Architect - Awakened Chaing-Ku - Ready for Review

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Architect - Awakened Chaing-Ku - Ready for Review

Post by Architect »

Dice Like These
  • Roll Them Bones
  • Training [dice]0[/dice]
  • Education [dice]1[/dice]
Last edited by Architect on Mon Apr 16, 2018 8:42 pm, edited 3 times in total.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Architect - Character Sheet

Post by Architect »

Character Sheet

Player Name: Nathaniel
Google Handle: Sgt 86Delta
Architect - Jiànzhú shī
Rank: Veteran 1 Experience: 43 Advances Left: 0
Race: Chaing-Ku Dragon
Iconic Framework: Chaing-Ku Dragon
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d10, Vigor d8
Charisma: 0; Pace: 0; Parry: 4; Toughness: 6 [9 (8)]; Strain: 0
P.P.E: 25/25
Bennies: 4/4
  • Skills:
  • Alchemy (Sm) d8
  • Fighting (Ag) d4
  • K/Arcana (Sm) d8
  • K/Computers (Sm) d4
  • K/Electronics (Sm) d8 + 1
  • K/Engineering (Sm) d8 + 1
  • Notice (Sm) d6 (2)
  • Repair (Sm) d10 + 1
  • Spellcasting (Sm) d6
  • Hindrances
  • Loyal: Minor: Architect may not be a hero, but he'd give his life for his friends. Architect would never leave any of his friends behind if there is any chance at all he could help. (Q1 2017)
  • Poverty: Minor: Architect does not hoarde. Most of what he gets, he gives away, often repaired or in much better shape. (Q2 2017)
  • Curious: Major: Everything is something new and often a first experience for Architect (Q4 2017)
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Edges
  • Arcane Background (Alchemy):
    • Enchanters begin with one power (insert power here), in a gizmo of their own design as with all Weird Science types.
    • Unlike other Weird Scientists, Enchanters have 10 PPE of their own and their gizmos have none.
    • Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. Otherwise they act as traditional weird scientists.
    • Their power list includes the following powers:
      armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, and warrior’s gift.
    (Racial)
  • Arcane Background (Magic):
    • Aracne Skill: Spellcasting (Sm)
    • Starting Power Points: None
    • Starting Powers: 3 (boost/lower trait, fear, summon ally)
    • Powers List (Ley Line Walker):
      armor, banish, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, drain Power Points, entangle, environmental protection, farsight, fear, fly, growth/shrink, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slow, slumber, smite, speak language, speed, stun, summon ally, telekinesis, teleport, wall walker, and warrior’s gift.
    (Hindrance Advance)
  • New Power Edge: Alchemy - Healing (Hindrance Advance)
  • Master of Magic Edge: All Alchemy Powers now have Mega damage capabilities. (Seasoned 1)
  • New Power Edge: Alchemy - Succor (Seasoned 2)
  • Edge:
Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
Last edited by Architect on Mon Apr 29, 2019 11:16 am, edited 20 times in total.
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Architect
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Architect - Background

Post by Architect »

Background
Last edited by Architect on Mon Apr 16, 2018 3:19 pm, edited 1 time in total.
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Architect
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Architect - Gear

Post by Architect »

Gear

Flaming Great Sword
  • Str+d12+4; +3 Fighting, AP 3, Mega Damage
  • Demon Hide Sheeth
    Notes: Targets May Catch Fire

Enchanted Demon Bracers
  • Parry +3

Item
Credits:

Contacts
Last edited by Architect on Mon Apr 16, 2018 3:18 pm, edited 1 time in total.
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Architect
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Architect - Advances

Post by Architect »

Advances
Please list all Edges and Advances taken for your character here
  • Attributes:
  • Agility d4 --> d6 (Veteran 1),
  • Smarts d4 --> d6 (Racial) --> d10 (2),
  • Spirit d4 --> d6 (1) --> d8 (Seasoned 3),
  • Strength d4 --> d10 (Racial),
  • Vigor d4 --> d8 (Racial)
  • Skills:
  • Alchemy (Sm) d6 (Racial) --> d8 (Seasoned 4)
  • Fighting (Ag) d4 (1)
  • K/Arcana (Sm) d8 (Racial)
  • K/Computers (Sm) d4 (1)
  • K/Electronics (Sm) d8 (HJ Education) --> + 1 (HJ Training)
  • K/Engineering (Sm) d8 (3) --> + 1 (HJ Training)
  • Notice (Sm) d6 (2)
  • Repair (Sm) d8 (3) --> d10 (HJ Training) --> + 1 (HJ Education)
  • Spellcasting (Sm) d4 (Hindrance Advance Major) --> d6 (Seasoned 4)
Iconic Framework
  • Benefits, table rolls, etc
    • Chaing-Ku Dragon Hatchling
    • ASTOUNDING ALCHEMISTS: While most known for their Elixir of Power and Deceit the Chiang-Ku have a knack for alchemy, enchanting potions and making magical items. Most of their creations comes in the form of potions, elixirs, teas, powders, or charms. They begin with Arcane Background (Alchemy) and the Alchemy skill at d6 (use Use Arcane Background (Enchanter) rules found on SavageRifts.com).
    • TATTOO MAGIC: As the originators of Tattoo Magic all Chiang-Ku are born with the Marks of Heritage and begin play with the Flaming Sword and the Eye of Knowledge tattoos for no Strain cost. Additionally, their Eye of Knowledge is always activated allowing them to speak, read, and write any language. If it’s one the dragon never heard before, she becomes conversational in minutes and fluent in a few hours. Additional Tattoos can be added as advances with normal Strain cost.
    • MYSTICAL AWARENESS: In addition to their knowledge of alchemy, Chiang-Ku Hatchlings have an innate knowledge of all types of magic and begin with Knowledge (Arcana) d8. Their awareness of magic allows them to detect arcana, interpreted as sight, for no P.P.E. cost using their Notice skill. Chiang-Ku can also detect ley lines and rifts (per the Ley Line Walker) and even other dragons (add +2 to Notice when using detect arcana to sense the presence of dragons, even those in humanoid form).
    • CREATURES OF MAGIC: They have a natural pool of 15 PPE (in addition to those gained from AB Alchemy) and can use any Techno-Wizard devices. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
    • METAMORPH MASTERS: Generations of living among humans have given Chiang-Ku excellent shape shifting abilities. They may change shape and size at will, appearing as any living creature from the size of a house cat to anything their natural size and weight. They can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what they mimic, only the size and appearance, but retain all of their own abilities except those only usable in dragon form. Any personal gear carried is assumed into any new shape.
    • NATURAL ABILITIES: Regardless of their form Chiang-Ku dragons are ageless immortals who are immune to poison and disease can make a natural healing roll once per day. They begin play with d10 Strength, d6 Smarts, and d8 Vigor and these attributes have no maximum. Their Low Light Vision allow them to ignore all illumination penalties. While not impervious to fire, they are resistant to fire (including plasma) and cold. This grants +4 Armor against fire or cold damage, and +4 to rolls made to resist opposed rolls or effects of fire or cold.
    • DRAGON FORM: In their dragon form Chiang-Ku are long and serpent like measuring from ten to twenty feet long, standing about four feet at the shoulders (Size 3 adds +3 Toughness). Their scales are emerald or jade green in colour and they often have flowing fins and whiskers. Their claws are sharp do Str+2d6 Mega Damage (AP 4) and their scales provide +8 MDC armor in addition to Toughness bonuses from size.
  • Hero’s Journey
    • Training
    • Roll result [11]
    • Description:
    • Education
    • Roll result [8]
    • Description:
  • Advances
    • Initial Advances: (From Hindrances):
    • Major -
      Magical Prowess
      • Magical Prowess.
      • Their familiarity with magic means Chiang-Ku can learn traditional spellcasting in addition to their alchemical knowledge. They gain the Arcane Background (Magic), three powers, and Spellcasting d4.
      • No additional P.P.E. is gained but they can draw from their already considerable base.
      • This edge allows them to select Ley Line Walker Iconic Edges and learn additional spells via the New Power edge. This ability can be selected at Novice rank.
    • Minor (x2) -
      New Power Edge
      • New Power Edge (Alchemy)
      • Healing
  • Cybernetic Modifications: none
  • Novice 1 Advance: none - CharGen
  • Novice 2 Advance: none - 1st Qtr 2017
  • Novice 3 Advance: none - 2nd Qtr 2017
  • Seasoned 1 Advance: Master of Magic Edge - 4th Qtr 2017
  • Seasoned 2 Advance:
    New Power Edge
    • New Power Edge (Alchemy)
    • Succor
    - 1st Qtr 2018
  • Seasoned 3 Advance: INC Spirit 1 die step - 2nd Qtr 2018
  • Seasoned 4 Advance: INC Alchemy and Spellcasting 1 die step - 3rd Qtr 2018
  • Veteran 1 Advance: INC Agility 1 die step - 2nd Qtr 2019
  • Veteran 2 Advance: Future Advance
  • Veteran 3 Advance: Future Advance
  • Veteran 4 Advance: Future 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 Architect on Wed Jan 09, 2019 11:21 am, edited 13 times in total.
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Architect
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Architect - Powers

Post by Architect »

Powers
Please list all Powers (basic, Mega variant, and Temporal variants) taken for your character here

Powers (Alchemy)
Kushiro no Kiri (Mists of Kushiro)
  • Confusion
  • Rank: Novice
  • Basic/Mega/Temporal: Basic
  • Power Points: 1
  • Range: Smarts x 2 (20)
  • Duration: Instant
  • Trappings: Water is heard lapping an unseen shore as warm air blows out towards the target, followed by mist or fog.
  • Description: On a success, a targert must make a Smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4.
  • Additional Targets: May affect up to five targets by spending a like amount of additional Power Points.
Kuto~urufu no yami (Darkness of Cthulhu)
  • Greater Confusion
  • Rank: Novice
  • Basic/Mega/Temporal: Mega
  • Power Points: 1
  • Range: Smarts x2 (20)
  • Duration: 3 (1/round)
  • Trappings:
  • Description: The caster can affect upto 10 targets instead of only five. Must spend 1 Power Point per target.
Flavor Name
  • Healing
  • Rank: Novice
  • Basic/Mega/Temporal: Basic
  • Power Points: 3
  • Range: Touch
  • Duration: Instant
  • Trappings:
  • Description: Each use of the healing spell removes a wound with a success, two with a raise.
    The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself.)
    Healing can also cure poison and disease if used within 10 minutes of the event.
Flavor Name
  • Mass Healing
  • Rank: Novice
  • Basic/Mega/Temporal: Mega
  • Power Points: 6
  • Range: Special
  • Duration: Instant
  • Trappings:
  • Description: Cast on all allies within Spirit x2 (12). Ignore individual wound penalties and apply a flat -2.
Flavor Name
  • Succor
  • Rank: Novice
  • Basic/Mega/Temporal: Basic
  • Power Points: 1
  • Range: Touch
  • Duration: Instant
  • Trappings:
  • Description: Succor removes one Fatigue level, two with a raise. It can also remove a character's Shaken status.
  • Additional Targets:
Flavor Name
  • Mass Succor
  • Rank: Novice
  • Basic/Mega/Temporal: Mega
  • Power Points: 2
  • Range: Special
  • Duration: Instant
  • Trappings:
  • Description: Cast on all allies within Spirit x2 (12).
  • Additional Targets:
Powers (Magic)
Kono sekai wa jūbundenai
  • Boost/Lower Trait
  • Rank: Novice
  • Basic/Mega/Temporal: Basic
  • Power Points: 2
  • Range: Smarts (10)
  • Duration: 3 (1/round)
  • Trappings:
  • Description:
    (Boost) This power allows a character to increase any of the target's Traits by one die type for a success, or by two with a raise.
    (Lower) This is an opposed roll against a victim's Spirit. Success lowers and Trait by one die type, a raise lowers it two steps.
  • Additional Targets:
    May affect up to five targets by spending a like amount of additional Power Points. All targets share the effect and Trait effected.
Flavor Name
  • Fear
  • Rank: Novice
  • Basic/Mega/Temporal: Basic
  • Power Points: 2
  • Range: Smarts x2 (20)
  • Duration: Instant
  • Trappings:
  • Description: This power causes the target overwhelming dread and horror. The area of effect is the LBT. If the caster gets a raise, every creature within the LBT must make a fear check at -2. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
  • Additional Targets:
Terracotta Figures
  • Summon Ally
  • Rank: Novice
  • Basic/Mega/Temporal: Basic
  • Power Points: 3 (Novice)/ 4 (Seasoned)/ 5 (Veteran)
  • Range: Smarts (10)
  • Duration: 3 (1/round)
  • Trappings: Architect pulls a respective miniature terracotta figurine out. While in his palm, he blows the Breathe of Life and the figure grows to the shape and size of the respective figure.
  • Description: Novice (Bodyguard, Experienced Soldier), Seasoned (Dire Wolf (Nihon ōkami), Ogre (Oni)), Veteran (Elemental - Fire, Earth, Metal, Water, Wood)

Tattoos
Flaming Ōdachi (Great Sword)
  • (Magical Weapon Tattoo) (1): Once summoned, this are physical weapon which may be damaged, disarmed, or stolen. Architect may simply end the power early if this happens. Resummoning the same weapon brings it back good as new.
  • Image: A great sword version of a katana wreathed in flames.
  • Activation Cost: 1 P.P.E. for 3 rounds.
  • Strain: 1
  • Cost: 5,000
Eye of Knowledge
  • Eye of Knowledge (1): This tattoo grants you the Linguist Edge.
  • Image: Eye with three lines.
  • Activation Cost: At Will.
  • Strain: 2
  • Cost: 30,000


Code: Select all

[OOC=Flavor Name]
[list] Power Name
[*] [u]Rank[/u]:
[*] [u]Basic/Mega/Temporal[/u]:
[*] [u]Power Points[/u]: 
[*] [u]Range[/u]:
[*] [u]Duration[/u]:
[*] [u]Trappings[/u]: 
[*] [u]Description[/u]:
[*] [u]Additional Targets[/u]:
[/list][/OOC]

Code: Select all

[OOC=Tattoo Name]
[list] Type of Tattoo (#): Function
[*] [u]Image[/u]:
[*] [u]Activation Cost[/u]:
[*] [u]Strain[/u]:
[*] [u]Cost[/u]:
[/list][/OOC]
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Architect
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Re: Architect - Awakened Chaing-Ku - Ready for Review

Post by Architect »

Dragon Form
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Re: Architect - Awakened Chaing-Ku - Ready for Review

Post by Architect »

XP Ledger _
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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