Human Lord Magus
Posted: Thu Oct 10, 2019 6:51 pm
Mahkah Mato
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: Lord Magus
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 (d6 run); Parry: 6; Toughness: 5; Strain: 0
Skills:
Athletics d6 (1)
Fighting d8 (3)
Common Knowledge d6 (Advance)
Notice d8 (2)
Persuasion d6 (1)
Stealth d8 (2)
Occult d8 (IF)
Spellcasting d8 (IF)
Fighting d8 (HJ) (1)
Shooting d8 (HJ) (2)
Taunt d8 (3)
Thievery d4 (advance)
Hindrances:
Major: Overconfident
Minor: UWW Exile
Minor: Loyal
Edges:
AB: Magic (I.F.)
Magi of Dweomer (I.F.)
Power Points (I.F.)
Rapid Recharge (I.F.)
One with Magic (I.F.)
Wealthy (MARS)
Connected (MARS)
Background
Gear
Standard Gear
Mage Staff
Shard Pistol
Advances
M.A.R.S. Package: Lord Magus
M.A.R.S. Rolls: Wealthy and Connected
A strong Suit of Armor
NG Camo Armor
This armor has an embedded Multi-Optics Helmet (see page 86) providing enhanced vision, targeting, and combat readout through the integral Heads Up Display, see page 86.
Hero’s Journey
Magic and Mysticism: Auto Raise
Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Spells: Invisibility, Teleport, Stun (Auto-Raise), Silence, Slumber
Advances
Initial Advances: (From Hindrances): Raise Dexterity, Raise Smarts
Adaptable: Edge: Wizard
Novice 1 Advance: Assassin
Novice 2 Advance: Humiliate
Novice 3 Advance: Danger Sense
Seasoned 1 Advance: Raise Thievery and Common Knowledge
Seasoned 2 Advance: One with Magic (Seasoned)
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: Lord Magus
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 (d6 run); Parry: 6; Toughness: 5; Strain: 0
Skills:
Athletics d6 (1)
Fighting d8 (3)
Common Knowledge d6 (Advance)
Notice d8 (2)
Persuasion d6 (1)
Stealth d8 (2)
Occult d8 (IF)
Spellcasting d8 (IF)
Fighting d8 (HJ) (1)
Shooting d8 (HJ) (2)
Taunt d8 (3)
Thievery d4 (advance)
Hindrances:
Major: Overconfident
Minor: UWW Exile
Minor: Loyal
Edges:
AB: Magic (I.F.)
Magi of Dweomer (I.F.)
Power Points (I.F.)
Rapid Recharge (I.F.)
One with Magic (I.F.)
Wealthy (MARS)
Connected (MARS)
Background
Gear
Standard Gear
Mage Staff
Shard Pistol
Advances
M.A.R.S. Package: Lord Magus
M.A.R.S. Rolls: Wealthy and Connected
A strong Suit of Armor
NG Camo Armor
This armor has an embedded Multi-Optics Helmet (see page 86) providing enhanced vision, targeting, and combat readout through the integral Heads Up Display, see page 86.
Hero’s Journey
Magic and Mysticism: Auto Raise
Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Spells: Invisibility, Teleport, Stun (Auto-Raise), Silence, Slumber
Advances
Initial Advances: (From Hindrances): Raise Dexterity, Raise Smarts
Adaptable: Edge: Wizard
Novice 1 Advance: Assassin
Novice 2 Advance: Humiliate
Novice 3 Advance: Danger Sense
Seasoned 1 Advance: Raise Thievery and Common Knowledge
Seasoned 2 Advance: One with Magic (Seasoned)
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance: