Kharis, formerly of the crew of the Remorseless (the fiercest mercenaries in the Three Galaxies), was rifted to Earth years ago. He landed in the area of Dweomer and found camaraderie with the Battle Magi, who welcomed him into their ranks. After years of service, his faithful sword from his homeworld of Va'ronar, the ancient blade Silverspike, was shattered in a battle with a greater demon. Unwilling to leave behind one of the very few things he has left from home, Kharis now wears the broken hilt of Silverspike on his armor whenever he goes into battle. The remnants of the heavily enchanted blade leak power, bolstering Kharis's spells in combat.
Item: Enchanted Broken Sword
Major Enchantment: Rapid Recharge Edge, as the remnants of the Hilt's magic replenish Kharis's own.
Major Enchantment: Channeling Edge, as Kharis occasionally draws upon the Hilt unconsciously (as he once did when it was still a sword and had embedded PPE) to power his spells.
Minor Enchantment: Drawing upon the broken blade's aura, Kharis may use his Wizard Edge to switch to a silver trapping on his powers for no additional PPE cost.
Minor Enchantment: As a side effect to his constant contact with Silverspike's leaking magic, some little bit of the speed spell that was once held inside it rubs off on Kharis, giving him +2 Pace while the Hilt is on his person.
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
+1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
-2 Benny for Special Ritual & Extra Effect
+2 Jokers in turn 1 of Big Battle
+1 Joker again
-1 reroll not to fly away
-1 Reroll to hit Sa'Maku in vengeance
-1 Reroll to damage Sa'Maku in vengeance
-1 New Card for Debrek to go before Thissok
Nightbane Game Master Bennies 4, Murder a man at his place of business]
[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
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!
"Possible and practical are two comrades who rarely see eye to eye."