The Jackal

Sheets for the Silver Class: Tier 4 enemies will be kept here.
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The Jackal

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Post by Tony »

Name
The Jackal

Reward:
22 xp (1st run)
Triad Rifle (2nd run)
Fully Modified Triad Rifle (Including Scope, Silencer and Ammo variants) (Extreme Challenge)

Description: Your opponent appears in the midst of a small underground control room, a man in a brown leather trench coat and cowboy hat, short brown hair. He looks of Australian descent, but has the cold hard eyes of a killer.

Weapon of Choice: (see below)

HP: 176000
MP: 0
Physical Soak: 4000
Mental Soak: 4000

Dodge Roll: 1d150+72

Attack Behavior:

1, 2, 3, 4: Open Fire (with selected weapon)
5, 6: Grenade (1d10)
7: Desperado (1d10 Grenade, Open Fire)
8: Switch Ammo Type (1d5 (Triad only). If pistol, Open Fire.
9: Switch Weapon
10: Triad Mode (Switches to Triad Rifle and unloads all 3 magazines, 11,000 damage, -40 to all rolls, no healing until status is removed, and Mild "Radiation" status.

Weapons:
Hamilton Duelist (5,000 damage x 1d3; 1d190+90)
Triad Rifle (Samael Assassin - 11,000 damage; 1d170+80)

Ammo Variants (Triad Rifle only):
1, 2: Standard Ammunition
3: Chemical Rounds (Sedative) - Standard ammunition is replaced with a sabot-contained dart that, when an organic target is struck, inflicts -40 to rolls for 1d5 rounds.
4: Polonium Rounds - Each attack with polonium rounds (regardless of controlled shots) inflicts Acute "Disease" status until cured. (Acute: (Acute Disease) Character is unable to recover HP or MP.)
5: Radioactive Rounds - Each strike with radioactive rounds (regardless of controlled shots) inflicts Mild "Radiation" status. (Mild: [Alpha] Each round of exposure causes Blind effect, increasing from Mild to Terminal every 2 rounds.) Round must be removed with First Aid check to remove effect.

Grenade Types:
1, 2, 3, 4) Hi-Ex Frag Grenade - A somewhat larger, bulbous grenade loaded with high explosives to give it a higher blast radius and more power. 6000 damage. To avoid, DC140 (160 in cover).
5) Smoke Grenade - A steel-grey cylinder that, when activated, mixes a set of chemicals inside that produce a dense fog within seconds of activation. Provides a +20 bonus to dodge checks in the area it's activated unless some form of vision enhancement is used.
6) Stun Grenade - A sleek dark grey ball with a depressing section at the top of it, this grenade creates a bright flash and a loud bang that register across both the audible and visible spectra in order to affect as many creatures as possible. Inflicts Acute Off-Guard effect on biological targets. Mechanical targets unaffected. To avoid, DC160 (180 in cover).
7) Groundshaker Grenade - An improvement on previous concussion-type weapons, this version of the grenade instead uses sonic power to create the tremors, emitting a powerful, sub-audible wave of sonic power both into the ground and into the surrounding area. Inflicts Acute Off-Guard effect on targets. To avoid, DC160 (180 in cover).
8) EMP Grenade - A grey steel cylinder with a red button on top, as well as a blue fluorescent light on the opposite end. A powerful device able to briefly form an electromagnetic charge before dispersing it into a wide area as a pulse. This weapon is used to disable or destroy lesser electronic systems. On unshielded mechanical targets, inflicts Acute Pain effect. On shielded mechanical targets, inflicts Mild Slow effect. To avoid, DC140 (160 if in cover).
9) Breaker Grenade - A strange, glowing sphere resembling a Materia, this grenade emits a strange energy-based wave that renders Limit Breaks, Trances, Alternate Forms, Transformations, and Polymorphing Shapes completely unusable for 1d4+2 rounds. To avoid, DC150 (180 if in cover).
10) N-Bomb - A grey steel device designed to fire a light neutron radiation over a dome shaped area. Inflicts Chronic Radiation effect on biological targets. To avoid, DC200; this radiation field is not affected by cover and negates cover bonuses to dodge.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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