Goswin Aigner, Elemental Fusionist

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Goswin Aigner
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Joined: Fri Aug 09, 2019 10:00 pm

Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Hero's Journey
  • Magic & Mysticism: [dice:30yay0wk]56902:0[/dice:30yay0wk]
  • Magic & Mysticism: [dice:30yay0wk]56902:1[/dice:30yay0wk]
Starting Gear
  • Universal Credits: [dice:30yay0wk]56902:3[/dice:30yay0wk]x100=800
  • Gear or Valuables: [dice:30yay0wk]56902:2[/dice:30yay0wk]x500=2500
Grenades
  • Armor Piercing: [dice:30yay0wk]56902:4[/dice:30yay0wk]
  • Fragmentation: [dice:30yay0wk]56902:5[/dice:30yay0wk]
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Character Sheet
Goswin Aigner
Rank: Novice Advances: 1 Advances Unspent: 0
Race: Human
Iconic Framework: Elemental Fusionist (Lifesign: Air)
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Pace: 6(d6); Parry: 4; Toughness: 10(4); Strain: 0
Skills (15/15)
  • *Athletics d4
  • *Common Knowledge d6 (1)
  • Fighting d4 (1)
  • +Focus d12 (5)
  • *Notice d6 (1)
  • Occult d10 (5)
  • *Persuasion d4
  • Shooting d6 (2)
  • *Stealth d4
  • +Survival d6+2
Hindrances
  • Impulsive (Major): The daredevil almost always leaps before he looks. He rarely thinks things through before taking action.
  • Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
  • Thin Skinned (Minor): Personal attacks really get under this individual’s skin. As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Edges
  • Channeling: When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
  • Charismatic: Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on Persuasion rolls.
  • *Danger Sense: Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap,
    poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    • *Danger Sense only applies while in Nature
  • Elemental Attunement (Earth): The Fusionist becomes attuned to a new element; either air, earth, fire, or water. Gain access to the element's power list and learn one new power chosen from it. This also unlocks the associated Trappings and a possible fusion pairing.
  • Elementalist: Elemental Fusionists and other arcanists
    can specialize in summoning elemental allies. When using summon ally the hero may choose to use the following ally chart instead.
    • Novice (2 PP): Minor Faerie Folk*
    • Seasoned (4 PP): Minor Elemental
    • Heroic (8 PP): Major Elemental+
      • *see North America: Arcana & Mysticsm
      • + one summoned, at site of elemental power
    With a Critical Failure the creature roams our plane of existence until destroyed or banished; roll on the Reaction Table to determine its initial attitude.
  • Woodsman: Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

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

Trapped Power Name [Barrier] (2 PP) [Seasoned]
  • Range: 6” (Smarts)
  • Duration: 5
  • Trapping: Air/Earth/Lightning
    OOC Comments
    • Effect: Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches
      The wall has a Hardness of 10, and may be destroyed as any other object (see Breaking Things on page 98).
      When the spell expires or the wall is broken it crumbles to dust or dissipates. Trappings are never left behind.
    • Modifiers
      • Damage (+1): The barrier causes 2d4 damage to anyone who contacts it.
      • Hardened (+1): The wall is Hardness 12.
      • Shaped (+2): The barrier forms a circle, square or other basic shape.
      • Size (+1): The length and height of the barrier doubles.
      • Stalwart Walls (+2): The barrier gains +12 MDC Armor.

Trapped Power Name [Bolt] (1 PP) [Novice]
  • Range: 12” (Smarts x2)
  • Duration: Instant
  • Trapping: Air/Earth/Lightning
    OOC Comments
    • Effect: Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
      There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
      The damage of the bolt is 2d6, or 3d6 with a raise.
    • Modifiers
      • Damage (+2): The bolt causes 3d6 damage (4d6 with a raise).
      • Greater Bolt (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise).
      • ONSLAUGHT (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil penalty and Bullets Per Rate of Fire rule) and may be used for Suppressive Fire (see Savage Worlds).

Trapped Power Name [Detect Arcana] (2 PP) [Novice]
  • Range: 6” (Smarts)
  • Duration: 5
  • Trapping: Air/Earth/Lightning
    OOC Comments
    • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. 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).
      Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again
    • Limitations: Aspect (-1)
    • Modifiers
      • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
      • Exalted Detect Arcana (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
        • Active powers and arcane abilities.
        • Type of supernatural creature (vampire, werewolf, dragon, etc.).
        • Enchantments present on an item.
        • Amount of PPE or ISP possessed by a target.
        • Other information the GM allows.
        When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
      • Presence Sense (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

Trapped Power Name [Speed] (2 PP) [Seasoned]
  • Range: Touch
  • Duration: 5
  • Trapping: Air/Earth/Lightning
    OOC Comments
    • Effect: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
    • Limitations: Range (-1); Aspect (-1)
    • Modifiers
      • Additional Recipients (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
      • Quickness (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
      • Exalted Quickness (+4): Speed only. The recipient suffers no Multi-Action penalties.
      • Greater Speed (+2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble.

Trapped Power Name [Silence] (1 PP) [Novice]
  • Range: 6” (Smarts)
  • Duration: 5
  • Trapping: Air/Earth/Lightning
    OOC Comments
    • Effect: Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template—such Notice rolls automatically fail.
    • Limitations: Aspect (-1)
    • Modifiers
      • Mobile (+1): The caster can move the area of effect up to his arcane skill die type each round.
      • Targeted (+0): Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at −2 if the caster gets a raise).
      • Exalted Silence (+1): Targets oppose the caster at –2 or –4 with a raise; silenced magic users cannot activate new powers.

Trapped Power Name [Summon Ally] (2+ PP) [Legendary]
  • Range: 6” (Smarts)
  • Duration: 5
  • Trapping: Air/Earth/Lightning
    OOC Comments
    • Effect: This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well.
      The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.
      The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
      • Novice (2 PP): Attendant
      • Seasoned (4 PP): Bodyguard
      • Veteran (6 PP): Mirror Self*
      • Heroic (8 PP): Sentinel
        • *Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary.
        • SWADE Page 169 for extras’ descriptions.
    • Modifiers
      • Bite/Claw(+1): The ally can bite or claw at Str+d6.
      • Flight (+2): The ally can fly at Pace 12.
      • Mind Rider (+1): The caster can communicate and sense through the ally.
      • Force Multiplication (Varies): Additional allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including modifiers, rounded up).
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Background

According to Goswin’s mother, she gave birth to him in the wilderness during a raging thunderstorm under a tree. She sought shelter there after the wind threatened to blow her hovel down, and his mother claims that Goswin’s first scream was accompanied by lighting striking the very same tree.

Whether the story is true or not, Goswin developed an affinity for his lifesign of air at a young age. True to his lifesign, he has always been as restless as the wind. Scant years later he attuned to Earth, and he has become quite the prodigy at the young age of 18. Unfortunately, his solitary life in the wilderness has left him somewhat thin-skinned.

His mother recently passed, so he has set out to explore the world and find adventure.
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Joined: Fri Aug 09, 2019 10:00 pm

Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Gear

Wilk’s 320 “Classic” Laser Pistol
  • 15/30/60
  • 2d6+1 Damage, AP 3
  • RoF 1
  • Shots: 20
  • +1 Shooting
  • Weight: 2
  • Cost: 11000

Short E-clip (x2)
  • 20/20 Shots (Wilk’s 320)
  • 20/20 Shots (Wilk’s 320)
  • Cost: 5000 (1500 to recharge) each
  • Weight: -

Armor Piercing Grenade (x4)
  • 5/10/20
  • 3d8 Mega Damage, AP 8 (SBT)
  • Weight: .25 each
  • Cost: 700

Fragmentation Grenades (x4)
  • 5/10/20
  • 3d6 Mega Da,age (LBT)
  • Weight: .25 each
  • Cost: 550

Plastic-Man Light EBA
  • +4 Armor, +1 Toughness
  • Minimum Strength: d4
  • EBA is fully enclosed and covers all locations. It provides immunity to disease, poison, or drowning, and +4 to resist cold, heat, electricity, and radiation—see Hazards in Savage Worlds. All EBA have basic communications (radio range five miles), air filtration systems, and five hours of emergency air.
  • Weight: 13
  • Cost: 18000

Infrared Distancing Binoculars
  • High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations
  • Weight: 2
  • Cost: 1200

Dosimeter (1 lb, 200 credits)
  • It can accurately detect the presence and amount of radiation with a Range category band of 5/10/20.
  • Weight: 1
  • Cost: 200

NG-S2 Survival Pack
  • Weight: 20
  • Cost: 3000
  • Contents
    • 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) provides +1 to Healing.
    • 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.

Credits: 650

Contacts
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
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Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

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

Iconic Framework
  • Arcane Background (Gifted): Begin with Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not ISP/PPE). Choose an elemental life sign—air, earth, fire, or water—and gain detect arcana plus four powers from the associated list above. As Gifted, Fusionists have access to Mega Power Modifiers for all known powers, but can't use TW gear.
  • Elemental Brotherhood: Fusionists can see and uncannily converse with all elemental entities, including spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they aren't suicidal.
  • Primal Conduit: Fusionists begin with Strength and Vigor d6, and the Charismatic and Woodsman Edges. They may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy, see Places of Power on page 36.
  • Primordial Bond: While in nature, Fusionists have Danger Sense and may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
  • Sense Life Sign: With an action, Fusionists know the exact details of their life sign element up to a Range of Spirit in miles. Air signs know time, weather patterns, and air purity levels. Earth signs know direction, magnetism, and mineral locations. Fire signs know temperature, flammability, and the location of all fires. Water signs know humidity as well as water location, depth, and purity.
  • Variable Trappings: Fusionists have the Trappings of their attuned elements. When activating powers they may choose which one to use. An air sign Fusionist attuned to all four elements and casting bolt, for example, may freely choose between air, fire, earth, water or lightning (his fusion ability) Trappings for the current power activation.
  • All Thumbs: On a base level, Fusionists don't mix well with tech.
  • Arcane Backgrounds: Their nature doesn't allow Fusionists to take any other Arcane Backgrounds.
  • Cybernetics: Incompatible, even a single implant blocks the use of all abilities.
  • Enemies: Bizarre mutants often mistaken for magic wielders, Elemental Fusionists are often designated “shoot-on-sight” targets for the Coalition and others who violently reject all forms of the supernatural. Fusionists opposing Lord Dunscon find True Federation territory to be hostile as well.
  • Human Mutant: Fusionists must be human and can't choose another race.
Hero’s Journey
  • Magic & Mysticism (09): 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.
  • Magic & Mysticism (09): 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.
Advances
  • Initial Advances: (From Hindrances): Elemental Attunement, Channeling
  • Free Edge (Human): Elementalist
  • Novice 1 Advance: Spirit d10
  • Novice 2 Advance: Life Sign Harmony
  • Novice 3 Advance: Power Points
  • Seasoned 1 Advance: Master Elementalist?
  • 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:
Last edited by Goswin Aigner on Thu Sep 12, 2019 8:36 pm, edited 3 times in total.
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Goswin Aigner
Posts: 64
Joined: Fri Aug 09, 2019 10:00 pm

Re: Goswin Aigner, Elemental Fusionist

Post by Goswin Aigner »

Please, feel free to comment, critique and correct!
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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