Clayton "Snakebite" Hodge (SWADE Rebuild) - Blazed

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Clayton Hodge
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Clayton "Snakebite" Hodge (SWADE Rebuild) - Blazed

Post by Clayton Hodge »

Character Sheet

Player Name: Derrick S.
Google Handle: dsmith8807

Clayton “Snakebite” Hodge
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: (Venomous) Snake Lycanthrope
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Skills:
  • *Athletics d6 (+1 Climbing)
  • *Common Knowledge d6
  • Fighting d8
  • Focus d8
  • Gambling d6
  • Intimidation d4-2 (+2 Networking [+2 more if Bashing Heads])
  • *Notice d6+2
  • *Persuasion d8 (+2 Networking)
  • *Stealth d8 (+1 Urban)
  • Survival d6 (+2 Tracking)
  • Thievery d8+1
Hindrances
  • Bloodthirsty (Major): Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
  • Enemy (Minor): GM Choice? Clayton stole Celeste from its previous owner. They aren’t too happy about it.
  • Loyal (Minor): Would willingly endanger self for friends.
Edges
  • AB (Gifted): Arcane Skill: Focus d6 (Spirit), Beast Friend, Shape Change, 15 PP
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Ambidextrous: Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
    If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
  • Bonded Heirloom: Most old west types mastered the art of gun slinging and fanning the hammer. Clayton, however, found himself settling most of his scores in back alleys or at poker tables. His snake-like reflexes lend themselves to fencing, and although self-taught, he's mastered the art over the years. Recently, he has acquired a rapier named Celeste. He "liberated" it from an unsavory type who is quite upset by the ordeal. Celeste belonged to a former priestess and still contains some of her holy power.
  • First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. (See Free Attacks on page 101).
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • New Powers: bolt, sloth/speed
  • Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.
    Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Thief: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
    Thieves know how to use protrusions onwalls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas.
    Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment.
    Finally, these rogues are—not surprisingly— adept at Thievery itself, adding +1 to those rolls in all circumstances.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104).
    If the character has Two-Gun Kid, the second action may also be a ranged attack.
Last edited by Clayton Hodge on Fri Apr 26, 2019 6:36 pm, edited 5 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge (SWADE Rebuild)

Post by Clayton Hodge »

Powers
Arcane Background: Gifted
PP: 15 - Recovery: 5/hour

Snakespeak [Beast Friend] (Special) [Novice]
  • Range: Smarts.
  • Duration: 10 Minutes.
  • Trapping: Parseltongue!
  • Effect: This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
    Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
    Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
    Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
  • Limitations: Snakes only (-1? PP).
  • Modifiers:
    • MIND RIDER (+1): The caster can communicate and sense through any of the beasts he’s befriended.
Spit Venom [Bolt] (1 PP) [Novice]
  • Range: Smarts x2.
  • Duration: Instant.
  • Trapping: Chosen trapping.
  • Effect: Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
    There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
    The damage of the bolt is 2d6, or 3d6 with a raise.
  • Modifiers:
    • DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
Shape Change [Shape Change] (0 PP) [Novice]
  • Range: Self.
  • Duration: Special.
  • Trapping: Special.
  • Effect: Special.
Paralyzing Bite / Serpentine Blessing [Sloth/Speed] (2 PP) [Seasoned]
  • Range: Touch.
  • Duration: 5.
  • Trapping: Snake-like reflexes.
  • Effect: Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
  • Limitations: Touch (-1 PP).
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
    • AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
    • QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
    • STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
(Venomous) Snake Animal Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Pace: 4(d6); Parry: 6; Toughness: 2(0);
Skills
  • Athletics d6 (+1 Climbing)
  • Common Knowledge d6
  • Fighting d8
  • Focus d8
  • Intimidation d4-2 (+2 Networking [+2 more if Bashing Heads])
  • Notice d12+2
  • Persuasion d8 (+2 Networking)
  • Stealth d8 (+1 Urban)
  • Survival d6 (+2 Tracking)
  • Thievery d8+1
Edges
  • AB (Gifted)
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Bite: Strength+2.
  • First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.
  • Size -3: Most venomous snakes are 4–6′ in length, but only a few inches thick.
  • Thief: +1 to Athletics (Climbing)/Stealth (Urban)/Stealth.
(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 6(d6); Parry: 9(3); Toughness: 3(0)
Skills
  • Athletics d6 (+1 Climbing)
  • Common Knowledge d6
  • Fighting d8
  • Focus d8
  • Gambling d6
  • Intimidation d4-2 (+2 Networking [+2 more if Bashing Heads])
  • Notice d12+2
  • Persuasion d8 (+2 Networking)
  • Stealth d8 (+1 Urban)
  • Survival d6 (+2 Tracking)
  • Thievery d8+1
Edges
  • AB (Gifted)
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Ambidextrous: Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
    If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
  • Bite/Claws: Strength+d4 Damage.
  • Fear: Make a Spirit roll vs Fear after encountering
  • First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. (See Free Attacks on page 101).
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • No Fine Manipulation: Cannot use most human weapons (including thrown weapons/firearms) accurately. -2 (or more) attempting any task requiring manual dexterity if even possible.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Size -2: Size -2, -2 Toughness
  • Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.
    Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Thief: +1 to Athletics (Climbing)/Stealth (Urban)/Thievery.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104).
    If the character has Two-Gun Kid, the second action may also be a ranged attack.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor -2 or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.

Inactive Power
Celeste’s Light [Smite - Enchanted Rapier] (-1 up to -7) [Novice]
  • Range: Touch
  • Duration: 3(1/round)
  • Trapping: Call out Celeste’s name to draw out a focused holy light that burns through evil. +1 PP for +2 AP
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.[/size]
  • Penalties: -1, -3. -4, -6, -7
Last edited by Clayton Hodge on Fri Apr 26, 2019 8:04 pm, edited 7 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Clayton Hodge
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Re: Clayton "Snakebite" Hodge (SWADE Rebuild)

Post by Clayton Hodge »

Background
Image
Clayton has been around for a while. He was born out west and grew up during a time when the Law was what you made it and a man was only as good as his word. It was a rough upbringing, but he survived and thrived.
He was a bit of a bad egg back then, too. Lawmen only had the word of witnesses and gut feelings to go off of when bringing you in, so it was best not to leave any survivors. His area of expertise was breaking and entering, but he was not opposed highway robbery. Back in those days, Clayton was known as Snakebite because his enemies and victims were often found dead from a rattler bite.
Nowadays, he has cooled his heels. He's still got a mean streak a country mile wide, but he has been reserving it for his enemies. When out on the streets making money, he has been good enough to get in and out without being detected. Even if he was found out, they would have to catch him first!
Since the Ba'al showed up causing problems for everyone, Clayton has been more careful. He has been forced to carry a weapon - his recently... "acquired" rapier Celeste while sporting a long duster over his western wear. Hes even concealed a Kevlar vest under all of that!
With the Ba'al returned, Clayton joined up with the resistance to do his part. He became unhappy with the way the world has been changing with the presence of the Ba'al. Things have started to feel a little bit too much like the old west days. He put those days behind him and doesn't want to see them brought back.
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Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge (SWADE Rebuild)

Post by Clayton Hodge »

Gear (28/30)
Celeste (Rapier)
Celeste belonged to a priestess of the same name. She practiced fencing as a child and kept in good form later in life. She was a woman of little importance who died peacefully, and then the rapier changed hands. What is important is that the Celeste still retains some of its original owner's holy power.
After putting some feelers out on the street, Clayton learned about Celeste and its current owner. He felt like he needed it more than they would, so he did what he does best and nicked it right from under its owner’s nose. They’ve been a mite touchy about it ever since.
  • Str+d4 Damage, Parry +2, Min Str d4
  • Notes: Holy Light Trapping - Celeste burns with holy power which manifests as a pure white luminescence.
  • 2 lbs, $150
    Bonded Heirloom
    • +1 Parry (+2 Total)
    • Minor Trapping (m): Holy Light - Celeste burns with holy power which manifests as a pure white luminescence.
Main Gauche
Many fighters use a secondary weapon to distract and parry. A main gauche is a short blade used for this purpose. When used in a character’s off-hand who has the Florentine Edge, increase the Parry bonus of the primary melee weapon by +1.
  • Str+d4 Damage, +1 Parry
  • 1 lb, $100
Leather Duster
  • Torso/Arms, +1 Armor, Min Str d4, 5 lbs, $50
Kevlar Vest
  • Torso, +2 Armor, Min Str d6, 8 lbs, $250
  • Notes: Kevlar reduces the damage from bullets by 4. "Bullets" includes physical shot fired from a firearm.
Lockpicks
  • 1 lb, $200
Cash: $450

Contacts
Michael (Ancient Nightbane) - Resistance
Last edited by Clayton Hodge on Fri Apr 26, 2019 5:48 pm, edited 1 time in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge (SWADE Rebuild)

Post by Clayton Hodge »

Advances
Please list all Edges and Advances taken for your character here

Attributes (5/5)
Agility: d8 (1, 1 Racial)
Smarts: d6 (1)
Spirit: d6 (1)
Strength: d6 (1)
Vigor: d6 (1)

Skills (15/15)
  • d6 *Athletics (1; Ag)
  • d6 *Common Knowledge (1; Sm)
  • d8 Fighting (1, Free d6; Ag)
  • d8 Focus (2; Free d6; Sp)
  • d6 Gambling (2, Sm)
  • d6 Lockpicking (2; Ag)
  • d6 *Notice (Free d6; Sm)
  • d6 *Persuasion (1; Sp)
  • d8 *Stealth (2; Ag)
  • d6 Survival (Free d6; Sm)
  • d8 Tievery (3; Ag)
Lycanthrope Racial Statistics
Lycanthrope Abilities
  • Acute Senses: Lycanthropes begin with d6 Notice, and receive +2 to Notice and Survival rolls to track a target.
  • Advancement: When a Lycanthrope advances it may apply the advance to either the human form or the animal form.
  • Animal Heritage: Even while in human form, lycanthropes possess some of their animal forms’ nature. While in their human form, a lycanthrope gains +1 die-type to the attribute that matches the highest attribute of the animal form. For example, a werebear in human form would gain a die type to Strength because Strength is the bear form’s highest attribute. In addition, the lycanthrope’s human form begins with a d6 in Survival, and one skill of choice from the Animals skill list.
  • Innate Arcane Power: All Lycanthropes begin with Arcane Background (Gifted), Focus d6 and the powers of Beast Friend and Shape Change, both of which are limited to their wereform’s nature. Shape Change can be used as described below. Beast Friend is ‘Limited; only versus animals of the same type’. As with any Arcane Background the character may take the new powers edge using Hindrance points at character creation or with future Advances. Any powers learned via the New Power Edge are activated by the Focus skill and must have an appropriate animalistic nature and animal trappings related to the Lycanthropes form (subject to GM approval).
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Shape change: Lycanthropes can shape change at will (no power points or roll required) into a single animal form. Changing forms always takes the lycanthrope a full turn during which only Free Actions can be performed. This is a natural ability for the creature and it retains any edges, skills or abilities its human form has that are compatible with its animal form. In addition the alternate form is innate and cannot be disrupted and does not count as an active power for spellcasting penalties.
  • Monstrous Transformations: All lycanthropes have the ability to assume a hybrid form combining the traits of the animal and human form together. This transformation takes 1 full turn. While in hybrid form, they have the following traits:
    • Fear: Lycanthropes chill the blood of all who see them. Anyone encountering a lycanthrope must make a Spirit roll to resist Fear.
    • Innate: This is a natural ability for the creature and it retains any edges, skills or abilities its human form has that are compatible with its animal form. In addition the alternate form is innate, cannot be disrupted, requires no roll, and does not count as an active power for spellcasting penalties.
    • Natural Weapons: Regardless of form all lycanthropes have a minimum off Str+d4 in bite and or claws.
    • No fine manipulation: The lycanthropes paws/hands lack human dexterity and manipulation and cannot use most humans weapons (including thrown weapons and firearms) accurately. They suffer a -2 (or more, depending on the task) penalty when attempting tasks requiring manual dexterity. Some tasks the GM may simply forbid depending on the nature of the form.
    • Size: The Hybrid forms size is the average of the two forms rounded up.
    • Supernatural Nature: In their hybrid form the Lycanthrope gains all the physical traits and abilities of the animal form or the human form, whichever is higher, while retaining their human mind and ability to speak and use their powers.
    • Venomous or Poisonous (limited by breed): With a successful shaken or wounded result from a bite attack, the character poisons his target. The player selects the poison type at character creation as Knockout, Lethal, or Paralyzing, each use causes the hero Fatigue. The character may always choose whether or not to use her poison touch. See SWADE page 128 for Poison and its effects.
  • Starting Advances: A large variety of animals can be lycanthropes, which means not all are created equally.
    • Small creatures size -2 such as a Hawk, rabbit, or Cat begin with 4 advances.
    • Medium Creatures size -1 to 0 such as a Dog, Wolf, or Deer begin with 2 advances.
    • Large Creatures size 1 to 2 such as Bear, Lion, or Tiger begin with 0 advances.
    • Huge creatures size 3+ such as Polar Bears and Pachyderms begin with 0 advances and one additional Minor hindrance.
Advances
  • Initial Advances: Thief
  • Initial Advances: Two-Fisted
  • Novice 1 Advance: First Strike
  • Novice 2 Advance: Streetwise
  • Novice 3 Advance: Bonded Heirloom
  • Seasoned 1 Advance: New Powers
  • Seasoned 2 Advance: Ambidextrous
  • 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:
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Ndreare
Savage Siri
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Re: Clayton "Snakebite" Hodge (SWADE Rebuild)

Post by Ndreare »

Clayton Hodge wrote: Wed Apr 24, 2019 9:00 pm Powers
Arcane Background: Gifted
PP: 15 - Recovery: 5/hour

Snakespeak [Beast Friend] (Special) [Novice]
  • Range: Smarts.
  • Duration: 10 Minutes.
  • Trapping: Parseltongue!
  • Effect: This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
    Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
    Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
    Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
  • Limitations: Snakes only (-1? PP).
  • Modifiers:
    • MIND RIDER (+1): The caster can communicate and sense through any of the beasts he’s befriended.
Yes, the restriction on the types of animals you can influence is a -1 limitation.

Some guy who rambles wrote:Paralyzing Bite / Serpentine Blessing [Sloth/Speed] (2 PP) [Seasoned]
  • Range: Touch.
  • Duration: 5.
  • Trapping: Snake-like reflexes.
  • Effect: Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
  • Limitations: Touch (-1 PP).
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
    • AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
    • QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
    • STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
Sure, touch is an acceptable limitation here.


For listing Celeste in the OOC tag I suggest not duplicating the same text. It can cause confusion.

Wow, he just goes on and on wrote:+1 Parry (m) (Can I change this to Reach +1?),
No, sorry. The +1 Parry is really the proper mod for this weapon.

PS: Sure go ahead and grab a couple knives.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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