Tsuchiya Rika, Rogue Enchantress

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Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

Roll Sheet for M.A.R.S Rogue "Enchantress"

F&G Table
OOC Comments
[dice:2ii11fwb]36224:0[/dice:2ii11fwb]
[dice:2ii11fwb]36224:1[/dice:2ii11fwb]
[dice:2ii11fwb]36224:2[/dice:2ii11fwb]
Trade 2 + 3 for 12 = +2 HJ rolls
HJ Tables
OOC Comments
HJ Body Armor [dice:2ii11fwb]36224:11[/dice:2ii11fwb]
HJ Body Armor [dice:2ii11fwb]36224:12[/dice:2ii11fwb]
HJ Body Armor [dice:2ii11fwb]36224:13[/dice:2ii11fwb]
HJ Body Armor [dice:2ii11fwb]36224:14[/dice:2ii11fwb]
HJ Body Armor [dice:2ii11fwb]36224:15[/dice:2ii11fwb]
HJ Experience & Wisdom [dice:2ii11fwb]36224:5[/dice:2ii11fwb]
HJ Experience & Wisdom [dice:2ii11fwb]36224:6[/dice:2ii11fwb]
HJ Magic & Mysticism [dice:2ii11fwb]36224:7[/dice:2ii11fwb]
HJ Magic & Mysticism [dice:2ii11fwb]36224:8[/dice:2ii11fwb]
HJ Magic & Mysticism [dice:2ii11fwb]36224:9[/dice:2ii11fwb]
Re-roll for HJ Experience & Wisdom 12 or 13 if allowed [dice:2ii11fwb]36224:10[/dice:2ii11fwb]
Trading HJ Experience & Wisdom 11 + HJ Magic & Mysticism 5 for HJ Experience & Wisdom 15-16
Narrative Hook
[dice:2ii11fwb]36224:3[/dice:2ii11fwb]

Credits
([dice:2ii11fwb]36224:4[/dice:2ii11fwb]*100) + 20000 = $22600
Last edited by Tsuchiya Rika on Fri Oct 05, 2018 1:53 am, edited 13 times in total.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

Character Sheet

Player Name: Derrick
Google Handle: dsmith8807
Character Name: Tsuchiya Rika
Rank: Seasoned Experience: 38 Advances Left: 1
Race: Human
Languages: Japanese; American, Atlantean/Greek, Chinese, Demogogian, Dragonese/Elven, Euro, Fearie Speak
Iconic Framework: M.A.R.S.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Charisma: 0(0); Pace: 6; Parry: 5; Toughness: 15(7) +3 Arcane; Strain: 0/6
Skills (15 + 5 + 3 Smarts d6 + 2 Knowledge d8)
  • Climbing d4+2 (1 HJ)
  • Enchanting d12 (5 + Free D6)
  • Fighting d6 (2)
  • Investigation d8+2 (Free)
  • Knowledge (American) d4 (1)
  • Knowledge (Arcana) d8+2 (Free d8)
  • Knowledge (Engineering) d8+2 (Free d8)
  • Knowledge (History) d6 (Free d6)
  • Lockpicking d6+2 (2 HJ)
  • Notice d8 (+2 Traps and Similar; 1 + Free d6)
  • Repair d6 (+2 Traps and Similar; 2)
  • Shooting d6 (2)
  • Stealth d6 (+2 Urban)(2)
  • Streetwise d8+4 (Free)
  • Survival d8+2 (3)
  • Throwing d6 (2)
Hindrances
  • Loyal (m): Would give life for friends / never leave a man behind if possible.
  • Pacifist (m): Only fights when given no other choice and never allows the killing of prisoners or other defenseless victims.
  • Vow of the Exorcist (M): Tsuchiya is a trained Exorcist, and she has taken a vow to return any evil spirit or summoned creature who does not belong on Rifts Earth to its rightful plane of existence. She is also obligated to stop those who would summon such creatures to do their bidding. It is also her duty to help any creature or spirit trapped on Rifts Earth return to its natural plane of existence.
Edges
  • Exorcist (AB: Enchanting - Human): Enchanters begin with one power, in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Enchanters have 10 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. Otherwise they act as traditional weird scientists.
  • Arcane Resistance (Novice 3): +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2)
  • Battle Hardened (Item): +2 to Soak rolls
  • Investigator (IF): +2 to Investigation and Streetwise, +2 Notice to search through evidence.
  • Linguist (Item): Know 8 languages, make Smarts roll -2 to make self understood in any language or dialect she has heard spoken for at least a week.
    • Languages
      • American: English as it evolved primarily in the United States and Canada before the Rifts. It is not only the most common language on the continent, but also very prevalent as a trade tongue globally.
      • Atlantean/Greek: The Atlantean/Greek language.
      • Chinese: The standardized Mandarin form that evolved from the original Beijing dialect is the majority version spoken and written, though various regions of Asia feature their own iterations. The western coast of North America features large populations of those who speak Chinese.
      • Demogogian: The language of Demons.
      • Dragonese/Elven: Considered an offensive (and outlawed) language by the Coalition, this is the common language of magic wielders and mystical beings. It’s the official language of the True Federation of Magic (though American is more commonly spoken and used in the Magic Zone).
      • Euro: Most of the mainland of Europe and western Eurasia speak and read this amalgamation of Russian, German, and Polish in the post-Rifts world. A much smaller population speaks it on the North or South American continents.
      • Faerie Speak Another mystical language, common to various faerie folk and related beings. Highly common in the Magic Zone and similar areas, and related enough to Dragonese/Elven to facilitate very basic communication between those who speak one and those who speak the other
  • Master of Magic (Seasoned 1): Mega Power option for each known power + ones gained from New Power edge.
  • New Power (Novice 1): Detect Arcana
  • New Power (Seasoned 2): Dispel
  • Rich (Initial 1):+5000 Credits +2 HJ rolls on Armor/Melee Weapons/Ranged Weapons. May trade two rolls for 1 vehicle of choice.
    • Filthy Rich (Initial 2):+15000 Credits +3 HJ rolls on above tables.
  • Scholar (IF): +2 to Knowledge (Arcana) and Knowledge (Engineering)
  • Scrounger (Novice 2): Streetwise roll in any city or large town (-2 in small settlements) once per session to find credits or items.
    • Scrounger Options
      • Gain 1d6+2 fully charged e-clips for the firearms she and her teammates use.
      • Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
      • Procure food for 2d6 people for a week.
      • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
      • Obtain a non-secured cred-card with 2d10 × 2,000 credits on it.
      • Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).
  • Master Exorcist (Wizard - HJ): Master Exorcists have mastered their craft. They can create perfect Ofuda using the minimum amount of enchanted ink with maximum effect. They can activate any of their powers without hesitation or effort. It takes years of practice and study to become a Master Exorcist, but the rewards are undeniable.
    Each raise a Master Exorcist gets on his Enchanting roll reduces the cost of the spell by 1 Power Point. The Wizard must have the points available to cast the spell in the first place before rolling.
  • Power Points (S3): +5 PPE
  • Thief (HJ): +2 to Climbing, Lockpicking, Stealth as well as Notice or Repair rolls related to traps and similar devices. The bonus to stealth only applies in urban areas.
Last edited by Tsuchiya Rika on Tue Jan 01, 2019 5:37 pm, edited 45 times in total.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Tsuchiya Rika
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Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

Powers
Enchanting
PPE: 20/20
Recovery: 1/hour

Rika's power trappings either involve items, tattoos or ofuda. For her Clairvoyance, she would just channel her Ki (PPE) into the item. The same works for her Detect Arcana.

Her Banish, Conceal Arcana and Dispel powers are all specially prepared ofuda (paper tags like in anime) with kanjis written upon them with Ki-infused Ink. The ofuda is thrown towards the target and magically manipulated into place.

I took what is basically an enchanting tool kit from SWD to convert into an enchanted item. It will at least have +1 enchanting. I was thinking it works somewhat like this: Rika keeps some prepared Banish, Conceal Arcana and Dispel/Exalted Dispel ofuda on hand that can be activated by charging them with PPE. She can also hand these to her allies to use. They would not get the +1 to faith.

However, if she uses her enchanting kit, she could use the enchanted inkwell (conveniently on a quick attach point) and her brush to write the Kanjis on the Ofuda on the fly to get the skill bonus. This wouldn't work with her detect arcana/clairvoyance as they are not ofuda-based powers. It also wouldn't work with Banish the Horde because it uses mass amounts of prepared ofuda which she can't create on the fly.

Does that sound good?

Expulsion (Banish; 3 PPE) [Veteran]
Range: Smarts
Duration: Instant
Trapping: Deific - Holy Light; Ofuda prepared with holy kanjis written upon them blaze with a holy light when used. When exposed to the holy light, even the most fearless of supernatural enemies take pause. Normal enemies have a level of arcane resistance against this power however creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it.
  • Rika targets an extraplanar creature and tosses an Ofuda with words of banishment written upon it towards the creature. She mystically maniuplates it into place, and upon touching the affected creature, it is potentially banished from this realm. Holy light surrounds the affected, and if the creature is evil, it must also resist fear.
Effect
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.
Cleansing Ritual (Banish the Horde; 6 PPE)
Range: Smarts x2
Duration: Instant
Trapping: Binding Seal (Electricity - Spasms retrapped); Hundreds to thousands of Binding Seal ofuda camouflage the Expulsion ofuda used with Cleanisng Ritual. Affected targets are completely covered with Binding Seals and must make a Vigor roll or be at -2 Parry until their next action.
  • Rika's armor contains a hidden compartment within each inner arm. They are linked to a specially designed room at her order's headquarters in Japan. Inside the room are carefully separated stacks of Binding Seal and Expulsion ofuda for each exorcist who specializes in this ritual.
  • When she activates the compartments she puts both of her arms together and releases the ofuda. One arm sends a torrent of Binding Seal ofuda towards the enemies and the other arm releases one Expulsion ofuda per enemy.
  • The Binding Seal ofuda completely encase each target who is unable to shake them off in time, and a Expulsion ofuda attaches itself to their heads. Rika combines this flood of ofuda with a corresponding mantra which empowers the ofuda further. This allows Rika to send each target back to the correct plane even against a force of mixed planar types.
Effect
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.

Eyes of the Kami (Clairvoyance; 3+ PPE) [Seasoned]
Range: Varies
Duration: 3 (1/round)
Trapping: Standard - Item
  • By channeling Ki through the Talisman of Omoikane; Rika gains access to the collective knowledge of the Kami. She can see events as the kami of an area perceive them.
Effect
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.

Transendence (World Scry; 6+ PPE)
Range: Varies x2
Duration: 3 (1/round)
Trapping: Standard - Item
  • This effect is similar to Eyes of the Kami. However, Rika channels enough Ki through the Talisman of Omoikane that she gains access to the knowledge of the Kami over vast distances, possibly even worldwide.
Effect
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.

Trunk of Deceit (Conceal Arcana; 2 PPE) [Novice]
Range: Special
Duration 1 Hour(1/Hour)
Trapping: This power is integrated within a large trunk. The trunk itself is 4 foot long, 2 foot wide, four foot deep and heavy when empty. It has a false bottom, and when activated, it will conceal the arcane nature of any objects contained within the false bottom at the cost of 2 PPE as long as the bottom remains unopened and the cost is maintained.
Effect
Conceal Arcana can be used to conceal a single supernatural item, being, or effect. When used, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Ki Masking (Exalted Conceal Arcana; 4 PPE)
Range: Special
Duration 1 Hour(1/Hour)
Trapping: Supernatural & Magical Sensitivity (retrapped);
  • The affected character receives an omamari from Rika which hides their Arcane Background and PPE/ISP. They receive a +1 to all Agility, Strength and Vigor rolls at the cost of -2 to all Spirit and Arcane Skill rolls.
  • Once activated, the charm will continue working passively via the PPE/ISP its redirecting and is not easily detectable as a magical item. Should the charm be stolen, damaged, or removed from their possession (it can be stored anywhere on their person and does not require physical contact with skin), Ki Masking will fail.
  • Ki masking does not work on items.
    • Rika creates an omamori by placing a smaller ofuda within a bag. Once activated with Ki (PPE/ISP), the omamori masks the recipients Ki by redirecting its flow through their body. This boosts the individuals natural abilities while also hiding their Ki manipulation abilities. As long as the omamori remains undamaged and in the character's possession, it will continue to mask their Ki.
Effect
Exalted Conceal Arcana can be used to conceal a single supernatural item, being, or effect. When used, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.

Kami Sight (Detect Arcana; 2 PPE) [Novice]
Range: Sight
Duration: 3(1/round)
Trapping: Standard - Facial Tattoo
  • Rika channels Ki through her facial tattoo. When activated, her tattoo allows her to perceive the world around her as the Kami do. The flow of Ki through the world, individuals and items become apparent. Creatures such as spirits also become visible to her.
Effect
Detect Arcana allows a character to sense supernatural persons, objects or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices and so on. To see through Conceal Arcana, use the character's skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Omoikane's Insight (Exalted Detect Arcana; 4 PPE)
Range: Sight
Duration 3(1/round)
Trapping: Standard - Facial Tattoo
  • By funneling more Ki into the tattoo, Rika is able to create a minor connection with Omoikane, the Kami of wisdom and intelligence. In exchange for Rika's PPE, Omoikane will share his knowledge of what Rika can see.
Effect
With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
  • What kind of magic is at work.
  • Currently active powers.
  • General type of supernatural creature (vampire, werewolf, dragon, etc).
  • Any enchantments present on an item.
  • How much PPE or ISP a target possesses.
  • Other information the GM thinksappropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.

Ki Disruption (Dispel; 3 PPE) [Seasoned]
Range: Smarts
Duration: Instant
Trapping: Arcane Interdiction; On a raise, the target makes arcane trait rolls at -1 until the end of their next turn.
  • Rika throws an ofuda with Ki disrupting kanji written upon it at the target. The ofuda disrupts the Ki of the power and cancels it out. If Ki Disruption affects anyone with an arcane background directly, their Ki control will temporarily be disrupted too.
Effect
Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
Ki Disruption Field (Exalted Dispel; 6 PPE)
Range: Smarts x2
Duration: Instant (1d6 minutes)
Trapping: Arcane Interdiction; On a raise, the targets make arcane trait rolls at -1 until the end of their next turn.
  • Rika throws an ofuda with Ki disrupting and large area kanji written upon it at the target. The ofuda disrupts the Ki of any powers or items within a wide area. If Ki Disruption affects anyone with an arcane background directly, their Ki control will temporarily be disrupted too.
Effect
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
Last edited by Tsuchiya Rika on Sat Jul 14, 2018 7:03 pm, edited 59 times in total.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
Edit Signature
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Tsuchiya Rika
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Posts: 54
Joined: Wed Jun 20, 2018 10:04 am

Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

Gear(26/28 [Includes Tool & Repair Kit])

Neural Mace
Image
Damage: Str+d6
Weight: 9
Cost: 8000
Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.

Cherrywood Wand (Wilk’s 320 Laser Pistol)
Image
This cherrywood wand is Rika's latest attempt at wand-craft. It is reliable and stable, and it easily accepts her enchanting modifications. The wand can even be overcharged for extra damage at the risk of it needing to recharge briefly. Most interestingly, Rika has figured out how to modify the wand so that it doesnt actually deal damage to the target. Instead, the wand tricks the target into believing it has been damaged, but it actually only causes them phantom pain. Excruciating, exhausting phantom pain which can render the target unconscious.
  • Damage: 2d6, AP 2
  • RoF: 1
  • Range: 18/36/72
  • Payload: -
  • Weight: 2 lbs
  • Cost: 14667
  • Overcharge: The wand can be overcharged to fire a larger bolt which is more powerful and easier to land. Overcharging the wand adds +1 to Damage and +1 to the Shooting roll. However, a result of 1 on the Shooting die results in the wand being inoperable during the next turn.
  • Minor Trapping - Psychosomatic: Wounds inflicted by a spell with the Psychosomatic trapping are converted into Fatigue levels that fade after one hour. Furthermore, the spell cannot push someone past Incapacitated on the Fatigue chart.
Triax T-43b Explorer
Rika has acquired Triax's latest version of the Explorer, and it is the bleeding edge of mobility and protection. The Explorer has a reflective coating to minimize damage from energy attacks, and it only incorporates the most durable metals available; the T-43b provides a substantially higher level of protection than its predecessor.
Lightened metals and improved fabrics also decrease the weight of the armor dramatically while still maintaining its maneuverability. Triax added mechanical servos to further compensate for the weight of the armor which also provide slight boost to the wearers strength. Virtually anyone can wear the Triax T-43b Explorer (assuming they can afford it)!
  • +7 Armor and +2 Toughness
  • Strength Minimum: d4
  • Environmental Protection: Full (Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
  • +1 to Strength checks and Fighting damage rolls.
  • Basic (5 mi) comms
  • Offset illumination penalties by 2
  • +2 to resist blinding attacks
  • Cost: 45000
  • Weight: 5 lbs
Talisman of Omoikane (Talisman of Marduk; Patron Item)
Image
This simple talisman is blessed by Omoikane - the Kami of Wisdom and Intelligence, and it bestows the wearer with great knowledge. Its made from ancient Japanese currency and embedded with a small portion of Omoikane's Ki.
Powers
Combat Knowledge: A greater understanding of the principles of combat allows the wearer to thrive in battle.
  • Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The ki within the talisman protects it's wearer from harmful magical effects.
  • The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day.
  • The character gets the use of the Linguist edge.
Sight of Destiny: The wearer is able to perceive the world through the eyes of the kami over great distances to view events as they happen.
  • The wearer gains the Clairvoyance power while using this talisman.
Talisman of Marduk
Talisman of Marduk (Patron Item)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
  • Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
  • The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day.
  • The character gets the use of the Linguist edge.
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
  • The wearer gains the Clairvoyance power while using this talisman.
Enchanted Silver Ring
Enchanted Silver Ring
Enchanted Silver Ring
Enchanted Silver Ring.png (40.72 KiB) Viewed 8082 times
A ring of pure silver alchemically hardened and etched with runes of power. It steadies the hands of the one wearing it as well as enhancing their ability to manipulate PPE.
  • +2 Enchanting
  • Weight: -
  • Cost: ? (500 base)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features
  • 12 attachment points
  • 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.
  • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
    • Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
      Attachments
      • Attachment: Neural Mace
      • Attachment: Cherrywood Wand
      • Attachment: Short range (5 mi) radio
      • Attachment: First aid kit (+1 healing; 3 uses)
      • Attachment: Fire starter
      • Attachment: Signal flare
      • Attachment: Signal flare
      • Attachment: Signal flare
      • Attachment: Signal flare
      • Attachment: Inertial Compass (+2 to Survival to navigate)
      • Attachment: Flashlight w/knife; solar
      • Attachment: Canteen
Hand Scanner (Sensor Suite, Small [SFC])
  • Optical, Chemical, Motion, and other active sensors.
  • Functions ignore illumination penalties and add +2 to notice rolls made to detect designated types of targets. (Biological beings, chemical signatures, metal, etc.)
  • Targets do not have to be visible, though dense materials may cause inaccurate or false readings (GM discretion).
  • 25" (50 yd) range.
  • Weight: 2 lbs
  • Cost: 5000
Repair Kit
A general purpose repair kit with tools for making all manner of repairs.
  • Weight: 5
  • Cost: 200
Shodo Kit
Image
This shodo kit is specially designed for Exorcists. It contains an inkwell filled with enchanted ink, several different brushes, Ofuda housed within quick-draw packets, as well as supplies for traditional calligraphy.
  • Inkwell with enchanted ink
  • Brushes
  • Ofuda
  • Ofuda quick-draw packets
  • Omamori
  • Traditional Shodo supplies
  • Weight: 5
  • Cost: 200
Tool Kit
A general purpose tool kit useful for all maner of crafting with some enchanting-specific tools thrown into the mix.
  • Weight: 5
  • Cost: 200
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
Contents
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
Credits: 38606
Last edited by Tsuchiya Rika on Thu Oct 11, 2018 4:25 pm, edited 62 times in total.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

Background

Image

Tsuchiya Rika is a Shinto exorcist from Hiroshima, Japan. With the return of Hiroshima and the surrounding lands to Japan, ancient shinto rituals and practices regained their former magical nature. Rika’s sect quickly began training specialized exorcists to combat the creatures that plagued Rifts-Earth Japan.

Already comfortable with technology and mastering their newly empowered rituals, these exorcists became a powerful force in the battle against supernatural evil. As time passed and the new Republic of Japan re-established itself, these Shinto exorcists began placing more focus upon the religious practices rather than their new martial practices.

Not long after Hiroshima’s return, a small rift was found leading to another location on Rift’s-Earth. Travel to or from Japan was incredibly dangerous, so a small group of shinto priests set through to establish a monastery upon the mountaintop for future exploration. The rift is only open briefly and infrequently, so Rika, now an exorcist of some renown, was selected to head up a small exploratory group.

Their purpose, in addition to their usual duties, was to establish contact with friendly governments and to discover and map out the Kami of whatever land the Rift led to. The monastery was not large, but it was comfortable and well-stocked. The priests informed them of what they knew, and the team set off to begin their mission.

Rika met a grouchy grackle tooth at the monastery who was not a believer, but she could tell that he was opening his heart to their beliefs in his own way even if he could not recognize it himself. She wasn’t sure why at the time, but she felt that he would be important to her. Time would tell.

She determined that their best course of action would be to contact the ones calling themselves the Tomorrow Legion at Castle Refuge. She set out to contact them, but disaster struck. Her team encountered a city which was extremely haunted by spirits and other supernatural entities. Rika believed her team could sort the situation out with enough time given their training and specialization in spiritual matters, but it was too much to handle for a single team.

Her team was quickly overwhelmed. Several members were outright slain, and several more were possessed. They were surrounded and retreat was not an option, so they pushed forward through the city. Only four members of her original team remained.

They were approaching the outskirts when they decided to split up to escape the heavy concentration of enemies. Rika would run forward, through where they were most numerous. The other three would use her as a distraction to escape and they would rendezvous at a safe location outside of town.

She made it through, exhausted, but her remaining teammates never showed up. She continued to Castle Refuge to continue her mission even if her team was gone, and she signed up with the 24th COT. In her free time, she explores when she can to continue discovering the Kami of North America.

She returned to the monastery once, with Dr. Danlack - the grackle tooth she first met at the monastery. It was time for the rift to reopen, but when they arrived they found the monastery had been reduced a fiery ruin. The rift never opened - possibly due to some conflict between the Federation and the new Republic of Japan. She and Danny returned to Castle Refuge with a newly gained hatred for the Federation.

Most of her other Kami-charting expeditions were uneventful, however she once found herself treed by a group rhino-buffalo she wandered into by accident. She had no idea how she would escape because they were showing no signs of leaving. However, a strange wolf man appeared in their midst and dispatched each one himself.

She was initially scared of him, as he resembled the Raijū of legend - a monstrous lightning-wolf. However, he insisted upon staying until she came down for some reason. He was as stubborn and ornery as she, and the two became fast friends. In exchange for escorting her back to Castle Refuge and joining the Tomorrow Legion, she created a pair of powerfully enchanted gloves - some of her finest work to date.
Last edited by Tsuchiya Rika on Wed Jun 20, 2018 9:23 pm, edited 4 times in total.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

Advances
Rolls
Place Holder OOC Tag
Iconic Framework:
M.A.R.S. Rogue "Enchantress"
  • Abilities & Bonuses
    • Roll on the M.A.R.S. Fortune & Glory Table (page 30) three times possibly modified by package.
    • M.A.R.S. heroes begin with three rolls on any Hero’s Journey tables you like (though some make less sense than others).
    • Build your character as normal, and when finished, give your character 20 Experience Points and the four Advances that come with them. This means she begins play as a Seasoned Rank character.
    • Begin with +5 skill points.
    • Begin with any two Knowledge skills at d8 and the Scholar Edge.
      • Scholar: Learned professors, devoted students, and amateur enthusiasts spend months of their lives studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.
        Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used. Those who study military history have a natural edge when commanding troops in Mass Battles (see page 92)—a +2 to a Knowledge (Battle) roll can mean the difference between a rousing victory and a crushing defeat.
    • Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
      • Investigator: Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
    • Begin with the following starting gear: Huntsman Lightweight Personal Armor, Wilk’s 320 Laser Pistol, NG-S2 Survival Pack, 5d8 × 100 credits.
Narrative Hook
Sometimes it Starts in a Bar: She just wanted a drink and some peace, but something happened. Perhaps it was the wrong word at the wrong time, a case of mistaken identity, or any one of a hundred things that can go wrong where lots of alcohol and poor impulse control are concerned. Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion.

M.A.R.S. Fortune & Glory
5: Smart and Learned - Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
12: Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.

Hero’s Journey
M.A.R.S. Heroes begin with Three rolls on any Hero’s Journey tables which make sense.

Body Armor
  • 1: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. Triax T-43 Explorer
  • 3: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. 13: -1 Strength Minimum die type
  • 8: Micro exoskeleton enhancements in the upper torso and arms give your hero a +1 to all Strength checks and fighting damage rolls.
  • 13: 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.
  • 19: You may choose any one of the results on this table.
    • 19-20: Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.
Experience & Wisdom
  • 12: He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • 15-16: 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. Master Enchantress
Magic & Mysticism
  • 6: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
  • Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
Advances
  • Initial Advance 1: Rich
  • Initial Advance 2: Filthy Rich
  • Free Edge (Human): AB: Enchanting
  • Novice 1 Advance: New Power - Detect Arcana
  • Novice 2 Advance: Scrounger
  • Novice 3 Advance: Arcane Resistance
  • Seasoned 1 Advance: Master of Magic
  • Seasoned 2 Advance: New Power - Dispel
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance:
  • 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:
[/list]
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Tsuchiya Rika
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Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

+6 XP
+1 XP (Interlude)
+Power Points Edge
+Weekly Pay: 495/wk x 12 wks (3 mo) = +5940 Creds - 5000 Creds for handheld sensor suite (SFC).

Scrounger: +38000 Creds
-10667 Creds (Build roll + 2 Minor Mods for creating the Enchanted Silver Ring)

+Hand Scanner (Sensor Suite, Small [SFC])
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Tsuchiya Rika
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Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

HJ Underworld & Black Ops - 13: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
+d4 Climbing
+d6 Lockpicking
+Thief Edge
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
Edit Signature
User avatar
Tsuchiya Rika
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Posts: 54
Joined: Wed Jun 20, 2018 10:04 am

Re: Tsuchiya Rika, Rogue Enchantress

Post by Tsuchiya Rika »

+6 XP for Q4 2018
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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