SWD - Dominic Skodati

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Dominic Skodati
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Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Just a ley line walker with sneaky skills and magic
HJ
Magic & Mysticism [dice]0[/dice]
Magic & Mysticism [dice]1[/dice]
Magic & Mysticism [dice]2[/dice]

Underworld & Black Ops [dice]3[/dice]
Underworld & Black Ops [dice]4[/dice] reroll [dice]5[/dice]
Proposed Edge (Dropped)
Proposed Edge
Magic Bag
Requirements: Seasoned, Connections (Black Market), LLW, conceal arcana
Rift Runners learn a very special application of the conceal arcana power which allows them to designate a single carried container (backpack, satchel, suitcase, etc.) and all of its contents unseen by normal vision as long as the conceal arcana power is maintained. This ability is a closely guarded secret, only taught to those Ley Line Walkers who serve the Immortal Hand.

Note:: GM approved as a one off using conceal arcana for duration purposes.

Note 2: I think the re-trapped invisibility power handles this, except for the longer duration.
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Dominic Skodati
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Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Dominic Skodati

Rank: Novice Experience: 16 (VV 2019-04-12) Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d4
Charisma: -2; Pace: 6; Parry: 5; Toughness: 10 (5); Strain: 0

Skills:
  • Spellcasting d10
  • K/Arcana d8
  • Notice d6
  • Stealth d8
  • Streetwise d8 (+4 in North America)
  • Persuasion d8
  • Fighting d6
  • Shooting d6
  • Investigation d6 (+2)
Hindrances & Complications
  • Cybernetics: −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: −2 Charisma penalty in most social situations.
  • Enemies: “Shoot-on-sight” target for Coalition forces. Considers the True Federation to be hostile territory as well.
  • Wanted (Major): Has a bounty on his head from the CS for smuggling people out of Tolkeen during the siege.
  • Greedy (Minor): Always looking to make a quick buck
  • Vow (Minor): Serve the Immaterial Hand
Edges & Abilities
  • Arcane Background (Magic): 5 powers, 15 PPE
  • Expanded Awareness: detect arcana at will as a free action for no PPE cost
  • Ley Line Magic Mastery: As a free action roll Spellcasting to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation:Gains a natural healing roll once per day. While on a ley line
  • Ley Line Sense: Can sense a ley line within 10 miles, 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, sense any nearby Rifts within 10 miles, automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: 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.
  • Ley Line Walking: Walk the line as though walking across level ground. Fly at 2x Pace, altitude as high as 1,000 feet.
  • Master of Magic:Mega powers
  • Rapid Recharge: Recover 1 PPE per 30 minutes
  • Investigator: +2 Investigation and Streetwise
  • Connections (Black Market): Knows people in the Imaterial Hand
  • Scrounger. Find supplies once per session
  • Ley Line Phasing: Teleport anywhere along a ley line.
  • Ley Line Gate: Carry up to Smarts die passengers when ley line phasing
  • Well Travelled: +2 Common Knowledge related to geography and people in North America
  • Forger: +2 to create false papers and IDs (use Common Knowledge)
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Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Powers
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 1/half hour
Mystic Alarm (new power)
Mystic Alarm [Light] (2) [Novice]
  • Range: Touch
  • Duration: 30 minutes (1/10 minutes)
  • Trapping: Keeping track of ones important possessions and lairs is important, so too is knowing when someone is coming to get you! Mystic Alarm can be cast on an inanimate object, and allows the caster to make a Notice roll at -2 to know when someone has disturbed the imbued object up to Spirit x 10 miles away or Spirit x 100 on a raise. This can be used on doors, items, locks, etc. to grant forewarning against intruders.
  • Design Notes: Changed from a light to warning signal.
  • Ward [Light] (10) [Novice]
    • Range: Touch
    • Duration: Permanent until triggered
    • Trapping: Ward is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause Mystic Alarm to become a permanent effect and increases the range to Spirit x 1000 miles or anywhere on the planet on a Raise! This can only be put on objects and lasts until alarm is triggered.
    • Design Notes: Changed from a light to warning signal. Used Range numbers from Clairvoyance spell.
Concealment
Concealment [Invisibility] (5) [Seasoned]
  • Range: Touch
  • Duration: 30 minutes (2/10 minutes)
  • Trapping: This power allows a magician to easily conceal a single object (not people or beings), making it hard to find during observation and searches. A particularly handy power when being searched or smuggling illicit goods. Objects can be up to the caster's Smarts die in pounds. Concealed items have a -4 Notice penalty when being searched or hunted for by visual means, -6 with a raise. Using the item (i.e. firing a weapon or writing with a pen negates the concealment)
  • Design Notes: Changed from a person to a single object. Bumped duration to account for reduced scope of the power. This is a take on the concealment spell from original Rifts with a little Savage flavour.
  • Greater Concealment [True Invisibility] (10) [Seasoned]
    • Range: Touch
    • Duration: 30 minutes (2/10 minutes)
    • Trapping: The wizard can conceal objects up to Smarts x 2 in pounds. Concealed objects cannot be seen or detected by any means, unless they are in motion. In that circumstance, any attempt to detect an object hidden by Greater Concealment is made at −8. Greater Concealment also makes it impossible for anyone using most means of scrying or other detection to find the object; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using Greater Concealment (though exalted detect arcana works at no penalty).
    • Design Notes: Added a size increase to Smarts x 2 in pounds, just for fun. Otherwise works as True Invisibility except only on objects. The weight limit prevents using this on most vehicles as it is more intended to hide items and other precious cargo.
Shadow Meld
Shadow Meld [Burrow] (4) [Novice]
  • Range: Smarts x 2
  • Duration: 3 (2/round)
  • Trapping: Melts into shadows and disappears and the darkness clings to the target and increasing Stealth by one die type, or two on a raise.
  • Effect: The casters can step into a shadow and vanish. While merged in this way, she can move to any other shadow within range as a movement action. She can step out of the shadow at her current location as a free action – make a Stealth roll opposed by your opponent’s Notice to ambush someone, on a raise get the Drop, while a regular success gives half the benefit of the Drop (+2 to attack and damage). Note that this spell requires shadows of at least human size, and doesn’t work in complete darkness. If the shadow being used ceases to exist (for example if someone shines a bright light on it) the caster immediately reappears and the spell expires. Casters can still be hurt by attacks that hit the shadow where they’re hiding.
  • Design Notes: Borrowed this from Richard Woolcock's Savage Spell Book.
  • Superior Shadow Meld [Greater Burrow] (7) [Novice]
    • Range: Smarts x 20
    • Duration: 3 (2/round)
    • Trapping: Melts into shadows and disappears and the darkness clings to the target and increasing Stealth by one die type, or two on a raise.
    • Effect: The casters can step into a shadow and vanish. While merged in this way, she can move to any other shadow within range as a movement action. She can step out of the shadow at her current location as a free action – make a Stealth roll opposed by your opponent’s Notice to ambush someone, on a raise get the Drop, while a regular success gives half the benefit of the Drop (+2 to attack and damage). Note that this spell requires shadows of at least human size, and doesn’t work in complete darkness. If the shadow being used ceases to exist (for example if someone shines a bright light on it) the caster immediately reappears and the spell expires. Casters can still be hurt by attacks that hit the shadow where they’re hiding.
Silver Tongue
Silver Tongue [Boost/Lower Trait] (2) [Novice]
  • Range: Smarts
  • Duration: 3 (1/round)
  • Trapping: Speaks flattering or insulting words related to target Trait
  • Effect: Raise or lower Trait by one die type. Two with a raise. Opposed by Spirit.
  • Gift of the Gab [Boost/Lower Trait] (4) [Novice]
    • Range: Smarts × 2
    • Duration: 3 (1/round)
    • Effect: This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Alter Aura
Alter Aura [Conceal Arcana] (2) [Novice]
  • Range: Sight
  • Duration: 1 hour (1/hour)
  • Trapping: Wave hand over item or person, not only masking their magic but making the target a little less conspicuous - just blend in with the crowd (-1 Notice anyone trying to spot or remember the target)
  • Effect: Conceal a single supernatural item, being, or effect from detect arcana
Suppress Aura [Exalted Conceal Arcana] (4) [Novice]
  • Range: Sight
    Duration: 3 (1/round) or 1 hour (1/hour)
    Trapping: Wave hand over item or person, not only masking their magic but making the target a little less conspicuous - just blend in with the crowd (-1 Notice anyone trying to spot or remember the target)
    Effect:Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
[/list]
Shadow of Mondain
Shadow of Mondain [Fear] (2) [Novice]
Range: Smarts x2
Duration: Instant
Trapping: Radiates the horrific aura of Mondain a powerful supernatural being from another dimension.
Effect: This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.

Evil Eyes [Greater Fear] (4)
Range: Smarts x3
Duration: Instant
Trapping: In addition to Mondain's aura, the casters eyes blacken and give off an eerie soul penetrating stare that forces victims to relive their deepest, darkest, fears
Effect: Using this Mega Power causes targets to suffer a −2 to resist fear, or a −4 with a raise.
Last edited by Dominic Skodati on Sun Sep 16, 2018 1:33 pm, edited 3 times in total.
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Dominic Skodati
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Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Background
Narrative Hook [dice]0[/dice] - Siege of Tolkeen

Pickpocket, thief, gutter rat, punk. That's how Dom started out in life, running with a pack of city rats in the 'Burbs of Chi-Town ducking he law and scrounging to get by. A random dog pack search would change that life forever. The leader of the canine unit smelled Dom's magic potential - potential he didn't know he had - and moved in to make an arrest. Fortunately, the young rat knew a few tricks that weren't magical and managed to make a run for it...right into the arms of the Immaterial Hand, a faction of the Black Market who specializes in using magic to move goods. The Hand was always on the lookout for kids like Dom, lonely street rats with magical potential. With help from the Hand, Dom honed his magical potential and became a skilled specialist in moving goods and people outside the eyes of the law.

During the war Tolkeen leaned on the Hand to break the CS blockades and get supplies and weapons into the besieged city. Dom made a number of successful runs into the city, thanks to the high concentration of ley lines. He even started a side business of evacuating people from the city (for a fee, of course). He became a real pro at moving people past the CS and made himself a target of the CS military. When the city fell and the flood of refugees left the area Dom saw a business opportunity - unfortunately refugees don't have much money. He agreed to move one group to Castle Refuge under the promise the Legion would reimburse him for his trouble. They did. They also offered him a job helping the legion move goods and people past the CS. Never one to look some easy credits in the mouth, he accepted. The arrangement is working for now but Dom knows eventually the Hand will want him to come back in from the cold. There's also the matter of the bounty hunters trying to turn him into the CS.
Last edited by Dominic Skodati on Sun Sep 16, 2018 1:37 pm, edited 1 time in total.
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Dominic Skodati
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Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Advances
Hero’s Journey
  • Education (10) - 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 & Mystic Gadgets (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 (Coyote Mask)
  • Underworld & Black Ops (10) - Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks
  • Underworld & Black Ops (16) - With a nose for opportunities, horse-trading, and five-fingered 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).
  • Education (15) - Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Investigator Edge and the Investigation skill at d6.
Advances
  • Initial Advances: (From Hindrances): Ley Line Phasing, Ley Line Gate
  • Free Edge (Human): Power Points
  • Novice 1 Advance: +1 Smarts
  • Novice 2 Advance: New Power (Fear)
  • Novice 3 Advance: +1 Spellcasting, +1 K/Arcana
  • Seasoned 1 Advance: E
  • Seasoned 2 Advance: A
  • Seasoned 3 Advance: S
  • Seasoned 4 Advance: E
  • 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:
Last edited by Dominic Skodati on Sun Sep 16, 2018 1:37 pm, edited 1 time in total.
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Dominic Skodati
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Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Gear

Credits: 152,000
Markers owed: 33,000 (Gill)

Blood Knife
The problem with living sacrifices is that they keep squirming off the table. To that end vile necromancers, blood cultists, and others who practice the art of sacrifice have developed enchanted blades that leave their victims in a stupor but still living and breathing.
Abilities
Base Item: Dagger (Str+d4, Weight: 1)
Minor: +1 Fighting
Minor: +1 Fighting
Major: Add a Power - Slumber
Power Points: 10, renews 1 per hour.
Special: Activates with successful Fighting attack but is limited to a single target (no MBT)
Enchanted Staff
The staff is crafted from a highly polished blackened thigh bone from a demon. 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, two handed) that even does Mega Damage if 2 PPE is channeled through it that round
Powers
Deflection [Deflection] (2 PPE) [Novice]
  • Range: Touch
  • Duration: 3/1
  • Trapping: A series of shadowy tentacles emerge from the casters body knocking blows and blasts alike away
  • Effect: 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.

Greater Deflection [Greater Deflection] (4 PPE) [Novice]
  • Range: Touch
  • Duration: 3/1
  • Trapping: A series of shadowy tentacles emerge from the casters body knocking blows and blasts alike away
  • Effect: This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise

Smite [Smite] (2 PPE) [Novice]
  • Range: Touch
  • Duration: 3/1
  • Trapping: An eerie red glow
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of 136 Savage Worlds ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise. ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Greater Smite [Greater Smite] (4 PPE) [Novice]
  • Range: Touch
  • Duration: 3/1
  • Trapping: An extra eerie red glow
  • Effect: This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Navajo Coyote Mask
image
Image
An ancient magical heirloom that channels the spirit of the Trickster. This mask, used by the spirits to move among mortals, allows the wearer and their companions to walk undetected among humans and read their thoughts. Dom acquired it in trade from some Tolkeen Artifact hunters - the original owner may or may not want it back.
  • PPE Battery: 10 PPE (which regenerate at the same rate as the caster)
  • Ancient Magic: +1 to all spellcasting rolls
  • Inherent Powers:
    Mask of Deceit
    Mask of Deceit [Disguise] (4-6) [Seasoned]
    • Range: Touch
    • Duration: 10 minutes (1/10 minutes)
    • Trapping: The caster can don the mask and use it to imitate others. The mask is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion. This adds +1 PPE to the cost of the Power.
    • Effect: Assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating.
    • Subterfuge [Mass Disguise] (+4) [Seasoned]
      • Range: Special
      • Duration: 10 minutes (1/10 minutes)
      • Trapping: The caster can expand the aura of his mask to a Large Burst Template providing a disguise and +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion. This adds +1 PPE to the cost of the Power.
      • Effect: The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
    Mind Reading
    Mind Reading [Mind Reading] (3) [Novice]
    • Range: Smarts
    • Duration: 1
    • Trapping: In addition to reading thoughts the caster can move quietly through a mind. On a raise the target is unaware of the intrusion. When used outside of combat on an Extra, the caster may include a standard Persuasion roll to alter the target’s attitude; on a Raise, this roll is at +2. Already Helpful targets must make a Spirit roll or gain the Loyal Hindrance, directed at the Caster.
    • Effect: This is an opposed roll versus the target’s Smarts.
    • Mind Walk [Mind Walk] (6) [Novice]
      • Range: Smarts × 2
        Duration: 5 minutes (1/minute)
      • Trapping: In addition to reading thoughts the caster can move quietly through a mind. On a raise the target is unaware of the intrusion. When used outside of combat on an Extra, the caster may include a standard Persuasion roll to alter the target’s attitude; on a Raise, this roll is at +2. Already Helpful targets must make a Spirit roll or gain the Loyal Hindrance, directed at the Caster.
      • Effect: Mind walk allows the caster to walk through the mind and memories of the subject. While the spell is in effect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.
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 Block II
Image
Damage: 2d4+1
ROF: 1
Range: 15/30/60
Payload: 20 shot E-Clip
Weight: 4
Min Str: -
Cost: 6500
Notes: AP 2; Semi-Auto


NG-S2 Survival Kit

TW Smuggler Overcoat (Signature Item)
Smugglers have to be everything - thief, con man, deal maker, and deal breaker. This lucky overcoat helps protect the smuggler from the struggles of his trade - including stray bullets!
Upgrades
Base Item: Patron Overcoat (+1 Toughness, Strengthx7 load limit in pounds, 8 pockets/pouches, base cost 16,500)
Minor - +5 PPE
Minor - +2 Armor
Major - Smooth Talker (Edge: Charismatic)
Major - Tricks Up His Sleeves (Edge: Thief)
Major - A Man for All Seasons (Power: environmental protection)
Major - Money Talks (Power: speak language)
Activation Cost: 3 PPE/hour
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Snake Eyes
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Joined: Wed Feb 07, 2018 2:16 pm

Re: Dominic Skodati (Rift Runner/LLW)

Post by Snake Eyes »

Approved. Good to go.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: Dominic Skodati (Rift Runner/LLW)

Post by Dominic Skodati »

Q1 2018 Bennies: 2/4
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