Zeruel

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Zeruel is Coming
He was the noblest of his kind, strong in spirit as such that he could choose the universal good, rejecting the urge of destiny. He sought to make peace, halt death and terror. He was the Judge, a fair bringer of law and balance. And he fell in combat with one greater, and thus sacrificed himself on the altar of justice.

But there are two sides to every judge, two sides to this thing called 'justice'. There is the side of Redemption, to defend that which has fallen, to grant it the hand of mercy to bring it from darkness and back into the light.

And then there is the other side, that which finds the darkness hiding within the light and casts it down into the pit, that which tears the false edifices down and punishes wickedness with fire and harsh wrath. This is the side of Retribution.

He comes now to bring retribution to the wicked world of Men, so that it may be guided to redemption. He is the Arm of God.

Zeruel.

Character Details

Character Details
Name Zeruel Rank 4
Aptitudes Hero, Smiter, Juggernaut, Warper

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 8 Unnatural Weapon Skill (+2)
Ballistic Skill 60 8 Unnatural Ballistic Skill (+2)
Strength 70 9 Unnatural Strength (+2)
Toughness 70 15 Angel (+2 TB), Angelic Biology (+4 TB), Juggernaut (+2 TB)
Agility 40 4 -
Intelligence 30 3 -
Perception 30 5 Unnatural Perception (+2)
Willpower 40 6 Unnatural Willpower (+2)
Fellowship 10 1
Synch Ratio 220 22 -

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Body Parts

Body Parts
Body Part Hit Locations AP Wounds Qualities
Head 1 – 10 7 22 -
Right Arm 11 – 20 7 32 -
Left Arm 21 – 30 7 32 -
Core 31-40 16 47 -
Body 41-100 16 67 -

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Movement Speed

Movement Speed
Movement Type Half Move Full Move Charge Run
Normal 3 5 6 9
Amphibious 5 8 10 15
Hover 5 8 10 15
Flight 5 8 10 15
Void 5 8 10 15

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Aptitudes

Aptitudes
Category Name Effect
Hero Brutal Charge Gains Unnatural Weapon Skill (+2) and Brutal Charge (5). Gains Parry+20 and Athletics.
Smiter Unnatural Perception gains Unnatural Ballistic Skill (+2) and Unnatural Perception (+2). Gains Dodge+10 and Awareness+10.
Juggernaut Sturdy Gains Unnatural Toughness (+2) and Sturdy. Gains Athletics (+20).
Warper - Gains Unnatural Willpower (+2) and Light of the Soul.

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Traits and Special Abilities

Traits

Trait Subname Effect
Metaphysical Traits
Angel - This creature is an Angel. It is immune to Fear, Fatigue, Insanity, Ego damage and Pinning and begins with the Touched by the Fates (1) trait. It may spend a Fate Point to heal an amount of wounds equal to its TB distributed as it wishes. It may burn a Fate Point to heal 1d10+TB wounds, or automatically negate an attack that it deems too dangerous. If the regenerated wounds are enough to bring a limb out of Critical Damage it loses all penalties associated with the damage instantly, but may not heal destroyed limbs. Finally, Angels gain special powers based on how high their SR is; if the creature with this trait does not possess an SR, then it does not gain these powers.
Angelic Biology - This creature is an Angel, and possesses a fearsomely durable biology. It gains Unnatural Toughness (+4), Regeneration (TB/2) and uses the Angelic Critical Damage Table. Furthermore, it can only be properly killed by destroying its core; destroying the head or even the body doesn't even temporarily kill it, instead suffering a Critical Damage result that gives it the Disabled special trait below. Whenever the Angel fully recovers from the Disabled trait, it gains a single mutation, chosen from the Major Assimilation table; this mutation will usually be based on whatever would've helped it avoid the situation that Disabled it.
Angelic Senses - This Creature possesses powerful, Angelic-type senses completely divorced from that of simple fleshly organs. It can automatically sense anything within WPB km.
Light of the Soul - This creature reduces the total (base+Augmentation) ATP cost of all powers by its WPB/2 or SRB/2.
Well of Life - This creature heals 1d5 wounds, or 1 point of Critical Damage, at the start of each turn. It may not regenerate lost limbs.
General Traits
Amorphous - This creature possesses a strange, malleable shape. As a free action, it may increase or decrease its size category by 1, although its movements values are not changed by this action. It automatically have the Crawler trait.
Amphibious AB This creature is naturally suited to aquatic spaces as well as surface terrain and may be in or under water without suffering any penalties or needing to make Athletics swim tests. In the water, it treats its AB as though it were X.
Brutal Charge 5 A creature with Brutal Charge deals +X damage on attacks made as part of the Charge action.
Fear 1 This creature forces enemies within X*2km to make Fear tests; furthermore, they take a -10 penalty for every rank of Fear past 1.
Flight AB This creature is capable of flying. Flying units ignore Difficult Terrain, but cannot benefit from ground-based Cover unless they land. Its flight speed is calculated treating AB as X.
Hoverer AB This creature is capable of hovering a few metres above the air. Hoverers may ignore River and Water terrain. Its Hover speed is calculated treating AB as X.
Multiple Arms 2 This creature has multiple arms. The value of X represents how many extra arms it possesses (with two arms being the norm). It takes a +10 bonus to Athletic tests. When it uses the Multiple Attack action, it gains an extra 'offhand' attack for every two extra limbs. Furthermore, if the creature has the Swift or Lightning Attack talent, it increases the number of attacks made by +1 per 2 X.
Regeneration 7 This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Size 5 (Hulking) This creature is especially huge or especially small, and possesses one of the associated categories listed below.
Stuff of Nightmares - This creature possesses the Undying trait, and is immune to blood loss and environmental hazards. They also ignore any Critical Effect apart from one that would remove a limb or kill (or Disable, for Angels) them.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty.
Unnatural Weapon Skill 2 This Creature increases its WSB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also increases the maximum number of attacks it can earn with a Flurry.
Unnatural Ballistic Skill 2 This Creature increases its BSB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Strength 2 This Creature increases its SB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also increases the creature's damage with melee attacks.
Unnatural Toughness 8 This Creature increases its TB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also reduces the damage the creature takes, and if the Unnatural Toughness is permanent, increases its wounds.
Unnatural Perception 2 This Creature increases its PB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Willpower 2 This Creature increases its WPB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminder: This can affect certain AT Field Powers for entities that do not possess SR values.
Void AB This creature possesses the ability to move in Space. It can survive unaided in a vacuum, and counts its speed in space as being X.

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Special Abilities

Special Ability Effect
Guided Sword The Angel gains a number of rerolls per battle equal to its WSB. These may only be spent on rerolling WS tests.
Immortal Being The Angel gains the Stuff of Nightmares and Well of Life traits.
Resilient Frame The Angel may make a Toughness+20 test as a Reaction to an attack; on a success the attack is negated, disregarding any multiple hits or other special abilities.
Warrior Angel The Angel gains an extra Melee Angelic Weapon.

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Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi - - - -
Athletics Str X X X -
Awareness Per X - - -
Carouse Tou - - - -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel - - - -
Commerce Int - - - -
Deceive Fel - - - -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str X X - -
Literacy Fel - - - -
Logic Int - - - -
Medicae Int - - - -
Parry WS X X X -
Scrutiny Per - - - -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi - - - -
Survival Per - - - -
Tech Use Int - - - -

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Talents

Combat Talents

Melee Talents

Name Sub-Class Effect
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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Ranged Talents

Name Sub-Class Effect
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down.

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General Pointman Talents

Name Sub-Class Effect
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally.
Sacrifice - You may declare that an attack aimed at you hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak. Can use in conjunction with Guardian to cover ally.

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AT Field Powers

Spread Patterns

Name: Barrier Field
Deflection per ATS: 25% Action: Reaction/Half/Full to Spread, Maintain Reaction
Effect
You spread your AT Field into a wide plane of energy in a single direction. This plane covers the width of your own square and has a radius of 1km per 50% Deflection. All attacks made against you from this direction must penetrate the Barrier Field first. Enemies cannot move through the Field unless their ATS is higher than your own, or if they're spending more ATP on neutralising you than your ATS. Attacks aimed at you or others behind the Barrier Field automatically incur Deflection tests and do not remove your or others' ability to dodge or parry.
Special Notes and Effects
This Pattern can be changed to as a Reaction, but by doing so you lose 1 Half Action on your next turn.
The direction of the Barrier Field may be changed once as a free action on your turn.
Any attacks aimed directly at the 'Barrier Field', without intending to hit anyone behind it (eg Positron Burrow), take a +30 bonus to their hit roll.

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Offensive Powers

Name: AT Beam
ATP: 10 ATP Action: Full
Damage: 1d10+10E, Pen 10, AT Pen 10 Range: Long Range (10km)
Effect
Ranged attack with the Line quality. Roll to hit with BS or WP, and inflict damage as above.
Augment
+1 damage, penetration and AT Penetration per 1 ATP. Increase Range by one step per 5 ATP, to a maximum of Orbital. Increase damage code by +1d10 per 10 ATP, to a maximum of +2d10.

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Dirac Powers

Name: Dirac Jaunt
ATP: 10 ATP Action: 1 Full
Range 100km
Effect
You expand your personal Dirac Sea and then use it to breach another point in space as it collapses. This allows you to travel long distances almost instantaneously. However, it can be difficult to control and is both dangerous and complex. When activating this power, Test Synch Ratio. If you succeed, you and everything within 1km of you is absorbed into a Dirac Sea with no harm. This can be dodged like a Blast (1) attack. If you fail, everything within another 1km per degree of failure is also absorbed into the Sea of Dirac, dealing 1d5 damage that ignores armor and toughness to all body parts to all occupants as the Dirac Sea becomes unstable. Everything absorbed into the Sea of Dirac is teleported with a maximum range of roughly 100km, the point of exit being decided by the person who activated this power. Precisely choosing your point of exit is impossible, but some are better at it than others. Roll a Synch Ratio Test. On a success, you end up with 1d5km of your chosen destination in a random direction, which cannot be in location already occupied by a solid object. On a failure, you take 1d5 points of damage that ignores armor and toughness to all body parts and the distance from your chosen point of exit is doubled.
Special Notes and Effects
If you are using the Inverted Field Spread Pattern and have an ATS of 5 or greater after activating this power, the teleporting has no maximum range as long as you can clearly visualize your destination.
Should the Activator of this power’s Evangelion be defeated by the damage from a poorly rolled SR Test as a part of this power, all occupants of the Dirac Sea takes 1d10 damage as they are violently deposited into their destination, which is treated as a failure.
Augment
For every additional ATP spent on this power, the range increases by another 10 km. Additionally, you may spend 2 ATP to selectively choose what is absorbed into the Dirac Sea.

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Utility Powers

Name: Float
ATP: 4 ATP Action: Half, Maintain Reaction
Range -
Effect
You may use this power to make a Boosted Jump. This movement does not provoke Attacks of Opportunity.
Special Notes and Effects
This power may also be used to provide you with the Flight (AB) Trait.
Augment
AB is counted as +1 for movement purposes per 4 ATP.

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Neutralisation Powers

Name: Neutralise
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralises 15% of target's deflection.
Augment
Neutralizes 15% of Deflection per extra ATP.

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Angelic Weapons

Melee Weapons

Name Class Range Damage Penetration Qualities
Arms-Based
Razor Ribbons (Base) Melee - 1d10 R 9 Angelic Speed; Angelic, Heat, Hyprog; Brutal, Flexible, Lash
Razor Ribbons (Current) Melee - 1d10+13 R 9 Angelic Speed; Angelic, Heat, Hyprog; Brutal, Flexible, Lash

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Ranged Weapons

Name Class Range Rate of Fire Damage Penetration Qualities
Head-Based
Particle Glare (Base) Ranged Longshot S/-/- 1d10+5 E 5 Angelic; Accurate, Anti-Air (30), Crippling, Precise, Snapshot, Tearing
Particle Glare (Base) Ranged Longshot S/-/- 1d10+9 E 5 Angelic; Accurate, Anti-Air (30), Crippling, Precise, Snapshot, Tearing
Body-Based
Ribbon Storm (Base) Ranged Medium (6km) S/-/- 2d10+2 R 5 Angelic; Blast (3); Mono-Web; Razor-Sharp, Snare (35), Tearing
Ribbon Storm (Base) Ranged Medium (6km) S/-/- 2d10+6 R 5 Angelic; Blast (3); Mono-Web; Razor-Sharp, Snare (35), Tearing

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