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Char - Sift - For your perusal


Lord Mhoram

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[b]Sift[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
20    STR     5   20      13-       HTH Damage 4d6  END [2]
23    DEX     24   23      14-       OCV 8 DCV 8
25    CON     10   25      14-
13    BODY    6   13      12-
23    INT     8   23      14-       PER Roll 14-
23    EGO     16   23      14-       ECV: 8
20    PRE     5   20      13-       PRE Attack: 4d6
20    COM     3   20      13-
11    PD      3   11             11 PD (0 rPD)
11    ED      3   11             11 ED (0 rED)
5    SPD     0   5                 Phases:  3, 5, 8, 10, 12
10    REC     0   10
50    END     0   50
40    STUN    1   40
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
4    LEAP     0   4"                4" forward, 2" upward

[b]CHA Cost: 84[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
12     [b][i]The Magefield[/i][/b]: Elemental Control, 30-point powers, all slots OIHID (-1/4) - END=
14     1)  [b][i]Magefield Defence[/i][/b]: Force Field (8 PD/8 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) - END=0
10     2)  [b][i]Magefield Movement[/i][/b]: Flight 1", Reduced Endurance (0 END; +1/2), Persistent (+1/2); Custom Modifier (Lockout - Essence of the Mithral Element; -1/4) [b]plus[/b] Flight 11", Reduced Endurance (Half END; +1/4); Lockout (-1/4) - END=1
14     3)  [b][i]Magefield Healiing[/i][/b]: Healing 1 BODY, +1 pip, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Continuous (+1), Body, End, Stun simultaneously (+1); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: 2 Body, 4 stun and 8 end per turn] - END=0
3     4)  [b][i]Channeling the Magefield[/i][/b]: HA +2d6; Increased Endurance Cost (x10 END; -4), Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2) [b]plus[/b] HA +2d6; Increased Endurance Cost (x5 END; -2), Activation Roll 11- (-1), Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Linked (HA; -1/2) [b]plus[/b] HA +2d6; Increased Endurance Cost (x5 END; -2), Activation Roll 8- (-2), Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Linked (HA; -1/2) - END=20

    Other Powers of Sift, all slots OIHID (-1/4) - END=
8     1)  [b][i]Power Shield[/i][/b]: Power Defense (8 points), Hardened (+1/4) - END=0
4     2)  [b][i]Mental Shield[/i][/b]: Mental Defense (8 points total), Hardened (+1/4) - END=0
4     3)  [b][i]Grace of the Gods[/i][/b]: Luck 1d6 - END=0
4     4)  [b][i]Inherent Knowledge[/i][/b]: Magic 15- - END=

    Sift's Physical Enhancements, all slots OIHID (-1/4) - END=
4     1)  +5 STR - END=1
12     2)  +5 DEX - END=
16     3)  +10 CON - END=
4     4)  +5 INT - END=
8     5)  +5 EGO - END=
4     6)  +5 PRE - END=
2     7)  +4 COM - END=
3     8)  +4 PD - END=
2     9)  +3 ED - END=
16     10) +2 SPD - END=
2     11) +1 REC - END=
2     12) +2 STUN - END=

28     [b][i]Spell Suite[/i][/b]: Multipower, 50-point reserve, all slots Variable Lim: OIF, G/I, Full Phase, x2 End, Act 14- (requires -1/2 worth of Limitations; -1/4), Limited Power No Push (-1/4), OIHID (-1/4) - END=
3u     1)  [b][i]Combat Grace of Master Chi Lung[/i][/b]: Hand-To-Hand Attack +4d6; Hand-To-Hand Attack (-1/2) [b]plus[/b] +1 with DCV [b]plus[/b] +1 with OCV [b]plus[/b] +10 PD [b]plus[/b] +10 ED - END=2
2u     2)  [b][i]Lights of Luathon[/i][/b]: Sight Group Flash 10d6; Beam (-1/4) - END=5
2u     3)  [b][i]Physical Defelctions of Daymar[/i][/b]: Missile Deflection (Any Ranged Attack), Reduced Endurance (Half END; +1/4), Full Range (+1); Costs Endurance (Only Costs END to Activate; -1/4) - END=2
2u     4)  [b][i]Magical Deflections of Daymar[/i][/b]: Missile Deflection (Vs. Any Magic), Missile Reflection, Reduced Endurance (Half END; +1/4); Costs Endurance (Only Costs END to Activate; -1/4) - END=2
2u     5)  [b][i]Crimson Bands of Cittorak[/i][/b]: Entangle 4d6, 6 DEF; Cannot Form Barriers (-1/4) - END=5
2u     6)  [b][i]Mystical Senses[/i][/b]: Detect Magical effects A Class Of Things 18- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Sense, Telescopic (+4):  +4, Tracking, Reduced Endurance (Half END; +1/4); Costs Endurance (-1/2) - END=2
1u     7)  [b][i]Terulian Transport[/i][/b]: Extra-Dimensional Movement (Related Group of Dimensions, Single Location), x8 Increased Weight, Safe Blind Travel (+1/4); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2) - END=5
2u     8)  [b][i]Essence of the Mithral Elemental[/i][/b]: Hardened on base D, FF, DI def; Cannot be used with Flight (-1/4) [b]plus[/b] Density Increase (200 kg mass, +10 STR, +2 PD/ED, -2" KB); Cannot be used with Flight (-1/4) [b]plus[/b] 0 End on STR from DI; Cannot be used with Flight (-1/4) [b]plus[/b] +10 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), Cannot be used with Flight (-1/4) [b]plus[/b] FF (5 PD/5 ED), Hardened (+1/4); Cannot be used with Flight (-1/4) - END=2
2u     9)  [b][i]Sorcerors Stars[/i][/b]: Energy Blast 4d6, Attack Versus Limited Defense (Power D; +1 1/2); Beam (-1/4) - END=5

11     Variable Power Pool, 5 base + 6 control cost, all slots Cosmic (+2) - END=

20     Duplication (creates 110-point form), Ranged Recombination (+1/2), MegaScale (1" = 100 km; +3/4); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Costs Endurance (-1/2), OISID (-1/4) [Notes: 1,300 Km range on combination] - END=5

[b]POWERS Cost: 225[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Kelsey's
5      1)  Spin Kick:  1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike
4      2)  Snap Kick:  1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
4      3)  Arms Sweep Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
     Kat's
4      1)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3      2)  Takedown:  1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls
4      3)  Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs

[b]MARTIAL ARTS Cost: 24[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Kelsey's Skills
3      1)  Acrobatics 14-
3      2)  Breakfall 14-
2      3)  PS: Gymnast (Dex) 14-
3      4)  Combat Piloting 14-
3      5)  Navigation (Air, Land) 14-
1      6)  KS: Tae Kwon Do 11-
3      7)  Paramedics 14-

     Katrina's Skills
1      1)  KS: Culture /Societies 11-
2      2)  PS: Researcher (Int) 14-
2      2)  SC: Sociology (Int) 14-
2      4)  SC: History (Int) 14-
2      5)  SC: Theology/Philosophy (Int) 14-
2      2)  PS: Psychology (Int) 14-
2      1)  KS: Occult World (Int) 14-
1      1)  KS: Chi 11-
1      1)  KS: Aikido 11-
2      10) KS: Occultism (Int) 14-
2      11) Mystic Healing (Int) 14-
3      12) Deduction 14-

8      +1 with All Combat

     Sift's Additions, all slots OIHID (-1/4)
2      1)  Jack of All Trades 
2      2)  Scholar 
2      3)  Scientist 
8      4)  +2 Int Skills

[b]SKILLS Cost: 62[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Contact:  Mordecai (Contact has useful Skills or resources, Very Good relationship with Contact) 11-

[b]PERKS Cost: 5[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Accidental Change to Secret IDs:  Loss of Magefield Always, Rare
15     Accidental Change:  To Sift 14-, Kelsey or Kat dropping below 0 Body
10     Social Limitation:  Secret IDs - Kelsey and Katrina Frequently (11-), Minor
10     Distinctive Features:  Major Magic Power (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10     Watched:  Trismegistus Council 11- (Mo Pow, Watching)
20     Hunted:  Circle of the Scarlet Moon 8- (Occasionally), More Powerful, NCI, Harshly Punish
15     Hunted:  The Twisted 11- (Frequently), As Powerful, Harshly Punish
10     DNPC :  Lynda Crighton (of Nightengale Bookery) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs (The store and patrons as well))
15     Psychological Limitation:  Loses temper at abuse or the very darkest side of human nature Common, Strong
15     Psychological Limitation:  Protective of Innocents Common, Strong
10     Psychological Limitation:  Code Vs Killing Common, Moderate
1     Quirk - Product of two personalities
1     Quirk - Very Confident (and Pushy)
1     Quirk - Is an incipient Godling(Specific detect spells)
1     Quirk - Like Mordecai
1     Quirk - Curius about everything

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 50
Total Exp Available: 50
Exp Unspent: 0
Total Character Cost: 400



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Re: Char - Sift - For your perusal

 

[b]Katrina - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
15    DEX     15   15      12-       OCV 5 DCV 5
13    CON     6   13      12-
13    BODY    6   13      12-
18    INT     8   18      13-       PER Roll 13-
18    EGO     16   18      13-       ECV: 6
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
16    COM     3   16      12-
4    PD      2   4             4 PD (0 rPD)
4    ED      1   4             4 ED (0 rED)
3    SPD     5   3                 Phases:  4, 8, 12
5    REC     0   5
30    END     2   30
25    STUN    0   25
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward

[b]CHA Cost: 67[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
3     Mind Link , One Specific Mind, Psychic Bond; Only With Others Who Have Mind Link (-1), Only for triggering Sift Shift (knoweldge that the other one wants to bond) (-1) - END=0

[b]POWERS Cost: 3[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
4      Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
3      Takedown:  1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls

[b]MARTIAL ARTS Cost: 11[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Deduction 13-
3      Breakfall 12-
2      KS: Occult World 11-
3      KS: Theology/Phiosphy 13-
2      PS: Phsycologist 11-
2      PS: Researcher 11-
2      SS:  History 11-
2      SS:  Psychology 11-
2      SS:  Sociology 11-
3      +1 Aikido
2      KS: Aikido 11-
2      KS: Ch'i 11-

[b]SKILLS Cost: 28[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Accidental Change (to Sift):  Go below 3 Body 14- (Uncommon)

[b]DISADVANTAGES Points: 15[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 109



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Re: Char - Sift - For your perusal

 

[b]Kelsey - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15      12-       HTH Damage 3d6  END [1]
18    DEX     24   18      13-       OCV 6 DCV 6
15    CON     10   15      12-
13    BODY    6   13      12-
13    INT     3   13      12-       PER Roll 12-
13    EGO     6   13      12-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
6    PD      3   6             6 PD (0 rPD)
6    ED      3   6             6 ED (0 rED)
3    SPD     2   3                 Phases:  4, 8, 12
6    REC     0   6
30    END     0   30
30    STUN    1   30
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward

[b]CHA Cost: 71[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
3     Mind Link , One Specific Mind, Psychic Bond; Only With Others Who Have Mind Link (-1), Only for triggering Sift Shift (knoweldge that the other one wants to bond) (-1) - END=0

[b]POWERS Cost: 3[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
4      Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
5      Sacrifice Strike:  1/2 Phase, +1 OCV, -2 DCV, 7d6 Strike

[b]MARTIAL ARTS Cost: 13[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
4      Navigation (Air, Land, Marine) 12-
3      Combat Piloting 13-
3      Combat Driving 13-
3      Acrobatics 13-
3      Breakfall 13-
3      PS: Gymnast 13-
3      +1 Karate

[b]SKILLS Cost: 22[/b]



Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 109



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Re: Char - Sift - For your perusal

 

Background:

About 20 years ago, a number of members of the Circle of the Scarlet Moon were casting the beginning of the year auguries. And there was a figure that was shown destroying major plans in the future, possibly even destroying the organization in total. The auguries picked it up because this individual was going to be born this year. So they hatched a plan to cause the mother to have a miscarriage, thus dealing with the problem.

About 20 years ago, a number of the members of the Trismegistus were casting the beginning of the year auguries. And they saw a future vision of the Circle of the Scarlet Moon becoming increasingly powerful, because of a spell that was cast within the month by the Circle. So the Trismegistus council investigated and found out what kind of spell was being cast, and sent out a protective counter spell.

These opposing spells had an interesting effect. The unborn girl that had frightened the Circle ended up getting split, but not hurt, and when the mother had her, she ended up twins. The mother, who gave the two girls up for adoption, was killed shortly thereafter, by all appearances by the Riverside Prostitute Killer.

 

One of the girls, Katrina was raised in California, adopted by Reagan Republicans. From their point of view she was very much a trouble child. She was always reading strange books, interested in mythology, history and (gasp) non Christian Theology. Thankfully, from their point of view, she was too much of a quiet child to get into real trouble, but they feel they had failed.

Kat was actually a child prodigy. She loved all the soft sciences; psychology, sociology, history. When she had mastered the basics, and this being a Californian, she drifted into the occult. She never practiced, just studied it and how it affected people. She also got involved in eastern mysticism and began practicing Aikido for fitness and the ch’i not as she says “because of that overly macho pockfaced dimwit on the movie screenâ€.

She graduated high school at 16, and went to college in Berkeley. her course of study was a double major in Psych and Soc. She got her Bachelors degree in under two years and went to graduate school at Sinclair University in Vibora Bay, working on a Masters in history, and planning on a doctorate in a combination of Theology, Philosophy and Mythology.

 

The other was raised in Chicago, with fairly well to do parents. They adopted her as much out of a sense of moral/social responsibility than anything else, choosing to take a poor street baby in rather than adding their own to the population problem. Kel, being no dummy, felt that distance growing up. They called her their daughter, but she knew better.

She was a tomboy, always getting into scrapes and jams. She avoided the gangs out of innate good sense or as she says “who wants some bitch telling you how to feel and act anyway?â€. Her parents kept trying to distract her from her bad habits (fighting and anything that moved fast), enrolled her early in a gymnastics and dance classes. She dropped the dance fairly quickly, but found, to her surprise, that she enjoyed the gymnastics.

A teammate’s brother introduced her into Tae Kwon Do, and with the emphasis on kicking and leaping she was a natural. She received her black belt at 17, as well as winning the state tournament. She also began studying to be a pilot. She received an athletic scholarship to Sinclair University in Vibora Bay, and moved there - she was hoping for something a little further away from Chicago, but Florida would have to do. She has picked up her Pilot’s licence and is still trying to decide her major.

 

The two girls ran into each other the first week of school; Kel’s as a freshman, and Kat’s as a second year grad student. In the first meeting of the University martial arts club, they hit it off, and after only a couple of months became fast friends, each one’s strengths and personalty complimenting each other. A number of months later on a weekend outing they were bystanders in a magical superfight. When they were knocked into each other, they merged and activated the magical potential (though not at anywhere full power) that they were born to. Sift was born at that moment and got involved in the fight, tipping the scales to the heroes.

After the fight, they split again, and couldn’t believe their luck - they could become a magical superheroine. Kat loved the ability to wield magic, and the understanding that seemed to come much easier to the merged self, where Kel loved the combat and the ability to fly. They designed a costume, decided on a name (Sift) and became a hero.

 

Her first patrol using her mage sense spell detected a major demon summoning so she flew in to stop it. She did, but the spell was underway, and the caster was summoning a major demon lord using himself as a doorway - and when Sift interrupted the spell, the doorway closed. The result was a hideous blend of demon and human, with no real distinction of what went where. The summoner was twisted physically and mentally, and he had some abilities from the demon that left part of itself in him. He used his newly acquired third arm to blast hellfire at Sift, which she blocked and then proceeded to defeat the monstrosity in combat, and then drop off at the appropriate authorities. He swore eternal vengeance on her, and took as a name one of the many terms the press called him - The Twisted.

 

She also joined a short-lived mystic group based in Denver, and met a young mage named Mordecai. He was merged with a Mithral elemental lord and had massive physical abilities, as well as some major magical talent. She was a nascent Godling (unbeknownst to either of them) and they became friends and started drifting to more. Mordecai, who had a secret, then went back in time to 1908 and warned the archmage about what was coming up, and decided to help him. Sift went with him, and it turns out that they had been there all along, and the results were the same; with one thing no one else knew - that a number of the Objects of Office of the Archmage were handed from the old archmage, Dmitri, to the new one, Mordecai. When they returned to their home time, he decided he wasn’t good enough at magic to take on the mantle. She agreed to keep his secret, and is thus the only person (outside of his Grandmother) to know who the current Archmage of the Earth is. And she is the only mage that is dating him.

 

 

 

Personality/Motivations:

Kat is somewhat timid; generally hanging to the back in a confrontational situation. This generally only applies to life in general; in her studies and classes she is usually very aggressive. She doesn't really say a lot in the classes, but when she does she is usually so insightful that everyone else is almost stunned into silence. Her training in Aikido just enhances this tendency, as she usually just avoids things until someone else makes a mistake then she uses that against them. She also has an almost out of control sense of curiosity; she loves finding things about things, any things, but especially people things . She would have been a great private eye, except she dislike dark alleys.

 

Kel is very forceful and independent. She believes in her own abilities and her own skills. She respects other people's skills but tries never to be in a situation where she has to rely on them. her intensity is sometimes mistaken for arrogance, and this can get her into trouble. Her manner is usually 'go go GO', with a propensity for getting into other peoples space, and forward leaning aggressive walk. She can also be very intimidating, although she never means to be; but being the object of her attention can be like standing in front of a blast furnace with the door open.

 

Sift has pieces and bits of both Kat and Kel's personalities, but she has her own separate self identity. She has a strong love of innocence (and innocents) and will protect them, and the darker side of human nature can cause her to loose her temper. She is somewhat overconfident, which has led her into problems over her head in the past. If she knows she can do a job, she will push her way into it, shouldering others aside, even if they belong there as much as she does. This a product of Kat's self confidence, and Kel's aggressiveness.

 

Kat and Kel both remember everything that happens as Sift, but in a hazy, but first person, perspective. More than a dream but less than normal life. Neither one of them, or Sift herself, knows her background and just figure that the whole ability to combine is just a happy accident.

 

Quote:

Katrina "If we studied this more, we just might understand it, which means we don't have to get all confrontational about .... oh never mind"

Kelsey "Let's just get ON WITH IT!"

Sift "Okay, let's try this and YEAH!"

 

 

Appearance:

Kat is of average height (5'6") somewhat slight of build and usually dresses what Kel would call frumpy. She does not follow fashion, although she has the ability to be very eye catching if she takes the time; she just doesn't usually think it is worth it.

 

Kel is very attractive and dresses to let people know; she is elegant and tasteful, or just cut loose shorts and belly shirt, depending on mood. She stands 5'9' and has an athletic build.

 

Sift is a gorgeous woman, with strawberry blond hair and a lithe athletic build. Her eyes are so blue they almost turn white. Her mage field glows around her at all times, and her costume is a full body costume (in multiple pieces) with a star emblem on her gloves, neck and belt. It is primarily shades of blue with white trim. She wears a cape, no mask, and a blue headband. She wears a magical focus crystal on a choker ribbon on her neck.

 

Powers/Tactics:

Sift has all the training and knowledge of both Katrina and Kelsey. When the Join, the magical potential is activated and the power of Sift is brought forth. She has natural magical abilities- her magefield, and with Katrina’s study of the occult, Sift is a very accomplished mage. She adept at both TKD and Aikido, and her spell choices enhances that as well.

She will usually try and soften up the opposition with a flash or Mystic Bolt or two, and then move to hand to hand combat for the ‘real fight’. If forced into a mage duel, she will almost always reflect and try to close. As she gains in ability, her spells will have a great deal more variety and she will find herself hanging back more and doing “those strange mage things†to help her new teammates.

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Re: Char - Sift - For your perusal

 

This is a character I have almost player (or played a session or two) 4 or 5 times, someone that has been haning around for almost a decade. We decided to start a new champs game, and I saw the opening to actually play her.

The initial concept was nothing but mechanics - how to build a combined character whose parts had skills and abilities of thier own rather than just handwaving an extra secret ID. How that is accomplished has changed in each incarnation. I came up with the background while working on the mechanics.

I played her for two or three turns in a play by email game that folded.

I played her for a month in another champs game, but then the GM got married and moved. It was in that game that the "essence of the mithral elemental" came up, along with the idea of a romance between her and Mordecai.

In a Mystic game I GMed, she was sort of the support GMPC/NPC. Mordecai's player was gaming in that, and we ran the Archmage plot described in her background. But due to my having two jobs, I completely blew it as a GM and the game folded.

The new GM (Mordecai's player) thought to start a new game, and I decided to play sift, and he decided to use Mordecai as an NPC and steal the plot I ran for his version of the character and game, and we kept thier history together. He also wanted somewhat experience characters and gave us an extra 50 pts, with the admonshiment that it was for character depth not more power, and said we had to have at least 45-50 points in basically non combat skills.

 

Let me know what you think.

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