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 Chok'lat (Redeemed Brodkil ARES) 
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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HJ 1 - Training: 1d20 (2) - +5 Skill points to use on Fighting, Shooting, or Throwing

HJ 2 - Training: 1d20 (14) - Dirty Fighter Edge, +1 Parry

HJ 3 - Training: 1d20 (14) - Tricky Fighter Edge, +1 Parry

HJ 4 - Experience & Wisdom: 1d20 (11) - select one Background edge (Fast Healer)

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Last edited by Chok'lat on Sat May 05, 2018 10:23 am, edited 1 time in total.



Fri May 04, 2018 6:22 pm
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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Brodkil Racial Statistics

Lope: +2 Pace, +1 Run die-type (1)
Infernal Hide (Uses SPC rules, so +2 to cost): Armor +2, counts as Heavy vs. Fire/Heat and Cold. (Total cost: 3)
Bred in Darkness: Infravision, Immunity to Poison & Disease (3)
Natural Tormentors: Natural Weapons (Claws), Strength + d6, Size +2 (3)
Techno-Ready: Upgradeable Edge (2)

Not the Light!: Vulnerability (+4 Damage/-4 Resistance from Holy), count as Supernatural Evil for purposes of Edges (-1)
That's a Demon!: Distinctive D-bee with no disguise option, Non-Standard Physiology, Bad Reputation, Ugly (-5)
Infernal Appetites: Major Greedy (this applies in particular to cybernetics and other advanced technology) and EITHER Bloodthirsty OR Cautious & Mean (-4)


Racial Edges:
Infernal Endurance (Novice): Gain Slow Regeneration (as the Racial Ability)
Demonic Presence (Seasoned): On first encounters, you force others to make Fear Checks
Redemption: 1/Rank, you can reduce any one Hindrances from Infernal Appetites. Major Greedy becomes Minor Greedy, Bloodthirsty becomes Mean; alternately, an existing Minor Racial Hindrance can be removed entirely. (Yes, this means you only get half the value from the advance, in game terms--Redemption is a hard road. However, if you completely eliminate your Infernal Appetites (a total cost of 4 Advances), you also lose Not the Light!)
When did you get THAT installed?: You may take the Upgrade Edge to gain additional cyberware, just like a MARS character.

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Fri May 04, 2018 7:12 pm
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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Player Name: Christian
Google Handle: crapgame7
Character Name Chok’lat
Rank: Seasoned / Specialist 2nd Class Experience: 31 Advances Left: 0
Race: Brodkil
Iconic Framework: ARES Physical Training
Attributes: Agility d12 (1 IF, +2, +1 cyber), Smarts d4, Spirit d8 (+2), Strength d12+2 (3 IF, +1, +2 cyber), Vigor d10 (3 IF)
Charisma: -2 / -6 (CS); Pace: 8, d8 Run; Parry: 12 with Shield, 9 without; Toughness: 19 (6); Strain: 12 / 14; Size: +2
Skills:
  • Climbing d8
  • Fighting d10+2 (+2 HtH wiring; d12+5 w/ Fighting chip)
  • Intimidation d8
  • Notice d4+2 (+2 visual notice)
  • Persuasion d4
  • Shooting d12+5 (+2 optics, +4 die types from skill chip, ignore 2 points of penalties - base d10)
  • Stealth d6
  • Survival d4
  • Swimming d4
  • Taunt d4
  • Throwing d4
  • Tracking d4

Hindrances
  • Heroic (Major - IF): Chok’lat show you he good now!
  • Overconfident (Major - IF): Chok’lat bigger, stronger, tougher, and saw Light. Chok’lat best at everything!
  • Greedy (Major - Racial/Infernal): Plug more stuff into Chok’lat!
  • Cautious (Minor - Racial/Infernal): Chok’lat not ready to die. That mean the Pit forever. Chok’lat NOT want that. (Eliminated by Redemption 1)
  • Mean (Minor - Racial/Infernal): What you mean Chok’lat mean? YOU UGLY AND SMALL! (Eliminated by Redemption 2)
  • Big Mouth (Minor - selected): Chok’lat always honest. Now.
  • Vow of Atonement (Major - selected): Chok’lat try to fix bad stuff he did and not be bad anymore.
  • Loyal (Minor - Selected): Chok’lat happy new bosses not kill him. Chok’lat make sure he protect new bosses.


Edges
  • Hard: +1 Toughness, +2 to Vigor rolls AFTER Incapacitation
  • Iron Jaw: May roll Vigor instead of Spirit to recover from Shaken
  • Unstoppable: 2nd P&G selection - gains Tough as Nails, Hard to Kill, Combat Reflexes, Brawny. Gain d8 in swimming or Climbing.
  • Tough As Nails: +1 Toughness
  • Hard to Kill: Ignores wound modifiers when rolling Vigor due to Incapacitation
  • Combat Reflexes: +2 to Spirit roll to recover from being Shaken
  • Brawny: +1 to Toughness, can carry 8x Strength without penalty
  • Fast Healer (HJ roll): +2 Vigor when rolling natural healing rolls
  • Dirty Fighter (HJ roll): +2 to Trick maneuvers
  • Tricky Fighter (HJ roll): no MAP when using Agility tricks
  • Frenzy (Hindrance 1) - May make 1 additional melee attack per round at -2
  • Improved Frenzy (Hindrance 2) - May Frenzy with no penalty
  • Elan (Novice 1) - +2 to any roll when using a Benny
  • Redemption 1 (Novice 2) - eliminate Cautious hindrance
  • Infernal Endurance (Novice 3) - Slow Regeneration
  • Rock and Roll (Seasoned 1) - No Full Auto penalties when firing without moving


Cybernetics
Armor Plating (I) - Strain: 1
  • +4 Armor

Bionic Strength Augmentation (II) - Strain: 2
  • +2 Strength

Extra Limb (I) - Strain: 3
  • 1 extra non-move action

Cyber Eyes: Optics Package (I) - Strain: 2
  • (+2 Notice, ignore all Illumination penalties) + Targeting System (+2 Shooting)

Cyber-Wired Reflexes (I) - Strain: 1
  • +1 Agility die type

Hand-to-Hand Reaction Wiring (I) - Strain: 1
  • +2 to all Fighting checks

Range Data System (I) - Strain: 1
  • each application offsets 2 points of penalties to Shooting resulting from multiple actions, movement, autofire, range, etc.

Wired Skill Port (I) - Strain: 1
  • able to accept Agility-linked skill chips (current: +4 Shooting die type)

Wired Skill Chip - Fighting
  • +4 Fighting die type

Powers:
Infravision (halves illumination penalties)
Immunity to Poison & Disease
Immunity to normal sources of Fire & Cold

Weaknesses:
Not the Light!: Vulnerability (+4 Damage/-4 Resistance from Holy), count as Supernatural Evil for purposes of Edges
That's a Demon!: Distinctive D-bee with no disguise option, Non-Standard Physiology, Bad Reputation, Ugly

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Last edited by Chok'lat on Sat Jun 02, 2018 10:06 pm, edited 11 times in total.



Fri May 04, 2018 10:45 pm
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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Background
Chok’lat is a cybernetically enhanced brodkil. He was captured by the 7th SET. He was saved from execution by Zakkael, the Lyn-Srial angel of justice, in exchange for the demon’s cooperation. At the death (ascendance?) of Zakkael, Chok’lat took up the Staff of Justice and the Shield of Faith, and has started himself down the path of redemption, pledging to atone for his foul deeds.

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Sat May 05, 2018 9:57 am
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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Gear

NG-L5 Laser Rifle
Image
  • Range: 25/50/100
  • Damage: 3d6, AP 1
  • RoF: 1
  • Shots: 20
  • Weight: 14 lbs
  • Notes: Min Str d6, Semi Auto


GAW Throwback (Patron Item)
Image
This Pre-Rifts shotgun design is being tested by Golden Age Weaponsmiths, using mercs like you!
• Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)
• BigBore Cost: 120 credits per BB shotgun shell or 16,000 credits for a gross (box of 144 shells)


WI-GL20 Automatic
  • Range: 60/120/240
  • Damage: grenade
  • RoF: 3
  • AP: —
  • Shots: 40
  • Weight: 75 lbs
  • Cost: 150,000
  • Notes: Snapfire, RoF is one grenade per shot.

Vibro-Sword
Image
    Damage: Str+d10, AP 4, MD

CS Utility Belt
  • Communicator (5 mile range)
  • Compass/inertial mapper
  • Firestarter kit (solar-powered lighter and flint & steel)
  • Flashlight/signal light (with bright halogen and infrared options)
  • Mini first aid kit (+1 Healing check, only one use)



Shield of Faith: (Patreon Enchanted Item)
This divine pavise is made of a clear glass-like material. It is emblazoned with a silver cross, trimmed with otherworldly gems along the border, and inscribed with holy scriptures inlaid in true silver on the inner face. Zakkael claims it was a gift from the Archangel Michael in preparation for his task on Earth. It has since been reduced in power, but left in the hands of Chok'lat, the Brodkil traveling the path of redemption.
Base Item: Large Polymer Shield (SFC)
Charge Cost: N/A; enchanted item
Encumbrance: 6 lbs

Minor Upgrades:
1) +1 Parry
2) +2 armor

Major Upgrades:
1) Edge: Dodge
2) Edge: Improved Dodge

Total Cost: 174,400 Credits

Total Stats: The Shield provides +3 Parry, +6 Armor vs. Ranged Attacks, and the wielder is at -2 to be hit at Range.




Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Credits: 2,390

Contacts

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Last edited by Chok'lat on Sat Jun 02, 2018 9:58 pm, edited 5 times in total.



Sat May 05, 2018 10:02 am
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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Advances
Elan (Novice 1)
Redemption 1 (Novice 2)
Infernal Endurance (Novice 3)
Rock and Roll (Seasoned 1)
Steady Hands (Seasoned 2)
Redemption 2 (Seasoned 3)

Iconic Framework - ARES Physical Training
  • Physical Mastery: +1 Agility, Strength, Vigor die types
  • Adrenaline Junkie: During downtimes, Spirit roll or -2 Charisma; Also, -1 to Trait rolls until high alert / action kicks in
  • Hypercompetitive: Pick two from Arrogant, Overconfident, and Heroic


Power & Greatness - Strong & Tough x2
  • +1 Strength and +1 Vigor die types, with no maximum (x2)
  • Hard Edge
  • Iron Jaw Edge
  • Unstoppable (Tough as Nails, Hard to Kill, Combat Reflexes, Brawny)
  • d8 in Climbing


Hero’s Journey
  • Training
    • 2
    • +5 skill points between Fighting, Shooting, & Throwing
  • Training
    • 14
    • Dirty Fighter Edge
    • +1 Parry
  • Training
    • 14
    • Tricky Fighter Edge
    • +1 Parry
  • Experience & Wisdom
    • 11
    • Select 1 Background Edge (Fast Healer)



Advances
  • Initial Advances: (From Hindrances): Frenzy, Improved Frenzy
  • Cybernetic Modifications: Armor Plating (I), Bionic Strength Augmentation (II), Extra Arm (I), Cyber eyes Optics Package
  • Novice 1 Advance: Elan
  • Novice 2 Advance: Redemption 1 (Eliminate Cautious Hindrance)
  • Novice 3 Advance: Infernal Endurance (Slow Regeneration)
  • Seasoned 1 Advance: Rock and Roll
  • Seasoned 2 Advance: Steady Hands
  • Seasoned 3 Advance: Redemption 2 (remove Mean hindrance)
  • Seasoned 4 Advance: +1 Smarts
  • Veteran 1 Advance: Improved Nerves of Steel
  • Veteran 2 Advance: +1 Spirit
  • Veteran 3 Advance: Redemption 3 (reduce Greedy)
  • Veteran 4 Advance: +1 Notice, +1 Stealth
  • Heroic 1 Advance: Redemption 4 (remove Greedy)
  • Heroic 2 Advance: +1 Vigor
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Sat May 05, 2018 10:20 am
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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Chok'lat's current status - 7/1/18
Bennies: 4 (+1 post rate)
Wounds / Fatigue: 0 / 0

Adventure cards:
Get a Clue: get a clue from GM about the current problem

We Have the Talent: gain the benefits of next advance: must qualify, and must take that advance on next XP up

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Sun Jul 01, 2018 12:19 am
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Joined: Fri May 04, 2018 4:41 pm
Posts: 36
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7/1/18: Added Steady Hands, Redemption lv 2 (removed Mean hindrance)

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
Edit Signature


Sun Jul 01, 2018 4:56 pm
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