Red

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Red
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Red

Post by Red »

Fortune and Glory
[dice]0[/dice] a way to get around d6 riding, robot horse
[dice]1[/dice] agile and dexterous +1 die step to Agility, Quick or Ambidextrous
[dice]2[/dice] spiritual and determined +1 die step to Spirit, Strong WIlled
[dice]6[/dice] Roll Unnecessary when I switched from a Psi-Slinger to a Merc Soldier

Hero's Journey
Psionics: [dice]3[/dice] +10 ISP
Psionics: [dice]4[/dice] Mentalist
Psionics: [dice]5[/dice] Mind Reading success is always a raise.

Narrative Hook: [dice]7[/dice] The Black Market: Your character has some history with the nigh-omnipresent Black Market in operation in almost every oasis of civilization in North America. There are risks and rewards that come with such inroads, and you and the GM need to work out the intricacies involved in that relationship. Did they ask him to
join the Legion, or did he join to avoid their retribution? Perhaps he’s just a very convenient link between the two organizations.

Credits: [dice]8[/dice]
Last edited by Nomed Dercas on Sat Sep 16, 2017 3:03 pm, edited 21 times in total.
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Red
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Re: Red

Post by Red »

Red
Image

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Player Name: Tim
Google Handle: ticarpen@vt.edu

Ranger Eddard Deschain

Rank: Seasoned Experience: 25 Advances Left: 0
Race: Quick-Flex
Iconic Framework: Justice Ranger (M.A.R.S. Merc Soldier)
Attributes: Agility d10(+2 Quick-Flex, +1 F&G), Smarts d10(+3 base), Spirit d8(+1 F&G, +1 Advance), Strength d8(+1 Base, +1 Armor), Vigor d6 (+1 Base)
Charisma: 0/-4; Pace: 8 (d8); Parry: 8; Toughness: 12(7)
ISP: 30/30

Skills:
  • Psionics d10(+4 base)
  • Notice d8 (+3 base)
  • Shooting d8 (+3 base)
  • Fighting d10 (+4 base)
  • Tracking d6 (+2 base)
  • Survival d6 (+2 base)
  • Intimidation d4 (+1 base)
  • Taunt d4 (+1 base)
  • Riding d6 (+2 F&G)
Hindrances
  • The Code (Major):
    • Never draw your weapon unless you're prepared to use it!
    • Never cheat in a showdown, or expect to live like a snake.
    • Never kill or deliberately harm women and children.
    • Never kill clergy, 'cept in self-defense.
    • Never kill, injure or steal another man's horse or vehicle, unless he's dead and ain't needin' it no more.
    • Never take another man's woman.
    • Never destroy a church or holy place, unless it is a place of evil - and then beware the wrath of gods and demons.
    • Never take more money than what's owed to you.
    • Never spit in the face of the law. Show respect until it's proven that the law in that town ain't genuine.
    • Show womenfolk respect; remove your hat and avoid cursing.
    • Respect the land and power of nature.
    • Respect (and fear) magic.
    • Respect and honor a worthy opponent.
    • Treat others like you'd like to be treated. Show cowboys and travelers kindness and hospitality unless they ain't worthy of kindness or mercy.
    • If you cheat at cards or break the law, expect to pay the consequences. Just because you don't get caught or punished one time, don't make it right.
    • Keep your sworn word of honor "because sometimes all a man's got is his honor." A man's word is his contractual bond.
    • Kill only in self-defense and in justice. "Hellspawn demons" deserve no such considerations.
  • Stubborn (Minor): The Rangers bring law, order, and justice to a lawless land. "We always get our man, come hell or high water."
  • Cautious (Minor): Evil takes on many forms and has innumerable faces. The Rangers must be sure of the justice they bring to the lawless wilderness. "You can run from Justice, but I will find you."
  • Supreme Confidence (Racial Ability): Quick-Flex are already better than everyone else from birth. Red's training and experiences have only tested and honed his razor's edge. "No challenge is impossible, not for those willing to do whatever it takes to succeed."
  • Vengeful (Flavor): The Rangers act as Lawman, Manhunter, Judge, Jury, and Executioner. "The innocent have nothing to fear; the guilty, everything."
  • Short Attention Span: Red is always focused on the most recent point of interest, leaving him slightly distracted at all times. (-1 to all Smarts rolls). (Racial Ability)
Edges
  • Quick: Discard 5 or lower in combat. (F&G)
  • Strong Willed: +2 to Intimidation and Taunt. +2 to Spirit/Smarts Test of Wills. (F&G)
  • Mentalist: +2 on opposed psionics rolls. (HJ)
  • Ambidextrous: Ignore penalty for attacking with off-hand. (Quick-Flex)
  • Killer Instinct: Wins ties on opposed rolls. If a 1 is rolled on the opposed roll, free reroll. (M.A.R.S.)
  • Two Fisted: Ignore multiaction penalty when attacking with two weapons. (M.A.R.S)
  • Arcane Background (Psionics): 10 ISP, Choose three Powers; Clairvoyance, Slow, Mind Reading (1st Hind)
  • Rapid Recharge: Regain 1 ISP every 30 minutes. (2nd Hind)
  • Danger Sense: Notice roll -2 prioir to suprise, trap or ambush. Success means on Hold for the first round of combat. (2nd Advance)
  • New Power: Deflection (3rd Advance)
  • Major Psionic: Double base ISP. May spend 2/4 ISP to gain +1/+2 to the Psionics roll. Spend 1/2 ISP to double/x10 the range of a power. Can combine effects. Bonus is doubled on a ley line. (4th Advance)
  • Master Psionic: Mega Powers accessable. (5th Advance)
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating. (Racial Ability)
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die). (Racial Ability)
Powers
  • See the Truth (Mind Reading)
    • ISP: 3
    • Range: Smarts
    • Duration: 1
    • Trappings: In this lawless land people don't often say what they mean. Concentrate on the Truth and you will know the true intentions of those marked by the law.
    • Opposed roll -vs- Smarts. Success lets Red read someone's thoughts. On a raise, the target is unaware of the intrusion. Red win's ties. Success counts as a raise.
    Relive the Truth (Mind Walk)
    • ISP: 6
    • Range: Smarts x2
    • Duration: 5 minutes (1/minute)
    • Trappings: Sometimes the person in question is so good at lying they even lie to themselves. When the world is stripped away and the events play out as they actually occurred we are left with simply, the truth.
    • Mind Walk allows Red to ask any number of questions, walk among the memories of the target or even have a conversation with the target's inner consciousness. If a particular question or scene stresses the target an opposed Psionics -vs- Smarts roll may be required, GM's discretion. Red win's ties.
    Seek out Evil (Clairvoyance)
    • ISP: 3+
    • Range: Varies
    • Duration: 3 (1/round)
    • Trappings: The guilty always run from Justice. Focus your mind and you will see their tail of guilt as plain as day.
    • Success grants a Range of Spirit x10 in miles, Spirit x100 on a raise. Nonmagical barries do not hamper clairvoyance. Initial ISP cost includes one sense. Each additional sense adds +1 to the initial cost, doesn't increase maintenance.
    No Haven on Earth (World Scry)
    • ISP: 6+
    • Range: Varies
    • Duration: 3 (1/round)
    • Trappings: Evil can run, and almost always will, but it can't hide forever. Justice will find you wherever you go.
    • Success grants a Range of Spirit x1000 in miles, Anywhere on the planet on a raise. Each additional sense projected adds +1 to the initial cost.
    The Weight of the Guilty (Slow)
    • ISP: 1
    • Range: Smarts x 2
    • Duration: 3 (2/round)
    • Trappings: No man is innocent. Reveal the flaws of the guilty and they will assuredly weigh them down.
    • Psionics -vs- Spirit roll. Success target's movement becomes an action. Raise the target must redraw initiative cards above 10. Red wins ties. +1 ISP for each additional target, up to five extra targets.
    Damnation's Burden (Exalted Slow)
    • ISP: 2
    • Range: Smarts x 3
    • Duration: 3 (2/round)
    • Trappings: No man is innocent. Reveal the flaws of the guilty and they will assuredly weigh them down.
    • In addition to the effects of slow the target's Pace is cut in half, he cannot Run, Parry is reduced by 2, Ranged attacks receive a +2 bonus, and all Agility and linked Skill rolls are made at -2.
    Iaijutsu Master (Deflection)
    • ISP: 2
    • Range: Touch
    • Duration: 3 (1/round)
    • Trappings: Your sword is an extension of yourself. Use that to your advantage in defense as well as offense.
    • Success gives -2 to Fighting, Shooting, or other attack rolls. Raise grants -4. This also acts as Armor against AoE weapons.
    The Way of the Mynock (Greater Deflection)
    • ISP: 4
    • Range: Touch
    • Duration: 3 (1/round)
    • Trappings: With great effort, you can block, deflect or dodge almost any attack. Trust in your training, trust in yourself.
    • Success gives -4 to Fighting, Shooting, or other attack rolls. Raise grants -6. This also acts as Armor against AoE weapons.
    Anshi (Darksight)
    • ISP: 1
    • Range: Touch
    • Duration: 1 hour (1/hour)
    • Trappings:
    • Success halves darkness penalties. A raise negates all darkness penalties.
    Koete (Exalted Darksight)
    • ISP: 2
    • Range: Touch
    • Duration: 3 (1/round)
    • Trappings:
    • Success negates all lighting penalties and grants immunity to Blind and Obscure. Can also see invisible creatures.
    Shiryoku (Farsight)
    • ISP: 3
    • Range: Touch
    • Duration: 3 (1/round)
    • Trappings:
    • Success halves range penalties. A raise doubles all range increments.
    Enshi (Greater Farsight)
    • ISP: 6
    • Range: Touch
    • Duration: 3 (1/round)
    • Trappings:
    • Success removes range penalties. A raise doubles all range increments.
    Yoroi (Armor)
    • ISP: 2
    • Range: Touch
    • Duration: 3 (1/round)
    • Trappings:
    • Success grants +2 Armor. A raise grants +4 Armor.
    Daiyoroi (Greater Armor)
    • ISP: 5
    • Range: Touch
    • Duration: 3 (1/round)
    • Trappings: With great effort, you can block, deflect or dodge almost any attack. Trust in your training, trust in yourself.
    • Success grants +5 MDC Armor. A raise grants +10 MDC Armor.
    Nido (Quickness)
    • ISP: 4
    • Range: Touch
    • Duration: 3 (2/round)
    • Trappings:
    • Grants two seperate turns each round. A raise lets the target redraw any initiative card lower than an Eight.
    Raitoningu (Exalted Quickness)
    • ISP: 8
    • Range: Touch
    • Duration: 3 (2/round)
    • Trappings:
    • In addition to two complete turns, ignore two points of multi-action penalties on each turn.
Last edited by Red on Tue Sep 19, 2017 2:19 pm, edited 78 times in total.
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Red
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Re: Red

Post by Red »

Background WIP will post when completed
Last edited by Nomed Dercas on Sat Sep 16, 2017 3:04 pm, edited 3 times in total.
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Red
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Re: Red

Post by Red »

Weapons
"Akaiittou"
  • Damage: Str+2d8
  • AP: 4
  • Weight: 7
  • Notes: Enchanted Silver, Mega Damage for 1 ISP; for +4 ISP also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds. (Battle Fury Blade trapped as a Katana passed down to Red by his mentor.)
"Justice"
  • Range: 15/30/60
  • Damage: 2d8+1
  • ROF: 3
  • AP: 1
  • Shots: 36
  • Weight: 4
  • Notes: 3RB; lower Trait (Vigor) activated by Shooting (ice Trappings), requires 3 PPE to load. (Shard Gun trapped as a modified Bandit BigBore Revolver.)
Armor
Combat Mage Armor
  • Armor: +7
  • Strength increase 1 die type
  • Full Environmental Protection
  • Powers: Darksight, Farsight
  • Weight: 9
  • Notes: No charge required on a Ley Line otherwise 1 ISP/hour. Unpowered: weight quadruples, Armor bonus only +3, no other bonuses. (Trapped as a reinforced and runed trench coat with a high collar that covers the majority of Red's face.)
Equipment
NG-S2 Survival Pack
  • One two person tent, insulated up to -40 degrees Fahrenheit. It has water collection capabilities and extends water supplies by 20%
  • One sleeping bag
  • One flashlight, with a concealed pocket knife.
  • One biometric compass/inertial mapper. (+2 to survival rolls related to land navigation)
  • One short range radio, 5-mile range
  • One first aid kit (+1 to healing checks, 3 uses)
  • One hunter/fisher kit (+1 to Survival when gathering food)
  • Three saw wires
  • One fire starter
  • One survival knife
  • One small hatchet
  • One wooden cross
  • Four signal flares
  • One climbing kit
  • One bar of soap
  • One canteen
  • Two weeks of minimal sustenance survival rations
  • Weight: 30(In vehicle)
Vehicles
"Gin"
  • Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Skills: Fighting d8, Notice d8+2, Survival d6
  • Pace: 12 (Acc/TS 10/50)
  • Parry: 6
  • Toughness: 20 (10)
  • Size: 2
  • Crew: 1+1
  • Handling: 2
  • Kick: Str+d6, Mega Damage
  • Notes: All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”, Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imagine, night vision, HUD, and +2 to Notice checks. (Pure white Thoroughbred, Bandito Arms RH-1004D Robot War Horse)
Credits: 7000
Last edited by Nomed Dercas on Sat Sep 16, 2017 3:26 pm, edited 25 times in total.
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Red
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Re: Red

Post by Red »

Advances

Quick-Flex Racial Abilities
  • Agile: Quick-Flex s tart with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer −4 Charisma with such folks.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player.
Iconic Framework
  • M.A.R.S.Fortune and Glory
    • (3) A Way to Get Around
    • Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
    • (4) Agile and Dexterous
    • Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
    • (6)Spiritual and Determined
    • Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
    M.A.R.S. Package Merc Soldier (Justice Ranger)
    • Begin with +5 skill points.
    • Begin with any two Combat Edges, ignoring Rank Requirements. (Two Fisted, Killer Instinct)
    • Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. (Battle Fury Blade, Shard Pistol)
    • Begin with any one Body Armor (Combat Mage Armor), an NGS2 Survival Pack and 3d6 × 1,000 credits.

      Hero’s Journey
      • Psionics
      • (5)
      • More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
      • Psionics
      • (15)
      • Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
      • Psionics
      • (11)
      • Some powers become second-nature to the psionic. Choose a power your character knows; Mind Reading; when she successfully activates it, she gains the raise effect automatically.
      Advances
      • Initial Advances: (From Hindrances): Arcane Background (Psionics), Rapid Recharge
      • Novice 1 Advance: +1 die type to Spirit
      • Novice 2 Advance: Danger Sense
      • Novice 3 Advance: New Power: Deflection
      • Seasoned 1 Advance: Major Psionic
      • Seasoned 2 Advance: Master Psionic
      • Seasoned 3 Advance:
      • Seasoned 4 Advance:
      • Veteran 1 Advance:
      • Veteran 2 Advance:
      • Veteran 3 Advance:
      • Veteran 4 Advance:
      • Heroic 1 Advance:
      • Heroic 2 Advance:
      • Heroic 3 Advance:
      • Heroic 4 Advance:
      • Legendary 1 Advance:
      • Legendary 2 Advance:
      • Legendary 3 Advance:
      • Legendary 4 Advance:
Last edited by Nomed Dercas on Thu Sep 14, 2017 2:01 pm, edited 15 times in total.
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