Walker

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Walker
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Posts: 87
Joined: Tue Oct 31, 2017 9:33 am

Walker

Post by Walker »

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[ooc=Notice and Common Knowledge Rolls]
Danger Sense Triggered on 6 or better
Notice [dice:1fh2jpli]22640:0[/dice:1fh2jpli]
Notice Wild Die [dice:1fh2jpli]22640:1[/dice:1fh2jpli]

Common Knowledge
Smarts [dice:1fh2jpli]22640:2[/dice:1fh2jpli]
Smarts Wild Die [dice:1fh2jpli]22640:3[/dice:1fh2jpli]
[/ooc]

Walker
Player: Rob Towell
Rank: Novice Experience: 25 Advances Left: 3
Name: Anthony Fisher (Old Tony), no one ever looks for an old German with a name like Anthony.
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 13 (6)
Skills: 20
  • Healing d4 (1)
  • Knowledge (Arcane) d10 (4)
  • Knowledge (Science) d6 (2)
  • Notice d8 (3)
  • Persuasion d4 (1)
  • Repair d8 (3)
  • Spellcasting d12+4 (4)
  • Streetwise d6 (2)
EDGES:
  • Arcane Master - Arcane Background (Superpowers) - Free Campaign Setting
  • Always keep you head and think what should be done - Level Headed Improved (acts on choice of 3 cards) - Super Edge
  • The Will of Eternity - Elan (+2 to all rolls when a benny is spent) - Super Edge
  • This is The Danger I Foresaw - Danger Sense (Notice at -2 to start combat on hold) - Hindrance selection
  • 93 Years in Libraries Pays off - The Best There is (Super Sorcery) - Hindrance selection
  • I Prepared for This - Great Luck (the character begins with 2 additional Bennies per session) - Luck was Human Edge Great Luck was + 05 Advance
  • I know my Strengths & Weaknesses: Walker knows where is limitations lie and where the strengths of others are. He gains the effects of Team Leader Edge and can pick the lead in a cooperative roll after the rolls are made. - 10 Advance
HINDRANCES:
  • Reasons out loud - Quirk (m, reasoning outloud can be frustrating to those who get tired of listening to old men mumble.)
  • You Don't Live to be my age by taking to foolish risks - Cautious (m, you do not stay alive by taking stupid risks)
  • I may have been born in 1883, but my magic has preserved me with and i don't feel a day over 70 - Elderly (M, Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts)
  • These little bastards betrayed us after we saved their lives - Wanted (M, Betrayal of American Government)

POWERS (55 Power Points)
40 Master of The Arcane
  • 10 - Astral Constructs - Matter Control 5 (10): Manipulate matter, by Power Type. (He may add up to 5 more points in enhancements from Super Sorcery. Favorite is a Dragon to ride on or Master to make direct changes or long lasting changes.)
    20 Astral Mage - Super Sorcery 10 (20)
    • Favorite Spells: Typically has 2 spells prepared, most frequently used to augment matter control. However, they are always prepared with his staff and suffer risk of Backlash to use without it.
      • Favorite Spells: 3 Astral Shift - Teleport (3): Disappear and reappear elsewhere. Range 24” (+2), Device (-2 held)
      • Favorite Spells: 4 Astral Gates - Teleport (3): Disappear and reappear elsewhere. Traverse (+3), Device (-2 held)
      • Favorite Spells: 3 Astral Master - Adds 5 points of modifiers to Astral Constructs, Device (-2 held)
      • Favorite Spells: 3 Gorgon’s Stare - Paralysis (3), Ranged Touch 12” (+2), Device (-2 held)
12 Enchanted Collection
  • 2 Levitation (looks like a heavily mantled gentlemen's long coat, or at other times a cape) - Flight (2): The hero can fly and is harder to hit at higher levels.
    2 Staff of The Gorgon (Looks like a serpent headed high quality cane, works very hard to maintain the impression all of his powers come from this staff.) - No Backlash on Unprepared Spells (+4), Device (-2 held)
    8 Bracers of Astral Form (look like nice brass an silk 2" bracers) - Deflection -8 (8): –1 to be hit by ranged attacks per level, Device (-1 worn), Requires Activation (-1), Switchable 1 (+2)
    • Astral Transition Form - Intangibility (5): The character can turn ethereal. Tag Along (+2), Device (-1 worn). Vulnerability Magic
13 Years of Arcane Study
  • 2 Super Attribute - Smarts +1 (2): Increase an attribute a die type (+1 after d12)
    6 Super Edge 3 (6) - Elan (+2 to All rolls with Bennies), Level Headed (acts on the better of two cards), Improved Level Headed (Acts on the better of 3 cards)
    5 Super Skill (5): +5 to Spellcasting.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Walker
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Posts: 87
Joined: Tue Oct 31, 2017 9:33 am

Walker - Gear

Post by Walker »

Gear: $200 cash
Super Fashionable Super Suits This highly advanced fabric is mechanically identical to the standard issue ARES Suit. However it was designed to look like fashionable dress attire.
Combat Armor SPC2 page 14: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. Combat armor adds +6 Armor and negates up to 4 points of AP from ballistic attacks (but not energy or melee). (12 lb, $800* Boon from warehouse)
Talisman of The Astral Lords (a strange translucent amethyst, with swirls of opal that look to swirl when focused on. This is actually a simple construct of his mind and not a real talisman)
dr-fate-injustice-.jpg
KENMARK Refraction Armor (Patron Item)
A medium armor that practically makes its wearer invisible by bending light and muffling sound.
  • +6 Armor and +2 Toughness
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (12 lb)
Features:
  • • Experimental Cloaking Technology.
    • • The invisibility only works on the suit and not any carried gear or attached harnesses that are not adaptive etc. (Invisibility 4, Device, Personal only)
    • In addition, the armor grants a +2 bonus to stealth in any setting due to a computer controlled adaptive paint job and padded boots and joints.
    • Weight: 12 lbs.



Arms Branaghan Armored Overcoat
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
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• Attachment:
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Walker
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Posts: 87
Joined: Tue Oct 31, 2017 9:33 am

Walker - Advancement Track

Post by Walker »

Advancement Track
Novice 1: Great Luck (I have prepared for this)
Novice 2: Team Leader (Re-trapped)
Novice 3: TBD
Seasoned 1: TBD
Seasoned 2: TBD
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
User avatar
Walker
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Posts: 87
Joined: Tue Oct 31, 2017 9:33 am

Walker - Background

Post by Walker »

BACKGROUND

To be populated, most likely with first interludes text.
Key Bullet Points:
  • Warned them of the coming troubles
    Talks a lot and sometimes about things that make no sense
    Remembers the Great War
    Was a medic sent to Africa by the Kaiser. Decided he did not care about German dominance, the Kaiser or any of that crazy mans problems.
    Found ancient library (was it Alexandria, who could ever know) and began studying, spent decades in recluse studying and learning.
    Came out to help stop the National Socialist movement as those where the second most evil bastards in history.
    Came out again to warn of his foresight of the coming deaths from aliens, but everyone thought he was crazy.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Walker (Approved)

Post by Ndreare »

Dominic
A talented and traitorous apprentice.
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d6, Vigor d8
Skills (24): Driving d6, Fighting d6, Knowledge (Alchemy) d12+2, Knoeledge (Computers) d6, Notice d8, Stealth d6, Throwing d8, Spellcasting d12+2
Cha: +0; Pace: 6; Parry: 5; Toughness: 6

Gear: Dominic has access to a large array of arcane equipment he stole from Walker before siding with the enemy. His alliance with the seprah has provided him access to a large array of alien technology as well, however he generally dislikes it and sees such technology as a crutch.
Hindrances: Arrogant (Dominic considers himself the best there is at everything and will not tolerate someone else steeling his glory), Curious (Dominic wants to know everything, but his lazy nature has prevented him from studying as much as he thinks he does), Vengeful (Dominic will never forgive a slight until the perpetrator is eliminated), Yellow (Dominic will flee as soon as battle becomes dangerous.)

Edges:
  • Arcane Background (Super Powers): Setting rule
    Combat Reflexes (Dominic is more likely to be angered by an attack than to succumb to the pain.)
    Quick (Dominic is very confident and never hesitates.)
    Very Rich (Dominic has access to many stolen goods and resources.)
Super Powers: (61)
  • Alchemy - Invent 7 (14): Dominic has a huge collection of arcane artifacts and when prepared can have many with him.
    Amulet of Icarus – Uncanny Reflexes (10): -4 to hit the character, blinding reflexes (+2).
    Armor of Achilles – Armor (5): +10 Armor
    Astral Walk – Teleport (6): Teleport 12” Transverse +3.
    Dedicated Training - Super Attribute (8): Smarts +2, Spirit +2.
    Dedicated Training (4): Knowledge (Alchemy) +2, Spellcasting +2
    Trained by a Master - Super Sorcery 7 (14): Can use 10 levels of power on demand.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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