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 Gale Wingstorm (Lyn-Srial Mind Melter) 
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Joined: Wed Nov 30, 2016 3:19 am
Posts: 94
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Character Sheet

Mind Melter P. 34
Lyn-Syrial P. 58

Player Name: Aaron
Google Handle: Aaron Cameron (gun.powder85@gmail.com - If you e-mail me I will not receive it as I don't check this account, facebook or google hangouts are best for contacting me)

Gale Wingstorm
Rank: Novice Experience: 6 (VV) Advances Left: 0
Race: Lyn-Syrial
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter; Pace: 4/flying 12, d4 running die; Parry: 6 ; Toughness: 6 (+5 from huntsman armor, between +2 and +12 from armor power as well)

Skills:
  • Psionics: d12
  • Fighting: d8
  • Knowledge (Arcana): d8
  • Survival: d8
  • Taunt: d10

Hindrances
  • (Major): Arrogant - Not only in his personality, but when he uses first person personal pronouns there is a tangible psychic pulse, and if he uses his proper name there is a psychic rumble belaying great potential if he learns to control and tap his excess psionic power.
  • (Minor): Delusional - Is prone to believe that he has done better than he really has.
  • (Minor): Loyal
  • (Major): Enemy - The Coalition. Will be shot on sight. -4 VS charisma.
  • (Minor): Quirk - Given the slightest opportunity he will tell you all about his daring heroics. Every retelling is grander than the last.
  • (Minor): Feared - If the general populace know he is a Mind Melter then - 2 VS charisma.
  • (Major): Cyber Resistant - Can't take cybernetics of any kind.
  • (Major): Heroic - Supernaturally good.
  • (Major): Non Standard Physiology - Armor purchase and repairs cost double. -2 to operate a vehicle if it is not properly refitted.
  • (Major): Poor ground speed, -2 pace and D4 running die.

Edges
  • Major Psionic: Spend 2 ISP to gain +1 with any psionic skill roll, or 4 ISP for +2. Doubled when on a Ley Line. Power Points edge is worth +10 ISP instead of +5 ISP.
  • Master Psionic: Gain all Meg Powers associated with selected powers.
  • Mental Resistance: +4 to save VS psionic effects, +4 armor against all psionic attacks.
  • Flight: Pace of 12.
  • Four Arms: Additional non movement action each combat round with no multi action penalty.
  • Additional points from hindrances spent on attributes (2).
  • From Hero's Journey: Rapid Recharge - This Edge allows an arcane character to regain 1 Power Point every 30 minutes.

Powers

  • Psionics: d8 base (increased to 12)
  • Use Detect Arcana at will as a free action.
  • Low light vision.
  • Regeneration - Make natural healing roles once a day and may regenerate lost limbs. If a Lyn-Srial gains a permanent injury, she makes a Vigor roll after recovering from Incapacitation. On success, the injury heals after 1d6 days.
  • Flight - Pace 12.

Psionic Powers: Storm Related Trappings (wind, water, lightning). Trappings effects in progress. 30 ISP
There are many ways a wind trapping could manifest. It could disarm, knock back, knock down, deflect, or redirect an opponent's attack. While wind can be used offensively, it is by nature an element that takes people by surprise and knocks them off balance.

  • Armor
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 3 (1/round)
    Trappings: Debris - A swirling cloud of debris forms around anything providing protection or physical enhancement and gains a +1 to the defences provided this can be doubled to +2 for 1 P.P.E.
    Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
    GREATER ARMOR
    Power Points: 5
    Range: Touch
    Duration: 3 (1/round)
    Success grants +5 M.D.C. Armor, a raise grants +10.

  • Damage Field
    Rank: Seasoned
    Power Points: 4
    Range: Touch
    Duration: 3 (2/round)
    Trappings: Electrical shocks - Armor Piercing: The electricity arcs to a foe’s exposed areas, ignoring some armor (AP 2) at a cost of +1 Power Point.
    Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
    If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
    With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
    DAMAGE FIELD–EXALTED DAMAGE FIELD
    Power Points: 8
    Range: Touch
    Duration: 3 (2/round)
    This Mega Power gives the caster two options. She can choose to have a damage field of 2d8, or 2d10 with a raise. Alternately, she can extend the damage field to a Medium Burst Template, centered on herself. In the latter case, it affects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the beginning of her turn.

  • Drain Power Points
    Rank: Heroic
    Power Points: 3
    Range: Smarts
    Duration: Instant
    Trappings: A swirling vortex from the target to Gale. Gust - A gust of air acts as a headwind or tailwind for powers with this trapping. Targets of negative powers suffer a -1 movement penalty while the power is active or on their next action for Instant powers.
    This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
    The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
    With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
    The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.
    DRAIN POWER POINTS–PPE THIEF
    Power Points: 9
    Range: Smarts ×2
    Duration: Instant
    When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise). Furthermore, drained PPE or ISP is actually gained by the caster. This can replenish spent Power Points, but it cannot raise the caster’s value above her normal maximum.

  • Havoc
    Rank: Seasoned
    Power Points: 2 – 4
    Range: Smarts x 2
    Duration: Instant
    Trappings: Whirlwind.
    While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
    With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6). ► Additional Effects: For double the Power Points, havoc affects a Large Burst Template.
    HAVOC–GREATER HAVOC
    Power Points: +2
    Range: Smarts ×3
    Duration: Instant
    Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6” and automatically Shaken, regardless of hitting an object.

  • Intangibility
    Rank: Heroic
    Power Points: 5
    Range: Touch
    Duration: 3 (2/round)
    Trappings: Become the wind - gain a +2 to Pace for +1 ISP, +1 agility die type on raise.
    With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
    While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
    The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
    INTANGIBILITY–ASTRAL FORM
    Power Points: 10
    Range: Self
    Duration: 1 minute (1/minute)
    The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4× his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.

  • Invisibility
    Rank: Seasoned
    Power Points: 5
    Range: Self
    Duration: 3 (1/round)
    Trappings: Gust - A gust of air acts as a headwind or tailwind for powers with this trapping. Any movement related powers can gain a +2 to Pace for +1 P.P.E, +1 agility die type on a raise.
    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.
    ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
    INVISIBILITY–TRUE INVISIBILITY
    Power Points: 10
    Range: Self
    Duration: 3 (1/round)
    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.

  • Smite (Power has Automatic Raise from Hero's Journey)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 3 (1/round)
    Trappings: Air swirling around the blade. (bonus to parry or strike from speed? knockback 1d4 from wind? Opponent -1 to parry from debris when roll to strike is a raise?)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
    GREATER SMITE
    Power Points: 4
    Range: Touch
    Duration: 3 (1/round)
    This Mega Power version of smite confers two effects:
    - The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    - The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

4d6 (6, 2, 4, 1) × 100 credits.

Hero's Journey - Three rolls on Enchanted Items & Mystic Gadgets, Experience & Wisdom, or Psionics. One additional roll on any table except Cybernetics or Magic and Mysticism.
4d20 (19, 10, 8, 2) on Psionics Table
With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).
Variety of techniques is a power all its own; your psionic knows one additional power of a Rank he can access. (Intangibility)
Variety of techniques is a power all its own; your psionic knows one additional power of a Rank he can access. (Havoc)
You may choose any one of the previous results. (Automatic Raise when casting Smite)

_________________
Gale Wingstorm Lyn-Srial Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter;
Pace: 4/flying 12, d4 running die
Parry: 6 Toughness: 6 (+5 from huntsman armor, other bonuses possible through psionics) Bennies: 2 (reset from 6, +1 for fast posting, -1 detect arcana re roll)

Psionics d12, 9/30 ISP
Powers: Armor, Damage Field, Drain Power Points, Havoc, Intangibility, Invisibility, Smite (auto raise)
Detect Arcana - At will, free action.
Active Powers: Detect Arcana

Notable Gear: Vibro Knife - Str + D6, AP 4., NG-S2 Survival Pack, 2x Chain Swords - Str+2d8, AP 2, TW Flaming Sword - Str + d10 AP 4 (1 ISP to activate for 3 rounds)

Renown - "Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance)."


Thu Nov 24, 2016 2:14 pm
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Joined: Wed Nov 30, 2016 3:19 am
Posts: 94
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Narrative hook - 1d20 (3)

The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfre, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge.

Gale has just returned to Castle Refuge for the third... no the fifth... no the twelfth time (I mean, who's counting?) with more refugees and warriors from the war. If you asked him he would tell you about his many selfless missions finding helpless citizens fleeing the destruction and how he saved tens... hundreds... maybe even thousands of them from certain death... OR WORSE! Outwitting bands of juicer thugs, single-handedly subduing chaotic elementals, why, once he even stopped the earth's rotation from stopping, ALL ON HIS OWN!

No, he doesn't need your thanks, he's just that kind of a stand up guy... He's really smart and humble too, he'll tell you all about it over a drink.

Or, he would if he didn't need to get back out there and save more lives! Aren't you glad to have a guy like him around?

_________________
Gale Wingstorm Lyn-Srial Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter;
Pace: 4/flying 12, d4 running die
Parry: 6 Toughness: 6 (+5 from huntsman armor, other bonuses possible through psionics) Bennies: 2 (reset from 6, +1 for fast posting, -1 detect arcana re roll)

Psionics d12, 9/30 ISP
Powers: Armor, Damage Field, Drain Power Points, Havoc, Intangibility, Invisibility, Smite (auto raise)
Detect Arcana - At will, free action.
Active Powers: Detect Arcana

Notable Gear: Vibro Knife - Str + D6, AP 4., NG-S2 Survival Pack, 2x Chain Swords - Str+2d8, AP 2, TW Flaming Sword - Str + d10 AP 4 (1 ISP to activate for 3 rounds)

Renown - "Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance)."


Mon Nov 28, 2016 1:52 pm
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Joined: Wed Nov 30, 2016 3:19 am
Posts: 94
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Gear
Huntsman Lightweight Personal Armor
Vibro Knife, Str + D6, AP 4.
TW Flaming Sword
NG-S2 Survival Pack
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s
    traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.

1300 Creds

_________________
Gale Wingstorm Lyn-Srial Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter;
Pace: 4/flying 12, d4 running die
Parry: 6 Toughness: 6 (+5 from huntsman armor, other bonuses possible through psionics) Bennies: 2 (reset from 6, +1 for fast posting, -1 detect arcana re roll)

Psionics d12, 9/30 ISP
Powers: Armor, Damage Field, Drain Power Points, Havoc, Intangibility, Invisibility, Smite (auto raise)
Detect Arcana - At will, free action.
Active Powers: Detect Arcana

Notable Gear: Vibro Knife - Str + D6, AP 4., NG-S2 Survival Pack, 2x Chain Swords - Str+2d8, AP 2, TW Flaming Sword - Str + d10 AP 4 (1 ISP to activate for 3 rounds)

Renown - "Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance)."


Mon Nov 28, 2016 2:46 pm
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Joined: Wed Nov 30, 2016 3:19 am
Posts: 94
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Advances
  • Initial Advances: (From Hindrances): +2 attributes
  • Novice 1 Advance: + 1 attribute
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: (Plan on purchasing Bolt)
  • Seasoned 1 Advance: (Plan on purchasing Psi Blade)
  • Seasoned 2 Advance: (Plan on purchasing attribute)
  • Seasoned 3 Advance: (Plan on purchasing Power Points)
  • Seasoned 4 Advance: (Plan on purchasing edge)
  • 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:


Future Upgrades
  • Bolt
  • Psi Blade (Requires Seasoned, is an edge)
  • Florentine (Novice, bonus for wielding two weapons)
  • Brawny Edge (Novice)
  • Block Edge (Seasoned)
  • Ambidextrous (Novice, I don't take an multi action penalty, but still have an off-hand penalty)
  • Counterattack (Seasoned)
  • Elan (Novice)
  • First Strike (Novice)
  • Sweep
  • Trademark Weapon (psi-sword)
  • Mentalist

Wants
  • 2xAmaki TW Psi-Blade, Palladium Rifts WB. 09 P. 165. Will need to develop the Psi-Blade edge before they will be useful.

_________________
Gale Wingstorm Lyn-Srial Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter;
Pace: 4/flying 12, d4 running die
Parry: 6 Toughness: 6 (+5 from huntsman armor, other bonuses possible through psionics) Bennies: 2 (reset from 6, +1 for fast posting, -1 detect arcana re roll)

Psionics d12, 9/30 ISP
Powers: Armor, Damage Field, Drain Power Points, Havoc, Intangibility, Invisibility, Smite (auto raise)
Detect Arcana - At will, free action.
Active Powers: Detect Arcana

Notable Gear: Vibro Knife - Str + D6, AP 4., NG-S2 Survival Pack, 2x Chain Swords - Str+2d8, AP 2, TW Flaming Sword - Str + d10 AP 4 (1 ISP to activate for 3 rounds)

Renown - "Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance)."


Mon Nov 28, 2016 2:57 pm
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Joined: Wed Nov 30, 2016 3:19 am
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Gained 6 XP.
Purchased Novice 2 advance, Power Points.

_________________
Gale Wingstorm Lyn-Srial Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter;
Pace: 4/flying 12, d4 running die
Parry: 6 Toughness: 6 (+5 from huntsman armor, other bonuses possible through psionics) Bennies: 2 (reset from 6, +1 for fast posting, -1 detect arcana re roll)

Psionics d12, 9/30 ISP
Powers: Armor, Damage Field, Drain Power Points, Havoc, Intangibility, Invisibility, Smite (auto raise)
Detect Arcana - At will, free action.
Active Powers: Detect Arcana

Notable Gear: Vibro Knife - Str + D6, AP 4., NG-S2 Survival Pack, 2x Chain Swords - Str+2d8, AP 2, TW Flaming Sword - Str + d10 AP 4 (1 ISP to activate for 3 rounds)

Renown - "Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance)."


Fri Mar 31, 2017 9:35 am
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