Gear
Ley Line Walker Medium Armor (TW)
- +5 Armor; +2 Toughness; Min Str d4; 7 lbs
- Notes: +4 vs disease and poison
- Helmet features a scavenged "Dead Boy" face plate and embedded darksight power
- Holds 5 PPE, usable to charge the armor or activate embedded powers
War Staff (retrapped NG-IP7 Ion Pulse Rifle with affixed bayonet): A black staff roughly the size of a cane, engraved with runes along its length, magically hardened, and featuring a cap made of carved and polished horn from a devil unicorn. Alison often wears this strapped to her belt as if it were a sword, and she can call it to her hand with a thought (mechanical equivalent of drawing a weapon, but looks cooler). When she gets into trouble at close range, she can summon a blade of black energy from the end of the staff, turning it into a small glaive of necromantic power. She can "reload" the staff, as it were, by imbuing it with 2 PPE.
- 20/40/80; 1-3d10; ROF 3; AP 0; Shots 30; Min Strength d4; 4lbs
- Heavy Pulse: When used in this mode, the war staff uses 3 charges, but add +4 to Damage and apply the Snapfire and Mega Damage qualities.
- Wide Spread: The kinetic force blasts from Alison's staff follow the same rules as Shotguns in Savage Worlds; they grant +2 Spellcasting due to the spread effect of the attack, but they lose one die of damage at Medium Range, and two dice at Long Range.
- Melee damage is caused by a blade of summoned black energy and causes Str+d8 AP 8 MD, reach 1, two-hands, +1 Parry
- Equivalent of HJ roll reducing weight and min/strength factored in above
Nightmare Wand
Elegant, forearm-length wand carved from the horn of a Rhino Buffalo. A handy tool to have when hostilities break out, or when they're about to break out.
- Embedded fear power (2 PPE, see description above)
- Embedded Greater Fear modifier (2 PPE, see description above)
- Embedded 10 PPE for powering fear
Dark Artificer’s Toolkit (enchanted signature item)
Base Item: Toolkit
This set of delicate looking tools are surprisingly tough. Ebony black in color and crafted from the bones of some unknown magical creature, these tools were imbued with a portion of the life essense of a great necromancer at the moment of his death, making them powerful tools of the trade. With this toolkit, which wraps up into a bundle of leather for easy carrying, anyone with a basic understanding of the creation of magical items (i.e., the Artificer Edge) is capable of crafting some truly wondrous treasures.
Upgrades:
- Major: Minor Item Creation Edge
- Major: Major Item Creation Edge
- Minor: Ignore 1 point of penalties on build rolls to create magic items
- Minor: Ignore 1 point of penalties on build rolls to create magic items
Wings of the Crow (Patron Item)
Unique Enchanted Item
- 9CF59158-AB9E-4CE7-A7E6-8E4C86EA2CDF.jpeg (28.2 KiB) Viewed 5427 times
- Dimensions: ten foot wingspan, but a mere two feet when folded
- The wearer gains the Fly power while using this talisman. The wings have a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
- Indestructible: Cannot be destroyed by any means, save alchemy. Cannot be used defensively or offensively (provide no protection at all)
- Wall Walker: The wearer acts as if she had the wall walker racial ability while using the wings, as they create gusts of wind to help hold her in place.
- Curse: None
- History: Crafted from the wings of an unknown magical creature.
H&K MP5 (9mm) Submachine Gun
- 12/24/48; 2d6; AP 1; ROF 3; 30 Shots; Min Str d6; 10 lbs
- Loaded with silver bullets; 2 spare clips
Mummy Wrappings
- Enough materials to make one mummy (2,000 in valuables from starting gear, 1,000 spent to create Clarence)
Long Coat (Patron Duster)
- +2 Armor
- +1 Toughness
- Lots of pockets
- Stacks with worn armor
NG-S2 Survival Pack
- Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
- Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
- Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
- Fire starter kit with pocket lighter and flint sparker. First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
- Flashlight and radio (five-mile range), crank and solar powered.
- Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
- Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
- Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Credits: 3,400
Starting funds: 1,400 credits + 50,000 credits for pay
-3,000 for difference between light and medium LLW armor
-20,000 for embedded darksight power
-5,000 for +5 PPE to armor
-20,000 for NG-IP7 Ion Pulse Rifle
=3,400
Contacts: None.