Will

Mage of Time

Description:

CHARACTER INFO

Class/Aspect: Mage of Time
Level: 6
Boondollars: 500,000
Template(s): None
Concatenation Oath: Doomed Prohpet
Epic Boon: None

ATTRIBUTES

Mangrit (MGT): 10 (0)
Acumen (ACU): 19 (
4)
Imagination (IMG): 17 (3)
Pulchritude (PLC): 12 (
1)

STATISTICS

Max HP: 37 (Bloodied: 18)
HP/Level: +3
AC: 23
Fortitude: 17
Reflex: 20
Will: 19
Resistances: None
Initiative: +10
Speed: 6

SKILLS

Acrobatics (Acu): 10
Athletics (Mgt): 6
Chumming (Plc): 7
Healing (Img): 9
Insight (Plc): 12 (Trained)
Mysteries (Acu): 14 (Trained)
Nature (Acu): 10
Perception (Img): 14 (Human)
Science (Img): 11
Skaian Lore (Img): 13 (Trained)
Stealth (Acu): 10
Trolling (Plc): 7

WEAPONRY

Weapon: Gunsaber
Kind Abstratus: 2xGlowstickkind/Bladekind
Category: Bladed Meleekind/Light Rangedkind
Range: 2/10
Precision: +3
Attribute: Mgt or Acu/Acu or Img or Plc
Damage: 1d12
Auto-Parry: No

AFFRONTS/BLUNDERS

Overwhelming Intellect – The attack deals 1d10 damage and the target grants combat advantage until the start of your next turn. (Grave Blunder – You take 1d8 damage and grant combat advantage until the start of your next turn.)

TRAITS

Access to Gamefaqs: Gain a +4 bonus to Skaian Lore Checks
Library Walls: +2 Bonus to Will
Pushing the Limits: You may spend a Minor action each turn to extend the range of any of your powers that use Bursts or Blasts by 1 square.
Seen it All: Gain a +4 bonus to Mysteries
S.M.H.: You gain a +2 to Will and a +2 to Insight and Trolling.
Third Time’s The Harm: You can now only fail two Death Saving Throws instead of three before you die.
This Will All End In Tears: Whenever an ally you can communicate with drops to zero hit points, you take damage equal to your level.
Fight the Inevitable: Whenever an enemy moves into a position that causes you to be flanked, you may make an Opportunity action against them.
Rewind: Once per encounter when you make an attack or skill roll and fail, you may choose to use this class ability. If you do so, you cancel all actions you have taken this turn, returning to your starting space if you moved and regaining the use of any powers and actions you have expended. You may start your turn over from the beginning exactly as if nothing you did in the intervening time had ever happened.
Disc Skip: When you shift on your turn as a Move action, you may shift one extra space.

AGGRIEVEMENTS

BASIC AGGRIEVEMENT
Standard action – At-Will
Melee- or Ranged-kind
Target: One creature
Attack: Mgt/Acu/Plc/Img + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Acu/Plc/Img modfier+ your level damage.
Special: The ability score used for attack and damage is determined by the Kind Abstratus in use.

HIT ITS WEAK SPOT FOR MASSIVE DAMAGE
Standard action – At-will
Melee- or Ranged-kind
Target: One creature
Attack: Img/Mgt + your level + weapon precision vs. AC
Hit: 1[W] + your level damage, and the target gains Vulnerability 5 to two types of damage of your choice, or Vulnerability 2 to all damage until the end of your next turn.

SCRAMBLE THE BOARD
Standard action – At-Will
Melee-kind (Close blast 3) or Ranged-kind (Area burst 2 within Range)
Target: Each creature in Burst or Blast
Attack: Img/Mgt + your level + 1 vs. AC
Hit: 1[W] + Img/Mgt modifier + your level damage, and you slide the target 1 square.

KEEP BOTH EYES OPEN
Free Action – Encounter
Personal
Effect: Before the encounter begins, you may either add a +5 bonus to your Initiative roll, or not be caught Surprised.

OVERCLOCKED (Fraymotif)
Standard action – Encounter
Melee-Kind (Close Burst 2) or Ranged-kind (Area Burst 1 within range)
Target: All creatures in Burst or Blast.
Attack: Img/Mgt + your level + weapon precision vs. Reflex
Hit: 2[W] + Img/Mgt modifier + your level damage, and the target is immobilized until the end of your next turn.

SYLLADEX

Fetch Modus: Chastity Modus

Strife Deck

Glowstick (Starting Weapon)

The Magniglow

FOCUSED GLOW
Standard action – Encounter
Melee- or Ranged-kind
Target: One creature
Attack: Mgt or Plc + your level + weapon precision vs. AC
Hit: 1[W] + Mgt or Plc modifier+ your level damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it.

Gunsaber

LASER GLOW
Standard action – Encounter
Melee- or Ranged-kind
Target: One creature
Attack: Mgt or Plc or Acu + your level + weapon precision vs. AC
Hit: 1[W] + Mgt or Plc or Acu modifier+ your level damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it.

Icebeam Frostsaber

FREEZING RAY
Standard action – Encounter
Melee- or Ranged-kind
Target: One creature
Attack: Mgt or Plc or Acu + your level + weapon precision vs. AC
Hit: 1[W] + Mgt or Plc or Acu modifier+ twice your level cold damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it.

Armor Tab

Medium Clothes (Starting Armor)

Hacker’s Garb

HACK THE MAINFRAME
Immediate Reaction – Encounter
Personal
Trigger: An enemy attacks you with a melee attack.
Target: The enemy making a melee attack against you.
Effect: Deal 1d6 + your level damage to the target.

Science Guy’s Garb

SCIENCE RULES
Immediate Reaction – Encounter
Personal
Trigger: An enemy attacks you with a melee attack.
Target: The enemy making a melee attack against you.
Effect: Deal 1d6 + your level damage to the target.

Trinket Tab

Time Machine

TIME TRAVEL
Minor Action – Encounter
Effect: You may choose to travel through time to any point in the history of the dimension you are currently occupying. This ability may be used as often as you like while outside of Combat Encounters. This Trait may have additional story implications. This Trait must be purchased with a Collectible trait attached to it.

The Good Stuff

JIZZ GRENADE
Standard Action – Encounter
Area Burst 2 within 10 spaces.
Requirement: You must make a successful Mysteries roll of your choice and beat a DC of 15.
Attack: Level + 6 vs Reflex
Hit: Deal 3d6 + your level damage. The target is immobilized until end of your next turn.
Effect: You gain a +2 bonus to your next damage roll. All squares within the affected area are considered difficult terrain for the rest of the encounter.

Common Tab

FLASHLIGHT
Green (1)
Minor Action – Personal
Supercharge
Effect: You gain a 3 to Perception until the end of your next turn. All squares within a Close Burst 2 of you are brightly lit for the rest of the encounter.
Special: You may attempt to Supercharge this trinket by rolling a d10 when you use its power.
_5
:_ Man, these batteries are lasting forever! You gain a +3 to Perception until the end of the encounter. All squares within a Close Burst 3 of you are brightly lit for the rest of the encounter.
1-4: Aaargh, you shined it into your eyes! You are Blinded until the end of your next turn.

SMOKE PELLETS
Green (1)
Minor Action – Close Burst 2
Target: Each enemy in burst
Effect: The target may not make opportunity attacks until the end of your current turn. In addition, if your party attempts to ABSCOND from the Strife before the end of the current round, you and any allies within 5 spaces of you gain a +3 bonus to all skill checks related to successfully disengaging from the fight.

SPRITE AMULET
Green (2)
Standard Action – Close burst 10
Target: Your sprite.
Effect: If your sprite has been reduced to 0 hit points during this encounter, it revives with hit points equal to half of its HP total. The Sprite may revive in any square adjacent to you, and it takes its place in the initiative count immediately after your current turn.

TURTLE DEFENDER
Green (3)
Immediate Interrupt – Personal
Trigger: You are hit by an attack while bloodied.
Effect: The attack deals 2 + your level less damage to you, and you lose the passive benefit of this trinket until the end of the encounter.

GOOGLE MAPS
Green (4)
Free Action – Personal
Effect: You can ignore Difficult Terrain until the end of your next turn.
Special: You may attempt to Supercharge this trinket by rolling a d10 when you use its power.
5+: This route is perfect! You can ignore the effects of Difficult Terrain until the end of the encounter.
1-4: It detoured you into the ocean. You are immobilized (save ends).

LUCKY COIN
Yellow (5)
Move Action – Personal
Effect: You may shift half your speed.

MEMENTO FROM ANOTHER LIFE
Yellow (6)
Minor Action – Personal
Effect: Choose one of the following effects. Either gain hit points equal to your bloodied value,
OR…
Recharge one of your Boons if it has been used and hasn’t yet been recharged.

Collectibles

Sprite Amulet
A level 2 player can collect the Sprite Amulet. Your sprite gains a Prototyping Template identical to one granted to the Underlings by your prototyping.

Turtle Defender
A level 3 player can collect the Turtle Defender. You gain a +1 bonus to defense against targets flanking you, and a +1 bonus to Insight and Fortitude.

Miscellaneous Items

None

Bio:

Character Name: Will Thurston
Chumhandle:
Species: Human
Age: 18
Gender: Male
Location: Monmouth, Oregon
Moon: Derse

“Your name is WILL. You have a variety of INTERESTS. You greatly enjoy using your IMAGINATION to engage in MAPMAKING and WORLDBUILDING. You suffer from a crippling FEAR OF SPIDERS, as well as an nonsensical but nonetheless crippling FEAR OF TIME WARPS. You have a fondness for CREATIVE ACTIVITIES, especially FASHION and DRAWING. In fact, you’re known among your friends a WIZARD WITH THREAD. You have an secret love for VEGGIETALES, and in your spare time you play lots of VIDEO GAMES.

What will you do?"

Will

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