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Lucianna Archon True Arcane Prodigy

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Lucianna
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Lucianna Archon True Arcane Prodigy

Post by Lucianna »

Player Name: Christian
Google Handle: crapgame7
Character Name: Lucianna
Rank: Novice Experience: 17 Advances Left: 1
Race: Archon (custom race)
Iconic Framework: ARES True Prodigy
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d4/d6, Vigor d6
Charisma: -2; Pace: 6; Parry: 6 (enchanted item); Toughness: 13 (7); Strain: 0; PPE: 30
Skills:
  • Spellcasting d12+3 (IF+2, edges, enchanted item)
  • Fighting d6 (2)
  • Shooting d6 (2)
  • Notice d8 (3)
  • Kn: Arcana d8 (IF+1)
  • Stealth d6 (2)
  • Survival d4 (1)
  • Taunt d6 (2)

Hindrances
  • Hindrance (Major): Curious
  • Hindrance (Minor): All Thumbs (tech only, not TW)
  • Hindrance (Minor): Poverty (doesn’t grasp value of credits)

Edges
  • AB: Magic: Grants access to Magic (IF)
  • Master of Magic: Grants access to Mega powers for all powers known (IF)
  • Rapid Recharge: Regains 1 PPE every 30 minutes (IF)
  • Improved Rapid Recharge: Regains 1 PPE every 15 minutes (IF)
  • New Power: x2, new powers (IF)
  • Expanded Awareness: detect arcana as free action (IF)
  • Marksman: May use spells as if taking the Aim maneuver, if no movement in a turn, granting +2 to casting roll (with spellcasting, HJ)
  • Slow Regeneration: May make a natural healing roll once per day (IF)
  • Professional: Spellcasting (+1 to chosen skill) (hindrance)
  • Expert: Spellcasting (+2 total to chosen skill) (hindrance)
  • Elan: +2 any time a benny is spent (Novice 1)
  • Rich: 5000 credits and 2 rolls on HJ equipment tables (F&G roll in game)
  • Connnections: Connections with a faction (Cyber-Knights / Lord Coake)
  • Connnections: Connections with a faction (True Atlanteans / Sebazio Lengdosia)

Powers -- PPE: 30
Invisibility
  • Sound Absorption trapping
-- Lucianna quickly fades into nothing

True Invisibility
  • Sound Absorption trapping
-- Lucianna quickly fades into nothing

Dispel
  • Light trapping
-- the affected creature or item glows brightly and then fades, almost as if the target suffered a power surge which then burns out

Exalted Dispel
  • Sunlight trapping
-- the area is blasted with light, creating the same burnout as listed above

Bolt
  • One Bolt: Sound (deafening boom) -- an invisible bolt traveling at immense speed, making a sound like swiftly rolling thunder
  • Two Bolts: Cold/Ice (fatigue, range reduced by 1/2) -- two bolts of deep blue frost leap from Lucianna's hand, striking the foe and chilling them to the bone
  • Three Bolts: Acid (corrosion) -- three bolts of luminescent purple acid spray like a jet stream at their target
  • Extra Damage Bolt: Fire (+2 AP for +1 PPE) -- a large blast of raging purple fire streaks towards her foe, seeking out any weaknesses in their armor
Onslaught
  • One Bolt: Plasma -- a bolt of glowing plasma lances outward at speed, coating the target
  • Two Bolts: Lightning (spasms) -- Lucianna's inherent glow surges slightly before two streaks of purple lightning arc towards the enemy
  • Three Bolts: Sunlight -- beams of sunlight radiate from Lucianna's outstretched fingers
  • Four Bolts: Fire (heat/fatigue) -- purple and white flame bolts sizzle as they reach out to the unlucky target, roasting the hapless foe on impact
  • Extra Damage Bolt: Magic Missile (reskinned Fire/Heat, +1 PPE for +2 AP) -- a massive blast of pure magical energy streaks like a missile, ignoring some of the target's armor as it strikes
Blast
  • Fire trapping (chance to ignite flammable objects)
-- a ball of fire falls from the sky, immolating anything standing there

Greater Blast
  • Lightning trapping (armor piercing, +1 PPE for 2 AP)
-- Thor himself would be proud of the blast of lightning called from even the clearest skies

Deflection
  • Darkness/Shroud trapping (-1 ranged to hit)
-- Lucianna is enveloped in a shroud of magical darkness, making it even more difficult to strike her

Greater Deflection
  • Darkness/Shroud trapping (-1 ranged to hit)
-- Lucianna is enveloped in a shroud of magical darkness, making it even more difficult to strike her

Blind
  • Sunlight trapping
-- a beam of sunlight shines directly into the eyes of the victim

Greater Blind
  • Electricity/Lightning Spasms trapping (shock to the eyes/optics to overload the receptors, be they cybernetic relays or biological nerves; Vigor roll or -2 to Parry)
-- arcs of purple electricity spark and shoot between the eyes/optical receptors of the intended target
Last edited by Lucianna on Mon May 14, 2018 7:04 pm, edited 20 times in total.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Lucianna
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Lucianna

Post by Lucianna »

Background:
Lucianna is an Archon, a creature of magical, spiritual essence. Her normal plane of existence sustains no physical forms. A council of this race's elders dispatched several scouts through a conjured rift to investigate Rifts Earth, curious about the energies of this realm that had been previously dormant, but now had awoken with a fury during the events of Tolkeen. As these creatures passed through the portal, they were given a physical form to better interact with the world they were investigating. Lucianna and Varimathras, one of her companions, found themselves in the area of the Mississippi River ley line. Choosing each to their direction, they explored their surroundings, Varimathras to the area of the Federation of Magic, and Lucianna to Tolkeen. Eventually, she found herself in the company of El Paso's Hope, a group of wandering heroes. A blue giant, called Vitan, wielding an equally impressive hammer; a red skinned humanoid rhino named Ignis; a shifty rogue who went by the name Stank; a wizard called Lorn; a valiant knight/alchemist named Tala; and the woodsman, Dorn. They were in Tolkeen recovering an object of immense importance. They said Reid would pay well for it if recovered. They did recover it; a spherical device, supposed to mean doom for vampires. They invited Lucianna back to El Paso, and then recruited her to be their 7th member for the Call for Heroes.

The 1st round has not gone well. Big blue, Vitan, is down near a zone ranger. Ignis, though missing a leg and an arm, is hidden behind it reloading his silver railgun (rather inefficiently). In the first moments of action, a horrible mist flooded the arena. Suddenly, 33 were-cat vampires appeared, surrounding them! Two compatriots, the ranger and thief, died in the initial assault. The alchemical knight Tala tumbled down a spiral stair case after being flung by a creature! Lorn the bright used a sunlight blast that fried many, but he got raked across the face. You took a blow to the head and are just awaking near Lorn on the west side of the battle field. It seems new heroes have joined the battle!
Last edited by Lucianna on Fri Jan 05, 2018 11:39 pm, edited 5 times in total.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Lucianna
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Re: Lucianna Archon True Arcane Prodigy

Post by Lucianna »

Gear
Shard Pistol (TW)
  • Range: 15/30/60
  • Damage: 2d8+1
  • RoF: 3
  • AP: 1
  • Shots: 36
  • Weight: 4 lbs
  • Cost: 72,000
  • Notes: 3RB; lower Trait (Vigor) activated by Shooting (ice Trappings), requires 3 PPE to load.
Flaming Sword (TW)
  • Damage: Str+d10
  • Weight: 1 lbs
  • Cost: 90,000
  • Notes: AP 4, Mega Damage, ignore minimum Strength, and targets may catch fire (see Savage Worlds). Looks like a normal sword hilt until activated (free action).
Adventure Survival Armor (TW) (in storage)
  • +4 Armor
  • Strength Minimum: N/A
  • Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
  • Weight: 5 lb


Combat Mage Armor (TW)
  • +7 Armor, as well as a Strength increase of one die type.
  • Strength Minimum: N/A
  • Environment Protection: Full
  • Weight: 9 lb
  • Note: Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work.


Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.

Enchanted item, base: club (Str + 1d6)
Major Modifications:
  • Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
  • Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
  • Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
  • Add Power: Arcane Deflection - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks. When activated, the glowing light in the crown of the scepter expands and encompasses the wielder. Spend 2 PPE/ISP as a free action to activate Arcane Deflection for 3 rounds, adding -2 to be hit by magical / psionic attacks, +2 armor vs. magical / psionic attacks, and +2 to trait rolls to resist opposed powers. Note: this does not grant access to the Greater Deflection power for mega magic users, as this is an action by the scepter, not a spell cast by the wielder.
Minor Modifications:
  • +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
  • +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
Scepter
Lucianna scepter.jpg

Credits: 3000 + 1 TW-able gemstone worth 5,000 credits

Contacts
Lord Coake of the Cyber-Knights

Sebazio Lengdosia of Atlantis
Last edited by Lucianna on Sun May 27, 2018 8:40 pm, edited 12 times in total.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Lucianna
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Re: Lucianna Archon True Arcane Prodigy

Post by Lucianna »

Advances
Elan Edge - Novice 1

Iconic Framework
Race: Supernatural Creature
  • Supernatural Abilities: You gain a +1 die type increase to one of your abilities (Spirit), of choice. These creatures also have Slow Regeneration, making a natural healing roll once per day.
  • Weakness: Your character is more susceptible to attacks that include a particular substance or trapping. Work with your GM to fill this out, but good examples might include silver, cold iron, salt, cold, fire, electricity, or even arcane darkness effects. He suffers +4 damage when hit by such an attack, or is –4 to resist the effects.
  • Not from Around here: You grew up far from the campaign location. Your character suffers –2 to Common Knowledge rolls relating to local geography, history, and current events and people.
  • Supernatural Aura: An air of your supernatural origin sits on you like an aura. It unnerves normal townsfolk. While the nature of your supernatural appearance is up to you, you still experience subtle discrimination as people are either afraid, nervous, or simply don’t like you. In addition to the roleplaying effects above, your hero’s Charisma suffers a –2 modifier among all but his own people.
Power & Greatness:
  • Superior Arcane Power: Be it through natural talent, external imbuing, or simply hardcore training, you have a knack with a particular Arcane Background. If you already have an AB from your Origin Story or Race, you must take the True Prodigy option; if you rolled 4 twice for Power & Greatness, you may also choose to take True Prodigy instead of re-rolling P&G. If your chosen race cannot use Arcane Backgrounds, reroll. If your chosen race cannot use Arcane Backgrounds using P.P.E., pick one with Psionics.
  • Arcanist Extraordinaire: Possessed of extraordinary talents in spellcasting. Your character has Arcane Background (Magic), 15 P.P.E., Spellcasting d8, the Rapid Recharge Edge, the Extra Power Edge (total of 4), and Knowledge (Arcane) d6. Use the Ley Line Walker Power List.
  • True Prodigy: Use this option for any character who already has an AB from an earlier source (Origin or Race). Your character gains Master of Magic or Major Psionic (if they already have Major Psionic, they gain Master Psionic), the Improved Rapid Recharge Edge, the New Power Edge, and one of the following Edges, depending on their AB, ignoring other requirements:
    Magic: Wizard or the Expanded Awareness Ley Line Walker Feature.

Hero’s Journey
  • Magic & Mysticism
    • Roll result: 3
    • Marksman Edge (used with Spellcasting)
  • Magic & Mysticism
    • Roll result: 10
    • Add 1 power from list of any rank, or 1 Novice power from any list
  • Magic & Mysticism
    • Roll result: 2 for 1 trade = 17
    • All damage dealing spells do Mega Damage, and all Mega Damage spells gain +5 AP

ARES Power & Greatness
Power and Greatness
  • 4
  • Arcanist Extraordinaire
Power and Greatness
  • 4
  • True Prodigy

Advances
  • Initial Advances: (From Hindrances): Professional, Expert (Spellcasting)
  • Novice 1 Advance: Elan
  • Novice 2 Advance: +1 Spirit
  • Novice 3 Advance: New Power
  • 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:
Veliana-archon 3.jpg
Veliana-archon 3.jpg (78.46 KiB) Viewed 3400 times
Archon Race
Race: Supernatural creature (Archon: corporeal magical being)
+1 Spirit
Slow Regeneration
Weakness: Cold Iron
-2 Common Knowledge
Supernatural Aura: -2 Charisma

P&G choice: 4-4
Arcanist Extraordinaire & True Prodigy
AB: Magic
Master of Magic
Rapid Recharge & Improved Rapid Recharge
5 New Power Edges
Expanded Awareness

Racial features
Positive: 8
  • +1 Smarts (2)
    +1 Spirit (2)
    +15 PPE (3)
    Low Light Vision (1)
Negative: 6
  • Cyber-Resistant (-1)
    Restricted Path: ISP (-1)
    Distinctive D-Bee - being has a very slight glow, and the eyes often crackle with energy; can be concealed with clothing/armor and eye shielding/sunglasses (-1)
    Racial enemy: Psi-Stalkers - the Archon are the corporeal forms of magical essences, and are quite delicious (-1)
    -1 Strength rolls - the Archon body is not built for physical feats of strength (-2)
Record of Rolls
HJ 1 - Magic & Mysticism: 1d20 (7) [Make removable] -- +5 PPE TRADED 2 FOR 1
HJ 2 - Magic & Mysticism: 1d20 (12) [Make removable] -- Rapid Recharge (duplicates ARES edges)
HJ 3 - Magic & Mysticism: 1d20 (13) [Make removable] -- Rapid Recharge (duplicates ARES edges)
HJ 4 - Magic & Mysticism: 1d20 (10) [Make removable] -- +1 power of any rank, or 1 novice any power

Reroll HJ 2 (duplicate): 1d20 (3) [Make removable] -- Marksman Edge using spellcasting
Reroll HJ 3 (duplicate): 1d20 (15) [Make removable] -- On raise, reduces PPE cost of powers by 1

Trading 2 for 1 - +5 PPE & Reduce Cost for result 17: All damage dealing spells are MD, and all MD spells gain +5 AP

Credits: 1d4 (3) [Make removable] x 1000

Edit: added Narrative Hook: 1d20 (10) [Make removable]
Last edited by Lucianna on Tue Apr 03, 2018 2:31 pm, edited 2 times in total.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Lucianna
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Re: Lucianna Archon True Arcane Prodigy

Post by Lucianna »

4/1/2018: Add +1 Spirit
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Lucianna
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Re: Lucianna Archon True Arcane Prodigy

Post by Lucianna »

5/18/2018: Rolled on Mythic Rifter Legendary table - Big Damn Hero: Spend a benny and add +2 to the result. For each benny spent this way you add an additional +2. This stacks with Elan and applies to damage. Example: Your hero wants to spend 3 bennies for extra effort: roll 1d6+6 and add it to the result, if you had elan in the above scenario, roll 1d6+8! You also gain +1 benny each session.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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