HJ 1 - Training: (carried over from original rolls) - Dirty Fighter Edge
HJ 2 - Training: (carried over from original rolls) - Tricky Fighter Edge
Chok'lat (Redeemed Brodkil IF - SWADE)
Re: Chok'lat (Redeemed Brodkil IF - SWADE)
Player Name: Christian
Google Handle: crapgame7
Character Name: Chok’lat
Rank: Veteran 4 / Specialist 2nd Class Advances Left: 0
Race: Brodkil
Iconic Framework: Brodkil Racial IF - custom
Attributes: Agility d10 (+2, +1 cyber), Smarts d6 (+1 Adv), Spirit d10 (+2, +1 adv), Strength d12 (2 IF, 2 cyber), Vigor d10 (2 IF)
Pace: 8, d8 Run; Parry: 8, 11 with Shield; Toughness: 26 (14) MDC; Strain: 14 / 16; Size: +2; PPE (Gifted): 15
Skills:
Edges
Cybernetics
Armor Plating (II) - Strain: 2
Infravision (halves illumination penalties)
Immunity to Poison & Disease
Immunity to normal sources of Fire & Cold
Heavy Armor vs. Fire & Cold
+4 Armor (Infernal Hide)
+4 Armor (Thicker Skin)
Weaknesses:
Not the Light!: Vulnerability (+4 Damage/-4 Resistance from Holy), count as Supernatural Evil for purposes of Edges
That's a Demon!: Distinctive D-bee with no disguise option, Non-Standard Physiology, Bad Reputation, Ugly
AB: Gifted: PP: 15
Google Handle: crapgame7
Character Name: Chok’lat
Rank: Veteran 4 / Specialist 2nd Class Advances Left: 0
Race: Brodkil
Iconic Framework: Brodkil Racial IF - custom
Attributes: Agility d10 (+2, +1 cyber), Smarts d6 (+1 Adv), Spirit d10 (+2, +1 adv), Strength d12 (2 IF, 2 cyber), Vigor d10 (2 IF)
Pace: 8, d8 Run; Parry: 8, 11 with Shield; Toughness: 26 (14) MDC; Strain: 14 / 16; Size: +2; PPE (Gifted): 15
Skills:
- Athletics d6 (+1)
- Common Knowledge d4
- Notice d6+2 (+1, Cyber) (add +2 for both Sight-based and Audio-Based Notice checks, total +4)
- Persuasion d4
- Stealth d8 (+2)
- Fighting d10+2 (+4)
- Intimidation d6 (+2)
- Shooting d10+2 (ignores 2 points penalties) (+4)
- Survival d4 (+1)
- Heroic (Major - IF): Chok’lat show you he good now!
- Overconfident (Major - IF): Chok’lat bigger, stronger, tougher, and saw Light. Chok’lat best at everything!
- Greedy (Major - Racial/Infernal): Plug more stuff into Chok’lat! Reduced to Minor by Redemption 3
- Cautious (Minor - Racial/Infernal): Chok’lat not ready to die. That mean the Pit forever. Chok’lat NOT want that. (Eliminated by Redemption 1)
- Mean (Minor - Racial/Infernal): What you mean Chok’lat mean? YOU UGLY AND SMALL! (Eliminated by Redemption 2)
- Big Mouth (Minor - selected): Chok’lat always honest. Now.
- Vow of Atonement (Major - selected): Chok’lat try to fix bad stuff he did and not be bad anymore.
- Loyal (Minor - Selected): Chok’lat happy new bosses not kill him. Chok’lat make sure he protect new bosses.
- Arrogant (Major - adventure reward): Chok'lat don't care what you say. Chok'lat is the best one to fix any problem!
Edges
- Dirty Fighter (HJ roll): +2 to Trick maneuvers
- Tricky Fighter (HJ roll): no MAP when using Agility tricks
- Frenzy (Hindrance 1) - Roll a 2nd Fighting die with any Fighting attack for the turn. The extra die may be allocated to the same or different targets. Resolve each separately.
- Improved Frenzy (Hindrance 2) - The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Elan (Novice 1) - +2 to any roll when using a Benny
- Redemption 1 (Novice 2) - eliminate Cautious hindrance
- Brawny: (Novice 3) - +1 Toughness, treats Strength as one die type higher when determining encumbrance and Minimum Strength to use armor, weapons, etc. without a penalty
- Rock and Roll (Seasoned 1) - No Full Auto penalties when firing without moving
- Thicker Hide (Seasoned 2) - The brodkil's hide toughens, adding +4 Armor. This stacks with implanted cyber-armor for purposes of MDC calculations.
- Nerves of Steel (Veteran 1) - Chok'lat ignores 1 point of wound penalties
- Danger Sense (cyber) - DS edge
Cybernetics
Armor Plating (II) - Strain: 2
- +4 Armor
- +2 Strength die types
- Ignore 2 points of Multi-Action penalties each turn; doesn't stack with Additional Action.
- +2 Notice (sight based), ignore all Illumination penalties
- +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round).
- +2 Notice (audio based), hear hyper-sonic & subsonic ranges
- +1 Agility die type
- +2 to all Fighting checks, +1 Parry
- each application offsets 2 points of penalties to Shooting resulting from multiple actions, movement, autofire, range, etc.
- 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense edge
Infravision (halves illumination penalties)
Immunity to Poison & Disease
Immunity to normal sources of Fire & Cold
Heavy Armor vs. Fire & Cold
+4 Armor (Infernal Hide)
+4 Armor (Thicker Skin)
Weaknesses:
Not the Light!: Vulnerability (+4 Damage/-4 Resistance from Holy), count as Supernatural Evil for purposes of Edges
That's a Demon!: Distinctive D-bee with no disguise option, Non-Standard Physiology, Bad Reputation, Ugly
AB: Gifted: PP: 15
- Dispel
- trapping
Chok'lat
Re: Chok'lat (Redeemed Brodkil IF - SWADE)
Background
Chok’lat is a cybernetically enhanced brodkil. He was captured by the 7th SET. He was saved from execution by Zakkael, the Lyn-Srial angel of justice, in exchange for the demon’s cooperation. At the death (ascendance?) of Zakkael, Chok’lat took up the Staff of Justice and the Shield of Faith, and has started himself down the path of redemption, pledging to atone for his foul deeds.
AB: Gifted -- PP: 15
Chok'lat merged with a shard of an entity contained in a sarcophagus. In exchange for a bit of a personality quirk, the shard empowered Chok'lat with the power to Dispel.
Dispel
Spirit's Boon: When faced with horrors of the worlds beyond, you can feel a beneficial presence wash over you, fortifying you against the instinctive terror of the unnatural. You gain a +2 bonus to all Fear Checks; this stacks with the Brave Edge. If you are innately Fearless, then when a Fear check is called for, the presence acts to bolster your resolve in a more subtle fashion--roll a d10 (no Wild Die), which can Ace as normal, and treat it as a Support roll for your next action, which must be taken either the round you were faced with the Fear check, or the one immediately following. (So for every Success and Raise on this roll, you get a +1 to your action's roll, up to a maximum of +4.)
CONTACTS
Cpl. Peter Fellman, CS river boat guard
Chok’lat is a cybernetically enhanced brodkil. He was captured by the 7th SET. He was saved from execution by Zakkael, the Lyn-Srial angel of justice, in exchange for the demon’s cooperation. At the death (ascendance?) of Zakkael, Chok’lat took up the Staff of Justice and the Shield of Faith, and has started himself down the path of redemption, pledging to atone for his foul deeds.
AB: Gifted -- PP: 15
Chok'lat merged with a shard of an entity contained in a sarcophagus. In exchange for a bit of a personality quirk, the shard empowered Chok'lat with the power to Dispel.
Dispel
Spirit's Boon: When faced with horrors of the worlds beyond, you can feel a beneficial presence wash over you, fortifying you against the instinctive terror of the unnatural. You gain a +2 bonus to all Fear Checks; this stacks with the Brave Edge. If you are innately Fearless, then when a Fear check is called for, the presence acts to bolster your resolve in a more subtle fashion--roll a d10 (no Wild Die), which can Ace as normal, and treat it as a Support roll for your next action, which must be taken either the round you were faced with the Fear check, or the one immediately following. (So for every Success and Raise on this roll, you get a +1 to your action's roll, up to a maximum of +4.)
CONTACTS
Cpl. Peter Fellman, CS river boat guard
Chok'lat
Re: Chok'lat (Redeemed Brodkil IF - SWADE)
Gear
NG-L5 Laser Rifle
Super-Tech JA-11 Energy Rifle
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the shotgun.
•• Range: 10/20/40
• • Damage: 1– 3d8+4, AP: 5
• • Special: When using this round, the Throwback acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 12/24/48
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 3
• Payload: Expanded internal tubular magazine, 30 round capacity (3 rows of ten). Switching between rows is free action equivalent to drawing a weapon (i.e. limited to twice per round as a free action, per SWADE). Using a insertion tube speed loader, reloading a tube is Reload 3. Otherwise each tube must be reloaded one round at a time.
• Features:
• • A golden age recoil suppression system negates 1 points of penalty to hit from auto-fire.
• Min Strength d8; (15 lbs.) The recoil dampening helps reduce the needed strength to use BigBore rounds or fire shotguns in automatic rates of fire.
• Golden Age Reliability: Functionally the same as Northern Gun Manufacturer Quality for its firearms and body armor only; For vehicles use Black Market knock off quality. (Empires of Humanity, page 38)
WI-GL20 Automatic Grenade Launcher
• Damage: 3d12+6, AP: 0, MD
• Range: 18/36/72
• Rate of Fire: 1
• Payload: 16
• Notes: Snapfire, MD, It Burns, Integrated Multi-Optics Scope
• Weight: 12 (Min Str d8)
C-200 Infantry Rail Gun
• Damage: 2d10+2, AP: 7, MD
• Range: 50/100/200
• Rate of Fire: 3
• Payload: 20
• Notes: Always in Bursts, Hyperkinetic, Minimum is Maximum, MD
• Weight (by item): (Min Str D12)
• • Gun: 45 Ibs.
• • light ammo-drum: 30 Ibs.
Vibro-Sword
Damage: Str+3d4+3
Weight: 16
Cost: 25,000 credits
Notes: AP 4
Vibro-Blade Vambraces
CS Utility Belt
Grenades
Shield of Faith: (Patreon Enchanted Item)
This divine pavise is made of a clear glass-like material. It is emblazoned with a silver cross, trimmed with otherworldly gems along the border, and inscribed with holy scriptures inlaid in true silver on the inner face. Zakkael claims it was a gift from the Archangel Michael in preparation for his task on Earth. It has since been reduced in power, but left in the hands of Chok'lat, the Brodkil traveling the path of redemption.
Base Item: Large Polymer Shield (SFC)
Charge Cost: N/A; enchanted item
Encumbrance: 6 lbs
Minor Upgrades:
1) +1 Parry
2) +2 armor
Major Upgrades:
1) Edge: Dodge
2) Edge: Improved Dodge
Total Cost: 174,400 Credits
Total Stats: The Shield provides +3 Parry, +6 Armor vs. Ranged Attacks, and the wielder is at -2 to be hit at Range.
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
Credits: 83,655
Contacts
NG-L5 Laser Rifle
- Range: 24/48/96
Damage: 4d6, AP 2
RoF: 1
Shots: 20
Weight: 10 lbs
Notes: Semi Auto
Super-Tech JA-11 Energy Rifle
- Range: 30/60/120
Firing Mode 1: 3d6 AP 2
Firing Mode 2: 3d6+1, +2 Shooting
Firing Mode 3: 3d6 AP 2 MD
60 shots
ST Mod: Gives Shooter the Marksman Edge (2 pts)
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the shotgun.
•• Range: 10/20/40
• • Damage: 1– 3d8+4, AP: 5
• • Special: When using this round, the Throwback acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 12/24/48
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 3
• Payload: Expanded internal tubular magazine, 30 round capacity (3 rows of ten). Switching between rows is free action equivalent to drawing a weapon (i.e. limited to twice per round as a free action, per SWADE). Using a insertion tube speed loader, reloading a tube is Reload 3. Otherwise each tube must be reloaded one round at a time.
• Features:
• • A golden age recoil suppression system negates 1 points of penalty to hit from auto-fire.
• Min Strength d8; (15 lbs.) The recoil dampening helps reduce the needed strength to use BigBore rounds or fire shotguns in automatic rates of fire.
• Golden Age Reliability: Functionally the same as Northern Gun Manufacturer Quality for its firearms and body armor only; For vehicles use Black Market knock off quality. (Empires of Humanity, page 38)
WI-GL20 Automatic Grenade Launcher
- Range: 24/48/96
- Damage: grenade
- RoF: 3
- AP: —
- Shots: 40
- Weight: 75 lbs
- Cost: 150,000
- Notes: Snapfire, RoF is one grenade per shot.
• Damage: 3d12+6, AP: 0, MD
• Range: 18/36/72
• Rate of Fire: 1
• Payload: 16
• Notes: Snapfire, MD, It Burns, Integrated Multi-Optics Scope
• Weight: 12 (Min Str d8)
C-200 Infantry Rail Gun
• Damage: 2d10+2, AP: 7, MD
• Range: 50/100/200
• Rate of Fire: 3
• Payload: 20
• Notes: Always in Bursts, Hyperkinetic, Minimum is Maximum, MD
• Weight (by item): (Min Str D12)
• • Gun: 45 Ibs.
• • light ammo-drum: 30 Ibs.
Vibro-Sword
- Damage: Str+d10, AP 10, MD
Damage: Str+3d4+3
Weight: 16
Cost: 25,000 credits
Notes: AP 4
Vibro-Blade Vambraces
- Damage: Str+2d4
- Weight: 8 lbs[/8ize]
- Cost: 11,000
- Notes: AP 2, Parry +1. Requires Agility d8, worn as a pair.
CS Utility Belt
- Communicator (5 mile range)
- Compass/inertial mapper
- Firestarter kit (solar-powered lighter and flint & steel)
- Flashlight/signal light (with bright halogen and infrared options)
- Mini first aid kit (+1 Healing check, only one use)
Grenades
- Armor Piercing (20)
- Range: 5/10/20
Damage: 3d8, AP 16
Notes: MD, SBT
- Range: 5/10/20
- Fragmentation (20)
- Range: 5/10/20
Damage: 5d6
Notes: MD, LBT
- Range: 5/10/20
- High Explosive (20)
- Range: 5/10/20
Damage: 3d10
Notes: MD, MBT
- Range: 5/10/20
- Plasma (5)
- Range: 5/10/20
Damage: 3d12
Notes: MD, SBT[; on a raise, targets catch fire, taking 3d6 damage each round and are Distracted until doused
- Range: 5/10/20
Shield of Faith: (Patreon Enchanted Item)
This divine pavise is made of a clear glass-like material. It is emblazoned with a silver cross, trimmed with otherworldly gems along the border, and inscribed with holy scriptures inlaid in true silver on the inner face. Zakkael claims it was a gift from the Archangel Michael in preparation for his task on Earth. It has since been reduced in power, but left in the hands of Chok'lat, the Brodkil traveling the path of redemption.
Base Item: Large Polymer Shield (SFC)
Charge Cost: N/A; enchanted item
Encumbrance: 6 lbs
Minor Upgrades:
1) +1 Parry
2) +2 armor
Major Upgrades:
1) Edge: Dodge
2) Edge: Improved Dodge
Total Cost: 174,400 Credits
Total Stats: The Shield provides +3 Parry, +6 Armor vs. Ranged Attacks, and the wielder is at -2 to be hit at Range.
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
Credits: 83,655
Contacts
Chok'lat
Re: Chok'lat (Redeemed Brodkil IF - SWADE)
Advances
Elan (Novice 1)
Redemption 1 (Novice 2)
Infernal Endurance (Novice 3)
Rock and Roll (Seasoned 1)
Thicker Skin (Seasoned 2)
Redemption 2 (Seasoned 3)
+1 Smarts (Seasoned 4)
Nerves of Steel (Veteran 1)
Improved Nerves of Steel (Veteran 2)
Brodkil Racial Iconic Framework
Lope: +2 Pace, +1 Run die-type (1)
Infernal Hide: Armor +4
Regeneration: Brodkil may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
Bred in Darkness: Infravision, Immunity to Poison & Disease
Supernatural Strength: Brodkil begin with +2 Strength die types—with no Trait maximum. They deal Mega Damage with all melee attacks.
Supernatural Endurance: Brodkil begin with +2 Vigor die types; increase the Trait maximum accordingly. They are extremely hardy and have Environmental Immunity to Cold, Fire, Poison, Disease, and Heat. They begin with the Upgradeable Edge (and are eligible for Beyond the Limit).
Natural Tormentors: Natural Weapons (Claws), Strength + d6 MD, AP 6; Size +2
Techno-Ready: Upgradeable Edge
Hero’s Journey
Elan (Novice 1)
Redemption 1 (Novice 2)
Infernal Endurance (Novice 3)
Rock and Roll (Seasoned 1)
Thicker Skin (Seasoned 2)
Redemption 2 (Seasoned 3)
+1 Smarts (Seasoned 4)
Nerves of Steel (Veteran 1)
Improved Nerves of Steel (Veteran 2)
Brodkil Racial Iconic Framework
Lope: +2 Pace, +1 Run die-type (1)
Infernal Hide: Armor +4
Regeneration: Brodkil may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
Bred in Darkness: Infravision, Immunity to Poison & Disease
Supernatural Strength: Brodkil begin with +2 Strength die types—with no Trait maximum. They deal Mega Damage with all melee attacks.
Supernatural Endurance: Brodkil begin with +2 Vigor die types; increase the Trait maximum accordingly. They are extremely hardy and have Environmental Immunity to Cold, Fire, Poison, Disease, and Heat. They begin with the Upgradeable Edge (and are eligible for Beyond the Limit).
Natural Tormentors: Natural Weapons (Claws), Strength + d6 MD, AP 6; Size +2
Techno-Ready: Upgradeable Edge
Hero’s Journey
- Training
- 14
- Dirty Fighter Edge
- Training
- 14
- Tricky Fighter Edge
- Initial Advances: (From Hindrances): Frenzy, Improved Frenzy
- Cybernetic Modifications: Armor Plating (II), Bionic Strength Augmentation (II), Extra Arm (I), Cyber eyes Optics Package
- Novice 1 Advance: Elan
- Novice 2 Advance: Redemption 1 (Eliminate Cautious Hindrance)
- Novice 3 Advance: Brawny
- Seasoned 1 Advance: Rock and Roll!
- Seasoned 2 Advance: Thicker Hide
- Seasoned 3 Advance: Redemption 2 (remove Mean hindrance)
- Seasoned 4 Advance: +1 Smarts
- Veteran 1 Advance: Nerves of Steel
- Veteran 2 Advance: Improved Nerves of Steel
- Veteran 3 Advance: Redemption 3 (reduce Greedy)
- Veteran 4 Advance: +1 Spirit
- Heroic 1 Advance: Redemption 4 (remove Greedy)
- Heroic 2 Advance: +1 Vigor
- Heroic 3 Advance: +1 Intimidation, +1 Stealth
- Heroic 4 Advance: Menacing
- Legendary 1 Advance: Menacing
- Legendary 2 Advance: Rabble-Rouser
- Legendary 3 Advance:
- Legendary 4 Advance:
Chok'lat
Re: Chok'lat (Redeemed Brodkil IF - SWADE)
1/2/2020 Advance: Added Redemption 3 (reduce Greedy to Minor)
Chok'lat
Re: Chok'lat (Redeemed Brodkil IF - SWADE)
Current status, 8/7/2023:
Bennies: 2 (-1 Strength, -1 Grackle capture, +1 interlude)
Wounds / Fatigue: 0 / 0
Active powers: none
Parry: 11 with shield, 8 no shield
Weapon(s) in hand:
ST JA-11
Neural Mace
Shield of Faith
Bennies: 2 (-1 Strength, -1 Grackle capture, +1 interlude)
Wounds / Fatigue: 0 / 0
Active powers: none
Parry: 11 with shield, 8 no shield
Weapon(s) in hand:
ST JA-11
Neural Mace
Shield of Faith
Chok'lat