Turanil, Elf Ley Line Walker

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Snake Eyes
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Turanil, Elf Ley Line Walker

Post by Snake Eyes »

HJ 1: 1d20: [1] = 1 - Enchanted Items - Mystic Staff
HJ 2: 1d20: [14] = 14 - The Rob for Auto-Raise (Entangle)
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker

Post by Snake Eyes »

Savaged.us Import
Turanil

Veteran Male Elf, Ley Line Walker

Iconic Framework: Ley Line Walker

Attributes: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d8
Skills: Academics d4, Athletics d6, Common Knowledge d6, Fighting d6, Language (Native) d8, Notice d6, Occult d10, Persuasion d4+1, Shooting d6, Spellcasting d10+1, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (5)
Strain: 8/8
Hindrances: Curious, Driven (minor, Accumulation of arcane knowledge), Loyal, Quirk (Racial superiority), Thin Skinned (minor)
Edges: Ley Line Gate, Ley Line Phasing, Master of Magic, New Powers (Blast, Protection, Healing), New Powers (Boost/Lower Trait, Bolt, Smite), New Powers (Entangle, Slumber, Disguise), Power Points, Power Points, Rapid Recharge (), Wizard
Armor: Ley Line Walker Medium Armor (TW) (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Mystic Staff (Range Melee, Damage Str+d6, Reach 1, +1 Parry), Survival Knife (Range Melee, Damage Str+d4), TW Shock Pistol (Range 10/20/40, Damage 3d6, ROF 1, AP 3), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Communications Band (TW), Magic Optic System (TW), NG-S2 Survival Pack, Wooden Cross
Languages: Native (native, d8), Native
Current Wealth: 0 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 30
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Banish (Savage Worlds: Adventure Edition p154), Blast (Savage Worlds: Adventure Edition p155-156), Bolt (Savage Worlds: Adventure Edition p156), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Disguise (Savage Worlds: Adventure Edition p158), Dispel (Savage Worlds: Adventure Edition p158-159), Entangle (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Illusion (Savage Worlds: Adventure Edition p163), Invisibility (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Slumber (Savage Worlds: Adventure Edition p168), Smite (Savage Worlds: Adventure Edition p168)
Special Abilities
  • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • Driven: Elves have the Driven (Minor) Hindrance.
  • Impudent: All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves.
  • Magic: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Banish (Savage Worlds: Adventure Edition p154), Blast (Savage Worlds: Adventure Edition p155-156), Bolt (Savage Worlds: Adventure Edition p156), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Disguise (Savage Worlds: Adventure Edition p158), Dispel (Savage Worlds: Adventure Edition p158-159), Entangle (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Illusion (Savage Worlds: Adventure Edition p163), Invisibility (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Slumber (Savage Worlds: Adventure Edition p168), Smite (Savage Worlds: Adventure Edition p168)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • PPE Battery: The staff has 10 PPE (which regenerate at the same rate as the caster’s)
  • Arcane Academic: Double the PPE gained by taking the Power Points Edge. New Powers Edge they may either gain three powers of up to one Rank higher or they may choose one power of any Rank not normally allowed by their power list—with the GM’s permission.
  • Arcane Background (Magic): Begin with Arcane Background (Magic), choosing five powers, the Master of Magic, Power Points, and Rapid Recharge Edges, as well as a d6 Spellcasting skill. Ley Line Walkers begin with 20 PPE (10 PPE base, plus 10 PPE from the Power Points Edge modified by Arcane Academic).
  • Expanded Awareness: Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check.
  • Ley Line Magic Mastery: Can draw extra PPE for their rituals from ley lines adding two dice to their pool when rolling for available PPE.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: Can sense a ley line within 10 miles, and tell how powerful it is, in what directions it flows, where it meets at nexus points, any Rifts, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). Can also sense new or recurring Rifts within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: Can walk the ley line as though walking across level ground. He can fly along them at twice his Pace, at an altitude as high as 1,000 feet.
  • Cybernetics: Impose a −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: The Walker has a -1 Persuasion penalty in most social situations involving those not immersed in the occult.
  • Enemies: Are usually designated “shoot-on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Walkers who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
  • Spellslinger: ["Entangle"] (Hero's Journey): Spellslinger: Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Power Points
  • Edge: New Powers (Boost/Lower Trait, Bolt, Smite)
Seasoned Advances
  • Edge: Wizard
  • Raise Attribute: Vigor
  • Raise Skills: Fighting/Shooting
  • Edge: New Powers (Blast, Protection, Healing)
Veteran Advances
  • Edge: New Powers (Entangle, Slumber, Disguise)
Current Load (normal/combat): 38.75 / 18.75 (21)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker

Post by Snake Eyes »

Turanil
Player: Christian / Snake Eyes

Rank: Veteran 1
Advances Left: 0
Race: Elf
Iconic Framework: Ley Line Walker
Attributes:
  • Agility d6
  • Smarts d12
  • Spirit d10
  • Strength d4
  • Vigor d8
Pace: 6; Parry: 6; Toughness: 13 (5); Strain: 0

Skills:
  • Academics d4
  • Athletics d6
  • Common Knowledge d6
  • Fighting d6
  • Notice d6
  • Occult d10
  • Persuasion d4+1
  • Shooting d6
  • Spellcasting d10+1
  • Stealth d6
  • Survival d6
Hindrances
  • Curious (Major): Turanil cannot leave a question unanswered.
  • Driven (Minor): Turanil is nigh-fanatical about learning the arcane arts.
  • Loyal (Minor): Turanil will not abandon his friends and allies.
  • Quirk (Minor): Elves give off an air of superiority.
  • Thin-skinned (Minor): Turanil can take a joke, but he cannot take an insult. He suffers -2 to resist Taunt attacks.
  • Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Racial Animosity: Elves suffer -2 Persuasion when dealing with dwarves.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer -1 penalty to Healing skill rolls.
  • Disconnected: -1 Persuasion penalty in most social situations involving those not immersed in the occult.
  • Cybernetics: Impose a −1 to the Spellcasting skill for each point of Strain.
  • Are usually designated “shoot-on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Walkers who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
Racial Abilities
  • Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with everyone except human supremacists.
  • Low Light Vision: Elves ignore Illumination penalties for Dim & Dark lighting.
  • Physical & Mental Prowess: Elves begin with d6 Agility and d6 Smarts.
Edges and Iconic Abilities
  • Double the PPE gained by taking the Power Points Edge. New Powers Edge they may either gain three powers of up to one Rank higher or they may choose one power of any Rank not normally allowed by their power list—with the GM’s permission.
  • Begin with Arcane Background (Magic), choosing five powers, the Master of Magic, Power Points, and Rapid Recharge Edges, as well as a d6 Spellcasting skill. Ley Line Walkers begin with 20 PPE (10 PPE base, plus 10 PPE from the Power Points Edge modified by Arcane Academic).
  • Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check.
  • Can draw extra PPE for their rituals from ley lines adding two dice to their pool when rolling for available PPE.
  • May carry up to Smarts die in passengers when phasing to another location on the line. Carrying even one passenger imposes an additional -2 to the Vigor check.
  • With a full round of concentration, may teleport flawlessly to any point on a ley line. This costs no PPE, but forces a Vigor check vs. Fatigue. Subsequent uses impose a cumulative -2 each until a full night's sleep.
  • While on a ley line, a Walker gains a natural healing roll once per day.
  • Can sense a ley line within 10 miles, and tell how powerful it is, in what directions it flows, where it meets at nexus points, any Rifts, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). Can also sense new or recurring Rifts within 50 miles.
  • Walkers are able to send and receive spoken messages along ley lines at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Can walk the ley line as though walking across level ground. He can fly along them at twice his Pace, at an altitude as high as 1,000 feet.
  • Caster gains access to Mega Power Modifiers for all known powers.
  • Regains 10 PPE / hour.
  • ["Entangle"] (Hero's Journey): Choose one power your hero knows (Entangle); if he casts it successfully, he automatically gains the raise effect.
  • For 1 PPE, may change the trappings of any known spell.
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker

Post by Snake Eyes »

Powers

Arcane Background: Magic
PPE: 30 - Recovery: 10/hour
  • Eldritch Ward [Arcane Protection] (1) [Novice] (SWADE p154)
    • Range: Smarts
    • Duration: 5
    • Trapping: A slight shimmer around the target.
    • Effect: Hostile powers suffer -2 penalty (-4 with a raise) to harm the target. If the power causes harm, damage is reduced a like amount.
    • Modifiers
      [Exalted Arcane Protection](2) Hostile powers suffer -4 penalty, -6 with a raise.
      [Additional Recipients](1) May affect more than 1 target for 1 PP each.
      [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
      Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.
      [Hurry](1) Target's Pace increases by 2.
      [Range](1/2) Double the range for 1 PPE, triple for 2.

    • Eviction [Banish] (3) [Veteran] (SWADE p154-155)
      • Range: Smarts
      • Duration: Instant
      • Trapping: Opening of a rift to the target's home dimension.
      • Effect: Sends entities from immaterial planes back to their native dimensions, including ghosts, demons, elementals, and similar beings. Opposed roll of Arcane skill vs. the target's Spirit. Success shakes the target, raise causes a Wound. If this Incapacitates the target it returns to its native plane of existence.
      • Modifiers
        [Banish The Horde](2/4/6) Increases targeting to Small, Medium, or Large Burst Templates.
        [Fatigue](2) Can cause Fatigue. If the target is affected in any way, it also suffers fatigue. This cannot cause Incapacitation.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
        [Selective](1) May choose not to affect any individual targets within the AOE.
    • Fireball [Blast] (3) [Seasoned] (SWADE p156)
      • Range: Smarts x 2
      • Duration: Instant
      • Trapping: A ball of fire explodes on the target area.
      • Effect: Damages an MBT area with fire, causing 2d6 damage or 3d6 damage with a raise.
      • Modifiers
        [Greater Blast](4) Blast causes 4d6 MD, 5d6 with a Raise.
        [Area Effect](0/1) May focus the blast to an SBT, or increase it to LBT for 1 PPE.
        [Blaster](2) When using a Mega Power modifier with Blast, Bolt, Burst, or Damage Field, increase damage dice to d8. AP grants extra +1.
        [Damage](2) Blast causes 3d6 damage, 4d6 with Raise.
        [Armor Piercing](1-3) Each point spent increases AP
        [Fatigue](2) If the target is affected by the power, they suffer Fatigue. Cannot cause Incapacitation.
        [Heavy](2) Power counts as MD.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
        [Selective](1) May choose not to affect any individual targets within the AOE.
    • Lightning Strike [Bolt] (1) [Novice] (SWADE p156)
      • Range: Smarts x2
      • Duration: Instant
      • Trapping: A bolt of lightning shoots out from his palm.
      • Effect: Shoots a bolt of lightning towards the enemy. No Range penalties, but the roll is affected by Cover, Illumination, and all other usual penalties. Damage is 2d6, or 3d6 with a Raise.
      • Modifiers
        [Greater Bolt](4) Bolt causes 4d6 MD, 5d6 with a Raise.
        [Onslaught](2) Bolt made at ROF 2 and may be used for Suppressive Fire.
        [Blaster](2) When using a Mega Power modifier with Blast, Bolt, Burst, or Damage Field, increase damage dice to d8. AP grants extra +1.
        [Damage](2) Bolt causes 3d6 damage, 4d6 with Raise.
        [Armor Piercing](1-3) Each point spent increases AP
        [Fatigue](2) If the target is affected by the power, they suffer Fatigue. Cannot cause Incapacitation.
        [Heavy](2) Power counts as MD.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
    • Embolden / Entropy [Boost/Lower Trait] (2) [Novice] (SWADE p156)
      • Range: Smarts
      • Duration: Boost: 5 / Lower: Instant
      • Trapping: Boost: a glow of warming light surges through the body, focusing on a representative part related to the boosted trait.
        Lower: an inky blackness soaks into the target's body, focusing on a representative part related to the lowered trait.
      • Effect: Boosts or Lowers a target's chosen Attribute or Skill. Boost: Increases the Trait by 1 die type on success, 2 on a Raise. Lower: Reduces the Trait by 1 die type on a success, 2 on a Raise. Target of Lower Trait gets free Spirit roll to shake off the effects at the end of their following turns. Successful resist reduces the effect by 1 die type, Raise eliminates it completely.
      • Modifiers
        [Greater Boost/Lower](2) The power's effects are enhanced. For boost, with success, the Trait gains a free reroll once per round, or once per action with a Raise. For Lower, target applies -2 to the rolls.
        [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
        [Strong](1) Lower only, Spirit roll to shake off is made at -2
        [Fatigue](2) Lower Trait also causes Fatigue, but cannot Incapacitate
        [Hinder/Hurry](1) Lower Trait also slows the target, reducing Pace by 2; Boost Trait hurries the target, adding +2 Pace
        [Range](1/2) Double range for 1, triple range for 2
    • See The Mystic Truth [Detect Arcana] (1 - Innate; Self Only, +2 to skill) [Novice] (SWADE p158)
      • Range: Smarts
      • Duration: 5
      • Trapping: Eyes flash briefly with a muted glow.
      • Effect: May see and detect all supernatural objects, persons, or effects in sight. With a raise, caster knows the type of enchantment. May ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
      • Modifiers
        [Exalted Detect Arcana](2) May learn active powers, supernatural creature, enchantments present, PPE/ISP possessed by a target, weaknesses & invulnerabilities
        [Presence Sense](1) Able to sense the presence and exact location of living beings within range like a radar; no longer requires Line of Sight to locate living beings
        [Range - Self](-1) Power is self-cast only
        [Aspect](-1) Detect Arcana only
    • Shifting Visage [Disguise] (2) [Seasoned]
      • Range: Smarts
      • Duration: 10 minutes
      • Trapping: Illusionary alteration of appearance
      • Effect: Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer abilities. Those who have reason to question the impostor's identity make a free action Notice roll at -2, or -4 with a raise, to see through the disguise.
      • Modifiers
        [*][Illusory Mask](2) The target looks and sounds like a specific person down to the smallest detail.
        [Additional Recipients](1) May affect additional targets at 1 PPE each.
        [*][Hurry](1) Disguise hurries the target, adding +2 Pace.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
        [*][Size](1) May assume the shape of someone up to two Sizes larger or smaller than themselves.
    • Un-magic [Dispel] (1) [Seasoned] (SWADE p158)
      • Range: Smarts
      • Duration: Instant
      • Trapping: A small crackle of energy pops and fizzles from the target.
      • Effect: Dispel negates enemy powers. May be used on a power already in effect or as it's being used. The latter requires the caster to be on Hold and to interrupt the opposing caster's action. Dispel is an opposed roll of arcane skills, at -2 modifier if the target's power is of another type. If the caster wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the target is Distracted.
      • Modifiers
        [Exalted Dispel](2/4/6) Increases targeting to Small, Medium, or Large Burst Templates. The caster makes one Arcane Skill roll and compares it to the Arcane Skill rolls for the active powers in the template. This affects all powers unless the Selective modifier is used.
        [Fatigue](2) Can cause Fatigue. If the target is affected in any way, it also suffers fatigue. This cannot cause Incapacitation.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
        [Selective](1) May choose not to affect any individual targets within the AOE.
    • Mystic Cocoon [Entangle] (2) [Novice - Auto-raise] (SWADE p161)
      • Range: Smarts
      • Duration: Instant
      • Trapping: Tendrils of earth and stone encase the target.
      • Effect: Restrains the target. If the caster is successful, the target is Entangled, or Bound on a raise with Hardness 5 material. Victims may break free on their turn as detailed under Bound & Entangled SWADE p98.
      • Modifiers
        [Greater Entangle](4) Rolls to break free are made at -4 and the entangling material's Hardness is 10.
        [Area Effect](2/3) For 2 PPE the power affects an MBT, or LBT for 3.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
        [Selective](1) Caster may choose not to affect particular
        [Strong](2) Rolls to break free are made at -2, and Hardness is 7.
    • Mend Wounds [Healing] (3) [Novice]
      • Range: Touch
      • Duration: Instant
      • Trapping: Laying on of hands
      • Effect: Removes wounds less than an hour old. Success removes one wound, Raise removes two. May be cast additional times to remove additional Wounds within that hour.
      • Modifiers
        [Mass Healing](2/3) For 2 PPE, affects all allies within an MBT, or LBT for 3. Ignore individual wound penalties and apply a flat -2 instead.
        [Greater Healing](10) can restore any wound, including those more than an hour old.
        [Crippling Injuries](20) can heal a permanent Crippling Injury. Requires an hour of preparation and only one casting permitted per injury. Failure means caster cannot heal this particular injury. Success repairs the injury and the target is Exhausted for 24 hours.
        [Neutralize Poison / Disease](1) A success negates any poison or disease. If the poison / disease has a bonus or penalty associated, the modifier applies to the arcane skill roll.
    • Phantasm [Illusion] (3) [Novice] (SWADE p163)
      • Range: Smarts
      • Duration: 5
      • Trapping: None
      • Effect: Illusion creates a visual scene of anything the caster can imagine, but it is silent, intangible, and cannot affect the real world. Those who doubt the Illusion may make a free action Smarts roll (at -2 with a raise). The volume of the illusion must fit in an MBT.
      • Modifiers
        [Sound](1) The illusion may generate sound appropriate to the illusion.
        [Strong](2) Smarts rolls to disbelieve are made at -2
        [Deadly Illusion](3) The illusion may attack or otherwise cause harm. Once per turn (including the turn it's activated) the caster may use a free action to "attack" a target. This is opposed roll of caster's Arcane skill vs. target's Smarts (at -2 with a raise). May make additional attacks as actions. If the caster wins, the target is Shaken, but this cannot cause Incapacitation. With a raise, the target suffers a Wound, which can cause Incapacitation.
        [Greater Illusion](1) The illusion is increased to an LBT, and the duration is in minutes.
        [Mobility](1/2) The illusion may move at Pace 12 for 1 ISP, or Pace 24 for 2 ISP.
        [Reach](1/2) The Illusion can stretch / reach beyond the normal diameter. The reach is 12" for 1 ISP, or 24" for 2 ISP. This may be used in conjunction with the DI modifier to simulate a lashing tentacle, power, or ranged attack.
        [Range](1/2) Double range for 1, triple range for 2
        [Glow/Shroud](1) Glow adds soft light in a SBT around the target, subtracting 2 from Stealth and negating 1 point of Illumination penalty for those attacking the glowing character; Shroud dims and obscures the target so attacks against suffer -1 penalty and adds +1 to Stealth rolls
        [Fatigue](2) A creature affected by the Illusion also suffers Fatigue. This cannot Incapacitate.
        [Hinder/Hurry](1) The Illusion may additionally slow the target, reducing Pace by 2
    • Pass Unseen [Invisibility] (5) [Seasoned] (SWADE p164)
      • Range: Smarts
      • Duration: 5
      • Trapping: The target fades from sight.
      • Effect: The target and his personal items are transparent except for a vague outline. Any action taken against the target that requires sight is at -4, or -6 with a Raise.
      • Modifiers
        [True Invisibility](5) True Invisibility applies to all senses including mystical, technological, or enhanced. The target cannot be seen unless taking aggressive action. Any attempt to detect is at -6. Detect Arcana is at -2.
        [Additional Recipients](3/per) May affect additional targets at 3 PPE per additional target
        [Range](1/2) Double range for 1, triple range for 2
    • Mystic Aegis [Protection] (1) [Novice] (SWADE p165)
      • Range: Smarts
      • Duration: 5
      • Trapping: A shimmering field of force surrounds the target.
      • Effect: Creates a field of armor around the target, granting 2 points of Armor, or 4 on a raise. Stacks with all other armors and is negated by AP as usual.
      • Modifiers
        [Greater Protection](3) Provides 6 points of MDC Armor (8 with a raise), which stacks with all other armor. May be combined with the Toughness modifier but not More Armor.
        [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
        [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
        Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.
        [Hurry](1) Target's Pace increases by 2.
        [More Armor](1) Success grants 4 points of Armor, 6 with a raise.
        [Toughness](1) Provides Toughness instead of Armor and is not affected by AP.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
    • Enchanted Sleep [Slumber] (2) [Seasoned] (SWADE p167-168)
      • Range: Smarts
      • Duration: One Hour
      • Trapping: Arcane mist envelops the target, lulling them to sleep.
      • Effect: Puts the target to sleep. Anyone affected by slumber makes a Spirit roll, at -2 with a raise. Those who fail fall asleep for the duration of the spell. Loud noises or physical attempts to wake the sleeper grant an additional Spirit roll.
      • Modifiers
        [Greater Slumber](1) The penalties increase to -2, or -4 with a raise.
        [Area Effect](2/3) For 2 PPE the power affects an MBT, or LBT for 3.
        [Fatigue](2) A creature affected by Slumber also suffers Fatigue. This cannot Incapacitate.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
        [Selective](1) Caster may choose not to affect particular
        [Strong](2) Rolls to break free are made at -2, and Hardness is 7.
    • Vorpal Blade [Smite] (2) [Novice]
      • Range: Smarts
      • Duration: 5
      • Trapping: A coating of magical force surrounds the weapon or ammunition.
      • Effect: Increases a damage from a weapon (or projectile) by +2, +4 with a raise.
      • Modifiers
        [Greater Smite](2) The weapon's damage is increased +4, +6 with a Raise, and becomes MD. Additional Recipients costs +2 instead of +1 with Greater Smite.
        [Additional Recipients](1) May affect more than 1 target for 1 PP each.
        [Armor Piercing](1-3) Adds 2 AP per PP spent, maximum of AP 6.
        [Heavy](2) Becomes MD.
        [Range](1/2) Double the range for 1 PPE, triple for 2.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Turanil, Elf Ley Line Walker

Post by Snake Eyes »

Gear

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Communications Band (TW)
Speak Language Power for 1 PPE/ hour
+1 Persuasion, +1 Performance
.5 lb, Cost: 34,000

Magic Optic System (TW)
Darksight, Farsight, Detect Arcana powers
+2 to sight-based Notice checks
1 PPE / hour
1 lb, Cost: 30,000

Ley Line Walker Medium Armor (TW)
  • • Armor: +5 Toughness: +2
    • Weight: 8 lbs (Min Str: d4)
    • Rarity: -3; Cost: 12,000
    • Notes: +4 vs. disease & poison
Wilk’s 320 Laser Pistol
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Mystic Staff
  • • Dmg: Str+d6
    • Weight: ?? lbs
    • Notes: 2 hands, 2 PP for MD, +1 Parry, Reach 1, 10 PPE, +1 Spellcasting rolls
    • Rarity: -- Cost: --
TW Shock Pistol
  • • Range: 10/20/40
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 10
    • Weight: 2 lbs.
    • Notes: Targets hit must make a Vigor roll at -2 (-4 with raise) or be Stunned; -2 to Notice when the pistol is concealed.
    • Rarity: -1 Cost: 52,000
Two E-clips or magazines for each weapon
Credits:
Credits: 4d6: [2, 4, 2, 6] = 14 x 100
Gear: 2d4: [1, 4] = 5 x 500
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Turanil, Elf Ley Line Walker

Post by Snake Eyes »

Background
WIP
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Turanil, Elf Ley Line Walker

Post by Snake Eyes »

Advances

8/4/2021: Character begins at Veteran 1
10/3/2021: V2 - +1 Smarts
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Turanil, Elf Ley Line Walker

Post by Snake Eyes »

Advances

Advances
  • Initial Advances: (Bonus from Hindrances): Ley Line Phasing, Ley Line Gate
  • Novice 1 Advance (PbP): +1 Vigor
  • Novice 2 Advance: +1 Fighting, +1 Shooting
  • Novice 3 Advance: New Powers (Boost/Lower Trait, Bolt, Smite)
  • Seasoned 1 Advance: Wizard Edge
  • Seasoned 2 Advance: +1 Vigor
  • Seasoned 3 Advance: Power Points Edge
  • Seasoned 4 Advance: New Powers (Blast, Protection, Healing)
  • Veteran 1 Advance: New Powers (Disguise, Entangle, Slumber)
  • Veteran 2 Advance: +1 Smarts
  • Veteran 3 Advance: +1 Notice, +1 Spellcasting
  • Veteran 4 Advance: New Powers
  • Heroic 1 Advance: EDGE
  • Heroic 2 Advance: +1 Spirit
  • Heroic 3 Advance: +1 Occult, +1 Survival
  • Heroic 4 Advance: EDGE
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Turanil
Posts: 11
Joined: Mon Jul 19, 2021 1:28 pm

Re: Turanil, Elf Ley Line Walker

Post by Turanil »

Current Status Post, 8/4/2021
Bennies: 2 (-1 Athletics)
Wounds / Fatigue: 0 / 1
PPE: 30/30
Staff PPE: 10/10
Active Status: N/A
Active Powers: N/A
Equipped: Mystic Staff
Turanil
Turanil
Pace: 6; Parry: 6
Toughness: 12 (5)
Pertinent Edges: Rapid Recharge, Wizard
Current Status Post
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