Khar-loez Simvan Eco-wizard

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Carlos
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Khar-loez Simvan Eco-wizard

Post by Carlos »

Working on the character sheet, but need my F&G and HJ Table rolls first.

The previous version had more rolls including an Enchanted Item, Experience & Wisdom, 2 Magic & Mysticism, and 1 training. I will take Enchanted Item, Magic & Mysticism, and Experience & Wisdom.

F&G Table [dice:1rkny4t1]58557:0[/dice:1rkny4t1] Adds one die type to Strength and the Brawny Edge
Narrative Hook [dice:1rkny4t1]58557:1[/dice:1rkny4t1] Grudging Respect - has a rival or enemy with whom there have been many past encounters
Enchanted Items & Mystic Gadgets [dice:1rkny4t1]58557:2[/dice:1rkny4t1] Made of a type of 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's), grants a +1 to all Spellcasting or Faith rolls. 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.
Experience & Wisdom [dice:1rkny4t1]58557:3[/dice:1rkny4t1] Danger Sense Edge
Magic & Mysticism [dice:1rkny4t1]58557:4[/dice:1rkny4t1] One of Choice...well that is handy, I think I will grab the Wizard edge.
Last edited by Carlos on Sat Oct 19, 2019 6:16 am, edited 2 times in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Carlos
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re: Khar-loez Simvan Eco-wizard 2.0

Post by Carlos »

Character Sheet
Character Name: Khar-loez
Rank: Seasoned Advances Left: 0
Race: Simvan
Iconic Framework: MARS Barbarian Eco-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 6 (5); Parry: 6; Toughness: 7; Strain: 0

Skills:
  • Athletics (Core) d6 (1 p)
  • Common Knowledge (Core) d4
  • Fighting d8 (2 p +1 advance)
  • Notice (Core) d8 (2 p)
  • Occult (IF) d10 (2 p)
  • Persuasion (Core) d4
  • Psionics d4 (1 p)
  • Repair d6 (1 p+1 advance)
  • Riding (race) d6 (1 p)
  • Shooting d4 (1 p)
  • Spellcasting (IF) d10 (2 p)
  • Stealth (Core) d6 (1 p)
  • Survival (IF) d8 (1 p)
Hindrances
  • Hindrance (Major): Code of honor: While his code is barbaric, it is honorable within the context of his culture
  • Hindrance (Minor): Quirk: Waste not/want not, uses resources carefully
  • Hindrance (Minor): Illiterate: Never learned to read and his grasp of numbers is basic
  • Hindrance (Racial): Bloodthirsty
  • Hindrance (Racial): Bad Reputation: Species is known to be cannibals
  • Hindrance (Racial): Distinctive D-Bee
  • Hindrance (Racial): Instinct over Intellect
  • Hindrance (Racial): Near-Human Physiology
  • Hindrance (Racial): Racial Enemy - Psi-Stalkers
Racial Abilities
  • Ability: Animal Empathy: Simvan's psionic connection to animals grants the Beast Master Edge and Riding d4.
  • Ability: Low Light Vision: Simvan ignore penalties for Dim and Dark conditions.
  • Ability: Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts—see the list of riding animals above.
  • Ability: Natural Psionics: Start with Arcane Background (Psionics), beginning with Beast Friend and two powers chosen from the standard psionic list. If a Simvan chooses a framework providing Arcane Background (Psionics), he starts with beast friend as one of his starting powers and adds two powers to his starting total (e.g., a Simvan Burster starts with five powers). Simvan have a bonus of +5 ISP naturally; this bonus ISP is not part of their base ISP nor is it modified by other Edges or Abilities (e.g., a Simvan Mind Melter would begin with 35 ISP).
Edges and Iconic Abilities
  • Edge: Brawny (F&G)
  • Edge: Danger Sense (HJ)
  • Edge: Wizard (HJ)
  • Edge: AB Magic (IF)
  • Edge: Alertness (IF)
  • Edge: Artificer (IF)
  • Edge: Minor Item Creation (IF)
  • Edge: Beast Master (Race)
  • Edge: Elan (N1)
  • Edge: Channeling (S1)
  • Edge: McGyver (S2)
Last edited by Carlos on Tue Jan 05, 2021 9:46 am, edited 7 times in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Carlos
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Re: Khar-loez Simvan Eco-wizard 2.0

Post by Carlos »

Powers
Arcane Background: Magic
PPE: 10 - Recovery: 1/hour

Perception of the Natural [Detect/conceal Arcana] (PPE Cost: 2) [Novice]
Range: Smarts
Duration: 5 (detect)/1 hour (conceal)
Trapping: Like a wild creature, the Eco-wizard can feel the presence of the Arcane, and can conceal their presence from predators
Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in line of sight. This includes
invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale
Modifiers: [additional recipiants](+1 each); [Area (conceal)](+1/+2); [Strong (conceal)](+1)

Healing Patches [Healing] (PPE 3) [Novice]
Range: Touch
Duration: Instant
Trapping: Healing patches made of leather or plant materials applied to wounds
Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be
cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points
Modifiers: [Greater Healing](+10); [Crippling Injuries](+20); [Poison or Disease](+1)

Red of Tooth and Claw [Smite] (PPE Cost: 2) [Novice]
Range: Smarts
Duration: 5
Trapping: The effected item is charged with the power of the weapons of great beasts (such as dinosaurs)
Effect: 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 determines the exact quantity for unusual weapons). While the power is in effect, the
weapon’s damage is increased by +2, or +4 with a raise.
Modifiers: [additional recipiants](+1 each)

Trapping Vines [Entangle] (PPE 2) [Novice]
Range: Smarts
Duration: Instant
Trapping: Plants grow rapidly and wrap around the target
Effect: Allows the caster to restrain a target with Natural restraints (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound. Victims may break free on their turn as detailed under Bound & Entangled
Modifiers: [Area of Effect](+2/+3); [Strong](+2)

Whiles of the Beasts [Warrior’s Gift] (PPE 2) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Arcane Background: Psionics
ISP: 15 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes

Animal Empathy [Beast Friend] (ISP cost: Special) [Novice]
Range: Smarts
Duration: 10 Minutes
Trapping: Concentrates on the animal while holding out a hand for it to sniff
Effect: This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size
(minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the
minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points. Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill
themselves but overcome their natural fears to follow their orders.
Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
Modifiers: [Mind Rider](+1); [modifier](cost)

Mind Over Matter [Telekinesis] (ISP Cost: 5) [Seasoned]
Range: Smarts +2
Duration: 5
Trapping: Psychic energies move the object
Effect: Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise.
Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.
Dropped creatures suffer falling damage as usual.
Modifiers: [Telekinetic Tools](-)

Mind Over Body [Environmental Protection (self)] (ISP 1) [Novice]
Range: Self
Duration: 1 hour
Trapping: Telekineticly maintains a suitable environment
Effect: Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
Modifiers: None
Last edited by Carlos on Mon Oct 14, 2019 9:01 am, edited 1 time in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Carlos
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Re: Khar-loez Simvan Eco-wizard 2.0

Post by Carlos »

Gear
  • NG-S2 Survival Pack (20 lb)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
  • Survival Knife
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothes
Body Armor:
Light Enchanted Armor
Armor: +4
Toughness +1
Weight: 6 lbs (Min Str: d4)
Notes: Concealable, made of hide
Rarity: -2; Cost: 120,000

Sidearm:
Wilk’s 320 Laser Pistol 3d6 1 3 20 d4 2 +1 11,000
Range: 15/30/60; Dmg: 3d6 AP: 3; ROF: 1; Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon

Other Items
  • Made of a type of wood unknown to most of the world, this 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's), grants a +1 to all Spellcasting or Faith rolls. 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.
  • Steeltree Wood Spear Str+d6+2 d6 3 100 Reach 1. Parry +1 if used: Two-handed, Mega-damage
  • Skinning Knives
  • Crafting Tools
Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Contacts
Last edited by Carlos on Mon Oct 14, 2019 8:13 am, edited 1 time in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Carlos
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Re: Khar-loez Simvan Eco-wizard 2.0

Post by Carlos »

Background
Until the Juicer Uprising, Khar-loez was apparently a typical Simvan, living with his tribe in the wilds of the Magic Zone. Then he got caught in a firefight and was rescued by a Juicer name Rafe...and wound up saving the Juicer in turn. The two became Blood Brothers and frequently sparred with a certain CS Psi-Stalker and his Dog Boys. After the Uprising they headed south together on a mission to the Dinosaur Swamp. There the two of them assisted a Barbarian tribe, though Khar-loez lost a leg. Rafe was nearing the end of his time and decided to stay with the tribe until it ran out. The tribe's Eco-Wizard saw potential in Khar-loez, he was a born Eco-Wizard and needed to be trained, to the Eco-wizard took him as an apprentice. Time passed and Rafe did too, and after he finished his apprenticeship Khar-loez headed north...on a final mission for his blood brother to bring something in a sealed box to Rafe's family...if he can find them. His master taught him a final power before he left...feeling Khar-loez might need abilities he lacked, he was taught the Warrior's Gift ability.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Carlos
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Re: Khar-loez Simvan Eco-wizard

Post by Carlos »

Advances:
Novice:
Seasoned 1:
Seasoned 2: Skills adds below attribute level (Healing to 1d4, Repair to 1d8) (added 4-6-2020)
Seasoned 3: Spells learned from Xiang: Boost/lower trait, Relief
Veteran 1: Master of Magic
Veteran 2: Skills added below attribute level (Psionics to d6, Healing to D6) (Added 10-10-2020)
Veteran 3: Skills added below attribute level (Psionics to d8, Shooting to 1d6) (Added 01-05-2021)
Veteran 4: Major Item Creation (Added 04/26/21)
Last edited by Carlos on Mon Apr 26, 2021 3:04 am, edited 3 times in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Carlos
Diamond Patron
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: re: Khar-loez Simvan Eco-wizard 2.0

Post by Carlos »

Character Sheet
Character Name: Khar-loez
Rank: Seasoned Advances Left: 0
Race: Simvan
Iconic Framework: MARS Barbarian Eco-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 6 (5); Parry: 6; Toughness: 7; Strain: 0

Skills:
  • Athletics (Core) d6 (1 p)
  • Common Knowledge (Core) d4
  • Fighting d8 (2 p +1 advance)
  • Healing d6 (2 advances)
  • Notice (Core) d8 (2 p)
  • Occult (IF) d10 (2 p)
  • Persuasion (Core) d4
  • Psionics d8 (1 p+2 advance)
  • Repair d8 (1 p+2 advances)
  • Riding (race) d6 (1 p)
  • Shooting d6 (1 p+1 advance)
  • Spellcasting (IF) d10 (2 p)
  • Stealth (Core) d6 (1 p)
  • Survival (IF) d8 (1 p)
Hindrances
  • Hindrance (Major): Code of honor: While his code is barbaric, it is honorable within the context of his culture
  • Hindrance (Minor): Quirk: Waste not/want not, uses resources carefully
  • Hindrance (Minor): Illiterate: Never learned to read and his grasp of numbers is basic
  • Hindrance (Racial): Bloodthirsty
  • Hindrance (Racial): Bad Reputation: Species is known to be cannibals
  • Hindrance (Racial): Distinctive D-Bee
  • Hindrance (Racial): Instinct over Intellect
  • Hindrance (Racial): Near-Human Physiology
  • Hindrance (Racial): Racial Enemy - Psi-Stalkers
Racial Abilities
  • Ability: Animal Empathy: Simvan's psionic connection to animals grants the Beast Master Edge and Riding d4.
  • Ability: Low Light Vision: Simvan ignore penalties for Dim and Dark conditions.
  • Ability: Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts—see the list of riding animals above.
  • Ability: Natural Psionics: Start with Arcane Background (Psionics), beginning with Beast Friend and two powers chosen from the standard psionic list. If a Simvan chooses a framework providing Arcane Background (Psionics), he starts with beast friend as one of his starting powers and adds two powers to his starting total (e.g., a Simvan Burster starts with five powers). Simvan have a bonus of +5 ISP naturally; this bonus ISP is not part of their base ISP nor is it modified by other Edges or Abilities (e.g., a Simvan Mind Melter would begin with 35 ISP).
Edges and Iconic Abilities
  • Edge: Brawny (F&G)
  • Edge: Danger Sense (HJ)
  • Edge: Wizard (HJ)
  • Edge: AB Magic (IF)
  • Edge: Alertness (IF)
  • Edge: Artificer (IF)
  • Edge: Minor Item Creation (IF)
  • Edge: Beast Master (Race)
  • Edge: Elan (N1)
  • Edge: Channeling (S1)
  • Edge: McGyver (S2)
  • Edge: Master of Magic (V1)
  • Edge: Major Item Creation (V4)
Powers
Arcane Background: Magic
PPE: 10 - Recovery: 1/hour

Perception of the Natural [Detect/conceal Arcana] (PPE Cost: 2) [Novice]
Range: Smarts
Duration: 5 (detect)/1 hour (conceal)
Trapping: Like a wild creature, the Eco-wizard can feel the presence of the Arcane, and can conceal their presence from predators
Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in line of sight. This includes
invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale
Modifiers: [additional recipiants](+1 each); [Area (conceal)](+1/+2); [Strong (conceal)](+1)

Healing Patches [Healing] (PPE 3) [Novice]
Range: Touch
Duration: Instant
Trapping: Healing patches made of leather or plant materials applied to wounds
Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be
cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points
Modifiers: [Greater Healing](+10); [Crippling Injuries](+20); [Poison or Disease](+1)

Red of Tooth and Claw [Smite] (PPE Cost: 2) [Novice]
Range: Smarts
Duration: 5
Trapping: The effected item is charged with the power of the weapons of great beasts (such as dinosaurs)
Effect: 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 determines the exact quantity for unusual weapons). While the power is in effect, the
weapon’s damage is increased by +2, or +4 with a raise.
Modifiers: [additional recipiants](+1 each)

Trapping Vines [Entangle] (PPE 2) [Novice]
Range: Smarts
Duration: Instant
Trapping: Plants grow rapidly and wrap around the target
Effect: Allows the caster to restrain a target with Natural restraints (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound. Victims may break free on their turn as detailed under Bound & Entangled
Modifiers: [Area of Effect](+2/+3); [Strong](+2)

Whiles of the Beasts [Warrior’s Gift] (PPE 2) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Healing Balm [Relief]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Bestial Might {Boost/Lower Trait]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Arcane Background: Psionics
ISP: 15 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes

Animal Empathy [Beast Friend] (ISP cost: Special) [Novice]
Range: Smarts
Duration: 10 Minutes
Trapping: Concentrates on the animal while holding out a hand for it to sniff
Effect: This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size
(minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the
minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points. Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill
themselves but overcome their natural fears to follow their orders.
Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
Modifiers: [Mind Rider](+1); [modifier](cost)

Mind Over Matter [Telekinesis] (ISP Cost: 5) [Seasoned]
Range: Smarts +2
Duration: 5
Trapping: Psychic energies move the object
Effect: Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise.
Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.
Dropped creatures suffer falling damage as usual.
Modifiers: [Telekinetic Tools](-)

Mind Over Body [Environmental Protection (self)] (ISP 1) [Novice]
Range: Self
Duration: 1 hour
Trapping: Telekineticly maintains a suitable environment
Effect: Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
Modifiers: None
[/quote]
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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