Vorr'p: 6th AAT

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Freemage
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Vorr'p: 6th AAT

Post by Freemage »

Narrative Hook: [dice]0[/dice]: The Coalition

Hero's Journey (all Magic & Mysticism):
[dice]1[/dice] 2-for-1 Swap
[dice]2[/dice] 2-for-1 Swap
[dice]3[/dice] Arcane Marksman Edge
[dice]4[/dice] +5 PPE to base
[dice]5[/dice] Normal Damage Powers do Mega-Damage; Mega-Damage Powers do +5 AP
Swap In: 8-10: Extra Spell (bolt)

Starting Funds: [dice]6[/dice] x1000
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
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Posts: 1927
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Re: Vorr'p:

Post by Freemage »

Player Name: Freemage
Google Handle: Soren
Vorr’p
Rank: Novice Experience: 5
Race: Terrock
Iconic Framework: Shifter
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Charisma: -4/-8; Pace: 5”/d4; Fly: 5"/d4, Climb 0; Parry: 4; Toughness: 9 (4); Strain: 0
Skills:
  • Spellcasting d12
  • Knowledge: Arcana d8
  • Knowledge: Politics d8
  • Notice d6 (+2 racial bonus for visual info)
  • Fighting d4
  • Survival d4
  • Persuasion d4+1
  • Streetwise d4+1
  • Common Knowledge d10
Hindrances
  • Instability (Major): On a Club, roll Smarts -2 or spend round 'flickering' in and out of reality--free actions only. (This is a re-skin of Monologuer.)
  • All Thumbs (Minor): Repair at -2; 1 on Skill die means mechanical/electronic device suffers a Glitch.
  • Obese (Minor): Pace 5”/d4; Armor must be fitted; +1 Toughness
  • Bloodthirsty: Kill 'em all! -4 Charisma with most people.
Edges
  • Arcane Background: Magic (IF): Can cast magical spells; 3 Powers; 15 PPE starting
  • Sorcerer: Starting Racial Arcane Background converted to XXXX
  • Master of Magic (IF): May use Mega-power version of spells known
  • Ley Line Phasing (Hindrance): Full Round Concentration, next round = flawless teleport along Ley Line; no PPE, but must roll Vigor vs. Fatigue; -2 to roll/additional Phasing without full night’s rest.
  • Ley Line Gate (Hindrance): May carry up to 10 passengers; adds -2 to Vigor roll.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Vorr'p: BC Option 1

Post by Freemage »

Background WIP
Fadetown-born; Something something something CS something something bad something something Black Company new start.

Vorr'p was born in a Fadetown, a place called Harloon by the natives. Like most Fadetowns, it was a fairly insular place, uninterested in the outside world, and happy to let its reputation as a spooky village keep outsiders at bay, save for the occasional traveling tradesman.

Vorr'p didn't have the same views as everyone else--he wanted to know what life was like outside the village. One day in his 17th year, after a particularly dramatic location-shift, he went exploring outside the town, and discovered that they'd landed much closer to another settlement than usual--just the other side of a string of low hills, keeping them hidden from one another.

He walked down to what he first thought was an oddly shaped forest--until he realized it consisted of all fruit trees. He'd heard about orchards, but of course, no such thing was ever done by the residents of Harloon--too much work for too little likelihood of reward. Even farming was a bit risky, outside your house's back vegetable garden, since you could work all season only to disappear just before harvest-time. An orchard, requiring years to let grow to productivity? Absurd!

As he walked among the trees (snatching an apple to snack on), he heard a wonderfully lilting melody, singing a tune he didn't recognize. He turned and approached, and saw a young human woman with bright red hair on a ladder in one of the trees, singing as she filled a basket that was attached to a pulley she had connected to one of the branches--cunning; she could fill the basket, lower it, then unhook the pulley and climb down with her hands free. He called up, friendly. "Hello!"
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Vorr'p

Post by Freemage »

Gear

Adventure Armor
  • +4 Armor

NG-33 Laser Pistol
  • Stats

NG-S2 Survival Pack
  • Stuff
Credits: 1000

Contacts
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Vorr'p

Post by Freemage »

Advances

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)
Iconic Framework
  • AB: Magic (3 Powers: banish; teleport; intangibility; barrier (from Natural Sorcerer))
  • Master of Magic (Mega-Powers)
  • Bind the Summoned: 1/Rank. Reduce PPE pool by summoning cost. Summons last until released/Incapacitated. Bound Summons have Hardy trait.
  • Master Summoner: Start with summon ally/force multiplication; Duration for both is 5 mins (1/5 mins)
  • PPE Manipulation: Start with drain Power Points/PPE thief.
  • Expanded Awareness: May use detect arcana at will, for no PPE, as a free action
  • Dimension Sense: Roll Notice to gain information about current dimension, or one viewed through Rift, in comparison to Rifts Earth.
  • Rift Mastery: +4 to manipulate Rifts; +2 to cast banish

Hero’s Journey
  • Magic & Mysticism
    • 3
    • Arcane Marksman Edge
  • Magic & Mysticism
    • 5
    • +5 PPE to base
  • Magic & Mysticism
    • 17
    • Normal Damage Powers do Mega-Damage; Mega-Damage Powers gain +5 AP
  • Magic & Mysticism
    • 2-for-1 Trade (8-10)
    • Additional Power from list: bolt

Advances
  • Initial Advances: (From Hindrances): Ley Line Phasing; Ley Line Gate
  • Novice 1 Advance:
  • 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:
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Vorr'p

Post by Freemage »

Powers

15 PPE
  • Unmaker's Croak (banish) (cast at +2)
    • 3 PPE, Range: Smarts (10"), Instant
    • Opposed by Target's Spirit
      • Success: Target is Shaken
      • Raise: Target is Banished if an Extra, or suffers a Wound if a Wild Card
    • Trapping: Sonic/Deafen: Targets Shaken by the Power suffer -2 to hearing-based Notice rolls until they Unshake
  • Great Cry of Unmaking (banish the horde) (cast at +2)
    • 6 PPE, Range: x2 Smarts (20"), LBT
    • Opposed by Targets' Spirit (roll individually)
      • Success: Target is Shaken
      • Raise: Target is Banished if an Extra, or suffers a Wound if a Wild Card
    • Trapping: Sonic/Deafen: Targets Shaken by the Power suffer -2 to hearing-based Notice rolls until they Unshake
  • Folded Spatial Field (barrier)
    • 1 PPE/section, Range: Smarts (10"), Duration 3 (1/sec/rd)
    • Creates contiguous 1" sections of folded space. It is not a solid barrier, but distorts movement as follows:
      • Fighting Attacks: Have their Reach reduced by 1; if Reach is already 0, then prevents the attack entirely.
      • Ranged Attacks: Increases the Range increment by 1 step (adding -2 to the range penalty); scopes counter this as usual. If this would push it past Long Range, then the total penalty is -6.
      • Movement: Anyone crossing the barrier must use a Run action to do so, or they find themselves on the same side of the barrier after movement ends; those who do use a Run action to cross stop movement in the square immediately after the barrier.
      • Spells that travel to their target through physical space are affected as if Ranged attacks; spells that simply affect a target at a distance, however, are unaffected by the barrier. Area effects that originate on one side of the barrier do not pass all the way through.
    • To destroy the barrier, an area effect attack (grenade or missile, burst or blast Power, etc) must be targeted so as to go off inside the folded space, at which point it destroys the segment with 10 or more damage; this attack will not any area outside the barrier's confines.
    • Trapping: Folded Space (see effect)
  • Reinforced Folded Spatial Field (barrier)
    • 2 PPE/section, Range: 2x Smarts (20"), Duration 3 (1/sec/rd)
    • Creates contiguous 1" sections of folded space. It is not a solid barrier, but distorts movement as follows:
      • Fighting Attacks: Have their Reach reduced by 1; if Reach is already 0, then prevents the attack entirely.
      • Ranged Attacks: Increases the Range increment by 1 step (adding -2 to the range penalty); scopes counter this as usual. If this would push it past Long Range, then the total penalty is -6.
      • Movement: Anyone crossing the barrier must use a Run action to do so, or they find themselves on the same side of the barrier after movement ends; those who do use a Run action to cross stop movement in the square immediately after the barrier.
      • Spells that travel to their target through physical space are affected as if Ranged attacks; spells that simply affect a target at a distance, however, are unaffected by the barrier. Area effects that originate on one side of the barrier do not pass all the way through.
    • To destroy the barrier, an area effect attack (grenade or missile, burst or blast Power, etc) must be targeted so as to go off inside the folded space, at which point it is destroyed if the attack would destroy a Toughness 22(12) object; this attack does not affect anything outside the barrier.
    • Trapping: Folded Space (see effect)
  • Wrath From Beyond (bolt)
    • 1 PPE/bolt, or 2 PPE for big bolt; Range: 12/24/48
    • Regular bolt does 2d6 damage; big bolt does 3d6
    • Trapping: Opens a pinprick Rift to an elemental plane, sending one or more concentrated beams of power; Trappings vary by number/type of bolts:
    • 1 bolt: Finger of Flame: Targets may catch flame on a 6 (normal), 4-6 (flammable), or 2-6 (volatile) on a d6
    • 2 bolts: Clinging Darkness: Targets suffer a -1 vision penalty to their next action
    • 3 bolts: Solar Array: No damage to most creatures, but does full damage to Vampires and others with similar Vulnerabilities. Against creatures such as Murder Wraiths who have an aversion to sunlight, but are not harmed by it, acts as a Test of Wills substituting the Spellcasting roll for Intimidate.
    • Big bolt: Storm's Fury: If cast with a Raise, targets must roll Vigor or be at -2 Parry until their next action
  • Dimensional Aperatures (onslaught)
    • 2 PPE/bolt, or 4 PPE for big bolt; Range: 18/36/72
    • Regular bolt does 3d6 Mega-damage; big bolt does 6d6
    • Trapping: Opens a pinprick Rift to an elemental plane, sending one or more concentrated beams of power; Trappings vary by number/type of bolts:
    • 1 bolt: Desert's Kiss: Target must roll Vigor or suffer a level of Fatigue
    • 2 bolts: Winter's Kiss: Targets must roll Vigor (-2 if cast with a Raise) or suffer Fatigue; Range is 9/18/36
    • 3 bolts: Glory of the Dawn: No damage to most creatures, but does full damage to Vampires and others with similar Vulnerabilities. Against creatures such as Murder Wraiths who have an aversion to sunlight, but are not harmed by it, acts as a Test of Wills substituting the Spellcasting roll for Intimidate.
    • 4 bolts: Arc Lightning: Bolts do 3d4 Mega-damage, unless target is carrying 10+ lbs of conductive metal, or standing in water; in that case, each bolt does 4d4 Mega-Damage
    • Big bolt: Thunderbolt: If cast with a Raise, Target must roll Vigor or be at -2 Parry until their next action
  • Higher Sight (detect arcana)
    • Cast as free action, no PPE cost; Sight; Duration 3 (1/rd)
    • Can perceive magical auras, including invisible targets, enchantments, active spells, etc.
    • Trapping: Stimulating the nervous system by tapping into aetheric plane permits an immediate roll to unshake.
  • Predator's Vision (exalted detect arcana)
    • 3 PPE, cast as Free Action; Sight; Duration 3 (1/rd)
    • Success gives following information:
      • What kind of magic is at work.
      • Currently active powers.
      • General type of supernatural creature
        (vampire, werewolf, dragon, etc).
      • Any enchantments present on an item.
      • How much PPE or ISP a target possesses.
      • Other information the GM thinks
        appropriate.
    • On a Raise, also learn Weaknesses or Invulnerability bypasses for supernatural creatures
    • Trapping: Raise also determines Hindrances of target, even if not supernatural in nature (added 1 PPE to cost)
  • Mana Ghost (drain Power Points)
    • 3 PPE, Smarts (10")
    • Cast at -2 if target is not AB: Magic
    • Success: Drain 1d6+1 PPts; Raise: Drain 1d8+2 PPts
    • Trapping: A ghostly image composed of PPE/ISP appears next to the target, then instantly dissipates into the ether.
  • Micro Ley Line (PPE thief)
    • 9 PPE, x2 Smarts (20")
    • Cast at -2 if target is not AB: Magic
    • Success: Drain 2d6+1 PPts; Raise: Drain 2d8+2 PPts; PPE replenishes Vorr'p's pool, ISP is lost
    • Trapping: A glowing blue line appears, stretching from the target to Vorr'p's palm drawing the energy along its length (if it is ISP, this energy then 'boils off' of Vorr'p's body).
  • Fade (intangibility)
    • 5 PPE, Range: Touch, 3 (2/rd)
    • Target becomes incorporeal, cannot affect/be affected by mundane world
    • Trapping: Target becomes translucent and ghost-like; they also become muted--+1 die-type to stealth, but they cannot communicate verbally at all
  • Ghost (astral form)
    • 10 PPE, Range: Self, 1 min (1/min)
    • Astrally project out of (unconscious) body, intangible. Move at Pace x4 (20").
    • Trapping: Astral form is muted, +1 Stealth die-type while traveling astrally, but unable to communicate verbally with the physical world.
  • Battle Cry (summon ally)
    • Cost Varies, Range: Smarts (10"), 3 (1/rd)
    • Summoned Creature determines cost:
      • 3 Bodyguard, experienced soldier
      • 4 Dire wolf, ogre
      • 5 Elemental (any kind)
      • 6 Sentinel
      • 7 Mirror self
    • May choose to add one additional creature by summoning the next level down (so for 7 PPE, can summon two Sentinels, or 5 Experienced Soldiers).
    • Trapping: Issue a loud keening noise, opening a momentary Rift through which the Summons arrives; another Rift reclaims them at the end of the duration.
  • War Cry (force multiplication)
    • As Battle Cry, but add +2 PPE to cost for every extra creature summoned
    • Trapping: As Battle Cry, but the call is louder, and undulating
  • Fade Out (teleport)
    • Cost Varies, Range: Self
    • Success: Up to 10"/3 PPE spent; Raise: Up to 15"/3 PPE spent
    • Counts as movement for that turn
    • Unseen Location: Smarts -2 to travel; Unknown Location: Smarts -4 to travel; Failure = Bounce back, Shaken; 1 on casting roll also inflicts 2d6 Damage
    • Teleporting into a solid object means bouncing back as if having failed a Smarts roll
    • 1 Fatigue Level/Passenger, if more than 2, then automatic Incapacitation
    • Fatigue fades at 1 level per hour of rest
    • Trapping: Grows increasingly translucent until disappears entirely; appears in reverse fashion at destination
  • Fadetown Waystation (greater teleport)
  • Cost Varies, Range: Touch
  • Success: Up to 20"/5 PPE spent; Raise: Up to 30"/5 PPE spent
  • Counts as movement for that turn
  • Unseen Location: Smarts -2 to travel; Unknown Location: Smarts -4 to travel; Failure = Bounce back, Shaken; 1 on casting roll also inflicts 2d6 Damage
  • Teleporting into a solid object means bouncing back as if having failed a Smarts roll
  • First 5 "passengers" are free; 1 Fatigue Level/Passenger over 5, if more than 2, then automatic Incapacitation
  • Fatigue fades at 1 level per hour of rest
  • Trapping: Grows increasingly translucent until disappears entirely; appears in reverse fashion at destination; passengers see a town fade in around them then disappear again, leaving them at the new location
[/list]
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: Vorr'p: BC Option 1

Post by Ndreare »

Well this character is cool also. You should totally delete it and play the other one
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Vorr'p: BC Option 1

Post by Freemage »

Okay, so Vorr'p is now officially a character concept for Dan's 6th AAT game. You can't escape me that easily, Dan-sempai!

(Sorry, Rob, but this guys is way more suited for 'investigator of Arcane Anomalies.)
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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