Arvid Hammerson (Godling)

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Arvid Hammerson
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Joined: Mon Mar 14, 2022 10:16 am
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Arvid Hammerson (Godling)

Post by Arvid Hammerson »

Player Name: John King
G-Mail: sinder.jking1@gmail.com
Discord: Sinder#8636
Link to Ledger

Character Name: Arvid Hammerson
Alias: The BOLT, Lord of Lighting
Race: Godling
O.C.C.: Zapper/ Air Warlock
Alignment: Scrupulous
XP Level: 3
XP Points: 5,001
Next Level @ XP: 10,001
Sentiments/Non-Humans: D-bees are OK! We have Elves, Dwarves and Valkyries I get along with them all. Now I may not like those that prey on humans but I usually will determine their fate on an individual bases. Now Evil Gods no, also Olympus, Ireland and others
Sentiments/Coalition: Warriors are Great, but, they at times do evil. Just to kill someone because they are different, no way.
Disposition: Happy, loves to battle, Drinking, being with friends. Battle is another thing, "The quicker they die the better it is for everyone."
Insanity: None

ATTRIBUTES
I.Q.: 19
M.E.: 16
M.A.: 13
P.S.: 43 (SN)
P.P.: 21
P.E.: 31 (SN)
P.B.: 18
Speed: 37

PHYSICAL DATA
P.P.E.: 110
I.S.P.:150
M.D.C.: 429 MDC
Age: 20
Sex: Male
Height: 7
Weight: 350
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles (yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20 ish looking, real age about 100.

Horror Factor: 10

Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
Perception: 41% +25% For Electrical
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs
Max. Lifting Weight: 4300 lbs above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51feet/Hight 25.5 feet

Deific Powers
Super-Strong:
Psionic Powers: Zapper
1. Impervious to Electricity:
OOC Comments
Aura surrounds the Zapper, making him, and what he is wearing
(Body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!
Duration: Constant.
I.S.P. Cost: None; a natural ability.
Duration: Constant.
I.S.P. Cost: None; a natural ability.
2 Sense Electricity:
OOC Comments
The psychic can sense or feel electricity and pinpoint its exact location as well as the approximate amount of electricity at the source (tiny, small, big). Range: 1 00 feet (30.5 m) +10 feet (3 m) per level of experience.
Duration: Two minutes of extreme sensitivity so he can pinpoint every source of electricity in the area.
LS.P. Cost: Two
3. Electrical Aura & Radiate Electricity:
OOC Comments
The psychic can seemingly cause himself to become engulfed in crackling electricity. In reality, this is an electrical aura around him. Nothing on the Zapper's person is actually touched or affected, so nothing is damaged. Furthermore, the character can move around without difficulty. However, the electrical energy will cause a jolt to anything it touches and causes the hair of anybody within six feet of the character to stand on end from static electricity.
Range: Self.
Duration: Two minutes per level of experience.
I.S.P. Cost: 5

Damage: 6D6 S.D.C. damage per strike to anyone or thing that he touches or which touches him; 01-65% likelihood of any
electronic device that is not shielded or grounded being shorted out. Damage is cumulative.

Static Discharge: 2D6 S.D.C. damage from electric shock and the discharge will temporarily interfere with communications (radio signals garbled and unclear, video images snowy, broken and distorted) and temporarily knock out bugs, video
cameras and sensors for I D4 minutes.

2D6 M.D. can be inflicted with an electrical energy bolt (4D6 M.D. at ley lines and 6D6 M.D. at a nexus) if the Zapper concentrates intensely. This 2D6 M.D. can be added to damage from the Zapper's punches, kicks, or simply by being touched, if he so wills it to happen! Note: Additional cost of 8 I.S.P., lasts only one melee round per level of experience. Each M.D. electric attack (bolt, punch, kick, head butt, etc.) counts as one melee action/attack. Maximum range of the energy bolt is 30 feet (9m) per level of experience; triple at a ley line and quadruple at a nexus point.

Electrified Body Protection (Special): The aura of electricity
also provides a limited mega-damage field of protection equal to 20 M.D.C. +2 per level of experience and which renews itself at a rate of 2D6 M.D.C. per melee round (never more than the normal maximum of 20 M.D.C.). Note: There is no extra LS.P. cost for this aura of protection.
4. Electricity Absorption:
OOC Comments
The power to draw electricity/energy from devices in the immediate vicinity which can be
used by the mutant character to heal damage. Even if the character is fully healed, he can still use this ability to drain electricity from machines, engines, generators and electric power lines! The Zapper can use this ability to drain the energy from the machine, to make it temporarily useless (until recharged) or to reduce the energy/power level one degree or 8% per level of experience (dims lights, reduces the energy flow to cause brownouts and mechanical malfunctions, reduces the speed of an engine or computer, etc.).

In the alternative, the character can draw on and absorb electricity to rejuvenate himself. The equivalent of I D6 M.D. negates fatigue (feels fresh as a daisy), while every 2D6 M.D. of electricity restores I D6 hit points or 2D6 S.D.C. A mild but
constant flow of electrical current goes through the Zapper while meditating, increasing normal healing by threefold.

Absorption Range: Touch or 20 feet (6 m) per level of experience.
Duration: Varies based on need and desired effect. Can be instant or last 10 minutes per level of experience.
LS.P. Cost: Four per activation of the power to absorb or drain.
5. Automatically gets Electrokinesis
OOC Comments
(Double normal range), Telekinesis (super), Telekinetic Force
Field, Telekinetic Acceleration Attack, Telekinetic Punch, and
the Mind Bleeder powers of Brain Scan, Neuro-Touch and
Neuro-Strike.

Moreover, he can select one minor psionic power from the
physical category at levels 2, 4, 6, 8, 10 and 12.
6. I.S.P.:
OOC Comments
SEE Godling Roll 3D4x1O plus the character's M.E. attribute number to determine the base Inner Strength Points. The character gets another 2D4+4 I.S.P. for each additional level of experience. I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of meditation or sleep.
7. Saving throw versus psionic attack:
OOC Comments
As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks
8. P.P.E.:
OOC Comments
SEE Godling
Most of the Zapper's P.P.E. has been expended in the development of psychic abilities. The remaining pennanent P.P.E. base is only 2D6.
9. R.C.C. Bonuses:
OOC Comments
SEE Godling Roll 3D4x1O plus the character's M.E. attribute number to determine the base Inner Strength Points. The character gets another 2D4+4 I.S.P. for each additional level of experience. I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of meditation or sleep.
Psionics
Master Psionic
Electrokinesis (double nonnal range),
Telekinesis (super) (10+)
Telekinetic Force Field (30)
Telekinetic Acceleration Attack (25)
Telekinetic Punch (6)
Brain Scan (10)
Neuro-Touch (4-14)
Neuro-Strike (10 or 20)
Altur Aura (2)
Enhance Reflexes (10)

Magic
Air Warlock
1. Choosing an Elemental Force: Air

2. Magic & Spell Casting: see Godling

3. Initial Spell Knowledge and Learning New Spells: see Godling

4. Choosing and Gaining spells: see Godling

5. P.P.E: see Godling

6. Magic Bonuses:
OOC Comments
+2 to save vs Horror Factor (+6 against Elemental beings), +1 to save vs magic, and +1 to save vs possession. +1 to spell strength at levels 3, 6, 10 and 14.


7.Speak Elemental.
OOC Comments
All Elementals communicate in a strange language that is a combination Telepathy and the spoken word. All Warlocks can speak and understand this language at 98%, but to all others this language is incomprehensible. Elementals do not have a written language.


8.Sense Elementals.
OOC Comments
Warlocks are so attuned to true Elemental Forces that they can actually sense the presence of an Elemental within a 120-foot (36.6 m) radius. Base Skill: 25% +5% per each level of the Warlock's experience. If Elemental Forces appear to be at work, the Warlock can deliberately try to sense an Elemental's presence and enjoys a +20% sensory bonus and doubled sensing range (240 feetl73 .2 m). Furthermore, a Warlock will intuitively recognize/sense a fellow Warlock and instantly know which Elemental Force(s) he or she is allied to (experience level, alignment, etc., is not known).

There is also a 0 1-75% chance that a Warlock can see an invisible Elemental despite its nature of invisibility, including Air

Elementals, Spirits of Light, and the Demonic Jinn. Warlocks know and understand as much about Elementals as humanly

possible. Note: Elementals shall be described in the Rifts® Dark Conversions or Rifts® Dragons & Gods.


9. Sense the Nature of the Life Sign.
OOC Comments


Air Warlocks can tell the direction of the wind and accurately tell sense time by observing the heavens; 62% +4% per level of experience. They can also sense the coming of storms, including ley line storms, and other atmospheric disturbances; 30% +5% per level of experience. They can also sense impurities in the air and be warned if the contaminants are hazardous; 30%+5% per level of experience.


10. Special abilities:
OOC Comments
Air: The character instinctively knows Astronomy at 65% and Basic Electronics at 50%, or gets a 20% bonus if selected as learned skills. Can also hold breath for up to 10 minutes.


11. The Brotherhood -
OOC Comments
Etiquette Between Elemental Forces. No Elemental will hurt their "little mortal brothers"

(Warlocks) unless absolutely necessary, provoked, or attacked frrst. Again, it is a result of the mysterious bond that is shared between Elemental and Warlock. Even if the Elemental has been commanded/forced to kill a Warlock as part of its quest, it will first warn the Warlock of its mission, apologize, and state that it understands that the Warlock may feel compelled to fight back. After these formalities the Elemental attacks without hesitation or mercy. If a Warlock encounters an Elemental that is guarding a passageway or object that he must use/get, the Elemental will warn the Warlock that it must kill him if he persists, and it will do so without hesitation ifhe does. Likewise, if a group of adventurers engage in combat with an Elemental it will destroy all of them except the Warlock in the group. Only when the Warlock confronts the Elemental will the Elemental strike back, but only after inquiring, "Why do you oppose me, little brother?" An appropriate response would be something like, "Because I must" or "Because I must pass." Elementals do not understand the concept of friendship, so saying that one is protecting the group because they are friends would be an explanation falling upon deaf ears. The Elemental will accept "I must." If the little brother must, he must, just as an Elemental must do as it must. However, the Warlock can stop the battle, discuss the situation, fmd out who is responsible for the Elemental's mission, and slay that person, which usually (but not always) frees the Elemental from its commitment. Or, the Elemental may tell the Warlock of a different entrance or way to get the item without a confrontation with it.


12. Summoning Elementals.
OOC Comments
A Warlock can summon only the type of Elemental that is his chosen life sign. This means the Fire Warlock can only summon a Fire Elemental and only Lesser Elementals will respond. When the Warlock is high level, 9th or better, he may be able to summon a Greater Elemental at half the normal success ratio. The summoning process can be attempted only once a day (24-hour period) as the process is very emotionally and physically taxing. A physical symbol of the Elemental Force must be present as the focal point of concentration. The symbol of the Elemental must be scrawled on the floor in charcoal or in dirt/dust. On Rifts Earth, the normal two hours of concentration and chanting is dramatically reduced to 2D6 minutes! Only a Warlock may summon an Elemental in this way. Success ratio: 5% per each level of the Warlock's experience, +10% on a ley line or +20% at a nexus.

Once summoned, the Warlock is able to request the Elemental to aid him in battle or any activity for an unlimited length of time. However, the Elemental will want to go back to its own world after a day or two. Only the summoning Warlock can release it to return to its own dimension. The Elemental becomes increasingly insistent about being released with the passing of each day. This quickly changes to anger and hostility at an accumulative rate of 12% per week. The usual etiquette between Elemental and Warlock is lost when the being is pressed into slavery and the percentage indicates the degree of its hostility and the likelihood of it killing the Warlock to gain its freedom.

Roll once for every week that passes. If the roll is under the hostility percentage, the Elemental will be angry enough to attack and kill the Warlock. HOWEVER, it will first warn the Warlock that it will kill him if he does not release it, now! Elementals never bluff, so the character will know this is, without a doubt, the case, and can react appropriately (usually by letting it free) Elementals, generally, obey only the Warlock and follow any command without question, including fighting to the death. However, the creatures are extremely literal and will do exactly what the Warlock tells them to do, without consideration for other factors of what may seem obvious to a human. Summoning Note Number One: Only a Warlock who is the foulest of the foul would ever intentionally allow an Elemental brother he summoned to die. Even the most minor of Elementals like the Phantom should not be allowed to die if it can be helped. One means of preservation is to release the Elemental from its summoning bondage. With the words, "I release you," the Elemental instantly disappears, dimensional teleporting back to its home world, for it is the Warlock and his will that binds it to this realm of existence.

Summoning Note Number Two: The Warlock may also be able to summon Minor Elementals and fragmented essences

from an Elemental Intelligence by means of Elemental spell Magic. These are even less powerful beings than a Lesser Elemental and don't count as an official summoning, they count as a spell.


13.Warlocks and Weapons.
OOC Comments
Warlocks are not limited in any way to the selection and use of weapons. However, most have minimal combat training. They seem partial to weapons made of wood or metal and weapons that shoot projectiles.


14. Colors and Clothing.
OOC Comments
Warlocks all wear colors and clothing that is indicative of their particular Elemental life sign. Air: White or light pastel colors. Earth: Brown, black or green. Fire: Red, orange or yellow. Water: Any shade of blue. Brown is the universal color symbol of Elemental Forces and can be worn by a Warlock of any Elemental Force. The traditional dress for a Warlock is a hooded robe the color of his chosen Element, any armor is underneath the robe. Jewelry will also correspond directly to their Elemental life sign. Air: Diamond or sapphire. There are no restrictions as to body armor, except that Warlocks tend to avoid plastic armor and power armor.


Spell Knowledge
Spell Strength: 13
Level One
Breathe Without Air (3)
Cloud of Slumber (4)
Cloud of Steam (4)
Create Light (2)
Create Mild Wind (4)
Stop Wind (5)
Thunder Clap (2)
Level Two
Change Wind Direction (6)
Cloak of Darkness (4)
Create Air (6)
Distant Voice (5)
Electric Arc (4)
Heavy Breathing (5)
Howling Wind (7)
Levitate (7)
Mesmerism (7)
Miasma (7)
Northwind (7)
Orb of Cold (5)
Silence (10)
Level Three
Air Bubble (10)
Call Lightning (10)
Darkness ( 1 0)
Fingers of the Wind (8)
Float in Air (6)
Frequency Jamming (8)
Frostblade (8)
Northern Lights (12)
Resist Cold (8)
Sheltering Force (10)
Walk the Wind (10)
Wave of Frost (4)
Wind Rush (10)

O.C.C. Skills
Language: Dragonese/Elf 98% (+3%)
Literacy: Dragonese/Elf 98% (+5%)
Language: Old Norse 98% (+1%)
Literacy: Old Norse 98% (+5%)
Language: American 98% (+3%)
Literacy: American 45% (+5%)
Language: German 76% (+3%)
Language: Spanish 76% (+3%)
Mathematics: Basic 80% (+5%)
Lore: Demons & Monsters 55% (+5%)
Land Navigation 59% (+4%)
W.P. of choice Sword
W.P. of choice Axe
W.P. of choice W.P. Blunt
Hand to Hand: Hand to Hand: Commando

O.C.C. Related Skills
Gymnastics
--Sense of Balance 64% (+3%)
--Work Parallel Bars & Rings 74% (+3%)
--Back Flip 81% (+2%)
--Basic Prowl Ability 40%
--Basic Climb Ability 30%
--Climb Rope/Rappel 71% (+2%)
Wrestling
Boxing
Horsemanship: Exotic Animals 55/45% (+5%)
Sensory Equipment: 45%(+5%)
Rope Works 45%(+5%)
Paramedic 70%+(+5%)
Astronomy & Navigation 65% (+5%)
Basic Electronics 50% (+5%)
W.P. Targeting
Outdoorsmanship
Hunting
Carpentry 45% (+5%)
Boat Building 50% (+5%)
Radio: Basic 70% (+5%)
W.P. Shield (1st)
W.P. Archery (1st)

Secondary Skills
Acrobatics
--Sense of Balance 64% (+3%)
--Walk Tightrope or High Wire 64% (+3%)
--Back Flip 71% (+2%)
--Basic Climb Ability 45%
Boat: Sail Type 80%(+5%)
Hovercycles, Skycycles & Rocket Bikes 87%(+3%)
Track & Trap Animals 45%/50%(+5%)
Wilderness Survival 55% (+5%)
Running (1st)
Body Building & Weightlifting (1st)

Combat Data
HTH Type: Commando
Number of Attacks: 6
Initiative Bonus: +6
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +9
Auto-Dodge Bonus: 0
HTH Damage Bonus: 15
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Other:
W.P. Paired Weapons,
Body flip/throw, body block/tackle,
Backward sweep kick, used only against opponents coming up behind the character.
Does no damage; it is purely a knockdown attack (same penalties as body flip) but cannot be parried (an opponent can try to dodge it but is -2 to do so).
Karate punch/strike (does 2D4 damage).

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. Shield - +2 to Parry
W.P. Sword - +2 to strike +1 to parry
W.P. Archery - +2 to strike +1 to parry +1 to disarm
W.P. Axe - +1 to strike and parry
W.P. Blunt - +2 to strike and parry
W.P. Targeting - +2 to strike

Saving Throw Bonuses
Coma/Death: 30%
Magic (varies): +11
Lethal Poison (14+): +8
Non-Lethal Poison (16+):
Insanity (12+): +1
Psionics (varies):10 +1
Horror Factor (varies):+14(+6 elementals)
Possession +2
Last edited by Arvid Hammerson on Tue Apr 26, 2022 10:35 am, edited 69 times in total.
The BOLT
OOC Comments
Avrid Hammerson
Zapper/Air Warlock

Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 110 -4
MDC: 429
ISP:150
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 429
Electrified Body Protection: 24 MDC
Armor: 38
User avatar
Arvid Hammerson
Posts: 17
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Arvid Hammerson Godling

Post by Arvid Hammerson »

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Equipment

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.
Wing Board: Turbo

Carried/In Hand

Worn on Person
The Bandito
Air Elemental Symbol (Large Sapphire)
Light Tan Surcoat
Polar Bear Hooded Cape

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment:
• Attachment:
• 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: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space: Set of clothing
• Space: Set of clothing
• Space: Food rations
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit

Stored in Vehicle



Gear Stats
OOC Comments
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.


Vibro-Sword
Image
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


The Bandito
Image
M.D.C. by Location:
  • Helmet: 30
  • Arms: 18 each
  • Legs: 24 each
  • Main Body: 38

Weight: 12 lbs.
Modifiers: none
Features:
  • None

Book Reference: WB14, p.177-178


Wing Board: Turbo
Image
Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
M.D.C. by Location
  • Wings (2): 100 each
  • Nose Fins (3): 30
  • Rear Hover Jets (3): 15
  • Undercarriage Hover Jets (4): 10
  • Main Body: 130

Statistical Data
  • Flight: 120 mph, double when on a ley line.
  • Max altitude is 10,000', double on a ley line. VTOL capable.
  • Activation cost: 5 P.P.E.
  • Must be regularly recharged with 90 P.P.E. every four months. (see BoM, p.336)
  • Weight: 50 lbs

Combat Data
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.


Universal Energy to Matter Converter (Patron Item)
Image
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC an restore the damage capacity (S.D.C. or M.D.C.) of an inanimate object lost by damage or decay by 10 points per charge used. Cannot restore more capacity than the item originally had. This can restore damage to body armor, make repairs to damaged vehicles, repair Mom's broken vase, and similar. Cannot restore a shattered item unless all the pieces are within a 5' radius.
  • Regeneration: For every charge used, the UEMC can restore 5 H.P. or S.D.C. Cannot restore more capacity than the character originally had. Double the cost for M.D.C. regeneration.
  • Duration: 1 charge per melee round max
  • Payload: 10 charges per E-clip; can only use standard E-clips
  • Weight: 2 lbs.
Last edited by Arvid Hammerson on Fri Apr 08, 2022 4:05 pm, edited 19 times in total.
The BOLT
OOC Comments
Avrid Hammerson
Zapper/Air Warlock

Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 110 -4
MDC: 429
ISP:150
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 429
Electrified Body Protection: 24 MDC
Armor: 38
User avatar
Arvid Hammerson
Posts: 17
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Arvid Hammerson Godling

Post by Arvid Hammerson »

Background Story

Odin’s Meeting Room at the Great Hall

In the room there are several gathered for an important meeting. Most of Asgard is well represented by Humans, Asgardian Dwarves, the Asgardian Elves and Valkrie. Others from Phase World are also talking and mingling including representatives from CCW, UWW. Spattered among the Humans on sees Other Space Elves Wolfen, and Noros. Then there are a few Cosmo-Knights, Thraxus and other Godlings.

A gong sounds as a door opens, the Great Hall goes silent as Odin walks in followed by others gods and godlings. People head to the Master table but not all are to sit others will stand near those powerful people. Odin arrives at the head of the table then sits, He speaks simply,


“Friends of Asgard please have a seat.” One person close to Odin is Thraxus and he is seated to Odien's is to his right Loki is to his left. Behind Odin is group of Asgardian Gods and Godlings.

When things settle a bit Oden speaks, “You are here representing various Groups of People who enjoy their freedoms and know that for peace to exist we must stay vigilant. Over the past few years, we have seen an increasing activity of concern, from various sources Including Devils and Demons attacking everywhere, Mechanoids coming back and others. We have been victorious and have stopped them but at cost. We all need to prepare. Keep your eye and ears open for words of new problems.” Odin Pauses and smiles and says, “I only have one eye, but it is open and watching. Next, stockpile weapons, build your fleets and train your people. Prepare for War! When it comes you won’t have time to build the numbers you need.”

“Finally, it is time Asgard start to take a closer look at Earth. It seems to be a focal point for all the trouble, we don’t know why, but we Asgardians are going to go back along with other pantheons, not because they look like they need us now. But to make sure they are not taken out and they have a fighting chance.”

“Remember like a blacksmith, we must strike while the metal is hot, prior to making the sword! that will save us. Representatives this meeting is over. Again, thank you for attending, stay strong.”

Odin rises, he leans over to Thraxus and whispers, “Thraxus a few mins of your time. Please follow us back to another meeting room."

Once in there and the doors are secured Odin speaks, “Relax everyone. Thraxus, thank you so much in twisting arms and getting these people together. Also, for the information on the Mechanoids. You have some dealings recently with some Mercenary companies on earth? There were some that help defeat the Mechanoids, I would like to plant some of my people to learn about how they operate.”

Thraxus speaks, “Yes, the groups were very good, even though it was a last-minute recruitment and we divided the groups mixing them. One was MARS, sorry, it isn’t about the Greeks Gods. But I think you will remember, One, of their members, a Rocky, killed a godling that was about to start trouble for the universe. On the Planet where you get the Ice Wine”

Thor speaks up, “Pardon Father, the Rockford’s daughter Jennifer, is having a wedding to Rocky soon and I have, I should say Elsie and I have an Invitation. From the days that we worked with the Rockfords.”

Odin speaks, “By the Fates, that works great. We will send a party there. We shall use them as contacts where they are. We need to open up one part of earth, along with the German area. Thor, I need you and Elise to stay here and start working on some projects. Your sons will be useful for this and other places. Magni will go to Europe, that will Impress them. And Arvin, he will go to the wedding with a small Delegation representing me, Thor and your Elsie.”

“Letters will be sent with you Arvin, be on your best. But enjoy, humans are a bit more fragile.” He looks to the others, “We need to get a source of weapons from manufacturers on earth, the blades and magic saved us this last time but we need more. It is the technology! that might help turn the tide. No sense starting from ground zero here. We also need to start stimulating Earth factories and forces to help them protect themselves. And we need to start manufacturing a bit here in Asgard, along with keeping the magic Furnaces' going for Rune and other magic.”

Thraxus and Loki start to speak but Odin cuts them off, “No, we will not use Nurini. They are in it for the money and if they switch, we are doomed.”

“Now Remember various pantheons of Earth are also doing their part on Earth. We will not fight against them in their areas, we will help them in over lapping.” One Reason why we aren’t sending you thor your negotiating skills are a bit bloody! It is Alright son. You are a useful Hammer!”

“We are assigning people and sub task to various members in the partys”

A young godling by the name of Arvin gulps, Odin has spoken and he has been given a prime task in this grand endeavor.

Arvin thinks to himself, I’m the youngest of the family and the runt, but Odin knows things, he is all seeing. Magni didn’t seem to like this, but when Odin speaks, we do.

Magni approaches his brother stern face and just before he gets to him, he smiles big white teeth showing and he says, “About time you get out of here and earn your living.”

Odin with Thor and Loki approach's Arvin. Odin clears his throat, “Grandson, I want you to stay with this Mars and the other group, they seem to be playing a big part in what will happen. You have my permission to stay and learn how they operate. No not as a spy, but for you to learn their ways. In your travels you can send back anything you wish. I’m sure the Dwarves and Humans will be eager to take apart anything you can send them.”

Off to Earth

Arvin thinking, It has been a furious few days as the teams gather and make preparation, Odin has added last minutes Items and so has everyone else. Even Thraxus has provided Wedding gifts.

Bye Bye, to Asgard for a while beautiful place to live. well very peaceful, and I admit being from the nobility has its perks.
My life as the baby of the family has benifits too.


Oh, mother was furious about not going to the wedding. Father took a few pots and pans to the head when he told her. Father just took them and put them in the pile beside the house. I need to get some pots and pans. Mother stormed out of the house mumbling some well-known curses. Boy were the Ravens upset and they headed to the palace. People were closing their doors.

Mother arrived back with a few Royal Servants carrying pans behind her. She seems that things were worked out. Cross out pans for Mom. She said Grandmother was at her side when she vented.

She then kissed me on my forehead and told me that, "You need to make sure the Rockfords understood that it was business of the realms that stopped me from appearing."

Father came over to me with a frown he said “I get pots and pans to the head you get kisses.”

Mother said, “I heard that! He is the baby you know that, and All of you pick on him all except Papa and Nana. He explained things to me and how he was looking out for Arvid. Arvid papa wants you to open your wings and see life outside of Asgard. He said you need to move out of the shadow of Asgard, your father and brothers.”

Thor speaks, “Me what did I do?”

Elise not upset, but understanding. She moves next to Father, grabs hold of his arm and kisses him and responds, "It’s not you, you are a hero. Know to all here, Magni, is known as strong and worthy. Arvin is to all son of Thor, God of Lightning, Brother of Magni the Strong. He needs to find his way. Remember when friends called him the Runt. Then that day he exploded and launched the Biggs boy into the tree. You know when the Lord of Lightning, Arvin made his appearance for the first time."

Thor smiles with a big grin on his face and adds, “Boy do I, that hit was heard around all of Asgard, Arvins eyes were glowing, Magni was holding him back. When I got there lightning just crackling all over him. Boy that was my son, Pow! No one called him Runt anymore, well just family. When I got back to Odin, he was laughing, said he saw the whole thing through the Eyes of a Raven. Arvin that was special.”



Elise in a low voice “Yes, he is known, here in the family. He needs to go and earn his own name in the world.” She starts dragging Thor upstairs cooing, “let me fix those booboos.” A bigger smile crosses his face. And I know it is time for me to head to my yacht.

Yes, I have a yacht. I know when I say yacht you think another rich kid, well it is a Viking thing, modern Viking long boat, medium size. Quite a few have them, they're used in war and a standard thing for a boy when he reaches his age of being a man to be given one as a gift. Mine is a bit fancier then most. It is like a mobile apartment, go out fishing, go visit the Dwarves and Elves go racing, camping out trading. Finally, a place to get away from the crowd, think and relax.

Yes, some people have a funny idea about Viking life, it isn’t all battles, killing, then partying to all hours of the night. Most of Asgard is like a normal place there are hardworking people everywhere we have Farmers and others work hard to enjoy the abundance that is Asgard. they export Items to other parts here and to the Realms. The people live Die and Grieve. Even gods have cried over humans. We are all brothers. Death is most difficult thing that mortals don’t understand about Gods. We remember them. Papa, Grandfather, Odin told me one day that he remembers all those that died. “Mortals get old and forget. Gods remember. If I name all who died before me, we would be here till you are an old man. We remember them to honor them, when their families eventually forget their names. This Eye has seen so much blood. Peace is the solution but to get there we all have to protect each other.

Well, the day is here. I am dressed for the wedding just very nice clothes no armor for me, we aren’t going to war. Mother made sure I bathed and have nice spray. I would have done it anyway. I am carrying my large Sea Chest and a smaller one. We go as a family as is custom. I stay with Father, Mother and Magni to the docks. I am greeted by others in my team as is my brother with his team. When we step onto the dock. I look for the ship and there are many ships, I see my brother smiling as he gets in a new boat, she is a beauty, large Dragon Ship, ah, he is lucky. I keep going and finally my team takes me to Odin’s ship, a huge Yacht. I hear my brother and his crew laughing. Mother and Father are smiling.
Mother speaks up and is jumping up and down,“Papa and Nana decided that since we weren't going, we would have to make sure we, you, make a good impression.”

My party boards, many of them have not been onboard Papa, Odin’s ship. As we get onboard my brother and his crew wave as they go by. He hollers out, "Better get your butt moving, don’t need you to be late Lightning Lord.”

Father and Mother hugs me and I see tears roll down their cheeks, Father says something got in his eye. They both depart and lines are cast off and we start moving.

Now this part doesn’t take long as we are approaching Heimdall the guardian of Bifrost, he salutes me and speaks up, “Safe Journy Lighting Lord, may the storm cloud's part your path and a good wind be at your back. Till we meet again.”

The Gates of Merctown

In a flash we travel to the earth where we arrive floating in the air before a large walled city, called Merctown.

A platform approaches a group of people ask to come aboard. The captain waves them on. I notice some elves and humans along with armed guards. One of the Elves speak Dragonese to the Captain, “Sir Welcome to Merctown.” The Captain quickly directs him to me. “Excuses me, Sir Welcome to Merctown. You have been pre cleared and I can direct you to the roof of the Hotel.” He looks at his Tablet and bangs it, trying to clear it. “Seems the thing isn’t working.”

Another guard approaches, looks at the elf, “Lt, why don’t you go with the Captain and get this thing over to the hotel. I’ll Finish up here,” The Lt follows the Captain.

One of the Valkrie leans over to Avrin to whisper, in Old Norse, “Calm down, take a deep breath this isn’t a battle. You are starting to sparkle!”

Arvin breathes and gets things under control as the ship moves. From the back one can hear someone speak out, in Old Norse, “Well, he isn’t his Father. He would have tossed the guy off the ship. This is an Improvement.” His team laughs and the other arm guards laugh too, they really not knowing why but it seems laughter is better than shooting.

Arvin smiles, and says, in American, “Thank you, whom ever said that. We need to move fast and get the items ready to unload and go." Arvin turns to the guard and says, “My name is Arvin. Thanks for the help.” He presents his hand to shake. The guard reaches out to shake. Quickly one Valkyrie says, in Old Norse, “He might need that hand,Gentle!" Again, laughter as Arvin lets him shake his hand.

Arvin Smiles and says, "Everyone speak American while they are here. She did not want me to squeze to hard."


The Guards laughs, "Major Thompson Sir, not to worry, part Cyber.” Again, from the back but a different voice, “Oh he must have met his Father already.” More laughter!

Arvin laughs, “Family joke. Best explained over a few Beers.”

The ship approaches the roof of the Ambasador Hotel, then smaller platforms carry the gifts and supplies down.

Arvin gets in his placed with the Valkyries on either side with others carrying gifts. The guards open the door to the Ballroom and Arvin takes a deep breath. Two Guards Major and one other step in and the Team enters to a waiting line of. Bride, Groom and Mother and Fathers of both sides. The Rockfords smile and signaled Arvin forward. Mrs. Rockford steps up and reaches up for Arvins Arm guiding him.


She speaks, “Don’t worry we are all friends here,” She takes him to Jenifer and Rock as the Valkyries follow in tow. “Jennifer, Rocky this is Arvin, he has come from far away.”

Arvin speaks, “Auntie I have this,” And Arvin speaks in a loud voice, “Greetings Rocky and Jennifer from my Mother and Father, they are truly sorry that they were not able to attend, but they were called to help out in other areas and could not be here themselves. His Majesty also apologizes for taking them away from this and ruining your great day. I am here to convene information to all gathered here but first His Majesty has sent gifts Food, Wine, Beer and Meade, Asgard finest." And on cue the others start carrying Then in warm and ready to serve.

The Guard who opened the Door Major Thompson leans over to one of the Asgardian Elves and states, "He just said Asgard didn’t he? As a fabled land, Odin, Thor..."

He is cut off as the elf replies, “We are not fables or myths, as a matter of fact you were the first Earther to shake the hand of Arvin, Son of Thor, Grandson of Odin and you survived.”

Arvin continues, “His Majesty wishes to thank all of you. There was a time that we of Asgard would have to run to earth to save it from danger. Recent events prove that despite you not just survived the return of Atlantis and that turmoil. You survived being attacked by Demons and Devils. You have done so much more. Recently a small group of Mercenaries from this very city has saved the universe by killing a Godling that was supposed to lead the way. They were then with two other Companies from this same city to save the universe again. Many of those people are here at this party!”

"His Majesty has the honor of sending the members of these companies Letters of Recognition not just from him but others of the universe, we and I thank you." Arvin Reaches into his chest pocket and pulls out a scroll. “Congratulation Sir Rocky.”


Arvin continues, “He hopes this gesture will help in seeking his forgiveness. And now for the Bridal Present.” An Elf steps forward and opens a box that contains a large arm band with gems he places it on here Arm.

Arvin continues, “We are not sure if a honeymoon was decided upon, so his Majesty has given the use of his yacht to take you to Asgard.”

Arvin looks to the In-laws“Oh, and his Majesty has a gift for the In-Laws, Goats! It is a traditional Viking thing. They will be delivered later. We have found that it isn’t a smart thing to bring them in during the receptions, he has also included something more practical, Ice Wine." Laughter follows.

Arvin looks around at the others in his party for approval they smile at him and another voice speaks, “Good job Arvin, now let the people enjoy the food and let the party begin. His Father, would have started target practice with axes by now.”

Jennifer runs over and hugs and kisses him. As Rocky comes over and slaps him on the back and says out loud, "Ouch! You heard the man! Let the party begin, no Axes!” as Rocky shakes his hand a bit.

People come over to Arvin and talk to him, still being flanked by the two Valkyries. The Major talks to his new friend the Asgardian Elf, “I see his body guards are still by his side.”

The Elf speaks up, “Oh, they aren’t for his protection, they are for everyone at this affairs protection.”

Godling R.C.C.
1 0,000-2,600
2 2,601-5 ,000
3 5 ,001-lO,000
4 lO,00 1-20,OOO
5 20,001-30,000
6 30,00 1-50,000
7 50,001-80,000
8 80,001-120,000
9 1 20,001-170,000
lO 1 70,001-230,000
11 230,001-300,000
12 300,001-380,000
13 380,00 1-470,000
14 470,00 1-600,000
15 600,001 -800,000
Last edited by Arvid Hammerson on Sat Mar 19, 2022 1:38 pm, edited 7 times in total.
The BOLT
OOC Comments
Avrid Hammerson
Zapper/Air Warlock

Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 110 -4
MDC: 429
ISP:150
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 429
Electrified Body Protection: 24 MDC
Armor: 38
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