Character Discussions and Drafts

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Ndreare
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Character Discussions and Drafts

Post by Ndreare »

Place your draft characters here for discussion.
  • 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."
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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

Brew Master Kwalick Ironshot- I m thinking a crossbow oriented dwarve. Maybe a little handy in Melee, but ranged is his domain. While not shooting apples off the tops of rocks he tends to his beer garden. A typical stern demeanor, heroic has all get out hence his thirsty Thursday free pint beer day. No arcane background to start, but maybe down the road if alchemy is supported he might be a potion master.
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Re: Character Discussions and Drafts

Post by Venatus Vinco »

Aronan, Korindian Wanderer

For a motivation I am thinking he has been inspired by the example of Kor - to travel the lands of Shaintair and learn the best from each culture. When setting up Korindia, the great Kor incorporated elements from many mainland societies. Aronan would like to do the same to see if there is anything new to bring home to his culture.

VV
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Re: Character Discussions and Drafts

Post by Ndreare »

I like both ideas.
Excellent
  • 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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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

Here is a link to the sheet. https://docs.google.com/document/d/17bE ... SkvixI0_34

Turns out he is very much so affiliated with the black lanterns. A family thing. Would brewing be a defining interest?
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Re: Character Discussions and Drafts

Post by Ndreare »

Yes, being can be a defining interest.
  • 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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Corrigon
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Re: Character Discussions and Drafts

Post by Corrigon »

A human fencer/rogue type called Bradon

Loosely affiliated with the Black Lanterns

Bradon

typical, work blocked the URL so will recreate this evening properly

still deciding what to take for an advance - thief or charisma or fighting d10 or smarts D8
GM bennies 6/8
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Re: Character Discussions and Drafts

Post by Weylin Brion »

Here is my submission:
Attachments
Shaintar Character Sheet.pdf
(217.53 KiB) Downloaded 263 times
OOC Comments
Parry: 5 (1), Toughness: 6 (1)
Bennies: 1
Fatigue: 1
Wounds: 0
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Ndreare
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Re: Character Discussions and Drafts

Post by Ndreare »

For consistency when the characters are done we will record them on the site in the following format.
The Initial post will be your character, the second post will be your advancement track.

Aronan
Rank: Novice (0 advances)
Race: Korindian
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Swimming d6, Boating d4, Climbing d4, Healing d4, Knowledge (History) d4, Notice d6, Stealth d6, Survival d4, Throwing d6, Tracking d4
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)
Gear:
  • Korindian studded (+2),
  • Ironwood Staff (Str+d6; Reach 1"; Parry +1),
  • Bracers (+1 Parry)
Hindrances: Heroic (M), Loyal (m), Poverty (m)
Edges:
  • Child of the Island:(+2 tracking, stealth, survival in wilderness areas)
  • Kor-In (Monkey) (+1 reach in unarmed combat)



Advancement Track
  • Defining Interest:
    Race/Racial: Southern Human
    Race/Racial: Kor-In (Monkey style)
    Hindrance: Child of The Island
    Hindrance: Agility d8
    Novice 1:
    Novice 2:
    Novice 3:
    Novice 4:
    Seasoned 1:
    Seasoned 2:
    Seasoned 3:
    Seasoned 4:
    Seasoned 5:
    Veteran 1:
    Veteran 2:
    Veteran 3:
    Veteran 4:
    Veteran 5:
    Heroic 1:
    Heroic 2:
    Heroic 3:
    Heroic 4:
    Heroic 5:
    Legendary 1:
    Legendary 2:
    Legendary 3:
    Legendary 4:
  • 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
User avatar
Weylin Brion
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Re: Character Discussions and Drafts

Post by Weylin Brion »

Would you like me to resubmit in the new format?
OOC Comments
Parry: 5 (1), Toughness: 6 (1)
Bennies: 1
Fatigue: 1
Wounds: 0
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Ndreare
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Re: Character Discussions and Drafts

Post by Ndreare »

For now do not worry about it. I can format and edit your character after we all get them figured out.
  • 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
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Character Discussions and Drafts

Post by Ndreare »

Okay, so far all the characters are looking good, with the two exceptions I sent messages on. Please look at each others characters also and provide feedback. If I missed something please let me know. Also be sure to look up the Defining Interest rules and add them to your character, because hey free stuff is cool.


Here are the characters I have seen so far
Kwalik
Aronan
Bradon
Weylin
Gilles
  • 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
User avatar
Danyar
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Location: Buffalo, NY

Re: Character Discussions and Drafts

Post by Danyar »

Ok here is my first draft. Human Grayson's Grey Rangers.

Danyar
Rank: Novice (1 advances)
Race: Human, Southern
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d8, Climb d6, Stealth d8, Shooting d8, Swimming d6, Tracking d6, Survival d6.
Charisma: 0; Pace: 6; Parry: 10 (11); Toughness: 5 (6)
Gear:
Full Leather (+1 Armor)
Bracers (+1 Parry)
Rapier Str + d4 (+1 parry)
Saber Str + d6
Bow 2d6
Backpack, bedroll, quiver, soap, travel rations, travel clothes, if able Ranger Clothing.


Hindrances: Maj: Code of Honor. Min: Cautious, Wanted (Figuring out who)
Edges:
+1 Human Edge - Southern Born: 1 Free Attribute Raise, +3 skill points or +1 Novice Racial Edge any Race (Warrior Born Orc)
Bonus Racial Edge - Warrior Born - Immediately select a combat edge (Block)
Warrior Born edge - Block: Parry +1
Major Hindrance Edge - Fencer: Fencers gain a +1 Parry while unencumbered, +1 to offset any called shot penalties.
2 Minor Hindrance Edge - Ambidextrous: Ignore -2 Penalty for using off hand
5xp Edge: Two Fisted: May attack with a weapon in each hand without multi-action penalty


Advancement Track

Novice 1: Edge Two Fisted
Novice 2:
Novice 3:
Novice 4:
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
Last edited by Danyar on Thu Oct 19, 2017 6:27 am, edited 2 times in total.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: Character Discussions and Drafts

Post by Ndreare »

Cool, Danyar looks good to me.

@Everyone I won't be able to check math and all that until Saturday. But right now from a cursory look all the characters look valid.

My plan for checking the characters will be to simply use Zadmar's Shaintar character maker (I shared in hangout) and export the characters. Anything it does not let me do I will check the book or ask you for help if I cannot find why it is legitimate. My experience has been 99% of the time when as error is found it is just simple mistakes and easy to fix.


Again @ everyone,
I would like you guys to look at each others characters as well.

Normally everyone in Savage Rifts looks at characters and helps. But in this case we have a smaller pool of councilors to draw from.

When I play my home games I do not approve or disapprove characters. Instead I have the players approve and disprove each others characters.
  • 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."
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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

Corrigon wrote:A human fencer/rogue type called Bradon

Loosely affiliated with the Black Lanterns

Bradon

typical, work blocked the URL so will recreate this evening properly

still deciding what to take for an advance - thief or charisma or fighting d10 or smarts D8
Brandon Looks good to me. 21 skill pts (15, 4 from training, 2 from human), 2 edges( 1 human, 1 hindrance pts), 6pts in attributes( 5, 1 from hindrances)
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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

Danyar wrote:Ok here is my first draft. Human Grayson's Grey Rangers.

Danyar
Rank: Novice (1 advances)
Race: Human, Southern
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d10, Climb d6, Stealth d8, Shooting d8, Swimming d6, Tracking d6, Survival d6, Riding d4.
Charisma: 0; Pace: 6; Parry: 10 (11); Toughness: 6 (7)
Gear:
Full Leather (+1 Armor)
Bracers (+1 Parry)
Rapier Str + d4 (+1 parry)
Saber Str + d6
Bow 2d6
Backpack, bedroll, quiver, soap, travel rations, travel clothes, IF able Ranger Clothing.


Hindrances: Maj: Code of Honor. Min: Cautious, Wanted (Figuring out who)
Edges:
+1 Human Edge - Southern Born: 1 Free Attribute Raise (Vigor to d8), +3 skill points, +1 Novice Racial Edge any Race (Warrior Born Orc)
Bonus Racial Edge - Warrior Born - Immediately select a combat edge (Block)
Warrior Born edge - Block: Parry +1
Major Hindrance Edge - Fencer: Fencers gain a +1 Parry while unencumbered, +1 to offset any called shot penalties.
2 Minor Hindrance Edge - Ambidextrous: Ignore -2 Penalty for using off hand
5xp Edge: Two Fisted: May attack with a weapon in each hand without multi-action penalty


Advancement Track

Novice 1: Edge Two Fisted
Novice 2:
Novice 3:
Novice 4:
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
Southern Born is the bees knees of edges. Attributes look good at 6( 5, 1 southern born). I count 20 skill pts (15, 3 southernborn, 2 human). Only comment is watch the weight of carried gear.
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Re: Character Discussions and Drafts

Post by Danyar »

Oops, misread the Racial Edge, need to adjust 2 items. Ok Vigor dropped to d6 and lost 3 skill points. Working on Dwarven warrior and a human highwayman.
Last edited by Danyar on Tue Oct 17, 2017 5:33 pm, edited 2 times in total.
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Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
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Re: Character Discussions and Drafts

Post by Ndreare »

For weight we can use a more liberal mind.
I will assume your weapons and armor are worn in battle and you drop the unneeded backpack when stuff goes crazy.
But that runs the risk of it getting left behind if chased.
It is up to you, but for an example you can look at Echo in the 7th Set Joker's Jokers.
I have her divided between carried on battle and her normal pack left in the vehicle.
  • 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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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

Venatus Vinco wrote:Aronan, Korindian Wanderer

For a motivation I am thinking he has been inspired by the example of Kor - to travel the lands of Shaintair and learn the best from each culture. When setting up Korindia, the great Kor incorporated elements from many mainland societies. Aronan would like to do the same to see if there is anything new to bring home to his culture.

VV
Looks good, did you take a 5xp advance?
Attributes are 6( 5, 1 racial) skills are 17(15, 2 racial), edges 3(2 hindrence, 1 racial)
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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

RFT wrote:For weight we can use a more liberal mind.
I will assume your weapons and armor are worn in battle and you drop the unneeded backpack when stuff goes crazy.
But that runs the risk of it getting left behind if chased.
It is up to you, but for an example you can look at Echo in the 7th Set Joker's Jokers.
I have her divided between carried on battle and her normal pack left in the vehicle.
Sure we can do that, does Brawny gain any additional benifits? I specifically took it so I could wear heavier armor, but if that does not matter...
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Re: Character Discussions and Drafts

Post by Ndreare »

Brawny also grants +1 Toughness
  • 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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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

RFT wrote:Brawny also grants +1 Toughness
. Can a player with a d4 str wear full plate without worrying about encumbrance penalties?
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Re: Character Discussions and Drafts

Post by Jude Maverick »

Pender Lumkiss wrote:
RFT wrote:Brawny also grants +1 Toughness
. Can a player with a d4 str wear full plate without worrying about encumbrance penalties?
No. If you look in the armor section, SFP has a Liner Note on how he works out armor. Basically a d4 is restricted to none/leather. Need a d10 for full plate. (Recalling off the top of my head). He doesn't mention Brawny, but maybe that would bump it up a level (look at the d6 level?)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Character Discussions and Drafts

Post by Jude Maverick »

So we have:

Kwalik - ranged dwarf
Aronen - Korindian Wanderer
Danyer - Ranger (human)
Bradon - rogue (Human)
Weylin - human druid

What do we need to round out the party? My initial idea was a dwarf axe and board fighter/soldier, built as a tough SOB. I wanted to grab that Arcane Resistance racial edge. But if we need a party niche filled, I'm fine with that. Looks like we have a lot of skirmisher fighters, but no tank. Druid might be able to handle healing and casting? I could do a paladin if we need more healing/spellcasting. Priest was my other idea. I have a bit stronger backstory for the dwarf idea. I would have to come up with something for the others.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

Jude Maverick wrote:
Pender Lumkiss wrote:
RFT wrote:Brawny also grants +1 Toughness
. Can a player with a d4 str wear full plate without worrying about encumbrance penalties?
No. If you look in the armor section, SFP has a Liner Note on how he works out armor. Basically a d4 is restricted to none/leather. Need a d10 for full plate. (Recalling off the top of my head). He doesn't mention Brawny, but maybe that would bump it up a level (look at the d6 level?)
Saw it. Thanks Jude, exactly what I needed to know. Basically he suggests brawney and d10 str for full plate. Gives me something to work towards.
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Re: Character Discussions and Drafts

Post by Bradon »

Weylin Brion wrote:Here is my submission:

Done through Godswars which makes it easier to check

5 attribute points plus the starting D6 placed in spirit
3 edges from hindrances and advance
15 points in skills plus free notice d6
has loyal (recommended)
Covers the healing side with healing spell and basic skill.

Looks fine to me
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Re: Character Discussions and Drafts

Post by Bradon »

Jude Maverick wrote:So we have:

Kwalik - ranged dwarf
Aronen - Korindian Wanderer
Danyer - Ranger (human)
Bradon - rogue (Human)
Weylin - human druid

What do we need to round out the party? My initial idea was a dwarf axe and board fighter/soldier, built as a tough SOB. I wanted to grab that Arcane Resistance racial edge. But if we need a party niche filled, I'm fine with that. Looks like we have a lot of skirmisher fighters, but no tank. Druid might be able to handle healing and casting? I could do a paladin if we need more healing/spellcasting. Priest was my other idea. I have a bit stronger backstory for the dwarf idea. I would have to come up with something for the others.
We have some healing from Weylin, but as you say currently no tank or offensive magic caster.
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Re: Character Discussions and Drafts

Post by Jude Maverick »

Name: Angis Ironheart
Rank: Novice
Race: Dwarf
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d10, Vigor d12
Skills:
  • Climbing d4
  • Common Knowledge d4
  • Fighting d10
  • Healing d4
  • Intimidation d4
  • Language: Dwarven
  • Language: Galean
  • Notice d4
  • Persuasion d4-4
  • Resources d6
  • Shooting d8
  • Streetwise d4-4
  • Survival d4
  • Throwing d8
Defining Interest:
  • Gems and gemcraft +2
  • Weaponcraft +2
Charisma: -2; Pace: 5; Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Racial Package:
  • Cannot Swim: Sinks like a stone in any water.
  • Intestinal Fortitude: Use Vigor instead of Spirit to oppose Fear and Intimidation.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting.
  • Slow: Pace is 5”.
  • Stalwart: Start with d6 Strength and d8 Vigor. Vigor max is d12+3
  • Stoic: Must spend double points on Spirit at character creation, but may advance it normally after that.
Hindrances:
  • Major: Heroic: Character always helps those in need.
  • Minor: Loyal: Won’t betray or disappoint his friends
  • Minor: Ugly: -2 Charisma
Edges:
  • Heart of Stone: Improved Arcane Resistance; cannot pursue magical paths or professions.
    • Armor 4 vs. Magic; +4 to resist Magic
  • Robust: +1 die Vigor; +1 Vigor cap (d12+4)
Gear:
  • Full Chain Armor (Armor +3, Coverage -4)
  • Large Shield (+2 Parry, +2 Armor vs Ranged shots that hit)
  • Dwarven Axe (Str+d8, AP 1)
  • 2 Throwing Axes (Str+d6, 3/6/12)
  • Dagger (Str+d4, 3/6/12)
  • Crossbow (2d6; 15/30/60, AP 2, 1 action reload)
    • Quiver (20 bolts)
  • Backpack
    • Bedroll
    • Flint and Steel
    • Metal Flask
    • Rope (10”)
    • Travel clothes
    • Travel rations (1 wk)
    • Waterskin
    • Whetstone
    • Pink, perfumed silk lady’s handkerchief and ribbon around a lock of red-gold hair


Advancement Track
Hindrance: Heroic
Hindrance: Loyal
Hindrance: Ugly
Race/Racial: Heart of Stone
Race/Racial: Robust
Novice 1: Vig d12
Novice 2:
Novice 3:
Novice 4:
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:


Background:

Angis is the younger son of a wealthy family of bankers and merchants in the Clanhomes. His mismatched eyes, small stature, and unruly hair provided much amusement to his older brother and friends, and drove Angis to spend more time away from the family and training at the thing he was good at, arms.

When the family made an advantageous marriage match for his older brother with a prominent dwarf clan in the Wildlands, Angis was sent to escort the bride's caravan to the Clanhomes. The girl was young, barely marriageable age, but beautiful, and Angis found her flighty and annoying. She found his taciturn nature and homely looks off-putting. They did not get along, and it looked to be a long trip. But Angis would do his duty by his brother and his clan and deliver the bride safely.

But then the caravan was attacked by Maelstrom marauders. The battle was fierce, and the bloodshed terrible. In the end, Angis was the last standing, protecting the frightened would-be bride, armor and axe covered in blood.

Whether it was adrenaline or the sight of her savior's bravery in defending her, something snapped between the pair. A torrid, passionate affair lasting the weeks it took to reach civilization flared between them. She begged him to run off with her. But once back safely in the Clanhomes, Angis quickly left his family's home, unwilling to watch his brother's infatuation with his fiancée.

Angis dutifully returned to fulfill his function as younger brother in witnessing his brother's marriage to the only woman that had ever moved him. She became with child a bit too quickly and confided in Angis that the child was his. He dutifully told her to keep quiet and return to her husband.

Angis immediately went into self-exile. He went to the Wildlands and plied a trade as a mercenary, ranger, and caravan guard.

***

Angis sipped his ale. The drink here was pretty good for the price, and it was cheap. It was no dwarven ale. Glancing up, the gruff dwarf with mismatched eyes spotted the proprietor’s son scrambling up from the cellar. He gave the lad a nod. Wilhelmina Hardcheese reminded him a bit of his own mother, Poldit. When he’d come in this morning, Wilhelmina, the unofficial postmaster, had handed him a scroll. Angis had read through it. This was his mother’s handwriting, family and clan news, including news of his older brother Rilgh and his wife Vesia, with their toddler Baern.

Angis unconsciously touched his shirt front where the handkerchief and lock of hair rested. He remembered when she had given it to him, the night she came to his rooms and gave him the news, the night before her wedding.

***

“Ye shuildnae be ‘ere, Vesia. ‘Tis no’ proper, no’ at this hour.”

“I’m wi’ child, Angis.”

“Guid,” he’d replied. “A wee early, b’fore yer weddin’, but me brudder will be ‘appy t’ ‘ave an heir.”

Vesia worried her lip. “I -- Yeh know yer brudder, Angis. ‘e’s a traditionalist.”

“Aye, like all guid dwarves,” Angis said proudly.

Vesia shifted uncomfortably. “Tha’ means we’ve...no’ been t’gether yet.”

Angis grew silent, the full import of his future sister-in-law’s words hitting him hard. He stepped back, finding it hard to breathe.

“Angis…?” Vesia’s beautiful green eyes glittered with unshed tears.

Angis scratched at the scar that ran down his face, over his green eye. He wasn’t an attractive dwarf by anyone’s measure, with craggy features and eyes of two different colors. He had gotten the scar when he had retrieved Vesia from her home in the Wildlands to marry his brother and secure an important alliance with her family. Maelstrom marauders had ambushed them, and he had stood over Vesia, swinging his axe, hacking away at the raiders, covered in blood, until only he was left standing.

“Ye’re sayin’--”

“‘Tis yers, Angis. I’ve been wi’ nae other.”

Angis shook his head, almost violently. “Nae,” he told her. “Tha’ is no’ possible. I’ve done me brudder dishonor enough.”

Vesia scowled at him scornfully, crossing her arms under her ample dwarven bosom. “Och, an’ wot d’ye expect me t’ dae aboot it?” she asked, that arrogant, fiery childishness of hers rearing its head. She was, after all, nearly five winters younger than him, barely of marrying age. Her bratty, spoiled attitude and his gruff, no-nonsense outlook had led to an instant dislike between the pair on first meeting, and made much of the trip back to the Clanhomes a nightmare with her constant needling, teasing, prodding, and general annoyance.

Until the Maelstrom had ignited a fiery passion out of the shared danger of nearly losing their lives.

“I love ye, Angis. I love yer ugly face an’ yer brave soul. I owe ye me life, I’ve given ye me body, an’ me soul.”

Angis backed away further, shaking his head almost violently. He gave his beard a rough tug of anguish. “Nae!” he snapped at Vesia. “It cannae be! Ye’re me brudder’s betrothed! Rilgh loves ye wi’ all ‘is ‘eart! Yer dowry will put our family back on its feet!”

“But I dunnae love ‘im!” Vesia sobbed. “An’ I dunnae care aboot me dowry! I love ye, Angis!”

Angis grabbed the lapels of Vesia’s nightrobe and shook the younger dwarf almost violently. “Dunnae ye unnerstan’, woman?” he demanded. “Love doesnae matter! We’re dwarves, by Dranak’s beard! Duty ‘tis all tha’ matters! Daein’ right by our clan an’ kin! Wot we want doesnae matter! It cannae be!” He gave her a push that flung her against the door with a thud.

Vesia wiped at tears, angry tears now.

Angis turned his back on Vesia, fighting back his own tears, his shoulders shaking with emotion. “I’ll be leavin’ on the morrow,” he said quietly.

“Wot?” Vesia asked, blinking against her tears.

“I cannae stay ‘ere. ‘Twuild no’ be fair t’ ye or me brudder.”

“But...wot aboot the weddin’?” Vesia sniffed.

“I’ll stand at me brudder’s side,” Angis said. “‘Tis me duty. But then I am gone. ‘Tis f’r the best.”

“An’ the baby?”

“‘Tis me brudder’s.”

“Ye’re a ‘eartless bastard,” Vesia sniffed, picking up the dagger from the table beside the bed.

“Nae,” Angis said. “‘Tis the only way ye will learn t’ love Rilgh as much as ‘e loves ye.” He turned around and paused, noting the dagger in her hand.

Vesia stalked closer to him, fire glinting in her eyes. He didn’t back away. She grabbed him by the beard and pulled him closer, kissing him with all the passion of their torrid, months-long affair on the road home to the Clanholds. Angis groaned, his old, familiar desires welling up within him. He awaited the plunge of the dagger into his heart. It would be welcome compared to what would be the agony of existence without this fiery young dwarf.

Instead Vesia cut off the end of Angis’ beard as she stepped back. She pulled a ribbon from her night robe and wrapped it around the lock of hair, tucking it safely away in her bosom. Then she reached up and cut off one of her red-gold tresses, tied together with a silk ribbon. She pulled a pink silk handkerchief from her bosom as well and wrapped the lock of hair in it, handing it to Angis. It still smelled strongly of her perfume.

“Let it no’ be said I am no’ a guid dwarf,” Vesia said archly, hiding her pain behind a facade of imperiousness. “Know tha’ for wot ye did tha’ day, savin’ me from those raiders, standin’ o’er me an’ drippin’ wi’ blood, I will always love ye, Angis Ironheart.”

Angis just stared at the handkerchief in his hand, unable to look at her.

Vesia spun around and strode out of his rooms, slamming the door behind her.

“An’ I will always love ye, Vesia Aughar,” Angis sobbed, sitting on his bed and burying his face in his hand, the tears coming freely now.

***

Angis sniffed and picked up a napkin, blowing his large nose loudly. He coughed a bit, clearing his throat, wiped his eyes on his sleeve, and drained his mug.

“Whiskey!” he yelled to Wilhelmina. It was time for something harder, Ascendants damn the early hour.

FIN
Last edited by Jude Maverick on Thu Oct 19, 2017 5:55 am, edited 2 times in total.
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Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
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  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Character Discussions and Drafts

Post by Jude Maverick »

Okay, I got my dwarf up for review. Should we start creating accounts for our characters now?
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Character Discussions and Drafts

Post by Pender Lumkiss »

Jude Maverick wrote:Okay, I got my dwarf up for review. Should we start creating accounts for our characters now?
I count 10 pts in attributes( 3 dwarf, 5 to start, 1 robust) are you over by 1? Maybe my marh is off, its early in the morning here. Other than that, looks fun!
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Re: Character Discussions and Drafts

Post by Danyar »

Attributes look good according to my math but, I'm counting 20 skill points. Unless my math is off on that.
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Re: Character Discussions and Drafts

Post by Lysennia Moonsinger »

Bradon wrote:
Jude Maverick wrote:So we have:

Kwalik - ranged dwarf
Aronen - Korindian Wanderer
Danyer - Ranger (human)
Bradon - rogue (Human)
Weylin - human druid

What do we need to round out the party? My initial idea was a dwarf axe and board fighter/soldier, built as a tough SOB. I wanted to grab that Arcane Resistance racial edge. But if we need a party niche filled, I'm fine with that. Looks like we have a lot of skirmisher fighters, but no tank. Druid might be able to handle healing and casting? I could do a paladin if we need more healing/spellcasting. Priest was my other idea. I have a bit stronger backstory for the dwarf idea. I would have to come up with something for the others.
We have some healing from Weylin, but as you say currently no tank or offensive magic caster.
What do people think? My first concept is an exiled Prelacy Cavaliers son. (Think D'Artagnan leaving Gascony at the start of Three Musketeers), and I love the concept, but if we feel short on some magical output I'm happy to work up a Sorcerer as an alternative, (however it's likely to be quite a physically weak one, typical D&D mage). If I do I won't be a rounded character, I'll be focusing on magic and maybe knowledge, so won't be much use at anything else. Absolutely happy to do so if we all think it improves the party balance.
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Parry: 7 (2), (+1 from bracers, +1 from staff)
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Re: Character Discussions and Drafts

Post by Ndreare »

I messed around a bit with Angis and moved him here.

I think this would be a good template for everyone to use.

But I am open to opinions as Shaintar is not nearly as complicated as Savage Rifts.

http://savagerifts.com/sr/viewtopic.php?f=105&t=1458

PS: Matthew, I changed it to Jude Maverick, if you need I can change it to your new account, but I figured you will mostly be logged in a Jude for now.
  • 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!
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Re: Character Discussions and Drafts

Post by Angis Ironheart »

RFT wrote:I messed around a bit with Angis and moved him here.

I think this would be a good template for everyone to use.

But I am open to opinions as Shaintar is not nearly as complicated as Savage Rifts.

http://savagerifts.com/sr/viewtopic.php?f=105&t=1458

PS: Matthew, I changed it to Jude Maverick, if you need I can change it to your new account, but I figured you will mostly be logged in a Jude for now.
Now that I have Angis set up, I'll be logging in as him regularly, so you can go ahead and change it to his account.

Thanks.
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Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
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Re: Character Discussions and Drafts

Post by Angis Ironheart »

Danyar wrote:Attributes look good according to my math but, I'm counting 20 skill points. Unless my math is off on that.
You might be counting some things that I put in the list just because I will need them for reference. For example

Common Knowledge (free)
Languages (free)
Persuasion and Streetwise - I haven't bought these, but I put them there because they are modified by my negative Charisma.
Resources (free)

Does that help your math?
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: Character Discussions and Drafts

Post by Danyar »

Angis Ironheart wrote:
Danyar wrote:Attributes look good according to my math but, I'm counting 20 skill points. Unless my math is off on that.
You might be counting some things that I put in the list just because I will need them for reference. For example

Common Knowledge (free)
Languages (free)
Persuasion and Streetwise - I haven't bought these, but I put them there because they are modified by my negative Charisma.
Resources (free)

Does that help your math?

I knew about the languages, didn't know you put them in for the negative. Yep that does it, I'm not insane....yet.
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Toughness 6/9
Bennies 3/3
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Re: Character Discussions and Drafts

Post by Weylin Brion »

Weylin
Rank: Novice (1 advances)
Race: Alakar
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Channeling d8, Stealth d8, Shooting d6, Swimming d4, Tracking d4, Survival d4, Notice d6, Knowledge (Cosomology) d6, Healing d6.
Charisma: +1; Pace: 6; Parry: 5 (1); Toughness: 6 (1)
Gear:
Partial Leather (+1 Armor)(-2 Cover)
Spear (Str+d6)
Bow (2d6)
Backpack, bedroll, Blanket, quiver, travel rations, travel clothes, Healers Kit if applicable.
Racial: Low Light Vision (no penalties for dim/dark lighting)
Fae Beauty (+1 Charisma)
Keen Fae Senses (Start d6 Notice, +2 Sight based)
Weakness (+2 Dmg form B/B)
Enemy (Darkness/ Flame creatures)

Hindrances: Maj: Clueless. Min: Pacifist, Loyal.
Edges: Druid
Bonus Racial Edge - Forest Born (+2 Tracking, Survival, Stealth)
5xp Edge: Gift- Deflection
Gifts: Jet, Healing
Essence: 10
Defining Interests: Flora, Fauna, geography
Advancement Track
Novice 1: Gift- Deflection
Novice 2:
Novice 3:
Novice 4:
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
Last edited by Weylin Brion on Sun Oct 22, 2017 6:44 pm, edited 1 time in total.
OOC Comments
Parry: 5 (1), Toughness: 6 (1)
Bennies: 1
Fatigue: 1
Wounds: 0
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Re: Character Discussions and Drafts

Post by Bradon »

Just need your background now.

Posted mine in Bradon's character sheet thread. If anyone else wants to, we can link up our characters using it. That way, it provides more rationale for characters to be joining the Rangers at this time.

As a thought for where to take Bradon, I was suddenly struck with the idea of him becoming a bard with a lot of roleplay to build up his knowledge after taking thief at Novice advance 3.
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Re: Character Discussions and Drafts

Post by Danyar »

Here is my final draft for my Human Ranger. Original didn't fit with the background I am writing up.

Human Grayson's Grey Ranger. Rank: Ranger First Class

Danyar
Rank: Novice
Race: Human, Southern Born
Attributes: Agility d8 (start d6 raise with edge), Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Survival d8 +3 (start at d6 human +2 woodsman, +1 ranger clothing), Tracking d8 +2 (+2 woodsman),
Stealth d8 +2 (+2 woodsman), Notice d6, Shoot d6, Streetwise d4, Fighting d6, Climb d4.

Charisma: 0; Pace: 6; Parry: 6, Toughness: 7

Gear:
Partial Leather (+1 Armor)
Bracers (+1 Parry)
Short Sword Str + d6
Bow 2d6
Backpack, Bedroll, Quiver, Soap, Waterskin, Torch (5), Flint & Steel, Ranger Clothing.

Hindrances: Maj: Code of Honor. Min: Cautious, Wanted (Pirate group)
Edges:
+1 Human Edge - Southern Born: +1 Novice Racial Edge any Race (Adroit)
Bonus Racial Edge - Adroit - +1 Agility
Major Hindrance Edge - Woodsman +2 tracking, survival stealth
2 Minor Hindrance Edge - Brawny +1 tough 8x str



Advancement Track

Novice 1: Strength to d6.
Novice 2:
Novice 3:
Novice 4:
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
Last edited by Danyar on Tue Oct 24, 2017 3:36 pm, edited 1 time in total.
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Parry 7
Toughness 6/9
Bennies 3/3
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Re: Character Discussions and Drafts

Post by Weylin Brion »

A Brief History in the Life of Weylin Brior
Weylin in his life had only ever known the forest. He thought it covered the whole world. He spent his youth being trained by his grandfather, learning about the plants and animals that help him survive in the forest. His mother seeing his life potential began to train him in channeling his essence. His father was never around, as there was always threats to the forest which had to be dealt with.For that reason he had always hated the need for fighting. Then one evening some rangers came through the small Alakar village with some somber news, .... the death of his father at the hands of agents of darkness. As the days went on after the passing of his father, Weylin began to wander farther and farther from home. Impatient and desiring to find these so called dark agents.
One day he came to the edge of the forest, and saw wide open land with a big sky. It was at this time his world had just collapsed. He had no idea there was any other environments other than the forest. Each day after that he would go further and further out, discovering new plants and creatures, that just intrigued him more and more. Still no sign of these agents of darkness.
After a time he told his grandfather of what he was up to. His grandfather told him to never leave the protection of the forest, but being young and still a little fool hardy he paid no heed to his warnings. His mind made up he would leave the village and seek someone out there beyond the forest to help him in his endeavour, to seek out this darkness that continues to wreak havoc on his village and forest.
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Parry: 5 (1), Toughness: 6 (1)
Bennies: 1
Fatigue: 1
Wounds: 0
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Re: Character Discussions and Drafts

Post by Ndreare »

Okay,
So as I am auditing the characters they all look good with one exception.

The character maker is allowing bonuses from equipment such as to parry or armor to stack. As a note, bonuses from equipment does not stack. I was unsure myself as I was making NPC's and had to verify.

Reference
I guess I like to ask the same Q twice. Mostly because I did not remember if I had asked and could not find it.

Once I review your character I will add a post that looks like as follows.
http://savagerifts.com/sr/viewtopic.php ... 458#p22204
  • 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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Lysennia Moonsinger
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Re: Character Discussions and Drafts

Post by Lysennia Moonsinger »

OK, finally had time to finish this off.

Name: Lysennia Moonsinger Eldakar Sorceress

Agility:d8, Smarts:d12, Spirit:d10, Strength:d4, Vigor:d4
Parry:7 (2) , Toughness:4, Pace:6, Charisma:+2

Fighting: d6
Knowledge (Magic): d8
Knowledge (History): d4
Knowledge (Cosmology): d4
knowledge (Flame Creatures): d6
Notice: d6
Persuasion: d6
Sorcery: d10

(All others treated as being d4 due to Venerable edge).

Racial
  • Enemies - All creatures of Darkness and Flame seek to kill Eldakar
  • Gossamer - Double cost to increase STR & Vig at creation. Double advancement cost to increase strength.
  • Immortal Grace Acumen & Will - Start d6 Agi, d8 Sma & d8 Spi. Spirit capped at d12+2 before professional/expert.
  • Keen Fae Senses - d6 Notice. +2 sight based checks
  • Low Light Vision - Ignore penalties for dim and dark lighting
  • Magically sensitive - Detect Arcana at will (spirit check) +2 on check if take an arcane background.
  • Unearthly Fae Beauty - +2 Charisma
  • Weakness - Black Iron and Blood Steel do +4 damage.

Languages: Fae (Racial), Galean (free “common tongue”), Camonere (d8 Smarts), Goblinesh (d10 Smarts), Kalinesh (d12 Smarts), Childer (2 Def Ints)

Hindrances: Code of Honour, Obligations - Grey Rangers (Minor), Antagonism - Creatures of Flame (minor)

Edges:
Sorcerer
  • Arcane Background Magic (3 powers, 10 essence)
  • Cantrips power for free (d10 Smarts)
  • Aura Sense (detect arcana +2 racial, +2 vs sorcery)
  • Backlash - shaken on die roll if 1, wound on snake eyes.
Venerable - Ignore -2 penalty for unskilled attempts. Must still pay an advance to “learn” a skill before advancing it.
Spirit Singer - Spirit Singers can sense and speak with spirits of Life, including ethereal faeries, elemental entities (found in ancient stone, lively brooks, elder trees, and fresh winds), and animal spirits. The spirits will be very well disposed to the Spirit Singer and will, within their capacity, provide what assistance they can.

Defining Interests: Etiquette, Singing, Legends, Creatures of Flame, (2 points to languages)

Powers: Cantrip, Bolt, Deflection, Boost Trait.

Posessions: Staff, Belt Knife, Pair of filigree inlaid bracers, Travel Pack, Bedroll, Flint & Steel, Metal Flask, Formal, Clothing, Travel Clothing, Water skin, a few days rations. Ideally a horse

Given that my equipment isn’t all that expensive, can I put in a bid for an ornately carved Everwood wand?
Given that in S:LA (p96) it suggests an everwood staff might be given as a mentors gift, (typically with 5 Essence enhancement, but I could cope with needing to get in enhanced later if you feel it too imbalancing), and that all
the Adept archetypes in the book start with a free Crysarium focus crystal as a part of their gear. Lisanna could have had this as a staff, but she prefers to cast with a wand as her focus item (plus it means she doesn’t start with a weapon that “counts as magical”).

Background

The war of the flame has brought back into focus, long suppressed memories etched deeply in Lysennia’s brain. She recalls as if it were only yesterday the flight of her family from a rampaging force of Childer. Her father turning to face the creatures, while she, her mother and her younger brother fled. She looked back to see him raise his staff aloft, hurling bolts of eldritch energy into the charging minotaurs. Two, three even dropped to the ground before he was overrun and hacked to pieces by their bloodsteel axes.

They raced for the river and the ferry that might buy them the time to escape to safety. At the dock a pair of grey cloaked rangers dropped their mugs of ale and grabbed the crossbows resting beside them
.
The lead minotaur was almost upon them when it was taken deeply in the chest by the first buzzing quarrel. A second reached out and dragged her mother to the ground as the second bolt took it in the shoulder.

“Run, in the name of the ascended run!”, screamed her mother as she tried ineffectually to fight off the beast. The longshoremen were casting off the boat as she and brother pounded down the dock, the boards reverberating dully like a poorly made drum. The rangers called for them to hurry, swords drawn, ready to fight for the lives of two children they had never before set eyes upon.

The Childer paused at the end of the dock, possibly made wary by the presence of so much water. That or perhaps the two grim faced rangers blocking their path. Lysennia and Kerudirin leapt for the boat collapsing to the deck, chests heaving with exertion.

“Clear” shouted the pilot, as the boat hove about and struck out for the centre of the river. The rangers leapt aboard at the last moment, eyes wary of the Childer following.

Kerudirin began to cry, soft inarticulate sobs, unable to give voice to his fear, pain and anguish. Lysennia wrapped her cloak around him, her eyes hardening as she gazed back toward the shore and the remaining minotaurs, now ambling off, no doubt to terrorize some other innocent.

One of the rangers came over to where the children sat.

“Bad business that little one”, he said, addressing Lysennia. “Do you have any family anywhere, somewhere safe we can take you?”

“No, nobody”, Lysennia replied, realising the truth that she and Kerudirin were now completely alone in the world. “Those things, are there many in the world?”, she asked icily.

“Too many these days, seems to be Childer everywhere, and where you find them, death and destruction are close at hand.”

“I don’t think I like that. One day, when Kerudirin is safe, then I am going to help seek out and kill every last one of the evil creatures of flame. No one should ever have to fear them again.”

The ranger regarded her serious expression. “Happen you may need some help when the time comes. But for now, we will see you to safety.”
“Here, Jeran what you got on this boat besides ale? These youngsters look like they could do with a bite to eat. . .”
Last edited by Lysennia Moonsinger on Mon Oct 23, 2017 12:34 pm, edited 1 time in total.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Lysennia Moonsinger
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Re: Character Discussions and Drafts

Post by Lysennia Moonsinger »

RFT wrote:Okay,
So as I am auditing the characters they all look good with one exception.

The character maker is allowing bonuses from equipment such as to parry or armor to stack. As a note, bonuses from equipment does not stack. I was unsure myself as I was making NPC's and had to verify.

Reference
I guess I like to ask the same Q twice. Mostly because I did not remember if I had asked and could not find it.

Interesting, I'd probably rule that a rapier in the main hand gives a bonus to parry, but a cavalier dirk in the off hand would stack as it is a situational bonus, not an equipment one (only applies if it is used as a parrying weapon instead of attacking with it).
However this ruling also means that the calculations of Lysennia's parry are wrong, as I think I'm counting a +1 for the bracers and +1 for the staff. I'll probably elect not to carry one of them, not sure which as yet.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

Update Signature
User avatar
Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: Character Discussions and Drafts

Post by Ndreare »

Lysennia Moonsinger moved to here.

http://savagerifts.com/sr/viewtopic.php?f=105&t=1479

I will read it today after work.
  • 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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Posts: 176
Joined: Mon Oct 16, 2017 8:21 am
Location: Buffalo, NY

Re: Character Discussions and Drafts

Post by Tieronar »

I need to redo my Brinchie, I just realized my smarts are too low for what I was planning.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Ndreare
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Re: Character Discussions and Drafts

Post by Ndreare »

Gmgerrymander wrote:I need to redo my Brinchie, I just realized my smarts are too low for what I was planning.
The other seven characters are all completed So when you are done please post. If you do not have a character ready by this weekend, we can introduce you in when it is finished and reviewed.
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Character Discussions and Drafts

Post by Ndreare »

So I will be posting the first post of our adventure Frank's Thank you tomorrow. Looks like I am still missing one character.

When do you think it will be done Gmgerrymander?

Also consider joining the Hangout. It will allow you to more quickly ask questions and get responses on little things that may come up.
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Character Discussions and Drafts

Post by Ndreare »

Hey Guy's,
The game is starting tomorrow as I will post the opening for Frank's Thank you.

For keeping in the style of the games we play on the site we like our account name and our account avatar to match our primary character.

Can you please go to:(Link embedded)
Once there change your user name to match your character's name.


If you want to add an Avatar, it needs to be no more than 200x200 pixels and/or 244 kb. The Avatar should represent your character so your post are presented in voice.
Then go to::(Link embedded)


Finally account singantures can be created HERE but should be inside an Out of Character tag created as follows.

Code: Select all

[OOC]
Example Out of Character Text
Parry: 5, Toughness: 9 (4)
Bennies: 3
Fatigue: 0
Wounds: 0
[/OOC]
Which would look like
This
Example Out of Character Text
Parry: 5, Toughness: 9 (4)
Bennies: 3
Fatigue: 0
Wounds: 0
  • 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
User avatar
Tieronar
Posts: 176
Joined: Mon Oct 16, 2017 8:21 am
Location: Buffalo, NY

Re: Character Discussions and Drafts

Post by Tieronar »

OK, gang, I was out of commission for a week (I had to go out of town and teach a class for the State)

My character didn't balance out so I need to redo. (Can't build that Brinchie Mage I was trying for Greg) .

Where is the link to the character generator so I can whip something off quick.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Ndreare
Savage Siri
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Re: Character Discussions and Drafts

Post by Ndreare »

Tieronar wrote:OK, gang, I was out of commission for a week (I had to go out of town and teach a class for the State)

My character didn't balance out so I need to redo. (Can't build that Brinchie Mage I was trying for Greg) .

Where is the link to the character generator so I can whip something off quick.
The character maker I have been using is at http://www.godwars2.org/SavageWorlds/

Just Search for "Shaintar"
  • 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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Tieronar
Posts: 176
Joined: Mon Oct 16, 2017 8:21 am
Location: Buffalo, NY

Re: Character Discussions and Drafts

Post by Tieronar »

Brinchie Black Lantern Wandering Exploerer

Player: GmGerrymander
Google Handle:

Tieronar (Tier)
Rank: Novice
Race: Brinchie
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: -2; Pace: 8; Parry: 6 (8), Toughness: 5 (6)
Skills:
Fighting d8
Notice D6
Persuade d6
Ride d4
Stealth d6
Throw d4
Climb d4
Streetwise d4
Investigate d6



Hindrances:
Maj:Curious
Min: Loyal
Vow: Black Lanterns
(Brinchie Hinderances: Need Action, Outsider, Hot Blooded, Flighty)
Ambidextrous
Two Weapon Fighting
Kalinata: Claws d6, Gang up against me is at -1

Gear:
Partial Leather (+1 Armor)
Bracers (+1 Parry)

Advancement Track

Novice 1: Kalinata
Novice 2:
Novice 3:
Novice 4:
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Tieronar
Posts: 176
Joined: Mon Oct 16, 2017 8:21 am
Location: Buffalo, NY

Re: Character Discussions and Drafts

Post by Tieronar »

Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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