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Operator Records

PonyStrangler Apr 18th, 2014 (edited) 5,359 Never
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  1. *************************************************************************************************************************************
  2.                                                    Razorback Company Operatives
  3.  
  4.  
  5. *************************************************************************************************************************************
  6.                                                    ANFANG ALIGNED OPERATORS:
  7. Anfang Faction Bonus: during an Operation, Operators of this faction must add +1 to all Ambush OR Assault rolls.
  8.  
  9.  
  10. None at current.
  11.  
  12.  
  13. *************************************************************************************************************************************
  14.  
  15.                                                  CRYSTAL EMPIRE ALIGNED OPERATORS:
  16.  
  17. Crystal Empire Faction Bonus: during an Operation, Operators of this faction must add +1 to all Riposte OR Negotiation rolls.
  18.  
  19. *************************************************************************************************************************************
  20. Name:        L.O.N.T
  21. Position 1:  Cadence's waifu. No, she waifu'd him, NOT the other way around.
  22. Position 2:  Chief Medical Liaison
  23. Theme:       A former Imperial Outrider soldier turned freelance warrior, with the voice of Eliphas.
  24. Rank:        Mercenary
  25. HP:          30/30
  26. Total XP:    71
  27. Unspent XP:  0
  28.  
  29. (Affectionate, Aware, Brawler, Healer, Honorable, Kind, Knowledgeable, Lucky, Lustful, Polite, Scarred, Thoughtful)
  30.  
  31. *****
  32. KNOWN LANGUAGES:
  33. -Crystal Pony, Kingdom & Imperial phonetics: can read, speak, and write fluently.
  34.  
  35. *****
  36. PHYSICAL MODIFICATIONS:
  37. -Enhanced Youth: unbeknownst to Lont, the crystal bottle given by Princess Cadence as thanks for distracting her from many annoying meetings, multiple not-entirely-secret rendezvous, and keeping her company among other helpful nights, contained traces of a highly experimental 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 had not left complete instructions as to the exact composition and materials, Cadence was able to recreate it with some success, greatly preferring Lont's roughly 25-year old appearance when compared to his true age, although it hasn't changed anything else.
  38.  
  39. *****
  40. EVOLVING ABILITY: Warp Translocate. Granted by Empress Silver, ONCE per Operation, Warp Translocate allows Lont to dimensionally 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 while 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. However, if the total result is less than 6, only Assault and Block may be used. May only be used ONCE between Operations.
  41.  
  42. DUTY: pending.
  43. USES: 0.
  44.  
  45. *****
  46. OFFENSIVE SKILLS:
  47. Master Assault
  48. Master Parry
  49. Master Riposte
  50.  
  51. Expert Combat Rifles/Shotguns
  52. Basic Small Arms
  53.  
  54. *****
  55. DEFENSIVE SKILLS:
  56. Expert Block
  57. Basic Evasion
  58. Master Reaction Speed
  59. Basic Sprint
  60.  
  61. Basic Stealth
  62.  
  63. *****
  64. UTILITY SKILLS:
  65. Expert Alchemy
  66. Expert Iron WIll
  67. Master Medical
  68. Expert Perception
  69. Expert Scouting
  70.  
  71. *****
  72. UNIQUE SKILLS:
  73. >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. Aligned Valor proves Lont's commitment to ending battles as quickly as possible, instead of living to merely fuck and fight, in order to return to discovering his new life. And fuck. 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 adding +1 to ONE of the following skills: Block, Evasion, Reaction Speed, and Sprint.
  74.  
  75. >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 equipment as per normal.
  76.  
  77. >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 environments 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.
  78.  
  79. *****
  80. SPECIAL ABILITIES:
  81. -Deathscorned: having suffered a total of 3 deaths (and possibly more that he either doesn't remember, or 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. As a result of this, Lont is immune to the effects of Reviviscence Trauma; furthermore Lont may only expire upon reaching -20HP or less, though this doesn't mean he will be allowed the courtesy of dying..
  82.  
  83. -Superior Sharonel's Voice: adds +3 to all Negotiation rolls.
  84.  
  85. -Superior Will of Hywn'Fer: adds +3 to all Iron Will rolls.
  86.  
  87. *****
  88. 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 the task of visiting the Spirethorn, where Sharonel's full teachings were set in place to guide those that would come generations after her, and completing it's challenges, the scar has sealed over after learning the aspects of being a philosophical warrior, the same as the now-extinct Solar Guardians were 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.
  89.  
  90. *****
  91. TERTIARY SKILLS:
  92. -Basic Dancing
  93.  
  94. -Basic Glass Artisan
  95.  
  96. -Basic Masseuse
  97.  
  98. -Basic Singing
  99.  
  100. *****
  101. SKILL SPECIALIZATIONS:
  102. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  103.  
  104. -Improvised Field Medic Training: adds +1 to all Medical rolls.
  105.  
  106. *****
  107. PHYSICAL ENCHANTMENTS: 1/3 slots remaining.
  108. -Gryphon Regeneration Runes (White Runesage & Red Runemage): gains +2HP/turn.
  109.  
  110. *****
  111. MOST VALUABLE OPERATOR ADDITIONS:
  112. #1: Complete restoration of the Crystal Empire.
  113. #2: Max reputation with Cadence & Crystal Empire, gains +3 to all rolls with Cadence and Crystal Empire citizens.
  114. #3: Admittance to the Imperial Wardens. Eventually, he may gain permarenent access to the the Imperial Armory.
  115. #4: Cadence's wings, "copy" of.
  116. #5: Cadence's reading glasses & Ferrundus Spiker.
  117.  
  118. *****
  119. BIOGRAPHY:
  120. 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 his 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.
  121.  
  122. 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 honour 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 mare 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.
  123.  
  124. 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.
  125.  
  126. 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 naggling 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.
  127.  
  128.  
  129.  
  130. *************************************************************************************************************************************
  131.  
  132.  
  133.                                                 HIVE FACTION ALIGNED OPERATORS:
  134.  
  135. Hive Faction Bonus: during an Operation, Operators of this faction must add +1 to all Riposte OR Psionicism rolls.
  136.  
  137. None at current.
  138.  
  139. *************************************************************************************************************************************
  140.  
  141.  
  142.                                                  LUNAR FACTION ALIGNED OPERATORS:
  143.  
  144. Lunar Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Perception rolls.
  145.  
  146. *************************************************************************************************************************************
  147. Name:        Clemency
  148. Position:    Co-Master Radio Operator & Rookie Herder
  149. Theme:       Displaced Aviator
  150. Rank:        Specialist
  151. HP:          26/26
  152. Total XP:    67
  153. Unspent XP:  1
  154.  
  155. (Brawler, Calm, Cautious, Curious, Fearless, Forgetful, Kind, Level-Headed, Rational, Stealthy, Thoughtful, Vengeful)
  156.  
  157. *****
  158. KNOWN LANGUAGES:
  159. -Earth Pony: can read, speak, and write in the modern dialect fluently.
  160.  
  161. -Pegasi: can read, speak, and write in the modern dialect fluently.
  162.  
  163. *****
  164. LORE:
  165. -Subject: Lunar Military, Amateur (Free)
  166.  
  167. -Subject: The Ferron, Amateur (Free)
  168.  
  169. *****
  170. PHYSICAL MODIFICATIONS:
  171. -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: elementally 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 in use, and everypony, as well as some humans, have taken to sleeping with earmuffs on.
  172. -Effect #1: grants a natural 1DR.
  173. -Effect #2: increases Clemency's PF threshholds by +10%.
  174.  
  175. *****
  176. 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 movement. 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.
  177.  
  178. DUTY: 6.
  179. USES: 2.
  180.  
  181. *****
  182. OFFENSIVE SKILLS:
  183. Master Assault
  184. Master Parry
  185. Basic Riposte
  186.  
  187. Master Ambush
  188. Expert Combat Rifles/Shotguns
  189. Basic Intimidation
  190. Basic Small Arms
  191.  
  192. *****
  193. DEFENSIVE SKILLS:
  194. Basic Block
  195. Master Evasion
  196. Master Reaction Speed
  197. Master Sprint
  198.  
  199. Expert Stealth
  200.  
  201. *****
  202. UTILITY SKILLS:
  203. Basic Human/Pony Relations
  204. Expert Perception
  205.  
  206. *****
  207. UNIQUE SKILLS:
  208. >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, and grants either an additional Assault OR Ranged-type roll while active.
  209.  
  210. >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, MARKING the target and causing any 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 hit by friendly fire. This skill may only last for a maximum of 3 turns, though can be be used consecutively.
  211.  
  212. >(Expert) Veteran Executioner: TWICE per Operation, Clemency may attempt to Execute an enemy below 30% MaxHP. When performing an Execution, all of Clemency's Assault rolls are upgraded to <Execute and must add +X, where X is the combined number of Trophies both Clemency & Twisted Wing have. Current Trophies: 6.
  213.  
  214. *****
  215. COMBAT SHARED ABILITY: Expert Airstream. Twisted Wing has become much closer to Clemency upon giving him the opportunity to prove his aviator status and aiding her in sorting through her past, allowing him to see and utilize the Airstreams of Tallus. Due to sharing her intensive training and giving extensive instructions, Clemency is granted an <Airstream Assault ability that functions as an additional Assault roll, must add +2 to all Assault rolls, is granted 2x <Airstream rolls that function as Evasion or Sprint, and must add +1 to either all Evasion OR Sprint rolls.
  216.  
  217. *****
  218. TRAIT: Expert Aviator. Grants 3x [1d6] <Inspire rolls which are used to improve Twisted Wing's normally untapped or reserved combat potential; on a 6 Clemency may grant his choice of either an additional Inspired Assault roll, up to a maximum of two, or may add +5 to all Grandmaster Executioner rolls, up to a maximum of +15. Clemency must also add +1 to all Assault/Parry/Riposte, Block/Evasion/Reaction Speed/Sprint, and Ranged rolls. As an addition to learning from (and being the nightly target of) the fearless General, Clemency is granted Expert Iron Will as a passive skill.
  219.  
  220. ****
  221. SPECIAL ABILITIES:
  222. -Diamondine Legend: adds +1 to either all Intimidation OR Negotiation rolls against mares.
  223.  
  224. -Diamondine Will: adds +2 to all Iron Will rolls.
  225.  
  226. *****
  227. TERTIARY SKILLS:
  228. -Basic Electronic Warfare Operator+2
  229.  
  230. -Basic Gambling
  231.  
  232. *****
  233. SKILL SPECIALIZATIONS:
  234. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  235.  
  236. -Chuz`Ain, Lunar Council Grandmaster, Kra`ken Fear Response Training: adds +1 to all Iron Will rolls.
  237.  
  238. -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Fine Visual Identification Instruction: adds +1 to all Perception/Scouting/Wilderness Survival rolls.
  239.  
  240. -Luna, Esoteric & Ascetic Nightmare Vocal Training: adds +1 to all Intimidation rolls.
  241.  
  242. -Ridgeback, Lunar Council Grandmaster, Specialized Minotaur Ranged Combat Instruction: adds +1 to all Ranged-type rolls.
  243.  
  244. -Sleethoof, Lunar Council Grandmaster, Overcharged Ground Racing Training: adds +1 to all Block/Evade/Reaction Speed/Sprint rolls.
  245.  
  246. -Twisted Wing, Starborn Close Combat Training: Specialized Weaponry Course: adds +1 to all Assault/Parry/Riposte rolls.
  247.  
  248. -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Gryphon Agent Instruction: adds +1 to all non-combat Stealth rolls.
  249.  
  250. *****
  251. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  252. -Ambusher's Return Flight Seal: if Clemency does not attack during a turn, all Sprint rolls are converted into Flight, furthermore adding +2 to all Flight rolls and allowing the ability to either float or utilize a limited form of flight up to 10 feet above any solid object at any time.
  253.  
  254. -Circle of the Unbroken Mind: prevents mental intrusion from psions, Eldritch, Otherworldly, Planar, or Spectral beings, as well as other methods of mental contact. Also adds +1 to all Iron Will rolls.
  255.  
  256. -Vitriole Drake Phase-Blood: adds +1 to all Evasion rolls.
  257.  
  258.  
  259. *************************************************************************************************************************************
  260. Name:        Jeff
  261. Position:    Starborn Nightblade & Fortress Administrator
  262. Theme:       Seasoned Veteran
  263. Rank:        Renowned
  264. HP:          30/30
  265. Total XP:    85
  266. Unspent XP:  0
  267.  
  268. (Ambusher, Bold, Direct, Distrust: Silver, Dutiful, Hunter, Intuitive, Knowledgeable, Level-Headed, Rational, Veteran: Perception/Ranged, Watchful)
  269.  
  270. *****
  271. KNOWN LANGUAGES:
  272. -Arabic: can read, speak, and write in the modern dialect fluently.
  273.  
  274. -Batpony: can read, speak, and write in the modern dialect fluently.
  275.  
  276. -Farsi: can read, speak, and write in the modern dialect fluently.
  277.  
  278. -Pegasi: can read, speak, and write in the modern dialect fluently.
  279.  
  280. *****
  281. LORE:
  282. -Subject: Batponies, Amateur (Free)
  283.  
  284. -Subject: Lunar Military, Amateur (Free)
  285.  
  286. *****
  287. PHYSICAL MODIFICATIONS: none, yet.
  288.  
  289. *****
  290. EVOLVING ABILITY: Anti-Surge. Granted by Empress Silver, ONCE per Operation, Jeff is capable of deploying a highly specialized barrier field developed by a unicorn, Crystal pony, and psion trio during the Middle Dynasty era,  reducing all elemental and otherwise esoteric forms of harm, including Mystic harm, for himself or others in a 10M radius utilizing 4x [1d6+1] rolls, although certain Construct, Eldritch, and Spectral abilities will pass through normally. NOTE: during the turn that Anti-Surge is activated, Jeff may only utilize Iron Will and Movement, but if he is not in direct combat he may also utilize Speech. May be used ONCE between Operations.
  291.  
  292. DUTY: pending.
  293. USES: 0.
  294.  
  295. *****
  296. OFFENSIVE SKILLS:
  297. Expert Assault
  298. Expert Parry
  299. Expert Riposte
  300.  
  301. Expert Battle Rifles
  302. Expert Intimidation
  303. Expert Small Arms
  304.  
  305. *****
  306. DEFENSIVE SKILLS:
  307. Expert Block
  308. Expert Evasion
  309. Expert Reaction Speed
  310. Expert Sprint
  311.  
  312. Basic Stealth
  313.  
  314. *****
  315. UTILITY SKILLS:
  316. Expert Engineering
  317. Expert Explosives
  318. Expert Human/Pony Relations
  319. Master Leadership
  320. Basic Lockpicking
  321. Expert Iron Will
  322. Expert Perception
  323. Expert Scouting
  324. Expert Wilderness Survival
  325.  
  326. *****
  327. UNIQUE SKILLS:
  328. >Master Lady Killer: functions as Negotation with 3x [1d6+2] rolls, but 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.
  329.  
  330. >Master of Mango: 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!
  331.  
  332. >Master Second Rush: adds +3 to and grants 3 additional Assault rolls, or may add +3 to all Reaction Speed rolls. Jeff is able to use both options per turn, or simply one option, but if both Assault and Reaction Speed are used, Jeff must skip one turn to use again.
  333.  
  334. *****
  335. 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, and negates 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 the Physical Force Applier in close combat by 10% to all targets.
  336.  
  337. *****
  338. SPECIAL ABILITIES:
  339. -BOSS-class Fearless: cannot be Intimidated or Demoralized normally.
  340.  
  341. -I Survived The Moors, S.E.R.E. Ain't Shit: grants an additional Evasion roll.
  342.  
  343. -Lunar Military Liasion: adds +2 to all Negotiation rolls when conversing with military members, both current and former.
  344.  
  345. -Mercenary Friend: adds +1 to all Negotiation rolls when conversing with Equestrian mercenaries, both current and former.
  346.  
  347. *****
  348. TRADE SKILLS:
  349. -Amateur Tactician
  350.  
  351. *****
  352. TERTIARY SKILLS:
  353. -Basic Electronic Warfare Operator+1
  354.  
  355. -Basic Gambling
  356.  
  357. -Basic Geography
  358.  
  359. -Basic Sports
  360.  
  361. *****
  362. SKILL SPECIALIZATIONS:
  363. -Chuz`Ain, Lunar Council Grandmaster, Kra`ken Fear Response Training: adds +1 to all Iron Will rolls.
  364.  
  365. -Comprehensive Guide to Tallus Flora & Fauna, The: adds +1 to all Wilderness Survival rolls.
  366.  
  367. -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Fine Visual Identification Instruction: adds +1 to all Perception/Scouting rolls.
  368.  
  369. -Luna, Esoteric & Ascetic Nightmare Vocal Training: adds +1 to all Intimidation rolls.
  370.  
  371. -Oranti, Lunar Council Grandmaster, Harpy Leadership & Inspirational Training: adds +1 to all Leadership rolls.
  372.  
  373. -Reptiles & Their Kin the Drakes Volume: adds +1 to all rolls when dealing with reptiles, drakes, wyrms, wyverns, and similar creatures.
  374.  
  375. -Ridgeback, Lunar Council Grandmaster, Specialized Minotaur Ranged Combat Instruction: adds +1 to all Ranged rolls.
  376.  
  377. -Sleethoof, Lunar Council Grandmaster, Overcharged Ground Racing Training: adds +1 to all Block/Evade/Reaction Speed/Sprint rolls.
  378.  
  379. -Twisted Wing, Starborn Close Combat Training: Specialized Weaponry Course: adds +1 to all Assault/Parry/Riposte rolls.
  380.  
  381. -Cracked Eye (Two-Stripes), Lunar Council Grandmaster, Gryphon Agent Instruction: adds +1 to all non-combat Stealth rolls.
  382.  
  383. *****
  384. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  385. -Dusk Film: adds +1 to all non-combat Stealth rolls and gains +1HP/turn in dark areas.
  386.  
  387. -Sticky: a simple, yet powerful, full body enchantment 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] <Perfect Grip roll, where X is the highest Assault roll available, or attach an item permarenently one's body/clothing, while also preventing held weaponry from ever being disarmed.
  388.  
  389. -Void Eye: at any point during a turn, Jeff may replace all Perception/Scouting/Wilderness Survival rolls with a [1d6+4] <Void Sight ability, allowing him to view Otherworldly, Spectral, and other incorporeal forces and beings through the Underdark, though this ability cannot gain additional modifiers. Permarenently enchanted to him.
  390.  
  391. *****
  392. MOST VALUABLE OPERATOR ADDITIONS:
  393. #1: Complete restoration of the Moors.
  394. #2: Max reputation with Luna & the Moors, gains +3 to all rolls when dealing with Luna & batponies.
  395. #3: Admittance to the Starborn, and gains permarenent access to the Lunar and Citadel Armories.
  396. #4: BOSS-class Fearless Special Ability.
  397. #5:
  398.  
  399.  
  400. *************************************************************************************************************************************
  401.  
  402.  
  403.                                             THE EMPRESS'S FACTION ALIGNED OPERATORS:
  404.  
  405. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Negotiation rolls.
  406.  
  407. *************************************************************************************************************************************
  408. Name:        Dante "Doc Feelgood" Gambacci
  409. Position:    
  410. Theme:       Mercenary Heavy Gunner
  411. Rank:        Elite
  412. HP:          20/20
  413. Total XP:    86
  414. Unspent XP:  9
  415.  
  416. (Anti-Authority, Blunt, Bold, Careful, Cold-Blooded, Curious, Determined, Direct, Distrust: Idiots, Dry Wit, Dutiful, Guardian, Hard-Working, Level-Headed, Psychosis: Recurring Nightmares, Rational, Reserved, Scarred, Steadfast)
  417.  
  418. *****
  419. KNOWN LANGUAGES:
  420. -Earth Pony: has basic fluency in the modern dialect.
  421.  
  422. -German: can speak fluently.
  423.  
  424. *****
  425. LORE:
  426. -Subject: Necromarecy, Amateur (Free)
  427.  
  428. *****
  429. PHYSICAL MODIFICATIONS: none, yet.
  430.  
  431. *****
  432. EVOLVING ABILITY: Infestation. Granted by Empress Silver, ONCE per Operation, Dante may direct the elemental and arcane forces contained within most beings, excluding Constructs and Spectrals, to purge themselves from a targeted enemy within direct line of sight using 3x [1d6+1] rolls, causing aggravated harm and Severe Bleeding on living beings. During the turn that Infestation is activated, only one of the following skills may be used: Block, Evasion, Reaction Speed, or Sprint, but if Dante is not in direct combat then he may utilize one of the following skills: Perception or Scouting. May not be used outside an Operation.
  433.  
  434. DUTY: pending.
  435. USES: 2.
  436.  
  437. *****
  438. OFFENSIVE SKILLS:
  439. Master Assault
  440. Basic Parry
  441. Basic Riposte
  442.  
  443. Master Heavy Weapons
  444. Master Small Arms
  445. Master Suppression Fire
  446.  
  447. *****
  448. DEFENSIVE SKILLS:
  449. Master Block
  450. Basic Evasion
  451. Master Reaction Speed
  452. Expert Sprint
  453.  
  454. *****
  455. UTILITY SKILLS:
  456. Master Explosives
  457. Basic Leadership
  458. Master Intimidation
  459. Master Iron Will
  460. Expert Perception
  461.  
  462. *****
  463. UNIQUE SKILLS:
  464. -Epona's Aura (Second Dynasty Earth Ponies): when in visual contact with earth ponies, Dante is always perceived at a -3 Threat level, all earth ponies must use an additional Assault/Flurry/Frenzy roll of their choice, 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 add +1 to all rolls, and all earth ponies take 1/2 less Morale damage. In addition to this, ALL humans within visual range of Dante must add +1 to all non-combat rolls against earth ponies.
  465.  
  466. >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 enchantments, Archery, Assault, Casting, Mystic, Psionic, Sorcery, Ranged, and any other offensive skills & abilities by +4 against the MARKED target(s) until the Operation ends.
  467.  
  468. >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, though this may only be done once per Op, but cannot be changed. If Dante does not score a 10 or higher, he loses the +3 bonus until rolling above 8 once more.
  469.  
  470. >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 enchantments or items.
  471.  
  472. *****
  473. SPECIAL ABILITIES:
  474. -Mercenary Brotherhood: adds +2 to all Bartering and Negotiation rolls when conversing with current or former mercenaries, rogues, or bandits.
  475.  
  476. -Military Respect: adds +1 to all Bartering and Negotiation rolls when dealing with current or former military members.
  477.  
  478. *****
  479. TERTIARY SKILLS: none, yet.
  480.  
  481. *****
  482. 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.
  483.  
  484. *****
  485. 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 manner she once did. Inviting him to the Temple of Calm Waters, one she 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 her 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, though 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. 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.
  486.  
  487. *****
  488. SKILL SPECIALIZATIONS:
  489. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  490.  
  491. -Esera, Necromaretic Rituals, Bindings, and Origins of the 'Profane' & Arcane: adds +1 to all rolls when dealing with Necromarecers and Undead.
  492.  
  493. -Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls.
  494.  
  495. -Krinza, Razorback Hooves-And-Hands-On Manual Instruction, Basic Engineering, Smithing, and Explosives Proficiency: adds +1 to all Engineering & Explosive rolls.
  496.  
  497. -Mist Dancer, Rope & Rope Accessories Enthusiast: adds +1 to all rolls when dealing with rope, wire, and any other assorted bindings.
  498.  
  499. *****
  500. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  501. -Cragburrower Tongue: grants immunity to all natural Poisons and Toxins, and reduces the harm from Mystical Poisons by 1/2.
  502.  
  503. -Cragbreaker Heart: adds +1 to all Assault/Parry/Riposte rolls.
  504.  
  505. -Relentless Escort Sigil: adds +1 to all Riposte, Block, and Ranged rolls per each active enemy opponent, up to a maximum of +3 to all Riposte, Block, and Ranged rolls.
  506.  
  507.  
  508. *************************************************************************************************************************************
  509.  
  510.  
  511.  
  512.                                              RAZORBACK ASSAULT SQUAD OPERATORS:
  513.  
  514. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Assault OR Ranged-type rolls.
  515.  
  516. *************************************************************************************************************************************
  517. Name:        Indurian & Andrammalech
  518. Position:    Bren's Pillow
  519. Theme:       A (sometimes) Lucavi-Possessed Knight
  520. Rank:        Rookie
  521. HP:          12/12
  522. Total XP:    18
  523. Unspent XP:  1
  524.  
  525. (Amiable, Armored, Brazen, Challenger, Chatty, Determined, Droll Wit, Guardian, Honorable, Humorous, Kind, Respectful, Warm-Hearted)
  526.  
  527. *****
  528. KNOWN LANGUAGES:
  529. -Ancient & Modern Unicorn: can read, speak, and write fluently.
  530.  
  531. *****
  532. PHYSICAL MODIFICATIONS: none, yet.
  533.  
  534. *****
  535. EVOLVING ABILITY: Scourgeblade. Granted by Empress Silver, ONCE per Operation, Indurian or Andrammalech may REPLACE their current melee weapon with a Scourgeblade from the Endless March of Stone Era. Scourgeblades are bright blue and white streaked, metallic Eldritch greatswords 5' in length with a 12" hilt composed of a dull colored stone, once excavated from the ruins of an early era minotaur city. 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. NOTE: Scourgeblades are incapable of harming non-hostile beings or Constructs. May not be used outside an Operation.
  536.  
  537. DUTY: pending.
  538. USES: 0.
  539.  
  540. *****
  541. OFFENSIVE SKILLS:
  542. Expert Assault
  543. Expert Parry
  544. Basic Riposte
  545.  
  546. Basic Archery
  547. Basic Intimidation
  548.  
  549. *****
  550. DEFENSIVE SKILLS:
  551. Expert Block
  552. Basic Evasion
  553. Basic Reaction Speed
  554. Basic Sprint
  555.  
  556. *****
  557. UTILITY SKILLS:
  558. Basic Blacksmithing
  559. Basic Iron WIll
  560. Basic Perception
  561.  
  562. *****
  563. UNIQUE SKILLS:
  564. >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 rolls, also gaining +1HP/turn; for 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, capping at +3 to all Assault OR Parry rolls and +3HP/turn.
  565.  
  566. >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; for every 3rd turn in combat this bonus increases by a further +1 to all Block OR Evasion rolls with an additional +1DR, capping at a maximum of +2DR and +3 to all Block OR Evasion rollsrolls.
  567.  
  568. *****
  569. SPECIAL ABILITIES:
  570. -Voice of Fury: adds +1 to all Intimidation rolls.
  571.  
  572. *****
  573. TERTIARY SKILLS:
  574. -Basic Drawing
  575.  
  576. -Basic Instrument: Lyre+1
  577.  
  578. -Basic Sculptor
  579.  
  580. *****
  581. SKILL SPECIALIZATIONS:
  582. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  583.  
  584. -Jeff, Master Ranger Weaponry Training, Bow & Crossbow Tactics: adds +1 to all Archery rolls.
  585.  
  586. -Tallus Blacksmithing Advancements, An In Depth Series: adds +1 to all Blacksmithing rolls.
  587.  
  588. *****
  589. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  590.  
  591. *****
  592. 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, a rather difficult task to accomplish. 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.
  593.  
  594. *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] <Elemental Strike ability to temporary infuse weapons with. While active, this ability reduces the number of turns required for Archon of Battle and Furious Resolve to stack by 1 turn.
  595.  
  596. *When Andrammalech is in control he may roll [1d6], the result being the number of turns he may exit Indurian's body and leave it somewhere with a [1d6+10] <Barrier Seal ability, the result of which will Petrify an attacker for that number of turns. So long as Indurian's body is outside of potentially visual radius, then Andrammalech may continue to exist on his own, although he or Indurian may find it extremely difficult to merge together if they have out of contact for more than a night. When emerging from Indurian, the Capricorn Stone allows Andrammalech to create a complete, though vastly weaker, copy of his original body, the characteristics of which are as follows:
  597.  
  598. >Andrammalech the Wroth, AKA: the Ghost of Fury: 60HP, 5DR
  599.  
  600. (Aggressive, Anti-Authority, Armored, Brawler, Challenger, Cold-Blooded, Direct, Dry Wit, Fearless, Heavy, Intuitive, Knowledgeable, Lustful, Powerful, Steadfast, Temperamental, Vengeful)
  601.  
  602. OFFENSIVE SKILLS:
  603. Master Assault+6
  604. Master Parry+4
  605. Master Riposte+5
  606.  
  607. Basic Elemental Lance+4
  608. Expert Intimidation+4
  609.  
  610. DEFENSIVE SKILLS:
  611. Expert Block+6
  612. Expert Evasion+3
  613. Expert Reaction Speed+4
  614. Expert Sprint+5
  615.  
  616. Basic Counter+4
  617.  
  618. SPECIAL ABILITIES:
  619. -Cannot Swim: Andrammalech's body, weighing nearly 800 pounds, is far too heavy to enter water over his head as he would quickly drown.
  620.  
  621. -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.
  622.  
  623. -Massive Size: standing at 10' tall and only vaguely resembling a winged minotaur on massive doses of steroids with a fetish for ornamentation, Andrammalech would normally be considered an easy target for most, save for his unnaturally high innate speed.
  624.  
  625. UNIQUE ABILITY: Elemental Dominator. Andrammalech may, at any time, use a ranged or melee [1d6+10] <Elemental Strike to any target within direct line of sight, able to choose from these elements: Air, Fire, Ice, Force, Lightning, Poison, Void, Water.
  626.  
  627.  
  628. *************************************************************************************************************************************
  629. Name:        Pareidolia
  630. Position:    
  631. Theme:       A cold, efficient, and precise operative motivated by duty. Works to accomplish Organization goals by any means necessary.
  632. Rank:        Warrior
  633. HP:          20/20
  634. Total XP:    54
  635. Unspent XP:  6
  636.  
  637. (Careful, Cold-Blooded, Determined, Distrust: Humans, Efficient, Intuitive, Level-Headed, Logical, Steadfast)
  638.  
  639. *****
  640. KNOWN LANGUAGES:
  641. -Crystal Pony: has basic fluency in the Kingdom & Imperial dialects.
  642.  
  643. -Earth Pony: can read, speak, and write fluently in the modern dialect.
  644.  
  645. *****
  646. PHYSICAL MODIFICATIONS: none, yet.
  647.  
  648. *****
  649. EVOLVING ABILITY: Lightning Strike. Granted by Empress Silver, ONCE per Operation, Pareidolia may draw upon arcane remnants of lightning and electricity from the area surrounding him, or those stored within himself, through one or both hands using either 2x [1d6+1] rolls to two targets, or 4x [1d6+1] rolls to to one target, within 100M of his current location. During the turn that Lightning Strike is activated, only one of the following may be used: Block, Evasion, Reaction Speed, or Spring, but if Pareidolia is not otherwise in direct combat he may also use Ambush.
  650. *NOTE: Lightning Strike deals double damage to Water Elementals, but for obvious reasons this will heal Lightning Elementals; Spectral beings and Undead are typically unaffected by Lightning Strike. May be used ONCE between Operations.
  651.  
  652. DUTY: 6.
  653. USES: 4.
  654.  
  655. *****
  656. OFFENSIVE SKILLS:
  657. Expert Assault
  658. Expert Parry
  659. Expert Riposte
  660.  
  661. Master Ambush
  662. Expert Combat Rifles/Shotguns
  663. Expert Intimidation
  664. Expert Small Arms
  665.  
  666. *****
  667. DEFENSIVE SKILLS:
  668. Basic Block
  669. Expert Evasion
  670. Expert Reaction Speed
  671. Expert Sprint
  672.  
  673. Expert Stealth
  674.  
  675. *****
  676. UTILITY SKILLS:
  677. Expert Perception
  678.  
  679. *****
  680. UNIQUE SKILLS:
  681. >Master Failure Is Not Advised: whenever Pareidolia takes damage from any source, whether physical or mental, he may enter a focused, heightened state of resolve to accomplish the mission goal, adding +4 to all Assault/Parry/Riposte, Small Arm, Combat Rifle/Shotgun, and Block/Evasion rolls, also granting an additional roll of his choice to any skills he owns. This ability lasts for 4 turns and cannot stack with itself, but he must wait 1 turn in order to utilize it again.
  682.  
  683. >Expert Psychological Assessment: 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 low level behaviors quite accurately and must add +2 to all Bartering, Negotiation, and Perception rolls.
  684.  
  685. *****
  686. SPECIAL ABILITIES:
  687. >Psychological Breakdown: adds +2 to all Intimidation rolls.
  688.  
  689. *****
  690. TRADE SKILLS:
  691. Apprentice Researcher
  692.  
  693. *****
  694. TERTIARY SKILLS:
  695. -Basic Electronic Warfare Operator
  696.  
  697. *****
  698. SKILL SPECIALIZATIONS:
  699. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  700.  
  701. -Earth Pony Countermeasures: Individualized Assault Research: adds +1 to all offensive rolls only when dealing with earth ponies.
  702.  
  703. *****
  704. PHYSICAL ENCHANTMENTS: 2/3 slots remaining.
  705. -Sticky: a simple, yet powerful, full body enchantment that allows the owner to 'stick' themselves or their clothing/armor to virtually any surface, including cloud material, without losing adhesiveness. This can be used to attach an item permarenently one's body & clothing, prevent held weaponry from ever being disarmed, and climb walls, trees, ceilings, or other materials with a [1d6+X] <Perfect Grip roll, where X is the highest Assault modifier Pareidolia has available.
  706.  
  707. *****
  708. APPEARANCE: looks exactly like Ocelot.. if he were asian.
  709.  
  710. *****
  711. BIOGRAPHY: Pareidolia's past affiliations are unknown, but he clearly seems linked to whatever standards of discipline they had enforced despite being separated from them for nearly a year. Remaining socially silent, he only speaks when necessary and is often blunt in his choice of words. He usually avoids conversation with other operators and most other ponies unless for operations, but has been seen asking Krinza and Tipper highly technical questions about the current state of technological and biological advancement in Tallus, subsequently being kicked out of the clinic and workshop more times than anypony cares to count or comment upon. He has a personal impromptu study area set aside in the Library with numerous texts always arrayed across a number of tables, much to Dancing Eyes' displeasure. Some ponies have referred to him as a human Construct due to his goal oriented, direct methods of communication and operating.
  712.  
  713.  
  714. *************************************************************************************************************************************
  715. Name:        Zhun
  716. Position:    
  717. Theme:       Chinese juggernaut that got too bored going about the base, now wanting travel.
  718. Rank:        Fucking New Guy
  719. HP:          14/14
  720. Total XP:    12
  721. Unspent XP:  7
  722.  
  723. *****
  724. KNOWN LANGUAGES:
  725. -Common Equestrian: has moderate fluency in the modern dialect.
  726.  
  727. -Korean: has basic fluency in the modern dialect.
  728.  
  729. -Mandarin Chinese: can read, speak, and write fluently in the modern dialect.
  730.  
  731. -Russian: has basic fluency in the modern dialect.
  732.  
  733. *****
  734. PHYSICAL MODIFICATIONS: none, yet.
  735.  
  736. *****
  737. OFFENSIVE SKILLS:
  738. Basic Assault
  739. Basic Parry
  740. Basic Riposte
  741.  
  742. Basic Heavy Weapons
  743.  
  744. *****
  745. DEFENSIVE SKILLS:
  746. Basic Block
  747. Basic Evasion
  748. Basic Reaction Speed
  749. Basic Sprint
  750.  
  751. *****
  752. UTILITY SKILLS:
  753.  
  754. Basic Medical
  755. Basic Perception
  756.  
  757. *****
  758. UNIQUE SKILLS: none, yet.
  759.  
  760. *****
  761. SPECIAL ABILITIES: none, yet.
  762.  
  763. *****
  764. TERTIARY SKILLS:
  765. -Basic Instrument: Guzheng+1
  766.  
  767. *****
  768. SKILL SPECIALIZATIONS:
  769. -All About Ponies: Common Medical Treatments, Anatomy, & Your Guide To Beating The Heat!: adds +1 to all Medical rolls.
  770.  
  771. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  772.  
  773. *****
  774. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  775.  
  776. *****
  777. BIOGRAPHY: gunned down by Soviet troops as China begun expansion into the Siberian wilderness, Zhun was the designated heavy gunner of his squad. Appearing just after the events of the Siege of Razorback, he has taken a sedentary lifestyle inside its walls after the usual acclimation period of finding out he's died and adjusting to the new world he finds himself in, finding all the amenities he needed, plus some more. Seeing him is a rare occurrence though, as he still remains reclusive to other operators and usually remains in his room, either practicing on the Equestrian equivalent of the guzheng, spending time in the library to expand his knowledge upon the new world, or in the Mess Hall at night, when there is a tea party. Until recently though, upon finding the assault staff of Razorback too busy and the mounting requests from other parties mounting up, Zhun decides to file in, and help the Fortress in a more direct way. Learned "Equestrian" due to the language barrier very early on, but the accent is still there.
  778.  
  779.  
  780. *************************************************************************************************************************************
  781.  
  782.  
  783.  
  784.                             RAZORBACK STEALTH TEAM OPERATORS:
  785.  
  786. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Ambush OR one type of Ranged Weapon rolls.
  787.  
  788. *************************************************************************************************************************************
  789. Name:        Bubba the Second
  790. Position:    Formerly a Free Operator
  791. Title:       Sweet's Caretaker. Also did Not See that coming.
  792. Theme:       Ultimate creeper status, and somewhat sarcastic.
  793. Rank:        Veteran
  794. HP:          20/20
  795. Total XP:    24
  796. Unspent XP:  0
  797.  
  798. (Aggressive?, Ambusher, Blunt, Brash, Brazen, Determined, Direct, Distrust: Gryphons, Efficient, Hunter, Passive-Aggressive, Purposeful, Steadfast, Vengeful)
  799.  
  800. *****
  801. KNOWN LANGUAGES:
  802. -German: can read, speak, and write in the modern dialect fluently.
  803.  
  804. *****
  805. PHYSICAL MODIFICATIONS: none, yet.
  806.  
  807. *****
  808. EVOLVING ABILITY: Burst Shell. Granted by Empress Silver, ONCE per Operation, Bubba is capable of summoning a 4' long, bright orange, shoulder-mounted Construct cannon capable of firing a 4" anti-biological shell that uses 3x [1d6+2] rolls, dealing an additional [1d6] Bleed damage and causing Shock, up to a maximum range of 1,000M and has a blast radius of 5M. The warhead, a shredder-type shell, is calculated to only affect living beings, though does double damage against Fragile targets and Undead beings due to kinetic impact; however, it may not function correctly against Eldritch and Otherworldly beings and does not work against Spectrals or other incorporeals. NOTE: during the turn that the Construct cannon is summoned, Bubba is only capable of using one of the following skills to defend himself or attack an enemy in close combat: Assault, Parry, Ripose, Block, or Evasion, but if he is not in direct combat he may use Stealth to lessen the sound from the cannon's round. Immediately after being fired the Construct cannon will disappear. May not be used outside of an Operation.
  809.  
  810. DUTY: pending.
  811. USES: 0.
  812.  
  813. *****
  814. OFFENSIVE SKILLS:
  815. Basic Assault
  816. Basic Parry
  817. Basic Riposte
  818.  
  819. Expert Battle Rifles
  820. Expert Combat Rifles
  821. Basic Small Arms
  822.  
  823. *****
  824. DEFENSIVE SKILLS:
  825. Basic Block
  826. Basic Evasion
  827. Basic Reaction Speed
  828. Basic Sprint
  829.  
  830. Expert Stealth
  831.  
  832. *****
  833. UTILITY SKILLS:
  834.  
  835. Expert Perception
  836. Expert Thievery
  837. Expert Wilderness Survival
  838.  
  839. *****
  840. UNIQUE SKILLS: none, yet.
  841.  
  842. *****
  843. SPECIAL ABILITIES: none, yet.
  844.  
  845. *****
  846. TERTIARY SKILLS:
  847. -Basic Drawing
  848.  
  849. *****
  850. SKILL SPECIALIZATIONS:
  851. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  852.  
  853. *****
  854. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  855.  
  856.  
  857. *************************************************************************************************************************************
  858. Name:        Ivan the Stalker
  859. Position:    Free Operator & Fortress Drunk
  860. Theme:       Almost always drunk, but somehow good enough to fight despite that.
  861. Rank:        Rookie
  862. HP:          16/16
  863. Total XP:    18
  864. Unspent XP:  -1
  865.  
  866. (Anti-Authority, Blunt, Bold, Careful, Cheerful, Cool-Natured, Determined, Direct, Hard-Working, Hunter, Intuitive, Lucky, Polite, Resourceful, Scarred, Watchful)
  867.  
  868. *****
  869. KNOWN LANGUAGES:
  870. -Russian: can read, speak, and write in the modern dialect fluently.
  871.  
  872. -Ukrainian: can read, speak, and write in the modern dialect fluently.
  873.  
  874. *****
  875. PHYSICAL MODIFICATIONS: none, yet.
  876.  
  877. *****
  878. EVOLVING ABILITY: Cacophonous Shield. Granted by Empress Silver, 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. Composed of an aetheric black metal bearing numerous similarities to kanpri, shields of this nature are traditionally given as gifts by representatives from the Dominion Plane from The Cacophony, a title that all noble crafters are known as in the Dominion. Infused with songs of majesty, this shield allows Ivan to temporarily enhance his own 'performarence' while delaying the actions of attackers, though not in a combative sense. Roll [1d6] <Summon Cacophonous Shield, the result indicating the number of turns the shield lasts in reality; the shield always arrives fully repaired after each use with 200 Armor & 10DR, while Ivan himself gains +1 to all rolls of skills he owns as long as the shield still exists. In addition, Ivan may summon this shield onto an enemy utilizing 3x [1d6+2] <Heavyweight rolls that deals double damage to Fragile targets and Undead. May NOT be utilized outside of an Operation.
  879.  
  880. DUTY: pending.
  881. USES: 0.
  882.  
  883. *****
  884. OFFENSIVE SKILLS:
  885. Basic Assault
  886. Basic Parry
  887. Basic Riposte
  888.  
  889. Expert Battle Rifles
  890. Basic Combat Rifles/Shotguns
  891. Basic Small Arms
  892.  
  893. *****
  894. DEFENSIVE SKILLS:
  895. Basic Block
  896. Basic Evasion
  897. Basic Reaction Speed
  898. Basic Sprint
  899.  
  900. Expert Stealth
  901.  
  902. *****
  903. UTILITY SKILLS:
  904. Basic Engineering
  905. Basic Iron Will
  906. Basic Medical
  907. Expert Perception
  908. Basic Thievery
  909.  
  910. *****
  911. UNIQUE SKILLS:
  912. -Basic Touch of the Zone: like most Stalkers, whether through trial and error or instruction, Ivan has learned the basics of controlling artifacts through willpower, mental fortitude, and psychological commarends, even against the omnipresent, oppressive energies of Tallus. Allows use of the Slug and Sparkler artifacts, and grants an additional Research roll when dealing with arcane items.
  913.  
  914. *****
  915. SPECIAL ABILITIES: none, yet.
  916.  
  917. *****
  918. TERTIARY SKILLS:
  919. -Basic Instrument: Guitar+1
  920.  
  921. *****
  922. SKILL SPECIALIZATIONS:
  923. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  924.  
  925. *****
  926. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  927.  
  928.  
  929. *************************************************************************************************************************************
  930. Name:        Natilda, but introduces herself as Comrade
  931. Position:    
  932. Theme:       At first, appears to be a male sniper, but will admit to being a woman if pressed a bit. Sorta quiet due to training, but when drunk becomes loud and more violent.
  933. Rank:        Fucking New Girl
  934. HP:          14/14
  935. Total XP:    10
  936. Unspent XP:  0
  937.  
  938. (Bold, Calm, Careful, Cheerful, Defuser, Determined, Dutiful, Efficient, Gentle, Hunter, Level-Headed, Merciful, Motherly, Polite, Respectful)
  939.  
  940. *****
  941. KNOWN LANGUAGES:
  942. -Russian: can read, speak, and write in the modern dialect fluently.
  943.  
  944. *****
  945. PHYSICAL MODIFICATIONS: none, yet.
  946.  
  947. *****
  948. EVOLVING ABILITY: Solstice Scorn. Granted by Empress Silver, ONCE per Operation, Natilda is granted the privilege of calling upon two of Tallus's most primal elements, those of Fire and Ice, summoning them against a large enemy or several enemies in close proximity, within direct line of sight using 2x [1d6+1] rolls for Fire and 2x [1d6+1] rolls for Ice. Tallus itself will respond the next turn, creating a moderate sized wave of flame with an inherent Speed of 8 that weakens armor, then disperses a number of large ice projectiles with inherent Speeds of 12 from the sky to damage, shatter, and freeze the target or targets. This ability deals double damage against Golems or Heavily Armored targets, but does half damage against Constructs, and causes little harm against Spectral beings. NOTE: During the turn that Solstice Scorn is activated, Natilda may only utilize Stealth if not in direct combat. May not be used outside of an Operation.
  949.  
  950. DUTY: pending.
  951. USES: 0.
  952.  
  953. *****
  954. OFFENSIVE SKILLS:
  955. Basic Assault
  956. Basic Parry
  957. Basic Riposte
  958.  
  959. *****
  960. RANGED SKILLS:
  961. Expert Battle Rifles
  962.  
  963. *****
  964. DEFENSIVE SKILLS:
  965. Basic Block
  966. Basic Evasion
  967. Basic Reaction Speed
  968. Basic Sprint
  969.  
  970. *****
  971. UTILITY SKILLS:
  972. Basic Medical
  973. Expert Perception
  974. Basic Stealth
  975.  
  976. *****
  977. UNIQUE SKILLS: none, yet.
  978.  
  979. *****
  980. SPECIAL ABILITIES: none, yet.
  981.  
  982. *****
  983. TERTIARY SKILLS:
  984. -Basic Singing
  985.  
  986. *****
  987. SKILL SPECIALIZATIONS:
  988. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  989.  
  990. -Steel Blitz, Nightclaw Intermediate Training, Visual Identification Instruction: adds +1 to all Perception rolls.
  991.  
  992. *****
  993. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  994.  
  995.  
  996. *************************************************************************************************************************************
  997.  
  998.  
  999.                             RAZORBACK BASE OPERATIONS STAFF:
  1000.  
  1001. Faction Bonus: during an Operation, Operators of this faction must add +1 to all Medical OR one type of Ranged Weapon rolls.
  1002.  
  1003.  
  1004. *************************************************************************************************************************************
  1005. Name:        Kraut Space Wizard
  1006. Position:    Cavalry/Mobile Mini-base
  1007. Theme:       Redneck Do Everything
  1008. Rank:        Mercenary
  1009. HP:          20/20
  1010. Total XP:    70
  1011. Unspent XP:  37
  1012.  
  1013. (Affectionate, Anti-Authority, Curious, Focused, Illogical Thinking: Eldritch, Kind, Knowledgeable, Lucky, Passive-Aggressive, Resourceful, Temperamental)
  1014.  
  1015. *****
  1016. KNOWN LANGUAGES:
  1017. -Minotaur: has moderate fluency in the modern dialect.
  1018.  
  1019. -Unicorn: can read, speak, and write in the modern dialect fluently.
  1020.  
  1021. *****
  1022. PHYSICAL MODIFICATIONS: none, yet.
  1023.  
  1024. *****
  1025. OFFENSIVE SKILLS:
  1026. Basic Assault
  1027. Basic Parry
  1028. Basic Riposte
  1029.  
  1030. Expert Battle Rifles
  1031. Expert Small Arms
  1032.  
  1033. *****
  1034. DEFENSIVE SKILLS
  1035. Basic Block
  1036. Basic Evasion
  1037. Basic Reaction Speed
  1038. Basic Sprint
  1039.  
  1040. Expert Stealth
  1041.  
  1042. *****
  1043. UTILITY SKILLS:
  1044. Expert Cooking
  1045. Expert Medical
  1046.  
  1047. *****
  1048. UNIQUE SKILLS:
  1049. >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. -hold
  1050.  
  1051. >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 of Movement rolls into Charging attacks. -hold
  1052.  
  1053. >Master of My Craft: -hold
  1054. -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.
  1055. -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.
  1056. -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.
  1057. -Grants an additional roll with all applicable bonuses when using Magitek-created elemental or non-elemental artifacts.
  1058. -Grants an additional Movement roll for Wild Ride, but only if Kraut is an occupant.
  1059.  
  1060. *****
  1061. 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. Kraut is granted a [1d6+12] <Magitek roll when creating or modifying items utilizing the Magitek core, and as a side effect of Spiral's eidetic memory, he is also granted a passive Expert Research skill.
  1062.  
  1063. *****
  1064. SPECIAL ABILITIES: none, yet.
  1065.  
  1066. *****
  1067. TERTIARY SKILLS:
  1068. -Basic Dancing
  1069.  
  1070. -Basic Instrument: Guitar
  1071.  
  1072. -Basic Instrument: Trumpet
  1073.  
  1074. *****
  1075. SKILL SPECIALIZATIONS:
  1076. -Canterlot Master Chef Cooking Guide: adds +1 to all Cooking rolls and Cooking items.
  1077.  
  1078. -Engineering Mastery: Continued Application, Theory, & Experience: adds +1 to all Engineering rolls.
  1079.  
  1080. *****
  1081. PHYSICAL ENCHANTMENTS: 2/3 slots remaining.
  1082. -Corsair's Spirit: adds +1 to all Assault & Evasion rolls, but suffers a -3 penalty to all rolls when in combat with non-physical beings, specifically Spectral beings and Mind's Eyes among others.
  1083.  
  1084.  
  1085. *************************************************************************************************************************************
  1086. Name:  Mallia Castella      
  1087. Theme: Tech-Priest Enginseer
  1088. Rank:  Fucking New Girl
  1089. HP:         10/10
  1090. Total XP:    12
  1091. Unspent XP:  0
  1092.  
  1093. (Bold, Challenger, Chatty, Cheerful, Compulsion: Cult Mechanicus Adherent, Curious, Distrust: Advanced-Artificial Intelligence, Dutiful, Efficient, Focused: Machines/Technology, Hard-Horking, Humorous, Kind, Purposeful, Thoughful)
  1094.  
  1095. *****
  1096. KNOWN LANGUAGES:
  1097.  
  1098. Techna-Lingua: Can speak the natural language of the Tech-Priests like her first language. A mix of Binary signals and sounds; it is completely incomprehensible to those not mechanically suited to translate it.
  1099.  
  1100. Low-Gothic: Speaks and writes fluently in the common Imperial tongue. Spoken English, Gothic in writing.
  1101.  
  1102. *****
  1103. PHYSICAL MODIFICATIONS:
  1104.  
  1105. >BQ Micro-Cogitator (Implant Traits: Best Quality, Custom Implant, Mars Pattern): a requirement 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 bombardments, 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 such implants to act as if they were natural parts of her body.
  1106.  
  1107. >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.
  1108. -Auspex Link: adds +1 to all Tech-Use & Electronic Warfare Operator rolls when attempting to access electronic devices.
  1109. -Rites of Repair Link: adds +1 to all Engineering rolls when performing battlefield repair with an Omnissian Axe or other specialized equipment.
  1110.  
  1111. *****
  1112. EVOLVING ABILITY: none, yet.
  1113.  
  1114. *****
  1115. PHYSICAL MODIFICATIONS: none, yet.
  1116.  
  1117. *****
  1118. OFFENSIVE SKILLS:
  1119. Basic Assault
  1120. Basic Parry
  1121. Basic Riposte
  1122. Basic Light Energy Weapons
  1123.  
  1124. *****
  1125. DEFENSIVE SKILLS:
  1126. Basic Block
  1127. Basic Evasion
  1128. Basic Reaction Speed
  1129. Basic Sprint
  1130.  
  1131. Basic Iron Will
  1132.  
  1133. *****
  1134. UTILITY SKILLS:
  1135. Expert Engineering
  1136. Basic Negotiation
  1137. Basic Perception
  1138. Expert Tech-Use
  1139.  
  1140. *****
  1141. UNIQUE SKILLS:
  1142. >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 equipment 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.
  1143. -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.
  1144. -Each Bonded Machine adds +1 to all Iron Will rolls.
  1145. -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.
  1146. -Bonded Machines may, rarely, directly communicate with Mallia and will otherwise passively attempt to aid her. In addition, Mallia can interact with her Bonded Machines up to 200M away.
  1147. -Doubles the Data Protection Engrams of each Bonded Machine.
  1148. *Bonds Formed: 0/1
  1149.  
  1150. >Basic 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 many and highly varied Rites of Repair common throughout the Imperium.
  1151. 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.
  1152. -Machine Bonds are permarenent; as such this Bond cannot be undone, requiring complete destruction or corruption to remove it. Losing a Bond in this manner is highly traumatizing to the user and dependent Machien Spirits, and may cause Insanity if experienced enough times.
  1153. -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.
  1154. -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 mentally prepared to even think of a replacement.
  1155. -Adds +1 to ONE Bonded Machine's abilities or skills per turn.
  1156. -Adds +1 to either all Tech-Use and Engineering rolls.
  1157.  
  1158.  
  1159. *****
  1160. TRADE SKILLS: none.
  1161.  
  1162. *****
  1163. TERTIARY SKILLS:
  1164. Basic Electronic Warfare Operator
  1165. Basic Singing
  1166. Basic Writing
  1167.  
  1168. *****
  1169. SPECIAL ABILITIES: none, yet.
  1170.  
  1171. *****
  1172. SKILL SPECIALIZATIONS: none, yet.
  1173.  
  1174. *****
  1175. PERSONAL ENCHANTMENTS: 1/1 remaining.
  1176.  
  1177. *****
  1178. 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.
  1179.  
  1180. AGE:  24
  1181.  
  1182. *****
  1183. BIOGRAPHY:  
  1184.  
  1185. 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!” 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 menace 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.
  1186.  
  1187. 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.
  1188.  
  1189. 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.
  1190.  
  1191. 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-betterment, purpose, knowledge, duty, and hope. One day, perhaps. One day, she too will become like the legends that she heard so much about…  
  1192.  
  1193. 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-Bot” 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.
  1194.  
  1195. She had been sent on her way to be assigned to the Kalderian 37th infantry division, a light infantry regiment 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.
  1196.  
  1197. The initial entry into the planet's orbit had almost ended badly when the Ork fleet “defending” the planet's orbit had almost taken down the voidship she was on. Luckily for her, it was in that moment 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 regiment'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.
  1198.  
  1199. With the Ork fleet routed, and the space around the planet under imperial control, troop deployment 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.
  1200.  
  1201. The squad received several additions and replacement during their time on Darrius Secundus, steadily growing, and replacing casualties. For a moment, the spark of hope of returning to Mars to boast her great achievement had began to grow. She was always confident, always the first to volunteer, and she was competent, always bettering her skills.
  1202.  
  1203. 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 managed 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.
  1204.  
  1205. 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 the encounter with the Kroot.
  1206.  
  1207. 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.
  1208.  
  1209. 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, all 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 a hundred 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, perfectly loyal seven dozen Guardsman surrounding them with lasguns and the gang of Kroot mercenaries.
  1210.  
  1211. 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.
  1212.  
  1213. 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 regiment, 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.
  1214.  
  1215. 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 equipment 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.
  1216.  
  1217. 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 reinforcements came, but an errant shot to the head would penetrate her lightly armored carapace helmet and finally put her down.
  1218.  
  1219. The Omnissiah would not claim Mallia's soul that day, instead she was delivered to a world that she could barely remember her own dreams of, the passage silently granted by a tall, haunting bright white winged and long horned equine.
  1220.  
  1221.  
  1222.  
  1223. *************************************************************************************************************************************
  1224. Name:        Dr. Novus (TRIAL PERIOD)
  1225. Position:    Lejura's Whipping Post
  1226. Theme:       A formerly dead SCP Agent.
  1227. Rank:        Veteran
  1228. HP:          12/12
  1229. Total XP:    25
  1230. Unspent XP:  25
  1231.  
  1232. (Compulsion: Helpful, Curious, Droll Wit, Psychosis: Erratic Mental Breakdowns, Temperamental)
  1233.  
  1234. *****
  1235. KNOWN LANGUAGES:
  1236. -Gryphon: has basic fluency in the modern dialect.
  1237.  
  1238. -Earth Pony: can read, speak, and write fluently in the modern dialect.
  1239.  
  1240. *****
  1241. PHYSICAL MODIFICATIONS: none, yet.
  1242.  
  1243. *****
  1244. EVOLVING SKILL: Soulpierce. Granted by Empress Silver, ONCE per Operation, Novus is granted a [1d6+2] roll in addition to his Assault or Small Arms rolls, capable of directly striking the Core or Ka of most beings, excepting certain Spectral beings. Soulpierce may only take effect if Assault or Small Arms rolls land on a target, bypassing most forms of armor and causing aggravated non-elemental Mystic damage, and may also stun once on a MAX critical. During the turn that Soulpierce is activated, Novus may only use Block or Evasion, Assault, and Small Arms. NOTE: this ability does NOT work on purely mechanical beings, particularly Constructs. May not be used outside an Operation.
  1245.  
  1246. DUTY: 6.
  1247. USES: 1.
  1248.  
  1249. *****
  1250. OFFENSIVE SKILLS:
  1251. Basic Assault
  1252. Basic Parry
  1253. Basic Riposte
  1254.  
  1255. *****
  1256. DEFENSIVE SKILLS:
  1257. Basic Block
  1258. Basic Evasion
  1259. Basic Reaction Speed
  1260. Basic Sprint
  1261.  
  1262. *****
  1263. UNIQUE SKILLS: none, yet.
  1264.  
  1265. *****
  1266. SPECIAL ABILITIES: none, yet.
  1267.  
  1268. *****
  1269. TERTIARY SKILLS:
  1270. -Basic Electronic Warfare Operator+1
  1271.  
  1272. *****
  1273. TRADE SKILLS: none, yet.
  1274.  
  1275. *****
  1276. SKILL SPECIALIZATIONS:
  1277. -Pony Anatomy & Physiology Course, Journeymare Rank Medical & Provisional Training: adds +1 to all Medical rolls.
  1278.  
  1279. *****
  1280. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  1281.  
  1282. *****
  1283. Status: considered deceased during a purge of Everfree Efirates, his Ka (or 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, 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. It remains to be seen what long term effects this will have, however.
  1284.  
  1285.  
  1286. *************************************************************************************************************************************
  1287. Name:        Snakebite
  1288. Position:    Support Medic
  1289. Theme:       Light hearted, carefree, playful, rarely takes the situation seriously
  1290. Rank:        Rookie
  1291. HP:          10/10
  1292. Total XP:    11
  1293. Unspent XP:  0
  1294.  
  1295. (Affectionate, Brazen, Cheerful, Cool-Natured, Curious, Guardian: Razorback, Humorous, Kind, Lucky, Medic, Quick, Resourceful, Steadfast, Thoughtful, Warm-Hearted)
  1296.  
  1297. *****
  1298. KNOWN LANGUAGES: none, yet.
  1299.  
  1300. *****
  1301. PHYSICAL MODIFICATIONS:
  1302. -Quartzine Reinforcements: severely injured during the attempt to recover .
  1303. -Effect #1: grants a natural 1DR to the forearms, upper legs, and pelvis.
  1304. -Effect #2: increases Snakebite's PF threshholds by +10% in each region.
  1305.  
  1306. *****
  1307. PHYSICAL MUTATIONS:
  1308. -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 phenomenally 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 magical or mystical reptiles, whether sapient or not, gaining some of their resistance to elements. Grants an automatic [1d6+6] <Elemental Resistance defensive ability, the result-2 reducing that amount of damage from ONLY elemental effects, whether from items or through Casting, Druidry, Mysticism, and other esoteric means, though does not protect against Eldritch, Otherworldly, Planar, Psionic, or Spectral forms of elemental harm.
  1309.  
  1310. -Wyrmhide: grants a natural +1DR and an automatic [1d6+3] <Resist Weapons defensive ability, the result-2 reducing that amount of damage caused by purely physical attacks, whether unarmed or any form of natural or melee weaponry, including enchanted weapons, though does nothing to protect against ranged attacks. The overpowering infusion still causes Snakebite's skin to look normal, though even a cursory examination will determine it is definitely thicker and more resilient.
  1311.  
  1312. *****
  1313. INJURIES:
  1314. -Flash Boiled, Severe. Over 95% of Snakebite's skin and multiple layers of tissues below were flash boiled at an atmospheric temperature of approximately 220 degrees under a 100% humidity condition, causing extensive tissue burns and moderate damage to the least protected portions of his skeleton. Due to the necessity of keeping him under heavy sedation, rendering him incapable of movement to prevent further harm, Snakebite's immune system only operates at 50% of it's normal effectiveness, and he will require a heavy protein, vitamin, mineral, and essential acid diet to ensure a minimal amount of permarenent scarring, as well as constant examinations for subdermal infections, even a hint of which will require thorough, rigorous antibiotic maintenance.
  1315.  
  1316. -Nerve Damage, Moderate. Both of Snakebite's forearms and pelvic region have suffered an approximate 50% loss of nervous system activity, rendering him somewhat less capable of noticing pressures, temperatures, acids, alkalines, chemicals, and other forms of contact. As a result, Snakebite suffers a -3 penalty to ALL rolls involving the usage of his hands and arms, and will require extensive physical therapy with Nova Flicker's aid to fully recover.
  1317.  
  1318. *****
  1319. PERMANENT INJURIES:
  1320. -Right Eye: Blinded. Snakebite has permanently lost the use of this eye, losing 1/2 of all Perception/Scouting/Wilderness Survival rolls and incurring a -1 penalty to all Ranged rolls due to losing some of his depth perception.
  1321.  
  1322. *****
  1323. EVOLVING ABILITY: Phased Assault. Granted by Empress Silver, ONCE per Operation, Snakebite is capable of temporarily phasing into the Overdark for 1 turn, allowing him to choose from one of the following: attack an enemy through the Overdark and remain at his original position, propel himself using physical motion while out of phase, or be transported by the Overdark's influence to a designated location within 20M of another Operator, an Ally, or an enemy within his visual radius; visual radius in this instance means either direct line of sight or having the confirmed knowledge of where his target is, whether by mystical or technological means. Snakebite must roll 2x [1d6] to initiate a Phased Assault, and so long as he does not critically fail both rolls his attacks will succeed, but if both critically fail then he will suffer a backlash, automatically losing 1/4 of his HP. During the turn that Phased Assault is activated, Snakebite MUST use all of his Ambush, Assault, and Small Arms rolls, but if not in direct combat he may also utilize Perception or Scouting. May NOT be used outside of an Operation.
  1324.  
  1325. DUTY: 6.
  1326. USES: 2.
  1327.  
  1328. *****
  1329. OFFENSIVE SKILLS:
  1330. Expert Assault
  1331. Basic Parry
  1332. Basic Riposte
  1333.  
  1334. Expert Battle Rifles
  1335. Basic Small Arms
  1336.  
  1337. *****
  1338. DEFENSIVE SKILLS:
  1339. Basic Block
  1340. Expert Evasion
  1341. Expert Reaction Speed
  1342. Basic Sprint
  1343.  
  1344. *****
  1345. UTILITY SKILLS:
  1346. Expert Medical
  1347. Basic Perception
  1348.  
  1349. *****
  1350. UNIQUE SKILLS: none, yet.
  1351.  
  1352. *****
  1353. SPECIAL ABILITIES: none, yet.
  1354.  
  1355. *****
  1356. TERTIARY SKILLS:
  1357. -Basic Dancing
  1358.  
  1359. -Basic Singing
  1360.  
  1361. *****
  1362. SKILL SPECIALIZATIONS:
  1363. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  1364.  
  1365. *****
  1366. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  1367.  
  1368. *****
  1369. RELATIONSHIP: Split Nail. Loose friends... with many benefits~
  1370.  
  1371.  
  1372. *************************************************************************************************************************************
  1373.  
  1374.  
  1375.                                 RAZORBACK FREE AGENTS:
  1376.  
  1377. Faction Bonus: during an Operation, Operators of this faction must add +1 to one of the following: Assault, Parry, or ONE type of Ranged Weapon rolls per turn.
  1378.  
  1379.  
  1380. *************************************************************************************************************************************
  1381. Name:        Jamal Ratchet
  1382. Theme:       The only black man in Equestria
  1383. Rank:        Veteran
  1384. HP:          10/10
  1385. Total XP:    22
  1386. Unspent XP:  0
  1387.  
  1388. *****
  1389. OFFENSIVE SKILLS:
  1390. Expert Assault
  1391. Basic Parry
  1392. Basic Riposte
  1393.  
  1394. Basic Intimidation
  1395. Basic Small Arms
  1396.  
  1397. *****
  1398. DEFENSIVE SKILLS:
  1399. Basic Block
  1400. Expert Evasion
  1401. Basic Reaction Speed
  1402. Expert Sprint
  1403.  
  1404. Basic Stealth
  1405.  
  1406. *****
  1407. UTILITY SKILLS:
  1408. Basic Alchemy
  1409. Expert Leadership
  1410.  
  1411. *****
  1412. UNIQUE SKILLS:
  1413. >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.
  1414.  
  1415. >Expert NOT A Pharmacist: adds +2 to and grants an additional Alchemy roll.
  1416.  
  1417. >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.
  1418.  
  1419. *****
  1420. TERTIARY SKILLS
  1421. Basic Dancing
  1422.  
  1423. Basic Rapping
  1424.  
  1425. Basic Sports
  1426.  
  1427. *****
  1428. SKILL SPECIALIZATIONS: none, yet.
  1429.  
  1430. *****
  1431. PHYSICAL ENCHANTMENTS: 2/3 slots remaining.
  1432. -Lifeshade Bulb: adds +1 to all Sprint rolls.
  1433.  
  1434. -Tempest Bulb: adds +1 to all Evasion rolls
  1435.  
  1436.  
  1437. *************************************************************************************************************************************
  1438. Name:        José ‘Cheto’ Gallo
  1439. Theme:       A young runaway, charmer, negotiator, and haggler.
  1440. Rank:        Fucking New Guy
  1441. HP:          10/10
  1442. Total XP:    12
  1443. Unspent XP:  0
  1444.  
  1445. (Calm, Clueless, Curious, Defuser, Diplomat, Gentle, Level-Headed, Rational, Smooth Negotiator, Quick)
  1446.  
  1447. *****
  1448. KNOWN LANGUAGES: none, yet.
  1449.  
  1450. *****
  1451. PHYSICAL MODIFICATIONS: none, yet.
  1452.  
  1453. *****
  1454. EVOLVING ABILITY: none, yet.
  1455.  
  1456. USES: 0
  1457. DUTY: 0
  1458.  
  1459. *****
  1460. PHYSICAL MODIFICATIONS: none, yet.
  1461.  
  1462. *****
  1463. OFFENSIVE SKILLS:
  1464. Basic Assault
  1465. Basic Parry
  1466. Basic Riposte
  1467.  
  1468. Basic Intimidation
  1469. Basic Small Arms
  1470.  
  1471. *****
  1472. DEFENSIVE SKILLS:
  1473. Basic Block
  1474. Basic Evasion
  1475. Basic Reaction Speed
  1476. Basic Sprint
  1477.  
  1478. Basic Stealth
  1479.  
  1480. *****
  1481. UTILITY SKILLS:
  1482. Expert Bartering
  1483. Basic Human/Pony Relations
  1484. Expert Negotiation
  1485. Basic Perception
  1486.  
  1487. *****
  1488. UNIQUE SKILLS:
  1489. Basic 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 Bartering & Negotiation rolls.
  1490.  
  1491. *****
  1492. SPECIAL ABILITIES: none, yet.
  1493.  
  1494. *****
  1495. TERTIARY SKILLS: none, yet.
  1496.  
  1497. *****
  1498. SKILL SPECIALIZATIONS: none, yet.
  1499.  
  1500. *****
  1501. PERSONAL ENCHANTMENTS: 1/1 remaining.
  1502.  
  1503. *****
  1504. APPEARANCE:
  1505.  
  1506. *****
  1507. AGE:
  1508.  
  1509. *****
  1510. BIOGRAPHY:
  1511.  
  1512.  
  1513. *************************************************************************************************************************************
  1514. Name:        Mr. Agent
  1515. Theme:       A man dressed for any occassion where a slick suit is needed
  1516. Rank:        Agent
  1517. HP:          10/10
  1518. Armor:       2DR <Bullet Vest
  1519. Total XP:    18
  1520. Unspent XP:  0
  1521.  
  1522. (Brash, Chatty, Diplomat, Efficient, Rogue, Smooth Negotiator, Smooth Talker)
  1523.  
  1524. *****
  1525. KNOWN LANGUAGES:
  1526. -Pegasi: can read, speak, and write fluently.
  1527.  
  1528. *****
  1529. OFFENSIVE SKILLS:
  1530. Basic Assault
  1531. Basic Parry
  1532. Basic Riposte
  1533.  
  1534. Basic Ambush
  1535. Master Small Arms
  1536.  
  1537. *****
  1538. DEFENSIVE SKILLS:
  1539. Basic Block
  1540. Expert Evasion
  1541. Basic Reaction Speed
  1542. Basic Sprint
  1543.  
  1544. Basic Stealth
  1545.  
  1546. *****
  1547. UTILITY SKILLS:
  1548. Basic Bartering
  1549. Master Negotiation
  1550. Basic Perception
  1551.  
  1552.  
  1553. *****
  1554. UNIQUE SKILLS:
  1555. >Basic Suave Bastard (Basic): 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] <Suave Bastard roll that may function as either Bartering or Negotiation.
  1556.  
  1557. >Basic Papers, Please: in possession of many documents, 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.
  1558.  
  1559. >Basic Gun-Fu: adds +1 to all Small Arms rolls when duel wielding semi-automatic pistols or revolvers.
  1560.  
  1561. *****
  1562. TERTIARY SKILLS:
  1563. -Accounting
  1564.  
  1565. *****
  1566. Age: 34
  1567.  
  1568.  
  1569. *************************************************************************************************************************************
  1570.  
  1571.  
  1572.  
  1573.                                             PONY OPERATORS
  1574. NO FACTION BONUS... yet.
  1575.  
  1576. *************************************************************************************************************************************
  1577. Sunny Feathers (A.K.A 'Pony'): 120HP, 2DR. Age 27. Month of birth: unknown.
  1578.  
  1579. >> http://i.imgur.com/uaDd6TQ.png
  1580.  
  1581. (Ambusher, Distrust: Princess Celestia, Dry Wit, Guardian: Razorback, Honorable, Intuitive, Merciful, Minor Distrust: Ponies, Reserved, Respectful, Quiet)
  1582.  
  1583. TOTAL XP:   65.
  1584. UNSPENT XP: 0.
  1585.  
  1586. *****
  1587. KNOWN LANGUAGES:
  1588. -Batpony: can read, speak, and write in the modern dialect fluently.
  1589.  
  1590. -Earth Pony: can read, speak, and write in the modern dialect fluently.
  1591.  
  1592. -Unicorn: can read, speak, and write in the modern dialect fluently.
  1593.  
  1594. *****
  1595. LORE:
  1596. -Subject: Constructs, Amateur.
  1597.  
  1598. -Subject: Mercenaries, Amateur (Free)
  1599.  
  1600. *****
  1601. PHYSICAL MODIFICATIONS: none, yet.
  1602.  
  1603. *****
  1604. APPEARANCE: a white coated pegasus pony 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 bandanna, 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.
  1605.  
  1606. *****
  1607. 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 impairment, the lack of depth perception led her to experience many crashes during her attempts to fly as a filly. Sadly, the underdeveloped avian bones in her wings were unable to withstand the sustained punishment 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 impairment 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.
  1608.  
  1609. 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 resentment. 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.
  1610.  
  1611. Otherwise, she is physically and mentally 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 to dealing with elementals and other incorporeal beings that don't fall under her definition of 'living', which she seems to determine on a case by case basis.
  1612.  
  1613. Sunny, despite her name, is actually quite calm and reserved, which inevitably leads to those around her wanting to get under her coat to see what makes her tick, or if beneath the purported mask of cool professionalism is, indeed, a sunny pony.
  1614.  
  1615. For some time, rumors have swirled about that Sunny creeps around on little kitty hoofboots, and from Discord's perspective, the likelihood of this being true is unfathomably high. Others are merely confused as to what this even means since acquiring information from the God of Chaos is deceptively difficult.
  1616.  
  1617. *****
  1618. FETISHES: "Bit personal, don't you think?"
  1619.  
  1620. *****
  1621. 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 resentment 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.
  1622.  
  1623. 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.
  1624.  
  1625. 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.
  1626.  
  1627. *****
  1628. CUTIE MARK: an ocean blue feather overlaying a stylized sun.
  1629.  
  1630. *****
  1631. STATUS: a former espionage and intelligence gathering agent & mercenary, now employed by.. less than tactically inclined members of Razorback.
  1632.  
  1633. *****
  1634. RELATIONSHIPS: none, yet.
  1635.  
  1636. *****
  1637. OFFENSIVE ABILITIES:
  1638. Master Assault+5
  1639. Master Parry+5
  1640. Master Riposte+5
  1641.  
  1642. Expert Ambush+4
  1643.  
  1644. *****
  1645. DEFENSIVE ABILITIES:
  1646. Expert Evasion+5
  1647. Expert Reaction Speed+5
  1648. Expert Sprint+5
  1649.  
  1650. Expert Stealth+5
  1651.  
  1652. *****
  1653. UTILITY ABILITIES:
  1654. Expert Alchemy+3
  1655. Basic Cloud Shaping
  1656. Basic Lockpicking+3
  1657. Basic Perception+3
  1658. Basic Scouting+3
  1659. Basic Thievery+3
  1660. Basic Traps+3
  1661.  
  1662. *****
  1663. SPECIAL ABILITIES:
  1664. >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 many strange 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.
  1665.  
  1666. >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.
  1667.  
  1668. *****
  1669. SKILL SPECIALIZATIONS:
  1670. -Learned Tallus Pegasus/Earth Pony Relations, Razorback Library Studies (Extensive): adds +1 to all non-combat rolls against Earth Ponies.
  1671.  
  1672. *****
  1673. TRADE SKILLS:
  1674. -Amateur Researcher
  1675.  
  1676. *****
  1677. TERTIARY SKILLS:
  1678. -Basic Masseuse
  1679.  
  1680. *****
  1681. UNIQUE ABILITY: ?????
  1682.  
  1683.  
  1684. *************************************************************************************************************************************
  1685.  
  1686.  
  1687.                             RAZORBACK TRANSPORT STAFF:
  1688.  
  1689. Faction Bonus: how the fuck would this even WORK!? JUST NO.
  1690.  
  1691. *************************************************************************************************************************************
  1692. Wild Ride: 360 Armor, 4DR.
  1693.  
  1694. (Affectionate, Cheerful, Curious, Efficient, Hunter, Kind, Lucky, Quick, Resourceful, Temperamental)
  1695.  
  1696. > https://i.imgur.com/qJy8BiM.jpg
  1697.  
  1698. *****
  1699. CLASS: Light Bipedal Transport.
  1700.  
  1701. *****
  1702. HERITAGE: Eldritch Android Tech-Abomination.
  1703.  
  1704. *****
  1705. HEIGHT: 20 meters.
  1706.  
  1707. *****
  1708. WEIGHT: 40 tons. Or so she says.
  1709.  
  1710. *****
  1711. OFFENSIVE ABILITIES:
  1712. Expert Assault+8 OFFLINE
  1713. Expert Parry+4 OFFLINE
  1714. Expert Riposte+6 OFFLINE
  1715.  
  1716. Expert Small Cannons+4 OFFLINE
  1717.  
  1718. Aggressive Electronic Warfare+3 OFFLINE
  1719.  
  1720. *****
  1721. DEFENSIVE ABILITIES:
  1722. Master Block+2: OFFLINE
  1723. Master Evasion +4: OFFLINE
  1724. Master Reaction Speed +6: OFFLINE
  1725. Master Sprint +8: OFFLINE
  1726.  
  1727. Expert Counter+6 OFFLINE
  1728.  
  1729. *****
  1730. UTILITY ABILITIES:
  1731. Omni-Sensor Array+1
  1732.  
  1733. *****
  1734. SPECIAL ABILITIES:
  1735. -Auto-Vital Monitoring: since all five of her potential occupants must be... "wired in", so to speak, Wild's monitoring equipment allows her to.. "analyze" the current health conditions of humans and ponies at a distance, capable of relaying back information on injuries and possible illness.
  1736.  
  1737. -Eldritch Scars: a layer of inherent defenses gained from her transformational rebirth within a Scar of the Crag Moors, Wild's entire hull is slightly resistant to damage relating to her parentage, granting her a [1d6+4] <Resist Damage roll when in combat with Eldritch forces.
  1738.  
  1739. -FRAGILE: as Wild's former existence has been reshaped by That Which Cannot Be Named, her classification is neither to be considered mechanical nor fully Eldritch. As a result of her vastly low structural integrity, mechanical repairs are 50% less effective, Wild takes +50% additional damage from physical Cannon-class weaponry and higher, and is rendered incapable of more than 4 turns of melee combat outside of a Scar of the Moors (or other Eldritch dimensions) or will suffer 25 Armor damage cumulatively increasing each turn.
  1740.  
  1741. -Grade 1 Auto-Repair: grants an automated, biomechanical [1d6+4] <Auto-Repair ability that only functions out of combat; first priority is given to her Arcanum Sensors Array.
  1742.  
  1743. -Grade 4 Arcanum Sensors Array: a fusion of Eldritch capabilities and human technology, Wild's head unit and cockpit contains a number of advanced biotechnological components similar to modern electronic systems, though have no known scientific explanation as to how, or why, they function. Features: an integral omni-detection sensor array, a biological transmitter-receiver communications implant with a 400 mile range, sub-military grade encryption/decryption bio-software, standard recharging and access ports for most electronic devices and hardware, an unquantifiable amount of memory storage, and a code-locking system that requires certain.. "scans" to be made of an occupant. Grants a [1d6+4] <Arcanum Sensors Array. OFFLINE.
  1744.  
  1745. -Heavyweight: grants a [1d6+8] <Crushing Force ability in addition to her Assault capabilities, but may only be used TWICE per Operation or will begin causing successively increasing structural damage.
  1746.  
  1747. -Natural Nightvision: granted by the compositing of an (admittedly minor) selection of human technology and Eldritch influences, Wild's sensor arrays are capable of Generation 4 night vision scanning, granting 3x [1d6+5] <Nocturnal Composite Array rolls whenever the light level is below 30%. OFFLINE.
  1748.  
  1749. -Proto-Biological Reactor Core: unknown. A heavily shielded nuclear core, partially protected by a Voidbound kanpri sphere created by Spiral, that absorbs radioactive particulates. Grants an enormous amount of energy, far more than enough to propel Wild at speeds of 80 miles per hour, all the while communicating with every Operator in radio range and performing deep scans on the environment.. and her occupants.
  1750.  
  1751. -Separated Cockpits:
  1752. #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 leather, nor cloth, nor readily understandable, is comfortable, although the multitude of strange controls makes sense to no one except Kraut.
  1753.  
  1754. #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 accomodating everything from the youngest of ponies to the largest of humans. Several storage housings for equipment or possessions is provided above, below, and to each side, while a flat biotech screen displays the immediate forward view of each cabin.
  1755.  
  1756. #3: Linked Fast Deployment Hatch: a pair of mirrored shock-seats housed within Wild's frontal 'chest' armor, protected by the same liquid-gel compartment 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 compartment, 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 moment'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.
  1757.  
  1758. *****
  1759. UNIQUE ARMAMENT:
  1760. -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 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 give her enough power to surprise most enemies, maximizing it's short range potential has unfortunately minimized it's range.
  1761. -Base Modifier: adds +3 to all Small Cannons rolls.
  1762. -Ammunition Class: Heavy Anti-Tank, 30MM Short Cannon.
  1763. -Magazine Capacity: 5/6 shells. None in reserve.
  1764. -Maximum Optimal Range: 300M with a -1 penalty per 100M beyond this range.
  1765. -Maximum Effective Range: 800M.
  1766.  
  1767. *****
  1768. >COMMON ITEMS: Duct Tape, 1x Fuel Can, 1x Propane Tank, Toothpaste & Brush
  1769.  
  1770. *****
  1771. >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.
  1772.  
  1773.  
  1774. *************************************************************************************************************************************
  1775.  
  1776.  
  1777.                                                  DISPLACED OPERATORS:
  1778.  
  1779.  
  1780. *************************************************************************************************************************************
  1781. Name:       Adon
  1782. Position:   Monster Hunter
  1783. Theme:      Wolf School Witcher
  1784. Rank:       FNG
  1785. HP:         12/12
  1786. TOTAL XP:   14XP
  1787. UNSPENT XP: 1
  1788.  
  1789. (Aware, Blunt, Brash, Cold-Blooded, Dry Wit, Focused: Witchering, Hunter, Intuitive, Level-Headed)
  1790.  
  1791. *****
  1792. KNOWN LANGUAGES:
  1793. -Elder Speak: can read, speak, and write basic dialect.
  1794.  
  1795. *****
  1796. OFFENSIVE SKILLS:
  1797. Expert Assault
  1798. Basic Parry
  1799. Expert Riposte
  1800.  
  1801. *****
  1802. DEFENSIVE SKILLS:
  1803. Expert Block
  1804. Basic Evasion
  1805. Basic Reaction Speed
  1806. Basic Sprint
  1807.  
  1808. *****
  1809. UTILITY SKILLS:
  1810. Basic Alchemy
  1811. Basic Perception
  1812. Basic Wilderness Survival
  1813.  
  1814. *****
  1815. UNIQUE SKILLS:
  1816.  
  1817. >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."
  1818.  
  1819. *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.
  1820.  
  1821. *When using the Heavy Stance, Adon loses 2 Block/Evasion/Reaction Speed/Sprint rolls, but adds +2 to all Assault rolls and is granted an additional [1d6] <Heavy Smash roll that may be used either for breaking through defenses or to Stun.
  1822.  
  1823. *****
  1824. HUMAN SORCERY: Basic Signs. Taught to all Witchers, this extremely basic form of physical rite magic allows Witchers to utilize simple sorcery in the form of a Sign, a symbol drawn in the air that collects elemental or neutral energies to effect the physical world around them. Every 3rd turn, one Sign may be used.
  1825.  
  1826. *Untrained Aard: a kinetic blast that pushes back opponents. Allows a [1d6][ <Air Blast, the result equaling the number of meters the opponent is forced backwards.
  1827.  
  1828. *Untrained Axii: uses a [1d2]; on a 1 Axii fails, on a 2 the target is Pacified, becoming unable to attack, but may use all non-Offensive skills & abilities for 1 turn. However, it cannot function against those capable of Casting, psions, Eldritch, Elemental, Planar, or Spectral beings. If seen used by ponies or other typically social beings, Adon will be regarded with an increased Threat level of +3.
  1829.  
  1830. *Untrained Igni: a basic blast of fire that damages opponents within a 10M radius, allowing a single [1d6] <Fire Blast.
  1831.  
  1832. *Untrained Quen: creates a protective shield that reduces a single enemy's attacks, whether physical, elemental, or magical, by 1/2 for 1 turn.
  1833.  
  1834. *Untrained Yrden: places an earth elemental trap with a 3M radius. Once activated, a [1d6] roll occurs when an enemy steps on the trap, automatically reducing the target's Movement rolls by that result; if the target is capable of Casting, they also suffer a -4 reduction to all Casting rolls for 1 turn. This ability also forces Spectral beings into the physical spectrums for 1 turn.
  1835.  
  1836. *****
  1837. TRAIT: Path of Grass Initiate. Upon being accepted to walk the Trial of Grass, each prospective Witcher is given a concoction of rare alchemical substances to drink, notably Mother's Tears, Wildrye Juice, and Speargrass Sap, spending the next seven days in an alchemically induced state of mutation with further doses given. Should a participant be one of the lucky three in ten, or less in some cases, to survive, their physiology will be permarenently altered, gaining increased physical strength, speed, an unnatural resistance to poisons and toxins, the ability to accept symbiotization with little harm, and, of course, gaining the trademark golden cat eyes of a full fledged Witcher. Adon must add +1 to all Alchemy, Assault/Parry/Riposte, Block/Evasion/Reaction Speed/Sprint rolls, is immune to Disease, and only takes 1/2 of Arcane Poisoning, rounded down.
  1838.  
  1839. *****
  1840. SPECIAL ABILITIES: none, yet.
  1841.  
  1842. *****
  1843. TERTIARY SKILLS:
  1844. Basic Horse Piloting
  1845.  
  1846. Basic Meditate
  1847.  
  1848. Basic Sketching
  1849.  
  1850. *****
  1851. SKILL SPECIALIZATIONS: none.
  1852.  
  1853. *****
  1854. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  1855.  
  1856. *****
  1857. APPEARANCE: 6' in height with a medium build. Chin length loose black hair, visible scar on left eyebrow and lower left corner of lip. Also has golden cat eyes.
  1858.  
  1859.  
  1860. *************************************************************************************************************************************
  1861. Name:        Corsen
  1862. Theme:       A wandering Death Cultist in search of new gods
  1863. Rank:        Rookie
  1864. HP:          12/12
  1865. Total XP:    12
  1866. Unspent XP:  0
  1867.  
  1868. (Addictions: ALL THE DRUGS, Aggressive, Blunt, Compulsion: Sacrifices, Cool-Natured.. when not around ponies, Droll Wit, Focused, Inquisitive, Paranoid, Psychosis: Sadist, Rough-Edged, Vindictive)
  1869.  
  1870. *****
  1871. OFFENSIVE SKILLS:
  1872. Basic Assault
  1873. Expert Parry
  1874. Basic Riposte
  1875.  
  1876. Basic Heavy Weapons
  1877. Expert Small Arms
  1878.  
  1879. *****
  1880. DEFENSIVE SKILLS:
  1881. Basic Block
  1882. Basic Evasion
  1883. Basic Reaction Speed
  1884. Basic Sprint
  1885.  
  1886. *****
  1887. UTILITY SKILLS:
  1888. Basic Engineering
  1889. Basic Medical
  1890. Basic Perception
  1891.  
  1892. *****
  1893. UNIQUE SKILLS:
  1894. >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 the enemies of the incorporeal. This skill adds +1 to all Assault and 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, also permarenently locking out the use of weaponry he has not specialized with.
  1895.  
  1896. >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, and grants an additional roll to ONE skill per turn, but cannot effect skills he does not have.
  1897.  
  1898. *****
  1899. SPECIAL ABILITIES: none, yet.
  1900.  
  1901. *****
  1902. TERTIARY SKILLS:
  1903. -Basic Carving
  1904.  
  1905. -Basic Gambling
  1906.  
  1907. -Basic Painting
  1908.  
  1909. *****
  1910. SKILL SPECIALIZATIONS: none.
  1911.  
  1912. *****
  1913. PHYSICAL ENCHANTMENTS: 1/1 slots remaining.
  1914.  
  1915. *****
  1916. STATUS: living in Canterlot at Lady Merry Duo Whell's mansion.
  1917.  
  1918.  
  1919.  
  1920. *************************************************************************************************************************************
  1921. Name:        Spruce (TRIAL PERIOD)
  1922. Position:    
  1923. Theme:       WW3 Norweigan Fallskjermjeger (Airborne)
  1924. Rank:        Fucking New Guy
  1925. HP:          10/10
  1926. Total XP:    8
  1927. Unspent XP:  0
  1928. *LOST XP: 2
  1929.  
  1930. (Ambusher, Challenger, Rational, Resourceful)
  1931.  
  1932. ******
  1933. >KNOWN LANGUAGES:
  1934. -Common Equestrian/English: can speak fluently in the modern dialect.
  1935.  
  1936. -Norweigan: can read, speak, and write in the modern dialect fluently.
  1937.  
  1938. *****
  1939. OFFENSIVE SKILLS:
  1940. Basic Assault
  1941. Basic Parry
  1942. Basic Riposte
  1943.  
  1944. Expert Combat Rifles/Shotguns
  1945. Basic Heavy Weapons
  1946.  
  1947. *****
  1948. DEFENSIVE SKILLS:
  1949. Basic Block
  1950. Basic Evasion
  1951. Basic Reaction Speed
  1952. Basic Sprint
  1953.  
  1954. Basic Ambush
  1955. Basic Stealth
  1956.  
  1957. *****
  1958. UTILITY SKILLS:
  1959. Basic Iron WIll
  1960. Basic Perception
  1961.  
  1962. *****
  1963. UNIQUE SKILLS: none, yet.
  1964.  
  1965. *****
  1966. SPECIAL ABILITIES: none, yet.
  1967.  
  1968. *****
  1969. TERTIARY SKILLS: none, yet.
  1970.  
  1971. *****
  1972. SKILL SPECIALIZATIONS: none, yet.
  1973.  
  1974. *****
  1975. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  1976.  
  1977. *****
  1978. 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 many 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.
  1979.  
  1980. *************************************************************************************************************************************
  1981.  
  1982.  
  1983.  
  1984.  
  1985.  
  1986.                                                   RETIRED & INACTIVE OPERATORS
  1987.  
  1988. *************************************************************************************************************************************
  1989. Name:        Aaron Ashley
  1990. Position:    
  1991. Theme:       Left-Handed Survival Expert, Tracker, and Hunter
  1992. Rank:        Fucking New Guy
  1993. HP:          12/12
  1994. Total XP:    10
  1995. Unspent XP:  0
  1996.  
  1997. *****
  1998. SKILLS:
  1999. Basic Ambush
  2000. Expert Archery
  2001. Basic Engineering
  2002. Basic Small Arms
  2003. Basic Stealth
  2004. Basic Wilderness Survival
  2005.  
  2006. *****
  2007. UNIQUE SKILLS:
  2008. >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.
  2009.  
  2010. *****
  2011. TERTIARY SKILLS:
  2012. -Basic Gambling
  2013.  
  2014. -Basic Sports
  2015.  
  2016. -Basic Writing
  2017.  
  2018. *****
  2019. SKILL SPECIALIZATIONS:
  2020. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2021.  
  2022. *****
  2023. PHYSICAL ENCHANTMENTS: 2/2 slots remaining.
  2024.  
  2025. *****
  2026. STATUS: retired to Ewerup.
  2027.  
  2028.  
  2029. *************************************************************************************************************************************
  2030. Name:        Axel
  2031. Position:    Light Reconnaissance and Transport Driver
  2032. Theme:       Tacticool Operator (Circa 2015)
  2033. HP:          10/10
  2034. Total XP:    6
  2035. Unspent XP:  1
  2036.  
  2037. (Aware, Blunt, Calm, Careful, Cold-Natured, Defuser, Diplomat, Dry Wit, Forgetful, Listener, Paranoid, Polite, Rational, Watchful)
  2038.  
  2039. *****
  2040. SKILLS:
  2041. Battle Rifles/Shotguns (Basic)
  2042. Movement (Basic)
  2043. Scouting (Basic)
  2044. Small Arms (Basic)
  2045.  
  2046. *****
  2047. UNIQUE SKILLS:
  2048. 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.
  2049.  
  2050. *****
  2051. TERTIARY SKILLS:
  2052. -Basic Gambling
  2053.  
  2054. -Basic Whistling
  2055.  
  2056. *****
  2057. SKILL SPECIALIZATIONS: none, yet.
  2058.  
  2059. *****
  2060. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  2061.  
  2062. *****
  2063. 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.
  2064.  
  2065. 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.
  2066.  
  2067. TRAINING: 10 weeks US ARMY BCT, knowledge of military weaponry and tactics, reversed engineered movements.
  2068.  
  2069. STATUS: BGO.
  2070.  
  2071.  
  2072. *************************************************************************************************************************************
  2073. Name:        Barnstormer
  2074. Position:    EL1 BRAVO Fireteam 1 Designated Marksman
  2075. Theme:       Survivalist, got drafted into army when it needed people to do “peacekeeping”
  2076. Rank:        Fucking New Guy
  2077. HP:          10/10
  2078. Total XP:    9
  2079. Unspent XP:  0
  2080.  
  2081. *****
  2082. SKILLS:
  2083. Basic Ambush
  2084. Expert Battle Rifles
  2085. Basic Movement
  2086. Expert Scouting/Wilderness Survival
  2087. Basic Stealth
  2088.  
  2089. *****
  2090. UNIQUE SKILLS: none.
  2091.  
  2092. *****
  2093. SKILL SPECIALIZATIONS: none.
  2094.  
  2095. *****
  2096. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  2097.  
  2098. *****
  2099. STATUS: BGO.
  2100.  
  2101.  
  2102. *************************************************************************************************************************************
  2103. Name:        Captain Swefag
  2104. Position:    
  2105. Theme:       Loyal and proud leader.
  2106. Rank:        Veteran
  2107. HP:          12/12
  2108. Total XP:    31
  2109. Unspent XP:  8
  2110.  
  2111. *****
  2112. SKILLS:
  2113. Master Combat Rifles/Shotguns
  2114. Expert Melee
  2115. Basic Medical
  2116. Expert Perception/Wilderness Survival
  2117. Basic Stealth
  2118. Expert Speech
  2119.  
  2120. *****
  2121. UNIQUE SKILLS: none, yet.
  2122.  
  2123. *****
  2124. TERTIARY SKILLS: none, yet.
  2125.  
  2126. *****
  2127. TRAIT: Basic Legacy of Carolus Rex. Charles the XII, A.K.A. Carolus Rex, was King of the Swedish Empire from 1697 to 1718. Well versed in the arts and principles of war, history, and oration, Carolus Rex was an impressive leader and excellent tactician.. he was, however, utterly blind to the fates of those men that lived and died under his command, and while instrumental in reforming the Empire's political system to benefit the common man, he was often blinded by undersight, favoring the kingdom as a whole instead of regarding the personal state of individuals. He became well known for this saying: "I have resolved never to start an unjust war, but never to end a legitimate one except by defeating my enemies." This fits well with Swe himself, as he has the marked distinction in both Anfang and Gryphon Vale for being nearly the same form of leader that Carolus Rex was. Adds a permanent +2 to all Speech rolls that cannot be negated.
  2128.  
  2129. *****
  2130. SKILL SPECIALIZATIONS:
  2131. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2132.  
  2133. *****
  2134. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  2135.  
  2136. *****
  2137. STATUS: living in the Vale, inactive.
  2138.  
  2139.  
  2140. *************************************************************************************************************************************
  2141. Name:        Exulansis
  2142. Position:    Free Operator
  2143. Theme:      
  2144. Rank:        Fucking New Guy
  2145. HP:          10/10
  2146. Total XP:    5
  2147. Unspent XP:  0
  2148.  
  2149. *****
  2150. SKILLS
  2151. Expert Combat Rifles/Shotguns
  2152. Basic Medical
  2153. Basic Small Arms
  2154.  
  2155. *****
  2156. UNIQUE SKILLS: none, yet.
  2157.  
  2158. *****
  2159. TERTIARY SKILLS: none, yet.
  2160.  
  2161. *****
  2162. SKILL SPECIALIZATIONS: none, yet.
  2163.  
  2164. *****
  2165. ENCHANTMENTS: 1/1 Slots remaining.
  2166.  
  2167. *****
  2168. STATUS: BGO.
  2169.  
  2170.  
  2171. *************************************************************************************************************************************
  2172. Name:        Fuoco Scheletro
  2173. Position:    
  2174. Theme:       A human mage killed by his first forays into magic, remaining in a skeletal state of existence
  2175. Rank:        Rookie
  2176. HP:          10/10
  2177. Total XP:    15
  2178. Unspent XP:  7
  2179.  
  2180. *****
  2181. KNOWN LANGUAGES:
  2182. -Batpony: can read and speak fluently.
  2183.  
  2184. *****
  2185. EVOLVING ABILITY: Sunder Stomp. Granted by Empress Silver, Fuoco is capable of a powerful melee stomp, able to penetrate most armor with 2x [1d6+2] rolls, usable ONCE per Operation, although it will not work on Spectrals unless Fuoco has a suitable melee enchantment, and cannot function against Constructs. Only Movement may be used during the turn Sunder Stomp is activated. May not be used outside an Operation.
  2186.  
  2187. DUTY: pending.
  2188. USES: 0.
  2189.  
  2190. *****
  2191. SKILLS:
  2192. Basic Alchemy
  2193. Basic Ambush
  2194. Basic Chemistry
  2195. Basic Melee
  2196. Basic Stealth
  2197.  
  2198. *****
  2199. UNIQUE SKILLS:
  2200. >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.
  2201.  
  2202. *****
  2203. TERTIARY SKILLS:
  2204. -Basic Dancing
  2205.  
  2206. -Basic Instrument: Trumpet
  2207.  
  2208. -Basic Singing
  2209.  
  2210. *****
  2211. TRAIT: Traces of Undeath. Due to the unique circumstances of his demise, Fuoco's mind remains fully intact with all of his cognitive abilities, allowing him to function similarly as he did in life, with none of the pesky side effects of mortality such as hunger, dehydration, disease, hangovers, or headaches. This leaves him in a rather precarious situation despite the obvious benefits of undeath, seeing as how being a human skeleton animated by dissimilar, otherworldly arcane energies in a land full of hooves meant for crushing and antagonistic elemental alignments would be the very epitome of 'bad end' were he not already dead. Fuoco takes 1/4 less damage against piercing, Air, Fire, Lightning, and Water elemental attacks, and cannot be affected by Confusion or Poison. However, Fuoco also takes 1/4 damage more from crushing, Acid, Ice, Earth, Void, and Ethereal elemental attacks, and suffers additional detrimental effects from Silence and Pacify. After being destroyed, he may revive himself with a [1d6] <Death's Refusal roll once per Operation, the result being the amount of HP he is left with, though Fuoco's remains must be collected or otherwise close together in order for him to reassemble.
  2212.  
  2213. *****
  2214. SKILL SPECIALIZATIONS:
  2215. -Annulgram Arcane Anti-Chaos Interdiction Focus: adds +1 to all Casting rolls.
  2216.  
  2217. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Riposte/Parry rolls... yeah, it somehow works. Don't ask.
  2218.  
  2219. *****
  2220. PHYSICAL ENCHANTMENTS: 0/1 slots remaining.
  2221. -Dried Selio Sprig: adds +1 to all Casting rolls.
  2222.  
  2223. *****
  2224. Status: living in the Fortress, Inactive.
  2225.  
  2226.  
  2227. *************************************************************************************************************************************
  2228. Name:        Hollow Case
  2229. Position:    'Passed out in a comatose state in the Nest. He makes a good pillow!' claims Roust.
  2230. Theme:       A psychotic, drug addicted, and mute psionic super soldier. ALSO TOTALLY FUCKING OVERPOWERED HOLY SHIT BALLS
  2231. Rank:        Elite
  2232. HP:          30/30
  2233. Total XP:    74
  2234. Unspent XP:  38
  2235.  
  2236. (Addictions: Alcohol & Painkillers, Aggressive, Curious, Humorous, Listener, Minorly Lustful, Minor Psychosis: Psychotic Breaks/Sadism, Mischievous, Scarred, Talkative, Temperamental, Warm-Hearted)
  2237.  
  2238. *****
  2239. KNOWN LANGUAGES:
  2240. -Changeling: can read, speak, and write fluently.
  2241.  
  2242. -Earth Pony: can read, speak, and write fluently in the modern dialect.
  2243.  
  2244. *****
  2245. PHYSICAL MODIFICATIONS: none, yet.
  2246.  
  2247. *****
  2248. EVOLVING ABILITY: Titanium Fist. Granted by Empress Silver, ONCE per Operation, Hollow may summon a pair of ancient, heavily enchanted titanium Minotaur Hegemony gauntlets, replacing his current weaponry and granting 4x [1d6+1] rolls that are used in place of Melee. Deals double damage against Earth Elementals and Golems, has a high chance of stunning living beings, but causes no damage against Water Elementals, and deals half damage against Spectrals. NOTE: during the turn that Titanium Fist is activated, Hollow may only utilize Movement or Teleport. May not be used outside an Operation.
  2249.  
  2250. DUTY: pending.
  2251. USES: 0.
  2252.  
  2253. *****
  2254. SKILLS:
  2255. Expert Engineering
  2256. Expert Heavy Weapons
  2257. Expert Small Arms
  2258.  
  2259. *****
  2260. UNIQUE SKILLS:
  2261. >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.
  2262. -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.
  2263. -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.
  2264.  
  2265. >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.
  2266. -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.
  2267. -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.
  2268. -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.
  2269. -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.
  2270.  
  2271. >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.
  2272. -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.
  2273. -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.
  2274.  
  2275. *****
  2276. TERTIARY SKILLS: none, yet.
  2277.  
  2278. *****
  2279. SPECIAL ABILITIES: none, yet.
  2280.  
  2281. *****
  2282. 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.
  2283.  
  2284. *****
  2285. SKILL SPECIALIZATIONS:
  2286. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2287.  
  2288. -Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls.
  2289.  
  2290. -Roust, Changeling Wilderness Survival Training, How To Identify Mushrooms: adds +1 to all rolls when mushrooms are involved.
  2291.  
  2292. -Roust, Semi-Often Nightly Running Sessions: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls.
  2293.  
  2294. *****
  2295. PHYSICAL ENCHANTMENTS: 1/3 slots remaining.
  2296. -Minotaur Broken Chain Glyphs: gains +1HP/turn & adds +1 to all Assault/Parry/Riposte rolls.
  2297.  
  2298. -Minotaur Courier's Chain Glyphs: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls & provides a natural +1DR.
  2299.  
  2300. *****
  2301. MOST VALUABLE OPERATOR ADDITIONS:
  2302. #1: Complete restoration of the Hive.
  2303. #2: Max reputation with Chrysalis & the Hive, gains +3 to all rolls dealing with Chrysalis and Changelings.
  2304. #3:
  2305. #4:
  2306. #5:
  2307.  
  2308. *****
  2309. STATUS: took too many mushrooms one night while seeking answers, which left him in a coma.
  2310.  
  2311.  
  2312. *************************************************************************************************************************************
  2313. Name:        Joseph "Doc Joe" Avelos
  2314. Position:    Medic & Engineer
  2315. Theme:       Survivalist Technician
  2316. Rank:        Rookie
  2317. HP:          12/12
  2318. Total XP:    13
  2319. Unspent XP:  0
  2320.  
  2321. *****
  2322. KNOWN LANGUAGES: none, yet.
  2323.  
  2324. *****
  2325. PHYSICAL MODIFICATIONS: none, yet.
  2326.  
  2327. *****
  2328. SKILLS
  2329. Basic Combat Rifles/Shotguns
  2330. Expert Engineering
  2331. Basic Medical
  2332. Basic Melee
  2333. Basic Movement
  2334. Basic Perception
  2335. Basic Speech
  2336. Basic Stealth
  2337. Basic Thievery
  2338.  
  2339. *****
  2340. UNIQUE SKILLS:
  2341. >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.
  2342.  
  2343. *****
  2344. TERTIARY SKILLS:
  2345. -Basic Carpentry
  2346.  
  2347. -Basic Carving
  2348.  
  2349. -Basic Whistling
  2350.  
  2351. *****
  2352. SPECIAL ABILITIES: none, yet.
  2353.  
  2354. *****
  2355. SKILL SPECIALIZATIONS:
  2356. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2357.  
  2358. Engineering Mastery: Continued Application, Theory, & Experience: +1 to all Engineering rolls.
  2359.  
  2360. Experimental Combat Applications: Anti-Unicorn Combat Theories: adds +1 to all offensive rolls when dealing with Unicorns.
  2361.  
  2362. *****
  2363. PHYSICAL ENCHANTMENTS: 2/2 slots remaining.
  2364.  
  2365. *****
  2366. STATUS: took too many drugs one night and now spends his days talking to all the plants.
  2367.  
  2368.  
  2369. *************************************************************************************************************************************
  2370. Name:        M. Bullsworth
  2371. Position:    EL2 ECHO Fireteam 1 Member
  2372. Theme:       A (probably Jewish) doctor with a shotgun who enjoys vodka.
  2373. HP:          20/20
  2374. Total XP:    38
  2375. Unspent XP:  12
  2376.  
  2377. *****
  2378. SKILLS:
  2379. Expert Combat Rifles/Shotguns
  2380. Expert Medical
  2381. Master Melee
  2382. Basic Speech
  2383.  
  2384. *****
  2385. UNIQUE SKILLS:
  2386. >Basic Liquid Courage: drinking alcohol adds +2 to all Charm or Speech rolls for that turn.
  2387.  
  2388. *****
  2389. STATUS: retired to parts unknown.
  2390.  
  2391.  
  2392. *************************************************************************************************************************************
  2393. Name:        Miles Forrester
  2394. Position:    
  2395. Theme:       A skilled and positive hunter.
  2396. Rank:        Fucking New Guy
  2397. HP:          12/12
  2398. Total XP:    5
  2399. Unspent XP:  3
  2400.  
  2401. *****
  2402. SKILLS:
  2403. Expert Stealth
  2404. Basic Wilderness Survival
  2405.  
  2406. *****
  2407. UNIQUE SKILLS: none, yet.
  2408.  
  2409. *****
  2410. TERTIARY SKILLS: none, yet.
  2411.  
  2412. *****
  2413. SKILL SPECIALIZATIONS: none, yet.
  2414.  
  2415. *****
  2416. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  2417.  
  2418. *****
  2419. STATUS: BGO.
  2420.  
  2421.  
  2422. *************************************************************************************************************************************
  2423. Name:        Mr Zoo
  2424. Position:    Vital.
  2425. Theme:       The Man Behind The Games
  2426. Rank:        Party Leader
  2427. HP:          20/20
  2428. Total XP:    31
  2429. Unspent XP:  7
  2430.  
  2431. *****
  2432. SKILLS:
  2433. Basic Combat Rifles/Shotguns
  2434. Basic Engineering
  2435. Expert Melee
  2436. Basic Wilderness Survival
  2437.  
  2438. *****
  2439. UNIQUE SKILLS:
  2440. >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.
  2441.  
  2442. *****
  2443. TERTIARY SKILLS: none, yet.
  2444.  
  2445. *****
  2446. SKILL SPECIALIZATIONS:
  2447. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2448.  
  2449. *****
  2450. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  2451.  
  2452.  
  2453. *************************************************************************************************************************************
  2454. Name:        Natalia Kithsune
  2455. Position:    ECHO Fireteam 1 Member
  2456. Rank:        Veteran
  2457. HP:          20/20
  2458. Total XP:    24
  2459. Unspent XP:  2
  2460.  
  2461. *****
  2462. SKILLS:
  2463. Expert Cooking
  2464. Expert Melee
  2465. Expert Movement
  2466. Expert Perception
  2467. Expert Stealth
  2468. Expert Small Arms
  2469.  
  2470. *****
  2471. UNIQUE SKILLS:
  2472. >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.
  2473.  
  2474. *****
  2475. TERTIARY SKILLS: none.
  2476.  
  2477. *****
  2478. SKILL SPECIALIZATIONS: none.
  2479.  
  2480. *****
  2481. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  2482.  
  2483. *****
  2484. STATUS: retired from Razorback, now living in the Vale.
  2485.  
  2486.  
  2487. *************************************************************************************************************************************
  2488. Name:        Navarone Williams
  2489. Theme:       A humorous, animal loving recruit
  2490. Rank:        Fucking New Guy
  2491. HP:          12/12
  2492. Total XP:    5
  2493. Unspent XP:  0
  2494.  
  2495. (Bold, Curious, Direct, Loyal, Humorous, Mischievous, Prideful, Temperamental)
  2496.  
  2497. *****
  2498. KNOWN LANGUAGES: none, yet.
  2499.  
  2500. *****
  2501. PHYSICAL MODIFICATIONS: none, yet.
  2502.  
  2503. *****
  2504. EVOLVING ABILITY: none, yet.
  2505.  
  2506. *****
  2507. PHYSICAL MODIFICATIONS: none, yet.
  2508.  
  2509. *****
  2510. SKILLS:
  2511. Basic Combat Rifles/Shotguns
  2512. Basic Engineering
  2513. Basic Medical
  2514. Basic Speech
  2515.  
  2516. *****
  2517. UNIQUE SKILLS: none, yet.
  2518.  
  2519. *****
  2520. TERTIARY SKILLS:
  2521. Basic Acting
  2522.  
  2523. Basic Dancing
  2524.  
  2525. Basic Singing
  2526.  
  2527. *****
  2528. SPECIAL ABILITIES: none, yet.
  2529.  
  2530. *****
  2531. SKILL SPECIALIZATIONS: none, yet.
  2532.  
  2533. *****
  2534. PHYSICAL ENCHANTMENTS: 1/1 remaining.
  2535.  
  2536. *****
  2537. APPEARANCE:  tall, 6’ 3” 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.
  2538.  
  2539. AGE: 24.
  2540.  
  2541. *****
  2542. BIOGRAPHY:  blank.
  2543.  
  2544. *****
  2545. STATUS: BGO.
  2546.  
  2547.  
  2548. *************************************************************************************************************************************
  2549. Name:        Pvt. Marcus Jonothan
  2550. Position:    ALPHA Fireteam 1 Member
  2551. Rank:        Rookie
  2552. HP:          12/12
  2553. Total XP:    20
  2554. Unspent XP:  12
  2555.  
  2556. *****
  2557. SKILLS:
  2558. Expert Combat Rifles/Shotguns
  2559. Basic Melee
  2560. Basic Perception
  2561. Basic Small Arms
  2562. Expert Speech
  2563.  
  2564. *****
  2565. UNIQUE SKILLS: none.
  2566.  
  2567. *****
  2568. PHYSICAL ENCHANTMENTS: 3/3 slots remaining.
  2569.  
  2570. *****
  2571. STATUS: BGO.
  2572.  
  2573.  
  2574. *************************************************************************************************************************************
  2575. Name:        RC-1129 "Thunder Raven"
  2576. Position:    
  2577. Theme:       A demolitions expert who focuses heavily on teamwork and cooperation
  2578. Rank:        Fucking New Clone
  2579. HP:          10/10
  2580. Total XP:    8
  2581. Unspent XP:  3
  2582.  
  2583. (Amiable, Armored, Clone, Demolitionist, Efficient, Humble, Humorous, Logical, Loyal, Reserved, Team Player)
  2584.  
  2585. *****
  2586. KNOWN LANGUAGES:
  2587. -Mando'a: can read, write and speak fluently. Keeps his datapad records in Mando'a.
  2588.  
  2589. -Modern English/Equestrian Common: reads and writes the Aurebesh script fluently.
  2590.  
  2591. *****
  2592. SKILLS:
  2593. Basic Engineering
  2594. Basic Heavy Energy Weapons
  2595. Basic Light Energy Weapons
  2596. Basic Melee
  2597. Basic Perception
  2598.  
  2599. *****
  2600. UNIQUE SKILLS: none, yet.
  2601.  
  2602. *****
  2603. TERTIARY SKILLS: none, yet.
  2604.  
  2605. *****
  2606. SKILL SPECIALIZATIONS: none, yet.
  2607.  
  2608. *****
  2609. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  2610.  
  2611. *****
  2612. 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.
  2613. 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.
  2614. 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.
  2615.  
  2616. Age (Physical): 20 years
  2617. Age (Time): 11 years (9 years of training at double growth rate)
  2618.  
  2619. *****
  2620. >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.
  2621. 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.
  2622.  
  2623. 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.
  2624.  
  2625. *****
  2626. STATUS: last seen in Anfang with no reported sightings since.
  2627.  
  2628.  
  2629. *************************************************************************************************************************************
  2630. Name:        Rick Nashorn
  2631. Position:    Medic
  2632. Theme:       Friendly, but a little cautious of new people.
  2633. Rank:        Fucking New Guy
  2634. HP:          12/12
  2635. Total XP:    6
  2636. Unspent XP:  1
  2637.  
  2638. *****
  2639. SKILLS
  2640. Basic Battle Rifles
  2641. Expert Medical
  2642.  
  2643. *****
  2644. UNIQUE SKILLS: none, yet.
  2645.  
  2646. *****
  2647. TERTIARY SKILLS: none, yet.
  2648.  
  2649. *****
  2650. SKILL SPECIALIZATIONS: none, yet.
  2651.  
  2652. *****
  2653. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  2654.  
  2655. *****
  2656. STATUS: BGO.
  2657.  
  2658.  
  2659. *************************************************************************************************************************************
  2660. Name:        SF Communications Sergeant Daniel Redshirt "Red"
  2661. Position:    Communications Expert/Linguist
  2662. Theme:       Professional Operator, can be quite the battlefield MaCGuyver if needed.
  2663. Rank:        Fucking New Guy
  2664. HP:          10/10
  2665. TOTAL XP:    5
  2666. UNSPENT XP:  1
  2667.  
  2668. *****
  2669. SKILLS:
  2670. Basic Combat Rifles/Shotguns
  2671. Basic Engineering
  2672. Basic Melee
  2673. Basic Small Arms
  2674.  
  2675. *****
  2676. UNIQUE SKILLS: none.
  2677.  
  2678. *****
  2679. SKILL SPECIALIZATIONS: none.
  2680.  
  2681. *****
  2682. PHYSICAL ENCHANTMENTS: none.
  2683.  
  2684. *****
  2685. STATUS: BGO.
  2686.  
  2687.  
  2688. *************************************************************************************************************************************
  2689. Name:        Simon 'Ghost' Riley
  2690. Position:    
  2691. Theme:       An efficient but scarred tactician
  2692. Rank:        Agent
  2693. HP:          16/16
  2694. Total XP:    43
  2695. Unspent XP:  5
  2696.  
  2697. (Affectionate, Ambusher, Dutiful, Efficient, Focused, Logical, Loyal, Protective, Quick, Reserved, Scarred, Strong Willed, Temperamental)
  2698.  
  2699. *****
  2700. KNOWN LANGUAGES:
  2701. -Gryphon: can read, speak, and write in the modern dialect fluently.
  2702.  
  2703. *****
  2704. PHYSICAL MODIFICATIONS:
  2705. -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.
  2706.  
  2707. *****
  2708. 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.
  2709.  
  2710. DUTY: 6.
  2711. USES: 2.
  2712.  
  2713. *****
  2714. SKILLS:
  2715. Expert Ambush
  2716. Master Melee
  2717. Basic Movement
  2718. Expert Small Arms
  2719. Basic Speech
  2720. Expert Stealth
  2721. Basic Perception
  2722.  
  2723. *****
  2724. UNIQUE SKILLS:
  2725. >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.
  2726.  
  2727. >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.
  2728.  
  2729. *****
  2730. TERTIARY SKILLS: none, yet.
  2731.  
  2732. *****
  2733. SPECIAL ABILITIES: none, yet.
  2734.  
  2735. *****
  2736. 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.
  2737.  
  2738. *****
  2739. 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.
  2740.  
  2741. *****
  2742. SKILL SPECIALIZATIONS:
  2743. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2744.  
  2745. *****
  2746. PHYSICAL ENCHANTMENTS: 2/3 slots remaining.
  2747. -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.
  2748.  
  2749. *****
  2750. 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.
  2751.  
  2752. 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.
  2753.  
  2754. *****
  2755. AGE: 25. Age upon arriving on Tallus: 23.
  2756.  
  2757. *****
  2758. 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.
  2759. 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...
  2760.  
  2761. 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.
  2762. 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.
  2763.  
  2764. 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.
  2765. 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.
  2766.  
  2767. *****
  2768. 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".
  2769.  
  2770. *****
  2771. 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.
  2772.  
  2773.  
  2774. *************************************************************************************************************************************
  2775. Name:        The FNG
  2776. Position:    ALPHA Fireteam 2 Member
  2777. Theme:      
  2778. Rank:        Fucking New Guy
  2779. HP:          10/10
  2780. Total XP:    10
  2781. Unspent XP:  3
  2782.  
  2783. *****
  2784. SKILLS:
  2785. Ambush (Basic)
  2786. Combat Rifles/Shotguns (Basic)
  2787. Speech (Expert)
  2788. Stealth (Expert)
  2789.  
  2790. *****
  2791. UNIQUE SKILLS: none.
  2792.  
  2793. *****
  2794. KIA/MIA Status: BGO.
  2795.  
  2796. *************************************************************************************************************************************
  2797. Name:        Thrill Collins
  2798. Position:    Recruiter
  2799. Theme:       A soldier without borders, in search of Outer Heaven.
  2800. Rank:        Mercenary
  2801. HP:          20/20
  2802. Total XP:    63
  2803. Unspent XP:  20
  2804.  
  2805. (Affectionate, Aware, Careful, Diplomat, Listener, Natural Speaker, Stealthy)
  2806.  
  2807. *****
  2808. KNOWN LANGUAGES:
  2809. -Crystal Pony, Kingdom & Imperial phonetics: can read, speak, and write fluently.
  2810.  
  2811. *****
  2812. LORE:
  2813. -Subject: Crystal Ponies, Amateur (Free)
  2814.  
  2815. -Subject: The Crystal Empire, Amateur (Free)
  2816.  
  2817. *****
  2818. PHYSICAL MODIFICATIONS: none, yet.
  2819.  
  2820. *****
  2821. 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 any of his Offensive or Ranged skills, within direct line of sight using 2x [1d6] rolls, and then return to his original location. If, however, the total results of both rolls are 4 or higher, he may directly shift himself anywhere from his original location to immediately behind the target, but may not move in any other direction than a straight line, and may utilize movement-type skills freely as per normal otherwise. NOTE: during the turn that Void Strike is activated, Thrill may also utilize Iron Will. May be used ONCE between Operations.
  2822.  
  2823. DUTY: pending.
  2824. USES: 0.
  2825.  
  2826. *****
  2827. OFFENSIVE SKILLS:
  2828. Expert Assault
  2829. Expert Parry
  2830. Expert Riposte
  2831.  
  2832. Master Heavy Weapons
  2833. Expert Small Arms
  2834. Expert Suppression Fire
  2835.  
  2836. *****
  2837. DEFENSIVE SKILLS:
  2838. Expert Block
  2839. Expert Evasion
  2840. Expert Reaction Speed
  2841. Expert Sprint
  2842.  
  2843. Expert Stealth
  2844.  
  2845. *****
  2846. UTILITY SKILLS:
  2847. Basic Iron Will
  2848. Basic Human/Pony Relations
  2849.  
  2850. *****
  2851. UNIQUE SKILLS:
  2852. >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 has food in his inventory.
  2853.  
  2854. >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.
  2855. 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.
  2856. 2: INDIFFERENT: no effect.
  2857. 3: ANXIETY: the target suffers a -3 penalty to all rolls.
  2858. 4: DOUBT: the target's last skill used is disabled for 3 turns.
  2859. 5: FEAR: the target is completely immobilized, unable to act for 3 turns.
  2860. 6: PANIC: the target temporarily takes leave of their senses, turning on their allies and attacking them for 3 turns. If there are no nearby allies, the target will harm itself instead.
  2861.  
  2862. *****
  2863. SPECIAL ABILITIES: none, yet.
  2864.  
  2865. *****
  2866. TERTIARY SKILLS: none, yet.
  2867.  
  2868. *****
  2869. COMBAT SHARED ABILITY: Basic Crystalline Focus. Once per Operation, Naliyna and Thrill, whether separate or alone, may roll a [1d6] <Crystal Focus, the result being the number of turns +1 is added to ALL rolls, whether combat or non-combat related. This also grants Naliyna and Thrill a passive Basic Singing+1 skill, allowing them to Entrance or stir a crowd, though they cannot move while doing so, with the higher the result, the broader and greater the effects. This may also be used to sway a crowd, making it easier to suggest their own ideas and opinions.
  2870.  
  2871. *****
  2872. TRAIT: Basic Recruitment Drive. Thrill's experience with Big Boss's refusal to merely take prisoners led to a standard protocol of Mercenaires Sans Frontieres convincing combatants to join their ranks, and when combined with indepth knowledge of pony psychology and dealing with personal trauma, gleaned from Naliyna's history along with meeting her family, that knowledge has given him some insight into the minds of Tallus natives. ONCE per Operation, Thrill may make an offer to a captured or downed Tallus native with a [1d6+1] roll, a result of 2 causing the target to roll their eyes in disdain or disbelief, while a result of 6 will recruit the target as a full Ally; higher results allow the potential for a new recruit to offer a gift or vital information in exchange. However, between Operations this ability may only be used up to 2 times. As a side effect of his newfound knowledge, Thrill must also add +1 to all Bartering, Human/Pony Relations, or Negotiation rolls, only when dealing with ponies of course.
  2873.  
  2874. *****
  2875. SKILL SPECIALIZATIONS:
  2876. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  2877.  
  2878. -Naliyna, Nightly Swimming Sessions & Jogging Runs: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls.
  2879.  
  2880. *****
  2881. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  2882. -Dusk Film: adds +1 to all non-combat Stealth rolls and gains +1HP/turn while in dark areas.
  2883.  
  2884. -Mistcreeper's Heart: grants permanent water breathing and adds +2 to all Stealth rolls and converts all Stealth rolls into <Auto-Stealth while in Fog, Mist, Rain, or Water. If Thrill remains mostly still while in Fog or Mist, or when in Rain/Water, he gains +1HP per turn.
  2885.  
  2886. -Shadeheart Core: adds +1 to all non-combat Stealth rolls.
  2887.  
  2888. *****
  2889. MOST VALUABLE OPERATOR ADDITIONS:
  2890. #1: unclaimed.
  2891. #2: unclaimed.
  2892. #3: unclaimed.
  2893. #4: unclaimed.
  2894. #5: unclaimed.
  2895.  
  2896.  
  2897. *************************************************************************************************************************************
  2898. Name:        Eric "Anarchy" Davis
  2899. Position:    Free Agent
  2900. Theme:       Alternate History Rebel
  2901. Rank:        Fucking New Guy
  2902. HP:          10/10
  2903. Total XP:    9
  2904. Unspent XP:  4
  2905.  
  2906. *****
  2907. KNOWN LANGUAGES: none, yet.
  2908.  
  2909. *****
  2910. PHYSICAL MODIFICATIONS: none, yet.
  2911.  
  2912. *****
  2913. OFFENSIVE SKILLS:
  2914. Basic Assault
  2915. Basic Parry
  2916. Basic Riposte
  2917.  
  2918. Expert Battle Rifles
  2919. Basic Small Arms
  2920.  
  2921. *****
  2922. DEFENSIVE SKILLS
  2923. Basic Block
  2924. Basic Evasion
  2925. Basic Reaction Speed
  2926. Basic Sprint
  2927.  
  2928. Basic Stealth
  2929.  
  2930. *****
  2931. UTILITY SKILLS:
  2932. Expert Perception
  2933.  
  2934. *****
  2935. UNIQUE SKILLS: none, yet.
  2936.  
  2937. *****
  2938. SPECIAL ABILITIES: none, yet.
  2939.  
  2940. *****
  2941. TERTIARY SKILLS: none, yet.
  2942.  
  2943. *****
  2944. SKILL SPECIALIZATIONS: none, yet.
  2945.  
  2946. *****
  2947. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  2948.  
  2949. *************************************************************************************************************************************
  2950.  
  2951.  
  2952.                                                DECEASED OR MISSING OPERATORS
  2953.  
  2954. *************************************************************************************************************************************
  2955. Name:        ViolinPlayer (BANNED)
  2956. Position:    No one cared
  2957. Theme:       No one cared about this either
  2958. HP:          10/10HP
  2959. Total XP:    8
  2960. Unspent XP:  3
  2961.  
  2962. SKILLS:
  2963. Ambush (Basic)
  2964. Combat Rifles/Shotguns (Basic)
  2965. Engineering (Basic)
  2966. Melee (Basic)
  2967. Movement (Basic)
  2968.  
  2969. KIA/MIA Status: executed for gross, flagrant, excessive, and fucktarded amounts of incompetence. His head was VAPORIZED at point blank range via Lont's shotgun, the body looted for anything valuable, then set ablaze and kicked off the train to burn until there was nothing left.
  2970.  
  2971.  
  2972. *************************************************************************************************************************************
  2973. Name:        Strangler (VAPORIZED)
  2974. Position:    EL1 ALPHA Fireteam 2 Member/Base Operations (Former)
  2975. Theme:       careless Western mercenary with an eidetic memory, dislikes regulations, enjoys watching explosions, likes ambushing EVERYTHING
  2976. HP:          10/10
  2977. Total XP:    5
  2978. Unspent XP:  0
  2979.  
  2980. *****
  2981. SKILLS:
  2982. Ambush (Basic)
  2983. Combat Rifles/Shotguns (Basic)
  2984. Melee (Basic)
  2985. Small Arms (Basic)
  2986. Stealth (Basic)
  2987.  
  2988. *****
  2989. KIA/MIA Status: a Spectral Revenant bound to the Void. Unable to flee during a resurgence of the Solar Tyrant, the Westerner only stared in wonder as the sunglobe and Commander Shrel's orb fought for dominance over the sun goddess. The ensuing detonation, where neither could gain the upper hand against control, VAPORIZED Strangler. His physical life ended without Hollow resolving his promise to find the mercenary his perfect waifu... which turned out to be a terrifying mistake in all afterthought.
  2990.  
  2991.  
  2992. *************************************************************************************************************************************
  2993. Name:        OingoBoingo (SUICIDED)
  2994. Position:    Former Echo Fireteam 2 Member
  2995. HP:          10/10
  2996. Total XP:    19
  2997. Unspent XP:  7
  2998.  
  2999. *****
  3000. SKILLS:
  3001. Combat Rifles/Shotguns (Expert)
  3002. Cooking (Basic)
  3003. Medical (Expert)
  3004. Perception/Wilderness Survival (Expert)
  3005. Speech (Basic)
  3006.  
  3007. *****
  3008. KIA/MIA Status: hung himself.
  3009.  
  3010.  
  3011. *************************************************************************************************************************************
  3012. Name:        Mr. Void (REMOVED)
  3013. Position:    Former Bravo Fireteam 2 Lead
  3014. Theme:       Loyal sniper scarred from the past
  3015. HP:          14/14
  3016. Total XP:    21
  3017. Unspent XP:  9
  3018.  
  3019. *****
  3020. SKILLS:
  3021. Battle Rifles (Expert)
  3022. Engineering (Expert)
  3023. Perception (Expert)
  3024. Stealth (Basic)
  3025.  
  3026. *****
  3027. UNIQUE SKILLS: none.
  3028.  
  3029. *****
  3030. KIA/MIA Status: unknown, but seems to have disappeared.
  3031.  
  3032.  
  3033. *************************************************************************************************************************************
  3034. Name:        Ducky (BGO)
  3035. Theme:      
  3036. Rank:        Fucking New Guy
  3037. HP:          10/10
  3038. Total XP:    9
  3039. Unspent XP:  2
  3040.  
  3041. *****
  3042. SKILLS:
  3043. Ambush (Expert)
  3044. Archery (Expert)
  3045. Explosives (Basic)
  3046. Medical (Basic)
  3047. Melee (Basic)
  3048.  
  3049. *****
  3050. PHYSICAL ENCHANTMENTS: 2/2 slots remaining.
  3051.  
  3052. *****
  3053. KIA/MIA Status: unknown, but seems to have disappeared.
  3054.  
  3055.  
  3056. *************************************************************************************************************************************
  3057. Name:        M.G. Pikeman (SLAUGHTERED for being a dipshit asshat)
  3058. Theme:       WW2 US Airborne
  3059. Rank:        Warrior
  3060. HP:          20/20
  3061. Total XP:    34
  3062. Unspent XP:  0
  3063.  
  3064. *****
  3065. SKILLS:
  3066. Heavy Weapons (Expert)
  3067. Human/Pony Relations (Basic)
  3068. Intimidation (Basic)
  3069. Melee (Expert)
  3070. Movement (Expert)
  3071. Perception/Scouting (Expert)
  3072. Stealth (Basic)
  3073. Thievery (Basic)
  3074.  
  3075. *****
  3076. UNIQUE SKILLS:
  3077. >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.
  3078.  
  3079. -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.
  3080. 1: Pikeman suffers a -1HP loss
  3081. 2: No effect, unless Pikeman transfers a 1:1 ratio of his HP to target
  3082. 3: heals 10% of the target's MaxHP
  3083. 4: heals 25% of the target's MaxHP
  3084. 5: heals 50% of the target's MaxHP
  3085. 6: full restore of the target's HP
  3086.  
  3087. -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.
  3088. 1: Pikeman suffers a -1HP loss
  3089. 2: no effect
  3090. 3: adds +1 to all Melee/Ranged rolls
  3091. 4: adds +2 to all Melee/Ranged rolls
  3092. 5: adds +3 to all Melee/Ranged rolls
  3093. 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.
  3094.  
  3095. >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.
  3096.  
  3097. >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.
  3098.  
  3099. *****
  3100. TERTIARY SKILLS:
  3101. -Basic Singing (Basic)
  3102.  
  3103. *****
  3104. SKILL SPECIALIZATIONS:
  3105. -Meridian Veil, Personal Mnemonic Retention Induction, Tallus Inter-Pony Relations Training: adds +1 to all Human/Pony Relations rolls.
  3106.  
  3107. -Threx, Veteran Rogue's Circle Training, Gryphon & Pegasi Close Combat Tactics: adds +1 to all Melee rolls.
  3108.  
  3109. *****
  3110. PHYSICAL ENCHANTMENTS: 1/3 slots remaining.
  3111. -Young Kraken: adds +1 to all Movement & Melee rolls, and gains +1HP/turn.
  3112.  
  3113. *****
  3114. KIA/MIA Status: unknown.
  3115.  
  3116.  
  3117. *************************************************************************************************************************************
  3118. Name:        Emily Dean (DOESN'T EXIST!)
  3119. Position:    Free Agent
  3120. Theme:       An American female, who died while fighting for a non-military rogue squad.
  3121. Rank:        Rookie
  3122. HP:          20/20
  3123. TOTAL XP:    19
  3124. Unspent XP:  1
  3125.  
  3126. *****
  3127. SKILLS:
  3128. Engineering (Basic)
  3129. Energy Rifles (Expert)
  3130. Melee (Expert)
  3131. Movement (Expert)
  3132. Stealth (Expert)
  3133.  
  3134. *****
  3135. SKILL SPECIALIZATIONS:
  3136. -Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls.
  3137.  
  3138. *****
  3139. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
  3140.  
  3141. *****
  3142. KIA/MIA Status: unknown, but seems to have disappeared.
  3143. Probably drowned.
  3144.  
  3145.  
  3146. *************************************************************************************************************************************
  3147. Name:        Vick (BANNED)
  3148. Position:    ECHO Fireteam 2 Leader
  3149. Theme:       A dumbass.
  3150. Rank:        Rookie
  3151. HP:          14/14
  3152. Total XP:    18
  3153. Unspent XP:  1
  3154.  
  3155. *****
  3156. SKILLS:
  3157. Engineering (Basic)
  3158. Human/Pony Relations (Basic)
  3159. Intimidation (Expert)
  3160. Iron Will (Basic)
  3161. Melee (Expert)
  3162. Perception (Basic)
  3163. Small Arms (Basic)
  3164. Speech (Basic)
  3165. Stealth (Expert)
  3166.  
  3167. *****
  3168. SKILL SPECIALIZATIONS:
  3169. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls.
  3170.  
  3171. *************************************************************************************************************************************
  3172. Name:        Surplus (BANNED for being a worthless cuckstain traitor)
  3173. Position:    Free Operator
  3174. 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.
  3175. Rank:        Fucking New Guy
  3176. HP:          10/10
  3177. Total XP:    5
  3178. Unspent XP:  0
  3179.  
  3180. (Blunt, Calm, Careful, Determined, Direct, Focused, Hard-Working, Intuitive, Knowledgeable, Listener, Logical, OCD: Requires Orderly Space, Polite, Rational, Resourceful)
  3181.  
  3182. *****
  3183. KNOWN LANGUAGES: none, yet.
  3184.  
  3185. *****
  3186. PHYSICAL MODIFICATIONS: none, yet.
  3187.  
  3188. *****
  3189. OFFENSIVE SKILLS:
  3190. Basic Assault
  3191. Basic Parry
  3192. Basic Riposte
  3193.  
  3194. Basic Battle Rifles
  3195. Basic Small Arms
  3196.  
  3197. *****
  3198. DEFENSIVE SKILLS:
  3199. Basic Block
  3200. Basic Evasion
  3201. Basic Reaction Speed
  3202. Basic Sprint
  3203.  
  3204. Basic Stealth
  3205.  
  3206. *****
  3207. UTILITY SKILLS:
  3208. Basic Engineering
  3209. Basic Perception
  3210.  
  3211. *****
  3212. UNIQUE SKILLS: none, yet.
  3213.  
  3214. *****
  3215. SPECIAL ABILITIES: none, yet.
  3216.  
  3217. *****
  3218. TERTIARY SKILLS: none, yet.
  3219.  
  3220. *****
  3221. SKILL SPECIALIZATIONS: none, yet.
  3222.  
  3223. *****
  3224. PHYSICAL ENCHANTMENTS: 1/1 Slots remaining.
RAW Paste Data
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