Ulithrax - Lizard Mage Shifter

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Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Ulithrax - Lizard Mage Shifter

Post by Ulithrax »

HJ rolls
HJ 1 - Magic & Mysticism: [dice:2x0elzj4]39918:0[/dice:2x0elzj4] - +2 on all direct damage spells
(spend 3 EP to Blow on the Dice - 19 selecting 16: Conservation of Magical Energy)
HJ 2 - Magic & Mysticism: [dice:2x0elzj4]39918:1[/dice:2x0elzj4] - +1 Power - Boost/Lower Trait
HJ 3 - Magic & Mysticism: [dice:2x0elzj4]39918:2[/dice:2x0elzj4] - +5 PPE
(Spend 5 EP for Shake the Table +2 - 8 M&M: +1 Power) - Shape Change
HJ 4 - Magic & Mysticism: [dice:2x0elzj4]39918:3[/dice:2x0elzj4] - Auto Raise (Summon Ally)
HJ 5 - Magic & Mysticism: [dice:2x0elzj4]39918:4[/dice:2x0elzj4] - Duplicate
Reroll HJ 5 (duplicate) - Enchanted Items: [dice:2x0elzj4]39918:6[/dice:2x0elzj4] - HJ Staff/wand

Credits: [dice:2x0elzj4]39918:5[/dice:2x0elzj4] x 1000

Spend 5 EP for extra roll on Enchanted Items & Mystic Gadgets
[dice:2x0elzj4]39918:7[/dice:2x0elzj4] - Select result 1, HJ staff/wand
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: A Shifter

Post by Ulithrax »

Lizard Mage racial statistics

BONUSES
size +1 (1)
+1 Smarts (2)
immune to poison (1)
Low Light Vision (1)
Natural Weaponry (claws) (1)
Regeneration (total) (3)
+9

SWADE BONUSES
Immune to disease (1)
Natural weaponry (claws, d4) add (1)
+11

NEGATIVES
Cyber-resistant (-1)
Distinctive d-bee (-2)
Major Hindrance: Arrogant (-2)
Non-Standard Physiology (-1)
Racial Enemy: Other Lizard Mages (-1)
-7

SWADE NEGATIVES
change non-standard physiology to non-standard build
add Inhuman Physiology (-2)
-9
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Ulithrax - A Shifter

Post by Ulithrax »

Player Name: Christian
Google Handle: crapgame7

Character Name: Ulithrax
Rank: Novice Experience: 16 Advances Left: 0
Race: Lizard Mage
Iconic Framework: Shifter
Attributes: Agility d6 (1), Smarts d10 (2), Spirit d8 (1+1 adv), Strength d4/d8 w/ glove, Vigor d6 (1)
Charisma: 0/-4; Pace: 6; Parry: 6/5; Toughness: 11 (4); Corruption: 0; Size: +1; PPE: 20
Skills:
  • Fighting d6 (2)
  • Investigate d4 (1)
  • Kn: Arcana d8 (3)
  • Notice d6 (2)
  • Persuasion d6 (2)
  • Shooting d6 (2)
  • Spellcasting d12+2 (IF+1, +2 die types sig item, +1 staff)
  • Stealth d4 (1)
  • Swimming d4 (1)
  • Streetwise d8 (HJ reward)
  • Forgery +2 (Common Knowledge)

Hindrances
  • Arrogant (Major): Lizard Mages believe they are superior to every other race, but only because it’s true.
  • Monologuer (Major): Ulithrax just cannot resist the opportunity to inform you of how far beneath him you truly are.
  • Vengeful (Minor): Ulithrax never forgets a slight; he will repay in full, with interest, at a time of his choosing.
  • Greedy (Minor): Ulithrax is trying to bankroll his grand schemes, and earned the lion’s share of the spoils to begin with by doing most of the work. You were only there as a backup plan.

Edges
  • Ley Line Magic Mastery: (Hindrance 1) like Ley Line Walkers, may draw x3 PPE max at Spirit x3 range from a ley line as a free action
  • Sidekick: (Hindrance 2) The character has a sidekick.
  • Wizard: (Novice 1) For every raise on a Spellcasting roll, reduce PPE cost by 1
  • Power Points: (Novice 2) Add +5 PPE
Last edited by Ulithrax on Tue Aug 07, 2018 10:40 pm, edited 3 times in total.
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Ulithrax - A Shifter

Post by Ulithrax »

Powers: PPE: 20
Call of the Magi [summon ally] (3+ PPE) [Special]
  • Range: Smarts (10”)
  • Duration: 3 (1/rd)
  • Trapping: Blur / Shroud: Summons are -1 to be hit at range
  • Effect: Summons a creature of Ulithrax's choosing. The being is phased between two worlds, causing a distortion effect which makes it harder to target.
Voltage Drain [drain Power Points; (3 PPE) [Heroic] [auto-raise]
  • Range: Smarts (10”)
  • Duration: Instant
  • Trapping: Electricity / Spasms: When cast with a raise, target must roll Vigor or be at -2 Parry until his next action
  • Effect: Roll at -2 if different ‘flavor’ of caster. Destroy 1d6+1 Power Points; on a raise, destroy 1d8+2 Power Points
Augmentation of Alustan [Boost Trait]; (3 PPE) [Novice]
  • Range: Smarts (10”)
  • Duration: 3 (1/round)
    Boost Trait trappings by attribute/linked attribute:
    • Agility: Jazz trapping "Quickening" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
    • Strength: modified Jazz "Aggression" (+1 PPE for: wins all ties on opposed Strength rolls on Success; +1 Strength die-type on Raise)
    • Vigor: modified Jazz "Fortification" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
    • Smarts: modified Jazz "Illumination" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
    • Spirit: modified Jazz "Emboldening" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
Entropic Enchantment [Lower Trait]; (2 PPE) [Novice]
  • Range: Smarts (10”)
  • Duration: 3 (1/round)
  • Trapping: Heat / Fatigue: Target must roll Vigor or suffer a level of Fatigue.
  • Effect: Target rolls opposed Spirit or reduces a chosen Trait by 1 die type, 2 on a raise. In addition, the target must roll Vigor vs. oppressive, taxing heat or suffer a level of Fatigue.
Barani's Banishment Blast [Banish] (3 PPE) [Veteran]
  • Range: Smarts (10”)
  • Duration: Instant
  • Trapping: Sunlight: the banished creature is bathed in a glow of sunlight
  • Effect: On a success, shakes the Extra target; a raise banishes the creature to its proper plane of existence. Wild Cards sustain wounds.
Iltheus' Invisibility Incantation [Invisibility] (5 PPE) [Seasoned]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Sound / Absorption: Sound is absorbed, increasing Stealth 1 die type; speaking becomes a normal action instead of free.
  • Effect: Ulithrax disappears from sight and sound.
Akhbar's Alacrity [Quickness] (4 PPE) [Seasoned]
  • Range: Touch
  • Duration: 3 (2/rd)
  • Trapping: Blur/Shroud: The Hastened are -1 to be hit at range due to rapid movement.
  • Effect: The subject moves quickly, able to take twice as many actions, and is harder to hit due to the constant movement.
Sorcerer's Shapeshift [Shape Change] (3-7 PPE) [Special]
  • Range: Self
  • Duration: 1 minute (1/minute)
  • Trapping: Darkness / Stealth: for +1 PPE, the chosen form is shrouded in shadow, adding +1 die type to Stealth, or +2 on a raise
  • Effect: Ulithrax takes a new form befitting his mission.
Arcanist's Unveiling [detect arcana] (Free) [Novice]
  • Range: Sight
  • Duration: 3 (0/rd, no penalty to spellcasting to maintain)
  • Trapping: none
  • Effect: Free action to activate, reveals presence of magical energy, active spells, etc.
Wand of Domination Powers:
PPE: 10
  • Subordinate Will [Puppet] (3 PPE) [Veteran]
    • Range: Smarts (10”)
    • Duration: 3 (1/rd)
    • Trapping: no visible or mechanical trappings
    • Effect: Ulithrax imposes his will on the subject.
    Winkle's Repose [Slumber] (2 PPE) [Seasoned]
    • Range: Smarts x 2 (20”)
    • Duration: 1 minute (1/minute)
    • Trapping: Heat / Fatigue: The target takes a hot nap, requiring a Vigor roll. Failure adds a level of fatigue.
    • Effect: Oppressive heat forces the target to sleep. Target must roll Spirit, at -2 if cast with a raise, or fall asleep. In addition, the target must roll Vigor or suffer a level of Fatigue.
Staff of Defense Powers:
PPE: 10
  • Warlock's Elemental Encasement [Damage Field] (4 PPE) [Seasoned]
    • Range: Touch
    • Duration: 3 (2/round)
    • Trapping: Electrical: If cast with a raise, upon making contact with Ulithrax, his attacker must roll Vigor or be at -2 Parry until his next action.
    • Effect: Lightning arcs around Ulithrax's form, reaching out to touch those who would make contact with him.
  • Wizard's Weapon Ward [Deflection] (2 PPE) [Novice]
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Cold / Ice: The air superfreezes around Ulithrax, slowing and deflecting incoming attacks, including lasers (which refract on the ice particles in the air). Additionally, a layer of magical ice encases Ulithrax, providing +2 Armor while this effect is active. Fire and heat attacks count as a dispel against this power.
    • Effect: -2 to incoming attacks of all types and +2 Armor vs. AOE attacks; on a raise, -4.
TW "Gauntlet of Power" Powers:
PPE: 10
  • Stricken Sight [Blind] (2-6 PPE) [Novice]
    • Range: 12/24/48
    • Duration: Instant
    • Trapping: Electrical: Electrical impulses besiege the optic nerves / optic sensors, shorting them out.
    • Effect: Agility roll -2 to avoid (-4 on a raise) or target is Shaken and -2 to Parry until their next action; on a roll of 1 on the Agility die (regardless of Wild Die) the target is blind until he recovers from being Shaken. In addition, the target must roll Vigor or be at -2 Parry until his next action due to the electrical shock.
  • Daggoth's Deceit [Disguise] (4-6 PPE) [Seasoned]
    • Range: Touch
    • Duration: 10 minutes (1/10 minutes)
    • Trapping: Temporal Thought: Target may select 1 untrained skill and use it at a 1d4 for the duration of the power. Adds +1 PPE (included above)
    • Effect: The target assumes the form and appearance of a chosen individual. As time unfolds, the target also becomes skilled in a previously untrained skill for the duration of the power.

Mega Powers:

Army of the Summoner [Force Multiplication] (+2 PPE / ally) [Special]
  • Range: Smarts (10”)
  • Duration: 3 (1/rd)
  • Trapping: Blur / Shroud: Summons are -1 to be hit at range
  • Effect: Summons additional like creatures of Ulithrax's choosing. The beings are phased between two worlds, causing a distortion effect.
Soul Siphon [PPE Thief; (9 PPE) [Heroic] [auto-raise]
  • Range: Smarts x 2 (20”)
  • Duration: Instant
  • Trapping: Arcane Interdiction: on a raise, the target is partially cut off from their ability to use magic; arcane skill use is at -1 until the end of their next action.
  • Effect: Roll at -2 if different ‘flavor’ of caster. Power Points of a like kind are absorbed by the caster. Quantity is doubled (2d6+1 or 2d8+2 with raise)
Edification of Eldacar [Greater Boost Trait]; (5 PPE) [Novice]
  • Range: Smarts x 2 (20”)
  • Duration: 3 (1/round)
    Boost Trait trappings by attribute/linked attribute; all increased PPE costs factored above:
    • Agility: Jazz trapping "Quickening" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
    • Strength: modified Jazz "Aggression" (+1 PPE for: wins all ties on opposed Strength rolls on Success; +1 Strength die-type on Raise)
    • Vigor: modified Jazz "Fortification" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
    • Smarts: modified Jazz "Illumination" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
    • Spirit: modified Jazz "Emboldening" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
Atrophy of Atrizan [Greater Lower Trait]; (3 PPE) [Novice]
  • Range: Smarts x 2 (20”)
  • Duration: 3 (1/round)
  • Trapping: Temporal Thought: Target must roll Smarts or suffer a level of Fatigue due to suddenly and instantly connecting with a thousand alternate selves.
  • Effect: Target rolls opposed Spirit or reduces a chosen Trait by 2 die types, 4 on a raise. In addition, the effects of temporal distortion force the target to connect to a thousand alternate selves, jarring their mind.
Rensymian's Repulsion [Banish the Horde] (6 PPE) [Veteran]
  • Range: Smarts x 2 (20”)
  • Duration: Instant
  • Trapping: Sunlight: a Large Burst Template is bathed in a glow of sunlight, affecting all summoned creatures within the area.
  • Effect: On a success, shakes the Extra target; a raise banishes the creature to its proper plane of existence. Wild Cards sustain wounds.
Exalted Disappearance [True Invisibility] (10 PPE) [Seasoned]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Sound / Absorption: Sound is absorbed, increasing Stealth 1 die type; speaking becomes a normal action instead of free.
  • Effect: Ulithrax disappears from all natural detection. He can neither be seen nor heard.
Hermes' Haste [Exalted Quickness] (8 PPE) [Seasoned]
  • Range: Touch
  • Duration: 3 (2/rd)
  • Trapping: Blur/Shroud: The Hastened are -1 to be hit at range due to rapid movement.
  • Effect: The subject moves quickly, able to take twice as many actions, and is harder to hit due to the constant movement. May ignore 2 points of MAP on both of two turns' actions.
Mellok's Metamorphosis [Greater Shape Change] (3-7 +2 PPE) [Special]
  • Range: Self
  • Duration: 1 minute (1/minute)
  • Trapping: Darkness / Stealth: for +1 PPE, the chosen form is shrouded in shadow, adding +1 die type to Stealth, or +2 on a raise
  • Effect: Ulithrax takes a new form befitting his mission.
The Scrying Eye of Escalor [Exalted detect arcana] (2 PPE) [Novice]
  • Range: Sight
  • Duration: 3 (1/rd)
  • Trapping: none
  • Effect: Reveals presence of magical energy, active spells, etc.
Wand of Domination Powers:
PPE: 10
  • Soul Manipulation [Mind Control] (6 PPE) [Veteran]
    • Range: Smarts x 2 (20”)
    • Duration: Special
    • Trapping: no visible or mechanical trappings
    • Effect: Ulithrax imposes his will on the subject.
    Enchantment of Endymion [Greater Slumber] (4 PPE) [Seasoned]
    • Range: Smarts x 1.5 (15”)
    • Duration: 1 minute (1/minute)
    • Trapping: Cold / Ice: The target is chilled to the bone and becomes excessively weary, sapping their strength.
    • Effect: The target must roll Spirit at -2, -4 with a raise, or fall asleep. Must also roll Vigor, -2 on a raise, or suffer a level of fatigue.
Staff of Defense Powers:
PPE: 10
  • Phantasmal Fright [Exalted Damage Field] (8 PPE) [Seasoned]
    • Range: Touch
    • Duration: 3 (2/round)
    • Trapping: Fear: upon striking Ulithrax, the image of a ghostly warrior appears and attacks, causing damage. In addition, the attacker must make a Spirit vs. Fear roll.
    • Effect: 2 options: option 1, 2d8 MD, 2d10 with a raise. Option 2: MBT at location of choice.
  • Alarand's Aegis [Greater Deflection] (4 PPE) [Novice]
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Wall of force
    • Effect: A wall of force springs forth, angled in such a way as to divert all incoming attacks at -4, -6 with a raise.
TW "Gauntlet of Power" Powers:
PPE: 10
  • Vision of Phineus [Greater Blind] (2-6 +2 PPE) [Novice]
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Electrical: Electrical impulses besiege the optic nerves / optic sensors, shorting them out.
    • Effect: Agility roll -2 to avoid (-4 on a raise) or target is Shaken and -2 to Parry until their next action; on a roll of 1 on the Agility die (regardless of Wild Die) the target is blind until he recovers from being Shaken. In addition, the target must roll Vigor or be at -2 Parry until his next action due to the electrical shock.
  • Loki's Trickery [Mass Disguise] (+4 PPE) [Seasoned]
    • Range: Special
    • Duration: 10 minutes (1/10 minutes)
    • Trapping: Temporal Thought: Target may select 1 untrained skill and use it at a 1d4 for the duration of the power. Adds +1 PPE (included above)
    • Effect: The target assumes the form and appearance of a chosen individual. As time unfolds, the target also becomes skilled in a previously untrained skill for the duration of the power.
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Ulithrax - A Shifter

Post by Ulithrax »

Background

Ulithrax was powerful beyond measure; a paragon of arcane ability and master of many realms. That is, until the time of the uprising. Fearing his life might be lost to upstarts and revolutionaries, he sought the deepest, darkest catacomb he could find, and buried himself in there, protected from the ravages of time by an arcane circle of power.

Eons and an age passed. The coming of the Rifts played havoc with his sanctum, translocating it to Rifts Earth. Here he was discovered and accidentally awakened by Arvalis, a half-elven city rat, who was wandering a sewer tunnel to escape CS authorities. Ulithrax quickly seized the opportunity to have a native of this plane guide him, and tricked Arvalis into his service.

Ulithrax's circle was corrupted by the Rifts, causing him to lose much of his incredible power as he slept for millenia. He quietly laments his lost might, but seeks to regain it while feeling out his new surroundings. The intrigue between Kingsdale and Whykin is a unique opportunity to subtly exert his will for his own ends.

Bound Summon
Gorignak - Earth Elemental (seasoned summon)
Agility d6; Smarts d4; Spirit d6; Strength d12+1; Vigor d10
Skills: Fighting d8; Notice d6; Throwing d8
Size: 3; Pace 4"; Parry 6; Toughness 14 (4);
Bash: Str+d6 MD
Burrow (10"): Earth elementals can meld into and out of the ground
Elemental: no additional damage sustained from called shots; Fearless; Immune to Disease and Poison
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Ulithrax - A Shifter

Post by Ulithrax »

Gear

Wand of Domination - twisted and charred red and black wood
  • 10 PPE
  • +1 Spellcasting
  • Puppet power
  • Slumber power
  • Str+d6 damage
  • MD when 2 PPE channeled
Staff of Defense - glistening blue wood
  • 10 PPE
  • +1 Spellcasting
  • Damage Field power
  • Deflection power
  • Str+d6 damage
  • Reach +1
  • Parry +1
  • 2 hands
  • MD when 2 PPE channeled
TW Gauntlet of Power - (full stats below)
  • +10 PPE (only usable for charging the item and using the included spells)
  • Blind power
  • Disguise power
  • +2 die types Spellcasting
  • +2 die types Strength
  • TW item - 1 PPE/hr
Adventure Survival Armor (TW)
  • +4 Armor
  • Strength Minimum: N/A
  • Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
  • Weight: 5 lb


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


Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item) - trapped as a cloak
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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.

TW Gauntlet of Power
This gauntlet was created to steady the hands of the wizard wielding it. It acts as a power reservoir, as well as containing spells which will allow the wearer to obscure the vision of his foes, or even change appearances. The gauntlet was designed by a techno-wizard of some repute. It is unclear why he parted with it, as those who knew him thought it was his prized creation.
TW gauntlet.jpg
Base item: right-handed metal glove (using Exoskeleton from Sci-Fi Companion pg 14, adding +2 die types to strength) 100,000 credits
Weight: 5 lb

Techno-Wizard item - 2 Minor modifications
  • +5 PPE (5,000 credits)
  • +5 PPE (5,000 credits)
Techno-Wizard item - 4 Major modifications
  • Blind power (20,000 credits)
  • Disguise power (40,000 credits)
  • +1 die type Spellcasting (10,000 credits)
  • +1 die type Spellcasting (10,000 credits)
Total cost: 190,000 credits


Credits: 4000

Contacts
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Ulithrax - A Shifter

Post by Ulithrax »

Iconic Framework
  • AB: Magic - Begin with d8 Spellcasting, 15 PPE, 3 powers
  • Bind the Summoned: May bind 1 or more summoned beings to his service for an extended period of time; shrinks PPE pool by the cost to summon
  • Dimension Sense: with successful Notice check, can determine relevant information about a dimension he is in or views through a Rift; this includes environmental conditions and whether it is a temporal shift
  • Expanded Awareness: may use Detect Arcana at will with no PPE cost as a free action
  • Master of Magic: may access mega versions of all known powers
  • Master Summoner: gains Summon Ally automatically, and the duration is 5 minutes (1 / 5 minutes), including Force Multiplication.
  • PPE Manipulation: gains Drain Power Points
  • Rift Mastery: gain +4 on all efforts to open and manipulate Rifts, and gain +2 when using the Banish power.
  • Corruption: any time Summon Ally is used to bring forth a creature evil in nature, must make opposed Spirit check against the summoned being. If the being wins, the shifter gains 1 point of Corruption. All future Corruption check suffer a penalty equal to the shifter’s current Corruption. Once Corruption equal to half the shifter’s Spirit die is gained, he is a slave to darker powers.
  • Cybernetics: -1 to Spellcasting for each point of Strain
  • Enemies: Shifters are enemies of the CS and shot on sight. Shifters who refuse to swear fealty to Lord Dunscon are enemies of the Federation of Magic.

Hero’s Journey
  • Magic & Mysticism
    • 16
    • On a raise using Spellcasting skill, reduces cost of power by 1 PPE
  • Magic & Mysticism
    • 10
    • +1 Power (Boost/Lower Trait)
  • Magic & Mysticism
    • 8
    • +1 Power (Dispel)
  • Magic & Mysticism
    • 14
    • One power gets auto-raise (Boost/Lower Trait)
  • Enchanted Items & Mystic Gadgets
    • 1
    • Staff of Power


Advances
  • Initial Advances: (From Hindrances): Ley Line Mastery, Sidekick
  • Novice 1 Advance: Wizard
  • Novice 2 Advance: +5 PPE
  • Novice 3 Advance: +1 Spirit
  • Seasoned 1 Advance: Elan
  • Seasoned 2 Advance: +1 Smarts
  • Seasoned 3 Advance: +1 Spellcasting, +1 Kn: Arcana
  • Seasoned 4 Advance: +5 PPE
  • Veteran 1 Advance: Rapid Recharge / +5 PPE / new Power
  • Veteran 2 Advance: +1 Agility / +1 Spirit
  • Veteran 3 Advance: +1 Fighting/Shooting, or +1 Kn: Arcana/Notice?
  • Veteran 4 Advance: New Power
  • Heroic 1 Advance: Edge
  • Heroic 2 Advance: Attribute
  • Heroic 3 Advance: Skills
  • Heroic 4 Advance: edge
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Ulithrax - Lizard Mage Shifter

Post by Ulithrax »

11/2/18: HJ roll: Underworld & Black Ops 10 - add d8 Streetwise, +2 to Common Knowledge checks relating to forgery and forging documents.
1/3/2019: Took 6 XP, added +1 Spirit from XP advance
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
User avatar
Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Ulithrax - Lizard Mage Shifter

Post by Ulithrax »

Current status 1/3/2019:
Bennies: 2 (-1 EE Mind Control, +1 RP, -1 EE Streetwise)
Wounds / Fatigue: 0 / 0
PPE: 5/20 (-4 due to bound summon, -6 Force Multiplier, -2 Quickness on Sig, -3 Mind Control)
Active Powers: Speak Language (American)

Current Armament:
Staff of Defense (stored)
Wand of Domination (in hand)
NG-33 (stored)
TW Gauntlet of Power (worn)

Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.

Gorignak - seasoned Earth Elemental
Wounds / Fatigue: 0 / 0
Active Powers: n/a
Current Armament: hands
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
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