Friday, 28 July 2017

Cellina Dee Helsdottir

Cellina Dee stands a total of five feet eight inches. Her face, and eyes border between anger and Fed-up. The reason for this, is she knows she is a powerful force, but thinks never seem to go her way. Even when they start to seem to go her way, they end up ruining her plans. She is tired of being everyone's pawn, and play thing. She is glad that Big Earl is her equal, and not her boss. He is probable the only she would ever call her equal.

Her outfit, is one that fits Cellina Dee, who believes herself to be the Goddess of Darkness, and Hope. They do say its darkest before the dawn. The Outfit is a priests robe that is made out of Shadows and bone. The bones make up the pockets, slash and other similar things. Her body is when resting half Shadow, all beauty. When emotionally charged, like when she is extremely angrly, She becomes more shadow like.

Goals: To gain more power
Plans: One needs followers to have power, so need to gain power.
Fear: Dying alone, powerless and forgotten.

Sunday, 5 March 2017

Super Soldier

Peter Cooper was a street kid, who tried to avoid a gang by breaking into a Pepsi Warehouse to steal all there goods. This turned out to be the turning life in Peter's life. When offered the choice of entering an experimentation or jail, he took the experimentation. He was the first successful Pepsi Man, a Super Soldier to shell out Pepsi Product, and show that Pepsi is the people's pop or soft drink. Given a new home, and a new lease on life. Peter decided the best course of action was to be the best hero the world have ever known. Always helping others whenever he could, and He was always happy to be around people. Even if this meant that he had to be a Pepsi Spokemans at random events around the world, then he handed out pepsi products at very fast speeds.

More recently his life changed again. He was fighting a villain, who ultized magic when the villain tried to escape through a portal. Peter followed the Villain, but quickly lost him in the ruins of the city he emerged in. He has been using his time in this new world to salvage what he can, help who he can, and learning the new different languages. He has spent the last month being a Hero for the people he came across.

As he was out helping some of the people he had met, his new home had been overtaken by a demon. Peter knew that he couldn't take on a demon by himself, so for the past week or so he has been helping any and all refugees that he can find, while avoiding the evil human forces, and the evil green demon forces. Peter knows when he is classed out, and knows not to engage a superior force.


The Pepsi Program:
Active agent in the program
The Program is a bona-fide success. Perfect. One Identical or very close. Supersoldier can be made after another with only small differences or variation. 

Note: The Procedure is either super-secert and used sparingly or extremly expensive and used sparingly. The Work of a Mega-Powerful and wealthy private industry with its own secret agenda. The point is superman are not likely to be rolled out by the thousands like an assembly line. They are created for some specific purpose and deployed with some modicum of discretion and restraint, probably one or more elite squads.

Bionic Implants
Cyber-Armour
Flying Force Disc
Impact Resistance
Anatomical Manipulation
Extraordinary speed

Sunday, 5 February 2017

Phyrne's Journal 1

Took me some time to figure out how to not break a writing tool, but I finally got it. Anyways, Today has been a very bad day for me and my new companions, well one of them. My old friend, Raylock, was her typical impulsive self, and tried to kill me again. This is the eight time this year shes tried to kill me. This is the first time she has caused this much mayhem though. I don't know the scope of the trouble she has caused, but my old home is dead. Everyone I knew is dead.

If I knew any magic, I would curse my old companion Raylock. Due to her teleporting mishaps I am now longer me. There are bonuses to this new me. Like the fact that I can break bricks of stone with the slightlest of ease, or the fact that I am now more understanding of other people. None of this outways the fact that I am literally too old for the body I am inhabiting. I feel like I could die tomorrow, and this is true, I am on borrowed time.

Though another side effect I didn't mention earlier is the fact that now injuries heal themselves. Its probable this healing factor alone which is keeping me alive right now. Wanting to kill someone when they are the only one you know who can possible even work out a cure for you being past your experation date is a really hard position to be in.

Sunday, 6 November 2016

Mech Warrior 2

Damien Riggs

Attributes
Agility        1
Appearance    0
Build        0
Creativity    0
Fitness        1
Influence    0
Knowledge    1
Perception    2
Psyche        1
Willpower    0

Secondary Attributes
Strength        0
Health            1
Stamina        30
Unarmed Damage    3
Armed Damage        4

Flesh wound Threshold=  15
Deep Wound Threshold = 30
Instant Death Threshold = 60
System Shock = 6

• Animal Handling
• Archery
• Athletics        Rank 1 Complexity 1
• Business   
• Combat Sense    Rank 1 Complexity 3   
• Craft (Specific)
• Defense        Rank 1 Complexity 1
• Demolition/Traps
• Disguise
• Etiquette (Clans)    Rank 1 Complexity 1
• Forgery (Specific)
• Gambling
• Gunnery (Lasers)    Rank 2 Complexity 1
• Hand-to-hand
• Heavy Weapons
• Information Warfare
• Interrogation    Rank 1 Complexity 2
• Investigation
• Language (Specific)
• Leadership
• Medicine
• Melee        Rank 1 Complexity 1
• Natural Sciences
• Navigation (Specific)
• Negotiation
• Notice        Rank 1 Complexity 2
• Personal Flight Device
• Performance Art
• Pilot (Mech)    Rank 2 Complexity 1
• Riding
• Seduction
• Sleight-of-Hand
• Small Arms    Rank 1 Complexity 1
• Social Sciences (Specific)
• Stealth        Rank 1 Complexity 1
• Streetwise
• Survival        Rank 1 Complexity 1
• Teaching
• Technical Sciences
• Tinker
• Throwing
• Trivia/Lore (Specific)
• Visual Art (Specific)
• Zero-G        skill rank 3 Complexity 3

Acute Senses (sight)
The character has sharp eyes and tends to notice faraway or small items more readily than other people. He gets a +1 modifier for Notice checks based on vision. The downside is that sudden bright lights (stepping out of a dim area into sunlight) can momentarily blind a character.
AMBIDEXTROUS
The character can use either hand for tasks requiring manual dexterity without the “Using Off Hand” penalty, though he may not attack twice per action. Ambidextrous has no downside.
RADIATION VULNERABILITY
The character is exceptionally vulnerable to radiation poisoning. When making Health checks for status, he gets a -1 modifier to his dice roll.

Friday, 30 September 2016

Nindrol Greralei

Dhampir - Dulhan
Name: Nindrol Greralei 
Eyes – Blue Green
Hair - Blond
Your skin feels a little less sensitive than before.
 Your hair gets lighter, becoming blond. Your feet
 suddenly become very uncomfortable in your boots.
has pawed feat
 
HP : 50
Con x 5 
47
MP : 45
Will x 5 
Combat speed - 10
Travel Speed - 2
STR 10 (13)
CON 10 
DEX 10 (11)
SPD 9
INT 7
WIL 9
ARM 3
 
Charm Immunity
 

Swordsman
Armour Coat
Arm: 2
Dex: 0
 Heavy Armor
ARM: 4
DEX -2
Nin's Emblem Shield
ARM: 6
DMG: 2d4
DEX: -2

Egyptian Staff
DMG: 1d6+2
ATK: +2
RNG: Touch
Special: Mindless Undead hit by this staff are stunned for 1d4 rounds      

Oak Buckler
ARM: 1
DMG: 1d2
RNG: Touch
Iron Sword
DMG: 1d6
RNG: Touch 
 
Steel War Axe
DMG: 2d6
RNG: Touch 
 
260 gold 
 
Full set of clothes
Backpack
Bedroll
Flint and Steel
Torches (3)

 
Bracelet made of bronze chain with a clay tablet with
 some odd runes on it.
 
A flask made of a silvery-black metal with a stylized heart etched into the side. Unstoppering it causes wisps
 of darkness to drift out.
Candy 
small metal bottle. It is stamped with the image of a feather.      
 mysterious bottle
It is clear glass and seems to be filled with a strange jello-like fluid. 
 5 ingots of a dark grey metal.       

 
 
given to Myr
Football sized chunk of starmetal
seven ingots of a dark grey metal 

STR-2 is added to damage.
 
 Dhampir Heroes-
Maximum DEX and WIL is 12
Maximum STR is 9
Combat Speed is SPD x5
Travel Speed is SPD
 
If you rest in the wilderness, 1 HP per CON. If you prepare 
a sleeping area in a defensible spot, 2 HP per CON. If you sleep 
in a home or inn, Full HP. 
 

 Braclet
  + 4 STR
-1 INT
-1 Will
 +2 CON
Mystery Bottle 
+1 ARM
+2 STR
+2 CON
-1 DEX
Jerky 
+1 spd
Few inches taller 
Clear Potion
+2 INT
+2 WIS
+1 SPD
+1 ARM
 Your hair turns purple. 
Glowly Potion
 The glass bottle is patterned with feathers, and 
the white liquid inside is faintly luminous.
+2 WIS, +1 SPD, your hair becomes blond.
Old Pauldron
+ 1 arm
Rosy Pink Metal Heart Pendant
 +1 DEX
+2 WIL
-1 STR
 You feel a little lighter, though you also grow an inch or two taller
Golden Wing Necklace
STR: +4
DEX: +2
CON: +2
SPD: +4

Gain golden pupils
Gain two-toned hair 

Egyptian Staff
+4 INT,
 +2 WIL,
 your skin becomes a little darker.

shortsword, clearly very well made. The grip is red leather and brass, 
with a blue gem set into the pommel. The sheath is also red. 

battle tech



age: 19.5

Credits: 71 xp
Salary: 10,800

Strength + 3 (-1)
Body + 3 (-1)
Reflex + 4 (requires 3) (0)
Dex + 2 (-1)
Intelligence + 5 (requires 4) (0)
Will + 2 (-1)
Charisma + 1 (-2)
Edge + 2 (-1)

Stage 1 – Major Periphery – Outworlds Alliance
Stage 1 – Farm
Stage 2 – Mercenary Brat
Stage 3 – Military Enlistment – Navy – Marine - Ships crew

walk 7
run 17
Evade 17 
Sprint 34*
climb 3
crawl 2
stun 1
uncounous 1
damage body x 2 (6)
fatigue (will x 2) 4
ABLATIVE ARMOR SUIT —2/4/5/2 — 800/15 — 9.8 KG --- TORSO, ARMS,LEGS
FLAK HELMET C/A-A-A/B 1/5/1/3 25/10 — 1 KG HEAD +0 TO PERCEPTION; BAR 2 VS. FLASH

COMBAT BOOTS  2/3/3/1               48/10 — 2 KG FEET
 AUTO-PISTOL   3B/4          5/20/45/105          10           50/2 — 500 G/140 G
 Three clips

 13.72 kg
 
  encumbered15 kg
very encumbered 30 kg
over loaded 50 kg
martial arts basic, running

Animal Handling                rank 0             WIL         7 / SB
Acrobatics/Free fall                     Rank 1              RFL          7 / SB
Career/Agriculture             Rank 1            INT          7 / SB
Career/Soldier                     Rank 2            INT          7 / SB
Career/ Ships Crew                     Rank   2            INT          7 / SB
Computers                                Rank 1               INT           8 / CB*
Demolitions                              Rank 1              DEX + INT 9 / CA
Driving/Ground Vehicle    Rank 4             RFL + DEX 8 / SA
Gunnery/Space Craft                   Rank 2              RFL + DEX    8 / SA
gunnery/mech                    Rank 6             RFL + DEX 8 / SA
Interest/
Painting                         Rank 1                   INT             8 / CB*
Music                               Rank 0                 INT             8 / CB*
Language
English                   Rank 2              INT + CHA 8 / SA
Japenesse              Rank 0              INT + CHA 8 / SA
French                  Rank 0              INT + CHA 8 / SA
Martial Arts                        Rank 3              RFL                7 / SB*
Medtech                             Rank 1               INT               7 / SB
Navigation/space             Rank 1                  INT          7 / SB
Negotiation                       Rank 1               CHA             8 / CB
Perception                          Rank 8               INT             7 / SB
pilot/mech                         Rank 6               RFL + DEX 8 / SA
Security Systems 
/ Electronic                     Rank 1                    DEX + INT 9 / CA
Sensor Operations                 Rank 2                     INT + WIL     8 / SA
Small Arms                        Rank 4                     DEX              7 / SB
Streetwise/Outworlds           Rank 1                      CHA               8 / CB
Survival/ Forest                   Rank 0                    BOD + INT      9 / CA
Swimming                        Rank 0                      STR                 7 / SB
Tactics/ land                Rank 0                    INT + WIL 9 / CA
Technician
/Electriction              Rank 1                      DEX + INT 9 / CA
/Mechanic                 Rank 1                      DEX + INT 9 / CA
Zero G Operations           Rank 4                          RFL             7 / SB



G-Tolerance
In for Life 
Thick Skinned
 

Connections +40
Tech Empathy +20
Toughness + 50 xp
Rank +100
Thick Skinned
In For Life -100
G-Tolerance + 135

Strength + 375 (-1)
Body + 375 (-1)
Reflex + 400 (requires 3) (0)
Dex + 225 (-1)
Intelligence + 500 (requires 4) (0)
Will + 235 (-1)
Charisma + 100 (-2)
Edge + 235 (-1)

Animal Handling + 20 xp
Acrobatics/Free fall + 30
Career/Agriculture + 20
Career/Soldier +50 
Career/ Ships Crew +60
Computers + 30
Demolitions + 30
Driving/Ground Vehicle + 140
Gunnery/Space Craft + 60
gunnery/mech +250
[Secondary Languages] French, Japanese;
Primary English +70
Secondary Japeneses +20
Language French + 20
Interest/any + 35
Interest/any + 25
Martial Arts +80
Medtech + 40 XP
Navigation/space +30
Negotiation + 55
Perception + 385
pilot/mech + 250
Security Systems / Any + 30
Sensor Operations +50
Small Arms + 145 xp
Streetwise/Outworlds + 40xp
Survival/any +20 xp
Swimming +20
Tactics/any + 20
Technician/Any + 30
Technician/Any + 30
Zero G Operations + 151


Connections +40
Tech Empathy +20
Toughness + 50 xp
Rank +100
G-Tolerance + 135


XP: 5,000
minus – 850
Minus – 100
minus – 275
minus – 600
minus – 720
minus – 180
Plus - 36
Plus - 30
minus - 455
Plus - 30
minus – 585
Minus 300
minus 150
minus 700
minus 61
minus 120

Saturday, 3 September 2016

Whiteclaw

Thranquil Whiteclaw
Attributes:
I.Q. 11 M.E. 8 M.A. 7 P.S. 7 (Supernatural Strength)
P.P. 10 P.E. 16 P.B. 4 Spd 13

see the invisible

Hit Points: 34  


S.D.C.: 46

Race: Palladium Ratling Height: 4 foot tall Weight: 60 pounds
Natural Armor Rating: None Horror Factor: 11, P.P.E.:  55
PPE: 45
ISP: 415

Sixth Sense

9,050
+5 to strike
+3 to strike with blunt
+2 to parry with blunt
+1 to throw blunt
+2 to strike with handgun
+3 to strike with sword
+2 to parry with sword
+1 to thrown sword
+ 2 to perception rolls, +2 to save vs fatigue and disease +2 to pull punch, + 2 to roll with punch fall or impact
+2 to parry and dodge +1  disarm +4% save vs coma/death +1 save vs magic and death

Natural Abilities: Keen color vision, nightvision 40 ft (12.2 m; can see in total darkness), excellent nightvision (can see in one tenth the light that humans need), poor day vision 90 ft (27.4 m), sensitive whiskers help them maneuver in the dark or when blind (usual penalties are half), keen hearing,
Class Abilities:
Jury-Rig Repairs:
They take half the time and last twice as long
Find Parts and Components: +20% to find contraband related to Vehicular M.D. Weapons, M.D.C. materials, power supplies, communications systems, Electronics, Generators, Fuel, Mechanical parts and Components. This is in addtion to Normal Find Contraband skill whenever such items are involved. Gets these items at a discount – 30% off as a professional courtesy from most other operators and the black market. 50% discount from junkyards and salvage companies, and a 65% discount if he trades at least 12 hours of his work at a Garage, Machine shop, or Factory for free. Every 12 hours he can get up to 100,000 credits worth of parts or materials
Recognize Machine Quality: 73% + 3%
Repairs and Soup-Up Machines and Vehicles
Repairs for cheap: Can completely repair repair most parts, machines and vehicles at a cost of 25% of its original list price (plus his time if he's charging for it; typically another 30% to 50%). Requires the right parts and the time to make the Repair
Reduce M.D.C. On the main body and key sections at a cost of 1200 credits per every one M.D.C. Point restored. Cannot exceed the original M.D.C amount.
Add M.D.C. To brand new vehicles and body armour. The precentage increase depends on the Operators level of skill and experience; +5 % at levels 2, 4, 6, 10, 12 and 14.
Maximize Performance: Can tweak a vehicle or most any machine to perform better. Can Increase speed 20%, range (of weaposn, radio signals, sesnsors, etc. ) + 10%, reduce weight by 10%, and add one extra weapon or feature per body area of a vehicle or standing fortification (Front/nose, Mid-section, rear section, top/roof, bottom/undercarriage, and wing)

Sixth Sense
Range: 90 feet (27.4 m).
Duration: Until the danger passes or happens. Bonuses apply only to
the first melee round of the attack from the source of the sensed
danger.
I.S.P.: 2
Saving Throw: None.
The Sixth Sense is a power that gives the psychic a precognitive
flash of imminent danger to himself or somebody near him (within 90
feet/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60
seconds (4 melees)!
The sixth sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) which is already set into motion and will happen any second.
The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses.
All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.


Penalties: -10%, find contraband, intelligence, performance, public speaking seduction, and sing
-20% on interrogation
Bonuses: +5% on gambling, prowl, undercover ops, and surveillance

Skills of Note:

Western English 98%,
Gobblely/Goblin 98%
Dwarven 98%.
climb 70%
swim 70%
imitate voices 60%
Language: Euro 87% +3%
Basic Math 90% +5%
Computer Operation 95% +5%
Electrical Engineer 80% +5%
Electricity Generation 60% + 5%
Dance 55% +5%
Sewing 65% +5%
Find Contraband 60% +4%
First Aid 55% +5%
Jury Rig 70% +5%
Naval History 55% +5%
Naval Tactics 55% +5%
Mechanical Engineer 70% +5%
Optic Systems 70% +5%
Surveillance 70% +5%
Pilot: Airplane 85% +4%
Pilot: Boat Ships 85%/70% +5%
Pilot: Jet Pack 67% +4%
Radio: Basic 85% +5%
Navigation 65% +5%
Sensory Equipment 75% +5%
Weapon Systems 65% +5%
Weapons Engineer 65% +5%
Automotive Mechanics 60% +5%
Locksmith 60% +5%
Robot Mechanics 55% +5%
Computer hacking 60% +5%
Computer Programing 65% +5%
Road-wise 61% +4%
Prowl 25% +5%
W.P. Blunt
W.P. Sword
W.P. Energy Pistol
Hand to Hand: Basic
1d8 restrained sdc - 4d8 sdc full punch - 1d6 md on power punch 
Weapons:
Wrench – 2d8S.D.C
Hammer – 2d8 SDC
Equipment: A weapon for each W.P.
Vibro-Saber (short sword). Mega-Damage: 2D6 M.D.
NG-33 Laser Pistol
Weight: 4 lbs (1.8 kg).
Range: 800 feet (244 m).
Mega-Damage: 1D8 M.D. per blast for the original Block I weapon.
2D6 M.D. for the NG-33 Block II; same price.
Rate of Fire: Each shot counts as one melee attack.
Payload: 20 shots.
Bokken: Damage: 2D6 S.D.C.
hand gun 
6 in chamber
box of ammo 29
1d 10 mdc

NG A8 Scout Armor
Weight: 12 lbs (5.4 kg).
Mobility: Excellent mobility; -5% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
Light or medium M.D.C armour with +10%
M.D.C. by Location: with extra armour
Head/Helmet – 47 Arms – 33 each Legs – 53 each Main Body – 66
Note: This is not full environmental armor and does not have a
cooling system or independent oxygen supply.
Portable tool kit with an electric screwdriver and additional interchangeable heads, wrenches, etc, large tool kit, soldering iron, laser torch, a roll of duct tape, two rolls of electrical tap, pen flashlight, large flashlight, 200 feet of super lightweight rope, a couple knives, notebook, portable disc recorder, portable language translator, protective goggles, work gloves, backpack, satchel, large sack, canteen, set of work clothes, overalls, utility belt, air filter,
2 pens 2 pairs of thin doctor's gloves, 12 flares
Credits: 3,200 Black Market sell-able goods: 9,000
Wiki's Jet Pack
Crew: One Rider
Maximum speed: 120 mph (192 km/hr)
Maximum range: 800 miles (1280 km)
Size: 3 feet (0.9 m), 45 Lbs (20 kg)
MDC by location: main body: 30
Black market cost: 50,000 credits for electric
Weapons: None

Grendin Ghoul Story Part 40.5

What? Oh we were not done talking? Hm? Okay where were we? Oh Yes night three. So on Night three I was reintroduced to Kel's dog. ...