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Alternity: The Elements of Eternity - The Heroes


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Gabriel Eric Tanaka

Human Strong 3/Battle Mind 4

Medium Humanoid

Init: +2 (+2 Dex); Senses: None

Aura: None

Languages: Basic

Reputation: +0

Allegiance: None

Starting Occupation: Religious

Wealth Bonus: +26

__________

Defense: 17 (+2 Dex, +2 Strong, +3 Battle Mind) touch 12, flat-footed 10, (feats or class abilities?: none)

Hit Points: 77 (3d8+9 + 4d8+12) (fast healing, regeneration, DR?: None)

Immunities: None

Resistances & SR: None

Saves: Fort +8 (+6 Base, +3 Con), Reflex +4 (+2 Base, +2 Dex), Will +3 (+2 Base +1 Wis)

Weaknesses: None

__________

Speed: 30

Melee: +1 Psi-Blade +10/+5 (1d6+5/20) - Piercing

Melee: Combat Martial Arts +8/+3 (1d4+4/20)

Melee: Beam Sword +8/+3 (2d8+4/19-20)

Melee: Power Cestus +8/+3 (3d4+4/20)

Ranged: Charge Pistol +8/+3 (2d8/20/60ft/30box)

Ranged: Plasma Pistol +8/+3 (2d10/20/40ft/50pack)

Ranged: Laser Rifle +8/+3 (3d8/20/80ft/50box)

Base Attack Bonus: +6/+1, Grapple +6

Attack Options: Far Punch 3/day

Special Actions: None (Things like turn undead, spontaneous casting, etc…)

Powers Known (ML 4th) 3/2: 0th- Finger of Fire (1d3 damage, 35ft), Detect Psionic (60ft arc, 1 min/lvl © ), Verve; 1st- Lesser Concussion (1d6, 140ft), Combat Precognition (+1 Insight Bonus to Defence, 1hr/lvl)

Psionic-like Abilities: Far Punch (1 pt damage, ) 3/day

Mind Pts/Day: 5

Action Points: 51

Experience Points: 21,000/28,000

__________

Abilities: STR 14 (+2); DEX 14 (+2); CON 16 (+3); INT 14 (+2); WIS 13 (+1); CHA 10(+0)

Special Qualities: Psionic Skills, Psionic Powers, Psi-Blade, Imprint Tattoos, Psychic Shield

Feats: Simple Weapon Proficency, Combat Martial Arts, Wild Talent (Far Punch), Light Armour Proficency, Personal Fire Arms Proficency, Archaic Weapon Proficiency, Weapon Focus (Psi-Blade)

Talents (Strong Hero): Melee Smash I, Melee Smash II

Skills: Autohypnosis* +6 (5 Ranks, +1 Wis); Computer Use +5 (3 Ranks, +2 Int); Concentration* +9 (6 Ranks, +3 Con); Decipher Script* +3 (1 Rank, +2 Int); Jump* +8 (6 Ranks, +2 Str); Repair +8 (6 Ranks, +2 Int); Knowledge (Current Events)* +4 (2 Ranks, +2 Int); Knowledge (Technology) +5 (3 Ranks, +2 Int); Knowledge (Theology & Philosophy)* +3 (1 Rank, +2 Int); Listen* +5 (4 Ranks, +1 Wis); Move Silently +4 (2 Ranks, +2 Dex); Spot* +4 (3 Ranks, +1 Wis); Treat Injury +3 (2 Ranks, +1 Wis), Craft (Visual Arts) +3 (1 Rank, +2 Int), Drive* +3 (1 Ranks, +2 Dex), Profession* – Tech +2 (1 Rank, +1 Wis)

Explain Special Abilities:

Psi-Blade - At 2nd level, a Battle Mind can manifest a glowing blade of mental energy.

This 1-foot-long blade extends from the Battle Mind’s fist. It can be manifested as a move action,

and it lasts for a number of rounds equal to the Battle Mind’s level or until the Battle Mind wills it to dissipate.

He can create another one on his next move action, as long as the Battle Mind’s power point reserve is 1 or more.

The psi-blade deals 1d6 points of piercing damage.

At 3rd level, her psi-blade gains a +1 enhancement bonus.

At 5th level the enhancement bonus improves to +2.

At 7th level, it improves to +3, and at 9th level it improves to +4.

The Battle Mind can apply the Weapon Focus or Weapon Finesse feats to her psi-blade.

Imprint Tattoo - Starting at 2nd level, a Battle Mind can create create tattoos on his body or someone else’s

that can be used to invoke psionic powers. A tattoo is a single-use item that duplicates the effect

of a particular power. Imprinting a tattoo takes one day. The purchase DC for the raw materials

to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level.

The Battle Mind must also spend experience points to imprint a tattoo.

The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials.

Finally, the Battle Mind makes a Craft (visual arts) check. The DC for the check is 10 + the power level + the manifester level of the power.

If the check fails, the raw materials are used up but the XP are not spent.

The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials.

Psychic Shield

At 4th Level, a Battle Mind can manifest a shield of Psychic energy outlining his body in a barely perceptible glowing nimbus that provides a +3 equipment bonus to Defence. The shield can be manifested as a Move Action, and lasts for a number of rounds equal to the Battle Mind’s level or until he wills it to dissipate. He can create another shield on his next move action, as long as his Mind Pt reserve is 1 or more.

Possessions:

Weapons

Charge Pistol + 5 clips and shoulder holster

Plasma Pistol + 2 power packs

Laser rifle + 2 power packs

Beam Sword

Power Cestus

Jumpsuit

Light combat Armour

First Aid kit

Blackout Goggles

mini-Flashlight

Set of Psicomm for party - 6 to be sure

Multipurpose Tool

Flashlight (standard)

Binoculars (Electro-optical)

Universal Communicator

Display Contacts

Computer Card

Digital camera

duct tap

Backpack

Several sets of casual/work clothes

1 set business quality clothes

field kit (wash things, fork/knife/spoon/plate/cup etc)

2 sets boots

1 set good shoes

Robe and brooch/cloak pin of the Psi Order he trained with

Shoulder holster for Chage Pistol

Sleeping bag

Background

Born to wealthy parents from Mindwalker families, indeed having a Mindwalker father. It is not surprising that Gabe was born while in Drivespace, and so joined the ranks of the Starborn. However, unlike the pampered, half-revered majority of that group, Gabe was given only a normal, generally loving upbringing.

That changed when the testing for which secondary school he should attend confirmed his fathers feeling that Gabe had inherited his Psionic abilities. He was sent to a religious order/academy for his education and psi training, graduating as a lay brother at the age of 21.

After a brief visit home he set out on his wanderings to learn more about the universe, about himself and the other sentients that live in this group of dimensions.

Personality and Interaction with other PC's

Gabriel at first impression fits the stereotype for an Orlamu, pleasant/friendly, but preocupied with science. Having spent 10 years being schooled by a religious order he is generally calm, and polite, even if angry inside, and would try to approach things logically.

He is genuinely interested in anything new, and in meeting new people, which can sometimes go over the top in questioning people about themselves.

Having found out about the unusual drive on the Mack Gabe could happily spend his life studying it and trying to work out how it works, but he is also aware that they need work/money to keep food on the table and to keep the Mack running.

Erebus: while initially very gratefully to Erebus for getting him off the planet he had found himself briefly stuck on that has faded. He still likes Erebus, despite getting the thick end of his tongue on an apparently regular basis, and respects his ability to both get them into, and out, of trouble. Although Gabe obviously disagrees with Erebus' opinion of Psionics, he has come to agree that for a stand up fight you need to have a gun and extra clips to make it through to either the end, or the point where you can use the Psionics effectively.

Isis:Not sure what to make of the android, but has, over time, gotten used to her sudden changes in what passes for her personality. Approves of her 'desire' to improve herself, as it parallels his own constant curiousity and study.

Shiro:

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Shiro Asano

Human Fast 3/Mecha Jockey 2/Dogfighter 1

Medium Humanoid

Init: +4 (+4 Dex); Senses: None

Aura: None

Languages: Basic

Reputation: +1

Allegiance: None

Starting Occupation: Military

Wealth Bonus: +25

__________

Defense: 21 (+4 Dex, +4 Fast, +2 Mecha Jockey, +1 Dogfighter), touch 21, flat-footed 17

Hit Points: 63 (3d6+3 + 3d10+3 + 1d8+1)

Immunities: None

Resistances & SR: None

Saves: Fort +3 (+2 Base, +1 Con), Reflex +11 (+7 Base, +4 Dex), Will +4 (+3 Base, +1 Wis)

Weaknesses: None

__________

Speed: 35

Melee: Unarmed Combat +5 (1d3), provokes attack of opportunity

Melee:

Ranged: Falcon .45 +8 (2d6/20), Ball, 40 Feet, S/A, 20 Box, Med., 2.5 lbs.

Base Attack Bonus: +5, Grapple +5

Attack Options: Auto-Fire

Special Actions: None

Action Points: 53

Experience Points: 22,500/21,000

__________

Abilities: STR 10 (+0); DEX 18 (+4); CON 12 (+1); INT 18 (+4); WIS 12 (+1); CHA 11 (+0)

Special Qualities: Luv My Mecha (+1)

Feats: Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Starship Gunnery, Starship Operations, Mecha Operation, Advanced Mecha Operation, Mecha Weapon Proficiency Starship Dodge

Talents (Fast Hero): Evasion, Increased Speed (+5)

Skills: Balance +10 (6 Ranks, +4 Dex), Bluff +6 (6 Ranks), Computer Use +10 (6 Ranks, +4 Int), Craft (Electronics) +10 (6 Ranks, +4 Int), Diplomacy +2 (2 Ranks), Drive +13 (8 Ranks, +4 Dex, +1 Occupation), Hide +6 (2 Ranks, +4 Dex), Investigate +7 (3 Rank, +4 Int), Jump 3 (1 Rank, +2 Speed 35), Knowledge (current events) +8 (4 Ranks, +4 Int), Knowledge (technology) +8 (4 Ranks, +4 Int), Move Silently +9 (5 Ranks, +4 Dex), Navigate +10 (6 Ranks, +4 Int), Pilot +13 (8 Ranks, +4 Dex, +1 Occupation), Repair +8 (4 Ranks, +4 Int), Sense Motive +3 (2 Ranks, +1 Wis), Sleight of Hand +8 (4 Ranks, +4 Dex), Spot +3 (2 Ranks, +1 Wis), Survival +2 (1 Rank, +1 Wis)

Class Abilities and Special Power -

Mecha Jockey -

Mecha Weapon Proficiency - At 1st level, the Mecha Jockey gains the bonus feat Mecha Weapon Proficiency.

Luv My Mecha - Starting at 2nd level, a Mecha Jockey gains a bonus on Drive, Pilot, and Repair checks when applied to a mecha he designates as familiar. The same bonus is applied to the Mecha Jockey’s attack rolls with the mecha’s ranged weapons. This bonus is +1 at 2nd level and increases by 1 every three levels thereafter (+2 at 5th level, +3 at 8th level).

To designate a mecha as familiar, the Mecha Jockey must have operated it for at least one month. Minor changes and upgrades to the mecha don’t affect familiarity, but if the Mecha Jockey switches to a mecha with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A Mecha Jockey can be familiar with only one mecha at a time.

Dogfighter -

None

Shiro's Mecha -

Code:
Size: Large (16ft)(-1 Size)          Bonus Hit Points: 100
Superstructure: Vanadium             Hardness: 20
Armor: Resilium                      Bonus to Defense: +6
Armor Penalty: –5                    Reach: 10 ft.
Strength Bonus: +8                   Dexterity Penalty: —
Speed: 30 ft., fly 200 ft. (poor)    Base Purchase DC: 44

Helmet:    Class II Sensor System (+2 to Navigate & Spot checks)
Back:      Jet-Assist Wings
Left arm:  PS-95 Tiger Claws (6d8/19-20)
Right arm: Warpath Recoiless Rifle (10d6/20), Ballistic, 40ft, 20 Box, S,A
Shoulders: M-87 Talon Missle Launcher (15d6/20) Ballistic/Fire, -, 4 Int., Single
Torso:     Pilot's Cockpit
Boots:     Ramjet Thruster Boots (Fly 200, poor)

Accessories: Life Support System (No slots), Space Skin (No slots), Comm System (No slots)

Background

Shiro Asano is a former starship pilot for the military who decided to go to work in the private sector when his tour of duty was concluded. He serves as the Mack's pilot and navigator.

His former post was relatively boring with only a handful a real engagements within his term of service. In each engagement he aquitted himself well as both a pilot and gunner.

He's not a tall man and tends to be very quiet. He isn't very strong physically, primarily due to his extended time in deep space. However he is adept and moving and working in those same conditions and daily exercise has helped him maintain musclemass so that he isn't helpless on the ground.

(work in progress as far as backgrounds go)

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I.S.I.S

Bioreplica Robot Strong 2/ Fast 2/ Soldier 3

Medium Humanoid

Init: +4 (+2 Dex, +2 Class VII Sensor Suite); Senses: 180’ Darkvision

Aura: None

Languages: Basic

Reputation: +0

Allegiance: None

Starting Occupation: Ineligible

Wealth Bonus: +15

_______

Defense: 21 (+3 Dex, +2 Strong, +4 Fast, +2 Soldier), touch 21, flat-footed 18, (feats or class abilities?: none)

Hit Points: 80 (7d10+10)

Immunities: Construct Immunities (Mind-influencing Effects, Poison, Sleep, Paralysis, Stunning, Disease, Necromancy Effects, Any effect that requires a Fortitude save unless the effect also works on objects or is harmless, Nonlethal Damage, Ability Damage, Ability Drain, Energy Drain, Massive Damage)

Resistances & SR: None

Saves: Fort +4 (+4 Base), Reflex +6 (+3 Base, +3 Dex), Will +1 (+1 Base)

Weaknesses: Ion Damage, No Natural Healing, Vital Systems: Vulnerable to Critical Hits

_______

Speed: 40

Melee: Unarmed +10/+5 (1d4+3/20)

Melee: High Frequency Blade +10/+5 (2d6+3/19-20)

Ranged: Plasma Pistol +10/+5 (2d10+2/20), Fire, 40 feet, S, 50 Box, Med.

Ranged: Falcon .45 Pistol +9/+4 (2d6/20), Ballistic, 40 feet, S/A, 20 Box, Med.

Base Attack Bonus: +6, Grapple +10 (+6 Base, +4 Str)

Attack Options: Point Blank Shot, Precise Shot

Special Actions: None

Action Points: 42

Experience Points: 21,500/28,000

__________

Abilities: STR 18 (+4); DEX 16 (+3); CON -- (+0); INT 10 (+0); WIS 10 (+0); CHA 10(+0)

Special Qualities: Construct Type, Life-like Appearance (DC 20), Repairable (DC 30, 1d10/hr, no natural healing)

Feats: Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Precise Shot, Gearhead, Weapon Focus (Plasma Pistol), Weapon Specialization (Plasma Pistol)

Talents (Strong Hero): Melee Smash I

Talents (Fast Hero): Evasion

Skills:

Climb (Str) +5 (2 ranks + 3 Str)

Computer Use (Int) +4 (2 rank + 0 Int + 2 feat) (Cross class)

Knowledge (tactics) (Int) +5 (5 ranks + 0 Int)

Repair (Int) +9 (7 ranks + 0 Int + 2 feat)

Escape Artist (Dex) +5 (2 ranks + 3 Dex)

Hide (Dex) +5 (2 ranks + 3 Dex)

Move Silently (Dex) +5 (2 ranks + 3 Dex)

Tumble (Dex) +5 (2 ranks + 3 Dex)

Listen (Wis) +8 (6 ranks + 2 sensor)

Navigate (Int) +12 (2 rank + 0 Int + 10 equip)

Spot (Wis) +8 (6 ranks + 2 sensor)

Frame: Bioreplica

Locomaotion: Legs (2, speed enhanced)

Manipulators: Advanced Hands (2)

Sensors: Class VII Sensor System

Skill Software: Skill Net

Feat Software: Feat Net

Ability Upgrades: None

Accessories: AV Transmitter, Vocalizer, Weapon Mount (high frequency blade), Weapon Mount (plasma pistol), Integrated Video Phone, Magnetic Feet, *Survivor Array, Polyvox

*I.S.I.S’s Survivor Array does not provide damage reduction.

Equipment:

Wealth Bonus +7

Weapons

Weapon Mount: High Frequency Blade +9 (2d6+5/19-20), Large, Cost DC 11

Weapon Mount: Plasma Pistol +9 (2d10+2/20), Fire, 40 feet, S, 50 Box, Med, Cost DC 15 (-1 wealth)

Falcon .45 Pistol +8 (2d6/20), Ballistic, 40 feet, S/A, 20 Box, Med, Variable Ammunition +4, Cost DC 16 (-2 wealth)

Ammo

5 Power Packs, Cost DC 8

2 Clips Deflecting, Cost DC 10

2 Clips Plasma-Coated, Cost DC 11

3 Clips Seeker, Cost DC 13

Armor

Personal Gear

Heads Up Display, Sensor Link +1, Targeting +2, Cost DC 4

Motion Sensor, Cost DC 10

Personal Force Field (DR 5), Cost DC 18 (-2 wealth)

Click to reveal.. (Background)

ISIS is the brainchild of Dr. Anton Kappa, a roboticist notorious for his technical brilliance and

fearless creativity, as well as his fierce interest in pre-human galactic civilizations. Although he is

from the StarMech Collective originally, he's since done business for a number of clients including

VoidCorp, Austrin-Ontis, Insight, the Union of Sol...most Stellar Nations in fact, or their companies,

with the exception of the Thuldan, and the Hatire Community. Shortly after participating on an

expedition sponsored by the Borealis Republic, Dr. Kappa boarded an unmarked private spacecraft and took

off for parts unknown. He has not been seen or heard of since, and nothing is known about the owners of

the mysterious ship he left in.

Isis awoke spontaneously (most likely at a preprogrammed time or trigger) in a small cargo container at

a spaceport. She had on her person a small satchel of items, including some money. Outside of the

satchel, resting on top of her belly, was a single data crystal. On it was a recorded message from Dr.

Kappa, explaining hurriedly that she would need to keep a low profile and avoid notice, then noted that there would

be people coming for her eventually, and that she should avoid capture by all means. Then he apologized

for not having the time or ability to provide more help, or more information. On the crystal were some

notes and diagrams, but not complete technical specifications or blueprints. The female-appearing

android had only basic software in her memory.

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  • 6 months later...
Click to reveal.. (Out of Play)
Adrian Kord
Male Human Smart 3/ Field Scientist 3
Medium Humanoid
Init: +1; Senses: None
Aura: None
Languages: Basic
Reputation: +2
Allegiance: None
Starting Occupation: Doctor
Wealth Bonus: +19 (20-1)
_______

Defense: 17 (+4 Int, +1 Smart, +1 Field Scientist, +1 Dex.), touch 17, flat-footed 12
Hit Points: 48 (3d6+3d8+6)
Immunities: None
Resistances & SR: None
Saves: Fort +4 (+3 Base, +1 Con.), Reflex +4 (+3 Base, +1 Dex.), Will +6 (+3 Base, +3 Wis)
Weaknesses: None
_______

Speed: 30
Melee: Unarmed +4 (1d3/-) provokes attack of opportunity
Melee:
Ranged: Plasma Pistol +5 (2d10/20), Fire, 40 feet, S, 50 Box, Med.
Base Attack Bonus: +4, Grapple +4
Attack Options: None (class options, feats, special abilities that modify attacks? Like Power Attack... Melee Smash doesn't count since it's always active)
Special Actions: None (Things like turn undead, spontaneous casting, etc…)
Action Points: 37
Experience Points: 15,000/21,000
__________

Abilities: STR 10 (+0); DEX 12 (+1); CON 12 (+1); INT 19 (+4); WIS 16 (+3); CHA 12(+1)
Special Qualities: Smart Defense, Scientific Improvisation
Feats: Medical Expert (+2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.), Surgery (No negative modifier to treat wounds in surgery), Cyber Surgery (only -4 modifier to Surgery on cyber-ware.), Educated (+2 bonus to two knowledge skills), Personal Firearms Proficiency
Talents (Smart Hero): Savant (Investigation), Plan

Skills: Craft (electronics) +13 (9 Ranks, +4 Int), Craft (pharmaceutical) +15 (+9 Ranks, +4 Int, +2 Medical Expert), Computer Use +9 (5 Ranks, +4 Int), Disable Device +9 (5 Ranks, +4 Int), Investigation +16 (9 Ranks, +4 Int, +3 Savant), Knowledge (Arts) +5 (1 Rank, +4 Int), Knowledge (Behavioral Science) +8 (4 Ranks, +4 Int), Knowledge (Business) +5 (1 Rank, +4 Int), Knowledge (Civics) +5 (1 Rank, +4 Int), Knowledge (Current Events) +5 (1 Rank, +4 Int), Knowledge (Earth and Life Sciences) +15 (9 Ranks, +4 Int, +2 Educated), Knowledge (History) +5 (1 Rank, +4 Int), Knowledge (Popular Culture) +5 (1 Rank, +4 Int), Knowledge (Physical Sciences) +11 (5 Ranks, +4 Int, +2 Educated), Knowledge (Technology) +9 (5 Ranks, +4 Int), Knowledge (Streetwise) +9 (5 Ranks, +4 Int), Profession (Doctor) +13 (9 Ranks, +3 Wis), Repair +13 (9 Ranks, +4 Int), Research +13 (9 Ranks, +4 Int), Search +8 (4 Ranks, +4 Int) Treat Injury +14 (9 Ranks, +3 Wis, +2 Medical Expert)

Explination of Special Abilities:

Smart Defense - A Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Defense. Any situation that would deny the Field Scientist his or her Dexterity bonus to Defense also denies the Intelligence bonus.

Scientific Improvisation - At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the Field Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.

Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Field Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.

Possessions:

Equipment: Tech 6 equipment
Clips for Plasma Pistol * (4)* x5
Medkit Advanced (3 lbs) (3) Small
Medkit Fast Use (3 lbs) (3) Small x5
AquaConvertor (4 lbs) (9) Medium
Chemical Antitox (-) (2) – x10
Chemical Neutrad (-) (2) – x10
Chemical Sporekill (-) (2) – x10
Jet Pack (22 lbs) (13) Large
Neural Scarmbler (1 lbs) (8) Small
Plastic Surgery Kit Personal (1 lbs) (8) Tiny
Sensor Chemicomp (1lbs) (14) Small
Sensor Geocomp (1 lbs) (14) Small
Sensor Motion (0.5 lbs) (10) Tiny
Violet Rations (-) (1) - x 30

Tech 7 equipment
Chemical Biocort (-) (4) Diminutive x20
Sensor Armacomp (1 lbs) (16) Small
Sensor Democomp (1 lbs) (17) Small
Sensor Electricomp (1 lbs) (16) Small
Sensor Mechanicomp (1 lbs) (16) Small
Sensor Medicomp (1 lbs) (16) Small

Plasma Pistol 2d10 (20) Fire (40 feet) S 50box (3 lbs) Medium (17)

Tech 8 equipment
Regen wand (1 lbs) (18) Small
Sensor Robocomp (1lbs) (18) Small
Polyvox (0.5 lbs) (10) Tiny
HUD with HUD Software BioSensor (1 lbs) (5) Tiny




Normal Gear: Aluminium Carrying Case – 40lbs (10), Contractor’s Bag (2), Business Suit x2 (3), Casual Suit x3 (2), Formal Suit x3 (3), Fatigues x3 (3), Fatigue Jacket (2), Overcoat (3), Parka (3), Tool belt (2), Notebook Computer (5), Cell phone (-), Electrical (basic) (12), Surgery Kit (5), Flashlight (Penlight/Standard) (0.5/1), Multiple Purpose Tool (0.5), Pharmacist Kit (6), Hip Holster (1)

Appearance: Adrian Kord is … well, nice. He’s considered a pleasant fellow with a few friends and fewer enemies. While somewhat unspectacular he is known as dedicated by those he works with, and in a doctor, that’s what matters.


Background: Adrian Kord was a man of privilege, if not too much wealthy. His father was a bureaucrat in a regulatory and his mother was a doctor. Early life was idyllic with Adrian going to some of the best schools and enjoying looking at how the best half lived. He and his two younger sisters got to hang out with the richer half, summer in the best resorts and winter on the best slopes. Adrian was best known as being the ‘smart kid’ and was the one who could help the rich kids get through their reports and course work done. His sister had their charming good looks.

Their first major tragedy was the death of their mother in an auto accident when Adrian was in college. Their family drifted apart. Adrian drew closer to his sisters but away from his more distant father. His father through himself more into his career and spent less time with his children as time went on. Adrian went to medical school following in his mothers’ footsteps, but found himself moving more into the research side of medicine.

Young Doctor Kord had finished to his residency and got a prestigious research position and was happy as a clam. One sister graduated college and was bent on law school and the other was following Adrian and his mother into the medical profession. All this fell apart when Jacob Kord, their father, was arrested for corruption. Worse, the case led back to the company Adrian worked for. Under intense pressure, Adrian left his dream job to save his sister further embarrassment. The elder Kord went to jail for a very long time, and Adrian took the next ship off planet.

He misses his sisters and waits for the time when he feels the stain of his father’s actions will allow him to visit home once more.
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Kittani.jpg


Kittani ‘Kitty’ Quintin
Human Smart 3/Engineer 4
Medium Humanoid
Init: +2 (+2 Dex); Senses: None
Aura: None
Languages: Basic
Reputation: +3
Allegiance: None
Starting Occupation: Colonist
Wealth Bonus: +12
__________

Defense: 17 (+3 Undercover Vest, +2 Dex, +1 Smart, +1 Engineer), touch 14, flat-footed 15
Hit Points: 49 (3d6+3 + 4d6+4)
Immunities: None
Resistances & SR: None
Saves: Fort +4 (+3 Base, +1 Con), Reflex +5 (+3 Base, +2 Dex), Will +4 (+3 Base, +1 Wis)
Weaknesses: None
__________

Speed: 30
Melee: Unarmed Combat +6 (1d3+1), provokes attack of opportunity
Melee: Combat Knife +6 (1d4+1/19-20)
Ranged: Laser Pistol +7 (3d8/20), Fire, 40 Feet, S/A, 50 Box, Med., 3 lbs.
Ranged: Laser Sniper Rifle +12 (3d8/20), Fire, 120 Feet, S, 50 Box, Med., 14 lbs.
Base Attack Bonus: +5, Grapple +6 (+5 Base, +1 Str)
Attack Options: Auto-Fire
Special Actions: None
Action Points: 53
Experience Points: 21,500/28,000
__________

Abilities: STR 12 (+1); DEX 14 (+2); CON 12 (+1); INT 17 (+3); WIS 12 (+1); CHA 14 (+2)
Special Qualities: Improve Kit (+1), Quick Craft, Superior Repair,
Feats: Armor Proficiency (light), Builder (electronics, mechanical), Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Personal Firearms Proficiency, Vehicle Expert, Mastercrafter, Planetary Adaptation (Low-G)
Talents (Smart Hero): Savant (Craft (mechanical)), Trick

Skills: Computer Use +13 (10 Ranks, +3 Int), Craft (Electronics) +15 (10 Ranks, +3 Int, +2 Builder), Craft (Mechanical) +19 (10 Ranks, +3 Int, +1 Colonist, +2 Builder, +3 Savant), Drive +14 (10 Ranks, +2 Dex, +2 Vehicle Expert), Demolitions +12 (9 Ranks, +3 Intelligence), Disable Device +12 (9 Ranks, +3 Int), Knowledge (Physical Science) +11 (4 Ranks, +3 Int, +4 Data Archive), Knowledge (Technology) +17 (10 Ranks, +3 Int, +4 Data Archive), Pilot +14 (10 Ranks, +2 Dex, +2 Vehicle Expert), Profession +11 (10 Ranks, +1 Wis), Repair +13 (10 Ranks, +3 Int), Search +13 (10 Ranks, +3 Int)

Click to reveal.. (Class Abilities)
Class Abilities-
Builder- At 1st level, the Engineer gains the bonus feat Builder.

Improve Kit (+2) - An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.
Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+2) version of the kit that grants a +2 equipment bonus on all Repair checks made to fix electrical devices.
Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool kit, an Engineer can assemble a mastercraft (+2) version that grants a +4 equipment bonus (instead of the usual +3 equipment bonus) on all Repair checks made to fix electrical devices and a +2 equipment bonus on all Craft (electrical) checks.
Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+2) version of the kit that grants a +2 equipment bonus on all Repair checks made to fix mechanical devices.
Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+2) version that grants a +4 equipment bonus (instead of the usual +3 equipment bonus) on all Repair checks made to fix mechanical devices and a +2 equipment bonus on all Craft (mechanical) and Craft (structural) checks.

Quick Craft - At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter.

At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.

Superior Repair - At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments.
An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment.
Code:
Repair Check Result	Damage Repaired
Less than 20                 None
   20–29           2d6 + Engineer class level
   30–39           3d6 + Engineer class level
    40+	           4d6 + Engineer class level



Bonus Feats - At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following list, and the Engineer must meet all the prerequisites of the feat to select it. (Starship Operation, Builder, Cautious, Gearhead, Mastercrafter, Salvage, Surface Vehicle Operation, Vehicle Expert, Zero-G Training)

Reconfigure Weapon: - At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring a mastercraft weapon is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check.

The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:
Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.
Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.
Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.
Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.
Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient penalty on attack rolls.

Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level).

Sabotage: - At 4th level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair.
Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.
Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons.


Cybernetics
Data Archive (all skills are class skills, +4 bonus on all Knowledge checks)

Gear -
Duracable & Launcher (100’)
Aquaconverter (Breathe Water)
Computer, Card (w/holo display +2 bonus on Computer Use checks)
Basic Electronics Tool Kit (+2 Electronics Repair Checks)
Basic Mechanical Tool Kit (+2 Mechanical Repair Checks)
Sensor Package (Gauntlet) (Multiple Use Item: Demo +6/+4 Demolitions Checks, Motion)
Unicom (w/ holo recorder & projector)
GalPos Device (Galactic Positioning System)
Neural Computer Link (jack located behind her ear)
Power Backpack (unlimited ammo!)
10 Power Packs

Weapons –
Laser Pistol (improved stopping power, autofire module) (50/50)
Laser Sniper Rifle (Mastercraft +2, improved accuracy +3)(50/50)

Armor-
Undercover Vest (concussive plating, segmented x2)

Appearance - Kitty is a tall (5'11") slender woman, 20 years old and about 145lbs. Her auburn hair is highlighted with blue, her mother and father's favorite color (the only thing they ever agreed on).

Background
Kitty was born on a human colony on the jungle covered planet of Sheya, a low gravity world that the species called the Sesheyan's. Although her life was relatively uninteresting and 'standard', the day the Thuldan Empire assaulted the colony changed all that.

She and a handful of others were away when the assault teams attacked her home colony but the Thuldan's left nothing behind of her family or home but ruins. When the rescue squads arrived to help pick up the pieces, she left with them and never looked back. Since then she has sold her genius to the highest bidder and offered considerable discounts to those who plan on using her weapons of mass destruction against the Thuldans.

Personality - Energetic and sweet as can be (if a bit off her rocker) Kitty is always ready to chat, play, or try and compact some insanely powerful explosive device. She is completely obsessed with making anything have 'a little more kick'... for a price.
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  • 2 weeks later...
Click to reveal.. (Out of Play)
Sebastion Lord
Fast 1/Smart 2/Mage 3
Medium Humanoid
Init: +3; Senses: None
Aura: None
Languages: Basic
Reputation: +3
Allegiance: None
Starting Occupation: Heir
Wealth Bonus: +25
__________

Defense: 19
Hit Points: 33
Immunities: None
Resistances & SR: None
Saves: Fort: +2 (+1 Base, +1 Con), Reflex: +7 (+2 Base, +3 Dex, +2 Familiar), Will: +8 (+5 Base, +1 Wis, +2 Iron Will)
Weaknesses: None
__________

Speed: 30
Melee: Unarmed Combat +5 (1d3), provokes attack of opportunity
Melee: Staff +5 (1D6/1D6)
Ranged: Laser Pistol +8 (2D8), Range 40 feet
Ranged: Mini Grenade Launcher +7 (See Grenades), Range 70 feet
Base Attack Bonus: +4
Attack Options: Point Blank Shot
Special Actions: None
Action Points: 44
Experience Points: 15,000/21,000
__________

Abilities: STR: 12 (+1), DEX: 16 (+3), Con: 12 (+1), Int: 19 (+4), Wis: 12 (+1), Cha: 10 (0)

Special Qualities: Arcane Skills, Arcane Spells, Summon Familiar, Scribe Scrolls, Brew Potion

Feats:
Level 1 (3): Simple Weapon Proficiency, Educated (Arcane Lore, Streetwise), Personal Weapon Proficiency
Smart Bonus (1): Iron Will
Level 3 (1): Dodge
Level 6 (1): Point Blank Sot
Mage Bonus (1): Archaic Weapon Proficiency


Talents (Smart Hero): Savant (Knowledge – Arcane Lore)
Talents (Fast Hero): Evasion

Skills:
Computer Use: 8 (4 Ranks)
Concentration: 13 (9 Ranks)
Craft – Chemical: 12 (8 Ranks)
Craft – Pharmaceutical: 10 (6 Ranks)
Craft – Writing: 8 (4 Ranks)
Decipher Script: 10 (6 Ranks)
Demolitions: 10 (6 Ranks)
Disable Device: 8 (4 Ranks)
Escape Artist: 5 (2 Ranks)
Hide: 5 (2 Ranks)
Investigate: 10 (6 Ranks)
Knowledge – Arcane Lore: 17 (9 Ranks)
Knowledge – Current Events: 8 (4 Ranks)
Knowledge – Earht & Life Science: 8 (4 Ranks)
Knowledge – Popular Culture: 8 (4 Ranks)
Knowledge – Streetwise: 12 (6 Ranks)
Research: 9 (5 Ranks)
Search: 8 (4 Ranks)
Sleight of Hand: 6 (3 Ranks)
Spellcraft: 13 (9 Ranks)
Tumble: 5 (2 Ranks)

Class Abilities-
Summon familiar: Nuncio the Ferret
Scribe Scrolls
Brew Potion

Spells
Level 0
Daze
Detect Magic Aura
Light
Mage hand
Message
Prestidigitation
Read Magic
Resistance

Level 1
Mage Armor
Sleep
Change Self
Jump
Magic Missile
Hold Portal
Feather Fall
Power Device
Magic Weapon

Level 2
Enhance Ability
Knock

Gear
Wardrobe of casual and formal clothes & shoes
3 Explorer’s Outfits
Hiking boots
Leather Duster
HUD Contacts
HUD Software – Sensor Link
HUD Software – Targeting
HUD Software - Biosensor
Soother Pulse
Violet Rations
Grimoire/Spellbook
Chemicals
- 3 Solvaway canisters
- 3 Plastiflesh canisters
Sensors
- Chemicomp
- Democomp
Weapons
Wizard’s Staff (Quarterstaff)
Laser Pistol with Video Scope in Thigh Holster
Min-Grenade Launcher in Belt Bolster
- 6 Cryogenic Grenades
- 6 Fireflash Grenades
- 6 Tangler Grenades
- 6 Smoke Grenades
- 6 Teargas Grenades

Background
Sebastian Lord is the son of Lady Esmerelda Van Tassel of the wealthy and influential House Van Tassel and an individual of ill repute named Cirrius Lord. When Esmerelda was just a child of 18 she was kidnapped to be ransomed, but instead was rescued by the rakish mercenary-adventurer Cirrius Lord and his motley crew of misfits. After being returned to her father, she scandalized upper society by initiating a torrid affair with the dashing space pirate, which ended in the conception of little Sebastian.

Sebastian was a precocious child, infuriatingly bright and incredibly quick, and he grew up on his mother’s stories of his dashing, heroic and somewhat misunderstood father. Even as a young man, while he new his mother’s tales were over-exaggerations he couldn’t help but idolize his absent father and his lifestyle.

Sebastian attended a very prestigious University and further scandalized his already battered family name by choosing to major in the Aetheric Disciplines, studying the phenomenon most people referred to as Magic. What he couldn’t learn to actually use magic at the University, he learned all about the history and lore that made up “Aetheric Science.”

Not happy with a life of education, and wanting to follow in his father’s adventurous footsteps, Sebastian left the protected confines of school and hooked up with a “rogue trader” by the name of (insert name here). He ran with him and his crew for several months before meeting the woman who would become his tutor in the Arcane Arts.

Arianna Adair Was stunning and fascinating and opened up whole new worlds for Sebastian. They traveled for several years before parting for unknown reasons although among those who know Sebastian well it’s rumored that the enchantress broke his heart or betrayed him. Sebastian never speaks of her or the reason they parted company. Ever since that day, Sebastian has been wandering the Omniverse, selling his services as an Aetheric expert and mage for hire.
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Milena Sharael

Aasimar Charismatic Hero 3/Joybringer of Naimah 3

Medium Humanoid

Init: +2 (+2 Dex); Senses: Darkvision 60’

Aura: None

Reputation: +7 (+3 Base, +3 Renown, +1 Celebrity)

Allegiances: Good, Temple of Naimah

Starting Occupation: Celebrity

Wealth Bonus: +24

__________

Defense: 15 (+3 Class, +1 Dex, +1 Dodge) Touch 15 (+3 Class, +1 Dex, +1 Dodge), Flat-footed 13 (+3 Class)

Hit Points: 42 (3d6+3, 3d6+3)

Immunities: None

Resistances & SR: Acid 5, Cold 5, Electricity 5

Saves: Fort +4 (+3 Base, +1 Con), Reflex +4 (+3 Base, +1 Dex), Will +6 (+4 Base, +2 Wis)

Weaknesses: None

__________

Speed: 30’

Melee: Unarmed Combat +5 (1d3+1) (Defensive Martial Arts, does not provoke attack of opportunity)

Melee: Stun baton +5 (1d6s+1)

Ranged: Power bow +5 (Taser ammunition, 1d8s+1)

Base Attack Bonus: +4, Grapple +5 (+4 Base, +1 Str)

Attack Options: None

Action Points: 36

Experience Points: 21,000/28,000

__________

Abilities: STR 12 (+1); DEX 13 (+1); CON 12 (+1); INT 16 (+3); WIS 14 (+2); CHA 18 (+4)

Special Qualities: Light once per day, Level +1, begin with allegiance to Good.

Feats: Archaic Weapons Proficiency, Defensive Martial Arts, Renown, Dodge, Simple Weapons Proficiency, Trustworthy (Charismatic 2 Bonus Feat), Combat Throw, Improved Combat Throw (JoN 3 Bonus Feat)

Talents (Charismatic Hero): Charm (Males), Favor

Class Abilities: Consort’s Lore (JoN 1), Respect for Life (JoN 1), Bonus Class Skill: Escape Artist (JoN 2)

Skills: Balance 2 (+1 Rank, +1 DEX), Bluff 7 (+3 Ranks, +4 CHA), Diplomacy 15 (+8 Ranks, +4 CHA, +2 Trustworthy, +1 Celebrity), Escape Artist 3 (+2 Ranks, +1 DEX), Gather Information 8 (+2 Ranks, +4 WIS, +2 Trustworthy), Knowledge (Arcane Lore) 8 (+5 Ranks, +3 INT), Knowledge (Art) 8 (+5 Ranks, +3 INT), Knowledge (Behavioral Sciences) 7 (+4 Ranks, +3 INT), Knowledge (Civics) 9 (+6 Ranks, +3 INT), Knowledge (Current Events) 6 (+3 Ranks, +3 INT), Knowledge (History) 8 (+5 Ranks, +3 INT), Knowledge (Popular Culture) 6 (+3 Ranks, +3 INT), Knowledge (Theology/Philosophy) 9 (+6 Ranks, +3 INT), Listen 6 (+2 Ranks, +2 WIS, +2 Aasimar), Perform (Dance) 10 (+6 Ranks, +4 CHA), Sense Motive 6 (+4 Ranks, +2 WIS), Spot 5 (+1 Rank, +2 WIS, +2 Aasimar), Tumble 6 (+4 Ranks, +1 DEX)

Gear:

Aluminum storage case (40 lb. capacity)

Chemical (Antitox)

Chemical (Plastiflesh)

Clothing (Business, Casual, Formal)

Collapsible Power Bow

-Sm. Quiver with Stun Arrows (30)

Computer (Card)

Credentials/Identification

Display Contacts

First Aid Kit

Stun Baton

Unicom device

-Polyvox

-Holo recorder

-Holo player

Appearance: Milena is tall, at 5'10", and boasts an appealingly curvaceous figure that many assume has been surgically augmented in some way. Her eyes are a striking, faintly luminous shade of gold, and her long tresses are the rich hue of burnished bronze; even her skin has a subtly aurulent radiance.

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