Triessa Elrich - (Seekers)

Against The Dark: 2 Openings
GM: Ndreare
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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Triessa Elrich - (Seekers)

Post by Mel Richter »

Obsolete Now
OOC Comments
Player: Salmon Max
Character Name: Triessa "Bunny" Elrich
Rank: Seasoned Advances: 7
Race: Human
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d6
Pace: 6; Parry: 4; Toughness: 8 (2) Power Points: 20, Recharge 10/hour

Skills: (19)
Spellcasting 1d12+2 (5) (+1 from casting focus inc)
Occult 1d6 (2)
Knowledge (Principles of Magic) 1d8 (3)
Athletics 1d4
Common Knowledge 1d6 (1)
Research 1d8 (3)
Fighting 1d4 (1)
Shooting 1d4 (1)
Persuasion 1d6 (1)
Notice 1d8 (2)
Stealth 1d4

Hindrances
Heroic (Major) - Triessa makes a show of being grumpy and unapproachable, but she always ends up trying to shelter the little good that's left in the world

Quirk: Bad Temper (Minor) - Triessa gets impatient with people very easily. Most of the time they just get in her way.

All Thumbs (Minor) - She suffers from the so-called 'Dresden Effect.' Intense magic interferes with electronics; the more delicate and complex, the worse it is. It's why she uses a Polaroid camera and hasn't got a computer.

Advances
Initial Advances: (From Hindrances): +1d Smarts, AB Magic
Human: Professional (Spellcasting)
Mortal Champion: Great Luck
Sharp Mind: ?professional?
Novice 1 Advance: Bonded Heirloom
Novice 2 Advance: Power Points
Novice 3 Advance: New Power: Entangle, Boost/Lower Trait
Seasoned 1 Advance: Channeling
Seasoned 2 Advance: New Power: Dispel, Smite
Seasoned 3 Advance: Rapid Recharge
Seasoned 4 Advance: Power Points

Powers
3rd Eye: Detect Arcana (2pp, rng smarts, dur 5, see magical effects/creatures, identify type on raise; ignore 4/all penalties from magical concealment)
- Mod: Additional Recipients +1pp/extra target
- Mod: Area Effect +1pp MBT, +2pp LBT

Mystic Camo: Conceal Arcana (2pp, rng smarts, dur 1hr, contest any attempt to detect magic on target)
- Mod: Additional Recipients +1pp/extra target
- Mod: Area Effect +1pp MBT, +2pp LBT
- Strong 1pp for -2 to attempts to pierce concealment

Silver Ward: Arcane Protection (1pp, rng smarts, dur 5; -2/-4 vs powers and 2/4 armor vs powers)
- Mod: Additional recipients +1pp/extra target

Mystic Tools: Boost/Lower Trait (2pp,rng smarts, dur 5/instant lower; raise or lower target trait die type 1/2)
- Mod: Additional recipients +1pp/extra target
- Strong 1pp for -2 to Spirit to shake off lowering

Hiems vincula: Entangle (2pp, rng smarts, target is Entangled/Bound, bonds Toughness 5)
- Mod: Area Effect +2pp MBT, +3pp LBT
- Strong 2pp for -2 to free oneself, bonds Toughness is 7

Disperdorius: Dispel (1pp, rng smarts; cause power to end, can counter if on Hold, -2 if targeted power is different AB, target caster Distracted on raise)
- Mod: Power 1pp to target enchanted device and shut down for 1 rnd/2 rnds, -2 to target enchanted items, -4 for divine/legendary relics

Smite
Defendarius: Protection (1pp, rng smarts, dur 5; +2/+4 armor to target, does not stack with worn armor)
- Mod: Additional Recipients +1pp/extra target
- Mod: More Armor 1pp +2 armor
- Mod: Toughness 2pp makes Armor grant Toughness instead of armor; stacks with worn armor


Gear
Cash - $2081
Gramma's Handflower (Casting Focus Bonded Heirloom; +1 Spellcasting, +2 Armor)
Everclean Glasses (+1 Notice), 1000
Encyclopedia Magicka (+1 Principles of Magic), 1000
Switchblade (Str+1d4, -2 to be noticed if hidden), 10
Camera (Film), 75
Cellphone, 100
Flashlight, 3
Clothes (4 changes), 80
Last edited by Mel Richter on Sat Nov 23, 2019 3:50 pm, edited 2 times in total.
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: Triessa Elrich - SWADE rebuild

Post by Mel Richter »

Player: Salmon Max
Character Name: Triessa "Bunny" Elrich
Rank: Veteran Advances: 9
Race: Human
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 6; Toughness: 5 Power Points: 20 ppe/15 isp, Recharge 10ppe/hour, 5isp/hour

Skills: (13/15)
Spellcasting 1d10 (2) (+2 from casting focus inc)
Occult 1d8 (1)
Knowledge (Astral Plane and Domains) 1d6 (2)
Knowledge (Principles of Magic) 1d6+1 (2)
Athletics 1d4
Common Knowledge 1d6 (1)
Research 1d6 (2)
Fighting 1d8 (2)
Persuasion 1d6 (1)
Notice 1d6+1 (1)
Stealth 1d8 (1)

Hindrances
Heroic (Major) - Triessa makes a show of being grumpy and unapproachable, but she always ends up trying to shelter the little good that's left in the world
Quirk: Bad Temper (Minor) - Triessa gets impatient with people very easily. Most of the time they just get in her way.
All Thumbs (Minor) - She suffers from the so-called 'Dresden Effect.' Intense magic interferes with electronics; the more delicate and complex, the worse it is. It's why she uses a Polaroid camera and hasn't got a computer.

Advances
Hindrance: +1d Smarts
Hindrance: Wizard
Faction: Seekers - Planning and Preparation
Human: Channeling (Magic)
Novice 1 Advance: Bonded Heirloom
Novice 2 Advance: Power Points (Psionic)
Novice 3 Advance: Power Points (Magic)
Seasoned 1 Advance: New Magic Powers (Protection, Telekinesis)
Seasoned 2 Advance: New Magic Powers (Blast, Dispel)
Seasoned 3 Advance: Power Points (Magic)
Seasoned 4 Advance: Rapid Recharge (Magic)
Veteran 1 Advance: +1d Agility
Veteran 2 Advance: +1d Fighting, +1d Stealth
Veteran 3 Advance: Arcane Frenzy

Abilities
Astral Awareness
: The character can see simultaneously into both the physical and astral world gaining the constant effect of Detect Arcana
Arcane Background (Psionics): The character begins With Arcane Background Psionics, Astral Awareness Detect/Conceal Arcana (self only), Astral Walk (Intangibility, self only, costs only 1 ISP), Ectoplasm elemental manipulation (ectoplasm only) and two powers of choice.
Arcane Background (Magic): The character begins With Arcane Background Magic, Detect/Conceal Arcana, three powers of choice, and Spellcasting d6.
Arcane Focus: The character has learned to centralize his control of magic and psionic energies. She may use Spellcasting in place of Psionics for power activation and edge requirements.
Astral Transference: With a full turn of concentration, performing no other actions, and the expenditure of 1 ISP, the Astral Mage can transform into an 'astral body' that remains on the physical plane. The astral body is Invisible and Intangible, but can be detected by psychic sensitives or detect arcana, and both magic and psychic effects can still affect them. Returning to a physical body from this state also requires a full turn of concentration, performing no other actions, and 1 ISP.
With 1 minute of meditation and the expenditure of 1 ISP (plus size for creatures over size 0) per person, the Astral Mage may enter the Astral Plane fully, transforming themselves and any passengers into astral bodies in doing so. They enter the Outer Plane, and may navigate from there as they see fit. Alternatively, the Astral Mage may use this ability to appear at their Astral Domain. This ability can be used to return to the material world with 1 minute of meditation by spending the same amount of ISP. The travelers will return at their point of departure, unless they utilize an astral portal or similar point of synchronization.
Astral Domain: The character can create an astral domain, or even multiple astral domains by permanently investing a portion of his will. The character can even borrow the will of other willing subjects to make such a domain larger or more complex. The character begins with 6 points to invest in an Astral Domain, but two of those points must be spent on Access options. In addition she may select the Astral Domain edge multiple times per rank to add additional points. See the Astral Domain creation rules below.
- Cannibalize, occasionally a domain is comprised, or an Astral Lord or Mage loses interest in a domain. An Astral Lord or Mage can choose to break down and abandon his Astral Domain gaining back 1/2 of the points spent forming the domain for use in another.
Temporary Domains: An Astral Mage can even create a temporary domains worth up to 2 points per Rank and maintain it while present. This usually takes only a few minutes. However such domains do not have the stability to remain and frequently dissolve within minutes of their creator leaving them.
Ectoplasmic Manipulation: Manipulating astral matter has been mastered by the Mage and she may activate Elemental manipulation (limited ectoplasm only) at the base level without spending ISP. In addition within the Astral planes the Mage may activate the following powers paying only 1/2 ISP for the base power and modifiers; barrier, flight, and telekinesis.
Faction: Select one Faction edge, and explain your relationship with that faction.
Human Nature: Human Astral Mages are allowed to select their free human Novice edge.

Powers
Psychic and Magic
Detect Arcana (2pp, rng smarts, dur 5, see magical effects/creatures, identify type on raise; ignore 4/all penalties from magical concealment)
- Mod: Additional Recipients +1pp/extra target
- Mod: Area Effect +1pp MBT, +2pp LBT
Conceal Arcana (2pp, rng smarts, dur 1hr, contest any attempt to detect magic on target)
- Mod: Additional Recipients +1pp/extra target
- Mod: Area Effect +1pp MBT, +2pp LBT
- Strong 1pp for -2 to attempts to pierce concealment

Magic
Boost/Lower Trait (2pp,rng smarts, dur 5/instant lower; raise or lower target trait die type 1/2)
- Mod: Additional recipients +1pp/extra target
- Strong 1pp for -2 to Spirit to shake off lowering
Smite (2pp,rng Smarts, dur 5; +2 dmg (+4 on raise) for weapon or collection of projectiles)
- Additional Recipients: +1pp / recipient
Arcane Protection (1pp, rng smarts, dur 5; -2/-4 vs powers and 2/4 armor vs powers)
- Mod: Additional recipients +1pp/extra target
Blast (3pp, rng Smarts x2, 2d6 MBT)
- Different areas (+0 SBT, +1 LBT)
- More damage (+2 3d6)
Dispel (1pp, rng smarts; cause power to end, can counter if on Hold, -2 if targeted power is different AB, target caster Distracted on raise)
- Mod: Power 1pp to target enchanted device and shut down for 1 rnd/2 rnds, -2 to target enchanted items, -4 for divine/legendary relics
Protection (1pp, rng smarts, dur 5; +2/+4 armor to target, does not stack with worn armor)
- Mod: More Armor 1pp +2 armor
- Mod: Toughness 2pp makes Armor grant Toughness instead of armor; stacks with worn armor
Telekinesis (5pp, rng smartsx2, dur 5; Str d10/d12, can be resisted w/Spirit, moved up to Smarts, wield weapons with Fighting)

Psychic
Astral Walk (Intangibility) (1pp, Self Only, dur 5)
Empathy (1pp, rng Smarts, dur 5; vs target Spirit to read surface thoughts/emotions, gain +1 (+2 w/raise) Intimidate, Persuade, Perform or Taunt; can also gain +2 Riding or other rolls to interact with animals
Object Reading (2pp, touch, special duration; see 10yd area around object up to 5 yrs (100 on raise) in past)
- Mod: Audible History: Can hear sounds/conversations as well as see, +2pp
Elemental Manipulation (Ectoplasm)

Cash - $2081
Gear
Gramma's Handflower (Spellcasting Focus Bonded Heirloom; +2 Spellcasting)
Everclean Glasses (+1 Notice), 1000
Encyclopedia Magicka (+1 Principles of Magic), 1000
Switchblade (Str+1d4, -2 to be noticed if hidden), 10
Camera (Film), 75
Cellphone, 100
Flashlight, 3
Clothes (4 changes), 80

Astral Domain - The Beach House
Access - Personal (Must use Astral Transference to go there and back), 0cp (note, has 2 CP avail to spend; likely a fixed physical restricted portal)
Size - Small stretch of beach, with ocean, has a good-sized house overlooking water; 2cp
Features
- Secondary Size Feature: Several Connected rooms, totaling about 5,000 square feet, 0cp
- Earthlike physics: Domain uses same physical laws as the real world instead of the astral plane, 1cp
- Free Energy: Domain can supply electricity to appliances and technology within it, 1cp
Last edited by Mel Richter on Thu Jan 21, 2021 10:24 am, edited 24 times in total.
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Triessa Elrich - SWADE rebuild

Post by Ndreare »

Looks good.

May want to add the +1 to your notice above or you will always forget.

For Magical Encyclopedia you may want to put an asterisk on principles of magic.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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