Jaguar King

Cost: 410pts (details)
Thumbnail

Author:


Archetype: Blood Mage (5pts)
Sources
  • Paranormal (0pts)
Permissions
  • Power Theme (5pts)

Description
Aztechnology manipulator and master blood mage.

Base Will: 8

Willpower:


Edit Delete

Detailed Costs

  • advantages: 0
  • archetype: 5
  • basewill: 0
  • powers: 130
  • skills: 178
  • stats: 105
  • willpower: -8

Skills

Body: 3d Roll [+Skill +Hyper] Charm: 4d Roll [+Skill +Hyper] Command: 4d Roll [+Skill +Hyper] Coordination: 3d Roll [+Skill +Hyper] Mind: 4d Roll [+Skill +Hyper] Sense: 3d Roll [+Skill +Hyper]

Powers

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

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 Modify Delete

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 Modify Delete

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 Modify Delete

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 Modify Delete

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 Modify Delete

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 Modify Delete

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.
Add Power

Add Power from List

Hit Locations

(7 8 9) - Body LAR: 3
Shock:
Kill:

(10) - Head
Shock:
Kill:

(5 6) - Left Arm LAR: 3
Shock:
Kill:

(2) - Left Leg LAR: 3
Shock:
Kill:

(3 4) - Right Arm LAR: 3
Shock:
Kill:

(1) - Right Leg LAR: 3
Shock:
Kill: