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OOC: 6013 Void Rangers


DragonRage

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           RP Discord:  https://discord.gg/gfNSMEy

           It is the year 6013.  Six months ago, the greatest powers in the galaxy brokered a peace treaty.  For the first time in two thousand years, there is no great war.  But lack of war does not mean peace.

            The United Federation of Planets and Coalition of Sovereign Systems might be doing their best to put their conflicts behind them, but no amount of war-weariness can fully defuse two thousand years of hate.  Pirates, barbarians, rogue military assets, and magical abominations roam the war-torn galaxy, threatening the stability of the tentative treaties and cease-fires that ended the Second Pyrusan War.

            As a part of their measures to preserve the fragile peace, the UFP and CSS, together with the neutral Council of Five, have decided to assemble a joint task force as a proof of concept.  Proof that for all their bad blood, all their differences, they can work together.  You have been chosen for your skills, your tolerance, and your… expendability to join this task force.

            Well, it’s a better posting than the Zoe Walker response squads, at least.  Poor bastards.

 

            In Void Rangers, you will be playing as a member of the joint task force of military units from the United Federation of Planets, a high-tech industrial powerhouse with a cultural distrust of magic, the Coalition of Sovereign Systems, a high-magic aristocracy who distrusts the polluting and meritocratic nature of advanced technology, and the Council of Five, an ancient nation of androids who are doing their best to keep the galaxy from exploding into war again… except the ones who think that all organics are pets at best, and vermin the rest of the time.

            You can be fighter pilots, mecha operators, tank commanders, marines, crew aboard a capital ship, or even members of a capital ship’s command staff.  You can be soldiers, wizards, scientists, explorers, or pretty much anything else you choose to be.  6013’s galaxy and setting are eminently flexible, and there is room for practically any character somewhere.  This RP will be episodic in nature, with a focus on space battles, boarding actions, non-combat encounters, and the occasional ground mission.  Your characters do not necessarily have to be heroic, but they are all members of an organized and disciplined military.  This implies a minimum standard of character; they at least have to be good and reliable enough people to not get dishonorably discharged by a reasonably competent officer.

 

Character Creation:

            Void Rangers will be using a hybrid of the 6013 tabletop game and the Trespassers of the Multiverse V2 systems, adapted for forum gaming.  Character creation should be done in four stages:  Choosing your stat spread, choosing your race, choosing your class, and choosing your skills.  Your stats will determine your base attributes, with your race modifying those and potentially granting special abilities.  Classes grant minor but useful and unique special abilities and determine your base HP and mana pool, with skills fleshing out your character with special abilities and actions beyond basic weapon strikes, dodges, and blocks.  As this is a military space RP, your characters will also have access to a customized vehicle and military-grade weapons should they so choose.

 

The Stats:

Spoiler

 

            There are six base attributes in 6013, and four derived attributes determined by your base abilities and your race and class.  Each player character gets 65 stat points to divide among their attributes as they like, but having an unmodified attribute of less than 4 in any stat denotes a character that is somehow crippled and will confer massive disadvantages in some situations, above and beyond what a dumped stat does.  Stats cannot go over 20 before modifiers.

            Strength determines raw, physical power.  It’s good for using heavy weapons and armor, increases accuracy with heavy weapons, increases damage with most melee weapons, and determines how fast you are outside of vehicles.  It helps determine your derived stat of speed.  You can’t carry gear with a weight less than your strength, but vehicle gear doesn’t have weight.

            Dexterity determines hand-eye coordination and reflexes.  It increases accuracy with light weapons, and damage with bows.  It also helps determine your derived stat of evasion.

            Intelligence determines mental capability and flexibility.  It makes you better at complex, tech-based tasks, increases your damage with most guns, and grants increased out-of-combat abilities.

            Constitution determines endurance and physical resilience.  It helps determine the derived stat of hit points, makes you better at blocking incoming fire, and helps to resist physically detrimental effects like radiation and poison.

            Willpower determines magical ability and mental resilience.  It both determines the size of your mana pool and spell power, but also makes you better at resisting magic.

            Charisma governs social skills and leadership abilities, as well as one’s talent for deception.  A high charisma is invaluable in many situations, though applying directly to combat usually requires creativity.

            To find your stat bonus or penalty, subtract 10 from the stat, divide by three, and round away from 0.  An 11 would give +1, a 9 -1, and so on.

 

Hit points are determined by your class and attributes, and represent your ability to take hits without dying.  Your MHP at level 1 is your class bonus plus your constitution, and additional levels grant an MHP increase equal to your class bonus plus your constitution bonus.  If you lose HP, you’ll need healing effects to restore it.  The sort of damage you can heal on your own doesn’t deal HP damage.

 

Your mana pool is calculated like MHP, but by substituting willpower and class mana bonus for constitution and class HP bonus.  Mana is spent to cast spells and activate magic items; if you don’t plan to do that you won’t need mana.  Mana refills with a long rest (8 hours of sleep or equivalent)

 

Speed determines how fast your character is, and will help determine initiative and your ability to evade things.  Even if you successfully dodge an attack, if your speed is less than the blast radius you won’t be able to keep it from hitting you.  Speed is 3 + strength/4 + racial bonuses.  Some kinds of heavy gear can reduce this.

 

Your base evasion is 10 + dexterity bonus, though many effects can increase or decrease this.  This derived stat determines how well you can dodge stuff, though not everything can be dodged.

 

 

 

 

Races:

6013, as an expansive science fantasy setting, has theoretically infinite race options.  Feel free to choose one of the common ones listed below, or if none of them work for you create your own with GM assistance.  Ask the GM if you want to make your own through the RP’s discord.

Races can grant a special resource called “Heroism”, which symbolizes luck, willpower, and willingness to take risks.  Heroism points are only replenished when you level up, and can only be gained through being a race that gets them.  Heroism can be spent to make most impossible tasks possible, or other tasks far more likely to succeed.

Spoiler

 

Elves:  6013’s elves are long-lived avians well-known for lingering predatory instincts, a somewhat superficial culture, feathers instead of hair, and a glass jaw.  They are the most common sapient species in the Coalition, but also found in the Federation.

Elves recive +3 to dexterity and charisma, but -2 to constitution and strength.  They also receive a Heroism pool of 2, +4 to defensive dexterity checks, +5 to speed, a mana cost reduction of -2 to light element evocations (cannot reduce costs to 0), and the ability to climb surfaces without strength checks.  However, their hollow bones and day-adapted eyes double damage taken from kinetic weapons, and are rendered legally blind in dim lighting.

 

Humans:  6013’s humans are known for willpower, determination, and willingness to self-modify with magic or technology.  Humans are the most common sapient species in the galaxy, although they don’t hold a majority population in any one galactic supernation.  Humans get +3 to a stat of their choice other than intelligence, but -2 to intelligence.  They have a heroism pool of 3, can take their choice of +3 or -3 on any purely luck-based check or roll, and get +2 to hit with pistols.  Humans can also take super-soldier boosts even if their class usually doesn’t allow it.

 

Dwarves:  Dwarves are exactly what you might expect.  They’re short, stocky, tough, and eminently reliable.  They can come across as blunt and uncreative as their native language lacks a lot of abstract terminology, but most do eventually figure out how to handle such concepts.  Their extreme practicality and the nature of their harsh homeworld has made them excellent engineers and inclined to prefer enclosed or underground places.  They’re the most common sapient species in the Federation, but also found in the Coalition.

Dwarves get +3 to constitution and strength, but -2 to dexterity and willpower, and -4 to charisma.  They enjoy a +4 bonus to defensive constitution checks, -10 to incoming cold damage, a heroism pool of 2, and the ability to dual wield weapons and instantly draw weapons without taking a skill to enable this.

 

 

Felidae:  The Felidae are essentially sapient, humanoid felines known for a deep connection to nature and magic.  Natural mages, they abhor some types of technology as using gear that was not made by hand will disrupt their connection to the arcane.  Though this does nothing to impede their excellent physical attributes.  Felidae are exclusive to the Coalition.

Felidae get +3 to strength but -2 to constitution.  They have heroism pools of 1 point, a +2 per level mana pool bonus, +3 to speed, natural weapons (light melee claws that deal 1d4 damage, dex to hit, strength to damage), can use their constitution as a bonus to stealth-based checks, and have both perfect night vision and a sense of smell on par with Terran dogs.  However, using gear that was not hand or magically-constructed exclusively causes them to break out in hives and feel really nauseous.

 

Wyldfae:  The Wyldfae were the nightmares of non-space capable species across the galaxy, as their capricious tourists leveraged their advanced technology and magic to troll primitives across the galaxy, including humans, right up until they sparked off a nuclear war between their Summer and Winter courts and bombed each other back to the iron age.  Having clawed their way back to somewhere close to their former technology level with great difficulty, the now far more humble and even-keeled Wyldfae split evenly between the Federation and Coalition.  They are well-known for their genetic engineering abilities, which are mostly used for cosmetic purposes.  They’re also highly evolved insectoids, though they look a lot like miniature humans/elves on the outside.

Wyldfae range in size from as tall as an average human’s knee to able to sit in an average human’s palm, which grants a +10 evasion bonus.  They also have wings, which grant actual flight and prevent any size-based speed penalties, get +4 to defensive willpower checks, take -6 damage from all magic (counts as medium armor), and get +3 to charisma. They have a heroism pool of 1.  However, their size halves all damage their personal weapons do to larger targets wearing armor, inflicts a -5 strength check penalty, and -2 to strength.  Furthermore, they have a critically dangerous allergy to iron, which rapidly drains their HP and vitality when introduced into their bloodstream or digestive system.

 

Councillors:  AIs with ancient heritage led by the Council of 5, Councillors usually value individual merit and intelligence above all else.  They are known for personalizing their bodies to some degree, so being one will require GM assistance.

 

Orcs:  Often refugees from the brutal and barbaric city-states of the nominal ‘Orcish Empire’, these green or grey-skinned humanoids are known for their strength, resilience, skill in battle, and appreciation for those individuals skilled in the sciences (which are relatively rare among orcs).  Orcs pretty much only die in battle, or of cancer, which their regeneration cannot defend them from.  They tend more towards the Federation than the Coalition, but are found in both.

Being an orc grants +3 to strength, constitution, and charisma, the ability to regenerate 1 HP per round as long as you have HP left, the ability to recover from any injury without medical assistance if you can survive the injury long enough to start healing within weeks of getting it, a +4 bonus to defensive willpower and constitution checks, and a heroism pool of 2.  However, they also get -2 to intelligence, and -4 to willpower.

 

Dragons:  Big, scaly creatures with unknown origins, dragons have been sighted on pretty much every habitable planet in the galaxy in some form or another.  It’s actually theorized that the first dragon eggs were distributed by the Big Bang itself.  Dragons have incredibly potent physical and magical abilities, but utterly lack the physical attributes needed for stealth.  They typically walk on all fours, but can stand on their hind legs and do have perfectly serviceable thumbs.  While dragons can theoretically reach any size as they never stop growing, most range from two to five meters long, and PC dragons will be restricted to these sizes.

Being a dragon grants wings and their flight and +2 to speed, heavy natural armor that grants -9 to all damage taken and counts as wearing heavy armor, an elemental affinity of the player’s choice (-2 to spell costs of that element, cannot reduce costs to 0), a breath weapon (talk to the GM, determined by elemental affinity) +9 to strength, and +3 to constitution.  They also have natural weapons (siege melee claws that deal 1d4 damage, strength to hit and to damage)  However, dragons get -6 to evasion.  Their natural armor caps their speed at 6, and their dexterity bonus at +1.  Furthermore, they get -4 to dexterity, must eat their weight in oxidized metal every month or become extremely sick, and suffer large penalties in social situations from their reputation for eating people.

 

 

Classes:

            Character Classes grant 3 very important things.  Your class HP bonus, your class mana bonus, and your class knowledge points.  Knowledge points will be expanded on in the “Skills” section, but for now just keep in mind that more is better.  Each class also comes with a unique but minor side benefit.

Spoiler

 

Elementalist:  Elementalists are the purest form of caster, mages with expansive mana pools and loads of raw power.  Elementalists are usually evocation specialists, with excellent magical endurance.  +3 HP bonus, +10 mana bonus, 2+ int bonus knowledge points.  Class skill:  Evocation Master – When casting an evocation spell, acts like you invested [level/2] more mana than you actually did.

 

Thaumaturgist:  Thaumaturgists are casters who see magic as a science more than an art.  They lack raw power, but get special bonuses when setting up magical rituals and enchantments.  +4 HP bonus, +5 mana bonus, 8 + int bonus knowledge points.  Class Skill:  Magic Weapon – Thaumaturgists deal bonus damage equal to their level when attacking with magic items they created.

 

Channeller:  Channellers are divine casters who draw power from the faith of others in themselves and in the deity they believe they serve.  Channellers have great raw power, but the worst versatility of any casting class.  +6 HP, +6 mana, 2 + int bonus knowledge points.  Class Skill:  Vancian Magic – Channellers can know any number of spells, but when waking up they must choose level/3 of them.  These are the only spells they can cast until they next rest.  However, instead of costing mana these spells have a cooldown in rounds equal to what their mana cost would be minus the channeller’s charisma bonus.  Channellers can spend mana on activating enchantments or magical skills that provide attribute enhancement though.

 

Light Alchemist:  Light alchemists are a hybrid class capable of using both magic and technology extremely well.  This gives them options that other casters lack, such as using a computer to help calculate optimal spell outcomes or shooting offensive castings through security cameras to hit intruders.  +4 HP, +7 mana, 6 + intelligence bonus knowledge points.  Class Skill: Technomancy – Light Alchemists can ignore line of sight targeting if they have real-time footage of their intended spell target with a camera or scope.  They can substitute computer simulations and projections from a magitek hard-light projector for any single component of a ritual spell when casting one.

 

Technophile:  Technophiles are to engineers as a civilian car is to a main battle tank.  They might technically fill the same role, but one is going to be way better and way higher maintenance.  Technophiles are without question the best at anything technology related, but their direct combat ability is severely lacking.  +2 HP, +1 mana, 12 + intelligence bonus knowledge points.  Class Skill: Exploits – Technophiles get a special resource called exploit points equal to their class level.  Exploit points act like heroism points, but can only be spent on repairing, upgrading, or messing with technology.  However, they refill at a rate of 1 per extended rest (8 hours of sleep or equivalent).

 

Ninja:  Ninja has come to cover most to all stealth specialists in the galaxy, mostly because human culture has taken over the internet.  Ninjas get stealth bonuses, but perform badly in a straight fight.  +2 HP, +4 mana, 8 + int bonus knowledge points.  Class Skill: Sneaky Bastards – Ninjas get a +level bonus on checks to hide themselves and their vehicle from others. 

 

Commando:  Commandos are soldiers equipped and trained for more subtle duties.  They’re good in a fight and outside it, with fairly well-balanced class bonuses and good social skills.  Allows Super Soldier Bonuses - Talk to GM if you want one.  +6 HP, +3 mana, 6 + int bonus knowledge points.  Class Skill:  Imposing Presence – Grants a +level/2 bonus on all checks to negotiate or intimidate.

 

Scout:  Scouts are specialized explorers trained for extended operations without support, exploring the frontiers of the galaxy, or enemy positions.  This gives them good all-around attributes.  +4 HP, +4 mana, 10 + int bonus knowledge points.  Class Skill:  Dilettante – Scouts get more knowledge points than they otherwise would.

 

Soldier:  Soldiers are front-line warriors with exceptional toughness and extra skill with heavy weapons, but no other outstanding abilities.  +8 HP, +3 mana, 2 + int bonus knowledge points.  Allows Super Soldier Bonuses - Talk to GM if you want one.  Class Skill:  Heavy Weapons Specialist – Soldiers can use weapons that usually must be braced or set up with a tripod or bipod before firing without spending an action to do so.

 

Paladin:  Paladins are heavily armored warriors who combine advanced technology, martial skill, and an iron-clad honor code into a single, eminently tough combatant.  +7 HP, +1 mana, 4 + intelligence bonus knowledge points.  Allows Super Soldier Bonuses - Talk to GM if you want one.  Class Skill:  Tech Knight – Paladins get a special resource called exploit points equal to ½ their class level.  Exploit points act like heroism points, but can only be spent on repairing, upgrading, or messing with technology, or to grant a +level bonus on a block check.  However, they refill at a rate of 1 per extended rest (8 hours of sleep or equivalent).

 

 

Skills and Progression:           

Spoiler

 

The meat of any character in 6013 is their skills and knowledges.  Class, race, and attributes can shape what a character is good at, but their skills are their special actions, their spells, maneuvers, and tech tricks.  Each character begins at level 1 in their chosen class with six Experience Points.  An experience point can be spent to buy a skill, or to level it up, thus increasing its potency.  Skills cannot be levelled up more times apiece than 1/4 your character level.  However, experience points can also be spent to increase character level.  Each level costs experience points equal to the level value; so getting to level 2 costs 2 points, level 3 costs 3, and so on.

            Skills can be pretty much anything combat-related your character does, but they are divided into a few broad categories.  Note that magic requires the caster to clearly perceive the target and line of sight, unless you are a light alchemist.

Evocations are elemental spells from one of the elements of fire, water, air, earth, metal, light, life, mind, and time.  They require mana only to cast, resolve immediately, and can only be cast if you are genetically predisposed toward that element.  Players can choose which elements their character is predisposed toward, but cannot be aligned to more than one of life, mind, and time, and cannot be aligned toward more than three elements total.

            Rituals are also spells, but get around the restrictions of evocations by requiring props, prep time, spell components, etc.  They are slow to cast, and can be cumbersome, but they also have few limits on what you can do with them, assuming you can afford the costs.  Rituals also usually require less mana than evocations, and can apply more permanent effects.

            Tech actions are related to advanced technology, and can have exploit points used on them.

            General actions cover everything else.

            Knowledge points can be spent on a different kind of action called knowledges, which are distinguished by not having direct combat applications.  They can have indirect combat applications though.  Knowledges generally provide a passive bonus on a certain kind of check equal to the points invested into them, but can sometimes do other things.  However, you can't make the same knowledge check more than once per turn.  You can use the same knowledge on two different things in a turn with both your actions though.  The bonus a knowledge can provide is capped at 20.

            All of these will be left to the players to create, subject of course to GM approval.

 

Example Skills:         

Spoiler

 

   Fire Mastery:  Allows control of fire through magic.  When used offensively, deals 1d6 damage per 3 mana spent.  When used defensively, deals 1d6 damage per 3 mana spent to enemies that attack you or designated ally.  Effects last 1 round per use, and can be refreshed through re-casting.

            Power Attack:  Get -1 to hit for +1 to damage with melee attacks.  Cannot take an accuracy penalty greater than your level in this way.

            Redline:  Your knowledge of fighter engines lets you increase the speed and evasion of fighters you pilot by level/3, rounded up, without an explosion.

            Battlefield Medicine (Knowledge):  Choose an amount of HP, and make a charisma check against that amount, using this knowledge as a bonus.  If you succeed, heal the target that amount of HP.  You need medical supplies to use this skill.

            Barrage Fire:  You can fire a repeating weapon up to its shot limit, but get -2 to hit for each successive shot that lands.  Barraging an enemy uses a single accuracy roll if they choose to dodge, hitting and then reducing the bonus to hit until you miss or reach your shot limit.

 

 

            Fighters, Mecha, Capital Ships, and other such gear:

            As this is a military science fantasy RP, gear and vehicles are pretty important.  Personal gear, like skills and knowledges, will be designed by the player with GM approval, though the GM can suggest base stats.  Ships and vehicles will be partially player-designed, but their base chassis as detailed below.  Each player who chooses to have a personal vehicle starts with four modules, each of which can occupy a single hard point and are player-designed with GM approval.  In general, mecha have more hard points but less engine slots and HP than conventional vehicles.   Note that the entire party can only have one kind of capital ship.  Choose wisely.  Vehicles work exactly like you’d expect.  While in one, you use their HP and equipment instead of your own.        

           Vessel Options:

Spoiler

 

    Starfighter:  Starfighters are the lightest and fastest type of personal military vehicle, each capable of carrying a single person.  Starfighters have 200 HP, and 6 hard points, up to four of which are suitable for engines.

            Fighter/Bomber:  Fighter/Bombers are heavier vehicles that are far tougher than starfighters, but usually slower.  They can also support heavier armaments and a few dedicated gunners to assist the pilot.  Fighter/bombers have 300 HP and 8 hard points, up to three of which are suitable for engines.

            Gunship:  Gunships are the largest fighter-class vehicles, and the toughest and hardest-hitting.  But they’re also the least maneuverable and speedy.  Gunships can carry entire squads of soldiers and a fairly extensive crew.  They’re basically flying tanks.  Gunships have 500 HP and ten hard points, but can only put engines in up to 2.

            Mecha (dragonfly):  Dragonfly mecha are optimized for flight; light and speedy.  Each one has 150 HP, and 8 hard points, but can only put engines in 3 of them.       

Mecha (humanoid):  Humanoid mecha can carry a lot of firepower, but lack in mobility.  Each one has 250 HP, 10 hard points, but can only support 2 engines.

            Mecha (beetle):  Beetle mecha are essentially walking tanks, slow but mighty.  Each one has 400 HP, and a phenomenal 12 hard points, but can only support a single engine.

            Coalition Asteroid Fighter:  The Coalition’s asteroid fighters are magical extensions of their pilot made with rock and powerful rituals.  Instead of conventional modules, these vessels are equipped with 8 hard points and 500 HP.  Each hard point can be equipped with a spell amplifying crystal, which makes a spell the pilot knows strong enough to emulate fighter capabilities.

            Federation Destroyer:  Federation destroyers are small warships equipped with solid armor, defenses, and mobility.  Each one has 1000 HP and twenty hard points, six of which can support engines.  Choosing this vessel locks it as the entire party’s hub/command ship.

            Coalition Skyland (small):  A Coalition Skyland is essentially a larger version of the asteroid fighter, a small island lifted into space and converted into a magical starship.  It is roughly analogous to the Federation destroyer.  Each one has 1500 HP and carries 25 hard points for spell amplifiers. Choosing this vessel locks it as the entire party’s hub/command ship.

            Federation Frigate:  Federation frigates are decently-sized warships used for heavy-duty combat and escort missions.  Each one has 2500 HP and 30 hard points, 8 of which can support engines. Choosing this vessel locks it as the entire party’s hub/command ship.

            Coalition Skyland (large):  Much larger and more capable than the small Skyland, this ship is roughly analogous to the Federation frigate.  Each one has 35 hard points and 3000 HP.  Choosing this vessel locks it as the entire party’s hub/command ship.

            Federation Battlecruiser:  These exceptionally powerful warships are the backbone of most Federation battle fleets.  Each one has 4000 HP and 40 hard points, but can only devote 6 to engines. Choosing this vessel locks it as the entire party’s hub/command ship.

            Council Sojourner:  The Council Sojourner is a lighter-duty capital ship usually fielded in destroyer or frigate roles.  Each one carries 30 hard points and has 800 HP.  Council ships don’t have hard point restrictions.  Choosing this vessel locks it as the entire party’s hub/command ship.

Council Dreadnought:  The Council Dreadnought is a heavy duty capital ship usually fielded for battlecruiser roles, but sometimes in frigate roles.  Each one carries 2000 HP and 40 hard points.  Council ships don’t have hard point restrictions.  Choosing this vessel locks it as the entire party’s hub/command ship.

 

 

Example Hard Point Modules:

Spoiler

 

Spell Amp (Fire Mastery):  This module triples the damage inflicted by a fire mastery spell, and allows it to hit targets from much farther away, making the spell effective in space combat.

Spell Amp (Fog Cloud):  This module lets the pilot use the spell fog cloud to obscure the area between them and their enemies, rendering both sides unable to effectively aim targeted attacks this round.

Mithral Armor:  Light, strong armor plating grants -10 to all damage taken.

Light Pulse Cannon:  This powerful energy weapon deals 4*6d8 + user’s intelligence base damage, and ignores armor.  Intelligence determines the bonus to hit.

Manuvering Thrusters:  This vehicle can use the pilot’s evasion as its own.  Doesn’t work for capital ships.

Magnetic Shields:  Allows equipped vessel to block energy attacks instead of dodging or tanking them.  Grants a + [user’s level] block bonus too.

Reinforced Plating:  Grants [pilot’s level x3] bonus HP to the equipped vessel.

Light Booster:  This engine grants +3 speed and +3 evasion to the equipped fighter.

 

 

Example Personal Gear:

Spoiler

 

Assault Rifle:  This weapon deals 2d8 + int base damage per shot, and when used with a rapid-fire skill can shoot up to 3 times.  6 kilos.  Dex is bonus to hit.  Can be bayoneted.  Medium weapon.

Arming Sword:  This weapon deals 1d6 + strength damage per swing.  1 kilo.  Dex is bonus to hit.  Light weapon.

Anti-Aircraft Laser:  This powerful, heavy weapon deals 8d6 damage per fuel cell emptied when fired.  However, it requires 3 rounds to reload once its fuel cells are expended, and requires investment of a skill to even use.  14 kilos.  Intelligence is bonus damage.  Strength is bonus to hit.  Heavy weapon.

Mail Hauberk:  This sturdy, light armor grants -8 to all incoming damage.  4 kilos.

Ballistic Plate:  This solid suit of medium armor grants -15 to incoming damage.  10 kilos.  Reduces speed by 2.

Assault Plate:  This mighty suit of heavy armor grants -25 to incoming damage, but reduces speed by 4, and caps evasion at 12.  18 kilos.

Riot Shield:  This defensive item grants a +10 block check bonus, and the ability to block bullets.  5 kilos.

 

            Combat:          

Spoiler

 

  Combat in 6013 works off a simple d20 system.  When combat begins, everyone rolls initiative on a d20 and adds their speed to the result.  Turns in combat proceed from the highest initiative to the lowest.  Whenever someone begins a turn, they get two actions which can be spent to use skills, use knowledges, activate map features, or move between ‘close range’, ‘mid range’, and ‘long range’.  Skills with speed-based benefits can be triggered by doing so.  Characters in close range can use melee skills and be meleed.  Characters at medium range can only use melee skills that involve dashing or charging, but are only vulnerable to said skills.  Characters at long range cannot use melee skills at all, but are not vulnerable to them either.

            To attack, first declare your target.  Then, the target chooses to dodge, block, or take it.  If they just take it, roll damage.  Intelligence usually determines damage bonus with guns, dexterity with bows, and strength with melee weapons.  If they choose to dodge, roll 1d20 and add any relevant bonuses to hit.  Unless you roll higher than their evasion or their speed is less than the blast radius of your weapon, they dodge the attack.  If they choose to block, roll damage.  They make a constitution check against the incoming damage, aided by any blocking bonuses they might have.  If they succeed, the blocked damage is halved before other modifiers.  Then, damage or other effects are dealt to the target.  You can't block projectiles without a shield or similar equipment.

 

           

Edited by DragonRage
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Dramatis Personae:

King Murdoc as Specialist Sigurdr Volund, Ganglari Paladin

 

Hal Henderics as Voidman 5th class Sojie, [REDACTED] Thaumaturgist

 

Cronos 5010 as Voidman 1st class Giacomo Castillo, Human Commando

 

Intsys as Captain La Lune, Councillor Technophile

 

Strider as Corporal Ciara Walton, Human Soldier

 

kj1225 as Petty Officer 3rd Class Edward Roberts, Human Scout

 

Swampellow as Private 1st Class Shi’fan, M’shinn Commando

 

Pigeon of Astoria as Petty Officer 2nd Class Regi Arte hen Tesmund, Vanian Technophile

 

Sutoratosu as Master Sergeant Sigmus Volcair PHD, Dragon Thaumaturgist

 

RustyTengo as Private 1st Class Scrag, Orc Soldier

 

CoolGirl as Corporal Norma Christie, Human Ninja

__________________________________________________________________________________________________

Chapter 1:  

 

Edited by DragonRage
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i believe i already indicated interest

sheet here Soon(TM)

 

Name: Sigurdr Volund
Race: Ganglari
Class: Paladin

Appearance: 

Personality: A rather gruff individual, even by Ganglari standards, with little patience for nonsense and a straightforward mindset. Tends to be loud and somewhat socially inept. His standard of "polite" is roaring out traditional greetings (which sometimes double as challenges) in his native tongue. Beneath the rough and occasionally terrifying exterior, he has a legitimate concern for the well-being of others around him - even if it might only be because the ability to protect others only proves his own strength. Smarter than he looks. 

Background: A veteran soldier, and member of one of the few houses loyal to the Federation in lieu of only themselves. He fought in a number of conflicts against the Coalition in which he gained his repertoire of combat and technological skills; unlike some, he bears little ill-will toward the magically-based faction due to having his life saved via healing magic after a peacekeeping op gone awry. This history combined with a skillset covering both ground and space ops, as well as the fact that besides this he was not particularly notable, led to his selection as part of the cooperative task force. 
 
Stats: (Bonus)

Level: 1

 

Strength: 23 (+5)
Dexterity: 20 (+4)
Constitution: 16 (+2)
Intelligence: 15 (+2)
Willpower: 5 (-2)

Charisma: 3 (-3)


Attributes:


HP: 23
MP: 0
Speed: 7
Evasion: 9
 

Skills:


Dual Wielding - Allows dual wielding of a standard-sized weapon and a light weapon.

 

Ganglar Fighter - Uses extra arms to reduce the effective weight of weapons by one class. 

 

Spray and Pray - Enable usage of other weapon skills while attacking with a dual-wielded repeating weapon.

 

Barrage Fire - Fire a repeating weapon up to its shot limit, but get -2 to hit for each successive shot that lands.  Barraging an enemy uses a single accuracy roll if they choose to dodge, hitting and then reducing the bonus to hit until you miss or reach your shot limit.

 

Set Autoturret - Attach a held or equipped gun to an autoturret base, allowing it to attack independently of you. Requires Programming, Engineering knowledge. The turret automatically retaliates level/4 times per turn against enemies that attack allies within the range it is set up in. Uses the user's INT for both hit and damage.

 

Drop Shield - Target self or an ally. A shield will automatically block level/4 attacks per round. 

 

Battlefield Repair I (Knowledge): Choose an amount of HP, and make an intelligence check against that amount, using this knowledge as a bonus.  If you succeed, repair the target for that amount of HP (assuming it's mechanical, of course).  Requires spare parts and/or materials to use. Can be used on things that don't actually have HP values; difficulty is set by the GM.

 

Hacking I (Knowledge): Add (Level) to checks made to break through the security of a computer system you can access, or proof it against similar attack.

 

Improvised Repair I (Knowledge): Add (Level) to any repair attempts made using materials that would not normally be suited for the job. 

 

ECM Expertise I (Knowledge): Add (Level) to checks to utilize or defend against ECM. 

 

Programming I (Knowledge): Add (Level) to programming checks.

 

Mechanical Engineering I (Knowledge): Add (level) to checks relating to mechanical engineering and design. 

 

Equipment:

 

SWI M3249 Vigilante (HMG): This weapon can fire eight round bursts with no penalty, or 20 round bursts with a two round cooldown period afterwards. Each bullet deals 4d6+Int damage, and Strength is used to apply a bonus to attack rolls, you only hit on a 20 if the weapon isn't braced or vehicle mounted.

 

Ballistic Plate:  This solid suit of medium armor grants -15 to incoming damage.  10 kilos.  Reduces speed by 2.

 

SWI Battle Rifle: This weapon can fire two round bursts, but is compatible with sniping skills. Each bullet deals 4d6 + int damage. Applies a DEX bonus to attack rolls. 

 

T0RB-JrN Autoturret Frame: A versatile mount and automatic targeting system intended to accept a wide range of weapons. . . with a little finagling from the engineer. 

 

Tesla Grenades: Throwable devices that release a blast of electrical current. 4d6 lightning damage in a 4 meter radius, and disables electronics in anything struck for a turn even if blocked. 

 

Salvaged Laptop: A portable computer rigged to be resilient against all manner of external threats. Has enough components that were likely never intended to work together that one wonders how the thing even powers on, much less works as a base to launch cyberattacks. 

 

WME Maul: A two-handed melee weapon that largely consists of a sturdy block of metal on a stick. Deals 4d6+STR damage, ignores 12 points of damage reduction on the victim. Melee only. Not turret compatible, for hopefully obvious reasons. Weighs 8 KG, requires at least 16 STR for proper use. Doubles STR modifier for check purposes when used. 

 

WME Machine Pistol: A one-handed machine pistol that fires two round bursts. Each bullet deals 1d8+INT damage. DEX to hit. 1 kilo. 

 

Federation Infantry Drop-shield: A portable shield generator that reduces the damage of incoming attacks when deployed. Requires specific training to use.

 

WME Tripod: It's a tripod. You use it to brace weapons.

 

Vehicle: SI 72 Starfighter

Modules:

  • Modified Cockpit: A specialized cockpit built for slightly more exotic body shapes. In this case, four-armed humanoids. Provides [Level] to accuracy and evasion by providing more controls to be manipulated at once, but requires the user to have four arms. 
  • APOLLO Rocket Rack: A rack of sixteen missiles with simplistic tracking systems. Each one deals 5*3d8 damage in a 10m radius. 
  • SWI M3249 Vigilante (HMG): This weapon, vehicle-mounted, fires twenty-round bursts. Each bullet deals 4d6+Int damage, and DEX is used to apply a bonus to attack rolls.
  • Light Booster (x3): A standard-issue engine. Provides +3 speed and +3 evasion. (+9/+9) total.

Vehicle Stats

HP: 200

Speed: 9

Evasion: 10

 

Ganglari

 

Racial Traits:
Stat Adjustments: +6 STR, +3 DEX, +3 CON, -2 CHA, -2 INT

Attribute Adjustments: -6 EVA
Heroism: 1
Insectile Limbs: Ganglari can climb any surface without a Strength check, and have an extra pair of limbs. (This does not automatically grant them dual wielding proficiencies.)

Space Nomads: Ganglari have a cultural +6 bonus to repair and maintenance checks. 

 


 A race of space nomads that left their homeworld behind long ago, living in various fleets of starships instead. Culturally, they tend toward a might-makes-right philosophy and indeed are largely kratocratic (there is one flagship commanded by one whose sole claim to power is being large enough to crush his predecessor's skull barehanded); there are several large piratical factions among them, as well as smaller splinter groups involved in that particular "business." They tend to rely on jury-rigged or salvaged tech, though are not without their own innovations. Their more praiseworthy traits tend to be courage and curiosity. They have a tendency toward berserking in combat. 

 

Physically, most tend to stand at a a bit over the height of the average human. Higher ranking ones tend to be larger, and they are capable of reaching rather staggering proportions (at least for humanoids.) Their most notable feature is their extra set of limbs and eyes; the former along with adaptations in their hands and feet (which their gear usually either replicates or does its best not to block) allows them to climb over many surfaces with ease. The outer set of eyes is primarily used for registering changes in the environment, while the inner creates more detailed images. 
 

 

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It's everyone's favorite Peacetalk Pal, Sojie!

 

Spoiler

Name: Sojourn (But everyone calls him Sojie!)

Race: Experimental Bio-Weapon

Class: Thaumaturgist

 

--

 

Appearance: A strange creature with a large head, triangle ears, and bold expressive eyes, it's biology seems impossible, and it's skin is flat, like someone painted all of it's expressions and movements onto paper, When speaking or emoting, it's face does not move at all, but rather, the colors on it seem to change.  It's skin is smooth and soft to the touch, and a thin black outline surrounds it, due to diffraction and absorption of light, inside of him, a bright blue paste seems to serve the purpose of any and all organic material inside him.

 

Personality: Programmed as a mascot for this union of sides, Sojie is cheerful and helpful, equipped with a host of personality enhancements and emotional adjustments to cultivate it into the perfect internet mascot for drumming up support for this new movement and group. He hopes to overcome the stigma associated with being a highly lethal and disposable bioweapon, reprogrammed into a child-friendly everyman

 

--

 

Level: 2

Experience: 0

 

--

 

Affinities

-Fire

-Metal

-Life

 

--

 

Stats:

-Heroism: 1/1

-HP: 13

-MP: 27

-Speed: 7 (-1)

-Evasion: 9

(-20 to Stealth)

 

 -Strength: 7

 -Dexterity: 7

 -Intelligence: 15

 -Constitution: 6

 -Willpower: 15

 -Charisma: 15

 

--

 

Racial Modifiers

-The user can be revived so long as their body is recovered.

-Free Shapeshifting (Requires Solid Material to integrate).

-Cultivated Mascot, Their mind is programmed to be idealistic, their body, squishy and adorable (1 Heroism Point.)

-Medium Armor (-6 to incoming magic and ranged damage, -1 to speed, counts as medium armor for skills).

-Invertebrate (no head shots, immune to bludgeoning, double damage from slashing, can fit through tiny spaces).

-Allergy (Vulnerable to Kill Chemical).

-Allergy (Vulnerable to Verbal Shutdown Command).

 

--

 

Class Modifiers

-+4 HP bonus,

-+5 mana bonus,

-8+Int Bonus Knowledge Points. 

-Class Skill:  Magic Weapon – Thaumaturgists deal bonus damage equal to their level when attacking with magic items they created.

 

--

 

Skills

 

Level 1 Rebound: The user bounces back from harm rather quickly.  Boosted resistance to any physical stun, equal to the user's level.

 

Level 1 Control Metal: The user is able to manipulate Metal.

-Offensive use: 4 mana per 1d8 damage by throwing metal things with your mind

-Utility use: Increase/decrease evasion by 1 per 3 mana spent this round by throwing aim off.

-Defensive use: 3 mana per +1 block bonus this round using metal things as shields.

 

Level 1 Cartoon Physics?: The user can infuse a few of their cells into something they hobble together, to create something from materials that do not seem to be enough to make something like that. 

-These creations stop working within minutes and fall apart unless specifically maintained and fed.

-When used offensively, deals 1d6 damage per 1 Health spent. 

-When used defensively, deals 1d6 damage per 1 Health spent to enemies that attack you or designated ally. 

-Effects last 1 round per use, and can be refreshed through re-casting. 

-Objects made in this manner take on a fuzzy black outline, due to cellular clouds diffracting and absorbing light.

 

Level 1 Control Heat: The user manipulates thermal energy around them.

-When used Offensively, add 1d6 damage per 2 mana spent to an action or object, to be resolved on contact,

-When used Defensively, Make an Int Check Plus the user's Level (Requiring 1 Mana per object weight) verses an enemy weapon or tool becoming unusable for a period of time.  The damage dealt by this can be hot or cold damage.

 

--

 

Knowledge ()

 

Level 4 Knowledge (Negotiation): The user has a friendly well known face, and knows how to use it.  Add this Knowledge Bonus to diplomacy checks

 

Level 3 Knowledge (Repair): The user understands how to repair mechanical objects effectively, given tools: Choose an amount of HP, and make a charisma check against that amount, using this knowledge as a bonus.  If you succeed, heal the target that amount of HP.  You need mechanical supplies to use this skill.

 

Level 3 Knowledge (Color Physics): The user has a deep understanding of how colors work.  Given an action able to do so, change it's color and visual effects.  This cannot substitute for camouflage, but can be attempted as a disguise bonus. +3 to such actions.

 

Level 3 Knowledge (Smithing): Grants a bonus to crafting checks to make simple metal things at a forge.

 

Level 4 Knowledge (Commercial Gear): The user has had mental programming, giving them a library of Commercial Objects. Grant this bonus as a knowledge check for identifying Stock Items and their properties.

 

Level 3 Knowledge (Psychology): The user has had training, granting them an understanding of various Psychologies.  Check Cha plus the user's level and this skill's level, verses a given Int Value, up to the target's Int. if the check is passed, grant that bonus to future mental checks.

 

--

 

Gear

 

-Titanium Alloy Baton with Enchanted Plastic Hammerhead:  This weapon deals 1d6 + strength damage per swing. 

2 Kilos. 

Strength is bonus to hit. 

Light weapon.

This weapon is enchanted to create a large explosion on impact, based on the force of it's swing.  Apply an additional 1d6 + Strength of bludgeoning damage to targets near the point of attack.  Launch the user in the opposite direction.

 

-Assault Rifle:  This weapon deals 2d8 + int base damage per shot, and when used with a rapid-fire skill can shoot up to 3 times.

6 kilos. 

Dex is bonus to hit. 

Can be bayoneted. 

Medium weapon.

This weapon is enchanted to display advertisements on it's free space when inactive.  Bonus cash on missions for Ad Exposure.

-2 Stealth per Logo-Plastered Item.

 

-Camera Probe: This Drone produces Videos of Sojie's Exploits, producing precious Ad Revenue and popularity.

 

-We Make Everything Machine Pistol: A good but basic sidearm. This one is an advertising model, and is plastered with Logos and Adverts.

2 round bursts,

1d8+int damage,

1 Kilo Weight

-2 Stealth per Logo-Plastered Item.

 

-Versatech Arms LMG: The Signature Versatech Arms LMG, this is a visually enhanced model, and is plastered with Logos and Adverts.

3d8 + int damage per hit.

6 kilo weight.

5 round bursts.

Comes with a chainsaw bayonet that does 3d4 + strength damage.

Dex is bonus to hit with both weapons.

-2 Stealth per Logo-Plastered Item.

 

-Smith, Wesson, and Ironfingers Signature Revolver: An advertizment model of the SWI Revolver. This one is plastered with Logos and Adverts.

2 kilo weight.

2d8 + int damage.

Dex to hit.

Immune to ECM.

-2 Stealth per Logo-Plastered Item.

 

-Fanny Pack Belt: A belt of Fanny Packs, for holding various guns. This one is plastered with Logos and Adverts.

-2 Stealth per Logo-Plastered Item.

 

-The Moonlit Forge Supervision Helmet: Enchanted for clear vision in anything short of volcanic ash clouds. This one is plastered with Logos and Adverts.

1 Kilo.

-2 Stealth per Logo-Plastered Item.

 

-Slak-Tur Entertainment: Slak-Tur Entertainment guarantees that their sonic cannons will produce heavy metal loud enough to deal massive damage and melt faces.  This one is plastered with Logos and Adverts.

8d6 + int damage to the target per fuel cell expended.

3 rounds to reload once you expend all 3 fuel cells.

10 kilo weight.

-2 Stealth per Logo-Plastered Item.

 

-Aldryn's Outfitters Flak Vest: Aldryn's Outfitters offers an enchanted flak vest made of genetically engineered spider silk. This one is plastered with Logos and Adverts.

-5 incoming damage.

1 kilo weight.

-2 Stealth per Logo-Plastered Item.

 

-Medic's Kit: CDA Hardware offers a fully stocked field medic's kit. This one is plastered with Logos and Adverts.

-2 Stealth per Logo-Plastered Item.

 

-Apple's iPad 37: Armored for use in hot zones. This one is plastered with Logos and Adverts.

-2 Stealth per Logo-Plastered Item.

 

 

 

 

 

Edited by Hal Henderics
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Name: Dr. Sigmus Vuclair
Alignment: Coalition
Race: Dragon (Mind-affinity)
Class: Thaumaturgist


Base Stats:
Str 5 (+9)= 14
Dex 5(-4)=1
Int 20 =20
Con 11 (+3)=14
Will 17=17
Char 7=7

Final Stats: ||14/1/20/14/17/7||

Bonuses:     ||+2/-3/+4/+2/+3/-1||

 

Attributes:
Level 2
HP: 24 (4+14 base;+6 per level)
Mana Pool: 30 (5+17 base; +8 per level)
Speed: 4 (3+14/4+2)(-2 from armor)
Eva: 1 (10-3-6)

 

Skills:
0/6 exp

Psionic Breath (Racial)

All dragons possess natural access to some form of breath weapon, and Vuclair is no exception. This racially granted skill fires off a blast of psionic force against a single target, forcing a [Will vs Will] Check. Should they make the save, the target only takes 1d4 pure damage, should they fail however, they take 3d4 pure damage.

 

Battle Incantation
A ritual using Incantations and Tonal Architecture to bolster the fighting abilities of one's allies. This Ritual requires no physical components or reagents but does require the verbal component of the User's Chants. Expends 3 mana per turn active, and lasts as long as the user chooses to continue paying its Mana Cost. Allies within a 5m radius will receive a bonus to their Accuracy, Damage, and Evasion equal to the Caster's Level for it's duration. 

 

Vis Vitae 
A Ritual using Tonal Architecture to increase the natural healing rate of one's self and their allies. This Ritual can be cast using either incantations, or stored for later via use of Runes. When activated, the user declares an amount of mana (minimum of 3) to expend on the process. The ritual duration lasts 1 round per 5 points of ritual check result, non stacking, and while active, the user and any allies within a 5m radius will regenerate health equal to [xd6(+Will Bonus)], with x being equal to every 3 points of Mana declared at it's casting. 

 

Mind Mastery
Allows control of psychic forces through Magic. You declare an amount of mana to spend, and then make a check of your will check against that of your target, receiving a bonus equal to 1/3 the mana you expended.  If you succeed, The target will fall under your influence, and must obey any order you say or psychically project for this round.

 

Chain Lightning

A Metal Evocation that sends lightning coursing out towards the target, and potentially those unlucky enough to be nearby as well. Deals 1d6 electrical Damage per every 3 Mana spent. The evocation can strike another target for every 9 Mana spent.

 

Knowledge: 
4/24 pts (8+4 per level)

Overcharge:[5] You may overcharge your current rituals, or those being cast by an ally, with your mana in an attempt to grant them greater power. Declare an amount of extra Mana to expend, up to [Knowledge], and make a [Willpower+Knowledge] Check, with the difficulty set by the GM. If you succeed, whatever rituals in question will have a direct bonus added to their effects, equal to the amount of extra Mana you declared. If you fail, the Ritual will immediately fail, and you and any allies/enemies within a 5m radius will take damage equal to 1.5x the amount of extra Mana used. Regardless of the outcome, this process cannot be attempted again until you have Rested (8 hours sleep or equivalent)

 

Tonal Architecture (Knowledge):[10] The user has extensive knowledge of the various esoteric frequencies and wavelengths which make up the fabric of the universe, acquired through years of careful study, experimentation, and observations. They are versed both in the audible components of said frequencies (Words of Power), and their corresponding visual representations (Runes), and gain a bonus equal to the points invested in this Knowledge on any checks involving them (Ex, Rune Scribe attempts)

 

Rune Scribe (Knowledge): [5] Drawing on knowledge of Tonal Architecture, You may scribe or draw Runic symbols and magical formulas onto an object or surface within your reach, making a [Willpower]+[Knowledge] check to imbue said object or location with an Enchantment. 
      The difficulty is set by the GM, and the enchantment will last for as long as the scribed symbols remain intact. One must have either some form of material to draw said symbols with (Blood, Ink and Paper, Paint, Chalk, etc), or have a tool powerful enough to penetrate whatever material they are inscribing.

 

Aura of Authority (Knowledge): [4] It seems to many that over the long, long, loooooooooooong course of your service as a naval officer, that you naturally exude a diffusing aura of reassurance and confidence. Maybe it's because your a millenniums old dragon who's seen more than his fair share of shit hit the fan and isn't surprised by much, or perhaps it's because you have a literal PHD in tonal Architecture and Mind Magic. 
      Regardless, you've the needed knowledge and ability to systematically examine and suppress the psychological impulses that might lead your subordinates to infight or panic, making a potentially bad situation even worse, and this knowledge can be applied to keep over situations from boiling over as well, or at least attempt to. 

     When Interacting with other Lifeforms who are agitated, panicked, paranoid, etc., you may make a check of your [Intelligence] against their [Willpower], using this [Knowledge] as a Direct Bonus. If you succeed, the target becomes calm, collected, and far less likely to go doing something stupid out of raw emotion. 

 

Personal Gear:

Spoiler

Rune Cannon: This powerful, heavy weapon was hand-crafted by Dr.Vuclair and has served as his weapon of choice since his earliest days supporting the Coalition's military efforts. It is essentially a Hand-Cannon with five revolving cylinders behind a long, hefty barrel. The barrel's interior is inscribed with various amplifying runes, and the weapon uses small stone or clay chips inscribed with runic spells as its ammunition. Essentially, it works off the same principles that Magic Amplifiers aboard Coalition Ships due, simply scaled down to a man-portable size. When fired, the enchantment on the chips are activated, amplified by the inscriptions inside the barrel, and fired out of the end.
 The Rune Cannon holds 5 shots at a time and deals 6d6 damage per shot. Single-Shot fire only.
-12 kilos.  Heavy weapon.
-Willpower is bonus damage.  
-Strength is bonus to hit.  
-By virtue of it's design, this Weapon is capable of firing various effects out of it's barrel, depending on the ammunition used. Constructing rounds for this weapon requires knowledge of Rune Scribing and Tonal Architecture, and either stone or clay as physical materials. 

 

Ballistic Plate: This solid suit of medium armor grants -15 to incoming damage. 10 kilos. Reduces speed by 2.

 

Dragon Claws: The natural weapons which all dragons possess. Long and sharp, they can come quite in handy for engraving materials as well as melee combat. 
-1d4+Strength Damage
-Strength is bonus to hit
-This gear is a part of the character's natural biology, and can't be removed easily...

 

Dragon Scales: The thick scales which all dragons possess, reinforced with the metals of their diets. -9 to all incoming damage. 

-Heavy Armor.

-Caps Speed at 6. Caps Dexterity Bonus at +1

-This gear is a part of the character's natural biology, and can't be removed easily...

 

Dragon Wings: A pair of imposing wings which seem to shimmer under certain lightning. Enables Flight.

-This gear is a part of the character's natural biology, and can't be removed easily...

 

Thaumaturgists Satchel: A Satchel made of durable composite materials, used to carry everything a Thaumaturgist might need in the field. Vuclair has sewn Runes into it's lining, enchanting it to be larger on the inside than its outward appearance would suggest. It is by no means however, an infinite storage. 2 Kilos

 

Chalk Pack: Several Sticks of chalk which are used for drafting Runes on solid surfaces. There are approximately 20 in this pack, and each stick can last long enough to draft approximately 3 runes and equations of moderate size and complexity

 

Ink, Quill, and Parchment: Several rolls of Parchment Scrolls (approximately 20) with a quill and Ink well. Used to create scrolls with runes drawn on them that can be deployed later on for quick activation of their effects. 2 Kilo

 

Rune Chips-Blank(x50): Clay Chips that are blank and hold no enchantment on them. Dr. Vuclair can inscribe a rune into them to turn them into specialized ammunition for his Rune Cannon, however. 1 Kilo

 

Rune Chips-Kinetic Bolt(x50): Clay Chips that have been inscribed with a rune of Kinetic Force. It is the most basic ammunition Dr. Vuclair uses, when the situation calls for swift use of force and little more in the way of a specialized response. They have no additional effects, purely doing damage and nothing else. 1 kilo

 

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Spoiler

Name: Scrag
Race: orc
Class: soldier
 
Stats: (Bonus)

Level: 2

 

Strength: 16(+3)
Dexterity: 6(-2)
Constitution: 22(+4)
Intelligence: 6(-2)
Willpower: 6(-2)

Charisma: 12 (+1)


Attributes:


HP: 38(regen 8 hp per round)
MP: 0
Speed: 7
Evasion: 8

Heroism Pool: 2

Skills:

Taunt: target must make willpower vs users charisma if the target fails it must attack the user. Last for 1 turn.

 

Pain to Gain: gain +2 Str each time you take damage if you don't take damage for a turn you lose all Str gained from this.

 

Bracing: you can ignore most recoil from the use of a gun gain Con bonus to accuracy.

 

Heavy Metal Dreadnought: trained to get the most out of heavy armor can add  Character level more damage reduction from heavy armor and reduce speed penalty of heavy armor by 2.

 

Detection II(knowledge): Add +skill level to checks where you attempt to notice something that you wouldn't have noticed otherwise, like a remarkable quirk in an enemy's fighting style, or a trigger for a trap, a secret door, and other things that may be of interest..

 

 

Equipment:

Light natural armor -3 damage. from super soilder boost 

Assault Plate:  This mighty suit of heavy armor grants -25 to incoming damage, but reduces speed by 4, and caps evasion at 12.  18 kilos.

Longhammer does 4d4+str damage, strength or dex is bonus to hit, ignores up to 10 of the target's damage reduction from armor, is a 2 handed weapon.

Repeating shotgun is the standard-issue for navy and marines.  It fires 2 round bursts of base 2d8 + int damage, dex is bonus to hit.  It can't hurt people in heavy armor, but deals 2d10 more damage to people in light or no armor.
Weighs 2 kilos.

 

vehicle

 

Mecha (humanoid): Slammer

hp: 250

damage reduction: 20

Speed:+3

Evasion +3

Hard points:
Mithral Armor:  Light, strong armor plating grants -10 to all damage taken. x2
Longhammer does 8xd4+str damage, strength to hit, ignores up to 10 of the target's damage reduction from armor, is a 2 handed weapon. double damage for mech size
Magnetic Shields:  Allows equipped vessel to block energy attacks instead of dodging or tanking them.  Grants a + [user’s level] block bonus too.
Light Booster:  This engine grants +3 speed and +3 evasion to the equipped fighter.

 

 

Edited by rustytengo
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By this point most of you have already heard me yell about my character concept, so really I can't say anything other than #Reserved and ask what the character limit will be.

 

Partly new and overly min maxed sheet is up, because I want to make the best humon character I can make okay?

 

Name: Giacomo Castillo

Codename: Firefight
Gender: Male
Sex: Male

Age: 28
Race: Human
Class: /K/ommando (Commando Level 2)
Theme song: https://www.youtube.com/watch?v=qW3AAsYRSfY
 

Description: An imposing looking man with a enough of a mediterranean look to him that a present day human might think that the man hails from Italia, although that probably doesn't exist now.
His slightly long and straight black hair is mostly slicked back except for a few individual and short tufts of hair that still hang down his forehead. His dark brown eyes are pretty unremarkable actually, except for the bit where you can't help but feel that he is always watching you with them, which is a bit creepy. He has an average looking face with a rugged aesthetic to it. A frown line is starting to appear on his forehead, and his eyebrows are pretty damn thin for some reason. His chin is slightly on the squarish side, and it has a very carefully maintained stubble on it.
 

The man's interests includes: 
Training in the firing range, collecting ranged weaponry, Calmly discussing why a certain weapon is superior than others in a particular field on /k/, Musicals that aren't too fruity (Nonsense, it stops being fruity when he is around due to sheer manliness), Maintaining his weapons and armor which of course includes him.

Backstory: Giocomo was born in the cramped confines of one of the many makeshift medical bays that was hastily set up inside of the federation destroyer "The Orbital Phenomenon" during the year of 5985. The destroyer was on its way back towards the nearby federation held planet of Munroe-6214 after a particularly disastrous battle forced it to take on an unfortunate amount of civilians. And at the time almost every single crew member who had received any form of first aid training would be volunteered for the thankless job of tending to the wounded. And Giocomo's father (who had found himself growing to regret being well enough to wander around the place and incompetent enough with a first aid kit to have free time) would be quoted as saying that he could still vividly recall the terrified screams of the Elven voidsman who was forced to help out.

His extended family was soon dropped off in the (perhaps un)surprisingly academic planet of Munroe-6214 soon afterwards, and they soon tried their best to make a living by plying their trade as engineers, craftsmen, bank clerks, and that one weird uncle who immediately left to join the military. (Giocomo would first encounter his Uncle Giovanni six years after he was born, and he would continue to keep contact with the man to hear his many wild stories about his life in the military...up until the good old Colonel rather tragically died along with a dozen men during a routine inspection of an MATS-5 Stratofortress Gunship two years earlier.).  But thankfully it did not take too long for Giocomo to finally get out of his classic angsty "NO ONE UNDERSTANDS MEEEEEE" teenager phase and finally found an extremely vaguely defined group of people he could identify with in the form of the ever present /k/ommandos.And he quickly acclimated to the hostile environment of what can best be described as yet another section of the internet's longest running hate machine the way only a teenager could. By simply lying about almost every single part of his identity to create an online persona that would hopefully seem cool enough to pass unnoticed. The plan was inevitably declared to be a failure after he realized that he could have just kept posting under the shared name of Anonymous and pretend to be an entirely different person if somebody seemed to be obviously trolling him. 
 

(Giocomo would later go on record to say that the time he spent conversing with the /k/ommandos were what led him to actually go out and commit to joining the military in the first place after he started the now infamous "Do it [REDACTED]" thread. Where the /k/ommandos generally replied to his long post about how he was not sure if this would be a good idea by spamming those two words followed by a three letter word that is too offensive to place in this document)
 

Despite everything Giocomo did not immediately join the federation's military when he turned 18 years old, as he was too busy dealing with the prospect of finishing college and obtaining his bachelor's degree in Electrical Engineering as soon as humanly possible. And it took him three years and two months for him to obtain that degree with about as much honors as you can expect from the person who always claimed that they "never studied" for something and yet always managed to pass could obtain. Which is not a damn lot to be brutally honest.

He eventually decided to join the military a few months later after realizing that his chosen line of work still had that peculiar "Need job experience to get job, Need job to get job experience" clause despite him taking an intership involving that job during the summer vacation a year earlier. And also due to him slowly starting to miss the good old days of pretending to be soldiers with his friends and gawking at extremely....artistic pictures of mechas.
Now in truth the first three years he spent on his tour of duty were incredibly hard to summarize without making the man seem to be a highly dedicated and efficient man who spent an unfortunate amount of time before getting himself promoted to the rank of Corporal. He then spent a rather considerable amount of time serving in the Special Forces group "The Valiant Vultures" where he learned how to hone the many skills he holds today to turn himself into a metaphorical killing machine under the leadership of Sergeant Madhu.

The man was rather recently demoted to the rank of Private First class after an odd series of questionable decisions that has led to him getting kicked out of The Valiant Vultures. No one is quite sure why he decided to join the Void Rangers, and the man's stated reason for volunteering for the task seemed awfully...flimsy. But in all honesty it just seems that the man simply has nowhere else to go.


Stats:
Strength: 12 (+1) [8 points +4 super soldier package)
Dexterity: 17 ( +3) [13 points +4 super soldier package]
Intelligence: 17 (+3)  [19 points - 2 racial malus]
Constitution: 14 (+2) [7 points +3 racial bonus + Super Soldier package)

Willpower: 7 (-1) [7 points spent]

Charisma: 11 (+1) [11 points spent]

 

Derived Stats:

HP: 29

Mana: Can't be bothered to quantify due to the all tech nature of the character

 

Speed: 6 outside of his mech, 7 inside of his mech.

Evasion: 13 outside of his mech, 12 inside of his mech.

Damage Reduction: -15 damage taken in his mech -9 damage taken out of it unless he is attacked by a projectile weapon in which case his damage reduction is doubled.

 

Mad Skill(s):
Class Skill:  Imposing Presence: – Grants a +class level/2 on all checks to negotiate or intimidate.

EXP skills:
(EXP used: 6 out of 6)
Barrage Fire I: You can fire a repeating weapon up to its shot limit, but get -2 to hit for each successive shot that lands. Barraging an enemy uses a single accuracy roll if they choose to dodge, hitting and then reducing the bonus to hit until you miss or reach your shot limit.

 

Suppressed Fire: The user has learned how to modify their ballistic weaponry to fire subsonic shots, and he can choose to activate this ability before attacking to apply a -Class Level to people's attempts to hear the shot, although it cannot penetrate heavy armor.

 

Lightning Reflexes: You can make up to a total of Class level/4 ranged attacks out of your turn as a reaction to an enemy's attempt to hit you with a melee attack.

 

Well aimed shots I: The character can trade damage for a bonus to attack rolls on a two to one basis, the bonus cannot exceed the character's level.

 

Skills to get:

Markerlight I: [level] to evasion, doesn't stack with itself, 2 round duration, use an action to attempt to hit.
Knowledge Points used (18 out of 18)

Persuasion III: Add +skill level to checks where you attempt to persuade someone to do something without using the threat of forceful violence as a primary motivation.

Tacticool III: "Why can't a weapon look cool and work better at the same time?"

Add +skill level to checks where you attempt to modify or repair a technological weapon.

 

Customization III: Add +skill level to checks where you attempt to modify or repair a technological item that is counted as armor.

 

Explosive arts and crafts II: add +skill level to checks where you attempt to create or disable explosive devices, but not for utilizing explosives to make booby traps.

 

Reservoirs of Gun related knowledge III: Add +skill level to checks where you attempt to all knowledge checks to find out more about a gun than it's basic make and model if that information isn't hidden.


Detection II: Add +skill level to checks where you attempt to notice something that you wouldn't have noticed otherwise, like a remarkable quirk in an enemy's fighting style, or a trigger for a trap, a secret door, and other things that may be of interest.
Stealth II: Add +Skill level to hide checks where you attempt to hide yourself from enemy detection (Does not apply to the vehicle you are on if it does not have a stealth generator)
 

Vehicle:

Mecha (Humanoid): 250 Hit points, 10 Hard points, up to two engines.

Base model: Duralast B17-51 "Flying Assault Storm Trooper"

Name: Operator Operator

Callsign: Sierra November Alpha Foxtrot Uniform

Description: A comparatively small mecha with a humanoid frame that supported by two powerful looking legs, it sports two imposing looking hexagonal barrels that always juts out quite prominently out of the top of it's shoulders before swiftly opening up to reveal how it holds an odd looking half circle shaped metal rack system that can be used to either quickly distribute the weaponry it holds to the short and nimble arms of the mecha for proper usage, or to fire all of those weapons at once in an attempt to take out a single target before they can react, although it's pilot has yet to actually learn about this particular quirk of the system yet.
The unnecessarily devastating ARTEMIS missiles his mecha holds are launched from somewhere within the rack and in an upwards trajectory (Read: It fires it upwards before curving down towards a target), although it appears to be kept inside of the mech's shoulders for safe keeping when not used.

 

The body of the mecha itself has a sleek design, with a small and hard to target head with an odd appearance (It looked like a close helmet with it's distinctive looking split visor, although a close helmet presumably didn't have an array of cameras inside of that visor or two white fins containing more sensory equipment jutting out where ears would be.) that is mounted on an otherwise unremarkable looking core that was modeled by a bored out of his mind engineer who presumably looked at a picture of the front of an extremely out of date jetplane and written down the words aerodynamics over and over again until he somehow ended up with a doodle of said front. Although it still makes one wonder why somebody would need to have two other white fins jutting slightly out of the core's 'collarbones'...maybe because it would create a thin barrier of armor to protect the head from attacks to the side, but perhaps it was nothing but a concession to AESTHETICS!.

The legs of the mecha were rumored to have been given the most attention by the engineers, and a noticeable difference is the addition of the ridiculous sounding "Roller Dash module" that allows it to reach a surprisingly fast non rocket boosted straight line speed (Literally just tough wheels), and how it has additional armor plating that again, seems to serve no other purpose other than to potentially protect another part of the mech (the core) with an additional layer of armor plating, and for additional style as again, the design was seemingly inspired by ancient jetplanes.


The last things to note would be the unnecessary lights mounted on it's head and the two collarbone fins that he usually switches off, the mecha's surprisingly useful arms and its black five fingered metal hands (Only because with how small and inflexible they looked you probably didn't expect them to do anything but lift weapons well enough to aim at the general direction of an enemy and be excessively hard to destroy, except this arm is reasonably tough due to essentially being a minimally jointed block of armor mounted to a tough shoulder with a classic and imposing dagger like shape to it).

On the battlefield the F.A.S.T. is a terrifying sight to behold, but only if you were in an open enough space where it could use its aerial dash capabilities and long distance armaments to its full potential, although being a Duralast creation it is still...durable enough to take the shots that would inevitably land when the single engine mounted on it inevitably fails to keep up with the pace it's rider wants it, or almost crashes into a nearby wall due to the principles of inertia...and a disturbing lack of maneuverability enhancing thrusters.
 

Equipped with: (+2 Hard point module donated by Shade-kun and Strider~, and also IntSys)

Smith & Wesson & Ironfingers M89 20mm autocannon 'Siege Breaker': This weapon can fire eight round bursts, and each bullet deals 5*3d6 + Int damage.
 

Duralast M57P13: Basically a tank gun retrofitted for infantry use.  Even soldiers have to brace before firing it, but it does 5*6d6+Int damage on hit and can't be blocked by people. 19kg weight. Can fire 2 round bursts. Ship mounted.

 

Barrel mounted ARTEMIS missile rack:

"For when you just need to wipe some people off of the map"

Fires a missile guided by a presumably suicidal AI who volunteered for the job. Giacomo likes this weapon for its sheer waste of sentient life and destructive nature. It deals 8*3d12 explosive damage in a 30 meter radius with a single missile, it can carry up to four missiles and it can fire it at a rate of 1 missile per action.

 

Duralast MBT 601A2 "Bulwark" Battleplate reinforced titanium armor: -15 incoming damage reduction and -1 Evasion. Literally the toughest armor he could afford to get and that isn't saying much about the size of his supplier's wallet.

 

Tokomarx MKVII brand engine: The Tokomarx brand of engines are known for having great straight line speed and acceleration, but not a whole lot of finesse. +4 Speed, +2 Evasion.

 

Apple iDetect Radar 5 system and Apple iSee 20/20 Visual magnification system: Adds a +Class level to attack rolls made using ranged weaponry.

 

Personal equipment:
Smith & Wesson & Ironfingers SBT Model 10: The only thing that might prevent this gun from being a service standard is its comparatively low rate of fire when compared to an equivalent assault rifle. This weapon can fire two round bursts without penalty like a battle rifle, but is not compatible with sniping skills. Although it is remarkably lighter and generally easier to use in an indoors setting. Each bullet deals 4d6 + int damage. Applies a DEX bonus to attack rolls. 
Comes with an underslung grenade launcher firing Thermite Grenades (6d6 damage, single target bypasses non battleplate armor and deals damage the round after the attack has been made. Other than the two thermite grenades he carries he also has two high explosive (6d8, 8 meter blast radius) and stun grenades. The launcher only fires one shot before needing to reload.
While the gun does have another minor modification in the form of a scope, it does not qualify for sniper rifle skills for the exact same reason a pistol doesn't get one if you give it a scope. Giocamo swears that it helps him with his accuracy despite him never really using it.

It is colored a stylish matte black, because of course it is.
 

>Lowered rate of fire, and lower effective range than an equivalent assault rifle, are the downsides, but in exchange you get a more compact and easier to handle weapon with a barrel short enough for urban combat...and convincing others that you are not overcompensating for something.

 


Inferno Cannon: A heavy ranged weapon that weighs ten kilos and deals 4*8d6 fire damage. If you fire it more than once every 4 rounds it hits you as well as the target, but it destroys armor on contact, ignoring its damage resistance. It is treated as a close ranged weapon for range calculations.

 

We Make Everything "Bullet Catching Vest" Tactical Ballistic Armor: A solid looking suit of medium armor that grants -9 to incoming damage, but it is doubled against projectiles. Has straps and a belt for you to keep your weaponry on. Weighs 10 kilos and reduces evasion by 2.


Smith & Wesson & Ironfingers M&P 99 Sniper Rifle: This weapon deals 8d6 + Int bonus impact damage, one shot per turn, weighs 4 kilos.

>Sniper Rifles seem cool until you realize that it's less pointing your scope's cross hairs at a guy's head and pulling the trigger, and more doing complicated mathematical equations to figure out where you should aim your gun to potentially shoot the guy if you didn't fuck up with your wind speeds while you are also scratching your head to try and figure out if this guy is even worth shooting and giving away your position, and then after all of that, when you finally finish the mission and somehow survive getting back home...You now you have to obsessively dismantle and clean the fucking thing until it is absolutely spotless just in case an errant dust particle creates an otherwise imperceptible scratch inside of the scope that causes you to miss the next guy.

>tl;dr Sniper Rifles are as finicky and high maintenance as a super model

 

>Slak-Tur "Sound of Slaughter" Sonic Shotgun: Deals 2d10+Int damage per shot and can shoot up to three times with a rapid fire skill. Ignores armor unless the enemy is wearing a helmet, and it can deal non lethal damage. It also can't damage people wearing heavy armor.
>I now live in constant fear of dubstep, enough said.
 

Smith & Wesson & Ironfingers 78 Combat Magnum Revolver: deals 2d8+Int damage and uses your Dex bonus to hit, is immune to ECM. Holstered for all to see, because of course it is, and it looks silvery too.

>Revolvers are the simplest weapons to use until you need to disassemble one for maintenance, I personally failed completely and utterly the first time I had to do it, I just picked the damn thing up after I reassembled it and I carried it through an entire mission before I made it back to base and decided to try firing some shots down at the firing range with it, and so I swiftly pulled it out of it's holster and found myself trying to aim and fire a handle.
>It might be worth it just to prove that an electromagnetic pulse is not enough to prevent you from having to outrun my bullet though.


We Make Everything "Concealable Bullet Thrower": An easily concealable weapon that deals 1d6+Int damage per shot, and it can fire in two round bursts. Use Dex to hit.
>It is a good gun, I keep one hidden in my boot at all times.
>Because the thought that I could get at a hidden weapon if I bothered to bend down instead of facing my attacker and taking off my boot before finally pulling out my gun and firing like 15 or so shots at him is comforting.
>Because if I know that my attacker is dumb enough to have let me do that, then I wouldn't have been in any real trouble in the first place.


Hammerhead RPG: Deals 7d10 damage on a hit. Needs a turn to set up. 12 kilos. stowed away inside of vehicle for safe keeping and emergency usage.

>Perfect for when you need to vaguely inconvenience a vehicle, or when that guy in assault plate just won't die.
 

Advanced /K/ommando EDC/Utility Kit:

Flashlight, Backup flashlight, one knife, one multi tool, one package of non melting and high energy chocolate rations, and one flask filled with water.

>Because this is really just an excuse to bring a chocolate bar I won't have to share everywhere with me.


Apple Mini iSee 5/5 system: Stylish face covering balaclava (Not actually a part of the product) and the actually used and stylized bone white visor that also does nothing except make you look fancier and work as night vision goggles.

>I like how Apple decided that the best solution to the problem of a lack of variety of colors in their products was to just make several different promotional names for the exact same pair of colors and call it a day.
 

We make everything "Powered Ascending device" Jetpack: Incredibly awesome jetpack allows you to be an extremely good shock trooper. Adds a +2 evasion bonus when dodging, and a +2 speed bonus 
>Why yes, I do in fact operate a jetpack for a living, and I also own military grade weaponry......and yes it is getting a bit hot in here isn't it?

 

Still thinking of things to add.

Edited by Cronos5010
"Killing is not an art, killing is a science, and don't you just love science?"
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Character submission first draft:

Spoiler


Equipment:

Mail Hauberk: Finely woven interlocking metal rings make up this light armor, -8 to incoming damage, weighs 4 kilos.

 

Light Crossbow: A simple and ancient weapon, yet it still kills just as well, 2d8+Dex damage, weighs 2 kilos, Dex to hit.

 

Sonic Shotgun: A blast from this could deafen even the most avid heavy metal listener, 2d10+Int Sonic damage, ignore armor on targets not wearing helmets, cannot damage targets wearing heavy armor, weighs 6 kilos, Dex to hit.

 

Impact Suit: This very light armor also acts as environmental protection with 1 hour air supply, -3 to incoming damage, weighs 2 kilos.

 

Fire Spellbomb(x2): A small(consumable) enchanted device that causes a fiery explosion for 6d6 damage, single target bypasses non battleplate armor and deals damage the round after the attack has been made.

 

Kinetic Spellbomb(x2): A small(consumable) enchanted device that explodes dealing 6d8 damage, with an 8 meter blast radius.

 

Sabotage Tools: A set of tool designed for use in destroying mechanical devices, could be used for repair in a pinch.

 

Vehicle:

 

Name: The Anomaly 451

Type: Asteroid Fighter

HP: 500

Speed: 5

Evasion: 23

Hard-Points: 8, 6 filled.

 

1:Spell Amp(Lightbender): Increase area of effect to that of the entire Fighter.

2:Spell Amp(Rip & Tear): Tripled damage and vastly increased range, ignore armor while in melee range rather than in contact.

3:Spell Amp(Magnet Spiral): Used to propel own ship instead of knocking incoming projectiles off course.

4:Spell Amp(Unattuned):

5:Spell Amp(Unattuned):

6:Spell Amp(Unattuned):

 

Edited by StormLord
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Mandatory healer. Not healer anymore. Well, at least not now.
 

Spoiler

Name: La Lune
Race: Councillor
Class: Technophile
Level: 2 

 

Frame Appearance:

La Lune's body is a 180 cm girl with silver hair to the neck and skin that reminds one of Parmesan cheese. She wears the captain's uniform. Though, the body doesn't actually reflect what's inside; La Lune's voice is more masculine than feminine.

 

Frame Details:

The android's frame is quite balanced in itself, having no particular weaknesses at all, essentially the husk of a human. However, it only provides a small boost in social and intellectual computing.

Her body can change in luminosity, ranging from a commercial light bulb to complete darkness. Most of the light is blocked by her clothes, though. When used, grants +4 to defensive dexterity and constitution checks. Disables stealth.

Her eyes have built-in lasers, which may assist in welding and cutting steel, as well as sniping.
Swimming is impossible due to extra density.

Frame History:

When La Lune designed her frame, she wanted to go for one without weaknesses, so she took a page out of the human anatomy and kept pretty much most of it, bar the brain, of course. A feminine build was chosen to create an approachable image at first glance. A masculine voice was chosen not only to establish proper discipline toward male coworkers but also extend the reach of her voice with a lower frequency. 

With this body, she has served in the Council's naval forces for hundreds of years as an engineer and a captain. During her service, she occasionally found herself leading the repairs with her fellow crew, relying on remote monitors to keep a close watch on the battlefield. Her extra luminosity was greatly appreciated by her coworkers, as she was much better than a meek flashlight.
Her laser eyes allowed her to carry less weight wherever she went, which especially mattered as she wasn't exactly the toughest physically.

As a captain, she, ironically, stays in the command bridge more often out of combat than she does during an engagement. She has banked on acquiring as much initial advantage as possible in order to give her more freedom during an engagement. 


Stats: (61)

Strength: 9 [(-4 (Frame Penalty))]
Dexterity: 5
Constitution: 7 [(+3 (Racial Bonus)]
Intelligence: 20 [+3 (Racial Bonus) +3 (Frame Bonus)]
Willpower: 0

Charisma: 20 [+3 (Frame Bonus)]


Attributes:

HP: 24
MP: 0
Speed: 4
Evasion: 8

 

Check Bonuses/Penalties:
Strength: -2
Dexterity: -2
Constitution: 0

Intelligence: +6
Willpower: Automatically succeeds. (Racial Bonus)
Charisma: +5

 

Skills (4/4):

[EXP]
Optical Snipe -  La Lune snipes with a concentrated eye laser. Inflicts 2d4 + the user's Intelligence stat pure damage. Intelligence determines bonus to hit.

Analysis - La Lune spends a turn analyzing the weak points in the enemy vessel's defense. The results are then given throughout her vessel. The vessel receives a Level/2 bonus to hit. Can be used up to [Intelligence bonus] times to gradually increase precision.

Multitasking - Through her remote monitor, she can freely access the ship's controls as well as a view of the battlefield as seen from the Command Bridge as she performs other duties elsewhere in the ship simultaneously.

Moon's Foresight - La Lune's calculations and preparations allow her to enter the battle in the best possible position in order to reduce damage. Vessel and herself receives -(Level+Intelligence bonus) damage reduction on the first turn. Decays by 3 every turn until it hits 0.

 

[Class]

Exploits (Currently: 2) – Technophiles get a special resource called exploit points equal to their class level.  Exploit points act like heroism points, but can only be spent on repairing, upgrading, or messing with technology.  However, they refill at a rate of 1 per extended rest (8 hours of sleep or equivalent).

 

[Knowledge (18*2 = 36)]

Repair (12): Given tools, you may restore HP to your vessel. Pick any amount of HP, make an [Intelligence Bonus] + [Knowledge] check to restore a vessel's HP. Difficulty decided by the GM.

Upgrade (12): Given the resources, you may upgrade an item. Make an [Intelligence Bonus] + [Knowledge] check to upgrade the item. Difficulty decided by the GM.

Captain's Rally (12): You may attempt to increase every crew member on board's morale, increasing PCs' damage and improving NPCs' efficiency, by making a [Charisma Bonus] + [Knowledge] check. Difficulty and effectiveness decided by the GM.

 

Vessel:

Council Dreadnought - Crescent

Damage Reduction: 80
Speed Boost: +30
Evasion Boost: +30


Hard Points:
#1 - Magnetic Shields:  Allows equipped vessel to block energy attacks instead of dodging or tanking them.  Grants a + [user’s level] block bonus too.

#2 - Magnetic Shields:  Allows equipped vessel to block energy attacks instead of dodging or tanking them.  Grants a + [user’s level] block bonus too.

#3 - Magnetic Shields:  Allows equipped vessel to block energy attacks instead of dodging or tanking them.  Grants a + [user’s level] block bonus too.

#4 - Spell Amp (Control Metal): This module triples the damage inflicted by the spell Control Metal, and allows its other effects to affect starships.

#5 - Spell Amp (Chain Lightning):  This module triples the damage inflicted by the spell Chain Lightning, and allows it to hit targets from much farther away, making the spell effective in space combat.

#6 - Mithral Armor:  Light, strong armor plating grants -10 to all damage taken.

#7 - Mithral Armor:  Light, strong armor plating grants -10 to all damage taken.

#8 - Mithral Armor:  Light, strong armor plating grants -10 to all damage taken.

#9 - Mithral Armor: Light, strong armor plating grants -10 to all damage taken.

#10 - Mithral Armor: Light, strong armor plating grants -10 to all damage taken.

#11 - Mithral Armor: Light, strong armor plating grants -10 to all damage taken.

#12 - Mithral Armor: Light, strong armor plating grants -10 to all damage taken.
#13 - Mithral Armor: Light, strong armor plating grants -10 to all damage taken.

#14 - Light Pulse Cannon:  This powerful energy weapon deals 4d6 + user’s intelligence base damage, and ignores armor.  Intelligence determines the bonus to hit.

#15 - Light Pulse Cannon:  This powerful energy weapon deals 4d6 + user’s intelligence base damage, and ignores armor.  Intelligence determines the bonus to hit.

#16 - Light Pulse Cannon:  This powerful energy weapon deals 4d6 + user’s intelligence base damage, and ignores armor.  Intelligence determines the bonus to hit.

#17 - Light Pulse Cannon:  This powerful energy weapon deals 4d6 + user’s intelligence base damage, and ignores armor.  Intelligence determines the bonus to hit.

#18 - Light Pulse Cannon:  This powerful energy weapon deals 4d6 + user’s intelligence base damage, and ignores armor.  Intelligence determines the bonus to hit.
#19 - Light Pulse Cannon:  This powerful energy weapon deals 4d6 + user’s intelligence base damage, and ignores armor.  Intelligence determines the bonus to hit.

#20 - Eclipse EMP Blasters: EMP Blasters that disable the enemy's shields for a single turn. Intelligence determines the bonus to hit. 

#21 - Eclipse EMP Blasters: EMP Blasters that disable the enemy's shields for a single turn. Intelligence determines the bonus to hit. 

#22 - Pinaka Laser Turrets: Automatic turrets that fire rounds of lasers at approaching starfighters. They deal damage equal to user's intelligence stat and ignores armor. No bonus to hit.

#23 - Pinaka Laser Turrets: Automatic turrets that fire rounds of lasers at approaching starfighters. They deal damage equal to user's intelligence stat and ignores armor. No bonus to hit.
#24 - Pinaka Laser Turrets: Automatic turrets that fire rounds of lasers at approaching starfighters. They deal damage equal to user's intelligence stat and ignores armor. No bonus to hit.

#25 - ASTRA Rocket Launcher: Massive warheads that carry death and terror to the enemy's capital ship. Upon collision, they deal 16*3d12 damage in a 100-meter radius. Intelligence determines bonus to hit. Two rockets are prepared for every mission, and only one may be fired at a time.

#26 - ASTRA Rocket Launcher: Massive warheads that carry death and terror to the enemy's capital ship. Upon collision, they deal 16*3d12 damage in a 100-meter radius. Intelligence determines bonus to hit. Two rockets are prepared for every mission, and only one may be fired at a time.

#27 - Gungnir Missile Launcher: Interceptor missiles that set off opposing projectiles before they can collide. They have a 30-meter blast radius. Intelligence determines bonus to hit. Up to 10 actions per mission.

#28 - Gungnir Missile Launcher: Interceptor missiles that set off opposing projectiles before they can collide. They have a 30-meter blast radius. Intelligence determines bonus to hit. Up to 10 actions per mission.

#29 - Gungnir Missile Launcher: Interceptor missiles that set off opposing projectiles before they can collide. They have a 30-meter blast radius. Intelligence determines bonus to hit. Up to 10 actions per mission.

#30 - Gungnir Missile Launcher: Interceptor missiles that set off opposing projectiles before they can collide. They have a 30-meter blast radius. Intelligence determines bonus to hit. Up to 10 actions per mission.

#31 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.
#32 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.
#33 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.

#34 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.

#35 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.

#36 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.
#37 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.
#38 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.

#39 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.

#40 - Osiris-Class Starship Booster: Engines for efficient interstellar travel. +3 speed, +3 evasion.


Personal Gear:

Virgo Remote Monitor: An easily-pocketed monitor with a small control panel. Requires a skill to use while multitasking.
Captain's Uniform: Navy blue uniform with Mail Hauberk underneath. This sturdy, light armor grants -8 to all incoming damage.  4 kilos.
Dark Forge Compact Repair Kit: The standard kit but with the welder and the cutter omitted, making it weigh less than usual.

iPad 37: 1 kilo

 

Edited by IntSys
Oops, forgot to take off the WIP tag.
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Time to see if I did anything right. SUBJECT TO CHANGE.

 

Spoiler

Name: Ciara Walton-Marines Corporal.

Gender: Female

Race: Human

Allignment: Federation

Class: Soldier (w/ INT supersoldier package, and cybernetics: right arm and leg.)

Appearance: A well-built woman of average height, with cropped blond hair. Her eyes are a greyish blue, and almost match the metal plating of her right arm and leg. Both of these limbs are completely mechanical, covered with metallic plates that somewhat resemble the shape that skin and muscles would take, were they present.  She has the bearing of a proper soldier, maintaining good posture in front of commanding officers, and her eyes are almost always moving, searching for the next threat before it appears. When in uniform, she exudes soldierliness.

Personality: Ciara is the picture of intelligent obedience when she is being commanded, following orders not necessarily to the letter, but to the spirit, even at personal risk. Her abilities as a federation soldier are a source of great pride to her. However, on leave, she is almost a different person. She revels in her brief freedom, doing as she pleases. She is far more outspoken when she is outside the command structure, and relishes disobeying those who try to control her when she isn't willing to be controlled. To her, when she isn't acting under orders, she is essentially on vacation, taking advantage of whatever vices she finds interesting. However, she's friendly and outspoken to comrades, and enjoys working together with them.

Backstory:

Ciara was born in 5985 A.D., on the planet Desmides, in the culturally rich town of Treviri. Throughout the war, Desmides has been a primarily coalition aligned planet, populated mainly by humans and elves, though there existed miniscule minorities of other races. However, there were also a decent number of people who would place themselves with the federation if they had felt comfortable doing so. The Waltons themselves are an old family, stretching back eleven generations, and have owned a large vineyard in Treviri for eight of those generations. It is a source of great pride to them that they are considered to be among the top 300 winemakers currently around on most rankings, and they have somewhat diversified in recent years to other types of alcohol. It should be noted that during the war, the Waltons were quite firmly in support of the coalition, probably due to their use of the old traditional techniques in the making of their alcohol. In any case, Ciara was born as the second child to Elwyn and Sybil Walton, and begin to learn their trade from an early age. She was prodigiously talented, and while she was not remarkably talented in the trade, she was diligent and persistent, and most expected her to become a decent, if not exceptional, wine-maker. However, in the year 5997 A.D, when Ciara was twelve age 12, it became obvious that the Federation was planning an invasion, due to Desmides' general strategic location. In a general panic, many of the more wealthy families, fearing that their rich villas would be prime targets, sent their children to distant relatives on other planets to wait out the invasion and possible occupation. Ciara was one of those children. She was packed aboard a coalition ship along with an uncle, and sent off. However, Federation forces arrived sooner than anticipated, and the transport ship carrying Ciara was attacked. They did not succeed in destroying the ship before it opened the wormhole, but the mages controlling the ship were panicked and distracted. When the ship came out, it was not where they had hoped. Instead of appearing a couple million miles from their destination planet, they found themselves almost directly on top of a Federation Destroyer, the Telemachus. Out of surprise, the mostly unarmed ship was fired upon, and destroyed. When the Federation force performed a routine search of the wreckage for Coalition prisoners, Ciara and a few unfamiliar adults were found. They were resuscitated, and most were willing to be let off in Federation occupied areas, just happy to be alive. Ciara had lost both an arm and a leg in the attack, and had no way to get to either Desmides or her grandparents' planet. Through some odd circumstances, the subcommander of the vessel, Fyodor Petrovich took her into his care, planning to deliver her to her homeworld when he got the chance. However, the Telemachus was not going to go out of its way during a war to deliver a small girl to her home, and Fyodor did not wish to leave this girl, whose parents yet lived, at some orphanage on a planet they passed. Thus, throughout the following years, until the end of the war, Ciara lived and grew in the company of soldiers. She was taught respect, and the philosophy of command and rank by Fyodor, and idolized his superior, the great commander Jean Émile Leclair. However, she spent a great deal of time with the regular soldiers, and learned to spar, shoot, and gamble with them, and to make the best of vacation times. At age eighteen she still had not been able to return home, so she decided to formally enlist: after all, it wouldn't be terribly different than the life she lived now, just a bit more danger. At the end of the war, after 10 years of service, Ciara returned home for a brief time,. She let her family know that she was alive, much to their happiness, and to explain that she would be signing on for a joint task force to keep the peace after the war. Currently, Fyodor, whom she considers a father figure to her, is in a long term psychiatric ward on a Federation planet, suffering from the effects of a highly amped mental manipulation. Ciara hopes he might recover someday, and visits him in the ward occasionally when on leave.

 

Stats:

Strength: 11                  (+1)

Dexterity: 13+4              (+3)

Intelligence: 18-2+4+3   (+5)

Constitution: 12             (+1)

Willpower: 4                 (-2)

Charisma: 7                  (-1)

 

MHP: 8+12= 20

Damage reduct: 16, doubled against melee.

Mana Pool=0 (due to supersoldier serum)

Speed: 3+STR/4+Racial Bonus = 6(+4)=10

Evasion: 10+ DEX= 13

Heroism: 3 points (and a +3/-3 to pure luck rolls, and +2 hit with pistols)

Knowledge Points= 2+INT= 7

 

Skills:

 

Crippling Aim: After landing a hit on an enemy, reduce their evasion by  [Char Level] for a turn. Triggers once per turn.

 

Sniper skills: Ciara always gets an accuracy roll even if the enemy isn't dodging. If this accuracy roll exceeds twice the enemies evasion, crit for x6 damage.

 

Adjustment: Ciara has cybernetic limbs, and knows how to use them.  (Grants a +8 to Strength for certain checks and things.)

 

Decently Armored: Medium armor provides [Char Level/2] more damage reduction, and evasion penalty is decreased by up to 4.

 

Mexican Standoff: An attack that removes all evasion when determining whether an attack hits Ciara. Remove that amount of evasion from the enemy when Ciara attacks them.

 

Impending Violence: Ciara has a talent for telling when violence will break out, and acting quickly. Gets an extra [level/4] (rounded up) actions on the first turn of combat, split between party members. Cannot give more than one extra action to a single person.

 

In the future: Skill to see if enemies have certain types of weapons. Stealth attack skill. Trade two damage for point to hit skill. Quick draw skill.

 

Knowledge (7/7):

Pants on Fire I: Ciara is a liar, and a good one. +1 bonus to attempts to lie or bluff.

 

Alliance with Tech I: With her body fused with technology, Ciara has made a point of staying up to date with current tech and inventions from many groups. +1 bonus to attempts to identify, or work with unknown technological devices.

 

Camouflage II: Ciara is skilled at hiding herself, whether this be by blending into a crowd, or hiding herself among the trees. +2 bonus to attempts to camouflage one's self.

 

Suspicious skills I: Ciara seems to be able to steal things without getting caught quite well. Perhaps this is due to her skill at lying and blending in, or perhaps there's something more? In any case, +1 bonus to attempts to take something without being discovered.

 

Detection II: +2 bonus in rolls to detect traps or ambushes.

 

For future: Xenobiology or Mechanical engineering for sniping. Stealth skill.

Personal Equipment:

Total Item Carry Strength: 18

  • iPad 37 1 kilo
  • We Make Everything Half Plate Armor:  This solid suit of medium armor grants -15(-1) to incoming damage, doubled against melee attacks.  12 kilos.  Reduces speed and evasion by 2 (evasion penalty nullified).
  • Smith, Wesson, and Ironfingers CL-11 Assault Rifle: 2d8+INT bonus damage per shot. Dex bonus to hit. 6 kilos. Medium weapon.
  • Smith, Wesson, and Ironfingers Signature Revolver: 2d8 + INT bonus damage. Dex to hit. Immune to ECM. 2 kilos
  • 2x Duralast PYR-05 thermite grenades: clamp to whatever surface you hit with them using magnets or gecko tread. A turn later they ignite, dealing 6d6 fire damage and ignoring non-battleplate armor. 1 kilo
  • 3 Duralast HEH high explosive grenades: 6d8 damage 8 meter blast. 1 kilo
  • We Make Everything Standard Utility Gear Kit: A minimalist kit of survival gear. 2 kilos.
  • Generic Brand Hatchet: DEX bonus to hit, 1d8 plus str for damage, only needs 1 hand, 1 kilo. Can be thrown in a pinch.
  • Collapsable tripod: 1 kilo
  • Smith & Wesson & Ironfingers M&P 99 Sniper Rifle: This weapon deals 8d6 + Int bonus impact damage, one shot per turn, weighs 4 kilos. Dex is bonus to hit. Affected by sniper skills.
  • Smith, Wesson, and Ironfingers SI-08 RPG: Requires a full round to reload after using. Deals 3*5d6 damage with a 3 meter blast radius and ignores up to 15 of the target's armor damage reduction. 7 kilo weight. Needs a turn to brace (nullified b/c soldier). Stored in mech.
  • Jetpack: +2 to evasion and speed when dodging. (weight?)
  • Impact Suit: -3 to incoming damage. 2 kilos. Doubles as environmental protection, with 1 hour air supply.

Personal Vehicle:

Name: Fotismos

Model: Duralast ARAK-071 (uses the beetle mech stats)

HP: 400

Speed: 7

Evasion: 10

Damage modification: -30 damage

Hard Points: 12, only one for engine

 

  • Duralast AWP-7-0 Battleplate reinforced Titanium -15 damage -1 Evasion
  • Duralast AWP-7-0 Battleplate Reinforced Titanium -15 damage -1 Evasion
  • Tokomarx MKIX Brand Engine (+4 speed, +2 Evasion)
  • Duralast Armory 100mm Mescher-3 Cannon: 1 shot per action, does 10x6d6+INT bonus damage. Needs to cycle after every three shots.
  • We Make Everything Radar and Visual Magnification: Gives +Level to attacking rolls when attacking at range
  • Tokomarx Light Maneuvering Thrusters: +3 Evasion, and gives a guaranteed dodge once per battle.
  • Duralast WE-11 Shield Generator: Gives ability to block energy weapons with a block check, and +level block bonus.
  • Duralast AIS-9 Counter-ECM: Gives a +15 bonus to block checks against attacks with non-damage effects.

 

 

 

Edited by Strider
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Edward Roberts, The Shady Captain.

Spoiler

Name: Edward Roberts.

Race:  Human

Affinities: Light

Class: Scout

Appearance:  This guy puts you in mind of a lost and wandering spirit. He has hooded gray eyes that are like two pools of mercury. His fine, curly, neck-length hair is the color of ripe lemons, and is worn in a complex style. He is very tall and has a graceful build. His skin is white. He has a high forehead and delicate ears. His wardrobe is flattering, with a lot of red.

  

Stats: 


Strength: 5 +3

Dexterity: 12

Constitution:  7

Charisma: 13

Intelligence: 18 -2

Willpower: 5

  Heroism Pool: 3

Attributes: 


HP: 11

MP: 17

Speed: 5

Evasion: 11
  

Skills: 1 Skill point
Tech:
Custom Gunship: Edward knows gunships inside and out, hell he could do a blackhole run in twelve parsecs with one. Edward has +Level/3 speed and Evasion in all Gunships.

Targeting Scrambler: Edward deploys a minor targeting scrambler, effectively giving his ship stealth for a turn. Can’t attack due to scrambling HIS targeting systems.

Comms Hack: Edward hacks into the communications of the enemy to listen in and if he wants to, play horrible things over their communications network. Takes up Edward’s turn to hack in and takes another turn to activate any distractions giving an enemy a Level debuff to Accuracy.

Disruption field: Edward lays down a disruption field around himself, increasing his Evasion bye Level1/4+INTBonus for 2 turns.

General: 
Crippling Shot: Edward takes a shot that cripples the target, lowering their Evasion by Level and for two points of bonus damage. Can't stack.

Smooth: Edward is a smooth talker, so smooth that it makes his enemies second guess themselves giving a Level+ChaBonus debuff to damage for 2 turns. Can't be stacked with itself.

Knowledge: 
Level 4 Knowledge: Space Pirates: Any space captain worth his salt knows the important space pirates and their heraldry. Edward knows a bit more than that, Granting +Knowledge to diplomacy (Parley?) with pirates.

Level 5 knowledge: Coalition hierarchy: Edward “knows” his “place” in the hierarchy and gets a bonus to diplomacy within the Coalition Navy.

Level 2 knowledge: Gun modification: Edward enjoys doing his own work on his weapons, giving a bonus to modifying guns.

Level 3 Knowledge: Repairs: The user understands how to repair mechanical objects effectively, given tools: Choose an amount of HP, and make a charisma check against that amount, using this knowledge as a bonus.  If you succeed, heal the target that amount of HP.  You need mechanical supplies to use this skill.

Level 2 Knowledge: Trade contacts: Edward has several contacts in major trade corporations from various encounters, giving him a bonus to diplomacy with them.
 

 

 

Personal Gear

Spoiler

Personal Gear:
The “Revenge”:  A freighter converted to a gunship by Edward with some help from various friends in related businesses. He’s quite proud of it and gets really pissed off when people scratch the paint. Gunships have 500 HP and ten hard points, but can only put engines in up to 2.
Mithral Armor:  Light, strong armor plating grants -10 to all damage taken.    

APOLLO rockets: 5*3d8 damage per hit with a 10 meter blast radius. 16 in reserve.
Point Defense:  Allows equipped vessel to block Missile/Rocket attacks instead of dodging or tanking them.  Grants a + [user’s level] block bonus too.
Light Booster: A fair engine that grants +3 Speed and +3 Evasion.

60mm cannon: Does 1 shot per combat action only, but each hit does 4*2d8+Int damage.

 


Smith, Wesson, and Ironfingers Signature Revolver: A SWI Revolver. 
2 kilo weight.
    2d8 + int damage.
    Dex to hit.
    Immune to ECM.

Naval Dirk: It’s traditional for officers to be rewarded with and carry a dirk when they reach their position. Edward carries his everywhere just in case. This weapon deals 1d4 + strength damage per swing. +4 block  1 kilo.  Dex is bonus to hit.  Light weapon.

Kevlar Vest:  This sturdy, light armor grants -5 to all incoming damage, -10 against projectiles.  4 kilos.
 

 

Edited by kj1225
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Looks interesting, hoping to get something working in the next few days.

 

Spoiler

Name: Shi’fan

Alignment: Coalition

Race: M’shinn

Sex: Female

Class: Commando

Affinities: Life,Air,Earth

Level 1

 

Personality:

 

Background:

 

Stats:

Str: 15 (+3) = 18, bonus +3

Dex: 7 (-3) = 4, malus -2

Int: 7 = 7, malus -1

Con: 20 (+3) = 23, bonus +5

Will: 10 = 10, bonus +0

Cha: 6 = 6, malus -2

 

MHP: 29

MMP: 13
Speed: 5
Evasion: 8

 

Class Skills:

Imposing Presence -Grants a +class level/2 on all checks to negotiate or intimidate

Skills:

Level 1 Personal Gravity: Change how gravity affects you to move faster.  Gain +1 speed per 1 mana spent; total bonus from this spell cannot exceed your character level.  Casting this spell does not require a combat action, but the duration is only 1 round.  You can treat any surface as 'down' while this spell is active.

 

M’shinn Pollen: The user releases a pollen cloud in a 5m radius around them, obscuring vision. Decreases accuracy to target anyone in the cloud, or outside the cloud if firing from inside the cloud by your character level. The cloud reduces accuracy of laser scopes. Clogs air filters. 5 round cooldown.

 

Level 1 Overgrowth: The user infuses their natural armor with magic, greatly increasing its strength. Choose an amount of mana to spend(multiple of 3) Grants a +2 block check bonus and -2 to incoming damage for every 3 mana spent. Lasts 3 rounds. Only usable by those with natural armor.

 

Dual Wielding: Allows dual wielding of a standard-sized weapon and a light weapon.

 

Level 1 Melee Specialist: Add an extra Strength Bonus to hit for every melee attack from your main hand weapon if Strength >= Weapon Weight x 2. Enables the use of most two-handed melee weapons in a single hand (treated as standard size). (does not enable duel wielding of two two-handed weapons)

 

Level 1 Rage: Whenever you take damage, you gain +2 strength.  This effect stacks with itself.  Should you go a round without taking damage, your bonus from this skill will reset to 0.

 

Knowledges:

Spoiler

Tremorsense 2: Lets the user detect nearby movements and objects without using conventional senses. Add +skill level bonus to detection checks.

 

Mechanical Engineering 1: Add +skill level to checks relating to mechanical engineering and design.

 

Tinkerer 1: Add a +skill level to checks when attempting to modify an item that is counted as equipment (does not repair items).

 

Repairs 1: The user understands how to repair mechanical objects effectively, given tools: Choose an amount of HP, and make a charisma check against that amount, using this knowledge as a bonus.  If you succeed, heal the target that amount of HP.  You need mechanical supplies to use this skill.

 

 

Personal Gear:

Spoiler

Jump Jet: A modified standard issue jetpack that reduces flamespread. Adds +2 speed bonus, as well as a +2 evasion  bonus while dodging.

 

Assault Plate:  This mighty suit of heavy armor grants -25 to incoming damage, but reduces speed by 4, and caps evasion at 12.  18 Kg.

 

Riot Shield:  This defensive item grants a +10 block check bonus, and the ability to block bullets.  5 Kg.

 

Beta Class Battleaxe: A heavy battle axe, requires two hands. Does 2d10+ Str, Str or Dex bonus to hit. 4 Kg

 

Gamma Class Battleaxe: Does 1d10 + Str, dex bonus to hit. Can be used as a ranged weapon in ground combat. (medium range only), 2 Kg

 

Gamma Class Battleaxe: Does 1d10 + Str, dex bonus to hit. Can be used as a ranged weapon in ground combat. (medium range only), 2Kg

 

M’shinn SRV: A two-handed halberd, the pole is covered with intricate detail. Deals 4d6+Str damage, ignores 12 points of damage reduction on the victim. Requires at least 16 Str for proper use. Doubles Str modifier for check purposes when used. 8 Kg

 

Modified Heavy Crossbow: A modified heavy crossbow that allows for a faster rate of fire. 2 handed weapon. 4d6 + dex bonus damage, +Dex to hit, counts as a sniper weapon.  Ignores up to 4 of enemy damage reduction.  Requires 1 combat action of cranking while standing up or strength >30 to reload after each shot. 5 Kg

 

Modified Duralast M57P13: a tank gun retrofitted for infantry use, with slight modifications.  Even soldiers have to brace before firing it, but it does 5*4d6 damage on hit and can't be blocked by people. +Str to hit. 18Kg
 

WME Repair Kit: The standard repair kit. 1 Kg
 

 

 

M'shinn

Spoiler

M’shinn - The M’shinn are large humanoids, ranging from 7 to 8 feet tall on average. Their most defining characteristic is the fact that they have no hair, but are instead covered with a plant resembling moss, but isn’t exactly. The moss covers their entire body, except for the palms of their hands and the soles of their feet. Due to their biological makeup, they reproduce through parthenogenesis, making most M’shinn that are related look extremely similar. Due to the way that they reproduce, the M'shinn only really have one sex, which would be considered female by most other races. The M’shinn have a minor telepathic connection to the moss which allows them extra sensory details, similar to whiskers. The moss also provides protection to the host from physical blows, as well as an increased healing rate.

 

M'Shinn racial traits:  -3 speed and dex, +3 strength and con.  Regenerates 1 HP per round, can heal from pretty much anything if they survive it.  Takes -10 damage from cold.  Immune to slashing/piercing damage.  Has tremorsense, which lets them detect nearby movements without using conventional senses.  Life affinity for -2 to necromancy spell costs, can't reduce spell costs to 0.  Can use constitution as a bonus on stealth-based checks, in addition to dexterity as usual.
 

 

Edited by Swampellow
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Character:

Spoiler

Name: Regi 'Phantom' Arte hen Tesmund (internet id: CluelessPhantom) (Petty Officer)
Race: Vanian
Class: Technophile


Appearance:
"I lost an arm, but I got the ability to flip people off in 20 different ways - that's what I call a bargain!"
Green and black suit given to the 'warriors' caste of the Vanians, Regi has both the sigil of the faction he was born in (Tesmund), and the mark of the supersoldier hacker group, The Poltergeists.
Short and skinny compared to other Vanians, and up to shoulder height compared to humans. His suit is laden with many pockets from which he pulls out random gizmos from. His voice sounds a little computerised.
His right arm is entirely robotic, and has an in-built mobile hacking platform as well as a repair kit. Its appearance looks just like any other Vanian arm, but is detachable.
The rest of his bodily features are covered up by his suit, and his wide visor has a skull etched over it, though it does not impede with his vision.


Personality:
"My line of work usually goes along the lines of screwing around and occasionally saying in a deep voice, 'I'm in' before screwing around again."
Carefree and relaxed, Regi loves nothing but a good downtime alone snooping on internet forums for the latest zero day exploits into security systems. 
Also likes to prank people (through their cyber profile) and isn't as cautious about foreign foods and drinks as much as he ought to be.
Regi believes strongly in the anti-caste ideology and is very anti-establishment and anti-government on most subjects, perhaps oweing to the time he spent on the internet.
His super soldier training did a number on him, though he's still the most jolly out of all Vanian supersoldiers.
When faced with a challenge, Regi meets it with slightly insane enthusiasm and almost religious zeal if it has anything related to cyberwarfare.
As with all Vanians, Regi has a dislike against magic. He's fine as long as 'the danger stick points its danger end the other way'.


Backstory:
"To be fair, the dispensary didn't even have an input sanitation system. It was BEGGING to be messed with."
Regi was born into an intense civil war between the Grand Empire of Fantana and the Resistence which aimed to take down the caste system of Fantana.
Despite effective gurrella warfare strategem employed by the Resistence, it was still losing to the superior firepower of the Empire of Fantana
Eventually, the Resistence struck a deal with the Federation, and it stepped in and recruited the most promising hackers into the super-soldiers programme.
Though reluctant going into war, Regi was fiercely against the caste system and accepted the invitation. 

Regi joined the hacking division Poltergeist and earned his title 'Phantom' after he managed to hack the liquors dispensary to give him twice more alcohol for two months without getting caught.
Through an op that took Regi's arm, the Poltergeists successfully overtook a key logistics sector and turned the tide of the war.
In thanks for the help during the war, the Resistence, now the Republic of Tesmund, joins the Federation and offers full aid.
Likewise, Regi joined the Federation and soon was drafted into the JTF in recognition for his service in the Fantana-Tesmund war, and his advanced knowledge in hacking and cyberwarfare.


Race Attributes:
Programming, Intrusion (+6)
Counterintrusion (+6)
Evasion (+6)
Night Vision
Super Soldier Amps (+4 DEX,INT,SPD)
Forced use of environmental suits


Attributes:

Level: 2
HP - 20 (8+2+8+2)
Speed - 8 (3+1+4)
Evasion - 19 (10+3+6)
Heroism - 1
Exploits - 2


Stats:
STR - 11
DEX - 17 (13+4)
INT - 23 (19+4)
CON - 8
WIL - 8
CHA - 6


Skills (4/4):

Quick Reflexes - Gain an extra action on the first turn of combat.

Phase Shift - Activate a personal wrist mounted cloaking device, rendering the user invisible to nearly all forms of detection for 1 turn.
During this time, the enemy cannot take hostile actions against the user. If the user uses a damaging move while cloaked, the cloak ends.

Combat Drone - (Requires Drone Knowledge) Deploy an automatic combat drone that fires direct energy missiles at enemies. Hit and damage enemies for user's INT each round against a selected target.

Flash Hacking - Quickly break into enemy cybernetics on the battlefield wirelessly and wreak havoc. Choose a desired effect and check INT+[Hacking/Intrusion] against a GM determined difficulty.
If successful, apply that effect for a GM determined amount (base 1 turn). Range of wireless connection is limited to mid-range, depending on terrain and how clear of a shot he has at the thing he's hacking.


Knowledge (32/32):

Drones Adept(5)- Add [Knowledge] to drone damage/capabilities.
Phantom Hacker (8)- Add [Knowledge] to hacking and anti-hacking checks
Poltergeist (5)- Add [Knowledge] to stealth checks
Field Repair (5)- (Requires Spare Parts, Target Mechanical) Repair the crap out of stuff. Choose an amount of HP (or desired effect) and check INT+[Knowledge] against a GM determined difficulty.
ECM Adept (5)- Add [Knowledge] to ECM capabilities, both offensive and defensive
Excessive Tinkering (4)- Add [Knowledge] to modifications to mechanical/technological equipment


Personal Equipment (18/18):
Vanian Enviro-Suits (6 kilo) - Decreases damage taken by 6, but doubles against kinetic weaponary.
Personal Cloaking Device (1 kilo) - Wrist-mounted cloaking device that enables the user to become invisible for a short period of time. Requires skill to use.
Mechanical Arm (4 kilo) - An advanced mechanical arm Regi received after the op in the Fantana-Tesmund war. It has been heavily modified to contain a repair kit, radio and a hacking platform. Immune to ECM.
Northstar Sniper Rifle (4 kilo) - A combat anti-personel sniper rifle that hits for 8d6+INT, use INT to hit. Can only be fired once per round. Can be loaded with a hacking probe that does no damage but allows hacking into closed electronic systems.
Ares 12 Concealable Pistol (1 kilo) - 2 round burst pistol, 1d6+INT per bullet. DEX to hit. Can be concealed easily in suit. Can be loaded with a hacking probe that does no damage but allows hacking into closed electronic systems.
Drone Deployment Platform (2 kilo) - A portable platform built within the suit that can deploy combat or repair drones. Requires skill to use.

 

Personal Vehicle:
Name: 'Rogue Entity'
Model: Arbalest 054 (Stealth Bomber)
HP: 300 HP
Armor: 10 
Speed: 9 (3+6) 
Evasion: 10

Hard Points:
Vanian Warp Engines- +6 SPE
Stealth Drive- Adds pilot stealth abilities to ship ability
Probe Bay - Allows the firing of hacking probes into enemy vessels, granting hacking actions against enemy vessels.
LE Pulse Cannons - Deal (4 * 6d8+INT) base damage and ignores armor. Intelligence determines the bonus to hit.

 

 

 


Race: Vanians

Spoiler

 

Race: Vanians (a totally unashamed rip-off of Quarians)
Stat Adjustments: None
Heroism: 1


Tech Experts - Cultural +6 bonus to Programming Intrusion, Counterintrusion, Stealth.
Alert - Fear for suit punctures can give +6 evasion.
Potential - Can take supersoldier amps, even if class does not allow it.
Night Vision - Allows sight in all but completely lightless spaces.
Vunerable Physiology - Forces use of environmental suits outside of sterile conditions.

 

Information:
Born from the home planet of Halnoi, Vanians are a human-like race with 3 fingers and toes. The rest of their features are buried on the environmental suits they wear constantly.
Their suit design vary in large amounts accordant to their roles in society, and the suits get more colorful in higher castes. The standard is a green and blue suit with a wide visor and stauch material to stop punctures.
Early on in their history, Vanians screwed up and somehow ended in nuclear warfare, scouring most of Halnoi with radiation and nuclear winters. The race lived on barely through living under the surface in highly technologically advanced spaces.
For several centuries, Vanians managed to convert significant portions of the planet's mantle into habitable areas. However, over time, their immune systems were severely weakened due to constantly living in controlled environments.
Of course, during these centuries many wars sprung up, developing Vanian technology in stealth and commando technology as open warfare was avoided from both sides, instead opting for espionage and cyber warfare.
Vanians, being a minor race and only a recent member of the intergalactic community, is regarded mostly with a mixture of fascination and contempt. However, one common agreement is their undeniable skill in hacking and salvaging.

 

 

Edited by PigeonOfAstora
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  • 1 month later...
On 8/24/2017 at 10:38 PM, Cronos5010 said:

So ince this RP is apparently starting soon™, how much of your sheet have you finished so far @Cool Girl?.

Almost done. Gotta tweak the description a bit and get the equipment on my ride.

 

EDIT: Alright, here's my character sheet.

Spoiler
Real Name: Norma Christa
Spy Name She wishes she has: Aurora Carnage
Gender: Female
Race: Human (Treated as a Reverse Cyborg for racial traits due to being part of Project M.K.U.L.T.R.A. and the hard work of Dr. Austin, Dr. Sommers, and too many other doctors and nurses for me to list sorry)
Class: Ninja Level 2 (+2 MHP/+4 mana/+(8 + Int bonus) knowledge points per level/+Class level bonus to checks made to hide themselves and their vehicle from others)
 
Description: A shorter than average woman wearing a federation soldier's uniform that seems a bit out of place on her innocuous frame. Her average looking face had a gentle charm to it that helped to make her seem trustworthy and easy to approach. She loves to wear red glasses and her clothes are red and white. There are times when she'll change her style to blue glasses and blue and white clothes. However, she is not the most social of people. The only time she will talk is when they'll have missions or need to discuss strategies. However, as she'll be part of a new team, that may change....
 
Stats:
Strength: 7 (-1 bonus spend 7 points to get it up here)
Dexterity: 23 (+5, spend 13 points to get it up to 13, and then add +4 from Super Soldier bonus and +6 from racial bonus)
Intelligence: 17 (+3, spend 13 points to get up to 13, and then add +4 from Super Soldier bonus)
Constitution: 11 (+1 bonus, same point expenditure as Strength)
Willpower: 6 (-2 malus, spend 10 points here and lose 4 points due to racial malus)
Charisma: 11 (+1, spend 11 points here)
 
Derived Stats:
HP: 16
Personal Speed: 15= 3+ (7/4) + 10
Vessel Speed: 5
Personal Evasion: 15= 10+Dexterity Mod [Which is +5 for you]
Vessel Evasion: 10+4
 
Damage Reduction: -5, doubled against projectile attacks
 
Racial Trait:
Superior Reflexes: +4 to defensive dexterity checks
 
EXP Skill(s):(6 EXP spent on EXP skills and a level increase)
Flurry of blows: You can make multiple attacks with a melee weapon up to +Level attacks, but get -2 to hit for each successive blow that lands. Using a flurry of blows on an opponent uses a single accuracy roll if they choose to dodge, hitting and then reducing the bonus to hit until you miss or reach your swing limit.
 
Sneak Attack: Add (Class level)d6 to the damage you deal when you attack a target that has not yet detected you. For Damage reduction purposes the sneak attack damage is treated as being added to the weapon's damage.  
 
Stealth Field generator proficiency: Aurora can use personal stealth field systems in an effective manner by learning how to operate without the use of visual senses.
 
Cybernetic Body: Christa has a stronger than usual cybernetic arm, and she knows how to use it to its fullest potential. (Grants a +8 to checks for certain things with that arm, and her cybernetic eyes allows her to detect things in light spectrums different from the visible ones).
 
Hard Target: Adds Speed to Evasion if you have moved this round.
 
Knowledge Skill(s):(22/22 used)
Hacking IV: +Amount of skill points invested in skill to checks made to break through the security of a computer system you can access, or proof it against similar attack.
 
Persuasion III: Add +amount of skill points invested in skill to checks where you attempt to persuade someone to do something without using the threat of forceful violence as a primary motivation.
 
Stealth III: Add +Skill level to hide checks where you attempt to hide yourself from enemy detection (Does not apply to the vehicle you are on if it does not have a stealth generator)
 
Social Infiltration III: +Skill level to checks made to manipulate the truth in a way that allows you to maintain a cover identity.
 
Personal infiltration III: +Skill level to checks made to open locks and detect traps and security camera systems.
Dextrous fingers III: +Skill level to pickpocket and disabling traps undetected
Detect (Non Visible Light spectrums) III: +Skill level to all spot checks, and it allows her to make spot checks without the presence of light.
 
 
Equipped with:
- Armor
- Kevlar Vest:  This sturdy, light armor grants -5 to all incoming damage, -10 against projectiles.  4 kilos.
 
Personal equipment:
Unequipped:
Equipped with:
- Armor:
-Impact Suit: -3 damage and can be hidden underneath all clothing, doubles as environmental protection suit and a space/diving suit that has 1 hour's worth of oxygen. 2 weight.
 
- Smith & Wesson & Ironfingers M&P 99 Sniper Rifle: This weapon deals 8d6 + Int bonus impact damage, one shot per turn, weighs 4 kilos. Is affected by sniper skills, and deals 6x damage on a headshot.
 
- Machine Pistol:  A good but basic sidearm. This one is a smaller and more concealed model that is meant to be hidden underneath clothing. (1d6+int damage, 2 round bursts, 1 Kilo Weight, -2 to checks made to detect it when somebody is looking for weapons)
 
- Crimson Knife:  This weapon deals 1d6 + strength damage per swing. 1 kilo.  Dex is bonus to hit.  Light weapon. (Can I ask if this weapon can be hidden easier?).
 
- Active Camoflauge system: Grants +Level to stealth checks
- Grapnel Gun: Can be used to launch a grappling hook that will allow you to climb up vertical surfaces more discretely than by using a jet pack.
 
Vehicle:
Dragonfly Mecha
150 Hit points, can equip 8 hard point modules, but it can only equip 3 engines.
 
Arming Sword: 2d6+Int per swing, Dex is bonus to hit, light weapon.
Mithral Armor: -10 to damage taken
Maneuvering Thrusters: +4 to Evasion, +2 to speed
Personal Active Camoflauge: Allows the mech to make stealth checks and grants it a +Level bonus to said checks.

 

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  • 2 months later...
  • 2 weeks later...

Hello, just a small note to say that I am dropping this RP. Though it was entertaining to create my characters, the slow pace at the start was rather offsetting and has in kind turned me off of continuing this RP. Good luck to the rest of the folk participating.

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