Corrigon Malath (HOO-RAH!)

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Corrigon Malath (HOO-RAH!)

Postby Corrigon » Wed Mar 21, 2018 10:16 am

Player Name: Alex
YIM Handle: taggartfnh

Character Name: Corrigon Malath
Call-sign: none yet
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 3
Rank: E-3/Lance Corporal
Military Occupational Specialty: Combat Aviator
Alignment: Scrupulous edging towards Unprincipled
XP Level: 4
XP Points: 11,151 [AUGUR 19OCT2018]
Next Level @ XP: 17,201
Disposition: Cocky and sure of himself as the smartest person in the room, especially in the cockpit. Generally pretty friendly and happy to make friends with everyone. He tries to facilitate healthy work environments to avoid incidents like the coup.
Politics: Supporter of the Unity Party - any desire for the Fleet to go to war with the Atorian Empire is destined to result in the extermination of their species. The only way they are going to survive is with the help of Aliens, which some of their people he knows have a problem with.
Insanity: Psycho-reliance - he needs the locket of his brother and sister to keep him focused. Penalties - -5% on the performance of all skills, -3 to save vs horror factor, -3 on initiative and -1 on all combat bonuses. Any other coincidental misfortune will be attributed to the loss of the lucky charm.

ATTRIBUTES
I.Q.: 26
M.E.: 15
M.A.: 20
P.S.: 15
P.P.: 17
P.E.: 16
P.B.: 21
Speed: 26/31 (In Zero-G)

PHYSICAL DATA
P.P.E.:
H.P.: 33
S.D.C.: 54
Age: 20
Sex: Male
Height: 6'4"
Weight: 150lbs
Description: handsome, light brown hair, with an easy smile that puts people at ease. He is tall, but slight

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Charm/Impress 55%
Perception Bonus 41%
Invoke Trust/Intimidate 60%
Max. Carrying Weight: 50lbs
Max. Lifting Weight: 130lbs

Super Abilities
Extraordinary Intelligence
Extraordinary PP

M.O.S. Skills
Laser Communications 77%+5%
Computer Operation 82%+5%
Navigation 82%+5%
Navigation: Space 82%+5%
Read Sensory Equipment 77%+5%
Weapon Systems 87%+5%
Combat Flying
Pilot: Military Spacecraft: Small 110%+4%
Wilderness Survival 77%+5%
Depressurization Training
Zero Gravity Combat: Elite
W.P. Handguns

Other Skills +12%
Pilot: Military Spacecraft: Medium 74%+4
Pilot: Civilian Spacecraft Small 87%+3%
Pilot: Military Spacecraft: Large 64%+4%
Pilot: Hover Cycle 87%+5%
Find Contraband and Illegal Weapons 60%+4%
Field Armorer 77%+5%
Electronic Warfare 67/62%+5%
Seduction 53%+3%
Streetwise 54%+4%
Card Sharp 54%+4%
Hand to Hand Martial Arts
Detect Ambush 57%+5%
Intelligence 56%+4%
*Disguise 72%+5%
*Imitate Voices/Impersonation 80%/60%+4%

Secondary Skills +12%
Advanced Mathematics 72%+5%
Law (General) 52%+5%
Lore: Alien 57%+5%
Business and Finance 62%+5%
W.P. Rifles
Kick Boxing
Prowl 62%+5%
Running (1st Level)
Dance 47%+5% (1st Level)
Jury-Rig 42%+5% (1st Level)

Basic Skills +12%
Language: Arismal 112%+5%
Language: Imperial Trade Tongue (Les Iban) 82%+5%
Literacy: Arismal 87%+5%
Mathematics: Basic 92%+5%
Military Etiquette 72%+5%
Radio: Basic 92%+5%

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +3
Parry Bonus: +4
Dodge Bonus: +4/+3 Automatic Dodge - can dodge without using up an attack
Disarm Bonus: +2
HTH Damage Bonus:
Bonus to Roll w/Punch:+3
Bonus to Pull a Punch:+3
Roundhouse Kick: 3D6
Axe Kick: 2D8
Knee Strike: 1D8
Leap Kick: 3D8 (2 APM)

Zero-G Combat Data
Type: Elite
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +4
Parry Bonus: +5
Dodge Bonus: +7/+3 Automatic Dodge - can dodge without using up an attack
Disarm Bonus: +3
HTH Damage Bonus:
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +4
Other:

Weapon Proficiencies (level up still)
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. Handguns +2 to strike
W.P. Rifles +2 to strike

Saving Throw Bonuses
Coma/Death: +4%
Toxins (15+):
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (15+): +2 vs mind control, possession and illusions
Last edited by Corrigon on Thu Oct 11, 2018 1:00 pm, edited 31 times in total.
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Re: Corrigon - Arismel

Postby Corrigon » Wed Mar 21, 2018 10:16 am

Background Story
Corrigon was certified as a genius as a young boy; his family, rich lawyers, imagined that he would become a lawyer, scientist or rich businessman, even despite the disappointment of his lowly tier status.

To somebody like Corrigon, he found he didn’t care for science, what he wanted was the thrill and excitement of being a fighter pilot, something that his brain didn’t give a complete advantage. However, under the wishes of his family, he entered Law School, completing the degree and passing the bar in record time, before he decided that he just could not do that and enlisted. Unhappy with his decision, they cut him off when he entered the service at such a lowly level until they were able to use their influence to push him into the JAG program, with the promise of flight training alongside. Furious with their interference, it took his siblings to calm him down before they headed off for a trade meeting somewhere outside of Arismal space.

Excelling at both his pilot and JAG training, he also gained notice when during his training, somebody higher up spotted that Corrigon had a talent for pretending to be other people and after completing his training, he was assigned to supplemental training to harness that natural talent, so he didn't enter active service straight away. Further training was to come once he had his first tour under his belt in order to season him. He had just been assigned to his first assignment onboard the Vigilance Class Carrier A.D.F.S. Dauntless as a JAG whilst he completed his flight training in what little spare time he had, handling when the unimaginable occurred.

Almost everyone he knew was gone in an instant...

As the fleet struggled along with the few remaining survivors, a call went out for anybody wishing to serve. Though already enlisted, he jumped at the chance to serve in the fighter corp and has been completing his fighter training up to now, outclassing many of those whom had served for longer. Of course, this has not stopped the Intelligence Services from wishing to use Corrigon's other aptitudes. Whilst other incidents such as the coup attempt were going on, Corrigon was on the Profit Motive having been detailed to assist the civilians onboard to better organize themselves to provide a useful resource to the fleet.
Last edited by Corrigon on Fri Mar 23, 2018 2:31 pm, edited 3 times in total.
Image LCPL Corrigon Malath

H.P.: 28
S.D.C.: 54

Wearing A.D.F. Standard Armor
A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100 each
--Legs: 150 each
--Main Body: 200
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Corrigon
 
Posts: 60
Joined: Wed Mar 21, 2018 10:13 am

Re: Corrigon - Arismel

Postby Corrigon » Wed Mar 21, 2018 10:17 am

Rating Badge
Image

Gear

Worn on Person
A.D.F. Flight Suit & Helmet on ship
A.D.F. Standard Armor on mission
A.D.F. Combat Goggles

A.D.F. Standard Issue Modular 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: A.D.F. Slug-Thrower
• Attachment: canteen
• Attachment: NG Equalizer (Patron Item)
• Attachment: Slug thrower magazine

Personal Foot Locker aboard the Stiletto
Law School Certificate
3 Standard uniforms
1 Dress uniform
Locket with sister and brother's photo
Image



Gear Stats

A.D.F. Slug-Thrower
Image
S.D.C.: 40
Weight: 5 lbs. (2.2 kg)
Cartridge: caseless 12.70 mm
Range: 100 feet (30.48 m)
Damage: 6D6 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 8 round box magazine


A.D.F. Combat Goggles
Image
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.


A.D.F. Flight Suit & Helmet
Image
This is a non-restrictive. lightweight body suit that nonetheless provides its wearer with decent protection. The flight suit is made of multiple layers of a polymer weave fabric reinforced in vital areas by semi-rigid composite ceramic plates. It is not meant as a front-line armor suit, but designed for aviators, flight crews, and power armor drivers as a last resort protection measure if their vehicle is destroyed, shot down, crashes, or is breached.
Weight: 11 lbs.
Mobility: Unrestricted (no penalties).
S.D.C. by Location:
--Helmet: 30
--Arms: 20 each
--Legs: 30 each
--Main Body: 50
Features: The suit forms seals at the cuffs and collar. The helmet connects to a craft's life support system for sustained operations. In the event of an emergency, the suit has been equipped with 6 hours of oxygen reserves.


A.D.F. Shipboard Tactical Rifle
Image
S.D.C.: 75
Weight: 12 lbs. (5.4 kg)
Cartridge: caseless 19mm
Range: 500 feet (152 m)
Damage: 1D8x10–slug or 6D6–buck S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 20 round box magazine


A.D.F. Standard Armor
Image
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
Features:
• Fully environmental
• HUD in helmet visor
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).


NG Equalizer (Patron Item)
Image
Northern Gun's engineers always make commercially non-viable prototypes to test out novel design ideas, and to test engineering theories. The Equalizer is one such item.
• Range: 800'
• Damage: 5D6 + knockdown
• Rate of Fire: Single shots only
• Payload: 6 rounds
• Modifiers: +1 to initiative, +2 to strike, critical strike on Natural 19-20
• Features:
☞ Adaptive engineering: can also use NE-002PC "Medium" Plasma Cartridges, but with no knockdown effect.
☞ Custom Grip
☞ Laser Targeting
☞ Knockdown Effect: Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor will be knocked down, however, those in power armor, full conversion cyborgs, robots, giants, supernatural beings and creatures of magic are not.
Notes: A strength of 16 or better is required to shoot the Equalizer (those with a weaker P.S. are -2 to strike even with an aimed shot, and -6 when shooting wild); a P.S. 18 is needed to fire it one-handed. Ammunition is only available at official Northern Gun outlets: 200 credits per round


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: Sidearm magazine
• Attachment: Equalizer Reload
• Attachment: Equalizer Reload
• Attachment: Rifle Reload
• Attachment: Rifle Reload
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Last edited by Corrigon on Sun Sep 02, 2018 5:56 am, edited 3 times in total.
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Corrigon
 
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Re: Corrigon (HU2G WIP)

Postby Corrigon » Fri Mar 23, 2018 11:53 am

HU2 Alien XP Table
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Image LCPL Corrigon Malath

H.P.: 28
S.D.C.: 54

Wearing A.D.F. Standard Armor
A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100 each
--Legs: 150 each
--Main Body: 200
User avatar
Corrigon
 
Posts: 60
Joined: Wed Mar 21, 2018 10:13 am

Re: Corrigon Malath (HOO-RAH!)

Postby Corrigon » Sun Jul 08, 2018 2:31 pm

=======================
Corrigon's Stiletto Locker
=======================
As per gear sheet. Corrigon travels light and doesn't have a lot of gear.
Last edited by Corrigon on Fri Aug 10, 2018 3:31 am, edited 1 time in total.
Image LCPL Corrigon Malath

H.P.: 28
S.D.C.: 54

Wearing A.D.F. Standard Armor
A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100 each
--Legs: 150 each
--Main Body: 200
User avatar
Corrigon
 
Posts: 60
Joined: Wed Mar 21, 2018 10:13 am

Re: Corrigon Malath (HOO-RAH!)

Postby Corrigon » Sat Jul 14, 2018 11:03 am

(5 EP) Manifest One New, Semi-Random Minor Super Power

categorical choice 1d100 = 35
1d100 = 45
1d100 = 67

power 1d100 = 64

chose enhanced attributes
Extraordinary Physical Prowess (HU2)

2d4 = 5PP
speed 3d4 = 6
Image LCPL Corrigon Malath

H.P.: 28
S.D.C.: 54

Wearing A.D.F. Standard Armor
A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100 each
--Legs: 150 each
--Main Body: 200
User avatar
Corrigon
 
Posts: 60
Joined: Wed Mar 21, 2018 10:13 am


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