Kharis - Helka Ohtar (Burster Retrap) for Phase World

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Skanni
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Kharis - Helka Ohtar (Burster Retrap) for Phase World

Post by Skanni »

Character Sheet

Player Name: Timmy
Google Handle: MyDogIsAnEquestrian
Kharis D’lasse
Rank: Novice (16 xp) Advances Left: 0
Race: Va’roni (Palladium Elf)
Iconic Framework: Helka Ohtar (retrapped Burster)
Attributes: Agility d8 (2), Smarts d8 (2), Spirit d8 (2), Strength d6, d8 in armor (1), Vigor d6, d8 with shield bracer (1)
Charisma: +3 (or -1 with dwarves and those who don’t like elves); Pace: 6 (d6 run); Parry: 10, 13 w/shield; Toughness: 13(6), 14(6) w/bracer; Strain: 0
Skills:
  • Climbing (St) d4 (1)
  • Fighting (Ag) d12 (7)
  • Knowledge (Arcana) (Sm) d6 (2)
  • Notice (Sm) d8 (3)
  • Persuasion (Sp) d6 (2)
  • Piloting (Ag) d4 (1)
  • Spellcasting (Sm) d10 (2)
  • Stealth (Ag) d6 (2)

Hindrances
  • Vow (Major) - Serve Va’ronor: This is his reason for adventuring; members of the Helka Ohtar are sent out into the Megaverse to gain experience and renown and bring resources back to their homeland. Va’ronor has gained a reputation for supplying warriors of the highest quality to patrons with deep pockets, and traveling Helka Ohtar like Kharis serve only to increase that reputation.
  • Loyal (Minor): Having been raised and trained as part of an elite cadre of warriors, Kharis cannot help but form bonds with his fellow adventurers.
  • FTL Sickness (Minor): This Hindrance may only be taken in campaigns where FTL (Faster Than Light) travel is common. Something about the spacer doesn’t sit right with the bizarre warping effects of hyperspace. After each use of FTL travel, he suffers a level of Fatigue that takes 24 hours to fade. FTL Sickness can cause Incapacitation but not death.

Edges
  • Improved Icy Aura (from Hindrances): Icy Aura does d8s instead of d6 and may affect a MBT centered on the user.
  • Acrobat (from 5xp Advance): +2 to Agility rolls made for acrobatic maneuvers (including Trick rolls) and +1 Parry while unencumbered.
  • Dirty Fighter (from HJ): +2 to Trick maneuvers.
  • Tricky Fighter (from HJ): No multi-action penalty when using a Trick in the same round as a Fighting attack. This Edge applies to Agility Tricks (and can be taken again if he wants to apply it to Smarts Tricks).
  • Adept (from HJ and approved by GM): As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action. In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed.
  • Power Points (N2 Advance): +5 PPE.

Racial Features
  • Distinctive D-Bee: Other than their pointed ears and fine features, elves are easily mistaken for humans. If recognized as D-Bees, they suffer a -4 Charisma with CS citizens.
  • Limber: Elves start with Agility d6 and can raise Agility as high as d12+1.
  • Low Light Vision: Elves have superior night vision and ignore penalties for bad lighting in all but pitch darkness.
  • Old Grudges: Elves and dwarves don't get along. They have -4 Charisma with each other and often look for an excuse to take a cheap shot.
  • Blood Feud: While the dwarves hold grudges, other monstrous humanoid races (particularly orcs and other goblinoids) view elves with outright hostility; they may not hunt the Elves down, but are initially Hostile to any group with an Elf, and in combat will target the long-ears first. This is considered a Minor Enemy Hindrance.
  • Aloof: Elves from Palladium tend to be aloof and self assured, believing their own opinion is the one that matters. This can rub some the wrong way. This counts as the Stubborn Hindrance.
  • Unearthly Beauty: Elven beauty and physical presence is legendary. They start with the Attractive Edge. In addition, they gain +1 to Charisma generally that stacks with Edges that increase Charisma.
Languages: Dragonese/Elven; Trade 6

Personal PPE 1, Bracer PPE 4, Silverspike PPE 0
-3 from personal store for MDC Icy Aura
-1 from person store to activate body armor
-6 from bracer for greater armor and for powering the bracer
-4 from Silverspike for entangle
-1 from Silverspke for exalted quickness
-7 from personal store for exalted quickness
-4 from personal store for mega smite
Bennies 3
3 to start
+1 for FTL sickness Hindrance
-4 for rerolls vs Grudge
+2 for reviewing character sheet
+1 for interlude
0 Wounds, 1 Fatigue
1 Fatigue from FTL sickness
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
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Re: Kharis - Helka Ohtar (Burster Retrap) for Phase World

Post by Skanni »

Powers
Arcane Background: Magic
PPE: 15 Recovery: 1/hour

Ice Duplicates [Deflection] (2 PPE regular, 4 PPE mega) [Novice]
  • Range: Self only (modified by Adept)
  • Duration: 3 (1/round)
  • Trapping: An ice shell forms around Kharis and two identical duplicates made entirely of thin, animated ice (or four, for mega version) break away from Kharis to fight alongside him. The ice shell around him makes him difficult to distinguish from his duplicates, and it also prevents enemies from using heat sensors to identify which is the real him. The duplicates can do no harm in combat (they shatter when struck but quickly reform while the spell is active), but they do serve to distract foes. Having practiced this spell for years, Kharis is so quick with it that he can cast it as a free action (Adept).
  • Effect: -2 or -4 with a raise to attacks made against him (regular), or -4 or -6 with a raise (mega). The icy shell around him affords him some protection (+2 armor vs cold, ice, heat and fire based attacks), but fire and heat attacks melt it away (they work as dispel against the power if they hit him). Powers & Mega Powers List (“PMPL”) page 7.

Frostbite [Smite] (2 PPE regular, 4 PPE mega) [Novice]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trapping: A layer of superchilled, super-sharp ice magically forms around the target weapon or ammunition.
  • Effect: +2 or +4 with a raise (regular) or +4 or +8 with a raise (mega) to damage for attacks made with the Frosbitten weapon. PMPL page 18.

Channel Winter [Boost/Lower Trait] (2 PPE regular, 4 PPE mega) [Novice]
  • Range: Smarts (regular) or Smarts x2 (mega)
  • Duration: 3 (1/round)
  • Trapping: Kharis casts a spell to tap into and channel a specific aspect of Winter: the icy winds (Agility), the cold calm (Smarts), the majesty of endless glacial fields (Spirit), the irresistible storm (Strength), and the unyielding ice (Vigor).
  • Effect: +1 or +2 with a raise to die types of targeted Trait (regular), or +2 or +4 with a raise (mega). PMPL page 4.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
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Re: Kharis - Helka Ohtar (Burster Retrap) for Phase World

Post by Skanni »

Background
Kharis is from the frozen Everwhite Forest region of the world of Va’ronar. He is a member of the Helka Ohtar, an elite cadre of warriors who protect the Everwhite from a host of invaders (often from other planes) seeking a powerful magical well at the heart of the forest. Kharis was selected for service off planet, where he will travel the stars and (hopefully) serve to strengthen the Va’roni reputation for producing some of the finest fighters around.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
Posts: 109
Joined: Wed Mar 13, 2019 4:57 pm

Re: Kharis - Helka Ohtar (Burster Retrap) for Phase World

Post by Skanni »

Gear
Items:
  • Signature Item: Silverspike (Enchanted Silver Longsword): Laser sword base item (SWD), Quickness power (Major), Entangle power cast by Fighting roll (Major), +5 PPE ( Minor), silver trapping (Minor)
  • Helka Ohtar Battle Armor (CK Medium Armor): +6 Armor, +1 Toughness, embedded Healing power, 3 lbs (14 lbs unpowered). Add +1 die-type to Strength for 10,000 credits
  • War Coat: This traditional coat of the Va'roni is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
    • +1 Toughness
    • Characters increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
    • No Minimum Strength Requirement (10 lbs.)
    • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
  • Collapsible Shield: This handy TW shield is based on a Medium Polymer Shield. Housed in a bracer worn on the left arm, it can collapse or expand as a free action (but can only do one or the other in a given turn). Base item gives +1 Parry, +4 Armor vs. ranged attacks (as modified, +3 Parry and +4 Armor). Cost calculation: base item ($3,000) + TW conversion ($300) + Major upgrade (collapsible) ($20,000, based on the cost of Quick Draw Edge) + Major upgrade (embedded armor power) ($20,000) + Major upgrade (10 PPE stored in device) ($30,000) + Major upgrade (+1 die-type to Vigor) ($10,000) + 2 Minor upgrades (+2 Parry) ($10,000) = 93,300 credits
  • Dragonbane Knife (Patron Item): Damage: Str+2d6+2, Mega Damage, AP 4
    • Dragon Slayer: Does normal damage to all creatures except dragons and sea serpents, to which it inflicts +1d6 damage and ignores armor.
    • Eternally super-sharp armor piercing blade: Weapon never dulls.
    • History: During the great Elf-Dwarf war, a singularly exceptional Elven alchemist created a number of identical enchanted knives used to add some gravity to the Elves' negotiations with the dragons of their time. From time to time across the ages, these knives have surfaced in the hordes of ancient dragons, and among ruins from that era. They are often associated with the appellation "folly" as those who bear them have frequently overestimated the power of the weapons, and underestimated the might of dragons.
    • No Min Str (1 lb.)


Credits: [dice:2tz2phlu]50214:0[/dice:2tz2phlu] + 100,000 = 100,500 starting credits
  • -10,000 for adding Strength to armor
  • -93,300 for collapsible shield
  • +6,750 for selling starting rifle and pistol
    Current Total: 3,950 credits
Contacts: None.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
Posts: 109
Joined: Wed Mar 13, 2019 4:57 pm

Re: Kharis - Helka Ohtar (Burster Retrap) for Phase World

Post by Skanni »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Arcane Background (Magic): A Helka Ohtar begins with three powers from the list above, 10 PPE, and a d8 Psionics skill.
  • „Everything Freezes: The cold generated by the Helka Ohtar is some of the most intense possible. Any time one of the Helka Ohtar causes damage with a cold ability, roll a d10. Anything that can freeze does so on a 6–10, while highly susceptible targets freeze on a 3–10. Things that normally don’t catch freeze per-se (metal, ceramics, stone) turn brittle and crack or shatter from a Helka Ohtar’s cold on a 10.
  • „Icy Aura: At will, as an action (no roll required), the Helka Ohtar can surround himself with a sheath of ice and cold, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor (this stacks with the armor power, but not worn armor). Neither effect costs any PPE. However, if he spends 3 PPE when he activates his Icy Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Icy Aura goes away whenever the Helka Ohtar is Incapacitated or is otherwise unconscious.
  • „Cold Mastery: Over a Large Burst Template centered anywhere within 12", the Helka Ohtar can create, control, and eliminate cold. He can create minor ice and cold effects as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Spellcasting skill. None of these effects cost PPE.
  • „Winterheart: The Helka Ohtar is completely impervious to all sources of ice and cold; he could take a dive into a river of ice and come out completely unscathed. Any attacks incorporating but not primarily dependent on cold (such as, by way of example, a steel weapon with a cold or ice related trapping) cause only half damage to a Helka Ohtar.
  • Frozen Bolt: The Helka Ohtar can hurl forth a frozen bolt of 4d6 Damage with a Range of 12/24/48. This costs no PPE and does Mega Damage. The Helka Ohtar may add +2 AP by spending 1 PPE per bolt, or +4 AP for 2 PPE. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Spellcasting die when using frozen bolt does not result in Backlash (per Savage Worlds).
  • „Master of Magic: Helka Ohtar begin with the Master of Magic Edge.
  • Cybernetics: Simply not a good option, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Spellcasting skill.
  • „Enemies: The Coalition has had a few run-ins with the Helka Ohtar and considers them a dire threat to life and property to be destroyed on sight. There are also more than a few settlements with long memories of rogue ice mages causing enormous property damage.
  • „Quirk—Ice Obsessed: Though most are not sociopathic about it, Helka Ohtar tend to have a thing about ice crystals and love to freeze things.

Hero’s Journey
  • Training (1): +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training (14): He has the Dirty Fighter Edge (or Tricky Fighter, if he already has Dirty Fighter). He also gains +1 to Parry.
  • Underworld & Black Ops (8): He has the Dirty Fighter Edge (or Tricky Fighter, if he already has Dirty Fighter), and whenever he gets a raise on a Trick attempt, he may spend a Benny to gain The Drop on his opponent on that round.
  • Experience & Wisdom (15): You may give your character one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.


Advances
  • Initial Advances: (From Hindrances): Raise Smarts; Improved Icy Aura
  • Novice 1 Advance: Acrobat
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Raise Spirit
  • 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:
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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