Samuel - Guardian and Champion of The Light

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Samuel
Posts: 5
Joined: Tue Apr 12, 2022 6:53 pm

Samuel - Guardian and Champion of The Light

Post by Samuel »

Samuel
Player: @Stoic
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills:
  • Athletics d8
  • Common Knowledge d6
  • Faith d10
  • Fighting d8
  • Focus d10
  • Notice d8+2/+4
  • Persuasion d6
  • Repair d8
  • Stealth d8

Pace: 6/24; Parry: 5; Toughness: 6
Hindrances: 8 points
  • Hindrance (major/minor) - Samuel has a hindrance.
  • Hindrance (major/minor) - Samuel has a hindrance.
  • Hindrance (major/minor) - Samuel has a hindrance.
  • Hindrance (major/minor) - Samuel has a hindrance.
  • Hindrance (major/minor) - Samuel has a hindrance.
  • Hindrance (major/minor) - Samuel has a hindrance.

Powerhouse Iconic Framework
  • Superhuman Enhancements: The character gains 45 Super Power Points, with a Power Limit of 20 points.
  • Exponential Growth: The character gains 5 power points as they reach Seasoned, Veteran and Heroic Ranks.
  • Quirk of the Empowered: The character must take 2 additional points in Physical or Super Hindrances and 2 additional points of Hindrances of a social nature (such as Enemy, Outsider, or Vow (such as to an organization) - this does not include personality-based Hindrances such as Arrogant, Bloodthirsty, Loyal, or Quirk). No points are awarded for these hindrances. Additionally, a GM might allow the use of a negative racial abilities instead.
  • Cybernetic Strain: The character may take Cybernetics, however each point of Strain reduces available power points by 2 points. (Characters with regeneration may not select cybernetics.)
  • Hero's Journey: The character may make 2 Hero's Journey rolls from any table except Magic & Mysticism or Psionics.
  • Begin with Standard Gear, but they may substitute their armor with an Armored Cloak (see Empires of Humanity) instead.

Powers:
  • Ageless (1): Samuel is immortal.
  • Attack Ranged (15) - Samuel can emit a variety of blasts of focused holy light.
    • Cone of Light: 5d6, heavy, Cone, Switchable x2
    • Light Blast: 5d6, heavy, spread (+2 to hit, but innocent bystander on 1 or 2)
    • Holy Rays: 3d6, heavy, RoF 3
  • Dodge (5) - Samuel’s intuition predicts incoming blows and easily avoids them. Ranged attacks suffer a -5 to hit Samual
  • Energy Control (6) Samuel can control Light and Holy Magic. Additional Power Type (+1)
  • Environmental Resistance (3): Light, Samuel is immune to light.
  • Fearless (2): As a champion Samual is unmoved by horror.
  • Flight (6): As a being of light Samual can fly at a pace of 24.
  • Heightened Senses (2) - Samual can see heat energy and ultraviolet spectrum. Infravision (+1), Low Light Vision (+1)
  • Holy Being - Super Skill (1): The character gains +1 die types Faith
  • Immune to Poison & Disease (2) - 42
  • Scan - Magic
  • Unrelenting Will - Super Edge (10): The character has Arcane Resistance, Arcane Resistance (Improved), Brave, Strong Will and Iron Will edges.

Advancements & Edges:
  • Bonus Points: Additional Attribute
  • Bonus Points: Additional Attribute
  • Hindrance: Additional Attribute
  • Hindrance: Additional Attribute
  • Hindrance: Additional Attribute
  • Hindrance: Additional Attribute
  • Human Free: Arcane Background (Miracles) - Banish, Arcane Protection, Detect/Conceal Arcana,
  • Hero's Journey - Education 17: +3 Smarts based Skill points
  • Hero's Journey - Experience & Wisdom 7: Danger Sense Notice roll at +2 to sense ambushes or similar events.
  • Hero's Journey - Experience & Wisdom 10: Alertness.
  • Hero's Journey - Training 1: +3 Combat Skills
  • Hero's Journey - Magic & Mysticism 12: Automatic Raise when using Arcane Protection.
  • N1: Power Points (15)
  • N2: Adept (Boost Trait, Arcane Protection, and Protection)
  • N3: New Powers - Relief, Protection
  • S1: New Powers - Dispel, Healing
  • S2: Holy Warrior
  • S3: Power Points (20)
  • S4: Master of Magic
  • V1: Champion
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Stoic
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: Samuel - Guardian and Champion of The Light

Post by Stoic »

Gear:

I suggest your signature item being
Guardian Plate An enchanted suit of armor made for enhancing the powers of holy warriors.
NG-EX10 Gladius Exoskeleton EBA + TW Conversion + With +2 to Focus Rolls and +2 to Spirit rolls
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Samuel - Guardian and Champion of The Light

Post by Ndreare »

Design notes:

You need to pick your gear and your hindrances.

This guy is built that he is nearly immune to magic. By default all magic is -4 on him, mental effects he gets +2 to resist and then he can trigger Greater Arcane Protection as a free action on himself for 1 power point and rolling with a +2 granting +6 more
For a total of -10 to all magic and +2 to resist mental magic
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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