Gaspard Gillead

When all else fails, they’ll have to fight dirty to get the job done!
GM: Snake Eyes
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Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Gaspard Gillead

Post by Gaspard Gillead » Fri May 25, 2018 5:39 pm

D'norr Shifter (Intended for 12th AAT, if slots left after new/patron players claim places)

Narrative Hook:
1d20 = 19: 19 The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and
there’s no greater threat to survival than that of human beings willing to commit all
manner of violence and atrocities. Your character’s been out there, fghting bandits,
raiders, and the soldiers of would-be warlords and conquerors. Alternately, he
might have been such a person, robbing and hurting others for his own ends until
one day the truth of who he’d become hit him and he decided to make a change.
Joining the Legion is the start of that new journey

HJ Rolls:


Magic & Mysticism: 1d20 = 19: 19 Choice: 14: Some arcane wielders learn how to use certain spells as almost second nature.
Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect: Mind Reading
Magic & Mysticism: 1d20 = 1: 1 There are times to put it all on the line, no mater the cost. Your character is always
prepared to do just that, thanks to having the Soul Drain Edge.
Magic & Mysticism: 1d20 = 8: 8 Arcane casters benefit from a variety of spells. Your hero knows one Novice power normally unavailable: Mind Reading
Magic & Mysticism: 1d20 = 19: 19 Choice: 15-16: Conservation of magical energy is an incredibly powerful talent. On a raise or
better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
Magic & Mysticism: 1d20 = 19: 19 Choice: 14: Some arcane wielders learn how to use certain spells as almost second nature.
Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect: Drain Power Points.
Gaspard.png
Starting Cash: 1d4 = 2: 2x1000 = 2000 Credits
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

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Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Sat May 26, 2018 2:57 pm

Player Name: Freemage
Google Handle: Soren
Gaspard Gillead
Rank: Novice Experience: 18
Race: D’norr
Iconic Framework: Shifter
Attributes: Agility d6, Smarts d12, Spirit d6 (Fear-2), Strength d4 (d6 in armor), Vigor d6
Charisma: +1 (CS: -3); Pace: 6; Parry: 4; Toughness: 13 (7); Strain: 0; Corruption: 0
Skills:
  • Spellcasting d12 (2 pts)
  • Knowledge: Arcana d8 (2 pts)
  • Knowledge: Politics d8 (2 pts)
  • Notice d6 (2 pts)
  • Fighting d4 (1 pt)
  • Throwing d4 (1 pt)
  • Investigation d6 (2 pts)
  • Persuasion d4 (1 pt)
  • Streetwise d6 (2 pts)

Hindrances
  • Code of Honor (Major): Do not abuse prisoners; my word is my bond.
  • Enemy (Minor): Toben Heiros, fellow trainee, angry over Gaspard’s betrayal
  • Quirk (Minor): Sweet tooth; almost always have candy of some sort on hand

Edges
  • Arcane Background (Magic): I do the spells thing...
  • Master of Magic:... really good.
  • Linguist: Speak Smarts (10) languages fluently; roll Smarts -2 after a week to make self understood in other languages
    • American, Spanish, Dragonese/Elven, Gobbley, Faerie Speak, Euro, Japanese, Chinese, Atlantean/Greek, Demogogian, Russian, Japanese
  • Ley Line Phasing: Take one turn, teleport along Ley Line without error, roll Vigor (-2 per prior use without rest) or be Fatigued for 1 hour
  • Ley Line Gate: Carry up to 10 passengers; inflicts a -2 penalty to Vigor check.
  • Power Points Edge: +5 PPE
  • Soul Drain: Why is this here, again?
  • Rapid Recharge: +2 PPE/hr
Last edited by Gaspard Gillead on Fri Oct 05, 2018 2:04 pm, edited 2 times in total.
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Sat May 26, 2018 3:00 pm

Powers
Arcane Background: Magic
PPE/ISP: 25 - Recovery: 1/hour

From Darkness Born [summon ally] (3+ PPE) [Special]
  • Range: Smarts (12”)
  • Duration: 3 (1/rd)
  • Trapping: Darkness/Shroud: Summons are -1 to be hit at range
  • Effect: Summons an entity to act on Gaspard’s behalf; entities are always shrouded in dark tendrils.
The Darkness Shows Me Secrets [detect arcana] (Free) [Novice]
  • Range: Sight
  • Duration: 3 (0/rd, no penalty to spellcasting to maintain)
  • Trapping: Darkness/Shroud: While active, ranged attacks are at -1 to hit when making a Called Shot to the head, can be dispelled by a Light spell targeting Gaspard
  • Effect: Free action to activate, reveals presence of magical energy, active spells, etc.
Mana Chill [drain Power Points; Success = Raise] (3 PPE) [Heroic]
  • Range: Smarts/2 (6”)
  • Duration: Instant
  • Trapping: Cold/Fatigue: Target must roll Vigor -2 or suffer 1 level of Fatigue
  • Effect: Roll at -2 if different ‘flavor’ of caster. Destroy 1d8+2 Power Points
Warrant Check [mind reading; Success = Raise] (3 PPE) [Novice]
  • Range: Smarts (12")
  • Duration: 1
  • Trapping: Custom: Reveals Wanted Hindrance, if any
  • Effect: Opposed by Spirit. Ask one ‘question’, get truthful answer. Target is unaware of effect.
Magical Discharge [dispel] (3 PPE) [Seasoned]
  • Range: Smarts (12”)
  • Duration: Instant
  • Trapping: Electric/Spasms: When cast with a Raise, target must roll Vigor or be at -2 Parry until next action.
  • Effect: Cast at -2 if different ‘flavor’ of caster; opposed by other caster’s Arcane Skill
  • May be cast against an ongoing effect, or to counter a spell being cast w/ an Interrupt..
Mystic Armory [bolt] (1 PPE/bolt, or 3 PPE for Big Bolt) [Novice]
  • Range: 12/24/48
  • Duration: Instant
  • Trapping: Varies by number of Bolts:
    • 1 Bolt: Electric/Spasms: If cast with Raise, target must roll Vigor or be at -2 Parry until next action.
    • 2 Bolts: Cold/Slow: Raise = Target moves as if on Difficult Ground on his next movement
    • 3 Bolts: Sunlight: Does full damage to Vampires
    • Big Bolt: Fire/AP: Adds +2 AP to damage
  • Effect: 2d6/bolt, plus Trappings; Big Bolt does 3d6
Street Transit [burrow] (3 PPE + 1/Additional Target, max 5 ATs) [Novice]
  • Range: Self + Additional Targets (Touch)
  • Duration: 3 (2/rd)
  • Trapping: Custom: Urban Flavor: Only works on cobblestone, concrete, asphalt and other ‘worked’ ground; does not work on bare earth
  • Effect: Move up to Smarts x2 (24”) per round through streets/sidewalks
  • Stealth vs. Notice to get +2 to attack adjacent target on exit; +4 with Raise

Shadow Armor [armor] (2 PPE) [Novice, From Staff]
  • Range: Touch
  • Duration: 3 (1/rd)
  • Trapping: Darkness/Shroud: Ranged attacksa re at -1 to hit
  • Effect: Success/Raise = +2/+4 Armor
Burning Barrier [barrier] (1 PPE/Section) [Novice, From Staff]
  • Range: Smarts (12”)
  • Duration: 3 (1/section/rd)
  • Trapping: Wall of bright blue flames
  • Effect: Each Section = 1" square, passing through causes 2d4 damage

Owl's Hunt [darksight] (1 PPE) [Novice, From Armor]
  • Range: Self
  • Duration: 1 (1/hr)
  • Trapping: Sound/Absorption: Gain +1 DT stealth, but verbal communication takes an action
  • Effect: Success = 1/2 illumination penalty, round down; Raise = no illumination penalty
Stormcrow Eyes [farsight] (3 PPE) [Seasoned, From Armor]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Eyes flash with lightning
  • Effect: Success = 1/2 Range Penalty, round down; Raise = Also double Range Increments
Fair Speech [speak language] (2 PPE) [Noivce, from Comm Band]
  • Range: Self
  • Duration: 10 min (1/10 min)
  • Trapping: Splendour: +1 PPE (included), +2 Charisma for duration, Raise = +1 DT Persuasion
  • Effect: Success = speak/read/write any one language; Raise = emulate specific dialect
Mega-Powers
Silent Horde [force multiplication] (As summon ally cost +1, +3/ally) [Special]
  • Range: Smarts (12”)
  • Duration: 3 (1/rd)
  • Trapping: Sound/Absorption: Allies get +1 die-type to Stealth; speaking is an action
  • Effect: Extra cost adds one additional ally--all same type

The Darkness Shows All [exalted detect arcana] (2 PPE) [Novice]
  • Range: Sight
  • Duration: 3 (0 to maintain)
  • Trapping: Darkness/Shroud: Called shots to head suffer additional -1 at range
  • Effect: Gives additional information beyond standard detect arcana:
    • „„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
    • Raise against Supernatural Creatures also gives general Weaknesses and ways to bypass Invulnerabilities.
Mana Freeze [PPE thief; Success = Raise] (9 PPE) [Heroic]
  • Range:Smarts (12”)
  • Duration: Instant
  • Trapping: Cold/Fatigue: Target must roll Vigor -2 or suffer a level of Fatigue
  • Effect: Opposed by Spirit; cast at -2 vs different flavor of caster
  • Destroys 2d8+2 PPE/ISP; if PPE, points are stolen to refresh Gaspard’s pool
Covert Interrogation [mind walk; Success = Raise] (6 PPE) [Novice]
  • Range: Smarts x2 (24”)
  • Duration: 5 mins (1/min)
  • Trapping: Custom: Warrant Check: Reveals Wanted Hindrance
  • Effect: Opposed by Spirit. Permits an extended conversation with the target’s inner consciousness; target is unaware of probing. Target may resist again if question is extremely private/incriminating.
Mana Overload [exalted dispel] (6 PPE) [Seasoned]
  • Range: Smarts x2 (24”)
  • Duration: Instant (1d6 mins for enchanted objects)
  • Trapping: Electric/Spasms: On a Raise, all targets with active magic that is disrupted must roll Vigor or suffer -2 Parry until their next action.
  • Effect: LBT, apply -2 for effects of different ‘flavor’. Items have base TN 4, but may have an additional penalty for artifacts of power (-2 to -6); TW items are considered Weird Science for ‘flavor’ purposes.
Mystic Arsenal [onslaught] (2 PPE/Bolt up to 4 bolts, OR 5 for Big Bolt) [Novice]
  • Range: 18/36/72
  • Duration: Instant
  • Trapping: Varies by number of Bolts
    • 1 Bolt: Acid/Corrosion: If attack Shakes Target, roll d6; on a 6, target loses 1 armor
    • 2 Bolts: Light/Sunlight: Vampires hate this one
    • 3 Bolts: Heat/Fatigue: Targets must roll Vigor or suffer one level of Fatigue
    • 4 Bolts: Cold/Slow: Targets’ next movement is treated as Difficult Ground
    • Big Bolt: Electric/AP: Damage is AP 2
  • Effect: Regular Bolts do 3d6 MD; Big Bolt does 6d6 MD
Rapid Transit [burrow] (6 PPE, +2 per additional Target) [Novice]
  • Range: Self + up to 5 Touched
  • Duration: 3 (2/rd)
  • Trapping: Custom: Urban Design: Can burrow through worked stone, concrete and asphalt, but not raw earth
  • Effect: Move up to Smarts x20 (240”) per turn. Stealth vs. Notice to attack adjacent targets at +2 on exit (+4 on Stealth Raise)

Icy Carapace [greater armor] (5 PPE) [Novice, From Staff]
  • Range: Touch
  • Duration: 3 (1/rd)
  • Trapping:
  • Effect: Success/Raise = +5/+10 MDC Armor
Ebon Wall [stalwart walls] (2 PPE/Section) [Novice, From Staff]
  • Range: Smartsx2 (24”)
  • Duration: 3 (1/section/rd)
  • Trapping: Solidified darkness
  • Effect: Each Section = 1" square, Toughness 22 (12) MDC, Parry 2 to attack, Climbing -2 to scale

Selva Oscura Eyes [exalted darksight] (2 PPE) [Novice, From Armor]
  • Range: Self
  • Duration: 1 (1/hr)
  • Trapping: Eyes grow pitch-black--no whites or irises visible
  • Effect: See through any obscurement. Ignore invisibility, immune to blind and obscure.
Mirror Eyes [greater farsight] (6 PPE) [Seasoned, From Armor]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Eyes gain a reflective sheen
  • Effect: Success = Eliminate Range Penalties; Raise = Also double Range Increments
Hearth-meet [mass understanding] (2 PPE) [Novice, from Comm Band]
  • Range: Spiritx2 (12")
  • Duration: 10 min (1/10 min)
  • Trapping: Faint glow, as if from fireplace, surrounds all affected targets in SBTs.
  • Effect: All selected targets in AoE are able to understand one another
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Sat May 26, 2018 3:03 pm

Background

Location: The True Federation of Magic, City of Brass--Offices for the Department of Liberty Security

The commander looked up as Gaspard entered the room, giving a brief nod in response to the salute. "You have the information, Trainee Constable Gillead?"

Gaspard nodded. "Yes, Commander Lichten, my interrogation charm was quite effective. The rebels are hiding out in a small town about 50 miles of Stormspire. Apparently, they have found an area with no nearby Ley Lines, and then managed to set up an illusory mask--it only blocks remote viewing, but that was enough to confound our Clairvoyants. Without traveling there physically, we had no means of locating them before this."

The Commander nodded, pleased. "And he has no idea you were able to glean the location from him?"

"No, sir."

"Good. We'll arrange a fake escape, but make it obvious. He'll run anyplace but there, in order to lead us astray. Of course, only a token force will follow him. Meanwhile, our forces will be able to convene on their hideout."

Gaspard furrowed his brow. "Why not simply hold him until we can act?"

The commander smiled benignly. "Well, Trainee Constable, we know they have an observer here. If we hold him here, he will be presumed compromised. The fake escape scenario will assure them that we've had to resort to less direct approaches. Meanwhile, we can send in the Daemonix and root out this viper's nest that dares to spurn the liberties Lord Dunscom provides them."

Gaspard blinked. "Oh, I doubt that level of force will be required, Sir. I determined there were only a dozen or so actual rebels hiding there; the townsfolk are unaware of the nature of their activities. It should be an easy matter to go in and round them up."

"Hm. Yes. But there are other factors to consider, here, Trainee Constable. We have to send a message." A brief pause, then the commander added, "You and Trainee Constable Heiros have both done quite well on this investigation, and I think it's time you got into the field. I'll send you both along under Officer Siegal. Do as admirably there as you have so far, and I think we'll be losing that 'Trainee' designation. Consult with Siegal as to what sort of support you should bring along. This should give you a good idea of what it takes to maintain the liberties Lord Dunscom gives to us all."

Gaspard quelled his distaste at the notion of working with the bizarre Trimadore Necromancer, Heiros, as the promise of promotion was dangled in front of him. He snapped off a stiff salute and went off to speak with Siegal.

*********

Location: The True Federation of Magic, Outside the village of Bethelridge--a high ridge overlooking the village


Gaspard stood next to Officer Siegal (an experienced Techno-Wizard with a small personal arsenal) and Gaspard's newly bound demon, Proditione (a minor member of its ilk, of course, all that a novitiate Shifter such as Gaspard could control), looking down into the valley, trying to fully comprehend what he was seeing.

As he'd been told, a small group of Daemonix had been sent in. The traitors had come out during the initial attack and had inflicted some damage before being overwhelmed, but the outcome really was inevitable. The last of the traitors had been slain several minutes ago, and the rest of the village was either in a pose of surrender, or attempting to flee.

The Daemonix were relentless, cutting down and slaughtering the cowering villagers. As for those who fled, Heiros and his undead minions were hidden in the copse of trees that filled the one pass out of the far side of the valley, waiting and killing any who came that way. Occasionally, an attempted escapee would come staggering back out of the woods as an animated corpse now joining in the slaughter of their former neighbors.

"Sir, I... I don't understand. Of course the traitors had to be dealt with harshly, but why..." He just gestured at the outdoor abattoir that now occupied the space once held by the village.

Officer Siegal shrugged. "Three reasons, all matters of experience and practicality. First, we cannot be certain that none of the traitors remain among the townsfolk. Secondly, even if all the traitors participated in the actual counterattack, the fact is they've been living among these people for months. It is sophant nature to form bonds with those whom you live and work with every day. I assure you, had we only killed the active traitors, somewhere among the populace would be a friend, a lover, or even a child yet unborn who would someday rise and try to overthrow Lord Dunscom out of some misguided sense of vengeance. And finally, you must understand that we do not all share your own school of magic's facility for commanding otherplanar entities. To employ the Daemonix, we must agree to let them perform their duties as they see fit. This is the price of the liberties Lord Dunscom secures for us all. This is the lesson Commander Lichten wanted you to learn. Do you understand?"

Gaspard reeled under the cold logic put forward by his superior, as Siegal turned back to the valley to observe the operation enter its final phase. "Yes... yes, I see now, what it takes to be part of our Lord's forces. Thank you for educating me." As he spoke, he gave a simple hand-signal, one of a few he'd instructed Proditione on during the initial binding two nights ago. Attack. "And that is why I resign." The last few words were accompanied with a quick gesture and a few brief words that turned the entirety of Officer Siegal's arsenal into a collection of junk. Even as Siegal started to turn, Proditione responded to the signal and leaped forward, surprise allowing the demon to land two quick blows to the neck, severing Siegal's head, which rolled off the cliff down into the thick brush.

Taking a deep breath at the enormity of his action, Gaspard then turned and ran into the mountains, towards the Ley Line he knew was about fifteen miles away. It would be hard travel through the mountains, but he knew he'd have a good thirty minutes' head start, before Heiros would finally be done with the foul business in the valley, and find the body. It would be enough. Gaspard's command of Ley Line travel was more than sufficient to make him almost impossible for the Necromancer to follow.

**********

Location: The True Federation of Magic, City of Brass--Offices for the Department of Liberty Security

Toben Heiros stood before Commander Lichten, trying not to sweat as he gave his report. A complete success in the operation, ruined by that soft-hearted fool, Gaspard. Heiros had used his own magics to consult with the severed head (which had taken far too long for him to find) and learn the truth of the events on the ridge. But by that time, the treasonous oaf had gotten away--a fact for which Commander Lichten's probing questions made it clear that Toben was going to have to bear responsibility.

Finally, after six hours going over every action, decision and outcome the Trainee Constable had taken, Commander Lichten shook his head. I've heard enough. You disgrace yourself with your failure, Toben. Get out of my sight. I will have to determine your fate in the morning."

Toben nodded, but did not return to his quarters. He knew his fate--at best, indentured servitude in Dunscom's fortress; at worst, any number of magical, tortuous deaths meant to extract some use out of those deemed wastes of breath. Instead, he immediately went to the Rifts that served as the gates to the City of Brass, and went through. I will get you for this, Gaspard. I will feast on your heart, traitor.
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Sat May 26, 2018 3:04 pm

Background

Gear
Adventure Survival Armor
  • +4 Armor
  • +2 Vigor vs. Environmental Effects
  • 1 PPE/hr to charge
  • 5 lbs
Combat Mage Armor
  • +7 Armor
  • Full Environmental Protection
  • Grants darksight and farsight (see Powers)
  • Grants +1 Strength die-type
  • 1 PPE/hr to charge (free on Ley Line)
  • 5 lbs
  • Uncharged: +3 Armor (+1 due to TD), 20 lbs, no other functions operate
Communication Band
  • +1 Each to Persuasion & Streetwise
  • Grants speak language (See Powers)
  • 1 PPE/hr to charge
  • 1 lb
Vibro-Knife
  • Strength +d6 MD, AP 4
  • 2 lbs
Rift Staff
  • Str+d6, Reach 1, Parry +1, 2-handed, spend 2 PPE to do MD for one round
  • +2 to Open/Manipulate Rifts
  • Barrier and armor Powers
  • 10 PPE
Northern Gun Armored Trenchcoat (Rifts Patron Item)
Image
The trenchcoat is an urban alternative to the Bandito Arms Duster, offered by Northern Gun. Though largely identical in practical applications, it offers a considerable change in style, more at place in dark alleys than the expanses of the New West. As with the Bandito Arms original, 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. Items in Green are taken from the NG-S2 Survival Pack (but still listed there, as well).
• Attachment: Vibro-Knife
• Attachment: 1 Signal Flare
• Attachment: Canteen
• Attachment: Fire Starter
• Attachment: Bio-Metric Compass/Inertial Mapper
• Attachment: One Saw-Wire
• Attachment: Wooden Cross
• Attachment:


NG-S2 Survival Pack
  • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • „„One sleeping bag, also insulated.
  • „„One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • „„One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • „„One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (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.
  • 30 lbs

Credits: 14500

Encumbrance:
Max Load: 28 lbs
Current: 17 lbs w/o pack; 47 w/pack
Penalty (applies to Agility & Strength): None/-1

Contacts
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Sat May 26, 2018 3:17 pm

Advances

Iconic Framework
  • Primary Caster: AB: Magic, Master of Magic, d8 Spellcasting, 3 Powers + 2 Automatic
  • Dimension Sense: Notice roll to determine intel about current dimension or one viewed through a Rift.
  • Expanded Awareness: Start with Detect Arcana and cast as a Free Action for no PPE.
  • PPE Manipulation: Start with Drain Power Points/PPE Thief.
  • Rift Mastery: +4 on all rolls to manipulate Rifts, +2 when using Banish
  • Master Summoner: Extended Duration on Summon Ally/Force Multiplcation
  • Bind the Summoned: Bind 1 creature/Rank, of my Rank or less, by permanently reducing PPE by the amount needed to summon them. Automatically have Hardy.
  • Enemies: Dunscon wants me to work for him, CS wants me dead, yadda, yadda
  • Normal downsides with Cybernetics
  • Corruption: Dealing with evil beings forces opposed Spirit roll to resist Corruption. If Corruption = ½ Spirit, become an NPC.
Racial Traits
  • Distinctive D-Bee: Unless they hide their non-human (and devilish)
    appearance, D’Norr face a certain amount of prejudice from the Coalition.
    They suffer a −4 Charisma when dealing with such people.
  • Intelligent and Spiritual: D’Norr are highly intelligent and spiritual,
    beginning with a d6 Smarts and Spirit. This makes their natural maximums
    for those Traits d12+1.
  • Natural Arcane Affinity: The D’Norr have +5 PPE naturally, whether they
    pursue a magical path or not.
  • Personable: The D’Norr are highly charming and easy to get along with.
    They have +1 Charisma.
  • Restricted Path: The D’Norr have no capacity for psionics and cannot
    access ISP.
  • Sensitive: Due to their inherently sensitive and compassionate nature,
    D’Norr are particularly susceptible to Fear, suffering a −2 whenever
    making checks against such situations.
Narrative Hook:
(19) The Evil That Men Do.

Hero’s Journey
  • Magic & Mysticism (1): Soul Drain Edge
  • Magic & Mysticism (8): Bonus Novice Power not on list: Mind Control
  • Magic & Mysticism (19): Choice: Auto-Raise on one Power: Mind Control
  • Magic & Mysticism (19): Choice: Auto-Raise on one Power: Drain Power Points
  • Magic & Mysticism (19): Choice: On Raise+, lower cost of Power by 1 PPE (min. 0)


Advances
  • Initial Advances: (From Hindrances): Ley Line Phasing, Ley Line Gate
  • Novice 1 Advance: Linguist
  • Novice 2 Advance: Power Points Edge
  • Novice 3 Advance: Skills: Knowledge: Arcana d8, Knowledge: Politics d8
  • Seasoned 1 Advance: Wizard Edge
  • Seasoned 2 Advance: Power Points Edge
  • Seasoned 3 Advance: Skills: Investigate d8, Streetwise d8
  • Seasoned 4 Advance: Scholar: Arcana, Politics
  • Veteran 1 Advance: Power Points Edge
  • Veteran 2 Advance: Smarts d12
  • Veteran 3 Advance: Investigator Edge
  • Veteran 4 Advance: Ley Line Magic Mastery
  • Heroic 1 Advance: Ley Line Transmission
  • Heroic 2 Advance: Spirit d8
  • Heroic 3 Advance: Persuasion d6, Investigation d6
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Sat Jun 02, 2018 7:33 pm

Proditione

Proditione is a bound lesser demon. Like most of his ilk, he is physically imposing and not very bright. He'd cheerfully eat Gaspard's liver if given half a chance, but the Shifter knows better than to trust him with any sort of opportunity for treachery. His skin is a pallid shade of green-grey, while his armor and shield resemble brass. The hilt of the sword matches his armor, and the blade is pitch-black. Proditione normally wears a long black cloak that hides his features at first glance, though of course, nothing can conceal his immense size.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 12 (3)
Skills:
  • Fighting d8
  • Intimidation d6
  • Notice d4
Edges:
  • Arcane Resistance (+2 Armor vs. supernatural attacks, +2 Resist spells)
  • Brawny (Strength x8 carrying capacity)
  • Charge (No MAP from running if finishing with a melee attack)
  • Frenzy (Make two Fighting attacks as a single action, at -2 to each)
Gear:
  • Demonic armor (+3)
  • Toxic Sword (Chain Greatsword, Str+2d10 AP 4 MD, -1 Parry; On Shaken+, target must roll Vigor -2 or suffer level of Fatigue)
Special Abilities:
  • Armor +2: Armored hide.
  • Abyssal Nature: This demon suffers only half damage from non-magical
    atacks (round down).
  • Fear: Even Lesser Demons are terrifying when first encountered, causing
    opponents to make a Fear check.
  • Infernal Form: Demons are immune to disease, poison, normal fire,
    heat, and cold.
  • Hardy: Like all Bound Summons, Proditione is not Incapacitated by a second
    Shaken condition.
  • Infravision: Demons reduce all Illumination penalties by half (round
    down) when fighting beings with body heat.
  • Size +2: Lesser Demons are hulking monsters.
  • Weakness (Holy Weapons): Demons are vulnerable to weapons and atacks
    wielded by those who are considered holy opponents, such as those who
    have the Champion or Holy Warrior Edges. Cyber-Knights and Mystics
    who follow any kind of “path of light” spirituality fall into this category. Such
    attacks inflict +4 damage and wounds caused from such atacks cannot be
    regenerated.
  • Weakness (Silver): Silver weapons and attacks have the same effect as holy
    weapons, inflicting +4 damage and negating demonic regeneration.
Encumbrance: 48 lbs with Gaspard's NG-S2
Max Load: 50 lbs
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Fri Nov 16, 2018 9:35 pm

Changelog
10/1/2018: 6 XP, N2 Advance, Power Points
11/14/2018: Bonus HJ Roll: M&M 14: Auto-Raise on one Power of Choice: entangle.
12/1/2018: Mondain Loot Drop (all noted in gear)
12/23/2018: Interlude XP
1/1/2019: Skill-bumps (K: Arcana/Politics)
1/7/2019: Bought Communication Band for 34K
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gaspard Gillead
Posts: 87
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead

Post by Gaspard Gillead » Fri Dec 14, 2018 3:24 am

Not a thing yet--just determining costs
OOC Comments
Build 1
Blade of the North Wind (TW Giant Vibro-Blade) [19,800 Cr] (3d12 hrs)
  • Str (or Spi) + 1d12+1 Damage
  • +2 Spellcasting with Blade Powers (10,000 Cr)
  • smite (silver) Power (20,000 Cr) 3d6 days
  • telekinesis (cold/fatigue) Power (40,000 Cr) 5d6 days
  • damage field (electric/spasms) Power (40,000 Cr) 3d6 days
  • +10 PPE Internal storage for Powers/activation (30,000 Cr) 4d6 days
Total Cost: 159,800, 15d6 days + 3d12 hrs


Build Two
Blade of the North Wind (ST Giant Vibro-Blade) [45,000 Cr]
  • Str + 1d12+1 Damage
  • Super-Skill: Fighting II (2 pts, 20K) +2DT Fighting
  • Telekinesis II (4 pts base, -2 Limitation: Sword Only, 90K, 2 pts final) Str d12
  • Paralysis: Vigor (+1 Strong, 4 pts base, -2 Contingent, must strike with Sword, 90K, 2 pts, final) Roll Vigor -2 or be Incapped, roll Vigor -2 to revive to Shaken each round
  • Damage Field: Cold (3 pts base, -1 Slow to Activate [command phrase], 45K, 2 pts final) 2d6 cold damage to adjacent foes
Total cost: 290,000

Note to Self: Signature Item?

Another Item:
Aura Mask (Supertech)
Base Item Holo-Display Communicator (Converted Cost 25K)
  • Illusion I (2 pts base, +4 Obscurement, -2 Limitation: detect arcana and similar abilities only, 180K, 4 pts. final)
  • Broadcast (2 pts base, +2 ManipulatIon, 80K, 4 pts. final)
Total Cost: 285,000
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Adrenaline Surge - Your hero gets an additional and immediate turn (including new movement).
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

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