Archetypes: Sun Soul Paladin
Experience:
Rank: Novice
Cha:0 -;
Pace:6 -;
Parry:5 +1 shield -;
Toughness: 5 / 7 w/ armour
+2vs supernatural evil -
Agility: d6;
Smarts: d4;
Vigor: d8;
Strength: d6;
Spirit: d8
Worst Nightmare:
Skills:
- •Fighting d8
•Notice d6
•Socialize d6
•Spellcasting d8
•Athletics d6
•Persuasion d8
Edges:
- •AB Magic (spirit)
•Herald of the Dawn
•Destiny’S Child
•Paladin
Hindrances:
- • Illiterate (m)
• Curious (m)
•Loyal (M)
Weapons / Gear / Coin / Powers:
- •Presence
•Light
•Smite
•Long sword d8 +str
+2 vs supernatural evil +2 smite
•Chain Armour
•Medium Shield
•Boots & clothing
•Backpack, bedroll, blanket canteen
Background
- Insert here
Advances
- • Rolls: AB Magic
• Human: Destiny’s Child
• Hindrance 1: +1Vigour
• Hindrance 2: Herald of the Dawn
• +5 PbP: Paladin
Destiny's child
Requirements: Novice
You are favored by the higher powers of the universe—a true Major Arcana in the tarot deck of fate. Each game session, you may draw and play an additional Adventure Card.
Light
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 30 minutes (1/10 minutes) or 3 (1/round The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power. Light can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility. Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes).
Herald of the Dawn
Requirements: Novice, Arcane Background (Magic), Spirit d8+, Socialize d8+, Spellcasting d8+, must know the light power.
The priests of the Morninglord are some of the staunchest foes of evil in the Land of Mists, and their elite are the Heralds of the Dawn, wandering messengers and musicians who are also noted vampire hunters. A Herald of the Dawn gains access to the Light Trapping for his powers and can choose to apply any of the options from that Trapping as he casts his powers at no additional cost.
The Herald gains +2 on Spellcasting rolls made to cast light.
The Herald also gains the following new option as part of the Light Trapping: Sunlight: When the Herald casts light, he may choose to spend 1 additional Power Point to have the illumination count as natural sunlight for the duration of the power.
Light Trappings
Beam: Light-based damaging attacks are like a focused laser, providing armor piercing capability. Reduce the damage by one die type, but add Armor Piercing 4 to the effect.
Empower: Those affected by a beneficial power gain a +2 bonus on rolls to recover from being Shaken or to resist Fear for the duration of the power (or until the end of the current round for Instant powers).
Enhance: When this Trapping is applied to the light power, it increases the Duration to 1 hour (1/hour).
Glow: Subjects affected with a raise glow for the duration, creating light in a Small Burst Template centered on them. This 58 can give them light, but also make them targets. An Instant power with that effect allows a character on hold or with the Joker to make an attack for the split second the subject is illuminated (avoiding any darkness penalties to hit them). The character must take their action immediately after the caster’s turn to gain the benefit.
Smite
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A holy glow. 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.
Presence
Rank: Novice
Power Points: 2
Range: Touch
Duration: 10 minutes (1/minute)
Some people just have an aura about them, a presence that makes others respond to them more positively. The recipient of this power gains a +1 bonus to Charisma, or +2 Charisma on a raise. While this power is active, the recipient can perform a Test of Wills against another character using Persuasion, opposed by Smarts
Paladin
Requirements: Novice, Spirit d8+, Strength d6+, Vigor d8+, Fighting d8+
You are a paladin—a chosen warrior of your faith. You have been anointed with oil, blessed by the leaders of your church, and trained to fight evil. Your zeal and idealism are unmatched throughout the Land of Mists.
You add +2 damage when fighting supernaturally evil creatures and gain +2 Toughness when suffering damage from such creatures.
This category includes beings that wield evil magic (such as witches), creatures changed by evil magic (such as werebeasts), and creatures that could not exist without evil magic (like vampires and demons).