Retired: Karchev (Leyline Walker)

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Karchev
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Joined: Sun Feb 19, 2017 10:33 am

Retired: Karchev (Leyline Walker)

Post by Karchev »

Narrative Hook
[dice]1[/dice]
Hidden Away. Your character may have already been on the road to Castle Refuge,or headed somewhere else. Regardless of destination, his travels drew him near a place off the beaten path, undiscovered and untouched for a very long time. Whatever he discovered in that place, it ultimately led him to seek out the Tomorrow Legion.

Character Name: Karchev
Player Name: Andy L
Rank: Novice
Experience: (+5 PbP, spent during character creation)
Race: Human
Iconic Framework: Ley Line Walker

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) Strain: 0

Skills:
  • Spellcasting: D10
  • Knowledge (Arcana): D10
  • Dragonese/Elven: D6
  • Investigation: D6
  • Fighting: D6
  • Shooting: D6
  • Stealth: D6
  • Notice: D6
Hindrances
  • Hindrance (Major): Code of Honor - Karchev will never willingly attack the Coalition with magic
  • Hindrance (Minor): Wanted - Stole the book of magic and someone wants it back
  • Hindrance (Minor): Cautious - Karchev has to remain in the shadows as much as possible so that the CS doesn’t find him.
Edges
  • Edge: (Class) Arcane Background (Magic)
  • Edge: (Human) Power Points
  • Edge: (Hind) New Power (Healing)
  • Edge: (Advancement) Power Points
  • Edge: Investigator
Powers (Known Spells):
Power Points: 20
(Trapping: Darkness)
  • ARMOR–GREATER ARMOR
    Power Points: 5

    Range: Touch
    Duration: 3 (1/round)
    Success grants +5 M.D.C. Armor, a raise grants +10.
  • BLAST–GREATER BLAST
    Power Points:+4
    Range: 36/72/144
    Duration: Instant
    By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.
  • BOLT–ONSLAUGHT
    Power Points: 2–8 or 4
    Range: 18/36/72
    Duration: Instant
    The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
  • HEALING–MASS HEALING
    Power Points: 6
    
Range: Special
    Duration: Instant
    The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.
  • INVISIBILITY–TRUE INVISIBILITY
    Power Points: 10
    
Range: Self
    
Duration: 3 (1/round)
    Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
    True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
  • TELEPORT–GREATER TELEPORT
    Power Points: 5+
    
Range: Special
    
Duration: Instant
    Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.
  • SMITE–GREATER SMITE
    Power Points: 4
    Range: Touch
    Duration: 3 (1/round)
    This Mega Power version of smite confers two effects:
    * The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    *The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Special Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  • Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Background
  • Karchev has always hated that so much of the universe thought that humans were weak creatures who whose only purpose in life was to be killed, enslaved, or subjugated. What was worse was that was exactly the life he was born into. Born in a small village outside of Coalition States control, Karchev's first memories were serving that D-Bees who had claimed the village as their own. Ruling with powerful magic, the humans of the village had no choice but to serve.

    At a young age Karchev was chosen to be one of several personal slaves of one of the mages. He was to wait in perfect silence and in the corner for his master's orders. Sometimes the master forgot he was even there, so he would just sit quietly in the corner for hours on end. However Karchev did not waste this time. We watched and observed his master. Specifically he watched and learned when his master took out his magical parchments from which he cast his spells. Very slowly, over the years, Karchev learned the basics of magic. His goal was to one day to murder his master and steal his secrets of magic.

    It was in his teen's that Karchev's dream came true, though not in the way he expected. A Coalition State's patrol had found his village and were ordered to purge the village of all hostiles. Not knowing at the time how weak the D-Bees really were, the CS soldiers easily slaughtered all the oppressors. During the chaos of the battle, after watching his former master be incinerated by concentrated laser fire, Karchev stole his master's spell book. He was then ready to sign up for the CS army, an army of his new personal heroes.

    Before he could talk with anyone though, the CS patrol was gone. Karchev gathered his belongings and set off towards ChiTown, where he knew they would want him for the army. It was a long journey and Karchev used the time to learn more about the magic before he enlisted to really impress the officers. He talked with anyone he could about magic, but never let on that he had a magical book. It was during this time he learned about the CS's attitude towards magic. Knowing that these rumors were wrong, he was forced to learn the hard way that the CS had no tolerance for magic or magic users.

    Karchev was disheartened, but he was still determined that he could marry the idea of magic with his love and pride of the Coalition States. He knew that one day he could show the CS that magic could be used to help the CS's war efforts and regain control of earth for humanity.

Gear

Iceblast Shotgun
  • Range: 12/24/48
  • Damage: 1–3d6
  • RoF: 1–2
  • AP: —
  • Shots: 2
  • Weight: 11 lbs
  • Cost: 19,000
  • Notes: Shotgun rules (double-barrel), a hit with a raise creates ice around the target, halving any movement on its next action, requires 1 PPE to load.
NG-33
  • Range: 15/30/60
  • Damage: 2d4+1
  • RoF: 1
  • AP: 2
  • Shots: 20
  • Mags: 1 in gun, 2 out.
  • Weight: 4 lbs
  • Cost: 6,500
  • Notes: Semi-Auto
Ley Line Walker Light Armor (TW)
  • Armor Value: +3 Armor
  • Strength Minimum: NA
  • Environment Protection:
  • Weight: 4 lb
  • Cost: 9,000
  • Note: comes with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases.
Credits:
[dice]0[/dice]

Total Credits: 14000

Hero’s Journey
Enchanted Items & Mystic Gadgets [dice]2[/dice]
Great for both damaging and slowing down enemies, an Iceblast Shotgun is an arcane favorite.

Enchanted Items & Mystic Gadgets [dice]3[/dice]
When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset. This upgraded item also enhances the user’s vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.

Magic & Mysticism [dice]4[/dice]
Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).

Magic & Mysticism [dice]5[/dice]
Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable. (Blast)

Education [dice]6[/dice]
Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Investigator Edge and the Investigation skill at d6.

Advances
  • Iconic Framework Edges: Master of Magic (Mega Spell Powers), Rapid Recharge PPE (1PP per 30 minutes).
  • Heroes Journey Edges: Investigator
  • Initial Advances: (From Hindrances): Power Points (Spell: Smite)
  • Free Edge (Human): New Power (+4 power points)
  • Novice 1 Advance: Alertness
  • 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:
  • Image
Last edited by Karchev on Fri Mar 24, 2017 4:53 pm, edited 4 times in total.
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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