Character Sheet
Character Name: Tex Arcana, The Spell Slinger
Real Name: Theodore Scoresby
Rank: Heroic Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d8 (d4 normally), Vigor d6
Pace: 6; Parry: 4 (½ Fighting +2); Toughness: 5, 16(8) in armor (½ Vigor+2 plus armor); Strain: 0
Skills:
• Athletics d6 (1)
• Common Knowledge d6 (1)
• Notice d6 (1)
• Persuasion d6 (1)
• Stealth d4
• Academics d4 (1)
• Fighting d4 (1)
• Occult d12 (3)
• Repair d10 (3)
• Riding d4 (1)
• Shooting d6 (2)
• Spellcasting d12 (2)
• Survival d4 (1)
Hindrances
• Hindrance: Cybernetics (-1 to Spell Casting rolls per strain of cybernetics)
• Hindrance: Disconnected (-1 to Persuasion rolls in social situations involving those not immersed in the Occult)
• Hindrance: Enemies (Considered Shoot on Sight for those that those who violently reject all forms of the supernatural)
• Hindrance: Power Activators (must have their hands free to perform gestures and have the power of speech to cast spells)
• Hindrance (Major): Code of Honor (Code of the New West)
• Hindrance (Major): Curious
• Hindrance (Major): Enemy (Shadow Lord)
• Hindrance (Minor): Phobia (Earth Elementals)
Edges
• Edge: Arcane Academic - Double PPE gained from Power Points edge. When choosing the New Power Edge, gain three powers of up to one rank higher than current rank normally allowed, or one power of any rank not normally allowed (GM approval)
• Edge: Arcane Background: Magic
Ley Line Walkers are the definitive wielders of magic in the world and have access to the following powers: arcane protection, banish, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, detect/conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, drain Power Points, elemental manipulation, entangle, environmental protection, farsight, fear, fly, growth/shrink, havoc, healing, illusion, intangibility, invisibility, light/darkness, protection, puppet, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, wall walker, and warrior’s gift.
• Edge: Master of Magic - Use Mega Power Modifiers
• Edge: Power Points x 4 - +10 PPE per edge
• Edge: Rapid Recharge - Recharge 10 PPE/Hour
• Edge: Expanded Awareness - Detect Arcana as an Innate Ability, Reduced PPE from Range (Self) and Aspect. May sense supernatural beings with a Notice Check.
• Edge: Ley Line Mastery - +2 dice when rolling for available PPE on a Ley Line
• Edge: Ley Line Rejuvenation - Natural Healing roll once per day on a Ley Line
• Edge: Ley Line Sense - Sense Ley Lines within 10 miles. Sense Rifts within 50 miles
• Edge: Ley Line Transmission - Send message along a ley line
• Edge: Ley Line Walking - Fly at twice pace up to 1000’ high on a Ley Line
• Edge: Wizard - Change trapping on spell for 1 additional PPE
• Edge: New Powers x 4 - 3 new powers up to 1 rank above current rank, or 1 power of any rank not normally allowed
• Edge: Artificer - Able to imbue known powers into an object.
• Edge: Minor Item Creation - Able to create permanent minor enchanted items.
• Edge: Elementalist - Summon Elemental Allies using Summon Ally Power (Novice: (2) Minor Faerie Folk, Season: (4)Minor Elemental, Heroic: (8)Major Elemental
Powers
Arcane Background: Magic
PPE/ISP: 50 - Recovery: 10/hour
• Arcane Protection (d)
• Beast Friend (u)
• Bolt (o)
• Boost/Lower Trait (u)
• Detect/Conceal Arcana (u)
• Darksight (u)
• Deflection (d)
• Elemental Manipulation (u)
• Environmental Protection (u)
• Healing (u)
• Illusion (u)
• Slumber (o)
• Smite (o)
• Speak Language (u)
• Summon Ally (u)
• Teleport (u)
• Warrior’s Gift (o)
Tex Arcana, the Spell Slinger (LLW)
- Tex Arcana
- Posts: 147
- Joined: Tue Jan 07, 2020 6:40 pm
Tex Arcana, the Spell Slinger (LLW)
Last edited by Tex Arcana on Fri Oct 14, 2022 8:21 pm, edited 23 times in total.
- Tex Arcana
- Posts: 147
- Joined: Tue Jan 07, 2020 6:40 pm
Re: Tex Arcana, the Spell Slinger (LLW)
Background
Code of the New West
• Never draw your weapon unless you're prepared to use it!
• Never cheat in a showdown, or expect to live like a snake.
• Never kill or deliberately hurt women and children.
• Never kill clergy, 'cept in self-defense.
• Never kill, injure or steal another man's horse or vehicle, unless he's dead and ain't needin' it no more.
• Never take another man's woman.
• Never destroy a church or holy place, unless it is a place of evil — and then beware the wrath of gods and demons.
• Never take more money than what's owed to you.
• Never spit in the face of the law. Show respect until its proven that the law in that town ain't genuine.
• Show women folk respect; remove your hat and avoid cursing.
• Respect the land and power of nature.
• Respect (and fear) magic.
• Respect and honor a worthy opponent.
• Treat others like you'd like to be treated. Show cowboys and travelers kindness and hospitality unless they ain't worthy of kindness or mercy.
• If you cheat at cards or break the law, expect to pay the consequences. Just because you don't get caught or punished one time, don't make it right.
• Keep your sworn word of honor, "because sometimes all a man's got is his honor." A man's word is his contractual bond.
• Kill only in self-defense and in justice. The latter can include acts of revenge, "eye for an eye," protecting others, using deadly force against those known to be killers, etc. The only exceptions to this rule are vampires or other "hellspawn demons." The only good vampire or demon is a dead one (including Brodkil).
Theodore Scoresby was born in Houstown. As a young boy, he showed a natural aptitude for magic, as a joke, his friends gave him the nick name of Tex Arcana because of the small magical tricks he was able to cast and that there was a place from before the Rifts ironically called Texarkana.
The boy was given the opportunity to study at Dweomer. Tex had studied to be a Lord Magi, but found that the strict discipline of the school not to his liking. He finished his studies after the war ended and went out with various search parties to collect magical artifacts. It was during one of these missions he found a rare Lessor Ring of the Elder that he kept for himself.
Now, he's in search of adventure far to the west; hoping to put distance between himself and the Coalition as well as the darker elements of the Federation of Magic.
Code of the New West
• Never draw your weapon unless you're prepared to use it!
• Never cheat in a showdown, or expect to live like a snake.
• Never kill or deliberately hurt women and children.
• Never kill clergy, 'cept in self-defense.
• Never kill, injure or steal another man's horse or vehicle, unless he's dead and ain't needin' it no more.
• Never take another man's woman.
• Never destroy a church or holy place, unless it is a place of evil — and then beware the wrath of gods and demons.
• Never take more money than what's owed to you.
• Never spit in the face of the law. Show respect until its proven that the law in that town ain't genuine.
• Show women folk respect; remove your hat and avoid cursing.
• Respect the land and power of nature.
• Respect (and fear) magic.
• Respect and honor a worthy opponent.
• Treat others like you'd like to be treated. Show cowboys and travelers kindness and hospitality unless they ain't worthy of kindness or mercy.
• If you cheat at cards or break the law, expect to pay the consequences. Just because you don't get caught or punished one time, don't make it right.
• Keep your sworn word of honor, "because sometimes all a man's got is his honor." A man's word is his contractual bond.
• Kill only in self-defense and in justice. The latter can include acts of revenge, "eye for an eye," protecting others, using deadly force against those known to be killers, etc. The only exceptions to this rule are vampires or other "hellspawn demons." The only good vampire or demon is a dead one (including Brodkil).
Theodore Scoresby was born in Houstown. As a young boy, he showed a natural aptitude for magic, as a joke, his friends gave him the nick name of Tex Arcana because of the small magical tricks he was able to cast and that there was a place from before the Rifts ironically called Texarkana.
The boy was given the opportunity to study at Dweomer. Tex had studied to be a Lord Magi, but found that the strict discipline of the school not to his liking. He finished his studies after the war ended and went out with various search parties to collect magical artifacts. It was during one of these missions he found a rare Lessor Ring of the Elder that he kept for himself.
Now, he's in search of adventure far to the west; hoping to put distance between himself and the Coalition as well as the darker elements of the Federation of Magic.
Last edited by Tex Arcana on Wed Jan 08, 2020 5:20 pm, edited 1 time in total.
- Tex Arcana
- Posts: 147
- Joined: Tue Jan 07, 2020 6:40 pm
Re: Tex Arcana, the Spell Slinger (LLW)
Hero's Journey: 2 rolls (Using the Drop EP option to pick a result)
Education (17-18) Either her parents did everything they could to educate her, she attended one of
the few schools left in the world, or she might even have found and lived in an
ancient library. However managed, she has three additional skill points to spend
at character creation, but they may only be spent on Smarts-based skills.
Magic & Mysticism (7-9) Magic users benefit from a variety of spells. Your hero gains either the New Powers
Edge or any one power normally unavailable (except resurrection).
Advances
• Initial Advances: (From Hindrances): New Powers, New Powers
• Initial Advances: (From Hero's Journey): Additional Smarts-Based Skill Points, New Powers
• Free Edge (Human): Wizard
• Cybernetic Modifications: None
• Novice 1 Advance: Smarts d10>d12
• Novice 2 Advance: Occult d8>d10, Repair d8>d10
• Novice 3 Advance: Spellcasting d10>d12, Occult d10>d12 (2020-04-22)
• Seasoned 1 Advance: Vigor d4>d6 (2020-07-02)
• Seasoned 2 Advance: Artificer (2020-10-04)
• Seasoned 3 Advance: Power Points (2021-01-03)
• Seasoned 4 Advance: Minor Item Creation (2021-04-18)
• Veteran 1 Advance: Power Points (2021-07-04)
• Veteran 2 Advance: New Powers - Beast Friend, Elemental Manipulation, Summon Ally (2021-10-02)
• Veteran 3 Advance: Elementalist (2022-02-05)
• Veteran 4 Advance: Spirit d6>d8 (2022-04-05)
• Heroic 1 Advance: Power Points (2022-07-05)
• Heroic 2 Advance: Spirit d8>d10 (2022-10-13)
• Heroic 3 Advance: Notice d6>d8, Persuasion d6>d8
• Heroic 4 Advance: Dimensional Portal
• Legendary 1 Advance: Professional (Spellcasting)
• Legendary 2 Advance: Strength d4>d6
• Legendary 3 Advance: Expert (Spellcasting)
• Legendary 4 Advance: Persuasion d8>d10, Science d6>d8
• Legendary 5 Advance: Master (Spellcasting)
• Legendary 6 Advance: Research d4, Research d4>d6
• Legendary 7 Advance: Research d6>d8, Science d8>d10
Education (17-18) Either her parents did everything they could to educate her, she attended one of
the few schools left in the world, or she might even have found and lived in an
ancient library. However managed, she has three additional skill points to spend
at character creation, but they may only be spent on Smarts-based skills.
Magic & Mysticism (7-9) Magic users benefit from a variety of spells. Your hero gains either the New Powers
Edge or any one power normally unavailable (except resurrection).
Advances
• Initial Advances: (From Hindrances): New Powers, New Powers
• Initial Advances: (From Hero's Journey): Additional Smarts-Based Skill Points, New Powers
• Free Edge (Human): Wizard
• Cybernetic Modifications: None
• Novice 1 Advance: Smarts d10>d12
• Novice 2 Advance: Occult d8>d10, Repair d8>d10
• Novice 3 Advance: Spellcasting d10>d12, Occult d10>d12 (2020-04-22)
• Seasoned 1 Advance: Vigor d4>d6 (2020-07-02)
• Seasoned 2 Advance: Artificer (2020-10-04)
• Seasoned 3 Advance: Power Points (2021-01-03)
• Seasoned 4 Advance: Minor Item Creation (2021-04-18)
• Veteran 1 Advance: Power Points (2021-07-04)
• Veteran 2 Advance: New Powers - Beast Friend, Elemental Manipulation, Summon Ally (2021-10-02)
• Veteran 3 Advance: Elementalist (2022-02-05)
• Veteran 4 Advance: Spirit d6>d8 (2022-04-05)
• Heroic 1 Advance: Power Points (2022-07-05)
• Heroic 2 Advance: Spirit d8>d10 (2022-10-13)
• Heroic 3 Advance: Notice d6>d8, Persuasion d6>d8
• Heroic 4 Advance: Dimensional Portal
• Legendary 1 Advance: Professional (Spellcasting)
• Legendary 2 Advance: Strength d4>d6
• Legendary 3 Advance: Expert (Spellcasting)
• Legendary 4 Advance: Persuasion d8>d10, Science d6>d8
• Legendary 5 Advance: Master (Spellcasting)
• Legendary 6 Advance: Research d4, Research d4>d6
• Legendary 7 Advance: Research d6>d8, Science d8>d10
Last edited by Tex Arcana on Thu Oct 13, 2022 3:20 pm, edited 18 times in total.
- Tex Arcana
- Posts: 147
- Joined: Tue Jan 07, 2020 6:40 pm
Re: Tex Arcana, the Spell Slinger (LLW)
Gear
Items
NG-S2 Survival Pack
• 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 - stolen by the faeries
• wooden stakes
Arzno TWA-1600 Exterminator EBA (TW)
• Armor: +8 Toughness: +3
• Weight: 18 lbs (Min Str: d8)
• Powers: Intangibility (Self Only), Boost Strength (Aspect, Self Only), Deflection (Self only)
• Bonuses: +2d Strength when Powered
• PPE: 10
• Rarity: -4
• Cost: 185,000
Light Ley Line Walker Armor
• Defense: +3 Armor, +1 Toughness
• Bonuses: +4 vs Disease/Poison, -2 Notice to detect armor
* Weight: 4lbs
Wilk's 320 "Classic" Laser Pistol
• Damage: 3d6 AP 2, ROF 1
• Range: 30/60/90
• Payload: 20
• Bonuses: +1 Shooting
• Weight: 2lbs
2 Eclips
Storm Rifle (TW)
• Damage: 4d6 AP 4, ROF 1
• Range: 30/60/120
• Payload: 8
• Bonuses: +1 Shooting
• Havoc as an alternate attack (uses one shot)
• Weight: 6lbs
Xanthine Gem Necklace
• P.P.E.: 10
• Recharge Rate: 5 PPE/hour on a ley line or by user
• Weight: N/A
Shadow Cloak (TW)
• P.P.E.: 3
• Duration: 1 hour
• Weight: 1lb
• Cost: 300,000 credits
An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow
Lessor Ring of the Elder (Enchanted Item) [Signature Item]
• Base Item: Gantrium Ring
• Major: Channeling
• Major: Concentration
• Minor: +1 Spellcasting
• Minor: 5 P.P.E.
• Cost: 200,000 credits
Tolkeen Technowizards and Alchemists labored continuously in their attempts to duplicate the abilities of the 9 Rings of the Elder during the war with the Coalition Sates. None of the items created were total successes compared to these legendary objects, most were failures. However, a handful of flawed versions were created. Like the original rings, most have disappeared since the fall of Tolkeen, their current owners unaware of the ring's true value.
Ring of the Elder
A ring made from a silvery-gold colored alloy knows as gantirum with an xanthine gem that looks like a strange cross between an impossibly deep blue sapphire and amber. For most people it is a rare and attractive ring, for magic users it is a powerful artifact. Gantrium is known for two properties - becoming magically indestructible after being forged in magical fire, and acting as a superb conduit for mystical energy, while Xanthine can store massive amounts of mystic energy. When a spellcaster channels magic through the ring the effects are like being on a ley line nexus! Skilled casters can also draw PPE from the Ring as if at a nexus point when performing rituals. Unfortunately, corralling such forces takes its toll and overuse can burn out most mortal mages.
User gains the following Mega Modifier to use with any magic spell.
• ELDER MAGIC (+0): Double the Range and Duration of magic powers. Attack powers (such as blast, bolt, burst, and damage field) deal +4 damage, and defensive powers (such as barrier, entangle, and protection) gain +2 Toughness. Additionally, the ring can be used to draw PPE for rituals as if at a nexus point.
However, the primordial force of the ring can adversely affect the caster. Each time the spell modifier is used or the ring is used to power a ritual roll a d10, one a 1 the caster gains a point of mystic burn.
• At 5 Burn - The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds
• At 6 Burn - Choose one power to use as an Innate Ability, requiring no PPE (additional Power Modifiers cost the normal amount). The power does not work if the caster is unconscious, asleep, or otherwise Incapacitated. Only powers with a Duration longer than instant may be selected.
• At 7 Burn - The caster’s body transforms, infused with arcane energies granting +4 MDC natural Armor (stacks with both worn MDC body armor and the protection power). The character is considered a creature of magic.
• At 8 burn her body is completely consumed by raw magic forces and the ring adds her life force to its power base ready to consume the next owner!
• Dosimeter
• Holy Symbol
• Infrared Distancing Binoculars
• Language Translator
• Repair Kit, Field
Credits:
Credits: 1400
2000 credits worth of gear or valuables
Contacts
Items
NG-S2 Survival Pack
• 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 - stolen by the faeries
• wooden stakes
Arzno TWA-1600 Exterminator EBA (TW)
• Armor: +8 Toughness: +3
• Weight: 18 lbs (Min Str: d8)
• Powers: Intangibility (Self Only), Boost Strength (Aspect, Self Only), Deflection (Self only)
• Bonuses: +2d Strength when Powered
• PPE: 10
• Rarity: -4
• Cost: 185,000
Light Ley Line Walker Armor
• Defense: +3 Armor, +1 Toughness
• Bonuses: +4 vs Disease/Poison, -2 Notice to detect armor
* Weight: 4lbs
Wilk's 320 "Classic" Laser Pistol
• Damage: 3d6 AP 2, ROF 1
• Range: 30/60/90
• Payload: 20
• Bonuses: +1 Shooting
• Weight: 2lbs
2 Eclips
Storm Rifle (TW)
• Damage: 4d6 AP 4, ROF 1
• Range: 30/60/120
• Payload: 8
• Bonuses: +1 Shooting
• Havoc as an alternate attack (uses one shot)
• Weight: 6lbs
Xanthine Gem Necklace
• P.P.E.: 10
• Recharge Rate: 5 PPE/hour on a ley line or by user
• Weight: N/A
Shadow Cloak (TW)
• P.P.E.: 3
• Duration: 1 hour
• Weight: 1lb
• Cost: 300,000 credits
An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow
Lessor Ring of the Elder (Enchanted Item) [Signature Item]
• Base Item: Gantrium Ring
• Major: Channeling
• Major: Concentration
• Minor: +1 Spellcasting
• Minor: 5 P.P.E.
• Cost: 200,000 credits
Tolkeen Technowizards and Alchemists labored continuously in their attempts to duplicate the abilities of the 9 Rings of the Elder during the war with the Coalition Sates. None of the items created were total successes compared to these legendary objects, most were failures. However, a handful of flawed versions were created. Like the original rings, most have disappeared since the fall of Tolkeen, their current owners unaware of the ring's true value.
Ring of the Elder
A ring made from a silvery-gold colored alloy knows as gantirum with an xanthine gem that looks like a strange cross between an impossibly deep blue sapphire and amber. For most people it is a rare and attractive ring, for magic users it is a powerful artifact. Gantrium is known for two properties - becoming magically indestructible after being forged in magical fire, and acting as a superb conduit for mystical energy, while Xanthine can store massive amounts of mystic energy. When a spellcaster channels magic through the ring the effects are like being on a ley line nexus! Skilled casters can also draw PPE from the Ring as if at a nexus point when performing rituals. Unfortunately, corralling such forces takes its toll and overuse can burn out most mortal mages.
User gains the following Mega Modifier to use with any magic spell.
• ELDER MAGIC (+0): Double the Range and Duration of magic powers. Attack powers (such as blast, bolt, burst, and damage field) deal +4 damage, and defensive powers (such as barrier, entangle, and protection) gain +2 Toughness. Additionally, the ring can be used to draw PPE for rituals as if at a nexus point.
However, the primordial force of the ring can adversely affect the caster. Each time the spell modifier is used or the ring is used to power a ritual roll a d10, one a 1 the caster gains a point of mystic burn.
• At 5 Burn - The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds
• At 6 Burn - Choose one power to use as an Innate Ability, requiring no PPE (additional Power Modifiers cost the normal amount). The power does not work if the caster is unconscious, asleep, or otherwise Incapacitated. Only powers with a Duration longer than instant may be selected.
• At 7 Burn - The caster’s body transforms, infused with arcane energies granting +4 MDC natural Armor (stacks with both worn MDC body armor and the protection power). The character is considered a creature of magic.
• At 8 burn her body is completely consumed by raw magic forces and the ring adds her life force to its power base ready to consume the next owner!
• Dosimeter
• Holy Symbol
• Infrared Distancing Binoculars
• Language Translator
• Repair Kit, Field
Credits:
Credits: 1400
2000 credits worth of gear or valuables
Contacts
Last edited by Tex Arcana on Tue Sep 20, 2022 9:03 am, edited 5 times in total.
- Tex Arcana
- Posts: 147
- Joined: Tue Jan 07, 2020 6:40 pm
Re: Tex Arcana, the Spell Slinger (LLW)
Arcane Background: Magic
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