Padi Paw’n D’Norr TW

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Pender Lumkiss
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Padi Paw’n D’Norr TW

Post by Pender Lumkiss »

HJ rolls:
Magic and Mysticism [dice]0[/dice]
  • There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards gain +5 PPE instead.
Education [dice]1[/dice]
  • Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Investigator Edge and the Investigation skill at d6.
Magic and mystiscm [dice]2[/dice]
  • Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.
Training [dice]3[/dice]
  • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
Education[dice]4[/dice]
  • Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills
D’Norr
Distinctive D-Bee: Unless they hide their non-human (and devilish) appearance, D'Norr face a certain amount of prejudice from the Coalition. They suffer a −4 Charisma when dealing with such people.

„ „ Intelligent and Spiritual: D'Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1.

„ „ Natural Arcane Affinity: The D'Norr have +5 PPE naturally, whether they pursue a magical path or not.

„ „ Personable: The D'Norr are highly charming and easy to get along with. They have +1 Charisma.

„ „ Restricted Path: The D'Norr have no capacity for psionics and cannot access ISP.

„ „ Sensitive: Due to their inherently sensitive and compassionate nature, D'Norr are particularly susceptible to Fear, suffering a −2 whenever making checks against such situations.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Padi Paw’n D’Norr TW

Post by Pender Lumkiss »

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Padi Pawn
Rank:novice Experience: 5 Advances Left:
Race: D’Norr
Iconic Framework: Techno Wizard
Attributes: Agility d6(1), Smarts d10(1, 1 race) Spirit d8(1, 1 race), Strength d4, Vigor d6(1)
Charisma: 0; Pace: 6; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Skill d4


Hindrances
  • Hindrance (Major): Code of Honorbrief description
  • Hindrance (Minor): Big Mouthbrief description
  • Hindrance (Minor): brief description


Edges
  • Edge:
  • Edge:
  • Edge:
  • Edge:



Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item
  • Info


Credits:

Contacts

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

Iconic Framework
  • „ „ Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard's normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.



Advances
  • Initial Advances: (From Hindrances): professional TW, side kick cyborg IF
  • Free Edge (Human):
  • Cybernetic Modifications:
  • 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:
Field Team Six Bennies
3/6
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