Dominic Skodati (Rift Runner/LLW)

GM: Snake Eyes
When all else fails, they’ll have to fight dirty to get the job done!
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Dominic Skodati
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Joined: Sun Sep 16, 2018 1:15 pm

Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Dominic Skodati
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 4; Toughness: 12 (5); Strain: 0
Skills:
  • Athletics d6
  • Common Knowledge d6 (+4 in North America)
  • Notice d6
  • Persuasion d6
  • Stealth d6
  • Spellcasting d12
  • Fighting d4
  • Shooting d4
  • Occult d8
  • Survival d4 (+2 in North America)
Hindrances
  • Wanted (Major): Has a bounty on his head from the CS for smuggling people out of Tolkeen during the siege.
  • Greedy (Minor): Always looking to make a quick buck
  • Vow (Minor): Serve the Immaterial Hand
Edges
  • Rapid Recharge: Recover 10 PPE per hour
  • Arcane Background (Magic): 3 powers, 10 PPE
  • Master of Magic: Mega Power modifiers
  • Ley Line Phasing (hind): Concentrate for an entire round to teleport anywhere along a ley line. Roll Vigor to resist Fatigue (-2 for each cumulative use)
  • Ley Line Gate (hind): Take up to Smarts passengers. Each passenger adds -2 to Vigor roll to resist fatigue.
  • Conjurer (Human): Spend PPE to conjure simple items from thin air that last one hour per rank. Can be made permanent with a ritual.
  • Streetwise (HJ): +2 Common Knowledge & Criminal Networking
  • Forgery (HJ): Use Common Knowledge to make fake documents. Make rolls at +2.
  • Well Travelled (HJ): +2 to Networking rolls in North America
  • Wizard (N3): +1 PPE to change trappings of a spell.
  • Teleporational Hitchhiker (S2): The caster is an expert at hitching rides when others dimensionally travel.
Iconic Abilities & Complications
  • Arcane Academic: Double PPE from Power Points Edge. When taking New Powers choose 3 powers one rank higher or choose one power of any rank not on list.
  • Expanded Awareness: Use detect arcana as an Innate Ability (Limitations, self, aspect). Sense supernatural beings with a Notice check.
  • Ley Line Mastery: Add two dice to pool when rolling for available PPE.
  • Ley Line Rejuvenation: Natural healing roll once per day when on a ley line.
  • Ley Line Sense: Sense ley lines and Rifts with 10 miles (power, direction, nexus points, etc.) and new Rift openings within 50 miles.
  • Ley Line Transmission: Send and receive spoken messages along ley lines.
  • Ley Line Walking: Walk on ley lines and fly along them at twice pace up to 1,000' high.
  • Cybernetics: -1 spellcasting for each point of Strain
  • Disconnected: -1 Persuasion in social situations with those not versed in Occult
  • Enemies: Shoot on site by Coalition. Disliked in the True Federation too.
  • Power Activators: Must have hands free and be able to speak to use powers
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Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Powers
Arcane Background: Magic
PPE/ISP: 30 - Recovery: 10/hour
Spell List
Sense Magic detect arcana [innate]
  • Rank: Novice
  • Power Points: 2
  • Range: Smarts
  • Duration: 5
  • Trapping: See supernatural aura
  • Limitations: Self, detect only
Modifiers
EXALTED DETECT ARCANA (+2): With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following: Active powers and arcane abilities, Type of supernatural creature, Enchantments present on an item, Amount of PPE or ISP possessed by a target, Other information the GM allows. When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.

PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
Invisibility: Simple invisibility
  • Rank: Seasoned
  • Power Points: 5
  • Range: Smarts
  • Duration: 5
  • Trapping: Shimmering, shadowy wisps
Modifiers
ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3 additional Power Points each.

TRUE INVISIBILITY (+5): True Invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. True Invisibility also makes it impossible for most means of scrying or other detection to find the character, including divination. The recipient cannot be seen or detected by any means unless he takes actions that arouse suspicion or attacks someone. In that circumstance, any attempt to detect or attack the character with True Invisibility is made at −6. Additionally, those using detect arcana may detect them at a −2 penalty, and those using Exalted Detect Arcana and Exalted Darksight roll to detect at no penalty. Characters using those powers modifiers who detect the target can see him normally for the remainder of the encounter.
Shadow Meld burrow
  • Rank: Novice
  • Power Points: 2
  • Range: Smarts
  • Duration: 5
  • Trappings: Melding into shadows and appearing elsewhere.
Modifiers
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
POWER (+1): The caster can burrow through other types of obscurement like smoke, mist, fog, etc.
GREATER SHADOW MELD (+2): The melding character moves at her full Pace (× 2 with a raise)
Silver Tongue boost/lower Trait
  • Rank: Novice
  • Power Points: 2
  • Range: Smarts
  • Duration: 5 (boost); Instant (lower)
  • Trappings: Words of encouragement (boost) or sarcastic taunts (lower).
Modifiers
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made a -2
GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.
Mask P.P.E. conceal arcana
  • Rank: Novice
  • Power Points: 2
  • Range: Smarts
  • Duration: One hour
  • Trappings: Nonchalantly wave over object.
Modifiers
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
AREA OF EFFECT (+1/+2): The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
Smoke & Mirrors illusion
  • Rank: Novice
  • Power Points: 3
  • Range: Smarts
  • Duration: 5
  • Trapping: Magical constructs
Modifiers
SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.
DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. Once per turn (including the turn it’s cast), the caster may use a free action to "attack" an individual. This is an opposed roll of the caster’s Arcane Skill versus the target’s Smarts (at −2 if the power was activated with a raise). The caster may attack additional foes as actions. If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation).
GREATER ILLUSION (+1): The illusion’s area of effect is increased to the size of a Large Blast Template and its Duration is measured in minutes.
MOBILITY (+1/+2): For +1 Power Point, the illusion can move at a Pace of 12, or 24 for +2 Power Points.
REACH (+1/+2): The illusion can stretch or reach beyond its usual diameter. For +1 Power Point it has a Reach of 12", and for +2 it has a Reach of 24". This may be used in conjunction with the Deadly Illusion modifier to simulate a lashing tentacle, power, or ranged attack emanating from the illusion itself.
Shadow of Mondain fear
  • Rank: Novice
  • Power Points: 2
  • Range: Smarts
  • Duration: Instant
  • Trapping: Radiates the horrific aura of Mondain a powerful supernatural being from another dimension.
Modifiers
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
GREATER FEAR: Fear rolls are made at −2, or −4 if cast with a raise.
Enchant Weapon smite
  • Rank: Novice
  • Power Points: 2
  • Range: Smarts
  • Duration: 5
  • Trappings: Weapon radiates dark energy
Modifiers
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.
Vanish teleport
  • Rank: Seasoned
    Power Points: 2
    Range: Smarts
    Duration: Instant
    Trapping: Cloud of Smoke
Modifiers
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12′′ away with success and 24′′ with a raise. Foes may not be teleported into solid objects.
GREATER TELEPORT (+2): The distance teleported extends to 25" (50 yards) or double that with a raise.
HITCHHIKE (+5): As long as the caster can see a target teleport in some form (Ley Line Phasing, Ley Line Gating, transiting a Dimensional Portal or Rift, D-Shifting terrain, etc.) he has one minute per Rank to activate teleport with this modifier. With a success the caster arrives at the same destination as his target. On a Critical Failure he is flung randomly through time and space. May be combined with other power modifiers like Additional Recipients.
Exorcism banish
  • Rank: Veteran
    Power Points: 3
    Range: Smarts
    Duration: Instant
    Trappings: arcane symbols,
Modifiers
BANISH THE HORDE (+2/+4/+6): For +2 Power Points, the caster targets all summoned entities within a Small Blast Template. Each target rolls its own opposed Spirit check to resist. For +4 points the Blast Template becomes Medium, for +6 it becomes Large.
Anti-Magic Cloud dispel
  • Rank: Seasoned
    Power Points: 1
    Range: Smarts
    Duration: Instant
    Trappings: purple arcane miasma swirls around the target
Modifiers
Power(+1):For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
Exalted Dispel(+2/+4/+6): For +2 Power Points dispel affects a Small Blast Template, and for +4 points the Blast Template becomes Medium, or Large for +6 Power Points. The caster makes one Arcane Skill roll and compares it to Arcane Skill rolls for the active powers within the Blast Template, negating those where he wins. This affects all powers in the target area unless the Selective Power Modifier is also used.
Carpet of Adhesion entangle
  • Rank: Novice
    Power Points: 2
    Range: Smarts
    Duration: Instant
    Trappings: a web of mystic energy engulfs the ground beneath the target
Modifiers
Area of Effect(+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Strong(+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
Greater Entangle(+4): Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.
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Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Background
Pickpocket, thief, gutter rat, punk. That's how Dom started out in life, running with a pack of city rats in the 'Burbs of Chi-Town ducking he law and scrounging to get by. A random dog pack search would change that life forever. The leader of the canine unit smelled Dom's magic potential - potential he didn't know he had - and moved in to make an arrest. Fortunately, the young rat knew a few tricks that weren't magical and managed to make a run for it...right into the arms of the Immaterial Hand, a faction of the Black Market who specializes in using magic to move goods. The Hand was always on the lookout for kids like Dom, lonely street rats with magical potential. With help from the Hand, Dom honed his magical potential and became a skilled specialist in moving goods and people outside the eyes of the law.

During the war Tolkeen leaned on the Hand to break the CS blockades and get supplies and weapons into the besieged city. Dom made a number of successful runs into the city, thanks to the high concentration of ley lines. He even started a side business of evacuating people from the city (for a fee, of course). He became a real pro at moving people past the CS and made himself a target of the CS military. When the city fell and the flood of refugees left the area Dom saw a business opportunity - unfortunately refugees don't have much money. He agreed to move one group to Castle Refuge under the promise the Legion would reimburse him for his trouble. They did. They also offered him a job helping the legion move goods and people past the CS. Never one to look some easy credits in the mouth, he accepted. The arrangement is working for now but Dom knows eventually the Hand will want him to come back in from the cold. There's also the matter of the bounty hunters trying to turn him into the CS.
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Dominic Skodati
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Joined: Sun Sep 16, 2018 1:15 pm

Re: Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Gear

Credits: 152,000
Markers owed: 33,000 (Gill)

Armor of Ithan
Image
Modern tactical armored vest with plates of pure gantrium that can be worn over a lightweight armor suit. The gantrium plates are mystically tough and afford additional protection in addition to making the suit a legendary amplifier for magic power. The wearer can channel the pure mystic power and discharge a massive blast of ley line energy.
  • +7 Armor, +1 Toughness/+9 Armor, +2 Toughness
  • Min Str: d4/d8
  • Weight: 16/27
  • Rarity: −6
  • Notes: EBA , Attaching gantrium plates adds weight and +2 Armor +1 Toughness, takes 4 actions.
Legendary Creation
Base: NG Peacekeeper
Minor: Halve the weight of the item (quarter if taken twice) - reduce min str to d4/d6.
Minor: +2 Armor
Minor: +5 PPE
Minor: +5 PPE
Major: Add an Edge: Blaster
Major: Spells activate as if activate on a ley line (or add +2 PPE to activation costs to Auto Raise).
Major: Add a power: Burst
Major: Add a Modifier: Greater Burst
Modified Price: 40,000+20,000 (minors)+95,000 (majors) = 155,000
NG-33 Laser Pistol
• Range: 12/24/48
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Rarity: +1 Cost: 6,500

Ley Line Walker Light Armor (TW)
  • +3 Armor, +1 Toughness
  • Min Str d4
  • Notes: +4 vs disease and poison, –2 to Notice rolls made to detect the armor.
NG-S2 Survival Kit

Enchanted Staff
The staff is crafted from a highly polished blackened thigh bone from a demon. 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, two handed) that even does Mega Damage if 2 PPE is channeled through it that round

Blood Knife (Enchanted Item)
The problem with living sacrifices is that they keep squirming off the table. To that end vile necromancers, blood cultists, and others who practice the art of sacrifice have developed enchanted blades that leave their victims in a stupor but still living and breathing.
Details
Base Item: Dagger (Str+d4, Weight: 1)
Minor: +1 Fighting
Minor: +5 PPE
Major: Add a Power - slumber (with limitation: no MBT)
Special: Activates with successful Fighting attack but is limited to a single target (no MBT)

TW Smugglers Overcoat (Signature Item)
Smugglers have to be everything - thief, con man, deal maker, and deal breaker. This durable overcoat helps protect the smuggler from the struggles of his trade - including stray bullets!
  • LIghtweight Durable Material: Enjoy a little added protection while avoiding pesky metal detectors with magically empowered ceramic inserts. Adds +2 Armor and +1 Toughness on top of worn armor and provides +2 to resist heat and cold related environmental Hazards. Infusing the coat with PPE activates the protection power.
  • Identity Protection: Throw off the authorities or, better yet, pin the caper on your rival by flipping up the collar to disguise your appearance. Wearer can flip the collar up to activate disguise power.
  • Stylish Design: Dress for success with this coat that never goes out of style. Wearer gains the Charismatic Edge and +1 to Persuasion rolls when Networking.
Mechanics
Base Item: Branaghan Armored Duster
Minor: +2 to resist heat/cold environmental Hazards
Minor: Halve the weight
Minor: +1 Persuasion while Networking
Major: Add a power disguise (limitation: self only)
Major: Add an edge Charismatic
Major: Add a power: protection (imitation: self only)
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Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Advances

Hero’s Journey
  • Experience & Wisdom (13): +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
  • Underworld and Black Ops (10): Streetwise edge, forgery using common knowledge
Advances
  • Initial Advances: (Bonus from Hindrances): Ley Line Phasing, Ley Line Gate
  • Edge(s) granted by Racial Features: Conjurer
  • Novice 1 Advance: New Powers (fear, teleport, smite)
  • Novice 2 Advance: +1 Smarts
  • Novice 3 Advance: Wizard
  • Seasoned 1 Advance: Power Points
  • Seasoned 2 Advance: Teleportational Hitchhiker
  • Seasoned 3 Advance: New Powers
  • Seasoned 4 Advance: +1 Strength
  • Veteran 1 Advance: New Powers (banish, dispel, entangle)
  • Veteran 2 Advance: +1 Spirit
  • 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:
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