Joseph Cook - M.A.R.S. Battle Magus (Ready for review)

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Joseph Cook - M.A.R.S. Battle Magus (Ready for review)

Post by Joseph Cook »

[dice]0[/dice] Agile and Dexterous: Your hero adds one die type to Agility and begins with
either the Ambidextrous or Quick Edge.

[dice]1[/dice] A Mighty Weapon: Your hero may choose any single weapon from the Close
Combat or Ranged Weapons—Personal sections. Alternately, you gain the
Trademark Weapon Edge for one of your starting weapons.

[dice]2[/dice] (Selected 2) A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and
add two of the modifiers listed under Body Armor in the Hero’s Journey section.
They must be two different modifiers, not the same one twice

[dice]6[/dice] (Reroll)
[dice]7[/dice] Charming and Well-Traveled: Your hero begins with the Charismatic and I Know
a Guy Edges

[dice]3[/dice] Putting down opponents before they end you is a powerful lesson in this dangerous
world. Your hero gains +2 damage when using direct damage spells and TW
weapons

[dice]4[/dice] Part of your character’s extensive training including full understanding of a
particular occupation or area of focus. You may give her one Professional Edge,
ignoring requirements, subject to the GM’s approval.

[dice]5[/dice] 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.
Last edited by Vincent Gray on Tue Jun 26, 2018 8:55 pm, edited 1 time in total.
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Re: M.A.R.S. Battle Magus

Post by Joseph Cook »

Player Name: Mike
Google Handle: mike.e.morrison@gmail.com
Character Name
Rank: Seasoned Experience: 37 Advances Left: 0 [/size]
Race: Human
Iconic Framework: Battle Magus (M.A.R.S. Personal Concept Option)
Attributes: Agility d8 (one from M.A.R.S.), Smarts d8 (advancement), Spirit d6, Strength d6 (d12+2 in armor), Vigor d6
Charisma: +2; Pace: 6 (8 in armor); Parry: 10 (½ Fighting +2 +1 from Acrobat, +1 from Vambraces +1 from Block (13 when tw vambraces activated)); Toughness: 19 (11) (½ Vigor+2 plus armor); Strain: 0
Skills: (15 pts, +5 from P.C.O.)
  • Streetwise d4 (1)
  • Fighting d10 (5)
  • Intimidation d4 (1)
  • K/Arcane d8 (3)
  • Notice d8 (2) (1 from advancement)
  • Shooting d6 (1)(1 from advancement)
  • Spellcasting d10 (5) +2 from Signature Item
  • Stealth d4 (1)
  • Persuasion d4 (1)



Hindrances
  • Hindrance (Major): Bloodthirsty When in battle, he plays for keeps
  • Hindrance (Minor): Loyal. His experience in the military has taught Joe to be very loyal to his brothers and sister in arms
  • Hindrance (Minor): Wanted. The Coalition has a bounty on his head
Edges (2 Free Edges from P.C.O.)
  • Edge: (Human) AB: Magic (3 Powers, 10 p.p.e.)
  • Edge: (IF) Rapid Recharge
  • Edge: (IF) Power Points (+5)
  • Edge: Wizard (Minor Hindrances)
  • Tricky FIghter (Agility) Major Hindrance
  • Acrobat (advance)
  • Master of Magic (Free Professional edge from F&G Roll)
  • Quick (M.A.R.S. Roll)
  • Edge: Dirty Fighting (Advance)
  • Edge: New Power (Burst) (Advance)
  • Edge: Charismatic (M.A.R.S. Roll)
  • Edge: I Know a guy (M.A.R.S. Roll)
  • Edge: Block (Advance)
Last edited by Joseph Cook on Sun Jan 13, 2019 3:36 pm, edited 9 times in total.
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Re: M.A.R.S. Battle Magus

Post by Joseph Cook »

Arcane Background: Magic
PPE: 15 - Recovery: 2/HOUR

Demon Wind [Quickness] (4 PPE) [Seasoned]
  • Range: Touch
  • Duration: 3/2 round
  • Trapping: A dark aura of magical energy pulses rapidly from his skin
  • Effect: 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 Demon Wind[Exalted Quickness] (8 PPE) [Seasoned]
  • Range: Touch
  • Duration: 3/2
  • Trapping: A dark aura of magical energy pulses rapidly from his skin
  • Effect: 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.

Boost/Lower Trait [Boost/Lower Trait] (2 PPE) [Novice]
  • Range: 2 x Smarts
  • Duration: 3/1
  • Trapping: None
  • Effect: 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. The power can also be 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.
Greater Boost/Lower Trait [Greater Boost/Lower Trait] (4 PPE) [Novice]
  • Range: 2 x Smarts
  • Duration: 3/1
  • Trapping: None
  • Effect: Duration: 3 (1/round) This Mega Power doubles the power’s effect; two die types for a success, four with a raise.

Teleport [Teleport] (3+ PPE) [Seasoned]
  • Range: Special
  • Duration: Instant
  • Trapping: Simply vanishes
  • Effect: Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die 139 Powers (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above. ► Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.

Greater Teleport [Greater Teleport] (5+ PPE) [Seasoned]
  • Range: Special
  • Duration: Instant
  • Trapping: Simply vanishes
  • Effect: Greater teleport extends the Ranges to 20” (40 yards) per 5 PPE or ISP spent, or 30” (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.

Hellfire [Burst] (2 PPE) [Seasoned]
  • Description: This horrifying power was taught to everyone who became a member of the Red Devil’s. The Caster spews dark green fire from their mouth, which burns like napalm.
  • Range: Cone Template
  • Duration: Instant
  • Trapping: Napalm (Acid trapping) A power that does fixed damage reduces its die type by one, but does one less die of damage on the caster’s next action unless counteracted in some way (taking an action to wash it off or stripping off the acid-covered item). For instance, a 2 PP acid bolt causes 3d4 when it hits and 2d4 on the caster’s action as well (unless the target neutralizes it with liquid).
  • Effect: Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy. When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d8 damage, and then 1d8 damage the next round. This counts as a Heavy Weapon.

Greater Hellfire [Greater Burst] (4 PPE) [Seasoned]
  • Description: This horrifying power was taught to everyone who became a member of the Red Devil’s. The Caster spews dark green fire from their mouth, which burns like napalm.
  • Range: Cone Template
  • Duration: Instant
  • Trapping: Napalm (Acid trapping) A power that does fixed damage reduces its die type by one, but does one less die of damage on the caster’s next action unless counteracted in some way (taking an action to wash it off or stripping off the acid-covered item). For instance, a 2 PP acid bolt causes 3d4 when it hits and 2d4 on the caster’s action as well (unless the target neutralizes it with liquid).
  • Effect: Use of this Mega Power enhances the burst power to 3d10 Mega Damage, then 2d10 the next round and finally 1d10 the last round.
Last edited by Joseph Cook on Tue Jun 26, 2018 10:23 pm, edited 2 times in total.
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Re: M.A.R.S. Battle Magus

Post by Joseph Cook »

Background

Joseph grew up in a pleasant farming community in Battle Creek Michigan. Unlike a lot of the surrounding areas, Battle Creek was relatively trouble-free. So much so that Joseph grew up bored for the most part, longing for adventure. Adventure came when his uncle Harry, a mystical artisan, recognized Joseph’s wanderlust and encouraged him to follow him to the Federation of Magic. Once there Joseph underwent training as a Battle Magus and much to his delight was a quick study. Once the war between Tolkeen and the Coalition broke out, Uncle Harry quickly took up with Tolkeen and Joseph followed. Uncle Harry became the quartermaster of a unit known as the Black Devil’s and Joseph’s talents allowed him to join the unit in a fighting capacity. After one of their many raids (the Black Devil’s were often tasked with the most gruesome of tasks), they returned just in time to see the rest of their group, including Uncle Harry dead, massacred by Coalition troops. Ever since Joseph has harbored a deep hatred for the Coalition and channeled his angst regarding his uncle’s death onto the battlefield.
Last edited by Vincent Gray on Tue Jun 26, 2018 9:12 pm, edited 1 time in total.
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Re: M.A.R.S. Battle Magus

Post by Joseph Cook »

(A Mighty Weapon M.A.R.S. Roll)
Battle Fury Blade (TW) (Falchion)
  • Damage: Str+2d8
  • Weight: 7 lbs
  • Cost: 13 million
  • Notes: AP 4, enchanted silver, Mega Damage; 4 Power Points to activate for +2 Fighting, gain Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.


(A Strong Suit of Armor M.A.R.S. Roll)

2 free modifications:

Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times

Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.

NG-EX10 “Gladius” Light Exoskeleton Battle Armor: Northern Gun’s attempt at blurring the line between body armor and power armor, the Gladius runs on an integrated rechargeable battery (instead of the miniature nuclear plants of most powered suits). It provides +7 M.D.C. Armor and +2 Toughness with Full Environment Protection and grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (80 lb, 150,000 credits)
This armor was customized with the Minimum Strength being reduced to d6 and extra armor plating (looks like spikes) having been added. It's the signature armor of the Black Devil's unit.

Selected TW Starting Equipment Package

Vibro-Blade Vambraces
  • Damage: Str+d8
  • Weight: 8 lbs
  • Cost: 11,000
  • Notes: AP 4, Parry +1. Requires Agility d8, worn as a pair.
TK Revolver
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Add one TW Minor Upgrade: +1 shooting
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.
Tool Kit

Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item Retrapped as a heavy Cloak with lots of hidden pockets)[/color]
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: Dragonbane Blade
• Attachment: TK Revolver
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Dragonbane Blade (Patron Item)
Image
Legendary Enchanted Knife
Damage: Str+2d6+2, Mega Damage, AP 4
Magic Features
• Dragon Slayer: Does normal damage to all creatures except dragons and sea serpents, to which it inflicts +1d6 damage and ignores armor.
• Eternally super-sharp armor piercing blade: Weapon never dulls.
• History: During the great Elf-Dwarf war, a singularly exceptional Elven alchemist created a number of identical enchanted knives used to add some gravity to the Elves' negotiations with the dragons of their time. From time to time across the ages, these knives have surfaced in the hordes of ancient dragons, and among ruins from that era. They are often associated with the appellation "folly" as those who bear them have frequently overestimated the power of the weapons, and underestimated the might of dragons.
• No Min Str (1 lb.)


Warrior's Chain (Signature Item)
  • Type of Item: A dark metal chain necklace[/size]
  • Enchantments (Two Major, Two Minor): Warrior's Gift, +10 Power Points, +1 Spellcasting, +1 Spellcasting[/size]
  • P.P.E.: 20[/size]
  • Trait: Spellcasting[/size]
[dice:s2nd5s2u]37901:0[/dice:s2nd5s2u] x 1,000 6,000 credits. -500 and starting armor to acquire combat vambraces

TW Vibro Vambraces Base Item.
Majors:
Power Smite
Edge Counter-Attack
+1 Die Type Fighting
Minors +1 to Parry (x2)
Last edited by Joseph Cook on Sun Dec 16, 2018 2:04 pm, edited 9 times in total.
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Re: M.A.R.S. Battle Magus

Post by Joseph Cook »

Advances

Iconic Framework
  • 2 Free Edges
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements.
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Begin with the starting gear of any one Iconic Framework of your choosing.

Hero’s Journey
  • Table Magic and Mysticism(18): Putting down opponents before they end you is a powerful lesson in this dangerous world. Your hero gains +2 damage when using direct damage spells and TW weapons
  • Table Enchanted Items and Mystic Gadgets (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, two handed) that even does Mega Damage if 2 PPE is channeled through it that round
  • Training (7) Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.

MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • (1): A Mighty Weapon: Battle Fury Blade
  • (12, selected 2): A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
  • (4): Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • (10) Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.

Advances
  • Free Edge (Human): AB: Magic
  • Edge: Acrobat (Minor Hindrances)
  • Tricky Fighter (Agility) Major Hindrance
  • Free Edge (IF): Rapid Recharge
  • Free Edge (IF): Power Points
  • Novice 1 Advance: Raise Strength to a d6
  • Novice 2 Advance: Edge: New Power (Burst)
  • Novice 3 Advance: Edge: Raise Notice and Shooting
  • Seasoned 1 Advance: Wizard
  • Seasoned 2 Advance: Edge: Dirty Fighting
  • Seasoned 3 Advance: Edge: Power Points
  • Seasoned 4 Advance: Edge: Block
  • 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 Joseph Cook on Wed Jun 27, 2018 7:05 pm, edited 3 times in total.
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