Devek Ragaa - Psi Stalker Wraith (Missing in action)

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Devek Ragaa
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Devek Ragaa - Psi Stalker Wraith (Missing in action)

Post by Devek Ragaa »

Devek Ragaa

Player Name: Justin
Google Handle: praetuskhan
Character Name Devek Ragaa
Rank: Novice 2 Experience: 10 Advances Left: 0
Race: Psi-Stalker
Iconic Framework: Crazy (Wraith)

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 10, d12 run; Parry: 6; Toughness: 11 (5); Strain: 0

Skills:
  • Climbing d4
  • Fighting d8
  • Intimidation d4
  • K/Arcana d4
  • Notice d6
  • Psionics d8
  • Riding d6
  • Shooting d4
  • Stealth d6
  • Survival d4
  • Throwing d4
  • Tracking d6
Complications
  • Cybernetics: Wraiths suffer −1 to Psionics per point of Strain (page 108).
  • Distinctive Appearance: Most Wraiths indulge in extensive tattoos, body piercings, and other means of declaring themselves to the world.
  • Getting It Together: Comes out of Astral Frenzy with a Smarts -2 roll. Then he’s critically hampered by one or more psychological Hindrances and a −1 penalty to all Trait rolls (reduced by Sublime Chaos) for a duration based on the test.
    • Raise: 1d6 minutes
    • Success: 1d6 × 10 minutes
    • Failure: 1d6 hours
    • Critical Failure: 24 hours.
  • Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
  • Psychic Vampire: Use the Draining PPE/ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue. They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
  • Psychoactive Link (Needs Action): Wraiths live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Wraith gains −2 Charisma as he becomes irritable and impatient. He also suffers a −1 to all Trait rolls from the distraction of his frenzied mind, until some kind of high alert status or action kicks in.
  • Price of Power: From the start (and for no added benefit), the character gains a psychological or emotional Hindrance determined by rolling on the Price of Power Table. Representing the constant degradation of the Wraith’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.
    • Astral Feedback: Drawing power from some disturbing regions of the Astral Plane is not without risks. Some Wraiths have trouble isolating themselves from the psycho-reactive nature of their ectoplasm.

      Any time the character's Action Card is a Club, he must make a Smarts roll at −2 or spend his action influenced by the anger, aggression, pain, and fear he channels. The Wraith rants violently, cowers, grasps his head in pain, or other suitable response. The Wraith may only take free actions during this period of feedback.
  • Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
  • Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
Hindrances
  • Heroic (Major): Devek spent a long time doing what he now recognizes as the wrong thing and now free of the yoke of the CS he intends to redeem himself. He never says no to a person in need, coming to the rescue of those in who can’t help themselves. He may take a tactical approach to ensure success, but he will gladly put himself at risk to ensure others are kept safe.
  • Quirk - I Am the Weapon (Minor): Devek has been trained by Psi-Bat in the Black Arts and is a deadly opponent without needing weapons. He prefers fighting in melee and will generally to eschew any traditional weapon and beat opponents bare handed.
  • Quirk - Former Experiment (Minor): Devek volunteered for the experiments that expanded his powers (while driving many others hopelessly mad) but the trauma experienced in those labs is not something anyone could ever fully come to terms with. Devek is uncomfortable around doctors and hospitals, with medical research facilities bringing out the most anxiety. He tends to be in a foul mood when interacting with doctors or medical researchers or in hospitals and medical research facilities.
Abilities/Edges
  • Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
  • Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
  • Astral Frenzy (Losing It): By tapping into the dark reaches of the astral plane the Wraith can boost his already preternatural capabilities. In this state he operates with a cold focus on efficiency and success, at times ignoring his own safety. He is not an unthinking monster, but rather a calculating machine capable of doing what an emotional human is not. He gains the benefits of the Berserk edge, but suffers no limit on the skills or abilities he can use (Red Thoughts/Sublime Chaos). During this time the Wraith is surrounded in a dark swirling cloud of ectoplasm, acting as the Damage Field power that inflicts 2d4 damage and obscuring him from all senses imposing a -1 to be hit hit by ranged.
  • Astral Link (Off the Handle): A Wraith with this Edge maintains a constant minute link to the Astral plane, as a result they may enter an Astral Frenzy as a free action. Interestingly, such a Wraith also has an easier time coming out of it. He doesn't suffer the usual −2 penalty to his Smarts roll when trying to recover.
  • Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.
  • Bio-Regeneration: Awakening certain portions of the brain via the Scream Factory methodology grants the Wraith a natural healing roll once every 24 hours.
  • Brawler: When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.
  • Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Ectoplasm Vortex: Wraiths add +2 to their pace, and their running die becomes a d10. This stacks with the Fleet Feet Edge.
  • Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
  • Major Psionic: Double base ISP & ISP gained from Power Points Edge. May also:
    • Spend 2/4 ISP when rolling Psionics for a +1/+2 bonus.
    • Spend 1/2 ISP to multiply Range of a power by x2/x10
    While on a ley line, all above bonuses are doubled in effect.
  • Martial Arts: He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll.
  • Master Psionics: You have the Mega Power option for all known powers.
  • Mentalist: Their frequent toying with human minds gives them a +2 on any opposed Psionics roll, whether they are using their powers against a foe or are trying to defend against a rival Mentalist.
  • Psionic Bio-Amplification: Wraiths gain +1 die type to Agility, Strength, and Vigor. These traits have no maximum.
  • Psionic Null Field (Improved & Extended): All arcane and supernatural abilities that target anyone or anything in a Medium Burst Template around you suffer a -2 to all trait tests associated. Does not operate while unconscious or affect your own psionics. As a free action you may reduce this to a Small Burst Template, or increase it back to a MBT if already reduced.
  • Psi-Nullifier: A Psi-Nullifier reduces the cost of the dispel and greater dispel powers by 1 ISP. Further, as an action, a psi-nullifier may call his own force of will to repulse supernatural creatures, such as the undead, demons, dragons, faeries, and the like. It also works on characters with the Arcane Background (Magic) Edge.

    Repulsing magic costs 1 ISP and works in a Medium Burst Template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead.
  • Psionic Nullifier: Unlocking the brain’s potential grants the Arcane Background (Psionics), 20 ISP, the dispel power and two powers, Psionics d6, Major Psionics, Master Psionics, Psionic Null Field, Improved Psionic Null Field and Extended Psionic Null Field. Wraiths have access to the following powers: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speed, stun, telekinesis, telepathy, teleport, warrior’s gift.
    • Speed/Greater Speed
    • Dispel/Exalted Dispel
    • *Smite/Greater Smite
  • Psychic Commando (Adept): As a free action, the Wraith t can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action. In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Wraith must have the power to begin with, and this does not allow him to activate more than one power in a round.
  • Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on the next page.
  • Precognitive Reflexes: Wraiths have uncanny reflexes, granting them a −2 to be hit as long as they are aware of the attack.
  • Predatory Senses: Wraiths gain + 2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
  • Red Thoughts (Sublime Chaos): The Wraith with this Edge operates with a cold focus on efficiency and success while frenzied He is not an unthinking monster, but rather a calculating machine capable of doing what an emotional human is not. The greater part of his mind is simply elsewhere, leaving behind a nearly machine like entity that gets the job done. While in an Astral Frenzy, a Wraith with this Edge is able to perform actions not normally allowed by Berserk, including using his psionics and he only suffers a -1 when Getting it Together.
  • Summon Inner Strength: Wraiths require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue.
  • Woodsman: Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
  • Two-Fisted: When attacking with a weapon in each hand, roll each attack separately but ignores the multi-action penalty (see page 75).
Powers:
Arcane Hunger 2 ISP
(Dispel)
Range: Smarts
Duration: Instant
You can stop or dispel the powers of others as easy as you might take measured breaths. The carefully wrought powers of others are pulled apart to the basic mystical energies and consume them to strengthen yourself for a brief time. Invisible to anyone without an Arcane Background or other extrasensory ability tendrils of glowing translucent energy erupt from your chest, focusing on the target, ripping apart the arcane effect, and absorbing the energy.

You can either feast upon powers already in effect or counter the use of another power by being on Hold and interrupting as normal. In either case, this is an opposed roll of arcane skills. You suffer a -2 to your roll if the power is from another Arcane Background. If you are successful the power ends immediately or is countered and the arcane character expends the normal power points for a casting. Additionally on a success you regain 1 point of ISP and on a raise you also feed on 2 Power Points.
Arcane Glutton 5 ISP
(Greater Dispel)
Range: Smarts x2
Duration: Instant (1d6 minutes)
Your ability to pull apart arcane works is so great that you can shut down and absorb all effects in a massive area. The invisible energy tendrils come from your chest, shoulders and back and seek out arcane effects centered from a location of your choosing. Like Arcane Hunger this may be used on active powers or to interrupt the use of a power.

You undo any active power currently active in a Large Burst Template around the targeted location which fails an opposed roll against you. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base of 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (-2 for a major item, -4 for an artifact, or even -6 for a true relic of great power). Additionally on a success you regain 1 point of ISP and on a raise you also feed on 2 Power Points.
Soul Strike 2 ISP
(Smite)
Range: Self (Unarmed attacks)
Duration: 3 (1/round)
You have mastered a jealously guarded ketan (fighting style), channeling your psionic energy through your body to enhance your physical strikes, blurring the line between planes. Your unarmed attacks partially cross into the astral plane, adding +2 (+4 on a raise) mental damage to unarmed and natural attacks. In addition your astral self bypasses most defenses and pushing into the target's body to assault his soul. Rather than cause Wounds, this damage inflicts a level of Fatigue for each Wound that would be suffered. This cannot push the victim beyond Incapacitated.
Sunder 4 or more ISP
(Greater Smite)
A wide variety of psionically enhanced attacks. Unless otherwise noted, this power makes an attack mega damage and adds +4 to damage, +8 on a raise. Examples include:
Thullian Touch 5/6 ISP
  • Range: Touch (Reach 1 or 2)
    Duration: 3 (1/round)
    This version of Sunder can only be used on melee attacks. The recipient’s arm(s) transform into long ghostly grey or green ectoplasm tendrils and merge with the enhanced weapon(s). The recipient instinctively knows how to use his altered appendages and can attack foes at Reach 1 for 5 ISP or Reach 2 for 6 ISP. All normal properties of the weapon remain despite it’s altered appearance. Up to five additional weapons can be affected by spending a like amount of additional ISP.
Wraith Touched 2 ISP
(Speed)
Range: Touch
Duration: 3 (1/round)
Dark shifting ectoplasm seeps from the target’s pores, partially transforming them into a spectral entity and wreathing them in a shifting pattern of darkness that makes them difficult to focus on. Like the ectoplasm vortexes it increases speed and mobility, though to a much higher degree. This doubles their pace and increases Stealth by one die type, on a Raise Running becomes a free action and Stealth is increased by two die types.
Wraithform 2 ISP
(Greater Speed)
Range: Smarts
Duration: Instant
Furthering the process of Wraith Touched, the target is nearly totally transformed into a spectral entity. This transformation triples their pace, allows them to automatically move their max run distance, and inflicts a -2 penalty to all attacks against them. A Raise still causes Running to become a free action. Rather than obscuring the resipient, this dark psychoactive ectoplasm can read the fears of a target and projects a sense of dread that mimics some aspect of that fear. This allows the recipient to make a free action Intimidation Test of Wills against one target who can see them each round.
Last edited by Devek Ragaa on Thu Oct 12, 2017 7:24 pm, edited 12 times in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
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Devek Ragaa
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Posts: 32
Joined: Fri Jul 21, 2017 6:04 pm

Devek Ragaa - Gear

Post by Devek Ragaa »

Image

Obi of the Obsidian River
A study in paradox, this shimmering black sash is seemingly made from an exotic silk yet it proves to be impossibly resistant to damage. The obi is imparted with a great deal of of power to aid the psychic in his trials. It acts as a flowing reservoir of psionic energy and grants rigid discipline when manifesting of powers. The obi also allows the wearer to transform skin into shining black obsidian, or to impart the swiftness of a flowing river.
Procurement
Insert interesting story here.
Abilities
  • Contains 10 ISP which recover at the same rate as the wearer
  • +1 to all power manifestation rolls for AB: Psionics
  • Obsidian Skin 3 ISP (Armor)
    • Range: Touch
      Duration: 3 (1/round)
      The skin of the wearer or someone he touches transforms into smooth shining black obsidian. A success grants +2 armor and +1 Toughness; or +4 armor, +1 Toughness, and increases Vigor by one die type on a raise.
  • Obsidian Transformation 6 ISP (Greater Armor)
    • Range: Touch
      Duration: 3 (1/round)
      The entire body of the wearer or someone he touches transforms into smooth shining black obsidian. A success grants +5 MDC armor and +1 to Toughness; or +10 MDC armor, +1 Toughness, and increases Vigor by one die type on a raise.
  • Flowing River 4 ISP (Quickness/Greater Quickness)
    • Range: Touch
      Duration: 3 (2/round)
      The obi allows the wearer to channel the swiftness of an unrelenting, raging river to enhance their movements far beyond mortal ability. When calling upon this power, the wearer or one he touches is suddenly soaked to the bone and surrounded with a swirling maelstrom of mist and water. A success grants the target two separate turns per round and the maelstrom buffets anyone approaching too close to the target, inflicting a -1 penalty to melee attacks against him. On a raise he may also redraw any initiative cards lower than eight each round.
  • Raging River 4/8 ISP (Quickness/Greater Quickness)
    • Range: Touch
      Duration: 3 (2/round)
      The obi allows the wearer to channel the swiftness of an unrelenting, raging river to enhance their movements far beyond mortal ability. When calling upon this power, the wearer or one he touches is suddenly soaked to the bone and surrounded with a swirling maelstrom of mist and water. A success grants the target two separate turns per round, allows him to ignore up to two points of multi-action penalties, and the maelstrom buffets anyone approaching too close to the target, inflicting a -1 penalty to melee attacks against him. On a raise he may also redraw any initiative cards lower than eight each round.
CA-7 Special Forces Heavy “Dead Boy” EBA Body Armor
Scavenged from the vampiric remains of a former CS Hit Squad.
  • +8 Armor
  • +2 Toughness
    • Full Environmental Protections, No Strength minimum
    • Forearm embedded Vibroblades (2): Str+d6 AP 4, MD
    • Wrist Garrote: Str+d4 must follow successful Grapple with a raise
Modified C-20 Laser Pistol
Modified for additional anti armor ability at the cost of efficiency. (Retrapped Wilk’s 237)
  • Range: 15/30/60
  • Damage: 2d6+1
  • RoF: 1
  • AP: 4
  • Capacity: 16
    • Semi-Auto
Cannibalized C-10 Laser Rifle
Parts used to modify C-20, reducing efficiency. (Retrapped Wilk’s 447)
  • Range: 40/80/160
  • Damage: 3d6+1
  • RoF: 1
  • AP: 2
  • Capacity: 20
    • Semi-Auto
HtH Combat Wraps (Silver Plated)
A long strip of high strength, polymer blended fabrics (like those used underneath the solid plates in modern armor) that are wrapped around the wrist and knuckles, feet and shins. (either on bare skin or in conjunction with armor). When done right (automatic for anyone with the Martial Arts or Brawler Edges, otherwise it requires a successful Fighting roll) special lightweight composite plates are positioned over the key striking areas. Elbow and knee guards are also commonly included.
  • Damage: Adds d4 damage to unarmed attacks, but you are still considered unarmed.
  • AP: None
    • Silvered, Counts as a pair for two weapon purposes
Dark Long Sword
  • Damage: Str+d8+2
  • AP: 2
  • 15/15 PPE
    • Silvered, Mega Damage
    • Drain Power Point 4 PPE, activated on a Fighting Roll
    • Anti-life Trapping: Drained PP cannot be restored for 24hrs. Target makes a Spirit -4 test if incapcitated by the blade.
      • Failure: Resurrection not possible
      • Success: Soul trapped in blade, resurrection impossible until blade is broken
      • Raise: Soul resists effect and can be resurrected normally.
Silvered Vibro-Sword
  • Damage: Str+d10
  • AP: 4
    • Silvered, Mega Damage, No Strength Minimum
Vibro-Sword
  • Damage: Str+d10
  • AP: 4
    • Mega Damage, No Strength Minimum
    • Stored in Zone Ranger
CS-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
  • 2 person tent, insulated (+20% water supplies, -40°F rated)
  • Sleeping bag, insulated
  • Gas mask
  • Flashlight w/knife; solar
  • Inertial compass w/signal mirror (+2 to Survival to navigate)
  • Short range (5 mile) radio
  • First aid kit (+1 to healing; 3 uses)
  • Hunting/Fishing kit (+1 to Survival to forage)
  • Three ‘saw wires’
  • Fire starter
  • Survival Knife, hatchet, wooden cross
  • 4 signal flares
  • Climbing kit w/30 rope
  • Soap and washcloth
  • Canteen
  • 2 weeks rations
Credits: 320

Contacts:

Private Harris - Allied Extra
Piecemeal CA-4 Standard “Dead Boy” Body Armor
Long worn, damaged and poorly patched Dead Boy armor. (Retrapped SFD Huntsman)
  • +5 Armor
  • +1 Toughness
    • No Environmental Protections, No Strength minimum
Blessed Crossbow
  • Range: 75/150/300
  • Damage: 2d8+2
  • RoF: 3
  • AP: 4
  • Capacity: 1
    • Converts a single bolt into hundreds of enchanted wooden flechettes when fired, Action to Reload, No Str Min, Mega Damage, no Snapfire penalty
Last edited by Devek Ragaa on Thu Oct 12, 2017 8:06 pm, edited 12 times in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
Make a Request
Devek Ragaa
Diamond Patron
Diamond Patron
Posts: 32
Joined: Fri Jul 21, 2017 6:04 pm

Devek Ragaa - Background

Post by Devek Ragaa »

Background
SET Personnel Memo
To: SET Team Leaders
Date: 18 Nov 108; 1300hrs
Subject: Staff Sergeant Devek Ragaa; Coalition States Military Defector - Loyalty Assessment

Final Recommendation:
Defection is deemed genuine. Multiple confirmed instances of lethal conflict with CS forces. Reports from inside CS reveal a Dishonorable Discharge, High Priority Target status, and all points Target Engagement Guidelines. Barring specific missions, his military record remains unsealed. Not a common occurrence, but is likely done to assist any CS military personnel who encounter him in the field where red tape would bog down the process.

Probationary six month posting to a SET or other assignment expected to face high levels of supernatural threats to make best use of combat training. Not recommended for any liaison functions, too eccentric due to power manifestations.

Initial Interview: Conducted by Lieutenant Gant
  • Gant: “If you could start with a brief summary of your early life, then any combat experience, and finally highlight significant personal events you think might important for us to know. There will be an in-depth inquiry where we probe specifics that interest us, but this is just to get the process going.”

    Devek: “Seriously? We’re going to waste time having me recite my life story? I’ll fill in the blanks after, but what you want, what you need is to know why. Why defect, why leave my career and everyone I knew, how did my powers change so dramatically, most importantly, why did I murder Major Reginald Hughes in the middle of the Tolkeen offensive? Those seem like the important questions.

    G: “Generally we’d lead up to those, but if you prefer to start there.”

    D: “I think it will do the most to help you understand, quite frankly I don’t do well with ‘long and drawn out’ anymore.”

    G: “We’ll cut to the meat of it then and work out the rest later. So I’ll rephrase. Why did you kill Major Hughes in front of witnesses and defect?”

    D: “Dr. Julia Kestrel. I killed Major Hughes because he gunned down Julia when he was trying to kill me. It’s cliched as hell, but in the end it wasn’t anything more than vengeance. I was a Psi-Stalker living in the ‘States, obviously I knew there are flaws. But options are few and far between and it’s hard to turn your back on the bad thing you know to face the dangerous world alone. That was the catalyst though, the straw that broke my back. Well, I’d like to think I’d have gone about it better before they changed me but I can’t be sure of that.”

    G: “So why was Dr. Kestrel so important?”

    D: “You realize I know you already know right? I wouldn't be sitting here with someone your pay grade if not.”

    G: “Reading a service record, and investigation reports aren’t the same thing as knowing. So while I might consider myself primed, I won’t claim to know anything about your motivations.”

    D: “Whatever. Official events go like this. Dr. Kestrel was caught in a crossfire and killed in the burbs of Chi-Town, the result of a black-market vendetta strike against newly minted Corporal Ragaa who was a former patient. The young Corporal was seriously injured attempting to defend the regarded doctor, killing two assailants in the process.”

    “God knows I read the little news blurb often enough that I have it memorized. Shit that didn’t make it into the news feeds, and that you probably don’t have as well fleshed out is that there was no black market vendetta, and there were three assailants. The thing that is buried as deep as they could manage is that Julia and I had been dating for almost 3 years by then. And I’d just learned we were about to start a family. See we’d gone out to celebrate my promotion, she’d found out about the baby a couple days before and decided to combine the two events. Hughes and two cronies were the ones who ambushed us on the street.”

    “See, Julia dated Hughes for less than 3 months just before we got together. He was a real piece of shit, the kind of supremacist that buys into everything the propaganda offices will sell. Only made rank because his daddy is a Colonel. She’d ended things, but could never quite get him out of her life. The odd message or phone call, bumping into her out and about a few times a year. We had more than a few fights when she shut down the idea that I should set him straight. She probably saved my life by doing so...ended up costing hers though. I’m sure there were some ‘consequences’ for Hughes, but nothing that matched what he’d done. His dad made sure to shut down any avenue of recourse I pursued. He’s the one that truly showed me the festering sore that the CS has become. No one wanted a story where a celebrated military family’s golden boy went to prison for ‘gunning down a species traitor’. I’m a psi stalker, I was under no illusions that we lived in a fairy tale wonderland. But the monsters outside are real enough and it might just be the necessary evil.”

    “If I was capable then, of what I am now Julia would still be alive. I was back on active duty, but it’s clear now that the procedure had much greater changes than they expected but they took time to manifest.”

    “After that I stayed because if I left, it guaranteed I’d never have a shot at Hughes. So I played the good soldier, did my part during the Juicer Uprising and eventually got transferred to a new unit for the Tolkeen offensive. As you know, that’s when I finally had an opportunity. I’m pretty sure Colonel Hughes had been making sure I didn’t get too close to his son for years, but there was just too much going on with Tolkeen the manpower drain was just too great to shuffle thing around. So, when we ended up in the FoB I took my shot. I snuck by the guards on his tent into a briefing, I even got to relish the moment terror he recognized me and realized what was going to happen. Then faster than his aides could possibly hope to react I tore his heart out and vanished in the chaos that ensued. It might have been overkill, but since I couldn’t stick around it seemed the best way to ensure there’d be no bullshit life saving procedure. Plus, let’s be honest, the fucker deserved it.”

    "That enough details to get us started? I'm hungry."

    G: Uh..yes, that's a good start. Raises a lot more questions, but we can take a break for lunch."
Last edited by Lucius Draper on Fri Aug 04, 2017 11:21 pm, edited 1 time in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
Make a Request
Devek Ragaa
Diamond Patron
Diamond Patron
Posts: 32
Joined: Fri Jul 21, 2017 6:04 pm

Devek Ragaa - Advancement

Post by Devek Ragaa »

Creation
Agility d4 -> d6 (IF) -> d8 (1)
Smarts d4 -> d8 (2)
Spirit d4 -> d6 (1)
Strength d4 -> d6 (IF)
Vigor d4 -> d6 (IF) -> d8 (1)

Skills
Climbing (St) -> d4 (1 SP)
Fighting (Ag) -> d8 (3 SP)
Intimidation (Sp) -> d4 (1 SP)
K/Arcana (Sm) -> d4 (1 SP)
Notice (Sm) -> d6 (2 SP)
Psionics (Sm) -> d6 (IF) -> d8 (1 SP)
Riding (Ag) -> d6 (Race)
Shooting (Ag) -> d4 (1 SP)
Stealth (Ag) -> d6 (2 SP)
Survival (Sm) -> d4 (HJ)
Throwing (Ag) -> d4 (1 SP)
Tracking (Sm) -> d4 (HJ) -> d6 (1 SP)

Initial Advances: (From Hindrances): Adept (Major Hindrance), Automatic Psi-Nullification (Minor)

Hero’s Journey
  • Training
    • 7
    • Professional Edge (Champion)
  • Training
    • 4
    • Martial Arts & Bruiser
  • Psionics
    • 14
    • Mentalist
  • Enchanted Items & Mystic Gadgets
    • 1
    • Staff - Retrapped
  • Training
    • 9
    • Woodsman + die increase to Survival & Tracking


Advances
  • Initial Advances: (From Hindrances): Adept (Major Hindrance), Automatic Psi-Nullification (Minor)
  • Cybernetic Modifications:
  • Novice 1 Advance: Two Fisted
  • Novice 2 Advance: Astral Link (Off the Handle): A Crazy with this Edge can start Losing It as a free action. Interestingly, such a Crazy also has an easier time coming out of it. He doesn't suffer the usual −2 penalty to his Smarts roll when trying to recover.
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Devek Ragaa on Tue Oct 10, 2017 4:54 pm, edited 3 times in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
Make a Request
Devek Ragaa
Diamond Patron
Diamond Patron
Posts: 32
Joined: Fri Jul 21, 2017 6:04 pm

Devek Ragaa - Rolls

Post by Devek Ragaa »

Rolls
HJ Rolls
  • Training
    • [dice]0[/dice]
    • Professional Edge
    Training
    • [dice]1[/dice]
    • Martial Arts & Brawler
    Psionics
    • [dice]2[/dice]
    • Mentalist
    Enchanted Items & Mystic Gadgets
    • [dice]3[/dice]
    • Staff
    Training
    • [dice]4[/dice]
    • Woodsman, die increase to Survival & Tracking
Price of Power
  • Novice: [dice]5[/dice]
Credits
  • [dice]6[/dice]x100
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
Make a Request
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