Character Name: Alvidan of Aerihman Alias:Alvidan (As a Sunaj, other Sunaj call him Suladaed) Race:True Atlantean O.C.C.: Master Psionic Sunaj Assassin (Psi-Tech) Alignment:Aberrant (Evil) XP Level: 4 XP Points: 16,151 (updated 2/3/20 by RT) Next Level @ XP: 21,200 Sentiments/Non-Humans: We are Atlanteans, the eldest and greatest of mortal races. We are superior. Sentiments/Atlantis: Our homeland is our birthright, the scum there may be too strong for us to drive out now, but we will reclaim our home. We have time, we will find a way. Disposition: Does whatever it takes to get the job done. Methodical and creative, and very determined and persistent. Insanity: 1) Obsession with Fame; avoids notoriety and prefers to be anonymous. 2) Monophobia: Is afraid of being alone
PHYSICAL DATA P.P.E.: 135 I.S.P.: 113 M.D.C.: 91 Age: 24 Sex: Male Height: 6' 10" Weight: 289# Description: A large and fit human-looking man who moves gracefully. Dark hair, brown eyes, skin of light brown, and with a number to tattoos on his body (many are actually normal tattoos that are designed to look like magic tattoos, to keep people guessing about what he can really do).
Racial Abilities Life Span: Lives 10-15 times longer than a human Healing Abilities: Recover SDC and HP at a rate of 2d6+10 per 24 hours of normal rest, or 1d6 HP/SDC per hour of meditation along a ley line Ley Line Phasing: Functions like the Line Walker ability, requires 15 seconds, can not be used in battle Impervious to Shape-changing: Can not be transformed by any means, this also prevents helpful magic Operate Dimensional Pyramids: 40% (+5%) Recognize Vampires by Appearance: Base skill 40% (+10%) +30% on Wild Vampires, -30% on Master Vampires Sense Vampires: Can sense the presence of Vampire and Vampire Intelligences within 1000', but can not pinpoint location Sense Rifts and Ley Lines: Can sense a ley line up to 5 miles away, a nexus point up to 10 miles away, and an open rift up to 20 miles away and can tell if there is more than one of each within range, but can not pinpoint exact locations, though they do know approximate direction, near or far, and weak or powerful.
Special Abilities Magic Tattoos: Starts with 7 Tattoos and adds 1 additional power tattoo at levels 3, 7, 11, 15, and 19 Increased PPE from Magic Tattoos: may also draw PPE from ley lines up to 20 PPE per activation of a tattoo or 15 to empower a magic device Increased PPE Recovery: Recovers 20 PPE for every hour of rest, meditation, or sleep MDC creature with Supernatural Strength and Endurance Advanced Tattoo Training: May Activate tattoos by force of will, but takes 2 melee actions, or by touch taking 1 action. Psionics:
All Sunaj Assassins are Major or Master Psionics, Master Psionics sacrifice some of their Tattoo magic and some of their skills and bonuses to gain increases Psionic powers as from a Psychic Character Class, but do not gain any skills or bonuses (other than powers and ISP) from their PCC class. Psi-Techs get 3D4x10 I.S.P. plus the M.E. attribute number. Add an additional 10 I.S.P. per level of experience.
Telemechanics: constant ability that requires no expenditure of I.S.P., duration is doubled. skill expertise 88% (1%) Machine & Electrical Diagnosis: Range: Touch, Duration: Two minutes per level of experience, I.S.P. Cost: 6 Soup-Up Machines:
The Psi-Tech has a knack for getting the most out of a machine, including vehicles. They can increase the speed, fuel efficiency/range (when applicable), and M.D.C. of vehicles and bots by 10%, and the speed and performance of computers by 15%. They can even tweak weapon systems to increase the effective firing range by 10%, and can jury-rig parts together in an emergency three times faster than what's normal. They perform all mechanical and computer skills about two times faster than normal.
Mental link to Robots, Power Armor & Vehicles: +1 attack/action per melee round, +1 on initiative with the machine, +2 to pull punch of the machine, Run or fly 10% faster, Leap 10% higher and farther, +10% to piloting skill for that machine/special maneuvers.
Psionics Master Psionic: Psi-Tech Telemechanic Mental Operation: Range - 30' +5' (1.5 m), Duration: 2 melee rounds per level, I.S.P.: 12. Saving Throw: Special. Telemechanic Paralysis - Range: Touch or 40 feet, Duration: One minute per level, I.S.P.: 20, Saving Throw: Special Telemechanic Possession - Range: Touch or 10 feet per level, Duration: Two minutes per level, I.S.P.: 50, Saving Throw: Special. Machine Ghost - Range: Self; computer by touch, Duration: Three minutes per level of experience, I.S.P.: 12, Saving Throw: Not applicable Object Read - Range: Touch, Duration: Varies; usually about 2D6 minutes, I.S.P.: 6, Saving Throw: None Base Skill: Impressions: 60% (+2%), Images 52% (+2%), Present: 42% (+2%) Speed Reading - Range: Self, Duration: 3 minutes per level, I.S.P.: 2 Total Recall - Range: Self, Duration: Permanent, I.S.P.: 2 Presence Sense - Range: 120 foot/36 m area, Duration: 2 minutes per level, I.S.P.: 4, Saving Throw: None Sixth Sense
Range: 90 feet/27.4 m Duration: Until the danger passes or happens. I.S.P.: 2 Saving Throw: None Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee when the attack occurs. +6 on initiative roll +2 to parry +3 to dodge The character can not be surprised by a sneak attack from behind.
Night Vision - Range: Self, visual range about 600 feet, Duration: 20 minutes (+10 /L), I.S.P.: 4 Psionic Invisibility (Major) Range: Line of sight or 100 foot radius, Duration: One minute per level, I.S.P.: 10, Saving Throw: Potential victims are -2 to save; area effect. Remote Viewing - Range: Self, Duration: 2D6+6 second flash of insight or vision of current events, I.S.P.: 10, Saving Throw: Special Telekinetic Acceleration Attack (Gained Level 4) - Range: 50' (+10'/L), Duration: Instant, ISP 10 for 2d6*10 SDC, 20 for 3d6+4 MDC Bio-regeneration (Super) (Gained level 4) - Range: Self, Duration: Permanent, ISP: 40, 2 minutes of concentration restores 4d6 MDC Magic Tattoos Long Sword enveloped in Black Flames, with the hilt being a Silver Cross (Clan Aerihman mark) - P.P.E. to activate: 10, Duration: 15 minutes per level Heart Impaled by a wooden Stake - P.P.E. to activate: 15, Duration: One hour per level of experience or until cancelled (Resist Vampires) Flaming winged knife - Flaming Weapon (MD Damage) PPE to Activate: 10, Duration: 15 minutes per level of experience, Additional P.P.E. to activate the wing feature: 20 Duration: 15 minutes per level (4* throwing distance, returns) Skull Wrapped in Thorns - P.P.E. to activate: 40, Range: Touch and will penetrate M.D. body armor, but not robot vehicles or power armor, Bonuses: + 1 to strike and parry in addition to normal bonuses (Death Touch) Explosion
(Self Destruction) PPE: 20 (self) or 40 (self plus collateral damage) Duration: Permanent; Instant effect Range: Self or with a blast radius of 10 feet (half if in armor) Damage (Self): The body burns to ashes in a single action, if inside armor the armor is left filled with ashes and all electronics are burned to a crisp. If someone is touching the Sunaj, they may suffer 1d6 MDC. Area Effect: Everything in the radius suffers 4d6 MDC, The Body is vaporized. If the character is wearing armor, it blows apart taking 2d4*10 MDC and completely frying all electronics.
Closed Eye - PPE to Activate: 30, Duration: 10 Minutes per level of experience (Invisibility: Superior) Gold Key - PPE to Activate: 15, Duration: Instant (Escape) Heart with Large Wings (Level 3) P.P.E. to activate: 20n Duration: See text
Duration: 30 minutes per level of experience or until cancelled, effects of the magic continue even when the user is rendered unconscious or mind controlled, which means he will float 2D6 feet about the ground and float in the direction of the wind at a rate of about five miles (8 km) an hour. Bonuses: +3 to S.D.C. damage while flying
Monster (summoning): Psi-Hawk with Military Saddle (EP) P.P.E. to activate 80 (for creature) +5 (for saddle...counts as a second active tattoo when used)
Military Saddle: When activated, grants a +10% to appropriate Riding skill or a base skill of 50%
Psi-Hawk: Attributes: IQ 9 (high Animal), ME 17, MA 12, PS 31, PP 22, PE 22, PB 11, SPD 18 Ground/118 Flying Size: 9' tall, 25 foot wingspan, weighs 600 pounds MDC: 102 (on SDC worlds, 66 HP and 58 SDC with AR 13) Horror Factor: 14 PPE: 12 Natural Abilities: Flight, Nightvision 2000', see in infrared and thermal vision. Superior sense of small and can smell blood up to 4 miles away, Track by Scent at 65% (+15% if blood scent). Land Navigation 58%, Wilderness Survival 45%, Detect Ambush 55%, Psionic Powers, Supernaturral Strength & Endurance, bio-regenerates 1d6 MD (or SDC/HP) every 5 minutes. Fire Burst Aura: When this aura is active, anything touching or holding the Psi-hawk takes 3d6 MDC every action they attempt to touch or hold it, this can be sustained 1d4+1 minutes at a time. Death Blast: Should the creature be slain, all remaining psychic energy is released in a 5d6 explosion that damages everyone in a 10' radius Attacks per melee: 5 Damage: Beak does 2d4 MDC, normal claw strike 4d6 (6d6 if psi-claws are active), 1d6*10+6 MDC (2d4*10+10 with psi-claws) for a power dive/strike with talons (counts as 3 attacks, has a 60% chance of grabbing an opponent/prey and flying off with them at half normal speed - Comment Presumably carrying someone in the saddle would also be half normal speed) Bonuses (in addition to attribute bonuses): +2 initiative, Strike, Parry, and Dodge, +2 on all saving throws and is considered a master psionic Vulnerabilities: Hates water and us unable to activate psionics if drenched or covered in it, typically flees from large bodies of water (treats as HF 15) Psionics: ISP 85, See Aura (6), See the Invisible (4), Sense Magic (3), Pyrokinesis (Varies), Psi-claws - treat as a psi-sword enhancing the claws except damage is +2d6 (15), all abilities are treated as 5th level
O.C.C. Skills Boxing Disguise 65% (+5%) Intelligence 64% (+4%) Language & Literacy: Dragonese, American, Greek 98% Lore: Demons & Monsters 60% (+5%) Mathematics: Basic 90% (+5%) Prowl 55% (+5%) Tracking: People 65% (+5%) Hand to Hand: Assassin
O.C.C. Related Skills Field Armorer & Munitions Expert 70% (+5%)
Combat Data HTH Type: Assassin Number of Attacks: 6 Initiative Bonus: +3 Melee Strike Bonus: +5 Ranged Strike Bonus: +5 Parry Bonus: +4 Dodge Bonus: +4 HTH Damage Bonus: +9, +4 damage on all physical attacks Bonus to Roll w/Punch: +3 Bonus to Pull a Punch: +5 Bonus to Disarm: +1 Other: 4d6 sdc restrained punch, 2d6 MDC normal punch, 4d6 MDC Power punch (counts as 2 attacks), WP Paired Weapons, Karate Punch 2d4 sdc, Karate Kick 2d6 sdc
Robot Combat Data: (Basic) Number of Attacks: 8 Initiative Bonus: +3 Melee Strike Bonus: +6 Ranged Strike Bonus: +5 Parry Bonus: +5 Dodge Bonus: +5 HTH Damage Bonus: Bonus to Roll w/Punch: +6 Bonus to Pull a Punch: +5 Bonus to Disarm: +1 Other: Body Block/Tackle 1d4 MD with 01-50% of knocking opponent down
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 WP Sword: +2 Strike, +4 Parry WP Energy Rifle: +1 Strike WP Heavy Military: +1 Strike (Gained Level 3, EP)
Saving Throw Bonuses Coma/Death: +12% Magic (varies): +5 Lethal Poison (14+): +3 Non-Lethal Poison (16+): +3 Insanity (12+): +6 Psionics (Master Psionic: 10): +4 Horror Factor (varies): +6 save vs disease: +2 save vs mind control: +1 save vs illusions & possession +1
Last edited by Alvidan on Tue Feb 25, 2020 6:36 am, edited 55 times in total.
Allocate your items into the categories listed in green!
Vehicles/Mounts are listed first. Personal Grav Pack
Worn on Person Psionic Crystal Armor (Modified) Phase Sword CAF Elite Corps Load-Bearing Chest Rig Talisman of Armor of Ithan Talisman of Breathe without Air Talisman of Invisibility: Simple Talisman of Lightblade
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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. • Attachment: compass • Attachment: air filters for gas mask • Attachment: pocket toolkit • Attachment: Gas mask • Attachment: canteen • Attachment: pocket computer • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment:
Backpack The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space. • Space: Box of Standard plasma cartridges (96 in box) • Space: Disguise kit • Space: 100' of rope • Space: • Space: • Space: • Space: • Space: • Space: • Space:
Stored in Vehicle
Stored In other storage NE-80 Slim-Line Lever Action Plasma Rifle Shockwave TW Grenade Launcher
How to list Credits/Valuables: (6d6 = 21*1000 credits and 1d6 = 1*1000 in gold wire)
Gear Stats NE-80 Slim-Line Lever Action Plasma Rifle
Damage: 1D4x10 M.D.
Rate of Fire: Single shots only (1 APM per shot for men-at-arms, 2 APM for all others)
8 round magazine or 24 round drum (NE-003PC)
16 round magazine or 48 round drum (NE-003PC; 3D6 M.D.)
Weight: 12 lbs.
Modifiers: +1 to strike on aimed shots; W.P. Rifles
Book Reference: p.27, DB8
Psionic Crystal Armor (Modified)
M.D.C. by Location:
Arms: 15 each
Legs: 22 each
Main Body: 35
Psionic Force Field: 70
Weight: 30 lbs. Modifiers:
+2 vs. psionics while force field is active.
Integrated Psionic Force Field
Can be used 4 times per 24 hour period without I.S.P. cost to user
Faulty Environmental System
Offers 10 minutes of environmental protection before system shuts down and begins leaking atmosphere.
Book Reference: p.128, DB2
Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
Weight: 5 lbs.
Features: Phase Technology (p.122, DB2)
Book Reference: p.124, DB2
Class: Personal Flight Unit
Weight: 20 Pounds
Maximum Speed: 200 MPH (Mach 1 in outer space)
Maximum Range: 2400 miles
Book Reference: DB2: Phase World Page 126
Shockwave TW Grenade Launcher (Patron Item)
Designed by the Armstrong Bennett Technowizardry Armaments shop in MercTown, Debbie Armstrong-Bennet has managed to put stylistic panache and magic mastery into these exclusive weapons. It can function as a normal rifle grenade launcher, firing NG Rifle Grenades, but the main draw are the magical shockwave enchantments it can imbue upon the munitions--a feature no other TW manufacturer has been able to replicate. • Range: 500' • Damage:Varies by active munition
Normal Rifle Grenades: 2D6 M.D. per single round/grenade. Damage is inflicted to everything in a 12' radius. In addition, all targets must resist the shockwave aspect of the attack.
Firestorm Shockwave Grenade: 8d6 MD to everything in a 25' blast radius. Half of the damage is force damage, the rest is fire/heat. In addition, all targets must resist the shockwave aspect of the attack.
Blizzard Shockwave Grenade: 6d6 MD damage to a 40' blast radius. Half of the damage is force damage, the rest is cold/ice. In addition, all targets must resist the shockwave aspect of the attack.
Thunderstorm Shockwave Grenade: 1d4x10 MD to everything in a 25' blast radius. Half of the damage is force damage, the rest is lightning. In addition, all targets must resist the shockwave aspect of the attack.
Shockwave: People or objects that fail to beat the percentages below are knocked off their feet and hurled a distance. Those who save suffer no knockdown, but are still damaged by the attack. Flying creatures are hurled through the air twice the distance, but are not knocked down, only disoriented and receiving the damage from the shockwave. They may also be slammed into walls, tree, etc. If the target has gymnastics or acrobatics, they are +10% (subtract this from the percentages below) to stay standing. A successful save means the character is still standing. A successful roll with impact by anyone caught in the blast zone (14 or better to succeed) means half damage.
Beings and objects weighting up to 500 lbs. have a 01-88% chance of knockdown and are knocked 3d4 yards/meters.
Beings and objects between 500-1000 lbs. have a 01-50% chance of knockdown and are knocked 1d4 yards/meters.
Beings and objects over 1000 lbs. are only 01-20% likely to be knocked down, and will likely only be moved a few feet, if that.
Penalties: Those that fail have a 01-40% chance to drop what is in their hands. They also lose initiative and two attacks/actions.
• Rate of Fire: Single Shot. • Payload: Four hand-loaded grenades. It takes 1 APM to reload each grenade; takes three times as long for those without W.P. Heavy Military Weapons. A pre-loaded speed loader will load all four grenades in just one melee action. • P.P.E. to Charge a grenade: 20 P.P.E. to charge each grenade. There is a thumb slide indicator on the handle that chooses from: SAFE (won't charge the active grenade), Fire, Lightning, or Ice. The entire payload can be charged ahead of time, or each shot can be charged separately. A charge will hold in a grenade for one hour before dissipating. • Modifiers: Two-handed weapon • Weight: 15 lbs.
Temporarily Borrowed NE-BA-26 Special Body Armor [color=#8000FF]
M.D.C. by Location:
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
Damage: 2D6 M.D.
Payload: 20 shots. (Standard E-Clip)
Built-In N-F20A Force Field
Laser Distancer & Targeting
+1 to Strike with Hand Held Ranged Weapons
Passive Night Vision: 3,000'
Telescopic Vision (up to 20x Magnification): 1 mile
Macro-Lens (6x Magnification)
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
Talisman of Armor of Ithan
Talisman Magic Features
As per the Armor of Ithan spell at 3rd level
Book Reference: p.150, BoM
Talisman of Breathe without air
Talisman Magic Features
As per the Breathe without Air spell at 3rd level
Book Reference: p.150, BoM
Talisman of Invisibilty: Simple
Talisman Magic Features
As per the Invisibility: Simple spell at 3rd level
Book Reference: p.150, BoM
Talisman of Lightblade
Talisman Magic Features
As per the Lightblade spell at 3rd level
Book Reference: p.150, BoM
Last edited by Alvidan on Thu Aug 01, 2019 3:01 pm, edited 18 times in total.
Background Story While the majority of Atlanteans live on the various hidden Homeworlds, a sizable amount of them live in enclaves on various trade worlds throughout the Megaverse. Often the enclaves are primarily one clan or another.
Alvidan grew up in an Enclave that was mostly Aerihman clan. Like many young people being raised among those of a different culture, he sought out others who were similarly estranged from the main culture and thus joined a "Tat gang", a group of youths of races that can accept magic tattoos where picking up the gang tattoo (and showing you can use it) is part of the initiation. The gang was mainly composed of Atlanteans and, given the evident superiority of the Atlanteans over the Human, Ogre, and even Elf members of the group, they tended to develop a bit of an attitude of superiority.
A few of the oldest members of the gang would assign errands to the younger members for rewards. Little did the younger members of the gang know that these errands were actually for the local Sunaj cell. The elder gang members were (sometimes ) affiliated with the Sunaj, though most of them did not know it any more than the young ones did.
Now, it is the Atlantean way to watch their youth for signs of magical or psychic development and encourage it. When Alvidan showed signs of a gift for machines, it was encouraged and he showed signs of growing into a fully empowered Psi-tech. He used his abilities to help his gang be better, amping up their gear a notch. He used it to assist in his increasingly more difficult missions.
Eventually he was told that the missions were for someone highly placed whose goal was the restoration of the greatness of Atlantis, under Aerihman rule, but that was all he would be told unless he joined them. He could still do missions and get rewards without joining, and it would be beneficial to both, but all he would learn without joining is what he now knew.
He quickly decided he wanted in, though it took a long time before he was told about the Sunaj and admitted to their number...but even before admission they had started training him in the skills of his new way of life and gave him more Tattoos. The final swearing to the Sunaj was accompanied by the gift of the Explosion Tattoo, which transformed him into a supernatural being as it was also his seventh Tattoo.
After a few missions among the Noro he was sent to Center on Phase World to study to complete his "cover" identity as a Psi-Tech. After a few month (thanks to advanced education techniques) and one more Tattoo and his skills and powers were (marginally) good enough to pass as a Psi-tech, then the planet was attacked by demons. He did well fighting them...as well as anyone with his level of power and training (which places him in the upper 10% probably, though there are still lots better) and working as a tech specialist with a militia group. His cover is now reasonably established, so he was sent to assist a small cell on Phase World which operates mainly under cover.