Campaign of the Month: May 2014
Ladies in Hades and the Dyval Wears Prada
Human Vanguard Waylayer
NAME: Jescha Harwynn
OTHER ALIASES: None
O.C.C.: Vanguard Waylayer
FAMILY ORIGIN: Earth Native
DISPOSITION: Tough, cocky and self-reliant. She tries to keep her distance from people so as to avoid making any personal attachments. Tends to act aloof and unapproachable unless doing otherwise suits her mission.
1. Sense Ley Lines and Magic Energy
Sense Ley Line: 3 miles per level, follow the feeling to locate it at skill of 50% + 5%/level
Sense Ley Line Nexus: Follow Ley Line to any/all nexus points 55% + 5%/level
Sense a Rift: Automatically sense any Rift opening within 55 miles +5 miles per level. Cannot tell where.
Sense Magic in Use: Spells, Rifting, TW devices, etcetera. 700 feet range + 100 feet per level, cannot tell where.
See Magic Energy: Can see magic energy emenating from people, creatures, objects, and areas, if P.P.E. amount is more than 20 P.P.E. Cannot see things made invisible. Range 500 feet.
2. Ley Line Transmission, same as Ley Line Walker.
3. Ley Line Rejuvenation, same as Ley Line Walker.
4. +40% to Streetwise in home ‘Burb, +20% in other ‘Burbs, +10% anywhere else (already factored in)
ATTACKS PER MELEE: Seven
BONUSES: + 2 versus psionics/insanity, + 5 vs H.F., + 2 vs posession, + 11 vs magic, + 2 spell strength (+ 3 with combat spells), + 5 strike, + 9 parry, + 9 dodge, + 6 roll, + 2 initiative, + 5 damage, Burst Damage Multiples (Short ×2, Medium ×4, Long ×6), Ranged attacks (Aimed + 3 + WP, Burst + 1 + [½WP], Wild –5), Imposed dodge penalties (–4 when weilding high tech weapons, –2 when weilding conventional modern weapons), + 22% to save versus coma/death, + 6 versus poison/toxins/disease, 50% chance to charm/impress others.
COMBAT MOVES: Combat Moves/Maneuvers: Roll with punch/fall/impact, Maintain Balance, Parry, Automatic Parry, Multiple Parry, Dodge, Autododge, Strike, Power Punch, Elbow, Forearm, Kick, Snap Kick, Crescent Kick, Tripping Leg Hook, Backwards Sweep, Head Lock, Elbow Lock, Wrist Lock, KO on natural 20, Critical Strike on natural 18-20, Coldcock.
Language: American 98%
Language: Dragonese 98%
Language: Gobbley 88% + 3%
Language: Spanish 83% + 3%
Language: Demogogian 83% + 3%
Literacy: American 90% + 5%
Literacy: Dragonese 90% + 5%
Radio: Basic 98%
Surveillance Systems (Tailing) 85% + 5%
Basic Electronics 65% + 5%
Intelligence 66% + 4%
Interrogation 80% + 5 (-20% on Supernatural Creatures, Monsters and Dragons)
Basic Mechanics 75% + 5%
Paramedic 70% + 5%
Field Armorer & Munitions Expert 85% + 5%
Military Etiquette 80% + 5%
Recognize Weapon Quality 70% + 5%
Hand to Hand: Arcomi
-Sense of Balance 73% + 3%
-Work Parallel Bars & Rings 83% + 3%
-Back Flip 87% + 2%
-Climb Rope/Rappel 77% + 2%
Horsemanship: Exotic 75%/65% + 5%
Pilot: Automobile 87% + 2%
Pilot: Motorcycles 98%
Astronomy & Navigation 70% + 5%
Read Sensory Equipment 70% + 5%
Streetwise 59% + 4%
Basic Math 98%
Computer Operation 90% + 5%
History: Pre-Rifts 46%/38% + 4%
History: Post-Apocalypse 50%/45% + 5%
Lore: Demons & Monsters 70% + 5%
Lore: Magic 70%/60%/55% + 5%
Mythology 60% + 5%
WP Ancient: Sword ( + 3 Strike/Parry)
WP Ancient: Targeting ( + 3 Strike)
WP Modern: Energy Pistol ( + 4 Strike)
WP Modern: Energy Rifle ( + 3 Strike)
WP Modern: Handgun ( + 3 Strike)
WP Modern: Submachinegun ( + 3 Strike)
WP Modern: Rifle ( + 4 Strike)
Mystic Specialization: Arcane Battle Mastery
Principles of Magic 77% + 2%
Enhanced Meditation 75% + 5%
Focus: Burst Casting 98%
PSIONICS: Minor Psychic, has the abilities of Sense Dimensional Anomaly (4 I.S.P., 7 minute duration, 700 foot radius) and Mind Block (4 I.S.P., 70 minute duration)
Armor of Ithan (10), Befuddle (6), Blinding Flash (1), Cloud of Smoke (2), Death Trance (1), Deflect (10), Electric Arc (8), Energy Bolt (5), Energy Disruption (12), Energy Field (10), Fire Ball (10), Fireblast (8), Fire Bolt (7), Forcebonds (25), Fuel Flame (5), Globe of Daylight (2), Ignite Fire (6), Lantern Light (1), Levitation (5), Light Target (6), Magic Shield (6), Orb of Cold (6), See the Invisible (4), Sense Magic (4), Shatter (5), Swim as the Fish (6), Agony (20), Carpet of Adhesion (10), Dessicate the Supernatural (50), Dispel Magic Barriers (20), Extinguish Fire (4), Eyes of the Wolf (25), Firequake (160), Fly as the Eagle (25), Heal Wounds (10), Impervious to Fire (5), Invincible Armor (30), Invisibility: Simple (6), Invulnerability (25), Locate (30), Magic Net (7), Mental Shock (30), Meteor (75), Power Bolt (20), Sense Evil (2), Shockwave (45), Sorcerous Fury (70), Sub-Particle Acceleration (20), Superhuman Strength (10), Farseeing† (3), Eavesdrop† (10), Stealthwalk† (10), Superhuman Agility† (15), Fighting Spirit† (20), Mystic Invisibility† (25), Shockblade† (30), Call Waiting‡ (6), Chillin’‡ (8), Come Over‡ (36), Debris (Earth/Stone) Barrage‡ (30), Eye Spy‡ (12), Ghost‡ (60), Hitcher‡ (8/24), Home Free‡ (24), Sharp Eyes‡ (10), Shield Bubble‡ (60)
† Denotes Combat Magic spells, from Rifts: Mercenary Adventures
‡ Denotes Chaos Magic spells, from Chaos Earth: The Rist of Magic
AVAILABLE MONEY: 12,000 Credits and 5,400 Blood Marble
EQUIPMENT: Long coat/trench coat made of light M.D.C. fabric from the New West with 22 M.D.C., Concealed medium TW mage armor (68 M.D.C., has the following features at 8th level effectiveness: Armor of Ithan (10), Escape (8), Mystic Portal (60), Shadow Meld (10)), set of “working clothes” (dark colored jumpsuit, hood, weapon/ammo belt and holster, utility waist belt, two belts for strapping to the thigh for additional equipment or shoulder holster/belt, boots with 4-6 straps to hold and conceal extra weapons, tools and gear), traditional Ley Line Walker garb, set of civilian clothing, sunglasses, backpack, duffle bag, four small sacks, one large sack, six wooden stakes and mallet (for vampires and other practical applications), silver cross, pocket mirror, pocket computer, canteen, binoculars, sunglasses (an extra pair), air filter and gas mask, flashlight, eight markers or pens, four note or sketch pads, RMK Robot Medical Kit (Knitters) and IRMSS Internal Robot Medical Surgeon System, a 50 P.P.E. Talisman Amulet which was given to her by Trent Logan.
WEAPONS: S.D.C. dagger, Silver-plated dagger, Vibro-knife (1D4 M.D.), C-20 Laser Pistol (2D6 M.D., 30 shots per long E-Clip, 800 ft range, +1 to strike), TW Storm Rifle (BoM, page 326), 4 Coalition Plasma Grenades (6D6 M.D., 12 foot radius), 2 “Flash Freeze” TW Grenades (BoM, page 329), Magically Enchanted Zweihander Sword (6D6 M.D.), 4 P.P.E. clips, 5 long E-Clips.
BACKGROUND: From a young age Jescha was raised as the only daughter of one of the legendary Vanguard families. They instilled in her the Coalition values of human supremacy minus the anti-magic paranoia and trained her to use magic successfully against the enemies of the Coalition States.
She was introduced to an Enclave of individuals who shared a rather unique bond, and they convinced her to join with them. She wasn’t sure at first, but she dug deep into secret Vanguard archives and histories and found information and evidence which backed their claims. Their goals involved getting her to get close to a mage named Trent Logan, who operated at that time out of her home area of the Chi-Town ’Burbs with another mage named Lars Verdell. She joined with their group relatively easily and developed a mutual attraction to Trent. The two of them became involved in a relationship but her Vanguard beliefs created too much conflict within her. She set up Lars to be captured by the Coalition, intending for her and Trent to get away. Instead, Trent walked right into the trap and got caught too.
Jescha was heartbroken by this and attempted to end her life. The Enclave intervened and helped her to regain a purpose for living. Months later, she was reunited with Trent again in the city of New Calgary through The Enclave and she was selected to travel with him, to help watch his back. After a tense re-introduction and coming clean, the two of them resumed their relationship.