HJ 1: 1d20: [1] = 1
- Enchanted Items - Mystic Staff
HJ 2: 1d20: [14] = 14
- The Rob for Auto-Raise (Entangle)
Turanil, Elf Ley Line Walker
- Snake Eyes
- Game Master
- Posts: 617
- Joined: Wed Feb 07, 2018 2:16 pm
Turanil, Elf Ley Line Walker
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker
Savaged.us Import
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker
Turanil
Player: Christian / Snake Eyes
Rank: Veteran 1
Advances Left: 0
Race: Elf
Iconic Framework: Ley Line Walker
Attributes:
Skills:
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
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
- 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.
- 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.
- 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.
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker
Powers
Arcane Background: Magic
PPE: 30 - Recovery: 10/hour
Arcane Background: Magic
PPE: 30 - Recovery: 10/hour
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Re: Turanil, Elf Ley Line Walker
Gear
Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
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)
Credits:
Credits: 4d6: [2, 4, 2, 6] = 14 x 100
Gear: 2d4: [1, 4] = 5 x 500
Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
- • 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
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
- • 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
- • Dmg: Str+d6
• Weight: ?? lbs
• Notes: 2 hands, 2 PP for MD, +1 Parry, Reach 1, 10 PPE, +1 Spellcasting rolls
• Rarity: -- Cost: --
- • 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
Credits:
Credits: 4d6: [2, 4, 2, 6] = 14 x 100
Gear: 2d4: [1, 4] = 5 x 500
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker
Background
WIP
WIP
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Re: Turanil, Elf Ley Line Walker
Advances
8/4/2021: Character begins at Veteran 1
10/3/2021: V2 - +1 Smarts
8/4/2021: Character begins at Veteran 1
10/3/2021: V2 - +1 Smarts
Beware the mesmerizing eyes of the snake!
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Re: Turanil, Elf Ley Line Walker
Advances
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:
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Re: Turanil, Elf Ley Line Walker
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
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