Elemental Fusionist
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Elemental Fusionist
HJ
[dice:1srciujk]59968:0[/dice:1srciujk]
[dice:1srciujk]59968:1[/dice:1srciujk]
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Elemental Fusionist
Unda Ignis
Rank: Novice Advances Left:
Race: Human
Iconic Framework: Elemental Fusionist
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 12 (5); Strain: 0
Skills:
Hindrances
Rank: Novice Advances Left:
Race: Human
Iconic Framework: Elemental Fusionist
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 12 (5); Strain: 0
Skills:
- Athletics d6
- Common Knowledge d6
- Notice d6
- Persuasion d6
- Stealth d6
- Survival d6
- Focus d10
- Riding d6
- Fighting d8
- Occult d6
- Taunt d6
Hindrances
- All Thumbs: –2 to use mechanical or electrical devices.
- Limited Path: No additional Arcane Backgrounds
- Cybernetics: Incompatible, even a single implant blocks all abilities.
- Enemies: Human Supremacists and Federation of Magic
- Human Mutant: Fusionists must be human and can't choose another race.
- Heroic: Always helps those in need.
- Illiterate: Grew up in the wilds, survives on her wits
- Phobia (Minor): Scared of heights.
- Elemental Kinship: Can see and converse with all elemental entities
- Primal Conduit: May Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy
- Primal Bond: Make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
- Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action.
- Variable Trappings: May choose any known Trapping when activating powers
- Fusion Synergy (Steam): Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
- Charismatic (IF): Free reroll when using Persuasion.
- Woodsman (IF): +2 to Survival and Stealth in the wilds.
- Danger Sense (IF): Notice roll at +2 to sense ambushes or similar events.
- Channelling (HJ): Reduce Power Point cost by 1 with a raise on the activation roll.
- Power Surge (HJ): Recover 10 Power Points when dealt a Joker in combat.
- Adept (Hind): Choose one power per rank to become an Innate Ability with the Range (self) limitation
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Elemental Fusionist
Powers
Arcane Background: Gifted
Power Points: 15 - Recovery: 5/hour
Environmental Awareness [detect arcana] (PPE/ISP Cost) [Power Rank]
Elemental Manipulation [elemental manipulation] (PPE/ISP Cost) [Power Rank]
Arcane Background: Gifted
Power Points: 15 - Recovery: 5/hour
Environmental Awareness [detect arcana] (PPE/ISP Cost) [Power Rank]
- Range: Range
- Duration: Duration
- Trapping: Chosen Trapping
- Effect: Summary of power
- Modifiers: [modifier](cost); [modifier](cost)
- Range: Range
- Duration: Duration
- Trapping: Flaming gout of fire.
- Effect: Summary of power
- Modifiers: [modifier](cost); [modifier](cost)
- Range: Range
- Duration: Duration
- Trapping: Shimmering mirages
- Effect: Summary of power
- Modifiers: [modifier](cost); [modifier](cost)
- Range: Range
- Duration: Duration
- Trapping: Chosen Trapping
- Effect: Summary of power
- Modifiers: [modifier](cost); [modifier](cost)
- Range: Range
- Duration: Duration
- Trapping: Innate. A steaming shroud of fire and water.
- Effect: Summary of power
- Modifiers: [modifier](cost); [modifier](cost)
- Range: Range
- Duration: Duration
- Trapping: Covers weapon in liquid fire that is cold to touch
- Effect: Summary of power
- Modifiers: [modifier](cost); [modifier](cost)
Elemental Manipulation [elemental manipulation] (PPE/ISP Cost) [Power Rank]
- Range: Range
- Duration: Duration
- Trapping: Swirling field of water and fire.
- Effect: Summary of power
- Modifiers: [modifier](cost); [modifier](cost)
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Elemental Fusionist
Gear
[dice:2g0jvxzz]59972:0[/dice:2g0jvxzz] Universal Credits, and [dice:2g0jvxzz]59972:1[/dice:2g0jvxzz] credits worth of gear or valuables
NG-S2 Survival Pack (20 lb)
Huntsman Medium Personal Armor
- Armor: +5 Toughness: +2
- Weight: 16 lbs (Min Str: d6)
- Rarity: +1; Cost: 24,000
- Range: 12/24/48; Dmg: 3d6 AP: 3; ROF: 1; Shots: 20
- Weight: 4 lbs. (Min Str: d4)
- E-Clips: 2
[dice:2g0jvxzz]59972:0[/dice:2g0jvxzz] Universal Credits, and [dice:2g0jvxzz]59972:1[/dice:2g0jvxzz] credits worth of gear or valuables
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Elemental Fusionist
Advances
- Initial Advances: (Bonus from Hindrances): +1 Fighting, Adept
- Edge(s) granted by Racial Features: New Powers
- Novice 1 Advance:
- Novice 2 Advance:
- Novice 3 Advance:
- Seasoned 1 Advance:
- Seasoned 2 Advance:
- Seasoned 3 Advance:
- Seasoned 4 Advance:
- Veteran 1 Advance:
- Veteran 2 Advance:
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Elemental Fusionist
Liquid Flame Blade
- Damage: Str+3d6, AP 6
- Min Str: d6
- Weight: 3
- Notes: A magic item. Wielder needs d8 minimum Spirit. A successful hit with the weapon does Lingering Damage doing 2d6 damage on the next turn.
Signature