Jump to content

Sorcerers United!


Wolf

Recommended Posts

Okay, so I've decided to start a "Champions-esc" game centered around some of the classic archtype's of magicians/mystics/sorcerers. In theory it'll be a bit like high level D&D plainer hopping, or much like a Dr. Strange type deal, the hero's are all "one of the best" at whatever magic they are supposed to be casting, or at the very least involved with.

 

I'll be posting the characters as I get them done for critique. I'm a little nervous about this, as this would be, really the first time anyone who has some experience with the system has looked at my stuff, so I'm a bit shaky about doing this. But if I want to improve then I must compare, and learn.

 

I know there are problems, but be gentle.

 

The Characters are:

Phaetrius- Necromancer (Master of drains)- I'm honestly a tad worried about the potency of this build.

 

Crystal Riverwater- Shaman/Tribal (Souix) (Energy Projector)- I like this build, however I also know it's very multipower dependent, and I'm not quite sure if I've over done the MP and made it too diverse.

 

Lǚ Dòngbīn- One of the 8 Taoist Drunken Immortals- Haven't built him yet, and probably won't even start for another few weeks, as that player is out due to holiday/ moving. I know the 8 immortals are also Taoist magicians, so I think this is a good fit.

Link to comment
Share on other sites

Re: Sorcerers United!

 

The Necromancer:

 

Character Name: Phaetrius

 

CHARACTERISTICS

Val Char (All magic Items have been added in already)

10 STR HTH Damage 2d6 END [1]

10 DEX

25 CON

15 BODY

25 INT PER Roll 14-

25 EGO

25 PRE PRE Attack: 5d6

 

 

2 PD 12 PD (5 rPD)

2 ED 12 ED (5 rED)

5 SPD Phases: 3, 5, 8, 10, 12

10 REC

60 END

65 STUN

 

52 Total Characteristics Points

 

MOVEMENT

Type Total

Run (12) 12m [24m NC]

Swim (4) 4m [8m NC]

H. Leap (4m) 4m

V. Leap (2m) 2m

Flight 20m [40m NC]

 

SKILLS

Name

Linguist

1) Language: Cuniform (completely fluent; literate) (4 Active Points)

2) Language: French (completely fluent) (3 Active Points)

3) Language: German (completely fluent; literate) (4 Active Points)

4) Language: Latin (completely fluent; literate) (4 Active Points)

5) Language: Sanskrit (completely fluent; literate) (4 Active Points)

Scholar

1) KS: Arcane & Occult Lore (3 Active Points) 14-

2) KS: Demonology (3 Active Points) 14-

3) KS: Necromancy (3 Active Points) 14-

4) KS: The Planes (3 Active Points) 14-

5) KS: The Undead (3 Active Points) 14-

Necromancy magic 15-

CuK: The Mystic World 14-

37 Total Skills Cost

 

PERKS

Money: Wealthy (6 points)

 

POWERS

Cost Power END

32 Behold, I am Death, Destroyer of Worlds: Multipower, 80-point reserve, (80 Active Points); all slots Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4)

 

2f 1) He taketh, and receiveth: (Total: 80 Active Cost, 24 Real Cost) Drain EGO 5d6 (50 Active Points); Spell (-1/2), Limited Special Effect Only vs. Living Beings (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4) (Real Cost: 15) plus Aid Body 5d6 (30 Active Points); Only to Aid Self (-1), Only As much points were drained (-1), Linked (Taking Your Strength) (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4) (Real Cost: 5)

 

2f 2) He taketh, and receiveth... more: (Total: 80 Active Cost, 24 Real Cost) Drain CON 5d6 (50 Active Points); Spell (-1/2), Limited Special Effect Only vs. Living Beings (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4) (Real Cost: 15) plus Aid Stun 5d6 (30 Active Points); Only to Aid Self (-1), Only As much points were drained (-1), Linked (Taking Your Constitution) (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4) (Real Cost: 5)

 

2f 3) Resistance is Futile: Drain ED 3d6, Area Of Effect (16m Cone; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (75 Active Points); No Range (-1/2), Spell (-1/2), Limited Special Effect Only vs. Living Beings (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4)

 

2f 4) Melting the bulwark: Drain PD 3 1/2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (70 Active Points); Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Limited Special Effect Only vs. Living Beings (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4)

 

2f 5) A Stitch in Time: Drain SPD 3 1/2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (70 Active Points); Spell (-1/2), Limited Special Effect Only vs. Living Beings (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4)

 

3f 6) You Look Tired My Friend: Drain STR 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (80 Active Points); Spell (-1/2), Limited Special Effect Only vs. Living Beings (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4)

 

3f 7) Soul Burner: Mental Blast 3 1/2d6, Alternate Combat Value (uses OCV against DMCV; +1/4), Does BODY (+1) (79 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromatic Magic roll, -1 per 20 Active Points modifier; -1/4), Unified Power (-1/4)

 

 

24 End of Days: Blast 8d6, Area Of Effect (16m Cone; +1/2) (60 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)

 

27 Lay Low: Change Environment (-4 to Sight Group PER Rolls, -2 to Normal Hearing PER Rolls, +2 Points of Damage, -2 to Dex Rolls, -6 Temperature Level Adjustment), Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (75 Active Points); Increased Endurance Cost (x2 END; -1/2), No Range (-1/2), Spell (-1/2), Requires A Roll (Necromantic Magic roll, -1 per 20 Active Points modifier; -1/4)

 

11 Bring Forth the... Dead...?: Summon 32 85-point Skeletons/ Zombies (42 Active Points); Limited Power Need Bodys to Change (Randomiser is a good 5d6+2 roll, more or less depending on where, Graveyards and battlefields have a tendency not to need a roll) (-1), Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; -1/4)

 

28 Speak With The Dead: (Total: 74 Active Cost, 28 Real Cost) Mind Scan 5d6, +4 OMCV, Transdimensional (to Afterlife; +1/2) (49 Active Points); OAF (Ritual Paraphernalia; -1), Spell (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (Necromantic Magic roll, -1 per 20 Active Points modifier; -1/4) (Real Cost: 14) plus Mind Link , Any One Ghost, No LOS Needed, Unlimited range in this dimension and can reach into other dimensions (25 Active Points); Spell (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (Necromantic Magic roll, -1 per 20 Active Points modifier; -1/4) (Real Cost: 10)

 

24 Mind Control 9d6, Area Of Effect (32m Cone; +3/4) (79 Active Points); Limited Class Of Minds Undead only (-1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Necromantic Magic roll, -1 per 20 Active Points modifier; -1/4)

 

 

10 Demise Unseen: Regeneration (1 BODY per Day), Resurrection, Inherent (+1/4) (30 Active Points); Resurrection Only (-2)

18 Undead flow of life: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in Intense Cold; Sleeping: Character only has to sleep 8 hours per week) 0

 

Mask of the Damned, all slots IIF (-1/4)

12 1) Confidence Boost (Mask): +15 PRE (15 Active Points); IIF (-1/4)

7 2) Mental Enhancement (Mask): +3 DMCV (9 Active Points); IIF (-1/4)

8 3) Enhanced Willpower (Mask): +10 EGO (10 Active Points); IIF (-1/4)

8 4) Intellect boost (Mask): +10 INT (10 Active Points); IIF (-1/4)

 

 

Carapace Infernum, all slots OIF (-1/2), Unified Power (-1/4)

11 1) Wings of the bat (Armor): Flight 20m (20 Active Points); OIF (-1/2), Unified Power (-1/4)

8 2) Necrotic Guidance (Armor): +3 OCV (15 Active Points); OIF (-1/2), Unified Power (-1/4)

8 3) Necrotic Warnings (Armor): +3 DCV (15 Active Points); OIF (-1/2), Unified Power (-1/4)

3 4) Protection of the dead (Armor): +5 PD (5 Active Points); OIF (-1/2), Unified Power (-1/4)

3 5) Energy Resistance of the dead (Armor): +5 ED (5 Active Points); OIF (-1/2), Unified Power (-1/4)

19 6) Carapace Infernum Coalesced (Armor): Resistant Protection (5 PD/5 ED/7 Mental Defense/5 Power Defense) (33 Active Points); OIF (-1/2), Unified Power (-1/4)

8 7) Necrotic Health (Armor): +15 CON (15 Active Points); OIF (-1/2), Unified Power (-1/4)

6 8) Necrotic Sustainment (Armor): +20 STUN (10 Active Points); OIF (-1/2), Unified Power (-1/4)

3 9) Necrotic Heartyness (Armor): +5 BODY (5 Active Points); OIF (-1/2), Unified Power (-1/4)

11 10) The Quickness of Death (Armor): +2 SPD (20 Active Points); OIF (-1/2), Unified Power (-1/4)

 

 

305 Total Powers Cost

Link to comment
Share on other sites

Re: Sorcerers United!

 

The Shaman

 

Character Name: Crystal Riverwater

 

CHARACTERISTICS

(Stat's for magic enhancement have been included)

17 STR HTH Damage 3d6 END [2]

25 DEX

18 CON

15 BODY

14 INT PER Roll 15-

20 EGO

14 PRE PRE Attack: 2 1/2d6

 

 

5 PD 20 PD (5 rPD)

5 ED 20 ED (5 rED)

5 SPD Phases: 3, 5, 8, 10, 12

10 REC

65 END

75 STUN

 

94 Total Characteristics Points

 

MOVEMENT

Run (12) 15m [30m NC]

Swim (4) 4m [8m NC]

H. Leap (4m) 4m

V. Leap (2m) 2m

Flight 35m [140m NC]

Tunneling 15m [60m NC]

 

SKILLS

3 Acrobatics 14-

4 Bureaucratics 15- (9 Active Points); Limited Power only for talking to spirits (-1 1/2)

4 CuK: Souix Shamanic Practices 13-

4 PS: Shaman 14-

0 Language: Sioux (Dakota) (idiomatic; literate) (5 Active Points)

5 Language: English (idiomatic; literate)

3 Language: French (fluent conversation; literate)

5 Navigation (Air, Land) 13-

7 Power: Spirit Talking 15-

5 Power: Elemental Control 13-

3 Stealth 14-

4 Survival (Temperate/Subtropical) 13-

5 Tracking 13-

6 +2 Attack Powers multipower

18 Penalty Skill Levels: +6 vs. Range with to offset a specific negative OCV modifier with all attacks

76 Total Skills Cost

 

PERKS

8 Contact: Spirit's of the world (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 11-

2 Money: Well Off

 

POWERS

29 Elemental Attack Powers: Elemental Attack Powers: Multipower, 80-point reserve, (80 Active Points); all slots IAF Expendable (Very Difficult to obtain new Focus; Has to have a Item spiritually attuned to the power), Spell, Incantations (Must request from the spirits to activate the power)

 

1f 1) Mana Needle: Mana Needle: Blast 5 1/2d6

3f 2) Mana Bolt: Mana Bolt: Blast 12 1/2d6

2f 3) Mana Blast: Mana Blast: Blast 16d6, Triple End

3f 4) Spirit Strike: Spirit Strike: Mental Blast 6d6+1, uses OCV against DMCV

2f 5) Fire Blast: Fire Blast: Blast 9d6, Armor Piercing, Area Of Effect (16m Cone), No Range, No Knockback

3f 6) Earth Clods: Earth Clods: Blast 8d6, Autofire (5 shots), Reduced Endurance

3f 7) Ball Lightning: Ball Lightning: Blast 9d6, Armor Piercing, Area Of Effect (8m Radius)

2f 8) Lightning Strike: Lightning Strike: Blast 10 1/2d6, Indirect (the lightning always strikes from above), Armor Piercing, Increased Endurance Cost.

3f 9) Wind Push: Wind Push: Blast 8d6, STUN Only, Area Of Effect (16m Cone), Double Knockback, Reduced Penetration

2f 10) Water Burst: Water Burst: Blast 9d6, Area Of Effect (16m Line), Double Knockback, No Range

2f 11) Ice Shards: Ice Shards: Killing Attack - Ranged 4d6

 

3f 12) Dismiss Elements: Dismiss Elements: Dispel Elemental Effects (Water, Fire, Earth, Wind) 15d6, Area Of Effect (16m Radius)

3f 13) Fog Bank: Fog Bank: Change Environment (-5 to Normal Sight PER Rolls, -2 Temperature Level Adjustment, Long-Lasting 1 Hour), Area Of Effect (32m Radius), MegaScale (1m = 1 km)

3f 14) Stormfront: Stormfront: Change Environment (+2 Wind Levels, -1 Temperature Level Adjustment, 3m of any mode of Movement, Long-Lasting 1 Hour), Area Of Effect (32m Radius), MegaScale (1m = 1 km)

3f 15) Storm: Storm: Change Environment (-2 to Normal Sight PER Rolls (Driving Rain), +1 Wind Levels, -1 Dex Roll and all Skill Rolls based on Dex, -1 Temperature Level Adjustment, Long-Lasting 1 Hour), Area Of Effect (32m Radius), MegaScale (1m = 1 km)

3f 16) Ice Storm: Ice Storm: Change Environment (-3 Dex Roll and all Skill Rolls based on Dex, -4 Temperature Level Adjustment, 4m of any mode of Movement, Long-Lasting 1 Hour), Area Of Effect (32m Radius)

3f 17) Heat Wave: Heat Wave: Change Environment (+5 Temperature Level Adjustment, Long-Lasting 1 Hour), Area Of Effect (32m Radius), MegaScale (1m = 1 km)

 

2f 18) Elemental Hands: Elemental Hands: Telekinesis (46 STR), Fine Manipulation, Increased Endurance Cost (x2 END), Gestures, Physical Manifestation

3f 19) Roots of the Earth: Roots of the Earth: Entangle 6d6, 7 PD/6 ED, Area Of Effect (4m Radius)

3f 20) Air Wall: Air Wall: Barrier 5 PD/5 ED, 5 BODY (up to 9m long, 3m tall, and 1/2m thick), Non-Anchored, Varying Dimensions, Configurable, Mobile

3f 21) Earth Wall: Earth Wall: Barrier 13 PD/16 ED, 13 BODY (up to 6m long, 2m tall, and 2m thick), Opaque Sight Group

 

 

14 The spirits side with me: The spirits side with me: Personal Immunity for Change Environment, Usable By Other, Grantor can take back power at any time, Usable Simultaneously One At A Time, Requires A Spirit Talking Roll, Incantations 2

3 They Watch their own: They Watch their own: Life Support (Expanded Breathing (under water); Safe in Intense Cold; Safe in Intense Heat) (9 Active Points); IAF Expendable (Difficult to obtain new Focus; Has to have a Item spiritually attuned to the power), Spell, Gestures, Incantations

 

16 Movements of the Animal Spirits: Movements of the Animal Spirits: Multipower, 40-point reserve, (40 Active Points); all slots IAF Expendable (Difficult to obtain new Focus; Has to have a Item spiritually attuned to the power), Spell, Incantations (Must request from the spirits to activate the power)

2f 1) Wings of the Eagle: Wings of the Eagle: Flight 35m, x4 Noncombat

2f 2) Movement of the Groundhog: Movement of the Groundhog: Tunneling 15m through 10 PD material, x4 Noncombat

1f 3) Ground to the Earth: Ground to the Earth: Knockback Resistance -20m, Costs Endurance

1f 4) Spider's Climb: Spider's Climb: Clinging (35 STR)

1f 5) Enter the Spirit World: Enter the Spirit World: Extra-Dimensional Movement (Spirit World), x4 Increased Weight, Safe Blind Travel, Requires A Roll (Spirit World)

 

 

Enhanced Senses, all slots IAF Expendable (Difficult to obtain new Focus; Has to have a Item spiritually attuned to the power), Costs Endurance (Only Costs END to Activate), Incantations (Must request from the spirits to activate the power)

4 1) Animal Perceptions: Animal Perceptions: +3 PER with all Sense Groups

2 2) Wolf's Eyes: Wolf's Eyes: Nightvision

7 3) Bat's Eyes: Bat's Eyes: Radar (Hearing Group)

2 4) Bug's Eyes: Bug's Eyes: Infrared Perception (Sight Group)

9 5) Spirit Sense: Spirit Sense: Detect Spirits 15-/ 12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees)

 

 

Stat Boosts, all slots IAF Expendable (Difficult to obtain new Focus; Has to have a Item spiritually attuned to the power)

3 1) Strength of the Bear: Strength of the Bear: +5 STR

11 2) Agility of the Deer: Agility of the Deer: +10 DEX

4 3) Constitution of the Ox: Constitution of the Ox: +8 CON

3 4) Aim of the Hawk: Aim of the Hawk: +1 OCV

6 5) Manouvers of a Fish: Manouvers of a Fish: +2 DCV

6 6) Speed of the Squirrel: Speed of the Squirrel: +1 SPD

6 7) Defences of the Turtle: Defences of the Turtle: +10 PD

6 8) Defence of the Eel: Defence of the Eel: +10 ED

3 9) Stamina of the Fox: Stamina of the Fox: +5 REC

3 10) Endurance of the Horse: Endurance of the Horse: +25 END

3 11) Durability of the Bison: Durability of the Bison: +5 BODY

10 12) Stamina of the Bull: Stamina of the Bull: +35 STUN

8 13) Survivability of the Mouse: Survivability of the Mouse: Resistant Protection (5 PD/5 ED)

 

220 Total Powers Cost

Link to comment
Share on other sites

  • 1 year later...

Re: Shaman

 

I haven't looked over your necromancer yet, so I'll just comment on your shaman, except to say that you should include their Backgrounds and such.

 

Shamans worldwide are most likely to share two abilities- PS: Dream Divination and PS: Herbalist, good additions to your build.

 

I agree with your feeling that this shaman's MP is all over the map, and suggest you pick one element for her, which reflects study- http://www.mesacc.edu/dept/d10/asb/shamans/shamanism.html

 

I'd replace Wolf Eyes with Cougar Eyes or Puma Eyes- canines, including wolves, do not have keen sight.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...