Cairo Xanreys (HOO-RAH!)

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Cairo Xanreys (HOO-RAH!)

Postby Cairo » Tue Nov 19, 2013 12:39 am

Player Name: Steve
Gmail: Spornbida

Character Name: Cairo Jay (C.J.) Xanreys
Call-sign: Fang
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 1
Rank: O-1, 2nd Lieutenant
Military Occupational Specialty: Power Armor Driver M.O.S.
Alignment: Unprincipled
XP Level: 10
XP Points: 115,466 [CC 11Jun2019]
Next Level @ XP: 131,601 (use Alien table)
Disposition: Cairo/CJ was a happy-go-lucky sort, but he is now on the ragged edge of losing his generally positive outlook and spiraling into grim anger.
Politics: CJ is still very undecided in this area.
Insanity: None

ATTRIBUTES
I.Q.: 19
M.E.: 19
M.A.: 15
P.S.: 45 [Superhuman]
P.P.: 30
P.E.: 17
P.B.: 12
Speed: 21 [52.5' per action]

PHYSICAL DATA
P.P.E.: 14
AR: 12
H.P.: 262
S.D.C.: 1450
Age: 26
Sex: Male
Height: 5'10"
Weight: 220 lbs.
Description: CJ/Cairo isn't tall, but he's not short, not huge but is fairly well built. He's decent looking with short-cropped black hair, a ready smile, and a constant fluid grace that makes every move appear effortless yet poised (like a prowling Jaguar). Cairo sports a couple tattoes, including a Bio-Mechanical tattoo on much of his right arm, and a pair of Escher Hands behind his Left shoulder. CJ may be pretty green, but his raw talent gives him confidence and he carries himself as one who can handle himself on a battlefield, in a turret, or around a dance-floor (whatever's handy).

Racial Abilities
Nightvision: 600'
Typically Arismal must wear protective eye wear (sunglasses) or: -4 to Initiative, -8 to strike/parry/dodge ... However, because of his ability to see in all spectrums of light, Cairo is not blinded by bright light.
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Charm/Impress ● N/A
Perception ● 67% [Includes EP Bonus] [+15% in Space]
Invoke Trust/Intimidate ● N/A
Max. Carrying Weight: 9,000 lbs.
Max. Lifting Weight: 12,000 lbs.
Speed: 431 yards per minute
1293.6 feet per minute
323.4 feet per melee round

Super Abilities:
Machine Merge: This power allows the being to transform parts of his body into techno-biologic tendrils that can attach themselves to non-sentient machines including computers, weapons, and vehicles.
--- ● Can Link with 1 Technological Device with some form of electronics (+1 @ 3, 5, 7, 9, 11, 13, 15) -- Can Presently Merge with 5 Items
--- ● Increases skill levels with linked machine by 5 levels (typically a +25%), or gives a base Level 5.
--- ● Can Combine his natural PP and Combat Skill bonuses with Linked Machines
--- ● When Merged, character becomes distracted in using skills for anything but the merged machine (-15% on other Skills, -1 Init/Merged Machine).
--- ● Tendril Range 1ft/Lvl
--- ● When using a Computer/Cyberjacking (+2 APM, +4 Dodge, +20% w Computers vs passive security, NO Penalties vs Coma/Death from Virtual Death)
**With Machine Merge In Use**

Massive Damage Capacity: While not invulnerable, this character can sustain a lot more damage than most others.
--- ● AR 12 (9 +1 @ 3, 6, 9, 12, 15)
--- ● Increased SDC and HP [+100sdc/Lvl, +10 HP/Lvl]
--- ● Regenerates 1 HP or SDC every other Minute (30/Hr)
--- ● Fatigues @ 1/3 Normal Rate.

Shadow Cloak: Can wrap himself in shadows to create a cloak of darkness that conceals his identity and helps shield him from attacks.
---- ● Cloak of Darkness – Shadows mask his face, and hide much of his body and true appearance
---- ● ALL Attackers are ½ their bonuses to Strike/Parry/Dodge/Disarm/Entangle vs this character
---- ● ALL Attackers are ½ their Initiative & Perception vs this character
---- ● In areas of shadow/darkness +20% to Prowl. In areas of bright light, still looks menacing, but -20% to Prowl
---- ● Protection from Shadows: Resistant (½ Damage) from light & laser based attacks
---- ● IMPERVIOUS to all shadow-based attacks while wearing this cloak.
**With Shadow Cloak**

Supervision: Spectrum Vision: Able to see energy that is outside the normal range of vision including the full Electromagnetic Spectrum, magnetic fields, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation.
--- ● Because of this, unlike other Arismal, Cairo is not blinded by normal (20 watts+) light
--- ● Always knows where Magnetic North is and can see magnetic streams and can use them as invisible landmarks to find his way around
--- ● Bonuses to certain skills [+5% to Electrical Skills, +10% to Navigation & Wilderness Skills, +20% to Land Navigation]
--- ● 100ft +10ft/L (reduced in tech-dense environments) [ 200ft ]

Flying Force Disc: Can create an energy disc as a floating platform or throwing disc.
--- ●● Transport Disc: 50mph +20/Lvl (per House Rules) [230 MPH], 5' Diameter/Lvl [50ft], Max Altitude 200ft/Lvl [2000ft], Capacity 570lbs+50lbs/Lvl [1070lbs], Duration 30Min/Lvl [5.0 hrs], Create up to 300ft away, 1 Attack to Create & 1 APM to Maintain, 2x Spd in Space, 1/2 Spd Underwater, 170 SDC
--- ●● Throwing Disc: 1d6+1 [@ each Odd Lvl] (so 5d6+5), Range 600ft+50ft/Lvl [1050ft], Uses PP & H2H Bonuses

Superhuman Strength: Can carry 200 times his PS in pounds. Can lift 300 times his PS in pounds. Fatigues at ½ normal rate.

Impervious to [Mind] Control & Possession: This character is immune to the effects of mind control and domination, be it from magic, psionics, super abilities, drugs or any other sources, nor can the character be possessed by any outside entity, spirit, or other super being, etc.

Space Native: Body has evolved to survive prolonged periods in the vacuum of Space. PU3, Pg 20.
--- ●● Breathes without Air
--- ●● Impervious to Cold [Cold based Magic does ½ damage]
--- ●● Impervious to Depressurization [and/or pressure from Ocean Depths]
--- ●● Impervious to Radiation
--- ●● Resistant to Gravity Based Attacks [½ Damage/Duration/Effects]
--- ●● Invulnerable to small bits of flying debris
--- ●● Can speak in a Vacuum
--- ●● Can Survive in Space for 3 Days/Lvl without any ill effect [Currently 24 Days], then 2 Days/PE Point as he slowly weakens & starves ("Speculation is that the character's body absorbs solar energy and radiation in place of food and water" ) [37 Days].
--- ●● Combat Bonuses in Space: +1 APM, +2 Initiative, +1 Strike, +1 Parry, +3 Dodge, +1 Disarm, +1 Pull Punch
, [& Perception +3 [+15%]]

M.O.S. Skills
Pilot: Robots & Power Armor (All) -- 131% [+4/L] +20% When Linked
Robot Combat: Type I Robot Combat Vehicles
Robot Combat: Type III Exoskeletons
Advanced Robot Combat: Arismal War Dog
Basic Electronics -- 105% [+5/L]
Computer Operations -- 110% [+5/L] +25% When Linked
Computer Programming -- 100% [+5/L]
Language: Pilian Tongue (Liloqua) -- 125% [+5/L]
General Repair and Maintenance -- 105% [+5/L]
Navigation -- 130% [+5/L]
Read Sensory Equipment -- 100% [+5/L] +25% When Linked
Weapon Systems -- 110% [+5/L] +25% When Linked
Pilot: Military Spacecraft: Small -- 116% [+4/L] +20% When Linked
Pilot: Personal Anti-Gravity Transportation -- 110% [+5/L] +25% When Linked
W.P. Heavy Energy Weapons & Rail Guns
Hand to Hand: Commando
** W.P. Paired Weapons [From Hand to Hand Commando]

Other Skills
Field Armorer -- 110% [+5/L]
---- Basic Mechanics -- 105% [+5/L]
Cyberjacking -- 95% [+5/L] +25% When Linked
W.P. Blunt
Boxing
Zero Gravity Combat: Elite [Bonuses when Weightless: +1 APM, +1 Initiative, +2 Strike/Parry/Dodge/Disarm/Pull Punch, +10 Speed]
Computer Hacking -- 85% [+5/L]
Intelligence -- 57% [+4/L]

Secondary Skills
Prowl -- 80% [+5/L] [+20% in dark area]
Depressurization Training
Lore: Alien -- 85% [+5/L]
Salvage -- 90% [+5/L]
Dance -- 85% [+5/L]
W.P. Rifles
[L3] Wilderness Survival -- 75% [+5/L]
[L3] Physical Labor
[L6] Recognize Weapon Quality -- 50% [+5/L]
[L6] Literacy: Pilian -- 55% [+5/L]
[EP] Streetwise -- 45% [+4/L]
[EP] Research -- 75% [+5/L]
[EP] Language: Kassan -- 75% [+5/L]
[L9] First Aid -- 60% [+5/L]
[L9] Literacy: Thimerian Code (Ilta) -- 45% [+5/L]

Basic Skills
Language: Arismal -- 125% [+5/L]
Language: Thimerian Code (Ilta) -- 110% [+5/L]
Literacy: Arismal -- 105% [+5/L]
Mathematics: Basic -- 110% [+5/L]
Military Etiquette -- 110% [+5/L]
Radio: Basic -- 120% [+5/L]

Combat Data
HTH Type: Commando
Number of Attacks: 7
Initiative Bonus: +5
Strike Bonus: 11
Parry Bonus: 13
Dodge Bonus: 13 // +2 on Flying Disc
Auto-Dodge Bonus: +9
Disarm Bonus: 2
Damage Bonus: 32 (H2H + SH Strength)
Bonus to Roll w/Punch: 5
Bonus to Pull a Punch: 5
Other:
Superhuman Strength Damage Class: 2d4 Rest. / 3d6 Reg. Punch // 6d6 Power Punch
☞ Automatic Body Flip: 1
☞ Karate Kick: 2d6
☞ Jump Kick: 6d6
Death Blow on a Natural 18-20 ([See EU House Rules])

Robot Combat Data: Robot Combat: Arismal War Dog
Number of Attacks: 10 // 11
Initiative Bonus: 9 // 11
Strike Bonus [Integrated Ranged Systems]: 16 // 18
Strike Bonus [H2H]: 15 // 15
Strike Bonus [/w improvised (Non-Integral) Weapons]: 11// 12
Parry Bonus: 14 // 15
Dodge Bonus: 15 // 17 // +2 on Flying Disc
Auto-Dodge Bonus: 9
Disarm Bonus: 4
Bonus to Roll w/Punch: 6
Bonus to Pull a Punch: 6
HtH Damage Bonus: Varies with Robot
Other:
☞ Restrained Punch:
☞ Full Strength Punch:
☞ Power Punch:
☞ Kick:
☞ Leap Kick:

Robot Combat Data: Robot Combat: Type III Exoskeletons
Number of Attacks: 9
Initiative Bonus: 5
Strike Bonus: 13
Parry Bonus: 13
Dodge Bonus: 15 // +2 on Flying Disc
Auto-Dodge Bonus: 8
Disarm Bonus: 1
Bonus to Roll w/Punch: 4
Bonus to Pull a Punch: 3
☞ Automatic Body Flip: +1

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. Heavy Energy Weapons & Rail Guns [+1 @ 1, 3, 6, 10, 14 (+4//+5 when Linked)]
W.P. Paired Weapons [H2H]
W.P. Blunt +1 to Strike/Parry @ 1, 3, 6, 9, and 12. +1 to Throw @ 5, 10, and 15 ( +4 S/P )]
W.P. Rifles [+1 @ 1, 3, 5, 7, 9, 11, 13 ( +5 )]

Saving Throw Bonuses
Coma/Death: +15%
Toxins (15+): +1
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +2
Psionics (varies): +2
Horror Factor: +5
Last edited by Cairo on Sat Feb 16, 2019 10:45 am, edited 34 times in total.
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Cairo
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Re: Gypsy -- New Char [In Progress]

Postby Cairo » Fri Dec 27, 2013 2:25 pm

At 18, Cairo [C.J.] was an Ace at the ADF Flight Academy and seemed destined to fast-track for a Fleet-Command like father and his cousin Rolyn. Cairo's powers and talents made him a natural in the cockpit, he even tried out the cyberjacking stuff a bit, but he hated the studies that went with them. Theory based mathematics, and space navigation were out of his depth and he flunked them twice before, extracurricular robot-driving and a fling with the Commandant's daughter ended his time at the Academy. As the stark reality of dismissal set in, he realized he had been coasting on talent and should have buckled his ass down to apply himself, but it was too late.

CJ did a 14-month stint working cranes at a port and had received a couple promotions (to foreman) before an accident by some unknown-dumbass that led to him running into a burning warehouse to shut down fuel pumps before an explosion that still killed 4 co-workers. Cairo woke up out of a coma in a cold sweat in a hospital seven weeks later. He was a bit freaked out that his life had settled into more of a coasting routine, and felt like things were sliding by when he wasn't paying strict attention because he was unlucky enough to discover an aptitude for something that bored him to tears. Cairo couldn't envision going back.

Too embarrassed to go home to his parents, Cairo reapplied to the ADF (he still liked travel and thought he could make a difference doing something more useful than move freight), but was waitlisted for the Robot and Powered Armor Corps (no chance of getting back into the Flight Academy no matter what he tried). He found gig with the UMC (Ultimate Mecha Championships) as a freelance pilot in the popular techno-sport where Bots and PA's fought each other (and some badass Tier-1's that could handle it without jacking into an opponent's tech-systems) and did a year or so before, at 24, he got papers from the ADF to report. He had just enough time to do a week at home with his parents and mend a few fences before shipping off to give the ADF a 2nd try. Cairo liked that the PA Corps which didn't require so much book-study and let him focus on the things he loved while still giving the chance to be more direct and hands-on. To him the War Dog is a 2nd skin and he loves the feeling of making it dance through a field of combat employing unlikely maneuvers and improbable (impossible?) shots.
2nd Lt. Cairo Xanreys
Current Details
Image
Natural AR: 12
H.P.: 262/262
S.D.C.: 1450/1450

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)
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Re: Cairo Xanreys

Postby Cairo » Sat Jan 11, 2014 7:41 am

Gear

Favorable Contact in A.D.F.: Rolyn Xanreys, A.D.F. attaché to FAR diplomatic envoy Wanda Coxand.

Credit Card: 1,025 credits (29OCT16)


Carried
Galactic Standard Assault Rifle

Worn on Person
A.D.F. Heavy Armor
A.D.F. Combat Goggles
A.D.F. Flight Suit & Helmet
VidComm Watch Deluxe (Range: typically around 2 miles, VHF 250mhz, includes satlink)
T-Shirt

CAF Elite Corps Load-Bearing Chest Rig (Patron Item) (worn over Flight-Suit or Armor)
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: Canteen
• Attachment: Pistol Holster: w/ ADF Slug-Thrower
• Attachment: Galactic Assault Rifle Magazines (60 Rounds)
• Attachment: Galactic Assault Rifle Magazines (60 Rounds)
• Attachment: Galactic Assault Rifle Magazines (60 Rounds)
• Attachment: Galactic Assault Rifle Magazines (60 Rounds)
• Attachment: Flash Grenade [GMG Pg 124]
• Attachment: Flash Grenade [GMG Pg 124]
• Attachment: Energy Stun Baton
• Attachment: Energy Stun Baton
• Attachment: Vibro-Knife
• Attachment: Vibro-Knife

Backpack
[8] Galactic Assault Rifle Magazines (60 Rounds)
[4] Loaded Pistol Clip (ADF Slug-Thrower)
[16] Chocolate Meal/Protein Bars
[1] Decks of Cards
Hacking Computer
[2] Handcuffs
[20] Heavy Zip/Cable Ties
300' Rope

Gear Stats

Rating Badge
Image

A.D.F. Heavy Armor
Image
A.R.: 18
S.D.C. by Location:
--Helmet: 150
--Arms: 150 each
--Legs: 250 each
--Main Body: 000/300
Weight: 16 lbs. (7.25 kg)
Modifiers: -15% to movement & physical skills
Features:
• Fully environmental
• Multi-optic & targeting HUD in helmet visor, range: 600 feet (182 m)
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).
[/quote]

A.D.F. Mini-Lasers
Image
S.D.C.: 25
Weight: 1 lb. Each (.45 kg)
Range: 80 feet (24.4 m)
Damage: 2D6 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 10 shot mini E-clip


A.D.F. Light Armor
Image
A.R.: 12
S.D.C. by Location:
--Arms: 50 each
--Legs: 65 each
--Main Body: 100
Weight: 8 lbs. (3.62 kg)
Modifiers: none
Features:
• Non-environmental
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km) integrated into each arm.


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.


Hacking Computer
Image
A.R.: 10
S.D.C.: 25
Features: Protective Ballistic Foam Case, EMP-resistant, Standard and VA Simulation System
Standard Bonuses: +1 to strike, parry and dodge.
VA Bonuses: +2 to strike, +2 to parry and +4 to dodge, +1 APM, +5% to computer skills against passive security.
Combined Combat Bonuses when Merged: 6 Attacks, +7 Strike, +7 Parry, +12 Dodge
Ready-to-Use Programs:
• APS: Human Force Field [PU3, Pg 36]
• Energy Doppleganger [PU1, Pg 71]
• Transmutation[/b] [PU3, Pg 104]
• Prowl 85% base [[ + 10% in Forcefield Form, +30% Underwater in Forcefield Form ]]
****
Loaded Reference Libraries:
• Translation Program -- This program is loaded with 322 languages, including all known members of the FAR, the Atorian Empire, TGE, and others.



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.


[2] -- Vibro-Knife
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Damage: 2D6+3
Length: 1'
Weight: 1 lb.


[2] -- Energy Stun Baton
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Dimensions: 3 lbs., 2.5' long
Damage: Special--Energy clubs either do 3D6+3 damage or stun damage, not both. Stun damage is 1D4 plus the victim must save vs. non-lethal poison. A failed roll means character is stunned, loses initiative and is -5 to strike. parry, and dodge and skill performance is -10% for 1D6 melee rounds.

Galactic Standard Assault Rifle
Image
• Range: 2000'
• Damage: 6D6 per round
• Rate of Fire: Aimed, burst, or spray
• Payload: 60 round box magazine or 120 round drum
• Weight: 7.5 lbs.
• Modifiers: None


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

[4x] Slug-Thrower Magazines


[2] Cobalt Grenade
Image
☞ Weight: 0.5 pounds
☞ Damage: 3D6
☞ Blast Radius: 15'


[2] Smoke Grenade
Image
☞ Weight: 0.5 pounds
☞ Area of Effect: 30' cubic volume in an enclosed space, 15' cubic volume in an open area with increased visibility to horizon
☞ Duration: Dissipates in 5 minutes in an open space, 15 minutes in an enclosed space
Last edited by Cairo on Fri Jun 28, 2019 12:26 pm, edited 30 times in total.
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Cairo
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Re: Cairo Xanreys (HOO-RAH!)

Postby Cairo » Sun May 01, 2016 5:10 pm

Programs Loaded in Active Memory:
Ready-to-Use Programs:

Translation Program
    This program is loaded with 322 languages, including all known members of the FAR, the Atorian Empire, TGE, and others. It uses the suit's built in speakers and microphones for input and output.

Prowl RES Skill Program
    85% [[ + 10% in Forcefield Form, +30% Underwater in Forcefield Form ]]

• APS: Human Force Field [PU3, Pg 36] @ Lvl 6
    • AR: 14
    • SDC: 700
    • Regeneration: 2d6/Melee Round
    • Does not Breathe
    • Immune to Poison, Disease, Drugs, & Radiation
    • ½ Damage from: Light & Lasers
    • Manipulate Body Shape: Can make himself into a Wall/Barrier/Ramp/Bridge/Dome or other simple physical structure. Can stretch his body upward to get a birds eye view from up to 80 ft up.
    • Shape Force Blunt Weapons (Club/Mace/Ball & Chain): Damage per Weapon Type + PS Bonus, +1 Strike/Parry/Disarm
    • Bolts of Force: 5d6 Damage, 220ft, +4 aimed Strike
    • Full Body Force Bolt: 1d6*10+12 Damage, 500ft, +3 Strike, Counts as 2 Attacks
    • Prowl Bonuses per Above

• Energy Doppleganger [PU1, Pg 71] @ Level 6
    • Duration = 6d6*10 Minutes
    • MAX Summon 2x Daily
    • MAX Distance from Creator 3 Miles
    • APM = 6
    • SDC = 1170
    • Same Attributes as Creator
    • Same Skills as Creator but ½ Skill Values
    • ½ Damage from: Punches, Kicks, Knives, Swords, Bullets, & Arrows
    • Immune to Most Psionics, Fire, Cold, Radiation, and Explosive Force
    • Energy Travel: Flight up to 600 MPH, Max Distance from Creator = 4 Miles
    • Energy Bolt: 5d6+6 Damage, 180 ft, +2 Strike
    • Nova Explosion: 200ft Blast Radius, See damage in PU1

• Transmutation [PU3, Pg 104] @ Level 6
    • The ability to [temporarily] transmute one type of matter into another ("a portion of a large object can be transmuted provided that it is a separate and distinct portion of the bigger object").
    • Cannot be used on any living creature or intelligent being.
    • Range: Touch/10ft
    • Max Weight: 300lbs
    • Duration: 6d4 Minutes
    • Immune to involuntary transformations

Cyberjacking Combat Data (includes bonuses from Machine Merge)
Number of Attacks: 6 (+6 for the Doppleganger)
Initiative Bonus:
Strike Bonus: +7
Parry Bonus: +7
Dodge Bonus: +12
Last edited by Cairo on Wed Feb 22, 2017 5:49 pm, edited 2 times in total.
2nd Lt. Cairo Xanreys
Current Details
Image
Natural AR: 12
H.P.: 262/262
S.D.C.: 1450/1450

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)
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Cairo
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Location: HU2: Galactic

Re: Cairo Xanreys (HOO-RAH!)

Postby Cairo » Sat May 07, 2016 11:39 am

=======================
Cairo's Stiletto Locker
=======================

Credit Card: 0 credits


Personal Foot Locker
Rating Badge
[1x] set of civilian clothes (1 jeans, 1 Long Sleeve T-Shirts)
A.D.F. Mini-Lasers
[5] STAR Magazine (Slug)
[6] Sidearm Magazines
[1] High Impact Polarized Goggles
Civilian Clothes (Longsleeve T-Shirt (Green)/Jeans)
[1] Battle Jacket (Black)
[3] Working Uniforms
[1] Dress Uniform
[1] Tablet Computer (4x4, flex screen, project-able image) w/ a variety of games, Photos (mostly Family, some from Mecha-Fighting & a few girls from School), 3 dozen Sci-Fi and Spy Novels, and Music (120 hours of various, nothing from the Twilight Valley)

4x Data/Flash-Drives with backups for Computer
1x Data/Flash-Drives with Textbooks from ADF Flight Academy
1x Cell Phone (No Service)
1x Roll of Duct Tape (Black)
[2] Spare Uniform
[4] Clean Underwear/Socks
[5] T-Shirt (Black, XXL)
[4] T-Shirt (Green, XXL)
[3] Denim Jeans (XXL)
[2x] Set of Civilian Clothes (2 jeans, 2 Long Sleeve T-Shirts)
[4x] Clean Underwear/Socks
[1x] Pair of Running Shoes
[1x] Dark-Grey Leather Jacket
[2x] Roll of Duct Tape (Black)

Datapad
Image
• This portable computer has a back-lit screen and is capable of of many data processing and sharing functions.
• CJ has backed up variety of games, 3 dozen Sci-Fi and Spy Novels, and Music (120 hours of various)
• Translation Program -- This program is loaded with 322 languages, including all known members of the FAR, the Atorian Empire, TGE, and others.




Premier DRO card -- Issued to Noran Altec
Police Style Jumpsuit
Flight Suit & Helmet (Alien)
[10 pairs] Cheap Sunglasses
[10 pairs] Polarized Goggles
[3 pairs] High Impact Polarized Goggles
[100 Vanilla] Meal/Protein Bars
[200 Chocolate] Meal/Protein Bars
Wallet w/ RF-blocking lining
[10 lbs] Tea (Mint Type)
[10 lbs] Tea (Citrus Type)
[15 lbs] "Coffee" Beans (Off-world import; similar)
[20 lbs] Sweetener (Refined)
[5 lbs] Cassia (sticks)
[2] 2-lb Box of Fudge/Candy
[10] Hygiene Kits
Biomed Scanner


Galactic Standard Automatic Pistol
Image
• Range: 180'
• 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
• Features: Silencer
Last edited by Cairo on Thu Aug 16, 2018 10:54 pm, edited 5 times in total.
2nd Lt. Cairo Xanreys
Current Details
Image
Natural AR: 12
H.P.: 262/262
S.D.C.: 1450/1450

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)
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Cairo
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Posts: 667
Joined: Sun Nov 10, 2013 10:22 am
Location: HU2: Galactic


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