************************************************************************************************************************************* Razorback Company Ranks: Fucking New Guy/Girl: 0-10XP Recruit: 11-20XP Rookie: 21-30XP Veteran: 31-40XP Warrior: 41-50XP Agent: 51-60XP Specialist: 61-70XP Mercenary: 71-80XP Elite: 81-90XP Famed: 91-100XP Operator: 101-110XP Renowned: 111-120XP Vaunted: 121-130XP Beknown: 131-140XP Parfluen: 141-149XP Legendary: 150XP ************************************************************************************************************************************* ANFANG ALIGNED OPERATORS: Anfang Faction Bonus: during an Operation, Operators of this faction must add +1 to all Ambush OR Assault rolls. None at current. ************************************************************************************************************************************* CRYSTAL EMPIRE ALIGNED OPERATORS: Crystal Empire Faction Bonus: during an Operation, Operators of this faction must add +1 to all Riposte OR Negotiation rolls. ************************************************************************************************************************************* Name: L.O.N.T Position 1: Cadence's waifu. No, she waifu'd him, NOT the other way around. Position 2: Chief Medical Liaison Theme: A former Imperial Outrider soldier turned freelance warrior, with the voice of Eliphas Rank: Famed HP: 30/30 Total XP: 91 Unspent XP: 20 (Affectionate, Aware, Brawler, Healer, Honorable, Kind, Knowledgeable, Lucky, Lustful, Polite, Scarred, Thoughtful) ***** KNOWN LANGUAGES: Common Equestrian: can read, speak, and write fluently in the modern dialect. Crystal Pony, Kingdom & Imperial phonetics: can read, speak, and write fluently. ***** PHYSICAL MODIFICATIONS: -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. 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. 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. 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. 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. 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. 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. 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. 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: 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. 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. 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. 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. ...of course none of that happened in ANY way, shape, time frame, or form she would have preferred! 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. 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. -Armor Value: 1DR -Current Growth Value: 700/2,000, Pre-Mature *Allows up to 1 minute or 10 turns of flight in non-combat situations *Allows up to 30 seconds or 5 turns of flight in combat situations *Minorly Adapted: adds +1 to all Flight rolls *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 *Ignores 1/3rd of all damage from blood magic, Ethereal, and Rime *Ignores 1/2 of all Ice damage, whether physical, magical, Mystical, Druidic, Planar, and Spectral in nature *Ignores 3/4 of all damage from Crystal Runes and Psionics *Suffers 1/4 more damage from all Earth and Force Mystic Elemarentals -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. 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. ***** 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. *During the turn Warp Translocate is activated, Lont himself is incapable of utilizing offensive abilities IF deploying an Ally instead of himself *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 *If the total result is less than 6, only Assault and Block may be used *May only be used ONCE between Operations DUTY: 6. USES: 2. ***** OFFENSIVE SKILLS: Master Assault Master Parry Master Riposte Expert Combat Rifles/Shotguns Basic Small Arms ***** DEFENSIVE SKILLS: Expert Block Basic Evasion Master Reaction Speed Basic Sprint Basic Stealth ***** UTILITY SKILLS: Expert Alchemy Expert Iron WIll Master Medical Expert Perception Expert Scouting ***** UNIQUE SKILLS: >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. 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. And fucking. *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 *Also adds +1 to ONE of the following skills: Block, Evasion, Reaction Speed, and Sprint >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. >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. *Adds +2 to all Medical rolls and to ONE of the following skills each turn: Assault, Parry, or Riposte ***** SPECIAL ABILITIES: >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. *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.. >Superior Sharonel's Voice: adds +3 to all Negotiation rolls. >Superior Will of Hywn'Fer: adds +3 to all Iron Will rolls. ***** TRADE SKILLS: Proficient Advanced Post-Spage Age Engineering, Apprentice Aerodynamics Apprentice Alchemist Senior Advanced Post-Space Age Weaponry Apprentice Biologist Adept Crystal Empire Pupil Engineering Apprentice Geographer Junior Kingdom Crystal Ponies Adept Lunar Military Teacher Razorback Company Proficient Tartarus Isle Apprentice Thermodynamics ***** 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. 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. *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 *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 *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 ***** TERTIARY SKILLS: Basic Dancing Basic Glass Artisan Basic Masseuse Basic Singing ***** SKILL SPECIALIZATIONS: Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls Improvised Field Medic Training: adds +1 to all Medical rolls ***** SPECIAL ABILITIES: none, yet ***** PHYSICAL ENCHANTMENTS: 1/3 slots remaining. -Gryphon Regeneration Runes (White Runesage & Red Runemage): gains +2HP each turn ***** MOST VALUABLE OPERATOR ADDITIONS: #1: Complete restoration of the Crystal Empire #2: Max reputation with Cadence & Crystal Empire, gains +3 to all rolls with Cadence and Crystal Empire citizens #3: Admittance to the Imperial Wardens. Eventually, he may gain permarenent access to the the Imperial Armory #4: copy of Cadence's wings, Cadence's reading glasses, Ferrundus Spiker #5: unknown ***** BIOGRAPHY: 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. 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. 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. 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. 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. 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. 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. ************************************************************************************************************************************* HIVE FACTION ALIGNED OPERATORS: Hive Faction Bonus: during an Operation, Operators of this faction must add +1 to all Riposte OR Psionicism rolls. None at current. ************************************************************************************************************************************* LUNAR FACTION ALIGNED OPERATORS: Lunar Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Perception rolls. ************************************************************************************************************************************* Name: Clemency Position: Co-Master Radio Operator & Rookie Herder Theme: Displaced Aviator Rank: Famed HP: 30/30 Total XP: 92 Unspent XP: 23 (Brawler, Calm, Cautious, Curious, Fearless, Forgetful, Kind, Level-Headed, Rational, Stealthy, Thoughtful, Vengeful) ***** KNOWN LANGUAGES: Common Equestrian: can read, speak, and write fluently in the modern dialect. Earth Pony: can read, speak, and write in the modern dialect fluently. Pegasi: can read, speak, and write in the modern dialect fluently. ***** PHYSICAL MODIFICATIONS: -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. 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. 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. -Effect #1: grants a natural 1DR. -Effect #2: grants an additional +25% resistance against skeletal fractures. ***** 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 *This ability cannot be prevented unless Held, fully Snared, or otherwise incapable of moving *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 *May be used ONCE between Operations. DUTY: 6 USES: 3 ***** OFFENSIVE SKILLS: Master Assault Master Parry Basic Riposte Master Ambush Expert Combat Rifles/Shotguns Basic Intimidation Basic Small Arms ***** DEFENSIVE SKILLS: Basic Block Master Evasion Master Reaction Speed Master Sprint Expert Stealth ***** UTILITY SKILLS: Basic Human/Pony Relations Expert Perception ***** UNIQUE SKILLS: >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 *Adds +1 to all Reaction Speed OR Sprint rolls *Adds +4 to all Assault rolls *Grants either an additional Assault OR Ranged-type roll while active >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. *Once active, Clemency's low profile and erratic, evasive movements eliminate the risk of him being injured by friendly fire *This skill may only last for a maximum of 3 turns, though can be be used consecutively. >(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 Master Lady Killer: functions as Negotation with 3x [1d6+2] rolls *HOWEVER, adds +3 to all Negotiation rolls against female NPC's, whether friendly, neutral, or hostile *TWICE per Operation, Jeff may also attempt to Charm a female NPC with 2x [1d6+4] rolls >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. *Functions as Master Cooking with 4x [1d6+3] rolls, but becomes 4x [1d6+6] when Mangoes are involved *It's time to cook... with mangoes! >Master Third Rush: adds +3 to and grants 3 additional Assault rolls, OR adds +3 to and grants 3 additional Reaction Speed rolls. *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 ***** 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. *Adds +1 to all Offensive, Defensive, and Utility rolls *Grants an additional 3 Ranged rolls of any kind *Gegates ALL penalties from weaponry not in his skill list *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% ***** SPECIAL ABILITIES: -BOSS-class Fearless: cannot be Intimidated or Demoralized normally. -I Survived The Moors, S.E.R.E. Ain't Shit: grants an additional Evasion roll. -Lunar Military Liasion: adds +2 to all Negotiation rolls when conversing with military members, both current and former. -Marecenary Friend: adds +1 to all Negotiation rolls when conversing with Equestrian mercenaries, both current and former. ***** TRADE SKILLS: Senior Advanced Human Weaponry Junior Batponies Apprentice Cook Apprentice Ecologist Pupil Engineer Pupil Equestrian Marecenaries Proficient Lunar Military Teacher Razorback Company Junior Researcher Senior Starborn Observer Tactician Adept Tartarus Isle Proficient The Moors ***** TERTIARY SKILLS: Basic Electronic Warfare Operator+1 Basic Gambling Basic Geography Basic Sports ***** SKILL SPECIALIZATIONS: -Chuz`Ain, Lunar Council Grandmaster, Kra`ken Fear Response Training: adds +1 to all Iron Will rolls -Comprehensive Guide to Tallus Flora & Fauna, The: adds +1 to all Wilderness Survival rolls -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Fine Visual Identification Instruction: adds +1 to all Perception/Scouting rolls -Luna, Esoteric & Ascetic Nightmare Vocal Training: adds +1 to all Intimidation rolls -Oranti, Lunar Council Grandmaster, Harpy Leadership & Inspirational Training: adds +1 to all Leadership rolls -Reptiles & Their Kin the Drakes Volume: adds +1 to all rolls when dealing with reptiles, drakes, wyrms, wyverns, and similar creatures -Ridgeback, Lunar Council Grandmaster, Specialized Minotaur Ranged Combat Instruction: adds +1 to all Ranged rolls -Sleethoof, Lunar Council Grandmaster, Overcharged Ground Racing Training: adds +1 to all Block/Evade/Reaction Speed/Sprint rolls -Twisted Wing, Starborn Close Combat Training: Specialized Weaponry Course: adds +1 to all Assault/Parry/Riposte rolls -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Gryphon Agent Instruction: adds +1 to all non-combat Stealth rolls ***** PHYSICAL ENCHANTMENTS: 0/3 slots remaining. -Dusk Film: adds +1 to all non-combat Stealth rolls and gains +1HP each turn in dark areas -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 climb walls/ceilings with a [1d6+x] Epona's Aura (Second Dynasty Earth Ponies): when in visual contact with earth ponies, Dante is always perceived at a -3 Threat level. *The earth pony with the highest possible Leadership rolls is automatically considered to be the de-facto leader of current forces in range *ALL earth ponies must use an additional Assault/Flurry/Frenzy roll of their choice *ALL earth ponies must add +1 to all rolls, and all earth ponies take 1/2 less Morale damage *ALL humans within visual range of Dante must add +1 to all non-combat rolls against earth ponies >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. >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. *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 *If Dante does not score a 10 or higher, he loses the +3 bonus until rolling above 8 once more >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 *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 ***** SPECIAL ABILITIES: -Mercenary Brotherhood: adds +2 to all Bartering and Negotiation rolls when conversing with current or former mercenaries, rogues, or bandits -Military Respect: adds +1 to all Bartering and Negotiation rolls when dealing with current or former military members ***** TRADE SKILLS: Pupil Equestrian Marecenaries Adept Lunar Military Adept Mercenary Tactics Adept Necromarecy Graduate Razorback Company Observer Tartarus Isle ***** TERTIARY SKILLS: none, yet. ***** 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. *Whenever speaking to any of the pony species, Dante gains +1 to all Negotiation rolls, or +2 if attempting to calm a pony down ***** 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. 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. 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. *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 *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 *This act will undoubtedly leave him in Critical status *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 ***** SKILL SPECIALIZATIONS: Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls Esera, Necromaretic Rituals, Bindings, and Origins of the 'Profane' & Arcane: adds +1 to all rolls when dealing with Necromarecers and Undead Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls Krinza, Razorback Hooves-And-Hands-On Manual Instruction, Basic Engineering, Smithing, and Explosives Proficiency: adds +1 to all Engineering & Explosive rolls Mist Dancer, Rope & Rope Accessories Enthusiast: adds +1 to all rolls when dealing with rope, wire, and any other assorted bindings ***** PHYSICAL ENCHANTMENTS: 0/3 slots remaining. -Cragburrower Tongue: grants immunity to all natural Poisons and Toxins, and reduces the harm from Mystical Poisons by 1/2 -Cragbreaker Heart: adds +1 to all Assault/Parry/Riposte rolls -Relentless Escort Sigil: adds +1 to all Riposte, Block, and Ranged rolls per each active enemy opponent *Caps out at a maximum of +3 to all Riposte, Block, and Ranged rolls ************************************************************************************************************************************* RAZORBACK ASSAULT SQUAD OPERATORS: Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Ranged-type rolls. ************************************************************************************************************************************* Name: Indurian & Andrammalech Position: Bren's Pillow Theme: A (sometimes) Lucavi-Possessed Knight Rank: Veteran HP: 12/12 Total XP: 34 Unspent XP: 17 (Amiable, Armored, Brazen, Challenger, Chatty, Determined, Droll Wit, Guardian, Honorable, Humorous, Kind, Respectful, Warm-Hearted) ***** KNOWN LANGUAGES: Ancient & Modern Unicorn: can read, speak, and write fluently in both dialects Common Equestrian: can read, speak, and write fluently in the modern dialect ***** PHYSICAL MODIFICATIONS: none, yet ***** 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. *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. *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 *During the turn that the Scourgeblade is summoned, only one of the following skills may be utilized: Block, Evasion, or Reaction Speed *Scourgeblades are incapable of harming non-hostile beings or (Specialized) Constructs *May not be used outside an Operation DUTY: pending USES: 0 ***** OFFENSIVE SKILLS: Expert Assault Expert Parry Basic Riposte Basic Archery Basic Intimidation ***** DEFENSIVE SKILLS: Expert Block Basic Evasion Basic Reaction Speed Basic Sprint ***** UTILITY SKILLS: Basic Blacksmithing Basic Iron WIll Basic Perception ***** UNIQUE SKILLS: >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 *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 *This caps at a maximum of +3 to all Assault OR Parry rolls and +3HP each turn >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. *Every 3rd turn in combat this bonus increases by a further +1 to all Block OR Evasion rolls with an additional +1DR *This caps at a maximum of +2DR and +3 to all Block OR Evasion rolls ***** SPECIAL ABILITIES: -Voice of Wroth: adds +1 to all Intimidation rolls ***** TRADE SKILLS: Proficient Arcane Magic Amateur Arcane Magicsmithing Pupil Archaic Human Blacksmithing Senior Archaic Human Tactics Apprentice Engineer Apprentice Geologist Observer Ivalice Dragons Pupil Lunar Military Apprentice Minotaurs Pupil Tactician Apprentice Researcher Observer Undead ***** TERTIARY SKILLS: Basic Drawing Basic Instrument: Lyre+1 Basic Sculptor ***** SKILL SPECIALIZATIONS: Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls Jeff, Master Ranger Weaponry Training, Bow & Crossbow Tactics: adds +1 to all Archery rolls Tallus Blacksmithing Advancemarents, An In Depth Series: adds +1 to all Blacksmithing rolls ***** PHYSICAL ENCHANTMENTS: 1/1 slots remaining ***** 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 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. *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] Andrammalech the Wroth, AKA: the Ghost of Fury: 60HP, 5DR (Aggressive, Anti-Authority, Armored, Brawler, Challenger, Cold-Blooded, Direct, Dry Wit, Fearless, Heavy, Intuitive, Knowledgeable, Lustful, Powerful, Steadfast, Temperamarental, Vengeful) OFFENSIVE SKILLS: Master Assault+6 Master Parry+4 Master Riposte+5 Basic Elemental Lance+4 Expert Intimidation+4 DEFENSIVE SKILLS: Expert Block+6 Expert Evasion+3 Expert Reaction Speed+4 Expert Sprint+5 Basic Counter+4 SPECIAL ABILITIES: -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 -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 -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 UNIQUE ABILITY: Elemental Dominator. Andrammalech may, at any time, use a ranged or melee [1d6+10] 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 *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 *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 *Shifted Greascoria Copy-State: FAILURE IS NOT AUTHORIZED! 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 *Furthermore he is also granted a SINGLE additional roll of his choice to one of the previously mentioned skills. *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 >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. *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 ***** SPECIAL ABILITIES: >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. >Psychological Breakdown: adds +2 to all Intimidation rolls. ***** TRADE SKILLS: Observer Advanced Technological Weaponry & Tactics Graduate Biologist Adept Ecologist Adept Human Antigravity Craft Adept Human Exosuits Apprentice Lunar Military Graduate Neural Brain Interface Systems Pupil Pre-Middle Dynasty Constructs Apprentice Pre-Modernized Constructs Pupil Post-Space Age Technologies Pupil Post-Space Age Weaponry Adept Quadrapel/Bipedal Weapon Platform Systems Observer Razorback Company Graduate Researcher Adept Tactician Junior Tartarus Isle ***** TERTIARY SKILLS: Basic Electronic Warfare Operator+1 ***** SKILL SPECIALIZATIONS: Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls Earth Pony Countermeasures: Individualized Assault Research: adds +1 to all offensive rolls only when dealing with earth ponies ***** PHYSICAL ENCHANTMENTS: 1/3 slots remaining. >Dragon-Scale Sphere: *Adds +1 to all Block, Deflect, and Resist Damage rolls *Grants a [1d6+5] 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: *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. *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. *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. ***** TRADE SKILLS: Observer Batponies Senior German Engineering Senior German Naval Tactics Pupil German Naval Vessel Construction Proficient Lunar Military Teacher Razorback Company Pupil Researcher Observer Surface Vessel Tactician Apprentice Subsurface Vessel Tactician Junior Tartarus Isle ***** TERTIARY SKILLS: Basic Drawing ***** SKILL SPECIALIZATIONS: Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls Perturabo's Spirit: adds +1 to all Engineering rolls ***** PHYSICAL ENCHANTMENTS: 3/3 slots remaining. ************************************************************************************************************************************* Name: Ivan the Stalker Position: Free Operator & Fortress Drunk Theme: Almost always drunk, but somehow good enough to fight despite that. Rank: Veteran HP: 18/18 Total XP: 39 Unspent XP: 0 (Anti-Authority, Blunt, Bold, Careful, Cheerful, Cool-Natured, Determined, Direct, Hard-Working, Hunter, Intuitive, Lucky, Polite, Resourceful, Scarred, Watchful) ***** KNOWN LANGUAGES: Common Equestrian: can read, speak, and write fluently in the modern dialect Russian: can read, speak, and write in the modern dialect fluently Ukrainian: can read, speak, and write in the modern dialect fluently ***** PHYSICAL MODIFICATIONS: none, yet ***** 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). 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. *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 *Roll [1d6] 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. *Upon a successful revive, Kraut gains +4 to TWO different rolls for one turn afterwards, excluding Can't Kill An Oklahoman *If Kraut fails to revive himself, this ability allows him an extra 2 turns in Critical status before dying *Using Can't Kill An Oklahoman also prevents use of Iron Will for the same purpose >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. *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 >Master of My Craft: *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. *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. *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. *Grants an additional roll with all applicable bonuses when using Magitek-created elemarental or non-elemarental artifacts. *Grants an additional Block/Evasion/Reaction Speed/Sprint roll for Wild Ride, but only if Kraut is an occupant ***** 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. 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 *Grants a [1d6+12] 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. *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. >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. 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. -Auspex Link: adds +1 to all Tech-Use & Electronic Warfare Operator rolls when attempting to access electronic devices. -Rites of Repair Link: adds +1 to all Engineering rolls when performing battlefield repair with an Omnissian Axe or other specialized equipmarent. ***** EVOLVING ABILITY: none, yet ***** PHYSICAL MODIFICATIONS: none, yet ***** OFFENSIVE SKILLS: Expert Assault Basic Parry Basic Riposte Expert Light Energy Weapons ***** DEFENSIVE SKILLS: Expert Block Basic Evasion Expert Reaction Speed Basic Sprint Expert Iron Will ***** UTILITY SKILLS: Basic Chymistry Master Engineering Basic Explosives Expert Medicae Expert Negotiation Expert Perception Master Tech-Use Basic Traps Basic Wilderness Survival ***** UNIQUE SKILLS: >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. 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. 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. *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 *Each Bonded Machine adds +1 to all Iron Will rolls *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 *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 *Doubles the Data Protection Engrams of each Bonded Machine *Bonds Formed: 0/1 >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. 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. *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 *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 *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 *Adds +1 to 3 of a Bonded Machine's abilities or skills each turn *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 ***** TERTIARY SKILLS: Basic Electronic Warfare Operator Basic Hoofholding Basic Singing Basic Writing ***** TRADE SKILLS: Graduate Adeptus Mechanicus Pupil Adeptus Astartes Pupil Adeptus Arbites Proficient Administratum Mechanicus Bionics Junior Administratum Mechanicus Vehicles Junior Administratum Mechanicus Skitarii Pupil Engineer Junior Imperial Biomechanical Technologies & Theoretical Developments Senior Imperial Guard Adept Imperial Robotics Construction & Technology Adept Imperial Standard Template Construct Technology Apprentice Imperial Navy Amateur Imperium Technologist Pupil Researcher Adept Standard Template Construct Imperial Bionics Senior Standard Imperial Fortress Construction-Improvements-Modifications Amateur Thermodynamics ***** SPECIAL ABILITIES: none, yet ***** SKILL SPECIALIZATIONS: none, yet ***** PERSONAL ENCHANTMENTS: 1/1 remaining ***** 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. 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. AGE: 24 ***** BIOGRAPHY: 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. 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. 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. 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. 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. 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… 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. ************************************************************************************************************************************* Name: Doctor Supernova Position: Formerly Lejura's Whipping Post, now a walking war crime Theme: A formerly dead SCP Agent given.. "new" life. AGAIN. Rank: Warrior HP: 80/80 Total XP: 44 Unspent XP: 44 (Compulsion: Helpful, Curious, Droll Wit, Psychosis: Vegetarian Diet, Psychosis: Uncommon Erratic Marental Breakdowns, Temperamarental) ***** 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. 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. 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. ***** KNOWN LANGUAGES: Common Equestrian: can read, speak, and write fluently in the modern dialect Gryphon: has basic fluency in the modern dialect Earth Pony: can read, speak, and write fluently in the modern dialect Saltic: has exceptional proficiency in the archaic dialect ***** PHYSICAL MODIFICATIONS: a pony. What did you expect? ***** EVOLVING SKILL: Soulpierce. Granted by Empress Silver, ONCE per Operation, Supernova is granted a [1d6+2] 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! *Supernova is immune to the effects of Reviviscence Trauma and may only 'expire' upon reaching -20HP or less *In addition, Supernova suffers 1/4 less harm from enchantmarents, Casting, Druidry, and Sorcery while under 50% MaxHP ***** TERTIARY SKILLS: Basic Electronic Warfare/Warmare Operator+1 ***** TRADE SKILLS: AstroMeteorology ExoAtmospheric Craft Junior Lunar Military Graduate Post-Space Age Aeronautics Senior Razorback Company Teacher S.C.P. Foundation ***** SKILL SPECIALIZATIONS: -Pony Anatomy & Physiology Course, Journeymare Rank Medical & Provisional Training: adds +1 to all Alchemy & Medical rolls ***** PHYSICAL ENCHANTMARENTS: 2/2 Slots remaining ***** 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. 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. 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. 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. 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. 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. 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. 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. ************************************************************************************************************************************* Name: Snakebite Position: Support Medic Theme: Light hearted, carefree, playful, rarely takes the situation seriously Rank: Recruit HP: 10/10 Total XP: 19 Unspent XP: 8 (Affectionate, Brazen, Cheerful, Cool-Natured, Curious, Guardian: Razorback, Humorous, Kind, Lucky, Medic, Quick, Resourceful, Steadfast, Thoughtful, Warm-Hearted) ***** KNOWN LANGUAGES: Common Equestrian: can read, speak, and write fluently in the modern dialect. ***** PHYSICAL MODIFICATIONS: Quartzine Reinforcemarents: severely injured (and nearly died) during the attempt to recover Vanilla Cloud-Strings, most of Snakebite's skeleton has been heavily reinforced Effect #1: grants a natural 1DR to the forearms, upper legs, and pelvis Effect #2: increases Snakebite's PF threshholds by +30% in each region ***** PHYSICAL MUTATIONS: 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. *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 *Grants an automatic [1d6+6] 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. *Adds +1 to all Parry & Reaction Speed rolls in a hostage situation *Adds +2 to all Bartering & Negotiation rolls *Adds +3 to all Negotiation rolls when attempting to calm down a hostile abductor ***** SPECIAL ABILITIES: none, yet. ***** TERTIARY SKILLS: Basic Guitar Basic Masseuse Basic Singing ***** SKILL SPECIALIZATIONS: Hostage Negotiations Protocols: adds +1 to all Human/Pony Relations & Negotiations rolls when in or dealing with a hostage situation ***** TRADE SKILLS: Adept Diplomatic Envoys Pupil Equestrian Nobility Pupil Equestrian Royalty Senior Hostage Escape Protocols Senior Hostage Situations Amateur Researcher Apprentice Small Pastel Ponies & Cultural Standards ***** PERSONAL ENCHANTMENTS: 1/1 remaining ***** APPEARANCE: ***** AGE: ***** BIOGRAPHY: ************************************************************************************************************************************* Name: Mr. Agent Theme: A man dressed for any occassion where a slick suit is needed Rank: Rookie HP: 10/10 Armor: 2DR 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. *Grants a [1d6+1] 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 >Basic Gun-Fu: adds +1 to all Small Arms rolls when duel wielding semi-automatic pistols or revolvers ***** SPECIAL ABILITIES: none, yet ***** TRADE SKILLS: Graduate Equestrian Black Market Pupil Equestrian Marecenaries Senior Las Pegasus Apprentice Lunar Military Apprentice Pegasi Apprentice Razorback ***** TERTIARY SKILLS: -Accounting: adds +1 to all rolls when dealing with finances, whether from Bartering, Negotiation, or trying to solve financial issues. ***** Age: 34 ************************************************************************************************************************************* PONY OPERATORS NO FACTION BONUS... yet. ************************************************************************************************************************************* Sunny Feathers (A.K.A 'Pony'): 120HP, 2DR Age: 27 Month of birth: unknown Equine Rank: Valetsia >> http://i.imgur.com/uaDd6TQ.png (Ambusher, Distrust: Princess Celestia, Dry Wit, Guardian: Razorback, Honorable, Intuitive, Merciful, Minor Distrust: Ponies, Reserved, Respectful, Quiet) TOTAL XP: 76 UNSPENT XP: 0 ***** KNOWN LANGUAGES: Batpony: can read, speak, and write in the modern dialect fluently Common Equestrian: can read, speak, and write fluently in the modern dialect Earth Pony: can read, speak, and write in the modern dialect fluently Unicorn: can read, speak, and write in the modern dialect fluently ***** PHYSICAL MODIFICATIONS: none, yet ***** 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. 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. ***** 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. 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. 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. 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. ***** FETISHES: "Bit personal, don't you think?" ***** 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. 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. 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. ***** CUTIE MARK: an ocean blue feather overlaying a stylized sun. ***** STATUS: a former espionage and intelligence gathering agent & mercenary, now employed by.. less than tactically inclined members of Razorback. ***** RELATIONSHIPS: none, yet. ***** OFFENSIVE ABILITIES: Master Assault+5 Master Parry+5 Master Riposte+5 Expert Ambush+4 ***** DEFENSIVE ABILITIES: Master Evasion+6 Master Reaction Speed+6 Expert Sprint+5 Master Stealth+5 ***** UTILITY ABILITIES: Expert Alchemy+3 Basic Cloud Shaping Basic Lockpicking+3 Basic Perception+3 Basic Scouting+3 Basic Thievery+3 Basic Traps+3 Basic Wilderness Survival+3 ***** SPECIAL ABILITIES: >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. *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. >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. *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. *Until used the Retaliation bonus is permarenent, and Sunny may not use this ability on a target that is still able to Retaliate. ***** SKILL SPECIALIZATIONS: Learned Tallus Pegasus/Earth Pony Relations, Razorback Library Studies (Extensive): adds +1 to all non-combat rolls when dealing with Earth Ponies ***** TRADE SKILLS: Apprentice Alchemist Pupil Crystal Empire Pupil Constructs Pupil Equestria Pupil Lunar Military Apprentice Researcher Pupil Solar Military Apprentice Tactician Pupil Tallus Marecenaries ***** TERTIARY SKILLS: Basic Masseuse ***** UNIQUE ABILITY: ????? ************************************************************************************************************************************* RAZORBACK TRANSPORT STAFF: Faction Bonus: how the fuck would this even WORK!? No. JUST NO! ************************************************************************************************************************************* Wild Ride: 360 Armor, 0DR BECAUSE THERE IS NONE LEFT! Age: you what. Date of Recreation: Septimber 38th, 29,998 Tallus Time (Affectionate, Cheerful, Curious, Efficient, Hatred: Planar Sea Creatures, Hunter, Kind, Lucky, Quick, Resourceful, Temperamarental) > https://i.imgur.com/qJy8BiM.jpg ***** CLASS: Light Bipedal Transport ***** HERITAGE: Eldritch Android Tech-Abomination ***** HEIGHT: 20 meters ***** WEIGHT: 40 tons. Or so she said. (Currently: 14.3 tons in total) ***** OFFENSIVE ABILITIES: Expert Assault+3 ONLINE Expert Parry+3 ONLINE Expert Riposte+3 ONLINE Expert Small Cannons+3 ONLINE Aggressive Electronic Warfare+3 OFFLINE ***** DEFENSIVE ABILITIES: Master Block+2 ONLINE Master Evasion +4 OFFLINE Master Reaction Speed +6 OFFLINE Master Nuclear Sprint+3 ONLINE Expert Counter ONLINE ***** UTILITY ABILITIES: Omni-Sensor Array+1 OFFLINE ***** SPECIAL ABILITIES: -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. -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. *Every 500 points of upgrades may either increase Wild's capabilities, or reduce her weaknesses by a 1% margin *Every 1,000 points of upgrades may either grant Wild an additional ability or a +1 modifier *Every 10,000 points of upgrades may either grant Wild an additional roll or upgrade an ability *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 -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. *Grants a [1d6+4] Separated Cockpits: #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. *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 #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. *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. #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. *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 *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 ***** UNIQUE ARMAMENT: -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. 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. -Base Modifier: adds +3 to all Small Cannons rolls -Ammunition Class: 30MM Short Cannon, Heavy Anti-Tank -Armor Pierce: 6 -Magazine Capacity: 3/6 shells, no magazines in reserve -Maximum Optimal Range: 300M with a -1 penalty per 100M beyond this range -Maximum Effective Range: 800M ***** >COMMON ITEMS: Duct Tape, 1x Fuel Can, 1x Propane Tank, Toothpaste & Brush, ?????, ?????, ?????, ?????, ????? ***** >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 ***** >UNIQUE LIBRARY: >Basic Engineering Fundamentals Handbook >Intermediate Engineering Fundamentals Handbook >Expert Engineering Fundamentals Handbook >Basic Mechanical Fundamentals Handbook >Intermediate Mechanical Fundamentals Handbook >Expert Mechanical Fundamentals Handbook >Basic Magitek Handbook >Intermediate Magitek Handbook ************************************************************************************************************************************* DISPLACED OPERATORS: ************************************************************************************************************************************* Name: Adon Position: Monster Hunter Theme: Wolf School Witcher Rank: Rookie HP: 12/12 TOTAL XP: 21 UNSPENT XP: 8 (Aware, Blunt, Brash, Cold-Blooded, Dry Wit, Focused: Witchering, Hunter, Intuitive, Level-Headed) ***** KNOWN LANGUAGES: -Common Equestrian: can read, speak, and write fluently in the modern dialect -Elder Speak: can read, speak, and write in the basic dialect ***** OFFENSIVE SKILLS: Expert Assault Basic Parry Expert Riposte ***** DEFENSIVE SKILLS: Expert Block Basic Evasion Basic Reaction Speed Basic Sprint ***** UTILITY SKILLS: Basic Alchemy Basic Perception Basic Wilderness Survival ***** UNIQUE SKILLS: >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. 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." *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 *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] 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. *Adds +1 to all Assault rolls *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 *Permanently locks out the use of weaponry he has not specialized with >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. *Grants either Basic Intimidation OR Negotiation each turn, but must switch between the two each turn *Grants an additional roll to ONE skill each turn, but cannot effect skills he does not have ***** SPECIAL ABILITIES: none, yet ***** TRADESKILLS: Graduate Chaos Artistry Adept The Imperium of Man Pupil Servants of Slaanesh Pupil Slaanesh ***** TERTIARY SKILLS: Basic Carving Basic Gambling Basic Painting ***** SKILL SPECIALIZATIONS: none ***** PHYSICAL ENCHANTMENTS: 1/1 slots remaining ***** STATUS: living in Canterlot at Lady Merry Duo Whell's maresion. ************************************************************************************************************************************* BACKGROUND OR RETIRED OPERATORS (+3XP for returnees): ************************************************************************************************************************************* Name: Aaron Ashley Position: Theme: Left-Handed Survival Expert, Tracker, and Hunter Rank: Fucking New Guy HP: 12/12 Total XP: 10 Unspent XP: 0 ***** SKILLS: Basic Ambush Expert Archery Basic Engineering Basic Small Arms Basic Stealth Basic Wilderness Survival ***** UNIQUE SKILLS: >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. ***** TERTIARY SKILLS: -Basic Gambling -Basic Sports -Basic Writing ***** SKILL SPECIALIZATIONS: -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls. ***** PHYSICAL ENCHANTMENTS: 2/2 slots remaining. ***** STATUS: retired to Ewerup. ************************************************************************************************************************************* Name: Axel Position: Light Reconnaissance and Transport Driver Theme: Tacticool Operator (Circa 2015) HP: 10/10 Total XP: 6 Unspent XP: 1 (Aware, Blunt, Calm, Careful, Cold-Natured, Defuser, Diplomat, Dry Wit, Forgetful, Listener, Paranoid, Polite, Rational, Watchful) ***** SKILLS: Battle Rifles/Shotguns (Basic) Movement (Basic) Scouting (Basic) Small Arms (Basic) ***** UNIQUE SKILLS: 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. ***** TERTIARY SKILLS: -Basic Gambling -Basic Whistling ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMENTS: 1/1 Slots remaining. ***** 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. 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. TRAINING: 10 weeks US ARMY BCT, knowledge of military weaponry and tactics, reversed engineered movements. STATUS: BGO ************************************************************************************************************************************* Name: Eric Davis Position: Free Agent Theme: Alternate History Rebel Rank: Fucking New Guy HP: 10/10 Armor: 1DR 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. ***** TERTIARY SKILLS: -Basic Dancing -Basic Instrument: Trumpet -Basic Singing ***** 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] 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. -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. -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. >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. -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. -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. -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. -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. >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. -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. -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. ***** TERTIARY SKILLS: none, yet. ***** SPECIAL ABILITIES: none, yet. ***** 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. *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. *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. *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. ***** SKILL SPECIALIZATIONS: -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls. -Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls. -Roust, Changeling Wilderness Survival Training, How To Identify Mushrooms: adds +1 to all rolls when mushrooms are involved. -Roust, Semi-Often Nightly Running Sessions: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls. ***** PHYSICAL ENCHANTMENTS: 1/3 slots remaining. -Minotaur Broken Chain Glyphs: gains +1HP/turn & adds +1 to all Assault/Parry/Riposte rolls. -Minotaur Courier's Chain Glyphs: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls & provides a natural +1DR. ***** MOST VALUABLE OPERATOR ADDITIONS: #1: Complete restoration of the Hive. #2: Max reputation with Chrysalis & the Hive, gains +3 to all rolls dealing with Chrysalis and Changelings. #3: #4: #5: ***** STATUS: took too many mushrooms one night while seeking answers, which left him in a coma. Or so it is foretold.. ************************************************************************************************************************************* Name: Silent Komodo Position: Free Operator 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. HP: 10/10 Armor: 0DR 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. >Expert NOT A Pharmacist: adds +2 to and grants an additional Alchemy roll. >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. ***** SPECIAL ABILITIES: none, yet. ***** TRADE SKILLS: ***** TERTIARY SKILLS Basic Dancing Basic Rapping Basic Sports ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMARETS: 2/3 slots remaining. -Lifeshade Bulb: adds +1 to all Sprint rolls. -Tempest Bulb: adds +1 to all Evasion rolls ***** 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. ************************************************************************************************************************************* Name: Joseph "Doc Joe" Avelos Position: Medic & Engineer Theme: Survivalist Technician Rank: Rookie HP: 12/12 Total XP: 13 Unspent XP: 0 ***** KNOWN LANGUAGES: none, yet. ***** PHYSICAL MODIFICATIONS: none, yet. ***** SKILLS Basic Combat Rifles/Shotguns Expert Engineering Basic Medical Basic Melee Basic Movement Basic Perception Basic Speech Basic Stealth Basic Thievery ***** UNIQUE SKILLS: >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. ***** TERTIARY SKILLS: -Basic Carpentry -Basic Carving -Basic Whistling ***** SPECIAL ABILITIES: none, yet. ***** SKILL SPECIALIZATIONS: -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls. Engineering Mastery: Continued Application, Theory, & Experience: +1 to all Engineering rolls. Experimental Combat Applications: Anti-Unicorn Combat Theories: adds +1 to all offensive rolls when dealing with Unicorns. ***** PHYSICAL ENCHANTMENTS: 2/2 slots remaining. ***** STATUS: BGO, helping out with food preservation methods and some alchemical research. ************************************************************************************************************************************* Name: M. Bullsworth Position: EL2 ECHO Fireteam 1 Member Theme: A (probably Jewish) doctor with a shotgun who enjoys vodka. HP: 20/20 Total XP: 38 Unspent XP: 12 ***** SKILLS: Expert Combat Rifles/Shotguns Expert Medical Master Melee Basic Speech ***** UNIQUE SKILLS: >Basic Liquid Courage: drinking alcohol adds +2 to all Charm or Speech rolls for that turn. ***** STATUS: BGO ************************************************************************************************************************************* Name: Gas Man Position: DELTA Member Theme: Man of Gas HP: 20/20 DR: 2 Total XP: 31 Unspent XP: 10 ***** Skills: Expert Melee Basic Perception Expert Negotiation Basic Iron Will Basic Intimidation ****** UNIQUE ABILITIES: >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. *Causes 3 Poison damage to all enemies in Melee range >Expert Gas Form 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. >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, and these Invocations are not harmful/detrimental to allies/non-combatants *Each of these abilities combined may only be used 3 times per Operation, though they may not be used consecutively #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 *All living enemies suffer -3 Perception to all rolls #2 Invocation of Caustic Fumes: The Gas flares a noxious green and assaults all enemies within its' confines. *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. #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. *Roll 2x [1d6], all results above 2 bypass DR on living beings unless otherwise protected *Upon a critical result may cause other negative effects based on DM's discretion ***** PERMANENT ENCHANTMENTS: Permafrost Wurm Tongue: renders Gas Man immune to all physical ColdIice damage. *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 2x Hardening Charms: adds 2DR STATUS: BGO ************************************************************************************************************************************* Name: Miles Forrester Position: Theme: A skilled and positive hunter. Rank: Fucking New Guy HP: 12/12 Total XP: 5 Unspent XP: 3 ***** SKILLS: Expert Stealth Basic Wilderness Survival ***** UNIQUE SKILLS: none, yet. ***** TERTIARY SKILLS: none, yet. ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMENTS: 1/1 Slots remaining. ***** STATUS: BGO ************************************************************************************************************************************* Name: Mr Zoo Position: Vital. Theme: The Man Behind The Games Rank: Party Leader HP: 20/20 Total XP: 31 Unspent XP: 7 ***** SKILLS: Basic Combat Rifles/Shotguns Basic Engineering Expert Melee Basic Wilderness Survival ***** UNIQUE SKILLS: >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. ***** TERTIARY SKILLS: none, yet. ***** SKILL SPECIALIZATIONS: -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls. ***** PHYSICAL ENCHANTMENTS: 3/3 slots remaining. ************************************************************************************************************************************* Name: Natalia Kithsune Position: ECHO Fireteam 1 Member Rank: Veteran HP: 20/20 Total XP: 24 Unspent XP: 2 ***** SKILLS: Expert Cooking Expert Melee Expert Movement Expert Perception Expert Stealth Expert Small Arms ***** UNIQUE SKILLS: >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. ***** TERTIARY SKILLS: none. ***** SKILL SPECIALIZATIONS: none. ***** PHYSICAL ENCHANTMENTS: 3/3 slots remaining. ***** STATUS: retired from Razorback, now living in the Vale. ************************************************************************************************************************************* Name: Navarone Williams Theme: A humorous, animal loving recruit Rank: Fucking New Guy HP: 12/12 Total XP: 5 Unspent XP: 0 (Bold, Curious, Direct, Loyal, Humorous, Mischievous, Prideful, Temperamental) ***** KNOWN LANGUAGES: none, yet. ***** PHYSICAL MODIFICATIONS: none, yet. ***** EVOLVING ABILITY: none, yet. ***** PHYSICAL MODIFICATIONS: none, yet. ***** SKILLS: Basic Combat Rifles/Shotguns Basic Engineering Basic Medical Basic Speech ***** UNIQUE SKILLS: none, yet. ***** TERTIARY SKILLS: Basic Acting Basic Dancing Basic Singing ***** SPECIAL ABILITIES: none, yet. ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMENTS: 1/1 remaining. ***** 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. AGE: 24. ***** BIOGRAPHY: blank. ***** STATUS: BGO ************************************************************************************************************************************* Name: Spruce Position: Theme: WW3 Norweigan Fallskjermjeger (Airborne) Rank: Fucking New Guy HP: 10/10 Total XP: 8 Unspent XP: 0 *LOST XP: 2 (Ambusher, Challenger, Rational, Resourceful) ****** >KNOWN LANGUAGES: -Common Equestrian: can speak fluently in the modern dialect. -Norweigan: can read, speak, and write in the modern dialect fluently. ***** LORE: ***** OFFENSIVE SKILLS: Basic Assault Basic Parry Basic Riposte Expert Combat Rifles/Shotguns Basic Heavy Weapons ***** DEFENSIVE SKILLS: Basic Block Basic Evasion Basic Reaction Speed Basic Sprint Basic Ambush Basic Stealth ***** UTILITY SKILLS: Basic Iron WIll Basic Perception ***** UNIQUE SKILLS: none, yet. ***** SPECIAL ABILITIES: none, yet. ***** TERTIARY SKILLS: none, yet. ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMENTS: 1/1 Slots remaining. ***** 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. ***** STATUS: retired in Gryphon Vale. ************************************************************************************************************************************* Name: Pvt. Marcus Jonothan Position: ALPHA Fireteam 1 Member Rank: Rookie HP: 12/12 Total XP: 20 Unspent XP: 12 ***** SKILLS: Expert Combat Rifles/Shotguns Basic Melee Basic Perception Basic Small Arms Expert Speech ***** UNIQUE SKILLS: none. ***** PHYSICAL ENCHANTMENTS: 3/3 slots remaining. ***** STATUS: BGO ************************************************************************************************************************************* Name: RC-1129 "Thunder Raven" Position: Theme: A demolitions expert who focuses heavily on teamwork and cooperation Rank: Fucking New Clone HP: 10/10 Total XP: 8 Unspent XP: 3 (Amiable, Armored, Clone, Demolitionist, Efficient, Humble, Humorous, Logical, Loyal, Reserved, Team Player) ***** KNOWN LANGUAGES: -Mando'a: can read, write and speak fluently. Keeps his datapad records in Mando'a. -Modern English/Equestrian Common: reads and writes the Aurebesh script fluently. ***** SKILLS: Basic Engineering Basic Heavy Energy Weapons Basic Light Energy Weapons Basic Melee Basic Perception ***** UNIQUE SKILLS: none, yet. ***** TERTIARY SKILLS: none, yet. ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMENTS: 1/1 Slots remaining. ***** 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. 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. 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. Age (Physical): 20 years Age (Time): 11 years (9 years of training at double growth rate) ***** >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. 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. 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. ***** STATUS: last seen in Anfang with no reported sightings since. ************************************************************************************************************************************* Name: Rick Nashorn Position: Medic Theme: Friendly, but a little cautious of new people. Rank: Fucking New Guy HP: 12/12 Total XP: 6 Unspent XP: 1 ***** SKILLS Basic Battle Rifles Expert Medical ***** UNIQUE SKILLS: none, yet. ***** TERTIARY SKILLS: none, yet. ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMENTS: 1/1 Slots remaining. ***** STATUS: BGO ************************************************************************************************************************************* Name: SF Communications Sergeant Daniel Redshirt "Red" Position: Communications Expert/Linguist Theme: Professional Operator, can be quite the battlefield MaCGuyver if needed. Rank: Fucking New Guy HP: 10/10 TOTAL XP: 5 UNSPENT XP: 1 ***** SKILLS: Basic Combat Rifles/Shotguns Basic Engineering Basic Melee Basic Small Arms ***** UNIQUE SKILLS: none. ***** SKILL SPECIALIZATIONS: none. ***** PHYSICAL ENCHANTMENTS: none. ***** STATUS: BGO ************************************************************************************************************************************* Name: Simon 'Ghost' Riley Position: Theme: An efficient but scarred tactician Rank: Agent HP: 16/16 Total XP: 43 Unspent XP: 5 (Affectionate, Ambusher, Dutiful, Efficient, Focused, Logical, Loyal, Protective, Quick, Reserved, Scarred, Strong Willed, Temperamental) ***** KNOWN LANGUAGES: -Gryphon: can read, speak, and write in the modern dialect fluently. ***** PHYSICAL MODIFICATIONS: -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. ***** 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. DUTY: 6. USES: 2. ***** SKILLS: Expert Ambush Master Melee Basic Movement Expert Small Arms Basic Speech Expert Stealth Basic Perception ***** UNIQUE SKILLS: >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. >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. ***** TERTIARY SKILLS: none, yet. ***** SPECIAL ABILITIES: none, yet. ***** 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. ***** 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. ***** SKILL SPECIALIZATIONS: -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls. ***** PHYSICAL ENCHANTMENTS: 2/3 slots remaining. -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. ***** 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. 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. ***** AGE: 25. Age upon arriving on Tallus: 23. ***** 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. 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... 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. 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. 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. 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. ***** 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". ***** 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. ************************************************************************************************************************************* Name: The FNG Position: ALPHA Fireteam 2 Member Theme: Rank: Fucking New Guy HP: 10/10 Total XP: 10 Unspent XP: 3 ***** SKILLS: Ambush (Basic) Combat Rifles/Shotguns (Basic) Speech (Expert) Stealth (Expert) ***** UNIQUE SKILLS: none. ***** KIA/MIA Status: BGO ************************************************************************************************************************************* Name: Thrill Collins (Support Staff) Position: Recruiter Theme: A soldier without borders, in search of Outer Heaven. Rank: Mercenary HP: 20/20 Total XP: 63 Unspent XP: 20 (Affectionate, Aware, Careful, Diplomat, Listener, Natural Speaker, Stealthy) ***** KNOWN LANGUAGES: -Crystal Pony, Kingdom & Imperial phonetics: can read, speak, and write fluently ***** LORE: -Subject: Crystal Ponies, Amateur (Free) -Subject: The Crystal Empire, Amateur (Free) ***** PHYSICAL MODIFICATIONS: none, yet ***** 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 *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 *During Void Strike, Thrill may utilize all other skills freely including Iron Will *May be used ONCE during and between Operations DUTY: pending. USES: 0. ***** OFFENSIVE SKILLS: Expert Assault Expert Parry Expert Riposte Master Heavy Weapons Expert Small Arms Expert Suppression Fire ***** DEFENSIVE SKILLS: Expert Block Expert Evasion Expert Reaction Speed Expert Sprint Expert Stealth ***** UTILITY SKILLS: Basic Iron Will Basic Human/Pony Relations ***** UNIQUE SKILLS: >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. *This skill may only be used once per Operation, and ONLY if Thrill is carrying food >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. *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. 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 2: INDIFFERENT: no effect 3: ANXIETY: the target suffers a -3 penalty to all rolls 4: DOUBT: the target's last skill used is disabled for 3 turns 5: FEAR: the target is completely immobilized, unable to act for 3 turns 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 ***** SPECIAL ABILITIES: none, yet. ***** TERTIARY SKILLS: none, yet. ***** COMBAT SHARED ABILITY: Basic Crystalline Focus. Once per Operation, Naliyna and Thrill, whether separate or alone, may roll a [1d6] 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. -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. 1: Pikeman suffers a -1HP loss 2: No effect, unless Pikeman transfers a 1:1 ratio of his HP to target 3: heals 10% of the target's MaxHP 4: heals 25% of the target's MaxHP 5: heals 50% of the target's MaxHP 6: full restore of the target's HP -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. 1: Pikeman suffers a -1HP loss 2: no effect 3: adds +1 to all Melee/Ranged rolls 4: adds +2 to all Melee/Ranged rolls 5: adds +3 to all Melee/Ranged rolls 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. >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. >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. ***** TERTIARY SKILLS: -Basic Singing (Basic) ***** SKILL SPECIALIZATIONS: -Meridian Veil, Personal Mnemonic Retention Induction, Tallus Inter-Pony Relations Training: adds +1 to all Human/Pony Relations rolls. -Threx, Veteran Rogue's Circle Training, Gryphon & Pegasi Close Combat Tactics: adds +1 to all Melee rolls. ***** PHYSICAL ENCHANTMENTS: 1/3 slots remaining. -Young Kraken: adds +1 to all Movement & Melee rolls, and gains +1HP/turn. ***** KIA/MIA Status: unknown. ************************************************************************************************************************************* Name: Emily Dean DOESN'T EXIST Position: Free Agent Theme: An American female, who died while fighting for a non-military rogue squad. Rank: Rookie HP: 20/20 TOTAL XP: 19 Unspent XP: 1 ***** SKILLS: Engineering (Basic) Energy Rifles (Expert) Melee (Expert) Movement (Expert) Stealth (Expert) ***** SKILL SPECIALIZATIONS: -Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls. ***** PHYSICAL ENCHANTMENTS: 1/1 Slots remaining. ***** KIA/MIA Status: unknown, but seems to have disappeared. Probably drowned. ************************************************************************************************************************************* Name: Vick (BANNED for being an asshat) Position: ECHO Fireteam 2 Leader Theme: A dumbass. Rank: Rookie HP: 14/14 Total XP: 18 Unspent XP: 1 ***** SKILLS: Engineering (Basic) Human/Pony Relations (Basic) Intimidation (Expert) Iron Will (Basic) Melee (Expert) Perception (Basic) Small Arms (Basic) Speech (Basic) Stealth (Expert) ***** SKILL SPECIALIZATIONS: -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls. ************************************************************************************************************************************* Name: Surplus (BANNED for being a worthless bootlicker) Position: Free Operator 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. Rank: Fucking New Guy HP: 10/10 Total XP: 5 Unspent XP: 0 (Blunt, Calm, Careful, Determined, Direct, Focused, Hard-Working, Intuitive, Knowledgeable, Listener, Logical, OCD: Requires Orderly Space, Polite, Rational, Resourceful) ***** KNOWN LANGUAGES: none, yet. ***** PHYSICAL MODIFICATIONS: none, yet. ***** OFFENSIVE SKILLS: Basic Assault Basic Parry Basic Riposte Basic Battle Rifles Basic Small Arms ***** DEFENSIVE SKILLS: Basic Block Basic Evasion Basic Reaction Speed Basic Sprint Basic Stealth ***** UTILITY SKILLS: Basic Engineering Basic Perception ***** UNIQUE SKILLS: none, yet. ***** SPECIAL ABILITIES: none, yet. ***** TERTIARY SKILLS: none, yet. ***** SKILL SPECIALIZATIONS: none, yet. ***** PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.