Az' Rael (Sunaj Shadow Assassin)

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Az Rael
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Az' Rael (Sunaj Shadow Assassin)

Post by Az Rael »

by RTPlayer Name: Jim Mohan (Jack McDermott)
G-Mail: jwmohan78@gmail.com or jmohan@mail.usf.edu

Character Name: Az' Rael
Alias: Alexandros Drakos (Public name)
Race: True Atlantean
O.C.C.:Sunaj Shadow Assassin
Alignment: Aberrant
XP Level: 8
XP Points:73,093 (Updated 2024-02-01 by DSM)
Next Level @ XP: 88,001
Sentiments/Non-Humans: His hatred of the Spluggorth and their minions is only dwarfed by his hatred toward the weak minded sheep who pose as True Atlanteans.
Disposition: Alexandros is soft spoken, not outwardly excitable unless the subject turns to one of his more passionate topics then he can become almost possessed by his convictions.
Insanity: None

ATTRIBUTES
I.Q.: 16
M.E.: 31
M.A.: 20
P.S.: 20
P.P.: 20
P.E.: 17
P.B.: 15
Speed: 43

PHYSICAL DATA
P.P.E.: 138
I.S.P.: 47
H.P.: 51
S.D.C.: 95
Age: 23
Sex: Male
Height: 6' 2"
Weight: 220
Description: A short muscular man compared to his brethren. His features are somewhat dark and mysterious.

Racial Abilities
Tattoos of Heritage
Tattoo Name (PPE required to use)
  • Flaming Sword (10)
    • PPE to Activate:10
    • Duration 90 min (+15)
    • Notes:Creates a magical sword that inflicts equivalent M.D.C of a standard sword
  • Staked Heart (15)
    • PPE to Activate:15
    • Duration 6 hrs (+1)
    • Notes:Provides protection from Vampires. See p. 163
  • Explosion (20/40)
    • PPE to Activate:20/40
    • Duration Instant
    • Notes:Blows the user to bits! See p. 173.
  • Black Sun (40)
    • PPE to Activate:40
    • Duration 60 min (+5)
    • Notes:Give the user limited powers over darkness. See SoA p. 158
Natural Abilities
Perception Bonus: 61% (+3%)
Perception mods
  • +15% in darkness or while in a shadow
  • +5% When dealing with Vampires or the Undead
  • +5% when pertaining to ambush, backstabbing or shadow magic
Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12
Max. Encumbrance: 220
Max. Carrying Weight: 380
Max. Lifting Weight: 760
Max. Jumping Ability: 14.25 ft / 15 ft

Special Racial Abilities
Healing Abilities (special)
Ley Line Phasing (special)
Impervious to Shape-Changing/Metamorphosis (special)
P.P.E Recovery (special) 10 points per hr of rest or sleep.15 P.P.E per hour of meditation
Recognize Vampires by appearance (special) 40% (+10%)
Sense the Presence of Vampire and Vampire Intelligences (Special)
Sence Rifts and Ley Lines (special)
Operate Dimensional Pyramids 45% (+5%)
Modifiers to Special Abilities
  • Recognize Vampires
    • +10% to recognize secondary Vampires
    • +30% to recognize Wild Vampires
    • -30% to recognize Master Vampire
Psionics
Minor
  • Mind Block (4)
    Duration: 60 min (+10), Range: Self Adds +1 to save vs all psychic and mental attacks
  • Intuitive Combat (10)
    Duration: 12 melee rounds (+2), Rnage: Self
  • IC Bonuses
    • +3 initiative
    • +1 to strike
    • +1 to parry
    • +4 to dodge
    • +4 to pull punch
    • +2 to roll with punch, fall or impact
    • +2 to disarm
    • Can not be caught by surprise.
  • Telepathy (4)
    Duration: 12 min (+2), Range: 260ft Read Surface thoughts / 340 ft Two-way Communication
Spell Knowledge
5 P.P.E. per level per action for Shadow Magic (30 PPE/Action)
3 P.P.E. per level per action for Other (18 PPE/Action)
Shadow Magic
Spell Strength: 14
  • Animate Shadows (6)
    • Range: 160 ft (+10)
    • Duration: 30 min (+5)
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 6
    • Notes: Limitation:Can animate one shadow per spell Casting. Bonus on Saving throw when combined with Give Shadows Sound. See SoA p.95
  • Shadow Mask (4)
    • Range: Self only or one other by touch.
    • Duration: 60 min (+10)
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 4
    • Notes: Creates a shadowy haze over a person's face
  • Shadow Cast (6)
    • Range: 12 objects (+2)
    • Duration: 12 min (+2)
    • Damage: N/A
    • Saving throw: None
    • PPE: 6
    • Notes: Creates a shadow over a small area about the size of an 8ft table.
  • Shadow Walk (6)
    • Range: Self or Self and one other by touch.
    • Duration: 24 min (+4)
    • Damage: N/A
    • Saving throw: None
    • PPE: 6
    • Notes: Can be used to walk up walls. Spell masks foot print and foot print heat signature. See SoA p. 96
  • Shadow Bolt (6)
    • Range: 300 ft (+50)
    • Duration: Instant
    • Damage: 8d4 M.D. (+1d4)
    • Saving throw: Victim is -5 to dodge when cast in darkness
    • PPE: 6
    • Notes: Add +2d4 M.D. when cast at a ley line. Add +4d4 M.D. when cast at a ley line nexus.
  • Shadow Defense (10)
    • Range: Self. The mage must be casting a shadow to use this magic
    • Duration: 12 melee rounds (+2)
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 10
    • Notes: When active the spell caster's shadow actively acts to Parry attacks from directions the spell caster is not directly facing.
  • Shadow Strike (6)
    • Range: Self. The mage must be casting a shadow to use this magic.
    • Duration: 12 melee rounds (+2)
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 6
    • Notes: It effectively adds one strike per melee. The shadow strikes once per melee with the same strength as the mage [ist]
  • Shadow Skin (8)
    • Range: Self or self and one other by touch
    • Duration: 60 min (+10) or until destroyed
    • Damage: N/A
    • Saving throw: Standard
    • PPE: 8
    • Notes: Provides an 36 M.D.C. (+6) Armor. Covers the user in a black skin tight rubber like armor from head to toe. Adds +10% to Prowl.
  • Shade Armor (10)
    • Range: Self, or two others by touch, or cast upon one other up to 100 ft. Line of site required.
    • Duration: 6 min (+1)
    • Damage: N/A
    • Saving throw: None
    • PPE: 10
    • Notes: Shade armor is weightless, noiseless and offers magical protection of 72 M.D.C. (+12) Also offers +5% to Prowl
  • Ride the Night Wind (12)
    • Range: Self only, or Self and one other by touch.
    • Duration: 90 min (+15)
    • Damage: N/A
    • Saving throw: None
    • PPE: 12
    • Notes: Allows user to levitate, hover or fly in the darkness. 30 mph, max height 1000ft
  • Whispering Shadows (8)
    • Range: 1100 ft (+100)
    • Duration: 6 min (+1)
    • Damage: N/A
    • Saving throw: None
    • PPE: 8
    • Notes: Allows spell caster to speak into a shadow and send his voice as a whisper to all shadows within range. See SoA p. 100
  • Shadow Meld (10)
    • Range: Self
    • Duration: 12 min (+2)
    • Damage: None
    • Saving throw: None
    • PPE: 10
    • Notes: Allows user to step into a shadow and become totally invisible
  • Shadow Puppet (24)
    • Range: Self Only
    • Duration: 12 Melee Rounds (+2)
    • Damage: None
    • Saving throw: None
    • PPE: 24
    • Notes: Creates a double of the spell caster. Mimics spell casters actions. See SoA p. 104
  • Shadow Stalker (40)
    • Range: Self Only
    • Duration: 90 min (+15)
    • Damage: None
    • Saving throw: -1 to save
    • PPE:40
    • Notes:Allows the spellcaster to ride in someone's shadow unnoticed. See SoA P. 107
  • Shadow Shift (16)
    • Range: Self Only or Self and one by touch, up to 300ft (+50) away. Line of site required.
    • Duration: Instant/One melee attack
    • Damage: None
    • Saving throw: -1 to save
    • PPE:40
    • Notes:Allows the spellcaster to ride in someone's shadow unnoticed. See SoA P. 107
  • Shadesword (22)
    • Range: Self Only
    • Duration: 12 min (+2)
    • Damage: 6d6 MD (+1d6)
    • Saving throw: standard
    • PPE:22
    • Notes:Allows the spellcaster to conjure a bladed weapon of pure darkness. See SoA P. 105
  • Moonlight (22)
    • Range: Near self or up to 30 ft away
    • Duration: 18 min (+3)
    • Saving throw: None
    • PPE:4
    • Notes:Allows the caster to create a glode of moonlight. Will dimly light up a 10ft area per each level. See SoA P. 95
  • Shadow Sight (15)
    • Range:Self or 100 ft radius
    • Duration: 16 melee (+2)
    • Saving throw: None
    • PPE:15
    • Notes:See SoA P. 99
  • Shadow Senses (16)
    • Range:Self or one by touch
    • Duration: 32 min (+4)
    • Saving throw: None
    • PPE:16
    • Notes: See SoA P. 101
O.C.C. Skills
Language: Greek (Ancient Dialect) 108% (+1%)
Language: Dragonese/Elven 108% (+1%)
Language: Trade Four 108% (+1%)
Language: Whisper (SoA, p. 88)78% (+2%)
Language: Demogogian 86% (+3%)
Language: Faerie Speak 86% (+3%)
Literacy: Greek (Ancient Dialect) 108% (+1%)
Literacy: Trade Four 124% (+3%)
Literacy: Dragonese/Elven 124% (+3%)
Lore: Demons & Monsters 87% (+5%)
Lore: Dimensions 72% (+5%) (R.C.C Skill)
Lore: Magic
--General Knowledge: 82% (+5%)
--Recog. Magic Circles, Runes, etc: 72% (+5%)
--Recognize Enchantment 58% (+4%)

Locksmith 97% (+5%)
Basic Electronics 77% (+5%)
Mathematics: Basic 127% (+5%)
Disguise 77% (+5%)
Intelligence 81% (+4%)
Land Navigation 80% (+4%)
Prowl 82% (+5%)
Surveillance 82% (+5%)
Meditation 98% (+2%) (R.C.C Skill)
Tracking: People 77% (+5%)
HTH Commando (lvl 8 )
W.P. Energy Pistol +4 to strike
W.P. Energy Rifles +4 to strike
W.P. Staff - +3 to strike +3 to parry
W.P. Knife - +3 to strike +3 to parry +4 to strike when thrown
W.P. Sword - +3 to strike +2 to parry +2 to strike when thrown
W.P. Paired Weapons (see RUE p. 327)

O.C.C. Related Skills
Demolitions 91% (+3%)
Impersonation 79%/47% (+4%)
Undercover Ops 87% (+5%)
Detect Ambush 87% (+5%)
Forgery 67% (+5%) lvl 5
Computer Operation 87% (+5%)
Research 97% (+5%)
Electronic Countermeasures 80% (+5%)
Cryptography 85% (+5%) lvl 10
Pilot: Spacecraft Advanced 61% (+4%) lvl 6
Lore: Psychics & Psionics 70% (+5%) lvl 8
Detect Concealment 25% (+5%) lvl 1

Secondary Skills +2 new secondary skills at levels 9, 12, 15
First Aid 87% (+5%)
Pilot: Hover Craft (Ground) 92% (+5%)
Horsemanship: General 75%/47% (+4%)
Climbing/Rappelling 82/72% (+5%)
Radio: Basic 87% (+5%) lvl 6
Sensory Equipment 62% (+5%) lvl 6
Computer Programming 30% (+5%) PP Purchase lvl 5
Athletics (General)
Running

Combat Data
HTH Type: Commando (lvl 8 )
Number of Attacks: 6 (+1 attack when in shadow or darkness)
Initiative Bonus: +6
Strike Bonus: +7 (+2 attack when in shadow or darkness)
Parry Bonus: +9 (+2 attack when in shadow or darkness)
Dodge Bonus: +9 (+2 attack when in shadow or darkness)
Entangle: +2
HTH Damage Bonus: +7
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +7
Bonus to Disarm: +2
Bonus to Automatic Body Flip: +1
Bonus to Automatic Dodge: +4
Other:

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Pistol +3 to strike
W.P. Energy Rifles +3 to strike
W.P. Staff - +2 to strike +2 to parry
W.P. Knife - +2 to strike +3 to parry +3 to strike when thrown
W.P. Sword - +3 to strike +2 to parry +1 to strike when thrown
W.P. Paired Weapons (see RUE p. 327)

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +3
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +8
Psionics (varies): +8
Mind Control via psionics or drugs: +1
Horror Factor (varies): +10
Last edited by Az Rael on Tue Jan 09, 2024 12:10 pm, edited 84 times in total.
User avatar
Az Rael
Posts: 309
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (True Atlantean, Sunaj Shadow Assassin) PW

Post by Az Rael »

Equipment

Carried/In Hand
GR-15AR Assault Rifle

Worn on Person
NE-BA-26 Special Body Armor (from ship)
NE-Rv01 Ripper Vibro-Knife
Wings of Pornbida (Patron Item)
Utility Belt
Backpack
Black Hooded Cloak
Sunglasses
black leather gloves
Black boots
Talisman of Armor of Ithan
Talisman of Breathe without Air
Talisman of Invisibility: Simple
Talisman of Lightblade
Neural Dusters -(from ship)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Attachment: Additional E-clip for Plasma Sword
• Attachment: FSE-clip
• Attachment: FSE-clip
• Attachment: P.P.E. Battery
• Attachment: Stun/Flash Grenades - from ship
• Attachment: Stun/Flash Grenades - from ship
• Attachment: Stun/Flash Grenades - from ship
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Utility Belt
• Attachment: Canteen
• Attachment: Generic Ion Pulse Pistol
• Attachment: Plasma Sword
• Attachment:
• Attachment: Secure Universal Card

Backpack
• Space: Digital computer with Camera
• Space: Sleeping bag (Attach to bottom outside)
• Space: tinted goggles
• Space: air filter
• Space: Radio
• Space: 100 ft or rope attached to outside
• Space: 2 pair of handcuffs
• Space: pocket tool kit
• Space: small sack 1
• Space:

Satchel
• Space: pocket mirror
• Space: two pens
• Space: notebook
• Space:

Small Sack 1 - Disguise Kit
• Space: Wig
• Space: prosthetics
• Space: application
• Space: makeup

Small Sack 2
• Space:
• Space:
• Space:
• Space:

Large Duffel Bag - in private room at GR headquarters on center
• Space: Sunaj Environmental Body Armor
• Space: Sunaj Helmet (custom)

Locked Trunk
• Space:
• Space:
• Space:
• Space:
• Space: Gold

Stored on the Rogue
NE-CS1 Cermalyte Black Nightsuit
NE-CW20 Camouflage Variable Armor
Out of Phase Field
GR-15AR Assault Rifle
PB-85 Blast Rifle
NE-101 "Popper" Mercenary Multi-Rifle

Credits/Valuables:
Gold: 6,000
Secure Universal Card: 1,632,200 Credits (7/1/24 Consumer)

Gear Stats

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.


Wings of Pronbida (Patron Item)
Image
A pair of polished bronze wings immune to the ravages of time and of the finest craftsmanship.
Unique Enchanted Item
S/M.D.C.: Indestructible, but cannot be used defensively or offensively
Dimensions: ten foot wingspan, but a mere two feet when folded
Magic Features
  • Fly (as an eagle): 60 minutes; twice daily.
  • Indestructible: Cannot be destroyed by any means, save alchemy.
  • Protection from Spell Magic: Constant +1 to save.

Curse: None
History: Unknown dwarven craftsmen being held prisoner in Baalgor created these wings to flee their captors and obtain their liberty during the great Elf-Dwarf War.

Plasma Sword
  • Weight: 3 pounds
  • Range: Close combat or 100'
  • Damage: Sword 2d6 M.D., Plasma Blast 4d6 M.D.
  • Rate Fire: Per action
  • Payload: 60 min or 6 blasts
NE-Rv01 Ripper Vibro-Knife
  • (DB8, p. 24)
  • Damage: 2d4 M.D.
  • Weight: 1 lb
Generic Ion Pulse Pistol
  • Generic knock off of the Tx-24(GMG, p 167)
  • Takes FSE-clips or E-clips
  • Weight: 4 pounds
  • Damage: 2d4 M.D. single shot or 4d6 3-shot burst
  • Rate of Fire: Single shot or 3-shot bursts only
  • Range: 550 ft
  • Payload: 30 shots/FSE-clip or 10 shots/E-clip
Image
Sunaj Environmental Body Armor
  • With Optional helmet camera (SoA, p. 85)
  • Class: Sa-14 Sunaj Assassin Combat Body Armor
  • Size: Roughly human
  • Weight: 16 pounds
  • Mobility: Good, -5% to Climb, -10% tp Prowl, Swim and perform acrobatics
  • M.D.C. by Location:
    • Head/Helmet - 90
    • Arms - 60 each
    • Legs - 80 each
    • Main Body - 120
  • Features:
    • Complete environmental battle armor suitable for use in all hostile envoronments including space and underwater. Maximum depth tolerance 600ft
    • Computer controlled life support
    • Computer controlled, independent oxygen supply and purge system. Auto engages. 8 hr supply. Up to 10 days with filtration system
    • Internal, voice actuated support computer and database.
    • Internal cooling and temperature Control
    • Artificial air circulation systems, gas filtration, humidifier
    • Insulated, resistant up to 300 degrees centigrade
    • Radiation Shielded
    • Modular connectors for jet pack or other gear
    • Ammo and supply waste belt
  • Helmet features:
    • Tinted, polarized, eye panel. (auto adjust by light source)
    • Directional, Short-range radio (20 miles)
    • Built-in loudspeaker (80 deibels)
    • built-in Language Translator
    • Multi-Optics, passive nightvision, active infrared and ultraviolet optics, laser targeting, telescoping (1 mile) and macro (20x mag)
    • HUD
    • Vital Signs monitor and Display
    • Concealed Helmet Camera
  • Custom helmet design
    IMG_1803.JPG
    IMG_1803.JPG (46.54 KiB) Viewed 10373 times
Modified NE-BA-40 "Infantry" Medium Body Armor
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 40 each
  • Legs: 60 each
  • Main Body: 100
  • Built-In N-F20A Force Field: 75

Weight: 20 lbs.
Modifiers: -10% to physical skills
+10% to camouflage, -10% to opposing perception, +5% to Prowl
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
  • Fiber-Optic Coating
  • HUD Visor Allows 6 different screens to be viewed without impairing vision.
  • Built-In N-F20A Force Field
    • M.D.C.: 75
    • Voice Activated
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
    • Light Polarization
  • Integrated Sensor Pod
    • 360° scanning capability
    • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
  • Advanced Communication Package
    • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
    • Range: 30 miles
  • IFF & Targeting Computer
    • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
    • Can Identify up to 6,000 targets with 92% accuracy

Book Reference: p.40, DB8



Talisman of Armor of Ithan
Image
Talisman
Magic Features
  • As per the Armor of Ithan spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Breathe without air
Image
Talisman
Magic Features
  • As per the Breathe without Air spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Invisibilty: Simple
Image
Talisman
Magic Features
  • As per the Invisibility: Simple spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Lightblade
Image
Talisman
Magic Features
  • As per the Lightblade spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM


NE-CS1 Cermalyte Black Nightsuit
Image
M.D.C. by Location:
  • Helmet: 14
  • Arms: 14 each
  • Legs: 14 each
  • Main Body: 28

Weight: 4 lbs.
Modifiers: +5% to Prowl
Features:
  • Non-environmental
  • Non-reflective color and sound-absorbing material

Book Reference: p.36, DB8


NE-CW20 Camouflage Variable Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 80

Weight: 13 lbs.
Modifiers: -5% to acrobatics/gymnastics, -20% vs opposing perception rolls, +5% to prowl skill, -70% to electronic perception/detection rolls
Features:
  • Masks infrared and thermal emissions

Book Reference: p.124-125, Mercenaries


Out of Phase Field
Image
M.D.C. by Location:
  • Field Projector: 10

Weight: 5 lbs.
Modifiers: +1 to dodge (doesn't stack)
Features:
  • Can be worn over light armor only (>50 M.D.C.)
  • Turns the wearer intangible
  • Vulnerable to magic, psionics, & phase beamers
  • Battery-powered: 1 hour (or 20 use) total duration

Book Reference: p.124-125, DB2


GR-15AR Assault Rifle
Image
  • Range: 1,000' (2,000' with barrel extension)
  • Damage: 3D4 M.D., 1D4x10 M.D. short burst, 2D4x10 M.D. long burst
  • Rate of Fire: single shots, 3-shot short bursts, or 10-shot long bursts only
  • Payload: 30 shot magazine
  • Weight: 13 lbs., 16 lbs. with sniper attachment
  • Features: multi spectrum scope, barrel extension
  • Modifiers: +3 to strike on aimed or called shots with multi spectrum scope
  • Book Reference: p.126, DB2


PB-85 Blast Rifle
Image
  • Range: 2,600'
  • Damage: 3D6 M.D. or 1D4x10 M.D. per burst
  • Rate of Fire: single shots or 3-shot bursts only
  • Payload: 48 shots per LE-clip
  • Weight: 7 lbs.
  • Features: none
  • Modifiers: +2 to strike on aimed & called shots with attached sniper scope
  • Book Reference: p.62, DB3


NE-101 "Popper" Mercenary Multi-Rifle
Image
  • Range:
    • Laser: 2000'
    • Plasma Cartridge: 1200'
    • Grenade Launcher: 1000'
  • Damage:
    • Sniping Laser: has three settings, 1D6 M.D., 2D6 M.D. or 3D6 M.D.
    • Slim-Line Plasma Cartridge Rifle: 5D6 M.D. per shot or 1D6x10 M.D. per burst
    • Grenade Launcher: Varies with grenade type
  • Rate of Fire: Single shots, single grenades, or 3-round bursts only
  • Payload:
    • NE-002PC Cartridges: 30 round magazine
    • Grenade Launcher: 20 round magazine
    • Sniping Laser: can use either an E-Clip (20 shots) or a FSE-Clip (30 shots)
  • Weight: 25 lbs.
  • Features: Attachable NE-RV02 Ripper Vibro-Bayonet (3D4 M.D.)
  • Modifiers: +1 to strike on aimed shots with sniping laser only; W.P. Energy Rifle & W.P. Heavy Military Weapons
  • Book Reference: p.31, DB8


P.P.E. Battery
  • P.P.E.: 100
  • Note: Can be recharged with either P.P.E. or double the amount of I.S.P.
Last edited by Az Rael on Tue May 21, 2024 10:33 am, edited 22 times in total.
User avatar
Az Rael
Posts: 309
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (True Atlantean, Sunaj Shadow Assassin) PW

Post by Az Rael »

Background Story

Nikoli Drakos was well know in his community as a teacher of the arts. He provided adults and children the opportunity to learn about the ancient beauty of the Aerihman clan. To most he was a kind hearted individual which was rare for the war like clan. What the community did not know was that in the background he was a high ranking handler for the Sunaj Aeries Cell.

Nikoli's orders came directly from Lord Aeries' wife herself. He was the intermediary for the clan direction and 6 individually tasked shadow assassins. None of the assassins Nikoli handled knew about any of the others accept one. One assassin he had grown particularly fond of. Rhea had grown close to his heart.

Rhea was Nikoli's top assassin. She handled the most sensitive targets and executed each mission quickly and emotionless. Her dedication to the cause was unwavering. Nikoli admired her strength and conviction and soon grew to love her and take her for his wife. As a husband and wife team they were able to operate effortlessly

In time Rhea and Nikoli had a child. They named the boy Alexandros (The defender of men). Alexandros was raised early on in the beliefs of the Aerihman and the Sunaj even though the clandestine actions of his parents were still kept secret from him. The spent many hours each day training him physically and mentally to prepare him for acceptance into order. Although they could not be the ones to bring him in they fully understood what the recruiters would be looking for and the nurtured it from a baby.

The day Alexandros was approached was the happiest day for both his parents. Nikoli was told the day before that his son would be inducted into the order and after Alexandros completed his training he would be assigned as one of his assets. Rhea and Nikoli celebrated the great news that their son would continue in the honor of restoring the strength and position of the Atlantean people.

After completing his training, Alexandros took the name "Az Rael" for his code name. When he learned that his father would be his handler many things form his childhood started to make sense. Finding out his mother would be his team leader was no surprise in the end either. She had allows presented a strength that exuded her desire for the Aerihman and all True-Atlanteans to once again rise to their proper position.

Az Rael's first assignment was to assist his mother in the capture and interrogation of a Splugorth competitor. The mission was two fold. First they were to identify who the individual was getting their information from to appease a Splugorth patron. The second part of the mission was to drain all the information about the splugorth that he had learned and supply that back up the channel for the higher ups to use and exploit.

During the mission something went sideways, Az Rael missed a secondary target in the room. This target ended up getting the drop on Az and during the struggle his mother was critically wounded. In a rage Az Rael ended up killing both of the targets before they could complete their interrogation. Rhea sent Az Rael to retrieve a talisman left in their transportation outside. As soon as he got 20 ft from the building it exploded. There is no proof but to this day he believes his mother completed the ultimate sacrifice and activated her explosion tattoo.

After Rhea's death Nikoli was never the same. Deep down Alexandros always felt his father blamed him for his mothers death. Hell he blamed himself. His hatred for the beasts that exploited his people and took their home grew from that moment without bounds. If they had not existed it would have never happened. The weak minded sheep who call themselves True Atlanteans were to blame as well. If they would just open their eyes all of this could be over. Maybe, just maybe he could prevent that type of heartache for generations to come.
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Az Rael
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Re: Az' Rael (Sunaj Shadow Assassin) [Leader]

Post by Az Rael »

Sunaj Assassin/ Sunaj Shadow Assassin
1 0,000 - 2,600
2 2,601 -5,200
3 5,201 - 10,500
4 10,501 -21,200
5 21,201 -32,300
6 32,301 -47,400
7 47,401 -62,500
8 62,501 -88,000
9 88,001 - 112,000
10 112,001 - 163,000
11 163,001 -222,000
12 222,001 -295,000
13 295,001 -395,000
14 395,001 -495,000
15 495,001 -595,000
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82
Perception Bonus: 52%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael
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Az Rael
Posts: 309
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (Sunaj Shadow Assassin) [Leader]

Post by Az Rael »

Level Up - checklist

PPE - dice]0[/dice
+1 to spell strength
1 new shadow spell
update current skill percentages
Secondary skills?
perception +3%

Level 5 level up

HP - [dice1[/dice
PPE - [dic]2[/dice

+1 spell - Shadow Shift
+1 additional OCC related skill - Pilot: spacecraft Advanced

Updated Skills and spells

+3% perception

Level up 6

1 new spell
[dice3[/dicePPE
[dice4[/diceHP
+2 Secondary skills
Athletics General ( +1 P and D, +1 roll w p/f, +1 PS, + [dice5[/dic] Spd, + [dice6[/dice SDC )
Running ( +1 PE, + dice]7/dice] SPD, + [dice8[/dice SDC )

Level 7 and Eight Level up

HP 2d6: [4, 3] = 7
PPE 4d4+4: [2, 1, 4, 3]+4 = 14
+2 spells
+1 spell strength
+1 OCC related Skill
Last edited by Az Rael on Fri Oct 20, 2023 9:29 am, edited 3 times in total.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82
Perception Bonus: 52%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael
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Az Rael
Posts: 309
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (Sunaj Shadow Assassin) [Leader] - LEVEL UP!

Post by Az Rael »

Concept
  • What emotion best describes your character?
    Impatient, Az Rael's youth fights against his desire to be more cautious. Impatience comes naturally to him, he must consciously focus on cautious. He past makes him want to be more cautious in the things he does but in the back of his mind he finds himself wanting to move quicker than he knows he should. He struggles internally with these two emotions.
  • What emotion does your character evoke in others?
    His desire is to inspire confidence in those around him. Although he is not always confident in his own decisions he tries not to portray this publicly. He has at times become close enough with somebody to be more open about his own self doubt, these people are few and far between.
  • What does your character need most?
    Az Rael needs to build more confidence in his own actions. He needs to see success in his leadership skills and realize that those around him are not in danger because of his leadership.
  • What is your character’s goal in life?
    Az Sunaj, his major goal is to see Atlanteans restored to their birthplace. As a person his goal is to redeem himself for the loss of his mother and his belief that he is the cause of her death.
Background
  • Where did your character come from?
    Az Rael was born in center. He was born into a family of Sunaj and trained as an assassin from a young age.
  • When did you grow up?
    He grew up around center. His contact with people was limited mostly to his parents. He did not spend my time in social environments and when they did it was under cover.
  • What values does your character hold?
    Az Rael believe entirely in the superiority of the Aerihman clan. He is a frim believer in the Sunaj path and believes the ends justify the means. The goal of returning the True Atlanteans back to Rifts earth is the justification he uses to do things others may feel are wrong.
  • How does your character dress?
    His style of dress is low key. He prefers darkish clothing and prefers to blend in to his surroundings.
  • What are your character’s means?
    To date Az Rael has not had a ton of money. His work for the cause has taken care of his basic needs. He does not come from a wealthy family. He is not shy in his enjoyment of more sophisticated tastes when they are available but does not seek them out.
Details
  • What are your character’s personal tastes?
    Az Rael looks for simple and efficient. His interests lie more with mission oriented equipment and items rather than personal items. Anything he is looking for personally will be directly related to his life mission with the sunaj or would help in his task of staying under cover.
  • What are your character’s opinions?
    He believes that the Aerihman clan is the one true superior clan of all True Atlanteans. He sees the other clans as weak and unable to what it takes for All Atlantenas to take back their true home and defeat the splugorth. he is willing to do what ever it takes to make this happen and understands that there will be tasks that don't directly lead to the success but help the cause in other ways.
  • What is your character’s comfort zone?
    Az Rael is comfortable around known Sunaj. When he can truly be himself. Around others he knows he has to be forcibly cautious so he can maintain his cover.
  • Who has had the biggest impact on your character’s life?
    Az Rael's mother has made the biggest impact on his life. Her making the ultimate sacrifice for the cause solidified the importance of the sunaj cause in his mind
  • What are some of your character’s unexpected quirks?
Inwardly he is not self confident. Around those he knows and trusts he may show this defect and even ask for help. Around others he will not. He will maintain a confident outward appearance. He tends to be impatient. When things are slow he will push for movement. On topics concerning the spluggorth it is hard for him to hide his hatred and even when he is trying very hard to hide it some hints may shine through.

Play Details
  • What kind of story does your character belong in?
    A tale of intrigue, complicated weaving story lines that challenge the character to maintain his cover in various ways.
  • What role does your character fill?
    The character can be a cold blooded killer if it is in the service of his ultimate agenda.
  • What should the other players know about your character?
    Az Rael is secretive. The things he lets people know may or may not be true. Everything he presents outwardly is for the pure intent of keeping his cover story. Very few have peeled back the layers to see the true Az Rael.
  • What is your play style?
    As a player I like to plan. The character struggles internally with caution and impatience.
  • How do you want your character to die?
In the service of the Sunaj, preferably heroically and in a blaze of glory!

Wish List TO BE DEVELOPED
Item 1: To be come a high ranking member of the sunaj elite

Item 2:

Item 3:

Item 4:

Item 5:

Goals

Short Term Goals:

Goal 1: Show his Sunaj superiors that he is successful and trustworthy and deserves a bigger part within the organization.
Suggested Solutions (Goal 1): Complete assigned missions successfully as requested by leadership.

Goal 2: Needs to work on his self control with matters of the True Atlanteans and the spluggrth
Suggested Solutions (Goal 2):

Goal 3:
Suggested Solutions (Goal 3):

Mid Term Goals:

Goal 1:
Suggested Steps and Solutions (Goal 1):

Goal 2:
Suggested Steps and Solutions (Goal 2):

Goal 3:
Suggested Steps and Solutions (Goal 3):

Long Term Goals:

Goal 1:
Suggested Steps and Solutions (Goal 1):

Goal 2:
Suggested Steps and Solutions (Goal 2):

Goal 3:
Suggested Steps and Solutions (Goal 3):


1. Is the character verbose or stoic?
Az Rael will play to the crowd and specifically his cover story. At times he will be silent, calculating and watchful. He has a hard time controlling his verbal output when subjects of the spluggorth arise. This is something he knows and works on.

2. Is the character funny or dour?
Internally Az Rael is very serious. He has a hard time letting his hair down. Externally he has learned to feel out his surroundings. He is capable of putting on a fake smile and telling a joke when it is needed. Serious situations come naturally to him. As his humor/funny side is forced and/or learned, it is not always appropriate and can come out as awkward at times.

3. Is the character a follower or a leader?
He is a leader. He knows that sometimes one can lead through following though. Manipulation is not outside of his moral code. He will take on the role required to get the job done.

4. How the character he react under pressure?
Under pressure Az Rael struggles more with his self confidence and self doubt of his decisions. He questions his choices more as situations become more dire.

5. Does the character volunteer for tasks?
Only if they benefit him or the cause. He does realize that sometimes actions aren't a direct benefit but will only volunteer if he can see a way it helps the Sunaj or himself.

6. Is the character friendly? To the character's team, to strangers?
He is suspicious with strangers. With his team he is very caring. He knows that to accomplish his life goals he needs help. He understands that those around him may not truly understand why he has chosen his path and believes they don't need to know. He will treat his teammates very well and do everything he can to keep them safe. he will also keep from them that he is ultimately working toward the goals of the Sunaj and using them in a way to succeed in that goal.

7. Does the character offer mercy?
For spluggorth there is no mercy. If he has time he may even prologue the means of death to draw it out. For other True Atlantean clans he tries to be as quick and painless as possible. He will try to avoid innocent collateral damage but will not sacrifice success to save civilians.

8. Is the character curious and/or adventurous?
He is motivated toward the cause of the Sunaj and curious in matters that might benefit the cause.

9. Is the character prejudiced about anything?
He hates the Spluggorth and feels contempt for the weaker TA clans.

10. How does the character react to aliens?
Aliens are common place. They all serve a function. He knows he is superior in most every way but is not overt about it.

11. How does the character react when the character is the victim of prejudice?
He would be shocked. Any Prejudice against a TA is unfounded as they are the superior race. How could any be prejudice against them?

12. What is the character's passion?
Becoming a productive high ranking member of the sunaj and taking back Atlantis.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82
Perception Bonus: 52%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael
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Az Rael
Posts: 309
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (Sunaj Shadow Assassin) [Leader]

Post by Az Rael »

Az Rael HQ Suite
Attachments
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P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82
Perception Bonus: 52%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael
User avatar
Az Rael
Posts: 309
Joined: Tue Nov 06, 2018 7:34 pm

Re: Az' Rael (Sunaj Shadow Assassin)

Post by Az Rael »

Post templates...

Standard

Code: Select all

Perception: [roll]1d100[/roll]/61%.[inline=Mods][list][*]+15% in darkness or while in a shadow [*]+5% When dealing with Vampires or the Undead
[*]+5% when pertaining to ambush, backstabbing or shadow magic[/list][/inline]
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: N/A

[b]Skills:[/b]



[b]Post:[/b]

Combat

Code: Select all

Perception: [roll]1d100[/roll]/61%.[inline=Mods][list][*]+15% in darkness or while in a shadow [*]+5% When dealing with Vampires or the Undead
[*]+5% when pertaining to ambush, backstabbing or shadow magic[/list][/inline]
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: Things that may be important to the post, like sixth sense or regeneration (with the die rolls)

[b]Skills[/b]

[inline=Combat] Initiative: [roll]1d20+6[/roll]
Number of attacks: 6

Action 1:
Action 2:
Action 3:
Action 4:
Action 5:
Action 6:

Parries: [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll]
Auto-Dodges: [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll]
Dodge: [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], 

*** No WP bonus added to Parry***

Weapon strikes, Parries.
W.P. Energy Pistol Strike: [roll]1d20+3[/roll], Damage: 
W.P. Energy Rifles Strike: [roll]1d20+3[/roll], Damage:
W.P. Staff [roll]1d20+9[/roll] to strike [roll]1d20+11[/roll] to parry.
W.P. Knife [roll]1d20+9[/roll] to strike, [roll]1d20+12[/roll]to parry [roll]1d20+3[/roll] to strike when thrown.
W.P. Sword [roll]1d20+10[/roll] to strike, [roll]1d20+11[/roll] to parry, [roll]1d20+1[/roll]to strike when thrown.

Contingencies:
[/inline]


[b]Post[/b]
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82
Perception Bonus: 52%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael
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