WC - Jarvis (Master at Arms)

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Jarvis Ursus
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WC - Jarvis (Master at Arms)

Post by Jarvis Ursus »

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Jarvis Belloch is an 8'6" Giff (Anthropomorphic Hippo) with dark, almost black, blue gray skin. Faint intricate tattoos can be seen around the neck and wrists if one looks closely enough. He has been hired on as the Ship's Master of Arms and ensures the ships armaments are always in top condition. He is a mercenary by trade but loyal to his current employer. When it comes to war, weapons, and the preparation of such, his demeanor is that of a disciplined military veteran. Outside of those times, he is amicable and appreciates a good friendly brawl followed by a stiff drink. His size and strength means his rough housing can get out of hand at times.
Last edited by Jarvis Ursus on Tue Oct 06, 2020 11:52 am, edited 1 time in total.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Jarvis Ursus
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Re: Jarvis (Master at Arms)

Post by Jarvis Ursus »

Jarvis Belloch

Seasoned Male Giff, Master of Arms

Background
Jarvis is meticulous when it comes to the upkeep and condition of the ship's armaments and personal arms and armor. As typical of GIff, he is highly trained and preferential to gunpowder weapons and always smells of a mix of smoke and an exotic oil he uses to clean his weapons that he claims is derived from Kindori blubber. Some crew on the ship joke that he applies this oil directly to his tough hide, though never in his presence.
Jarvis' personality is such that in times of combat, he behaves as a disciplined solider with the mindset of defeating the enemy in the most efficient and quickest way possible. In the rare downtime outside of his drill seargent mentality of readiness and gear upkeep, he is a jovial rough and tumble type that is always up for a good laugh, brawl, or drink.
He is confident in his abilities but harbors a deep seated fear of fire in the phlogiston--more so than the normal precaution most have. Any threat of ignition, to include his own firearms makes him nervous and he checks and double checks that they are unloaded in these situations as well as all other sources of fire extinguished and contained. He does not share with the crew that he caused a phlogiston fire and severely burned on his first job as a mercenary. Luckily it was a dwarven ship and it was contained quickly.

Description
8'6" Anthropomorphic Hippo with dark, almost black, blue gray skin. Faint intricate tattoos can be seen around the neck and wrists if one looks closely enough.


Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Battle d4, Boating d6, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Common) d6, Language (Elven) d6, Language (Giff) d8, Language (Thri-Kreen) d6, Notice d6, Persuasion d4, Piloting d4, Repair d6, Science d6, Shooting d8, Stealth d4
Pace: 6; Parry: 6; Toughness: 11 (2); Size: Normal (3)
Hindrances: Overconfident, Phobia (minor, Phlogiston), Loyal
Edges: Arcane Resistance, Brawny, Marksman, Improvisational Fighter
Armor: Leather Jacket (Armor 2), Leather Leggings (Armor 2)
Weapons: Unarmed (Range Melee, Damage Str), Bayonet (Range Melee, Damage Str+d4), Brown Bess (or Similar Muskets) (Range 10/20/40, Damage 2d8, ROF 1)
Gear: Blanket, Canteen (waterskin), Flint and Steel, Rope, hemp (10”/20 yards), 20x Shot (w/ powder)
Languages: Giff (native, d8), Common (d6), Elven (d6), Orc (d6)
Current Wealth: $25

Special Abilities
  • Strong - Strength: Giff are known for their incredible strength. They begin with d6 Strength and their Strength maximum is increased to d12+1
  • Big: The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
  • Gun Training - Shooting: Giff are trained from a young age in the use of firearms. All Giff begin with Shooting d6 and a Shooting maximum of d12+1.
  • Size +2: Giff are huge by nature and begin with Size +2, while only standing 7' tall they are incredibly wide and dense. This also grants them +2 Toughness.



Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Arcane Resistance
  • Raise Skill: Shooting

Seasoned Advances
  • Edge: Marksman
  • Edge: Improvisational Fighter
  • Raise Attribute: Smarts


Current Load: 53 (81)
Books In Use: Savage Worlds: Adventure EditionSetting Rules: Multiple Languages, Unarmored HeroValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Jarvis Ursus on Thu Jul 22, 2021 1:29 pm, edited 4 times in total.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Jarvis (Master at Arms)

Post by Technospawn »

Look good.

Design note, with Arcane Resistance, you may want to look into edges like Fast Healer and Healer. These will accelerate your natural healing talents when magic fails you.
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
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Jarvis Ursus
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Re: WC - Jarvis (Master at Arms)

Post by Jarvis Ursus »

Jarvis Belloch

Veteran Male Giff, Ship Master of Arms

Background
Jarvis is meticulous when it comes to the upkeep and condition of the ship's armaments and personal arms and armor. As typical of GIff, he is highly trained and preferential to gunpowder weapons and always smells of a mix of smoke and an exotic oil he uses to clean his weapons that he claims is derived from Kindori blubber. Some crew on the ship joke that he applies this oil directly to his tough hide, though never in his presence.
Jarvis' personality is such that in times of combat, he behaves as a disciplined solider with the mindset of defeating the enemy in the most efficient and quickest way possible. In the rare downtime outside of his drill seargent mentality of readiness and gear upkeep, he is a jovial rough and tumble type that is always up for a good laugh, brawl, or drink.
He is confident in his abilities but harbors a deep seated fear of fire in the phlogiston--more so than the normal precaution most have. Any threat of ignition, to include his own firearms makes him nervous and he checks and double checks that they are unloaded in these situations as well as all other sources of fire extinguished and contained. He does not share with the crew that he caused a phlogiston fire and severely burned on his first job as a mercenary. Luckily it was a dwarven ship and it was contained quickly.

Description
8'6" Anthropomorphic Hippo with dark, almost black, blue gray skin. Faint intricate tattoos can be seen around the neck and wrists if one looks closely enough.



Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Battle d4, Boating d6, Common Knowledge d4, Fighting d8, Intimidation d4, Notice d6, Persuasion d4-2, Piloting d4, Repair d6, Science d6, Shooting d8, Stealth d4, Survival d4
Pace: 6; Running Die: d8; Parry: 6; Toughness: 11; Size: Normal (1)
Hindrances: Loyal, Overconfident, Phobia (minor, Phlogiston)
Edges: Arcane Archer, Brawler, Brawny, Bruiser, Monk, Mystic Powers (Monk)
Weapons: Unarmed (+1 Fighting) (Range Melee, Damage Str+d8, AP 2), Axe, Hand (Range 3/6/12, Damage Str+d6, ROF 1), Dagger/Knife (Range 3/6/12, Damage Str+d4, ROF 1),Crossbow, Heavy Repeating Masterwork) (Range 15/30/60, Damage 2d8, ROF 1, AP 3)
Gear: Adventurer's Kit (p107), Bolts (p110)
Language: Giff (native), Common, Elven, Aklo, Orc
Current Wealth: $40

Special Abilities
  • Darkvision: Half-orcs ignore penalties for Illumination up to 10” (20 yards).
  • Intimidating: They start with a d4 in Intimidation and a maximum Intimidation of d12+1.
  • Orc Ferocity: Half-orcs are as tough as old boots. They gain +1 Toughness.
  • Outsider (minor): Most cultures are suspicious of half-orcs, and orcish societies distrust their human sides. They subtract 2 from all Persuasion rolls and are often resented or belittled by others.
  • Strong: Half-orcs possess some of the might of their orcish ancestry. They start with a d6 in Strength instead of a d4. This increases maximum Strength to d12 + 1.
  • Martial Discipline: +1 Toughness if wearing no armor.
  • Stunning Fist: When a monk hits a target with an Unarmed Strike and scores a raise, he may make the foe Distracted or Vulnerable. This occurs even if the victim takes no damage or Soaks it
  • Unarmed Strike: Gain +1 to Fighting attacks when attacking unarmed and AP +2. They cause Str+d4 damage with their hands, feet, or other Natural Weapons. Always counted as Armed and on a raise rolls a d10 for bonus damage.
  • Mystic Powers: As a limited free action, the monk can invoke one of the following "ki" powers: boost Trait (Agility, Athletics, Fighting, and
    Stealth only), deflection, smite, and speed. All are self only, but the monk gains no benefit from the Limitation. The monk has 10 dedicated Power Points that recharge normally (see page 169). He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). 10 Power Points.



Advances
Novice Advances
  • Raise Attribute: Agility
  • Raise Skills: Fighting/Shooting
  • Edge: Brawny

Seasoned Advances
  • Raise Attribute: Spirit
  • Edge: Brawler
  • Edge: Mystic Powers
  • Edge: Bruiser

Veteran Advances
  • Edge: Arcane Archer


Current Load: 22 (81)
Books In Use: Pathfinder Core Book, Pathfinder for Savage Worlds BestiarySetting Rules: Multiple Languages, Unarmored HeroExtra Perk Points: 2Validity: Character appears valid and optimal

Created with Savaged.us
Last edited by Jarvis Ursus on Mon Oct 25, 2021 9:49 am, edited 1 time in total.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
User avatar
Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: WC - Jarvis (Master at Arms)

Post by Technospawn »

@Jarvis Belloch

Please list your power points and mystic powers.

What race did you use for your base? The racial package does not line up to any of the base races in SWPF.
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
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