Ink (True Atlantean Undead Slayer)-Retired

This is where previously used character sheets are stored.
Resurrecting any character from this forum requires template validation/update, and total equipment restart.
Locked
User avatar
Ink
Bronze Patron
Bronze Patron
Posts: 42
Joined: Sat Jun 17, 2017 12:36 pm

Ink (True Atlantean Undead Slayer)-Retired

Post by Ink »

This will be for rolls and whatever else OOC.

HJ Education: 1d20 (14)
HJ Experience & Wisdom: 1d20 (18)
HJ Training: 1d20 (2)
HJ Enchanted Items & Mystic Gadgets: 1d20 (10)

Narrative Hook: [dice]0[/dice]

Psyche Degradation (if not allowed to choose Bloodthirsty or Overconfident): [dice]1[/dice]

Starting Credits (2d6 ×100): [dice]2[/dice]
[dice]3[/dice]
Last edited by Ink on Sat Jul 01, 2017 3:45 pm, edited 3 times in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
User avatar
Ink
Bronze Patron
Bronze Patron
Posts: 42
Joined: Sat Jun 17, 2017 12:36 pm

Re: Ink (True Atlantean Undead Slayer)

Post by Ink »

TASlayer.png
Character Sheet

Player Name: Alan
Google Handle: ignuspyre
Character Alias: Ink
Character Name: Isandro Nicodemus Kalamos
Rank: Novice Experience: 11 Advances Left: 0
Race: True Atlantean (Greek) Clan: Skellian
Iconic Framework: Undead Slayer

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Charisma: 0(Variable Penalties); Pace: 8; Parry: 7; Toughness: 16(8); Strain:5/18

Skills:
  • Climbing (St): d4
  • Fighting (Ag) (d8 free): d10
  • Focus (Vi) (d6 free): d10
  • Intimidation (Sp): d6
  • Notice (Sm): d8
  • Persuasion (Sp): d4
  • Shooting (Ag): d8
  • Stealth (Ag): d6
  • Streetwise (Sm): d6
Hindrances:
  • Bloodthirsty: (Past the Breaking Point) Your hero never takes prisoners unless under the direct supervision of a superior. This can cause major problems in a military campaign unless his superiors condone that sort of thing. Your killer suffers –4 to his Charisma, but only if his cruel habits are known.
  • Code of Honor: (Iconic Framework) Undead Slayer's Code
  • Enemy (Major): Draygis Redhand (Cybernetic Brodkil self-styled "Warlord"). See Background for more information.
  • Heroic (Major): (Iconic Framework) Duty to the Megaverse
  • Fanatic (Major): (Strain 13) Your hero believes so strongly in his mission to save the megaverse that he’ll do almost anything for it, and often tries to persuade, cajole, convert, or browbeat those who don’t subscribe to his beliefs into doing so. Fanaticism motivates some of the enemy (the Sunaj, Kittani, etc), but it can also manifest among elite Undead Slayers and other True Atlanteans.
    If your character is ordered to do something that serves or is motivated by his beliefs, he must do it, however foolish or dangerous it might be. His attitude among allies may be disadvantageous depending on the situation, and the Game Master may apply a –2 Charisma modifier when appropriate.
  • In the Thick of It (Major): (Racial) Due to your penchant to take insane risks and generally be in the thick of it, you simply make a habit of being in just the wrong place at the wrong time. This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
  • Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help. This has very little to do with feelings or friendship, but rather the sense of duty drilled in to him from a young age.
  • Mania (Major): (Price of Power) Lack of Empathy. While he is motivated to help people and destroy evil, that is more of a mission and life's work for him than by any sympathy with victims or desire to do good things. Reduces Charisma by 2 to those who know of it.
  • Overconfident (Major) (Iconic Framework) There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Quirk (Minor): Craves getting new tattoos (mundane as well as magical), especially to commemorate big events and victories.
  • Vow (Major): (Racial) Duty to Clan Skellian.
Edges:
  • Improved Magical Weapon Tattoo (Clan Blade): (Hindrances) The tattooed warrior has gained an upgrade to one of his Magical Weapon Tattoos (so a Str+1d6 sword becomes a Str+2d6 sword, while a Str+1d8 axe becomes a Str+2d8 axe). The base AP rating also increases to 4.
  • Jack-of-all-Trades: (Hero's Journey) Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
  • Past the Breaking Point: (Hindrances) There are those so obsessed with magical tattoos that they sacrifice sanity for superiority. Having taken all the magical tattoos their humanity should be able to bear, they somehow manage to shove even more onto their body and damn the consequences. Taking this Edge grants +6 Strain, but the player must select one of the Unstable Psyche Hindrances (see Crazies, TLPG page 15) to go along with this.
  • Power Surge: (Hero's Journey) This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.
  • Quick: Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
Racial Benefits:
  • Ageless: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.
  • Alchemically Tough: Toughness +1
  • Marks of Heritage: Unique Magical Tattoos Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 4 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.
  • Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.
  • Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.
  • Sense Vampires: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.
  • Spirited: All members of the race start with d6 Spirit Attribute.
Racial Complications:
  • Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.
  • Cannot Be Transformed: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.
  • Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • Duty to their Clan: Duty to their clan, and to the Megaverse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.
  • Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Fanatic, Hard Case, Heroic, In the Thick of it, or Overconfident major hindrances.
  • History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
Iconic Framework Benefits
  • Alchemically Tough Skin: Atlanteans are given tattoos in early childhood, those chosen to be Undead Slayers are exposure to even more mystical enchantment making them extremely durable and able to withstand incredible strain. Starts with Magical Armor Tattoo with one modifier. For an additional 3 PPE the armor can become Mega Damage. Begin with the Canvas (+6 Strain) and the the Tattoo Resilience (+1 toughness) edges.
  • Heart with Tiny Wings: This tattoo is empowered to be always active. Begin with +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.
  • Magic Tattoos: Arcane Background (Tattoo Magic), 14 PPE (including the 10 for the Arcane Background and 4 for the Marks of Heritage; don’t forget each additional tattoo or modifying tattoo increases P.P.E. by 2), Focus d6, and additional tattoos equal to +6 strain.
  • Supernatural Awareness: Instinctively able to read the intentions of his supernatural foes, the Undead Slayer can avoid their attacks. Any attacks from supernatural creatures, such as vampires, daemonix, brodkil, gargoyles, deevils, and demons suffer a -2 to hit an Undead Slayer. This ability stacks with the deflection power.
  • Tireless Warrior Against Evil: The Undead Slayer gains the Glowing Silver Cross Special Ability tattoo, granting them the Holy Warrior Edge. This tattoo is empowered to be always active. The repulse action involves their sheer force of will and the strength of their zeal in their righteous mission to rid the Megaverse of Vampires and Supernatural Evil. Note that Undead Slayers qualify for the Champion Edge and may take it separately if they wish.
    Also, for 2 PPE and a free action they can make any weapon they hold or any power tattoo also have the Silver and Holy Trappings for 3 rounds (1/round).
    Additionally, Undead Slayers begin with the Improved Magic Weapon Tattoo and one Magical Weapon Tattoo of choice. Extra weapon modifying tattoos may be added to the Improved Magic Weapon Tattoo.
  • Versatile Fighter: To become an Undead Slayer is a lifelong service. Undead Slayers are are expected to see significant close combat fighting with the worst creatures. A Undead Slayer begins play with Fighting d8 and the Two Warriors Shield-Locked Together Power Tattoo which they can use as a free action on themselves only. It works on others normally.
Iconic Framework Complications
  • Distinctive Appearance (Minor): Undead Slayers are somewhat different from others, even other T-men. For vampires and those used to hunting them, they are relatively easy to spot, even in basic disguises, as their bearing and attitudes give them away. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.
  • Heroic (Major): Undead Slayers are told from a very early age of how they should act. They gain the Heroic Hindrance.
  • Inked Out: Becoming an Undead Slayer uses all of a character's personal Strain (i.e. Strain gained from Vigor or Spirit attributes). They start with only the 6 Strain from the Canvas Edge and can only gain more from the Past the Breaking Point edge.
  • Instinctive Focus (Vampires): All Undead Slayers are created and trained for one purpose - to oppose vampires throughout the Megaverse and stop their evil plans of domination. This is also extended to the Splugorth, whom the True Atlanteans know to be emotional vampires, feeding off the suffering of others. When in a battle with mixed foes and vampires, the Undead Slayer must make a Smarts roll at -2 or attack the vampire(s), starting with the most powerful.
  • Overconfident (Major): Undead Slayers are conditioned from youth to consider themselves fearsome warriors against the undead and supernatural. They have supreme confidence in their fighting prowess and mystical abilities and usually eschew armor preferring to parade around with their tattoos on full display. Some use armor as a disguise, but most would simply rather wear a cloak.
  • Price of Power: All Undead Slayers start with one major psychological trauma from the Psyche Degradation table (TLPG p. 17). With the GM’s permission, based on specific character concept, a GM might allow choice from the chart.
  • Undead Slayer's Code (Major): Undead Slayers value their reputation above all else. Their word is their bond, and they never fails to deliver on a promise or to defeat a foe. Slayers hold themselves to ridiculously high standards. So much so, that they fall prey to dark self-hating depression if they experience failure. When an Undead Slayer rolls a Critical Failure, the character must make a Spirit roll at a -2 penalty. Success has no further effect. On a failure the Slayer immediately loses one benny.
Magic Tattoos:
P.P.E.: 32
  • Improved Clan Blade (A xiphos, an ancient Greek short sword, wreathed in flames)
    • Activation Cost: 1 P.P.E. for 3 rounds
    • Damage: Str+2d6 MD, AP 4
    • Min Str: d6
    • Weight: 6
  • Heart Pierced by a Wooden Stake with no blood (Resistance to Vampires):
    • The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers.
    • Activation Cost: 2 P.P.E. for 1 hour.
  • Magical Armor Tattoo with Bolted On Armor Tattoo (Spartan Warrior in Full Traditional-Looking Metal Armor):
    • This Tattoo grants 8 armor. It stacks with the Armor power, but not any other type of worn armor. For an additional 3 PPE the armor can become Mega Damage. Fast Activation means it costs +1 Power Point but becomes self only but can be activated as a free action.
    • Activation Cost: 3 P.P.E. for 1 hour.
  • Heart with Tiny Wings: This tattoo is empowered to be always active. Begin faster Pace and running die. This stacks with the Fleet-Footed Edge.
  • Improved Weapon Tattoo with Winged Weapon Tattoo (Improved Bow with 3 Winged Wooden Silver-Tipped Arrows): (1 strain)
    • This summons a bow with 3 silver-tipped wooden arrows.
    • Activation Cost: 2 P.P.E. for 3 rounds
    • Damage: 3d6 MD, AP 4
      • Arrows return to user on a shooting raise (in addition to other effects)
    • Range: 16/32/64
    • RoF: 1
    • Weight: 3
    • Min Str: d6
    • Strain: 1
  • Glowing Silver Cross: Gain Holy Warrior Professional Edge;
    • As an action, the Undead Slayer may call upon her indomitable will and oath to the cause of life to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge.
      • Targeted creatures must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.
      • Range: Character’s Spirit
      • Activation Cost: 1 P.P.E.
    • Also, as a free action the Undead Slayer can make any weapon he hold or any power tattoo also have the Silver and Holy Trappings, in addition to any other effects. Each activation applies to one weapon, ability, or power.
      • Range: Touch
      • Duration: 3 (1/round)
      • Activation Cost: 2 P.P.E.
  • Two Warriors Shield-Locked Together:
    • With a successful Focus roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
    • Range: Touch
    • Duration: 3 (1/round)
    • Activation Cost: 4 P.P.E.
  • Body Wrapped in a Chain with Broken Link (Some person busting free of a chain from the head, the legs, the arms, and the chest):
    • This tattoo grants the Boost Trait power
    • Activation Cost: 3 P.P.E. for 3 rounds (1/round)
    • Strain: 2
    • Cost: 20,000
  • Eyes, Three (A skull with three eyes in a triangle, with glowing blue interiors)
    • This tattoo grants the following:
    • +2 to sight-based Notice checks
    • Detect Arcana (2 P.P.E. for 3 rounds (1/round))
    • Activation Cost: 2 P.P.E. for 1 hour. Powers activate individually.
    • Strain: 4
    • Cost: 30,000 credits
Last edited by Ink on Tue Sep 26, 2017 9:52 am, edited 19 times in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
User avatar
Ink
Bronze Patron
Bronze Patron
Posts: 42
Joined: Sat Jun 17, 2017 12:36 pm

Re: Ink (True Atlantean Undead Slayer)

Post by Ink »

Gear
  • Fate's Fury ("borrowed" from Terra Silverforge)
    • Range: 30/60/120 Damage: 2d8(Sunlight Beam), AP: 8, RoF: 1, 12lbs, Shots: 1, d8 str min ( un-powered) 3 minor mods, 1 major mods. 2 PPE per shot after the 1st, 2 PPE to cause Mega-Damage for 3 rounds.
      • Integrated scope: ignores 2 pts of range modifiers
      • Snapfire: -2 pentalty to shoot if moving.
    • Trappings:
      • 1/2 weight, d6 str min while powered. It takes 1 PPE to power device per hour.
      • Sun light Trapping.
      • Beam Trapping.
      • Quickness Fate's Intervention: Fate rules that you get a Mulligan take another turn. PPE: 4, Range: user of the weapon, duration 3 (2 per round).
    • Special Hindrance:
      • Fate's a Bitch: On the roll of a 1 of the wild die you cannot spend bennies.
    TW sniper rifle.jpg
    TW sniper rifle.jpg (40.56 KiB) Viewed 5298 times
  • Ley Line Walker Light Armor (These suits provide 3 Armor; though they are not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases).
  • Manoan Lightning Bolt Pistol (Rng 15/30/60. Dmg 2d6+1. ROF 1. AP 4. Shots 16. Wt 3) Notes: Semi-Auto. (re-skinned Wilk's 237 Laser Pistol)
    FlintlockPistol.jpg
    FlintlockPistol.jpg (19.24 KiB) Viewed 5471 times
  • Manoan Ice Orb Rifle (Rng 40/80/160. Dmg 3d6. ROF 1. AP 2. Shots 20. Wt 5) Notes: Semi-Auto. (re-skinned Wilk's 447 Laser Rifle)
    FlintlockRifle.jpg
    FlintlockRifle.jpg (30.36 KiB) Viewed 5470 times
  • TW Flaming Sword (Dmg Str+d10. AP 4. Wt 1) Notes: Mega Damage, Targets may catch fire, Free action to activate hilt. (re-skinned Vibro-Sword)
  • NG-S2 Survival Pack (Wt 30)
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating
      water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s
      traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out
    • One short-range radio, five-mile range
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Credits: 900

Contacts: True Atlantean Clan Skellian
Last edited by Ink on Tue Jul 04, 2017 2:19 pm, edited 7 times in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
User avatar
Ink
Bronze Patron
Bronze Patron
Posts: 42
Joined: Sat Jun 17, 2017 12:36 pm

Re: Ink (True Atlantean Undead Slayer)

Post by Ink »

Advances

Narrative Hook:
  • Roll result: 20
  • Description: Sometimes It Starts in a Bar. He just wanted a drink and some peace, but something happened. Perhaps it was the wrong word at the wrong time, a case of mistaken identity, or any one of a hundred things that can go wrong where lots of alcohol and poor impulse control are concerned. Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion.
Hero’s Journey
  • Table: Education
    • Roll result: Turned in Education and Enchanted Items & Mystic Gadgets
    • Description: Your hero’s voracious appetite for knowledge led to her picking up a little
      something about pretty much everything. She has the Jack-of-All-Trades Edge.
  • Table: Experience & Wisdom
    • Roll result: 18
    • Description: There are moments when everything comes together and an opportunity presents
      itself. Your hero knows how to make the most of just such a moment; choose one
      Wild Card Edge, regardless of requirements.
  • Table: Training
    • Roll result: 2
    • Description: After serving in a military, paramilitary, militia, or security force for some time,
      your hero has some solid combat training. She gains +5 Skill Points, which may be
      spent on Fighting, Shooting, or Throwing in any combination.
Iconic Framework
  • Psyche Degradation (if not allowed to choose Bloodthirsty or Overconfident)
    • Roll Result: 3
    • Description: Mania
Advances
  • Initial Advances: (From Hindrances): Improved Magical Weapon Tattoo edge
  • Initial Advances: (From Hindrances): Past The Breaking Point edge
  • Novice 1 Advance: Strength +1 die (to d6)
  • Novice 2 Advance: Quick
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Ink on Tue Sep 26, 2017 9:53 am, edited 2 times in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
User avatar
Ink
Bronze Patron
Bronze Patron
Posts: 42
Joined: Sat Jun 17, 2017 12:36 pm

Re: Ink (True Atlantean Undead Slayer)

Post by Ink »

Background

Isandro was born in Manoa, a strange city currently in South America...and rumored to be the long-hidden mythological city of El Dorado (or at least one of 3 cities thought to have been El Dorado). The truth is much stranger, and a much longer tale. Suffice to say that the city was on Earth a long, long time ago, and then it was a dimensional limbo for several hundred years. After The Cataclysm, Manoa is once more back on Earth, though the Earth is very much changed. And Manoa is one of the largest populations of True Atlanteans, among many other races.

Isandro is a member of the Skellian Clan of the True Atlanteans. His mother Alithea is a member on the Council of Wisdom, while his father Zeno works for the Security Bureau. His older brother and sister, the twins Deplhina and Dhimitrios, were the pride and joy of his parents. They are working on important things to help further the cause and knowledge of the Skellian Clan, working on both magic and technology side-by-side, and his parents couldn't be more proud.

Isandro's life was plotted out for him even as a child, perhaps even before he was born. As the youngest of their children, he was to be an Undead Slayer. His education was vast and broad, venturing in to different languages and many different areas of knowledge. He was enrolled in to the program for Slayers while quite young, where he learned about tracking, survival and things more martial (he was an apt pupil for fighting, but other things less so). He learned early on to trust in himself and his tattoos more than technology, not the least of which was because sometimes things went horribly wrong for him when he used technology.

He received his Marks of Heritage and his eyes were opened. He became obsessed with tattoos - and not just magical ones, but mundane as well! As he grew older, he progressed in his training as an Undead Slayer, he garnered more tattoos of both magical and mundane nature. He served in the city's militia for several years, honing his tradecraft, perception, and overall fitness. He was fielded against the forces of Lagarto and did quite well, further rising in esteem - hell, he was even hit by friendly fire during the exchange but came out of it alright.

The constant training, constant education, and constant drilling of his duty in to him had several effects. He became fanatic about killing not only Undead, but also supernatural evil of all kinds. He became more concerned with his duty than he was with morality, sympathy or empathy. He feels no remorse for his victims, no compassion for those too weak for the Cause, and no mercy for evil. Of course, that doesn't mean he is robotic with no feelings or sense of humor - far from it! He's a passionate person and that comes through in various ways. It also comes through when in certain moments he has learned to channel his anger, rage, passion, and all his feelings into surprisingly hard-hitting blows. After being chastised for a mistake he made, he destroyed a practice dummy with a well-placed emotional-fueled blow, much to his surprise and chagrin.

He has traveled from Manoa many times, mostly in the immediate general vicinity to patrol or fight against the forces of Omagua, Lagarto or Cibola. An Undead Slayer is often in high demand, however, so he has traveled much farther north via pyramids and rifts, including to Lazlo and other locales, even off-planet a few times. During one of his excursions, he met a beautiful and vibrant woman named Lyra with a wicked sense of humor, who happened to also be quite adept at magic. The two hit it off pretty quickly, and spent some time together, but Ink found out she was a slave of a cybernetic Brodkil wanna-be-warlord named Draygis Redhand. Draygis ran a ruthless group of bandits and thugs (other brodkil but also other d-bees and humans of various types and persuasions) that roam in a wide swath of territory.

Ink tried to offer to pay for Lyra's freedom but the Brodkil just laughed and refused - she was too valuable, and the way he leered was intentionally trying to get the boy's goat. Which worked all too well. Ink attacked Draygis, but was quickly overpowered by the gang's numbers, but not before he destroyed the favorite right cyberarm of Draygis and left the sub-demon with a scar on his face to remember him by, making him lose a bit of face (literally) with the gang). So they tried to make an example of him, torturing him for days, beating him to within an inch of his life, but Lyra helped free him before he was killed. He was found and nursed back to health by a kind farmer couple, Ruth and Bryan Marble. They refused his offer to repay them for their kindness, but he stayed around and helped on the farm for a few days anyway. Then he tried to sneak in and free Lyra, but was driven off by the gang once more (though he badly injured or killed a couple). He was called home shortly after that, but silently vowed he would try to return one day if he could. Unbeknownst to him, he left Lyra with child.

He served in Manoa for many years since then and was recently sent after one of his many-times-removed "cousins" (really just another member of the extended Clan Skellian, no specific relation), who was in Lazlo. While looking for her, he found trouble instead. He was in a dive bar called the "Flaming Coyote" while waiting for a tattoo parlor to open up across the street. Some things were said, some insults were hurled, and an epic bar brawl broke out. A mercenary jumped in on Ink's side of things since the others had started it (and had started brawls before to use the distraction for theft and leaving without paying). The two ended up victorious, though suffering from the 3Bs as the mercenary called them - battered, bloody and bruised. The mercenary was a Dog Boy named Keller who offered Isandro a job opportunity - low pay, hazardous work, lots of travel, terrible smells, worse food and water, but good deeds and lots of evil to smash! How could he refuse? So long as Krysesia was in for joining the Tomorrow Legion as well, Ink was up for it. Keller sponsored Ink and mentored him a bit on how things worked both in the Legion and in North America (though Ink had some knowledge and experience already). The two became close friends and sometimes lightly-competitive rivals (drinking contests, fighting for affection, counting kills, etc).
Last edited by Ink on Sat Jul 01, 2017 4:30 pm, edited 7 times in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Ink (True Atlantean Undead Slayer) (Ready for Review)

Post by High Command »

I suggest you retrap the weapons

Manoan Lightning Bolt Pistol - Rng 15/30/60. Dmg 2d6+1. ROF 1 (Semi-Auto). AP 4. Shots 16. Wt 3. (TW version of Wilk’s 237 Laser Pistol) - find your favorite flintlock for the picture

Manoan Ice Orb Rifle - Rng 40/80/160. Dmg 3d6. ROF 1 (Semi-Auto). AP 2. Shots 20. Wt 5. (TW Version of Wilk’s 447 Laser Rifle) - find your favorite flintlock for the picture

And Vibro-Sword = TW Flaming sword for all intents and purposes.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Locked

Return to “Fallen Heroes”