Boren Vokks (Azverkan Knight of the True Vision)

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Boren Vokks (Azverkan Knight of the True Vision)

Postby Boren » Fri Jun 16, 2017 6:58 am

Player Name: Robert
Hangouts: Conan Cimmerian
Other characters: Yanso (EU - H4H), Langdon Steed and Firehawk (SW)

Character Name: Boren Vokks
Alias:
Race: Azverkan
O.C.C.: Azverkan Knight of the True Vision
Alignment: Scrupulous
XP Level: 3
XP Points: 6,976 (10/01/17 ~Consumer)
Next Level @ XP: 8,600 (found in Mindwerks, p. 108)
Sentiments/Non-Humans: Judges each according to their actions but will attack supernatural evil creatures if he stands a reasonable chance of victory.
Sentiments/Coalition: No contact. Assumes they are probably like the NGR.
Sentiments/NGR: Sympathizes with their fight against Gargoyles and other supernatural evil but thinks they should avoid painting all non-humans with the same brush.
Disposition: As a Knight of the True Vision, Boren is a crusader dedicated to the eradication of evil supernatural monsters and the protection of the weak and innocent from such diabolical forces. He considers this his purpose in life. A bit dim.
Insanity:
  • Obsessive hatred of vampires: An intense, irrational hatred of vampires; Boren will go to any lengths to satisfy this, even extreme acts far outside his own alignment (which may cause further trauma/insanity).
  • Hysterical Aggressive Reaction: Triggered by direct knowledge of unjust acts of violence.


ATTRIBUTES
I.Q.: 9
M.E.: 16
M.A.: 10
P.S.: 19 (20)
P.P.: 23
P.E.: 21
P.B.: 4
Speed: 20 (13.6 mph) (40 mph)

PHYSICAL DATA
P.P.E.: 60
M.D.C.: 30
Age: 24
Sex: Male
Height: 6'5"
Weight: 270 lbs.
Horror Factor: 10
Description: A muscular, hairless alien with light blue skin that has the texture of sandpaper. Yellow teeth, a small elephant-like nose, and black eyes with small yellow pupils adorn his lumpy, misshapen skull. Has a face only a blind mother could love.


Natural Abilities
Perception Bonus: +2
Invoke Trust/Intimidate: 10%/20%
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 380 lbs
Max. Lifting Weight: 760 lbs
Max. Jumping Ability: length = 9' 6" and height = 4' 9" (3' 9" and 1' 10" w/o running start)

Special Abilities
Night vision: 500' range, can naturally See the Invisible
Keen sense of smell
☞ ID everyday smells 76% (+2%)
☞ ID specific person's scent 46% (+2%)
☞ Track by scent 30% (+2%)
Sense supernatural evil: 125' range (+25'/level), See the supernatural auras of the undead and evil supernatural beings (sees a cloudy grey to black aura emanating from vampires, zombies and all types of undead, necromancers, rune/bio-wizard weapons, and individuals possessed by supernatural forces).
Immune to supernatural and psionic possession and the bite/gaze of vampires
Language: Native Tongue 88% (+1%)

O.C.C. Skills
Lore: D-Bee 50% (+5%)
Lore: Demons & Monsters 55% (+5%)
Streetwise 52% (+5%)
Concealment 44% (+4%)
Land Navigation 68% (+4%)
Wilderness Survival 65% (+5%)
Mathematics: Basic 80% (+5%)
Literacy: Native Language 75% (+5%)
Radio: Basic 80% (+5%)
Pilot: Robots and Power Armor 75% (+3%)
Pilot: Jet Packs 64% (+4%)
W.P. Sword
W.P. Energy Rifle
W.P. Heavy MD Weapons

O.C.C. Related Skills
Fencing
Computer Operation 65% (+5%)
Pilot: Tanks & APCs 53% (+4%)
Pilot: Hover Craft (Ground) 70% (+5%)
Weapon Systems 65% (+5%)
Lore: Vampires 45% (+5%)
Prowl 42% (+5%)
W.P. Paired Weapons
Pilot: Robot (and Power Armor) Combat: Basic (2nd level)

Secondary Skills
W.P. Knife
W.P. Energy Pistol
Language: Euro 53% (+3%, 1st level)
Swimming 55% (+5%, 1st level)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +4
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Other:
Kick attack: 1d8
Karate Punch: 2d4
+3 to strike, +2 to parry, +1d6 damage with swords
+2 to strike, +3 to parry, +2 to strike when thrown, +1d6 damage with knives
+2 to strike with energy pistols
+1 to strike with energy rifles
+1 to strike with heavy MD weapons
+2 initiative when fighting the supernatural

Robot and Power Armor Combat Data: Basic (stats with Triax T-21 Terrain Hopper)
Number of Attacks: 6
Initiative Bonus: +2
Melee Strike Bonus: +7
Ranged Strike Bonus: - (+1)
Parry Bonus: +8 (+9)
Dodge Bonus: +8 (+9, +11 if travelling by power jump)
HTH Damage Bonus: (+5)
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Other:
Kick:
Restrained punch:
Full strength punch:
PA Body block/Tackle/Ram: 1d4 M.D., 01-50% knockdown (loses init and 1 action). Uses 2 attacks.
Robot Body block/Tackle/Ram: damage equal to punch damage, 01-60% knockdown (same size or larger; loses init and 2 attacks), 01-80% knockdown (half size or smaller; loses init and 2 attacks). Uses 2 attacks.
+1 to strike with all integrated weapons (Weapon Systems skill)
+3 to strike, +2 to parry, +1d6 damage with swords
+2 to strike, +3 to parry, +2 to strike when thrown, +1d6 damage with knives
+2 to strike with energy pistols
+1 to strike with energy rifles
+1 to strike with heavy MD weapons
+2 initiative when fighting the supernatural

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Paired Weapons
W.P. Sword - +2 to strike, +1 to parry
W.P. Energy Rifle - +1 to strike
W.P. Heavy MD Weapons - +1 to strike
W.P. Energy Pistol - +2 to strike
W.P. Knife - +1 to strike, +2 to parry, +2 to strike when thrown

Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +5
☞ +6 to save vs magic illusions
☞ +4 to save vs necromancy
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +1
Psionics (varies): +1
Horror Factor: +8
Symbiotic Union & Control: +8
Mind Control (all types): +4
Last edited by Boren on Wed Sep 06, 2017 1:54 am, edited 30 times in total.
Boren Vokks
Boren Vokks, Knight of the True VIsion
Azverkan Battle Song
Horror Factor: 10; Natural M.D.C.: 30; G-10 Soldier BA: MDC: 60
T-21 Terrain Hopper PA: Main Body -
170
  • Jump jets damaged: (8' by 8' jumps for 10 consecutive jumps prior to overheating. 20 min cool down time)
Constant Effects
-See the Invisible, Nightvision 500'
-Keen sense of smell (ID everyday smells 76%)
-See supernatural auras of undead/evil supernatural beings (cloudy grey to black aura of vampires, zombies and all types of undead, necromancers, rune/bio-wizard weapons, and individuals possessed by supernatural forces
-Sense supernatural evil: 125' range
-Full PA optics: laser targeting, telescopic sight, passive nightvision, thermo/infrared,ultraviolet, polarization - (Range: 6000')
-External Audio Pick-up - (Range: 300')

User avatar
Boren
 
Posts: 20
Joined: Fri Jun 16, 2017 5:55 am

Re: Boren Vokks (Azverkan Knight of True Vision) - WIP/Euras

Postby Boren » Fri Jun 16, 2017 7:00 am

EU EQUIPMENT SHEET TEMPLATE


T-21 Terrain Hopper
Image
***This is a damaged unit that was sold for parts. All systems have been replaced or repaired except the jet propulsion system. Significant professional help would be needed to repair the system.
M.D.C. by Location
☞ Rear Jet Pack - 50
☞ Chest Light - 2
☞ Helmet - 60
☞ Main Body - 170
Statistical Data
☞ Running: 40 mph
☞ Leaping: 15' by 15' or 200' by 200' with thrusters
Flying: 100 mph, altitude is 200'
☞ Power Jumping: 170 mph

☞ Height: 7'
☞ Width: 3'
☞ Length: 2'6"
☞ Weight: 100 lbs.
☞ Augmented P.S.: 20
☞ Power System: Nuclear - 2 years
☞ Color: Mismatched colors and parts
Sensors, Optics, & Equipment
☞ Radar - Range: 30 miles, can track 48 targets
☞ Telescopic Sight - Range: 6,000', 2x to 20x magnification
☞ Passive Night Sight - Range: 6,000'
☞ Thermal Imaging - Range: 6,000'
☞ Infrared - Range: 6,000'
☞ Ultraviolet - Range: 6,000'
☞ Polarized Light Filters - Reduce glare
☞ Internal Language Translator - 98.7% accurate (see page 48 Triax & NGR for language list)
☞ External Audio Pick-up - Range: 300'
☞ Loudspeaker - Range: 4,000'
☞ Internal Oxygen Supply - 12 hours
Integral Weapon Systems: None
Modifiers: +4 to flying/leaping dodge,+2 to dodge, +1 to parry, +1 to ranged strikes


Primary Weapon
TX-30 Ion Pulse Rifle
Image
• Range: 1600'
• Damage: 2D6 M.D. per single shot, 6D6 M.D. per burst
• Rate of Fire: Single shots & 3-pulse bursts only
• Payload: 50/50 shots (FSE-clip)
• Modifiers: -2 to strike one handed, +1 strike two handed



Secondary Weapon

Silvered Vibro-Sword
Image
• Damage: 2D6 MD and damages anything susceptible to silver
• Weight: 5 lbs.


Silvered Survival Knife
Image
• Damage: 1D6 SD and damages anything susceptible to silver
• Weight: 3 lbs.


Armor/Protection
G-10 Soldier (Triax and the NGR 1, p. 39)
MDC: 60
Weight 20 pounds
-10% Prowl


Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
  • TX-30 Ion Pulse Rifle (holstered on his back when not in use)
  • Silvered Vibro-Sword (sheathed on left hip)
  • Silvered Survival Knife (concealed in the small of his back)
  • Utility belt (waist)
  • Backpack (worn on back)


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: mallet
• Attachment: wooden cross
• Attachment: wooden stake
• Attachment: wooden stake

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: food ration
• Space: food ration
• Space: food ration
• Space: water canteen (full)
• Space: 4 wooden stakes
• Space: language translator
• Space: flashlight, compass
• Space: air filter
• Space: short range walkie-talkie
• Space: Secure Universal Card

Stored in Vehicle


How to list Credits/Valuables:
Option 1: Secure or Non-Secure
Option 2: Universal Card or Black Card


Secure Universal Card: 2000 credits
Non-Secure Black Card: -
Other


:arrow: Secure cards are coded to the user's identity...and traceable by the CS central bank. Useless if stolen!
:arrow: Non-Secure cards are like the cash cards used today as gifts and usable by anyone. Readily available source of income if stolen!
Starting money and "Black Market Items": either post the value of such as credits in a Black Card, or be very specific.



Gear Stats
Last edited by Boren on Fri Aug 04, 2017 2:26 am, edited 9 times in total.
Boren Vokks
Boren Vokks, Knight of the True VIsion
Azverkan Battle Song
Horror Factor: 10; Natural M.D.C.: 30; G-10 Soldier BA: MDC: 60
T-21 Terrain Hopper PA: Main Body -
170
  • Jump jets damaged: (8' by 8' jumps for 10 consecutive jumps prior to overheating. 20 min cool down time)
Constant Effects
-See the Invisible, Nightvision 500'
-Keen sense of smell (ID everyday smells 76%)
-See supernatural auras of undead/evil supernatural beings (cloudy grey to black aura of vampires, zombies and all types of undead, necromancers, rune/bio-wizard weapons, and individuals possessed by supernatural forces
-Sense supernatural evil: 125' range
-Full PA optics: laser targeting, telescopic sight, passive nightvision, thermo/infrared,ultraviolet, polarization - (Range: 6000')
-External Audio Pick-up - (Range: 300')

User avatar
Boren
 
Posts: 20
Joined: Fri Jun 16, 2017 5:55 am

Re: Boren Vokks (Azverkan Knight of True Vision) - WIP/Euras

Postby Boren » Fri Jun 16, 2017 7:01 am

Background Story


For as long as he could remember, Boren Vokks sole goal in life was to take up the mantle of an Azverkan Knight of the True Vision, like his father before him. Seemingly as soon as he was old enough to walk on his own, his father began training him for the rigors of hunting evil supernatural beings, a task for which the Azverkan race is well suited. Whenever his father was on one of his Vision Hunts, young Boren would stay behind and help his mother maintain his family's remote cabin deep in the Black Forest. She would teach him his letters and give him a rough education on demons and magic, useful tools for a future Knight of the True Vision.

When Boren was old enough, he began accompanying his father on his various missions as a squire of sorts. Sometimes this would be as part of a larger group, but sometimes it would be just Boren and his father. It was during one of these father-son hunts that a vampire terrorizing a nearby village got the jump on them, and delivered a severe blow to his father, who crumpled to the dirt. Before the vampire could deliver a final blow to his wounded father, Boren drew his silvered vibro-sword and leapt at the vampire. A vicious fight ensued but eventually Boren was able to drive the vampire down and pound a wooden stake into its heart. When his father regained his senses they dispatched the vampire and headed home. Boren wondered at his father's unusual quietude on the ride back to the cabin, but assumed it was just fatigue from the close fight with the vampire.

A few weeks after returning home, Boren's parents summoned him to the main room of the cabin. His father had recovered from his wounds under his mother's ministrations but there was still a delicate hitch in his posture that Boren had not seen before. His father gave him a solemn look which he held for several moments before he spoke.

"Boren Vokks. There is nothing more you can learn from your mother and I. The time has come for you to assume your title as an Azverkan Knight of the True Vision. You are now tasked with dispatching evil supernatural beings and protecting the innocent from such, wherever you can find them."

And that was that. Boren spent the rest of that year completing his father's outstanding missions for the local villages, as his mother had firmly insisted it was time for his father to retire after the close call with the vampire. After that, he traveled throughout the Black Forest offering his services to anyone in need.
Last edited by Boren on Thu Jul 27, 2017 5:22 pm, edited 2 times in total.
Boren Vokks
Boren Vokks, Knight of the True VIsion
Azverkan Battle Song
Horror Factor: 10; Natural M.D.C.: 30; G-10 Soldier BA: MDC: 60
T-21 Terrain Hopper PA: Main Body -
170
  • Jump jets damaged: (8' by 8' jumps for 10 consecutive jumps prior to overheating. 20 min cool down time)
Constant Effects
-See the Invisible, Nightvision 500'
-Keen sense of smell (ID everyday smells 76%)
-See supernatural auras of undead/evil supernatural beings (cloudy grey to black aura of vampires, zombies and all types of undead, necromancers, rune/bio-wizard weapons, and individuals possessed by supernatural forces
-Sense supernatural evil: 125' range
-Full PA optics: laser targeting, telescopic sight, passive nightvision, thermo/infrared,ultraviolet, polarization - (Range: 6000')
-External Audio Pick-up - (Range: 300')

User avatar
Boren
 
Posts: 20
Joined: Fri Jun 16, 2017 5:55 am

Re: Boren Vokks (Azverkan Knight of the True Vision)

Postby Boren » Wed Jul 26, 2017 2:05 am

Code: Select all
Perception +2: [dice]1d20+2[/dice]
JIC 20/100: [dice]1d20[/dice] / [dice]1d100[/dice]
Boren Vokks
Boren Vokks, Knight of the True VIsion
Azverkan Battle Song
Horror Factor: 10; Natural M.D.C.: 30; G-10 Soldier BA: MDC: 60
T-21 Terrain Hopper PA: Main Body -
170
  • Jump jets damaged: (8' by 8' jumps for 10 consecutive jumps prior to overheating. 20 min cool down time)
Constant Effects
-See the Invisible, Nightvision 500'
-Keen sense of smell (ID everyday smells 76%)
-See supernatural auras of undead/evil supernatural beings (cloudy grey to black aura of vampires, zombies and all types of undead, necromancers, rune/bio-wizard weapons, and individuals possessed by supernatural forces
-Sense supernatural evil: 125' range
-Full PA optics: laser targeting, telescopic sight, passive nightvision, thermo/infrared,ultraviolet, polarization - (Range: 6000')
-External Audio Pick-up - (Range: 300')

User avatar
Boren
 
Posts: 20
Joined: Fri Jun 16, 2017 5:55 am


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