Switch to full style
The character sheets and OOC chat of A.D.F. personnel only belong here.
GM: Augur
AGM: Captain Cardea
Post a reply

Rosseyn Ridatharen (HOO-RAH!)

Tue Feb 23, 2010 2:30 pm

Player Name: Alex
Hangouts: dmblackhaunt

Character Name: Rosseyn "Ross" Ridatharen
Call-sign: Nova
Current Alias: Aldric Varren (Interrogation Agent)
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 1, 2 Major & 5 Minor Powers
Rank: O-4, Lieutenant Commander
Military Occupational Specialty: Intelligence Operative
Alignment: Scrupulous
XP Level: 8
XP Points: 64,717 [CC 11Jun2019]
Next Level @ XP: 71,201 (use Alien table)
Disposition: Loud, fun/danger-loving and even arrogant or demeaning when dealing with unfamiliar people. Once he gets to know you, he's still confident of himself, but willing to let others take the spotlight. Can always be found trying to end the night with an attractive lady.
Politics: Phoenix Party: The Atorians can currently wipe us out in a heartbeat. We are at our lowest point. We need to get some distance from them and rebuild our great civilizations. Only then can we hope to strike back at them for what they've done. Allying with others will only result in being used as cannon fodder in a war against the Atorians with empty promises of relocation as we throw ourselves against their war machine. We're better off on our own.
Insanity: Obsession: Loves the opposite sex.

I.Q.: 13
M.E.: 14
M.A.: 13
P.S.: 18
P.P.: 15
P.E.: 24
P.B.: 14
Speed: 32 [68.5' per action]

Stats in Light Blue indicate APS: Limb being used.
Stats in Pink indicate Mechanical Awareness being used.
Stats in Purple indicate Charge Object with Explosive Energy being used.
Stats in Brown indicate Heightened Sense of Touch being used.
Stats in Ultramarine indicate APS: Energy being used.

P.P.E.: 10
H.P.: 45
S.D.C.: 79 (119)
Age: 22
Sex: Male
Height: 6'
Weight: 210 lbs.
Description: Young, good looking man with brown hair and brown eyes. Average height and in good shape but not overly muscular.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses) or: -4 to Initiative, (-5) to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Perception Bonus: 43% 58% regarding modern technology, 68% to perceiving any tactile characteristics, 83% regarding modern technology + tactile characteristics simultaneously
Max. Carrying Weight: 340 lbs.
Max. Lifting Weight: 680 lbs.
Max. Leaping Distance: 9 feet
Max. Leaping Height: 4.5 feet

Super Abilities
Create Force Field
Range: Self or others (any type excluding the form-fitting armor) 40 feet per level of experience. (280 feet)
Duration: 10 minutes +2 minutes per level of experience.(24 minutes)
Attacks Per Melee: The creation of a force field counts as two melee actions/attacks.
Bonus: +2 to create a force field as a shield/wall to block or parry an attack.
Maximum Size: 40 square foot (12.2 m) area, plus 10 feet (3 m) per level of experience. (110 feet)
Maximum S.D.C.: The character's P.E. attribute number times 100. (2400 SDC)
1. Multiple Force Fields: Two or more protective fields can be created as long as their combined, total S.D.C. does not exceed the maximum possible S.D.C. Once all the available S.D.C. has been used in the creation of one or more force fields, no others can be created, unless one of the current ones are dispelled and a new one created.
Recovery of Force Field S.D.C.: 200 an hour or 3 per minute.
2. Body Armor/Protective Aura: The character can create a light force field that follows the contours of his body to as a sort of invisible body armor.
Limitations of the Body Armor Field: Maximum S.D.C. is 200. Character loses one attack per melee and is -2 on initiative for every melee round that it is in place. Gases, disease, and radiation are still a danger and will penetrate the force field. Only the "bubble" closes out gases.
3. Bolts of Force: The character can create small, nearly invisible, bolts of force which can be fired at an opponent like a thrown stone or projectile.
Range: 40 feet (12.2 m) +10 feet (3 m) per level of experience. (110 feet)
Damage: 2D6; feels like getting hit by a rock or cannonball.
Duration: Instant.
Attacks Per Melee: Each force bolt counts as one melee attack.
Rate of Fire: One Bolt of Force can be unleashed from one hand or two simultaneously (4D6 damage) by pointing at the same target with both hands; counts as one melee attack. Must be an aimed shot to get the +2 strike bonus. The character can also fire a force bolt from his forehead, but the +2 strike bonus does not apply and only one bolt can be fired.
Bonuses: +2 to strike, and because they are barely visible, opponents are minus -4 to parry and dodge force bolts.
S.D.C. Cost of Each Bolt: Burns up five S.D.C. per each bolt fired.

Limitations: First, only the super being with the Gateways power can open and close these portals, but anyone can step through them once opened.
Second, both gateways must be on the same planet.
Third, the creator must have been to a specific location at least once before in order to mark it as a destination for one of his Gateways, and he can only mark a limited number of locations (per level of experience) as Gateway destinations.
Range: Unlimited, on the same planet.
Size: Circular in shape, about a 10 foot (3 m) diameter.
Damage: None, cannot be used as a weapon.
Duration: As long as the character concentrates (uses three melee actions per melee) the Gateway between a pair of locations remains open, but travel between the two is instantaneous, just step through. It takes one melee round (15 seconds) to open a new Gateway.
Number of Portal Locations: Three at first level, plus two additional locations per experience level. (15)
Bonuses: The character is immune to any type of undesired teleportation.

Alter Physical Structure of Limb: Steel (Left Arm)
The limb turns into hardened steel, with an A R. of 17 and 120 S.D.C. In hand or weapon form, the metal limb is also resistant to fire, heat and cold (half damage) and impervious to flesh-eating acid.
Steel Hard Fist: +2D6 damage to punches and the hand/arm can be used to parry melee weapons without injury (do not subtract damage from the limb for an ordinary parry, only if the attack is specifically out to hit and damage the hand).
Steel Blade or Hammer: Additionally, the character can actually turn his hand into a hammer or sword shape with an extended reach, like that of a real weapon.
Range: 3 feet (0.9 m) longer than usual, starting at the hand.
Damage: 3D6 from a hammer or sword.
Bonus: +1 to strike, +2 to parry and +1 to disarm.

Charge Object with Explosive Energy
This impressive power enables the character to turn any object into a bomb, charging that item with explosive energy.
1. Charge Objects to Explode on Impact: Can charge and throw a small item like a ball, knife, stapler, marker, pencil, remote control, small desk lamp, tape dispenser, cell phone, playing card, and similar small items in one melee attack/action.
Limitation: Nothing larger than a grapefruit or a brick.
Damage: 1D6 or 2D6 damage as per the character's desire.
Throwing Range: 100 feet (30.5 m) +10 feet (3 m) per level of experience; double that range if a ball no larger than a softball/grapefruit. Non-charged items can be thrown half that distance accurately, unless a ball. (170 feet)
Bonus: +1 to strike with a thrown object, including objects normally not designed for throwing, like a cell phone or playing card, plus other applicable strike bonuses from P.P. and skills.
2. Supercharge Objects to Explode on Impact: This can be used to charge large objects up to the size of a microwave oven or 19 inch television or computer monitor and throw them.
Damage: Large object: 2D6 damage. Small object (as above), can be charged to do up to 5D6 points of damage. Supercharging uses up two melee attacks/actions to perform. If the super being spends an entire melee round doing nothing but supercharging (no melee attacks/actions and not even dodge or parry) he can charge the item with 1D6x10 damage to everything in a 6 foot (1.8 m) radius, but the effort costs the superhuman 1D4 of his own Hit Points (recovers as normal). The latter may also be used as a timed charge.
Throwing Range: Large object, 50 feet (15.2 m) +2 feet (0.6 m) per level of experience. (64 feet) Small object is the same as above.
Bonus: Any P.P. attribute, combat or W.P. skill bonuses apply.
3. Timed Charges: The character can delay the explosion for up to two minutes per level of experience, in effect charging an item and leaving it behind like a land mine or booby trap. The item crackles with energy so it is not disguised, though a person not familiar with the super ability might not know what it means.
Damage: 1D6 or 2D6 damage can be charged in one melee action, or up to 5D6 damage can be supercharged, using up two of the super being's melee actions.
Duration: Up to two minutes per level of experience. After the duration time lapses the energy charge vanishes and the item is normal and safe again. (14)
Timed Setting: Can be "set" to explode after a certain amount of time has elapsed (seconds or minutes) or by touch, provided it is touched within the duration of the charge (several minutes at best).
Note: Charging a handful (5) or double handful (10) of ball bearings takes a full melee with no other actions possible.

Heightened Sense of Touch
The character has an uncanny and superior tactile sense. He or she also has a very soft, delicate touch and steady hand.
Bonuses & Abilities:
He can easily recognize and locate very slight differences (scratches, cracks, dings, imperfections, etc.) in textures by touch. 70% +2% per level of experience. (82%)
Identify fabric and material by touch alone. 60% +2% per level of experience. (72%)
Notice minute changes in temperature by touch or slowly moving one's hand over an item. 60% +2% per level of experience. (72%)
Penalties for being blind are all at -5 instead of -8.
Adds +10% to skills that require a delicate, light touch, including identifying and making forgeries, demolitions, pick pocket, pick locks, palming, cardsharp, etc.
+1 to strike on an aimed or "called shot," including a thrown item or weapon.

Impervious to Fear & Terror
This power makes the super being completely impervious to the effects of Horror Factor (and awe), as well as totally immune to other of terror, including magically or psionically induced forms of fear and horror.
Range: Self.
Duration: Constant.

Mechanical Awareness
Range: Self and any technology used against him within a 50ft radius per level of experience. (350 feet)
Duration: Constant and Automatic
1. Negates any bonuses provided by the technology, i.e., weapon, computer targeting, etc., straight unmodified roll when fired by a machine or computer enhanced.
2. The character knows what his opponent is doing the same instant that his opponent does it, enabling him to react a split second faster: +3 on initiative against attacks from modern guns and machines (bionics, robots, etc.) and +4 on initiative against artificial intelligence, computers and automated defense systems.
3. The character's gun-toting or high-tech laden opponent is at -3 to dodge the character's attacks and loses two melee attacks/actions due to time spent compensating for the super-human's amazing instincts, agility, and moves from Mechanical Awareness.
4. Sense the presence of surveillance bugs, listening devices, concealed cameras, and spy robots.
5. The Mechanically Aware character has an automatic dodge with a +4 bonus, but only when up against technology and machine opponents. Can attempt a dodge against most weapons fire.

Alter Physical Structure: Energy
While in Energy Form:
Semi-Intangible and Impervious to Most Attacks
• No damage from physical attacks, gasses, poisons, drugs and disease.
• Half damage from cold, heat, fire, plasma, electricity and all other energy-based attacks.
• Full damage from magic, psionic, light, laser, force field, sound and shadow-based attacks.
• Force field can hold and contain the energy being.
• No physical attacks or carrying physical objects.

Energy Flight
Speed: 200 mph +10 mph/level (270 mph)
Maximum Altitude: Unlimited.
• Cannot fly in human form.

Energy Punch/Strike
Range: Hand to hand combat.
Damage: 2D4 in human form, 3D6 in Energy form.
Duration: Instant, 1 APM
• P.S. bonus is not added to attacks as they are pure energy.
• Cannot be parried with hand or arm. Parry with weapon means character suffers half damage from energy. Parrying with force field is 100% effective. Characters who APS into any inorganic material or are clad in power armor suffer half damage.

Energy Bolts
Range: 100 feet per level of experience. (700 feet)
Damage: 3D6 +1D6 @ Levels 2, 4, 8, and 12. (5D6)
Duration: Instant, 1 APM.
Bonus: +3 to strike with the energy bolt.

High-Powered Energy Bolt
Range: 200 feet per level of experience. (1400 feet)
Damage: 6D6 +2 points of damage per level. (6D6+14)
Duration: Instant, 2 APM.
Bonus: +2 (no other bonuses apply).

Other Bonuses
• Impervious to Radiation
• Does not need to breathe while in energy form
• Can fly through small openings, between bars, under doors where there is at least a quarter of an inch space between floor and door.
• SDC bonus calculated

The Bio-Aura protects and affects the character's equipment and clothing from his other super abilities. Thus, if the character can Alter Physical Structure: Fire, his clothing, gun and gear will not be incinerated when he transforms. The armor's S.D.C, and A.R. remain unchanged, but the clothing or armor also takes on the same super-powered traits as the character, so if the character is impervious to fire and heat, the clothing or armor is too.
Simple weapons and tools also take on the traits of the character are affected and protected by the ability, but there is a limit to the amount of armor, weapons and equipment - restricting the character to just 100 pounds' (45 kg) worth of total clothing and gear. Complex weapons and equipment, like firearms, energy weapons, electronics and mechanical devices do NOT change with the super being, but neither are they harmed by a transformation.
Range: Self

M.O.S. Skills
Intelligence--76% (+4%)
Prowl--70% (+5%)
Demolitions--108% (+3%)
Disguise--75% (+5%)
Interrogation--85% (+5%)
Zero Gravity Combat: Elite
Pilot: Small Military Spacecraft--95% (+4%)
W.P. Knife
W.P. Targeting
W.P. Handguns
W.P. Energy Rifle
Hand to Hand: Assassin

Other Skills
Detect Concealment--70% (+5%)
Escape Artist--75% (+5%)
Imitate Voices--81/61% (+5%)
Impersonation--55/51/49% (+4%) (+20% if proper language skill is possessed)
Pick Locks--90% (+5%)
Safecracking--59% (+4%)
Cryptography--55% (+5%)
Optics Systems--60% (+5%)
Kick Boxing

Secondary Skills
Language: Imperial Trade Tongue (Les Iban)--100% (+5%)
Language: Pilian Tongue (Liloqua)--100% (+5%)
Language: Atorian Sign Speech--100% (+5%)
Climbing--70% (+5%)
Rappelling--60% (+5%)
Seduction--38% (+3%)
Depressurization Training (4th Level)
Athletics (4th Level)
Lore: Alien--35% (+5%, 2nd Level)
Literacy: Pilian--35% (+5%, 2nd Level)

Basic Skills
Language: Arismal--100% (+5%)
Language: Thimerian Code (Ilta)--100% (+5%)
Literacy: Arismal--80% (+5%)
Mathematics: Basic--85% (+5%)
Military Etiquette--85% (+5%)
Radio: Basic--95% (+5%)

Combat Data
HTH Type: Assassin
Number of Attacks: 7
Initiative Bonus: +3 (+6 vs guns and machines) (+7 vs AI, computers and auto defense systems)
Strike Bonus: +2 (+3 hammer/sword)
Parry Bonus: +6 (+8 hammer/sword)
Dodge Bonus: +6
Auto-dodge Bonus: (+4)
Disarm Bonus: +3 (+4 hammer/sword)
HTH Damage Bonus: +7 (+2D6)
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Body Block/Tackle: 1D4+7 and opponent is knocked down (-1 melee attack)
Pin/Incapacitate: 18-20
Crush/Squeeze: 1D4+7 (+2D6)
Roundhouse Kick: 3D6+7
Axe Kick: 2D8+7
Knee Strike: 1D8+7
Leap Kick: 3D8+7, counts as two melee attacks.
Body Flip/Throw: 1D6+7 and opponent loses initiative and 1 APM.
Death Blow (if desired, must announce intention)

Zero-G Combat Data
HTH Type: Elite
Number of Attacks: 8
Initiative Bonus: +4 (+7 vs guns and machines) (+8 vs AI, computers and auto defense systems)
Strike Bonus: +4 (+5 hammer/sword)
Parry Bonus: +8 (+10 hammer/sword)
Dodge Bonus: +8
Auto-dodge Bonus: (+4)
Disarm Bonus: +5 (+6 hammer/sword)
HTH Damage Bonus: +7 (+2D6)
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +7
Speed: 42
Body Block/Tackle: 1D4+7 and opponent is knocked down (-1 melee attack)
Pin/Incapacitate: 18-20
Crush/Squeeze: 1D4+7 (+2D6)
Roundhouse Kick: 3D6+7
Axe Kick: 2D8+7
Knee Strike: 1D8+7
Leap Kick: 3D8+7, counts as two melee attacks.
Body Flip/Throw: 1D6+7 and opponent loses initiative and 1 APM.
Death Blow (if desired, must announce intention)

Weapon Proficiencies
Aimed Shots: (+6) to Strike Bonus (costs 2 actions)
Burst Shots: +3 to Strike Bonus
Called/Aimed Shots:
(+6) to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots:
(+1) to Strike Bonus, No extra action cost

W.P. Knife--+2 to strike, +2 to parry. +2 (+3) to strike when thrown, (+3) (+4) to strike when thrown and aimed or called.
W.P. Targeting--+4 (+5) to strike, (+5) (+6) to strike when thrown and aimed or called.
W.P. Handguns
W.P. Energy Rifle

Saving Throw Bonuses
Coma/Death: 18%
Toxins (15+): +5
Magic (varies): +5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+):
Psionics (15+):
Last edited by Rosseyn on Tue Jun 09, 2015 10:29 am, edited 1 time in total.


Tue Feb 23, 2010 2:31 pm

Background Story
Ross, an only child, had been an adventurer since age 6. Always wandering and ending up just where his parents didn't want him. In the pantry, in the cage with the pets, on the roof. No matter how many doors they locked, he always made it in somehow. His father, being one of the scientists working on the improvements for the Bio-Energy Amplifiers, knew that his son was developing abilities.

At age 9, he brought Ross into the lab one day, just to "show him around". He then instructed his son to put his hands into the Bio-Energy Amplifier and "just let it flow, champ!" A small shimmering silvery portal appeared in front of him. Seconds later, a translucent dome surrounded Ross and began to expand. It expanded at such a rapid rate, that it tore through the laboratory walls in seconds, setting off reactor explosions that killed the 17 people present, including Ross's father. When the field went down, rescue workers found no sign of Ross anywhere.

He was found in the basement of his house, days later, lying on the floor on his left side and unable to right himself. His left arm had become a heavy lump of metal and next to him were the remains of the Bio-Energy Amplifiers, blown to bits. His only comment was "The gloves were trying to hurt me. Sorry I broke them." He was quarantined and examined. Careful medical inspection concluded that the child was prematurely developing his powers, that the Bio-Energy Amplifiers had accelerated his progress, and that his powers included the ability to: create translucent force fields of varying shapes, imbue objects with the same force and cause them to explode, transform his arm from flesh to steel, discern via touch things that only microscopes can see, create portals from one known place to another, and to sense the intent of mechanical objects in his area. The battery of psychiatric tests performed on him unveiled another shocking development. The Bio-Energy Amplifiers and the sudden overload of his powers had shorted out his fight or flight response. In other words, he could no longer feel fear.

After months of tests, he was finally released from the hospital, only to find that his home was not the same with the loss of his father. His mother broke into tears anytime she saw him, as he reminded her of his father. So he was sent to live with his aunt and uncle who were both military. They pushed him to excel both physically and mentally, and at the age of 18, enrolled him in the A.D.F. He took to his training well and his superiors saw his potential both because of his immense abilities and his drive. During his time in the academy, he was selected for a special assignment, designed for one of his unique mental state. This special training involved using all of his abilities to gather information for his homeland and also to sabotage her enemies. All strictly off the record of course.

Coma Dream on Spacer Street, Grymdin
"Mom? Dad?" The lights were off in the house and Rosseyn was waking up from a nightmare. Being chased and eaten alive by a pack of wild Grodtuxes was not a desirable way to go out, but the young boy awoke just before his dream reached that conclusion. As was customary in his household, he went to go report his problematic sleep to his father. But his father wasn't in the study as per usual. Weird... he's always in his study. Maybe I'll check downstairs. Rosseyn went downstairs to check the patio and once again his father wasn't there. "Dad? Mom?" Where is everyone? Continuing the search through the house revealed that he was all alone. Except... Are they in the basement? I'm not supposed to go down there... Ross thought about which scared him more, being all alone or breaking the rules in his house. "Dad?!" Ross yelled through the house, to still no response. He's got to be in here... he's just gotta be! Six year old Rosseyn walked down the ten drab grey stairs to get to the huge door to their basement. It took a few jumps, but he finally got the hooked lock to open. Pushing the door open revealed an overwhelming warmth and light. Knowing his father has to be in there, he walks in...

"You sure it'll be OK if I come with you to work, Dad?" Nine year old Rosseyn was getting pretty big and had boundless curiosity. His father had been more and more distant due to his long days at work, but he told Rosseyn "I'll make it up to you. Come see my lab. Today's the day we reveal the project I've been working on." Rosseyn wandered around the premises for a short part of the day, but most of it was spent in the control booth with his father. It overlooked the tech lab where he was building something he called the B.E.A. Rosseyn didn't know what it did but if dad was proud of it, then it must be important and cool, right?

"Dad. Dad. Daaad! Does it have Holo-Jammer 2 on it!?" His father in his grey A.S.L. jumpsuit shook his head and removed his protective goggles. Patting his technician on the back, he excused himself and headed over to where Ross was standing against the window. "No Holo-whatever on it son. This is the future of our society right here in that room. That pair of gloves down there? Those things will allow our people to use our strengths in ways we can't even imagine yet. You know how I can make my hands spark with electricity? And how your mother always goes to her special white room when she needs alone time? Well, with these gloves, she would be able to open doorways wide enough for an entire building to go into the dimension her room is in. I could power this entire section of our planet using just my hands! These gloves will take what we are and make it even better. Do you get it?" Ross nodded and then asked "What do you think it will do when I use it? I don't think I can do those things yet." His dad thought for a moment and then said "I'm not sure... Wanna find out, buddy?"

"This is highly unconventional, Jadnar...sir. The potential consequences if the council finds out..."
"I don't give a damn about the council, Kret. This is my kid. I told him he could give them a go, and my word is my word."
"Alright, sir. But this is just a quick run. I'm not risking my job so your kid can get his kicks."
"Got it." Jadnar Ridatharen, in his grey A.S.L. Jumpsuit and protective goggles leaned in closer to the microphone in front of him and pressed its switch. "How do they feel?"
"They're fine dad. A little tight, but it's OK."
"Alright, we're powering up over here... OK. We should be all set in 3-2-1... You feeling anything yet?"
"I feel something...its like...a small pebble that wants me to make it bigger."
"That's good! Just let it flow, Champ!"
Ross could feel something just out of his reach. Just let it flow, Champ... As Rosseyn opens himself to the feeling, he sees a hole in space begin to open in front of him. The lights around him go dim as some sort of dome forms over him and begins to expand. There's a loud noise and the gloves feel like they're getting tighter. He reacts and tries to take them off but the left glove has already overheated and started to melt around his hand. The pain proves to be too much and Ross stumbles forward, losing consciousness as he falls through the hole in space, shimmering in silver and the unknown.

The door opened (there was a door?) and the mundane they had hired for a maid let out an ear-splitting scream before passing out at the foot of the stairs. Some help she was... Some thirty seconds later, his mother, Yelniss, came rushing down the stairs and the sight she came across was a sad one indeed. Her son, presumed missing for the past 3 days was lying on his left side in the basement of their home, unable to move due to his newly metallic arm weighing him down. There was debris everywhere and some mechanical pieces strewn about. Rosseyn looked to his mother and said "The gloves were trying to hurt me. Sorry I broke them." Without embracing him, she ran back up the stairs and half an hour later, law enforcement agents were on the scene. "Did I do something wrong, mom?" She just looked away from him as the agents took him away.

The poking and prodding they did hurt, but he wasn't afraid of the needles or the pain. One doctor came in and sat with Rosseyn and told him "I have some bad news for you, little guy. The Arismal Science League laboratory that your father works in has suffered a terrible accident, well... an explosion really... and we're afraid that your father didn't make it."
Confusion was the first thing on Rosseyn's mind but that quickly led to anger. "What do you mean? We were just testing out the gloves and he told me to do it and he said it was OK HE SAID TO DO IT!!!" The doctor quickly stood up and with fear in his eyes said "Rosseyn, I need you to stop doing whatever it is you're doing..." The doctor pointed down at the chair that Ross was sitting in and it was glowing blue with energy. Oh no...


Fri Mar 05, 2010 3:13 pm


Rating Badge

Worn on Person
A.D.F. Standard Armor (modified paint job with wolf insignia)
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).

A.D.F. Standard Issue Modular Battle Harness
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: Pouch of Ball Bearings
• Attachment: Brace of Throwing Knives
• Attachment: Brace of Throwing Knives
• Attachment: Auto-Pistol Magazine
• Attachment: Auto-Pistol Magazine
• Attachment: Auto-Pistol Magazine
• Attachment:
• Attachment:

A.D.F. Laser Sniper Rifle
S.D.C.: 50
Weight: 20 lbs. (9 kg)
Range: 2000 feet (609 m) (double in space)
Damage: 1D4x10 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 10 shots per E-clip
Modifier: +1 to Strike on an aimed shot due to superior balance, when the laser targeting scope is used an additional +1 to Strike is also applicable, lastly, when the front-mounted bi-pod is used by the sniper yet another +1 to Strike is applied.

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.

Brace of Throwing Knives (x2)
Description: 4 ultra-thin throwing knives in a single compact sheath designed for an easy, fast draw.
Damage: 1D6
Length: 4"
Weight: 2 oz. each
Modifiers: +1 to Strike when Thrown by skilled user

1 small container w/ 25 6mm Ball Bearings

Galactic Standard Automatic Pistol
• Range: 200'
• Damage: 5D6 per shot, double for short burst
• Rate of Fire: Single shot or short burst
• Payload: 15 round magazine
• Weight: 2.8 lbs.
• Modifiers: Silencer

Personal Foot Locker on Dauntless
Photo album of women he's...met.
2 Work Uniforms
Dress Uniform
Metal scraps from Bio-Energy Amplifier
Tattered photo of Mom and Dad

Re: Rosseyn Ridatharen (HOO-RAH!)

Sat May 07, 2016 11:40 am

Rosseyn's Stiletto Locker

Credit Card: 2,955 credits (12MAR2012)
Ration Card: 18 alcohol rations
A.D.F. Uniform

Duffel Bag
1 Work Uniform
9 magazines of Armor Piercing Rounds
4 magazines of Glaser Rounds

Glaser Rounds (GL)
A.D.F. Slug-Thrower: 8D6 Damage to soft targets, 3D6 Damage to hard targets; poor availability
Ineffective against hard targets, does much less damage to targets with an A.R. over 5.

Fashionable sunglasses
Civilian clothing (Dark blue jeans, button up shirt)
Light Filtering Contacts - Automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the contacts whenever exposed to light in excess of 35 watts. Last a month or more with proper care.
VidComm Watch Deluxe (Range: typically around 2 miles, VHF 250mhz, includes satlink)
Galactic Standard Automatic Pistol
• Range: 200'
• Damage: 5D6 per shot, double for short burst
• Rate of Fire: Single shot or short burst
• Payload: 15 round magazine
• Weight: 2.8 lbs.
• Modifiers: none

Premier DRO card

Re: Rosseyn Ridatharen (HOO-RAH!)

Sat Nov 04, 2017 1:08 pm

Perception: [dice]1d100[/dice]/43% 58% regarding modern technology, 68% to perceiving any tactile characteristics, 83% regarding modern technology + tactile characteristics simultaneously
JIC: [dice]1d20[/dice]/[dice]1d100[/dice]

APM: 7
Initiative: [dice]1d20+3[/dice] (+3 vs guns and machines) (+4 vs AI, computers and auto defense systems)
Post a reply