Chok'lat (Redeemed Brodkil ARES)
Chok'lat (Redeemed Brodkil ARES)
HJ 1 - Training: [dice:bslrt6fi]35002:1[/dice:bslrt6fi] - Dirty Fighter Edge, +1 Parry
HJ 2 - Training: [dice:bslrt6fi]35002:2[/dice:bslrt6fi] - Tricky Fighter Edge, +1 Parry
HJ 2 - Training: [dice:bslrt6fi]35002:2[/dice:bslrt6fi] - Tricky Fighter Edge, +1 Parry
Last edited by Chok'lat on Sat May 05, 2018 10:23 am, edited 1 time in total.
Chok'lat
Re: Chok'lat (Redeemed Brodkil ARES)
Brodkil Racial Statistics
Lope: +2 Pace, +1 Run die-type (1)
Infernal Hide: MD Armor +2
Regeneration: Brodkil may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
Bred in Darkness: Infravision, Immunity to Poison & Disease
Supernatural Strength: Brodkil begin with +2 Strength die types—with no Trait maximum. They deal Mega Damage with all melee attacks.
Supernatural Endurance: Brodkil begin with +2 Vigor die types; increase the Trait maximum accordingly. They are extremely hardy and have Environmental Immunity to Cold, Fire, Poison, Disease, and Heat. They begin with the Upgradeable Edge (and are eligible for Beyond the Limit).
Natural Tormentors: Natural Weapons (Claws), Strength + d6 MD, AP 6; Size +2
Techno-Ready: Upgradeable Edge
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
Racial Edges:
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.
Lope: +2 Pace, +1 Run die-type (1)
Infernal Hide: MD Armor +2
Regeneration: Brodkil may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
Bred in Darkness: Infravision, Immunity to Poison & Disease
Supernatural Strength: Brodkil begin with +2 Strength die types—with no Trait maximum. They deal Mega Damage with all melee attacks.
Supernatural Endurance: Brodkil begin with +2 Vigor die types; increase the Trait maximum accordingly. They are extremely hardy and have Environmental Immunity to Cold, Fire, Poison, Disease, and Heat. They begin with the Upgradeable Edge (and are eligible for Beyond the Limit).
Natural Tormentors: Natural Weapons (Claws), Strength + d6 MD, AP 6; Size +2
Techno-Ready: Upgradeable Edge
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
Racial Edges:
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
Re: Chok'lat (Redeemed Brodkil ARES)
Player Name: Christian
Google Handle: crapgame7
Character Name: Chok’lat
Rank: Veteran / Specialist 2nd Class Experience: 49 Advances Left: 1
Race: Brodkil
Iconic Framework: ARES Physical Training
Attributes: Agility d12 (1 IF, +2, +1 cyber), Smarts d6, 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; PPE (Superpowers): 20
Skills:
Edges
Cybernetics
Armor Plating (I) - Strain: 1
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
AB: Superpowers: PPE: 20
Google Handle: crapgame7
Character Name: Chok’lat
Rank: Veteran / Specialist 2nd Class Experience: 49 Advances Left: 1
Race: Brodkil
Iconic Framework: ARES Physical Training
Attributes: Agility d12 (1 IF, +2, +1 cyber), Smarts d6, 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; PPE (Superpowers): 20
Skills:
- Climbing d8
- Fighting d12+5 (+2 HtH wiring; base d10+2, +4 die types from chip)
- Intimidation d8
- Notice d4+2 (+2 visual notice)
- Persuasion d4
- Shooting d10+2 (+2 optics, ignores 2 points of penalties; +4 die types from skill chip - d12+5 with chip)
- Stealth d6
- Survival d4
- Swimming d4
- Taunt d4
- Throwing d4
- Tracking d4
- 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.
- Monologuer (Major - adventure reward): Chok'lat's got a lot to say, and he's gonna say it right now, no matter WHEN that is!
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
- Nerves of Steel (Veteran 1) - Chok'lat ignores 1 point of wound penalties
Cybernetics
Armor Plating (I) - Strain: 1
- +4 Armor
- +2 Strength
- 1 extra non-move action
- (+2 Notice, ignore all Illumination penalties) + Targeting System (+2 Shooting)
- +1 Agility die type
- +2 to all Fighting checks
- each application offsets 2 points of penalties to Shooting resulting from multiple actions, movement, autofire, range, etc.
- able to accept Agility-linked skill chips (current: +4 Fighting die type)
- +4 Shooting die type
- +4 Driving die type
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
AB: Superpowers: PPE: 20
- Dispel
- trapping
Last edited by Chok'lat on Sat Jun 02, 2018 10:06 pm, edited 11 times in total.
Chok'lat
Re: Chok'lat (Redeemed Brodkil ARES)
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.
Super Powers -- PPE: 20
Chok'lat merged with a shard of an entity contained in a sarcophagus. In exchange for a bit of a personality quirk, the shard empowered Chok'lat with the power to Dispel, though this is severely hampered by his installed cybernetics.
Dispel
Spirit's Boon: When faced with horrors of the worlds beyond, you can feel a beneficial presence wash over you, fortifying you against the instinctive terror of the unnatural. You gain a +2 bonus to all Fear Checks; this stacks with the Brave Edge. If you are innately Fearless, then when a Fear check is called for, the presence acts to bolster your resolve in a more subtle fashion--roll a d10 (no Wild Die), which can Ace as normal, and treat it as a Support roll for your next action, which must be taken either the round you were faced with the Fear check, or the one immediately following. (So for every Success and Raise on this roll, you get a +1 to your action's roll, up to a maximum of +4.)
CONTACTS
Cpl. Peter Fellman, CS river boat guard
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.
Super Powers -- PPE: 20
Chok'lat merged with a shard of an entity contained in a sarcophagus. In exchange for a bit of a personality quirk, the shard empowered Chok'lat with the power to Dispel, though this is severely hampered by his installed cybernetics.
Dispel
Spirit's Boon: When faced with horrors of the worlds beyond, you can feel a beneficial presence wash over you, fortifying you against the instinctive terror of the unnatural. You gain a +2 bonus to all Fear Checks; this stacks with the Brave Edge. If you are innately Fearless, then when a Fear check is called for, the presence acts to bolster your resolve in a more subtle fashion--roll a d10 (no Wild Die), which can Ace as normal, and treat it as a Support roll for your next action, which must be taken either the round you were faced with the Fear check, or the one immediately following. (So for every Success and Raise on this roll, you get a +1 to your action's roll, up to a maximum of +4.)
CONTACTS
Cpl. Peter Fellman, CS river boat guard
Chok'lat
Re: Chok'lat (Redeemed Brodkil ARES)
Gear
NG-L5 Laser Rifle
Super-Tech JA-11 Energy Rifle
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 Grenade Launcher
CV-200 Deadman's Mini Rail Gun (Range 75/150/300, Damage 2d8+2 MD, AP 4, RoF 3, No Snapfire) [5K each]
Vibro-Sword
Damage: Str+3d4+3
Weight: 16
Cost: 25,000 credits
Notes: AP 4
Vibro-Blade Vambraces
NG-L5 Laser Rifle
- [*]Range: 24/48/96
Damage: 4d6, AP 2
RoF: 1
Shots: 20
Weight: 10 lbs
Notes: Semi Auto
Super-Tech JA-11 Energy Rifle
- Range: 30/60/120
Firing Mode 1: 3d6 AP 2
Firing Mode 2: 3d6+1, +2 Shooting
Firing Mode 3: 3d6 AP 2 MD
60 shots
ST Mod: Gives Shooter the Marksman Edge (2 pts)
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 Grenade Launcher
- Range: 24/48/96
- Damage: grenade
- RoF: 3
- AP: —
- Shots: 40
- Weight: 75 lbs
- Cost: 150,000
- Notes: Snapfire, RoF is one grenade per shot.
CV-200 Deadman's Mini Rail Gun (Range 75/150/300, Damage 2d8+2 MD, AP 4, RoF 3, No Snapfire) [5K each]
Vibro-Sword
- Damage: Str+d10, AP 10, MD
Damage: Str+3d4+3
Weight: 16
Cost: 25,000 credits
Notes: AP 4
Vibro-Blade Vambraces
- Damage: Str+2d4
- Weight: 8 lbs[/8ize]
[*]Cost: 11,000
[*]Notes: AP 2, Parry +1. Requires Agility d8, worn as a pair.
[*]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)
- Armor Piercing (20)
- Range: 5/10/20
Damage: 3d8, AP 16
Notes: MD, SBT
- Range: 5/10/20
- Fragmentation (20)
- Range: 5/10/20
Damage: 5d6
Notes: MD, LBT
- Range: 5/10/20
- High Explosive (20)
- Range: 5/10/20
Damage: 3d10
Notes: MD, MBT
- Range: 5/10/20
- Plasma (5)
- Range: 5/10/20
Damage: 3d12
Notes: MD, SBT[; on a raise, targets catch fire, taking 3d6 damage each round and are Distracted until doused/list]
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)
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: 5,370 + 50285
Contacts - Range: 5/10/20
Last edited by Chok'lat on Sat Jun 02, 2018 9:58 pm, edited 5 times in total.
Chok'lat
Re: Chok'lat (Redeemed Brodkil ARES)
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)
+1 Smarts (Seasoned 4)
Nerves of Steel (Veteran 1)
Iconic Framework - ARES Physical Training
Power & Greatness - Strong & Tough x2
Hero’s Journey
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)
+1 Smarts (Seasoned 4)
Nerves of Steel (Veteran 1)
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: Nerves of Steel
- Veteran 2 Advance: Improved Nerves of Steel
- Veteran 3 Advance: Redemption 3 (reduce Greedy)
- Veteran 4 Advance: +1 Spirit
- Heroic 1 Advance: Redemption 4 (remove Greedy)
- Heroic 2 Advance: +1 Notice, +1 Stealth
- Heroic 3 Advance: +1 Vigor
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Chok'lat
Re: Chok'lat (Redeemed Brodkil ARES)
7/1/18: Added Steady Hands, Redemption lv 2 (removed Mean hindrance)
Chok'lat
Re: Chok'lat (Redeemed Brodkil ARES)
Chok'lat's current status - 12/28/19
Bennies: 4 (+1 interlude)
Wounds / Fatigue: 0 / 0
PP: 15 / 15
Active Effects: None
Bennies: 4 (+1 interlude)
Wounds / Fatigue: 0 / 0
PP: 15 / 15
Active Effects: None
Chok'lat
- Snake Eyes
- Game Master
- Posts: 617
- Joined: Wed Feb 07, 2018 2:16 pm
Re: Chok'lat (Redeemed Brodkil ARES)
Chok'lat wrote: ↑Fri May 04, 2018 10:45 pm Player Name: Christian
Google Handle: crapgame7
Character Name: Chok’lat
Rank: Veteran / Specialist 2nd Class Experience: 49 Advances Left: 1
Race: Brodkil
Iconic Framework: Brodkil Racial IF - custom
Attributes: Agility d10 (+2, +1 cyber), Smarts d6 (+1 Adv), Spirit d8 (+2), Strength d12 (2 IF, 2 cyber), Vigor d10 (2 IF, +1)
Pace: 8, d8 Run; Parry: 8, 11 with Shield; Toughness: 23 (12) MDC; Strain: 12 / 14; Size: +3; PPE (Gifted): 15
Skills:Hindrances
- Athletics d6 (+1)
- Common Knowledge d4
- Notice d6 (+1)
- Persuasion d4
- Stealth d8 (+2)
- Fighting d10+2 (+4)
- Intimidation d6 (+2)
- Shooting d10+2 (ignores 2 points penalties) (+4)
- Survival d4 (+1)
- 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.
- Monologuer (Major - adventure reward): Chok'lat's got a lot to say, and he's gonna say it right now, no matter WHEN that is!
Edges
- Dirty Fighter (HJ roll): +2 to Trick maneuvers
- Tricky Fighter (HJ roll): no MAP when using Agility tricks
- Frenzy (Hindrance 1) - Roll a 2nd Fighting die with any Fighting attack for the turn. The extra die may be allocated to the same or different targets. Resolve each separately.
- Improved Frenzy (Hindrance 2) - The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Elan (Novice 1) - +2 to any roll when using a Benny
- Redemption 1 (Novice 2) - eliminate Cautious hindrance
- Brawny: (Novice 3) - +1 Size (+1 Toughness), treats Strength as one die type higher when determining encumbrance and Minimum Strength to use armor, weapons, etc. without a penalty
- Rock and Roll (Seasoned 1) - No Full Auto penalties when firing without moving
- Thicker Hide (Seasoned 2) - The brodkil's hide toughens, adding +4 Armor. This stacks with implanted cyber-armor for purposes of MDC calculations.
- Nerves of Steel (Veteran 1) - Chok'lat ignores 1 point of wound penalties
Cybernetics
Armor Plating (II) - Strain: 1Bionic Strength Augmentation (II) - Strain: 2
- +4 Armor
Extra Limb (I) - Strain: 2
- +2 Strength die types
Cyber Eyes: Optics Package (I) - Strain: 1
- Ignore 2 points of Multi-Action penalties each turn; doesn't stack with Additional Action.
Targeting Eye- Strain: 1
- +2 Notice (sight based), ignore all Illumination penalties
Audio Package- Strain: 1
- +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round).
Cyber-Wired Reflexes (I) - Strain: 1
- +2 Notice (audio based), hear hyper-sonic & subsonic ranges
Hand-to-Hand Reaction Wiring (I) - Strain: 1
- +1 Agility die type
Range Data System (I) - Strain: 1
- +2 to all Fighting checks, +1 Parry
Powers:
- each application offsets 2 points of penalties to Shooting resulting from multiple actions, movement, autofire, range, etc.
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
AB: Gifted: PP: 15
- Dispel
- trapping
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
Prestige Unlimited Bennies