Thrand - Artifact Bearer (Spook Squad)

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Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Thrand - Artifact Bearer (Spook Squad)

Post by Thrand »


Character Sheet

Player Name: Derick
Google Handle: dsmith8807
Thrand Ulfbjornson
Rank: Seasoned Advances Gained: 6 Advances Unspent: 0
Race: Human Artifact Bearer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Skills:
  • Academics d6
  • *Athletics d8
  • *Common Knowledge d6
  • Demons and Monsters d6
  • Fighting d8
  • Intimidation d6
  • *Notice d6
  • Performance d8
  • *Persuasion d8
  • Shooting d6
  • *Stealth d4
Hindrances
  • Driven - Monster Slayer (Major): The hero’s actions are driven by some important goal or belief.
  • Hunted: Artifacts are powerful and wanted. Artifact Bearers often find they have enemies they did not even know of showing up on their door trying to kill them and take their partner.
  • Obligation - Cosplay (Minor): Thrand is a well known cosplayer in the convention and nordic living history scenes. He spends a good bit of time preparing authentic viking costumes. He also crafts various anime, video game and movie costumes.
    He also promotes his business, Thrand Cosplay and Make-Up. Thrand connects with fans of his cosplay, books conventions, and does professional make-up on the side through the business. The business pays his bills, gives him an excuse to dress eccentrically, and serves as a convenient excuse for international travel.
    The Obligation consumes about 20 hours most weeks. Exactly what that entails should be discussed between the player and the Game Master.
  • The Partnership: An Artifact bearer is selected by an artifact as a partner in accomplishing its goals. If the Bearer does not assist in those goals and play well with the artifact he will find the artifact breaking its bond and abandoning him as it seeks out a new partner more inclined to its goals.
  • Suspicious (Minor): Your character is suspicious of everyone. As a Minor Hindrance, his paranoia causes frequent trust issues.
Edges
  • Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes.
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Brute: The character may also resist Athletics Tests with Strength if she chooses. Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: Your character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +1 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Thrand
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Re: Thrand Ulfbjornson, Artifact Bearer

Post by Thrand »

Background
Thrand's father brought the Hönd ór Týr to the United States in the '70's. The axe spoke to Ulfbjorn, telling him that there was great need for them in Vinland. A threat was coming, it told him, and all the world would tremble. So Ulfbjorn immigrated to the states.

He spent most of his time wandering, doing odd jobs, and looking for this calamitous entity. Along the way, he met his wife Sally. She was a hippy, but Ulfbjorn enjoyed her love of nature if not drugs. They grew close and married, having Thrand in the '84.

As Thrand grew older, Ulfbjorn began to teach him the skills needed for monster slaying as well as their family's history. Weapons of all kinds were learned and tactics were practiced. Ulfbjorn also ensured Thrand would be well educated. The family settled down in Washington to allow Thrand to attend school and later college.

Sally left before Thrand graduated, unable to cope with the reality of her Husband's true vocation and his apprenticing of Thrand. Ulfbjorn retired two years following the events of Dark Day. Ulfbjorn retired to a house near the woods half an hour outside Seattle.

After struggling with rapidly advancing modern technology, Ulfbjorn knew he was too old and too set in the ancient ways to combat this new threat. Someone younger, better able to fit into the modern world was needed. Someone stronger and faster, too, with the Hönd ór Týr to help fill in any gaps that a lack of experience would leave.

Using his Cosplay as a cover, Thrand has travelled across the states battling the forces of the Dark. He has even traveled abroad, especially to Japan, when the axe has required it of him. He always returns home to Seattle, however. Now, the Hönd ór Týr has lead him towards a new journey...

Image
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Thrand
Posts: 31
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Re: Thrand Ulfbjornson, Artifact Bearer

Post by Thrand »

Gear

Hönd ór Týr (Hand of Tyr, Battleaxe)
Image
Oral tradition suggests that Thrand's ancestor found Fenrir, still bound by the Gleipnir. He climbed down Fenrir's gullet to claim Týr's hand with the hope that with two hands, Týr would defeat Garmr during Ragnarök. With Garmr defeated, Týr would be free to help Odin battle Fenrir.

The story goes that Thrand's ancestor did find a hand in Fenrir's stomach, but when he reached for it, the hand became an axe. He cut through Fenrir's stomach with the Hönd ór Týr and then continued to carve a bloody path through the enemies of the gods and of man. It is said this ancestor, along with other heroes of the day, staved off Ragnarök themselves.

The Hönd ór Týr is much like any regular axe. It is not obviously magical, although it is deadly against creatures of the dark. It's strengths come from its aerodynamic form and ability to return when called. It also shields its wielder from magic and arcane suggestion (for better or worse).
  • Str+d8+2 Damage
  • Range: 4/8/16
  • Min Str: d8
  • Teleporting: As a free action, this weapon can return to its wielder from anywhere within Sprit x2"
  • Transformation: Once per turn as a Free Action, Hönd ór Týr can transform into a simple leather bracelet from which a small metal charm - Tyr’s runic symbol “ᛏ” - hangs.
  • Weapon of War: Always counts as Holy or Magical to affect the vulnerabilities of the creatures of the Dark.
  • Notes: Gain +1 die type to Athletics. Gain the Brute and Arcane Resistance Edges. Hardness 24; Additional -2 to dispel.
  • Weight: 4
Medium Shield
Image
  • Str+d4 Damage
  • Notes: +2 Parry; -2 Cover (front and shielded side, rear and unprotected side ignore cover); Hardness 10 and provides +2 armor against shooting through as per Obstacles.
  • Weight: 8
  • Cost: 100
Modern Monster Slayer’s Armor
Image
Combining chainmail, kevlar ballistic protection, and leather padding into one suit provides the modern monster slayer protection for threats mundane and supernatural. Thrand discovered the German Special Operations Police have just such a set up for special circumstances.
  • Head: +4 Armor; Reduces damage from bullets by 4 (apply AP only to the item’s actual Armor Value)
    • Kevlar Helmet (Head)
  • Torso: +4 Armor; Reduces damage from bullets by 4 (apply AP only to the item’s actual Armor Value)
    • Chainmail Shirt (Torso, Arms), Kevlar Vest (Torso)
  • Arms: +4 Armor
    • Chainmail Shirt (Torso, Arms), Leather Jacket (Torso, Arms)
  • Legs: +4 Armor
    • Chainmail Leggings (Legs), Leather Leggings (Legs)
  • Min Str: d10
  • Weight: 60
  • Cost: 875
Business Card(s)
Webp.net-resizeimage (1).png
Webp.net-resizeimage (1).png (6.44 KiB) Viewed 6295 times
  • Weight: -
  • Cost: ?
Credits: 50

Contacts
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Thrand Ulfbjornson, Artifact Bearer

Post by Thrand »

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

Attributes (5/5)
Agility: d6 (1)
Smarts: d6 (1)
Spirit: d8 (2)
Strength: d8 (1 + N1)
Vigor: d6 (ArtBear)

Skills (15/15):
  • Academics d6 (Sm; 2)
  • *Athletics d8 (Ag/St; Core + ArtBear + Axe)
  • *Common Knowledge d6 (Sm; Core + 1)
  • Demons and Monsters d6 (Sm; 2)
  • Fighting d8 (Ag; ArtBear + 2)
  • Intimidation d6 (Sp; 2)
  • *Notice d6 (Sm; Core + 1)
  • Performance d8 (Sp; 3)
  • *Persuasion d8 (Sp; Core + 2)
  • Shooting d6 (Ag; ArtBear)
  • *Stealth d4 (Ag; Core)
Artifact Bearer
Some items of power are so self aware they are full partners with their bearers, or even in some cases in charge of the wielders they work with. Upon choosing a wielder the Artifact Bearer will grow quickly in their bond with the item gaining new powers and a unique connection. Artifact Bearers gain the following benefits.
  • Experienced Warriors: Artifact Bearers are selected from the best humanity has to offer and begin with d6 Vigor, Athletics d6, Fighting d6, and Shooting d6. This does not increase their maximum trait limits.
  • Fully Bonded Heirloom: The Artifact Bearer’s weapon provides 2 minor traits and 4 major traits of choice from the minor or major trait list respectively.
  • Human Champion: Artifact Bearers are humans and receive the free human edge.
  • Indestructible & Potent: The weapon is virtually indestructible with a base Hardness of 24. In addition attempts to dispel their magic is difficult suffering an additional -2 penalty. (0)
  • Infinite Potential: The Artifact Bearer may select Improved Bonded Heirloom any number of times each additional time gaining a Minor or Major Trait. (This option may even be used multiple times within the same rank.)
  • Transformation: The artifact can change form into a simple item of a more subtle nature chosen at creation. The transformation in either direction can be performed once per turn as a free action.
  • Weapon of war: These supernatural weapons of war were created to fight the unearthly. They always count as either Holy, or Magic weapons and affect the vulnerabilities of Creatures of The Dark.
  • Wisdom of The Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
  • Hunted: Artifacts are powerful and wanted. Artifact Bearers often find they have enemies they did not even know of showing up on their door trying to kill them and take their partner.
  • The Partnership: An Artifact bearer is selected by an artifact as a partner in accomplishing its goals. If the Bearer does not assist in those goals and play well with the artifact he will find the artifact breaking its bond and abandoning him as it seeks out a new partner more inclined to its goals.
Advances
  • Initial Advances: (From Hindrances): Brawny, Berserk
  • Free Edge (Human): Trademark Weapon
  • Novice 1 Advance: Strength d8
  • Novice 2 Advance: Brave
  • Novice 3 Advance: Strong Willed
  • Seasoned 1 Advance: Frenzy
  • Seasoned 2 Advance: Improved Trademark Weapon
  • Seasoned 3 Advance: Iron Will
  • Seasoned 4 Advance: Vigor d8
  • Veteran 1 Advance: Improved Bonded Heirloom
  • Veteran 2 Advance: Counterstrike?
  • 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:
Bonded Heirloom:
  • 2 Minors: +2 Damage
  • 4 Majors: Teleporting, +1 die to Athletics, Brute, Arcane Resistance
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Thrand Ulfbjornson, Artifact Bearer

Post by Thrand »

Birthday (10/26/19):
+1 Golden Benny

-1 Golden Benny
+1 Dark Benny

Tidying up the 99 and Nightbane Forums:
+1 Golden Benny.

Interlude:
+Spooky Bastard
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Thrand - Artifact Bearer (Spook Squad)

Post by Thrand »

Lose one die type from Vigor due to Incapacitation.
Death from Bleeding out.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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