Code: Select all
[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)
- 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
- 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)
- 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.
- 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
- 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.