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Norona (MARS Wilderness Scout)

Posted: Fri Nov 25, 2016 9:14 pm
by Norona
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Heroic Experience: 76 (VV 01-10-2019) Advances Left: 1
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8+2
  • Survival d10+2
  • Tracking d10+2
  • Piloting d8
  • Channeling d12+1
  • Shooting d8
  • Fighting d8
  • Knowledge (Arcana) d10+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2
Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Distinctive D-bee (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Channeling d6
Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Protect all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals
  • Death Wish (Minor): Knows he will die once darkness is expelled from the Dinosaur Swamps
Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.
  • Beast Bond: Character may spend Bennies for his animals
  • Alertness: +2 to Notice rolls
Powers
  • Restituo [Greater Healing]
  • Exilium [Banish]
  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: When this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type
  • Genius Loci (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: Can summon creatures native to the Dinosaur swamps.
  • Vox Clara (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: Being linked intimately to the ecosystem allows the character to speak to animals in their own voice while they are in the Dinosaur swamps.
  • Potentiam (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: The close link the the environment allows the caster to influence environmental conditions within the Dinosaur swamps.
  • Praesidio (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Protects caster, and others, from negative environmental effects in the Dinosaur swamps.
  • P.P.E. 25
Trappings
  • Intellectus [Clairvoyance] (3+ PPE/ISP) [Seasoned]
    Range: Varies
    Duration: 3 (1/round)
    Trapping: Allows awareness of anything happening in the Dinosaur Swamps. Effect is limited to the swamps.
Effect
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
OOC Comments

Greater Intellectus [Clairvoyance] (3+ PPE/ISP) [Seasoned]
Range: Varies
Duration: 3 (1/round)
Trapping: Allows awareness of anything happening in the Dinosaur Swamps. Effect is limited to the swamps
Effect
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
Trapped Mega Power Name [World Scry] (6+ PPE/ISP)
Range: Varies
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
Summons
Image
Shape Change (Water Leviathan)
Image

Re: Norona (M'adukar Wilderness Scout)

Posted: Sat Nov 26, 2016 6:45 pm
by Norona
Gear

Cyber-Knight Light Armor (TW)
Stats
  • Stats: +4 Armor, +3 Pace and +1" to leaping distances
  • Power: invisibility
  • Armored Stats: Pace: 11, Toughness 10 (4)
Spirit Bow
Stats
  • Range: 30/60/120
  • Damage: 3d6 (4d6 AP6 against supernatural evil)
  • ROF: 1
  • Payload: Unlimited
  • Weight: 3
  • Note: Mega Damage. Fires spirit arrows—unlimited Shots.Requires min. Spirit of d8
L.A.M.P. - Light Amplifying Multi-Purpose Pistol
Stats
Image
A laser pistol with a dual selector knob and wrapped with extremely flexible monocrystalline solar panels that collect solar energy and mystically fuse it with the weapon's power cell. In pistol mode the weapon fires focused blasts of light that sting vampires and other creatures sensitive to sunlight. Turning the selector knob widens the beam creating a swath of brilliant daylight useful for illuminating dark places or keeping dark creatures at bay. Putting the knob halfway makes a low power ray suitable for cooking or boiling water for coffee.
Base Item: Wilk's 227 Pulse Pistol
Minor: Add a Trapping Sunlight.
Major: Add a Power light

L.A.M.P. (Light Amplifying Multi-Purpose Pistol)]
  • Range: 18/36/72
  • Damage: 2d6+1, AP 2 (Semi-Auto, 3RB)
  • RoF: 2
  • Shots: 24
  • Weight: 3 lbs
  • Base Cost: 18,000
  • Mod Costs: 5,000+20,000 = 25,000
  • Notes: light power uses Cone Template emanating from the weapon's barrel instead of Large Burst Template and is considered sunlight.
Wilk’s 447 Laser Rifle
Stats
  • Range: 40/80/160[/size]
  • Damage: 3d6[/size]
  • RoF: 1[/size]
  • AP: 2[/size]
  • Shots: 20[/size]
  • Weight: 5 lbs[/size]
  • Cost: 18,000[/size]
  • Notes: Semi-Auto[/size]
TW Vibro-Sword
Stats
A vibro-sword powered by magic and etched with holy symbols of Shaintair.
Image
  • Damage: Str+d10[/size]
  • Weight: 9 lbs[/size]
  • Cost: 11,000[/size]
  • Notes: AP 4, 1 P.P.E. to activate for 3 rounds[/size]
  • Archanon's Glory: When activated the sword is surrounded with an intense, white hot, holy light, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage and counts as holy against creatures of supernatural evil.[/size]
Unicorn Horn
Info
Summon a Unicorn (Summon Ally) once per session
LightForce Hunting Goggles
These hunting goggles are designed for stalking and hunting. Acting like an arcane head’s up display (HUD) the goggles analyze, track, and target both mundane and supernatural opponents. The analyzer allows a hero to gain specific advantages over her foes while the mystical targeting system assists in tracking down and drawing a bead on the target. The goggles require 2 Power Points per hour of use
Details
Image
Powers: boost/lower trait, detect arcana
Targeting System: +2 Tracking, Offsets 2 points of Shooting penalties
Weight: 4 lbs
PPE Storage: 10 (2 PPE per hour of use)
Cost: 102,275
Time: 7d6 days + 11d6 hours
NG-S2 Survival Pack

Zoffa, Dire Wolf
A friend and travelling companion (Note: considered an extra per Beast Master Edge. If killed, the hero finds a replacement in 2d6 days.)
Stats
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6
Pace: 10; Parry: 6; Toughness: 6

Special Abilities
  • Bite: Str+d6.
    Go for the Throat: Wolves instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
    Fleet-Footed: Dire wolves roll d10s instead of d6s when running.
Wingboard
Stats
  • Size: 0[/size]
  • Acc/TS: 10/80[/size]
  • Toughness: 10 (1)[/size]
  • Crew: 1[/size]
  • Notes: Exposed Crew, Handling 3, LL, VTOL[/size]
Stinger Hovercycle
Image
CS-400 Stinger Hovercycle
Stinger Hovercycle: Size 2, Acc/TS 15/80, Toughness 17 (8), Crew 1
Notes: Exposed Crew, Hover
Weapons:
  • Light Laser (fixed forward)
  • Mini-Missile Launcher (fixed forward)
Credits: 0

Norona (MARS Wilderness Scout)

Posted: Sat Nov 26, 2016 6:48 pm
by Norona
Background

An alien sun
Warm but forever cold
Never to shine on
Everwall’s breadth
Or southern seas

The Storm Forest of Shaintair is known for its weather, but never a storm like the one that separated the druidic acolyte Norona from his family forever. The three moons, Unidar, Diadar, and Lianar were at the peek of their fullness bringing deep magic to the land and with it, a magic fueled storm. The trees bent and nearly broke as tendrils of blue energy arced across the night sky. Norona and his family huddled in their hut, sheltering from the storm when one of the tendrils struck them. Mother and father faded from sight. Sister and brother torn from each other.

When he awoke, alone, the next morning Norona was in an unfamiliar forest with trees and creatures like nothing he had seen in his highland home. Yet, he also felt a strong connection to the land. He quickly learned to survive in this savage wilderness, drawing on the strange elemental powers of this new land. He set himself to study and learn, to find a way back to his home, to his family.

With no family of his own, Norona found comfort in the creatures of the earth often preferring their company to those of the more settled human communities. Nonetheless, his searching took him across the continent to seek counsel from scholars in Lazlo, Kingsdale, even the Federation of Magic. Yet, none offered a glimpse of home.

Settled in his lot Norona set himself to make his new home a better place. During his travels he helped as many people as he could, making contacts throughout the Domain of Man. This desire to help is what eventually drew him to the Tomorrow Legion.

Norona (MARS Wilderness Scout)

Posted: Sat Nov 26, 2016 6:49 pm
by Norona
Advances

Iconic Framework
OOC Comments
  • Add one die type to Vigor.
  • „„Begin with Notice d6, Survival d8, and Tracking d8.
  • „„Begin with the Fleet-Footed and Woodsman Edges.
  • „„Begin with the Crazy’s starting gear.
Hero’s Journey
OOC Comments
  • Magic & Mysticism, 5 - +5 PPE
  • Enchanted Gear, 15 - TK Revolver
  • Experience & Wisdom, 7 - Danger Sense
MARS Fortune & Glory
OOC Comments
Fortune and Glory
  • 9, Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
  • 3, A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
  • 10, Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
Rich
OOC Comments
  • Body Armor, 2, Choose any body armor
  • Body Armor, 19, +1 Pace
Narrative Hook
OOC Comments
7 - Blood Is Thicker. When all else fails, there’s always family. Then again, for some, the loss of a family member is the driving force for what they do. This result directly connects your hero’s story to her relationship with one or more family members, or perhaps to the loss of her family in this savage, terrible world. Somehow, joining the Legion is a part of it all.
Advances
OOC Comments
  • From Interludes: Beast Bond
  • Initial Advances: (From Hindrances): Scholar, Beast Master
  • Bonus (from GM): +1 Spirit
  • Free Edge (Racial): AB Magic
  • Free Skill (Racial): Channeling d6
  • Cybernetic Modifications:
  • Novice 1 Advance: New Power: Elemental Manipulation
  • Novice 2 Advance: New Power: Beast Friend
  • Novice 3 Advance: Strength d4>d6
  • Seasoned 1 Advance: New Power: Environmental Protection
  • Seasoned 2 Advance: Master of Magic
  • Seasoned 3 Advance: Power Points (via Adventure Card, must spend next advance on this)
  • Seasoned 4 Advance: Smarts d8>d10
  • Veteran 1 Advance: Fight d6>d8, Channeling d8>d10
  • Veteran 2 Advance: New Power: Greater Healing
  • Veteran 3 Advance: +1 Smarts
  • Veteran 4 Advance: New Power Clairvoyance
  • Heroic 1 Advance: +1 Survival and Tracking
  • Heroic 2 Advance: +1 K/Arcana and Channelling
  • Heroic 3 Advance: New Power: banish
  • Heroic 4 Advance: Power Points
  • Legendary 1 Advance: Professional
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

Re: Norona (MARS Wilderness Scout)

Posted: Mon Apr 02, 2018 7:29 pm
by Norona
Bennies: 2

Puchased EP Bennie October 10th: https://savagerifts.com/sr/viewtopic.ph ... 432#p59367

Adventure Cards
None.