Dorian Falstaff, Altess TW, SWADE

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Dorian Falstaff
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Dorian Falstaff, Altess TW, SWADE

Post by Dorian Falstaff »

Player Name: Jason Bahr
Google Handle: Jason Bahr
Character Name: Dorian Falstaff
Rank: Seasoned4 Advances Earned: 7 Advances Left: 0
Race: Altess
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d6
Pace: 6 d6 run; Parry: 5 ; Toughness: 5/17 (8) in armor and body suit

Skills:
  • Athletics: d6
  • Common Knowledge: d4
  • Notice: d6
  • Persuasion: d4
  • Stealth: d6
  • Techno-Wizardry: d12
  • Occult: d12 +2
  • Repair: d12 +2
  • Electronics: d12
  • Science:d12 +2
  • Hacking: d12
  • Academics: d6
  • Shooting: d6
  • Fighting: d6
  • Investigate:d8
  • Healing: d6
Hindrances
  • Ignorance from Arrogance: Most Altess spend their lives perusing recreation and their various hobbies, leaving much of lifes daily maintinence to servants and slaves. This leaves them woefully under-educated and naive about the world at large. They suffer a −1 to all Smarts rolls and do not receive Common Knowledge as a core skill. (-3)
  • Wanted (Major): Any Altess adventurers are considered to be AWOL from the empire and are hunted with the intent of bringing them back home. (-2)
  • Bad Reputation: The Altess are infamous having built their empire on conquest, indenture and the concept of racial superiority. Most other species find them intolerably arrogant and condescending. Reaction to them starts at Unfriendly for most species. (-1)
  • Aloof and Superior: Between their wealth, genetics, and advanced technology the Altess feel they are clearly superior to most of the upstart races and cultures of the three galaxies. Because of this even when it’s painfully obvious they’ve made a mistake they try to justify it with half-truths and rationalizations and be intolerably insistant on things being done their way. (Stuborn retrap, -1 bp)
  • Rightful heirs to the Cosmic Forge: The fragments of the secret of the forges location held by every Altess are considered their birthright even more so than their wealth or immortality. It is rare that an Altess to share it even with their loved ones. (Retrapped minor Vow -1)
  • Wanted (Minor): Every Altess is born with a fragment of the location of the cosmic forge imbedded in their minds. While too proud and disinterested in the Forge to work together and find it,sSeekers of the cosmic forge covet the knowledge and will often harass individuals and worse to gain it from them. (-1)
  • Near-Human Physiology: The Altess have diverged more from the base human physiology than appearances may suggest. Their neuorology, tissue density and altered organ layout gives a –1 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification to those not studied in their biology. (-1`)
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon’s authority and the True Federation of Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.
  • Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
  • Curious (Major):
  • Driven (Minor): To prove to the Dynasty that they are stagnant and need to more involved with the galactic scene.
  • Loyal (Minor):
Edges
  • Rich:
  • Very Rich:
  • Attractive:
  • Arcane Background (Techno-Wizardry):
  • Artificer: Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, brew a potion that can heal an ally’s Wounds, or even bless a holy relic with divine grace. Artificers can create wondrous items and devices using the Arcane Devices system
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the TechnoWizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at −1 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.
  • Machine Maestro: A Techno-Wizard can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
  • Sidekick:
  • Master of Magic:
  • Mr. Fix It: The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in onequarter the time with a raise.
  • Scholar (Science): Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used.
  • Scholar (Occult): Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used.
  • Power Points: +5 PPE
  • Danger Sense:
Last edited by Dorian Falstaff on Wed Dec 25, 2019 12:36 am, edited 7 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
Adventure Cards
  • #: Card - Effect
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Dorian Falstaff
Posts: 106
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Re: Dorian Falstaff, Altess TW, SWADE

Post by Dorian Falstaff »

Background (post background as a reply to character sheet)


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At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Dorian Falstaff
Posts: 106
Joined: Sat Jan 12, 2019 11:25 pm

Re: Dorian Falstaff, Altess TW, SWADE

Post by Dorian Falstaff »

Gear

Lightning Rifle
  • Range 20/40/80
  • Damage 4d6+1
  • Rate of Fire 1
  • AP 6
  • Shots 7
  • Min Str d6
  • Weight 9
  • Rarity −3
  • Cost 75,000
  • Notes: Volcanic carbine, can fire standard ammo (use Spencer Carbine in Savage Worlds). Mods: This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses). Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
Telekinetic (TK) Revolver
  • Range 12/24/48
  • Damage 3d6
  • RoF 1
  • AP 3
  • Shots 6
  • Min Strength d4
  • Weight 4
  • Rarity −1
  • Cost 15,000
Altess Field Engineer Armor (Reskinned T-13 Field Mechanic Light EBA)
  • Armor +6
  • Toughness +3
  • Min Strength d4
  • Weight 18
  • Rarity −2
  • Cost 250,500 (Base armor 75,000)
  • Notes: EBA Infravision, mechanic suite grants +2 to Repair rolls—Heavy Improvised Weapon. Has an advanced communications system, with a 20-mile range. Add +2 to Survival rolls to navigate by pinpointing location, Electronics rolls to jam transmissions, radio direction find, intercept comms, etc. Multi-Optics —includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. Integrate into body armor helmets. Value 25,500 credits
  • HJ mods: +1 Toughness, value 75,000. Advanced Comm System, value 75,000
Northern Gun Streetwolf Special Armored Tactical Suit (Rifts Patron Item)
Image
+2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn under such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Auracles of Spineas (Patron Item) (Bronze, SWADE)
Image
Very Rare Enchanted Spectacles
Magic Features:
• These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
• Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
• Weight: 1 lb.


NG-S2.5 Ultralight Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
  • 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).
  • 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: 79,000
Starting credits: 328,500
Cash [dice:2s4323ry]59376:0[/dice:2s4323ry]x100, Trade Goods [dice:2s4323ry]59376:1[/dice:2s4323ry]x500, Very Rich 25,000, setting reboot 300,000)
Last edited by Dorian Falstaff on Wed Dec 25, 2019 12:51 am, edited 5 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Dorian Falstaff
Posts: 106
Joined: Sat Jan 12, 2019 11:25 pm

Re: Dorian Falstaff, Altess TW, SWADE

Post by Dorian Falstaff »

Advances

Race Altess
Bonus' total value 12
  • Wealthy Beyond Imagining: The Altess are the creators of much of the technology the makes the Three Galaxies tick and they still hold the patents. At home in the Dynasty their wealth is near limitless but while out adventuring their access is much more limited. They begin with the rich and very rich edges. (4)
  • Extended life span: The Altess live far longer than normal humans. With access to the medical facilities on their homeworlds they are virtually immortal. Without them they still live to be around 250 years old. „„(Note this provides no game effect, it's just flair)
  • Attractive: The forced evolution process administered to the Altess includes genetically engineering them for beauty. They have the Attractive Edge. (2)
  • Genetic Engineering: Millenia of genetic engineering had made the Altess more than human, they begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1. (6)
Complications total value 10
  • Ignorance from Arrogance: Most Altess spend their lives perusing recreation and their various hobbies, leaving much of lifes daily maintinence to servants and slaves. This leaves them woefully under-educated and naive about the world at large. They suffer a −1 to all Smarts rolls and do not receive Common Knowledge as a core skill. (-3)
  • Wanted (Major): Any Altess adventurers are considered to be AWOL from the empire and are hunted with the intent of bringing them back home. (-2)
  • Bad Reputation: The Altess are infamous having built their empire on conquest, indenture and the concept of racial superiority. Most other species find them intolerably arrogant and condescending. Reaction to them starts at Unfriendly for most species. (-1)
  • Aloof and Superior: Between their wealth, genetics, and advanced technology the Altess feel they are clearly superior to most of the upstart races and cultures of the three galaxies. Because of this even when it’s painfully obvious they’ve made a mistake they try to justify it with half-truths and rationalizations and be intolerably insistant on things being done their way. (Stuborn retrap, -1 bp)
  • Rightful heirs to the Cosmic Forge: The fragments of the secret of the forges location held by every Altess are considered their birthright even more so than their wealth or immortality. It is rare that an Altess to share it even with their loved ones. (Retrapped minor Vow -1)
  • Wanted (Minor): Every Altess is born with a fragment of the location of the cosmic forge imbedded in their minds. While too proud and disinterested in the Forge to work together and find it,sSeekers of the cosmic forge covet the knowledge and will often harass individuals and worse to gain it from them. (-1)
  • Near-Human Physiology: The Altess have diverged more from the base human physiology than appearances may suggest. Their neuorology, tissue density and altered organ layout gives a –1 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification to those not studied in their biology. (-1`)
Iconic Framework
Benefits:
  • Arcane Background (Techno-Wizardry): Techno-Wizards begin with Artificer and a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with three powers from the list above, 15 PPE, a Techno-Wizardry skill of d6 (their Arcane Skill), and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear— and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use TW gear (see page 84) can also use the TechnoWizard’s Gizmo by expending Power Points as usual.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the TechnoWizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at −1 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.
  • Machine Maestro: A Techno-Wizard can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
  • Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with Electronics, Occult, Repair, and Science at d6.
Complications
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 71).
  • Device Dependent: A Techno-Wizard must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets. Without these items she cannot make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon’s authority and the True Federation of Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.
  • Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
Hero’s Journey
  • Education 8The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Electronics.
  • Education 6–7 Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.
  • Education 13–14 Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
  • Education 17–18 Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
  • Training 1–3 After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Rich/Very Rich rolls:
  • Body Armor 1: You may trade the starting Armor from your Iconic Framework for any other body armor. Triax T-13 Field Mechanic
  • Ranged Weapons 1–3 Add any Personal Ranged Weapon listed in this book to your character’s gear list. Apply all other results from rolling on this table to your new weapon as you wish. Lightning Rifle
  • Ranged Weapons 17 This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses). Lightning Rifle
  • Ranged Weapons 15 Advanced technology makes this weapon extra effective against armor, giving it +2 AP. Lightning Rifle
Advances
  • Initial Advances: (From Hindrances):Sidekick, Master of Magic
  • Novice 1 Advance: Mr. Fix It edge
  • Novice 2 Advance: Skill points Science and Occult
  • Novice 3 Advance: Power Points
  • Seasoned 1 Advance: Skill points TW and Repair
  • Seasoned 2 Advance: Scholar Science
  • Seasoned 3 Advance: Scholar Occult
  • Seasoned 4 Advance: Skill Points Research and Hacking
  • Veteran 1 Advance: Power Points
  • 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 Dorian Falstaff on Tue Dec 24, 2019 11:24 pm, edited 3 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Dorian Falstaff
Posts: 106
Joined: Sat Jan 12, 2019 11:25 pm

Re: Dorian Falstaff, Altess TW, SWADE

Post by Dorian Falstaff »

Attributes and skills advancement.

Attributes
  • Agility: 1 base, 1 race. total d6
  • Smarts: 1 base, 4 build. Total d12
  • Spirit: 1 base, 1 build. Total d6
  • Strength: 1 base, 1 race. Total d6
  • Vigor: 1 base, 1 race. Total d6


Skills
  • Athletics: 1 core, 1 build. Total d6
  • Common Knowledge: 1 HJ. Total d4
  • Notice: 1 core, 1 build. Total d6
  • Persuasion: 1 core. Total d4
  • Stealth: 1 core, 1 build. Total d6
  • Techno-Wizardry: 2 IF, 2 HJ, 1 advance. Total d12
  • Occult: 2 IF, 1 HJ, 1 build, 1 advance. Total d12
  • Repair: 2 IF, 2 build, 1 advance. Total d12
  • Electronics: 2 IF, 3 HJ. Total d12
  • Science: 2 IF, 2 build, 1 advance. Total d12
  • Hacking: 2 HJ, 2 build, 1 advance. Total d12
  • Academics: 2 HJ. Total d6
  • Shooting: 2 HJ. Total d6
  • Fighting: 1 HJ, 1 build. Total d6
  • Investigate: 2 build, 1 advance. Total d8
  • Healing: 2 build. Total d6
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Dorian Falstaff
Posts: 106
Joined: Sat Jan 12, 2019 11:25 pm

Re: Dorian Falstaff, Altess TW, SWADE

Post by Dorian Falstaff »

Purchases:

Field computer 2 Cost 20,000 Total value 74,000
  • TW conversion 4,000
  • Major mod 10 PPE 30,000
  • Major mod +1 dt Hacking 10,000
  • Minor mod +1 hacking rolls 5,000
  • Minor mod +1 hacking rolls 5.000
T-13 Field Mechanic Light EBA Value 75,000 (obtained thu Rich) Total value 225,000 (Cost 150,000)
Add HJ mod +1 toughness 75,000
Add HJ mod Communication suite 75,000

Multi-Optics Helmet: integrated into body armors helmet for an extra 500 credits (5 lb, 25,500 credits).
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Dorian Falstaff
Posts: 106
Joined: Sat Jan 12, 2019 11:25 pm

Re: Dorian Falstaff, Altess TW, SWADE

Post by Dorian Falstaff »

PPE 25/25
Powers:


Chronal Dilator (Speed/Sloth):
  • Power Points: 2
  • Range: Smarts
  • Duration: Instant (sloth); 5 (speed)
  • Trappings: Slowing time, blurred motion, a slippery patch of oil or ice.
  • Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll. Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
  • Modifiers
    • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
    • AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
    • QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
    • STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
    • EXALTED QUICKNESS (+4): Speed only. The recipient suffers no MultiAction penalties.
    • GREATER SLOTH (+2): Sloth only. The target cannot run, and with a raise is Vulnerable.
    • GREATER SPEED (+2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble (see page 70).
Etheric Enhancer (Boost/Lower Trait):
  • Power Points: 2
  • Range: Smarts
  • Duration: 5 (boost); Instant (lower)
  • Trappings: Physical change, glowing aura, potions.
  • This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
  • Modifiers
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
    • GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.
Telekinetic Vortex (deflection):
  • Power Points: 3
  • Range: Smarts
  • Duration: 5
  • Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles.
  • Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power. Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
  • Modifiers
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • GREATER DEFLECTION (+3): The penalty to attack the recipient increases to −4 (–6 on a raise).
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
Adventure Cards
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Dorian Falstaff, Altess TW, SWADE

Post by Imperator »

Rewards

Q2 2020 Advance
Aug 2020 Interlude HJ reward, Experience and wisdom,8. Danger Sense.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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