Sir Ronith (Asgardian Elven Cyber-Knight, Group Leader)

EU's very first group of intrepid adventurers. Led by Sir Ronith Turand.
GM: Virtus
AGM: Zoe Barenger

Moderators: Game Masters, AGMs

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Sir Ronith (Asgardian Elven Cyber-Knight, Group Leader)

Post by Ronith »

Player Name: Brian

Character Name: Sir Ronith Turand
Titles: Knight Eminent, Lord of Granite Hall
Alias: None
Race: Asgardian High Elf
O.C.C.: Cyber-Knight (Champion)
Alignment: Principled
XP Level: 12
XP Points: 189,033 (Zoe 01OCT2020)
Next Level @ XP: 231,401
Sentiments/Non-Humans: Hates Dragons and distrusts all creatures of magic and D-Bees with reptilian features
Sentiments/Coalition: Sad about the Coalition, cautious and suspicious.
Disposition: Tough guy. Cocky and self-reliant.
Insanity: Obsession- Ragnarok/The Midgard Serpent/Hates dragons.
As part of his heritage, Ronith is obsessed with preventing Ragnarok. He is driven to search out Norse legends (learn everything he can about them, even at the expense of his integrity/the CK code), serve Odin, and destroy the Midgard Serpent. Has an obsessive hatred of anything that even smacks of dragons.

Stats in blue while wearing EBA exoskeleton.

I.Q.: 20 (+6%)
M.E.: 26
M.A.: 21 (65%)
P.S.: 25 (SN)
P.P.: 25 / (29)
P.E.: 29
P.B.: 24
Speed: 26 (18 mph) / 46 (32 mph)

P.P.E.: 57
I.S.P.: 91 +2d4/lvl
M.D.C.: 88 +1d6/lvl
Age: 28
Sex: Male
Height: 6'6"
Weight: 180 lbs.
Description: Tall, with trademark elven pointed ears. Silver hair and delicate features. Moves with a duelist's grace and balance.

Racial Abilities
Not considered a supernatural being (Lloyd ruling 3-9-19)
Nightvision: 300'
Regeneration: 4d6 M.D.C.hour

Natural Abilities
Perception: 94% (+3%/lvl; +15% if amplified hearing applies; +25% to ID friend or foe, strategic assessment, ID strengths and weaknesses of enemy; +10% to ID enemy in disguise, metamorphed, or shape-changed)
Charm/Impress: 100%
Invoke Trust/Intimidate: 65% (+30% vs. armed forces personnel)
Max. Encumbrance: 198 lbs.
Max. Carrying Weight: 1250 lbs.
Max. Lifting Weight: 2500 lbs.
Max. Jumping Ability: 69.5 ft. across (+1 @ lvl 14), 32.25 ft. high (+1 @ lvl 13); 40% without a running start, 50% if he fails his tumbling check; height is 57.75/39.75 for successful/failed pole vault. +10 feet if wearing exoskeleton.
Friend or Foe (P. 84-85 Heroes of Humanity): This is the practiced ability to make a snap judgement in identifying the enemy vs teammates, hostages, civilians and other noncombatants no matter how intermingled the enemy may be among them. Make a Perception Roll upon entering the room or scene. A successful roll (12 or higher) means the Close Quarters Combat Specialist has identified all obvious and visible threats. This can be two assailants or twenty-two. He is ready to attack with full bonuses and knows who is an enemy and who is not for the entire firefight, as long as it takes place inside that specific room/area. Note: The identifying of the enemy and the threat level each represents does not include enemies in disguise, metamorphed or shape-changed to look like an ordinary civilian or hostage, nor any bad guy who is not seen hiding behind cover (ducked down completely behind a hostage, hiding behind or under furniture, waiting behind a closed door), invisible or in an adjoining area. As soon as the landscape changes; e.g. the hero enters a new room or location, he must make a new Friend or Foe Perception Roll.
ID enemy Disguise, Metamorphed or Shape-Changed (P. 85-86, Heroes of Humanity): Training and practice in learning to recognize signs and behavior that indicates when a mortal is possessed by a demon or other supernatural beings, or is an actual demonic creature disguised to look human via magic, illusion, or supernatural shape-changing ability. This involves close observation and attention to microexpressions as well as subtle and not so subtle differences in personality, alignment and human behavior.
Strategic Assessment (P. 90, HoH): The ability to identify “suspected” enemy officers/ leaders, special forces, and other unique personnel as well as to surmise the location and purpose of likely enemy resources such as supply depots, weapon depots, communications, prison/ jail/slave pen, generators, bunkers and other resources (tech or magic based), even if covered in camouflage or disguised. Note: To confirm suspicions, the Intelligence Specialist or members of his team may have to get a closer look. A successful roll provides an additional +10% bonus to the Intelligence skill and an accurate assessment of the location, item or operation and its purpose. A failed roll means the character cannot make a judgement or determination with the data at hand; needs more information or time for closer observation. Roll again after 1D4+4 melee rounds.
ID Strengths and Weaknesses (P. 90, HoH): The Intel Specialist can eyeball and assess enemy personnel, face to face, or when observed at a distance no greater than 800 feet (244 m) away; line of sight required. It helps if he can hear the enemy even if he does not speak their language, as he can tell a lot from tone and cadence. A successful roll provides an additional +10% bonus to the Intelligence skill and an accurate assessment of the person and strengths to be wary of, and possible weaknesses that may be exploitable. A failed roll means the character cannot make a sound judgement or determination with the data or observations at hand. He needs more information and/or time for closer observation. Roll again after 1D4+4 melee rounds. The Intel Specialist can recognize character strengths which can provide important information and targets, and weaknesses. Character flaws/weaknesses may indicate if the enemy subject(s) is potentially easy to jump and take down, trick, cheat, confuse or turn – anything that can be exploited by the Intel Specialist or his teammates. In a role-playing game, these are all things that can be played out to help the Heroes of Humanity escape, rescue captives, sabotage the enemy, defeat their opponents, lure an enemy into a trap, and fulfill their mission.

Bionics & Cybernetics
Shoulders, Torso, Forearms, Upper Legs
**A.R.: 17
**M.D.C.: 93 (+1d6 per level)
**regenerates 1D6 M.D.C. per hour
Cybernetic Ear Implant: Amplified Hearing

Summon two psi swords at no cost ☞ both appear as glowing red sabers. 7D6 M.D. each (8d6 with fencing bonus) (+1d6@ lvl 13)
Psi-Shield at ½ I.S.P. cost (15)
Sixth Sense (2)
Mind Block (4)
Sense Evil (2)
Telepathy (4)
Telekinesis: Lesser (3/8/+1 per 10 lbs. of weight over 20)
Telekinetic Leap (8)
Levitation (2+)
Mask ISP & Psionics (7)
Object Read (6+4)
Empathic Transmission (6)
Enhance Reflexes (10)
Extended Presence Sense (8)
Mind's Eye (8)
Telepathy: Superior (8)
Group Mind Block (22)

O.C.C. Skills
Language: Dragonese/Elf ☞ 140%(+3%)
Language: Old Norse ☞ 140%(+3%)
Language: American ☞ 116%(+1%)
Literacy: American ☞ 126%(+5%)
Language: Spanish ☞ 122%(+3%)
Language: Euro ☞ 122%(+3%)
Lore: Demon & Monster ☞ 106% (+5%)
Anthropology ☞ 96% (+5%)
Paramedic ☞ 116% (+5%)
Land Navigation ☞ 102% (+4%)
Horsemanship: Cyber-Knight ☞ 124/104% (+4%)
Climbing ☞ 146/136% (+5%) (+10% if wearing exoskeleton)
Body Building
--Work Parallel Bars/Rings ☞ 107% (+3%)
Swimming ☞ 126%(+5%)
W.P. Sword
W.P. Knife
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Shield (11th Level)

Advanced Training (purchased @ level 11)
Close Quarters Combat
--W.P. Grappling Hook
--W.P. Heavy Military

Field Intelligence
--Optic Systems ☞ 61% (+5%)

O.C.C. Related Skills
--Sense of Balance ☞ 131% (+5%)
--Walk Tightrope/High Wire ☞ 107% (+3%)
--Back Flip ☞ 131%(+5%)

Prowl ☞ 106% (+5%)
Tracking ☞ 101% (+5%)
Wilderness Survival ☞ 101% (+5%)
Intelligence ☞ 111% (+5%)
Pick Locks ☞ 101% (+5%)
Armorer ☞ 111%(+5%)
--Basic Mechanics ☞ 96% (+5%)
Detect Ambush ☞ 131% (+5%)
Trap/Mine Detection ☞ 91% (+5%)
WP Blunt
WP Archery
WP Heavy Energy
General Athletics (9th level)
Running (9th level)
W.P. Quick Draw (7th Level)
W.P. Staff (7th Level)
W.P. Chain (7th Level)
Military Fortification ☞ 76% (+5%, 6th level)
Recognize Weapon Quality ☞ 71% (+5%, 6th level)
Undercover Ops ☞ 55% (+5%, 4th level)
Spelunking ☞ 60% (+5%, 4th level)
Fencing (3rd level)
Blind Fighting ☞ 91% (+5%)
Tumbling ☞ 106% (+5%)
--Pole vault ☞ 116% (+5%)
Camouflage ☞ 31% (+5%, 1st level)

Secondary Skills
Streetwise ☞ 80% (+4%)
Basic Math ☞ 141% (+5%)
Find Contraband/Weapons/Cybernetics ☞ 80% (+4%)
Interrogation ☞ 116% (+5%)
Detect Concealment ☞ 91% (+5%)
Pilot: Hovercycle ☞ 100% (+3%, 6th level)
Horsemanship: Exotic Animals ☞ 76/66% (+5%, 7th level)
Computer Operation ☞ 60% (+5%, 3rd level)
WP Targeting (3rd level)

Combat Data
HTH Type: Commando
Number of Attacks: 8
Initiative Bonus: +10 (+3 1st round of combat, +2 when a rapid assault catches an enemy by surprise) / / +13
Melee Strike Bonus: +12 / +14
Ranged Strike Bonus: +4
Parry Bonus: +16 / +20
Dodge Bonus: +14 / +18
Auto-Dodge: +12, +18 vs. tech, from any two opponents (+20 vs. AIs, computers, robots, and PA) / +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +15 / +20
Bonus to Pull a Punch: +12
Bonus to Disarm: +6
Bonus to Body Flip/Throw: +5
Death Blow: +8
Punch does 2d6 MD. 4d6 SDC restrained, 4d6 MD power.
**Basic, Leap Kick, Backwards Sweep Kick attacks
**Paired Weapons

Cyber-Knight Zen Combat Training
Basic Combat Awareness:
**Can only focus on one technological opponent at a time
**Negates any and all bonuses provided by machine
**Additional +3 to initiative, strike, and parry vs. modern guns and machines
**+6 vs. Artificial Intelligence and computers
**Technological opponents are -3 to dodge cyber-knight's attacks, -2 APM

Advanced Combat Awareness:
**Extends to all combatants who direct an attack at Ronith
**Negates any and all bonuses provided by the machine
**Additional +2 to initiative against attacks from modern guns and machines, +4 vs. AIs, computers, and automated defense systems. Also grants an additional +2 to strike and parry and +1 to dodge
**Opponents are -2 to strike Ronith, -2 to dodge his attacks, and lose one attack per melee.

Cloud Sensors:
The Cyber-Knight cannot be accurately detected with Sensors. "Sensors" are limited to those in Robots & Power Armor. Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and lose two attacks per melee everytime they try to figure out what's going on. Experienced operators are uncertain, hesitate, and lose one melee action, with a -40% skill penalty.
Cloud Targeting Computers and Other Weapon Systems:
Makes them off just enough to negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry.
Combat Acrobatics:
No penalty to strike when moving

Weapon Proficiencies
W.P. Shield (+3 to parry, +2 to strike)
W.P. Sword + Fencing (+6 to strike, +5 to parry, +3 to strike when thrown, +1d6 damage)
W.P. Knife + Fencing (+6 to strike +5 to strike when thrown, +5 to parry, +1d6 damage)
W.P. Blunt (+5 to strike and parry, +2 to strike when thrown)
W.P. Archery (+7 to strike, +1 to parry, +3 to disarm, 8 shots/melee)
W.P. Energy Pistol (+6 to strike)
W.P. Energy Rifle (+6 to strike)
W.P. Heavy Energy (+4 to strike)
W.P. Quick Draw (+3 to Initiative)
W.P. Staff (+3 to strike, +2 to parry, +1 to strike when thrown)
W.P. Chain (+3 to strike, +1 to parry)
W.P. Targeting (+2 strike)
W.P. Grappling Hook
W.P. Heavy Military (+1 strike)

Saving Throw Bonuses
+2 to ALL other saving throws
Coma/Death: +28%
Magic (varies): +11 / +12 vs. illusions
Lethal Poison (14+): +10
Non-Lethal Poison (16+): +10
Insanity (12+): +7
Psionics (varies): +7 / +9
Mind Control: +7 / +8
Horror Factor: +17 (+1 at level 15)
Possession: +2
I am better than you. You just don't know it.
Conditions: Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent);
Sustain | BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
ISP- 83/91; PPE- 47/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 3/4
Talismans: AoI (3/3); Invulnerability (2/3); Cleanse (3/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Location: Group Leader: Heroes for Hire

Post by Ronith »


NG-230 Prowler

Bandit BigBore Shotgun
K-30 Ion Pulse Rifle
Secure Universal Card: 1,447,300 credits [DL- 12JAN2020]
8 Gold Pieces [08AUG2018, DL]
Secure universal card 950,000 credits [Zoe - 18/07/19]
Lightning Rod

Carried/In Hand

Worn on Person
NE-BA-26 Special Body Armor
Shadow Cloak
Ring of Multiple Image
See the Invisible Amulet
Skyrender (in back scabbard)
Frostfang (in back scabbard)
Psynetic Crystal Amplifier

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

"All-in-One" Utility Belt
Locks into the Overland Harness providing for a complete load-bearing system.
• Magazine Pouch (3): Goblin Bomb: Fire Bomb, Goblin Bomb: Fire Bomb, Wilk's Blinder Grenade
• Magazine Pouch (3): Goblin Bomb: Lightning Bomb, Goblin Bomb: Lightning Bomb, Wilk's Blinder Grenade
• Magazine Pouch (3): Goblin Bomb: Fuel Flame, Goblin Bomb: Smoke Grenade, Wilk's Beehive Laser Grenade
• Magazine Pouch (3): Goblin Bomb: Blinding Flash, Wilk's Beehive Laser Grenade
• Holster: MPR-4 E-Mag Splinter Pistol
• Holster: NE-4 Plasma Cartridge Pistol
• Radio Pouch:
• Fanny pouch: 3 potions of Fleet Feet (L9 strength; PFRPG 2E, p.186), Talisman of Invulnerability, Talisman of Sustain, Talisman of Cleanse, Talisman of Armor of Ithan

Heavy Duty "Overland" Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack.
Feature: Quick-release connector enables the main pack to be dropped quickly
M.D.C.: 3

• Main Space: Box of (144) BigBore "Shotgun" Shells
• Main Space: A puzzle box given to him by Sir Zero Moon in Houstown
• Main Space:
• Main Space:
• Main Space:
• Main Space:
• Daypack Space:
• Daypack Space:
• Daypack Space:
• Daypack Space:
• Utility Pouch:
• Utility Pouch:
• Utility Pouch:
• Side Pouch:
• Side Pouch:
• Side Pouch:
• Side Pouch:
• Side Pouch:
• Side Pouch:
• Compass Pouch:

Stored in Vehicle
1 backup NE-BA-26 Special Body Armor, with add-on modules as described below.

Gear Stats

NG-230 Prowler
M.D.C. by Location:
  • *Large Hover Jet (1; rear): 38
  • *Small Hover Jet (1; rear): 15
  • Side Hover Jets (2): 30 each
  • *Undercarriage Directional Jets (4): 5 each
  • *Side Stabilizing wings (2): 18 each
  • *Tail Fin (1; large): 28
  • *Forward Headlights (1): 4
  • *Forward Laser Turret (1): 6 each
  • Windshield (1): 18
  • Main Body: 80

* Requires a called shot at -4 to strike
Statistical Data:
Maximum Speed: 190 mph
Range: 900 miles
Flying: Max. Altitude: 700' and handles drops of up to 900'
Modifiers: +5% to piloting, can use character prowl skill (under 35mph)
Crew: One rider only
Class: Combat hovercycle
Dimensions: 7'3" long, 700 lbs.
Cargo: None
Power System: Gasoline
Weapon Systems:
Heavy Laser:
  • Range: 2000'
  • Damage: 2D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 40 shots per E-clip

Features of Note:
  • None

Book Reference: p.166-167, WB34

NE-BA-26 Special Body Armor
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
  • N-F20A Force Field: 75

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
  • All standard NE environmental armor features (p.35-36, DB8)
  • Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
  • HUD Visor Allows 6 different screens to be viewed without impairing vision.
  • Deluxe Weapons Package
    • Twin Retractable Energy Blade (Right Forearm)
      • Damage: 4D6 M.D.
    • Plasma Encased Garrote Strangle Cord (Left Wrist)
      • Damage: 5D6 M.D.C. per melee
    • Particle Beam Blaster
      • Range: 2,000'
      • Damage: 1D4x10 M.D.
      • Payload: 10 Shot (E-Clip)
    • NE-28R Micro-Missile Wrist Launcher
      • Range: 1 mile
      • Damage: 6D6 M.D.
      • Payload: 2 missiles
  • Robotic Exoskeleton
    • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
    • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
  • 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
  • Integrated Sensor Pod
    • 360° scanning capability
    • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
  • Psionic Electromagnetic Dampers
    • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
  • Mechanics Package
    • One Modular Container Containing: Lock Pick Set, Lock Release Gun, Roll of Duct Tape, Flashlight
    • Second and Third Containers Containing: Portable Tool Kit and a Portable Field Computer
  • Climbing Package A
    • Special Gloves with short curved claws on the fingertips and grip tape on the fingers and palms.
    • Grappling Hook Launcher (Hand Held)
    • Range: 500'
    • Damage: 2D6
    • Payload: 6 Grappling Hooks
    • Notes: 200' lightweight line w/ 600 lbs test weight

Book Reference: p.37-39, DB8

See the Invisible Amulet
Uncommon Amulet
Magic Effect:
  • Enables the wearer of the medallion to see the invisible (200')

Curse: None
History: None

Shadow Cloak
M.D.C.: 15
Weight: 1 lb.
Modifiers: +20% to hide in shadows (when not shadow-melding)

TW Characteristics:
  • TW Functions:
  • Shadow Meld: as per the spell at 5th level of proficiency (p.103, BoM)
  • Activation Cost: 10 P.P.E.
  • Shadows of Death: wearer gains H.F. 12; opponents are -2 to all combat bonuses
  • Activation Cost: 45

Spell Chains Needed: Shadow Meld (10), Shadows of Death (45), Cloak of Darkness (6) Invincible Armor (30), Energize Spell (12)
Book Reference: p.120, WB16

Psynetic Crystal Amplifier (Patron Item)
These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
  • † Adds 1d6x10 I.S.P. to character's available I.S.P.
    § Increase the range, duration and damage of psionic powers by 50%.

Ring of Multiple Image
Uncommon Enchanted Ring
Magic Features
  • Multiple image: 20 minutes; twice daily.

Curse: None
History: None

Greater Holy Weapon/Longsword
Damage: 5D6+6 vs mortal foes, 1D6x10 vs SN beings & creatures of magic
M.D.C.: 120
Common Holy powers
  • 1. Unusually tough; seldom break — it takes a lot to destroy one of these weapons and the blades rarely dull.
  • 2. Made of ordinary metal but glow with a halo of energy that is white; registers as magic.
  • 3. Adds +5% to all prayers to one's deity.
  • 4. Its bonuses, doubled damage capacity and special powers will not work when used by creatures of magic, supernatural beings, undead or animated dead!

Special Abilities (if any):
  • Healing touch: Restores 2D6 S.D.C and hit points (2D6 M.D.C. in Rifts). Can be performed six times per 24 hours.
  • Damage bonus: The weapon inflicts 2D6 additional damage (S.D.C. in S.D.C. worlds, changes to M.D.C. on mega-damage planes of existence).
  • Monster Slayer: Inflicts normal S.D.C. damage +6 points to mortal foes, but does double damage to supernatural beings and creatures of magic. In M.D. settings, damage is M.D.
  • Magic bonus: +1 one to save vs magic (all types), +2 to save vs horror factor, and +2 to save vs poison and disease.

Curse: None
History: An Asgardian heirloom which belonged to Ronith's father

Lesser Rune Bastard Sword
Damage: 5D6 M.D.
Alignment: Principled
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.).
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a good alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Curse: None
Personality: No personality has made itself known in the time Sir Ronith has owned the weapon.
History: Acquired during Sir Ronith's first battle against the Splugorth, Skyrender has been a constant, if silent companion ever since. Its history prior to being wielded by the Cyberknight is unknown.

NE-4 Plasma Cartridge Pistol
  • Range: 500'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 NE-003PC "Standard" Plasma Cartridges per magazine
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot; W.P. Energy Pistol
  • Book Reference: p.117, DB2

MPR-4 E-Mag Splinter Pistol
  • Range: 200'
  • Damage: 5D6+5 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: 5 blasts per charge
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None

TW Characteristics:
  • TW Functions:
  • Activation Cost: 20 P.P.E. to recharge
  • Book Reference: p.146, MercOps

Wilk's Blinder Grenade
  • Range: 120' when thrown, double with SN P.S.
  • Damage: none; blindness effects
  • Rate of Fire: N/A
  • Payload: 1 Charge. Can be recharged
  • Weight: 12 oz.
  • Features: 1.5 second (duration), 30' AoE
  • Modifiers:
  • Book Reference: p.209, WB14

Wilk's Beehive Laser Grenade
  • Range: 120' when thrown, double with SN P.S.
  • Damage:
    Man-Sized: 3D6 M.D.
    Giant-Sized: 5D6 M.D.
    Car or larger: 1D6x10 M.D.
  • Rate of Fire: N/A
  • Payload: 1 Charge. Can be recharged
  • Weight: 12 oz.
  • Features: 1.5 second (duration), 30' AoE
  • Modifiers:
  • Book Reference: p.209, WB14

Talisman of Invulnerability
Magic Features
  • Invulnerability
  • M.D.C.: 50
  • Impervious to cold, disease, drugs, gases, energy, poison, and toxins
  • +10 vs magic, psionics, & horror factor
  • Duration: 5 melees
  • Charges: 3

Book Reference: p.150, BoM

Talisman of Sustain
Magic Features
  • Sustain
  • Require no food, water, or breath, need only 2 hours of sleep/night. Can survive almost all environmental conditions
  • Duration: 5 days
  • Charges: 3

Book Reference: p.150, BoM

Talisman of Cleanse
Magic Features
  • Cleanse
  • Charges: 3

Book Reference: p.150, BoM

Talisman of Armor of Ithan
Magic Features
  • Armor of Ithan
  • Duration: 5 minutes
  • M.D.C.: 50 (1/2 damage from magical fire, cold, and lightning)
  • Charges: 3

Book Reference: p.150, BoM

Unique Enchanted Ring; Copy of Odin's Ring
Magic Features
  • Magical Protection: The wearer is +2 to save vs magic
  • Psionic Protection: 3 times per day wearer may activate a Mind Block that lasts for 1 hour.
  • Courage: +2 vs. Horror Factor for wearer

Curse: None
History: A reward from Odin for Sir Ronith's heroism in defeating the alliance between Hel and the Mechanoids.
Book Reference: p.148, CB2

Goblin Bomb: Blinding Flash
Goblin Bomb: Fire Bomb
Goblin Bomb: Fuel Flame
Goblin Bomb: Lightning Bomb
Goblin Bomb: Smoke Grenade

Bandit BigBore Shotgun
  • Range: 300'
  • Damage: 2D4 M.D. or 4D4 M.D. double-barreled blast + knockdown
  • Rate of Fire: single shots or double-barreled blasts only
  • Payload: 4 BigBore "Shotgun" Shells, or 12 with magazine
  • Weight: 8 lbs.
  • Features: Intimidating (H.F.: 12)
  • Modifiers: P.S. 18+ required to fire or else suffer knockdown; P.S. 22+ required to fire 1-handed
  • Book Reference: p.175, WB14

K-30 Ion Pulse Rifle
  • Range: 1,000'
  • Damage: 4D6 M.D. or 1D6x10+6 per pulse burst
  • Rate of Fire: single shots or 3-shot pulse bursts only
  • Payload: 15 shots per E-Clip or 30 per LE-Clip
  • Weight: 7 lbs.
  • Features: None
  • Modifiers: -2 to strike with pulse bursts
  • Book Reference: p.137, WB2

Lightning Rod
  • Range: close combat or 1,200'
  • Damage: 2D4 M.D. or 1D6 M.D. per lightning bolt
  • Rate of Fire: 4 lightning bolts per melee max
  • Weight: 5 lbs.
  • Features: Wielder is impervious to energy attacks (when activated)
  • Modifiers: +1 to strike in melee combat, +2 to strike with lightning bolts

TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 15 P.P.E.
  • Device Level: 5
  • P.P.E. Construction Cost: 150
  • Spell Chains Needed: Call lightning (15)
  • Physical Requirements: iron rod, gold or copper plating
  • Duration of Charge: 5 melees
  • Book Reference: p.320, BoM

Ring of Eminent Honor
Rare Enchanted Ring
Magic Features
  • Presence (custom):
    • +10% Invoke Trust/Intimidate vs those of a good alignment
    • +20% Invoke Trust/Intimidate vs those of an evil alignment
    • No effect vs those of a selfish alignment, but they find courageous and chivalrous ideas come to their minds unbidden
    • Effects doubled vs Cyber-Knights
    • Range: Audible or Line of Sight

Curse: None
History: Given by Lord Coake to the knight Zero Moon many years ago; this enchanted platinum ring features a deep blue sapphire that is cracked in two. Though much of its power has waned there is still a faint enchantment at work.

Flaming Sword
Rare Enchanted Sword
S/M.D.C.: 75
Damage: 5D6
Features: Superb Craftsmanship
Modifiers: +2 to strike
Magic Features
  • Flaming Sword: A sword of enchanted flame that extends from a handle that is impervious to fire.
  • Scabbard: Impervious to Fire: (scabbard) cannot be harmed by fire/heat, even that which is enchanted in origin.

Curse: (if any)
History: (if any)
Book Reference: p.249-250, PFRPG

Canvas Satchel
125 Ration packs; appx 50 lbs. (each pack is a full, 1000 calorie meal; just add water; chemtab heating integrated into packs; fair quality)

Granite Hall
Description: A large building constructed of granite, located at the Cyber-Knight monastery in Montana. This building is dedicated to the pillar of honor. Tutelage in the Knight's duty of honor is taught here. Most oaths taken are performed in the grand hall.
  • Grand hall capable of seating 200
  • 14 Dorm Rooms
  • Master's Quarters (now Sir Ronith's)
  • Large Kitchen
  • Sir Ninevar, steward in the Lord of the Hall's absense. (elderly Knight now in essential retirement)
  • Staff of 5-10, employed at the Lord or Steward's discretion. Cleaning, cooking and grounds maintenance are their typical duties.
  • Average duties of 5,000 credits per month

Celestial Medal
Description: Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.
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Post by Ronith »

NPCing Ronith
Personality-wise, Ronith is dominated by traditional elven arrogance. In his case, in manifests itself in terms of a) How much more morally righteous Ronith is than everyone else he encounters, and b) His fighting prowess. He tends to run either hot or cold, cold more often than not. As a result, he appears cold, arrogant, and aloof to those around him- the picture of a detached, professional soldier. Whereas said soldier would be dismissive and insulting of a rookie or wet-behind-the-ears kid, Ronith treats everyone that way as it is implicitly assumed that they cannot compare to either his code of ethics or experience/skill on the battle field.

In combat, Ronith will almost always close to melee distance, so that he might take best advantage of his swordsmanship and agility. However, the Cyber-Knight always tactically assesses the situation, and isn't shy about barking orders to his teammates so as to control the fight.

Just because he thinks it, though, doesn't mean Ronith is in fact without flaws. He generally does a good job of living by the Cyber-Knight code, but his alcoholism was a serious character defect that was only recently corrected. He also maintains a small collection of swords- he tells himself it is in case he ever needs one of them again, but in reality it is more for vanity's sake than anything else (though he'd die before admitting such).

XP Table
11: 131,201-181,300
12: 181,301-231,400
13: 231,401-281,500
14: 281,501-341,600
15: 341,60-401,700
I am better than you. You just don't know it.
Conditions: Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent);
Sustain | BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
ISP- 83/91; PPE- 47/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 3/4
Talismans: AoI (3/3); Invulnerability (2/3); Cleanse (3/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Ronith's Background (Reposted)

Post by Ronith »

Perhaps 30 years ago, Odin and the forces of Asgard were under attack by the frost giants. This latest raid had been more successful than those in recent years, and the defenders of Asgard were hard pressed. Many of the Gods themselves were absent at the time, leaving Odin and many of his warriors to fend for themselves.
Meanwhile, on earth, a lone cyber-knight patrolled the wilds of northern Minnesota. There had been reports from Lazlo of recent Xiticx expansion in the area, and he had been sent to investigate. Unfortunately, he ventured a little too close to one of the major ley lines running near Tolkeen, and was caught in a ley line storm. This storm was particularly violent, and the knight was swept into a dimensional rift….
…Only to be deposited onto Bifrost, the mythical bridge connecting Asgard with the mortal realms. At the time, Heimdall, the guardian of the bridge, was hard pressed by a number of frost giants, attempting to gain the bridge so they could summon reinforcements, in the form of their lesser kin. The cyber-knight was disoriented, but when he saw the human-like figure fighting off a horde of monsters he knew which side he belonged on. Without hesitation he threw himself into the battle, and distinguished himself that day with many deeds of valor.
Unfortunately, he was a mortal caught in a realm of Gods. He fell in battle, killed by a particularly nasty Frost Giant. However, the Knight helped Heimdall buy enough time for Valkyrie reinforcements to arrive and sweep the giants from the bridge. Eventually, Thor and the other Gods made their way back to Asgard, and the giants were routed.
Heimdall, who had been impressed by the Knight’s bravery and valor against such overwhelming odds, mentioned the battle to Odin. The Knight had been human, yet completely unconnected to the Norse Gods or Asgard. Despite this, he laid down his life in defense of the realm. Odin thought that such traits had vanished to the point of extinction in humanity, yet from Heimdall’s account the warrior was too well equipped and too well trained to have been an isolated case. Using his mystical sight, Odin traced the rift the Cyber-Knight had used back to Midgard, but there lost the trail in the woods of Northern Minnesota.
Odin wished to learn more about this strange knight, and to seek out others if they existed. A group of such warriors would make powerful minions if they could be turned to worship of the Norse. However, neither Odin nor the other Gods wished to travel the Earth. Between Loki, the giants, and the ever-looming threat of Ragnarok, finding this knightly order was a secondary priority. Nonetheless, Odin wished to sent a scout of sorts to the planet, to find out what he could learn of these Knights. His own warriors were needed to defend Asgard, and his Dwarves were not particularly suited to such an undertaking. That left the elves.
Odin spoke with the elven leader, who agreed to send one of his strongest fighters to Midgard. They rifted him to Minnesota, with instructions that he locate this order of knights, and learn as much of them as he may.
For two years, the warrior (named Intith) traveled North America. He learned early-on to avoid the Coalition territories, and ended up as one of countless adventurers traveling the American west. The elven warrior had magical weapons of great power, gifts from Odin, and used them to fight evil wherever he encountered it. Time and again, Intith would enter a town, face overwhelming odds at the hands of the local ruler and his minions, but somehow emerge victorious. As he ventured farther west, he began to hear rumors about these Cyber-Knights. After another year in “no-man’s land”, he actually met one.
The two happened to meet up on their way to a town in Colorado, one that was ruled by an evil mage and his demonic minions. They teamed up, and beat the mage handily. Both were impressed by the other’s prowess, and the cyber-knight had heard rumors of the great elven warrior who traveled the west fighting the forces of darkness. When Intith mentioned his mission, the Cyber-Knight offered to take him north to a town that openly embraced the order and offered sanctuary to all of the Knights. Incidentally, this town was located fairly close to one of the Cyber-Knight’s traning monasteries.
As it turns out this town had a fairly substantial (lower) elf population. Some of these elves had even become Cyber-Knights, and after some adventuring had returned to act as the defense/police force for the town. One of these Knights was named Delbrick. A cyber-knight of some experience, he had neither the battle prowess nor the moral fortitude to make much of a name for himself, and in fact some of the leaders of the Cyber-Knight order (Lord Coake included) were perfectly happy to keep Delbrick close to home and out of any trouble that might cause him to embarrass himself (and the order).
When Intith arrived, he was welcomed as a champion of light and a kindred spirit to most of the Cyber-Knights. Although they did not share any secrets with him, Intith went on many adventures with the Knights, doing good wherever they went. Intith’s strength, and inner nobility, raised him as a shining example of elven kind, and some (the most gullible ones, anyway) began to wholeheartedly believe his claim that the “lesser” elves were all creations of his kind.
Delbrick was not one of these. On Intith’s arrival, he had taken an instant (if slight) dislike to the high elf, and these feelings only grew over time. Intith’s assertions on the creation of “lesser” elves, indeed, even the term “lesser” reeked of arrogance to Delbrick’s ears. Over time, Delbrick became more and more suspicious. He viewed the elf’s weapons with jealousy, and convinced himself more and more that without them, Intith would not be a tenth the warrior that he is. The good deeds Intith did just made things worse. Delbrick came to view him as an imposter, a wolf in sheep’s clothing who was attempting to subvert both the townspeople and the Cyber-Knight order. The pleasant façade and the moral code were just disguises. Delbrick’s feelings on the matter blossomed into outright, seething hatred when Intith caught the eye of one of the elven women of the town. A woman who, incidentally, Delbrick had been eying for some time, but who thus far had flat-out refused his advances.
Months passed. Slowly at first, love bloomed between Intith and the elven woman. Intith and the Cyber-Knights had brought peace to the region. While Intith had learned all he needed to about the Knights (and just about all he could), he was putting off leaving because, for the first time in his life, he was completely happy.
Sadly, it didn’t last.
The jealousy and hatred that had taken root in Delbrick’s heart finally took over his mind. He was convinced that if he could kill Intith, he could replace him. He could take Intith’s weapons, and do as good… no, a better job fighting evil. He could win over the woman of his dreams, and everything would be perfect. So, that night, he struck. Not by force of arms, for he knew he would be bested easily by the champion, but by poison in his food. Intith would never suspect a thing.
And he didn’t. Delbrick managed to slip the most lethal poison he could find into Intith’s food, hoping that it would be enough to take down a supernatural being. But when Intith lasted the entire night without ill effects, Delbrick began to panic. What if it didn’t work? This was the strongest poison he knew, there was no other way to eliminate his enemy!
Ruled by fear, he followed Intith to the home he shared with his elven lover, and waited outside. For a good couple hours he fought with himself, having no idea if the poison was working. Finally, he decided to go inside, just to see what condition Intith was in.
As it turned out, the poison had affected Intith, and quite severely at that. He was being violently ill for the third time that night when Delbrick broke in. Initially confused, Intith realized both the source of his strange illness and Delbrick’s intentions when he summoned two psi-swords and attacked. Delbrick saw the poison had greatly weakened his enemy, but had not killed him. Afraid that Intith would recover, Delbrick decided to press his advantage immediately.
Intith fought back, and despite what Delbrick thought about his weapons Intith was by far the better fighter. However, the poison had greatly weakened him, and with no weapons or armor to speak of at hand, Intith was in trouble. Nonetheless, the pair fought for some time, trading blows for what seemed like hours but was in fact mere minutes. Intith’s lover was awakened early on by the noise, and when she entered the room to investigate, Intith yelled at her to get the knights immediately, and took a sword in the shoulder for his troubles. She fled the building, screaming for the patrol, or someone, to help her, that Intith was being murdered.
The battle raged on. Intith struggled mightily, but between the poison and his wounds he could barely stand. The end came when Delbrick slammed first one, then both his psi-swords into Intith’s chest, and the high elf collapsed. Delbrick did not kill him, however. Not yet. He wanted to savor his victory. He dispelled his psi-swords, and went into the other room to fetch Intith’s weapons chest. After Intith refused to open it, Delbrick smashed the lock (and most of the chest) to pieces. Among his other magical gifts from Asgard, there was Intith’s mighty sword, with which he had slain countless monsters and other minions of evil. Delbrick thought there would be a sort of poetic justice in slaying the high elf with his own sword, a sort of “passing the torch” ceremony. He picked up the sword, and raised it to strike…
It was then that the rune weapon of Asgard, reacting to the touch of an evil man, burned Delbrick’s hand clean off. The sword clattered to the ground, even as Delbrick stared in horror and the charred remains of his wrist. It was then that the Cyber-Knight patrol found them. Delbrick fled with his few weapons, stole a hovercycle from a visiting traveler, and vanished, to this day wondering how things could have gone so very wrong.
Intith was less fortunate. Although he was spared the death blow from his own sword, the poison and the many wounds Delbrick had inflicted upon him were adding up. He could feel his end coming, and knew that the Cyber-Knight healers would never be able to save him. He beckoned to his lover, whispered his final words of love to her, and told her he would return as soon as he was able. Then he activated the amulet Odin had given him. The one that would teleport him and his gear back to Asgard.
With that, he disappeared. By the time the elves in Asgard found him, he was unconscious. They treated him, and healed his wounds, but somehow the poison resisted, and continued to attack Intith’s system. All manner of spells, potions, and even divine intervention from Odin himself were tried, but Intith remained in a coma, and has continued to do so to this day.
Two weeks later, Intith’s lover (Viltra) found out she was pregnant. Months later, Ronith was born.

Ronith grew up in the elven community in the Cyber-Knight town. Although he was technically a half-breed, he took very strongly after his father. By the time he was an adult, the resemblance between the two was uncanny. Ronith was also surrounded by stories of his father growing up, and this prompted him to enter the Cyber-Knight order at the earliest age he could. He was determined to become a warrior, and to fight evil. The stories of his father had left him with iron clad principles, and a determination never, ever, to give in to evil, even a little.
After he became a full Cyber-Knight, he left home. He traveled east for weeks, fighting evil as best a lone, novice Cyber-Knight could. Like his father, he avoided the Coalition territories, but otherwise went wherever there was need. The Tolkeen conflict, and the ensuing split in the Cyber-Knights, was one of the worst experiences of his life.
Once, in the magic zone, he was attacked by an elf wearing old, battered cyber-knight armor, and with a cybernetic right hand. The guy had clearly lost it, but he was a tough opponent and Ronith barely escaped alive. It didn’t take a rocket scientist to figure out that the man must have been Delbrick, and so Ronith decided to track him. This is what has brought him to MercTown.

Ronith is cold. He is a good man, but there is an emptiness inside of him. He knows little of his heritage, or of his father beyond what the Cyber-Knights told him. He is familiar with the legends of the Norse Gods, and hopes one day to travel to Asgard to find some answers. In the meantime, he travels North America, righting wrongs and believing in a strict adherence to the Cyber-Knight code of ethics. Deviations in others can be tolerated, but only in non-knights. Even then, a Cyber-Knight should always stand up as an example for others, for the strength that comes from principles. He has a tendency to look down on those not as good as himself, and this superiority complex has gotten him in trouble on several occasions. Still, he can handle himself, and views every lesser opponent he beats as someone who just learned a valuable lesson. Everyone else that does not measure up to his strict moral standards is merely waiting for one.
I am better than you. You just don't know it.
Conditions: Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent);
Sustain | BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
ISP- 83/91; PPE- 47/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 3/4
Talismans: AoI (3/3); Invulnerability (2/3); Cleanse (3/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Sir Ronith (Asgardian Elven Cyber-Knight, Group Leader)

Post by Ronith »

Code blocks for conditions, as of level 12.

Code: Select all

[*] Shadow meld: 10m00s, can hide in shadows 5+ ft tall, +15% to prowl, attackers -5 to hit.
[*] Extended presence sense: 24m00s, 92% skill, 80ft. range, can pinpoint exact number and location of all sentient beings.
[*] Enhanced reflexes: 24m00s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
I am better than you. You just don't know it.
Conditions: Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent);
Sustain | BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
ISP- 83/91; PPE- 47/57; MDC- 88/88 (self), 93/93 (cyber-armor)
Frostfang Heals: 3/4
Talismans: AoI (3/3); Invulnerability (2/3); Cleanse (3/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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