MacColl

When things get bright, he's in the fight!

Description:

Heroic – 60xp


Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d8


Pace 6
Parry 6
Toughness 9 (Magic Leather Armor 3)
Charisma 0


Fighting d6
Healing d6
Notice d8
Persuasion d4
Knowledge (Magic Items) d6
Spellcasting (Arcane) d10
Survival d6
Taunt d6
Throwing d6


Quirk (minor) – Tends to see everything as a conspiracy
Overconfident – Can handle anything
Wanted (minor) – History of avoiding taxes


Arcane Magic-User
Combat Reflexes – Plus 2 on Spirit to Recover from Shaken
Rapid Recharge – Regain 1 Power Point every 30 minutes


Powers
20 Power Points
Arcane Backlash: Shaken on a Spellcasting Roll of 1


Bolt: PP 1-6; 12/24/48; Instantaneous; Brightly glowing lights swoop forward to impact
(1=2d6, 2=3d6, up to 3 bolts)
Detect/Conceal Arcana: PP 2; Line of Sight; 3 rounds (Plus 1rnd/pp); Faint motes of light swirl into patterns revealing arcana and its nature.
Dispel: PP 3; Smarts (d8) range; Instantaneous; Motes of light pull out of the place/object/spell to drain away its power and then dissipate.
Fly: PP 3/6; Touch; 3 rounds (Plus 1rnd/pp); Lifted by waves of multi-colored light
(3PP = 6" pace, 3" climb; 6PP = 12" pace, 6" climb)
Light: PP 1; Touch range; 10 min (plus 1pp/min); Motes of light get bright and swirl to create a Large Burst area of illumination, can be touch-cast against objects/people.
Shapechange: PP Special; Range: Self; 1 min (plus 1pp/min); Shifts into a light form which morphs and becomes real. May maintain powers previous cast but can’t cast new ones in shapechanged form. Personal gear and weapons morph into shape and reappear when morphing back. Possible Forms (PP cost): Hawk/Rabbit/Cat (3), Dog/Wolf/Deer (4), Lion/Tiger (5), Bear/Shark (6).


Languages
Common, Rhopan (gypsy), Orc, Dwarven


Possessions
Leather Armor (1, +3 from enchantment, TLA), Lesser Ring of Fanciful Lights, Staff, 3 Daggers.


Staff: d6 attack; 2d4 damage
Dagger: d6 attack; 2d4 damage
Thrown Dagger; d6 attack; 2d4 damage; 3/6/12
Fist: d6 attack; d4 damage


Lesser Ring of Fanciful Lights: He can let loose a spray of tiny lights toward an opponent in an attempt to distract them. Provides plus two on Smarts vs. Smarts Tricks against target within line of sight.


Money is hidden on his person under layers of robes.
After Adventure#6, he has 554gp 10sp


Advancement
At 55xp, Advance=New Power: Light
At 60xp, Advance=New Power: ShapeChange





BEAR FORM (6PP)
Agility d6
Smarts d8
Spirit d6
Strength d12

4
Vigor d12


Pace 8
Parry 6
Toughness 10


Fighting d8
Healing d6
Notice d8
Persuasion d4
Knowledge (Magic Items) d6
Spellcasting (Arcane) d10
Survival d6
Taunt d6
Swim d6


Combat Reflexes – Plus 2 on Spirit to Recover from Shaken
Bear Hug – Pin victim with hit and raise. Victim may only try to escape on next action with opposed Strength check.
Claws – Str+d6 = d12+4+d6
Size = +2, 8 feet tall and 1,000 pounds.

LION FORM (5PP)
Agility d8
Smarts d8
Spirit d6
Strength d12
Vigor d8


Pace 8
Parry 6
Toughness 8


Fighting d8
Notice d8
Knowledge (Magic Items) d6
Survival d6


Combat Reflexes – Plus 2 on Spirit to Recover from Shaken
Bite or Claw – Str+d6 = d12+d6
Improved Frenzy – Two fighting attacks/round at no penalty.
Low Light Vision – Ignore penalties in Dim or Dark lighting.
Pounce – Leap up to 1d6" to gain +4 on attack and damage. Parry reduced by 2 until next action.
Size = +2, over 500 pounds.

HAWK FORM (3PP)
Agility d10
Smarts d8
Spirit d6
Strength d4
Vigor d8


Pace —
Parry 5
Toughness 3


Fighting d6
Notice d12+4
Knowledge (Magic Items) d6
Spellcasting (Arcane) d10
Survival d6


Combat Reflexes – Plus 2 on Spirit to Recover from Shaken
Blind – Hawk attacks eyes. Raise with Fighting roll, hit’s target’s face. Agility check or gets “One Eye Hindrance” until healed. Agility roll of 1 (regardless of Wild die) gives “Blindness” hindrance.
Claws – Str+d6 = d4+d6
Flying = Flying Pace 8"
Size = -2, 2 feet tall and 20 pounds.
Small = Attackers suffer -2 to hit hawk.

Bio:

Even his friends would call him a gruff bastard but when there is treasure on the line, he’ll pull out all the stops.

MacColl has/will buy a house in the River District. http://www.obsidianportal.com/campaigns/olde-skoole/forum/rp-a-home-is-ones-castle

Total house cost is 1250gold with good locks, with the +1 to Streetwise available once you fully purchase the house based on the Cobble Street Sharps being a gang of kids he’s trained to listen for rumors.

MacColl

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