Rana (Ogre ColdBlooded - Atlantis)

A group of morally flexible dimensional troubleshooters out to make a name for themselves in Atlantis.
(Characters in this game/group cannot transfer to a rifts group outside of it.)
GM: Dodsrike
AGM: The Apothecary

Moderators: Game Masters, Group Leaders

Rana (Ogre ColdBlooded - Atlantis)

Postby Rana » Mon Feb 24, 2020 12:52 pm

Player Name: Lee
G-Mail: Lee.Napier
Link to Ledger: http://explorersunlimited.com/eu/viewto ... 65#p292865

Character Name: Rana ColdBlood
Alias: Rana Akul-Gijak; Rana No-Clan/ Rana Nar-Bajrak
Race: Ogre
O.C.C.: Coldblooded
Alignment: Unprincipled
XP Level: 3
XP Points: 6,381 (The Apothecary 5 June 2020)
Next Level @ XP: 8,561
Sentiments/Non-Humans: To be dealt with, one way or another, as individuals.
Sentiments/Coalition: Don't see me as human, so I don't see them as human.
Disposition: Uses her anger to mask great pain
Insanity: Death wish - Rana feels "Survivor's Guilt" at having outlived her child and clan, and is certain her quest for revenge will end in her destruction - which she looks forward to as a time when she will be reunited with those she lost - but not before revenge can be exacted.

ATTRIBUTES
I.Q.: 17
M.E.: 17
M.A.: 16
P.S.: 26 (Robotic)
P.P.: 19
P.E.: 25
P.B.: 12
Speed: 36

PHYSICAL DATA
P.P.E.: 7
I.S.P.: 25 (+1D6)
M.D.C.: 116 (+2d6)
Age: 23
Sex: Female
Height: 7'
Weight: 275 lbs.
Description: Rana's pale skin is cool to the touch, with visible blue veins. She wears her thick black hair mohawk style & unkempt, and her eyes are dark. Her skin bears markings in the form of rudimentary tattoos and ritualistic scarification.

Racial Abilities
Horror Factor 10
Nightvision (see Special Abilities)

Natural Abilities
Perception: 36%/46% in darkness see rules here
Charm/Impress: 5% (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 40% (per OCC)(M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 300 lbs. see rules here
Max. Carrying Weight: 650 lbs.
Max. Lifting Weight: 650 lbs.
Max. Jumping Ability: Can leap 14' long, 6' high (from standstill)/36' long, 16' high (with running start) see rules here

Special Abilities
Fatigues at 10% of normal human rate
Requires 3 to 5 hours of sleep per night
Perfect 20/20 daylight vision
Nightvision 2000'
Track blood/death scent 66% (+2%)
Recognize/Track undead & vampires 50% (+2%)
  • +10% to track a vampire; + 26% to track a Vampire Intelligence
Reduced sense of taste - can eat raw/rotten meat
Does not radiate body heat - invisible to infrared/thermal imaging
Does not breathe air - can survive burial, underwater, or vaccuum environments indefinitely (though must still eat raw flesh to survive)
Punches, kicks, and bites inflict damage to undead, animated dead, ghosts/entities, and other supernatural beings
Supernatural immunities
  • Impervious to vampires bite, charm, & Mind control
  • Cannot be turned into undead
  • Can not be reanimated or used for magical components if slain
  • Impervious to rotten/spoiled food
  • Impervious to radiation
  • Impervious to gas attacks
  • Impervious to SDC weapons, except those made of silver or animal bone (these inflict their SDC values as MDC)
  • Impervious to natural cold; half damage from MD or magic cold
  • half damage from MD or magical cold or electrical attacks
Supernatural Regeneration
  • Regenerates 1d6 MDC per round
  • Completely regenerates lost limbs overnight if buried in a shallow grave
  • Can regenerate from head alone in 1d6+2 days if buried
  • Cannot regenerate if head is vaporized or burned
Vulnerabilities
  • Need to eat raw meat or bones, or drink humanoid or animal blood, to survive. Can eat carrion/rotting meat. Must eat at least every 2 days. can go 2 days/point of PE before becoming weak and ill
  • Weapons made of silver or animal bone inflict their SDC values as MDC. Magical Silver or bone weapons do double damage.
  • Extreme heat (over 92 degrees) causes -1 initiative; -1 dodge; -2 pull punch; -2 roll with impact; -20% to speed; -10% to skills.

Psionics
Minor Psionic
[EP Purchase at 3rd level] Object Read (6)
  • Impressions 56% (+2%, 1st)
  • Images 48% (+2%, 1st)
  • Present 38% (+2%, 1st)

O.C.C. Skills
Mathematics: Basic 58% (+5%)
Land Navigation 44% (+4%)
Language: American 63% (+3%)
Language: Dragonese 63% (+3%)
Lore: Demons & Monsters 38%/53% when dealing with undead (+5%)
Lore: Magic
--General Knowledge: 33% (+5%)
--Recog. Magic Circles, Runes, etc: 23% (+5%)
--Recognize Enchantment 18% (+4%)

Pilot: Hovercycles, Skycycles & Rocket Bikes 83% (+3%)
Gymnastics
    Sense of Balance 53% (+3%)
    Work Parallel Bars/Rings 63% (+3%)
    Back Flip 73% (+2%)
    Climbing 28%
    Climb Rope/Rappel 63% (+2%)
Boxing
Radio: Basic 53% (+5%)
Wilderness Survival 38% (+5%)
W.P. Knife
W.P. Handgun
W.P. Sword
W.P. Energy Pistol
W.P. Chain

O.C.C. Related Skills
Detect Ambush 38% (+5%)
Intelligence 40% (+4%)
Tracking: People 33% (+5%)
Swimming 53% (+5%)
Lore: Geomancy & Ley Lines 33% (+5%; 1st)
[EP Purchase] Prowl 33% (+5%; 1st)

Secondary Skills
Literacy: American 33% (+5%)
Literacy: Dragonese 33% (+5%)
Running
[EP Purchase] Lore: Vampires 23% (+5%; 1st)

Racial Skills
Language: Ogre 101% (+1%)
Language: Gobblely 101% (+1%)
W.P. Blunt
Recognize Weapon Quality 43% (+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +11
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Bonus to Disarm: +1
Other:
Restrained Punch 1d4 MD
Full Punch 1d6 MD
Power Punch 2D6 MD (2 APM)
Clawed Hands 2d4+11 SDC
Kick 2D4 MD
Bite 2d4 SDC
Body flip 1d6 damage; victim loses initiative and 1 attack
Auto Knockout/stun on natural 20
Restrained Punch 3d6 SDC
Power Punch does triple damage (2 APM)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt - +2 to strike and parry. Not designed for throwing.
W.P. Knife - +1 to strike. +2 to parry. +2 to strike when thrown.
W.P. Sword - +2 to strike. +1 to parry. Not designed for throwing.
W.P. Chain - +2 to strike. Cannot be used to entangle, and cannot be thrown with any accuracy (-3 to strike when thrown).
W.P. Handguns - +1 to strike
W.P. Energy Pistol - +2 to strike

Saving Throw Bonuses
Coma/Death: +20%
Magic (varies): +5; +10 vs. Necromancy & Bone Magic; +9 vs. curses
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +5
Psionics (varies): +1
Horror Factor (varies): +6
Disease: +10
Possession: +8
Mind Control: +3
Last edited by Rana on Tue Apr 14, 2020 12:04 pm, edited 16 times in total.
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Re: Rana (Ogre ColdBlooded - Atlantis) WIP

Postby Rana » Mon Feb 24, 2020 12:53 pm

Equipment

Vehicles/Mounts are listed first.
NG-424 Hornet

Carried/In Hand

Worn on Person
Travelling clothes
tinted goggles
Ironwood Vampire Hunter Armor
Talisman of Marduk

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

• Attachment:
• Attachment:
• Attachment: Canteen
• Attachment: 1 fully charged E-clip
• Attachment: NE-8SL Slim-Line "Barrage" Auto-Pistol (fully loaded)
• Attachment: NE-RV09 Ripper Vibro-Claws

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Set of Black fatigues
• Space: Binoculars
• Space: Bedroll
• Space: Flashlight
• Space: Compass
• Space: Hand Radio
• Space: MD Chain (10')
• Space: Rope (50')
• Space: Wooden stakes (12) & Mallet
• Space: 1 box (96 cartridges) of NE-001PC "Light" Plasma Cartridges

Stored in Vehicle


Credits/Valuables:

Secure Universal Card: 8000 credits
Non-Secure Black Card: 1140 credits (Dods 06/15/20)





Gear Stats

Ironwood Vampire Hunter Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 25 each
  • Legs: 35 each
  • Main Body: 75
Weight: 25 lbs.
Modifiers: -10% to climb, -15% to other physical skills
Features:
  • Non-environmental, no spell-casting interference
  • Retractable Ironwood Forearm Blade
    • Damage: 2D6 H.P. to vampires & like creatures
  • Ironwood Elbow Blade
    • Damage: 2D6 H.P. to vampires & like creatures
  • Ironwood Spikes
    • Damage: 4D6 from tackle/block, or 3D6 from melee (x2 to H.P. to vampires & like creatures)
Book Reference: p.89, WB28


NE-RV09 Ripper Vibro-Claws
Image
  • Damage: 3D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 3 lbs.
  • Features: W.P. Knife, silver coated
  • Modifiers: +1 to parry, +1 to strike
  • Book Reference: p.24, DB8


NE-8SL Slim-Line "Barrage" Auto-Pistol
Image
  • Range: 500'
  • Damage: 3D6 M.D. or 6D6 M.D. per burst
  • Rate of Fire: Single shots or 2-round bursts only
  • Payload: 24 round magazine (NE-001PC)
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: W.P. Energy Pistol
  • Book Reference: p.25, DB8


NG-424 Hornet
Image
M.D.C. by Location:
  • *Rear Hover Jets (2): 30 each
  • *Concealed Directional Jets (6): 6 each
  • *Undercarriage Hover Jets (4): 15 each
  • *Forward Headlights (2): 5 each
  • *Mini-Missile Box Launcher (2; sides): 25 each
  • Tail Fin (1): 35
  • Windshield (1): 15
  • Main Body: 122
* Requires a called shot at -5 to strike
Statistical Data:
Maximum Speed: 200 mph
Range: 1000 miles
Flying: 60' max altitude & can handle drops of up to 800'
Modifiers: +1 to dodge; -5% to piloting for sudden stops or stunts; -20% to piloting & -20% to speed with missile pods; -10% to piloting per 50' above the ground
Crew: 1 rider only
Class: Combat Hovercycle
Dimensions: 3.9' high, 12' long, 3.3' wide (5.7' with mini-missile pods), 942 lbs.
Cargo: None
Power System: Electric
Weapon Systems:
  • NG-HL10 Long-Range Heavy Laser
    • Range: 2,000'
    • Damage: 3D6 M.D.
    • Rate of Fire: Single shots only
    • Payload: 10 shots per E-Clip
Features of Note:
  • None
Book Reference: p.162-163, WB34


Talisman of Marduk (Patron Item)
Image
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of its wearer
  • +30 S.D.C. or +15 M.D.C., as appropriate
Magical Resistance: The Talisman protects it's wearer from harmful magical effects
  • +1 to save vs. magic
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day
  • Tongues 3/day (per invocation at 5th level proficiency)
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen
  • Clairvoyance 3/day (per invocation at 5th level proficiency)
Last edited by Rana on Sat Apr 04, 2020 6:31 pm, edited 4 times in total.
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Re: Rana (Ogre ColdBlooded - Atlantis) WIP

Postby Rana » Mon Feb 24, 2020 12:54 pm

Background Story
As one of the rare Ogre females, Rana was treated like royalty by her clan, the Ghash-Gijak clan. She was taught the ways of her clan: how to fight, clan traditions, and bravery, but also given a revered status as a potential "mother". Her own mother, a human woman named Kendra, had died in childbirth, and there were few women remaining int he clan, so she was raised by men, but that notwithstanding, she grew to be a strong, proud ogress.

At maturity, she did her duty to the clan and took a mate - a brute she held no love for but who was seen as a possible future chief. She became pregnant. Rana was accorded the clan markings of a mother. The pregnancy was difficult, and the clan sought out a body fixer to attend the last few weeks of the pregnancy and the childbirth. The tight-lipped and fearful human grew increasingly worrisome as the due date approached, and he finally confided his fears the day of the birth - the delivery would be complicated, and she might not survive. If she did, she would be unable to bear any more children. The baby was born, and after a few long hours of surgery afterward, Rana survived. The body fixer was released. Rana was assigned the clan markings for one who is infertile - a shame to be borne forever afterward.

Rana began to raise her son - though she had a few scant weeks with him as she recovered. In that time, a nest of vampires had swept into the region. On finding an ogre village, they saw this as an opportunity for depravity, and to feed. One night, they attacked, slaughtering all of the fighters in the village. The few children (including rana's son), the weak and infirm, they rounded up to torture.

They slowly drained the children, killing some. Rana's son, they turned. Then, they worked on the the rest. Rana, still weak, was staked out on the ground. The vampires placed her now-vampire infant at her breast, his bite slowly draining her of life-giving blood. For three nights they did this. Then a savior arrived.

A dark stranger, Erebos, swept into the village, fighting and killing vampires, as she was being dragged back to her prison. In the confusion, she fought her way free, and began fighting vampires as well. She slew a few, even in her weakened, blood-drained state, as the man slew the rest. At the end of the fight, she calmly walked to where her vampire infant lay, and slaughtered him as well.

Seeing she would either die or be turned to a vampire, Erebos offered her a choice. True death, or transformation, so she could exact revenge on vampires wherever they lie. In her grief, Rana chose revenge. Erebos determined that she was too weak to survive a magical tattooing process, so he spirited her away to one whom he knew, who could turn her into something else - a spirit of vengeance who could use the undeads' own strengths against them. She would become like one of them, but crucially unlike them in her retention of freewill and a few key other gifts. He was among a group of Undead Slayers, True Atlanteans who seek the blight of the undead and eradicate it wherever they find it. They were able to apply a process to Rana to transform her. After a time travelling together, Erebos left her with them, and set off on his own.

Rana travelled from land to land, and from time to time worked with others with a similar hatred of undead - such as Undead Slayers and Tattooed Defenders. Her travels led her to Atlantis, where she inquired about the whereabouts of the man who had saved her, about Erebos.
Last edited by Rana on Tue Mar 10, 2020 12:21 pm, edited 4 times in total.
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Re: Rana (Ogre ColdBlooded - Atlantis) WIP

Postby Rana » Mon Feb 24, 2020 12:54 pm

Experience Point Table
1 0 - 2,140
2 2,141 - 4,280
3 4,281 - 8,560
4 8,561 - 17,520
5 17,521 - 25,520
6 25,521 - 35,520
7 35,521 - 50,520
8 50,521 - 71,000
9 71,001 - 96,100
10 96,101 - 131,200
11 131,201 - 181,300
12 181,301 - 231,400
13 231,401 - 281,500
14 281,501 - 341,600
15 341,601 - 401,700
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Re: Rana (Ogre ColdBlooded - Atlantis) APPROVED

Postby Rana » Sat Apr 04, 2020 6:40 pm

EP purchased stat bumps (IQ, ME, MA, PB)

OOC Comments
IQ 1d6:
3

ME 1d6:
2

MA 1d6:
5

PB 1d6:
1


EP Purchased Psionics

base ISP ME+2d6:
5, 3
, +1d6/lvl
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Posts: 23
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