Goswin Aigner, Elemental Fusionist

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Goswin Aigner
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Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Table and Other Rolls
Hero's Journey
  • Experience & Wisdom: [dice:srxjhivv]63191:0[/dice:srxjhivv]
  • Training: [dice:srxjhivv]63191:1[/dice:srxjhivv]
Rich Hero's Journey
  • Ranged Weapons: [dice:srxjhivv]63191:4[/dice:srxjhivv]
  • Ranged Weapons: [dice:srxjhivv]63191:5[/dice:srxjhivv]
Grenades
  • Plasma: [dice:srxjhivv]63191:6[/dice:srxjhivv]
  • Frag: [dice:srxjhivv]63191:7[/dice:srxjhivv]
  • HE: [dice:srxjhivv]63191:8[/dice:srxjhivv]
Credits
Universal Credits: [dice:srxjhivv]63191:2[/dice:srxjhivv] x 100
Gear and Valuables: [dice:srxjhivv]63191:3[/dice:srxjhivv] x 500
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Character Sheet

Goswin Aigner
Rank: Novice Advance: 1
Race: Human
Iconic Framework: Elemental Fusionist (Lifesign: Air)
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8 Vigor d6
Pace: 6(d6); Parry: 6(1); Toughness: 15(7); Strain: 0/6
Skills:
  • Athletics d6
  • Common Knowledge d4
  • Fighting d6
  • Focus d12
  • Notice d6
  • Persuasion d10
  • Shooting d10
  • Stealth d6
  • Survival d6
Hindrances
  • All Thumbs: On a base level, Fusionists don't mix well with tech.
  • Enemies: Bizarre mutants regularly mistaken for magic wielders, Elemental Fusionists are often designated “shoot-on-sight” targets for the Coalition and others who violently reject all forms of the supernatural. Fusionists opposing Lord Dunscon find True Federation territory to be hostile as well.
  • Curious (Major): It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
  • Secret (Major): Your hero has a secret she keeps to protect herself or others. The Major version would cause severe problems if discovered. If it ever becomes public knowledge, she should trade it for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
    • Goswin doesn't know who his father is. His mother, Irene, never told Goswin anything about her past or even where she came from. He suspects she ran away from something before he was born that she hid from until the day she died
Edges and Iconic Abilities
  • Charismatic: You get one free reroll on Persuasion rolls.
  • Elan: When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling.
  • Elemental Attunement (Earth): Gain access to earth's power list and learn one new power chosen from it. This also unlocks the associated Trappings and the lightning fusion pairing. (Entangle)
  • Extra Effort: Extra Effort increases a Focus total after it’s rolled by +1 for 1 Power Point, or +2 for 3 Power Points. It may not be used to improve a Critical Failure.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: The hero has fully embraced his primordial life sign element, gaining elemental manipulation and environmental protection as Innate Abilities. In addition, Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
  • New Powers: Flight, Sloth/Speed
  • Power Points: +10 to power point total.
  • Primordial Bond: While in nature, Fusionists have Danger Sense and may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
    • Danger Sense: When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
      In other situations not covered by the Surprise rules, Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Primal Conduit: Fusionists may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy, see Places of Power on page 36.
  • Rich: Begin with 15,000 credits and get two rolls on the Ranged Combat Weapons Table. During play, your wealth die defaults to a d8 instead of d6.
  • Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action. Air signs know time, weather patterns, and air purity levels.
  • Sharpshooting: Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
    Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
  • Strong Willed: Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting Tests with Smarts or Spirit.
  • Variable Trappings: Fusionists have the Trappings of their attuned elements. When activating powers they may choose which one to use.
  • Woodsman: Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Powers
Arcane Background: Gifted
PP: 25 - Recovery: 5/hour

Aegis of the Elements [Barrier] (2 PP) [Seasoned]
  • Range: 6" (Smarts)
    Duration: 5
    Trapping: A swirling wall of buffeting wind forms, a shelf of earth rises out of the ground, a barrier of cracking electricity appears
    Effect
    Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.
    The wall has a Hardness of 10, and may be destroyed as any other object (see Breaking Things on page 98).
    When the spell expires or the wall is broken it crumbles to dust or dissipates. Trappings are never left behind.
    Modifiers:
    • DAMAGE (+1): The barrier causes 2d4 damage to anyone who contacts it.
      HARDENED (+1): The wall is Hardness 12.
      SHAPED (+2): The barrier forms a circle, square or other basic shape.
      SIZE (+1): The length and height of the barrier doubles.
      STALWART WALLS (+2): The barrier gains +12 MDC Armor.

True Sight [Detect Arcana] (2 PP) [Novice]
  • Range: Self
    Duration: 5
    Trapping: Glowing Iris (Dark green for earth, light grey for air; white/blue sparking for fusion)
    Effect
    Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
    Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
    Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    Limitations: Self (-1), Aspect (-1; Detect only)
    Modifiers:
    • EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
      • Active powers and arcane abilities.
      • Type of supernatural creature (vampire, werewolf, dragon, etc.).
      • Enchantments present on an item.
      • Amount of PPE or ISP possessed by a target.
      • Other information the GM allows.
      When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
      PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

Element Control [Elemental Manipulation] (1 PP) [Novice]
  • Range: 6" (Smarts)
    Duration: 5
    Trapping: Direct the air and its physical qualties, move and rearrange the earth, summon sparks of electricity or redirect existing electrical flow.
    Effect
    This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
    Modifiers:
    • ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
      EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
      ONE WITH THE ELEMENTS (+1): The power’s Duration is measured in minutes instead of rounds.

Primordial Binding [Entangle] (2 PP) [Novice]
  • Range: 6" (Smarts)
    Duration: Instant
    Trapping: Torrent of air subdues the target(s), Target(s) sink into the earth as if it were quicksand, Bands of lightning wrap around the enemy forcing their muscles/systems to seize involuntarily.
    Effect
    Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound.
    Victims may break free on their turn as detailed under Bound & Entangled.
    • (Entangled: The victim can’t move and is Distracted as long as he remains so.
      Bound: The victim may not move, is Distracted and Vulnerable as long as he remains Bound, and cannot make physical actions other than trying to break free.
      Breaking Free from a Device: Escaping a web, net, or the entangle power is a Strength −2 roll or Athletics roll (victim’s choice) minus any penalties noted for the entanglement. The sticky web of a giant spider, for example, might note that escape attempts are made at −2 or more. This is an action, and if the victim’s successful, she improves her status one level, or two with a raise.
      Characters and allies may also destroy the entanglement (see Breaking Things, page 98). Webs, ropes, nets, and the like are generally Hardness 4 and must be cut with an edged weapon.)
    Modifiers:
    • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
      GREATER ENTANGLE (+4): Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.

Cocoon [Environmental Protection] (2 PP) [Novice]
  • Range: 6" (Smarts)
    Duration: One hour
    Trapping: Call upon the elements to preserve life. A skintight layer of warm and breathable air with a skin of lead to protect from radiation in space for example.
    Effect
    Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
    Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
    Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      LIFE SUPPORT (+1): The power protects against an additional negative environmental effect per additional Power Point spent.

Conveyance [Fly] (3 PP) [Veteran]
  • Range: 6" (Smarts)
    Duration: 5
    Trapping: Powerful gusts of wind, Magnetic repulsion, or zipping from contact to contact as lightning.
    Effect
    Fly allows a character to soar at Pace 12″, or twice that with a raise (he may not Run).
    Modifiers:
    • ADDITIONAL RECIPIENTS (+2): The power may affect more than one target for 2 additional Power Points each.
      SWIFT FLIGHT (+5): The base flying Pace increases to 24” (60 MPH), or 48” (120 MPH) with a raise.

Elemental Armor [Protection] (1 PP) [Novice]
  • Range: 6" (Smarts)
    Duration: 5
    Trapping: Swirling layer of mist which diffuses energy attacks and pushes back violently against physical threats; A second skin of stone; Combining the two to add electromagnetic defenses.
    Effect
    Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
    Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
    Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.
      MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
      TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
      GREATER PROTECTION (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.

Celerity/Torpor [Sloth/Speed] (2 PP) [Seasoned]
  • Range: 6" (Smarts)
    Duration: Instant (Sloth); 5 (speed)
    Trapping: Subject always has a tailwind and every movement is aided by the wind; the ground reforms itself to provide perfect footing and the affected never has to worry about posture or angles; Electrical impulses force muscles to contract with maximum force, ignoring natural inhibitions, while also speeding up synaptic connections. Enemies suffer the opposite of these effects.
    Effect
    Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
      AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
      STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
      EXALTED QUICKNESS (+4): Speed only. The recipient suffers no Multi-Action penalties.
      GREATER SLOTH (+2): Sloth only. The target cannot run, and with a raise is Vulnerable.
      GREATER SPEED (+2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble (see page 70).

Primordial Power [Smite] (2 PP) [Novice]
  • Range: 6" (Smarts)
    Duration: 5
    Trapping: Slicing blades of wind circle the weapon and cut into the enemy, Imbues the weapon with pure silver, Lightning infuses the weapon and crashes into the enemy with each attack.
    Effect
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.

Void / Thunder [Sound/Silence] (1 PP) [Novie]
  • Range: 30" (Smarts x5 - Sound); 6" (Smarts - Silence)
    Duration: Instant (Sound); 5 (Silence)
    Trapping: Manipulate the elements to increase or decrease the volume of sounds.
    Effect
    Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.
    Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template—such Notice rolls automatically fail.
    Modifiers:
    • MOBILE (+1): The caster can move the area of effect up to his arcane skill die type each round.
      TARGETED (+0): Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at −2 if the caster gets a raise).
      EXALTED SOUND/SILENCE (+1): Targets oppose the caster at −2 or –4 with a raise; silenced magic users cannot activate new powers.
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Background
According to Goswin’s mother Irene, she gave birth to him in the wilderness during a raging thunderstorm under a tree. She sought shelter there after the wind threatened to blow her hovel down, and his mother claims that Goswin’s first scream was accompanied by lighting striking the very same tree.

Whether the story is true or not, Goswin developed an affinity for his lifesign of air at a young age. True to his lifesign, he has always been as restless as the wind. Scant years later he attuned to Earth, and he has become quite the prodigy at the young age of 18.

His mother recently passed and in many ways she left him unprepared for the world. The two of them lived deep in the wilderness of the federation of magic where they had little contact with other people. He has no aptitude with electrical and mechanical devices because Irene chose to have them live simply to discourage any thieves or worse from trying to kill them and take their things.

Irene was a socialite of some sort and taught him the nuances of etiquette and impressed upon him the power of the spoken word, but he has no connections to the outside. He can speak eloquently but struggles to read and write. Surprisingly, however, he is quite adept at mental calculations.

With the passing of his mother, Goswin has set out to explore the world. With little knowledge of the world, he spoke to the elementals and asked him to guide his way. And so, he set off to find his first adventure...
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Gear

Ironseed Fruit (1 - .25 lbs)
One of several varieties of flora from deep within the wilderness of the magic zone which use explosive chemicals to defend itself. The ironseed tree goes a step further. It's seeds are stronger than iron and when bitten into or otherwise damaged, the fruit explodes violently.
The seeds act as shrapnel against anything caught within the explosion. This spreads the seeds further locally, but if any seeds are embedded within an animal, it will carry the seeds with them until they die. Then the seed will return to the earth and a new ironseed tree will grow.
Ironseed Fruit.jpg
Ironseed Fruit.jpg (7.63 KiB) Viewed 7704 times
  • • Range: 5/10/20
    • Dmg: 5d6, AP: 0
    • Weight: .25 lbs.
    • Notes: MD, LBT. Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds.
    • Rarity: +1 Cost: 550
Boom Pod (1 - .25 lbs)
Boom pods, as Goswin calls them, are extremely volatile. Whatever chemical compounds reside within the pods are a mystery to him, but their effect is clear. Boom!
These pods vary in size and the larger ones are sturdier than the smaller ones. Boom pods form around a strange tree with blue leaves deep in the magic zone. The smaller ones are hard to spot and will explode at the lightest touch. Smaller fauna are unable to approach close enough to the tree to do it any harm.
The larger boom pods can resist more pressure so that wind, leaves and fallen branches cannot detonate them. However, the explosion is much more severe and deterrant enough to even keep megafauna away from the boom pod tree.
Boom Pod.jpg
Boom Pod.jpg (6.33 KiB) Viewed 7704 times
  • • Range: 5/10/20
    • Dmg: 3d10, AP: 4
    • Weight: .25 lbs.
    • Notes: MD, MBT. Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds.
    • Rarity: +0 Cost: 750
Cinder Nut (1 - .25 lbs)
Cinder Nuts come from an odd Valley in the Magic Zone which is curiously windless. Goswin ventured there when he noticed local weather patterns never affected the area. The cinder nut grows on a seemingly normal walnut tree. However, the tree never moves. Wind dies immediately upon entering the valley, so Goswin wasn't aware of the danger he was in from the cinder nut tree.
After examining the tree, he decided to climb it and get a closer look at the strange nuts growing from it. The first shake his climbing caused in the tree resulted in several of the nuts falling to the ground - where they immediately burst into a fiery conflagration. Luckily, he was still close enough to the ground to call the earth up to protect himself.
Using his power to force a light breeze down into the valley, Goswin observed the cinder nuts in action again from afar. When the flames and heat from the eruption reaches the tree, its bark bursts into steam which keeps the flame from reaching the tree. Very few creatures would be able to survive an encounter with the cinder nut tree much less consume its bounty!
Cinder Nut.jpg
Cinder Nut.jpg (14.11 KiB) Viewed 7704 times
  • • Range: 5/10/20
    • Dmg: 3d12, AP: 0
    • Weight: .25 lbs.
    • Notes: MD, SBT. Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds. On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
    • Rarity: -2 Cost: 1,800

Heart of the Storm (NG-P7 Particle Beam Rifle)
The Heart of the Storm was grown by Goswin from a sapling he planted to help himself connect to the earth. As his connection to the earth grew stronger and he developed an affinity for Lightning, Goswin decided to call upon the elements and ask them for their blessing.

While touching the young tree, Goswin reached out to the air and to the earth, asking them to bless the sapling with their strength so that he might protect himself and the elements. A storm formed during the ritual and lightning repeatedly struck the sapling.

As the storm dispersed, Goswin could see that all that was left of the sapling was a gnarled staff with a shimmering gem set into the top. Whenever Goswin finds himself in danger, he can call upon the heart to unleash the fury of the storm upon his enemies.
Heart of the Storm.png
Heart of the Storm.png (38.87 KiB) Viewed 4543 times
  • • Range: 18/36/72
    • Dmg: 4d8+1, AP: 10
    • ROF: 1
    • Shots: 6/8
    • Weight: 17 lbs. (Min Str: d8)
    • Notes: Atomic Annihilation, Disintegration, No Recoil, Snapfire; TW Ranged Weapon Recharge (2 PP)
    • Lightning Crystal
      Set in the head of the staff Heart of the Storm, this crystal is a gem of frozen lightning. It can store elemental energies later use, but in a pinch it can also be used to deliver a shock to anyone getting a little close to Goswin.
      • • Dmg: Str+2d4, AP: 2
        • Weight: 1 lbs. (Min Str: d4)
        • PP: 20/20
        • Notes: MD, +1 Parry; This crystal may be recharged with PP at places of elemental power (Air, Earth, Lightning) or by siphoning PP from willing elementals.
        • Cost: 140,025
    • Rarity: -4 R; Cost: 66,000

Mask of Predation (Mutli-Optics Helmet)
This mask was left in the care of Psycape by a druid who once fought along side its warriors. He fell heroically in the battle against N'xla, and bequeathed his possessions to warriors of Psyscape to be used in future battles. It
This helmet—compatible with EBA systems (see page 88)—includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics.
, allowing the wearer to see in the dark and make snap decisions about range and accuracy.
Webp.net-resizeimage.jpg
Webp.net-resizeimage.jpg (36.15 KiB) Viewed 5540 times
  • • Armor: +4 Toughness: +2 (Head)
    • Weight: 5 lbs.
    • Notes: The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and a megaphone voice projection system.
    • Rarity: 0; Cost: 25,000
Naturalist's Robes
Goswin wears robes and a cloak which were once little more than cloth. Through trial and error durnig his time in the wilderness, however, he has found ways to maximize the protection and utility of the clothing he wears.
His cloak and hood keep the sun and rain at bay, but on a hot day draws in cool air to keep Gowin refreshed. Drawing upon the earth, he has slowly replaced the threads with cut-resistant fibers and added layers of graphene underneath that.
Today, his robes are more of an aberration of elemental phenomena converging onto his person than articles of clothing. One lucky side effect is that his robes are so elemental in nature that Goswin can form pockets within the robes at will in order to store small items on his person. The robes can sustain up to 4 pockets on either side of his body indefinitely.
Naturalist's Robes.png
Naturalist's Robes.png (21.33 KiB) Viewed 4543 times
  • • Armor: +7 Toughness: +3
    • Weight: 21 lbs (Min Str: d6)
    • Rarity: +1; Cost: 24,000
    The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
    • Pocket: Boom Pod
    • Pocket: Cinder Nut
    • Pocket: Ironseed Fruit
    • Pocket:
    • Pocket:
    • Pocket:
    • Pocket:
    • Pocket:
Patron Overcoat + Huntsman MPA
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). This custom version is upgraded from the one normally sold to customers of Bandito Arms. It is actually the model originally made for the mythical "Branaghan" and is widely used by the enforcers of that organization.

The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (most often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).

Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Plasma Grenade
• Pocket: Plasma Grenade
• Pocket: HE Grenade
• Pocket: HE Grenade
• Pocket: HE Grenade
• Pocket: Frag Grenade
• Pocket: Frag Grenade
• Pocket: Frag Grenade


Huntsman Medium Personal Armor
Huntsman Medium Personal Armor.png
Huntsman Medium Personal Armor.png (77.61 KiB) Viewed 7946 times
• Armor: +5 Toughness: +2
• Weight: 16 lbs (Min Str: d6)
• Rarity: +1; Cost: 24,000

Crafted by the spendthrift gnomes of the Whiting clan, these peculiar bags are a lucky person's way of guarding valuable property in a most inconspicuous fashion while traveling through treacherous territory. They are worn looking and seem fragile. They have all the hallmarks of a bag held onto for sentimental reasons. The fact they are miniature dimensional pockets is why they are held onto so tightly though.
Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains




Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


NG-S2 Survival Pack (20 lbs, 3000 credits)
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth.
• 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.
Wealth: d8

Contacts
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Advances
Human
  • One free Born a Hero edge.
Elemental Fusionist (Life Sign: Air)
  • Arcane Background (Gifted): Begin with Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not ISP/PPE). Choose an elemental life sign—air, earth, fire, or water—and gain detect arcana plus four powers from the associated list above. As Gifted, Fusionists have access to Mega Power Modifiers for all known powers, but can't use TW gear. (Barrier, Protection, Smite, Sound/Silence)
  • Elemental Brotherhood: Fusionists can see and uncannily converse with all elemental entities, including spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they aren't suicidal.
  • Primal Conduit: Fusionists begin with Strength and Vigor d6, and the Charismatic and Woodsman Edges. They may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy, see Places of Power on page 36.
  • Primordial Bond: While in nature, Fusionists have Danger Sense and may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
  • Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action. Air signs know time, weather patterns, and air purity levels. Earth signs know direction, magnetism, and mineral locations. Fire signs know temperature, flammability, and the location of all fires. Water signs know humidity as well as water location, depth, and purity.
  • Variable Trappings: Fusionists have the Trappings of their attuned elements. When activating powers they may choose which one to use. An air sign Fusionist attuned to all four elements and casting bolt, for example, may freely choose between air, fire, earth, water or lightning (his fusion ability) Trappings.
  • All Thumbs: On a base level, Fusionists don't mix well with tech.
  • Arcane Backgrounds: Their nature doesn't allow Fusionists to take any other Arcane Backgrounds.
  • Cybernetics: Incompatible, even a single implant blocks all abilities.
  • Enemies: Bizarre mutants regularly mistaken for magic wielders, Elemental Fusionists are often designated “shoot-on-sight” targets for the Coalition and others who violently reject all forms of the supernatural. Fusionists opposing Lord Dunscon find True Federation territory to be hostile as well.
  • Human Mutant: Fusionists must be human and can't choose another race.
Hero’s Journey
  • Experience & Wisdom (17): There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
  • Ranged Weapons (10): This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied a maximum of two times.
  • Ranged Weapons (15): Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Attributes (5/5)
Agility: d6 (1)
Smarts: d6 (1)
Spirit: d10 (3)
Strength: d6 (IF)
Vigor: d6 (IF)

Skills (15/15 + 3/3 Combat):
  • Athletics (Ag) - d6 (Core + 1 Combat)
  • Common Knowledge (Sm) - d4 (Core)
  • Fighting (Ag) - d6 (2 Combat)
  • Focus (Sp) - d12 (IF d6 + 4)
  • Notice (Sm) - d6 (Core + 1)
  • Persuasion (Sp) - d10 (Core + 3)
  • Shooting (Ag) - d10 (6)
  • Stealth (Ag) - d6 (Core + 1)
  • Survival (Sm) - d6 (IF d6)

Advances
  • Initial Advances: Life Sign Harmony, Elemental Attunement
  • Human Edge: New Powers
  • Novice 1 Advance: Rich
  • Novice 2 Advance: Strength d8
  • Novice 3 Advance: Power Points
  • Seasoned 1 Advance: Extra Effort
  • Seasoned 2 Advance: Marksman
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance: Agility d8
  • Veteran 1 Advance: Sharpshooting
  • ***Veteran 2 Advance: Power Points***
  • Veteran 3 Advance: Elemental Attunement
  • Veteran 4 Advance: Vigor d8/Channeling/Concentration?
  • Heroic 1 Advance: Power Points
  • Heroic 2 Advance: Elemental Attunement
  • Heroic 3 Advance: Warlock?
  • Heroic 4 Advance: Vigor d8/Vigor d10?
  • Legendary 1 Advance: Professional?
  • Legendary 2 Advance: Expert?
  • Legendary 3 Advance: Master?
  • Legendary 4 Advance: Sidekick?
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Koshnek
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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek »

Signature Item

Will propose a Signature Item if this guy goes live. The idea is to be a "bayonet" for my "particle rifle," but I can change it up a bit if that doesn't work.

Lightning Crystal
Set in the head of the staff Heart of the Storm, this crystal is a gem of frozen lightning. It can store elemental energies later use, but in a pinch it can also be used to deliver a shock to anyone getting a little close to Goswin.
  • • Dmg: Str+2d4, AP: 2
    • Weight: 1 lbs. (Min Str: d4)
    • PP: 10/10
    • Notes: +1 Parry. This crystal may be recharged with PP at places of elemental power (Air, Earth, Lightning) or by siphoning PP from willing elementals.
    • Cost: 25
Build
Base Item: SWADE Dagger (as a magical bayonet)
Free: +1 die type of damage
Free: Lightning Trapping
Minor: +1 Parry (Cost: 5k x 2 = 10k)
Minor: +2 AP (Cost: 5k x 2 = 10k)
Major: Other - Stores 5 PP to be used for activating the character's Powers (not TW).+ (Cost: ? x 2 = ?)
Major: Other - Stores 5 PP to be used for activating the character's Powers (not TW).+ (Cost: ? x 2 = ?)
+This device may be recharged with PP at places of elemental power (Air, Earth, Lightning) or by siphoning PP from willing elementals.
IZ3 GM Bennies 5/5
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Koshnek
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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek »

This is the Magic’d item I wanted to know about whether or not it was ok, @Pursuit. (The post directly above is the sig item I will post later. Basically a magic “bayonet” function for the weapon bellow.)

Heart of the Storm (NG-P7 Particle Beam Rifle)
The Heart of the Storm was grown by Goswin from a sapling he planted to help himself connect to the earth. As his connection to the earth grew stronger and he developed an affinity for Lightning, Goswin decided to call upon the elements and ask them for their blessing.

While touching the young tree, Goswin reached out to the air and to the earth, asking them to bless the sapling with their strength so that he might protect himself and the elements. A storm formed during the ritual and lightning repeatedly struck the sapling.

As the storm dispersed, Goswin could see that all that was left of the sapling was a gnarled staff with a shimmering gem set into the top. Whenever Goswin finds himself in danger, he can call upon the heart to unleash the fury of the storm upon his enemies.
4C9224F0-DD5E-4EB6-A4C3-F4FA55A15204.png
4C9224F0-DD5E-4EB6-A4C3-F4FA55A15204.png (38.87 KiB) Viewed 7823 times
• Range: 18/36/72
• Dmg: 4d8+1, AP: 10
• ROF: 1
• Shots: --
• Weight: 17 lbs. (Min Str: d8)
• Notes: Atomic Annihilation, Disintegration, No Recoil, Snapfire
• Rarity: -4 R; Cost: 22,000
IZ3 GM Bennies 5/5
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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek »

Freemage brought up a good point on my post in the item creation forum @Pursuit. I did not consider that there was a steep mark up in price for "magically equivalent" gear.
A&M Magic Items and Equipment sidebar page 48 wrote:Increase the cost by 50% to 100%, depending on the item.
The 22k plus that I squeezed together with Rich + selling some starter gear can't cover the cost of a 33k magic equivalent item. I'll have to dump my two Rich HJ rolls to instead choose it as an "item of choice."

Which I don't mind, but that also means I have twenty-something-thousand credits floating around I'll need to reallocate before we begin play and swap to wealth mechanics.

Edit: That coincidentally means that I should have enough for a magically-equivalent EoH bayonet. So, I can still have the shooty-staff thats still an actual-staff mechanic I'm looking for without requiring a bayonet Sig Item. I don't currently have any better ideas for a sig item for this guy though.
IZ3 GM Bennies 5/5
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Interlude Opportunity
+Novice 2 Advance
  • 1d6->1d8 Strength
Q1 2020 Bennies:
+1 from the Benny Opportunity and reviewing character sheets. (Carries over into Q2 if not spent)
+1 from super secret Pursuit <-> Koshnek communications. (Possibly caries over into Q2 if not spent?)
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

+Strong Willed Edge from pushing himself to save peeps.
+Unnamed Mask (Multi-Optics Helmet, but magic instead of TW or Tech) from the armory. If it suffers Technical Difficulties, it is repaired with Magic or Techno-Wizardry.
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Q2 2021
+Advance S4 1d6 Agility -> 1d8 Agility
+Q3 Benny Reset
+1 Advance from a very happy Timmy via Discord.

Interlude Opportunity
+1 Benny, +1 Conviction
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Q3 2021
+Advance V2 Power Points
+Q4 Benny Reset
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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