David Henderson, Sword Bearer

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GM: Zilant
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David Henderson, Sword Bearer

Postby David Henderson » Wed Dec 27, 2017 5:48 pm

Player Name: Mike

Character Name: David Henderson
Alias: The Reckoning
Race: Human
O.C.C.: Sword Bearer
Alignment: Scrupulous
XP Level: 4
XP Points: 15,951
Next Level @ XP: 24,001
Faction: None
Sentiments/Nightlords: Violently opposed.
Sentiments/Nightbane: Gross, cautiously good allies, can work with them.
Sentiments/Guardians: Weird little guys, excellent allies against the Dark.
Sentiments/Vampires: Cockroaches -- exterminate 'em when feasible.
Sentiments/Athanatos: Haven't encountered them.
Sentiments/Humans: Some of my best friends are Humans!
Disposition: Cheerfully sarcastic and prone to wordplay, but intense and focused in serious situations.
Insanity: None. Honest.

I.Q.: 15
M.E.: 21
M.A.: 14
P.S.: 32/ 27
P.P.: 28
P.E.: 18
P.B.: 13
Speed: 23

P.P.E.: 3
H.P.: 41
S.D.C.: 86
Age: 43
Sex: Male
Height: 6'6"
Weight: 246lbs
Description: NBA sized at six and a half feet tall, Dave is a reasonably attractive Caucasian male with a build somewhere between a gymnast and a body builder. His hair is neatly cut and worn in a fashionable, slightly-spikey style, and he wears an equally neatly trimmed beard. While in his early forties, he appears to be more like in his mid-thirties, an impression reinforced by his generally cheerful demeanour – a ready smile, that shows faint amused crinkles at the corners of his grey-green eyes. While he can clean up nicely when required, he’s far more often to be found in jeans, t-shirts, boots and a Carhartt jacket.

Natural Abilities
Perception: 34% (+3)
Charm/Impress: 15%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 295lbs / 74lbs
Max. Carrying Weight: 1,600lbs / 540lbs
Max. Lifting Weight: 3,200lbs / 1,080lbs
Max. Jumping Ability: 48' lateral, 24' vertical / 13' lateral, 7' vertical

Special Abilities
Greatest Artifact Weapon: राक्षसघ्न ('Susan')
Battle Axe (2d6)
+2 to Strike and Parry, +1 to Initiative when wielding this weapon
Intelligence: 15
Alignment (Principled)
Shifted Form: Ring
1. Spell Magic (6th level casting, 8/day)
    Globe of Daylight: 30'|18 min
    A small globe or sphere of true daylight is magically created, the light is bright enough to illuminate a 72' area. Because it is daylight, it can ward off most vampires, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to 30 feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
    See Aura: 100'|1 melee
    All things, organic and inorganic, have an aura. The aura has many distinctions, and can be used to see or sense things invis ible to the eye. Seeing an aura will indicate the following:
    • Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
    • The presence of magic (no indication of what, or power levels).
    • The presence of psychic abilities.
    • High or low base P.P.E.
    • The presence of a possessing entity.
    • The presence of an unusual human aberration, which indicates a serious illness, non-human, or alien, but does not specify which.
    Note: Cannot tell one's alignment from this spell.
    Magic Armour: Self/Other|6 min
    This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armour upon the spell caster (or other). This mystic armour has an A.R. of 14 and an S.D.C. of 160; fire, lightning and cold do one-half damage.
    Invisibility: Simple: Self|18 min
    The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psychically or magically "see the invisible" are able to see the spell caster. Infrared and heat detectors can also pinpoint an invisible person.

    Although the invisible person is imperceptible to the eye, he still retains physical mass. This means that he cannot go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical magical contacts/attacks still affect him as usual. At the game master's option, an attacker who makes a difficult Perception roll can try to attack the invisible character (this requires a called shot at -2 to strike).

    While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects and perform other acts of physical exertion, including combat. The invisibility is terminated when the magic's duration time elapses or the mage cancels the spell.

    Note: If cut, only the blood is visible.
    Telekinesis: 60'|6 min
    The telekinesis invocation temporarily empowers the spell caster with the psychic ability to move objects with thought. This power can be used to move or hurl objects, bring them to him, open doors, flick switches, press buttons, and so on.
    Rules and Limitations:
    • Maximum Total Weight: 60 pounds (27 kg)
    • Attacks Per Melee: Equal to the number of hand to hand attacks per melee that the character may have.
    • Bonuses to Strike: +3 with telekinesis; physical and skill bonuses to strike do not apply when telekinesis is used.
    • Bonuses to Parry: +4; physical and skill bonuses do not apply to telekinesis.
    • Damage from Hurled Objects:
    Small: 6 ounces (0.2 kg) to 1 Ib (0.45 kg) — 1D4
    Small: 1.5 to 2.5 Ibs (0.7 to 1.1 kg) — 1D6
    Medium: 3 to 4.5 Ibs (1.4 to 2.0 kg) — 2D4
    Medium: 5 to 10 Ibs (2.25 to 4.5 kg) — 3D4
    Large: 11 to 25 Ibs (5 to 11.3 kg) — 3D6
    Large & Heavy: 26 to 60 Ibs (11.7 to 27 kg) — 4D6
    Add 1D6 for each additional 20 Ibs (9 kg) of weight.
    • Object being manipulated must be visible.
    • Telekinesis can be combined with hand to hand combat, but does not add extra attacks per melee.
    • Influence from ley line energy doubles the amount of weight and range possible.
    • Ley line nexus energy triples the amount of weight and range.
    Charismatic Aura: 60'|9 min
    A particularly handsome tool of deception, this magic can be cast upon the spell caster or another person. The spell instantly enhances the person's physical beauty by eight, increasing his charisma so he can charm all who behold him. Although the focal point of the spell is the person on whom it was cast, it affects everybody in a 60 foot (18.3 m) radius (emanating from the person with the charismatic aura). Thus, everybody in that radius is allowed a saving throw vs magic. Those who successfully save will not be affected at all; those who fail to save are affected and will respond accordingly.

    The person with a charismatic aura can invoke one of three responses: friendship/trust, power/fear, and successful deception.

    Friendship/Trust: The first few words spoken will set up the response. This is a statement of friendship, peace or trust which will inspire those sentiments in everyone affected.
    Power/Fear: A statement of power, anger, strength, or vile intent, will strike awe and fear into everyone affected. (Example: "Lay down your weapons and let us pass, lest you suffer my wrath!"). Horror Factor: 13.
    Successful Deception: this enables the charismatic aura person to convincingly lie like a master con-man. There is an 80% chance that those affected will believe anything he tells them. This response is triggered by a phrase like, "Trust me completely...." or "I would never lie to you."
2. Supernatural Strength and Endurance (+5 P.S.)
Never fatigued, only needs 3hrs sleep/day, +2 save vs Poison, +6 save vs Disease
3x/day, AR10 and +100SDC for 1 min/level

3. Healing Powers: The Artifact can regenerate any damage its owner sustains at the rate of 1D6 S.D.C./Hit Points per melee round! This healing power works as long as the Artifact is in contact with the owner's skin, and will repair any wound with sufficient time. It can even regenerate damaged internal organs within 24 hours, regenerate a finger, hand or other small appendage in 48 hours and an arm or leg within 72 hours! A severed head or splattered brain cannot be restored. (EP Purchase)

O.C.C. Skills
Bicycling 48% (f)
Computer Operation 70% (f)
Computer Programming 60% (f)
Computer Repair 50% (f)
Literacy: Native Language 80% (f)
Mathematics: Basic 85% (+5%)
Pilot: Automobile 70% (+2%)

Sword Bearer:
Language: Native Tongue 121% (+1%)
Lore: Nightlands 65% (+5%)
Lore: Factions 70% (+5%)
Basic Mechanics 55% (+5%)
Pilot: Motorcycles & Snowmobiles 82% (+4%)
W.P. Axe - +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
Hand to Hand: Expert

O.C.C. Related Skills
Radio: Basic 60% (f)
Public Speaking 45% (f)
History (Norse) 47%/39% (f)
Research 60% (f)
Writing 35% (f)
Mathematics: Advanced 50% (f)
Electrical Engineer 45% (f)

Sword Bearer:
Prowl 40% (+5%)
General Repair & Maintenance 65% (+5%)
Surveillance 50% (+5%)
    Tailing 50% (+5%)
Cook 50% (+5%)
Streetwise 32% (+4%)
Swimming 65% (+5%)
Physical Labour
(4th) Lore: Nightbane 35% (+5%)

Secondary Skills
Sword Bearer
*Netwise 57% (+4%)
*Computer Hacking 65% (+5%)
(3rd) Running
(3rd) Automotive Mechanics 30% (+5%)
(4th)Roadwise 26% (+4%) (EP Purchase)

* = Transferred from Occupation Skills

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +0
Strike Bonus: +9
Parry Bonus: +12
Dodge Bonus: +12
HTH Damage Bonus: +17 / +12
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Mundane Punch: 1d4+12
Mundane Karate Strike: 2d4+12
Mundane Kick: 1d8+12
Restrained Punch: 2d6+17
Full Strength Punch: 5d6+17
Power Punch: 1d6x10+17

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Axe - +1 to strike and parry
W.P. Knife - +2 to strike, +2 to parry at levels, +2 to strike when thrown

Saving Throw Bonuses
Coma/Death: +6%
Magic (varies): +2
Lethal Poison (14+): +4 / +2
Non-Lethal Poison (16+): +4 / +2
Insanity (12+): +3
Psionics (varies): +3
Horror Factor (varies): +0
Disease: +8 / +2
Last edited by David Henderson on Fri Jun 01, 2018 8:18 pm, edited 42 times in total.
David Henderson


Postby David Henderson » Wed Dec 27, 2017 9:29 pm

Cash on hand: $1,300

2003 Chevy Avalanche 1500
Unbreakable Penlight
Belt throwing knife set (4 knives 1d6)
Duct tape (x2)
Shooting Glasses
Steel Toe Boots
Denim Jeans (x2)
Carhartt Jacket
T-Shirt (x6)
Flannel Shirt (x2)
Work Gloves
Hard Hat
Safety Vest
Laptop Computer
Cell Phone
Basic Toolkit

T4-2044 Flexible Armored Suit (Patron Item)
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
A.R.: 14
S.D.C. by Location:
• Helmet: 30
• *Razor: 30
• Arms: 25 each
• Legs: 35 each
• Main Body: 45
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a ‘Called Shot,’ but even then the attacker is -4 to strike.
Modifiers: No modifiers to physical skills whatsoever.
• Impervious to Energy & Electricity: the suit is completely impervious to electricity, energy attacks, radiation, stun, laser and ion weapons. Magical energy attacks do half damage.
• Integrated frequency absorption razor
• • Functional equivalent of the Frequency Absorption minor super power.
• • See page 28 of Powers Unlimited One for details.
• • Hardware is the functional equivalent of 5th level; does not increase with experience.
• • Razor is collapsible, so this light suit may be used as any normal light suit.
• • Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• Includes standard environmental body armor features:
• Complete environmental battle armor suitable for use in all hostile environments including space.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 200 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires and heat do full damage.
• Radiation shielded.
• Weight: 8 lbs.

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
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Last edited by David Henderson on Sat May 05, 2018 5:46 pm, edited 3 times in total.
David Henderson


Postby David Henderson » Wed Dec 27, 2017 9:30 pm

Dave Henderson was a child of an earlier generation, growing up in the ‘70s and ‘80s with much less of the advanced technology that children of the new millennium take for granted.

It is, perhaps, a little more impressive then the extent to which he exploited what technology was present. Dial up modems and floppy disks, he eagerly devoured what computers and the fledgling beginnings of the Internet had to offer. The younger of two siblings, he lacked both the stature and the inclination for more active pursuits while he was a boy.

He became a hacker of some skill in his teens, initially just for the laughs but eventually taking the opportunity to set a few things on their head that needed it – I’m sure you’ve seen the movies of that sort. During this time he hit his full growth, becoming a rather towering young man who was your classic ‘gentle giant’, good natured and not prone to abusing his size.

While never exactly leaving his computer skills behind, he moved on to something more creative rather than subversive and attended university to acquire a degree in electrical engineering. He worked in that field for a number of years, eventually coming to work in the oilsands industry, headquartered in a tall building in downtown Calgary, Alberta and doing design work troubleshooting for custom rig and drilling applications.

The money was quite good, but over time he found himself becoming dissatisfied with what was a mostly sedentary life; a lot of time sitting hunched over a desk under fluorescent lights, and not much time doing anything – and, unfortunately, his softening physique showed this.

And so he negotiated his seniority into a transfer far up north to the oil patch itself, serving on-site for immediate design and troubleshooting, as well as working directly with the hardware rather than merely its design. The days were often long, cold, and dark, with hours of painstaking labour and hauling large gauge cables – and he loved it. Despite being older than many of the young twentysomethings who were the typical rig pigs, one he’d gotten back into shape he took well to the work and rarely hesitated to hassle them about giving out before he did.

Dark Day hit at the down time in the oil sands, and so Dave was caught up in the confusion with everyone else back in civilization. With the rolling bouts of panic, confusion, and unrest that gripped the world in the aftermath, combined with some increasingly difficult to credit policy decisions at the governmental level, the economy took a sharp downturn and Dave’s project was among many others that was shut down.

Fortunately, this wasn’t a crisis for Dave, having a fair bit of money set aside from his years of work. This was just a...prompt to head in a new direction, something he may have done at some point anyhow but was a perfect idea now.

He purchased a small cabin on a dozen acres of land right in the foothills of the Rocky Mountains and went into Hermit Mode. Spending long periods of time by himself, he devoted a good deal of time and energy into research and writing, finally putting a solid effort into writing the novel he’d had kicking around in his head for years.

He managed to avoid slipping back entirely into a sedentary lifestyle again, in part due to how he’d chosen to live. His wood burning stove took a regular supply of firewood, and whenever he found himself pausing to consider where to take his story next, he did so while wielding an axe. Not quite the same way as his Norseman protagonist, of course, despite the somewhat exhaustive research he’d done into fighting techniques with an axe. He had always been a big fan of verisimilitude, and even if most people wouldn’t know the difference, he’d wanted it to be right.

After a couple of years of work, submissions, revisions, and frustration, he did manage to secure a publisher – success! The fact that there were only a few thousand copies of his work sold wasn’t a crushing blow; while fame and fortune would have been an incredible rush, he had more been interested in simply becoming published, and legitimately rather than merely self-publishing online.

He’d even published under a pen name.

While considering what project to work on next, however, the darkness that had slowly started to grip the world made a rough and rude intrusion into his life when he received word that his sister, brother in law, and young niece had all been killed.

They lived – had lived – halfway across the country from him, and of all things the deaths were being explained as a rogue animal attack. This explanation seemed far too thin and unlikely to him, and he dusted off his old skills and pried his way into several police, wildlife, and coroner reports.

While he didn’t find out anything concrete, what he did uncover only deepened his suspicions that there was something wrong going on, something being covered up. And when he widened his clandestine probing he discovered that there were quite a few occurrences of suspicious circumstances, and he grew to believe that there was something seriously wrong at several levels of government; a concern that took him beyond grief and loss to genuine worry.

At first, he thought it was this worry occupying his attention that started giving him the dreams. They seemed to incorporate elements from his writing, from current events in the world, and from some dark recesses of his subconscious; battles, dark monsters, sometimes prevailing, often not as he was unable to hold back the darkness.

Despite having these dreams of failing and falling over and over, Dave became only more determined to investigate what was going on. Metaphors for failure weren’t a reason to give up, but to dig in and try harder.

And then the dreams began to address him directly.

He was told that these were more potential visions than dreams, that the threats shown were very real, and that the entire world was in more danger than he’d even come to suspect, and had been for a few years now.

He was told that people were needed to fight back against this darkness that wanted to swallow everything and everyone, and that those who were chosen risked a very real chance of a horrible death.

He was told that there would be a chance, there would be powers, and allies, and yet that good chance that might not make enough of a difference.

He countered. Would it make a difference?

The answer prompted an answer of his own. In that case...not my world. Not if I can do something about it. He accepted.

Directed to a tiny local museum in a small town a couple of hours drive from his cabin, he unapologetically pocketed a rather plain looking grey ring, still wondering just a little if he had had some sort of mental break.

The voice speaking in his mind once he donned the ring, very clearly not an internal voice, quieted most of that concern. There was something there, and it wanted to join with him.

Introductions were made, but the name the ring gave was in some ancient tongue he couldn’t make heads nor tails of, so he dubbed the vaguely feminine voice ‘Susan’ and left it at that.

...he had the feeling, sometimes, that the intelligence of the artefact was a little put out by his cavalier treatment of her.

Susan bestowed power upon him, educated him in the nature of the foe and some potential allies, and took him through training in the proper use of her true form; for the ring was only a way to conceal and transport what was in actuality a weapon. A long-hafted, wicked bladed axe of dark metal and scribed with eldritch runes.

Once comfortable in the employment of his new powers and up to speed in the war at hand, Dave left behind his hideaway in the mountains and returned to active life in a new, exciting, and inarguably terrifying way.

He now travels to where he seems to be most needed, seeking out areas of darkness, obfuscation and corruption, and applying anything from information leaking to rabble rousing to outright warfare as required to untangle the knot that has formed there.

His latest session of research had flagged another hot spot that might benefit from his attention – Toledo, Ohio. Having travelled there, he put out some cautious feelers and made some contacts in the underground community of those resisting the Dark; sorcerers, dispossessed military men, and even a few of the enigmatic Nightbane. With enough resources at hand, they should be able to make a dramatic difference....
Last edited by David Henderson on Sat Jan 06, 2018 6:25 am, edited 1 time in total.
David Henderson

Re: David Henderson, Sword Bearer [WIP]

Postby David Henderson » Wed Dec 27, 2017 10:10 pm

I am going to start organizing my thoughts, in hopes that my recall is better as time passes. The loss of clarity between Bearers is becoming...disconcerting.

The Humans seem to have progressed past merely using bits of wood and stone to hit each other with; they have started working with metals, and even are using crude muscle multipliers to cast missiles at a distance. Their crude workings were still nothing to compare with my own construction; I was treated nearly as a god, which is not an unreasonable assumption upon their part.

The continuing spread of the Ba'al is troubling, but what else can be done but continue to resist them? My Bearer has become worn and unreliable; I shall rest, and replace it with a new one to continue the work.

--== * * * ==--

The Humans are progressing at a startling rate; the towering structures of stone rising out of the sand must have represented unimaginable effort, even with workers of Stone aiding them. Such a degree of discipline was both surprising and admirable, I shall have to choose my next Bearer carefully to ensure I get the best one possible. It seems there actually is a difference between one Human and another in this day.

These Nightbane are odd creatures, but they have no love for the Dark; some of them are useful in making passage between the Nightlands and the world of the Humans. There is much greater work to be done in the Nightlands, but I risk falling into enemy hands if my Bearer becomes overwhelmed. This necessity of treading cautiously is frustrating to say the least. Not moreso than the complaints of my Bearer, however, and its increasing resistance to do what is necessary. I shall have to turn it loose and regather my strength.

--== * * * ==--

That was...exhilarating, and disappointing all in one. I really thought the group I had carefully guided my bearer into forming had a chance of destroying the Avatar of Rome; the plan was detailed, and the level of power that had been amassed was formidable. I am not certain how the strike was deflected, but at least this Ba'al was injured enough to know that there are those who will bring the fight to them. She will not forget Vesuvius any time soon.

The side effects upon the Human world were...unexpected, and my Bearer is clearly distressed. I am going to discard this one and acquire a new on once I have formulated a new plan.

--== * * * ==--

I do not understand this Human obsession with swords; my form is certainly more elegant than something that is sharp just about everywhere. If their tales are going to insist on changing who I am, I am going to have to call this a failed experiment, even if we did manage to carve out a place of reason and order in the Human's chaotic world. I should never have listened to Myrlen when he suggested a Bearer; what does a Nightbane know of my needs? The scrappy fellow who hailed from the lakeside would have made a much better choice in the long run, I see. I despair of ever getting these Humans to set aside their obsession with their mating practices.

Everything has already started to fall apart; I must come up with a better way of managing things, if we are ever going to strike an effective blow against the Dark.

--== * * * ==--

Surprisingly, the Humans have started to notice how soft and squishy they are, and have put some serious effort into creating armours that will not split open after you hit them a few times. Given that it has only taken a few thousand years for this to sink in, it is a promising advancement for these peoples. These suits of steel lack the aesthetics of the artifacts of my time, but they are certainly a step in the right direction.

The Great Comet made its appearance half a dozen years ago, which meant the time was right for assembling another strike into the Nightlands. Our raids across the cold northern lands were gratifyingly successful, but in the end we did not acquire any targets of real significance. Despite this, I lost my Bearer and had to be returned to the Human world by one of the allies; distressing, to have to be rescued by a lesser being like that. Perhaps I will have to work in the light for a time.

--== * * * ==--

The Nightlords have been trying to steer the society of Humans with their pawns, again. The Humans have advanced their technology again, their weapons are becoming more and more focused on projectiles and less on the more elegant weapons like myself. They insist on holding onto their swords, of course. I had my Bearer work in opposition to this Doppleganger Bonaparte and his armies, and despite the incompetence of the Humans' leaders we did eventually succeed in stalling this ploy. I believe we can, perhaps, in the end be of greater effect here in the Human world rather than in the Nightlands themelves. When chosen amongst carefully, the Humans can be quite useful and obedient tools.

--== * * * ==--

I have no idea what has happened, but the game has changed and the stakes are higher. The agents of the Nightlords are everywhere upon the Human world, and magics are running wild again. I have found myself a new Bearer to work with, one that is impressive both in knowledge and in his physical capabilities, such a specimen! I am certain we are going to bring such bright order to this darkened land.

I am not yet certain why this Bearer insists on calling me 'Susan', however....

--== * * * ==--

Greatest Artifact Weapon: राक्षसघ्न ('Susan'), original Sanskrit pronunciation 'rAkSasaghna', meaning Demon Slayer.
Battle Axe (2d6)
Intelligence: 15
Alignment (Principled)
Shifted Form: Ring

Image Image
Last edited by David Henderson on Sat Feb 24, 2018 11:55 am, edited 1 time in total.
David Henderson


Postby David Henderson » Tue Oct 02, 2018 10:35 pm

Level 4 HPs: 1d6 = 2
EP Purchase: 1d4*10 = 30 S.D.C.
David Henderson

Re: David Henderson, Sword Bearer

Postby Zilant » Fri Oct 05, 2018 6:23 pm

As you are buying an additional Artifact Power with EP, it should be listed here as well as in the EP thread. (As part of the leveling up) It is generally helpful to have a record multiple places. Also any new skills gained from level.
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Location: Ohio

Re: David Henderson, Sword Bearer

Postby David Henderson » Fri Oct 05, 2018 7:14 pm

Good point!

Level 4:
EP Purchased additional Artifact Power: Regeneration
EP Purchased +1d4x10 S.D.C.
New O.C.C. Related Skill: Lore: Nightbane
David Henderson

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