- Cyros (NPC)

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- Cyros (NPC)

Postby Cyros » Sun Jun 30, 2013 4:10 pm

Player Name: Steve
YIM Handle: Spornbida1@Yahoo.com

Character Name: Beltyn S’Cyros Dawntracker
Alias: Cyros
Race: Elf
O.C.C.: Nega-Psychic [Psyscape Pg 57]
Alignment: Anarchist (leaning towards aberrant)
XP Level: 3
XP Points: 4,201
Next Level @ XP: 8,401
Sentiments/Humans: Full of potential and amusing a lot of the time, but short sighted. Cyros has known a few good men, many evil ones, and more who fall somewhere between.
Sentiments/Non-Humans: Varies depending on how freaky-looking. Cyros tolerates ‘handsome’ looking Non-humans with ease and even freaky-looking ones conditionally (and can become fast-friends with them).
Sentiments/NGR: Bitter and resentful Cyros lived the experience when the NGR turned its back on a big chunk of its hard working citizens in 40 PA. Left them out in the cold to freeze and die or be eaten. Cyros had served for nearly 10 years in the NGR’s own military when he was put out at the border like a sack of trash.
Disposition: Cyros has developed a very cheerful Devil-may-care attitude and is a gambler at heart, although he has a mean-streak that surfaces on occasion. He feels that hardening himself into a paranoid security freak would be … a moral loss, not just a morale loss. Besides, you've got to be in it to win it.
Insanity: None

ATTRIBUTES
I.Q.: 14
M.E.: 22
M.A.: 7
P.S.: 14
P.P.: 19
P.E.: 16
P.B.: 14
Speed: 12

PHYSICAL DATA
P.P.E.: 65
I.S.P.: 96
H.P.: 30
S.D.C.: 38
Age: 135
Sex: Male
Height: 6’4”
Weight: 185lbs
Description: Cyros is whip-thin and lanky with black hair and green eyes. For an elf he’s slightly below-average looking, but he’s pretty good looking for a human as he has been 'carrying' for a few decades (he had his ears surgically altered about 40 years ago to help facilitate coming and going in the NGR, though he is considering ‘letting them back out’).

Racial Abilities
Nightvision: 100ft
+1 APM with a Bow

Natural Abilities
Perception Bonus: +1
Max. Encumbrance: 55lbs
Max. Carrying Weight: 140lbs
Max. Lifting Weight: 280lbs
Max. Jumping Ability: Up to 7ft Long, and 3.5ft High

Special Abilities
● Closed to the Supernatural, a Nega-Psychic cannot sense or feel supernatural Evil, the magic or presence of Supernatural beings, and vice versa. Naturally does not register for See Aura, Sense Magic, Detect Psionics, Clairvoyance, Remote Viewing or other ‘sensing’ powers (psionic or magical in nature).
● PPE Sensitive Beings cannot detect the Nega-Psychic
● Closed to psychic communications (Empathy/Telepathy/Etc.) unless he concentrates to open himself …
● Disrupt Magic — Negates 3 PPE for every 1 PPE expended against magical casting (ritual or spell). If the Nega-Psychic is able to bring the level of PPE down below the minimum needed to cast the spell, the PPE is expended without effect. ** 15ft + 5ft/L [30ft] **
● Enhanced Healing — Nega-Psychic heals twice as fast as normal.
● Impervious to ALL forms of Possession
● Impervious to ALL Mind Bleeder powers.
● Impervious to Psychosomatic Disease
● Impervious to Magic Potions (even beneficial ones)
● Impervious to Magic Illnesses
● Impervious to Magic Curses

Psionics
Master Psionic
Exorcism [Special, 10 ISP ]
Suppress Fear [Self (or up to 2 by Touch), 1min/L, 8 ISP]
Deaden Senses [160 ft, -1 Save, 2d6 Min, 4 ISP]
Summon Inner Strength [10 Min/L, +10 SDC, +2 vs Poisons/Toxins +5% v Coma, 4 ISP]
Group Mind Block [120ft Radius, 10min/Lvl, 22 ISP]
Ectoplasmic Disguise [10 Min/Lvl, 66+3/L (75% Specific Individual) , 12 ISP]
Resist Magic [5 Min/Lvl, +3 Save v Magic, 1/2 Damage-Effect-Duration of all Magic Affecting the psychic, 15 ISP [Rifter 25, Pg 76]]

Racial Bonus Skills
Language: Dragonese/Elven 98%
Literacy: Dragonese/Elven 98%
Math: Basic 95%

O.C.C. Skills
Language: Euro [89%]
Language: Demongogian [89%]
Literacy: Euro [60%]
Math: Advanced [75%]
Lore: Demons & Monsters [55%]
Lore: Magic [50/40/35 %]
Wilderness Survival [57%]
Land Navigation [60%]
Computer Operation [70%]
Salvage [65%]
WP: Energy Rifle
WP: Heavy MD Weapons

O.C.C. Related Skills
H2H: Expert
Pilot RPA [75%]
Robot Combat Elite: Triax [2-digit Series]
Robot Combat Elite: Triax [3-digit Series]
Intelligence [44%]
Detect Ambush [45%]
Disguise [40%]
[L3] Boxing

Secondary Skills
WP Energy Pistol
WP Blunt
Swimming 50+5/L [65%]
Prowl 25+5/L [40%]
[L3] Forced March
[L3] Radio: Basic [50%]

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: 1
Strike Bonus: 4
Parry Bonus: 8
Dodge Bonus: 9
HTH Damage Bonus: N/A
Bonus to Roll w/Punch: 4
Bonus to Pull a Punch: 5
Bonus to Disarm: 3
Other:
Knockout on Automatic 20
Karate Punch/Strike [2d4]
Kick Attack [1D8]

Robot Combat Data: Triax 2-Digit Series (Terrain Hopper/Predator/Etc.)
Number of Attacks: 7
Initiative Bonus: 2
Melee Strike Bonus: 7
Ranged Strike Bonus: 2
Parry Bonus: 10
Dodge Bonus: 11
Bonus to Roll w/Punch: 7
Bonus to Pull a Punch: 7
Bonus to Disarm: 6
Other:

Robot/PA Combat Basic [When Applicable]
Number of Attacks: H2H +1
Initiative Bonus:
Melee Strike Bonus: H2H +1
Ranged Strike Bonus:
Parry Bonus: H2H +1
Dodge Bonus: H2H +1
Bonus to Roll w/Punch: H2H +1
Bonus to Pull a Punch:
Bonus to Disarm:
Other:


Weapon Proficiencies
WP Energy Rifle [+1 Strike]
WP Energy Pistol [+2 Strike]
WP Blunt [+1 Strike, +1 Parry]
WP Heavy MD Weapons [+1 Strike]
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


Saving Throw Bonuses
Vs HF: +2
Vs Psionics (Master Psionic only requires a 10): +4
Vs Insanity (12+): +5
Vs Mind Control: +2
Vs Poison/Disease: +3
Vs Magic Spells & Rituals: +2
Vs Magic Illusions: +3
Last edited by Cyros on Sun Mar 02, 2014 8:06 am, edited 5 times in total.
Cyros
 

Re: Cyros [Eurasia Character] -- In Progress

Postby Cyros » Sun Jul 07, 2013 9:22 pm

Equipment

Worn on Person
Blue-Green 20 Laser Rifle (Rifts Underseas, pg. 100, a special laser rifle capable of firing underwater.)
    Damage: 3d6 MD damage
    Range: 2000 ft.
    Payload: 20 shots
    E-Clips: 4

TC-R5 Gargoyle Stopper Robot Vehicle
M.D.C. by Location:
    Shoulder Guards (2) — 132 each
    * Rear Sensor Array (1, middle rear) — 96
    * Hands (2) — 24 each
    Arms — (2) — 120 each
    Legs (2) — 180 each
    Feet (2) — 72 each
    * Chest Headlight (1) — 2
    * Chest Viewport (1) — 12
    * Head Searchlight (1; face) — 5
    * Head Ion Blaster (1, right side) — 18
    * Chin Laser (1, lower right) — 12
    * Forearm Rail Gun (1; left) — 60
    Mini-Missile Launcher (1; back) — 150
    Med. Range Missile Launcher (1; back) — 120
    Mega-Rifle (1; hand-held) — 180
    Reinforced Pilot's Compartment — 60
    ** Main Body — 336
Speed -- Running: 60 mph (96 km) maximum. The hot can also travel underwater by walking on the river bed and has a number of maneuvering jets for additional underwater maneuvers and to rise to the surface. Maximum speed underwater is 25 mph (40 km) maximum depth is 1000 feet (305m).
Physical Strength: Equal to a P.S. 40
Height: 22 feet (6.6 m).
Weight: 11 tons
1. Medium-Range Missile Launcher (1): The launcher positioned behind the right shoulder. -- Payload 6
    Rate of Fire: One at a time or in volleys of 2, 3 or 4.
2. Mini-Missile Launcher (1): The launcher positioned behind the left shoulder -- Payload 45
    Rate of Fire: One at a time or in volleys of 2 or 3.
3. Head Weapons (2; ion & laser):
    The head is a multi-purpose system with a huge searchlight covering the face, video camera and sound recording devices on the left side of the head, a laser on the right side of the chin and an ion blaster on the side of the head where an ear might be. The chin laser can move side to side and up or downby 45 degrees. The ion gun is fixed forward and shoots in whatever direction the head is turned.
    Mega-Damage: Laser: 2D6 M.D., ion blaster 4D6 M.D., or 6D6 M.D., from a simultaneous double blast from both weapons at the same target.
    Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot (typically 6-8).
    Maximum Effective Range: Laser: 1,200 feet [[2,400ft on EU]] , ion blaster: 500 feet [[1,000ft on EU]].
    Payload: Effectively unlimited.
4. Forearm Rail Gun (1): The left arm has a triple-barrel rail gun and ammo drum; just point and fire.
    Mega-Damage: A burst is 30 rounds and inflicts 6D6 M.D.; one round does 1D4 M.D.
    Maximum Effective Range: 4000 feet (1200 m) [[8,000ft on EU]]
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 6-8). One short 30 round burst counts as one melee attack.
    Payload: 3000 round drum providing 100 bursts.
5. Concealed Shoulder Grenade Launchers (2): Under the shoulder guard on each arm is a grenade launcher. The pilot need only to raise the arm slightly and fire; fixed forward.
    Mega-Damage: Typically fragmentation (3D6 M.D. with a 30 ft/9 m blast radius) or plasma (5D6 M.D. with a 12 ft/3.6 m blast radius), but any type can be used.
    Rate of Fire: One at a time or volley of 2, 3 or five.
    Maximum Effective Range: 300 feet (91 m) [[600ft on EU]]
    Payload: Total 20; ten in launcher.
6. A Giant-Sized Energy Rifle: known as the "Mega-Rifle" fires powerful, long-range laser blasts. Other hand-held weapons can be substituted.
    Mega-Damage: 3D6 M.D. per individual blast, 6D6 M.D. per simultaneous double pulse blast.
    Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot (typically 6-8).
    Maximum Effective Range: 8000 feet (2438 m) [[16,000ft on EU]]
    Payload: 40 total. The E-clip holds 20 charges, plus the weapon has an independent energy source that has another 20 charges and recharges at a rate of five per hour.
7. SENSORS OF NOTE:
    A. Long-Range Radar: Can identify up to 100 flying targets and simultaneously track 72 at a range of 100 miles (160 km). -
    B. Enhanced Aerial Targeting: Tied to radar and combat computer:
    + 4 to strike with missiles and the mega-rifle, +2 at close range.
    C. Other: Full multi-O'ptics, long- and short-range radio and video recording, broadcasting-and communications, a distress homing beacon, and all standard robot features the same as Triax or Mindwerks.

Black T-41 Riot Suit (worn inside PA)
Image
M.D.C. by Location:
• Helmet: 30
• Arms: 20 each
• Legs: 40 each
• Main Body: 50
Modifiers: none


Mystic Kuznya Claw Wand of Iron
Image
• Damage: 4d6 MD
• Features: 3'8" long, Indestructible, can grasp and hold entities, ghosts, and energy beings on a successful strike as if corporeal.


TX-20 "Short" Laser Pistol
Image
• Range: 800’
• Damage: 2D6 M.D.
• Rate of Fire: Single shot only
• Payload: 20 shots/short E-clip


Longsleeve T-Shirt (Grey)
Cargo Pants (Black)
Insulated Work-Boots
Battle Jacket (Black)

Utility Belt
Tinted Sunglasses
Language Translator
Vibro Knife [1d6MD,1lb]

Backpack
Silver Cross
[6] Wooden Stake (10”)
Canteen
Binoculars
[4] Small Sack
[3] Cargo Pants (Black)
[4] Longsleeve T-Shirts (Grey/Green/White)
[2] Protein Healing Salve

Back at HQ:
T-21 Terrain Hopper
Image

M.D.C. by Location
☞ Rear Jet Pack - 50
☞ Chest Light - 2
☞ Helmet - 60
☞ Main Body - 170
Statistical Data
☞ Running: 40 mph
☞ Leaping: 15' by 15' or 200' by 200' with thrusters
☞ Flying: 100 mph, altitude is 200'
☞ Power Jumping: 170 mph
☞ Height: 7'
☞ Width: 3'
☞ Length: 2'6"
☞ Weight: 100 lbs.
☞ Augmented P.S.: 20
☞ Power System: Nuclear - 10 years
☞ Color: Dark gray
Sensors, Optics, & Equipment
☞ Radar - Range: 30 miles, can track 48 targets
☞ Telescopic Sight - Range: 6,000', 2x to 20x magnification
☞ Passive Night Sight - Range: 6,000'
☞ Thermal Imaging - Range: 6,000'
☞ Infrared - Range: 6,000'
☞ Ultraviolet - Range: 6,000'
☞ Polarized Light Filters - Reduce glare
☞ Internal Language Translator - 98.7% accurate (see page 48 Triax & NGR for language list)
☞ External Audio Pick-up - Range: 300'
☞ Loudspeaker - Range: 4,000'
☞ Internal Oxygen Supply - 12 hours
Integral Weapon Systems: None
Modifiers: +4 to flying/leaping dodge,+2 to dodge, +1 to parry, +1 to ranged strikes



Non-Secure Universal Card: 800 credits
Non-Secure Black Card: 500 credits
Last edited by Cyros on Sun Mar 02, 2014 8:32 am, edited 4 times in total.
Cyros
 

Re: Cyros [Eurasia Character] -- In Progress

Postby Cyros » Sun Jul 07, 2013 9:23 pm

Cyros was born in the NGR in a little town near Dresden (Pop. ~200) situated within the borders of the NGR that had a dozen or so elves, his mother is a Line Walker, his father was a Mystic. Cyros’ psychic powers developed, in his teens making his parents somewhat uncomfortable (he was regarded as unlucky and a bit of a freak). When his powers first started triggering in his teens spells around him would randomly fail (once while his father was flying), but eventually they sorted things out and their family found an equlibrium with his black-sheepish powers. Cyros’ mother was widely loved for her help of any in need (the Sustain spell can keep a lot of people alive through a long winter when bandits demand the lion’s share of a harvest as tribute).

In his 40's, Cyros joined the NGR military with some of the young men from Dresden and his gifts were used to foul up enemy magic users. Cyros was a (relatively) good soldier for over a decade, he learned to pilot Robots and Power Armor, loving their ability to equalize the typical disparities in physical capabilities that demons and their ilk (Gargoyles/Brodkil/Thornheads) have over most mortals. Then. in 38 P.A, the Gargoyles’ campaign of retribution erupted and the Monster-empire seized the territories of Poland and Austria sending millions of refugees fleeing to the safety of the NGR. The human citizens of the tech-nation decided to turn the D-bees fleeing the Gargoyle and Brodkil slaughter out into the cold. When D-bee citizens of the NGR such as Cyros’ parents objected, they were stripped of their citizenship and put-out of the nation with just the clothes on their backs. To say that Cyros took this badly would be an understatement, and then-Sergeant Beltyn (Cyros) Dawntreader was demoted, discharged, and deported.

Cast out like garbage, his family decided to make for Freiburg in the Black Forest. Cyros’ father and sister did not survive that journey. Cyros partnered up with a couple bounty hunters (Stanzya and Gerchan) and they began contracting their services with the Verbrecher-Geschaeftsnetz (VGN). With Cyros’ ability to play magical-gremlin and/or Psychic blind-spot, the trio wrought havoc on magic users and psychics who ended up with prices on their heads. For nearly 20 years Cyros collected bounties, and did occasional side jobs for the VGN, including some old friends in Munich from his army days (Axel Krauss is actually the grandson of an old friend, Albrecht Krauss [RIP]). They ran folks to ground all around the NGR, across Europe, and into Russia. He bought into an X-500 Forager Robot (1/3 share) and into a pair of DV-12 Dynabots, and the team’s assets continued to grow. Then things went South, way south (~1000km).

The trio paid for some bad information that led them down to the Mediterranean (first Italy then old-Greece) chasing down a group who had lifted a shipment of Triax Jaegers that the VGN had already … obtained … and sold. Cy speculates it could have been worse ... they could have chased those things to Africa. Nevertheless, Stanzya didn’t make it; Gerchan lost an arm and a lung and went into retirement in Munich once they dropped the shipment (well 3/4 of it). The trio's robot vehicles and other expensive toys had been lost to a series of successive missile volleys. Cyros paired with a daydreaming dream Yankee-Techno-Wizard named Horace from across the pond (or through a Rift) for a couple of trips into the Monster Zone and met a Kuznya named Ivan (that guy was alright and gave Cyros a magic mace-thingy that he likes quite a bit). Eventually though he was alone once more, and adrift from his regular group of associates, Cyros became a free agent floating around the VGN year, then as a casino croupier (the VGN liked having someone who could make sure the games weren't being rigged), security, then a secured courier. Last year he was tapped to be on a VGN team headed for the Black Forest to drive out a cult of necromancers who were raising an army of undead Gargoyles and had taken a large group of sacrificial lambs for the ceremony. The Nega-Psychic sent the vast majority of the cut he received on the job home to his family, and left some extra on the table for the families of those who died (their loved ones won't be sending anything on future jobs and Cyros is feeling comparatively lucky).

He's not ready to settle down in one place longterm, but Cyros returns to Munich after his last trip pretty much happy to have his skin intact. He's just picked up a new Hopper PA (that'll need some customization). He pretty much expects to look up a few old friends, have some cold drinks, maybe bum a job and a rifle for heavier distance work.
Last edited by Cyros on Wed Jul 17, 2013 9:01 am, edited 1 time in total.
Cyros
 


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