Sula

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Sula

Post by Sula »

Rolls:
Narrative Hook [dice]0[/dice]
Training [dice]1[/dice]
Experience and Wisdom [dice]2[/dice]
Enchanted Items and Mystic Gadgets [dice]3[/dice]
Magic and Mysticism x 2 [dice]4[/dice] [dice]5[/dice]

Starting Credits [dice]6[/dice] x1000 = 4000

Trade-In Training and Enchanted Items results for a 1 on the Enchanted Items table (Staff of Power).
Magic and Mysticism my 19 becomes a 14 (auto raise on success) for Healing.
Last edited by Sula on Thu Jan 18, 2018 11:12 pm, edited 3 times in total.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Sula

Post by Sula »

Character Sheet

Player Name: Kittie
Google Handle: Christina Partch-Smith
Character Name - Sula
Rank: Seasoned Experience: 33 Advances Left:
Race:Monokeri
Iconic Framework: Mystic
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5); Strain: 0
PPE: 35 ISP: 20
Skills:
  • Mysticism d10 + 1 (Staff) (+2 for Healing)
  • Psionics d8 (+2 for Healing)
  • Fighting d4
  • Knowledge (Medicine) d6
  • Knowledge (Arcana) d4
  • Shooting d4
  • Notice d4 +2
  • Climbing d4
  • Healing d6 +2
  • Persuasion d4
  • Stealth d4
  • Survival d4 +2 for North America
  • Common Knowledge North America d8 +2
  • Streetwise North America d4 (d4-2 for untrained +2 from Hero’s Journey)

Hindrances
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Pacifist
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): All Thumbs (Race)
  • Hindrance (Minor): Cyber Resistant (Race)
  • Hindrance (Major): Distinctive D-Bee (Race)
  • Hindrance (Minor): Racial Enemy (Race)
  • Hindrance (Minor): Non-Standard Physiology (Race)
  • Hindrance (Major): Major Vow - Hippocratic Oath (Iconic Framework)

Edges
  • Edge: Master of Magic (Iconic Framework)
  • Edge: Alertness (Iconic Framework)
  • Edge: Danger Sense (Iconic Framework)
  • Edge: Rapid Recharge (PPE) (Iconic Framework)
  • Edge: Improved Rapid Recharge (PPE) (Hindrance)
  • Edge: Major Psionic (Hindrance)
  • Edge: Healer (Novice Bump) - +2 to all healing rolls including ally's' natural healing
  • Edge: Elan (Seasoned Bump) - +2 to benny rolls
Last edited by Sula on Sun Jul 14, 2019 6:10 pm, edited 14 times in total.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Sula

Post by Sula »

Background:
Sula was born to a loving family (Parents and an older brother, Tarran) in the town of Meister, a Fadetown in the Magic Zone. She was very young when her parents noticed her affinity for healing and interest in herbs and other medicinal plants. They took her to the local priest of Eir, Waryn, and were initially told that she was too young to be apprenticed. However, they priest soon found that she was constantly over asking questions and trying to learn and so she was apprenticed by the age of 7. The priest did his best to train her but after just a few years she had learned everything he had to teach and her desire to know more led her to leaving the town. At 10 years old there was no way her parents were going to agree to her wandering the countryside on her own and so they convinced a band of travellers to take her and her brother with them. Before leaving, Waryn stopped Sula and gifted her with a beautiful staff of a sort of wood she had never seen before and covered in runes. He told her that the staff would help her protect herself against demons and other unholy beings as well as get out of danger if needed. He taught her how to activate the spells that it gave her access to and warned her to keep it safe. Outside of the town while travelling the group was set upon by bandits. While she defended herself, once the fight was over she saw that the leader of their group had captured one of the bandits while the others ran off. While the bandit was tied up and being questioned about the bandits’ base of operations, Sula began treating his wounds. The befuddled leader asked what she was doing and she explained that she had made a Vow to her goddess Eir to treat all in need. Further discussion got more of the details of her vow (Hippocratic Oath) which had been passed to her by the Waryn.
Years passed and she and her brother travelled with many different groups as she pursued knowledge of Eir and her teachings anywhere they could be found. This took them all over the country learning about the people and places they went through as well. She absorbed all of it like a sponge remembering details even her brother forgot.
She was 16 when they heard rumors of a cure for Juicers being created in Newtown. Tarran knew there was going to be no way to keep his sister from going to learn about this cure and so got ahold of some oversized, hooded cloaks to cover themselves with as they snuck into town. They hadn’t been there long, working from the shadows in the Coalition State to figure out where the information had come from, when the Uprising happened. The fighting made it a little easier for them to move about and they helped discover that the rumor was, in fact, a hoax perpetrated by an extra-dimensional being to stir up trouble for its own amusement. By the time they were able to get that information out it was nearly too late for everyone. Armed with the knowledge that they needed to send the beast back to where it came from a group of magic users banded together with Sula and her brother along for the ride to put everything they had into banishing it. Tarran wasn’t a magic user so he had come to defend the magic users while they focused on casting. Unfortunately, in the course of protecting them he chased one of the beast minions and disappeared. Only after the beast was gone did Sula find her brother missing.
She continued her pursuit of her studies in the years since and has gone many places, including back home for a brief while looking for her brother as well. She has prayed and sought Divine Insight and Communion but still has received no answer in regard to even if he is still alive.

Description: Sula stands about 5'8". The first thing many notice about her is the large pearlescent white horn coming from her forehead. She also has fine white fur covering her entire body and long pointed ears. A layer of silky white hair hangs freely down her back when she is not working. When she is, she tends to have it braided or in a bun or both to keep it out of the way. Her legs are that of a horse ending in pearlescent white hooves as well. Her eyes are a brown so dark it is nearly indistinguishable from black. When not in her armor, Sula tends to wear short dresses and matching briefs that allow her goat-like tail to move fairly freely.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Sula

Post by Sula »

Gear
  • Huntsman Lightweight Personal Armor - 16lbs
  • NG-33 Laser Pistol - 4lbs
  • NG-S2 Survival Pack - 30lbs
  • Staff of Power
  • Trauma Kit 3lbs

Horn: Range: Touch Damage: Str+d6 ROF: 1 AP: 2 Shots: N/A
NG-33 Laser Pistol: Range: 15/30/60 Damage: 2d4+1 ROF: 1 AP: 2 Shots: 20
Staff: Range: Reach 1 Damage: Str+d6 ROF: 1 AP: 0 Shots: N/A - Mega Damage if 2 PPE spent

Credits: 1600
Last edited by Sula on Mon May 07, 2018 2:33 pm, edited 1 time in total.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Sula

Post by Sula »

Mystic Powers
Darkness Claim You (Banish)
  • PPE 3, Smarts, Instant
  • Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence. This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
  • Trapping: Shroud: The target is momentarily shrouded in tendrils of darkness. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
Darkness Claim All of You (Banish the Horde)
  • PPE 6, Smarts x2, Instant
  • The caster targets all summoned entities within a Large Burst Template.Each target rolls its own opposed Spirit check to resist.
  • Trapping: Shroud: The target is momentarily shrouded in tendrils of darkness. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
Blessed Sight (Detect Arcana) -- From Mystic IF.
  • PPE 0, Sight, 3 (1/round) or 1 Hour (1 per Hour)
  • Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
  • No Trapping
Holy Vision (Exalted Detect Arcana) -- From Mystic IF
  • PPE 2 +1, Sight, 3 (1/round)
  • This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
    • What kind of magic is at work.
    • Currently active powers.
    • General type of supernatural creature (vampire, werewolf, dragon, etc).
    • Any enchantments present on an item.
    • How much PPE or ISP a target possesses.
    • Other information the GM thinks appropriate.
    When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
  • Trapping: Brave: When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. Beneficial powers for +1 ppt, gain +1 to spirit checks vs fear, and on a raise +1 spirit die type increase.
Counter Jolt (Dispel)
  • PPE 3, Smart, Instant
  • Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise. Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
  • Trapping: Spasms: Harmful powers cause temporary muscle contraction if cast with a raise; the target has to make a Vigor roll or be at –2 Parry until his next action.
Mega Counter Jolt (Exalted Dispel)
  • PPE 6, Smarts x2, Instant (1d6 Minutes)
  • This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (-2 for a major item, -4 for an artifact, or even -6 for a true relic of great power)
  • Trapping: Spasms: Harmful powers cause temporary muscle contraction if cast with a raise; the target has to make a Vigor roll or be at –2 Parry until his next action.
Divine Insight (Divination) -- From Mystic IF
  • PPE 0+1, Self, 1 Minute, Roll Vs. Vigor for Fatigue (Subsequent -1 cumulative)
  • This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster. On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form). The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted. If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.
  • Trapping: Temporal Thought: A beneficial power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill appropriate to the insight gained and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost.
Divine Communion (Communion) -- From Mystic IF
  • PPE 10+1, Self, 1 Minute
  • Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity
  • Trapping: Temporal Thought: A beneficial power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill appropriate to the insight gained and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost.
Purity (Environmental Manipulation) -- From Race
  • PPE 1+1, Smarts x2, 3 (1/round)
  • A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). Some examples are listed below.
    Air: The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
    Earth:A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
    Fire: The caster can snap his fngers to create a small flame (about the size of a hot match). With existing fre, he can urge it to spread (+1 to see if a fre spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
    Water: The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). 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 effects.
  • Trapping: When used on toxic materials (rotting food, [Earth], poisoned water [Water], toxic gases [air], or irradiated materials [Fire], the Monokeri's Environmental Manipulation Power will remove such taints, making them safe for consumption. This adds +1 to the PPE cost of the Power.
One With The Elements (One With The Elements) -- From Race
  • PPE 2+1, Smarts x3, 1 Hour (1/Hour)
  • Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action.
  • Trapping: When used on toxic materials (rotting food, [Earth], poisoned water [Water], toxic gases [air], or irradiated materials [Fire], the Monokeri's Environmental Manipulation Power will remove such taints, making them safe for consumption. This adds +1 to the PPE cost of the Power.
Restoration (Greater Healing)
  • PPE 10/20, Touch, Instant
  • Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness. Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — If it fails, the injury really is permanent.
  • Trapping: Gift of Life: +2 to roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
Re-Awaken (Resurrection)
  • PPE 30, Touch, Instant
  • Resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being. To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at -2, a day is -4, up to one month is -6, within a year is -8, and anyone dead longer than a year is at -10. It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies! Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest. A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.
  • Trapping: Gift of Life: +2 to roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
Healing Touch (Healing)
  • PPE 3, Touch, Instant --Auto Raise on Success
  • Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For (Still living) Extras, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.
  • Trapping: Touch glowing horn to the wound - Hands can still be holding things (does not negate multi-action penalty)
Healing Blast (Mass Healing)
  • PPE 6, Special, Instant
  • The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat -2 instead. The power is selective; the caster chooses who is affected.
  • Trapping: Heavenly light makes targets difficult to see causing a -1 to hit any of them
Psionic Powers
Remember you are my ally (Puppet)
  • ISP 3, Smarts, 3 (1/round)
  • Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
  • Trapping: Temporal Thought When activating a power with this trapping, you connect with 1000 alternate selves, looking to find one where the victim is on her side. Since it can be jarring to those unprepared the victim must make a Smarts roll or be Fatigued.
Awaken (Succor)
  • ISP 1, Touch, Instant
  • Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status. Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.
  • Trapping: Sustain: Helpful powers provide refreshment to a target on a raise, providing an immediate free roll to recover from being Shaken. (Reskinned "Jolt" benefit from Electricity trappings)
Angelic Communication (Telepathy)
  • ISP 1+1, 1 Mile, 3 (1/round)
  • Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a -4 penalty. Once telepathic contact is established, it may be maintained up to one mile away. Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you
    do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be
  • Trapping: Holy Splendor: While under a beneficial power's effect, the target (exception: for telepathy, the benefit is applied to the caster) is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion. This adds +1 ISP to the cost of the Power.
Powers From Staff
Holy Fire (Blast)
  • PPE 2-6, 24/48/96, Instant
  • Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon. Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.
  • Trapping: Celestial Silver: For any offensive effect, a celestial silver Trapping counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast on a weapon and it is a blessed silver weapon for the duration. This is extremely effective against vampires, among other things.
Heavenly Wrath (Greater Blast)
  • PPE +4+2, 36/72/144, Instant
  • By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power
  • Trapping: Soul Blast: 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.
The Quiet Step (Self) (Teleport)
  • PPE 3+, Special, Instant
  • Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
  • Trapping: Absorbtion: Beneficial powers absorb the subject’s sound, so Stealth is increased a die type, but they have to yell to be heard normally and speaking becomes a normal action instead of a free one.
The Quiet Step (Group style) (Greater Teleport)
  • PPE 5+, Special, Instant
  • Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.
  • Trapping: Absorbtion: Beneficial powers absorb the subject’s sound, so Stealth is increased a die type, but they have to yell to be heard normally and speaking becomes a normal action instead of a free one.
Last edited by Sula on Tue Jan 23, 2018 1:31 pm, edited 5 times in total.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
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Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Sula

Post by Sula »

Advances:


Mystic Iconic Framework Features
  • Arcane Background (Miracles):
    • 4 Powers
    • 15 PPE
    • Mysticism d8
    • Master of Magic
    • Rapid Recharge (PPE Only)
  • Arcane Background (Psionics):
    • 3 Powers
    • 10 ISP
    • Psionics d6
  • Cosmic Confluence
    • 2:1 to swap ISP/PPE (either direction)
  • Mystic Awareness
    • Alertness
    • Danger Sense
    • Detect arcana at will, free action
    • Sense powerful supernaturals with Notice Check, line of sight
  • Spiritual Channel
    • Divination with Vigor roll vs. Fatigue, no PPE
    • Each subsequent casting at -1 Vigor
    • 8 hours rest, no succor to restore
    • Communion cast normally, costs 10 PPE
  • Arcane Duality
    • PPE/ISP purchased separately, Recharge Edges affect separately
  • Enemies
    • Coalition States, Federation of Magic
  • Higher Standard
    • Select one: Major Pacifist, Major Vow, Code of Honor
    • Violation = loss of Arcane Background: Miracles

Race:
Monokeri

Description: Unicorn People - They are generally human in appearance with a large pearlescent horn on their heads, a goat-like tail, light fur covering their skin and legs going down into hooves which are also pearlescent in color. The hair and fur tend to come in the same varieties as can be found in typical horses and manes.

Race Description: The Monokeri are generally a peaceful race that quickly learned to avoid or fight the Simvan, who hunt them for food who find their flesh particularly tasty. They have the innate ability to purify poisons from their environment. They have never truly gotten the hang of technology preferring more natural or spiritual ways of doing things.
  • Racial Abilities and Complications
  • All Thumbs: Monokeri are not very good with technology. They receive a -2 to the Repair skill and 1 on the skill die causes the device to malfunction. (-1)
  • Cyber Resistant: Monokeri cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer), nor may they roll on the Cybernetics benefts table. (-1)
  • Distinctive D-Bee: With their nonhuman appearance and inherent miracular ability, Monokeri face prejudice from the Coalition. They suffer -4 Charisma when dealing with CS citizen. (-2)
  • Fast: Horse legs grant a Pace +2. (+1)
  • Natural Weapons: Monokeri do Str+d6 (AP 2) damage with their horn. (+2)
  • Non-Standard Physiology: The unique physiology of a Monokeran makes it difficult for him to find armor he can use. Purchases and repairs are at least doubled in cost, and there’s no way he can manage a Glitter Boy suit or other power armor built for a typical humanoid frame. (-1)
  • Purification: Monokeri start with the Arcane Background (Miracles) Edge. Environmental Manipulation must be one of their first chosen powers. They start with 15 PPE instead of 10. If a Monokeran chooses an Iconic Framework providing Arcane Background (Miracles), he follows all the normal rules for the Framework except he gains Environmental Manipulation as a bonus power and gains +5 PPE in addition to what the Framework normally provides. This also makes them immune to poison and disease. (+5, Racial Edge, Extra PPE and Immune to Disease/Poison)
  • Racial Enemy: Simvan have hunted the Monokeri for years. Meetings between the species
    start argumentative and get worse. Monokeri suffer -4 Charisma with Simvan. (-1)
Hero’s Journey Table
  • Narrative Hook 1d20 = 8 (8) - Juicer Uprising
  • Training 1d20 = 17 (17) N/A
  • Experience and Wisdom 1d20 = 13 (13)
  • Enchanted Items and Mystic Gadgets 1d20 = 10 (10) Trade for 1 (Staff of Power)
  • Magic and Mysticism x 2 1d20 = 19 (19) 1d20 = 6 (6) AutoRaise on Sux(Healing), +5 PPE
  • Starting Credits 2d4 = 4 (1, 3) x 1000 = 4000
  • Trade-In Training and Enchanted Items results for a 1 on the Enchanted Items table (Staff of Power).
  • Magic and Mysticism my 19 becomes a 14 (auto raise on success) for Healing.
Experience and Wisdom: He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America
Enchanted Items and Mystic Gadgets: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two handed) that even does Mega Damage if 2 PPE is channeled through it that round
Magic and Mysticism: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base
Magic and Mysticism: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. (Healing)

b]Advances[/b]
  • Initial Advances: (From Hindrances): Improved Rapid Recharge (PPE), Major Psionic
  • Novice 1 Advance: Strength d6
  • Novice 2 Advance: Edge Healer
  • Novice 3 Advance: Power Points (PPE) +5
  • Seasoned 1 Advance: Elan
  • Seasoned 2 Advance: Agility d6
  • Seasoned 3 Advance: Power Points (PPE) +5
  • 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 Sula on Sun Jul 14, 2019 6:10 pm, edited 5 times in total.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Pender Lumkiss
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Re: Sula - Ready for Review

Post by Pender Lumkiss »

Looking good so far. The purity and the trappings are very interesting. Envirmental manipulation doesn't seem to be an area effect... Just small tricks, how would this power work on crops that were despoiled or a cloud of toxic gass?

Are the additional effects limited to the size the trick could normally be done at? Like earth is a 1ft hole, fire can effect a candle.
The water one is already handeled in the core power.
Field Team Six Bennies
3/6
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Freemage
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Re: Sula - Ready for Review

Post by Freemage »

Yeah, a field of food would be beyond the scope; rather, it could be used to purify a 1' cube full of rotted fruit or meat, for instance. (BTW, that's about 40 pounds of meat, so 120 lbs over the course of the casting--so long as there was enough of the stuff gone bad in the area, she could feed several people for a day with a single casting.)

For the fire, it would be a single object that had been rendered toxic via exposure to radiation, probably no bigger than a single cubic foot of matter (with the GM's approval, a larger item could be slowly cleansed over several rounds). It wouldn't turn plutonium to lead, but you could use it to cleanse a teddy bear that had been retrieved from Pripyat.

For air, keeping to the volume of roughly 1 cubic foot (probably in a sphere around the tip of the horn), you could create enough clear air for an ally to draw a single breath, which they could then hold (using the drowning rules to determine how long that would last) to try to buy time to get out of a gas cloud. A single casting, with no maintenance, could thus provide three people with one breath each. It might also be used in a 'nasty villain puts the heroes in a trap with a vent spewing poison gas' situation, but that would be fairly esoteric.

OTOH, the Mega-Power version could be used to cleanse considerably more, provided you have time to spare. In a single hour, using one action each round (six seconds), the Mega-Power could cleanse up to 600 cubic feet of foodstuffs or irradiated material, or 600 gallons of water. Air purification would mostly be the sort of thing you do in an interlude,describing about how you help the townsfolk by cleaning up the air after a nasty spill of some sort.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Corrigon
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Re: Sula - Ready for Review

Post by Corrigon »

You have six powers listed for Miracles, but only 4 that can be chosen from being a mystic
GM bennies 6/8
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Venatus Vinco
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Re: Sula - Ready for Review

Post by Venatus Vinco »

Corrigon wrote:You have six powers listed for Miracles, but only 4 that can be chosen from being a mystic
Environmental Manipulation comes from the custom race.

Mystics have divination for free (with some caveats), so perhaps that is listed as a power instead of an IF ability?

VV
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Corrigon
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Re: Sula - Ready for Review

Post by Corrigon »

Communion and divination
GM bennies 6/8
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Sula
Posts: 108
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Re: Sula - Ready for Review

Post by Sula »

As Venatas said, Divination and Communion are free with a vigor test for fatigue with cumulative penalties for successive castings without rest. Should I have listed those and the proposed racial power for Environmental Manipulation differently?


Basically for the Environmental Manipulation I was specifically going for the purification aspect of unicorn legend and that was how it was suggested that I go about it.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Corrigon
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Re: Sula - Ready for Review

Post by Corrigon »

Maybe a note just to say where the powers come from so it is easy for a poor easily befuddled gm to see
GM bennies 6/8
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Sula
Posts: 108
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Re: Sula - Ready for Review

Post by Sula »

Corrigon wrote:Maybe a note just to say where the powers come from so it is easy for a poor easily befuddled gm to see
Okay, sorry about that. New to this. Updated it so they are marked. :)
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Venatus Vinco
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Re: Sula - Ready for Review

Post by Venatus Vinco »

Approved.

Let's get character into play.

VV
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Re: Sula - Ready for Review

Post by Ndreare »

Sorry Corrigon, I was not commenting because I figured you and Freemage had it handled. I see no issue with the character.


Approved
  • 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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