Khar-loez (Simvan Eco-Wizard) - Approved

Home to characters who have been put into an official "Inactive Character Slot" for later use.
Locked
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Khar-loez (Simvan Eco-Wizard) - Approved

Post by Carlos »

Character Sheet

Player Name: Alan
Google Handle: AlanGunhouse@Yahoo.com
Khar-loez the Simvan Eco-Wizard
Rank: Novice Experience: 5 Advances Left:
Race: Simvan
Iconic Framework: Eco-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace: 6; Parry: 5 (½ Fighting +2); Toughness: 9 (½ Vigor+2 plus armor); Strain: 0

Skills:
  • Eco-Wizardry d10
  • Fighting d6
  • Knowledge: Arcana d10 (1d6 in cities)
  • Notice d8
  • Riding d6
  • Shooting d4
  • Stealth d4
  • Survival d10 (1d4 in cities)
  • Throwing d4
  • Tracking d8
Hindrances
  • Bloodthirsty (Race)
  • Distinctive D-Bee (Race)
  • Enemy: Psi-Stalkers (Race)
  • Enemy: The CS (Iconic/Race)
  • Cybernetic Intolerance (Iconic)
  • Device Dependant (Iconic)
  • Environmentally Dependent (Iconic)
  • Low Tech (Iconic)
  • Necromantic Confusion (Iconic)
  • Hindrance (Major): Code of Honor: While his code is considered barbaric or savage, he is honorable within the context of his culture
  • Hindrance (Minor): Quirk: Waste Not/Want not, uses resources carefully
  • Hindrance (Minor): Illiterate: Never learned how to read. His understanding of numbers is basic
Edges
  • Arcane Background: Eco-Wizard: 15 PPE (Increased to 20 by race), Eco-Wizardry 1d8, Three starting powers in individual Gizmos (2 additional gizmos from HJ)
  • Alertness: +2 to Notice Rolls
  • Beast Master: Animals like the character, has an animal companion
  • Danger Sense: Take a Notice roll at -2 to detect danger
  • Luck: Draws one extra bennie each adventure
  • Jack of All Trades: Uses 1d4 rather than 1d4-2 any time he makes an unskilled roll for any Smarts-based skill
  • Extra PPE: +5 to PPE
  • Woodsman: +2 to Stealth, Survival, and Track in Wilderness Areas only
Contacts
Last edited by Carlos on Sat Jun 24, 2017 5:03 am, edited 8 times in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Khar-loez the Simvan Eco-Wizard

Post by Carlos »

Background:
Until the Juicer Uprising, Khar-loez was apparently a typical Simvan, living with his tribe in the wilds of the Magic Zone He had a bit of trouble using his Beast Friend ability, but he kept that a secret. Then he got caught in a firefight and was rescued by a Juicer name Rafe...and wound up saving the Juicer in turn. The two became Blood Brothers, and after the Uprising they headed south together on a mission to the Dinosaur Swamp. There the two of them assisted a Barbarian tribe, though Khar-loez lost a leg. Rafe was nearing the end of his time and decided to stay with the tribe until it ran out. The tribe's Eco-Wizard saw potential in Khar-loez, his Beast Friend ability did not function right because he was a born Eco-Wizard and needed to place the power into an item to make it function, and took him as an apprentice. As part of his training, Khar-loez was taught to create a bone leg that, over time, regrew the lost leg. Time passed and Rafe did too, and after he finished his apprenticeship Khar-loez headed north...on a final mission for his blood brother to bring something in a sealed box to Rafe's family...if he can find them. His master taught him a final power before he left...feeling Khar-loez might need abilities he lacks, he was taught the Warrior's Gift ability.
Last edited by Carlos on Mon May 29, 2017 4:50 pm, edited 1 time in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Khar-loez the Simvan Eco-Wizard

Post by Carlos »

Gear
Item
  • Skin and Bone Armor: EW equivalent of Adventure Survival (Armor 4, +2 to vigor check against environmental conditions)
  • Raptor Claw Blade: EW equivalent of a Vibro-knife (Str+1d6 damage, Armor Piercing 4, Arcane Trapping: Silver)
  • Sling or Bow: EW equivalent of TW Revolver (2d6+2 Damage, rapid fire possible)
  • One minor upgrade may be added to either the Armor, Blade, or bow - Arcane Trapping added to blade
  • A Primitive Survival Pack
  • A Primitive Tool Kit
  • Communications Band: EW Equivalent anyway, Grants the Speak Language power, adds a +1 to Persuasion and Streetwise, and a +2 Charisma bonus when speaking while wearing the item.
  • Ostrosaurus Mount: Standard animal from Savage Foes page 76 (Ag d8, Sm d6, Sp d8, St d12+3, Vi d10, Climbing d6,
    Fighting d8, Notice d8, Tracking d6, Pace 10, Parry 6, Toughness 22 <10>, Armored Hide <+10 Armor, +2 Toughness),
    Claws/Bite <St+2d6, AP 6, Mega Damage>, Leap 3" with rider, 4" without, Size +3)
  • Gizmo - Armor Bracer: A bracer made from the bone of a baby Ankylosaur that holds the Armor Power
  • Gizmo - Serpent Wand: A wand of wood strung with the vertebra and topped with the head of a serpent, it is waved to draw the attention of an animal to invoke the Beast Friend power
  • Gizmo - Healing Bandages: A bandage made of softly tanned hide from a creature with the bio-regeneration ability that holds the Healing power
  • Gizmo - Pegleg: An articulated leg carved of dinosaur leg bone that is hollow, Khar-loez used it when he lost his original leg. It gave him mobility while the Greater Healing power it contains regrew his leg inside the hollow bone.
  • Gizmo - Necklace of skill: A necklace made of the teeth of a Raptor that holds the Warrior's Gift power

Credits:
1000 value in trade goods
Last edited by Carlos on Sun Jun 18, 2017 4:19 am, edited 6 times in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: Khar-loez the Simvan Eco-Wizard

Post by Carlos »

Advances
Please list all Edges and Advances taken for your character here

Racial Template: Mutant Simvan
  • Animal Empathy: Grants the Beast Master Edge and Riding at 1d6.
  • Apex Predator: Has the Bloodthirsty Hindrance
  • Distinctive D-Bee: Clearly not human, suffers a -4 to Charisma with the Coalition States
  • Instincts over Intellect: Suffers a -1 on Smarts rolls
  • Low Light Vision: Ignores penalties for the Dim and Dark conditions
  • Monstrous Beast Affinity: When using the Beast Friend power, Simvan pay half normal cost for creature size. Additionally, they may take larger than normal creatures as mounts when using the Beast Master Edge
  • Magically Inclined: If you take an arcane background through another source (an IF, taken with Hindrances, etc), gain the Extra P.P.E. edge instead. If you take another background, you must take Beast Friend, if available, as one of your initial powers. If it is not available, add it to the list of available powers and take it.
  • Racial Enemy: Psi-Stalkers and Simvan have been at war for centuries, suffers a -4 to charisma vs Psi-Stalkers
Iconic Framework: Eco-Wizard
  • Arcane Background (Eco Magic): A unique variation of the Weird Science AB, Eco-wizards endow the remains of monstrous, and non-sentient, foes with powers. The Eco-Wizardry skill starts at 1d8, and functions like the Techno-wizardry skill. These creations function similarly to a TW devices, the Eco-Wizard has 15 PPE to start with while his devices have none. This pool is used to activate any EW or TW devices. Building permanent items requires considerable time, the right materials, and a Build check using the lowest of Eco-Wizardry, Knowledge (Arcana), and Survival.
  • Affinity with the Ecosystem: Intuitively senses dangers, gains the Alertness and Danger Sense Edges and may make a notice check to detect if food is spoiled or poisoned, as well as the presence of Storms, Ley Lines, and Supernatural Creatures, on a success they may gain an impression of approximate direction and on a Raise they may determine a more exact location. Additionally, the nearby presence of technology or cities can foul up the senses imposing a penalty of -2 to -4 on Notice checks.
  • The Land Sustains Me: The mystical affinity for the ecosystem the Eco-Wizard possesses grants the Eco-Wizard instinctive knowledge of the Skills Knowledge (Arcana) at 1d6 and Survival at 1d8. Further, they may call upon the Environmental Protection power at will up to 1/2 their Spirit die times per day without the use of PPE.
  • Barbarian Artisan: Eco-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Eco-Wizards. To make the device requires a successful Eco-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Eco-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device breaks or otherwise becomes unusable. A Eco-Wizard can use Barbarian Artisan up to half her Smarts die per session.
  • Environmentally Dependant: An Eco-Wizard is one with natural environments, but is a fish out of water in most civilized regions. In sealed armor (power armor, fully environmental), vehicles, cities, or areas tamed by technology or magic they lose access to their Affinity With the Ecosystem and The Land Supports Me abilities (including all associated skill levels and edges).
  • Cybernetic Intolerance: The unnatural presence of cybernetics in their bodies is particularly disruptive to Eco-Wizards, imposing a -2 to their Eco-Wizardry rolls for each point of strain. Further, if their strain ever exceeds half their Spirit, they lose their connection to the environment until their strain decreases or their Spirit is improved.
  • Device Dependant: As with any Weird Scientist, a Eco-Wizard must have her devices for her powers or some kind of parts to use the Barbarian Arcane Machinist ability. She must have materials and tools within reach to make her magic work.
  • Necromantic Confusion: The use of bones and similar material in the construction of Eco-wizard devices makes many person think Eco-wizards are Necromancers. This tends to give giving a -2 to Charisma to those who don’t know the difference.
  • Low Tech: The Eco Wizard is from an area where advanced technology has been lost, they have no concept of gunpowder or steam power, let alone anything more advanced. To them, technology is as arcane as magic would be to an Operator. The Eco-Wizard suffers a -2 penalty when using or operating high tech devices such as computers, vehicles, or advanced weapons.
  • Enemies: The Coalition would consider any Eco-Wizards they encounter as a supernatural threat and would probably shoot them on sight. Lord Dunstan would doubtless try to recruit them, but any who refuse to bow to his authority will be considered enemies of the state.
  • Benefits, table rolls, etc
Hero’s Journey
  • Table Enchanted Items and Mystic Gadgets:
  • Roll result 7
  • Communications Band (EW equivalent)
  • Table Experience and Wisdom:
  • Roll result 14
  • Luck Edge
  • Table Magic and Mysticism:
  • Roll result 8
  • Ecowizard ability of choice: Greater Healing
  • TableMagic and Mysticism:
  • Roll result 8
  • Ecowizard Ability of choice: Warrior's Gift
  • Table Training:
  • Roll result 6
  • Professional Edge: Jack of all Trades
Advances
  • Initial Advances: (From Hindrances): +1d Agility, +1d Vigor
  • Cybernetic Modifications: None
  • Novice 1 Advance: Added Woodsman Edge
  • 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:
Last edited by Carlos on Sat Jun 24, 2017 5:05 am, edited 2 times in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
Locked

Return to “Cryo-Freeze”