Rill Lightwalker, Fennodi Mystic Healer

"Go west, young man" - Horace Greeley
GM: Tribe of One
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Rill Lightwalker, Fennodi Mystic Healer

Post by Rill »

Narrative Hook: [dice:duso3t7z]18550:0[/dice:duso3t7z]
Enchanted Items and Mystic Gadgets: [dice:duso3t7z]18550:1[/dice:duso3t7z]
Experience and Wisdom: [dice:duso3t7z]18550:2[/dice:duso3t7z]
Magic & Mysticism: [dice:duso3t7z]18550:3[/dice:duso3t7z]
Training: [dice:duso3t7z]18550:4[/dice:duso3t7z]
Enchanted Items and Mystic Gadgets: [dice:duso3t7z]18550:5[/dice:duso3t7z]
Starting Funds: [dice:duso3t7z]18550:6[/dice:duso3t7z]x1,000= 5,000

Replacement roll for first Enchanted Items and Mystic Gadgets roll (LLW Armor), with GM's permission:
Training: [dice:duso3t7z]18550:7[/dice:duso3t7z]
Last edited by Hardin on Sun Sep 10, 2017 4:23 pm, edited 1 time in total.
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Re: Fennodi Mystic Healer - For the 18th COT

Post by Rill »

Character Sheet

Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Character Name: “Brother” Rill Lightwalker
Rank: Seasoned Experience: 48 +1 free Advance Advances Left: 0
Race: Fennodi
Iconic Framework: Mystic
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d6, Vigor d6
Charisma: 2, from IF (-4 with Coalition, assuming they don’t like Mystics); Pace:6; Parry: 8 (9 with Nymbu staff or shield); Toughness:16(9) or 22(15) vs. ranged w/shield; Strain: 0
Skills:
  • Fighting d10 (5 from HJ, 1 spent at character creation)
  • Shooting d4 (1)
  • Riding d4 (1)
  • Stealth d4 (1; this is the "Quiet" in "Quiet Walker")
  • Notice d8 (3)
  • Psionics d10 (2, started w/d6)
  • Survival d6 (2)
  • Streetwise d4+4 (including HJ and Charisma bonus) (1)
  • Knowledge (Occult) d10 (4)
  • Knowledge (Politics) d8 (0)
  • Healing d6 (2)
  • Investigation d6 (2)
  • Mysticism d10 (Started with a d8, 2 spent at character creation)
  • Persuasion d6+4 (including HJ and Charisma bonus, +1 more if Communications Band is active) (2)

Hindrances
  • Pacifist (Major) (IF): Major Pacifists won't fight living characters under any circumstances. They may defend themselves, but won't do anything to permanently harm sentient, living creatures. Note that undeniably evil creatures, undead, demons, and the like are fair game. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.
  • Vow (Major): The character has a vow of some sort. Whether it's Major or Minor depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. Whatever the Vow, it's only a Hindrance if it actually comes into play from time to time and causes the character some discomfort. Note: Rill is a traveling minister and has vowed to bring light and healing to the people of Rifts earth in the name of God.
  • Quirk: Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. He feels compelled to say last rites, including over (mortal) foes killed by his companions. This being a Minor Hindrance, he typically waits for combat to be over before doing this.
  • Curious (treated as Minor w/GM approval): It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what's behind a potential mystery.

Edges
  • Arcane Background (Psionics) (Race, IF)
  • New Power (Psionics) (Race, IF): armor
  • New Power (Psionics) (Race, IF): intangibility
  • New Power (Psionics) (Race, IF): telepathy
  • New Power (Psionics) (Race): clairvoyance. Note: all Fennodi start with the first three powers listed above, and any who take an Iconic Framework with Arcane Background (Psionics) automatically gain one additional power at character creation than normally allowed.
  • Arcane Background (Miracles) (IF)
  • New Power (Miracles) (IF): healing (Note: He always gets the raise effect, from HJ)
  • New Power (Miracles) (IF): greater healing
  • New Power (Miracles) (IF): succor
  • New Power (Miracles) (IF): light/obscure
  • New Power (Miracles) (IF): detect arcana
  • New Power (Miracles) (IF): divination
  • New Power (Miracles) (HJ: Nymbu staff): barrier
  • New Power (Miracles) (HJ: Nymbu staff): banish
  • Master of Magic (IF): Mystics have the Master of Magic Edge, gaining Mega Powers for all their known powers.
  • Rapid Recharge (IF): Mystics also have the Rapid Recharge Edge, though it only applies to their PPE recovery (not ISP).
  • Alertness (IF): Not much gets by your hero. He's very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
  • Danger Sense (IF): Your hero can sense when something bad is about to happen. Anytime he's about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable.
  • Martial Artist (HJ): This represents his training in the Art of Nodox, the traditional defensive martial art practiced by the Fennodi. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule. With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).
  • Block (HJ): Further reflecting his training in the Art of Nodox, Rill adds +1 to his Parry. Note: This Edge replaced the Brawler Edge from the HJ Training Table that accompanied Martial Artist, with GM's permission.
  • Healer (from 5xp Advance): A hero with this Edge adds +2 to all Healing rolls (including natural healing rolls for his own wounds), whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.
  • Power Points (from 10xp Advance): +5 PPE.
  • Major Psionic (from 30xp Advance): Double base ISP, spend ISP for benefits when activating powers.

Racial Attributes
  • Distinctive D-Bee: With their non-human appearance and inherent psionic ability, Fennodi face prejudice from the Coalition. They suffer −4 Charisma when dealing with CS citizens.
  • Infravision: Fennodi see in the infrared spectrum. They halve lighting penalties when fighting anything radiating heat.
  • Issues With Cold: The Fennodi prefer the prairies and deserts of the New West for a reason. They suffer −4 to resist cold environment effects, and cold-based attacks do +4 damage to them.
  • Natural Psionics: Fennodi begin with the Arcane Background (Psionics) Edge, and start with the following three powers: armor, intangibility, and telepathy. If a Fennodi chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework). The Fennodi gains one additional power to his starting total (e.g., a Fennodi Burster starts with four powers, a Mind Melter with six).
  • Visual Accuity: The Fennodi's wider range of vision provides +2 to sight-based Notice checks.
Bennies 0
4 Starting
  • -1 to EE
    -2 to EE
    +1 for joker
    +1 for joker
    -1 to EE
    -1 to EE healing on Blurre
    -1 to stabilize Ronin
ISP 28
30 base
-2 for healing (converted to PPE)
Regenerate 1/hour
PPE 0
20 base
Regenerate 1/30 minutes
-4 for Greater Slumber
-10 (estimate) for Greater Barrier
-4 for Greater Slumber
-2 for Healing
Staff PPE 10
10 base
Regenerate 1/30 minutes
0 Wounds, 0 Fatigue
Wound tracker
Last edited by Rill on Mon Jul 02, 2018 5:15 am, edited 12 times in total.
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Re: Fennodi Mystic Healer - For the 18th COT

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Background
Rill grew up in an unremarkable fashion for a Fennodi, on a ranch where his father was a cattle hand. Upon reaching young adulthood, Rill took to wandering the New West, hiring himself out at ranches or farms as he went. While he lacked his father’s innate talent with the animals, Rill could sit a horse and new the basic ins and outs of the trade, and he did well enough for himself.

In his travels, he saw the good and bad that Rifts earth had to offer. On the one hand, good people with adventurous spirits colonized and thrived in a harsh, beautiful land. On the other, all manner of monsters, bandits, and other ne’er do wells prowled the shadows, and the Coalition States (and similarly-minded groups) spread the propaganda of hate and fear far and wide. This troubled Rill to his core, and he often retreated into the familiar forms of the Art of Nodox to clear his mind and calm his spirit. He found that he had a real talent for the Art, and took to practicing it daily, almost religiously.

One day, his travels brought him to an old trading post called Black Mesa. While there, he encountered a preacher in the midst of a sermon to a diverse group, full of humans and d-bees alike. The preacher was a fiery man, and he held aloft a book with which Rill was unfamiliar, regularly thumping its cover with one hand while he preached. The man told tales of woe and punishment, of hellfire and damnation, and Rill lost interest quickly; there was plenty of that to go around already on Earth. No need to hear about it for the afterlife, too.

As he turned to go, a lean, old human in a black collar reached up and touched Rill’s shoulder saying, in a quiet voice, “Don’t mind him too much, little brother. He can get carried away.” The man smiled at Rill and continued, “You, my friend, are in need of something, I can tell. Will you lend me a moment of your time, and perhaps we will both be the better for it?” The old man had a certain air about him, an aura that Rill could not quite describe, and Rill found himself nodding in the affirmative.

The man turned out to be Reverend Jeremy Thatcher, a Mystic and a missionary and, it turned out, Rill’s new mentor. Reverend Thatcher gave Rill his first bible, and taught him stories of a pacifist God made flesh, who did not resist violence, who healed people by the power of faith, and who even raised the dead. Rill’s journey on the path of Mysticism had begun.

Reverend Thatcher taught Rill to have faith, and then how to use that faith to perform mighty miracles of his own. As he learned and grew in his new powers, the Fennodi predisposition toward nonviolence became Rill’s spiritual channel, enabling him to perform more potent miracles with greater frequency. After training in Black Mesa and the surrounding area with the reverend for several years, he felt the call to go and use his abilities as God had, to heal the sick and to bring light to the people of the New West (in his case, literally, thanks to the light power).

And so he began wandering as a missionary, stopping at villages and towns wherever he went and healing the people. He did not withhold his abilities from anyone, including the wild Psi-Stalker tribes who had so often preyed on his people and the roving bandits he encountered from time to time. His frequent use of the light power led the local tribes to call him the “Light Walker,” a play on the Shoshone nickname of “Quiet Walkers” for the Fennodi as a whole, and it stuck. He became Brother Rill Lightwalker, the unlikely Fennodi missionary of an ancient human God, striving to bring a measure of peace to a world gone mad with violence.

One day, he came across a band of Brodkil assaulting a homestead, and he ran to help, pouring light into his Nyumbu staff and shouting as he went to draw the demons’ attention. The father of the family had already fallen to the demons when Rill arrived, and the mother and two children had barricaded the door to the house. It was a feeble defense, and Rill prayed as he ran that God would grant them protection until he could help, somehow.

As soon as his prayer ended, the air in front of the house split and walls of translucent, silvery light appeared between the house and the Brodkil. The demons’ weapons bounced harmlessly off the newly-appeared barrier, and a few attempted to climb it. Any who did fell back, howling with pain as if burned.

As rill ran, a booming Voice spoke through his mouth, declaring, “These are not for thee, and this is not thine appointed place. Return!” With that, each of the demons began to glow for a moment, and then fade away rapidly. As the light faded, so did the demons, until they had disappeared entirely from view.

Rill fell to his knees, short of reaching the house, astounded at what he had just seen. Those had not been his miracles, had they?

A voice behind and above him said, “Well thou hast done, Brother Rill Lightwalker. Thy works have pleased Him whom ye serve, and He sent me to thee this hour. Well didst thou cry for aid, and not for thine own account.”

Rill turned and looked up to see a being of pure light standing in the air above him… a being holding a Nymbu staff, and wearing a very pleased expression. A Fennodi angel!

“Didst thou think, little Brother, that thou wast the first?” Rill was dumbfounded. In truth, he knew he could not have been the first, but he had not known other Fennodi Christians except those that he and Reverend Thatcher had taught. The angel smiled and bent to touch Rill’s own Nymbu staff. “Let this vessel hold the tools thou needest to protect those ye shall serve.”

With that, the angel disappeared, and Rill’s Nymbu was forever changed. Even the wood was different; it was harder, for one, and the color had changed to a shade of deep grey. He helped the family bury their father, said last rites over his grave, and gave what aid and credits he could to help them to survive before moving on.

After that incident, he wandered for a time, but returned to Black Mesa when he heard that Reverend Thatcher was not well. He arrived back at Black Mesa to care for his old mentor, who was dying of old age. No magic or miracle could extend life forever, and even a body free of disease will eventually pass on. Rill cared for the reverend during his last days, and then performed the funeral service. It was well attended, for the reverend had been well-loved.

Shortly after Reverend Thatcher’s funeral, the 18th COT arrived in town and, curious to see if the stories he had heard of the Tomorrow Legion were true, Rill went to go investigate.
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Re: Fennodi Mystic Healer - For the 18th COT

Post by Rill »

Gear
Item
  • Blessed Nymbu crescent staff: Str+d6, Reach 1, Parry +1, two-handed, does Mega Damage if 2 PPE is channeled through it that round. Rill’s Nymbu staff was transfigured into a wood unknown to most of the world, and is a powerful weapon and tool for performing miracles. The staff has 10 PPE (which regenerate at the same rate as Rill), grants a +1 to all spellcasting rolls for AB: Miracles, and contains two spells (banish and barrier).
  • NG-S2 Survival Pack: See TLPG p.105 for contents.
  • Personal Effects: Bible, cowboy hat, out-of-armor trail clothes, pipe, tobacco, journal, pen and pencils
  • Neural Mace
    • Str + d6 Damage
    • Touch Attack, Success = Vigor Check; Vigor Fail = Incapacitaiton, may re-roll 1/rd to become Shaken
    • 8 lbs
  • TW Energy Shield (The “Coulson”)
    • Type of Item: A medium polymer shield trapped as an energy shield that appears and disappears from a bracer.
    • Upgrades: Free action to summon or dismiss the shield, but he can only do one or the other in a given round, not both (Minor); large surface area of shield provides +2 armor vs. ranged attacks (Minor)
    • Description: Rill summons an energy shield from the bracer on his arm (worn over his armor), providing +1 to Parry and +6 Armor vs ranged attacks. Uses 1 PP/hour to operate, during which time the shield may be summoned or dispelled as many times as needed (but only once per round, as detailed above).
  • Blessed Armor
    • Type of Item: NEMA body armor (+7 Armor, +2 Toughness, 20lbs, no Str. Min, FEP, 10-mile communications, PA loudspeakers, nightvision and thermal)
    • Upgrades: Reduce weight of armor (Minor), add +2 Armor (Minor), add slumber power (Major)
    • Description: After the Battle of Marron, Rill was wrought with grief over the incredible loss of life caused by the violence of the battle. While he prayed over the conflict, his role in it, and his place in God's plan, he was given another vision, in which an angel blessed the suit of armor held in reserve for Rill and instilled within it the mighty power to open his foes' minds to the peace of the Divine for a short time (slumber power, trapped as a stupor while experiencing the beauty and peace of the Divine).
    • Upgraded Stats:This armor gives +9 armor, +2 Toughness, weighs 10 pounds while active, and costs 1 PPE or ISP/hour to operate.
  • A Well Used Bible
    • Type of Item: Bible
    • Enchantments (Two Major, Two Minor): Elan, Luck, +1 to Spirit rolls, Inspire
    • P.P.E.: N/A
    • Trait: N/A
    • Trappings: This is the personal study bible of Rill’s mentor, the late Reverend Jeremy Thatcher, who first welcomed Rill to Black Mesa and taught him the Good News. Over many years of loving use, the good reverend inadvertently imbued this bible with its own holy power, and any who read it regularly will find themselves greatly blessed for doing so. The bible confers the Elan Edge (to reflect help from on High when the reader really puts his Spirit into something), the Luck Edge (divine providence), a +1 to Spirit rolls (literally uplifting the Spirit of the reader) and the ability to inspire others (once per session, he can make a Spirit roll as a cooperative roll and add +1 for each success and raise to the Trait roll of another). Rill must spend a couple of minutes reading from the bible every day to get these benefits, and he must keep it on his person.
  • TW Desert Hawk Flight System
    • Jet Pack.jpg
    • Type of Item: Triax T-100 Eagle Jet Pack
    • Flight Pace 30, Climb 1
    • Embedded speed power (applies to flight pace only), 1 PPE for standard, 2 PPE for mega. PM&P page 19. Reskin of Shroud trapping: magical HUD and automated piloting assist help avoid obstacles (making it possible to pilot the jetpack at such high speeds), which includes projectiles. Ranged projectiles (not lasers or other energy attacks) suffer a -1 to hit the pilot.
    • +1 Agility
    • Holds 5 PPE
    • Effectively unlimited range, but overheats after 3 hours.
    Load-Bearing Chest Rig (Patron Item)
    • 12 attachment points
    • 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.
    • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
    • Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
    NG Equalizer (Patron Item)
    Image
    • Range: 10/20/40
    • Damage: 3d6 (Special for Rill: non-leathal damage)
    • Special: If hit, whether damaged or not, the target of the attack rolls Strength versus the shooting roll of the attacker. If the target fails, they are knocked prone, or pushed 1" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
    • RoF: 1
    • AP: 0
    • Shots: 6
    • Min Str d6
    • Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges (Damage: 3d8; AP: 0; Notes: Mega Damage, Plasma)
    • Fast Draw Holster: Due to the custom fitted grip and custom holster, the weapon nearly springs into the wielder's hand. It is a free action to draw.
    • Steady Shot Aim Assist: Microsensors in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. The wielder gains the benefits of the Steady Hands Edge as it applies to this gun only, including shooting while running and shooting from moving vehicles.
    • Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
    • Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you.
    • Unique Ammo: Ammunition is only available at official Northern Gun outlets: 200 credits per round
  • TW Energy Field Generator: System creates a force bubble providing environmental protection and armored shelter in a LBT. Barrier of Toughness 22(12) MDC. While in operation, the system provides outlets to charge e-clips and mundane electronic devices. Requires a ley-line to work and uses no personal energy. (60 lbs).
  • Communications Band: With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Streetwise rolls. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits)
Stats of Former Armor (Sold)
[*]Prepared Preacher TW Branaghan Body Armor
  • Type of Item: Branaghan Body Armor (NG Peacekeeper Stats)
  • Upgrades: Reduce weight of armor (Minor), Reduce Strength minimum die-type (Minor), add +2 Armor (Minor)
  • Description: Rill isn’t quite strong enough to wear this suit effectively, but a couple of upgrades will fix that! And the extra armor is always nice when people shoot him in the gut. Honestly, y’all, he’s a preacher. Show some respect. Anyway, the suit gives +8 Armor and +2 Tougheness and requires 1 PP/hour to operate. While powered, it weighs 13.5 pounds.
Credits: 2,150 (balance before Marron) + 100,000 (Marron spoils) + 14,750 (25% of value of prior armor) = 116,900
  • -90,000 for TW Energy Field Generator
Total Credits: 26,900



Contacts: None, yet
Last edited by Rill on Mon Jan 01, 2018 9:21 am, edited 8 times in total.
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Re: Fennodi Mystic Healer - For the 18th COT

Post by Rill »

Advances

Iconic Framework
  • Hero’s Journey: Mystics gain three rolls on any of these tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, Magic & Mysticism. They gain two more rolls on any table except Cybernetics.
  • Arcane Background (Miracles): Mystics begin with four starting powers (from the list above) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).
  • Arcane Background (Psionics): As a minor psionic, a Mystic begins with three powers (from the above list) and 10 ISP. He also has a beginning Psionics skill of d6.
  • Cosmic Confluence: Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
  • Master of Magic: Mystics have the Master of Magic Edge, gaining Mega Powers for all their known powers. They also have the Rapid Recharge Edge, though it only applies to their PPE recovery (not ISP).
  • Mystic Awareness: Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.
  • Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night's rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.
  • Arcane Duality: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
  • Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (page 108). Except for them the disruption affects two skills (−1 to both Mysticism and Psionics skills per point of Strain).
  • Enemies: Mystics are equally illegal and reviled in the Coalition and the True Federation of Magic.
  • Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the Vow must be “good” per GM's approval). He must hold to that or risk his Arcane Background (Miracles) powers (per Protector in Savage Worlds).

Hero’s Journey
  • Narrative Hook
    • (10) Grudging Respect: They're not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there's a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It's a given they run into each other again, and that should make for an interesting time, one way or another.
  • Enchanted Items & Mystic Gadgets
    • (1) Made of a wood unknown to most of the world, your character's elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player's choice, which can come from any list. Finally, it's a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
  • Experience & Wisdom
    • (12) He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • Magic & Mysticism
    • (14) Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Note: For Rill, this is the healing power.
  • Training
    • (2) After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points,
    • (5) Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero's picked up some serious fighting skills. He's got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge. Note: per GM approval, I swapped Brawler with Block, which fit the defensive-focused Art better.
  • Education
    • (11) Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero's grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
    • (18) Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

Advances
  • Initial Advances: (From Hindrances): Increase Spirit, Increase Smarts
  • Novice 1 Advance: Healer Edge
  • Novice 2 Advance: Power Points (Miracles)
  • Novice 3 Advance: Increase Spirit
  • Seasoned 1 Advance: Increase Smarts
  • Seasoned 2 Advance: 2 skill points (Shooting and Psionics)
  • Seasoned 3 Advance: Major Psionic
  • Seasoned 4 Advance: Power Points (Psionics)
  • Veteran 1 Advance: 2 skill points (Persuasion and Occult)
  • Veteran 2 Advance: Power Points (Miracles)
  • Veteran 3 Advance: Raise Spirit
  • 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:
Last edited by Rill on Mon Apr 02, 2018 5:15 am, edited 3 times in total.
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Re: Fennodi Mystic Healer - For the 18th COT

Post by Rill »

Psionic Powers

30 ISP (regenerate 1/hour)

Psychic Body Field (armor)
  • Trapping: Subtly glowing, protective energy surrounds him.
  • Description: 2 PP; Touch; 3 (1/round); Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.

Remote Viewing (clairvoyance)
  • Trapping: Glassy Stare. Rills eyes turn glassy, regardless of the sense projected, reflecting light (and serving as mirrors for any party members who need to check their hair!)
  • Description: 3 PP; Range Varies; 3 (1/round); A success gives the caster a Range equal to her Spirit ×10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM's discretion. While it's active, the user of this power can shift the point of observation to anywhere within her Range as a free action. When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.

Ghost Walk (intangibility)
  • Trapping: Absorption: Ghost walking keeps the noise down. Stealth is increased by a die type, but speaking becomes a regular action instead of a free one.
  • Description: 5 PP; Touch; 3 (1/round); With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.

Telepathy (telepathy)
  • Trapping: Inner Light. When speaking to someone telepathically, you gain +2 Charisma. In addition, on a Raise, you gain a die-type to your Persuasion. This adds +1 ISP to the cost of the Power.
  • Description: 3 PP; 1 mile; 3 (1/round); Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target's Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Last edited by Rill on Thu Dec 21, 2017 7:46 pm, edited 5 times in total.
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Rill
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Re: Fennodi Mystic Healer - For the 18th COT

Post by Rill »

Miracle Powers

25 PPE (regenerate 1/half hour)

Banishment (banish)
  • Trapping: Glow: Targets glow with holy light, creating light in a Small Burst Template for a moment before it fades.
  • Standard: 3 PP; Smarts; Instant; Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM's determination). This spell is an opposed roll of the caster's arcane skill versus the target's Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane — but it is not slain.
  • Mega: 6 PP; Smarts x 2; Instant; The caster targets all summoned entities within a Large Burst Template. Each target rolls its own opposed Spirit check to resist.

Wall of Defense (barrier)
  • Trapping: Celestial Silver: An energy barrier of bright, silvery light appears. The barrier counts as both silver and holy, and damages any creatures who touch it that are vulnerable to such things with 2d4 damage (which becomes Mega Damage if using the Mega version of the spell).
  • Standard: 1 PP/section; Smarts; 3 (1 per section, per round); Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. It has a Toughness of 10. Every Power Point spent creates a 1" wide section of wall. If you're using a gridded mat to play, draw the barrier between the squares directly along the grid-lines. The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first. When the spell expires or a section is broken, it dissipates. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at −2 to their Climbing roll if it is made of something solid.
  • Mega: 2/section; Smarts x 2; 3 (1 per section, per round); In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.

See Aura (detect arcana)
  • Trapping: Diagnostic. Whether through enhanced aura sensing or a mystical connection, the power allows you to evaluate the health of the target. For the duration of the power, you may use your arcane skill as a free action to evaluate the target's physical condition.
  • Standard: 0 PP; Sight; 3 (1/round); Activates at will as a free action; Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
  • Mega: 2 PP; Sight; 3 (1/round); Useable at will as a free action; This Mega Power effect greatly enhances detect arcana, 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:
    • What kind of magic is at work.
    • Currently active powers.
    • General type of supernatural creature (vampire, werewolf, dragon, etc).
    • Any enchantments present on an item.
    • How much PPE or ISP a target possesses.
    • Other information the GM thinks appropriate.
    When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it's located.
Prayer (divination)
  • Trapping: Supplicant. Rill bows his head, closes his eyes and prays. His conversations with divinity are typically private, but on a raise an angel may appear briefly (or a divine light may shine down, or some other sign as GM deems appropriate). Any who view such a manifestation gain a +1 to their next Spirit roll that day (except for the supernaturally evil or others who the GM rules would not benefit).
  • Standard: 0 PP, but Vigor roll or take Fatigue; Self; 1 minute; This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster. On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form). The spell's duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted. If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.
  • Mega: 10 PP; Self; 1 minute; Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM's discretion). A raise might even mean a full, interactive conversation with an appropriate entity.

Restoration (greater healing)
  • Trapping: Gift of Life: Rill gets a +2 to his Mysticism roll, but incurs a level of Fatigue that can only be recovered by an hour's rest.
  • Standard: 10/20 PP; Touch; Instant; Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness. Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at −4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
  • Mega: 30 PP; Touch; Instant; Possibly the most powerful — and controversial — spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there's only ever one chance for the spell to work for a given being. To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10. It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies! Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest. A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.

Heal Wounds (healing)
  • Trapping: Power of Faith: Holy light infuses the target and, in addition to healing, gives a free roll to recover from Shaken. Whenever Rill casts this power successfully, he automatically gets the raise effect (HJ Magic & Mysticism Table result).
  • Standard: 3 PP; Touch; Instant; Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.
  • Mega: 6 PP; Spirit x 2; 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.

Daylight (light)
  • Trapping: Sunlight: The light cast by light is real, honest-to-goodness sunlight. Vampires don't love that.
  • Standard: 2 PP; Smarts; 30 Minutes (1/10 minutes); Light can be cast on an inanimate object, but if the item is in an opponent's possession, the arcane skill roll is opposed by Agility. Light negates any darkness/obscurement penalty up to −6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes).
  • Mega: 10 PP; Smarts x 2; Permanent; Eternal light is the Mega Power ritual — it takes 10 minutes — that allows the caster to cause light to become a permanent effect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same effect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.

Cloud (obscure)
  • Trapping: Absorption. A thick cloud gathers, muffling sound as well as sight. In addition to the -6 obscurement penalty, those caught in the cloud gain a die type in stealth, but speaking becomes a regular action instead of a free one and they suffer a -1 to Notice rolls based on hearing. Note: because this effect is a physical cloud, it can be blown away by wind.
  • Standard: 2 PP; Smarts; 3 (1/round); Obscure, creates a–6 obscurement penalty in a Large Burst Template lasting for 3 (1/round).
  • Mega: 4 PP; Smarts x 2; 3 (1/round); Greater obscure expands the effect of obscure to the caster's Smarts in radius, and he is automatically immune to the power's effects.

Sustain (succor)
  • Trapping: Calm. Rill puts his hand on the recipient's head or shoulder (or, for the mega version, wave his hand or his staff over the recipients), pronounces a quick blessing, and the target's aches, pains, hunger and fatigue are washed away. On a raise, the target may make a Spirit roll to shake off any temporary fear effect or to ignore the effects of a phobia for one round. Recipients have also been known to hum a merry little tune, whether off-key or otherwise.
  • Standard: 1 PP; Touch; Instant; Succor removes one Fatigue level, two with a raise. It can also remove a character's Shaken status. Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.
  • Mega: 2 PP; Spirit x 2; Instant; The caster can use this Mega Power to affect all allies within Spirit × 2. It is a selective effect, helping only those the caster chooses.
Last edited by Rill on Thu Dec 21, 2017 7:47 pm, edited 8 times in total.
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Re: Rill Lightwalker, Fennodi Mystic Healer

Post by Pursuit »

Reward after Battle of Marron: [dice:wwfedq4p]50327:0[/dice:wwfedq4p] Education Table: +5 skill points for Healing, Investigation and/or Knowledge

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