Gryphus Stormforge Warlock for the 1st

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Stormforge
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Gryphus Stormforge Warlock for the 1st

Post by Stormforge »

Magic and mysticism: [dice:16pwg04c]50634:0[/dice:16pwg04c]
  • More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
Magic and mysticism: [dice:16pwg04c]50634:1[/dice:16pwg04c]
  • Born to fight the toughest threats, your hero's combat spells are inherently potent. All of her damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP.
Training: [dice:16pwg04c]50634:2[/dice:16pwg04c]
  • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Education: [dice:16pwg04c]50634:3[/dice:16pwg04c] bump the table to 6
  • Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Knowledge (History) at d8 and +2 on all Common Knowledge checks.
Last edited by Stormforge on Sun Mar 24, 2019 3:01 pm, edited 5 times in total.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
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Stormforge
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Re: Gryphus Warlock tempest for the 1st

Post by Stormforge »

Player Name: Jon
Google Handle: jonneeper@gmail.com
Character Name Gryphus Stormforge
Rank:Seasoned Experience:25 Advances Left: 0
Race: True Atlantean
Iconic Framework: Warlock
Attributes: Agility d8(2), Smarts d6(1), Spirit d12(2, 1race, advance), Strength d4[d6]+2 from TW gauntlet(0), Vigor d6(1advance)
Charisma: 0; Pace: 6; Parry: 6; Toughness: 14(7); Strain: 0
Skills: 15 skillpts, +5 combat, d8 mysticism, d8 survival, d8 kn history
  • Skill d12 Mysticism(1, 1 advance)
  • Skill d8 survival
  • Skill d8 Kn history
  • Fighting d8
  • Shooting d6
  • Persuasion d10(3, 1 advance)
  • Streetwise d6(2)
  • Notice d6(2)
  • Riding d6(2)
  • Kn Arcana: d6 (2)
  • Kn Politics: d6 (2)
  • Stealth d4(1)
Hindrances
  • Racial Complications:
    Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.

    Cannot Be Transformed: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.

    Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).

    Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.

    Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as In the Thick of It (Major).
    • Due to your penchant to take insane risks and generally be in the thick of it, you simply make a habit of being in just the wrong place at the wrong time. This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
    History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
  • Hindrance (Major): Vow: To restore rebuild the grand city! Basically show people that magic is not something to be feared but an ultimate force for good.
  • Hindrance (Minor): Claustrophobic Loves- the open air and being free or unconfined. When faced with small spaces it becomes a noticeable bombastic problem.
  • Hindrance (Minor): Loyal Family is everything, both his Atlantean and those he travels or respects. He once abandoned Nostros Dunscon to his fate and will not do it again.
Edges
  • Master of Magic: Mega Powers
  • Rapid Recharge
  • Elan from a TW item
  • Twin Life signs: air and water
  • Cushion of air: In the area the air warlocks elemental manipulation effects instead of making the area difficult on its inhabitants the warlock can protect the area with a cushion of air. This dampens any object’s destructive power traveling through the area so that it does 1/2 damage. This includes objects such as, railguns, boom guns, thrown trees, and normal bullets. Rockets and missles while slowed don’t normally have their damage affected but when appropriate might give a +2 to the agility roll to get out of the blast area.
  • Linguist: A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.
  • I know a guy edge: Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group.
  • Beast Master: Animals like your hero, and won't attack him unless he attacks them first or they are enraged for some reason. His “animal magnetism” is so great he's attracted a loyal animal of some sort as well. This is typically a dog, wolf, or raptor, though the GM may allow other companions if it fits the setting. The beast is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.
    • Griffins
      Griffins have the body of a lion and the head and wings of an eagle. They are fierce predators, swooping down on their foes to pin them. Once their prey is trapped and helpless, they tear them open with their sharp beaks. Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12, Vigor d10 Skills: Fighting d8, Guts d8, Intimidation d8, Notice d12, Stealth d6 Pace: 6; Parry: 6; Toughness: 9 Treasure: Meager, in lair Special Abilities: • Bite/Claws: Str+d6. • Flight: Griffins have a Flying Pace of 12” and a Climb of 6”. • Grapple: If a griffin gets a raise while performing a grapple, it has knocked its foe to the ground and pinned it with its paws.

      Bite attacks against a pinned foe are made at +2. • Horse Terror: Griffins' favorite prey is horse flesh. Horses seeing a griffin must make a Guts roll or become Panicked. • Improved Frenzy: Griffins may make two Fighting attacks each action at no penalty. • Size +2: Griffins weigh over 500 pounds. • Swoop: Griffins often swoop on their prey to pin it to the ground. It gains +4 to its attack and damage for this action . Its Parry is reduced by –2 until its next action when performing the maneuver, however.
    Racial Features of the TA
    [*]Racial Features:
    [*]Ageless: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.
    [*]Alchemically Tough: Toughness +1
    [*]Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos
    are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 4 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.
    [*]Marks of Heritage - Unique Magical Tattoos
    • Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
    • Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.
    [*]Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.
    [*]Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.
    [*]Sense Vampires: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.
    [*]Spirited: All members of the race start with d6 Spirit Attribute.
Contacts: Per the I know a guy edge. Reserved for future space.


Iconic Framework
  • WARLOCK IF
    [*]Arcane Background (Miracles): Warlocks begin with four starting powers (from the list above) and 15 PPE. They also have the Elementalism skill at d8 (which counts as Faith for all other Edge requirements).
    • armor, banish, barrier, beast friend, blind, bolt, boost/lower
      Trait, burrow, burst, clairvoyance, conceal arcana, confusion, darksight, deflection, dispel, entangle, environmental protection, farsight, fear, fly, greater healing, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, shape change, slow, slumber, smite, speak language, speed, stun, succor, summon ally, wall walker, and warrior’s gift.
    [*]Master of Magic: Warlocks have the Master of Magic Edge, gaining Mega Powers for all their known powers. They also have the Rapid Recharge Edge.
    [*]Elemental Protection: The warlock receives a +4 bonus to resist a negative environmental effect from his chosen life sign. This also counts as Armor against attacks based on that element. Warlocks can use environmental protection and elemental manipulation at will, with no PPE cost, as a free action (manipulation is limited to their life sign).
    [*]Connection to Elemental Plane: Warlocks can sense elemental beings (of any element), and environmental effects related to their life sign, with a Notice check, anywhere within of Spirit times 10 inches. They also begin play with a d8 in Survival and gain a +2 bonus with checks related to their life sign.
    [*]Elemental Kinship: Elemental beings have a natural affinity with Warlocks and won’t attack them unless attacked first or they are enraged for some reason. This elemental kinship is so great Warlocks also gain a loyal elemental essence of some sort. This is typically a water sprite, fire spark or similar. The essence is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.
    [*]Summon Elementals: All Warlocks gain the summon ally power, as it relates to their chosen elemental force, automatically, and the duration for them is 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.
    [*]Elemental Manipulation: Over a Large Burst Template centered anywhere within 12", the Warlock can control her chosen element (air, earth fire, water). She can create minor environmental effects as a free action with no roll. As an action, she can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Elementalism skill. None of these effects cost PPE.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
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Stormforge
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Re: Gryphus Stormforge Warlock for the 1st

Post by Stormforge »

Gryphus Stormforge was there at the beginning of Nostro Dunscon’s start of the fed of magic and his Grand City. He saw Dunscon decend into madness and launch his mad assault against the Coalition States. As one of Dunscon’s advisors whose advice fell to the way side he always felt he could have tried harder and done more to shape the outcome of history. First the destruction of the Grand City, then the galvanization of the CS, the rise of Allistar Dunscon, the capture of prosek’s wife, and finally the war of Tolkien and its eventual loss... All things Gryphus was close to and, with the exception of aiding Lord Coake in the rescue of Prosek’s wife, he did little to stop. Recently he spent time with the leaders of Lazlo and kept abrest of worldly events in no small part by magical communication via a diary with Zolo. The book suddenly took a turn for the worse and after consulting with Zolo’s father he has set out to aid his small friend. But even deeper than that he sought to restore the good name of magic for he like his dead friend the late Dunscon was a believer in the noble truths and ideals of the Grand City. He doesn’t know exactly how to do that, but what he is certain about is that Nostro’s son Alistair mist be stopped for if the rumors of his alliance with the splugorth is even half true the road he is leading the new federation down is one of ruin. No question he must be stopped. This had led him on a journey where he eventually joined up with the tomorrow legion and aided the vallant heroes of the 1st. Perhaps equally important as he circled the battle field filled with demons and cyberknights the jounral he caries which holds the words of the halfling suddenly came to an abrubt finish with the ominious fitting words: The End.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
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Re: Gryphus Stormforge Warlock for the 1st

Post by Pender Lumkiss »

fear & invisibility(cloak)
darksight & Armor(armor)
Warriors Gift(Seasoned) (Gauntlet)

Havoc( Wind Rush, life sign air)
Power Points: 2 – 4
Range: Smarts x 2
Duration: Instant
Trappings: A great rush of wind buffets the targets in the area.
While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction. With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).► ► Additional Effects: For double the Power Points, havoc affects a Large Burst Template.

Greater Havok (Tornado, life sign air)
Power Points: +2
Range: Smarts × 3
Duration: Instant
Trappings: Far more than a simple rush of air. A great funnel of air forms with a fury untold.
Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6” and automatically Shaken, regardless of hitting an object.

Burst( Hail, life sign water)
Power Points: 2
Range: Cone Template
Duration: Instant
Trappings: Baseball sized rocks of snow pelt the targets in the area.
Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy. When cast, place the thin end of the Cone Template at the character's front. Targets within the template may make Agility rolls versus the caster's arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.

Greater Burst (Tidal Wave, life sign water)
Power Points: 4->6
Range: Cone Template
Duration: Instant
Trappings: A gigantic wave of water forms crushing buildings, vehicles, and people. For +2 ppts it ignores armor but 1/2 of vigor can be added to toughness instead.
Use of this Mega Power enhances the burst power to 3d12 Mega Damage.

Entangle (Encase in Ice, life sign water)
Power Points: 2 – 4
Range: Smarts
Duration: Special
Trappings: The warlock can encase any object or person in a block of ice. The item will remain in the ice until it melts or is broken.
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping. The arcane skill roll is opposed by the target's Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.

Greater Entangle (Rainbow, air life sign trappings)
Power Points: +2
Range: Smarts × 2
Duration: Special
Trappings: A rainbow spreads over head filling those that see it with joy and mirth leaving them with the ability to do very little other than look at it. Also called: super duper happy to be entangled.
Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.
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Re: Gryphus Stormforge Warlock for the 1st

Post by Pender Lumkiss »

Gear!

20 EP spent for 4 rolls on the Enchanted items table:
OOC Comments
[dice:2nywscvm]50880:0[/dice:2nywscvm]
Carried and Worn Gear
  • 15-The TK Revolver is a favorite among Techno-Wizards and those who don't like keeping up with ammunition.
    • 12/24/48, damage: 2d6+2, AP 4, Rof:1, weight 4lbs, 6/6
    Base Impact Resistance Underlay Body Suit
    Type: SuperTech
    Powers:
    Toughness: 1pt Toughness (1) + Hardy(3)
    Total Points: 4
    Base Item: Nothing
    Time to Build:
    Cost: 4^2*5000 = 80,000 credits
    TW items
    Warriors Guantlet(TW) base item: Wall Walker System: With these gloves, kneepads, and shoe-tips, a user can climb any sort of sheer surface—from smooth glass to rough stone. The character makes Climbing rolls as usual but ignores penalties for the surface. The system also adds +2 to the user's climbing Pace. (2 lb, 3000 creds)
    Major: warriors gift(kn of warriors) seasoned
    Major: Smite ( Shatter Point)
    Major: Edge Elan
    +2 Str: minors x2
    PPTs per hour is 2.
    10k, 40k, 20k, 20k= 93,000 creds
  • 16- Your hero has a rare and coveted suit of TW Combat Mage Armor, which may or may not place him on a few bounty lists in both the Coalition and the Federation of Magic. Alternately, if he's a Cyber-Knight, he gains a suit of TW Cyber-Knight Heavy Armor.
    • TW Combat Mage Armor: Farsight, Darksight, 7 armor, +1 str die
      TW CM armor details
      Considered by many the pinnacle of Techno-Wizard armor design, this suit implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide the arcane version of power armor. The wearer gains +7 Armor, as well as a Strength increase of one die type. He also gains the same Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn't necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to both the darksight and farsight powers, and the armor does not require charging when on a ley line. Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 250,000 credits)
  • 5 to a 4 via shake the table: Going covert is much easier with a Shadow Cloak on. 1ppt= +2 stealth, Invisibility and Fear powers
    • An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies. The cloak grants +2 to Stealth and the fear and invisibility powers. It costs 1 Power Point to charge for one hour. (1 lb, 300,000 credits)
  • 19 is the 1: Made of a wood unknown to most of the world, your character's elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player's choice, which can come from any list. Finally, it's a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.-
    • Quickness
    • Teleport
transaction proof
A6444C87-5FBF-41E5-81CE-67825E7FC4AF.jpeg
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
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Dragonbane Blade (Patron Item)
Image
Legendary Enchanted Knife
Damage: Str+2d6+2, Mega Damage, AP 4
Magic Features
• Dragon Slayer: Does normal damage to all creatures except dragons and sea serpents, to which it inflicts +1d6 damage and ignores armor.
• Eternally super-sharp armor piercing blade: Weapon never dulls.
• History: During the great Elf-Dwarf war, a singularly exceptional Elven alchemist created a number of identical enchanted knives used to add some gravity to the Elves' negotiations with the dragons of their time. From time to time across the ages, these knives have surfaced in the hordes of ancient dragons, and among ruins from that era. They are often associated with the appellation "folly" as those who bear them have frequently overestimated the power of the weapons, and underestimated the might of dragons.
• No Min Str (1 lb.)
Gear Carried by the Griffin
SFD Huntsman Lightweight Personal Armor

  • [*]+5 Armor
    [*]+1 Toughness
    [*]Strength Minimum: d6
    [*]Environmental Protection: No
    [*]Weight: 16 lbs


NG-33 Laser Pistol
Image
  • [*]Range: 15/30/60
    [*]Damage: 2d4+1, AP 2
    [*]RoF: 1
    [*]Shots: 20
    [*]Weight: 4 lbs
    [*]Notes: Semi-Auto


NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
[dice:2nywscvm]50880:1[/dice:2nywscvm] x 1,000 credits.
Attachments
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Re: Gryphus Stormforge Warlock for the 1st

Post by Stormforge »

Advances
  • Initial Advances: (From Hindrances): Twin Signs (Warlock Iconic Edge), Cushion of Air ( air life sign edge)
  • Cybernetic Modifications:
  • Novice 1 Advance: Linguist
  • Novice 2 Advance: +1 die type
  • Novice 3 Advance: More PPts
  • Seasoned 1 Advance: I know a guy
  • Seasoned 2 Advance: beast master (Griffin)

    Add this!
  • Seasoned 3 Advance:vigor increase to d8
  • Seasoned 4 Advance:more ppts
  • Veteran 1 Advance:dodge
  • Veteran 2 Advance:warlock whirlpool edge
  • Veteran 3 Advance:improved dodge
  • Veteran 4 Advance:spirit increase: d12
  • Heroic 1 Advance:storm warlock edge: Rainbow
  • Heroic 2 Advance:mysticism increase d12, Persuasion d10
  • Heroic 3 Advance: more ppts
  • Heroic 4 Advance: warlock edge: Summon storm
  • Legendary 1 Advance: professional mysticism
  • Legendary 2 Advance:expert mysticism
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
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Re: Gryphus Stormforge Warlock for the 1st

Post by Pender Lumkiss »

Rdy for review
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