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 Growler - Experimental Dog Boy Mage Hunter 
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Origin:
    1d8 (2) Genetic Modification: Subtle modifications of the genome, combined with rigorous training and indoctrination have created a super soldier capable of great things.

Powers and Greatness:
    1d12 (9) Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Choose from any except Power Armor Pilot or Robot Pilot. City Rat, Cybernetic Techno-warrior, and Merc Soldier are only allowed if the Gamemaster specifically allows it, as are any other gear centric packages similar to these. This is meant to be a vehicle to knowledge or power, not gear.
    1d12 (11) Resistance and Regeneration: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element. You also gain the the Fast Healer Edge, +2 Toughness, and the Slow Regeneration ability, or upgrade an existing Slow Regeneration Ability to Fast Regeneration. You cannot override a racial weakness or vulnerability with this feature.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 due Extra Effort on Missing! Day 1

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Last edited by Growler on Tue Jan 23, 2018 4:52 pm, edited 4 times in total.



Sat Aug 26, 2017 9:11 pm
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High Command wrote:
Inspiration - look at Max from Dark Angel or Wolverine or any of a number of "sturdy" fictional characters made that way by genetics

And no one says they have to look like anything. A fun one might be to mix this with a Dogboy to be a variant Dogboy. Maybe you do the trade for arcane power sources, plus electricity, and do Merc Soldier or Wilderness scout

Alternately a human from the NGR (Merc Soldier, Wilderness Scout, Scholar, or Vagabond), kidnapped by the Gene Stealers in Europe and modified. Use hindrances to "convert" his now hideous appearance, and how he deals with this.


I was inspired. A mutant Dog Boy who was an new experimental model. Regeneration, resistant to Magic, Fear, and Mind Control. Trained to hunt down Mages in the wilderness to do covert missions in the FoM. His Psychic skills were also trained to improve his hunting.

Growler.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 due Extra Effort on Missing! Day 1

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Last edited by Growler on Tue Jan 23, 2018 4:52 pm, edited 2 times in total.



Mon Aug 28, 2017 12:05 pm
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Narrative Hook:
    1d20 (2)
      The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge.
Heroic Journey Rolls
Experience and Wisdom:
    1d20 (10)
      Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
        Choice: AB: Psionics
Underworld and Black Ops:
    1d20 (12)
      Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
    1d20 (18)
      There are many killers in the world, but your character is a wetwork expert with a particular set of skills. He gains the Assassin Edge. He also gains +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties.
Training:
    1d20 (20)
      Choice - 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.

Credits: 1d4 (3)x1000

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 due Extra Effort on Missing! Day 1

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Last edited by Growler on Tue Jan 23, 2018 4:52 pm, edited 7 times in total.



Tue Aug 29, 2017 7:21 am
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CHARACTER SHEET

Rank: Novice Experience: 5 + 7 + 3 +6 = 21. Advances Left: 0
Race: Dog Boy
Iconic Framework: ARES - Laboratory Manipulation, Vagabond Extraordinaire, Resistance and Regeneration
Attributes: Agility d10 (2, Genetic Manipulation), Smarts d8 (2), Spirit d8 (1, 10xp), Strength d6 (5xp) [d12+2], Vigor d8 (Racial Advantage and Wilderness Scout)
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8); Strain: 0

Skills
    1 (3) Stealth: d10 (+2 in both Wilderness and Urban Environments)
    1 Notice: d8 (+2 Scent)
    0 Survival: d8 (+2 Wilderness)
    0 Tracking: d8 (+2 Scent; +2 Wilderness)
    3 Psionics: d8
    0 (5) Shooting: d12
    5 Fighting: d12
    2 Intimidation: d6
    2 Taunt: d6
    1 Knowledge (Arcana): d4

Edges
  • HJ: AB: Psionics
    • Arcane Skill: Psionics (Smarts)
    • Starting Power Points: 10
    • Starting Powers: 3
    • Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought.
    • Brain burn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
  • Hindrances: Rapid Recharge
    • This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Hindrances: Improved Rapid Recharge
    • The character regains 1 Power Point every 15 minutes.
  • ARES Random: Exceptional Rapid Recharge
    • The caster with this Edge recovers Power Points (PPE/ISP) at a rate of one point every five minutes.
  • Race: Rugged Breed
    • The Dog Boy’s Vigor increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Vigor to be increased two die types over the course of Novice Rank).
  • HJ: Thief
    • Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
    • Thieves add +2 to Climbing, Lock pick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
  • HJ: Assassin
    • Assassins are trained killers who know how to kill with deadly precision — if they can properly approach their prey. Assassins add +2 to any damage roll where they strike a foe unawares (even with ranged attacks).
  • IF: Fast Healer
    • Some individuals just seem to heal faster than others. Those with this blessing add +2 to Vigor rolls when checking for natural healing.
  • IF: Quick
    • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
    • Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
  • IF: Fleet Footed
    • The hero’s Pace is increased by +2 and he rolls a d10 instead of a d6 when running.
  • IF: Woodsman
    • Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time. Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or
      underground).
  • 5: Strong Breed
    • The Dog Boy’s Strength increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Strength to be increased two die types over the course of Novice Rank)

Hindrances
  • Racial: Outsider - Locals are likely to raise prices on the Outsider, ignore pleas for help, and generally treat him as if he’s of a lower class than the rest of their society. In addition to the role playing effects above, your hero’s Charisma suffers a –2 modifier among all but his own people.
  • Racial: Wanted: Coalition (Minor) - Dog Boys operating outside of CS control are wanted by the Coalition, and there’s always a fair bounty for bringing one in.
  • IF: Wanted: Lone Star - They were the ones that created him, and now that they have heard about the abilities he has, they would like to get their hands on him again to dissect him and get genetic samples to use him as a template for a new Breed of Dog Boy.
  • IF: Quirk - Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before attacking, a dwarf may brag constantly about his culture, or a snobby debutante might not eat, drink, or socialize with the lower class. Growler's Quirk is Paranoia...except people are actually out to get him.
  • IF: Enemies: Coalition and Federation of Magic - As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • IF: Lab Rat - Your character was raised in a lab and trained as for a specific purpose, She is constantly misunderstood by people around her. Your hero’s Charisma suffers a –2 modifier among all but those with a similar mindset.
    • Military Mind Set
  • IF: Dependency - Unfortunately, some vital piece of your genetic makeup was left out. You can take supplements or eat certain kinds of foods to get past it, but it leaves you very vulnerable if you can’t get to your medicine/food. Maybe you’re diabetic, perhaps your brain cannot produce serotonin, or maybe you have some custom substance (a drug or alien food) you must consume. Whatever the case, if the character doesn’t have the required substance, she suffers Fatigue each day until Incapacitated. A day after that, she perishes. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
    • Choice: Raw Meat. While he was given a special protein shake when he was still with Lone Star, Growler now satisfies his need with raw meat.
  • m: Ugly - Unfortunately, this individual hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.
    • When he was created, the scientists were not worried about looks. That was going to be for later refinements. Growler is a malformed Dog Boy as a result. Basically, he looks like he has Mange (Tuffs of fur fallen out).
  • m: Loyal - Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • M: Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.

Race Info
  • Breed Advantage: A Dog Boy begins with the Breed Advantage Edge (see sidebar). The player decides what breed (or breeds) the character is influenced by. After creation, the Dog Boy may take the Edge again at Novice Rank.
    • Wolf Stock, so Strong Breed, Rugged Breed, Fast Breed, and Tough Breed are my proposed choices
    • Rugged Breed: The Dog Boy’s Vigor increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Vigor to be increased two die types over the course of Novice Rank).
  • Keen Sense of Smell: Dog Boys have a sense of smell similar to their canine counterparts. They gain a +2 bonus on Notice checks based on smell, as well as +2 on all Tracking rolls.
  • Natural Weapons: Dog Boys bite for Str+d6 damage.
  • Outsider: Dog Boys are awkward around human populations, and people outside the CS may be frightened of them because they are so closely identified
    with that regime. They have the Outsider Hindrance and a −2 Charisma with everyone except other Dog Boys.
  • Psychic Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. They use the Notice skill (with their Keen Sense of Smell bonus) to detect the presence and location of psychic or magic energies, beings, or items. They can also use the Tracking skill (also with the Keen Sense of Smell bonus) to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Dog Boy uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on page 60.
  • Restricted Paths: Inherent psionic limitations make arcane magic impossible. Dog Boys cannot take any Arcane Background using PPE, nor any Iconic framework that includes it.
  • Wanted Hindrance (Minor): Dog Boys operating outside of CS control are wanted by the Coalition, and there’s always a fair bounty for bringing one in.
  • Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a Ley line. Ley Line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background), but their Fatigue requires an hour to recover after the storm ends.

IF Info
  • Instinctive Fighter: You start with a d4 in Fighting and Shooting, due to either intense training or genetic memory implants
  • Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Cybernetics: Such technology creates havoc for the flow of energy an arcane background user relies upon, imposing −1 to the specific arcane skill for each point of Strain. Those without Arcane Backgrounds may ignore this complication.
  • Resistance and Regeneration: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element. You also gain the the Fast Healer Edge, +2 Toughness, and the Slow Regeneration ability, or upgrade an existing Slow Regeneration Ability to Fast Regeneration. You cannot override a racial weakness or vulnerability with this feature.
  • Cold/Ice, Darkness, Earth/Stone, Electricity/Lightning/Ion, Fire/Heat, Force, Kinetic Energy (including bullets, explosions, and rail guns), Light (including daylight and lasers), Magnetism, Necromantic, Poisons/Diseases, Radiation, Sound, Specific Metals (Silver, Cold Iron, etc), Water, Wind & Air, and others as appropriate. Note you can trade two resistance choices to include all Magical Sources OR all Psionics sources of damage. But even friendly arcane powers of the chosen type must subtract this modifier to affect the resistant hero. This does not combine with similar abilities, such as the Arcane Resistance Edge.
    • Choices: Magic, Fear, Mind Control
  • Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Choose from any except Power Armor Pilot or Robot Pilot. City Rat, Cybernetic Techno-warrior, and Merc Soldier are only allowed if the Gamemaster specifically allows it, as are any other gear centric packages similar to these. This is meant to be a vehicle to knowledge or power, not gear. Note, this only grants the specific package, not any other aspect of the MARS Iconic Framework.
    • Choice: Wilderness Scout
        A ranger/scout for the post-Rifts world who is an expert in traveling and living in the places between civilizations. Add one die type to Vigor; begin with Notice d6, Survival d8, and Tracking d8; begin with the Fleet-Footed and Woodsman Edges.
Heroic Journey Misc. Abilities
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 due Extra Effort on Missing! Day 1

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Last edited by Growler on Wed Jul 04, 2018 9:24 am, edited 31 times in total.



Tue Aug 29, 2017 8:50 am
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Powers
  • Quickness
    • Power Points: 4 -> 5
    • Range: Touch
    • Duration: 3 (2/round)
    • Trappings: Psychic Acceleration (Electricity - Jazz)
      • They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
    • This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
  • Teleport
    • Power Points: 3+ -> 4+
    • Range: Special
    • Duration: Instant
    • Trappings: Phasing Out (Darkness - Stealth)
      • +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise.
    • Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
    • Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
    • The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
    • Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
  • Succor
    • Power Points: 1
    • Range: Touch
    • Duration: Instant
    • Trappings: Laying on of Hands (Base Power Effect)
    • Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status. Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.


Advances
  • Initial Advances: (From Hindrances): Rapid Recharge, Improved Rapid Recharge
  • Free Edge (Random ARES): Exceptional Rapid Recharge
  • Cybernetic Modifications: None
  • Novice 1 Advance: Strong Breed
  • Novice 2 Advance: Spirit -> d8
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: Major Psionic
  • 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:

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 due Extra Effort on Missing! Day 1

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Last edited by Growler on Wed Jul 04, 2018 9:25 am, edited 9 times in total.



Wed Aug 30, 2017 1:07 pm
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Background

“Lone Star made me. I was an experimental model, a new Mage Hunter. The rest of my litter all died when we were young, and even though they tried numerous times, they weren’t able to get any more survivors. They trained me to hunt in the Federation of Magic as an assassin. You don’t want to know the methods they used in my training, believe me. I try not to think about those times. I don’t believe they fully understood all of my abilities, but were going to use me.”

“My first real mission was also my last one. It was during the Siege of Tolkeen. I was sent to get into the city and take out targets of convenience among the enemy forces… mages who were on their own. Due to my nature, I was able to get through their magical protections and into the city. My first target ended up a Shifter. He had just finished off summoning a Demon and was drained by the effort. I finished him in his sleep. My second, and last, target was a Techno-Wizard alone in his shop at night working. He never knew what hit him. After I killed him, I saw the pictures on his workbench of his wife and kids. While I was searching his shop for some intel to help me choose my next target, I heard his family approach. I hid and watched, thinking that if any had magical ability, I would kill them too. I wasn’t prepared for what I saw. I saw the shock, horror, and then anguish at seeing him dead. I then snuck out, knowing I could never again participate in a war like this one. I guess my wolf genes overriding my subservient dog genes.”

“I made my way out of the city and took out my handlers. Knowledge of me and my abilities was never known widely, and this was most of those in the know. The only ones who should know were back at Lone Star. I then left the area and came here to perhaps perform penance for the deaths of that man. George Wassing. The Shifter was a Demon summoner, but George was just a family man with a skill that was trying to help protect his family. I don’t know if his family survived, but I know I would have never been able to get them safe of the siege, even if they would’ve trusted me. Instead, I try to help people where I can. I use my skills for good, taking out those who like hurting others, and however else I can.”

“Am I worthy of joining, probably not, but I need to help, and you seem to be the best way to get support to do that.”

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 due Extra Effort on Missing! Day 1

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Last edited by Hans Greuber on Sat Sep 02, 2017 9:08 am, edited 2 times in total.



Thu Aug 31, 2017 12:41 pm
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Diamond Patron
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Joined: Fri Aug 18, 2017 7:42 am
Posts: 75
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Equipment

TW Shard Pistol
  • Range: 15/30/60; Damage: 2d8+1; RoF: 3; AP: 1; Shots: 36; Weight: 4; Cost: 72,000
  • Notes: 3RB; lower Trait (Vigor) activated by Shooting (ice Trappings), requires 3 PPE to load.
TW Flaming Sword (TW)
  • Damage: Str+d10; Weight: 1 Cost: 90,000
  • Notes: AP 4, Mega Damage, ignore minimum Strength, and targets may catch fire (see Savage Worlds). Looks like a normal sword hilt until activated (free action).
NG RA15 Cannonball armor
  • The Cannonball ride armor has a large number of bags and pouches built in, plus each oversized shoulder pad has a small compartment for ammunition, flares, or grenades. A flashlight is mounted on the left shoulder, and the back plate of the armor has mounting fittings for jet packs, environmental backpacks, or air tanks.
  • +4 Armor and +1 Toughness.
  • Strength Minimum of d6.
  • 13 lbs, 22,500 credits
    Kept in Survival Pack
NG-S2 Survival Pack
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%. „One sleeping bag, also insulated
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions
    „„
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out
  • „„One short-range radio, five mile range
  • „„One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
  • „„One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned
    „„
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals
  • „„One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints)
  • „„One survival knife, one small hatchet, one wooden cross, and four signal flares
    „„
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet
    „„
  • One bar of soap and a sterilized cloth
    „„
  • One canteen and two weeks worth of minimal sustenance survival rations in sealed pouches
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
Holy Totem Bow
    Base: Sniper Rifle from SFC p22.
    • Range: 50/100/200
    • Damage: 2d10 AP4
    • Rate of Fire: 1
    • Shots: 12
    • Weight: 8
    • Cost: $700 = 7000 Credits.
    • Notes: MDC, Snapfire. Ammo costs $50 and weighs 8 pounds per box of 25.
    Magic Item
    • Minor Upgrades:
      • +1 to Shooting
      • Trapping - Holy
      Major Upgrades:
      • Pure Energy Arrows. Just by willing it, the user can summon another pure energy arrow. After 12 times doing so, the user must concentrate (Uses an action, no roll) to refresh the bow's source of arrows.
      • Giant Killer
Modified NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • Base:
      Northern Gun’s attempt at blurring the line between body armor and power armor, the Gladius runs on an integrated rechargeable battery (instead of the miniature nuclear plants of most powered suits). It provides +7 M.D.C. Armor and +2 Toughness with Full Environment Protection and grants the wearer 12+2 Strength and +2 Pace. 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). (80 lb, 150,000 credits)
  • Modifications:
    • 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.
    • 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.
    • Micro exoskeleton enhancements in the legs give your hero a +1 to Pace when wearing this suit.
  • Result: +8 MDC Armor, +3 Toughness, +3 Pace, d12+2 Strength, d6 Strength Minimum
Modified Vibro-Blade Vambraces
    Base: Str+d8, AP 4 MD; 8 lbs; 11,000 Cr
  • Notes: Parry +1. Requires Agility d8, worn as a pair.
      The design of the weapon incorporates special guards to provide the wielder a +1 Parry (Total +2 Parry)
Draining Blade
  • +1 Parry
  • Damage: Str+d8
  • Weight: 7 lbs.
  • 3 Power Points to charge for +2 damage
  • Spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed
    Spirit roll against the wielder’s Fighting result to resist both lower Trait (Vigor) and slow.
  • Base Cost: 3 million Credits

Credits: 139,320

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 due Extra Effort on Missing! Day 1

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Thu Aug 31, 2017 1:03 pm
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