Simba - Dbee Ley Line Waler

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Simba
Posts: 43
Joined: Fri Jul 28, 2017 12:23 pm

Simba - Dbee Ley Line Waler

Post by Simba »

RACE: Simba's people are bats. Their home world dark for most of the time, however they have adapted to be able to operate in the day time. They communicate by using their own language, unfortunately, it is incomprehensible by normal people.
Abilities:
Fly (+2 Free)
Very Distinctive D-Bee (-2)
Infravision (+1)
Environmental Resistance: Lack of Air, Cold (+2)
Bad Reputation: (-1)
Cannot Speak: (-1)
Non-Standard Physiology (-1)
Attribute Penalty Strength: (-3)
Keen Sense: (+1) Vision
Low Light Vision: (+1)
Leaper (+1)
Natural Weaponry (+1) Claws
Wall Walker: (+1)
Last edited by Simba on Sun Jul 30, 2017 2:29 pm, edited 1 time in total.
Bennies: 3

OOC Comments
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6

Skills:
Intimidation D8
Spellcasting D8
Notice D6 (+2 to vision)
Survival D6
Knowledge Arcana D6
Throwing D6
Taunt D6
Knowledge Alchamy D6
Knowledge Nature D6

Iconic Framework
PPE: 30
Expanded Awareness: detect arcana at will, no PPE cost, as a free action
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
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Simba
Posts: 43
Joined: Fri Jul 28, 2017 12:23 pm

Re: Simba - in progress

Post by Simba »

Hero Journey Rolls

Magic & Mysticism: [dice]0[/dice], [dice]1[/dice], [dice]2[/dice], [dice]3[/dice], [dice]4[/dice]

Narrative Hook: [dice]5[/dice]

Money: [dice]6[/dice]
Bennies: 3

OOC Comments
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6

Skills:
Intimidation D8
Spellcasting D8
Notice D6 (+2 to vision)
Survival D6
Knowledge Arcana D6
Throwing D6
Taunt D6
Knowledge Alchamy D6
Knowledge Nature D6

Iconic Framework
PPE: 30
Expanded Awareness: detect arcana at will, no PPE cost, as a free action
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
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Simba
Posts: 43
Joined: Fri Jul 28, 2017 12:23 pm

Re: Simba - in progress

Post by Simba »

Character Sheet

Player Name: Timothy
Google Handle: akito3379
Character Name Simba
Rank: Novice Experience: 5xp Advances Left: 0
Race: unpronounceable
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6
Skills:
  • Intimidation D8 (3)
  • Spellcasting D8 (free)
  • Notice D6 (2) (+2 to vision)
  • Survival D6 (2)
  • Knowledge Arcana D6 (2)
  • Throwing D6 (2)
  • Taunt D6 (2)
  • Knowledge Alchamy D6 (2)
  • Knowledge Nature D6 (Minor Hindrance)

Hindrances
  • Hindrance (Major): Clueless
  • Hindrance (Minor): Phobia Water
  • Hindrance (Minor): Cautious
  • Hindrance (Minor): CS battle cat



Edges
  • Edge: Master of Magic (Free)
  • Edge: Rapid Recharge (Free)
  • Edge: Improved Rapid Recharge (2 points)
  • Edge: Soul Drain (Heros Journey)


Claw Attacks: Damager: d4+d6-2
Bennies: 3

OOC Comments
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6

Skills:
Intimidation D8
Spellcasting D8
Notice D6 (+2 to vision)
Survival D6
Knowledge Arcana D6
Throwing D6
Taunt D6
Knowledge Alchamy D6
Knowledge Nature D6

Iconic Framework
PPE: 30
Expanded Awareness: detect arcana at will, no PPE cost, as a free action
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
User avatar
Simba
Posts: 43
Joined: Fri Jul 28, 2017 12:23 pm

Re: Simba - in progress

Post by Simba »

Iconic Framework
  • PPE: 30
  • Expanded Awareness: detect arcana at will, no PPE cost, as a free action
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
  • Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
  • Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
  • Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
Spells
Greater Armor
Power Points: 5
Range: Touch
Duration: 3 (1/round)
Success grants +5 M.D.C. Armor, a raise grants +10.
Trapping: The skin tightens up, fur grows thick and dense.

BURST–GREATER BURST
Power Points: 4
Range: Cone Template
Duration: Instant
AP:5
Use of this Mega Power enhances the burst power to 3d12 Mega Damage.
Trappings: Sound: A loud shriek emanates from Simba out towards his opponents. Deafen: A raise with the power (or a Shaken or better from damage) results in a –2 penalty to hearing-based Notice rolls for the target until the power ends or they recover from being Shaken.

BLAST–GREATER BLAST
Power Points: +4
Range: 36/72/144
Duration: Instant
By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power. Greater blast has AP:5
Trappings: Sound. Simba is able to harness his own voice into a ball of sound and hurl it at his enemy. Deafen: A raise with the power (or a Shaken or better from damage) results in a –2 penalty to hearing-based Notice rolls for the target until the power ends or they recover from being Shaken.

HEALING–MASS HEALING
Power Points: 6
Range: Special
Duration: Instant
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound
penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses
who is affected.
Trapping: Sound. Simba produces a soothing sound that facilitates healing. Some could call it singing if it wasn't so alien.

SPEAK LANGUAGE–MASS UNDERSTANDING
Power Points: 2
Range: Special
Duration: 10 minutes (1/10 minutes)
The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.
Trapping: Sound. Those affected hears him in their own language, but Simbas lips are not in sync to his words. Just like a bad 60's/70's Martial arts movie.

DISGUISE–MASS DISGUISE
Power Points: +4
Range: Special
Duration: 10 minutes (1/10 minutes)
The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
Trapping: EctoPlasma. Simba summons forth the very fluid of another world to change how he looks. Once he has the image as he desires, the goo hardens and is dry to the touch.
Bennies: 3

OOC Comments
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6

Skills:
Intimidation D8
Spellcasting D8
Notice D6 (+2 to vision)
Survival D6
Knowledge Arcana D6
Throwing D6
Taunt D6
Knowledge Alchamy D6
Knowledge Nature D6

Iconic Framework
PPE: 30
Expanded Awareness: detect arcana at will, no PPE cost, as a free action
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
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Simba
Posts: 43
Joined: Fri Jul 28, 2017 12:23 pm

Re: Simba - in progress

Post by Simba »

Narrative Hook: Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.

Hero’s Journey
  • Magic & Mysticism
    • Roll 9
    • Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.
    • Roll 1
    • There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards gain +5 PPE instead.
    • Roll 4
    • More PPE means more power to work with, and your character has it. He gains +5 PPE to his base
    • Roll 17
    • Born to fight the toughest threats, your hero’s combat spells are inherently potent. All of her damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP.
    • Roll 6
    • More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
Bennies: 3

OOC Comments
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6

Skills:
Intimidation D8
Spellcasting D8
Notice D6 (+2 to vision)
Survival D6
Knowledge Arcana D6
Throwing D6
Taunt D6
Knowledge Alchamy D6
Knowledge Nature D6

Iconic Framework
PPE: 30
Expanded Awareness: detect arcana at will, no PPE cost, as a free action
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
User avatar
Simba
Posts: 43
Joined: Fri Jul 28, 2017 12:23 pm

Re: Simba - in progress

Post by Simba »

Advances
  • Initial Advances: (From Hindrances):Knowledge Nature D4, Knowledge Nature D6, Improved Rapid Recharge
  • Novice 1 Advance: Power Points
  • 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:
Bennies: 3

OOC Comments
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6

Skills:
Intimidation D8
Spellcasting D8
Notice D6 (+2 to vision)
Survival D6
Knowledge Arcana D6
Throwing D6
Taunt D6
Knowledge Alchamy D6
Knowledge Nature D6

Iconic Framework
PPE: 30
Expanded Awareness: detect arcana at will, no PPE cost, as a free action
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
User avatar
Simba
Posts: 43
Joined: Fri Jul 28, 2017 12:23 pm

Re: Simba - in progress

Post by Simba »

Background Simba flies over the Arkansas farmland, forced to use disguise as a native flying animal to protect him from metallic predators. The creatures here are very alien to what he is used to. Communications with them was between impossible to not even feasible. The metallic creatures appeared to work for the natives. It was very scary to see how xenophobic the natives really are. They appear to be working for some of the natives, and try to kill other natives, Simba wasn’t one of the smart ones, just a spiritual adept. He was one of the most talented adepts they have seen.

While flying over a river town, several objects of what Simba has come to learn as transportation for the natives come to a cave system. This was a small group, it was unusual for Simba to see a diverse groups of natives with metallic men. Seeing what Simba could only surmise as the different genders made sense. Even though this world has much more magic potential than his own homeworld, Simba was surprised to see that he has not encountered anyone with the same potential, until this fateful view. One of the natives below him had access to not one but two sources of magic. This was very rare for his people. Simba followed them carefully and invisible as not to alert them. When they killed a whole group of sub natives, Simba was concerned that all these people knew was to kill each other. Seeing the egg hatch, and giant flying lizard emerge, Simba was concerned that it would be this group's lunch, however it appears to have attached itself to the native with two magic sources. That made sense to Simba, it does have great potential.

Following the group back, Simba is surprised to see the buildings are designed differently, as well as a variety of natives there. It is a change of pace from what he has been experiencing for the last few months. With the main bar outside of the castle walls, it makes it easier for Simba to sneak in and lay low to observe how everyone interacts. Simba stays invisible for most of the time, up to 5 hours a day. He learns that the languages the natives use is almost impossible for spoken with his physiology. If he is to continue to interact with the natives, he will need a spell to translate. The natives due use some form of hierarchy, but it does not appear to be based on their sub-species. He is unable to determine what exactly the hierarchy is because it seems so very random. Some metallic men appear to be in command, some partially metallic men are in charge, some that have some sort of life system are in charge, and some that are mystical are in charge. This could be a cast system? How services are provided are also confusing. Simba sees the natives use this square objects, but there does not appear to be any indicators of a value system or worth, or anything. Some of the mystical arts users have also been able to make items that non blessed people can use. This seems dangerous and a bad idea to Simba. The gifts from the Gods and those who are able to manipulate the world need to be very careful with what they do, otherwise the balance is wrecked.

After several months of observations, Simba is able to learn a spell to help with communicate with the natives. While he is still disguised as a native, is able to now able to reduce the amount of attention he is drawing, However, his time is greatly reduced, it is much more effective. Simba learns about the Tomorrow Legion, and has decided that this might be the best chance of helping people out if he is not able to get home. Maybe one day, he will return home with stories and experiences to help guide the next group of children.
Bennies: 3

OOC Comments
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 2; Toughness: 3; Strain: 6

Skills:
Intimidation D8
Spellcasting D8
Notice D6 (+2 to vision)
Survival D6
Knowledge Arcana D6
Throwing D6
Taunt D6
Knowledge Alchamy D6
Knowledge Nature D6

Iconic Framework
PPE: 30
Expanded Awareness: detect arcana at will, no PPE cost, as a free action
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley line Sense: A ley line walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other spects as might apply (Such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new rift. Or one opening anew; within 50 miles.
Ley line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message)
Ley line walking: A ley line walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her pace, at an altitude as high as 1,000 feet.
Spells: Blast, Armor, Burst, Healing, Invisibility, Disguise
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