Vampire Hunter for 21st

A team of the Legions rising stars is sent on an odyssey to find the origin of some mysterious technology.
GM: Imperator
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Jeffery Wurst
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Re: Vampire Hunter for 21st

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F&G: 2d12: [8, 3] = 11
  • 3-Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  • 8-A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles).
1-Agile and Dexterous: Your hero adds one die type to Agility and begins with either
the Ambidextrous or Quick Edge.
2-Smart and Learned: Your hero adds one die type to Smarts and two die types to any
three Smarts-linked skills
3-Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
4-Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
5-Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
has Brave). He also begins each session with one additional Benny.
6-Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal
Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
7-Wealthy and Connected: Begins with the Rich and Connections Edges.
8-A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles).
9- Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast
Master Edge twice and increase the default Size of companion animals to 3.
10-A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero's Journey section.
11-Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
12- Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s
Journey tables of your choice

HJ Rolls: 5d20: [14, 16, 9, 7, 2] = 48
  • 14, under cover ops: Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
  • 16, Experience and wisdom: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it. Monster Slayer
  • 9, Training: While the cities of Savage Rifts ® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival.
  • 7, undercover: She's traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
  • 2, Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
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Pender Lumkiss
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Vampire Hunter for 21st

Post by Pender Lumkiss »

Character Sheet

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Jeffery Wurst
Rank: Seasoned 3 Advances Gained: 6 Advances Unspent: 0
Race: Human
Iconic Framework: Vampire Hunter
Attributes: Agility d6(1), Smarts d8(2), Spirit d8(2), Strength d6(1 adv), Vigor d8(1 FG, 1 adv)
Pace: 7(d6); Parry: 6; Toughness: 17(9); Strain: 0
Skills: 15 pts, +3 combat
  • *Athletics d4
  • *Common Knowledge d6(1)
  • Fighting d10(1+3 HJ)
  • Occult d8+2(1)
  • *Notice d8(1)
  • Shooting d6(2)
  • *Stealth d6(1)
  • *Persuasion d8(2)
  • Riding d10(d4 MARS, 1,+2 die types F and G)
  • Survival d8(2+1 die type from HJ)
  • Research d8(3)
Hindrances
  • Driven (Major): He is constantly up against his family name or a Wurst who has done it better than he.
  • Shamed (Minor): The sleepy town of Pinnacle Valley was his greatest failure. Single handedly he allowed a master vampire to take control of the town at the edge of the southern CS Lone Star boarder. The CS cleansed the town but he never forgot or forgave himself for the lives lost.
  • Mild Mannered( minor): Not your average brooding vampire hunter. Jeffery has a kind face and is easy going. He is just one of the guys about as non threatening as they come.
Edges
  • Brave: Those with this Edge have learned to master their fear, or have dealt with so many horrors they've become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Table results (see page 124).
  • Champion: Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they're evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
  • Streetwise: 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.
  • Vampire Killer: Vampire Killers are +2 on Occult, Notice, and Survival checks regarding vampires.
  • Elite Vampire Killer: An Elite Vampire Killer gains +2 on rolls to resist fear or mind-control effects from vampires and +2 on Networking and Research rolls to investigate and uncover the activities of vampires, their allies, and their nests.
  • Rich: taking a spirit spear
  • Elan: When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn't apply to damage rolls (since they're not Trait rolls), nor does it apply to Soak rolls unless you're using another Benny to reroll the Vigor check.
  • Danger Sense.
  • I know a guy +2 to gain assistance. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session's use of the Edge. If successful, the favor depends on the nature of the contact (GM's call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn't have, like a hacker, occultist, or scholar.
  • Monster Slayer: When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. If successful, the Monster Slayer has identified the foe, the GM reveals the being's weaknesses (if any) and the Monster Slayer's advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target's special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Woodsman: Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
  • Nerves of Steel(ignore 1 wound penalty)
  • Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.
  • Improved Arcane Resistance: As above, but the penalty to the arcane skill roll and damage are increased to 4.
  • Soldier: Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM's call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
  • Scholar (occult): Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they're used.
  • Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Vampire Hunter for 21st

Post by Pender Lumkiss »

Advances
  • Initial Advances: (From Hindrances): Rich, Elan
  • Human: Danger sense
  • Novice 1 Advance: Vigor Increase
  • Novice 2 Advance: Arcane resistance
  • Novice 3 Advance: Improved arcane resistance
  • Seasoned 1 Advance:Str Increase
  • Seasoned 2 Advance:Soldier
  • Seasoned 3 Advance: Scholar (occult)
  • Seasoned 4 Advance: INVESTIGATOR
  • 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:
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Vampire Hunter for 21st

Post by Pender Lumkiss »

Just looking at him you would never think he has been hunting vampires (and other things that go bump in the dark) for the last five years. He seems of normal build, and height. He is neither ugly nor attractive. His brown hair and eyes do not standout in a crowd. No Jeffery is someone you have over Saturday night to watch the Chi-Town volleyball regional match on the holo. He is the guy you introduce as uncle to your kids and cook RB steaks in the back yard on a lazy Thursday because he is just nice. Well if you asked him to unzip his familiar brown leather jacket and you would get a glimpse of who he really is... But be warned if you do you are probably a bad person.

Who are the Wurst's? Oh just your wealthy upper crust family dedicated to preserving human kind against vampires and other monsters that would threaten its very destruction. Jeffery has been put the most rigorous of training regimen both within the Arzno military and through his family's own special upbringing. He is driven to prove he is worthy of his family name, and is hounded by the ghosts of a time when he failed spectacularly.
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Re: Vampire Hunter for 21st

Post by Pender Lumkiss »

Ride: Robo Horse
Robo horse
Robo horse
77C5D30A-ED89-49B5-AC1C-80987A46D735.jpeg (274.75 KiB) Viewed 4685 times
Melee Weapon: spirit spear
Spirit Spear
Spirit Spear
Range weapon: silver plated colt
  • 12/24/48, 2d6+1, 6 shots
Armor:Bushman EBA
  • 6armor, +2 toughness, d6 str min
Field Team Six Bennies
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Re: Vampire Hunter for 21st

Post by Pender Lumkiss »

Pic
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Field Team Six Bennies
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Re: Vampire Hunter for 21st

Post by Pender Lumkiss »

Took investigator 10/25
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