Architect - Chang-Ku

Post Reply
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Architect - Chang-Ku

Post by Architect »

Character Sheet

Player Name: Sgt 86Delta/Nathaniel
Discord Handle: Nathaniel (Sgt 86Delta)
Architect
Rank: Legendary 2 Advances Left: 0 of 17
Race: Chang-Ku Alchemist
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d12+2, Vigor d10
Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0

Skills:
  • CORE
    • Athletics (Ag) d4 --> d6
      Common Knowledge (Sm) d4
      Notice (Sm) d4 --> d6
      Persuasion (Sp) d4 --> d6
      Stealth (Ag) d4
    STANDARD
    • Academics (Sm) d6
      Fighting (Ag) d6
      Language (Sm) d8
      Occult (Sm) d10
      Psionics (Sm) d6
      Repair (Sm) d6
      Spellcasting (Sm) d10

Hindrances
  • Fugue State Curious (Major): [Racial]
    Code of Honor (Major): brief description
    Vow (Major): brief description
Edges
  • Greater Metamorphosis
    Artificer
    Master of Magic [SUMMON ALLY, BOOST/LOWER TRAIT, HEALING]
    Minor Tattoo Creation
    Major Psionic [SPEAK LANGUAGE, MIND LINK, DETECT/CONCEAL ARCANA]
    Jack-of-All-Trades
    Strong Willed
    Mentalist
    Power Points (PPE)
    New Powers (Occult/Spellcasting) [GROWTH/SHRINK, WARRIOR's GIFT]
    Dragon Master Psionic [RELIEF]
    New Powers (PPE) [DRAIN POWER POINTS, DISPEL]
    New Powers (ISP) [MIND WIPE, PUPPET]
    Iron Will
    Telemechanics
    Rapid Recharge
Last edited by Architect on Sun May 03, 2020 8:21 pm, edited 1 time in total.
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Architect - Background

Post by Architect »

Background
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Architect - Gear

Post by Architect »

Gear

Item
  • Info
Credits:

Contacts
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Architect - Advances

Post by Architect »

Advances

Attributes
  • Agility d4 --> d6 (1) --> d8 (4S),
    Smarts d4 --> d6 (Racial) --> d8 (1) --> d10 (IA) --> d12 (12H),
    Spirit d4 --> d6 (Racial) --> d8 (1) --> d10 (1N),
    Strength d4 --> d12+2 (Racial),
    Vigor d4 --> d8 (Racial) --> d10 (8V)
Skills
  • Academics (Sm) --> d4 (1)
    *Athletics (Ag) d4 --> d6 (1)
    Battle (Sm)
    Boating (Ag)
    *Common Knowledge (Sm) d4
    Driving (Ag)
    Electronics (Sm) (used for sensors and such)
    Faith (Sp)
    Fighting (Ag) --> d6 (2)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm)
    Healing (Sm)
    Intimidation (Sp)
    Language (Sm) --> d6 (2)
    *Notice (Sm) d4 --> d6 (1)
    Occult (Sm) --> d4 (Racial) --> d6 (1)
    Performance (Sp)
    *Persuasion (Sp) d4
    Piloting (Ag)
    Psionics (Sm) --> d4 (Racial)
    Repair (Sm)
    Research (Sm)
    Riding (Ag)
    Science (Sm)
    Shooting (Ag)
    Spellcasting (Sm) --> d6 (2)
    *Stealth (Ag) d4
    Survival (Sm)
    Taunt (Sp)
    Thievery (Ag)
    Weird Science (Sm)

Racial Package



Hero’s Journey
  • Education Table
    Roll result [1]
    Description: Your hero’s voracious appetite for knowledge led to her picking up a little
    something about pretty much everything. She has the Jack-of-All-Trades Edge.
  • Experience & Wisdom Table
    Roll result [3]
    Description: Your character doesn’t take kindly to threats, and no one messes with her head.
    She is Strong Willed.
  • Psionics Table
    Roll result [14]
    Description: Overcoming the will of others is something many psionics strive to perfect. Your
    hero is a master of such techniques, granting her the Mentalist Edge.

Advances
  • Initial Advances: (From Hindrances):
    1 Novice 1 Advance:
    2 Novice 2 Advance:
    3 Novice 3 Advance:
    4 Seasoned 1 Advance:
    5 Seasoned 2 Advance:
    6 Seasoned 3 Advance:
    7 Seasoned 4 Advance:
    8 Veteran 1 Advance:
    9 Veteran 2 Advance:
    10 Veteran 3 Advance:
    11 Veteran 4 Advance:
    12 Heroic 1 Advance:
    13 Heroic 2 Advance:
    14 Heroic 3 Advance:
    15 Heroic 4 Advance:
    16 Legendary 1 Advance:
    17 Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
Signature Block
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Architect - Powers

Post by Architect »

Powers


ISP/PPE: 20/20
Recovery: 1 per hour
Adventure Card:

Powers List
  • Novice: armor, blind, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, light/obscure, smite, stun, telepathy
  • Seasoned: barrier, farsight, telekinesis
  • Veteran: fly
  • Burster
  • Novice: armor, blind, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, light/obscure, smite, stun, telepathy
  • Seasoned: barrier, farsight, telekinesis
  • Veteran: fly
  • Mind Melter
  • Novice: armor, blind, boost/lower trait, burst, confusion, darksight, deflection, detect/conceal arcana, entangle, environmental protection, fear, healing, illusion, light/obscure, mind reading, smite, speak language, stun, telepathy
  • Seasoned: barrier, clairvoyance, damage field, disguise, dispel, farsight, havoc, invisibility, pummel, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: fly, puppet,
  • Heroic: divination, drain power points, intangibility,
  • Ley Line Walker
  • Novice: armor, blind, bolt, boost/lower trait, burrow, burst, conceal arcana, confusion, darksight, deflection, entangle, environmental protection, fear, healing, light/obscure, mind reading, smite, speak language, speed, stun, summon ally, wall walker
  • Seasoned: barrier, blast, damage field, disguise, dispel, farsight, growth/shrink, havoc, invisibility, pummel, quickness, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: banish, fly,
  • Heroic: drain power points, intangibility,
  • Mystic
  • Novice: armor, blind, boost/lower trait, burst, confusion, darksight, deflection, detect/conceal arcana, entangle, environmental protection, fear, healing, illusion, light/obscure, mind reading, smite, speak language, stun, telepathy
  • Seasoned: barrier, clairvoyance, damage field, disguise, dispel, farsight, havoc, invisibility, pummel, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: fly, puppet,
  • Heroic: divination, drain power points, intangibility
  • Novice: armor, blind, bolt, boost/lower trait, burrow, burst, conceal arcana, confusion, darksight, deflection, entangle, environmental protection, fear, healing, light/obscure, mind reading, smite, speak language, speed, stun, summon ally, wall walker
  • Seasoned: barrier, blast, damage field, disguise, dispel, farsight, growth/shrink, havoc, invisibility, pummel, quickness, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: banish, fly,
  • Heroic: drain power points, intangibility,
  • Techno Wizard
  • Novice: armor, blind, bolt, boost/lower trait, burrow, burst, conceal arcana, confusion, darksight, deflection, entangle, environmental protection, fear, healing, light/obscure, mind reading, smite, speak language, speed, stun, summon ally, wall walker
  • Seasoned: barrier, blast, damage field, disguise, dispel, farsight, growth/shrink, havoc, invisibility, pummel, quickness, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: banish, fly,
  • Heroic: drain power points, intangibility,


Code: Select all

[b][size=150]Flavor Text Here[/size][/b] (Power Name; PPE) [size=85][Rank][/size]
[u]Mega/Temporal[/u]:
[u]Range[/u]:
[u]Duration[/u]:
[u]Trapping[/u]:
[u]Effect[/u]:
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
Signature Block
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Architect - Chang-Ku

Post by Ndreare »

You have two of these, both are real busy with variants. Which one is getting cleaned and do I need to move to War Breakers?
  • 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
Post Reply

Return to “Archived Recruits”