- Razorback Company
- List of Operatives
- ELEMENT 1
- -------------------------------------------------------------------------------------------
- Name: Swefag
- Position: ELEMENT 1 Commander
- Theme:Loyal and proud leader.
- HP: 12/12
- Armor:1<Vest
- Total XP: 25
- Unspent XP: 6
- Skills:
- Leadership(Expert)
- Combat Rifles/Shotguns(Master)
- Melee(Expert)
- Medical(Basic)
- Perception(Expert)
- Negotiation(Basic)
- Stealth(Basic)
- Unique Skills:
- --------------------------------------------------------------------------------------------
- EL1 ALPHA
- LEADER
- --------------------------------------------------------------------------------------------
- Name: Jeff
- Position: EL1 ALPHA Leader
- Theme: Seasoned Veteran
- HP: 24/24
- Armor: 4DR<Captain's Ranger Suit
- Total XP: 53
- Unspent XP: 6
- SKILLS:
- LMG/HMG(Expert)
- Melee(Expert)
- Small Arms(Expert)
- Negotiation(Basic)
- Leadership(Expert)
- Perception(Expert)
- Iron Will(Expert)
- Stealth(Auto-Stealth+2: Darkness)(Expert)
- Wilderness Survival(Basic)
- Chivalry (Expert)
- - Additional 3 dice rolls to any Negotiation attempt.
- - +2 success to all Speech/Negotiation attempts with female(hostile/neutral/friendly) NPCs.
- Adrenaline Rush/Second Rush/Third Rush/Overdrive (Expert: Second Rush currently)
- -Adds an additional 3 [1d6+2]'s to Dodge/Evade/Speed and Melee rolls.
- -Can be used twice in a single turn for Dodge/Evade/Speed AND Melee, OR one or the other.
- -If both Evasion and Melee are used, must skip one turn to use again.
- -Evasion and Melee can be use twice in a turn continuously at the cost of strain on Jeff's body, dealing -1HP every instance.
- Ranger (Master)
- -Additional 3 [1d6]'s to both Ranged skills.
- -+2 to Negotiation when conversing with any military/guard(former, as well) in Equestria.
- >+1 bonus to: Ranged, Leadership, Perception, Stealth, and Iron Will.
- Trait:
- Basic Feeling Batty~!
- Jeff's time spent with Belltower has been quite good overall, though a very difficult period of time emerged in with she gave him a choice of either accepting where he is, or she would leave/mercy kill him if he did not own up to his actions and take responsibilities. After sharing blood with each other, Jeff is able to perceive his actions, and the actions of others, through a unique, calm interpretation, the way Belltower views the world. This also confers a PASSIVE Basic Meditation skill, allowing him to clearly think through a situation or event, bypassing his often negative frustrations and emotions.
- (Out of Operation version)
- -Jeff may ask Belltower to share her blood, and further insights into a situation, puzzle, or to simply calm him down. If accepted, he will drain 1HP from Belltower and roll a 1d6, gaining a +1 bonus to ONE of several skills: Negotiation, Stealth, Dodge, or Perception. If Perception is chosen, Jeff's eyes will become much like a batpony's: rusty red replacing white, pupils becoming black slits, instead offering +2 Perception in the dark.
- (In Operation version)
- -Jeff may activate his Trait for free the first time in an Operation after rolling a 1d6, wherein the result will last X amount of turns equal to the roll result, gaining an additional +1 to Negotiation, Dodge, Stealth, or Perception. This may be repeated at the cost of -1HP once more during that Operation. The cost can be negated by asking Belltower to share her blood with him again. If Perception is chosen, Jeff's eyes will become much like a batpony's: rusty red replacing white, pupils becoming black slits, instead offering +2 Perception in the dark.
- Enchantments:
- Shadow-Step Phasing: adds +1 to all Dodge/Evade attempts via slightly scattered image.
- Void Eye: may use in place of Perception with 1d6+4<Void Sight
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- --------------------------------------------------------------------------------------------
- ALPHA FIRETEAM 1
- --------------------------------------------------------------------------------------------
- Name: Ghost
- Position: ALPHA Fireteam 1 Lead
- Theme: Efficient, tactician.
- HP: 12/12
- Armor:1<Vest
- Total XP: 10
- Unspent XP: 6
- SKILLS:
- Rifles(Basic)
- Small Arms(Basic)
- Melee(Basic)
- Stealth(Basic)
- Ambush(Basic)
- Leadership(basic)
- Perception(Basic)
- Unique Skills:
- Right Behind You:(Basic)
- When Ghost rolls above 4 on Stealth, adds +1/+2/+3 (Basic/Expert/Master) extra Melee dice rolls that are used along with Ambush. If this ability were go to over the cap of 8 offensive rolls, not including an elemental roll, instead add +1/+2/+3 to Ambush rolls.
- -----------------------------------------------------------------------------------------------
- Name: Natalia Kithsune
- Position: ALPHA Fireteam 1 Member
- HP:20/20
- Armor:1<Vest
- Total XP:18
- Pending XP:2
- SKILLS
- Small Arms(Expert)
- Melee(Expert)
- Stealth(Expert)
- Agility/Speed(Expert)
- Perception(Expert)
- Cooking(Expert)
- Unique Skills:
- ------------------------------------------------------------------------------------------------
- [Empty Position]
- ------------------------------------------------------------------------------------------------
- Name: Pvt. Marcus Jonothan
- Position: ALPHA Fireteam 1 Member
- HP: 12/12
- Armor: 1DR<Vest
- Total XP: 15
- Unspent XP: 12
- SKILLS:
- Combat Rifles/Shotguns(Expert)
- Small Arms(Basic)
- Melee(Basic)
- Negotiation(Expert)
- Perception(Basic)
- Unique Skills:
- ------------------------------------------------------------------------------------------------
- ALPHA FIRETEAM 2
- ------------------------------------------------------------------------------------------------
- ------------------------------------------------------------------------------------------------
- Name: Hollow Case
- Position: EL1 Alpha Fireteam 2 Leader
- Theme: Psychotic, drug addicted and mute super solider
- HP: 26/26
- Total XP: 51
- Unspent XP: 7
- Skills
- Heavy Weaponry(Expert)
- Explosives(Expert)
- Melee(Expert)
- Wilderness Survival(Expert)
- Negotiation(Expert)
- Block(Expert)
- Small Arms(Basic)
- Unique Skills:
- Evolution of Humanity(Master): Hollow can his use psychic abilities normally now, without having to be under extreme stress. EoH can be used to perform a number of different abilities associated with psionics.
- Teleportation, psychokinesis, telepathy, psychic blasts(concentrated mental energy given physical form), and mental manipulation(causing illusions, mind raping). Mind reading is possible, but very dangerous and difficult to perform, generally not worth it. Apply a +2 to all rolls regarding EoD abilities, due to the magic in Equestria causing changes to his powers. Apply a -2 to mind reading attempts.
- Warp Shift(Basic)
- Creativity(Basic)
- ---------------------------------------------------------------------------------------------
- [Empty Position]
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- [Empty Position]
- ---------------------------------------------------------------------------------------------
- [Empty Position]
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- EL1 BRAVO
- LEADER
- --------------------------------------------------------------------------------------------------
- Name: Mr. McSisterfister
- Postion: BRAVO Leader
- HP: 20/20
- Armor:
- Total XP:48
- Unspent XP: 11
- SKILLS
- Rifles(Master)
- Small Arms(Basic)
- Melee(Expert)
- Welding(Expert)
- Stealth(Master)
- Interrogation(Expert)
- Human/Pony Relations(Expert)
- Perception(Basic)
- Unique Skills:
- Precision works as follows: so long as he remains motionless, stays steadied. If he gets interrupted for ANY reason, must start all over
- Legacy of Strelok(Expert):
- Gift of the Zone(Basic):
- (Trait) Will of Degtyarev
- Option #1: adds +1 to a ALL rolls, ie: dodging/melee/LoS, for one turn, once per Operation
- Option #2: adds +1 to a SINGLE set of rolls, ie: dodging/melee/LoS, for 2 turns per Operation
- -----------------------------------------------------------------------------------------------------
- BRAVO FIRETEAM 1
- -----------------------------------------------------------------------------------------------------
- Name: J
- Position: BRAVO Fireteam 1 Lead
- HP: 14/14
- Armor:Unarmored(2 DR)<Drake Poncho
- Total XP: 47
- Unspent XP: 8
- SKILLS
- Archery(Expert)
- Explosives(Expert)
- Engineering(Basic)
- Melee(Master)
- Negotiation(Expert)
- Perception(Expert)
- Stealth(Expert)
- Ambush(Expert)
- Speed(Expert)
- Unique Skills:
- Simulacrum:(Expert)
- When anyone in the party reaches half health, their link between realms weakens. Enabling you to pull them partially into the Shadow Realm, covered in shade and lithe. Also may create Simulacra, shade copies as distractions or decoys.
- (1) Gain two extra +2 evasion rolls for every attack made against self.
- OR(2) Make two +2 evasion rolls to attempt and save a squad member.
- (Basic)Two [1d6+1], (Expert)Two [1d6+2], (Master)Two [1d6]+my evade, (Grandmaster)Three [1d6]+my evade on myself and the target.
- Go for the Throat:(Expert) +4 to melee rolls after a successful Ambush for 3 turns.
- Ebon Waltz:(Basic)
- Walking the line between light and darkness, dancing between strikes to deliver vicious counters. For Melee/Evasion rolls 6 and above, add the excess to the next set of rolls.
- (Trait)
- Streets of Raleigh
- After Mercy opened the barriers between the Equestria and the Underdark to J, seeking his past, she found simulacra (emulations of minds) waiting to lure him back in, and brought forth several pieces of a puzzle. This gave Sox the opportunity to slip him through the boundaries, and sit as a safeguard. Heading into the city, he explained to Risk his past, and his fear. Encountering the destroyed, shattered version of his home city several years after his departure, J confronted the one spectre of his past that he wished to encounter the least, a revenant-like simulacra of Charlotte, in Tandy's Bar. Taking what he was to be paid, and the last vestige of his own world from 'Charlotte', he chose to place her name on one of the last remaining statues in the park with Risk. Sox fearlessly cut the boundary between the void-world and it's own pseudo-reality with her own vital force, inscribing her blood into his will. This Trait confers a passive Basic Iron Will skill, and adds +2 to all Iron Will attempts.
- Enchantments:
- Lavawurm Tongue: immune to fire and non-lethal mystical fire, 1/2 damage from lethal mystical fire.
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- [Empty Position]
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- [Empty Position]
- --------------------------------------------------------------------------------------------------
- Name: Mr Zoo
- Position: BRAVO Fireteam 1 Member
- HP: 20/20
- Armor:1<Vest
- Total XP: 25
- Unspent XP: 6
- SKILLS
- Combat Rifles/Shotguns(Basic)
- Melee(Expert)
- Wilderness Survival(Basic)
- Engineering(Basic)
- Unique Skills:
- Party Games(Master)
- ----------------------------------------------------------------------------------------------
- BRAVO FIRETEAM 2
- ----------------------------------------------------------------------------------------------
- Name: Mr.Void
- Position: Bravo Fireteam 2 Lead
- Theme: Loyal sniper scarred from the past
- Hp: 14/14
- Armor:1<Vest
- Total XP: 16
- Unspent XP: 6
- SKILLS:
- Battle/Sniper Rifles(Expert)
- Stealth(Basic)
- Explosives(Expert)
- Engineering(Expert)
- Perception(Expert)
- Unique Skills:
- -------------------------------------------------------------------------------------------------
- Name: Clemency
- Position: EL1 BRAVO Fireteam 2 Member.
- Theme: Aviator
- HP: 20/20
- Armor:
- Total XP: 37
- Unspent XP: 6
- Skills:
- Melee(Master)
- Stealth(Expert)
- Iron Will(Basic)
- Combat Rifles/Shotguns(Basic)
- Wilderness Survival(Basic)
- Scouting(Expert)
- Unique Skills:
- Defender(Expert):When a fellow operator is wounded to below half their maximum health, gain +2 to all attack rolls.
- The Wing(Expert):Flying with the Ribbon Fighters requires massive synergy to finish the mission and Clemency is known to open a path to eliminate. Activation requires a critical success melee hit on an enemy. This marks them, causing all operators in the same operation/team to gain a +1 buff to range attacks with no risk of hitting Clemency but only him. Only lasts for 3 turns.
- Execute(Expert): Works as two extra 1d6+X Melee rolls, where X is the number of Trophies Clemency & Twisted Wing have combined. Add all other modifiers as normal. May attempt to, twice per Operation, Execute an enemy below 20% HP with a high enough roll.
- Trait: Aviator: Roll 3x 1d6 to inspire Twisted. On a 6, gains extra Melee attacks (up to 6 Melee attacks maximum), or increases Grandmaster Executioner's damage by +5 (up to +15 maximum).
- -At the start of an Operation, Clemency may choose to add +1 to ONE of these skills: Evade, Melee, Ranged, for the rest of that Operation.
- Shared Ability: EXPERT AIRSTREAM - Twisted has become much closer to Clemency upon giving him the opportunity to prove his aviator status, and aiding her in sorting through her past, allowing him to see the absolute Airstreams of this new world. At any point after being summoned, Clemency gains 1x Melee attack at 1d6+3 along with any +X melee weapon modifiers, and 2x 1d6+2 movement/evasion/dodge rolls while she is in combat, ending 1 turn after she leaves due to using Grandmaster Executioner or is knocked out/leaves otherwise.
- Enchantments:
- Vitriole Phasing, adds +1 to all Dodge attempts
- ----------------------------------------------------------------------------------------------
- Name: Thrill Collins
- Position: EL1 BRAVO Fireteam 2 Member
- Theme: A soldier without borders, in search of Outer Heaven.
- HP: 20/20
- Armor:
- Total XP: 48
- Unspent XP: 13
- SKILLS:
- Heavy Weapons(Expert)
- Melee(Expert)
- Suppression Fire(Expert)
- Camouflage(Basic)
- Speech(Expert)
- Stealth (Expert)
- Speed(Expert)
- Human/Pony Relations(Basic)
- Iron Will(Basic)
- Unique Skills:
- Emergency Ration: When Thrill falls to 0HP, roll 1D6. If 3 or higher, Thrill auto-revives with a 1d6 amount of HP. Skill can only be attempted once per operation and ONLY if Thrill has an item of food in his inventory.
- WORDS THAT KILL (Master)
- Combining research of the royal Canterlot voice and magic, Thrill attempts to use speech to instill terror in the enemy. Upon selecting a target, Thrill rolls [3d6]. The results determine what effects Thrill's speech has on the target.
- 1: ENRAGE - Target is enraged for 1 turn.
- 2: INDIFFERENT - No effect.
- 3: ANXIETY - Target suffers -1 to all rolls.
- 4: DOUBT - Target has their last used skill disabled for 3 turns.
- 5: FEAR - Target is completely immobilized, unable to act for 3 turns.
- 6: PANIC - Target temporarily takes leave of their senses, turning on their allies and attacking them with the last skill they used for 3 turns. If there are no nearby allies, target hurts themselves with their last skill instead.
- -------------------------------------------------------------------------------------------------------------------
- Name: The Crazed Doctor
- Position: BRAVO Fireteam 2 Member
- Theme: All within the Suit; Nothing outside the suit
- HP:20/20
- Armor:
- Total XP: 36
- Unspent XP: 15
- Melee(Basic)
- Speed(Basic)
- Triage(Expert)
- Lockpick(Expert)
- Medical(Expert)
- Perception(Basic)
- Intimidation(Basic)
- Shotgun Surgeon-Combat Rifles/Shotguns(Expert)
- Unique Skills:
- Blood Sacrifice:(Expert): Consumes 1 bottle of blood, returns Suit to full power and allows it to take over his actions. Grants +3 to all Melee rolls for 2 turns, inflicting -4HP on start of 3rd turn.
- Bloody Doctor:(Basic): +1 to all medical roles
- 1d6 expert +2 with only the 1d6 then master +3 to all medical roles and two 1d6 roles and grandmaster is +4 to all med roles and one more 1d6 roles
- Meet The Team:(Basic)
- When using Blood Sacrifice now Crazed will roll a [1d10].
- The aspect taken lasts for the duration of Blood Sacrifice.
- 1: Medic after being healed the next offensive roll will be the maximum it can be.
- 2: Pyro all melee rolls now carry a [1d6] status effect fire roll that lasts for the remainder of Blood Sacrifice.
- 3: Engineer adds 2 [1d6] rolls to Engineering.
- 4: Heavy adds 2 [1d6] Melee rolls.
- 5: Spy adds 2 [1d6] Stealth rolls and if he uses Melee after a successful sneak roll he will gain 2 [1d6] Melee.
- 6: Sniper adds 2 [1d6] Ranged rolls.
- 7: Demo adds 2 [1d6] Explosive rolls.
- 8: Scout adds 2 [1d6] Speed rolls.
- 9: Soldier adds 2 [1d6] Intimidation.
- 10: Suit adds 2 [1d6] to melee and an additional [1d6] to healing.
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- ELEMENT 2
- EL2 CHARLIE
- LEADER
- -------------------------------------------------------------------------------------------------------------------
- Name: Filth
- Position: CHARLIE Squad Leader
- Theme:Terrorism/Jihad
- HP:20/20
- Armor:
- Total XP: 39
- Unspent XP: 4
- Skills:
- Melee(Expert)
- Leadership(Basic)
- Small Arms(Expert)
- Negotiation(Master)
- Perception(Expert)
- Chemistry(Basic)
- Human Pony Relations(Basic)
- Speed(Basic)
- Unique Skills:
- Emit Force(Basic):
- - 2x 1d6+2(Basic) 3x 1d6+2(Expert) 3x 1d6+3(Master)
- -AoE effect that does no damage
- -But knocks enemies back, blocking/evading some damage
- -Stuns on a critical roll
- Bountiful Sunlight:(Expert)
- -x2 1d6+3(Expert) x3 1d6+3(Master)
- -Only activated on a critical
- -Can be used as a self heal
- -Heals/revives other in vicinity on a critical
- -Expert no longer takes health away from self when healing others
- -Entwines with KoS and can be used to blind/stun: Undead/Spectral/Otherworldly/Nocturnal enemies on a critical
- Knight of Sunlight:(Expert)
- +2(Expert) +3(Master) damage to Undead/Spectral/Otherworldly/Nocturnal enemies
- - Solar Flare may cause damage every other use on same enemies.
- - Adds +1 to all Negotiation attempts when dealing with Day, Royal, and Honor Guard, current and former.
- -------------------------------------------------------------------------------------------------
- CHARLIE FIRETEAM 1
- -------------------------------------------------------------------------------------------------
- Character Name: O'Mally
- Position: CHARLIE Fireteam 1 Lead
- Theme: Served In WWII Lugging around most of what the Army didn't want
- HP: 10/10
- Armor: 0(Unarmored.
- Total XP: 2
- Unspent XP: 2
- Skills:
- Heavy Weapons(Basic)
- Small Arms(Basic)
- Explosives(Basic)
- Perception(Basic)
- Negotiation(Basic)
- -------------------------------------------------------------------------------------------------
- Name: Glico Yinsinta
- Position: CHARLIE Fireteam 1 Member
- HP: 14/14
- Armor: 1DR Vest
- Total XP: 18
- Unspent XP: 4
- Skills:
- Battle/Sniper Rifles(Expert)
- Combat Rifles/Shotguns(Basic)
- Explosives(Basic)
- Medical(Basic)
- Perception(Basic)
- Stealth(Expert)
- Ambush(Basic)
- Negotiation(Basic)
- Engineering(Basic)
- Unique Skills:
- Steeled Nerves(Basic) - While alcohol tends to debilitate others, Glico's senses are actually heightened by it. If Glico has consumed alcohol in the post, he receives +1 to Negotiation, Perception and Iron Will rolls.
- Sniper's Focus(Expert)
- Adds +1/+2/+3 to ranged rolls when Steadied (Basic/Expert/Master), and a +1 bonus when using Perception through a scope. Must remain completely motionless in order to use this skill. Talking through a radio does not count.
- At Expert, when a max critical is landed, the next turn is regarded as Steadied. This may only occur once every three turns.
- At Master, all turns are considered Steadied.
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- Name: Dante "Doc Feelgood" Gambacci
- Position: Heavy Gunner
- HP:20/20
- DP:2(Enchanted Vest)
- Total XP:56
- Unused XP: 14
- Skills:
- Heavy Weapons (Master)
- Melee (Expert)
- Small Arms (Basic)
- Explosives (Basic)
- Perception(Basic)
- Suppression Fire(Expert)
- Iron Will (Basic)
- Intimidation (Expert)
- Unique Skills:
- Fire On My Target!:(Master)- Once per Operation,Dante may mark THREE targets, increasing operators rolls against said target(s).
- Adding Fire On My Target increases rolls by +3 towards that singular target ONLY. DOES affect Dante.
- Killing Pace:(Expert) Dante taps into the fury of combat, fighting continually better. If he rols [1d6] and gets a six, he gets a +1 to all rolls.
- If he does not get a 6 or better, he loses the +1 bonus until he rolls another 6.Expert adds an extra [1d6] for rolling.
- Lead By Example:(Expert) Dante's courage and skill in battle bolster the operator's will, allowing the entire group to act more efficiently.
- When he activates the skill, every operator gains +2 to rolls, as does Dante. Usuable ONCE per operation.
- Roll [1d6+1] for amount of turns it lasts.
- Enchantments:
- Immune to all physical poisons
- Immune to non-lethal mystical poisons
- Takes 1/2 damage from lethal mystical poisons
- Cragbreaker Heart: +1 to all Melee rolls
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- CHARLIE FIRETEAM 2
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- Fireteam Lead[Empty Position]
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- Name: FNG
- Position: Charlie Fireteam 2 Member
- HP: 10/10
- XP: 5
- Unspent XP: 3
- Skills:
- Basic Combat Rifles(Basic)
- Stealth(Expert)
- Ambush(Basic)
- Negotiation(Expert)
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- [Empty Position]
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- [Empty Position]
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- EL2 ECHO
- ECHO FIRETEAM 1
- LEADER
- -------------------------------------------------------------------------------------------------------------------
- Name: L.O.N.T (its an acronym)
- Position: EL2 Fireteam 1 Leader, Echo
- Theme: African/Irish free-lancer (has the voice of Eliphas from DoW1)
- HP: 20/20
- Armour: 2DR Vest+Tungsten Shell Suit
- Total XP: 47
- Unspent XP: 17
- SKILLS:
- Stealth(Basic)
- Combat Rifles/Shotguns(Expert)
- First-Aid(Expert)
- Scouting(Expert)
- Driver+2(Expert)
- Melee(Expert)
- Speech: Negotiation(Expert)
- Leadership(Basic)
- Small Arms(Basic)
- Unique Skills:
- Hunter's Eye(Expert): Single [1d6+1] roll. Adds to: Ambush, Melee, Perception, Scouting, Stealth.
- Can be affected by other buffs
- Greater Enrage(Expert):
- +3 all Melee rolls, -2HP
- +1 to all Movement rolls
- Disables Damage Negation
- No Speech rolls
- Disables Artifact use
- Warrior Spirit(Expert)
- A [1d6] die that has a changing buff depending on the size of the party Lont is in, but if Lont is by himself the dice roll would be [1d6+1]. This unique also adds an automatic +1 to speech, leadership and intimidation rolls as well as acting like an additional melee roll.
- If this skill is untrained or on basic and Lont finds himself in a group size over two (excluding companions) then the buff size will be limited to +3.
- Warrior spirit cannot be affected by other buffs if the skill is untrained or on basic if in a group.
- Once it reaches expert or higher it then can be affected by other buffs.
- If warrior spirit reaches master the buff size can affected by group size of six, excluding companion.
- At Grandmaster it will include companion and will give all allies a buff of +3 to all rolls.
- Enchantments:
- Gryphon Regeneration Runes (White/Red): restores +2HP every 3 turns, begins the turn after being damaged
- -----------------------------------------------------------------------------------------------------------------
- Name: M. Bullsworth
- Position: EL2 ECHO Fireteam 1 Member
- Theme: A (probably Jewish) doctor with a shotgun who enjoys vodka.
- HP: 20/20
- Armor:
- Total XP: 33
- Unspent XP: 12
- Skills:
- Negotiation(Basic)
- Melee(Master)
- Combat Rifles/Shotguns(Expert)
- Medical(Expert)
- Unique Skills:
- Liquid Courage (Basic-Unique): Drinking alcohol gives Bulls +2 to speech checks (in general like flirt/debating/bluffing) during that round.
- -------------------------------------------------------------------------------------------------------------------
- Name: M.G. Pikeman
- Position: EL2 ECHO Fireteam 1 Member
- Theme: WW2 US Airborne
- HP: 14/14
- Armor: <2DR
- Total XP: 14
- Unspent XP: 2
- Skills:
- Stealth(Basic)
- Ambush(Basic)
- Battle Rifle(Expert)
- Perception(Expert)
- Intimidation(Expert)
- Unique Skills:
- Horrors of the European Theater(Expert): Telling a story about his adventures in the European front gives him +2 to all Intimidation rolls.
- Cougar Hunter(Expert): Pikeman unwittingly charms older females with his natural attractiveness. Roll 1d6+3 to charm female cougars, 1d6+2 if not cougar age, 1d6-3 if male, and 1d6-2 if male cougar.
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- [Empty Position]
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- ECHO FIRETEAM 2
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- -------------------------------------------------------------------------------------------------------------------
- Name: Vick
- Position: Echo Fireteam 2 Lead
- Theme: A previously dead Affiliate
- HP:14/14
- Total XP: 6
- Unspent XP: 3
- Skills:
- Small Arms(Basic)
- Melee(Basic)
- Iron Will(Basic)
- Intimidation(Basic)
- Perception(Basic)
- Stealth(Basic)
- Unique Skills:
- -------------------------------------------------------------------------------------------------------------------
- [Empty Position]
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- [empty position]
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- DELTA
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- Jamal Ratchet
- xp spent:12
- xp unspent:3
- Skills:
- Small Arms(Basic)
- Melee(Expert)
- Negotiation(Basic)
- Leadership(Basic)
- Intimidation(Basic)
- Unique Skills:
- RACIST!: +1 to Negotiation rolls to niggas/-1 to Intimidation rolls to niggas, reverse for non niggas.
- A Nigger(Expert): +2 to Stealth and Speed rolls.
- Not a pharmacist(Basic): +1 to all drug related rolls.
- Enchantments:
- Lifeshade/Tempest Bulbs: adds +2 to all Speed rolls
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- Name: Mr. Tiachuawonga
- Theme:Crazy Vietnamese drug lord. Ran a few sweatshops and drug running operations.
- HP:10/10
- Armor:Unarmored.
- Total XP: 4
- Unspent: 4
- Skills:
- Intimidation(Basic)
- Bartering(Basic)
- Small Arms(Basic)
- Unique: Drug Lord(Basic)
- Having been in the drug and slave trades for years, Tiachuawonga has picked up tricks of the trade.
- He is vicious when it comes to bartering, intimidation, and is always ready to bust a cap.
- +1 to Barter, Intimidate, and Small Arms rolls.
- Unique: The Vietnamese Bag(Basic)
- Tiachuawonga decides to be generous, like any filthy rich sweat-shop owning Vietnamese man is.
- Rolling his gambling dice decides what drug he decides to give out.
- 1Empty Sack: Withdrawal -1 to melee attacks/+1 to intimidation.
- 2Marijuana: Apathy -1 to negotiation attempts/+2 1d6 to resist intimidation rolls.
- 3Amphetamines: Speed +1 1d6 to evasion rolls/+1 damage taken.
- 4Cocain: Coked Out +1 1d6 to negotiation attempts/may hallucinate though, -1d6 to perception rolls.
- 5PCP: FLIP SHIT :on giving out PCP to the party, each character affect must roll a dice
- after their main actions. Depending on what was rolled, the character
- must attack something targeted by the drug.
- 1-2: Themself.
- 3-4: An Ally.
- 5-6: A hostile
- PCP is a hell of a drug. Melee rolls vary depending on the character
- (Unskilled, Basic, Expert), but are +4 to all Melee rolls.
- 6 VietCong Special: Tweak +2 to all melee attack rolls for 2 turns/lose all other abilities.
- :Buffs cannot stack. Can only be used every 2 turns.
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- Name: Gas Man
- Position: DELTA Member
- Theme:Man of Gas
- HP: 20/20
- Armor:2<Unarmored/Hardening Charms.
- Total XP: 25
- Unspent XP: 4
- Skills:
- Melee(Expert)
- Perception(Basic)
- Negotiation(Expert)
- Iron Will(Basic)
- Intimidation(Basic)
- Unique Skills:
- Figures in The Gas(Basic)
- 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. 3 poison damage to all enemies in Melee range.
- Gas Form(Expert)
- 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.
- Gaseous Invocation(Master)
- -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.
- 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. -3 Perception to all living enemies.
- Invocation of Caustic Fumes - The Gas flares a noxious green and assaults all enemies within its' confines.
- Causes a flat 1 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.
- Invocation of Apparitions - 1 time per Operation The Gas creates images of the Gas Man before each enemy,
- and they strike simultaniously. 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.
- Enchantments:
- Permafrost Wurm tongue:
- Immune to all physical cold.
- Immune to all non-lethal cold damage.
- 1/2 damage from lethal mystical cold.
- 2x Hardening Charms: adds 2DR
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- Scotsman
- Position: DELTA Member
- HP 12/12
- Armor: 1<Vest
- Total XP: 7
- Unspent XP: 5
- Swordplay(Melee)(Basic)
- Machinegun(Heavy Weapons)(Basic)
- Insults(Intimidation)(Expert)
- Magic Runes(Block)(Basic)
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- BASE OPERATIONS:
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- Name:Kraut Space Wizard
- Position: Base Ops
- Theme: Redneck do everything.
- HP:18/18
- Used XP: 47
- Unused XP: 20
- Skills:
- Drive car(Expert)
- Engineering(Expert)
- Medicine(Expert)
- Explosives(Expert)
- Cooking(Expert)
- Negotiation(Expert)
- Battle Rifle(Expert)
- Perception(Basic)
- Stealth(Expert)
- Dixie Stampede(Expert)
- At the sound of good ole' Dixie, Kraut charges through in the Wild Ride with the kind of ferocity that would make the Kult of Speed proud. +15 to ramming enemy with the Wild Ride.
- Master of my Craft(Expert)
- 3[1d6] and +2 to all rolls using items upgraded/made/repaired/modified or maintained with Magitech.
- Can't kill an Oklahoman (Expert)
- Whenever Kraut would be killed, if the damage isn't overkill by over than 10, Kraut rolls a single [1d6-1]. The result is how much he's healed every use adds an additional -1 to the roll.
- Spiral Shared Skills
- Magitech(Basic)
- Research+6(Expert)
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- UNLISTED:
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- Name: Corsen
- Theme: Wandering Death Cultist in search of new gods.
- HP: 10/10
- Armor: 0DR.
- Total XP: 4
- Unspent XP: 4
- Skills:
- Explosives(Basic)
- Medical(Basic)
- Melee(Basic
- Small Arms(Basic)
- Death Cultist(Basic): Corsen is highly devoted in his search for wisdom from the gods, but suffers from a complete lack of tact and common sense when it comes to anything not related to praying for guidance and destroying the enemies of the incorporeal. This skill adds +1 to all offensive actions, but suffers a penalty of -1 to all non-offensive actions due to his insensate single-mindedness.
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- DECEASED
- Name: Strangler
- Former Position: EL1 ALPHA Fireteam 2 Member/Base Operations
- Theme: careless Western mercenary with an eidetic memory, dislikes regulations, enjoys watching explosions, likes ambushing EVERYTHING
- HP: 10/10
- Armor:
- Total XP: 0
- Unspent XP: 0
- SKILLS:
- Ambush
- Melee
- Small Arms
- Shotguns
- Stealth
- KIA/MIA Status: Unable to flee during a resurgence of the 'Solar Tyrant', the Westerner only stared in wonder as the sun globe and Commander Shrel's orb fought for dominance over the sun goddess. The ensuing detonation, where neither could gain the upper hand against control, VAPORIZED Strangler. The only thing left of him, is a partially molten, cylinder jammed, Taurus Judge.
- His life ended without Hollow resolving his promise to find the mercenary his perfect waifu.
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- Name: OingoBoingo
- Position: Echo Fireteam 2 Member
- HP: 10
- Armor:
- Total XP: 14
- Unspent XP: 5
- Medical(Expert)
- Speech(Basic)
- Frontier Chef(Basic)
- Shotguns(Expert)
- Wilderness Survival(Expert)
- Perception(Expert)
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