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Geros Magos
#1
The Technomancer


NAME: Geros MagosSUPERHUMAN TYPE: Primal SeradrimORIGIN PATH: - Foreigner. Refugee from the Fallen Galactic Federation.
CONCEPT: Father and Pioneer of TechnologyARCHETYPE: GadgeteerROLE PATH: - Inventor. To create technologies that aid and inspire Humanity can recover and fulfill its destiny.
BASE DEFENCE: EXPERIENCE TOTAL:  300COLLEGE PATH: - Society of the Lion. Joined this order upon awakening. 
SOFT ARMOR: APPROACH: ForceTIER 2 POWER: Base Target Number = 8
INSPIRATION: ***** **MOMENTUM CAPACITY: 4INSPIRATION POOL: 17 / 17 (Regens 1 per scene. Flux zone 1 per 10 min. Gain 1 per Momentum.)
HEALTH: (Armor): 0 / 0 | (Bruised -1): 2 / 2 | (Injured -2): 2 / 2 | (Maimed-4): 1 / 1 | Taken Out | DEAD |
Destructive: 3
Intuitive: 3
Reflective: 3



ATTRIBUTES
Intellect: ***** I.Q. 300. One of the top minds on the planet.Might: ****Professional Bodybuilder.Presence: ****High Priced Lawyer or Speaker.
Cunning: ***You can handle Rush Hour.Dexterity: **You can Walk and Chew Gum.Manipulation: *****You can blend in just about anywhere.
Resolve: **You can get off track sometimes.Stamina:  ***Your job involves a lot of sitting.Composure: ****Tough Negotiations are Fun.
Durability Scale: 2Leadership Scale: 3Mental Scale: 3Might Scale: 2Power Scale: 2Speed Scale: 2




SKILLS
Aim: -
Athletics: **-
Close Combat: ***(Specialty: Spears)
Command: -
Culture: ****(Specialty: Adapting)
Empathy: 
Enigmas: *****(Speciality: Crafting)
Humanities: -
Integrity: ***(Specialty: Resist Fear)
Larceny: -
Medicine: -
Persuasion: ***(Specialty: Seduction)
Pilot: -
Science:  ****(Specialties: SuperScience)
Scientific Polymath(Skill Trick: When creating an Invention, Spend 1 Momentum to ignore the requirement for a Science Specialty in developing that particular device.)
Survival: *
Technology: *****(Specialty: NanoTech)


EDGES
Genetically Enhanced: ****Biologically Altered to fight Eldritch Horrors and Survive. The characters Base Scale in all areas starts at 2 and their Defense Starts at 2 and they gain +1 Enhancement when resisting Flux powers directed at them.
PATH-EDGES
Weak Spots: *Once per milestone, may re-roll a failed result or ignore 1 complication.
Artifact: *****An Artifact or artifacts of ranks equal to the rating of the edge.
Wonderous Item: **Prerequisite: Artifact *****. This character has access to a singularly powerful and truly impressive item.  It bring an Artifact rating up to Rank 6 and each dot afterwards increases the artifacts rank further. This item is hundred perhaps even thousands of years beyond the current eras technology level.
Speed Reading: *Prerequisite: Cunning **. Reading for all texts is 20 times faster than normal.
Polyglot: *Able to pick up languages with astounding speed. Can learn a new language within a week.
Library: **+2 Enhancement with researching a subject.
Intense Focus **Once per session or every twenty posts, the character may choose to ignore all complications for a single action. This may not lower a targets Defense in any way.
Striking: **Gains 2 Enhancement when dealing with social situations where his appearance would give him an advantage to those attracted to him.
PATH STYLE-EDGES






STORY POINTS
Attributes: Starting: +26 | 9/5/7 | Force: 3 | Bonus: (Intelligence 1) | Inspired Bonus: (Manipulation 1) 
Skills: +27 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 12
Skill Tricks: +1
Edges: +18 | Starting: 4 | Starting Path Bonus: 6 | Awarded Path Edges: 8
Paths: +7 | Starting Path 3 | Purchased Path Levels 4
Starting Inspiration 1 | Starting Facets 3 | Starting Gifts 4

EXPERIENCE EXPENDITURE
Attributes: +7 | Exp cost 70
Skills: +9 | Exp costs 45
Specialties: +0 | Exp costs 0
Skill Tricks: +0 / Exp costs 0 
Edges:  | Exp costs
Path Edges: +0 | Exp Cost: 0
Enhanced Edges: +2 | Exp Cost: 12
Facets: +6 | Exp Cost: 60
Path Gifts: +10 | Exp Costs: 40
Path Increases: +4 | Exp Cost: 72
Spent Exp: 299 | Unspent: 1
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#2
INSPIRATION POWERS
Inspired DefenseCosts 1 Inspiration point. Gains a bonus to the characters defense equal to their lowest rated Facet for the rest of the scene.
Destructive Action: ***Costs 1 Inspiration point. Intention. Activate to add Destructive facet rating to any dice check that would be destructive. Examples: Breaking up a relationship, kicking in a door, ruining someone's reputation or overthrowing a government, etc. This does not apply to direct damage inflicted in combat.
Intuitive Action: ***Costs 1 Inspiration point. Luck. Activate to add Intuitive facet rating to any dice check that requires quick thinking or acting instinctively in the moment.  Examples: Shouting a warning, tackling or grabbing someone to save them, fast talking a guard or the police, etc.
Reflective Action: ***Costs 1 Inspiration point. This is a measure of the characters capacity for patience, careful thought, planning, and focus and is a measure of his Resilience.  Examples: Most extended actions, or actions meant to recall information or put an established plan into action.

ENHANCED POWERS
DevastateCosts 1 Inspiration. The Primal Seradrim has one specific type of direct damage attack that they can add their Destructive Facet too. The categories for these types of attacks are very specific and only affect 1 of the Characters Specialties: Current Attack (Close Combat: Spears).
Administrative AccessCosts 1 Inspiration. Those few Ancient Aliens who arrived on the AEON have an innate authorized access over the nanite colonies or Ambrosia as the locals call it. In this regard, this gives them the ability to add their Intuitive Facet to command any creature or construct infused or empowered by Ambrosia.  When targeted by a power that was the result of Ambrosia,  The Character may add their Reflective Facet as an active complication when attacked with Inspired Powers, even if no resistance is normally available.  When no resistance is offered, a Clash results and the character rolls Inspiration + Reflective Facet vs whatever power was used.

LUCK GIFTS
The Bigger they Are(Luck and Momentary) Spend 1 Inspiration. For one round, ignore the restriction stating you cannot effect 3 Scale above your own. The difference in scale is lowered by the characters highest Facet.
APTITUDE GIFTS
PATH GIFTS
Skill Excellence(Technology). Constant and Intention. Prerequisite: Technology *****. Skill acts like a 6th dot. Target number is reduced by 1. Reflective 5, the Talent can use any known skill tricks with no Momentum Costs. At Destructive 5, the Talent can add 1 Scale to all uses of the Skill. Chosen Scale can be Speed, Power, Or number of targets (Multiplied by 5 for a single use of the skill.) Intuitive Facet 5 all successes rolled are doubled, (This does not affect Enhancements.)
Skill Excellence(Enigmas). Constant and Intention. Prerequisite: Enigmas *****. Skill acts like a 6th dot. Target number is reduced by 1. Reflective 5, the Talent can use any known skill tricks with no Momentum Costs. At Destructive 5, the Talent can add 1 Scale to all uses of the Skill. Chosen Scale can be Speed, Power, Or number of targets (Multiplied by 5 for a single use of the skill.) Intuitive Facet 5 all successes rolled are doubled, (This does not affect Enhancements.)
PRIMAL GIFTS
Placeholder-.






PATHS & CONTACTS
Galactic Survivor: ** - Refugee from the Fallen Galactic Republic. Gifts: (Attribute: Stamina. Skills: Empathy and Integrity.) Skills: (Culture, Enigmas, Humanity, and Science.) Edges: (Artifact, Iron Will, Photographic Memory, Polyglot, Striking, and Wonderous Item.)
Inventor: **** - Create wonders if technology and study that help further humanity as a whole.Gifts: (Attribute: Intelligence. Skills: Enigmas and Technology.) Skills: (Enigmas, Integrity, Science and Technology), Edges: (Artifact, Fame, Intense Focus, Library, Patron, Polyglot, Skilled Lair, Speed Reading, Hardy, Keen Senses)
The Society of the Lion: * - Guardians of Ambrosia and Hunters of Ambrosia Beasts, and Enforcement of those who miss-use Ambrosia. Gifts: (Skills: Command, Enigmas, and Science.)Skills: (Command, Enigmas, Science, Survival.). Edges: (Always Prepared, Artifact, Library, Weak Spots, and Wealth.)
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.