Vikon Athir (Elemental Fusionist - Lost Jungle)

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Vikon Athir
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Vikon Athir (Elemental Fusionist - Lost Jungle)

Post by Vikon Athir »

For the Lost Jungle campaign.

Starting wealth
Credits: 4d6: [6, 3, 3, 6] = 18 x 100 = 1800
Gear: 2d4: [1, 4] = 5 x 500 = 2500

Magic & Mysticism: 1d20: [14] = 14 - Channeling Edge
Magic & Mysticism: 1d20: [12] = 12 - Spellslinger - Auto Raise (Protection)
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Vikon Athir
Posts: 51
Joined: Mon Nov 09, 2020 2:59 am

Re: KN's Elemental Fusionist (Lost Jungle)

Post by Vikon Athir »

Character Name: Vikon Athir
Rank: Novice
Race: Human (Mutant)
Iconic Framework: Elemental Fusionist
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8 (d12 hand wraps), Vigor d8
Pace: 6; Parry: 6; Toughness: 15 (5); Strain: 8/8
Skills:
  • Athletics d8
    • +1 climbing
  • Common Knowledge d4
  • Driving d4-4
  • Fighting d8
    • Unarmed: +2 attack/Str d12+d6 AP 4 MD silver
  • Focus d8
    • Trappings: Water, Fire, Steam
    • Fusion Synergy (Steam): Free reroll when using Steam Trapping
  • Healing d6
    • +1 first aid kit
    • +1 trauma kit
  • Intimidation d6
  • Language (American) d8 (Native)
  • Language (Spanish) d4
  • Notice d6
  • Occult d4
  • Persuasion d6
    • Charismatic: Free reroll
  • Shooting d4-2
    • All Thumbs -2
    • Wilks Classic +1
  • Stealth d6
    • +2 wilderness
  • Survival d6
    • +2 wilderness
    • +1 navigation
    • +1 fishing and trapping
  • Wealth d6

Hindrances
  • All Thumbs (Minor): All Thumbs inflicts a −2 penalty when using mechanical or electrical devices.
  • Heroic (Major):
  • Loyal (Minor)
  • Stubborn (Minor)
  • 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.

Edges
  • Arcane Background (Gifted): 15 PP and 4 powers. Access to Mega Powers. Can’t use TW gear.
  • Brawler (hand wraps): Increase Toughness by 1 and roll Strength +d4 when hitting with their fists or feet. If they already have a damage die the Martial Artist Edge, increase the damage die type by one instead.
  • Bruiser (hand wraps): Increases his Toughness an additional +1, and the damage caused with his fists or claws another die type.
  • Channeling: Raise on a Power reduces its Power Point cost by 1. This can take it to 0.:
  • Charismatic: Free reroll on Persuasion.
  • Danger Sense (in nature only): When rolling for Surprise, 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.
  • Elemental Attunement (Fire): damage field
    • Powers: barrier, blast, bolt, burst, darksight*, light/darkness*, smite, and summon ally.
  • 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.
  • Elemental Fusion (Fire/Water): Steam fusion Trapping
    • Powers: arcane protection, divination, illusion, relief, and stun.
  • 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 (Water): Elemental Attunement (Water)
    • Powers: barrier, blast, bolt, burst, confusion*, intangibility*, smite, summon ally, and warrior’s gift*.
  • 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.
  • Martial Artist: His fists and feet are weapons so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage.
  • Martial Warrior: Increase the warrior’s Fighting bonus to +2 and her damage die an additional step.
  • Primal Conduit: 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.
    • Formations of the elements (ley lines)
      • Double range and duration of powers.
      • Attack powers: +2 damage
      • Defensive powers: +1 Toughness
      • Double PP regained while resting.
    • Grand nature sites (nexus)
      • Triple range and duration
      • Attack powers: +4 damage
      • Defensive powers: +2 Toughness
      • Triple PP regained while resting
      • If within one mile of a nexus, gain the effects of a ley line.
  • 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. 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.
  • Woodsman: Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).

Powers
PP: 15 Recharge: 5/hour
Channeling: Raise costs 1 less PP. Can make it 0.
Trappings: Water, Fire, Steam
Water: barrier, blast, bolt, burst, confusion*, intangibility*, smite, summon ally, and warrior’s gift*.
Fire: Barrier, blast, bolt, burst, darksight*, light/darkness*, smite, and summon ally
Fire/Water: arcane protection, divination, illusion, relief, and stun.
Air: barrier, blast, bolt, burst, deflection*, farsight*, havoc*, protection, smite, sound/silence*, and summon ally.
  • Blast
    • Cost: 3
    • Range: Smarts x 2; Medium Blast Template (3 targets)
    • Trappings: Water, Fire, Steam
    • Fusion synergy: +1 damage die
    • Launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise
    • Area Effect (+0/+1): Small Blast Template (2 targets) for no extra cost, or a Large Blast Template (4 targets) for +1.
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
    • Greater Blast (+4): 4d6 MD; Raise 5d6 MD
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
    • Range (+1/+2): Double/triple the range.
    • Selective (+1): Choose which targets in an area are affected.
  • Bolt
    • Cost: 1
    • Range: Smarts x 2
    • Trappings: Water, Fire, Steam
    • Fusion synergy: +1 damage die
    • 2d6 damage/Raise 3d6. Cover, illumination, and other such penalties apply, but no range penalties.
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
    • Greater Bolt (+4): 4d6 Mega Damage (5d6 with a raise)
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
    • Onslaught (+2): Rate of Fire 2 (ignores the Recoil penalty) and may be used for Suppressive Fire
    • Range (+1/+2): Double/triple the range.
  • Burst
    • Cost: 2
    • Range: Cone (3 targets)
    • Trappings: Water, Fire, Steam
    • Fusion synergy: +1 damage die
    • 2d6 damage. Raise 3d6
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): 3d6/4d6
    • Greater Burst (+4): 4d6 MD/5d6 MD
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
  • Damage Field
    • Cost: 4
    • Range: Smarts
    • Duration: 5
    • Trappings: Water, Fire, Steam
    • At the end of the affected character’s turn, all adjacent beings (including allies!) automatically take 2d4 damage.
    • Fusion synergy: +1 damage die
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): 2d6 damage
    • Greater Damage Field (+4): 3d6 MD
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
    • Radius (+2): Small Burst Template (2 targets)
  • Deflection
    • Cost: 3
    • Range: Smarts
    • Duration: 5
    • Trappings: Swirling mist and air
    • -2 to attacks/-4 Raise
    • Additional Recipients (+1)
    • Greater Deflection (+3): -4/-6
  • Detect Arcana
    • Limitation: Detect only
    • Cost: 1
    • Range: Smarts
    • Duration: 5
    • Trappings: Watery eyes
    • 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. 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).
    • 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).
    • Additional Recipients (+1)
    • Exalted (+2): 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): able to sense the presence and exact location of living beings within range like a radar; Presence Sense no longer requires line of sight to locate living beings.
    • Range (+1/+2): Double/triple range
  • Environmental Manipulation (Innate Ability)
    • Cost: 1
    • Range: Smarts
    • Trappings: Gestures
    • 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.
    • Life Sign Harmony: +4 to Trait rolls when manipulating water.
    • Range (+1/+2): Double/triple range
  • Environmental Protection (Innate Ability)
    • Cost: 2
    • Range: Smarts
    • Duration: 1 hour
    • 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).
    • Life Sign Harmony: Immune to all harmful effects of water.
    • Additional Recipients (+1)
    • Range (+1/+2): Double/triple range
  • Protection (Auto-Raise)
    • Cost: 1
    • Range: Smarts
    • Duration: 5
    • Trappings: Water, Fire, Steam
    • Creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Stacks with all other armor, and is negated by AP.
    • Fusion synergy: +2 Toughness
    • Additional Recipients (+1)
    • Greater Projection (+3): 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.
    • More Armor (+1): +4/+6 Armor
    • Toughness (+1): Provides Toughness instead of Armor and is not affected by AP.

Gear
  • Handwraps of Vampire Slaying (Str d12+d4)
  • Soaked and enchanted in a mixture of holy water, silver nitrate, and garlic, these fighter’s wraps are blessed for full effectiveness against vampires.
  • Trapping: Silver; all magic weapons do MD damage
    • Major: +1 die type Strength
    • Major: +1 die type Strength
    • Minor: +2 AP
    • Minor: +2 AP
  • Huntsman Medium Personal Armor (16 lb)
    • +5 Armor
    • +2 Toughness
  • Wilk’s 320 “Classic” Laser Pistol (2 lb)
    • Damage: 3d6 AP 2
    • Range: 15/30/60
    • Shots: 20
      • 2 eclips x 20 shots each
    • Shooting +1
  • 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
  • Trauma kit (3 lb): +1 Healing
  • 13 Wooden Crosses (13 lb)
Encumbrance: 54/60 lbs
Credits: 1700

Contacts

Background

Age: 21
Description: Vikon is tall and broad-shouldered and muscular. His hair is black and worn long. His eyes are black as well. He dresses in simple, functional, durable clothing under his armor.

Vikon was born to a farming family in the southern parts of the Texas Freelands. His elemental powers came to him early as a toddler. His parents did what they could, but eventually sent him north to the city of New Alamo to be trained.

New Alamo is a settlement centered around a religious community of paladins, priests, monks, nuns, and cyber-knights, many retired, and is a center of protection for midland Texas against the vampires and other threats that roam the midlands. It has close ties with the Tomorrow Legion and is often the initial launch point for Tomorrow Legion forays south into the Pecos Empire and vampire controlled Mexico.

In New Alamo, Vikon was trained by local heroes like Sir Pedro, Sister Penelope, and Sister Ashlyn. At sixteen, he was allowed to make his first forays with the New Alamo patrols. On one patrol, they ranged far south and he found that his family farm had been razed by a vampire attack, his parents killed. He redoubled his training, wanting to quickly be out on the front lines against the bloodsuckers.

Advances

Hero’s Journey
  • Magic & Mysticism
    • 14: Channeling Edge
    • 12: Spellslinger: Auto-Raise on Protection

Advances
  • Initial Advances: (From Hindrances): Strength d8, Vigor d8
  • Free Edge (Human): Elemental Attunement (Fire)
  • Novice 1 Advance: Martial Artist
  • Novice 2 Advance: Spirit d10
  • Novice 3 Advance: Life Sign Harmony
  • Seasoned 1 Advance: Elemental Attunement (Air); learn deflection
  • Seasoned 2 Advance: Martial Warrior
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Vikon Athir on Tue Jan 18, 2022 2:54 am, edited 4 times in total.
User avatar
Vikon Athir
Posts: 51
Joined: Mon Nov 09, 2020 2:59 am

Re: Vikon Athir (Elemental Fusionist - Lost Jungle)

Post by Vikon Athir »

Character Name: Vikon Athir
Rank: Novice
Race: Human (Mutant)
Iconic Framework: Elemental Fusionist
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8 (d12 hand wraps), Vigor d8
Pace: 6; Parry: 6; Toughness: 15 (5); Strain: 8/8
Skills:
  • Athletics d8
    • +1 climbing
  • Common Knowledge d4
  • Fighting d8
    • Unarmed: +1 attack/Str d12+d4 MD silver
  • Focus d8
    • Trappings: Water, Fire, Steam
    • Fusion Synergy (Steam): Free reroll when using Steam Trapping
  • Healing d6
    • +1 first aid kit
    • +1 trauma kit
  • Intimidation d6
  • Language (American) d8 (Native)
  • Language (Spanish) d4
  • Notice d6
  • Occult d4
  • Persuasion d6
    • Charismatic: Free reroll
  • Shooting d4-2
    • All Thumbs -2
    • Wilks Classic +1
  • Stealth d6
  • Survival d6+2
    • +1 navigation
    • +1 fishing and trapping
  • Wealth d6

Hindrances
  • All Thumbs (Minor): All Thumbs inflicts a −2 penalty when using mechanical or electrical devices.
  • Heroic (Major):
  • Loyal (Minor)
  • Stubborn (Minor)
  • 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.

Edges
  • Arcane Background (Gifted): 15 PP and 4 powers. Access to Mega Powers. Can’t use TW gear.
  • Brawler (hand wraps): Increase Toughness by 1 and roll Strength +d4 when hitting with their fists or feet. If they already have a damage die the Martial Artist Edge, increase the damage die type by one instead.
  • Bruiser (hand wraps): Increases his Toughness an additional +1, and the damage caused with his fists or claws another die type.
  • Channeling: Raise on a Power reduces its Power Point cost by 1. This can take it to 0.:
  • Charismatic: Free reroll on Persuasion.
  • Danger Sense (in nature only): When rolling for Surprise, 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.
  • Elemental Attunement (Fire): damage field
    • Powers: barrier, blast, bolt, burst, darksight*, light/darkness*, smite, and summon ally.
  • 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.
  • Elemental Fusion (Fire/Water): Steam fusion Trapping
    • Powers: arcane protection, divination, illusion, relief, and stun.
  • 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 (Water): Elemental Attunement (Water)
    • Powers: barrier, blast, bolt, burst, confusion*, intangibility*, smite, summon ally, and warrior’s gift*.
  • Martial Artist: His fists and feet are weapons so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage.
  • Primal Conduit: 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.
    • Formations of the elements (ley lines)
      • Double range and duration of powers.
      • Attack powers: +2 damage
      • Defensive powers: +1 Toughness
      • Double PP regained while resting.
    • Grand nature sites (nexus)
      • Triple range and duration
      • Attack powers: +4 damage
      • Defensive powers: +2 Toughness
      • Triple PP regained while resting
      • If within one mile of a nexus, gain the effects of a ley line.
  • 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. 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.

Powers
PP: 15 Recharge: 5/hour
Channeling: Raise costs 1 less PP. Can make it 0.
Trappings: Water, Fire, Steam
Water: barrier, blast, bolt, burst, confusion*, intangibility*, smite, summon ally, and warrior’s gift*.
Fire: Barrier, blast, bolt, burst, darksight*, light/darkness*, smite, and summon ally
Fire/Water: arcane protection, divination, illusion, relief, and stun.
  • Blast
    • Cost: 3
    • Range: Smarts x 2; Medium Blast Template (3 targets)
    • Trappings: Water, Fire, Steam
    • Fusion synergy: +1 damage die
    • Launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise
    • Area Effect (+0/+1): Small Blast Template (2 targets) for no extra cost, or a Large Blast Template (4 targets) for +1.
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
    • Greater Blast (+4): 4d6 MD; Raise 5d6 MD
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
    • Range (+1/+2): Double/triple the range.
    • Selective (+1): Choose which targets in an area are affected.
  • Bolt
    • Cost: 1
    • Range: Smarts x 2
    • Trappings: Water, Fire, Steam
    • Fusion synergy: +1 damage die
    • 2d6 damage/Raise 3d6. Cover, illumination, and other such penalties apply, but no range penalties.
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
    • Greater Bolt (+4): 4d6 Mega Damage (5d6 with a raise)
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
    • Onslaught (+2): Rate of Fire 2 (ignores the Recoil penalty) and may be used for Suppressive Fire
    • Range (+1/+2): Double/triple the range.
  • Burst
    • Cost: 2
    • Range: Cone (3 targets)
    • Trappings: Water, Fire, Steam
    • Fusion synergy: +1 damage die
    • 2d6 damage. Raise 3d6
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): 3d6/4d6
    • Greater Burst (+4): 4d6 MD/5d6 MD
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
  • Damage Field
    • Cost: 4
    • Range: Smarts
    • Duration: 5
    • Trappings: Water, Fire, Steam
    • At the end of the affected character’s turn, all adjacent beings (including allies!) automatically take 2d4 damage.
    • Fusion synergy: +1 damage die
    • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
    • Damage (+2): 2d6 damage
    • Greater Damage Field (+4): 3d6 MD
    • Heavy Weapon (+2)
    • Lingering Damage (+2): Some Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only).
    • Radius (+2): Small Burst Template (2 targets)
  • Detect Arcana
    • Limitation: Detect only
    • Cost: 1
    • Range: Smarts
    • Duration: 5
    • Trappings: Watery eyes
    • 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. 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).
    • 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).
    • Additional Recipients (+1)
    • Exalted (+2): 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): able to sense the presence and exact location of living beings within range like a radar; Presence Sense no longer requires line of sight to locate living beings.
    • Range (+1/+2): Double/triple range
  • Protection (Auto-Raise)
    • Cost: 1
    • Range: Smarts
    • Duration: 5
    • Trappings: Water, Fire, Steam
    • Creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Stacks with all other armor, and is negated by AP.
    • Fusion synergy: +2 Toughness
    • Additional Recipients (+1)
    • Greater Projection (+3): 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.
    • More Armor (+1): +4/+6 Armor
    • Toughness (+1): Provides Toughness instead of Armor and is no affected by AP.

Gear
  • Handwraps of Vampire Slaying (Str d12+d4)
  • Soaked and enchanted in a mixture of holy water, silver nitrate, and garlic, these fighter’s wraps are blessed for full effectiveness against vampires.
  • Trapping: Silver; all magic weapons do MD damage
    • Major: +1 die type Strength
    • Major: +1 die type Strength
    • Minor: +2 AP
    • Minor: +2 AP
  • Huntsman Medium Personal Armor (16 lb)
    • +5 Armor
    • +2 Toughness
  • Wilk’s 320 “Classic” Laser Pistol (2 lb)
    • Damage: 3d6 AP 2
    • Range: 15/30/60
    • Shots: 20
      • 2 eclips x 20 shots each
    • Shooting +1
  • 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
  • Trauma kit (3 lb): +1 Healing
  • 13 Wooden Crosses (13 lb)
Encumbrance: 54/60 lbs
Credits: 1700

Contacts

Background

Age: 21
Description: Vikon is tall and broad-shouldered and muscular. His hair is black and worn long. His eyes are black as well. He dresses in simple, functional, durable clothing under his armor.

Vikon was born to a farming family in the southern parts of the Texas Freelands. His elemental powers came to him early as a toddler. His parents did what they could, but eventually sent him north to the city of New Alamo to be trained.

New Alamo is a settlement centered around a religious community of paladins, priests, monks, nuns, and cyber-knights, many retired, and is a center of protection for midland Texas against the vampires and other threats that roam the midlands. It has close ties with the Tomorrow Legion and is often the initial launch point for Tomorrow Legion forays south into the Pecos Empire and vampire controlled Mexico.

In New Alamo, Vikon was trained by local heroes like Sir Pedro, Sister Penelope, and Sister Ashlyn. At sixteen, he was allowed to make his first forays with the New Alamo patrols. On one patrol, they ranged far south and he found that his family farm had been razed by a vampire attack, his parents killed. He redoubled his training, wanting to quickly be out on the front lines against the bloodsuckers.

Advances

Hero’s Journey
  • Magic & Mysticism
    • 14: Channeling Edge
    • 12: Spellslinger: Auto-Raise on Protection

Advances
  • Initial Advances: (From Hindrances): Strength d8, Vigor d8
  • Free Edge (Human): Elemental Attunement (Fire)
  • Novice 1 Advance: Martial Artist
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Vikon Athir on Wed Dec 16, 2020 2:19 am, edited 4 times in total.
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Pender Lumkiss
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Re: Vikon Athir (Elemental Fusionist - Lost Jungle)

Post by Pender Lumkiss »

Looking good! I think you have one extra power. I count 7 on the sheet but can only get up-to six when looking at the starting abilities of the warlock.

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.
-so that is 5

Then I see you took the elemental atonement edge for fire. Which gives 1 more.

That gets me to 6.

Since we are up against vampires I did want say that starting with life sign harmony water could filled with awesome sauce. Something to consider maybe?

Otherwise super cool character.
Field Team Six Bennies
3/6
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Vikon Athir
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Joined: Mon Nov 09, 2020 2:59 am

Re: Vikon Athir (Elemental Fusionist - Lost Jungle)

Post by Vikon Athir »

Okay. I took out Barrier. I assumed I got a power from Water Attunement, too.

I couldn't fit Life Sign Harmony in the initial build if I wanted to make Avatar with Martial Artist, unfortunately. He'd just be a pure caster then, and I would need to raise Spirit, too. A couple advances will get him there.
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Vikon Athir
Posts: 51
Joined: Mon Nov 09, 2020 2:59 am

Re: Vikon Athir (Elemental Fusionist - Lost Jungle)

Post by Vikon Athir »

Q1 2021 Advance: Life Sign Harmony
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