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 Ganadril - Mystic (Harmonious Master) 
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Wounds: 0
Fatigue: 0
PPE: 15
ISP: 10
Bennies: 4


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rolls & stuff
Creating this for a Mystic who is so persuasive and convincing people just want to work with him and serve him.
Mystics gain three rolls on any of these tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, Magic & Mysticism.
They gain two more rolls on any table except Cybernetics.
HJ Dice 1d20 (2) E&W: Your hero knows how to make the most of second chances. He has Elan.
HJ Dice 1d20 (13) E&W: 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.
HJ Dice 1d20 (11) E&W: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.

HJ Dice 1d20 (11) Education: Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
HJ Dice 1d20 (20) Psionics: Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.

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Ganadril and his protector Curatrix


Tue Jun 12, 2018 3:53 pm
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Gill pronounced just like its spells. Ganadril Fatralin has never stood on formality and does not care if his full name is used or if people call him by his nick name.
(Sidekick Rule: viewtopic.php?f=4&t=1624#p24260)
Player Name: Rob F Towell
Google Handle: Ndreare
Rank: Novice Experience: 5 Advances Left: 0
Race: TBD
Iconic Framework: Mystic (Priest of Elemental Harmony)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: +6; Pace: 0; Parry: 2; Toughness: 9 (3)
Skills:
  • Mysticism d8 (0)
  • Psionics d6 (0)
  • Intimidation d4+2 (1)
  • Notice d8+2 (Danger Sense and Supernatural Sense, 4)
  • Fighting d4 (1)
  • Knowledge (Arcana) d4 (1)
  • Knowledge (Politics) d8 (0)
  • Persuasion d6+10 (2)
  • Repair d4 (1)
  • Shooting d4 (1)
  • Swimming d4 (1)
  • Streetwise d6+6/+8 (2)
  • Throwing d4 (1)
  • Survival unskilled d4-2 (d4 in North America, 0)


Hindrances
  • Arcane Duality: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
  • Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character. Except for them the disruption affects two skills (−1 to both Mysticism and Psionics skills per point of Strain).
    Enemies: Mystics are equally illegal and reviled in the Coalition and Dunscon’s True Federation of Magic.
  • Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system. Heroic.
  • Small (Major): While healthy, Ganadril is only 130 lbs and his body just does not have the durability of a warrior.
  • Pacifist (minor, maybe?): Ganadril avoids conflict as much as possible. While he is willing to defend himself and his allies, he will always look for the least violent way of handling such thing.
  • Quirk (minor): Says strange things. Ganadril will often give proverbs that can be several steps removed without providing context for people to understand the. His belief being that a person will learn most when they themselves figure out the application.


Edges
  • Master of Mysticism and Minor Psychic: You gain the Arcane Background (Miracles), the Master of Magic (gaining Mega Powers for all their known mysticism powers) and Rapid Recharge edges for it, and the Mysticism skill counts as Faith for all other Edge requirements. Mystics are also Minor Psychics with the Arcane Background (Psionics).
  • Cosmic Confluence: Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
  • Mystic Awareness: Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.
  • Spiritual Channel: A Mystic can use the divination power without using ISP or PPE. Each time they use it, they must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate themselves with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.
  • Cosmic Guardian (hindrance, sidekick): Ganadril’s wife may have passed, but she was able to use a sliver of her will to direct her guardian to serve and protect him. Now he travels together with the elemental incarnation as it watches him.
  • The Harmonious (Hindrance, followers): Ganadril’s character and personality are such that people often come to help and aid him. Even small ways of helping such as maintaining a house, or providing a place to sleep are often provided. Ganadril considers these people his friends and allies.
  • Charismatic(Human): People like Ganadril, his honesty and genuine care is enough. Even those who would otherwise be disposed to cause trouble for the man find they often instead decide to help him for reasons they may not understand.
  • Attractive(HJ roll): As he matures Ganadril has become healthier and more attractive. It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2.
  • Well Traveled (HJ roll): 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.
  • Elan (HJ roll): Character adds +92 to any roll while using a benny.
  • Powerful Aura (HJ roll): Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.
  • Very Attractive(05 experience): Fully matured Ganadril has a natural confidence and aura that appeals to people. even normally abrasive people find Ganadril easy to be around. This Edge grants your character an additional +2.

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Tue Jun 12, 2018 3:54 pm
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Gear

Ley Line Walker Light Armor (TW)
  • +3 Armor
  • Strength Minimum: N/A
  • Environment Protection:
  • Weight: 4 lb
  • Cost: 9,000
  • Note: comes with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases.


NG-33 Laser Pistol
  • Range: 15/30/60
  • Damage: 2d4+1, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 4 lbs
  • Notes: Semi-Auto


NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • 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 (300 credits).
  • 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.

Bandito Arms Branaghan Armored Overcoat
Image
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:
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Talisman of Marduk (Patron Item)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
  • Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
  • The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day.
  • The character gets the use of the Linguist edge.
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
  • The wearer gains the Clairvoyance power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour.


Starting Credits: 2d4*1000 = 8000 (4, 4)

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Tue Jun 12, 2018 3:55 pm
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Mystic Powers

Spiritual Channel
Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.
    DIVINATION
    OOC Comments
    Rank: Heroic
    Power Points: 5
    Range: Self
    Duration: 1 minute
    This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
    On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer).
    On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
    The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
    If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.

    COMMUNION (MEGA POWER)
    OOC Comments
    Power Points: 10
    Range: Self
    Duration: 1 minute
    Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion).
    A raise might even mean a full, interactive conversation with an appropriate entity.

Mystic Awareness - DETECT ARCANA
OOC Comments
Rank: Novice
Power Points: 0 At WIll
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: Waving hands, whispered
words.
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The detecting character may only attempt to see through concealed powers once per fresh casting.


Mystic Awareness - EXALTED DETECT (MEGA POWER)
OOC Comments
Power Points: 2
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
This Mega Power effect greatly enhances
detect arcana, giving it expanded analytical
effects. With a successful arcane skill check
on a particular magical effect or supernatural
entity or phenomena, the caster can learn
the following:
    What kind of magic is at work.
    Currently active powers.
    General type of supernatural creature (vampire, werewolf, dragon, etc).
    Any enchantments present on an item.
    How much PPE or ISP a target possesses.
    Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an
object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.


In Harmony - DEFLECTION
OOC Comments
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however to misdirect incoming melee and missile attacks from the user.
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.


In Harmony - GREATER DEFLECTION (MEGA POWER)
OOC Comments
Power Points: 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.


Others Before self - HEALING
OOC Comments
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.


Renew Life - MASS HEALING (MEGA POWER)
OOC Comments
Power Points: 6
Range: Special
Duration: Instant
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.


Restoration - GREATER HEALING
OOC Comments
Rank: Veteran
Power Points: 10/20
Range: Touch
Duration: Instant
Trapping: Gift of Life +2 to Faith roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at −4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury—if it fails, the injury really is permanent.


Gift of Life - RESURRECTION (MEGA POWER)
OOC Comments
Power Points: 30
Range: Touch
Duration: Instant
Trapping: Gift of Life +2 to Faith roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.


Cosmic Aid - SUMMON ALLY
OOC Comments
Rank: Novice
Power Points: 3+
Range: Smarts
Duration: 3 (1/round)
This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below). A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank allowed
ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies.
Allies summoned by a single casting must all be of the same type.
See the Bestiary for statistics of some of the creatures listed below.
COST | RANK | CREATURE TYPES
3 | Novice | Bodyguard, experienced soldier
4 | Seasoned | Dire wolf, ogre
5 | Veteran | Elemental (any kind)
6 | Heroic | Sentinel
7 | Legendary | Mirror self

BODYGUARD
A bodyguard is a humanoid soldier made of stone (or equally tough material).
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (4)
Gear: Long sword (Str+d8)
Armor +4: Stone skin.
Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
Fearless: Bodyguards are immune to fear and Intimidation.

SENTINEL
A sentinel is a larger and more powerful version of a bodyguard.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d8
Pace: 8; Parry: 6; Toughness: 14 (4)
Gear: Great sword (Str+d10; Parry –1)
Arcane Bond: Sentinels count as having Arcane Resistance for anyone other than their summoner.
Armor +4: Stone skin.
Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
Fearless: Sentinels are immune to fear and Intimidation.
Improved Sweep: Sentinels may attack everyone adjacent to them as a single action.
Size +3: Sentinels are 8 – 9 feet tall and very dense.


MIRROR SELF
This is an ally that appears identical to the
caster but with the following differences.
The ally is an Extra as normal for the power.
The duplicate has half the total Power Points
of the caster, and all of the duplicate’s Traits
are one die type less than the caster’s Traits
(to a minimum of d4). The duplicate has
identical mundane equipment, but none of
it has any magical qualities.


Helpful Legion - FORCE MULTIPLICATION (MEGA POWER)
OOC Comments
Power Points: +2 per ally
Range: Smarts
Duration: 3 (1/round)
With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.

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Tue Jun 12, 2018 3:56 pm
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Psionic Powers (trapping is Mystic Harmony so basically no trapping)

CLAIRVOYANCE
OOC Comments
Rank: Seasoned
Power Points: 3+
Range: Varies
Duration: 3 (1/round)
Clairvoyance a llows t he c aster t o s ense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.


MIND READING
OOC Comments
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 1
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.



TELEPATHY
OOC Comments
Rank: Novice
Power Points: 2
Range: One mile
Duration: 3 (1/round)
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

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Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Benefits, table rolls, etc


Hero’s Journey
  • Experience & Wisdom
    • Roll result 2
    • Description: Your hero knows how to make the most of second chances. He has Elan

Hero’s Journey
  • Experience & Wisdom
    • Roll result 13
    • Description: e’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.

Hero’s Journey
  • Experience & Wisdom
    • Roll result 11
    • Description: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Selected Attractive)

Hero’s Journey
  • Education
    • Roll result 11
    • Description: Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.

Hero’s Journey
  • Psionics
    • Roll result 20
    • Description: Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it




Advances
  • Iconic Framework:
  • Hero’s Journey Roll: Elan
  • Hero’s Journey Roll: +2 Common Knowledge, Survival and Streetwise
  • Hero’s Journey Roll: Attractive
  • Hero’s Journey Roll: Politics and +2 Persuasion
  • Hero’s Journey Roll: powerful aura +2 Intimidation and Persuasion
  • Initial Advances: (From Hindrances): Sidekick (guardian)
  • Initial Advances: (From Hindrances): Followers (The Harmonious)
  • Free Edge (Human): Charismatic
  • Novice 1 Advance: Very Attractive
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

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Background

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Harmonious Followers

    1) Tyrone: a semi successful merchant working out of the castle. He regularly comes to meeting and is responsible for introducing Franko.
    Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6
    Skills: Fighting d4, Notice d6, Shooting d6, Persuasion d4, Streetwise d4
    Charisma: —; Pace: 6; Parry: 4; Toughness: 5


    2) Franko: a soldier who works odd muscle jobs around the Legion. Franko knows he will never be the big dog, but he is okay with that. Going to the meetings has helped Franko understand his life can be better handled by accepting his position in life.
    Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
    Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4
    Charisma: —; Pace: 6; Parry: 5; Toughness: 5


    3) Amber Lee: Franko's ex girlfriend. Amber works as a bouncer for the Pan-dimensional Pub. While she has tried to convince Spider and others from work she has been unable to.
    Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
    Skills: Fighting d6, Notice d6, Shooting d4, Intimidate d6
    Charisma: —; Pace: 6; Parry: 5; Toughness: 5


    4) Bobbie: Amber Lee's girlfriend (BFF type, not romantic type) Bobbie works in administration at the hospital and generally has a pretty relaxed life. Unfortunately while she believes in the Cosmic Harmony she is on the gullible side and tends to get distracted.
    Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
    Skills: Fighting d4, Knowledge: Politics d6, Notice d6, Shooting d4, Streetwise d4
    Charisma: —; Pace: 6; Parry: 4; Toughness: 5


    5) Andy: Franko's best friend and fellow mercenary, Andy was introduced to Cosmic harmony when he was bored one night and came to a meeting. Since then he has never failed to show up.
    Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
    Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4
    Charisma: —; Pace: 6; Parry: 5; Toughness: 5

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OOC Comments
Ganadril and his protector Curatrix


Tue Jun 12, 2018 3:57 pm
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