M.A.R.S.
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[dice:2nurd7sn]57214:1[/dice:2nurd7sn]
H.J.
[dice:2nurd7sn]57214:2[/dice:2nurd7sn]
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Human Coyote Shaman
Human Coyote Shaman
GM Bennies 9/9
Wild Card Bennies ?
Wild Card Bennies ?
Re: Human Coyote Shaman
Begin with Occult d6, Faith d6,
Arcane Background (Miracles), 10
24
PPE, and select any three powers
from the Ley Line Walker's list or the
Mystic’s Miracles lists.
Begin with Healing d6 and
Survival d6.
Begin with your choice of the Beast
Master, Danger Sense, or Healer Edge.
Begin with the Artificer and Minor
Item Creation Edges.
Begin with standard Starting Gear
substituting Light Enchanted Armor,
plus a Spirit Bow and Spirit Spear
Arcane Background (Miracles), 10
24
PPE, and select any three powers
from the Ley Line Walker's list or the
Mystic’s Miracles lists.
Begin with Healing d6 and
Survival d6.
Begin with your choice of the Beast
Master, Danger Sense, or Healer Edge.
Begin with the Artificer and Minor
Item Creation Edges.
Begin with standard Starting Gear
substituting Light Enchanted Armor,
plus a Spirit Bow and Spirit Spear
GM Bennies 9/9
Wild Card Bennies ?
Wild Card Bennies ?
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Human Coyote Shaman
Mahkah Mato
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS Shaman
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
Pace: 6 (d6 run); Parry: 4; Toughness: 5; Strain: 0
Skills:
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS Shaman
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
Pace: 6 (d6 run); Parry: 4; Toughness: 5; Strain: 0
Skills:
- Athletics d6 (1)
- Common Knowledge d6 (1)
- Notice d8 (2)
- Persuasion d8 (2)
- Stealth d4
- Occult d8 (2)
- Faith d10 (2)
- Healing d6
- Survival d6
- Fighting d4 (1)
- Shooting d4 (1)
- Riding d4 (1)
- Taunt d8 (2)
- Major: Curious
- Major: Overconfident
- Arcane Background Miracles (IF): 10 PPE, 3 powers from Ley Line Walker or Mystic list.
- Danger Sense (IF): Notice roll at +2 to sense ambushes or similar events.
- Artificer (IF): Allows user to create Arcane Devices.
- Minor Item Creation (IF): Crete minor magic items
- Charismatic (FG): Free reroll when using Persuasion.
- I Know a Guy (FG): Can call on connections with any faction once per session
- Rich (FG) One piece of adventuring gear (Magic Optics System)
- Connections (Native Americans): Can call on connections once per session
- Connections (Psyscape): Can call on connections once per session
- Woodsman (HJ): +2 to Survival and Stealth in the wilds.
- Humiliate (N1): Free reroll when making Taunt rolls.
- Work the Room (Human): Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally.
- Rabble Rouser (Hind): Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.
- Master of Magic (S1): Mega power modifiers
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
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Human Coyote Shaman
Gear
Light Enchanted Armor
A fur shawl made from the hide of mundane and supernatural nocturnal hunters When activated (three Power Points per hour), the cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).
Spirit Sight Fetish (Magic Optics System)
A headdress made with eagle, owl, and other bird feathers. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The fetish requires 1 Power Point per hour of use (1 lb, 30,000 credits).
Minor Fetishes (created using 15,000 from Rich edge and Minor item creation rules)
Light Enchanted Armor
- +4 Armor, +1 Toughness
- Range: 30/60/120, Damage: 3d6 , ROF: 1, Min Str: d6, Weight: 3)
- Notes: Mega Damage. Fires spirit arrows—unlimited Shots but the archer needs d8 minimum Spirit. Gains +1d6 damage and AP 6 against supernatural evil.
- Damage: Str+2d6. Min Str: d6, Weight: 5
- Notes: Cost 1 PP. Wielder needs d8 minimum Spirit. Gains +1d6 damage and AP 6 against supernatural evil.
A fur shawl made from the hide of mundane and supernatural nocturnal hunters When activated (three Power Points per hour), the cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).
Spirit Sight Fetish (Magic Optics System)
A headdress made with eagle, owl, and other bird feathers. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The fetish requires 1 Power Point per hour of use (1 lb, 30,000 credits).
Minor Fetishes (created using 15,000 from Rich edge and Minor item creation rules)
- Turtle Shell Necklace: +1 Armor
- Raven’s Feather wristband: +1 Taunt
- Medicine stick: +1 Healing
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Human Coyote Shaman
Advances
Iconic Framework: MARS Shaman
Iconic Framework: MARS Shaman
- Begin with Occult d6, Faith d6, Arcane Background (Miracles), 10 PPE, and select any three powers from the Ley Line Walker's list or the Mystic’s Miracles lists.
- Begin with Healing d6 and Survival d6.
- Begin with your choice of the Beast Master, Danger Sense, or Healer Edge.
- Begin with the Artificer and Minor Item Creation Edges.
- Begin with standard Starting Gear substituting Light Enchanted Armor, plus a Spirit Bow and Spirit Spear.
- 9 - Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
- 10 - Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges
- Ranged Weapons 2 - Windblaster Rifle
- Enchanted Items 4 - Shadow Cloak
- Training 6 - Professional Edge ignoring requirements (Woodsman)
- Initial Advances: (From Hindrances): +1 Spirit, Work the Room
- Adaptable: Rabble Rouser
- Novice 1 Advance: Humiliate
- Novice 2 Advance: +1 Strength
- Novice 3 Advance: +1 Taunt, +1 Faith
- Seasoned 1 Advance: Master of Magic
- 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