Penitent, a Wormwood Apok

Heroes of the Vampire Kingdoms
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Penitent, a Wormwood Apok

Post by Penitent » Fri Jun 09, 2017 3:13 pm

Character Creation Rolls
Gonna re-tool this guy using the proposed IF. Old version, using SPC2, preserved in spoilers.

Hero's Journey: Experience & Wisdom 1d20 = 11: 11 (Background edge: Ambidextrous)
Hero's Journey: Training 1d20 = 1: 1 (+5 skill points for Fighting, Shooting or Throwing)
Hero's Journey: Training 1d20 = 15: 15 (Combat edge: Two-Fisted)
Hero's Journey: Training 1d20 = 8: 8 (Woodsman edge and +1d in Survival and Tracking)
Hero's Journey: CCW 1d20 = 4: 4 (CCW of choice: Chain longsword)

Narrative Hook: 1d20 = 6: 6 (Federation of Magic is bad)

Starting credits: 3d6 = 13: 4, 5, 4 Starting credits: 2d6 = 10: 4, 6
EDIT: Just taking the first 2d6 rolls x100 = 900 credits
Old SPC2 Version
Using the play-test Super Hero IF to make a Wormwood Apok. Per that IF:

Hero's Journey (5 Rolls): Three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables ...

SUPER ABILITIES
Innate Power: Gain the Arcane Background (Super Powers) edge from the Super Powers Companion. The character is Four Color, starting with 40 Power Points and a Power Limit of 15.
Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. Super Karma does not apply to native characters but can be used by heroes not native to Rifts Earth.
Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.

COMPLICATIONS
Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major and 2 Minor Hindrances not already listed above (or others subject to GM approval).


Starting Gear: Choose one gear package from any other Iconic Framework: Use Juicer gear
Last edited by Cantrell on Thu Jun 22, 2017 9:35 pm, edited 7 times in total.

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Re: Apok (using SPC2)

Post by Penitent » Fri Jun 09, 2017 10:24 pm

Character Sheet

Player Name: James (aka Cantrell and Tribe of One)
Google Handle: tribeof1
Penitent
Rank: Veteran Experience: 54 Advances Left: 0
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Adventure Cards:

Race: Human
Iconic Framework: Wormwood Apok
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Skills:
  • Climbing d4
  • Faith d12
  • Fighting d12 +2
  • Intimidation d8 +2
  • Notice d8
  • Shooting d6
  • Stealth d6 (+2 in wilderness)
  • Survival d6+2
  • Tracking d6+2
Edges
  • Ambidextrous: No penalty for using off-hand
  • Arcane Background (Miracles):
  • Battle Caster: As a free action, gain AP 2 with melee attacks (1 PPE) until next action; armor and smite are self-only but cast as a free actions
  • Brawny: +1 Toughness and carry Strength x8
  • Champion: +2 damage and +2 Toughness vs. supernatural evil
  • Elan: +2 total when using a Bennie on Trait roll
  • Frenzy: Gain an extra melee attack, but all attacks are at -2
  • Giant-Killer: +1d6 damage vs. foes Size 3 or larger
  • Improved Frenzy: Ignore penalty when using extra attack from Frenzy (Needs to be using Fury's Fang to meet requirement)
  • Improved Level-Headed: Draw three initiative cards and take the best
  • Master of the Mask: Successful castings of armor and smite automatically gain raise
  • Nerves of Steel: Ignore 1 point of penalties from wounds
  • Power Points: Gain +5 PPE
  • Strong Willed: +2 to Intimidate and Taunt, +2 vs. Tests of Will
  • Two-Fisted: Ignore MAP when attacking with a weapon in each hand
  • Woodsman: +2 to Tracking, Survival and Stealth in the wilderness
Hindrances:
  • Heroic (Major-IF): Reborn as a force of righteousness, Penitent’s very soul depends on defending the innocent and those in need.
  • Death Wish (Minor-IF): Penitent won’t waste the chance to redeem himself, but he’ll sacrifice anything and take any risk to combat the Unholy.
  • Overconfident (Major): Compared to the cunning demons and battle-forged warriors of Wormwood, the inhabitants of Rifts Earth are soft, simple creatures. None pose a true threat to a soldier as seasoned and steadfast as Penitent.
  • Delusional (Minor): Since arriving years ago on Rifts Earth, Penitent has become convinced that Alistair Dunscon is a manifestation of the Unholy.
  • Vow (Minor): Penitent has come to Rifts Earth to find his daughter and offer her a choice: Redemption ... or death.
LEGENDARY ABILITIES
Mythic Rifter - Chainsaw of Good: Folks talk about your righteous fervor like they talk about a force of nature. Your attacks deal +4 damage, and if cause a foe to be Shaken or Wounded, roll 1d6 - on a 6, the foe is vanquished by the almighty light of the celestials.

Mystic Rifter - He Who Fights Monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.


APOK FRAMEWORK ABILITIES AND BONUSES
  • Reborn Champion: Scoured and reforged by the living planet,the redeemed Apok is stronger, faster and more resilient than before. Agility, Strength and Vigor increase by +1 die type, as do the associated Trait maximums. The Apok also gains +2 Pace and a d10 running die. If he takes the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.
  • Hell Holds No Fear: The Apok has walked among the demon legions of the Unholy and stared into the blackest pits of his own soul. He is immune to Fear and gains a +4 on tests to resist any sort of mind control or possession.
  • Sense the Unholy: The Apok detects and senses demons and other supernatural forces. He gets a Notice roll to detect hidden dangers posed by supernatural beings and creatures of magic, including demons, dragons, vampires and alien intelligences. On a raise the Apok starts the first round of an ambush or surprise attack on Hold. (This is a superior version of Danger Sense and doesn’t stack with it.) Upgraded to function as Sixth Sense, but only against supernatural beings and creatures of magic, including demons, dragons, vampires and alien intelligences.
  • Avenging Apostle, Cast Adrift: An Apok’s rebirth as a champion of Wormwood grants limited priestly powers, but the prayers used to commune with the living planet and its symbiotes are of little use on Rifts Earth. An Apok begins with 10 PPE, the Arcane Background (Miracles) Edge and a d8 in the Faith skill, but no starting powers. He may learn new powers by taking the New Power Edge, (selecting from the Mystic power list) and may use PPE to power TW devices and similar magic items - most notably his Demon Mask.
  • Mark of the Betrayer - The Demon Mask: The symbiotic mask formed when an Apok repents is both a brand and a source of power, proclaiming his past crimes and current status as a Champion of Light. The appearance of the mask varies, reflecting the Apok’s personality and prior transgressions, but each grants the following abilities when worn:
    • Soulbound Symbiote: As long as the Apok and the Unholy still live, the mask cannot be destroyed. When donned by the Apok, it bonds to his face by magic and cannot be forcibly removed.
    • Vitality of Virtue: The mask grants the Apok incredible resiliency. He gains +2 Toughness and makes a natural healing roll once per day.
    • Scourge of the Unholy: Fueled by faith and a thirst for vengeance, the demon mask can strengthen the Apok in battle, summon hellfire, and strike terror into the forces of the Unholy. The mask has 10 PPE (which regenerate at the same rate as the Apok) and grants access to the following powers: armor, blast (fire and hallowed trappings only), fear, quickness and smite, as well as the Mega Power version of each. In addition to the normal trappings available, the Apok's offensive powers gain the Hallowed Trapping: Damage caused by such powers counts as both holy and silver for purposes of Weaknesses and supernatural beings and creatures of magic are -2 on any rolls to resist.

APOK COMPLICATIONS
  • Penitent Soul: Reborn as a force of righteousness, an Apok’s very soul depends on defending the innocent and those in need. Having turned his back on his vile past, he has committed himself to the eradication of the evil, even redemption comes at the cost of his own life. The Apok has the Heroic (Major) and Death Wish (Minor) Hindrances. If he fails to act accordingly, the Game Master should impose increasing penalties:
    • Minor transgression: -1 to all Faith rolls until he performs a heroic or pious deed to atone.
    • Major transgression: -2 to all Faith rolls and the powers of the demon mask cost double the PPE to activate until the Apok undertakes a personal quest to atone.
    • Mortal transgression: The Apok commits an act of outright evil, losing Apok abilities. Only a major act of atonement and return to Wormwood have a chance of restoring them.
  • Outsider: Marked by his past crimes and consumed by vengeance, the Apok’s fanaticism tends to set folks on edge - and that’s before he puts on the demon mask. He suffers a -2 to Charisma, which increases to -4 while wearing the mask.
  • Never a Master: Although capable of channeling great power through the demon mask, an Apok is an indifferent spellcaster otherwise, too focused on martial pursuits to learn advanced techniques. He may never select the Master of Magic Edge.
  • Cybernetics: Cybernetics are never an option for an Apok, as the demon mask causes any implants to be rejected.
POWERS
  • Armor of the Damned (Armor or Greater Armor) Tendrils of black flame crawl from the demon mask, shrouding the Apok in a shadowy protective field.
    • Gains the darkness trapping [shroud]: Ranged attacks targeting the Apok are at -1 while the power is active.
  • Summon Hellfire (Blast or Greater Blast) A column of hellfire rises from the ground to envelop foes, proving particularly effective against daemonic and undead foes.
    • Gains the fire trapping [flammable]. On a successful hit roll for any potentially flammable objects to catch fire (see page 101).
    • Gains the [hallowed] trapping. Damage counts as both holy and silver for purposes of Weaknesses.
  • Soul Gaze (Fear or Greater Fear) The Apok's demon mask reflects the evil within a targeted foe and shows them the face of their own destruction.
    • Gains the [hallowed] trapping. Supernatural beings and creatures of magic are -2 on any rolls to resist.
  • Righteous Frenzy (Quickness or Exalted Quickness) The demon mask infuses the Apok with a burst of energy.
    • No special trappings.
  • Strength of the Redeemed (Smite or Greater Smite) The apok's weapons strike with the power of his faith, cutting through the target's unholy protections.
    • Gains the [hallowed] trapping. Damage counts as both holy and silver for purposes of Weaknesses.
    • Gains additional trapping of choice when cast (Greater Smite only).
Custom Iconic Edges
Battle Caster
Requirements: Novice, Apok, Fighting d8+
As a free action, an Apok can spend 1 Power Point to gain AP 2 with all of his unarmed or melee weapon attacks until his next action.
In addition, upon taking this Edge and at each new Rank, they may choose one of the powers contained in the demon mask to be activated as a free action. With the exception of fear and blast, the chosen powers may only be activated on the Apok (or in the case of smite, weapons he holds).

Master of the Mask
Requirements: Heroic, Apok, Battle Caster, Faith d10+
The Apok masters the powers of the demon mask. Whenever he successfully casts a power affected by the Battle Caster Edge, he automatically gains the raise effect.
OOC Comments
Character Sheet

Player Name: James (aka Cantrell)
Google Handle: tribeof1
Penitent
Rank: Novice Experience: 5 Advances Left: 0
Bennies: 3/3
Race: Human
Iconic Framework: Savage Super Hero (Apok)
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Charisma: -2 (-4); Pace: 12 (d6); Parry: 8; Toughness: 14 (6) or 22 (6) with mask
Skills:
  • Climbing d4
  • Fighting d12
  • Intimidation d8+2
  • Knowledge (Arcane) d4
  • Notice d6
  • Shooting d8
  • Stealth d6 (+2 in wilderness)
  • Survival d6+2
  • Tracking d6+2
Edges
  • Arcane Background (Super Powers): 40 Power Points, Power Limit 15
  • Ambidextrous: No penalty for using off-hand
  • Two-Fisted: Ignore MAP when attacking with a weapon in each hand
  • Woodsman: +2 to Tracking, Survival and Stealth in the wilderness
  • Elan: +2 to the total when spending a Benny
  • Strong-Willed: +2 to Intimidation and Taunt; +2 to Spirit and Smarts to resists Tests of Wills
Hindrances:
  • Heroic (Major-Achilles Heel): Reborn as a force of righteousness, Penitent’s very soul depends on defending the innocent and those in need.
  • Death Wish (Minor-Achilles Heel): Penitent won’t waste the chance to redeem himself, but he’ll sacrifice anything and take any risk to combat the Unholy.
  • Delusional (Minor-Achilles Heel): Since arriving years ago on Rifts Earth, Penitent has become convinced that Alistair Dunscon is a manifestation of the Unholy.
  • Overconfident (Major): Compared to the cunning demons and battle-forged warriors of Wormwood, the inhabitants of Rifts Earth are soft, simple creatures. None pose a true threat to a soldier as seasoned and steadfast as Penitent.
  • Wanted: Federation of Magic (Minor): More than one demon-tainted servant of the Federation has died upon Penitent’s blades, and there’s a growing price on his head within the Magic Zone.
  • Outsider: Bloodthirsty holy warriors from living worlds beset by the hordes of the Unholy tend to set folks on edge -- and that’s before he puts on the demon mask.
  • Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
  • Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two.
  • Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
Super Powers
  • Hell Holds No Fear (2 PP): The apok has walked among the demon legions of the Unholy and stared into the blackest pits of his own soul. He is completely immune to Fear checks. (Fearless, 2 PP)
  • Sense Evil (1 PP): The apok detects and senses danger posed by demons and other supernatural forces. He gets a Notice roll to detect hidden dangers posed by supernatural beings and creatures of magic, including demons, dragons, vampires and alien intelligences. On a raise the apok starts the first round of an ambush or surprise attack on Hold. (This is a superior version of Danger Sense and doesn’t stack with it.) (Danger Sense, 2 PP; Limitation: Supernatural, -1 PP)
  • Mental Bastion (1 PP): The apok’s mind and soul are hardened against possession and mind control. He gains +4 Toughness against mental damage and +4 to rolls made to resist opposed rolls or effects with mental trappings. (Resistance: Mental, 1 PP)
  • Supernatural Strength and Endurance (12 PP): Scoured and strengthened in a life vat cauldron, the apok’s reborn body and spirit are strengthened by his resolve and quest for redemption. His base Pace is doubled, Agility increases by one die step and Strength and Vigor are increased by two die steps. (Super Speed: Pace x2, 2 PP; Super Agility +1, 2 PP; Super Strength +2, 4 PP; Super Vigor +2, 4 PP)
Powers of the Demon Mask (Only active when the mask is worn)
  • Vitality of Virtue (7 PP): The mask grants the apok incredible resiliency, including a +8 increase to Toughness. (Toughness 8, 8 PP; Device, -1 PP)
  • Hell’s Hunter (1 PP): The mask is a symbol of horror for demons and other beings of supernatural evil, reflecting their own blasphemy and showing them the face of their destruction. As a free action, the apok can force all supernatural or magic-using foes within 12” to make a Fear check at -2 (no foe may be affected more than once per scene). The apok suffers a -2 penalty to Charisma whenever the mask is worn. (Fear, 3 PP; Scary, -2 PP; Terror, 2 PP; Device, -1 PP).
  • Alacrity of the Atoned (2 PP): The mask energizes the apok, allowing him to act with superhuman speed. He may take one additional action per round with no multi-action penalty. (Extra Actions 1, 3 PP; Device, -1 PP).
  • Summon Hellfire (12 PP): The very flames of hell, stoked by righteous fury, are at the apok’s command. As a full action (allowing only free actions in the same round) the apok can summon a column of hellfire. The attack has a Range of 12/24/48 and affects uses the Medium Burst Template. Demons and other supernatural beings or creatures of magic suffer 4d10 Mega-Damage from the fire, which has the fire and celestial silver trappings; against mundane targets the hellfire inflicts only 2d10 fire damage, which is not Mega-Damage. Summon Hellfire may not be used in the same round as Strength of the Redeemed and, once used, may not be used again until 1d6 rounds have passed. (Attack, Ranged 4d6, 6 PP; Area Effect: Medium, 2 PP; Enhanced Damage: d10s, 4 PP; Heavy, 1 PP; Extra Trapping: Celestial Silver, 1 PP*; Switchable, 2 PP; Device, -1 PP; Lethal, -1 PP; Limited: Supernatural, -1 PP; Slow to Activate, -1 PP)
  • Strength of the Redeemed (Secondary from Switchable, 10 PP): The apok’s strength of will and hatred for the Unholy grant righteous strength to his attacks, allowing him to deal extra damage to demons and other monsters. Against supernatural beings and creatures of magic, any of the apok’s melee attacks (including attacks with weapons) inflict +2d6 damage with +4 AP. Such attacks count as Mega-Damage and have the celestial silver trapping (counting as both holy and silver). Against mundane foes, the apok’s melee attacks only gain +1d6 damage and +2 AP and do not gain the Mega-Damage or celestial silver properties. Strength of the Redeemed may not be used in the same round the apok uses Summon Hellfire. (Attack, Melee 2d6, 4 PP; AP 4, 2 PP; Heavy Weapon, 1 PP; Multiple Attacks, 2 PP; Stackable, 2 PP; Extra Trapping: Celestial Silver, 1 PP*; Limited: Supernatural, -1 PP; Device, -1 PP)
Last edited by Penitent on Tue Oct 02, 2018 12:26 pm, edited 54 times in total.

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Re: Apok (using SPC2)

Post by Penitent » Fri Jun 09, 2017 10:27 pm

Background
Image

“It wasn't love that made you fall, it was pride. You know that, don’t you?”
He doesn't respond, just looks silently at the sorceress, her face harder than he remembers, skin pulled tight over flesh that seems to have lost the very memory of softness. She sneers at him, and any sense of familiarity is gone.
“You just couldn’t admit you had lost me. Had lost at anything. Couldn’t admit I might make a decision without you. Could learn secrets you didn’t teach me.”
Heavy silver chains bind her to the table, each link inscribed with holy wards and runes carved by an arch-deacon of the Cathedral. The basalt slab she lays on is rarer still, carried to Wormwood from some other world. A dead world, though perhaps kinder to the living than this infected place.
She is not done talking. Perhaps she hopes it will distract him, delay what is to come. He knows that she knows it will not.
“So you followed us, into the darkness, became a champion of something you didn’t believe in, as you had been a false champion before. That you were always good at. Lying, to yourself most of all. And then what? After giving yourself over to the Unholy, you got cold feet? Turned your back on the Host and went crawling back to the Cathedral, with its cowardly old men and mewling fools. Reborn - into what? You were shit and you’re shit again, hiding behind that mask.”
He continues to look at her. She cannot hold his gaze. Perhaps it is the demon mask, but he thinks not. She was cavorting with worse when he arrived. Scraps of sulfurous flesh and poisonous blood still decorate the walls, remnants of his battle with her daemonic guard.
“Our daughter is not like you. I saw to that.
She is digging now, trying to wound him at the last.
“I made sure of it, burned out every weakness. She serves the Unholy, has taken the power he gave her and used it to seize more. She will not waste her strength as you have, time and again. She has no need for your forgiveness. She is beyond that now …”
She gasps as he tightens the bindings, reaches past her waist to remove the dagger sheathed at the small of her back.
“What would you do if you found her? Bring her back here, to Wormwood? Offer her a chance to repent, as you did? What will you do when she spits in your face?”
“Then I will kill her, as I am going to kill you,” he says. His voice sounds distant in his own ears, the words reshaped by the mask.
Her eyes widen as he draws the curved blade from its sheath. For the first time, he thinks, she believes him.
“I was always going to leave you,” she says, her voice small even as she launches that final barb.
He slides the rune knife into her heart in one smooth motion. A quick death, I can give her that, he thinks.
It is not to be. The rune knife needs to feed, and so it does. Minutes pass before it is sated. She screams the whole time.
He stays until it is over, then turns and gathers his things. His thoughts already are on his daughter. He knows where she has gone, on some mission for her master, through the portal in the Forest of Pillars south of Battle Star. She has traveled through the rift there to Earth, to the place called Calgary.
He will find her. And he will give her the choice he was given: Redemption. Or death.
Last edited by Cantrell on Wed Jun 28, 2017 9:45 am, edited 10 times in total.

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Re: Apok (using SPC2)

Post by Penitent » Fri Jun 09, 2017 10:27 pm

Gear
Tattoos.jpg
Ashriel, the Burning Word
Defeated, devoured and stripped of substance by the vampire lord Soldad, the erelim angel Ashriel survives as an ethereal vestige, a string of burning runes that lacks consciousness but carries on its holy war by bonding with a willing host.
  • Warrior of God: Gain the Champion Edge and +2 Fighting
  • Angelic Conviction: Gain the Strong Willed Edge
  • Wings of Fire: Gain the fly power, activated by touch with a Faith roll. Fiery wings sprout from the user's back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE
  • PPE reservoir: 20 PPE available to fuel the fly power.
  • Light of the Righteous: The runes glow when in use, negating any darkness penalties that would apply to attacks or Notice rolls against the bearer in any round its abilities are tapped.
Image
Scales of the Fire Snake
Silver tubing runs along the seams of this suit of crimson scaled armor. Fangs fasten into the wearer's flesh when it is worn, and a technomagic reservoir can pump enchanted venom into the wearer's veins on command. Controls at the belt also can be used to grow thicker scales over key parts of the body (takes 1d4+1 rounds to add scales, can be shed in 1 round).
  • +8 Armor, +2 Toughness in heavy version (+6 Armor only in light)
  • Full Environmental Protection in heavy version (none in light).
  • Snakebite Elixir: +1d Strength and +1d Vigor while powered.
  • Sidewinder's Stimulant: Activate speed with a modified jazz trapping (self-only, but no extra PPE cost).
  • Standard communications and vision enhancement
  • Contains 5 PPE for activating the device and powers (recovers at a rate of 1 PPE / 30 minutes on a ley line)
  • Requires 1 PPE/hour to power (Armor reduced to +3, no other abilities when unpowered)
  • 14 lbs in heavy version, d8 Strength Minimum (6 lbs, no Strength Minimum in light version)
NG Super Laser Pistol: Range 15/30/60; Damage 2d6+2; ROF 1; AP 2; Shots 20; Weight 8; SA; Two spare E-clips.
  • Integrated grenade launcher: Range 12/24/48; 3d8; ROF 1; AP 8; Shots 6; Weight .25 each; Mega Damage, SBT; Carries 15 AP grenades total
NG-57 Heavy Ion Blaster: Range 12/24/48; Damage 1-3d6+1; ROF 1; AP -; Shots 10; Weight 5; +2 Shooting. Two spare E-clips.

Image
Durendel (unyielding blade): Damage Str+2d8; Weight 7; AP 4, enchanted silver, Mega Damage for 1 PPE; for +4 PPE gain +2 Fighting for 3 rounds; during that time, as long as the wielder does not move or take other actions, he may make Focused Strikes that bypass the Armor of inanimate objects and vehicles (but not creatures or worn armor).
71uAbYx+HaL._SX700_.jpg
Fury's Fang (chain longsword)
Infused with the blood of the Anger Worm and capped with it's razor-sharp teeth, the magic of Penitent's chainsword amplifies the apok's righteous wrath while carving through the most mammoth foes with ease.
Damage Str+2d8; Weight 15; AP 4, Mega Damage; +1 Parry, +1 to hit; Grants the Frenzy and Giant-Killer Edges.

Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item): 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).[/i]
  • +1 Toughness
  • Multiply Load Limit by 1.4 (or 2.0 if combined with Brawny)
  • No Minimum Strength Requirement (10 lbs.)
Silver cross and (6) wooden stakes

Chestburster, Modified .50-Caliber Heavy Pistol: Range 15/30/60; Damage 2d8; ROF 1; AP 2; Shots 7; Weight 8; Maximum Stopping Power (+4 damage vs. unarmored foes, -4 damage vs. armor); Semi-Auto; Removable Silencer. Two spare clips.
Silencer
From Deadlands noir:
Silencers impose a –1 penalty to Shooting rolls while using the silenced weapon. Characters (also known as “witnesses”) within 5” of the fired weapon, and not in line of sight, must make a Notice roll to realize a gun has been fired. Those beyond 5” suffer a –2 to this roll and those beyond 10”, a –4. Beyond 20”, no roll is possible unless the character is actually looking at the shooter. The firer may make a Stealth roll (opposed by Notice) to hide the use of the weapon, but this incurs the standard multi-action penalty. Silencers only work on semi-automatic pistols (not revolvers).
NG-S2 Survival Pack: Weighs 30 lbs. Contains just about everything needed for basic survival, including:
  • Two-person tent, insulated to −40 degrees Fahrenheit. Water collection extends water supplies by 20%
  • Insulated sleeping bag
  • Flashlight with concealed pocket knife, miniaturized solar panels
  • Biometric compass/inertial mapper (+2 to Survival rolls related to land navigation)
  • Short-range radio, 5 mile range
  • First aid kit (+1 to Healing, 3 uses, 300 credits to refill)
  • Hunter/fisher kit with line, hooks, etc. for fishing and trapping (+1 to Survival checks to gather food)
  • Three saw wires and two ring handles
  • Fire starter with solar-powered ignition cell and flint sparker (with six extra flints)
  • Survival knife
  • Small hatchet
  • Wooden cross
  • Four signal flares
  • Climbing kit with 30 feet of lightweight cord, climbing gloves, four ceramic spikes, and small mallet
  • Bar of soap and sterilized cloth
  • Canteen
  • Two weeks worth of survival rations in sealed pouches
Backup gear, not typically carried:

C&S Gladiator Medium Combat Armor: +6 Armor, +1 Toughness, full environmental, d8 Strength Minimum. (21 lbs, 38,000 credits)

NG-57 Heavy Ion Blaster: Range 12/24/48; Damage 1-3d6+1; ROF 1; AP -; Shots 10; Weight 5; +2 Shooting. Two spare E-clips.

Wilk's 447 Laser Rifle: Range 40/80/160; Damage 3d6; ROF 1; AP 2; Shots 20; Weight 5; Semi-Auto. Two spare E-clips.
Credits: 600

Credits: 1,200

Contacts:

Karl, aka Junior
Infant Imp/larval Brodkil
Rank: Novice Experience: 8
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6 (d10), Notice d6, Stealth d8, Tracking d6 (Smell)
Pace: 4; Parry: 5 (7); Toughness: 6 (2)
Edges: Arcane Background (Miracles), Champion
Powers: boost/lower trait with Splendor trapping; growth/shrink with Splendor trapping;
PPE: 20
Gear: battle fury blade, badass silver belt
Special Abilities:
  • Apok-in-Training: Attacks count as celestial silver.
  • Arcane Resistance: +2 Armor against damage-causing powers and +2 on trait rolls to resist opposed powers.
  • Armored Hide: +2 Armor
  • Claws: Str+d4
  • Power Points: Imps have 10 Power Points; Sacrificing the baby imp will yield 20 Power Points. Karl has +10 PPE from his AB: Miracles, for a total of 20.
  • Lending: An imp can share its Power Points with its master.
  • Infernal Form: Imps are immune to normal fire, heat, and cold (but affected by Mega Damage sources); immune to disease and poisons.
  • Invisibility: As the power, but used at will without a roll (at the base −4 level).
  • Flight: At Pace 6, Climb 3
  • Size -1: Imps are the size of small children.
  • Weakness (Cold Iron and Holy): Demons take normal damage from cold iron weapons and +4 damage vs. holy weapons.

Image

Karl got a Battle Fury Blade!
Battle Fury Blade (TW)
Damage: Str+2d8
Weight: 17
Cost: 13 million
Notes: AP 4, enchanted silver, Mega Damage; 4 Power Points to activate for +2 Fighting (including +1 to Parry), gain Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
Karls BFB.jpeg
Karl also got an enchanted belt with a big-ass silver buckle shaped like an anger worm's maw. A gift from Ares, the belt adds +2 die types to Fighting.
Last edited by Penitent on Sun Dec 03, 2017 9:01 pm, edited 11 times in total.

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Penitent
Posts: 189
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Re: Apok (using SPC2)

Post by Penitent » Fri Jun 09, 2017 10:28 pm

Advances

Hero’s Journey
  • Experience & Wisdom
    • 11
    • Background edge: Ambidextrous
  • Training
    • 1
    • +5 skill points to be used on Fighting, Shooting or Throwing
  • Training
    • 15
    • Combat edge: Two-Fisted
  • Training
    • 8
    • Woodsman edge and +1d to Survival and Tracking
  • Close Combat Weapon
    • 4
    • Choice of weapon: Chain longsword
Special Quest Rewards
  • MARS Fortune & Glory roll
    • 8
    • Vigorous & Tough: +1d Vigor and Nerves of Steel
Advances
  • Initial Advances: (From Hindrances): +1d Spirit, Battle Caster
  • Free Edge (Human): Master of the Mask
  • Novice 1 Advance: Brawny
  • Novice 2 Advance: Elan
  • Novice 3 Advance: +1d Strength
  • Seasoned 1 Advance: +1d Smarts
  • Seasoned 2 Advance: Level-Headed
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance: +1d Intimidation and Notice
  • Veteran 1 Advance: +1d Faith
  • Veteran 2 Advance: Imp. Level-Headed
  • Veteran 3 Advance: Imp. Frenzy
  • 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:
OOC Comments
Advances
Savage Super Hero Iconic Framework (http://savagerifts.com/viewtopic.php?f=69&t=658)
  • Hero's Journey (5 Rolls): Three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables.
Super Abilities
  • Innate Power: Gain the Arcane Background (Super Powers) edge from the Super Powers Companion. The character is Four Color, starting with 40 Power Points and a Power Limit of 15.
  • Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character.
  • Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.
Complications
  • Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics
  • Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two.
  • Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
  • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major and 2 Minor Hindrances not already listed above (or others subject to GM approval).
  • „„Begin with the starting gear of any one Iconic Framework of your choosing. (Juicer)

Hero’s Journey
  • Experience & Wisdom
    • 11
    • Background edge: Ambidextrous
  • Training
    • 1
    • +5 skill points to be used on Fighting, Shooting or Throwing
  • Training
    • 15
    • Combat edge: Two-Fisted
  • Training
    • 8
    • Woodsman edge and +1d to Survival and Tracking
  • Close Combat Weapon
    • 4
    • Choice of weapon: Chain longsword
Advances
  • Initial Advances: (From Hindrances): +1d Agility, +1d Spirit
  • Free Edge (Human): Elan
  • Novice 1 Advance: Strong-Willed
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • 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:
Last edited by Penitent on Sun Dec 31, 2017 2:22 pm, edited 3 times in total.

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Penitent
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Re: Penitent, a Wormwood Apok

Post by Penitent » Sun Dec 31, 2017 2:21 pm

Q4 2017, 8 XP, Advance = +1d Strength
Starting with +1 Benny from excessive posting; +1 Benny from Interlude; +1 Benny from silly names on Hangouts
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Penitent
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Re: Penitent, a Wormwood Apok

Post by Penitent » Mon Feb 12, 2018 9:23 am

Q1 2018, gained a Legendary Item and a roll on the MARS F&G table as a quest reward. After shaking the table, ended up with Vigorous and Tough (+1d Vigor and Nerves of Steel Edge).

Later in Q1 2018, gained +5 PPE as reward for saving the archons.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Penitent
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Re: Penitent, a Wormwood Apok

Post by Penitent » Sun Apr 01, 2018 8:00 pm

Q1 2018: 6 XP, 2 advances = +1d Smarts and Level-Headed
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Penitent
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Re: Penitent, a Wormwood Apok

Post by Penitent » Sun May 20, 2018 8:00 pm

Q2 2018: Gained a Weapon of Legend (Fury's Fang) from the Legendary hero's table after defeating the Khreegor.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Penitent
Posts: 189
Joined: Thu Jun 29, 2017 9:32 pm

Re: Penitent, a Wormwood Apok

Post by Penitent » Sat Jun 30, 2018 7:47 pm

Q2 2018: 6 XP = 1 Advance = Power Points
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Penitent
Posts: 189
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Re: Penitent, a Wormwood Apok

Post by Penitent » Fri Aug 03, 2018 2:50 pm

Q3 2018 = +1 XP from romantic interlude
Upgraded Danger Sense ability to mimic Sixth Sense, via HJ roll in Part 6.2
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Penitent
Posts: 189
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Re: Penitent, a Wormwood Apok

Post by Penitent » Mon Sep 24, 2018 3:06 pm

+2 Bennies in Q4 for posts regarding the Confessor's disappearance.

Gained the Legendary ability:
Mythic Rifter - Chainsaw of Good: Folks talk about your righteous fervor like they talk about a force of nature. Your attacks deal +4 damage, and if cause a foe to be Shaken or Wounded, roll 1d6 - on a 6, the foe is vanquished by the almighty light of the celestials.

Gained 4 XP for the quarter; took +1d each to Intimidation and Notice for the advance.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Penitent
Posts: 189
Joined: Thu Jun 29, 2017 9:32 pm

Re: Penitent, a Wormwood Apok

Post by Penitent » Thu Jan 03, 2019 1:40 pm

Q4 2018: +3 XP
Q1 2019: +4 XP
Q2 2019: Gained an advance as a reward (added 5 XP to account for it)
Q2 2019: +3 XP, took Imp Frenzy
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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