Madok the Restless, Godling Mystic for Vauxhall Knights

A Savage Rifts game based in England.
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Madok the Restless
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Madok the Restless, Godling Mystic for Vauxhall Knights

Post by Madok the Restless »

Player Name: Jason
Google Handle: Jason Bahr
Character Name: Madok the Restless
Madok the Restless.jpg
Rank: Novice Experience: 15 Advances Left:
Race: Godling
Iconic Framework: Mystic
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: +1; Pace: 6; Parry: 5 ; Toughness: 8/ 11(3) in armor

Skills:
  • Mysticism d8 (3 IF)
  • Psionics d10 (2 IF, 3 build)
  • Knowledge: Arcana d8 (2 HJ, 1 build)
  • Knowledge: Herbology d8 (2 HJ, 1 build)
  • Healing d6 (1 HJ, 1 build)
  • Fighting d6
  • Shooting d4
  • Survival d6 (1 build, 1 HJ)
  • Persuasion d8
  • Stealth d6
  • Tracking d6
  • Notice d8
  • K/Demons (Sm) d6
  • Dragonese (Linguistics) (Sm) d6
  • Demongogian (Linguistics) (Sm) d6
Hindrances
  • Heroic (Major): He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Poverty (Minor): He starts with half the usual money for your setting and just can’t seem to hang onto funds acquired after play begins. In general, the player halves his total funds every game week
  • Loyal (Minor): Will not abandon friends
  • Allergy: Cold (Major): The hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
Edges
  • Arcane background: Miracles: Those who draw on miracles are priestly types or holy champions. Their power comes from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals.
  • Arcane Background: Psionics: Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought.
  • Master of Magic:
  • Rapid Recharge: PPE: Recovers 1 PPE every half hour
  • Alertness: Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
  • Danger sense: Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
  • Mystic Awareness: the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.
  • Major Psi:
  • Woodsman: Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
  • Deific Heritage, Toughness: The godling has extremely dense tissue that increases his base Toughness by +2 each time this ability is taken.
  • Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
Last edited by Madok the Restless on Sun Jul 14, 2019 1:26 pm, edited 19 times in total.
Madok the Restless
Madok the Restless
Pace: 6; Parry: 5 Toughness: 8/11(3) in armor
Combat-Relevant Edges & Abilities:
  • List of Abilities
Total of +8 DT to fighting so parry is currently 10, 11 with staff
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/25 (PPE)
Bennies: 3/3
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Madok the Restless
Posts: 36
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Re: Madok the Restless, Mystic for Vauxhall Knights

Post by Madok the Restless »

Gear (post gear as a reply to character sheet)


Cloak of the Woods (Bandito Arms Branaghan Armored Overcoat Rifts Patron Item retrapped)
Cloak of the Woods.jpg
Woven from a fibrous moss that grows on the fabled Millenium Trees, this garment protects the wearer by granting a small portion of the tree's fortitude and resilience. It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness (in Savage Rifts, this stacks with other all sources of toughness per VV)
• 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:
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• Attachment:
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Light Millennium Tree Bark Armor(Ley Line Walker Light Armor retrapped) (TW)

  • [*]+3 Armor
    [*]Strength Minimum: N/A
    [*]Environment Protection:
    [*]Weight: 4 lb
    [*]Cost: 9,000
    [*]Note: comes with a breath mask(face scarf) and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases.


Tine Bheag "Little Fire"(NG-33 Laser Pistol retrapped and "TW" converted)
Little Fire.jpg
  • [*]Range: 15/30/60
    [*]Damage: 2d4+1, AP 2
    [*]RoF: 1
    [*]Shots: 20
    [*]Weight: 4 lbs
    [*]Notes: Semi-Auto


Gealach Spealg Moon Splinter(retrapped Dragonbane dagger (Patron Item)
Gealach Spealg.png
Legendary Enchanted Knife
Damage: Str+2d6+2, Mega Damage, AP 4
Magic Features
• Formorian Slayer: Does normal damage to all creatures except Formoii, to which it inflicts +1d6 damage and ignores armor.
• Eternally super-sharp armor piercing blade: Weapon never dulls.
• History: Gifted to Madok by the Princess of Stone and Sky, a Lady of the Seelie court, after he and his druidic tutor aided her entourage against attacking Formoii. Enchanted by the fey to be particularly effective against the evil giants, it also acts as a badge of acceptance to Fey allied with the Seelie court. • No Min Str (1 lb.)


Staff of the Planes: Gifted to him by the Nog Henge druids on completing his training , Madok’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, twohanded) that even does Mega Damage if 2 PPE is channeled through it that round. Spells; Summon Ally, Banish

NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
2d4 x 1,000 credits.

Credits
Last edited by Madok the Restless on Thu Jan 17, 2019 6:06 pm, edited 8 times in total.
Madok the Restless
Madok the Restless
Pace: 6; Parry: 5 Toughness: 8/11(3) in armor
Combat-Relevant Edges & Abilities:
  • List of Abilities
Total of +8 DT to fighting so parry is currently 10, 11 with staff
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/25 (PPE)
Bennies: 3/3
Adventure Cards
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Madok the Restless
Posts: 36
Joined: Mon Jan 14, 2019 7:30 pm

Re: Madok the Restless, Mystic for Vauxhall Knights

Post by Madok the Restless »

Background:
The first thing the man knew was nothingness. Not darkness as that would imply there were things to see, or not see as would have been the case. But a grey hazy nothing. Not even the man had form. Just thought and that came rose the nothing as well. Slowly growing from a vague awareness of the re being nothing to be aware of, into an awareness that there was a self to be processing the nothingness. Then the voice(s) came crashing in. A shrieking, crying, raging, weeping cacophony, the same voice but speaking different things all at once in words the man did not understand. Either an eternity or no time passed, as the man had no concept of time, and he became acclimated to the noise. Now he could hear other, quieter voices. Kinder yet pleading, that seemed to call to him. Concentrating on these voices the louder one(s) got dim, they seemed to be ?elsewhere? and getting ?farther? away. This idea of place while he was in the essence of placelessness distracted him momentarily, then the concept of time occurred to him. This too caused him to lose focus on the gentle voices until the loud voices began to return. Determined to find the source of the quiet voices he refocused himself pushing away from the loud towards the peaceful. Soon hazy shapes began to flow past him, he felt the sensations of bodily movement; arms swinging, feet pushing off the ground. While sorely tempted to examine and ponder these new developments he pushes onward. Then there is the light and warmth of the sun on his skin and the man finds himself standing in a circle of standing stones, tiny beings flit through the air and other, larger ones stand around the circle. They cheer as he appears then a being roughly his own approaches and slips a green cloak off of her own shoulders and on to his. Then she speaks the first words he understands.

"Greetings Madok, I am called Ge-Feng. Please allow me to assist you."

The druidess and her circle took him under their wing and helped him to master his psionic power as well as his latent abilities to channel the powers of nature. Healing, herbology and other things were also taught to him, and the young man was a quick study. As much as he came to love his new family, Madok felt the call of the road and would travel with the druids when they would go out to aid villages near Nog Henge. On one of these journeys, into the highlands to the north that Madok and his mentor, a druid named Grigory, came on a small group of Fomorians attacking the entourage of a fey diplomat, The battle was fierce and Grigory nearly lost his life, but they prevailed over the giants. The diplomat, known as the Princess of Sun and Sky, was enroute to his home henge as the druids were brokering an armistice between feuding Fey nobles. As they traveled to Nog Henge. As they travelled the Princess became smitten with the young godling druid and likely would have ensorcelled him with a glamour were he not of the Nog Henge. She instead bestowed on him the powerful blade,Gealach Spealg to help him with the fomorians and show his favor among the fey. Having made a powerful ally they escorted her to Nog Henge.

In the negotiations Madok's relationship with the Fey lady allowed him to bridge some misunderstandings between the parties and was instrumental in somewhat expanding the alliance of Seelie Lords. After this he was deemed ready to represent the Henge and the Fey who remained for the ceremony gave the Courts blessing to him as a friend and a recognized divinity. Ge-Feng bestowed on him the Staff of the Planes and his own Cloak of the Woods and bade him to follow the restlessness in his heart and the direction of his visons and he would learn who he is. With that the Druid traveled south, towards Bath.


Contacts:
Last edited by Madok the Restless on Sat Mar 30, 2019 9:12 pm, edited 6 times in total.
Madok the Restless
Madok the Restless
Pace: 6; Parry: 5 Toughness: 8/11(3) in armor
Combat-Relevant Edges & Abilities:
  • List of Abilities
Total of +8 DT to fighting so parry is currently 10, 11 with staff
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/25 (PPE)
Bennies: 3/3
Adventure Cards
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Madok the Restless
Posts: 36
Joined: Mon Jan 14, 2019 7:30 pm

Re: Madok the Restless, Mystic for Vauxhall Knights

Post by Madok the Restless »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Race: Godling

Godlings are the juvenile form of extra-dimensional beings that thrive on the worship and adoration of believes, gaining PPE and nourishment from their devotion. Godlings are the junior members of a pantheon. When they appear in legends, they are usually the sidekicks, students and assistants of greater, established gods. They are frequently dispatched to perform any number of roles and services for their more powerful elder. They can also play minor or major parts in quests and conflicts. The exact status/place of a godling in a pantheon will depend on the politics of that particular pantheon. In some of them, godlings will be treated as lowly minions, sent out on errands and completely subject to the will of their superiors and elders. In others, the godlings will be pretty much on their own and may take sides in family squabbles and even conspire against some of the major gods. Most godlings will have a patron in one or two gods and an enemy or two in others. Most are not as powerful as a god, and usually do not specialize in one area of renown; for example there are no "godlings of thunder." This type of deity is the one most frequently encountered on the "common plane" of a universe, either travelling on a mission or simply on a pleasure trip. Unlike the super powerful gods that they may serve, the powers of godlings are not increased or diminished by the number of people who worship them.
  • Divine Nature: Due to their divine nature, Godlings begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1. Godlings also regenerate quickly. They may make a natural Healing roll once per day.
  • Ageless: Due to their deific nature, Godlings do not age at the normal rate after they become 25 years old. They can live more or less forever.
  • Aura of the Divine: Godlings have an indescribable something that sets them apart from others. They have a Charisma of +1.
  • Deific Power: As powerful magical being the Godling begins with a pool of 10 PPE that may be used for TW devices and with applicable Arcane Backgrounds.
  • Confidence of the Divine: Overconfident (Major) There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Burdened by Destiny: Godlings have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.
  • Cyber Resistant: Cyberware doesn’t work for this race. Godlings cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • Enemy Pantheon: Beings aligned with certain pantheons, or even factions within pantheons, don't always get along. Relations tend to be dicey, at best. They tend to have an age-old or intense hatred for each other. They suffer –4 Charisma when dealing with each other, and may become hostile with little provocation.
  • Expensive Bounties: Any Minion of Splugorth out for a good bounty will attack to capture a lone or isolated godling in an instant. The same goes for a wide variety of bounty hunters.

Iconic Framework
  • Benefits, table rolls, etc
Hero’s Journey
  • Enchanted Weapons... 1: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, twohanded) that even does Mega Damage if 2 PPE is channeled through it that round.
  • Experience and Wisdom 12: He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of England. He also gains a +2 on Survival and Streetwise checks in England
  • Training 8: He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.
  • Education 17: He has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Advances
  • Initial Advances: (From Hindrances): Major Psi, +1 die type to agility
  • Cybernetic Modifications:
  • Novice 1 Advance: Deific Heritage, Toughness
  • Novice 2 Advance: More Skill Points; Stealth and Tracking +1 Die
  • Novice 3 Advance: More Skill points; +1 die type to Notice and persuasion
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Madok the Restless on Sun Jul 14, 2019 1:25 pm, edited 11 times in total.
Madok the Restless
Madok the Restless
Pace: 6; Parry: 5 Toughness: 8/11(3) in armor
Combat-Relevant Edges & Abilities:
  • List of Abilities
Total of +8 DT to fighting so parry is currently 10, 11 with staff
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/25 (PPE)
Bennies: 3/3
Adventure Cards
  • #: Card - Effect
Edit Signature
User avatar
Madok the Restless
Posts: 36
Joined: Mon Jan 14, 2019 7:30 pm

Re: Madok the Restless, Mystic for Vauxhall Knights

Post by Madok the Restless »

PPE 25/25 ISP 20/20
Powers, Miracles:
  • Blessings of the Divine (Boost Trait): Rank: Novice Power Points: 2/4 Range: Smarts Duration: 3 (1/round) Trappings: A divine glowing aura surrounds the recipient. Glow: Subjects affected with a raise glow for the duration, creating light in a Small Burst Template centered on them. This can give them light, but also make them targets. This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected. Exalted: This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
  • Withering Curses (Lower Trait): Rank: Novice Power Points: 2/4 Range: Smarts Duration: 3 (1/round) Trappings: Physical changes appropriate to the trait effected. The power is used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual. Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected. Exalted: This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
  • Divine Celerity (Quickness): Rank: Seasoned Power Points: 4/8 Range: Touch Duration: 3 (2/round) Trappings: Sparks intermittently arc off the recipient and their movement is blurred. This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round. Exalted: In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
  • Holy Wrath (smite): Rank: Novice Power Points: 2/4 Range: Touch Duration: 3 (1/round) Trappings: A golden glow infuses the weapon with the power of Celestial Silver. This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise. ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points. Exalted: This Mega Power version of smite confers two effects: The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage. „„ The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
  • Friend of the Wild(Beast Friend): Rank: Novice Power Points: Special/+2 Range: Smarts x 100/1000 yards Duration: 10/30 minutes Trappings: The mage concentrates and gestures with his hands. This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals. The target must be within the sorcerer’s range — it is not conjured. The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control. Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures. Exalted: This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to affect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced.
  • Rampart (Barrier): Rank: Seasoned Power Points: 1 or 2/section Range: Smarts Duration: 3 (1 per section, per round) Trappings: A stone wall erupts from the ground. Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first. When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead. Exalted: In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.
Powers, Psionic:
  • Healing: Rank: Novice Power Points: 3/6 Range: Touch Duration: Instant Trappings: Laying on hands, touching the victim with a holy symbol, prayer. Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 88). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.
  • Succor: Power Points: 1/2 Range: Touch Duration: Instant Trappings: Prayer, laying on hands, curative tonic. Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status. Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.

    Greater Healing Rank: Power Points: 10/20 Range: Touch Duration: Instant Trappings: Laying on hands. Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness. Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
Powers, Staff:
  • Banish: Rank: Veteran Power Points: 3/6 Range: Smarts Duration: Instant Trappings: Holy items, handful of salt. Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM’s determination). This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain. Exalted: The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
  • Call Natures Horde (Summon Aly): Rank: Novice Power Points: 3+/+2 per additional ally Range: Smarts Duration: 3 (1/round) Trappings: Call elemental, ghostly dog, dimensional double. This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned. All Allies are Extras, even Mirror Selves (see below). A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures. A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rankallowed allies, or three Novice-Rank-allowed allies. Allies summoned by a single casting must all be of the same type. See the Bestiary for statistics of some of the creatures listed below. Summon Ally Cost, Rank, Ally Types; 3, Novice, bodyguard experienced soldier. 4, Seasoned, Dire wolf, ogre. 5, Veteran, Elemental (any kind) 6, Heroic, Sentinel. 7, Legendary, Mirror self. Exalted: With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
Last edited by Madok the Restless on Sat Jan 26, 2019 7:51 pm, edited 4 times in total.
Madok the Restless
Madok the Restless
Pace: 6; Parry: 5 Toughness: 8/11(3) in armor
Combat-Relevant Edges & Abilities:
  • List of Abilities
Total of +8 DT to fighting so parry is currently 10, 11 with staff
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/25 (PPE)
Bennies: 3/3
Adventure Cards
  • #: Card - Effect
Edit Signature
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Madok the Restless
Posts: 36
Joined: Mon Jan 14, 2019 7:30 pm

Re: Madok the Restless, Mystic for Vauxhall Knights

Post by Madok the Restless »

Rewards Record:
Starting cash [dice:28oyikbf]48459:0[/dice:28oyikbf] x1,000/2= 1,500

+6 xp Q1 2019
+4 xp Q2 2019
Madok the Restless
Madok the Restless
Pace: 6; Parry: 5 Toughness: 8/11(3) in armor
Combat-Relevant Edges & Abilities:
  • List of Abilities
Total of +8 DT to fighting so parry is currently 10, 11 with staff
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/25 (PPE)
Bennies: 3/3
Adventure Cards
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