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 Ndreare - A MARS Battle Mage - Ready for feedback 
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Trying to also build this same character as a both Shifter and a MARS. The original character from 20 years ago was a Dark Elf enchanter who specialized in shadowmancy and illusion. With a starting character I am going for shadowmancy first and illusions second.

MARS Fortune & Glory: 1d12 (3)
MARS Fortune & Glory reroll - As a Teleporter a vehicle does not fit this character: 1d12 (6)
MARS Fortune & Glory: 1d12 (5)
MARS Fortune & Glory: 1d12 (2)
MARS Fortune & Glory: 1d12 (4)
Heroes Journey Education: 1d20 (17)
Heroes Journey Enchanted Items & Mystic Gadgets: 1d20 (1)
Heroes Journey Training: 1d20 (9)

I plan to build this character both as a MARS and a Shifter to see which works out better.
Attachment:
Awesome Armor.jpg
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Here is the same character built as a shifter

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Mon Aug 07, 2017 3:18 pm
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Ndreare
Player Name: Rob Towell
Google Handle: Ndreare
Character Name: Ndreare Shreedarashi
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Silhouette
Iconic Framework: MARS PCC- Shadowmancer Battle Mage
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: 0 (-4 with CS if they see him) ; Pace: 6 (8 in armor); Parry: 6 (7 w/ staff unless I can get rid of it) Toughness: 20 (10)
PPE: 20
Skills: 15 base +5 MARS, +3 skills at d6, + Spellcasting d6, +1 die Survival, +1 die tracking, +5 knowledge skill = 25
  • Fighting d8 (3)
  • Intimidation d8+2 (3)
  • Knowledge (Arcane) d8+2 (1* d6 starting F&G)
  • Knowledge (Battle) d12+2 (5* d6 starting F&G)
  • Notice d8 (1* d6 starting F&G)
  • Repair d6 (2)
  • Shooting d6 (2)
  • Spellcasting d8 (1* d6 starting Race)
  • Stealth d10 (4)
  • Survival d4 (0)
  • Taunt d8+2 (3)
  • Tracking d4 (0)



Racial Abilities and Complications:
  • Arcane Background (Magic): All silhouettes begin with Arcane Background Magic and three spells. The silhouette’s spells must include the following two spells. If the silhouette selects an arcane framework that include magic they instead gain an additional power, but must include Shadow Meld and Absorb Light in their selection. (+2)
    • Absorb Light: Absorb Light is Obscure with the Darkness-Stealth trapping, the character does not know the Light portion of this power instead the the duration of the spell is increased to 1 minutes (1/minute).
    • Shadow Meld: Shadow Meld is Invisibility with the Darkness-Stealth trapping.
  • Powers from birth: All silhouettes have spellcasting d6. (+1)
  • Darkvision: Silhouette ignore all lighting penalties even from greater obscure. (+3)
  • Powerful Reserve: Silhouette have far more PPE than most mortal races on par with dragons and demigods. When selecting the Power Points edge the character gains +10 PPE instead of +5 PPE. This feature does not stack with the similar feature in the ARES Iconic Frameworks. (+2)
  • Cybernetic Intolerance - Silhouettes who receive any cybernetics will find their powers disrupted and interfered with. (-0, this is a setting rule)
  • Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building. (-2)
  • Minor Hindrance - Vulnerability to Light: Silhouettes suffer +4 damage versus light based attacks (including lasers). (-1)
  • Minor Hindrance - Quirk: Silhouettes eyes are sensitive and while they are able to ignore darkness penalties they suffer -2 to sight based notice in normal and bright light or -4 in direct sun light unless their eyes are protected. (-1)
  • Bad Reputation: Silhouettes are not common enough on Rifts earth for their reputation to have spread. (+0)
  • Distinctive D-Bee: silhouettes are very distinctive in appearance an suffer -4 for interactions with Coalition. (-2)

Hindrances
  • Overconfident (Major): With the right preparation I can do anything.
  • Cautious (Minor): Character is overly careful
  • Quirk (Minor): Ndreare is very Machiavellian, such that it can sometimes be intimidating to others.

Edges
  • Ambidextrous: Ignore –2 penalty for using off-hand.
  • Arcane Background (Magic): Starting powers from the above were *Invisibility, *Obscure, & Warrior's Gift (Born a Hero).
  • Brawny: +1 Toughness & Lift increased by 60%
  • Improved Shadow Meld: Can now activate Shadow Meld as a free action and reduces the PPE cost of shadow meld by 2 PPE.
    • Perfected Shadow Meld: The silhouette can now use shadow meld at will. Greater Invisibility PPE cost reduced by half and can be maintained for 0 PPE.
  • Improved Light Absorption: May use Absorb Light as a free action and reduces the PPE cost to cast of Absorb Light by 1 & Greater Obscure by 2.
    • Perfected Light Absorption: The silhouette can now use Absorb Light at will without paying PPE. Greater Darkness PPE cots is reduced by half and can be maintained for 0 PPE.
  • New Power: The character gains a new power (as a master of magic this includes the mega version of the power)
  • Power Points: +10 PPE
  • Strong Willed: +2 Intimidation and Taunt, +2 to resist Tests of Will
  • Woodsman: +2 Tracking Survival, and Stealth only in the wilderness.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Kidemónas on Mon Aug 07, 2017 4:31 pm, edited 6 times in total.



Mon Aug 07, 2017 3:25 pm
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Background
WORK IN PROGRESS: Will be finished before submitted.
Bullet Points:
  • Former Kregor Officer, released after second tour
  • After his years where up he was released and decided to travel
  • Currently like his new role on Earth where he spends less time in border skirmishes that amount to nothing and more time actually helping people.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Mon Aug 07, 2017 3:26 pm
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Gear:
Chose one IF of choice for gear: Most likely Crazy for powerful melee weapon, going to ask GM about selling armor for second sword. TBD w/GM

GM Fiat Needed: I would really like this to be a talisman or even an edged weapon as opposed to a staff. Will need to wait for a GM to get permission for that change.

Night's Kiss: 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 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. Need permission from GM once ready for re-trapping as something other than a staff.
  • 10 PPE stored in the staff
  • +1 to Spellcasting rolls
  • The Staff also has Shadowstep (Burrow - see spells) & Shadow Bound (Quickness - see spells).

Eclipse VII Super Combat Armor
Worn by the most elite and highly trained battle mages in the Empire this armor is the apex of power and grace capable of bringing a normal soldier up to par with an Khregor in strength. Unfortunate the cost of close to a quarter million credits prevents it from gaining to much popularity.
    Re-trapping of NG-EX10 "Gladius" Battle Armor.
    • +3 Toughness, +10 Armor Strength min d8 (base was +2 toughness & +7 Armor)
    • Grants d12+2 Strength while charged
    • Full Environmental Armor.
    • +2 Pace to the wearer
    • Good for all combat situations, this armor suit has +1 embedded Toughness
    • Extra high-density plating and other design factors grant +3 Armor

Credits:

Contacts

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Kidemónas on Mon Aug 07, 2017 3:43 pm, edited 1 time in total.



Mon Aug 07, 2017 3:27 pm
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Advances
Iconic Framework MARS Persona Character Concept

MARS Fortune & Glory
  • Roll result: 6
  • Description: Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.

MARS Fortune & Glory
  • Roll result: 5
  • Description: Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.

MARS Fortune & Glory
  • Roll result: 2
  • Description: A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.

MARS Fortune & Glory
  • Roll result: 4
  • Description: Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.




Hero’s Journey
  • Table Education
  • Roll result: 17
  • Description: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

Hero’s Journey
  • Table Enchanted Items & Mystic Gadgets
  • Roll result: 1
  • Description: 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, twohanded) that even does Mega Damage if 2 PPE is channeled through it that round.

Hero’s Journey
  • Table Training
  • Roll result: 9
  • Description: While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.




Advances
  • Racial Edges: Silhouette AB (Magic) - *Obscure, Invisibility, & Warrior's Gift.
  • Racial Edges: Darkvision (ignores all obscurement penalties)
  • Racial Edges: Powerful Reserve +10 PPE from Power Points Edge.
  • Initial Advances: (From Hindrances): Improved Light Absorption
  • Initial Advances: (From Hindrances): Perfected Light Absorption
  • MARS: Improved Shadow Meld
  • MARS: Perfected Shadow Meld
  • Novice 1 Advance: Vigor d6
  • Novice 2 Advance: New Power - Boost/Lower Trait
  • Novice 3 Advance: Power Points - +10 PPE
  • Seasoned 1 Advance: Master of Magic
  • Seasoned 2 Advance: Vigor d8
  • 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:

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Mon Aug 07, 2017 3:33 pm
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So I was very surprised that the MARS version of this character turned out better then the Shifter or the Line Walker.

While this is a great opportunity for High Command to tell me to eat crow he has not chosen to.

Now it is just a matter of getting enough EP to use this final character and getting a game going he can fit into. Once that happens there will of course be some tweeking.


PS: As a note, this character is way, way more bad-ass than the original one ever was.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Fri Aug 18, 2017 7:23 am
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Why would I have you eat crow - I'd rather you keep using all your options :D

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Fri Aug 18, 2017 7:32 am
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Talisman of the Shadow Lords Spells
(Enchanted staff from magic table, re-trapped as a talisman instead of a staff will require GM fiat)

Burrow
    Shadowstep (Burrow - w/Darkness provided by artifact)
    Rank: Novice
    Power Points: 3
    Range: Smarts x 2
    Duration: 3 (2/round)
    Trapping Design note: This version of Burrow uses shadows instead of earth, but only affects the caster. Taken from Savage Spells by Richard Woolcock.
    You step into a shadow and vanish. While merged in this way, you are able to transport your awareness to any other shadow within range as a movement action. You can step out of the shadow at your current location as a free action – make a Stealth roll opposed by your opponent’s Notice if you wish to ambush someone, on a raise you get the Drop, while a regular success gives half the benefit of the Drop (+2 to attack and damage). Note that this spell requires shadows of at least human size, and doesn’t work in complete darkness. If the shadow you’re currently using ceases to exist (for example if someone shines a bright light on it) you immediately reappear and the spell expires. Similarly, you can still be hurt by attacks that hit the shadow where you’re hiding.

    Shadowwalker (Greater Burrow - w/Darkness provided by artifact)
    Rank: Novice - Master of Magic
    Power Points: 3
    Range: Smarts x 20
    Duration: 3 (2/round)
    Trapping Design note: This version of Burrow uses shadows instead of earth, but only affects the caster. Taken from Savage Spells by Richard Woolcock.
    You step into a shadow and vanish. While merged in this way, you are able to transport your awareness to any other shadow within range as a movement action. You can step out of the shadow at your current location as a free action – make a Stealth roll opposed by your opponent’s Notice if you wish to ambush someone, on a raise you get the Drop, while a regular success gives half the benefit of the Drop (+2 to attack and damage). Note that this spell requires shadows of at least human size, and doesn’t work in complete darkness. If the shadow you’re currently using ceases to exist (for example if someone shines a bright light on it) you immediately reappear and the spell expires. Similarly, you can still be hurt by attacks that hit the shadow where you’re hiding.

Quickness
    Shadow Bound (Quickness - w/Jazz trapping)
    Rank: Seasoned
    Power Points: 5
    Range: Touch
    Duration: 3 (2/round)
    Trappings Design Note: Electricity Jazz trapping, dark lightning.
    Filling his body with dark energy to the point of overflowing the uses finds black lightning like energy running over his body as he is suddenly accelerated beyond mortal capacity.
    The target of this spell finds himself gaining +2 Pace, and the Ability to take two full turns when his action card comes up.
    On a raise the character gains +1 die type agility an can redraw any initiative cards lower than 8.

    Shadow Bound (Exalted Quickness - w/Jazz trapping)
    Rank: Seasoned
    Power Points: 9
    Range: Touch
    Duration: 3 (2/round)
    Trappings Design Note: Electricity Jazz trapping, dark lightning.
    Not only filling himself, but completely subsuming his body with dark energy to the point of being completely sheathed with the overflowing with the black lightning like energy running over his body as he is suddenly walking half in this dimension and half way inside the shadow dimension.
    The target of this spell finds himself gaining +2 Pace, and the Ability to take two full turns when his action card comes up, and able to ignore up to 2 points of multi action penalty.
    On a raise the character gains +1 die type agility an can redraw any initiative cards lower than 8.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Fri Aug 18, 2017 9:48 am
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Shadowmancer Battle Mage Spells

Obscure (Free action to cast)
    Light Absorption (Obscure - w/Darkness provided by artifact)
    Rank: Novice
    Power Points: 0
    Range: Smarts x 2
    Duration: 1 minute (0/minute)
    Trapping Design note: This is the basic obscure power with Darkness - Stealth added.
    Creating an area of intense darkness making it hard to perceive anything within the area of effect. Ndreare normally cast this spell on his own armor so as to have it follow him on the battlefield. The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power. This spell creates a Large Blast template causing a -6 Obscurement Penalty. This penalty is reduced by half with most special senses, and cyborg equipment.
    Everything within the darkness is slightly affected gaining +1 to stealth (+2 on a raise).
    Note: Obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility.


    Light Absorption (Obscure - w/Darkness provided by artifact)
    Rank: Novice
    Power Points: 2
    Range: Smarts x 2
    Duration: 1 minute (0/minute)
    Trapping Design note: This is the basic obscure power with Darkness - Stealth added.
    Eternal light is the Mega Power ritual it takes 10 minutes that allows the caster to cause light to become a permanent effect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same effect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.
    Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects.
    Everything within the darkness is slightly affected gaining +1 to stealth (+2 on a raise).

Invisibility (Free action to cast)
    Shadow Meld (Invisibility - w/Darkness shroud effect)
    Rank: Seasoned
    Power Points: 0 (-2
    Range: Self
    Duration: 3 (0/round)
    Trapping Design note: This is the basic obscure power with Darkness - Shroud added.
    Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
    With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
    In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
    In addition even if someone has the ability to perceive the character he gains an additional +1 to stealth (+2 on a raise).
    ►► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

    Become The Shadow (True Invisibility - w/Darkness shroud effect)
    Rank: Seasoned
    Power Points: 5
    Range: Self
    Duration: 3 (0/round)
    Trapping Design note: This is the basic obscure power with Darkness - Shroud added.
    Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
    True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a − 4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
    In addition even if someone has the ability to perceive the character he gains an additional +1 to stealth (+2 on a raise).
    ►► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Warrior's Gift (Born a Hero)
    Dark Warrior (Warrior’s Gift w/Jazz Trapping)
    Rank: Seasoned
    Power Points: 5
    Range: Touch
    Duration: 3 (1/round)
    Drawing on the power of every warrior who has ever before fought within shadow the arcane caster can infuse himself with the knowledge and power witnessed by those shadows. As the spell fires up the character finds black lightning like energy rolling along his body granting him +2 Pace and on a raise the character gains +1 die type agility.
    With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
    Edges gained through this power provide no additional benefit if the character already has the Edge.

    Shadow Demon (Greater Warrior’s Gift w/Jazz Trapping)
    Rank: Seasoned
    Power Points: 9
    Range: Touch
    Duration: 3 (1/round)
    Truly becoming one with the knowledge known within shadow the Shadowmancer draws up so much power it literally forms a sheath around him giving him the appearance of dark lightning not only flowing over his body, but pulling into him from the shadows he touches. As the spell fires up the character gains +2 Pace and on a raise the character gains +1 die type agility.
    Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.

Boost/Lower Trait
    Boost Trait
      Boost Trait (Boost Trait - w/Fire Aura)
      Rank: Novice
      Power Points: 2
      Range: Smarts
      Duration: 3 (1/round)
      Trappings: Physical change, glowing aura, potions.
      This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      ►► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.

      Greater Boost Trait (Greater Boost Trait - w/Fire Aura)
      Rank
      : Novice
      Power Points: 2
      Range: Smarts
      Duration: 3 (1/round)
      Trappings: Physical change, glowing aura, potions.
      This Mega Power doubles the power’s effect; two die types for a success, four with a raise.


    Lower Trait
      Lower Trait (Lower Trait - w/Darkening)
      Rank
      : Novice
      Power Points: 2
      Range: Smarts
      Duration: 3 (1/round)
      Trappings: Physical change, glowing aura, potions.
      The darkness itself alive with magic draws away the ability to resist Ndreare’s curses as he weakens his foes.
      This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      ►► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.

      Greater Lower Trait (Greater Lower Trait - w/Darkening)
      Rank
      : Novice
      Power Points: 4
      Range: Smarts
      Duration: 3 (1/round)
      Trappings: Physical change, glowing aura, potions.
      The darkness itself alive with magic draws away the ability to resist Ndreare’s curses as he weakens his foes.
      This Mega Power doubles the power’s effect; two die types for a success, four with a raise.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Thu Aug 24, 2017 7:18 am
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Joined: Fri Dec 09, 2016 2:09 pm
Posts: 505
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Ready for feedback and criticism on this character.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Mon Sep 04, 2017 7:10 am
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Joined: Thu May 11, 2017 7:09 am
Posts: 566
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You made a goof with your HJ table results--you rolled Training 9 (Woodsman Edge, die-type to Survival and Tracking), but listed it later as Training 3 (+5 combat skill points).

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Mon Sep 04, 2017 7:56 am
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 472
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Freemage wrote:
You made a goof with your HJ table results--you rolled Training 9 (Woodsman Edge, die-type to Survival and Tracking), but listed it later as Training 3 (+5 combat skill points).


Good catch thank you. That works out okay, as he had 5 unspent from my mistake, but now I gain an extra edge and two skills. I will edit it.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Mon Sep 04, 2017 8:05 am
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Okay, points fixed (I think) and stuff should be balanced out now.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Mon Sep 04, 2017 8:14 am
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