Humble [Avatar of War Shaintar Ogre]

Legends of the Black
GM: Pender Lumkiss
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Humble [Avatar of War Shaintar Ogre]

Post by Humble »

OOC Comments
HERO’S JOURNEY (FOUR ROLLS)
  • HR Roll Training [dice]0[/dice]
    HR Roll Training [dice]1[/dice]
    HR Roll Training [dice]2[/dice]
    HR Roll Experience & Wisdom [dice]3[/dice]

    Rerolled the character is not an Ace at all in any way[dice]4[/dice]
THE ORIGIN STORY
  • Slaves Training (Physical Training)
POWER AND GREATNESS:
  • Immortality (Resistance and Regeneration x2)
Character Image
Attachments
More Humble than Humble.jpg
Last edited by Humble on Wed May 16, 2018 1:20 pm, edited 1 time in total.

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble (Avatar of War)

Post by Humble »

Humble

Player Name: Rob Towell
Google Handle: Ndreare
Rank: Novice Experience: 24 Advances Left: 0
Race: Ogre Iconic Framework: ARES
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4 (d12+5), Vigor d12+2 (d12+4)
Charisma: -2 (-6 with CS); Pace: 7; Parry: 9* (Normal Sized attackers receive +2 to hit Humble); Toughness: 28 (8) [2+7 Vigor, +7 From Edges, +10 (8) Armor = 28 (8)]
Size: +3
Skills:
  • Climbing d4 (1)
  • Fighting d12 (8)
  • Knowledge (Battle) d6 (0, special F&G roll)
  • Knowledge (Songs of my History) d6 (0, speacial F&G roll)
  • Notice d8 (+2 with smell) (0, d4 racial, d6 from F&G, GM permission to treat as d8)
  • Stealth d4-2 or d4 in Woodlands (0)
  • Stubbornness (re-trapping of Faith) d6 (3)
  • Survival d4+2 (0)
  • Swimming d4 (1)
  • Throwing d6 (2)
  • Tracking d4+2 (0)
Hindrances
  • Iconic
    • Arrogant (Iconic): Humble thinks he is simply the best warrior there is and always charges the most powerful enemy on the field unless ordered to do something else.
    • Overconfident (Iconic): Humble believes he is able to overcome any challenge with pure force of will.
    Bonus (Just made sense for the concept)
    • Pliable Mind: Humble has spent so many centuries under mind control his mind is more easily affected by it. Puppet and Mind Control magics have double the duration and maintenance time when targeting Humble.
    • Giant Inconvenience: Humble is large and normal armor and equipment sized for him cost 3 times as much (Starting Equipment exemt).
    • Distinctive D-bee: Humble is very distinct, and CS people will definitely shoot him as soon as they can.
    Selected
    • Heroic (Major): Humble will not abandoned innocents in need as so any have done to his kind. This is particularly true of females.
    • Vow (Minor): To leave no one in slavery.
    • Honest (Minor): Humble will not lie and has trouble understanding the purpose.
Race
  • Bad Eyes: Ogres are mighty, except where their eyes are concerned; they suffer a -2 on all Trait rolls dealing with anything more than 5” (thirty feet) away.
  • Big Target: Attackers gain +1 to attack rolls made against ogres.
  • Great Strides: Ogres have a natural Pace of 7” instead of 6”.
  • Keen Sense of Smell: Ogres begin with Notice d4 at the start and +2 to Notice rolls based on smell.
  • Mighty and Resilient: Ogres begin with an impressive starting Strength and Vigor of d8. Furthermore, their natural maximum Strength is d12+4, while their natural maximum Vigor is d12+2. They can reach these ratings with normal Advances without applying the Professional or Legendary Edges.
  • Monstrous Size and Appearance: Ogres suffer a -2 Charisma due to their appearance and bearing with non-goblinesh.
  • Outsider: All goblinesh face some social stigmas, no matter how progressive the society they are in.
  • Reach: Ogres have Reach 1.
  • Size +2: Ogres add 2 to their natural Toughness due to their great bulk.
  • Slow and Pliable: Ogres must spend double points to raise Smarts and Spirit at character creation. Furthermore, their Smarts can never be higher than d8.
  • Thermal Vision: Ogres have the Infravision Monstrous Ability.

Edges
  • Dirty Fighter Edge (HJ): Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them. All is fair in battle and an Avatar of War finds it all good as well.
  • Woodsman (HJ): Random rolls being what they are. I guess he spent some time living in the wilderness on his own.
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of a Warrior, Humble cannot disobey an order from a person he accepts as his superior, when not under mind Control Humble will start looking for a new leader and usually within a couple months find someone who can lead that he trusts, Humble cannot turn away from a reasonable challenge without an order, or betray a fellow battle-brother in battle of his own will) = Currently decided Hans is the one he trusts and is following.
  • Master of Magic (HJ): The raw divine power of an Avatar in his blood flows through his will causing them to work above and beyond the level of lesser magics.
  • Invulnerability (Iconic): Humble is invulnerable to Fatigue, Fear and Death itself. Even being blown into a fine mist of blood will see Humble start gathering together and regrowing a body. Trapping wise the effect is as if he takes full damage from even effects his toughness resists, but regenerates them instantly. (Mechanically immune to death is equivalent to Hard to kill and Harder to kill and can be overridden by GM fiat, something like maintaining a anti magic field while he is chopped up or incinerated so the power generated by conflict would not renew him.)
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn and +2 Toughness
  • Fast Healer (Iconic): +2 to Vigor Rolls for Natural Healing
  • Hard (Hindrance): +1 to Toughness and +2 bonus to the Vigor rolls after Incapacitation
  • Iron Jaw (Hindrance): May roll Vigor instead of Spirit to break free of Shaken!
  • Behemoth (Novice 1): Size becomes +3, +1 Toughness, +2 to Grappling & Push rolls
  • Brawny Lifting Strength increased by 60% and gains +1 Toughness, Size increased by +1, 4 Total. (Load Limit 800 and Maximum Weight 3200)
  • Berserk Button: Your ability to hulk out makes it onto the nightly bard's tale across all the lands. You are a thing of beauty when the rage inside takes control. You gain the Berserk edge and as a free action when first berserking you can use the growth power once (+3 to Size, with no PPE cost) and it lasts until the end of your berserk. Use spirit as the casting roll. If you already have the berserk edge increase damage to +4.
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Sweep: Your hero can attack all adjacent foes my making a fighting attack at -2.
  • Improved Sweep: Your hero can attack all adjacent foes my making a fighting attack.
  • Massive Sweep: May combine Sweep with reach (Shaintar Legends Unleashed).

Cybernetics: Never Any attempt to give Humble cybernetics would result is wasted time and money as his body would reconstitute as as Humble as if nothing had happened.
Last edited by Humble on Wed Dec 06, 2017 2:42 pm, edited 2 times in total.

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble (Avatar of War)

Post by Humble »

Gear

Brass Harmonica
  • Brass Harmonica with Wooden Furnishing, a gift from Zacatecus at the Witchwell Inn.
    When played regularly the magic of this harmonica affects the rightful user protecting their mind as it soothes and enforces their sense of self. In addition the harmonica when played by the rightful owner spins a web of mental illusions to all within hearing of the song song and notes played. Those experiencing this illusion experience the events in the story themselves as if lived first hand.
    • +2 Spirit when used daily. (When in doubt roll a d6, if the roll is a 6 Humble failed to play recently and does not benefit from the Spiritual encouragement.)
    • Unique Illusion trapping on all who hear.
TW Jugernaught Armor
This Large suit of plate armor designed for giants to augment their natural durability and strength. With the looks giant plate mail and crystals this is an amazing suit of armor to see.
  • This ultra heavy suit provides Full Environment Protection, +8 Armor and +2 Toughness. And when charged grants an additional +2 to Vigor Rolls and +2 die types to Strength. It has a Strength Minimum of d12.
    OOC Comments
    Original Armor
    • C&S Crusader Heavy Combat Armor (55,000 base x2 for Humble = 110,000)
      TW Conversion (+11,000)
      (mx2)+2 Vigor Rolls (+10,000)
      (Mx3)+2 Die Strength (+20,000)
      (M)+20 Internal PPE (+60,000)
      110,000+(101,000 x2 for his profit)=312,000
      Total Cost = 312,00
TW-B.A.G. 15 Pulse Inductor
Designed to convert the normal plasma projection into a ball of ionized Lightning this amazing TW weapon dissipates all heat energy from its target.
  • Special: The inherent targeting system in this weapon provides +2 die type increase is shooting and +2 to Hit.
    PPE: 10 PPE can be used to recharge the weapon.
    Range: 30/60/120
    Damage: 3d10 Mega Damage (Armor Piercing 0).
    Rate of Fire: 3
    Shots: 48
    Weight: 70
    Note: The Shots listed represent how many times a TW ranged weapon can be fired before the wielder has to spend an action pumping 2 Power Points into the gun to “refill” it.
    OOC Comments
    Original Weapon
    • NG-E15 Pulse Plasma Ejector (92,000 base)
      TW Conversion (+9,200)
      (m)Trapping Change Ball Lightning (+5,000)
      (mx2)+2 Shooting (+10,000)
      (Mx2)+2 Shooting Die (+20,000)
      (M)+10 Internal PPE (+30,000)
      92,000+(74,200 x2 for profit)= 240,400
      Total = 240,000 credits
Steel Plate Armor: Retrapped NG RA15 Cannonball
  • armor provides +4 Armor and +1 Toughness. It has a Strength Minimum of d6. (13 lb, 22,500 credits)
TW Flaming Sword x2
  • Str+d10 Mega Damage, 8 lbs, AP4, targets may catch fire.
Ice Blast Shotgun
  • Iceblast Shotgun, range 12/24/48, damage 1–3d6, RoF 1–2, AP —, Shots 2, Weight 11, Cost 19,000
    Notes: Shotgun rules (double-barrel), a hit with a raise creates ice around the target, halving any movement on its next action, requires 1 PPE to load.
NG-S2 Survival Pack
  • There is a bunch of stuff in this thing
Light Rail Gun (handheld) looted from SAMAS.
  • 100/200/400
  • 2d10+4 Mega Damage
  • RoF 3
  • AP 10
  • Shots 45
    C-40R Light Railgun (magnetically attached to armor right leg for storage)
NG-B50 Thunderer Combat Hammer (TW Converted - TLPG page 92)
  • Damage: Str+d10+3d6 mega damage
    Weight: 14
    Cost: 17,000
    Charges: 8 (2 PPE to reload)
    Notes: Mega Damage.
TX-30 Ion Pulse Rifle (looted from Hammers at the lake per Dan in hangout on 11/29/2017 @1506)
  • Damage: 1-3d8
    Rate of Fire: 3
    Range: 12/24/48
    Weight: 7
    Cost: 75,000
    Charges: 50 (carries 2 reloads)
    Notes: Semi-Auto, 3RB
Blackstone Necklace
Humble has been in many battle and often gains or loses trophies from those battle. One of his most memorable trophies was taken from the Necromancer Sadrick as a gladiator in Atlantis. With the strength of an undead and the magic powers of a demon Sadrick was very powerful and was able to enslave Humble for many years. However, like all things it was not meant to last.
One day Sadrick’s keep was invaded by a group adventurers. Being overwhelmed by the ogre’s ability to regenerate from any attacks the elven wizard tried to dispel the healing magic on him, only to find he had broken a different spell entirely. The spell holding Humble enthralled by the Necromancer broke and humble with a rage turned on the Necromancer while it was preparing to finish off the last of the adventurers. Seeing the necromancer fall Humble look around at the adventurers, “This is mine. You may go.” he said as he grabbed the necklace the and made it his own.
The Power of the Blackstone Necklace
  • Inhale Power: The primary ability of the stone is to amplify the users concentration and ability to draw in power.
    • Rapid recharge (The wearer recovers 1 PPE per 30 minutes) - 1 major
    • Improved Rapid Recharge (The wearer recovers 1 PPE per 15 minutes) - 1 major
  • Stone Will (+2 to Spirit rolls) - 2 minor
[/list]

Belt of the Jǫtun
This awe inspiring belt was designed to allow Jǫtun to battle the lords of the ælfe. Humble knows little of the history except that the previous bearer stood against Humble in battle and lost.
When worn the bearer gains the ability to grow or shrink to whatever size needed to fight any who challenge them. The The belt grants the wearer Growth and Shrinking. Affecting the wearer and his personal items. It does not affect power armor, vehicles or things over light encumbrance. The belt has an internal store of 30 PPE that recharges at the same rate as the wearer.
OOC Comments
Build
  • Base Item: Lifting belt, prevents injuring from lifting.
    Grow/Shrink
    Major +10 PPE
    Minor +5 PPE
    Minor +5 PPE
viking_leather_belt.jpg
Credits: 30,000 (Edit 4/06/2018, gave the rest away, was just too much for him)

Contacts
none
Last edited by Humble on Wed Dec 06, 2017 12:44 pm, edited 3 times in total.

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble (Avatar of War)

Post by Humble »

Advances (post Advances as a reply to character sheet)
Attribute Assignment:
Agility: +1 Origin = d6
Smarts: +0 = d4
Spirit: +0 = d4
Strength: +1 Origin, +2 Race. +2 Assigned = d12+1
Vigor: +1 Origin, +2 Race, +3 Assigned = d12+2

Iconic Framework
  • THE ORIGIN STORY
    • Physical Training[/b]: Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
      • Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
      • Adrenaline Junkie: These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
      • Hyper-competitive: Pick two from arrogant, overconfident, and heroic. There’s nothing you can’t do, and won’t if it helps others. And by the stars, you’re going to do it better than anyone else too.

      POWER AND GREATNESS:
      • Resistance and Regeneration: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element. You also gain the the Fast Healer Edge, +2 Toughness, and the Slow Regeneration ability, or upgrade an existing Slow Regeneration Ability to Fast Regeneration. You cannot override a racial weakness or vulnerability with this feature.
        Cold/Ice, Darkness, Earth/Stone, Electricity/Lightning/Ion, Fire/Heat, Force, Kinetic Energy (including bullets, explosions, and rail guns), Light (including daylight and lasers), Magnetism, Necromantic, Poisons/Diseases, Radiation, Sound, Specific Metals (Silver, Cold Iron, etc), Water, Wind & Air, and others as appropriate. Note you can trade two resistance choices to include all Magical Sources OR all Psionics sources of damage. But even friendly arcane powers of the chosen type must subtract this modifier to affect the resistant hero. This does not combine with similar abilities, such as the Arcane Resistance Edge.
      • Resistance and Regeneration x2:You become Invulnerable: For your chosen elements, you can only be Shaken by these effects. Further, you can only be wounded by mega damage arcane background powers. If you have Magic or Psionic resistance instead, you cannot be killed, only incapacitated, by those damage sources.

      Hero’s Journey
      • Table - Training
        • Roll result - 20
        • Description
        Chose 14 Dirty Fighter: When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
      • Table - Training
        • Roll result - 19
        • Description
        Chose 6-7 Full Understanding: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. Master of Magic
      • Table - Training
        • Roll result - 9
        • Description
        While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.
      • Table - Experience & Wisdom
        • Roll result - 10
        • Description
        Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. Arcane Background (Miracles)
RACE
  • Starting Racial Package
    Bad Eyes: Ogres are mighty, except where their eyes are concerned; they suffer a -2 on all Trait rolls dealing with anything more than 5” (thirty feet) away.
    Big Target: Attackers gain +1 to attack rolls made against ogres.
    Great Strides: Ogres have a natural Pace of 7” instead of 6”.
    Keen Sense of Smell: Ogres begin with Notice d4 at the start and +2 to Notice rolls based on smell.
    Mighty and Resilient: Ogres begin with an impressive starting Strength and Vigor of d8. Furthermore, their natural maximum Strength is d12+4, while their natural maximum Vigor is d12+2. They can reach these ratings with normal Advances without applying the Professional or Legendary Edges.
    Monstrous Size and Appearance: Ogres suffer a -2 Charisma due to their appearance and bearing with non-goblinesh.
    Outsider: All goblinesh face some social stigmas, no matter how progressive the society they are in.
    Reach: Ogres have Reach 1.
    Size +2: Ogres add 2 to their natural Toughness due to their great bulk.
    Slow and Pliable: Ogres must spend double points to raise Smarts and Spirit at character creation. Furthermore, their Smarts can never be higher than d8. Thermal Vision: Ogres have the Infravision Monstrous Ability.

Advances
  • Origin: Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor
  • P&G Roll: Fast Regeneration
  • P&G Roll: Fast Healer +2 to Vigor Rolls for Natural Healing
  • P&G Roll: +2 Toughness
  • P&G Roll: Invulnerable to Fatigue, Fear & Death. Even being blown into a fine mist of blood will see Humble start gathering together and regrowing a body. (Mechanically immune to death was treated like two selections and is equivalent to something like Hard to kill and Harder to kill. This can potentially be overridden by GM fiat, something like maintaining a anti magic field while he is chopped up or incinerated so the power generated by conflict would not renew him.)
  • Hero’s Journey Roll: Dirty Fighter & +1 Parry
  • Hero’s Journey Roll: Master of Magic
  • Hero’s Journey Roll: Woodsman, Survival +1 die, Tracking +1 die
  • Hero’s Journey Roll: Arcane Background (Miracles) - Boost Trait & Warrior's Gift
  • Initial Advances: (From Hindrances): Hard - +1 to Toughness and +2 bonus to the Vigor rolls after Incapacitation
  • Initial Advances: (From Hindrances): Iron Jaw - May roll Vigor instead of Spirit to break free of Shaken
  • Novice 1 Advance: Behemoth - Size becomes +3, +1 Toughness, +2 to Grappling & Push rolls.
  • Special Boon: Speak Language & Teleport Tattoos (3 times per day each. Each use after 3 costs 1 fatigue)
  • Special Boon: Gained +1 die Strength and Brawny (+1 toughness, increased lift)
  • Novice 2 Advance: Strength Raised d12+3
  • Special Boon: Gained +1 die Spirit to d6 for accepting major complication -6
  • Special Boon: Berserk Button - Special Rules see above.
  • Novice 3 Advance: Power Points (PPE increased to 15)
  • Seasoned 1 Advance: Spirit Raised to d8
  • Special Boon: Smart and Learned
  • Ancestral Journey : Humble gained Sweep, Improved Sweep and Massive Sweep
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble (Avatar of War)

Post by Humble »

POWERS

Overcome Enemies
  • Avatar of War: Humbles powers are representative of his ability to adapt to conflict and battle as a Force of Nature. His Boost Trait and Warriors gifts are self only with no range, and he cannot use Lower Trait. In addition he may not use the powers outside of battle or conflict. (Example he cannot boost lock picking to open a door, or boost stealth to avoid fighting guards). This power is self only but for +1 power point can be activated as a free action.
    • Boost Trait - Rank: Novice, Power Points: 3, Range: Self only, Duration: 3 (1/round)
    • Exalted Boost Trait - Power Points: 5, Range: Self only, Duration: 3 (1/round)
Thousands of Battles
  • Avatar of War: Humbles powers are representative of his ability to adapt to conflict and battle as a Force of Nature. His Boost Trait and Warriors gifts are self only with no range, and he cannot use Lower Trait. In addition he may not use the powers outside of battle or conflict. (Example he cannot boost lock picking to open a door, or boost stealth to avoid fighting guards). This power is self only but for +1 power point can be activated as a free action.
    • Warrior’s Gift - Rank: Seasoned, Power Points: 5, Range: Self only, Duration: 3 (1/round)
    • Exalted Warrior’s Gift - Power Points: 9, Range: Self Only, Duration: 3 (1/round)

TATTOOS

Speak Languages
  • Tattoos: By concentrating on the shape of the tattoo placed on him in hell Humble gains the ability to speak, read, and write a language other than his own. The language must be of an advanced form not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
    • Speak Language - Rank: Novice, Power Points: NA can be used 3 times per day. After it cost 1 Fatigue per use, Range: touch, Duration: 10 minutes (cannot be maintained)
    • Mass Understanding - Power Points: NA can be used 3 times per day. After it cost 1 Fatigue per use, Range: all targets within Spirit x2, Duration: 10 minutes (cannot be maintained)
Teleport
  • Teleport: By concentrating on the location he wishes to go to Humble can instantly disappear from one location and reappear in another.
    This is a complex power and cn be found in Savage Rifts Mega Powers List page 22
    • Teleport - Rank: Seasoned, Power Points: NA can be used 3 times per day. After 3 uses it cost 1 Fatigue (or wound per Pernder in hangout) per use, Range: 10" per rank or 15" with a raise, while humble cannot spend PPE to go further, he can spend Wounds to raise his effective rank on a 1 to 1 basis. Duration: Instant
    • Greater Teleport - Rank: Seasoned, Power Points: NA can be used 3 times per day. After 3 uses it cost 1 Fatigue (or wound per Pender in hangout) per use, Range: 20" per rank or 30" with a raise, while humble cannot spend PPE to go further, he can spend Wounds to raise his effective rank on a 1 to 1 basis. Duration: Instant

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble [Avatar of War Shaintar Ogre]

Post by Ndreare »

Background
Humble was first born into slavery and trained as a gladiator. But the life did not fit him well, soon he became known for his repeated escape attempts and frequent refusal to participate the way a slave should. His master set to break him and soon he was. Becoming one of the most compliant of all the slaves in the pins they named him Humble as a sign to the others.
But then when the rebellion came Humble saw it as the moment he had waited for and joined with a ferocity. Now he will not allow himself to be captured again, keeping his name as a sign of the hatred he feels for the Kal Empire people he sleeps every night with nightmares of the last time he broke.
Humble knows he is not a normal Ogre, his mother lost her life in the normal fashion of a slave many centuries ago on godless a shard dimension. But humble himself seems to be immortal, each time he is born again a young healthy warrior aging into a seasoned healthy state, but never beyond. His quest to end all slavery and destroy all those who enslave and do not repent has extended with his arrival on rifts earth. The mission here seems endless and as Humble has died and been born again four times already each time being brought forth on this war torn world. It seems an endless supply of slavers that need destroyed or brought to repentance.
While Humble is hundreds of years old and been in many different dimensional arenas most of that time has been spent in battle or one form of magical slavery or another. So his life experience is still very modest. Now that he is free, he will learn and learn very quickly. Mentally he has not matured much past that of an adolescent. He is a compassionate being when it comes to protecting those who need protecting, but his rage takes over him and he will attack and destroy without hesitation. He spend much of his down time thinking about the nature of peoples souls and how we should all interact with each other.
Now that he is free to exercise his mind and learn he will overcome those previous challenges.
Over the centuries Humble has died, and come back again many times. While not always in the form of an Ogre he is always a monstrously large warrior with the same mind, each time reincarnating ready for battle.
Humble has been told he is a manifestation of chaos, conflict, and war. But he does not know this for certain. The ideas are above his level of understanding. But what he does know is when there is conflict, and the weak need defended he is born again to fight for the side of the honorable and to destroy evil.

At 12' tall and 1,200 lbs Humble can be terrifying to stand against. Will start growing faster now that he is free and willingly exercising his power.
Size
I really wanted Humble to be a little over 12', but Until I can get his Strength to d12+4 it does not make sense. I plan on him growing rapidly with Experience gain and major conflicts he will be involved in adding to his power.
The Gather at The Pinnacle Hotel
Chieftain named Shurik
Chieftain's daughter named Indrek
Humble's '?daughter?' Pia Erelt


(Moved out of the way from post above)
  • 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: Humble [Avatar of War Shaintar Ogre]

Post by Ndreare »

  • 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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