William Rufus (Mystic)

A chartered company of explorers, commissioned by the City of Lazlo and other partners, sets off to pass over the Rocky Mountains and see what lies beyond.
GM: Venatus Vinco
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William Rufus
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William Rufus (Mystic)

Post by William Rufus » Wed Jan 01, 2020 7:13 pm

here

Narrative Hook
1d20 = 18: 18

Hero's Journey
1d20 = 20: 20

Magic & Mysticism 1d20 = 13: 13


4d6 = 12: 4, 2, 1, 5 × 100 Universal Credits, and 2d4 = 7: 3, 4 × 500 credits worth of gear or valuables
12x100=1200 7x500=3500
Spending 3EP for a roll on table Enchanted Items & Mystic Gadgets table
1d20 = 11: 11

Selected the Drain Blade
Last edited by Sinder on Fri Jan 03, 2020 6:17 pm, edited 3 times in total.
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
William Rufus
Posts: 26
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus » Fri Jan 03, 2020 12:15 pm

William Rufus
Rank: Novice Advances Left: 0
Race: Guardian
Iconic Framework: Mystic
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 12 (5); Strain: 0
Skills:
  • Athletics d6 (A1)
  • Common Knowledge d4
  • Notice d8 (SM2)
  • Persuasion d8 (SP2)
  • Stealth d6 (SM1)
  • Faith d10 (SP2)
  • Psionics d8 (SM1)
  • Shooting d6 (A2)
  • Fighting d6 (A2)
  • Piloting d6 (A,2)
Hindrances
  • Heroic (Major): Always helps those in need.
  • Code of Honor (Major): The character keeps his word and acts like a gentleman.
  • Mild Mannered (Minor): -2 to Intimidation rolls.
  • Loyal (Minor): The hero is loyal to his friends and allies.
Racial Abilities
  • Adaptable: Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual) - Luck
  • Champion: Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.
  • Vigorous: Those humans who have inherited this blasted Earth start the game with a d6 Vigor instead of a d4. This increases their Vigor maximum to d12 + 1.
  • Vow (Major—Protect humanity): The blessed must protect the remaining flock on Earth.
  • Cyber Resistant: Cyberware doesn’t work for this race. They can't take Iconic Frameworks which include cybernetics as an inherent ability (including the Juicer bio-comp system and Crazy M.O.M. implants) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • D-Bee: D-Bee: The species is near-human in appearance, and is occasionally shunned or provoked (socially or physically) by the ignorant. Reactions typically start at Uncooperative, or Unfriendly for human supremacists, and those with an Unfriendly or lower Reaction will refuse to sell their wares or provide services such as healing, repairs, etc.
Edges
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Arcane Background (Miracles): 3 powers, 10 PPE
  • Master of Magic: Access to Mega power modifiers
  • Power Points: +5 Power points.
  • Arcane Background (Psionics): 3 powers, 10 ISP
  • Major Psionics: Double base ISP. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Alertness: +2 to Notice rolls.
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Luck: The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!). He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible range
  • Blaster: When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
Iconic Abilities
  • Arcane Background (Miracles): Three powers, the Master of Magic and Power Points (PPE) Edges, as well as a d6 Faith skill. Mystics begin with 15 PPE (10 PPE base, plus 5 from Power Points).
  • Arcane Background (Psionics): Three powers, d6 Psionics skill and 20 ISP (10 ISP base, doubled by Major Psionic).
  • Cosmic Confluence: Exchange ISP and PPE as needed as a free action. Power Points shifted like this must be used when they are exchanged; they cannot be shifted and then simply stored.
  • Mystic Senses: Alertness (applies to Spiritual Awareness) and Danger Sense Edges.
  • Spiritual Awareness: detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: A Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue.Arcane Duality: Whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
  • Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (page 113). Except for them the disruption affects two skills (−1 to both Faith and Psionics skills per point of Strain).
  • Enemies: Mystics are equally hated and reviled in the Coalition and the True Federation of Magic.
  • Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the Vow must be “good” per GM’s approval).
  • Power Activators: Mystics must have their hands free to perform gestures and have the power of speech to cast miracles (see Power Activators on page 119)
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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William Rufus
Posts: 26
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus » Fri Jan 03, 2020 12:16 pm

Powers
Arcane Background: Miracles
PPE/ISP: 15 - Recovery: 5/hour

Special Power Modifiers
  • CELESTIAL SILVER (+1): For +1 Power Point, any offensive power replaces its
  • normal Trapping with the Celestial Silver Trapping, which counts as both holy and silver for purposes of Weaknesses.
  • GIFT OF LIFE (+1): For one Power Point the Mystic's healing restores Wounds up to 24 hours old, but she gains a Fatigue level which can only be restored with an hour of rest (relief cannot restore). May be combined with Mass Healing.
  • SOUL BLAST (+1 to +3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.
Trapped Power Name [Detect/Conceal Arcana] (PPE/2) [N]
  • Range: Smart
  • Duration: : 5 (detect); one hour (conceal)
  • Trapping: Chosen Trapping
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
  • Modifiers: ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
  • AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
  • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2
Trapped Power Name [Divination] (PPE free 5) [H]
  • Range: self
  • Duration: A brief conversation of about five minutes.
  • Trapping: Chosen Trapping
  • Effect: allows the caster to contact otherworldly beings or forces to gain information
  • Modifiers: [NA)
Trapped Power Name [Protection ] (PPE/1) [N]
  • Range: Smarts
  • Duration: 5
  • Trapping: Lighting
  • Effect: Summary of power
  • Modifiers: ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.
  • MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
  • TOUGHNESS (+2): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise). This means it stacks with natural or worn armor

Trapped Power Name [Smite] (PPE/2) [N]
  • Range: Smarts
  • Duration: 5
  • Trapping: Fire
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the eapon’s damage is increased by +2, or +4 with a raise.
  • Modifiers: ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Trapped Power Name [Burst] (PPE/2) [N]
  • Range: Cone
  • Duration: Instant
  • Trapping: Lightning
  • Effect: Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy. Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).
  • Modifiers: DAMAGE (+2): The burst causes 3d6 damage, or 4d6 with a raise

Trapped Power Name [Stun] (PPE/2) [N]
  • Range: Smart
  • Duration: Instant
  • Trapping: Chosen Trapping
  • Effect: Stun shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see 106).
  • Modifiers: AREA OF EFFECT (+2/+3): 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
Arcane Background: Psionics
PPE/ISP: 20 - Recovery: 5/hour

Trapped Power Name [Telekinesis (5/ISP Cost) [Seasoned]
  • Range: Smart x2
  • Duration: 5
  • Trapping: Chosen Trapping
  • Effect: Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling dam age as usual. Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
  • Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Healing ] (ISP/3) [N]
  • Range: touch
  • Duration: instant
  • Trapping: Chosen Trapping
  • Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
  • Modifiers: [GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
  • CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
  • NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
Trapped Power Name [Puppet,] (3ISP Cost) [V]
  • Range: Smarts
  • Duration: 5
  • Trapping: Chosen Trapping
  • Effect: Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. With success, the victim automatically obeys commands that don’t directly harm himself or those he cares about. With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or those he cares about. If the puppet’s resistance succeeds, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a raise, he breaks the controller’s hold and the power ends.
  • Modifiers: ADDITIONAL RECIPIENTS (+2): The caster may affect others at the cost of 2 Power Points each.
Last edited by William Rufus on Sun Jan 19, 2020 2:42 pm, edited 1 time in total.
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
William Rufus
Posts: 26
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus » Sat Jan 04, 2020 7:44 pm

Background

William, was captured in the Castle, when a Rift opened up from his home world to here. A group of soldiers, human, capture and put a dark bag over his head. They lead him to an interrogation room bounded and seated in a chair. The blind fold is removed and he start talking.

"OK, OK, you want the who, what, why and where, maybe even how about me. I was told by my Gods, and Goddesses to fully cooperate with the Owl.”

“Who, I am is William Rufus, a Guardian of earth, not this earth but another earth does, that make sense to you? Oh, that is the Where! Well, we Guardians are humans that work with Celestials, you might call them Angels, of various Gods, and Goddesses. We are fighting Demons and Devils on our would. I know that is hard for you to believe, Angels, Demons, Devils. but our forces are constantly fighting these forces as they open up wells to hells and hades, where is the Owl?”

“My Armor and Weapons are forged By the Celestials Using Magic, I’m not sure you have this here. We can manipulate energy to accomplish amazing things. It was this magic that I was sent here. So, my gods informed me that I was to come here and save humanity, well they said save the good, to the best of my abilities. That should take care of the How and Why. The what is answered too. I guess?”

“So here I am. Where is The Owl?”


At this time The Owl walks in. William’s jaws drop open, "Do you all see her She must be a demon or devil she looks like an Owl!”

This was Williams Rufus’ Introduction to a new world of different Beings. He has a lot to learn and take in. He is coming along and is taking everything he can. Magic is in this world and there is a lot of it. There are more worlds and many more creatures of evil. He has learned that there are good and bad Humans, and things they call D-Bees. Some of them are far from human looking.
Last edited by William Rufus on Sat Jan 04, 2020 9:59 pm, edited 1 time in total.
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Venatus Vinco
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Re: William Rufus (Mystic)

Post by Venatus Vinco » Sat Jan 04, 2020 7:51 pm

Gear
NG-S2 Survival Pack (20 lb)
  • 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.
  • Survival Knife
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothes
Celestial Armor (Signature Item)
Image
Celestial Armor armor hails from an alternate earth, where Celestial beings and their human allies - known as Guardians - fight off a demon Apocalypse. Forged in the heavens and blessed by Celestial weaponsmiths this token is sometimes bestowed upon favoured heroes and champions of light. Guardians who bear the celestial armor are known for their heroic virtue and commitment to justice and charity.

Armor Abilities
  • Forged in the Heavens: The armor is adorned with an intricate angels wing motif and is surprisingly lightweight. It provides +5 Armor and +2 Toughness with Minimum d6 Strength requirement.
  • Divine Protection: Blessed for additional protection, the wearer is protected from the elements and gains +2 to resist environmental Hazards and is considered holy
  • Wings of An Angel: Activating the fly power causes feathered wings to emerge from the back of the armor and carry the hero to safety - or into battle!
  • Bane to Demons: Activating the banish power causes the gauntlets glow white and send demonic forces to their proper place.
Mechanics
Base Item: Enchanted Medium Armor (+5 Armor and +2 Toughness with Min Str d6.)
Minor: +2 to resist environmental Hazards
Minor: Add a Trapping - Holy +5 PPE to activate powers
Major: fly power (limitation, self only, -1 activation cost)
Major: Add a power dispel banish (modifier, glow +1 activation costs, trapping holy)
Wilk’s 320 Laser Pistol 3d6 1 3 20 d4 2 +1 11,000
  • Range: 15/30/60
  • Dmg: 3d6, AP: 3
  • ROF: 1
  • Shots: 20
  • Weight: 4 lbs. (Min Str: d4)
  • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
  • Rarity: +1 Cost: 11,000
  • Two E-clips
Celestial Staff
  • Damage: Str+d6, Reach 1
  • Notes: +1 Parry, two handed
  • Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage
Draining Blade Str+d8 8otes d4 4 −4 3 million N: A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
  • Damage: Str+d8,
  • Notes: +1 Parry, two handed
  • Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage
Credits: 1200 Universal Credits, and 3500 credits worth of gear or valuables
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Venatus Vinco
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Re: William Rufus (Mystic)

Post by Venatus Vinco » Sat Jan 04, 2020 7:52 pm

Advances
Hero's Journey
  • Magic & Mysticism 13: Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
  • Enchanted Items & Gadgets 20: The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls. 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.
  • Initial Advances: (Bonus from Hindrances+1 to strength and Spirit ):
  • Edge(s) granted by Racial Features: Luck
  • Novice 1 Advance: Edge Blaster
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • 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:
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Re: William Rufus (Mystic)

Post by Pender Lumkiss » Wed Jan 22, 2020 9:12 pm

Not sure if this maters, but blaster could not be taken at Novice 1. You would be better of taking it as a born a hero hindrance edge, then raising str by 1 die as your novice 1.
Field Team Six Bennies
3/6

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William Rufus
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Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus » Sun Jan 26, 2020 2:34 pm

Yea thatis what I was thinking
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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