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Mercy Coloniala


8w_gremlin

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Anthropomorphic AntMercy Coloniala

Mutant Ant, female, winged

Paragraph 1: The Enigmatic Arrival

Mercy Coloniala's extraordinary journey began with an enigmatic arrival. Born as the sole mutant ant in her colony, her unusual abilities set her apart from the start. However, her life took a dramatic turn when she was taken by a Temporal Raider shortly after hatching. From that moment, her existence was forever intertwined with the mysterious world of time travel and the temporal magic that flowed through her veins. The circumstances of her capture remained shrouded in mystery, but one thing was certain: her destiny was far from ordinary.

Paragraph 2: Forced into a Dark Apprenticeship

Under the watchful eye of her Temporal Raider captors, Mercy was forced into a dark apprenticeship. Her unique abilities made her a valuable asset, but it came at a steep price. Her captors subjected her to rigorous training, honing not only her temporal magic but also her combat skills. Mercy became an infiltrator, skilled in the art of hunting items and people. Her abilities were further enhanced and augmented to serve the Raider's nefarious purposes, leaving her no choice but to adapt to her new role in their sinister world.

Paragraph 3: The Day of Darkness

The turning point in Mercy's life came with the fateful Day of Darkness. As the world around her descended into chaos and uncertainty, Mercy faced a pivotal decision. She could have continued her forced apprenticeship, tethered to the Temporal Raider's dark agenda. However, something within her rebelled against this fate. Instead, she seized the opportunity presented by the chaos and chose a different path. She made the daring decision to stay earthside, leaving behind the temporal manipulations of her captors.

Paragraph 4: The Journey to the Americas

With an innate, almost primal, biological imperative driving her, Mercy embarked on a treacherous journey to the Americas. Guided by her instincts, she was determined to fulfill her destiny as a queen ant. The journey was fraught with challenges, as she navigated through unfamiliar landscapes and encountered both allies and adversaries. Along the way, she honed her skills, learning to harness her temporal magic and combat prowess for her own purposes. Mercy's resolve remained unshakable as she pressed onward, forging her own path in this new world.

Paragraph 5: The Rise of Mercy Coloniala

Mercy's journey was one of transformation, from a captive mutant ant to a determined and independent force. Her experiences with the Temporal Raider had shaped her into a formidable infiltrator and warrior, but her heart yearned for a different purpose. With each step towards her destiny as a queen ant, she embraced her unique heritage and the power of her temporal magic. In the heart of 1666 America, amidst the backdrop of colonial intrigue, Mercy Coloniala would rise to fulfill her biological imperative and become a symbol of resilience and strength, defying the odds and forging her own destiny in a world both familiar and strange.

Edited by 8w_gremlin (see edit history)
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Combat Stats
Number of attacks: 7*, + 1 auto kick (1d8 damage), + 1 chemical attack
Damage:    4,+4 (bite, punch), +23 (ps),+1d6 (if sword)
Strike:    4, +2 (if chemical attack), +1 (if sword)
Parry:    6, +1 (if sword)
Dodge:    6 + 1 auto dodge
Roll:    0
Initiative:    6
Impact/punch/fall:    6
Pull punch:    3

*+ W.P. paired weapons

Skills

level: 4              
OOC skills: Bonus Base Level bought at Synergy IQ Total Notes
Native language (+5%) 5 88 1     5 102  
Math: Basic (+20%) 20 45 5     5 90  
Swimming (+10%) 10 50 5     5 85  
Climbing (+10%) 10 40 5     5 75  
First Aid (+5%) 5 45 5     5 75  
Navigation (+10%) 10 40 5     5 75  
Paramedic (+5%) 5 40 5     5 70  
PickLocks (+10%) 10 30 5   5 5 70 safecracking
Prowl (+15%) 15 25 5   5 5 70 acrobatics, auto kick (1d8 sdc)
Land Navigation (+10%) 10 36 4     5 67  
Field Armorer & Munitions Expert. 0 40 5     5 65  
Interrogation (+10%) 10 30 5     5 65  
Wilderness Survival (+10%) 10 30 5     5 65  
Intelligence (+10%) 10 32 4     5 63  
Tracked & Construction Vehicles 0 40 4     5 61  
Basic Mechanics 0 30 5     5 55  
Leather working (3rd) 0 40 5 3 5 5 55 skinning
Military Fortification 0 30 5     5 55  
Tailing 0 30 5     5 55  
Trap/Mine Detection 0 20 5   10 5 55 scent
Detect Concealment 0 25 5     5 50  
Excavation (3rd) 0 40 5 3   5 50  
Roadwise 0 26 4     5 47  
Safe cracking 0 20 4   4 5 45 locksmith
Sewing (secondary) 0 35     5 5 45  
Streetwise 0 20 4     5 41  
Basic Electronics (secondary) 0 30       5 35  
Skin & Prepare Animal Hide (secondary) 0 30       5 35  
Locksmith (secondary) 0 25       5 30  
Tracking (secondary) 0 25       5 30  
x (secondary) 0         5 5  
Acrobatics (secondary)               +2 bonus to roll with impact, +1 to P.S., P.P., and P.E. at­tributes, + 1d6 to S.D.C., and no fear of heights.
Athletics (General) (secondary)               +1 to parry and dodge, +1 to roll with impact, +1 to P.S., +1d6 to Spd and +1d8 to S.D.C.
Boxing (secondary)               +1 additional attack per melee round, +2 to parry and dodge, +1 to roll with impact/punch, +2 to P.S. and +3D6 to S.D.C.
Fencing (secondary)               +1 to strike and parry with a sword or dagger, and +ID6 to damage with a sword.
Forced March               +2 to P.E., +ID4 to Speed, +2D6 to S.D.C.
Gymnastics               +2 bonus to roll with impact, +2 to P.S., + 1 to P.P., +2 to P.E. and +2D6 to S.D.C.
Hand to Hand: Assassin                
Running (secondary)               +1 to P.E., +4D4 to Spd and +ID6 to S.D.C.
Sniper               +2 aimed shots
w.p Archery                
w.p Energy Rifle                
w.p Energy Pistol                
w.p Paired                
w.p Rifle                
w.p Heavy Military Weapons                
w.p Sword                
Edited by 8w_gremlin (see edit history)
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Accurately identify common, known objects/substances: 70% (30% if very uncommon). Automatic, no BIO-E cost. 

Identify temperature: 80%, within 1D6 degrees, includes air tem- perature. Costs 2 BIO-E. 

Accurately identify wind direction: 80%. Costs 2 BIO-E.

Moving things here...

Attributes

    Temp Warrior Ant Size Skills Total
IQ 20 -1       19
ME 22         22
MA 11 -1       10
PS 12 6 6 8 6 38
PP 10   2   2 14
PE 11 2 4 6 6 29
PB 14 -2       12
Spd 11 10 10 -4 5d4 + 1d6 = 15 42
             
SDC         9d6 + 1d8 = 25  


Size:14
SDC: 50 (base) + 20 (bandit) + 40 (ant) + 200 (natural armour) + 40 (temp warrior) + 25 (skills) = 375
AR: 16 (natural)
PPE: 160 (base)

Female, winged, Ant

Armour bonus: +40 SDC
Combat Damage Bonus: +4 to bite and punch
 

Abilities (Rifts: Mutants in orbit, pg 43) Bio-E (net 0) Notes
Antennae: All (see below) -25 +2 init, +1 strike, +1 parry, +1 dodge
Insect Flight: Fast + wings -25 150mph, +2 dodge, damage whilst flying
Medium Armour -10 200 SDC AR16 (240 MDC)
humanoid arms and hands, full -15  
Superior taste 0  
Small Mandibles -2 2d6 SDC, 1d6 MD Bite
180-degree vision 0 +1 dodge
360-degree vision -5
+1 dodge, parry, get one auto parry or dodge, can not be surprised by attacks from behind
Ultravision -2
Ultravision
Chemical attack -5
20ft, 4d6 SDC, 2d6 MD, +1 attack per melee, +2 to strike
Chemical Death -1  

Ant Mutant Powers

Antennae Powers
Track and maneuver by smell alone:
75%; roll once for every 2000 feet (610 m). Double range for the chemical secretions of that species and four miles (6.4 km) for smelling the chemical alarm of that species (automatically recognizing alarm chemicals). A failed roll means the scent trail is temporarily lost; two successful rolls out of three means the trail has been rediscovered.

Identify common, known smells and insect chemical smells: 90%. Range: 1200 feet (365 m).  

Remember and identify a specific unusual scent:50%. Range: 1200 feet (365 m).

Smell the coming of rain and large fires: 60%; two miles (3.2 km) range.

Accurately identify common, known objects/substances: 70% (30% if very uncommon).

Identify temperature: 80%, within 1D6 degrees, includes air temperature.

Accurately identify wind direction: 80%.

Track by sound alone: 60%. The giant mutants can locate human prey by following the vibration of a running car or robot engine, voices, noise from movement, or the audio transmissions of a television set or radio. Range: 1000 feet (350 m).

Motion detection and track by motion detection alone: 50%. Can follow and locate prey by following the air vibrations caused by movement (not sound per se, but air movement). Range: 500 feet (152 m).  

Feel the vibrations of an approaching ground vehicle (s), giant bot, herd of mammals, or giant animals, up to six miles (9.6 km) away. Running or walking humans 2000 feet (365 m) away. Flying vehicle or animal 4000 feet (122 m) away.

Hear ultrasonic sounds; super keen hearing: Average range: 2000 feet (365 m).

Communicate with ultrasonic sound: Average range: 2000 feet (365 m). Can also produce and communicate using sounds audible to humans. 

Exoskeleton

Medium Armor Main body: 200 S.D.C. and A.R. 16 (or 240 M.D.C.).

Temporal Warrior

After ten years of servitude: Starts as a third-level temporal warrior.
Hand to hand: martial arts or assassin. Plus one addi­tional attack per melee , + 2 on initiative , + 1 to strike and parry ,
+2 to dodge, +1 to pull punch, +2 to roll with impact, +3D6 to spd attribute, + 1D6 to P.S. attribute, + ID4 to P.E. attribute, + 4 to save vs. horror factor, + 2 to save vs. possession, + 1 to save vs. illusion and mind control, +40 S.D.C. bonus.

Can be any evil or anarchist alignment (years of deliberate acts of kind­ ness and striving to be a good person can elevate the character's alignment to unprincipled or scrupulous).

Magic Abilities: 2D4 X 10 +40 P.P.E. plus 10 per each addi­tional level of experience and can cast one spell per melee (counts as three melee actions).

Temporal magic: D-Phase, wink-out, dimensional pockets, see dimensional anomaly, time warp: slow motion, S-Dep, T­ Dep, and four spells of choice.

Other spell magic: Globe of daylight, tongues, see the invis­ible, sense magic, detect concealment, fool's gold, chameleon, escape, befuddle, and armor of Ithan.

The character can learn one new conventional spell (select from levels 1-5 only) or one new temporal magic spell every other level of experience; player's choice.

Penalties & Insanity: Reduce P.B. by two points and I.Q. and M.A . by one. Roll once on the insanity table found in the Temporal Wizard O.C.C. description.

Automatically senses the opening, closing, and location of dimensional rifts within a 20-mile (32 km) area. Similar to the Ley line walker's power.

O.C.C. Skills:

  • Prowl (+15%)
  • PickLocks (+10%)
  • Land Navigation ( + 10%)
  • Wilderness Survival ( + 10%)
  • Swimming ( + 10%)
  • Climbing (+ 10%)
  • Sniper
  • W.P. Two ancient of choice
  • W.P. Four others of choice.
  • Math: Basic ( + 20%)
  • Hand to Hand: Martial arts or assassin, pick one. (Assassin)

O.C.C. Related Skills: Select six other skills, plus two additional skills at levels three, six, nine and twelve.

  • Communication: Any ( + 5%)
  • Domestic: Any
  • Electrical: Basic only ( + 5%)
  • Espionage: Any ( + 10%)
  • Mechanical: Automobile only ( + 5%)
  • Medical: First aid or paramedic only ( + 5%)
  • Military: Any ( + 10%)
  • Physical: Any ( + 5% where applicable).
  • Pilot: Any except robot ( + 10%).
  • Pilot Related: Any (+ 10%)
  • Rogue: Any ( + 5%)
  • Science: None
  • Technical: Any
  • W.P.: Any
  • Wilderness: Any

Secondary Skills: The character gets to select four secondary
skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level.

Insanity (96) - phobia: physical transformation.

Temporal magic: D-Phase, Wink-Out, Dimensional Pockets, See Dimensional Anomaly, Time Warp: Slow Motion, S-Dep, T­ Dep, and four spells of choice. (Retro-Viewing, Remote Viewing, Temporary Time Hole, Time Warp: Send)

Other spell magic: Globe of daylight, tongues, see the invis­ible, sense magic, detect concealment, fool's gold, chameleon, escape, befuddle, and armor of Ithan.
An extra spell at levels 2, and 4 from conventional spells up to level 5 (Eyes of Thoth, Charm)

Standard Equipment:
Typically includes an environmental body armor (usually medium or heavy), air filter and gas mask, mini-oxygen tank (15 minutes of air), sunglasses, knap­ stickleback-pack, utility belt, ammo belt, laser distancer, binoculars, thermo-optic sight or multi-optic system, lighter, flashlight, a silver knife (1D6 S.D.C.), vibro-blade, one weapon for each W.P. (most are kept in a dimen­sional pocket or envelope) and 1d4+1 extra energy clips for each.

2 x Vibro-Sword (large, one-handed sword). Mega-Damage: 2d6 M.D.

Edited by 8w_gremlin (see edit history)
Name
+ 3D6 to spd attribute
10
3d6 6,2,2
+ 1D6 to P.S. attribute
6
1d6 6
+ 1D4 to P.E. attribute
2
1d4 2
2D4 X 10 +40 P.P.E
120
2d4*10+40 4,4
Insanity table 
96
1d100 96
Skills bonus to SPD
15
5d4 + 1d6 3,2,2,1,2,5
Skill bonus to SDC
25
9d6 + 1d8 1,1,2,4,5,2,3,1,1,5
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Thinking on weapons, armour and equipment to pick.

NE-4P Plasma Cartridge Pistol (South America book)

A pistol version of the rifle. It fires the same cartridges and inflicts the same damage but at a reduced range. It is very heavy and cumbersome for a pistol, but fans of firepower love it and the large grimbor and other Cibolan minions generally have su­perhuman strength so they have no problems with its use (hu­mans are 2 to strike).

Weight: 6 Ibs (2.7 kg)
Mega-Damage: 1d4x10 M.D.
Rate of Fire: Standard
Maximum Effective Range: 500 feet (152 m)
Payload: 10-shot magazine.
Black Market Cost: 25,000 to 30,000 credits. Each round costs 40 credits, so a full magazine costs 400 credits

NE-IO Plasma Cartridge Rifle (South America book)
This weapon is an energy rifle that does not require an E­ Clip. Instead, it uses thick cartridges that have a small impact primer. When the primer is hit by the mechanical weapon, the cartridge is converted into energy, causing a plasma discharge. The weapon inflicts a lot of damage, but has a limited range and the drawback is that the ammunition must be purchased from Naruni Enterprises. The gun's bore is almost two inches (51 mm) wide, so having it pointed your way is very intimidating. The Cibolan soldiers are equipped with this weapon almost exclusively, both because they are very effective and because their ammunition can't be found anywhere else in South America, so deserters will quickly run out.

Weight: 20 Ibs (9 kg)
Mega-Damage: 1d4x10 per single shot.
Rate of Fire: Standard
Maximum Effective Range: 1200 feet (366 m).
Payload: 20-shot magazine.
Black Market Cost: 40,000 credits. Each round costs 40 credits, so a full magazine costs 800 credits.

Wilk's 457 Laser Pulse Rifle (New West book)
One of the newer designs from the wizards at Wilk's Laser Industries Inc. is a rapid-fire pulse rifle that has the trademark features of all of Wilk's high-quality weapons; sleek, light­ weight, black plastic and ceramic construction, long distance fir­ing range, and reliability in the field. This weapon was released four years ago and became an instant classic.

Weight: 6 lbs (2.7 kg)
Mega-Damage: 3D6+2 M.D. per single shot, or 1d6x10 per multiple pulse burst (three simultaneous shots).
Rate of Fire: Standard, see Modem Weapon Proficiency Section.
Effective Range: 2000 feet (610 m)
Payload: 30 single shots per standard long E-Clip or 10 pulses.
Bonus to Strike: +1 to strike on an aimed shot.
Cost: 40,000 credits.

T-42 Commando Scout (Triax and the NGR book)
full environment body protection

  • Normal Optics and Split View Screen/Projection: A video projection simulates normal color vision. Video images are displayed on the HUD same as the "Cyclops" helmet.
  • Standard Optical Enhancements: Passive night vision (2000 foot! 610 m range), telescopic (5 X magnification, 6000 foot! 1830 m range), and light filters.
  • A miniature multi-purpose computer shows system errors within the armor, damage levels, and oxygen supply, and that also functions as a calculator and clock indicating time (can be used as a stopwatch and alarm clock too), date, and direction (compass).
  • Laser Distancer: indicating the distance of a target or item. Maximum effective range: 1000 feet (305 m).
  • Laser Targeting: Adds a + 1 strike bonus. Maximum effective range: 1000 feet (305 m).
  • M.D.C.: 70
  • Weight: 12 lbs (5.4 kg)
  • Excellent mobility! No prowl penalty.
  • Market Cost: 50,000 credits.
  • Colors: Light green, dark green, light grey, medium grey, tan, black, white or camouflage.Ω
Edited by 8w_gremlin (see edit history)
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