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 Zakkael - Lyn-Srial Mystic 
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Joined: Fri Jun 09, 2017 11:25 pm
Posts: 186
Location: Castle Refuge
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Roll sheet for Mystic

HJ Enchanted Items: 1d20 (16) - TW Combat Mage armor
HJ Magic & Mysticism: 1d20 (3) - Marksmanship w/ Faith/Mysticism
HJ Magic & Mysticism: 1d20 (11) - Improved Rapid Recharge
HJ Enchanted Items: 1d20 (1) - Magic Staff
HJ Magic & Mysticism: 1d20 (14) - Automatic Raise

Narrative Hook:
1d20 (2) - Siege of Tolkeen

Credits: 2d4 (4, 4) * 1000 = 8000

Ready for review to join the 7th SET

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Last edited by Zakkael on Fri Jun 16, 2017 9:01 pm, edited 2 times in total.



Fri Jun 09, 2017 11:50 pm
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Character Sheet

Player Name: Christian
Google Handle: crapgame7
Character Name: Zakkael
Rank: Novice Experience: 24 Advances Left: 0
Race: Lyn-Srial
Iconic Framework: Mystic
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6/d8, Vigor d6
Charisma: 0/-4 CS; Pace: 4 ground / 12 flight; Parry: 5, 6 with staff, 9 with shield; Ranged to hit: -2; Toughness: 12 (7) armor, 18 (13) vs. ranged attacks; Strain: 0; PPE: 25; ISP: 10
Skills:
  • Faith/Mysticism d8
  • Psionics d8
  • Fighting d6
  • Healing d4
  • Notice d8+2 (Alertness)
  • Intimidation d6
  • Shooting d4
  • Stealth d4
  • Survival d4
  • Knowledge Arcana d8


Hindrances
  • Wanted (Major - Racial): Wanted by the Coalition for aiding the Tolkeen refugees
  • Heroic (Major - Racial): Heroic - Zakkael will always help those in need
  • Vow (Major - IFW): Justice must be done in the name of Heaven; the offender must repent or face punishment
  • Monologuer (Major - selected): Zakkael will attempt to turn foes from their evil ways or warn them of impending punishment
  • Delusional (Minor - selected): Zakkael believes himself to be the angel of justice and absolution, sent from Heaven
  • Vow (Minor - selected): Vow of charity - Zakkael gives half of his income or spoils to the needy, and will insist on repaying stolen goods to the original owner before his donation
  • Wanted (Minor - Adventure): Wanted by Little Pocahontas - for his role in the waylaying of the 1st Apocalyptic Cavalry and Hellfire Harrison
  • Enemy (Major - Adventure): Simikiel, fallen Angel of Vengeance


Edges
  • AB: Miracles
  • AB: Psionics
  • Master of Magic
  • Rapid Recharge (PPE)
  • Alertness
  • Danger Sense
  • Improved Rapid Recharge (PPE)
  • Marksman (Mysticism)
  • New Power - Bolt
  • Elan
  • Power Points (PPE)
  • Power Points (PPE)

Magic -- 25 PPE
  • Breath of Life -- (Greater Healing with Gift of Life trapping)
  • Breastplate of Righteousness -- (Armor with Holy Presence, Greater Armor with Courage) -- Automatic Raise
  • Heavenly Haste -- (Quickness with Divine Protection approved custom trapping)
  • Sword of Eden -- (Banish with Holy Light approved custom trapping)
  • Spear of Judgment -- (Bolt)
      (1) Regular Bolt - Ice
      (2) Regular Bolts - Fire & Brimstone
      (3) Regular Bolts - Lightning
      (1) Add. Dmg. Bolt - Sunlight
  • Spear of Judgment -- Onslaught
      (1) MD Bolt - Lightning
      (2) MD Bolts - Ice
      (3) MD Bolts - Holy Light approved custom trapping
      (4) MD Bolts - Fire & Brimstone
      (1) Add. Dmg. Bolt - Soul Blast

Psionics -- 10 ISP
  • Hand of the Seraphim -- (Telekinesis with wind trapping)
  • Truth of the Archangel -- (Mind Reading - no trapping)
  • Tongues of the Prophets -- (Speak Language with Fire trapping)

Approved Custom Trappings - Deific

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Last edited by Zakkael on Mon Apr 02, 2018 6:21 pm, edited 34 times in total.



Sat Jun 10, 2017 12:08 am
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Background
Zakkael, like many other Lyn-Srial, was there during the siege of Tolkeen, aiding refugees in their flight from the warzone. He was there for the same purpose, but for a different reason.
Zakkael was sent from Heaven.
Shortly before the siege began, Zakkael and a small band of his wingmates were out on patrol. Out of nowhere, a rift blinked open directly in front of him. Zakkael had no time to react. He flew in, and the rift closed immediately after he was swallowed up. His wingmates saw him vanish, and for months, he was presumed dead. He was presumed dead until he reappeared, a vision of holy might and angelic power, with a mission from Heaven.
At least, that's the story he told. He described everything one might assume of Heaven. Golden streets, pearly gates, light and happiness everywhere. But his calling was not to feast and play a harp while sitting on a cloud. He was brought there by the archangels Gabriel and Michael to fulfill his true purpose. He is the Angel of Justice, and he was sent back to earth to deliver God's judgment, be it wrath or mercy. His recounting of the training and outfitting he received is much more reminiscent of the angels going about carrying fearsome weapons of war than of baby-faced cherubim, naked and playful. And, unmistakably, he returned in wholly different attire. His armor is crafted of strange composites and otherworldly alloys, fitted exactly to his form, and surging with power. The staff he carries is crafted from a wood no earthly mortal has seen, with inlays of an exceptionally bright, clear silver intertwining the length of the rod. There are letters inscribed in a language none have been able to translate, but Zakkael has said they call him by name, and reveal his purpose.
Justice.
Whether you believe him or not, Zakkael's tale is given credence by how he is outfitted, and by the power he wields. No one can deny he is unwavering in the pursuit of his purpose.
"All living creatures have a chance for mercy, but Heaven's justice is swift and sure. Dare not waver when repentance and wrath are placed before you. Choose now, and bear the reward of your choice for eternity."

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Last edited by Zakkael on Sat Jun 10, 2017 9:57 pm, edited 1 time in total.



Sat Jun 10, 2017 12:09 am
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Posts: 186
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Gear
NG-33 Laser Pistol
  • 15/30/60
  • 2d4+1
  • ROF 1, AP 2, Shots 20

Neural Mace
  • Damage: Str+d6
  • Weight: 9 lbs
  • Cost: 8,000
  • Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
  • Special: +1 Parry, +1 Fighting (HJ loot selections)

NG-S2 Survival Pack
  • 2 man tent
  • sleeping bag
  • flashlight with pocket knife
  • biometric compass
  • short range (5 miles) radio
  • first aid kit - 3 uses
  • hunter/fisher kit
  • 3 saw wires
  • fire starter w/ 6 flints
  • survival knife
  • hatchet
  • wooden cross
  • 4 flares
  • climbing kit
  • bar of soap & cloth
  • canteen
  • 2 weeks rations

TW Combat Mage Armor
  • +7 Armor
  • Full Environmental Protection
  • +1 die type Strength
  • Darksight power
  • Farsight power

Black and White Woven Wood Staff with True Silver Inlay - Staff of Justice
  • 10 PPE
  • +1 to AB: Miracles spellcasting rolls
  • Light of Repentance -- (Dispel with Holy Light approved custom trapping)
  • Wrath of Heaven -- (Smite with Celestial Silver trapping)
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE



Shield of Faith: (Patreon TW Item)
This divine pavise is made of a clear glass-like material. It is emblazoned with a silver cross, trimmed with otherworldly gems along the border, and inscribed with holy scriptures inlaid in true silver on the inner face. Zakkael claims it was a gift from the Archangel Michael in preparation for his task on Earth.
Base Item: Large Polymer Shield (SFC)
Charge Cost: 3 PPE/hour
Encumbrance: 6 lbs

Minor Upgrades:
1) +1 Parry
2) +2 armor

Major Upgrades:
1) Edge: Dodge
2) Edge: Improved Dodge
3) add power: Barrier (wall of force trapping)
4) add power: Deflection (Wind trapping)

Total Cost: 174,400 Credits

Total Stats: When charged, the Shield provides +3 Parry, +6 Armor vs. Ranged Attacks, and the wielder is at -2 to be hit at Range. Furthermore, they can invoke either the barrier or deflection Powers with an Arcane Skill roll.



Simikiel's Double-Bladed Sword
Type of Item: A large one-handed sword that has another, smaller sword in place of a hilt. This second sword is permanently stained with blood.
  • Requirements: Strength d8 AND Spirit d8, OR the Champion Edge
  • Primary Blade: Str + 2d8 MD, AP 2
  • Secondary Blade: Str + d8 MD, AP 6
Enhancements (Three Major):
  • Double-Strike: If the wielder has taken the Trademark Weapon Edge with this weapon, they also gain the ability to perform a double-strike with no MAP. Roll 2 Fighting dice and one Wild Die; one Fighting die should be assigned to each blade, and the Trademark Weapon bonus applies to both. If the character has Frenzy, they may make one additional follow-up attack with either of the blades.
  • When drawn, the wielder gains one of the following Edges (take the first one that the wielder does not already possess): Strong-Willed, Brave, Combat Reflexes, Nerves of Steel, Improved Nerves of Steel, Fearless Creature Trait
  • Power of Vengeance: When drawn, the wielder also gains access to certain Trappings, which they may use on certain Powers (so long as they already know them), in place of their normal Trappings, so long as the Power is cast using the Faith or Mysticism Arcane Skill.
Drawbacks: The blade can only be drawn with a purpose in mind. Drawing the blade cuts the wielder's hand, inflicting a Wound that cannot be healed until one of two circumstances are met: The stated purpose has been achieved, or the wielder has been Incapacitated (at that point, they will heal normally). If the weapon is held in such a manner as to not cut the wielder (and not trigger the purpose requirement or the Wound), then they also cannot use any of the benefits, and at most can just swing the main blade. It does not count as a Trademark Weapon when used in this fashion, and furthermore inflicts a -1 penalty on Fighting and Parry, due to being so awkward. If the purpose is permanently failed (such as seeking to protect someone who subsequently dies), then the Wound can ONLY be healed after the bearer has been Incapacitated.
P.P.E.: 0 (it does not require charging)
Trait: Fighting
Trappings: Celestial Silver; counts as both a Holy and a Silver weapon.
Trappings of Vengeance: If the wielder can cast the following Powers using Mysticism or Faith, they may choose to use the following Trappings instead of the one they normally use on the Power:
  • Blood of the Slain (Armor/Greater Armor):
    • Terrible Splendour Trapping: Grants +1 to Charisma; on a Raise, gives +1 die-type to Intimidation
  • Implacable Might (Smite/Greater Smite):
    • Heavenly Wrath Trapping: Weapon does +4 damage vs. Infernal/Undead creatures, costs +1 PPE, can only be cast upon this weapon
  • Horrible Howl of Vengeance (Fear/Greater Fear)
    • LBT centered on the caster (so Range = Self)
    • Sonic Trapping: On a Raise, targets must roll Vigor or suffer effects of Deafness for remainder of encounter.




Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.

Ley Line Walker Light Armor
(not worn - item in reserve)
  • +3 Armor
  • +4 Vigor rolls against airborne toxins/diseases


Credits: = 4160 +30,000 (brodkil loot)
3 TW geodes worth 2500 credits each, good for discount of 5,000 credits each on TW upgrade
Donations:
    8/20, 2000 credits to Castle Refuge soup kitchen: Donation
    12/5, 165 credits to CR soup kitchen: Donation

Contacts

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Last edited by Zakkael on Thu Jan 11, 2018 12:59 am, edited 18 times in total.



Sat Jun 10, 2017 1:23 pm
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Posts: 186
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Advances
Novice 1: Elan
Novice 2: Power Points (PPE)

Iconic Framework
  • AB: Miracles
  • AB: Psionics
  • Cosmic Confluence - trade PPE & ISP 2-1
  • Master of Magic w/ Rapid Recharge
  • Mystic Awareness: Alertness & Danger Sense, Detect Arcana at will, sense supernatural with Notice roll
  • Spiritual Channel: divination power w/o ISP or PPE, Communion with 10 PPE
  • Arcane Duality: all powers and power points must be either magic or psionics
  • Cybernetics: -1 arcane skills per point of Strain
  • Enemies: Mystics are equally illegal and reviled in the Coalition and True Federation of Magic
  • Higher Standard: Vow of Justice


Hero’s Journey
  • Enchanted Items & Mystic Gadgets
    • 16
    • TW Combat Mage Armor
  • Magic & Mysticism
    • 3
    • Marksman edge, applies to Mysticism skill
  • Magic & Mysticism
    • 11
    • Improved Rapid Recharge edge
  • Enchanted Items & Mystic Gadgets
    • 1
    • Magic staff
  • Magic & Mysticism
    • 14
    • Automatic raise for one chosen power - Armor


Advances
  • Initial Advances: New Power: Bolt, +1 Vigor
  • Novice 1 Advance: Elan
  • Novice 2 Advance: Power Points (PPE)
  • Novice 3 Advance: +1 Spirit
  • 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:

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Last edited by Zakkael on Mon Jan 01, 2018 4:59 pm, edited 2 times in total.



Sat Jun 10, 2017 1:35 pm
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Posts: 186
Location: Castle Refuge
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10/1 advance - Power Points edge, +5 PPE

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Mon Sep 25, 2017 5:42 pm
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Joined: Fri Jun 09, 2017 11:25 pm
Posts: 186
Location: Castle Refuge
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1/1/18: Advance - +1 Spirit

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Mon Jan 01, 2018 4:58 pm
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Joined: Fri Jun 09, 2017 11:25 pm
Posts: 186
Location: Castle Refuge
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4/1/18: Power Points edge, +5 PPE

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Mon Apr 02, 2018 6:20 pm
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