Cyrus Cyrillius, True Atlantean Tattooed Archer

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Ames Jean-louis
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Cyrus Cyrillius, True Atlantean Tattooed Archer

Post by Ames Jean-louis »

1d20: [19] = 19 1d20: [14] = 14 1d20: [11] = 11 Went with a non-MARS IF
19: Training (choice); Combat Edge ignoring pre-reqs except other Edges: Trickshooting
11: Experience and Wisdom: Background Edge: Ambidextrous

3d6: [4, 6, 6] = 16

1d20: [20] = 20 1d20: [20] = 20 1d20: [15] = 15 1d20: [2] = 2 dropped Filthy Rich
20: Ranged Weapons Choice: K-4 Laser Pulse Rifle
20: Enchanted Items and Mystic Gadgets: Choice: Mystic Staff trapped as dagger


Random Dice Roll showing up because I deleted Symbiote Insanity roll
Dice rolls
1d12: [5] = 5
Last edited by Ames Jean-louis on Mon Oct 11, 2021 7:09 am, edited 5 times in total.
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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Ames Jean-louis
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Re: Lost Jungle True Atlantean Tattooed Archer

Post by Ames Jean-louis »

Cyrus Cyrillus

Novice Male True Atlantean, Tattooed Warrior, and Bio-wizardry Researcher

Iconic Framework: Tattooed Warrior
Background
The only life Cyrus knew was that of a Splugorth slave gladiator. He was transformed into a Tattooed Warrior with no regard to his mental health.
Despite this, he flourished in the arena and became a fan favorite. Wanting to keep him around for centuries to come, his handlers pushed the limits of his Atlantean physiology with magical tattoos. Regrettably for them, it had the unforeseen consequence of causing Cyrus to snap mentally and escape the slave pits in a delusional spree of vengeance.
After some time on the run, Cyrus was recaptured but an agent of the Federation intervened and secured his freedom and passage to Dweomer.
Once in Dweomer, his old life is returning via fractured memories.

Description
Cyrus stands 6'4" and clocks in at around 225 pounds. He is dressed in loose fitting western attire and poncho that exposes most of his arms which are both covered in a sleeve of tattoos. Tattoos can also be seen on the right side of his face and left temple.
He carries a vibro-hatchet on his left hip and a short Wilk's laser rifle knockoff on his right in a gun belt filled with what appear to be wooden stakes, flares, and grenades. A holy symbol of an unrecognizable religion is around his neck, and a pack with an attached saddle is slung over his shoulder.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Healing d4, Intimidation d6, Language (American) d8, Notice d6, Occult d8, Persuasion d4, Riding d6, Science d4, Shooting d8, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 24 (2) Torso 28 (6)
Strain: 4/4

Hindrances: Enemy (major, Undead and Demonkind), Heroic, Loyal, Overconfident, Post-Traumatic Stress Disorder (minor), Vengeful (major), Vow (major, Serve the Clan), Wanted (major, Splugorth and their allies)

Edges: Ambidextrous, Brawny, Brute, Ley Line Rejuvenation, Ley Line Sense, Marksman, Rapid Recharge, Rapid Reload, Rich, Sharpshooting, Steady Hands, Tattoo Harmony, Tattooed Archer, Trick Shooting, Upgradeable, Vampire Killer, Take 'Em Down, Monster Slayer

Armor: Atlantean Crest Shield (+3 Parry, -4 Cover), Armored Poncho (Armor 2, Toughness 1), Stake Proof Vest (+4 Armor Torso only)

Weapons:
  • Unarmed (Range Melee, Damage Str)
    2x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.)
    Bone Tomahawk Piercing a Skull (Range 5/10/16, Damage Str+2d6, ROF 1, AP 6, M.D.C.)
    Flaming Silver Longsword (Range Melee, Damage Str+2d8+4, AP 8, M.D.C.)
    Flaming Winged Silver Kpinga (Range 5/10/16, Damage Str+2d6+4, ROF 1, AP 6, M.D.C.)
    Flaming, Silver Crossbow with Winged Bolts (Range 10/20/40, Damage 4d6+4, ROF 1, AP 8, M.D.C.)

    2x Globe of Daylight Flare (TW) (Range 12/24/48, Damage 2d10 to vampires, ROF 1)
    K-4 Laser Pulse Rifle (Range 36/72/144, Damage 4d6+1, ROF 3, AP 3, Heavy Pulse, +1 Shooting)
    Mystic Bone Dagger (Range Melee, Damage Str+d4) The dagger has 10 PPE (which regenerate at the same rate as the caster’s) Note: Re-trapped Mystic Staff from Enchanted Items and Mystical Gadgets Table
    Silver Net (Weighted) (Range 5/10/20, Damage -, ROF 1)
    Silver Serpent Harpoon (Range 6/12/24, Damage Str+2d8+5, ROF 1, AP 8, M.D.C.)

    2x Vampire Chaser Steam Grenade (Range 6/12/24, Damage 1d10 to vampires, ROF 1)
    Vibro-Hatchet (Range 5/10/20, Damage Str+2d4, AP 8, M.D.C.)
    6x Wooden Stakes (Range Melee, Damage Str+d4)
**Summoned with a Tattoo

Gear: 4x Arrow/Bolt, Flare Illumination, 1x Arrow/Bolt, Neural Disruptor, 3x Arrow/Bolt, Smoke, Elaborate Saddle, Gas Mask, 10x Gas Mask Filters, Silver Holy Symbol, NG-S2 Survival Pack, 2x Rifle E-Clip, Temperature Cloak, Trauma Kit, Stun Gun, Neural Mace, Watrobes x2

Language: American (native, d8), Can speak and understand Dragonese/Elven, and Atlantean/Greek with Common Knowledge

Current Wealth: $820

Special Abilities
  • Alchemical Evolution - Smarts: Instead of the normal rule for determining base Attributes at character creation, True Atlanteans start with a d6 in all Attributes and may choose one to increase to d8. They increase Trait maximums to d12+1, except Strength and Spirit which become d12+2.
  • Dimensional Travelers: Regardless of where in the Megaverse® they hail from, True Atlanteans roll Common Knowledge to operate stone pyramids (Pyramid Communication, Teleport, and Dimensional Gate), recall vampire lore, and for fluency in Dragonese/Elven and Atlantean (an ancient Greek dialect).
  • Ley Line Affinity: True Atlanteans begin with Ley Line Sense and Phasing. They may take Ley Line Rejuvenation as a Novice Background Edge, see The Tomorrow Legion Player’s Guide. Those who take a Framework providing these abilities (like Ley Line Walker) gain a free reroll on related checks.
  • Marks of Heritage: All True Atlanteans are marked with a pair of magical tattoos. On their left wrist is an Aura Weapon tattoo; a flaming silver longsword with their clan’s crest on the hilt and motto on the blade. If activated with a raise the hero is +1 to hit and +1 to Parry with their clan sword. On their right wrist is a tattoo of a Heart pierced by a wooden stake. Together these tattoos grant +2 Toughness.
  • More Human than Human: Because of their physical alchemical transformation True Atlanteans are remarkably long-lived (500+ years), but they can't reproduce with normal humans. The Coalition isn't fully aware of their existence, but will reject them as D-Bees if their heritage becomes known (tattoos and bio-alchemy mark them as supernatural). True Atlanteans do still count as human for purposes of selecting Iconic Frameworks (like Elemental Fusionists).
  • Natural Arcane Affinity: True Atlanteans have +5 PPE base and can use TW devices whether they pursue a magic path or not. After factoring in their Marks of Heritage, True Atlanteans begin with +7 PPE (+1 PPE for each Tattoo). This PPE isn't multiplied by other Edges or Abilities (e.g. a True Atlantean Ley Line Walker begins with 27 PPE).
  • Transformation Immunity: True Atlanteans can't be turned into undead, were-animals, or anything else. In addition, the powers of growth/shrink, intangibility, and shape change have no effect on them. They're unaffected by Bio- Wizard Augmentation (except torture). Note that Bio-Wizard microbes, parasites, and symbiotes still have full effect.
  • Vampire Awareness: True Atlanteans may Notice any vampires within line of sight. Those who already have the ability to Notice the supernatural gain a free reroll on such checks versus vampires.
  • Versatile: Begin play with either 2 additional skill points or a Novice Edge of choice (meeting its Requirements as usual). These choices are often guided by a clan's society and reflect their cultural values.
  • Atlas Shrugged: Myths say the founder of Atlantis, the titan Atlas, was burdened with the weight of all creation on his shoulders. His offspring continue his legendary tradition and bear the fate of the Megaverse® on their collective back. True Atlanteans are either Heroic or Overconfident for no extra bonus.
  • Cybernetics: True Atlanteans halve their max Strain threshold for cyberware. They can't become Juicers or Crazies, take any Framework with 4 or more Strain in cybernetic systems, or roll on the Cybernetics Hero’s Journey table.
  • Hunted Across the Stars (Wanted Major— the Splugorth): True Atlanteans fight the Splugorth across multiple dimensions and have liberated many worlds from their oppression. In return they're hunted by the Minions of Splugorth. This includes being stalked by Sunaj Assassins, pursued by Slavers, and attacked on sight by their henchmen and allies, including many bounty hunters.
  • Sworn to the Clan: True Atlanteans are raised to put the clan before self and are regularly called upon to serve the clan in their journeys through the Megaverse®. This often takes the form of performing treacherous tasks, secretly providing information, or regularly donating money and valuables to the clan’s cause.
  • The Endless Crusade: Just as True Atlanteans ruthlessly hunt supernatural evil, they're targeted first by the undead, demons, and servants of evil who war against them. Such beings are violent unless a social skill check is successful. Persuasion checks with evil beings or their servants are at a −2 penalty.
  • Accustomed to Horror: T-Warriors gain a free reroll on all Fear checks.
  • Impressive Physical Specimens: T-Warriors are specially chosen for their physique. Gain Brawny Edge
  • Magical Tattoos: Tattooed Warriors start with 12 magic tattoos (14 total for True Atlanteans) and the Rapid Recharge Edge. Select two Simple Weapon or Shield tattoos, four Weapon Tattoos of any kind, one Animal Tattoo, one Monster Tattoo, two Power Tattoos, and two additional tattoos of any type. T-Warriors can use their PPE gained from Tattoos to activate TW devices.
  • Physical Transformation: The numerous arcane images inscribed onto the bodies of T-Men and T-Women alter their resilience
    and longevity. Each of their magic tattoos grants +1 Toughness and they are immune to Gritty Damage
  • Previous Life: Most T-Warriors were common folk such as farmers, prospectors, trappers, vagabonds, soldiers, and even professionals like Cyber-Docs or Operators before their enslavement by the Splugorth. To represent this they gain two die-types in a non-combat skill and two non-Combat Edges of choice (Rich and Vampire Killer).
  • Trained for the Arena: The ability grants a die type to Fighting, two die types to Shooting, plus the Marksman and Sharpshooting Edges (see Empires of Humanity).
  • Upgradeable: T-Warriors start with the Upgradeable Edge.
  • Body Suit: Most of the T-Warrior's body is covered in magic tattoos, using up all of a character's personal Strain ever. They start with only the 6 Strain from the Upgradeable Edge (or 4 Strain for True Atlanteans, −2
    due to the Marks of Heritage). Tattooed Warriors can only gain more Strain from the Beyond the Limit Edge.
  • Compatibility: Only Human, Ogre, and True Atlantean physiology is truly compatible with Tattoo Magic. Those
    races and Elves (with some difficulty) are the only ones that can become Tattoo Warriors.
  • Cybernetics: Even a single mechanical limb interferes with a T-Warrior's connection to his magic tattoos. Each point
    of Strain from cyberware imposes a −1 penalty on rolls to activate Tattoo Magic.
  • Mentally Scarred: All T-Warriors are challenged by the psychological repercussions of their brutal arcane transformation, enslavement, and indoctrination. (Suspicious and Vengeful)
  • Physical Requirements: Tattooed Warriors are hand picked for their fitness. Before applying the bonus from Impressive Physical Specimen they must have a minimum of d6 in Agility, Strength, and Vigor. They can't take the Blind, Elderly, Hard of Hearing, One Arm, or Slow Hindrances.
  • Touch Activation: Tattooed Warriors must have their hands free to physically touch their tattoos to activate them. Being
    Bound, armored, or even heavily clothed can stop them from using their powers. For this reason many T-Warriors wear minimal, loose clothing.
  • Uncoupled from Magic: Having more than 6 magic tattoos means T-Warrior can't take an Arcane Background using PPE—their connection to free flowing arcane energies is stilled.
  • Wanted (Minor): Minions of Splugorth and their allies will attempt to capture or kill rogue Tattooed Warriors to claim
    the Atlantean bounty on escaped slaves. Other factions are likely to assume they are Splugorth agents.

Magical Tattoos
  • Staked Heart (1 PPE, Self, 1 hour, left wrist)
  • Flaming Silver Longsword (6 PPE, Self, 15 min, right wrist)
  • Weighted Silver Net (1 PPE, Self, 15min, right elbow)
  • Atlantean Crest Shield (2 PPE, Self, 15 min, left elbow)
  • Flaming Silver Heavy Crossbow with Winged Bolts (7 PPE, Self, 15 min, inner left forearm)
  • Silver Serpent Harpoon (4 PPE, Self, 15 min, inner right forearm)
  • Bone Tomahawk Hatchet Piercing a Skull (5 PPE, Self, 15 min, back of right hand)
  • Flaming Winged Silver Kpinga (7 PPE, Self, 15 min, back of left hand)
  • War Horse (4 PPE, Self, 1 hour, outer right forearm)
  • Blood Hawk (3 PPE, Self, 15 min, outer left forearm)
  • Heart with Tiny Wings (5 PPE, Self, 5, right bicep)
  • Eyes of the Wolf (4 PPE, Self, 1 hour, right jaw and temple)
  • Black Sun (8 PPE, Self, 5, left bicep)
  • Eye with Tears (3, Smarts, 5, left temple)
Advances
Novice Advances
  • Raise Attribute: Vigor d8
  • Edge: Ambidextrous
  • Edge: Brute
Seasoned Advances
  • Raise Attribute: Smarts d8
  • Edge: Field Intel **Christmas Bonus**
  • Edge: Take 'Em Down
  • Riding d6, Occult d8
Veteran Advances
  • Edge: Monster Slayer
Current Load: 72.5 (101)
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

Created with Savaged.us
Last edited by Ames Jean-louis on Sun Aug 21, 2022 10:12 am, edited 18 times in total.
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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Re: Lost Jungle True Atlantean Tattooed Archer

Post by Ndreare »

Looks pretty good, but I think the armor will interfere with the tattoos. I need to double check the toughness, I think they are doing the same thing they did with Humble and doubling custom race/IF bonuses to toughness and you should be mid 20s (28?) toughness.

Base = 2
Vigor = 5
Edges = 2
Tattoos = 14
Cyrus Cyrillus wrote: Wed Oct 06, 2021 1:59 pm
  1. Staked Heart (1 PPE, Self, 1 hour, left wrist)
  2. Flaming Silver Longsword (6 PPE, Self, 15 min, right wrist)
  3. Weighted Silver Net (1 PPE, Self, 15min, left elbow)
  4. Atlantean Crest Shield (2 PPE, Self, 15 min, right elbow)
  5. Flaming Silver Heavy Crossbow with Winged Bolts (7 PPE, Self, 15 min, inner left forearm)
  6. Silver Serpent Harpoon (4 PPE, Self, 15 min, inner right forearm)
  7. Bone Tomahawk Hatchet Piercing a Skull (5 PPE, Self, 15 min, back of left hand)
  8. Flaming Winged Silver Kpinga (7 PPE, Self, 15 min, back of right hand)
  9. War Horse (4 PPE, Self, 1 hour, outer right forearm)
  10. Darkhound (3 PPE, Self, 15 min, outer left forearm)
  11. Heart with Tiny Wings (5 PPE, Self, 5, right bicep)
  12. Eyes of the Wolf (4 PPE, Self, 1 hour, right jaw and temple)
  13. Black Sun (8 PPE, Self, 5, left bicep)
  14. Eye with Tears (3, Smarts, 5, left temple)

Total Toughness = 23

LLW Armor = 28 (5)

PS: Especially like the inclusion of tat locations.
  • 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
User avatar
Ames Jean-louis
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Joined: Sun Sep 02, 2018 2:15 pm

Re: Lost Jungle True Atlantean Tattooed Archer

Post by Ames Jean-louis »

The armor had +2 embedded toughness and the Absurr Life Node add 4. Regardless, I dropped the armor as its not necessary. I also went back to my original concept and got rid of Weird Science and focused more on Vampire Killing.
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
User avatar
Ndreare
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Re: Lost Jungle True Atlantean Tattooed Archer

Post by Ndreare »

Cool,
I also just noticed the symbiote. I am pretty sure the transformation that makes you a Tattooed man would make you supernatural so symbiotes should not be compatible with you anymore at that point. I am not certain and my personal bias against the symbiotes, and their power versus cost could be clouding my opinion on this so I am asking the other GMs about it before making a ruling.

Everything looks good other than that. And I will not leave it hanging for too long, so as soon as the conversation is done we will return.

EDIT (about 4:15 PST): Honestly I am not comfortable with any of the symbiotes, but the Absurr in particular is absurd. It is effectively like getting 6 advances for one roll on a table. I would try and be more diplomatic, but I feel honesty is the best approach on things like this. Combined on a t-warrior this makes the character immune to virtually every challenge and creates superman syndrome. Where the character will walk through all the challenges for the group ignoring them, until his kryptonite comes up. Then you would grow to resent me as a GM for using it.
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Lost Jungle True Atlantean Tattooed Archer

Post by Ndreare »

PER GM Fiat the character has been approved to take the Rapid Reload edge from Pathfinder for Savage Worlds.

RAPID RELOAD
RAPID RELOAD
REQUIREMENTS: Novice, Shooting d6+
The warrior reduces the Reload value of a ranged weapon by 1. See Reload on page 137. This is most often taken for archers using crossbows with a Reload of 1 or 2. Weapons with Reload 1 may be reloaded as a free action with this Edge.
A character with this Edge may use Rapid Shot with a weapon if its Reload value has been reduced to a free action.
This edge will allow using the crossbow each turn without wasting an action to reload.
  • 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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