Discord: (Daniel/Lars) Rank: Heroic 1 (Jan 2022) Character Creation EP Spent on Armor: 6 Game: TL 12th AAT (Snake Eyes) Gender: Male Race: Ogre Iconic Framework: MARS Combat Mage
Spirit d8 (+2 Sig Item)
Strength d10 (d12+2 in TW armor)
Common Knowledge d6
(Speed: Pace 12 d12 Innate, Instant, no PP)
(In Armor Pace 10 d10 or with Speed Pace 20 d12)
In Armor: 21 (8)
Death Wish (Minor)
Bad Reputation & D-Bee (Minor)
Master of Magic
New Powers (Twice)
One With Magic (Novice) (Seasoned) (Veteran) (Heroic)
Power Points (Thrice)
⍟ Bad Reputation (Minor): It's widely known that some Ogres—but not all— enjoy the taste of humanoid flesh. The initial Reactions of strangers are one level worse than usual (factored in below).
⍟ D-Bee Reaction (Minor): The initial to Ogres typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
⍟ Low Light Vision: Ignore penalties for Dim or Dark illumination.
⍟ Near-Human Physiology: Those unfamiliar with Ogre physiology suffer only a −1 penalty to Healing.
⍟ Powerful: Ogres start with Strength d6 and Vigor d6, raise Trait maximums accordingly. Size 1 (Normal): Ogres stand 7’– 9’ tall and weigh 250–400 lb. Their Size grants them +1 Toughness.
⍟ Surly: Ogres are either Mean, Stubborn, or Vengeful (Minor) for no extra bonus.
Combat Mage Heavy EBA (TW) (Armor 6 | Toughnesses 3 add > +2 A and +2 T from spent EP) FJ: Micro exoskeleton enhancements in the legs give your hero +2 to Pace and +1" Jumping distance; may be applied up to two times (added second by spending EP)
Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator (see page 114) to teach the system new languages (1 lb, 9,600 credits).
Designed by the Armstrong Bennett Technowizardry Armaments shop in MercTown, Debbie Armstrong-Bennet has managed to put stylistic panache and magic mastery into these exclusive weapons. It can function as a normal rifle grenade launcher, firing normal rifle grenades, but the main draw are the magical shockwave enchantments it can imbue upon the munitions--a feature no other TW manufacturer has been able to replicate.
• Range: 18/36/72
• Damage: Per grenade or by Enchantment
• • Any normal Grenade
• • Firestorm Shockwave Grenade (4 PPE): Apply the Fire Trapping to the enchanted grenade. They are also affected by the Havoc Power, with the Greater Havoc Mega Modifier
• • Blizzard Shockwave Grenade (4 PPE): Apply the Cold Trapping to the enchanted grenade. They are also affected by the Havoc Power, with the Greater Havoc Mega Modifier
• • Thunderstorm Shockwave Grenade (4 PPE): Apply the Cold Trapping to the enchanted grenade. They are also affected by the Havoc Power, with the Greater Havoc Mega Modifier
• RoF: 1
• Shots: 24; the specific TW grenades must be powered as they are shot.
• Notes: Min Str d6 (15 lbs), Reload 2, Two Hands.
Bag of Holding (Patron Item) (Bronze, SWADE)
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb. Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds. Contains
• Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.
Boots of the Erased (Patron Item)
Rare Enchanted Boots
Weight: 3 lbs. Features
• These enchanted boots leave no trail, convey no body odors or oils, leave no footprints, make no sound, and convey no detectable amount of body heat. Sensors of any sort are -4 to detect them, as is any sound based Perception or any Tracking check.
Bio Wizard Bracers of Domination
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Signature Item for Blackfish
The Bracer of Domination is a metal ring that is worn on an appendage (leg, arm, tentacles). It “magically” changes size to fit the wearing party.
Though it is metallic occasionally it squirms as if it is alive (because it is). In fact it looks kind of like a metal “centipede-like” “ouroboros”.
+1 to Spirit rolls
+1 to Spirit rolls
Edge: Improved Rapid Recharge (Character already had RR) Now recharge 20 / hour instead of 10.
⮕ TW Armor to activateDarksight (Savage Worlds: Adventure Edition p157)
⮕ TW Armor to activateFarsight (Savage Worlds: Adventure Edition p161)
⮕ Known SpellDetect/Conceal Arcana (Savage Worlds: Adventure Edition p158)
⮕ Known SpellDamage Field (Savage Worlds: Adventure Edition p157-158)
⮕ Known SpellStun (Savage Worlds: Adventure Edition p168-169)
⮕ Known SpellAuto Raise & Innate Ability (Base Power no PP) —> Sloth/Speed/Quickness (Savage Worlds: Adventure Edition p167)
⮕ Known SpellEntangle (Savage Worlds: Adventure Edition p161)
⮕ Known SpellTeleport (Savage Worlds: Adventure Edition p169-170)
⮕ Known SpellAdept Power Smite (Savage Worlds: Adventure Edition pxx)
⮕ Known SpellLight/Darkness (Savage Worlds: Adventure Edition pxx)
⮕ Known SpellTelekinesis (Savage Worlds: Adventure Edition pxx)
Power Activators: Magic users must be able to gesture and speak to cast spells.
⍟ One With Magic - Ley Line Sense: Can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
⍟ One With Magic - Ley Line Rejuvenation: While on a ley line, gains a natural healing roll once per day.
⍟ One With Magic - Veteran: The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds.
⍟ One With Magic - Heroic: Choose one power to use as an Innate Ability, ["Speed"] requiring no PPE (additional Power Modifiers cost the normal amount). The power does not work if the caster is unconscious, asleep, or otherwise Incapacitated. Only powers with a Duration longer than instant may be selected.
⍟ Combat Mage Spellcasting: Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, use the Ley Line Walker’s spell list and begin with three powers.
⍟ Combat Mage Edges: Channeling and Master of Magic Edges. Also begins with three Combat or Power Edges of your choice, ignoring Rank. Level Headed.
By expending 200 PPE—usually harnessed through a material-less Magic Ritual at a site of Ley Line Energy, or as a full round action—the mage opens a two-way mystical door. The portal is up to 1"×1" in size and lasts up to one minute per Rank of the caster. With a successful arcane skill roll at −4, the portal opens to a previously visited dimension, or a previously visited region of the current dimension, typically arriving at a ley line nexus near the desired location (nexus points act sort of like cosmic bus stops or Megaversal waypoints). On a raise, the exact desired point in a previously visited location may be reached. On a failure, the Rift's details should be determined randomly—see Nexuses and Rifts in the Game Master's Handbook. On a Critical Failure, the portal could connect to a realm of pure evil, an elemental plane overflowing with a dangerous Hazard, the bottom of an ocean, or worse, and the contents may come spilling out!
When used to travel to locations within the same dimension, the cost is only 100 PPE at an arcane skill roll penalty of −2.
⍟ Edge: Conjurer (Savage Rifts: Arcana and Mysticism p31-32)
The Conjurer’s claim to fame is straightforward — to bring forth animals and simple, non-magical objects out of thin air at a whim. Of course, creating anything from nothing is not as easy as it appears.
Powered technology and magic items are beyond the capabilities of Conjurers; black powder and simple gas-powered items (lanterns, stoves) are the most complex things they can conjure.
As an action, conjurers can spend the listed PPE to summon items based on their Rank as listed on the Conjurer Items table (see below). Conjured items lasts one hour per Rank of the Conjurer.
A leather jacket summoned up by a Veteran Conjurer lasts for three hours before disappearing. Conjurers can keep summoned items around for one additional hour per PPE they expend to maintain it. By taking a level of Fatigue (can only be recovered naturally) and performing a Ritual costing five times the normal PPE, the conjured item becomes permanent — (seeRitualsandMeditations) in The Tomorrow Legion Player's Guide.
Conjurers must have the summon ally power if they wish to conjure animals. Any summoned creature remains around for the same Duration as a conjured item (one hour per Rank of the caster). Having thebeastfriendpowerorBeastMasterEdge is a good idea for an animal-summoning Conjurer.TheGMhasfinalsayonwhatcan
A favorite is to - Conjure a Flintlock and adding Smite.
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⍟ MARS Advance: Combat Mages begin as Seasoned heroes.
⍟ Spellslinger: ["Speed"] (Hero's Journey): Spellslinger: Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
Chi Town burbs 96 P.A.
The children lined up along the sides of the muddy road and whispered excitedly and pointed at the CS Peacekeeper force marching down the street.
Not all CS troops were trustworthy but these men and women were part of the command under Major Lawrence Carver. Carvers Peacekeepers we’re generally not as harsh as Peacekeepers closer to the great towering city of Chi Town. This portion of the burbs was the farthest from the mega-city and right on the doorstep of the savage wildernesses.
The Peacekeeper force assigned here were mostly interested in keeping the supernatural out of this portion of the burbs and often worked alongside the people living out here on the fringes to keep everyone safe. The tolerance was a tad higher. Sure there were D-Bee’s here, several had saved CS troops here. In response, the troops were more: forgiving of the inhuman.
Most of the children saw these CS men and woman as heroes. Protectors. Saviors. Hope. Hope for a better life.
Tommy Willis, an 8 year old human boy, softly elbowed the 8 year old grey skinned ogre next to him. They were the same age, the ogre however had easily a foot more height than his human friend.
“Look Blackfish! There. In the front! That’s Major Carver I tell ya!”
The ogre boy smiled and held up a little CS flag on a stick and waved it.
“I think ya right Tommy! Cool!”
As the Peacekeeper force moved along the street between the children Major Carver held up his hand halting the troops. Leaning down to look at Blackfish he removed his helmet and said:
“Where did you get that flag young boy?”
Blackfish was momentarily stunned, then frightened, then saw the Major was smiling. Grinning up at his hero the young ogre opened his mouth to say that he had proudly made it himself — when the Majors head was vaporized!
Screams and panic. The other CS Pracekeepers opened fire on everyone and everything. The CS screamed out that the children had been a trap! One CS trooper kicked Blackfish so hard it cracked ribs and yelled, “Traitor's! Scum! Damn D-Bee ogre, c’mere I’ll gut you boy!”
Blackfish, crying and in pain rolled away from the trooper and under the shanty hut, crawling away in the mud, then running as fast as he could.
This portion of the burbs was burned down and utterly destroyed in less than an hour.
Blackfish only surviving due to a older woman with white hair and a Native American Cyber Knight helping him escape. They explained that they were just passing through when things got bad. She introduced herself as Erin.
Blackfish was left in Lazlo where a family took care of him for several years. He studied magic in the Lazlo.
Attending the University of Magic in Lazlo Blackfish focused on combat magic.
Born in the burbs, living there till 8, then growing up in Lazlo, he would later join the Tomorrow Legion to explore and help others.
Blackfish has grey skin. Teeth of an ogre. Long black hair. He stands at 7 ft 2 inches. Often mistaken as just a brutish ogre he is well spoken, learned and a heroic individual.
Even after all these years he recalls the heroics of Major Carver of the CS and tries to be excepting of all.
Arrival at Castle Refuge
Setnaja, a snake-man mage of great power, dubbed “Snake Eyes” Was standing in the hills overlooking Castle Refuge. Pacing back and forth he kept the castle in his view. He seemed upset.
He seemed preoccupied.
It explained how the ogre had caught him by surprise.
Setnaja spun about. His scales quivering. On edge. Ready to fight.
The grey skin ogre kept his hand open and away from weapons. He simply smiled at the snake man.
Setnaja canted his head to the side, snake eyes gazing at the ogre in armor. He inwardly reflected, this being seems educated and emitting a aura of power. Interesting.
A smile spread across Snake Eyes reptilian mouth: ”Oh I am fine. Just watching the various versions of reality play out. What brings you here … ogre.”
Setting his pack down and stretching the tall ogre groaned then smiled. At 7 ft 2 in he was muscled and grey. His voice belied his looks. A brute in armor by appearance. His words were of one with learning. Smart. Thought out.
“My friend Erin suggested I seek out the Legion. To… replay my fortune. I’ve studied at the University of Lazlo. Now it’s time to put my education and power to use, helping others. I’m here to seek employment in the Legion.”
Detecting the aura of power from the ogre, Snake Eyes raised an eyebrow.
“You have studied the arts of magic?”
The ogre grinned. Nodded and stated: “Aye. I have studied magic and seek to work with those who protect. Can I assume you are a member of the legion?”
Eyeing the ogre, feeling his power, thinking about the current situation of the AAT he had created…
”If you desire to join the legion and are indeed a caster of the arts. I think I could get you on with a team that regularly saves the world. How’s that sound ….?”
Grinning, “Blackfish. Just Blackfish. I’d like that very much. Thank you.”
The two shook hands and started the walk down to Castle Refuge.
Having already encountered the snake man once, outside the Castle, on a hillside overlooking the Legion the Ogre isn’t started when the humanoid cobra with white scales steps through the doorway to the interrogation room. He bows deeply.
In just the kind of voice you'd expect a snake man to have, slow, methodical, with extra emphasis on his "s"es, he greets Blackfish. ”I am Setnaja as you know. I see that you have kept busy these last few weeks. Thank you for meeting with me so late. My apologies for the delay. I had other pressing matters which arose suddenly, demanding my attention. I trust you have made good use of your time here at the Castle?”
Setnaja pauses, and looks into the combat mages flint eyes. The ogre nods an affirmative. "It is a rare thing to be assigned to an AAT right off. Most start on a SET or as Castle security. You are following these acronyms right? Good."
He gestures around the small interrogations room. “All the briefing rooms are locked up at this hour and I really didn’t want to get one opened. This meeting will be short. Serena Stargazer tells me you studied under Lady Mertseger the Silent in Lazlo. You didn’t mention that when you said you attended the University in Lazlo. She also said you were a member of the group that went with Sir Thorpe to get the white rose petals for Erin Tarn. You six likely saved her life. You have been around some haven’t you? My 12th AAT needs more members that are capable. I think that’s you…what say you… join a SET or except the challenge, duty, and dangers of an Arcane Anomaly Team?”
Blackfish grined showing large sharp teeth. Flint eyes and grey skin, tribal tattoos visible under the sleeveless t shirt he is wearing. Black leather pants and boots. No visible weapons. Setnaja knew the ogre was a living weapon. He’d visited both of his friends Lady Mertseger and Erin Tarn to get an idea who this combat mage was.
In perfect English the ogre said: “I’d be honored to join the 12th AAT - if you’ll have me. My interests lay in exploring and finding the arcane. I was a reserve member of the Lazlo Defense Force while studying the art of combat casting. I believe I can be of service to you…r team.”
Setnaja nodded his reptilian head and smiled.
“It’s settled then. I’ll work on getting you connected with your new team.”
Blackfish: Background Part Three — Grand Overview.
Born in the outer burbs of Chi Town, the combat mage was rescued as a child by Sir Thorpe and Erin Tarn when a CS culling burned his home and family to ashes.
Tarn turned the young ogre, age 8, over to a friend named Lady Mertseger in Lazlo at the University of Magic. The snake humanoid D-Bee woman was an accomplished mage and instructor at the University.
Mertseger both raised Blackfish and taught him the arts, as he grew up and as when he attended the University.
Over the decades Sir Thorpe often as he could visited the ogre. Blackfish loved getting to visit with, talk to, and listen to great stories from Erin Tarn by extension of Sir Thorpe.
When the Cyber Knight protector of the historian set off to the haunted city of New York, to get white rose petals to save Tarn, Blackfish was insistent on going with him. It was his first trip out of Lazlo. Saving the historian was extremely important to him. He sees her as a kind of grandma figure and loves her books.
Returning to Lazlo from old NY Blackfish decided it was time he set out on his own adventures. Erin suggested he seek out the Legion.
After a Chance meeting with Setnaja he is assigned to the 12th AAT.
Under New York (Flashback to a year ago)
Sir Thorpe took several steps back from the advancing blue-white Spectre-like shapes advancing on the group. The six surviving members of Thorpe’s group retreated with him. They were in some sort of underground tunnels that ran under the haunted grounds of New York.
Their guide, a Knight of the White Rose, Sir Baden claimed the old subway tunnels were a safe way to cross the river. Queens to Manhattan under the East River.
Blackfish wondered what a subway was but had kept quiet, deferring to Thorpe’s judgement that they’d listen to the human Knight. Often Blackfish worried the Cyber Knight might be too trusting of the White Knight, but he inwardly admitted that the Cyber Knight had way more experience in the world than he had.
Things had been going fine, dark, wet, and slow, but fine. The dim lighting hadn’t bothered his ogre eyes but the constant drip drip of the river slowly seeping its way into the subway had caused a little trepidation in them all. The river overhead wanted in. To flood the subway.
The real trouble came with the two seemingly unstoppable ghosts that were now pushing the group back the way they had come from. Away from their destination. The need to locate the white rose petals for Erin Tarn basically came down to each of them had their own reasons they couldn’t stand seeing her slowly die from the metamorphic cancer that ravaged her.
For the combat mage, ogre, Blackfish she was a grandma figure who had regaled him with exciting stories all his life. Thorpe was almost a father figure to the ogre. There had been nothing anyone could have said that would have stopped the combat mage from helping save Tarn.
In fact, Blackfish had left the university in Lazlo a month before graduation. He would now not earn the honors of graduation. He knew that would hurt his foster mother’s feelings, Lady Mertseger the Silent had been nothing other than wonderful to him. The ogre wished he could have made his Snake-Humanoid adoptive mother happy by finishing the University. Truly he did.
Saving Erin took priority and Mertseger had claimed she understood and supported his decision but, he saw the hurt in her snake eyes.
Pulled back violently into the moment Blackfish felt the sting of the blast from the incorporeal being attacking the group.
The blast had rocked him and the others against the moldy wall of the subway. Dropping the recently acquired Hellfire TW Rifle, taken off the demon he had fought last week, Blackfish pushed himself upright.
The others reluctantly and frustrating backed up more.
Conjuring (a favorite subject at University) a black powder flintlock pistol out of nothing Blackfish cast a holy Smite spell on the flintlock.
Typically the combat mage tended towards shadowy effects or fire effects on his casting, however holy was just a golden version of flames. These ghosts had lingered for generations in the subway and he intended to send them home.
Aiming the enchanted summoned flintlock at the first of two ghosts he pulled the trigger.
An explosion of noise and reek of smoke blasted out into the tunnel.
Finally the ghosts were dispatched. His inner reserves of power uncomfortably low the combat mage waved his hand to clear the air of black smoke. His ears were sore from the deafening noise.
Sir Thorpe’s chuckles made the ogre turn around.
“Okay Fish you just proved my reasoning for bringing you along. Well done. Let’s get going.”