Water Warlock

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Venatus Vinco
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Water Warlock

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D'Norr
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HJ
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Re: Water Warlock

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Character Sheet

Aquar
Rank: Novice Experience: 5 Advances Left: 0
Race: D’Norr
Iconic Framework: Warlock
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Charisma: +1; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
  • Elementalism d8
  • Survival d8 (+2 related to water)
  • Fighting d6 (2)
  • Shooting d6 (2)
  • Knowledge (Arcana) d4 (1)
  • Intimidation d6 (2)
  • Persuasion d6 (2)
  • Swimming d6 (2)
  • Boating d6 (2)
  • Notice d6 (2)
Hindrances
  • Curious: An adventurous thrill seeker.
  • Quirk: Likes to be clean and takes lots of baths
  • Sucker: Always seems to fall for a sob story and tries to help out
Edges
  • AB Miracles: 4 powers, 15 PPE
  • Rapid Recharge: Recover 1 PPE/30 minutes
  • Improved Rapid Recharge: Recover 1 PPE/15 minutes
  • Elan: +2 when using a benny
  • Master of Magic: Knows mega powers
  • Elemental Focus: Each raise on Elementalism reduces PPE cost by 1
  • Primordial Weapon: Str + Spirit, AP 6. Mega Damage ice sword when smite activated.
Warlock Abilities
  • Connection to Elemental Plane:Sense elemental beings (of any element), and environmental effects related to their life sign, with a Notice check, anywhere within of Spirit x10 inches
  • 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: Duration for them is 5 minutes (1/5 minutes).
  • Elemental Manipulation: Can control water over a Large Burst Template centered anywhere within 12". Can create minor environmental effects as a free action with no roll. As an action, 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.

Racial Information
  • Distinctive D-Bee: −4 Charisma when dealing with CS and similar minded people.
  • Intelligent and Spiritual: d6 Smarts and Spirit. Maximum d12+1.
  • Natural Arcane Affinity: +5 PPE
  • Personable: +1 Charisma.
  • Restricted Path: No psionics
  • Sensitive: −2 to Fear checks

Powers
  • Summon Elemental: Summon water elementals of various rank.
  • Breathe Underwater: As a free action and for no PPE cost the Warlock can breathe, speak, and move at his normal pace while submerged underwater with no maximum depth. (Environmental Protection)
  • Create & Purify Water: As a free action, for no PPE cost, can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effect. (Elemental Manipulation)
  • Smite
  • Ice Bolt/Shards of Ice (Bolt)
  • Fluid Armor (Armor): A thick viscous layer of water surrounds the warlock absorbing damage. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
  • 20 PPE
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Re: Water Warlock

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Re: Water Warlock

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Gear

Ley Line Walker Medium Armor
  • +5 Armor
  • Strength Minimum: N/A
  • Environmental Protection:
  • Weight: 8 lbs
  • Note: Comes with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. Its bulk is a bit harder to conceal (−2 on such efforts).


Coral Staff
  • +1 Elementalism
  • 10 PPE (regenerates 1 per 15 minues)
  • Str+d6, Reach 1, Parry +1, two-handed
  • Does Mega Damage if 2 PPE is channeled through it that round
  • Ice Monster (Zombie)
  • Waterspout (Pummel)

Water Sprite (Companion)
Small Water Elemental
Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Knowledge (Planes) d4, Swimming d12, Notice d6, Stealth d8, Innate Powers d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 6 (2)
Edges: Arcane Background (Super Powers)
Powers: Dispel (fire effects)
Special Abilities
  • • Armour +2: Natural armour.
    • Slam: Str+d4.
    • Darkvision: No vision penalties for darkness (range 12").
    • Extraplanar: Not native to the material plane, and can be targeted by Banish.
    • Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
    • Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
    • Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
    • Size -1: Four feet long; Toughness -1.
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Re: Water Warlock

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Advances
Iconic Framework: Warlock

Hero’s Journey
  • Mystic Items & Gadgets 20 - Staff
  • Mystic Items and Gadgets 2 - Ley Line Walker Medium Armor
  • Magic & Mysticism 11 - Improved Rapid Recharge
  • Experience & Wisdom 2 - Elan
Advances
  • Initial Advances: (From Hindrances): +1 Spirit, Primordial Weapon
  • Novice 1 Advance: Elemental Focus
  • 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:
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