Az' Rael (Sunaj Shadow Assassin) [Leader]

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Az' Rael (Sunaj Shadow Assassin) [Leader]

Postby Az Rael » Tue Nov 06, 2018 7:42 pm

by RTPlayer Name: Jim Mohan (Jack McDermott)
G-Mail: jwmohan78@gmail.com or jmohan@mail.usf.edu

Character Name: Az' Rael
Alias: Alexandros Drakos (Public name)
Race: True Atlantean
O.C.C.:Sunaj Shadow Assassin
Alignment: Aberrant
XP Level: 4
XP Points:16,526 (Updated 6/11/2019 by RT)/
Next Level @ XP: 21,201
Sentiments/Non-Humans: His hatred of the Spluggorth and their minions is only dwarfed by his hatred toward the weak minded sheep who pose as True Atlanteans.
Disposition: Alexandros is soft spoken, not outwardly excitable unless the subject turns to one of his more passionate topics then he can become almost possessed by his convictions.
Insanity: None

ATTRIBUTES
I.Q.: 16
M.E.: 31
M.A.: 20
P.S.: 19
P.P.: 20
P.E.: 16
P.B.: 15
Speed: 28

PHYSICAL DATA
P.P.E.: 109
I.S.P.: 47
H.P.: 34
S.D.C.: 82
Age: 23
Sex: Male
Height: 6' 2"
Weight: 220
Description: A short muscular man compared to his brethren. His features are somewhat dark and mysterious.

Racial Abilities
Tattoos of Heritage
Tattoo Name (PPE required to use)
  • Flaming Sword (10)
    • PPE to Activate:10
    • Duration 60 min
    • Notes:Creates a magical sword that inflicts equivalent M.D.C of a standard sword
  • Staked Heart (15)
    • PPE to Activate:15
    • Duration 4hrs
    • Notes:Provides protection from Vampires. See p. 163
  • Explosion (20/40)
    • PPE to Activate:20/40
    • Duration Instant
    • Notes:Blows the user to bits! See p. 173.
  • Black Sun (40)
    • PPE to Activate:40
    • Duration 20 min
    • Notes:Give the user limited powers over darkness. See SoA p. 158

Natural Abilities
Perception Bonus: 52%
Perception mods
  • +15% in darkness or while in a shadow
  • +5% When dealing with Vampires or the Undead
  • +5% when pertaining to ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12
Max. Encumbrance: 220
Max. Carrying Weight: 380
Max. Lifting Weight: 760
Max. Jumping Ability: 14.25 ft / 15 ft

Special Racial Abilities
Healing Abilities (special)
Ley Line Phasing (special)
Impervious to Shape-Changing/Metamorphosis (special)
P.P.E Recovery (special) 10 points per hr of rest or sleep.15 P.P.E per hour of meditation
Recognize Vampires by appearance (special) 30% (+10%)
Sense the Presence of Vampire and Vampire Intelligences (Special)
Sence Rifts and Ley Lines (special)
Operate Dimensional Pyramids 40% (+5%)
Modifiers to Special Abilities
  • Recognize Vampires
    • +10% to recognize secondary Vampires
    • +30% to recognize Wild Vampires
    • -30% to recognize Master Vampire


Psionics
Minor
  • Mind Block (4)
    Duration: 40 min, Range: Self Adds +1 to save vs all psychic and mental attacks
  • Intuitive Combat (10)
    Duration: 8 melee rounds, Rnage: Self
  • IC Bonuses
    • +3 initiative
    • +1 to strike
    • +1 to parry
    • +4 to dodge
    • +4 to pull punch
    • +2 to roll with punch, fall or impact
    • +2 to disarm
    • Can not be caught by surprise.

Spell Knowledge
Shadow Magic
Spell Strength: 13
  • Animate Shadows (6)
    • Range: 140ft
    • Duration: 20 min
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 6
    • Notes: Limitation:Can animate one shadow per spell Casting. Bonus on Saving throw when combined with Give Shadows Sound. See SoA p.95
  • Shadow Mask (4)
    • Range: Self only or one other by touch.
    • Duration: 40 min
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 4
    • Notes: Creates a shadowy haze over a person's face
  • Shadow Cast (6)
    • Range: 8 objects
    • Duration: 8 min
    • Damage: N/A
    • Saving throw: None
    • PPE: 6
    • Notes: Creates a shadow over a small area about the size of an 8ft table.
  • Shadow Walk (6)
    • Range: Self or Self and one other by touch.
    • Duration: 16 min
    • Damage: N/A
    • Saving throw: None
    • PPE: 6
    • Notes: Can be used to walk up walls. Spell masks foot print and foot print heat signature. See SoA p. 96
  • Shadow Bolt (6)
    • Range: 200 ft
    • Duration: Instant
    • Damage: 6d4 M.D.
    • Saving throw: Victim is -5 to dodge when cast in darkness
    • PPE: 6
    • Notes: Add +2d4 M.D. when cast at a ley line. Add +4d4 M.D. when cast at a ley line nexus.
  • Shadow Defense (10)
    • Range: Self. The mage must be casting a shadow to use this magic
    • Duration: 8 melee rounds
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 10
    • Notes: When active the spell caster's shadow actively acts to Parry attacks from directions the spell caster is not directly facing.
  • Shadow Strike (6)
    • Range: Self. The mage must be casting a shadow to use this magic.
    • Duration: 8 melee rounds
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 6
    • Notes: It effectively adds one strike per melee. The shadow strikes once per melee with the same strength as the mage [ist]
  • Shadow Skin (8)
    • Range: Self or self and one other by touch
    • Duration: 40 min or until destroyed
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 8
    • Notes: Provides an 18 M.D.C. Armor. Covers the user in a black skin tight rubber like armor from head to toe. Adds +10% to Prowl.
  • Shade Armor (10)
    • Range: Self, or two others by touch, or cast upon one other up to 100 ft. Line of site required.
    • Duration: 4 min
    • Damage: N/A
    • Saving throw: None
    • PPE: 10
    • Notes: Shade armor is weightless, noiseless and offers magical protection of 36 M.D.C. Also offers +5% to Prowl
  • Ride the Night Wind (12)
    • Range: Self only, or Self and one other by touch.
    • Duration: 60 min
    • Damage: N/A
    • Saving throw: None
    • PPE: 12
    • Notes: Allows user to levitate, hover or fly in the darkness
  • Whispering Shadows (8)
    • Range: 900 ft
    • Duration: 4 min
    • Damage: N/A
    • Saving throw: None
    • PPE: 8
    • Notes: Allows spell caster to speak into a shadow and send his voice as a whisper to all shadows within range. See SoA p. 100
  • Shadow Meld (10)
    • Range: Self
    • Duration: 8 min
    • Damage: None
    • Saving throw: None
    • PPE: 10
    • Notes: Allows user to step into a shadow and become totally invisible
  • Shadow Puppet (24)
    • Range: Self Only
    • Duration: 8 Melee Rounds
    • Damage: None
    • Saving throw: None
    • PPE: 24
    • Notes: Creates a double of the spell caster. Mimics spell casters actions. See SoA p. 104
  • Shadow Stalker (40)
    • Range: Self Only
    • Duration: 60 min
    • Damage: None
    • Saving throw: -1 to save
    • PPE:40
    • Notes:Allows the spellcaster to ride in someone's shadow unnoticed. See SoA P. 107
  • Shadesword (22)
    • Range: Self Only
    • Duration: 8 min
    • Damage: 4d6 MD
    • Saving throw: standard
    • PPE:22
    • Notes:Allows the spellcaster to conjure a bladed weapon of pure darkness. See SoA P. 105

O.C.C. Skills
Language: Greek (Ancient Dialect) 104% (+1%)
Language: Dragonese/Elven 104% (+1%)
Language: Trade Four 104% (+1%)
Language: Whisper (SoA, p. 88)70% (+2%)
Language: Demogogian 74% (+3%)
Language: Faerie Speak 74% (+3%)
Literacy: Greek (Ancient Dialect) 104% (+1%)
Literacy: Trade Four 112% (+3%)
Literacy: Dragonese/Elven 112% (+3%)
Lore: Demons & Monsters 67% (+5%)
Lore: Dimensions 52% (+5%) (R.C.C Skill)
Lore: Magic
--General Knowledge: 62% (+5%)
--Recog. Magic Circles, Runes, etc: 52% (+5%)
--Recognize Enchantment 42% (+4%)

Locksmith 77% (+5%)
Basic Electronics 57% (+5%)
Mathematics: Basic 107% (+5%)
Disguise 57% (+5%)
Intelligence 65% (+4%)
Land Navigation 64% (+4%)
Prowl 62% (+5%)
Surveillance 62% (+5%)
Meditation 90% (+2%) (R.C.C Skill)
Tracking: People 57% (+5%)
HTH Commando (lvl 6)
W.P. Energy Pistol +2 to strike
W.P. Energy Rifles +2 to strike
W.P. Staff - +2 to strike +1 to parry
W.P. Knife - +2 to strike +2 to parry +2 to strike when thrown
W.P. Sword - +2 to strike +2 to parry +1 to strike when thrown
W.P. Paired Weapons (see RUE p. 327)

O.C.C. Related Skills
Demolitions 79% (+3%)
Impersonation 63%/43% (+4%)
Undercover Ops 67% (+5%)
Detect Ambush 67% (+5%)
Forgery 47% (+5%) lvl 2
Computer Operation 77% (+5%)
Research 77% (+5%)
Electronic Countermeasures 60% (+5%)
Cryptography 65% (+5%) lvl 6

Secondary Skills
First Aid 67% (+5%)
Pilot: Hover Craft (Ground) 72% (+5%)
Horsemanship: General 59%/39% (+4%)
Climbing/Rappelling 62/52% (+5%)
Radio: Basic 67% (+5%) lvl 2
Sensory Equipment 42% (+5%) lvl 2


Combat Data
HTH Type: Commando (lvl 6)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Initiative Bonus: +6
Strike Bonus: +7 (+2 attack when in shadow or darkness)
Parry Bonus: +8 (+2 attack when in shadow or darkness)
Dodge Bonus: +8 (+2 attack when in shadow or darkness)
Entangle: +2
HTH Damage Bonus: +4
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +5
Bonus to Disarm: +1
Bonus to Automatic Body Flip: +2
Bonus to Automatic Dodge: +3
Other:

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. Energy Pistol +2 to strike
W.P. Energy Rifles +2 to strike
W.P. Staff - +2 to strike +1 to parry
W.P. Knife - +2 to strike +2 to parry +2 to strike when thrown
W.P. Sword - +2 to strike +2 to parry +1 to strike when thrown
W.P. Paired Weapons (see RUE p. 327)

Saving Throw Bonuses
Coma/Death:
Magic (varies): +2
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +8
Psionics (varies): +8
Mind Control via psionics or drugs: +1
Horror Factor (varies): +9
Last edited by Az Rael on Thu Jun 13, 2019 9:56 am, edited 64 times in total.
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Az Rael
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Posts: 113
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (True Atlantean, Sunaj Shadow Assassin) PW

Postby Az Rael » Tue Nov 06, 2018 7:44 pm

Equipment

Carried/In Hand
HI-80 Combat Laser Rifle From GR TWS stock

Worn on Person
NE-BA-26 Special Body Armor
NE-CS1 Cermalyte Black Nightsuit
NE-Rv01 Ripper Vibro-Knife
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Utility Belt
Backpack
Black Hooded Cloak
Sunglasses
black leather gloves
Black boots

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Attachment: Additional E-clip for Plasma Sword
• Attachment: Plasma Sword
• Attachment: Short E-Clips From GR TWS stock
• Attachment: Short E-Clips From GR TWS stock
• Attachment: Short E-Clips From GR TWS stock
• Attachment: Short E-Clips From GR TWS stock
• Attachment: Short E-Clips From GR TWS stock
• Attachment: Short E-Clips From GR TWS stock
• Attachment: Smoke Grenades From GR TWS stock
• Attachment: Smoke Grenades From GR TWS stock
• Attachment: Stun/Flash Grenades From GR TWS stock
• Attachment: Stun/Flash Grenades From GR TWS stock


Utility Belt
• Attachment: Canteen
• Attachment: Generic Ion Pulse Pistol
• Attachment: FSE-clip
• Attachment: FSE-clip
• Attachment: Secure Universal Card

Backpack
• Space: Digital computer with Camera
• Space: Sleeping bag (Attach to bottom outside)
• Space: tinted goggles
• Space: air filter
• Space: Radio
• Space: 100 ft or rope attached to outside
• Space: 2 pair of handcuffs
• Space: pocket tool kit
• Space: small sack 1
• Space:

Satchel
• Space: pocket mirror
• Space: two pens
• Space: notebook
• Space:

Small Sack 1 - Disguise Kit
• Space: Wig
• Space: prosthetics
• Space: application
• Space: makeup

Small Sack 2
• Space:
• Space:
• Space:
• Space:

Large Duffel Bag - in private room at GR headquarters on center
• Space: Sunaj Environmental Body Armor
• Space: Sunaj Helmet (custom)

Locked Trunk
• Space:
• Space:
• Space:
• Space:
• Space: Gold

Credits/Valuables:
Secure Universal Card: 7,000 credits
Gold: 6,000




Gear Stats

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 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.


Plasma Sword
  • Weight: 3 pounds
  • Range: Close combat or 100'
  • Damage: Sword 2d6 M.D., Plasma Blast 4d6 M.D.
  • Rate Fire: Per action
  • Payload: 60 min or 6 blasts


NE-Rv01 Ripper Vibro-Knife
  • (DB8, p. 24)
  • Damage: 2d4 M.D.
  • Weight: 1 lb


Generic Ion Pulse Pistol
  • Generic knock off of the Tx-24(GMG, p 167)
  • Takes FSE-clips or E-clips
  • Weight: 4 pounds
  • Damage: 2d4 M.D. single shot or 4d6 3-shot burst
  • Rate of Fire: Single shot or 3-shot bursts only
  • Range: 550 ft
  • Payload: 30 shots/FSE-clip or 10 shots/E-clip
Image


HI-80 Combat Laser Rifle - Borrowed from GR
Weight: 7 lbs
Damage: 4D6+6 M.D. (Single shot), 2D4x10+10 M.D. (3-Rd Pulse)
Range: 2,000 feet
Payload: 30 shots/clip


NE-BA-26 Special Body Armor-Borrowed from GR
note: borrowed from group gear GR
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • Modular Features & Upgrades Packages
  • Basic Weapons Package
    • Retractable Energy Blade (Right Forearm)
      • Damage: 3D6 M.D.
    • Garrote Strangle Cord (Left Wrist)
      • Damage: 4D6 S.D.C. (+P.S. Damage Bonus)
    • Plasma Flame Thrower
      • Range: 200' (20' AoE)
      • Damage: 5D6 M.D.
      • Payload: 15 Shots per E-Clip
    • Utility Laser Finger
      • Range: 1,000'
      • Damage: 2D6 M.D.
      • Payload: 20 shots. (Standard E-Clip)
  • Built-In N-F20A Force Field
    • M.D.C.: 75
    • Voice Activated
  • Laser Distancer & Targeting
    • +1 to Strike with Hand Held Ranged Weapons
    • Range 2,000'
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
    • Light Polarization
  • Mini-Radar/Sonar System
    • Can track up to 12 targets
    • Range: 2 miles
  • Advanced Communication Package
    • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
    • Range: 30 miles
  • Psionic Electromagnetic Dampers
    • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
Book Reference: p.37-39, DB8



NE-CS1 Cermalyte Black Nightsuit
  • (DB8, p 36)
  • Description: Sleek black snug-fitting body suit made from patented, lightweight, Mega-Damage fabric that NE call Cermalyte.
  • Weight: 4 pounds
  • Mobility: Excellent; no penalties on physical skills or movement
  • Color: Standard black, non-reflective
  • Bonuses: +5% bonus to Prowl
  • M.D.C. by Location:
    • Head: 14
    • Arms: 14 each
    • Legs: 14 each
    • Mainbody: 28
Image


Sunaj Environmental Body Armor
  • With Optional helmet camera (SoA, p. 85)
  • Class: Sa-14 Sunaj Assassin Combat Body Armor
  • Size: Roughly human
  • Weight: 16 pounds
  • Mobility: Good, -5% to Climb, -10% tp Prowl, Swim and perform acrobatics
  • M.D.C. by Location:
    • Head/Helmet - 90
    • Arms - 60 each
    • Legs - 80 each
    • Main Body - 120
  • Features:
    • Complete environmental battle armor suitable for use in all hostile envoronments including space and underwater. Maximum depth tolerance 600ft
    • Computer controlled life support
    • Computer controlled, independent oxygen supply and purge system. Auto engages. 8 hr supply. Up to 10 days with filtration system
    • Internal, voice actuated support computer and database.
    • Internal cooling and temperature Control
    • Artificial air circulation systems, gas filtration, humidifier
    • Insulated, resistant up to 300 degrees centigrade
    • Radiation Shielded
    • Modular connectors for jet pack or other gear
    • Ammo and supply waste belt
  • Helmet features:
    • Tinted, polarized, eye panel. (auto adjust by light source)
    • Directional, Short-range radio (20 miles)
    • Built-in loudspeaker (80 deibels)
    • built-in Language Translator
    • Multi-Optics, passive nightvision, active infrared and ultraviolet optics, laser targeting, telescoping (1 mile) and macro (20x mag)
    • HUD
    • Vital Signs monitor and Display
    • Concealed Helmet Camera
  • Custom helmet design
    IMG_1803.JPG
    IMG_1803.JPG (46.54 KiB) Viewed 958 times
Last edited by Az Rael on Sat May 25, 2019 4:19 am, edited 15 times in total.
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Re: Az' Rael (True Atlantean, Sunaj Shadow Assassin) PW

Postby Az Rael » Tue Nov 06, 2018 7:47 pm

Background Story

Nikoli Drakos was well know in his community as a teacher of the arts. He provided adults and children the opportunity to learn about the ancient beauty of the Aerihman clan. To most he was a kind hearted individual which was rare for the war like clan. What the community did not know was that in the background he was a high ranking handler for the Sunaj Aeries Cell.

Nikoli's orders came directly from Lord Aeries' wife herself. He was the intermediary for the clan direction and 6 individually tasked shadow assassins. None of the assassins Nikoli handled knew about any of the others accept one. One assassin he had grown particularly fond of. Rhea had grown close to his heart.

Rhea was Nikoli's top assassin. She handled the most sensitive targets and executed each mission quickly and emotionless. Her dedication to the cause was unwavering. Nikoli admired her strength and conviction and soon grew to love her and take her for his wife. As a husband and wife team they were able to operate effortlessly

In time Rhea and Nikoli had a child. They named the boy Alexandros (The defender of men). Alexandros was raised early on in the beliefs of the Aerihman and the Sunaj even though the clandestine actions of his parents were still kept secret from him. The spent many hours each day training him physically and mentally to prepare him for acceptance into order. Although they could not be the ones to bring him in they fully understood what the recruiters would be looking for and the nurtured it from a baby.

The day Alexandros was approached was the happiest day for both his parents. Nikoli was told the day before that his son would be inducted into the order and after Alexandros completed his training he would be assigned as one of his assets. Rhea and Nikoli celebrated the great news that their son would continue in the honor of restoring the strength and position of the Atlantean people.

After completing his training, Alexandros took the name "Az Rael" for his code name. When he learned that his father would be his handler many things form his childhood started to make sense. Finding out his mother would be his team leader was no surprise in the end either. She had allows presented a strength that exuded her desire for the Aerihman and all True-Atlanteans to once again rise to their proper position.

Az Rael's first assignment was to assist his mother in the capture and interrogation of a Splugorth competitor. The mission was two fold. First they were to identify who the individual was getting their information from to appease a Splugorth patron. The second part of the mission was to drain all the information about the splugorth that he had learned and supply that back up the channel for the higher ups to use and exploit.

During the mission something went sideways, Az Rael missed a secondary target in the room. This target ended up getting the drop on Az and during the struggle his mother was critically wounded. In a rage Az Rael ended up killing both of the targets before they could complete their interrogation. Rhea sent Az Rael to retrieve a talisman left in their transportation outside. As soon as he got 20 ft from the building it exploded. There is no proof but to this day he believes his mother completed the ultimate sacrifice and activated her explosion tattoo.

After Rhea's death Nikoli was never the same. Deep down Alexandros always felt his father blamed him for his mothers death. Hell he blamed himself. His hatred for the beasts that exploited his people and took their home grew from that moment without bounds. If they had not existed it would have never happened. The weak minded sheep who call themselves True Atlanteans were to blame as well. If they would just open their eyes all of this could be over. Maybe, just maybe he could prevent that type of heartache for generations to come.
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Az Rael
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Re: Az' Rael (Sunaj Shadow Assassin) [Leader]

Postby Az Rael » Tue Jun 11, 2019 12:59 pm

Sunaj Assassin/ Sunaj Shadow Assassin
1 0,000 - 2,600
2 2,601 -5,200
3 5,201 - 10,500
4 10,501 -21,200
5 21,201 -32,300
6 32,301 -47,400
7 47,401 -62,500
8 62,501 -88,000
9 88,001 - 112,000
10 112,001 - 163,000
11 163,001 -222,000
12 222,001 -295,000
13 295,001 -395,000
14 395,001 -495,000
15 495,001 -595,000
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic
BA-26 EBA armor M.D.C: 90 / 90

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Posts: 113
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (Sunaj Shadow Assassin) [Leader]

Postby Az Rael » Tue Jun 11, 2019 1:08 pm

Level Up - checklist

PPE - 2d4+2 = 10
+1 to spell strength
1 new shadow spell
update current skill percentages
Secondary skills?
perception +3%
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic
BA-26 EBA armor M.D.C: 90 / 90

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
User avatar
Az Rael
Group Leader
 
Posts: 113
Joined: Tue Nov 06, 2018 7:34 pm


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