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Diomedes (True Atlantean Undead Slayer)

PostPosted: Mon Mar 12, 2018 11:08 am
by Diomedes
(This is for the Eurasia game)

Player Name: Pete
G-Mail: pwiebens

Character Name: Dékatos Diomedes
Alias: Diomedes
Race: True-Atlantean
O.C.C.: Undead Slayer
Alignment: Scrupulous
XP Level: 5
XP Points: 27,101 (10/01/2019 - Rogue Trader)
Next Level @ XP: 32,001 (WB 2, p68)
Sentiments/Non-Humans: Protective of peaceful D-Bees
Sentiments/Coalition: Understands their need for vigilance against supernatural evil, but sad that they can't see that not everyone is the same way.
Sentiments/NGR: Hopeful that they will embrace enlightenment and welcome all peaceful beings.
Disposition: Self-confident and idealistic. Desires to prove that his destiny isn't to be in the shadow of his legendary ancestor.
Insanity: None

I.Q.: 13
M.E.: 29
M.A.: 10
P.S.: 33
P.P.: 20
P.E.: 22
P.B.: 19
Speed: 25

P.P.E.: 268
H.P.: 229
S.D.C.: 107
A.R.: 13
M.D.C.: 275
Age: 28
Sex: Male
Height: 6' 10"
Weight: 260 lbs.
Description: A very large and muscular man with dark hair and eyes. Various tattoos can be seen on his body, none are on his head or neck.

Racial Abilities
Can not be physically transformed
Long life span

Natural Abilities
Perception Bonus: 32% (+3%/level)
  • +30% Vampires/Undead
  • +20% Demons/Monsters
Charm/Impress: 45%
Invoke Trust/Intimidate: 5%
Max. Encumbrance: 338lbs
Max. Carrying Weight: 1650 lbs
Max. Lifting Weight: 3300 lbs
Max. Jumping Ability: 49.5' across, 8' high
Running: 125 yrds/melee
Horror Factor: 12 if recognized as a True Atlantean, 14 if recognized as an Undead Slayer

Special Abilities
Increased P.P.E. Recover: 20 P.P.E./hour of rest; 25 P.P.E./hour on a ley line.
Draw P.P.E. From Ley Line: 20 P.P.E. when activating a tattoo or 15 P.P.E. per round to power or use a TW device.
Operate Dimensional Pyramid--65% (+5%)
Healing Ability: Recover 2d6+10 M.D.C./day or 1d6 M.D.C./hour on a ley line/nexus.
Ley Line Phasing
Supernatural Strength and Endurance
Can Activate Tattoos without Physical Touch
Vampire Hunting Abilities
  • Bonuses when fighting Vampires: +15% Perception vs Undead, +2 Initiative, +1 Strike/Parry/Dodge, +2 Strike Impale/Stake the heart, +2 vs Insanity +3 vs HF (Vampires, Protectors and summoned animals) +1 Possession
  • Gut Feelings, Hunches and Realizations Involving Vampires
  • Bad Feeling that something is not right: 55% (+5%) - On success +1 Initiative and +5% Perception
  • Feeling that vampires are around or exerting control and influence over a community--72% (+3%)
  • Finding and recognizing evidence of the undead's presence or involvement--72% (+3%)
  • Hunch that someone is a vampire servant, henchman or assassin--60% (+5%)
  • Recognize Vampire Mind Slave--72% (+3%)
  • Recognize Wild Vampire--96% (+3%)
  • Recognize Secondary Vampire--72% (+3%)
  • Recognize Master Vampire--62% (+3%)
  • Guess Vampire's lair based on knowledge of undead and reports of vampire's activities and other evidence--32% (+3%)
  • Find actual lair or coffin at suspected location--57% (+3%)
  • Lore: Vampires 82% (+3%)
  • Vampire Combat: Knows all vampire weakness, vulnerabilities, tactics, methods of attack, defenses, etc.
      Resistance vs Vampire Seduction: +3 vs Pheromone-based trance (+1 @ 7, 11, 15)
      Resistance vs Vampire Mind Control: +1
      Resistance vs Vampire Hypnotic Suggestion: +2
  • Sense Vampires: Automatic 600', cannot pinpoint location
  • Command Trust and Leadership
  • Calm and direct civilians: 50/level
  • Settle nerves of a small squad fighting force: 10+1d6/level. On success all non-Undead Slayers receive +1 Initiative, +1 Horror Factor if Undead Slayer within 250'

Magic Tattoos
Spell Strength: (16 in most cases)

Tattoo Locations
The marks of heritage are located on the inner wrists:
  • Heart Pierced by Wooden Stake (15) [Protection from Vampires] - Left inner wrist
  • Flaming Longsword (10) - Right inner wrist

These three tattoos are inked together to look like a wide necklace with room for more to be on the chain:
  • Chain Wrapped around a Cloud (50) [Control Forces of Air]
  • Eye of Knowledge (15) [Language]
  • Eye with Tear (15) [Empathy and Transmission]
  • Eyes, Three (20) [Supernatural Vision]

These tattoos are located on the back. The Pheonix is in the center. Over the right shoulder, the Harpy Eagle and Jaguar are posed as if attacking one another. The White Slayer looks to be attacking something on the left shoulder, but what has not yet been inked:
  • Harpy Eagle (15) [Animal]
  • Jaguar (30) [Animal]
  • While Slayer with Flaming Claws and Barding (90) [Monster]
  • Phoenix Rising from Flames (124) [Super Healing and Resurrection]

These Tattoos are arranged around the waist as if they were on a belt.
  • Heart Encircled by Chains (40) [Invulnerability]
  • Heart with Large Wings (20) [Flight]
  • Rose and Stem Dripping Blood (30) [Basic Healing]
  • Cross (15) [Turn Dead]
  • Cracked Skull (15) [Mental Blast]
  • Open Rift with a Small Pyramid in the Rift (75 and 1d5+1 P.E. +37 P.P.E. per additional person) [Redirect Rift]
  • Heart within a Rift (18) [Sustain]

These tattoos are located on the chest under the left arm
  • Dagger (2)
  • Flaming Katana Impaling Heart (20) [Anti-P.P.E.]
  • Flaming Shield (15)

These tattoos are located on the chest under the right arm
  • Flaming Bow with a Quiver of 4 Winged Arrows (30) [Triple Range and Returns]
  • Flaming Katana Dripping Blood (25) [Double Damage]
  • Staff (2)

Clan Skellian Skills
Lore: D-Bee--55% (+5%)
Lore: Dimensions--40% (+5%)
Navigation--70% (+5%)
Track People--70% (+5%)
Track & Trap Animals--65%/75% (+5%)

O.C.C. Skills
Basic: Math--85% (+5%)
  • Sense of Balance--62% (+3%)
  • Work Parallel Bars & Rings--72% (+3%)
  • Back Flip--78% (+2%)
  • Basic Prowl--30%
  • Basic Climb--25%
  • Climb Rope/Rappel--68% (+2%)
Intelligence--58% (+4%)
Language and Literacy: Dragonese/Elf, Spanish, and Greek--102% (+1%)
Language: American--76% (+3%)
Language: Japanese--76% (+3%)
Language: Euro--76% (+3%)
Lore Demon and Monsters--70% (+5%)
Lore: Magic
  • General--55% (+5%)
  • Recognize Magic Symbols, Runes, Circles--45% (+5%)
  • Recognize Enchantment--40% (+5%)
  • Identify Magic Artifact--25% (+5%)
Radio Basic--75% (+5%)
Swimming--75% (+5%)
Wilderness Survival--65% (+5%)
W.P. Archery
W.P. Knife
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
HTH: Martial Arts

O.C.C. Related Skills (+1 @ 6, 9, 11, 14)
Detect Ambush--60% (+5%)
Field Armorer & Munition Expert--70% (+5%)
  • Basic Mechanics--50% (+5%)
Computer Operation--55% (+5%) (Learned @ 3rd lvl)

Secondary Skills (+2 @ 6, 9, 12, 15)
Pilot: Hovercycles, Skycycles & Rocket Bikes 82% (+3%)
Prowl--55% (+5%)
History: Pre-Rifts--48%/40% (+4%)
W.P. Targeting
History: Post-Apocalyptic--45%/40% (+5%) (Learned @ 3rd Lvl)
Lore: Faeries & Creatures of Magic--30% (+5%) (Learned @ 3rd lvl)

Combat Data (See Vampire Hunting Abilities for additional situational bonuses)
HTH Type: Martial Arts
Number of Attacks: 6 (+1 vs Vampires/Undead/Supernatural Evil)
Initiative Bonus: +1
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +8
HTH Damage Bonus: +18
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm:
Bonus to Entangle: +2
Other: KO on natural 20, Body Flip/Throw, any Hand Strike, and Foot Strike

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. Archery +3 Strike, +1 Parry, +1 Disarm
W.P. Knife +2 Strike, +3 Parry, +2 Thrown
W.P. Sword +2 Strike +1 Parry,, +1 Thrown
W.P. Energy Pistol +3 Strike
W.P. Energy Rifle +2 Strike
W.P. Targeting +2 Strike

Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +7
Disease: +6
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +12
Psionics (15+): +7
Horror Factor (varies): +8

Re: Diomedes (True-Atlantean Undead Slayer)

PostPosted: Mon Mar 12, 2018 11:09 am
by Diomedes

Carried/In Hand
TX-42 Laser Pulse Rifle (34/40 shots remaining)

Worn on Person
Silver Cross
Bandoleer with 4 wooden stakes
T-10 Body Armor
Shirt, Pants, Combat boots
NGR Secure Card: 101,300 credits (4/9/19 ~Consumer)
NGR Secure Card: 3,000 credits

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: TX-20 Short Laser Pistol
• Attachment: Silver-Plated Knife (1d6)
• Attachment: FSE-Clip
• Attachment: FSE-Clip

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: portable computer the size of a cell phone
• Space: pocket mirror
• Space: sketch book w/3 pencils and 3 pens
• Space: Wooden Cross and Silver Cross
• Space: 4 Wooden Stakes
• Space: FSE-Clip
• Space: Change of Clothes
• Space: Mallet
• Space: Short E-Clip
• Space: Various Gem Stones: 62,000 credits (4/9/19 ~Consumer)
• Space: Gold: 50,000 credits (4/9/19 ~Consumer)

Stored in Vehicle
Language Translator
4 Wooden Stakes
3 FSE-Clips

Gear Stats

TX-20 "Short" Laser Pistol
• Range: 800’
• Damage: 2D6 M.D.
• Rate of Fire: Single shot only
• Payload: 20 shots/short E-clip

TX-42 Laser Pulse Rifle
  • Range: 2,000’
  • Damage: 2D6 M.D. or 1D4x10 M.D. per burst
  • Rate of Fire: single shots or 3-shot bursts only
  • Payload: 40 shots per FSE-clip
  • Weight: 9 lbs.
  • Features: Variable frequency laser with 12
    Settings; #7 counters Glitter Boy armor
  • Modifiers: None
  • Book Reference: p.145, WB5

T-10 Infantry Cyclops Body Armor
M.D.C. by Location:
  • Helmet: 60
  • Arms: 40 each
  • Legs: 60 each
  • Main Body: 100
Weight: 25 lbs.
Modifiers: -15% to physical skills
  • All features standard to Triax environmental armor (p.34, WB5)
  • Cyclops Helmet & Sensors (p.34, WB5)
  • Colors: Light grey or camouflage. Officer armor is a darker shade of grey (or camouflage for special assignments).
Book Reference: p.35, WB5

Equipment to Allocate

Re: Diomedes (True-Atlantean Undead Slayer)

PostPosted: Mon Mar 12, 2018 11:09 am
by Diomedes
Background Story

A brief history of the original Diomedes.

10,000 years ago my ancestors almost destroyed the world. The clans left the Earth. My clan, Skellian, stayed on Earth longer than the rest before retiring to their own extra-dimensional refuge. During that time while on Earth, they ventured across the world helping where they could. Many of them were touted as the legendary heroes mentioned in many epic poems passed down among humans. One of them was my great (x9) grandfather, Diomedes, who fought in the Trojan War. Odysseus often gets most of the fame for his sly intellect. But you went to Diomedes when you wanted the job done. After the war he traveled the multi-verse before finally returning to start a family. My family could be considered a sub-clan, I am of the 10th generation, hence my name, Dékatos.

I am skilled in battle, like my father and those before him. Many of them were Undead Slayers like I am. Everything I have done up to now has been compared to that famous ancestor of mine - it is annoying and frustrating. It's time that I go forth and add new victories and deeds to the name Diomedes.

In my training, I studied the history of this planet and learned of Japan and their Samurai. I persuaded the clan elders to send me there to improve my skills. There I learned of the beauty of their society and of a weapon that has proven lethal to the vampire menace, called a Ghostly Katana of Soul Slaying. Only four were made before their creator, Hideo the Mad, died. I saw one in action while in Japan and it's power was amazing. Finding the other 3 blades is my mission, they must be brought forth so they can again defeat the undead that are scourge upon this world. My research has lead me to Europe, I believe one of the blades may be there.

Re: Diomedes (True Atlantean Undead Slayer)

PostPosted: Sat Mar 17, 2018 5:41 pm
by Diomedes
Tattoo Log

Character Creation: 3 Bonus Tattoos in lieu of equipment: 2 Dimensional (Redirect Rift, Sustain), 1 Power (Supernatural Vision)
Level 1: 20 tattoos - 2 Animals, 5 Magic Weapon, 1 Monster (with 2 enhancements), 8 Power, 2 Simple Weapon

Level 2: 1 Power (Empathic Transmission))

Level 3: 1 Power (Flight)

Level 4: Unclaimed

Level 5: Unclaimed

Simple Weapons

  • P.P.E. Cost: 2
  • Duration: 30 min/level
  • Damage: 1d6 S.D.C.

  • P.P.E. Cost: 2
  • Duration: 30 min/level
  • Damage: 2d6 S.D.C

Magic Weapons

Flaming Longsword
  • P.P.E. Cost: 10
  • Duration: 15 min/level
  • Damage: 2d6 M.D.

Flaming Bow and Arrows with Wings
  • P.P.E Cost: 30
  • Duration: 15 min/level
  • Damage: 2d6 M.D.
  • Range: 2100'

Flaming Katana Impaling Heart - Anti-P.P.E.
  • P.P.E. Cost: 20
  • Duration: 15 min/level
  • Damage: 3d6 + P.S. Strength Bonus P.P.E.
  • Save vs Magic: 15+
  • Notes: Will damage magic force fields and barriers

Flaming Katana Dripping Blood
  • P.P.E. Cost: 25
  • Duration: 15 min/level
  • Damage: 6d6 M.D.

Flaming Shield
  • P.P.E. Cost: 15
  • Duration: 30 min/level
  • Shield is indestructible and is +2 Parry


Chain Wrapped Around a Cloud - Air Powers
  • P.P.E. Cost: 50
  • Duration: 1 min/level
  • Powers:
    • Influence the elemental forces of air.
    • See the invisible, the same as the spell (see Rifts, page 168).
    • Float in the air, same as the spell (see Rifts, page 170).
    • Wind rush, same as the spell (see Rifts, page 179).
    • Call lightning once per melee round/every 15 seconds; same as
      the spell (see Rifts, page 176).
    • Calm storms, same as the spell (see Rifts, page 186).
    • See air elementals.
    • Communicate with air elementals.

Cross - Turn Dead
  • P.P.E. Cost: 15
  • Duration: 1 min/level
  • Power: Turn Dead
  • Save vs Magic: 16+

Eye of Knowledge - Language
  • P.P.E. Cost: 15
  • Duration: 15 min/level
  • Power: Understand and speak all languages at 96%. Includes Literacy at 82%

Eye with Tear - Empathy and Transmission
  • P.P.E. Cost: 15
  • Duration: 2 min/level
  • Powers:
    • Empathy
    • Empathic Transmission
      • ROF: 1 per melee
      • Save vs Magic: 16+

Eyes, Three - Supernatural Vision
  • P.P.E. to activate: 20
  • Duration: 10 min/level
  • Powers:
    • Perfect vision plus ...
    • Nightvision: 1200 ft (366 m) in total darkness.
    • See the invisible, including the supernatural.
    • See aura (same as psionic power — See Rifts, page 122).
    • Bonuses: + 1 to strike and + 1 on initiative.

Heart Encircled by Chains - Invulnerability
  • P.P.E. Cost: 40
  • Duration: 10 min/level
  • Power: Limited Invulnerability - 75 M.D.C./level
  • Protects vs Falls, Collisions, Explosions, Energy Blasts, Supernatural Strength, Poison, Gas, and Drugs

Heart Pierced by a Wooden Stake - Protection from Vampires
  • P.P.E. Cost: 15
  • Duration: 1 hour/level
  • Powers:
    • Immune to Pheromone Induced Seduction
    • Impervious to Slow Kill Bite
    • Impervious to Mind Control from Vampires and related species of undead

Heart with Large Wings - Flight
  • P.P.E. Cost: 20
  • Duration: 30 min/level
  • Powers:
    • Flight: 50 mph +10 mph/level
    • Max Altitude: 4000'
    • Bonuses when Flying: - +1 Strike/Dodge (+1 Strike/Dodge @ 4, 8, 12), +3 HTH Damage

Rose and Thorny Stem Dripping Blood - Basic Healing
  • P.P.E. Cost: 30
  • Duration: 1 min/level
  • Power: Heal Wounds - 1d6 H.P. and 3d6 S.D.C. or 1d6+3 M.D.
  • ROF: 3 per minute, each touch takes 2 actions

Phoenix Rising from Flames - Super Healing and Resurrection
  • P.P.E. Cost: 124
  • Duration: Instant
  • Powers:
    • Heal 50 H.P. and 50 S.D.C. or 100 M.D.C. plus cure all types of common disease, magical minor disorders, magic sickness, minor curse and petrification
    • Resurrection of the dead if performed within 6 hours of death. Additional permanent costs include -1d6 H.P. or M.D.C. -2d6 P.P.E., -1 P.E. point, gains +1 M.A. point

Cracked Skull - Mental Blast
  • P.P.E. Cost: 25
  • Duration: Victims suffer effects for 1 melee round/level. Tattoo user has power for 1 min/level
  • Range: 100' +10'/level
  • Power: Mental Blast
    • Damage: 5d6 direct to H.P. or M.D.C.; -2 Initiative, -2 Strike/Parry/Dodge, -20% all skills. Multiple blasts have cumulative effects. BOM 109
    • ROF: 1 per action
    • Save vs Magic: 14+ No effect if save is successful


Open Rift with a Small Pyramid in the Rift - Redirect Rift
  • P.P.E. Cost: 75 and 1d5+1 P.E. +37 P.P.E. per additional person
  • Power: Redirect existing random rift or portal at a stone pyramid (not under a mage's control)
  • Notes: P.E. recovery: 1 P.E./Hour

Heart within a Rift - Sustain
  • P.P.E. Cost: 18
  • Duration: 1 day/level
  • Power: Sustain
    • No need for food, water, or air. Only needs 2 hours of sleep per night.


Harpy Eagle
  • P.P.E. Cost: 15
  • Duration: 30 min/level
  • M.D.C. Cost: 2d6 M.D. if destroyed Bird: Eagle: The same size and behavior as the real animal. 24 hit points and 10 S.D.C. Bite 2D4 S.D.C. damage, slashing claws inflict 2D6 + 4 damage, and a diving claw attack 4D6 + 4 damage, but counts as two attacks. Four attacks per melee, +2 to strike and parry and +3 to dodge. Average speed flying is 50, about 35 mph (56 km), but can attain a speed of 75 mph (120 km) and maintain that speed for an hour. Nightvision 400 feet (122 m), exceptional vision and hearing, and track by smell 46%.

  • P.P.E. Cost: 30
  • Duration: 30 min/level
  • M.D.C. Cost: 2d6 M.D. if destroyed
  • Feline: Leopard & Panther: The same size and behavior as the real animals. 48 hit points, 40 S.D.C. Bite does 1D6 S.D.C. damage, slashing claws 2D4 + 3 damage, four attacks per melee. + 3 to strike and parry, +4 to dodge. Average spd is 22, about 15 mph (24 km), but can run in bursts at a speed of 35 mph (56 km) for 1D4 minutes. Track by smell 50%, swim 80%, prowl 90%, climb 75%, leap up to 20 feet high (6 m) and 40 feet across (12.2 m), keen vision and hearing, and nightvision 60 ft (18.3 m).


White Slayer w/Flaming Claws and Barding (Counts as 3 Tattoos)
  • P.P.E. Cost: 90
  • Duration: 30 min/level
  • M.D.C. Cost: 5d6 M.D. if destroyed
  • Stats:
    • Size: 6' to 7' Long, Weight: 250 lbs. M.D.C.: 50 P.S. 24 (supernatural), P.P.: 17, P.E.: 21, Spd: 61, H.F.: 13, Nightvision: 200', Keen hawk-like vision, track by sight 65%, leap 20' high, 30' across, double if running. Regenerate 2d6/round, Impervious to Cold, Resident to Fire (half damage).
    • Protective Armor: 60 M.D.C. + 15 M.D.C./level.
    • Combat: 5 attacks per melee round. Claws can be used like paired weapons.
    • Damage: Restrained Claw Strike: 2d6 to 6d6 S.D.C., Blade/Claw Strike: 1d6 to 3d6 M.D., Power Strike: 6d6 M.D., Double Blade/Claw strike: 6d6 M.D., Kick: 2d6 M.D., Leap kick 4d6 M.D., Bite: 2d6 M.D.
    • Bonuses: +2 Initiative, +5 Strike, +6 Parry, +4 Dodge, +3 Pull Punch, +3 Roll w/Impact, +6 vs H.F., +2 vs Magic. Double damage to claw attacks (not factored in above)
    • Psionics: Sense Fear, Detect Psionics, Sense Magic - 50 I.S.P.
    • Appearance: A demonic predator that resembles both man and animal. Its hairless flesh is stark white, but its eyes ar a bright emerald green. Its rear legs are like those of an animal, while its ares are more like those of a humanoid, except that its three fingers have long, sickled shaped claws the length a short sword. The head is inhuman and has a beak-like mouth that is as sharp as a razor blade. It's long, pale green tongue is used to lap up the blood of its prey. SB 3 p61.

Re: Diomedes (True Atlantean Undead Slayer)

PostPosted: Sat Mar 17, 2018 6:07 pm
by Diomedes
EP purchased attribute increases:

M.A.: 9
P.P.: 15

M.A.: 1d6:

P.P.: 1d6:

New Value:

M.A.: 10
P.P.: 20