Post by Admin on Feb 8, 2019 15:33:08 GMT
Name: Arrakkiss
Age: Unknown
Sex: Male
Hair: None
Eyes:Blue
Height: 15ft
Weight: 3,000 lbs
Race: Deathclaw
Specialty: Unarmed
Hit Points: 245 (785)
Experience: 2,100
S-XP: 1,000
Money: $1,275
Gang: Haven
Lives: 15
Arcade Tokens:
Arcade Tickets:
Current Status:Active
Abilities:
Strength: 20
Modifier: 0
Damage/HP Mod: +10
Stamina: 12
Modifier: 0
Damage/HP Mod: +10
Perception: 11
Modifier: 0
Damage/HP Mod: +10
Agility: 11
Modifier: 0
Damage/HP Mod: +10
Intelligence: 5
Modifier: -1
Damage/HP Mod: 0
Tech: 15
Modifier: 0
Damage/HP Mod: N/A
Luck: 11
Modifier: 0
Damage/HP Mod: +5
Level: 2
Modifier: +1
Damage/HP Mod: N/A
Skills:
Big Guns:
Doctor:
Drive:
Energy:
Melee:
Misc:
Outdoorsman:
Science:
Small Guns:
Sneak:
Steal:
Unarmed: Trip
Racial Edges and Flaws:
Edges:
Weaponless Instinct(Required), Buff, Tail
Flaws:
Prejudice(Required), Slow, Slow-Witted, Bad Eyes
Specialty Rules and Discounts:
Unarmed
A combination of martial arts, boxing, and other hand-to-hand fighting arts. Combat with your hands and feet. The Unarmed specialty bonus goes to all Strength and Agility rolls.
Requires minimum 10 Strength and 10 Agility
Inventory:
Weapons:
Spiked Gloves (+15 DMG)
Custom Weapons:
Armor / Shield:
Bullet Proof Vest (+25 HP), Titanium Armor Mark II (+200 HP), LCoA Gloves (+10 HP), Steel-Toed Shitkickers (+15 HP), Shin Guards (+20 HP), Shoulder Guards (+25 HP), Hooked Wrist Guards (+20 HP), Alloy Jeans (+50 HP), Omega Tower Shield (+50 HP) (x2), Kevlar Helmet (+75 HP)
Enhancements:
Dermal Injection, Tech for Dummies
Ammunition:
None
Explosives:
Misc:
Codec
Arcade Loot:
Action Figures:
Thieving:
Kits:
Meds/Drugs:
Broc Flower (x2), Xander Root (x2)
Vehicles:
Character Appearance:
Arrakkiss is what many people would instinctually think of when confronted with the idea of "A Monster". A mighty and powerful Deathclaw, possessing insurmountable strength of body, and a bulkier, thicker frame and bone structure than the majority of his kin, more befitting of an ancient dinosaur. When standing on his hind legs, Arrakkiss towers over other life forms at an unsettling fifteen feet tall. When quadrupedal, and factoring in his powerful tail, Arrakkiss measures twenty feet long. His incredible mass puts a weight of roughly three thousand pounds upon whatever he is presently standing. His hide, his claws, even his horns and spikes--all of them are a stunning shade of albino white. His eyes are uniformly solid and a cloudy blue color without pupils, such that one can scarcely tell exactly where the Deathclaw is looking, precisely.
Character Background:
Years ago, the giant albino deathclaw was a prized quarry for Enclave scientists, who sent specialized teams of trackers, soldiers, medics and hunters to capture him and others of his kin for a project they called: Uplift. Because of his great size and strength, and the dangerous potential that the other deathclaws could unite behind him and incite rebellion, the albino was kept in a separate holding pen, where further experiments could be applied under the safety of solitary confinement and careful monitoring. The albino and the other deathclaws were injected with FEV, which not only caused their intelligence to grow by leaps and bounds, but gave most of them the ability to talk with varying degrees of articulation, making them sapient on the level of adult humans, and also thereby giving them a strong sense of ethics. The albino faced great difficulty adapting to human speech, largely because of the fact he did not have vocal cords, and so was surgically implanted with an experimental device which could read the albino's thoughts and broadcast them through a synthetic voice modulator. Through this device, meaningful communication between the albino and the Enclave scientists reached unprecedented levels.
The procedure was a complete success. In fact, it made most of the deathclaw specimens more sapient than the Enclave planned. All of the experimental deathclaws strove to hide their intelligence from the experimenters, though one scientist discovered the truth, through her interactions with the albino, who on account of his solitary confinement and excellent treatment, held no instinct to hide anything from his keepers. That scientist overseeing the division named the albino deathclaw 'Arrakkiss', after a desert from one of her favorite books. Through daily communication and emotional bonding, Arrakkiss had become so familiar, so loyal, grateful, and caring to the Enclave scientists, especially the woman who named him, that the only time a budget crisis ever threatened their projects, the woman's fundraising demonstration was summed up by her walking into the albino's enclosure, in the same lab coat she always wore, to stand before him without a weapon or backup. With nothing between them, Arrakkiss lowered himself and lay down, bringing his face level with hers, watching her without making physical contact. When she asked if he would eat her, the albino refused. When questioned further, taking into account she had purposefully skipped his feeding time that day, the hungry albino still refused, stating that he cared about her too much to allow himself to let that happen.
While the Enclave hoped that all of the deathclaws would be intelligent enough to obey orders without question, most of the Enclave's deathclaws began to doubt the morality of their masters. The Enclave, with their investment ready to pay itself off, used the uplifted deathclaws as shock troops to spearhead dangerous operations. In 2242, the deathclaws were deployed to storm Vault 13, kidnapping the entire population. The deathclaws were then left behind, presumably because there wasn't enough room on the Enclave aircrafts to carry both the deathclaws and the prisoners. Rather than settling into Vault 13 with the rest of the intelligent deathclaws, Arrakkiss turned himself toward the wasteland and wandered away on his own. As time passed, the Enclave discovered that the deathclaws were too smart and would refuse to serve their ethically condemnable goals. A strike led by Frank Horrigan exterminated the uplifted deathclaws of Vault 13.
Arrakkiss had survived, obscured in the utter vastness of the American wasteland, wandering alone for a long time. Long enough to remember what it felt like to run for hours, chasing the setting sun across the horizon. How it felt to pursue prey, the primal satisfaction of ripping and puncturing flesh with his claws, breaking bone and pinning large, angry creatures with his tremendous strength and weight. The pride and relief at filling his belly on the meat and sinew of his prey, and in drinking deep of the waters in the rare oasis, and in the outlying rivers which trickled down from the mountains, hills and springs. As Arrakkiss traversed a long and desolate stretch of flat and barren wasteland, his momentum came lurching to a halt when his eyes perceived the form of something lying on the ground. It wasn't until he was perched over the fallen shape and given a moment to study that he finally recognized the vision. The body of a beautiful young human girl, lifeless and left to the entropy of the sun, the sand and the wind, or whatever creature would have found her first. Arrakiss ultimately realized that he was the one who had found her first, and claimed ownership over the remains.
He was in no rush, as this was a highly unprecedented and unusual moment for him. His first decision was to remain precisely where he had sat perched, studying the girl's body for a very long time. His immense body cast her completely in shade, silhouetting the oppressive sunlight. She had not been ripped open, or punctured, or bitten. Nothing looked wrong with her. She was beautiful. He was unaware of how much time had passed, but just before the sun had begun its slow descent towards the horizon, Arrakiss was startled by the body of the girl, which had twitched and caused her to wake herself to life. For a moment that seemed like forever, as their mutual confusion matched with their meeting gaze, the only sound was their breathing. It was the deathclaw who spoke first, announcing that something had placed her soul into her dead body and given her life. He named her Angel, after what he perceived to be her divine resurrection. The girl questioned him next, asking if he had been ordained to protect her. After a moment of consideration, Arrakiss answered yes. Lifting and placing her onto his mighty shoulders, Arrakkiss and Angel rode off into the wasteland, as rider and carrier. The giant albino deathclaw would spend immense time escorting Angel on a journey to the West, sheltering her from the dangers of the weather, the monsters, and the ever-constant demands of hunger and thirst.
"You are not brave. You have merely forgotten the fear of death. I will remind you. Your kind never deserved the power you were given. I am Arrakkiss. And your life is mine."
Age: Unknown
Sex: Male
Hair: None
Eyes:Blue
Height: 15ft
Weight: 3,000 lbs
Race: Deathclaw
Specialty: Unarmed
Hit Points: 245 (785)
Experience: 2,100
S-XP: 1,000
Money: $1,275
Gang: Haven
Lives: 15
Arcade Tokens:
Arcade Tickets:
Current Status:Active
Abilities:
Strength: 20
Modifier: 0
Damage/HP Mod: +10
Stamina: 12
Modifier: 0
Damage/HP Mod: +10
Perception: 11
Modifier: 0
Damage/HP Mod: +10
Agility: 11
Modifier: 0
Damage/HP Mod: +10
Intelligence: 5
Modifier: -1
Damage/HP Mod: 0
Tech: 15
Modifier: 0
Damage/HP Mod: N/A
Luck: 11
Modifier: 0
Damage/HP Mod: +5
Level: 2
Modifier: +1
Damage/HP Mod: N/A
Skills:
Big Guns:
Doctor:
Drive:
Energy:
Melee:
Misc:
Outdoorsman:
Science:
Small Guns:
Sneak:
Steal:
Unarmed: Trip
Racial Edges and Flaws:
Edges:
Weaponless Instinct(Required), Buff, Tail
Flaws:
Prejudice(Required), Slow, Slow-Witted, Bad Eyes
Specialty Rules and Discounts:
Unarmed
A combination of martial arts, boxing, and other hand-to-hand fighting arts. Combat with your hands and feet. The Unarmed specialty bonus goes to all Strength and Agility rolls.
Requires minimum 10 Strength and 10 Agility
Inventory:
Weapons:
Spiked Gloves (+15 DMG)
Custom Weapons:
Armor / Shield:
Bullet Proof Vest (+25 HP), Titanium Armor Mark II (+200 HP), LCoA Gloves (+10 HP), Steel-Toed Shitkickers (+15 HP), Shin Guards (+20 HP), Shoulder Guards (+25 HP), Hooked Wrist Guards (+20 HP), Alloy Jeans (+50 HP), Omega Tower Shield (+50 HP) (x2), Kevlar Helmet (+75 HP)
Enhancements:
Dermal Injection, Tech for Dummies
Ammunition:
None
Explosives:
Misc:
Codec
Arcade Loot:
Action Figures:
Thieving:
Kits:
Meds/Drugs:
Broc Flower (x2), Xander Root (x2)
Vehicles:
Character Appearance:
Arrakkiss is what many people would instinctually think of when confronted with the idea of "A Monster". A mighty and powerful Deathclaw, possessing insurmountable strength of body, and a bulkier, thicker frame and bone structure than the majority of his kin, more befitting of an ancient dinosaur. When standing on his hind legs, Arrakkiss towers over other life forms at an unsettling fifteen feet tall. When quadrupedal, and factoring in his powerful tail, Arrakkiss measures twenty feet long. His incredible mass puts a weight of roughly three thousand pounds upon whatever he is presently standing. His hide, his claws, even his horns and spikes--all of them are a stunning shade of albino white. His eyes are uniformly solid and a cloudy blue color without pupils, such that one can scarcely tell exactly where the Deathclaw is looking, precisely.
Character Background:
Years ago, the giant albino deathclaw was a prized quarry for Enclave scientists, who sent specialized teams of trackers, soldiers, medics and hunters to capture him and others of his kin for a project they called: Uplift. Because of his great size and strength, and the dangerous potential that the other deathclaws could unite behind him and incite rebellion, the albino was kept in a separate holding pen, where further experiments could be applied under the safety of solitary confinement and careful monitoring. The albino and the other deathclaws were injected with FEV, which not only caused their intelligence to grow by leaps and bounds, but gave most of them the ability to talk with varying degrees of articulation, making them sapient on the level of adult humans, and also thereby giving them a strong sense of ethics. The albino faced great difficulty adapting to human speech, largely because of the fact he did not have vocal cords, and so was surgically implanted with an experimental device which could read the albino's thoughts and broadcast them through a synthetic voice modulator. Through this device, meaningful communication between the albino and the Enclave scientists reached unprecedented levels.
The procedure was a complete success. In fact, it made most of the deathclaw specimens more sapient than the Enclave planned. All of the experimental deathclaws strove to hide their intelligence from the experimenters, though one scientist discovered the truth, through her interactions with the albino, who on account of his solitary confinement and excellent treatment, held no instinct to hide anything from his keepers. That scientist overseeing the division named the albino deathclaw 'Arrakkiss', after a desert from one of her favorite books. Through daily communication and emotional bonding, Arrakkiss had become so familiar, so loyal, grateful, and caring to the Enclave scientists, especially the woman who named him, that the only time a budget crisis ever threatened their projects, the woman's fundraising demonstration was summed up by her walking into the albino's enclosure, in the same lab coat she always wore, to stand before him without a weapon or backup. With nothing between them, Arrakkiss lowered himself and lay down, bringing his face level with hers, watching her without making physical contact. When she asked if he would eat her, the albino refused. When questioned further, taking into account she had purposefully skipped his feeding time that day, the hungry albino still refused, stating that he cared about her too much to allow himself to let that happen.
While the Enclave hoped that all of the deathclaws would be intelligent enough to obey orders without question, most of the Enclave's deathclaws began to doubt the morality of their masters. The Enclave, with their investment ready to pay itself off, used the uplifted deathclaws as shock troops to spearhead dangerous operations. In 2242, the deathclaws were deployed to storm Vault 13, kidnapping the entire population. The deathclaws were then left behind, presumably because there wasn't enough room on the Enclave aircrafts to carry both the deathclaws and the prisoners. Rather than settling into Vault 13 with the rest of the intelligent deathclaws, Arrakkiss turned himself toward the wasteland and wandered away on his own. As time passed, the Enclave discovered that the deathclaws were too smart and would refuse to serve their ethically condemnable goals. A strike led by Frank Horrigan exterminated the uplifted deathclaws of Vault 13.
Arrakkiss had survived, obscured in the utter vastness of the American wasteland, wandering alone for a long time. Long enough to remember what it felt like to run for hours, chasing the setting sun across the horizon. How it felt to pursue prey, the primal satisfaction of ripping and puncturing flesh with his claws, breaking bone and pinning large, angry creatures with his tremendous strength and weight. The pride and relief at filling his belly on the meat and sinew of his prey, and in drinking deep of the waters in the rare oasis, and in the outlying rivers which trickled down from the mountains, hills and springs. As Arrakkiss traversed a long and desolate stretch of flat and barren wasteland, his momentum came lurching to a halt when his eyes perceived the form of something lying on the ground. It wasn't until he was perched over the fallen shape and given a moment to study that he finally recognized the vision. The body of a beautiful young human girl, lifeless and left to the entropy of the sun, the sand and the wind, or whatever creature would have found her first. Arrakiss ultimately realized that he was the one who had found her first, and claimed ownership over the remains.
He was in no rush, as this was a highly unprecedented and unusual moment for him. His first decision was to remain precisely where he had sat perched, studying the girl's body for a very long time. His immense body cast her completely in shade, silhouetting the oppressive sunlight. She had not been ripped open, or punctured, or bitten. Nothing looked wrong with her. She was beautiful. He was unaware of how much time had passed, but just before the sun had begun its slow descent towards the horizon, Arrakiss was startled by the body of the girl, which had twitched and caused her to wake herself to life. For a moment that seemed like forever, as their mutual confusion matched with their meeting gaze, the only sound was their breathing. It was the deathclaw who spoke first, announcing that something had placed her soul into her dead body and given her life. He named her Angel, after what he perceived to be her divine resurrection. The girl questioned him next, asking if he had been ordained to protect her. After a moment of consideration, Arrakiss answered yes. Lifting and placing her onto his mighty shoulders, Arrakkiss and Angel rode off into the wasteland, as rider and carrier. The giant albino deathclaw would spend immense time escorting Angel on a journey to the West, sheltering her from the dangers of the weather, the monsters, and the ever-constant demands of hunger and thirst.
"You are not brave. You have merely forgotten the fear of death. I will remind you. Your kind never deserved the power you were given. I am Arrakkiss. And your life is mine."