Tori Kerrin (HOO-RAH!)

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Tori Kerrin

Tori Kerrin (HOO-RAH!)

Post by Tori Kerrin »

Player Name: Mike

Character Name: Tori Kerrin
Call-sign: TBD
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier III, Enhanced Physical Attribute
Rank: Private
Military Occupational Specialty: Marine Specialist M.O.S.
Alignment: Aberrant
XP Level: 1
XP Points: 0
Next Level @ XP: 4,201
Disposition: Brusque; takes his job seriously.
Politics: Shrike Party. Who's lost more, and who's better suited and more motivated to stop the Atorian bastards than us?
Insanity: Obsession: Power: Must become more powerful by any means in order to protect our species.

I.Q.: 12
M.E.: 13
M.A.: 9
P.S.: 31 (EX)
P.P.: 28
P.E.: 26
P.B.: 13
Speed: 35

P.P.E.: 11
H.P.: 42
S.D.C.: 103
Age: 20
Sex: Male
Height: 5'10"
Weight: 172 lbs
Description: Of average height and possessing a lean, muscular build, one can tell just from how Tori carries himself that he is a soldier. His hair is ash-brown and gives him a sense of being older than he really is, reinforced by his generally serious demeanour. He might be not at all bad looking if he were to smile once in a while, but such events aren't very common occurrences.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Charm/Impress: 15%
Perception Bonus 15%
Invoke Trust/Intimidate: 0%
Max. Carrying Weight: 3,100lbs
Max. Lifting Weight: 6,200lbs

Super Abilities
Extraordinary Physical Prowess
Shadow Meld (EP)

M.O.S. Skills (Agility and Speed)
Detect Ambush 40% (+5%)
Climbing/Rappelling 65/55% (+5%)
Depressurization Training
Pilot Robot 50% (+5%)
Zero Gravity Combat: Elite
W.P. Handguns
W.P. Heavy Energy Weapons & Rail Guns
W.P. Blunt

Other Skills
  • Sense of Balance 90% (+3%)
  • Walk Tightrope/Highwire 90% (+3%)
  • Climb Rope 100% (+2%)
  • Work Parallel Bars/Rings 90%+3%
  • Back Flip 100%+5%
Prowl 55% (+5%)
Detect Concealment 35% (+5%)
Intelligence 42% (+4%)
Tracking 35% (+5%)

Secondary Skills
Lore: Alien 30% (+5%)
Robot Combat: Type III Exoskeletons
Jury Rig 25% (+5%)
Art 35% (+5%)

Basic Skills
Language: Arismal 75% (+5%)
Language: Atorian Sign Speech 55% (+5%)
Literacy: Arismal 50% (+5%)
Mathematics: Basic 55% (+5%)
Military Etiquette 45% (+5%)
Radio: Basic 65% (+5%)

Combat Data
HTH Type: Defensive and Fast
Number of Attacks: 7
Initiative Bonus: +2
Strike Bonus: +7
Parry Bonus: +8
Dodge Bonus: +8
Automatic Dodge Bonus: +10
Disarm Bonus:
HTH Damage Bonus: +16
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Other: Karate Punch 2d4, Kick 1d8, Backwards Sweep Kick, Back Flip, Body Flip/Throw, Paired Weapons, Power Punch 3d6, Power Kick, Force of Will, Body Block/Tackle: 1D4 Damage, and the opponent must dodge or parry, or be knocked down. Pin/Incapacitate on an unmodified roll of 18, 19, or 20. Crush/Squeeze: 1D4 Damage

Zero-G Combat Data
Type: Elite
Number of Attacks: 8
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +10
Dodge Bonus: +10
Disarm Bonus: +2
HTH Damage Bonus: +16
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Other: +10 S.P.D.

Robot Combat Data: Type III Exoskeletons
Number of Attacks: 9
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +8
Dodge Bonus: +10
Disarm Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3

Weapon Proficiencies
Aimed Shots: +5 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +5 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Handguns +1 to strike
W.P. Heavy Energy Weapons & Rail Guns
W.P. Blunt +1 to strike and parry

Saving Throw Bonuses
Coma/Death: +32%
Toxins (15+):
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+):
Psionics (15+):
Tori Kerrin

Tori's Gear

Post by Tori Kerrin »


Allocate your items into the categories listed in green!

Carried/In Hand
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)

Worn on Person
A.D.F. Combat Goggles
A.D.F. Marine Armor
Standard Uniform
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: Magazine (spare, helical)
• Attachment: Magazine (spare, 12.70 mm)
• Attachment: Magazine (spare, 12.70 mm)
• Attachment: Magazine (spare, 12.70 mm)
• Attachment: A.D.F. Slug-Thrower
• Attachment: Energy Stun Baton
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Stored in Foot Locker
2 Standard Uniforms
1 Dress Uniform
Small Leather-Bound Sketchbook
A small sketchbook, partially filled, containing charcoal sketches of the people and places that were important to Tori that no longer exist.

Gear Stats

A.D.F. Combat Goggles
A.R.: 15
S.D.C.: 25
Features: automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the lenses whenever exposed to light in excess of 35 watts. Can receive and display visual data on the inside of the light emitting polymer lenses.

A.D.F. Marine Armor
Class: Type III Exoskeleton
A.R.: 18
S.D.C. by Location:
--Helmet: 150
--Arms: 150 each
--Legs: 300 each
--Main Body: 500
Weight: 45 lbs. (20.41 kg)
Modifiers: -20% to physical skills
Tri-Laser Batteries (2)
One integrated into each arm of the suit with integrated E-clip.
• Range: 1,000'
• Damage: 1D10x10 per burst
• Rate of Fire: 3-blast pulse-bursts only, equal to the player character's attacks per melee
• Payload: 30 bursts each
Integrated E-clip reload requires 5 minutes from a trained technician in an A.D.F. workshop.
• Fully environmental
• Multi-optic & targeting HUD in helmet visor, range: 600 feet (182 m)
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).
• Robotic Strength Augmentation adds 10 P.S. to user's strength (strength is rated as Superhuman)
• Ship-to-Ship Flight System: Enables zero-G velocity burns of up to 10 G's.
• • Fuel: Metallic Hydrogen, 30 second total fuel capacity
• • Speed: 1 G of burn per second (1 G = 1 map hex per melee of inertia, approx. 865 mph)
• • Save vs. G-LOC (14+) on any single burn beyond 8 G's

A.D.F. Slug-Thrower
S.D.C.: 40
Weight: 5 lbs. (2.2 kg)
Cartridge: caseless 12.70 mm
Range: 100 feet (30.48 m)
Damage: 6D6 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 8 round box magazine

Energy Stun Baton
Dimensions: 3 lbs., 2.5' long
Damage: Special--Energy clubs either do 3D6+3 damage or stun damage, not both. Stun damage is 1D4 plus the victim must save vs. non-lethal poison. A failed roll means character is stunned, loses initiative and is -5 to strike. parry, and dodge and skill performance is -10% for 1D6 melee rounds.

KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 5,000'
• Damage:
• • vs M.D. Organic Target: 1D12x10 M.D. + target cannot bio-regenerate (same rules as for DU rounds)
• • vs M.D. Inorganic Target: 1D12x10 M.D. + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE)
• • vs S.D.C. Organic Target: 1D8x10 + 1d8 direct to H.P. + target is bleeding from that wound
• • vs S.D.C. Inorganic Target: 1D12x10 + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE); automatically defeats all armor ratings
• Penetration Value: 10 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: Single shots only; each shot requires 2 APM
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
• • Laser Targeting
• Modifiers: +1 to Strike at ranges over 500', Two-handed weapon
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
Tori Kerrin

Tori's Background

Post by Tori Kerrin »

Background Story

Tori was born of a fairly prosperous lineage, which is why his inauspicious beginning was somewhat troubling. While extremely deft of hand and nearly tireless, he had been born with some manner of congenital inner ear disorder that affected his balance. The need to compensate for his left him far slower afoot than most of his peers, and unable to participate in sports or even many physical games.

He tried not to let this bother him as he grew up, for he and his family shared the same hopes; that when his abilities came to fruition, they would compensate for this malady. Until then, he was a bright enough boy and had a decided artistic talent which tended to express itself in charcoal sketches and colourful painting.

Finally, his adult abilities did manifest, albeit only as a Tier 3. This was, however, more than good enough for him; his already excellent reflexes sharped dramatically, and this new hyperagility was sufficient to allow him to compensate for his balance issues; they weren’t gone, precisely, but he was able to correct for any problems instantly. He was suddenly capable – and quite a bit more so than many.

Having been unable to participate in so much of the physical activities common to young people, Tori turned around and dove whole-hog into them in return. Making up for lost time, he ran for hours, played sports, took some unarmed combat training, and slowly came to realize that this – this – was what he wanted to do with himself. Throw his whole self into energetic action, feeling alive in a way he never had before.

And so he enlisted.

The Marine Corp was glad to have him, with his agility, his endurance, and his never-give-up attitude. Even his compensatory hyperagility proved useful; he had an incredibly steady hand, and was put forward for sniper training. His parents were taken somewhat aback by this rather drastic turnaround by their quiet, artistic boy, and made sure to send him a small sketchbook and a few charcoal pencils as a gentle reminder to not lose everything that he had been.

He learned many things during his intensive training, not the least of which was while he hadn't liked the idea when he had been weak, it was true – might does make right, and it is up to the strong to direct those less so. He wasn't the most powerful of his people, not even close; but as a people they were powerful, and he was a part of the potent military force that shaped their people's course.

Young and still idealistic, it never really occurred to him that this could be turned back around upon him, so he was shocked and horrified along with everyone else when their homeworld and the vast majority of their people were destroyed in the cowardly attack, only weeks before he finished his cadet cruise. He and the rest of his fellows were rushed through the remainder of their training and made ready for the field; the Arismal people were going to need every hand on deck if they were going to continue to survive.
Mad Scientist

Re: Tori Kerrin (HOO-RAH!)

Post by Mad Scientist »

Missed the +2d6 to PS for Extraordinary PS!

Invalid dice code!
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