Ronan (Arismal, Special Operations)

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AGM: Dice Lord

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Ronan

Ronan (Arismal, Special Operations)

Post by Ronan »

Player Name: Nathaniel
Hangouts Handle: nphilip90s

Character Name: Ronan Deshe
Call-sign: Spade, Rook
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 1
Rank: 3rd Lieutenant, Arismal Defense Forces
Military Occupational Specialty: Special Operations
Alignment: Aberrant
XP Level: 7
XP Points: 51,940 (Updated by Dice Lord 01FEB23)
Next Level @ XP: 51,001
Reason for coming to Earth: Drop pod in a freak accident; now stuck.
Familiarity with Earth: Limited outside the surrounding area of Merctown, though not Merctown itself.
Sentiments/Coalition: They leveled his garage in Merctown which resulted in a lot of cat and mouse... Ronan doesn't like the CS.
Sentiments/Non-Humans: Not xenophobic and will work with other 'alien' races.
Disposition: Ronan has a sense of sarcastic humor about anything, will quickly revert to jokes about violence or strength when taunting or taunted. The feeling of inflicting damage or being hurt helps him cope with the feelings of isolation and frustration of being ripped away from his home. He falls into his military training when it comes to threats and is no stranger to brutally interrogating a prisoner. He generally doesn't approve of unnecessary death or violence, and tries talking people down before fighting anyone. He also has no problem killing an PoW to prove a point to another one. He will rarely, if ever, taunt anyone based on his own capabilities as he prefers to keep them hidden until the moment they matter.
Insanity:
  • Obsessed with rifts and dimensional travel due to his desire to return to his home dimension and determine his teammates' whereabouts or survival.
  • Death Wish--has accepted he will only be truly at peace again when he is dead (subconsciously motivated to very risky behavior & acts of potential self sacrifice not out of bravery, but because he feels undeserving of life; survivor's guilt).
(This color indicates changes made by Matter Expulsion: Silver Armor)

ATTRIBUTES
I.Q.: 18 (+4%)
M.E.: 13
M.A.: 12
P.S.: 52 (SN) [60 (SN)]
P.P.: 18
P.E.: 19 [22]
P.B.: 15
Speed: 11 (7 ½ MPH, 12 KPH)

PHYSICAL DATA
P.P.E.: 2
M.D.C.: 351 [546]
Age: 27
Sex: M
Height: 6’6”
Weight: 200lbs
Description: Ronan is a tall, lean and built man. He has darker iris's of a greyish color that he keeps secured behind custom fitted goggles. He has a maintained but full facial beard currently and walks with a confident and proud posture. His dark brown hair is short enough to maintain with a helmet but long enough not be a buzz cut.

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

Natural Abilities
Charm/Impress ☞ 29%
Perception Bonus ☞ 34% (+5%)
Invoke Trust/Intimidate ☞ 24%
Max. Carrying Weight: 15,600 lbs [18,000 lbs]
Max. Lifting Weight: 26,000 lbs [30,000 lbs]
Max Jumping Length/Height: 78 feet length, 39ft height [90 feet length, 45 feet height] (Decrease by 40% w/o running start: 46.8Ft L, 23.4ft H || 54ft L, 27ft H)

Super Abilities
Matter Expulsion: Silver (HU:AU | Page 18)
This power was mutated from Control Elemental Forces: Water via thistransaction
  1. Metal (Silver) Armor == A.R.: 16 | +8 P.S. | +3 P.E. | +15 H.P. | +180 S.D.C. | +8 H2H DMG | +1 Parry/Disarm (can use arms/body)
  2. Shoot Silver Shards == Range: 40 feet (12 m) +10 feet (3 m) per level | 1d6 M.D.C./Lvl (Can be scaled per d6) | Duration: Instant, Shard disintegrates after 30 seconds
  3. Create Silver Hand-Held Weapon == 1 Action to Summon | Any Ancient Weapon | +3 to DMG, plus normal DMG | Duration: Permanent while held, can be dismissed, will
  4. Encase in Silver: The character can encase objects or people in silver.
    1. Small Objects: Size of a typical microwave | 1-2 seconds to encase, 1 APM | Smaller targets or specific body parts take 2-5 seconds and 2 APM (Called Shot) | AR of Silver: 15 | 25 M.D.C. (+10 M.D.C./Lvl)
    2. Large Objects/Targets: Ex. Loveseat, 50-Gal Drum, Half a body | 4-6 Seconds, 2 APM | Silver A.R.: 14 | 15 M.D.C. + 10 M.D.C./Lvl
    3. Note: Beings Vulnerable to Silver take 3d6 M.D.C. per round of being trapped, any bio-regeneration or healing is slowed and takes twice as long to heal.
    4. Very Large: Bodies up to 10 feet tall, or objects about the size of a King Size Bed | 7-10 Seconds | 4 APM | AR 12 | 10 M.D.C. + 10 M.D.C./Lvl
    5. Note: If vulnerable to silver, completely negates bio-regeneration and does 6d6 M.D.C. per melee
    6. The metallic casing weighs as much as the corresponding amount of steel (250lbs for avg humanoid)
    7. Range: Touch or 4 feet (1.2 m) per level of experience.
    8. Damage: None unless they have a vulnerability to silver and then the damage is as noted above. For those without any vulnerability to silver there is no damage unless the head is covered, and no oxygen can get through. Anyone needing air will suffocate in 1D6+3 minutes after their air supply is cut off.
    9. Duration: 10 minutes per level.
  5. Wall of Silver: The super being can erect a solid wall of silver 5 feet (1.5 m) high by 5 feet (1.5 m) wide by 2 feet (0.6 m) thick per level of experience. It takes one melee attack to erect each 5-foot (1.5 m) section. The wall has an A.R. of 15 and 100 M.D.C., +10 additional M.D.C. per level of experience. The wall disappears at the end of the duration.
    Duration: 3 minutes per level of experience.
Flesh Works (PU3, pg 62)
Temporarily Reshape and Re-sculpt the flesh (skin and muscle) of beings and animals.

Sense Health of Flesh: Sensory | Range: Touch or 15 ft away per level; LOS | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Flesh Control: The act of taking control of another’s flesh or body part for one’s advantage to distract an enemy or cause them to harm themselves or their ally. | Range: Touch or 50ft + 10ft/lvl; LOS | Duration: 1 APM | Costs 1 APM | Save: IF able to determine they are under control, 16 or higher (PE applicable) | Penalties: Varying (GM), examples: Goose bumps / Itch : -2 Int, -1 S/P/D

Crawling Flesh: Cause Victim’s flesh to undulate and wiggle | Range: Touch or 50 ft + 10ft/lvl; LOS | Duration: 2 rounds per level | Costs 2 APM per cast | Save: 12+, PE applicable | Penalties: Those who see the victim suffer HF 14 | Victim suffers -3 on all initiative rolls, -25% on skill performance, -1 to all combat bonuses

Paralysis Flesh: Paralyzes a body part of a target | Range: Touch | Duration: 1min/Lvl | Save: 14+, PE applicable | Penalties: Complete paralysis of limb or body part on failed save. | Leg/Foot Paralysis Penalties: SPD -80%, -2 P/D

Sculpt Flesh: Mold Flesh for disguise or disfigurement, can remove scars and wounds and temporarily hide tattoos | Range: Touch; self or other | Duration: Disfigurement 5mins/lvl, Disguise 20mins/lvl | 1 APM per cast | Save: 14+, PE applicable | Bonuses: +15% Disguise skill, +10 Impersonation/Interrogation skill(s)

Heal the Flesh of Others: Heal 2d6 H.P. and S.D.C. (or M.D.C on MD Beings) per touch | Range: Touch | Duration: Permanent | 3 APM per cast | Limits: Cannot heal diseases/drugs/toxins/poisons.

Other abilities:
Heals 3x faster, no scarring
Never suffers rashes or acne unless intended
+1d6 H.P. per level
Supernatural Strength (HU2, pg 293)
Fatigues at 1/10 normal rate.
Can carry 200x and lift 300x P.S. in pounds.
Invulnerability (HU2 / CB1Revised, Pg 46)
Invulnerability
☞ Invulnerable to: Cold/Fire/Heat/Elec/Lasers and other energy attacks, along with bullets, punches, falls, etc do no damage whatsoever.
☞ Supernatural melee attacks do half-damage, Extraordinary/Robotic and Superhuman strength do no damage though sting noticeably more than normal strength.
☞ Gases, drugs, chemicals, poisons, toxins and radiation will affect the invulnerable person, but are reduced to half their usual potency (half damage, duration, effect) . Lethal doses will NOT kill the Invulnerable person, but will make them extremely sick.
☞ The character is only, truly, vulnerable to psionics, magic, and magic weapons, all of which have full effect.
☞ ☞ However, energy type spells, such as Fireball and the like, do no damage.
☞ Basic Punch does 1d6 MD, basic kick does 2d6 MD base + PS unless restrained
☞ Hold breath for 12 minutes || Survive without food for 80 days
☞ Regenerate 1d6x10 MDC per minute
Radar (Minor, HU2, PG 236)
Purchased via EP in this transaction
The radar super ability sends out high-frequency radio waves which bounce off objects, returning and indicating the direction and distance of the reflecting objects. This power provides the superbeing with a crude type of see in the dark ability, enabling him to know/sense the location of objects and movement.
  • Range: 900 feet (274.32 m) (+100 ft (30.5m)/Lvl)
    Abilities Include:
    • Interpreting Shapes: 79% (+5%)
    • Estimating Distance: 84% (+4%)
    • Estimating Direction: 84% +4% (+4%)
    • Estimating Speed: 64% +4% (+4%)
    • Estimating exact location: 74% (+4%)
    Bonuses: +4 on initiative. +2 to parry and dodge. +2 to strike. One additional attack per melee. No minuses apply when blinded or in darkness. Note: Radar does not go through cloth, wood, glass, metal, or people. Consequently, the character cannot see or sense through walls or doors. Likewise, while he may sense a car, esti-mate its speed, direction, and distance, he cannot tell how many people are inside the vehicle. This ability is especially useful in the dark, long distances, and combat (providing relatively full view of the combat area).
    Disadvantages: Radar is totally fouled in the rain, snow, dust or sandstorms, and by similar obscuring conditions. No bonuses apply under these conditions, including no additional attacks per melee. If these conditions exist at night/dark or while blinded, the radar is ineffective, and the character is blind and suffers all the penalties that usually apply. Smoke and fog also foul radar, but not as severely as the aforementioned conditions. All the abilities to estimate speed, di¬rection, distance, shape and location are -30%. All bonuses are reduced by half.
Bio-Aura (Minor, PU3, Pg8 )
Purchased via EP in this transaction
The Bio-Aura protects and affects the character's equipment and clothing from his other super abilities.
  • Thus, if the character can Alter Physical Structure: Fire (or Matter Expulsion: Silver), his clothing, gun, and gear will not be incinerated when he transforms.
    If he can grow or shrink, so will his clothing and gear. Likewise, a character capable of shape shifting will not change out of his clothing, and his clothing or body armor changes (stretches, expands, transforms) with the character, maintaining its protective properties.
    In some cases, the clothing and gear seem to vanish when he takes on his Alter Physical Structure (Le., not visible when he turns to rock, or fire, or water, etc.), but really are still there.
    The armor's S.D.C. and A.R. remain unchanged, but the clothing or armor also takes on the same super-powered traits as the character, so if the character is impervious to fire and heat, the clothing or armor is too.
    Simple weapons and tools also take on the traits of the character. As a result, a sword would grow to match the new giant-size hero (The giant weapon does only 1D6 extra damage, and a shrunken weapon does 1D6 less damage).
    Note: Personal items such as clothing, wedding ring, necklace, watch, wallet, glasses, etc., are affected and protected by the ability, but there is a limit to the amount of armor, weapons and equipment - restricting the character to just 100 lbs (45 kg) worth of total clothing and gear. Also note that any item(s) that are dropped or thrown by the character, instantly lose all the Bio-Aura's protective properties and return to their normal state of being. Complex weapons and equipment, like firearms, energy weapons, electronics and mechanical devices do NOT change with the super being, but neither are they harmed by a transformation.
    Range: Self.
Sonic Speed (HU2, Pg 289
The power to run at supersonic speeds. This means the char­acter can run at the speed of sound, Mach One, or approximately 670 mph (1072 km/h). That is roughly one mile (1.6 km) every five seconds and 11.6 miles (18.6 km) per minute.
In addition to running at incredible speed, the character has sharper vision, quicker reactions and greater dexterity than nor­mal humans. Despite what one might think, superspeed in hand to hand combat requires a comparatively slower, more meas­ured, and controlled pace, but the results are still devastating.

:
+1 melee attack/action per round (15 seconds) at levels 1, 3, 6,9 and 12.
1d4*10+20 for existing MDC as per Blackhaunt
Add 1D6 to P.E. attribute.
+6 on initiative.
+ 1 to strike.
+3 to parry.
+4 to automatic dodge against hand to hand combat and combat using melee weapons (sword, axe, club, etc.). An Auto­matic Dodge means the act of dodging does not use up a melee attack or action. Dodging bullets, energy blasts, projectiles and thrown objects can be attempted, but without benefit of any dodge bonuses; un­modified dice roll only (it's difficult even for a super-fast character to dodge these fast moving, long-range and often silent, or quiet, attacks).
+6 to roll with punch, fall or impact.
+ 1 to pull punch at levels 1, 3, 4, 5, 7, 9, 11, and 14.

Normal Punch - 1D6 damage.
Fast Punch or Kick -2D6
Super-Fast Punch -4D6 damage.
Super-Fast Kick -5D6 damage.
Super-Fast "Power" Punch or Kick - 1D6x10, but counts ae two attacks.
Body block/ram at 400 mph (640 km) or greater does 2D4x10 damage, plus humanoid opponents weighing under 400 pounds (180 kg) are knocked off their feet and tumble for 2D6 yards/me­ters, and causes them to lose initiative and two melee attacks/ac­tions.
Note: Unfortunately, the speeding super-being also takes 5D6 damage, himself, and the attack counts as three melee ac­tions/attacks.

Leaping Ability (with a running start) -60 feet (18.3 m) high or 100 feet (30.5 m) lengthwise.
Swimming Ability (applicable only if the swim skill is known): Maximum speed is 300 mph (258 knots); can dive 300 feet (91.5 m) and has a maximum depth tolerance of 350 feet (107 m).
Can go from zero to 700 mph (1126 km/h) in four seconds (roughly one melee action) but such acceleration causes a small sonic boom punctuating his departure (unwise for stealth).

Running at superspeed is relatively quiet compared to the roar of a jet engine or race car, but the patter of feet on the ground and the air displacement makes a loud sound of rushing air like the roar of hurricane or tornado winds. Furthermore, a quick take off creates a sonic boom. The wind caused by the su­perspeed will also whip up clouds of dust and send paper and similar light items whirling in the air as the character runs by or comes to a sudden stop. Running under 100 mph (160 km) is considered quiet; a soft wind sound. Can stop on a dime and make sharp turns.

Superior vision about five times better than normal humans, which means an 18 inch sign can be read a mile away.

Nightvision: 500 feet (152.4 m).
Note: The acts of taking off and stopping each count as one melee action.
Special Operations M.O.S. Skills
Prowl ☞ 69% (+5%)
Detect Ambush ☞ 69% (+5%)
Climbing ☞ 79% (+5%)
-Rappelling ☞ 69% (+5%)
Depressurization Training
Pilot Robot (Type 3: Power Armor) ☞ 79% (+5%)
Zero Gravity Combat: Elite
W.P. Rifle
W.P. Handguns
W.P. Knife
Hand to Hand: Commando

Other Skills
Demolitions ☞ 94% (+3%)
Demolitions Disposal ☞ 94% (+3%)
Underwater Demolitions ☞ 95% (+4%)
Cyberjacking ☞ 69% (+5%)
Intelligence ☞ 69% (+5%)
Interrogation ☞ 89% (+5%)
Disguise ☞ 69% (+5%)
Imitate Voices/Impersonation ☞ 70% / 50% (+4%)
Pilot: Personal Anti-Gravity Transportation ☞ 79% (+5%)
Pilot: Hover Cycle, Skycycle and Rocketbikes ☞ 89% (+5%)
Swimming ☞ 89% (+5%)
Swimming Advanced/SCUBA ☞ 89% (+5%)
Boxing
W.P. Heavy Energy (M.D.) Weapons and Rail Guns
W.P. Energy Rifle
W.P. Sword

Conversion Skills
Conversion for High-Tech Characters (p.39 RCB1). All skill gained at 3rd Level & All skills from R:UE
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
[L3] Computer Operation ☞ 69% (+4%)
[L3] Language, American ☞ 70% (+3%)
[L3] Language, Spanish ☞ 70% (+3%)
[L3] Pilot, Motorcycles and Snowmobiles ☞ 82% (+4%)
[L3] Pilot, Jet Packs ☞ 64% (+4%)
[L3] Sensory Equipment ☞ 49% (+5%)
[L3] Navigation ☞ 59% (+5%)
[L3] Research ☞ 54% (+5%)
[L3] Anthropology ☞ 44% (+5%)
[L3] Robot Combat: BASIC
  • Robot and Power Armor ☞ 76% (+3%)
[L3] Pilot, Robot Combat: ELITE
W.P. Energy Pistol
W.P. Heavy Military Weapons

Secondary Skills
(+2 @ 3, 6, 9, 12, 15)
Recognize Weapon Quality ☞ 54% (+5%)
Basic Electronics ☞ 59% (+5%)
Salvage ☞ 64% (+5%)
Jury-rig ☞ 54% (+5%)
[L3] Weapon Systems ☞ 59% (+5%)
[L3] Streetwise ☞ 36% (+4%)
[L1] Lore, Demons and Monsters ☞ 29% (+5%)
[L1] Lore, D-Bees ☞ 29% (+5%)

Basic Skills
Language: Arismal ☞ 104% (+5%)
Language: Imperial Trade Tongue 84% (+5%)
Literacy: Arismal ☞ 79% (+5%)
Mathematics: Basic ☞ 74% (+5%)
Military Etiquette ☞ 84% (+5%)
Radio: Basic ☞ 104% (+5%)

Combat Data
HTH Type: Commando
Number of Attacks: 9 (+1 APM w/ Radar)
Initiative Bonus: +10 (+4 w/ Radar)
Strike Bonus: +7 (+2 w/ Radar)
Parry Bonus: +12 [+1 w/ Silver] (+2 w/ Radar)
Dodge Bonus: +9 (+2 w/ Radar)
Automatic Dodge: +6 (+2 w/ Radar)
Disarm Bonus: +1 [+2]
HTH Damage Bonus: +37 (SN) [45 (SN)] [+3 w/Silver Weapon]
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +9
☞ Restrained Punch: 4d6 M.D.C. (+33 if not pulling punch)
☞ Full Punch: 1d6x10 M.D.C. (+33 if not pulling punch)
☞ Power Punch: 2d6x10 (+33 if not pulling punch) | 2 APM
☞ Body Flip/Throw +1
☞ Body Block/tackle
☞ Backwards Sweep(Pen)
☞ Karate Punch (2d4)
☞ Karate Kick (2d6)
☞ All Foot Strikes


Zero-G Combat Data: Elite
Number of Attacks: 7
Initiative Bonus: +5
Strike Bonus: +6
Parry Bonus: +9 [+10]
Dodge Bonus: +9
Disarm Bonus: +3 [+4]
HTH Damage Bonus: +37 (SN)
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +7
Other Combat Notes
☞ +10 SPD (approx. 7 mph or 13 kph)
☞ Only applicable in weightless environment
Robot Combat Data: Type III Exoskeletons
Number of Attacks: 8
Initiative Bonus: +6
Strike Bonus: +4
Parry Bonus: +5
Dodge Bonus: +6
Disarm Bonus: +1
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
☞ Restrained Punch:
☞ Full Strength Punch:
☞ Power Punch:
☞ Kick:
☞ Leap Kick:


Robot Combat Data: BASIC
Number of Attacks: 7
Initiative Bonus: +4
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +10
Automatic Dodge: +2
Disarm Bonus: +1
HTH Damage Bonus: As per Robot PS
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
☞ Power Armor Body Block/Tackle/Ram: 104 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative and one melee attack/action. Counts as two of the power armor's melee attacks.
☞ Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 01-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.


Robot Combat Data: ELITE (Ground)
Number of Attacks: 8
Initiative Bonus: +5
Strike Bonus: +9
Ranged Strike Bonus: +2
Parry Bonus: +11
Dodge Bonus: +11
Automatic Dodge: +2
Disarm Bonus: +4
HTH Damage Bonus: As per Robotic PS
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +8
☞Tear or Pry with Hands: 1D4
☞M.D. Kick Damage: As per Robot (or Augmented) P.S.
☞Body Block/Ram: Equal to the Robot P.S. punch damage.
☞Full Speed Running Ram: Double Robot P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes M.D. and is knocked off his feet, losing initiative and two melee at­tacks/actions.


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. Paired Weapon (From Commando H2H)
W.P. Heavy Energy Weapons (M.D.) and Rail Guns ☞ +2 to Strike (+1 to Strike at levels 2, 4, 7, 10, and 13.)
W.P. Energy Rifle ☞ +3 to Strike (+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.)
W.P. Handguns ☞ +3 to Strike (+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.)
W.P. Sword ☞ +3 to Strike, +2 to Parry, +1 Strike when Thrown (+1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.)
W.P. Knife ☞ +2 to Strike, +2 to Parry, +2 to Strike when Thrown (+1 to strike at levels 2, 4, 7, 10, and 13. +3 to parry at levels, 1, 3, 6, 9, and 12. +3 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.)
W.P. Rifle ☞ +3 to Strike (+1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.)
W.P. Heavy Military Weapons ☞ +2 to Strike (+1 to strike at levels 1, 3, 6, 10, and 14.)
(s) W.P. Energy Pistol ☞ +3 to Strike (+1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.)

Saving Throw Bonuses
Coma/Death: 47% [51%]
Toxins (15+): +4
Magic (varies): +4 [+6]
Lethal Poison (14+): +4 [+6]
Non-Lethal Poison (16+): +4 [+6]
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +2

HU2 Alien XP Table
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400[/color]
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Last edited by Ronan on Mon May 20, 2019 2:45 pm, edited 12 times in total.
Ronan

Re: Arismal -- WIP

Post by Ronan »

Gear

Vehicles

Road Hog Motorcycle Used in town
Image
Stats
M.D.C. by Location:
  • *Headlight: 6
  • *Armored Tires (2): 18 each
  • Main Body: 115

* Requires a called shot at -4 to strike; -90% to speed if a tire is destroyed
Statistical Data:
Maximum Speed: 160 mph under ideal conditions, 100 mph on sandy or rough terrain, 15 mph through dense forests
Range: based on power plant; choose from options below & note here
Jumping: 15' high & 50' across from 40-89 mph; +50% when at 90+ mph
Modifiers: -8% to piloting during jumps; -5% on gravel & short grass, -10% on shattered roads, sand, tall grass, or mud/snow to 1'; -30% in underbrush or snow 1'+; deeper mud, water, & vegetation are impassable.
Crew: 1 pilot +1 passenger (uncomfortable on long trips)
Class: All-Terrain Motorcycle
Dimensions: 4' high, 2.6' wide, 8' long, 850 lbs.
Cargo: saddlebags 10 lbs. (2 items) each
Power System: choose from options below & note here
Weapon Systems:
None
Features of Note:
  • Chassis-Integrated Jump Jets

Book Reference: p.203, WB34
NG-J32 Wild Coyote Jet Pack Used on mission
Image
Stats
M.D.C.: 35
Crew: One
Power System: Solid Oxide
Maximum Speed: 80 mph
Maximum Altitude: 900'
Maximum Range: 3 hours before requiring cool-down
Features: One spare Solid Oxide Battery Cell
Dimensions: 2.4' long, 40 lbs.
Book Reference: p.193-194, WB34
[/size]
Carried/In Hand
Nothing

Worn on Person

NG-S2 Basic Survival Backpack Usually stored in group vehicle

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
RIG Loadout
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: [1] Helical magazine w/ 12 APDS Rounds
• Attachment: [1] Wilk's PRC-5 Secure Walkie-Talkie (earbud in right ear)
• Attachment: [1] Polarized High Impact Combat Optic Googles
• Attachment: [1] Power Bars Pack (contains 7 power bars)
• Attachment: [1] MageFire TW Flashfire Grenade
• Attachment: [1] Vibrosword (collapsed)
• Attachment: [1] Talisman of Invincible Armor
• Attachment: [1] Talisman of Fly as an Eagle
• Attachment: [1] Talisman of Chromatic Protection
• Attachment: [1] Talisman of Dispel Magic Barrier
• Attachment: [1] Modified Personal Portable Computer
• Attachment: [1] Portable Language Translator (earbud in left ear)[/size]
Polarized High Impact Combat Optic Googles

N-F40A Heavy Force Field Attached to belt

Streetwolf Armored Clothing Line
  • Armored M.D.C. Biker’s Jacket

    Streetwolf M.D.C. Combat Pants
Waist Satchel Ammunition Dimensional Bag
Image
Contents and Stats
Uncommon Enchanted Satchel made by Vheld
Effect: Dimensional Pocket (3 years & 30 lbs. capacity)
Weight: 2.0 lbs.
Modifiers: Ley-Line Crafted
Book Reference: p.247, BoM
Contains
  • [6] KLS Helical Magazines (12 rounds each/72 rounds) || One KLS Mag is on his harness
  • [13] Universal E-Clips || Two Eclips are on his harness
  • [1] Solid Oxide spare battery
  • [1] Heavy Duty Duffel Bag [10 M.D.C.]
  • [2] Polarized Combat Goggles (spares, non optic)
  • [1] Skorblade
Waist Satchel Weapon Dimensional Bag
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Contents and Stats
Uncommon Enchanted Satchel made by Vheld
Effect: Dimensional Pocket (3 years & 30 lbs. capacity)
Weight: 2.0 lbs.
Modifiers: Ley-Line Crafted
Book Reference: p.247, BoM
Contains
  • KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item) (20 lbs)
  • NG-SE9 Seasnake Sharpshooter Laser Pistol (2.5 lbs)
  • Bandit IP-10 Ion Pistol (3 lbs)
  • TW Lightblade (2 lbs)
  • [2] MageFire TW Flashfire Grenade

Gear Stats

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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)
• • Large Bandoleer holding [80 Loose Rounds stored in an Ammo Tin, 3 spare Helical Magazine's with 12 rounds (4 Mags owned total)]
Features:
• • 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.
N-F40A Heavy Force Field
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Stats
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2
Polarized High Impact Combat Optic Googles (PHICOG)
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OOC Comments
Features: Passive night-vision, infrared, ultraviolet, thermal-imaging and telescopic magnification, 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.
Range: 300 feet (91.5 m)
Ronan has two spares
Polarized High Impact Combat Goggles (PHICG)
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Stats
M.D.C.: 1
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.
Ronan has three spares
Wilk's PRC-5 Secure Walkie-Talkie
Details
An enhanced walkie-talkie personal radio communications (PRe) system with a special cryptographic package. The unit provides 15 channels, all of which have a secure capability as well as normal scrambling and unscrambled features. For secure communications, a special cryptographic program is loaded into the radio using a standard Wilk's 3000 (or other handheld) computer. Once this program is loaded into the radio, only other radios with the same program are capable of receiving its transmissions.
For another 200 credits the system comes with a microphone and comfortable earpiece headgear for hands-free communications. Other versions of the PRC-5 system include a wristbandstyle radio and a system designed for installation into standard environmental body armor and helmets.
Weight: 1 lb (0.45 kg).
M.D.C.: 2.
Range: 10 miles (16 km).
Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
Security Note: Due to the sophisticated scrambler program, the Cryptography skill has a penalty of -25% to crack the system's secure
communications feature. Cost: 3 ,000 credits per single unit.
Additional batteries cost 1 ,000 credits, and can be recharged using a portable generator, nuclear power plant or even standard E-Clips.
Language Translator (Portable)
Details
A unique device that is programmed with the nine known languages of the Americas and can hold three additional languages.
12 others can be added with a supplemental language disc.
The amazing device can recognize and monitor up to three different voices and two different languages or dialects.
Level of accuracy is 98.7%, with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three
speakers simultaneously.
The operator must hold the microphone portion of the translator out toward the individual(s) whose words he wishes to translate. The tiny computer inside the hand-held unit identifies and translates the words, transmitting them to the accompanying head/earphones or can be set to broadcast the words over the speaker in the base of the handle. The earphones can be substituted with a cybernetic headjack. The translator can also be set to translate the operator's words into the language of those he is speaking to with the same level of accuracy and speed. Conversations can be recorded on a one inch audio disk (3 hour capacity, costs about 20 credits each). The unit is about the size of a wireless microphone or a remote control and weighs about a half a pound (0.23 kg).
Computer, Portable
Details
This is a fully functioning computer that is about the size of an opened paperback book or the size of an average human's hands placed together. When closed, the handle can be folded up and the entire unit can easily fit in most jacket pockets. The computer can be powered by a small, rechargeable battery (about 24 hours of life) or plugged into an electrical outlet. A hard copy of text can be printed out on the thermal-paper printer, but a magnifying glass is needed to read the tiny print. The computer can also be plugged into most video and cybernetic systems for use as a video monitor. Removable memory storage can take a variety of forms, including CD-ROMs, micro-ROMs, memory tabs, memstiks, or any of the other amazing information storage options developed during the time before the Rifts.
The display for such small computers might be as simple as a tiny LCD screen, or it might be a miniature holographic projector, or it might simply link into a set of VR goggles or one's cybernetic eyes. Input might be through a keyboard (how low-tech ! ), running a stylus or finger across the screen, voice commands, mental interface (a popular option for cyborgs), etc. Weight: From a few ounces to one pound (0.45 kg).
Features: This is a mega-computer, military style. Solid State Drive. Holographic Display with direct finger input and voice commands. Connected to secure walkie-talkie to send/receive data files. Two batteries for constant use.
TW Lightblade
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Lightblade Stats
  • Range: melee
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Weight: 2 lbs.
  • Features: Fueled by wielder's Hit Points/S.D.C.
  • Modifiers: + 1 to strike and parry

TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 30 S.D.C. points or 15 Hit Points
  • Device Level: Five
  • P.P.E. Construction Cost: 300
  • Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
  • Physical Requirements: None
  • Duration of Charge: 5 minutes
  • Construction Time: 150 hours
  • Construction Cost: Unlisted
  • Book Reference: p.137, R:UE
NG-SE9 Seasnake Sharpshooter Laser Pistol
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Stats
  • Range: 1,000'
  • Damage: 3D4+3 M.D.
  • Rate of Fire: Single shots only
  • Payload: 20 shots per E-clip, 36 shots per LE-Clip.
  • Weight: 2.5 lbs.
  • Features: W.P. Energy Pistol; Telescopic targeting scope (3,000'), Passive nightvision, Laser distancer (1,500')
  • Modifiers: None
  • Book Reference: p.195, WB33
Bandit IP-10 Ion Pistol
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Ion Pistol
  • Range: 400'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-Clip, 20 per LE-Clip
  • Weight: 3 lbs.
  • Features: Good balance
  • Modifiers: +1 to strike
  • Book Reference: p.173, WB14
Skorblade Short Sword [2]
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Skorblade Stats
  • Damage: 1D8 M.D.
  • Weight: 3 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: +1 to strike and parry
  • Book Reference: p.152, MercOps
Vibro-Sword
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Vibro-Sword Stats
  • 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
[3]MageFire TW Flashfire Grenade
Stats
  • Range: P.S. >20: 100', P.S. 20+: 200', SN P.S.: 300'
  • Damage: 5D6 M.D. to 2' AoE
  • Payload: Single use TW item
  • Weight: .5 lb.
  • Features: after pin is pulled, user has five seconds to throw it before it detonates

TW Characteristics:
  • TW Functions: concentrated fire blast of incredibly bright, white fire
  • Book Reference: p.150, MercOps
NG-S2 Basic Survival Pack This is usually brought with and left on the vehicle unless needed
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Pack
  • A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG
Streetwolf Armored Clothing Line
  • Armored M.D.C. Biker’s Jacket
    Stats
    • M.D.C.: 15
    • Weight: 5.6 lbs.
    • Features: Ronan has four sets, one worm, other three kept in his duffel
  • Streetwolf M.D.C. Combat Pants
    Stats
    • M.D.C.: 8
    • Weight: 2 lbs.
    • Features: Ronan has four sets, one worm, other three kept in his duffel
[3] Heavy Duty Duffel Bag
  • M.D.C.: 10
  • Weight: 1 lbs (empty)
  • Notes: One is stored in his dimensional bag, one holds his armored clothing and any tertiary supplies he may take on a mission. The third holds the Viper and its ammunition

Talisman of Invincible Armor
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Details
Talisman
Magic Features
  • Invincible Armor
  • Charges: 3

Book Reference: p.150, BoM
Talisman of Fly as an Eagle
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Details
Talisman
Magic Features
  • Fly as an Eagle
  • Speed: 50 mph
  • Bonuses: +1 Parry, +2 Dodge, +2 Damage from diving attack
  • Duration: 100 minutes
  • Charges: 3

Book Reference: p.150, BoM
Talisman of Chromatic Protection
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Details
Talisman
Magic Features
  • Chromatic Protection
  • Charges: 3

Book Reference: p.150, BoM
Talisman of Dispel Magic Barrier
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Stats
Talisman
Magic Features
  • Dispel Magic Barrier
  • Charges: 3

Book Reference: p.150, BoM

Stored @ Haunt (Not on Mission)

WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun This weapon is kept at the Hanger on the Outskirts with the group in a duffel bag for easy access when the team rolls out on missions or left with the Defenders
Stats
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  • Range: 4,000'
  • Damage:
    • 15mm Rounds: 1D8x10, 10-round burst: 1D8x100, 20-round burst: 2D8x100
    • Light M.D.: 10-round burst: 1D10 M.D., 20-round burst: 3D6 M.D.
    • Heavy M.D.: 10-round burst: 1D4x10 M.D., 20-round burst: 2D4x10 M.D.
  • Rate of Fire: single shots & 10 & 20-round bursts only
  • Payload: 200 round belt
  • Weight: 60 lbs., 30 lbs. per belt
  • Features: W.P. Heavy Military Weapons; 4 extra 200 round belts [800 rounds]
  • Modifiers: P.S. 26> required to use (-2 to strike)
  • Book Reference: p.100, MercOps
A.D.F Combat Goggles Pair
25 S.D.C.
A.D.F Combat Goggles Pair [25 S.D.C. | A.R.: 15]
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. Standard Armor = Stored @ Haunt

ImageStored in ATV
A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100 each
--Legs: 150 each
--Main Body: 200
Weight: 14 lbs. (6.35 kg)
Modifiers: -5% to movement & physical skills
Features:
• Fully environmental
• HUD in helmet visor
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).
A.D.F. Slug-Thrower = Stored @ Haunt
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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
A.D.F. Shipboard Tactical Rifle = Stored @ Haunt
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Stored in ATV
S.D.C.: 75
Weight: 12 lbs. (5.4 kg)
Cartridge: caseless 19mm
Range: 500 feet (152 m)
Damage: 1D8x10–slug or 6D6–buck S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 20 round box magazine
Money
Secured Cred Chit: 33,000 UC (Underguard @ 8/25/2020)
Last edited by Ronan on Fri May 10, 2019 9:27 am, edited 1 time in total.
Ronan

Re: Arismal -- WIP

Post by Ronan »

Background: HU Milky Way Galaxy
The art of being a warrior is to balance the wonder and the terror of being alive.

I was a demolitions expert and shock soldier in the battlefield, and back in the fleet I spent time as a massage therapist for the crew; who knew the demand for such a thing would be so high in the fleet. I also assisted with interrogations when the more mundane means weren’t working. That is what I was, who I was.

Then it was just another routine drop; well, as routine as an ever changing war-zone can be that is. Doing a drop isn’t all it’s cracked up to be, the senses are deafened and the body lurches when the drop vessel releases us; sometimes from orbit, sometimes from 100 ft away, the impact is always the same; a muffled and sudden stop. You hear the loud rasp on the hatch signaling you’re clear to kick the release, blowing open the hatch and stepping out, securing your equipment; two knocks means to come out weapon ready, entry zone is hot.

My squad was dubbed Excelsior Squad by the ground and we always got the Drop and Shock missions with the fleet. Unlike other operation groups, we stayed with the fleet and spearheaded difficult targets; surgical strikes, crippling defenses so the main force can move in or taking down high-value key targets, though we have been tasked with independent operations as well. This was my team, this is what we were good at and we did our jobs well.

During our more independent operations, we’ve been dispatched to respond to many different complicated situations; from rescuing high-valued individuals from behind enemy lines to the rumored intelligence that the Atorians were operating nearby with all manner of incendiary and explosive intentions. Anything that went boom was my speciality of mine. During our raids, Intel is usually right; we don’t really have enough resources for them to be wrong and lose a squad due to negligence. Over the tours together, the flow of missions was getting easier and more routine, perhaps too routine.

It was the last drop that went from routine to extreme in a manner of seconds. Excelsior Squad and the supporting vessel, Invincible, the last Valor-Class Battleship, were orbiting a planet and readying for a drop and shock campaign with other supporting vessels. All of Excelsior was accounted for, loaded and ready to drop. We were going in first, we knew that, the boys on the ground knew that. They knew that the success of this mission could depend on our success; we all felt the tension as the timer clicked down closer to 0. This was one of the worst, or best parts of the missions; the immediate sensation of the plummet and the knowledge that you are plummeting towards a solid surface at any number of varying speeds with the intention of hitting.

I remember shifting and checking my systems within the pod in anticipation and felt my finger trace the weapon secured at my side more than once. I glanced up at the heads-up display in the pod, watching the countdown to drop. Here it comes, 3...2...1.. Drop. The private comm line of Excelsior Squad lit up with the irritating screams of excitement from the squad as the plummet begins; I might’ve been excited and screaming too. Then I heard it; the sound that will forever haunt my dreams.

A crack, so loud it made the deafening plummet seem irrelevant; I thought my pod cracked mid-drop. Then we get the call from the Invincible calling for an immediate abort and emergency course change in the pod’s path, but it was too late. I heard the screams of excitement from my fellow teammates turn to screams of horror within seconds, the life-signs of my team flat-lined mid-drop in blips on my HUD as one by one, each comm-line went dark. Suddenly my pod whip-lashed in such a way that shouldn’t be possible under normal gravity, maybe extreme gravity but there were no anomalies in this area; I heard the hull of the pod creak under duress and then my pod went dark and my own life-sensor blipped as the sheer force of the plummet felt like it was welding me to the pod.

No vision, no hearing, and the senses are completely deafened means that the only thing to do is retreat inside yourself while you wait for your own inevitable outcome. The dark, the twisting and lurching, it felt like it would never cease, the alarms within the pod blaring and deafening your own thoughts. I could do nothing but try to remain as fluid as possible with the rocking to avoid premature death. Then I hear my own life sensor give a flat-line, and suddenly, I felt such an impact, it knocked me out cold.

Miranda, William, John, Quorra, and Reed; You are the finest squad I could’ve asked for and we made the name Excelsior a legend, it would be a freak accident that finally takes us down but I know we’ll see each other again.
Team makeup
John Sumner, Colonel, Super Psionic
William Ryder, Major, Second in Command, Tier 1
Miranda Zorah, Captain, Interrogation Specialist, Super Psionic
Quorra Soni, 1st Lieutenant, Medic/Support Specialists, Tier 1
Ronan Deshe., 3rd Lieutenant, Combat and Demolitions Specialists, Tier 1
Reed C., Warrant CW4, Espionage and Sabotage Specialists, Mundane.
Arismal Religion
Pantheon Background:
Faithful to Atlas, direct follower of Inanna
  • Lords of Cojo (/'kō·jō'/)
    On Arismal Prime, the majority of religious practitioners believe in the Lords of Cojo. The Lords consisted of thirteen primary deities, with a growing number of subset deities. Each primary deity was represented on Arismal Prime as a continent.
    1. Altas - Is respected as an allfather who was chief of the gods and assigned the others to their roles: Even the gods who are not his natural children address him as Father, and all the gods rise in his presence.
    2. Zoot - is the wife of Altas in the Arismal's primary pantheon of mythology and religion. Her chief function was as the goddess of women and marriage.
    3. Inanna - is a warrior goddess, known for her ruthlessness in battle and lead the charge against Iblis.
    4. Frigg – is the goddess of rebirth, bringer of spring. This goddess is the promise of renewal personified. She is the third wife to Altas, and Zoot's lover
    5. Xopli/Xopla – The Prince or Princess of Flowers, the spirit of love, this red-skinned god can be perceived as either male, or female, or both. It is said Xopilli binds lovers together with an invisible string.
    6. Radda – Goddess of the skies, the sun, and storms. Raddu wears a wide-brimmed hat which protects her from the sun, and when she removes it, storm winds blow from inside.
    7. Ildana – Goddess of music, poetry, writing, and art. She carries a silver bowl from which it is said that inspiration flows.
    8. Nunnos – The Antlered god, the hunter, and the god of the farm. Nunnos is The Bountiful, god of nature, of farming, and of the hunt.
    9. Volund – The maker. God of the forge and blacksmiths, in recent centuries he has become depicted as a god of technology. He is traditionally depicted as bearing a large hammer, but a Wheel or Gear is also his symbol.
    10. Vinayaka – The goddess of the mind, memory, knowledge and learning. She is sometimes depicted as having the head of a thergal (a small fox-like mammal known for its cleverness), and sometimes with the head of an ureen (a river mammal said to never forget).
    11. Iblis - is the brother of Altas. He is known for trickery and mischief. Iblis is most known for convincing several other Lords of Cojo to try and dethrone Altas. To Iblis dismay, he had lost to the power of Altas, and banished. Note: The continent of Iblis is the least colonized of the continents. It is a very treacherous land, and is the source of many deaths among the Arismal people.
    12. Setis – Lord of Rajat, the red desert, Setis is the god of death, and sorter of the slain. He commands the Morgaine, harpy-like creatures who carry off the souls of the dead. Setis was tricked by Iblis and fought against Altas. It was when Iblis lost, Altas forgave Setis for his transgression.
    13. TangaratThe Dragon. Tangarata is the serpent of the seas, the physical embodiment of the world ocean. It is said that the continents ride upon his back.

Cojo – An Arismal concept of Heaven, but which is exclusively the dwelling-place of the gods. Those who are righteous in death are said to dwell in the Shade of Cojo, where the Lords may give them favor. Those who are unrighteous in death dwell in the desert of Rajat, where Cojo cannot be seen.

Texts of Cojo - The long lost texts, were discovered in an ancient ruin found on the continent of Altas. The ruins were presumed to be a temple for the goddess Vinayaka. Within the temple there were thousands of texts, written in an ancient Arismal language that no one had practiced for thousands of years. These texts were carefully preserved, and copies were made digitally, a vast majority were lost in the destruction of Arismal Prime
Last edited by Ronan on Fri May 10, 2019 12:48 pm, edited 7 times in total.
Ronan

Re: Ronan (Arismal, Special Operations) Dice Sheet

Post by Ronan »

Dice Sheet
This will be a collection of Ronan's level up dice, EP dice and otherwise. This does not include chargen dice.
Invulnerability Bonuses
PE: [dice]0[/dice]
PS: [dice]1[/dice]
HP: [dice]2[/dice]
SDC: [dice]3[/dice]
Level 4 Hit Dice: [dice]4[/dice]
Level 5 Hit Dice: [dice]5[/dice]
Level 6 Hit Dice: [dice]6[/dice]

[dice=string]7[/dice]
Last edited by Ronan on Tue Jul 21, 2020 9:38 am, edited 7 times in total.
Reason: Fleshworks addition d6 not done during level up
Underguard

Re: Ronan (Arismal, Special Operations)

Post by Underguard »

Superspeed

MDC Bonus: 1d4*10+20: [1]*10+20 = 30
PE Bonus: 1d6: [2] = 2
Ronan

Re: Ronan (Arismal, Special Operations)

Post by Ronan »

Character Reference Sheet

Concept
  • What emotion best describes your character?
    Carefree, whimsical
  • What emotion does your character evoke in others?
    Awe, Irritation, Laugher
  • What does your character need most?
    He feels alone in the world, he needs to resolve his death wish.
  • What is your character’s goal in life?
    Ronan's ultimate goal would be to determine the fate of his teammates.
  • How does your character believe this goal can be accomplished?
    He has already made contact with Reed. With the help of Vheld, Ronan hopes to be able to accomplish this by earning the mages' favor.
Background
  • Where did your character come from?
    Ronan is from another dimension and has no problem expressing his alien-nature when he encounters planetary things he's unaccustomed too.
  • When did you grow up?
    On the last Valor-Class Battleship in the Arismal Fleet, the Invincible. He has only set foot on planets as part of wartime operations, never for leisure and certainly not the level that he experiences on Earth. He has never lived away from their recycled air for long.
  • What values does your character hold?
    The only value that matters to the Arismal is ones ability to keep their word. He is no master of the mind, manipulator of magic or poetic diplomat. He is a soldier. If he can't take you at your word, you may as well be an enemy to him.
  • How does your character dress?
    He is always wearing his custom leather biker's jacket with a unique logo embedded in the back. He has leather biker pants and carries two satchels. His eyes are always behind a sophisticated set of goggles which he seldom removes (and never in public/daylight).
  • What are your character’s means?
    Super Powers. Ronan is a Super Powered force of nature. He is nigh indestructible with a matching physical strength and the ability to breach the sound barrier with his running. With the ability to manifest silver and encase himself in a protective layer of armor, Ronan becomes a silver bullet pinging between enemies. For more advanced foes, or allies who have earned his hand, he has the ability to manipulate the very skin and muscle on his target.
Details
  • What are your character’s personal tastes?
    He loves women, redheads in particular. He is a proud omnivore, a lover of steak and chicken; neither of which he experienced much of on Earth. He does know how to cook. He loves working out despite not really needing too and loves kicking back with a beer for a nice game of pool.
  • What are your character’s opinions?
    Live and let live. But don't leave survivors.
  • What is your character’s comfort zone?
    Physical combat, moving. He hates sitting around and waiting.
  • Who has had the biggest impact on your character’s life?
    His teammates. Colonel John Sumner, a powerful psionic and legendary leader. A pathfinder of the arismal, someone who led them out of many problems; a soldier to the core. The best diplomat and peacemaker Ronan's ever seen. His entire team, he is fortunate to have found Reed and now can only hope the others survived.
  • What are some of your character’s unexpected quirks?
    He will always make jokes, playful jabs, random comments that derail or potentially upset enemies; he taunts and trolls. Ronan recognizes his role remains the same with his new team, the bruiser. So he bruises; their egos, their bodies, their equipment. Ronan also taunts his allies but far more playfully than his enemies.
Play Details
  • What kind of story does your character belong in?
    One that allows his powers to shine and exist without overshadowing the team.
  • What role does your character fill?
    Tank. Ronan is the tank. He will go first into battle and go alone. He will give the team time to come up with an actual plan while he takes all the aggro away from them. He will do this for as long as he can.
  • What should the other players know about your character?
    He is a team player, do not be intimidated by his power scale.
  • What is your play style?
    I roleplay my powers more indepthly so that he is not just smash smash smash. He actively uses them in his daily life in normal play for exposure.
  • How do you want your character to die?
    Taking down a god.
Wish List
  • Item 1: Therum-Panthera domestic pet
    Item 2: Explosives (He wants to make them)
    Item 3:
    Item 4:
    Item 5:
Goals
Short Term Goals:
  • Goal 1:
    Suggested Solutions (Goal 1):
    Goal 2:
    Suggested Solutions (Goal 2):
    Goal 3:
    Suggested Solutions (Goal 3):
Mid Term Goals:
  • Goal 1:
    Suggested Steps and Solutions (Goal 1):
    Goal 2:
    Suggested Steps and Solutions (Goal 2):
    Goal 3:
    Suggested Steps and Solutions (Goal 3):
Long Term Goals:
  • Goal 1:
    Suggested Steps and Solutions (Goal 1):
    Goal 2:
    Suggested Steps and Solutions (Goal 2):
    Goal 3:
    Suggested Steps and Solutions (Goal 3):
1. Is the character verbose or stoic? Verbose
2. Is the character funny or dour? Funny
3. Is the character a follower or a leader? Follower but can lead
4. How does the character react when under pressure? Like a trained soldier
5. Does the character volunteer for tasks? All the time. He is strong and fast.
6. Is the character friendly? To the character's team, to strangers? Yes and mostly. He is only mean when he has cause to be.
7. Does the character offer mercy? Unless the contract requires a target to die, Ronan will always try to keep them alive.
8. Is the character curious and/or adventurous? Both
9. Is the character prejudiced about anything? Warmongers. Having his homeworld destroyed and being forced to live in space ships by warmongering races, any time he sees a military power exerting dominance over a population, he hates it. Meaning, he hates everything the Coalition stands for. He doesn't care about slavery or torture, though usually only engages in the ladder when required.
10. How does the character react to aliens? Depends on how they look but usually compliments some natural feature.
11. How does the character react when the character is the victim of prejudice? Violently but not brutally. He will quickly put someone in their place.
12. What is the character's passion?
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