Hans Greuber

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Hans Greuber
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Hans Greuber

Post by Hans Greuber »

Credits: [roll=11743]4d6[/roll]x100 = 1600

Gear/Valuables: 50,000 + [roll=11742]2d4[/roll]x500 = 51,500

[inline=HJ Results]Magic and Mysticism
[list]New Power - Summon Ally
Auto-Raise Summon Ally[/list]
Education
[list]+3 Smarts Related Skill Points
+3 Smarts Related Skill Points[/list]
[/inline]

[OOC=Ignore][roll=11736]1d20[/roll][roll=11737]1d20[/roll][roll=11738]1d20[/roll][roll=11739]1d20[/roll][/OOC]
Dice rolls
1d20: [11] = 11
1d20: [13] = 13
1d20: [17] = 17
1d20: [18] = 18
2d4: [1, 2] = 3
4d6: [4, 6, 1, 5] = 16
Last edited by Hans Greuber on Thu Nov 10, 2022 8:32 pm, edited 6 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
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Hans Greuber
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Location: The Black Company

Re: Hans Greuber - SWADE

Post by Hans Greuber »

D-Bee (Minor): Dwarves tend to most freely associate with their own kind. Their human-like appearance mitigates the most xenophobic initial Reactions, which typically start at Uncooperative, or Unfriendly for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly.
Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves.
Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die by one die type.
Squat: Dwarven proportions make most Rifts Earth armor and clothing problematic—these items must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
Technically Inclined: Dwarves have an innate knack for intuiting engineering, science, and technical concepts and are often attracted to related pursuits and occupations. Begin with d4 Repair and d4 Science.
Techno-Wizards are the Weird Science maestros of Rifts Earth. Their Arcane Background grants them access to the following powers (Rank permitting):
  • arcane protection, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/darkness, protection, relief, slumber, smite, sound/silence, speak language, sloth/speed, stun, telekinesis, teleport, wall walker, and warrior’s gift.
They can choose any Trappings for their powers except Necromantic.

Techno-Wizards use their personal PPE to power their devices, and can take the Master of Magic Edge. The skill they use for their art is called Techno-Wizardry, which is Smarts-based and counts as Weird Science when qualifying for Edges. Techno-Wizards cannot take the normal Gadgeteer Edge, but start with a variant (see below).
Arcane Background (Techno-Wizardry): Techno-Wizards begin with Artificer and a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with three powers from the list above, 15 PPE, a Techno-Wizardry skill of d6 (their Arcane Skill), and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear — and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use TW gear (see page 84) can also use the Techno-Wizard’s Gizmo by expending Power Points as usual.
Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the Techno-Wizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at −1 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.
Machine Maestro: A Techno-Wizard can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with Electronics, Occult, Repair, and Science at d6.

Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 71).
Device Dependent: A Techno-Wizard must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets. Without these items she cannot make her magic work.
Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon’s authority and the True Federation of Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.
Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.


Agility: d4 -> d6 (1)
Smarts: d4 -> d12 (4)
Spirit: d4 -> d6 (N3) -> d8 (S2)
Strength: d6
Vigor: d6
  • Agi: d6
    Sma: d12
    Spi: d8
    Str: d6
    Vig: d6
15 + 6 (Smarts)
Athletics: d4
Common Knowledge: d4
Electronics: d6 (IF) -> d12 (+3)
Fighting: d4
Hacking: -> d12 (2+3)
Notice: d4 -> d6 (S3)
Occult: d6 (IF) -> d12 (3)
Persuasion: d4
Repair: d4 (Race) -> d8 (IF) -> d12 (2)
Science: d4 (Race) -> d8 (IF) -> d12 (2)
Shooting: d4 (1)
Stealth: d4
Techno-Wizardry: d6 (IF) -> d12 (3)
Thieving -> d4 (1) -> d6 (S3)
  • Athletics: d4
    Common Knowledge: d4*
    Electronics: d12*
    Fighting: d4
    Hacking: d12*
    Notice: d6
    Occult: d12
    Persuasion: d4
    Repair: d12 (+2 due Mr. Fixit, Additional +4 if in TW Salvaging Armor)*
    Research: d4-2 (Untrained)*
    Science: d12
    Shooting: d4
    Stealth: d4
    Techno-Wizardry: d12 (+1 due GM Fiat)
    Thieving d6*
    • * = May be affected by Machine Maestro
Edges
  • Arcane Background (Techno-Wizardry):
    • Techno-Wizards begin with Artificer and a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with three powers from the list above, 15 PPE, a Techno-Wizardry skill of d6 (their Arcane Skill), and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear — and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use TW gear (see page 84) can also use the Techno-Wizard’s Gizmo by expending Power Points as usual.


    When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.


    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.

    The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one quarter the time with a raise.

    Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points.
    Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.

    The arcanist gains access to the following Mega Power Modifier:
    • Golem (10 PPE): Creating a humanoid golem (see Arcana & Mysticism) requires sculpting a clay body—a skilled artist or Stone Master is often employed. Once this is prepared the caster adds gems for eyes to its face, an iron heart in its chest, and a special rune marked scroll in its skull — all in total worth 2500 credits — during an hour-long ceremony. The Golem is animated to "life" until Incapacitated by Wounds. The Power Points used to raise it are “invested” and unavailable until it’s destroyed. The caster may terminate his creations’ animation at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Golems not terminated by their caster remain animated even if their creator is slain!
      Permanent Golems: Most creators go a step further and use Major Item Creation (see Arcana & Mysticism) during the preparation before the ceremony to infuse summon ally (a Major Upgrade) and at least 10 PPE (one Major or two Minor Upgrades) into the iron heart, which maintains the power for the caster. The item becomes part of the Golem when the ceremony is completed; it remains animated even if the creator dies and will only obey the creator and those he designates.
Hindrances
  • IF
    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.

    (Minor)
    A miser measures worth in material possessions or wealth. If a Minor Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a Major Hindrance, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have.


    Your hero hesitates in stressful situations. Draw two Action Cards in combat and act on the lowest. If you draw a Joker, use it normally and ignore the Hindrance for the round (hence this being a Minor Hindrance, it actually increases your chances of drawing a Joker!)
    Hesitant characters cannot take the Quick or Level Headed Edges.


    This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.


    Your milquetoast just isn’t threatening. Maybe he’s a little doughy around the middle, has a kind face, or a soft voice. Whatever the issue, he has a hard time looking tough. He subtracts 2 when making Intimidation rolls.

    IF
    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.
    • Talks to the machinery
Last edited by Hans Greuber on Tue Nov 22, 2022 2:57 pm, edited 16 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
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Hans Greuber - SWADE

Post by Hans Greuber »

Powers
  • Known Powers
    • Nanite Hive
      • Power Points: 2 -> 1
        Range: Smarts
        Duration: 5 (boost); Instant (lower)
        Trappings: Physical change, glowing aura, potions.
        • This power allows a character to increase a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
          Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
          • MODIFIERS
            • GREATER BOOST (+2):
              • The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise.

        Power Points: 2
        Range: Smarts
        Duration: Instant (sloth); 5 (speed)
        Trappings: Slowing time, blurred motion, a slippery patch of oil or ice.
        • Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
          • MODIFIERS
            • ADDITIONAL RECIPIENTS (+1):
              • The power may affect more than one target for 1 additional Power Point each.
              QUICKNESS (+2):
              • The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
              EXALTED QUICKNESS (+4):
              • The recipient suffers no Multi-Action penalties.
              GREATER SPEED (+2):
              • The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble (see page 70).

        Power Points: 2+
        Range: Smarts
        Duration: 5
        Trappings: Clay figure that grows into a servant, a tattoo that comes to life.
        This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well.
        The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.
        The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
        • RANK COST SERVANT
          • Novice 2
            Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
            Skills: Athletics d4, Fighting d4, Notice d4, Shooting d4, Stealth d6
            Pace: 4; Parry: 4; Toughness: 4
            Special Abilities:
            • Claw: Str+d4.
              Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
              Fearless: Immune to fear and Intimidation.

            Seasoned 4
            Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
            Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4, Shooting d4, Stealth d4
            Pace: 6; Parry: 5; Toughness: 7 (2)
            Edges: First Strike
            Gear: Melee attack (Str+d6).
            Special Abilities:
            • Armor +2: Hardened skin.
              Construct: See Attendant.
              Fearless: Immune to fear and Intimidation.

            Veteran 6
            The ally is a clone of the caster except: it’s an Extra; it has the same number of current Power Points as the caster after subtracting for this casting; it cannot use the summon ally power; its skills (but not attributes) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical
            qualities, disappears when the power expires); has the Construct and Fearless abilities.
            *
            Heroic 8
            Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
            Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d8
            Pace: 6; Parry: 7; Toughness: 13 (4)
            Edges: Arcane Resistance, Sweep (Imp).
            Gear: Melee attack (Str+d8).
            Special Abilities:
            • Armor +4: Stone skin.
              Construct: See Attendant.
              Fearless: Immune to fear and Intimidation.
              Size 2: Sentinels are 8' tall and very dense
            • *Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary.
        • MODIFIERS
          • BITE/CLAW (+1):
            • The ally can bite or claw at Str+d6.
            FLIGHT (+2):
            • The ally can fly at Pace 12.
            MIND RIDER (+1):
            • The caster can communicate and sense through the ally.
            Golem (10 PPE):
            • Creating a humanoid golem (see Arcana & Mysticism) requires sculpting a clay body—a skilled artist or Stone Master is often employed. Once this is prepared the caster adds gems for eyes to its face, an iron heart in its chest, and a special rune marked scroll in its skull — all in total worth 2500 credits — during an hour-long ceremony. The Golem is animated to "life" until Incapacitated by Wounds. The Power Points used to raise it are “invested” and unavailable until it’s destroyed. The caster may terminate his creations’ animation at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Golems not terminated by their caster remain animated even if their creator is slain!
            • Permanent Golems:
              • Most creators go a step further and use Major Item Creation (see Arcana & Mysticism) during the preparation before the ceremony to infuse summon ally (a Major Upgrade) and at least 10 PPE (one Major or two Minor Upgrades) into the iron heart, which maintains the power for the caster. The item becomes part of the Golem when the ceremony is completed; it remains animated even if the creator dies and will only obey the creator and those he designates.

        Power Points: 4
        Range: Smarts
        Duration: 5
        Trappings: Gestures, prayer, whispered words, 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).
        • MODIFIERS
          • ADDITIONAL RECIPIENTS (+1):
            • The power may affect more than one target for 1 additional Power Point each.
            GREATER WARRIOR’S GIFT (+ 4):
            • The recipient gains two Combat Edges at once.
    List Powers
    • arcane protection
      barrier
      blast
      blind
      bolt
      boost/lower Trait
      burrow
      burst
      confusion
      damage field
      darksight
      deflection
      detect/conceal arcana
      dispel
      drain Power Points
      energy disruption
      entangle
      environmental protection
      farsight
      fly
      havoc
      healing
      intangibility
      invisibility
      light/darkness
      protection
      relief
      remote viewing
      slumber
      smite
      sound/silence
      speak language
      sloth/speed
      stun
      telekinesis
      teleport
      wall walker
      warrior’s gift
Last edited by Hans Greuber on Mon Oct 25, 2021 10:12 pm, 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
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Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Hans Greuber - SWADE

Post by Hans Greuber »

Equipment
Popular with adventurers and travelers, this basic survival kit 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.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • 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.

Range: 12/24/48
Damage: 3d6
AP: 3
RoF: 1
Shots: 6
Min Str: d4
Weight: 4
Avail: −1
Cost: 15,000
  • Notes: A Colt Peacemaker; can still fire standard rounds.

Toolkit
Adventure Survival Light Armor (TW)
Armor: +4
Toughness: +1
Min Str: d4
Weight: 5
Rarity: −1
Credits: 10,500
Notes: +2 vs all Hazards.

Universal Energy to Matter Converter (Patron Item)
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
• Range: 5' or by direct application
• Repair: The UEMC can effect repairs as if the mechanic has an excellent or dedicated facility. This adds +2 tool bonus to any repair attempts, but uses 1 charge per 30 minutes of use. Otherwise this uses the standard repair rules. It can also be used to repair a Technical Difficulties Glitch (1 charge), Serious Problem (2 charges per hour), or Severe Failure (2 E-Clips per day). The +2 tool bonus still applies.
• Faster Repairs: Because of the very targeted nature of the repairs, repairs take half as long. This stacks with Mr. Fix It.
• Regeneration: For every three charges
[*] used, the UEMC uses the Healing Power.
• Payload: 10 charges per E-clip[/size]
  • 2 E-Clips
Base Item:
Armor: +6
Toughness: +2
Min Str: d4
Weight: 18
Availability: −2
Cost: 75,000
Notes: Infravision, mechanic suite grants +2 to Repair rolls, Heavy Improvised Weapon (2d6 MD AP2).

Upgrades:
  • m: +1 Repair Rolls
    m: +1 Repair Rolls
    m: +5 PPE
    M: +10 PPE
    M: Edge -
    Some heroes have a gift for salvaging damaged or wrecked equipment of vessels, and skillfully managing to retain as much value as possible in the process. As long as they have the proper equipment and crew, whether raising ships from a watery grave or retrieving other wrecked gear, the salvage expert increases the credit value of offers by +25% when Selling Gear (see The Tomorrow Legion Player's Guide) and is skilled at getting scrap value from completely wrecked items. To find the scrap value the Salvage Expert rolls Repair, the result is the percentage of the item's original value gained in credits.

    M: Power -
    (Self Only)
    Power Points: 5 -> 4 -> 3
    Range: Smarts -> Touch -> Self
    Duration: 5
    Trappings: Ghost form
    With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
    While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to
    supernatural attacks, including powers and enchanted items.
    The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and Stunned.

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Damage: Str+d4
Min Str: d4
Weight: 1
Cost: 25

2
Both: Minor Enchanted Item - 10 PPE Batteries
  • m: 5 PPE
    m: 5 PPE

Minor Enchanted Item - +2 to Techno-Wizardry
  • m: +1 to Techno-Wizardry
    m: +1 to Techno-Wizardry

Wooden Cross
Wooden Stakes

On Gargamel
Damage: Str+2d8 AP16
Min Str: d12+2
Weight: 16
Rarity: −2
Cost: 50,000
Notes: Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger


Credits:600

Enchanting Parts worth 1,142,857 Credits (At Fissure Pyramid)
Last edited by Hans Greuber on Sun Nov 27, 2022 2:39 pm, edited 19 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: Hans Greuber - SWADE

Post by Hans Greuber »

Golems
  • Golems are humanoid Automatons with gems for eyes, hearts of iron, and bodies formed from clay. Animated by ancient rituals and guided by runes and inscriptions placed within their body, these constructs are nearly indestructible. They obey only their creator and will follow her last command until they are destroyed.
    • Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+2
    • Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Shooting d6, Stealth d8
    • Pace: 6 (Possible Flight 12); Parry: 7; Toughness: 30 (12)
    • Hindrances: Loyal, Mute, Vow (Major—Obey creator)
  • Gear: Often none.
    Special Abilities:
    • Almost Indestructible: Golems gain +12 MDC Armor and +4 Toughness from their rune-embedded clay bodies. Even if blown up or chopped to bits, an Incapacitated golem regenerates completely within 2d6+12 hours unless its iron heart is removed from its chest cavity.
    • Bash: Str+d6, AP6, Mega Damage.
      Construct: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; doesn’t breathe, immune to Disease, Poison, and Radiation.
    • Fast Regeneration: Golems make a natural healing roll every round.
    • Fear (−2): Golems cause Fear checks
      at −2 when encountered.
    • Fearless: Immune to most Fear effects and Intimidation.
    • Hardy: Does not suffer a Wound from being Shaken twice.
    • Size 3 (Normal): Golems stand 12 feet tall and weigh 2000 pounds.
    • Warded: Golems are created by ancient and powerful magics which make them invulnerable to banish, dispel, and most arcane mind control effects like illusion, puppet, slumber, stun, etc. They gain +4 to rolls to resist other magical effects.
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: Hans Greuber - SWADE

Post by Hans Greuber »

Debts
  • Wormy owes Hans 50,000 Credits for Jim, including the Enchanted Heart
  • Hans is holding Wormy's 298,000 credits (Not included on Hans's Equipment sheet)
Last edited by Hans Greuber on Tue Jan 25, 2022 9:23 pm, edited 4 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
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Hans Greuber - SWADE

Post by Daniel »

Ok. Looks insanely awesome.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Hans Greuber - SWADE

Post by Hans Greuber »

Advances
  • H: Master of Magic
    H: Golem
  • N1: Power Points
    N2: Mr. Fixit
    • GM Fiat: Techno-Wizardry +1
    N3: Spirit -> d6
  • S1: Power Points
    S2: Spirit -> d8
    S3: Thieving -> d6; Notice -> d6
    S4: Channeling
  • V1: Power Points
    V2
    V3
    V4
  • H1
    H2
    H3
    H4
  • L1
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
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