Novice Female Lyn-Srial, Necromancer, and Psychopomp
Iconic Framework: Necromancer Description
Golden, leathery skin and wings with an avian head. Surrounded with an aura that just feels... off.
Her Gladius armor has been heavily customized by Hans as part of conversion, and has a Dios de los Muertos feel.
Spellcasting d12+3 (Staff of Power, Professional Edge, Special Advance)
Stealth d4
Hindrances: Delusional (Minor) Believes herself to be a literal psychopomp Can’t Swim (Minor) Vengeful (Major) Heroic (Racial): In addition, counts as Supernaturally Good Wanted (Racial): Major-Coalition Alien Physiology (Racial): -2 to Healing checks, compatible medical supplies cost double, Cyber-Resistant D-Bee Major (Racial): Initial Reaction Unfriendly/Hostile, cannot get goods or services when Unfriendly or worse. Non-standard Build (Racial): -2 for using gear not adapted for her race. Gear costs x3. Enemies (IF): Shoot-on-sight for Coalition; evil Necromancers will target above others. Oath (IF): Only cast zombie on the willing; either negotiate beforehand, or with divination to speak to the dead (see Powers). Spooky (IF): -2 Persuasion with the living, unless community is acclimated to Necromancers.
Edges: Flight (Racial): Fly at 12" + run d6, use Athletics for maneuvers. Four Arms (Racial): Ignore 2 points of MAP Low Light Vision (Racial): Ignore Low-light/Dark Illumination Penalties Regeneration (Racial): Natural Healing roll 1/day, may regenerate lost limbs AB: Spellcasting (IF): 10 PPE, d6 Spellcasting, divination, zombie, resurrection, puppet, drain Power Points Artificer (IF): Can create minor magic items. Master of Magic (IF): Access to Mega-Modifiers Necromantic Prodigy (IF): Free re-roll on some Powers: boost/lower Trait, divination, drain Power Points, fear, slumber, zombie Phylactery (IF): Stores up to 30 PPE. Siphon PPE (IF): Take PPE from willing targets, up to 10", can channel excess into Phylactery Power Points Edge (IF, S4): +5 PPE each Spiritual Awareness (IF): Use detect/conceal arcana as Innate, self/aspect Limitations; Notice check to see ghosts, ethereal and invisible. Undead Link: Roll Natural Healing 1/day; free reroll on Social rolls w/undead (not CritFails); +4 vs. Vampiric puppet Master Necromancer (Hind): Undead creations gain +1 DT Strength, Vigor and existing Skills Professional (Hind): Spellcasting d12+1 Rich (HJ): 2 "Gear" HJ Table Rolls, +15K Starting Wealth Concentration (HJ): Double Duration on non-Instant Powers Power Master (HJ): Success on a selected Power is considered a Raise: zombie Power Master (HJ): Success on a selected Power is considered a Raise: drain Power Points New Powers (N1): boost/lower Trait, deflection Elan (N3): When spending a Benny to re-roll, get +2 to the final roll Filthy Rich (S2): +2 Body Armor HJ Table Rolls, applied to existing Body Armor New Powers (S3): slumber, sloth/speed
Bone Staff
Str+1d6, Reach 1, Parry +1, Two-handed
Stores up to 10 PPE for Spells/Charging
Grants +1 to Spellcasting rolls
Spend 2 PPE to have it do MD for 5 rounds
Scrimshaw Kit (Signature Item)
This small leather carrying-case contains a complete set of tools used in the carving of bone and ivory. When used by someone with a PPE-based Arcane Background and the Artificer Edge, the tool-set enables the user to actually imbue bone and leather items with magical power. Charon simply claims that the tools were given to her by Raven during hr 'initiation'. The intricate and finely crafted tools also work marvelously when used to fix machines.
Base Item: Magical version of the Field Repair Kit. Grants a base +1 to all Repair rolls.
Upgrades:
Minor (x2): +1 to Repair rolls. (Total net +3)
Major: Minor Item Creation Edge
Major: Major Item Creation Edge
Cost for Repair Purposes:
6000 Credits base
Minors +20K
Major: MIC Edge +100K
Major: MIC Edge +150K
Total: 276,000 Credits
Auracles of Spineas (Patron Item) (Bronze, SWADE)
Very Rare Enchanted Spectacles Magic Features:
• These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
• Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
• Weight: 1 lb.
NG-S2 Survival Pack
Wooden cross and wooden stakes
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).
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.
Ancestral Blessing/Curse (boost/lower Trait)
PPE: 2; Range: 10"; Duration: 10 (boost); Instant (lower)
Trappings: Toss chalk-dust at the target while calling upon their ancestors.
Success/Raise: Increase/Decrease target's selected Trait by 1/2 Die-types (min d4 for lower)
Victims of lower Trait roll Spirit as a free action at the end of their turn to try to shake off the
effect; Success lowers it by one step, Raise lowers it by two.
MODIFIERS:
ADDITIONAL RECIPIENTS (+1): Affect one additional target each time this is applied.
GLOW (+1, lower): Target is surrounded with a glowing aura; attackers negate 1 point of Illumination Penalty, target suffers -2 to Stealth
HINDER (+1, lower only): Target also suffers -2 Pace until effect ends
HURRY (+1, boost only): Target also gains +2 Pace for Duration.
RANGE (+1/+2): x2/x3 Range
SHROUD (+1): Attacks suffer -1; +1 to Stealth
STRONG (+2, lower only): Spirit roll to shake off is at -2
GREATER BOOST (+2): Success/Raise: Free Reroll per Round/Action
GREATER LOWER (+2): Target also suffers -2 to all rolls with that Trait.
Spiritual Awareness (detect arcana; Innate, Self-only, Aspect)
PPE: 1 (Limitations give 2 pts for Modifiers/Bonus); Range: Self; Duration: 10
Trappings: Eyes shimmer with dark violet light 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 soon. 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).
Modifiers:
EXALTED DETECT ARCANA (+2, or +0 with Auracles): 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.
Protection of the Ancestors (deflection)
PPE: 3; Range: 10"; Duration: 10
Trappings: Toss chalk dust at target while calling upon their ancestors for protection
Success/Raise: -2/-4 to attack rolls against target
MODIFIERS:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
additional Power Point each.
HURRY (+1, boost only): Target also gains +2 Pace for Duration.
RANGE (+1/+2): x2/x3 Range
SHROUD (+1): Attacks suffer -1; +1 to Stealth
GREATER DEFLECTION (+3): Success/Raise = -4/-6 to attack rolls, instead.
Converse with the Fallen (divination)
PPE: 5 (2 to negotiate for zombie); Range: Self; Duration: Conversation of about 10 minutes
Trappings: Voice doubles, eyes go completely black as she converses with the dead.
Prepare for 1 minute (minimum). Requires either gravesite or item of the deceased.
Success gets answers by spirit's personality; Raise gets more helpful/direct answers, even against
spirit's preferences.
Cannot cast on the same spirit more than once per 24 hours.
Free Re-Roll.
MODIFIERS:
COMMUNION (+1): The caster may conduct a lengthy conversation
with every entity or spirit in the area, Duration is doubled.
Soul Draught (drain Power Points)
PPE: 2; Range: 10"; Duration: Instant
Opposed by target's Spirit; -2 to casting roll if different AB.
Success/Raise: Steal 1d6 PPE/ISP
Free Re-roll, Auto-Raise
MODIFIERS:
RANGE (+1/+2): x2/x3 Range
PPE THIEF (+2): The caster steals 2d6 Power Points.
All Who Live Serve Death (puppet)
PPE: 3; Range: 10"; Duration: 10
Trappings: Violet aura surrounds Charon as she speaks in sepulchral tones
Opposed by target's Spirit
Success: Target obeys commands that do not directly harm himself or those he cares about.
Raise: Spirit roll required to resist self-/care-harm. Success = ignore command; Raise = break free.
Commands are general, not specific.
MODIFIERS:
ADDITIONAL RECIPIENTS (+2): The caster may affect others at the cost of 2 Power Points each.
FATIGUE (+2): Target suffers from one level of Fatigue which cannot cause Incapacitation while duration lasts.
RANGE (+1/+2): x2/x3 Range
MIND CONTROL (+3): Spirit rolls to resist commands are at −2 (– 4 with a raise). If the caster has and uses mind
link on the target, she may extend her control of him to any distance, even out of her sight.
Moribund (sloth)
PPE: 2; Range: 10"; Duration: Instant
Trappings: Charon gestures, pulling energy from the target, causing them to feel aged and decrepit
Success: Target Moves at half-speed
Raise: Movement counts as an Action
At the end of their turns, the target can roll Spirit to shake off the effect
MODIFIERS:
AREA OF EFFECT (+2/+3): MBT/LBT
SELECTIVE (+1, only with AoE Modifier): Can choose targets within AoE
RANGE (+1/+2): x2/x3 Range
STRONG (+2): Spirit roll to end effect is at -2
GREATER SLOTH (+2): The target cannot run, and with a raise is Vulnerable.
Grave Prelude (slumber)
PPE: 2; Range: 10"; Duration: 1 Hour
Trappings: Charon hums a funeral dirge, and the target has a vision of their own funeral while they sleep.
Resisted with Spirit
Success/Raise: Target falls asleep; loud noises or vigorous shaking permit a new Spirit roll
Raise: Spirit rolls are at -2
MODIFIERS:
AREA OF EFFECT (+2/+3): MBT/LBT
SELECTIVE (+1, only with AoE Modifier): Can choose targets within AoE
RANGE (+1/+2): x2/x3 Range
GREATER SLUMBER (+2): Spirit roll to resist effect or wake is at -2/-4
Vitalitas (speed)
PPE: 2; Range: 10"; Duration: 10
Trappings: Charon gestures outward, hurling an ephemeral orb of light that enters the target, causing them to feel youthful and invigorated
Success: Doubles basic Pace and running bonus
Raise: Ignore -2 Running Penalty
MODIFIERS:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
QUICKNESS (+2): The character’s total Multi-Action penalty each turn is reduced by 2.
EXALTED QUICKNESS (+4): The recipient suffers no Multi-Action penalties.
GREATER SPEED (+2): Running gives maximum result possible. With a raise the recipient is also Nimble (-1 to be hit, +1 to Evasion rolls)
Master of the Ferry (resurrection)
PPE: 30; Range: Touch; Duration: Instant
Trappings: Charon experiences a vision-quest, ferrying the soul back across the River Styx
Four hour concentration period, as a Ritual. Target must have been dead no longer than one year, and reasonably
complete corpse.
Casting roll at -8; Success = target with 3 Wounds and Exhausted; Raise = Exhausted.
MODIFIERS:
POWER (+5): The hero can raise a spirit dead up to a decade for +5 Power Points.
Call Upon the Pact (zombie)
PPE: 3; Range: 10"; Duration: 2 Hours
Trappings: Place a leather strap around the neck of the corpse, inscribed with the terms of service
Zombies have the Physical Attributes and Skills from life; Smarts, Spirit & linked Skills are d4s.
Raise increases one die-type by 1 (Caster's Choice)
Master Necromancer: Free Re-roll; Strength, Vigor and all Skills are increased one die-type.
Free Re-Roll. Auto-Raise
MODIFIERS:
ADDITIONAL ZOMBIES (+1): A larger horde can be raised in a single casting by paying
an additional 1 Power Point for each extra zombie raised.
ARMED (+1 per Zombie): The dead rise with a rusting weapon common to their setting
and environment. Choose one:
• Hand Weapon: Str+d6.
• Ranged Weapon: Range 12/24/48, Damage 2d6.
ARMOR (+1 per Zombie): The horrors crawl from their grave wearing 2 points of Armor.
This might be old chain mail, rusting plate, rotting bulletproof vests, etc.
MIND RIDER (+1): The caster can communicate and sense through one of the undead
he’s conjured. If it’s destroyed, he may jump to any of the others currently under
his control.
PERMANENT (0): The zombie is given unlife until Incapacitated by Wounds. The
Power Points used to raise it are “invested” and unavailable until it’s destroyed. The
necromancer may terminate his creations’ unlife at any time, regardless of sight,
distance, or other factors. His Power Points then begin recharging normally.
Permanent zombies remain animated even if their creator is slain!
RANGE (+1/+2): x2/x3 Range
MUMMY (+2): Raising a humanoid corpse as a Mummy requires preparing the body with 1,000
credits worth of natron powder and resinated wrappings during an hour-long ceremony.
Mummy Stats
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d12
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Intimidation d8, Notice
d8, Persuasion d4, Shooting d6, Stealth d8, Survival d6
Pace: 6; Parry: 7; Toughness: 20 (8)
Hindrances: Ruthless (Minor), Mute,
Vow (Major—Obey creator)
Gear: Usually armed with crumbling Armor (+4)
Melee weapons (Str+d8 Mega Damage, AP 2)
Special Abilities:
Arcane Wrappings: The resin-impregnated linen wrappings of a
mummy provide it +4 Armor and +2 Toughness
Bite/Claw: Str+d6 Mega Damage
Fear (−2): Cause Fear checks at −2 when encountered
Fear only Fire: Mummies are immune to most Fear effects and
Intimidation, except for large fires which cause Fear (bonfires or larger).
Mummies instinctively avoid or circumnavigate trenches of fire,
flamethrowers, burning structures, etc.
Invulnerable: Mummies can only be Shaken by most attacks, including
arcane and Mega Damage, which punch holes into the undead husk
only to instantly regenerate.
Hardy: Does not suffer a Wound from being Shaken twice.
Undead: These ambulatory corpses gain +2 Toughness and Called Shots
do no extra damage. They gain +2 to recover from being Shaken, don’t
breathe and are immune to Cold, Disease, Heat, Poison, and Radiation.
Warded: The ancient and powerful magics that create mummies make
them invulnerable to banish, dispel, and most arcane mind control effects
like illusion, puppet, slumber, stun, etc. They gain +4 to resist other magical
effects.
Weakness (Fire): Mummies can only be harmed by fire, plasma,
and explosive based attacks, which deal +4 damage; Wounds from
such attacks cannot be healed or regenerated
Powers from Gear
Owl's Vision (darksight, self only)
PPE: 1 (cast at +1 due to Self Limitation); Range: Self; 1 hour
Trappings: Behind the goggles, eyes grow almost comically large.
Success/Raise: Ignore 4/6 points of illumination penalties; Raise = see in pitch-darkness.
Eagle's Vision (farsight, self only)
PPE: 1; Range: Self; Duration: 5
Trappings: Behind the goggles, eyes take on the erratic, wild-eyed look of a raptor.
Success: Able to read print/lips at up to 1 mile away.
Raise: Reduce Range penalties by 1/2
Dust I
In fabled Tryth-Sal, a child plays with something small, white and elongated, making the dust take shapes in the sloping sunlight. She giggles in delight. Then she tilts her head, beaked mouth opening in surprise. Immediately, she jumps up, flying clumsily (for she is young and not fully adept at flight, yet) to her mother. "Grandmother Kol-lak says to not trust the Trader, Victor, Mother!"
Her mother, a gentle woman named Sal-harn, furrows her brow in confusion. "Your grandmother died three nights ago, Khar-enn."
The child glances over her shoulder at the dust, then turns and nods. "Yes. She says that is how she knows he cannot be trusted."
Hero's Journey Rolls:
EXP & WIS 10: Background Edge of Choice (Rich, gain two "Gear" HJ rolls)
MAG & MYS 12: Cast one Power as an auto-Raise on Success--zombie
MAG & MYS 12: Cast one Power as an auto-Raise on Success--drain Power Points
MAG & MYS 3: Concentration Edge
Rich Bonus Rolls:
Body Armor 1: Choice, NG Gladius
Enchanted Items 1: Staff of Power
Filthy Rich Bonus Rolls:
Body Armor 16-17: +1 Toughness
Body Armor 5-6: +2 Armor
Current Status
PPE:
Self 15/15
Staff 10/10
Phylactery 30/30
Bennies:
3/3
January 1st 2022 Rewards —
~ You each earn 1 Advance for playing October November December (N2)
~ Bonus, mini advance (for 4 great weeks in September) you can each add a +1 to any one Skill you have!): Spellcasting
~ Bennies reset (you might still have your Zombie bennie, it carries over between quarters)
- Bonus Advance for intense play. (N3)
April 1st 2022: One Advance (S1)
July 1st 2022: One Advance (S2)
October 1st 2022: One Advance (S3)
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
Mummy Flint, for ease of use:
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Athletics d10+1, Common Knowledge d6, Fighting d12, Intimidation d10, Notice d10, Persuasion d6-2, Shooting d8, Stealth d10, Survival d8
Pace: 8/d8; Parry: 7; Toughness: 27 (11)
Hindrances: Ruthless (Minor), Vow (Major—Protect Paragould), Ugly (Major, -2 Persuasion)
Gear:
Huntsman Armor (+5 Armor, +2 Toughness)
Armored Cloak (+2 Armor, +1 Toughness)
L-20 Laser Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2, 40 Shots)
Vibro-Longsword (Str+d10 Mega Damage, AP 10)
0/4 High Explosive Grenades (5/10/20, 3d10, AP 4, MBT)
1/4 Frag Grenades (5/10/20, 5d6, LBT)
Animation Amulet (2 Major, 2 Minor: Gives Flint perpetual self-animation [takes 1@ Major/Minor], as well as the Fleet-Footed Edge and +1 to Athletics rolls)
Special Abilities:
Arcane Wrappings: The resin impregnated linen wrappings of a mummy provide it +4 Armor and +2 Toughness
Bite/Claw: Str+d6 Mega Damage
Fear (−2): Cause Fear checks at −2 when encountered
Fear only Fire: Mummies are immune to most Fear effects and Intimidation, except for large fires which cause Fear (bonfires or larger).
Mummies instinctively avoid or circumnavigate trenches of fire, flamethrowers, burning structures, etc
Invulnerable: Mummies can only be Shaken by most attacks, including arcane and Mega Damage, which punch holes into the undead husk
only to instantly regenerate
Hardy: Does not suffer a Wound from being Shaken twice.
Undead: These ambulatory corpses gain +2 Toughness and Called Shots do no extra damage. They gain +2 to recover from being Shaken, don’t
breathe and are immune to Cold, Disease, Heat, Poison, and Radiation.
Warded: The ancient and powerful magics that create mummies make them invulnerable to banish, dispel, and most arcane mind control effects
like illusion, puppet, slumber, stun, etc. They gain +4 to resist other magical effects.
Weakness (Fire): Mummies can only be harmed by fire, plasma, and explosive based attacks, which deal +4 damage; Wounds from
such attacks cannot be healed or regenerated.
Paragould Zombies (10):
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Shooting d8
Pace: 4; Parry: 5; Toughness: 20 (7)
Hindrances: Hesitant
Edges: Brute
Gear: Huntsman Armor (+5 Armor, +2 Toughness)
Armored Cloak (+2 Armor, +1 Toughness)
L-20 Laser Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2, 40 Shots)
Vibro-Longsword (Str+d10 Mega Damage, AP 10)
4 High Explosive Grenades (5/10/20, 3d10, AP 4, MBT)
4 Frag Grenades (5/10/20, 5d6, LBT)
Special Abilities:
Bite: Str+d4.
Fearless: Mindless undead are immune to Fear and Intimidation.
Undead: +2 Toughness; +2 to recover from being Shaken; no additional
damage from Called Shots; doesn’t breathe; immune to Disease and Poison.
Weakness (Head): Called Shots to a zombie’s head do the usual +4 damage