Lisa Solaris (Approved)

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AGM: Dime Store Magic

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Lisa Solaris (Approved)

Postby Solaris » Tue Jul 21, 2015 12:26 pm

Player Name: Anna
YIM Handle:

Character Name: Lisa Solaris
Alias: Riva Sirrova
Race: Human
O.C.C.: Turbo-Jockey
Alignment: Aberrant
XP Level: 7
XP Points: 41,126 10-01-2018 DSM
Next Level @ XP: 51,001
Sentiments/Non-Humans: generally accepted until they prove unworthy
Disposition: Gung-ho, guts and glory type who enjoys challenges. She doesn't really consider herself a hero (or villain) but rather doing a job.

I.Q.: 17
M.E.: 17
M.A.: 16
P.S.: 16
P.P.: 18
P.E.: 17
P.B.: 20
Speed: 34

P.P.E.: 3
H.P.: 30
S.D.C.: 56
Age: 29
Sex: female
Height: 5'8"
Weight: 120 lbs
Description: Lisa is built like a long-distance runner. That is to say, although she is very very skinny, she is also quite muscular. Her eyes are a piercing light blue, although they sometimes look darker. She tends to change her hairstyle frequently, sometimes it's its natural light brown, but more often bleached blonde or dyed red. Lisa also likes to keep a deep tan (though difficult in space), and goes to great lengths to keep fit.

Natural Abilities
Perception: 58% (includes +15% from cybernetic Amplified Hearing)
Charm/Impress: 50%
Invoke Trust/Intimidate: 40% +10% vs military personnel
Max. Encumbrance: 40 lbs.
Max. Carrying Weight: 160 lbs.
Max. Lifting Weight: 320 lbs.
Max. Jumping Ability: 14' long, 5.5' high

Special Abilities
Piloting Instincts 49% (+1%); 32% for very alien/difficult to fly ships
Gravity Manipulation
The control and manipulation of gravity.
1. Reduce Gravity:
Range: Self or item/person up to 200' away
Area Affected: Self, others, or 20' radius
Duration: The effects will last as long as the gravity
controller maintains her concentration.
Attacks Per Melee: Fortunately, only minimal concentration is required, enabling her to engage in combat or other actions while using this power. However, she can not use any other gravity power. Each use counts as one melee attack/action, and to maintain the Reduced Gravity, the character must spend one melee action on it per each round
Abilities & Bonuses: The superbeing can reduce gravity to a fraction, with the following results:
The affected person, whether it is oneself or others, can carry up to 100 times his normal weight capacity.
Leap two feet for each P.S. attribute point up or lengthwise.
Natural Running Speed is tripled.
+3 to dodge.
Throw objects, even huge, heavy objects, great distances. If the object can be lifted overhead, it can be thrown a distance of 400'. Reduce the distance by 50' for every 1000 lbs of weight.
Remember, this effect can be placed on oneself, or others within the 200' range, or on an area 20' radius up to 200'  away.
2. Increase Gravity: This ability is the opposite of the reduce gravity effect, enabling the superbeing to create bone crushing gravitational conditions.
Range: 200' away +10' per level (270')
Area Affected: Self, object or 20' radius
Duration: Same as Reduce Gravity
Attacks Per Melee:  Fortunately, only minimal concentration is required, enabling her to engage in combat or other actions while using this power. However, she can not use any other gravity power. Each use counts as one melee attack/action, and to maintain the Increased Gravity, the character must spend one melee action on it per each round.
Abilities & Bonuses: Increase weight up to 50 times the object's or person's normal weight. Actually, the weight is not altered, but it's the gravitational pull that makes it seem to weigh more. Speed is reduced by five points per every 200 lbs of weight. The gravity effect can be concentrated on one individual target (object or person), effectively immobilizing him or it. 
The gravitational pull is such that he can not move or be budged - no combat bonuses. 
-6 penalty on all combat moves.
Speed factor of those affected is reduced to one point, skill performance is -90% and the victim has only one melee action per round.
A heavy gravity area affect will increase the weight of everybody in the area by 30 times plus they suffer the following penalties:
Movement is difficult, no combat bonuses, -3 penalty on all combat moves, speed factor of those affected is reduced to 3 points, skill performance is -60%, and the victim(s) has only one half his melee actions/attacks per round.
3. Zero Gravity: The character can create an area with no gravity at all. Anything within the radius of effect, or any one specific target, is completely weightless and will float 10' above the ground. People caught in zero gravity are -2 on initiative, -2 to strike, parry and dodge, and speed is reduced to one point - just floats helplessly. Double the floating height and penalties when directed against a single individual or object rather than a radius.
Range: 20' per level of experience (140')
Area Affected: 6' radius
Duration: Same as Reduce Gravity
Weight Limit: The maximum amount of weight that can be made weightless is 11000 lbs, plus 1000 lbs additional per each level of experience.
Zero gravity can be made to affect one person, object, or an area.
4. Antigravity Flight (self): This power gives the character the ability to fly by manipulating gravity to hover or propel herself through the air.
Maximum Speed: 20 mph
Height/Altitude: Effectively unlimited, because she can defy gravity. However, travelling higher than 30, 000' without a space suit and oxygen supply or environmental armor, the character will find the air thin and difficult to breathe as well as cold. Penalties: Loses two melee attacks per round and could lose consciousness and fall to the earth (impact is automatic death). Breaking the ceiling of the atmosphere can send the character into outer space with the obvious lack of air and other deadly conditions.

Force Manipulation
The super being can generate and manipulate a force that is neither energy nor matter, but something akin to Telekinesis.
1. Lift and Hold Objects: Similar to Telekinesis, the pulling force can be used to lift/drag objects or people into the air and hold them there. The object/victim can be made to fly across the room or to simply be suspended a few feet off the floor. The object or victim being held by this power can also be spun around, flipped upside down or moved around as desired. But this power is not Telekinesis, so it cannot be used to flip switches, push buttons or perform any fine manipulation of the objects being held.
Maximum Weight: 500 pounds (225 kg) +100 pounds (45
kg) per level of experience. (1200 lbs)
Range: 200 feet (61 m) +20 feet (6.1 m) per level of experience. (340')
Duration: The object can be held suspended until the character ceases his concentration.
Damage: The object/victim being held can be smashed off the ground or other solid object, taking 2D6 points of damage.
Attacks per Melee: Fortunately, only minimal concentration is required, enabling the character to engage in combat or other actions while using this ability. However, the character must spend one melee attack/action per round to maintain the effect. Failure to do so means the object/victim being held comes crashing to the ground. Multiple objects can be held, provided that the character has sufficient attacks/actions per melee round
to hold each of them.
Bonus: +2 to strike when slamming the held object/victim off a specific target.
2. Crush Objects: Another ability available with this power is that of crushing an object/victim held in its pull. The object is crushed by "pulling" its outsides towards the center with the full force of the power. Note the object must first be held with the Lift and Hold Objects ability before it can be crushed, and the attacks/actions per melee needed are accumulative.
Maximum Weight: 500 pounds (225 kg) +100 pounds (45 kg) per level of experience. (1200 lbs)
Range: An object already being held and within 200 feet (61 m) +20 feet (6.1 m) per level of experience. (340')
Duration: The object being held can be crushed until the character ceases his concentration.
Damage: Crushing an object does 6D6 points of damage per melee round.
Attacks per Melee: Slightly more concentration is required than just holding an object, but the character is still able to engage in combat or other actions while using this ability. However, the character must spend three melee attacks/actions per round to maintain the effect. Failure to do so means the object/victim is released.
Bonus: None.
3. Pulling Heavy Objects: Even heavier objects can be pulled along the ground with the Force Manipulation. This ability could be used to pull a bus load of people out of danger, or pull a disabled vehicle out of the way.
Maximum Weight: 3000 pounds (1350 kg) +1000 pounds (450 kg) per level of experience. (10000 lbs)
Range: 20 feet (6.1 m) per level of experience. (140')
Duration: The object can be pulled along until the character ceases his concentration.
Damage: None.
Attacks per Melee: Full concentration is required to pull along an object this heavy, meaning that the character cannot
take any other actions while doing so. He can talk, shout or walk along while towing his burden, but he cannot use any other powers, or make any other kinds of attacks while this ability is being used.
Bonus: None.
4. Hurl Heavy Objects: The most devastating use of this ability is to hurl a heavy object through the air by "pulling" it rapidly towards the target, then releasing the object at the last moment. While the aiming for such an attack is difficult, the results are quite impressive. Of course, both the target and the object being thrown will take damage in the attack.
Maximum Weight: 3000 pounds (1350 kg) +1000 pounds (450 kg) per level of experience. (10000 lbs)
Range: 20 feet (6.1 m) per level of experience. (140')
Duration: Instant.
Damage: The target takes 1D4x10 damage per 100 pounds (45 kg) thrown, the object being thrown takes half that damage.
Attacks per Melee: This attack requires considerable effort, so it counts as three melee attacks/actions.
Bonus: +2 to strike, including any P.P. attribute bonus to strike, but no other bonuses are applicable.

Control the Void
This power enables the super being to manipulate and mimic the conditions of outer space. This means the character only has influence over outer space when actually in space. She is far less powerful in an atmosphere.
1. Special Resistance (at all times and in all environments):
Can see all spectrums of light, resistant to heat and fire (they do half damage; magic fire does full damage), resistant to laser attacks (they do half damage), and is impervious to radiation, cold and pressure.
2. Star Blast: A powerful bolt of searing energy that can be used in space or any environment. However, range and damage are half anywhere other than in outer space (spaceship, space station, on a planet, etc.).
Damage: 1D6x10 in space (5D6 elsewhere).
Range: 1000 feet (305 m) +100 feet (30.5 m) per level of experience. (1700')
Duration: Instant
Attacks per Melee: Each blast counts as one melee attack.
Bonuses: +1 to strike on an aimed shot.
3. Bolt of Cold: A blast of energy that is so cold it actually burns when it hits.
Range: 500 feet (152 m).
Damage: 3D6 +1D6 per level of experience per blast. (10D6 currently)
Duration: Instant.
Attacks per Melee: Each blast counts as one melee attack.
Bonuses: +2 to strike on an Aimed shot.
4. Radiation Heat Blast: This ability can be used in space or any environment.
Range: 100 feet (30.5 m) +20 feet (6 m) per level of experience. (240')
Damage: 3D6 from one hand or eye, or 6D6 damage by a simultaneous attack from both hands or eyes. The victim exposed to the radiation heat blast must roll percentile dice A roll of 01-30% means they have radiation sickness (see page 268 of the HU2 for the effects, penalties and duration of the radiation sickness).
Duration: Instant.
Attacks per Melee: Whether one or two simultaneous blasts, it counts as one melee attack/action.
Bonuses: +3 to strike on an Aimed shot, +1 to strike if shooting wild.
Control Over Space, the following can only be done when in space!
5. Protection from Space: The character can negate all of the harmful conditions of space (i.e. negate the cold, stop harmful radiation, create a pocket of air, etc.) around himself and/or inside a crippled spaceship or a 15 foot (4.6 m) diameter bubble around others. This can be maintained for as long as the character consciously desires to keep it in place.
Flawless Sense of Direction and Distance in Space:
This ability works to a range of one light year per level of experience. The character can look at a planet and using this power, will be able to tell how far away it is and how long it will take to get there using different forms of conveyance;
+ 10% bonus to all navigation skills.
Gravity Well and Gateway Activation: The character can use gravity wells, black holes and interstellar Gateways (without the necessary codes or equipment) to jump from one location to another. The character must see the gravity well or Gateway he wishes to activate, either through a viewport, magnetic wall, or from outside a spacecraft. The activation requires a melee round of concentration, but any size well can be opened/activated. Once the well is open, the character and/or another spacecraft can fly through to another part of the galaxy. The opening lasts only a few seconds and closes 1D4 seconds after he enters the portal. This ability can also be used to ease the trip through a dimensional siphon or black hole, reducing the damage by half; however, such rigorous testing of this power requires the character's total concentration; no melee attacks or actions can be taken while inside a siphon or black hole.
6. Meteor Shower: The character can create one small, soccer ball-sized meteor per level of experience and hurl them at a single target, one at a time or in volleys of two or more.
Range: Up to 6000 feet (1829 m).
Damage: Each one does 5D6 points of damage.
Duration: Instant.
Attacks per Melee: One at a time or a volley of two or more count as one melee attack.
Note: In the alternative, the character can direct an existing meteor weighing up to one ton per level of his experience to avoid hitting him, or to change its course, pick up speed and be directed to hit a specific target. In this case, range is doubled and the meteor does 2D4x10 damage per ton!

Bionics & Cybernetics
Universal Headjack basic (Rifts Ultimate Edition, p.51) port behind right ear
*[radio options/add-on]
Amplified Hearing (Bionics Sourcebook, p.39)
Sound Filtration [add on to Amplified Hearing] (Bionics Sourcebook, p.39)

O.C.C. Skills
Language: Trade 4 97% (1%)
Mathematics: Basic 93% (5%)
Radio: Basic 93% (5%)
Sensory Equipment 78% (5%)
Pilot: Space Fighter 98% (+3%)
Pilot: Hovercraft 98% (+5%)
Pilot: Tank & APC 78% (+4%)
Fighter Combat: Elite
Weapon Systems 83% (+5%)
Navigation: Space 83% (+5%)
Computer Operation 83% (+5%)
-Literacy: Trade 4 73% (+5%)
EVA 78% (+5%)
Zero Gravity Movement & Combat 117% (+4%)
W.P. Energy Pistol
Hand to Hand Expert

O.C.C. Related Skills
Demolition 81% (+3%)
Demolition Disposal 81% (+3%)
Military Tactics 68% (+5%)
Intelligence 59% (+4%)
Computer Hacking 53% (+5%)
Prowl 63% (+5%)
-sense of balance 93% (+5%)
-walk tightrope & high wire 81% (+3%)
-backflip 93% (+5%)
-climb 48% (base skill; doesn't increase)
-climb rope 95% (+2%)

-work parallel bars & rings 81% (+3%)
-rappel 75% (+2%)

Boxing (taken @ 3rd Level)
Wrestling (taken @ 3rd Level)
Public Speaking 35% (+5%; taken @ 6th Level)
Seduction 23% (+3%; taken @ 6th Level)

Secondary Skills
Wardrobe & Grooming 77% (+4%)
Computer Programming 63% (+5%)
Land Navigation 63% (+4%)
Sign Language (military) 58% (+5%)
W.P. Sword
W.P. Energy Rifle
Running (taken @ 3rd Level)
General Athletics (taken @ 3rd Level)
Dance 45% (+5% professional, taken @ 6th Level)

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other: KO/Stun on Natural 20, Critical on 18+

Fighter Combat Elite Data: (specify type here)
Number of Attacks: 8
Initiative Bonus: +5
Ranged Strike Bonus: +4 (in addition to Weapon Systems skill)
Dodge Bonus: +7 while flying
Other:+3 to dog fighting maneuvers

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. Energy Pistol +3 to strike
W.P. Energy Rifle +3 to strike
W.P. Sword +3 to strike, +2 to parry

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (varies): +1
Last edited by Solaris on Fri Jan 04, 2019 5:27 am, edited 21 times in total.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Posts: 265
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers

Re: Lisa Solaris (Phase World - WIP)

Postby Solaris » Tue Jul 21, 2015 4:22 pm

Standard Categories

    Flying Fang Interceptor (Phase World, p.159)
Model Type: FF-100
Crew: One
M.D.C. by Location:
**Horn Laser Cannons (2) - 150 each
Dual Gravity Autocannons (2) - 80 each
Medium Missile Launchers (2, belly) - 120 each
Mini-Missile Launcher (1, top) - 80
*Main Body - 480
Reinforced Pilot's Compartment/Escape Pod - 100
Variable Force Field - 200 per side (1200 total)
*Depleting the M.D.C. of the main body destroys the propulsion system and causes the escape pod to eject.
**Destroying a horn-wing will not affect the vehicle in space, but in an atmosphere it drops speed and maneuverability; 
reduce speed to Mach 2, and eliminate all maneuver bonuses.
Driving on the ground: Not possible.
Flying: Maximum speed in space is Mach 10 (cruising and combat speed is typically Mach 5). Maximum atmospheric speed is Mach 4.
Range: Unlimited.
Statistical Data:
Height: 14 feet (4.3m)
Width: 40 feet (12.2m) from "horn" to "horn"
Length: 40 feet (12.2m)
Weight: 10 tons.
Cargo: None.
Power System: Anti-matter; average energy life of 25 years.
Market Cost: 55 million credits.

Weapon Systems
1. Horn Cannons (2): These are high-power laser cannons that fire simultaneous blasts at the same target.
Primary Purpose: Anti-ship
Secondary Purpose: Defense
Mega-Damage: A double blast from both horns inflicts 2d6x10 M.D. A single cannon blast does 1d6x10 M.D.
Rate of Fire: Equal to the total number of hand to hand attacks of the pilot.
Effective Range: 2 miles (3.2 km) in space, 4000' (1200m) in an atmosphere.
Payload: Effectively unlimited.

2. Dual Autocannons (2): The nose of the fighter has two gravity guns for close combat.
Primary Purpose: Anti-ship
Secondary Purpose: Defense
Mega-Damage: A double burst from does 2d6x10 M.D. Each gun does 1d6x10 M.D. per 10 round burst.
Rate of Fire: Equal to the number of combined hand to hand attacks.
Effective Range: 3 miles in space (4.8 km), 4000' (1200 m) in an atmosphere.
Payload: 10000 rounds each (2000 bursts total)

3. Medium Missile Launchers (2): The two missile launchers fire medium range missiles. They are used to knock 
down fighters or attack larger vessels.
Primary Purpose: Anti-spacecraft and anti-ship.
Secondary Purpose: Defense
Mega-Damage: Varies with missile type. The typical payload is plasma/heat (4d6x10 M.D.; 40 mile range) or multi-warhead (5d6x10 M.D.; 80 mile range) smart bombs (+5 to strike)
Rate of Fire: One at a time or in volleys of one, two, four or eight.
Effective Range: 40 to 80 miles (64 to 128 km). Optimum attack range is under 50 miles (80 km).
Payload: Eight total, four on each launcher.

4. Mini Missile Launcher (1): The two missile launchers fire medium range missiles. They are used to knock down fighters or attack larger vessels.
Primary Purpose: Anti-ship and anti-missile
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of two.
Effective Range: About two miles (3.2 km)
Payload: 24 missiles.

5. Combat Performance: The Flying Fang is at +1 to strike and dodge in both space and atmosphere combat.

Primary Weapon
   GR-15AR Assault Rifle (Phase World, p.126)
Weight: 16 lbs.
Damage: Single round does 3d4 M.D. A three-round burst does 1d4x10 M.D. and a 10 round burst does 2d4x10 M.D.
Rate of Fire Selector allows for single shots, 3-round or 10-round bursts. Each burst or shot counts as one melee attack.
Effective Range: 2000'
Payload: 30 shots.
Cost: 22000 credits. Each loaded magazine costs 2000 credits.

Secondary Weapon
    GR-45HP "Jackhammer" Heavy Pistol (Phase World p.126)
Weight: 6 lbs.
Damage: Single round does 2d6 M.D. A three round burst does 5d6 M.D.
Rate of Fire Single shots or 3-round bursts. Each burst or shot counts as one melee attack.
Effective Range: 800'
Payload: 27 shots.
Cost: 15000 credits. Each magazine costs 1000 credits.

PH-21 Phase Beamer
◦Weight: 4 lbs (1.8 kg)
◦Damage: 3D6 S.D.C. to humans and other S.D.C. creatures; 4D6 M.D. to M.D.C. beings and force fields. It does not damage armor of any kind!
◦Rate of Fire: Equal to the total number of hand to hand attacks
◦Maximum Effective Range: 400 ft (122 m)
◦Payload: 10 shots

    NE-BA-55 "Super-Soldier" Exoskeleton Heavy Battle Armor (Naruni Wave 2, p.41)
NE-BA-55 “Super-Soldier” Exoskeleton Heavy Battle Armor (Dark Metallic Red)
M.D.C. by Location:
• Helmet: 100
• Arms: 90 each
• Legs: 100 each
• Main Body: 220
Modifiers: Spd x3, running tires at 30%, Leaping range increased by 30%, P.S.: 28 (Robotic), +1 to pull punch, initiative, APM, +2 parry, dodge. -20% to Prowl, Climb, Swim, Acrobatics, and similar physical skills.

Note: Uses on NE-EB battery. One more in hip compartment and room for another in second hip compartment.
Special Features:
• Complete environmental battle armor suitable for use In all hostile environments, including space.
• Masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics! There's only a 01-25% chance of showing up on thermal systems, and even then the reading/image will seem unusual/unclear. Note: This feature alone raises the cost of the armor, and the damage resistance (see the next two features) increases the cost even more compared to conventional Earth armor, but worth every credit.
• Insulated, high temperature resistant shielding for up to 500 degrees centigrade. Normal fires do 5% of their normal damage and only when exposed to it for more than a few minutes. Mega-Damage fire, heat, plasma and magic fire does half damage. (M.D. cold does full damage.)
• Kinetic energy dampening and cushioning system. Explosions, high impact, falls, and projectile weapons (arrows, bullets, rail gun rounds, grenades, missiles, etc.) do half damage. S.D.C. punches, kicks, and weapons do no damage. Note: Low speed kinetic impact from punches at Bionic, Robotic and Supernatural Strength levels do full damage. Laser weapons, ion blasters, electricity, particle beam weapons and M.D. cold attacks also inflict full damage.
• Computer controlled life support, including internal cooling and temperature control.
• Artificial air circulation system, gas filtration, humidifier and radiation shielded.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply.
• Maximum underwater depth tolerance of 2,000 feet (610 m).
• Helmet face plate is removable, with a polarized and light sensitive/adjusting tinted visor.
• Built-in loudspeaker; 80 decibels.
• Directional, medium-range radio built into the helmet. Range is 20 miles (32 km), double with booster and/or transmitter towers.
• Built-in language translator, includes American, Dragonese, Euro, French, Spanish, Techno-Can, plus two others of choice (Trade One and Trade Five).
• Concealed Mini-Comp: A multi-purpose miniature computer and display is built into the left wrist that will indicate system errors within the armor, including damage levels, oxygen supply, depth gauge, time, date, and directional compass.
• Forearm Flashlight: Built into the armor above the right wrist is a small flashlight (range is 30 feet/9.1 m) that can be activated by a tiny wrist button or voice command.
• Strategically placed magnetic strip clamps for holding hand grenades, tools, and small weapons without the need for additional belts or pouches.
• Standard attachment points on back for an NE-01 BP Backpack, NE-02S Servo Harness, NE-03DP Diving Pack, NE-05GP Grav Pack, NE-07 JP Jet Pack, NE-09SP Survival Pack or the much sought after NE-OXWP Servo-Weapon Pack.
• Naruni Thermo-Kinetic Armor is available in a variety of stylish designs and comes in the colors of burnished silver, burnished gold, cobalt blue (very dark), matte black, white and forest or desert camouflage patterns.

Worn on Person
Pilot's jumpsuit
Body armor
Holographic Personal Computer
Energy Vambraces

Utility Belt
2 extra E-clips for Phase Beamer
2 extra GR clips for GR-45H pistol
10 extra rifle clips for GR-15AR
fanny pack has 3 fusion blocks and detonators

Backpack *left on ship*
Personal items
Other clothes

Secure Universal Card: 3d6*1000 = 8000
Secure Universal Card: 261,800 credits - last edited 12/03/2015 DSM
Secure Universal Card 2,000,000 UTC (DSM 2018-12-11)

New Purchases

Energy Blade Vambraces
    Damage: 4d6 M.D. per strike
    Length: 18 inches
    Duration: approximately 1 hour of continuous use per standard HI pistol type e-clip (one per vambrace)
    Base Cost: 16,000 UC

NE-BA-40 “Infantry” Medium Body Armor (Group Gear)
M.D.C. by Location:
• Head/Helmet - 70
• Arms - 40 each
• Legs - 60 each
• Main Body - 100
Modifiers: Good; -10% to physical skills
Special Features:
• Naruni Thermo-Kinetic Armor
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Robotic Exoskeleton
• • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%.
• • Restrained Punch: 6D6 S.D.C., Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
Laser Distancer & Targeting
• • +1 to Strike with Hand Held Ranged Weapons.
• • Range 2,000'
Optics Enhancements
• • Passive Night Vision Range: 3,000'
• • Telescopic Vision (up to 20x Magnification) Range: 1 mile
• • Macro-Lens (6x Magnification)
• • Thermo-Imager Range: 2,000'
• • Light Polarization
Mini-Radar/Sonar System
• • Can track up to 12 targets.
• • Range: 2 miles.
Integrated Sensor Pod
• • 360 degree scanning capability.
• • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise.
Advanced Communication Package
• • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications.
• • Range: 30 miles.
IFF & Targeting Computer
• • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System.
• • Can Identify up to 6,000 targets with 92% accuracy.
Psionic Electromagnetic Dampers
• • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control.
Deluxe Weapons Package (Personal Gear)
• • Twin Retractable Energy Blade (Right Forearm)
• • • Damage: 4D6 M.D.
• • Plasma Encased Garrote Strangle Cord (Left Wrist)
• • • Damage: 5D6 M.D.C. per Melee Round.
• • • Particle Beam Blaster
• • • Damage: 1D4x10 M.D.
• • • Range: 2,000'
• • • Payload: 10 Shot (Standard E-Clip)
• • NE-28R Micro-Missile Wrist Launcher
• • • Damage: 6D6 M.D.
• • • Range: 1 mile.
• • • Payload: 2 missiles.
Last edited by Solaris on Wed May 18, 2016 5:09 am, edited 13 times in total.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Posts: 265
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers

Re: Lisa Solaris (Phase World - WIP)

Postby Solaris » Tue Jul 21, 2015 4:24 pm

Background Story

Lisa Solaris was born in space, aboard a CAF ship. Her parents, career military raised her primarily on space colonies, docking ports and non-combatant ships. It was a tumultuous life, full of travel, contact with other species and, of course, the ever-present dangers of space.

It was growing up that Solaris learned that to survive in space meant keeping calm, not panicking, and co-operating with others. If there was one sure way to die, it was to go it alone. Subsequently, one of her earliest memories is of a rescue attempt gone wrong; the CAF ship that she was on went to the rescue of a smuggler ship that had been attacked by pirates. The smuggler crew and the rescue party all perished when the smugglers, possibly suffering from hypoxia, vented their ship into space. It was a shocking, early reminder of how dangerous space can be, and how a routine event can turn tragic.

One of the other lessons that Solaris learned is that everyone must pull their weight. The amount of supplies are limited on a ship, so any one not doing their part is just using up vital stores. Lisa looks to work with people of a like mindset, who can function independently yet as a team.

For her, joining the CAF was never a question of if, rather one of when. A typical navy brat, her parents set the example and she followed. It was around the time that she enlisted that Lisa started exhibiting unusual abilities. The specific abilities she possesses are rare but persist among a small portion of humans born around the same time. CAF scientists dubbed these people as "Gravitics", as they seem to share the exact same powers over gravity. With these abilities evident, Solaris was streamed to CAF Special Operations (CAFSOP), given command training and extended military expertise.

It was after graduating near the top of her class that Lisa Solaris was given command of a platoon of CAF marines. As fate would have it, the ship their were stationed on was patrolling near the Marvel - II colony when the Intruders attacked it. As one of the first CAF vessels to respond and make planetfall, the marines in Lieutenant Solaris' company became heavily engaged with Intruders rampaging across the planet. The platoon was ordered to hold a valley in a good defensive position until relieved.

As wave after wave of Intruders threw themselves upon their defenses, the CAF force started to buckle. On the verge of breaking, Solaris launched a desperate gamble; a counter attack. With help from the colonists and their mining robots, the platoon broke through the enemy lines and eliminated the opposing command group. With their central command gone, the Intruders in that section were thrown into disarray. Finally, reinforcements arrived after three days of hard fighting. But Lisa's soldiers had paid a heavy price. Out of the 43 marines who had started the battle, only 9 walked away uninjured. Twenty six others were killed and eight were wounded to varying degrees. Still, to the colonists at Marvel-II, this action made Lisa Solaris a hero. Promoted, she became the XO of the CAF Centurion.

Soon after, she began to pressure CCW politicians to do more about the Intruders than debate and talk, she wanted action. To dodge the issue, the Centurion was sent to the edges of CCW space, on a border with the Golgans. The Intruders, however, weren't going to just go away.

A Golgan space station within a six hour jump of the Centurion reported finding a strange gateway. It hung above Epsilon Indi-2. Admiral Prescott, the Centurion's captain, offered the Golgans assistance in analyzing the structure, which they politely refused. Suddenly, the gateway flared to life and Intruder fighters poured through. The Centurion, receiving a distress call and without orders from higher up, jumped towards the station.

When the Centurion arrived, it immediately came under attack by Intruder fighters and capital ships. As Commander Solaris prepped fighters for launch, the command bridge was hit repeatedly and Admiral Prescott, along with most of the bridge officers, was killed. Seeing no alternative, Lisa ordered the destruction of the gateway. The Centurion's science staff protested but there seemed no alternative.

Lisa led the fighter attack on the gate personally, giving the Centurion a window to withdraw. When it was clear that the CAF attack on the gate would succeed, the Intruders broke off their attack and pushed back through the gate as it collapsed and exploded. The CAF fighters that had managed to get through were now picked up by a limping Centurion and an FTL jump engaged to get clear. The Golgan space station had no such recourse. It was destroyed along with the gate that had been discovered.

The gravity of what had happened was slow to sink in, but once it had, the Centurion was brought back to CCW space and Commander Solaris stripped of her rank. Though the Golgan wanted to charge her with war crimes, the CCW argued that she had done what she could, and that all of Golgan space could have ended up under Intruder attack. Still, Lisa was quickly given a dishonorable discharge and ended up with the enmity of the Golgan as a whole.

She has come to Phase World; partly to live down the events of Epsilon Indi-2, but also to try and rally support against the Intruders.
Last edited by Guest on Wed Jul 22, 2015 6:34 am, edited 2 times in total.
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Posts: 265
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers

Re: Lisa Solaris (Approved)

Postby Solaris » Fri Jan 04, 2019 5:26 am

pb increase 1d6 = 5
Commander Lisa Solaris
HP 28/28
SDC 56/56
PPE 3/3

Armor: 220/220
Ammo: 30/30
User avatar
Posts: 265
Joined: Tue Oct 29, 2013 6:01 pm
Location: Phase World: Galactic Adventurers

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