Hans

Legends of the Black
GM: Pender Lumkiss
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Hans Greuber
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Hans Greuber - [Techno-Wizard Shaintar Dwarf]

Post by Hans Greuber » Sat Apr 01, 2017 4:13 pm

OOC Comments
Hans Greuber - Techno-Wizard Shaintar Dwarf

Narrative Hook: 1d20 = 19:
19The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and he decided to make a change. Joining the Legion is the start of that new journey.

Heroic Journey Rolls:
Magic and Mysticism: 1d20 = 5:
5 +5 PPE
Magic and Mysticism: 1d20 = 7:
7 +5 PPE
Magic and Mysticism: 1d20 = 12:
Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge.
Magic and Mysticism: 1d20 = 20:
20 Choice: Auto-Raise - Quickness
Education: 1d20 = 17:
17 Five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

Credits: 2d4:
1, 4x1000 = 5000
Last edited by Hans Greuber on Tue Jan 30, 2018 6:55 pm, edited 2 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: Hans

Post by Hans Greuber » Fri Mar 30, 2018 7:07 pm

Character Sheet
Player Name: Steve
Google Handle: frndlygiant@gmail.com
Hans Greuber
Rank: Veteran
  • Experience: 5 + 7 + 6 + 7 + 1 (Interlude) +7 +6 +1 (Interlude) +4 +5 +4 +4 = 57
    Advances Left: 0
Race: Shaintar Dwarf
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12+2, Spirit d12, Strength d6, Vigor d12
Charisma: 0 (-4); Pace: 5; Parry: 4; Toughness: 21 (11); Strain: 0
Skills:
Fighting d4
Shooting d6
Driving d4
Knowledge - Arcane d12
Knowledge - Engineering d12
Knowledge - Science d6
Knowledge - Electronics d6
Knowledge - Computers d6
Knowledge - Dwarven d6 - Increased to d12+2 with Linguist
Healing d6
Notice d8
Persuasion d6
Piloting d4
Repair d12
Techno-Wizardry d12

Languages:
  • American (N)
  • Dwarven
  • Elvish/Dragonese
  • Latin
  • Sanskrit
  • Spanish
  • Japanese
  • Chinese
  • Gobblely
  • Techno-Can
  • Faerie Speak
  • Russian
  • Euro
  • Unidentified Language
  • Unidentified Language
Hindrances
  • Enemy (Hammers Mercenary Company - Major): Hans did not leave on the best of terms with the mercenary company he used to be a part of. It finally got to the point where ho could not look the other way anymore. To pay them back for what they were doing to some of the civilians that they were abusing, he sabotaged some of their robots and other vehicles, then snuck away in the night. They are still out there, and would like nothing more than to make him pay for his "services" - Defeated.
    • Jeff Hammer, son of "The Hammer" is not pleased. Away on an assignment for his cyborg father with a few others, news of Hans and the BC obliterating the Hammers Mercs reaches him. Now Jeff Hammer and his crew are gunning for revenge. Jeff, also known as el loco martillo, Wants Hans! Dead! With the Hammers gone, its likely Jeff will seek aid from other Merc friends, such as friends in the 1st Apoc Army to come after Hans.
  • Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Greedy (Minor): Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play.
    • Hindrance Gained from Play
      • Enemy: Black Market -
Edges
  • Mr. Fixit: The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
  • Master of Magic: True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • Rapid Recharge: This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • (5) Scholar - Arcane, Engineering: Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used.
  • (25) Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • (Boon) Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.
  • (Boon) Earth Talker: Most dwarves don’t pursue particularly spiritual paths; those that do, however, can find their way to a much stronger connection to the earth and stone that is so important to their people. In this way, the greater spirits of the Firmament – those that are closest to Dranak, the Stonewalker, himself – can provide insight to history and even more recent matters.
    By spending at least an hour within a space connected directly to earth or stone, the Earth Talker can make a Spirit check and gain the benefits of the Postcognition Power. If the Spirit roll fails, the Earth Talker suffers a Fatigue level that requires a night’s rest to recover.
  • (Boon) Stonewalker: Dwarves can achieve a truly extraordinary connection to their patron Ascended, Dranak, giving them truly magical connections to the Firmament of the land.
    A Stonewalker can move through soft earth, metal, or stone at his Pace as a full round action. He is the equivalent of prone when doing this, in case someone attacks him at some point.
    While entombed within the earth, the Stonewalker has no need to eat, drink, or breathe. He can effectively remain within such environs for up to his Vigor x2 in days; his natural healing rate is doubled during this period.
    While Stonewalking, all Notice checks are unimpeded; the surrounding earth and stone tells the dwarf all he needs to know.
  • (55) Level Headed: Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat. A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
Powers
Quantum Resonance Re-Harmonizer
  • Intangibility - Rank: Heroic; Power Points: 5; Range: Touch; Duration: 3 (2/round); Trapping: Out of Phase (No rules change)
    With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
    While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
  • Astral Form - Power Points: 10; Range: Self; Duration: 1 minute (1/minute); Trapping: Riding the Group Mind (No Rules Change)
    The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any
    direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
Chrono-Accelerator
  • Quickness (Auto-Raise)- Power Points: 5; Range: Touch; Duration: 3 (2/round); Trapping: Chrono-desynchronization (Jazz From Electricity)
    This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. Due to the Auto-Raise, the recipient can redraw any initiative cards lower than Eight each round.
    In addition, due to the Jazz trapping, add +2 to Pace and increase Agility one die type for the duration of the power.
  • Exalted Quickness (Auto-Raise) - Power Points: 9; Range: Touch; Duration: 3 (2/round); Trapping: Chrono-desynchronization (Jazz From Electricity)
    In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
Alternate Self Re-Harmonization Interface
  • Warrior's Gift - Power Points: 5; Range: Touch; Duration: 3 (1/round); Trapping: Temporal Thought (This power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost - Included)
    Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
    With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. For the duration of the spell, the recipient gains all the benefits of the Edge.
    Edges gained through this power provide no additional benefit if the character already has the Edge
  • Exalted Warrior's Gift - Power Points: 9; Range: Touch; Duration: 3 (1/round); Trapping: Temporal Thought (This power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost - Included)
    Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.
Last edited by Hans Greuber on Wed Nov 20, 2019 2:01 am, edited 25 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Hans Greuber
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Re: Hans

Post by Hans Greuber » Fri Mar 30, 2018 7:08 pm

Background and Interludes
Background: Hans grew up in a small Dwarven village. As he grew up, Hans quickly showed an aptitude for all things mechanical, and for doing things with them that could only be described as magical, One day when Hans was busy working in his workshop, the Hammers, an armored mercenary company, came through the village and sold Hans on the excitement of being a mercenary.

Once he had spent a few weeks with the Hammers, Hans started to notice some behaviors that he did not like. The company members were taking liberties with the ladies that were not offered in the villages that they stopped for supplies. Hans started keeping to himself, hiding amongst all of the repairs that were needed. He knew that he wouldn't fit in back in his old village, and had to find somewhere else to call home. Over the months, he withdrew even more, doing the minimum that he was paid to do, and driving everybody away with his sullen behavior. The only reason they kept him on was that he could fix things that nobody else could, and faster than they believed he should be able to.

Eventually, he heard of Castle Refuge, and one night when they were a couple days walk from the castle, he made his way to the castle. When he got to the castle, however, he started to wonder if they would take him in. He started talking to the recruiters for the Black Company and found a place that more suited his temperament.

**********************************************************************************************************************************

Hans had been planning this for weeks now. This was the perfect time… and he couldn’t take it anymore.
The Hammers were a mechanized mercenary group; known for their robot vehicles. They were very skilled and knowledgeable. Over his time with them, however, he had discovered that their… lets call it customer relations and community outreach… was less than stellar. In fact, it was deplorable. They stole from towns that they encountered along the way, they betrayed their employers if offered enough credits, and they found entertainment with unwilling participants. Hans himself had never participated in any of it. He never spent time with the others in the company; instead choosing to surround himself with the machines, but now, he could no longer turn a blind eye to their activities. He had found an impressionable DB. Alecto, their newest recruit. A blank slate. She needed to be taken away from this place before they corrupted her. Castle Refuge was only a short distance away. They may not accept him due to his connections with the Hammers, but Alecto needed to be taken away from them.

Knowing which machines would be put on watch tonight, he had scheduled some maintenance on their sensor suite. The others, well, he introduced some technical difficulties into their control systems. If they tried to get the robots to walk tonight, they would just sit down and would take hours to get moving again. The Hammers had gotten used to Hans’s meticulous work, and had gotten into the habit of depending on their robots for everything. They no longer used unembarked watchmen to assist the robot pilots in guard duty.

Hans grabbed Alecto on the way. They had discussed the possibility of this escape over the last couple days. Her questions revealed that she was not happy with the Hammers, but Hans knew that they wouldn’t let her just quit. For that matter, he knew that he would never be allowed to quit. They would hunt down any “Deserters”. Disabling the robots was the only way to escape. Hopefully a couple others who were not happy with the Hammers would take the opportunity to leave too. Activating his Quantum Resonance Translocator, they were able to get past a good distance away before they were even discovered to be missing.

Quickly, they discovered the work he did on the sensors of the robots on guard duty. They fired up the TR-001’s. Their BIG guns. They were out for blood. The floodlights came on as it stood up. When the pilots tried to get it to walk in order to get in range to blow them out of existence, the robots just sat down and froze in position. Their loudspeakers then kicked in at full volume with Hans’s final message to them.

“You are an armored company. You have just pissed off your BEST technician and repairman. Now you just tried to send out the same robots that he has been maintaining for you after him. It would take a special type of STUPID for him to not make sure that those same robots could not be sent after him. It should take Gregory most of the night to get the first of the robots working again, and by then we should be long gone. If I see you again, I will get creative with what I will do to your precious robots and leave them so that there is no way that Gregory will every get them working again. You don’t know all of my tricks. You don’t want to.”

Off in the distance, Hans smirking at Alecto indicated a direction. “In that way is Castle Refuge. They will take us in and help us. The Hammers won’t be bothering us for a while, but when they do find us again, I want to have some friends at our backs. Lets go.”

Victory.

**********************************************************************************************************************************

Hans thought of how much things have changed in the last couple years...

He had been with the Hammers for a few months now, and he was now starting to see holes in their stories and sales pitch to get him to join them. “Join us for a life of excitement, good pay, and a chance to see more of the world than just your little village.”

Sure he got to see more of the world than his village, and there were periods of excitement even in the maintenance department. The pay was good too, but it seemed that they had just recently sold out their most recent employer to the people they were supposed to be protecting them from. Also, while they were “protecting” the town, he had heard stories of some of the mercenaries taking advantage of women in the town, with the officers just laughing about it.
This was not what he wanted to be associated with. There was a problem; nobody was allowed to leave the Hammers, except as a corpse. Even those who were too injured to help were put into a cyborg body with a kill switch and thrown back into combat. They had even done this to a couple psychics and a mage. They also aggressively hunted down any deserters and killed them.

It would take planning, the right time, and luck on his side to leave the Hammers and survive. If he could find another like-minded member of the company, it would help things, but if he tried to recruit the wrong person, he could find himself beaten as an example, turned into a cyborg, or even put in front of a firing squad as an example. Maybe it would be best to just watch, wait, and plan for when a good opportunity came to him to go and escape by himself.
Time to back to repairing the TR-001’s from the damage they received from the last coalition patrol they had encountered.

...Now back in the present, Hans realized the irony. He stood accused of doing the very sort of activities that he left the Hammers for doing. Now wasn't that a kick in the pants!

**********************************************************************************************************************************

Hans spends most of an hour Riding the Group Mind with his Quantum Resonance Re-Harmonizer, trying to find the booster. He does find signs of the booster with the antenna sticking out of the cliff wall, a couple hundred feet up. After a couple minutes scouting through the cliff wall, Hans finds the booster unit and the control room, manned by a couple of technicians.

After a quick planning session with Watson, Hans teleports them up to the room, surprising the technicians, and putting them to sleep with his Subharmonic Slumber Inducer before they even notice the intruders. After frying the locks on the heavy security doors while not setting off any alarms, Hans watches the cameras to warn them of any response, while Watson sits down and starts into the computer system. A couple minutes later, before a response from any of Geist’s forces, Watson declares them done. After quickly disabling the computer interface that would allow someone to override Watson’s work, Hans teleports himself, Watson, and the technicians down to the ground at the base of the cliff. Now all there was to do was to meld into the crowd and make their way back to the others.

It was a textbook perfect operation. No casualties, no alarms. In a few minutes the technicians would wake up, but even they would have no idea how they came to be at the base of the cliff. Just another strange and mysterious adventure in the city of Gloom.

**********************************************************************************************************************************
Interlude Theme - Victorious
Invalid dice code!
"As I recently said to a Black Cat Demon , 'You want Legendary, you should see my Father and what he does'."

**About 30 Years ago in a mountain pass in Shaintar not far from Charr**

Looking down from the wall at the pass he and his clansmen were guarding, Zaemon Greuber could only hope for a miracle. The pass was filled with creatures of Flame as far as the eye could see. There were even a few Gargoyles flying above, only kept back by crossbow fire and the occasional shot from the special Grapeshot Cannons he had devised to shoot them down. Even if EVERY single bolt they had in their inventory KILLED one of those creatures, they would still have to deal with over half of the creatures.

Fortunately, the Dwarven made wall they were guarding could take a lot of punishment. It was made from the hardest stone from deep within the mountains. It was designed and built to withstand anything and everything that creatures like this could throw at it. Unfortunately, it was not designed to withstand THIS MANY. They would smash themselves against it, dying by the scores, by the hundreds, by the thousands. Eventually they would build a ramp of their own corpses and crest over the wall and force the by then tired Dwarves, maybe a couple hundred in number, to fight the remaining demons of which there was sure to be over a thousand left. It would take a miracle to drive off the demons and other creatures. Thankfully their leader had been overconfident and as laid up due to a sniper's crossbow bolt at the start of the battle. Without that bit of luck, not even a miracle would save them.

Thankfully Zaemon Greuber had a secret weapon. It was his wife and love, Greteel, a Dwarven High Priestess. Their hope was that the energy from her Faith could be channelled through a device that he had made that would banish any Demons or any other nearby Creatures of Flame from this plane of existence and back to that which spawned their type. It was of an untried device, but it was their best chance. The trouble was that in it did not have the longest range. In order for it to work well enough to throw back the assault, their foes had to be right among them. That meant holding back the creatures as his clansmen made an orderly withdrawal back to the device to have the best chance of it working well enough for them to defeat the horde. Only then would they be sure that the rest of their clansmen back in the mountains would be safe from this invasion. It would cost lives, many Dwarven lives for them to slowly draw the remaining foes close enough to the device to send them away. Their sacrifice, however, should... no WOULD insure the survival of their clan.

The battle want as Zaemon predicted. Demon after demon, creature after creature. They all kept on pushing forward. If their leader was healthy, he would have had a better plan, but left on their own, the creatures kept pushing forward... smothering and killing their cohorts... then the were in turned pushed and smothered.... until slowly the pile of corpses started to climb up the wall.

The Dwarves chose their shots wisely. They shot any creatures that seemed smarter and were calling out any orders other than to push forward. Soon these smarter ones realized that it would be smarter not to call attention to themselves and instead hang back as much as they could so as not to be crushed and instead do the crushing and perhaps even be one of the ones to climb onto the wall and engage the Dwarves... though better not to be one of that first wave either. Even these smart minions could not see anything except crushing the Dwarves with wave upon wave upon wave of foes until at last they were buried under bodies and defeated.

The Dwarves were stoic, and held the line even as the wall was crested. The last bolts available were shot from the crossbows, taking down the first wave. There were yet more waves. The Dwarves held their line as they slowly gave ground to draw the creatures in... closer and closer to Zaemon's device. One by one, Dwarves fell under the onslaught, but they held their line as the orderly withdrew back to the device. Finally Zaemon and Greteel activated the device.

*****************************************************************************

"As you all know, the Dwarven Lands were saved that day. Everyone thought that Zaemon Greuber and his fellow Dwarves had perished to the last. I am Zaemon's son, and I am 26 years old. I can tell you they survived. What all happened to Zaemon Greuber and the rest... well that will be a tale for another day."
Last edited by Hans Greuber on Sat Oct 20, 2018 10:19 am, edited 3 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Hans Greuber
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Re: Hans

Post by Hans Greuber » Fri Mar 30, 2018 7:08 pm

Race
  • Cannot Swim: A dwarf sinks like a stone in any water.
  • Intestinal Fortitude: Though not particularly spiritual, dwarves are nonetheless very courageous. They draw strength from their connection with the mountains and stone. As such for Fear or Intimidation, a dwarf can roll his Vigor in place of Spirit. Note that other Spirit-based circumstances are not affected
  • Low Light Vision: The darkness of the caves requires keen eyes. Ignore attack penalties for Dim and Dark lighting
  • Slow: Short and stocky, their Pace is 5”.
  • Stalwart: Powerful and tough, dwarves begin with a d6 starting Strength and a d8 Vigor. Furthermore, their natural maximum Vigor is d12+3, and they can reach this with normal Advances without applying the Professional or Legendary Edges (which can bump their Vigor to d12+4 and +5, respectively).
  • Stoic: Dwarves must spend double points to raise Spirit during character creation, but may advance it normally after that.
  • Distinctive DB (Minor): The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident.
Iconic Framework
  • Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s authority in the True Federation—including those serving the Tomorrow Legion—are also deemed enemies of the state there
  • Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.

Total PPE: 50
Total Arcane Machinist: 7

Hero’s Journey
Magic and Mysticism
12
Rapid Recharge Edge
5
+5 PPE
Magic and Mysticism
7
+5 PPE
Magic and Mysticism
20
Choice - Auto-Raise on Quickness
Education
17
He has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

Advances
Initial Advances: (From Hindrances): Mr. Fixit, Master of Magic
Cybernetic Modifications: None
F&G from Crossover with 13th: +1 Smarts, d6 in Medicine, Knowledge: Dwarven, Knowledge: Computers
Boon from Scara's Tower: +1 Spirit
Boon from the Witchwell Inn: +1 Spirit, Strong Willed.
Boon from The Flames in Shaintar: Robust
Boons from the Passage in Shaintar: Earth Talker, Stone Walker
Boons from Catacombs of Zacatacus: +5 PPE, Linguist, +5 PPE
Legendary Boon from the Catacombs of Zacatacus: WIld Die changed to d8
Novice 1 Advance: Scholar - Arcane, Engineering
Novice 2 Advance: Power Points
Novice 3 Advance: Spirit -> d6
Seasoned 1 Advance: Spirit -> d8
Seasoned 2 Advance: Elan
Seasoned 3 Advance: Persuasion -> d4
Seasoned 4 Advance: Power Points
Veteran 1 Advance: Power Points
Veteran 2 Advance: Persuasion -> d6, Notice -> d8
Veteran 3 Advance: McGyver
Veteran 4 Advance: Level Headed
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Last edited by Hans Greuber on Wed Oct 09, 2019 1:51 pm, edited 17 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: Hans

Post by Hans Greuber » Fri Mar 30, 2018 7:09 pm

Gear
  • Adventure Survival Armor (Looks like a leather blacksmith's apron)
    One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    One sleeping bag, also insulated.
    One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    One short-range radio, five mile range.
    One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
    One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    One survival knife, one small hatchet, and one wooden cross.
    Four signal flares.
    One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    One bar of soap and a sterilized cloth.
    One canteen.
    Two weeks worth of minimal sustenance survival rations in sealed pouches.
    Tool Kit
    H-1 Dwarven Technosmith (TW) Armor (Patron Reward - See Approved Items)
    H-2 TW Tent (See Below)
    Satisfaction
    Dreamtime
    H-3 Psychic Trauma Destructive Harmonic Neutralizers
    NE-45 "Heavy Magnum" Cartridge Revolver
    Mithril Band of Healing
    Mithril Band of Power
    TW Tool Kit
    Wings of Icarus
    TW Magic Optic System
    Universal Energy to Matter Converter (Patron Item)
    CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Credits: 145,100
17 Credsticks each with 1 Million Credits (7 are Humble's)
TW Parts (Credit Value) : 234,000
Coins: 2gp worth of Shaintar Coins

Contacts: None
Last edited by Hans Greuber on Wed Oct 17, 2018 3:01 pm, edited 12 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: Hans

Post by Hans Greuber » Fri Mar 30, 2018 7:09 pm

Unusual Items

H-1 Dwarven Technosmith (TW) Armor
  • Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors, Strength Requirement of d8 (Ignored for all but AB (Weird Science ignores Strength Requirements) when powered up))

    Conversion: H-1 TW Body Armor
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; Costs +1 PP to activate armor spell))
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
  • A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.
  • When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.
  • When powered up at a cost of 4 PPE per hour (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.
  • The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).
  • It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.
  • Total Value: 430,000 Credits
H-2 Dwarven Technosmith (TW) Survival Tent (Big enough for a Large person plus reasonable gear)
  • 4 Armor
    Generator
    • Can charge an e-clip in 1 hr with supervision
    • Heater and Fan
    • Weight: 40 lbs.
    • Comes with a Backpack Carrying Case.
    • Value: 1000 credits
    Conversion to TW
  • Minor: Trapping – Electricity. This is so it can still be used as an electrical generator.
  • Minor: 5 PPE Internal Storage. Recharges 1 PPE per 30 minutes on Ley Line
  • 1 PPE per Hour to Power
  • Must be turned on by someone with a AB, but once on, anyone can use the electrical power generated.
  • Total Value: 11,100 Credits.
H-3 Psychic Trauma Destructive Harmonic Neutralizers (Mundane Item)
  • Upgrade to Armor.
  • Gives a +4 to Saves vs. Spirit Damage (Makes the Psychic Death Scream of a Soul Vipers a -2 instead of -6).
  • Hans has the designs to make more.
Satisfaction (TW Sonic Cannon)
  • TW Modified P-40 Particle Beam Cannon
  • Range: 30/60/120
  • Damage: 3d8+5 +6AP
  • 40 round clip
  • STR 12 to use
  • Weight: 89
  • Taken from the dead CS Heavy Cyborg named: The End
  • Gimble that essentially negated the -2 snapfire penalty.
  • Minor - +1 to Shooting
  • Minor - +1 to Shooting
  • Minor - Trapping (Sound - Deafness. A Shaken or better from damage results in a –2 penalty to hearing-based Notice rolls for the target until they recover from being Shaken as they hear Iron Tick's voice yelling out "Satisfaction" ringing in their ears.
  • 2 PPE/ISP to Reload
  • Total Value: 103,000 Credits
Dreamtime (TW Revolver)
  • Range: 12/24/48
  • Damage: 2d6+2
  • Rate of Fire: 1
  • AP: 4
  • Shots: 6
  • Weight: 4
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Minor - +1 to Shooting
  • Minor - +1 to Shooting
  • Minor - 5 PPE
  • Minor - Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
  • Major - Power - Slumber with Temporal Thought Trapping)
  • Major - +1 Die Shooting
  • 2 ISP/PPE to Reload
  • Total Value: 75,000
NE-45 "Heavy Magnum" Cartridge Revolver
  • Range: 10/20/40
  • Damage: 3d8 AP4
  • ROF: 1
  • Shots: 6
  • Rounds total: 6 in gun plus 30
  • Weight: 7
  • Notes: Mega-Damage, CI bullets, Min Str: d8, Intimidating Weapon, Revolver
  • Cost: 19,000 for the gun, each round is 60 credits to buy, but ultra rare, rounds can be made using spent casings for 90-100 credits each.
Mithril Band of Healing
  • Re-skinned HJ Staff
    • 10 PPE that Recharges at same rate as wearer
    • 2 Powers
      • Healing
        • Trapping: Green Light goes out and surrounds target.
      • Greater Healing
        • Trapping: A bright White Light surrounds the target, perhaps even causing them to glow.
          • Glow: Subjects affected with a raise glow for the duration, creating light in a Small Burst Template centered on them. This can give them light, but also make them targets. An Instant power with that effect allows a character on Hold or with the Joker to make an attack for the split second the subject is illuminated (avoiding any darkness penalties to hit them). The character must take his action immediately after the caster’s turn to gain the benefit.
Mithril Band of Power
  • Re-skinned HJ Staff
    • 10 PPE that Recharges at same rate as wearer
    • 2 Powers
      • Drain Power Points
        • Trapping: Purple Light goes out and strikes target. If PPE Thief, the Purple Light comes back to the Ring Bearer.
      • Growth/Shrink
        • Trapping:
TW Tool Kit
  • Base Item: Tool Kit (Base 2000 credits)
    Base: 2000 Credits
  • Conversion: 200 Credits
  • Minor - +1 to Repair Rolls
  • Minor - +1 to Repair Rolls
  • Minor - +1 to Build Rolls
  • Minor - +1 to Build Rolls
  • Total Cost: 22200 Credits
Wings of Icarus
  • Techno-Wizard Jet Propulsion Backpack
    • Base Item - T-100 Eagle Jetpack
      • Pace 30
      • Climb 1
      • 35 lbs
      • 3 Hour Flight Time Maximum
      Techno-Wizard Modifications
      • Minor
        • +1 Piloting
        • +1 Piloting
      • Major
        • +1 Die Piloting
        • +1 Die Piloting
        • 10 PPE
        • Power - Flight
    • Total Cost 780000 Credits
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Dreamtime
• Attachment: Alternate Self Re-Harmonization Interface
• Attachment: Chrono-Accelerator
• Attachment: Quantum Resonance Re-Harmonizer
• Attachment: Gadget 1
• Attachment: Gadget 2
• Attachment: Gadget 3
• Attachment: Gadget 4
• Attachment: Gadget 5
• Attachment: Gadget 6
• Attachment: Gadget 7
• Attachment: Universal Energy to Matter Converter

Universal Energy to Matter Converter (Patron Item)
Image
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC can effect repairs as if the mechanic has an excellent or dedicated facility. This adds +2 tool bonus to any repair attempts, but uses 1 charge per 30 minutes of use. Otherwise this uses the standard repair rules (SWD 116). It can also be used to repair a Technical Difficulties Glitch (1 charge), Serious Problem (2 charges per hour), or Severe Failure (2 E-Clips per day) (see TLPG 122-123 for Technical Difficulties Rule). The +2 tool bonus still applies.
  • Faster Repairs: Because of the very targeted nature of the repairs, repairs take half as long.
  • Regeneration: For every three charges used, the UEMC uses the Healing Power (SWD 133).
  • Payload: 10 charges per E-clip
Last edited by Hans Greuber on Sat May 18, 2019 7:51 pm, edited 5 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: Hans

Post by Hans Greuber » Sat Nov 10, 2018 6:21 am

Allowed Powers:
  • Armor
  • Barrier, Blast, Blind, Bolt, Boost/lower Trait, Burrow, Burst
  • Clairvoyance, Confusion
  • Damage field, Darksight, Deflection, Detect/conceal arcana, Dispel, Drain Power Points
  • Entangle, Environmental protection
  • Farsight, Fly
  • Havoc, Healing
  • Intangibility, Invisibility
  • Light/Obscure
  • Pummel
  • Quickness
  • Slumber, Smite, Speak language, Speed, Stun, Succor
  • Telekinesis, Teleport
  • Wall walker, Warrior’s gift
Common Gadgets:
  • Harmonic Resonance Disruptor (Dispel)
  • Gravametric Mental Force Redirector (Telekinesis)
  • Thermodynamically Harnessing Gravimetric Mental Force Redirector (Telekinesis with Frost Trapping)
  • Group Mind Re-Integrator (Boost/Lower Trait)
  • Trans-Dimensional Photonic Weapon Infuser (Smite with Holy Trapping)
  • Trans-Dimensional Hydro-Kinetic (Water Trapping)
  • Directional Eruptor (Burst)
  • Omnidirectional Eruptor (Blast)
  • Harmonic Resonance Imager (Darksight)
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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