Wormy

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Wormy
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Wormy

Post by Wormy »

Note to Self: update Wormy when full release drops.
Character Sheet

Wormy
Rank: Novice Advance: 2
Race: Zembahk
Iconic Framework: Mystic
Attributes: Agility d6, Smarts d8-2, Spirit d8, Strength d4, Vigor d6
Pace: 5(d4); Parry: 5(1); Toughness: 7; Strain: 0/6
Skills
  • Academics d6
  • Athletics d6
  • Common Knowledge d4
  • Faith
    Staff: d12+1;
    Staff + Damaging Power: d12+4;
    Alternately, Staff + Damaging Power: d12+3 ignore up to -2 in penalties from Called Shots, Cover, Scale or Speed.
  • Fighting d4
  • Notice d8+2
  • Occult d8
  • Performance d8+1
  • Persuasion d8+2
  • Psionics d8
  • Stealth d4
Hindrances
  • D-Bee (Major): The initial reactions to Zembahk typically start at Unfriendly, or Hostile for human supremacists, see The Tomorrow Legion Player's Guide.
  • Enemies: Mystics are equally hated and reviled in the Coalition and the True Federation of Magic.
  • Loyal (Minor): Wormy is unfailingly loyal to his friends and allies.
  • Overconfident (Major): With the Mighty One, Michael Bay, at his back, Wormy believes there is no scenario he and his faith in the mighty Bay cannot overcome. Explosions semi-optional.
  • Quirk (Minor): Some are pyromaniacs and want to watch the world burn. For Wormy, that obsession is explosions and destruction. He tries to solve far too many problems by blowing them up.
  • Vow (Major - Serve the Mighty One): Wormy worships the mighty Bay, an old earth god of war and destruction. The Mighty One was said to have single handedly turned back an invading force of automatons impossibly more advanced than humankind of that time. Though no god, or even demigod, Wormy seeks to emulate the power of the mighty Bay and his glorious destructive ways.. Wormy, of course, only turns his strength against the unworthy such as did the mighty Bay.
Racial Abilities
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Can't Speak: Zembahk have no mouth and communicate entirely through mind link, which they activate with no roll or ISP cost as a free action, Range of Spirit × 5.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • One Prehensile Appendage: Tasks that require two hands, such as some Athletics rolls (GM’s call) or using a twohanded weapon, suffer a −4 modifier.
  • Size –1 (Normal): The average Zembahk is 4’ long and weighs 60 lbs. Their Toughness is reduced by 1 point.
  • Uncanny Reflexes: Zembahk's reflexes grant them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Iconic Abilities
  • Cosmic Confluence: Mystics enjoy the unique ability to exchange their ISP and PPE as needed as a free action. Power Points shifted like this must be used when they are exchanged; they cannot be shifted and then simply stored.
    • For example, if a Mystic shifts 2 PPE to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
  • Spiritual Awareness: Mystics attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
  • Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (relief cannot restore).
Edges
  • AB (Miracles)
  • AB (Psionics)
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Alertness: +2 to Notice rolls.
  • Charismatic: Free reroll when using Persuasion.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • 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.
    : Notice roll at +2 to sense ambushes or similar events.
  • Expert Blaster
  • Some people seem to know someone everywhere they go or make contacts quickly and easily. The contact may not be the most amazingly helpful person—they may even have an unrequited crush on the hero or hate them for some past slight. The person known may be well-placed in an organization, or just as easily a homeless person who knows the word on the street. The point is, however, almost anywhere he goes, the hero seems to have a knack for connecting with people who know something of value or can contact some helpful folks.
    Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.
    : Once per session, invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group).
  • Major Psionic: Gain double Base ISP and ISP from the Power Points (ISP) Edge. Spend 2 ISP for +1 or 4 ISP for +2 to any Psionics roll before rolling.
  • Master of Magic: Gain access to all Miracles Mega Power Modifiers.
  • Power Points (ISP; 1):+10 ISP
  • Power Points (PPE; 1): +5 PPE
  • Rapid Recharge (ISP): Power Points recharge at a rate of 10 points every hour spent resting (see Recharging, page 151).
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • 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.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Wormy
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Re: Wormy the Death Scarf, Mystic, Bringer of Destruction, Expert Blaster and follower of the Mighty Bay

Post by Wormy »

Powers

Arcane Background: Miracles
PPE: 20 - Recovery: 5/hour
PPE: 10 - Recovery: 5/hour
arcane protection, banish, barrier, beast friend, blind, bolt, boost/lower Trait, burrow, burst, detect/conceal arcana, confusion, darksight, deflection, dispel, divination, entangle, elemental manipulation, environmental protection, farsight, fear, fly, havoc, healing, intangibility, invisibility, light/darkness, protection, relief, resurrection*, shape change, slumber, smite, sound/silence, speak language, sloth/speed, stun, summon ally, wall walker, and warrior’s gift.
  • *:Resurrection cannot be taken until Heroic Rank and ignores the Born a Hero setting rule. In addition, the power must be performed as a Ritual requiring a Challenging Dramatic Task for no added benefit.

  • Blaster (+2): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
  • Celestial Silver (+1): For +1 Power Point, any offensive power replaces its normal Trapping with the Celestial Silver Trapping, which counts as both holy and silver for purposes of Weaknesses.
    For example, smite can be cast with Celestial Silver on a weapon and it is a blessed silver weapon for the Duration—extremely effective against vampires and demons.
  • Expert Blaster (+3): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d10. Armor Piercing grants an extra +2 AP.
  • Gift of Life (+1): For one Power Point, the Mystic's healing restores Wounds up to 24 hours old, but she gains a Fatigue level which can only be restored with an hour of rest (relief cannot restore). May be combined with Mass Healing.
  • Soul Blast (+1 to +3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.

Halo [Arcane Protection] (1 PPE) [Novice]
Range: 8; Duration: 5
Trapping: Call forth a Halo filled with the Mighty One's power. The halo attacks any harmful powers targetting the character.
Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
Arcane protection stacks with Arcane Resistance should the recipient have both!
: Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces damage a like amount.
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a −4 penalty (– 6 with a raise).


Explosion [Blast] (3 PPE) [Seasoned]
Range: 16; Duration: Instant
Trapping: Heats a point to extreme temperatures to create explosions of varying scope and power.
Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks, page 97).
: 2d6 (3d6 Raise) damage in a Medium Blast Template.
AREA EFFECT (+0/+1): The caster can focus the blast to a Small Blast Template for no extra cost, or a Large Blast Template for +1.
DAMAGE (+2): The blast causes 3d6 damage (4d6 with a raise).
GREATER BLAST (+4): The blast causes 4d6 Mega Damage (5d6 with a raise).


Miniburst [Bolt] (1 PPE) [Novice]
Range: 16; Duration: Instant
Trapping: A localized version of explosion limited to a single target.
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.
: 2d6 (3d6 Raise) damage ranged attack.
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 may be used for Suppressive Fire (see Savage Worlds).


Shaped Charge [Burst] (2 PPE) [Novice]
Range: Cone Template; Duration: Instant
Trapping: Another variation of explosion with this one funneling the energy along a chosen path.
Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.
Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).
: Cone-shaped attack for 2d6 (3d6 Raise) damage.
DAMAGE (+2): The burst causes 3d6 damage, or 4d6 with a raise.
GREATER BURST (+4): The burst causes 4d6 Mega Damage (5d6 with a raise).


Mystic Sight [Detect Arcana; Innate] (2 PPE) [Novice]
Range: Self; Duration: 5
Trapping: Wormy's eye glows and allows him to see the world as it really is.
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.
: Detects magic for Duration 5.
Limitations: Self (-2); Aspect (-1)
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.


Overload [Dispel] (1 PPE) [Seasoned]
Range: 8; Duration: Instant
Trapping: Target a single weak point of a power, causing an arcane daisy chain of failure and Overloading the power.
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices, page 153).
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action.
In either case, dispelling an opponent’s power is an opposed roll of arcane skills (with a −2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).
If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
: Negates magical effects.
POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
EXALTED DISPEL (+2/+4/+6): For +2 Power Points dispel affects a Small Blast Template, and for +4 points the Blast Template becomes Medium, or Large for +6 Power Points. The caster makes one Arcane Skill roll and compares it to Arcane Skill rolls for the active powers within the Blast Template, negating those where he wins. This affects all powers in the target area unless the Selective Power Modifier is also used.


Astral Projection [Divination] (5 PPE) [Heroic]
Range: Self; Duration: A brief conversation of about five minutes.
Trapping: Wormy enters a meditative trance to interact with otherworldy beings.
Divination allows the caster to contact otherworldly beings or forces to gain information.
Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.
After the preparation time is complete, the caster makes her arcane skill roll. Success allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not).
The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.
Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality.
Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
: Caster asks questions of entities.
COMMUNION (+1): The caster may conduct a lengthy conversation with every entity or spirit in the area, Duration is doubled.


Power of Creation [Elemental Manipulation] (1 PPE) [Novice]
Range: 8; Duration: 5
Trapping: It has been said that everything began with one enormous explosion. This may be true because the Mighty One can grant Wormy limited control over the basic elements of the universe.
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
Here are some ideas for what each element can do. Each is an action.
  • AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
  • EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
  • FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
  • WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
: Allows minor manipulation of basic elements.
ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
ONE WITH THE ELEMENTS (+1): The power’s Duration is measured in minutes instead of rounds.


Sanctuary [Environmental Protection] (2 PPE) [Novice]
Range: 8
Duration: One hour
Trapping: Wormy and those he chooses gain the Mighty One's protection, allowing them to traverse any environment.
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
: Protect target from hazardous environments.
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
LIFE SUPPORT (+1): The power protects against an additional negative environmental effect per additional Power Point spent.


Mending [Healing] (3 PPE) [Novice]
Range: Touch; Duration: Instant
Trapping: Never subtle, Wormy forces a large amount of life force into the injured to heal their wounds and cure their afflictions.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
: Restores Wounds less than an hour old.
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.


Arcane Background: Psionics
ISP: 35 - Recovery: 10/hour
detect/conceal arcana*, empathy, healing, illusion, mind link, mind reading, object reading, protection*, puppet, relief, smite*, speak language, and telekinesis.

Mind's Eye/Hide in Plain Sight [Detect/Conceal Arcana] (2 ISP) [Novice]
Range: Self; Duration: 5 (detect); one hour (conceal)
Trapping: Even without his divine gifts, Wormy's mind is advanced enough to see the unseen or dampen his own arcane signature.
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).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
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.
: Detects magic for Duration 5 or conceals it for one hour.
Limitations: Self (-2)
STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.


Mind over Matter [Healing] (3 ISP) [Novice]
Range: Self; Duration: Instant
Trapping: Wormy can use his psionic powers to direct and amplify his own life force, mending his wounds and curing his afflictions.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
: Restores Wounds less than an hour old.
Limitations: Self (-1)
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.


Telepathy [Mind Link] (0 ISP) [Novice]
Range: 40"; Duration: 30 minutes
Trapping: A Zembahk’s basic form of communication.
Activate as a free action with no roll, mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.
Once activated, the Range between all linked minds is one mile, or five with a raise.
If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
: As a free action with no roll, telepathically connect two individuals within rage. Once active, range of 1 mile or 5 with a raise.
Additional Recipients (+1): The power may affect additional individuals for 1 additional ISP each.


Mind Reading [Mind Reading] (2 ISP) [Novice]
Range: 8; Duration: Instant
Trapping: A more offensive use of telepathy. Wormy dives deeper into a target's mind and steals their thoughts.
Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
: Opposed roll vs Smarts to read mind.

Psychometry [Object Reading] (2 ISP) [Seasoned]
Range: Touch; Duration: Special
Trapping: Wormy's sensitive mind can pick up the impressions left on objects, allowing him to see into their past.
Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence.
Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital video.
: Reveals last five years of an object’s history (100 years with a raise).
STRONG (+2): The caster can see or hear from the item’s creation forward.


Forcefield [Protection] (1 ISP) [Novice]
Range: Self; Duration: 5
Trapping: Wormy creates a protective field of telekinetic energy around himself.
Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
: Grants Armor +2/+4.
Limitations: Self (-2)
MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).


Mindblade [Smite] (2 ISP) [Novice]
Range: Self; Duration: 5
Trapping: Wormy adds telekinetic force to his attacks.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
: Increase a weapon’s damage by +2/+4.
Limitations: Self (-2)

Telekinesis [Telekinesis] (5 ISP) [Seasoned]
Range: 16; Duration: 5
Trapping: Wormy uses the strength of his mind to psionically move objects his body can't.
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise.
Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.
Dropped creatures suffer falling damage as usual.
Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
: Moves items with Strength of d10 (d12 with a raise).
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • 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.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Re: Wormy the Death Scarf, Mystic, Bringer of Destruction, Expert Blaster and follower of the Mighty Bay

Post by Wormy »

Background

Wormy never experienced the horrors of the Splugorth. He simply woke up one day amidst the wreckage of what he can only assume was some terrible transport. It was difficult to identify as it had been shredded to bits. He found traces of others of his kind, but the force that destroyed the vehicle was every bit as effective against the transport's passengers. There was also copious amounts of organic material from other sources to be found.

Surprisingly, Wormy wasn't the only survivor. Another being seemed to have been aboard the vehicle when it ruptured, and they gave Wormy a good accounting of what happened from their perspective of the incident. As much as he hates the thought of his people losing their lives horribly, he came to understand that it was probably a better fate than whatever had awaited them.

Wormy now believes that the Mighty One struck out against His servant’s captors. Using Wormy’s mortal flesh, He enacted a most destructive explosion through His servant. Though Wormy was saved and is forever thankful to the Mighty One, he still mourns the loss of so many Zembahk that day.

Today, Wormy seeks to spread the word of the Mighty Bay and his exploits while travelling with the companion he met so long ago. One day, when too old or damaged to adventure, Wormy intends to create a place of worship for his deity. Today, however, too many people need his help, and any follower of the Mighty Bay strives to spread His righteous, explosive destruction to those who deserve it.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • 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.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Re: Wormy the Death Scarf, Mystic, Bringer of Destruction, Expert Blaster and follower of the Mighty Bay

Post by Wormy »

Gear

Mystic Wand
  • Str+d4 Damage (Min Str d4)
  • PPE: 10 (Recharges at Wielder's Rate of Recharge)
  • Notes: +1 to all Faith rolls, Parry +1; Deals Mega Damage for one round for 2 PP.
  • Weight: 2 lbs

The Small Spark
It is said that the Mighty Bay once used a powerful artifact to turn the tide of battle against humanities most deadly ancient adversary. The automatons were impossibly more advanced than humanity at that time, but with His explosive power and the artifact, the Mighty One destroyed them all.

Today, all that is left is but a tiny shard, the Small Spark, but even this little fragment is imbued with explosive power. In fact, it shimmers with power, and sparks can be seen arcing across its surface. He who wields the Small Spark has unrivaled power over his or her destructive abilities. Today, that someone is Wormy.
The Small Spark.jpg
Edges: Champion, Arcane Marksman
Notes: +2 to Spellcasting when activating damaging powers.
Weight: 1; Cost: 172,000 (-3)


• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.
(Patron Item)
Image
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
Contains
• A strange, thumb-sized stick (Credit Chip)



Jim (Golem)
  • Golems are humanoid Automatons with gems for eyes, hearts of iron, and bodies formed from clay. Animated by ancient rituals and guided by runes and inscriptions placed within their body, these constructs are nearly indestructible. They obey only their creator and will follow her last command until they are destroyed.
    • Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+2
    • Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Shooting d6+2, Stealth d8
    • Pace: 6; Parry: 7; Toughness: 30 (12)
    • Hindrances: Loyal, Mute, Vow (Major—Obey creator)
  • Gear: Great Vibro Sword (Str+2d8 MD, AP 16, Reach 2); Light Missile Launcher (AP Warhead: 150/300/600, 5d6 MD, AP 30, RoF 1, Shots 8/8 [8 Extra], SBT, Full Reload 24,000)/(HE Warhead: 150/300/600, 6d6 MD, AP 16, RoF 1, Shots 8/8 [8 Extra], MBT, Full Reload 24,000); Enchanted Circlet (+2 Shooting)
    Special Abilities:
    • Almost Indestructible: Golems gain +12 MDC Armor and +4 Toughness from their rune-embedded clay bodies. Even if blown up or chopped to bits, an Incapacitated golem regenerates completely within 2d6+12 hours unless its iron heart is removed from its chest cavity.
    • Bash: Str+d6, AP6, Mega Damage.
      Construct: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; doesn’t breathe, immune to Disease, Poison, and Radiation.
    • Fast Regeneration: Golems make a natural healing roll every round.
    • Fear (−2): Golems cause Fear checks
      at −2 when encountered.
    • Fearless: Immune to most Fear effects and Intimidation.
    • Hardy: Does not suffer a Wound from being Shaken twice.
    • Size 3 (Normal): Golems stand 12 feet tall and weigh 2000 pounds.
    • Warded: Golems are created by ancient and powerful magics which make them invulnerable to banish, dispel, and most arcane mind control effects like illusion, puppet, slumber, stun, etc. They gain +4 to rolls to resist other magical effects.


Credits: 55,300

Contacts
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • 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.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Re: Wormy the Death Scarf, Mystic, Bringer of Destruction, Expert Blaster and follower of the Mighty Bay

Post by Wormy »

Advances

  • Arcane Background (Miracles): Mystics begin with Arcane Background (Miracles) choosing three powers from the list above, the Master of Magic and Power Points (PPE) Edges, as well as a d6 Faith skill. Mystics begin with 15 PPE (10 PPE base, plus 5 from Power Points).
  • Arcane Background (Psionics): Mystics are psionics and begin with Arcane Background (Psionics) and Major Psionic, choosing three powers from the list above, as well as a d6 Psionics skill and 20 ISP (10 ISP base, doubled by Major Psionic).
  • Cosmic Confluence: Mystics enjoy the unique ability to exchange their ISP and PPE as needed as a free action. Power Points shifted like this must be used when they are exchanged; they cannot be shifted and then simply stored.
    For example, if a Mystic shifts 2 PPE to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
    Mystic Senses: Extrasensory perception and attunement grant Mystics the Alertness (applies to Spiritual Awareness) and Danger Sense Edges.
  • Spiritual Awareness: Mystics attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (relief cannot restore).
  • Arcane Duality: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
  • Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (page 113). Except for them the disruption affects two skills (−1 to both Faith and Psionics skills per point of Strain).
  • Enemies: Mystics are equally hated and reviled in the Coalition and the True Federation of Magic.
  • Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the Vow must be “good” per GM’s approval). If the Mystic violates his chosen Hindrance in a minor way, give the character a −2 to his Faith rolls for one week. A Major abrogation of his Hindrance robs him of all miracle powers for one week. Egregious violations or repeated minor violations cause the character’s Faith based abilities to be forsaken until the penitent hero completes a great quest or task of atonement.
  • Power Activators: Like all other casters, Mystics must have their hands free to perform gestures and have the power of speech to cast miracles (see Power Activators on page 119). Entangled, Bound, silenced or otherwise muted Mystics cannot activate new miracle powers until they are free.
  • Arcane Feeders: Zembahk absorb ambient energy, and do not eat or drink.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Can't Speak: Zembahk have no mouth and communicate entirely through mind link, which they activate with no roll or ISP cost as a free action, Range of Spirit × 5. Ignore speech requirements for power activation.
  • Cyber Resistant: Can’t take cybernetics of any kind.
  • D-Bee (Major): The initial reactions to Zembahk typically start at Unfriendly, or Hostile for human supremacists, see The Tomorrow Legion Player's Guide.
  • Instinct Over Intellect: Zembahk act on instinct, suffering a −2 penalty to Smarts rolls, but not linked skills.
  • Intuitive Psionics: Zembahk begin with Arcane Background (Psionics), +5 ISP, and the following powers: detect/conceal arcana*, healing, protection*, smite*, and telekinesis. If a Zembahk chooses a Framework providing Arcane Background (Psionics) it follows all the normal rules except five of its starting powers are the ones listed above (even if not normally allowed), and gains four powers to its starting total (e.g. a Zembahk Burster starts with seven powers).
  • Intuitive Casters: Zembahk begin with Arcane Background (Miracles), +5 PPE, and the following powers: arcane protection, bolt, dispel, environmental protection, and elemental manipulation. If a Zembahk chooses a Framework providing Arcane Background (Miracles) it follows all the normal rules except five of its starting powers are the ones listed above (even if not normally allowed), and gains four powers to its starting total (e.g. a Zembahk Mystic starts with seven Miracles powers).
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Mystic Worm: Zembahk begin with Spirit d6 (trait maximum d12+2), and treat all arcane skills as linked to Spirit.
  • One Prehensile Appendage: Tasks that require two hands, such as some Athletics rolls (GM’s call) or using a twohanded weapon, suffer a −4 modifier.
  • Reduced Pace: Reduce Pace by 1 and running die by one die type.
  • Reject the Material: Zembahk don't wear clothing or armor, and don't have the opposable digits needed for using complex equipment. Most have no use for starting gear, and care not for wealth.
  • Severely Restricted Path: Zembahk are limited to the Ley Line Walker, Mind Melter, or Mystic Iconic Frameworks.
  • Size –1 (Normal): The average Zembahk is 4’ long; -1 Toughness.
  • Thick Skinned: Zembahk have +3 Toughness
  • Uncanny Reflexes: Zembahk's reflexes grant them -2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • Education (11): Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Academics at d6. She also gains +1 to Persuasion and Performance rolls.
  • 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.
  • Enchanted Items & Mystic Gadgets (1): Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
  • Magic & Mysticism (7-9): Magic users benefit from a variety of spells. Your hero gains either the New Powers Edge or any one power (Blast) normally unavailable (except resurrection).
Attributes
  • Agility: d6 (1)
  • Smarts: d8-2 (2)
  • Spirit: d8 (IF + 1)
  • Strength: d4
  • Vigor: d6 (1)
Skills (15/15 + 3/3 Smarts):
  • Academics (Sm) - d6 (HJ)
  • Athletics (Ag) - d4 (Core + 1)
  • Common Knowledge (Sm) - d4 (Core)
  • Faith (Sp) - d12 (d6 IF + 5)
  • Fighting (Ag) - d4 (1)
  • Notice (Sm) - d8 (Core + 2)
  • Occult (Sm) - d8 (3/3 Smarts)
  • Performance (Sp) - d8 (3)
  • Persuasion (Sp) - d8 (Core + 2)
  • Psionics (Sp) d8 (d6 IF + 1)
  • Stealth (Ag) - d4 (Core)


Advances
Initial Advances: (From Hindrances): Blaster, Expert Blaster
Novice
  • Advance 1: Charismatic
  • Advance 2: I Know a Guy
  • Advance 3: Power Points (ISP)
Seasoned
  • Advance 4: Rapid Recharge (ISP)
  • Advance 5:
  • Advance 6:
  • Advance 7:
Veteran
  • Advance 8:
  • Advance 9:
  • Advance 10:
  • Advance 11:
Heroic
  • Advance 12:
  • Advance 13:
  • Advance 14:
  • Advance 15:
Legendary
  • Advance 16:
  • Advance 17:
  • Advance 18:
  • Advance 19:
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • 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.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Re: Wormy the Death Scarf, Mystic, Bringer of Explosive Destruction, Expert Blaster and Follower of the Mighty Bay

Post by Daniel »

Looks great (I see you are working on powers) but it looks great. Don’t forget to up the Toughness. Fun character!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Wormy
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Re: Wormy the Death Scarf, Mystic, Bringer of Explosive Destruction, Expert Blaster and Follower of the Mighty Bay

Post by Wormy »

Q120:
+1 Zombie Benny (Carries over between Quarters)
+1 Conviction (Interlude)
+1 to Persuasion Skill
N3 Advance: Power Points (ISP)
S1 Advance: Rapid Recharge (ISP)
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • 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.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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