Dorian Falstaff, Altess TW (For the Sovereign)

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Dorian Falstaff
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Dorian Falstaff, Altess TW (For the Sovereign)

Post by Dorian Falstaff » Sat Jan 12, 2019 6:39 pm

Dorian Falstaff.jpg
Dorian in armor.jpg
Player Name: Jason
Google Handle: JasonBahr
Character Name: Dorian Falstaff, Lord Director of Magi-Tech Development
Rank: Novice Experience: 13 Advances Left: 0
Race: Altess
Iconic Framework: Techno-Wizard

Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 5/17 (9) in armor ;
Skills:
  • Repair d10 (2 IF, 1 HJ, 1 build)
  • Knowledge (Science) d10 (2 IF, 2 HJ)
  • Knowledge (Engineering) d10 +1 (2 IF, 2 HJ) (+1 HJ)
  • Knowledge (Arcana) d8 (2 IF, 1 build)
  • Knowledge (Computers) d10 (d12) +2 vs electronic security (3 HJ, 1 build) (+2 vs elec sec hj)
  • Knowledge (Electronics) d10 +1 (4 HJ) (+1 HJ)
  • Knowledge (Cosmic Forge) d4
  • Techno-Wizardry d12 (3 IF, 2 build)
  • Medicine d6
  • Fighting d6
  • Shooting d6
  • Notice d6
  • Persuasion d4
  • Investigation d4
Hindrances
  • Curious(Major): 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.
  • Greedy (Minor): If a Minor Hindrance, he argues bitterly over any loot acquired during play.
  • Vow (Minor):: To convince the Science Council and investors that the Altess should reinvest in discovery and invention as well as move into magi-tech. To that end he gathers field reports of his devices and their efficacy as well as the growth in tech of their lessers.
  • Ignorance from Arrogance: Most Altess spend their lives perusing recreation and their various hobbies, leaving much of life's daily maintenance to servants and slaves. This leaves them woefully under-educated and naïve about the world at large. They suffer a −2 to all Smarts rolls.
    „„„„
  • Wanted (Minor): Any Altess adventurers are considered to be AWOL from the empire and are hunted with the intent of bringing them back home.
  • Bad Reputation: The Altess are infamous having built their empire on slavery and the concept of racial superiority. Most other „„species find them intolerably arrogant and condescending. They suffer a -4 charisma penalty with nonhumans and those opposed to slavery.
  • You Do It For Me: on a club on the initaitive make a spirit roll at -2 to summon the motivation to care about what is going on.
  • Wanted (Major): Every Altess is born with a fragment of the location of the cosmic forge imbedded in their minds. While too proud and disinterested in the Forge to work together and find it,sSeekers of the cosmic forge covet the knowledge and will often harass individuals and worse to gain it from them.
  • Phobia: Major: Darkness
Edges
  • AB:Weird Science: Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none.
  • Attractive: +2 Charisma
  • Rich: 5000 credits and 2 HJ rolls
  • Very Rich: 20,000 credits and 3 more HJ rolls
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Sidekick: His robot butler/bodyguard Mr. Givens (retrapped full conversion borg)
  • Master of Magic: A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • More Power Points: +5 power points
  • Tinkerer: Tinkerer: Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules.
  • Mr. Fix It: The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
Last edited by Dorian Falstaff on Fri May 17, 2019 4:07 pm, edited 17 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: 2/3
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  • #: Card - Effect
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Dorian Falstaff
Posts: 66
Joined: Sat Jan 12, 2019 11:25 pm

Re: Altess TW (For the Sovereign)

Post by Dorian Falstaff » Sat Jan 12, 2019 6:40 pm

Background
Dorian was always the best in his class in the sciences. He greatly anticipated joining the Royal Academy of Sciences from an early age and when he was accepted on graduating from advanced studies he was thrilled. That lasted several years but satisfaction was slowly worn away by the lackadaisical pace of research and development in the Dynasty. At this time he discovered his aptitude of the often disdained art of techno-wizardry. At first practiced in secret are a new avenue for his scholastic restlessness, he soon began to appreciate it's practical applications. When he tried to bring his proposals up however the idea of mass producing mystic gear was met with derision.

He decided to prove the efficacy of his equipment by joining the Armoria as a front line tech-marine. It took some doing to get the transfer approved but he eventually did. He finished training in time to be deployed in the conflict with a neighboring Splugorth Lord. His inventions and surprisingly cool head in combat served him well. His devices and those of the few magic capable he trained as novice TWs were pivotal in several battles and he left the Armoria a decorated hero of the conflict.

His reward for this was a celebrated return to the Royal Academy, with his own Lord Director chair of the newly formed Department of Magi-Tech Development. He thought his dreams had come true but it turned out to be near the same as before. The lack of Altess magicians in general and TWs in particular meant he was grossly understaffed. And despite the hoopla, the board of chairmen still did not appreciate the value in techno-wizardry or other forms of magic. So he began taking "sabbaticals" to do field research and to see first hand how the rest of the 3G has been developing technologically while the Dynasty sat on it's past accomplishments.
Shh secret GM stuff
Dorian has placed a subroutine in the Sovereigns AI that sends coded updates on the ships location and teams general mission to a dead drop "email" account. The drops are thru a series of fake accounts and spambots so the data looks like ads spamming someone's email. K:Computer 1d10+2 = 12: 10 Wild 1d6+2 = 4: 2 Ace 1d10+12 = 21: 9 5 Success'
Contacts
Last edited by Dorian Falstaff on Thu Feb 07, 2019 9:20 pm, edited 4 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: 2/3
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  • #: Card - Effect
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Dorian Falstaff
Posts: 66
Joined: Sat Jan 12, 2019 11:25 pm

Re: Altess TW (For the Sovereign)

Post by Dorian Falstaff » Sat Jan 12, 2019 6:40 pm

Gear

Modified Armoria Combat Engineer Armor (Retrapped Triax T-13 Field Mechanic)
  • +9 Armor and +3 Toughness
  • Strength Minimum: N/A
  • Environmental Protection: Full
  • Weight: 18 lbs
  • Notes: +2 toughness and +3 armor from HJ rolls. It has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision. It's repair functions include a laser torch built into the left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage). On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic’s normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee. The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage. All of this grants the wearer +2 on Repair checks
TK Machine Gun
  • Range: 30/60/120
  • Damage: 2d8+4
  • ROF: 4
  • AP: 2
  • Ammo: 100
  • Weight: 20
  • Cost: 75,000
  • Notes: AP 2; +1 to Shooting rolls from mods; 3RB from mods; requires 5 Power Points to load.
TK Revolver
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack). +2 Shooting rolls from mods
  • Add one TW Minor Upgrade: +1 Shooting rolls
Altess Armoria Genetic Blade (Patron Item)
Image
These mono-molecular blades are made of a unique substances that that are keyed to the dimensional frequency and genetics of the Kydian race. It takes on a minor trans-dimensional state that bypasses most inorganic matter and is exceptionally lethal to Kydian flesh.
Damage: Str+2d6+2, Mega Damage, AP 4
Magic Features
• Kydian Slayer: Does normal damage to all creatures except Kydians, to which it inflicts +1d6 damage and ignores armor.
• Eternally super-sharp armor piercing blade: Weapon never dulls.
• No Min Str (1 lb.)


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

Field Computer: Grade 2 cost 5,000

Translator: Programmed with the most common languages spoken in the Three Galaxies, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator to teach the system new languages. (1 lb, 9,600 credits)

Trauma Kit: . It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls, and it also offsets up to −2 penalties. Frequent use requires replenishing the supplies, as dictated by the GM. (3 lb, 2,600 credits)

Bio-Analysis Kit: Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use; anyone with Knowledge (Science) gains a +1 using this system, or a +2 if they specialize in Chemistry or Biology. (5 lb, 7,200 credits)

Magic Optic System (TW): Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)

Altess High Fashion Armored Clothing (Retrapped Body Armor from the SFC, p 16): (5 sets) This lightweight material appears to be normal clothing with little to indicate that is light body armor. It adds +4 Armor and negates up to 4 points of AP from ballistic attacks (but not energy or melee). (4 lb, $2000)

Altess Data Codex
A miniaturized supercomputer designed to gather information on alien languages and cultures as well as nearly any activity, skill, or trade one might encounter and relay some of that knowledge to the bearer. It's primary method of doing this is by sweeping local data networks and broadcasts. The device communicates information to the owner thru nano telepathy, they effectively know everything the Codex does.
Base Item: Computer, Field: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation.(2 lb, 28,000) The bonus also applies to any Investigation rolls for recalling history or related research. Retrapped as a pendant that communicates and implants data in the bearer via nanotelepathy (See Altess evicerator)
Veteran teir, 6 points. Total cost: 88,000
Super Skill 1 lvl 1 pt, 1 die to Knowledge Computers
Gifted 2 pts
Speak Languages 1 pt read 1 pt
Broadcast 2 pts,
Limitation -1 pt Only works for an Altess

Credits:50,600 credits
Last edited by Dorian Falstaff on Sun Jun 02, 2019 10:27 am, edited 14 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
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User avatar
Dorian Falstaff
Posts: 66
Joined: Sat Jan 12, 2019 11:25 pm

Re: Altess TW (For the Sovereign)

Post by Dorian Falstaff » Sat Jan 12, 2019 6:42 pm

Iconic Framework Techno-Wizard
  • Bonus'
  • „ Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, TechnoWizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
    „
  • „ Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes),the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
    „
  • „ Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
    „
  • „ Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.

    Complications
  • „ Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 108). „„
  • Device Dependent: As with any Weird Scientist, a Techno-Wizard must have her gizmos for her powers or parts to use Arcane Machinist. She must have gear and tools to make her magic work.
    „
  • „ Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s authority in the True Federation—including those serving the Tomorrow Legion—are also deemed enemies of the state there.
    „
  • „ Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
Race: Altess

Bonus'
  • Wealthy Beyond Imagining: The Altess are the creators of much of the technology the makes the Three Galaxies tick and they still hold the patents. At home in the Dynasty their wealth is near limitless but while out adventuring their access is much more limited. They begin with the rich and very rich edges.
  • Extended life span: The Altess live far longer than normal humans. With access to the medical facilities on their homeworlds they are virtually immortal. Without them they still live to be around 250 years old. „„
  • Attractive: The forced evolution process administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
    „„„„
  • Genetic Engineering: Millenia of genetic engineering had made the Altess more than human, they begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
„„
Complications
  • Ignorance from Arrogance: Most Altess spend their lives perusing recreation and their various hobbies, leaving much of lifes daily maintinence to servants and slaves. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
    „„„„
  • Wanted (Minor): Any Altess adventurers are considered to be AWOL from the empire and are hunted with the intent of bringing them back home.
  • Bad Reputation: The Altess are infamous having built their empire on slavery and the concept of racial superiority. Most other „„species find them intolerably arrogant and condescending. They suffer a -4 charisma penalty with nonhumans and those opposed to slavery.
  • You Do It For Me: on a club on the initaitive make a spirit roll at -2 to summon the motivation to care about what is going on.
  • Wanted Major: Every Altess is born with a fragment of the location of the cosmic forge imbedded in their minds. While too proud and disinterested in the Forge to work together and find it,sSeekers of the cosmic forge covet the knowledge and will often harass individuals and worse to gain it from them.
[/list]

Hero’s Journey
  • Education 13: Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
  • Education 17: He has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills
  • Education 8: Gain a d8 in Knowledge (Electronics). She also gains +1 on any Repair rolls with electronic machinery
  • Training 10: a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
  • M&M 18: Your hero gains +2 damage when using direct damage spells and TW weapons.
Rich & Very Rich HJ Rolls
  • Body Armor 1:You may trade the starting Armor from your Iconic Framework for any other body armor. Triax T-13 Field Mechanic
  • Body Armor 5: Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor
  • Body Armor 9: armor suit has +1 embedded Toughness
  • Body Armor 9: armor suit has +1 embedded Toughness
  • Ranged Weapons 1: Add any PersonalRanged Weapon: TK machine gun
Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Advances
  • Initial Advances: (From Hindrances): Sidekick, Master of Magic
  • Cybernetic Modifications:
  • Novice 1 Advance: Extra power points
  • Novice 2 Advance: Tinkerer Edge
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Dorian Falstaff on Mon Apr 01, 2019 8:46 pm, edited 10 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature

User avatar
Dorian Falstaff
Posts: 66
Joined: Sat Jan 12, 2019 11:25 pm

Re: Altess TW (For the Sovereign)

Post by Dorian Falstaff » Sat Jan 12, 2019 6:44 pm

PPE: 20/20
Powers:

Physio-Auric Enhancer/Destabilizer (Boost/Lower trait): Wrist mounted scanner/projector that tracks baseline and altered traits of targets. Rank: Novice Power Points: 2/4 Range: Smarts Duration: 3 (1/round) Trappings: Mystic energy pours into the recipient via their aura empowering or obstructing a trait. This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual. ► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected. Exalted: This Mega Power doubles the power’s effect; two die types for a success, four with a raise. Trapping effects When enhancing attribute the device is more effective. Gain the follow effects at the scost of +1PPE to cast:
Adrenaline Surge - Agility -- +1 to Agility rolls (such as to avoid damage or for using tricks), on a raise increase Agility by one die type for the duration of the power
Adrenaline Surge - Smarts -- +1 to Smarts rolls (such as tricks), on a raise increase Smarts by one die type for the duration of the power
Adrenaline Surge - Spirit -- +1 to Spirit rolls (such as Fear resistance rolls), on a raise increase Spirit by one die type for the duration of the power
Adrenaline Surge - Strength -- +1 to Strength rolls (including unarmed damage, as well as rolls for dramatic tasks), on a raise increase Strength by one die type for the duration of the power
Adrenaline Surge - Vigor -- +1 to Vigor rolls (including soaking), on a raise increase Vigor by one die type for the duration of the power

Acceleration Matrix (Quickness): Belt mounted arcane box that bends time for the wearer or another target. Rank: Seasoned Power Points: 4/8 Range: Touch Duration: 3 (2/round) Trappings: Blurred motion, hyperactivity. This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round. Exalted: In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns

Phantom Field Generator (Invisibility): Often built into an ascot or belt this device projects a field camouflaging the wearer from view. Rank: Seasoned Power Points: 5/10 Range: Self Duration: 3 (1/round) Trappings: A belt that generates an invisibility field. With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible. ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Exalted: True invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8. True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
Last edited by Dorian Falstaff on Sun Jan 13, 2019 12:40 pm, edited 2 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature

User avatar
Dorian Falstaff
Posts: 66
Joined: Sat Jan 12, 2019 11:25 pm

Re: Dorian Falstaff, Altess TW (For the Sovereign)

Post by Dorian Falstaff » Sun Jan 13, 2019 9:32 am

Rewards Tracker:
Money:
Starting credits: 2d4: 3, 2 x1000=5000
100,000 for prelude


XP:
+1 XP for prelude
+6 xp Q1 2019
+1 xp for Why did you join the Sovereign Interlude
Last edited by Dorian Falstaff on Wed Apr 03, 2019 10:03 pm, edited 2 times in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
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Dorian Falstaff
Posts: 66
Joined: Sat Jan 12, 2019 11:25 pm

Re: Dorian Falstaff, Altess TW (For the Sovereign)

Post by Dorian Falstaff » Sat Jan 26, 2019 3:56 pm

Spending log.

15,000 on TW mods.
30,000 on Magic Optic System
10,000 on Armored Clothes
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
Edit Signature

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