Holly

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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HollyTalayuki
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Holly- Talayuki

Post by HollyTalayuki »

Heroic Journey: Roll

Black ops roll [dice:bhu4z1wi]48575:0[/dice:bhu4z1wi] Scrounger Edge, and black market connections.
Legendary Roll : [dice:bhu4z1wi]48575:1[/dice:bhu4z1wi]

Hi #1 [dice:bhu4z1wi]48575:2[/dice:bhu4z1wi] Training: 5 Points in Fighting/Throwing/Shooting
Hi #2 [dice:bhu4z1wi]48575:3[/dice:bhu4z1wi] Training: Die type increase for repair and +1 To Knowledge Engineering and Electronics.
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HollyTalayuki
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Re: Holly- Talayuki

Post by HollyTalayuki »

HollyTalayuki wrote: Sat Jan 19, 2019 7:37 pm Heroic Journey: Roll

Black ops roll [dice:23vjeywh]48575:0[/dice:23vjeywh] Scrounger Edge, and Black Market Connections.
Legendary Roll Heroes Journey: [dice:23vjeywh]48575:1[/dice:23vjeywh] Bad Ass Family: Two additional stat increases for me and decendants.

Hi #1 [dice:23vjeywh]48575:2[/dice:23vjeywh] Training: 5 Points in Fighting/Throwing/Shooting
Hi #2 [dice:23vjeywh]48575:3[/dice:23vjeywh] Training: Die type increase for repair and +1 To Knowledge Engineering and Electronics.
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Pender Lumkiss
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Re: Holly- Talayuki

Post by Pender Lumkiss »

Legendary roll is off, choose a table and roll a d12.
Field Team Six Bennies
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HollyTalayuki
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Re: Holly- Talayuki

Post by HollyTalayuki »

[dice:3cp97cif]48680:0[/dice:3cp97cif]
Legendary Heroes Journey
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HollyTalayuki
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Re: Holly- Talayuki

Post by HollyTalayuki »

Character Sheet

Player Name: Brent
Google Handle: HollyTalayuki
Character Name: Holly (Last name unknown)
Rank: Novice Experience: 18 Advances Left:
Race: Talayuki
Iconic Framework: Talayuki(Modified Flamewing Hatchling)
Attributes: Agility d6, Smarts d8, Spirit d4, Strength d12+4, Vigor d8
Charisma: 0; Pace: 12; Parry: 6 Toughness: 4+2(6) Base Fenrir Form 6+6+16(34)
16MDC Armor
Growth during Berserk + 1d6+2 Size.
Hindrances
Hindrance (Major): Rp Pending
Hindrance (Minor): Rp Pending
Hindrance (Minor): Rp Pending

Edges
Edge: Scrounger: Some people are just very skilled at
knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas)
to accomplish one of the following:
„ Gain 1d6+2 fully charged e-clips for the firearms she and her teammates use.
„ Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
„ Procure food for 2d6 people for a week.
„ Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NG-S2 Survival Pack).
„ Obtain a non-secured cred-card with 2d10 × 2,000 credits on it.
„ Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).
Edge: Connections Black Market:
Whether it’s to the Feds, the cops, the Mob, or some big
corporation, your heroine knows someone on the inside someone who is willing to lend her a hand on occasion (usually once per game session).This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).
To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up. Once in contact, the hero must make a Persuasion roll. The
GM should feel free to modify both the Persuasion roll and
any results based on the circumstances.A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary. On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).
Edge: Weird Science Background
Edge: Berserker: Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk.While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random
adjacent target (not the original target). The attack may hit
friend as well as foe. If there are no other adjacent targets,
the blow simply misses.
The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at –2.
Powers
Arcane Background: Psionics/Tribal Magic of Talayuki
PPE: 10 Recovery: 1/hour

Trapped Power Name(Ancestral Awakening) [Warriors Gift] (4/PP Cost) [Seasoned Rank]
Range: Touch
Duration: 3 Turns
Trapping:Bestows a Power from Ancient Talayukian’s or the mighty Fenrir himself causing a Misty ice hue around the target.
Provides insight from a wolf ancestor or the God's blessing Fenrir showing a large ice blue wolf spirit engulfing and going within the target to provide insight to become victorious in combat.
Effect: 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.
Trapped Power Name(Yuki's Yard) [Damage Field] (4PPE Cost) [Seasoned Rank]
Range: Touch
Duration: 3(2/round)
Trapping: Creates Ice and freezing temperatures around the user/target that deals damage on punch, when they come in contact with me(or who I cast it upon.) from hitting close range, when I grapple or while holding them. This is shown from icy slashes from howling winds hitting and freezing the targets body with freezing claws leaving claw marks on any wounds caused.
Effect: If a character with a damage field strikes someone in
unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may
also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.

Trapped Power Name(Frozen Flurry) [Pummel] (2PPE Cost) [Seasoned Rank]
Range: Cone Template
Duration: Instant
Trapping: Growls aggressively releasing pent up frozen fury from the tundra invoking multiple large icicles that can be propelled at the target(s) to push/impale them to be pummeled down with the ice from the Talayukian home world.
Effect: Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a
Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.

Arcane Background: Weird Science
ISP: 20 - Recovery: 1/hour

Trapped Power Name(Cryo Combustion Cystal)[Entangle] (2 to 4 ISP Cost) [Novice]
Range: Smarts
Duration: Special
Trapping: A fingerless blue glove with Crystal inlays in the seams. When I'm holding a throwing weapon, melee weapon, when punching or using claws, or a random projectile rock grenade frisbee etc. I charge the item by making a tight grip activating the crystalline gloves nature and the object obtains the Entangle power that will release on an impact or when a heat signature comes within range if the object charged is set on the ground or thrown in an area where no one is. Imbuing held items happens automatically upon grip and requires a fighting/throwing roll to hit with the item to activate the entangle. I designed it this way so like a ray gun it could be used for throwing projectiles or returning projectiles like a boomerang. If you charged a bullet a gun could work but the ammo itself must be touched. I can also pre charge other characters weapons by touching them. Asthetic: Once triggered the crystaline charge releases shooting out intense icy winds from the charged item or directly from the glove if held palm open with nothing in hand(This forces a Weird Science Roll) that causes icey winds to shackle all around the body and then freeze solid to restrain the target(s). On a power increase when it fully restrains the target it encases them in ice freezing the target.
Effect: The arcane skill roll is opposed by the target’s Agility.
Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template

Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power

Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Skills:
Psionics(Sm) d6(Racial)
K/Weird Science (Sm) d8
K/Electronics (Sm) d6+1(TT)
K/Engineering (Sm) d6+1(BO Skill and TT)
Repair (Sm) d8(Free die Training)
Notice (Sm) d4
Streetwise (Sm) d4
Persuasion(Sp)d4
Fighting (Ag) d6
Throwing (Ag) d6
Shooting (Ag) d4

Iconic Framework
Armored Hide*: The Talayukian has +16 M.D.C. Armor and +6 Toughness in Fenrir form.
Size +6*: In their natural forms, Talayukian Pups are usually 15 –20 feet from snout to hind quarters, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Pups gain +6 Toughness.
Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
Limited Metamorphosis: A Talayukian begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The Talayukian gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in Fenrir form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the huge form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the Talayukian in Fenrir form is dropped when transforming into humanoid form.
Fear*: In his natural,Fenrir, form, a Talayukian is a terrifying creature to most folks, who must make a Fear check when first seeing him.
Mighty: Even Young Pups are incredibly strong, beginning with a Strength of d12+4. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit.
Nigh-Immortality: Unless killed through violence or other means, Talayukians can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
Fast*: Talaykuians move at double their pace and can easily move through snow and ice.
Impervious to Cold: Ice and cold (including magic and technowizard weapons) do not affect a Talayukian at all
Infravision: Talayukians halve the penalties for dark lighting against living targets (round down).
Tribal Lore (Psionics): As a Minor Attunement with Nature, a Talayukian begins with three powers (from the Mind Melter list) and 10 ISP . He also has a beginning Psionic skill of d6. Skills reworked to animalistic insights.
Inherently Scientific: Pups know no magic spells, but they have a natural pool of 10 PPE and can use any Techno-Wizard devices. A Talayukian who takes a Science Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5.
Special Attacks:
Leap: 2” vertical and 4” horizontal leap.
Claws/Bite*: Talayukian’s can naturally attack with massive teeth and talons (Str+3d6 AP 4, Mega Damage).
Cold Breath*: Pups in their huge Fenrir form can fire a frost bolt at Range 12/24/48 and Damage 4d6 (Mega Damage), using there shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
Leg Thrust*: The Talayukian can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage).


WILD WOLF COMPLICATIONS: For all their power, Talayukians begin life with a number of limitations and difficulties.

„ „ Cybernetics: Talayukians cannot take cybernetics at any point. Their bodies reject such foreign implants.

„ „ Enemies: Talayuki are illegal and reviled by the Coalition. Any known mutt is immediately hunted with extreme prejudice. They are sought after and reviled as lesser creatures or mutts from others for their imprinting and use as a slave. Talayukian are often hunted to be used as a weapon, tool, or slave due to their loyal nature and inprinting patterns when young.

„ „ Form Limits: If a Talayuki transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Physiology, see page 51), it suffers the same penalties as that race. The GM makes the final call on what
counts as a body type restriction. In their natural form, Talayuki cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM's call).

„ „ Pack Calling: Talayuki are born not made. They do not choose a race.

„ „ Large: When not shape shifted into a humanoid form, Talayuki make for very big targets. Normal-sized opponents gain +2 on all attacks against them.

„ „ Outsider: Talayuki understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Talayuki have the Outsider Hindrance. Talayuki fight versus their feral nature and some are less animalistic then others but still have issues adapting to some customs or an understanding.

„ „ Territorial/Pack Mentaiity: Talayuki tend to dislike and mistrust others unless it's their small pack and they generally treat a newcomer as invading their territory unless great care is taken in interactions.
Their packs can consist of any race but commonly Talayuki on the home world but often consist of a group they work with and have a bond established. This mentality usually forms after a few weeks of continued interaction and they can imprint 1 person in the pack or a few to be extremely close to. Additionally the will be extremely protective of those imprinted in their pack being weary of others approaching them.
„ „ Untested: Being so young and without any life experiences, Talayuki have not had time to develop moral codes, physical limitations, or foibles. When creating a Talayuki character, the player selects no Hindrances to start (and, thus, doesn't get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of the first session. He may then select another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Talayuki.

„ „ Very Young: Talayuki pups start out very young. They begin with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant an extra Benny each session.
HERO'S JOURNEY (TWO ROLLS) Due to their very young starting age, as well as their enormous raw power, Talayukians only gain two rolls on the Hero's Journey Tables. They are restricted to Education, Magic, and Training, each of which represents something picked up before they were thrust out onto the universe.

Hero’s Journey
Legendary HJ Table: 4) 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 Beserk edge and as a free action when first beserking you can use the growth power once and it lasts until the end of your berserk. Use smarts as the casting roll. If you already have the beserk edge increase damage to +4. Your growth is locked in on a success at a 1d6+2.
Training Table (3):After serving in a military, paramilitary, militia, or security force for some time,
your hero has some solid combat training. She gains +5 Skill Points, which may be
spent on Fighting, Shooting, or Throwing in any combination.
Training Table (10):Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
Black Ops Table 16: With a nose for opportunities, horse-trading, and five-fingered discounts, your
hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger
Edge and Connections (Black Market).
Hinderances
Initial Advances: (From Hindrances): Pending Rp
Advances

Novice 1 Advance: Weird Science Background Edge.
Novice 2 Advance: Agility +1 to d8
Novice 3 Advance: Gadgeteer
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:
Last edited by HollyTalayuki on Mon Oct 28, 2019 2:04 pm, edited 4 times in total.
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Pender Lumkiss
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Re: Holly- Talayuki

Post by Pender Lumkiss »

Psionics(Sm) d6(Racial)-free
K/Weird Science (Sm) d8-3pts
K/Electronics (Sm) d6+1(TT)-2pts
K/Engineering (Sm) d6+1(BO Skill and TT)-free
Repair (Sm) d8(Free die Training)-2pts
Notice (Sm) d4-1pt
Streetwise (Sm) d4-1pt
Persuasion(Sp)d4-1pt
Climbing (St) d4-1pt
Fighting (Ag) d8-free
Throwing (Ag) d4-free
Shooting (Ag) d4-free

I get 11
Field Team Six Bennies
3/6
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HollyTalayuki
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Re: Holly- Talayuki

Post by HollyTalayuki »

Fixxed by dropping Climbing and readjusted to d6 Fighting and Throwing due to stat fixes.

Psionics(Sm) d6(Racial)-free
K/Weird Science (Sm) d8-3pts
K/Electronics (Sm) d6+1(TT)-2pts
K/Engineering (Sm) d6+1(BO Skill and TT)-free
Repair (Sm) d8(Free die Training)-2pts
Notice (Sm) d4-1pt
Streetwise (Sm) d4-1pt
Persuasion(Sp)d4-1pt
Fighting (Ag) d6-free
Throwing (Ag) d6-free
Shooting (Ag) d4-free

Curious Hinderance added.
HJ Roll By gaining Curiosity flaw in story. Rolled Skills for Fighting/Throwing/Shooting. 5 points raised Fighting to d10 for 4 Skill points(2 per level over Agi) last point in shooting to d6.

Fighting(Ag) d10
Throwing(Ag) d6
Shooting(Ag) d6


First Hindeance for quarters:
Loyalty: Holly will protect her friends far beyond her capability struggling if she has to. She never wants to lose a friend if she can help it.


Beneath some barrels of water you find a trap door. Just a small thing and when you lift it up you are assulted by glorious smells, a small portable solar powered leyline fueled refrigerator and the Fire in the Hole 3000 portable grill, It runs off propane, PPE, portable pixie generators if you have them Next to the two portable items are 6 bags of wonder no doubt hailing from the Splynn Dimentional market.
Bag of Medicated Monkey Dippers. A fine source of calcium, Iron, and riboflavin. Also capable of stunning an ox with one bite. Stir it into a drink, slather it with your favorite spread, one bite and your out like a light. Package contains 6 monkey flavored Dippers.
Vigor roll at -4 Knockout Dream Time: Knocked out for 2d6 hours with failure, or 2d6 minutes with success.
Bag of Virtual Snake Eggs. Are they there are they not there, all you know is after trying to eat the contents of this bag you are full for 1 week. It is uncertain what happens after that week. But the product disclaimer does mention severe bowel movements.
Bar of Sticky Nature Pudding. Not only can nature’s pudding keep you full for days on end it is perfect to make hand holds where none exist. One bar can be used to easily scale a 100ft wall. +2 climb. Only your stomach will growl in protest.
Bag of Salt and Pepper Space Wasp. No nutritional value and gives you the runs like you will not believe. Only those wishing to be called Power Dump delve into this bag of mysteries. Interestingly it will let you survive in the vaccume of space for 1 hour. Very interesting. Enough for two servings.
Small sack of Geodesic Fructose Pellets. Just what every adventurer needs. 12 pellets, just add water and see what happens. Roll once on the weird science malfunction table. Good thing is the vapor released quenches any thirst.
A single Isotonic Poultry Lick. A rare item to be sure. Just one of these licks keeps you fed for an entire year. Downside is after a full week of licking any thing else you try just tastes like chicken. After a month most folks kill themselves. It was discontinued after the great cleansing on Ridel IV. Hard to believe you found one still in the wrapper.



TW Demon Claws:
Mechanical looking armor plated gauntlets that resemble a demon’s clawed hand. There is a large yellow crystal on the back side of each claw. They are two claws per set and are designed to function together.
Str +d8 AP4 MD,
1PPT for 3 rounds of activation. When activated +1 Parry, +4 Str Die, and demon trapping(Melee weapons cannot break it).
Agility d8 required.
-2 to any shooting roll while they are worn as it makes shooting a bit difficult.
Cost: 1 Million Credits!
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