedes
 
Posts: 229
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Quenya "Mercedes" Telerin (Changeling Mystic Knight)

Postby Mercedes » Tue Feb 03, 2015 5:13 pm

level up dice rolls:

additional H.P. 1d6 = 6
additional P.P.E. 2d6 = 8
additional I.S.P. 1d6+1 = 2
Image

Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
User avatar
Mercedes
 
Posts: 229
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Quenya "Mercedes" Telerin (Changeling Mystic Knight)/LEV

Postby Mercedes » Fri Jun 03, 2016 12:09 pm

Hit Points: 1d6 = 4
P.P.E.: 2d6 = 7
I.S.P.: 1d6+1 = 4
Image

Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
User avatar
Mercedes
 
Posts: 229
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Quenya "Mercedes" Telerin (Changeling Mystic Knight) (Lv

Postby Mercedes » Wed Oct 25, 2017 3:08 pm

Level 6 increases:
H.P. 1d6 = 4
P.P.E. 2d6 = 10
I.S.P. 1d6+1 = 2
Image

Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
User avatar
Mercedes
 
Posts: 229
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo


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