Lornoth (On Hiatus)

Characters deactivated using EP are stored in the site's central repository. Everyone else who leaves the game goes here- 'On Hiatus' if they communicated before they left, 'Inactive' (and on my **** list) if they didn't.

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Lornoth (On Hiatus)

Postby Lornoth » Sat Oct 17, 2009 6:16 pm

Player Name: Kermit
YIM Handle: kmspade1

Character Name: Lornoth Othuala
Alias:
Race: Raldemean
O.C.C.: Galactic Tracer
Occupation: Bounty Hunter
Alignment: Aberrant
XP Level: 4
XP Points: 9,076 LEVEL UP! Updated: 27 Feb 10 --Orchy
Next Level @ XP: 17,201
Sentiments/Non-Humans: Fine by him. Humans are weak.
Sentiments/UWW: What are they paying?
Sentiments/CCW: What are they paying?
Sentiments/Splugorth: Does not trust them to hold up their end of a bargain.
Sentiments/Galactic Empire: Dislikes and Distrusts them.
Sentiments/Free Worlds: What are they paying?
Sentiments/Phase World: What are they paying?
Disposition: Selfish, Aggressive, Grim, Self-sufficient, and punctual.
Insanity: Neurosis: Obsessive-Compulsive about Safety/Security.

ATTRIBUTES
I.Q.: 12
M.E.: 15
M.A.: 14
P.S.: 21
P.P.: 25
P.E.: 20
P.B.: 10
Speed: 38

PHYSICAL DATA
PPE: 9
MDC: 338
Horror Factor: 13
Age: 28
Sex: Male
Height: 10' 1 ''
Weight: 600 lbs
Description: Tall (10ft) and lanky (only 600lbs), appears to be made of a white chalky limestone like substance.

Racial Abilities
Resistance to damage (AU p. 124)
Healing: 2d6 MDC per day.
Doesn't Breathe or Eat
Supernatual PS and PE
Lift: 2100 lbs, Carry: 1050 lbs

Natural Abilities
Radar (HU2 p. 236)
    Range: 400 ft +100ft/lvl
    Interpreting Shapes: 60% (5%)
    Estimating Distance: 68% (4%)
    Estimating Direction: 68% (4%)
    Estimating Speed: 48% (4%)
    Estimating exact location: 60% (5%)
    Bonuses:
      no penalties when in darkness or blinded.
      no bonuses in rain, snow, dust and sand storms
      -30% to estimating skills, and half bonuses in fog or smoke.

Magnetism (HU2 p. 280)
    1. Attract Metal: up to 3000 lbs +20/lvl, equal to PS 30. Range: 160ft +5ft/lvl
    lift and throw objects counts as 2 attacks. Can throw 3000 lbs 30 ft or 200 lbs 100 ft.
    2. Hurl or Repel metal objects: Range: 10 ft or 20 ft radius. Damage and range varies.
    3. Magnetic Field: Range: up to 30 ft radius. +2 to dodge large missiles and cars. Can propel himself away from metal, max speed 20 mph, max range 200 ft +10 ft/lvl
    4. Magnetic touch: small field around hands or feet. Equal to double PS
    5. Magnetize Objects: takes 5 min/pound. Range: touch. Duration: 2d4 days.
    6. Other abilities:
      Sense magnetic north.
      Sense presence and location of magnets or magnetism, 1000 ft.
      Sense Iron, 30ft radius.


Special Abilities
Sonic Power (HU2 p. 288)
    1. Hear wider spectrum of sound, 1000 ft +100 ft/lvl
      Estimate distance of sound: 50% (6%)
      Estimate speed of approach/departure: 40% (6%)
      Recognize type of sound: 50% (10%)
      Pinpoint exact location of sound: 24% (6%)
    2. Emit high pitched whine. 180ft +5ft/lvl, 30 ft area. 1d6 damage.
    3. Sonic boom or blast. 200ft + 10ft/lvl, 1d4x10 damage underwater
    4. Sonar: 400ft +100 ft/lvl
      Interpreting shapes: 66% (8%)
      Estimating Distance: 76% (8%)
      Estimating Direction: 66% (8%)
      Estimating exact location: 46% (6%)
    Bonuses:
      sonic blast attacks do no damage
      resistant to loud damaging levels of noise. half penalties and damage.

Energy Expulsion: Particle Beam (PU3 p. 11)
    Damage: 4d6+4 (cannot be modulated)
    Range: 400 ft
    Special: Only natural 12-20 hits. 12-18 does 4d6+4, 19-20 does 6d6+16; Each blast counts as 3 attacks
    Bonuses: +1 to strike on aimed shots only.

Extraordinary PP (HU2 p. 232)

O.C.C. Skills
Basic Math: 75% (5%)
Radio: Basic: 75% (5%)
Literacy: Trade One: 95% (5%)
Language: Trade One: 98%
Literacy: Trade Five: 75% (5%) (Relogian accent)
Surveillance Systems: 65% (5%)
Intelligence: 58% (4%)
Computer Operations: 75% (5%)
Detect Ambush: 60% (5%)
Pilot Small Spacecraft: 82% (3%)
WP Energy Pistol
WP Energy Rifle
WP Sword
HTH: Expert

O.C.C. Related Skills
Tracking (people): 50% (5%)
Undercover Ops: 55% (5%)
Zero Gravity Movement and Combat: 98% (4%) (actually 151% with all bonuses)
Tailing: 56% (5%)
Mechanical Engineer: 45% (5%)
Law: CCW: 60% (5%)
Lore: Galactic/Alien: 55% (5%)
Interrogation: 45% (5%) (lvl 2)
Streetwise: 35% (4%) (lvl 2)

Secondary Skills
Pilot Hovercycle: 82% (3%)
Sensory Equipment: 50% (5%)
Basic Electronics: 50% (5%)
Recognize Weapon Quality: 45% (5%)
Climbing: 70/60% (5%)
Astronomy and Navigation: 505% (5%)
Salvage: 45% (5%)(lvl 2)
WP Knife (lvl 2)

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +5
Strike Bonus: +10
Parry Bonus: +11
Dodge Bonus: +11
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other:
    Kick attack, Karate punch
    +3 to auto dodge
    +2 to perception
    moves 95 ft/attack

Weapon Proficiencies
WP Energy Pistol: +2 to strike
WP Energy Rifle: +2 to strike
WP Sword: +2 to strike, +1 to parry
WP Knife (lvl 2): +1 to strike, +1 to parry, +1 to throw

Saving Throw Bonuses
+10% vs coma/death
+3 vs magic/poison
Last edited by Lornoth on Tue May 04, 2010 7:25 am, edited 5 times in total.
Lornoth
 

Re: Lornoth (Needs Approval)

Postby Lornoth » Sat Oct 17, 2009 6:17 pm

Equipment:

Carried on person:
Utility Belt
Coveralls (black)
Vibro Sword
Image
Damage: 3d6 MD

Utility Belt:
Restraint Dispencer (PW p. 143)
Ear Mic Radio Receiver and Transmitter (Merc Ops p. 110)
GR-45 HP "Jackhammer" (PW p. 126)
Image
Damage: 2d6 MD per round, 5d6 MD per 3 round burst
Range: 800 ft
Payload: 27 rounds
Ammo: 3 clips
Vibro Knife
Image
Damage: 1d6 MD

Carried in backpack:
Holographic Personal Computer (PW p. 143)
Multitool (PW p. 143)
Laser Eavesdropping Device (Merc Ops p. 111)
Laser Flashlight (Merc Ops p. 107)
Mouthwraps and Blindfolds (10 each) (Book of Magic p. 276)
Spare Coveralls (black)

In room on ship:
Backpack
GR-15AR Assault Rifle (PW p.126)
Image
Damage: 3d4 MD (single round), 1d4x10 MD (3 round burst), 2d4x10 MD (10 round burst)
Range: 2,000 (with sniper attachments)
Payload: 30 rounds
Ammo: 6 clips

Vehicle:
NE-HC-109 Combat Bike (NW2 p.74)
Image
MDC by Location:
    Large Jet Thrusters (2): 120 each
    *Small Hover Jets (6): 50 each
    Directional Hover Jets (concealed) (8): 5 each
    *Side Stabilizing Wings (4): 20 each
    *Tail Fin (1): 80
    *Forward Headlights (2): 10 each
    *Forward Lasers (2): 50 each
    *Plasma Cartridge Machine Gun: 55
    Windshield: 20
    **Main Body: 290
    ***Force Field: 200

Speed:
Flying: 300mph, 40 to 100 mph cruising, VTOL capable. 10,000 ft max altitude.
Range: 18 hours, 4-6 hours with 15 min cooling period.

Statistical Data:
Height: 6 ft
Width: 4ft
Length: 7 ft
Weight: 1000 lbs
Cargo: None
Power System: Nuclear, 20 yr life.

Weapon Systems:
1. Medium Plasma Cartridge Machine-Gun
    Damage: 5d6 MD per shot, 1d6x10 MD per 3 rnd burst
    Range: 2,000 ft
    Payload: 900 rnd drum
2. Forward Lasers (2)
    Damage: 5d6 MD singe, 1d6x10 MD per double blast
    Range: 3,000 ft
    Payload: Effectively Unlimited

Sensors and Features:
Remote Piloting Feature
Anti-Collision Radar (+1 to initiative, +2 to dodge, +10% to piloting skill)

Credits:
    19,000 credits
Last edited by Lornoth on Thu Feb 18, 2010 9:17 am, edited 14 times in total.
Lornoth
 

Re: Lornoth (Needs Approval)

Postby Lornoth » Sat Oct 17, 2009 6:18 pm

Lornoth Othuala got off to a bad start in life. It started the day he was born. He was born under normal circumstances at the local hospital, but his birth just so happened to coincide with the death of a notable space pirate. While some believe that Lornoth was possibly somehow the cause of the pirate’s death, as he grew up, many suspected he may be the pirate’s reincarnation. Whether or not either is true remains to be seen.

As he was growing up, he began to display powers above and beyond the normal abilities of his race. Typically this would mean better schooling and a good paying job later in life…but not for Lornoth. When he was a teenager he participated in a protest against school authorities, and was expelled for his actions. His father, and old military veteran, called in a favor to his old commanding officer. The retired Colonel agreed to take Lornoth under his wing and complete his education. Realizing what an opportunity this was, Lornoth completed his patronage with the Colonel and left his service on good terms. That’s when things took a turn for the worse.

Instead of returning home to a boring desk job, or as a frontline grunt in someone else’s war, Lornoth ran away from home. He desired to live a life filled with dangerous thrills and excitement. Thus his life as a space pirate began. While with this band of rouges, he learned to maintain a ship with some skill. But his life as a pirate was to be short lived, as so many other pirate’s lives are.

After a particularly bad encounter with a ship more heavily armed than they originally thought, the pirates stopped on a little out of the way planet to make repairs to their ship. While planetside, the crew happened across the ruins of an ancient alien civilization with a mysterious temple. The entire crew, including Lornoth, was driven mad by the mystic alien power within the temple. When he regained his sanity, he was at Center, on Phase World. Unfortunately, he could not remember how he got there, or where the planet his crew had stopped at was. All he has are vague memories of the temple and a great treasure inside. He has no idea how he got off the planet or what happened to the rest of the crew.

He was just formulating a plan to figure that out when he was captured by a bounty hunter. His trial is short and sweet and next thing he knows he finds himself sentenced to three years hard labor in the spice mines. He does his time quietly, and decides maybe the life of a space pirate is not for him. Once his three year sentence is up, he was supposed to be transported back to PW, but the ship he was on had a vindictive captain, who dumped him on a barren and barely habitable world. He spent several months there, until he happened across a small ship that had landed to make emergency repairs. The pilot turned out to be a galactic tracer named Rxok. They spent quite a while talking over life experiences while repairing the tracers ship. Finally they struck a deal. In return for helping him repair his ship, the Relogian galactic tracer would teach Lornoth the trade and help him turn his life around. After a year or so learning the ropes, Lornoth was now ready to go out on his own, or join another group. Rxok dropped him off at Center where Lornoth decided it was time to make his own way in the galaxy…
Lornoth
 


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