Lucious "Raijū" Numonis, Wolfen-Lightning Elemental (ARES)

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Lucious Numonis
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Lucious "Raijū" Numonis, Wolfen-Lightning Elemental (ARES)

Post by Lucious Numonis » Tue May 22, 2018 10:08 pm

Rolls
Roll Sheet for A.R.E.S.

Fated by Chance
Race: 1d20 = 18: 18 - Wolfen
Origin Story: 1d8 = 8: 8 - Mysterious Origin
Power & Greatness 1: 1d12 = 5: 5 - Shadow
Power & Greatness 2: 1d12 = 4: 4 - Superior Arcane Power: Innately Powered

HJ Tables
HJ Body Armor 1d20 = 1: 1
HJ Body Armor 1d20 = 10: 10
HJ Training 1d20 = 5: 5
HJ Training 1d20 = 10: 10

HJ Training 1d20 = 14: 14
HJ Training 1d20 = 3: 3
Trade 5 + 10 for 6-7. Master of Magic.

Narrative Hook
1d20 = 14: 14

Credits
( 1d4 = 4: 4 x 1000) + 5000 = 9000
Last edited by Lucious Numonis on Sat Jun 02, 2018 3:20 pm, edited 15 times in total.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
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Lucious Numonis
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Lucious "Raijū" Numonis, Wolfen-Lightning Elemental (ARES)

Post by Lucious Numonis » Tue May 22, 2018 10:32 pm

Character Sheet

Player Name: Derrick
Google Handle: dsmith8807
Character Name: Lucious "Raijū" Numonis
Rank: Novice Experience: 05 Advances Left: 0
Race: Wolfen
Iconic Framework: A.R.E.S.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6
Charisma: 0(-4 CS); Pace: 8(d8 Running); Parry: 9 (-4 to hit[Innate Invis]); Toughness: 17(8); Strain: 0/6
Skills
  • Climbing d4+2
  • Damage Field d8
  • Fighting d12+2
  • Knowledge (Arcana) d6
  • Knowledge (Battle) d6
  • Lockpicking d4+2
  • Notice d6+2/4 (+2 to Hear & Smell; +2 for Traps & Similar Devices)
  • Repair d4+2 (Traps & Similar Devices)
  • Shooting d6 (d8 Electrocaster)
  • Stealth d8+2 (Urban)
  • Survival d4
  • Teleport d6
Hindrances
  • Arrogant (M): Things he is the best at fighting and flaunts it. Must toy with opponent if there's a doubt as to who is better. Always look for the "Boss" in battle, only attacking minions in the way.
  • Code of Honor (Racial): Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Cybernetics (IF): -1 to Arcane Skill per point of Strain.
  • Distinctive D-Bee (Racial): -4 with CS citizens
  • Enemies (IF): "Shoot-on-sight" w/ CS and Federation
  • Loyal (m): Would give life for friends / Wont leave someone behind if can be helped.
  • Monologuer (IF): On an Action Card of Clubs, Smarts -2 or spend turn bickering with Raijin. Free actions only.
  • Non-Standard Physiology (Racial): Difficult to find armor size; purchase/repair cost double; cannot operate Glitter Boy suit or other power armor built for typical humanoid; -2 to operate vehicle or its weapons not fit for Wolfens
  • Stubborn (m): Always wants way and never admits he's wrong even if painfully obvious.
  • Vow to Raijin (IF): In exchange for power and freedom, Lucious has agreed to do the Air EI Raijin's bidding.
Edges (+1 Background Edge from IF)
  • Ambidextrous (Initial 1): Ignore -2 penalty for using offhand
  • AB: Super Heroes (IF): 20 P.P.E., Rapid Recharge, Initial Arcane Skill d8, New Power, every New Power edge also grants its Arcane Skill at d4
  • Command (IF*): Grants 5" command radius; Allied subordinates gain +1 to rolls to recover from Shaken.
  • Dirty Fighter (HJ): +2 to Trick maneuvers
  • Extraction (IF): Make Agility roll to negate one disengagement attack.
  • Master of Magic (HJ): Mega Power option for each known power + ones gained from New Power edge.
  • Natural Weaponry (Racial): Teeth/Claws deal Strength + d6 Damage
  • New Power (IF): Teleport
  • Quick (IF): Redraw Initiative Cards 5 or lower until receiving one 6 or higher. Works with Level Headed.
  • Rich (Initial 2): +5000 Credits + 2 rolls on Body Armor/Close Combat Weapons/Cybernetics/Range Combat Weapons
  • Rapid Recharge (IF):+1 PPE/30 min
  • Shadow (IF): You gain the ability to turn yourself invisible at-will. The character and all his gear become cloaked and difficult to see. Invisible beings leave some tell-tale trace of their presence, whether it’s a shimmer, a smell, footsteps, etc., so foes get a Notice roll at –4 to detect them if given some reason to do so, or if the invisible character closes within 5” (10 yards). If the invisible character does something obvious like attack or stand in the rain, the penalty to attack is halved and no Notice roll is necessary to detect their presence. Attacks made against invisible characters suffer a –4 penalty.
  • Size +1 (Racial): 7-9 foot tall, weigh up to 500 lbs, +1 Toughness
  • Superior Senses (Racial): +2 Notice to Hear/Smell
  • Superior Strength (Racial): +1 Strength die type
  • Swift (Racial): +2 Pace; +1 Running die type
  • Thief (IF): +2 Climbing, Lockpick, Stealth; +2 Notice/Repair related to traps & similar devices. Stealth bonus only applies in urban areas.
Last edited by Lucious Numonis on Sat Jun 02, 2018 3:26 pm, edited 41 times in total.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
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Re: A.R.E.S. Rando

Post by Lucious Numonis » Thu May 24, 2018 3:22 pm

Powers
Super Powers
PPE: 20/20
Recovery: 1/30 minutes
PPE: 10/10
Recovery: 1/hour

Electric Discharge (Damage Field; 4 PPE) [Seasoned]
Range: Self
Duration: 3(1/round)
Trapping: Electricity - Conduction; Damage -1 die tpe, but add +1 die vs opponent carrying 10+ lbs of conductive metal, contacting a source of water or otherwise touching an electrical conductor of some kind.
  • Lucious agitates the air essence within him to coat himself with a layer of highly charged air. Anyone coming into contact with his body while this power is active will find themselves in a shocking situation.
Effect: Deals 2d4 damage/2d6 on a raise. Deals damage to any adjacent character who makes a successful attack roll against the subject. Damage Field deals Str+d4 Damage/Str+d6 on a raise if used with unarmed combat. May also be used as a touch attack (+2 Fighting). A grappled target suffers the damage every round on the attacker's action. If choosing to do a grapple-attack, add damage to Strength roll and may get a bonus die for a raise.
Lightning Cloak (Exalted Damage Field; 8 PPE)
Range: Self
Duration: 3(1/round)
Trapping: Electricity - Conduction
  • Lucious amps up the juice while still containing the effect. Lightning flows across his body until contact with another person breaks the containment and gives the opponent a jolting experience.
Effect: 2d6/2d8 Damage
Lightning Field (Exalted Damage Field; 8 PPE)
Range: Self
Duration: 3(1/round)
Trapping: Standard
  • Lucious throws restraint to the wind and generates as much electric potential as possible. He becomes a living Tesla Coil, and lightning will flow freely from him into everyone within the area of effect.
Effect: Damage Field becomes a MBT centered on self. MBT effects anyone in that area each round. Caster is immune to the damage. After the initial casting, damage is rolled at the end of turn.

Water Drill (Smite; 2 PPE) [Novice]
Range: Self
Duration: 3(1/round)
Trapping: Water - High Pressure; Activates on Fighting Action
  • The Japanese enchanter Tsuchiya Rika traveled with Raijū for a time after he saved her from an unexpected encounter with rhino-buffalo. She rewarded him with a pair of sturdy rhino-buffalo handwraps to augment his fighting style. They create a coating of water around Raijū's hands, and upon connecting with an attack, the water is thrust into the target forcibly enough to puncture most materials.
Effect: +2/+4 Damage
Weapon Enhancement (Greater Smite; 4 PPE)
Range: Touch
Duration 3(1/round)
Trapping: Special
  • If enough juice is used, Raijū can force the handwraps to operate in completely different ways or even impart their enchantment upon another weapon
Effect: +4/+8 Mega Damage and choose any Trapping.

Lightning Arc (Teleport; 3+ PPE) [Seasoned]
Range: Special
Duration: Instant
Trapping: Tempest - +2 to push maneuver, but fire/heat damaging attacks count as dispel.
  • Lucious converts his body and those touching him into Lightning and zaps the bolt to the desired location. Upon arrival, a massive airblast explodes forth from the bolt which may be taken advantage of immediately to aid in a push maneuver.
Effect: Disappear and instantly reappear up to 10"/15" away per 3 PPE. Counts as Movement for the round & Adjacent opponents do not get a free attack against the teleporting character. Smarts -2 to teleport where you cant see and if unknown area that's never been seen its at -4. Failure means you return to original position + Shaken. Roll of 1 = Shaken + 2d6 damage. Never enter solid space, return to starting position. Fatigue per additional rider, more than two instant incapacitation. One level regained per hour of rest.
Arcstorm (Greater Teleport; 5+ PPE)
Range: Special
Duration: Instant
Trapping: Tempest
  • Lucious draws enough essence from the elemental plane to fling himself further with additional allies if needed. He may still take advantage of the airburst aid in a push maneuver.
Effect: 20"/30" per 5 PPE. Carry up to 5 others w/o risking Fatigue. Each beyond 5 = automatic Fatigue as per core teleport rules.
Last edited by Krozog on Tue May 29, 2018 10:22 pm, edited 26 times in total.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
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Lucious Numonis
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Re: A.R.E.S. Rando

Post by Lucious Numonis » Thu May 24, 2018 3:23 pm

Gear

Chain Long Sword
Image
  • Damage: Str+2d8; AP 2
    Weight: 15
    Cost: 14,000 credits
    Notes: Mega Damage
Armor Piercing Grenade (x12; 3 lbs)
  • Image
    Damage: 3d8, AP 8
    RoF: 1
    Range: 5/10/20
    Weight: 0.25
    Cost: 700
    Notes: Mega Damage, SBT
NG Super Laser Pistol & Grenade Launcher
Image
  • Damage: 2d6+2; AP 2
    RoF: 1
    Range: 15/30/60
    Payload: 20 shot E-Clip
    Weight: 8 lbs
    Min Str: -
    Cost: $21000
    Notes: Semi-Auto. Integrated grenade launcher (Range 12/24/48, Damage by grenade [3d8, AP 8, SBT], 6 shots).
Electrocaster (Tesla Bow; Patron Item)
Image
Electrocaster was a gift created by Raijin the Air Elemental Intelligence, and it was given to Lucious upon taking his oath. Electrocaster is made from solidified air from the elemental plane of air, and the bow summons lightning from the elemental plane to strike down Lucious's foes. Because it is intrinsically tied to the elemental plane, it can never run out of ammunition. Raijin also placed enchantments upon Electrocaster to enhance its wielders capabilities.
  • Damage: 3D6+1, AP 3
  • Rate of Fire: 2
  • Range: 40/80/160
  • Payload: Unlimited
  • Overcharge: Electrocaster can overcharge by summoning additional lightning bolts and storing them in order to cause an extra d6 damage by firing them simultaneously once the draw is released, but if any of the Shooting dice are a 1, the bow must recharge for a round before it can fire again.
  • Electroshock: If hit, whether damaged or not, the target of the attack rolls Vigor or suffers Fatigue from the electrical shock.
  • Farviewer: A targeting sight built into the bow uses the properties of air and lightning to create a targeting scope which makes hitting the target easier. It offsets two points of Range and/or darkness penalties. If the wielder takes time to aim, the sighted path gains a tailwind, even through the most powerful winds, providing the Aim action with an additional +1 to hit. Also, a slight electric charge supercharges the control of the user, effectively raising their shooting skill by a die type.
  • Notes: Two-handed weapon.
  • Weight: 8 lbs.
Tesla Bow
Image
The Tesla Bow is a weapon whose origins and name are lost to the annals of history. The bow fires what are effectively miniature, focused, and directed bolts of lightning. It is theorized that the weapon somehow draws power from the dimensional fabric of reality itself, and so never requires recharging.
What mad genius could develop such a radical technology will likely remain a mystery unknown to the megaverse.
Range: 40/80/160
Damage: 3D6+1, AP 3
Rate of Fire: 2
Payload: Unlimited
Tesla Overcharge: The Tesla Bow can overcharge to cause an extra d6 damage, but if any of the Shooting dice are a 1, the bow must recharge for a round before it can fire again.
Tesla Effect: If hit, whether damaged or not, the target of the attack rolls Vigor or suffers Fatigue from the electrical shock.
Tesla Bio-Electric Enhancing Scope: Through means which are not understood, the Tesla bow actually creates a targeting scope which makes hitting the target easier. It's made purely of electricity, and offsets two points of Range and/or darkness penalties. It also provides an additional the Aim action grants an additional +1 to hit. Also, a slight electric charge supercharges the control of the user, effectively raising their shooting skill by a die type.
Notes: Two-handed weapon.
Weight: 8 lbs.
Leathers of the Wind-Bearer (C&S Crusader Heavy Combat Armor; $55000)
Lucious's Leather armor was infused with a portion of Raijin's own body in the Elemental Plane of Air when he gave Raijin his oath of servitude. Once equiped, the Leathers of the Wind-Bearer completely envelop the wearer's body with an impermeable, nearly indestructible layer of breathable air. Any benefits that might have been gained from wearing light leather armor was lost, however; the pure essence of air is impossibly heavy. This armor is mechanically identical to the C&S Crusader Heavy Combat Armor.
  • +8 Armor and +3 Toughness
  • Strength Minimum: d10
  • Environment Protection: Full (Fully sealed systems, self-contained breathing, immunity to temperature extremes, radiation, vacuum, poisons and disease; other self-regulating life support systems; immunity to ignore all armor effects/trappings such as from Plasma.)
  • Basic (5 mi) Comms
  • Offset illumination penalties by 2
  • +2 to resist blinding attacks
  • Weight: 24 lb
Claws of Mizuchi (Rhino-Buffalo Leather Handwraps; Enchanted Signature Item)
During his travels, Lucious stumbled upon the Japanese enchanter Tsuchiya Rika. While trekking through the wilds with instructions from Raijin, he found her climbing up a tree to escape some Rhino-Buffalo. He bore her no ill will and was always up for a fight, so he dispatched the creatures beneath Rika.
Initially terrified, she threatened him, calling him "Raijū," and demanding that he leave her in peace. Stubborn, Lucious sat down and made camp for the day and night and refused to leave until she came down. Once the matter was settled, he discovered that Raijū could be taken to roughly mean lightning wolf - and it stuck with him.
As a reward for saving her, Rika agreed to make Raijū a powerful magical item if he would accompany her to safety. She cut strips of Rhino-Buffalo hide off the corpses and fashioned for him a pair of hand wraps to augment his fighting style. She imbued them with various enchantments during the journey. By the journey's end, Raijū had gained a new friend and a powerful item - the Claws of Mizuchi.
  • Image
  • Type of Item: Strips of Rhino-Buffalo leather
  • Enchantments (Two Major, Two Minor): Smite, Two-Fisted Edge, +1 Fighting, +1 Fighting
  • P.P.E.: 10
  • Trait: Fighting Standard/Spirit Mega
  • Trappings: Touch, Water pressure drills into target/Mega: Standard
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features
  • 12 attachment points
  • Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
  • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
    • Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
      Attachments
      • Attachment: NG Super Laser Pistol & Grenade Launcher
      • Attachment: Short E-clip (20/20; recharge $1500; $5000)
      • Attachment: Short E-clip (20/20; recharge $1500; $5000)
      • Attachment: AP Grenade (3d8 Mega Damage; AP 2; SBT, .25 lbs, $700)
      • Attachment: AP Grenade (3d8 Mega Damage; AP 2; SBT, .25 lbs, $700)
      • Attachment: AP Grenade (3d8 Mega Damage; AP 2; SBT, .25 lbs, $700)
      • Attachment: AP Grenade (3d8 Mega Damage; AP 2; SBT, .25 lbs, $700)
      • Attachment: AP Grenade (3d8 Mega Damage; AP 2; SBT, .25 lbs, $700)
      • Attachment: AP Grenade (3d8 Mega Damage; AP 2; SBT, .25 lbs, $700)
      • Attachment: Inertial Compass (+2 to Survival to navigate)
      • Attachment: Flashlight w/knife; solar
      • Attachment: Canteen
NG-S2 Survival Pack (30 lb)
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival.
Contents
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+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: $600
Last edited by Lucious Numonis on Sat Jun 02, 2018 3:23 pm, edited 50 times in total.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
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Re: A.R.E.S. Rando

Post by Lucious Numonis » Thu May 24, 2018 3:23 pm

Background
Image

Lucious was a dissatisfied wolfen youth from Palladium world who loved to fight but had no cause to fight for. With the exception of some mostly unofficial border skirmishes, the wolfen and human empires were no longer openly at war. The battlefield had moved into the realm of Politics, so Lucious spent his days drinking and brawling at the local tavern - even earning some cash on unsanctioned fights.

Stumbling home one night, Lucious was stolen away from his home. He appeared in the elemental plane of air, and was greeted by an air elemental intelligence who referred to itself as Raijin. The intelligence gave Lucious an ultimatum; submit to it and serve in exchange for great power or be set free to find his own way out of the elemental plane - an option as deadly as it was unlikely.

Although reluctant to serve a supernatural being, Lucious agreed to its offer rather than face death. Raijin laughed and asked the wolfen to survive the coming ordeal. Lucious then experienced a living hell as he was buffeted by merciless winds and deafened by intense thunderclaps. He also suffered through a barrage of constant lightning strikes, and his body began to die.

What died, however, regrew stronger but different. What was once wolfen was now air elemental. Lucious wasn't sure how long passed, as each moment was agony, nor could he be certain if Raijin stopped because the transformation was complete or because the wolfen could survive any longer. The end result was a wolfen who was half air elemental, and therefore intrinsically tied to the elemental plane of air and Raijin.

Raijin merged a tiny portion if his own essence with Lucious’ leather armor. The armor was enhanced greatly to the point that it was as protective and useful as any Lucious might find on Rifts Earth. He also armed Lucious with a powerful artifact - Electrocaster - capable of drawing and firing lightning bolts directly from the elemental plane of air.

Raijin sent Lucious directly to Rifts Earth to serve its will. The wolfen would find the intelligence to be a mostly benign master as long as its orders were followed when given. One such order was to enter a nearby forest he was skirting.

There Lucious found the enchantress and exorcist Tsuchiya Rika treed by several rhino-buffalo. He rescued her from them, although she was initially frigthened by his apperance. She called him “Raijū” - roughly meaning lighting wolf - and it stuck. In exchange for a specially created magical item, Lucious agreed to accompany Rika back to Castle Refuge.

Along the way, the two became fast friends. Rika convinced him to give the Tomorrow Legion a try because they could offer him all the things he sought - fighting, excitement, and a good cause. He agreed and Rika helped him learn more about human and d-bee customs.

At the end of their journey, Lucious had gained a new friend, a powerful item, and a new cause.
Last edited by Lucious Numonis on Wed Jun 20, 2018 12:35 pm, edited 8 times in total.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
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Re: A.R.E.S. Rando

Post by Lucious Numonis » Thu May 24, 2018 3:24 pm

Advances
Rolls
Fated by Chance
Race: 18 - Wolfen
Origin Story: 8 - Mysterious Origin
Power & Greatness 1: 5 - Shadow
Power & Greatness 2: 4 - Superior Arcane Power: Innately Powered

HJ Tables
HJ Body Armor: 1
HJ Body Armor: 10
HJ Training: 5
HJ Training: 10

HJ Training: 14
HJ Training: 3
Trade 5 + 10 for 6-7. Master of Magic.

Narrative Hook
14

Credits
(4 x 1000) + 5000 = 9000
Wolfen Race
Wolfen Racial Statistics
The Wolfen are a species of large humanoids that also bear a striking resemblance to the canine species of wolves. On their home world the Wolfen have only adopted civilization for the last couple of generations and indeed many races there, including humans, still see the Wolfen as a barbaric race. The truth is, however, that the Wolfen are in most ways equals to humans in terms of society and culture. And while there is a great deal of propaganda and rumor accusing the Wolfen of barbaric acts on their homeworld resulting in a great deal of distrust and animosity between the Human and Wolfen empires this does not seem to carry over to Rifts Earth. Wolfen that find their way to this dimension seem to be willing to judge the humans here on their own merits. Wolfen may also come from a more primitive culture but are both eager and able adapt to the advanced weapons and armor that can be found here. In terms of magic they are relatively new as a culture to such things though they have as much capacity for it as most other races and find no objection to acquiring magical knowledge. Their abilities with psychic powers are also on a par with humans.

Code of Honor: Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
Distinctive D-Bee: While Wolfen are generally humanoid in form they share a great many features with that of wolves and could never pass for human and therefore are subject to extreme prejudice in any CS Territory. They suffer a -4 Charisma with CS citizens.
Natural Weaponry: Wolfen possess sharp teeth and claws which do Strength + d6 damage.
Non-Standard Physiology: Due to their size and partial canine physiology, Wolfen find it difficult for him to find armor he can use. Purchases and repairs are at least doubled in cost, and there’s no way he can manage a Glitter Boy suit or other power armor built for a typical humanoid frame.
He also suffers −2 to checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
Size +1: Wolfen typically range between 7 and 9 feet in height and can weigh up to 500 lbs.
Superior Senses: Wolfen have a keen sense of smell and hearing. They gain a +2 bonus to Notice rolls involving smell or hearing.
Superior Strength: Wolfen are powerfully built and start with a d6 Strength.
Swift: Wolfen are swift runners and gain a +2 Pace and a +1 die increase for Running.
Iconic Framework:
Fated by Chance A.R.E.S.
  • Abilities & Bonuses
    • Fated by Chance: One free edge at creation (meeting all requirements except rank).
    • Mysterious Origin
      • Quick: Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
      • +1 Die Type to Strength
    • Superior Arcane Power: Innately Powered
      • AB (Superhero): 1 Power linked to its own skill at d8, 20 PPE, every power gained through the New Power edge starts with its own linked skill at d4.
      • Rapid Recharge: This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
      • New Power: Teleport + Teleport d4
    • Shadow
      • Extraction: When a character normally withdraws from a melee, his attacker gets a free attack before he does so—a very dangerous proposition for most. Your hero is adept at retreating from an engagement.
        Make an Agility roll. If successful, one opponent doesn’t get a free attack anytime you disengage (see page 76).
      • Shadow: You gain the ability to turn yourself invisible at-will. The character and all his gear become cloaked and difficult to see. Invisible beings leave some tell-tale trace of their presence, whether it’s a shimmer, a smell, footsteps, etc., so foes get a Notice roll at –4 to detect them if given some reason to do so, or if the invisible character closes within 5” (10 yards). If the invisible character does something obvious like attack or stand in the rain, the penalty to attack is halved and no Notice roll is necessary to detect their presence. Attacks made against invisible characters suffer a –4 penalty.
      • Thief: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
        Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
      • Stealth d8
    Complications
    • Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Cybernetics: Such technology creates havoc for the flow of energy an arcane background user relies upon, imposing −1 to the specific arcane skill for each point of Strain. Those without Arcane Backgrounds may ignore this complication.
    • Monologuer: Any time Raijū's Action Card is a Club, he must make a Smarts roll at -2 or spend his action bickering with the EI speaking with him in his head. Raijū may only take free actions during this turn.
    • Vow to Air EI: Raijū, despite being pup-napped, has agreed to serve the Air EI in exchange for elemental control over lightning and being freed from the Elemental Plane of Air. In return, Raijū is expected to do the Air Elemental's bidding upon Rifts Earth.
Narrative Hook
The Coalition Either through prior service or residence, or by having friends or colleagues living in the right place, your hero has or had some dealings with one or more of the Coalition States at an important level. This can be very useful, but it can also lead to some difficult questions needing answers, as well as suspicions on the part of those who discover his ties. Now that he’s with the Tomorrow Legion, he’ll have to work out both relationships.

Hero’s Journey
A.R.E.S. Heroes begin with four rolls on any Hero’s Journey tables except Cybernetics.

Body Armor
  • 1: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. C&S Crusader Heavy Combat Armor
  • 10: Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.
Training
  • 3: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • 6-7: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. Master of Magic
  • 14: When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
Advances
  • Initial Advance 1: Ambidextrous
  • Initial Advance 2: Rich
  • Free Edge (Fated by Chance): Command
  • Novice 1 Advance: Strength d10
  • Novice 2 Advance:
  • 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 Lucious Numonis on Sat Jun 02, 2018 3:08 pm, edited 8 times in total.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
Adventure Cards
  • Adventure Card: Description.
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