Sir Ronith (Asgardian Elven Cyber-Knight, Group Leader)

EU's very first group of intrepid adventurers. Led by Sir Ronith Turand.
GM: Virtus
AGM: Zoe Barenger

Moderators: Game Masters, Group Leaders

Sir Ronith (Asgardian Elven Cyber-Knight, Group Leader)

Postby Ronith » Mon Oct 15, 2007 8:04 pm

Player Name: Brian
Hangouts: brianjoyce7

Character Name: Sir Ronith Turand
Titles: Knight Eminent, Lord of Granite Hall
Alias: None
Race: Asgardian High Elf
O.C.C.: Cyber-Knight (Champion)
Alignment: Principled
XP Level: 11
XP Points: 152, 183 (11Oct2018 -- zoe) (P.S.: please add +1,100 XP left over from the Epic. Sorry for the delay -- 10/15/18 The Bos)
Next Level @ XP: 181,301
Sentiments/Non-Humans: Hates Dragons and distrusts all creatures of magic and D-Bees with reptilian features
Sentiments/Coalition: Sad about the Coalition, cautious and suspicious.
Disposition: Tough guy. Cocky and self-reliant.
Insanity: Obsession- Ragnarok/The Midgard Serpent/Hates dragons.
As part of his heritage, Ronith is obsessed with preventing Ragnarok. He is driven to search out Norse legends (learn everything he can about them, even at the expense of his integrity/the CK code), serve Odin, and destroy the Midgard Serpent. Has an obsessive hatred of anything that even smacks of dragons.

I.Q.: 20
M.E.: 26
M.A.: 20 (60%)
P.S.: 25 (SN)
P.P.: 25
P.E.: 29
P.B.: 24
Speed: 26 (18 mph)

P.P.E.: 57
I.S.P.: 66 +1d6/lvl
M.D.C.: 86 +1d6/lvl
Age: 28
Sex: Male
Height: 6'6"
Weight: 180 lbs.
Description: Tall, with trademark elven pointed ears. Silver hair and delicate features. Moves with a duelist's grace and balance.

Racial Abilities
Nightvision: 300'
Regeneration: 4d6 M.D.C.hour

Natural Abilities
Perception: 66% (+3%/lvl; +15% if amplified hearing applies)
Charm/Impress: 100%
Invoke Trust/Intimidate: 60% (+30% vs. armed forces personnel)
Max. Encumbrance: 198 lbs.
Max. Carrying Weight: 1250 lbs.
Max. Lifting Weight: 2500 lbs.
Max. Jumping Ability: 68.5 ft. across, 31.75 ft. high; 31.8/17.5 without a running start, 64/27.75 if he fails his tumbling check; height is 55.75/38.75 for successful/failed pole vault

Bionics & Cybernetics
Shoulders, Torso, Forearms, Upper Legs
**A.R.: 17
**M.D.C.: 87 (+1d6 per level)
**regenerates 1D6 M.D.C. per hour
Cybernetic Ear Implant: Amplified Hearing

Summon two psi swords at no cost ☞ both appear as glowing red sabers. 4D6 M.D. each (5d6 with fencing bonus)
Psi-Shield at ½ I.S.P. cost (15)
Sixth Sense (2)
Mind Block (4)
Sense Evil (2)
Telepathy (4)
Telekinesis: Lesser (3/8/+1 per 10 lbs. of weight over 20)
Telekinetic Leap (8)
Levitation (2+)
Mask ISP & Psionics (7)
Object Read (6+4)
Empathic Transmission (6)
Enhance Reflexes (10)
Extended Presence Sense (8)
Mind's Eye (8)
Telepathy: Superior (8)
Group Mind Block (22)

O.C.C. Skills
Language: Dragonese/Elf ☞ 137%(+3%)
Language: Old Norse ☞ 137%(+3%)
Language: American ☞ 115%(+1%)
Literacy: American ☞ 121%(+5%)
Language: Spanish ☞ 119%(+3%)
Language: Euro ☞ 119%(+3%)
Lore: Demon & Monster ☞ 101% (+5%)
Anthropology ☞ 91% (+5%)
Paramedic ☞ 111% (+5%)
Land Navigation ☞ 98% (+4%)
Horsemanship: Cyber-Knight ☞ 120/100% (+4%)
Climbing ☞ 131/121% (+5%)
Body Building
--Work Parallel Bars/Rings ☞ 104% (+3%)
Swimming ☞ 121%(+5%)
W.P. Sword
W.P. Knife
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Shield (10th Level)

O.C.C. Related Skills
--Sense of Balance ☞ 126% (+5%)
--Walk Tightrope/High Wire ☞ 104% (+3%)
--Back Flip ☞ 126%(+5%)

Prowl ☞ 101% (+5%)
Tracking ☞ 96% (+5%)
Wilderness Survival ☞ 96% (+5%)
Intelligence ☞ 96% (+5%)
Pick Locks ☞ 96% (+5%)
Armorer ☞ 106%(+5%)
--Basic Mechanics ☞ 91% (+5%)
Detect Ambush ☞ 96% (+5%)
Trap/Mine Detection ☞ 86% (+5%)
WP Blunt
WP Archery
WP Heavy Energy
General Athletics (8th level)
Running (8th level)
W.P. Quick Draw (6th Level)
W.P. Staff (6th Level)
W.P. Chain (6th Level)
Military Fortification ☞ 71% (+5%, 5th level)
Recognize Weapon Quality ☞ 66% (+5%, 5th level)
Undercover Ops ☞ 50% (+5%, 3rd level)
Spelunking ☞ 55% (+5%, 3rd level)
Fencing (2nd level)
Blind Fighting ☞ 86% (+5%)
Tumbling ☞ 101% (+5%)
--Pole vault ☞ 111% (+5%)

Secondary Skills
Streetwise ☞ 76% (+4%)
Basic Math ☞ 106% (+5%)
Find Contraband/Weapons/Cybernetics ☞ 76% (+4%)
Interrogation ☞ 101% (+5%)
Detect Concealment ☞ 86% (+5%)
Pilot: Hovercycle ☞ 97% (+3%, 6th level)
Horsemanship: Exotic Animals ☞ 71/61% (+5%, 6th level)
Computer Operation ☞ 56% (+5%, 2nd level)
WP Targeting (2nd level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 8
Initiative Bonus: +7 (+3 1st round of combat)
Melee Strike Bonus: +11
Ranged Strike Bonus: +4
Parry Bonus: +15
Dodge Bonus: +13
Auto-Dodge: +11 vs. tech, from any two opponents (+13 vs. AIs, computers, robots, and PA)
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +13
Bonus to Pull a Punch: +7
Bonus to Disarm: +6
Bonus to Entangle: +2
Critical Strike: 18-20
Punch does 2d6 MD. 4d6 SDC restrained, 4d6 MD power.
**Basic and Leap Kick attacks
**Can perform all holds
**Can perform back-flip/back-flip escape
**Paired Weapons
**Back-flip attack

Cyber-Knight Zen Combat Training
Basic Combat Awareness:
**Can only focus on one technological opponent at a time
**Negates any and all bonuses provided by machine
**Additional +3 to initiative, strike, and parry vs. modern guns and machines
**+6 vs. Artificial Intelligence and computers
**Technological opponents are -3 to dodge cyber-knight's attacks, -2 APM

Advanced Combat Awareness:
**Extends to all combatants who direct an attack at Ronith
**Negates any and all bonuses provided by the machine
**Additional +2 to initiative against attacks from modern guns and machines, +4 vs. AIs, computers, and automated defense systems. Also grants an additional +2 to strike and parry and +1 to dodge
**Opponents are -2 to strike Ronith, -2 to dodge his attacks, and lose one attack per melee.

Cloud Sensors:
The Cyber-Knight cannot be accurately detected with Sensors. "Sensors" are limited to those in Robots & Power Armor. Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and lose two attacks per melee everytime they try to figure out what's going on. Experienced operators are uncertain, hesitate, and lose one melee action, with a -40% skill penalty.
Cloud Targeting Computers and Other Weapon Systems:
Makes them off just enough to negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry.
Combat Acrobatics:
No penalty to strike when moving

Weapon Proficiencies
W.P. Shield (+3 to parry, +2 to strike)
W.P. Sword + Fencing (+5 to strike, +5 to parry, +2 to strike when thrown, +1d6 damage)
W.P. Knife + Fencing (+6 to strike +5 to strike when thrown, +4 to parry, +1d6 damage)
W.P. Blunt (+4 to strike and parry, +2 to strike when thrown)
W.P. Archery (+6 to strike, +1 to parry, +3 to disarm, 7 shots/melee)
W.P. Energy Pistol (+6 to strike)
W.P. Energy Rifle (+5 to strike)
W.P. Heavy Energy (+4 to strike)
W.P. Quick Draw (+3 to Initiative)
W.P. Staff (+2 to strike, +2 to parry, +1 to strike when thrown)
W.P. Chain (+2 to strike, +1 to parry)
W.P. Targeting (+1 strike)

Saving Throw Bonuses
+2 to ALL other saving throws
Coma/Death: +28%
Magic (varies): +12
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+): +8
Psionics (varies): +8
Mind Control: +8
Horror Factor: +11 (+1 at levels 12, 15)
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
ISP- 38/66; PPE- 47/57
Talismans: AoI (2/3); Invulnerability (2/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Postby Ronith » Mon Oct 15, 2007 9:43 pm


NG-230 Prowler
Crew: One rider only
Special Bonuses: +5% to piloting skill, can use character prowl skill (under 35mph) while piloting the NG-230
M.D.C. by Location:
* Large Hover Jet (1; rear) — 38
* Small Hover Jet (1; rear) — 15
Side Hover Jets (2) — 30 each
* Undercarriage Directional Jets (4) — 5 each
* Side Stabilizing wings (2) — 18 each
* Tail Fin (1; large) —28
* Forward Headlights (1) — 4
* Forward Laser Turret (1) — 6 each
Windshield (1) —18
Main Body — 80
Max. Speed: 190mph
Max. Altitude: 700' and handles drops of up to 900'
Max. Range: 900 miles (Tank refill costs about 1200 credits)
Power Plant: Combustion engine
Dimensions: 7'3" long, 700 lbs.
Heavy Laser: 2D6 MD, Range: 2000', Payload: 40 shots

Worn on Person
NE-BA-26 Special Body Armor
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
• N-F20A Force Field: 75
• Thermo-Kinetic Armor
• HUD Visor
• Basic Weapons Package
• • Retractable energy blade (right forearm): 3D6 M.D.
• • Garrote Cord (left wrist): 4D6+P.S. bonus
• • Plasma Flamethrower: 200' range, 5D6 M.D., 20' AoE, 15 shots/E-clip
• • Utility Finger Laser: 1000' range, 2D6 M.D., 20 shots/E-Clip
• Robotic Exoskeleton
• • Robotic P.S. of 25, +4 to P.P., +20 to Spd., +10' to leaps, +10% to Climb skill, Reduces rate of fatigue by 75%
• Built-In N-F20A Force Field
• Laser Distancer/Targeting: +1 to strike with hand-held energy pistols, rifles, rail guns, etc. Maximum range: 2000'
• Optics Enhancements
• • Passive Nightvision: 3000' range
• • Telescopic: up to 20x magnification, one mile range)
• • Macro-lens: 6x magnification
• • Thermo-imager: 2000' range
• • Light polarization
• Integrated Sensor Pod
• • Motion detector and mini-radar with 360° scanning capability. Threats are indicated on me HUD visor by flashing red icons.
• • +3 to initiative, +2 to parry, +2 to dodge, +5 to roll w/impact
• • Allows wearer to dodge even attacks from behind and/or surprise
• Psionic Electromagnetic Dampers: +2 vs. psionic attacks and possession attempts and +1 vs. magic illusion and mind control.
• Mechanic's Package- with field computer (as opposed to the robotics tool kit)
• • #1 modular container: lock pick set and a lock release gun, roll of duct tape, and flashlight
• • #2 modular container: Portable Tool Kit
• • #3 modular container: Portable Field Computer
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills

Skyrender (Scabbard strapped to back)
Type: Lesser Rune Bastard Sword
Damage: 5D6 M.D.
Alignment: Principled
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Made of green grey metal and lined from tip to handle with runes.
5. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a good alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Personality: None of note has made itself known in the time Sir Ronith has owned the weapon.
History: ???

Frostfang (Scabbard strapped to back)
Greater Holy Weapon; Asgardian heirloom: belonged to Ronith's father
• Indestructible
• Damage: 1D6x10 M.D.
• Glows a faint white.
• Registers as magic.
• Adds +1 to all saving throws.
• Double damage against supernatural beings and creatures of magic.
• Runes of courage and willpower: +2 vs. Horror Factor and +1 vs. Magic.
• Healing touch: Restores 2D6 S.D.C. and Hit Points, or 2D6 M.D.C. Can be performed six times per 24 hours.
• Links itself to its wielder/owner within six months of constant contact. Man and weapon sense each other's presence within a 4 mile radius if separated.
• Can be used only by a person of a good alignment. Persons not of a compatible alignment take 1D8 S.D.C. damage each time they touch the weapon or 3D6 M.D. if an M.D. creature.

Amulet of See the Invisible
M.D.C.: 5
Magic Features
• See the Invisible: As per the spell (BoM pg. 92).
• • Always active while worn.

Cloak of Shadows
TW Cloak
M.D.C.: 15
Magic Features
• Shadow Meld: as per the spell at 5th level of proficiency (BoM pg. 103).
• • P.P.E. Cost: 10.
• • Duration: 10 minutes.
• Shadows of Death: as per spell at 1st level proficiency (BoM pg. 195).
• • P.P.E. Cost: 45.
• • Duration: 24 hours.
• • Effect: Wearer gains a Horror Factor 12 and opponents suffer -2 to all combat bonuses.
• Bonuses: +20% to hide in shadows when not shadow-melding.

Ring of Multiple Image
Rare Enchanted Ring
M.D.C.: 5
Magic Features
• Multiple Image: as per spell at 6th level proficiency (BoM pg. 102)
• • Charges: 2 per 24 hour period.

A Copy of Draupnir, Odin's Ring
• Magical Protection: The wearer is +2 to save vs magic
• Psionic Protection: Three times a day, the wearer may activate a Mind Block (same as the psychic ability) that lasts for one hour.
• Courage: Gives the wearer a +2 bonus to resist Horror Factor

“All-in-One” Utility Belt
Locks into the Overland Harness providing for a complete load-bearing system.
• 4 magazine pouches (3 E-Clip capacity each)
• Large fanny pouch containing four scrolls of time slip (6th level, written in American)
• Radio pouch
• Canteen pouch for one quart canteen
• Can be fitted with one or two hip-holsters without sacrificing storage space
Can accommodate a pistol holster in lieu of one of the magazine pouches
2 leg pouches can be secured to the belt in lieu of the hip-holsters

Hip-holster 1
NE-4 Plasma Cartridge Pistol
• Range: 500'
• Damage: 1D4x10 M.D.
• Rate of Fire: Single shots only
• Payload: 10 rounds per magazine
• Weight: 6 lbs.
• Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot.

Hip-holster 2
MPR-4 E-Mag Splinter Pistol
• Range: 200'
• Damage: 5D6+5 M.D. per blast
• Rate of Fire: Single shots only
• Payload: 5 blasts
• Recharge Cost: 20 P.P.E. or 40 I.S.P.
• Weight: 5 lbs.

Magazine pouches currently holding 8 Goblin Bombs (see below), three potions of fleet feet (L9 strength; PFRPG 2E, p.186 for stats), four beehive grenades, and four small talismans:
    Goblin Bombs
    1 Blinding Flash
    1 Fear
    2 Fire bombs
    1 Fuel flame
    2 Lightning bombs
    1 Smoke
Wilks Blinder Grenade
-Weight: 12 ounces
-SDC Of grenade: 20 AR:10
-Range: 120ft (thrown, 2x with SN PS)
-Blast Radius: 30ft
-Blast Duration: 1.5 seconds
-Payload: 1 Charge. Can be recharged

Wilks Beehive Laser Grenade
-Damage: Every individual caught in the blast takes 3D6
M.D. Giant-sized individuals take 5D6 M.D. and vehicles the size of a
car or bigger take 1D6x10 M.D.
-Weight: 12 ounces
-SDC Of grenade: 20 AR:10
-Range: 120ft (thrown, 2x with SN PS)
-Blast Radius: 30ft
-Blast Duration: 1.5 seconds
-Payload: 1 Charge. Can be recharged

Talismans (made by Grant)
  • 1 Shield shaped charm Talisman of Armor of Ithan (5th level, Duration: 5 min 50 M.D.C., 1/2 damage from magical fire, cold, and lightning) (3/3 uses)
  • 1 Cube shaped charm Talisman of Cleanse (3/[color=#]3[/color] uses)
  • 1 Hollow Triangle shaped charm Talisman of Sustain (5th Level, Duration: 5 days, No need for food, water or breath, 2 hours of sleep/night. Can survive almost all environmental conditions(3/3 uses)
  • 1 Square shaped charm Talisman of Invulnerability (5th Level, Duration: 5 melees, Impervious to cold, disease, drugs, gases, energy, poison, and toxins, 50 M.D.C. vs other attacks, +10 vs Magic/Psionics/Horror Factor) (3/3 uses)

Heavy Duty “Overland” Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack.
M.D.C.: 3
• 3 utility pouches
• 1 small compass pouch
• Quick-release connector enabling the main pack to be dropped quickly.
• Main compartment holds up to 3,000 cubic inches
• Detachable daypack holds 500 cubic inches
• 6 side pouches for holding small items up to canteen size

Main compartment
A puzzle box given to him by Sir Zero Moon in Houstown.

K-30 Ion Pulse Rifle
• Range: 1000'
• Damage: 4D6 M.D. per shot, or 1D6x10+6 M.D. per burst
• Rate of Fire: Single shots or 3-shot bursts only
• Payload: 15 shots per E-Clip or 30 shots per LE-Clip
• Weight: 7 lbs.
• Modifiers: -2 to Strike with bursts

Lightning Rod
• Type: 30" Blunt metal rod with copper plating
• Damage: 2d4 M.D. as a blunt weapon or 1d6 M.D. per lightning bolt
• Alternatively, provides wielder with effects of Impervious to Energy spell. If used for this, damage is reduced to 3d6 S.D.C. and lightning bolts cannot be fired.
• Duration: One melee round per level of person who activates it
• P.P.E. to Activate: 10 P.P.E. or 15 I.S.P.

Flaming Sword
Very Rare Enchanted Sword
M.D.C.: 100
Damage: 5D6 M.D.
Magic Features
• Smite Evil: Double damage against beings/creatures of evil alignment.
• • Superb Craftsmanship: +2 to Strike.

Bandito BigBore Shotgun
• Range: 300'
• Damage: 2D4 M.D. single-shot, 4D4 M.D. double-barrel blast, plus knockdown (See below)
• Rate of Fire: Each shot, single or double barrel, counts as 1 APM
• Payload: 4 rounds
• Modifiers: -2 to strike even with an aimed shot, and -6 when shooting wild unless shooter has P.S. 18+ (P.S. 22+ required to shoot one-handed)
• Special: Horror Factor 12 due to intimidation.
• Note: Humanoids who are shot must roll a D20 against the strike roll to maintain their footing. A failed roll means the victim is knocked off his feet, flies back (8-10') & falls to the ground, loses initiative and 1 APM. Not applicable to those with augmented of better P.S.

BigBore "Shotgun" Shells
• Damage (BigBore "Shotgun" Shells): 2D4 M.D. per single BB shotgun shell fired, plus knockdown.
    Knockdown Effect (Shotgun Rounds): Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8- 10 feet (2.4 to 3 m) before hitting the ground! The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
    Knockdown Note: Even characters in M.D.C. body armor are knocked down and suffer the penalties above. Those in power armor or who are full conversion cyborgs, man-sized robots (11 feet/3.3 m or smaller), lesser supernatural beings and lesser creatures of magic (including Dragon Hatchlings) are +6 to save vs knockdown. If knocked down they are staggered with each shot and lose initiative. True Giants (20 feet/6. 1 m and larger), giant robots ( 1 2 feet/3.7 or larger), Demon Lords, deific level supernatural beings and powerful, giant creatures of magic such as adult and ancient dragons and Greater Elementals take damage only. They do not lose initiative, nor do they suffer knockdown or related penalties.

Canvas Satchel
125 Ration packs (each pack is a full, 1000 calorie meal; just add water; chemtab heating integrated into packs; fair quality)

Secure Universal Card: 2,079,300 credits [Zoe - 15/04/18]+
8 Gold Pieces [08AUG2018, DL]

Ring of Eminent Honor

Rare Enchanted Ring
Given by Lord Coake to the knight Zero Moon many years ago; this enchanted platinum ring features a deep blue sapphire that is cracked in two. Though much of its power has waned there is still a faint enchantment at work.
Magic Features
• Presence: To the one that possesses the ring, the honor of the order of Cyber-Knights is carried with them. To those of principled or scrupulous alignment +10% trust/intimidate. The ring has little effect on those of unprincipled or anarchist alignment, save they find courageous and chivalrous action come to their minds unbidden. Those of miscreant, diabolic and aberrant alignments feel a constant conviction and suffer -10% trust/intimidate. The effects are double when dealing with Cyber-Knights.
• Range: Audible or Line of Sight
• Weight: 3oz

Granite Hall

A large building constructed of granite, located at the Cyber-Knight monastery in Montana. This building is dedicated to the pillar of honor. Tutelage in the Knight's duty of honor is taught here. Most oaths taken are performed in the grand hall.
• Grand hall capable of seating 200
• 14 Dorm Rooms
• Master's Quarters (now Sir Ronith's)
• Large Kitchen
• Sir Ninevar, steward in the Lord of the Hall's absense. (elderly Knight now in essential retirement)
• Staff of 5-10, employed at the Lord or Steward's discretion. Cleaning, cooking and grounds maintenance are their typical duties.
• Average duties of 5,000cr per month.

Celestial Medal
Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
ISP- 38/66; PPE- 47/57
Talismans: AoI (2/3); Invulnerability (2/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Postby Ronith » Mon Oct 15, 2007 9:45 pm

NPCing Ronith

Personality-wise, Ronith is dominated by traditional elven arrogance. In his case, in manifests itself in terms of a) How much more morally righteous Ronith is than everyone else he encounters, and b) His fighting prowess. He tends to run either hot or cold, cold more often than not. As a result, he appears cold, arrogant, and aloof to those around him- the picture of a detached, professional soldier. Whereas said soldier would be dismissive and insulting of a rookie or wet-behind-the-ears kid, Ronith treats everyone that way as it is implicitly assumed that they cannot compare to either his code of ethics or experience/skill on the battle field.

In combat, Ronith will almost always close to melee distance, so that he might take best advantage of his swordsmanship and agility. However, the Cyber-Knight always tactically assesses the situation, and isn't shy about barking orders to his teammates so as to control the fight.

Just because he thinks it, though, doesn't mean Ronith is in fact without flaws. He generally does a good job of living by the Cyber-Knight code, but his alcoholism was a serious character defect that was only recently corrected. He also maintains a small collection of swords- he tells himself it is in case he ever needs one of them again, but in reality it is more for vanity's sake than anything else (though he'd die before admitting such).
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
ISP- 38/66; PPE- 47/57
Talismans: AoI (2/3); Invulnerability (2/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Ronith's Background (Reposted)

Postby Ronith » Fri Sep 25, 2009 2:15 pm

Perhaps 30 years ago, Odin and the forces of Asgard were under attack by the frost giants. This latest raid had been more successful than those in recent years, and the defenders of Asgard were hard pressed. Many of the Gods themselves were absent at the time, leaving Odin and many of his warriors to fend for themselves.
Meanwhile, on earth, a lone cyber-knight patrolled the wilds of northern Minnesota. There had been reports from Lazlo of recent Xiticx expansion in the area, and he had been sent to investigate. Unfortunately, he ventured a little too close to one of the major ley lines running near Tolkeen, and was caught in a ley line storm. This storm was particularly violent, and the knight was swept into a dimensional rift….
…Only to be deposited onto Bifrost, the mythical bridge connecting Asgard with the mortal realms. At the time, Heimdall, the guardian of the bridge, was hard pressed by a number of frost giants, attempting to gain the bridge so they could summon reinforcements, in the form of their lesser kin. The cyber-knight was disoriented, but when he saw the human-like figure fighting off a horde of monsters he knew which side he belonged on. Without hesitation he threw himself into the battle, and distinguished himself that day with many deeds of valor.
Unfortunately, he was a mortal caught in a realm of Gods. He fell in battle, killed by a particularly nasty Frost Giant. However, the Knight helped Heimdall buy enough time for Valkyrie reinforcements to arrive and sweep the giants from the bridge. Eventually, Thor and the other Gods made their way back to Asgard, and the giants were routed.
Heimdall, who had been impressed by the Knight’s bravery and valor against such overwhelming odds, mentioned the battle to Odin. The Knight had been human, yet completely unconnected to the Norse Gods or Asgard. Despite this, he laid down his life in defense of the realm. Odin thought that such traits had vanished to the point of extinction in humanity, yet from Heimdall’s account the warrior was too well equipped and too well trained to have been an isolated case. Using his mystical sight, Odin traced the rift the Cyber-Knight had used back to Midgard, but there lost the trail in the woods of Northern Minnesota.
Odin wished to learn more about this strange knight, and to seek out others if they existed. A group of such warriors would make powerful minions if they could be turned to worship of the Norse. However, neither Odin nor the other Gods wished to travel the Earth. Between Loki, the giants, and the ever-looming threat of Ragnarok, finding this knightly order was a secondary priority. Nonetheless, Odin wished to sent a scout of sorts to the planet, to find out what he could learn of these Knights. His own warriors were needed to defend Asgard, and his Dwarves were not particularly suited to such an undertaking. That left the elves.
Odin spoke with the elven leader, who agreed to send one of his strongest fighters to Midgard. They rifted him to Minnesota, with instructions that he locate this order of knights, and learn as much of them as he may.
For two years, the warrior (named Intith) traveled North America. He learned early-on to avoid the Coalition territories, and ended up as one of countless adventurers traveling the American west. The elven warrior had magical weapons of great power, gifts from Odin, and used them to fight evil wherever he encountered it. Time and again, Intith would enter a town, face overwhelming odds at the hands of the local ruler and his minions, but somehow emerge victorious. As he ventured farther west, he began to hear rumors about these Cyber-Knights. After another year in “no-man’s land”, he actually met one.
The two happened to meet up on their way to a town in Colorado, one that was ruled by an evil mage and his demonic minions. They teamed up, and beat the mage handily. Both were impressed by the other’s prowess, and the cyber-knight had heard rumors of the great elven warrior who traveled the west fighting the forces of darkness. When Intith mentioned his mission, the Cyber-Knight offered to take him north to a town that openly embraced the order and offered sanctuary to all of the Knights. Incidentally, this town was located fairly close to one of the Cyber-Knight’s traning monasteries.
As it turns out this town had a fairly substantial (lower) elf population. Some of these elves had even become Cyber-Knights, and after some adventuring had returned to act as the defense/police force for the town. One of these Knights was named Delbrick. A cyber-knight of some experience, he had neither the battle prowess nor the moral fortitude to make much of a name for himself, and in fact some of the leaders of the Cyber-Knight order (Lord Coake included) were perfectly happy to keep Delbrick close to home and out of any trouble that might cause him to embarrass himself (and the order).
When Intith arrived, he was welcomed as a champion of light and a kindred spirit to most of the Cyber-Knights. Although they did not share any secrets with him, Intith went on many adventures with the Knights, doing good wherever they went. Intith’s strength, and inner nobility, raised him as a shining example of elven kind, and some (the most gullible ones, anyway) began to wholeheartedly believe his claim that the “lesser” elves were all creations of his kind.
Delbrick was not one of these. On Intith’s arrival, he had taken an instant (if slight) dislike to the high elf, and these feelings only grew over time. Intith’s assertions on the creation of “lesser” elves, indeed, even the term “lesser” reeked of arrogance to Delbrick’s ears. Over time, Delbrick became more and more suspicious. He viewed the elf’s weapons with jealousy, and convinced himself more and more that without them, Intith would not be a tenth the warrior that he is. The good deeds Intith did just made things worse. Delbrick came to view him as an imposter, a wolf in sheep’s clothing who was attempting to subvert both the townspeople and the Cyber-Knight order. The pleasant façade and the moral code were just disguises. Delbrick’s feelings on the matter blossomed into outright, seething hatred when Intith caught the eye of one of the elven women of the town. A woman who, incidentally, Delbrick had been eying for some time, but who thus far had flat-out refused his advances.
Months passed. Slowly at first, love bloomed between Intith and the elven woman. Intith and the Cyber-Knights had brought peace to the region. While Intith had learned all he needed to about the Knights (and just about all he could), he was putting off leaving because, for the first time in his life, he was completely happy.
Sadly, it didn’t last.
The jealousy and hatred that had taken root in Delbrick’s heart finally took over his mind. He was convinced that if he could kill Intith, he could replace him. He could take Intith’s weapons, and do as good… no, a better job fighting evil. He could win over the woman of his dreams, and everything would be perfect. So, that night, he struck. Not by force of arms, for he knew he would be bested easily by the champion, but by poison in his food. Intith would never suspect a thing.
And he didn’t. Delbrick managed to slip the most lethal poison he could find into Intith’s food, hoping that it would be enough to take down a supernatural being. But when Intith lasted the entire night without ill effects, Delbrick began to panic. What if it didn’t work? This was the strongest poison he knew, there was no other way to eliminate his enemy!
Ruled by fear, he followed Intith to the home he shared with his elven lover, and waited outside. For a good couple hours he fought with himself, having no idea if the poison was working. Finally, he decided to go inside, just to see what condition Intith was in.
As it turned out, the poison had affected Intith, and quite severely at that. He was being violently ill for the third time that night when Delbrick broke in. Initially confused, Intith realized both the source of his strange illness and Delbrick’s intentions when he summoned two psi-swords and attacked. Delbrick saw the poison had greatly weakened his enemy, but had not killed him. Afraid that Intith would recover, Delbrick decided to press his advantage immediately.
Intith fought back, and despite what Delbrick thought about his weapons Intith was by far the better fighter. However, the poison had greatly weakened him, and with no weapons or armor to speak of at hand, Intith was in trouble. Nonetheless, the pair fought for some time, trading blows for what seemed like hours but was in fact mere minutes. Intith’s lover was awakened early on by the noise, and when she entered the room to investigate, Intith yelled at her to get the knights immediately, and took a sword in the shoulder for his troubles. She fled the building, screaming for the patrol, or someone, to help her, that Intith was being murdered.
The battle raged on. Intith struggled mightily, but between the poison and his wounds he could barely stand. The end came when Delbrick slammed first one, then both his psi-swords into Intith’s chest, and the high elf collapsed. Delbrick did not kill him, however. Not yet. He wanted to savor his victory. He dispelled his psi-swords, and went into the other room to fetch Intith’s weapons chest. After Intith refused to open it, Delbrick smashed the lock (and most of the chest) to pieces. Among his other magical gifts from Asgard, there was Intith’s mighty sword, with which he had slain countless monsters and other minions of evil. Delbrick thought there would be a sort of poetic justice in slaying the high elf with his own sword, a sort of “passing the torch” ceremony. He picked up the sword, and raised it to strike…
It was then that the rune weapon of Asgard, reacting to the touch of an evil man, burned Delbrick’s hand clean off. The sword clattered to the ground, even as Delbrick stared in horror and the charred remains of his wrist. It was then that the Cyber-Knight patrol found them. Delbrick fled with his few weapons, stole a hovercycle from a visiting traveler, and vanished, to this day wondering how things could have gone so very wrong.
Intith was less fortunate. Although he was spared the death blow from his own sword, the poison and the many wounds Delbrick had inflicted upon him were adding up. He could feel his end coming, and knew that the Cyber-Knight healers would never be able to save him. He beckoned to his lover, whispered his final words of love to her, and told her he would return as soon as he was able. Then he activated the amulet Odin had given him. The one that would teleport him and his gear back to Asgard.
With that, he disappeared. By the time the elves in Asgard found him, he was unconscious. They treated him, and healed his wounds, but somehow the poison resisted, and continued to attack Intith’s system. All manner of spells, potions, and even divine intervention from Odin himself were tried, but Intith remained in a coma, and has continued to do so to this day.
Two weeks later, Intith’s lover (Viltra) found out she was pregnant. Months later, Ronith was born.

Ronith grew up in the elven community in the Cyber-Knight town. Although he was technically a half-breed, he took very strongly after his father. By the time he was an adult, the resemblance between the two was uncanny. Ronith was also surrounded by stories of his father growing up, and this prompted him to enter the Cyber-Knight order at the earliest age he could. He was determined to become a warrior, and to fight evil. The stories of his father had left him with iron clad principles, and a determination never, ever, to give in to evil, even a little.
After he became a full Cyber-Knight, he left home. He traveled east for weeks, fighting evil as best a lone, novice Cyber-Knight could. Like his father, he avoided the Coalition territories, but otherwise went wherever there was need. The Tolkeen conflict, and the ensuing split in the Cyber-Knights, was one of the worst experiences of his life.
Once, in the magic zone, he was attacked by an elf wearing old, battered cyber-knight armor, and with a cybernetic right hand. The guy had clearly lost it, but he was a tough opponent and Ronith barely escaped alive. It didn’t take a rocket scientist to figure out that the man must have been Delbrick, and so Ronith decided to track him. This is what has brought him to MercTown.

Ronith is cold. He is a good man, but there is an emptiness inside of him. He knows little of his heritage, or of his father beyond what the Cyber-Knights told him. He is familiar with the legends of the Norse Gods, and hopes one day to travel to Asgard to find some answers. In the meantime, he travels North America, righting wrongs and believing in a strict adherence to the Cyber-Knight code of ethics. Deviations in others can be tolerated, but only in non-knights. Even then, a Cyber-Knight should always stand up as an example for others, for the strength that comes from principles. He has a tendency to look down on those not as good as himself, and this superiority complex has gotten him in trouble on several occasions. Still, he can handle himself, and views every lesser opponent he beats as someone who just learned a valuable lesson. Everyone else that does not measure up to his strict moral standards is merely waiting for one.
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
ISP- 38/66; PPE- 47/57
Talismans: AoI (2/3); Invulnerability (2/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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