Clayton "Snakebite" Hodge, Snake Lycanthrope

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Clayton Hodge
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Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

Player Name: Derrick
Google Handle: DSmith8807
Clayton “Snakebite” Hodge
Rank: Seasoned Experience: 28 Advances Left: 0
Race: (Venomous) Snake Lycanthrope
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 9(3); Toughness: 7(2)
  • Toughness 9(4) vs Ballistics / Reduce AP by 4 vs Ballistics
Skills
  • Climbing d6+2
  • Faith d6+1
  • Fighting d8 (+1 vs single weapon and no shield)
  • Gambling d6
  • Lockpicking d6+2
  • Notice d6+2/+4
  • Repair d4+2 (traps & similar devices)
  • Stealth d8+2 (urban)
  • Streetwise d6
  • Tracking d6+2
Hindrances
  • Bloodthirsty (Major): Never take prisoners unless ordered; -4 cha with those who discover cruel nature
  • Enemy (Minor): GM Choice? Clayton stole Celeste from its previous owner. They aren’t too happy about it.
  • Loyal (Minor): Would willingly endanger self for friends
Edges
  • AB (Miracles; Racial): Beast Friend, Shape change, Arcane Skill: Faith (Spirit)
    • Beast Friend/Shape Change; Shape Change at will, Beast Friend as Faith or Spirit roll
    • Trappings includes incantations in the form of prayers, and concentration (usually on a holy item or symbol).
    • A miracle worker may use a prepared holy symbol to add +1 to their faith rolls.
  • Against the Odds (Free): +2 to any Trait roll when spending a Benny, stacks with Elan
  • Bonded Heirloom (N3): Most old west types mastered the art of gun slinging and fanning the hammer. Clayton, however, found himself settling most of his scores in back alleys or at poker tables. His snake-like reflexes lend themselves to fencing, and although self-taught, he's mastered the art over the years. Recently, he has acquired a rapier named Celeste. He "liberated" it from an unsavory type who is quite upset by the ordeal. Celeste belonged to a former priestess and still contains some of her holy power.
    • Improved Bonded Heirloom (S1): Clayton was a thief and a cheat, but in the new age, he has gotten in the habit of taking from those who deserve or can afford it. Celeste was barely more than a sharp, glowing toothpick then. However, ever since meeting Jack, Clayton had changed.
      The kid reminded him of what it was like growing up in the west in lawless lands, and Clayton didn't want times to return to the way the world used to work. So he taught bi0den his skills, and when possible, Clayton opposed the forces of the Ba'al. He still got up to his old ways, but he always kept to his new ways too. And Celeste responded. It glows brighter, it strikes truer, and, unbeknownst to Clayton, it provides him some small amount of protection against the forces of evil.
  • Champion (S1): Toughness and damage inflicted increased when fighting against supernatural beings of an opposed alignment.[ooc]Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.[/ooc]
  • First Strike (N1): Free Fighting attack against one adjacent foe each turn.[ooc]Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.[/ooc]
  • Florentine (S2): +1 Fighting vs opponent with single weapon and no shield. -1 from any gang up bonus against Clayton. Florentine allow's Main Gauche's bonus to apply to Parry.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
  • New Power (N2): Bolt
  • Thief (I1): +2 to Climbing/Lockpick/Stealth + Notice/Repair vs traps & similar devices; Stealth Bonus urban only.
  • Two-Fisted (I2): Ignore MAP to attack with one weapon in each hand.
Last edited by Clayton Hodge on Sun Dec 30, 2018 1:59 am, edited 42 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

Powers
Arcane Background: Miracles

(Venomous) Snake Friend [Beast Friend] (Special) [Novice]
  • Range: 600 yards (Smarts*100 yards)
  • Duration: 10 minutes
  • Trapping: Clayton is half snake and can understand the way snakes communicate. With the aid of his intrinsic powers, he can speak with and guide the actions of natural snakes. (Note: Clayton may roll Spirit or Faith)
  • Effect: This spell allows mages to speak with and guide the actions of snakes. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
  • The target must be within the lycanthrope’s range — it is not conjured.
  • Penalties:
    • Sizes “-2”-“0”/Small Swarm: -1 Penalty
    • Size +1/Medium Swarm: -2 Penalty
    • Size +2: -3 Penalty
    • Size +3/Large Swarm: -4 Penalty
    • Cost=[3+(Size*2)]/2 = Penalty

Spit Venom [(Small) Bolt(s)] (0/-1/-1) [Power Rank]
  • Range: 12/24/48
  • Duration: Instant
  • Trapping: Clayton opens his mouth and calls on his inner snake to spit a magical glob of venom at his enemy.
  • Effect: Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
    • Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
Venomous Coating [(Big) Bolt] (-1) [Novice]
  • Range: 12/24/48
  • Duration: Instant
  • Trapping: Acid - Burn tweaked: Clayton dislocates his jaw to be able to hock an enormous glob of venom at the target. If it hits, it coats his target in so much venom that it will continue to deal damage until it fades away or is neutralized somehow.
  • Effect: The caster may instead cast a single 3d4 bolt for 2 Power Points, but it deals one less die of damage on the caster’s next action (2d4) unless it is counteracted in some way. He may not cast multiple bolts when using this ability.

(Venomous) Snake Form [Shape Change] (Special) [Racial]
  • Range: Self
  • Duration: ?
  • Trapping: As a full turn action requiring no roll, Clayton morphs into his animal snake form.
  • Effect: Clayton shifts into his animal snake form. Weapons and other personal effects are assumed into the snake’s form and reappear when the power ends, but other objects are dropped.
    While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak) as well as any compatible edges or abilities from its human form. He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
    The GM has final say on what a snake can and cannot do. A snake might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as a snake has no Shooting score of its own. The Lycanthrope’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.
Hybrid (Venomous) Snake Form [Shape Change] (Special) [Racial]
  • Range: Self
  • Duration: indefinite
  • Trapping: As a full turn action requiring no roll, Clayton morphs into his hybrid snake form.
  • Effect: Clayton shifts into his hybrid snake form. While transformed, the character retains his own Smarts, Spirit, and linked skills. He gains the higher of all of the animal or human form’s Agility, Strength, Vigor and linked skills. Clayton also gains all of the abilities of the animal form, while retaining his human mind and ability to speak.
(Venomous) Snake Animal Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Pace: 4; Parry: 6 (-2 to hit); Toughness: 3(0);
Skills
  • Climbing d6+2
  • Faith d6
  • Fighting d8
  • Notice d12+2/+4
  • Stealth d8+2
  • Streetwise d6
  • Tracking d6+2
Edges
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Bite: Strength Damage.
  • Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.
  • Quick: Redraw initiative until receive a card of 6+.
  • Size -2: Size -2, -2 Toughness
  • Small: Attackers at -2 to all attack rolls to hit a snake.
  • Thief: +2 to Climbing/Lockpick/Stealth + Notice/Repair vs traps & similar devices; Stealth Bonus urban only.
(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 9(3); Toughness: 4(0)
Skills
  • Climbing d6+2
  • Faith d6+1
  • Fighting d8
  • Gambling d6
  • Lockpicking d6+2
  • Notice d12+2/+4
  • Repair d4+2
  • Stealth d8+2
  • Streetwise d6
  • Tracking d6+2
Edges
  • AB (Miracles): Beast Friend, Shape change, Arcane Skill: Faith (Spirit)
    • Beast Friend/Shape Change; Shape Change at will, Beast Friend as Faith or Spirit roll
    • Trappings includes incantations in the form of prayers, and concentration (usually on a holy item or symbol).
    • A miracle worker may use a prepared holy symbol to add +1 to their faith rolls.
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Bite: Strength+d4 Damage.
  • Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Fear: Make a Spirit roll vs Fear after encountering
  • Florentine: +1 fighting vs opponent with 1 weapon and no shield / -1 to enemy's gang up bonus. Main Gauche's main hand parry bonus activated.
  • First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
  • No Fine Manipulation: Cannot use most human weapons (including thrown weapons/firearms) accurately. -2 (or more) attempting any task requiring manual dexterity if even possible.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor -2 or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.
  • Quick: Redraw initiative until receive a card of 6+.
  • Size -1: Size -1, -1 Toughness
  • Thief: +2 to Climbing/Lockpick/Stealth + Notice/Repair vs traps & similar devices; Stealth Bonus urban only.
  • Two-Fisted: Ignore MAP to attack with one weapon in each hand.

Inactive Power
Celeste’s Light [Smite - Enchanted Rapier] (-1 up to -7) [Novice]
  • Range: Touch
  • Duration: 3(1/round)
  • Trapping: Call out Celeste’s name to draw out a focused holy light that burns through evil. +1 PP for +2 AP
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
  • Penalties: -1, -3. -4, -6, -7
Last edited by Clayton Hodge on Wed Oct 17, 2018 6:02 pm, edited 21 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

Background
Image
Clayton has been around for a while. He was born out west and grew up during a time when the Law was what you made it and a man was only as good as his word. It was a rough upbringing, but he survived and thrived.
He was a bit of a bad egg back then, too. Lawmen only had the word of witnesses and gut feelings to go off of when bringing you in, so it was best not to leave any survivors. His area of expertise was breaking and entering, but he was not opposed highway robbery. Back in those days, Clayton was known as Snakebite because his enemies and victims were often found dead from a rattler bite.
Nowadays, he has cooled his heels. He's still got a mean streak a country mile wide, but he has been reserving it for his enemies. When out on the streets making money, he has been good enough to get in and out without being detected. Even if he was found out, they would have to catch him first!
Since the Ba'al showed up causing problems for everyone, Clayton has been more careful. He has been forced to carry a weapon - his recently... "acquired" rapier Celeste while sporting a long duster over his western wear. Hes even concealed a Kevlar vest under all of that!
With the Ba'al returned, Clayton joined up with the resistance to do his part. He became unhappy with the way the world has been changing with the presence of the Ba'al. Things have started to feel a little bit too much like the old west days. He put those days behind him and doesn't want to see them brought back.
Attachments
(Venomous) Snake Hybrid Form
(Venomous) Snake Hybrid Form
(Venomous) Snake Animal Form
(Venomous) Snake Animal Form
Last edited by Krozog on Wed Jun 27, 2018 2:17 pm, edited 8 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Clayton Hodge
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

Gear (28/30)
Celeste (Rapier)
Celeste belonged to a priestess of the same name. She practiced fencing as a child and kept in good form later in life. She was a woman of little importance who died peacefully, and then the rapier changed hands. What is important is that the Celeste still retains some of its original owner's holy power.
After putting some feelers out on the street, Clayton learned about Celeste and its current owner. He felt like he needed it more than they would, so he did what he does best and nicked it right from under its owner’s nose. They’ve been a mite touchy about it ever since.
  • Str+d4 Damage, Parry +2
  • 3 lbs, $150?
  • Bonded Heirloom
    • +1 Parry (m)
    • Edge (M): Champion - Toughness and damage inflicted increased when fighting against supernatural beings of an opposed alignment.
    • Minor Trapping (m): Holy Light - Celeste burns with holy power which manifests as a pure white luminescence.
Main Gauche
Many fighters use a secondary weapon to distract and parry. A main gauche is a short blade used for this purpose. When used in a character’s off-hand who has the Florentine Edge, increase the Parry bonus of the primary melee weapon by +1.
  • Str+d4 Damage
  • 1 lb, $100
  • +1 to the Parry bonus of mainhand with Florentine Edge
Leather Duster
  • Torso/Arms/Legs, +1 Armor, 15 lbs, $50
Kevlar Vest
  • Torso, +2 Armor, 8 lbs, $250
  • +4 Armor (Total) and negate 4 points of AP vs Bullets
Prepared (Venomous) Snake Fang Fetish
Clayton wears a snake fang on a leather thong around his neck. It embodies the spirit of the (venomous) snake and aids him with the use of his powers.
  • +1 to Faith rolls
  • - lbs(?), $0(?)
Lockpicks
  • 1 lb, $200
Toolkit
  • 5 lbs, $200
Cash: $250

Contacts
Michael (Ancient Nightbane) - Resistance
Last edited by Clayton Hodge on Sun Jul 29, 2018 8:31 am, edited 19 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

Advances
Attributes (5/5)
Agility: d8 (1, 1 Racial)
Smarts: d6 (1)
Spirit: d6 (1)
Strength: d6 (1)
Vigor: d6 (1)

Skills (15/15)
  • d6 Climbing (2; St)
  • d6 Faith (2; Sp)
  • d8 Fighting (1, Free d6; Ag)
  • d6 Gambling (2, Sm)
  • d6 Lockpicking (2; Ag)
  • d6 Notice (0, Free d6; Sm)
  • d4 Repair (1; Sm)
  • d8 Stealth (3; Ag)
  • d6 Streetwise (2, Sm)
  • d6 Tracking (0, Free d6; Sm)
Lycanthrope Racial Statistics
Acute Senses: Lycanthropes begin with d6 Notice, and receive +2 Notice, and Tracking rolls.
Advancement: When a Lycanthrope advances it may apply the advance to either the human form or the animal form.
Animal Heritage: Lycanthropes even while in human form possess some of their animal form’s nature. While in their human form lycanthropes gains +1d type whichever attribute is the highest of the animal form. Likewise the human lycanthrope begins with d6 in two skills chosen from; survival, tracking, or any skill listed for the animal.
Innate Arcane Power: All Lycanthropes begin with Arcane Background (Miracles) and the powers of Beast Friend and Shape Change, the latter being limited to their wereform’s nature (as described below). Shape Change can be used at will taking 1 full turn to change, while Beast Friend is cast with either a Faith or Spirit roll with the normal modifiers for the size of the creature. In addition to their two starting powers, a Lycanthrope may choose to learn the Faith skill and select the New Power Edge using Hindrance points at character creation or with any future Advances. Any powers learned via the New Power Edge will be be activated by the Faith skill (instead of Spirit) and must have appropriate nature or animal trappings (subject to GM approval).
Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
Shape change: Lycanthropes can shape change at will into a single animal form (see above). Changing forms always takes the lycanthrope a full turn. This is a natural ability for the creature and it retains any edges, skills or abilities its human form has that are compatible with its animal form.
Monstrous Transformations: All lycanthropes have the ability to assume a hybrid form combining the traits of the animal and human form together. This transformation takes 1 full turn. While in hybrid form, they have the following traits:
  • Fear: Lycanthropes chill the blood of all who see them. Anyone encountering a lycanthrope must make a Spirit roll to resist Fear.
  • Natural Weapons: Regardless of form all lycanthropes have a minimum off Str+d4 in bite and or claws.
  • No fine manipulation: The lycanthropes paws/hands lack human dexterity and manipulation and cannot use most humans weapons (including thrown weapons and firearms) accurately. They suffer a -2 (or more, depending on the task) penalty when attempting tasks requiring manual dexterity. Some tasks the GM may simply forbid depending on the nature of the form.
  • Size: The Hybrid forms size is the average of the two forms rounded up.
  • Supernatural Nature: In their hybrid form the Lycanthrope gains all the physical traits and abilities of the animal form or the human form, whichever is higher, while retaining their human mind and ability to speak.
  • Venomous or Poisonous (Limited by Breed): With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor -2 or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.
Starting Experience: Small creatures size -2 such as a Hawk, rabbit, or Cat begin with 20 XP.
Advances
  • Initial Advances 1: Thief
  • Initial Advances 2: Two-Fisted
  • Novice 1 Advance: First Strike
  • Novice 2 Advance: New Power - Bolt
  • Novice 3 Advance: Bonded Heirloom
  • Seasoned 1 Advance: Improved Bonded Heirloom
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Clayton Hodge on Wed Jul 04, 2018 9:45 am, edited 5 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Stoic »

Points look good to me.
GM Bennies 9/9
Wild Card Bennies ?
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

+1 XP + Golden Benny for Interlude.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Ndreare »

Could you please clean up your cash to show what you have instead of a big formula?

PS, all looks good
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Gravely »

Look at the Improved Bonded Heirloom, I think you can add in Dylan's character's name Jack "BiOden" Tillmun, now.

Is his heirloom supposed to be an Arkansas Toothpick ? :lol: :lol: :lol:

Still love the character.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

Against the Odds (Free): (+2 to any Trait roll when spending a Benny, stacks with Elan) gained from completing training.

Thank you - I did not know Jack's name when I posted my char, lol.

I'd say the main gauche could probably be an Arkansas tooth pick ;). Celeste is an actual rapier used by a recently-ish deceased priestess. It has holy powers!
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Clayton Hodge
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

+1 XP previously unaccounted for

+6 XP

+Florentine
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Koshnek »

Experimental SWADE Conversion for Derps

Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: (Venomous) Snake Lycanthrope
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 6(d6); Parry: 9(3); Toughness: 7(2)
  • +4 Armor (Total) vs Ballistics / Reduce AP by 4 (Ballistics)
Skills
  • Athletics d8 (+1 to Climb, Urban)
  • Common Knowledge d6 (+2 in relation to Streetwise Edge)
  • Faith d6+1
  • Fighting d8
  • Gambling d6
  • Intimidation d6 (+2 to Network)
  • Notice d8+2
  • Persuasion d6 (+2 to Network)
  • Stealth d8 (+1 Urban)
  • Survival d6+2
  • Thievery d6+1
Changes made assuming the 15 point setting rule for being a modern setting.
Climbing became Athletics and increased one die type.
Gained a d4 in Common Knowledge.
Lockpicking became Thievery.
I had a free d6 in Notice and gained a free d4, so I bumped it to d8. Not sure if this is ok or not considering I have a d6 in Smarts.
Gained a d4 in Persuasion
Stealth gained a d4. I was already at d8, so I "removed" one point instead of bumping it to d10.
Tracking became Survival.
Streetwise was removed.
Common Knowledge d4->d6.
Persuasion d4->d6.
Intimidation d4-2 to d6.
Repair was dropped. (I only took this for Thief-related usage, which is now covered by Thievery. I can add it back if it is a problem.)

Hindrances
  • Bloodthirsty (Major): Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
  • Enemy (Minor): GM Choice? Clayton stole Celeste from its previous owner. They aren’t too happy about it.
  • Loyal (Minor): Would willingly endanger self for friends
Edges
  • AB (Miracles; Racial): Beast Friend, Shape change, Bolt Arcane Skill: Faith (Spirit)
    • Beast Friend/Shape Change; Shape Change at will, Beast Friend as Faith or Spirit roll
    • Trappings includes incantations in the form of prayers, and concentration (usually on a holy item or symbol).
    • A miracle worker may use a prepared holy symbol to add +1 to their faith rolls.
  • Against the Odds (Free): +2 to any Trait roll when spending a Benny, stacks with Elan
  • Ambidextrous (S2): Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
    If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
  • Bonded Heirloom (N3): Most old west types mastered the art of gun slinging and fanning the hammer. Clayton, however, found himself settling most of his scores in back alleys or at poker tables. His snake-like reflexes lend themselves to fencing, and although self-taught, he's mastered the art over the years. Recently, he has acquired a rapier named Celeste. He "liberated" it from an unsavory type who is quite upset by the ordeal. Celeste belonged to a former priestess and still contains some of her holy power.
    • Improved Bonded Heirloom (S1): Clayton was a thief and a cheat, but in the new age, he has gotten in the habit of taking from those who deserve or can afford it. Celeste was barely more than a sharp, glowing toothpick then. However, ever since meeting Jack, Clayton had changed.
      The kid reminded him of what it was like growing up in the west in lawless lands, and Clayton didn't want times to return to the way the world used to work. So he taught bi0den his skills, and when possible, Clayton opposed the forces of the Ba'al. He still got up to his old ways, but he always kept to his new ways too. And Celeste responded. It glows brighter, it strikes truer, and, unbeknownst to Clayton, it provides him some small amount of protection against the forces of evil.
  • Champion (S1): Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance.
    Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
    The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
  • First Strike (N1): Once per round, and as long as he’s not Shaken, the hero gets a free Fighting attack against a foe who moves adjacent to him. This automatically interrupts the opponent’s action. (See Free Attacks on page 101.)
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
  • Streetwise (N2): Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.
    Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Thief (I1): Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
    Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas.
    Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment.
    Finally, these rogues are—not surprisingly— adept at Thievery itself, adding +1 to those rolls in all circumstances.
  • Two-Fisted (I2): If a character attacks with a melee weapon in one action and a second “Off-Hand” melee weapon in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however.
Florentine was removed. I filled its slot with Ambidextrous being that is the closest.
Added bolt as one of my starting powers (Miracles gets 3 in SWADE).
Dropped New Power, unless Lycanthrope Miracles is staying at 2 powers, in which case I will pick it back up and select a second power (unless New Powers is staying as New Power).
I took the Streetwise Edge instead of New Powers.
IZ3 GM Bennies 5/5
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Re: Clayton "Snakebite" Hodge, Snake Lycanthrope

Post by Clayton Hodge »

From Interlude:

To be Determined.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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