Barric Darkwind (Tokanii Mystic)

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Barric Darkwind (Tokanii Mystic)

Postby Barric Darkwind » Sat May 23, 2015 11:00 pm

Player Name: Mitch
YIM Handle: mitchofsteele

Character Name: Barric Darkwind
Alias: None
Race: Tokanii
O.C.C.: Mystic
Alignment: Scrupulous
XP Level: 5
XP Points: 23,590 (09OCT2017 -- Virtus)
Next Level @ XP: 24,601
Sentiments/Non-Humans: Dislikes dragons due to their arrogance; all others he takes on a case by case basis.
Sentiments/Coalition: Tries to avoid them at all costs after what they did to his people. Generally fearful of their existence.
Disposition: Despite his appearance, Barric is a pacifist who constantly tries to find the best in the world. Typically he's quiet and reserved, preferring to listen rather than speak. Nothing puts a smile on his face like a good cigar.
Insanity: Phobia: Robots (Witnessing his father's murder by Skelebots has created an irrational fear of robots in general, and especially Skelebots.)

Stats in blue represent when Enhanced Reflexes is active
State in purple represent when Strength of Mind is active

ATTRIBUTES
I.Q.: 9
M.E.: 13
M.A.: 21
P.S.: 31 (41) (SN)
P.P.: 20 (22)
P.E.: 27 (32) (SN)
P.B.: 5
Speed: 29 (24 meters per action)

PHYSICAL DATA
P.P.E.: 113
I.S.P.: 97
M.D.C.: 165
Hands: 28 M.D.C. each
Feet: 20 M.D.C. each
Age: 28
Sex: Male
Height: 8'
Weight: 425 lbs.
Description: Barric is a towering, demonic looking D-Bee with ebony skin and a razor sharp smile who typically smells of good tobacco.

Racial Abilities
∙ Supernatural Strength
∙ Nightvision: 300'
∙ Hawk-like color vision
∙ Climb: 95%/90%
∙ Bone Regeneration: Any horns or bones that are broken or damaged in any way will regenerate at a rate of 2D6+4 M.D.C. per day
∙ Regenerate Hands and Feet: When these appendages are lost, they can be completely regrown in a matter of 1D4+2 weeks
∙ Resistant to fire/heat (even M.D. fire does half damage)

Natural Abilities
Perception Bonus: +2 (Double when on a ley line)
Charm/Impress: N/A
Invoke Trust/Intimidate: 65%
Horror Factor: 13
Max. Encumbrance: 425 lbs.
Max. Carrying Weight: 1,550 lbs. (2,050 lbs)
Max. Lifting Weight: 3,100 lbs. (4,100 lbs)
Max. Jumping Ability: 46.5' across, 23.25' high

Special Abilities
Sense Supernatural Evil
The Psychic Sensitive is keenly aware of the world around him, thus, he feels or sense any major disturbances nearby such as supernatural evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit.
Range: 380’ (+20’ per lvl)
Duration: Constant
Sense Possession of Supernatural Force/Recognize Magic Enchantment: 70% (+5%)
Opening Oneself to the Supernatural
The mage can become a medium through which Entities and other forces can temporarily communicate by speaking through him. The Mystic temporarily (1D6+1 minutes) becomes their vessel and cannot think or speak on his own, but others present can ask questions and the spirit may answer. +10% to receive a Ley Line Transmission when in the opened state.
While in this state the character becomes physically and psychically invisible to those around him. Success ratio to remaining invisible is 65% (+5%) and is only seen if the person is actively looking for him. Even if detected the character is +8 to save vs. psionic attack and +4 to save vs. magic attacks while in this state.
The character loses and chance for initiative and forfeits one attack/action per melee when in sensing mode. However, he is +8 to save vs. psionic attack and possession, +4 to save vs. magic, and +3 on Perception Rolls involving the supernatural while in the trance state.
P.P.E. Recovery
Five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.

Psionics
Major Psionic
Astral Projection (8)
Clairvoyance (4)
Commune with Spirits (6)
Enhanced Reflexes (10)
Exorcism (10)
Psionic Seeking (6)
Psychic Diagnosis (4)
Remote Viewing (10)
Sixth Sense (2)
Stop Bleeding (2, 4)
Strength of Mind (10)
Suppress Fear (8)
Telekinesis: Super (10+)
Telepathy (4)

Spell Knowledge
Spell Strength: 14
Level 1
Cloud of Smoke (2)
Globe of Daylight (2)
See Aura (6)
See the Invisible (4)
Sense Magic (4)
Level 2
Befuddle (4)
Cleanse (6)
Levitation (5)
Mystic Alarm (5)
Level 3
Armor of Ithan (10)
Invisibility: Simple (6)
Paralysis: Lesser (5)
Level 4
Carpet of Adhesion (10)
Chromatic Protection (10)
Fire Bolt (7)
Magic Net (7)
Watchguard (10)
Level 5
Charm (12)
Eyes of Thoth (8)

O.C.C. Skills
Language: Tokanii 99% (+1%)
Language: American 77% (+3%)
Language: Elven/Dragonese 77% (+3%)
Language: Demongogian 77% (+3%)
Dance 65% (+5%) (+15%)
Horsemanship: General 66%/46% (+4%)
Land Navigation 62% (+4%)
Lore: Magic 65% (+5%)
Recog. Magic Circles, Runes, etc. 55% (+5%)
Recognize Enchantment 46% (+4%)
Lore: Demons & Monsters 65% (+5%)
Lore: D-Bee 65% (+5%)
Lore: Faeries & Creatures of Magic 65% (+5%)
Philosophy 70% (+5%)
Play Musical Instrument: Piano 65% (+5%)
Play Musical Instrument: Harmonica 65% (+5%)
Wilderness Survival 65% (+5%)
Hand-to-Hand: Basic

O.C.C. Related Skills
Anthropology 50% (+5%)
Gymnastics
∙ Sense of Balance 62% (+3%) (+15%)
∙ Work Parallel Bars & Rings 72% (+3%) (+15%)
∙ Back Flip 78% (+2%) (+15%)
∙ Prowl 30% (+15%)

I.D. Undercover Agents 46% (+4%)
Literacy: American 50% (+5%)
Xenology 50% (+5%)
Zoology 50% (+5%)
Physical Labor (3rd Level)

Secondary Skills
Body Building & Weight Lifting
Horsemanship: Exotic 50%/40% (+5%)
Running
Swimming 70% (+5%)
W.P. Blunt
W.P. Energy Pistol (3rd Level)
W.P. Sword (2nd Level)

Combat Data
HTH Type: Basic
Number of Attacks: 6 (7)
Initiative Bonus: +1 (+4)
Strike Bonus: +6 (+8)
Parry Bonus: +5 (+8)
Dodge Bonus: +3 (+8)
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Bite Attack: 2D4 M.D.
Claw Strike: 6D6+2 M.D.C. (8D6+2 M.D.C.)
Horn Attack: 6D6 M.D.C. (8D6 M.D.C.)
Restrained Punch: 5D6+16 S.D.C. (1D6x10 S.D.C.)
Full Strength Punch: 4D6 M.D. (6D6 M.D.C.)
Power Punch: 1D4x10 M.D. (2D4x10 M.D.C.)
Kick Attack: 1D8 M.D.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt: +2 to strike, +2 to parry, +1 to strike when thrown
W.P. Energy Pistol: +2 to strike
W.P. Sword: +1 to strike, +1 to parry

Saving Throw Bonuses
Coma/Death: +24% (+30%)
Horror Factor: +12
Lethal Poison (14+): +9 (+11)
Non-Lethal Poison (16+): +9 (+11)
Magic (varies): +8 (+10)
Possession: +4
Drugs: +3
Disease: +3
Mind Control: +2
Psionics (12+): +2
Insanity (12+): +0
Last edited by Barric Darkwind on Wed Jun 07, 2017 11:14 am, edited 28 times in total.
The world is full of magic things, patiently waiting for our senses to grow sharper
M.D.C.: 165/165
P.P.E.: 91/113
I.S.P.: 87/97
Conditions
• -20% to detect w/ Thermal Systems
• 1/2 damage from all forms of fire
• Sense Supernatural Evil: 340'
• Horror Factor: 13
• Nightvision: 300'
• Sixth Sense
Equipment
• NG Stalker Suit
• N-F20A: 75/75
• Talisman P.P.E. Ring: 50/50

Accurate as of 10JUL17
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Barric Darkwind
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Re: Barric Darkwind (Tokanii Mystic, WIP)

Postby Barric Darkwind » Mon May 25, 2015 9:27 am

Equipment

Worn on Person
Mage Armor
Image
M.D.C. by Location
Hood: 20
Arms: 15 each
Legs: 30 each
Main Body: 50
Modifiers: -5% to physical skills


NG Stalker Suit
Image
M.D.C. by Location:
• Head: As per separate helmet.
• Arms: 5 each
• Legs: 7 each
• Main Body: 12
The suit covers the entire body, except for the head; a separate helmet is suggested.
Features:
• Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None


Talismans (Worn on right wrist)
Image
  • 1 Shield shaped charm Talisman of Armor of Ithan (5th level, Duration: 5 min 50 M.D.C., 1/2 damage from magical fire, cold, and lightning) (3/3 uses)
  • 1 Cube shaped charm Talisman of Cleanse (3/[color=#]3[/color] uses)
  • 1 Hollow Triangle shaped charm Talisman of Sustain (5th Level, Duration: 5 days, No need for food, water or breath, 2 hours of sleep/night. Can survive almost all environmental conditions(3/3 uses)
  • 1 Square shaped charm Talisman of Invulnerability (5th Level, Duration: 5 melees, Impervious to cold, disease, drugs, gases, energy, poison, and toxins, 50 M.D.C. vs other attacks, +10 vs Magic/Psionics/Horror Factor) (3/3 uses)
  • 1 Pyramid shaped charm Talisman of P.P.E. storage (60/60 P.P.E.)


Quality Tokanii-sized hiking boots
Set of traveling clothes
Heavy black hooded cloak
Talisman P.P.E. Battery (Worn on right index finger)
Image
• 50 PPE
• Does not recharge. Must be recharged by Dorian Segali at The Wizard's Chest (5000 credits)

Small silver cross worn as necklace
Celestial Medal (Pinned to right breast of robe)
Image
Description
Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.
Secure Universal Card: 8,000 credits
Secure Universal Card: 59,500 credits (last updated Zoe 02/24/2017)
Non-Secure Universal Card: 10,000 credits (Zoe 4-13-17)
Non-secure Black Card: 8,000 credits

“All-in-One” Utility Belt & N-F20A Medium Force Field
• 4 Magazine Pouches (4, 3 Mag): 3/12 E-Clips
• Large Fanny Pouch: Binoculars, Refillable lighter, & Cell Phone
• Radio Pouch: Wilk's Personal Radio
• Canteen Pouch: Canteen filled w/ drinking water
• Hip Holster (2): TW Nuhr Firebolt Pistol
Force Field
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip

TW Nuhr Firebolt Pistol (Holstered on right side)
Image
• Weight: 4 lbs (1.8 kg)
• Range: 800 feet (244 m)
• Mega-Damage: 4D6 M.D. per shot
• Rate of Fire: Aimed shots only
• Payload: 35 shots (25 P.P.E. to recharge)

Cell Phone
• One Year prepaid usage

Backpack
(6) Wooden stakes
Mallet
Air filter & gas mask
Old worn harmonica
Extra black hooded cloak
Set of dress clothes
(3) Quality cigars
(2) MREs
(1) Small sack
(1) Large sack
(1) Box of fine cigars

Stored in MercTown in Locker
Mace
M.D.C.: 100
• Damage: 2D6
• Silver-Plated


Xiticix Resin Maul
Image
This massive 7 ft-long two-handed hammer has a blunt side and a viciously spiked side. Wielded only by very strong Super-Warriors, it is a status symbol as much as a lethal weapon.
Weight: 45 lbs
• Mega-Damage: 1D6+4 MD + SN PS punching damage when used one-handed, and bonuses listed below do not apply.
Or 2D6+8 MD + SN PS punching damage when used two-handed, bonuses below apply only when used two-handed.
• Bonuses: +3 to strike and +1 to parry. Can not be thrown well and is -6 to strike (no bonuses) with an effective range of 20 feet; -2 per each additional 10 ft.


NG-45LP Long Pistol
Image
• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots


Xiticix Tonfa (2)
Image
This pair of blunt weapons are oddly shaped like tonfas. Useful for close-combat, the ability to shift grips rapidly makes for quick parries and counterattacks.
Weight: 8 lbs
• Mega-Damage: 1D4+4 MD + SN PS punching damage
• Bonuses: +1 to strike and +2 to parry.


Silver-plated M.D.C. Quarterstaff
Damage: 1d8 S.D.C.
•Silver Plated M.D.C. Alloy construction
Last edited by Barric Darkwind on Tue Jul 11, 2017 1:08 am, edited 16 times in total.
The world is full of magic things, patiently waiting for our senses to grow sharper
M.D.C.: 165/165
P.P.E.: 91/113
I.S.P.: 87/97
Conditions
• -20% to detect w/ Thermal Systems
• 1/2 damage from all forms of fire
• Sense Supernatural Evil: 340'
• Horror Factor: 13
• Nightvision: 300'
• Sixth Sense
Equipment
• NG Stalker Suit
• N-F20A: 75/75
• Talisman P.P.E. Ring: 50/50

Accurate as of 10JUL17
User avatar
Barric Darkwind
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Posts: 120
Joined: Thu May 21, 2015 9:30 pm

Re: Barric Darkwind (Tokanii Mystic, WIP)

Postby Barric Darkwind » Mon May 25, 2015 2:25 pm

Background Story

Barric was born the son of Aegon Darkwind, fabled Tokanii warrior, and Sashii Darkwind, Tokanii historian and the Ronii’s emissary to the outside world. From birth it was obvious that Barric was one of the few Tokanii blessed with power of magic, a rarity among his kind. But he was the son of Aegon, and as such was destined to become a warrior like his father. Aegon raised him to be a fighter, an expert in the art of the maul, hammer, and mace. While Barric took to his father’s teachings with ease, his mind still ached for the arcane. The call to dwell in the mystic arts called out to him more and more with each passing day. His heart was torn between the two paths: follow in his father’s footsteps and take up the hammer against their enemies, or pursue the forces burning inside of him. Eventually the calling became too much and Barric decided to reach out to the local shaman for tutelage on how to tap into this power.

The shaman took Barric into the wild and taught the young Tokanii how to focus his mind and meditate on his power. Barric meditated for six days and when he awoke he had tapped into the magical side of his nature. The shaman and Barric spent the following months in the wild, honing Barric’s abilities and teaching him to wield his newfound powers. Barric felt as if he had truly made the right decision and was glad that he answered that persistent calling in his mind. When it was time to return to his home, everything had changed. For months the two had been away from civilization and therefore were unaware that war had broken out in the land. Not their land, but war with their old enemy. Finally Tolkeen and the Coalition States had taken up arms against one another, and Aegon saw this as the chance to finally pay back the Coalition for the slaughtering of the Tokanii people that had occurred years before. Aegon had convinced the Ronii leaders to let him take his personal guard, The Silver Hand, to join the Tolkeen war effort. Barric knew his place was to be at his father’s side, fighting against the Coalition.

The war scarred Barric. Aegon, Barric, and the rest of the Ronii warriors fought valiantly against the Coalition forces. For a while they were quite successful, getting the revenge they sought for the Coalition’s transgressions against their people. But that victory was short lived. One by one the superior Coalition numbers began to whittle away at The Silver Hand. Eventually, Aegon himself was struck down in battle. He had taken down three Coalition Cyborgs and a SAMAS before a team of Skelebots downed the fabled Tokanii warrior. Barric watched as his father was killed and quickly ripped the Skelebots apart in revenge. That night Barric himself lit the funeral pyre of Aegon Darkwind and as the flames licked the night sky, regret began to fill the Tokanii’s heart. Revenge and bloodlust cost his father and many others their life. And for what? A war that was not even theirs to begin with. War put a foul taste in Barric’s mouth. Him and the remaining Silver Hand members decided to cut their losses in the war. Tolkeen had all but lost the war at that point and any more death would have just been in vain. The Silver Hand went back to the Ronii, but Barric decided his place was elsewhere. He felt the need to repent for his sins during the war.

For a while he wandered North America, performing small tasks for locals in need of a strong arm or a magical touch. He avoided fighting and killing as often as he could, although he knew in his heart that such things were a necessary evil in the world. In a way it was Barric’s own self-imposed exile for the war. Part of him felt the guilt of all the killing, part of him felt the guilt of not stopping his father from going off to war in the first place. In either case, his heart weighed heavy with what had transpired. Eventually Barric decided that he needed to do more than just odd jobs for locals in need. If he was ever truly to unburden himself from his past he needed to help people for a greater cause. Although he never saw himself as a sellsword, Barric knew that mercenary work would offer him the best chance to influence the world in a greater fashion. During the war he had stories of a city called MercTown that was a home for those in the mercenary profession. Barric figured his best bet to start was there.
The world is full of magic things, patiently waiting for our senses to grow sharper
M.D.C.: 165/165
P.P.E.: 91/113
I.S.P.: 87/97
Conditions
• -20% to detect w/ Thermal Systems
• 1/2 damage from all forms of fire
• Sense Supernatural Evil: 340'
• Horror Factor: 13
• Nightvision: 300'
• Sixth Sense
Equipment
• NG Stalker Suit
• N-F20A: 75/75
• Talisman P.P.E. Ring: 50/50

Accurate as of 10JUL17
User avatar
Barric Darkwind
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Posts: 120
Joined: Thu May 21, 2015 9:30 pm

Re: Barric Darkwind (Tokanii Mystic)

Postby Virtus » Tue Apr 25, 2017 8:28 pm

Contacts

Houstown Magic Guild
• Member
• Nebula, 67 yr old Lord Magus, met in Houstown after disaster
• Lore: Houstown, Lore: Pecos Empire

Merctown Magic Guild
• Member
• Sarot, Male Human Techno-Wizard, War Buddy
• Appraise, Lore: Pre-Rifts Tech
• Hot headed but generally a good guy

Dwoemer Magic Guild
• Member
• Tillili, Female Elf Ley Line Walk, War Buddy
• Lore: Ancient Magic, Lore: Federation of Magic

Lazlo Magic Guild
• Member
• Lori Sorran, Human Shifter, War Buddy, Member of the Council of Learning
• Lore: Dimensions, Lore: Chi-Town
• Despite being on the council, she habors a fierce hatred for the coalition. Agreed with the use of demons to fight the Coalition.

MercTown Rumors
• Carter Brolock, purveyor of the Briar Room at the Mystic Emporium (a premium cigar and tobacco shop)
• Streetwise, Intelligence, Lore: Coalition
• A coalition officer from the Tolkeen war, he is now retired and runs a shop where cigar aficionados of many walks come to relax and share tales. He is cool and collected. He is a gatherer of information with an eidetic memory.

Powerful Contact in Merctown
• Annias Cearcy, Head of the Collegiate Arcane, friend of Aegon Darkwind.
• Capable of changing outcomes within the guild. Massive troves of knowledge. Many contacts around North America and the world.
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Joined: Thu Apr 20, 2017 5:33 am


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