Difference between revisions of "KE HTR Summoner"

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Weapons:
Weapons:


* Engulf: Air [Unarmed, Acc 7, DV 12S, AP -6]
* Engulf: Air (Unarmed, Acc 7, DV 12S, AP -6)


* Elemental Attack: Cold [Exotic Ranged Weapon, Acc 7, DV 12P(cold), AP -6, SS]
* Elemental Attack: Cold (Exotic Ranged Weapon, Acc 7, DV 12P(cold), AP -6, SS)




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Weapons:
Weapons:


* Engulf: Fire [Unarmed, Acc 8, DV 12P(fire), AP -6]
* Engulf: Fire (Unarmed, Acc 8, DV 12P(fire), AP -6)


* Elemental Attack: Fire [Exotic Ranged Weapon, Acc 8, DV 12P(fire), AP -6, SS]
* Elemental Attack: Fire (Exotic Ranged Weapon, Acc 8, DV 12P(fire), AP -6, SS)




Line 313: Line 313:
Weapons:
Weapons:


* Engulf: Fire [Unarmed, Acc 8, DV 12P(fire), AP -6]
* Engulf: Fire (Unarmed, Acc 8, DV 12P(fire), AP -6)


* Elemental Attack: Fire [Exotic Ranged Weapon, Acc 8, DV 12P(fire), AP -6, SS]
* Elemental Attack: Fire (Exotic Ranged Weapon, Acc 8, DV 12P(fire), AP -6, SS)




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Weapons:
Weapons:
   
   
* Engulf: Water [Unarmed, Acc 9, DV 12S, AP -6]
* Engulf: Water (Unarmed, Acc 9, DV 12S, AP -6)
|Adept Powers=N/A
|Adept Powers=N/A
|Gear=* Banishing Focus: Spirits of Air (4)
|Gear=* Banishing Focus: Spirits of Air (4)

Latest revision as of 03:21, 26 June 2018

KE HTR Summoner
Placeholder.png
Base MetatypeAny
Threat Level5
Typical FactionKnight Errant
Thematics Approval
Mechanics Approval

Description

"Hey Bolt" - Fuse

"What?" - Bolt

"Remember that time you were so focused on slowing HTR down and you didn't notice that we were getting ambushed by HTR's fire spirit? I do" - Fuse

"Need I bring up *your* shortcomings?" - Bolt

<<Fuse has disconnected>>

Key Information

These guys summon spirits, project, and run counter-magic via disabling hostile mages and using counterspelling

Standard Operating Procedure/Rules of Engagement

Fend off hostile awakened with magic

Stat Block

B A R S W L I C Ess Special Att
3 3 3 3 6 5 5 6 6 6
Condition Monitor 11
Limits Physical 4, Mental 7, Social 8
Initiative 8+1d6
Qualities
  • Hermetic Aspected Magician (Conjuring)
Skills Athletics Group 2

Close Combat Group 3

Firearms Group 3

Outdoors Group 2

Assensing 7

Banishing 6

Binding 7

Con 2

Etiquette 3

Intimidation 2

Perception 3

Summoning 7

Knowledge Skills Ares Knowledge (Operating City +2) 5

Corporations (Ares +2) 3

Gang ID 5

Law 5

News 5

Police Procedures 5

Small Unit Tactics 5

Augmentations None
Spells Spirit of Air

Force 6

B 4, A 9, R 10, S 3, W 6, L 6, I 6, C 6, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 10 / 11

Movement: x2/x4/+10

Armor: 12H

Limits: Physical 7, Mental 8, Social 8

Physical Initiative: 16+2D6

Astral Initiative: 12+3D6

Active Skills:

  • Assensing 6
  • Astral Combat 6
  • Exotic Ranged Weapon: Elemental Attack 6
  • Perception 6
  • Running 6
  • Unarmed Combat 6

Critter Powers:

  • Accident (12dicepool vs. Reaction + Intuition)
  • Astral Form, Concealment (-6dicepool for 30 small or 6 large targets), Confusion (12dicepool vs. Willpower + Logic)
  • Elemental Attack:
  • Energy Aura (DV 12P(cold) v -6)
  • Engulf (10dicepool vs. Strength + Body)
  • Immunity to Normal Weapons (Armor Rating 12)
  • Materialization
  • Movement (x/÷ 6)
  • Sapience
  • Search (12dicepool (5, 10 minutes))

Weapons:

  • Engulf: Air (Unarmed, Acc 7, DV 12S, AP -6)
  • Elemental Attack: Cold (Exotic Ranged Weapon, Acc 7, DV 12P(cold), AP -6, SS)



Spirit of Earth

Force 6

B 10, A 4, R 5, S 10, W 6, L 5, I 6, C 6, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 13 / 11

Movement: x2/x4/+2

Armor: 12H

Limits: Physical 12, Mental 8, Social 8

Physical Initiative: 11+2D6

Astral Initiative: 12+3D6

Active Skills:

  • Assensing 6
  • Astral Combat 6
  • Perception 6
  • Unarmed Combat 6

Critter Powers:

  • Astral Form, Binding (12dicepool vs. Strength + Body)
  • Concealment (-6dicepool for 30 small or 6 large targets)
  • Confusion (12dicepool vs. Willpower + Logic), Guard (6 characters)
  • Immunity to Normal Weapons (Armor Rating 12)
  • Materialization
  • Movement (x/÷ 6)
  • Sapience
  • Search (12dicepool (5, 10 minutes))



Spirit of Fire

Force 6

B 7, A 8, R 9, S 4, W 6, L 6, I 7, C 6, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 12 / 11

Movement: x2/x4/+5

Armor: 12H

Limits: Physical 8, Mental 9, Social 8

Physical Initiative: 15+2D6

Astral Initiative: 12+3D6

Active Skills:

  • Assensing 6
  • Astral Combat 6
  • Exotic Ranged Weapon: Elemental Attack 6
  • Flight 6
  • Perception 6
  • Unarmed Combat 6

Critter Powers:

  • Accident (12dicepool vs. Reaction + Intuition)
  • Astral Form, Confusion (12dicepool vs. Willpower + Logic)
  • Elemental Attack: Fire, Energy Aura (DV 12P(fire) v -6)
  • Fire, Engulf (13dicepool vs. Strength + Body)
  • Fire, Guard (6 characters)
  • Immunity to Normal Weapons (Armor Rating 12)
  • Materialization
  • Sapience
  • Search (13dicepool (5, 10 minutes))

Weaknesses: Allergy, Severe: Water

Weapons:

  • Engulf: Fire (Unarmed, Acc 8, DV 12P(fire), AP -6)
  • Elemental Attack: Fire (Exotic Ranged Weapon, Acc 8, DV 12P(fire), AP -6, SS)



Spirit of Fire

Force 6

B 7, A 8, R 9, S 4, W 6, L 6, I 7, C 6, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 12 / 11

Movement: x2/x4/+5

Armor: 12H

Limits: Physical 8, Mental 9, Social 8

Physical Initiative: 15+2D6

Astral Initiative: 12+3D6

Active Skills:

  • Assensing 6
  • Astral Combat 6
  • Exotic Ranged Weapon: Elemental Attack 6
  • Flight 6
  • Perception 6
  • Unarmed Combat 6

Critter Powers:

  • Accident (12dicepool vs. Reaction + Intuition)
  • Astral Form
  • Confusion (12dicepool vs. Willpower + Logic)
  • Elemental Attack: Fire
  • Energy Aura (DV 12P(fire) v -6)
  • Engulf (13dicepool vs. Strength + Body): Fire
  • Guard (6 characters)
  • Immunity to Normal Weapons (Armor Rating 12)
  • Materialization
  • Sapience
  • Search (13dicepool (5, 10 minutes))

Weaknesses: Allergy, Severe: Water

Weapons:

  • Engulf: Fire (Unarmed, Acc 8, DV 12P(fire), AP -6)
  • Elemental Attack: Fire (Exotic Ranged Weapon, Acc 8, DV 12P(fire), AP -6, SS)



Spirit of Man

Force 6

B 7, A 6, R 8, S 4, W 6, L 6, I 7, C 6, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 12 / 11

Movement: x2/x4/+2

Armor: 12H

Limits: Physical 8, Mental 9, Social 8

Physical Initiative: 15+2D6

Astral Initiative: 14+3D6

Active Skills:

  • Assensing 6
  • Astral Combat 6
  • Perception 6
  • Spellcasting 6
  • Unarmed Combat 6

Critter Powers:

  • Accident (12dicepool vs. Reaction + Intuition),
  • Astral Form,
  • Concealment (-6dicepool for 30 small or 6 large targets),
  • Confusion (12dicepool vs. Willpower + Logic),
  • Enhanced Senses: Low-Light Vision,
  • Enhanced Senses: Thermographic Vision,
  • Fear (12dicepool vs. Willpower + Logic),
  • Guard (6 characters),
  • Immunity to Normal Weapons (Armor Rating 12),
  • Influence (12dicepool vs. Willpower + Logic),
  • Materialization,
  • Sapience,
  • Search (13dicepool (5, 10 minutes))

Innate Spells: Magebolt



Spirit of Water

Force 6

B 6, A 7, R 8, S 6, W 6, L 6, I 6, C 6, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 11 / 11

Movement: x2/x4/+2

Armor: 12H

Limits: Physical 9, Mental 8, Social 8

Physical Initiative: 14+2D6

Astral Initiative: 12+3D6

Active Skills:

  • Assensing 6,
  • Astral Combat 6,
  • Perception 6,
  • Unarmed Combat 6

Critter Powers:

  • Accident (12dicepool vs. Reaction + Intuition),
  • Astral Form,
  • Binding (12dicepool vs. Strength + Body),
  • Concealment (-6dicepool for 30 small or 6 large targets),
  • Confusion (12dicepool vs. Willpower + Logic),
  • Engulf (12dicepool vs. Strength + Body): Water,
  • Immunity to Normal Weapons (Armor Rating 12),
  • Materialization,
  • Movement (x/÷ 6),
  • Sapience,
  • Search (12dicepool (5, 10 minutes))

Weaknesses: Allergy, Severe: Fire

Weapons:

  • Engulf: Water (Unarmed, Acc 9, DV 12S, AP -6)
Adept Powers N/A
Gear
  • Banishing Focus: Spirits of Air (4)
  • Banishing Focus: Spirits of Beasts (4)
  • Banishing Focus: Spirits of Earth (4)
  • Banishing Focus: Spirits of Man (4)
  • Banishing Focus: Spirits of Water (4)
  • Containment Manacles
  • Full Body Armor w/ Auto-Injector, Biomonitor, Chemical Seal, Drag Handle, Gear Access, Nonconductivity (1)
  • Full Body Armor Helmet w/ Flare Compensation, Image Link, Low Light Vision, Thermographic Vision, Vision Enhancement (2)
  • Helmet w/ Flare Compensation, Gas Mask, Low Light Vision, Smartlink, Voice Warper (2)
  • Hermes Ikon
  • DocWagon Basic Contract
  • Jazz x2
  • Medkit (3)
  • Metal Restraints x2
  • Plastic Restraints x20
  • Riot Control Armor w/ Auto-Injector, Biomonitor, Chemical Protection (4), Drag Handle, Padded, Restrictive
  • Riot Control Armor Helmet w/ Flare Compensation, Gas Mask, Low Light Vision, Smartlink, Voice Warper (1)

Trauma Patch x3

Weapons
  • Riot Shield (Exotic Melee Weapon, Acc 4, DV 9S(e), AP -5) w/ Internal Battery
  • Ares Predator V (Heavy Pistol, Acc 7, DV 8P, AP -1, SA, 15 (c)) w/ (45x) Capsule, Pepper Punch, Flashlight, (45x) Frangible, (45x) Gel Rounds, Smartgun System, Internal, (5x) Spare Clips, Tracker
  • Ares Sigma-3 (SMG, Acc 6, DV 8P, AP –, SA/BF/FA, RC (2), 50 (d)) w/ Flashlight, Folding Stock, Foregrip, (100x) Frangible, (100x) Gel Rounds, Slide Mount, Sling, Smartgun System, Internal, Tracker
  • Colt M23 (Assault Rifle, Acc 6, DV 9P, AP -2, SA/BF/FA, 40 (c)) w/ Flashlight, (120x) Frangible, (140x) Gel Rounds, Smartgun System, Internal, (5x) Spare Clips
  • Defiance EX Shocker (Taser, Acc 6, DV 9S(e), AP -5, SS, 4 (m)) w/ Smartgun System, Internal, (10x) Taser Dart
  • Remington 990 (Shotgun, Acc 6, DV 11P, AP -1, SA, 8 (c)) w/ Flashlight, (24x) Flechette Rounds, (24x) Gel Rounds, Slide Mount, Slide Mount, Sling, Smartgun System, Internal, (5x) Spare Clips
  • Stun Baton (Club, Reach 1, Acc 4, DV 9S(e), AP -5) w/ Internal Battery
Vehicles None