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Operator Records

By PonyStrangler
Created: 5th August 2022 05:42:15 AM
10th May 2023 10:32:09 PM

  1. *************************************************************************************************************************************
  2. Razorback Company Ranks:
  3. Fucking New Guy/Girl: 0-10XP
  4. Recruit: 11-20XP
  5. Rookie: 21-30XP
  6. Veteran: 31-40XP
  7. Warrior: 41-50XP
  8. Agent: 51-60XP
  9. Specialist: 61-70XP
  10. Mercenary: 71-80XP
  11. Elite: 81-90XP
  12. Famed: 91-100XP
  13. Operator: 101-110XP
  14. Renowned: 111-120XP
  15. Vaunted: 121-130XP
  16. Beknown: 131-140XP
  17. Parfluen: 141-149XP
  18. Legendary: 150XP
  19.  
  20.  
  21. *************************************************************************************************************************************
  22. ANFANG ALIGNED OPERATORS:
  23. Anfang Faction Bonus: during an Operation, Operators of this faction must add +1 to all Ambush OR Assault rolls.
  24.  
  25.  
  26. None at current.
  27.  
  28.  
  29. *************************************************************************************************************************************
  30.  
  31. CRYSTAL EMPIRE ALIGNED OPERATORS:
  32.  
  33. Crystal Empire Faction Bonus: during an Operation, Operators of this faction must add +1 to all Riposte OR Negotiation rolls.
  34.  
  35. *************************************************************************************************************************************
  36. Name: L.O.N.T
  37. Position 1: Cadence's waifu. No, she waifu'd him, NOT the other way around.
  38. Position 2: Chief Medical Liaison
  39. Theme: A former Imperial Outrider soldier turned freelance warrior, with the voice of Eliphas
  40. Rank: Famed
  41. HP: 30/30
  42. Total XP: 91
  43. Unspent XP: 20
  44.  
  45. (Affectionate, Aware, Brawler, Healer, Honorable, Kind, Knowledgeable, Lucky, Lustful, Polite, Scarred, Thoughtful)
  46.  
  47. *****
  48. KNOWN LANGUAGES:
  49. Common Equestrian: can read, speak, and write fluently in the modern dialect.
  50.  
  51. Crystal Pony, Kingdom & Imperial phonetics: can read, speak, and write fluently.
  52.  
  53. *****
  54. PHYSICAL MODIFICATIONS:
  55. -Crystal Wings: originating from extensive studies on Changelings and their eventual self-modifying hybrid genetics throughout the past 23,000+ years, the first Crystalline Shell, developed by Cadence in the late 19,000's, would use a carefully tuned variant of those psychoreactive properties adapted to crystalline resonances and materials.
  56. Basing modifications on the prior, numerous attempts by Cadence, later aided by Crystal Engineers and Runemares, to enhance a Shell's form were met with varied successes. The most common improvemarents increased physical flexibility, speed, durability, resistance to physical damage, and usage of Crystal Runes were consolidated into a standard 'reform' package. Due to limitations, an individual Shell was only able to select the majority of three and a minor improvemarent to two.
  57. Later additions in the 20,000's primarily focused on increasing resistance to esoteric harm from Eldritch, Otherworldly, and Planar combatants which had become wide spread throughout the Crystal Conclaves. Later, selective capabilities to focus on increasing damage against one or two of the same were added.
  58. Responding to significant increases of Construct probes, incursions, and limited scale invasions, the 21,000's era Shells underwent far more extensive reforms under Princess Cadence's alliance with the Ethereal Plane.
  59. Using knowledge gained from studying Ethereal Golems and other defense-focused unit designs, Rebirth was able to greatly expand protection against Elemarents and Construct weaponry. Most notably Laser, Maser, Grazer, Plasma, Particle Whips, and other esoteric energy classes were studied, allowing comprehensive upgrade 'reforms' to take place.
  60. Sometime in the Early Dynasty Era however, Cadenza's exploration of ever more delicate or finicky crystalline materials, alloys, and composites finally achieved a level of mastery that most in the Ethereal Plane considered little more than experimental wastes of time.
  61. After fully retuning how each Shell functioned as a fully crystalline-organic being composed of material, held together by an individual's will, and able to be easily refined through addition of Runes, Cadence was then approached by a number of Archaic Golems and Acolytes, sharing their information and concerns. Determined to protect all equines against increased hostilies from other Planes, she secured most of the Lorekeeper Orders to eagerly study how her advances could be adapted to Crystal ponies as a whole.
  62. Despite moderate resistance from the countless Ethereal Councils, a small number of willing mares underwent carefully selected and controlled experimarents. Under strict protocols and supervision by Elder Acolytes, Rune Knights, and the rare few Killknights that shared their knowledge of Rime, nearly all experimarents would fail. While able to reverse the processes and effects with remarkable clarity, Cadenza would shelve these efforts until the later 23,100's era.
  63. Unable to fully protect Crystal ponies from increasing threats, both those within the Empire and outside, then coming under pressure due to Middle Dynasty expansion efforts, another idea would surface, that being a complete restructuring of 'what' a Crystalline Shell is. Instead of growing and harmonizing a full copy of the original's body to be inhabited by the individual, three common variations would be produced:
  64. Ffirst was a winged lancer based on pegasi ambushers featuring exceptional speed augmarented with limited stealth capabilities, second a heavily armored Siege Shell based on Ethereal Golems for destroying large Constructs, as well as fortifications. Third, a full Crystal Engineering/Rune capable Shell was developed based on needing unicorn-like support staff for both campaigns and combat duties.
  65. In addition to massive revolutions in alchemy and Crystal Runes, those three variants would choose to be reformed into the standard Crystal pony variant as the Late Dynasty Era began. Most of those advances remain intact from that turbulent era, the Crystal City-State's museums featuring thousands of examples yet most of the critical information remained solely with Lorekeepers and Princess Cadence herself.
  66. Returning to her studies in the early 29,990's as the Tyrant would resurface once more and several Planes began to open hostilities, Princess Cadence firmly believed there would be need of significant improvemarents. Her latest success is both a severely taboo subject and a resounding success.. although her most trusted advisors are still a bit disturbed at the moral quandaries of modifying an Otherworlder biped.
  67. Using her own wings as a schematic, downsized of course to fit the human body, then imprinting the best samples of Lont's genetic material into an older, near-perfectly understood bio-crystalline substrate, Cadence would harvest only the most stable amounts from the growing mass. Infusing the material into the youthful appearance elixir would, over the course of several years, produce a highly functional (and fashionable) result, one that with careful monitoring and application would be proof of Cadenza's unique mastery and aid to Razorback.
  68. ...of course none of that happened in ANY way, shape, time frame, or form she would have preferred!
  69. The physical stresses Lont experienced after inhaling a toxic aerosolized dosage of Ambrosia would kickstart the process at least one year in advance of calculations, causing a rapid, yet fully controlled, restructuring of the musculature across his entire back and shoulders. As the bio-crystalline muscles grew and adjusted to compensate for additional weight and strength of his new appendages, Lont's shoulder blades would be fully replaced by a set of five highly flexible bio-crystalline cord-like structures, directly bonded to his most of his skeleton and musculature.
  70. Due to being sedated beyond Nova Flicker's abilities to wake him, Lont experienced little of the excruciating agony that occurred. Now featuring a pair of 8' long, extendable bio-crystalline wings in a pre-mature stage, the flight muscles are reasonably strong enough to allow for limited flight. The most commonly seen colorations are a mixture of blue, pink, green, and red.
  71. -Armor Value: 1DR
  72. -Current Growth Value: 700/2,000, Pre-Mature
  73. *Allows up to 1 minute or 10 turns of flight in non-combat situations
  74. *Allows up to 30 seconds or 5 turns of flight in combat situations
  75. *Minorly Adapted: adds +1 to all Flight rolls
  76. *Growth Rate: increases by 5 per non-alcoholic Crystal Empire drink, 10 per alcoholic Crystal Empire drink, 20 per Crystal Empire food consumed, and 50 per each Crystalline Bio-Gel drink consumed
  77. *Ignores 1/3rd of all damage from blood magic, Ethereal, and Rime
  78. *Ignores 1/2 of all Ice damage, whether physical, magical, Mystical, Druidic, Planar, and Spectral in nature
  79. *Ignores 3/4 of all damage from Crystal Runes and Psionics
  80. *Suffers 1/4 more damage from all Earth and Force Mystic Elemarentals
  81.  
  82. -Enhanced Youth: unbeknownst to Lont, the crystal bottle given by Princess Cadence as thanks for distracting her from marely annoying meetings, multiple not-entirely-secret rendezvous, and keeping her company among other helpful nights, contained traces of a highly experimarental elixir from a bygone era designed to slow, halt, and partially reverse some of the physical effects of natural aging. Replacing the simple bottle with a flask later on, the carefully metered dosage was increased numerous times to compensate for human physiology.
  83. While whomever had created the original did not leave complete instructions as to the exact composition and materials, Cadence was able to recreate it with some success, now greatly preferring Lont's roughly 25-year old appearance when compared to his true age, although it hasn't changed anything else.
  84.  
  85. *****
  86. EVOLVING ABILITY: Warp Translocate. Granted by Empress Silver, ONCE per Operation, Warp Translocate allows Lont to dimarensionally shift himself or an ally up to 100M from Lont's current position, directly in front of an enemy within direct line of sight, that is: the enemy must be identified by Lont himself, using 4x [1d6] rolls.
  87. *During the turn Warp Translocate is activated, Lont himself is incapable of utilizing offensive abilities IF deploying an Ally instead of himself
  88. *As long as a minimum total result of 10 is achieved, Lont or the translocated Ally are capable of immediately utilizing these skills: Assault, Parry, Intimidation, Block, and one Ranged Weapon-type roll
  89. *If the total result is less than 6, only Assault and Block may be used
  90. *May only be used ONCE between Operations
  91.  
  92. DUTY: 6.
  93. USES: 2.
  94.  
  95. *****
  96. OFFENSIVE SKILLS:
  97. Master Assault
  98. Master Parry
  99. Master Riposte
  100.  
  101. Expert Combat Rifles/Shotguns
  102. Basic Small Arms
  103.  
  104. *****
  105. DEFENSIVE SKILLS:
  106. Expert Block
  107. Basic Evasion
  108. Master Reaction Speed
  109. Basic Sprint
  110.  
  111. Basic Stealth
  112.  
  113. *****
  114. UTILITY SKILLS:
  115. Expert Alchemy
  116. Expert Iron WIll
  117. Master Medical
  118. Expert Perception
  119. Expert Scouting
  120.  
  121. *****
  122. UNIQUE SKILLS:
  123. >Master Aligned Valor: Lont's time spent learning from Sharonel's memories and experiencing the harshness of Tallus has given him a deepened sense of respect for those that prove true to their principles, while learning that those whom cannot respect power, honor, compassion, or gentleness have little understanding of the world as a whole.
  124. Thusly, Aligned Valor proves Lont's commitmarent to ending battles as quickly as possible, using as little harm as possible, instead of living to merely fuck and fight, in order to return to discovering his new life.
  125. And fucking.
  126. *Roll [1d6] and [1d6+2], the first result being the number of turns this ability lasts, the second adding +X, where X is the result, to all Assault, Parry, and Riposte rolls
  127. *Also adds +1 to ONE of the following skills: Block, Evasion, Reaction Speed, and Sprint
  128.  
  129. >Expert Hunter's Eye: adds +1 to and grants an additional roll to ONE of the following skills per turn: Ambush, Perception, Scouting, or Stealth, gaining all bonuses from items, skills, and other equipmarent as per normal.
  130.  
  131. >Expert Philosophies' Wisdom: Sharonel's teachings have guided Lont to greater understandings of efficiency, selflessness, and caution, inspiring his actions as a whole to be more precise and fluid with the environmarents and situations he finds himself in.
  132. *Adds +2 to all Medical rolls and to ONE of the following skills each turn: Assault, Parry, or Riposte
  133.  
  134. *****
  135. SPECIAL ABILITIES:
  136. >First Deathscorned: having suffered a total of 3 deaths (and possibly more that he doesn't know about) in the past and been revived from each, Tallus itself has, for lack of better understanding, scorned Lont's very existence.
  137. *Lont is immune to the effects of Reviviscence Trauma and may only expire upon reaching -20HP or less, though this doesn't mean he will be allowed the courtesy of dying..
  138.  
  139. >Superior Sharonel's Voice: adds +3 to all Negotiation rolls.
  140.  
  141. >Superior Will of Hywn'Fer: adds +3 to all Iron Will rolls.
  142.  
  143. *****
  144. TRADE SKILLS:
  145. Proficient Advanced Post-Spage Age Engineering,
  146. Apprentice Aerodynamics
  147. Apprentice Alchemist
  148. Senior Advanced Post-Space Age Weaponry
  149. Apprentice Biologist
  150. Adept Crystal Empire
  151. Pupil Engineering
  152. Apprentice Geographer
  153. Junior Kingdom Crystal Ponies
  154. Adept Lunar Military
  155. Teacher Razorback Company
  156. Proficient Tartarus Isle
  157. Apprentice Thermodynamics
  158.  
  159. *****
  160. TRAIT: Expert Mark of Sharonel. The scar left on Lont's chest by the lance of Magnus, the First Marquis, carried by Sharonel during their unfortunate battle in Old Canterlot left traces of Sharonel's knowledge and thoughts embedded in his psyche, slowly teaching him the paths of power, honor, compassion, and gentleness, the foremost guiding principles of the Solar Guardians.
  161. Having completed his task to visit Spirethorn, where Sharonel's full teachings were set in place to guide those that would come generations after her, and completing the challenges set within, the scar has sealed over after learning the aspects of being a philosophical warrior, the same as the now-extinct Solar Guardians long before him.
  162. *Whenever above 50% HP, Lont may roll a [1d6+1], the result being the number of turns this ability lasts while adding +2 to and granting two additional rolls from one of the following: Assault, Parry or Riposte rolls
  163. *Mark of Sharonel becomes automatically disabled should he fall under 5HP, and he must be recovered to 50% HP or above in order to use again
  164. *As an addition to learning from Sharonel's memories and gaining a greater appreciation for her kind, eloquent nature, Lont is granted Expert Negotiation as a passive skill
  165.  
  166. *****
  167. TERTIARY SKILLS:
  168. Basic Dancing
  169.  
  170. Basic Glass Artisan
  171.  
  172. Basic Masseuse
  173.  
  174. Basic Singing
  175.  
  176. *****
  177. SKILL SPECIALIZATIONS:
  178. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  179.  
  180. Improvised Field Medic Training: adds +1 to all Medical rolls
  181.  
  182. *****
  183. SPECIAL ABILITIES: none, yet
  184.  
  185. *****
  186. PHYSICAL ENCHANTMENTS: 1/3 slots remaining.
  187. -Gryphon Regeneration Runes (White Runesage & Red Runemage): gains +2HP each turn
  188.  
  189. *****
  190. MOST VALUABLE OPERATOR ADDITIONS:
  191. #1: Complete restoration of the Crystal Empire
  192. #2: Max reputation with Cadence & Crystal Empire, gains +3 to all rolls with Cadence and Crystal Empire citizens
  193. #3: Admittance to the Imperial Wardens. Eventually, he may gain permarenent access to the the Imperial Armory
  194. #4: copy of Cadence's wings, Cadence's reading glasses, Ferrundus Spiker
  195. #5: unknown
  196.  
  197. *****
  198. BIOGRAPHY:
  199. Lont was born on Ferrundus, a planet of endless plains home to large beasts and massive exposed ore veins. Like the average Ferrundii, born far away from the pristine, walled shore cities of skyscrapers, Lont had only a basic education to get him by before joining the military at 17. Through interacting with many people in all walks of life, he became quite knowledgeable, even if most of what he has learned does not serve a practical purpose. During his time of service in the Outriders, he experienced hundreds of skirmishes, eventually leading to a war against enemies in all shapes and sizes, from backdoor paid mercenaries with scrapped together exoskeletons to 30 metre tall mechanized robotics atop walking weapon platforms.
  200.  
  201. After an honorable discharge at Sergeant-Major, he spent a decade doing any and all jobs that came by, declining very few, leaving him with much experience and stories, some of which he is reluctant to share. When the fires of his Outrider spirit sparked his new career as a freelancer, he brought his motorbike out of retirement. Although refitted and downgraded into a civil vehicle, it served him well for the next four enjoyable years of his life, until his sudden fiery end upon meeting a strategic missile face first. Now, he lives as a vagabond warrior in an alien world he contently, and possibly prematurely, calls home.
  202.  
  203. Before the renovation of Razorback Fortress, Lont gave Krinza his blade and armour to refurbish, and when done he thanked kindly, since then taking up practicing in the Arena again, even hoping to try out his mettle against some summoned Constructs in the future.
  204.  
  205. During the 5 months of giving a helping hand with the rest of his comrades in refurbishing the Fortress, Lont realized his reactions in the past few operations were quite petulant for his age, after which a fit of laughter left him nearly pissing his pants on Khahlani Island's forest floor. In his attempts to uphold Sharonel's teachings he realized he had blinded himself, thinking anything but perfect success was what he needed to achieve to honor his departed friend. Embarrassed with himself, he sought out Tipper, wanting to repair any damage he may have caused to their relationship.
  206.  
  207. With Spiral leaving the Fortress for an unknown amount of time, this left the aged man in a right disgruntled mood, increasing Lont's workload. During Razorback's several weeks of inactively Lont has: gone and visited retired Operator Bullsworth for friendly and personal medical visits, reading up on the Empire some more, practicing Alchemy, and crawling around the Everfree.
  208.  
  209. One night when he went into his room he found a package from Anon, and (of course) curious, he opened it. The squee of joy he produced from prying his prized Spiker from it's container could be heard everywhere. After taking a few gratifying test rounds with the altered weapon Lont was struck with an itch that only his Outrider could relieve, so he took to a drive around the dunes of Imeron, the frigid lands outside the Empire city-state, and even the grassy plains surrounding Canterlot. The last location he popped into was Canterlot's College of Magic, giving them his alchemy vial to see what it's properties were, before spending a considerable time trying to find Ash Kicker, sadly to no avail.
  210.  
  211. To Lont's chagrin, he is STILL waiting for the last rune bowl, but will continue to remain patient. Although he is not one to talk being well aware of the nagging feeling of not getting fully involved with the Empire yet. And with every month that passes by, he feels his chance to do something is slowly slipping away, even when in mental contact with his cherished Cadence. However, every cloud has a silver lining, and hearing her talk of how she wears his Outrider badge out in public averts any knots in his stomach.
  212.  
  213.  
  214. *************************************************************************************************************************************
  215.  
  216.  
  217. HIVE FACTION ALIGNED OPERATORS:
  218.  
  219. Hive Faction Bonus: during an Operation, Operators of this faction must add +1 to all Riposte OR Psionicism rolls.
  220.  
  221. None at current.
  222.  
  223. *************************************************************************************************************************************
  224.  
  225.  
  226. LUNAR FACTION ALIGNED OPERATORS:
  227.  
  228. Lunar Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Perception rolls.
  229.  
  230. *************************************************************************************************************************************
  231. Name: Clemency
  232. Position: Co-Master Radio Operator & Rookie Herder
  233. Theme: Displaced Aviator
  234. Rank: Famed
  235. HP: 30/30
  236. Total XP: 92
  237. Unspent XP: 23
  238.  
  239. (Brawler, Calm, Cautious, Curious, Fearless, Forgetful, Kind, Level-Headed, Rational, Stealthy, Thoughtful, Vengeful)
  240.  
  241. *****
  242. KNOWN LANGUAGES:
  243. Common Equestrian: can read, speak, and write fluently in the modern dialect.
  244.  
  245. Earth Pony: can read, speak, and write in the modern dialect fluently.
  246.  
  247. Pegasi: can read, speak, and write in the modern dialect fluently.
  248.  
  249. *****
  250. PHYSICAL MODIFICATIONS:
  251. -Diamondine Reinforcements: due to the number of incidents over the course of her time with Razorack, all of them specifically involving Clemency suffering routine fractures, Tipper essentially gave up on threatening Twisted Wing to cease severely injuring him. However, Tipper's unusually (for a pony) pro-active methodology about how best to prevent further Clinic stays involved, in rather ambiguous means, Razorback's unicorn collective coming together to pose a question, that being "What can we do to make this situation stop?" The plan that came was simple.
  252. On an opportune night, two pounds of diamondine went missing from the workshop, the Pegasi Tower was subjected to multiple doses of Ambrosia, Clemency was taken to the Clinic, and then unconsciously subjected to a rather extreme, highly invasive procedure: elemarentally infusing diamondine to Clemency's entire skeleton. With more than enough competence at covering up their hoofprints, the unicorns of Razorback returned him to the Tower and settled for a round at the minibar with Allys, congratulating themselves on a job well done.
  253. However, the only real change in the Fortress so far is that one less Clinic bed is taken up as often, and everypony, as well as some humans, have taken to sleeping with earmuffs on.
  254. -Effect #1: grants a natural 1DR.
  255. -Effect #2: grants an additional +25% resistance against skeletal fractures.
  256.  
  257. *****
  258. EVOLVING ABILITY: Third Lancer. Granted by Empress Silver, ONCE per Operation Clemency is capable of performing a long ranged lunge, leaping an incredible distance to attack an enemy or escape from a dangerous situation, using a [1d6+10] roll that functions as Aerial Flight, allowing him to deal double damage against Fragile targets
  259. *This ability cannot be prevented unless Held, fully Snared, or otherwise incapable of moving
  260. *During the turn that Third Lancer is in use, Clemency may only utilize Assault and Iron Will, but if not in direct combat he may also utilize Radar and Stealth
  261. *May be used ONCE between Operations.
  262.  
  263. DUTY: 6
  264. USES: 3
  265.  
  266. *****
  267. OFFENSIVE SKILLS:
  268. Master Assault
  269. Master Parry
  270. Basic Riposte
  271.  
  272. Master Ambush
  273. Expert Combat Rifles/Shotguns
  274. Basic Intimidation
  275. Basic Small Arms
  276.  
  277. *****
  278. DEFENSIVE SKILLS:
  279. Basic Block
  280. Master Evasion
  281. Master Reaction Speed
  282. Master Sprint
  283.  
  284. Expert Stealth
  285.  
  286. *****
  287. UTILITY SKILLS:
  288. Basic Human/Pony Relations
  289. Expert Perception
  290.  
  291. *****
  292. UNIQUE SKILLS:
  293. >Master Furious Defender: whenever a Companion or Operator is wounded, Clemency enters a focused, defensive state of mind trying to protect those whom are wounded with furious, consecutive devastating attacks; this ability lasts until the team member's HP is restored to full and may only occur up to 3 times per Operation
  294. *Adds +1 to all Reaction Speed OR Sprint rolls
  295. *Adds +4 to all Assault rolls
  296. *Grants either an additional Assault OR Ranged-type roll while active
  297.  
  298. >Expert Wingman: flying with the Ribbons requires massive synergy merely to finish a mission, and Clemency is known for his ability to open a path for elimination. The Wing activates whenever Clemency acquires a max critical Assault roll on an enemy which MARKS the target, causing nearby Operators to gain +1 to all Ranged attacks to that target.
  299. *Once active, Clemency's low profile and erratic, evasive movements eliminate the risk of him being injured by friendly fire
  300. *This skill may only last for a maximum of 3 turns, though can be be used consecutively.
  301.  
  302. >(Expert) Veteran Executioner: TWICE per Operation, Clemency may attempt to Execute an enemy below 30% MaxHP. When performing an Execution, all of Clemency's Assault rolls are upgraded to <Execute and must add +X, where X is the combined number of Trophies both Clemency & Twisted Wing have
  303. *Current Trophies: 6
  304.  
  305. *****
  306. COMBAT SHARED ABILITY: Expert Airstream. Twisted Wing has become much closer to Clemency upon giving him the opportunity to prove his aviator status and aiding her in sorting through her past, allowing him to see and utilize the Airstreams of Tallus.
  307. *Due to sharing her intensive training and giving extensive instructions, Clemency is granted an <Airstream Assault ability that functions as an additional Assault roll
  308. *Clemency must add +1 to all Evasion OR Sprint rolls, and +2 to all Assault rolls
  309. *Clemency is furthermore granted 2x <Airstream rolls that function as Evasion or Sprint
  310.  
  311. *****
  312. TRAIT: Expert Aviator. Grants 3x [1d6] <Inspire rolls which are used to improve Twisted Wing's normally untapped or reserved combat potential; on a 6 Clemency may grant his choice of either an additional Inspired Assault roll, up to a maximum of two, or may add +5 to all Grandmaster Executioner rolls, up to a maximum of +15.
  313. *Clemency must also add +1 to all Assault/Parry/Riposte, Block/Evasion/Reaction Speed/Sprint, and Ranged rolls
  314. *As an addition to learning from (and being the nightly target of) the fearless General, Clemency is granted Expert Iron Will as a passive skill.
  315.  
  316. ****
  317. SPECIAL ABILITIES:
  318. Diamondine Legend: adds +1 to either all Intimidation OR Negotiation rolls against all mares, except for those with BOSS-class Fearless or Twisted Wing herself
  319.  
  320. Diamondine Will: adds +2 to all Iron Will rolls
  321.  
  322. Pride of the Ribbon: due to Clemency's experience pulling off dangerous and potentially fatal maneuvers, he is virtually immune to motion sickness and nausea whether caused by a Force Elemarental or other means
  323.  
  324. The Rookie Wrangler: adds +1 to ALL rolls when putting up with, dealing with, sorting out, or otherwise bossing FNG's/Rookies/Recruits around.
  325.  
  326. *****
  327. TRADE SKILLS:
  328. Senior Aerodynamics
  329. Junior Batponies
  330. Apprentice Engineer
  331. Proficient Ferron Clans
  332. Adept Fighter Jet Aviator
  333. Graduate Human Aviation
  334. Senior Lunar Military
  335. Observer Navigator
  336. Adept Pre-Middle Modernized Constructs
  337. Teacher Razorback Company
  338. Apprentice Researcher
  339. Pupil Single Engine Propeller Aviator
  340. Junior Tartarus Isle
  341.  
  342. *****
  343. TERTIARY SKILLS:
  344. Basic Electronic Warfare Operator+2
  345.  
  346. Basic Gambling
  347.  
  348. *****
  349. SKILL SPECIALIZATIONS:
  350. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  351.  
  352. Chuz`Ain, Lunar Council Grandmaster, Kra`ken Fear Response Training: adds +1 to all Iron Will rolls.
  353.  
  354. Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Fine Visual Identification Instruction: adds +1 to all Perception/Scouting/Wilderness Survival rolls.
  355.  
  356. Luna, Esoteric & Ascetic Nightmare Vocal Training: adds +1 to all Intimidation rolls.
  357.  
  358. Ridgeback, Lunar Council Grandmaster, Specialized Minotaur Ranged Combat Instruction: adds +1 to all Ranged-type rolls.
  359.  
  360. Sleethoof, Lunar Council Grandmaster, Overcharged Ground Racing Training: adds +1 to all Block/Evade/Reaction Speed/Sprint rolls.
  361.  
  362. Twisted Wing, Starborn Close Combat Training: Specialized Weaponry Course: adds +1 to all Assault/Parry/Riposte rolls.
  363.  
  364. Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Gryphon Agent Instruction: adds +1 to all non-combat Stealth rolls.
  365.  
  366. *****
  367. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  368. -Ambusher's Return Flight Seal: if Clemency does not attack during a turn, all Sprint rolls are converted into Flight, furthermore adding +2 to all Flight rolls and allowing the ability to either float or utilize a limited form of flight up to 10 feet above any solid object at any time.
  369.  
  370. -Circle of the Unbroken Mind: prevents mental intrusion from psions, Eldritch, Otherworldly, Planar, or Spectral beings, as well as other methods of mental contact.
  371. *Also adds +1 to all Iron Will rolls
  372.  
  373. -Vitriole Drake Phase-Blood: adds +1 to all Evasion rolls
  374.  
  375.  
  376. *************************************************************************************************************************************
  377. Name: Jeff
  378. Position: Starborn Nightblade & Fortress Administrator
  379. Theme: Seasoned Veteran
  380. Rank: Operator
  381. HP: 30/30
  382. Total XP: 105
  383. Unspent XP: 4
  384.  
  385. (Ambusher, Bold, Direct, Distrust: Silver, Dutiful, Hunter, Intuitive, Knowledgeable, Level-Headed, Rational, Veteran: Perception/Ranged, Watchful)
  386.  
  387. *****
  388. KNOWN LANGUAGES:
  389. Arabic: can read, speak, and write in the modern dialect fluently.
  390.  
  391. Batpony: can read, speak, and write in the modern dialect fluently.
  392.  
  393. Common Equestrian: can read, speak, and write fluently in the modern dialect.
  394.  
  395. Farsi: can read, speak, and write in the modern dialect fluently.
  396.  
  397. Pegasi: can read, speak, and write in the modern dialect fluently.
  398.  
  399. *****
  400. PHYSICAL MODIFICATIONS: none, yet.
  401.  
  402. *****
  403. EVOLVING ABILITY: Anti-Surge. Granted by Empress Silver, ONCE per Operation, Jeff is capable of deploying a highly specialized barrier field developed by a unicorn, Crystal pony, and psion trio during the Middle Dynasty era.
  404. *Activate using 4x [1d6+1] rolls, the total results reducing the damage of all Casting, Druidry, Elemental, Eldritch, Mystic, Psionic, Spectral, Undead, and otherwise esoteric forms of harm for himself and all others in a 10M radius
  405. *Certain Construct, Eldritch, and Spectral abilities will pass through normally
  406. *During the turn that Anti-Surge is activated, Jeff may only utilize Iron Will or Block, but if he is not in direct combat he may also utilize Intimidation, Human/Pony Relations, and Negotiation
  407. *May be used ONCE between Operations.
  408.  
  409. DUTY: pending.
  410. USES: 0.
  411.  
  412. *****
  413. OFFENSIVE SKILLS:
  414. Expert Assault
  415. Expert Parry
  416. Master Riposte
  417.  
  418. Expert Battle Rifles
  419. Expert Intimidation
  420. Expert Small Arms
  421.  
  422. *****
  423. DEFENSIVE SKILLS:
  424. Expert Block
  425. Expert Evasion
  426. Master Reaction Speed
  427. Expert Sprint
  428.  
  429. Expert Stealth
  430.  
  431. *****
  432. UTILITY SKILLS:
  433. Expert Engineering
  434. Expert Explosives
  435. Master Human/Pony Relations
  436. Master Leadership
  437. Basic Lockpicking
  438. Expert Iron Will
  439. Master Perception
  440. Master Scouting
  441. Expert Wilderness Survival
  442.  
  443. *****
  444. UNIQUE SKILLS:
  445. >Master Lady Killer: functions as Negotation with 3x [1d6+2] rolls
  446. *HOWEVER, adds +3 to all Negotiation rolls against female NPC's, whether friendly, neutral, or hostile
  447. *TWICE per Operation, Jeff may also attempt to Charm a female NPC with 2x [1d6+4] rolls
  448.  
  449. >Magic Master of Mangoes: punning like, living with, behaving like, and probably being a secret batpony, has driven Jeff's interests directly onto one sole object: the humble, gracious mango. Having observed it's tremendous underutilization as 99.99% of batponies just eat them on sight, Jeff has come to realize their raw, untapped potential.
  450. *Functions as Master Cooking with 4x [1d6+3] rolls, but becomes 4x [1d6+6] when Mangoes are involved
  451. *It's time to cook... with mangoes!
  452.  
  453. >Master Third Rush: adds +3 to and grants 3 additional Assault rolls, OR adds +3 to and grants 3 additional Reaction Speed rolls.
  454. *Jeff is only able to use one option per turn, HOWEVER if both Assault and Reaction Speed are used during the same turn Jeff must skip the following turn to use Third Rush again
  455.  
  456. *****
  457. TRAIT: Dedicated Ranger. Jeff's finely honed senses, intense physical training, and many years in the Rangers have provided him a vast array of technical skills, both in and out of combat. True to form, the even harder earned experiences of Tallus, combined with it's inherently dangerous nature, have only strengthened his capabilities, granting him a considerable edge over most opponents and would-be detractors.
  458. *Adds +1 to all Offensive, Defensive, and Utility rolls
  459. *Grants an additional 3 Ranged rolls of any kind
  460. *Gegates ALL penalties from weaponry not in his skill list
  461. *In addition, Jeff's enhanced strength, knowledge of physical weak points, and the finer teachings of melee combat have combined to reduce all potential injuries by 25%
  462.  
  463. *****
  464. SPECIAL ABILITIES:
  465. -BOSS-class Fearless: cannot be Intimidated or Demoralized normally.
  466.  
  467. -I Survived The Moors, S.E.R.E. Ain't Shit: grants an additional Evasion roll.
  468.  
  469. -Lunar Military Liasion: adds +2 to all Negotiation rolls when conversing with military members, both current and former.
  470.  
  471. -Marecenary Friend: adds +1 to all Negotiation rolls when conversing with Equestrian mercenaries, both current and former.
  472.  
  473. *****
  474. TRADE SKILLS:
  475. Senior Advanced Human Weaponry
  476. Junior Batponies
  477. Apprentice Cook
  478. Apprentice Ecologist
  479. Pupil Engineer
  480. Pupil Equestrian Marecenaries
  481. Proficient Lunar Military
  482. Teacher Razorback Company
  483. Junior Researcher
  484. Senior Starborn
  485. Observer Tactician
  486. Adept Tartarus Isle
  487. Proficient The Moors
  488.  
  489. *****
  490. TERTIARY SKILLS:
  491. Basic Electronic Warfare Operator+1
  492.  
  493. Basic Gambling
  494.  
  495. Basic Geography
  496.  
  497. Basic Sports
  498.  
  499. *****
  500. SKILL SPECIALIZATIONS:
  501. -Chuz`Ain, Lunar Council Grandmaster, Kra`ken Fear Response Training: adds +1 to all Iron Will rolls
  502.  
  503. -Comprehensive Guide to Tallus Flora & Fauna, The: adds +1 to all Wilderness Survival rolls
  504.  
  505. -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Fine Visual Identification Instruction: adds +1 to all Perception/Scouting rolls
  506.  
  507. -Luna, Esoteric & Ascetic Nightmare Vocal Training: adds +1 to all Intimidation rolls
  508.  
  509. -Oranti, Lunar Council Grandmaster, Harpy Leadership & Inspirational Training: adds +1 to all Leadership rolls
  510.  
  511. -Reptiles & Their Kin the Drakes Volume: adds +1 to all rolls when dealing with reptiles, drakes, wyrms, wyverns, and similar creatures
  512.  
  513. -Ridgeback, Lunar Council Grandmaster, Specialized Minotaur Ranged Combat Instruction: adds +1 to all Ranged rolls
  514.  
  515. -Sleethoof, Lunar Council Grandmaster, Overcharged Ground Racing Training: adds +1 to all Block/Evade/Reaction Speed/Sprint rolls
  516.  
  517. -Twisted Wing, Starborn Close Combat Training: Specialized Weaponry Course: adds +1 to all Assault/Parry/Riposte rolls
  518.  
  519. -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Gryphon Agent Instruction: adds +1 to all non-combat Stealth rolls
  520.  
  521. *****
  522. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  523. -Dusk Film: adds +1 to all non-combat Stealth rolls and gains +1HP each turn in dark areas
  524.  
  525. -Sticky: a simple, yet powerful, full body enchantmarent that allows the owner to 'stick' themselves or their clothing/armor to virtually any surface, including cloud material, without losing adhesiveness.
  526. *This can be used to climb walls/ceilings with a [1d6+x] <Perfect Grip roll, where X is the highest Assault roll available, or attach an item permarenently one's body/clothing, while also preventing held weaponry from ever being disarmed.
  527.  
  528. -Void Eye: at any point during a turn, Jeff may replace all Perception/Scouting/Wilderness Survival rolls with a [1d6+4] <Void Sight ability, allowing him to view Otherworldly, Spectral, and other incorporeal forces and beings through the Underdark, though this ability cannot gain additional modifiers.
  529. *Permarenently enchanted to him
  530.  
  531. *****
  532. MOST VALUABLE OPERATOR ADDITIONS:
  533. #1: Complete restoration of the Moors.
  534. #2: Max reputation with Luna & the Moors, gains +3 to all rolls when dealing with Luna & batponies.
  535. #3: Admittance to the Starborn, and gains permarenent access to the Lunar and Citadel Armories.
  536. #4: BOSS-class Fearless Special Ability, unknown, unknown
  537. #5:
  538.  
  539.  
  540. *************************************************************************************************************************************
  541.  
  542.  
  543. THE EMPRESS'S FACTION ALIGNED OPERATORS:
  544.  
  545. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Negotiation rolls.
  546.  
  547. *************************************************************************************************************************************
  548. Name: Dante "Doc Feelgood" Gambacci
  549. Position:
  550. Theme: Mercenary Heavy Gunner
  551. Rank: Famed
  552. HP: 20/20
  553. Total XP: 99
  554. Unspent XP: 22
  555.  
  556. (Anti-Authority, Blunt, Bold, Careful, Cold-Blooded, Curious, Determined, Direct, Distrust: Idiots, Dry Wit, Dutiful, Guardian, Hard-Working, Level-Headed, Psychosis: Recurring Nightmares, Rational, Reserved, Scarred, Steadfast)
  557.  
  558. *****
  559. KNOWN LANGUAGES:
  560. Common Equestrian: can read, speak, and write fluently in the modern dialect
  561.  
  562. Earth Pony: has basic fluency in the modern dialect
  563.  
  564. Germaneighan: can speak fluently
  565.  
  566. Unicorn: has moderate fluency in the modern dialect
  567.  
  568. *****
  569. PHYSICAL MODIFICATIONS: none, yet.
  570.  
  571. *****
  572. EVOLVING ABILITY: Infestation. Granted by Empress Silver, ONCE per Operation, Dante may direct the elemarental and arcane forces contained within most beings, excluding Constructs and Spectrals, to purge themselves from a targeted enemy within direct line of sight using 3x [1d6+1] rolls.
  573. *This ability causing aggravated harm (difficult to recover from) and automatic Severe Bleeding on living beings
  574. *During the turn that Infestation is activated, only one of the following skills may be used: Block, Evasion, Reaction Speed, or Sprint
  575. *If Dante is not in direct combat then he may utilize one of the following skills: Perception or Scouting
  576. *May not be used outside an Operation
  577.  
  578. DUTY: pending
  579. USES: 2
  580.  
  581. *****
  582. OFFENSIVE SKILLS:
  583. Master Assault
  584. Basic Parry
  585. Basic Riposte
  586.  
  587. Master Heavy Weapons
  588. Master Small Arms
  589. Master Suppression Fire
  590.  
  591. *****
  592. DEFENSIVE SKILLS:
  593. Master Block
  594. Basic Evasion
  595. Master Reaction Speed
  596. Expert Sprint
  597.  
  598. *****
  599. UTILITY SKILLS:
  600. Master Explosives
  601. Basic Leadership
  602. Master Intimidation
  603. Master Iron Will
  604. Expert Perception
  605.  
  606. *****
  607. UNIQUE SKILLS:
  608. >Epona's Aura (Second Dynasty Earth Ponies): when in visual contact with earth ponies, Dante is always perceived at a -3 Threat level.
  609. *The earth pony with the highest possible Leadership rolls is automatically considered to be the de-facto leader of current forces in range
  610. *ALL earth ponies must use an additional Assault/Flurry/Frenzy roll of their choice
  611. *ALL earth ponies must add +1 to all rolls, and all earth ponies take 1/2 less Morale damage
  612. *ALL humans within visual range of Dante must add +1 to all non-combat rolls against earth ponies
  613.  
  614. >Master Fire On My Target!: three times per Operation, Dante may select and MARK a target (examples include living or nonliving beings, destructible features of an Operation such as buildings, walls, etc. etc), increasing all offensive enchantmarents, Archery, Assault, Casting, Mystic, Psionic, Sorcery, Ranged, and any other offensive skills & abilities by +4 against the MARKED target(s) until the Operation ends.
  615.  
  616. >Master Killing Pace: continually tapping into the fury of combat, Dante's focus and fighting capabilities sharpen in measured responses to the threats facing him.
  617. *If any Assault or Ranged roll lands on a 10 or higher, Dante gains +3 to all Assault and Ranged rolls; furthermore, Dante may also grant himself and one Ally an ADDITIONAL ROLL of his choice; this may only be done once per Op and cannot be changed
  618. *If Dante does not score a 10 or higher, he loses the +3 bonus until rolling above 8 once more
  619.  
  620. >Master Lead By Example: once per Operation, Dante may tap into his courage and skill in battle, bolstering the willpower, exceptionalism, and efficiency of ALL allies nearby when activated, allowing the entire team to act more effectively for a short period of time
  621. *When activated, Dante must roll [1d6+3], the result being the number of turns Lead By Example lasts while any nearby Operators and Allies must add +3 to all skills, though this does not apply to any form of enchantmarents or items
  622.  
  623. *****
  624. SPECIAL ABILITIES:
  625. -Mercenary Brotherhood: adds +2 to all Bartering and Negotiation rolls when conversing with current or former mercenaries, rogues, or bandits
  626.  
  627. -Military Respect: adds +1 to all Bartering and Negotiation rolls when dealing with current or former military members
  628.  
  629. *****
  630. TRADE SKILLS:
  631. Pupil Equestrian Marecenaries
  632. Adept Lunar Military
  633. Adept Mercenary Tactics
  634. Adept Necromarecy
  635. Graduate Razorback Company
  636. Observer Tartarus Isle
  637.  
  638. *****
  639. TERTIARY SKILLS: none, yet.
  640.  
  641. *****
  642. NON-COMBAT SHARED ABILITY: Basic Smooth Talker. Dante has spent enough time with Pella and picked up some of her easy-going nature, as well as understanding how she deals with stressful situations and pain-in-the-ass ponies.
  643. *Whenever speaking to any of the pony species, Dante gains +1 to all Negotiation rolls, or +2 if attempting to calm a pony down
  644.  
  645. *****
  646. TRAIT: Basic Sanguine Guard. Dante's former esteem with Esera, and his current companionships with Pella and Mist Dancer, combined with his reverent actions towards those Watch and Tower Guard members fallen in the battles against the Councilierge forces assaulting Razorback Fortress, have given Silver pause upon finding another being that would treat others in the same marener she once did.
  647. Inviting Dante to the Temple of Calm Waters, one Silver purposefully built for those requiring rest and recovery from war, she allowed him entrance to the city, it's existence explained to him through volumes and echoes of her past, and finally met him in the lowest section, the Crypt, allowing him to understand the true circumstances and reasons behind her self-imposed exile.
  648. When the Empress found that she had fallen flat on her promise to remember those that would eventually be killed defending her, Dante's burial of the so-called deserters, in reality the heroes and heroines of Stalliongrad, greatly rekindled her appreciation for life in all it's forms.
  649. *This Trait allows Dante to, once per Operation, shield another from a killing blow with his own mind and body, magnified by Silver's unnatural resilience and psionic power being lent to protect him temporarily
  650. *In order to perform the sacred duty of a Sanguine Guard, Dante must physically place himself in the path of an Operator or Ally whom will assuredly die and roll [1d6], the result being the amount of HP that Dante retains after absorbing the deathblow
  651. *This act will undoubtedly leave him in Critical status
  652. *Note that this can be used to save those that are being targeted for Execution, under attack by Monstrous creatures, or other typically obscene enemies
  653.  
  654.  
  655. *****
  656. SKILL SPECIALIZATIONS:
  657. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  658.  
  659. Esera, Necromaretic Rituals, Bindings, and Origins of the 'Profane' & Arcane: adds +1 to all rolls when dealing with Necromarecers and Undead
  660.  
  661. Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls
  662.  
  663. Krinza, Razorback Hooves-And-Hands-On Manual Instruction, Basic Engineering, Smithing, and Explosives Proficiency: adds +1 to all Engineering & Explosive rolls
  664.  
  665. Mist Dancer, Rope & Rope Accessories Enthusiast: adds +1 to all rolls when dealing with rope, wire, and any other assorted bindings
  666.  
  667. *****
  668. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  669. -Cragburrower Tongue: grants immunity to all natural Poisons and Toxins, and reduces the harm from Mystical Poisons by 1/2
  670.  
  671. -Cragbreaker Heart: adds +1 to all Assault/Parry/Riposte rolls
  672.  
  673. -Relentless Escort Sigil: adds +1 to all Riposte, Block, and Ranged rolls per each active enemy opponent
  674. *Caps out at a maximum of +3 to all Riposte, Block, and Ranged rolls
  675.  
  676.  
  677. *************************************************************************************************************************************
  678.  
  679.  
  680.  
  681. RAZORBACK ASSAULT SQUAD OPERATORS:
  682.  
  683. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Ranged-type rolls.
  684.  
  685. *************************************************************************************************************************************
  686. Name: Indurian & Andrammalech
  687. Position: Bren's Pillow
  688. Theme: A (sometimes) Lucavi-Possessed Knight
  689. Rank: Veteran
  690. HP: 12/12
  691. Total XP: 34
  692. Unspent XP: 17
  693.  
  694. (Amiable, Armored, Brazen, Challenger, Chatty, Determined, Droll Wit, Guardian, Honorable, Humorous, Kind, Respectful, Warm-Hearted)
  695.  
  696. *****
  697. KNOWN LANGUAGES:
  698. Ancient & Modern Unicorn: can read, speak, and write fluently in both dialects
  699.  
  700. Common Equestrian: can read, speak, and write fluently in the modern dialect
  701.  
  702. *****
  703. PHYSICAL MODIFICATIONS: none, yet
  704.  
  705. *****
  706. EVOLVING ABILITY: Scourgeblade. Once excavated from the ruins of an early era minotaur city, approximately 8,000 years prior, Scourgeblades, a wide variety of unusual weapons, were used by what would become the Minotaur Republic. This particular example of a Scourgeblade is a bright blue and white streaked, metallic Eldritch greatswords 5' in length with a 12" hilt composed of a dull colored stone.
  707. *Granted by Empress Silver, ONCE per Operation, Indurian or Andrammalech may REPLACE their current melee weapon with a Scourgeblade Greatsword from the Endless March of Stone Era.
  708. *This weapon may be used freely, however, Indurian or Andrammalech may only utilize it's base 3x [1d6+2] rolls that ignore 1/2 of the target's DR
  709. *During the turn that the Scourgeblade is summoned, only one of the following skills may be utilized: Block, Evasion, or Reaction Speed
  710. *Scourgeblades are incapable of harming non-hostile beings or (Specialized) Constructs
  711. *May not be used outside an Operation
  712.  
  713. DUTY: pending
  714. USES: 0
  715.  
  716. *****
  717. OFFENSIVE SKILLS:
  718. Expert Assault
  719. Expert Parry
  720. Basic Riposte
  721.  
  722. Basic Archery
  723. Basic Intimidation
  724.  
  725. *****
  726. DEFENSIVE SKILLS:
  727. Expert Block
  728. Basic Evasion
  729. Basic Reaction Speed
  730. Basic Sprint
  731.  
  732. *****
  733. UTILITY SKILLS:
  734. Basic Blacksmithing
  735. Basic Iron WIll
  736. Basic Perception
  737.  
  738. *****
  739. UNIQUE SKILLS:
  740. >Expert Archon of Battle: upon being injured, Indurian's strength and regeneration are temporarily increased due to Andrammalech's strengthened power, adding +1 to all Assault OR Parry roll, also gaining +1HP each turn
  741. *Every 3rd turn in combat this bonus increases by a further +1 to all Assault OR Parry rolls and an additional +1HP per every 3rd turn
  742. *This caps at a maximum of +3 to all Assault OR Parry rolls and +3HP each turn
  743.  
  744. >Expert Furious Resolve: upon being injured, Indurian's unnatural resilience becomes further enhanced due to Andrammalech's strengthened control, adding +1 to all Block OR Evasion rolls, also gaining +1DR per turn.
  745. *Every 3rd turn in combat this bonus increases by a further +1 to all Block OR Evasion rolls with an additional +1DR
  746. *This caps at a maximum of +2DR and +3 to all Block OR Evasion rolls
  747.  
  748. *****
  749. SPECIAL ABILITIES:
  750. -Voice of Wroth: adds +1 to all Intimidation rolls
  751.  
  752. *****
  753. TRADE SKILLS:
  754. Proficient Arcane Magic
  755. Amateur Arcane Magicsmithing
  756. Pupil Archaic Human Blacksmithing
  757. Senior Archaic Human Tactics
  758. Apprentice Engineer
  759. Apprentice Geologist
  760. Observer Ivalice Dragons
  761. Pupil Lunar Military
  762. Apprentice Minotaurs
  763. Pupil Tactician
  764. Apprentice Researcher
  765. Observer Undead
  766.  
  767. *****
  768. TERTIARY SKILLS:
  769. Basic Drawing
  770.  
  771. Basic Instrument: Lyre+1
  772.  
  773. Basic Sculptor
  774.  
  775. *****
  776. SKILL SPECIALIZATIONS:
  777. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  778.  
  779. Jeff, Master Ranger Weaponry Training, Bow & Crossbow Tactics: adds +1 to all Archery rolls
  780.  
  781. Tallus Blacksmithing Advancemarents, An In Depth Series: adds +1 to all Blacksmithing rolls
  782.  
  783. *****
  784. PHYSICAL ENCHANTMENTS: 1/1 slots remaining
  785.  
  786. *****
  787. TRAIT: Lucavi Daemonic Possession. Following the destruction of his mortal body on Ivalice, Andrammalech possessed the Knight Indurian, inadvertently killing him from the physical stress. Awakening on Tallus and almost entirely possessed by the Lucavi Daemon known as Andrammalech, Knight Indurian had little control over his body, formerly remaining in a perpetually suspended state of inactivity, unable to affect it's actions unless Andrammalech itself was dispatched in a force of wills, forcibly suppressed, removed, or rendered unconscious. Which of course was a rather difficult task to accomplish. Brokering an agreement with the Lucavi's desires and frustrations, Indurian is now at a stalemate with Andrammalech
  788.  
  789. When both Archon of Battle and Furious Resolve are active, Andrammalech's focus is heightened, allowing it to partially breach reality, projecting some of it's power through Indurian's body in the form of flaming eyes, a savage, animalistic voice, and other daemonic effects. Now in possession of the Capricorn Zodiac Stone, both Indurian and Andrammalech are capable of drawing from it's power, though only one at a time.
  790.  
  791. *When Indurian is in control he may roll [1d6], the result being the number of turns Indurian is able to correctly utilize and draw Andrammalech's power into himself; adding +1 to all Block/Evasion/Reaction Speed/Sprint rolls and +2 to all Assault/Parry/Riposte rolls, also granting a [1d6+6] <Elemarental Strike ability to temporary infuse weapons with.
  792. *While active, this ability reduces the number of turns required for Archon of Battle and Furious Resolve to stack by 1 turn
  793.  
  794. *When Andrammalech is in control he may roll [1d6], the result being the number of turns he may exit Indurian's body and leave it somewhere with a [1d6+10] <Barrier Seal ability, the result of which will Petrify an attacker for that number of turns.
  795. *So long as Indurian's body is outside of potentially visual radius, then Andrammalech may continue to exist on his own, although he or Indurian may find it extremely difficult to merge together if they have out of contact for more than a night.
  796. *When emerging from Indurian, the Capricorn Stone allows Andrammalech to create a complete, though vastly weaker, copy of his original body, the characteristics of which are as follows:
  797.  
  798. >Andrammalech the Wroth, AKA: the Ghost of Fury: 60HP, 5DR
  799.  
  800. (Aggressive, Anti-Authority, Armored, Brawler, Challenger, Cold-Blooded, Direct, Dry Wit, Fearless, Heavy, Intuitive, Knowledgeable, Lustful, Powerful, Steadfast, Temperamarental, Vengeful)
  801.  
  802. OFFENSIVE SKILLS:
  803. Master Assault+6
  804. Master Parry+4
  805. Master Riposte+5
  806.  
  807. Basic Elemental Lance+4
  808. Expert Intimidation+4
  809.  
  810. DEFENSIVE SKILLS:
  811. Expert Block+6
  812. Expert Evasion+3
  813. Expert Reaction Speed+4
  814. Expert Sprint+5
  815.  
  816. Basic Counter+4
  817.  
  818. SPECIAL ABILITIES:
  819. -Cannot Swim: Andrammalech's body, weighing at least 800 pounds, is far too heavy to enter water over his head as he would quickly drown
  820.  
  821. -Lucavi Daemon: a living Lucavi, Andrammalech is difficult to harm by mortal standards, rendering him invulnerable to non-enchanted weaponry, and is also immune to Fear, Horrify, and Insanity
  822.  
  823. -Massive Size: standing at 10' tall and only vaguely resembling a winged minotaur on massive doses of steroids with a fetish for ornamarentation, Andrammalech would normally be considered an easy target for most, save for his unnaturally high innate speed
  824.  
  825. UNIQUE ABILITY: Elemental Dominator. Andrammalech may, at any time, use a ranged or melee [1d6+10] <Elemental Strike to any target within direct line of sight, able to choose from these Elements: Air, Fire, Ice, Force, Lightning, Poison, Void, Water
  826.  
  827.  
  828. *************************************************************************************************************************************
  829. Name: Pareidolia
  830. Position:
  831. Theme: A cold, efficient, and precise operative motivated by duty. Works to accomplish Organization goals by any means necessary.
  832. Rank: Specialist
  833. HP: 20/20
  834. Total XP: 69
  835. Unspent XP: 2
  836.  
  837. (Careful, Cold-Blooded, Determined, Distrust: Humans, Efficient, Intuitive, Level-Headed, Logical, Steadfast)
  838.  
  839. *****
  840. KNOWN LANGUAGES:
  841. Common Equestrian: can read, speak, and write fluently in the modern dialect
  842.  
  843. Crystal Pony: has basic fluency in the Kingdom & Imperial dialects
  844.  
  845. Earth Pony: can read, speak, and write fluently in the modern dialect
  846.  
  847. Japanese/Japoneighsian: has near-fluency in the modern dialect
  848.  
  849. *****
  850. PHYSICAL MODIFICATIONS: none, yet
  851.  
  852. *****
  853. EVOLVING ABILITY: Lightning Strike. Granted by Empress Silver, ONCE per Operation, Pareidolia may draw upon arcane remnants of lightning and electricity from the area surrounding him, or those stored within himself, through one or both hands using either 2x [1d6+5] rolls to two targets, or 4x [1d6+5] rolls to to one target, to a maximum range of 100M.
  854. *When Single Focused on a single target will Stun on a max critical
  855. *The highest damage during a Split Focus will jump to the closest target within 5M of the original target
  856. *During the turn that Lightning Strike is activated, only one of the following may be used: Block/Evasion/Reaction Speed/Sprint, but if Pareidolia is not otherwise in direct combat he may also use Ambush and Iron Will
  857. *NOTE: Lightning Strike deals double damage to Water Elemarentals, but for obvious reasons will heal Lightning Elemarentals for the same
  858. *Spectral beings and Undead are typically unaffected by Lightning Strike
  859. *May be used TWICE during and between Operations
  860.  
  861. NEW DUTY: 2
  862. NEW USE: 1
  863.  
  864. RECORDED DUTY: 4
  865. RECORDED USE: 3
  866.  
  867. *****
  868. OFFENSIVE SKILLS:
  869. Expert Assault
  870. Expert Parry
  871. Master Riposte
  872.  
  873. Master Ambush
  874. Master Combat Rifles/Shotguns
  875. Master Intimidation
  876. Expert Small Arms
  877.  
  878. *****
  879. DEFENSIVE SKILLS:
  880. Basic Block
  881. Master Evasion
  882. Master Reaction Speed
  883. Expert Sprint
  884.  
  885. Basic Iron Will
  886. Master Stealth
  887.  
  888. *****
  889. UTILITY SKILLS:
  890. Basic Negotiation
  891. Expert Perception
  892.  
  893. *****
  894. UNIQUE SKILLS:
  895. >Master Failure Is Not Advised: whenever Pareidolia takes damage from any source, whether physical or marental, he will immediately enter a focused, heightened state of resolve to accomplish the mission's goals. Immediately after sustaining damage, Pareidolia MUST add +4 to all Assault/Parry/Riposte, Small Arms, Combat Rifle/Shotgun, and Block/Evasion rolls
  896. *Furthermore he is also granted a SINGLE additional roll of his choice to any skills he currently owns or has available, including Lores, Trade Skills, and weapon, armor, or item Enchantmarents
  897. *This ability lasts until the 4th turn and cannot stack with its own benefits, however Pareidolia must wait 1 turn in order to order to utilize it again
  898.  
  899. *Shifted Greascoria Copy-State: FAILURE IS NOT AUTHORIZED!
  900. Whenever Pareidolia takes damage from Constructs or any Planar being, he may choose to enter a strictly offensive, hostile stance, becoming forced to add +4 to all Assault, Small Arms, Combat Rifle/Shotgun, Reaction Speed/Sprint, and Intimidate rolls
  901. *Furthermore he is also granted a SINGLE additional roll of his choice to one of the previously mentioned skills.
  902. *This ability lasts until the 4th turn and cannot stack with its own beneifts, however, Pareidolia must wait 1 turn in order to utilize it again
  903.  
  904. >Expert Psychological Assessmarent: thanks to an extensive background in psychology, Pareidolia may, after a period of observation, glean insights and predictions as to the behavior or actions of a specific target.
  905. *After 1 turn is spent in observation, Pareidolia will predict median level behaviors accurately and must add +2 to all Bartering, Negotiation, and Perception rolls
  906.  
  907. *****
  908. SPECIAL ABILITIES:
  909. >Low Gravity Operations Training: reduces ALL penalties when in less than 0.5 Standard Human Gravity locations by 75%; furthermore Pareidolia will not experience nausea whether subjected to Force Elemarentals or other means.
  910.  
  911. >Psychological Breakdown: adds +2 to all Intimidation rolls.
  912.  
  913. *****
  914. TRADE SKILLS:
  915. Observer Advanced Technological Weaponry & Tactics
  916. Graduate Biologist
  917. Adept Ecologist
  918. Adept Human Antigravity Craft
  919. Adept Human Exosuits
  920. Apprentice Lunar Military
  921. Graduate Neural Brain Interface Systems
  922. Pupil Pre-Middle Dynasty Constructs
  923. Apprentice Pre-Modernized Constructs
  924. Pupil Post-Space Age Technologies
  925. Pupil Post-Space Age Weaponry
  926. Adept Quadrapel/Bipedal Weapon Platform Systems
  927. Observer Razorback Company
  928. Graduate Researcher
  929. Adept Tactician
  930. Junior Tartarus Isle
  931.  
  932. *****
  933. TERTIARY SKILLS:
  934. Basic Electronic Warfare Operator+1
  935.  
  936. *****
  937. SKILL SPECIALIZATIONS:
  938. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  939.  
  940. Earth Pony Countermeasures: Individualized Assault Research: adds +1 to all offensive rolls only when dealing with earth ponies
  941.  
  942. *****
  943. PHYSICAL ENCHANTMENTS: 1/3 slots remaining.
  944. >Dragon-Scale Sphere:
  945. *Adds +1 to all Block, Deflect, and Resist Damage rolls
  946. *Grants a [1d6+5] <Tate defensive ability that protects against harm from one of the following each turn: Weapons, Magic, Elemarentals, or Psionicism
  947.  
  948. -Sticky: a simple, yet powerful, full body enchantmarent that allows the owner to 'stick' themselves or their clothing/armor to virtually any surface, including cloud material, without losing adhesiveness. This can be used to attach an item permarenently one's body & clothing, prevent held weaponry from ever being disarmed, and climb walls, trees, ceilings, or other materials.
  949. *Grants a [1d6+X] <Perfect Grip roll, where X is the highest Assault modifier Pareidolia has available
  950.  
  951. *****
  952. APPEARANCE: looks exactly like a purely Asian Ocelot
  953.  
  954. *****
  955. BIOGRAPHY: Pareidolia's past affiliations are unknown, but he clearly seems linked to whatever standards of discipline they had enforced despite being separated from them for nearly a year. Remaining socially silent, he only speaks when necessary and is often blunt in his choice of words.
  956. He usually avoids conversation with other operators and most other ponies unless for operations, but has been seen asking Krinza and Tipper highly technical questions about the current state of technological and biological advancemarent in Tallus, subsequently being kicked out of the clinic and workshop more times than anypony cares to count or commarent upon.
  957. He has a personal impromptu study area set aside in the Library with numerous texts always arrayed across a number of tables, much to Dancing Eyes' displeasure. Some ponies have referred to him as a human Construct due to his goal oriented, direct methods of communication and operating.
  958.  
  959.  
  960. *************************************************************************************************************************************
  961. Name: Zhun
  962. Position:
  963. Theme: Chinese juggernaut that got too bored going about the base, now wanting travel.
  964. Rank: Rookie
  965. HP: 14/14
  966. Total XP: 25
  967. Unspent XP: 15
  968.  
  969. *****
  970. KNOWN LANGUAGES:
  971. Common Equestrian: can read, speak, and write fluently in the modern dialect
  972.  
  973. Korean: has basic fluency in the modern dialect
  974.  
  975. Mandarin Chineighse: can read, speak, and write fluently in the modern dialect
  976.  
  977. Russian: has basic fluency in the modern dialect
  978.  
  979. *****
  980. PHYSICAL MODIFICATIONS: none, yet.
  981.  
  982. *****
  983. OFFENSIVE SKILLS:
  984. Basic Assault
  985. Basic Parry
  986. Basic Riposte
  987.  
  988. Basic Heavy Weapons
  989.  
  990. *****
  991. DEFENSIVE SKILLS:
  992. Basic Block
  993. Basic Evasion
  994. Basic Reaction Speed
  995. Basic Sprint
  996.  
  997. *****
  998. UTILITY SKILLS:
  999.  
  1000. Basic Medical
  1001. Basic Perception
  1002.  
  1003. *****
  1004. UNIQUE SKILLS: none, yet
  1005.  
  1006. *****
  1007. SPECIAL ABILITIES: none, yet
  1008.  
  1009. *****
  1010. TRADE SKILLS:
  1011. Senior Human Heavy Weapons
  1012. Pupil Lunar Military
  1013. Pupil Razorback Company
  1014. Apprentice Tartarus Isle
  1015.  
  1016. *****
  1017. TERTIARY SKILLS:
  1018. Basic Instrument: Guzheng+1
  1019.  
  1020. *****
  1021. SKILL SPECIALIZATIONS:
  1022. All About Ponies: Common Medical Treatmarents, Anatomy, & Your Guide To Beating The Heat!: adds +1 to all Medical rolls
  1023.  
  1024. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  1025.  
  1026. *****
  1027. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  1028.  
  1029. *****
  1030. BIOGRAPHY: gunned down by Soviet troops as China begun expansion into the Siberian wilderness, Zhun was the designated heavy gunner of his squad. Appearing just after the events of the Siege of Razorback, he has taken a sedentary lifestyle inside its walls after the usual acclimation period of finding out he's died and adjusting to the new world he finds himself in, finding all the amarenities he needed, plus some more.
  1031. Seeing him is a rare occurrence though, as he still remains reclusive to other operators and usually remains in his room, either practicing on the Equestrian equivalent of the guzheng, spending time in the library to expand his knowledge upon the new world, or in the Mess Hall at night, when there is a tea party.
  1032. Until recently, upon finding the assault staff of Razorback too busy and the mounting requests from other parties mounting up, Zhun decides to file in, and help the Fortress in a more direct way. Learned "Equestrian" due to the language barrier very early on, but the accent is still there.
  1033.  
  1034.  
  1035. *************************************************************************************************************************************
  1036.  
  1037.  
  1038.  
  1039. RAZORBACK STEALTH TEAM OPERATORS:
  1040.  
  1041. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Ambush OR one type of Ranged Weapon rolls.
  1042.  
  1043. *************************************************************************************************************************************
  1044. Name: Bubba the Second
  1045. Position: Formerly a Free Operator
  1046. Title: Sweet's Caretaker. Also did Not See that coming.
  1047. Theme: Ultimate creeper status, and somewhat sarcastic.
  1048. Rank: Warrior
  1049. HP: 24/24
  1050. Total XP: 44
  1051. Unspent XP: 0
  1052.  
  1053. (Aggressive?, Ambusher, Blunt, Brash, Brazen, Determined, Direct, Distrust: Gryphons, Efficient, Hunter, Passive-Aggressive, Purposeful, Steadfast, Vengeful)
  1054.  
  1055. *****
  1056. KNOWN LANGUAGES:
  1057. Common Equestrian: can read, speak, and write fluently in the modern dialect
  1058.  
  1059. Germaneighse: can read, speak, and write in the modern dialect fluently
  1060.  
  1061. *****
  1062. PHYSICAL MODIFICATIONS: none, yet
  1063.  
  1064. *****
  1065. EVOLVING ABILITY: Burst Shell. Granted by Empress Silver, ONCE per Operation, Bubba is capable of summoning a 4' long, bright orange, shoulder-mounted Construct cannon capable of firing a 4" anti-biological shell that utilizes 3x [1d6+2] rolls, dealing an additional [1d6] Bleed damage and causing Shock up to a maximum range of 1,000M, has a blast radius of 5M.
  1066. *The warhead, a Shredder-Type shell, is calculated to only injure living beings, though causes double damage against Fragile targets and Undead beings due to kinetic impact; however, it may not function correctly against Eldritch and Otherworldly beings
  1067. *Shell does not function against Spectrals or other full incorporeals
  1068. *During the turn that the Construct cannon is summoned, Bubba is only capable of using one of the following skills to defend himself or attack an enemy in close combat: Assault, Parry, Ripsote, Block, or Evasion
  1069. *If Bubba is not in direct combat he may use Stealth to lessen the sound from the cannon's round
  1070. *Immediately after being fired the Construct cannon will disappear
  1071. *May not be used outside of an Operation
  1072.  
  1073. NEW DUTY: 6
  1074. NEW USE: 1
  1075.  
  1076. RECORDED DUTY: 0
  1077. RECORDED USE: 0
  1078.  
  1079. *****
  1080. OFFENSIVE SKILLS:
  1081. Expert Assault
  1082. Expert Parry
  1083. Expert Riposte
  1084.  
  1085. Expert Battle Rifles
  1086. Expert Combat Rifles
  1087. Expert Small Arms
  1088.  
  1089. *****
  1090. DEFENSIVE SKILLS:
  1091. Basic Block
  1092. Expert Evasion
  1093. Basic Reaction Speed
  1094. Basic Sprint
  1095.  
  1096. Master Stealth
  1097.  
  1098. *****
  1099. UTILITY SKILLS:
  1100.  
  1101. Master Perception
  1102. Expert Thievery
  1103. Expert Wilderness Survival
  1104.  
  1105. *****
  1106. UNIQUE SKILLS: none, yet.
  1107.  
  1108. *****
  1109. SPECIAL ABILITIES:
  1110. >Soul-Glyph of Spiral Disclosure: carried or not, Bubba may access all of the otherwise locked or sealed sections of Razorback Fortress, excluding barracks and homes outside of an emergency situation. Sections are as follows:
  1111. *Four Walls: 800 lockers, storage bays, depots, ammunition storages, and other small rooms spread equinedistantly throughout the interior ground level. Once intended for all human and pony defenders to restock supplies in the event of an attempted siege or breach, few supplies were placed by the time Spiral's multiple psychoses overcame his logic and rationale.
  1112. *Internal Access: in the center of each Wall is an 8' tall glyph, viewable only by sorcerors and and now Bubba, that are partially temporal stabilized. This allows for rapid travel through a single connecting tunnel through the entire Wall around the Fortress.
  1113. *Tech-Forge Vault: a small, well hidden room accessed immediately to the right of Spiral's downstairs Lab door. Inquisitor Flash and Spiral spent a great deal of time jointly working on projects, specifically intended to prototype Tallus-made weapons, armor, and equipment, for eventual production. Spiral made use of Flash's knowledge to improve enchantmarents and his own abilities here as well. A Tallus-made data server and Minoris Artificial Intelligence interface is accessible in the northwest Temporal Stasis Unit, prevented from decaying or being sabotagd.
  1114.  
  1115. *****
  1116. TRADE SKILLS:
  1117. Observer Batponies
  1118. Senior German Engineering
  1119. Senior German Naval Tactics
  1120. Pupil German Naval Vessel Construction
  1121. Proficient Lunar Military
  1122. Teacher Razorback Company
  1123. Pupil Researcher
  1124. Observer Surface Vessel Tactician
  1125. Apprentice Subsurface Vessel Tactician
  1126. Junior Tartarus Isle
  1127.  
  1128. *****
  1129. TERTIARY SKILLS:
  1130. Basic Drawing
  1131.  
  1132. *****
  1133. SKILL SPECIALIZATIONS:
  1134. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  1135.  
  1136. Perturabo's Spirit: adds +1 to all Engineering rolls
  1137.  
  1138. *****
  1139. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  1140.  
  1141.  
  1142. *************************************************************************************************************************************
  1143. Name: Ivan the Stalker
  1144. Position: Free Operator & Fortress Drunk
  1145. Theme: Almost always drunk, but somehow good enough to fight despite that.
  1146. Rank: Veteran
  1147. HP: 18/18
  1148. Total XP: 39
  1149. Unspent XP: 0
  1150.  
  1151. (Anti-Authority, Blunt, Bold, Careful, Cheerful, Cool-Natured, Determined, Direct, Hard-Working, Hunter, Intuitive, Lucky, Polite, Resourceful, Scarred, Watchful)
  1152.  
  1153. *****
  1154. KNOWN LANGUAGES:
  1155. Common Equestrian: can read, speak, and write fluently in the modern dialect
  1156.  
  1157. Russian: can read, speak, and write in the modern dialect fluently
  1158.  
  1159. Ukrainian: can read, speak, and write in the modern dialect fluently
  1160.  
  1161. *****
  1162. PHYSICAL MODIFICATIONS: none, yet
  1163.  
  1164. *****
  1165. EVOLVING ABILITY: Cacophonous Shield. Granted by Empress Silver, this shield is composed of an aetheric black metal bearing numerous similarities to kanpri. Shields of this nature were traditionally given as gifts by representatives from an organization in the Dominion Plane known as 'The Cacophony' (this title is one given to all noble crafters throughout the Dominion).
  1166. Infused with songs of majesty, this shield allows Ivan to temporarily enhance his own performance while delaying the actions of attackers, though not in a combative sense.
  1167. *ONCE per Operation, Ivan may summon an emplacable tower shield, 5' tall, 3' wide, and 6" thick, to any location within 100M in line of sight
  1168. *Roll [1d6] <Summon Cacophonous Shield, the result indicating the number of turns the shield lasts in reality
  1169. *The shield always arrives fully repaired after each use with 200 Armor & 10DR
  1170. *Ivan gains +1 to ALL rolls of skills he owns as long as the shield exists in realspace
  1171. *In addition Ivan may summon this shield by dropping it onto an enemy utilizing 3x [1d6+2] <Heavyweight rolls that deals double damage to Fragile targets, Spectrals, and Undead
  1172. *May NOT be utilized outside of an Operation
  1173.  
  1174. NEW DUTY: 0
  1175. NEW USE: 0
  1176.  
  1177. RECORDED DUTY: 0
  1178. RECORDED USE: 0
  1179.  
  1180. *****
  1181. OFFENSIVE SKILLS:
  1182. Basic Assault
  1183. Basic Parry
  1184. Basic Riposte
  1185.  
  1186. Master Battle Rifles
  1187. Basic Combat Rifles/Shotguns
  1188. Basic Heavy Weapons
  1189. Basic Suppression Fire
  1190. Basic Small Arms
  1191.  
  1192. *****
  1193. DEFENSIVE SKILLS:
  1194. Basic Block
  1195. Basic Evasion
  1196. Basic Reaction Speed
  1197. Basic Sprint
  1198.  
  1199. Master Stealth
  1200.  
  1201. *****
  1202. UTILITY SKILLS:
  1203. Expert Engineering
  1204. Basic Iron Will
  1205. Expert Medical
  1206. Master Perception
  1207. Basic Thievery
  1208.  
  1209. *****
  1210. UNIQUE SKILLS:
  1211. -Basic Touch of the Zone: like most Stalkers, whether through trial and error or instruction, Ivan has learned the basics of controlling artifacts through willpower, marental fortitude, and psychological commarends, even against the omnipresent, oppressive energies of Tallus.
  1212. *Allows use of Zone artifacts
  1213. *Allows Ivan to study anomalous Tallus artifacts
  1214. *Grants an additional Research roll when dealing with arcane items
  1215.  
  1216. *****
  1217. SPECIAL ABILITIES: none, yet.
  1218.  
  1219. *****
  1220. TRADE SKILLS:
  1221. Graduate Anomalous Artifacts
  1222. Graduate Anomalous Fields
  1223. Proficient Anomalous Protection Systems
  1224. Observer Lunar Military
  1225. Pupil Razorback Company
  1226. Graduate S.T.A.L.K.E.R. Tactics
  1227.  
  1228. *****
  1229. TERTIARY SKILLS:
  1230. Basic Instrument: Guitar+1
  1231.  
  1232. *****
  1233. SKILL SPECIALIZATIONS:
  1234. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  1235.  
  1236. *****
  1237. PHYSICAL ENCHANTMENTS: 2/2 Slots remaining
  1238.  
  1239.  
  1240. *************************************************************************************************************************************
  1241. Name: Natilda, but introduces herself as Comrade
  1242. Position:
  1243. Theme: At first, appears to be a male sniper, but will admit to being a woman if pressed a bit. Sorta quiet due to training, but when drunk becomes loud and more violent.
  1244. Rank: Recruit
  1245. HP: 14/14
  1246. Total XP: 19
  1247. Unspent XP: 9
  1248.  
  1249. (Bold, Calm, Careful, Cheerful, Defuser, Determined, Dutiful, Efficient, Gentle, Hunter, Level-Headed, Merciful, Motherly, Polite, Respectful)
  1250.  
  1251. *****
  1252. KNOWN LANGUAGES:
  1253. Common Equestrian: can read, speak, and write fluently in the modern dialect.
  1254.  
  1255. Russian: can read, speak, and write in the modern dialect fluently.
  1256.  
  1257. *****
  1258. PHYSICAL MODIFICATIONS: none, yet.
  1259.  
  1260. *****
  1261. EVOLVING ABILITY: Solstice Scorn. Granted by Empress Silver, ONCE per Operation, Natilda is granted the privilege of calling upon two of Tallus's most primal elemarents, those of Fire and Ice, summoning them against a large enemy or several enemies in close proximity, within direct line of sight using 2x [1d6+1] rolls for Fire and 2x [1d6+1] rolls for Ice.
  1262. *Tallus itself will respond the next turn, creating a moderate sized wave of flame with an inherent Speed of 8 that weakens armor, then disperses a number of large ice projectiles with inherent Speeds of 12 from the sky to damage, shatter, and freeze the target or targets
  1263. *This ability deals double damage against Golems or Heavily Armored targets, but does half damage against Constructs, and causes little harm against Spectral beings.
  1264. *During the turn that Solstice Scorn is activated, Natilda may only utilize Stealth if not in direct combat
  1265. *May not be used outside of an Operation
  1266.  
  1267. NEW DUTY: 1
  1268. NEW USE: 1
  1269.  
  1270. RECORDED DUTY: 0
  1271. RECORDED USE: 0
  1272.  
  1273. *****
  1274. OFFENSIVE SKILLS:
  1275. Basic Assault
  1276. Basic Parry
  1277. Basic Riposte
  1278.  
  1279. *****
  1280. RANGED SKILLS:
  1281. Expert Battle Rifles
  1282.  
  1283. *****
  1284. DEFENSIVE SKILLS:
  1285. Basic Block
  1286. Basic Evasion
  1287. Basic Reaction Speed
  1288. Basic Sprint
  1289.  
  1290. *****
  1291. UTILITY SKILLS:
  1292. Basic Medical
  1293. Expert Perception
  1294. Basic Stealth
  1295.  
  1296. *****
  1297. UNIQUE SKILLS: none, yet
  1298.  
  1299. *****
  1300. SPECIAL ABILITIES:
  1301. -I Survived The Crag Moors, WW2 Wasn't SHIT: whether she is Eldritch-blessed or Android-cursed doesn't fucking matter, Natilda has Had Enough Of That Shit. Surviving COMPLETELY intact throughout the:
  1302. -horrific Critically Failed Operation to recover Vanilla Cloud-Strings,
  1303. -not being sent into the crashed Construct Assault Landing Vessel,
  1304. -being Wild Ride's only remaining logical influence,
  1305. -multiple hours of attempting to guide her 1/6th Eldritch-Android daughteru to (HOPEFUL) safety westwards out of the Central Crag Moors (a region infamously known for being one of the most dangerous regions on Tallus),
  1306. -and trying to keep her sanity intact,
  1307. *Natilda is granted ONE additional roll for any Basic or higher ability she owns, excluding Special or Unique skills.
  1308.  
  1309. *****
  1310. TRADE SKILLS:
  1311. Apprentice Crag Moors
  1312. Apprentice Eldritch Androids
  1313. Junior Standard WW2 Combloc Infantry Tactics
  1314. Junior Standard WW2 Combloc Weaponry
  1315.  
  1316. *****
  1317. TERTIARY SKILLS:
  1318. Basic Singing
  1319.  
  1320. *****
  1321. SKILL SPECIALIZATIONS:
  1322. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  1323.  
  1324. Steel Blitz, Nightclaw Intermediate Training, Visual Identification Instruction: adds +1 to all Perception rolls
  1325.  
  1326. *****
  1327. PHYSICAL ENCHANTMENTS: 1/1 slots remaining
  1328.  
  1329.  
  1330. *************************************************************************************************************************************
  1331.  
  1332.  
  1333. RAZORBACK BASE OPERATIONS STAFF:
  1334.  
  1335. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Medical OR one type of Ranged Weapon rolls.
  1336.  
  1337.  
  1338. *************************************************************************************************************************************
  1339. Name: Kraut Space Wizard
  1340. Position: Cavalry/Mobile Mini-base
  1341. Theme: Redneck Do Everything
  1342. Rank: Famed (but not really)
  1343. HP: 20/20
  1344. Total XP: 97
  1345. Unspent XP: 64
  1346.  
  1347. (Affectionate, Anti-Authority, Curious, Focused, Illogical Thinking: Eldritch, Kind, Knowledgeable, Lucky, Passive-Aggressive, Resourceful, Temperamarental)
  1348.  
  1349. *****
  1350. KNOWN LANGUAGES:
  1351. Common Equestrian: can read, speak, and write fluently in the modern dialect
  1352.  
  1353. Minotaur: has moderate fluency in the modern dialect
  1354.  
  1355. Unicorn: can read, speak, and write in the modern dialect fluently
  1356.  
  1357. *****
  1358. PHYSICAL MODIFICATIONS: baked and well burnt burger steak
  1359.  
  1360. *****
  1361. OFFENSIVE SKILLS:
  1362. Basic Assault
  1363. Basic Parry
  1364. Basic Riposte
  1365.  
  1366. Expert Battle Rifles
  1367. Expert Small Arms
  1368.  
  1369. *****
  1370. DEFENSIVE SKILLS
  1371. Basic Block
  1372. Basic Evasion
  1373. Basic Reaction Speed
  1374. Basic Sprint
  1375.  
  1376. Expert Stealth
  1377.  
  1378. *****
  1379. UTILITY SKILLS:
  1380. Expert Cooking
  1381. Expert Medical
  1382.  
  1383. *****
  1384. UNIQUE SKILLS:
  1385. >Master Can't Kill An Oklahoman: if Kraut is to be killed in action without going under -30HP, nor suffering from any fatal injuries or lost limbs, he may roll [1d6] to revive himself, the result being his HP when recovering on the next turn, though each further use sustains a -1 penalty.
  1386. *Upon a successful revive, Kraut gains +4 to TWO different rolls for one turn afterwards, excluding Can't Kill An Oklahoman
  1387. *If Kraut fails to revive himself, this ability allows him an extra 2 turns in Critical status before dying
  1388. *Using Can't Kill An Oklahoman also prevents use of Iron Will for the same purpose
  1389.  
  1390. >Expert Dixie Stampede: at the sound of good ole' Dixie, Kraut may exhort Wild Ride to charge into, or out of, combat with the ferocity that makes the Kult of Speed proud, granting her +10 to all Sprint OR Charge rolls.
  1391. *As a side of effect of the Kult of Speed acknowledging Kraut's prowess, twice per Operation he may add +2 to all Assault rolls when Charging, and converts all Sprint rolls into Charging attacks
  1392.  
  1393. >Master of My Craft:
  1394. *Grants two additional [1d6+4] rolls and adds +2 to all Magitek-created Cooking or Engineering items, gaining the inherent bonuses from those items when used.
  1395. *Grants an additional [1d6+4] roll and adds +1 when using Magitek-created Explosives, Medical items, Melee weapons, Perception items, and Shields, gaining the inherent bonuses from those items when used.
  1396. *Grants an additional [1d6+4] offensive roll and adds +2 to all rolls when utilizing custom ammunition for the Junk Launcher, or other non-typical Magitek-created weaponry, gaining the inherent bonuses from the item used.
  1397. *Grants an additional roll with all applicable bonuses when using Magitek-created elemarental or non-elemarental artifacts.
  1398. *Grants an additional Block/Evasion/Reaction Speed/Sprint roll for Wild Ride, but only if Kraut is an occupant
  1399.  
  1400. *****
  1401. NON-COMBAT SHARED ABILITY: Expert Magitek. An indepth merging of theoretical casting and enchanting principles combined with aggressive quantum mechanics, string theory logic, and the inherent understanding of atomic properties & bonds, achieved by combining Equestrian & human science, engineering aptitudes, and common knowledges.
  1402. To a point, Kraut may bypass the 'standard' laws of both Equestrian and human physics, capable of shaping matter outside the boundaries of conventional metallurgy via essentially "forming" simple objects into existence by both force of will and physical effort
  1403. *Grants a [1d6+12] <Magitek roll when creating or modifying items utilizing the Magitek core
  1404. *As a side effect of Spiral's eidetic memory he is also granted a passive Expert Research skill
  1405.  
  1406. *****
  1407. SPECIAL ABILITIES: none, yet
  1408.  
  1409. *****
  1410. TRADE SKILLS:
  1411. Pupil Batponies
  1412. Adept Cook
  1413. Senior Equestrian Arcane Magic
  1414. Senior Equestrian Technology
  1415. Senior Equestrian Unicorns
  1416. Senior Lunar Military
  1417. Proficient Magic
  1418. Teacher Razorback Company
  1419. Senior Tartarus Isle
  1420. Graduate Unicorns
  1421.  
  1422.  
  1423. *****
  1424. TERTIARY SKILLS:
  1425. Basic Dancing
  1426.  
  1427. Basic Instrumarent: Guitar
  1428.  
  1429. Basic Instrumarent: Trumpet
  1430.  
  1431. *****
  1432. SKILL SPECIALIZATIONS:
  1433. -Canterlot Master Chef Cooking Guide: adds +1 to all Cooking rolls and Cooking items.
  1434.  
  1435. -Engineering Mastery: Continued Application, Theory, & Experience: adds +1 to all Engineering rolls.
  1436.  
  1437. *****
  1438. PHYSICAL ENCHANTMENTS: 2/3 slots remaining.
  1439. -Corsair's Spirit: adds +1 to all Assault & Evasion rolls, but suffers a -3 penalty to all rolls when in combat with non-physical beings, specifically Spectral beings and the Mind's Eyes created by Psions among other non-physical beings
  1440.  
  1441.  
  1442. *************************************************************************************************************************************
  1443. Name: Mallia Castella
  1444. Theme: Tech-Priest Enginseer
  1445. Rank: Warrior
  1446. HP: 20/20
  1447. Total XP: 48
  1448. Unspent XP: 6
  1449.  
  1450. (Bold, Challenger, Chatty, Cheerful, Compulsion: Cult Mechanicus Adherent, Curious, Distrust: Advanced-Artificial Intelligence, Dutiful, Efficient, Focused: Machines/Technology, Hard-Horking, Humorous, Kind, Purposeful, Thoughful)
  1451.  
  1452. *****
  1453. KNOWN LANGUAGES:
  1454. Common Equestrian: can read, speak, and write fluently in the modern dialect.
  1455.  
  1456. High Gothic: can speak, read, and write fluently in the 15 most common Imperial dialects.
  1457.  
  1458. Low Gothic: can speak, read, and write fluently in the 40 most common Imperial dialects. Spoken in Common, the written portion is in Gothic.
  1459.  
  1460. *Techna-Lingua: Can speak the natural language of the Tech-Priests like her first language. A mix of Binary signals and sounds; it is completely incomprehensible to those not mechanically suited to translate it.
  1461.  
  1462. *****
  1463. PHYSICAL MODIFICATIONS:
  1464.  
  1465. >BQ Micro-Cogitator (Implant Traits: Best Quality, Custom Implant, Mars Pattern): a requiremarent for all sanctioned Tech Priestesses expected to travel throughout the Imperium, BQ Micro-Cogitators are tiny, hardened ArchaeoTech biowafers designed to resist nearly all forms of acids, toxins, data daemons, corruption, neutron or EMP bombardmarents, and even subversive Magos data-viruses.
  1466. *This implant directly works with Mallia's brain, granting her an eidetic memory capable of storing and recall everything she has seen, heard, tasted, touched, and experienced, including code, also allowing her to increase the processing power of other implants to act as if they were natural extensions of her body.
  1467.  
  1468. >CQ MIU (Implant Traits: Custom-Implant, Common Quality, Standard Pattern): one of the most common cybernetic implants in the Mechanicus, an MIU, or Mind Impulse Unit, is a combination of a neural interface paired with an advanced cogitator backed up by a logistics wafer, allowing Mallia to control all of her implants and remotely access electronic devices within a 100M range.
  1469. The fact that this MIU doesn't suffer from technical issues is a given due to Mallia's role as a Tech Priestess and the rather decent quality components utilized.
  1470. -Auspex Link: adds +1 to all Tech-Use & Electronic Warfare Operator rolls when attempting to access electronic devices.
  1471. -Rites of Repair Link: adds +1 to all Engineering rolls when performing battlefield repair with an Omnissian Axe or other specialized equipmarent.
  1472.  
  1473. *****
  1474. EVOLVING ABILITY: none, yet
  1475.  
  1476. *****
  1477. PHYSICAL MODIFICATIONS: none, yet
  1478.  
  1479. *****
  1480. OFFENSIVE SKILLS:
  1481. Expert Assault
  1482. Basic Parry
  1483. Basic Riposte
  1484.  
  1485. Expert Light Energy Weapons
  1486.  
  1487. *****
  1488. DEFENSIVE SKILLS:
  1489. Expert Block
  1490. Basic Evasion
  1491. Expert Reaction Speed
  1492. Basic Sprint
  1493.  
  1494. Expert Iron Will
  1495.  
  1496. *****
  1497. UTILITY SKILLS:
  1498. Basic Chymistry
  1499. Master Engineering
  1500. Basic Explosives
  1501. Expert Medicae
  1502. Expert Negotiation
  1503. Expert Perception
  1504. Master Tech-Use
  1505. Basic Traps
  1506. Basic Wilderness Survival
  1507.  
  1508. *****
  1509. UNIQUE SKILLS:
  1510. >Basic Empathic Bond: having refined her skills at interacting with Machine Spirits utilizing Mechanicus teachings, newfound knowledge, as well as her own strong emotions and willpower, Mallia is able to form strong Empathic Links with a Bonded Machine, thusly taking their bond one step further in the course of their shared duties.
  1511. This Empathic Link effectively soulbinds the item to herself and renders it a more distinct presence to Mallia, which can be felt even at ranges that shouldn't be possible for her current equipmarent to the point that the emotions of the Machine Spirit reasonate with her own to uncanny degrees.
  1512. Other Operators and threats will have some trouble asking, demarending, or forcing a Bonded item to function without permission from Mallia herself, and becomes highly resistant to aggressive hacking/splicing attempts when in Mallia's presence. This version of Machine Bond improves Mallia's already strong connection, allowing Machine Spirits to interact with her in return just as strongly.
  1513. *Empathic Bond functions passively at this stage, allowing her to sense or feel the presence of Machine Spirits and Artificial Intelligences within the range of her MIU without having to estabilish visual contact, particularly if said Machine Spirits or Artificial Intelligences are experiencing particularly strong emotions
  1514. *Each Bonded Machine adds +1 to all Iron Will rolls
  1515. *Bonded Machines are easier to repair and maintain due to the instinctive communication of emotions and data-logic between woman and machine; as such Mallia must add +2 to all Tech-Use rolls when repairing or maintain Bondeding Machines
  1516. *Bonded Machines may, rarely, directly communicate with Mallia and will otherwise passively attempt to aid her; in addition Mallia can directly interact with Bonded Machines up to 200M away
  1517. *Doubles the Data Protection Engrams of each Bonded Machine
  1518. *Bonds Formed: 0/1
  1519.  
  1520. >Expert Machine Link: spending most of her life working with, on, for, or around Machine Spirits and wargear, Mallia has become fairly proficient in the Cult Mechanicus' doctrines of restoration, including the marely and highly varied Rites of Repair common throughout the Imperium.
  1521. This applies to all Items/Vehicles/Weapons with a Machine Spirit or Intelligence that can form a rapport with the operator. Machines that can become Bonded must be utterly loyal, helpful (and affectionate) to Mallia before she is able to initiate the Ritual of Bonding.
  1522. *Machine Bonds are permarenent; as such this Bond cannot be undone, requiring complete destruction or corruption to remove it. Losing a Bond in this marener is highly traumatizing to the user and dependent Machine Spirits, and may cause Insanity if experienced enough times
  1523. *Additional functions might become unlocked once a bond is formed, mostly dependant on quirks and depending on the item; Bonded Machines may even develop new functions depending on the situation to help Mallia. These "secret" functions may or may not be very dangerous for the item and the user, however
  1524. *For a Machine Bond to be remade a period of mourning and rituals must be undergone to fully honor the Machine Spirit, until Mallia is once again marentally prepared to even think of a replacemarent
  1525. *Adds +1 to 3 of a Bonded Machine's abilities or skills each turn
  1526. *Adds +2 to all Tech-Use and Engineering rolls for 2 turns, but on the third turn may only use 1 before restarting the cycle
  1527.  
  1528. *****
  1529. TERTIARY SKILLS:
  1530. Basic Electronic Warfare Operator
  1531.  
  1532. Basic Hoofholding
  1533.  
  1534. Basic Singing
  1535.  
  1536. Basic Writing
  1537.  
  1538. *****
  1539. TRADE SKILLS:
  1540. Graduate Adeptus Mechanicus
  1541. Pupil Adeptus Astartes
  1542. Pupil Adeptus Arbites
  1543. Proficient Administratum Mechanicus Bionics
  1544. Junior Administratum Mechanicus Vehicles
  1545. Junior Administratum Mechanicus Skitarii
  1546. Pupil Engineer
  1547. Junior Imperial Biomechanical Technologies & Theoretical Developments
  1548. Senior Imperial Guard
  1549. Adept Imperial Robotics Construction & Technology
  1550. Adept Imperial Standard Template Construct Technology
  1551. Apprentice Imperial Navy
  1552. Amateur Imperium Technologist
  1553. Pupil Researcher
  1554. Adept Standard Template Construct Imperial Bionics
  1555. Senior Standard Imperial Fortress Construction-Improvements-Modifications
  1556. Amateur Thermodynamics
  1557.  
  1558. *****
  1559. SPECIAL ABILITIES: none, yet
  1560.  
  1561. *****
  1562. SKILL SPECIALIZATIONS: none, yet
  1563.  
  1564. *****
  1565. PERSONAL ENCHANTMENTS: 1/1 remaining
  1566.  
  1567. *****
  1568. APPEARANCE: slender and short at a glance; standing at exactly 5'6" tall, Mallia looks ‘petite’ at first glance, not showing too much muscle or broadness on her body, paired with as much as rosy plump cheeks, wide, bright blue eyes, and particularly wriggly soft eyebrows.
  1569.  
  1570. Her hair is brown, short and wild; looking somewhat tomboy-ish, tufts reaching down her forehead at most. Most certainly not looking /too/ robust in her current state.
  1571.  
  1572. AGE: 24
  1573.  
  1574. *****
  1575. BIOGRAPHY:
  1576.  
  1577. Mallia spent most of her childhood at public hearings in the Hive city she lived in, listening to the heroic stories of Astartes purging chaos, the gargantuan deeds of the Ultramarines, the latest conquest of the Imperial Guard, the latest benedictions of battleships before they are sent off into the warp with their own battle-groups.
  1578.  
  1579. Both of her parents were Tech-Priests of a certain renown for their specialization in defensive fortifications and armor, though only one was ever present for her. Her mother, Tanith Castella. The father was called to participate in an Explorator endeavor at her early age; she never saw him. Only heard of him. “I want to find him sometime… I’ll go fight alongside him, for the Omnissiah!â€ She always said, much to her mother’s chagrin as she was reluctant to let her go into danger, Mallia being her only bloodline prodigy.
  1580.  
  1581. Her childhood revolved around learning the way of the Mechanicum and generally being a marenace to her patient mother until she hit adulthood, a time when she began the rites of study to become a Tech-Adept, and subsequently, an Enginseer.
  1582.  
  1583. Mallia was gifted with the charm of being very enthusiastic about her work, and she occasionally could be spurred into fits of creativity when inspired that would sometimes improve her mother’s work. The Machine Spirits she worked on always seemed to be happier due to her constantly hard-working disposition, and she was a team-player; adept at working in a team without ruining the work of others with a blunder. She was as zealous and careful with what she did as she was boisterous.
  1584.  
  1585. Though most would curb her chatty demeanour until she fell quiet, she never truly lost the habit of smiling and being optimistic in spite of everything around her, constantly absorbed in her dreams.
  1586.  
  1587. During her time in training, her mother too was called to service in the Imperial Navy. This was around the time that she was officially consecrated as an Enginseer, and began to make haste in following her mother's footsteps. The Omnissiah would be with her, yes, but she could not bear the thought of loneliness one bit. She really, really didn’t want to be alone… unfortunately, it is rare to find one’s old parents, even if they are Tech Priests, in the vast armies of the Imperium. Though this never deterred Mallia, who fearlessly thrust herself among those ranks in the name of self-bettermarent, purpose, knowledge, duty, and hope. One day, perhaps. One day, she too will become like the legends that she heard so much about…
  1588.  
  1589. Mallia was a voluntary enlistee from the Forge-World of Mars within the Imperial Guard, as an eager but still very new Enginseer. She was a woman with a tendency for flight of fancy and boisterous behavior, so much so that she often received nicknames describing her chipper behavior. “Chipper-Botâ€ being one that she remembers the most. A dauntless, brave enginseer ever eager to do her duty even if it was as little as soothing the machine spirit of a door. Often seen cradling her lasgun like a baby snuggles a plushie when she isn’t METICULOUSLY maintaining it to the finest detail.
  1590.  
  1591. She had been sent on her way to be assigned to the Kalderian 37th infantry division, a light infantry regimarent with their mission to re-take the distant Imperial world of Darrius Secundus from an Ork WAAGH!!!, and the remnants of disloyal PDF. She spent a lot of time in the warp because of that, her dreams troubled by it’s nonsensical visions. Nonsense such as talking colorful quadrupeds with wings and horns, or nightmares about the amount of time she’d spent trapped in a corner or storage room, unable to find a way out for days on end.
  1592.  
  1593. The initial entry into the planet's orbit had almost ended badly when the Ork fleet “defendingâ€ the planet's orbit had almost taken down the voidship she was on. Luckily for her, it was in that momarent that she was assigned to her squad. Bravo Squad was a team of specialists, with a Stormtrooper as their lead, a sniper, and a heavy gunner backed up by herself, now a full Enginseer.
  1594.  
  1595. When their voidship was boarded, their squad was the only one close enough to stop the boarding party and preventing the Orks from destroying the ship's stabilizers, threatening the ship to be prey of the planet's gravitational pull without control. This would've been their first, and successful start, as one of the regimarent's most renowned team of specialists. With the boarding party destroyed, she completely repaired the stabilizer by herself and helped save the ship from an anti-climatic end.
  1596.  
  1597. With the Ork fleet routed, and the space around the planet under imperial control, troop deploymarent became quickly underway. They deployed via Valkyrie drop ship with their mission to be vanguards and scouts for the division's landing zone after. They were assigned a Commissar to lead them in this effort, Commissar Merrik. The drop ship was shot down by Ork fighters, though their ratling sniper took out the last with their own sniper-rifle, killing the enemy pilot, sending them all on their way down with a Taurox and their grav-chutes. It was sad that their Servitor didn't survive the fall with the APC. Another mission complete with stellar results. Inflicting complete casualty rates on the intercepting Ork forces, destroying all vehicles coming their way rather effortlessly.
  1598.  
  1599. The squad received several additions and replacemarent during their time on Darrius Secundus, steadily growing, and replacing casualties. For a momarent, the spark of hope of returning to Mars to boast her great achievemarent had began to grow. She was always confident, always the first to volunteer, and she was competent, always bettering her skills.
  1600.  
  1601. During one patrol mission in particular, Bravo squad met a band of Kroot mercenaries who had been stranded on the planet. They asked for aid in exchange for help, as they wanted to leave the planet but could not asthe Sergeant did not have the authority for that decision. Later, after they’d left, they were ambushed by Ork Kommandos and she was grievously wounded by an Ork Slugga bolt hitting her directly on the hip, shattering her bones and causing her to fall, nearly dying on the spot. While in pain, she lived long enough to return fire and kill the attacker with her lasgun. With the help of the squad, they marenaged to wipe out the ambushers without a single casualty and only one wounded: herself. They, however, had to be recovered by another squad as Bravo Squad, while specialized, had no corpsman, and she nearly bled out during that time.
  1602.  
  1603. After they’d returned to base she was interrogated by Commissar Merrik, asking for a report. Her truthfulness caused the Sergeant to be executed for lying. She wouldn’t know she was the cause, as the sergeant had neglected to mention their encounter with Kroot.
  1604.  
  1605. On their last recorded mission, they were stationed near the frontlines on a FOB located inside the local prison, a pre-built fortress of rockcrete, towers and high walls. They were bombarded in the middle of the night, as a sandstorm had appeared without previous signs. This would be Mallia’s first encounter with the heretical cultists plaguing the planet, and they had brought psykers. What ensued was an pyrrhic victory for the Imperium.
  1606.  
  1607. Under heavy fire, Mallia advanced whilst the bravo squad gunner and sniper took position on a vantage point; on the roof of the prison. She was determined to be at the forefront of the fight, and so she did, advancing through enemy fire alongside her leader, Stormtrooper Vidoq. But after grenades were exchanged and a couple close calls, whilst looking like a stalemate, suddenly the pyskers appeared. Summoning forth the ruinous powers to Possess everyone with Daemons, most of the defenders in a wide radius were turned against each other, Mallia included. She could still see and process what was happening, but could not control herself.
  1608.  
  1609. Only the commanding officer, their sniper, and their Commissar had resisted the possession out of the almost 100 defending Guardsmen while large, avian-like creatures began to screech towards them with white chainswords in their hands, and murder in their eyes alongside the cultists. All seemed lost until the band of Kroot previously met during the patrol mission joined the fight to aid them with their pulse rifles, killing all of the psykers. With them dead, the possession was lifted, the battle quickly won now that all of the heretics had jumped to them, and had become prey to the recovered, 84 perfectly loyal Guardsman surrounding them with lasguns and the gang of Kroot mercenaries.
  1610.  
  1611. Thus ends the Company’s official records. An Inquisitor appeared in their dropship shortly afterwards, and several executions later, they were given a chance to continue serving the Emperor among their ranks. Their heavy gunner was also executed for his ‘corruption’, Mallia doubting this internally though she could not act or prevent the incident. On top of that, the Inquisitor and his retinue barred her from recovering the wargear, but most importantly the Machine Spirits; Mallia had been working on: a somewhat functional carapace armor and a pair of heavy bolters. This bittered the Enginseer to no end, but the constant threat of execution kept her in line.
  1612.  
  1613. Soon after they were shipped off into the subways of a now abandoned hive city to find the planet's governor, alongside the surviving platoons of their regimarent, and Inquisitorial Stormtroopers, finding skeletons the whole way in. All was smooth for a while. Most of the Hive city they ran through was deserted, covered in corpses, and along the way they ran into sane IOmperial citizens who were taking shelter in the subways; and were willing to give them directions to their objective. It was at this point everything went straight into the Warp as a chaos beast appeared from a particularly dark puddle.
  1614.  
  1615. It all happened too quickly: her best friend thus far, Trooper Faye, a trooper whom she trusted the most in every way and had been there since the start, was ripped in two by the chaos beast when she took it head on with chainblade and shock maul in both hands. But due to their sacrifice, that of Trooper Emil's whom drew his grenades and tossed himself at the chaos beast in a desperate attempt to slow it down, they managed to gun the beast down and send it to the Warp once more, sustaining only two casualties.
  1616.  
  1617. At that point, Mallia knew she would die in that subway but she didn’t admit it. The rear squad whom came to their aid was too late to witness the fight, and all they could do was bring back Faye’s remaining Machine Spirits along with the Cognomen tags. There was too little left of Emil and their equipmarent to be recovered. Despite this, they were told to continue. They ran into cultists every single step of the way, fighting tooth and nail as they became more and more worn down, losing squad members until they were ambushed by almost an entire subway station worth of heretics.
  1618.  
  1619. She saw her squad die around her while she remained to live as the last one standing. Stormtrooper Vidoq died taking shots for her, but even the Stormtrooper carapace could only handle so much as they were overwhelmed. They would not be able to retreat, and the spare squad could not arrive in time. Mallia wasn’t intending to run away.
  1620.  
  1621. Her Incendio-class gun servitor was still standing, albeit damaged. Alongside it, she made her stand amongst the corpses of her squad and the pillars as cover. Heretics would burn, explode to frag grenades, and be turned to gore by lasfire. Before the wounds would pile up, and her servitor would be destroyed, she came heartbreakingly close to actually surviving the encounter and living until reinforcemarents came, but an errant shot to the head would penetrate her lightly armored carapace helmet and finally put her down.
  1622.  
  1623. The Omnissiah would not claim Mallia's soul that day, instead she would be delivered to a world that she could barely remember her own dreams of. Her passage was silently granted by a tall, haunting bright white winged and long horned equine.
  1624.  
  1625.  
  1626.  
  1627. *************************************************************************************************************************************
  1628. Name: Doctor Supernova
  1629. Position: Formerly Lejura's Whipping Post, now a walking war crime
  1630. Theme: A formerly dead SCP Agent given.. "new" life. AGAIN.
  1631. Rank: Warrior
  1632. HP: 80/80
  1633. Total XP: 44
  1634. Unspent XP: 44
  1635.  
  1636. (Compulsion: Helpful, Curious, Droll Wit, Psychosis: Vegetarian Diet, Psychosis: Uncommon Erratic Marental Breakdowns, Temperamarental)
  1637.  
  1638. *****
  1639. APPEARANCE: a physically fit, long legged (and somewhat rangy) young Saltic unicorn mare, approximately twelve to thirteen years old and standing at 3'5" tall. Like most Saltics, her physiology is well built with the typical attractive features of: uniform neck, wither, saddle, and leg curves, while the high eyebrows, slightly thinner ears, a wider yet more rounded mareish snout, longer fetlocks, and unusually larger teats provide even more distinctions. Most ponies find Saltics quite fascinating, if not specially alluring.
  1640.  
  1641. Finely tuned muscles and slightly heavier bone mass grant some physical advantages over most Equestrian and some Germaneighan unicorns. Her coat features several streaked patterns of multiple dark reds, browns, and grays, which easily blend into most forests, though the mane is a peculiar light gray interspersed with dark blue and yellow ripples, both of which are useful when hiding in bushes or among small trees.
  1642.  
  1643. Unlike either Equestrian or Germaneighan unicorns, her horn has a trio of deep spiraling grooves which provide nearly the same benefits for magical attuning or casting, but provides a unique adaptation towards Druid-like spells. As her eyes are a peculiar shade of bright blue-gray with wide, nocturnally developed pupils, some care must be taken to avoid direct sunlight.
  1644.  
  1645. *****
  1646. KNOWN LANGUAGES:
  1647. Common Equestrian: can read, speak, and write fluently in the modern dialect
  1648.  
  1649. Gryphon: has basic fluency in the modern dialect
  1650.  
  1651. Earth Pony: can read, speak, and write fluently in the modern dialect
  1652.  
  1653. Saltic: has exceptional proficiency in the archaic dialect
  1654.  
  1655. *****
  1656. PHYSICAL MODIFICATIONS: a pony. What did you expect?
  1657.  
  1658. *****
  1659. EVOLVING SKILL: Soulpierce. Granted by Empress Silver, ONCE per Operation, Supernova is granted a [1d6+2] <Soulpierce in addition to her Assault or Casting rolls, capable of directly striking the Core, Ka, or Soul of most beings, excepting most Spectrals.
  1660. *Bypasses most forms of armor and causing aggravated non-Elemarental Mystic damage, also causing a 1 turn Stun on a max critical
  1661. *Soulpierce may ONLY take effect if at least one Assault or Casting roll lands on a target
  1662. *During the turn that Soulpierce is activated, Doctor Nova may only utilize Block or Evasion, Assault, and Casting
  1663. *This ability does NOT work on purely mechanical beings (particularly Constructs), electronics, and those without a Ka
  1664. *May not be used outside an Operation
  1665.  
  1666. DUTY: 6
  1667. USES: 1
  1668.  
  1669. *****
  1670. OFFENSIVE SKILLS:
  1671. Basic Assault+2
  1672. Basic Parry+2
  1673. Basic Riposte+2
  1674.  
  1675. Basic Forced Casting+1 (Disabled)
  1676. Basic Elemarental Lance+1 (Disabled)
  1677.  
  1678. *****
  1679. DEFENSIVE SKILLS:
  1680. Basic Block+1
  1681. Basic Evasion+1
  1682. Basic Reaction Speed+1
  1683. Basic Sprint+1
  1684.  
  1685. Basic Stealth+1 (Disabled)
  1686. Basic Teleport+1 (Disabled)
  1687.  
  1688. *****
  1689. UTILITY ABILITIES:
  1690. Basic Alchemy+1 (Disabled)
  1691. Basic Perception+1 (Disabled)
  1692. Basic Scouting+2 (Disabled)
  1693. Basic Wilderness Survival+2 (Disabled)
  1694.  
  1695. *****
  1696. UNIQUE SKILLS: pony.
  1697.  
  1698. *****
  1699. SPECIAL ABILITIES:
  1700. -Basic Flurry: while rather common for Gryphons, Minotaurs, and other physically powerful, fast, (or both) sapient Tallus natives, it is rare that ponies ever learn capabilities outside of their own species. Feral and pre-modern Saltics, however, once enjoyed making use of their far greater physical superiority over most unicorns.
  1701. In specific terms, a pony whom has learned to Flurry is both strong and/or quick enough to deliver an additional strike, whether with a weapon, their hooves, a headbutt, or a reflexive bite depending on circumstances. (DISABLED)
  1702. *This ability grants Doctor Supernova an additional roll that functions as Assault, with all relevant modifiers or penalties
  1703.  
  1704. >First Arcane Deathscorned: having suffered death a 3 times, and being revived from each in successively stranger, weirder, and more magical fashions, Tallus REFUSES to accept Supernova's existence entirely. After all, it's not polite to tease her that way!
  1705. *Supernova is immune to the effects of Reviviscence Trauma and may only 'expire' upon reaching -20HP or less
  1706. *In addition, Supernova suffers 1/4 less harm from enchantmarents, Casting, Druidry, and Sorcery while under 50% MaxHP
  1707.  
  1708. *****
  1709. TERTIARY SKILLS:
  1710. Basic Electronic Warfare/Warmare Operator+1
  1711.  
  1712. *****
  1713. TRADE SKILLS:
  1714. AstroMeteorology
  1715. ExoAtmospheric Craft
  1716. Junior Lunar Military
  1717. Graduate Post-Space Age Aeronautics
  1718. Senior Razorback Company
  1719. Teacher S.C.P. Foundation
  1720.  
  1721. *****
  1722. SKILL SPECIALIZATIONS:
  1723. -Pony Anatomy & Physiology Course, Journeymare Rank Medical & Provisional Training: adds +1 to all Alchemy & Medical rolls
  1724.  
  1725. *****
  1726. PHYSICAL ENCHANTMARENTS: 2/2 Slots remaining
  1727.  
  1728. *****
  1729. STATUS: considered deceased during a purge of Everfree Efirates, his Ka (Soul) was split apart by Old Horn to give sapience to a herd of Pred-Elks, then his body was placed in Zoo's cave for safekeeping. Over a year later, the Guide of the Planes, known as Vesali, forcibly 'convinced' Old Horn to restore Novus's Ka as it had begun affecting dimensions, Planes, and spectrums connected to Tallus in difficult to repair manners. In her (later) words: "either help clean up the dragon shit everywhere, or piece this human back together!" Old Horn did so, restoring his body from the few pieces left in Zoo's cavern, and finally coalescing his mind together from the Pred-Elk.
  1730.  
  1731. The long term effects as a result of spending over a year acting as the cognitive-instinctual intelligence basis for the newly sapient Pred-Elk have resulted in calming the Doctor's formerly erratic breakdowns, allowing him to think and rationalize more clearly, though he is still subject to several awkward thoughts, emotions, and actions that may not be his own.
  1732.  
  1733. Choosing to undertake an Operation with Kraut, Natilda, Snakebite, and Caliya to (hopefully) retrieve Vanilla String Cloud, a barely mature pegasus Scout hired by Razorback whom was downed by unknown means, during the latter stages of this Operation, the team inadvertently entered an Eldritch Scar of the Moors caused by one failing their map reading duties. During the ensuing conflict of wills inside the Scar, Kraut's station wagon, once affectionaly termed 'The Wild Ride', was reshaped into a 20 meter tall, Eldritch Android-Abomination bipedal transport using the limited resources available.
  1734.  
  1735. Using 20% of Novus' memories, thoughts, and physicality, along with the other four, as a template to allow Wild Ride a proper existence, the team was gracefully allowed to continue their trek, though the Great One's clarity, reason, and illogical in setting Wild Ride 'free' from her previous 'body' was (and will probably forever be) highly problematic considering her lack of space towards mortals.
  1736.  
  1737. The team eventually located a downed Construct Assault Vessel where Vanil's last signal came from, and it is here that Doctor Novus met his physical end. Suffering minor burns after being launched into the Vessel, experiencing the reality twisting presences of two Overdark Primal Titans, confined within a hostile Planar Vessel, then being subjected to the sight of imminent death caused by a wave of ash, boulders, and lava from the winning primal Titan, Novus finally lost his composure. Executing Kraut at point blank range with his personal Kriss Vector Super-V in .45ACP, and subsequently destroying the engineer's spine, resulted in Kraut performing the Last Stand Protocol, an inherent ability of all human-descended species to perform one last desperate action against all odds.
  1738.  
  1739. Temporarily overcoming the fatal injuries, Kraut succeeded in brute-force salvaging the Vessel's four remaining stasis pods, Caliya, by then little more than a charred and unconscious body, a severely flash burned and half-blind Snakebite, and Doctor Novus, the four were translacted into the potential safety of Anon's White Room. Not wanting a repeat of previous actions, Anon decided to send the team, minus Natilda whom did not take part in the retrieval, interred in stasis fields to Razorback Fortress for recovery.
  1740.  
  1741. Housed in the Clinic for a time, Doctor Novus, physically unconscious yet fully aware of being in stasis, was visited by Nightblade Hodch whom offered a barely remembered chance: the option to transfer into an equine body should the chance occur. Agreeing, Novus' Ka (an equine word equivalent to Soul) was severed by Hodch using an assortmarent of unknown artifacts, from his mostly destroyed body and set into a modified Changeling skull plate.
  1742.  
  1743. Translocating to an unknown blacksite, the pair meandered through the vast collection of stored equine bodies, ones which had their Ka removed, severed, or destroyed, specifically searching for a unicorn. Eventually finding one, a young Saltic mare, that offered the minimum requiremarents Novus sought, Hodch once more used the artifacts in his possession to transfer Novus within the stasis-held shell. Though the (utterly banned) arcane process was not without several faults and flaws, it was enough to inter Novus permarenently to a new life.
  1744.  
  1745.  
  1746.  
  1747. *************************************************************************************************************************************
  1748. Name: Snakebite
  1749. Position: Support Medic
  1750. Theme: Light hearted, carefree, playful, rarely takes the situation seriously
  1751. Rank: Recruit
  1752. HP: 10/10
  1753. Total XP: 19
  1754. Unspent XP: 8
  1755.  
  1756. (Affectionate, Brazen, Cheerful, Cool-Natured, Curious, Guardian: Razorback, Humorous, Kind, Lucky, Medic, Quick, Resourceful, Steadfast, Thoughtful, Warm-Hearted)
  1757.  
  1758. *****
  1759. KNOWN LANGUAGES:
  1760. Common Equestrian: can read, speak, and write fluently in the modern dialect.
  1761.  
  1762. *****
  1763. PHYSICAL MODIFICATIONS:
  1764. Quartzine Reinforcemarents: severely injured (and nearly died) during the attempt to recover Vanilla Cloud-Strings, most of Snakebite's skeleton has been heavily reinforced
  1765. Effect #1: grants a natural 1DR to the forearms, upper legs, and pelvis
  1766. Effect #2: increases Snakebite's PF threshholds by +30% in each region
  1767.  
  1768. *****
  1769. PHYSICAL MUTATIONS:
  1770. Dracosine Resistance: an unintentional mutation caused by an unnamed Crystal pony Grandmaster Alchemist of the Starborn during the desperate rush save Snakebite's life, an entire forest dragon's egg was consumed in a phenomarenally overpowering essence infusion. As unintentional (and legally ambiguous) mutations such as these are impossible to control, the exact nature of each is random, though the power of an infusion, when amplified by an alchemist's expertise, ultimately determines the potential strength of all side effects or benefits provided.
  1771. *Due to these factors, Snakebite's physiology is now partially Dracosine, an old Tallus word that encompasses all specifically magical or mystical reptiles, whether sapient or not, gaining some of their resistance to Elemarents
  1772. *Grants an automatic [1d6+6] <Elemental Resistance defensive ability, the result-2 reducing that amount of damage from ONLY Elemarental effects, whether from items, magic, Casting, Druidry, Mysticism, and other esoteric means
  1773. *Does not protect against Eldritch, Planar, Psionic, or Spectral forms of Elemarental harm
  1774.  
  1775. -Wyrmhide: grants a natural +1DR and an automatic [1d6+3] <Resist Weapons defensive ability, the result-2 reducing that amount of damage caused by purely physical attacks, whether unarmed or any form of natural or melee weaponry, including enchanted weapons, though does nothing to protect against ranged attacks.
  1776. *The overpowering infusion still causes Snakebite's skin to look normal, though even a cursory examination will determine it is definitely thicker and more resilient
  1777.  
  1778. *****
  1779. INJURIES:
  1780. -Flash Boiled, Severe. Over 95% of Snakebite's skin, multiple layers of tissues and the musculature below were flash boiled at an atmospheric temperature of approximately 220 degrees under a 100% humidity condition, causing extensive burns and moderate damage to the least protected portions of his skeleton.
  1781. *Due to the necessity of keeping him under heavy sedation, rendering him incapable of movement to prevent further harm, Snakebite's immune system only operates at 50% of it's normal effectiveness, and he will require a heavy protein, vitamin, mineral, and essential fatty acid diet to ensure a minimal amount of permarenent scarring, as well as constant examinations for subdermal infections, even a hint of which will require thorough, rigorous antibiotic maintenance
  1782.  
  1783. -Nerve Damage, Moderate. Both of Snakebite's forearms and pelvic region have suffered an approximate 50% loss of nervous system activity, rendering him somewhat less capable of noticing pressures, temperatures, acids, alkalines, chemicals, and other forms of contact.
  1784. *As a result, Snakebite suffers a -3 penalty to ALL rolls involving the usage of his hands and arms, and will require extensive physical therapy with Nova Flicker's aid to fully recover
  1785.  
  1786. *****
  1787. PERMANENT INJURIES:
  1788. -Right Eye: Blinded. Snakebite has permarenently lost the use of this eye, losing 1/2 of all Perception/Scouting/Wilderness Survival rolls
  1789. *Incurs a -1 penalty to all Ranged rolls due to losing some depth perception
  1790.  
  1791. *****
  1792. EVOLVING ABILITY: Phased Assault. Granted by Empress Silver, ONCE per Operation, Snakebite is capable of temporarily phasing into the Overdark for 1 turn, allowing him to choose from one of the following: attack an enemy through the Overdark and remain at his original position, propel himself using physical motion while out of phase, or be transported by the Overdark's influence to a designated location within 20M of another Operator, an Ally, or an enemy within his visual radius.
  1793. *Visual radius in this instance means either direct line of sight or having the confirmed knowledge of where his target is, whether by mystical or technological means
  1794. *Snakebite must roll 2x [1d6] to initiate a Phased Assault, and so long as he does not critically fail both rolls all attacks will succeed, but if both critically fail then he will suffer a backlash, automatically losing 1/4 of his HP
  1795. *During the turn that Phased Assault is activated, Snakebite MUST use all of his Ambush, Assault, and Small Arms rolls without fail
  1796. *If not in direct combat he may also utilize Perception or Scouting
  1797. *May NOT be used outside of an Operation
  1798.  
  1799. DUTY: 6
  1800. USES: 2
  1801.  
  1802. *****
  1803. OFFENSIVE SKILLS:
  1804. Expert Assault
  1805. Basic Parry
  1806. Basic Riposte
  1807.  
  1808. Expert Battle Rifles
  1809. Basic Small Arms
  1810.  
  1811. *****
  1812. DEFENSIVE SKILLS:
  1813. Basic Block
  1814. Expert Evasion
  1815. Expert Reaction Speed
  1816. Basic Sprint
  1817.  
  1818. *****
  1819. UTILITY SKILLS:
  1820. Expert Medical
  1821. Basic Perception
  1822.  
  1823. *****
  1824. UNIQUE SKILLS: none, yet
  1825.  
  1826. *****
  1827. SPECIAL ABILITIES: none, yet
  1828.  
  1829. *****
  1830. TRADE SKILLS:
  1831. Amateur Lunar Military
  1832. Proficient Human Medical Technologies & Capabilities
  1833. Amateur Razorback Company
  1834. Amateur Tartarus Isle, Amateur
  1835.  
  1836. *****
  1837. TERTIARY SKILLS:
  1838. Basic Dancing
  1839.  
  1840. Basic Singing
  1841.  
  1842. *****
  1843. SKILL SPECIALIZATIONS:
  1844. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  1845.  
  1846. *****
  1847. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  1848.  
  1849. *****
  1850. RELATIONSHIP: Split Nail. Loose friends... with marely benefits~
  1851.  
  1852.  
  1853. *************************************************************************************************************************************
  1854.  
  1855.  
  1856. RAZORBACK FREE AGENTS:
  1857.  
  1858. Faction Bonus: during an Operation, Operators of this faction must add +1 to one of the following: Assault, Parry, or ONE type of Ranged Weapon rolls per turn.
  1859.  
  1860.  
  1861.  
  1862. *************************************************************************************************************************************
  1863. Name: José ‘Cheto’ Gallo
  1864. Theme: A young runaway, charmer, negotiator, and haggler.
  1865. Rank: Rookie
  1866. HP: 10/10
  1867. Total XP: 24
  1868. Unspent XP: 0
  1869.  
  1870. (Calm, Curious, Defuser, Diplomat, Gentle, Level-Headed, Minorly Clueless, Rational, Smooth Negotiator, Quick)
  1871.  
  1872. *****
  1873. KNOWN LANGUAGES:
  1874. Common Equestrian: can read, speak, and write fluently in the modern dialect.
  1875.  
  1876. Spanish/Spaneigh: can read speak, and write fluently in the 4 most common modern dialects
  1877.  
  1878. *****
  1879. PHYSICAL MODIFICATIONS: none, yet.
  1880.  
  1881. *****
  1882. EVOLVING ABILITY: none, yet.
  1883.  
  1884. USES: 0
  1885. DUTY: 0
  1886.  
  1887. *****
  1888. PHYSICAL MODIFICATIONS: none, yet.
  1889.  
  1890. *****
  1891. OFFENSIVE SKILLS:
  1892. Expert Assault
  1893. Basic Parry
  1894. Basic Riposte
  1895.  
  1896. Basic Intimidation
  1897. Basic Small Arms
  1898.  
  1899. *****
  1900. DEFENSIVE SKILLS:
  1901. Basic Block
  1902. Expert Evasion
  1903. Basic Reaction Speed
  1904. Basic Sprint
  1905.  
  1906. Basic Iron Will
  1907. Basic Stealth
  1908.  
  1909. *****
  1910. UTILITY SKILLS:
  1911. Expert Bartering
  1912. Expert Human/Pony Relations
  1913. Basic Leadership
  1914. Expert Negotiation
  1915. Expert Perception
  1916.  
  1917. *****
  1918. UNIQUE SKILLS:
  1919. >Expert Dealing with Lives: well experienced in hostage negotiations, whether to distract the hostage takers from assault teams moving in to secure them or actually making a deal with them, Cheto has learned how to negotiate and haggle for almost anything.
  1920. *Adds +1 to all Parry & Reaction Speed rolls in a hostage situation
  1921. *Adds +2 to all Bartering & Negotiation rolls
  1922. *Adds +3 to all Negotiation rolls when attempting to calm down a hostile abductor
  1923.  
  1924. *****
  1925. SPECIAL ABILITIES: none, yet.
  1926.  
  1927. *****
  1928. TERTIARY SKILLS:
  1929. Basic Guitar
  1930.  
  1931. Basic Masseuse
  1932.  
  1933. Basic Singing
  1934.  
  1935. *****
  1936. SKILL SPECIALIZATIONS:
  1937. Hostage Negotiations Protocols: adds +1 to all Human/Pony Relations & Negotiations rolls when in or dealing with a hostage situation
  1938.  
  1939. *****
  1940. TRADE SKILLS:
  1941. Adept Diplomatic Envoys
  1942. Pupil Equestrian Nobility
  1943. Pupil Equestrian Royalty
  1944. Senior Hostage Escape Protocols
  1945. Senior Hostage Situations
  1946. Amateur Researcher
  1947. Apprentice Small Pastel Ponies & Cultural Standards
  1948.  
  1949. *****
  1950. PERSONAL ENCHANTMENTS: 1/1 remaining
  1951.  
  1952. *****
  1953. APPEARANCE:
  1954.  
  1955. *****
  1956. AGE:
  1957.  
  1958. *****
  1959. BIOGRAPHY:
  1960.  
  1961.  
  1962. *************************************************************************************************************************************
  1963. Name: Mr. Agent
  1964. Theme: A man dressed for any occassion where a slick suit is needed
  1965. Rank: Rookie
  1966. HP: 10/10
  1967. Armor: 2DR <Bullet Vest
  1968. Total XP: 29
  1969. Unspent XP: 11
  1970.  
  1971. (Brash, Chatty, Diplomat, Efficient, Rogue, Smooth Negotiator, Smooth Talker)
  1972.  
  1973. *****
  1974. KNOWN LANGUAGES:
  1975. -Common Equestrian: can read, speak, and write fluently in the modern dialect.
  1976.  
  1977. -Pegasi: can read, speak, and write fluently in the modern dialect.
  1978.  
  1979. *****
  1980. OFFENSIVE SKILLS:
  1981. Basic Assault
  1982. Basic Parry
  1983. Basic Riposte
  1984.  
  1985. Basic Ambush
  1986. Master Small Arms
  1987.  
  1988. *****
  1989. DEFENSIVE SKILLS:
  1990. Basic Block
  1991. Expert Evasion
  1992. Basic Reaction Speed
  1993. Basic Sprint
  1994.  
  1995. Basic Stealth
  1996.  
  1997. *****
  1998. UTILITY SKILLS:
  1999. Basic Bartering
  2000. Master Negotiation
  2001. Basic Perception
  2002.  
  2003.  
  2004. *****
  2005. UNIQUE SKILLS:
  2006. >Basic Suave Bastard: thanks to his gravelly voice, years in the "biz" before Tallus, and the past years living in in Las Pegasus, Mr. Agent has a few tricks when it comes to making deals.
  2007. *Grants a [1d6+1] <Suave Bastard roll that may function as either Bartering or Negotiation
  2008.  
  2009. >Basic Papers, Please: in possession of many documarents, writs, and notices, some formal, some legal, some less than legal, some none of the above, Mr. Agent's low level connections may allow him a certain amount of leeway in some situations
  2010.  
  2011. >Basic Gun-Fu: adds +1 to all Small Arms rolls when duel wielding semi-automatic pistols or revolvers
  2012.  
  2013. *****
  2014. SPECIAL ABILITIES: none, yet
  2015.  
  2016. *****
  2017. TRADE SKILLS:
  2018. Graduate Equestrian Black Market
  2019. Pupil Equestrian Marecenaries
  2020. Senior Las Pegasus
  2021. Apprentice Lunar Military
  2022. Apprentice Pegasi
  2023. Apprentice Razorback
  2024.  
  2025. *****
  2026. TERTIARY SKILLS:
  2027. -Accounting: adds +1 to all rolls when dealing with finances, whether from Bartering, Negotiation, or trying to solve financial issues.
  2028.  
  2029. *****
  2030. Age: 34
  2031.  
  2032.  
  2033. *************************************************************************************************************************************
  2034.  
  2035.  
  2036.  
  2037. PONY OPERATORS
  2038. NO FACTION BONUS... yet.
  2039.  
  2040. *************************************************************************************************************************************
  2041. Sunny Feathers (A.K.A 'Pony'): 120HP, 2DR
  2042. Age: 27
  2043. Month of birth: unknown
  2044.  
  2045. Equine Rank: Valetsia
  2046.  
  2047.  
  2048. (Ambusher, Distrust: Princess Celestia, Dry Wit, Guardian: Razorback, Honorable, Intuitive, Merciful, Minor Distrust: Ponies, Reserved, Respectful, Quiet)
  2049.  
  2050. TOTAL XP: 76
  2051. UNSPENT XP: 0
  2052.  
  2053. *****
  2054. KNOWN LANGUAGES:
  2055. Batpony: can read, speak, and write in the modern dialect fluently
  2056.  
  2057. Common Equestrian: can read, speak, and write fluently in the modern dialect
  2058.  
  2059. Earth Pony: can read, speak, and write in the modern dialect fluently
  2060.  
  2061. Unicorn: can read, speak, and write in the modern dialect fluently
  2062.  
  2063. *****
  2064. PHYSICAL MODIFICATIONS: none, yet
  2065.  
  2066. *****
  2067. APPEARANCE: a white coated pegasus mare with serene emerald eyes and a short, but flowing mane of simple brown, kept loose and free. Her right eye is kept covered by a simple eye patch due to a self proclaimed birth defect.
  2068.  
  2069. She is rarely seen by others without her eye patch and bandana, which she uses to keep stray bits of mane out of her eyes, and is in remarkably good condition despite the obvious dangers of her line of work.
  2070.  
  2071. *****
  2072. BIOGRAPHY: records on Sunny date back as far as two years ago, prior to that little exists, and she tends to be guarded about any questions about her life before that. What she has expounded on was solely for the purposes of assuaging concerns about her marental and physical fitness, which is in good order barring her defective eye.
  2073.  
  2074. Aside from the obvious impairmarent, the lack of depth perception led her to experience marely crashes during her attempts to fly as a filly. Sadly, the underdeveloped avian bones in her wings were unable to withstand the sustained punishmarent and have become all but unusable due to multiple hairline fractures in both wings, which impede use and cause her discomfort when attempting flight. She makes up for this impairmarent through her climbing skill, often times being seen sitting in places that would have been difficult to reach without wings, where she tends to stay if not needed or busy.
  2075.  
  2076. Psychologically, Sunny remains aloof from the ponies and other occupants of Tallus, especially the solar alicorn for whom she has a great deal of distrust and resentmarent. Oddly enough, Sunny displays a higher affinity for human company. When asked about her social habits, she has only ever replied with uncertainty and a proclamation that she is unaware of what her questioner is talking about.
  2077.  
  2078. Otherwise, she is physically and marentally fit, more than willing to lend a hoof where needed, wanted or desired, and does so to the best of her ability. In cases of duress, she fares much better than the average pony, but still not as much as expected of hardened veterans. She holds an aversion to taking the life of another, regardless of their crimes, perceived and otherwise, thinking and otherwise, however, she is capable of such when required, or ordered to. Sunny has no compunction dealing with Elemarentals and other incorporeal beings that don't fall under her definition of 'living', which she seems to determine on a case by case basis.
  2079.  
  2080. *****
  2081. FETISHES: "Bit personal, don't you think?"
  2082.  
  2083. *****
  2084. PSYCHOSES: Sunny clearly does not enjoy being in the presence of ponies, though she will not say why. She is more than capable of working with them on a professional level, but personal interactions are beyond her ability to deal with comfortably without great effort. Furthermore, she shows a great deal of resentmarent and distrust for Princess Celestia, absolutely refusing to be in her presence for any period of time unless forced, at which point she will become highly agitated and then hostile, but will not outright attack at the very least.
  2085.  
  2086. Distrust, Minor: Ponies: Sunny is uncomfortable dealing with ponies of any sort on a personal level, remaining tense and flighty in any situation where she is forced to.
  2087.  
  2088. Distrust, Major: Princess Celestia: Sunny holds a marked aversion to the solar alicorn, becoming more and more agitated the more time she is forced to spend in her presence, though she will not say why this is.
  2089.  
  2090. *****
  2091. CUTIE MARK: an ocean blue feather overlaying a stylized sun.
  2092.  
  2093. *****
  2094. STATUS: a former espionage and intelligence gathering agent & mercenary, now employed by.. less than tactically inclined members of Razorback.
  2095.  
  2096. *****
  2097. RELATIONSHIPS: none, yet.
  2098.  
  2099. *****
  2100. OFFENSIVE ABILITIES:
  2101. Master Assault+5
  2102. Master Parry+5
  2103. Master Riposte+5
  2104.  
  2105. Expert Ambush+4
  2106.  
  2107. *****
  2108. DEFENSIVE ABILITIES:
  2109. Master Evasion+6
  2110. Master Reaction Speed+6
  2111. Expert Sprint+5
  2112.  
  2113. Master Stealth+5
  2114.  
  2115. *****
  2116. UTILITY ABILITIES:
  2117. Expert Alchemy+3
  2118. Basic Cloud Shaping
  2119. Basic Lockpicking+3
  2120. Basic Perception+3
  2121. Basic Scouting+3
  2122. Basic Thievery+3
  2123. Basic Traps+3
  2124. Basic Wilderness Survival+3
  2125.  
  2126. *****
  2127. SPECIAL ABILITIES:
  2128. >K.I.A.: once per Operation Sunny may trade 20HP to gain an additional +1 to all rolls for 1 turn, though she will suffer an automatic -2 penalty to all rolls the following turn.
  2129. *While this ability is activated, Sunny will take on the aspect of a Ceranul, one of the numerous strange yet friendly creatures encountered by the Dusk Striders within the Void tunnels of Tallus, for 2 turns, becoming capable of phasing through up to 5M of solid material each turn.
  2130.  
  2131. >Superior Advanced Knot Tying: at any time, for any reason, Sunny may restrain and tie up a friend or a foe alike by adding +2 to all Reaction Speed and +4 to all Assault rolls, also gaining an additional Assault roll for each length of rope or wire used up to a maximum of 2 rolls.
  2132. *This restraint action lasts for one turn or until the target is able to break free, after which time the friend or foe then gains Retaliation and must add +8 to all rolls for 2 turns taken against Sunny.
  2133. *Until used the Retaliation bonus is permarenent, and Sunny may not use this ability on a target that is still able to Retaliate.
  2134.  
  2135. *****
  2136. SKILL SPECIALIZATIONS:
  2137. Learned Tallus Pegasus/Earth Pony Relations, Razorback Library Studies (Extensive): adds +1 to all non-combat rolls when dealing with Earth Ponies
  2138.  
  2139. *****
  2140. TRADE SKILLS:
  2141. Apprentice Alchemist
  2142. Pupil Crystal Empire
  2143. Pupil Constructs
  2144. Pupil Equestria
  2145. Pupil Lunar Military
  2146. Apprentice Researcher
  2147. Pupil Solar Military
  2148. Apprentice Tactician
  2149. Pupil Tallus Marecenaries
  2150.  
  2151. *****
  2152. TERTIARY SKILLS:
  2153. Basic Masseuse
  2154.  
  2155. *****
  2156. UNIQUE ABILITY: ?????
  2157.  
  2158.  
  2159. *************************************************************************************************************************************
  2160.  
  2161.  
  2162. RAZORBACK TRANSPORT STAFF:
  2163.  
  2164. Faction Bonus: how the fuck would this even WORK!? No. JUST NO!
  2165.  
  2166. *************************************************************************************************************************************
  2167. Wild Ride: 360 Armor, 0DR BECAUSE THERE IS NONE LEFT!
  2168. Age: you what.
  2169. Date of Recreation: Septimber 38th, 29,998 Tallus Time
  2170.  
  2171. (Affectionate, Cheerful, Curious, Efficient, Hatred: Planar Sea Creatures, Hunter, Kind, Lucky, Quick, Resourceful, Temperamarental)
  2172.  
  2173.  
  2174. *****
  2175. CLASS: Light Bipedal Transport
  2176.  
  2177. *****
  2178. HERITAGE: Eldritch Android Tech-Abomination
  2179.  
  2180. *****
  2181. HEIGHT: 20 meters
  2182.  
  2183. *****
  2184. WEIGHT: 40 tons. Or so she said. (Currently: 14.3 tons in total)
  2185.  
  2186. *****
  2187. OFFENSIVE ABILITIES:
  2188. Expert Assault+3 ONLINE
  2189. Expert Parry+3 ONLINE
  2190. Expert Riposte+3 ONLINE
  2191.  
  2192. Expert Small Cannons+3 ONLINE
  2193.  
  2194. Aggressive Electronic Warfare+3 OFFLINE
  2195.  
  2196. *****
  2197. DEFENSIVE ABILITIES:
  2198. Master Block+2 ONLINE
  2199. Master Evasion +4 OFFLINE
  2200. Master Reaction Speed +6 OFFLINE
  2201. Master Nuclear Sprint+3 ONLINE
  2202.  
  2203. Expert Counter ONLINE
  2204.  
  2205. *****
  2206. UTILITY ABILITIES:
  2207. Omni-Sensor Array+1 OFFLINE
  2208.  
  2209. *****
  2210. SPECIAL ABILITIES:
  2211. -Auto-Vital Monitoring: since all five of her potential occupants must be... "wired in" so to speak, Wild's monitoring equipmarent allows her to.. "analyze" the current health conditions of humans and ponies both inside herself or at a distance, making her capable of relaying information on injuries, possible illnesses, and other hazards to health.
  2212.  
  2213. -Eldritch Android: due to the unusual blending of Eldritch bioformation and mechanical/metallurgy knowledge resulting in her creation, Wild can be best stated as a multi-parental being, combining the most releveant (and positive) aspects of humans, ponies, and Androids, combined with the least harmful aspects of That Which Should/Must/Could Not Be.
  2214. *Every 500 points of upgrades may either increase Wild's capabilities, or reduce her weaknesses by a 1% margin
  2215. *Every 1,000 points of upgrades may either grant Wild an additional ability or a +1 modifier
  2216. *Every 10,000 points of upgrades may either grant Wild an additional roll or upgrade an ability
  2217. *Every 10,000 points of purely esoteric upgrades will grant Wild a single Eldritch ability related to her heritage from That Which Cannot Be Named
  2218.  
  2219. -Eldritch Scars: a layer of inherent defenses gained from her transformational rebirth within a Scar of the Crag Moors, Wild's external hull and internal components, including electronics, are slightly more resistant to damage thanks to her One-Of-Six-To-Our-Daughter parentage. Due to this her body, as it is, can NOT be classed as fully mechanical, nor fully Eldritch.
  2220. *Grants a [1d6+4] <Resistance roll when in combat against Eldritch forces
  2221.  
  2222. -External Lighting System: six variable lights spread across the head unit and Wild's chest, as well as six more on Wild's upper back armor, were placed to maximize That Which Cannot Be Named's understanding of "being able to see in adverse conditions". Using Kraut's knowledge of proper placement and Caliya's understanding of where to stand so as not to be seen, each was partially
  2223. *Forward Observational Heavy Lights: grants a [1d6+5] roll; RIGHT unit destroyed
  2224. *Forward Observational Lights: grants a [1d6+4] roll, RIGHT unit destroyed
  2225. *Forward Fog Lights: grants a [1d6+6] roll, RIGHT unit destroyed
  2226. *Rear Observational Heavy Lights: grants a [1d6+4] roll, LEFT unit destroyed
  2227. *Rear Observational Lights: grants a [1d6+3] roll, both units intact
  2228. *Rear Fog Lights: grants a [1d6+5] roll, RIGHT unit destroyed
  2229.  
  2230. -FRAGILE: as Wild's former existence has been reshaped by That Which Cannot Be Named, her incredibly thin components and armor are, barely, held together by an Eldritch Tryptaran 'mass' that functions as tissue, muscle, tendons, nervous system, vascular system, and sensory translation.
  2231. An anomalous [REDACTED] system translates both electricity and Lightning into mechanical power, a result knowledge from Novus.
  2232. *As a result of her vastly low structural integrity, ALL solely mechanical repairs are 1/2 less effective
  2233. *Wild takes 1/2 less damage from Lightning Elemarentals
  2234. *Wild takes an additional 1/4 more physical damage from opponents that weigh 10 tons or more
  2235. *Wild takes an additional 1/2 more damage from physical Heavy Cannon-class weaponry and higher
  2236. *Wild is rendered incapable of more than 4 turns of melee combat outside of a Scar of the Moors (or other Eldritch dimensions/spectrums) OR will suffer 25 Armor damage that cumulatively increases each turn
  2237.  
  2238. -Grade 1 Auto-Repair: a semi-automated biomechanical system grants 2x [1d6+8] <Auto-Repair rolls that only functions outside of combat.
  2239. *Primary Priority: repairing Arcanum Sensors Array or external armor, internal hull, and motivator systems
  2240. *Secondary Priority: repairing internal cabin protection and climate control systems
  2241. *Tertiary Priority: repairing pseudo-eletronics and all other systems
  2242.  
  2243. -Grade 2 Auto-Repair: grants an automated, biomechanical [1d6+6] Auto-Repair ability that can function in or out of combat without penalties.
  2244.  
  2245. -Grade 3 Repair Systems: a suite of 8 (originally 10) tendrils that specialize in self-repair, but can offer limited fire support. Internally comprised of Tryptaran mass, a 1MM thin layer of flexible altsteel plating protects against common damage or adverse conditions. The 'head' is a variable unit that is exchanged at will, from manipulators to a laser-welder to claws, or any form of specialized tool so long as Wild has a schematic for it.
  2246. Each one is 30M long allowing Wild to reach every portion of her body, internally and externally.
  2247. *Grants a [1d6] <Repair Tendril roll for each
  2248. *When used as weapons they have a maximum range of 50M
  2249.  
  2250. -Grade 4 Arcanum Sensors Array: a fusion of Eldritch capabilities and human technology, Wild's head unit and cockpit contains a number of bizarrely advanced biotechnological components that, while similar to modern electronic systems, have no plausible scientific explanations as to how, why, what, or when they function.
  2251. *The basic features are an integral omni-detection sensor array, a biological transmitter-receiver communications implant with a 30 mile range, sub-military grade encryption/decryption bio-software, standard recharging and access ports for most electronic devices and hardware, an unquantifiable amount of memory storage, and a code-locking system that requires certain.. "scans" to be made of an occupant.
  2252. *Grants a [1d6+4] <Arcanum Sensors Array roll
  2253.  
  2254. -Heavyweight: grants a [1d6+5] <Crushing Force OR <Heavyweight ability in addition to her Assault capabilities
  2255. *May only be used TWICE per Operation or will begin causing successively increasing structural damage.
  2256. *When not in combat, Heavyweight may also be used to move objects or prevent injury to herself
  2257.  
  2258. -Natural Nightvision: granted by the compositing of an (admittedly minor) selection of human technology and Eldritch influences, Wild's sensor arrays are capable of Generation 4 night vision that can also assist with targeting
  2259. *Grants 3x [1d6+5] <Nocturnal Composite Array rolls whenever the light level is below 30%: OFFLINE
  2260.  
  2261. -Proto-Biological Reactor Core: unknown. A heavily shielded nuclear core, partially protected by a Voidbound kanpri sphere created by Spiral, that absorbs radioactive particulates. Grants an enormous amount of energy, far more than enough to propel Wild at speeds of 80 miles per hour and more, all the while communicating with every Operator in a 50 mile range, also functioning as a transmitter up to a 100 mile range, and performing deep scans on the environment.. as well as her occupants.
  2262. *Function #1: Eldritch-Android Suicide Overload that grants 4x [1d6+50] rolls, causing widespread Plasma and Radiation damage in a 100M radius
  2263. *Function #2: OFFLINE
  2264. *Function #3: OFFLINE
  2265.  
  2266. >Separated Cockpits:
  2267. #1: Piloting Module. A somewhat cramped (and sometimes cowprint patterned) semi-armored cockpit in Wild's head unit. Resembling single-seat light jet and turboprop cockpits, the piloting module's interior is taken up by a spherical 'band' of shape shifting organo-metallic material, capable of displaying a 360 degree view of her surroundings to the pilot, as well as showing local scan information, radio contacts, and her assessment of allied health conditions.
  2268. *The completely non-standard racing seat, composed of a material neither cloth or leather, nor readily understandable, is rather comfortable. The multitude of strange controls makes sense to no one except Kraut
  2269.  
  2270. #2: Shoulder Hatches: featured in both of Wild's shoulders is a semi-armored cabin for one occupant, whether human or pony. Housed inside both shock resistant liquid-gel compartments is a shape shifting pilot's seat, capable of accommodating everything from the youngest of ponies to the largest of humans, and then some.
  2271. *Several storage housings for equipmarent or possessions is provided above, below, and to each side, while a flat biotech screen displays the immediate forward view of each cabin.
  2272.  
  2273. #3: Central Linked Fast Deploymarent Hatches: a pair of mirrored shock-seats housed within Wild's frontal 'chest' armor, protected by the same liquid-gel compartmarent found in her Shoulder Hatches.
  2274. *Storage is configurable by verbal request of the occupants to take the form of overhead racks, side lockers, and a lower storage compartmarent, while a pair of biotech screens project front and rear views of Wild's surroundings
  2275. *Each side of Wild's chest armor can be dropped at a second's notice, allowing the occupants the choices of being launched forwards with the shock-seat, rappel down a fiber-mesh rope, or set down with her aid
  2276.  
  2277. *****
  2278. UNIQUE ARMAMENT:
  2279. -The Scar (Special Weapon Traits: Artifact, Eldritch-Human Fusion): a prototype 30MM semi-automatic 'pistol' fused from forward thinking Eldritch altsense approaches combined with human ingenuity. Though it's design mirrors semi-futuristic weaponry, That Which Cannot Be Named had to make do with the poorly understood human technology brought into the Scar by Novus, Kraut, Natilda, and Snakebite.
  2280. Choosing to grow this small(ish) weapon design, capable of both accommodating Wild's weaker bio-Android hands and giving her enough power to surprise most enemies, maximizing it's short range potential has unfortunately minimized it's range.
  2281. -Base Modifier: adds +3 to all Small Cannons rolls
  2282. -Ammunition Class: 30MM Short Cannon, Heavy Anti-Tank
  2283. -Armor Pierce: 6
  2284. -Magazine Capacity: 3/6 shells, no magazines in reserve
  2285. -Maximum Optimal Range: 300M with a -1 penalty per 100M beyond this range
  2286. -Maximum Effective Range: 800M
  2287.  
  2288. *****
  2289. >COMMON ITEMS: Duct Tape, 1x Fuel Can, 1x Propane Tank, Toothpaste & Brush, ?????, ?????, ?????, ?????, ?????
  2290.  
  2291. *****
  2292. >MEDICAL ITEMS: 2x Amphetamines, 2x Antibiotic Pills, 1x Bandage Roll, 1x Box of Bandages, 1x Emergency Medical Pouch, 1x EMS Bag, 2x Morphine Syrettes, 2x Painkillers, 1x Ringer's Solution, 1x Wound Dressing
  2293.  
  2294. *****
  2295. >UNIQUE LIBRARY:
  2296. >Basic Engineering Fundamentals Handbook
  2297.  
  2298. >Intermediate Engineering Fundamentals Handbook
  2299.  
  2300. >Expert Engineering Fundamentals Handbook
  2301.  
  2302. >Basic Mechanical Fundamentals Handbook
  2303.  
  2304. >Intermediate Mechanical Fundamentals Handbook
  2305.  
  2306. >Expert Mechanical Fundamentals Handbook
  2307.  
  2308. >Basic Magitek Handbook
  2309.  
  2310. >Intermediate Magitek Handbook
  2311.  
  2312.  
  2313.  
  2314. *************************************************************************************************************************************
  2315.  
  2316.  
  2317. DISPLACED OPERATORS:
  2318.  
  2319.  
  2320. *************************************************************************************************************************************
  2321. Name: Adon
  2322. Position: Monster Hunter
  2323. Theme: Wolf School Witcher
  2324. Rank: Rookie
  2325. HP: 12/12
  2326. TOTAL XP: 21
  2327. UNSPENT XP: 8
  2328.  
  2329. (Aware, Blunt, Brash, Cold-Blooded, Dry Wit, Focused: Witchering, Hunter, Intuitive, Level-Headed)
  2330.  
  2331. *****
  2332. KNOWN LANGUAGES:
  2333. -Common Equestrian: can read, speak, and write fluently in the modern dialect
  2334.  
  2335. -Elder Speak: can read, speak, and write in the basic dialect
  2336.  
  2337. *****
  2338. OFFENSIVE SKILLS:
  2339. Expert Assault
  2340. Basic Parry
  2341. Expert Riposte
  2342.  
  2343. *****
  2344. DEFENSIVE SKILLS:
  2345. Expert Block
  2346. Basic Evasion
  2347. Basic Reaction Speed
  2348. Basic Sprint
  2349.  
  2350. *****
  2351. UTILITY SKILLS:
  2352. Basic Alchemy
  2353. Basic Perception
  2354. Basic Wilderness Survival
  2355.  
  2356. *****
  2357. UNIQUE SKILLS:
  2358.  
  2359. >Expert Flow of Battle: before they are allowed to walk The Path, Witchers must endure harsh physical training regimens that would cripple most humans; given this, with the variety of opponents that a Witcher will likely face in their lifetime they must be able to rapidly and intelligently adapt to each new situation, changing tactics and weaponry as circumstances dictate, and matching speed or strength with their own.
  2360. Or, as Vessimir once bluntly put it, "Witchers are trained to interpret the flow of battle. What you do with that knowledge is up to you."
  2361. *When using the Light Stance, Adon loses 2 Assault rolls, but adds +2 to and is granted an additional roll to ONE of the following skills: Block, Evasion, or Reaction speed
  2362.  
  2363. *When using the Heavy Stance, Adon loses 2 Block/Evasion/Reaction Speed/Sprint rolls, but adds +2 to all Assault rolls and is granted an additional [1d6] <Heavy Smash roll that may be used either for breaking through defenses or to Stun.
  2364.  
  2365. *****
  2366. HUMAN SORCERY: Basic Signs. Taught to all Witchers, this extremely basic form of physical rite magic allows Witchers to utilize simple sorcery in the form of a Sign, a symbol drawn in the air that collects Elemarental or neutral energies to effect the physical world around them. Every 3rd turn, one Sign may be used.
  2367.  
  2368. *Untrained Aard: a kinetic blast that pushes back opponents. Allows a [1d6][ <Air Blast, the result equaling the number of meters the opponent is forced backwards.
  2369.  
  2370. *Untrained Axii: uses a [1d2]; on a 1 Axii fails, on a 2 the target is Pacified, becoming unable to attack, but may use all non-Offensive skills & abilities for 1 turn. However, it cannot function against those capable of Casting, psions, Eldritch, Elemarental, Planar, or Spectral beings. If seen used by ponies or other typically social beings, Adon will be regarded with an increased Threat level of +3.
  2371.  
  2372. *Untrained Igni: a basic blast of fire that damages opponents within a 10M radius, allowing a single [1d6] <Fire Blast.
  2373.  
  2374. *Untrained Quen: creates a protective shield that reduces a single enemy's attacks, whether physical, Elemarental, or magical, by 1/2 for 1 turn.
  2375.  
  2376. *Untrained Yrden: places an earth Elemarental trap with a 3M radius. Once activated, a [1d6] roll occurs when an enemy steps on the trap, automatically reducing the target's Block/Evasion/Reaction Speed/Sprint rolls by that result; if the target is capable of Casting, they also suffer a -4 reduction to all Casting rolls for 1 turn. This ability also forces Spectral beings into the physical spectrums for 1 turn.
  2377.  
  2378. *****
  2379. TRAIT: Path of Grass Initiate. Upon being accepted to walk the Trial of Grass, each prospective Witcher is given a concoction of rare alchemical substances to drink, notably Mother's Tears, Wildrye Juice, and Speargrass Sap, spending the next seven days in an alchemically induced state of mutation with further doses given.
  2380. Should a participant be one of the lucky three in ten, or less in some cases, to survive, their physiology will be permanently altered, gaining increased physical strength, speed, an unnatural resistance to poisons and toxins, the ability to accept symbiotization with little harm, and, of course, gaining the trademark golden cat eyes of a full fledged Witcher
  2381. *Adon must add +1 to all Alchemy, Assault/Parry/Riposte, Block/Evasion/Reaction Speed/Sprint rolls
  2382. *Immune to Disease
  2383. *Adon only takes 1/2 of all Arcane Poisoning, rounded down
  2384.  
  2385. *****
  2386. SPECIAL ABILITIES: none, yet.
  2387.  
  2388. *****
  2389. TRADE SKILLS:
  2390. Observer Alchemist
  2391. Apprentice Blacksmith
  2392. Apprentice Ecology
  2393. Early Human Armor, Amateur
  2394. Early Human Mythology, Amateur
  2395. Early Human Sorcery, Amateur
  2396. Early Human Weaponry, Amateur
  2397. Pupil Researcher
  2398.  
  2399. *****
  2400. TERTIARY SKILLS:
  2401. Basic Horse Piloting
  2402.  
  2403. Basic Meditate
  2404.  
  2405. Basic Sketching
  2406.  
  2407. *****
  2408. SKILL SPECIALIZATIONS: none.
  2409.  
  2410. *****
  2411. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  2412.  
  2413. *****
  2414. APPEARANCE: 6' in height with a medium build. Chin length loose black hair, visible scar on left eyebrow and lower left corner of lip. Also has golden cat eyes.
  2415.  
  2416.  
  2417. *************************************************************************************************************************************
  2418. Name: Corsen
  2419. Theme: A wandering Death Cultist in search of new gods
  2420. Rank: Recruit
  2421. HP: 12/12
  2422. Total XP: 16
  2423. Unspent XP: 4
  2424.  
  2425. (Addictions: ALL THE DRUGS, Aggressive, Blunt, Compulsion: Sacrifices, Cool-Natured.. when not around ponies, Droll Wit, Focused, Inquisitive, Paranoid, Psychosis: Sadist, Rough-Edged, Vindictive)
  2426.  
  2427. *****
  2428. KNOWN LANGUAGES:
  2429. Dark Eldar: has moderate fluency in the most common dialect
  2430.  
  2431. Eldar Corsair: can fluently speak in the most common dialect
  2432.  
  2433. High Gothic: can fluently read and speak in the 2 most common dialects
  2434.  
  2435. Low Gothic: can fluently read and speak in the 5 most common dialects
  2436.  
  2437. Standard Imperial Binary: can fluently read and speak in the 2 most common dialects
  2438.  
  2439. *****
  2440. OFFENSIVE SKILLS:
  2441. Basic Assault
  2442. Expert Parry
  2443. Basic Riposte
  2444.  
  2445. Basic Heavy Weapons
  2446. Expert Small Arms
  2447.  
  2448. *****
  2449. DEFENSIVE SKILLS:
  2450. Basic Block
  2451. Basic Evasion
  2452. Basic Reaction Speed
  2453. Basic Sprint
  2454.  
  2455. *****
  2456. UTILITY SKILLS:
  2457. Basic Engineering
  2458. Basic Medical
  2459. Basic Perception
  2460.  
  2461. *****
  2462. UNIQUE SKILLS:
  2463. >Basic Death Cultist's Focus: Corsen is highly devoted in his search for wisdom from the Chaos Gods, well, any gods really, but suffers from a complete lack of tact and common sense when it comes to anything not related to praying for guidance, or destroying enemies of the incorporeal.
  2464. *Adds +1 to all Assault rolls
  2465. *Adds +1 to all Heavy Weapons rolls ONLY when utilizing rocket/missile launchers, though suffers from a penalty of -1 to ALL non-Offensive rolls due to his insensate single-mindedness
  2466. *Permanently locks out the use of weaponry he has not specialized with
  2467.  
  2468. >Basic Undivided Aspirant: Corsen's (to him) unacceptable new situation and living circumstances have forced him to draw forth inspiration from mnemonic teachings and knowledge from the many Chaos Champions, Preachers, Bearers of the Word, Kabalites, and Corsairs he has encountered, whether out of selfishness, pragmatism, or sheer hatred for his continued existence.
  2469. *Grants either Basic Intimidation OR Negotiation each turn, but must switch between the two each turn
  2470. *Grants an additional roll to ONE skill each turn, but cannot effect skills he does not have
  2471.  
  2472. *****
  2473. SPECIAL ABILITIES: none, yet
  2474.  
  2475. *****
  2476. TRADESKILLS:
  2477. Graduate Chaos Artistry
  2478. Adept The Imperium of Man
  2479. Pupil Servants of Slaanesh
  2480. Pupil Slaanesh
  2481.  
  2482. *****
  2483. TERTIARY SKILLS:
  2484. Basic Carving
  2485.  
  2486. Basic Gambling
  2487.  
  2488. Basic Painting
  2489.  
  2490. *****
  2491. SKILL SPECIALIZATIONS: none
  2492.  
  2493. *****
  2494. PHYSICAL ENCHANTMENTS: 1/1 slots remaining
  2495.  
  2496. *****
  2497. STATUS: living in Canterlot at Lady Merry Duo Whell's maresion.
  2498.  
  2499.  
  2500.  
  2501.  
  2502. *************************************************************************************************************************************
  2503.  
  2504.  
  2505.  
  2506. BACKGROUND OR RETIRED OPERATORS (+3XP for returnees):
  2507.  
  2508.  
  2509. *************************************************************************************************************************************
  2510. Name: Aaron Ashley
  2511. Position:
  2512. Theme: Left-Handed Survival Expert, Tracker, and Hunter
  2513. Rank: Fucking New Guy
  2514. HP: 12/12
  2515. Total XP: 10
  2516. Unspent XP: 0
  2517.  
  2518. *****
  2519. SKILLS:
  2520. Basic Ambush
  2521. Expert Archery
  2522. Basic Engineering
  2523. Basic Small Arms
  2524. Basic Stealth
  2525. Basic Wilderness Survival
  2526.  
  2527. *****
  2528. UNIQUE SKILLS:
  2529. >Basic Born Survivor: Aaron has always had an aptitude for surviving or finding his way out of a situation, be it discovering a way to gain the upper hand and end things quickly, refusing to stay down, or simply finding a means to escape. This skill adds +1 to all Perception-type rolls, and grants an extra Movement roll.
  2530.  
  2531. *****
  2532. TERTIARY SKILLS:
  2533. -Basic Gambling
  2534.  
  2535. -Basic Sports
  2536.  
  2537. -Basic Writing
  2538.  
  2539. *****
  2540. SKILL SPECIALIZATIONS:
  2541. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2542.  
  2543. *****
  2544. PHYSICAL ENCHANTMENTS: 2/2 slots remaining.
  2545.  
  2546. *****
  2547. STATUS: retired to Ewerup.
  2548.  
  2549.  
  2550.  
  2551. *************************************************************************************************************************************
  2552. Name: Axel
  2553. Position: Light Reconnaissance and Transport Driver
  2554. Theme: Tacticool Operator (Circa 2015)
  2555. HP: 10/10
  2556. Total XP: 6
  2557. Unspent XP: 1
  2558.  
  2559. (Aware, Blunt, Calm, Careful, Cold-Natured, Defuser, Diplomat, Dry Wit, Forgetful, Listener, Paranoid, Polite, Rational, Watchful)
  2560.  
  2561. *****
  2562. SKILLS:
  2563. Battle Rifles/Shotguns (Basic)
  2564. Movement (Basic)
  2565. Scouting (Basic)
  2566. Small Arms (Basic)
  2567.  
  2568. *****
  2569. UNIQUE SKILLS:
  2570. Combat Rifle Enthusiast (Basic): due to prolonged experience with his personal rifle, Axel has developed a sense for understanding the quirks of combat rifles, including extended use and attached equipment. As a result, Axel must add +2 to all Combat Rifle rolls.
  2571.  
  2572. *****
  2573. TERTIARY SKILLS:
  2574. -Basic Gambling
  2575.  
  2576. -Basic Whistling
  2577.  
  2578. *****
  2579. SKILL SPECIALIZATIONS: none, yet.
  2580.  
  2581. *****
  2582. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  2583.  
  2584. *****
  2585. BIOGRAPHY: a lanky black guy with a penchant for guns and a love of the Operator lifestyle, while he had a short run with the US army he really has no military experience outside of what he was taught in BCT.
  2586.  
  2587. PSYCHOLOGICAL PROFILE: described to be quiet at times when not in the field. Has a desire to follow orders instead of giving them, although given the chance he would take lead. Also said to be jaded to loss on personal to a workplace level, not outwardly effected by loss of life on either side, an excellent personnel for keeping a level head in a heat of a situation.
  2588.  
  2589. TRAINING: 10 weeks US ARMY BCT, knowledge of military weaponry and tactics, reversed engineered movements.
  2590.  
  2591. STATUS: BGO
  2592.  
  2593.  
  2594. *************************************************************************************************************************************
  2595. Name: Eric Davis
  2596. Position: Free Agent
  2597. Theme: Alternate History Rebel
  2598. Rank: Fucking New Guy
  2599. HP: 10/10
  2600. Armor: 1DR <Vest
  2601. Total XP: 5
  2602. Unspent XP: 0
  2603.  
  2604. *****
  2605. SKILLS:
  2606. Battle Rifles (Expert)
  2607. Small Arms (Basic)
  2608. Perception (Basic)
  2609.  
  2610. *****
  2611. UNIQUE SKILLS: none, yet.
  2612.  
  2613. *****
  2614. TERTIARY SKILLS: none, yet.
  2615.  
  2616. *****
  2617. SKILL SPECIALIZATIONS: none, yet.
  2618.  
  2619. *****
  2620. PERSONAL ENCHANTMENTS: 1/1 Slots remaining.
  2621.  
  2622.  
  2623. STATUS: BGO
  2624.  
  2625. *************************************************************************************************************************************
  2626. Name: Barnstormer
  2627. Position: EL1 BRAVO Fireteam 1 Designated Marksman
  2628. Theme: Survivalist, got drafted into army when it needed people to do “peacekeepingâ€
  2629. Rank: Fucking New Guy
  2630. HP: 10/10
  2631. Total XP: 9
  2632. Unspent XP: 0
  2633.  
  2634. *****
  2635. SKILLS:
  2636. Basic Ambush
  2637. Expert Battle Rifles
  2638. Basic Movement
  2639. Expert Scouting/Wilderness Survival
  2640. Basic Stealth
  2641.  
  2642. *****
  2643. UNIQUE SKILLS: none.
  2644.  
  2645. *****
  2646. SKILL SPECIALIZATIONS: none.
  2647.  
  2648. *****
  2649. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  2650.  
  2651. *****
  2652. STATUS: BGO.
  2653.  
  2654.  
  2655. *************************************************************************************************************************************
  2656. Name: Captain Swefag
  2657. Position:
  2658. Theme: Loyal and proud leader.
  2659. Rank: Veteran
  2660. HP: 12/12
  2661. Total XP: 31
  2662. Unspent XP: 8
  2663.  
  2664. *****
  2665. SKILLS:
  2666. Master Combat Rifles/Shotguns
  2667. Expert Melee
  2668. Basic Medical
  2669. Expert Perception/Wilderness Survival
  2670. Basic Stealth
  2671. Expert Speech
  2672.  
  2673. *****
  2674. UNIQUE SKILLS: none, yet.
  2675.  
  2676. *****
  2677. TERTIARY SKILLS: none, yet.
  2678.  
  2679. *****
  2680. TRAIT: Basic Legacy of Carolus Rex. Charles the XII, A.K.A. Carolus Rex, was King of the Swedish Empire from 1697 to 1718. Well versed in the arts and principles of war, history, and oration, Carolus Rex was an impressive leader and excellent tactician.. he was, however, utterly blind to the fates of those men that lived and died under his command, and while instrumental in reforming the Empire's political system to benefit the common man, he was often blinded by undersight, favoring the kingdom as a whole instead of regarding the personal state of individuals. He became well known for this saying: "I have resolved never to start an unjust war, but never to end a legitimate one except by defeating my enemies." This fits well with Swe himself, as he has the marked distinction in both Anfang and Gryphon Vale for being nearly the same form of leader that Carolus Rex was. Adds a permanent +2 to all Speech rolls that cannot be negated.
  2681.  
  2682. *****
  2683. SKILL SPECIALIZATIONS:
  2684. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2685.  
  2686. *****
  2687. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  2688.  
  2689. *****
  2690. STATUS: living in the Vale, inactive.
  2691.  
  2692.  
  2693. *************************************************************************************************************************************
  2694. Name: Exulansis
  2695. Position: Free Operator
  2696. Theme:
  2697. Rank: Fucking New Guy
  2698. HP: 10/10
  2699. Total XP: 5
  2700. Unspent XP: 0
  2701.  
  2702. *****
  2703. SKILLS
  2704. Expert Combat Rifles/Shotguns
  2705. Basic Medical
  2706. Basic Small Arms
  2707.  
  2708. *****
  2709. UNIQUE SKILLS: none, yet.
  2710.  
  2711. *****
  2712. TERTIARY SKILLS: none, yet.
  2713.  
  2714. *****
  2715. SKILL SPECIALIZATIONS: none, yet.
  2716.  
  2717. *****
  2718. ENCHANTMENTS: 1/1 Slots remaining.
  2719.  
  2720. *****
  2721. STATUS: BGO
  2722.  
  2723.  
  2724. *************************************************************************************************************************************
  2725. Name: Fuoco Scheletro
  2726. Position:
  2727. Theme: A human mage killed by his first forays into magic, remaining in a skeletal state of existence
  2728. Rank: Rookie
  2729. HP: 10/10
  2730. Total XP: 15
  2731. Unspent XP: 7
  2732.  
  2733. *****
  2734. KNOWN LANGUAGES:
  2735. -Batpony: can read and speak fluently.
  2736.  
  2737. *****
  2738. EVOLVING ABILITY: Sunder Stomp. Granted by Empress Silver, Fuoco is capable of a powerful melee stomp, able to penetrate most armor with 2x [1d6+2] rolls, usable ONCE per Operation, although it will not work on Spectrals unless Fuoco has a suitable melee enchantment, and cannot function against Constructs. Only Movement may be used during the turn Sunder Stomp is activated. May not be used outside an Operation.
  2739.  
  2740. DUTY: pending.
  2741. USES: 0.
  2742.  
  2743. *****
  2744. SKILLS:
  2745. Basic Alchemy
  2746. Basic Ambush
  2747. Basic Chemistry
  2748. Basic Melee
  2749. Basic Stealth
  2750.  
  2751. *****
  2752. UNIQUE SKILLS:
  2753. >Expert Journeyman Mage: formally trained in the arts of magic with focuses on elementalism, specifically Pyromancy, Fuoco is capable of casting numerous spells which, oddly, resemble the same exact forms encountered on Tallus. Due to his transition and the differences between his world and Tallus, he may cast a maximum of five spells per Operation, though cannot utilize those beyond Expert rank.
  2754.  
  2755. *****
  2756. TERTIARY SKILLS:
  2757. -Basic Dancing
  2758.  
  2759. -Basic Instrument: Trumpet
  2760.  
  2761. -Basic Singing
  2762.  
  2763. *****
  2764. TRAIT: Traces of Undeath. Due to the unique circumstances of his demise, Fuoco's mind remains fully intact with all of his cognitive abilities, allowing him to function similarly as he did in life, with none of the pesky side effects of mortality such as hunger, dehydration, disease, hangovers, or headaches. This leaves him in a rather precarious situation despite the obvious benefits of undeath, seeing as how being a human skeleton animated by dissimilar, otherworldly arcane energies in a land full of hooves meant for crushing and antagonistic elemental alignments would be the very epitome of 'bad end' were he not already dead. Fuoco takes 1/4 less damage against piercing, Air, Fire, Lightning, and Water elemental attacks, and cannot be affected by Confusion or Poison. However, Fuoco also takes 1/4 damage more from crushing, Acid, Ice, Earth, Void, and Ethereal elemental attacks, and suffers additional detrimental effects from Silence and Pacify. After being destroyed, he may revive himself with a [1d6] <Death's Refusal roll once per Operation, the result being the amount of HP he is left with, though Fuoco's remains must be collected or otherwise close together in order for him to reassemble.
  2765.  
  2766. *****
  2767. SKILL SPECIALIZATIONS:
  2768. -Annulgram Arcane Anti-Entropic Tallus Interdiction Focus: adds +1 to all Casting rolls
  2769.  
  2770. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Riposte/Parry rolls... yeah, it somehow works. Don't ask.
  2771.  
  2772. *****
  2773. PHYSICAL ENCHANTMENTS: 0/1 slots remaining.
  2774. -Dried Selio Sprig: adds +1 to all Casting rolls.
  2775.  
  2776. *****
  2777. Status: BGO
  2778.  
  2779.  
  2780. *************************************************************************************************************************************
  2781. Name: Hollow Case
  2782. Position: 'Passed out in a comatose state in the Nest. He makes a good pillow!' claims Roust.
  2783. Theme: A psychotic, drug addicted, and mute psionic super soldier. ALSO TOTALLY FUCKING OVERPOWERED HOLY SHIT BALLS
  2784. Rank: Elite
  2785. HP: 30/30
  2786. Total XP: 74
  2787. Unspent XP: 38
  2788.  
  2789. (Addictions: Alcohol & Painkillers, Aggressive, Curious, Humorous, Listener, Minorly Lustful, Minor Psychosis: Psychotic Breaks/Sadism, Mischievous, Scarred, Talkative, Temperamental, Warm-Hearted)
  2790.  
  2791. *****
  2792. KNOWN LANGUAGES:
  2793. -Changeling: can read, speak, and write fluently.
  2794.  
  2795. -Earth Pony: can read, speak, and write fluently in the modern dialect.
  2796.  
  2797. *****
  2798. PHYSICAL MODIFICATIONS: none, yet.
  2799.  
  2800. *****
  2801. EVOLVING ABILITY: Titanium Fist. Granted by Empress Silver, ONCE per Operation, Hollow may summon a pair of ancient, heavily enchanted titanium Minotaur Hegemony gauntlets, replacing his current weaponry and granting 4x [1d6+1] rolls that are used in place of Assault/Parry/Riposte.
  2802. *Deals DOUBLE damage against Earth Elementals and TRIPLE against Golems
  2803. *Has a slightly higher chance of stunning living beings, but causes no damage against Water Elementals and deals half damage against unarmored targets
  2804. *NOTE: during the turn that Titanium Fist is activated, Hollow may only utilize Movement or Teleport
  2805. *May not be used outside an Operation
  2806.  
  2807. DUTY: pending.
  2808. USES: 0.
  2809.  
  2810. *****
  2811. SKILLS:
  2812. Expert Engineering
  2813. Expert Heavy Weapons
  2814. Expert Small Arms
  2815.  
  2816. *****
  2817. UNIQUE SKILLS:
  2818. >Expert Creativity: personally trained by Queen Chrysalis, Creativity allows Hollow to make use of illusion crafting, mental quirks, and suggestions, while also granting him the ability to speak telepathically to others, either singly or to groups. All Creativity abilities, except for Illusionary, are single target.
  2819. -Indirect Offensive: Illusionary. This function allows Hollow to form an illusion with 3x [1d6+1] rolls that can be nothing more than an outline to nearly solid looking, depending on the total results rolled. While the illusions may act and seem to 'function' normally, telepathy is utilized to allow the illusion to 'speak', thus making it difficult to convince other psions, unicorns using Arcane Awareness, or others with exceptional senses that it is not an illusion. This ability will not work on Spectral or Undead beings, while some Otherworldly and Planar beings can be fooled.
  2820. -Direct Utility (Mental/Expert): mind reading, grants 3x [1d6] rolls. While Hollow IS capable of reading minds, there are a number of mental and psychological dangers that can occur regardless of Roust's Shared ability. The target must be fully calm and otherwise non-confrontational, or both parties may suffer instant temporary damage, shared psychosis, or worse effects. Hollow and the target can further decrease the chances of negative effects using Iron Will.
  2821.  
  2822. >Master Evolution of Humanity: the forces and energies in Equestria have revived, and greatly strengthened, Hollow's psionic capabilities, allowing him to utilize them without the necessity of coming under extreme stress or danger. This skill is single target and considered virtually instant when utilized, granting a large number of offensive capabilities with 4x [1d6+2] rolls. Evolution of Humanity is a primary action, thus he cannot use weaponry as it takes the entirety of his focus. Hollow is capable of utilizing Evolution of Humanity three times per Operation at current, four with Fury of the Hive, with no limitations out of an Operation otherwise.
  2823. -Direct Defensive (Physical): Shield. Much the same as shields created by unicorns, Crystal ponies, and other psions, Hollow's continued use of psionicism has unlocked this previously damaged ability, allowing him to create them with ease once more.
  2824. -Direct Offensive (Physical): covers both psychokinesis, an ability to create fragile kinetic holds or harming an opponent in visual range with projected kinetic force, and psionic blasts or shrapnel, which are concentrated mental energies given damaging physical forms. These can be disrupted by Blocking, Evading, or using Melee to break free from the hold or projected forces, and possibly using weapons to destroy the blasts, IF one can overcome their incredible speed. This ability may not work on some incorporeal beings, though it will function normally on physical beings sunken into the Underdark or Overdark if Hollow is aware of them.
  2825. -Direct Offensive (Mental): mind raping. This function allows Hollow to overwhelm a target with horrifying and disturbing images, sounds, and sensations to a single target, either close up or at range. This only works on living beings, and can be prevented with Iron Will, self-Negotiation, or the target being knocked out. Using this ability against other psions is extremely difficult, and will not work on Spectral or Undead beings. May be difficult to effectively use against Otherworldly and Planar beings, depending on their level of mental command.
  2826. -Offensive Direct Utility: psionic interference. This function Hollow to directly interrupt or interdict the abilities of other psions, creating a chaotic static field focused on the target that reduces the effectiveness of their capabilities, and in some cases may prevent psionic use entirely. May also be used against casters and slower arcane processes.
  2827.  
  2828. >Expert Warp Shift: personally trained by Empress Silver, Warp Shift allows Hollow to shift himself, allies, the area around him, or specific targets between or within Void realms for utilitarian capabilities, allowing for partial breaches of reality without potential negative side effects. All Warp Shift abilities are single target, excepting Void Tear on a critical.
  2829. -Direct Offensive: Void Tear: allows Hollow to open a tear in reality between the physical and Void realms with 3x [1d6+1] rolls, either causing damage from the proximity of the Void itself, drawing the attention of Void creatures with the intent of savaging the target utilizing their own abilities, or other strange effects.
  2830. -Indirect Utility: Teleportation: originally an Evolution of Humanity function, Empress Silver was able to teach Hollow to use it properly, without negative side effects or potential harm as a result of straining his ability to open passage into the Void realms, allowing Hollow teleport himself or others in combat to avoid harm. Roll 4x [1d6+2], results-2 from each roll indicate the total amount of damage reduced. Can also be used to teleport himself or others distance wise IN ADDITION to utilizing Movement! Outside of combat, the maximum range is 1/2 mile and must be in line of sight, or 1/4 mile with having been in that location before.
  2831.  
  2832. *****
  2833. TERTIARY SKILLS: none, yet.
  2834.  
  2835. *****
  2836. SPECIAL ABILITIES: none, yet.
  2837.  
  2838. *****
  2839. COMBAT SHARED ABILITY: Basic Vanguard's Fury of the Hive. Tapping into Roust's finely honed mental processing abilities and her chaotically charged, highly active and enormous reserves of psionic energies, Hollow and Roust can combine their skills, senses, and minds, allowing them to temporarily slow down time for planning an assault against hardened enemies and even fortifications.
  2840. *This ability adds +5 to all Psychokinesis & Evolution of Humanity rolls for two turns, while also adding a passive +1 to Creativity and Warp Shift, except for Mind Read.
  2841. *This ability allows Hollow to utilize Evolution of Humanity up to four times per Operation instead of the standard three, though can only be activated twice per Operation, and cannot be used consecutively.
  2842. *This ability may be activated by Roust or Hollow whether alone, separate, with or without Roust asleep or unconscious and has no range limitations, however, it cannot be activated if Roust is in Critical or Shock status.
  2843.  
  2844. *****
  2845. SKILL SPECIALIZATIONS:
  2846. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2847.  
  2848. -Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls.
  2849.  
  2850. -Roust, Changeling Wilderness Survival Training, How To Identify Mushrooms: adds +1 to all rolls when mushrooms are involved.
  2851.  
  2852. -Roust, Semi-Often Nightly Running Sessions: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls.
  2853.  
  2854. *****
  2855. PHYSICAL ENCHANTMENTS: 1/3 slots remaining.
  2856. -Minotaur Broken Chain Glyphs: gains +1HP/turn & adds +1 to all Assault/Parry/Riposte rolls.
  2857.  
  2858. -Minotaur Courier's Chain Glyphs: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls & provides a natural +1DR.
  2859.  
  2860. *****
  2861. MOST VALUABLE OPERATOR ADDITIONS:
  2862. #1: Complete restoration of the Hive.
  2863. #2: Max reputation with Chrysalis & the Hive, gains +3 to all rolls dealing with Chrysalis and Changelings.
  2864. #3:
  2865. #4:
  2866. #5:
  2867.  
  2868. *****
  2869. STATUS: took too many mushrooms one night while seeking answers, which left him in a coma. Or so it is foretold..
  2870.  
  2871.  
  2872. *************************************************************************************************************************************
  2873. Name: Silent Komodo
  2874. Position: Free Operator
  2875. Theme: Dressed in camouflage clothes that look like they were bought in a Wal-Mart bargain sale. Nigger-rigged radio set on his head. White guy who doesn't like showing his face. He's actually decent looking, he just thinks having a bandana around his mouth looks cool.
  2876. HP: 10/10
  2877. Armor: 0DR <Unarmored
  2878. Total XP: 5
  2879. Unspent XP: 0
  2880.  
  2881. *****
  2882. SKILLS:
  2883. Battle Rifles (Basic)
  2884. Perception/Wilderness Survival (Expert)
  2885. Stealth (Basic)
  2886.  
  2887. *****
  2888. UNIQUE SKILLS: none, yet.
  2889.  
  2890. *****
  2891. TERTIARY SKILLS: none, yet.
  2892.  
  2893. *****
  2894. SKILL SPECIALIZATIONS: none, yet.
  2895.  
  2896. *****
  2897. PERSONAL ENCHANTMENTS: 1/1 Slots remaining.
  2898.  
  2899. STATUS: BGO
  2900.  
  2901. *************************************************************************************************************************************
  2902. Name: Jamal Ratchet
  2903. Theme: The only black man in Equestria
  2904. Rank: Veteran
  2905. HP: 10/10
  2906. Total XP: 22
  2907. Unspent XP: 0
  2908.  
  2909. *****
  2910. KNOWN LANGUAGES:
  2911. -Equestrian Common
  2912.  
  2913. *****
  2914. OFFENSIVE SKILLS:
  2915. Expert Assault
  2916. Basic Parry
  2917. Basic Riposte
  2918.  
  2919. Basic Intimidation
  2920. Basic Small Arms
  2921.  
  2922. *****
  2923. DEFENSIVE SKILLS:
  2924. Basic Block
  2925. Expert Evasion
  2926. Basic Reaction Speed
  2927. Expert Sprint
  2928.  
  2929. Basic Stealth
  2930.  
  2931. *****
  2932. UTILITY SKILLS:
  2933. Basic Alchemy
  2934. Expert Leadership
  2935.  
  2936. *****
  2937. UNIQUE SKILLS:
  2938. >Expert A Nigger: having lived a life running from the law, gangs, job applications, and babymommas, Jamal has was thoroughly conditioned to run fast. His life however did not involve any pools or lakes. Adds +1 to and grants an additional Sprint.
  2939.  
  2940. >Expert NOT A Pharmacist: adds +2 to and grants an additional Alchemy roll.
  2941.  
  2942. >Expert RACIST!: adds +2 to all Negotiation rolls when dealing with black sapients and also gains +50% Reputation with the same, but suffers a -2 penalty to all Intimidation rolls when dealing with black sapients; this bonus and penalty are reversed when dealing with non-black sapients.
  2943.  
  2944. *****
  2945. SPECIAL ABILITIES: none, yet.
  2946.  
  2947. *****
  2948. TRADE SKILLS:
  2949.  
  2950. *****
  2951. TERTIARY SKILLS
  2952. Basic Dancing
  2953.  
  2954. Basic Rapping
  2955.  
  2956. Basic Sports
  2957.  
  2958. *****
  2959. SKILL SPECIALIZATIONS: none, yet.
  2960.  
  2961. *****
  2962. PHYSICAL ENCHANTMARETS: 2/3 slots remaining.
  2963. -Lifeshade Bulb: adds +1 to all Sprint rolls.
  2964.  
  2965. -Tempest Bulb: adds +1 to all Evasion rolls
  2966.  
  2967. *****
  2968. STATUS: teaching the Equine Goddess of Humans on her miniature moon. Also highly pissed off at her for JOBBING FIVE TIMES IN A FUCKING ROW.
  2969.  
  2970.  
  2971. *************************************************************************************************************************************
  2972. Name: Joseph "Doc Joe" Avelos
  2973. Position: Medic & Engineer
  2974. Theme: Survivalist Technician
  2975. Rank: Rookie
  2976. HP: 12/12
  2977. Total XP: 13
  2978. Unspent XP: 0
  2979.  
  2980. *****
  2981. KNOWN LANGUAGES: none, yet.
  2982.  
  2983. *****
  2984. PHYSICAL MODIFICATIONS: none, yet.
  2985.  
  2986. *****
  2987. SKILLS
  2988. Basic Combat Rifles/Shotguns
  2989. Expert Engineering
  2990. Basic Medical
  2991. Basic Melee
  2992. Basic Movement
  2993. Basic Perception
  2994. Basic Speech
  2995. Basic Stealth
  2996. Basic Thievery
  2997.  
  2998. *****
  2999. UNIQUE SKILLS:
  3000. >Basic Strider's Focus: at the start of an Operation, Joe may choose to add +1 to 2 skills from these four: Movement, Thievery, Ranged, or Stealth, gaining 1 additional Melee OR Ranged roll when attacking from Stealth or attacking the target of one of his traps, and is granted an additional Movement Roll. When in natural areas, Joe also gains the Strider's Eye ability, adding +2 to all Perception rolls when focusing on a single target or task, though if Joe switches his target, then this bonus is lost for the Operation.
  3001.  
  3002. *****
  3003. TERTIARY SKILLS:
  3004. -Basic Carpentry
  3005.  
  3006. -Basic Carving
  3007.  
  3008. -Basic Whistling
  3009.  
  3010. *****
  3011. SPECIAL ABILITIES: none, yet.
  3012.  
  3013. *****
  3014. SKILL SPECIALIZATIONS:
  3015. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  3016.  
  3017. Engineering Mastery: Continued Application, Theory, & Experience: +1 to all Engineering rolls.
  3018.  
  3019. Experimental Combat Applications: Anti-Unicorn Combat Theories: adds +1 to all offensive rolls when dealing with Unicorns.
  3020.  
  3021. *****
  3022. PHYSICAL ENCHANTMENTS: 2/2 slots remaining.
  3023.  
  3024. *****
  3025. STATUS: BGO, helping out with food preservation methods and some alchemical research.
  3026.  
  3027.  
  3028. *************************************************************************************************************************************
  3029. Name: M. Bullsworth
  3030. Position: EL2 ECHO Fireteam 1 Member
  3031. Theme: A (probably Jewish) doctor with a shotgun who enjoys vodka.
  3032. HP: 20/20
  3033. Total XP: 38
  3034. Unspent XP: 12
  3035.  
  3036. *****
  3037. SKILLS:
  3038. Expert Combat Rifles/Shotguns
  3039. Expert Medical
  3040. Master Melee
  3041. Basic Speech
  3042.  
  3043. *****
  3044. UNIQUE SKILLS:
  3045. >Basic Liquid Courage: drinking alcohol adds +2 to all Charm or Speech rolls for that turn.
  3046.  
  3047. *****
  3048. STATUS: BGO
  3049.  
  3050.  
  3051. *************************************************************************************************************************************
  3052. Name: Gas Man
  3053. Position: DELTA Member
  3054. Theme: Man of Gas
  3055. HP: 20/20
  3056. DR: 2
  3057. Total XP: 31
  3058. Unspent XP: 10
  3059.  
  3060. *****
  3061. Skills:
  3062. Expert Melee
  3063. Basic Perception
  3064. Expert Negotiation
  3065. Basic Iron Will
  3066. Basic Intimidation
  3067.  
  3068. ******
  3069. UNIQUE ABILITIES:
  3070. >Basic Figures in The Gas: whenever the Gas Man's pre-modifier attacking rolls exceed 12, he summons a Gaseous Figure in his likeness. Upon successfully summoning a Gaseous Figure it charges a nearby enemy, hurling itself at them before exploding into a cloud of poisonous Gas. This Gas is harmful only to enemies.
  3071. *Causes 3 Poison damage to all enemies in Melee range
  3072.  
  3073. >Expert Gas Form
  3074. The Gas Man takes on a Gaseous form, surrendering his physical body to The Gas. The Gas permeates his body completely, causing him to give off a gray/white haze at all times. This form can be taken on or suppressed at will. The form grants slow fall as well. +2 bonus to all rolls while in Gas Form.
  3075.  
  3076. >Master Gaseous Invocation: at Gas Man's will, a short ranged area is shrouded in a fog of gray/white Gas. This Gas is not harmful/detrimental without activation of a Gaseous Invocation,
  3077. and these Invocations are not harmful/detrimental to allies/non-combatants
  3078. *Each of these abilities combined may only be used 3 times per Operation, though they may not be used consecutively
  3079. #1 Invocation of Blackness: the Gas becomes as dark as night, reducing an enemy's vision until another Invocation is used, but cannot last longer than 2 turns
  3080. *All living enemies suffer -3 Perception to all rolls
  3081.  
  3082. #2 Invocation of Caustic Fumes: The Gas flares a noxious green and assaults all enemies within its' confines.
  3083. *Causes a flat 1 Poison damage per turn to all living enemies in the cloud until another Invocation is used, but cannot last longer than 2 turns. Roll [1d6], result forces all living opponents in range to roll at -X Melee/Casting for the next turn. Upgraded to 1d6+1 at Master.
  3084.  
  3085. #3 Invocation of Apparitions: ONCE per Operation The Gas creates images of the Gas Man before each enemy, and they strike simultaneously. Their gaseous blades do little damage, but the images dissolve into a highly potent neurotoxin upon completing their strike.
  3086. *Roll 2x [1d6], all results above 2 bypass DR on living beings unless otherwise protected
  3087. *Upon a critical result may cause other negative effects based on DM's discretion
  3088.  
  3089. *****
  3090. PERMANENT ENCHANTMENTS:
  3091. Permafrost Wurm Tongue: renders Gas Man immune to all physical ColdIice damage.
  3092. *For Mystical Cold/Ice: after taking X damage, where X is the number of his MaxHP value, the remainder deals damage as normal to him
  3093.  
  3094. 2x Hardening Charms: adds 2DR
  3095.  
  3096.  
  3097. STATUS: BGO
  3098.  
  3099.  
  3100. *************************************************************************************************************************************
  3101. Name: Miles Forrester
  3102. Position:
  3103. Theme: A skilled and positive hunter.
  3104. Rank: Fucking New Guy
  3105. HP: 12/12
  3106. Total XP: 5
  3107. Unspent XP: 3
  3108.  
  3109. *****
  3110. SKILLS:
  3111. Expert Stealth
  3112. Basic Wilderness Survival
  3113.  
  3114. *****
  3115. UNIQUE SKILLS: none, yet.
  3116.  
  3117. *****
  3118. TERTIARY SKILLS: none, yet.
  3119.  
  3120. *****
  3121. SKILL SPECIALIZATIONS: none, yet.
  3122.  
  3123. *****
  3124. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  3125.  
  3126. *****
  3127. STATUS: BGO
  3128.  
  3129.  
  3130. *************************************************************************************************************************************
  3131. Name: Mr Zoo
  3132. Position: Vital.
  3133. Theme: The Man Behind The Games
  3134. Rank: Party Leader
  3135. HP: 20/20
  3136. Total XP: 31
  3137. Unspent XP: 7
  3138.  
  3139. *****
  3140. SKILLS:
  3141. Basic Combat Rifles/Shotguns
  3142. Basic Engineering
  3143. Expert Melee
  3144. Basic Wilderness Survival
  3145.  
  3146. *****
  3147. UNIQUE SKILLS:
  3148. >Master Party Games: Grants 4x [1d6] rolls. No one understands it, what it does, how it works, or why.. it only exists to further the Party.
  3149.  
  3150. *****
  3151. TERTIARY SKILLS: none, yet.
  3152.  
  3153. *****
  3154. SKILL SPECIALIZATIONS:
  3155. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  3156.  
  3157. *****
  3158. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  3159.  
  3160.  
  3161. *************************************************************************************************************************************
  3162. Name: Natalia Kithsune
  3163. Position: ECHO Fireteam 1 Member
  3164. Rank: Veteran
  3165. HP: 20/20
  3166. Total XP: 24
  3167. Unspent XP: 2
  3168.  
  3169. *****
  3170. SKILLS:
  3171. Expert Cooking
  3172. Expert Melee
  3173. Expert Movement
  3174. Expert Perception
  3175. Expert Stealth
  3176. Expert Small Arms
  3177.  
  3178. *****
  3179. UNIQUE SKILLS:
  3180. >Basic Femme Fatale: as the only active human female of the Razorback Company mercenaries, Natalia's exotic appearance on and off the battlefield can be viewed in one of two ways: disbelief, or awe, thus male and female opponents will react very differently depending on the situations she is encountered in. In combat, males will typically attempt to avoid confrontation, while females will actively seek Natalia out; this effect reverses when not in combat, though ponies seem to be at ease with her more often than not. Furthermore, Natalia is capable of drawing on her knowledge of feminine nature to exacerbate female opponents, whether by taunting or interrogating. Adds +1 to all Intimidation and Speech rolls against males in or out combat, and can sometimes charm males on a critical. Also adds +1 to all Intimidation rolls when targeting a single female in combat, but offers no benefits out of combat.
  3181.  
  3182. *****
  3183. TERTIARY SKILLS: none.
  3184.  
  3185. *****
  3186. SKILL SPECIALIZATIONS: none.
  3187.  
  3188. *****
  3189. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  3190.  
  3191. *****
  3192. STATUS: retired from Razorback, now living in the Vale.
  3193.  
  3194.  
  3195. *************************************************************************************************************************************
  3196. Name: Navarone Williams
  3197. Theme: A humorous, animal loving recruit
  3198. Rank: Fucking New Guy
  3199. HP: 12/12
  3200. Total XP: 5
  3201. Unspent XP: 0
  3202.  
  3203. (Bold, Curious, Direct, Loyal, Humorous, Mischievous, Prideful, Temperamental)
  3204.  
  3205. *****
  3206. KNOWN LANGUAGES: none, yet.
  3207.  
  3208. *****
  3209. PHYSICAL MODIFICATIONS: none, yet.
  3210.  
  3211. *****
  3212. EVOLVING ABILITY: none, yet.
  3213.  
  3214. *****
  3215. PHYSICAL MODIFICATIONS: none, yet.
  3216.  
  3217. *****
  3218. SKILLS:
  3219. Basic Combat Rifles/Shotguns
  3220. Basic Engineering
  3221. Basic Medical
  3222. Basic Speech
  3223.  
  3224. *****
  3225. UNIQUE SKILLS: none, yet.
  3226.  
  3227. *****
  3228. TERTIARY SKILLS:
  3229. Basic Acting
  3230.  
  3231. Basic Dancing
  3232.  
  3233. Basic Singing
  3234.  
  3235. *****
  3236. SPECIAL ABILITIES: none, yet.
  3237.  
  3238. *****
  3239. SKILL SPECIALIZATIONS: none, yet.
  3240.  
  3241. *****
  3242. PHYSICAL ENCHANTMENTS: 1/1 remaining.
  3243.  
  3244. *****
  3245. APPEARANCE: tall, 6’ 3â€ on the skinnier side with pale almost white skin and a long lanky build. Brown hair, with green eyes and long eyelashes no facial hair.
  3246.  
  3247. AGE: 24.
  3248.  
  3249. *****
  3250. BIOGRAPHY: blank.
  3251.  
  3252. *****
  3253. STATUS: BGO
  3254.  
  3255.  
  3256. *************************************************************************************************************************************
  3257. Name: Spruce
  3258. Position:
  3259. Theme: WW3 Norweigan Fallskjermjeger (Airborne)
  3260. Rank: Fucking New Guy
  3261. HP: 10/10
  3262. Total XP: 8
  3263. Unspent XP: 0
  3264. *LOST XP: 2
  3265.  
  3266. (Ambusher, Challenger, Rational, Resourceful)
  3267.  
  3268. ******
  3269. >KNOWN LANGUAGES:
  3270. -Common Equestrian: can speak fluently in the modern dialect.
  3271.  
  3272. -Norweigan: can read, speak, and write in the modern dialect fluently.
  3273.  
  3274. *****
  3275. LORE:
  3276.  
  3277. *****
  3278. OFFENSIVE SKILLS:
  3279. Basic Assault
  3280. Basic Parry
  3281. Basic Riposte
  3282.  
  3283. Expert Combat Rifles/Shotguns
  3284. Basic Heavy Weapons
  3285.  
  3286. *****
  3287. DEFENSIVE SKILLS:
  3288. Basic Block
  3289. Basic Evasion
  3290. Basic Reaction Speed
  3291. Basic Sprint
  3292.  
  3293. Basic Ambush
  3294. Basic Stealth
  3295.  
  3296. *****
  3297. UTILITY SKILLS:
  3298. Basic Iron WIll
  3299. Basic Perception
  3300.  
  3301. *****
  3302. UNIQUE SKILLS: none, yet.
  3303.  
  3304. *****
  3305. SPECIAL ABILITIES: none, yet.
  3306.  
  3307. *****
  3308. TERTIARY SKILLS: none, yet.
  3309.  
  3310. *****
  3311. SKILL SPECIALIZATIONS: none, yet.
  3312.  
  3313. *****
  3314. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  3315.  
  3316. *****
  3317. BIOGRAPHY: following his death in a helicopter crash, Spruce has found himself on another world, completely fucking lost at what to do. None of the ponies speak Norwegian, none of them know what a 'Norway' is, yet all of them are here at this fortress also filled with humans from other worlds dissimilar to his own. He would like nothing more than to go back and help fight the fucking commies invading his country and die again, taking as marely of those red army sons of bitches with him as he could, but it seems the gods have decided to put him in a world of magical talking horses, catbirds, and reindeer instead.
  3318.  
  3319. *****
  3320. STATUS: retired in Gryphon Vale.
  3321.  
  3322.  
  3323. *************************************************************************************************************************************
  3324. Name: Pvt. Marcus Jonothan
  3325. Position: ALPHA Fireteam 1 Member
  3326. Rank: Rookie
  3327. HP: 12/12
  3328. Total XP: 20
  3329. Unspent XP: 12
  3330.  
  3331. *****
  3332. SKILLS:
  3333. Expert Combat Rifles/Shotguns
  3334. Basic Melee
  3335. Basic Perception
  3336. Basic Small Arms
  3337. Expert Speech
  3338.  
  3339. *****
  3340. UNIQUE SKILLS: none.
  3341.  
  3342. *****
  3343. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  3344.  
  3345. *****
  3346. STATUS: BGO
  3347.  
  3348.  
  3349. *************************************************************************************************************************************
  3350. Name: RC-1129 "Thunder Raven"
  3351. Position:
  3352. Theme: A demolitions expert who focuses heavily on teamwork and cooperation
  3353. Rank: Fucking New Clone
  3354. HP: 10/10
  3355. Total XP: 8
  3356. Unspent XP: 3
  3357.  
  3358. (Amiable, Armored, Clone, Demolitionist, Efficient, Humble, Humorous, Logical, Loyal, Reserved, Team Player)
  3359.  
  3360. *****
  3361. KNOWN LANGUAGES:
  3362. -Mando'a: can read, write and speak fluently. Keeps his datapad records in Mando'a.
  3363.  
  3364. -Modern English/Equestrian Common: reads and writes the Aurebesh script fluently.
  3365.  
  3366. *****
  3367. SKILLS:
  3368. Basic Engineering
  3369. Basic Heavy Energy Weapons
  3370. Basic Light Energy Weapons
  3371. Basic Melee
  3372. Basic Perception
  3373.  
  3374. *****
  3375. UNIQUE SKILLS: none, yet.
  3376.  
  3377. *****
  3378. TERTIARY SKILLS: none, yet.
  3379.  
  3380. *****
  3381. SKILL SPECIALIZATIONS: none, yet.
  3382.  
  3383. *****
  3384. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  3385.  
  3386. *****
  3387. APPEARANCE: RC-1129 is outfitted with the standard Katarn-class Commando armor, including a large backpack which holds his various types of explosives and ammunition, displaying his designation on the back - "29". His helmet features two red vertical stripes, with red accents appearing on the rest of his armor. While the armor is usually white in appearance, 29's is instead a light grey, the uniform color of Raven Squad, and has a slight dusty brown tinge with flecks of dirt over almost all exposed areas of the armor, kicked up by the many, many explosions he has both encountered, and caused. He bears a large black wing on each pauldron, indicating his (former) membership of Raven Squad.
  3388. Currently, much of his armor sports large cracks, dents and other cosmetic and structural signs of heavy damage sustained from being brought to Tallus, severely hindering its effectiveness as protecting Thunder from damage. His helmet and visor are mostly intact, sustaining, at worst, a few small dents and cracks. In the armor on his right forearm is a datapad which he uses for keeping lists, records, and any other intel-based uses he can find for it.
  3389. The Katarn-class armor can be removed, a difficult but doable task, near impossible for anyone but the individual wearing the armour, with a black vacuum undersuit worn below it. Underneath the helmet, he looks young, with short black hair, brown eyes and little to nothing in terms of facial hair, looking much like a younger Jango Fett, for obvious reasons.
  3390.  
  3391. Age (Physical): 20 years
  3392. Age (Time): 11 years (9 years of training at double growth rate)
  3393.  
  3394. *****
  3395. >BIOGRAPHY: Thunder Raven, designation RC-1129, is an elite Clone Commando, formerly belonging to Raven Squad before they were all wiped out in an ambush while infiltrating a CIS droid foundry on the planet of Geonosis. He is not a normal man in the sense of his biology - he, like all other clones, is a genetic copy of the legendary Mandalorian bounty hunter Jango Fett. "Born" and raised on Kamino to join the Galactic Republic, he was heavily trained in demolition, carrying charges for any purpose involving some kind of explosion. Having been created and raised exclusively for combat, he lacks any kind of understanding or experience of anything beyond serving the Republic.
  3396. While he knows he is a strong fighter, he almost dreads having to go solo if not absolutely necessary, as the Commandos are taught to co-operate and work together above all else. He does not have experience in a leading role, either. As such, whenever possible, he will work with, and be led by someone else. Given his deep-seated dependence on teamwork and his training to think of himself as but a single component of a greater collective (i.e his squad), his self confidence is largely drawn from the faith his allies have in him.
  3397.  
  3398. Having come from a world where technology is advanced and interplanetary travel is effortless, he believes some strange event has left him on a primitive world, and aims to return to the Republic and to his brethren. Little does he know the impossibility of such a task.
  3399.  
  3400. *****
  3401. STATUS: last seen in Anfang with no reported sightings since.
  3402.  
  3403.  
  3404. *************************************************************************************************************************************
  3405. Name: Rick Nashorn
  3406. Position: Medic
  3407. Theme: Friendly, but a little cautious of new people.
  3408. Rank: Fucking New Guy
  3409. HP: 12/12
  3410. Total XP: 6
  3411. Unspent XP: 1
  3412.  
  3413. *****
  3414. SKILLS
  3415. Basic Battle Rifles
  3416. Expert Medical
  3417.  
  3418. *****
  3419. UNIQUE SKILLS: none, yet.
  3420.  
  3421. *****
  3422. TERTIARY SKILLS: none, yet.
  3423.  
  3424. *****
  3425. SKILL SPECIALIZATIONS: none, yet.
  3426.  
  3427. *****
  3428. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  3429.  
  3430. *****
  3431. STATUS: BGO
  3432.  
  3433.  
  3434. *************************************************************************************************************************************
  3435. Name: SF Communications Sergeant Daniel Redshirt "Red"
  3436. Position: Communications Expert/Linguist
  3437. Theme: Professional Operator, can be quite the battlefield MaCGuyver if needed.
  3438. Rank: Fucking New Guy
  3439. HP: 10/10
  3440. TOTAL XP: 5
  3441. UNSPENT XP: 1
  3442.  
  3443. *****
  3444. SKILLS:
  3445. Basic Combat Rifles/Shotguns
  3446. Basic Engineering
  3447. Basic Melee
  3448. Basic Small Arms
  3449.  
  3450. *****
  3451. UNIQUE SKILLS: none.
  3452.  
  3453. *****
  3454. SKILL SPECIALIZATIONS: none.
  3455.  
  3456. *****
  3457. PHYSICAL ENCHANTMENTS: none.
  3458.  
  3459. *****
  3460. STATUS: BGO
  3461.  
  3462.  
  3463. *************************************************************************************************************************************
  3464. Name: Simon 'Ghost' Riley
  3465. Position:
  3466. Theme: An efficient but scarred tactician
  3467. Rank: Agent
  3468. HP: 16/16
  3469. Total XP: 43
  3470. Unspent XP: 5
  3471.  
  3472. (Affectionate, Ambusher, Dutiful, Efficient, Focused, Logical, Loyal, Protective, Quick, Reserved, Scarred, Strong Willed, Temperamental)
  3473.  
  3474. *****
  3475. KNOWN LANGUAGES:
  3476. -Gryphon: can read, speak, and write in the modern dialect fluently.
  3477.  
  3478. *****
  3479. PHYSICAL MODIFICATIONS:
  3480. -Living Runic-Steel Forearms: due to the infestation caused by Simon's sais, the flesh of both of his lower arms was replaced by the master smiths of the Vale, using the same rune-steel 'forging' process that Huntsmaster Cu'Nir underwent on her wings. Both arms have a natural 1DR, add +1 to all Melee rolls, and grant an extra Block roll.. however, they ARE composed of steel, and despite the source they're considerably more affected by various elemental effects: suffering 1/4 more damage from Fire elemental harm which burns his non-metallic parts, takes 1/4 more damage from Ice elemental harm as the runic-steel constricts, causing collateral damage to the rest of his arms, and 3/4 more damage from Ethereal harm, which may cause violent Void spillage if caused by Ethereals. Due to these factors, damage from Ice, Fire, or Ethereal sources require an extended amount of time to repair.
  3481.  
  3482. *****
  3483. EVOLVING ABILITY: Void Gate. Granted by Empress Silver, ONCE per Operation, Simon may summon a miniature gateway from the Void spectrums directly into the physical realm of Tallus above a single enemy, within direct line of sight, utilizing 3x [1d6+2] rolls that immediately deliver a series of arcane bolts onto that enemy that ignore 1/2 DR, and will dissipate afterwards. NOTE: during the turn that the Void Gate is summoned, as the focus needed to call the Void to Tallus is high, Simon may only utilize Block and Perception. If he is not in direct combat, then he may also utilize Ambush if already in Stealth, but doing so will break Stealth. May not be used outside of an Operation.
  3484.  
  3485. DUTY: 6.
  3486. USES: 2.
  3487.  
  3488. *****
  3489. SKILLS:
  3490. Expert Ambush
  3491. Master Melee
  3492. Basic Movement
  3493. Expert Small Arms
  3494. Basic Speech
  3495. Expert Stealth
  3496. Basic Perception
  3497.  
  3498. *****
  3499. UNIQUE SKILLS:
  3500. >Expert Critical Vision: by spending a turn attempting to discern one enemy's weakest physical aspects with Perception, if a result of 6 is achieved, Simon gains +2 (+3 at Master) to all Melee and Ranged rolls against the selected target. After the selected enemy is downed, killed, retreats, or otherwise exits combat for the Operation, Simon may choose 1 more target to utilize Critical Vision on.
  3501.  
  3502. >Expert Right Behind You: when Simon rolls a 6 or higher on Stealth and remains undetected for 2 turns, he may add +2 (+3 at Master) to all Ambush and Melee rolls. Depending on the enemy, if any Melee or Ambush: Melee roll achieves a result of 6 or higher in tandem with Critical Vision, Bleeding/Severe Bleeding statuses may be inflicted; however, if used on a living enemy, the Stun status may be inflicted.
  3503.  
  3504. *****
  3505. TERTIARY SKILLS: none, yet.
  3506.  
  3507. *****
  3508. SPECIAL ABILITIES: none, yet.
  3509.  
  3510. *****
  3511. COMBAT SHARED ABILITY: Basic Dove Couple. Simon and Cu'Nirs time spent together has brought them through many intense moments, each learning valuable lessons and practices from the other. Although the pair are strong, heavily independent individuals, an immense bond has developed between them through hunting, fighting, intercourse, physical and mental pain, and intercourse, all of which have granted the two into wholly new outlooks on life. When together, both Simon and Cu'Nir must add +1 to all non-combat rolls, whether in an Operation or not.
  3512.  
  3513. *****
  3514. TRAIT: Basic S.A.S. Veteran. Simon's time in the S.A.S., 141, and dealing with the inhabitants of Tallus has imparted him with the skills to effectively concentrate on multiple targets while simultaneously engaged with another, allowing him to fight in close quarters with a wide range of weaponry. This ability adds +1 to all Melee and Ranged rolls when using Combined Arms, or Melee and Ranged on their own. When engaged with a target, Ghost is able to use his S.A.S. delegation skills on a sepaerate enemy, Marking them to others for swift elimination using 2x [1d6] rolls, wherein the the lower result determines the number of turns the mark lasts, the higher result then being added to all Melee & Ranged rolls against the targeted enemy.
  3515.  
  3516. *****
  3517. SKILL SPECIALIZATIONS:
  3518. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  3519.  
  3520. *****
  3521. PHYSICAL ENCHANTMENTS: 2/3 slots remaining.
  3522. -Dakkori Moss: gains +1HP/turn and adds +1 to all Stealth and Perception/Wilderness Survival rolls when in areas with large concentrations of natural flora.
  3523.  
  3524. *****
  3525. APPEARANCE: Simon is a Caucasian male, with lightly tanned skin. Several small scars are dotted around his face, torso and upper arms. His upper arms are both black, them being where the Void infestation is being contained. Any scars that used to be on his forearms have disappeared due to the containment process he underwent at a forge in the Vale. As a result of this procedure, his forearms are a metallic silver, not just in appearance, with several containment runes embedded in them. From his fingers stem short but not useless claws.
  3526.  
  3527. His eyes are hazel, and his hair is light brown and short. His facial hair is kept clean shaven, if not, minor stubble at most. On his chest, a large and deep scar trevels from his right shoulder to close to the center of his chest, a mark obtained in his first hunt with Cu'Nir, inflicted by the Drake the pair hunted down, a permanent reminder of how the defining chapter of his personal story began.
  3528.  
  3529. *****
  3530. AGE: 25. Age upon arriving on Tallus: 23.
  3531.  
  3532. *****
  3533. BIOGRAPHY: Having arrived in Tallus after being betrayed by General Shepherd, Ghost is an ex-SAS, ex-Task Force 141 operative. For a long time after he arrived on Tallus, he found himself with nothing to do and little to no importance, spending his time doing nothing but uselesslly patrolling the Fortress wall trying to kill time. This all began to change when he met Cu'Nir, the Huntsmaster of the Vale, who approached him and asked for help in tracking down some prey.
  3534. The night the two met, Ghost quickly took her up on the request for help, happy to have something to do. As they went to work setting a trap for the prey, Ghost began to feel a connection stronger than any he had in the past. He'd always had respect for those he fought with, but something felt just a little different this time. The hunt ended with the two taking down a Regal Maned Drake, with Ghost sustaining a large wound to the shoulder. With a taste of his blood from cleaning the wound exciting her, Cu'Nir made the remainder of the night very interesting...
  3535.  
  3536. He had a pair of void enchanted sai made from the Drake's scales, and due to the Rune-Forgers choosing the use of a unique Void capacity, it soon infested his arms, the only way to fix the problem being to undergo the grueling and almost fatal procedure of having the flesh stripped from his forearms and having it replaced with living metal. However strong he was, he has no doubt that he would have stood no chance at surviving it if Cu'Nir hadn't been there to help him through.
  3537. Afterwards, he confessed his love for her, a feeling she shared for him. He revealed his name to be Simon Riley, and later, his past, involving brainwashing, madness, three betrayals, and the slaughter of his entire family. She helped him put the past behind him and move on, ridding him of any lingering parts of the ruthless monster that he used to be. He completely abandoned the old balaclava, keeping it for the memories and sentiment.
  3538.  
  3539. While exploring the ruins found in the digsite, Simon was heavily injured and fell into a coma, in which he relived some of the things he did with Task Force 141. Before long though, the dream shattered, and he was convinced that he was dead. However, he survived, and while Cu'Nir reacted calmly, he could do no such thing, bursting into tears for the first time in decades and pulling her close, terrified at the thought that he had lost her. The following day, he proposed to Cu'Nir, set to become the first human to propose to a native of Tallus, and bring life back to the tradition of marriage, old and unpracticed in the Vale, an event of which news is likely to travel far and wide. After all he has been through, the Vale is the first place Simon has ever been happy to call his home.
  3540. While it may not seem that events on Earth, past and current, concern him, he deeply desires to know how World War Three ended, and more specifically, how Soap, Price and the rest of Task Force 141 fared after his and Roach's deaths.
  3541.  
  3542. *****
  3543. RELATIONSHIP: Cu'Nir (Engaged). Cu'Nir is the kindest person Simon could ever have hoped to meet, and he believes he owes a debt to her that he can't hope to repay for everything she's done. The two have both changed each other for the better, and spend little time apart. While he doesn't doubt that she can defend herself, the thought of losing her scares him deeply, having learned the hard way that nobody is invincible. As such, he is quick to anger when threats are made against her, and attempts to cause her harm that show signs of success effectively act as his "Berserk Button".
  3544.  
  3545. *****
  3546. STATUS: left with Cu'Nir left for the Grand Hunt. Due to recent events surrounding them it is unknown if they will return to the Vale, or Razorback, when the Hunt is over.
  3547.  
  3548.  
  3549. *************************************************************************************************************************************
  3550. Name: The FNG
  3551. Position: ALPHA Fireteam 2 Member
  3552. Theme:
  3553. Rank: Fucking New Guy
  3554. HP: 10/10
  3555. Total XP: 10
  3556. Unspent XP: 3
  3557.  
  3558. *****
  3559. SKILLS:
  3560. Ambush (Basic)
  3561. Combat Rifles/Shotguns (Basic)
  3562. Speech (Expert)
  3563. Stealth (Expert)
  3564.  
  3565. *****
  3566. UNIQUE SKILLS: none.
  3567.  
  3568. *****
  3569. KIA/MIA Status: BGO
  3570.  
  3571.  
  3572. *************************************************************************************************************************************
  3573. Name: Thrill Collins (Support Staff)
  3574. Position: Recruiter
  3575. Theme: A soldier without borders, in search of Outer Heaven.
  3576. Rank: Mercenary
  3577. HP: 20/20
  3578. Total XP: 63
  3579. Unspent XP: 20
  3580.  
  3581. (Affectionate, Aware, Careful, Diplomat, Listener, Natural Speaker, Stealthy)
  3582.  
  3583. *****
  3584. KNOWN LANGUAGES:
  3585. -Crystal Pony, Kingdom & Imperial phonetics: can read, speak, and write fluently
  3586.  
  3587. *****
  3588. LORE:
  3589. -Subject: Crystal Ponies, Amateur (Free)
  3590.  
  3591. -Subject: The Crystal Empire, Amateur (Free)
  3592.  
  3593. *****
  3594. PHYSICAL MODIFICATIONS: none, yet
  3595.  
  3596. *****
  3597. EVOLVING ABILITY: Void Strike. Granted by Empress Silver, ONCE per Operation, Thrill is capable of temporarily leaping into the Void spectrums, whether the Overdark or the Underdark, to ambush a target with all Offensive or Ranged skills within direct line of sight using 2x [1d6] rolls, and then return to his original location
  3598. *If both rolls are 4 or higher, he may instead choose to exit the Void at any point from his starting position or appear immediately behind the target, but may not move in any other direction than a straight line
  3599. *During Void Strike, Thrill may utilize all other skills freely including Iron Will
  3600. *May be used ONCE during and between Operations
  3601.  
  3602. DUTY: pending.
  3603. USES: 0.
  3604.  
  3605. *****
  3606. OFFENSIVE SKILLS:
  3607. Expert Assault
  3608. Expert Parry
  3609. Expert Riposte
  3610.  
  3611. Master Heavy Weapons
  3612. Expert Small Arms
  3613. Expert Suppression Fire
  3614.  
  3615. *****
  3616. DEFENSIVE SKILLS:
  3617. Expert Block
  3618. Expert Evasion
  3619. Expert Reaction Speed
  3620. Expert Sprint
  3621.  
  3622. Expert Stealth
  3623.  
  3624. *****
  3625. UTILITY SKILLS:
  3626. Basic Iron Will
  3627. Basic Human/Pony Relations
  3628.  
  3629. *****
  3630. UNIQUE SKILLS:
  3631. >Basic Emergency Rations: when Thrill falls to 0HP or below, he must automatically roll [1d6+1], the result auto-reviving him with that much HP restored.
  3632. *This skill may only be used once per Operation, and ONLY if Thrill is carrying food
  3633.  
  3634. >Master WORDS THAT KILL: combining in-depth tutelage of the Royal Canterlot Voice from Twisted, research on combining Casting with long-lasting permanent enchantments from Spiral, and the principles of psychology gleaned from his own experiences, Thrill may attempt to use speech to instill terror and other afflictions in the enemy.
  3635. *Upon selecting from one to three targets, Thrill must roll 3x [1d6], the result of each determining what effects Thrill's speech has on said target or targets. If any results are the same, that effect's number of turns are doubled.
  3636. 1: ENRAGE: the target is enraged for 1 turn, and must roll a [1d2] to determine whom it attacks. A result of 1 indicates the target attacking itself, a result of 2 indicating the target attacking the closest object, whether enemy or friendly
  3637. 2: INDIFFERENT: no effect
  3638. 3: ANXIETY: the target suffers a -3 penalty to all rolls
  3639. 4: DOUBT: the target's last skill used is disabled for 3 turns
  3640. 5: FEAR: the target is completely immobilized, unable to act for 3 turns
  3641. 6: PANIC: the target temporarily takes leave of their senses, turning on their allies and attacking them for 3 turns but If there are no nearby allies the target will harm itself instead
  3642.  
  3643. *****
  3644. SPECIAL ABILITIES: none, yet.
  3645.  
  3646. *****
  3647. TERTIARY SKILLS: none, yet.
  3648.  
  3649. *****
  3650. COMBAT SHARED ABILITY: Basic Crystalline Focus. Once per Operation, Naliyna and Thrill, whether separate or alone, may roll a [1d6] <Crystal Focus, the result being the number of turns +1 is added to ALL rolls, whether combat or non-combat related. This also grants Naliyna and Thrill a passive Basic Singing+1 skill, allowing them to Entrance or stir a crowd, though they cannot move while doing so, with the higher the result, the broader and greater the effects. This may also be used to sway a crowd, making it easier to suggest their own ideas and opinions.
  3651.  
  3652. *****
  3653. TRAIT: Basic Recruitment Drive. Thrill's experience with Big Boss's refusal to merely take prisoners led to a standard protocol of Mercenaires Sans Frontieres convincing combatants to join their ranks, and when combined with indepth knowledge of pony psychology and dealing with personal trauma, gleaned from Naliyna's history along with meeting her family, that knowledge has given him some insight into the minds of Tallus natives.
  3654. *As a side effect of his newfound knowledge, Thrill must also add +1 to all Bartering, Human/Pony Relations, or Negotiation rolls, only when dealing with ponies of course
  3655. *ONCE per Operation, Thrill may make an offer to a captured or downed Tallus native with a [1d6+1] roll, a result of 2 causing the target to act disdainful or in disbelief, with successively higher results instead trading vital information or gifts instead
  3656. *However, a result of 6 will recruit the target as a full Ally
  3657. *Between Operations this ability may only be used up to 2 times
  3658.  
  3659.  
  3660. *****
  3661. SKILL SPECIALIZATIONS:
  3662. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  3663.  
  3664. -Naliyna, Nightly Swimming Sessions & Jogging Runs: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls
  3665.  
  3666. *****
  3667. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  3668. -Dusk Film: adds +1 to all non-combat Stealth rolls and gains +1HP/turn while in dark areas
  3669.  
  3670. -Mistcreeper's Heart: grants permanent water breathing and adds +2 to all Stealth rolls and converts all Stealth rolls into <Auto-Stealth while in Fog, Mist, Rain, or Water.
  3671. *If Thrill remains mostly still while in Fog, Mist, Rain, or Water, he will regenerate 1HP each turn
  3672.  
  3673. -Shadeheart Core: adds +1 to all non-combat Stealth rolls
  3674.  
  3675. *****
  3676. MOST VALUABLE OPERATOR ADDITIONS:
  3677. #1: unclaimed.
  3678. #2: unclaimed.
  3679. #3: unclaimed.
  3680. #4: unclaimed.
  3681. #5: unclaimed.
  3682.  
  3683.  
  3684. *************************************************************************************************************************************
  3685. Name: Eric "Anarchy" Davis
  3686. Position: Free Agent
  3687. Theme: Alternate History Rebel
  3688. Rank: Fucking New Guy
  3689. HP: 10/10
  3690. Total XP: 9
  3691. Unspent XP: 4
  3692.  
  3693. *****
  3694. KNOWN LANGUAGES: none, yet.
  3695.  
  3696. *****
  3697. PHYSICAL MODIFICATIONS: none, yet.
  3698.  
  3699. *****
  3700. OFFENSIVE SKILLS:
  3701. Basic Assault
  3702. Basic Parry
  3703. Basic Riposte
  3704.  
  3705. Expert Battle Rifles
  3706. Basic Small Arms
  3707.  
  3708. *****
  3709. DEFENSIVE SKILLS
  3710. Basic Block
  3711. Basic Evasion
  3712. Basic Reaction Speed
  3713. Basic Sprint
  3714.  
  3715. Basic Stealth
  3716.  
  3717. *****
  3718. UTILITY SKILLS:
  3719. Expert Perception
  3720.  
  3721. *****
  3722. UNIQUE SKILLS: none, yet.
  3723.  
  3724. *****
  3725. SPECIAL ABILITIES: none, yet.
  3726.  
  3727. *****
  3728. TERTIARY SKILLS: none, yet.
  3729.  
  3730. *****
  3731. SKILL SPECIALIZATIONS: none, yet.
  3732.  
  3733. *****
  3734. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  3735.  
  3736.  
  3737. STATUS: BGO
  3738.  
  3739. *************************************************************************************************************************************
  3740.  
  3741.  
  3742. DECEASED OR MISSING OPERATORS
  3743.  
  3744. *************************************************************************************************************************************
  3745. Name: ViolinPlayer (BANNED)
  3746. Position: No one cared
  3747. Theme: No one cared about this either
  3748. HP: 10/10HP
  3749. Total XP: 8
  3750. Unspent XP: 3
  3751.  
  3752. SKILLS:
  3753. Ambush (Basic)
  3754. Combat Rifles/Shotguns (Basic)
  3755. Engineering (Basic)
  3756. Melee (Basic)
  3757. Movement (Basic)
  3758.  
  3759. KIA/MIA Status: executed for gross, flagrant, excessive, and fucktarded amounts of incompetence. His head was VAPORIZED at point blank range via Lont's shotgun, the body looted for anything valuable, then set ablaze and kicked off the train to burn until there was nothing left.
  3760.  
  3761.  
  3762. *************************************************************************************************************************************
  3763. Name: Strangler (VAPORIZED)
  3764. Position: EL1 ALPHA Fireteam 2 Member/Base Operations (Former)
  3765. Theme: careless Western mercenary with an eidetic memory, dislikes regulations, enjoys watching explosions, likes ambushing EVERYTHING
  3766. HP: 10/10
  3767. Total XP: 5
  3768. Unspent XP: 0
  3769.  
  3770. *****
  3771. SKILLS:
  3772. Ambush (Basic)
  3773. Combat Rifles/Shotguns (Basic)
  3774. Melee (Basic)
  3775. Small Arms (Basic)
  3776. Stealth (Basic)
  3777.  
  3778. *****
  3779. KIA/MIA Status: a Spectral Revenant bound to the Void. Unable to flee during a resurgence of the Solar Tyrant, the Westerner only stared in wonder as the sunglobe and Commander Shrel's orb fought for dominance over the sun goddess. The ensuing detonation, where neither could gain the upper hand against control, VAPORIZED Strangler. His physical life ended without Hollow resolving his promise to find the mercenary his perfect waifu... which turned out to be a terrifying mistake in all afterthought.
  3780.  
  3781.  
  3782. *************************************************************************************************************************************
  3783. Name: OingoBoingo (SUICIDED)
  3784. Position: Former Echo Fireteam 2 Member
  3785. HP: 10/10
  3786. Total XP: 19
  3787. Unspent XP: 7
  3788.  
  3789. *****
  3790. SKILLS:
  3791. Combat Rifles/Shotguns (Expert)
  3792. Cooking (Basic)
  3793. Medical (Expert)
  3794. Perception/Wilderness Survival (Expert)
  3795. Speech (Basic)
  3796.  
  3797. *****
  3798. KIA/MIA Status: hung himself.
  3799.  
  3800.  
  3801. *************************************************************************************************************************************
  3802. Name: Mr. Void (REMOVED)
  3803. Position: Former Bravo Fireteam 2 Lead
  3804. Theme: Loyal sniper scarred from the past
  3805. HP: 14/14
  3806. Total XP: 21
  3807. Unspent XP: 9
  3808.  
  3809. *****
  3810. SKILLS:
  3811. Battle Rifles (Expert)
  3812. Engineering (Expert)
  3813. Perception (Expert)
  3814. Stealth (Basic)
  3815.  
  3816. *****
  3817. UNIQUE SKILLS: none.
  3818.  
  3819. *****
  3820. KIA/MIA Status: unknown, but seems to have disappeared.
  3821.  
  3822.  
  3823. *************************************************************************************************************************************
  3824. Name: Ducky (BGO)
  3825. Theme:
  3826. Rank: Fucking New Guy
  3827. HP: 10/10
  3828. Total XP: 9
  3829. Unspent XP: 2
  3830.  
  3831. *****
  3832. SKILLS:
  3833. Ambush (Expert)
  3834. Archery (Expert)
  3835. Explosives (Basic)
  3836. Medical (Basic)
  3837. Melee (Basic)
  3838.  
  3839. *****
  3840. PHYSICAL ENCHANTMENTS: 2/2 slots remaining.
  3841.  
  3842. *****
  3843. KIA/MIA Status: unknown, but seems to have disappeared.
  3844.  
  3845.  
  3846. *************************************************************************************************************************************
  3847. Name: M.G. Pikeman (SLAUGHTERED for being a dipshit asshat)
  3848. Theme: WW2 US Airborne
  3849. Rank: Warrior
  3850. HP: 20/20
  3851. Total XP: 34
  3852. Unspent XP: 0
  3853.  
  3854. *****
  3855. SKILLS:
  3856. Heavy Weapons (Expert)
  3857. Human/Pony Relations (Basic)
  3858. Intimidation (Basic)
  3859. Melee (Expert)
  3860. Movement (Expert)
  3861. Perception/Scouting (Expert)
  3862. Stealth (Basic)
  3863. Thievery (Basic)
  3864.  
  3865. *****
  3866. UNIQUE SKILLS:
  3867. >Black Sun (Basic): after being experimented on by the Nazi Black Sun research team stationed in Africa, Pikeman underwent unwilling tests of the system to see what the possibilities for transference to another living being could potentially be. As a result of this, he has been given unnatural abilities, the majority of which had been pieced together from ten years of research across Europe, Asia, and America. After the Russian advance began to overrun the outposts nearby, his memory of it was sealed from the inside by the Black Sun itself, specifically ordered by Doctor Schumacher. The Black Sun was given an imprint of Hitler's consciousness to awaken Pikeman to it's existence, and face the false Hitler consciousness once his mind was stable and strong enough to undergo the process of recovering it for his own use, albeit in a silly enough fashion that the Hitler consciousness's resurgence wouldn't fracture his mind further.
  3868.  
  3869. -The Order of Life, Invigorate: with the knowledge recovered from the Cradle of Africa, Doctor Schumacher's team developed a working occultic process to convince a living being to restore it's wounds at a rapid pace with a [1d6] roll, though care must be taken not to overuse it. Before rolling, Pikeman can choose to transfer a specified amount from himself that is reduced by the heal's result, but must leave him with at least 50% his MaxHP before the effect itself occurs.
  3870. 1: Pikeman suffers a -1HP loss
  3871. 2: No effect, unless Pikeman transfers a 1:1 ratio of his HP to target
  3872. 3: heals 10% of the target's MaxHP
  3873. 4: heals 25% of the target's MaxHP
  3874. 5: heals 50% of the target's MaxHP
  3875. 6: full restore of the target's HP
  3876.  
  3877. -The Order of Manipulation, Incursion: with the knowledge recovered from North America, Doctor Schumacher's team developed a working occultic process to influence the outcome of unknown events, possibly changing the future entirely. This allows a single [1d6] roll that grants the possibility of skewing Chance in Pikeman's favor, the effects of which are applied to the next turn's rolls, but must be reused in order to gain any bonuses.
  3878. 1: Pikeman suffers a -1HP loss
  3879. 2: no effect
  3880. 3: adds +1 to all Melee/Ranged rolls
  3881. 4: adds +2 to all Melee/Ranged rolls
  3882. 5: adds +3 to all Melee/Ranged rolls
  3883. 6: adds +5 to all Melee/Ranged rolls. If a 6 on Incursion is rolled immediately after a previous result of 6, then the effect is forcefully downgraded by the powers of Chance to the result of 5, adding +3 to all Melee/Ranged attack rolls instead of +5. This flaw in programming is then reset.
  3884.  
  3885. >Cougar Hunter (Master): Pikeman unwittingly charms older females with his natural 1940's attractiveness, allowing him to roll [1d6+4] to temporarily Charm female cougars, or [1d6+3] if not cougar age, granting increased attention and lowering the target's mental resistance to his words and actions. This also adds a passive +3 to all Speech rolls when dealing with females of any species and age.
  3886.  
  3887. >Death From Above (Expert): Pikeman's time in the Airborne spent utilizing hit and run tactics combined with Lucky's tutelage, training, along with combat testing of the cloud-cloak has given him greater insights into aerial combat, giving him the means to counter most fliers and land bound targets with greater ease. Adds +2 to all Movement & Melee rolls when Charging, and converts all Melee rolls into Charging when using Speed.
  3888.  
  3889. *****
  3890. TERTIARY SKILLS:
  3891. -Basic Singing (Basic)
  3892.  
  3893. *****
  3894. SKILL SPECIALIZATIONS:
  3895. -Meridian Veil, Personal Mnemonic Retention Induction, Tallus Inter-Pony Relations Training: adds +1 to all Human/Pony Relations rolls.
  3896.  
  3897. -Threx, Veteran Rogue's Circle Training, Gryphon & Pegasi Close Combat Tactics: adds +1 to all Melee rolls.
  3898.  
  3899. *****
  3900. PHYSICAL ENCHANTMENTS: 1/3 slots remaining.
  3901. -Young Kraken: adds +1 to all Movement & Melee rolls, and gains +1HP/turn.
  3902.  
  3903. *****
  3904. KIA/MIA Status: unknown.
  3905.  
  3906.  
  3907. *************************************************************************************************************************************
  3908. Name: Emily Dean DOESN'T EXIST
  3909. Position: Free Agent
  3910. Theme: An American female, who died while fighting for a non-military rogue squad.
  3911. Rank: Rookie
  3912. HP: 20/20
  3913. TOTAL XP: 19
  3914. Unspent XP: 1
  3915.  
  3916. *****
  3917. SKILLS:
  3918. Engineering (Basic)
  3919. Energy Rifles (Expert)
  3920. Melee (Expert)
  3921. Movement (Expert)
  3922. Stealth (Expert)
  3923.  
  3924. *****
  3925. SKILL SPECIALIZATIONS:
  3926. -Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls.
  3927.  
  3928. *****
  3929. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  3930.  
  3931. *****
  3932. KIA/MIA Status: unknown, but seems to have disappeared.
  3933. Probably drowned.
  3934.  
  3935.  
  3936. *************************************************************************************************************************************
  3937. Name: Vick (BANNED for being an asshat)
  3938. Position: ECHO Fireteam 2 Leader
  3939. Theme: A dumbass.
  3940. Rank: Rookie
  3941. HP: 14/14
  3942. Total XP: 18
  3943. Unspent XP: 1
  3944.  
  3945. *****
  3946. SKILLS:
  3947. Engineering (Basic)
  3948. Human/Pony Relations (Basic)
  3949. Intimidation (Expert)
  3950. Iron Will (Basic)
  3951. Melee (Expert)
  3952. Perception (Basic)
  3953. Small Arms (Basic)
  3954. Speech (Basic)
  3955. Stealth (Expert)
  3956.  
  3957. *****
  3958. SKILL SPECIALIZATIONS:
  3959. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  3960.  
  3961.  
  3962. *************************************************************************************************************************************
  3963. Name: Surplus (BANNED for being a worthless bootlicker)
  3964. Position: Free Operator
  3965. Theme: A young man learning the ins and outs of roughing it innawoods. Firearms and military history was a passion at all ages, as was physical sciences. College dropout after 3 years of studying engineering. Licensed collector of Curio and Relics, and likewise restores them to working condition from junked heaps.
  3966. Rank: Fucking New Guy
  3967. HP: 10/10
  3968. Total XP: 5
  3969. Unspent XP: 0
  3970.  
  3971. (Blunt, Calm, Careful, Determined, Direct, Focused, Hard-Working, Intuitive, Knowledgeable, Listener, Logical, OCD: Requires Orderly Space, Polite, Rational, Resourceful)
  3972.  
  3973. *****
  3974. KNOWN LANGUAGES: none, yet.
  3975.  
  3976. *****
  3977. PHYSICAL MODIFICATIONS: none, yet.
  3978.  
  3979. *****
  3980. OFFENSIVE SKILLS:
  3981. Basic Assault
  3982. Basic Parry
  3983. Basic Riposte
  3984.  
  3985. Basic Battle Rifles
  3986. Basic Small Arms
  3987.  
  3988. *****
  3989. DEFENSIVE SKILLS:
  3990. Basic Block
  3991. Basic Evasion
  3992. Basic Reaction Speed
  3993. Basic Sprint
  3994.  
  3995. Basic Stealth
  3996.  
  3997. *****
  3998. UTILITY SKILLS:
  3999. Basic Engineering
  4000.  
  4001. Basic Perception
  4002.  
  4003. *****
  4004. UNIQUE SKILLS: none, yet.
  4005.  
  4006. *****
  4007. SPECIAL ABILITIES: none, yet.
  4008.  
  4009. *****
  4010. TERTIARY SKILLS: none, yet.
  4011.  
  4012. *****
  4013. SKILL SPECIALIZATIONS: none, yet.
  4014.  
  4015. *****
  4016. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.

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