Grazzithianthal "Grazz" Dragon Tank

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Grazz
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Grazzithianthal "Grazz" Dragon Tank

Post by Grazz »

Grazzithianthal (Signature)

Veteran male Dragon Hatchling, Great Horned Dragon Hatchling

Iconic Framework: Great Horned Dragon Hatchling

Attributes: Agility d6, Smarts d8, Spirit d4, Strength d12+6, Vigor d12+3
Skills:
  • Athletics d6
  • Common Knowledge d4
  • Fighting d12
  • Language (Dragonese/ Elven) d8
  • Language (Trade 4) d6
  • Language (Kydian) d6
  • Language (Dwarven) d6
  • Language (Katanni) d6
  • Notice d6
  • Persuasion d4
  • Psionics d12
  • Shooting d6
  • Stealth d4
Pace: 6; Flying Pace: 12; Parry: 8; Toughness: 57 (30 M.D.C.); Size: Large (8, Size mod +4)
Strain: 4/4; Wounds: 5
Hindrances:
  • Loyal
  • Outsider (major)
  • Overconfident
  • Stubborn
Edges:
  • Adept (Psionics)
  • Brawler
  • Bruiser
  • Chi
  • Dragon Fast Regeneration
  • Dragon Grows Larger
  • Dragon Grows Huge
  • Frenzy
  • Major Psionic
  • Martial Artist
  • Martial Warrior
  • Mentalist
  • Power Points
Weapons:
  • Bite (Range Melee, Damage Str+3d4, AP 16, M.D.C.)
  • Claws (Range Melee, Damage Str+3d12, AP 16, +2 to Hit, M.D.C.)
  • Flame Breath (Range Cone, Damage 3d8, M.D.C.)
  • Tail Lash (Range Melee, Damage Str+d8, M.D.C.)
  • Horns (Range Melee, Damage Str+3d4, AP 6, M.D.C.)
Current Wealth: 165,750 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers:
    • Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Touch (limited); Skill Bonus: +1)
    • Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Touch (limited); Skill Bonus: +1)
    • Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2)
    • Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect, Touch (limited); Skill Bonus: +1),
    • Speak Language (Savage Worlds: Adventure Edition p168)
  • Psionics: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Sloth/Speed (Savage Worlds: Adventure Edition p167; Innate Power), Speak Language (Savage Worlds: Adventure Edition p168)
  • Armored Hide*+: Have +30 MDC Armor and +8 Toughness in dragon form plus Size bonuses.
  • Bite/Claws*: Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size x2. In addition, their bite has Reach equal to the additional Wounds granted by Size.
  • Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
  • Fear: Fear checks at -2 to all who see them.
  • Flight*: Has Flying Pace of 12" and may "run". Flight is usable in another form if it has wings.
  • Flame Breath*+: A Great Horned Hatchling in its natural form can breathe flame in a Cone Template dealing 3d8 Mega Damage (4d8 with a raise). This may be Evaded as normal (see Breath Weapons in Savage Worlds).
  • Resistant to Fire and Cold†: Take − 4 damage from heat and cold attacks.
  • Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
  • Inherently Magical: Great Horneds know no magic spells, but have a natural pool of 15 PPE and can use Techno-Wizardry gear. Those who take an Arcane Background add this starting PPE to any gained from the Edge. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
  • Limited Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of his own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon form is dropped when transforming into humanoid form.
  • Mighty†: Begin with Strength d12+6, Vigor d8, and Smarts d6.
  • Major Psionic: Dragons being with Arcane Background (Psoinics), 10 ISP, Psionics d4, speak language, and two other powers. Great Horneds begin play with the Major Psionic Edge; increase their ISP to 20 as normal.
  • Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Dragons are immune to hunger/thirst and the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
  • Size 8 (Huge)*: 36 feet from snout to tail-tip and weighing 32 tons, gaining a fifth Wound level and +8 Toughness (in addition to the Armored Hide bonus).
  • Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; each injury as an additional Wound.
  • Tail Lash*: A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action using his Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Inflicts Str+d8 Mega Damage.
  • Horned: +4 damage and +4 AP at the end of one successful Fighting action in which they Run, move at least 5″ (10 yards).
  • Living in the Three Galaxies: All players in the three galaxies get the Multiple Languages rule
  • Cybernetics: Dragons cannot take cybernetics at any point.
  • Enemies: Hunted with extreme prejudice by CS forces. Many arcane factions seek to control dragons or use their body parts.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction it suffers the same penalties as that race. Most gear can only be used in humanoid form.
  • Hatched: Dragons are born not made. They do not choose a race.
  • Outsider (Major): Have the Outsider (Major) Hindrance.
  • Territorial: Dragons tend to dislike their own and treat newcomers as invading their territory.
  • Untested: Selects no Hindrances to start. Instead, he selects one Hindrance at the end of each session until he has four points worth of Hindrances. Only when all Hindrances are selected may the player spend the points on his character.
  • Very Young: Begin with Dragonese/Elven language, and 3 points to adjust their attributes and only 10 skill points without other benefits.
  • Unbound Power: ["Speed"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
  • Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list



Novice Advances
  • Raise Attribute: Vigor
  • Edge: Power Points
  • Raise Skill: Psionics
Seasoned Advances
  • Raise Attribute: Vigor
  • Edge: Frenzy
  • Edge: Bruiser
  • Edge: Mentalist
Veteran Advances
  • Edge: Dragon Fast Regeneration
  • Edge: Chi
  • Edge: Adept (Psionics)


Grazzithianthal (Base)


Veteran male Dragon Hatchling, Great Horned Dragon Hatchling

Iconic Framework: Great Horned Dragon Hatchling

Attributes: Agility d6, Smarts d8, Spirit d4, Strength d12+4, Vigor d12+1
Skills:
  • Athletics d6
  • Common Knowledge d4
  • Fighting d12
  • Language (Dragonese/ Elven) d8
  • Language (Trade 4) d6
  • Language (Kydian) d6
  • Language (Dwarven) d6
  • Language (Katanni) d6
  • Notice d6
  • Persuasion d4
  • Psionics d12
  • Shooting d6
  • Stealth d4
Pace: 6; Flying Pace: 12; Parry: 8; Toughness: 44 (22 M.D.C.); Size: Large (6, Size mod +2)
Strain: 4/4; Wounds: 4
Hindrances:
  • Loyal
  • Outsider (major)
  • Overconfident
  • Stubborn
Edges:
  • Adept (Psionics)
  • Brawler
  • Bruiser
  • Chi
  • Dragon Fast Regeneration
  • Frenzy
  • Major Psionic
  • Martial Artist
  • Martial Warrior
  • Mentalist
  • Power Points
Weapons:
  • Bite (Range Melee, Damage Str+3d4, AP 6, M.D.C.)
  • Claws (Range Melee, Damage Str+3d12, AP 6, +2 to Hit, M.D.C.)
  • Flame Breath (Range Cone, Damage 3d6, M.D.C.)
  • Tail Lash (Range Melee, Damage Str+d8, M.D.C.)
  • Horns (Range Melee, Damage Str+3d4, AP 6, M.D.C.)
Current Wealth: 339,000 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers:
    • Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Touch (limited); Skill Bonus: +1)
    • Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Touch (limited); Skill Bonus: +1)
    • Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2)
    • Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect, Touch (limited); Skill Bonus: +1),
    • Speak Language (Savage Worlds: Adventure Edition p168)
  • Psionics: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Sloth/Speed (Savage Worlds: Adventure Edition p167; Innate Power), Speak Language (Savage Worlds: Adventure Edition p168)
  • Armored Hide*+: Have +22 MDC Armor and +6 Toughness in dragon form plus Size bonuses.
  • Bite/Claws*: Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size. In addition, their bite has Reach equal to the additional Wounds granted by Size.
  • Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
  • Fear: Fear checks to all who see them.
  • Flight*: Has Flying Pace of 12" and may "run". Flight is usable in another form if it has wings.
  • Flame Breath*+: A Great Horned Hatchling in its natural form can breathe flame in a Cone Template dealing 3d6 Mega Damage (4d6 with a raise). This may be Evaded as normal (see Breath Weapons in Savage Worlds).
  • Resistant to Fire and Cold†: Take − 4 damage from heat and cold attacks.
  • Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
  • Inherently Magical: Great Horneds know no magic spells, but have a natural pool of 15 PPE and can use Techno-Wizardry gear. Those who take an Arcane Background add this starting PPE to any gained from the Edge. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
  • Limited Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of his own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon form is dropped when transforming into humanoid form.
  • Mighty†: Begin with Strength d12+4, Vigor d8, and Smarts d6.
  • Major Psionic: Dragons being with Arcane Background (Psoinics), 10 ISP, Psionics d4, speak language, and two other powers. Great Horneds begin play with the Major Psionic Edge; increase their ISP to 20 as normal.
  • Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Dragons are immune to hunger/thirst and the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
  • Size 6 (Large)*: 15 –20 feet from snout to tail-tip and weigh up to 7 tons, gaining a fourth Wound level and +6 Toughness (in addition to the Armored Hide bonus).
  • Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; each injury as an additional Wound.
  • Tail Lash*: A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action using his Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Inflicts Str+d8 Mega Damage.
  • Horned: +4 damage and +4 AP at the end of one successful Fighting action in which they Run, move at least 5″ (10 yards).
  • Cybernetics: Dragons cannot take cybernetics at any point.
  • Enemies: Hunted with extreme prejudice by CS forces. Many arcane factions seek to control dragons or use their body parts.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction it suffers the same penalties as that race. Most gear can only be used in humanoid form.
  • Hatched: Dragons are born not made. They do not choose a race.
  • Outsider (Major): Have the Outsider (Major) Hindrance.
  • Territorial: Dragons tend to dislike their own and treat newcomers as invading their territory.
  • Untested: Selects no Hindrances to start. Instead, he selects one Hindrance at the end of each session until he has four points worth of Hindrances. Only when all Hindrances are selected may the player spend the points on his character.
  • Very Young: Begin with Dragonese/Elven language, and 3 points to adjust their attributes and only 10 skill points without other benefits.
  • Unbound Power: ["Speed"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
  • Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list



Grazzithianthal (Humaniod)


Veteran male Kydian

Iconic Framework: Great Horned Dragon Hatchling

Attributes: Agility d6, Smarts d8, Spirit d4, Strength d12+4, Vigor d12+1
Skills:
  • Athletics d6
  • Common Knowledge d4
  • Fighting d12
  • Language (Dragonese/ Elven) d8
  • Language (Trade 4) d6
  • Language (Kydian) d6
  • Language (Dwarven) d6
  • Language (Katanni) d6
  • Notice d6
  • Persuasion d4
  • Psionics d12
  • Shooting d6
  • Stealth d4
Pace: 6; Parry: 8; Toughness: 21 (8 M.D.C.); Size: Large (2, Size mod +0)
Strain: 4/4; Wounds: 3
Hindrances:
  • Loyal
  • Outsider (major)
  • Overconfident
  • Stubborn
Edges:
  • Adept (Psionics)
  • Brawler
  • Bruiser
  • Chi
  • Dragon Fast Regeneration
  • Frenzy
  • Major Psionic
  • Martial Artist
  • Martial Warrior
  • Mentalist
  • Power Points
Weapons:
  • 2x Mini Rail Gun (Range 50/100/200, Damage 2d10+2, ROF 4, AP 6, M.D.C.)
  • Vibro-Blade Vambraces (Range Melee, Damage Str+2d12, AP 8, +2 to Hit, M.D.C.)
Current Wealth: 339,000 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers:
    • Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Touch (limited); Skill Bonus: +1)
    • Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Touch (limited); Skill Bonus: +1)
    • Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2)
    • Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect, Touch (limited); Skill Bonus: +1),
    • Speak Language (Savage Worlds: Adventure Edition p168)
  • Psionics: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Sloth/Speed (Savage Worlds: Adventure Edition p167; Innate Power), Speak Language (Savage Worlds: Adventure Edition p168)
  • Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
  • Resistant to Fire and Cold†: Take − 4 damage from heat and cold attacks.
  • Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
  • Inherently Magical: Great Horneds know no magic spells, but have a natural pool of 15 PPE and can use Techno-Wizardry gear. Those who take an Arcane Background add this starting PPE to any gained from the Edge. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
  • Limited Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of his own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon form is dropped when transforming into humanoid form.
  • Mighty†: Begin with Strength d12+4, Vigor d8, and Smarts d6.
  • Major Psionic: Dragons being with Arcane Background (Psoinics), 10 ISP, Psionics d4, speak language, and two other powers. Great Horneds begin play with the Major Psionic Edge; increase their ISP to 20 as normal.
  • Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Dragons are immune to hunger/thirst and the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
  • Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; each injury as an additional Wound.
  • Cybernetics: Dragons cannot take cybernetics at any point.
  • Enemies: Hunted with extreme prejudice by CS forces. Many arcane factions seek to control dragons or use their body parts.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction it suffers the same penalties as that race. Most gear can only be used in humanoid form.
  • Hatched: Dragons are born not made. They do not choose a race.
  • Outsider (Major): Have the Outsider (Major) Hindrance.
  • Territorial: Dragons tend to dislike their own and treat newcomers as invading their territory.
  • Untested: Selects no Hindrances to start. Instead, he selects one Hindrance at the end of each session until he has four points worth of Hindrances. Only when all Hindrances are selected may the player spend the points on his character.
  • Very Young: Begin with Dragonese/Elven language, and 3 points to adjust their attributes and only 10 skill points without other benefits.
  • Unbound Power: ["Speed"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
  • Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list




Current Load: 82 (1001)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

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Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Grazzithianthal "Grazz" Dragon Tank

Post by Technospawn »

Sig Item

Drathirnous' Fury

This amulet was created by the dragon master of old in the time before. The blood of 100 dragon warriors was fused into the amulet during forging. A large amethyst in the shape of a dragon's heart pulse with a deep purple energy suspend on a chain of gold.
Drathirnous Fury.png
Drathirnous Fury.png (106.19 KiB) Viewed 1485 times
Enchanted Item
+2 Vigor rolls
Dragon grows large
Dragon grows huge


Base item = $10K
minor +1 roll $10k
Minor +1 roll $10k
Major DGL $150k
Major DGH $200k


Patron Item

KLS Triarius Heavy EBA (Patron Item)
Image
Located in the CAN Republic on the moon, KLS has always been a forerunner in innovation. The KLS Triarius Heavy Armor is a proof of concept suit designed after the first Arkhon invasion as a response that menace. This armor has proven itself in all the trials thrown at it. KLS has clandestinely delivered a limited number of suits to terrestrial sources gather further information on its capabilities.
• +8 M.D.C. Armor and +3 Toughness
• Multi-Optic Helmet and EBA Armor
• Voice-controlled Computer Integrated Management & Security System (CIMSS): CIMSS is a simple AI which obeys and responds to all user requests and controls the suit's various systems, allowing them to be controlled as a free action.
• The modular arm shield can be equipped on either upper arm. Choose one of the following modes to utilize at any one time.
• •It adds +2 Parry (or +2 toughness vs ranged attacks)
• •The shield deploys itself to provide cover. It's large size effectively gives the wearer light cover. Positioning the shield in this manner is a free action due to the Voice-controlled Computer Integrated Management & Security System (CIMSS).


EP Items

Grazz's Crown

This crown of pure platinum protects Grazz from unwanted effects.

TW Item
Dragon's Will (+2d spirit)
Indomitable Spirit (+2 spirit rolls to resist powers)


Base item = $10K
Major +1d spirit $10k
Major +1d spirit $10k
minor +1 roll $5k
Minor +1 roll $5k
Setting modifier 50%
Total = $60,000


Shiny New Helmet

Multi-Optics Helmet
+1 shooting calibrate weapons (does not stack because of big nerf)
+2 notice

TW Item
+2d Smarts
+2 Shooting rolls


Base item = $25,500
Major +1d smarts $10k
Major +1d smarts $10k
minor +1 roll $5k
Minor +1 roll $5k
Setting modifier 50%
Total = $83,250
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Grazzithianthal "Grazz" Dragon Tank

Post by Ndreare »

Please finish this character's combat block so it can be reviewed.

PS: I think the base cost of all enchanted objects is 10,000 credits.
  • 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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