Wolfen Warlock Marine Magic Specialist

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Wolfen Warlock Marine Magic Specialist

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Wulfen Spacer.jpg
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[dice]0[/dice], [dice]1[/dice]

Mysterious Origin: Suit of Mystic Armor
Master of Magic and +1 DT Smarts
Heroic and In the Thick of It


Choose your Fate: Arcane Extraordinaire: Your character has Arcane Background (Magic), 15 P.P.E., Spellcasting d8, the Rapid Recharge Edge, the Extra Power Edge (total of 4 Powers), and Knowledge (Arcane) d6. Use the Ley Line Walker Power List.
Flying Power House: The character gains 12" Flight. He also increases his strength and vigor by 1 die step, and neither attribute has a limit hereafter.

HJ: Body Armor: [dice]2[/dice]: Micro exoskeleton enhancements in the legs give your hero a +1 to Pace when wearing this suit.
HJ: Body Armor [dice]4[/dice]: You may trade the starting Armor from your Iconic Framework for NG Gladius Exoskeleton Armor
HJ: Magic and Mysticism: [dice]3[/dice]: Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former.
HJ: Training [dice]5[/dice]: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Random creations gain an additional edge at creation (meeting all requirements except rank) to help fine tune their concept: Rich 5000 credits and
Body Armor: [dice]6[/dice] Significant environmental system improvements grant your hero +1 to Vigor checks while wearing this suit.
Body Armor: [dice]7[/dice]: Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied
up to two times.

an NE-09SP Survival Pack, and 5000+[dice]8[/dice]x1000 credits. Note that all gear may be re-trapped to fit the concept better.

Warlock Marine Flying Power Armor:
Warlock Marine W-F1 Power Armor.png
Warlock Marine W-F1 Power Armor.png (62.61 KiB) Viewed 5335 times
basic (five mile range) communications
light sensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).
12" Flight and +3 to Pace
+7 M.D.C. Armor and +3 toughness
grants the wearer d12+2 Strength
Full Environment Protection and +1 to Vigor checks while wearing this suit.
The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls.
The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source).
TW Shard Pistol mounted as wrist blaster
Enchanted Longsword (Str+2d8, AP 2)

Character
Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
Heroic and In the Thick of It
Distinctive D-Bee While Wolfen are generally humanoid in form they share a great many features with that of wolves and could never pass for human and therefore are subject to extreme prejudice in any CS Territory. They suffer a -4 Charisma with CS citizens.
Non-Standard Physiology Due to their size and partial canine physiology, Wolfen find it difficult for him to find armor he can use. Purchases and repairs are at least doubled in cost, and there’s no way he can manage a Glitter Boy suit or other power armor built for a typical humanoid frame.
He also suffers −2 to checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.

Natural Weaponry Wolfen possess sharp teeth and claws which do Strength + d6 damage.
Size +1 Wolfen typically range between 7 and 9 feet in height and can weigh up to 500 lbs.
Superior Senses Wolfen have a keen sense of smell and hearing. They gain a +2 bonus to Notice rolls involving smell or hearing.
Swift Wolfen are swift runners and gain a +2 Pace and a +1 die increase for Running.
Smarts starts at d6
Strength starts at d8, and doesn't has a limit hereafter.
Vigor starts at d6, and doesn't has a limit hereafter.
Arcane Background (Magic), 15 P.P.E., Spellcasting d8, the Rapid and Improved Rapid Recharge Edges, Master of Magic, the Extra Power Edge (total of 4 Powers), and Knowledge (Arcane) d6. Use the Ley Line Walker Power List.
+5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Klaus, Wolfen Warlock Marine Magic Specialist

Post by High Command »

Image

Player Name: Patrick
Google Handle: mikelamroni or payoung95
Klaus Klawdone
Rank: Novice Experience: 5 Advances Left: 0
Race: Wolfen
Iconic Framework: ARES: Mysterious Origin (Suit of Mystic Armor)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d12+2 in armor), Vigor d8
Charisma: 0; Pace: 8 (Running Die d8)/11 in armor; 12 Flight in armor; Parry: 6; Toughness: 6(base)/16(7 M.D.C.) in armor[/size]; Strain: 0
Skills:
  • Fighting (Ag) d8
    K/Arcana (Sm) d6
    K/Electronics (Sm) d4
    Notice (Sm) d8
    Persuasion (Sp) d6
    Shooting (Ag) d8
    Spellcasting (Sm) d12
    Stealth (Ag) d6
    Survival (Sm) d6
    Throwing (Ag) d6
Hindrances
  • Overconfident (Major): Being a Warlock Marine means being one of the best in the Megaverse. The confidence that comes with that knowledge means you think nothing of taking risks others would call foolhardy, though you are hardly suicidal.
  • Quirk (Minor): Worships the Norse Pantheon and uses the names of the gods in phrases often
  • Loyal (Minor): Never leave a companion behind!
  • Heroic (ARES): Being a Big Damn Hero is part of being a Warlock Marine. They don't call you in for the small stuff.
  • In the Thick of It (ARES): Due to your penchant to take insane risks and generally be in the thick of it, you simply make a habit of being in just the wrong place at the wrong time. This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
  • Wolfen Code of Honor (Racial): Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Large Canid Form (Racial): Due to their size and partial canine physiology, Wolfen find it difficult for him to find armor he can use. Purchases and repairs are at least doubled in cost, and there’s no way he can manage a power armor built for a typical humanoid frame. He also suffers −2 to checks made to operate a vehicle or its weapons not refitted for his race.
Edges
  • Warlock Marine Magic Specialist: Gain the benefits of the following Edges: Arcane Background (Magic), Rapid and Improved Rapid Recharge, Master of Magic, Extra Power
  • Warlock Marine Conditioning: Strength and Vigor have no limit.
  • Superior Senses: +2 bonus to Notice rolls involving smell or hearing
  • Natural Weaponry: Wolfen possess sharp teeth and claws which do Strength + d6 damage.
  • Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Powers
P.P.E.: 15; Regenerate 1 P.P.E. per 15 minutes
  • Armor
  • Greater Armor
  • Boost Agility Trait/MegaBoost Agility Trait
    • Trapping: +1 Power Point to cast, but on a success add +1 to Parry and on a raise increase Agility one die type for the duration of the power.
  • Boost Smarts Trait/MegaBoost Smarts Trait
    • Trapping: +1 Power Point to cast, but on a success add +1 to Common Knowledge checks and on a raise increase Smarts one die type for the duration of the power.
  • Boost Spirit Trait/MegaBoost Spirit Trait
    • Trapping: +1 Power Point to cast, but on a success add +1 vs Fear checks and on a raise increase Spirit one die type for the duration of the power.
  • Boost Strength Trait/MegaBoost Strength Trait
    • Trapping: +1 Power Point to cast, but on a success add +1 to melee damage and on a raise increase Strength one die type for the duration of the power.
  • Boost Vigor Trait/MegaBoost Vigor Trait
    • Trapping: +1 Power Point to cast, but on a success add +1 to Toughness and on a raise increase Vigor one die type for the duration of the power.
  • Lower Trait
    • Trapping: Harmful powers forces the victim to make a Vigor roll or suffer Fatigue.
  • Pummel
  • Greater Pummel
  • Teleport
  • Exalted Teleport
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Gear

Post by High Command »

Warlock Marine W-F1 Power Armor
Image
This advanced light power armor from the United Worlds of Warlock are issued and custom fitted to Warlock Marines upon graduation from their grueling training. While its creation is magical in nature, it uses both technological and magical system. The power system can be charged by Techno Wizards and Operators alike. It is designed to allow Warlock Marines to ignore all but the most deadly of incoming fire, and this contragravity flying version is often used by scouts and magic specialists to give them more mobility.
  • +7 M.D.C. Armor and +3 toughness
  • Grants the wearer d12+2 Strength, 12" Flight and +3 to Pace
  • Full Environment Protection and +1 to Vigor checks while wearing this suit.
  • The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls.
  • The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source).
  • Enchanted Silvered Longsword (Str+2d8, AP 2)
  • TW Shard Blaster (left wrist mounted)
    • Range: 15/30/60
    • Damage: 2d8+1, AP 1
    • RoF: 3, Semi-Auto, 3RB
    • Shots: 36, requires 3 PPE to load
    • Notes: 3RB; lower Trait (Vigor) activated by Shooting (ice Trappings).


NE-09SP Survival Pack
This Naruni version of the Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 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


6000 credits
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Joined: Sun Jun 12, 2016 6:10 am

Background

Post by High Command »

Background NEW NIFLHEIM
Image
Hailing from the colony world of New Niflheim, Klaus is from a minority community of wolfen worshippers of the Norse gods that moved to this colony, said to be favored by them. They were even said to have the real Gjallarhorn on display in the main temple in the capital Élivágar, though only on high festival days. Most assumed it to be a replica, perhaps even a replica made by Heimdall himself. No one would have guessed the truth.

Klaus joined the Warlock Marines and his skill as a magic user, as well as his tough nature and hearty resolve, made him an excellent candidate for the Magic Specialist program. He learned his trade well and spent 10 years as a Warlock Marine. He thought he'd seen everything. That is until he was sent on an emergency call to his home planet! Some offworld mercs, humans mostly, had stumbled across a plot to begin Ragnarok! And looking at that nexus at Rota, with seas of giants, and a large giant holding the nexus itself, it wasn't even that hard to fathom. Klaus as among the marines sent to nexus itself, and interacted with the humans, including their leader, a technomage named Pieter Dravnos. His squad leader did most of the talking, but he was among those who helped watch their backs and hold the location. Spells, Boom Gun rounds, heavy tank fire from the wolfen mercenaries also assisting, and thousands upon thousands of dead or defeated Blucie and giants littered the planes as an organic spaceship escape from the rift the off-worlders had gone through! They followed, and so did their fight against the temporal raider scum that sought the end of all things!

The battle was epic, and so were the celebrations. It was there he got to know the human Dravnos, though not as well as his commander. The human spent his nights with the Warlock Marines and proved he could hang with the best of them. It was then he learned that the merc regularly tried to do the sort of work the Warlock Marines did. This stuck with the wolfen soldier and when it came time to reenlist or muster out, he chose the latter. With only his power armor and a sword given to him by his commander, Klaus made his way back home. There he found someone to take him to Earth, and found Pieter Dravnos at his company's compound in a place known as Merctown. Seeing the sorry state of the place made him feel even more comraderie for this band of mercs, but they had already shipped out on a new job. Pieter was handling some long neglected business for the company in Merctown. "But I have a friend, in a city called Lazlo. He worked with us for a time. His name is Kyle, and he is a heroic shifter. Anyway, he mentioned there was a force of folk organizing not too far from here, with support from Lazlo. Tomorrow Legion, I think it's called. If you want, I can get you a letter of introduction and directions? If anywhere is going to match up to the kind of work you like, I think they are it. Besides they're helping the downtrodden refugees of a local war. You'll love them."

So it is, that Klaus Klawdone, hero of the Battle of Rota, Warlock Marine Magic Specialist, comes to Castle Refuge in search of a crusade.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Advancement

Post by High Command »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Agility: d4 -> d8 (2)
Smarts: d4-> d6 (ARES) -> d8 (1)
Spirit: d4 -> d8 (2)
Strength: d6 (race) -> d8 (ARES)
Vigor: d4 -> d6 (ARES) -> d8 (5 XP)

Boating (Ag)
Climbing (St)
Empathy (Sp)
Driving (Ag)
Fighting (Ag) d6 (HJ 2 SP) -> d8 (1 SP)
Gambling (Sm)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
K/Arcana (Sm) d6 (ARES)
K/Computers (Sm)
K/Cybernetics (Sm)
K/Demolitions (Sm)
K/Electronics (Sm) d4 (1 SP)
K/Engineering (Sm)
K/History (Sm)
K/Law (Sm)
K/Medicine (Sm)
K/Politics (Sm)
K/Science (Sm)
Lockpicking (Ag)
Notice (Sm) d8 (3 SP)
Persuasion (Sp) d4 (1 SP) -> d6 (Hind)
Repair (Sm)
Riding (Ag)
Shooting (Ag) d6 (HJ 2 SP) -> d8 (1 SP)
Spellcasting (Sm) d8 (ARES) -> d12 (4 SP)
Stealth (Ag) d6 (2 SP)
Streetwise (Sm)
Survival (Sm) d4 (1 SP) -> d6 (Hind)
Swimming (St)
Taunt (Sp)
Throwing (Ag) d4 (HJ 1 SP) -> d6 (1 SP)
Tracking (Sm)

Race: Wolfen

Iconic Framework
  • 1d8 (8), 2d12 (12, 3)
    8: Mysterious Origin: Suit of Mystic Armor
    Rich and +1 DT Smarts
    Heroic and In the Thick of It
    12: Choose your Fate: Arcane Extraordinaire: Your character has Arcane Background (Magic), 15 P.P.E., Spellcasting d8, the Rapid Recharge Edge, the Extra Power Edge (total of 4 Powers), and Knowledge (Arcane) d6. Use the Ley Line Walker Power List.
    3: Flying Power House: The character gains 12" Flight. He also increases his strength and vigor by 1 die step, and neither attribute has a limit hereafter.
    Random creations gain an additional edge at creation (meeting all requirements except rank) to help fine tune their concept: Master of Magic
Hero’s Journey
  • HJ: Body Armor: 1d20 (18): Micro exoskeleton enhancements in the legs give your hero a +1 to Pace when wearing this suit.
    HJ: Body Armor 1d20 (4): You may trade the starting Armor from your Iconic Framework for NG Gladius Armor
    HJ: Magic and Mysticism: 1d20 (13): Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former.
    HJ: Training 1d20 (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
    Rich: Body Armor: 1d20 (12): Significant environmental system improvements grant your hero +1 to Vigor checks while wearing this suit.
    Rich: Body Armor: 1d20 (9): Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied
    up to two times.
Advances
  • Initial Advances: (From Hindrances): Survival d4 -> d6, Persuasion d4-> d6; Elan
  • Cybernetic Modifications:
  • Novice 1 Advance: Vigor d6 -> d8
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • 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:
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Joined: Sun Jun 12, 2016 6:10 am

Re: Wolfen Warlock Marine Magic Specialist

Post by High Command »

Alternate version as a Signature Item (Enchanted)

Warlock Marine W-1 or W-F1 Power Armor
Image
This advanced light power armor from the United Worlds of Warlock are issued and custom fitted to Warlock Marines upon graduation from their grueling training. While its creation is magical in nature, it uses both technological and magical system. The power system is anti-matter with a self regenerating PPE battery of unique design. This keeps the unit powered all the time, if needed. It is designed to protect its wearer well. The infantry version has a mini-missile launcher and the there is a contragravity flying version is often used by scouts and magic specialists to give them more mobility.
  • +9 Armor and +3 Toughness
  • Grants the wearer d12+2 Strength
  • Full Environment Protection.
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
  • The armor ignores the d6 Strength Minimum for physical actions but not arcane skill rolls.
  • Choose one of:
    • Built-In Contragravity Flight Pack: (Flight Pace 30, Climb 1; The Contragravitic pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours.) (WF-1)
    • Shoulder Mounted Mini-Missile Launchers: Includes a Mounted Rocket Launcher with 3 missiles on each shoulder. ROF is still 1 for both shoulders together, not separately. (W-1)
  • Vibro-Sword: Generally Warlock Marines will have a Vibro Sword - not part of the signature item
  • Left Wrist Mounted Ion Blaster: Generally Warlock Marines will have a wrist mounted ion blaster - not part of the signature item but the GM should allow the character's sidearm to be mounted here.

Creation Shorthand
Base Item for Enchantment: Triax T-11 Enhanced Body Armor
Minor: +1 Toughness
Minor: +2 Armor
Major: Built in Triax T-100 Eagle Jet Pack (WF-1) or Built in Mounted Rocket Launchers (W-1)
Major: Reduce Weight to Str Min for Arcane Background Users
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Re: Wolfen Warlock Marine Magic Specialist

Post by High Command »

rolls
MARS: PCO
Begin with Spellcasting d8, K/Arcana d6
Begin with four Edges of your choice, ignoring Rank requirements.
AB: Magic, Master of Magic, Rapid Recharge, Improved Rapid Recharge
Begin with the starting gear of the Borg IF

HJ - Magic and Mysticism: [dice]0[/dice]: Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
HJ - Experience and Wisdom: [dice]1[/dice]: Elan
HJ - Training: [dice]2[/dice]: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

F&G: [dice]3[/dice]: Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
F&G: [dice]4[/dice]: Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
F&G: [dice]5[/dice]: A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Agility: d4 -> d8 (2)
Smarts: d4-> d6 (1) -> d8 (Hind)
Spirit: d4 -> d6 (F&G) -> d8 (Novice 1 Advance)
Strength: d6 (race) -> d8 (F&G)
Vigor: d4 -> d8 (2)
Pace: 8, d8 running

Boating (Ag)
Climbing (St)
Empathy (Sp)
Driving (Ag)
Fighting (Ag) d8 (HJ 3 SP)
Gambling (Sm)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
K/Arcana (Sm) d6 (PCO 2 SP)
K/Computers (Sm)
K/Cybernetics (Sm)
K/Demolitions (Sm)
K/Electronics (Sm)
K/Engineering (Sm)
K/History (Sm)
K/Law (Sm)
K/Medicine (Sm)
K/Politics (Sm)
K/Science (Sm)
Lockpicking (Ag)
Notice (Sm) d8 (3 SP)
Persuasion (Sp) d6 (2 SP)
Repair (Sm)
Riding (Ag)
Shooting (Ag) d6 (HJ 2 SP) -> d8 (1 SP)
Spellcasting (Sm) d8 (PCO 3 SP) -> d10 (N3 Advance) -> d12 (S2 Advance)
Stealth (Ag) d8 (3 SP)
Streetwise (Sm) d8 (3 SP)
Survival (Sm) d8 (3 SP)
Swimming (St)
Taunt (Sp)
Throwing (Ag)
Tracking (Sm)

Race: Wolfen

Iconic Framework
Package:
Begin with Spellcasting d8, K/Arcana d6
Begin with four Edges of your choice, ignoring Rank requirements.
AB: Magic, Master of Magic, Rapid Recharge, Improved Rapid Recharge
Begin with the starting gear of the Borg IF

Fortune & Glory
F&G: (6): Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
F&G: (7): Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
F&G: (2): A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.

Hero’s Journey
HJ - Magic and Mysticism: (15): Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
HJ - Experience and Wisdom: (2): Elan
HJ - Training: (2): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination. Fighting d8, Shooting d6

Advances
  • Initial Advances: (From Hindrances): Smarts d6->d8,
  • Cybernetic Modifications:
  • Novice 1 Advance: Spirit d6->d8
  • Novice 2 Advance: New Power (Detect/Conceal Arcana)
  • Novice 3 Advance: Spellcasting d8->d10
  • Seasoned 1 Advance: Power Points
  • Seasoned 2 Advance: Spellcasting d10->d12
  • 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:
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Wolfen Warlock Marine Magic Specialist

Post by High Command »

NG-56 Light Ion Pistol
Image
  • Range: 10/20/40
    Damage: 1–3d6, AP —
    RoF: 1
    Shots: 12
    Weight: 2 lbs


Mini Railgun
  • Range: 75/150/300
    Damage: 2d8+4, AP: 6, M.D.
    RoF: 4
    Shots: 25
    Mods: 2
    Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.


Chain Greatsword
  • Damage: Str+2d10
  • Weight: 22 lbs
  • Notes: AP 2, Parry −1, 2 hands.


1d4 × 1,000 credits

Alternate version as a Signature Item (Enchanted)

Warlock Marine W-1 or W-F1 Power Armor
Image
This advanced light power armor from the United Worlds of Warlock are issued and custom fitted to Warlock Marines upon graduation from their grueling training. While its creation is magical in nature, it uses both technological and magical system. The power system is anti-matter with a self regenerating PPE battery of unique design. This keeps the unit powered all the time, if needed. It is designed to protect its wearer well. The infantry version has a mini-missile launcher and the there is a contragravity flying version is often used by scouts and magic specialists to give them more mobility.
  • +10 Armor and +3 Toughness
  • Grants the wearer d12+2 Strength
  • Full Environment Protection.
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
  • The armor ignores the d6 Strength Minimum for physical actions but not arcane skill rolls.
  • The Armor has a built in Armor of Ithan spell and 15 PPE crystal power matrix which recharges at a rate of 1 PPE per hour.
  • Choose one of:
    • Built-In Contragravity Flight Pack: (Flight Pace 30, Climb 1; The Contragravitic pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours.) (WF-1)
    • Shoulder Mounted Mini-Missile Launchers: Includes a Mounted Rocket Launcher with 3 missiles on each shoulder. ROF is still 1 for both shoulders together, not separately. (W-1)
  • Vibro-Sword: Generally Warlock Marines will have a Vibro Sword - not part of the signature item
  • Left Wrist Mounted Ion Blaster: Generally Warlock Marines will have a wrist mounted ion blaster - not part of the signature item but the GM should allow the character's sidearm to be mounted here.

Creation Shorthand
Base Item for Enchantment: Triax T-11 Enhanced Body Armor
* Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1
Armor. This result may be applied up to two times.
* Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
Minor: +1 Toughness
Minor: +5 additional PPE
Major: Built in Triax T-100 Eagle Jet Pack (WF-1) or Built in Mounted Rocket Launchers (W-1)
Major: Armor Power with 10 PPE
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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