Tim Gates: Ley Line Walker

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Tim Gates
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Tim Gates: Ley Line Walker

Post by Tim Gates »

Roll sheet for Ley Line Walker

HJ Magic and Mysticism: [dice]0[/dice]
HJ Magic and Mysticism: [dice]3[/dice]
HJ Magic and Mysticism: [dice]5[/dice]
HJ Enchanted Items and Mystic Gadgets: [dice]4[/dice]
HJ Experience and Wisdom: [dice]6[/dice]

Edit: Exchanging HJ Enchanted Item (14) and Experience (17) for HJ Magic and Mysticism (17) Mega-Damage

Narrative Hook: [dice]2[/dice]

Credits: [dice]1[/dice]*1000 = 3000
Last edited by Tim Gates on Thu Jul 05, 2018 7:35 pm, edited 3 times in total.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Re: Unnamed Character

Post by Tim Gates »

Character Sheet

Player Name: Matt Storm
Google Handle: Matt Storm
Tim Gates
Rank: Novice Experience: 5 +6 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4/(d6), Vigor d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 13 (7); Strain: 0
Skills:
  • Fighting (agi): d6
  • Investigation (smrt): d6
  • Knowledge (Arcana) (smrt): d10
  • Notice (smrt): d4
  • Shooting (agi): d4
  • Spellcasting (smrt): d10
  • Stealth (agi): d4
  • Streetwise (smrt): d6
  • Survival (smrt): d4

Hindrances
  • Wanted (Major): Killed a Coalition officer to escape being terminated.
  • Quirk (Minor): Constantly plays with baoding balls.
  • Loyal (Minor):

Edges
  • Arcane Background (Magic):
  • Rapid Recharge: This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Improved Rapid Recharge: The character regains 1 Power Point every 15 minutes.
  • Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Wizard: Each raise a Wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point. The Wizard must have the points available to cast the spell in the first place before rolling.
Last edited by Tim Gates on Mon Oct 01, 2018 6:47 pm, edited 13 times in total.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Re: Unnamed Character

Post by Tim Gates »

Powers
Arcane Background: Magic
PPE: 20 - Recovery: 1/15 Minutes

Armor (2 PPE) [Novice]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trapping: Mystical glow (like an aura)
  • Effect: Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.

Barrier (1/section PPE) [Seasoned]
  • Range: Smarts
  • Duration: 3 (1 per section, per round)
  • Trapping: Opaque blue force
  • Effect: Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
    Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
    When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
    Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.
Bolt (1 per missile PPE) [Novice]
  • Range: 12/24/48
  • Duration: Instant
  • Trapping: Blue bolts
  • Effect: Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
    ► Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
    ► Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
Boost/Lower Trait: (2 PPE) [Novice]
  • Range: Smarts
  • Duration: 3 (1/round)
  • Trapping:
  • Effect: This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
    The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    ► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of fve targets. All targets share the same effect and Trait affected.
Detect/Conceal Arcana: (2 PPE) [Novice]
  • Range: Sight
  • Duration: 3 (1/round) or 1 hour (1/hour)
  • Trapping:
  • Effect: 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 power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer—1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Dispel (3 PPE) [Seasoned]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Waving hands
  • Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
    Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
    In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
Teleport (3+ PPE) [Seasoned]
  • Range: Special
  • Duration: Instant
  • Trapping: Phasing out with distortion.
  • Effect: Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round.
    Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
    Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster—in addition to being Shaken he also suffers 2d6 damage.
    The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
    ► Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
Last edited by Tim Gates on Thu Oct 11, 2018 8:47 pm, edited 4 times in total.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Re: Unnamed Character

Post by Tim Gates »

Background

Tim first learned of the arcane arts by reading the works of the fabled Great Horned Dragon Hatchling Conjuror, whos name had been lost to history. He was always a bit aloof and viewed the world as a web of mystic energy, being woven through time.

He ran into trouble one day when he was out deep in the wilderness on a spirit journey and came across a coalition patrol who had captured some debee dissidents. Tim and the debees were lined up and the officer gave the order for termination. With each shot that rang out one of them fell, and when it became Tim’s turn something exploded within him. In a burning flash of mystic energy the web tore and Tim felt the raw power of magic. When his vision cleared the Coalition officer was dead and he was the only one standing. He had no choice but to run.

While on the run from the Coalition, Tim found refuge in any seedy corner or dark alley that he could. He came to befriend another outlaw named Johnny Jones, a tinker of sorts. They decided their best way out was to join the Tomorrow Legion.
Last edited by Tim Gates on Mon Jul 02, 2018 7:09 pm, edited 1 time in total.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Re: Unnamed Character

Post by Tim Gates »

Gear
Ley Line Walker Light Armor (TW)
  • +3 Armor
  • Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases.
  • Can conceal it beneath their traditional robes, though they are not fully covering.
  • The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
  • (4 lb, 9,000 credits).

Signature Item:
Enchanted Arcane Inscribed Baoding Balls

Image

When Tim was younger he met the renowned wizard Tobin, author of the famous Tobin's Guide to the Arcane and Tobin's Arcane Enyclopedia. He allowed Tim to study with him for several weeks, but as is Tobin's way, he soon had to leave town to continue his research abroad. He told Tim that he could see great potential in him and before he left he gave Tim a copy of the complete full volume set of his Arcane Encyclopedia. He also gave him something almost as special, a pair of finely inscribed metallic meditation balls. He told Tim that one day, when he is older, these balls will come in handy and when he is ready to handle them and when he needs them they will drop and he will know their true power.

These Boading Balls are made out of meteoric iron which consists overwhelmingly of an iron–nickel alloy and unlike the traditional ones, these are covered in arcane inscriptions and runes. When active the balls spin and rotate around the users body, creating a soothing ringing sound which only he can hear. This helps the user concentrate on spellcasting. The balls can also dart around to deflect incoming attack when its deflection power is activated.

Base Item: Baoding Meditation Balls
Minor Upgrades
  • +1 to Spellcasting
  • +1 to Spellcasting
Major Upgrades
  • Power: Deflection
  • HJ Magic & Mysticism (14): Auto-raise (Deflection)

DS-2 TW Exploratory Armor (Patron Item)
Image
This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
• +7 Armor
• Strength increase of one die type.
• Full Environment Protection
• Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
• HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
• Built-In Radio Transceiver (20 mile range)
• Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
• Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)

Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
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: Infrared Distancing Binoculars
• Attachment: Fashlight
• Attachment: Biometric compass/inertial mapper
• Attachment: Short-range radio, five mile range
• Attachment: First aid kit, provides +1 to Healing checks
• Attachment: Survival knife
• Attachment: Climbing kit
• Attachment: Canteen

NG-33 Laser Pistol
  • Range: 15/30/60
  • Damage: 2d4+1
  • RoF: 1
  • AP: 2
  • Shots: 20
  • Weight: 4
  • Cost: 6,500

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 fre 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.
Infrared Distancing Binoculars:
  • Highpowered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)
Credits: 1,800
Last edited by Tim Gates on Fri Aug 10, 2018 6:07 pm, edited 24 times in total.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Tim Gates
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Joined: Fri Jun 29, 2018 8:21 pm

Re: Unnamed Character

Post by Tim Gates »

Advances

Ley Line Walker:
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit ×3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: Can sense a ley line within 10 miles, can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects that might apply (such as if a huge amount of its energy is being siphoned for some other purpose). Can also sense nearby Rifts within 10 miles, and automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Hero’s Journey
  • Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Magic and Mysticism (12): Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former.
  • Magic and Mysticism (9): Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.


Advances
  • Initial Advances: (From Hindrances): Edge: Power Points, Smarts
  • Free Edge (Human): Edge: Elan
  • Novice 1 Advance: Edge: Wizard
  • 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:
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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