Google Handle: dragonfett2
Character Name: Bane
Rank: Novice Experience: 24 Advances Left: 0
Race: D'Norr
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d6
Charisma: -1; Pace: 6; Parry: 4 ; Toughness: 5 ; Strain: 0 ; PPE: 20
Skills:
- Fighting d4
- Healing d4
- Investigation d6
- Knowledge (Arcana) d10
- Notice d10
- Persuasion d8
- Shooting d6
- Spellcasting d10
- Streetwise d8
- Survival d4
- Throwing d6
- Distinctive DBee: Due to their devilish appearance, D'Norr face significant prejudice from the Coalition.
- Intelligent and Spiritual: Smarts and Spirit start at a d6, and their max are increased to d12+1.
- Natural Arcane Affinity: Gain 5 PPE whether or not they follow an arcane path.
- Personable: D'Norr are rather charming and easy to get along with, giving them a +1 Charisma.
- Restricted Path: D'Norr have no capacity for psionics and can not choose the Arcane Background (Psionics) or an Iconic Framework that includes it.
- Sensitive: Due to their inherently sensitive and compassionate nature, they are particularly susceptible to Fear, taking a -2 whenever making a check against such situations.
- Hindrance (Major): Heroic
- Hindrance (Minor): All Thumbs
- Hindrance (Minor): Loyal
- New Power: Boost/Lower Trait (From Hindrances)
- Wizard (From Hindrances)
- Investigator (From Hero's Journey)
- Rapid Recharge (From Iconic Framework)
- Improved Rapid Recharge (From Hero's Journey)
- Scrounger (From Hero's Journey)
- Connections:Black Market (From Hero's Journey)
n/a
Iconic Framework
- Arcane Background (Magic): 5 Powers from the Ley Line Walker list, 15 PPE, starts with Spellcasting at d8.
- Expanded Awareness: Ley Line Walkers can use detect arcana at will with no PPE cost, as a free action.
- Ley Line Magic Mastery: Like all arcane spellcasters, Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit x 3 and the multiply their current maximum PPE by x 3 while at that distance or closer.
- Ley Line Rejuvination: While on a ley line, a Walker gains a natural healing roll once per day.
- Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what direction it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of it's energy is being siphoned for some other purpose). 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: 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 ley line can here, or it can be directed to a single recipient (who needs to be on the ley line and expecting the message).
- Ley Line Walking: 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.
- Masters of Magic: She has Mega Powers for her spells, and a Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and starts with the Rapid Recharge Edge.
Complications - Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing a -1 to the Spellcasting skill for each point of Strain.
- Disconnected: 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.
- Enemies: As with all wielders of magic, Ley Line Walkers are "shoot on sight" targets for the Coalition. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation of Magic to be hostile territory as well.
- Eduction
- 16
- Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Investigator Edge and Investigation skill at d6.
- Enchanted Items & Mystic Gadgets
- 14
- The TK Revolver is a favorite among Techno-Wizards and those who don't like keeping up with ammunition.
- Magic & Mysticism
- 11
- Often, one crisis after is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge Edge is he already has the former.
- Training
- 1
- After serving several years in a military, paramilitary, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
- Experience & Wisdom
- 5
- With a nose for opportunities, horse-trading, and Five Finger discounts, your hero is the go to person for getting what's needed in a crunch. He has the Scrounger Edge and Connections (Black Market).