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Bane (D'Norr Ley Line Walker) "Dead"

Posted: Sun Feb 05, 2017 12:05 pm
by Bane
Player Name: Jonathan
Google Handle: dragonfett2
Character Name: Bane
Rank: Novice Experience: 24 Advances Left: 0
Race: D'Norr
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d6
Charisma: -1; Pace: 6; Parry: 4 ; Toughness: 5 ; Strain: 0 ; PPE: 20
Skills:
  • Fighting d4
  • Healing d4
  • Investigation d6
  • Knowledge (Arcana) d10
  • Notice d10
  • Persuasion d8
  • Shooting d6
  • Spellcasting d10
  • Streetwise d8
  • Survival d4
  • Throwing d6
Racial Info
  • Distinctive DBee: Due to their devilish appearance, D'Norr face significant prejudice from the Coalition.
  • Intelligent and Spiritual: Smarts and Spirit start at a d6, and their max are increased to d12+1.
  • Natural Arcane Affinity: Gain 5 PPE whether or not they follow an arcane path.
  • Personable: D'Norr are rather charming and easy to get along with, giving them a +1 Charisma.
  • Restricted Path: D'Norr have no capacity for psionics and can not choose the Arcane Background (Psionics) or an Iconic Framework that includes it.
  • Sensitive: Due to their inherently sensitive and compassionate nature, they are particularly susceptible to Fear, taking a -2 whenever making a check against such situations.
Hindrances
  • Hindrance (Major): Heroic
  • Hindrance (Minor): All Thumbs
  • Hindrance (Minor): Loyal
Edges
  • New Power: Boost/Lower Trait (From Hindrances)
  • Wizard (From Hindrances)
  • Investigator (From Hero's Journey)
  • Rapid Recharge (From Iconic Framework)
  • Improved Rapid Recharge (From Hero's Journey)
  • Scrounger (From Hero's Journey)
  • Connections:Black Market (From Hero's Journey)
Cybernetics
n/a

Iconic Framework
  • Arcane Background (Magic): 5 Powers from the Ley Line Walker list, 15 PPE, starts with Spellcasting at d8.
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane spellcasters, Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit x 3 and the multiply their current maximum PPE by x 3 while at that distance or closer.
  • Ley Line Rejuvination: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what direction it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of it's energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the ley line can here, or it can be directed to a single recipient (who needs to be on the ley line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
  • Masters of Magic: She has Mega Powers for her spells, and a Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and starts with the Rapid Recharge Edge.

    Complications
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing a -1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a -2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are "shoot on sight" targets for the Coalition. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation of Magic to be hostile territory as well.
Hero’s Journey
  • Eduction
  • 16
  • Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Investigator Edge and Investigation skill at d6.
  • Enchanted Items & Mystic Gadgets
  • 14
  • The TK Revolver is a favorite among Techno-Wizards and those who don't like keeping up with ammunition.
  • Magic & Mysticism
  • 11
  • Often, one crisis after is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge Edge is he already has the former.
  • Training
  • 1
  • After serving several years in a military, paramilitary, 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.
  • Experience & Wisdom
  • 5
  • With a nose for opportunities, horse-trading, and Five Finger discounts, your hero is the go to person for getting what's needed in a crunch. He has the Scrounger Edge and Connections (Black Market).

Re: Bane (D'Norr Ley Line Walker)

Posted: Mon Feb 06, 2017 11:36 am
by Bane
Gear

Credits: 1000 credits

Item
  • SFD Huntsman Lightweight Personal Armor (5 Armor, +1 Toughness, d6 Minimum Str, 16 lb.)
  • Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
  • TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
  • NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2, Shots 20, Wt. 4, Notes: Semi-Auto)
  • Solar Deflection Ring
    This ring was once worn by a master vampire Soldad. It had once allowed him to control the spirit of an elder dragon. The ring was split in twain but reforged by its maker Elrond Hub. In the hands of a powerful wizard it can be a great boon. It now uses the sun's energy energy to protect the wearer against harm.
    Solar deflection
    • Major: Power Deflection of the sun. Brilliant rays of light extend from the ring making the user harder to see and thusly to hit. If this power is activated with a raise the normal raise benifits of deflection are instead replaced by a solar energy damage field that deals 2d4 points of damage or 2d10 vs vampires.
      • the ring uses the casting skill of the wearer and has 5 ppts from which the power can be activated from. The ppts regenerate at the standard rate.
    • Major: the ring also just naturally distorts the electomagnetic field around the wearer just slightly enough that it is hard to hit them at range. -1 to be hit at range.
    • PPE: 5
    Worn
  • NG-S2 Survival Pack
    • One 2-person tent, insulated against -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 navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range, five mile radio.
    • One 1st 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 tinsile 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 hatchet
    • 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 sterillized cloth.
    • One canteen
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
(Note: This indicates what is currently worn.)

Re: Bane (D'Norr Ley Line Walker)

Posted: Wed Feb 08, 2017 12:45 am
by Bane
Background

Hailing from Dweomer, Bane was raised in a family of mages. Born June 19, 85 PA to Gallux and Larissa Malon, Banethro (his full birth name) was encouraged from an early age to ask questions to learn the answers he sought. When it became clear, even at an early age that Banethro had the same knack for magic, he was apprenticed to an Elven Wizard who instructed him in the ways of magic, but demanded that he give up technology. After completing his apprenticeship, he worked for Dweomer Defense Force as a police officer and detective, where he made some friends among some of the Black Market dealers, who also gave him pointers on what to look for if he ever needed to "acquire" emergency supplies.

Two months ago, he was personally summoned by the Three, the lords of Dweomer, to investigate and assess this new place that they have heard of, Castle Refuge.

Re: Bane (D'Norr Ley Line Walker)

Posted: Wed Feb 08, 2017 12:48 am
by Bane
Advances
  • Initial Advances: (From Hindrances): Wizard, New Power: Boost/Lower Trait
  • Novice 1 Advance: Increased Spirit 1 die type
  • Novice 2 Advance: New Power: Smite
  • Novice 3 Advance: Increased Spellcasting 1 die type, increased Notice 1 die type
  • Seasoned 1 Advance: Increased Smarts from d10 to d12

Re: Bane (D'Norr Ley Line Walker)

Posted: Wed Feb 08, 2017 8:43 pm
by Bane
Spells
  • Armor
    • Greater Armor (Trapping: Fire Resistant +2 Armor vs. Cold, Ice, Fire, and Heat. Cold attacks count as dispel) Dwarven Armor.
  • Banish
    • Banish the Horde
  • Bolt (Trapping: Wooden Spike -1 die type + 1 die vs. unarmored targets) Wooden Spike
    • Onslaught (Trapping: Sunlight) Sun Bolt
  • Boost/Lower Trait
    • Greater Boost/Lower Trait
  • Detect/Conceal Arcana (Trapping for Ley Line Walker Detect Arcana: Softly Glowing Eyes, not enough to provide light)
    • Exalted Detect/Conceal Arcana (Trapping for Exalted Conceal Arcana: Muted Colors -2 Charisma, -1 die type to Persuasion on a raise)
  • Disguise
    • Mass Disguise (Trapping: Illusion Distorting Disguise " Mass Disguise": The Caster creating a massive disguise and sometimes can use the disguise to make people see what is not there. The caster can affect anyone she wishes within a large burst template, centered on herself with disguise. The raise effect is replaced with an application of illusion. Note: Illusion only works on 1 single person. If it is an ally I could see a little in game convincing so they do not oppose the illusion. Enemies would oppose as normal.) Distorting Illusion
  • Smite (Trapping: Silver)
    • Greater Smite

Re: Bane (D'Norr Ley Line Walker)

Posted: Thu Apr 06, 2017 7:48 pm
by Bane
First Quarter XP added and my Novice 2 Advance has been spent on New Power: Smite.

Re: Bane (D'Norr Ley Line Walker)

Posted: Mon Jul 10, 2017 5:36 pm
by Bane
Second Quarter XP added and my Novice 3 Advance will be spent on increasing two skills, Spellcasting and Notice.

Re: Bane (D'Norr Ley Line Walker)

Posted: Tue Oct 10, 2017 10:30 pm
by Bane
3rd Quarter XP added and my advance will be used for bumping my Smarts.