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Current Magnus's Character Sheet.

Posted by MagnusFor group 0
Magnus
GM, 606 posts
Tue 24 Dec 2019
at 11:00
  • msg #1

Current Magnus's Character Sheet

Ratings after the / indicates what it is in a Frenzy

Magnus
Human Evoluder

AttributesRatingSpecialties
Strength6/8(Hurting People)
Dexterity4(Lighting Reflexes)
Constitution5/7(Resolute)
Charisma4(Cutting Wit)
Fellowship2/0 
Composure3 
Intelligence3/1 
Wisdom6(Insightfull)
Willpower6(Resisting Magic)



SkillsRatingSpecialties
Academic Lore3 
Acrobatics5(DODGE!,Parkour)
Animal Ken1 
Arcana5(Magic)
Athletics5(Swimming, Climbing)
Ballistics3 
Brawl5(Solar Hero, Do)
Charm2 
Command3 
Common Lore3 
Crafts2 
Deceive1 
Disguise  
Drive5(Motorcycles)
Forbidden Lore5(Metaphysics, Spiritual Ananomy)
Intimidation5(Restrained)
Larceny   
Medicae2  
Perception3 
Performer5(Playing the Crowds, Showmanship)
Persuasion2 
Pilot  
Politics1 
Scrutiny3 
Stealth2 
Tech-Use3 
Weaponry5(Swords, Spears, Flails)



Level:5
Size:4
Static Defense(Unarmored):32 =10+4*3+6*3-2*4
Static Defense(Armored):21 =10+2 Dex*3+6 Wis *3-2*4-5 Armor Penalty

Reactions:
1 Normally
1 per round For Parrying
1 per round For Dodging
Dodge:9k4
Parry(Unarmed):10k5
Parry(Two Handed Sword): 9k5

Armor and Aura
Wholeness of Body: 9 AP All
Diamond Body: +4 AP vs. Mundain Weapons
Perfect Self:4 Aura
Spell Shield: As long as I have an Empty Hand I Gain +5 Aura
+5 Aura from Fury

Iron Tarkus Armor: Special Quality +2 AP
Armor specialization (Extreme) +2 Armor
Paladin completion bonus +5 AP when armored
17 Armor on all locations

Resilience:7 = (4 Size+5 Level)/2+1+1 asset
+1 to Resilience when my feet are on solid earthen ground.
Hit Points:43/47=2*Con+2*Will+ Sound Con*17+4 Ox-Body
Current HP:43
Heals as if I'm always lightly wounded
Critical Damage:
Critical Effects:

Speed:13/15 =6/8 str + (4/2) Dex + 5 Sohei
Initiative =4 Dex+3 Com+1 Assassin

Mental Defense:20 =5+(5*Com)
Resolve:9 =Will + Com
Current Resolve:9

Hero Points:3
Current Hero Points:3

Rays:10= Reactor + Level
Current Rays:10
Recover 1 Ray Per hour.
Power Surge: Three times per Session, Recover your Willpower in Rays.

Tell:Based on how many Rays I spend in a scene.
1 Ray: Static electricity surrounds me. Perception +Wisdom, TN 20 for others to notice it.
2-3 Rays: Eyes Glow Blue-Green with a with a spiral pattern in them. Circuit like Veins that Glow Blue-Green appear on his skin
4-5 Rays: He is surrounded with a Blue-Green Aura that cracks with lightning
6+ Rays: The Aura Becomes Ridiculously huge And his head ignites with flames of solid Blue-Green Energy

Evoluder Powers
Deep Red: Destructive spells that would normally go off Charisma instead go off Willpower

Who The Hell Do You Think I Am: Subtract your Reactor from results on the Shock table. If a result on the Shock table would have you move or flee from the source of fear, you may instead move or charge toward the source of fear instead.

Power Surge: When it comes to power, an Evoluder is rarely in short supply. A number of times per session equal to half your Reactor (rounded up), you can regain up to your Willpower in Rays as a free action. This cannot take you above your normal Ray maximum.

Superior Exalted or Insane: Begin play with a Minor derangement and 10 Insanity. You cannot take Tested, and treat it as an optional feat on your class track.

Broken Magnum: You can spend a Ray to make a ranged attack using the profile of your unarmed strikes, natural weapons, or any Brawling weapons you are holding. This attack has a range equal to 5 times your Reactor in meters.

Will to Power: Your Characteristics can go up to six dots. If you would lose all of your Resolve, instead of becoming broken you become violent, entering a Frenzy (as per the Frenzy feat).

That's How a Drill Works: You gain your race's racial Paragon asset. Substitute your Reactor for Excellence, Rays for Action Points, and one Ray for two Pressure.

Versatile Master [Human, Paragon]
Gain three specialties of your choice each time you take this asset. You can take this asset one more time at Level 3, and again at Level 5.
First purchase is free for the Evoluder, Next two cost XP

King of Braves: You can spend a Ray to have a single roll's dice explode on 9 or 10.

Universal Domination:
When you are hit by an attack with the Blast quality, you can test your Willpower + Reactor against the attack's unmodified damage to try and absorb it. You lose one Ray for every ten points of damage, and take the leftover damage if it exceeds your Rays. As long as you pass the test, the Blast quality of the weapon is negated.

Power of Atomsk:
The mark of a powerful being is their ability to take what they want. You have a personal pocket dimension that functions as a Bag of Holding. If you don't have something you need, you can spend a Ray to roll your Reactor against the item's Availability to create it. Created items disappear at the end of the scene.

--------------------------------------

Unarmed Strike
12k6+5 Attack
9k3+7 X Damage, Pen 4, Magical
Stunning Fist: Spend a Hero point to give Unarmed Strikes the Shocking quality for one round.
Fiery Fist:Spend a Hero point to give Unarmed Strikes the Incendiary quality for one round.

Elemental Iron Greatsword
12k5+5 Attack
11k3+7 R Damage, Pen 4Twogands, Unbalanced, Magical
Ignores damage reduction From Daemonic and other Magical Sources Such as Mage Armor
This message was last edited by the GM at 03:59, Mon 30 Dec 2019.
Magnus
GM, 607 posts
Tue 24 Dec 2019
at 11:05
  • msg #2

Current Magnus's Character Sheet

Feat/asset/Hindrance/Insanity/Class Completion Bonuses List
ClassLevelsEffect
Peasant*  
Monk*****+5 to AP from Wholeness of Body
Warlock*****Can add an additional +5k5 when Pushing Spells.
Sohei*****+5 to Speed
Barbarian*****+5 to Melee Damage rolls
Arcane Knight*****When using an Implement, reduce Focus Power TNs by 5.
Assassin*+1 to Initiative.
Fighter*****+5 To Melee attack rolls
Wizard**+2 To all Focus Power tests.
Fury*****You and your Vehicle I drive get +5 Aura
Paladin*****+5 to AP when wearing Armor


Insanity(Suppressed)Effect
Death before Dishonor Lv. 1(Suffer Not Failure)Magnus believes himself deficient in some manner, whether real or imagined, and becomes truculent and obstructive when ordered to redeploy in the face of a stronger foe. When acting as a leader, he makes demands of his squad that others might consider unreasonable, and views any disagreement as outright disobedience.

HindranceEffect
Grim Servant of DeathDesignated Target for bad things and people have a habit of dying near me.
Slow PokeHalf Dex when Calculating Speed

AssetsEffect
ambidextrousEliminates -1k0 of the Penalty from Two Weapon fighting
DrivenWhen Faced with Significant opposition, Have an extra Hero Point to Spend
SandCan take two More Levels of Fatigue before passing out.
SturdyResilience +1
Power of Atomsk(Suppressed)As a Ready Action, Spend 1 Ray and Roll Reactor against the Wealth TN of an Item to make the Item, It last until the end of the Scene. I also have a personal pocket dimension that functions as a Bag of Holding. Can store and Withdraw items from this Pocket dimension as a Ready action.

FeatsSourceEffect
Able LearnerHumanYou may always buy skills as if you were in Free Study
Human PerseveranceHuman+1 to the final result of an opposed roll
   
LuckPeasantReroll any dice once per day
Common SensePeasantWis check TN 15 so the SM can tell me if I'm about to do something stupid.
Skill Focus(Unarmed)Peasant 
Sound ConstitutionPeasant 
UnremarkablePeasantAttempts to pick the character out of a crowd or describe him are at -2k0 penalty. This is a magical effect.
   
Unarmed WarriorMonk 1+1k0 to Unarmed Damage.
CatfallMonk 1Halve falling distance when calculating damage, always land on your feet.
Fleet of FootMonk 1When making a Full Move action, you may move an additional distance equal to your Dex in meters. When running, you may double your movement for one round. Using this talent two turns in a row gives you one level of fatigue.
Wholeness of BodyMonk 1Gain Armor ratting equal to Wisdom
Skill Focus(Athletics)Monk 1 
Weapon Prof(Basic)Monk 1 
   
Improvisational WarriorMonk 2Improvisational Weapons deal +1k0 damage
Ki StrikeMonk 2Unarmed strikes count as Magical
EvasionMonk 2When Dodging, Can move up to Dex in meters.This doesn't provoke from the Enemy I am Dodging. Others provoke as normal.
Strong MindedMonk 2Reroll one failed Willpower Test to resist magic once per Scene.
MeditationMonk 2Once per Session, Meditate for one hour to regain one spent Hero Point.
Combat SenseMonk 2May use Wisdom in place of Dex for dodge action or your Level on attacks that benefit from the aim action.
   
Stunning FistMonk 3Spend a hero point to give my fists the Shocking quality for one round.
Diamond BodyMonk 3+4 armor from WoB that is ignored by Magic weapons
Improvisational MasterMonk 3Improvisational Weapons Get +2 to Pen
Skill Focus(Acrobatics)Monk 3 
Defensive MobilityMonk 3+5 bonus to static defense against opportunity attacks.
   
Unarmed MasterMonk 4+0k1 to Unarmed Damage
Perfect SelfMonk 4I no longer need to eat, drink, or sleep as long as I can find time to meditate for an hour every day. I gain Aura equal to my Wisdom.
Improvisational SavantMonk 4Improvised weapons you use gain a special quality that is appropriate for the item.
Swift AttackMonk 4Multi-attack 2 time at baseline
Wall of SteelMonk 4Gain an additional Reaction action each round that can only be used to Parry.
   
Iron FistMonk 5Unarmed strikes gain +4 pen and deal Explosive damage
Feather StepMonk 5You can walk on any surface, even if it would not normally support your weight. This allows you to walk on thin rope, cloth awnings, and even mud, quicksand, or water
Counter AttackMonk 5When you successfully parry an attack, you may make an attack against that opponent with the weapon you used to parry, taking -2k0 to that attack
Step AsideMonk 5Gain an additional Reaction action each round that can only be used to Dodge.
   
Arcane BladeWarlock 1Weapons I hold count as magical
Spell MightWarlock 1You may take -2k0 to Focus Power tests to get +10 to the final Result.
Eldritch Trick (Evocation Mastery)Warlock 1raise for +1k0 to spell Damage, 3 for +0k1 to Spell Damage
Implement FocusWarlock 1When using an Implement, you may reroll one die on your Magic Tests.
CharlatanWarlock 1So long as you do not perform any overt magical deeds, commoners will believe you to be a hedge mage and of little risk to them.
    
Calm the WindsWarlock 2If you would suffer any type of Psychic Phenomena, you may spend Resource Points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per Resource Point spent.
Eldritch Trick (Duration Mastery)Warlock 2raises to increase from round(or more to a encounter. Or from Encounter to Scene.
Spell Focus (Destruction)Warlock 2If your magic Test is successful when casting spells from a certain school of magic, you may apply an extra raise to that magic Test for the purpose of determining the spell's effect. This stacks with Greater Spell Focus.
Armor Proficiency (Light)Warlock 2 
Meld into CrowdWarlock 2You treat crowds of people as concealment to hide amongst
   
Delay the StormWarlock 3If you would suffer any type of Psychic Phenomena, you may make a Focus Power test, as a free action, against a TN of 20 plus 5 per number of doubles. If it succeeds, you delay the onset of all Psychic Phenomena caused by you, by up to 5 rounds. However, if, by that time, you have accrued more Psychic Phenomena, those effects stack and unleash at the same time.
Eldritch trick (Area Mastery)Warlock 3raises to increase Blast by 1
Minor Magic (Reinforcement)Warlock 3  
Spell PenetrationWarlock 3Tests made to resist your spells need an additional raise to succeed.
Combo MakerWarlock 3The TN of Combo spells is 5 lower
Lost PapersWarlock 3Charm/Deceive/Intimidation to convence the Law that I am an approved Spellcaster
Trust the HairWarlock 3When someone observes you, you are aware of it and may make a detection Test against them to find out how the detection is done (physical or magical). With a turn of focusing you can get some more clues, such as the direction or if it's focused on you or an area. Detecting a magical observation effect requires a Wisdom + Arcana Test, while a physical would need a Wisdom + Perception Test
   
Eldritch Trick (Range Mastery)Warlock 4raise to increase range by 5m
Improvisational MagicWarlock 4You may spend a Hero point to cast one spell of any school that is of a lower rank than the highest rank of Magic you possess.(Highest rank is 5 so I can use lv 4 or lower spells.) You still use that spell's normal magic check.
Redirect the HurricaneWarlock 4If you would be within the effect of any Psychic Phenomena, you may spend a Resource Point and make a Focus Power test, as a free action, against a TN equal to the TN of the effect that caused it. If you succeed, you may choose where elsewhere, within 50m of you and inside your line of sight, this Psychic Phenomenon will occur. If there is another spellcaster with the same feat, they may try to oppose you, ending in Opposed Focus Power tests.
Minor Magic (Relation)Warlock 4  
Poker FaceWarlock 4Reading your face, allegiance or even alignment is completely impossible. Any attempts at reading your mind or figuring out your alignment or if you are lying are opposed by a Charisma + Arcana test instead of the normal – if any. If you succeed, they cannot detect the truth. This does not mean they believe you or not, just that you scramble up their results.
Unstoppable ForceWarlock 4Your force of will is such that it grants you an extra raise on all opposed checks as part of spells or feats that deal with spells, such as Redirect the Hurricane.
   
Eldritch Trick (Counterspelling Mastery)Warlock 5raise to give +1k1 to resist counter spelling or to counter spell others.
Mental FortressWarlock 5When anyone tries to read your thoughts, you may instead choose exactly what the caster perceives from your thoughts.
Spell Specialization (Destruction)Warlock 5Can reroll The Focus Power tests of Selected School once if the Focus Power Test failed 
Stop The TideWarlock 5If you would cause or be affected by Psychic Phenomena, you may spend, not burn, a Hero Point to stop them from occurring. This is on a per-case basis.
Fettered PushWarlock 5Half the Rolled Dice of a Pushed Spell to have it count as Unfettered for Psychic Phenomena Rolls
   
FrenzySohei 1Spend one Full action, Gain +1 Str, +1 Con,-2 Int and -2 Wis until the End of the Combat.  you must make a melee attack or move closer to an enemy on each of your turns. You may not make parry actions
Danger SenseSohei 1You are never surprised. While you might be taken unaware, you may act normally during the surprise round regardless of if your party is taken by surprise or not
Hatred(Daemons)Sohei 1+1k0 to melee attack rolls against the designated group,Must be aware that they belong to that group.
Power AttackSohei 1When making a melee attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make multiple attacks during a round, you must decide to use this ability before making any attacks, and it applies to all of your attacks that round.
Sound ConstitutionSohei 1 
Weapon proficiency(Melee 1)Sohei 1 
   
Bear HugSohei 2If you are grappling, your strength is considered one point higher for the purpose of your and your opponents attempts to Break Free. Your opponent's Slip Free TN is increased by 5.
Bounding BeastSohei 2While you are using Frenzy and not carrying anything in your hands, you gain the Quadruped trait.
HardySohei 2You are always counted as Lightly Wounded while recovering from injuries
JadedSohei 2You never need to roll fear checks against normal scenes of gore and death. Supernatural effects will still cause you to roll fear normally
Sound ConstitutionSohei 2 
Weapon proficiency(Melee 2)Sohei 2 
   
Battle MeditationSohei 3You no longer take a penalty to Wisdom while using Frenzy
Fiery FistSohei 3You may spend a Hero Point to give your unarmed strikes the Incendiary property for one round
Furious AssaultSohei 3If you take an All Out Attack and the attack is successful, hitting the target and dealing at least one wound to it, you may make a second attack with the same bonuses and penalties
Nerves of SteelSohei 3you don't scare easy, and are immune to fear effects. In addition, your Mental Defense is considered 10 higher when someone attempts to intimidate you
Short FuseSohei 3You can Frenzy as a half action
Weapon proficiency(Melee 3)Sohei 3 
   
Battle RageSohei 4While using Frenzy, you may make parry actions.
FearlessSohei 4You are immune to all fear effects and pinning. Disengaging from combat or backing down from a fight requires a successful willpower Test (TN 15).
Iron JawSohei 4Whenever you become stunned you may make a Con Test (TN 10 + 5 x Number of rounds you'd be stunned) to shrug it off. You may only make this check once, at the time you become stunned.
Reforging PainSohei 4While you are using Frenzy, any critical damage that does not cost you a body part or explicitly knock you unconscious does not affect you until the end of the battle or the scene, whichever comes first.
Greater FrenzySohei 4While you are using Frenzy, you take a -2 penalty to Fellowship and gain an additional +1 bonus to Strength and Constitution.
Weapon proficiency(Ranged 1)Sohei 4 
   
Armor of ContemptSohei 5Even if you run out of Resolve, you cannot be forced to go against your Alignment.
Empowering AgonySohei 5While you are using Frenzy, you gain +1k1 on attack and damage rolls for every point of critical damage you suffer
True GritSohei 5Whenever you suffer critical damage, you may halve the result (rounding up).
Reflexive FurySohei 5You can use Frenzy as a reaction when you take damage from an attack.
   
Weapon  proficiency(Ranged 2)Barbarian 1 
   
Quick DrawBarbarian 2You may ready a weapon as a free action
Light SleeperBarbarian 2You are always counted as awake, even when asleep. You don't count as helpless while you're resting, though it's possible someone will still sneak up on you. You are considered to be aware of what's going on around you, though stealth will work normally
Powerful ChargeBarbarian 2You gain +1k0 to melee damage rolls on a charge
Weapon Focus(Unarmed)Barbarian 2Gain +2k0 to attacks made with a specific type of weapon
   
Crushing BlowBarbarian 3Melee attacks you make deal +2 damage
Armor Proficiency (Medium)Barbarian 3 
   
CleaveBarbarian 4The first time you kill an enemy with a melee attack in a round, you may make a melee attack against another enemy within your reach.
Weapon Focus(Two-Handed Sword)Barbarian 4Gain +2k0 to attacks made with a specific type of weapon
   
Devastating CriticalBarbarian 5Whenever you deal critical damage to an opponent, deal an additional wound.
Lightning AttackBarbarian 5You may make three melee attacks with the multiple attacks action.
Armor Proficiency (Heavy)Barbarian 5 
   
Extracurricular Study()Arcane Knight 1You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up.
Arcane MarkArcane Knight 1When you strike an opponent with a weapon, you may make an Arcana + Intelligence Test against their Static Defense. If it succeeds, you may brand them with your Arcane Mark, a magical mark that allows you to track their position. As long as you remain in the same crystal sphere (or outside of one, if you and your target are on the Astral Plane) you can sense the presence of your target well enough to track them to a general location. While in combat your target doesn't benefit from Ganging Up on you and you treat their Static Defense as being 5 points lower. You can only have one target marked in this way at a time - if you brand a new target with your Arcane Mark the old target is freed.
   
Extracurricular Study()Arcane Knight 2You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up.
Iron TowerArcane Knight 2You may use a melee weapon as though it were an Implement for the purpose of all feats or class abilities.
Mana GeneratorArcane Knight 2You may use the Aid Another action to give a spellcaster a free raise on their next successful Focus Power test. This bonus is lost if they don't make a Focus Power test before your next turn
Weapon Focus (Any)Arcane Knight 2Gain +2k0 to attacks made with a specific type of weapon
   
Extracurricular Study()Arcane Knight 3You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up.
Spell ParryArcane Knight 3By spending a Hero Point you may attempt to Parry a spell that targets you and only you. The TN for the Parry attempt is equal to the result of the Focus Power test of the spell.
Weapon Specialization (Unarmed)Arcane Knight 3Gain +2k0 to damage done with a specific type of weapon.
   
Extracurricular Study()Arcane Knight 4You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up.
DaggerSpell StanceArcane Knight 4Your Focus Power tests no longer provoke Opportunity Attacks
Sword BeamArcane Knight 4When you make an All Out Attack you may choose to make a Sword Beam attack in place of its usual benefits. Your melee attack gains the Reach property and can strike at opponents up to 10m away. You suffer all the normal penalties for using an All Out Attack
   
Extracurricular Study()Arcane Knight 5You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up.
BlademasterArcane Knight 5You may reroll a missed melee attack once per round.
Spell shieldArcane Knight 5As long as you have one hand free, you gain a bonus to your Aura equal to your ranks in Arcana.
   
Fast ReflexesAssassin 1You may reroll your initiative dice. If you choose to do so, you must take the result of the reroll, even if it would be worse.
Blind FightingAssassin 1You do not suffer any of the normal penalties for fighting blind, except the obvious ones - you still can't read or anything like that
Improved FeintAssassin 1Even on a failed Feint attempt, the target suffers -2k0 to reactions. If you have Sneak Attack or Improved Sneak Attack, Feinting now allows you to benefit from their effects against targets you've successfully feinted.
Two Weapon FightingAssassin 1Remove the -2k0 penalty to two weapon Fighting
   
Weapon Focus(any)Fighter 2Gain +2k0 to attacks made with a specific type of weapon
   
Crack ShotFighter 3Ranged attacks you make deal +2 damage
Combat InsightFighter 3You may use Intelligence in place of Dexterity when using the Dodge action or in place of your Level on attacks that benefit from the Aim action.
Armor Proficiency(Extreme)Fighter 3 
Weapon Specialization (Two-Handed Sword)Fighter 3Gain +2k0 to damage done with a specific type of weapon
   
Armor Specialization(Extreme)Fighter 4Choose a particular category of armor (light, medium, heavy, extreme, or Power). Thanks to your extreme training the chosen armor type provides +2 armor points
Combat MasterFighter 4Opponents gain no bonuses for outnumbering you in melee combat. Not only does this include the normal bonuses for ganging up, but also from talents like Back Stab
Weapon FocusFighter 4Gain +2k0 to attacks made with a specific type of weapon
Improved Weapon focus (Unarmed)Fighter 4Gain an additional +0k1 to attacks made with a specific type of weapon
   
Weapon Specialisation (Any)Fighter 5Gain +2k0 to Damage done with a specific type of weapon
Improved Weapon Specialisation (Unarmed)Fighter 5Gain an additional +0k1 to damage done with a specific type of weapon
   
*Sound ConstitutionRassler 1 
Peer(Entertainment)Rassler 1You gain +2k0 to Charm, Persuasion, and Command rolls with a certain group.
Skill Focus(Performer)Rassler 1 
Weapon focus(Improvised)Rassler 1Gain +2k0 to attacks made with a specific type of weapon
Weapon Proficiency (Imporvised)Rassler 1 
   
DecadenceRassler 2You are never affected by drugs or alcohol, or at least you can sober up quickly enough to do whatever you need to do.
Sound ConstitutionRassler 2 
World-Breaker GripRassler 2You gain a number of rolled dice equal to your level on Brawl tests made to initiate a grapple and on opposed Strength tests while you are the controller of a grapple.
*Sound ConstitutionRassler 2 
   
Crushing BearRassler 3While grappling someone, you automatically deal your unarmed strike damage every turn in addition to your other grapple actions
Good Reputation(Entertainment)Rassler 3You gain +0k1 to Charm, Persuasion, and Command rolls with a group you have as a Peer.
Screaming Meat-ShieldRassler 3When you are attacked while grappling an opponent, if you are aware of the attack and in control of the grapple, you can make an opposed Strength test to interpose your held victim between yourself and the attack, causing them to become the new target.
Weapon Specialize(Improvised)Rassler 3Gain +2k0 to Damage done with a specific type of weapon
*Sound ConstitutionRassler 3 
   
Armor to CoffinRassler 4When you attack a grappled opponent, you can choose to take up to a -Xk0 penalty on the damage roll, where X is your Strength. If you do, the target loses X AP on the struck location (after taking damage) as you devote your force to crushing their protective gear. If the target is wearing metal armor, he takes the same penalty to Speed. These penalties last until the armor is repaired.
Living Plowshare RampageRassler 4When you choose to push a grappled opponent, the pushed distance can be up to your full move distance, and you can assign the damage dealt by the Crushing Bear feat to the opponent's head.
Sound ConstitutionRassler 4  
*Sound ConstitutionRassler 4 
   
Air of AuthorityRassler 5While in social combat, you can influence everyone who hears you and is paying attention
Hero-Sundering HandsRassler 5When you choose to attack a grappled opponent, you can assign the damage dealt by the Crushing Bear feat to the location hit by the attack.
*Sound ConstitutionRassler 5 
   
Obtain Familiar(Owl)Magic User 1You get a small animal companion like a rat, toad, or raven. It can follow simple orders, carry messages, and so forth
Eidetic MemoryMagic User 1As long as you've heard or read something, you can reproduce it in detail with no real difficulty
ForesightMagic User 1You may spend 10 minutes examining a problem to get a free raise to your next Int Test.
   
Spell Book(Power)Magic User 2Studied wide variety of spell in a Word
Spell Focus(Power)Magic User 2If your magic Test is successful when casting spells from a certain school of magic, you may apply an extra raise to that magic Test for the purpose of determining the spell's effect. This stacks with Greater Spell Focus.
Wizard Tradition(Emerald Frost)Magic User 2Gain twice Word Rating at Aura Penatration.

Pure FaithPaladin 1+2 to all alignment checks
Sound ConstitutionPaladin 1+1 HP
Hatred (Heretics)Paladin 1+1k0 to melee attack rolls to hit Heretics
   
Peer (Religious Order)Paladin 2+2k0 to Charm, Persuasion, and Command  with Pelor Worshipers
GuardianPaladin 2May Parry Attacks against others in melee with me. I am now the target of the attack
Sound ConstitutionPaladin 2+1 HP
Divine BondPaladin 2I can summon a Divine Steed as a Full action. Takes 3 days to reform if it is destroyed
Divine GracePaladin 2Can resist magic with Charisma instead of Willpower
   
Sound ConstitutionPaladin 3+1 HP
Divine MinistrationPaladin 3Spend a Hero Point as a Half Action to Toch target and heal 1d5 HP and One level of Fatigue
*Weapon Focus (any)Paladin 3 
   
Sound ConstitutionPaladin 4+1 HP
Good Reputation (Religious Order)Paladin 4+0k1 to Charm, Persuasion, and Command With Pelor worshipers
Sound ConstitutionPaladin 4+1 HP
Skill Focus(any)(Paladin 4 
   
Armor Specialization (Power)Paladin 5+2 AP for Power armor
Sound ConstitutionPaladin 5+1 HP
*Armor Prof (Power)(Paladin 5 
Death Before DefeatPaladin 5You may spend a Hero point to ignore the ef-fects of a single critical hit as long as that hitwould not cause death
   
Sound ConsitutionFury 1+1 HP
   
Eldritch SerpentFury 2Use Flails with Eldridge Advent
Spell Focus()Fury 2 
*Weapon Focus (Flail)Fury 2 
   
Eldritch ExhaustFury 3Use Vehicles as an Implement
Spell BookFury 3 
*Weapon Specialization (Flail)Fury 3 
   
Touch Spell SpecializationFury 4 
Warp DriverFury 4 
*Spell BookFury 4 
*Wizard TraditionFury 4 
   
Greater Spell PenetrationFury 5 
Spell BookFury 5 

This message was last edited by the GM at 04:29, Mon 30 Dec 2019.
Magnus
GM, 608 posts
Tue 24 Dec 2019
at 11:07
  • msg #3

Current Magnus's Character Sheet

Magic

WordCharacteristicsFetteredUnfetteredFettered PushMax Pushing it
Power 5Cha 34k3+28k3+28k8+217k8+2 = 10k10+17
 Int 34k3+28k3+28k8+217k8+2 = 10k10+17
 Wis 44k4+29k4+29k9+218k9+2 = 10k10+32
 Will 55k5+210k5+29k9+219k10+2 = 10k10+47
Destruction 5Cha 34k3+28k3+28k8+217k8+2 = 10k10+17
 Int 34k3+28k3+28k8+217k8+2 = 10k10+17
 Wis 44k4+29k4+29k9+218k9+2 = 10k10+32
 Will 55k5+210k5+29k9+219k10+2 = 10k10+47
Creation 3Cha 33k3+26k3+28k8+215k8+2 = 10k10+7
 Int 33k3+26k3+28k8+215k8+2 = 10k10+7
 Wis 43k3+27k4+29k9+216k9+2 = 10k10+22
 Will 54k4+28k5+29k9+217k10+2 = 10k10+37
Determination 4Cha 33k3+27k3+26k6+216k8+2 = 10k10+12
 Int 33k3+27k3+26k6+216k8+2 = 10k10+12
 Wis 44k4+28k4+26k6+217k9+2 = 10k10+27
 Will 54k4+29k5+27k7+218k10+2 = 10k10+42
Structure 4Cha 33k3+26k3+25k5+215k8+2 = 10k10+7
 Int 33k3+26k3+25k5+215k8+2 = 10k10+7
 Wis 43k3+27k4+26k6+216k9+2 = 10k10+22
 Will 54k4+28k5+26k6+217k10+2 = 10k10+37
Forging 4Cha 33k3+26k3+25k5+215k8+2 = 10k10+7
 Int 33k3+26k3+25k5+215k8+2 = 10k10+7
 Wis 43k3+27k4+26k6+216k9+2 = 10k10+22
 Will 54k4+28k5+26k6+217k10+2 = 10k10+37
Reinforcement 4Cha 33k3+26k3+25k5+215k8+2 = 10k10+7
 Int 33k3+26k3+25k5+215k8+2 = 10k10+7
 Wis 43k3+27k4+26k6+216k9+2 = 10k10+22
 Will 54k4+28k5+26k6+217k10+2 = 10k10+37
Repair 2Cha 32k2+25k3+25k5+214k8+2 = 10k10+2
 Int 32k2+25k3+25k5+214k8+2 = 10k10+2
 Wis 43k3+26k4+25k5+215k9+2 = 10k10+17
 Will 53k3+27k5+26k6+216k10+2 = 10k10+32
Relation 2Cha 32k2+25k3+25k5+214k8+2 = 10k10+2
 Int 32k2+25k3+25k5+214k8+2 = 10k10+2
 Wis 43k3+26k4+25k5+215k9+2 = 10k10+17
 Will 53k3+27k5+26k6+216k10+2 = 10k10+32
Price 2Cha 32k2+25k3+25k5+214k8+2 = 10k10+2
 Int 32k2+25k3+25k5+214k8+2 = 10k10+2
 Wis 43k3+26k4+25k5+215k9+2 = 10k10+17
 Will 53k3+27k5+26k6+216k10+2 = 10k10+32
Improvisational MagicCha 31k1+23k3+26k6+212k8+2=10k9
costs 1 hero point toInt 31k1+23k3+26k6+210k9+2
use a word I don'tWis 42k2+24k4+26k6+213k9+2=10k10+7
haveWill 52k2+25k5+2 14k10+2=10k10+22

Class BonusesEffect
Wizard class Bonus+2 to focus Power Tests
Arcane Knight Class BonusReduce the TN of Focus Power Tests by 5 if you use an Implement.

General BonusessourceEffect
Spell MightWarlock 1You may take -2k0 to Focus Power tests to get +10 to the final Result.
Implement FocusWarlock 1When using an Implement, you may reroll one die on your Magic Tests.
Combo MakerWarlock 3The TN of Combo spells is 5 lower
Improvisational MagicWarlock 4You may spend a Hero point to cast one spell of any school that is of a lower rank than the highest rank of Magic you possess.(Highest rank is 5 so I can use lv 4 or lower spells.) You still use that spell's normal magic check.
Unstoppable ForceWarlock 4Your force of will is such that it grants you an extra raise on all opposed checks as part of spells or feats that deal with spells, such as Redirect the Hurricane.
Spell PenetrationWarlock 3Tests made to resist your spells need an additional raise to succeed.

Bonuses to Specific WordsSourceEffect
Spell Focus (Destruction,Power)Warlock 2 / Magic User 2If your magic Test is successful when casting spells from a certain school of magic, you may apply an extra raise to that magic Test for the purpose of determining the spell's effect. This stacks with Greater Spell Focus.
Spell Specialization (Destruction)Warlock 5Can reroll The Focus Power tests of Selected School once if the Focus Power Test failed
Spell Book(Power)Magic User 2Studied wide variety of spell in a Word

Wizard TraditionSourceEffect
Emerald Frost)Magic User 2Gain twice Word Rating at Aura Penetration.


Eldritch TrickEffect
Source WarlockCan Spend Raises to do the following things. These bonuses can be purchased multiple times and stack with themselves. Obviously these Raises are not available for other things.
Evocation Mastery1 raise for +1k0 to spell Damage, 3 for +0k1 to Spell Damage
Duration Mastery)2 raises to increase from round(or more to a encounter. Or from Encounter to Scene.
Area Mastery)2 raises to increase Blast by 1
Range Mastery)1 raise to increase range by 5m
Counterspelling Mastery)1 raise to give +1k1 to resist counter spelling or to counter spell others.

Phenomena and Perils MitigationSourceEffect
Calm the WindsWarlock 2If you would suffer any type of Psychic Phenomena, you may spend Resource Points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per Resource Point spent.
Delay the StormWarlock 3If you would suffer any type of Psychic Phenomena, you may make a Focus Power test, as a free action, against a TN of 20 plus 5 per number of doubles. If it succeeds, you delay the onset of all Psychic Phenomena caused by you, by up to 5 rounds. However, if, by that time, you have accrued more Psychic Phenomena, those effects stack and unleash at the same time.
Redirect the HurricaneWarlock 4If you would be within the effect of any Psychic Phenomena, you may spend a Resource Point and make a Focus Power test, as a free action, against a TN equal to the TN of the effect that caused it. If you succeed, you may choose where elsewhere, within 50m of you and inside your line of sight, this Psychic Phenomenon will occur. If there is another spellcaster with the same feat, they may try to oppose you, ending in Opposed Focus Power tests.
Stop The TideWarlock 5If you would cause or be affected by Psychic Phenomena, you may spend, not burn, a Hero Point to stop them from occurring. This is on a per-case basis.
Fettered PushWarlock 5Half the Rolled Dice of a Pushed Spell to have it count as Unfettered for Psychic Phenomena Rolls

This message was last edited by the GM at 23:57, Wed 19 Feb 2020.
Magnus
GM, 609 posts
Tue 24 Dec 2019
at 11:09
  • msg #4

Current Magnus's Character Sheet

Feats consolidated into Related Areas.

Armor Proficiency(Light,Medium, Heavy,Extreme)Fighter 3 
Armor Specialization(Extreme)Fighter 4Choose a particular category of armor (light, medium, heavy, extreme, or Power). Thanks to your extreme training the chosen armor type provides +2 armor points

Weapon Prof(Basic,Melee 1,Melee 2,Melee 3,Ranged 1, Ranged 2 and Improvised)Various 
Devastating CriticalBarbarian 5Whenever you deal critical damage to an opponent, deal an additional wound.
Sword BeamArcane Knight 4When you make an All Out Attack you may choose to make a Sword Beam attack in place of its usual benefits. Your melee attack gains the Reach property and can strike at opponents up to 10m away. You suffer all the normal penalties for using an All Out Attack
Two Weapon FightingAssassin 1Remove the -2k0 penalty to two weapon Fighting
ambidextrousAssetEliminates -1k0 of the Penalty from Two Weapon fighting

|Crack Shot|Fighter 3|Ranged attacks you make deal +2 damage|

Power AttackSohei 1When making a melee attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make multiple attacks during a round, you must decide to use this ability before making any attacks, and it applies to all of your attacks that round.
Hatred(Daemons)Sohei 1+1k0 to melee attack rolls against the designated group,Must be aware that they belong to that group.
Furious AssaultSohei 3If you take an All Out Attack and the attack is successful, hitting the target and dealing at least one wound to it, you may make a second attack with the same bonuses and penalties
Powerful ChargeBarbarian 2You gain +1k0 to melee damage rolls on a charge
Crushing BlowBarbarian 3Melee attacks you make deal +2 damage
CleaveBarbarian 4The first time you kill an enemy with a melee attack in a round, you may make a melee attack against another enemy within your reach.
Swift AttackMonk 4Multi-attack 2 time at baseline
Lightning AttackBarbarian 5You may make three melee attacks with the multiple attacks action.
BlademasterArcane Knight 5You may reroll a missed melee attack once per round.
Combat MasterFighter 4Opponents gain no bonuses for outnumbering you in melee combat. Not only does this include the normal bonuses for ganging up, but also from talents like Back Stab

Unarmed Strikes
Unarmed WarriorMonk 1+1k0 to Unarmed Damage.
Unarmed MasterMonk 4+0k1 to Unarmed Damage
Weapon Focus(Unarmed)Barbarian 2Gain +2k0 to attacks made with a specific type of weapon
Improved Weapon focus (Unarmed)Fighter 4Gain an additional +0k1 to attacks made with a specific type of weapon
Weapon Specialization (Unarmed)Arcane Knight 3Gain +2k0 to damage done with a specific type of weapon.
Improved Weapon Specialisation (Unarmed)Fighter 5Gain an additional +0k1 to damage done with a specific type of weapon
Iron FistMonk 5Unarmed strikes gain +4 pen and deal Explosive damage
Ki StrikeMonk 2Unarmed strikes count as Magical

Stunning FistMonk 3Spend a hero point to give my fists the Shocking quality for one round.
Fiery FistSohei 3You may spend a Hero Point to give your unarmed strikes the Incendiary property for one round

Weapon Focus(Two-Handed Sword)Barbarian 4Gain +2k0 to attacks made with a specific type of weapon
Weapon Specialization (Two-Handed Sword)Fighter 3Gain +2k0 to damage done with a specific type of weapon

Improvised Weapons
Improvisational WarriorMonk 2Improvisational Weapons deal +1k0 damage
Improvisational MasterMonk 3Improvisational Weapons Get +2 to Pen
Improvisational SavantMonk 4Improvised weapons you use gain a special quality that is appropriate for the item.
Weapon focus(Improvised)Rassler 1Gain +2k0 to attacks made with a specific type of weapon
Weapon Specialize(Improvised)Rassler 3Gain +2k0 to Damage done with a specific type of weapon

Frenzy Action
Can Frenzy as a Reaction to taking Damage.
Half Action, Frenzy to gain +2 Strength, +2 Consitution, -2 Fellowship and -2 Intelligence For the Rest of the Combat. I must make a melee attack or move closer to an enemy on each of My turns. Can Make reactions normally. If Nothing is in My hands I gain the Quadruped trait. Ignore Critical Damage that doesn't cost me a limb, Knock me out or Kill me Until the end of Combat. Gain +1k1 to both Attack and Damage for every point of Critical Damage I suffer
Frenzy FeatsSourceEffect
FrenzySohei 1Spend one Full action, Gain +1 Str, +1 Con,-2 Int and -2 Wis until the End of the Combat.  you must make a melee attack or move closer to an enemy on each of your turns. You may not make parry actions
Bounding BeastSohei 2While you are using Frenzy and not carrying anything in your hands, you gain the Quadruped trait.
Battle MeditationSohei 3You no longer take a penalty to Wisdom while using Frenzy
Battle RageSohei 4While using Frenzy, you may make parry actions.
Reforging PainSohei 4While you are using Frenzy, any critical damage that does not cost you a body part or explicitly knock you unconscious does not affect you until the end of the battle or the scene, whichever comes first.
Greater FrenzySohei 4While you are using Frenzy, you take a -2 penalty to Fellowship and gain an additional +1 bonus to Strength and Constitution.
Empowering AgonySohei 5While you are using Frenzy, you gain +1k1 on attack and damage rolls for every point of critical damage you suffer
Short FuseSohei 3You can Frenzy as a half action
Reflexive FurySohei 5You can use Frenzy as a reaction when you take damage from an attack.

Bear HugSohei 2If you are grappling, your strength is considered one point higher for the purpose of your and your opponents attempts to Break Free. Your opponent's Slip Free TN is increased by 5.
Crushing BearRassler 3While grappling someone, you automatically deal your unarmed strike damage every turn in addition to your other grapple actions
World-Breaker GripRassler 2You gain a number of rolled dice equal to your level on Brawl tests made to initiate a grapple and on opposed Strength tests while you are the controller of a grapple.
Screaming Meat-ShieldRassler 3When you are attacked while grappling an opponent, if you are aware of the attack and in control of the grapple, you can make an opposed Strength test to interpose your held victim between yourself and the attack, causing them to become the new target.
Armor to CoffinRassler 4When you attack a grappled opponent, you can choose to take up to a -Xk0 penalty on the damage roll, where X is your Strength. If you do, the target loses X AP on the struck location (after taking damage) as you devote your force to crushing their protective gear. If the target is wearing metal armor, he takes the same penalty to Speed. These penalties last until the armor is repaired.
Living Plowshare RampageRassler 4When you choose to push a grappled opponent, the pushed distance can be up to your full move distance, and you can assign the damage dealt by the Crushing Bear feat to the opponent's head.
Hero-Sundering HandsRassler 5When you choose to attack a grappled opponent, you can assign the damage dealt by the Crushing Bear feat to the location hit by the attack.

This message was last edited by the GM at 11:10, Tue 24 Dec 2019.
Magnus
GM, 610 posts
Tue 24 Dec 2019
at 11:11
  • msg #5

Current Magnus's Character Sheet

Inventory
In pocket dimension
{
Iron Tarkus Armor Set: +2 to Armor it provides. Really Heavy, Requires Str 6 to wear.

a Large Sack
A 1.2 terawatt EMP Grenade
4 scrolls for Stone Dragon school

Starmetal meteorite

}
On Belt
Black Iron Dagger: Dagger infused with the Powers of Order and Chaos. Chaos is bound within the dagger with Order. Implement. This thing was ~5000 Years old when I got it.


Conjured Ideals


Unfettered
Unfinished Greatsword that is Sized for my current form.
Serves as a focus for spells that deal with Earth. Increase strength, Increase Size, Stoneskin, Walk through stone,ect.
Can also send it off to fight for me.

Blade of the Last Citadel
Naginata(As Spear)
This message was last edited by the GM at 08:17, Sat 04 Jan 2020.
Magnus
GM, 611 posts
Tue 24 Dec 2019
at 11:20
  • msg #6

Current Magnus's Character Sheet

Sword Schools and Special Attacks

SchoolRankMastery
all1 
Stone Dragon5Strength of Granite: +1 Resilience when your feet are firmly planted on Earth or soil.
Devoted Spirit5Ox-Body Technique: +4 HP
White Raven5Marked Target: Opponets in Melee with me get -1k0 to attack against my allies
Eldridge Advent5Controlled Release: you can hold a spell in your hand for a number of round equal to the characteristic used to cast the spell

(Unnamed Bonus):Magnus can use any Special Attack with any weapon or unarmed strikes and with any action type.

Special AttackAdvantages and RestrictionsEffect
Crushing Mountain Strike1st Damage improvement*4 (+4),Weight of the Mountain(-2)Attack gets +4k0 damage and I take a level of Fatigue.
Hammering Blow(because they are nailed into the ground)Foot-Trapping Blow (+3), 1st Accuracy improvement(+1) Difficult Strike (-1), Restrained Force(-1)Attack has + 1k0 to accuracy and -1k0 to damage and the Snare property. Can't use thus if I used it last turn.
Mountain Hammer1st Damage improvement*2 (+2),Difficult Strike (-1)+2k0 damage,Can't use thus if I used it last turn.

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