William Rufus (Mystic)

GM: Venatus Vinco
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.
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

William Rufus (Mystic)

Post by William Rufus »

here

Narrative Hook
[dice:2gpywwjv]61802:0[/dice:2gpywwjv]

Hero's Journey
[dice:2gpywwjv]61802:1[/dice:2gpywwjv]

Magic & Mysticism [dice:2gpywwjv]61802:2[/dice:2gpywwjv]


[dice:2gpywwjv]61802:3[/dice:2gpywwjv] × 100 Universal Credits, and [dice:2gpywwjv]61802:4[/dice:2gpywwjv] × 500 credits worth of gear or valuables
12x100=1200 7x500=3500
Spending 3EP for a roll on table Enchanted Items & Mystic Gadgets table
[dice:2gpywwjv]61802:5[/dice:2gpywwjv]

Selected the Drain Blade

Layla Side kick

1d20: [11] = 11
wealth
4d6 10,000
4d6: [4, 3, 1, 2] = 10
2d6
2d6: [6, 5] = 11

Two Rolls for Rich
1d20 1d20: [6] = 6
1d20 1d20: [3] = 3

roll for Layla and Williams common on hero's table
1d20: [12] = 12
He’s traveled far and wide, and he knows a lot about the world that could come
in handy. Your character gains a +2 on any Common Knowledge rolls related to
geography and understanding the people and places of North America. He also
gains a +2 on Survival and Networking checks in North America.
Last edited by William Rufus on Mon Jun 28, 2021 10:59 am, edited 10 times in total.
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

William Rufus
Rank: Seasoned Advances Left: 0
Race: Guardian
Iconic Framework: Mystic
Attributes: Agility d10, Smarts d10, 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 d4 (SM1)
  • Faith d10 (SP2)
  • Psionics d8 (SM1)
  • Shooting d6 (A2)
  • Fighting d8 (A2)
  • Driving d8 (A,2)
  • Electronics d6 (SM2)
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.
  • Ace : Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They ignore two points of penalties to any Boating, Driving, or Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound
  • FIELD INTEL: This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls. She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions
  • Level Headed: Fighters who can keep their cool when everyone else is running for cover make deadly combatants. A hero with this Edge draws an additional Action Card in combat and chooses which to use

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)
Last edited by William Rufus on Sat Jul 03, 2021 8:34 pm, edited 14 times in total.
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

Powers
Arcane Background: Miracles
PPE/ISP: 35 - 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 [Boost/Lower] (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
Trapped Power Name [Stun (PPE/2) [N]
  • Range: Smart
  • Duration: Instant
  • Trapping: sonic booms
  • 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
    MEGA MODIFIERS  „ GREATER STUN (+2): Resistance rolls are made at −2, or –4 with a raise
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 Mon Oct 10, 2022 6:15 pm, edited 7 times in total.
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

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 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
Venatus Vinco
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Re: William Rufus (Mystic)

Post by Venatus Vinco »

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
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Venatus Vinco
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Re: William Rufus (Mystic)

Post by Venatus Vinco »

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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Pender Lumkiss
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Re: William Rufus (Mystic)

Post by Pender Lumkiss »

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
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

Yea thatis what I was thinking
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

Venatus Vinco wrote: 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: Edge Blaster
  • Edge(s) granted by Racial Features: Luck
  • (Bonus from Hindrances+1 to strength and Spirit ):
  • Novice 1 Advance: EDGE Powers (Stun and boost /lower)
  • Novice 2 Advance: Plus one to Agility
  • Novice 3 Advance: Advance: Smart
  • Seasoned 1 Advance: Edge: Driver Ace
  • Seasoned 2 Advance: Up Skills: electronics, and fighting
  • Seasoned 3 Advance: Power points
  • Seasoned 4 Advance: FIELD INTEL
  • Veteran 1 Advance: Level Headed
  • Veteran 2 Advance: EDGE Powers (relief, Remote viewing)
  • Veteran 3 Advance: EDGE Powers (Burrow and summon Ally)
  • Veteran 4 Advance: Adept
  • Heroic 1 Advance: Concentration
  • Heroic 2 Advance: Edge: Elan
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by William Rufus on Tue Oct 11, 2022 2:29 pm, edited 13 times in total.
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

Venatus Vinco wrote: 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)

Bandito Arms Branaghan Special Armored Overcoat (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 over 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:



Falcon 300 Jet Pack
et pack has effectively unlimited range, but
it begins to overheat if used continuously for
more than three hours (requiring 1d6 hours
to cool down). The flight system is Handling
+0 with a Top Speed of 120 MPH, and a max
range of 700 miles. (35 lb, 46,000 credits for
the electric model; 400,000 credits for the
nuclear-powered version).

Shadow Cloak (TW):
Image
Uncommon Enchanted Cloak
An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).


NEMA Liberator Multi-Rifle (Patron Item)
Image
The incredible gun looks very much like a cross between a grenade launcher and a particle beam rifle. It fires either a powerful particle beam or micro-grenade-sized exotic energy pellets that explode with the force of energy within them - freezing or flash burning things in their area of effect. Only a five hundred were made for NEMA Special Forces due to their incredible cost. The people who sold them were quite unhelpful when it came to revealing their source. Technically A.R.C.H.I.E.-3 has the design specs for this weapon, but it is flagged as a failed weapon experiment.
• Range (Particle Beam): 35/70/140 (Exotic Particle Launcher): 12/24/48
• Damage (by mode)
  • ☞ Particle Beam: 2d8+4 (MD) AP 6; This powerful blast requires 10 charges from the Canister E-Clip.
    ☞ Exotic Freezing Pellet: On impact a gel-like pellet ruptures to spread a plasma-like freezing substance that covers a SBT and does 3d10 cold damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. Any target hit must make a Vigor roll (at –2 on a raise) to avoid cold-based Fatigue. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
    ☞ Exotic Burning Pellet: On impact a gel-like pellet ruptures to spread a plasma-like flaming substance that covers a SBT and does 3d8 fire damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. One the shooter's next action, unless counteracted in some way (taking an action to strip off the plasma-covered item), the attack does 2d8 damage (plus any other bonuses such as a raise from damage or power bonuses) to each affected target. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
• RoF: 1
• Shots: 30 (Canister E-Clip); The gel pellets are made from a separate canister which has 20 gel-pellets worth of the substance. Most chemists and operators can make it with a sample of the substance. Costs 1000 credits per canister.
• Features:
  • ☞ 3RB, Min Str d8 (15 lbs.)
    ☞ (Particle Beam Mode) Snapfire
    ☞ Two-handed weapon



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


Magic Optics System
Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system.
  • +2 to sight-based Notice checks,
  • gains access to darksight, farsight, and detect
    arcana
  • 1 Power Point
    per hour of use (1 lb, 30,000 credits).


Magic Stone
Has 5 PPE

Credits: 1200 Universal Credits, and 3500 credits worth of gear or valuables
Last edited by William Rufus on Tue Oct 11, 2022 2:39 pm, edited 4 times in total.
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

for Oscar
1d20 1d20: [17] = 17
1d20 1d20: [20] = 20
HJ
1d20 1d20: [19] = 19 The Evil That Men Do. You’ve been out there, fighting bandits, raiders, and the soldiers of
would-be warlords. Or, maybe you were such a person, robbing and hurting others until one
day the truth of who you’d become hit, and you decided to start a new journey
1d20 1d20: [2] = 2 The Siege of Tolkeen. The invasion and destruction of the magical state of Tolkeen by
Coalition forces in 109 PA reverberates throughout North America. You may have fought in
that war. Many Tolkeen refugees are now in or near Castle Refuge
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

Vehicular Weapons: TW Weapons
Starfire Pulse Cannon
Starfire.png
Starfire.png (50.83 KiB) Viewed 17554 times
• • Range: 50/100/200
• Dmg: 3d10+6, AP: 30
• ROF: 1
• Shots:16
• Weight: 0 lbs. (Min Str: d4)
• Notes: +1 Shooting; 12 PPE required to refill all Shots .MODs 3
• Rarity: +0 Cost: 520,000
Game Sheet for William Rufus 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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: William Rufus (Mystic)

Post by William Rufus »

Layla, Side Kick
Image
Seasoned Female Human, MARS Psi-Operator, and PSI-Tech
Iconic Framework: MARS Psi-Operator
Background
Layla Von Linden, Niece of the Barron, Baron Christopher Von Linden and Uncle Maxy. She is a very willful young lady and beloved by all in the Family, but she is not really to lady like. She is very mechanical minded and wants to get out and see the world. She knows and admires Lady Alexandre.

When Maxy is delivered back to the Barron, she is seated behind the others, the back of the large chair covers h0er. She is getting a kick out of Uncle Maxy being not simply defeated but defeated utterly, He is like a bad boy in school being delivered back to his parents for punishment. She knows he plays both sides against each other but rarely does he get defeated and it sounds like he was just handed his ass on a silver platter. She is glad he wasn't hurt "but he needs to be taught a lesson every once and a while." and she likes that a small group of Lady Alexandre's did it. She spots a young man in fancy old armor and wonders who he is and what he is, he doesn't seem to fit in as cyber-Knight? But all those runes on his armor? Then he speaks to Maxy about the curse, gods, and how Maxy needs to behave. She is more interested, especially when she notices a tell of Maxy that he takes this seriously, He is nervous about something.

When the others clear out, she heads to her uncles smiling, "Wow that was interesting. Glad you're OK Maxy. that last one warned you about the Curse?"

Max states "Yes he is a holy dude, we were getting out of this fine then Mr. Goody Two Shoes comes out of the vehicle, Dang he drove that thing like it was part of him. We tried everything we could to destroy it. Bunch of near misses in that narrow gulch, the gods must have been with him. Well anyway he seems to have gotten in touch with some gods, Wings spring out from his Armor and those runes glowed as he put a curse on us, "to behave. and not harm them anymore or the people or allies of the Barony."

The Baron and Layla Laughs. Layla continues "Well I think I know where I want to go for my birthday present. You know the one you promised when I turned 21. I'm' going with that group."

The Baron " Hold on there Missy, they are heading out West into some dangerous land."

Layla cuts him off quickly, "And they just beat Uncle Maxy, was it a long battle maxy or over in a minute? You wanted someone to go with me, this doesn't take Maxy away form here with the CS around. And you were saying you wanted someone to go along with them to see what opportunities are out there. Well I'm the one, and I am Family, which means it gives us a quick response by any opportunities that might come up. Besides I think the one in armor is cute. Any other Objections, or does Aunt Marie and Sophie need to be drawn into this conversation."

The two Uncles look at each other and shake their heads, the Baron speaks up, "OK just be carful."

Layla is just so pleased with herself, she smiles gives her Uncles a kiss on the cheeks and heads out the door, and states as she closes the door, "I think he would be a great addition to the Family!"

The door closes and the two uncles look at each other, trying to figure out what just happened, then the Baron smiles. "Maxy, let's look on the bright side. Layla won't be here to bother us. If she marries him, whoever he is, we could maybe use him to bring the honor to the family. She might settle down and become more ladylike, that poor fool."

Layla sees Lady Alexandre talking to the group outside and waits till they leave before approaching the Lady, "Lady Alexandre I have come to join your group especial that group that just left, and before you say it. I did get permission form both Uncles, and I am a mechanic and Driver and can fix things for those guys. you know civilization is going to be few and far between. Beside the one in the fancy armor, what's his name? I think he is cute. And if you don't hire me I'll just tag along, and hope nothing happens to me. They must be heading to the Dwarf Smith, I heard they had big business there. Good bye Lady Alexandre."

Lady Alexandre shakes her head in amazement, as Layla takes a short cut and meets her friends at the forge.
Description
Young good looking Lady with a skills in fixing things.

PSI-OPERATOR
A variation on the Operator concept, these
technicians focus on psionic abilities.
„ Begin with Psionics d6, Major Psionic,
Arcane Background (Psionics), mind link
and two other powers, see page 120.
„ Begin with Electronics d8, Repair d8,
and the Telemechanics Edge.
„ Begin with the Gadgeteer Edge—use
the Psionics skill and the Psi-Operator’s
ISP to create devices.
„ Begin with standard Starting Gear plus
a Field Repair Kit.


Attributes: Agility d10, Smarts d10 Spirit d6, Strength d6, Vigor d4
Skills:
  • Athletics d4,
    Common Knowledge d8,
    Driving d8,
    Electronics d8,
    Gambling d6,
    Hacking d8,
    Language (American) d8,
    Notice d8,
    Persuasion d4,
    Piloting d6,
    Psionics d10,
    Repair d10+4,
    Research d4,
    Science d6,
    Shooting d8,
    Stealth d6,
    Survival d8,
    Taunt d4,
    Thievery d4
Pace: 6; Parry: 2; Toughness: 12 (6)
Strain: 4/4

Hindrances: Curious, Driven (minor, See the world, Get away from the Barron), Loyal
Edges:
  • OOC Comments
    Ace,
    COMBAT ACE,
    Artificer,
    Connections (Black Market),
    Gadgeteer,
    Jack-of-all-Trades,
    Luck,
    Major Psionic,
    Mr. Fix It,
    New Powers (Havoc, Mind Link),
    New Powers (Telekinesis, Warrior's Gift),
    Power Points,
    Rich,
    Scavenger,
    Scrounger,
    Streetwise,
    Telemechanics
Armor: T-13 Field Mechanic Light EBA (Armor 6)
Magic Optic System (TW):
OOC Comments
Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve,
most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2
to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use (1 lb, 30,000 credits).
Weapons: Unarmed (Range Melee, Damage Str),
Metal Water Pistol (Range 4/8/16, Damage 1d10 to vampires, ROF 1),
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
M-160 Ion Battle Rifle (Range24/48/96, Damage 1–3d12, ROF 3 — Shots 55, Strength d6 }
LAW 3
Range: 100/200/400
Dmg: 4d6 AP: 20
ROF: 3
Shots: 6
Weight: 18 lbs. (Min Str: d8)
Notes: : Snapfire, Multi-Optics Scope, Mini-Missile. Satchels carry eight Reload 1 magazines
Rarity: +1 Cost: 11,000
Two Satchels carry eight Reload
Gear: Computer, Field (Grade 2), Lockpicks

Language: American (native, d8)

Current Wealth: 77,150 cr

Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers:
    • Havoc (Savage Worlds: Adventure Edition p162),
      Mind Link (Savage Worlds: Adventure Edition p164-165),
      Bolt (Savage Worlds: Adventure Edition p156)
      Telekinesis (Savage Worlds: Adventure Edition p169),
      Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
    Special Abilities
    • Psionics:
      • Power Points: 30; Powers: Havoc (Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Mind Link (Savage Worlds: Adventure Edition p164-165), Telekinesis (Savage Worlds: Adventure Edition p169), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
    • Psionicist: Begin with Electronics d8 and Repair d8.
    • Telemechanic:
    • 4 Advances: MARS Packages start with 4 advances at Seasoned
    • Gadgeteer: use the Psionics skill and the Psi-Operator’s ISP to create devices.
    • PSI Powers At beginning: Mind Link, Havoc, Bolt,
    • PSI Powers At beginning:
    • Jack-of-All-Trades (Hero's Journey): Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.

    Vehicles
    • All-Purpose Trailer/Boxcar (ATV APT) (Size: 8 (Huge); Handling: -1; Toughness: 30 (8); Notes: ATV, Exposed Crew (flatbed option, reduce cost by 25,000))
      • Contains: NG-S2 Survival Pack, Repair Kit, Field, Plastic-Man Light EBA
    • Wingboard (Size: 0 (Normal); Handling: 3; Toughness: 10 (2); Top Speed: 150mph/242kph; Notes: TW, Exposed Crew, LL, VTOL, only functions on ley lines, Rarity –1, )
    Starting Bennies: 4
    Advances
    Novice Advances
    • Edge: Streetwise
    • Edge: Luck
    • Edge: Power Points
    Seasoned Advances
    • Edge: Ace
    • Raise: Smart d10
    • Raise : Psi d10 Notice d8
    • Edge: Master Psi
    Veteran Advances
    • Edge: Agility d10
    • Survival up 2 d8
    • Edge:
    • Edge:
      Heroic Advances
      • Edge:
      • Edge:
      • Edge:
      • Edge:

      Current Load: 24 (41)
      Books In Use: Savage Worlds: Adventure Edition, Super Powers Companion, Artificer’s Codex, Fantasy Add-On - Companions & Familiars, Fantasy Add-On - Wizards & Mystics, Fast Lane Hacking, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual, The Warrior AdeptSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

      Created with Savaged.us
Attachments
Layla Psi Tech operator.png
Layla Psi Tech operator.png (280.7 KiB) Viewed 17539 times
Layla Psi Tech operator.png
Layla Psi Tech operator.png (280.7 KiB) Viewed 17539 times
Last edited by William Rufus on Tue Oct 11, 2022 2:42 pm, edited 6 times in total.
Game Sheet for William Rufus 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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