Nazo, Demon Queller Mystic

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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Nazo, Demon Queller Mystic

Post by Nazo »

Experience and Wisdom [dice]0[/dice]
  • A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.
Experience and Wisdom [dice]1[/dice]
  • Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval and it making at least some kind of sense. Major Psionics.
Experience and Widsom [dice]2[/dice]
  • Your hero knows how to make the most of second chances. He has Elan.
Training [dice]3[/dice]
  • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Training [dice]4[/dice]
  • There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Demon Queller Mystic

Post by Nazo »

Character Sheet

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Character Name Nazo
Rank:SEASONED Experience:41 Advances Left: 0
Race: Altara
Iconic Framework: Mystic
Attributes: Agility d10(1race, 2), Smarts d6(1), Spirit d6(1), Strength [1d12+2] d6(1race) , Vigor d12+1(1race,1, 3 advance)
Charisma: 0; Pace: 0; Parry: 7; Toughness: 17(8); Strain: 0
PPE 25/25
ISP 30/30
Skills:
  • Mystisism d10(d8 free, 2)
  • psionics d8(d6 free, 2)
  • kn arcana d6(2)
  • Survival d6 (2)
  • Tracking d6(2)
  • stealth d4(1)
  • indimidate d6(2)
  • Notice d6(2)
  • Fighting d10(4)
  • Shooting d4(1)
  • Climbing d6 (d6 free and has a good set of climbing gear)
Hindrances
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): Pacifist Minor
  • Hindrance (Major, Mystic): Higher Calling: Vow to rid the world of demons.
  • Hindrance (racial): Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Hindrance (Minor): Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Hindrance (Racial): Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
  • Hindrance (Racial): Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
  • Hindrance (Racial): Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Hindrance (Mystic): Arcane Duality: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
  • Hindrance (Mystic): Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (page 108). Except for them the disruption affects two skills (−1 to both Mysticism and Psionics skills per point of Strain).
  • Hindrance (Mystic): Enemies: Mystics are equally illegal and reviled in the Coalition and the True Federation of Magic.
Edges
  • Major Psionic(HJ): brief description
  • Quick(HJ): Discard draw of 5 or less for new card.
  • Elan (HJ): +2 when you spend a benny on trait rolls
  • AB: Mysticism(MYSTIC): Entangle (Magic Net), Banish(exorcism), Bolt (Chi Strike, Call Lightning, Celestial Silver, Fire) Fly (Wire-fu)
  • AB:Psionic(MYSTIC): 10 ISP, Speak Language(Toungues), Puppet (words of truth), heal(Meditation)
  • Danger Sense(MYSTIC): brief description
  • Brave(MYSTIC, slight alteration): +2 vs fear checks
  • Alertness( Racial): +2 Notice Checks
  • Master of Magic(Mystic): access to mega powers for ab mysticism
  • Rapid Recharge (Mystic, PPE): ppts regenerate +1 per half hour
  • Attractive: The forced-e volut io n p r o c e s s administered to the Warrior Women includes genetically engineering them for beauty. +2 Cha.
  • Battle Hardened(Hindrance): Through body hardening excersises you gain +2 to soak.
  • Sixth Sense (Hindrance): no -2 to danger sense, and free defensive action on success during surprise.
  • More power-points PPE (5xp): +5 PPE.
  • New Power (10xp): Armor Power
  • Liquid Courage (20xp): The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character's Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same). The effect lasts for one hour after it begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter.
  • More power-points PPE (25xp): +5 PPE.

Contacts

Iconic Framework Mystic
  • Cosmic Confluence: Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP , he must immediately use those points of ISP to enact a psionic power.
  • use of detect arcana at will, costing no PPE or ISP, as a free action.
  • They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight
  • Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night's rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Demon Queller Mystic

Post by Nazo »

Background (post background as a reply to character sheet)

Japan:
The flat plains of Kyoto are filled with rice patties long ago dried up and desolate piles of bones jutting out of rotting carcasses. The killing feilds of Kyoto were well known to be raiding feilds for a small group of Splugorth and their slavers operating out in the pacific. During one such raid, an Altara female was left for dead after the raiders were stopped by a group of mystic warriors.

Years later the Altara woman left or died but either way she left behind a baby girl... She was raised by a demon queller called Kittito. They pursued an Oni called Blight through a rift and became separated.
[dice:2shqhxxy]37419:0[/dice:2shqhxxy]
Soon seperated from her master in the unfamiliar lands of North America she found her self being plagued by the federation of magic. She only found refuge by blending in with a group of refugee’s heading for a place of safety... Those refuge’s never made it as the federation of magic came calling well before they were even insight of the Castle. The battle was bloody and feirce, but Nazo with her Celestial Blade and martial prowess was able to overcome her would be captors. However, all the refuge’s she travelled with were murdered.

Unable to make it to Castle Refuge she seeks some other kind of refuge and redemption.

The refrain of Nazo:
So many gone their fields covered red wrong song.
Will I remember you when you are gone?
Gok the strong, Mezmer the meek, three ladies and their cart,
Red wrong song how far did you go when you did me wrong?
Keepers in the forest lurkers in the abandoned mini mart.
Where did it all go wrong when we encountered the forces of Dunscon.

Powers: Mysticism (25 PPE)
  • Armor ( Stone Ox)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The skin becomes tougher and through rigorous training the body more easily resists fatiguing effects. On a success +1 vs fatigue.
    Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor. Whether the armor is visible or not depends largely on the trapping.
  • Greater Armor ( Chi-Gung)
    Power Points: 5
    Range: Touch
    Duration: 3 (1/round)
    Trappings: Part inner spirit, part strengthening the body, part mystisism the characters body can easily turn blades and arrows. He can even ignore walking on sharp burning glass. On a success ingnore difficult terrain caused by sharp objects.
    Success grants +5 M.D.C. Armor, a raise grants +10.
  • Banish (Exorcism)
    Rank: Veteran
    Power Points: 3
    Range: Smarts
    Duration: Instant
    Trappings: Excorsism (This power acts as dispel against puppet and mind control).
    Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM's determination). This spell is an opposed roll of the caster's arcane skill versus the target's Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
  • Banish the Horde
    Power Points: 6
    Range: Smarts × 2
    Duration: Instant
    The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
  • Bolt (Fire ball and Call Lightning)
    Rank: Novice
    Power Points: 1 per missile
    Range: 12/24/48
    Duration: Instant
    Trappings: Fire Ball(1-3 2d6 bolts with a vigor roll vs fatigue), Call Lightning (1 3d6 Bolt ignores 1 pt of cover and on a raise 2pts of cover).
    Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6. ► Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice. ► Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
  • Onslaught, Celestial Blast (1-4 Bolts), Chi-Death Blow(1, 6d6 Soul Blast)
    Power Points: 2– 8 or 4
    Range: 18/36/72
    Duration: Instant
    Trappings: Celestial Silver Blast(1-4 Bolts with Holy and Silver trappings), Chi-Death Blow(Soul Blast: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect).
    The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
  • Entangle: Carpet of adhesion
    Rank: Novice
    Power Points: 2 – 4
    Range: Smarts
    Duration: Special
    Trappings: fly paper sticky like carpet
    This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping. The arcane skill roll is opposed by the target's Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
  • Greater Entangle, magic net
    Power Points: +2
    Range: Smarts × 2
    Duration: Special
    Trapping: net of magical fibers
    Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.
  • Flight: Roof hopping
    Rank: Veteran
    Power Points: 3/6
    Range: Touch
    Duration: 3 (1/round)
    Trappings: incredible jumps. She can add to her flight movement by making a jump check at the beginning of her flight.
    Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points. ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
  • FLY–SWIFT FLIGHT, Wire-Fu or the lightness Technique
    Power Points: 8 or 10
    Range: Touch
    Duration: 3 (1/round)
    Trappings: Wire-fu, with this power active her melee attacks have a bit more force. On a sucess +1 damage to melee attacks, on a raise +2.
    Swift Flight increases the target's flying speed. For 8 Power Points, the recipient flies at 4 ×Pace and is −1 to be hit by ranged attacks. For 10 PPs, the recipient flies at 8 ×Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.
ISP: 30pts 10 pts from her patron item.
  • Speak Language, Tongues
    Rank: Novice
    Power Points: 1
    Range: Touch
    Duration: 10 minutes (1/10 minutes)
    Trappings: Tongues.
    This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
  • puppet, words of truth
    Rank: Veteran
    Power Points: 3
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: Compel the victim to answer truthfully
    Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character's arcane skill versus the target's Spirit. The user must score a success and beat the target's roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
  • Heal, meditation
    Rank: Novice
    Power Points: 3
    Range: Touch
    Duration: Instant
    Trappings: This involves engaging the mind and body, so that the body remains motionless but free of pain and the mind stays in a clear rested state. The raise effect is replaced with the next step of the recharge edges. For as long as the character stays in this meditiative state all arcane sources recharge at this improved rate. It is a free action to end the meditiation and it is no substitute for sleep.
    Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 88). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Demon Queller Mystic

Post by Nazo »

12 UV grenades 5/10/20
Ultraviolet Grenade A state-of-the-art anti-vampire device, this one-use grenade contains a powerful UV light encased in a steel container. When thrown, side panels blow away and the powerful UV light fills a Medium Burst Template in a blinding flash. A vampire caught in the blast suffers 2d10 damage and has a chance of catching fire. Although not designed for use against mortals or other undead, the powerful light can blind targets. Non-vampiric targets within the template must make an Agility roll at –2 or be Shaken.
Staff of life(enchanted item), pg 36 rifts japan, 138k I think
Neural mace base item: Neural Mace, Str+d6, lbs 9, 8,000 creds Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
Minor: +2 vigor rolls vs poison and disease(could just do +2 vigor, up to gm.)-10k
Major: leaf bud heal, 1 on the arcane skill roll means no more healing attempts can be made for 24 hours as the leaves need to regrow. 20k
Major: Leaf bud restorative Greater heal. 1 on the arcane skill roll makes the staff disappear forever as its healing leaves have been used up.60k
Major: Healer edge- 20k
Major: Environmental Protection “Purification”-20k
—All powers cost +1 ppt to cast. Item has 10 ppts.
Psynetic Crystal amplifier and augmenter
Psynetic Crystal Amplifier (Patron Item)
Image
These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
  • • † More ISP means more power to work with, and your character has it. She gains +10 ISP to his base.

Crystalline Augmenter:
  • • † Enhanced Senses: +2 on Notice and to the use of Detect Arcana.
†: Modifier from being attached to head and worn.
Choice of armor, reduce str min and add +1 armor.

NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • +8MDC(increased by 1 pt) Armor and +2 Toughness, as well as providing
  • Strength Minimum: N/A
  • Environmental Protection: Full
  • Weight: 80 lbs
  • Note: The suit also grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum. A wearer suffers a −2 to Stealth checks and any tasks requiring subtle or delicate movement.
  • The armor, while powered, ignores the d6(decreased by one die type)Strength Minimum for physical actions but not arcane skill rolls.


NG-33 Laser Pistol
Image
  • Range: 15/30/60
  • Damage: 2d4+1, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 4 lbs
  • Notes: Semi-Auto


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)
OOC Comments
  • 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.
[dice]0[/dice] x 1,000 credits.


Credits:

Patron Sig item:
Celestial Blade
32E5FCFD-07AB-4CA5-871A-490D0C48AFE2.jpeg
Celestial Blade:
A normal hilt of the most mundane makings until gripped by one who is spiritually in tune. In the hands of a mystic this weapon is a holy relic of unimaginable power. Its blade is made of pure holy light and the hilt is transformed into one of pure silver with a flourishing guard. Some say Isis herself was involved in its creation or perhaps a chang-ku in Japan. Other’s say it is an unlikely gift from a millennium tree. No matter its origion, demons, vampires, and other super natural evil must beware the weilder who comes at them with such a weapon.
  • Base Item: Chain Longsword, str+2d8, AP 2 MD
    • Minor- Celestial Silver( must be a mystic to gain this trapping, and not broken your higher calling)
    • Minor- +1 fighting
    • Major- Quickness “Exalted Exuberance”( Jazz trapping +1 ppe for +2pace, and raise 1 die increase to agility)
    • Major- Warriors Gift(Heroic) “ Fate’s Fury” ( +2 ppe, On a success, you gain +1 Parry; On a Raise, INSTEAD of a boost to Parry, you gain +1 Die-type to Fighting)
    PPE: 10pts, powers use arcane skill or spirit players choice.
Soul Slayer
Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast, weapon becomes inert if the hero does not act upon their higher calling.
  • +1 Spirit, +1 smarts- Both are only to counter act supernatural and power like effects
Two Altaran forearm wrist blasters: plasma, (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage)
One Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT)
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Demon Queller Mystic

Post by Nazo »

Advances
  • Initial Advances: (From Hindrances):Battle Hardened, Sixth Sense
  • Cybernetic Modifications:
  • Novice 1 Advance: More Powerpoints PPE
  • Novice 2 Advance: Armor Power( Stone Ox +1 vs fatigue, Mega is Chi-Gung he can ignore difficult terrain caused by sharp objects)
  • Novice 3 Advance: vigor to a d10
  • Seasoned 1 Advance: Liquid courage
  • Seasoned 2 Advance:more ppts ppe
  • Seasoned 3 Advance:vigor die increase
  • Seasoned 4 Advance: beast master (Shadow Spider)
  • Veteran 1 Advance:vigor die increase
  • 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:
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Nazo, Demon Queller Mystic- Rdy for Review

Post by Pender Lumkiss »

Interludes
Tragety of the fields of Kyoto
Starcrossed Lovers, a tale well told in the far east. Master Kittito was well versed in Tanabata...” Nazo whispered”Aikō-ka.” Then leaped over the barrier slightly blushing. She found herself landing gently near a burnt out home recently cooled by a grieving Simvan. So very sorry for your loss. One word to him to bolster his spirits. ”Gomen'nasai.”

Nazo, as she leaped from one burnt hut to the next she survey’s the death her sisters had wrought. She kept her hat close to the face obscurimg her ancestry as she landed admist a group of surviors. They were huddled arround an elderly grandma who was dying from burns and smoke inhalation. Her family.

A young boy grabbed Nazo’s hand he had seen what she did for Vik’s special friend. The boy’s voice was weak and small, ” You have to save her miss, you have to save Grandma.” The rest of her family now gathered joined in the boy’s plea. Nazo bent low and placed one hand over the woman’s forehead and the other over her heart. She was already too far gone. She was past my skill, and perhaps only a shinto priest could save her now. Her breath was ragged and shallow struggling against the inevitable.

The boy squeezed Nazo’s shoulder and looked at her with desperate blue eyes. I released my inner strength so that my words would be understood by all toungues. Nazo’s voice was calmn and soothing with a hint of sadness, ” Have you ever heard of the killing feilds of Kyoto?” A few shook there heads no, the rest looked at me with what I could only imagine bonker eyes. It was an odd question to ask as I laid the woman to rest before those that loved her. But I had to shock them into accepting the final tragedy.

With her psychic power of the tounges at work she continues softly with rapture, ”These fields were once the pride of Japan. Jasmine fields as far as the eye could see. The smell visceral and soothing. Monks, holy men, politicians, farmers, city workers would come from miles around just to catch a glimpse of the wonderment. It was said that while the feilds were tended to by so few, they belonged to all.” Nazo paused and ran both hands accross the woman’s face. She let her psychic energy flow into the dying woman. It is almost time elder one...

” Many who lived in Japan remembered the fields with fondness. Every town, and hamlet had their favored legend of these great fields made of jasmine. Every town remembered it differently but together they never let it be forgotton. However, now, they are an endless warzone... A rolling wasteland where Japanese samurai do battle against those that attacked you this evening. Fields set ablaze as far as the eye can see. Those that remember or tell the stories can be counted on one hand. It is a shame to have lost something so richly beautiful and loved.” The eldery woman gaspped one last breath whispering Thank you. Her body vanished from sight, and her clothes crumbled where her body used to lie. Far too many faces shocked, I should have better prepared them... The folks huddled around the now vanished grandma step back from Nazo in apprehension.

She nods in acceptance. I am sorry I did not ready you for the transition. Before her tongues wore off she said with no small amount of finality, ” It is only a tragedy if you forget the stories that contain her memory.”
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Pender Lumkiss
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Re: Nazo, Demon Queller Mystic

Post by Pender Lumkiss »

15XP: +1 vigor die type increase to a d10
20xp: liquid courage
25xp: more ppts ppe
30xp: vigor die increase
35xp: beast master (shadow spider animal companion)
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Pender Lumkiss
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Re: Nazo, Demon Queller Mystic

Post by Pender Lumkiss »

40xp: Vigor, d12+1
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