Hidden 8 yrs ago 8 yrs ago Post by Prodigal Son
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Prodigal Son Saved by grace / Through faith

Member Seen 5 yrs ago

Carina Avior 20 years of age
Appearance
Height 5'6"
Slightly below average bust size
Pale ashen skin
Heterochromia right eye blue left eye red. This is due to the augmentation experiments she had done to her, which mutated her eyes' colors.

Her hair is normally black, but changes colors based on what aspect of her augmentation she is using. Because her body is immune to the heat it exerts and the heat absorbed to make things cold, this naturally includes her hair. When absorbing the energy from things to make them cold, her hair becomes frosted with ice making it white in appearance. When she is exerting heat, her hair becomes orange with embers of flame.

She wears a black body suit made of thermo resistant nano fibers, allowing her to use her augmentation without damaging her clothing. She also has a thick knee-length white coat made of the same fibers, but does not wear the coat into combat for fear of ruining the notes she has in the large interior pockets.
(Armor class is 5 + 2 + 0((dex)))

She wears a beacon necklace with a rift shard embedded in the silver control frame setting. This necklace is a link between her unique storage device thet she invented. It allows her to teleport inorganic items to and from the ship to her necklace. This makes it possible for her to not have to carry weapons on her person. The storage device on the ship has a limit to 45lbs of items that can be stored. However, any new items must be synced with the necklace, back at a terminal. So, the necklace cannot actively store items on missions, and must be synced with new items between missions. She takes her storage device with her where ever she goes and keeps it in her personal quarters.

Vector of her:

Weapons: High-frequency plasma sword 1d8 damage

Personality: Carina is a silent, reserved individual. She obviously has hatred and anger just below the surface of her reserved facade, and this comes out easily in conversation. She is strongly convicted on her revenge against those who killed her father and stole his research. Even with her hard, stoic outward attitude, she has the ability to be happy at certain times, and can ignore her rage and depression if she is with people she cares about. Because of her past failings in protecting those she loved, she has done all she can to train herself to become stronger so that she can save thoes in need. She is highly intelligent from the years of assisting her father who was a scientist. Her intelligence, even though it is grand, prevents her from being charismatic. The best possible solutions she finds to problems end up being immoral more often than not. She doesn't quite grasp the concept of morality, and therefore is hard to get along with. She is an expert with her Plasma Sword, using her intelligence to think her way through battles, finding weaknesses and exploiting them.

Strength ~ 7
Wisdom ~ 14
Intelligence ~ 18
Dexterity ~ 11
Constitution ~ 10
Charisma ~ 7

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Abilities
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1) Scientist's Daughter -Combat- Passive
Carina gains a +2 to hit with energy weapons
2) Nobody Blamed the Plasma Sword -Combat- Passive
Carina's melee based energy weapons' hit roll scales off of INT mod
3) Augment: Energy Defence -Combat- Passive
Carina's kinetic energy augment makes her much less susceptibe to energy weapon attacks but the constant heat she exudes makes it hard for her to wear any armor besides her nano fiber body suit. +5 Armor rating against Energy weapons -2 armor raiting against Physical weapons
4) Augment: Harden -Combat- Encoutner
Carina uses the moisture in the air to harden her body suit +5 armor rating to Physical attacks -6 to Energy weapon attacks. Ability lasts 5 turns or until an energy weapon attack is used against Carina twice.
5) Augment: Metabolic Healing -Encounter-
Carina increases her metabolic rate to heal herself. Gains 6 health over 3 turns but cannot attack during the useage of this ability.
6) Augment: Icicle Spear -Encounter-
Creates an icicle above the head of a single target droping on the target. Apply INT bonus to hit die. Deals 1d6 + INT mod
7) Augment: Pyromania -Mission- (cannot activate during Harden)
For 4 turns Carina becomes engulfed in flames, that she turns into projectiles. Each turn for 4 turns she can choose a target and deal 1d6 + INT mod. Apply INT mod to hit die.
8) Unstable Augmentation -Combat- Involuntary
Cannot be used at will. Must be activated by overexertion. Carina has built up too much raw energy, and has not released it, causing her to undergo a molecular breakdown. This incredibly painful and dangerous process allows Carina to use raw energy in its purest of forms. Her body begins to glow, her hair and eyes turn golden, and glowing cracks begin to form on her skin. If she does not rid herself of the energy she will breakdown at the molecular level and cause a massive damage explosion, killing herself in the process. Apply INT bonus to hit die, Explosion deals 2d8 + INT mod to all enemies. Unstable Augmentation explosion only occurs if her health drops to 0 because of the health decay from Unstable Augmentation. If she dies by enemy attack, the explosion does not go off. Her health drops sequentially while this is active
1st turn ~ -1 hp
2nd ~ -2 hp
3rd ~ -2 hp
4th ~ -3 hp
5th ~ -10 hp
While unstable augmentation is active, Carina gains the ability Plasma Bolt. Plasma Bolt is a single target damage ability. Apply INT to hit die on Plasma Bolt, 1d8 damage per Plasma bolt. Carina can use this ability 3 times to expend her excess energy. After her excess energy is expended, she becomes comatose for the rest of the mission, and must be placed in her incubation tank, that she has in her personal quarters, to stabilized her molecules. Carina hopes to either harness this ability or rid herself of this imperfection but has not done enough experiments and does not have the knowledge to do anything about it at this moment. As she grows as a character, she may be able to do something
about it.

Skills
5+4(INT)
Lore WIS 2
Terrestrial Vehicle Piloting INT 0+4
Ship Piloting INT 4+4
Pickpocketing DEX 0
Stealth DEX 0
Alien Tongues WIS 2+2
Athletics DEX 0
Acrobatics DEX 0
Flight DEX 0
Climb STR 0
Bluff CHA 0
Diplomacy CHA 0
Disguise CHA 0
Disable Device DEX 0
Escape Artist DEX 0
Handle Animal CHA 0
Survival WIS 0+2
Swim STR 0
Sleight of Hand DEX 0
Sense Motive WIS 0+2
Perception WIS 0+2
Perform CHA 0
Intimidate CHA 0
Heal WIS 0+2
Craft INT 2+4
Hacking INT 1+4
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Hidden 8 yrs ago 8 yrs ago Post by thehighjuumper
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thehighjuumper

Member Seen 8 yrs ago

Midori has red eyes and hair. The hair reaches down to the mid-back and just past the eyes in the front
Pale skin
black shirt with armor plates on the shoulder and lower back
a belt with pouches for augments and ammo/melee weapon
black tactical pants with armor plates on the thighs, shins and hips
combat boots with plates on the shins, toe and heel
5 foot 2 with C cup boob taco
age 22

Sturdy yet petite body

naive,adventurous, tough as nails

raised by a former athelian military soldier named Alan to be strong, ruthless and agile

augment bracelets on wrists and ankles that can have elemental augments swapped /with the ability to give current weapon the elemental attribute
likes puns and poetry/rhymes that make you cringe/laugh, trolling,
bracelets are synced with my bio system i.e. nervous system?
ranged/melee depending on augment on one side of bracelets /damage up /elemental buff on other side
heavy energy rifle 8dmg weapon with low and high charge attack switches between firing the rifle weapon to using hand to hand combat
Strength 18
wisdom 10
intelligence 9
dexterity 14
constitution 10
charisma 7

Abilities
1.handbone passive: plus 2 to hit when using hand to hand combat
2.rapid fire (heavy weapons): roll 2 dice
3.inside job passive: plus 2 dex
4.strength augment passive:bracelets allow for extreme physical feats like firing a heavy weapon fast... adds plus 2 for STR related rolls
5.suppressive fire: gives another roll chance to allies? plus 2 to allies rolls until next turn
6.melee barrage: roll 2 dice (only available with hand to hand combat)
7.moral disconnect passive:allows for decisions that lack morality +2 to charisma rolls
8.on guard passive: plus 2 to wisdom rolls and perception checks

Skill points-0
Climb 1 STR
Swim 1 STR
Perception 1 WIS
Athletics 1 DEX
Acrobatics 1 DEX
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Hidden 8 yrs ago 8 yrs ago Post by Telos
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coGM
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Telos The Systems Man

Member Seen 5 yrs ago

Telos

---
Fair skin
Tricorn hat
Patches of silvery scales on arms legs and chest
back length bluish silver hair
blue eyes with lizard like slit pupils (think the witcher)
6'1"
22 years old
tough customer
Lean build, not overly stocky or skinny
Longer than average canine teeth
More of his teeth are sharp and carnivorous than a normal person, but not all of them are, still retains a row of molars.
Red pirate style jacket img1.etsystatic.com/004/0/6303187/il_f..
Brown trousers
Has an alien companion called Me'tul, only one of its kind, a teal floating orb that can communicate with Telos

telepathically. Was the first being Telos came in contact with after he awoke on Re'spi Te.
Wears light armor (Armor Class is 3 + 2 for the DEX modifier)

(Not relavent but I listened to this song while making Telos youtube.com/watch?v=cU4GXgaCFTI)

WEAPONS

Scimitar made of covalently bonded sheets of Graphene, formed into a lattice. Nearly indestructible, never loses edge.
1d8 damage
Standard issue laser pistol, can be modded.
1d6 damage

PERSONALITY
Confident, often cocky, but well meaning. Can be petty or selfish from time to time, but when push comes to shove, will

always try to do the right thing, even to his own detriment.
Dislikes those who prey on the meek, especially the Cavaliers. Typically is easy to make friends, and gets along well with

others. Enjoys a good joke and is often quite jovial.

STATS

STRENGTH ~ 14
WISDOM ~ 10
INTELLIGENCE ~ 10
DEXTERITY ~ 14
CONSTITUTION ~ 10
CHARISMA ~ 14

ABILITIES

1)Dragonwing - Utility
Has a retractable pair of leathery wings, not capable of flight, but can be useful in small scale gliding or lessening

fall impact.

2)Frozen Claw - Combat - Encounter
Telos holsters his lazer pistol, and lunges at target enemy gaining bonus range. Apply STR modifier to hit. Damage: 1d10.

Bonus Effect: Unless affected enemy succeeds a DEX saving throw vs. Telos' CHA, opponent skips their next round.

3)Yar Matey Skrimp - Combat - Passive
Telos gains a plus 2 to hit with scimitars and small firearms.

4)Serrated Edge - Combat - Encounter
Telos flourishes his scimitar, and strikes an enemy with the intent to make them bleed. Apply STR bonus to hit die. Does

1d8 damage. Bonus Effect: Until affected enemy saves CON vs my STR, each round they will take 1d4 damage

5)Breath Weapon - Combat - Mission (full power) - Utility (low power)
Telos unleashes his inner dragonfire, which in his case, is an ultracold blast, capable of turning water to ice, and make

nearly any metal brittle and liable to fracture, at if used at full power.
If used in combat, the breath weapon will affect all enemies in a large cone in front of Telos, apply CHA mod to hit.

Damage: 2d8 + CHA mod Bonus Effect: Reduce affected enemies armor class by 3 for remainder of fight

6)Dragonclaws - Combat - Utility
If unarmed, can attack using Telos's long claws, once each, dealing 1d4 damage for each hit, must roll to hit seperately.

7)Unload - Combat - Encounter
Blasts target enemy with an entire laser pistol battery, expending the battery but dealing large damage at a range, apply

DEX bonus to hit. Damage: 1d8 + DEX mod

8)DragonSoul - Combat(?) - Involuntary
Can not be used at will. Must be activated if Telos undergoes massive emotional trauma.
Telos loses sight of his humanity and his draconic genetics take control. Wings become larger, more powerful, and capable

of flight. Breath weapon if already used is refreshed and can be used again
Scales encompass the majority of Telos's body, and his Armor Class increases by 5. Does not need to breath in space.
Will not attack allies, but will not be capable of communication until he reverts back to human form. Still retains a

semblence of his usual morality, but will stop at almost nothing to end who or whatever wronged him.
Afterward, Telos will be knocked unconsious for the remainder of the mission, and will need some time to recover. As Telos

grows as a character, he will slowly gain more control over this power, but early on will have extrememly limited access

to it.

SKILLS

Lore WIS 0
Terrestrial Vehicle Piloting INT 0
Ship Piloting INT 0
Pickpocketing DEX 1 + 2
Stealth DEX 0 + 2
Alien Tongues WIS 0
Athletics DEX 1 + 2
Acrobatics DEX 0 + 2
Flight DEX 1 + 2
Climb STR 0 + 2
Bluff CHA 1 + 2
Diplomacy CHA 1 + 2
Disguise CHA 0 + 2
Disable Device DEX 0 + 2
Escape Artist DEX 0 + 2
Handle Animal CHA 1 + 2
Survival WIS 0
Swim STR 0 + 2
Sleight of Hand DEX 0 + 2
Sense Motive WIS 0
Perception WIS 0
Perform CHA 0 + 2
Intimidate CHA 0 + 2
Heal WIS 0
Craft INT 0
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Hidden 8 yrs ago Post by Mr Creamscene
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Mr Creamscene Bizzarre Adventure

Member Seen 7 yrs ago

Name: Rook Furst
Age: 41
Powers/abilities: Can boost the power of sound waves to dangerous levels be it from machines or from his own voice.
Above average strength and agility, but only from training his body as much as he possibly could, not from any sort of
enhancement.
Appearance: Shaggy dark brown hair, a couple inches long, a rather scraggly beard, hazel eyes. 6'1, needs glasses in
order to read. Has a tattoo of a rook chess piece on his right forearm. Muscular build.
Outfits: Long Black Duster Jacket and jeans with a black shirt underneath that tucks into the pants, combat boots,
a pendant of a key (means absolutely nothing, he just finds it cool) Belt bandolier that has a hook for his shotgun,
a line of spare shells, and a knife sheath.
Same as first but without the jacket.
Any other outfit that he may have to wear.

He typically has some form of sound emitter on his person, either for the sake of raw sound, or to play music,
which helps him fight from time to time, and he enjoys during down time, he hates the quiet.
He has shitty aim with weapons, thus he prefers the up close and personal firepower love that only a 12 gauge shotgun
can provide.
Always keeps a long knife he has affectionately named "The Backup Plan"

Personality: Kinda carefree, jokester, but also a very dangerous bounty hunter who has on more than one occasion,
screwed up a job, it always ends up okay. Loves his daughter Bishop more than anything as she is all he has left of
his wife before she died. Doesn't smother and try to protect Bishop as he knows that she is fully capable of taking
care of herself, however if she did end up in a bad situation, Rook would do anything to get her out of it.

STRENGTH 16
WISDOM 11
INTELLIGENCE 10
DEXTERITY 9
CONSTITUTION 15
CHARISMA 8

TVP +1
Sense Motive +2
Perform +1
Diplomacy +1

Abilities
PeeVersusPee: (Action) Rook charges at an enemy and drops into a slide followed up with a pair of shotgun blasts.
Combutt: (Minor Action) Next attack gains +STR mod to hit chance and 1 D4 bonus damage.
Screech of De'van: (Action) Rook attatches a mod to his shotgun that enables sound based attacks.
And his name is: (Action) Rook amplifies any given sound to massive levels, causing a disorientation to all who hear it
for two turns.
Aloha Smackbar: (Action) Rook takes his knife and hits an opponent with the handle of the knife.
=========

Name: Bishop Furst
Age: 20
Female
Powers/Abilities: No powers, as she dislikes the idea of the implants (though she doesn't force her ideals on others)
and prefers to train her body to its best condition naturally, thus, she is strong, agile, and near unmatched with
long range weaponry. She naturally has a sound strategic mindset and knows how to work her way out of many situations.
She has also practiced with escape artistry and infiltration. Despite her combat training however, close quarters
combat is her Achilles heel as she cannot last in a hand to hand fight, which is why she prefers to stay hidden and
take out targets from afar.
Appearance: Long red hair, not orange, but full hot rod red, natural, got it from her mother. Bright green eyes, like
her mother, and a tanner skin color, again from her mother. 5'8, but only because of the extra inch her boots give her.
Lean build and mimicking her father, she has a tattoo of a bishop chess piece, but on her left forearm.
Outfits: A hooded jacket over a tank top that tucks into dark skinny jeans that tuck into tall laced boots that go up
to just under her knees. The hooded jacket has pockets for spare rifle ammunition as well as other things she finds
necessary. Like her father, she also keeps a long knife but hers is strapped to her upper right arm, with the hilt by
her elbow (there is a strap that keeps the knife in it's sheath. A pendant with a shining sky blue gem in it. The gem
was a tip a wealthy contractor had given Rook when he had done an exceptional job on a bounty and instead of selling
it, he had it made into a pendant, and on Bishop's eighth birthday, gave it to her.
^Main outfit, has others to fit more casual situations.
Young Bishop wanted to follow in her father's footsteps, her mother passed when she was little so the care her father
provided was all she knew and it had a heavy impact on her. So he begrudgingly trained her, noticing that she worked
very differently than him. She was agile, and could make her way around difficult terrain with remarkable ease, but
she suffered in close quarters combat. As soon as a fight started, she would forget what do, and just dodge without
fighting back. It was the one wall that she was never able to climb, so they focused on training her with ranged
weaponry and developing her strategic mindset. After she turned 18, Rook finally let her start accompanying him on jobs.
She behaves much like her father, but in serious situations when he would crack a joke, she would remain serious and
think everything through with a much more sound state of mind to figure out the best possible way of getting the
situation resolved.

STRENGTH 8
WISDOM 13
INTELLIGENCE 10
DEXTERITY 16
CONSTITUTION 9
CHARISMA 14

Athletics +1
Acrobatics +1
TVP +2
Escape artist +1

Abilities
Keep Rolling: (Passive) Gain +2 AC while aiming a sniper rifle.
Debuff Dan: (Minor Action) Bishop loads her rifle with a clip of break on impact bullets that cause minor paralysis.
(Causes -3 to hit until saving throw of their Constitution against Bishop's DEX) 5 shots, only usable once per outing.
Bishop Hammer: (Passive) Allows the use of her sniper rifle at close range.
Star of David: (Utility/Minor Action) Bishop loads a single round into her rifle that causes a massive flash upon impact.
Usable 3 times per outing.
Cucked in the AM: (Passive) During nighttime Bishop gains +5 to stealth.
Can't Melt Steel Beams: (Minor Action) Bishop loads her rifle with 5 acidic rounds that cause permenant AC decrease by 2
upon impact. Useable once per outing.
Hidden 8 yrs ago 8 yrs ago Post by Dawnpath
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Dawnpath

Member Seen 7 yrs ago

Nillian Lvl. 1 Female
H: 5’11’ W: 165 Build: Slim
R: Vesper (Bat-Person) Ali: Chao Good

Strength
8 (-1)
Wisdom
10 (0)
Intelligence
13 (+1)
Dexterity
17 (+3)
Constitution
7 (-2)
Charisma
14 (+2)

Climb STR
Swim STR

Lore WIS
Alien Tongues WIS
Survival WIS
Sense Motive WIS
Perception WIS (+1)

Terrestrial Vehicle Piloting INT
Ship Piloting INT

Pickpocketing DEX
Stealth DEX (+2)
Athletics DEX
Acrobatics DEX (+1)
Flight DEX (+1)
Disable Device DEX
Escape Artist DEX
Sleight of Hand DEX

Bluff CHA
Diplomacy CHA
Disguise CHA
Handle Animal CHA
Perform CHA (+1}
Intimidate CHA
Heal WIS
Craft INT

Abilities:

Screech (Mission) Major
Unleashes an unearthly death screech that interrupts concentration-based activities, overloads audio sensors, and can shatter glass. This is not her echolocation screech.

Echolocation: (Passive)
Bounces frequencies humans can’t hear to see. While she does have a decreased visual range (15 to a human 30) she takes only half the penalty from flash-bang type effects and no penalty in darkness when perceiving with echolocation.

Rouge-like (Encounter) Minor
From time to time, she has been know to tease out information from sealed lips. Upon botching a charisma check, she can pop this to force a diplomacy with a +5 boost. That boost is decreased to +2 if that person would normally have no interest in Nillian, unless having been subjected to this treatment in the past.

Move-and-Shoot (Passive)
Something you should never do in counter-strike, but based on her lower visual field. Nillian can move while shooting, with no penalties to hit. This frees up her movement to get away.

Vesper Flashbang (Encounter) Minor
A good, old-fashioned breach-and clear, modified to focus on blinding. It produces a very bright flash, followed by a breif high-frequency blip that most creatures find disorienting. This will operate on a maximum 4x4 square, and will not penetrate walls or doorways. Creatures in the 5x5 range will only experience half the effect. Compatible with move-and-Shoot.

Bullet Dance (Mission) Major
Select a three-square radius. (1d4) enemies get hit for (1d10 + Dex mod) kinetic damage. This attack does not provoke attacks of opportunity:
As a secondary effect, should all targets die, any remaining enemies who saw must make a Will saving throw. If they fail, they are feared (Pushed to the end of the Initiative lineup and lose a turn)

Appearance:
Skin: Taned
Face: Terran, besides
Ears: Bat
Teeth: Canines noticeably extended. Used mostly for eating fruit.
Hair: Grows a natural purple shine, but generally described as black.\
Build: Curvy
C-sized chest
Hour-glass proportions
Broad bat wings connected at the shoulder, proportional to her body. They are black, and furry.
Clothing Style:
Layer 1: “Second Skin” thermal suit: A tight-fitting, black bodysuit designed to maintain a wearer’s body temperature. This is necessary due to occasional high-altitude flight, and nocturnal activities. The suit it’s self was designed to be worn under clothing, and features a high neckline, as well as an easy-to-reach back zipper.
Layer two: A plain t-shirt, decided upon by situation. In a more casual setting, it may be some decaled thing she picked up and liked. In a more serious setting, it would be all-black and unrestrictive. She couples this with sweatpants, cargo pants, or black, pocketed leather pants in combat. These pants are meant to carry light objects, and have a belt loop. She wears a belt with extra magazine shots, and a semi-automatic pistol.
Layer three: A preferably zippable, light black jacket.
*All clothes were modified for her, and allow her wings through.

Weapons:
The Shoot-N-Skoot
Designed to look like a stylized UMP, this weapon is actually a clip-based automatic sub-machine laser gun. This weapon shoots 30 shots a clip.

A semi-automatic pistol that shoots ballistic rounds.
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