Tex Arcana, the Spell Slinger (LLW)

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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Tex Arcana
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Joined: Tue Jan 07, 2020 6:40 pm

Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Character Sheet
Character Name: Tex Arcana, The Spell Slinger
Real Name: Theodore Scoresby

Rank: Novice Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 4 (½ Fighting +2); Toughness: 5, 9(3) in armor (½ Vigor+2 plus armor); Strain: 0
Skills:

• Athletics d6 (1)
• Common Knowledge d6 (1)
• Notice d6 (1)
• Persuasion d6 (1)
• Stealth d4
• Academics d4 (1)
• Fighting d4 (1)
• Occult d12 (3)
• Repair d10 (3)
• Riding d4 (1)
• Shooting d6 (2)
• Spellcasting d12 (2)
• Survival d4 (1)


Hindrances
Hindrance: Cybernetics (-1 to Spell Casting rolls per strain of cybernetics)
Hindrance: Disconnected (-1 to Persuasion rolls in social situations involving those not immersed in the Occult)
Hindrance: Enemies (Considered Shoot on Sight for those that those who violently reject all forms of the supernatural)
Hindrance: Power Activators (must have their hands free to perform gestures and have the power of speech to cast spells)
Hindrance (Major): Code of Honor (Code of the New West)
Hindrance (Major): Curious
Hindrance (Major): Enemy (Shadow Lord)




Edges
• Edge: Arcane Academic - Double PPE gained from Power Points edge. When choosing the New Power Edge, gain three powers of up to one rank higher than current rank normally allowed, or one power of any rank not normally allowed (GM approval)
• Edge: Arcane Background: Magic
Ley Line Walkers are the definitive wielders of magic in the world and have access to the following powers: arcane protection, banish, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, detect/conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, drain Power Points, elemental manipulation, entangle, environmental protection, farsight, fear, fly, growth/shrink, havoc, healing, illusion, intangibility, invisibility, light/darkness, protection, puppet, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, wall walker, and warrior’s gift.
• Edge: Master of Magic - Use Mega Power Modifiers
• Edge: Rapid Recharge - Recharge 10 PPE/Hour
• Edge: Expanded Awareness - Detect Arcana as an Innate Ability, Reduced PPE from Range (Self) and Aspect. May sense supernatural beings with a Notice Check.
• Edge: Ley Line Mastery - +2 dice when rolling for available PPE on a Ley Line
• Edge: Ley Line Rejuvenation - Natural Healing roll once per day on a Ley Line
• Edge: Ley Line Sense - Sense Ley Lines within 10 miles. Sense Rifts within 50 miles
• Edge: Ley Line Transmission - Send message along a ley line
• Edge: Ley Line Walking - Fly at twice pace up to 1000’ high on a Ley Line
• Edge: Wizard - Change trapping on spell for 1 additional PPE
• Edge: New Powers - 3 new powers up to 1 rank above current rank, or 1 power of any rank not normally allowed
• Edge: New Powers - 3 new powers up to 1 rank above current rank, or 1 power of any rank not normally allowed
• Edge: New Powers - 3 new powers up to 1 rank above current rank, or 1 power of any rank not normally allowed

Powers
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 10/hour

• Arcane Protection (d)
• Bolt (o)
• Boost/Lower Trait (u)
• Detect/Conceal Arcana (u)
• Darksight (u)
• Deflection (d)
• Environmental Protection (u)
• Healing (u)
• Illusion (u)
• Slumber (o)
• Smite (o)
• Speak Language (u)
• Teleport (u)
• Warrior’s Gift (o)
Last edited by Tex Arcana on Sun Oct 04, 2020 12:37 pm, edited 7 times in total.

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Tex Arcana
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Re: Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Background

Code of the New West
• Never draw your weapon unless you're prepared to use it!
• Never cheat in a showdown, or expect to live like a snake.
• Never kill or deliberately hurt women and children.
• Never kill clergy, 'cept in self-defense.
• Never kill, injure or steal another man's horse or vehicle, unless he's dead and ain't needin' it no more.
• Never take another man's woman.
• Never destroy a church or holy place, unless it is a place of evil — and then beware the wrath of gods and demons.
• Never take more money than what's owed to you.
• Never spit in the face of the law. Show respect until its proven that the law in that town ain't genuine.
• Show women folk respect; remove your hat and avoid cursing.
• Respect the land and power of nature.
• Respect (and fear) magic.
• Respect and honor a worthy opponent.
• Treat others like you'd like to be treated. Show cowboys and travelers kindness and hospitality unless they ain't worthy of kindness or mercy.
• If you cheat at cards or break the law, expect to pay the consequences. Just because you don't get caught or punished one time, don't make it right.
• Keep your sworn word of honor, "because sometimes all a man's got is his honor." A man's word is his contractual bond.
• Kill only in self-defense and in justice. The latter can include acts of revenge, "eye for an eye," protecting others, using deadly force against those known to be killers, etc. The only exceptions to this rule are vampires or other "hellspawn demons." The only good vampire or demon is a dead one (including Brodkil).


Theodore Scoresby was born in Houstown. As a young boy, he showed a natural aptitude for magic, as a joke, his friends gave him the nick name of Tex Arcana because of the small magical tricks he was able to cast and that there was a place from before the Rifts ironically called Texarkana.

The boy was given the opportunity to study at Dweomer. Tex had studied to be a Lord Magi, but found that the strict discipline of the school not to his liking. He finished his studies after the war ended and went out with various search parties to collect magical artifacts. It was during one of these missions he found a rare Lessor Ring of the Elder that he kept for himself.

Now, he's in search of adventure far to the west; hoping to put distance between himself and the Coalition as well as the darker elements of the Federation of Magic.
Last edited by Tex Arcana on Wed Jan 08, 2020 5:20 pm, edited 1 time in total.

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Tex Arcana
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Re: Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Hero's Journey: 2 rolls (Using the Drop EP option to pick a result)

Education (17-18) Either her parents did everything they could to educate her, she attended one of
the few schools left in the world, or she might even have found and lived in an
ancient library. However managed, she has three additional skill points to spend
at character creation, but they may only be spent on Smarts-based skills.

Magic & Mysticism (7-9) Magic users benefit from a variety of spells. Your hero gains either the New Powers
Edge or any one power normally unavailable (except resurrection).

Advances
• Initial Advances: (From Hindrances): New Powers, New Powers
• Initial Advances: (From Hero's Journey): Additional Smarts-Based Skill Points, New Powers
• Free Edge (Human): Wizard
• Cybernetic Modifications: None
• Novice 1 Advance: Vigor d4>d6
• Novice 2 Advance: Occult d8>d10, Repair d8>d10
• Novice 3 Advance: Artificer (2020-04-22)
• Seasoned 1 Advance: Smarts d10>d12 (2020-07-02)
• Seasoned 2 Advance: Spellcasting d10>d12, Occult d10>d12 (2020-10-04)
• Seasoned 3 Advance: Power Points
• Seasoned 4 Advance: Minor Item Creation
• Veteran 1 Advance: Power Points
• Veteran 2 Advance: Occult d10>d12, Repair d10>d12
• Veteran 3 Advance: Agility d6>d8
• Veteran 4 Advance: Shooting d6>d8, Fighting d4>d6
• Heroic 1 Advance: Power Points
• Heroic 2 Advance:
• Heroic 3 Advance:
• Heroic 4 Advance:
• Legendary 1 Advance:
• Legendary 2 Advance:
• Legendary 3 Advance:
• Legendary 4 Advance:
Last edited by Tex Arcana on Sun Oct 04, 2020 12:37 pm, edited 3 times in total.

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Tex Arcana
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Re: Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Gear


Items


NG-S2 Survival Pack
• 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
• wooden stakes


Light Ley Line Walker Armor
• Defense: +3 Armor, +1 Toughness
• Bonuses: +4 vs Disease/Poison, -2 Notice to detect armor
* Weight: 4lbs


Wilk's 320 "Classic" Laser Pistol
• Damage: 3d6 AP 2, ROF 1
• Range: 30/60/90
• Payload: 20
• Bonuses: +1 Shooting
• Weight: 2lbs

2 Eclips

Storm Rifle (TW)
• Damage: 4d6 AP 4, ROF 1
• Range: 30/60/120
• Payload: 8
• Bonuses: +1 Shooting
• Havoc as an alternate attack (uses one shot)
• Weight: 6lbs


Xanthine Gem Necklace
• P.P.E.: 10
• Recharge Rate: 5 PPE/hour on a ley line or by user
• Weight: N/A


Shadow Cloak (TW)
• P.P.E.: 3
• Duration: 1 hour
• Weight: 1lb
• Cost: 300,000 credits
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


Lessor Ring of the Elder (Enchanted Item) [Signature Item]
• Base Item: Gantrium Ring
• Major: Channeling
• Major: Concentration
• Minor: +1 Spellcasting
• Minor: 5 P.P.E.
• Cost: 200,000 credits

Tolkeen Technowizards and Alchemists labored continuously in their attempts to duplicate the abilities of the 9 Rings of the Elder during the war with the Coalition Sates. None of the items created were total successes compared to these legendary objects, most were failures. However, a handful of flawed versions were created. Like the original rings, most have disappeared since the fall of Tolkeen, their current owners unaware of the ring's true value.

• Dosimeter
• Holy Symbol
• Infrared Distancing Binoculars
• Language Translator
• Repair Kit, Field

Credits:
Credits: 1400
2000 credits worth of gear or valuables

Contacts

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