~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shifnal Enchanter 4 High Elf 409 years old (Venerable) STR 6 DEX 10 CON 4 INT 18 WIS 16 CHA 16 CHP 3 XHP 5 Mental Limit 77 Occupation: Enchanter (+4 enchantment, +4 Evocation, +4 Divination) Skill ranks: Echantment+8 Evocation+8 Divination+8 Business+8 Arcane Lore +8 Theology/Philosophy+8 Craft(Alchemy)+8 Feats: Practiced Stylist, Runic Stylist(Evocation), Skill Focus Echantment, Skill Focus Evocation, Enchant Study, Savant(Enchantment), Enchanter, Container Enchant, Skill Focus (Arcane Lore), Skill Focus (Alchemy) Synergies: Arcane Lore > Enchantment; Philosophy > Craft (Writing) Skill Totals: Enchantment +28 (8 Ranks, 4 int, 4 occupation, 8 feats, 4 synergy), Evocation +20, Divination +16, Craft (Alchemy)+16, Arcane Lore +16, Philosophy +12, Business +12, Craft (Writing) +7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sav Soffle Sslythen accountant, innocent, implanted by xenos and unaware of it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Withered Leaves Fortress Defenders: Equipped with listed armor and a Withered Leaves Special in place of any firearms. The standard ammo is 10mm auto, loaded with over pressure heavy soft points 1x Dragonbreed Mafia Enforcer (Criminal) (Character Level 2) [FIG1 188) {{Attack=Single Shot}} {{Attack Roll=[[3d6+5]]}} {{Damage=[[2d6+14]] Ballistic}} 1x Sslythen Insurgent (Adventurer) (Character Level 2) [FIG1 203] {{Attack=Single Shot}} {{Range Increment=25'}} {{Attack Roll=[[3d6+4]]}} {{Damage=[[2d6+14]] Ballistic}} 1x “Gumshoe” (Investigative) (Character Level 2) [FIG2 204] {{Attack=Single Shot}} {{Range Increment=25'}} {{Attack Roll=[[3d6+6]]}} {{Damage=[[2d6+14]] Ballistic}} 5x Militiaman, Recruit (Rural) (Character Level 1) [FIG2 237] {{Attack=Heavy Pull Attack}} {{Range Increment=70'}} {{Attack Roll=[[3d6+3]]}} {{Damage=[[3d4+2]] Piercing}} Arnold Shifudein Gruco Others: 18 non-combatants, including Guignol (Too old, too young, or otherwise unable to fight) 20 casualties (Too injured, confined to beds, in need of medical aid) Exposition: "Things have been going from bad to worse ever since we woke up a few months ago. Our group here was supposed to be on the first wave, but from what I heard the emergency crew got woken up a few weeks before us." "Getting out here was easy, the first time. The hab builder set up the fort, no problem. It was all the other trips that were disasters. We lost a lot of people on the way. Supplies too, whole crates of food, medicine, and weapons ended up scattered around the section. We tried recovering a couple of them later, but those things booby trapped them. Manpower's thin enough and I don't have anyone trained for EOD anyway." "Just about the only thing useful thing we've got an abundance of around here is landmines. And fruit. I'm so tired of eating nothing but space fruit and river water." "Yeah, most our watchmen are using bows. They're not much more than rural militia men, but most of our professional soldiers are confined to bunks from injuries, if they're lucky, or buried outside the walls if they're not." "Guns? We lost most of those. We've got crates and crates of ammunition and we've got shit all to shoot it with except those damned range toys. Fuckin' Executives. If I get off this ship alive..." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Arnold Level 3 Agile Synth Sniper 24 XHP 6 CHP STR 10; DEX 16; CON 8 INT 14 WIS 13 CHA 12 Far Shot, Spotter, Advanced Plasma Proficiency PPP, Distance Rifle Specialist, Weapon Focus (PPR-118) Skills Stealth +11 (moving) or +26 (still), Perception +9, Craft (Structural) +10 Arnold lost both of his legs recently in an unfortunate ambush during a mine laying operation. He has since been reassigned to a "Safe" look-out post far from the encampment. PPR-118 w/ Aug. Vision Scope all the range increments, night vision, thermal vision, +4 on attack rolls. 7 CP Single Shot +14 (3d8+2) 1 heat 3 CP Pot Shot +8 (3d8+2) 1 heat 18 CP Charge Shot, +14 (+3 BAB, +3 DEX, +4 feat, +4 eq) charge level 7 (10d8+2) 8 heat w/ 2 High efficiency Coolant packs (40 heat each) Posessions: ToculariX Flare Gun w/ Shotshell Holder w/ 6 flare shells Scouter w/ Full-featured AugScope Module PPR-118 w/ Aug. Vision Scope Chameleocloak ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shifudein (Unique Minotaur, Adopted son of Shifnal) HD 6d8+18 CHP 21 XHP 45 CP 14 STR DEX CON 20 10 17 INT WIS CHA 12 10 8 Structure Biped (Humanoid) Initiative +0 Defense 19 (−1 Size, +4 Natural +6 Armor) Touch 9 | Flat-Footed 19 BAB +4 Grapple +13 Fighting Space 10’ by 10’ Special Qualities Charge 3d8+(up to 14) [TN22 Fort], Low-Light Vision, Natural Cunning, Scent Saves Fort +8 | Ref +5 |Will +3 Skills Athletics +9 Perception +6 (+14 for scent-based checks) Presence +2, Speechcraft +9, Kn (Philosophy) +10 Feats Archaic Weapons Proficiency (Combat Swords), Armor Proficiency (Medium), Power Attack, Focused Saving Throw (Reflex) Attack(s) Charge(Melee) usable after Moving at least 20ft in a straight line 1 CP per 5ft +8 (+1 per 10ft moved, up to +5) 3d8+5 (Reflex TN Attack roll-1 reduces by 3/4ths, if it fails, Fort TN 22 or knocked 10 ft and prone) Gore (Melee) 3 CP +8 Light attack, 1d8+2 piercing damage 4 CP +8 Standard attack, 1d8+5 piercing damage 6 CP +8 Heavy attack, 2d8+5 piercing damage 11 CP +8 Full attack, 3d8+9 piercing damage Slam (Melee) 3 CP +8 Light attack, 1d4+2 bludgeoning damage (non-lethal) 4 CP +8 Standard attack, 1d4+5 bludgeoning damage 6 CP +8 Heavy attack, 2d4+5 bludgeoning damage 11 CP +8 Full attack, 3d4+9 bludgeoning damage Microwire Bastard Sword(Melee) 3 CP +12 Light Attack 3d6+9 slashing +5d12 Concussion 4 CP +12 Standard Attack 3d6+12 slashing +5d12 Concussion 6 CP +12 Heavy Attack 4d6+12 slashing +5d12 Concussion 11CP +12 Full Attack 5d6+16 slashing +5d12 Concussion Posessions: Combat Helmet, Ballistic Swordsman's Vest + Custom Fit + 20 MOLLE + Plate Carrier Pouch + Concealable Fight Vest + Custom Fit Personalized Microwire Bastard Sword (Large) (3d6+7) Permanently Enchanted with a +5d12 Concussion Effect ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Commander Gruco (Desert Elf Leader, Level 4) 17 CP (CP Loss 3), 39 XHP 15 CHP STR 10; DEX 16; CON 14 Int 12 WIS 10 CHA 18 Defense 20 (+10 eq) Touch 10 | Flat-Footed 10 BAB+4 Fort +2, Ref +3, Will +4 Feats Personal Firearms Proficiency, Favored Caliber (12 ga), Shotgun Specialist, Shotgun Expert, Medium Armor Proficiency, Toughness, Second Wind, Armor Optimization, Armor Mastery, Simple Weapon Specialist Skills Presence +12, Speechcraft +12, Knowledge Tactics +9, Athletics +8, Acrobatics +11, TorculariX 12ga Sport, Removable Choke Barrel w/ Cylinder Choke 60' Range Increment 6 CP Single Shot +12 (6d6 Ballistic) 2 CP Pot Shot +10 (6d6 Ballistic) ToculariX Flare Gun 5' Range Increment 5 CP Single Shot +7 vs 10(4d6 Concussion, 5' Radius) 2 CP Pot Shot +6 vs 10 (4d6 Concussion 5' Radius) Microwire Knife 1 CP Light Attack +4 1d4+3 2 CP Standard Attack +4 1d4+6 4 CP Heavy Attack +4 2d4+6 Posessions: Fatigues, Fatigue Jacket, Tactical Holster, Tactical Sheath, Utility Belt, Night Vision Binoculars, Removable Choke set, IRGs w/ Helmet Mount TorculariX 12ga Sport w/ Shotgun Sling & 5+15 wax slugs, shotshell holder w/ 6 exploding shells ToculariX Flare Gun w/ Shotshell Holder w/ 6 flare shells Conealable Fight Vest, Custom Fit, 2x Limb Protectors; +4 DEF, +1 Max AGL, CP Loss 1, Penalty -1, DR4/Ba,Sl,Pi 50/102 AP; Chest, Arms, Legs Tactical Vest, Custom Fit, 2x Limb Protectors, Plate Carrier Pouch; +6 DEF, +0 Max AGL, CP Loss 1, Penalty -2, DR13/Ba DR4/Sl 50/102 AP; Chest, Arms, Legs Plasma Plate w/ ExArmorCool pack (DR7/Pl,El; Soak 40;) Plasma Combat Helmet w/ ExArmorCool pack (DR5/Bl,Sl DR1/Ba AP 20; DR7/Pl,El Soak 40) Microwire Knife (1d4+6) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Guignol Ordinary, Fragile Shell Synthetic. The encampments' only still living medic. Shell is largely constructed of wood. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rudy & Jack Ordinary, Polaran Mechanical Engineer & Son, Gunsmith for the fort. Converted several dozen TorculariX Derringers into Withered Leaf Specials, hand loads all the ammunition, keeps inventory. Left leg replaced with wooden peg at the knee, left eye lost & covered by eyepatch, right hand missing thumb, index, & middle fingers. Rudy's son Jack (age 10) helps with most tasks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Colony Ship New Limerick's Captain, with his uniform in ragged tatters under a large assortment of combat gear, is attended to by a cadre of General Repair Androids and robotic utility drones. Surrounded by the bodies of crewmen and aliens alike, he stares you down with a deranged expression on his face before suddenly shouting. "More mutineers! HA HA HA HA HA!" Cackling, he points a beamcaster in your direction. Geoffrey Peterson Jr, Captain of the Colony Ship New Limerick Level 7 Armoured Synthetic BV 36 CHP 27 XHP 149 CP 12 STR 14 (18) DEX 16 CON 26 INT 16 WIS 16 CHA 18 BAB+7 DEF 24(27 vs one opponent) (+9 if using Entry Shield) Flat Footed 19; Touch 18 Damage Reduction: (11/Ba 2/Sl 52+5 AP) & (12/Ba 67+5 AP; 14/Pl,El 40 soak) & (7/Pl,El 40 Soak) & (7/Pl,El 25 soak; 5/Bl,Sl 1/Ba 20 AP head only) Saves Fort +18 (6+8+4), Ref +7(4+3), Will +7 (3+3) Attack(s) Type 50 BC 25', 30 Heat , +2 to potshots in 40', -5 if using entry shield 6 CP, Single Shot +12 5d8+3 Plasma 2 CP, Potshot +11 5d8+3 Plasma 2 CP, Pulseshot +11 5d8+19 Plasma 5 Heat 3 CP, Gridshot +11 5d9+3 Plasma 8 Heat Hidden Elarm 20', 20 heat 7 CP, Single Shot, 20' line 3d8+3 Electric TN 25 Reflex Halves 6 CP, Double Tap, 20' Line 5d8+3 Electric TN 25 Reflex Halves 2 Heat Shokpads 2 CP Light Attack, +11 1d8+1 Electric 3 CP Normal Attack, +11 1d8+4 Electric 5 CP Heavy Attack, +11 2d8+4 Electric 10 CP Full Attack, +11 3d8+8 Electric Nullsteel Entry Shield 1 cp to retract or extend 4 CP Light attack, +11 1d6+3 Bludgeoning 5 CP Normal Attack, +11 1d6+6 Bludgeoning 7 CP Heavy Attack, +11 2d6+6 Bludgeoning 12 CP Full Attack, +11 3d6+10 Bludgeoning Feats(14): Occupational: Spacecraft Operation Personal Plasma Proficiency, Advanced Plasma Proficiency, Toughness, Second Wind, Focused Saving Throw (Fort), Medium Armor Proficiency, Armor Optimization, Armor Mastery, Shotgun Specialist, Shotgun Expert, Shotgun Reloader, Improved Initiative, Danger Sense, Dodge Augmentations: Subdermal Armor (DR3/Bl,Sl,Pi) Spinal Lancing (Standard) (+2 DEF) Speed Cyberlegs w/ EMP Hardening Standard Cyberarms w/ EMP Hardening, Shokpads & Hidden Elarm (75Kw;3d8+3;Heat 20; 20';Semi) w/ HiEff Coolant Pack Posessions: Captain's Uniform Overcoat Pockets contain a high-end smartphone, a monogrammed gold plated lighter, 2d6 perfect quality cigars, and the Captain's Triple-AUTH device: a handheld computer with administrator level access to every computer system on the CSNL Active Hearing Protection Flash Goggles Captain's Type 50 Beamcaster: 165 kW (5d8+3), 30(10+10*1.5) Heat; F E 1T; 25’ Single/Pulse/Grid; Large; 3.6lbs; M&P; Tactical Sling, 2 Extra Rails, Laser/Light Combo, Ruggedization, 2 Reactive Radiators, Pulse Emitter, Grid Emitter Nullsteel Entry Shield w/ Retractable & Support contact upgrades Concealable Vest + Custom Fitting HEM Tactical Vest + Custom Fitting + MOLLE (20 slots) + Strength Servos w/ ExArmorCool pack & HiEff Pack Plasma Combat Helmet w/ ExArmorCool pack Utility Belt w/ Tactical Sheathe, 10 Cold Sprays, 4 WP Grenades MOLLE(20 slots) (6) Plate Carrier Pouch w/ Plasma Plates w/ ExArmorCool pack (3) Coolant Chill Pouch w/ 4 HiEff Packs (3) Coolant Chill Pouch w/ 4 ExArmorCool Packs (1) Grenade Pouch w/ 2 Plasma Pulser Grenades (1) Grenade Pouch w/ 2 Shield Grenades (1) Grenade Pouch w/ 2 Sonic Grenades (5) Backpack Pouch: 6 Plasma Pulser Grenades, 6 Shield Grenades, 10 WP Grenades, 10 Cold Sprays, 8 High Efficiency Coolant Packs, 4 ExArmorCool Packs Morale: The Captain's mind has broken from the stress of events on board the New Limerick. He now roams the ship's uppermost decks attempting to kill everything, whether it's an alien intruder or an unarmed survivor, he comes across. If he suspects he is outmatched, he and his robotic cadre will attempt to flee while using his executive access to lock down corridors behind him.