Architect - Re Awakened Chaing Ku

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Architect - Re Awakened Chaing Ku

Post by Architect » Mon Dec 05, 2016 9:20 am

Character Sheet

Player Name: Sgt86Delta
Google Handle: Sgt86Delta
Architect/AwkTech/Jiànzhú shī
Rank: Veteran 1 Experience: 40 Advances Left: 0
Race: Flame Wind Dragon Hatchling
Iconic Framework: Flame Wind Dragon Hatchling
  • Attributes:
  • Agility d4,
  • Smarts d4 --> d8 (2),
  • Spirit d4 --> d6 (1),
  • Strength d12+4 (Mighty),
  • Vigor d8 (Mighty)
Charisma: -2; Pace: 6”; Flying Pace: 12”; Parry: 4 (7 w/ Bracers) ; Toughness: 34 / 16 M.D.C. ; Strain: 0
  • Skills:
  • Climbing (St) d4 (1)
  • Fighting (Ag) d4 (1)
  • K/Electronics (Sm) d8 (HJ Education) --> + 1 (HJ Training)
  • K/Engineering (Sm) d8 (3) --> + 1 (HJ Training)
  • Psionics d6 (Edge)
  • Repair d8 (3) --> d10 (HJ Training) --> + 1 (HJ Education)
  • Shooting d6 (2)
  • Hindrances
  • Enemy: Major: Wanted by the Coalition.
  • Outsider: Minor: -2 Charisma, treated badly by dominant society.
  • Loyal: Minor: AwkTek may not be a hero, but he'd give his life for his friends. AwkTek would never leave any of his friends behind if there is any chance at all he could help. (Q1 2017)
  • Poverty: Minor: AwkTek does not hoarde. Most of what he gets, he gives away, often repaired or in much better shape. (Q2 2017)
  • Curious: Major: Everything is something new and often a first experience for AwkTek (Q4 2017)
  • Edges
  • Arcane Background (Psionics) 10 ISP; Psionic d6; Clairvoyance, Mind Reading, Telepathy.
Last edited by Architect on Wed Jan 09, 2019 11:16 am, edited 24 times in total.

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Re: AwkTech (Flame Wind Dragon Hatchling)

Post by Architect » Mon Dec 05, 2016 9:55 am

Gear
  • [Racial Abilities and Bonuses]
  • Armored Hide: The Hatchling has +16 M.D.C. Armor and +6 Toughness in dragon form.
  • Claws/Bite (Str+3d6 AP 4, Mega Damage).
  • Fear: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Fire Breath: Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage
  • Flight: The Hatchling has a Flying Pace of 12" and Climb 0. Flight is usable in another form if it has wings
  • Impervious to Fire: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all.
  • Infravision: Dragons halve the penalties for dark lighting against living targets (round down).
  • Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use any TechnoWizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5
  • Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form
  • Mighty: Dragon Hatchlings begin with d12+4 in Strength and d8 in Vigor with no maximum limit.
  • Nigh-Immortality: Immune to normal poisons and disease.
  • Size +6: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness
  • Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Tail Lash: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage)
Item
  • Flaming Great Sword
  • Str+d12+4; +3 Fighting, AP 3, Mega Damage
  • Demon Hide Sheeth
  • Enchanted Demon Bracers
  • Parry +3
Credits:

Contacts
Last edited by Architect on Wed Apr 11, 2018 6:34 pm, edited 6 times in total.

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Re: AwkTech (Flame Wind Dragon Hatchling)

Post by Architect » Mon Dec 05, 2016 10:19 am

Hero’s Journey
  • Narrative Hook
  • Roll: 11
  • From Out of a Rift… Some hang like bizarre lanterns in the sky, while others aren’t seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.
Prior to birthing the egg that would become AwkTek (ArkTech), the Great Red Dragon Mother, had been studying the RIFTS that were all across North America. At the point in time, which she birthed AwkTek (ArkTech) she had prepared a skiff (small by her size) of technology which she used to close the portal. Years passed and as the egg neared its time to hatch a portal opened up and the skiff which the Great Red mother Dragon had sent out returned.

Now AwkTek's instructions from his mother had been quite complete. The skiff with its collected knowledge and technology should be delivered to a human settlement. It was impressed on his psyche that the Coalition were not such people. Upon hatching he boarded the skiff and begin a very short search for a human settlement. Hence his arrival at Castle Refuge.

  • Education
  • Roll: 8
  • The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Knowledge (Electronics). She also gains +1 on any Repair rolls with electronic machinery.
  • The Great Red Mother Dragon instructed him well on Technology. His basic knowledge comes from her instruction and Electronics and Engineering are just as natural as Flying and breathing Fire.
  • Training
  • Roll: 20 (10)
  • Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls
AwkTek owes all he knows to his Momma, where ever she might be.
Age Old Question
  • Age
  • Roll 1d100 = 15: 15
  • Roll 1d6 = 3: 3
  • AwkTek believes he was roughly 3 days hold when he arrived at Castle Refuge.
Last edited by Architect on Mon Jan 29, 2018 2:20 pm, edited 5 times in total.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Re: Sergeant_8d6 and AwkTek

Post by Architect » Mon Dec 05, 2016 10:20 am

Advances
  • Attributes:
  • Agility d4,
  • Smarts d4 --> d8 (2),
  • Spirit d4 --> d6 (1),
  • Strength d12+4 (Mighty),
  • Vigor d8 (Mighty)
  • Initial Advances: (From Hindrances): (Very Young Complication)
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • 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 Architect on Tue Jul 03, 2018 8:33 am, edited 2 times in total.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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AwkTech -
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Re: AwkTech (Flame Wind Dragon Hatchling)

Post by Venatus Vinco » Fri Mar 31, 2017 8:34 am

Hello,

This character has no EP Ledger entry. Please create one as your are missing out on 3 EP for this quarter.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Die Rolling Cheats

Post by Architect » Mon Dec 18, 2017 11:40 am

Code: Select all

[ooc=Claws Paired][list] Fighting Left xx, Damage xx MDC, 4 AP
[*] Fighting Invalid dice code!:     (-2 MAP)
[*] Wild Fighting Invalid dice code!:
[*] Damage Strength Invalid dice code!:
[*] Damage Claw Invalid dice code!: [/list]
[list] Fighting Right xx, Damage xx MDC, 4 AP
[*] Fighting Invalid dice code!:     (-2 MAP)
[*] Wild Fighting Invalid dice code!:
[*] Damage Strength Invalid dice code!:
[*] Damage Claw Invalid dice code!: [/list][/ooc]

Code: Select all

[ooc= Bite][list] Fighting Bite xx, Damage xx MDC, 4 AP
[*] Fighting Invalid dice code!:     
[*] Wild Fighting Invalid dice code!:
[*] Damage Strength Invalid dice code!:
[*] Damage Bite Invalid dice code!: [/list][/ooc]

Code: Select all

[ooc=Tail Swipe][list] Fighting Tail xx, Damage xx MDC
[*] Fighting Invalid dice code!:     
[*] Wild Fighting Invalid dice code!:
[*] Damage Strength Invalid dice code!:
[*] Damage Tail Invalid dice code!: [/list][/ooc]

Code: Select all

[ooc=Flame Scales][list] xx MDC Fire Damage
[*] Immolate Invalid dice code!: 
[*] [/list][/ooc]

Code: Select all

[OOC=Going Mental][list] Psionics xx
[*] Psionics Invalid dice code!
[*] Wild Psionics Invalid dice code!
[*] Telepathy [/list][/OOC]

Code: Select all

[OOC=Flame On][list] Fiaming Great Sword Fighting xx
[*] Fighting Invalid dice code! (+3 Sword Bonus)
[*] Wild Fighting Invalid dice code!
[*] Damage Invalid dice code! + Invalid dice code! (+4 Strength; +4 Weapon)
[*] AP 3, Mega Damage [/list][/OOC]

Code: Select all

[OOC=What Does a Dragon Know?__]
[list] Notice xx
[*] Notice Invalid dice code!
[*] Wild Die Invalid dice code! [/list]
[list] K/Common xx
[*] K/Common Invalid dice code!
[*] Wild Die Invalid dice code![/list][/OOC]
Last edited by Architect on Mon Apr 09, 2018 3:17 pm, edited 2 times in total.

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Churguss - Shock Dragon

Post by Architect » Fri Jan 19, 2018 12:51 pm

Churguss
Shock Dragon (Sword and Psionics)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d8
Pace: 6; Parry: 6; Toughness: 13(7); PPE: 20;
Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d8, Psionics d8, Shooting d8, Stealth d6

Gear:
Enchanted Sword: Str+1d8 Mega Damage
Weapon Selection
  • 1d10 = 6: 6
  • 1 in 10 has a TX-50 Light Rail Gun or an NG-E4 Plasma Ejector
Abilities:
  • Immune to Fear
  • Armor +7: Tough hide
  • Tail: Str+d4, no multi-action penalty
  • Psionics: Bolt, blast, dispel, environmental protection, slumber, zombie. PPE 20, Psionics d8

Code: Select all

[OOC=Three on One][list] Spell or Blade 
[*] [list] Psionics xx
[*] Psionics  1d8 = 7: 7
[*] Wild Psionics  1d6 = 5: 5
[*] PPE: 6
[*] Psychic Blast Damage  3d6 = 8: 5, 1, 2 MDC, LBT
[/list]
[*] [list] Fighting xx
[*] Fighting  1d8 = 8: 8
[*] Wild Fighting  1d6 = 4: 4
[*] Sword Damage  1d12 = 1: 1 +  1d8 = 3: 3 (+1 Strength)
[/list]
[*]
[/list][/OOC]
Shock Dragon 1
  • Random Power:Psionics
  • 1d6 = 5: 5
  • Random Power: Roll d6
Powers List
  1. Fire Breath: Range 12/24/48, Damage 3d6, Shooting Skill
  2. Energy Blast: Range 15/30/60 Damage 2d6, AP2, Shooting Skill, Electricity
  3. Enhanced Armor: Increase Toughness by +2, increase Armor by +6, becomes Mega-Damage
  4. Invisibility: The invisibility power at will, but for no PPE cost, using Stealth as the skill roll
  5. Psionics: Bolt, blast, dispel, environmental protection, slumber, zombie. PPE 20, Psionics d8
  6. Combat Prowess: Quick edge, First Strike, Improved Frenzy. Fighting increases to d10
Last edited by Architect on Thu Jan 03, 2019 11:25 am, edited 9 times in total.

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Rithog - Shock Dragon 2

Post by Architect » Fri Jan 19, 2018 1:19 pm

Rithog
Shock Dragon (Sword and Fire Breath)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d8
Pace: 6; Parry: 6; Toughness: 13(7)
Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d6

Gear:
Enchanted Sword: Str+1d8 Mega Damage
Weapon Selection
  • 1d10 = 7: 7
  • 1 in 10 has a TX-50 Light Rail Gun or an NG-E4 Plasma Ejector
Abilities:
  • Immune to Fear
  • Armor +7: Tough hide
  • Tail: Str+d4, no multi-action penalty
  • Fire Breath: Range 12/24/48, Damage 3d6, Shooting Skill
Shock Dragon 2
  • Random Power:Fire Breath
  • 1d6 = 1: 1
  • Random Power: Roll d6
Powers List
  1. Fire Breath: Range 12/24/48, Damage 3d6, Shooting Skill
  2. Energy Blast: Range 15/30/60 Damage 2d6, AP2, Shooting Skill, Electricity
  3. Enhanced Armor: Increase Toughness by +2, increase Armor by +6, becomes Mega-Damage
  4. Invisibility: The invisibility power at will, but for no PPE cost, using Stealth as the skill roll
  5. Psionics: Bolt, blast, dispel, environmental protection, slumber, zombie. PPE 20, Psionics d8
  6. Combat Prowess: Quick edge, First Strike, Improved Frenzy. Fighting increases to d10
Last edited by Architect on Fri Jan 19, 2018 3:08 pm, edited 5 times in total.

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Yrludoath - Shock Dragon

Post by Architect » Fri Jan 19, 2018 1:20 pm

Yrludoath
Shock Dragon (Sword and Fire Breath)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d8
Pace: 6; Parry: 6; Toughness: 13(7)
Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d6

Gear:
Enchanted Sword: Str+1d8 Mega Damage
Weapon Selection
  • 1d10 = 6: 6
  • 1 in 10 has a TX-50 Light Rail Gun or an NG-E4 Plasma Ejector
Abilities:
  • Immune to Fear
  • Armor +7: Tough hide
  • Tail: Str+d4, no multi-action penalty
  • Fire Breath: Range 12/24/48, Damage 3d6, Shooting Skill
Shock Dragon 3
  • Random Power:Fire Breath
  • 1d6 = 1: 1
  • Random Power: Roll d6
Powers List
  1. Fire Breath: Range 12/24/48, Damage 3d6, Shooting Skill
  2. Energy Blast: Range 15/30/60 Damage 2d6, AP2, Shooting Skill, Electricity
  3. Enhanced Armor: Increase Toughness by +2, increase Armor by +6, becomes Mega-Damage
  4. Invisibility: The invisibility power at will, but for no PPE cost, using Stealth as the skill roll
  5. Psionics: Bolt, blast, dispel, environmental protection, slumber, zombie. PPE 20, Psionics d8
  6. Combat Prowess: Quick edge, First Strike, Improved Frenzy. Fighting increases to d10
Last edited by Architect on Fri Jan 19, 2018 3:12 pm, edited 4 times in total.

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Xizzai - Shock Dragon

Post by Architect » Fri Jan 19, 2018 1:20 pm

Xizzai
Shock Dragon (Sword and Psionics)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d8
Pace: 6; Parry: 6; Toughness: 13(7); PPE: 20
Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d8, Psionics d8, Shooting d8, Stealth d6

Gear:
Enchanted Sword: Str+1d8 Mega Damage
Weapon Selection
  • 1d10 = 4: 4
  • 1 in 10 has a TX-50 Light Rail Gun or an NG-E4 Plasma Ejector
Abilities:
  • Immune to Fear
  • Armor +7: Tough hide
  • Tail: Str+d4, no multi-action penalty
  • Psionics: Bolt, blast, dispel, environmental protection, slumber, zombie. PPE 20, Psionics d8

Shock Dragon 4
  • Random Power:Psionics
  • 1d6 = 5: 5
  • Random Power: Roll d6
Powers List
  1. Fire Breath: Range 12/24/48, Damage 3d6, Shooting Skill
  2. Energy Blast: Range 15/30/60 Damage 2d6, AP2, Shooting Skill, Electricity
  3. Enhanced Armor: Increase Toughness by +2, increase Armor by +6, becomes Mega-Damage
  4. Invisibility: The invisibility power at will, but for no PPE cost, using Stealth as the skill roll
  5. Psionics: Bolt, blast, dispel, environmental protection, slumber, zombie. PPE 20, Psionics d8
  6. Combat Prowess: Quick edge, First Strike, Improved Frenzy. Fighting increases to d10

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Architect Reimaged

Post by Architect » Wed Feb 14, 2018 12:18 pm

The Architect
Attachments
Jiànzhú shī.jpg
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Architect of the Celestial Court

Post by Architect » Thu Feb 15, 2018 12:44 pm

Reference

Rifts - World Book 24: China 1 - The Yama kings
Rifts - World Book 25: China 2 - Heroes of the Celestial Court
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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XP, EP, Extras Tally

Post by Architect » Thu Apr 12, 2018 3:10 pm

Q1 2017 | 6 xp | 3 EP | |
Q2 2017 | 2 xp | - | |
Q3 2017 | 4 xp | 1 EP | |
Q4 2017 | 6 xp | 2 EP | |
Q1 2018 | 6 xp | 3 EP | |
Q2 2018 | 6 xp | 2 EP | |
Q3 2018 | 5 xp | 1 EP | |
Q4 2018 4 XP (39) | 0.50 PPW | EP
1 XP (40)

An advance for every quarter would have AwkTek at 12 advances by the end of 2019 (3 weeks away). That would be Heroic 1. (12/8/2019)
Last edited by Architect on Wed Jan 09, 2019 11:15 am, edited 5 times in total.

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Re: AwkTech (Flame Wind Dragon Hatchling)

Post by Architect » Sun Jun 24, 2018 9:21 am


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