SWADE Mouseling Shaman

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
Post Reply
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

SWADE Mouseling Shaman

Post by Hans Greuber »

Rolls
HJ:
  • [dice:2gl3uiq7]56625:0[/dice:2gl3uiq7]
    • Experience and Wisdom
      • Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
        • Woodsman
  • [dice:2gl3uiq7]56625:1[/dice:2gl3uiq7]
    • Training
      • Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
        • Master of Magic
  • [dice:2gl3uiq7]56625:2[/dice:2gl3uiq7]
    • Training
      • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
        • Quick
F&G:
  • [dice:2gl3uiq7]56625:3[/dice:2gl3uiq7]
    • Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
      • 5 - Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
    [dice:2gl3uiq7]56625:4[/dice:2gl3uiq7]
    • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
Last edited by Hans Greuber on Sat Sep 07, 2019 11:51 am, edited 3 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: SWADE Mouseling Shaman

Post by Hans Greuber »

Character Name: Nibbler
Rank: Seasoned
Advances Left: 0
Race: Mouseling
Stats
-1 Mild Mannered
-2 Size -1
-2 Non-Standard Build
-1 Non-Standard Physiology
-1 Mutant
-1 Racial Enemy (Catfolk/Rakashans/Mutant Cats, etc.)
-1 Wanted - Coalition (Minor)
  • Total -9
2 Stealth +2
1 Stealth d4-> d6
2 Notice +2
1 Notice d4-> d6
2 Agility d4-> d6
2 Vigor d4 -> d6
1 Low Light Vision
  • Total +11
Iconic Framework: MARS Shaman
Stats
3 HJ Rolls
2 FG Roll
20 XP
Begin with Occult d6, Faith d6, Arcane Background (Miracles), 10 PPE, and select any three powers from the Ley Line Walker's list or the Mystic’s Miracles lists.
Begin with Healing d6 and Survival d6.
Begin with your choice of the Beast Master, Danger Sense, or Healer Edge.
Begin with the Artificer and Minor Item Creation Edges.
Begin with standard Starting Gear substituting Light Enchanted Armor, plus a Spirit Bow and Spirit Spear.
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d8
Worksheet
Agility d6(R)
Smarts d4-d6(FG)-d10(2)
Spirit d4-d10(3)
Strength d4-d6(15)
Vigor d6(R)-d8 (FG)
Pace: 6; Parry: 5 ; Toughness: 5 ; Strain: 0
Skills
Athletics d4-d6 (1)
Common Knowledge d4
Faith d6(IF)-d12(4)
Healing d6(IF)
Notice d4-d6(R)-d10(0+2)
Occult d6(IF)-d12 (2+2)
Persuasion d4
Stealth d4-d6(R)-d8(2)
Survival d6(IF)-d10 (0+2)
  • Athletics d6
    Common Knowledge d4
    Faith d12+2
    Healing d6
    Notice d10+2
    Occult d12
    Persuasion d4
    Stealth d8+2
    Survival d10
Hindrances
  • Heroic (Major)
    • This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
    Quirk (Minor)
    • This individual has some minor foible that is usually humorous but can occasionally cause him real trouble. A swashbuckler may always try to slash his initials on his foes, a dwarf may brag constantly about his culture, or a snobby débutante might not eat, drink, or socialize with the lower class, for example.
      • Can't resist cheese
    All Thumbs (Minor)
    • Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices.
      All Thumbs inflicts a −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a Repair roll and 1d6 hours
Edges
  • AB: Miracles
    • „ARCANE SKILL: Faith (Spirit)
      „„STARTING POWERS: 3
      „„POWER POINTS: 10
      Those who invoke miracles draw their power from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals. Those who cast miracles are champions of their particular religions. They typically have Hindrances that pertain to their service, such as Vow or Obligation. They might also have Connections to others of their religion who can help them out when their divine energies wane.
      • Banish, Sloth/Speed, Growth/Shrink
    Artificer
    • Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, grant powerful potions to their friends, or even bless holy relics with divine grace.
      Artificers can create Arcane Devices and give them to their allies.
    Danger Sense
    • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
      In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    Expert
    • As the Professional Edge, increasing the Trait and its limit one additional step.The character is an expert at a particular skill or attribute (his choice).
    Master of Magic
    • True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
    Minor Item Creation
    • Practitioners of all forms of arcane and eldritch arts may learn the art of creating items imbued with power through potent ceremonies. Whether called charms, fetishes, or just good old-fashioned magic items, these enchanted devices grant the possessor minor but useful benefits. Minor Item Creation allows crafters to build upon the Artificer Edge to create items with independent pools of Power Points.
      Preparing to craft and enchant a Minor Item takes 1d4 days and requires 5,000 credits worth of extra materials (both mundane and arcane). At the end of that time, the crafter rolls the lower of her Occult or her Arcane Skill at a –2 penalty. Regardless of Arcane Background, if working on a ley line or near a nexus point, every 10 Power Points (or doubling thereof) of naturally available PPE adds a +1 bonus to the crafter's roll, per the rules for additional PPE for magic rituals (see Rituals and Meditations in The Tomorrow Legion Player's Guide). On a failure, the time and materials are wasted, but on a success, the crafter creates an item with a Minor Upgrade (as per the
      TW Conversions and Upgrades rules in The Tomorrow Legion Player’s Guide) with an additional Minor Upgrade on a raise.
      Such items do not require the wielder to be able to channel PPE or ISP, but they can only have two Minor Upgrade abilities. Game Masters may limit the number of such items created to what a character can reasonably accomplish during between-session downtime.
    New Powers
    • An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background.
      A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.
    Power Points
    • Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points.
    Professional
    • This increases the Trait and its limit one step (a d12 + 1 becomes a d12 + 2, for example). This Edge may be selected once per Trait.
    Quick
    • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
      Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    Woodsman
    • Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time.
      Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
    Nerves of Steel
    • Your hero has learned to fight on through the most intense pain. He may ignore 1 point of Wound penalties.
Advances
•Initial Advances: (From Hindrances): Professional - Faith, Expert - Faith

Novice 1 Advance: Power Points ->15
Novice 2 Advance: New Powers (Boost Trait, Protection)
Novice 3 Advance: Str -> d6
Seasoned 1 Advance: Power Points ->20
Seasoned 2 Advance: New Powers (Dispel, Healing)
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 Hans Greuber on Sat Sep 07, 2019 11:57 am, edited 17 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: SWADE Mouseling Shaman

Post by Hans Greuber »

Powers

Banish
Boost Trait
Dispel
Smite
Healing
Protection
Sloth/Speed

Arcane Background: Miracles

PPE/ISP: 20 - Recovery: 5 per Hour of Meditation


Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
•Range: Range


•Duration: Duration


•Trapping: Chosen Trapping


•Effect: Summary of power


•Modifiers: [modifier](cost); [modifier](cost)




Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
•Range: Range


•Duration: Duration


•Trapping: Chosen Trapping


•Effect: Summary of power


•Modifiers: [modifier](cost); [modifier](cost)




Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
•Range: Range


•Duration: Duration


•Trapping: Chosen Trapping


•Effect: Summary of power


•Modifiers: [modifier](cost); [modifier](cost)
Last edited by Hans Greuber on Fri Sep 20, 2019 3:51 pm, edited 2 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: SWADE Mouseling Shaman

Post by Hans Greuber »

Background (post background as a reply to character sheet)
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: SWADE Mouseling Shaman

Post by Hans Greuber »

Gear
  • Light Enchanted Armor
  • Spirit Bow
  • Spirit Spear
  • NG-S2 Survival Pack
    • Popular with adventurers and travelers, this basic survival pack is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
      „„
      • Climbing kit with cord, pitons, and hammer, +1 Athletics (climbing).
      • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
      • „„Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
      • Flashlight and radio (five-mile range), crank and solar powered.
      • „„Fire starter kit with pocket lighter and flint sparker.
        „„
      • First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
      • „„Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
      • „„Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
      • „„Two-person tent, insulated with a water collector, providing +2 versus Cold or Heat environmental Hazards. Paired with an insulated sleeping bag.
      • Survival Knife
      • Wooden Cross
      • Wooden Stakes



Credits:
  • [dice:22hggt14]56667:0[/dice:22hggt14] × 100 = 1400 Universal Credits
  • [dice:22hggt14]56667:1[/dice:22hggt14] × 500 = 2500 credits worth of gear or valuables
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Post Reply

Return to “SR (SWD) and Playtest Archive”