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:** |
Strength | 2+2 | Dexterity | 5 | Stamina | 2 |
Charisma | 2 | Manipulation | 2 | Appearance(f) | 2 |
Perception | 2 | Intelligence | 2 | Wits | 4 |
Valor 3 | Conviction 2 | Temperance 3 | Compassion 1 |
Virtue Flaw: Overindulgence |
Willpower 6 |
Essence 2 |
** Abilities:** |
Archery (favored) | 5 |
Athletics | 3 |
Dodge | 5 |
Endurance | 3 |
Melee | 1 |
Resistance | 3 |
Linguistics | 1 |
Stealth | 2 |
Survival | 2 |
Lore | 1 |
** Backgrounds:** |
Cyberware 4 (Muscle Aug 2--Alpha, Boosted 2, BoneLacing 1, Smartlink) |
Backing (Father) 3 |
Resources 4 |
** Charms:** |
Principles of Motion | 5/1WP |
Donning Spiritual Armor | 5 |
Uncanny Prowess | 2 |
Spring Follows Winter | 2 |
Swallows Defend Nest | 1/arrow |
Dragonfly Finds Mate | 2 |
Seven Year Swarm | 2/person |
Strength of Stone | 2/person |
Skin of Stone | 1/2L2B |
Flickering Candle | 1/2dice |
** 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 |
Weapon | Speed | Accuracy | Damage | Parry | Clip | Rate | Maneuvers | Range |
Strike (Punch) | 12 | 5(Martial Arts) | 4B | 5(Martial Arts) | N/A | N/A | N/A | 0 |
Ares Pred | 12 | 10 | 5L | 10 | 16 | 2 | SA |
Banji Tornado | 12 | 10 | 7L | 10 | 40 | 40 | AF/MS/SA/SS/TW | 300 |
Light Coil Rifle | 11 | 11 | 8L | 10 | 50 | 5 | TW | ? |
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.