Keokuk

Characters
Post Reply
User avatar
Keokuk
Posts: 12
Joined: Tue Jun 13, 2023 11:40 pm

Keokuk

Post by Keokuk »

Name: Keokuk (Human MARS Paradox Shaman)
Rolls

Money and Common Goods:
Cash On Hand: 4d6*100: [2, 3, 5, 2]*10 = 120 Actually 1200 Universal Credits
Misc Gear; 2d4*500: [1, 1]*50 = 100 Actually 1000 credits worth of gear or valuables

Fortune & Glory (2)
F&G: 2d20: [11, 8] = 19
8: Strong & Powerful: Add one die to Strength and begin with the Brawny Edge.
11: Gregarious & Resourceful: Begin with the Charismatic and I Know a Guy Edges.
... Well, that went a different direction than I was looking for....
Spoke with GM, employing The Rob for 5 EP to change the 8 to a 4.
4: A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or
Riding skill and start with one vehicle or mount of choice (no robot combat vehicles).
Starting with a Big Bertha Hovertruck and +2 DT Piloting.

Hero's Journey (3, Roll First Then Pick Table)
HJ 3d20: [5, 17, 8] = 30
5 (Education): Communication is the key to understanding. Your character has a passion for
languages, and a real gift for them as well. She has the Linguist Edge and any one
Language skill (American) at d8.
8 : Magic users benefit from a variety of spells. Your hero gains either the New Powers
Edge or any one power normally unavailable (except resurrection). (Choose relief.)
Novice not on list: beast friend, empathy, mind link, mind reading, relief, shape change

17 (Training): Though lots of folks can jump behind a wheel or grab a stick, your hero understands
the nuances of guiding a machine effectively through the worst conditions. She
gains the Ace Edge, or Combat Ace, if she already has Ace, as well as a one die type
increase in her choice of Boating, Driving, or Piloting
Attributes:
Agi d6-1
Smt d8
Spi d6
Str d4-1
Vig d6-1
Parry 5; Toughness 5; Pace 5/d4

Skills:
Persuasion d4
Stealth d4-1 (d4+1 to set ambush)
Athletics d4-1
Notice d8+2 (+2 STS; +2 to spot/analyze enemy activities; +2 vs. Surprise/Detectable Dangers; -2 vs. Undetectable Dangers)
Common Knowledge d6 (Free Re-roll Earth History)
Spellcasting d12+2
Occult d8+2
Survival d8 (+2 set ambush)
Electronics d6 (+2 analyze enemy activity or evade detection)
Academics d6 (Free Re-roll Earth History)
Fighting d6
Shooting d6
Piloting d8 (+1 Handling, ignore 2 pts penalties)

Hindrances:
Heroic(IF)
Elderly (Starting)
Clumsy (Starting)

Edges:
Charismatic (F&G): Free Re-roll on Persuasion/Perform
Ace (HJ): 2 point penalty mitigation, spend Benny to roll Piloting to Soak vehicle damage.
Linguist (HJ): Native Comanche, American d8, Spanish, Elven/Dragonese, Demongogian, Faerie Speak
Expanded Magic (HJ): Relief added to known Powers
AB Spellcasting (IF): It's what I do. (banish, dispel, havoc, invisibility, telekinesis)
Master of Magic (IF): I do it well.
One With Magic--Novice, Seasoned (IF, S1): detect/conceal Arcana as innate power, special rules; sense Supernatural Beings in line-of-sight with Notice check; gain Ley Line Walker abilities.
Ley Line Rejuvenation (S1): Natural Healing 1/d when on Ley Line
Ley Line Sense (S1): 10 mile range; automatically sense location, power, flow direction, nexus points, current major use.
Memories of the Earth (IF): Free Re-Roll for Academics/Common Knowledge about Earth History
Scholar--Occult (IF): +2 to Occult Rolls
Field Intel (Hind): +2 Notice/Electronics to determine enemy activity or analyze enemy transmissions/docs/remains; +2 Stealth/Electronics/Survival to set ambushes)
Professional: Spellcasting (Hind): +1 Spellcasting
Expert: Spellcasting (Human): +1 Spellcasting
Alertness (N1): +2 Notice
Danger Sense (N2): Bonus to spot hidden dangers
Power Points (N3): MOAR POWER
User avatar
Keokuk
Posts: 12
Joined: Tue Jun 13, 2023 11:40 pm

Re: Keokuk

Post by Keokuk »

Powers:

Stand Between Two Worlds (detect arcana [self])
PPE: 1; Range: Self; Duration: 5
Trappings: Furrowing of the brow; cast as Innate Action (cast at +1, or 1 point of free Modifiers)
Detect arcana allows the caster to see and detect all supernatural persons,
objects, or effects in sight for five rounds. This includes invisible foes, enchantments on
people or items, weird science devices, and so on. With a raise, the caster knows the general
type of enchantment as well — harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes
hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
MODIFIERS:
Hurry (+1) He seems to be moving along an unseen web, suddenly gaining +2 Pace while perceiving
the supernatural.
Exalted Detect (+2):
With a successful Arcane Skill check on a particular magical effect or
supernatural entity or phenomena, the caster can learn the following:
* Active powers and arcane abilities.
* Type of supernatural creature (vampire, werewolf, dragon, etc.).
* Enchantments present on an item.
* Amount of PPE or ISP possessed by a target.
* Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals
any susceptibilities, Weaknesses, and ways to bypass Invulnerability.

Muffle Aura (conceal arcana [self])
PPE: 1; Range: Self; Duration: 1 Hour
Trappings: Envisioning a web surrounding himself,hiding his aura; cast as Innate Action (cast at +1, or 1 point of free Modifiers)
Obscures Keokuk from detect arcana or similar abilities for the Duration. Roll Spellcasting to
oppose such Powers.
MODIFIERS:
Shroud (+1): A shadowy cocoon surrounds Keokuk, making attacks against him suffer -1 to hit, and
gives him a +1 bonus to Stealth.
Strong (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Exalted Conceal (+2): Keokuk is −2 (or −4 with a raise) to be seen or found with detect arcana,
divination, and other arcane abilities; may not be used in combination with
the power’s Strong modifier.

Repair the Web banish
PPE: 3; Range: 8"; Duration: Instant
Trappings: Chanting while making an abjuring gesture mimicking weaving a web
Targets otherworldly beings; opposed by target's Spirit.
Success: Target is shaken; Each Raise = 1 Wound.
Incapacitated Target is sent to its home plane.
MODIFIERS:
Fatigue (+2): Target who is at least Shaken suffers a level of Fatigue, which cannot Incapacitate
Range (+1/+2): Range 16"/24"
Greater (+2/+4/+6): SBT/MBT/LBT. All Powers within area are affected (casters make separate
rolls to oppose for each), unless set aside with Selective.
Selective (+1): Effect ignores selected targets in template.

Mana Venom dispel
PPE: 1; Range: 8"; Duration: Instant
Trappings: Motion fingers as if they are fangs biting at the target.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being
used. The latter requires the countering mage to be on Hold and interrupt his foe’s action.
Opposed Arcane Skill check; Keokuk suffers -2 if opponent is using a different AB.
Success ends targeted Power; Raise also Distracts opposing Caster.
MODIFIERS:
Power (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or
two with a raise. The difficulty to do so is −2 for permanently enchanted items such as
found in most swords & sorcery campaigns, or −4 for divine or legendary relics
Range (+1/+2): Range 16"/24"
Fatigue (+2): If Keokuk successfully dispels or counters the opposing Power, the other caster
suffers one level of Fatigue that cannot Incapacitate.
Exalted (+2/+4/+6): SBT/MBT/LBT. The caster makes one Arcane Skill roll and compares it to
Arcane Skill rolls for the active powers within the Blast Template, negating those where he wins.
This affects all powers in the target area unless the Selective Power Modifier is also used.
Selective (+1): Effect ignores selected targets in template.

Yank the Weave {havoc)
PPE: 2; Range: 8"; Duration: Instant
Trappings: Grips the air in front of himself as if grabbing at a web, then tugs and releases
Area of Effect: MBT centered in Range, or Cone Template emanating from Keokuk
Success: All targets touched by template are Distracted, then must make Strength check to
resist. Failure = hurled 2d6" from point of emanation. Striking an object causes 2d4 nonlethal
damage.
Raise: -2 to Strength check
Airborne Targets also suffer a -2 to the Strength check.
MODIFIERS:
Area (+1): Havoc affects a Large Blast Template.
Strong (+1): Strength rolls are made at −2.
Range (+1/+2): Range 16"/24"
Selective (+1): Effect ignores selected targets in template.
Greater (+2): Targets are knocked back a total of 3d6" and take 2d6 damage if they strike a hard object.

Overlooked (invisibility)
PPE: 5; Range 8"; Duration: 5
Trappings: Pray to Spider to the target unseen
Success: Opponents suffer a -4 to target or Notice the concealed subject.
Raise: Penalty increases to -6.
MODIFIERS:
Range (+1/+2): Range 16"/24"
Hurry (+1): Target also gains the ability to scuttle like Spider; +2 Pace
Additional Recipients (+3): The power may affect more than one target for 3 additional Power
Points each.
True Invisibility (+5): Penalties now apply to all senses, not just sight. Scrying and Divination cannot
locate the target. The recipient is impossible to detect unless drawing attention. Detection or attacking
is then at -6. Detect Arcana suffers a -2 penalty; Exalted Detect and Exalted Darksight roll at no penalty.
Latter two are able to keep target in sight once detected for rest of encounter.

The Dancing Web (telekinesis)
PPE: 5; Range: 16"; Duration: 5
Trappings: Web-weaving gestures, followed by marionette-like control gestures
Success/Raise: Str d10/d12 for moving objects/willing targets.
Opposed roll vs. target Spirit for unwilling targets. Reroll at the start of target's turn
until Power ends or released. Resistance does not end power effects.
Move target up to 8" per turn; slamming into solid surfaces for Str+d6 damage. Dropping
does normal damage.
Telekinetic Tools: Keokuk can wield tools (including weapons) with telekinesis as an
action, using Spellcasting when attacking in this way.
MODIFIERS:
Range (+1/+2): Range 32"/48"
Glow (+1): Glowing web-lines trace over the target. Negates 1 point of Illumination penalties for
attacking the target while it lasts.
Shroud (+1): A shadowy cocoon surrounds the target, making attacks against him suffer -1 to hit, and
gives him a +1 bonus to Stealth.
Fatigue (+2): While aloft, target suffers a level of Fatigue, which cannot Incapacitate
Exalted (+3): The Strength of telekinesis is d12, +2 Strength for each raise. Consult the Super Strength Table
(on page 69) to determine how much the caster can lift and manipulate. Note that objects weighing 1,000
pounds (requires at least one Raise) or more automatically deal Mega Damage when used as weapons.

, Relief
User avatar
Keokuk
Posts: 12
Joined: Tue Jun 13, 2023 11:40 pm

Re: Keokuk

Post by Keokuk »

Gear:
Light Enchanted Armor:
+4A/+1T
Concealable (-2 Notice when under clothing)
6 lbs

Spirit Spear
Damage: Str+3d6 AP 6 MD
MinStr d6
Special: Deals +1d6, +6 AP vs. Supernatural Evil
Notes: Cannot Use until Spirit d8 achieved. Currently in the back of the cab on his hovertruck
3 lbs

Wilk’s 320 “Classic” Laser Pistol
Range: 15/30/60
Damage: 3d6 AP 2
+1 Shooting
2 lbs
Ammo: 2 E-clips

NG-HCH-2000 Tractor Hover Truck:
Size 8 (Huge), Toughness 42 (20 MDC)
Handling +1*, Crew 2+2
175 MPH, Nuclear-Powered (Unlimited Range)
Remaining Mods 6
ECC: immunity to the Hazards of Cold, Heat, Disease, Poison, Drowning, Electricity,
and Radiation. Includes eight days of emergency supplies and air for crew.
Hover: Ignore Difficult Ground (low obstacles/water), drop up to 100 feet w/ no issue.
Sensor Targeting Suite (STS): 20-mile radio range; HUD readouts incorporating
chemical, 360 degree radar, thermal imaging, active night vision, 50× magnification optics,
and audio pickups that can catch whispers at 100 yards—grants +2 to Notice rolls and
ignores Illumination penalties.

NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
30 lbs, in truck cab

Money and Common Goods:
Cash: 1200 Cr
Misc Goods: 1000 Cr
User avatar
Keokuk
Posts: 12
Joined: Tue Jun 13, 2023 11:40 pm

Re: Keokuk

Post by Keokuk »

Background
WiP
User avatar
Keokuk
Posts: 12
Joined: Tue Jun 13, 2023 11:40 pm

Re: Keokuk

Post by Keokuk »

Build Notes:


Starting Skills 15+5 Smarts
Persuasion d4
Stealth d4-1
Athletics d4-1
Notice d8 (2 pt)
Common Knowledge d6 (1 pt)
Spellcasting d12+2 (5 pts)
Occult d8 (1 pt)
Survival d8 (3 pts)
Electronics d6 (2 pt)
Academics d6 (2 pt)
Fighting d6 (2 pt)
Shooting d6 (2 pt)
Piloting d8 (F&G/HJ)

Advances:
N1: Alertness
N2: Danger Sense
N3: Power Points
S1: One With Magic (Seasoned)
S2:
S3:
S4:
V1:
V2:
V3:
V4:
H1:
H2:
H3:
H4:
L1:
Post Reply

Return to “Heroes of the Frontier”