Zeke Walker (MARS Magic PCO)

Savage Tales from the Lowest Levels of Chi-Town
GM: John Smith
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Zeke Walker
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Joined: Thu Oct 25, 2018 12:21 pm

Zeke Walker (MARS Magic PCO)

Post by Zeke Walker »

Fortune & Glory
[dice:1btlswrd]44829:0[/dice:1btlswrd] - A Strong Suit of Armor - Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
[dice:1btlswrd]44829:1[/dice:1btlswrd] - A Strong Suit of Armor - Rerolling
[dice:1btlswrd]44829:7[/dice:1btlswrd] - Strong and Powerful: Your hero adds one die type to Strength and begins with
the Brawny Edge.
[dice:1btlswrd]44829:2[/dice:1btlswrd] - A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
[dice:1btlswrd]44829:3[/dice:1btlswrd] - Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.

Hero's Journey
Magic & Mysticism: [dice:1btlswrd]44829:4[/dice:1btlswrd] - +5 PPE
Magic & Mysticism: [dice:1btlswrd]44829:5[/dice:1btlswrd] - Rapid Recharge
Enchanted Items & Mystic Gadgets: [dice:1btlswrd]44829:6[/dice:1btlswrd] - Made of a wood unknown to most of the world, your character’s shotgun stock is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.

Credits (Glitter Boy Gear Package)
[dice:1btlswrd]44829:8[/dice:1btlswrd] x 100 = 1300
Character Tracker
Zeke Walker Character Sheet
Parry: 6; Toughness: 16 (7)
PPE: 15/15 (with shotgun: 25/25)
Shotgun
  • Shots: 2/2
  • PPE: 10/10
  • Powers: Burst, Entangle
Ion Blaster: 10/10
  • Reload: 2 x 10
Powers: Bolt, Deflection, Detect/Conceal Arcana
Bennies: 3/3
Anemic: -2 Fatigue tests
Strong-Willed: +2 vs Tests of Will
Brawny: Load limit 8 x Str (10x with coat)
Rapid Recharge: 1/30m
Wizard: Each raise on Spellcasting lowers the PPE cost by 1 (min 1)
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Zeke Walker
Posts: 75
Joined: Thu Oct 25, 2018 12:21 pm

Zeke Walker MARS PCO Character Sheet

Post by Zeke Walker »

Player Name: Matthew
Google Handle: KahlessNestor

Character Name: Ezekiel “Zeke” Jeremiah Walker
Rank: Novice Experience: 28
Race: Human
Iconic Framework: MARS PCO
Attributes: Agility d10, Smarts d12, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 16 (7); Strain: 0; Street Cred: 2
Skills:
  • Fighting d8
  • Healing d4-2
    • +1 First aid kit
  • Intimidation d4+2
  • K. Arcana d8 (2 IF, 1 SP)
  • Notice d6 (2 SP)
  • Persuasion d4
  • Shooting d6
    • +2 Shotgun
  • Spellcasting d12
    • +1 with shotgun
  • Stealth d6 (2 SP)
    • +2 urban (armor)
  • Streetwise d6
  • Taunt d4+2

Hindrances
  • Curious (Major)
  • Loyal (Minor)
  • Anemic (Minor): -2 Fatigue tests

Edges
  • Strong-Willed (F&G): +2 Intimidation and Taunt, +2 vs Tests of Will
  • Brawny (F&G): Toughness +1, load limit 8 x Str
  • Rapid Recharge (HJ): Recharge 1/30m
  • Master of Magic (IF): Mega powers
  • Wizard (IF): Each raise reduces the cost of a spell by 1 point
  • AB: Magic (Human): 10 PPE, 3 powers, Backlash
Last edited by Zeke Walker on Fri Oct 04, 2019 12:48 am, edited 5 times in total.
Character Tracker
Zeke Walker Character Sheet
Parry: 6; Toughness: 16 (7)
PPE: 15/15 (with shotgun: 25/25)
Shotgun
  • Shots: 2/2
  • PPE: 10/10
  • Powers: Burst, Entangle
Ion Blaster: 10/10
  • Reload: 2 x 10
Powers: Bolt, Deflection, Detect/Conceal Arcana
Bennies: 3/3
Anemic: -2 Fatigue tests
Strong-Willed: +2 vs Tests of Will
Brawny: Load limit 8 x Str (10x with coat)
Rapid Recharge: 1/30m
Wizard: Each raise on Spellcasting lowers the PPE cost by 1 (min 1)
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Zeke Walker
Posts: 75
Joined: Thu Oct 25, 2018 12:21 pm

Zeke Walker MARS PCO Powers

Post by Zeke Walker »

Powers
PPE: 25 (35) Recharge: 1/30m Backlash: 1 on Spellcasting die Shaken/Wound

Bolt
  • Cost: 1/missile; 2 for major
  • Range: 12/24/48
  • Trappings
    • 1 bolt (Acid bolt): 2d6 damage. Corrosion: If the result is Shaken or worse, roll 1d6. On a 6, Armor loses 1 point of protection, or the item hit is ruined.
    • 2 bolts (Ice bolt): 2d6 damage. Slow: On a raise, target’s next movement counts as Difficult Ground.
    • 3 bolts (Electricity): 2d6 damage. Spasms: On a raise, the target must make a Vigor roll or be at -2 Parry until his next action.
    • Major bolt (Fire): 3d6 damage. Fatigue: Target must make a Vigor roll or suffer Fatigue.
Onslaught
  • Cost: 2/missile; 4 for major
  • Range: 12/24/48
  • Trappings
    • 1 bolt (Acid bolt): 3d6 MD. Corrosion: If the result is Shaken or worse, roll 1d6. On a 6, Armor loses 1 point of protection, or the item hit is ruined.
    • 2 bolts (Ice bolt): 3d6 MD. Slow: On a raise, target’s next movement counts as Difficult Ground.
    • 3 bolts (Electricity): 3d6 MD. Spasms: On a raise, the target must make a Vigor roll or be at -2 Parry until his next action.
    • 4 bolts (Beam): 3d4 MD, AP 4
    • Major bolt (Fire): 6d6 MD. Fatigue: Target must make a Vigor roll or suffer Fatigue.

Burst (shotgun)
  • Cost: 2
  • Range: Cone
  • Trapping: Burst of ice. Slow: A raise halves movement on target’s next movement
  • Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 mega damage.
Greater Burst (shotgun)
  • Cost: 4
  • Range: Cone
  • Trapping: Burst of ice. Slow: A raise halves movement on target’s next movement
  • Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 3d12 mega damage.

Conceal Arcana
  • Cost: 2
  • Range: Sight
  • Duration: 1 hour (1/h)
  • Trapping: Whispered arcane words
  • Conceal a single supernatural item, being, or effect. Those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Exalted Conceal Arcana
  • Cost: 4
  • Range: Sight
  • Duration: 1 hour (1/h)
  • Trapping: Whispered arcane words
  • Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.

Deflection
  • Cost: 2
  • Range: Touch
  • Duration: 3 (1/r)
  • Trapping: Form appears blurry, hard to focus on. Shroud: -1 to be hit by ranged attacks
  • -2 to attacks, 2 Armor vs. AOE; Raise -4 to attacks, 4 Armor vs. AOE
Greater Deflection
  • Cost: 4
  • Range: Touch
  • Duration: 3 (1/r)
  • Trapping: Form appears blurry, hard to focus on. Shroud: -1 to be hit by ranged attacks
  • -4 to attacks, 4 Armor vs. AOE; Raise -6 to attacks, 6 Armor vs. AOE

Detect Arcana
  • Cost: 2
  • Range: Sight
  • Duration: 3 (1/r)
  • Trapping: Whispered arcane words
  • Allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
Exalted Detect Arcana
  • Cost: 4
  • Range: Sight
  • Duration: 3 (1/r)
  • Trapping: Whispered arcane words
  • With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
    • What kind of magic is at work.
    • Currently active powers.
    • General type of supernatural creature (vampire, werewolf, dragon, etc).
    • Any enchantments present on an item.
    • How much PPE or ISP a target possesses.
    • Other information the GM thinks appropriate.
  • When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.

Entangle (shotgun)
  • Cost: 2-4
  • Range: Smarts
  • Trappings: Ice. Fatigue: Targets caught must make Vigor rolls vs. Fatigue
  • The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
Greater Entangle (shotgun)
  • Cost: 4-6
  • Range: Smarts x 2
  • Trappings: Ice. Fatigue: Targets caught must make Vigor rolls vs. Fatigue
  • Targets are fully entangled on a success. A raise means attempts to escape are made at −4.
Last edited by Zeke Walker on Wed Jul 03, 2019 4:04 am, edited 3 times in total.
Character Tracker
Zeke Walker Character Sheet
Parry: 6; Toughness: 16 (7)
PPE: 15/15 (with shotgun: 25/25)
Shotgun
  • Shots: 2/2
  • PPE: 10/10
  • Powers: Burst, Entangle
Ion Blaster: 10/10
  • Reload: 2 x 10
Powers: Bolt, Deflection, Detect/Conceal Arcana
Bennies: 3/3
Anemic: -2 Fatigue tests
Strong-Willed: +2 vs Tests of Will
Brawny: Load limit 8 x Str (10x with coat)
Rapid Recharge: 1/30m
Wizard: Each raise on Spellcasting lowers the PPE cost by 1 (min 1)
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Zeke Walker
Posts: 75
Joined: Thu Oct 25, 2018 12:21 pm

Zeke Walker MARS PCO Gear

Post by Zeke Walker »

Gear

Iceblast Shotgun (Magical Staff)
  • Shooting damage
    • Shot: 1-3d6, ROF 1-2, +2 shooting
  • Range: 12/24/48
  • A hit with a raise creates ice around the target, halving any movement on its next action
  • Shots: 2
    • Reload: 1 PPE
  • Fighting damage: Str+d6, MD for 2 PPE
  • Weight: 11
  • +10 PPE
  • +1 Spellcasting
  • Powers
    • Burst
    • Entangle

NG-57 Heavy Ion Blaster
  • Damage: 1-3d6+1
  • Range: 12/24/48
  • +2 Shooting
  • Shots: 10
    • Reloads: 2 x 10 shots
  • Weight: 5

Neural Mace
  • Damage: Str+d6
  • Touch attack, victim rolls Vigor, failure=incapacitated, roll Vigor 1/r to revive to Shaken

Vibro-Knife
  • Damage: Str+d6, AP4, MD
  • Weight: 2

NG RA15 Cannonball Armor
  • +4 Armor
    • Body armor table: +3 Armor
  • +1 Toughness
  • Body armor table: +2 urban stealth
  • Offsets 2 points of illumination penalties
  • +2 vs. blinding attacks
  • FEP
  • 5 mile comms
  • Street legal
  • Large bags and pouches and oversized shoulder pads with compartments for ammo, flares, or grenades
  • Flashlight on left shoulder
  • Back plate with mountings for jet packs, environmental backpacks, or air tanks
  • Strength minimum d6

Bandito Arms Branaghan Armored Overcoat (Patron)
  • +1 Toughness (stacks)
  • Load Limit Str x 10
  • Attachments
    • Iceblast Shotgun
    • First aid kit, +1 Healing, 3 uses
    • Communicator, 5 mile range
    • Heavy Ion Blaster
    • Neural Mace
    • Blaster reload
    • Blaster reload
    • Attachment

Credits: 10,300

Contacts
  • Tanya Curtis - cyber-doc who knows his secret identity and patches him up after a bad fight.
Last edited by Zeke Walker on Wed Nov 07, 2018 1:48 am, edited 1 time in total.
Character Tracker
Zeke Walker Character Sheet
Parry: 6; Toughness: 16 (7)
PPE: 15/15 (with shotgun: 25/25)
Shotgun
  • Shots: 2/2
  • PPE: 10/10
  • Powers: Burst, Entangle
Ion Blaster: 10/10
  • Reload: 2 x 10
Powers: Bolt, Deflection, Detect/Conceal Arcana
Bennies: 3/3
Anemic: -2 Fatigue tests
Strong-Willed: +2 vs Tests of Will
Brawny: Load limit 8 x Str (10x with coat)
Rapid Recharge: 1/30m
Wizard: Each raise on Spellcasting lowers the PPE cost by 1 (min 1)
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Zeke Walker
Posts: 75
Joined: Thu Oct 25, 2018 12:21 pm

Zeke Walker MARS PCO Background

Post by Zeke Walker »

Background

Zeke was born in the Burbs around Chi-Town. Unknown to him, his parents were members of Vanguard, magic-using Coalition patriots that had been exiled from Chi-Town generations ago but still defended the ideas and ideals of the Coalition in secret in the Burbs. When Zeke was ten, before he could be inducted into the family secret, his parents went MIA on a mission.

Zeke was taken in by his mother’s sister. His aunt Josephine Conner didn’t practice magic herself, and since Zeke was a bit of a sickly child she determined he would not receive the training of a Vanguard. The wife of a CS soldier, Josephine’s husband was killed in Sorcerer’s Revenge and she was granted citizenship and she and Zeke moved into Level 4.

It wasn’t much better than the Burbs, but they were inside the walls now. When they were moving, Zeke found an old locked chest that belonged to his parents. Inside were spell books and journals going back to his great-grandfather Cordell Walker, one of the original members of Project Vanguard. There was also a medal Cordell had been given for his service in the Bloody Campaign before the Vanguard were expelled from Chi-Town.

Besides the journals and spellbooks was his father’s spare set of mundane armor, and an iceblast shotgun with a mystic stock. Curious, Zeke studied the journals, learning a bit about his family history. He didn’t tell his aunt, but he started studying the spell books and journals to learn magic like his father.

Zeke works at a corner bodega, often working nights. He got to know a pretty young corner cyber-doc from the neighborhood named Tanya Curtis. One night when he was closing up and chatting with Tanya some local gangers barged in and tried to rob the store. Zeke cooperated, handing over the credits, but when they started making lewd suggestions about Tanya, he lost it. He blasted them with magic. Tanya kept his secret and helped dispose of the bodies.

Zeke decided he would do something about the crime in his neighborhood. He started wearing his father’s armor and taking his shotgun and going out hunting criminals at night, determined to use his powers to make his neighborhood safe as the vigilante Vanguard.
Character Tracker
Zeke Walker Character Sheet
Parry: 6; Toughness: 16 (7)
PPE: 15/15 (with shotgun: 25/25)
Shotgun
  • Shots: 2/2
  • PPE: 10/10
  • Powers: Burst, Entangle
Ion Blaster: 10/10
  • Reload: 2 x 10
Powers: Bolt, Deflection, Detect/Conceal Arcana
Bennies: 3/3
Anemic: -2 Fatigue tests
Strong-Willed: +2 vs Tests of Will
Brawny: Load limit 8 x Str (10x with coat)
Rapid Recharge: 1/30m
Wizard: Each raise on Spellcasting lowers the PPE cost by 1 (min 1)
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Zeke Walker
Posts: 75
Joined: Thu Oct 25, 2018 12:21 pm

Zeke Walker MARS PCO Advances

Post by Zeke Walker »

Advances

Iconic Framework
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements.
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Begin with the starting gear of any one Iconic Framework of your choosing.
    • Glitterboy gear package
      • Sold Huntsman
      • Sold NG-S2 Survival Pack
      • Sold Wilks 227 Pulse Pistol

Hero’s Journey
  • Magic & Mysticism
    • +5 PPE
    • Rapid Recharge
  • Enchanted Items and Mystic Gadgets
    • Made of a wood unknown to most of the world, your character’s shotgun stock is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round. (Trapped as stock on iceblast shotgun)

MARS Fortune & Glory
Fortune and Glory
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice. (+3 Armor, +2 urban stealth)
  • Strong and Powerful: Your hero adds one die type to Strength and begins with
  • the Brawny Edge.
  • A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons. (Iceblast shotgun)
  • Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.

Advances
  • Initial Advances: (From Hindrances): Vigor d8, Smarts d12
  • Free Edge (Human): Arcane Background: Magic
  • Novice 1 Advance: Agility d8
  • Novice 2 Advance: Spellcasting d12, Fighting d8
  • Novice 3 Advance: More Power Points: +5 PPE
  • Seasoned 1 Advance: More Power Points: +5 PPE
  • Seasoned 2 Advance: Agility d10
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • 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 Zeke Walker on Fri Oct 04, 2019 12:48 am, edited 3 times in total.
Character Tracker
Zeke Walker Character Sheet
Parry: 6; Toughness: 16 (7)
PPE: 15/15 (with shotgun: 25/25)
Shotgun
  • Shots: 2/2
  • PPE: 10/10
  • Powers: Burst, Entangle
Ion Blaster: 10/10
  • Reload: 2 x 10
Powers: Bolt, Deflection, Detect/Conceal Arcana
Bennies: 3/3
Anemic: -2 Fatigue tests
Strong-Willed: +2 vs Tests of Will
Brawny: Load limit 8 x Str (10x with coat)
Rapid Recharge: 1/30m
Wizard: Each raise on Spellcasting lowers the PPE cost by 1 (min 1)
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Venatus Vinco
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Re: Zeke Walker MARS PCO (Ready for Review)

Post by Venatus Vinco »

Looks okay so far, will get our co-GM to scrutinize the numbers more closely as a second pair of eyes.

Regarding the staff/shotgun I have no problem with the change. However, if it is a shotgun stock it can't also be a staff (+1 Parry, 1" reach). Trapped as a shotgun stock it gains the benefit of looking bad ass but loses the functionality of a staff.

Make sense?

VV
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John Smith
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Re: Zeke Walker MARS PCO (Ready for Review)

Post by John Smith »

The only issue I see is the Wizard Edge. It requires a Knowledge (Arcana) d8, and you've got a D6.

I didnt run the credits in detail, but I'll trust you've got it correctly!
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Zeke Walker
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Re: Zeke Walker MARS PCO (Ready for Review)

Post by Zeke Walker »

Fixed the Wizard issue and removed Reach and +1 Parry from the staff/shotgun.

One other consideration: Is it possible to mount the draining blade on the shotgun like an underbarrel bayonet? Or like Mac's shotgun axe from Agents of SHIELD? This way I can consider shotgun/staff/blade as one object for the purpose of Conceal Arcana.

Or is that too cheesy? Though I do like the shotgun axe...

Image
Character Tracker
Zeke Walker Character Sheet
Parry: 6; Toughness: 16 (7)
PPE: 15/15 (with shotgun: 25/25)
Shotgun
  • Shots: 2/2
  • PPE: 10/10
  • Powers: Burst, Entangle
Ion Blaster: 10/10
  • Reload: 2 x 10
Powers: Bolt, Deflection, Detect/Conceal Arcana
Bennies: 3/3
Anemic: -2 Fatigue tests
Strong-Willed: +2 vs Tests of Will
Brawny: Load limit 8 x Str (10x with coat)
Rapid Recharge: 1/30m
Wizard: Each raise on Spellcasting lowers the PPE cost by 1 (min 1)
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John Smith
Posts: 126
Joined: Sun Oct 21, 2018 5:49 am

Re: Zeke Walker MARS PCO (Ready for Review)

Post by John Smith »

Zeke Walker wrote: Thu Oct 25, 2018 11:18 am Fixed the Wizard issue and removed Reach and +1 Parry from the staff/shotgun.

One other consideration: Is it possible to mount the draining blade on the shotgun like an underbarrel bayonet? Or like Mac's shotgun axe from Agents of SHIELD? This way I can consider shotgun/staff/blade as one object for the purpose of Conceal Arcana.

Or is that too cheesy? Though I do like the shotgun axe...

Image
Yeah that's hard no for me. 3 items crashed into one is way too much
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