Tiryin Vonnarc

Alastair Cadwallader's page

154 posts. Alias of Corerue.


About Alastair Cadwallader

Okay, so a couple things, and I reckon I'll have to mention this multiple times if this thread gets super long, but that's cool:
1. Point buy for Attributes is 38 as opposed to the 35 listed in RAW.
2. In addition to the couple of free skills every character already gets, you also get Hobby at the Student level and one Combat skill of your choice at the Student level for free.

"...No amount of force can control a free man, a man whose mind is free. No, not the rack not fission bombs, not anything - you can't conquer a free man; the most you can do is Kill him."
* Quote {Robert A. Heinlein}

Name: Alastair Cadwallader
Race: Human
Story Guide: DRA!
Allegiance: Engel Project
Profession: Engel Pilot, Seraph Class
Age: 28
Sex: Male
Race: Human
Height: 6’9”
Weight: 250 lbs
Place of Birth: Iceland
Virtue: Courageous
Flaw: Impatient
Distinguishing Features: Platinum Blond Hair, Grey Eyes and sever scarring from years of combat.
Signs: Virgo (8.24 to 9.22) – “I Analyze,” Earth. Reserved, modest, practical, discriminating and industrious, analytical and painstaking, seeking to know and understand. They are perfectionists who dissect facts in order to find the truth and obtain all the information available. However, they tend to get bogged down in the details and complicate things. Key trait: Conscientiousness.

Attributes:
Human (38 points +1 for human +2 = (+2 Agility = 6 cheat points))
Agility -----> 10– 5 Master
Intellect----> 6 – 3 Adept
Perception-> 8 – 4 Expert
Presence --> 5 – 2 Novice
Strength ---> 5 – 2 Novice
Tenacity ---> 7 – 3 Adept

Actions: 3 Actions
(Agi+Per/2= 9)
Movement: 13 Mph (32 / 8 ypt)
(Agi+Str/2=7.5 = 7)
Orgone: 11
(Int+Ten/2= 6.5 = 6 +5)
Reflex: 8
(Agi+Int+Per/3)
Vitality: 11
(Str+Ten/2+5)
Wounds: 55
(Vit*5)
*None-----------> 1-11
*Light-----------> 12-22
*Moderate------> 23-33
*Serious -------> 34-44
*Death’s Door-> 45-55

Drama Points: 10
Insanity Points: 1
Disorders: None

Race: Human:
• Racial Abilities – +2 skill points for Character
design
• Recommended Skills – By Profession
• Attribute Modifications – +1 to any Attribute.

Profession: Engel Pilot:

Engels have a will and consciousness of their own and pilots must be able to control them. Engel Pilot Characters must start with a Tenacity of at least seven. Engel Pilots are regarded as the New Earth Government’s elite, specially trained and surgically attuned to “commune” with the strange bio-mechanical Engels. Engels are among the most powerful of the NEG’s mecha army and Engel Pilots see a lot of conflict. Many would think that being considered the New Earth Government’s elite and piloting the amazing mecha they do that Engel Pilots would become arrogant or over-confident jocks. However, between the respect they have for their Engels and the amount of sheer combat that they see they don’t – they see things very differently. Most others consider them a little weird. The process of synthesis leaves pilots with a slightly different perspective on life. They’re usually considered a little off – that indefinable way in which someone just doesn’t quite fit in. Many Engel Pilots choose to keep their own company, feeling either uncomfortable in the outside world or that others just don’t really understand them.

Operating an Engel is taxing on a pilot. After all, every time a pilot crawls in the “cockpit” he’s exercising some sort of a telepathic bond with an alien cyborg. It isn’t unusual for Engel Pilots to slowly burn out, although the regular mandatory counseling associated with the job usually helps keep them sane. Even so, the dark eyes and distant look of a veteran worry even their fellows. While a trained Engel Pilot can pilot any Engel, he can only exert total control over the one to which he is attuned. Every pilot undergoes surgery to have an Engel Synthesis Interface implanted in his brain and this ESI ensures a deeper bond with the single Engel that’s his.

Skills: 2+2+3 +3 +3+2+3+2+1+1 = 20
Armed Fighting: -------->Novice - Agi (10)
Athletics: ----------------->Novice - Agi (10)
Fighting: ------------------>Novice - Agi (10), Str (5) or Ten (7)
Dodge: -------------------->Adept - Agi (10)
->(Engel Focus)
Hobby: -------------------->Student - Agi (10)
->Archery
Languages (English): ->Expert - Int (5)
Literacy: ----------------->Novice - Int (5)
Marksman: -------------->Adept - Per (8)
->(Engel Focus)
Marksman: -------------->Adept - Per (8)
->(Handgun Gunplay) Focus
Observation: ----------->Novice - Per (8)
Pilot: ---------------------->Adept - Agi (10)
Regional Knowledge: ->Novice - Int (5)
Support Weapons: ---->Novice - Per (8)
Survival: ---------------->Student - Ten (7)
Trivia: ------------------->Student - Int (5)

Skill Levels:
Step Three: Skills &
Specializations, Qualities
Purchase skills using 20 points; 1 point is available for two Focused level Specializations. Each skill costs the desired level of expertise’s die rating:
• Student (1 Die)
• Novice (2 Dice)
• Adept (3 Dice)
• Expert (4 Dice)
• Master (5 Dice)

Vade Mecum: Handgun Cascade pg 47:

Gunplay: Handguns
While all soldiers are taught to effectively use firearms as part of Basic Training, there is a level of artistry well beyond that. Brought up from the streets, through the tradition of assassins and guns-for-hire, is the art of gunplay. Handgun gunplay teaches moves that allow a master to gain as much advantage as he can from both the weapons itself and his own physicality. While many of the moves taught as part of gunplay can be used with only one handgun, some of the flashiest and most deadly comes from the training to effectively wield two at once. There are few organized schools that teach handgun gunplay and what few that do are expensive and exclusive. They take only those that show promise and who can pay. Military and governmental agents are typically given special dispensation, should they take it on themselves to learn this art on their own time. The only way to develop this sort of mastery for most people is to go out into the world and put themselves in situations to learn from others who already know – and that typically involves living in a world of regular violence.

Cascade Moves:
• Dive (weapon damage) – This move allows a master to dive for cover while getting off a snap shot at the same time.
• Double Fire (weapon damage) – This powerful move requires a master to be wielding a handgun in each hand. He can then execute an attack that involves firing both handguns at the same target. This attack does not require him to split his dice as he normally would for using two weapons at the same time, and only requires the standard off-hand and multiple action Test Penalties. Each attack must be resolved separately.
• Off-Hand Snap Fire (weapon damage) – This move requires a master to be wielding a handgun in each hand and involves getting off a quick, intuitively aimed single shot with his offhand (subject to normal off-hand penalties).
• Snap Fire (weapon damage) – This move is a quick, intuitively aimed single shot.
• Reload (n/a) – Instead of having to take a full turn to reload his handgun, a master can do it when he’s doing other things (as a single Action). This assumes that he can get to a full clip – a clip that is packed away out of reach or a clip that needs refilling do not apply to this move. This move does no damage, as it is not an attack.
• Ricochet (weapon damage -1) – This amazing move allows a master to bounce a shot off an object to hit a target around a corner or behind an object. The bullet can only ricochet once and must ricochet off something tough enough to bounce a speeding bullet – few things truly can.
• Split Fire (weapon damage) – This powerful move requires a master to be wielding a handgun in each hand. He can then execute an attack against two separate targets within a 180° degree arc in front of him. This attack does not require him to split his dice as he normally would for using two weapons at the same time, and only requires the standard off-hand and multiple action Test Penalties. Each attack must be resolved separately.
• Whip (0) – This move is used when a target has

Assets (10 points):
Authority – 3 point
Contact (3) NEG Military
Wealth (4)

Drawbacks (10 points):
Code – 3 points
Duty – 3 points
Engel Synthesis Interface – 1 point
Rival – 2 points
Foe - 1 point

Assets and Drawbacks (Detailed)::

Assets:
Authority – 3 point
Characters with the Authority Asset have been placed in a position of command and responsibility. You should work out the specifics of this position with your Storyguide – it can be military, political, corporate, religious, or any other. Just make sure that your Character is qualified to hold this position of authority before you take the Asset – he should have at least an Adept level of expertise in a couple of skills directly related to the position or he might find his authority won’t last long. It is not recommended that new Characters choose four points worth of this Asset. Titles and ranks will differ depending upon the Character’s occupation or service.

The cost of the Authority Asset depends upon the level:

3 – Low-ranking commissioned or warrant military officer.

Contact (3) NEG Military

The Contact Asset means that your Character has established a relationship with someone (or someones) within an organization who can occasionally provide you with information. The organization may be your own, the Ashcroft Foundation, the Office of Internal Security, or any other. Unlike the Ally Asset, a Contact will not take an active part in helping your Character – he merely provides inside information. Contacts usually only ask for information in return. Your Storyguide will decide exactly how much information a Contact can and will provide.

3 – Access to detailed information, may have access to some sensitive information –one high-ranking and one mid-level and two low-ranking contacts.

Wealth (4)
Characters with the Wealth Asset begin with more money and financial assets than normal. While most Characters are middleclass, your Character has more possessions and disposal income and exists in a higher tax bracket – whether from family, previous occupation, royalties or residuals, or the like.

The amount of points spent on the Wealth Asset determines the Character’s affluence:

4 – The Character is fabulously wealthy and a billionaire. Little is beyond his means. What the hell is he doing working at all?

Drawbacks: (Total points = 10)
Code – 3 points
1. A friend of a friend is my friend and an enemy of my friend is my foe.
2. I will protect the downtrodden and needy.
3. I cannot fail in my service – I will succeed or die trying (counts as two principles),
4. I always keep my word.
5. I accept any challenge to single combat.

Duty – 3 points
3 - Being an Engel Pilot takes up a lot of his personal time.

Engel Synthesis Interface – 1 point
Your Character has an implant in his brain that attunes him to an Engel – he is now techno-mystically linked to a monstrous alien cyborg. Characters with an Engel Synthesis Interface start play with one Insanity Point. They must also succeed at a Challenging Insanity Test every month of game time; failure to do so adds another Insanity Point to the Character’s pool. On the other hand, he does now have one specific Engel that now obeys him absolutely.

Rival – 2 points
Your Character has a rival of approximately equal ability who shares a similar goal, be it certain role in his organization, a romantic interest, or the like. The rival will do his best to win, including making the Character’s life as miserable as possible in the interim.
Whenever he can the Rival will try to overshadow your Character through charm, intellect, or physical prowess. Note that while this rival will go to many extremes, he does not wish your Character any real harm as would a Foe; he only wishes to win. You should work with your Storyguide to determine the specifics of this rivalry and to create this recurring Supporting Character.

Foe – 1 point
Someone hates your Character for real or imagined reasons. This enemy wishes nothing more than to ruin your Character, gloat over his misery, and possibly even kill him. Depending upon the power of the Foe, his plans may be elaborate. You should work together with your Storyguide to determine the specifics of your Character’s Foe and why this situation exists.

1 – Foe is less skilled than your Character or has access to very few resources.

Special Gear:

Special Gear:
Engel Synthesis Interface (ESI) implant
Sentrytech Mk-V ArmorType Hvy Concealable armored vest w/ trauma plates Protection: Trauma/Projectile: +1/+1 Legal: G,
*Heavy Combat Armor is a fully sealed system and provides a safe and enclosed environment, including climate control and an independent air supply that protects against smoke, gas, unfit air, and similar atmospheric threats. The armor maintains a one-hour air supply, which will automatically replenish itself when exposed to clean air. The armor does protect against attacks that are absorbed through the skin. However, it is also more unwieldy than light combat armor and wearer’s suffer a –1 Penalty to any Test using Agility.

Set of (CS-40 Defender’s),
2x CS-40 “Defender” Manu: Colt Springfield Type-size: Auto Pistol–Med Cal:10mm Rng: 15/30/50 Dmg:+1 SHT: 2 Rounds:15 LGL: PA

Ammunition: 2x10mm Ammunition – Caseless (2x50 rounds)

Fjôrsváfi (Norse Longsword (Uses statistics of Katana) – Type: Composite Bladed Weapon – Large Damage: +3 Legal: RA

Valkyrie (Seraph, Behemoth Class) Engel to which Alastair is attuned. (see p. 155 for a list).

Mundane Gear:
2x Belt Holsters

Weapons Permit – Level = PA

Personal Central Processing Unit (w/ Attachments~)
-AR Eyeglass Monitor Display
-Wireless Communication Earpiece
-Augmented Reality Goggles
-->Augmented reality (AR) technology consists of a thin, transparent transistor film that covers glasses or goggles. The wearer’s PCPU can project images – typically maps, schematics, diagrams, and the like – in such a way that it overlays what the user is naturally seeing. Thus, for example, a traveler in unfamiliar environs could overlay a GPS-aided 3D map showing him the location of his destination, as well as potential turns and routes he could use to get there. Furthermore, only the person wearing the goggles can see the displays.

The technology has many excellent applications, but is limited by the biological nature of the human eye, which can only take so much input. Displays must be simple and unobtrusive or the user’s brain can become confused. The primary effects of sensory overload are headaches and an inability to focus on distant objects. AR displays usually can’t be manipulated like HIU input
devices can, and in the few exceptions that exist, the controls are very limited.

Medkit with bioscanner*
• A Medkit is required to stabilize patients who are Moderately Wounded or more.[/smaller]

AHP Instant Pain Killer (1 Dose)*
• AHP Instant Pain Killers reduce the penalties associated with Wound Levels one category (maximum). These effects last for one to ten minutes (one die). Repeated users risk addiction.

Normal Non-military Routine:
Very Expensive and Cool Clothing
Swiss Army Knife w/ Laser Pointer

Vehicles:
Enforcer 2000

This state of the art vehicle is the latest in European skycar design. Featuring twin rear swivel mounted A-Pod thrusters, two forward undercarriage A-Pod lifters, and folding retractable wheels, the Zephyr performs equally well as both a ground and air passenger car. The Zephyr’s rear swivel thrusters provide an impressive level of stability during VTOL take-off and can easily
transition to forward thrust. Two power doors swivel up and forward, allowing easy entry into the main compartment. Sliding powered bucket seats allow access to a small back seat in the rear. A modified high performance model of the Zephyr, known as the Enforcer 2000, has become common among the law enforcement community.

Type: Private Skycar (4 AP)
Manufacturer: Euro Wagon
Size: Small (20 ft.)
Passengers: 4
Cargo: 13.5 cubic feet/272 lbs.
Cost: 65,000Tn

Attributes:
Control Response (Agility) +1
Sensors (Perception) 0
Frame (Strength) 2
Multi-Task Systems (Actions) 0
Warning Systems (Reflex) +1

Sensor Systems:
Long Range
Radar/IFF

Support Systems:
Sealed System

Movement:
Air Speed: 180 mph (444/108 ypt)
Ground Speed: 120 mph (296/72 ypt)
Acceleration Code: A (1/1)
A-Pods

Structure:
Integrity 3
Armor 0/1


Camelot - Alastair's Home Residence:

Camelot - Patio/Poolside view

Front View - at night

Main Floor

Driveway /Lower Floor

South/East Elevation

Guest House

South/East Elevation of Maids and Office

Office/Maids section.

This home, Camelot, sports a spectacular view of the surrounding area and looks down on (Insert home city here) from the upper hillside it is set upon. It is set dead center on a one hundred acre lot, which is completely walled off with a fine security system in place to protect against would be burglars and is on the list of no fly zones, courtesy of the Clarkson Corporation. It is the ultimate place for peace and relaxation, boasting the finest in everyday living with all the creature comforts someone could dream off. There is ample places for parking smaller airborne vehicles, besides being set in a private location this residence has its own two lane road that is gated off at street level, ensuring that no one besides the owner of the residence is on the road.

Not shown on the schematics is that at the end of the driveway is a landing pad for larger airborne vehicles to either land or hover above for pick up and drop off's. The landing pad doubles as a garage and is able to house a medium size mecha or small aircraft for short duration's.

The house is staffed by the finest of Maids and a personal Secretary who both manage the residence while the owner is away. There modest living space is an apartment that is adjacent to the main home but separated for their personal privacy, unlike most live in staff they are allowed to utilize the parking space and rec areas such as the pool, spa and massive front patio. However they are not given pass cards to merely come and go as they please, they are on week on/week off rotation's and may only leave the residence when the owner is back on location.

They are however paid a substantial hourly wage and have the finest foods and beverages money can buy. They are also on call in case the Owner needs to leave on short notice.

Scheduled Deliveries:
Deliveries are scheduled on an as needed basis and always delivered with a hovering Cargo Van, staffed by a trusted and security cleared Clarkson employee. Whenever deliveries are made to the residence a substantial bonus is given to these drivers for reasons unknown. Those who are among the few cleared to make the deliveries tend to keep there records clear or face being removed from an easy deliver route, which would mean losing that substantial bonus.

Deliveries are accepted by the maid and checked out by the secretary, cargo van drivers are not allowed to leave the landing pad or enter the residence. If this rule is violated all employees present during the violation will be discharged and black balled from working with Clarkson again.

Security Systems
Multiple live security cameras are maintained throughout the acreage and within the residence. Camera's actively scan those at the residence and employees in and around the residence must wear security badges at all times or warrant alerting the system to a possible unknown in the residence.

Badge are turned in and picked up at the gate in a secure box when the employees leave the residence and or when they return. The badges can only be re-obtained by going through a finger print and retina scan at the gate upon reentry.

A panic room is located in the area beneath the landing pad and all employees are trained in its location and use. If the room is triggered the Landing Pad's elevator will be locked out and remained sealed until the Panic Room is disengaged by its occupants.

I thought of installing a security system akin to anti-aircraft but didn't know if that was over the top~ :p

Appearance::

Lieutenant Cadwallader, is 28 years old, 6'9" White male, with a strong athletic build, platinum blond hair and shockingly grey eyes. His facial features are of anglo-saxon or Welsh descent, he is broad shouldered and scarred through the many tours he has performed in the name of duty. He is prone to wearing heavy power armor, his pistols and a large archaic sword when not on duty.

Background and Personality: WIP:

Alastair 'The Dawnbringer' Cadwallader, is an unassuming and loyal man, serving in the NEG as one of their Behemoth class Engel pilots. He is a dedicate and serious soldier, pushing himself to better his skills and that of his subordinates as he pursues his own personal agenda's.
Originally he came from the 702nd Cadian Heavy Weapons Mechanized Division and piloted a MV-14 Scimitar as a 'Groundpounder' (Artillery support) during operations against the Migou. Out of the original three hundred men to serve in that division he is the only surviving member after a catastrophic break down in the NEG field command while defending Unalaska and the Port of Anchorage from the Migou. The loss of communication left the 702nd surrounded and abandoned to face the Migou alone, while simultaneously evacuating citizens from Alaska. He somehow survived the conflict, returning in his battered and nearly wrecked Scimitar to give a debrief of the fall of the 702nd.

After that he was forced to reenlist and from there he was quick to join the ranks of the NEG's Engel pilots, he was also one of the first to pilot the Seraph class during its inception and was a key factor in a small victory against the Migou several years ago. The Migou, however, proved to be more tenacious then could have been expected and they have slowly but surely continued their slow conquest of Earth unabated by the brave efforts of men like Alastair. Ever since the 702nd was wiped out, Alastair has focused himself purely on advancing as quickly as he can through the military ranks. This is why he is well known to be the first to volunteer for experimental projects and put himself in harms way. Out of most candidates he bounces back more easily then most, seeming to recover within hours of being harmed or tested upon.

His family was killed during conflicts with the Migou and his home town was wiped out. He has no love connections nor any children, his dedication has left him very little time to pursue any type of close companionship but he also doesn't show much inclination for such relationships.

Besides his disinterest in starting a family or romantic intrigues, Alastair is well known for his unusual fighting style involving handguns. He can seamlessly employs two handguns at once as part of a Cascade fighting style he picked up after years in the military. He also trains with an archaic sword, much to the quiet teasing of his fellow soldiers. He is second to none when piloting Valkyrie, his Engel Seraph, and is known for flying in with the sun at his back, hence where he got his moniker. The Dawnbringer.

His current goals include moving up to become a high ranking commander in the NEG military so that he can pursue advancing the R&D division along with the help of a Mechnized force of Engel pilots under his command. It is his hope through serious vision and recovering more 'intact' alien artifacts, that he will be able to help motivate new research and breakthrough's to give NEG forces the edge they need in turning the tide of Migou that threatens to swallow the earth. Along with this lofty goal he plans on making a strike at the Migou mothership that dominates Earth's orbit and either destroy or take it if possible.

Alastair's Personal Life - WIP:

Unbeknownst to his fellow military grunts, and only known by a few of the upper most brass of his division, is that Alastair is a multi-billionaire and could afford to live comfortably until doomsday. Whether he is suffering from a early mid-life crisis or delusions of grandeur is anyone's guess but no one with his type of money would waste their time moving slowly through the ranks of military... Would they?

Alastair owns a massive shipping company known as Clarkson started from bare roots back in 1852. After years of moderate success the company started buying up other shipping companies such as Mearsk, Anglo Pacific and others during an hostile takeover campaign in 2025 which solidified Clarkson's hold on shipping. The companies focus is on world-wide shipping and is one of the top companies in its kind to present day. It owns and operates a vast company fleet of Cargo Vans for inter city deliveries, Modular Trucks for cross country and over sea's deliveries. Aside from owning and operating several distribution centers across the globe, The company owns a corporate Yacht as a sign of its worth and dominance over other competing shipping companies. Recently Clarkson has began a massive campaign in taking over public transportation in and around North America as it attempts to expand and stabilize its business during the global upsets and ongoing war.

Rumors of Clarkson's involvement with the evacuation of citizens in the Port of Anchorage, during the semi recent Alaska conflict was covered up by the NEG for reasons unknown. However, during NEG's investigation of the Company sudden involvement it was discovered that the shipping company had diverted several of their security detachments to protect their Alaska holdings prior to the evacuation. Several reports indicated these 'security forces' were supposedly in direct conflict with the Migou for a few hours before retreating. Those reports only intensified the NEG's investigation of the company and how the company possibly knew of the deterioration of NEG forces in Alaska. Knowing that he would be eventually discovered Alastair was forced to reveal himself as the company owner. Much to the shock of his leadership, he debriefed them on the reasons for his companies intervention and that diverting the security forces had been a calculated move by his cabinet members to avoid catastrophic losses of assests and in no way was related to a security leak of any sort. In fact Alastair's power in the company is fairly limited and despite being the sole share holder he keeps his personal involvement to a minimum.

This revelation has caused Alastair's upward momentum in the military ranks to slow to a crawl, he was lucky they didn't demote, discharge or arrest him over his possible involvement. Much to his surprise. But his vision has slowed significantly since then as he fights his way through the ever deepening mire of military and political red tape that is now in his way more then ever.

It also doesn't help that during his rise he made a number of enemies among fellow military cadets and officers, which has led to friendly, albeit spirited, rivalries with some and outright violent hostility with others. It is not uncommon for 'friendly fire' to nick Valkyrie or for certain individuals to get overly aggressive during training exercises. Through it all Alastair holds onto his beliefs and continues pushing forward.

Alastairs Early Life and his Dealings with 'The Scions' - TBD:

Alastairs involvement with the Scions is unknown at this time and luckily for him he avoided more obscure information being discovered by the NEG's investigation of his company. It was the reason he willingly revealed himself instead of allowing his CEO to take the fall. The NEG were as tenacious as the Migou and when they started finding conflicting information they became even more incensed to follow through with investigating. He couldn't allow them discovering more damaging information about him...

Alastair is far older then he appears, he has seen many years, centuries, pass and has adapted as best he could with the ever changing environment and advances of civilization. He originally hailed from the Mid-Western parts of Britain, his family were landowners and leaders of the celtic Silures tribe. They're tribe was known for their persistence and tenacity back in those early days, much to the chagrin of Rome when they invaded Britain and started their conquest around the time of Alastair's birth.

When Alastair had grown to be a man, he was a proud warrior of his people and had killed many Roman's since he reached adulthood. His tribe were a strong, warlike people and despite Romes superior troops and tactics they could do little to contain the Welsh Mountain born tribesmen. For years Alastair fought to keep them at bay until one fateful night when on patrol with his fellow tribesmen they discovered a dark ritual being performed in the mountains near one of their tribes villages. Those conducting the ritual were not the normal druids of their homeland and they had a large group of people staked out for live sacrifice.

Strange lights and runes danced in the air, hovering amid the chanting men and woman, it was all meaningless to Alastair and he assumed it was some type of foul Roman trick. That was until a giant eye appeared between the symbols and stared down at what must have been the leader of these dark sorcerers. That eye is what sealed the summoners fate and would change Alastairs life forever...

Alastair and his fellow tribesmen planned a simple strategy and spread out in preparation to attack the foul summoners to disrupt their ritual. Unknowingly they attacked at the climax of the ritual, disrupting it at the worst possible time. As Alastair emerged from the surrounding woods and rammed his long blade through the lead summoners back, instantly severing the foul man from his mortal coil, the moaning slaves screamed out in terror and as Alastair looked up. The foul eye had returned and affixed him with its baleful stare. Then everything went black...

He awoke, back in the village, with a medicine woman hovering over him and sprinkling something over him as she invoked the gods. He discovered that the moment he had slain the sorcerer, the rest followed swiftly after, something stripped the sacrifices and the remaining casters of their life force. A great light then filled the clearing and when it faded back to night Alastair was on the ground and all that remained of were desiccated corpses.

He didn't realize it until his family all started to age and die off around him, while he remained young and full of vitality. At first he was distraught over the loses of his family but eventually his sadness turned to Pride as he realized he come to believe himself to be immortal. He lost himself in woman, drink, contests of strength and roaming the world proving his superiority. That was until he met Brid, he knew right away she was no regular woman. Her other worldy grace and bearing cowed even his mighty pride, her flaming red hair, freckles left him gaping but it was her wolf-like smile that left him feeling small and weak like a trapped rabbit.

Through her he learned much about what he had become and he, regrettably, learned that his immortality was a mistake. The ritual had been for another and he had stolen it, as she chided him though she left at the irony of his situation. Unlike the other Scions he could not see the future, he could strongly predict outcomes but even then it was like flipping a coin. She toyed with him for days as she teased, ridiculed and praised him in seductive tones. By the end of it all she convinced him that he had a part to play in the coming days and that he best choose his side and work towards something obtainable, as his path would quickly make him into a useless wreck to be disposed of.

It didn't take him long to see the threat in her words and for the better part of a century he worked with her in her machinations until she suddenly disappeared without a trace. From their he worked tirelessly through the centuries to build his current day fortune and worked to prevent the foul future he glimpsed in his dreams. Among the Scions he is the lowest rank and looked upon as a minor nuisance, which has helped to keep him from being completely squashed by his betters. As he continues his upward climb in the military, in an attempt to better the state of the world. His World. He knows without a doubt that he will come to conflict with the Scions more and more as he tends not to take the easy path.

He refuses to except what Brid had told him years before, how the world would end. Whether it was truth or fact, he would not let it stand. He was focused on bettering the world, he was no crime fighting super man, no, he was a crusader and the battlefield he stood on was the world around him. The Migou, the Rapine Storm, there were too many enemies to count and not enough men to fight them all. So he would fight, tirelessly, forever if he had too to protect what little ground he could.

Like the other scions, every night he dreams of how he will die, his death will be brutal and he knows he will not go quietly. No, when the end comes he will fight like hell to survive...

There is no fate but what we make...

Engel: Valkyrie, Seraph:

Type: Super-Heavy Engel (18 AP)
Size: Behemoth (57’ tall)

Nothing strikes fear into the hearts of the NEG’s enemies like Seraphs.

Regal, proud, and unafraid, they stand almost 60’ tall – one of two Behemoth-class mecha in the NEG’s arsenal.

Propaganda posters prominently show Seraphs with their giant organic curling horns towering over enemies like conquering kings, an icon for the New Earth Government. They are the pride and joy of the Engel Project, and not coincidentally one of the most recently developed types. Aside from their horns, Seraphs display two other organic traits – their forearm tentacle sheath and their natural resistance to subzero temperatures. Pilots describe Seraphs as being utterly fearless, with a love for the clouds.

Attributes:
While Piloting
Agility 11 – 5 Master
Intellect 6 – 3 Adept
Perception 9 – 4 Expert
Presence 5 – 2 Novice
Strength 11 – 5 Master
Tenacity 7 – 3 Adept

Reflex (Agi+Int+Per/3+1 (Warning system)): 9

Control Response (Agility) +1
Sensors (Perception) +1
Frame (Strength) 11 (+2 damage)
Multi-Task Systems (Actions) (0) 3
Warning Systems (Reflex) +1

Sensors Systems:
Broadband Audio
Range: Hearing
Mode: Passive 360*
SF Code: M
*Hearing is twice as sensitive and can register super and subsonic ranges.

Nightvision
Range: Sight
Mode: Active, Targeted
SF Code: S
*Used to see in very low light conditions, though not in complete darkness in passive mode.
*Includes active IR spotlights for sight in total darkness, but other mecha with nightvision sensors will see these spotlights plainly. Vision is green and white, not color.

Radar/IFF
Range: 5 Miles
Mode: Passive, 360*
SF Code: S
*Detects large objects, their approximate size, speed, and bearing, and compares their profiles to an “identify friend or foe” system to determine whether they are potential threats. Also detects storm weather patterns.

Scan
Range: 100 yards
Mode: Active, Targeted
SF Code: M
*Gathers vital statistics on living things, including whether or not something is alive or dead, its age, its gender, its level of health, and whether or not it is diseased.

Targeting (+2)
Range: Sight
Mode: Active, Targeted
SF Code: S
*Provides either a +1 or +2 bonus to projectile attacks; useless in close quarters combat.

Thermal
Range: 100 yards
Mode: Active, Targeted
SF Code: M
*Registers heat signatures.

Support Systems:
Cold Resistance
SF Code: Cr; the mech is shielded against extreme cold, such as that found deep at the ocean’s floor, at the poles, or in space. This system also protects against weapons that rely on cold. Reduce damage to half once armor has been applied.
Life Support
SF Code: Cr; provides a safe and enclosed environment for the pilot, including climate control, waste and water reclamation, and carbon dioxide filters. The mech is sealed and will provide a pilot with a controlled environment even underwater or in a vacuum. Life support maintains a 24-hour independent air supply with carbon dioxide filtering which will automatically replenish itself when exposed to clean air.

Movement:
Ground Speed: 30 mph (74/18 ypt)
Air/Water Speed: 60 mph (148/36 ypt)
Acceleration Code: B [2/1]
Jumping Distance: 30/15
A-Pods
SF Code: S; provides the mech with true anti-gravity flight capability. They are also capable of full
underwater mobility and can escape the atmosphere. A-Pods cannot be equipped on tiny mecha. Base
A-Pod speed is 30 mph.
Enhanced A-Pod Speed (Double)
Grapplers SF Code: Cr; the mech is equipped with dual propelled grappling hooks, each with 200 feet of tensile
cord and a winch capable of pulling the mech’s own weight.

Structure:
Integrity: 30
Armor 4/4
Damage Control Systems 2/turn
Regeneration 1 die/turn
(Total Recovery 2 + 1 die/turn)

Weapons Systems:
Chaff Dispenser (Large)
Range: N/A
Damage: Special
Shots: 1
Rounds: 10
SF Code: M
• Chaff dispensers launch clouds of lightly magnetic particles to protect against a swarm of rockets or torpedoes. Instead of making a defense roll, a targeted mech can fire a chaff cloud (roll one die). Unless the result is a one, all rockets in the salvo detonate in the chaff cloud instead of hitting the mech. A chaff cloud protects against all rocket attacks for one turn. Use the same rules for effectiveness against each attack.

Charge Beam (Large)
Range: 1500
Damage: +8
Shots:1/2
Rounds: Infinite
SF Code: M

Horns (Large)
Damage: +3
SF Code: Cr

Plasma Cannon (Large)
Range: 750
Damage: +4
Shots: 2
Rounds: Infinite
SF Code: S
• The blasts from a plasma cannon will ignite flammable materials.

Rocket Pod (Large)
Range: 750
Damage: +1 each
Shots: 1 or Salvo
Rounds: 20
SF Code: M
• Rocket pods use a racking system that allows a pilot to fire rockets either individually or in salvos of 2 to 5. All rockets in a salvo must be fired at the same target and are resolved as one attack. Each rocket does +1 damage. Tiny, small, and medium pods hold ten rockets, and large and behemoth pods hold twenty rockets.

Tentacle Sheathe (Large)
Damage: +1
SF Code: M
• A tentacle sheathe can be used to entangle an opponent instead of doing damage. The weapons system can hide under an extremity or simply retract into the body, depending on design.