Tiny Tim (Forest Runner)

Post Reply
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 574
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Tiny Tim (Forest Runner)

Post by Hans Greuber »

HJ: [dice:2900luob]59171:0[/dice:2900luob]
  • Education
    • Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
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)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 574
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Tiny Tim (Forest Runner)

Post by Hans Greuber »

IF
Armored Hide*
  • The Hatchling has+18 MDC Armor and +6 Toughness in dragon form (plus the Size bonus).
„„Bite/Claws*
  • Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size, see Natural Weapons in Savage Worlds. In addition, their bite has Reach equal to the additional Wounds granted by Size (one at Size Large).
Expanded Awareness
  • Dragons have the detect arcana power as an Innate Ability (see page 70) with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may also sense supernatural beings within line of sight with a Notice check.
„„Fear*
  • Hatchlings are terrifying creatures and cause Fear checks to all who see them.
Infravision
  • Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
„„Inherently Magical
  • Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use Techno-Wizard gear. A dragon who takes an Arcane Background adds this starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5.
Nigh-Immortality
  • Dragons are supernatural creatures thought to be as old as the cosmos itself. Hatchlings mature around 600 years of age and, unless killed, can live up to 12,000 years. They are sustained by passively and effortlessly absorbing ambient magic energy, eating and drinking simply for pleasure. Dragons are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation; see Hazards in Savage Worlds.
Slow Regeneration
  • Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery.
„„Tail Lash*
  • A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action. The Hatchling uses its Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Those who fail suffer Str+d8 Mega Damage.
Limited Metamorphosis
  • A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon 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 dragon form (marked with an *). 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. The process does not work in reverse; all gear carried by the dragon is dropped when transforming into humanoid form.
Enhanced Metamorphosis
  • Forest Runners begin life able to adopt a single human/humanoid form or any natural animal form, even as hatchlings. They can maintain a form for a number of hours equal to 2 × Spirit before needing at least six hours of rest. All other aspects of the Limited Metamorphosis ability are unchanged.
Minor Psionic
  • Dragons begin with Arcane Background (Psionics), 10 ISP, Psionics d4, speak language and two other powers chosen from the standard psionic power list on page 122.
Major Psionic
  • In addition to the standard Dragon Hatchling minor psionic abilities, the Forest Runner may speak language and choose a total of four other powers. They also begin play with the Major Psionic Edge, which increases their ISP to 20 as normal.
Chameleon Scales*
  • Covered in dazzling color-shifting scales which can perfectly mimic the appearance of flowing water, shifting leaves, or the pattern and texture of a brick wall in the twinkling of an eye, opponents are −4 to Notice the Forest Runner, even while running. This is a true color and texture shift, not an arcane effect. Held or worn items are not affected—clothing, jewelry, weapons and other gear will stand out to observers.
„„Flight*
  • Forest Runners only fly for Pace 6 and may “run” for extra movement as normal. Flight is usable in another form if it has wings.
„„„„Mighty†
  • Forest Runners, though smaller than other dragons, are still incredibly strong for their size. Begin with a Strength of d12+3 and d6 Vigor.
„„Poison Breath*†
  • A Forest Runner in its natural form can breathe a green poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The poison vapor acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at −2 (– 4 with a raise) or be Stunned.
„„Resistant to Fire and Cold†
  • These dragons take –4 damage from all heat and cold based attacks.
„„Runner
  • Forest Runners begin with a Pace of 10 and a d10 run die.
„„Size 4 (Large)
  • Forest Runners hatch smaller than most dragons—only around 12’ long and weighing two tons. They are still Large though, gaining a fourth Wound, as well as +4 Toughness in dragon form. Upon taking the Dragon Grows Larger Iconic Edge they experience a growth spurt and catch up with their larger draconic kin (gaining +3 Toughness total for the increase to Size 7).
    • Size +3 due Small Hindrance
Form Limits
  • If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non- Standard Build, see page 57), 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, dragons 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).
„„Hatched
  • Dragons are born not made. They do not choose a race.
„„Outsider (Major)
  • Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider (Major) Hindrance.
„„Territorial
  • Dragons tend to dislike their own, at least initially. Dragons are hierarchical and generally treat newcomers as invading their territory unless great care is taken in interactions.
„„Untested
  • Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling 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 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, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling.
„„Very Young
  • Dragon Hatchlings start out very young. They begin play speaking and reading only one language, Dragonese/Elven, and start 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 extra Bennies each session.
Attributes
Worksheet
STR: 1d12+3 (R)
AGI: 1d4 ->1d6 (1)
SMA: 1d4 -> 1d8 (2)
SPI: 1d4 -> 1d6 (N1)
VIG: 1d6 (R)
STR: 1d12+3
AGI: 1d6
SMA: 1d8
SPI: 1d6
VIC: 1d6

Skills
Worksheet
10+3
  • American -> d6 (2)
    Athletics d4 -> d6 (1)
    Common Knowledge d4 -> d6 (1)
    Elvish/Dragonese (N)
    Fighting -> d6 (2)
    Intimidate -> d4 (1)
    Notice d4 -> d8 (0+2)
    Occult -> d4 (1)
    Persuasion d4
    Psionics d4(IF) -> d8 (1+1)
    Stealth d4 -> d6 (1)
  • American: d6
    Athletics: d6
    Common Knowledge: d6
    Elvish/Dragonese (N)
    Fighting: d6
    Intimidate: d4
    Notice: d8
    Occult: d4
    Persuasion: d4
    Psionics: d8
    Stealth: d6
Powers
Speak Languages
Power Points: 1
Range: Smarts
Duration: 10 minutes
Trappings: Words, pictures, hand motions.
This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand
slang and dialect as well.
MODIFIERS
  • „„ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Telekinesis
Power Points: 5
Range: Smarts ×2
Duration: 5
Trappings: Steely gaze
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.
Dropped creatures suffer falling damage as usual.
Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
Boost Trait
Power Points: 2 -> 0
Range: Smarts Self
Duration: 5 (boost)
Trappings: Concentration
This power allows a character to increase their Trait (attribute or skill). Boosting their Trait increases the selected
Trait one die type, or two with a raise.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
Healing
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
Warrior's Gift
Power Points: 4 -> 3
Range: Self
Duration: 5
Trappings: Concentration
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
Detect Arcana
Power Points: 2 -> 0
Range: Self
Duration: 5
Trappings: Concentration and Staring
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With
a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again
Hindrances
  • IF Hindrances
Outsider (Major)
In a society made up of only a few types of people, your hero isn’t one of them. A Native American in a Western town, an alien in a scifi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples. Locals are likely to raise prices on her, ignore pleas for help, and generally treat her as lower class.
Outsiders subtract 2 from Persuasion rolls made to influence those who aren’t her own kind. The Major version also means the character has few or no legal rights in the main campaign area. She might be a different species among xenophobes, the civilization may be cruel and unenlightened toward strangers, or she might even be an artificial intelligence whose sapience isn’t acknowledged by the law.
Enemies
Someone out there hates the character and wants him ruined, locked away, or dead. The value of the Hindrance depends on how powerful the enemy is and how often he might show up. A Minor Enemy might be a lone gunslinger out for vengeance or a betrayed brotherhood that’s deadly but appears rarely.
A Major Enemy might represent powerful authorities, a band of outlaws, or a single very powerful and relentless rival. If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the Hindrance by sacrificing an Advance.
  • Coalition and Many Arcane Factions
  • Chosen
Small
This adventurer is very skinny, very short, or both. His Size (see page 106) is reduced by 1, which reduces his Toughness as well.
Size can’t be reduced below −1, but the Toughness penalty remains. A Small half-folk, for example, remains Size −1 and loses a point of Toughness.
TBD
TBD
ISP: 20
PPE: 10
Pace: 10 (1d10) in Dragon Form, 6 in Human Form
Toughness: 32 (18) in Dragon Form, 4 in Human Form
Size: +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Last edited by Hans Greuber on Thu Oct 10, 2019 2:51 pm, 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)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 574
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Tiny Tim (Forest Runner)

Post by Hans Greuber »

Gear

None
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)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 336
Joined: Fri Sep 23, 2016 2:13 pm

Re: Tiny Tim (Forest Runner)

Post by Merlaggon »

Advances
  • N1: Spirit -> d6
    N2:
    N3:
  • S1:
    S2:
    S3:
    S4:
  • V1:
    V2:
    V3:
    V4:
  • H1:
    H2:
    H3:
    H4:
  • L1:
    L2:
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

Post Reply

Return to “Adventure Inc (SWADE Reboot)”