Adepthood: On the way back through the Netherworld from our encounter with the mysterious form of Rag Vorn, we had the misfortune of encountering a race of techno-enhanced trolls. Banished from their world in a twist of fate and magical inclination, they'd set up camp at a well-made bridge over some very troubled waters. Demanding simply that no one could pass without defeating him in combat, the leader blocked the entire bridge with his impressive chrome-plated girth. I opted to step forward and answer the call. After an epic battle, sixteen empty clips littered the bridge (many more having falled to the waters below). I'd taken one to the left shoulder, while he'd taken one to just about every square inch and seemed pretty ticked about it. Giving up on his jammed pistol, he grabbed me and threw me off the side. Moving faster than sound, and passing a few road-raging light beams (or particles if you prefer) on the highway, I grabbed the railing, launched myself under the bridge and to the other side, flipped back over the railing, and emptied all six shots from my magnum .44 (my old reliable... and last firearm on me) into the back of his head. This may have killed him. If not, the resulting fall off onto the sharp rocks below seemed to have. His cohorts gasped, then turned to allow passage, looks of disbelief and awe on their faces. We journied on, leading three stranded billygoats we'd found starving nearby to the safety of the pastures on the other side. Mechanics: Stats: * Str 3+2 (+1) * Dex 5 (unchanged) * Sta 3 (+1) * Cha 2 (unchanged) * Man 2 (unchanged) * App 3 (+1) * Per 3 (+1) * Int 2 (unchanged) * Wit 5 (+1) Skills * Archery 5 (unch) * Athletics 3 (unch) * Dodge 5 (unch) * Endurance 3 (unch) * Linguistics 1 (unch) * Lore 1 (unch) * Martial Arts 5 (+3 with 7 xp, +2) * Melee 1 (unch) * Resistance 3 (unch) * Stealth 3 (+1) * Survival (unch) Charms: * Dodge: Reed in the Wind (replaces Flickering Candle) * Archery: Wise Arrow * Trance of Unhesitating Speed * Arrow Storm Technique * Fiery Arrow * Air Dragon Sight * Shrouding the Body and Mind * Shadow over Water? * Seven Shadow Evasion * Body Mending Meditation ** Azravaren Lodrailea ** Think Marine. Semper Fi, and all that jazz. Yes sir, no sir. As you wish, sir. Too easy, drill sergeant. Ancestors: Descended from the spirit watching the grave of the Unknown Soldier. Nature: Follower Anima: Paladin in painfully shiny armor
** Attributes:**
Strength2+2Dexterity5Stamina2
Charisma2Manipulation2Appearance(f)2
Perception2Intelligence2Wits4
Valor 3Conviction 2Temperance 3Compassion 1
Virtue Flaw: Overindulgence
Willpower 6
Essence 2
** Abilities:**
Archery (favored)5
Athletics3
Dodge5
Endurance3
Melee1
Resistance3
Linguistics1
Stealth2
Survival2
Lore1
** Backgrounds:**
Cyberware 4 (Muscle Aug 2--Alpha, Boosted 2, BoneLacing 1, Smartlink)
Backing (Father) 3
Resources 4
** Charms:**
Principles of Motion5/1WP
Donning Spiritual Armor5
Uncanny Prowess2
Spring Follows Winter2
Swallows Defend Nest1/arrow
Dragonfly Finds Mate2
Seven Year Swarm2/person
Strength of Stone2/person
Skin of Stone1/2L2B
Flickering Candle1/2dice
** Equipment:** * Earth Enchanted Light Monocrys (2/4) * Ares Predator * Banji Thunder Assault Rifle * Light Coil Rifle * Stun Rifle * Electronic Scope * Hunting Knife * Heavy Backpack * Canteen --------------------------------------------------------------------------------
** Character Reference:**
Full Movement:17
Combat Movement:8
Sprint:35
Jump Distance:7/14
Soak (B/L/A):2/1/1
Soak (MedMono):2/5/5
Soak (MedMono+SpirArmor):7/10/10
Dodge Pool:10
Knockdown:5
Stun:2
Initiative:11
WeaponSpeedAccuracyDamageParryClipRateManeuversRange
Strike (Punch)125(Martial Arts)4B5(Martial Arts)N/AN/AN/A0
Ares Pred12105L10162SA
Banji Tornado12107L104040AF/MS/SA/SS/TW300
Light Coil Rifle11118L10505TW?
Maneuvers * Aiming: +1 to use, can use perception times, scope adds +2 to first aim * Auto Fire: +10 dice, +2 difficulty * Cover: (Attacker/Defender) Light--prone, poles, etc. (1/0); Medium--wall (2/1); Heavy-only head exposed(3/2) * Multiple Shots: Split Actions up to ROF * Range: Up to Range, 0 difficulty. Range to 2*Range +2 difficulty * Reloading: Single Action * Burst: +2 dice, +1 difficulty (yea, no effect) * Strafe: +10 dice, +1 difficulty per meter strafed. Divide successes over targets; if only one target is in range, he takes half successes. +1 difficulty to dodge Complications: * Blided: +2 diff * Dazed: If more successes rolled than target's stamina, target is dazed * Immobilization: +2 dice to attack held and struggling target. Auto-hit if completely immobilized. * Unconscious: If more successes than target's stamina+2, target is KO'd. Light Coil Rifle has Grenade Launcher (Range 250m) Light Coil Rifle currently has Electronic Scope Smart Link: +2 to first aim Scope: Allows more aiming (rating 4) Grenades: * Flash: blindness over 1 meter radius, burn for one turn per success (5 dice). Blindess lasts for [successes] turns. * Fragmentation: 9L, -1 per meter from impact center. * Incendiary: 5L flame damage in two meter radius for three turns each. * Plasma: 7L flame damage in three meter radius for five turns.