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Author Topic: Kirito Kirigaya (Daedalus’s Emissary of The Five Gods)  (Read 9658 times)

Daedalus

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Kirito Kirigaya (Daedalus’s Emissary of The Five Gods)
« on: September 25, 2013, 07:38:32 pm »

Kirito Kirigaya (Priest/Shaman - Emissary of Five Gods) - 56 / 59 XP


Gender Male; Age: 21; Ht 5'8"; Wt 175 lbs; Stature Meek; Disposition Peaceful, Compassionate, Healer; Distinctive Features: Nothing special

Abilities
Str 2; Agi 3; Con 3; Int 5; Wis 5; Pre 2; Vitality (0) 15 0; Wounds (-2) 8 0 (Armor 10) DECEASED
Saves
React 8; Endure 8; Will 10; Luck 4+1 0; Surge 4 0
Psychosis 3
Movement
Init 11; Move 30ft (Run 60; Leap 2 high/10 long)

Attacks
Unarmed Strike 5/2S; Grapple Moves 5/2S; Staff 5/4S; Sword 5/5L; Glaive 3/6L

Combat Skills
Defense 11 (Dodge -1; Parry) ~5
Ranged 6 (Shoot; Target; Throw)
Close Quarter 5 (Grapple; Melee; Unarmed)

General Skills
Acrobatics 6 (Balance; Escape; Tumble)
Artistry 13 (Cooking, Painting; Sculpting; Music; Writing) ~5
Athletics 5 (Climb; Jump; Sprint; Swim)
Evaluate 13 (Appraise; Gamble; Sense Motive; Streetwise) ~5
Fabricate 11 (Construction; Mechanics; Weaponsmith) ~3
Face 5 (Bluff; Entertain; Feint; Intimidate; Taunt)
General Knowledge 10 (Trivia; In The News; Who's Who)
Larceny 6 (Forgery; Open Locks; Sleight of Hand)
Medic 8 (Slow Poison; Treat Injury)
Outdoors 11 (Handle Animal +2; Ride; Survival; Track) ~3
Perception 8 (Listen; Search; Spot)
Sabotage 8 (Disable Device; Trap Setting)
Socialize 8 (Diplomacy; Interrogation; Gather Info) ~3
Stealth 8 (Conceal; Disguise; Hide; Move Silently)

Advanced Skills
Occult Sciences 16 (Arcana; Occult; Spells +2) ~7
Political Sciences 13 (Economics; Law; Politics) ~4
Social Sciences 13 (Philosophy; Psychology; Religion) ~4

Edges and Feats
Animal Affinity; Holy Symbol; Priest; Sensitive; Shaman; Advanced Spells (Fire Ball, Reflect Magic); Concentration; Linguist; Photographic Memory; Potency; Religious Ties; Second Languages (Old Realm, Imperial, Merchant’s Cant, Primitive, Ninja Hand Signs); Spell Reserves; Underworld Ties; Witchdoctor

~Spirit Sight

Spells
ENERGY POOL: 15 0
Holy Spells: (Restore Vitality 5, Suppress Toxins 5, Close Wounds 10, Food & Water 10, Wildcard 10, Familiar 8♠, Heal 13♠, Elemental 18♠, Regeneration 18♠)
Universal Spells: (Messenger 5, Read Minds 10, Shield 10, Magic Ward 8♠, Precipitation 8♠, Temperature 8♠, Unbreakable 8♠, Wind 8♠, Dispel Magic 13♠, Disaster 18♠, Weather Set 18♠)
Unholy Spells*: (Fatigue 5, Weaken 5, Corrosive Touch 10, Drain Vitality 8♠, Imp 8♠, Demon 13♠, Poison 13♠, Zombie 13♠, Whither 18♠)

Shamantic Magic: Close Wounds 10; Control Flames 5; Corrosive Touch 10*; Danger Sense 10; Fatigue 5*; Fire Ball 13♠; Food & Water 10; Freezing Touch 5; Frost 5; Heat Sink 10; Heightened Senses 5; Ice Bolt 10; Ice Walk 5; Ignite 5; Initiative 5; Light Touch 10; Messenger 5; Mote 5; Passwall 10; Potion 10; Read Minds 10; Reflect Magic 13♠; Repair 10; Restore Vitality 5; Send Thoughts 10;  Shield 10; Slow 10; Spiff 5; Stunning Grasp 5; Suppress Toxins 5; Suspended Animation 5; Tone 5; Weaken 5*; Wildcard 10

Flaws
Code of Honor (Spare Innocents); Heroic; Obligation (Daimyo)

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
Manor House; Noble’s Diet; Horse; Scholar Attire; Lamellar Armor; Mesh Armor; Staff; Sword; Glaive; Scholar’s Case (chalks, hourglass, inks, magnifying, glass, merchant’s scale, mirror, paper, pens, scrolls, scroll tubes, waterproof case); Travelling Pack (backpack, bedroll, candles, lantern, rations, tent, tinderbox); Drugs (Waspwood Bark (4), Purge root (4), Yellow lotus (4); Wulong Tea (6)); Musical Instrument; Permit To Carry Arms; Emblems of Station; Traveling Papers

(Pittances 50; Goods 25; Assets 3; Riches 1)

  • Doshin Contact: Ken-ichi Tsubasa (Speed Reader)
  • Pet Macaw Monkey
  • 'Tiger' Familiar
  • Shared Spell: Teleport (Drain 18♠)
« Last Edit: February 04, 2015, 09:46:26 am by BerkaZerka »
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Daedalus

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Re: Kirito Kirigaya
« Reply #1 on: September 25, 2013, 07:38:55 pm »

Power and Edge Notes
Edges_
Holy Symbol: This Edge represents a powerful icon or symbol of power bestowed on the Priest by his Theological Base. When a Surge Point is spent, the Holy/Unholy Symbol allows the Priest to channel god-like power against any Demons, Oni, Spirits, or Undead he touches with the symbol for the duration of the Combat Scene. Note that touching a victim intentionally avoiding contact with the Priest’s Symbol requires a normal Unarmed or Grapple Attack. Any creatures of the appropriate type successfully touched by the Holy/Unholy Symbol (treat as silver for the purpose of effecting Incorporeal creatures) Takes 20L AP Damage (plus the X-roll of the attack) minus the Priest’s Psychosis Score.

Sensitive: The character can feel the presence of supernatural energies when they are nearby, whether magic, demons, spirits, or psychic powers. Only the proximity of these energies are felt, but not their precise location or nature (unless the Sensitive happens to be touching the source at the time).

Amazing Feats_
Spirit Sight: The character can see through the curtain that separates the realms at will, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.

Spells_
Restore Vitality (Life; 5; I): Restore Vitality instantly restores 10 Vitality Points each time it is used and counters the Conditions of Fatigued, Exhausted, Unconscious, Nauseated, and the special Disabled status induced by Surgery.

Suppress Toxins (Life; 5; I): Suppress Toxins instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.

Close Wounds (Life; 10; I): Close Wounds instantly restores a flat (no X-Roll) 5 Wound Points each time it is used, Stabilizing Dying characters and taking Disabled characters back to Wounded.

Food & Water (Creation; 10; Pmt): Each successful casting of the Food & Water spell creates a day’s worth of food and drink for one person. The type of food and drink created is left to the imagination of the Hexslinger, though the actual quality and tastiness of it is determined by the level of success rolled on the casting. This can range from barely stomachable to the finest cuisine in the world – though the nutritional value will always be the same; enough to sustain one person for a day.

Wildcard (Creation; 10; S): The Wildcard spell allows the Hexslinger to produce virtually any mundane non-complex item that lasts for one scene. Below is a list of items that can be produced with the Wildcard spell, though others are certainly possible as allowed by the GM:

  • Ammunition: Any Type (number of pieces equal to X-Roll)
  • Armor: Such As Leather, Breastplate, Buckler, or Shield
  • Clothing or Camouflage: Any One Article
  • Furnishings: Any Simple (such as a chair, table, or cot)
  • Gear: Any Simple (such as a backpack, canteen, chain hoist, climbing gear, fire kit, grappling hook, lantern, lock pick, spyglass, rope, simple hard lock, shackles, sleeping bag, snowshoes, tent, or torch)
  • Specialty Items: Any Simple (such as bandages, bottle, box, candy, fake mustache, false limb, glasses, makeup, needles, scissors, toy, twine, or wig)
  • Tools: Any Simple (such as an axe, crowbar, cutters, hammer, hand drill, wrench, pick, pliers, saw, shovel, or sledge)
  • Weapons: Any Except Great Bow, Great Crossbow, and Repeating Crossbow
  • Other Items: As Determined By The GM
.
Familiar (Summoning; 8♠; Pmt): The Familiar spell allows the Hexslinger to summon a loyal or pet-like Familiar to serve him, though he can only have one Familiar in his service at any particular time. Once summoned, a Familiar lasts until it is destroyed or hit with Dispel Magic.

Since Familiars are not truly mortal, any lost or destroyed Familiar can be recreated with all of its previous personality and memories simply by recasting the Familiar spell.

Heal (Life; 13♠; I): Heal instantly restores a character to full Vitality, Wound, and Ability Points. In doing so it also counters the Conditions of Blinded, Deafened, Disabled, Diseased, Dying, Exhausted, Fatigued, Poisoned, Stabilized, Unconscious, and Nauseated.

Elemental (Summoning; 18♠; 24 hours): The Elemental spell allows the Hexslinger to summon a faithful Elemental servant of Air, Earth, Fire, or Water. Once summoned, the Elemental will remain for 24 hours, or until destroyed, or hit with Dispel Magic.

Further, a Hexslinger can only have one Elemental in his service at any particular time, but can swap one out for another simply by recasting the spell. Since Elementals are not truly mortal, a particular Elemental can be resummoned over and over again, even after it has been physically destroyed, thus allowing the Hexslinger to develop a familiar relationship with one.

Note that Elementals always attack Imps and Demons on sight (to the exclusion of all else) until either one of them is destroyed.

Regeneration (Life; 18♠; I): Regeneration does everything Heal does but also allows the restoration of lost limbs and organs, instantly re-growing them all in a matter of seconds.

---

Messenger (Summoning; 5; I): The Messenger spell allows the Hexslinger to summon a small animal of any type to deliver a message to anyone he knows the location of and that is within walking or flying distance of the summoned creature. Once the animal has been given the message, it then travels via natural means to the intended recipient – where it then repeats the message word for word in a human-like voice. Once the message has been passed, the animal reverts back to normal (which can prove interesting, if the animal is of a dangerous or aggressive type).

Read Minds (Mind; 10; I) Save; Po: Read Minds allows the Hexslinger to read the surface thoughts of anyone within his line of sight. Doing so reveals what a target is currently thinking, allowing the Hexslinger to detect lies and bluffs instantly and prevents the target from surprising the Hexslinger in any way. If the Hexslinger questions the target in conjunction with this ability, he can manipulate what the target thinks about by simply bringing it up in conversation. Targets actively trying not to think about (and thus reveal) something must make a Willpower Save to do so, although the Hexslinger will instantly know that they are hiding something, and can simply cast Read Minds again to force another Save out of the target.

Shield (Protection; 10; S): The Shield spell creates an invisible shield of force that automatically positions itself between the Hexslinger and any perceived danger, granting him continuous Partial Cover to any attack he is aware of and a +4 bonus to Dodge.

Magic Ward (Protection; 8♠; 1 Year): The Magic Ward spell allows the Hexslinger to designate a physical area where magic cannot function. Once cast, the Magic Ward remains for one year without any further action from the Hexslinger and can only be dispelled with a MTN 15 or Crit Dispel Magic roll. The size of the area to be warded is dependant on how many successful back-to-back castings of the Magic Ward spell the Hexslinger can manage. Successfully casting the spell once is sufficient to ward a small area, ten feet in diameter; successfully casting the spell twice in a row wards an entire room (or Large Size equivalent); successfully casting the spell three times in a row wards an entire house (or Huge Size equivalent); while successfully casting the spell four times in a row wards an entire housing complex (or Colossal Size equivalent).
Note that Legacy Magic items will not function in a Magic Ward, but are not destroyed or nullified by them, as they are by Dispel Magic.

Precipitation (Weather; 8♠; M): The Precipitation spell allows the Hexslinger to control the amount of water in the air and whether or not it rains, all within a two-mile radius. When cast, the Hexslinger sets the level of precipitation and can then maintain it for as long as he desires, through concentration. The various effects of the Precipitation spell are dependent on whether the temperature is above or below freezing as outlined below:

Temperature Above Freezing
  • None: The Hexslinger can instantly stop all precipitation in the area of effect.
  • Fog: The Hexslinger can create a thick fog, limiting visibility to as little as 20’ and granting everyone within sight of each other Partial Concealment.
  • Rain: The Hexslinger can cause a continuous but gentle rain in the area of effect, which can impose a Minor penalty (-2) to some Skill rolls (such as Listen and Spot).
  • Deluge: The Hexslinger can cause a furious and continual downpour in the area of effect, which can impose a Major penalty (-4) to some Skill rolls (such as Ranged, Thrown, Listen and Spot) and can cause minor flooding.
.
Temperature Below Freezing
  • None: The Hexslinger can instantly stop all precipitation in the area of effect.
  • Snow: The Hexslinger can cause a continuous but gentle snowfall in the area of effect, which can impose a Minor penalty (-2) to some Skill rolls (such as Drive and Spot).
  • Blizzard: The Hexslinger can whip up Blizzard (see Hazards in core rules) in the area of effect.
  • Ice Storm: The Hexslinger can cause a freezing rain that coats everything it touches in a thin layer of incredibly slick ice, imposing a Major penalty (-4) to some Skill rolls (such as Balance, Climb, Drive, Jump, Pilot, Ride, and Tumble).
.
Temperature (Weather; 8♠; M): The Temperature spell allows the Hexslinger to instantly set the overall temperature within a two-mile radius and then maintain it for as long as he desires, through concentration. There are only three options when casting the Temperature spell: Hot, Temperate, and Cold. Temperate is considered the normal temperature range and is typically the default temperature setting of the game. Hot (above 90°) and Cold (below freezing) are the two extremes of the temperature range and impose penalties as detailed in the Hazards section (see Hot and Cold in core rules).

Unbreakable (Protection; 8♠; S): When cast, the Unbreakable spell causes the Hexslinger’s skin and bones to take on a steel-like resilience, granting him an Armor Value of 15/–4. In addition to the normal Armor protection offered, the Unbreakable spell can even block 5 points of Armor Piercing Damage (including damage from mental attacks), but has no effect against Drain Damage incurred from the casting of spells.

Wind (Weather; 8♠; M): The Wind spell allows the Hexslinger to instantly set the overall direction and speed of the wind within a two-mile radius and then maintain it for as long as he desires, through concentration. Wind speed can be set to any of the following: Calm, Light Breeze, Steady Breeze, Windy, Gusty, Storm Winds, or Hurricane. See the Hazards section of core rules for the effects of high wind and how it effects the movement of fire and smoke.

Dispel Magic (Protection; 13♠; I): A successfully cast Dispel Magic automatically snuffs out the effects of any one spell. It can be used to dispel preexisting effects, nullify Legacy Magic items, or interrupt a spell as it is cast when used in conjunction with the Interrupt Option of Surge.

Disaster (Weather; 18♠; Variable Duration): Using this spell, the Hexslinger can cause a natural disaster to occur, whether it be an earthquake, hurricane, tornado, volcanic eruption, tsunami, meteor strike, etc. It takes 10 minutes to call up a natural disaster and once it occurs, the Hexslinger has no control over it, other than to watch it run its course. The extent of the disaster and its effects on the local area are left entirely up to the GM, though they will generally be catastrophic in scope.

Weather Set (Weather; 18♠; 24 Hours): The Weather Set spell allows the Hexslinger to instantly set all aspects of the weather simultaneously (Precipitation, Temperature, and Wind) in a ten-mile radius, which then remain in effect for the next 24 hours. Once set, the weather conditions require no further concentration from the Hexslinger, although he may voluntarily end the spell at anytime before its duration if desired, at which point all weather conditions return back to normal.

---

Fatigue (Death; 5; I) Attack: When cast, the Fatigue spell charges the Hexslinger’s touch with an energy draining power that causes Fatigue on contact. Once contact with a victim is made, the negative energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Weaken (Destruction; 5 I) Attack/Touch: The Weaken spell allows the Hexslinger to reduce the Hardness or Armor Value of any nonliving object he touches by 10 (plus the X-Roll of the casting).

Corrosive Touch (Destruction; 10; I) Attack/Touch: When cast, the Corrosive Touch spell caused the Hexslinger’s grasp to eat away at any nonliving object he touches, dealing (10L Damage (plus the X-Roll of the casting) per casting. Note that Hardness and Armor still apply against this damage as normal.

Drain Vitality (Death; 8♠; I): Drain Vitality allows the Hexslinger to drain (5 points plus the X-Roll of the casting) points of Vitality, with but an evil stare, from anyone he can see within 30’. Note that Drain Vitality only works against Vitality Points and does not effect Wound Points in any way.

Imp (Summoning; 8♠; 1+ Months): The Imp spell allows the Hexslinger to summon a minor demon to serve him, though he can only have one Imp in his service at any particular time. Once summoned, an Imp lasts for one month, plus a number of months equal to the X-Roll of the casting, or until the Imp is destroyed or hit with Dispel Magic.

In order to ensure that a Imp does what the Hexslinger intends, the Hexslinger must successfully Intimidate or Taunt the Imp every time he directs it to do something – or the Imp will twist the command in some way as to cause the Hexslinger grief. A Botch on one of these rolls instantly frees the Imp from the service of the Hexslinger and allows it to either turn on the Hexslinger or run rampant.

Demon (Summoning; 13♠; 24 hours): The Demon spell allows the Hexslinger to summon one of four kinds of Demons: a Fiend (physical, monstrous, and violent); a Succubus (physical, human-looking, and subtle); an Unclean Spirit (incorporeal, ghostly, and possessing); or an Oni (physical, cunning, and dangerous).  Once summoned, a Fiend, Succubus, and Unclean Spirit will remain for 24 hours, or until destroyed, or hit with Dispel Magic.  An Oni on the other hand, just serves for 24 hours and is then free to do what it wants (including killing the summoner if it is capable and so desires) and is not affected by Dispel Magic in the same way as the other Demon Types. During the 24 hours the Demon is 'under control', it will grudgingly obey the Hexslinger, but only to the letter of his commands and will continually try to warp them to its own will.

In order to ensure that a Demon does what the Hexslinger intends, the Hexslinger must successfully Intimidate or Taunt the Demon every time he directs it to do something – or the Demon will twist the command in some way as to cause the Hexslinger grief.  A Botch on one of these rolls is exceptionally bad, as it instantly frees the Demon from the service of the Hexslinger and allows it to either turn on the Hexslinger or run rampant.

Further, a Hexslinger can only have one Demon in his service at any particular time, but can swap one out for another simply by recasting the spell (which is a bad idea when dealing with Oni).  Since Demons are not truly mortal, a particular Demon can be resummoned over and over again, even after it has been physically destroyed, thus allowing the Hexslinger to develop a familiar relationship with one – though this is usually only done for a particular Succubus that the Hexslinger has become enthralled with…

Poison (Death; 13♠; I) Attack; Partial Save: When cast, the Poison spell charges the Hexslinger’s touch with one of the three types of Poison (see Poisons in core rules), which can then be transferred into another living creature by touch, causing the creature to suffer the normal effects of the chosen poison. Once contact with a victim is made, the spell ends – although a Hexslinger can hold the Poison in his hands indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Zombie (Death; 13♠; Pmt): The Zombie spell allows the Hexslinger to create a zombie slave or skeletal servant from any dead corpse. Once created, a Zombie is completely under the control of its master and lasts until destroyed or dispelled.

Whither (Death; 18♠; I) Partial Save: The Wither spell allows the Hexslinger to drain the very life force from anyone within sight. Those targeted can make a MTN 10 or Crit Fortitude Save or take 20SL AP Damage (plus the X-Roll of the casting). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
« Last Edit: April 15, 2014, 08:45:33 pm by BerkaZerka »
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Daedalus

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Re: Kirito Kirigaya
« Reply #2 on: September 25, 2013, 07:39:12 pm »

Shaman Spells_

Control Flames (Fire; 5; I)
Control Flames allows the Hexslinger to manipulate existing flames within his line of sight.  For each casting, the Hexslinger can cause a fire to move in any direction (even against the wind) a number of feet equal to (5 x INT) or to increase or decrease the overall diameter of the fire by a like amount.  The fire must move across some surface, but the surface does not have to be flammable (the Hexslinger could move a fire across water for example).  In addition to controlling movement, the Hexslinger can also choose to increase or decrease the amount of heat generated by a fire, up to doubling its Base Damage or reducing the heat down to nothing.  Note however that unless the heat of a fire is reduced down to nothing, it will still cause other flammables in its path to ignite as normal (See Fire Hazards in core rules).

Danger Sense (Sense; 10; S) Po
The Danger Sense spell gives the Hexslinger advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate.  While in effect however, the Hexslinger gets a +2 bonus to Initiative and Reflex Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll.

Freezing Touch (Ice; 5; I) Attack; Po
Freezing Touch allows the Hexslinger to focus intense cold into his hands, which he can then transfer into another living creature through touch, causing the creature to become lethargic and Fatigued.  Once contact with a victim is made, the spell ends – although a Hexslinger can hold the cold in his hands indefinitely until then.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Frost  (Ice; 5; M) Indirect Save
The Frost spell causes a thin sheet of ice to instantly coat everything in any 15x15’ area within the Hexslinger’s line of sight and lasts for as long as the Hexslinger maintains it.  While the ice is too thin to have any damaging effect on living creatures, it can be used with Ice Walk and is very slippery, requiring anyone walking over it to make a Balance roll each round to avoid slipping and falling prone.

Heat Sink (Fire; 10; I) Optional Attack; Save; Po
The Heat Sink spell allows the Hexslinger to draw out and absorb the heat from any object or creature by touch.  When cast, the Hexslinger’s touch can be used to instantly cool any hot object, or to prevent something from catching fire.  If used on a person, the target must make a Fortitude Save MTN 15 or Crit, or become Fatigued.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Heightened Senses (Body; 5; S) Po
Heightened Senses allows the Hexslinger to greatly increase one of his normal senses for a Scene as follows:
  • Hearing - Increasing this sense gives the Hexslinger a +6 bonus to all Listen rolls, but makes him susceptible to loud noises and sound based attacks.  Anytime the character is caught in an explosive based Area Attack, he must make an additional Fortitude Save or be Stunned.  The Hexslinger also suffers a –4 penalty when making a Save against the Tone spell or other similar effects.
  • Sight - Increasing this sense gives the Hexslinger night vision and a +3 bonus to all Search and Spot rolls.  It also makes him susceptible to any attacks specifically targeting sight, imposing a –4 penalty to any Saves rolled against such effects.
  • Smell - Increasing this sense allows the Hexslinger to identify objects and beings by smell (provided he is already familiar with them) and to identify those who have handled an object or been in a particular area within the last 8 hours.  It also allows the Hexslinger to identify poisons and other impurities in food or drink and to detect (or ‘see’) invisible gases in the air (allowing him and those he warns, to stay clear of poison gas clouds).
  • Touch - Increasing this sense allows the Hexslinger to tell the exact weight of any object he can lift and to unerringly determine whether an unconscious person is alive or dead.  It also gives him a +6 bonus to all Open Locks rolls used against hard locks.
.
Ice Bolt (Ice; 10; I) Attack
When cast, the Ice Bolt spell allows the Hexslinger to shoot a heavy shard of ice from his hands, up to a range of 100’.  A Ranged Attack roll is required as normal to strike any particular target, which takes 10L (plus the X-Roll of the attack) in damage upon impact.

Ice Walk (Ice; 5; M) Po
Ice Walk allows the Hexslinger to move over snow and ice as if it were smooth level ground.  He can even climb these surfaces, such as a frozen waterfall or glacial wall, without fear of slipping or falling (no climb roll needed, but climbing movement and combat penalties do apply).  This spell can also be used in conjunction with Absolute Zero and Frost to coat, climb, and adhere to any surface that can support the Hexslinger’s weight, including overhangs and ceilings.

Ignite (Fire; 5; I)
Ignite allows the Hexslinger to start a one foot diameter fire anywhere within line his of sight by simply concentrating on the desired area.  Once created, the fire acts as normal (see Fire Hazards in core rules).

Initiative (Time; 5; I)
Unlike other spells, the Initiative spell can be cast as a Free Action, but only once at the beginning of each combat.  If successful, the Hexslinger’s cannot be Stunned by an Ambush and does not roll Initiative as normal for the Combat, but instead starts on a ‘20’ in the First Wave, as if he had rolled a Crit (getting two Actions on the first round.

Light Touch (Air; 10; M)
Light Touch allows the Hexslinger to telekinetically pick up and move any object (or creature) up to 50 pounds, within line of sight.  The object moves at a Base Movement of (5’ x INT) and can be double moved (two Actions) if desired, but not ‘Run’.  Creatures caught with this ability can still change facing and attack (if in range), but have no control over their own Movement.  Light Touch can be maintained over multiple rounds with concentration.

Mote (Light & Sound; 5; M or I) Po
Mote allows the Hexslinger to cause small dazzling motes of light to appear and move about anywhere within his line of sight, each about as bright as 100 watt bulb.  Once created, the motes remain until dismissed or the Hexslinger moves more than 100’ away, at which point they flicker out.  There is no limit to the number of Motes the Hexslinger can bring into being, although an excessive amount can obscure vision (see Concealment in core rules).

Passwall (Dimensional; 10; R) Po
Passwall allows the Hexslinger to become Incorporeal for one round, untouchable, ghostlike, and able to pass through solid objects, as if they were not there.  Because the spell lasts for a complete round, only his available movement limits the distance that the Hexslinger can pass through solid objects.  Getting caught in a solid object when the spell ends kills the Hexslinger instantly however – but does allow him or her to come back as a Ghost or Haunt.

As appropriate to the setting, this spell can also be used to cross the barrier between the Physical and Spirit World, much in the same way that the Manifest Edge allows other creatures to do so.

Potion (Legacy; 10; Until Activated)
The Potion spell allows the Hexslinger to store a single magic spell in a magical elixir, which can then be used by anyone who drinks the Potion.  Note that only certain spells can be bottled with Legacy Magic as a Potion (as indicated in their spell notation with a ‘Po’).  To cast the Potion spell, the Hexslinger must first gather the appropriate components using either his Alchemist’s Lab edge or with the MTN 15/1m Availability roll.  Once the components have been gathered, the Potion spell can be cast, which takes a number of hours dependant upon the Drain of the spell to be set in the item.

Drain   Casting Time
5   | 2 hours
10   | 4 hours
8♠   | 8 hours
13♠   | 16 hours
18♠   | 32 hours

If the Potion spell is unsuccessfully cast, then the time is wasted and the Hexslinger must take the appropriate time over to try again.  Once the Potion spell has been successfully cast, the elixir is then ready to receive a spell, but requires a successful casting of the spell in question on the first try, or the Potion is ruined and the process must begin anew.

Further, once the spell has been set in the Potion, the Hexslinger must spend a Luck Point to complete the process or the Potion will be a dud.  Luck Points spent on the creation of Potions are not trapped within the Potions and return in the usual manner.  Note that all spells stored in any Legacy Magic item take only a single Action to cast and require no roll vs. Drain.  Once a Potion has been drunk (the casting Action), its spell goes off and it is gone.

Repair (Artisan; 10; I) Attack/Touch
Each casting of the Repair spell instantly restores a number of lost Armor, Hardness, Structure, or System Points, to any one nonliving object touched, equal to 10 (plus the X-Roll of the casting)

Slow (Time; 10; S) Attack
Slow allows the Hexslinger to distort the movement of time around something he touches, causing the object or creature to move at a slower than normal rate.  For objects, it causes them to function and move at half speed.  For living creatures it reduces the amount of Actions they get per round by 1 (though a creature reduced to zero Actions per round can still take an Action every other round and use Surge for Extra Actions as normal.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Spiff (Artisan; 5; I) Attack/Touch
The Spiff spell instantly cleans and polishes any one nonliving object or area that the Hexslinger touches; making it appear upkept and well cared for, but not actually affecting its normal wear and tear in any way.

Stunning Grasp (Energy; 5; I) Attack; Po
When cast, the Stunning Grasp spell charges the Hexslinger’s touch with a powerful electric charge that Stuns on contact.  Once contact with a victim is made, the energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Suppress Toxins (Life; 5; I) Po
Suppress Toxins instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.

Suspended Animation (Body; 5; Indefinitely) Po
Suspended Animation allows the Hexslinger to shut down the functions of his body, enabling him to survive indefinitely without food, water, air, or warmth (and even in the vacuum of space).  While in Suspended Animation, the Hexslinger appears as dead but is actually aware of his surroundings and the passage of time, allowing him to awaken instantly whenever he desires.

Tone (Light & Sound; 5; M or I) Po
Tone allows the Hexslinger to cause individual tones of sound to be heard at varying volumes that move about anywhere he desires within his line of sight.  Once created, the Tones remain in existence until dismissed or the Hexslinger moves more than 100’ away, at which point they fade out.  There is no limit to the number of Tones the Hexslinger can bring into being, although an excessive amount can drown out normal hearing.

Weaken (Destruction; 5 I) Attack/Touch
The Weaken spell allows the Hexslinger to reduce the Hardness or Armor Value of any nonliving object he touches by 10 (plus the X-Roll of the casting).

Advanced Spell Edges_

Fireball (Fire; 13♠; I) Save as Area Attack
Fireball causes a superheated inferno of flames to erupt at any point within the Hexslinger’s line of sight.  The attack does not travel from the Hexslinger to the target, but rather bursts into being wherever the Hexslinger desires, doing 18L PA20’r Damage (plus the X-Roll of the casting).  Note that the fiery burst is handled as a Passive Area Attack and acts as an incendiary (see Fire Hazards in core rules)

Reflect Magic (Protection; 13♠; I)
The Reflect Magic spell can be cast with either a Defensive Action or in conjunction with the Interrupt Option of Surge and automatically bounces any spell being cast back at its caster.

---

Shared Spell_

Teleport (Dimensional; 18♠; I)
Teleport allows the Hexslinger to instantly move any distance, to any location he has ever been to, without actually crossing the space in between – he is suddenly gone from the one place and appears as suddenly in the other.  When Teleporting, the Hexslinger can also bring a number of passengers along with him (and whatever gear they can carry among them), as long as they are in linked contact with the Hexslinger (i.e. holding hands together, with the Hexslinger physically touching at least one of them).  Just how many passengers, is limited by the Hexslinger’s Wisdom Score, as outlined in the table below.

Note however, that it is not possible to Teleport into a position already occupied by another creature or object.  In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail.

WisdomMax Passengers
1-2| 2
3-4| 10
5-6| 25
7-8| 50
9-10| 100
« Last Edit: February 04, 2015, 09:48:00 am by BerkaZerka »
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Daedalus

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Re: Kirito Kirigaya (Daedalus’s Emissary of The Five Gods)
« Reply #3 on: April 15, 2014, 10:55:06 am »

Background
Twenty one years ago, in one of the temple rooms a woman screaming in pain could be heard.

"Come on,  one last push and he will come out." A mans encouraging voice could be heard.

Then some more screaming, then it all become silent. Moments after, a baby's crying could be heard.  "Congratulations, it's a boy."
But there was no reply. It appears the mom died in childbirth.

A man stepped forward, took the baby and said with a sad voice. I name him Kirito. Then he began the funeral preparations for his wife.

The next six years were full of training and teaching for little Kirito. He didn't have time to run around and play with the other children much, As he was either spending time with the priests, or listening to stories about the world.

But alas, on his sixth birthday the war came, and his father was sent out along with thousands of others.

His father never came home, so Kirito moved in with the priests at the monastery. Being raised by priests had the effect that Kirito would become a religious man. After it became clear that Kirito had magical powers he was trained in the arts of healing. He dabbled some in what most would call the dark arts but it never appealed to him so he continued with his holy studies. Quickly becoming a prodigy in it.

---

After being tricked out of a fortune by the despicable minion of Roka, Kirito left Sendai to find Yone and bring her to justice for what she had done.

Unfortunately, Kirito had no luck finding her, and ended up wandering all the way back to the Mountain Shadow Nezumi Ninja Clan; where he apologized for the Ninja Clan's loss in Hirosaki and wallowed in his failures for a while, before swearing off drinking altogether and finally getting back on his feet.

It was the Nezumi's "earthy" cooking however, that really motivated him to get it back together - 'nothing like stuffed swamp leaches, slime shrooms, and fermented ram's urine, to pick up one's spirits' the Nezumi always say...

Then, as Kirito prepared to leave his Nezumi friends and head back to Sendai, the Nezumi Shaman Split-Tooth and his brother Thorn (who was Ninja Master of the Mountain Shadow Clan) took him to a sacred meeting hall, deep in a nearby mountain.

There, Split Tooth explained that he had just seen a vision of the living Son of the True Emperor of Nippon - Rai Go-Uda - and explained that Rai would need the protection and help of the united Ninja Clans of Nippon - if there would every be any hope of him one day re-taking the Jade Throne and driving the Chinese out of the Lands.

They then explained that Kirito had a sacred duty to do whatever he could to secretly help Rai, and taught Kirito the secret Ninja Hand Signs, so that he could identify himself as an ally to Rai and gain his trust quickly. They also promised to be available to Kirito again, should the situation warrant it, but warned Kirito not to try to contact them again, except in dire circumstances - as doing so could inadvertently expose his (and by extension, Rai's) connection to the Ninja Clans of Nippon...

"We'll keep a distant eye on you, friend Kirito," Split Tooth said in parting.

Other Notes
Sometimes childish and acts without thinking it over first.
« Last Edit: April 15, 2014, 08:49:01 pm by BerkaZerka »
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BerkaZerka

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Re: Kirito Kirigaya (Daedalus’s Emissary of The Five Gods)
« Reply #4 on: April 15, 2014, 08:25:01 pm »

Original Skill Levels_

Combat Skills
4+1 Defense

General Skills
5 Artistry
5 Evaluate
3 Fabricate
3 Outdoors
3 Socialize

Advanced Skills
4+1 Occult Sciences
4 Political Sciences
3+1 Social Sciences

XP Bumps_
Spell Reserves Edge (4 XP)
Witchdoctor Edge (4 XP)
Shaman Edge (4 XP)
Advanced Spell (Reflect Magic) (4 XP)
Buy-Off Savage Flaw (4 XP)
---
Underworld Ties Edge (4 XP)
Linguist Edge (4 XP)
Sensitive Edge (4 XP)
Occult Sciences: 5 to 7  (16 XP)
Advanced Spell (Fire Ball) (4 XP)
~Spirit Sight AF (4 XP)
« Last Edit: April 15, 2014, 08:49:30 pm by BerkaZerka »
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