Gaspard Gillead, SWADE D'norr Shifter

GM: Snake Eyes
When all else fails, they’ll have to fight dirty to get the job done!
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Gaspard Gillead
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Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

D'norr Shifter (Intended for 12th AAT, if slots left after new/patron players claim places)

Narrative Hook:
The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and
there’s no greater threat to survival than that of human beings willing to commit all
manner of violence and atrocities. Your character’s been out there, fghting bandits,
raiders, and the soldiers of would-be warlords and conquerors. Alternately, he
might have been such a person, robbing and hurting others for his own ends until
one day the truth of who he’d become hit him and he decided to make a change.
Joining the Legion is the start of that new journey

HJ Rolls (Keeping two from original build):


Magic & Mysticism: Arcane casters benefit from a variety of spells. Your hero knows one Novice power normally unavailable: Mind Reading

Magic & Mysticism: Choice: 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: Mind Reading
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Gaspard Gillead
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Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

Player Name: Freemage
Google Handle: Soren
Gaspard Gillead
Rank: Seasoned 2
Race: D’norr
Iconic Framework: Shifter
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
  • Spellcasting d12
  • Occult d8
  • Academics d8
  • Fighting d4
  • Research d10+2
  • Athletics d4
  • Persuasion d6
  • Stealth d4
  • Common Knowledge d6
  • Notice d6 (+2 to sort through evidence)


Hindrances
  • Code of Honor (Starting Major): Do not abuse prisoners; my word is my bond.
  • Enemy (Starting Minor): Toben Heiros, fellow trainee, angry over Gaspard’s betrayal
  • Quirk (Starting Minor): Sweet tooth; almost always have candy of some sort on hand
  • Sensitive (Racial): -2 to Fear checks (but see Psychotically Brave)
  • Major D-Bee (Racial): Start at Unfriendly with most humans; Hostile with Human Supremacists. Must use Social tasks to raise them to better than Unfriendly in order to buy goods and services.
  • Alien Physiology (Racial): If unfamiliar with D'Norr physiology, Healing checks are at -2, and medical supplies cost double.
  • Disconnected (IF): -1 Persuasion when not dealing with those immersed in the occult
  • Corruption (IF): Dealing with evil beings forces opposed Spirit roll to resist Corruption. If Corruption > ½ Spirit, become an NPC.
  • Minor Phobia: Speluncaphobia (Failed Fear Check): -1 to all Trait rolls while in caves/mines/etc.
    .

Edges & Racial/IF Boons
  • Charismatic (Racial): Free Reroll on Persuasion checks
  • Natural Magic Affinity (Racial): +5 PPE Natural baseline
  • Horns (Racial): Str + d4 Damage
  • Intelligent & Spiritual (Racial): +1 DT Spirit/Smarts, max each is d12+1
  • Bind the Summoned (IF): "Lock" one summoned ally/rank permanently by tying up the PPE used to Summon it; Bound Summons have the Resilient Ability. Alternately, ignore up to 4 points of penalties when casting a Summon Ally Ritual meant to extend Duration.
  • Arcane Background: Magic (IF): 10 PPE; banish, drain Power Points, summon ally, teleport, fly
  • Master of Magic (IF):Access to Mega-Modifiers
  • Shifter Special Powers (IF): Communication Rift, Dimension Sense, Shift the Arcane (see Powers for details)
  • Power Points (IF, S4): +10 PPE
  • Ley Line Magic Mastery (IF): Rank+2 dice when tapping Ley Lines for Ritual Magic.
  • Flexible Magic: mind reading (HJ): Select a Novice spell not on your list
  • Spell Mastery: mind reading (HJ): Success on the casting roll creates the Raise effect
  • Psychotically Brave (IF, Veteran Rank): +3 to Fear Checks (net +1 after Sensitive Hindrance)
  • Ley Line Phasing (IF): Take one turn, teleport along Ley Line without error, roll Vigor (-2 per prior use without rest) or be Fatigued for 4 hours
  • Ley Line Gate (IF): Carry up to 12 passengers via Ley Line Phasing; inflicts a -2 penalty to Vigor check.
  • Sense Rifts (IF): Sense Rifts/dimensional anomalies w/in 50 miles, or anywhere along a Ley Line
  • Shift Reality (IF): Free reroll when casting: banish, drain Power Points, summon ally, teleport (also: boost/lower Trait, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence); +4 to Manipulate Rifts.
  • Linguist (Hind): Speak Smarts (10) languages fluently; roll Smarts -2 after a week to make self understood in other languages
    • American, Spanish, Dragonese/Elven, Gobbley, Faerie Speak, Euro, Japanese, Chinese, Atlantean/Greek, Demogogian, Russian
  • Diabolist (Hind): Expands list of available Summon Allies to include demons
  • New Powers (N2): bolt, fear
  • Strong Willed (N3): +2 to resist Tests using Smarts/Spirit
  • Shift the Arcane (S2): Steal control of certain Powers
  • Investigator (S3): +2 to Research, or to Notice rolls for spotting evidence
  • Teleportational Hitchhiker (V1): Add Modifier to Teleport Power
  • New Powers (V2): smite, entangle

    .
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Gaspard Gillead
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Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

Powers
Arcane Background: Magic
PPE/ISP: 17/25 - Recovery: 5/hour
*: Gaspard gets a free re-roll when casting these Powers
8 PPE "locked" on holding Bound Summons.
Shifter Base Power List
arcane protection, banish, barrier, beast friend, blast, bolt, boost/lower Trait, burst, conceal arcana, darksight, deflection, disguise, dispel, drain Power Points, entangle, environmental protection, farsight, fear, fly, illusion, intangibility, invisibility, light/darkness, mind link, protection, puppet, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, and warrior’s gift
Return From Whence You Came (banish)*
3 PPE, Range 12"
Works only on extraplanar beings, including Summons, demons, elementals, tectonic entities, etc.
Opposed by target's Spirit
Success = Shaken; Raise inflicts a Wound
If target is Incapicitated, it is sent back to its own plane of existence
MODIFIERS:
Range +1/+2: Double/Triple Range
Banish the Horde +2: Each use enlarges target area of effect, SBT -> MBT -> LBT (Maximum LBT at +6)
Selective +1: May exclude some targets from Banish the Horde

Mystic Armory (bolt)
1 PPE, Range 24"
Shoots a single of magical force, doing 2d6 damage on a Success, or 3d6 on a Raise
MODIFIERS:
Armor Piercing +1: Each use (max 3) grants 2 AP to the bolt(s)
Heavy Weapon +2: Bolt(s) does Mega-Damage
Lingering Damage +2: On next round, attack does damage = Xd4, where X = the original Success damage dice
Range +1/+2: Double/Triple Range
Damage +2: Success 3d6, Raise 4d6
Greater Bolt +4: Success 4d6, Raise 5d6
Onslaught +2: RoF 2, no Recoil

Mana Chill (drain Power Points)*
2 PPE, Range 12"
Opposed by target's Spirit; cast at -2 if not not the same AB
Success: Destroys 1d6 PPts; Raise: Steals the points for himself
MODIFIERS:
Range +1/+2: Double/Triple Range
Fatigue +2: Target also suffers a level of Fatigue if they fail to resist; Cannot Incapacitate
PPE Thief +2: Destroys/steals 2d6 PPE

Dark Grasp (entangle)
2 PPE, Range 12"
Success: Entangles target (no move, Distracted) with shadowy bands of force, Hardness 5
Raise: Binds target (Also Vulnerable, can only attempt to break free)
Target can attempt to break free with Strength -2 or Athletics on their turn; Success improves one level, Raise improves two levels.
MODIFIERS:
Range +1/+2: Double/Triple Range
Area Affect +2/+3: Affects MBT/LBT
Selective +1 (only with Area Affect): Ignores preferred targets
Strong +2: Rolls to break free at -2, Hardness 7
Greater +4: Rolls to break free at -4, Hardness 10

Authority (fear)
2 PPE, 12" Range
Success: Target makes a Fear check; Raise: Check is at -2, and Fear Table roll is at +2
Extras who fail are simply Panicked
MODIFIERS:
Range +1/+2: Double/Triple Range
Area of Effect +2/+3: Affects MBT/LBT
Selective +1: May exclude some targets from Area of Effect
Greater Fear +2: Fear check is at -2, -4 with a Raise

Wings of the Demon (fly)
3 PPE, Range 12", Duration: 5
Success: 12" flight speed; Raise 24" flight speed
MODIFIERS:
Additional Recipients +2: Each use adds one additional target
Range +1/+2: Double/Triple Range
Shroud +1: Target is enfolded in darkness; -1 Illumination penalty to be hit, +1 bonus to Stealth rolls
Swift Flight +5: Doubles above flight speeds (24"/48")

Mystic Interrogation (mind reading)
2 PPE, Range 12", Duration: Instant
Opposed by Spirit, possibly adjusted by target's mental state or Hindrances such as Vow
Success: Forces target to answer one question, truthfully; target is unaware of intrusion
MODIFIERS:
Fatigue +2: Target also suffers a level of Fatigue if they fail to resist; Cannot Incapacitate; if this is used, target is aware of their Fatigue, but not the primary spell effect
Range +1/+2: Double/Triple Range
Mind Walk +4: Duration increases to 5 minutes. While the power is in effect, the caster can ask any number of questions, explore memories, or simply have a brief conversation with the inner consciousness of the target. Particularly vital or dangerous questions or thoughts—or exploring deep hidden fears or something of great emotional value to the target—may call for an additional contested roll.

Red In Tooth And Claw (smite, Aspect Limitation: Natural Weapons Only)
1 PPE, Range: 12", Duration: 5
Success/Raise: +2/+4 Damage to attacks made with target's natural weapons
MODIFIERS:
Range +1/+2: Double/Triple Range
Additional Targets +1 (+2 if also Greater): Each use targets a different ally
Greater: +4/+6 Mega-Damage (doubles cost of Additional Targets)

From Darkness Born (summon ally)*
2+ PPE, Range 12", Duration: 5
Success Summons creature; see tag below Powers list for creatures, PPE costs and stats
MODIFIERS:
Range +1/+2: Double/Triple Range
Bite/Claw +1: The ally can bite or claw at Str+d6.
Flight +2: The ally can fly at Pace 12.
Mind Rider +1: The caster can communicate and sense through the ally.
Force Multiplication +50% total PPE cost for first summon: Each use Summons an additional ally of the same type

Rapid Transit (teleport)*
2 PPE, Range 12"
Target disappears and instantly reappears up to 12″ distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll. Does not count as Withdrawing from Melee.
When cast on a willing subject, caster decides destination.
MODIFIERS:
Range +1/+2: Double/Triple Range
Additional Recipients +1: Each use adds one additional target
Teleport Foe +2: Opposed by target's Spirit; requires Touch Attack (and thus MAP). May not be teleported into solid object.
Greater Teleport +2: Distance increases to 25"/50"
Dimensional Teleport Home: Fixed 25 PPE, can only take himself and his bound servant, if any--no other Modifiers. Ignores distance and works even in other dimensions. Limited to 1/day.
Hitchhike +5: As long as the caster can see a target teleport in some form (Ley Line Phasing, Ley Line Gating, transiting a Dimensional Portal or Rift, D-Shifting terrain, etc.) he has one minute per Rank to activate teleport with this modifier. With a success the caster arrives at the same destination as his target. On a Critical Failure he is flung randomly through time and space. May be combined with other power modifiers like Additional Recipients.

Expanded Awareness (detect arcana, Self Only & Aspect Limitations, Innate ability)
1 PPE, 12" Range, Duration 5
Sense supernatural energies, identify magic auras, etc.
With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional
energies per the Presence Sense power modifier (activations of sloth/speed, summon ally, teleport, and so on)
MODIFIERS:
Range +1/+2: Double/Triple Range of Presence Sense
Exalted Detect Arcana +2: Gather specific information about targets, including invulnerabilities and weaknesses
Presence Sense +1: Sense living auras--numbers and precise locations, up to 12"

Powers From Gear (no Modifiers):

Nightmode (darksight), From Armor
1 PPE, Self, Duration 1 hr
Success: Ignore 4 points of Illumination Penalties; Raise: See in total darkness

Magnification (farsight), From Armor
1 PPE, Self, Duration 5
Success: Long-range vision, can see clearly up to a mile distant; Raise: Reduce Range penalties by half.

Wall of Flame (barrier), From Rift Staff
3 PPE, 12", Duration 5
Hardness 10, 5" long, 1" high, straight wall
Does 2d4 damage on contact

Universal Translator (speak language), From Communication Band
1 PPE, Self, Duration 5
Cast at +2 Due to Self Limitation
Can speak, read and understand language; Raise = dialects and accents

Fortify Will (Boost Spirit, From Soulguard)
1 PPE, Self, Duration 5
Cast at +2 due to Self Limitation and Aspect Limitations
Success: +1 DT Spirit, Free Re-Roll 1/Round on Spirit rolls
Raise: +2 DT Spirit, Free Re-Roll 1/action

Special Snowflake Abilities

Communication Rift (Unique Shifter Power)
15 PPE near Ley Line/Nexus; 50 PPE otherwise, Duration 1 minute/Rank
Requires a full round of concentration; success opens micro-rift allowing communication, anywhere on same dimension, or in another dimension (chosen or at random) at -2
This contact counts as having visited the target destination for purposes of Dimensional Portal, etc.

Dimension Sense (Unique Shifter Power)
0 PPE
Determine information about current dimension, or on the far side of a Rift (including a Communication Rift) with a Spellcasting roll.

Shift the Arcane (Unique Shifter Power)
PPE Cost = 1/2 original casting Power Points
Free Action, as if On Hold. Make an Opposed Arcane roll against anyone using designated Powers (banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport) or any power with a celestial, cosmic, temporal, or similarly ethereal Trapping, as the Power is being activated. If the Power is one of the specific ones listed above, Gaspard gets the free Re-roll from Shift Reality.
If the Opposed Arcane roll is successful, Gaspard steals control of the effect, as if he had cast it (setting targets and other variables as he wishes). On a Raise, the original caster is also Distracted.

Creatures
Novice 2 Lesser Demons, Brodkil
Seasoned 4 Alu*, Deevil*, Gurgoyle
*see North America: Arcana & Mysticism

Attendant 2 PPE
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Shooting d4, Stealth d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:
Claw: Str+d4.
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t
breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.

Lesser Demon 2 PPE
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d4
Pace: 6; Parry: 6; Toughness: 24 (12)
Edges: Arcane Resistance (+2 to resist arcane abilities, +2 armor vs. magical damage), Brawny (extra load/toughness), Charge (attack at end of Run with no penalty), Frenzy (one attack/rd, may double-strike)
Gear: Demonic armor (+4 Armor, +2 Toughness),
Demonic melee weapon (Str+2d4 AP 6),
Small Shield (+1 Parry, +2 Armor vs. ranged damage).
Special Abilities:
Armor +8: Armored hide.
Environmental Immunity: Cold, Fire, Heat, and mortal Poison and Disease.
Fear: Even Lesser Demons are terrifying when first encountered, causing
opponents to make a Fear check.
Infravision: Reduce all Illumination penalties by half (round down) when
fighting beings with body heat.
Size 2 (Normal): Lesser Demons are hulking monsters.
Weakness (Holy Attacks): Demons are vulnerable to holy attacks and weapons
wielded by those who are considered holy opponents, such as those with the
Champion or Holy Warrior Edge. CyberKnights and Mystics who follow any
kind of “path of light” spiritually fall into this category. Such attacks inflict
+4 Mega Damage to Lesser Demons and Wounds caused by such attacks cannot
be regenerated.
Weakness (Silver): Silver weapons and attacks have the same effect as holy
weapons, inflicting +4 Mega Damage and negating demonic regeneration.

Brodkil 2 PPE
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d6,
Shooting d8, Stealth d6, Survival d6
Pace: 8; Parry: 6; Toughness: 19 (8)
Hindrances: Bloodthirsty, Mean
Edges: Brawny (Increase load/toughness), Brawler (increase unarmed damage, toughness)
Gear: L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy Pulse).
Special Abilities:
Armor +8: Brodkil have armored hides.
Bite/Claws: Str+d6 Mega Damage, AP 6.
Environmental Immunity: Cold, Fire, Heat, and mortal Poison and Disease.
Fear: All demons cause Fear checks when first encountered.
Infravision: Brodkil halve Illumination penalties for warm targets.
Inherently Magical: Brodkil possess a natural pool of 10 PPE and can use
TW devices.
Invisibility: Brodkil can become invisible as an Innate Ability activated without a
roll (at the base −4 level). Brodkil use this to ambush foes, but rarely remain invisible
once combat is underway, instead relying on their horrific presence to unnerve foes.
Size 2 (Normal): Brodkil are significantly taller and tougher than the average human.
Slow Regeneration: Brodkil make a natural healing roll once per day.
Weakness (Holy Attacks): Demons take +4 Mega Damage from holy attacks.

Bodyguard 4 PPE
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4, Shooting d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: First Strike
Gear: Melee attack (Str+d6).
Special Abilities:
Armor +2: Hardened skin.
Construct: See Attendant.
Fearless: Immune to fear and Intimidation

Alu 4 PPE
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+4, Vigor d10
Skills:Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d6, Notice d8, Persuasion d4, Shooting d6, Stealth d8, Survival d10
Pace: 10/d8; Parry: 7; Toughness: 21 (6)
Hindrances: Enemy (Major — Dyval demons), Ruthless (Major), Vow (Major — Obey the lords of Hades)
Edges: Assassin (Vulnerable or The Drop adds +2 Damage), Brawny (extra carrying), Bruiser (better claw damage/toughness), Fleet-Footed (increase Pace/Run die), Frenzy (double strike with one attack/rd), Woodsman (+2 Survival, +2 Stealth in wilderness)
Gear: Normally none, unless given equipment
Special Abilities:
Bite/Claws: Str+d8 Mega Damage, AP6.
Demonic Hide: Alu have +6 Armor and +2 Toughness.
Fear: All demons cause Fear checks when first encountered.
Infernal Form: Immune to Cold, Disease, Heat, and Poison.
Infernal Vision: Alu ignore all Illumination penalties and can see the invisible.
Invisibility: An Innate Ability used without a roll (at the base −4 level). Alu
use this to ambush or avoid foes, but rarely remain invisible once combat
is underway, instead relying on their horrific presence to unnerve foes.
Keen Sense of Smell: Alu have an incredibly powerful sense of smell.
They gain a +2 bonus on Notice checks using smell, as well as +2 on
all Survival (tracking) rolls.
Leaper: Alu can jump twice as far as normal and add +4 to damage when
making a Wild Attack when coupled with a leap, instead of the usual +2
(needs room to leap, GM’s call).
Size 3 (Normal): Alu are 12 feet tall and weigh 500 pounds.
Slow Regeneration: Except for wounds caused by a Weakness, make
a natural healing roll once per day — even if Incapacitated.
Weakness (Holy Weapons): Suffer +4 damage from attacks from
holy weapons or holy opponents such as those with the Champion
or Holy Warrior Edge (including Cyber-Knights and true Mystics);
wounds from such attacks cannot be regenerated.

Deevil 4 PPE
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Intimidation d6, Notice d8, Persuasion d10, Shooting d6,
Spellcasting d8, Stealth d10, Survival d8, Taunt d8, Thievery d10
Pace: 10/Run d8; Parry: 6; Toughness: 16 (5)
Hindrances: Driven (Minor — Corrupt others), Ruthless (Minor), Vow (Major—Obey the lords of Dyval)
Edges: Arcane Background (Magic), Fleet-Footed (increase pace/run), Thief (+1 Urban Stealth/Athletics (Climb), +1 Thievery)
Powers (15 PPE):
bolt: Fire, 1 PPE, 12", 2d6 Damage (3 w/Raise), +1/2 AP (max 6); +1/+2: x2/x3 Range; +2 Lingering; +2 3d6 base damage
elemental manipulation: Fire only, 1 PPE, 6", 5 rds, conjure torch-sized flame, d6/d8 damage hurled, spread fire
healing: 3 PPE, Touch,Success 1 Wd, Raise 2 wds, must be in Golden Hour, +10 Greater Healing outside Golden Hour.
lower Trait (no boost, only “curses”)
Gear: Usually none.
Special Abilities:
Bite/Claw/Horns: Str+d6 Mega Damage, AP 4.
Demonic Hide: Deevils have +5 Armor and +2 Toughness.
Fear: All demons cause Fear checks when first encountered.
Human Metamorphosis: As an action with a Spellcasting roll, Deevils
may take on the appearance of a normal-sized human indefinitely per
the disguise power.
Infernal Form: Immune to Cold, Disease, Heat, and Poison.
Invisibility: As the power but an Innate Ability used without a roll
(at the base −4 level). Deevils use this to ambush or avoid foes, but
rarely remain invisible once combat is underway, instead relying on their
horrific presence to unnerve foes.
Leaper: Deevils can jump twice as far as normal and add +4 to damage
when making a Wild Attack instead of the usual +2.
Low-Light Vision: Deevils ignore Dim and Dark Illumination penalties.
Size 2 (Normal): Deevils measure around 8 feet tall and 400 pounds.
Slow Regeneration: Except for wounds caused by a Weakness,
Deevils make a natural healing roll once per day (which may be done as
a free action in combat).
Weakness (Holy Weapons): Deevils suffer +4 damage from attacks from
opponents with the Champion or Holy Warrior Edge (including CyberKnights
and true Mystics); resulting Wounds cannot be regenerated.
Weakness (Silver): Silver weapons have the same effect as Holy Weapons


Gurgoyle 4 PPE
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+4, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d8, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 6
Toughness (Gurgoyle): 24 (12)
Hindrances: Greedy (Minor), Loyal
Edges: Brawler
Gear: None
Special Abilities:
Armored Hide: +12 natural Armor, +2 Toughness
Beak/Claws/Horns: Str+2d6 Mega Damage, AP 6, Natural Weapons.
Environmental Immunity: Cold, Fire, Heat, and mortal Poison and Disease.
Fear: All demons cause Fear checks when first encountered.
Size 2 (Normal—Gurgoyle only): Gurgoyles weigh one ton.
Slow Regeneration: Make a natural healing roll daily, can regenerate limbs.
Superior Vision: +2 to all visionbased Notice checks and have low light
vision (ignoring Dim and Dark Illumination). With a Notice roll they sense
supernatural beings and the arcane.
Tail: While not fully prehensile, it can pack a wallop of Str+d6. May make one
attack per round at no Multi-Action penalty using Athletics.
Weakness (Holy Attacks): Demons take +4 Mega Damage from holy attacks.

Gargoyle 6 PPE
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+4, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d8, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 6
Toughness (Gargoyle): 30 (12)
Hindrances: Greedy (Minor), Loyal
Edges: Brawler
Gear: None
Special Abilities:
Armored Hide: +12 natural Armor, +2 Toughness; Gargoyles are +5 Toughness.
Beak/Claws/Horns: Str+2d6 Mega Damage, AP 6, Natural Weapons.
Environmental Immunity: Cold, Fire, Heat, and mortal Poison and Disease.
Fear: All demons cause Fear checks when first encountered.
Flight: Flying Pace of 12" and may "run" with a d8 run die.
Size 5 (Large— Gargoyle only): Gargoyles weigh nearly two tons; gains an extra Wound level.
Slow Regeneration: Make a natural healing roll daily, can regenerate limbs.
Superior Vision: +2 to all vision based Notice checks and have low light vision (ignoring Dim and Dark
Illumination). With a Notice roll they sense supernatural beings and the arcane.
Tail: While not fully prehensile, it can pack a wallop of Str+d6. May make one
attack per round at no Multi-Action penalty using Athletics.
Weakness (Holy Attacks): Demons take +4 Mega Damage from holy attacks.

Shadow Beast 6 PPE
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+4, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d10, Persuasion d6, Stealth d12 (+2 in wilderness), Survival d12+2
Pace: 10; Parry: 7; Toughness: 26 (12)
Hindrances: Bloodthirsty, Overconfident, Ruthless (Major)
Edges:
Assassin (Vulnerable/The Drop = +2 Damage)
First Strike (First person to move into melee range with them provokes a free strike)
Free Runner (Ignore Difficult Ground, +2 Athletics for running/climbing)
Frenzy (Imp.): Fighting double-strike
Quick (No effect in most cases)
Fleet-Footed, Woodsman (included)
Gear: Usually none.
Special Abilities:
Bite/Claws: The Shadow Beast's natural weapons inflict Str+3d4 Mega Damage, AP 12.
Demonic Hide: +12 Armor and +4 Toughness.
Fast Regeneration: Except for wounds caused by a Weakness, make a natural healing roll every round.
Fear (−2): Cause Fear checks at −2, when encountered emerging from shadows −4.
Fearless: Immune to most Fear effects and Intimidation.
Infernal Form: Immune to Cold, Disease, Heat, and Poison.
Leaper: Can jump twice as far as normal and adds +4 to damage when making a Wild Attack while
pouncing instead of the usual +2 (unless in a closed or confined space where he cannot leap).
Perfect Night Vision: Ignore all Illumination penalties.
Shadow Meld: As an action Shadow Beasts can completely merge into even the smallest shadows (as
invisibility with the True Invisibility Modifier). Any attempt to detect or attack the Shadow Beast is made at
−8. Using most means of scrying or other detection to find the Shadow Beast is impossible (this includes
divination). Even those using detect arcana suffer a −4 penalty to see the beast (but exalted detect arcana works
at no penalty). Shadow Beasts use their shadow melding abilities to ambush or avoid foes, maintaining
their invisibility as much as possible even once combat is underway. While immersed in shadow or dancing in
and out of darkness, the Beast gains +2 to Fighting, Intimidation, Stealth, and Survival (tracking) checks, but
the penalty to attack or detect it is reduced to −4.
Size 3 (Normal): 12 feet tall and weighs 500 pounds.
Weakness (Holy Weapons): Suffer +4 damage from attacks from opponents with the Champion or Holy Warrior
Edge (including Cyber-Knights and true Mystics). Wounds from such attacks cannot be regenerated.
Weakness (Light): Weapons with light-based trappings have the same effect as Holy Weapons.
Last edited by Gaspard Gillead on Sun Feb 09, 2020 9:06 pm, edited 1 time in total.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

Background

Location: The True Federation of Magic, City of Brass--Offices for the Department of Liberty Security

The commander looked up as Gaspard entered the room, giving a brief nod in response to the salute. "You have the information, Trainee Constable Gillead?"

Gaspard nodded. "Yes, Commander Lichten, my interrogation charm was quite effective. The rebels are hiding out in a small town about 50 miles of Stormspire. Apparently, they have found an area with no nearby Ley Lines, and then managed to set up an illusory mask--it only blocks remote viewing, but that was enough to confound our Clairvoyants. Without traveling there physically, we had no means of locating them before this."

The Commander nodded, pleased. "And he has no idea you were able to glean the location from him?"

"No, sir."

"Good. We'll arrange a fake escape, but make it obvious. He'll run anyplace but there, in order to lead us astray. Of course, only a token force will follow him. Meanwhile, our forces will be able to convene on their hideout."

Gaspard furrowed his brow. "Why not simply hold him until we can act?"

The commander smiled benignly. "Well, Trainee Constable, we know they have an observer here. If we hold him here, he will be presumed compromised. The fake escape scenario will assure them that we've had to resort to less direct approaches. Meanwhile, we can send in the Daemonix and root out this viper's nest that dares to spurn the liberties Lord Dunscom provides them."

Gaspard blinked. "Oh, I doubt that level of force will be required, Sir. I determined there were only a dozen or so actual rebels hiding there; the townsfolk are unaware of the nature of their activities. It should be an easy matter to go in and round them up."

"Hm. Yes. But there are other factors to consider, here, Trainee Constable. We have to send a message." A brief pause, then the commander added, "You and Trainee Constable Heiros have both done quite well on this investigation, and I think it's time you got into the field. I'll send you both along under Officer Siegal. Do as admirably there as you have so far, and I think we'll be losing that 'Trainee' designation. Consult with Siegal as to what sort of support you should bring along. This should give you a good idea of what it takes to maintain the liberties Lord Dunscom gives to us all."

Gaspard quelled his distaste at the notion of working with the bizarre Trimadore Necromancer, Heiros, as the promise of promotion was dangled in front of him. He snapped off a stiff salute and went off to speak with Siegal.

*********

Location: The True Federation of Magic, Outside the village of Bethelridge--a high ridge overlooking the village


Gaspard stood next to Officer Siegal (an experienced Techno-Wizard with a small personal arsenal) and Gaspard's newly bound demon, Proditione (a minor member of its ilk, of course, all that a novitiate Shifter such as Gaspard could control), looking down into the valley, trying to fully comprehend what he was seeing.

As he'd been told, a small group of Daemonix had been sent in. The traitors had come out during the initial attack and had inflicted some damage before being overwhelmed, but the outcome really was inevitable. The last of the traitors had been slain several minutes ago, and the rest of the village was either in a pose of surrender, or attempting to flee.

The Daemonix were relentless, cutting down and slaughtering the cowering villagers. As for those who fled, Heiros and his undead minions were hidden in the copse of trees that filled the one pass out of the far side of the valley, waiting and killing any who came that way. Occasionally, an attempted escapee would come staggering back out of the woods as an animated corpse now joining in the slaughter of their former neighbors.

"Sir, I... I don't understand. Of course the traitors had to be dealt with harshly, but why..." He just gestured at the outdoor abattoir that now occupied the space once held by the village.

Officer Siegal shrugged. "Three reasons, all matters of experience and practicality. First, we cannot be certain that none of the traitors remain among the townsfolk. Secondly, even if all the traitors participated in the actual counterattack, the fact is they've been living among these people for months. It is sophant nature to form bonds with those whom you live and work with every day. I assure you, had we only killed the active traitors, somewhere among the populace would be a friend, a lover, or even a child yet unborn who would someday rise and try to overthrow Lord Dunscom out of some misguided sense of vengeance. And finally, you must understand that we do not all share your own school of magic's facility for commanding otherplanar entities. To employ the Daemonix, we must agree to let them perform their duties as they see fit. This is the price of the liberties Lord Dunscom secures for us all. This is the lesson Commander Lichten wanted you to learn. Do you understand?"

Gaspard reeled under the cold logic put forward by his superior, as Siegal turned back to the valley to observe the operation enter its final phase. "Yes... yes, I see now, what it takes to be part of our Lord's forces. Thank you for educating me." As he spoke, he gave a simple hand-signal, one of a few he'd instructed Proditione on during the initial binding two nights ago. Attack. "And that is why I resign." The last few words were accompanied with a quick gesture and a few brief words that turned the entirety of Officer Siegal's arsenal into a collection of junk. Even as Siegal started to turn, Proditione responded to the signal and leaped forward, surprise allowing the demon to land two quick blows to the neck, severing Siegal's head, which rolled off the cliff down into the thick brush.

Taking a deep breath at the enormity of his action, Gaspard then turned and ran into the mountains, towards the Ley Line he knew was about fifteen miles away. It would be hard travel through the mountains, but he knew he'd have a good thirty minutes' head start, before Heiros would finally be done with the foul business in the valley, and find the body. It would be enough. Gaspard's command of Ley Line travel was more than sufficient to make him almost impossible for the Necromancer to follow.

**********

Location: The True Federation of Magic, City of Brass--Offices for the Department of Liberty Security

Toben Heiros stood before Commander Lichten, trying not to sweat as he gave his report. A complete success in the operation, ruined by that soft-hearted fool, Gaspard. Heiros had used his own magics to consult with the severed head (which had taken far too long for him to find) and learn the truth of the events on the ridge. But by that time, the treasonous oaf had gotten away--a fact for which Commander Lichten's probing questions made it clear that Toben was going to have to bear responsibility.

Finally, after six hours going over every action, decision and outcome the Trainee Constable had taken, Commander Lichten shook his head. I've heard enough. You disgrace yourself with your failure, Toben. Get out of my sight. I will have to determine your fate in the morning."

Toben nodded, but did not return to his quarters. He knew his fate--at best, indentured servitude in Dunscom's fortress; at worst, any number of magical, tortuous deaths meant to extract some use out of those deemed wastes of breath. Instead, he immediately went to the Rifts that served as the gates to the City of Brass, and went through. I will get you for this, Gaspard. I will feast on your heart, traitor.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

Gear

Soulguard (Enchanted Signature Item)
Base Item: Cold Iron Headband & Silver Amulet (Value ~400 Cr.)
This item is popular with mages of the Federation of Magic, who often must deal with powerful entities from other planes that seek to sway or even dominate them. It consists of two parts, both of which must be worn to be effective; the first is a band of cold iron that fits snugly around the temples; the second half is a silver amulet, worn on a chain over the heart.
Upgrades:
+2 Spirit to resist Corruption, or against Powers that might control or influence the wielder (puppet, slumber, empathy, etc.). It does not affect Fear checks (unless caused by the fear Power), nor does it apply to Skill-based Tests.
Boost Trait: Spirit (Limitations for Aspect and Self-Only apply, and reduce the casting cost)
May be cast with Greater Boost Trait Modifier.

Combat Mage Heavy EBA (TW)
+6A/+3T
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight
Unpowered: MinStr d10
36 lbs

Communication Band
Speak Language Power
+1 Persuasion, +1 Performance
1 lb

Vibro-Knife
Str+d6 MD, AP 6
2 lbs

Rift Staff
Str+d6, Reach 1, Parry +1, 2-handed, spend 2 PPE to do MD for one round
+2 to Open/Manipulate Rifts
Barrier Power (Fire Trapping)
Damage Modifier for barrier
6 lbs

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Vibro-Knife
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains

• Communications Band
• Rift Staff

Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function



NG-S2 Survival Pack


Credits: 14500

Encumbrance:
Max Load: 28 lbs
Current: 17 lbs w/o pack; 47 w/pack
Penalty (applies to Agility & Strength): None/-1

Contacts:
None
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

Advances
Hero’s Journey
  • Magic & Mysticism (8): Bonus Novice Power not on list: Mind Reading
  • Magic & Mysticism (19): Choice: Auto-Raise on one Power: Mind Reading
Bonus HJ Roll (See Changelog)
  • Magic & Mysticism (14): Auto-Raise on one Power: Entangle (Power is not yet known, will only gain effect once Power is learned)



Advances
  • Initial Advances: (From Hindrances): Diabolist, Linguist
  • Novice 1 Advance: Spirit Bump (d8)
  • Novice 2 Advance: New Powers (bolt, fear)
  • Novice 3 Advance: Strong-Willed
  • Seasoned 1 Advance: Spirit d10
  • Seasoned 2 Advance: Shift the Arcane
  • Seasoned 3 Advance: Investigator Edge
  • Seasoned 4 Advance: Power Points Edge
  • Veteran 1 Advance: Teleportational Hitchhiker Edge
  • Veteran 2 Advance: New Powers (entangle, remote viewing)
  • Veteran 3 Advance:
  • Veteran 4 Advance: Power Points Edge
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

Changelog
10/1/2018: 6 XP, N2 Advance, Power Points
11/14/2018: Bonus HJ Roll: M&M 14: Auto-Raise on one Power of Choice: entangle.
12/1/2018: Mondain Loot Drop (all noted in gear)
12/23/2018: Interlude XP
1/1/2019: Skill-bumps (K: Arcana/Politics)
1/7/2019: Bought Communication Band for 34K
1/5/2020: ~SWADE~
4/1/2020: S2 Advance: Shift the Arcane Edge
Something something
1/1/2022: V1 Advance: Teleportational Hitchhiker
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Snake Eyes »

Looks dangerous. Approved. Welcome back!
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: Gaspard Gillead, SWADE D'norr Shifter

Post by Gaspard Gillead »

Bound Summons

Proditione (Lesser Demon, Bound Summon, Ties up 6 PPE, 8 Advances)
Proditione, aka "Perdi", is a lesser demon who has a long-term association with Gaspard. Like most of his ilk, he is physically imposing and not very bright. He'd cheerfully eat Gaspard's liver if given half a chance, but the Shifter knows better than to trust him with any sort of opportunity for treachery. His skin is a pallid shade of green-grey, while his armor and shield resemble brass. The hilt of the sword matches his armor, and the blade is pitch-black.
Proditione normally wears a long black cloak that hides his features at first glance, though of course, nothing can conceal his immense size.
He has grown in power during his association with Gaspard, which is one reason he continues to accept long-term (though never indefinite) servitude. Of course, he ultimately seeks Gaspard's soul, and each contract renewal brings another opportunity to corrupt the Shifter. For his own part, Gaspard tends to speak dismissively to the demon, especially when reining him in after some offense (Perdi cannot attack other members of the party, but he can insult, taunt or otherwise undermine them, and sometimes Gaspard has to intervene).
As this is an ongoing relationship, the contract is both formal and long, including a variety of clauses and sub-clauses meant to prevent outright betrayal. Many of these deal with circumstances where Gaspard is rendered unconscious, to ensure that the demon doesn't either wander off or finish him off. Still, in such circumstances, Perdi can roll Common Knowledge to get up to minor mischief (GM's call on what happens, depending on circumstance; possibilities include taking Gaspard someplace 'safe', but otherwise inconvenient, or leaving behind important gear, for instance). Of course, if Gaspard dies, all bets are off--Perdi would be free to flee the rest of the party and rampage through the mortal realm until brought to heel.
When Gaspard originally betrayed his masters in the City of Brass, Proditione thought it was a delightful turn of events. The demon is less happy with the affiliation with the Tomorrow Legion. Still, Proditione is pragmatic, and willing to try to make the best of it. The demon lives for combat, and at least that particular urge is readily scratched--arguably, much more than when Gaspard was a mere Constable in the City of Brass.
In addition to his standard demonic gear, Proditione wields a toxic sword they acquired while battling cultists.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d10 (+2 w/Toxic Blade), Intimidation d6, Notice d4
Pace: 6; Parry: 10; Toughness: 25 (12)
Edges: Arcane Resistance (+2 to resist arcane abilities, +2 armor vs. magical damage), Brawny (extra load/toughness), Charge (attack at end of Run with no penalty), Frenzy (one attack/rd, may double-strike), Extra Resilient (Has two Wound Levels), Luck (Has a Single Benny--he will ONLY use this on things that benefit him, particularly injury-prevention.), Imp. Trademark Weapon: Toxic Blade (+2 Fighting rolls, +2 Parry)
Gear: Demonic armor (+4 Armor, +2 Toughness)
Demonic melee weapon (Str+2d4 AP 6)
Small Shield (+1 Parry, +2 Armor vs. ranged damage).
Toxic Blade (Enchanted Vibro-Greatsword; Damage Str+d12 MD, AP 12; Reach 1; Wielded One-Handed; 5 PPE internal storage, May spend 1 PPE before attacking to force target who is at least Shaken to roll Vigor; failure causes a level of Fatigue, but cannot Incapacitate)
Special Abilities:
Armor +8: Armored hide.
Environmental Immunity: Cold, Fire, Heat, and mortal Poison and Disease.
Fear: Even Lesser Demons are terrifying when first encountered, causing
opponents to make a Fear check.
Infravision: Reduce all Illumination penalties by half (round down) when
fighting beings with body heat.
Size 3 (Normal): Lesser Demons are hulking monsters.
Weakness (Holy Attacks): Demons are vulnerable to holy attacks and weapons
wielded by those who are considered holy opponents, such as those with the
Champion or Holy Warrior Edge. CyberKnights and Mystics who follow any
kind of “path of light” spiritually fall into this category. Such attacks inflict
+4 Mega Damage to Lesser Demons and Wounds caused by such attacks cannot
be regenerated.
Weakness (Silver): Silver weapons and attacks have the same effect as holy
weapons, inflicting +4 Mega Damage and negating demonic regeneration.

Advances:
Free: Resilient (for being a long-term summon)
N1: Fighting d10
N2: Trademark Weapon
N3: Extra Resilient
S1: Luck
S2: Spirit d8
S3: Taunt d4/Intimidate d8
S4: Size Increase
V1: Imp. Trademark Weapon: Toxic Blade



Skotia & Erebu (Shadowbeasts; each ties up 1 PPE, in addition to the storage in their Onyx Collars)
These nasty creatures speak almost not at all, and then only in short whispers barely audible to the person they are addressing. Each wears an enchanted collar that helps cover the 'cost' of their Binding. When not engaged in combat, they will often loom to either flank of Proditione. During this time, they also wear black cloaks, but these are quickly discarded when they are "in the field".
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+4, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d10, Persuasion d6, Stealth d12, Survival d12
Pace: 10; Parry: 7; Toughness: 26 (12)
Hindrances: Bloodthirsty, Overconfident, Ruthless (Major)
Edges:
Assassin (The Drop/Vulnerable = +2 Damage)
Martial Artist (From Onyx Collars, increases Claw damage to d6s)
First Strike (First person who enters range provokes Free Strike)
Fleet-Footed (included)
Free Runner (Ignore Difficult Ground, +2 Athletics for Climbing/Foot Chases)
Imp. Frenzy (First two attacks/rd can be double-strikes)
Quick (Redraw Init < 5; No effect unless off on their own)
Woodsman (+2 Survival, +2 Stealth)
Gear: Onyx Collars (Enchanted Item, covers 5 PPE of 6-point Binding Cost, does not interfere with Shadow-meld, grants Martial Artist Edge)
Special Abilities:
Bite/Claws: The Shadow Beast's natural weapons inflict Str+3d6 Mega Damage, AP 12.
Demonic Hide: +12 Armor and +4 Toughness.
Fast Regeneration: Except for wounds caused by a Weakness, make a natural healing roll every round.
Fear (−2): Cause Fear checks at −2, when encountered emerging from shadows −4.
Fearless: Immune to most Fear effects and Intimidation.
Infernal Form: Immune to Cold, Disease, Heat, and Poison.
Leaper: Can jump twice as far as normal and adds +4 to damage when making a Wild Attack while pouncing instead of the usual +2
(unless in a closed or confined space where he cannot leap).
Perfect Night Vision: Ignore all Illumination penalties.
Shadow Meld: As an action Shadow Beasts can completely merge into even the smallest shadows (as
invisibility with the True Invisibility Modifier). Any attempt to detect or attack the Shadow Beast is made at
−8. Using most means of scrying or other detection to find the Shadow Beast is impossible (this includes
divination). Even those using detect arcana suffer a −4 penalty to see the beast (but exalted detect arcana works
at no penalty). Shadow Beasts use their shadow melding abilities to ambush or avoid foes, maintaining
their invisibility as much as possible even once combat is underway. While immersed in shadow or dancing in
and out of darkness, the Beast gains +2 to Fighting, Intimidation, Stealth, and Survival (tracking) checks, but
the penalty to attack or detect it is reduced to −4.
Size 3 (Normal): 12 feet tall and weighs 500 pounds.
Weakness (Holy Weapons): Suffer +4 damage from attacks from opponents
with the Champion or Holy Warrior Edge (including Cyber-Knights and
true Mystics). Wounds from such attacks cannot be regenerated.
Weakness (Light): Weapons with light-based trappings have the same effect as Holy Weapons.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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