Humble - On Hold

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Humble - On Hold

Post by Humble »

Prepared for battle
Humble prepared for battle.png
Background
Humble was first born into slavery and trained as a gladiator. But the life did not fit him well, soon he became known for his repeated escape attempts and frequent refusal to participate the way a slave should. His master set to break him and soon he was. Becoming one of the most compliant of all the slaves in the pins they named him Humble as a sign to the others.
But then when the rebellion came Humble saw it as the moment he had waited for and joined with a ferocity. Now he will not allow himself to be captured again, keeping his name as a sign of the hatred he feels for the Kal Empire people he sleeps every night with nightmares of the last time he broke.
Humble knows he is not a normal Ogre, his mother lost her life in the normal fashion of a slave many centuries ago on godless a shard dimension. But humble himself seems to be immortal, each time he is born again a young healthy warrior aging into a seasoned healthy state, but never beyond. His quest to end all slavery and destroy all those who enslave and do not repent has extended with his arrival on rifts earth. The mission here seems endless and as Humble has died and been born again four times already each time being brought forth on this war torn world. It seems an endless supply of slavers that need destroyed or brought to repentance.
While Humble is hundreds of years old and been in many different dimensional arenas most of that time has been spent in battle or one form of magical slavery or another. So his life experience is still very modest. Now that he is free, he will learn and learn very quickly. Mentally he has not matured much past that of an adolescent. He is a compassionate being when it comes to protecting those who need protecting, but his rage takes over him and he will attack and destroy without hesitation. He spend much of his down time thinking about the nature of peoples souls and how we should all interact with each other.
Now that he is free to exercise his mind and learn he will overcome those previous challenges.
Over the centuries Humble has died, and come back again many times. While not always in the form of an Ogre he is always a monstrously large warrior with the same mind, each time reincarnating ready for battle.
Humble has been told he is a manifestation of chaos, conflict, and war. But he does not know this for certain. The ideas are above his level of understanding. But what he does know is when there is conflict, and the weak need defended he is born again to fight for the side of the honorable and to destroy evil.

See viewtopic.php?p=76006#p76006


Description
This manifestation of Humble is a giant 12' tall and 2,000 lbs resembling an ogre. Humble can be terrifying to stand against.
Size
I really wanted Humble to be a little over 12' and size 4, but Until I can get his Strength to d12+4 it does not make sense. I plan on him growing rapidly with Experience gain and major conflicts he will be involved in adding to his power.

The Gather at The Pinnacle Hotel
Chieftain named Shurik
Chieftain's daughter named Indrek
Humble's '?daughter?' Pia Erelt


(Moved out of the way from post above)

Humble.jpg
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Previous Version



Okay, looks like we needed 32 more EP to make this character happen! Even with the already purchased 20 EP for character slot and Signature item. So we have;
5 EP for The Rob
18 EP in Stylish Adventurer in gear to get those swords!
9 more EP in Stylish Adventurer in gear to get some armor!

Campaign Power Level: Big Damn Heroes (+2 HJ… pick the table and the outcome, x2 starting wealth OR 50,000 credits (whichever is greater), +1 additional advance [so with pbp +1 advance that is +2].

BLACK COMPANY II

The PLV! The PLV is brought to you by Pender Lumkiss and Lars (Jon & Dan). What is the PLV? The Pender-Lars-Verse. We have collectively intertwined our game worlds, set within Savage Rifts, since around 2017-18. Our games have deviated and splintered off from the Savage Rifts universe and also mixed into each other’s ideas and stories. Jon and I have taken what has been presented and molded it into our own story.

The cool things is, in my (Lars) humble opinion, is we have mixed multiple games into Cross Overs over the years. Every game we have run PbP has touched this PLV and continues its story arc.

Now, Jon/Pender has presented Mercy Six, a new exciting game set in our PLV. Dan/Lars is running a new Black Company game paralleling Mercy Six in the PLV. Both games will start Q4 in 2021 and as each game pans out, the events of each game have impact on each other. A Cross Over is likely to be a epic conclusion at some point.
Coming soon: The Black Company (II)

JOUER!

So. As Jon runs Mercy Six I’d like to run the Black Company II.

YOU have been invited because you have interacted with the story in some aspect and now it continues.

Please let me know me if you want to play. Thank you.

Once the invited is responded to, I will start presenting the Game Concept to you all. Note: the game starts October 2021. Q4. Well, it starts when Pender starts his game.

Thank you for your time.

Dan (Lars)
Exact Game Details to follow. Pender and I have discussed and planned. Now it’s time for us to lay the groundwork for epic madness. For now getting a feel of who might be interested.

LH1d20d1d20
Dice rolls
Setting rules Hero's Journey 1d20 and 1d20: [13]+[4] = 17
Last edited by Humble on Mon Aug 23, 2021 11:49 am, edited 2 times in total.

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble - Primal Manifestation of War and Conflict

Post by Humble »

Humble Brokenchain
Iconic Framework: Powerhouse - (18) SPC3 Iconic Frameworks - SavageRifts.com
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+4 [d12+6 w/armor], Vigor d10 (d10+2)
Skills:
  • Athletics d12+1 (d12++3)
  • Battle d6
  • Common Knowledge d4
  • Fighting d12 (+1 with Swords or empty hands)
  • Focus d8 (d12+4)
  • Intimidation d4
  • Notice d4
  • Persuasion d4-2
  • Piloting d4
  • Shooting d6
  • Stealth d4
Pace: 6; Parry: 8; Toughness: 16 (4)
Hindrances:
  • Code of Honor (major)
  • Loyal (minor)
  • Outsider (major, Giant monster)
  • Ugly (major)
  • Vow (never turn away from a slave, and fight slavery at every chance.)
  • Weakness to Persuasion (less than minor, Humble is easily confused by flowery speech and suffers -4 to resist Persuasion.)
  • Racial - Bad Reputation (Minor): It's widely known that some Ogres—but not all—enjoy the taste of humanoid flesh. The initial Reactions of strangers are one level worse than usual (factored in below).
  • Racial - D-Bee (Minor): The initial Reaction to Ogres typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
  • Racial - Surly: Ogres are either Mean, Stubborn, or Vengeful (Minor) for no extra bonus.
  • Iconic - Alien Form (major, Humble is huge and his anatomy has duplicate organs fused to each other. Attempts by others to heal him suffer a -4.)
  • Iconic - Wanted (major, conflict finds Humble. He stands out and the largest enemies will usually target him first.)
Special Abilities
  • Racial - Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Racial - Near-Human Physiology: Those unfamiliar with Ogre physiology suffer only a −1 penalty to Healing.
  • Racial - Powerful: Ogres start with Strength d6 and Vigor d6, raise Trait maximums accordingly.
  • Racial - Size 1 (Normal): Ogres stand 7’–9’ tall and weigh 250 – 400 lb. Their Size grants them +1 Toughness.
    .
  • Iconic - Endless Endurance - Doesn’t Sleep (2), Tireless (+1)
  • Iconic - Endless Well - Super Edge (4): Iron Jaw (+2 to Soak rolls and Vigor rolls to avoid Knockout Blows), Take the Hit (free reroll on soak rolls)
  • Iconic - Fueled by Conflict - Healing (6): Linked Absorption +2, Refresh +2, Restoration +2, Touch Required -2, Self Only -1
  • Iconic - Force of Nature -Super Skill (8): Focus +6, Athletics +2
  • Iconic - Monstrous - Growth 3 (9): Size 4, 1 Wound, Reach 1, +3 Strength, Permanent -2, Swat +2
  • Iconic - Strength of a Mountain - Super Attribute (2): Strength
  • Iconic - Unstoppable - Absorption (18): All Power Types (+8), Growth (+3), Transference (+2), Transmute (+3).


Advancements & Edges:
  • Hindrance: Brute (Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.)
  • Hindrance: Martial Artist (Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).)
  • Hero’s Journey: Education 12 - Battle d6, and Command
  • Hero’s Journey: Experience & Wisdom 12 - Background edge ignoring requirements - Arcane Background (Gifted) - Warrior’s Gift (self only -2)
  • Bonus - Hero’s Journey: Training 3 - +3 skill points for Combat Skills
  • Bonus - Hero’s Journey: Experience & Wisdom 15 - Professional edge ignoring requirements - Adept
Novice Advancement:
  1. N1: Power Points
  2. N2: Strength
    -*- GM Fiat Semi-Advancement: +1 Athletics (d12+1 total) -*-
  3. N3: Supernatural Strength
Seasoned Advancements:
  • Seasoned Iconic Boost: +5 Power Points spent to improve Super Skill and Growth (50 total)
  1. S1: New Powers: Growth (growth only, no range, self only -3), Speed (speed only, no range, self only -3)
  2. S2: New Skills; Intimidation d4, Piloting d4
Last edited by Humble on Wed Sep 01, 2021 1:02 pm, edited 2 times in total.

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble - Primal Manifestation of War and Conflict

Post by Humble »

Gear & Equipment
Credits: 38,000 given to Hans

NG-S2 Survival Pack 3K Credits
Giant Handheld MDC radio 2K Credits
Armor Piercing Grenades x10, Range 6/12/24 3d8 AP 16 MD, SBT, 7K Credits


Pónos and Eleos
Aside from being as big as a mountain humbles next most distinctive feature is the twin giant enchanted swords he carries. Pónos (pain) and Eleos (pity) are powerful enchanted weapons and while not unique in the traditional sense they have become something special to Humble. Representing the forces that most often are used to bring an end to conflict. Humble believe with them he can himself bring a close to many battles and protect the weak beings from tyrants.
  • Dual Giant Enchanted Swords
  • Str+2d8
  • AP 16
  • Str min d12+4
  • Weight 16
  • Rarity −4,
  • Cost: 300,000
    Notes: +1 to Fighting rolls, Silver lined, Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger.
    Close Combat +1 Fighting, Close Combat silver lined vampire slayer, integrated counts as natural weapon

    Giant sword.PNG
    A&M Page 46 reference.PNG



Blackstone Necklace
Humble has been in many battle and often gains or loses trophies from those battle. One of his most memorable trophies was taken from the Summoner and Necromancer Sadrick when Humble was enslaved as a gladiator in Atlantis. With the strength of an undead and the magic powers of a demon Sadrick was very powerful and was able to enslave Humble for many years. However, like all things it was not meant to last.
One day Sadrick’s keep was invaded by a group adventurers. Being overwhelmed by the ogre’s ability to regenerate the elven wizard tried to dispel the healing magic on him, only to find he had broken a different spell entirely. The spell holding Humble enthralled by the Necromancer broke and humble with a rage turned on the Necromancer while he was preparing to finish off the last of the adventurers. Seeing the necromancer fall Humble look around at the adventurers, “This is mine. You may go.” he said as he grabbed the necklace the and made it his own.
The Power of the Blackstone Necklace The primary ability of the stone is to amplify the users concentration and will power.
  • Strong Willed
    REQUIREMENTS: Novice, Spirit d8+ Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting Tests with Smarts or Spirit.
  • Iron Will
    REQUIREMENTS: Seasoned, Brave, Strong Willed
    The hero now adds his Strong Willed bonus to resist powers and negate their effects. Iron Will doesn’t stack with Brave, nor does it apply to subsequent rolls resulting from powers such as being Shaken by a damaging power, fear, or the like.
  • Unbreakable
    +2 to Spirit Rolls


Bands of Anánki
Humble does not always carry armor with him. But when there is need for more protection the arcane power stored in his bracers combined with his own primal nature causes the things he gathers and collects to lock onto his body protecting him. This process takes about 1d6 round for Humble to perform as he gathers stone, metal and stray bits of armor worn by others around himself.
  • Bands of Anánki
    • Armor: +4
    • Toughness: +0
    • Weight: 320 lbs
    • Notes: Strength increases two die types, +2 to Vigor rolls.

      Base Item: Plate Armor +4 Armor, d10 Str min, 36 lbs, 1,000
      Enchantment:
      Major: +1 Die type Strength
      Major: +1 Die type Strength
      Minor: +1 Vigor Rolls
      Minor: +1 Vigor Rolls

Han's Nanite Band
This band was shared with Humble by Hans while enjoying a drink at Moderation. The band can come in handy, although it only has 1 PPE, the options included allow some choice Humble would not have on his own.
When activating the band Humble rolls Han's d12 Weird Science.
Artificer made Arcane Device (SWADE Core p153), currently charged with just 2 PPE It has the following Powers:
  • Power Points - PPE: 2
    Boost Trait
    • Limitations: Smarts -> Touch-> Self; Limited Aspect (Boost Only).
      Net base PPE cost: -1
    Warrior's Gift
    • Limitations: Smarts -> Touch -> Self
      Net base PPE cost: 2
    Speed
    • Limitations: Smarts -> Touch-> Self; Limited Aspect (Speed Only).
      Net base PPE cost: -1

Wilk's L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2, Shots 40, str min d6, Weight 7, Cost 25,000
Notes: Wilk's Quality +1 Shooting,
: Energy weapons fired in this mode are RoF 1, use three Shots, add +1 to the Shooting roll, +3 to the damage roll, and apply the Snapfire and Mega Damage qualities.
,
Str+d8 Mega Damage, AP 8, Parry +1, Reach 1, Two Hands
.
Last edited by Humble on Sat Sep 25, 2021 4:15 am, edited 1 time in total.

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble - Primal Manifestation of War and Conflict

Post by Humble »

Arcane Background: Miracles (Rifts® TLPG)
Powers: PPE: 20
  • Bio-Regeneration (Healing; Savage Worlds: Adventure Edition p162; Innate Power; Limitations: Self (limited))
    Healing
    Rank: Novice
    Power Points: 3
    Range: Touch
    Duration: Instant
    Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
    Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
    For Extras, the GM must first determine if the ally is still alive (see Aftermath in Savage Worlds). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
    MODIFIERS
    „ GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
    „ CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation in Savage Worlds). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
    „ NEUTRALIZE POISON & DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
  • Manifestation of War! (Warrior's Gift; Savage Worlds: Adventure Edition p169-170; Limitations: Self (limited))
    Warrior’s Gift
    Rank: Seasoned
    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.
  • Unstoppable! (Relief; Savage Worlds: Adventure Edition p166)
    Relief
    Rank: Novice
    Power Points: 1
    Range: Smarts
    Duration: Instant
    Trappings: Prayer, tonics.
    Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
    MODIFIERS
    „ ADDITIONAL RECIPIENTS (+1): The
    power may affect more than one target
    for 1 additional Power Point each.
  • Draw Strength (Growth/Shrink; Savage Worlds: Adventure Edition p161, No range -1, Sel only -1. Aspect Growth only)
    Growth/Shrink
    Rank: Seasoned
    Power Points: 2/level
    Range: Smarts Self
    Duration: 5
    Trappings: Humble draws on divine power and displays
    Growth increases the recipient’s Size by 1 for every 2 Power Points spent. Each increase in Size grants the target a one-step increase to Strength and 1 point of Toughness (see Savage Worlds for more on Size.) This does not increase Wounds regardless of change to Scale.
    Shrink reduces the Size of the subject one step for every 2 Power Points spent to a maximum of Size −2 (approximately the size of a cat). Each step reduced decreases Strength one die type (minimum of d4) and Toughness by 1 (minimum of 2).
    For unwilling targets, the caster’s arcane skill roll is opposed by Spirit.
    MEGA MODIFIERS
    „ GREATER GROWTH/SHRINK (+2): The power’s Duration is measured in minutes instead of rounds.
    „ TINY YET MIGHTY (+2): The target of shrink may retain her normal Strength and Toughness while small.
  • Supernatural Roar! (Havoc)
    Havoc
    Rank: Novice
    Power Points: 2
    Range: Smarts
    Duration: Instant
    This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.
    With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks in Savage Worlds).
    Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″— directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
    Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
    Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
    MODIFIERS
    „ AREA EFFECT (+1): Havoc affects a Large Blast Template.
    „ STRONG (+1): Strength rolls are made at −2.
    MEGA MODIFIERS
    „ GREATER HAVOC (+2): Targets are knocked back a total of 3d6" and take 2d6 damage if they strike a hard object.
  • Preternatural Speed (Speed, Savage Worlds: Adventure Edition p167; Limitations: One Aspect, Self (limited); Skill Bonus: +2)
    Speed
    Rank: Seasoned
    Power Points: 2 (-3)
    Range: Smarts (Self)
    Duration: 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
    „ QUICKNESS (+2): Speed only. 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).

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble - Primal Manifestation of War and Conflict

Post by Humble »

Resources
Parry: 9 (1 from swords)
Toughness: 16 (4)
Wounds: 0/4
Fatigue: 0/2
Power Points: 20/20
Han's Nanite Band PPE: 2/2


Bennies: 3 (3 base)
  • +3 Start of 2nd Q 2022
Zombie Bennies: 1 (0 base)
  • +1 from GM Lars (carries over into new quarters)
Conviction: 1 (0 base)
Last edited by Humble on Wed Dec 29, 2021 9:01 am, edited 3 times in total.

Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble - Primal Manifestation of War and Conflict

Post by Humble »


Parry: 9 (1 from swords)
Toughness: 16 (4)

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Re: Humble - Primal Manifestation of War and Conflict

Post by Daniel »

Running Die.

Approved for Black Company play! I see I’m going to have to have my basic bad guys be walking corrupted millennium trees hopped up on dragon blood wielding alien intelligences as weapons. That or every combat will be a Smarts Test ;)

Humble looks good. Cya in game big guy.
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Re: Humble - Primal Manifestation of War and Conflict

Post by Ndreare »

Updated running die. I don't know why it did not export, it is d8.

PS: I plan on heading into the standard warrior chain.
  • 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!
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Re: Humble - Primal Manifestation of War and Conflict

Post by Ndreare »

Lars wrote: Wed Aug 25, 2021 6:12 am Running Die.

Approved for Black Company play! I see I’m going to have to have my basic bad guys be walking corrupted millennium trees hopped up on dragon blood wielding alien intelligences as weapons. That or every combat will be a Smarts Test ;)

Humble looks good. Cya in game big guy.
There is always the option of a pretty lady talking him down. His weakness to persuasion and mind control gives some good GM fodder for the nearly invulnerable tank.
Though I like the idea of being able to take wounds from small and medium vehicle weapons.
  • 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
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Humble - Primal Manifestation of War and Conflict

Post by Daniel »

Thumbs up. Looking good.
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
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: Humble - Primal Manifestation of War and Conflict

Post by Humble »

@Lars I updated his signature so it should be easier for you as a GM to reference.
viewtopic.php?p=76020#p76020

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Humble - Primal Manifestation of War and Conflict

Post by Ndreare »

Previous Humble from reboot, but prior to SPC3 (BC)


Novice Male Intelligent Construct, Primal Manifestation, and Avatar of Conflict and War

Iconic Framework: Primal Manifestation

See viewtopic.php?p=76006#p76006


Description
This manifestation of Humble is a giant 12' tall and 2,000 lbs its current form most resembling a giant ogre. Humble can be terrifying to stand against.


Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+12, Vigor d12+4
Skills: Athletics d12+3, Battle d4, Common Knowledge d6, Faith d8, Fighting d12+2/3, Language (Native) d8, Notice d4, Persuasion d4-2, Shooting d8, Stealth d4
Pace: 8; Running Die: d8; Parry: 11 (2); Toughness: 47 (19 M.D.C.); Size: Normal (3)
Strain: 8/8; Wounds: 7
Hindrances: Code of Honor, Loyal, Outsider (major, Giant monster), Ugly (major), Vow (major, Humble has a hatred for slavery where it crosses his path. He has no sympathy for the suffering of slavers and only after setting all the slaves free will he be satisficed.), Wanted (major, Much like a dragon, tere are many beings and forces who would like to see godlings destroyed.)
Edges: Arcane Background (Miracles), Brave, Brawler, Brawny, Brute, Improved Nerves of Steel, Power Points, Synthetic Immortality, Tough as Nails, Tougher than Nails
Armor: Bands of Anánki (Toughness +6 Armor +7)
Weapons: Unarmed (Range Melee, Damage Str+d6), Eleos (Range Melee, Damage Str+2d8, AP 16, M.D.C., Reach 2), Pónos (Range Melee, Damage Str+2d8, AP 16, M.D.C., Reach 2)
Gear: Blackstone Necklace
Language: Native (native, d8)
Current Wealth: 50,000 cr
Arcane Background: Miracles (Rifts® TLPG)
  • PPE: 20
  • Powers: Bio-Regeneration (Healing; Savage Worlds: Adventure Edition p162), Manifestation of War! (Warrior's Gift; Savage Worlds: Adventure Edition p169-170), Unstoppable! (Relief; Savage Worlds: Adventure Edition p166)
Special Abilities
  • Humble's mind is transferred through time and space from one manifestation to another.: Is alive, can take Arcane Backgrounds
  • Humble's body is built of pure potential psionic energy energy and can be difficult for healers to interact with.: Must consume 5 Power Points from ley lines or other sources. Use lower of Occult or Spellcasting to fix.
  • Humble is huge, standing over 10' tall and weighing nearly 2,000 lbs. : About 10-12' in height or length, custom armor is quadruple cost, vehicles are -2 on all Trait checks.
  • Humble looks like a giant ogre.: Construct has Pace 6 and d6 running die
  • Humble's senses are much like a humans.: The Construct has audio, visual, and other sensory abilities roughly comparable to the average human—though it cannot truly experience the flavor of food or the caress of a loved one in the traditional biological sense.
  • Humble's deep voice functions much like the voice of others.: The Construct can fully communicate through the sounds made by most other races and can do so with a booming voice if it chooses.
  • Humble's body is strange and difficult to understand by those looking for human organs and arrangements.: Artificial beings are often the product of alien design or weird secrets of super science. For −4 point impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
  • Humble is obviously something supernatural and abnormal. Even other ogre-kin seeing him would know he is not the same as them.: The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature.
  • Massively Dense: Gain +2 Toughness with each upgrade.
  • Massively Dense: Gain +2 Toughness with each upgrade.
  • Massively Dense: Gain +2 Toughness with each upgrade.
  • Humble can naturally bio-regenerate once per day without expending his personal power.: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Long and powerful legs allow Humble to cross incredible distances quickly.: Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
  • Primal Manifestations - Arcane Background: Gain one Edge, ignoring all Rank requirements.
  • Humble is Fearless and Unswerving - Brave: Gain one Edge, ignoring all Rank requirements.
  • Always the Direct Approach - Brawler: Gain one Edge, ignoring all Rank requirements.
  • Raw Power - Power Points: Gain one Edge, ignoring all Rank requirements.
  • Unrelenting - Tough as Nails: Gain one Edge, ignoring all Rank requirements.
  • Unrelenting - Tougher than Nails: Gain one Edge, ignoring all Rank requirements.
  • Humble is reborn from need and conflict. - Synthetic Immortality: Gain one Edge, ignoring all Rank requirements.
  • Pliable Mind: Humble is more easily persuaded and manipulated. He is -4 to resist Persuasion
  • Arcane Scars: Humble has spent so long under mind control he finds it especially hard to resist. He suffers -4 to resist Puppet.
  • Depleted Uranium: The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
  • Radioactive Regenerative Disruption: Humble's invulnerability is heavily based on his natural ability to regenerate from moderate injuries instantly. Radiation based and attack powers ignore the full 12 points of his inherent armor, he takes +4 damage and Humble is -4 to resist radiation based environmental effects.
  • Temporal Displacement: Humble's extra dimensional nature does not play well with temporal attacks. Phase weapons and attack powers ignore the full 12 points of his inherent armor, he takes +4 damage and Humble is -4 to resist Phase based environmental effects.
  • Constant Regeneration (Armor): Humble's body heals so fast that though rail guns and small arms can potentially penetrate his skin or even break his bones, only the most massive of attacks stand a chance of lasting injury.
  • Constant Regeneration (Armor): Humble's body heals so fast that though rail guns and small arms can potentially penetrate his skin or even break his bones, only the most massive of attacks stand a chance of lasting injury.
  • Constant Regeneration (Armor): Humble's body heals so fast that though rail guns and small arms can potentially penetrate his skin or even break his bones, only the most massive of attacks stand a chance of lasting injury.
  • Humble loves to eat: Compatible with all tech bases, the Construct can process organic materials (food and water) into energy instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by a similarly-sized humanoid.
  • Humble's body is huge and bulky, designed to break things, not pilot them.: Designed to accomplish a specific set of tasks as efficiently as possible to the exclusion of all others, the Construct’s systems were not engineered for general use. Consider its Core Directive and choose a primary function (e.g. assault, repair, labor, piloting, medical, etc.). For −6 points the Construct subtracts 2 on Agility, Smarts, and all skill rolls not directly related to its primary function.
  • Born to War - Athletics: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Born to War - Fighting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Attribute: Increase an Attribute by one die type.
    1. Attribute: Increase an Attribute by one die type.
    2. Attribute: Increase an Attribute by one die type.
    3. Attribute: Increase an Attribute by one die type.
    4. Attribute: Increase an Attribute by one die type.
    5. Attribute: Increase an Attribute by one die type.
    6. Attribute: Increase an Attribute by one die type.
    7. Attribute: Increase an Attribute by one die type.
    8. Attribute: Increase an Attribute by one die type.
    9. Attribute: Increase an Attribute by one die type.
    10. Attribute: Increase an Attribute by one die type.
    11. Attribute: Increase an Attribute by one die type.
    12. Attribute: Increase an Attribute by one die type.
    13. Attribute: Increase an Attribute by one die type.
    14. Attribute: Increase an Attribute by one die type.
    15. Attribute: Increase an Attribute by one die type.
    16. Attribute: Increase an Attribute by one die type.
    17. Attribute: Increase an Attribute by one die type.
    18. Attribute: Increase an Attribute by one die type.
    19. Attribute: Increase an Attribute by one die type.
    20. Attribute: Increase an Attribute by one die type.
    21. Attribute: Increase an Attribute by one die type.
    22. Attribute: Increase an Attribute by one die type.
    23. Attribute: Increase an Attribute by one die type.
    24. Attribute: Increase an Attribute by one die type.
    25. Attribute: Increase an Attribute by one die type.
    26. Attribute: Increase an Attribute by one die type.
  • Miracles: Power Points: 20; Powers: Bio-Regeneration (Healing; Savage Worlds: Adventure Edition p162), Manifestation of War! (Warrior's Gift; Savage Worlds: Adventure Edition p169-170), Unstoppable! (Relief; Savage Worlds: Adventure Edition p166)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Native (native, d8)
  • Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
  • Wanted: Once its true nature is discovered, many powerful factions
    will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.

Advances
Novice Advances
  1. Remove Major Hind: Technical Difficulties
  2. Remove Major Hind: Technical Difficulties
    -- GM Fiat Semi-Advancement: +1 Athletics (d12+3 total)
  3. Gained Battle d4, raised Common Knowledge to d6
Current Load: 680 (undefined)
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
  • 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
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Humble - Primal Manifestation of War and Conflict

Post by Daniel »


SPC3 Version Approved
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

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