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 Stern Whal, Mutant Psion

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PostSubject: Stern Whal, Mutant Psion    Fri Dec 14, 2012 12:52 pm

STERN "THE CHIEF" WHAL

Race: Novacon
Height: 5'5
Weight: 180 pounds
Description: This chalky gray Novacon is armed with an array of cyberware, weaponry and his impressive orange battle armor.
Quote: All things must die, but not everything gets the privilege of dying in battle.

Stern Whal is a Novacon from the Whal Clan. Since all Novacon clans must have two trades, one always as a soldier, his family focused on the art of mechanics as well. Even as a young Novacon boy, Stern was trained to construct machinery by day and wield a blade by night. His training was vigorous, as Stern was expected to become a great warrior like most of his blood line. Then finally, when Stern was of age, he swore fealty to the Whal clan and joined their warrior ranks. However, even early on his soldiering career, Stern was known as a savage and feral fighter. He was notorious for taking the skins of his slain enemies, reviving a grizzly tradition that stemmed from the barbaric Novacons of old. Soon he gained the nickname “Chief”, a contemptuous moniker used to compare him to the primal clan leaders of yore.

Though Stern was a formidable fighter, he hungered for more than just honor and a sense of duty. He watched as affluent Novacon merchants and other outside Hexisan entities separated themselves from the squabbles of the Novacon clans, instead relishing in the benefits that came with financial profit. So, in an act of self-fulfillment, Stern requested the Rite of Departure, a clan custom that allowed for Novacons to remove themselves from their duties in order to explore the universe. Though it is often scoffed at by other clan members, it is a rite of sacrament that all Novacons must be allowed. So, with his inheritance in hand (which included his clan armors, Hexisan credits, and most importantly, an Ancient Smart-Weapon Axe from bequeathed by his great grandfather), Stern left the planet of Traydicreene.

Now, with exploration, venture and reward on his mind, Stern travels outward from the Hexisan Galaxy. He treks to a place where opportunity is still aplenty so long as your bold enough to face it. His wish is to start a new legacy as the great traveling combatant who defied tradition in order to achieve his own personal goals. While he knows there’s much work to be done, Stern aims his sites on his destiny. And there is no place better to start his legacy than the galaxy of opportunity. A place known only as the Milky Way.


Last edited by Admin on Sat Apr 25, 2015 1:37 am; edited 4 times in total
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PostSubject: Re: Stern Whal, Mutant Psion    Sun Jun 23, 2013 10:27 pm

AdminThe Engulfing Tempest: Teamwork Special Ability [2]


Any character who has this special ability may use it with another ally who also has Engulfing Tempest power as well. Only two characters can use this combined Special Ability at once. On either character's turn, the user declares that they are using the Engulfing Tempest ability, and declare who they are using it with. So long as both characters have one action available, they may activate the ability on the declared user's initiative pass (this allows the second user to act on the new initiative pass instead of where they once were on the initiative chart.)

Steps (Hurler & Flanker)

  1. The Hurler must make a throwing check, and adds half of the roll to the Flanker's jump check (uses 1 action)
  2. The Flanker next makes a "running jump" check (+5), adding half of the Hurler's throw check to the result. If either character has scale, add or subtract that to the difficulty accordingly. 

JUMPING: Character's total leaping distance (vertically or horizontally) is one-quarter of his move in meters rounded up. The base difficulty is 5 to move that distance, and +10 for each additional two meters). If the character is "running" he may ad +5 to the skill total per round that they ran (up to 10 max). 
    3. If successful, the Hurler and Flanker can each continue to take any actions they may have left. If they attack anyone between them, the two have a special "Engulfing" bonus of +5 to any ranged, melee, or unarmed attacks for the remainder of that round. 

Special Ability Purchasing: Costs five times the cost (10) plus the current number of ranks in character points. 

Special: This ability takes one week of constant practice to perfect (7 days).
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PostSubject: Re: Stern Whal, Mutant Psion    Sat Oct 05, 2013 2:00 am

Whal, March 30th, 2525

Whal easily earned his spot as head of security for the Steel Witch after countless battles where he single handedly held the front line. His cybernetic speed and aptitude with his axe, as well as his finely crafted equipment have made him essential to any martial affairs, earning him the squad leader role (Captain on the Ground) for multiple operations. Whal continues to try and perfect his combat prowess by learning new techniques and abilities. He also is a formidable mechanic, and has made himself useful on the ship when needed.

Major Accomplishments: Assisting in the warrants of Alvaro Tavares, Tartok “The Crusher” Deniigi, Regina Carver, and Captain Bothvar Haklang

Whal has successfully defeated numerous dangerous foes in close combat, including Zindrik (Mercenary Leader and assistant to the Woeful Duelist), Maytheen “The Revolting” (Ullitor bounty hunter), and Rengar Valdred (High Priest of Týr, Aifor Raiding Ship)

Misdeeds/Errors: Whal can be regarded as an uncouth bully by his crew. He's also become a serious alcoholic and is on the verge of turning into a Jubilee (psychedelic drink) junky.

Current Plot: Stern has decided to enter into the Zenith Warrior tournament, the most famous martial tournament in the Milky Way. He'll first have to complete the extremely difficult qualifying tasks before being able to contend as one of the select few in a competition that may cost him his life.
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PostSubject: Re: Stern Whal, Mutant Psion    Thu Nov 21, 2013 1:37 am

Upgrades: Honor Armor

Dragon Knight Personal Cloaking Device

This cloaking device technology can be applied to any armor or equipment that covers the entirety of its host. It is a rigging of intricate sensors, nearly as complex as a human nervous system, that records surroundings nearby and plays them throughout the equipment to give the illusion of invisibility. This suit works on regular light/color based vision as well as ultravision, but not infravision.

When equipped to suits or armor, the character can become transparent by activating the cloaking device with a single action. This subtracts -1D per rank to anyone trying to see the character with a search check. The target check is DC 10, unless the user is also using the skill(s) hide or sneak.  Anyone who fails to spot the cloaked character (can make multiple attempts to search, each costing an action), can not see them, and suffers the "complete darkness" penalty of +12 to difficulties whenever trying to visually interact with the cloaked target (IE: Trying to shoot the cloaked character adds a +12 to target difficulty). If a cloaked character is spotted even with the minuses, they are still considered blurry, and those trying to visually interact receive the "Light Fog" penalty of +3 to any site based difficulty.

When cloaked, the user can still do most anything (IE: Run, Fire a weapon, climb/jump). However, if the user is damaged, the invisibility deactivates and the cloaking benefits drop. The character can reactivate the cloaking device with another action on their turn. IF the user's cloaked suit or armor is considered "broken", the device does not work again until a successful armor repair DC 20 check is made on the device.

Type: Personal Cloaking Device
Cost: Unpurchasable with capital (Rank 1 (-1D): 30,000 Hexisan credits, Rank 2 (-2D) 60,000 Hexisan Credits, Rank 3 (-3D) 90,000 Hexisan Credits, Rank 4 (-4D) 120,000 Hexisan Credits)
Availability: 4
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PostSubject: Re: Stern Whal, Mutant Psion    Sat Jan 18, 2014 1:49 am

The Mutagen

After assaulting Boonshire and his "Strange Savages" stronghold, Whal came across three experimental mutagens created by the mutant engineers. Risking his own biology, Whal agreed to take the mutagen serum. After a painful transformation, Whal's muscle tissue strengthened, adding +1 to his STRENGTH Attribute.
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PostSubject: Re: Stern Whal, Mutant Psion    Wed Feb 12, 2014 2:48 pm

April 15th, 2525 AD: Congratulations to Stern Whal
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PostSubject: Re: Stern Whal, Mutant Psion    Sat Apr 25, 2015 1:39 am

Mutant Rage
Cost: Free w/ Role Playing
Activation: 1 Action to activate, 1 round to transform
Difficulty: Difficult Stamina check

Through the gift of a special serum, the subject has learned to use their mutation in order to strengthen instead of endanger themselves. The subject must spend an action in order to activate "Mutant Rage," and then succeed in a difficult stamina check. If successful, the user allows their cells to mutate at accelerated speeds. This mutation takes an entire round (5 seconds), and the user takes a -10 penalty to any other actions while transforming.

Once the subject reaches their turn on the consecutive round, they fully transform. The user now gains the following for a number of Rounds equal to their willpower dice pool.

*Strength Boost: The character gains +2D to their strength attribute, effecting their skills, body points and unarmed damage as well.

*Scale Bonus: The character gains scale +6 giving them the bonuses and penalties for being more massive than the average humanoid. Such modifiers include to-hit statistics, damage resistance and unarmed damage results.


*Regeneration: The user gains the benefit of regeneration. At the end of every round, the user may roll their stamina. Afterwards, they divide the result by 2 and add that to their body points. If at the end of this roll, the psion is still in the negatives, they are considered dead. Otherwise, the mutant may continue for as long as "Mutant Rage" lasts.

*Natural Unarmed Weapon, Claws Rank 2: The user gains massive serrated claws that are razor sharp. This adds +2D to all brawling damage
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PostSubject: Re: Stern Whal, Mutant Psion    Sat Sep 26, 2015 9:29 am

Earned Through Role Playing: Battle-Roar


Time: 1 action
Range: Target must be in ear shot + line of sight of character
Difficulty: Character's Intimidation vs Target's Willpower
Limit: Once per day
Effects: Special

By gaining both line of sight and audibility, the character may target a single target to direct their Battle-roar at. The character then rolls their Intimidation with a +2D bonus, against the target's willpower. If the target fails, they automatically must retreat for 1 round. If the target succeeds, they are still at -1D to all actions for one round.
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