Astra (True Atlantian Slayer)

GM: Aether
AGM: Consumer

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Astra (True Atlantian Slayer)

Postby Astra » Sun Mar 08, 2015 3:23 pm

Player Name: Jessi
YIM Handle: fatal_jd@yahoo.com
Character Name: Clair Molniya
Alias: αστραπή (Astrapí̱/Lightning)
Race: True Atlantean
O.C.C.: Slayer
Alignment: Scrupulous
XP Level: 5
XP Points: 18,032 [10/01/17 Consumer]
Next Level @ XP: 25,001
Sentiments/Non-Humans: Grew up with many races and treats them as equals. Supernatural creatures she doesn't trust until they've proven themselves worthy.
Sentiments/NGR: As one of the few remaining bastions of civilization, Claire wants to believe that the NGR can save those who need saving. Her more realistic side, however, says that they are likely only to protect their own people and prosecute and ostracize anyone else.
Disposition: Tough gal, self-reliant, lone wolf. She tends to keep people at arm's length.
Insanity: none yet

ATTRIBUTES
I.Q.: 11
M.E.: 23
M.A.: 13
P.S.: 26
P.P.: 16
P.E.: 24
P.B.: 20
Speed: 32

PHYSICAL DATA
P.P.E.: 132
H.P.: 45
S.D.C.: 161
Age: 21
Sex: Female
Height: 6'4"
Weight: 170 lbs.
Description: A young woman with wavy rose colored hair, and pale aqua eyes. She has bleached and dyed her naturally black hair partly to gain attention, and partly to hide her heritage. Astra has a belly button ring and tattoos on her arms and neck which she generally hides.

Racial Abilities
1. Magic Tattoos denote heritage
2. Increased S.D.C. from magic tattoos (as many as 4 more; six total) each adds 10 SDC
3. Increased PPE from magic tattoos; each adds 6 PPE
4. Increased PPE recovery 10 points/hour of rest; 15/hour of meditation
5. Cannot be physically transformed by any means
6. Continue to grow as adults
7. Sense vampires
Can sense the presence of vampires and vampire intelligences within 1000' radius but not exact source/person.
Recognize vampires by appearance: 30% (+10%/level)
8. Operate Dimensional Pyramids (see Atlantis, p.16)
9. Sense Ley Lines and Ley Line Nexuses (as per Ley Line Walker, Rifts Ultimate Edition, p.113)
10. Sense Rifts (as per Ley Line Walker, Rifts Ultimate Edition, p.113)
11. Ley Line Phasing (as per Ley Line Walker, Rifts Ultimate Edition, p.115)

Natural Abilities
Perception Bonus: +0
Charm/Impress: 50%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: 51 lbs.
Max. Carrying Weight: 480 lbs.
Max. Lifting Weight: 960 lbs.
Max. Jumping Ability: 16' long, 7' high

Special Abilities
1. Recognize Supernatural Shapechangers (65% (+3%); see Mystic Russia, p.136)
2. Impervious to Vampires (see Mystic Russia, p.136)
3. Nightvision (500') & See the Invisible (see Mystic Russia, p.136)
4. Ley Line Healing/Rejuvenation; see Mystic Russia, p.136
5. Spell Knowledge; noted above
6. Learning New Spells (see Mystic Russia, p.136)
7. PPE; noted above
8. +1 on initiative at levels 8 and 12, +1 to spell strength at levels 7, 11 and 15.
+1 to save vs Horror Factor at levels 7, 8, 10, 12 and 14.
The warrior has a Horror Factor of 13 to lesser demons and 9 to greater demons.
9. The Slayer's Code is simple: Destroy supernatural evil
before it can kill you or hurt an innocent. The only good demon is a dead one. They are never to be trusted, and any apparent good they offer is either tainted or part of a trick or trap. Beware of them in all their guises, for the visage of evil has many faces.
As for "serpents" — the dragon's capacity for evil is equal to its capacity for knowledge and power. Beware the serpent for it is ancient, cunning and wise. Luckily for dragons, most (although not all) Slayers make the distinction between good and honorable "serpents" and wicked ones.

Spell Knowledge
Spell Strength: 13
Globe of Daylight (2)
Turn Dead (6)
Armor of Ithan (10)
Fire Bolt (7)
Fire Ball (10)
Call Lightning (15)
Magic Net (7)
Magic Pigeon (20)
Tongues (12)
Magic Shield (6)
Fists of Fury (10 or 50)
Deflect (10)
Targeted Deflection (15)
Ricochet Strike (12)
Frostblade (15)
Lightblade (20)
Thunderclap (4)
Ice (15)
Blinding Flash (1)
Invisibility: Simple (6)

Magic Tattoos
*marks of heritage
Flaming Sword* (10; Flaming Sword)
Protection from Vampires* (15; Heart Pierced by Wooden Stake)
Armor (25; Hoplite)
Anti-PPE (20; Heart Impaled by Sword)
Fly (20; Heart with Large Wings)
Air Powers (50; Chain Wrapped Around Cloud)

Racial Skills
Language: American 92% (+1%)
Language: Greek 63% (+3%)
Language: Trade 4 63% (+3%)
Literacy: American 60% (+5%)
Literacy: Greek 50% (+5%)
Literacy: Trade 4 50% (+5%)

O.C.C. Skills
Basic Math 75% (+5%)
Language: Russian at 97%
Language: Chinese 82% (+3%)
Language: Euro 82% (+3%)
Lore: Demons & Monsters 75% (+5%)
Lore: Magic 65% (+5%)
Intelligence 58% (+4%)
Tracking 67% (+4%; humans and demons)
Land Navigation 62% (+4%)
Wilderness Survival 60% (+5%)
Pilot: Jet Packs 68% (+4%)
Climbing 70%/50% (+5%)
Swimming 70% (+5%)
Boxing
W.P. Paired
W.P. Chain
W.P. Sword
W.P. Automatic and Semi-Automatic Rifles (including shotguns)
W.P. Energy Rifle
W.P. Handgun
Hand to Hand: Martial Arts

O.C.C. Related Skills
Fencing
Downhill Skiing
Prowl 50% (+5%)
Acrobatics
• Sense of Balance ☞ 74% (+2%)
• Walk Tightrope/Highwire ☞ 72% (+3%)
• Climb Rope ☞ 88% (+2%)
• Back Flip ☞ 80% (+5%)

Computer Operation 45% (+5%; 2nd level)
Wrestling (2nd level)

Secondary Skills
Radio: Basic 65% (+5%)
Sign Language (Military) 45% (+5%)
Skiing 60% (+5%)
General Athletics (3rd level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +11
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +7
Bonus to Disarm: +0
Other: Maintain Balance: +2, Entangle +2
Leap Kick 3d8
Pin/Incapacitate on roll of 18+
Knockout on a roll of natural 20

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

Paired Weapons
Sword +3 to Strike, +3 to Parry
Chain +2 to Strike +1 to Parry
Handguns +2 to Strike
Automatic/Semi-Automatic Rifles/Shotguns +3 to Strike
Energy Rifle +2 to Strike

Saving Throw Bonuses
Coma/Death: +18%
Magic (varies): +8
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +6
Psionics (varies): +4
Horror Factor: +8
Disease: +4
Possession: +3
Last edited by Astra on Wed Oct 25, 2017 3:24 pm, edited 11 times in total.
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Posts: 108
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Re: Astra (PC for Eurasia; WIP)

Postby Astra » Wed Mar 11, 2015 4:47 pm

Equipment

Transportation

None; Walking

Carried/In Hand

Worn on Person
Traveling Clothing
Wallet
Boots
Gloves
Small Silver Cross
Naruni N-F40A Heavy Force Field (Rifts Mercenaries, p.126)
  • MDC 110
    Regenerates 1 MDC per melee while active (as long as not overloaded)
  • Active Duration: 8 Hours per E-Clip
  • Activation: 7 seconds
  • Weight: 15 Lbs

Mystic Kuznya Long Sword (Rifts World Book 18, p.123-124)
    •Indestructible
    •Inflicts 5d6 M.D.
    •Steel Weapon; +1d6 M.D.
    •Combat Bonuses; +1 to strike, +2 to parry & disarm
  • Weight: 5 Lbs

Mystic Kuznya Chain Weapon (Rifts World Book 18, p.123-124)
    •200 M.D.C.
    •Inflicts 3d6 M.D.
    •Copper Weapon; makes user Impervious to fire as long as the weapon is in his possession. Weapon itself is also impervious to fire.
    •Flaming Weapon; bursts into magical fire upon command, inflicting +3d6 M.D.
    • Still does 1/2 damage to supernatural creatures who are normally immune to fire
  • Even if not flaming No Evil creature can pick up item without being burnt 2d4MD.
  • Weight: 5 Lbs

Utility Belt
6 Wooden Stakes and a Mallet
Medium Wooden Cross

Backpack
Silk Robe
30 feet (9 m) of Rope
1 Large Sacks
4 Small Sacks
Bedroll
Two Canteens
12 Days of Rations


Stored in Vehicle
Na

Credits/Valuables:
6000 credits on Secure Card
3000 credits on Black Card
Secure Universal Card: 200,000 (10/17/17 ~Consumer)

New Items
TX-11 Laser Rifle
• Range: 1,600 Feet
• Damage: 3d6 M.D.
• Rate of Fire: Equal to number of attacks per melee. Aimed shots only, cannot fire bursts.
• Payload: 10 per 'short' eclip, 20 per FSE-clip.
• Modifiers: +1 to strike [/size]
FSE-Clip 20/20
1 week preserved rations (carried on Canibri)
Last edited by Astra on Sat Mar 14, 2015 6:58 am, edited 2 times in total.
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Re: Astra (PC for Eurasia; WIP)

Postby Astra » Wed Mar 11, 2015 4:52 pm

Background Story:

True Atlanteans are typically known to be noble, courageous and heroic. So it is with Claire, but she wasn't always that way. She grew up not on Rifts Earth, but far away, in an isolated mixed-race community. Not only did Claire's small clan reside there, but so did other dimension-faring races. To a pre-rifts, human astronomer, the planet was Kepler-438b. To the clan, it was Gaia Dio.

Life there was idyllic, easy, boring. Claire resisted the calling that most Atlanteans heard and became, for lack of a better term, a slacker. She coasted her way through her schooling, and was mostly directionless in her early teens. Her eternally absent parents would have very little influence on the young woman.

It was then, that almost on a whim, Claire and a group of delinquents traveled to Rifts Earth; specifically Russia. It was a backwater, a wreck. To a modern person, it would be akin to playing in a junkyard. In this junkyard though, were some pretty serious and dangerous creatures.

While in Russia, some of Claire's less close friends started using drugs and eventually began dealing. She saw the worst of humanity in those times, but was too young at the time to deal with it. The group was running a drug ring out of a partly rebuilt hotel when the local authorities were alerted.

At that point, Claire's "friends" deserted her and fled. She was left with a bag full of rubles, a hotel full of pot and 'shrooms, and very few explanations. Looking at some serious jail time, Claire offered to do community service instead. Little did she know that community service would mean joining the regional Slayer and joining him in hunting supernatural horrors.

The Slayer, one Andrei Zakharov, would prove to be a relentless taskmaster. He was harsh on Claire to the point of cruelty for being from such noble stock yet so selfish. Stubborn to a fault, Claire became determined to prove she had what it took, and so the two developed an odd respect for one another. Drawn together by conflict and hardship, Andrei would eventually become less of a drill instructor and more of a father figure.

Since they parted ways, Claire has found new purpose in defending the downtrodden in the area of the NGR and it's surrounding communities.
Last edited by Astra on Fri Mar 13, 2015 4:36 pm, edited 1 time in total.
Magical Girl Astra
P.P.E.: 132/132
H.P.: 45/34
S.D.C.: 150/150
OOC Comments
Current Effects:
Constant Conditions:
•Sense vampires (1000' but not exact person) •Recognize vampires by appearance: 30%
•Sense Ley Lines and Ley Line Nexuses (per Ley Line Walker, RU:E, p.113)
•Sense Rifts (as per Ley Line Walker, RU:E, p.113) •Recognize Supernatural Shapechangers (62% (+3%); see Mystic Russia, p.136)
•Impervious to Vampires (see Mystic Russia, p.136) •Nightvision (500') & See the Invisible (see Mystic Russia, p.136)

Naruni N-F40A Heavy Force Field (Rifts Mercenaries, p.126)
•MDC 110/110
•Regenerates 1 MDC per melee while active (as long as not overloaded)
•Active Duration: 8 Hours per E-Clip
•Activation: 7 seconds
•Weight: 15 Lbs

Mystic Kuznya Long Sword (Rifts World Book 18, p.123-124)
•Indestructible
•Inflicts 5d6 M.D.
•Steel Weapon; +1d6 M.D.
•Combat Bonuses; +1 to strike, +2 to parry & disarm
•Weight: 5 Lbs

Mystic Kuznya Chain Weapon (Rifts World Book 18, p.123-124)
•200 M.D.C.
•Inflicts 3d6 M.D.
•Copper Weapon; makes user Impervious to fire as long as the weapon is in her possession. Weapon itself is also impervious to fire.
•Flaming Weapon; bursts into magical fire upon command, inflicting +3d6 M.D.
•Still does 1/2 damage to supernatural creatures who are normally immune to fire
•Even if not flaming No Evil creature can pick up item without being burnt 2d4MD.
•Weight: 5 Lbs

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Astra
 
Posts: 108
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Re: Astra (True Atlantian Slayer) Level Up

Postby Astra » Wed Oct 25, 2017 2:42 pm

Level 5
HP increase 1d6 = 5
PPE increase 2d4+1 = 6
Magical Girl Astra
P.P.E.: 132/132
H.P.: 45/34
S.D.C.: 150/150
OOC Comments
Current Effects:
Constant Conditions:
•Sense vampires (1000' but not exact person) •Recognize vampires by appearance: 30%
•Sense Ley Lines and Ley Line Nexuses (per Ley Line Walker, RU:E, p.113)
•Sense Rifts (as per Ley Line Walker, RU:E, p.113) •Recognize Supernatural Shapechangers (62% (+3%); see Mystic Russia, p.136)
•Impervious to Vampires (see Mystic Russia, p.136) •Nightvision (500') & See the Invisible (see Mystic Russia, p.136)

Naruni N-F40A Heavy Force Field (Rifts Mercenaries, p.126)
•MDC 110/110
•Regenerates 1 MDC per melee while active (as long as not overloaded)
•Active Duration: 8 Hours per E-Clip
•Activation: 7 seconds
•Weight: 15 Lbs

Mystic Kuznya Long Sword (Rifts World Book 18, p.123-124)
•Indestructible
•Inflicts 5d6 M.D.
•Steel Weapon; +1d6 M.D.
•Combat Bonuses; +1 to strike, +2 to parry & disarm
•Weight: 5 Lbs

Mystic Kuznya Chain Weapon (Rifts World Book 18, p.123-124)
•200 M.D.C.
•Inflicts 3d6 M.D.
•Copper Weapon; makes user Impervious to fire as long as the weapon is in her possession. Weapon itself is also impervious to fire.
•Flaming Weapon; bursts into magical fire upon command, inflicting +3d6 M.D.
•Still does 1/2 damage to supernatural creatures who are normally immune to fire
•Even if not flaming No Evil creature can pick up item without being burnt 2d4MD.
•Weight: 5 Lbs

User avatar
Astra
 
Posts: 108
Joined: Wed Mar 04, 2015 2:16 pm


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