Who is back? Thunder!

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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Who is back? Thunder!

Post by Pender Lumkiss »

Martial Arts Air bending elemental fusionist.
OOC Comments
  • 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.
  • 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 34.
  • 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.
HJ Rolls:
1d20: [10] = 10
  • Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. Elan
1d20: [15] = 15
  • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
1d20: [20] = 20

1d20: [15] = 15
  • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
Field Team Six Bennies
3/6
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Who is back? Thunder!

Post by Pender Lumkiss »

Player Name[/b]: Jon Neeper
Google Handle: jneeper@gmail.com
Thunder
Rank:Novice 2 Advances Left: 0
Race: human
Iconic Framework: Elemental fusionist

Attributes, Agility d6(1), Smarts d6(1), Spirit d10(3), Strength d8(1 IF), Vigor d6(1IF)
Pace: 6 d6 ; Parry:4 ; Toughness:5 Strain: 0
Skills:
  • Focus d10(2)
  • Survival d8(2)
  • Fighting d10(3, 3 free pts)
  • Persuasion d10(3)
  • Notice d4
  • Athletics d4
  • Stealth d4
  • Thievery d8(4)
  • Occult d4(1)
Hindrances
  • Small
  • Stubborn
  • Delusion, thinks he is a dwarf.
Edges
  • AB Gifted Air (detect arcana, Bolt, burst, Deflection, protection)
  • Woodsman
  • Charismatic
  • Danger sense (nature)
  • HJ Rolls: Dodge
  • HJ Rolls: Extraction
  • Edge from Hindrence pts: elemental attunement “Earth” (Beast Friend)
  • Edge from Hindrance pts: Blaster(damage dice goes up to d8)
  • Novice 1: Martial Arts
  • Novice 2: More PPts (20 PPTs total)
Field Team Six Bennies
3/6
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