Colonel Ivan Fyodorovich Karamazov (Judson's Character)

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TheDude51
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Colonel Ivan Fyodorovich Karamazov (Judson's Character)

Postby TheDude51 » Sun Jan 04, 2009 6:23 am

Colonel Ivan Fyodorovich Karamazov
LE Human
Scout 4 / Ranger 3 / Marshal 9
Sorcerer 8 / Legionnaire 1 / Tactician 7

HP: 135
AC: 32 (1dex, 3arm, 4shield, 5insight, 9deflection)
BAB: +12
Init: +1

Str: 14 (4equip, 2chemical)
Dex: 12 (2ts, 2chemical)
Con: 18 (6ts, 2equip, 2chemical)
Int: 24 (10pts, 4levels, 4enhance)
Wis: 16 (4pts, 4enhance)
Cha: 22 (10pts, 2inherent, 4enhance)
Taint: 6

Attacks:
Flammenmeer (Large)
AB: +20/+15/+10 (12base, 2str, 3quality, 2enhance, 5insight, 1feat, -4size)
Damage: 12d6+6d6fire+6d6energy+8 (3str, 3quality, 2enhance)
Crit: (17-20) x2
Hardness: 32

Flammenmeer (Medium)
AB: +24/+19/+14 (12base, 2str, 3quality, 2enhance, 5insight, 1feat)
Damage: 6d8+6d6(fire)+6d6(energy)+7 (2str, 3quality, 2enhance)
Crit: (17-20) x2
Hardness: 32

Light Grav Pistol
AB: +27/+22/+17 (12base, 1dex, 3quality, 1enhance, 10insight)
Damage: 9d6
Range Increment: 150ft
Ammo: 20/Clip
Reload Time: Move Action

Maneuvers Readied (3):
Flashing Sun
Iron Heart Surge
Wall of Blades

Stance: Child of Shadow

Command Auras:

Rally Bonus: +19 (6cha, 6command, 5marshal, 2diplo)

Saves:
Fort: +18 (10base, 3con, 5res)
Ref: +21 (10base, 1dex, 5insight, 5res)
Will: +20 (12base, 1wis, 2feat, 5res)

Feats:
Organization: Weapon Focus
Human: Heavy Armor Proficiency
HD1: Combat Expertise
HD3: Worldly Focus
Scout4: Iron Will
HD5: Empower Spell
HD7: Skill Focus (Knowledge [Tactics])
Ranger3: Endurance
HD9: Action Boost
Tactician1: Strategic Guidance
HD11: Item Familiar
HD13: Extraordinary Spell Aim
HD15: Improved Combat Expertise

Skills (238):
Concentration: +22 [16ranks][3class][3abil]
Diplomacy: +23 [16ranks][3class][6abil][-2taint]
Fly: +24 [16ranks][3class][1abil][4org]
Intimidate: +8 [6abil][2taint]
Knowledge (Arcana): +26/+29 [16ranks][3class][7abil]/[3tactician]
Knowledge (Engineering): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowlege (Geography): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowledge (History): +18/+21 [8ranks][3class][7abil]/[3tactician]
Knowledge (Planes): +18/+21 [8ranks][3class][7abil]/[3tactician]
Knowledge (Politics): +26/+29 [16ranks][3class][7abil]/[3tactician]
Knowledge (Psychology): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowledge (Tactics): +53 [16ranks][3class][7abil][8org][10comp][6skill focus][3tactician]
Knowledge (Technology): +26/+29 [16ranks][3class][7abil]/[3tactician]
Linguistics: +21 [14ranks][7abil]
Perception: +32 [16ranks][3class][3abil][10equipment]
Sense Motive: +22 [16ranks][3class][3abil]
Spellcraft: +26 [16ranks][3class][7abil]

Languages (8pts):
Penthiaen Common (1pt)
English (2pts)
German (1pt)
Abyssal (2pts)
Infernal (2pts)

Spells:
Sorcerer Level: 12
CL: 12
DC: 18+spell level
1 (8): True Strike, Feather Fall, Benign Transposition, Ray of Enfeeblement, Nerveskitter
2 (8): See Invisibility, Resist Energy, Mirror Image, Wraithstrike, another
3 (7): Greater Mage Armor, Major Image, Shrink Item, Haste
4 (7): Greater Sure Strike, Greater Deflection, Solid Fog
5 (6): Indomitability, Teleport
6 (4): Antimagic Field

Maneuvers (IL: 10)
Known (6):
Iron Heart Surge
Shadow Blade Technique
Wall of Blades
Distracting Ember
Burning Blade
Flashing Sun

Stances (1):
Child of Shadow

Class Abilities:
Scout:
Skirmish +2d6/+2 AC
Trapfinding
Uncanny Dodge
Fast Movement +10ft
Trackless Step

Ranger:
Favored Enemy: Bonus on attacks, damage, some random skills
Machines: +3
Humans: +4

Sorcerer:
Divine Companion

Legionnaire:
Swift Hunter: Scout, Ranger, Legionnaire levels stack for skirmish and favored enemy purposes

Marshal:
Rank: 6
Command Aura: +4 Bonus
Auras Known (7):
Bombardment Commander: Area attack DCs
Defensive Commander: Dodge AC
Foebane Commander (Machines): Attack and Damage against machines
Maneuvering Commander: Attack and Damage after a 10+ ft move
Melee Commander: Melee Attack Rolls
Ranged Comander: Ranged Attack rolls, DCs for autofire, strafe, volley, etc
Watchful Commander: Perception and Initiative

Inflame: +5 bonus to rally checks, rally as a move or swift action
Coordinate: Aid another and apply bonuses to all allies affected by aura, or aid another to double bonuses of one aura for one round

Tactician:
Strategic Guidance
Art of War: Add 1/2 class level to all knowledge checks that directly relate to military purposes
Tactical Command: Command Aura bonus treated as 2 higher for determining max bonus of Strategic Guidance
Battle Preperation:
While the charisma war leader personally visits the troops to encourage them for upcoming battles, the tactician carefully studies enemy engagement patterns and draft counters that he pass down to the subcommanders. To take advantage of this ability you must spend at least 2d4 hours (heavy DM circumstantial application) studying detailed records of recent enemy activity on the battlefield, then make a knowledge DC20 check based on the enemy creature type. If you succeed, you must take at least one more hour (heavy DM circumstantial application) teaching your findings to subordinate officers under you, who in turn instructs their troops. The effects of battle preparation lasts for one engagement against only the specified (studied) enemy, as the enemy will learn from their mistakes and patch up exposed weaknesses. If no engagements are held within one week the bonuses of battle preparation are lost, although you may take only one hour to retrain your subordinates in your past finding; note that using old findings without periodic re-evaluation may cause past findings to become obsolete.
You may only have one of the three following preparations active at any one point.
The DM may also offer knowledge checks based on a circumstantial type (e.g. geography when fighting in rough terrain, engineering when fighting in urban areas) instead of the normal type or as an aid-other to the normal check.
Tactics - You gain an understanding of the enemy's general combat behaviors and how to counter it. Your subordinate forces gain +1 bonus to attack rolls made against them. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1 (maximum +3 at DC40).
Puissance - You gain knowledge of the enemy's special attacks and weapons, as well as how to defend against them more effectively. Your subordinate forces gain +1 bonus on saving throws against the affected creature's abilities. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1 (maximum +3 at DC40).
Foe - You gain understand of enemy weaknesses in their defense and how to exploit them. Your subordinate forces deal +1d6 points of damage on weapon damage rolls. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1d6 (maximum +3d6 at DC40).

Field Counter: ?


Items:
Military Implants (Magical Component: +4 mental) (10,000)
Imperial Combat Uniform
EMSG
4x EMSG Power Packs
Infantry Gravitonic System
Light Grav Pistol (+3 Mastercraft)
2 Grav Pistol Cartridges
Headband of Knowledge: (+10 to Knowledge (Engineering, Geography, Psychology, Tactics)) (40,000)
Ring of Shield and Sustenance (6,500)
Cloak of Resistance +5 (25,000)
Spell Storing Crystals:
48x L5
500gp

Flammenmeer
Item Familiar
Imperium Buster Blade
+2 Sizing Enhancement
+2 Focus
Cartridge Loader (up to 12 cartridges, use 1 as a swift, 2 as standard, holds energy for 1 minute, max of 12 spell levels stored)
Item Familiar Abilities:
Improved Sapience
Cast Invested Spells
Int: 12
Wis: 12
Cha: 16
Invested: All spell slots except one on each level

History:
The Karamazov family were Archeronians from the province of Kharva. Ivan's father, Fyodor Karamazov, was a prestigious Air Dragon Knight and a Kharvan noble. When the orcs invaded Archeron, Fyodor arranged for his pregnant wife Katerina to be sent to friends of his in Naralan, the one nation that remained largely untouched by the war, rather than risking them going with the mass exodus of civilians to the coast and islands. Fyodor was killed in the battle of Trelling, leaving Katerina a sizeable fortune, safe and secure in Naralan from the war that ravaged Archeron.

However, the demonic rift that opened in Naralan changed all that. The nation was obliterated by hordes of demons and horribly scarred by demonic power. The gnomes that Katerina had been staying with were slaughtered, Katerina herself sustaining terrible injuries before managing to teleport away. Although she avoided death, the demonic wounds refused to heal. Katerina fled the war-torn Naralan, making it to Misalen before collapsing. The priests found her and managed to heal the tainted wounds, although they were unable to completely excise the lingering taint of evil.

When Katerina's son Ivan was born, he was obviously corrupted by the demonic energies that had ravaged her body. His pale skin had several strange, intricate black patterns seemingly burnt into it, and his eyes were a smoldering red. Fearing retribution from the intolerant priests, Katerina fled again, this time taking her infant son to Norinth. To avoid the pervasive hatred of southerners there, she quickly took a job as a magical researcher for the Imperials, leaving Penthiae entirely for Astraea.

As Ivan grew up, he displayed a considerable talent for magic, his mother's abilities augmented by the demonic taint within him. Eager to integrate his family entirely into Imperial society, he enrolled in the Imperial Academy at age 15. Although not a terribly skilled fighter, he was a good leader and a skilled strategist, and graduated with decent standing in his class, and was assigned to the Magi company of the 77th Field Brigade. He proved himself to be extremely efficient, a good leader, planner, and strategist, and quickly rose through the ranks, eventually becoming Captain of the Magi company, then commander of the Central Battalion.

While in a meeting with the general staff of the 77th Brigade, the elven insurgents launched a devastating attack, meant to obliterate the 77th's upper echelons of command. Ivan was caught in the middle of it, but was able to hold off several elven assault magi for almost a minute until reinforcement arrived and the elves were forced to retreat, saving the lives of several fellow officers. After the attack, Ivan was promoted to Colonel and put in command of the entire brigade.

Description/Personality:
Ivan is a very pale man with black hair and deep red that sometimes appear to glow unnaturally. The strange black patterns that are branded into his skin are usually covered by his uniform. Although he is a generally quiet person, his forceful presence dominates the room, and people instinctively pay close attention when he talks. Ivan is somewhat cold and brusque with outsiders, and never very friendly except with his very close friends, of whom he has few. Despite this, he is well respected by his men.

Interests and Hobbies:
Ivan enjoys playing the latest and most advanced video games, and watching old movies and TV shows from Earth. He especially enjoys anime, and often spends a great deal of time trawling through old archives and databases looking for shows that were preserved. He often has an unhealthy obsession with the lower planes, their denizens, and their magic, and he spends a lot of his free time researching those topics.
Last edited by TheDude51 on Wed Apr 29, 2009 1:51 am, edited 14 times in total.
Would it not be easier
In that case for the government
To dissolve the people
And elect another?
-Bertolt Brecht

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TheDude51
The cake is a lie because I ate it.
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Re: Colonel Ahmet Ata

Postby TheDude51 » Sun Jan 04, 2009 6:23 am

Major Ahmet Ata
LN Human
Ranger 5 / Legionnaire 5 / Ace Pilot 5
Pilot 7 / Marshal 8

METAAC Stats:
Standard Move: 1,550ft/rnd (~175MPH)
Maximum Combat Speed (x2): ~350MPH/3,100FPR, Full-Speed (x4): ~700MPH/6,200FPR, Full-Throttle (x8): ~1,400MPH/12,400FPR
Maneuverability: Perfect

AC: 31 (10 -12size, 6shield, 12BPD, 5dex, 10insight)
Undefeated Legend (Ignore first attack from dodge target 1/rnd)
Vehicle Dodges: 3/rnd (+34 pilot) (Use pilot check result as AC)
Synchronized Evasion: +1 insight AC for -1 attacks and -2 pilot checks, up to +10/-10/-20

Attacks:
Medium HVM Launcher (2x)
AB(GPT): +58 (15base, 5dex, 2feat, 20insight, 30automated, -4indirect, -6size, -4heavy)
AB(Manual): +18 (15base, 5dex, 2feat, 10insight, -4indirect, -6size, -4heavy)
Damage: 180d6 (bludgeoning)
Range Increment: 5miles (GPT), 500ft (Manual)
Ammo: 1/rnd

Dual-Barrel METAAC Carbine
AB(GPT): +64 (15base, 5dex, 2feat, 20insight, 30automated, -4indirect, -4size)
AB(Manual): AB(Manual): +24 (15base, 5dex, 2feat, 10insight, -4indirect, -4size)
Damage: 30d6 (Half searing fire, half energy)
Range Increment: 300ft
Special: Link-Fire (double attacks at -5 attack each), Strafe (Standard/Full: area damage with x1d3 damage multiplier to 2/4 squares, reflex half DC = attack-10)

Note: +9 to attacks and damage against machines

Maneuvers Readied [In METAAC set] (6):
Storm Falcon Blitz
Storm Volley
Suppression Fire
Storm Falcon Strike
Falcon Sight
Eagle Tracer

Automated Weapon: Triple LSDW (Laser Self-Defense Weapon) Cluster

Automated Weapon: Counter-Missile Battery
Ammo: 12
Special: May be fully fired as a single volley, requires pilot activation (treat as secondary weapon) but uses automated attack at -10 penalty from the automated attack bonus. Volley effective against targets within 1,000ft range.


Out of METAAC Stats:
HP: 115
AC: 24 (5dex, 4shield, 5insight)
Initiative: +6 (4dex, 2comp)

*: +10 deflection AC against attacks that EMSG blocks

Abilities:
Str: 14 (4 equipment, 2chemical)
Dex: 20 (8 points, 3 levels, 2chemical)
Con: 16 (2 points, 2 equipment, 2enhance, 2chemical)
Int: 16 (8 points)
Wis: 14 (6 points)
Cha: 15 (8 points)

Ranged Attack Bonus: +32 (15base, 5dex, 10insight, 2feat)

Attack:
+1 Force Light Grav Pistol (Main)
AB: +32/+27/+22 (15base, 5dex, 10insight, 3quality, 1enhance, -2TWF)
Damage: 9d6 Force
Ammo: 20/Clip
Reload: Move Action
Range Increment: 150 feet

+1 Force Light Grav Pistol (Off-hand)
AB: +32/+27
Damage: 9d6 Force
Ammo: 20/clip
Reload: Move Action
Range Increment: 150 feet

Favored Enemies (bonus on attacks, damage, bluff):
Machines (+9)
Humans (+2)
Elves (+2)
Arcanists (+2)

Saves:
Fort: +10 (8base, 2abil)
Ref: +24 (12base, 5abil, 2 competence, 5insight)
Will: +10 (8base, 2abil)

Command Auras:

Rally Check: +14 (5rank, 2cha, 5marshal, 2diplo)

IL: 15

Maneuvers Readier [Out of METAAC set]:
Quicksilver Riposte
Eagle Tracer
Suppression Fire
Directed Volley
Storm Falcon Blitz
Storm Volley

Feats:
Organization: Weapon Focus
Human: Iron Will
HD1: Vehicle Multiattack
HD3: Heroic Spirit
Pilot3: Quick Reconnoiter
HD5: Vehicle Battle Run
Ranger5: Two-Weapon Fighting
HD7: Improved Vehicle Operation
Pilot7: Improved Vehicle Multiattack
HD9: Full Speed Expertise
HD11: Improved Two-Weapon Fighting
HD13: Double Command Aura
Ace Pilot 1: Full Speed Assault
HD15: Extraordinary Concentration


Ace Pilot:

Skills:
Concentration: +20 [15ranks][3class][2con]
Diplomacy: +21 [7ranks][3ranks][4synergy][2cha][5comp]
Knowledge (Arcana): +20 [15ranks][3int]
Knowledge (Geography): +21 [15ranks][3class][3int]
Knowledge (History): +14 [8ranks][3class][3int]
Knowledge (Local): +26 [15ranks][3class][3int][5comp]
Knowledge (Politics): +18 [15ranks][3int]
Knowledge (Tactics): +34 [15ranks][3class][3int][8org][5comp]
Knowledge (Technology): +21 [15ranks][3class][3int]
Linguistics: +16 [15ranks][3int]
Perception: +30 [15ranks][3class][2wis][10equipment]
Pilot: +34 [15ranks][3class][5dex][4org][2pilot][5ace]
Profession (EW Specialist): +21 [15ranks][3class][3int]
Sense Motive: +25 [15ranks][3class][2wis][5comp]
Use Magic Device: +18 [15ranks][3cha]

*: +8 on knowledge checks made to gain tactical advantage
*: Full-round action to see without penalty up to 5 miles

Languages:
Turkish (1pt)
Imperial (English) (2pts)
Penthiaen Common (2pts)
German (1pt)
Elven (1pt) (Still learning, since mastery would require 2pts)

Maneuvers Known (13 + 4 stances):
White Raven:
Volley Coordination (Stance)
White Raven Hammer
Directed Volley
Suppression Fire

Storm Falcon:
Storm Falcon Blitz
Piercing Talon Strike
Storm Falcon Strike
Storm Volley
Eye of the Storm (Stance)
Falcon Sight
Instinct of the Hunter (Stance)
Peregrine Riposte
Eagle Tracer
Quicksilver Riposte

Diamond Mind:
Pearl of Black Doubt (Stance)
Quicksilver Motion
Diamond Defense

Class Abilities:
Pilot:
Vehicle Operation: Proficient with (METAAC), (REDEIN), (Langskip)
Vehicle Weapon Focus: +2 on attacks with vehicle weapons
Instinct: +2 competence on reflex saves and initiative
Vehicle Dodge: Uncanny Dodge, but with vehicles
Uncanny Control: Use Pilot check for AC, Touch AC, or Reflex Save 3/round
Vehicle Evasion: Evasion while in vehicles
Aptitude: +2 on Pilot and Navigate checks

Ace Pilot:
Ace Aptitude: Add Ace Pilot levels to Pilot checks
Ace Versatility: floating vehicle feat
Improved Vehicle Evasion
Undefeated Legend: Ignore first attack each round from one opponent while in a vehicle

Ranger:
Favored Enemies:
Machines (+9)
Humans (+2)
Elves (+2)
Arcanists (+2)
Specialist Foe: Favored Enemy bonus applies to attacks, +3 vs machines

Legionnaire:
Armor Hunter: Ranger, Pilot, and Legionnaire levels stack for Instinct, Vehicle Dodges, and Specialist Foes
Uncanny Bravery: Immune to fear effects
Tactical Coordination: Aid Another bonuses for another legionnaire increase by +2
Tactical Adaptation: Can change all readied maneuvers when recovering maneuvers

Marshal:
Command Auras: +4 bonus
Auras (5):
Foebane Commander (Machines): +4 on attacks/damage vs machines
Ranged Commander: +4 on ranged attack rolls
Defensive Commander: +4 dodge to AC
Watchful Commander: +4 to Perception and Initiative
Maneuvering Commander: +4 attack and damage when moving 10 feet
Inflame: +5 bonus on rally checks, rally as a swift or move action
Coordinate: apply aid another bonus to all allies affected by command aura, or double the bonuses of one aura against one target for one round


Equipment:
Military Grade Implants
Military Uniform
2x +1 Force Light Grav Pistol (+3 Mastercraft) (36,000)
EMSG (2x power cells)
Ring of Shield and Sustenance (6,500)
Boots of Teleport 1/day (16,200)
Belt of Constitution +2 (4,000)
Hookah (Shrink 3/day; Continuous Prestidigitation) (16,700)
Tobacco Supply, ample (Shrunk)

Description:
Ahmet is a small, quiet man. In most situations he is quiet and thoughtful, tending to think carefully before speaking. He likes to plan out out every possible contingency in advance, and spends much of his spare time looking through reams of data on anything that could be applicable to the current situation, either to pull out something useful, or simply because it is interesting.

However, the face he presents to his subordinates is very different from that seen by his peers and superiors. In battle he acts and reacts at lightning speed, maintaining disciplined calm even in the most dire situations.

History:

Ahmet grew up on Astrea, enrolling in the Academy at age 18. He was a skilled pilot and a natural leader, and did very well in the Academy. He was initially assigned to the 22nd Field Brigade, as a pilot on a Langskip missile carrier. Ahmet quickly worked his way up in the ranks, soon commanding a Missile Double Squad. Ahmet was singled out for his leadership abilities and assigned to a special program cross-training promising officers between to Field and Star Legions to force them to adapt and thrive in a variety of situations.

Already a Lieutenant in the Field Legion, Ahmet was given the rank of sergeant and put in command of a wing of REDEIN fighters on the newly commissioned starship Tereshkova, and assigned to a mission assessing the resource potential of unexplored systems. For almost a year the mission proceeded like clockwork, with no sign of life and no contact with any other factions. In the system HR 376024, trouble began. The Tereshkova teleported into the system almost on top of a long range Sacred Kingdom patrol. The battle that ensued was fast a vicious, but the Kingdom patrol was woefully outmatched and quickly obliterated. As the mission continued through that sector of space, the Tereshkova encountered Kingdom patrols three more times. In the last engagement, the Kingdom group was more powerful, and evaded detection long enough to ambush the Tereshkova. The battle that ensued was devastating. Although the Imperials eventually emerged victorious, the civilian survey vessel was crippled and the Tereshkova itself was badly damaged, forcing the expedition to return to Astrea for repair. Ahmet had acquitted himself well in the first three engagements, and in the final desperate battle he was instrumental to victory. His squad of fighters tied up twice their number of the Kingdom's faster and more powerful combat fighters in a vicious dogfight for the entire battle, eventually destroying all of them. Ahmet himself shot down four enemy fighters that battle, achieving the title of ace and a promotion.

Information from the Tereshkova's mission, along with other scouting patrols and scans, revealed that for some reason that sector was swarming with Kingdom scouts, and there were hints of the presence of a larger Kingdom of fleet in that area. Several patrols reported that the Kingdom had set up automated defense emplacements on several moons and asteroids at key points in several systems. The sector was too close to both Astrea and Penthiae to allow the Kingdom to set up a staging area there, and the Imperium dispatched a battle group, including the Tereshkova, to try to assert Imperial control. The battle group crisscrossed the sector a dozen times, but never managed to decisively engage Kingdom forces. They destroyed several scouting patrols, but there were no signs of a larger fleet and no serious fortifications in any system. The Kingdom was simply testing the Imperial navy, and their scouts withdrew as the Imperial battle group began scouring the sector for them. Ahmet was very successful in the 'campaign', but was transferred back to the Field Legion after a few years, the program complete.

Due to the exceptional piloting skills he had displayed in the actions around Paraiette, Ahmet was trained with a METAAC, then assigned to the 77th Field Brigade. After a long series of field exercises on Astrea, the 77th was transferred to Penthiae for guard duty. The 77th served on Penthiae for almost a decade, on and off, with generally very little action. During exercises and training simulations Ahmet performed superbly, both as a pilot and as a leader. He proved himself several times in combat against elven insurgents, and by the end of the decade he was in command of the 77th Brigade's Flag Platoon. A little over 6 months ago, the elves launched the most powerful and directed attack that they had managed in decades of insurgency, managing to kill most of the command staff of the 77th Brigade. In the reorganization that followed, Ahmet was promoted to second in command of the Brigade.

Hobbies and Interests:
Ahmet loves to smoke hookah and fiddle with magical items. He brings an enchanted hookah, a gift from his wealthy parents, with him on campaigns, and has introduced several of the other METAAC pilots to the practice. The group of them often spends spare time smoking and talking. Ahmet is also fascinated with magic and magic items, although he has no innate talent for magic whatsoever. He keeps a collection of minor items that he loves to fiddle and tinker with.
Last edited by TheDude51 on Tue May 12, 2009 6:10 pm, edited 6 times in total.
Would it not be easier
In that case for the government
To dissolve the people
And elect another?
-Bertolt Brecht

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Zanaikin
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Contact:

METAAC Stats

Postby Zanaikin » Tue Apr 07, 2009 6:58 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
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Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Re: Colonel Ivan Fyodorovich Karamazov (Judson's Character)

Postby Zanaikin » Sat Jul 04, 2009 11:49 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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