Malakai (Savage Sands): Difference between revisions
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:'''Cautious''' - ''Minor'' - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions. | :'''Cautious''' - ''Minor'' - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions. | ||
:'''Loyal''' - ''Minor'' - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends. | :'''Loyal''' - ''Minor'' - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends. | ||
:'''Pacifist''' - ''Minor'' - | :'''Pacifist''' - ''Minor'' - Malakai hates violence and will only fight when given no other choice, and won't allow the killing of prisoners or other defenseless victims. | ||
:'''Quirk''' - ''Minor'' - Malakai doesn't like to be touched. | :'''Quirk''' - ''Minor'' - Malakai doesn't like to be touched. | ||
Revision as of 17:44, 19 February 2025
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Ancestry :: Human
Ancestry Features: Adaptable (one free Novice Edge of their choosing - Arcane Background: Gifted )
Attributes
Agility || Smarts
|| Spirit
|| Strength
|| Vigor
|| Wealth
Derived Stats
Pace || Parry
|| Size
|| Toughness
(1)
Core Skills
Athletics || Common Knowledge
|| Notice
|| Persuasion
|| Stealth
Other Skills
Fighting || Focus
|| Healing
|| Thievery
Hindrances
- Can't Swim - Campaign
- Cautious - Minor - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
- Loyal - Minor - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends.
- Pacifist - Minor - Malakai hates violence and will only fight when given no other choice, and won't allow the killing of prisoners or other defenseless victims.
- Quirk - Minor - Malakai doesn't like to be touched.
- (2 points spent on Attribute Increase (Agility), 2 points spent on Attribute Increase (Vigor))
Edges and Powers
- Free Runner - Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.
- Arcane Background (Gifted) (15 pp)
- Shape Change (modified) Novice | Power Points: Special | Range: Self | Duration: 30 mins out of combat, 5 rounds if used in combat for anything other than defensive/evasive actions.
- Trappings: dust swirls up from the ground, encasing Malakai. When it subsides, he's something else.
- Shape Change (modified) Novice | Power Points: Special | Range: Self | Duration: 30 mins out of combat, 5 rounds if used in combat for anything other than defensive/evasive actions.
Special Abilities
- TBC
Advances
- First Advance
- Second Advance
- Third Advance
- Fourth Advance
Equipment
Armor
Neat but worn and patched clothes
Good boots
Leather duster +1
Weaponry
Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2
Gear
Carried
Canteen of water
Goggles
Backpack
Spare blanket
Spare clothes and boots
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1
Bio
When Malakai was a child a violent storm wiped out the settlement he lived in. By the time help came he'd been alone for several weeks, surviving on what he could scavenge from the ruins, or catch in animal form.
There was some disagreement on what to do with him. He had no known family and was obviously a mutant, but he looked as human as his rescuers. So he was passed into the dubious care of a group of do-gooders who were convinced that the magically-inclined could be normal productive members of society if only they'd forsake the weird powers the storms had given them.
While the Society provided Malakai with lodging and an education, any use of powers or "unbecoming behaviour" was punished. He learned how to tell the adults around him what he thought they wanted to hear, and to steal food when this wasn't successful. As an adult he has a foot in both worlds, and doesn't feel like he belongs in either.
Power Detail
- Darksight
- Rank: Novice | Power Points: 1 | Range: Smarts | Duration: One hour
- Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
- Modifiers
- Additional Recipients (+1 per extra target) - The power may affect more than one target.
- Shape Change
- Rank: Novice| Power Points: Special | Range: Self | Duration: 30 mins/5 rounds
- Description: This power allows the caster to take the form of other living creatures. He can only turn into the base form of such beings, not elite or alternative versions. With a raise, the caster can increase the creature’s Strength and Vigor by one die type each. The Size of the new form is limited by the caster’s Rank.
- A character’s held and worn items are assumed into the new form and reappear when the power ends.
- While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills. He gains the creature’s Agility, Strength, Vigor, and linked skills, as well as any powers common to that creature but not their Power Points, or any additional wounds or wound reduction abilities. His ability to use devices and communicate is limited to those of his form. The caster may maintain any powers cast before the shape change regardless of form.
- Modifiers
- None
- Sound/Silence
- Rank: Novice | Power Points: 1 | Range: Smarts ×5 (sound); Smarts (silence) | Duration: Instant (sound); 5 (silence)
- Description: Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.
- Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template—such Notice rolls automatically fail.
- Modifiers
- Mobile (+1) - The caster can move the area of effect up to his arcane skill die type each round.
- Targeted (+0) - Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at −2 if the caster gets a raise).