Cade (Damien) NPC [Temporal Warrior]

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Henry
Daniel (Lars)
Posts: 168
Joined: Fri Apr 07, 2017 11:27 pm
Location: Coalition States

Cade (Damien) NPC [Temporal Warrior]

Post by Henry »


Damien / MARS - Temporal Warrior

Fortune and Glory Rolls
[dice:26h86sqa]26586:2[/dice:26h86sqa]
[dice:26h86sqa]26586:25[/dice:26h86sqa]
[dice:26h86sqa]26586:7[/dice:26h86sqa]

Heroes Journey Rolls
Training [dice:26h86sqa]26586:20[/dice:26h86sqa]
Magic & Mysticism [dice:26h86sqa]26586:21[/dice:26h86sqa]
Training [dice:26h86sqa]26586:1[/dice:26h86sqa]

Temporal Psychosis Rolls
Novice [dice:26h86sqa]26586:0[/dice:26h86sqa]
Seasoned [dice:26h86sqa]26586:9[/dice:26h86sqa]

Rich Rolls
Body Armor [dice:26h86sqa]26586:5[/dice:26h86sqa]
Body Armor [dice:26h86sqa]26586:15[/dice:26h86sqa]
Last edited by Henry on Sat Dec 23, 2017 1:16 am, edited 5 times in total.
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Cade

Post by Daniel »



Cade Williams

Rank: Seasoned Experience: 35 Advances Left:
Race: Human
Iconic Framework: MARS - Temporal Warrior

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d10, Vigor d10
Charisma: -2 / +2; Pace: 6; Parry: 8; Toughness: 7; In Armor: 15 (6); Strain: 0

Skills:
  • Spellcasting d8
  • Fighting d10 (2)
  • Piloting d6
  • Shooting d8 (2)
  • Knowledge (Arcana) d6 (2)
  • Taunt d6 (2)
  • Notice d6 (2)
  • Stealth d10 (3)
  • Tracking d4 (1)
  • Survival d4 (1)
Hindrances
  • Enemy (Major): Left on very bad terms with former trainer/master, Temporal Raider, t'Fethic.
  • Alcoholic (Minor): Just a little nip please.
  • Wanted (Minor): Lord Splynncryth wants him for his actions against him.
  • Temporal Sickness (IF): Suffers level of fatigue after each teleport or Dimensional Rift. Take 24 hours to recover. Can cause Incapacitation but not death.
  • Out Of Touch (IF): Distant, stoic, and aloof. -2 Charisma.
Edges
  • Attractive (Human): +2 Charisma
  • Arcane Background Magic (IF): 3 powers, 10 PPE
  • Tricky Fighter - Agility (IF): No multi-action penalty when using a Trick in the same round as a Fighting attack.
  • Temporal Warrior (IF): Spend 2 PPE to make a Trick cause a level of Fatigue. Gain temporal version of existing power once per rank.
  • Rich (HJ): 5,000 credits plus HJ rolls
  • Connections (HJ): Thraxus (Center)
  • Connections (HJ): Gevvell (High Conservator on Atlantis)
  • Brave (HJ): +2 Fear tests
  • Strong Willed (HJ): +2 Intimidation and Taunt. +2 to resist Test of Wills.
  • Dirty Fighter (HJ): +2 to Trick maneuvers
  • Martial Artist (HJ): Never considered unarmed, +1d4 to unarmed damage
  • Brawler (HJ): +2 Unarmed Damage
  • Time Stands Still (Advance): On a Joker, double existing pace and take one additional action with no multi-action penalty. This can be a repeat action.
  • Time and Space Warp (Hindrances): Once per session can spend 3 PPE to interrupt an action as if on Hold. This interruption is done at double pace pace and +1 to any opposed actions.
Powers (Expanded Upon in Below Post): smite* (Trapping: Phasing), deflection* (Trapping: Phasing), speed (Trapping: Fast Forward), armor (Trapping: Out of Sync). *Temporal version available PPE: 10 (+10 PPE from Blade)

Weapons / Armor
  1. Weapon:
    Temporal Blade
  2. Weapon:
    Light Blade (TW Modified)
    • Damage: Str+2d8+2
    • Weight: 1 lbs
    • Cost: 20,000
    • Notes: AP 4, creates sunlight in a Small Burst Template while active, affecting vampires and related creatures. Looks like high-tech tube of black metal until activated (free action).

  3. Weapon:
    NG-LG6 Laser Rifle
    Image
    • Range: 25/50/100
    • Damage: 3d6+2, AP 2
    • RoF: 1
    • Shots: 20
    • Weight: 19 lbs
    • Notes: Min Str d6, Semi Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).
  4. Armor: NG Peacekeeper {{ RESKINNED }} Looks like a bracelet on his right wrist. UWW TW Design.
    • Armor Value: +6 Armor +2 Toughness
    • Strength Minimum: d8
    • Environmental Protection: Full
    • Weight: 27 lbs
    • Cost: 40,000
    • Note: The version listed here is the “tactical” armor, including heavier armor plates for combat protection against deadly weapons. For the lighter version, reduce the weight by 11 lbs, reduce the Strength minimum to d6, and reduce the protection to +4 Armor with no Toughness increase. Targeting System, +2 ranged attacks. Camouflage paint, +2 Stealth in Urban Areas.
Last edited by Henry on Wed Jan 24, 2018 8:08 am, edited 14 times in total.
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Cade

Post by Daniel »


Spell Works: Base Power, Mega and Temporal Power

Time Warp Fast Forward (Speed, Greater Speed)
Trapping: Fast Forward: Beneficial powers speed up the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
Power Points: 8
Range: Touch
Duration: Instant
Some Temporal Wizards become so in tune with time that they are capable of skipping forward through time in the blink of an eye. Temporal Wizards with this power may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can fast forward by a few second, minutes, or even hours and reappear in the exact same spot. Note, this is the ability to move through time not space, the hero can only reappear in the same location. Although hours may have passed for everyone else it is only a moment for the Wizard meaning no existing conditions will have had time to recover (fatigue, power points, etc.). Add 2 powers points for each additional person included in the fast forward. Carrying more than one person is tiring and the Wizard must make a Vigor check at -1 for each additional person carried forward or suffer a Fatigue level (requiring four hours to recover).


Phase Field (Armor, Greater Armor)
Trapping: Out of Sync: Due to a slight dimensional frequency change, the caster can make someone harder to target with spells and powers. For a beneficial power with a duration cast on someone, the caster gains Arcane Resistance for the duration in place of the normal raise effect.
Power Points: 5
Range: Touch
Duration: 3 (1/round)
Creates a force field that disperses much of the energy from incoming attacks, including bullets from rail guns! Success grants +2 M.D.C. Armor, +4 on a raise. This armor is not affected by AP.


Spacial Distortion (Deflection, Greater Deflection)
Trapping: Phasing: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect. Positive effects slightly obscure the character, making him –2 to be hit by ranged attacks for the duration, or until the end of their next turn for those with an instant duration.
Power Points: 4
Range: Touch
Duration: 3 (1/round)
Master over space allows the temporal wizard not only to deflect attacks against them but also to redirect them! The power effects are the same (-2 and -4 on a raise) but the caster can make a Shooting attack at -2 (no penalty on a raise) to redirect failed attacks to another foe! This applies to ranged attacks only, melee attacks are deflected as normal.


Phase Weapon (Smite, Greater Smite)
Trapping: Phasing: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect. Positive effects slightly obscure the character, making him –2 to be hit by ranged attacks for the duration, or until the end of their next turn for those with an instant duration.
Power Points: 4
Range: Touch
Duration: 3 (1/round)
Weapons gain phasic properties, able to cut through physical armor with ease. Damage becomes Mega Damage and damage and AP of the enchanted weapon increases by +2 (+4 with a raise).




Two Tattoos, inked on each of you. - Lars
1.) Speak Language
Speed Reading (Speak Language)
Power Points: 2
Range: Touch
Duration: 10 minutes (1/10 minutes)
In addition to understanding the caster can read and comprehend anything written in any language at an extraordinary rate of speed. They can read Smarts x 1000 words per minute and retain the information with a Smarts check at -2. This only imparts knowledge, skills still require training and practice.

- and -

2.) One of Players choice ! from following list: armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, conceal arcana, confusion, damage field, darksight, deflection, drain Power Points, entangle, farsight, fear, growth/shrink, havoc, healing, light/obscure, pummel, slow, slumber, smite, speed, stun, telekinesis, teleport, wall walker, or warrior’s gift.

Piked:
Drain Years (Drain Power Points)
Rank: Heroic
Power Points: 20 (0 as tattoo, see restrictions below)
Range: Smarts
Duration: Permanent
Trappings: Aging quickly via temporal field.
This vile spell causes one target to wither and age many years in an instant. The caster makes an arcane skill roll opposed by the victim’s Vigor. On a success, the victim ages rapidly and loses a permanent die of Strength and Vigor, or two die steps on a raise (both to a minimum of a d4). If cast on an Elderly character, the victim dies of old age if he fails his Vigor roll.


Cade can use the 2 tattoos as basic, greater or temporal.

If there is a Duration for the chosen Power, it only lasts for the base Duration and must be re-activated with an action (physically touching tattoo with hand is a must to activate). Each tattoo can only be used up to three times in a 24 hour period. Each use beyond 3 causes a Level of Fatigue. If the Tattoo person is not an arcane caster (Psi or Magic), they must use their Spirit to activate or use the Power. Otherwise use AB Skill to Activate. List of options is above.

Only one Power may be imbued into any given tattoo. Due to their magical nature, anyone bearing an enchanted tattoo is inherently magical and may be sensed using the Detect Arcana power at -2 (or straight roll if tattoo is being used). A successful Knowledge (Magic) roll at -2 will also determine the type of magic used to enchant the tattoo is not Atlantean in nature. Damage to a tattoo from Wounds or other Hazards, usually via Called Shots (-2 or -4 depending on size of tattoo), causes the tattoo to cease working until the Wound is fully healed.




Elder Cade has the following Spells:

Dimensional Envelope (Wall Walker)
Power Points: 4
Range: Touch
Duration: 3 (1/round)
The Temporal mage has access to a dimensional envelope that exists outside normal dimensions and is all but undetectable except to someone who can see dimensional anomalies. exalted detect arcana can possibly notice it but at -4. The space is about the size of a walk-in closet and holds enough air for the duration of the power. The character simply walks through a wall and enters into the space. While in it he can effect his space, drop items off, or grab items stored in the envelope. When he returns to the normal dimension he pops back out right where he disappeared. Note: The passage of time is not altered.

ID Self (Summon Ally)
Power Points: 9 (reduce base by 4)
Range: Special
Duration: Permanent
The Temporal mage summons a version of himself from an alternate dimension. This self is every bit the born hero the temporal mage is, right down to being a wild card. The new self is virtually like having a sidekick self. Power Points, powers, skills, edges, and natural abilities are all the same. Although, the ID Self can be affected by the banish power. If the caster dismisses his ID Self roll a d6, on a 6 the Id Self is of the opposite personality and resists being dismissed becoming permanent in this reality and no longer under the player’s control - and very likely a nemesis.

Wink Out (Quickness)
Power Points: 8
Range: 12”
Duration: 3 (1/round)
Rather than increase their speed, the Master of Temporal Magic uses a rapid succession of teleports to move very rapidly around a target to attack from multiple angles. The caster can divide multiactions or extra attacks over the teleportations. The target is treated as if he were
being ganged up on by as many different foes as the caster’s attacks. Three attacks, for
example, carry a Gang Up bonus of +2. On a raise the caster may ignore up to 2 points of Multi-Action penalties when using this power.

Attune Object (Light/Obscure)
Power Points: 10
Range: Touch
Duration: Permanent
The master of temporal magic can permanently lock and conceal an object so that only one person may use it. Both the object and the owner must be present for the ritual. The ritual takes 10 minutes. Afterward, the object is only visible by its owner. It can be only detected with Exalted Detect Arcana at -4 or the See Dimensional Anomaly power. Even when seen, anyone attempting to use the object will find it to be inert or inactive (e.g. computer won’t turn on, gun won’t fire, etc.). Weapons like swords can still be wielded as normal but any enchantments or TW modification won’t work.

Collapse Space (Farsight)
Power Points: 6
Range: Touch
Duration: 3 (1/round)
Collapsing the distance between himself and a target the caster may literally reach out and touch someone, granting the wizard a Reach of Smarts x 10. The wizard must see or know the location of the target but obstructions and cover do not effect the attack. The attack is made at -2 (no penalty with a raise) due to the disorienting nature of the power.

Phase Bolt (Bolt)
Power Points: 5
Range: Touch
Duration: 3 (1/round)
Damage is unchanged but the bolt ignores armor!Any embedded Toughness still applies. Not effective against force fields or the armor power..
Last edited by Henry on Wed Jan 24, 2018 8:07 am, edited 6 times in total.
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Daniel
Daniel (Lars)
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Cade

Post by Daniel »


Advancement

MARS Package
  • AB Magic
  • Temporal Warrior
  • Tricky Fighter
  • Spellcasting d8
  • Fighting d6

Hero’s Journey
  • Magic & Mysticism 11: Knows one power of any Rank from his own list or one Novice power normally unavailable
  • Training 14: Dirty Fighter, +1 Parry
  • Training 5: Martial Artists and Brawler Edge

MARS Fortune & Glory
  • 3 - A Way to Get Around. Piloting d6 and vehicle: Desert Fox Hover Cycle, stored in d-closet.
  • 9 - Wealthy & Connected. Rich plus two connections: Thraxus (Center) and Gevvell (High Conservator on Atlantis)
  • 11 - Fortune Favors the Bold. Brave edge plus 1 benny per session

Rich
  • Body Armor 15 - Targeting System, +2 ranged attacks
  • Body Armor 17 - Camouflage paint, +2 Stealth in Urban Areas.

Advances
  • Initial Advances: (From Hindrances): +1 Agility, Time and Space Warp
  • Novice 1 Advance: Time Stands Still
  • Novice 2 Advance: +1 Shooting and Stealth
  • Novice 3 Advance: +1 Agility
  • Seasoned 1 Advance: Master of Magic
  • Seasoned 2 Advance: +1 Strength
  • Seasoned 3 Advance: ELDER CADE: New Power
  • Seasoned 4 Advance: ELDER CADE: New Power
  • Veteran 1 Advance: ELDER CADE: New Power
  • Veteran 2 Advance: ELDER CADE: New Power
  • Veteran 3 Advance: ELDER CADE: New Power
  • Veteran 4 Advance: ELDER CADE: New Power
  • 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 Henry on Wed Jan 24, 2018 8:13 am, edited 4 times in total.
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Daniel
Daniel (Lars)
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Re: Cade [Temporal Warrior]

Post by Daniel »


How to use this build: Tricks. Think Trinity from the Matrix.
  • Can do Agility tricks at +2
  • Can make a Trick followed by a Fighting Attack in the same round with no multi-action penalty
  • Can spend 2 PPE to make a Trick cause a level of Fatigue (so on a success a target ends up -2 to parry, possibly shaken, and -1 to all actions from Fatigue)
  • Can spend 3 PPE to interrupt actions as if she were on hold - basically make an Agility test to jump the initiative order
  • On a Joker basically has the "Split the Seconds" edge like a Juicer or Crazy
  • Can Fight with weapons or unarmed
  • Regular, Mega, and Temporal power options give a lot of flexibility for a short spell list
  • Conserve PPE
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Cade [Temporal Warrior]

Post by Daniel »


Background:
Cade is not native to this Rifts Earth.....he has worked as a Dimensional Raider (t'Fethic) for most of his life. A temporal flux pulled him to Gloom during the bombing of the hotel. Having little else going on at the time, he offers his services to the Black Company. Cade also knows Drake, knows Blackwell, and knows some about the Future Brigade (FB). The FB is not his time line / dimension either. The most important thing in Cade's life, is keeping away from t'Fethic. Unless someone can present a pretty solid plan for killing the Raider, avoidance is best. Staying in this Rifts Earth for now is safest.


Rolls from Crossover Story, BC/13th SET 2017 in Gloom: +1 die type to Vigor and Nerves of Steel Edge.

After the events of the Aftermath in Gloom, Cade is hired by Diamond Clad and Ben as Security for their wellbeing. While protecting them from an assassination attempt Cade and the Assassin are Rifted away from Gloom. Time passes for Cade (almost 10 years) and he ends up orchestrating some old friends being sold into a Shadowy Cell. They get pillars for Gloom. At which point he ends up eventually back in Gloom.

Every time he is wounded mortally, a woman named Cira, "resurrects" him. However she does not fully heal his wounds and the wounds never heal fully. Thus he has taken to wearing a masked armor.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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