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Rollo Fjor GMs Vault
Char  Total  Base  Cost  Roll  Notes 
STR 45 10 10 18-   HTH Damage 9d6 END [6]
DEX 15 10 10 12-  
CON 20 10 10 13-  
INT 15 10 5 12-   PER Roll 13-
EGO 15 10 5 12-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 6 3 15
DCV 3 3 0
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 5 2 3 5 PD (5 rPD)
ED 5 2 3 5 ED (5 rED)
REC 10 4 6
END 30 20 2
BODY 20 10 10
STUN 45 20 15
           
Running 14m 12 2
Swimming 7m 4 2
Leaping 4m 4 0 118 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Troldfolk (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
20 Psychological Complication: True Believer In Cause (Common; Total)
5 Vulnerability: 1 1/2 x BODY Electricity (Uncommon)
5 Vulnerability: 1 1/2 x STUN Electricity (Uncommon)
15 Accidental Change to Troll Form: Reduced To 5 BODY or less Always (Uncommon), Defensive
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 247 372

Rollo Fjor GMs Vault
SKILLS
Cost  Name
24 +2 Overall
3 Linguist
2 1) Language: Czech (completely fluent; literate) (4 Active Points)
3 2) Language: English (idiomatic; literate) (5 Active Points)
2 3) Language: German (idiomatic; literate) (5 Active Points)
0 4) Language: Norwegian (idiomatic; literate) (5 Active Points)
2 5) Language: Russian (idiomatic; literate) (5 Active Points)
1 6) Language: Swedish (idiomatic; literate) (5 Active Points)
3 Norwegian Super Soldier
4 1) Accurate Sprayfire (The character can use Autofire against multiple targets with great accuracy. He suffers only a flat -1 OCV penalty (instead of the usual -1 OCV per 2m area fired into penalty). Accurate Sprayfire bonuses also apply when characters use Suppression Fire against an Area.) (5 Active Points)
4 2) Skipover Sprayfire (When firing at multiple targets, a character with Skipover Sprayfire can fire Autofire attacks in small bursts at nonadjacent targets so he doesn’t waste Charges or energy firing into empty areas. He only has to fire into the areas he wants to fire into (i.e., those with targets in them), instead of into each 2m part of the line. He incurs the standard -1 OCV penalty for each 2m area he tracks his attack across (even if he doesn’t fire an attack into that area), and can track his attack across a number of 2m areas no greater than the number of shots he can fire. Skipover Sprayfire attacks are at -1 OCV (in addition to Autofire penalties).) (5 Active Points)
2 3) Breakfall 12- (3 Active Points)
2 4) Bureaucratics 13- (3 Active Points)
2 5) Charm 13- (3 Active Points)
2 6) Combat Driving 12- (3 Active Points)
2 7) Combat Piloting 12- (3 Active Points)
2 8) Conversation 13- (3 Active Points)
2 9) CuK: Norway (3 Active Points) 12-
2 10) Demolitions 12- (3 Active Points)
2 11) Fast Draw 12- (3 Active Points)
2 12) Interrogation 13- (3 Active Points)
2 13) KS: Norse Lore (3 Active Points) 12-
2 14) PS: Soldier (3 Active Points) 12-
2 15) Paramedics 12- (3 Active Points)
1 16) Shadowing 10- (2 Active Points)
2 17) Stealth 12- (3 Active Points)
2 18) Streetwise 13- (3 Active Points)
0 19) Survival 12- (3 Active Points)
2 20) Systems Operation 12- (3 Active Points)
13 21) TF: Common Motorized Ground Vehicles, Equines, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Small Motorized Boats, Small Planes, Small Rowed Boats, Snowboarding, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles (14 Active Points)
2 22) Tactics 12- (3 Active Points)
2 23) Teamwork 12- (3 Active Points)
3 24) WF: Common Melee Weapons, Small Arms (4 Active Points)
101 Total Skills Cost
FIGHTING SKILLS
Cost  Name
12 +3 HTH Damage Class(es)
Basic Combatives
5 1) Breakdown: 1/2 Phase, -2 OCV, +0 DCV, HKA 4 1/2d6 , Target Falls
4 2) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 7d6
5 3) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 70 STR to take weapon away
3 4) Takedown: 1/2 Phase, +2 OCV, -1 DCV, 13d6 Strike, Target Falls
29 Total Fighting Skills Cost
PERKS
Cost  Name
9 Equipment Pool (45)
110 Innatus Pool (135) (plus Character Creation Resource Points)
2 Positive Reputation: Kommer Aska (A small to medium sized group) 14-, +2/+2d6
121 Total Perks Cost
TALENTS
Cost  Name
3 Environmental Movement (no penalties on ice and snow)
3 Total Talents Cost

Rollo Fjor GMs Vault
Troldfolk (Innati Pool; 135/135)
1) Troll form : Multiform (375 Character Points in the most expensive form) 0
2) Troll Support : Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases; Longevity: 200 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0
3) Troll sight : Nightvision 0
4) Troll strength : +25 STR (25 Active Points); Increased Endurance Cost (x2 END; -1/2) 4
5) Trollflesh : Regeneration (2 BODY per Turn), Can Heal Limbs (37 Active Points); Does Not Work On Some Damage ([Common attack]; Damage From Burns (Fire, Electricity, Extreme Heat); -3/4), Perceivable (by Supernatural Awareness; -1/4) 0
6) Trollsense : +1 PER with all Sense Groups 0
7) Trollskin : Resistant (+1/2) (2 Active Points) applied to ED
8) Trollskin : Resistant (+1/2) (2 Active Points) applied to PD

Equipment Pool (45/45)
1) Brugger & Thomet MP-9 : Killing Attack - Ranged 2d6-1, Autofire (3 shots; +1/4) (37 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 16 Charges (+1/4) [16]
2) Silver Bullets; 4 clips of 16 Charges (Silver Bullets; -0) [16]
3) Flash Bang Grenades : Sight and Hearing Groups Flash 4d6, Area Of Effect (4m Radius; +1/4) (31 Active Points); OIF (-1/2), 8 Charges (-1/2), Range Based On STR (-1/4), Can Be Deflected (-1/4) [8]
4) Fighting Knife : Killing Attack - Hand-To-Hand 1d6+1 (3 1/2d6 w/STR) (+1 OCV), Reduced Endurance (1/2 END; +1/4) (27 Active Points); OAF (-1), STR Minimum 8 (-1/4), Real Weapon (-1/4) 1
5) Consecrated Bullets : Killing Attack 1 point (Reduced Negation (5), These bullets add +1 Damage Class and Reduced Negation (5) to the damage of whatever gun they are used with.) (15 Active Points); Only vs Supernatural Creatures (-1/2), 16 Charges (-0) [16]
6) Cell Phone - Reliable :

Rollo Fjor GMs Vault
APPEARANCE
Height:   6' 2" Hair:  Black
Weight:  220 lbs Eyes:  Green
In his human semblance, Rollo is a handsome, hardened, athletic man with an easy smile and the rough and ready attitude of a former military man. He dresses simply and semi-tactically, unless more formal attire is called for. He always looks comfortable and ready to roll with whatever may come his way. In this form he has a scar over his right eye caused by a red-hot fragment of a grenade that likely would have killed a normal man; he pulled it out before anyone saw the full extent of the injury and his regeneration saved him but the fiery edge of the fragment left a reminder.
BACKGROUND
Rolf, known since childhood as Rollo, was a changeling baby hidden amongst a human family in the cradle...and its best not to wonder what happened to the real baby Rolf. Thus it was that Rollo grew up "normal", completely unaware of his true nature.
PERSONALITY
Rollo is a true believer in the cause of the Kommer Aska. He strongly desires to bring about a world in which the mundane and the esoteric worlds can freely and productively intermingle, and he is very well intentioned. However, he is also a good soldier and will do what is necessary along the way...the ends justify the means.
QUOTE
"You should join us and help us to start anew; there will be room for your kind in the world that comes after."
TACTICS AND COMBAT NOTES
Rollo is a jotunn; descended from an acient line of supernatural beings. Like many (but not all) jotunar Rollo can maintain a human semblance, and due to the necessities of the modern world and his origin as a changeling he has spent the vast majority of his life span in this form. Even with his true trollish nature suppressed, Rollo has a number of abilities stemming from this heritage. He is stronger and tougher than a normal person, lives longer, and has lessened biological needs. Rollo spent many years training and operating as a member of the elite Marinejegerkommandoen, his trollish nature undetected. He is a dangerous and extremely competent individual, and not to be underestimated.

Though he does it rarely as it runs counter to his self-identity, when Rollo choses to allow his true nature to take control, he is a hideous but horrifyingly effective physical force possessed of tremendous strength and durability and a regenerative ability that is superior even to most eldar lycanthropes. Very few things short of greater powers want to tangle with a hardned troll, and few Hunters have the wherewithal to take on Rollo in such a state unassisted.
CAMPAIGN USE
Rollo is a powerful operative and "field commander" for the Kommer Aska, a fundamentalist eschatological group composed primarily of groups with Norse roots that endeavors to bring about Ragnarok in the hope that it will end the current age of "reason" and the old ways will be reverted to in the ensuing aftermath. In his human semblance he is charming and heroic and makes a good "face" for the movement, and his resilience and combative skill allow him to deal with any interference that might come his way.

Rollo Fjor GMs Vault

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 4d6 +/- modifiers
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Set 1 +1 +0 Ranged Attacks only
0 Block 1/2 +0 +0 Block, abort
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
5 Breakdown 1/2 -2 +0 HKA 4 1/2d6 , Target Falls
4 Eye Gouge 1/2 -1 -1 Flash 7d6
5 Takeaway 1/2 +0 +0 Grab Weapon, 70 STR to take weapon away
3 Takedown 1/2 +2 -1 13d6 Strike, Target Falls
29 Total Cost of Fighting Skills

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