Antipas, Undead Slayer for the 77th

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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Antipas, Undead Slayer for the 77th

Post by Antipas »

Rolls for the 77th and Skill dice
Mythic Rifter: [dice:4ppqfvd8]42648:0[/dice:4ppqfvd8] Apocalypse Now: You receive +1 benny per session and enemy agents in direct confrontation with you crit fail on 1 or 2, even extras!
Underworld and Black Ops: [dice:4ppqfvd8]42648:1[/dice:4ppqfvd8] Gain the Thief edge and 3 skill points useable for climb, lockpicking, or stealth
d6 in Pilot

Heroes Journey rolls,
Training:[dice:4ppqfvd8]42648:2[/dice:4ppqfvd8] Constant Battle: select one combat edge
Training:[dice:4ppqfvd8]42648:3[/dice:4ppqfvd8] Dirty Fighter and +1 parry
Training:[dice:4ppqfvd8]42648:4[/dice:4ppqfvd8] d6 Climbing and climbing gear for 4
Training:[dice:4ppqfvd8]42648:5[/dice:4ppqfvd8] d8 Knowledge History and +2 on common knowledge checks.

Player Name:Jason
Google Handle: Jason Bahr
Character Name Antipas Komnenos (Ahn-tee-paz Kom-nea-noes) of Clan Aerihman
Rank: Novice Experience: 24 Advances Left: 0
Race: True Atalantean
Iconic Framework: Undead Slayer
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8/ d12 with tattoo, Vigor d8
Charisma: -2; Pace: 6; Parry: 8; Toughness: 13 base/ 14 in coat
Skills:
  • Climbing d6 (2 HJ)
  • Knowledge:History d8 (3 HJ)
  • Fighting d10 (3 IF, 2 Build)
  • Shooting d8 (3 Build)
  • Throwing d6
  • Pilot d6 (2 setting)
  • Stealth d6 (2 HJ)
  • Lockpicking d6 (1 HJ, 1 Build)
  • Knowledge Arcana d4
  • Knowledge Battle d4
  • Knowledge Computer d4
  • Notice d6
  • Tattoo Magic d8 (2 IF, 2 Build)
Hindrances
  • Fanatic (Major):If your character is ordered to do something that serves or is motivated by his beliefs, he must do it, however foolish or dangerous it might be. His attitude among allies may be disadvantageous depending on the situation, and the Game Master may apply a –2 Charisma modifier when appropriate.
  • Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.
  • Scary Focused: Undead Slayers only exist to destroy the supernatural. Their single minded determination and focus can be unnerving to even the most loyal allies. They suffer -2 Charisma in most social situations due to their burning intensity.
  • Wanted (Major): Escaped war criminal in the Three Galaxies and wanted by Splugorth more than most Atlanteans.
  • Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Mania (Minor): Lack of empathy
  • Enemy (Minor): The quartermaster
  • Curious:
Edges
  • Thief:(HJ)Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
  • Dirty Fighter:(HJ) A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
  • Levelheaded:(HJ) A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
  • Mystical Body [Iconic]:(IF) The sheer number of tattoos has transformed the t-warrior into a magical being. Base PPE is doubled and when she takes the power Points Edge she gains 10 PPE instead of 5.
  • Tattoo Resilience [Iconic]:(IF) The rigours of tattoo transformation, fuelled by magic energies, provides the t-warrior with a bonus of +2 to Toughness.
  • AB: Magic:(IF) Has 5 powers and 10 (20) PPE
  • Tattoo Magic:(IF)A special brand of magic granted by True Atlantean tattoos master, Chaing-Ku dragons, and the Splugorth that uses arcane tattoos to activate various powers and abilities instead of spellcasting. Any power activated as a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue additional abilities and protections rather than powers. In those cases, when the New Tattoo edge is taken the hero can select a power and choose a trapping as normal or add one or more of the Tattoo Magic Power Modifiers from the list below. Modifiers added to powers use the listed duration for that power. If the hero wishes, she can choose any modifier as an ability instead of a power (e.g. protection from vampires) and activate it, as an action, with the given PPE cost for 3 rounds (1/PPE per round to maintain) for weapons and offensive powers and 1 hour (1 PPE/hour for other modifiers).
  • Quick Draw:(IF) This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 74), he adds +2 to the roll.
  • Combat Reflexes:(IF) Adds +2 to his Spirit roll when attempting to recover from being Shaken.
  • Improved Tattoo Resilience:(Build) The protection provided from tattoo transformation increases to +4.
  • Extra Power Points: Gain 5 (10) PPE
  • Alertness: +2 to notice rolls
  • Trademark Weapon: Nemesi Timoria. When using that weapon, he adds +1 to his Fighting.
  • Counter Attack: (from tattoo)
  • Elan: (from tattoo)
Last edited by Antipas on Wed Jul 31, 2019 9:27 pm, edited 21 times in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 29/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 3/4
Adventure Cards:
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Re: Antipas, Undead Slayer for the 77th

Post by Antipas »

Race
Racial Features:
  • Ageless: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.
  • Alchemically Tough: Toughness +1
  • Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos
    are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 5 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.
  • Marks of Heritage - Unique Magical Tattoos
    Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
    Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.
  • Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.
  • Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.
  • Sense Vampires: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.
  • Spirited: All members of the race start with d6 Spirit Attribute.
Racial Complications:
  • Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.
  • Cannot Be Transformed: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.
  • Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.
  • Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Fanatic, Hard Case, Heroic, In the Thick of it, or Overconfident major hindrances.
  • History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
Iconic Framework
UNDEAD SLAYER ABILITIES AND BONUSES
  • Tattooed Crusaders: As living weapons against supernatural evil Undead Slayers begin with Arcane Background (Magic), the Tattoo Magic Edge, a d6 in Tattoo Magic, 20 PPE, and five tattoos (powers and/or abilities).
  • Undead Slayers are also eligible for the Adept, Champion, and Holy Warrior edges, using their Arcane Background and Tattoo Magic skill in place of Miracles and Faith.
  • Inherently Magical: With mystical energy from tattoos coursing through their veins Undead Slayers are powerful magical beings in their own right. They gain an additional 10 PPE (included above) and gain 10 PPE instead of 5 when taking the Power Points edge.
  • Fearless Fighters: Trained for generations to fight the evils of the Megaverse, nothing can extinguish a Undead Slayer’s resolve. They start with two combat edges of choice, ignoring rank requirements, and begin with d8 Fighting.
  • Tattoo Resilience: Due to their large number of Magic Tattoos Undead Slayers gain extraordinary endurance and resistance to damage granting them +2 Toughness.
UNDEAD SLAYER COMPLICATIONS
  • Touchy Feely: Activating tattoos requires touching them. Clothes, armor, restraints, and other impediments to touching tattoos makes them impossible to activate.
  • Bestowed Abilities: While using tattoos is a skill, their power is given from another not inherently learned. As a result Undead Slayers cannot draw PPE from ley lines and their tattoos gain no additional benefits from ley lines or nexus points.
  • Price of Power: Acquiring magic tattoos takes its toll on the soul. Excruciating pain, fatigue, and long recoveries have a cumulative effect - not to mention constant exposure to the worst the Megaverse has to offer. Undead Slayers must roll on the Psyche Degradation Table for each rank after Novice.
  • Scary Focused: Undead Slayers only exist to destroy the supernatural. Their single minded determination and focus can be unnerving to even the most loyal allies. They suffer -2 Charisma in most social situations due to their burning intensity.
  • The Feeling is Mutual: Vampires, demons, the Federation of Magic, the Coalition, you name an evil faction and you can bet they despise Undead Slayers. Any evil beings treat Undead Slayers with a “kill on sight” attitude.
Last edited by Antipas on Sun Sep 30, 2018 4:57 pm, edited 2 times in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 29/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 3/4
Adventure Cards:
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Re: Antipas, Undead Slayer for the 77th WIP

Post by Antipas »

Background
Born and raised in a secret Aerihman compound in the three galaxies Antipas, like all true Atlanteans was trained from a young age to battle evil. He took to this with the fervor of a born Undead Slayer. He also took well to training in covert ops and infiltration, skills that are often useful when hunting evil in the politically precarious three galaxies. On reaching adulthood he set out into the universe to make his way.

It didn't take long to fall in with a group of wandering do-gooders and he traveled with them for several years finding friendship and even love despite his often acerbic personality. Still he covertly reported to his clan on the goings on in the 3G and even used his teams activities as cover for clan ordered operations. This eventually came to light and despite themselves the team found the clans goals generally matched their own so they agreed to allow him to stay and even cooperated with him provided he was up front about the jobs.

Shortly after a crushing defeat by a young splugorth name Lord Glubragghar which cost the team their leader and Antipas' wife they got a chance at payback. The splugorth had surreptitiously taken over Nah-Gora, a planet that was under protected neutral status on the border between the Consortium of Civilized Worlds and the Transgalactic Empire. Clan Aerihman wanted them to board an abandoned stealthed science station in orbit of the world and retrieve evidence this. As they gathered the information they learned that Lord Glubragghar was on planet in his hidden fortress and that the orbit of the station would take it nearly directly over it.

The undead slayer had an idea, drop the stealthed station on the fortress. It was in a remote area so he believed the collateral damage would be minimal. Still it was a heated debate but in the end he swayed them and the station was programed to crash. Being sure to be the last to go the young Atlanteans hubris would be his undoing when he recorded a message set to transmit moments before impact bragging to the splugorth lord that he orchestrated it's demise. Unbeknownst to any of the team the area in which the alien intelligence had built it's hideaway way on top of a dormant super volcano. The impact of the station was more than enough to trigger an eruption of catastrophic levels. Most of the continent was leveled by the blast wave and in less than a day the ash cloud engulfed the whole planet. The natives being a pre space civilization had no chance.

The volcanic eruption and it's result were observed by spy satellites of both galactic powers as was Antipas' transmission. The press also became aware and he was branded a genocidal terrorist. Not want to drag his friends or clan down he slipped away from them and turned himself in to the CCW to face the consequences of his actions. He was quickly convicted and sentenced to several life sentences. After serving 10 years and surviving one of the worst prisons in the CCW he was no in the public eye anymore and the Splugorth took advantage of that to bribe and blackmail officials into transferring the Atlantean o a different facility. They planned to attack the transport enroute and punish him themselves but Antipas' friends had neither forgotten him nor been idle in the decade he'd been locked up. They hijacked the transport themselves and took him to an Aerihnam outpost. Now a wanted man in most of the 3G Antipas opted to travel to earth and start over. After kicking around for a few months he decided to lend the Tomorrow Legion a hand. He'd lost more than a step in his time locked up so getting his skills back up to snuff while gaining allies in the war against evil was a win/win.


Blue, Thunder Duck Animal Companion!
Blue.jpg
Blue.jpg (69.17 KiB) Viewed 2613 times
Essentially the Beast Master Edge is gained:
Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d4, Vigor d6; Pace: 2; Parry: 7; Toughness: 5
Fighting d8, Notice d8, Shooting d6
Special Abilities
More Elemental than bird: No additional damage from called shots;
Loyal beyond compare: Fearless;
Immune to disease and poison.
Born in the elemental plane: Invulnerability: Thunder Ducks are immune to all non-magical attacks, but suffer 1d6 damage when doused in at least a gallon of water, +2 per additional gallon.
Electric Touch: Str+d6; chance of catching electrical fire.
Electric Strike: Thunder Ducks can project an electrical arc blast using the Cone Template. Characters within the cone must beat the ducks Shooting roll with Agility or suffer 2d10 damage, plus the chance of catching electrical fire.
Rebirth: If a Thunder Duck is killed, it explodes into electrical energy filling a Medium Burst Template. Creatures within the Template suffer 2d10 damage and have a chance of catching fire. During the explosion, the body of the thunder duck turns into an small blue jewel. A new thunder duck hatches 2d6 days later.
Flight: Thunder Ducks have a Flying Pace of 12” and a Climb of 3”.
Last edited by Antipas on Sun Jan 20, 2019 11:37 pm, edited 6 times in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 29/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 3/4
Adventure Cards:
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Characters Seswarick (main acc), Barinthasheer, Antipas

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Re: Antipas, Undead Slayer for the 77th WIP

Post by Antipas »

Gear

Mantel of the Adrastian:(Signature Item) The rune like tattoos that scroll around the more traditional Atlantean tattoos born by the undead slayer Antipas Komnenos are not merely decorative flair but are in fact a blessing from the goddess Nemesis. This blessing declares the bearer to be an Adrastian, an implacable weapon in the war against evil and a being of personal interest to the fates. Destined for both glory and tragedy befitting the epics of old.

Base Item: Exoskeleton: This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. (5 lb, $100,000) retrapped as a complex tattoo tracery. Solar powered--must spend one hour every 4 days sunbathing with minimal clothing to retain power on the exoskeleton

Powers:
  • Super Edge: Elan 2pts (cost 20,000)
  • Super Edge: Counter Attack 2 pts (cost 20,000)
  • Regeneration 1, 2 pts (cost 20,000)
  • Toughness 2, 2 pts (cost 20,000)


Total cost 180,000

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


Nemesi Timoria (Dragonbane Blade) (Patron Item)
Antipas' Dagger.jpg
Legendary Enchanted Knife
Damage: Str+2d6+2, Mega Damage, AP 4
Magic Features
• Dragon Slayer: Does normal damage to all creatures except dragons and sea serpents, to which it inflicts +1d6 damage and ignores armor.
• Eternally super-sharp armor piercing blade: Weapon never dulls.
• History: When the heir to the Redstone Dwarven clan of the UWW was assassinated this dagger was crafted to help bring his killer to justice. His killer was the infamous assassin Nazgar the Dark, a shadow Dragon who often worked for the Splugorth and their ilk. The adventurers succeeded and they kept the dagger. It remains with one of them to this day. • No Min Str (1 lb.)


Antipas' Bright Future Shades:
Crystal filters laced with silver attached to a cold iron frame enhance visibility of the arcane so the wearer is able to ignore one level of gang up bonuses from supernatural creatures.(Supernatural and Magical Sensitivity Trapping)
GM Note: +1 PPE per hour of use.
Built on to Magic Optic System (TW): Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)
Total PPE/hr 2

Wilk’s 320 Laser Pistol
Image
[list][*]Range: 18/36/72
[*]Damage: 2d6, AP 2
[*]RoF: 1
[*]Shots: 20
[*]Weight: 2 lbs
[*]Notes: Semi-Auto[/list]


NG-LG6 Laser Rifle
[list][*]Range: 25/50/100
[*]Damage: 3d6+2, AP 2
[*]RoF: 1
[*]Shots: 20
[*]Weight: 14 lbs
[*]Notes: Min Str d6, Semi Auto. Integral grenade launcher (Range 18/36/72, Damage by grenade, 8 shots) Loaded with 7 HE (3d8 damage MBT). [/list]



Bandit BigBore Sawed-Off Shotgun (Range 10/20/40, Damage 1–3d6, RoF 1, Shots 2, Mega Damage)
Double Barreled: If an attacker wants to fire both barrels at the same target, roll damage once and add +4.
Ammo: The Bandit BigBore can be loaded with U-Round or BigBore shells.
Bigbore shells: Against targets of size 2 or less, the target makes an opposed Strength roll vs damage dealt. If the damage exceeds the Strength roll, the target is knocked down. If the damage exceeds by a Raise, the target is knocked Prone and Shaken.
U-Round shells: Ignore the armor of most supernatural creatures (not elementals or temporal raiders) and also prevent any regeneration.

Small Lead Case of 12 U-Round shotgun shells( included with the above shotgun).
Ignores armor of most supernatural creatures ( not elementals or temporal raiders), also prevents any regeneration. If you have a Gieger counter you know the lead case is not quite enough to prevent radiation exposure.

Waterblast Shotgun
  • Range: 12/24/48
  • Damage: 1–3d10
  • ROF: 1–2
  • Shots: 2
  • Weight: 11
  • Notes: Shotgun rules (double-barrel), requires 1 PPE to load, a hit with a raise drenches the target, halving any movement on its next action. This only hurts creatures like the vampire who are vulnerable against water.
Bow
  • Range: 12/24/48
  • Damage: 2d6
  • ROF: 1
  • Weight: 3
  • Min Strength d6
  • Ammo: 20 arrows
Throwing Daggers
  • Range: 3/6/12
  • Damage: Str+d4
  • ROF: 1
  • Weight: 1
  • Ammo: 6
Dock'ers Boots
  • "These boots were made for running and that is just what you'll do."
  • Power: Speed 2
  • Effect: Double wearers natural base pace.
  • A rather normal looking pair of jack boots. Scuffed and worn but very flexible and durable.
    Build by Luke
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Wooden Stakes (6) Strapped to side of Pack[/list]
Silver Cross Around Neck
Starting Credits roll
[dice:3ic0k2vh]42832:0[/dice:3ic0k2vh]
Credits: 100
Last edited by Antipas on Mon May 20, 2019 6:10 pm, edited 18 times in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 29/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 3/4
Adventure Cards:
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Characters Seswarick (main acc), Barinthasheer, Antipas

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Antipas
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Re: Antipas, Undead Slayer for the 77th WIP

Post by Antipas »

Advances
  • Initial Advances: (From Hindrances): +1d Agility, Improved Tattoo Resilience edge
  • Novice 1 Advance: +1d Strength
  • Novice 2 Advance: Extra Power Points
  • Novice 3 Advance: Trademark Weapon: Nemesi Timoria
  • Seasoned 1 Advance:+1d Spirit
  • Seasoned 2 Advance:
  • 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:
XP Rewards:
+5 XP Q4 2018
+5 xp Q1 2019
Last edited by Antipas on Wed Jul 31, 2019 9:47 pm, edited 8 times in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 29/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 3/4
Adventure Cards:
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Characters Seswarick (main acc), Barinthasheer, Antipas

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Antipas
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Re: Antipas, Undead Slayer for the 77th WIP

Post by Antipas »

Tattoos
Arcane Background: Magic
PPE/ISP: 35 - Recovery: 1/hour

Flaming Sword [Simple Weapon with Flame Modifier] (2) [Racial]
Range: Self Only
Duration: 3 (1/round)
Trapping: A glowing mystical longsword
Effect: Summons magical longsword that does Str+1d8 Mega Damage

Heart Pierced by a Wooden Stake [Tattoo] (2) [Racial]
Range: Self
Duration: 1 hour (1/hour)
Trapping: A tattoo of a heart pierced by a wooden stake, touch to activate
Effect: +4 armor vs. attacks from vampires and +4 to resist any vampiric powers

Heart with Wings [boost trait+heart with wings] (4/6) [Ability]
Range: Touch
Duration: 3 (1/round)
Trapping: A tattoo of a heart with sweeping angelic wings and a plus sign
Effect: Increase or lower trait by one die type, 2 with a raise (2/4 with Greater Boost/Lower). Additionally, double base pace and increases running die to d10 when boosting.

Thee Eyes with Mystic Glow [detect arcana+three eyes] (4/6) [Novice]
Range: Sight
Duration: 3 (1/round)
Trapping: A tattoo of three glowing eyes on the hero's forehead
Effect: Character can sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. Can also see through all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply normally.

Shield with a Heart [armor+heart] (12/15) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: A tattoo of a rounded spartan shield with a heart in the middle.
Effect: Grant 2 points of Armor. A raise grants 4 points of Armor (+5, +10 MDC with Greater Armor). Additionally, the T-Warrior can make a Vigor roll at -2 to absorb matter and energy based attacks. Each success and raise lets the hero negate a wound. Magic and psionics cannot be absorbed

A Black Sun [Invisibility] (5/10) [Seasoned]
Range: Self
Duration: 3 (1/round)
Trapping: An intricate black sun on the top/back of head
Effect:With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6. Mega version:The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.

Flaming Runes of Power [Smite+ flaming fist] (4/6) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Runes of power laid out along Chi lines cover his body.
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. (Mega +4/+8 and apply a trapping) Additionally, any melee or non-technical ranged weapon wielded by the bearer of this tattoo does Mega Damage.
Last edited by Antipas on Tue Jan 01, 2019 1:04 pm, edited 1 time in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 29/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 3/4
Adventure Cards:
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Characters Seswarick (main acc), Barinthasheer, Antipas

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Antipas
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Re: Antipas, Undead Slayer for the 77th

Post by Antipas »

Rewards:

Bioborg loot roll [dice:1dxunepr]46096:0[/dice:1dxunepr] Ranged Weapons: NG-LG6 Laser Rifle
[dice:1dxunepr]46096:1[/dice:1dxunepr] grenades all HE

5 xp for Q4 2018

5 xp for Q1 2019
HJ roll for Q1 2019 Interlude, 11 Background Edge, Alertness
1 xp for Q1 2019 Interlude,

4 xp for Q2 2019
Psyche degradation roll [dice:1dxunepr]46096:2[/dice:1dxunepr]

4 xp for Q3 2019
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 29/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 3/4
Adventure Cards:
Edit Signature
Characters Seswarick (main acc), Barinthasheer, Antipas

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