Raphael (Ready for review)

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Raphael
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Raphael (Ready for review)

Post by Raphael »

Player Name: Mike
Google Handle: mike.e.morrison@gmail.com
Raphael
Rank: Novice Experience: 5 Advances Left: 0
Race: Guardian
Iconic Framework: Guardian
Attributes: Agility d8 (1) (advancement), Smarts d6 (1), Spirit d8 (2), Strength d6 (1), Vigor d6
Charisma: +4; Pace: 6; Parry: 5 (½ Fighting +2) ; Toughness: 7 (½ Vigor+2 plus armor +2 from i.f.) ; Strain: 0
Skills:
  • Faith (Sp) d12 (starts with d6 due to IF) (3) (Advancement)
  • Fighting (Ag) d6 2
  • Investigation (Sm) d4 1
  • Notice (Sm) d8 2 +2 from I.F.
  • Persuasion (Sp) d8 3
  • Stealth (Ag) d6 2
  • Streetwise (Sm) d6 2
  • Tracking (Sm) d6 2

Hindrances
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): Quirk, Neat Freak

Edges
  • Edge: Champion
  • Edge: Danger Sense
  • Edge: New Power (Barrier)
  • Raise Agility to a d8
Last edited by Raphael on Fri Aug 10, 2018 7:08 am, edited 2 times in total.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Raphael
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Re: Guardian

Post by Raphael »

Powers
Arcane Background: Miracles
Powers & Abilities
Healing (Holy trapping) Flight, Bolt (Light trapping of beam, +4 AP), Dispel, Barrier
  • Arcane Background (Miracles): All guardians begin with Faith d6 and the following spells. Healing, Flight, and Bolt. The only trapping available to a Guardian is Holy, Light, and Holy Light. In addition their powers can injure and kill vampires.
  • Champions of Light: Guardians are natural destroyers of the unholy and begin with the champion edge.
  • Glow: Guardians can cast Holy Light at will as a free action, the power is always centered on the Guardian.
  • Infravision: The character can see heat sources. He halves darkness penalties against targets with heat signatures (or lack thereof in normal environments). If he also has Low Light Vision, he ignores all illumination penalties.
  • Inhuman Beauty: All guardians have a supernatural and inhuman beauty about them. They begin with Very Attractive giving them +4 Charisma.
  • Premonition: Guardians feel intuitive and unexplained visions often telling them where to go or what they should do. They also begin with Danger Sense.
  • Supernatural Disruption: Guardians have access to Dispel, When using this power they require touch with the target, however they do not suffer the normal -2 modifier for affecting other arcane backgrounds.
  • Supernatural Nature: Guardians are supernatural in nature, they do not eat, drink, or sleep. In addition they begin with d6 Vigor and +2 Toughness.
  • Supernatural Perception: Guardians are naturally more alert than humans, they begin with Notice d6 and gain +2 to all notice rolls.

Limitations and flaws
  • Higher Duty: All guardians are led by an unknown force. They are often given urges and premonitions of what to do that they cannot resist.
  • Enemies: Guardians are naturally opposed to vampires and other supernatural evil beings. They do not gain their charisma bonus from inhuman beauty with such beings and suffer an additional -2 charisma.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Raphael
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Re: Guardian

Post by Raphael »

Background

He remembers the light. Before that, he isn't so sure. Sometimes he thinks he sees a wife, kids, some job in an office. Dinner with family, nights at the bar with friends when he concentrates sometimes, but most of the time, it's only the light. Warm and bright, it threads through his entire being. The light is all there is these days, it consumes him. So much so that it even tells him what to do sometimes. He spends his days wandering the streets feeding and helping out those who need it most. His nights? He provides the light to those who need it.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Raphael
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Re: Guardian

Post by Raphael »

Gear

$500.00 in a mix of various denominations
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Raphael
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Re: Guardian

Post by Raphael »

Advances
Advances
  • Initial Advances: (From Hindrances): New Power (Barrier), Raise Agility
  • Novice 1 Advance: Raise Faith to a d12
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • 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:
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Ndreare
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Re: Guardian (Ready for review)

Post by Ndreare »

Looks solid.

Needs some formatting clean up. I can help do it if you want
  • 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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Mel Richter
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Re: Raphael (Ready for review)

Post by Mel Richter »

Hm, I have questions.

First, you have the 3 default powers, plus the Barrier power that you bought with an advancement, and then...Dispel? Where did Dispel come from?

And then, you seem to have the Tracking skill at 1d6 for free, but I'm not sure why. It's not listed as being part of the Guardian IF.

Beyond that, and your starting gear, I'd say you're good to go.
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Re: Raphael (Ready for review)

Post by Stoic »

Dispel is part of the Guardian I.F. (it's under Supernatural Disruption) and I spent 2 points for tracking. I started with a Faith d6 as part of the I.F.
GM Bennies 9/9
Wild Card Bennies ?
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Gravely
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Re: Raphael (Ready for review)

Post by Gravely »

The sheet looks good. Character is obviously more attractive than the stats relate.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
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Re: Raphael (Ready for review)

Post by Stoic »

Advance: New Power (Banish)
GM Bennies 9/9
Wild Card Bennies ?
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Raphael
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Re: Raphael (Ready for review)

Post by Raphael »

No.Power.PointsInstead of using Power Points, characters with Arcane Backgrounds simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Casting the armor power, for example, which costs 2 Power Points, is an arcane skill roll at –1.Once cast, check the results below:•Success: The power activates as usual.•Raise: A raise on the roll grants any additional bonuses to the power stated in its description. Armor, for example, grants a +4 bonus to Toughness with a raise.•Failure: All currently maintained powers are cancelled and the caster is Shaken. ►Backlash: Channeling magic, spiritual, or psionic energy, tinkering with unstable technology, and even using superpowers all come with certain risks.If a caster rolls a 1 on the arcane skill die when using one of his powers it automatically fails and he suffers 2d6 damage.Replace each Arcane Background’s specialized backlash rules with these:•Magic: Use the above Backlash results.•Miracles: As above, but the damage is reduced by half the priest’s Faith skill.•Psionics: Use the above Backlash rules, but the damage is applied to all sentient creatures within a Large Burst Template centered on the psionicist.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
User avatar
Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Raphael (Ready for review)

Post by Ndreare »

Moving to Nightbane archive. Player has retired character.
  • 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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