Mathezic

Faustus Hancock's page

4 posts. Alias of Kafka Komedy.


Full Name

Faustus Hancock

Race

Human

Classes/Levels

Ley-Line Walker | 6 Pace, 5 Parry, 9 (3) Toughness

Gender

Male

Age

26

About Faustus Hancock

Attributes
Agility: d6
Smarts: d10
Spirit: d4
Strength: d4
Vigor: d6
Skills
Agility
Athletics: d4
Fighting: d6
Stealth: d6

Smarts
Academics: d8
Common Knowledge: d8
Language, American: d8
Notice: d8
Occult: d6
Research: d6
Spellcasting: d10

Spirit
Persuasion: d4

Framework Bonuses
Arcane Academic: Double the PPE gained by taking the Power Points Edge. New Powers Edge they may either gain three powers of up to one Rank higher or they may choose one power of any Rank not normally allowed by their power list—with the GM’s permission.
Arcane Background (Magic): Begin with Arcane Background (Magic), choosing five powers, the Master of Magic, Power Points, and Rapid Recharge Edges, as well as a d6 Spellcasting skill. Ley Line Walkers begin with 20 PPE (10 PPE base, plus 10 PPE from the Power Points Edge modified by Arcane Academic).
Expanded Awareness: Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check.
Ley Line Magic Mastery: Can draw extra PPE for their rituals from ley lines adding two dice to their pool when rolling for available PPE.
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley Line Sense: Can sense a ley line within 10 miles, and tell how powerful it is, in what directions it flows, where it meets at nexus points, any Rifts, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). Can also sense new or recurring Rifts within 50 miles.
Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
Ley Line Walking: Can walk the ley line as though walking across level ground. He can fly along them at twice his Pace, at an altitude as high as 1,000 feet.

Framework Complications
Cybernetics: Impose a −1 to the Spellcasting skill for each point of Strain.
Disconnected: The Walker has a -1 Persuasion penalty in most social situations involving those not immersed in the occult.
Enemies: Are usually designated “shoot-on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Walkers who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
Edges
Selected Edges
New Powers: Your character learns a new power. Wizards must have access to an Arcane Laboratory and Clerics must complete a quest. Powers Chosen: Barrier, Invisibilty, Telekinesis
Power Surge: Recover 10 Power Points when dealt a Joker in combat.
Added Edges
Master of Magic: The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
Power Points: Gain 5 additional Power Points, no more than once per Rank.
Rapid Recharge: Recover 10 Power Points per hour.
Concentration: Double Duration of non-Instant powers.
Hindrances
Purchased an Edge and one Skill with Hindrances.
Bad Eyes (minor): Without glasses, suffers a -1 penalty to any Trait roll dependent on vision. A Wound has a 50% chance to break/lose the glasses, making the character Distracted until the end of their next turn.
Habit (minor): Addicted to something, suffers Fatigue if deprived. (Flicking a lighter open and closed.)
Mild Mannered (minor): -2 to Intimidation rolls
Gear
NG-52 Survival Pack
Laptop Computer
Wooden Cross
Lighter
Communicator
Horse
Saddle

Weapons/Attacks
TK Revolver: 3d6 | 12/24/48 RNG | 3 AP | 1 ROF | 6 Shots | TW
Wilk's 320 Laser Pistol: 3d6 | 15/30/60 RNG | 2 AP | 1 ROF | 20 Shots | No Recoil
Bolt: 2d6 | Smarts x2 RNG | 0 AP | Power, PP:1
Armor
Ley Line Walker Light Armor (TW) | +3 Armor | +1 Toughness | 4 Weight | d4 Min Str | -2 Rarity

Powers
PPE: 20
Barrier 2 PP, 5 Rounds | Creates 10 yard long, 2 yard tall, Toughness 10 barrier.
DAMAGE (+1): The barrier causes 2d4 damage to anyone who contacts
it.
SHAPED (+2): The barrier forms a circle, square or other basic
shape.
SIZE (+1): The length and height of the barrier doubles.
STRONG (+1): The wall is Toughness 12.
STALWART WALLS (+2): The barrier gains +12 MDC Armor

Bolt 1 PP, Smarts x2 Range | 2d6 Ranged attack
DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
GREATER BOLT (+4): The bolt causes 4d6 Mega Damage (5d6 with a
raise).
ONSLAUGHT (+2): The bolt attack is made at Rate of Fire 2 (ignores
the Recoil penalty) and may be used for Suppressive Fire (see Savage
Worlds).

Deflection 2 PP, Smarts Range, 5 Rounds | -2/-4 to attack recipient
ADDITIONAL RECIPIENTS (+1): The power may affect more than one
target for 1 additional Power Point each.
GREATER DEFLECTION (+3): The penalty to attack the recipient
increases to 4 (– 6 on a raise).

Detect Arcana 1 PP. Self, 5 Rounds/1 Hour | Detects magic for Duration 5 or conceals it for one hour.
ADDITIONAL RECIPIENTS (+1): The power may affect more than one
target for 1 additional Power Point each.
AREA OF EFFECT (+1/+2): The power affects everything in a sphere the
size of a Medium Blast Template for +1 points, or a Large Blast
Template for +2.
STRONG (+1): Conceal only. Detection rolls to see through the
concealment are made at 2.
EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced,
giving it expanded analytical effects. With a successful Arcane
Skill check on a particular magical effect or supernatural entity or
phenomena. See Text
EXALTED CONCEAL ARCANA (+2): The recipient 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

Dispel 1 PP, Smarts Range | Negates magical effects.
DISENCHANT (+1): The caster can target a magical item rather than an
individual or a power. This is a standard arcane skill roll, not an
opposed roll (the GM may apply a penalty to disenchant powerful
items or artifacts). If successful, all the item’s magical abilities
are negated for one round, or two with a raise.
MULTIPLE POWERS (+3): If successful, the caster dispels all the
target’s currently activated powers.
EXALTED DISPEL (+2/+4/+6): For +2 Power Points dispel affects a
Small Blast Template, and for +4 points the Blast Template becomes
Medium, or Large for +6 Power Points. 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.

Fear 2 PP, Smarts Range | Causes Fear check.
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in
a Medium Blast Template. For +3 points the area of effect is
increased to a Large Blast Template.
GREATER FEAR (+2): Fear rolls are made at 2, or 4 if cast with a
raise.

Invisibility 5 PP, Smarts Range, 5 Rounds | Target is invisible (–4/–6 to affect)
ADDITIONAL RECIPIENTS (+3): The power may affect more than one
target for 3 additional Power Points each.
TRUE INVISIBILITY (+5): Invisibility applies to normal sight-based
Notice checks; True Invisibility applies to all senses, including
mystical, technological, or greatly enhanced ones. True Invisibility
also makes it impossible for most means of scrying or other
detection to find the character, including divination. The recipient
cannot be seen or detected by any means unless he takes actions that
arouse suspicion or attacks someone. In that circumstance, any
attempt to detect or attack the character with True Invisibility is
made at 6. Additionally, those using detect arcana may detect them
at a 2 penalty, and those using Exalted Detect Arcana and Exalted
Darksight roll to detect at no penalty. Characters using those
powers modifiers who detect the target can see him normally for the
remainder of the encounter.

Telekinesis 5 PP, Smarts x2 Range, 5 Rounds | Moves items with Strength of d10 (d12 with a raise).
EXALTED TELEKINESIS (+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 or more automatically deal Mega
Damage when used as weapons.

Wall Walker 2 PP, Smarts Range, 5 Rounds | Character can walk on walls at half Pace (full Pace with raise).
ADDITIONAL RECIPIENTS (+1): The caster may affect others at the cost
of 1 Power Point each.
GREATER WALL WALKER (+2): With success the target moves at her
normal Pace, and with a raise she gains +6 on Athletics rolls to
climb or hang onto a surface and resist the Push maneuver or being
moved by havoc, telekinesis, and other similar powers or effects.