Kaigon the Miscreant

Perenian "Perry" Ethgarnon's page

183 posts. Alias of Therenger.


Classes/Levels

AG d6, SM d8, SP d8, ST d4, VI d6 | Pace 6, Size 0, Parry 2, Tough 5 | Power Points: 9/10 | Wounds: 0 | Male, huge cock

Gender

Athletics d4, Common Knowledge d6, Notice d6, Persuasion d6, Stealth d4, Occult d8, Faith d8, Shooting d6, Survival d4 |

About Perenian "Perry" Ethgarnon

Player Name: Therenger
Character Name: Perenian "Perry" Ethgarnon
Motto: "I'm gonna live until I die!"
Race: Human
Class: MARS
Rank: Seasoned
Advancements: 4

Agility d6 (1)
Smarts d8 (2)
Spirit d8 (2)
Strength d4
Vigor d6 (MARS Fortune & Glory)
Pace: 6, Parry: 2, Toughness: 5, Size: 0

Combat
Fireburst Rifle
Range: 24/48/96; Dmg: 4d6; ROF: 3; AP: 2; Shots: 20
Techno-Wizardy: Reload for 2 PP; 2 PP as a free action to cause Mega Damage for 5 rounds
Special: SBT, "It Burns"

Combat Mage Heavy EBA
Armor Value: +6; Toughness: +3, Weight 36
Techno-Wizardy: 1 PP to activate special abilities for 1 hour
Special: While powered increase Strength 2 dice and ignore Min Str; Farsight and Darksight

Spells (as per Tomorrow Legion Mystic Class)

Arcane Protection:
Rank: Novice; PP Cost: 1; Range: Smarts (8"); Duration: 5 rounds
Trappings: Perry's infrared signature glows considerably brighter
On Success: Hostile Powers suffer a -2 penalty (-4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
Master of Magic Modifiers: EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a −4 penalty (– 6 with a raise).

Beast Friend:
Rank: Novice; PP Cost: (See description); Range: Smarts (8"); Duration: 10 Minutes
Trappings: The caster concentrates and gestures with his hands
On Success: This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points. Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders. Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.

Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
Master of Magic Modifiers: BESTIARIUM (+1): The caster may now affect magical and mythical beasts; such creatures must still have only animal intelligence to be influenced.
DEEPER BOND (+1): The base Duration increases to 30 minutes.


Burrow:
Rank: Novice; PP Cost: 2; Range: Smarts (8"); Duration: 5 rounds
Trappings: Dissolve into the earth and emerging elsewhere
On Success: Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of “limbo” or burrow through
the ground at half his normal Pace (or full Pace with a raise). He may not run.

A burrowing character may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs. Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
Master of Magic Modifiers: GREATER BURROW (+2): The burrowing character moves at her full Pace (× 2 with a raise).


Darksight:
Rank: Novice; PP Cost: 1 (free with Armor activated); Range: Smarts (8"); Duration: 1 Hour
Trappings: Dilated pupils
On success: Darksight allows a hero to see in the dark. Ignore up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
Master of Magic Modifiers: EXALTED DARKSIGHT (+2): The recipient’s senses extend so far into the infrared and ultraviolet spectrums that he can also see anyone using the invisibility power and ignores all Illumination penalties.

Detect/Conceal Arcana:
Rank: Novice; PP Cost: 2; Range: Smarts (8"); Duration: 5 Rounds (detect) or 1 Hour (conceal)
Trappings: Whispered key words: "Reveal," or "Conceal"
On success: Detect arcana allows the recipient of the power 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). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
Master of Magic Modifiers: 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, 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.
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 Strong modifier.
PRESENCE SENSE (+1): The caster is able to sense the presence and exact
location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.


Farsight (with Armor):
Rank: Seasoned; PP Cost: 2 (free with Armor activated); Range: Smarts (8"); Duration: 5 rounds
Trappings: Eagle Eyes
On Success: Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range.
Master of Magic Modifiers: GREATER FARSIGHT (+2): Allows the recipient to ignore all Range penalties, and a raise doubles sight range.

Protection:
Rank: Novice; PP Cost: 1; Range: Smarts (8"); Duration: 5 rounds
Trappings: Hardened Skin
On Success: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster. Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
Master of Magic Modifiers: GREATER PROTECTION (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.

Relief:
Rank: Novice; PP Cost: 1; Range: Smarts (8"); Duration: Instant
Trappings: Cracking his neck
On Success: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise. Pairs with the Soul Drain Edge.
Master of Magic Modifiers: MASS RELIEF (+2/+3): For +2 Power Points relief affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3).

Smite:
Rank: Novice; PP Cost: 2; Range: Smarts (8"); Duration: Instant
Trappings: Weapon becomes covered in sigils
On Success: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Master of Magic Modifiers: GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.

Speak Language:
Rank: Novice; PP Cost: 1; Range: Smarts (8"); Duration: 10 Minute
Trappings: Clears his throat
On Success: This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
Master of Magic Modifiers: EXALTED SOUND/SILENCE (+1): Targets oppose the caster at −2 or –4 with a raise; silenced magic users cannot activate new powers.

Hindrances:
Impulsive (Major)
Ruthless (Minor)
Vengeful (Minor)

Edges:
Class Edges
Fast Healer: Add +2 to Vigor rolls for natural healing and check every 3 days instead of 5.
Nerves of Steel: Ignore 1 point of Wound penalties
String Willed: +2 to Smarts and Spirit rolls.
Soul Drain: Take a level of Fatigue to gain 5 power points, and an additional level of Fatigue (to Exhaustion) to gain 5 more PP
With 2 points from Hindrances: Charismatic
With 2 points from Hindrances: I Know a Guy
Human Edge: Arcane Background (Miracles)
Arcane Skill: Faith (SP)
Starting Powers: 3 (Arcane Protection, Darksight, Relief)
Power Points: 10

Skills:

d4 Athletics (AG)
d6 Common Knowledge (SM) 1
d6 Notice (SM) 1
d6 Persuasion (SP) 1
d4 Stealth (AG)
d8 Occult (SM) 3
d8 Faith (SP) 3
d6 Shooting (AG) 2
d4 Survival (SM) 1

Advancement:

Level 1 Advance: New Edge, New Powers: Burrow, Speak Language
Level 2 Advance: New Edge, New Powers: Smite, Beast Friend
Level 3 Advance: New Edge, New Powers: Detect/Conceal Arcana, Protection
Level 4 Advance: New Edge: Master of Magic (Requirements: Seasoned, Smarts d8+, Faith d8+, Occult d8+)

Gear and Creds:

4d6 ⇒ (5, 3, 3, 6) = 17 x 100 = 1700 credits
Armor: Combat Mage Heavy EBA (TW)
Personal Weapon: Fireburst Rifle (TW)
Gear: Communicator (1500 cr) and 1000 cr worth of food/supplies.
NG-S2 Survival Pack

Starting Rolls:
MARS Fortune and Glory Table: 1d20 ⇒ 13
- Live, Die, Live Again: Your Hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat table, and halve all recovery times from the table.

MARS Fortune and Glory Table: 1d20 ⇒ 9
- Vigorous and Tough: Add one die to Vigor and begin with Nerves of Steel Edge.

Body Armor: 1d20 ⇒ 4
- You may trade the starting armor from your Iconic Framework for any other body armor(not powered or robot vehicle).

Experience & Wisdom: 1d20 ⇒ 4
- Your character doesn't take kindly to threats, and no one messes with her head. She is Strong Willed.

Ranged Weapons: 1d20 ⇒ 3
- Add any personal Ranged Weapon listed in this book to your character's gear list.

Magic & Mysticism: 1d20 ⇒ 2
- There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge.