Old sheets brought over.
Name: Edmond Cooper
Age: 33
Gender: Male
Race: Human
Sex: Male
Class: Military Engineer
Appearance: Is 5'3”, with brown hair (4 inches) and green eyes. Has thin eyebrows, and a slightly crooked jaw+mouth.
Personality: Highly idealistic, thrives under pressure. He feels that his education makes him superior to others. Focused and balanced individual, mentally and physically
Backstory: Edmond was born on Gliese 581e. In the irrationality of history, it was christened Libra by its inhabitants, after the constellation in which it resides. Edmond was born into a wealthy merchant family, and was subject to a studious upbringing. As a child, his parents were frequently absent. However, when they were present, they took a deep interest in the education and growth of their child. His childhood was largely uneventful, as he completed his initial schooling with high marks in most subjects. At university, he chose to pursue IP law, but eventually switch his focus to engineering. In his early work, he spent his leisure hours looking over patents. In...2678 C.E.? Gliese became involved in a border dispute which rapidly escalated to war. There had previously been a limit on the size of standing armies on exoplanets. However, out of fear that their enemies might not respect this limit, both planets instituted a draft and rapidly broke the limit. Edmond was initially trained as a foot soldier, but was taught advanced engineering and transferred to the special ops division. During a mission to HSTb-003, a gas-giant moon, Edmond was summoned via a dream to join a team to defend the multiverse.
Level: 6
HP: 78
Init: Equal to your DEX(2) score
Constitution: --8
Dexterity:--3
Intelligence:.--12
Strength: --6
Synergy: --5
Perks:
Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.
Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)
Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.
Equipment:
Owned weapons
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Name: Arc Welder (Unequipped)
Description: A powerful plasma arc welder that can cut through most materials. Used to penetrate heavy armor. A small metal parabola protects the user from being blinded.
Deals 1d4+INT, and can be used to cut things or weld metal.
Name: Light Kevlar
Description: A woven kevlar vest, useful for stopping lower caliber bullets (or similar), knife thrusts, and resistant to mild heat.
Armor: Decrease incoming physical projectile and stabbing damage by 5%
Name: The Iron Will
A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.
Weight: 5
Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.
Level 2 (Loot): Physical damage Reduction increased by 1
Level 3 (Loot): Flight Systems Online: Grants fluff flight
Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct
Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.
Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"
The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.
Weight: 5
Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.
Actions: (18/19) used. 7 slots.
Defend: Decrease incoming damage by 50% after other calculations for one round
Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.
Level 1: Heal a mechanical ally by 1d6+INT.
Level 2: Heal the mechanical entity by 2d6+INT
Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.
Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.
Level 1: Deal weapon damage and increase damage on next hit by 10%. 3 turn cooldown.
Level 2: Decrease cooldown to 2 turns
Level 3: Damage increase is now 15%.
Level 4: Damage increase is now 20%
Level 5: Damage increase is now 25%
Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.
Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.
Level 2: 1 turn cooldown.
Level 3: Decrease incoming damage on two grounded allies by 30%.
Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.
Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.
Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.
Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus or minus the amount of HP sacrificed. 1 turn cooldown.
Level 1: Sacrifice HP to move an amount around in the init equal to how much HP you sacrifice. 2 turn cooldown.
Level 2: 1 turn cooldown.
Level 3: No cooldown
Perfect Tackle: Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.
Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.
Level 2: 0.75SYN+0.75STR for the check
Level 3: 4 turn cooldown.
Level 3: SYN+STR for the check.
Craft tokens remaining: 0
Tricks:
Afterburners: By increasing power to the magical thrust units on his power armor (and locking the servo motor joints in some cases), he may carry people over long distances quickly, or fly carrying larger people or loads. When seeing if Edmond can carry a large load or rapidly move a medium one, use 0.5 x STR+0.5 x SYN for the check. The person being carried may be YEETED dealing Xd6 damage to the target and Yd4 damage to the projectile, where X is the projectile's constitution score and Y is Edmond's strength. Edmond may also choose to have the person being carried take damage from attacks instead of himself.
Base CT level: By increasing power to the magical thrust units on his power armor (and locking the servo motor joints in some cases), he may carry people over long distances quickly, or fly carrying larger people or loads. When seeing if Edmond can carry a large load or rapidly move a medium one, use 0.5 x STR+0.5 x SYN for the check.
CT Level 2: Edmond can now use an action to hurl his passenger at an enemy, dealing Xd6 damage to the target and Yd4 damage to the projectile, where X is the projectile's constitution score and Y is Edmond's strength
CT Level 3: Edmond can now use his passenger as a meat shield against incoming fire, choosing to direct all incoming damage to that passenger.
Engineering Experience. Using his knowledge of circuitry and mechanics, grant a passive +5 to crafting rolls that would involve this type of engineering.
Base CT Level: Grant a passive +3 to crafting rolls that would involve this type of engineering
CT Level 2: Grant +4
CT Level 3: Grant +5
Mildmannered: Grant a +6 bonus to speech checks, usable once for every two encounters.
Base CT Level: Grant a +3 to speech checks, usable once for every two encounters.
CT Level 2: Grant a +6.
Silver Tongue (Craft Level): Grant +1 to Bluff checks.
Inventory:
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Miscellaneous:
2 paper napkins, a Fisher Space pen, wallet with 46 Dulars (about $82), a photo id, a few business cards saying "University way & Fifty Second Street, say 'Harley Davidson' to the bouncer first" and "Quinn is the second word, don't fuck this up", Mossberg CMDT Combat Gun "The Defiance" w/ spirit inside, a stradivarius, a stradivarius case that presumably contains a gun, a credstick with some nuyen on it, a mirror, some marbles, a map of downtown seattle, and a phone.
Engineering supplies:
2x Decorative Armor Scrap, three one ounce ingots of 99.99% pure gold, a small box with ~10 grams of 99.9999% pure vacuum deposited gold, 30g magnesium metal, 2g Silver, 5g Calcium Carbide powder, 50g Activated Charcoal, 10g Iron powder, alcohol lamp with 3 hours fuel, 5 glass test tubes with stoppers, a vial of nitric acid, a similar sized vial of hydrochloric acid, basic hand tools, including screwdriver, pliers, and utility knife. 16 TB worth of HDDs, a collection of small square sensors (infrared vision, UV vision, magnification), a set of thin spidery wires extending from a black module meant for adding a shock security system for vehicles, a thumb drive with a medium strength encryption program on it, a small retro tape recorder (actually moder, high tech on the inside), and almost a full bag of random electronic stuffs (imagine going into radioshack with $400, and buying a bunch of random stuff: capacitors, wires, resistors, transistors, batteries, etc.), a nanobot bomb, a piece of regenerating skin in a vial, half the reamining ashes of the evil book, a clip of Ares Macrotech caseless bullets.
Food supplies:
Eight strips of dried meat, a similar quantity of dried fruit, three loaves of brown bread, 1 liter canteen 3/4 filled with water, and a pack to carry it all in.
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1 Broken Raptor Legs: Tier Level 21 "A highly advanced pair of robotic legs that allows it's wielder to move at raptorlike speeds for much longer than a regular human should. Broken in several pieces by a rather angry person"
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Essence of Trespasser: Tier 1 Level 56 "A pair of Groucho glasses that were once worn by the man himself, was rather lazily defaced by someone else before being used in a blood magic ritual. It is still infused with the tainted blood magic, and a lingering touch of horror is still left inside of it. Any one wearing the glasses can't help but stifle a laugh as if something or someone is talking to them"
Name: Liliya Stefanivna Ivanenko
Age: 27
Gender: Female
Race: Human
Sex: Female
Appearance: Liliya is 5'6", with a lithe figure. She is often slouched, and so appears a little shorter than she is. She has brown eyes with thin arched eyebrows, and brown hair, quite common for her part of the world. She wears a brown leather duster and boots. She can often be heard humming an odd tune when she is bored, like a game show theme song.
Personality: Liliya is firmly focused on revenge or attrition for those who kept her from caring for her mother when she was in need. She considers her battle against the trespassers to be training for her eventual revenge, and hopes to perhaps recruit some of the resources she finds into her own struggle. She is quick-tempered towards those she thinks are trying to lecture her, but willing to make casual friendships with those who she feels can help her.
About six years prior, Liliya was still living with her mother, though on rather poor terms. There had been some disagreement about Liliya's occupation. "Some disagreement" may be an understatement...Liliya's mother was vehemently against her daughter "working" as a gang member. In addition to the fact that it was regrettably illegal, her mother was more concerned that it was an unstable situation with only a small and unsteady income. Though Liliya knew her mother cared little about legality, and only about her daughter's well-being, an argument occured anyway. Liliya left the house for a few days, hoping to allow them both to cool down. However, it so happened that she was brought in during this time on multiple charges. Simply a little more time to cool off from the argument, she thought. She began to panic when she was transferred to a cell in another location, and right she was to panic. For seventeen months, she was experimented upon, enhanced. It was torture, but she withstood it. Then one day, those holding her set her loose in the world. She was now more powerful than before: faster, and capable of predicting the patterns of the world with inhuman accuracy.She could effectively see a few seconds into the future at will or when in danger. She returned to her home to find that her mother was dead, presumably from an illness. Furious at the people who had kept her from her mother, she attempted to seek them out. Whether it was through her lack of resources, or because the group had disappeared completely, Liliya found absolutely nothing. Without a visible group to pursue and fight, Liliya lapsed into melancholy and returned to her gang, performing routine crimes without excitement or interest.
Level: 5
EXP: 0
HP: 55
Init:
Stats:
Constitution: 5
Dexterity: 12 (+1 if armor is approved)
Intelligence: 0
Strength: 6
Synergy: 12
Complexity:
Equipment:
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Name: Hell Shovel
Description: A Metal Shovel Cracked from a steel plate, and sharpened with Unholy Grindwheels.
Type: Weapon
Damage: 2d8+Str
Minimum Stats: 1 Str.
Weight: 3
SYN/INT Threshold/Bonus:
3 Int: Trench: The user increases a target's RES by their Str until they use a Melee Attack or Take Damage, digging up a trench and a wall in front of them.
3 Syn: Black Fire: The user's Magic Fuels the Shovel's Unholy power, setting it alight. +5 Damage to targets weak to Fire.
Special Qualities:
-Made for Digging: Deals double damage to Earth Element Enemies, Enables Digging.
-Unholy: This weapon has been stained by necromancy and hellfire.
Radiant Dagger:
A "standard" weapon of the Asterlux sorcerers. A steel blade with a moonsilver inlay provides a versatile weapon for combat use, and the enchantment makes it a viable arcane focus. Deals 2d4+DEX damage in melee, and can be used by a spellcaster to deal 2d4+(Casting Stat). Half of all damage dealt using this weapon is radiant.
Niphe: A damascus steel switchblade, with some heft, and sharpened with unholy grinding wheels. Does 3d4+DEX damage with DEX% chance to do 1.5x damage, unholy.
Base CT Level: Does 1d4+DEX damage.
CT Level 2: Deal 2d4+DEX
CT Level 3: Deal 3d4+DEX
CT Level 4: Attacks with this weapon have a DEX% chance to crit for 1.25x damage.
CT Level 5: Crits deal 1.5x damage.
Leather jacket: A grey leather jacket with buttons down the front, and a bit of scuffing. It is surpisingly resilient. Reduce physical damage by 2 points. Increases DEX by 1.
Base CT Level: Reduce slashing and blunt damage by 1 point.
CT Level 2: Now reduces by 2 points.
Perks:
See the future: Liliya has the capacity to see a few seconds into the future when she is in danger, and use that knowledge to save herself. Liliya has the option to forfeit her action in order to dodge enemy attacks, with a 1 turn cooldown. Does not dodge AOE type attacks.
Pursuit: When Liliya is unable to attack an enemy, whether through a stun or an enemy dodge or through "See the Future", her next attack will do 1.5x damage.
Overdrive: When Liliya is reduced to less than 1/3 MHP, her DEX and Init are raised by (Level+1) until her HP is raised above this point, and she gains a 20% blanket damage reduction
Suprisingly Speedy: Gain +1 DEX per level.
Poisonable(Flaw): Liliya is more sensitive to toxic compounds than others. She takes 2x damage from poison status.
Actions: Points used: 18/19
Basic defense: Liliya tries to make sure that an enemy's attack is only a glancing blow. Cuts incoming damage in half.
Knife in the back: Deal Weapon Damage. If the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown
Level 1: Deal weapon damage, if the enemy is defending, deal weapon damage+SYN and ignore the defense. 3 turn cooldown.
Level 2: Deals 1d6 more damage.
Level 3: 2 turn cooldown.
All war is deception: Deal weapon damage with the enemy's DEX added on top. 4 turn cooldown.
Level 1: Deal Weapon damage with the targetted enemy's DEX score added on top. 4 turn cooldown.
Knife flip: An intimidating art for a street thug. Lowers an enemies STR by Level for 3 turns. 2 turn cooldown.
Level 1: Lower a targetted enemy's STR by Level for 3 turns, 2 turn cooldown after the use.
Rapid slam:A high damage attack that requires one turn to charge up. This attack does (User DEX-Enemy DEX)x (2d6) which, in this case, would be (13-EnemyDEX)x(2d6). Difference (userDEX-enemyDEX) capped at Liliya's base DEX, 12. Cooldown: 5 turns.
Level1: Deal (User DEX - Enemy DEX)x 2d6 damage, with the difference capped at Liliya's base dex. 5 turn cooldown.
Punishment: Deal Weapon Damage. If the enemy inflicted a status condition on an ally last round, this attack does weapon damage+SYN+1d6. 2 turn cooldown.
Level 1: Deal weapon+SYN damage to a target if it inflicted a status on an ally last round, regular weapon damage if it didn't. 3 turn cooldown.
Level 2: Deal 1d6 more damage against enemies that inflicted status on an ally.
Level 3: 2 turn cooldown.
Shank the healer: Deal Weapon Damage. If the enemy used a healing action last round, this attack does weapon damage+SYN+1d6. 2 round cooldown.
Level 1: Deal weapon damage to an enemy. If they healed something last round, deal weapon damage+SYN. 3 round cooldown.
Level 2: Deal an extra 1d6 damage if the enemy healed something last round.
Level 3: 2 round cooldown.
Crafting tokens (3 remaining)
Tricks:
"I've got a feeling of some sort": Liliya will get a general sense of whether something bad or good is about to happen at GM discretion. It is the responsibility of the player to bring attention to this trick.
Inventory:
Miscellaneous: Some coins, someone's bracelet, a small green pebble, and a bottle of water. Reverse Temperature Creampuff.
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(Tier 2 Level 35) Eldritch Metal Ribbon Spool: A roll of thin metal, infused with mysterious Void Magic, and obtained from a sabotaged food voucher dispensary.
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(Tier 1 Level 35) Sardonyx Ring
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(Tier 1 Level 30) Silk Coat trimmed with Sable
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(Tier 1 Level 10) Candy Robot Package