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Name
Expert set to
Hard
Wiggle

Go First
Spray
Actions

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Results

Jaguar King

Actions: 1, Results: 5 1 5 1 2 10 9 6

Matches

Width 3 - 2x5

Width 3 - 2x1

Loose Dice: 10 9 6 2


Jaguar King (410pts)

Body: 3d Roll Charm: 4d Roll Command: 4d Roll Coordination: 3d Roll Mind: 4d Roll
  • Computer 3d Roll
  • Data Search 2d Roll
  • First Aid 2d Roll
  • Knowledge [Corporate Business] 4d Roll
  • Languages [Varies] 4d Roll
  • Streetwise 1d Roll
  • Tactics 2d Roll
Sense: 3d Roll

Powers

Banish 8d (U) [1/die] 8pts

Useful () (1/die): Capacities: Range (1.28km); Extras & Flaws: Duration (+2/die), If/Then 1 - Only Bound Spirits (-1/die), Drain (-1/die), If/Then 1 - Only Bound Spirits (-1/die) Roll

Effect: The caster rolls Banish against the Spirit's Force or it's Summoner's skill. A successful Opposed Roll banishes the Spirit to Astral Plane until the next sunrise or sunset.
Blood Armor 2hd (D+2) [2/die] 8pts

Defend +2 (LAR) (2/die): Capacities: Self; Extras & Flaws: Duration (+2/die), Armored Defense (-2/die), Attached 2 - (-2/die) Roll

Effect: LAR 4 Protection from physical harm.
Blood Lash 5d (A) [6/die] 30pts

Attack +1 (Whip) (6/die): Capacities: Range (160m); Extras & Flaws: Go First 1 (+1/die), Radius 1 (+2/die), Penetration 3 (+3/die), Horrifying (-1/die), Willpower Cost (-2/die) Roll

Effect: Blood tentacles lash out at targets within 5m, doing W+1SK with Penetration 3 and Go First 1.
Counterspell 8d (D) [1/die] 8pts

Defend (Disrupt Magic) (1/die): Capacities: Self; Extras & Flaws: Go First 1 (+1/die), If/Then 1 - Only vs. Magic (-1/die), Willpower Bid (-1/die) Roll

Effect: Disrupt hostile spells cast at the target with Go First 1.
Jaguar Spirit Mentor 2wd (AD) [5/die] 40pts

Attack +1 (Blood Mastery) (3/die): Capacities: Self; Extras & Flaws: Augment (+4/die), If/Then 1 - Only for Augments (-1/die), Obvious - (-1/die), If/Then 2 - Only for Blood Magic (-2/die) Roll

Defend (Defend) (2/die): Capacities: Self; Extras & Flaws: Augment (+4/die), If/Then 2 - Blood magic only (-2/die), Obvious - (-1/die), If/Then 1 - Augment only (-1/die) Roll

Effect: Add 2wd and A+1 to Blood Magic.
Summon Blood Spirit 8d (U) [1/die] 8pts

Useful (Summon) (1/die): Capacities: Self; Extras & Flaws: Duration (+2/die), If/Then 1 - Requires Gestures & Incantations (-1/die), Drain (-1/die), If/Then 1 - Requires Gestures & Incantations (-1/die) Roll

Effect: Roll Summon vs. the Force of the Spirit to be summoned. A successful roll generates one favor per width. The spirit remains until the next sundown or sunrise, then returns to the Astral Plane.
Utility Spells 7d (U) [4/die] 28pts

Useful (Useful Magic) (4/die): Capacities: Range (640m); Extras & Flaws: Variable Effect (+4/die), Drain (-1/die), If/Then 1 - Gestures & Incantations (-1/die) Roll

Effect: The mage can cast an array of useful utility spells using Variable Effect.