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Vela - Werejaguar

Posted: Thu Jun 22, 2017 10:08 pm
by Vela
Edited this away because my final draft is the next one, and I kept seeing this one and getting confused.

Re: Vela - Werejaguar

Posted: Tue Jun 27, 2017 8:44 am
by Vela
Player Name: Salmon Max
Google Handle: Salmon Max
Character Name: Vela
Rank: Seasoned Experience: 34 Advances Left: 0
Race: Werejaguar
Iconic Framework: ARES
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -1; Pace: 6; Parry: 8 (½ Fighting +2); Toughness: 18 (6) (½ Vigor+2 plus armor); ISP: 25
Skills: (15+5+3)
  • Fighting 1d12 (7)
  • Knowledge: Yucatan Area 1d4 (1)
  • Knowedge: Demons 1d4 (1)
  • Language: English 1d4 (1)
  • Notice 1d8 (5)
  • Psionics 1d8+1 (3)
  • Stealth 1d8 (3)
  • Swimming 1d4 (1)
  • Survival 1d6 (0)
  • Tracking 1d4 (1)
Hindrances
  • Vow: Territorial (Major): Claims and protects a territory from threats
  • Overconfident (Major): Approaches every situation with the assumption that she can prevail
  • Curious (Major): Can't leave well enough alone; must investigate unknowns
  • Habit: Catlike behavior (Minor): Sleeps at inopportune times, can be pushy, uncivil; -1 Charisma
  • Loyal (Minor): Values friends; will not betray or abandon them
Edges
  • Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
  • Thief: +2 Climbing, Lockpick, Notice/Repair for traps, Stealth in urban areas
  • Woodsman: +2 Tracking, Stealth, Survival in wilderness
  • Arcane Background: Psionics: Has access to Psionic powers
  • Improved Frenzy: Using Frenzy no longer applies -2 penalty to Fighting rolls
  • Two-Fisted: Ignore multi-action penalty when making offhand attack
  • Fast Healer: +2 Vigor for natural healing checks
  • Brawny: +1 Toughness, increased carry capacity
  • Improved Beast Mode Natural Attack: +2 damage from natural attacks while in Beast Mode, and Smite may be used on self as free action
  • Strong Willed: +2 Taunt/Intimidate, and vs Tests of Will
  • Elan: +2 when rolling a dice from a Benny use
  • Major Psychic: Double base ISP (to 20) and allow spending ISP to give bonus to Psionic skill, or power range.
  • Adept (from item): 1pp to gain AP2 on unarmed/natural attack, cast Deflection on self as free action
Race: Werejaguar
  • Shapeshift: To change forms, roll Vigor and spend an action changing forms. On a success, you change forms. On a failure, it takes a full round to change into animal form. On a Critical Failure, you stay in human form, though you can try again next round. With a raise, you can change as a free action. You can change back to human form as a free action.
  • Low Light Vision: Ignore lighting penalties from all but pitch darkness
  • Born Survivors: Start with 1d6 Survival and Danger Sense Edge
  • Regeneration: Fast (upgraded from power)
  • Cyber Resistant: Cannot take any Cybernetic benefit or framework
  • Restricted Path: Cannot use any PPE-based Arcane Background
  • Allergy to Wolfsbane: -2 to all trait rolls in presence of the herb
  • Supernatural Creature: Claws/Fangs can damage supernatural creatures normally and be damaged by supernatural creatures
  • Vulnerable to Silver: -4 to resist silver, +4 damage from silver, no regen while touching/bypasses invuln
  • Natural Enemy of Vampires and Supernatural Predators: You hunt them, they hunt you; no quarter
  • Racial Rivalry with Psi-Stalkers: -4 Charisma when dealing with them
Powers
  • Detect Arcana (3 ISP /3 rds +1/1rnd): Were-jaguars sometimes use psionically augmented senses, scent in this case, to hunt for their prey. It also triggers their hunting instincts, granting them 2 to Pace (on a success) and on a raise increase Agility by one die type for the duration of the power. Increase the power's cost by 1 ISP.
  • Conceal Arcana (2ISP/3rds +1/1 hr conceal): In addition to the normal effects, psionically concealing her arcane power allows Vela to absorb the her own sound, so Stealth is increased a die type, but she has to yell to be heard normally and speaking becomes a normal action instead of a free one.
  • Emboldening Smite (2ISP/3rnds +1/rnd): Vitality and primal fury infuses Vela's psychic ability. Smite grants +2 damage to an attack. On a raise the bonus is +4. Additionally, if she uses it on another, it will shock a target out of their distraction on a raise, providing an immediate free roll to recover from being Shaken.
  • Deflection: 2ISP/3rnds +1/rnd; All attacks targeting subject are at -2 to hit, or -4 with raise; acts as Armor vs area effects. Smell of the earth: By attuning herself to her environment, and smearing earth, dust, or dirt on her face, Vela becomes hyper aware of her environment. All attacks targeting subject are at -2 to hit, or -4 with raise. And it acts as Armor vs area effects. Additionally, undead find her even harder to hit, and take an additional -1 to hit her.
Touch of Fate
Spiritwalker - Can turn Intangible (as Power) at will. Every hour spent in this state requires a Vigor check to avoid gaining a Fatigue level.

Credits: 2600

Contacts
Other werejaguars (some friendly, others not)
Local human and d-bee tribes

Iconic Framework: ARES
  • Hero's Journey: 4 rolls, any but cybernetics
  • Origin Story: Beast Mode; In 'beast mode' hybrid form: gain the Frenzy edge, +1 Strength, +1 Vigor, and a 1d6 Natural Weapon Attack. Gain the Heroic and Overconfident Major Hindrances at all times. In Beast Mode, you suffer from the Bloodthirsty, All Thumbs, and Non-Standard Physiology hindrances.
  • Powers: Resistance and Regeneration (x2 Invulnerability): Gain Fast Healing and upgrade Slow Regen to Fast
  • Resists Kinetic, Fire, Light, Electricity; Can only be Shaken by these damage types
  • Can only be Wounded by mega-damage arcane background damage
  • +4 Toughness
Hero’s Journey
  • Training
  • Roll result: 3
  • Gain 5 skill points towards Fighting, Shooting or Throwing
  • Training
  • Roll result: 7
  • Gain a Professional Edge (Woodsman)
  • Training
  • Roll result: 16
  • Gain a Combat Edge (Improved Frenzy; Only applies in hybrid form)
  • Black Ops
  • Roll result: 12
  • Gain Thief edge and +3 skill points to spend on Stealth, Climbing, Lockpicking
Fortune and Glory (Gained during play)
Strong and Powerful - +1d Str to each form, gain Brawny Edge
Spiritual and Determined - +1d Spirit, gain Strong Willed

Advances
  • Initial Advances: (From Hindrances): Arcane Background, +1d Agility
  • Novice 1 Advance: Two-Fisted
  • Novice 2 Advance: Improved Beast Mode Natural Attack
  • Novice 3 Advance: +1d Psionics skill
  • Seasoned 1 Advance: Elan
  • Seasoned 2 Advance: +1d Smarts
  • Seasoned 3 Advance: Major Psionic
  • 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:
Right behind me: You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).

Jaguar
Attributes: Agility d10, Strength d12, Vigor d8
Skills: Climbing d8
Pace: 8; Parry: 8; Toughness: 13
Special Abilities
• Bite or Claw: Str+d6.
• Low Light Vision: Jaguars ignore penalties for Dim and Dark lighting.
• Pounce: Jaguars often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver
• Size +1
• Can't wear any humanoid armor, including from IF
• Cannot use tools or finely manipulate objects

Hybrid (based off of Jaguar)
Attributes: Agility d10, Strength d12+1, Vigor d10
Skills: Climbing d8
Pace: 8; Parry: 8; Toughness: 21 (6)
Special Abilities
• Bite or Claw: Str+d8+2 Mega-damage
• Low Light Vision: Jaguars ignore penalties for Dim and Dark lighting.
• Pounce: Jaguars often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver
• Size +1:
• Frenzy Edge; this allows Improved Frenzy to kick in
• Bloodlust, All Thumbs (-2 Repair and on detailed manipulation), and Non-Standard Physiology Hindrances (-2 in vehicles; limited armor)
• Can wear the Cannonball armor only (from IF)

Re: Vela - Werejaguar

Posted: Tue Jun 27, 2017 9:02 am
by Vela
Gear
  • NG-RA15 Cannonball Armor (Toughness +1, Armor +4, Min Str 1d6, 13lbs, 22,500cr, modified for use in human or hybrid form)
  • NG-56 Light Ion Pistol (3d6 ion, ROF 1, Shots 12, 2lbs, 5000cr; 10/20/40); 1d4-2 skill (+2 skill, -1d6 dmg per range category)
  • TW Flaming Sword (Str+1d10 mega-damage, AP 4, Can ignite targets on hit, 1lb, 90,000cr); charged w/ISP, free action to ignite
  • Dosimeter (Detect radiation in 5/10/20; 1lb, 200cr)
  • Infrared Distancing Binoculars (2 mile magnification, rangefinding; 2lbs, 1200cr)
Transformer TW Armor
- Armor +7, Toughness +1, non-environmental; 5PPE to charge (+1PPE/30min on ley line), gives Fleet Footed edge, can shift shape with Vela
Base item and mods
Huntsman Armor: +5 armor +1 toughness, non-environmental; 24,000
- TW Conversion 2400, 3d12 = 9: 1, 3, 5 hours
- +2 armor (minor), 5000, 2d6 = 6: 2, 4 hours
- 5 PPE; charges 1/30min on ley line (minor), 5000, 2d6 = 10: 5, 5 hours
- Transformation (major), 20000, 3d6 = 14: 5, 3, 6 days
- Edge: Fleet Footed (major), 20000, 3d6 = 12: 6, 1, 5 days
NG-S2 Survival Kit
  • 2 person tent
  • Sleeping bag
  • Solar flashlight/pocketknife
  • Compass/mapper; +2 Survival to navigate
  • 5 mile radio
  • First aid kit; +1 Healing checks, 3uses
  • Hunting/fishing kit, +1 Survival to gather food
  • Saw Wires that can hack through non-MD materials with time; x3
  • Solar fire-starter
  • Survival knife, hatchet, wooden cross
  • Signal Flares x4
  • Climbing kit w/30' rope, gloves, spikes, mallet
  • Soap and sterile cloth
  • Canteen
  • 2 weeks survival rations
Cloak of Camazotz: A magical item. Perhaps in one of the first tests of the old gods vs the coming of dimensional beings, Camazotz struggled vs the source of vampires on rifts earth for many centuries before failing in his quest. After being flailed alive only this patch of skin was left (Powers activated with Psionics or Spirit, at user's option).
  • Vampires Bane: +2 damage vs Vampires, +2 to opposed trait rolls vs vampires powers, natural and arcane.
  • Husk of Chac: Obscure (Blinding Rain trapping): ppts: 2, Range: smarts, Duration 3 ( 1/round), acts as water damage vs vampires, 2d8 or 3d10 with raise damage.
  • Hindrance: Vampires on an instinctive level will recognize the cloak as their long vanquished foe and will reacted with prejudice, -2CHA towards vampires.
Night Sun's Mask: A mask wrought of ancient gold, in the shape of a stylized face of a human that has catlike features wearing an elaborate headdress, this mask could be Aztec, Mayan or something even older. It is a conduit for the power of a solar deity; who patrols the boundaries of day and night, life and death, keeping the two worlds from spilling over into one another. The priests of the Night Sun were as much warrior as holy men and women, and as much hunter as warrior. Powers activated with Psionics or Spirit, at wearer's option.
  • Adept Edge
  • Solar Mantle: 2 PPE to gain +4 damage and Sunlight trapping to weapon or natural attack for 3 rounds
  • Solar Flare: Exalted Damage Field (Sunlight Trapping)
  • Divine Power: 10 PPE
  • God of Battle and the Hunt: +1 Fighting
  • Shield of Faith: +2 armor
Spirit Totem
  • +1 Psionics
  • Power Points Edge (+5 ISP)

Re: Vela - Werejaguar

Posted: Thu Jun 29, 2017 7:00 pm
by Pender Lumkiss
looks good. But where are your AB powers?

Re: Vela - Werejaguar

Posted: Fri Jun 30, 2017 6:17 am
by Icosa
Hm. Weird. Tried posting here as Vela, but it seems the post didn't take even though it looked like it did.

I have made an account for Vela though.

And the AB powers are on the sheet, right after the racial breakdown.

Re: Vela - Werejaguar

Posted: Fri Jun 30, 2017 6:17 am
by High Command
it took, I changed poster above

Re: Vela - Werejaguar

Posted: Fri Jun 30, 2017 6:33 am
by Pender Lumkiss
I see the powers. Please include a blurb on what each power looks like when it is activated.

Re: Vela - Werejaguar

Posted: Fri Jun 30, 2017 6:57 am
by Vela
Blurb added.

Re: Vela - Werejaguar

Posted: Fri Jun 30, 2017 7:15 am
by Pender Lumkiss
Nice they look fun

Re: Vela - Werejaguar

Posted: Sat Jul 01, 2017 3:23 pm
by Vela
Background

Most werejaguars are found far to the south, in the jungles where old Mexico blended into Central America; the rainforests surrounding the strange, ghostly Yucatan. However, long ago a tribe came north on a relentless hunt for new territories and new prey. They sought a new place, where they could spread out without having to compete with older, more entrenched territories. The vampire lands were smaller then, and the werejaguars were able to thread between them and find their new land.

Unfortunately, the expansion of Ixzotz and Muluc made contact with their kin impossible, and the forests of southern Mexico thinned into deserts, and the werejaguars found themselves pinned between an ancient foe and implacable terrain. They were forced to dig in and band together...both with each other and with the local human communities nearby.

Even then though, the danger was great. The Vampire Kingdoms grew a little each day, and sooner or later they would notice the werejaguars and muster the resources to move against them in force.

Young hunters, who hadn't yet taken territories for themselves, were sent northward...into the inhospitable deserts and plains of northern Mexico. Traders had told of rich and fertile lands beyond...maybe there was yet a home to be made, far from the threat of vampires. Taking and holding territory now would give the tribe a foothold, and routes scouted now would ensure they did not get lost and die of thirst in the passage.

Vela is one of those young werejaguars seeking a place for herself and for her people north of the great desert, in this new land of unknown opportunities. Of the generation born after settling near human communities, Vela is much more comfortable with humans and other races than many of the older werejaguars. She still has a strong streak of a cub's curiosity of the world, driving her to volunteer to explore the world, even if it means leaving her beloved trees and jungles behind.

And of course, if she gets a chance to kill a lot of vampires, that's just icing on the cake.