Orrin Truthseeker

"Go west, young man" - Horace Greeley
GM: Tribe of One
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Orrin Truthseeker
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Orrin Truthseeker

Post by Orrin Truthseeker »

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

Education Reroll (same as 1st Edu Result): [dice]6[/dice]
E&W Reroll (Same as 1st Edu Result: [dice]7[/dice]
2nd E&W Reroll(Still the same as 1st Edu): [dice]8[/dice]
Last edited by Orrin Truthseeker on Tue Sep 12, 2017 6:08 pm, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Re: Orrin Truthseeker, LLW Scholar - For the 18th COT

Post by Orrin Truthseeker »

Character Sheet
Player Name: John
Google Handle: Jsa34@case.edu (it is a google account)

Character Name: Orrin Truthseeker
Rank: Heroic Experience: 60 Advances Left: 0
Red Bennies: 1
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Charisma: -3 (-4 DB); Pace: 5; Parry: 4 (+1); Toughness: 16 (6); Strain: 0
Skills:
  • Spellcasting d12 (from IF and 1 at creation) (+1 Staff, +1 armor, +2 combat spells)
  • Knowledge (History) d10 (from HJ) (½ adv)
  • Knowledge (Arcana) d8 (2) (+2 Armor)
  • Knowledge (Computers) d8 (Bonus HJ roll) +2 on security
  • Investigation d8 (2) (½ adv)
  • Survival d6 (2) (+2 in NA from HJ)
  • Streetwise d6 (2) (+2 in NA from HJ, +2 Investigator from armor)
  • Notice d6 (2)
  • Tracking d4 (1)
  • Fighting d4 (1)
  • Climbing d4 (1)
  • Stealth d4 (1)
  • Common Knowledge d10+2, (+2 HJ, +2 in NA from HJ),

Racial Traits:
  • Distinctive D-bee: The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. If the race can hide its inhuman features (GM’s call), this is worth –1. If not, this is worth –2.
  • Metal Skin: The Character has metal skin, adding +2 toughness, but giving him a weakness against electrical attacks. He resists electrical attacks at -4, and takes +4 damage from electrical attacks.

Hindrances:
  • Curious (Major) - Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery. Orrin’s curiosity is primarily linked to his chronicling of life forms and obsession with early and pre-rifts history
  • Pacifist (Minor): Minor pacifism means he only fights when given no otherchoice, and never allows the killing of prisoners or other defenseless victims. For Orrin, this applies primarily to non-intelligent creatures, though he is not an advocate of violence under most circumstances against intelligent beings either.
  • Bad Eyes (Minor): Your hero’s eyes just aren’t what they used to be. With glasses, there’s no penalty and the Hindrance is only Minor. Should he lose his glasses (generally a 50% chance when he’s wounded, or no chance with a “nerd-strap”), he suffers a –2 penalty to any Trait roll made to shoot or Notice something more than 5” (10 yards) distant
  • Disconnected (IF): Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Hardened Skin (reskinned obese): Orrin's skin was hardened by a fiery encounter with the Father. His Toughness increases by 1, but his pace is decreased by 1 and his running die is a d4. He also has a hard time fitting into cramped spaces or otherwise doing something that requires a decent level of flexibility.


Edges.
  • Wizard :: Each raise a Wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point. The Wizard must have the points available to cast the spell in the first place before rolling.
  • Linguist: character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.
  • Common Bond(HJ): Can share Bennies with allies in sight
  • Languages: American, Spanish, Dragonese/Elven, Gobbley, Faerie Speak
  • Master of Magic (IF): A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • Expanded Awareness (IF): Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action
  • Ley Line Magic Mastery (IF): As a free action, LLW can roll thier spellcasting skill to draw PPE from a line at a distance of Spirit x 3, and multiple their current max PPE by x3 while that distance or closer
  • Ley Line Rejuvenation (IF): While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense (IF): A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply. She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission (IF): Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley line Walking (IF): A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Rapid Recharge (IF): Gain one Power Point every 30 minutes
  • Improved Rapid Recharge: Gain one Power Point every 15 minutes
  • Marksman(HJ): Add +2 to combat magic abilities cast when not moving
  • Investigator (Armor): +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
  • Killer Instinct(Bonus): If he ties on an opposed roll of any sort, he wins. In addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if it’s another 1).
  • Ley Line Phasing: Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest
  • Ley Line gate: A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.
Last edited by Orrin Truthseeker on Sat Jun 08, 2019 10:23 am, edited 26 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Re: Orrin Truthseeker, LLW Scholar - For the 18th COT

Post by Orrin Truthseeker »

Powers

Base PPE: 35
Staff PPE: 10
Armor PPE: 10

Beast Friend (Staff)
Trapping: Neurochemical: The brain is magically prompted to release the proper chemicals to influence the beast to act in the way the caster desires.
Description: PP: Text Range: Sm x 100 yards, Duration: 10 minutes
This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals. The target must be within the sorcerer’s range — it is not conjured. The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control. Swarms may also be controlled. Small swarms cost 3 Mediums 5, and Large 8.

Mega Power: Exalted Beast Friend

Trapping: Neurochemical: The brain is magically prompted to release the proper chemicals to influence the beast to act in the way the caster desires.

Description: PP +2; Range: smarts x 1000 yards; Duration: 30 minutes


Waking Dream (Illusion) (Staff)

Trapping: Neurochemical: The brain is magically prompted to release the proper chemicals to give the target the illusory experience that the caster desires.

Description: PP: 3; Range: Smarts; Duration: 3(1/round)
Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the caster, the target is convinced the illusion is real for as long as it’s maintained. Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “attacks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or attacking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.

Mega Power - Living Nightmare (Deadly Illusion)

Trapping: Neurochemical: The brain is magically prompted to release the proper chemicals to give the target the illusory experience that the caster desires.

Description: PP: 6; Range: Smarts x 2; Duration: 3(1/round)
A Raise on the opposed roll for an illusory attack causes a wound, as does a success if the target is already shaken


Chakra Surge/Syphon (Boost/Lower Trait):

Trapping (Boost): Jazz (Electricity): Beneficial powers “jazz” the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.

Trapping (Boost): Spasm (Electricity): The affected character must make a vigor roll or suffer -2 to parry until his next action

Description: PP: 3/2(+2/1 per target); Range: Smarts; Duration: 3(1/round)
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.

Mega-Power: Chakra Deluge/Drought (Greater Boost/Lower Trait)
Trapping (Boost): Jazz (Electricity): Beneficial powers “jazz” the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.

Trapping (Boost): Spasm (Electricity): The affected character must make a vigor roll or suffer -2 to parry until his next action

Description: PP: 5/4+1per; Range: Smarts x 2; Duration: 3(1/round)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.


Shadow Guard (Deflection)

Trapping: Shroud (Darkness) Tendrils of darkness obscures the character, -1 to hit with ranged attacks

Description: PP: 2; Range: Touch; Duration: 3(1/round)
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.

Mega Power: Midnight’t Blessing (Greater Deflection)

Trapping: Shroud (Darkness) Tendrils of darkness obscures the character, -1 to hit with ranged attacks

Description: PP:4; Range: Touch; Duration: 3 (1/round)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.


Arcane Disruption (Dispel)

Trapping: Arcane Interdiction Energy flows within the body of a magic user or psychic. This is why cybernetics are so dangerous to magic users and psychics. By impeding that flow, the victim can be somewhat cut off from the source of their power. On a raise, whatever separates the target from this source lingers, and the target makes arcane trait rolls at -1 for the duration of the power, or until the end of the next turn for instant powers.

Description: PP: 3; Range: Smarts; Duration:Instant
Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise. Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).

Mega-Power: Arcane Severance (Exalted Dispel)

Trapping: Arcane Interdiction
Energy flows within the body of a magic user or psychic. This is why cybernetics are so dangerous to magic users and psychics. By impeding that flow, the victim can be somewhat cut off from the source of their power. On a raise, whatever separates the target from this source lingers, and the target makes arcane trait rolls at -1 for the duration of the power, or until the end of the next turn for instant powers.

Description: PP: 6; Range: Smarts x 2; Duration:Instant (1d6 minutes)
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).


NAMME TBD (Healing)

Trapping: TBD

Description: PP: 3; Range: Touch; Duration: Instand
Removes a wound with a success, 2 with a raise. Additional -1 penalty for each would the person being healed has (in addition to the casters wounds). Can also cure disease or poison within 10 minutes of the event

Mega-Power: NAME TBD (Mass Healing)

Trapping: TBD

Description: PP: 6, Range Spiritx2; Duration: Instant
Healing power can be cast on all allies within Spirit x 2 of the caster. Apply a -2 penalty. The power is selective


Fireball (Bolt)

Trapping: Fire (Flammable): With a hit by a fire power, roll for any potentially flammable objects to catch fire (see page 83). For a heat trapping, liquids on the target (water, potions, etc.) evaporate on a 6 on a d6 with a success or a 4–6 on a raise.

Description: PP: 1/missile, Range: 12/24/48, Duration: Instant; Damage:2d6 or below
Launch fireball from outstretched arm (free hand not required).
  • Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
  • Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.

Mega Power: Inferno (Onslaught):

Trapping: Fire (Flammable): With a hit by a fire power, roll for any potentially flammable objects to catch fire (see page 83). For a heat trapping, liquids on the target (water, potions, etc.) evaporate on a 6 on a d6 with a success or a 4–6 on a raise.

Description: PP: 2-8 or 4, Range: 18/36/72, Duration: Instant; Damage:3d6 or below
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.


Adrenaline Rush (Quickness)

Trapping: Adrenaline: The target gets a boosted (but close to natural) level of mystic adrenaline.

Description: PP: 4; Range: Touch; Duration: 3 (2/round)
This power grants incredible swiftness. With a success, the target has two seperate turns per round on his action card. With a raise, the recipient can redraw any initiative cards lower than Eight.

Mega Power: Adrenal Overload (Quickness)

Trapping: Adrenal Overload: Huge quantities of adrenaline, far more than could ever be natural, surge through the veins of the target, providing laser focus on the danger at hand and boosting her physical capabilities. For +1 ppt, On a success the target adds a +1 to her parry for the duration of the power or until her next action. On a raise, vigor raises a die type. At the beginning of the targets first action upon the effect lapsing (next action for instant powers), the target must succeed at a vigor roll (without die increase in the case of a raise) or else suffer a level of fatigue that lasts 1d6 hours and cannot be removed by succor. Each successive boost of adrenaline adds a cumulative -1 penalty to the vigor roll until the target gets 6 hours of rest.

Description: PP: 9; Range: Touch; Duration: 3 (2/round)
In addition to the two complete turns the character gains with quickness he may ignore up to two points of multi action penalties.


Mystical Sight (Detect Arcana):

Trapping: Glow (Light): The character’s eyes are imbued with magical power causing them to glow and giving him the ability to see the presence of arcana.

Description: PP: 0, Range: Sight; Duration: 3(1/round)
Allows the character to sense supernatural persons, objects, or effects within sight

Greater Mystical Sight (Exalted Detect Arcana):

Trapping: Glow (Light): The character’s eyes are imbued with magical power causing them to glow and giving him the ability to see the presence of arcana.

Description: PP: 2, Range: Sight; Duration: 3(1/round)
With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn:
  • Kind of Magic
  • Currently active powers
  • Type of supernatural creature
  • How much PPE or ISP
  • Other info per GM
  • Weakness or work around with a raise

Armor:

Trapping: Metallurgical strengthening: molecules of metal from Orrin’s skin infuse with the armor or gear already worn by the target, strengthening it.

Description: PP: 5, Range: Touch; Duration: 3(1/round)
Success grants +5 M.D.C. Armor, a raise grants +10.

Greater Armor:

Trapping: Metallurgical strengthening: molecules of metal from Orrin’s skin infuse with the armor or gear already worn by the target, strengthening it.

Description: PP: 2, Range: Touch; Duration: 3(1/round)
Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.


Slow:

Trapping: Temporal Distortion: Orrin creates an area of slowed time around the target

Description: PP: 1+1per, Range: Smarts x 2; Duration: 3(2/round)
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.

Exalted Slow:

Trapping: Temporal Distortion: Orrin creates an area of slowed time around the target

Description: PP: 2+2per, Range: Smarts x 3; Duration: 3(2/round)
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, Pace is cut in half, parry -2, ranged attacks against +2, all agility linked rolls at -2
Last edited by Orrin Truthseeker on Wed Oct 03, 2018 9:42 am, edited 8 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Re: Orrin Truthseeker, LLW Scholar - For the 18th COT

Post by Orrin Truthseeker »

Background:

Born in the Boundaries of the Federation of Magic, Orrin was quickly identified for his incredible magical gifts and intellectual aptitude. He was entered into the federations Mage training program and quickly raised through the ranks. In the carefully crafted training program, the magi in training were carefully monitored and conditioned for loyalty to the federation. However, personality itself was never stamped out, and Orrin continued in his boyhood passion, the study of living creatures, and was especially fascinated by beings from beyond the rift, which he had ample opportunity to study in the magic zone.

One fateful day, Erin Taln visited the Federation for some diplomatic purpose or another. Events, maybe fate even, conspired and Orrin escorted Erin during her visit to the Federation. During that time, ever an eye for intellectual talent, Erin laid bare the atrocities committed in Duncan’s name, and some by Duncan himself. She warned Orrin of the terrible price the Federation would one day require of him for the training and opportunities they gave to him.

“When that day comes, you will be welcome and safe with us in Toronto”

Orrin, assuming it was all just politics, didnt believe a word of it, and angrily bid Erin good-bye, “and good-riddance” at the boundary of the realm.

Later that week, Orrin reported to the open courtyard upon which the students conducted their field training classes.

“You are the very top of your class” the instructor bellowed from his station overseeing the courtyard on which the students stood. “But you have yet to be truly tested. Until now all of our training has had no real stakes. If you did well you passed, moved on to the next course of study or next rank of the program. If you failed, you had the opportunity to retake the course, or for the worst of our students, lost your endorsement.You fought for advancement, for personal gain, and for power. Today that changes. Today you being the true testing. Today you fight for your lives.

With that, the entrance gates to the courtyard fell, and the gates leading into the ground opened, and creatures of all varieties streamed out. Clearly starved and abused, some of the creatures immediately started attacking each other. Some started attacking students. Like the other students, Orrin was forced to fight for his life, to slay or be slain. Unlike them though, he loved that which he was forced to destroy, and had Erin voice ringing in the back of his mind.

As soon as he recovered from the injuries he sustained that day, Orrin fled the Federation and sought sanctuary Toronto. For next next few years, Orrin studied under Erin, and gained her passion for history. Fascinated with the origin of the rifts, Orrin accompanied Erin on many an expedition to ancient ruins in hopes of gleaning knowledge of what event could have so drastically changed the course of history forever.

On one such expedition, Erin, Orrin, and their team discovered an unusual staff, humming with power. Erin, sensing the peaceful nature of the power in the staff, bestowed it upon Orrin, insisting that he had learned all he could working with the people of Toronto and that this staff was a sign that it was time for Orrin to blaze a new trail, to re-embrace his magical talents, though differently than he had under Duncan. She suggested that he join the Tomorrow Legion, at least temporarily, and see what their organization could teach him.
Last edited by Orrin Truthseeker on Fri Sep 15, 2017 4:55 pm, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Re: Orrin Truthseeker, LLW Scholar - For the 18th COT

Post by Orrin Truthseeker »

Gear

Load Limit: Str x 7 (Duster) = 42 lbs
  • 15lbs Shotgun
    10 lbs Duster
    9 lbs armor
    5 lbs pistol

GAW Throwback (Patron Item)
This Pre-Rifts shotgun design is being tested by Golden Age Weaponsmiths, using mercs like you!
• Range: 12/24/48
• RoF: 5, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0 / BigBore "Shotgun" Shells: 3d6+4 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal magazine, 50 round capacity
• Features:
• • A golden age recoil suppression system negates -2 in penalties to hit from movement or full auto and strength requirements for firing.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown and mega-damage effects are added)
• No Min Strength; (15 lbs.)
• BigBore Cost: 120 credits per BB shotgun shell or 16,000 credits for a gross (box of 144 shells)

• 130 total shells
• Other shells may be purchased for 15 credits each, or a box of 20 for 250. Our facility in MercTown's Dockside will be the only location where our shells may be purchased.

Smith and Robards Armored Overcoat (Deadlands Patron Item) / Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Ancient Staff:
  • Made of a wood unknown to most of the world, Orrins Staff is a powerful weapon and tool for magic work. It has Reach 1, add +1 to parry, and does str+d6 damage. By channeling 2 PP, it can do mega damage. The staff has 10 PPE (which regenerate at the same rate as Orrin), grants a +1 to all spellcasting rolls for AB: Magic two spells (Beast Friend & Illusion)
TW Thunderclap Pistol:
  • Range 10/20/40
  • Damage 2d8+4, AP 4, SA, electricity trapping
  • havoc activated with Shooting,
  • +2d Shooting
Light LLW Armor
  • Weight 4lbs
  • These suits provide 3 Armor; though they are not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function
NG-S2 Survival Pack
  • 30 lbs, Various gear
Pow-Pow-Power Fist (TW)
This armored gauntlet is covered in copper wiring and glowing crystals.
Pow-Pow-Power Fist: Damage Str+2d6; Weight 11; Cost: 150,000 credits; Mega Damage. Costs 2 Power Points to charge. Raise damage 1d10. +2 bonus on Strength trait rolls. With 2 Power Points and a successful hit, trigger the pummel power against the target only. Roll Agility opposed by the wielder's attack roll. The weapon also has the smite power with the Electricity-Spasms trapping, which must be centered on the gauntlet.

Bandit IP-10 Ion Pistols (NG-57 Heavy Ion Blaster)
Range: 12/24/48; Damage 3d6+1; ROF 1; 10 Shots; Weight 5; Cost 18,000
Shotgun Rules: +2 to shooting roll, -1 die of damage at medium range, -2 at Long
Pistol laser sight (+1 Shooting, doesn’t stack with scope)

Wizard's Full Metal Jacket (Patron Item):
This custom made power source / interface is covered in archaic ruins and complex circuitry. It plugs directly into the port on the users metallic skin, and acts as a conduit to allow magical energies to flow into and activate ruins etched into the skin of the wearer, as well as giving the wearer rapid mental access to the databanks of eldrich secrets stored on the device. The ruins harden the metal into which they are engraved, and also gives the wearer the ability to manipulate the metal which has bonded to his skin, along with a variety of other minor enhancements. It times of great need the device can kick into over-drive, providing a short term boost to the users abilities.

Requires 3 PPE / Hour
Stats:
  • +6 Armor, +1 Toughness
  • +2 Kn Arcana Rolls
  • FEP
  • Thermal Vision, x10 magnification, spectrographic scanner
  • Ability to fire bullets, Range 4/8/16; 3d6 damage; ROF 1 AP 3; Mega damage
  • "Robotic" arm with reach 1 and Str d6
  • Elan Edge
  • Investigator Edge
  • Armor Power
  • +1 spellcasting
  • +10 built in PPE (Charges at 1 every 15 minutes on Ley Line)
  • 9lbs when charged, 18 when not
Cost: 182,500


Jammer Pistol
  • Stops Electronic devices rifle sized and lower using shooting or arcane skill. Last 1 turn on a success or 3 on a raise. -4 called shot for handheld item. 10 shots, 2 PPE to reload
Misc Gear:
  • 1 glowstick
  • 1 IRMSS units (3 uses)
    • Healing d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • Special elixer (1 dose)
    • triples PPE/ISP regeneration for 8 hours, but backlash/brainburn/malfunctions occur on a 1 or 2 during that time
  • Magic Springwater (5 doses)
    • Grants 3x PPE capacity on a ley line (or 4x for Ley line Walkers)


Credits: [dice:4m46wl7y]18785:0[/dice:4m46wl7y] x 1000 = 2000
+6500 for NG-32 laser pistol at game start
+50,000 for Black Mesa Day 1 loot

Total: 58500

Contacts:
  • None?
Last edited by Orrin Truthseeker on Fri Jun 22, 2018 3:22 am, edited 18 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Orrin Truthseeker
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Re: Orrin Truthseeker, LLW Scholar - For the 18th COT

Post by Orrin Truthseeker »

Advances

Iconic Framework
  • Master of Magic (IF): A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • Expanded Awareness (IF): Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action
  • Ley Line Magic Mastery (IF): As a free action, LLW can roll thier spellcasting skill to draw PPE from a line at a distance of Spirit x 3, and multiple their current max PPE by x3 while that distance or closer
  • Ley Line Rejuvenation (IF): While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense (IF): A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply. She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission (IF): Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley line Walking (IF): A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Hero’s Journey
  • Narrative Hook
(5)
Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.
  • Education
(19) - selected (6)
Following in the footsteps of Erin Tarn, your character is a student of the past. Only
by understanding what has come before can he hope to make the most of what is to come. He gets Knowledge (History) at d8 and +2 on all Common Knowledge checks.
  • Education
(9)
He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • Enchanted Items and Mystic Gadgets
(19) - Selected (1)
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.
  • Experience and Wisdom
(6)
Some folks come to understand that lone wolves don’t make it in a world as dangerous as this one. Your hero has Common Bond.
  • Magic and Mysticism
(2)
In this world, combat proficiency with magic is highly valued and often necessary for survival. Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill (instead of Shooting and Throwing).
  • Education (bonus roll)
(14)
Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.





Advances
  • Initial Advances: (From Hindrances): Increase Smarts, New Power: Quickness
  • Free Edge (Human): Wizard
  • Novice 1 Advance: Linguist
  • Novice 2 Advance: 1 DT Strength
  • Novice 3 Advance: PP Edge
  • Seasoned 1 Advance:1 DT Spirit
  • Seasoned 2 Advance: Slow Power
  • Seasoned 3 Advance: PP Edge
  • Seasoned 4 Advance: Knowledge History & Investigation
  • Veteran 1 Advance: Ley Line Phasing
  • Veteran 2 Advance: 1 DT spellcasting
  • Veteran 3 Advance: PP edge
  • Veteran 4 Advance: improved rapid recharge
  • Heroic 1 Advance: Ley line gate
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Orrin Truthseeker on Sat Jun 08, 2019 10:21 am, edited 7 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Orrin Truthseeker
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Re: Orrin Truthseeker

Post by Orrin Truthseeker »

Updated to Remove Luck and Replace with New Power: Quickness.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Orrin Truthseeker
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Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

Increased toughness to 10 and added the below under Racial traits:

Racial Traits:
  • Distinctive D-bee: The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. If the race can hide its inhuman features (GM’s call), this is worth –1. If not, this is worth –2.
  • Metal Skin: The Character has metal skin, adding +2 toughness, but giving him a weakness against electrical attacks. He resists electrical attacks at -4, and takes +4 damage from electrical attacks.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Orrin Truthseeker
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Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

12/11/17:
Added Pow Pow Power fist from Black Mesa Day 1 loot.
Added 50K credits from Black Mesa Day 1 loot.
Added Bandit IP-10 Ion Pistols (NG-57 Heave Ion Blaster) from Black Mesa Day 1 loot

12/25/17:
Added Wizards Full Metal Jacket as signature item
Added XP from 4th quarter (7XP)
Added +1 die type strength from 2nd Novice Advance

3/1/18:
Added Mark of Fear (-1 Charisma)

4/5/18:
Added XP from 1st quarter (7XP)
Added Misc. Loot from 1st quarter (Laser Sight, various healing items, glow-stick, etc)

4/9/18:
Took Power Points for 15xp Advance

7/9/18:
Increased Spirit to d8 for 20XP advance and took the Slow power for the 25XP advance

9/25/18:
Added +2 for Q3 interludes

10/1/18:
Added +6 for Q3 results
Took Power points for 30XP advance
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Orrin Truthseeker
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Re: Orrin Truthseeker

Post by Orrin Truthseeker »

11/27/18
+1 Red bennie
+1 Interlude XP
Seasoned advance 4: Investigation and Knowledge History
Added Thunderclap Pistol
Added Killer Instinct for Battle of Marron Bonus
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Orrin Truthseeker
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Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

1/3/18
+1 Interlude XP
+5 2018 Q4 XP
Veteran 1 advance: Ley Line Phasing
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Orrin Truthseeker
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Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

1/30/19
Added Obese hinderance from tangling with "The Father"
Swapped out Warriors gift with Healing based on GM Granted Bonus
Applied PPE edge per GM granted Bonus
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Orrin Truthseeker
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Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

+1 xp for journey to the foundry interlude
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Orrin Truthseeker
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Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

+3 XP for Q1
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Orrin Truthseeker
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Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

Add HJ bonus roll after sandworm battle from here:

viewtopic.php?f=90&t=3587&p=54369#p54369
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Orrin Truthseeker

Post by Orrin Truthseeker »

+4XP Q2
+1XP interlude in the tunnels
+4XP Q3
+5XP free Q3 advance


Total: 60XP

Added advances:
+5 PP edge
Improved Rapid Recharge
Ley Line Gate
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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