Wakiza Blackhoof (Human Cyberknight/Mind Melter)

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Wakiza Blackhoof (Human Cyberknight/Mind Melter)

Post by Wakiza »

Player Name: Mike
Google Hangouts: Wakiza.Netosa@gmail.com
Link to Ledger: Ledger

Character Name: Wakiza Blackhoof
Alias: Sir Blackhoof
Race: Human American Indian (Sioux)
O.C.C.: Cyber Knight / Mind Melter
Occupation: Mercenary/Bounty Hunter
Alignment: Aberrant (use to be Scrupulous prior to the war, then shifted to Anarchist. Due to the prior influence of Derilian, Wak is now Aberrant)
XP Level: 9 / 4
XP Points: 96,101(Frozen)/4,481(Frozen: Apprenticeship complete)/14963 (Armstrong 13/10/2020)
Next Level @ XP: 17,421
Sentiments/Non-Humans: Wary but accepting, at least until they prove its undeserved
Sentiments/Coalition: Despises the CS, trying hard to overcome my own prejudice
Disposition: Bitter and negative inside, but puts on a decent front of reasonableness! A haunted man by the things he has seen and done.
Insanity: None
*When NE-BA-26 Special Body Armor is worn.

I.Q.: 23
M.E.: 26
M.A.: 20
P.S.: 28 (25 - Robotic)
P.P.: 24 (28)
P.E.: 31
P.B.: 17
Speed: 33 (53)

P.P.E.: 30
I.S.P.: 219
H.P.: 80
S.D.C.: 124
Age: 27
Sex: Male
Height: 6'3"
Weight: 220 lbs.
Description: Tall, dark, mean and scarred.

Natural Abilities
Perception Bonus: 91% (+3%)
  • -When Amplified Hearing is applicable +15%
    -When MOE is applicable +15%
    -To recognize salvage +25%
    -To recognize contraband +20%
    -To maintain tail +20%
    -To recognize clues and evidence of subject's presence +20%
    -To realize he has been made +20%
    -To realize you are being tailed +15%
Invoke Trust/Intimidate: 60%
Charm/Impress: 35%
Max. Encumbrance: 88 lbs. (198 lbs.)
Max. Carrying Weight: 540 lbs. (625 lbs.)
Max. Lifting Weight: 1080 lbs. (1250 lbs.)
Max. Jumping Ability: 29.5' (51') length & 11' (26.5') height
Replenish ISP at 2 points per hour of rest or sleep and 6 per hour of meditation
Can move 18 (29) yards each action
No fear of heights.
Reduce Fatigue by 75%

Cyber-Knight Zen Combat Training
Advanced Combat Awareness:(Wakiza can actually feel the weapons and war machines as they come on-line or are drawn to be used against him. It's as if he can see them as clearly as the weapon being pointed in his face)
**Extends to all combatants who direct an attack at Wakiza
**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.
**Opponents are -2 to strike Wakiza, -2 to dodge his attacks, and lose one attack per melee.

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 including TW weapons and devices
**+6 vs. Artificial Intelligence and computers
**Technological opponents are -3 to dodge cyber-knight's attacks, -2 APM

Cloud Sensors:
The Cyber-Knight cannot be accurately detected with Sensors. "Sensors" are limited to those in Robots, Power Armor & Vehicles with Weapons/Sensor systems.
**Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and lose two attacks per melee every time 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

Right Eye
Multi-Optic Eye (+15% Perception bonus)
OOC Comments
☞Telescopic: 4-8x30 magnification, range: 6000 ft.
☞Macro Lens: 2x-20x magnification, range: 3 ft.
☞Passive Nightvision: 2,000 ft. range in ambient light
☞Thermal-Imaging: 2,000 ft. range
☞Light Filters: Reduces glare
☞Targeting Display: Cross-hairs on target. +1 to strike w/ ranged weapon.

Right Ear
Amplified Hearing (+15% Perception bonus)
OOC Comments
☞Range: 360'
☞Bonus: +1 to parry, +2 to dodge, +3 to initiative
☞ Can hear one decibel at 75’
☞ Can hear ten decibels at 150’
☞ Can hear thirty decibels at 360’
☞ Can hear seventy decibels at 1000’

Universal Headjack & Ear Implant w/built-in radio
☞ Radio Receiver & Transmitter: 3 mile range
Cyber Armor
☞ A.R.: 17
☞Main Body — 73
OOC Comments
☞Upper Legs — 21 each
☞Forearms — 16 each
☞Shoulders — 14 each
☞Back/Shoulder Plate — 21 each
Regenerates 1d6 MDC/hr

Master Psionic
Bio-Regeneration (6)
Psychic Diagnosis (4)
Psychic Purification (8)
Psychic Surgery (14)
Healing Touch (6)
Alter Aura (4)
Enhanced Reflexes (10) (From Rifter 25)
Impervious to Fire (4)
Resist Magic (15) (From Rifter 25)
Strength of Mind (10) (From Rifter 25)
Telekinesis (various)
Astral Projection (8)
Commune with Spirits (6)
Empathy (4)
Machine Ghost (12)
Mask ISP & Psionics (7)
Meditation (no cost)
Mind Block (4)
Mind's Eye (8) (From Rifter 25)
Object Read (6)
*Object Read: Impressions - 72% (+2%)
*Object Read: Images - 64% (+2%)
*Object Read: Present - 54% (+2%)

Psionic Seeking (6)
Remote Viewing (10)
See Aura (6)
See the Invisible (4)
Sense Evil (2)
Sixth Sense (2) (bonuses for first round +6 to initiative, +2 to parry and +3 to dodge)
Speed Reading (2)
Telepathy (4)
Total Recall (2)
Bio-Manipulation (10)
Create Psi-Sword (no cost) 8D6+4 M.D. (including +1d6 from fencing) (Can create two psi-swords)
Create Psi-Shield (15)
Empathic Charisma (10) (From Rifter 25)
Mind Block Auto Defense (0)
Mind Bond (10)
Mind Wipe (Special)
Psychic Body Field (30)
Telekinesis (Super) (10+)
Telekinetic Force Field (30)
Telemechanics (10)
Telepathic Suggestion (15) (From Rifter 25)
Telepathy Superior (8) (From Rifter 25)
*Duration and range of psychic powers are increased by 50% whenever on or within 1 mile of a ley line.
**Duration, range, and damage of powers are doubled when at or near (1 mile) a ley line nexus.

Savage Expert Advanced Training
Recognize Salvage and Quality (See page 94 HoH)
Appraise Goods--74% (+5%)
Barter--71% (+4%)
Basic Mechanics--104% (+5%)(dual)
Find Contraband--59% (+4%)
Mathematics: Advanced--79% (+5%)
Recognize Weapon Quality--59% (+5%)
Recycling--74% (+5%)
Salvage--79% (+5%)

Stalking Advanced Training
Being a Ghost (See page 95 HoH)
Land Navigation--111% (+4%)(Dual)
Pick Locks--74% (+5%)
Prowl--109% (+5%)(Dual)
Tailing--84% (+5%)
Tracking--104% (+5%)(Dual)
-Counter Tracking--114% (+5%)(Dual)
Wardrobe & Grooming--91% (+4%)

O.C.C. Skills
Language American--107% (Dual)
Language Demongogian--98% (+3%)
Language Euro--98% (+3%)
Math: Basic--89% (+5%)
Streetwise--88% (+4%)(Dual)
Pilot: Hover Craft (Ground)--84% (+5%)
Pilot: Helicopter--69% (+5%)
W.P. Whip
Literacy American--109% (+5%)(Frozen)
Language Dragonese/Elf--102% (Frozen)
Language Spanish--113% (+3%)(Frozen)
Language Gobblely--113% (+3%)(Frozen)
Anthropology--94% (+5%)(Frozen)
Body Building
Climbing--119%/109% (124%/114%) (+5%)(Frozen)
☞ Work Parallel Bars--98% (+3%)(Frozen)
Horsemanship: Cyber-Knight--103%/83% (+3%)(Frozen)
Lore: Demon & Monsters--99% (+5%)(Frozen)
Paramedic--99% (+5%)(Frozen)
Swimming--109% (+5%)(Frozen)
W.P. Sword (Frozen)
W.P. Knife (Frozen)
W.P. Energy Pistol (Frozen)
W.P. Energy Rifle (Frozen)

O.C.C. Related Skills (Spent 4 on AT)(Spent 1 at 9th on AT)(Spent 1 at 12th on AT)
Mechanical Engineer--54% (+5%)
Weapons Engineer--54% (+5%)
Electrical Engineer 44% (+5%, 1st level)
Seduction 49% (+3%)
☞ Sense of Balance--114% (+5%)(Frozen)
☞ Walk Tightrope--98% (+3%)(Frozen)
☞ Climb Rope--108% (+2%)(Frozen)
☞ Back Flip--114% (+5%)(Frozen)

W.P. Heavy M.D. Weapons (Frozen)
W.P. Targeting (Frozen)
W.P. Quick Draw
Intelligence--78% (+4%)(Frozen)
Field Armorer & Munitions Expert--94% (+5%)(Frozen)
Detect Ambush--84% (+5%)(Frozen)
Detect Concealment--79% (+5%)(Frozen)
W.P. Spear (5th level)(Frozen)
W.P. Sharpshooting: Energy Rifle
Pilot: Robots and Power Armor 89% (+3%)(Frozen)
Robot (and Power Armor) Combat: Elite (5th level)(Frozen) Light Power Armor (Ground): See Ground-Based Power Armor for specific bonuses.
Interrogation--44% (+5%, 1st level)(Frozen)
I.D. Undercover Agents--49% (+4%, 1st level)(Frozen)
S.C.U.B.A.--79% (+5%, 4th level)(Frozen)
Undersea and Sea Survival--54% (+5%, 4th level)(Frozen)
Basic Electronics--54% (+5%, 4th level)(Frozen)
Sensory Equipment--59% (+5%, 4th level)(Frozen)
Weapon Systems--69% (+5%, 4th level)(Frozen)

Secondary Skills (Spent 2 at 9th on AT)(Spent 2 at 12th on AT)
General Athletics
Pilot: Hovercycles, Skycycles & Rocket Bikes:--112% (+3%)
Pilot: Automobile--91% (+2%)
Wilderness Survival--99% (+5%)
Radio Basic--109% (+5%)
Camouflage--89% (+5%)
Mythology--79% (+5%, 9th level)
W.P. Rifles (9th level)
Lore: Magic--79% (+5%, 7th level)
  • Recog. Magic Circles, Runes, etc: 69% (+5%); Recognize Enchantment 64% (+5%)
Lore: American Indians--84% (+5%, 7th level)
W.P. Handguns (7th level)
Physical Labor
Research--64% (+5%, 4th level)
Computer Operation--49% (+5%, 2nd level)

Combat Data
HTH Type: Martial Arts (at 15th level)
Number of Attacks: 9 (+1 w/any Energy Rifle)
Initiative Bonus: +5 (+8) (additional +3 for amplified hearing)
Strike Bonus: +10 (+12)
Death Blow Strike Bonus: +6 (+8)
Critical Strike on natural 18-20
Knockout/Stun on natural 18-20
Pin/incapacitate on natural 18-20
Knockout on a natural 20
Parry Bonus: +15 (+19) (additional +1 for amplified hearing)
Dodge Bonus: +14 (+18) (additional +2 for amplified hearing)
Automatic Dodge vs Tech (Any 2 opponents): +9 (+11) (+11 (+13) vs. AIs, computers, robots, and PA)
HTH Damage Bonus: +17 SD or +4 MD
Bonus to Roll w/Punch: +10 (+15)
Bonus to Pull a Punch: +5
Bonus to Disarm: +6
Bonus to Entangle: +2
Basic and Leap Kick attacks
Any Hand & Foot Strike
Perform Holds
Back Flip & Back Flip Escape
Back Flip Attack
Crush/squeeze/body block
Combat Acrobatics: No penalty to strike when moving
Multi-Optic eye +1 to Strike with Ranged
+1 to Strike with Hand Held Ranged Weapons
+1d4 MD to melee weapon damage

Robot (and Power Armor) Combat Data: Light Power Armor (Ground)
OOC Comments
•Number of Attacks: 12 (+1 w/any Energy Rifle)
•Initiative Bonus: +6 (additional +3 for amplified hearing)
•Melee Strike Bonus: +13
•Ranged Strike Bonus: +2
•Parry Bonus: +17 (additional +1 for amplified hearing)
•Dodge Bonus: +15 (additional +2 for amplified hearing)
•Automatic Dodge vs Tech: +9
•HTH Damage Bonus: +4 MD
•Bonus to Roll w/Punch: +12
•Bonus to Pull a Punch: +8
•Bonus to Disarm: +4
•Punch Damage: As per Robot (or Augmented) P.S.
•Power Punch: Double damage, but counts as two melee attacks.
•Tear or pry with hands: 1D4 M.D.
•Kick Damage: As per Robot (or Augmented) P.S.
•Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
•Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Robot (and Power Armor) Combat: Basic
OOC Comments
•Number of Attacks: 10 (+1 w/any Energy Rifle)
•Melee Strike Bonus: +11
•Parry Bonus: +16
•Dodge Bonus: +15
•Bonus to Roll w/Punch: +11
•Critical Strike is the same as the pilot's hand to hand skill.
•Strike bonuses for built-in weapons are limited to bonuses the pilot may have from the skills Weapon Systems and/or W.P. Heavy Mega Damage Weapons (applies to rail guns and missile launchers. as well).
•Damage: As per Robot P.S. Each power armor description will list the damage under the "Elite" hand to hand stat block. The basic skill,
however, only lets the pilot do a restrained and full strength punch and an ordinary kick, no leap kick, stomp or special attacks.
•Power Armor Body Block/Tackle/Ram: 104 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative
and one melee attack/action. Counts as two of the power armor's melee attacks.
•Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.
Weapon Proficiencies
W.P. Paired Weapons
W.P. Quick Draw +3 initiative to draw and fire or draw and throw
W.P. Targeting +3 to Strike when Thrown
W.P. Sword +5 to Strike/+4 to Parry/+2 to Strike when Thrown
W.P. Knife +4 to Strike/+5 to Parry/+4 to Strike when Thrown
W.P. Shield +4 to Parry/+2 to Strike
W.P. Spear +2 to Strike/+2 to Parry/+1 to Strike when Thrown
W.P. Energy Pistol +5 to Strike
W.P. Energy Rifle +4 to Strike
W.P. Heavy MD Weapons +3 to Strike
W.P. Rifles +5 to Strike
W.P. Handguns +3 to Strike
W.P. Whip +2 to Strike/+2 to Disarm/+2 to Entangle/+2 to Damage
W.P. Sharpshooting: Energy Rifle
-Single Shot - +1 (+2) to strike
-Burst Fire - +1 (+2) to strike
-Called shot - +1 (+2) to strike (2 APM)
-Aimed shot - +3 to strike (2 APM)
-Aimed Called shot - +3 to strike (3 APM)
-Plus Trick Shooting (Can fire a traditional two-handed weapon, like a rifle, one handed without penalty.)
(+1 melee attack when using that specific weapon for the entire melee round.)

Saving Throw Bonuses (+1 from Sword and +1 to Psi from ring added in)
+8 (+10) vs. Psionics
+10 vs. Insanity
+7 vs. Horror Factor
+9 vs. Magic
+9 vs. Disease (effectively Impervious to Disease/ Only the most virulent virus has a chance of affecting Wak)
+9 vs. Poisons/Toxins
+4 (+7) vs. Possession
+3 (+5) vs. Illusions
+2 (+4) vs. Mind Control
Coma/Death: +31%
Last edited by Wakiza on Wed Feb 04, 2015 9:57 am, edited 11 times in total.
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Re: Wakiza Blackhoof

Post by Wakiza »


MercTown State Bank Account
Wakiza's Room (Storage)

Vehicles/Mounts are listed first.

Wing Board: Turbo
NG Robot Floater Camera

Carried/In Hand

Worn on Person
Confessor (on back)
(2) P.P.E. Battery Talismans
Talisman of Invincible Armor
Talisman Dispel Magic Barrier
Talisman of Negate Magic
Talisman of Talisman of Superhuman Agility
Talisman of Talisman of Charismatic Aura
The Aerial Guardian (worn on right ring finger)
Ring of Teleport (worn on left ring finger)
Polarized high impact sunglasses
Silver Cross
IDF Commando Wristwatch
Dark Suit
NE-BA-26 Special Body Armor
NG Stalker Suit
Silver Throwing Knife (1d4) (Right Boot)
Silver Throwing Knife (1d4) (Right Boot)
Silver Throwing Knife (1d4) (Left Boot)
Silver Throwing Knife (1d4) (Left Boot)
Wilk's-Remi 104 Derringer (Tucked Behind Utility Belt)
Trench Knife (Silver-plated; 1D6 + punch damage + P.S. damage bonus if any) (Attached to center of lower back)
Non-Secured Universal Card: 246,480 (03/18/2019 Augur)
Secured Universal Card: 1,528,000 (03/18/2019 Augur)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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: NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Attachment: MP-10 Caseless-Pistol
• Attachment: Magazines for MP-10 (spare, 10mm, silver)
• Attachment: Magazines for MP-10 (spare, 10mm, silver)
• Attachment: Storm Flare
• Attachment: Storm Flare
• Attachment: Widow-Maker clip
• Attachment: Widow-Maker clip
• Attachment: TW Lightblade
• Attachment: Whip of Pain
• Attachment: (1) Globe of Daylight Flare
• Attachment: (1) wooden Stake

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: Compass and Lighter
• Space: (2) Handcuffs (25 M.D.C.)
• Space: Canteen
• Space: (2) wooden Stake
• Space: (2) wooden Stake
• Space: (1) Spare 50-round banana magazine (silver rounds)
• Space: (1) wooden Stake
• Space: (1) Void Grenade (p.151, MercOps)
• Space: (1) Wilk's Blinder Grenade
• Space: Pocket notepad and pen

Stored in Vehicle
Wakiza's Modified NG-X114 Cougar
N-F40A Heavy Force Field
WI-SR15 15mm Sniper Rifle
Modified TX-17 Assault Rifle
Modified JA-12 Laser Rifle
(3) fully loaded 105 round ammo drums for TX-17
(188) silver WI-SR15 15mm Sniper Rifle rounds
6ft silver chain - heavy duty
(41) Plasma Grenades
(150) Wooden Stakes
(5) E-Clips
(2) Weeks Rations
Weapon Cleaning Kit
Weapon Repair Kit
Vehicle Diagnostic Computer
Universal E-Clip Recharger

Maritus Flavarrel (Favorable Contact)
Lemurian Mana’Koa (Favorable Contact)
Geoff Blackman (Influential Contact)
Aztec God Quetzacoatl (Powerful Contact)

Gear Stats

Wing Board: Turbo
Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
M.D.C. by Location
  • Wings (2): 100 each
  • Nose Fins (3): 30
  • Rear Hover Jets (3): 15
  • Undercarriage Hover Jets (4): 10
  • Main Body: 130

Statistical Data
  • Flight: 120 mph, double when on a ley line.
  • Max altitude is 10,000', double on a ley line. VTOL capable.
  • Activation cost: 5 P.P.E.
  • Must be regularly recharged with 90 P.P.E. every four months. (see BoM, p.336)

Combat Data
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.

NE-BA-26 Special Body Armor
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
  • N-F20A Force Field: 160

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
  • Modular Features & Upgrades Packages
  • Thermo-Kinetic Armor
  • HUD Visor Allows 6 different screens to be viewed without impairing vision.
  • Deluxe Weapons Package
    • Twin Retractable Energy Blade (Right Forearm)
      • Damage: 4D6 M.D.
    • Plasma Encased Garrote Strangle Cord (Left Wrist)
      • Damage: 5D6 M.D.C. per melee
    • Particle Beam Blaster
      • Range: 2,000'
      • Damage: 1D4x10 M.D.
      • Payload: 10 Shot (E-Clip)
    • NE-28R Micro-Missile Wrist Launcher
      • Range: 1 mile
      • Damage: 6D6 M.D.
      • Payload: 2 missiles
  • Robotic Exoskeleton
    • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
    • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
  • Built-In N-F20A Force Field
    • N-F50A Superheavy Force Field: 160 M.D.C.
    • Voice Activated
  • Laser Distancer & Targeting
    • +1 to Strike with Hand Held Ranged Weapons
    • Range 2,000'
  • Integrated Sensor Pod
    • 360° scanning capability
    • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
  • IFF & Targeting Computer
    • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
    • Can Identify up to 6,000 targets with 92% accuracy
  • Psionic Electromagnetic Dampers
    • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control

TW Characteristics:
  • TW Functions:
  • P.P.E. Battery: 100 P.P.E.
  • Blink of an Eye
    • Activation Cost: 24
    • Duration of Charge: Instant
  • Storm Rider Armor
    • Activation Cost: 30
    • Duration of Charge: 10 minutes

Book Reference: p.37-39, DB8

NG Stalker Suit
M.D.C. by Location:
  • Helmet: As per separate helmet
  • Arms: 5 each
  • Legs: 7 each
  • Main Body: 12

Weight: 3 lbs.
Modifiers: None.
  • Non-environmental
  • Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Book Reference: p.58-59, WB 34

Wakiza's Modified NG-X114 Cougar
M.D.C. by Location:
  • *Head: 112
  • *Shoulder Laser: 37
  • *Shoulder Grenade Launchers (2): 25 each
  • *Chest Grenade Launchers (6): 6 each
  • Left Plated Shoulder: 87
  • Arms (2): 112 each
  • *Forearm Vibro-Swords (2): 62 each
  • *Right Forearm Ion Blaster: 19
  • *Left Forearm Flamethrower: 22
  • **Finger & Toe Vibro-Claws (20): 12 each
  • Legs (2): 181 each
  • *Leg Thrusters (2 per leg): 15 each
  • Hard-Shell Backpack: 44
  • Hard-Shell Flamer Fuel Drum: 31
  • N-F50A Superheavy Force Field: 160
  • Main Body: 312

* Requires a called shot at -4 to strike
** Requires a called shot at -8 to strike
Statistical Data:
Running: 60 mph max, hydro-jet pack removal adds 12 mph to top speed
Leaping: 12' high and 12' across; 22' high or 22' across w/thrusters; land from heights up to 300'
Climbing: 24 mph up sheer cliff faces, 42 mph at angles of 50-90°
Water: Water: Can swim at 6 mph, 800' max depth
Class: Urban Assault and Xiticix Fighter Power Armor
Crew: One
Dimensions: 7.6' high, 3' wide, 3' long, 391 lbs.
Physical Strength: Robotic P.S. 28
Cargo: Hard-Shell Backpack & external belts/pouches
Power System: Nuclear
Weapon Systems: (One UEL link for handheld energy weapon)
NG-314 Tri-Barrel Laser Blaster (right shoulder)
  • Range: 1,760'
  • Damage: 2d6, 4d6, or 6d6 M.D. per blast/multi-blast
  • Rate of Fire: Single, dual, or triple-shot blasts only
  • Payload: unlimited

NG-X114 Forearm Ion Blaster (right forearm)
  • Range: 1,100'
  • Damage: 3d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: unlimited

NG-XG114 Grenade Launchers (2, 1 each shoulder)
  • Range: 660'
  • Damage: varies with type
  • Rate of Fire: 1, 2, 3, or 4 at a time
  • Payload: 8 total

Secondary Grenade Launchers (2)
  • Range: 660'
  • Damage: varies with type
  • Rate of Fire: 1, 2, or 3 at a time
  • Payload: 6 total

Silvered Forearm Vibro-Swords (2, right forearm)
  • Range: Close combat
  • Damage: 4d6 M.D.

Silvered Vibro-Claws (20, fingertips & toes)
  • Range: Close combat
  • Damage: Hands; 1d6 M.D. per finger, claw strike does 6d6 M.D.,
  • Damage: Feet; big-toe only does 2d4+4 M.D., claw kick does 6d6+6 M.D.

Forearm Flamethrower (left)
  • Range: 88'
  • Damage: 3d6 M.D. to 10' AoE around target
  • Rate of Fire: Single shots only
  • Payload: 3 blasts

Hand to Hand Combat: Damage as per Robotic P.S. 28
Handheld Weapons (optional): Any other handheld weapon can be used
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Helmet Camera & Gun Camera; 96 hours of video or 4,000 images
  • Advanced Audio: helmet integrated loudspeaker, language translator, voice modulator (20 variations)
  • Nightvision Optics (2,000')

Modifiers: +1 to initiative, +2 to parry, +1 to roll w/impact, +5% to climb, further modified by an operator
Book Reference: p.72-76, WB34

Modified TX-17 Assault Rifle
  • Range: 1,320'
  • Damage: 4D6 M.D. or 1D6x10+4 M.D. per 6 round burst
  • Rate of Fire: single shots or 6-round bursts
  • Payload: 30 or 45 round magazines, or a 105 round drum
  • Weight: 15 lbs., plus 5-7 lbs. for ammo clip; 20 lbs. ammo drum
  • Features: Customized grips, accelerated burst fire rate
  • Modifiers: P.S. 20+ is required to use ammo drum, +1 to strike (Wakiza only), Operator upgraded range by 10%
  • Book Reference: p.100, WB31

WI-SR15 15mm Sniper Rifle
  • Range: 2,600'
  • Damage:
    • Single 15mm shot: 1D8x10
    • 3-round 15mm burst: 1 M.D.
    • 10-round 15mm burst: 1D4 M.D.
    • WI-10 Light Ramjet: 1 M.D.
    • WI-10 Light Ramjet 5-round burst 1D4 M.D.
    • WI-10 Light Ramjet 10-round burst: 2D4 M.D.
    • WI-20 Heavy Ramjet: 1D4 M.D.
    • WI-20 Heavy Ramjet 5-round burst: 4D4 M.D.
    • WI-20 Heavy Ramjet 10-round burst: 1D4x10 M.D.
  • Rate of Fire: Single shots & 5 and 10-round bursts only
  • Payload: 50-round banana magazine (Silver rounds)
  • Weight: 21 lbs.
  • Features:
    • Bipod
    • Telescopic sight w/passive nightvision scope (3000')
  • Modifiers: Can only be fired from a prone position, supported on its bipod, otherwise requires P.S. 20+
  • Book Reference: p.99-100, MercOps

Modified JA-12 Laser Rifle
  • Range:
    • Laser: 4,000'
    • Grenade: 2,000'
  • Damage:
    • Laser: 4D6 M.D. per shot or 1D6x10+10 M.D. per burst
    • Grenade: 3D6 M.D. to a 10' radius
  • Rate of Fire:
    • Laser: Single shots or 3-shot bursts only
    • Grenade: Single shots only
  • Payload:
    • Laser: 10 shots per E-clip, 30 shots per LE-clip, 30 shots per E-Canister
    • Grenades: 4 per magazine
  • Weight: 13 lbs.
  • Features: Targeting scope
  • Modifiers: +1 to strike on aimed or called shots, Operator upgraded range by 10%
  • Book Reference: p.76, WB10

Whip of Pain
  • Range: 12'
  • Damage: 3D4 when inactive; Agony spell effect with activation
  • Rate of Fire: Once the magic is activated, it inflicts Agony to everybody it strikes (pain lasts for 1 minute).
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None

TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 20 P.P.E.
  • Duration of Charge: 4 minutes
  • Book Reference: p.322, BoM

Modified NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
  • Range: 66'
  • Damage: 1D6x10 M.D. per each plasma round
  • Rate of Fire: Single shots only
  • Payload: Four shot magazine of NE-004PC Heavy Plasma Cartridges. Cannot substitute lighter rounds.
  • Weight: 8 lbs.
  • Features:
  • Modifiers: Operator upgraded range by 10%
    • P.S. of 18-24: -1 to strike
    • P.S. 25+ (or Bionic or Robotic P.S. of 20+): no penalty
    • P.S. >18: -5 to strike & suffer knockdown when gun is fired
  • Book Reference: p.25, DB8

MP-10 Caseless-Pistol
  • Range: 1,500'
  • Damage: 4D6 or 2D4x10 (burst)
  • Rate of Fire: Single Shots or 10-Round Bursts only
  • Payload: 30 round magazine
  • Weight: 2 lbs.
  • Features: Custom Grip, Balanced
  • Modifiers: +2 to strike
  • Book Reference: p.103, Mercenaries

Wilks Blinder Grenade
  • Range: 120' when thrown, double with SN P.S.
  • Damage: none; blindness effects
  • Rate of Fire: N/A
  • Payload: 1 Charge. Can be recharged
  • Weight: 12 oz.
  • Features: 1.5 second (duration), 30' AoE
  • Modifiers:
  • Book Reference: p.209, WB14

Wilk's-Remi 104 Derringer
  • Range: 300'
  • Damage: 2D4 M.D.
  • Rate of Fire: 2 simultaneous shots
  • Payload: 4 shots; a special connector allows for the use of an E-clip recharger to power up the empty weapon.
  • Weight: 10 oz.
  • Features:
  • Modifiers:
  • Book Reference: p.207, WB14

TW Lightblade
  • Range: melee
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Weight: 2 lbs.
  • Features: Fueled by wielder's Hit Points/S.D.C.
  • Modifiers: + 1 to strike and parry

Unknown Rune Sword
Damage: Unknown
Alignment: Unknown
1. Possesses a strong personality of average intelligence.
2. Can actively communicate telepathically with its owner.
3. Is totally indestructible, the blade never dulls. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Lined from tip to handle with runes, and glows a faint white.
5. In mega-damage dimensions, damage is mega-damage.
6. Links to its 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. Unknown
Greater & Special Abilities
  • Unknown

Curse: Unknown
Personality: Unknown
History: Alvaro Dominguez...

N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
  • 8 hour duration per E-clip

Book Reference: p.122, DB2

The Aerial Guardian
Rare Enchanted Ring
Magic Features
  • Fly as the Eagle: 120 minutes; three times daily
  • Protection from Psionics: Constant +1 to save

Curse: Unknown
History: Unknown

Ring of Teleport
Rare Enchanted Ring
Magic Features
  • Teleport: Self, up to 25 miles. Three times daily.

Curse: (if any)
Notes: Chances of success same as spell Teleport: Superior
History: (if any)
Book Reference: p.47, DB 7

NG Robot Floater Camera
M.D.C. by Location:
  • * Central Lens: 2
  • * Hover Jets (2 side, 2 bottom, 2 back): 4 each
  • Main Body: 18

* Requires a called shot at -5 to strike if stationary, -8 to strike if moving
Statistical Data:
Flying Speed: hover to 10 mph max, 11' max altitude
Dimensions: 9" high, 6" wide, 18", 7 lbs.
Physical Strength: none
Power System: Battery (120 hours)
Weapon Systems: None
Hand to Hand Combat: N/A
Features of Note:
  • Criminal I.D. Recognition System: facial recognition (89%) can identify as many as 250,000 known wanted men, dangerous D-Bees, & monsters

Modifiers: +1 to dodge; linked to Wakiza's Modified NG-X114 Cougar & his NE-BA-26 Special Body Armor
Book Reference: p.236-237, WB34

Talisman Dispel Magic Barrier
Magic Features
  • Dispel Magic Barrier (10th level)
  • Charges: 3

Book Reference: p.150, BoM

Talisman of Invincible Armor
Magic Features
  • Invincible Armor (10th level)
  • Charges: 3

Book Reference: p.150, BoM

(2) P.P.E. Battery Talismans
Magic Features
  • P.P.E.: 50

Book Reference: p.150, BoM

Talisman of Negate Magic
Magic Features
  • Negate magic
  • Charges: 3

Book Reference: p.150, BoM

Talisman of Talisman of Superhuman Agility
Magic Features
  • Talisman of Superhuman Agility
  • Duration: 30 seconds
  • Charges: 3

Book Reference: p.150, BoM

Talisman of Talisman of Charismatic Aura
Magic Features
  • Talisman of Charismatic Aura
  • Duration: 1 minute 30 seconds
  • Charges: 3

Book Reference: p.150, BoM
Last edited by Wakiza on Wed Feb 04, 2015 9:35 am, edited 15 times in total.
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Re: Wakiza Blackhoof

Post by Wakiza »

Background Story

Early Life

My first memory in this life was the loss of my Mother. I couldn't have been more than three years old when our Sioux tribe was hit by a band of Ogres from the west. She died in front of our tent protecting my sister and I. At age four I lost my last surviving grandparent to Pecos raiders from the South. Next, at age five, my sister was killed while on a hunt by a rampaging Rhino-buffalo. Finally, at age six the tribe was nearly wiped out and definitely scattered by an attack from armored warriors from the Coalition States. The only prisoners taken were small children such as myself, I heard the soldiers mention an orphanage in Missouri where we wouldn't be corrupted by magic. The next day at the soldier's base camp what was left of the tribe, including my Father, attacked the soldiers. During the fight I watched my father tear a SAMAS apart before he was killed trying to get to me.

The explosion that killed my father knocked me into a pit. I was stuck in that pit for two days. The soldiers and the members of my tribe never came back.

I was rescued by two psi-warriors, husband and wife (Maria and Aral Romanov). The warriors fed me, clothed me and showed me what they could do with only there minds and a little training. I revealed to them that I could move things with my mind and that my father always said I would be a great warrior one day! They kept me around and basically adopted me. We traveled from town to town. They helped locals sometimes for money, sometimes for food, sometimes because they were the only ones who could! They taught me to use my powers, they said I had the potential of a master psi and if I wanted, when I was old enough, they would train me to be a psi-warrior.

For years we traveled and adventured, I was almost always left in a town with the humans or dbees they were working for or protecting. Again, death was always around the corner and I witnessed the death of far too many innocents. On several occasions we traveled to a fort in Montana and we always stayed with a man named Taloquin. Everyone called him Sir Taloquin, but my adopted parents always called him Tal. When I was fourteen, we were back in Montana and I now knew this was a cyber-knight base. My parents left me with Tal and went out on a mission. They never came back. They went missing in Canada with two cyber-knights and no trace or sign of them was ever found!

Not surprisingly I was becoming quite dispassionate towards death and suffering! Life is hard and people die! I wanted to live like my adoptive parents and help the innocents of the world and protect them from - well - my life! Tal came to me and gave me three options: (1) he would take me to a tribe of pure ones to be trained as one of them; (2) he would take me to Potomkane to be trained as a psi-warrior; or (3) he would train me himself to be a cyber-knight. The life as a pure one had no appeal to me. I respected the animal spirits and traditions, but I thought they were as foolish for ignoring tech as the Coalition was for avoiding magic. I didn't know anyone at Potomkane and I now respected the cyber-knights, so I decided to train with Tal.

Life with the Cyber Knights

Tal took me on as an apprentice while he was finishing the training of Rigeld Baltacle. Rigeld and I were as brothers and were still close even after he finished his training. I knew Tal had high hopes for me within the cyber-knight ranks with my psi abilities and physical traits. When I finished my training the war between the Coalition and Tolkeen was about to begin. Lord Coake had already decreed that the cyber-knights were to stay out of it. However, Rigeld broke with Coake and took many knights with him. He came to me because he knew what the Coalition had done to my father and tribe, and he convinced me to cross ranks and join him.

The War

I continuously questioned my choice to join Rigeld as the leaders of Tolkeen seemed as evil, if not more so, than those in the Coalition. On an early mission I was badly injured when a grenade was tossed into our campsite. I threw my helmet and body over the grenade to protect my troopers. When the grenade exploded my right eye was shredded and my hearing was nearly destroyed. Tolkeen, who needed its soldiers in tip top form, went ahead and put a multi-optic eye in my right eye and repaired my hearing cybernetically.

Dream Vision

While I was recovering I had a vivid dream! The cyber-Knights were fighting a civil war amongst themselves. This distraction weakened their protection for the common folk and all but ended their support for the tundra and justice rangers. Meanwhile the Coalition, after attacking New Lazlo, fell to the powerful alliance of Lazlo, Dweomer and Pyscape. After the Alliances victory over the Coalition, the Federation of Magic reared its ugly head and ravaged the weakened Alliance. The final battle between the Cyber-Knights, Tal and his on one side, as Lord Coake had been assassinated years before, and Rig and his followers on the other. At the end both were dead and all that was left of the Knights was myself and a few Knights from either faction. We few were left to face a new and maybe final dark age!! I awoke in a panic, but I keep telling myself it was just a dream. Soon I was back on the field with a new platoon. Months went by and death and destruction followed us everywhere.

The Last Straw

Finally I was given an order that went a little too far out of line. From a thousand yards away my team and I witnessed Tolkeen refugees, that were fleeing the ravages of the war, being attacked by a large group of demons. The refugees were being protected by a lone cyber-knight. Unfortunately, he was hopelessly outnumbered by at least 20 to 1. As I started to pull out my rifle, a small coalition squad came to the refugees' rescue (obviously more to kill demons than to assist a knight), however, they were still badly outnumbered. As I was deciding how best to help the knight, our commanding officer ordered us to fire upon the knight, the soldiers and all the refugees. The rest of my squad laughed and yelled, "yes sir!"

I snapped, I turned towards Sal and Hal, our juicer scouts. I summoned a pair of psi swords and slashed at the heads of both juicers (fortunately we were resting and had helmets off) as I simply said, "No." My teammates' reactions were a tad slow, so I misted large chunks of both their heads. Ravella, the ley line walker, was so surprised at my actions that I removed her head just as she started to cast what I can only guess was a protective enchantment. The cowardly Tolkeen officer turned his horse and fled, so I was left with Billy, the Brodkil. Sadly, he was the only member of the squad I respected. We saved each others' asses on more than one occasion, however, he was a ruthless bastard who loved the darker orders we received. Billy drew his vibrosword with his massive bionic arm and just smiled at me. I pulled on my helmet, dismissed one psi-sword and saluted him with respect. I ended the demon's long life span in just over a minute.

With my team dead and the officer on the run I decided to pull my rifle and survey the battle below. Additional cyber-knights and their allies had moved in to protect the refugees and fight alongside the soldiers. I spent one more minute killing demons with my rifle, then when I knew they had it under control, I leapt on my horse and headed out after the vile Tolkeen officer.

I followed him into a clearing, and as I followed my rage had grown and was growing even stronger. In the clearing sat the officer talking to Rigeld (of all people) who was in front of three other Knights and five Tolkeen soldiers. I leapt off my horse, walked forward, and before it even registered in my mind I quickly drew my pistol and misted the cowardly officer's head. I instantly dropped my pistol and raised my hands! I took a couple shots to the chest before the Knights stopped the Tolkeen soldiers.


The officer's death did little to assuage my rage and now in front of me was the reason I was involved in this vile war. So I turned my rage on poor stupid Rigeld! I called him a fool for getting the Cyber-Knights involved with these evil miscreants!! "At least the Coalition believes in something, it may be twisted and wrong, but they at least think they are doing the right thing. Tolkeen full well knows they are joining forces with pure evil, and it seems to be getting worse and here we are, Cyber-Knights, supposedly the pinnacle of morality siding with this growing evil! I wouldn't have believed this before, but Rigeld are you evil or just mad?" I bring forth my psi-sword and said, "Rigeld my brother, I challenge you to single combat if you still have that much honor." Rigeld shakes his head, jumps off his horse and comes at me. The ensuing fight is fierce, but mostly one-sided (I was always the better swordsman), with his suit of armor shattered I run my sword across his bare cyber armor and whisper in his ear the contents of my possible dream-vision that I had been cursed with while recovering in the hospital, and as he turns pale I say, "I'm through with this war and the rest of you knights should quit too, this war is not for us and it only damages all cyber knights! Lord Coake was right." I turned, picked up and holstered my pistol, got on my horse and headed east without looking back.

My Year in a Cave

I spent a year in a cave in what used to be known as Ohio. I tried everything I could think of to clear my conscious and return myself to the knight I as before the war. I attempted meditation, physical exhaustion, fasting, martial training, sweat lodge, and even prayer. Nothing brought me back from that damn war. I discovered I would never again be the same knight I was, but it was time to rejoin the game. I decided I'd try my hat at bounty hunting. It will help me re-equip and at a minimum allow me to hunt evil again!!! I may be a little off, but at least I'm back in action!!


My first foray into bounty hunting led me to the mercenary business and joining a group that called themselves the Dirty Rotten Scoundrels. Perfect name for them and it suited my mindset equally well. We dealt with some trouble GAW was having at their base located in Greensborough, Alabama. I worked for a Ghost named Rocky. He was a pretty competent leader and would have likely made a great cyber knight. We headed back to Merctown, which was my first visit to the town. My first impression was that the town was like the stories I'd heard of the wild west. During my first week in town a full fledged battle broke out at the swap meet over a suit of alien power armor. I had heard the Coalition let a lot of innocent bystanders get killed in that battle. Seems I can never get away from the Coalition. Unfortunately, after that mission in Greensborough Rocky needed a break from the business and DRS was disbanded.

Fraking Eylor

While on a stroll outside the walls of Merctown I was swept up into a massive rift and I ended up on a world populated by large eyeballs. I was pretty worried as I had few rations and the eyeballs didn't seem edible. Fortunately, after a few minor skirmishes with the local populace, I ran into a couple of merc teams from Merctown (amazing coincidence). The two teams were the Roughnecks and Explorers Inc. and they welcomed me, well a few of them did, with open arms. The two teams had already decided to move against a structure that looked like a Dark Pyramid in an attempt to get off Eylor.

Before they headed to the pyramid the two teams fought and defeated a splugorth slave barge, power lord, and conservator. It seems the Sploogs controlled this world. My part in the battle was a close up scrape with the Conservator. With a lot of help, I defeated the creature and I ended up picking up an interesting sword named Derilian. Derillian was a dragon whose essence inhabited the sword. I know it sounds strange. At first it wanted nothing to do with me, then it began questioning my core beliefs. My beliefs were still a bit shaky from my experiences in the war. I knew this dragon was an honorable creature, although a bit dark and it could sense my torn feelings and lack of purpose. It decided to allow me to use a part of the sword while I continued on my journey towards honor.

The teams penetrated the interior of the Dark Pyramid which lead to a creature known as a Kreewarr Carapace Metztla, more sploogs, guarding a strange living wall. A vicious and brutal battle raged and the teams were victorious or so it seemed. I don't know how they did it, but the teams freed Ilynncryth, a True Splugorth. Once freed the creature took us all to another dimension to have a chat.


The creature said the following:
A.R.C.H.I.E. 3 wrote: "It has been many thousands of years since Splyncryth conquered my empire, and my servant races have long since fallen or betrayed me. Your wondrous feats have earned a special status for all your kind. You will fulfill the preeminent positions of power in all the worlds I will soon conquer."
I recognized the creature for what it was an alien intelligence, a True Splugorth. It seemed to be an honorable creature, yes an evil one, but honorable still. It admitted weakness after its long imprisonment, so I steeled myself to a battle that would most likely mean my death. Unfortunately, nobody else look ready to fight, most just looked tired and ready to go home. At the time I thought it was cowardice, but I have since learned they are not cowards, insane maybe, but not cowards. I also recognized the name of its enemy Splyncryth. It was a slaver the largest on our world and probably the most dangerous being on our world. At that critical juncture I made a decision not to attack, but to offer my services if it would end our slavery and end Splyncryth. It agreed and I can still clearly remember all that happened before and after I responded.
A.R.C.H.I.E. 3 wrote:Wakiza struggles with an even more significant choice. A deeper, darker choice. He can hear Rimdall and William chatting with the others about going home, lighting up smokes or buying drinks. Wakiza can not understand how they can think only of the immediate future when they have released a creature that will change the megaverse for thousands of years. He does not realize it, but Wakiza stands on the brink of the same choice faced in the distant past by many other strange creatures. The leaders of the Kydians who agreed to serve the Splugorth to save their species from choking overpopulation. The leaders of the last Kittani space armada, fleeing the mechanoid invaders who destroyed their empire in a manner that would be all too familiar to Jezebel, who agreed to serve Splynncryth to save their people. Wakiza knows nothing of these choices, but he does know that his people, the humans of Earth, have been beset by alien invaders from millions of different dimensions, including the powerful empire of Splynncryth himself. And faced with those circumstances, after seeing years of death in war, Wakiza makes the same choice the Kittani and the Kydians did. He chooses to save his people and his world and cast the rest of the megaverse to the wolves. Silently, he sends an answering thought to Ilynncryth, Very well Lord Ilynncryth I will accept your words, call on me when you are ready to move forward on Earth. I will oppose Splynncryth when and where I can.

Ilynncryth does not respond either in thought or speech, but his great eye turns and looks directly at Wakiza. In that gaze Wakiza can see Ilynncryth's acceptance of his service as clearly as if the beast had shouted it to the cosmos. In that moment the incredible import of the decision he has made rings through Wakiza and he can suddenly see an image of some distant future in an empire under Ilynncryth. Worlds ruled by humans, elves, dwarves, Rahu-men and Arismal. Worlds that are a strange mirror image of Splynncryth's Atlantis, where humans and those species that look like humans and are acceptable to them live in wealth and splendor, but those more alien species face dark fates. Wakiza has never been clairvoyant, so he can not tell if this is his imagination or a real vision, but he sees it in either case.
Life with the Roughnecks

After the creature sent both teams back the Roughnecks offered me a position with their team, which I accepted. Our first mission after we returned was to rescue a damsel in distress. the mission was thrust upon us so fast that I still haven't processed what I had done and agreed to do. However, after all that has happened a simple mission sounded good to me. No massive life changing decisions to consider, just a simple rescue operation. Yes, I know, nothing is ever that simple! Turned out to be a giant force of undead with a colossal undead monster was at the end of that rainbow. We destroyed it and rescued the woman and her friends, all refugees from the Tolkeen war.

Next, we sailed to the south in the Atlantic on a haunted TW submarine. We fought sploog minions, werewolves and vampires. We defeated vampire intelligences and a sploog mothership before our return to Lazlo. I personally was sent to the past, over 100,000 years to see the horrors of Illynncryth. The Aztec God Quetzacoatl tried to educate me as to the fruitlessness of my agreement with Illynncryth by sending me to assist in the escape of survivors of a planet of humans being persecuted and treated as cattle by Illynncryth, before they were exterminated in a war between Ilynncryth and Splynncyrth. I didn't learn the lesson, yet. When we returned to Lazlo most of the gains we made on the trip were stripped from us. Lazlo is not the bastion of good it portrays itself to be.

Soon after our return we were swept up in a crusade to stop the alien intelligence known as Nxla. The Roughnecks, Spook Squad and MARS mercenary teams moved against Nxla along with support from Magestar, Lazlo, Dweomer and even the Federation. We stopped his followers wherever we found them. We stopped the rituals slaughter innocents in an attempt to summon the monster to our realm. Unfortunately, Nxla still made it to our world. We fought, but the battle wasn't going well. Through sheer luck and the rebellion of spirits he had collected over the years, he was forced back to his own dimension. We lost new teammates and some lost family. I lost a companion who had been with me for years, a powerful rune sword possessed by the spirit of an ancient dragon.

When we returned to Merctown, after saving the world again, life went on . . .

Sometime during the crusade, I had decided to work on expanding my mastery of the mind. During the next few months I used meditation to broadened my powers. I worked on opening my mind to the fullest extend possible. After much time I managed to break through the boundaries of my consciousness and became what many know as a Mind Melter!

Advanced Training

Salvage Expert Advanced Training

Wak strolls into the lecture hall, First time I've been in a normal classroom in a long, long time. Sargent Kovac strolled in all smiles cause he knew he was gonna make our lives a misery for the next few months. Wak was definitely out of his element. There were operators, scientists, weapon designers, even a few psi-techs in this class. Wak had just started studying mechanical engineering. Sure he knew the basics regarding electrical system, mechanics, and he was a field armor and munitions guy, but that was it. Here he was, a spec ops guy in a class full of techies, what is the spirits was I thinking? I should have stuck with the stalking class.

Sargent Kovac started right away with a more interesting topic: Weapons. Specifically Northern Gun weapons. The entire first day was drilling us on the various NG ranged weapons, NG-35 Heavy Laser Pistol through a NG-P9 Heavy Particle Beam Rifle, from a simple NG-L5 Laser Rifle to a NG-UV7 Solar Powered Laser Rifle. We covered every grenade launcher, missile launcher and plasma ejector. He had us break them down and reassemble every damn one. There had to be close to 50 different weapons we learned that first day. However, the second day was less interesting. Tools. He taught us the basics of a weapon repair kit to an advance mega damage welding kit. Chainsaws to sewer pipe lasers. Simple drills to mega-crete diamond cutting saws. Tractors to trenchers, leaf blowers to boring machines, torque wrenches to hydraulic pumps. Less interesting than the weapons, but interesting just the same. Kovac expected us to pick up the use of each and every one of these tools. The classes rotated with a day of weapons or armor and then a day of more mundane items and it went on that ways for weeks. We covered every major manufacturer on the planet. From Wilks to Nurani. At first, Wak struggled when he wasn't going over weapons and armor, he wasn't in the same class as the rest of these guys. It would be like them trying to keep up with Wak in a combat fencing class. He more than held his own on weapon days though and he excelled when they brought out the power armor. But soon things just started to click and he rolled through it with a thirst to learn.

Kovac had several conversations with Wak about why he was even there as it was obvious Wak was a spec op guy and not a techie, Wak would always respond, "I want to build and modify my own weapons and armor, I want to take what I find on the field and create my own prototypes. Besides, it is always better to know what you are up against!" Kovac started using Wak to demonstrate the weapons and many of the power armor suits and Wak was loving it. One day Kovac walks in and says, "That is it, no more class-time. Into the field we go." But he winked at Wak when he spoke of the field. That is because we spent the next week in various junkyards around Merctown and Kingsdale. Not exactly the field. He was teaching us what to look for and where to find it. We found all kinds of interesting and useful items. Wak gathered enough random items to build a energy rifle and weld together a decent suit of armor. After that week he said, "Enjoy your weekend ladies, we are truly going to the field on Monday and we will be gone for these last three weeks of class. Pack light and show up at 8 am in your armor and carrying your weapons." A lot of the kids looked nervous and Wak just went back to base. Wonder where he is taking us this time?

For the next few weeks they traveled to various dumps and old battlefields. They even hit a dump in the burbs of Chi-Town. They traveled to Lazlo to see some techno-wizard wonders. Lazlo, My least favorite place. Even went through the dumps there. Wak grew to relish these trips. Now even the mundane items interested him as he became absorbed into learning as much as he could from Kovac. Soon we were informed that we only had one day left and that the class was to report first thing in the morning.

Wak shows up for the last field trip in his standard gear, most of the others were geared up similar to Wak, but one did show up with his tricked out and fully customized Triax X-500. Pretty impressive, is that a Naruni mini gun in place of the belly gun. Nice. They load us up on a large hovercraft and we head out. They don't tell anyone where we are going. Over the radio the pilot says, "We are at the LZ." The craft slows and drops the rappelling lines. Kovac says, "Blackhoof you lead us out." Wak hooks up to the line and drops out . . . Then he realizes where he is and the last several years just fade away. I can't believe they brought me back to Tolkeen. Wak instantly recognizes this old abandoned battlefield. We are about three miles south of the ruins of Tolkeen. There are wrecked and shredded hulks of old deadboy robot vehicles scattered around the battlefield. Mostly spider-skull walkers, but there are several old IARs of various types.

Kovac leads them to these mostly stripped down wrecks, but he shows them there are always useful parts that can be found. Kovac is ripping through an old IAR-2 Abolisher, but all Wak can focus on is his old unit and the War. I remember this battle, my team and I were positioned to the west of here taking out a group Skelebots, before closing in on a deadboy platoon. Sal, Hal and I charged in while Ravella, only the third girl i ever even kissed, protected us with her magic. Billy, the damn Brodkil, was blasting away with his big guns. That Tolkeen officer was no where to be seen as was usual in these kind of fights. I can still smell the fear of those deadboys as we swept over them. I remember the lucky strike that destroyed Hal's chestplate as he cut a kid's leg off, a kid that probably joined up from the burbs. I saved Hal's ass by taking on a deadboy borg who was trying to rip his arm off. I can feel the heat of Billy's plasma ejector as that blast scorched the top of my helmet and incinerated the entire head of the deadboy who snuck in behind me. I clearly remember the taste of Ravella's lips when we cerebrated our victory that night. Spirits, I can't believe that was exactly three days before I killed all 5 of them. Wak just stood there seeming to be in a slight state of shock when over the radio, "Wak, Wak lets go, there is a coalition recon patrol incoming." Wak shakes his head, forces his feelings back down his throat, snaps out of it, and heads off after the class.

After they returned to base, Kovac congratulated each of them and wished them all good fortune on their future endeavors. Wak just slowly headed home trying to block out the images of Ravella's head leaving her shoulders.

Stalking Advanced Training

Wak showed up to the first day of the stalking class. He was in more familiar company for this class. Mostly experienced operators and a few rookie Merctown defenders. Lt. Ramirez entered in a black bodysuit and says, "Class, when we are done here you will be able to move like a ghost. You'll be able to enter a room and leave like you were never there. You'll be able to tail a perp and gather intel without them knowing you were ever there. You'll be able to spot tails and cover your tracks. Let's get started." He looks at some notes, "Wakiza Blackhoof, where are you?" Wak speaks up, "Right here Mam." She frowns at him, "Well Mr. Blackman says you should be able to ace this course . . . let's see what you can do. You see the door at the other end of the warehouse. Get there without being detected." Wak just nods as the light go out. Damn Blackman put a target on my back. How did he even know? Well, its only 250 meters away, no problem Wak.

Wak uses a combination of his nightvision and thermal vision to keep an eye out while prowling as quietly as he can. So there are at least 8 individuals in here with varying degrees of thermal dampening clothing or armor. I can do this. He does his best to stay away from the warm bodies and keeping himself from bumping any obstacles. He found a few rudimentary traps like trip lines attached to noisemakers. Wak worked his way though it all and just as he was grabbing the door handle to escape he felt a sharp jab in the side and it was Ramirez herself sticking him with a rubber knife. Before he can say anything, she says as the lights come on, "Good job Blackhoof, Blackman wasn't lying. Not many get this far on the first try. We will make you even better. Okay who is next."

They spent the next several weeks learning how to be a ghost. They learned how to cover their own trails, and how to gather evidence of the stalker ever being there. They learned how to sanitize a crime scene. The instructors taught them how to plant evidence to throw off a tail, how to make a forced entry look like a burglary. The instructors stressed avoiding leaving anything behind unless it is on purpose. They taught us about DNA and fingerprints and how not to leave any behind. They also taught them the basics of tailing a subject. They went through that training warehouse at least 100 times with varying degrees of difficulty and staged bad guys. They brought them into the field to work on tracking someone while covering your own trail. This is where Wak excelled as he has been tracking for years. Still, Ramirez didn't lie, they made him even better. The final of this class was find a dangerous subject to tail and collect intel on.

Wak was hanging at the Gunman's Tavern trying to find something of interest to stalk. Then he heard a man at the bar claiming a friend of his was robbed and killed at his home just a few blocks from here. He said, "I barely made it out, but my friend wasn't so lucky. That guy moved like the wind, so fast and quiet it was scary." He mentioned enough of the location for Wak to figure out where it was, so Wak decided to take a look. Merctown Defenders won't care about this killing. Happens too often down here in the Warrens. When he arrived, Wak carefully and quietly entered, but the place was trashed. He found the body, careful not to step into the blood. He checks and found that the man was dead. Killed with blades. Wak started to look around, but heard a noise, so he hid. A guy just walked through carrying a box of stuff. Over a radio he said, "I just finished with the place Kal. Not much of value, but there were a few interesting pieces. I'll sell them and catch up with you in a few days." He then looked around and left the way Wak came in.

Wak thinks, Perfect! Wak takes notes on the address and this guys appearance. Wak tails the guys for about six blocks, till he reaches the guy's apartment. He notes this address and follows him when he leaves. The guy heads to several pawn shops in the area. Wak notes each one. The guy finally heads home for the night. Wak hunkers down in an alley for the night, but around 3 am he decides to take a look at the guy's place. Wak carefully picks the lock to the front door and quietly moves into the apartment. Wak can hear some loud snoring, so he looks around. He identifies what he believes to be stolen contraband all over this guy's living room. The guy has a few energy pistols, but no real fighting blades. Wak rifles through some papers on a filthy kitchen table. What do we have here? A letter, so this guy's name is Leopold. Wak jots it down, along with an abbreviated list of the contraband he has seen. He checks the area for signs that would alert Leo that Wak had been in his place. He straightens a few things and heads out the door. He turns back and re-locks Leo's front door.

For the next few days Leo did basically the same thing, pawn shops and home. He did spend several hours one night at Visions of Delight. Wak followed him in and blended in. Wak probably spent 500 creds on the girls and another 100 on drinks. The whole while Leo spent time with one girl, a girl who seemed to be one of the more popular ones of this club. Leo left near closing time and Wak followed him out, but Leo didn't head home, he headed to an alley and waited. Wak circled a block and came in behind him and also waited. An hour later the girl Leo was interested in came out with a couple of the bouncers. Leo followed them and Wak followed Leo. The bouncers took the woman home and left. Wak wondered if was going to have to intervene, but Leo just took some notes and waited. About two hours later, Leo went home.

The next day Leo changed his routine and didn't leave the house till around 4 a.m. Wak noticed Leo was armored, light armor, but armored. Wak followed and Leo went right back to the dancer's place. There he met two others similarly armored. One was agile and fast and when Wak looked closer using his MOE, Yep, a juicer. They are gonna rob this lady and maybe kill her. Time to end this. While Wak moved forward they kicked in the door of the woman's place and Wak heard a scream. Wak bound up the stairs and went right into her place.

Leo notices and yells, "Who the hell are you asshole?"
In reply, Wak lights up his Psi-sword.
The other guy yells, "Shit Kal, its a cyber-knight, we are screwed."
Before Wak can reply, Kal, the juicer, says, "Yes, it is a Cyber-Knight, and moreover, it is one Sir Wakiza Blackhoof."
Wak's turn at surprise, "How in the Spirits do you know that."
Kal replies, "Been looking for you, not that many Cyber-Knights wear that armor, where is your dark sword?"
Wak just stares in shock! How in the . . .
Kal replies, "I'm surprised you are here now, but it does save me a trip to come kill you. Don't you recognize me?" He lifts his helmet.
Wak says, "You do look familiar, but I can't place you. Did I do something to you?"
Kal lowers his helmet, "Yes you did, you killed my two brothers the way I hear it."
The realization slams into Wak, "Hal and Sal were your brothers? Why . . . Why ask why, they are his brothers!

Kal just nods and starts to draw his laser pistol. Wak can feel the pistol being drawn, just as he feels the other two draw their's much more slowly, and springs onto action. Wak almost feels bad as he disarms the juicer and damages his armor. Wak is just auto-dodging the other two's pistol fire. The juicer draws two vibroblades and Wak forces him back into the street. In just three strikes Wak shreds the young juicer's armor and puts his psi-sword to Kal's throat. Wak fast draws his Naruni widow-maker with his other hand, and points it at the other two who haven't landed one shot. Seeing the size of the pistol and the ease at which Wak handled their juicer friend they both wisely drop their guns. Wak orders, "All of you on your knees." Wak feels that the juicer was gonna make a move, so he says, "Kid, usually I'd just let you make your move then remove your head, just like I did to your brothers. But I don't want to today. Your brothers didn't give me a choice, you be wiser than them. If nothing else, this may give you another chance to find me in the future!" Kal wisely submits.

Wak checks on the dancer, who is okay, and then calls the Defenders. He uses his title as leader of the Roughnecks, again as this is the Warrens, they show up two hours later. Wak turns them over and fills them in on everything he learned. They thank him and take the three away, Kal just calmly says, "Another time Blackhoof." Wak has the urge to just shoot him down and be done with it, but he resists. Probably a mistake. The Dancer says her name is Melody and if Wakiza ever comes to the Visions of Delight she will make sure he has one of the best nights of his life. Wak just smiles, "I may take you up on that." and then heads off.

The next day Wak heads back to class and hands over the notes and his tail of the last three days. Ramirez just smiles, "Congrats Sir Wakiza Blackhoof, you just graduated our Stalker academy! Hope we didn't disappoint?" Wak smiles, gives his thanks, and heads home for 12 hours of sleep. When he gets up he thinks, Visions of Delight tonight?


  1. What emotion best describes your character? Simmering rage. Started with the disappointment from being misled into joining Tolkeen in the war against the Deadboys. This rage, with the recent assistance from Derilian, has turned him from a good aligned Knight, to the ends justify the means, ruthless knight he is right now.
  2. What emotion does your character evoke in others? Fear in his enemies, Trust in his allies, Caution in his friends.
  3. What does your character need most? Purpose! He thinks he found a purpose in working to end Splynncryth slave trade on this planet.
  4. What is your character’s goal in life? To end Splynncryth's slave trade here on Earth!
  5. How does your character believe this goal can be accomplished? In working with Illynncryth or anyone to overthrow Splynncryth.
  1. Where did your character come from? Among a tribe of Lakota Pure Ones that traveled in what was once known as South Dakota. He was named after his great-grandfather. Wakiza means Desperate warrior.
  2. When did you grow up? Wakiza believes he finally grew up during the war. The war open his eyes to the futility of just what the knights do. He still thinks he was upset at what the Tolkeenites became in fighting the war, but the truth is subconsciously he became disillusioned with the knights for not fully stepping into the conflict and molding it the way it should have gone.
  3. What values does your character hold? Loyalty; Honor, though honor has a different meaning to him now.
  4. How does your character dress? Armor or Business Suits, preferably MDC ones made by Triax.
  5. What are your character’s means? Resolving disputes by peaceful or forceful means,as long as it gets resolved.
  1. What are your character’s personal tastes? Enjoying the finer things: best weapons; armor; and magic that creds can buy.
  2. What are your character’s opinions? Hates slavers and loathes the Coalition, though his stance on the common soldier has softened a bit after the war.
  3. What is your character’s comfort zone? Hanging with Will and combat. Fighting injustice through whatever means he deems necessary.
  4. Who has had the biggest impact on your character’s life? His father, his adopted parents from Psyscape, the Cyber Knights Sir Taloquin and Sir Rigeld Baltacle, his Tolkeen squad mates that he had to execute, Illynncryth and Quetzacoatl.
  5. What are some of your character’s unexpected quirks? Enjoy cigars and whiskey.
Play Details
  1. What kind of story does your character belong in? Battling oppressive slavers.
  2. What role does your character fill? Leader, warrior!
  3. What should the other players know about your character? Loyal to his friends ruthless to his enemies.
  4. What is your play style? Thoughtful, sometimes melancholy at least until it is time to fight.
  5. How do you want your character to die? While killing Splnnycryth.
  • Item 1: Idrantine Circle, preferably an ancient Rune version. PFRPG book 8, pg 162.
    Item 2: Any Crystal items from PFRPG book 6, pgs 88-103
    Item 3: Native American Magical Fetishes from WB 15
    Item 4: Deathbringer TW sword
    Item 5: Absurr Life Node WB 2, pg 117
Long Term Goals:
  • Goal 1: Destroy Splynncryth's reign
    Suggested Steps and Solutions (Goal 1): Gain power, long life and learn
Experience Point Tables
Cyber Knight
9 71,001-96,100
10 96,101-131,200
11 131,201-181,300
12 181,301-231,400
13 231,401-281,500
14 281,501-341,600
15 341,601-401,700

Mind Melter
4 8,961-17,920
5 17,921-25,920
6 25,921-35,920
7 35,921-50,920
8 50,921-70,920
9 70,921-95,920
10 95,921-135,920
11 135,921-185,920
12 185,921-225,920
13 225,921-275,920
14 275,921-335,920
15 335,921-395,920
Last edited by Wakiza on Mon Sep 01, 2014 10:45 pm, edited 3 times in total.
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