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 OOC Pre-Game: What Character do you want to play? 
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As you decide what you want to play, post here. Add a link if its a built character. Thanks.

Be sure you take a look here: http://savagerifts.com/sr/viewtopic.php?f=142&t=2038#p30399 for information on characters.


Sat Feb 03, 2018 6:37 pm
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I would love to play a monstrous (goblin or gargoyle - LySrial retrap) shaman. A sort of nasty magic in the style of Monster Hunter International's orcs.

PS: Are there preferred racial packages?

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Sat Feb 03, 2018 6:39 pm
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Sounds fun

In next day or two I will be presenting more, including a list of races. I am pulling from several books (Shaintar, Drakenheim, Codex Infernaus, Rifts etc = all Savage Worlds books). More soon.

Will have missions on Shaintar, Rifts Earth and other places. Big scenario in mind that I wrote for Rifter and did not submit yet, instead of submitting it I might use as our story.....

Still all a work in progress.

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Sat Feb 03, 2018 6:49 pm
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Character Submission, then!

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Sat Feb 03, 2018 9:21 pm
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Here is my character submission. I stole VV's gremlin racial info from here as the basis for this fellow. It's a mashup of Shaintar and Saga of the Goblin Horde with some extra love thrown in. Thanks VV!
Of course, if this is not an acceptable race, I can alter it to fit your specs.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 1 (+2 dream sequence & interlude, +1 post rate, -1 EE Gloom triage notice, -1 EE Gloom triage week 2, -1 EE tracking co-op, +1 Boomers, -1 reroll fighting, -1 reroll damage, -1 EE Hell Pillar Boss QC)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: CV-212
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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EP Ledger

Bizarro Alex
Bizarro Alex - Sidekick character sheet
Bennies: 0 (-1 reroll Burst, -1 EE Agility)
Wounds / Fatigue: 0 / 0
ISP: 28 / 30
Parry: 5
Toughness: 11(5) (SFD Huntsman Light Personal Armor)
Pace: 6
Edges: Master Psionic, Rapid Recharge, Mentalist (+2 mental attacks), Telemechanics
Weapon in hand:
JA-9 Laser Rifle
    Range: 40/80/160
    Damage 3d6+1, AP 3
    ROF 1, Payload 30, integrated scope removes 2 points range/darkness penalties
Weapon in holster:
NG-33 Laser Pistol
    Range: 15/30/60
    Damage 2d4+1, AP 2
    ROF 1, Payload 20, Semi auto
2 spare e-clips


Mon Feb 05, 2018 12:16 am
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So far I have seen these, and will read them ASAP as I can!


Gremlin Techno Wizard
Gremlin Psi-Operator (MARS)
D'Norr Shifter

I know Freemage mentioned possibly changing his race. I also know Steven mentioned a Noglik.

I will check out all you ideas as soon as I can! Thanks.

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Mon Feb 05, 2018 10:24 am
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Okay, question on the Terrock. They're 'natural sorcerers', gaining a free AB. If they take an IF with an AB, do they get some other benefit? Common choices, I think, are either an additional Power, or a bonus +5 PPE.

Though I'll definitely have to go with a different backstory--star-crossed lovers doesn't quite hit the right note with the Terrock.

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Mon Feb 05, 2018 12:39 pm
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Not sure if I'm down with this sickness.

Vague idea for a dragon character, but...I suspect I'm missing something integral about the game's 'theme' or central appeal.

I'll keep watching here and seeing if inspiration strikes.

...and now it has. With thanks to the folks in Hangouts for helping me work this idea out.

I offer up for approval: Maia

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Race information
OOC Comments
The Starfallen are beings who originally rose to sentience in the roiling plasma soup of a star. Complex magnetic field interactions with the plasma created stable waveforms that traveled through the solar atmosphere; a kind of DNA based not on chemistry but on electromagnetism and fluid dynamics of superheated hydrogen and helium. In time, that 'DNA' led to an 'organism' that could perceive its environment, that could react and influence it, and that could consider concepts of time, causation, and a sense of self and purpose. The Starfallen now are beings of psionic power and vast energy, held in check by telekinetic and electromagnetic fields. Their natural manifestation is that of a globe or indistinct blob of light and fire, with a translucent bubble surrounding it, floating through midair. They are capable of altering their containment fields to reshape themselves, but cannot appear to be anything other than a thing of living flame.

Over time, Starfallen can expand their influence, bring more stellar mass under their control. Eventually they will 'take over' all the mass of the star, creating a singular stellar intelligence of incredible scope and perceptions...and yet that is trapped by its own gravitation. These starminds can alter their magnetic fields to create huge storms that eject material into space, and into that ejecta they send fragments of their own intelligence. In this manner they explore the cosmos. Eventually the starminds succumb to the grim calculus of physics and begin their collapse. When they go supernova some starminds are able to keep the patterns of their minds echoing in the fragments that are launched at relativistic speeds through the universe...and those pieces that find other stars can kindle a new mind there as well.

In game terms, Starfallen are creatures of sentient plasma...represented by a race package, as well as the fact that every one of them is, effectively, a Burster. They do not have the option of pursuing other IFs, though their choice of Edges, Hindrances and Skills is open. Despite being basically an ionized gas, the intricate complexity of their magnetic fields and gas movements can be relatively easily disrupted by outside events. Attacks damage them normally, except as noted for their Burster powers, and they can't distort themselves to the point where they can flow through tiny openings. Most Starfallen are roughly human sized, and need to remain so in order to maintain the waveform that is their mind. Losing too much mass causes difficulties analogous to starving to death for humans. To 'eat' they need only vaporize hydrogen-bearing compounds, and add the resulting mass to themselves.

Starfallen are treated as constantly having the base version of their Flame Aura power on, and cannot opt to turn it off. If they possess the Armor power, they can enclose themselves in a telekinetic/electromagnetic field that gives them a 'solid' surface that avoids this. They can also interact with the magnetic field of a planet, or induce a field in a large metallic body, that lets them move freely about in three dimensions. In terms of senses, they have analogues of the major human senses; able to detect and interpret electromagnetic radiation (light), vibrations in an atmosphere, and can even sense chemical compositions within a gaseous medium, though must learn which is which. They are sensitive to thermal variations in their environment as well and can easily detect beings by their warmth against a cooler backdrop. Excessively cold areas or powers that leech thermal energy are very dangerous to Starfallen, threatening to disrupt the movement of plasma within them and change the processes that give rise to their sentience. Outside of that they can be damaged by anything that significantly alters the patterns of movement within their plasma, but if they survive an attack they can relatively quickly rebuild those patterns of movement again, 'healing' the injury.

Race: Starfallen
- Doesn't Breathe 1
- Immune to Poison/Disease 2
- No vital organs 1
- Flight 2
- Infravision 1
- Regeneration 2
- Pace (+2, +1d Running) 1

- Hindrance: Clueless -2
- Cyber Resistant -1
- Distinctive -2
- Environmental Weakness (Cold) -1
- Non-standard Physiology -1
- Restricted Path (PPE) -1


Sheet (rough draft)
OOC Comments
Attributes (5)
Agility 1d6
Smarts 1d6
Spirit 1d8
Strength 1d4
Vigor 1d6

Skills (11/15)
Psionics 1d12 (4)
Persuasion 1d8+2 (3)

Charisma 0
Pace 6" (12yrds)
Parry
Toughness 5
ISP: 30
Bennies: 3/3

Framework: Burster
Arcane Background: Psionics, 3 powers, 20 ISP, d8 Psionics skill
Everything Burns: roll d10 for ignition, can burn even things that normally don't.
Firey Aura: 3d6 damage on contact or via melee attack; provides +6 armor that stacks with Armor power.
- 3 ISP: Aura becomes mega-damage and MDC
Fire Mastery: Create control or eliminate fires within 12" in an LBT, free action. With Psi roll zone gives -2 to rolls, -4 on

raiseFirewalker: Impervious to all fire and heat, including plasma, 1/2 dmg from electrical and laser
Flame Bolt: 4d6 fire MD, 12/24/48" range
- 1 ISP: add +2 AP (up to +4 AP for 2 ISP; x2 bonus for same cost on a ley line, no brainburn)
Major Psionics: Gain as bonus Edge (2 ISP/+1 psionics, 1 ISP x2 range, 2 ISP x10 range)
Quirk - Pyromaniac

Edges
Hin - Master Psionic
Hin - Rapid Flame Bolt
IF - AB Psionics
IF - Major Psionic
HJ - Rapid Recharge
5xp -

Hindrances
Curiosity (major)
All Thumbs (minor)
Big Mouth (minor)

Powers
- Darksight
- Exalted Darksight

- Telekinesis
- Exalted Telekinesis

- Deflection
- Greater Deflection

Equipment
Cash:

Armor


Weapons


Gear




[sblock=Hero's Journey Stuff]
http://www.coyotecode.net/roll/lookup.php?rollid=196412
Psionics 3 - Rapid Recharge
Psionics 11 - Auto Raise for Telekinesis/Exalted Telekinesis
Psionics 18 - +2 Intimidation and Persuasion
Psionics 20 - +10 ISP

_________________
OOC Comments
[size=85]Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Last edited by Alecto on Mon Feb 05, 2018 8:38 pm, edited 1 time in total.



Mon Feb 05, 2018 1:34 pm
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I was thinking of playing Herr Klaus. Operator most likely... Might do a personel concept. Maybe plunck down some ep for his magic hammer.

Other option would be Dr. Dan a grackletooth rougue scholar who is very interested in the arcane.

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Mon Feb 05, 2018 8:05 pm
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Alecto wrote:
I offer up for approval: Maia


Looking neat, will re-read ASAP.

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Mon Feb 05, 2018 11:42 pm
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Hey, guys--with Dan's permission, I made some additions and clarifications to the Terrock to make them 'street-legal', let me know what you all think:

Racial Traits
  • Avian: Terrock can Fly at base Pace; may “run” as per the Savage Worlds Monstrous ability. The have a Climb of 0. (+2)
  • Beak, feathers and wings: Obviously a D-Bee, Terrock suffer a −4 Charisma penalty when dealing with Humans of the Coalition States and similar mindsets. (-2)
  • Claustrophobic: Terrock suffer a -4 penalty to all rolls if they are in a severely enclosed space (forced to crawl, or with barriers on three sides of their square); this drops to -2 if they are only mildly hemmed in (a roof below 10', or walls on two sides of their squares). The GM may call for the penalty in other situations (such as caught in a crowd), as appropriate. (-2)
  • Predators: Terrock are Bloodthirsty (Hindrance - Major) (-2)
  • Eagle Eyes: Terrock enjoy a +2 bonus to Notice rolls involving sight. (+1)
  • Frail: Terrock tend to have a frail frame. They suffer −1 Toughness. (-1)
  • Keen Minds: Terrock are extremely intelligent. They begin with a Smarts of d8, and may raise it to a d12+2 via normal advancement. (+4)
  • Natural Sorcerers: Terrock are gifted in the arcane arts. They start with an Arcane Background of their choice. If they take an IF with an AB, they instead gain an additional Power; this can be any Power from their IF's list, or any Novice Power. (+2)

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Wed Feb 07, 2018 6:32 am
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For my gargoyle I was thinking of simply using the Lyn-Srial and rubbing off the serial numbers. Is that okay Dan or did you want me to rewrite it?


Attachment:
DD_Tomb_of_Annihilation_giant_four_armed_gargoyle.png
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Shaping Worlds Together
The 99's Game Master Bennies Baseline 4/7
  • -1 Extra Effort by Gargoylite to break free of Grapple rolled a 10
  • -1 Reroll Mysterious roll for uninvited guests
  • -1 Extra Effort on Notice for Initiative card

Shaintar Game Master Bennies Baseline 3/6
  • -1 For Hamid to Soak attack from That Swinging Cat Tieronar
  • -1 Extra Effort for Gemin to Hit Aronan with Bolts.
  • -1 Extra Effort for Gemin to escape.


Mon Feb 12, 2018 12:32 pm
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Freemage, Terrock looks good

RFT, go for it

Alecto I like it

Steven if you still can’t post later tonight once I’m home (7 hrs away) I’ll try to fix. Or ask VV.

Thank you.

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Mon Feb 12, 2018 6:15 pm
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Cool, I will start building him here: viewtopic.php?f=41&t=2074

Please feel free to comment or correct as needed.

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Shaping Worlds Together
The 99's Game Master Bennies Baseline 4/7
  • -1 Extra Effort by Gargoylite to break free of Grapple rolled a 10
  • -1 Reroll Mysterious roll for uninvited guests
  • -1 Extra Effort on Notice for Initiative card

Shaintar Game Master Bennies Baseline 3/6
  • -1 For Hamid to Soak attack from That Swinging Cat Tieronar
  • -1 Extra Effort for Gemin to Hit Aronan with Bolts.
  • -1 Extra Effort for Gemin to escape.


Mon Feb 12, 2018 7:14 pm
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