Anarik Ebonlocke, Human Shifter

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Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Anarik Ebonlocke, Human Shifter

Post by Anarik Ebonlocke »

Hero's Journey

Magic & Mysticism: [dice]0[/dice] - +5 PPE
Magic & Mysticism: [dice]1[/dice] - Extra power of any level (Banish)
Magic & Mysticism: [dice]2[/dice] - +5 PPE
Magic & Mysticism: [dice]3[/dice] - +5 PPE
Magic & Mysticism: [dice]4[/dice] - Rapid Recharge

Credits: [dice]5[/dice] x 1000 = 3000

Narrative Hook
[dice]6[/dice] - The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Anarik Ebonlocke, Human Shifter Character Sheet

Post by Anarik Ebonlocke »

Player Name: Matthew
Google Handle: KahlessNestor

Character Name: Anarik Ebonlocke

Rank: Seasoned Experience: 33
Race: Human
Iconic Framework: Shifter
Attributes: Agility d4, Smarts d12, Spirit d10, Strength d4, Vigor d8 (Armor +2 vs. environment)
Charisma: 0; Pace: 6; Parry: 4; Toughness: 14 (8)
Skills:
  • Fighting d4
  • Intimidation d8
  • Investigation d6
  • Knowledge (Arcana) d10
  • Notice d8
  • Persuasion d6
  • Spellcasting d12
    • +2 on banish and banish the horde

Hindrances
  • Corruption: Many of the entities a Shifter might bring forth have strong wills and a desire to corrupt the being who summons them. Each time the Shifter uses either power with a being the Game Master feels is evil or corrupt in nature, she might call for an opposed Spirit check between the being and the Shifter. If the being wins, the Shifter gains a point of Corruption. Future Spirit contests with other evil summoned beings suffer a penalty equal to the Shifter’s current Corruption; when a Shifter gains a number of Corruption points equal to half his Spirit die type, he’s become a slave to darker external powers (and no longer a playable character).
  • Overconfident (Major): The hero believes he can do anything.
  • Stubborn (Minor): Always wants his way.
  • Loyal (Minor): Tries to never betray or disappoint his friends.

Edges
  • Rapid Recharge (HJ): Regain 1 PPE/30m
  • Arcane Background (Magic): armor, banish, barrier, blast, bolt, burrow, burst, conceal arcana, damage field, darksight, deflection, dispel, drain Power Points, entangle, environmental protection, farsight, fear, intangibility, invisibility, light/obscure, quickness, slow, smite, speak language, speed, stun, summon ally, teleport, warrior’s gift
  • Bind the Summoned (IF): A Shifter can bind one or more summoned beings to his service for an extended period of time. He does this by reducing his maximum PPE by the amount needed to originally summon the creature. The creature remains bound to his service until he releases it or the summoned entity is Incapacitated (in either case, returning the creature to its home dimension). Shifters may only have one bound entity per Rank (one at Novice, two at Seasoned). Bound allies are treated as though they were summoned with a raise, which grants them the Hardy ability.
  • Dimension Sense (IF): With a successful Notice roll, a Shifter can determine relevant information about a dimension he is in or one he views through a Rift. This includes hostile environmental conditions, how closely related the dimension is to Rifts Earth, and whether or not it’s a temporal shift.
  • Master of Magic (IF): Mega powers
  • Ley Line Magic Mastery (Human): As a free action, roll Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Common Bond (Buffalo Spirit Fetish): May share bennies.
Last edited by Anarik Ebonlocke on Thu Oct 10, 2019 12:19 am, edited 5 times in total.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Anarik Ebonlocke, Human Shifter Powers

Post by Anarik Ebonlocke »

Powers PPE: 45 Rapid Recharge: 1 PPE/30m Corruption: 0
  • Armor (Amulet)
    • PPE: 2
    • Range: Touch
    • Duration: 3 (1/r)
    • Trappings: Magical force field
    • +2 Armor; Raise: +4
  • Greater Armor (Amulet)
    • PPE: 5
    • Range: Touch
    • Duration: 3 (1/r)
    • Trappings: Magical force field
    • +5 MDC Armor; Raise: +10 MDC
  • Banish (+2)
    • PPE: 3
    • Range Smarts
    • Trappings: Fear: Extra-dimensional creatures must make a Fear check when hit by this power.
    • This power can affect any creature that is not native to the current plane of existence (GM’s determination). This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
  • Banish the Horde (+2)(Mega)
    • PPE: 6
    • Range Smarts x 2
    • Trappings: Fear: Extra-dimensional creatures must make a Fear check when hit by this power.
    • The caster targets all summoned entities within a Large Burst Template. Each target rolls its own opposed Spirit check to resist.
  • Fire and Shadow (Bolt)
    • PPE: 1/missile or 2
    • Range 12/24/48
    • Trappings
      • Fire Bolt: 1 bolt, 2d6 damage; Armor piercing: +1 PPE, gain AP 2
      • Shadow Bolts: 2 bolts at 2d6 damage; Fear: target hit by this power must make a Fear check
      • Fire Bolts: 3 bolts at 2d6 damage; Armor piercing: +1 PPE, gain AP 2
      • Shadow Blast: 2 PPE; 1 large shadow bolt at 3d6 damage; Fear: target hit by this power must make a Fear check.
  • Hellfire and Corruption (Onslaught)(Mega)
    • PPE: 2/missile or 4
    • Range 18/36/72
    • Trappings
      • Hellfire Bolt: 1 bolt, 3d6 MD Armor piercing: +1 PPE, gain AP 2
      • Corruption (retrapped acid burn): 2 bolts, 3d4 MD; on caster’s next action does 2d4 MD unless target uses an action to make a Spirit roll to fight off the soul damage.
      • Hellfire Bolts: 3 bolts, 3d6 MD; Armor piercing: +1 PPE, gain AP 2
      • Corruption (retrapped acid burn): 4 bolts, 3d4 MD; on caster’s next action does 2d4 MD unless target uses an action to make a Spirit roll to fight off the soul damage.
      • Hellfire Blast: 1 large bolt, 6d6 MD; Armor piercing: +1 PPE, gain AP 2
  • Demon Sight (Detect Arcana) (at will, free)
    • Range Sight
    • Trappings: Eyes turn yellow and slitted like a demon’s.
    • 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.
  • Devil’s Sight (Exalted Detect Arcana)(at will)(Mega)
    • PPE: 2
    • Range Sight
    • Trappings: Eyes turn yellow and slitted like a demon’s.
    • 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.
  • Fear
    • PPE: 2
    • Range: Smarts x 2; LBT
    • Trappings: Deep dread settles into the targets’ minds.
    • Every creature must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
  • Greater Fear
    • PPE: 4
    • Range: Smarts x 3
    • Targets resist at -2, or -4 with a raise
  • Soul Drain (Drain Power Points)
    • PPE: 3
    • Range Smarts
    • Trappings: Fear: Target must make a Fear check when targeted by this power.
    • The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example). With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally. The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science.
  • Soul Thief (PPE Thief)(Mega)
    • PPE: 9
    • Range Smarts x 2
    • Trappings: Fear: Target must make a Fear check when targeted by this power.
    • The dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise). Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.
  • Healing (Amulet)
    • PPE: 3
    • Range: Touch
    • Trappings: Suffused with magical energy
    • Golden Hour. Remove 1 Wound; Raise: 2 Wounds; penalty equal to victim’s and caster’s wounds.
    • Can cure poison and disease if used within 10 minutes of the event.
  • Mass Healing (Amulet)
    • PPE: 6
    • Range: Spirit x 2
    • Flat -2 penalty, selective of all creatures in range.
  • Invisibility
    • PPE: 5
    • Range Self
    • Duration: 3 (1/r)
    • Trappings: Evaporates into shadow
    • With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible. The character may affect up to five targets by spending a like amount of additional Power Points.
  • True Invisibility (Mega)
    • PPE: 10
    • Range Self
    • Duration: 3 (1/r)
    • Trappings: Evaporates into shadow.
    • Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8. True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
  • Hex (Slow)
    • PPE: 1/target up to 5
    • Range Smarts x 2
    • Duration 3 (2/r)
    • Trappings: Drain stamina: targets must make a Vigor roll against Fatigue
    • The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multiaction penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers. A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
  • Drain Life (Exalted Slow)
    • PPE: 2/target
    • Range Smarts x3
    • Duration: 3 (2/r)
    • Exalted slow causes these additional effects:
      • The target’s Pace is cut in half (round down), and he cannot run.
      • The target’s Parry is reduced by 2, and ranged attacks against him receive a +2.
      • All Agility and linked skill rolls are made at −2.
  • Summon Ally
    • PPE: 3+
    • Range Smarts
    • Duration: 5 minutes (1/5m)
    • Trappings: Opening rifts to pull demons through.
    • On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned. All Allies are Extras. A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures. A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally.
  • Force Multiplication (Mega)
    • PPE: +2/ally
    • Range Smarts
    • Duration: 5 minutes (1/5)
    • Trappings: Opening rifts to pull demons through.
    • Each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
  • Teleport (Amulet)
    • PPE: 3+
    • 10”/3 PPE; 15” with Raise; counts as movement for the round. Smarts roll at -2 if teleporting to an area he can’t see, and at -4 if he has never seen the area. Failure of the Smarts or Spellcasting roll returns character to original location Shaken. With a 1 on casting die, also take 2d6 damage.
    • Can take others with him at the cost of 1 Fatigue/extra. Each Fatigue takes 1 hour of rest to recover.
  • Greater Teleport (Amulet)
    • PPE: 5+
    • Range: 20”/30” Raise
    • Can carry up to 5 others without Fatigue. Each rider beyond that imposes Fatigue as normal.
Last edited by Anarik Ebonlocke on Thu Oct 10, 2019 12:19 am, edited 5 times in total.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Anarik Ebonlocke, Human Shifter Summons

Post by Anarik Ebonlocke »

Summoned Creatures

BOUND

Ilserayne (Succubus)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d6, Notice d4, Persuasion d6+4, Spellcasting d6, Taunt d6
Charisma: 4; Pace/Flight: 6; Parry: 5; Toughness: 10 (3)
Edges: Arcane Background (Magic), Attractive, Charismatic
PPE: 10
Powers: Boost/Lower Trait, Disguise, Drain PPE
Gear: Demonic armor (+3), demonic whip (Str+d4, Reach 1), demon bone sword (rapier) (Str+d8 MD, evil aura)
Special Abilities:
  • Abyssal Nature: This demon suffers only half damage from non-magical
attacks (round down).
  • Fear: Even Lesser Demons are terrifying when first encountered, causing opponents to make a Fear check.
  • Flight: 6
  • Hardy: If the succubus is Shaken, further Shaken results have no further effect—they do not cause a wound.
  • Infernal Form: Demons are immune to disease, poison, normal fire, heat, and cold. Succubi can suppress this reaction at will.
  • Infravision: Demons reduce all Illumination penalties by half (round down) when fighting beings with body heat.
  • Weakness (Holy Weapons): Demons are vulnerable to weapons and attacks wielded by those who are considered holy opponents, such as those who have the Champion or Holy Warrior Edges. Cyber-Knights and Mystics who follow any kind of “path of light” spirituality fall into this category. Such attacks inflict +4 damage and wounds caused from such attacks cannot be regenerated.
  • Weakness (Silver): Silver weapons and attacks have the same effect as holy weapons, inflicting +4 damage and negating demonic regeneration.

ImageImage


NOVICE

Voidwalker (Bodyguard)

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 13 (4)
Edges: Arcane Resistance, Brawny, First Strike
Gear:
Special Abilities:
  • Armor +4: Demon skin
  • Abyssal Nature: This demon suffers only half damage from non-magical attacks (round down).
  • Claws: Str+d8
  • Fear: Even Lesser Demons are terrifying when first encountered, causing opponents to make a Fear check.
  • Infernal Form: Demons are immune to disease, poison, normal fire, heat, and cold.
  • Infravision: Demons reduce all Illumination penalties by half (round down) when fighting beings with body heat.
  • Size +2
  • Weakness (Holy Weapons): Demons are vulnerable to weapons and attacks wielded by those who are considered holy opponents, such as those who have the Champion or Holy Warrior Edges. Cyber-Knights and Mystics who follow any kind of “path of light” spirituality fall into this category. Such attacks inflict +4 damage and wounds caused from such attacks cannot be regenerated.
  • Weakness (Silver): Silver weapons and attacks have the same effect as holy weapons, inflicting +4 damage and negating demonic regeneration.

Image

Imp (Experienced Soldier)

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: Marksman, Arcane Resistance
Gear:
Special Abilities:
  • Abyssal Nature: This demon suffers only half damage from non-magical attacks (round down).
  • Armor +2: Demonic skin
  • Claws: Str+d4
  • Fear: Even Lesser Demons are terrifying when first encountered, causing opponents to make a Fear check.
  • Infernal Form: Demons are immune to disease, poison, normal fire, heat, and cold.
  • Infravision: Demons reduce all Illumination penalties by half (round down) when fighting beings with body heat.
  • Hellfire Bolt: Bolt power, no PPE, fire trapping, AP 2
  • Size -1
  • Weakness (Holy Weapons): Demons are vulnerable to weapons and attacks wielded by those who are considered holy opponents, such as those who have the Champion or Holy Warrior Edges. Cyber-Knights and Mystics who follow any kind of “path of light” spirituality fall into this category. Such attacks inflict +4 damage and wounds caused from such attacks cannot be regenerated.
  • Weakness (Silver): Silver weapons and attacks have the same effect as holy weapons, inflicting +4 damage and negating demonic regeneration.

Image
Last edited by Anarik Ebonlocke on Thu Nov 29, 2018 1:45 am, edited 2 times in total.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Anarik Ebonlocke, Human Shifter Gear

Post by Anarik Ebonlocke »

Gear

Current Encumbrance: 20/20 (without pack)

Amulet of Protection (TW)
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: Armor power
  • Major: Healing power
  • Major: Teleport power
  • Major: +10 PPE
Adventure Survival Armor (TW)
  • Armor 4
  • +2 Vigor vs. environmental conditions
  • Full Environmental Protection
  • Basic 5 mile comms
  • Offset 2 points of lighting penalties and +2 vs. blinding attacks
  • 5 lbs
Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
  • +1 Toughness (stacks)
  • Load Limit increased to Strength x 7
  • No minimum strength requirement (10 lb)
  • Attachment points:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
NG-33 Laser Pistol
  • Damage: 2d4+1, AP 2, Semi-Auto
  • Range 15/30/60
  • Shots: 20
    • 2 reloads x 20
  • 4 lb
Dragonbane Blade (Rifts Patron Item)
  • Damage: Str+2d6+2
  • Dragon slayer: +1d6 damage, ignoring armor, vs dragons and sea serpents
  • Eternally super-sharp armor piercing blade: Weapon never dulls.
  • 1 lb.
NG-S2 Survival Pack
  • Weight: 30
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated. One flashlight, with a concealed pocket knife.
  • Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give his bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.

Credits: 3000

Contacts
Last edited by Anarik Ebonlocke on Thu Nov 29, 2018 1:47 am, edited 2 times in total.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Anarik Ebonlocke, Human Shifter Background

Post by Anarik Ebonlocke »

Background

Anarik Ebonlocke was a citizen of Duskwood in the kingdom of Stormwind on the planet Azeroth. He studied magic at the capital of Stormwind, but was soon convinced that the only way to defeat the forces of the Burning Legion that threatened his world was to use their very powers against them, so he started studying the dark arts with a cabal of warlocks known as the Black Harvest.

When the war against the Legion intensified, Anarik was in the thick of it. In a battle on the demon-controlled world of Argus, the arcane energies being thrown around tore open a rift that sucked Anarik through to another world.

Anarik found himself in a strange land in a place of high technology and high magic, a place called the Federation of Magic. His magical talents were useful, and he was recruited. But some of what Anarik was asked to do did not sit well with him. He was pragmatic, not evil, and senseless slaughter angered him. He resigned.

Eventually he found his way to Tolkeen, where his talents were appreciated. He fought in the war, working with other summoners, but eventually had to escape as the city fell to the Coalition. He made his way with other refugees down to Castle Refuge.

At first the Tomorrow Legion was wary of Anarik and his powers, but he soon proved himself valuable when a hellmouth opened outside of the walls of the castle, fighting off the demonic incursions.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Anarik Ebonlocke, Human Shifter Advances

Post by Anarik Ebonlocke »

Iconic Framework
  • Arcane Background (Magic): Shifters are mighty spellcasters, starting with three powers of their choice. They begin with a Spellcasting skill of d8 and 15 PPE.
  • Bind the Summoned
  • Dimension Sense
  • Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
  • Master of Magic
  • Master Summoner: All Shifters gain the summon ally power automatically, and the duration for them is 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.
  • PPE Manipulation: All Shifters have the drain Power Points power (and the PPE thief Mega Power) automatically.
  • Rift Mastery: Shifters gain a +4 on all efforts to open and manipulate Rifts. They also gain +2 when using the banish Power.
  • Corruption
  • Cybernetics: Such technology creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Enemies: Shifters are automatically enemies of the Coalition States and shot on sight. Even those CS soldiers who might have less zealous attitudes toward most casters will likely open fire if they know they’re dealing with a Shifter. As with all arcane wielders, those Shifters who refuse to swear fealty to Lord Dunscon may well be enemies of the Federation, too.

Hero’s Journey
  • Magic and Mysticism
    • Extra PPE: +5
    • Extra power at any level: Banish
    • Extra PPE: +5
    • Extra PPE: +5
    • Rapid Recharge

Advances
  • Initial Advances: (From Hindrances): Smarts d12, Spirit d8
  • Free Edge (Human): Ley Line Magic Mastery
  • Novice 1 Advance: Vigor d8
  • Novice 2 Advance: Power Points Edge: +5 PPE
  • Novice 3 Advance: K. Arcana d10, Notice d8
  • Free Advance: New Power: Fear
  • Seasoned 1 Advance: Power Points Edge: +5 PPE
  • Seasoned 2 Advance: Spirit d10
  • Seasoned 3 Advance: Power Points +5 PPE
  • 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 Anarik Ebonlocke on Thu Oct 10, 2019 12:20 am, edited 5 times in total.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Anarik Ebonlocke, Human Shifter

Post by Anarik Ebonlocke »

Ilserayne gets an Advance on a 5-6
[dice:24gorpzh]43099:0[/dice:24gorpzh]
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Anarik Ebonlocke, Human Shifter

Post by Anarik Ebonlocke »

Q3 2018 XP: 5
Advance: Power Points Edge +5 PPE
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Anarik Ebonlocke, Human Shifter

Post by Anarik Ebonlocke »

+1 XP for not using Adventure Cards this quarter.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Anarik Ebonlocke, Human Shifter

Post by Anarik Ebonlocke »

Q4 2018 Advance: K. Arcana d10, Notice d8

Does Ilserayne get an advance? [dice:2nd99cgk]48116:0[/dice:2nd99cgk] No.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Anarik Ebonlocke, Human Shifter

Post by Anarik Ebonlocke »

Free Advance: New Power: Fear
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Anarik Ebonlocke, Human Shifter

Post by Anarik Ebonlocke »

Q3 2019 Advance: Power Points +5 PPE
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

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