John Smith (Demigod Para-Arcane Specialist / Shifter)

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John Smith (Demigod Para-Arcane Specialist / Shifter)

Postby John » Thu Jun 02, 2016 9:40 am

Player Name: Chris
IM Handle: cyounce

Character Name: John Dresden Smith
Alias:
Race: Demigod
O.C.C.: NEMA Para-Arcane Specialist
Alignment: Unprincipled with Scrupulous leanings
XP Level: 7
XP Points: 50,801 (CPR Krueger 02/19/2019)
Next Level @ XP: 78,001
Sentiments/Non-Humans: Those that can coexist peacefully on Rifts Earth are welcome, the others must be opposed.
Sentiments/Coalition: Disappointment, the Chicago safe zone established by NEMA started as such a bright spot in the chaos of the cataclysm. To see what it devolved into in the last century or so has been painful.
Disposition: Easy going, unflappable, and calm most of the time. Seems like he's been around the block a few times and is shocked by very little.
Insanity: None

ATTRIBUTES
I.Q.: 19
M.E.: 24
M.A.: 24
P.S.: 32 (SN)
P.P.: 23
P.E.: 23
P.B.: 24
Speed: 34 (23.18 mph, 510'/round)

PHYSICAL DATA
P.P.E.: 258 (+5d6)
M.D.C.: 226 (+2d6, in low PPE environments: 99 HP (+2d6), 242 SDC)
Horror Factor: 6 + 1D4 (when recognized as a Demigod)
Age: 298
Sex: Male
Height: 6'
Weight: 200 lbs
Description: Tall and powerfully built human male of Asian ancestry, a blending of both western and eastern. Appears to be in his mid to late 20s and has thick black shoulder length hair that is usually tied back along with neatly trimmed side burns.

Racial Abilities
Fire & cold resistant (half damage), can also survive extreme environmental heat and cold without penalty or harm (Vampire Sourcebook p. 81).
Regenerates 1D6x5 MDC per minute
Has all the powers and abilities of the Shifter OCC
Can survive one week per PE point without food or water without damage or penalty (Vampire Sourcebook p. 81).
Only requires 4 hours of sleep per day (HU GMG p. 47).

Natural Abilities
Perception Bonus: +8 (+1 @ levels 9, 12, 15)
Charm/Impress: 90%
Invoke Trust/Intimidate: 80% (100% vs. military personnel)
IQ Skill Bonus: +5%
PP Melee Bonus: +4
Max. Encumbrance: 240 lbs
Max. Carrying Weight: 1600 lbs
Max. Lifting Weight: 3200 lbs
Max. Jumping Ability: 62' (+2) lengthwise, 27.5' (+0.5) high

Special Abilities
• Dimension Sense 70% (+5)
After a few minutes concentration (1d6+2) is able to tell the type of dimension, how dense the dimensional fabric is, if the dimension/world can support human life, if it is rich or poor in magic, artificially created, and any unusual characteristics. The reading can be done on the other side of a rift or upon arrival in the dimension/world and if unsuccessful can be tried again after 24 hours. When reading a portal can get a sense of if the rift will soon close, if it was opened deliberately or randomly and if random how frequently it opens to that particular destination. Can also sense any dimensional anomalies that are attached to the portal and if any dimension spanning monsters or demons are presently in or near the Rift. This last information is rolled separately, must be declared, and has a -10% skill penalty.

• Dimensional Travel (125 PPE +25/additional person)
Opens a one-way dimensional gateway that lasts one minute. Up to 5 people per round can go through the portal if they don't dawdle. Anyone who reaches the portal can go through, possibly denying another person passage but this can't be done to the shifter without physically restraining them. The gateway can be to the shifter's home dimension, one they visited in the past, or a random dimension. The destination will always be a reasonably hospitable but random location on the desired planet/dimension. When traveling to their home dimension a 5th-9th level shifter can target a specific continent or country and at level 10+ will arrive within 50 miles of their desired destination.
• Communication Rift 55% (+5)
Costs 200 PPE but only 100 within a half mile of a ley line and 50 within a half mile of a nexus. Takes 1d4 melee rounds to open but can be done as a ritual which takes 1d6x10+15 minutes and also adds +20% to the success chance. Lasts 1 minute per level of experience. Only big enough to send a message or an animal familiar through but can be larger if cast on a nexus point. If the roll is a success the rift is opened to exactly where intended, if the roll is within 20% of the success chance the rift is connected to the right continent/world/dimension but not to the right location. Can use magical communication through the rift to send a message or dispatch his familiar but the familiar must deliver the message and return before the rift closes or it will become trapped. Should that happen the shifter has 48 hours to retrieve the familiar or it is lost with the usual consequences.

• Dimensional Teleport Home (75 PPE)
Only applies to himself, his familiar, and whatever he can carry. Takes one melee action and is always successful from anywhere.
• PPE reduction when opening rifts
Knows a special ritual that takes 1d6x10+15 minutes and will allow Dimensional Portal and Re-Open Gateway to be cast at half the usual PPE cost. In addition the ritual allows the rift to be held open for one minute per level of experience, close it in a heartbeat at will, and can adjust the size of the opening from a man-sized doorway to 10' high and 10' wide per level of experience. Also when opening rifts to locations on the same world the PPE cost is half. The only limitation is that he must have visited the location before or be linked via a communications rift. Typically appears on a ley line nexus near the desired location. When on a ley line can rift to any location on the line or a connected line without having been there before.
• Sense Rifts within 170 miles (+20)
Knows the general direction to the rift and whether it's big or small. Can also tell when a new rift appears along a ley line he is standing on regardless of distance. Also able to sense other dimensional disturbances such as teleports and dimensional anomalies but at a range 1/2 of normal.

• Familiar Link
Can mentally and physically link with an animal native to his world or a creature from a rift/alien world.
• Summoning
Can communicate with and manipulate supernatural creatures to get them to do his bidding.
• Link to the Supernatural
Can link himself to a supernatural force to get various additional powers.
• Ghosts
Knows all the theories pertaining to ghosts, entities (all) and other "haunting" or spectral creatures like Banshees and Nightmares.
• Monster Hunting
Knows the habits, foibles, weaknesses, vulnerabilities and ways to fight and kill most (historically) "well known" (and some little known) demons, monsters, undead, werebeasts, spirits and gods. Also knows how to use holy symbols and other things that repel the supernatural or evoke fear or hold them at bay.
• Simpatico with Magic 47% (+2)
Can read spell scrolls, use simple magic weapons and devices, recognize enchantment and possession, recognize common and historical magic symbols, and has some measure of understanding about magic ceremonies, their purpose and end result. Can perform an exorcism and magical rituals if given complete and clear instructions.

Spell Knowledge
Spell Strength: 14 (+1 @ levels 10, 13)
All Invocations Level 1-7
Level 1: Blinding Flash (1), Bulletproof (3), Cloud of Smoke (2), Communications Booster (4), Death Trance (1), Decipher Magic (4), Detect Leak (4), Farseeing (3), Flareburst (2), Globe of Daylight (2), Increase Weight (4), Lantern Light (1), Magnetic Boots (2), Nightvision (4), Propulsion Blast (1), Reanimate Flesh (4), See Aura (6), See the Invisible (4), Sense Evil (2), Sense Magic (4), Sense Nightbane (3), Sense PPE (3), Stumble (3), Thunderclap (4), Ventriloquism (3), Zero Gravity Movement & Combat (4)
Level 2: Aura of Power (4), Befuddle (6), Blow Snow (6), Call Creature of Light (10), Chameleon (6), Cleanse (6), Climb (6), Cloak of Darkness (6), Concealment (6), Darkness (6), Detect Concealment (6), Extinguish Fire (4), Fear (5), Heavy Breathing (5), Infrared Vision (5), Jolt Wand (1 or 5), Levitation (5), Life Plant (8), Magic Homing Beacon (5), Manipulate Objects (2+), Mystic Alarm (5), Mystic Direction Sense (6), Mystic Marksmanship (5), Sense Magic Homing Beacon(8), Shatter (5), Shield from Light / Polarized Vision (4), Slam (5), Space Walk (5), Sticky Feet (4), The Knowing Candle (5), Throwing Stones (5), TK Bullet Attack (3 or 6), Turn Dead (5), Vacuum Speak (6), Wakefulness (5), Weightlessness (6)
Level 3: Armor of Ithan (10), Bloodward (5), Breathe Without Air (5), Call Nightlands Denizen (15), Create Wood (10-20), Energy Bolt (5), Faerie Speak (5), Fingers of the Wind (5), Flamethrower (2 or 6), Float in Air (5), Fuel Flame (5), Haymaker Strike (4), Ignite Fire (6), Impervious to Cold (6), Impervious to Fire (5), Impervious to Poison (5), Invisibility: Simple (6), Laser Blast (5), Life Source (2), Light Healing (6), Light Target (6), Magic Armor (10), Magic Shield (6), Mystic Fulcrum (5), Mystic Pitching Throw (6), Negate Poison/Toxin (5), Orb of Cold (6), Paralysis: Lesser (5), Personal Gravity Field (6), Protection from Radiation (5), Radiate Light (8), Radiation Shielding (6), Recycle Air (5), Resist Fire (6), See Wards (8), Sense Traps (7), Space Swim (7), Telekinesis (8), Wave of Frost (6), White Out (6)
Level 4: Astral Projection (10), Blind (6), Carpet of Adhesion (10), Charismatic Aura (10), Chromatic Protection (10), Cure Minor Disorders (10), Deflect (10), Detect Teleportation & Magic Breaches (8), Distress Call (12), Dream Senses (8), Eavesdrop (10), Electric Arc (8), Energy Field (10), Fire Bolt (7), Fireblast (8), Fist of Fury (10 or 50), Fool's Gold (10), Force Bolt (8), Hide in Space (10+), Ice Shield (10), Impervious to Vacuum (10), Ley Line Transmission (30), Magic Net (7), Magic Tether (10 or 15), Multiple Image (7), Nightvision (6), Quickaction (8), Quickstrike (10), Reflection (7), Repel Animals (7), Ricochet Strike (12), Scarlet Pepper (10), Seal (7), Shadow Meld (10), Skate Ice (8), Snow Walking (8), Starburst (12), Stealthwalk (10), Stellar Navigation (8), Stun Baton (7), Swim as a Fish: Lesser (6), Traitorous Hand (10), Trance (10), Watchguard (10), Weight of Duty (10), Wind Run (10)
Level 5: Armor Bizarre (15), Aura of Death (12), Calling (8), Charm (12), Charm Weapon (12), Choking Blast & Dust Cloud (15), Circle of Flame (10), Death Curse (Special),Destroy Dead Flesh (3+), Distant Voice (10), Domination (10), Dream Window (30), Energy Disruption (12), Erase Trail (16), Escape (8), Eyes of Thoth (8), Featherlight (10), Fly (15), Heal Wounds (10), Horrific Illusion (10), Horror (10), House of Glass (12), Implosion Neutralizer (12), Influence the Beast (12),Instill Knowledge (15), Lifeblast (15), Magic Escape Bubble (15), Magic Hull Patch (12), Mega-Damage Haymaker (10), Mend Cloth (12), Mend the Broken (10+), Mental Blast (15), Midnight Wind (12), Mystic Water Blast (10), Seal Leak (11), Sense Traps & Mines (12), Size of the Behemoth (12), Sleep (10), Spirit Attack (15), Summon & Control Astral Being (Minor) (80), Superhuman Agility (15), Superhuman Endurance (12), Superhuman Speed (10), Superhuman Strength (10), Sustain (12), Swim as a Fish: Superior (12)
Level 6: Animate Object (15), Apparition (20), Barrage (15), Call Ectoplasm from Others (20), Call Lightning (15), Call Nightlord (25), Compulsion (20), Control the Beasts (18), Create Bread & Milk (15), Create Breathable Air (18), Create Drinkable Water (16), Create Water (15), Crushing Fist (12), Cure Illness (15), Detect Poison (10), Energize Spell (12+), Fire Ball (10), Fire Blossom (20), Fire Fist (15), Fleet Feet (20), Fortify Against Disease (15), Freefall (18), Frequency Jamming (15), Frostblade (15), Full Throttle (20), Ice (15), Illusion Booster (15), Illusory Wall (15 or 30), Impervious to Energy (20), Invisibility to Sensors (20), Magelock (15), Magic Pigeon (20), Magic Reentry Bubble (20), Mask of Deceit (15), Memory Bank (12), Mystic Shield (10), Power Bolt (20), Reduce Self (20), Sheltering Force (20), Shooting Star (18), Siphon PPE from Object (16), Space Flight (15), Stunblast (16), Swim as a Fish: Superior (12), Targeted Deflection (15), Teleport: Lesser (15), Thundermaul (16), Time Slip (20), Tongues (12), Watching Enchantment (40), Wave of Frost (18), Words of Truth (15)
Level 7: Agony (20), An Eye for An Eye (30), Animate & Control Dead (20), Area Gravity Field (25), Astral Portal (60), Atmosphere Bubble (20), Ballistic Fire (25), Blast Shield (17), Circle of Concealment (15 or 100), Constrain Being (20), Dispel Magic Barriers (20), Fighting Spirit (20), Fire Gout (20), Fly as the Eagle (25), Globe of Silence (20), Heal Self (20), Immobilize (25), Intuitive Xeno-First Aid (22), Invisibility: Superior (20), Invulnerability (25), Ley Line Fade (20), Life Drain (25), Lightblade (20), Locate Life Signs (20), Magic Tug Tether (22), Mental Shock (30), Metamorphosis: Animal (25), Mystic Invisibility (25), Negate Mechanics (20), Paralysis: Superior (25), Purification (20), Ride Ice Flow (24), Second Sight (20), See Wards (20), Sonic Blast (25), Space Fire Stream (20), Space Push (16), Spinning Blades (20), Spy Eye (25), Sub-Particle Acceleration (20), Summon & Control Dream Being (Minor) (60), The Druid's Head (40), Vacuum Fire (28), Wind Rush (20), Wink-Out (20), Witch Bottle (28), X-Ray Vision (25)
Level 8: Exorcism (30), Invincible Armor (30)
Level 9: Protection Circle: Simple (45), Summon & Control Canines (50), Tame Beast (30)
Level 10: Banishment (65), Mystic Portal (60), Summon & Control Rodents (70), Summon Shadow Beast (140)
Level 11: Energy Sphere (120), Re-Open Gateway (180), Rift Teleportation (100)
Level 12: Summon & Control Entity (250)
Level 13: Protection Circle: Superior (300), Summon Lesser Being (425)
Level 14: Annihilate (300), Close Rift (200)
Level 15: Dimensional Portal (1000), Summon Ally (600)

O.C.C. Skills
Archaeology 90% (+5)
• Recognize/Figure Out Artifacts 70% (+5)

Climbing 85% (+5)
• Rappelling 75% (+5)

Computer Operation 98% (+3)
History 129% (+4)
• North America 109% (+4)

Language: American 99% (+1)
Language: Dragonese/Elven 95% (+3)
Language: Sumerian 95% (+3)
Literacy: American 97% (+1)
Literacy: Dragonese/Elven 85% (+3)
Literacy: Sumerian 85% (+3)
Lore: Demons & Monsters 102% (+5)
Lore: Magic 87% (+5)
• Recognize Wards, Runes, and Circles 77% (+5)
• Recognize Enchantment 72% (+5)

Lore: Mythology 102% (+5)
Lore: Religion 95% (+3)
Mathematics: Basic 115% (+3)
Military Etiquette 80% (+5)
Perception 88% (+3)
Pilot Hovercraft 90% (+5)
Radio: Basic 90% (+5)
Research 90% (+5)
Running
Whittling & Sculpting 75% (+5)
W.P. Energy Rifle
W.P. Handguns
W.P. Sword
HTH Zanji Shinjinken-Ryu (EP)

O.C.C. Related Skills
(+2 @ levels 8, 12)
Anthropology 80% (+5)
Barter 68% (+4, EP)
Boxing (EP)
Fencing
Gymnastics (EP)
• Sense of Balance 73% (+3)
• Work Parallel Bars & Rings 83% (+3)
• Back Flip 87% (+2)
• Climb Rope/Rappel 77% (+2)

Horsemanship: Exotic Animals 50%/40% (+5%, EP, Level 4)
Intelligence 61% (+4)
Kick Boxing (EP)
Leadership (EP)
Lore: Dimensions 67% (+5, EP)
Lore: Faeries & Creatures of Magic 77% (+5%, EP)
Lore: Geomancy & Ley Lines 82% (+5, EP)
Lore: Psychics & Psionics 77% (+5%, EP)
Lore: Vampires 72% (+5%, EP)
Performance 77% (+5, EP)
Philosophy 60% (+5%, EP, Level 3)
Prowl 65% (+5)
Public Speaking 70% (+5)
Sensory Equipment 70% (+5)
Wardrobe & Grooming 72% (+4%, EP, Level 3)
W.P. Knife (EP, Level 1)
W.P. Targeting (EP, Level 1)
Wrestling

Secondary Skills
(+2 @ levels 9, 12, 15)
Athletics (General)
Body Building & Weight Lifting
Land Navigation 65% (+4)
Wilderness Survival 65% (+5)
W.P. Quick Draw
W.P. Shotgun (Level 2)

Combat Data
HTH Type: Zanji Shinjinken-Ryu
Number of Attacks: 7
Initiative Bonus: +5
Strike Bonus: +5 (+6 w/ Knife/Sword)
Parry Bonus: +8 (+9 w/ Knife, +10 w/ Staff, +11 w/ Sword)
Dodge Bonus: +11
HTH Damage Bonus: +21 SDC, +4 MD
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Bonus to Maintain Balance: +3
Damage:
• Punch: 5D6+21 SDC, 4D6+4 MD
• Moves Known: Elbow Strike, Karate Strike, Knife Hand, Punch, Power Punch
• Kick: 6D6+21 SDC, 5D6+4 MD
• Moves Known: Axe Kick, Backward Sweep Kick, Jump Kick, Kick, Knee Strike, Leap Kick (2 actions), Roundhouse Kick
• Body Block/Tackle: 5D6+21 SDC, 4D6+4 MD
• Crush/Squeeze: 5D6+21 SDC, 4D6+4 MD

Other: Paired Weapons, +1D6+4 Damage w/ Sword, Critical Strike on a Natural 18-20, Critical Strike from behind, Death Blow on Natural 20, Pin/Incapacitate on a Natural 18-20, Can Power Stab w/ Sword, Automatic Knockout on a Natural 20

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

Energy Rifles: +3 to Strike
Handguns: +3 to Strike
Knife: +1 to Parry, +1 to Strike when thrown
Quick Draw: +2 to Initiative
Shotgun: +1 to Strike
Sword: +3 to Strike, +3 to Parry, +1 to Strike when thrown
Targeting: +1 to Strike

Saving Throw Bonuses
Coma/Death: +36%
Magic (varies): +9 (+1 @ levels 10, 13)
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7
Psionics (varies): +6 (+7 w/ amulet)
Disease: +4
Horror Factor: +10 (+12 w/ amulet, +1 @ levels 9, 11, 15)
Mind Control: +5 (+1 @ levels 10, 15)
Possession: +7 (+9 w/ amulet, +1 @ levels 10, 15)
Last edited by John on Sat Sep 22, 2018 11:08 am, edited 26 times in total.
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Re: John Dresden Smith (Demigod Artifact Hunter)

Postby John » Fri Jun 10, 2016 7:02 pm

Equipment

Kisentite Katana
• Damage: 4D6+3 M.D. (in addition to any Robotic, or SN P.S. damage)
• M.D.C.: 500
• Weight: 4.2 lbs.
• Bonuses: +1 Strike, +2 Parry


Kisentite Wakizashi
• Damage: 2D6+3 M.D. (in addition to any Robotic, or SN P.S. damage)
• M.D.C.: 500
• Weight: 5 lbs.
• Bonuses: +1 Strike, +2 Parry


Kisentite Tanto
• Damage: 2D6 M.D. (in addition to any Robotic, or SN P.S. damage)
• M.D.C.: 500
• Weight: 1.6 lbs.
• Bonuses: +1 Strike, +2 Parry


NE-6SL Slim-Line "Magnum" Revolver
• Range: 500'
• Damage: 1D4x10 M.D. per each plasma round.
• Rate of Fire: Single shots only.
• Payload: 6 NE-003PC or 12 NE-001PC in a cylinder.
• Modifiers: +1 to strike on an aimed shot.


TW Thundergun Revolver
Image
Range: 200'
Damage: 3D6 S.D.C. to mortal beings, 5D6 M.D. to practitioners and creatures of magic, 1D6x10 M.D. to supernatural beings
Rate of Fire: Single shot only, each blast counts as one melee attack
Payload: Six shots
Recharge: 10 P.P.E. or 20 I.S.P.


HI-80 Combat Laser Rifle
Image
• Weight: 7 lbs
• Range: 2,000 feet
• Mega-Damage: 4D6+6 M.D. or 2D4*10+10 M.D. from a multiple pulse burst (three simultaneous shots; counts as one melee action)
• Rate of Fire: Standard
• Payload: 30 shots
• Modified to use Earth E-Clips


Kisentite Sword
Image
• Damage: 2D6+3 M.D. (in addition to any Robotic, or SN P.S. damage)
• M.D.C.: 500
• Weight: 5 lbs.
• Bonuses: +1 Strike, +2 Parry


NE-F20A Medium Force Field
Image
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip
• Mods: 4 Mag Pouches, 1 Radio Pouch, 1 Chest Holster, 1 Multi-Purpose Pouch and scabbard attachments on the back for 2 swords


"Tank" Trench Coat
M.D.C. by Location:
• Main Body - 50
Weight: 20 lbs.


Carried/In Hand

Worn on Person
NE-F20A Medium Force Field
Kisentite Katana (in scabbard attached to back of force field crossbelts)
Kisentite Tanto (horizontal sheath at the back of his belt)
TW Thundergun Revolver (in chest holster attached to force field crossbelts)
Standard E-Clip (in force field crossbelts)
Radio (in force field crossbelt pouch)
Ear Mic Receiver & Transmitter (in left ear, paired to radio & HPC)
HUD Glasses (paired to radio & HPC)
Holographic Personal Computer w/ Headjack Port
Flying Probe (in belt pouch, usually turned off)
Gloves (2 MDC)
Track Boots (6 MDC)
Silver Holy Symbol of Marduk (Amulet of Protection Against the Supernatural: +2 to Save vs Horror Factor, +2 to Save vs Possession, +1 to Save vs Psionics)

Digital Reference Libraries (Installed on HPC & Tablet, backup disks at headquarters, +50% to skill use time, +5% to listed skill)
• Anthropology
• Archaeology
• History: Pre-Rifts (North America)
• History: Post-Apocalypse (North America)
• Lore: Demons & Monsters (North America)
• Lore: Faeries & Creatures of Magic (North America)
• Lore: Geomancy & Ley Lines
• Lore: Magic
• Lore: Mythology
• Lore: Psychics & Psionics (North America)
• Lore: Religion
• Lore: Vampires


NG-S2 Survival Pack (3 MDC)
Drone Command & Control Gauntlet
Optics Band
Ritual Magic Kit
Supernatural Tool Roll
Compass/Inertial Mapper (+5% to Land Navigation, signaling mirror on back)
Flashlight
Survival Knife
Vibro Entrenching Tool
Wooden Cross
Bag of "Bird Food" (metal scraps, about 1 month worth)
Canteen (2, filled with water) & MREs (10)
Climbing Kit: 50' of 500 lb load cord, climbing gloves, 4 ceramic spikes, small mallet
Fire Starter Kit: magnesium sparker rod, 24 wooden matches, refillable cigarette lighter, tinder
First Aid Kit: roll of gauze, assortment of 48 adhesive bandages, roll of medical tape, small scissors, pocket knife, protein healing salve, etc.
Hunting & Fishing Kit: snare wire, fishing line, hooks, and pulleys
NEMA Identification Card
Saw Wires (3) & Hatchet
Sketchbook (100 sheets, hardcover) & Pencils
Sleeping Bag, Hammock & Tarp
Spare Flashlight Batteries (4)
Water Filter & Purification Pellets (6)
Basic Grooming kit (soap, shampoo, hair, nails, teeth, etc..) & Clothes

Footlocker (Stored on Barge)
Kisentite Wakizashi
Kisentite Sword
HI-80 Combat Laser Rifle & 6 E-Clips in an "All-in-one" Utility Belt
NE-6SL Slim-Line "Magnum" Revolver
"Tank" Trench Coat
Toughbook Tablet Computer
Ammunition Box
  • NE-001PC "Light" Plasma Cartridge (72)
  • NE-6SL Standard Cartridge Speed Loader (4, filled)
  • NE-6SL Light Cartridge Speed Loader (2, filled)
  • NE-003PC "Standard" Plasma Cartridge (72)
Wardrobe
  • 7 T-shirts
  • 7 Briefs
  • 14 pairs of socks, various colors, mostly paisley
  • 7 Casual short-sleeve shirts
  • 7 Casual long-sleeve shirts
  • 7 Heavy duty pants
  • 3 Dress shirts
  • 3 Dress pants
  • 1 Suit jacket
  • 1 Light jacket
  • 1 Heavy jacket
  • 2 Pair boots
  • 1 Pair dress shoes
  • 1 Collapsible top hat
  • 12 Handkerchiefs (various colors)

Credits
Secure Universal Card: 64,326 credits [2/13/2017]
Secure Black Card: 14,000 credits
Secure NGMI Credit Card: 60,000 credits
Secure UTC Credit Card: 563,314 credits 11AUG2017 - T-Rex
Unsecured NGMI Card: 100,000 27AUG2017 - MoD

New Items to Allocate
Hover-Jet Cycle
M.D.C. by Location:
Main Body: 150
Statistical Data:
Maximum Speed: 500 mph
Maximum Altitude: 600 feet
Maximum Range: 1000 miles
Class: Jet assisted hover cycle
Crew: One pilot. Can also accommodate one passenger.
Dimensions: 4' high, 3' wide, 10' long. Weight 900 lbs.
Cargo: None
Power System: Electric
Weapon Systems:
None
Features of Note:
• +3 to Dodge

Lore: Dimensions Reference Library
Footlocker w/ Biometric Lock (20 MDC)
Double-Barreled BigBore Shotgun
Image
• Range: 300'
• Damage: 2D4 MD per single round/bullet or 4D4 per double-barrel blast
• Rate of Fire: 1 action per single or double barrel shot
• Payload: 4 or 12 w/ ammo clip
• Modifiers: Human sized targets of BigBore rounds must roll with a -6 penalty vs. attacker's roll to strike to stay standing. A successful roll means the character is staggered, knocked to his knees and loses initiative. A failed roll means the victim is knocked off his feet and flung 8-10' before hitting the ground. The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for 1 melee round per blast), and loses one melee action. Even characters in MDC body armor will be knocked down and suffer the penalties above. Those in power armor, and full conversion cyborgs, robots, giants, supernatural beings and creatures of magic are not likely to be knocked down (+6 to save), but will lose initiative and are staggered with each shot.

18 Empty Magazine Clips
144 BigBore Shotgun Shells
72 SDC Shot Shells
72 SDC Slug Shells
72 Fragmentary Shells
72 Plasma Shells
72 Silver Shot Shells
72 Silver Slug Shells
Weapon Cleaning Kit
Gas Mask
Ring of Odin
• Magical Protection: The wearer is +2 to save vs magic
• Psionic Protection: Three times a day, the wearer may activate a Mind Block (same as the psychic ability) that lasts for one hour.
• Courage: Gives the wearer a +2 bonus to resist Horror Factor
Last edited by John on Sun Feb 10, 2019 12:23 pm, edited 7 times in total.
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Re: John Dresden Smith (Demigod Artifact Hunter)

Postby John » Sat Jun 11, 2016 7:12 pm

Background Story

I was born the day the world ended. December 22, 2098. The first day of what became known as the Great Cataclysm. My mom was in Chicago at the time fortunately for her, and for me. While the coastal cities of the great American empire were decimated the middle of the country fared well, as best as could be expected when massive blue lines of magical energy erupt across the land and gibbering horrors spew forth from randomly appearing doorways through time, space, and dimensions anyway. You know, now that I think about it, I never asked her if she lived there or just happened to be there. Regardless that’s where I was born. The real Chicago, now in ruins, north east of the mega city of Chi-Town. I never knew my dad, he wasn’t there and mom never talked about him. Chances are he died in the cataclysm along with billions of others. Even if he survived he’s nothing but bones now.

It was pretty clear early on that I was different. As the community of survivors faced starvation and disease I always thrived. Even as a toddler I was as strong as a mule, I can’t tell you how many favorite toys I broke before I learned my own strength. As soon as I was old enough to understand my mom taught me to hide my gifts. It wasn’t a great time to be different and along with my phenomenal strength and constitution I also had strong psychic abilities. I’ve always had them. Nothing was ever taught to me and I didn’t acquire them over time or through practice and study. They’ve always been there. Because of that my mom kept me out of school and sheltered me from other kids. The idea of school seems kind of quaint now looking back on it but I guess people were trying to maintain a sense of normalcy as the world came crashing down. So they still sent their kids to school.

My school however was the Chicago library. I learned to read pretty young and tended to be mature for my age. Mom had a job at the library so she would bring me to work and I’d park myself in a corner somewhere to read. One of my psychic gifts was the ability to read books at a fantastic rate. I know it seems like a weird “power” to have but I could do it and I could recall everything I read with perfect accuracy. By the time I was a teenager I’d probably read every book in that library twice and could regurgitate it back with but a thought.

In my early teens I joined NEMA, The Northern Eagle Military Alliance, you might have heard of them referred to as the Neemans. NEMA were the ones protecting the survivors in Chicago. In the dozen or so years since the cataclysm things were not going well and they could use every recruit they could get. Even a snot nosed kid. I was probably the youngest recruit but I was also the strongest and the toughest. My time at the library and made me an expert in magic, monsters, and mythology, skills that were highly in demand. NEMA gave me a strong practical foundation in weapons, physical skills, and hand to hand fighting, something I had been lacking from the book learning. I enlisted in their ranks as a Para-Arcane specialist and joined the fight to save humanity. Okay, yes, that’s a bit melodramatic but it’s what it felt like at the time. You have to remember that back then we were entirely cut off from the rest of the world. Even though today’s trade and information flow is a pale comparison to the golden age before the cataclysm it’s a mind boggling improvement over those early years.

The next few decades passed mostly in a blur. A never ending stream of patrols and battles with the latest gibbering horror that had come through a rift. It was becoming clear that the city couldn’t be held. On top of that I was getting older but I still looked like I wasn’t quite old enough to drink. Mom was getting worried that people would start asking questions. I could only pass myself off as having a baby face for so long. When I was in my 40s we decided it was time to go. I had given NEMA three decades of service and done everything I could to save my home. We packed our things, made our goodbyes, and headed south east into what used to be the state of Indiana.

We ended up settling in Lafayette. Once a metropolis with a hundred thousand inhabitants it was now down to several thousand diehards. The rest had died in the horrors of the early years of the cataclysm or fled to the Chicago “safe zone”. Mom became my grandmother to explain the age difference. We were a welcome addition to the village of survivors. My knowledge of monsters and magic as well as my combat experience with NEMA came in handy. I ended up living there for another twenty years until mom died in the winter of 2160. After she was gone I just drifted all over the Midwestern states. Never spending more than a handful of years in any one spot. As the decades wore on the state of the world settled into a new normal of humans and new arrivals out of the rifts. Chicago finally fell and was abandoned to be reborn some distance away as Chi-Town. The end of the dark ages was declared with a new Post-Apocalyptic calendar. The Coalition States were founded and took a turn to human supremacy that if I’m honest with myself was bound to happen anyway. The fledgling CS states fought a war with what had been loosely organized as the Magic Zone and won.

Eventually I found myself in the kingdom of Tolkeen, what had once been called Minneapolis. I’m not sure if I can tell you why I went there, maybe it was a subconscious thing. The rise of the Coalition had certainly been bugging me, to see what NEMA had become was heart breaking. Why couldn’t they just leave people alone? We’re all stuck on this magical rock, humans and d-bees alike. I’ll be the first to grab my weapons and put it on the line against anything that wants to eat, enslave, or dominate free beings but other than that leave people alone. Anyway, the drums of war were beating and I made my way to Tolkeen shortly before the death of King Henchu.

A year later Robert Creed became King of Tolkeen and one of his first official acts was to establish the Artifact Hunters. The idea fascinated me, scour the megaverse for information and tools to help Tolkeen fight off the Coalition. Learning magic had never been something I’d ever thought about. Maybe it was because of my psychic gifts that I never considered it necessary. But suddenly I had to learn all I could, it was almost like a compulsion. Becoming an artifact hunter opened the dimensions to me and I went forth seeing wonders and horrors I can barely describe. However even the wonders of the megaverse couldn’t save Tolkeen. After a decade or more of buildup and several years of fighting the Coalition war machine was unstoppable.

After the city fell I started wandering again even more dispirited than before. It seems like nothing can stop the forces of human supremacy. It’s not only the Coalitions victory but the depths that Tolkeen sank in trying to win that make things hard to come to terms with. Maybe it’s time to leave the Earth for the megaverse at large. I have the skills now; I could do it any time I wanted but something keeps me here. Maybe it’s age, I’m almost 300, after all I’ve fought for it’s hard to give up.

GM Note: Unbeknownst to John his father is Enki, the Sumerian god of Knowledge and Magic and the source of his various gifts. As far as John knows they have never met. I leave the circumstances around his parents relationship open for the GM to develop or not as they will. It doesn't matter for the story I'm telling so I leave it open. As is the specific locations John travels to (other than where his mother is buried) before he learns Dimensional magic or after. Conceivably he could have at one time or another been anywhere in the middle states of the US and to any megaverseal dimension or planet. If it fits in with the GMs plans for him to have been somewhere at one time or another simply let me know.
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Re: John Smith (Demigod Para-Arcane Specialist / Shifter)

Postby John » Thu Feb 16, 2017 1:33 pm

Code: Select all
APM: 7
Initiative: [dice]1d20+5[/dice]

Action 1:
Action 2:
Action 3:
Action 4:
Action 5:
Action 6:
Action 7:

Auto-Parry (add +8): [dice=string]7d20[/dice]
Sword Auto-Parry (add +16): [dice=string]7d20[/dice]

Kisentite Katana. Strike: [dice]1d20+10[/dice] Damage: [dice]9d6+7[/dice] MD
Kisentite Wakizashi. Strike: [dice]1d20+10[/dice] Damage: [dice]7d6+7[/dice] MD
Kisentite Tanto. Strike: [dice]1d20+7[/dice] Damage: [dice]6d6+4[/dice] MD
Kisentite Sword. Strike: [dice]1d20+10[/dice] Damage: [dice]7d6+7[/dice] MD
NE-6SL Revolver. Strike: [dice]1d20+3[/dice] Damage: [dice]1d4*10[/dice] MD
NE-6SL Revolver. Strike: [dice]1d20+3[/dice] Damage: [dice]3d6[/dice] MD
TW Thundergun Revolver. Strike: [dice]1d20+3[/dice] Damage: [dice]1d6*10[/dice] MD
TW Thundergun Revolver. Strike: [dice]1d20+3[/dice] Damage: [dice]5d6[/dice] MD
TW Thundergun Revolver. Strike: [dice]1d20+3[/dice] Damage: [dice]3d6[/dice] SDC
HI-80 Combat Laser Rifle. Strike: [dice]1d20+3[/dice] Damage: [dice](2d4*10)+10[/dice] MD
HI-80 Combat Laser Rifle. Strike: [dice]1d20+3[/dice] Damage: [dice]4d6+6[/dice]
Dodge. [dice]1d20+11[/dice]
Last edited by John on Sun Sep 23, 2018 10:58 pm, edited 4 times in total.
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Re: John Smith (Demigod Para-Arcane Specialist / Shifter)

Postby John » Fri Jun 09, 2017 7:32 am

Epic Campaign Equipment

Balder's Earth Blade (right hand)
Image
A greatest holy weapon. The blade glows a faint white and has the following powers:
• Remove Curse: 50% chance.
• Damage: 4D6 + 6 M.D.; targets of evil alignment take triple damage.
• Expels devils and demons: 89% chance against lesser demons, 44% against greater demons.
• Circle of protection: same as the lesser spell. The weapon must be raised above one's head and then struck to the ground. Duration: five minutes per level of the wielder.


Kisentite Sword (left hand)
Image
• Damage: 2D6+3 M.D. (in addition to any Robotic, or SN P.S. damage)
• M.D.C.: 500
• Weight: 5 lbs.
• Bonuses: +1 Strike, +2 Parry


M-15 Plasma Rifle (slung across back)
  • Range: 4000' | Damage: 1D4 X 10 M.D. | Rate of Fire: 5 per melee | Payload: 15 or unlimited if linked

NE-6SL Slim-Line "Magnum" Revolver (holstered in force field crossbelts)
Image
• Range: 500'
• Damage: 1D4x10 M.D. per each plasma round.
• Rate of Fire: Single shots only.
• Payload: 6 NE-003PC or 12 NE-001PC in a cylinder.
• Modifiers: +1 to strike on an aimed shot.


Yggdrasil Bark Body Armor (worn)
Image
The bark can be glued or bolted to an under garment and used to create lightweight, mega-damage body armor. The Millennium Tree may give some of its bark to trusted friends, Millennium Druids and renowned champions of good.
• Typically a full suit offers 120 M.D.C.
• Weighs only 15 pounds (6.75 kg).
• Good mobility, -5% prowl penalty.
• Magic Properties: Contains 4D6 P.P.E. points which can be drawn upon by practitioners of magic. Magic energy attacks, including fire, dragon's fire, lightning and energy blasts,
inflict one-third normal damage. Blows from rune weapons and most other magic weapons inflict full damage. Blasts from conventional energy weapons and explosives also do full damage.
• Bonuses: + 1 to save vs poisons, toxins, gases and disease.


NE-F20A Medium Force Field
Image
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip
• Mods: 4 Mag Pouches, 1 Radio Pouch, 1 Chest Holster (for a NE-6SL), 1 Multi-Purpose Pouch and scabbard attachments on the back for 2 swords


TW Collapsible Wire Horse
Image
This unique device transforms from a ball of wire to a large animated wire frame horse
M.D.C.: Wire Ball 5 M.D.C. Wire Horse as per 10th level Phantom Mount and Armor of Ithan spells
Size: Wire Horse - 5' - 7' at the shoulder, depending on rider. Wire Ball - 4'' in diameter.
Known Effects:
Wire Horse: Same as Phantom Mount, buffed by Armor of Ithan and Supernatural Speed all at 10th level
• Effect: Transform from wire ball into wire horse
• Duration: 100 minutes
• Cost: 30 P.P.E.
Climb Sheer Surfaces and Extreme Slopes
• Effect: The horse can can climb sheer surfaces and even upside down via the spells Climb and Carpet of Adhesion.
• Duration: constant
• Cost: included in activation cost.
Rider can not be thrown
• Effect: Localized use of the Carpet of Adhesion
• Duration: Constant/at will
• Cost: included in activation cost.
P.P.E. Storage: Device can store 60 P.P.E.


Carried/In Hand

Worn on Person
Standard E-Clip (4)
Radio (in force field crossbelt pouch)
Ear Mic Receiver & Transmitter (in left ear, paired to radio & tablet)
HUD Glasses (paired to radio & tablet)
Silver Holy Symbol of Marduk
Naruni K-HEX Grenade (2)
Enchanted Dimensional Sack clipped to belt w/ 4 Energy Spheres (36 days, 1800 PPE)

NG-S2 Survival Pack (3 MDC)
NE-6SL Standard Cartridge Speed Loader (4, filled)
NE-6SL Light Cartridge Speed Loader (2, filled)
NE-001PC "Light" Plasma Cartridge (72)
NE-003PC "Standard" Plasma Cartridge (72)
Optics Band
Ritual Magic Kit
Supernatural Tool Roll
Toughbook Tablet Computer
Digital Reference Libraries (Installed on computer, backup disks at headquarters, +50% to skill use time)
• Anthropology (+5%)
• Archaeology (+5%)
• History: Pre-Rifts (North America) (+5%)
• History: Post-Apocalypse (North America) (+5%)
• Lore: Demons & Monsters (North America) (+5%)
• Lore: Faeries & Creatures of Magic (North America) (+5%)
• Lore: Geomancy & Ley Lines (+5%)
• Lore: Magic (+5%)
• Lore: Mythology (+5%)
• Lore: Psychics & Psionics (North America) (13%)
• Lore: Religion (+5%)
• Lore: Vampires (10%)

Compass/Inertial Mapper (+5% to Land Navigation, signaling mirror on back)
Flashlight
Vibro Entrenching Tool
Survival Knife (strapped to outside of pack)
Wooden Cross
Canteen (2, filled with water) & MREs (10)
Climbing Kit: 50' of 500 lb load cord, climbing gloves, 4 ceramic spikes, small mallet
Fire Starter Kit: magnesium sparker rod, 24 wooden matches, refillable cigarette lighter, tinder
First Aid Kit: roll of gauze, assortment of 48 adhesive bandages, roll of medical tape, small scissors, pocket knife, protein healing salve, etc.
Hunting & Fishing Kit: snare wire, fishing line, hooks, and pulleys
Saw Wires (3) & Hatchet
Sketchbook (100 sheets, hardcover) & Pencils
Sleeping Bag, Hammock & Tarp
Spare Flashlight Batteries (4)
Water Filter & Purification Pellets (6)
Basic Grooming kit (soap, shampoo, hair, nails, teeth, etc..) & Clothes
NEMA Identification Card
Secure Universal Card: 64,326 credits [2/13/2017]
Secure Black Card: 14,000 credits
Secure NGMI Credit Card: 60,000 credits

New Items to Allocate
Last edited by John on Mon Feb 12, 2018 10:03 am, edited 2 times in total.
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Re: John Smith (Demigod Para-Arcane Specialist / Shifter)

Postby John » Sat Jul 22, 2017 10:21 am

Flying Probe
Image
Attributes
I.Q.:
P.S.: 6 (Robotic)
P.P.:
Speed: 20 mph max, typically 1-5 mph
Physical Data
M.D.C.: Main Body 12, Optics/Sensors (10) 1 each
Size: Roughly 6" in diameter
Weight: 4.5 lbs
Power System: Nuclear, average life two years
Sensors
• Multi-Optics System (2000'): Normal, infrared, and ultraviolet spectrums plus passive nightvision.
• Telescopic Zoom (2000')
• Macro Magnification (x2, x10, x50)
• Thermal Optics (1000')
• Camera/Video w/ live transmission ability (1.5 miles)
• Electronic Ear and Audio Transmitter w/ scrambler capabilities (1.5 miles)
• Laser Distancer (1000')
• Radiation Detector (100')
• Air Thermometer (20')
• Molecular Analyzer (20')
• Radio Communications (10 miles)
• Retractable Arm
Combat Data
• APM 5
• Strike (with arm) +1
• Automatic Dodge +4
• Roll w/ Impact +1
Saving Throw Bonuses
• Immune to poison, gas, biological agents, psionic and magic mind control, charms, bio-manipulation, and SDC attacks.
Skill Equivalents
• Land Navigation 86%
• Mathematics: Basic 98%
• Prowl 75%
• Radio: Basic 98%
• Tracking 60%
• Track Radio Transmissions 60%
• TV/Video
• Understands English, French, Spanish, German, Russian, Chinese, Arabic with capacity for 15 other languages; can identify all others but can not understand or communicate in them.
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Re: John Smith (Demigod Para-Arcane Specialist / Shifter)

Postby John » Sun Jul 23, 2017 12:09 pm

Sharak
Image
Avian Biomech Familiar
Alignment: Unprincipled
Attributes
I.Q.: 3
M.E.: 5
M.A.: 13
P.S.: 8
P.P.: 20
P.E.: 13
P.B.: 13
Speed: 9 (ground), 85 (flying)
Physical Data
M.D.C.: 45
P.P.E.: 18
Dimensions: 1' tall, 5' wingspan, 20 lbs.
Average Life Span: 20-30 years (3x for familiars)
Natural Abilities
• Telescopic Vision (can see a dime clearly up to 2 miles away)
• Natural Radar (2000', completely fouled by rain, snow, and dust storms)
• See the Invisible (as the 1st level Invocation, always active)
• Sense Evil (as the 1st level Invocation, always active)
• Robotic Strength
• Burst of Speed (3x speed for PE minutes 3 times per day)
• Can integrate up to 4 cybernetic/bionic items into its body, takes 1d4 days, no surgery required)
• Recovers 3D6 MDC per 12 hours, twice that if it has metal scraps to absorb
Combat Data
• Horror Factor: 9
• APM 4
• Initiative +4
• Strike +6
• Parry +4
• Dodge +5 (+8 at maximum speed)
• Disarm +3
• Roll w/ Impact +2
• Claws 1D4 MD
• Feather Daggers 1D6 MD (2000' range, +1 to Strike, 12 total, can fling up to 4 at once, regenerates 1D6+2 per 24 hours)
Saving Throw Bonuses
• Horror Factor +3
• Poison +1
• Mind Control +1
• Possession +1
• Impervious to diseases that afflict flesh and blood animals
• Saves vs Psionics as a Minor Psychic (12+)
Skill Equivalents
• Land Navigation 75%
• Prowl 55%
• Tailing 77% (+10% if it has appropriate sensors/optics/surveillance systems)
• Track By Sight 52% (+10% to track animals)
Original Rolls
2d4:
2, 1

2d6+1 = 5:
2, 2

2d6+8 = 13:
4, 1

1d6+7 = 8:
1

2d6+12 = 20:
3, 5

2d6+8 = 13:
3, 2

2d6+6 = 13:
3, 4

3d6:
2, 1, 6

2d6+78 = 85:
3, 4

4d6:
5, 4, 5, 4
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