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Corrigon Malath (HOO-RAH!)

PostPosted: Wed Mar 21, 2018 10:16 am
by Corrigon
Player Name: Alex
YIM Handle: taggartfnh

Character Name: Corrigon Malath
Call-sign: none yet
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 3
Rank: E-3/Lance Corporal
Military Occupational Specialty: Combat Aviator
Alignment: Scrupulous edging towards Unprincipled
XP Level: 4
XP Points: 20,816 [CC 11Jun2019]
Next Level @ XP: 25,401
Disposition: Cocky and sure of himself as the smartest person in the room, especially in the cockpit. Generally pretty friendly and happy to make friends with everyone. He tries to facilitate healthy work environments to avoid incidents like the coup.
Politics: Supporter of the Unity Party - any desire for the Fleet to go to war with the Atorian Empire is destined to result in the extermination of their species. The only way they are going to survive is with the help of Aliens, which some of their people he knows have a problem with.
Insanity: Psycho-reliance - he needs the locket of his brother and sister to keep him focused. Penalties - -5% on the performance of all skills, -3 to save vs horror factor, -3 on initiative and -1 on all combat bonuses. Any other coincidental misfortune will be attributed to the loss of the lucky charm.

I.Q.: 26
M.E.: 15
M.A.: 20
P.S.: 20/29 (Techno Form, Superhuman)
P.P.: 17
P.E.: 16
P.B.: 21
Speed: 26/31 (In Zero-G)

H.P.: 33
S.D.C.: 54/454 (Techno Form)
Age: 20
Sex: Male
Height: 6'4"
Weight: 150lbs
Description: handsome, light brown hair, with an easy smile that puts people at ease. He is tall, but slight

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Charm/Impress 55%
Perception Bonus 41%
Invoke Trust/Intimidate 60%
Max. Carrying Weight: 50lbs (to amend)
Max. Lifting Weight: 130lbs (to amend)

Super Abilities
Extraordinary Intelligence
Extraordinary PP
Techno Form
OOC Comments
Being a machine, the character a silicon brain and is
immune to mind-affecting powers, drugs, poisons and diseases that affect humans. Also immune to powers that affect the biological, including Bio-Manipulation. This is not all as good as it may sound as the Techno-Form is vulnerable to all spells, psionics, and powers that affect machines, including powers like Telemechanics and
Mechano-Link, although the Techno-Form does get a saving throw (saves on a 15 or higher, including any M.E. attribute bonuses against such powers).
The Techno-Form has a minimal sense of touch, and no sense of taste or smell, but his senses of sight and hearing are improved. The diminished sense of touch gives the character a -20% penalty on all skills that require a delicate touch, like Demolitions skills, Pick Locks, Pick Pockets, Palming, Surgery, etc.
The Techno-Form's mechanical sight includes perfect, 20/20 color vision and exceptional long-range sight equal to an sniper's telescopic rifle scope, enabling the character to read a small sign or recognize a face from up to two miles (3.2 km) away, as well as Nightvision with a range of 2000 feet (610 m). His cybernetic hearing lets the character hear a whisper at up to 200 feet (61.5 m) away, and that hearing gives him an automatic dodge on all attacks; even from behind/surprise.
Can carry 200 times P.S. in pounds and can lift 300 times, but the Techno-Form never gets fatigued.

Increased S.D.C, and A.R.: The Techno-Form has a
Natural A.R. of 13 and 400 S.D.C. Thus, an attacker must
roll a 14 or higher to strike and inflict damage. Any roll to
strike under the Armor Rating (A.R.) bounces harmlessly
off the armor plating (Natural A.R.). Rolls above the A.R.
13 inflict full damage to the S.D.C. When all 400 S.D.C.
are gone, damage is done to Hit Points.
The S.D.C, of the Techno-Form recovers at only half
the normal rate of a flesh and blood human, but eating at
least 10 lbs (4.5 kg) of metal instantly restores 4D6 S.D.C,
per every 10 lbs (4.5 kg) consumed!
Armor piercing bullets, explosive rounds, grenades and
light explosives inflict full damage when their roll to strike
is 14 or higher, and half damage (to the 400 S.D.C.) even
with attacks that fall under 13.
The hero is immune to gasses, poisons, toxins, diseases, cold-based attacks (no damage), and the vacuum
of space, and does not need to breathe. The TechnoForm remains susceptible to fire, heat, plasma, electricity
and other energy-based attacks, all of which do full damage. So do most types of magic and psionics.
3. Vehicular Transformations: The Techno-Form can
transform his body from humanoid to any type of vehicle
and most types of industrial machines (stamping press,
cutter, conveyor, drill press, band saw, etc.). This transformation can only happen when in Techno-Form
The Techno-Form character is considered to have a
skill of 96% (+1%) in piloting whatever vehicle shape the character is currently turned into.
But the character can also create simple controls (there
will be no advanced avionics or radar, the pilot will have to
rely on his own vision) and allow other characters to pilot
him if he so wishes. However, the character instinctively
pilots himself and does not need an actual driver. The vehicle form can be maintained indefinitely.

M.O.S. Skills
Laser Communications 77%+5%
Computer Operation 82%+5%
Navigation 82%+5%
Navigation: Space 82%+5%
Read Sensory Equipment 77%+5%
Weapon Systems 87%+5%
Combat Flying
Pilot: Military Spacecraft: Small 110%+4%
Wilderness Survival 77%+5%
Depressurization Training
Zero Gravity Combat: Elite
W.P. Handguns

Other Skills +12%
Pilot: Military Spacecraft: Medium 74%+4
Pilot: Civilian Spacecraft Small 87%+3%
Pilot: Military Spacecraft: Large 64%+4%
Pilot: Hover Cycle 87%+5%
Find Contraband and Illegal Weapons 60%+4%
Field Armorer 77%+5%
**Basic Mechanics 62% (+5%)
Electronic Warfare 67/62%+5%
Seduction 53%+3%
Streetwise 54%+4%
Card Sharp 54%+4%
Hand to Hand Martial Arts
Detect Ambush 57%+5%
Intelligence 56%+4%
*Disguise 72%+5%
*Imitate Voices/Impersonation 80%/60%+4%

Secondary Skills +12%
Advanced Mathematics 72%+5%
Law (General) 52%+5%
Lore: Alien 57%+5%
Business and Finance 62%+5%
W.P. Rifles
Kick Boxing
Prowl 62%+5%
Running (1st Level)
Dance 47%+5% (1st Level)
Jury-Rig 42%+5% (1st Level)
Literacy: Other Imperial Trade Tongue (Les Iban) 52% (+5%) (raised by two levels to level 3)

Basic Skills +12%
Language: Arismal 112%+5%
Language: Imperial Trade Tongue (Les Iban) 82%+5%
Literacy: Arismal 87%+5%
Mathematics: Basic 92%+5%
Military Etiquette 72%+5%
Radio: Basic 92%+5%

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +3
Parry Bonus: +4
Dodge Bonus: +4/+5 Automatic Dodge - can dodge without using up an attack
Disarm Bonus: +2
HTH Damage Bonus: +5/+14
Bonus to Roll w/Punch:+3
Bonus to Pull a Punch:+3
Roundhouse Kick: 3D6
Axe Kick: 2D8
Knee Strike: 1D8
Leap Kick: 3D8 (2 APM)

Zero-G Combat Data
Type: Elite
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +4
Parry Bonus: +5
Dodge Bonus: +7/+5 Automatic Dodge - can dodge without using up an attack
Disarm Bonus: +3
HTH Damage Bonus: +5/+14
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +4

Weapon Proficiencies (level up still)
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. Handguns +2 to strike
W.P. Rifles +2 to strike

Saving Throw Bonuses
Coma/Death: +4%
Toxins (15+):
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (15+): +2 vs mind control, possession and illusions

Re: Corrigon - Arismel

PostPosted: Wed Mar 21, 2018 10:16 am
by Corrigon
Background Story
Corrigon was certified as a genius as a young boy; his family, rich lawyers, imagined that he would become a lawyer, scientist or rich businessman, even despite the disappointment of his lowly tier status.

To somebody like Corrigon, he found he didn’t care for science, what he wanted was the thrill and excitement of being a fighter pilot, something that his brain didn’t give a complete advantage. However, under the wishes of his family, he entered Law School, completing the degree and passing the bar in record time, before he decided that he just could not do that and enlisted. Unhappy with his decision, they cut him off when he entered the service at such a lowly level until they were able to use their influence to push him into the JAG program, with the promise of flight training alongside. Furious with their interference, it took his siblings to calm him down before they headed off for a trade meeting somewhere outside of Arismal space.

Excelling at both his pilot and JAG training, he also gained notice when during his training, somebody higher up spotted that Corrigon had a talent for pretending to be other people and after completing his training, he was assigned to supplemental training to harness that natural talent, so he didn't enter active service straight away. Further training was to come once he had his first tour under his belt in order to season him. He had just been assigned to his first assignment onboard the Vigilance Class Carrier A.D.F.S. Dauntless as a JAG whilst he completed his flight training in what little spare time he had, handling when the unimaginable occurred.

Almost everyone he knew was gone in an instant...

As the fleet struggled along with the few remaining survivors, a call went out for anybody wishing to serve. Though already enlisted, he jumped at the chance to serve in the fighter corp and has been completing his fighter training up to now, outclassing many of those whom had served for longer. Of course, this has not stopped the Intelligence Services from wishing to use Corrigon's other aptitudes. Whilst other incidents such as the coup attempt were going on, Corrigon was on the Profit Motive having been detailed to assist the civilians onboard to better organize themselves to provide a useful resource to the fleet.

Re: Corrigon - Arismel

PostPosted: Wed Mar 21, 2018 10:17 am
by Corrigon
Rating Badge


Worn on Person
A.D.F. Flight Suit & Helmet on ship
A.D.F. Standard Armor on mission
A.D.F. Combat Goggles

A.D.F. Standard Issue Modular Utility Belt
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: A.D.F. Slug-Thrower
• Attachment: canteen
• Attachment: NG Equalizer (Patron Item)
• Attachment: Slug thrower magazine

Personal Foot Locker aboard the Stiletto
Law School Certificate
3 Standard uniforms
1 Dress uniform
Locket with sister and brother's photo

Gear Stats

A.D.F. Slug-Thrower
S.D.C.: 40
Weight: 5 lbs. (2.2 kg)
Cartridge: caseless 12.70 mm
Range: 100 feet (30.48 m)
Damage: 6D6 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 8 round box magazine

A.D.F. Combat Goggles
A.R.: 15
S.D.C.: 25
Features: automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the lenses whenever exposed to light in excess of 35 watts. Can receive and display visual data on the inside of the light emitting polymer lenses.

A.D.F. Flight Suit & Helmet
This is a non-restrictive. lightweight body suit that nonetheless provides its wearer with decent protection. The flight suit is made of multiple layers of a polymer weave fabric reinforced in vital areas by semi-rigid composite ceramic plates. It is not meant as a front-line armor suit, but designed for aviators, flight crews, and power armor drivers as a last resort protection measure if their vehicle is destroyed, shot down, crashes, or is breached.
Weight: 11 lbs.
Mobility: Unrestricted (no penalties).
S.D.C. by Location:
--Helmet: 30
--Arms: 20 each
--Legs: 30 each
--Main Body: 50
Features: The suit forms seals at the cuffs and collar. The helmet connects to a craft's life support system for sustained operations. In the event of an emergency, the suit has been equipped with 6 hours of oxygen reserves.

A.D.F. Shipboard Tactical Rifle
S.D.C.: 75
Weight: 12 lbs. (5.4 kg)
Cartridge: caseless 19mm
Range: 500 feet (152 m)
Damage: 1D8x10–slug or 6D6–buck S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 20 round box magazine

A.D.F. Standard Armor
A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100 each
--Legs: 150 each
--Main Body: 200
Weight: 14 lbs. (6.35 kg)
Modifiers: -5% to movement & physical skills
• Fully environmental
• HUD in helmet visor
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).

NG Equalizer (Patron Item)
Northern Gun's engineers always make commercially non-viable prototypes to test out novel design ideas, and to test engineering theories. The Equalizer is one such item.
• Range: 800'
• Damage: 5D6 + knockdown
• Rate of Fire: Single shots only
• Payload: 6 rounds
• Modifiers: +1 to initiative, +2 to strike, critical strike on Natural 19-20
• Features:
☞ Adaptive engineering: can also use NE-002PC "Medium" Plasma Cartridges, but with no knockdown effect.
☞ Custom Grip
☞ Laser Targeting
☞ Knockdown Effect: Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor will be knocked down, however, those in power armor, full conversion cyborgs, robots, giants, supernatural beings and creatures of magic are not.
Notes: A strength of 16 or better is required to shoot the Equalizer (those with a weaker P.S. are -2 to strike even with an aimed shot, and -6 when shooting wild); a P.S. 18 is needed to fire it one-handed. Ammunition is only available at official Northern Gun outlets: 200 credits per round

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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: Sidearm magazine
• Attachment: Equalizer Reload
• Attachment: Equalizer Reload
• Attachment: Rifle Reload
• Attachment: Rifle Reload
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Atorian Heavy Particle Beam Rifle
• Range: 3600'
• Damage: 1D6x10
• Rate of Fire: Single shots only
• Payload: 12 shots per E-clip

6/12 shots remain

Re: Corrigon (HU2G WIP)

PostPosted: Fri Mar 23, 2018 11:53 am
by Corrigon
HU2 Alien XP Table
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600

Re: Corrigon Malath (HOO-RAH!)

PostPosted: Sun Jul 08, 2018 2:31 pm
by Corrigon
Corrigon's Stiletto Locker
As per gear sheet. Corrigon travels light and doesn't have a lot of gear.

Re: Corrigon Malath (HOO-RAH!)

PostPosted: Sat Jul 14, 2018 11:03 am
by Corrigon
(5 EP) Manifest One New, Semi-Random Minor Super Power

categorical choice 1d100:



power 1d100:

chose enhanced attributes
Extraordinary Physical Prowess (HU2)

3, 2
speed 3d4:
1, 3, 2

Re: Corrigon Malath (HOO-RAH!)

PostPosted: Fri Jan 18, 2019 12:23 pm
by Armstrong
to PS

Techno Form 2d4+4 = 9:
3, 2
superhuman PS