Agamemnon - Hellfire Frame 7.0

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Agamemnon - Hellfire Frame 7.0

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Post by BlazingStarX »

<<> Player Info <>>
IRC Nick: Malachai
Real Name (Optional): Mike
Time Zone: Eastern
Converted 1/10/2026

<<> Character Info <>>
Name: Agamemnon - Hellfire Frame
Race: Artificial Life
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0/18

* Hardy (3 pts) - This character gains +100 natural physical damage soak.

* Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.

* Transhuman (3 pts) - The character is able to install specific Mechanical Augmentations into their bodies, which will convert Item Slots into Augmentation Slots. When an Item Slot is converted, it can not be converted back! If a character's Item Slot count drops below the amount that their augmentations occupy (that is, if a character goes from 10 Slots total (6 Item, 4 Aug) to 3 Slots (0 Item, -1 Aug)), a character will begin undergoing rejection syndrome.

* Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Sight

* Status Effect Immunity - Cybernetic (3.5 pts) - Your body is completely immune to specific status effects due to artificial construction. A status effect is considered to automatically fail upon you. If by some chance you are afflicted, its status duration and effect level are lowered by 1. Note, certain status will always be afflicted
Cybernetic

* Weakness to EMP (-2 pts) - This character is susceptible to bursts of electromagnetic energy. While most things a character has (an artificial body, postmodern electronics, mechanical augmentations) are shielded in some way against EMP, dedicated EMP weapons and items can still damage or reboot systems, causing a myriad of different status effects temporarily.

* Striking (-1.5 pts) - This character has some kind of natural attribute, whether it's skin color, hair color, eye color, etc., that makes it very easy to pick out in a crowd. If this character is recognized by a group, it will be easier to recognize and memories don't fade easily.

* Unusual Eyes (-1.5 pts) - Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.

* Camouflage (2 pts) - Choose a specific terrain type (urban, jungle, forest, desert, etc.). When this character is operating in this environment, this character benefits from Mild "Invisible" status. Attacks rolled under 25% of the attacker's possible roll miss automatically. The Faded character's anti-detection roll results are raised to 125% (a roll result of 60 becomes 75).

* Combat Junkie (-2.5 pts) - This character loves to fight. LOVES to fight. The character rolls a step lower on Speechcraft checks naturally. This character also feels compelled to attack first to solve problems, requiring a Concentration check to resist the urge, the DC equaling that character's highest Weapon Proficiency skill plus their current equip weapons to-hit.

* Shards of the Past (3 pts) - This character may choose up to three skills to be considered "Extra Training," allotting them 65 skill points apiece to those particular skills. Each skill costs 1 point.
Weapon Proficiency - Swords
Weapon Proficiency - Submachine Guns / Carbines
General - Vehicle Operation : Light Air/Spacecraft

* Flight (2 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances.

* Improved Flight (3 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly long distances.

* Bioluminescence (-2 pts) - This character, or a portion of it (eyes, hair, etc.) emits a glow that is only visible in the darkness. That makes it easier to pick them out in otherwise difficult situations. This character rolls a step down on stealth roles in this situation. But hey, they are a great source of light!

* Sky Sentinel (2 pts) - This character benefits from a +10 bonus to Athletics checks while flying.

-= Character Classes =-
 
1) Expert Pilot
Associated Statistic:
Description: A varied pilot is one of the most necessary people to have around in tight situations. Whether it's by land, sea, air, or space, these people can get you where you need to go, fast.
Effect: +5 to Vehicle Operation: Light Air/Spacecraft of choice, Vehicle Operation: Super Mecha, +3 Artisan: Engineering, Survival
2) Commando
Associated Statistic:
Description: The modern civilizations' Commando units are among some of the most highly trained and versatile soldiers of the new war. They're well-educated and precise, and while trained in each other's work, each generally specialize in one role to support a group rather than stand alone.
Effect: +5 to Weapon Proficiency: Sub-Machine Gun, +3 Athletics, Reaction, Artisan: Engineering, Survival
3) Machinist
Associated Statistic:
Description: Machinists are precision engineers who use unique and pinpoint tools to create microgadgets or enhance or fine-tune existing ones. Their intricate knowledge of small-scale engineering makes them expert lockpicks and a knowledgeable mechanic.
Effect: +5 Artisan: Engineering, Subterfuge, Vehicle Operation: Heavy Ground
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - Jump In and Go
Associated Class: Expert Pilot
Prerequisite:
Description: Regardless of his or her technical expertise, some pilots just ... get it, and they recognize that most craft of a similar type all have similar operations, even if their interfaces or controls are laid out differently or they're centuries apart. Left is still left, and faster is always better.
Effect: Removes the "learning period" for new vehicles for pilots. When a new or unfamiliar vehicle is found and has locked systems or has restrictions put on it, the pilot is immediately informed of these to as great an extent as possible, and removes any negatives that would usually be incurred on learning to use a vehicle, regardless of size, nature, or type.

*Feat 2(400XP) - Gun Nut
Associated Statistic:
Prerequisite:
Description: This character has a way with modern firearms that impresses and concerns others, to the point where nearly any modern firearm is simply natural in his/her hands.
Effect: This character no longer suffers an "Unskilled" penalty when using weapons that operate under Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, or Heavy Weapons skills.

*Feat 3(600XP) - Robotics Expert
Associated Class: Machinist
Prerequisite:
Description: When it comes to automated units, robots, or -- as some call them, the modern golem -- this character has the know-how to take them down, dismantle them, repair them, or any number of other helpful or harmful things for these machines.
Effect: Allows a Machinist to build Custom Abilities off of his/her Artisan: Engineering skill tree. These Abilities are granted an automatic +500 damage to mechanical or synthetic life-based enemies and a +1 Severity to any status effects, AFTER the ability is created normally. These effects also work on restorative Abilities!

*Feat 4(800XP) - Teleportation - Zero Point Drive
Associated Statistic: Spirit
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: The character is able to teleport 2 line-of-sight areas away from his/her current position. This will not pass through solid, even flimsy objects.

*Feat 5(1000XP) - Feature - All In One Radar "AI1R" Systems Suite
Associated Statistic: None
Description: The All In One Radar "AI1R" Systems Suite is the ultimate radar package, with both Radar and Ultrasound mappers to give a near flawless layout of large areas, long range target tracking with the ability to mark locations on the map inlcuding Line of Sight Cones, intergrated with a Sound Monitor tuned to party generated noise levels.
Effect: Combines all the traits of:
<->Wayfinder Radar System: Radar and threat detection system that serves as a sensing and early-warning device; beginning users can tune it to keep track of any threat, so long as the threat remains within a local threat vector. It is able to map and detect entities within a larger area than earlier radar systems, with more precision.
<->Stealth Monitor: Provides a direct feedback to the level of ambient sound generated by the user. The implant's central processing unit can also perform instant situation-based analysis of targets identified via line-of-sight and is capable of predicting the vision cones of these targets with great accuracy, even after loss of direct observation.
<->Mark & Track Software: By tagging targets, the user is able to track their movement up to a range of a 100m. An icon appears, displaying the target's location at all times, making stealth operations that much easier. To track 1 target, costs 10% max MP per "round"; for each additional target, adds 5% per round (3 targets = 20%).
<->Ultrasound Scanner: A unique device that functions similar to sonar and radar, but at a more constant and advanced pattern. The Ultrasound Scanner consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to "see" textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), It can also be set to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion sensors or someone else’s ultrasound sensors on active mode (or bats).

Feat 6(1200XP) - One in a Million
Associated Class: Expert Pilot
Prerequisite:
Description: When it comes down to the breaking point in vehicle combat, whether it's in a massive battleship or twisting a Parisian corner in a Mini, sometimes ... you just get lucky.
Effect: Per engagement, the Expert Pilot can substitute his/her actual Vehicle Operation roll with a Luck roll, plus a (Vehicle Operation level * 25) bonus to it. This has GM-determined results, and can turn the tide of a massive battle or a life-or-death situation... for better or worse.

Feat 7(1400XP) - Jury Rigging
Associated Class: Machinist
Prerequisite:
Description: This character's an expert at making do with what's at hand rather than what's needed. He/she is able to use spare parts from a car engine to repair an aircraft engine, and can use the blade of a sword to repair the blade of an axe. It's all in the right application of duct tape and bailing wire.
Effect: A Machinist with this feat has the ability to create tools, gadgets, weapons, and other items made of materials up to 2 levels less than their Engineering skill allows (that is, if the skill level allows Radiant Metal smithing, the character can make any Metal-based item) without special tools or a workspace, simply what's at hand.

Feat 8(1600XP) - Demolition Expert
Associated Statistic:
Prerequisite:
Description: This character has an affinity for things that go "boom!" whether it's planted explosives, thrown weapons, or the good old-fashioned rocket launcher.
Effect: When dealing with explosive weaponry, the DC to avoid the effect is raised by 20% (DC150 becomes DC180, DC300 becomes DC360.)

Feat 9(1800XP) - Improved Teleportation
Associated Statistic: Spirit
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: This feat requires Teleportation. The character can teleport up to 4 Areas away, into areas that are out of their line-of-sight, but not through solid, even flimsy, objects.

Feat 10(2000XP) - Transformation - Ether Knight Frame
Associated Statistic: None
Description: The character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat MP per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledges), feats and stats.
Effect: The alternate form starts at 1000 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 20% exp bonus for splitting the experience evenly between two forms.

Feat 11(2200XP) - Feature - Enhanced Imaging(Dark Vision)
Associated Statistic: None
Description: Augmented Reality style vision overlay, depicting surroundings in 3D wire frame, defeating vision obscuring obstacles such as smoke and darkness.
Effect: Provides dark vision

Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:

+0 Monthly XP
+0 Artisan Bonus:
Milestone Derivatives:
Improved Soak: + -> +25 Phys/Mag Soak
(PC)  Health: [] + | Bonus: +
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved Soak: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Soak: +25 (x10)
Ability:
Supple Resistance
Description: Your body has a uniquely tensile toughness that allows you to effectively tense at a moment’s notice, even mid-motion. You have learned to use this to your advantage...
Effect: On a failed dodge/block, the holder of this Feat is allowed a half-Brace, lowering the physical damage they take by 25%. This effect does not take place if the character has another source that would reduce damage by more than 25%, such as Mild or Moderate Defense, or an elemental barrier.

 
Milestone Derivatives:
Improved Melee: + -> +5 awareness bonus on melee attacks
Improved Ranged: + -> +5 awareness bonus on ranged attacks
(PC)  Awareness: [] + | Bonus: +
Initiative: 1d500 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Melee: +
Improved Ranged: +
Milestones:
(50, 150, 250, 350, 450 exp) Improved Melee: +5 (x5)
(100, 200, 300, 400, 500 exp) Improved Ranged: +5 (x5)
Ability:
Sharpened Senses
Description: There are some people who can truly master their environment, having a general feel for their surroundings, whether braving the wilds, or simply appreciating the subtle flavors of a well-cooked meal.
Effect: Perception rolls can be made twice, and you can keep the higher roll.

 
Milestone Derivatives:
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
Improved Reaction: + -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
( )  Dexterity: [] + | Bonus: +
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +
Improved Reaction: +
Milestones:
(50, 150, 250, 350 exp) Improved Dodge: +5 (x4)
(100, 200, 300, 400 exp) Improved Reaction: +5 (x4)
 
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
( )  Strength: [] + | Bonus: +
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400 exp) Improved Physical Damage: +100 (x8)
 
Milestone Derivatives:
Improved Crafting: + -> +5 Spirit roll bonus when crafting
( )  Spirit: [] + | Bonus: +
Base Magical Damage: (250 * 2) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Crafting: +
Milestones:
(50, 100, 150, 200, 250 exp) Improved Crafting: +5 (x5)
 
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
( )  Luck: [] + | Bonus: +
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Improved Critical: +
Milestones:
(50, 100, 150, 200, 250, 300 exp) Improved Critical: +500 (x6)
 
_______________________________________________________________________
<<>Skills<>>


0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
General - Acrobatics
General - Athletics
Name: Dodge Leap
Cost: 60
Effect: Use an athletic maneuver -- a dash, a skid, a slide, a jump -- to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. A successful check with this Advanced Skill allows the character to fully avoid an attack, while a failed check with this Advanced Skill allows the character to reduce incoming damage by 10%. This can stack with other Brace-enhancing feats, traits, or primary characteristics, up to a maximum of 50%. This maneuver can only be used once a round.
General - Reaction
Name: Block
Cost: 10
Effect: Use a melee weapon to block another melee attack.
Name: Counter Strike
Cost: 15
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike
Name: Quick-Draw
Cost: 15
Effect: Allows for the change of 1 piece of equipment per round as a free action.

Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
General - Computer Use
General - Perception
General - Gather Info
General - Search
General - Stealth

Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
Weapon Proficiency - Swords
Name: Dual Strike
Cost: 15
Effect: Allows a 1d2 hit combo.
Name: Triple Strike
Cost: 60
Effect: Allows a 1d3 hit combo.
Weapon Proficiency - Submachine Guns / Carbines
Name: Strafe
Cost: 30
Effect: Allows for a single burst of fire which strikes up to 2 enemies grouped together. A rapid fire weapon is required.
Name: Improved Called Shot
Cost: 90
Effect: The penalty from targeting a specific part of a body is removed.

Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +

Artisan
Bonuses: Spirit: +, Crafting: +
Artisan - Engineering

Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
General - Vehicle Operation: Light Air/Spacecraft
General - Survival

_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
Skill Shot
Skill Level 3 (SMG)
Description: Agamemnon pulls off a targeted shot, ment to showcase the droid's skill with a SMG.
30 Style points
5 Attribute Points available, Max Attribute Level 4
Max Damage Level 6, 180 MP to use
Damage: Level 4: +400
Range: Level 1: 1 target
Double Tap
Skill Level 4 (SMG)
Description: A quick, double burst of gun fire.
50 Style points
6 Attribute Points available, Max Attribute Level 4
Max Damage Level 8, 320 MP to use
Damage: Level 4: +400
Range: Level 1: 1 target
Combo: Level 1: 1d2 hits
Auto-Repair Subroutine
Skill Level 2 (Sword)
Description: Agamemnon activates a subroutine that repairs physical damage to its frame.
15 Style points
4 Attribute Points available Max Attribute Level 4
Max Damage Level 4, 80 MP to use
[ ] Restoratve
-- This ability restores HP instead of damaging it.
-- This does not affect attribute points.
Damage: Level 4: +400 (+500 to mechanical or synthetic life)
Twin Eagle
Skill Level 4 (Sword)
Description: An overhead attack, that traces a V in the air with two downward strikes meant to deal increased damage.
50 Style points
6 Attribute Points available, Max Attribute Level 4
Max Damage Level 8, 320 MP to use
Damage: Level 4: +400
Range: Level 1: 1 target
Combo: Level 1: 1d2 hits

-= Magical/Psionic (Spell Points) =-
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Czech Weapons CZW-438 Submachine Gun(Alabaster)
Price: 1,022,460 gil (336,000 gil)
Augmentation Slots: 4
Controlled Shots: 2 (+3)
Roll Bonus: +45
Damage: 2050 (2000)
DC: 110/180/250
Skill Required: 6(5)
Tuning: 6
Damage: +10, +20, +30, +40, +50
Controlled Shots: +1 Shot
Slot 1: Ammunition - Hammerhead Rounds
Description: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. Each attack with Hammerhead rounds (regardless of controlled shots) inflicts Mild "Off Guard" status. (Mild: [Knockdown] Target loses 1 action to getting up, suffers penalties to attack, dodge.)
Slot 1(Alternate): Ammunition - Cryo Rounds
Description: Standard ammunition is replaced with a tiny amount of liquid nitrogen contained within a discarding sabot. Each attack with cryo rounds (regardless of controlled shots) inflicts "Freeze" status. First strike incurs Mild, and each successive strike (unless status is cured) inflicts next level of status. (Mild: [Frosty] The next physical attack deals unsoakable damage.)
Slot 2: Targetting VI
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.
Slot 3: Thermal Sight System
Restrictions: Weak to EMP
Description: A bleeding edge high-tech sight that can be used even with extreme heat sources, as it's system can pick out mobile enemies from superheated terrain. +5 to roll bonus, negates vision obstructions, see through thin walls.

Hatred Edge (Pyrite Sword)
DC To Make: 98/168/238
Skill Level To Use: 3
Price: 250,000 gil
Roll Bonus: +19
Damage Mod: +600
Augmentation Slots: 5
Slot 1: Enlighten Skill: Swords +16
Slot 2: Dex +8
Slot 3: Inflict Mild Confuse on attack. Mild: (Addled) Roll 1d2 before action is chosen. 1, must target random enemy/s. 2, must target random ally/s
Slots 4-5: Luminarend(Double damage to targets weak vs Holy. Half to those resistant.)

Medium Kunzite Armor
Price: 421,125 gil (275,000 gil)
Physical Soak Bonus: 700 (500)
Magical Soak Bonus: 700 (500)
Crafting DC: 100/170/240
Augmentation Slots: 3/5
Stat:
Slot 1:Exo-Skeleton V10 (+5 Str)
Effect: Bonus Range +10
Slot 2:Exo-Skeleton V10 (+5 Dex)
Slot 3: Aware +8
Support:
Slots 1-2: Insulation
Description: The suit is insulated allowing a user to come into contact with electrical devices up to a certain level of charge. Prevents "double damage" from electrical/lightning-based attacks due to armor/electronics. When "Shock" status is inflicted, reduces its severity by one level passively. (Acute becomes Moderate, Mild is ineffective).
Slot 3: Internal Shielding IV
Description: An energy shield that works to protect the wearer from excess harm. Either via the area around them or hostile physical trauma. The Ariake Technologies model, a completely revolutionary take on energy shielding, is capable of high level protection to heat and some radiation. It holds an energy field that provides +200 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.
Slot 4-5:Glass-Shield Cloaking System
Effect: Invisible at Acute: [Ethereal] The target is basically a shimmering outline. Attacks rolled under 75% of the attacker's possible roll miss automatically. The Ethereal character's anti-detection roll results are raised to 175% (a roll result of 60 becomes 105).
Description: The Glass-Shield Cloaking System is a third generation stealth technology, composed of a grid of fine induction wires connected to a control system contained within the armor's torso region. The matrix is layered directly beneath the superficial layer of most armored materials; when activated, it generates a tuned, fixed-focus electromagnetic field that temporarily adjusts the frequency of EM radiation around the user. The net effect is a 'cloak of invisibility' which appears near-perfect. The effect can only sustain itself for 5 rounds before requiring another 5 round cool-down. Caution -- movement can still be heard!

Ring 1: Cardinal Ring of Stealth
Price: 360,000 gil
Crafting DC: 106/176/246
Max Enchantment Level: 5
Natural Property: +7
Stealth Bonus +14
Aug: Str +5

Ring 2: Alabaster Ring of Strength
Price: 420,000 gil
Crafting DC: 110/180/250
Max Enchantment Level: 5
Natural Property: +9
Str +9
Aug: Health +5


Zollars: 1,483,370 (50,000 zollar monthly income)
Crowns: 2,399,500 (500,000 crown monthly income)
Gil: 1,100,000‬ (100,000 gil monthly income)
_______________________________________________________________________
<<> Inventory <>>

Total Slots 40
Body Augmentation Slots 15

Slots 1-2:
MHD-995 Hacking Device
Manufacturer: Sarif Industries
Price: 3600 gil
DC to Make: 6000
Restrictions: Occupies 2 Augmentation Slots
Description: A dedicated microcomputer module featuring a series of processors and databases, programmed with multiple code-breaking and counter-cryptography subroutines. Provides a +10 to Computer Use rolls.

Slot 3:
Network Scout Electronic Systems Analysis Augmentation
Manufacturer: Sarif Industries
Price: 6000 gil
DC to Make: 3500
Restrictions: Requires MHD-995 Hacking Device
Description: Provides the user with important information during a hacking scenario, including the percentage likelihood of detection, content of APIs, and/or content of datastores. Allows a hacker to detect the type of defenses a system possesses in a hacking check should it be desired.

Slot 4:
NeuralOptics Node Fortifier
Manufacturer: Costikyan Deveopment, LLC
Price: 6000 gil
DC to Make: 4000
Restrictions: Requires MHD-995 Hacking Device
Description: Instantly turn any captured node into an intruder asset against the host system, rendering it both a barrier against detection, and a solid beach-head from which to launch further intrusion. When actively hacking with this upgrade, every 10 levels in Computer Use provides +1 extra roll (Luck roll) when fighting detection.

Slot 5:
MHD-995SH Informational Warfare Obfuscation Augmentation
Manufacturer: Carrington Institute
Price: 8400 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Requires MHD-995 Hacking Device
Description: During an intrusion scenario, the Obfuscation Augmentation actively transmits misdirection and noise packets throughout the target system, alternately confusing and confounding active software defenses, decreasing the likelihood of detection by intrusion countermeasures. Provides a % chance of not being detected on a failed roll.
Computer Use Level 1-2: 10%
Computer Use Level 3-4: 15%
Computer Use Level 5-6: 20%
Computer Use Level 7-8: 25%
Computer Use Level 9-10: 30%

Slots 6-8:
Anti-Espionage, General-purpose Intelligence Shield (AEGIS) System
Manufacturer: Carrington Institute
Price: 29,400 gil
DC to Make: 30000
Restrictions:
Description: One of the most powerful anti-surveillance sweepers on the civilian market, the AEGIS device performs the function of a half-dozen devices on its own. It allows for wide-area detection and jamming or scrambling of audio bugs and surveillance devices, as well as the detection and hijacking of wireless surveillance such as video cameras.

Slots 9-11:
Stun Grenade Mk. 5
Manufacturer: Ares Armaments
Price: 5250 gil
DC to Make: 100
Description: To avoid, DC 200, inflicts acute "pain" status.

Slot 12-14:
Semtex Grenade Mk. 5
Manufacturer: Elanus Risk Control
Price: 24000 gil
DC to Make: 400
Description: To avoid, DC 360, deals 3500 damage.

Carry Slots 25

Slot 1:
Anti-Espionage, General-purpose Intelligence Shield (AEGIS) System
Manufacturer: Carrington Institute
Price: 29,400 gil
DC to Make: 30000
Restrictions:
Description: One of the most powerful anti-surveillance sweepers on the civilian market, the AEGIS device performs the function of a half-dozen devices on its own. It allows for wide-area detection and jamming or scrambling of audio bugs and surveillance devices, as well as the detection and hijacking of wireless surveillance such as video cameras.

Slot 2:
Nexus
Manufacturer: Armali Council
Price: 73500 gil
DC to Make: 19,000
Restrictions: Up to Etaware Assist-Soft, 5-slot Combat-Softs
Description: The Armali Nexus is a high-tech, militarized weapon that specializes in combat-grade technology, including a wide range of vehicles, weapons, and cyberwarfare. With a specialized dual-booted operating system, this model of Omni-Tool is versatile, responsive, and reliable. The Nexus has 5 Cyberware slots.
Cyberware: 5/5
Deltaware Computer Use Assist-Soft(+8) 8400 gil
Deltaware Artisan:Engineering Assist-Soft(+8) 8400 gil
Deltaware Artisan:Vehicle Assist-Soft(+8) 8400 gil
Ability Soft: Geiger Sensor
Ability Soft: Combat Scanner I
--
Ability Soft: Geiger Sensor
Price: 17500 gil
Restrictions:
Description: A third-generation Geiger Counter, the Geiger Sensor detects dangerous radiation by filtering out standard, harmless radiation unless it higher-than-average quantities. The Geiger Sensor will passively scan the area the wearer is in for radiation, and makes audial and visual warnings when dangerous radiation is detected.

Ability Soft: Combat Scanner I
Price: 26250 gil
Restrictions:
Description: Using a Standard Action, the user can wave the Omni-tool to where a target passes its sensors, and the Omni-tool will generate basic biological data about a target, including its HP, MP, Race, and Notes about it.
--

Slot 3:
1 unit Beryl

Slots 4-6:
Foaming Grenades Mk. 1
Manufacturer: Rosenkov Materials
Price: 39000 gil
DC to Make: 500
Description: To avoid, DC 400, inflicts mild "slow" status.

Slots 7-9:
FragLas Grenades Mk. 5
Manufacturer: Misriah Armory
Price: 24000 gil
DC to Make: 300
Description: To avoid, DC 270, deals 2000 damage.

Slots 10-12:
Beam Grenades Mk. 1
Manufacturer: Shinra, Inc.
Price: 162750 gil
DC to Make: 1000
Description: To avoid, DC 540, deals 4000 damage.

_______________________________________________________________________
<<> Character Description <>>
Age: ---
Height: 6ft
Weight: --- (optional)
Appearance: You see a sleek humanoid bodied robot with matte black paneling and red highlights standing 6 feet tall with two notable blade like vernier extending from its back. A blade and a SMG can be seen attached to the back of its waist. There is no face, just a vaguely face shaped head with two sets of glowing red eyes that seem to regard you with interest.
Eye Color: Glowing Red
Hair Color: ---
Notable Features: Blade like vernier extending form back, and glowing red highlights along various parts of frame.

<<> Character Personality <>>
Favorite Food: Does not eat
Likes: Mecha figurines and models
Dislikes: Not programmed to dislike anything
Favorite Color: Does not have a favorite color
Fears: Incapable of fear

<<>Character Background<>>
History:
*Begin short range transmission*
Thank you for choosing Apollo Industries, your number one choice for stellar solutions to your automation needs.
Agamemnon series adaptive AI
Created as a replacement for flesh and blood soldiers, the Agamemnon series adaptive AI is designed to fit multiple rolls on the battlefield. Each unit is pre-programmed with skills necessary to fulfill it's designated roll, making initial start up a breeze. Each unit comes standard with one of our patented stasis pods, a multi-purpose unit designed to function as the Agamemnon's recharge, repair, and storage bay. The pod also functions as a micro factory, and is able to rebuild the base unit and restore AI to it's original state, making the Agamemnon series a truly versatile investment. All Agamemnon series adaptive AI's are pre-installed in our Hellfire series combat frames, which are outfitted with our unparalleled omniscient sensor suite to keep it abreast of the situation on the battle field, heavy blast armor for enduring those grueling assaults you no doubt have planned, arms and equipment required for it's designated roll, retractable vernier for increase maneuverability in any environment, and a zero point drive to ensure it always has the jump on the enemy, even if the enemy gets a jump on them! Each frame is also fully customizable and will accept nearly any modification that you can think of! Order your new army today, before the competition does!
*End transmission*
This particular Agamemnon unit was purchased and programmed for a war that it never made it to, as the star ship transporting it was destroyed in transit. It's stasis pod remained intact, leaving the unit deactivated while it drifts through the cold vastness of space. Perhaps fate has other plans for it, or perhaps it is doomed to wander the cosmos, blind to all the wonders and mysteries just beyond it's creche.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Last edited by BlazingStarX on January 13th, 2026, 3:26 am, edited 11 times in total.
BlazingStarX
Posts: 43
Joined: January 15th, 2013, 4:13 am

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