Analoy (Human / Maxi-Man) -- LEVEL UP!

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Analoy (Human / Maxi-Man) -- LEVEL UP!

Postby Analoy » Tue Mar 07, 2017 9:56 pm

Player Name: James
G-Mail: jmarlow3737

Character Name: Analoy Landie
Alias: Four, Traloosa
Race: Human
O.C.C.: Maxi-Man (using T-Man XP table)
Alignment: Aberrant
XP Level: 6
XP Points: 49,176 (The Bos, 06.08.19)
Next Level @ XP: 45,001
Sentiments/Non-Humans: Possible teammates, if they prove trustworthy. Competent adversaries, do not underestimate.
Sentiments/Coalition: Zealots with no clue as to the megaverse at large.
Disposition: Outwardly courteous, but in truth she is weighing the threat potential of everyone she comes in contact with, including her friends.
Insanity: None

ATTRIBUTES
I.Q.: 12
M.E.: 19
M.A.: 10
P.S.: 17
P.P.: 18
P.E.: 21
P.B.: 14
Speed: 28

PHYSICAL DATA
P.P.E.: 237/202
M.D.C.: 196/176
Age: 21
Sex: Female
Height: 5' 2”
Weight: 120 lbs.
Description: Analoy's athletic frame is rarely covered by much in the way of clothing or armor which lets her display her many tattoos. The most notable of which is a black stripe that runs down the left side of her face. She is blue eyed with blonde hair that is usually cut in an outlandish style.

Natural Abilities
Perception: 55% (+3%)
Charm/Impress: 20%
Max. Encumbrance: 36 lbs. (120 lbs. SN)
Max. Carrying Weight: 340 lbs.
Max. Lifting Weight: 680 lbs.
Max. Jumping Ability: 8.5' long / 4.25' high (34.5' long / 17.25' high SN)

Special Abilities
P.P.E. restores at 12 per hour of rest/sleep
Can draw energy from Ley Lines and Nexus Points

Magical Tattoos
Simple Weapons
(left outer thigh) Mace (2) - 180 min duration, 2d6
(left inner forearm) Sword (2) - 180 min duration, 3d6
(right outer thigh) Knife (2) - 180 min duration, 1d6
Magical Weapons
(right inner forearm) Sword covered in Flames (10) - 90 min duration, 3d6 M.D.
(left outer forearm) Bow & arrow with four flaming, winged arrows (20) - 90 min duration, 2d6 M.D., 1,920' range
Animals
(left inner bicep) Gorilla (30) – 6 hour duration, 80 H.P., 80 S.D.C.
(left upper chest) Eagle (15) - 6 hour duration, 24 H.P., 10 S.D.C.
(right outer bicep) Horse (20) - 6 hour duration, 48 H.P., 80 S.D.C.
Monsters
(right shoulder) Deamonrunner (80) - 180 min duration, 134 M.D.C. (Splynn p.71)
(left outer bicep) Harpie (50) - 180 min duration, 28 M.D.C., (CB p.138)
Powers
(circling left wrist) Chain with Broken Link (strength) (30) - 30 min duration, +6 SN P.S. (total: SN P.S. 23)
(right hand top) Eye of Knowledge (15) - 90 min duration, understand and speak all languages at 96%, literate at 82%
(left hand top) Flaming Eye (Fire Protection & Thermo-Imaging) (20) - 30 min duration, Thermo vision 600'; Shoot flames from eyes, 100'+50'/lvl 1d4 M.D./lvl, +2 to strike but no other bonuses
(right outer wrist) Rose and Thorny Stem & Dripping Blood (30) - 6 min, 3 healing touches per min, 3D6 S.D.C. and 1D6 H.P.
(left shoulder) Black Sun (Darkness Powers) (40) - 30 min duration, nightvision 600’; see in magical darkness; can recognize shadow beasts and other shadow-linked creatures even in shadows; Cloak of darkness & Shadow meld (BoM p.93 & 103)
(left thigh front) Shark (20) - 180 min duration; Breath without air & Swim as fish (superior) (BoM p.96 & 109)
(right wrist inner) Heart with Tiny Wings (10) - 180 min duration, Run at Superhuman Speed, 80 mph, Leap 20' high & 30' long from a 30mph running start, +2 dmg from HTH attacks, +1 Dodge
(center chest/sternum) Heart with Large Wings (20) - 180 min duration, Fly, 100 mph, Max height 4000', +1 strike/dodge, +3 dmg from HTH attacks
(right rib cage) Knight in Full Armor (25) - 180 min duration, 80 M.D.C.
(around belly button) Ball of Thorns (15) - 60 min duration, Impervious to all forms of poison, +2 save vs drugs/chemical/gases
(right upper chest) Beautiful Dancer (15) – 12 min duration: Varies with command; as per Hypnotic Suggestion (RUE p.179)
(back of neck) Phoenix Rising From the Flames (124) – Instant, Range: touch or within 12', Super healing restores 50 H.P. & 50 S.D.C. or 100 M.D.C., cure diseases, minor magic disorders/sickness/curses and reverse petrification. Resurrection within 6 hours of death, regenerate body to 3 H.P. (penalties BoM p.241)

O.C.C. Skills
First Aid 80% (+5%)
Radio: Basic 80% (+5%)
Language: American 104% (+1%)
Language: Dragonese/Elven 104% (+1%)
Intelligence 66% (+4%)
Tracking: People 65% (+5%)
Wilderness Survival 70% (+5%)
Body Building & Weight Lifting
Boxing
Climbing/Rappelling 85/75% (+5%)
Swimming 85% (+5%)
W.P. Archery
W.P. Targeting
W.P. Blunt
W.P. Knife
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
HTH Martial Arts

O.C.C. Related Skills
Prowl 60% (+5%)
Detect Ambush 70% (+5%)
Horsemanship: Exotic Animals 65%/55% (+5%)
Tailing 62% (+5%)
Gymnastics
-Sense of Balance 73% (+3%)
-Work Parallel Bars & Rings 80% (+3%)
-Back Flip 87% (+2%)
-Climb Rope/Rappel 77% (+2%)
Trap & Mine Detection 45% (+5%) (3rd level)
Pilot: Hovercycles, Skycycles & Rocket Bikes 84% (+3%) (3rd level)
Running (3rd level)

Secondary Skills
Cook 100% (+5%) (Superior Quality)
Lore: Demons & Monsters 60% (+5%)
Land Navigation 60% (+4%)
Athletics (General)
Mathematics: Basic 75% (+5%)
Literacy: American 70% (+5%) (3rd level)
Literacy: Dragonese/Elven 60% (+5%) (3rd level)
Identify Plants & Fruit 25% (+5%) (1st level)
W.P. Handguns (1st level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
Entangle: +2
HTH Damage Bonus: +2
Bonus to Roll: +7
Bonus to Pull a Punch: +3
Bonus to Disarm:
Body flip/throw: 1d6, victim loses initiative and 1 attack
Karate Kick: 2d6
Karate and any hand strike/punch
Any foot strike except Leap Kick
Leap Kick: 3d8, counts as 2 melee atks
Critical Strike on unmodified roll of 18,19 or 20

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. Archery - +4 to strike, +1 to parry with the bow itself, +2 to disarm
--Rate of Fire: As per the character's hand-to-hand attacks per melee.
--Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.

W.P. Targeting – +2 to strike
W.P. Blunt - +2 to strike and parry, +1 to strike when thrown
W.P. Knife - +2 to strike, +3 to parry, +3 to strike when thrown
W.P. Sword - +3 strike, +2 to parry, +1 to strike when thrown
W.P. Energy Pistol - +3 to strike
W.P. Energy Rifle - +3 to strike
W.P. Handguns - (1st level)

Saving Throw Bonuses
Coma/Death: +10%
Magic (varies): +6
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +2
Psionics (15+): +2
Horror Factor: +6
Last edited by Analoy on Sun Nov 18, 2018 8:49 pm, edited 39 times in total.
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Analoy
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Re: Analoy (Human / Maxi-Man)

Postby Analoy » Tue Mar 07, 2017 9:57 pm

Equipment



Carried/In Hand
17 NGMI Bills, $100 Denomination ($1,350 N.G.M.I.) (as of 1-24-2018)

Worn on Person
Ring of Protection
Clothes (Undergarments, Socks, Black Combat Boots, Red Flannel Shirt (no sleeves & tied above the midriff), Tan Cargo Shorts)
Cloak: Dark Green, long, hooded, insulated/waterproof
Goggles
Wallet
-- Secure Universal Card: 1,300 credits
-- Non-Secure Black Card: 2,900 credits

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: TW Snare Gun
• Attachment: Zdeslav
• Attachment: Flashlight
• Attachment: Wilk's PRC-5 Secure Walkie-Talkie

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: First aid kit
• Space: Gas Mask
• Space: 50' Nylon Rope
• Space: Jacket; old, manky
• Space: CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• Space: Clothes (Undergarments, Socks, Green Sports Bra, Plaid Skirt)
• Space: Clothes (Undergarments, Black Sports Bra, Black Mini Skirt)
• Space: 4” Black Heels
• Space: Running Shoes

PPE Clip: 1 (in Snare Gun)



Contacts

K'Sarlex Ortoza True Atlantean Alchemist: Favorable Contact




Gear Stats

Zdeslav (Unique Item, owned by Analoy)
Image
Enchanted Flanged Mace
☞ Damage: 2D12
Enchantments:
☞ Will do Mega-Damage to supernatural beings or creatures of magic, otherwise it is a regular weapon.
☞ Talisman: stores 80 P.P.E. and replenishes as per standard Ley Line Walker ability. Current PPE: 0/80
☞ Does double damage to Demons and Deevils.


TW Snare Gun (Stormspire)
Image
Range: 600'
Damage: Creates/fires a Magic Net as per the spell of the same name at 5th level spell strength.
Rate of Fire: Single shots only.
Payload: can store 8 Magic Nets per P.P.E. clip.
Activation Cost: 12 P.P.E. or 24 I.S.P. to load/store two Magic Nets into the gun. This is an alternative to P.P.E. clips.
Costs: Gun: 175,000 credits, P.P.E. clip: 40,000 credits each.


Ring of Protection
Image
Rare Enchanted Ring
M.D.C.: 60
Magic Features
• Armor of Ithan: 60 M.D.C.
•• Duration: 6 minutes.
•• Charges: 2/3 daily


Wilk's PRC-5 Secure Walkie-Talkie
Image
☞ Weight: 1 lb.
☞ M.D.C.: 2
☞ Range: 10 miles
☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
☞ Note: attempts to crack the encryption suffer a -25% modifier.


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
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• Attachment:
• Attachment:
Last edited by Analoy on Tue Jan 22, 2019 9:39 pm, edited 19 times in total.
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Analoy
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Re: Analoy (Human / Maxi-Man)

Postby Analoy » Tue Mar 07, 2017 9:57 pm

Background Story


Since the last candle ran out, the darkness had been complete. The silence was only broken by her own movements. Time was almost meaningless and measured only by the dwindling basket of potatoes and the growing stench of the refuse pile on the other side of the small space that was now the extent of Analoy's world. When she slept, her mind replayed the last few moments of her time in the light.

She laughed as she ran past her father and bothers working in the fields. They smiled back and waved. Her hands skimmed the tops of the waist high plants as she cut the corner of the field to run inside and help her mother with the cooking. Inside her mother grinned at her and handed her a basket of potatoes, then told her to take it down to the root cellar. As her foot touched the floor of the small cellar, the ground shook and an echoing rumble descended through the open trap door. She called out to her mother. A moment later her mother's face appeared, “stay quiet” was all her mother said before the small door closed. Fear of the unknown washed over Analoy. However, she knew what came next but she was unable to stop the dream from continuing. There were more ground shaking rumbles, then her mother's scream and a crash.

Analoy woke with a start, as usual, and sat in the darkness until she could not longer just sit there. Standing, she reached up, her hand touched the low ceiling beam. She followed it the four short steps until her foot touched the ladder. Climbing up, she pressed her back to the cellar door and pushed as hard as she could but it still wouldn't budge.

Back in the nest of sacks she had made into a bed, Analoy cried. She was very young but she knew what was going to happen as she clutched the last two dirty green potatoes. The hint of a noise broke her thoughts and grew louder. A scraping turned into a rumble as a circle of dim light outlined the cellar door. Analoy moved back, into a corner away from the light as the cellar door broke free and tumbled down into the room. She raised the potatoes she clutched in each hand, ready to defend herself as the shape of a man descended into the room.

“Child, I will not hurt you.” The man said as he closed upon her and scooped her up. He was warm. His voice was reassuring and she was exhausted. The potatoes fell from her hands as he carried her out of the cellar. She watched them roll back into the darkness and then she slept.

The sleep was dreamless and when Analoy woke she was clean and in a soft bed. Her eyes were drawn to the large window and wide cityscape stretching out beyond the glass. She sat staring at it until a knock came at the door and a man entered. A man covered in tattoos. He explained that his name was K'Sarlex Ortoza and that he had been traveling when the sensors in his craft lit up and he stopped to investigate the ruined farm. “That is when I found you.” he said. He smiled before he continued, “Now you have a choice to make. I can return you to your people or you can stay here and I can train you. If you choose to go, I'm sure I can find a home where you will be well taken care of. If you choose to stay, it will not be easy, but you will learn to fight among other things. And if you prove worthy you could be gifted with these.” He motioned to his tattoos. Then smiled as he pressed one in the shape of a lion. It sprang from his arm and into the room. The smile left his face as K'Sarlex said, “Neither choice is a promise for safety or security. They are the best and only options I have available. Think hard about this. It is not a decision to be made lightly. But first, rest and feel free to wander around. Talk to the people here, though I will need your answer by dinner tonight.”

Asking for the skills and ability to fight in a world that was so chaotic and indiscriminate as this one was the only choice for Analoy.

Time passed quickly as her training began. Martial and weapons skills were just the beginning. The ability to focus her mind away from the pain of the magical tattoos she was to receive was also of importance. She was even told to choose something that she wanted to learn. Much to her surprise, she chose cooking. It had been her favorite thing to do with her mother and always reminded her of those past times. It was also a way that she could repay K'Sarlex for saving her from a slow death buried in that root cellar.

Analoy soon learned that K'Sarlex Ortoza was a True Atlantean alchemist of Clan Ortoman. He was spying on the monsters that had taken over his ancestral homeland as well as attempting to find out who was trying to wipe out his people. To aid in this he needed guards and warriors and so he recruited people like her.

The tattoos he would give her would strengthen and empower her, but her first would be a normal tattoo of her choice. Analoy decided on a solid black stripe an inch wide running from her hairline down the left side of her face, over her eye, all the way to her jawline. As her training progressed over the years, many other tattoos followed, both normal and magical.

The guise K'Sarlex used while in Atlantis was that of a large armored monster called Slavishal Kull. When Analoy traveled with him she did so as a loyal slave simply called Four. Though when she attained full Maxi-Man status her slave persona was gifted the name Traloosa.

Analoy's trials and experiences have been numerous over the years but they have always been at the side of K'Sarlex or under his direct instruction. Now something new is coming. She is being sent away. K'Sarlex told her that he was sending her to Merctown to keep an eye on something for him. A new gang called Mephisto's Horsemen that he suspected was being supported by a force within Atlantis for an unknown end. Then he actually smiled and said, “and to learn something I cannot teach... Independence.” and that they were to have only semi-regular contact.
Last edited by Analoy on Sun Mar 12, 2017 8:24 pm, edited 2 times in total.
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