Playing with Character ideas

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Deezy Klatta
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Playing with Character ideas

Post by Deezy Klatta »

No, 'Squidge' isn't her real name. Or rather, it's not the one she was given at birth. She wanted a clean break from all that though. A former citizen of a Coalition State, she was tagged young as possessing psychic abilities and grew up under the oppressive regulation of being registered. She refused to let it get her down though, accepting it as necessary. Later on, she tried to win back some trust from her homeland by enlisting in the military...which later she freely admits was probably a mistake. But hey, you gotta roll with them punches, right?

Her psionic potential, which had seemed so innocuous when first discovered, kept growing. And growing. The more she found she could do, the less the Coalition trusted her. The more she gave, the more they demanded. Increasingly she felt more kinship with the victims of her unit's raids, than with the squad.

She couldn't paper over that with sunny smiles and false optimism. It was a bad time, a heavy time.

So she left. Drew a big red 'X' over that part of her life, who she'd been and what she'd done, and moved on. Life's too short to suck like that, right?

Don't get her wrong; she still believes in protecting the people. She still wants humanity to be strong. She just doesn't think the Coalition States are going the right direction. What's the point of being 'strong' if you just wall yourself up in hives like those Canadian bug-things? What's the point of being strong if everyone lives in constant fear? Everyone just needs to...chill out a bit.

And that's really her plan. Just get everyone to take a pill and some deep cleansing breaths and get OVER their issues and things'll be fine. You know, like she is.

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Squidge!
Rank:Novice Experience: 5 Advances Left: 0
Race: Human
Iconic Framework: Mind Melter
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: +2; Pace: 6; Parry: 4; Toughness: 5 (+7 armor) ; ISP: 30
Skills:
Psionics 1d10
Shooting 1d6
Persuasion 1d6
Notice 1d8
Streetwise 1d8
Stealth 1d6
Knowledge (History) 1d6

Hindrances
Overconfident (Major): "Yep, I can do this."
Delusional (Minor): "If I were in charge, I could get everyone to get along."
Wanted (Minor): A fugitive from a Coalition State.

Edges
Edge: Mentalist
Edge: Attractive
Edge: Power Points (+10)
Edge: Rapid Recharge

Powers:
Armor (trapping: TK shield)
Greater Armor

Entangle (trapping: TK grapple)
Greater Entangle

Telekinesis (Str 1d6)
Exalted Telekinesis (Str d12+1)

Mind Reading
Mind Walk

Telepathy
Exalted Telepathy

Illusion
Deadly Illusion

Gear
Combat Mage Armor
NG-33 laser pistol

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

Credits: 4d6x100

Iconic Framework
Arcane Background: Psionics (20 ISP, d8 psionics, 5 powers)
Expanded Awareness: Detect Arcana at will, free action
Major Psionic: 2ISP +1 psionic skill, 4ISP +2 psionic skill; x2 on ley line, 10ISP per edge
Master Psionic Edge (mega powers)
Mental Resistance: +4 to resist psionics, +4 armor vs psionics
Complication: Quirk
Complication: Enemies
Complication: Feared (-2 Charisma towards those who fear mind melters)

Hero’s Journey
Narrative Hook
Roll result 14
Description: Formerly associated with a Coalition State; fugitive now of course.

Psionics
Roll result 8
Description: One power of any rank from own list (Telekinesis)

Experience & Wisdom
Roll result 11
Description: Any one Background edge (attractive)

Psionics
Roll result 11
Description: 1 power autoraises on success (Deadly Illusion).

Body Armor
Roll result 20
Description: Choose any one (1 - Choose any armor: Combat Mage Armor)

Advances
Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge
Free Edge (Human): Mentalist
Novice 1 Advance: Power Points
Last edited by Deezy Klatta on Sat Mar 04, 2017 10:11 am, edited 3 times in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
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Deezy Klatta
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Re: Playing with Character ideas

Post by Deezy Klatta »

Still torn on Alecto's precise background. It could be something of ARCHIE's construction, or perhaps some kind of pre-Rifts thing, or from another dimension. Interestingly, it may not know its own origins. Regardless, it comes as part of a set; there are two others of similar (but not identical) build named Tisiphone and Megara. They may or may not have thrown off the yoke of whatever programming enforced their previous loyalty. Even if they have, they may not be positively inclined towards their 'sister.'

The Furies, of which Alecto is one, were designed for long-range, autonomous intelligence gathering and targeted intervention. They're infiltration and assassination specialists. Outwardly each closely resembles an attractive (but not TOO attractive) human female. This appearance is relatively fragile; a Wound will destroy enough 'skin' that the heavily reinforced components underneath are revealed. Similarly, any sensor or ability capable of sensing ISP or PPE or electricity will determine something's amiss there. They are powered by an advanced battery which requires approximately 1 hour of recharge per 24 hours of operation. Missing this deadline causes power use to be progressively triaged, inflicting Fatigue until finally the brain itself goes into power-saving mode, Incapacitating the unit until recharged.

Alecto has suffered a disruption to its core memory and operations, forcing a reboot from a hard-coded kernel that didn't include any of the programming added since its manufacture was complete. While the physical damage to its system resulting from this incident has been repaired, the lost memory and programming could not be recovered. Deprived of its original purpose, it is still in the process of assessing its environment and determining how best to interact with it.

Thus far it has determined that:
= Collective action is superior in result to individual action
= Collective results based on mutual cooperation and trust have superior results to collective results based on domination and fear. All other factors being equal.

It is therefore interested in further exploring those premises by locating a collective of sufficient physical strength to be stable in a highly hostile environment, but which is based on ideals of mutual cooperation and trust.

It has been more difficult than anticipated.

Alecto's personality has evolved to favor careful planning, utilizing ideas and abilities from as wide a pool as she can manage to assemble. She has a great deal of confidence in her own planning acumen and ability to account for variables and unforeseen complications...perhaps a bit too much confidence. It can be very difficult to convince her that her premises are flawed without a great deal of logical argument and flawless reasoning. Her relative lack of memories makes her a perpetual 'fish out of water,' often taken aback by new social norms, or flummoxed by commonly understood behaviors. When planning a persona to assume for infiltration purposes, she counters this through rigorous research and rehearsal, but in day to day life it can be offputting and limiting.

In mechanical terms, Alecto is either unusually hard-hitting and tough for a sneaky character...or unusually sneaky for a tanky character. Her 'infiltration' training can counter her Cluelessness when assuming a role, but it's just as accurate to say being Clueless limits her ability to effectively imitate living beings. Physically Alecto is pretty tough, though not out of the normal range for a 'cyber soldier.' Her main firepower is her plasma cannon, though she can be deadly in melee with her two vibroswords as well. Her unsealed armor is less of a limit than it looks like, due to her being immune to most environmental conditions that sealed armor protects against anyway. The nano-repair her body is equipped with removes the dependency on Repair skill to heal as well, though a skilled mechanic can still speed her recovery.

The Wanted disadvantage refers to the Coalition States' and True Federation's opposition to alien, human-appearing robots of military ability wandering their lands...but it also includes her mysterious origins wishing to either reclaim their investment...or ensure that Alecto cannot be used to learn about them, or be used against them.

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Deception 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d4
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
+1d Strength
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
+1d6 Smarts

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol
JA-11 Laser Rifle
Vibro-Sword
NG-E4 Plasma Ejector

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

Credits: 11,500

Iconic Framework
20 bonus xp
3 Fortune & Glory rolls
Upgradable Edge
Begin with 6 strain of Cybernetics
Combat Cyborg, Crazy or Juicer starting gear

Hero’s Journey
Narrative Hook
Roll result 10
Description: Grudging Respect

http://www.coyotecode.net/roll/lookup.php?rollid=154370
Cybernetics
Roll result 15
Description: Nano-Repair System

Training
Roll result 1
Description: +5 skill points for Fighting, Shooting or Throwing

Underworld/Black Ops
Roll result 20
Description: Choose any (Infiltration Specialist, +1 Investigation/Persuasion/Stealth/Streetwise and +2 Common Knowledge for disguise or being undercover, gain 2 languages)

Fortune and Glory
http://www.coyotecode.net/roll/lookup.php?rollid=154367
Roll: 7
Description: Strong and Powerful (+1d to Str, Brawny Edge)

Roll: 11
Description: Fortune Favors the Bold (Brave Edge, +1 Benny/session)

Roll: 4
Description: Agile and Dextrous (+1d Agility, Ambidextrous or Quick Edge)

Rich Edge Rolls
http://roll.coyotecode.net/lookup.php?rollid=154415

Body Armor
Roll result 5
Description: +3 Armor to existing suit

Ranged Weapon
Roll result 17
Description: Plasma Ejector

Filthy Rich Rolls
http://roll.coyotecode.net/lookup.php?rollid=156134

Cybernetics
Roll result 20
Choose any cybernetic implant (Cyber-Wired Reflexes)

Cybernetics
Roll Result 7
Wired Skill Port and 4d chip (Fighting)

Ranged Weapons
Roll Result 12
JA-11 Laser Rifle

Advances
Initial Advances: (From Hindrances): Rich, Filthy Rich
Novice 1 Advance: +1d Strength
Novice 2 Advance: Quick Draw
Novice 3 Advance: Two Fisted
Seasoned 1 Advance: +1d Smarts
Last edited by Deezy Klatta on Thu Mar 30, 2017 9:16 pm, edited 6 times in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Deezy Klatta
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Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: Playing with Character ideas

Post by Deezy Klatta »

Playing with stuff for CS character.

HJ: 1d20 14
In Psionics, that'd be a Mentalist Edge, which is good...

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Ashley Logan
Rank: Novice Experience: 0 Advances Left: 0
Race: Human
Iconic Framework: CS Infantry (MOS: Psi-Bat)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 (+6 armor) ; ISP: 20

Skills:
Psionics 1d10
Shooting 1d8
Driving 1d4
Fighting 1d4
Intimidation 1d4
Notice 1d8
Knowledge: Electronics 1d4
Throwing 1d4
Survival 1d4
Stealth 1d6

Hindrances
Major: Heroic
Minor: Loyal
Minor: Vengeful

Edges
Edge: Arcane Background (MOS)
Edge: Major Psychic (MOS)
Edge: Mentalist (HJ)
Edge: Rapid Recharge? (Hum)
Edge: Master Psionic (Hind)
Edge: New Power (Hind)

Powers:
Deflection
Greater Deflection

Teleport
Greater Teleport

Quickness
Exalted Quickness

Slow
Exalted Slow

Gear
CA-3 Light “Dead Boy” Body Armor:
Helmet Here
  • +6 Armor and +1 Toughness
    Full Environmental Protection
    Light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (12 lb)
Utility Belt: (4 lb)
  • Canteen (half gallon).
    Communicator (5 mile range).
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Grenade Pouch
    • Fragmentation Grenade: 2/2
      • Damage: 3d6, MD, LBT
        Rate of Fire: 1
        Range: 5/10/20
    Knife Sheath Containing:
    • Vibro-Knife
      • Damage: Str+d6, AP 4, MD
    Chest Holster containing:
    • C-20 Laser Pistol
      • Damage: 2d6+1, AP 2
        Range: 15/30/60
        Rate of Fire: 1
        Payload: 21
        Weight: 3
        Notes: Semi-Auto
      Ammo Pouch: 2/2 Pistol E-Clips
    Pouch Containing:
    • 3/3 Rifle E-Clips
CP-40 Pulse Laser Rifle on Shoulder Sling
  • Range: 30/60/120
    Damage: 3d6+2, AP 2
    Rate of Fire: 3, 3RB
    Payload: 60
    Weight: 9
CS-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Deezy Klatta
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Re: Playing with Character ideas

Post by Deezy Klatta »

Spitballing Rifts faerie conversions:

Rifts traits:
Low PS, high PP, somewhat low PE
Flight
Nightvision and keen sight
Invisibility at will
Sense Ley Lines
Innate magic spells
Usually attractive (if tiny)
Some have resistance to environments (usually cold ones for 'frost' faeries)

SW Racial Traits
Positive traits (2 "free"): 14
Attribute Increase
- Agility 2, 4
Edge: Dodge, 2
Flight 2
Invisibility (comparing costs between racial traits and abilities from Super Powers, they seem to line up, thus Invisibility could potentially be costed at 4/level?) 4
Low Light Vision, 1
Power Points (PPE) +5, 1

Negative Traits: 12
Attribute Penalty
-3 Strength rolls, -3
Bad Reputation, -1 (-2 Charisma with most people, who know better than to trust Little Folk)
Cyber Resistant, -1
Nonstandard Physiology (literally 6 inches to 1 foot tall), -1
Distinctive, -2
Small 2, -2
Slow -1 (does not affect Flight)
Restricted Path (no ISP), -1

Hmm. I dunnooooooo. This would let a faerie take a Framework as well, but the Frameworks don't really match up well to a classic faerie. I wonder if a new Iconic Framework could be developed or adapted...or if faerie should be IF's unto themselves, like dragons, as fellow creatures of innate magic.

HMM.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Deezy Klatta
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Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: Playing with Character ideas

Post by Deezy Klatta »

Starting rolls for Personal MARS build for a pixie:

Fortune and Glory!: 1D12 = [1] = 1
1D12 = [6] = 6
1D12 = [9] = 9
1D12 = [6] = 6


So that's a mighty weapon, which I'd probably want a TW weapon for...hopefully a pixie scaled TW weapon can still do full damage. :)

Two applications of Spiritual and Determined. Do I reroll one, or just apply it twice? If twice, what about the Edge?

Wealthy and Connected. So Rich...I think I'd want to ask if I can roll those bonus rolls on the Enchanted Item table, for this character.

Hero's Journey:
Hero: 1D20 = [13] = 13
1D20 = [9] = 9
1D20 = [13] = 13


That's going to be Rapid Recharge, Any Power (Slumber), and...either Thief +3 skill points in Stealth...or Improved Rapid Recharge

And from Rich: (Only on Close Combat, Ranged, Body Armor...or Enchanted Items, if allowed)
Rich : 1D20 = [20] = 20
1D20 = [11] = 11


So this would be +1 damage with the supersword, and with the 20 I'll take the +2 AP with a weapon as well.

Starts at Seasoned with 4 advances and +5 skill points. Has 2 advances from hindrances, unlimited by rank. Has 2 from MARS IF, unlimited by rank.

Starts with any IF's starting gear: Probably Ley Line Walker, for the light armor. Actually, no. Cyberknight. For the armor. :)

The official cyberknight comes with Medium armor, but I wonder if the Light armor is permissible? If not, that's fine. The Medium is good too. :)
Last edited by Deezy Klatta on Thu Mar 30, 2017 3:40 pm, edited 3 times in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Deezy Klatta
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Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: Playing with Character ideas

Post by Deezy Klatta »

So...stats

Str 1d6, Agility 1d10, Vigor 1d8, Smarts 1d8, Spirit 1d8
Parry 10
Toughness 4 (+1, +6 armor)

Skills: 20
Fighting 1d12 (5)
Spellcasting 1d8 (3)
Knowledge: Arcana 1d6 (2)
Taunt 1d6 (2)
Streetwise 1d4 (1)
Persuasion 1d6 (2)
Stealth 1d8 (3)
Survival 1d6 (2)

Edges:
Hind: Counterattack
Hind: Improved Dodge
MARS: Block
MARS: Improved Block
5 AB (Magic)
10 +1 Str
15 Feyknight (as Champion, but requires AB: Magic instead of Miracles)
20 Master of Magic

F&G Strong Willed
F&G Connections: Seelie Courts
F&G Connections: BLAH

Hindrances
Overconfident (Major)
Vow: Must honor any oath sworn by name (Minor)
Quirk: Always insists on name-dropping herself at every opportunity (Minor)

Powers
Deflection
Smite
Detect Arcana
Slumber
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Sayeen Gabbersleaf
Posts: 218
Joined: Sat Sep 24, 2016 10:20 pm

Re: Playing with Character ideas

Post by Sayeen Gabbersleaf »

The racial abilities and hindrences look good and feel like a pixie. Maybe I need to read the pixie from palladium to understand why IFs would not work. From what you came up with it looks like they would work, and work well.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
    Worn Armor:
    • Cyber Knight medium armor(TW): +6Armor, +1 toughness
    • Cyber Armor: +2 toughness
    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
    Combat Abilities
    • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
    • Cyberkenetic Combat: -2 to hit if attack is purely technology based
    • Champion: +2 damage & toughness vs supernatural evil
    • Giant Killer: +1d6 damage vs creatures size 3 and larger
    OOC Comments
    Bennies:2 Spent:2
    -reroll to avoid brain burn
    -reroll fighting attck vs beasty in power plant
    +1 for group posting quickly
    Adventure deck cards: Cutting in Line: 3 initiative cards
    Accounts: Sayeen (primary), Iron Tick (secondary)
    User avatar
    Deezy Klatta
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    Posts: 337
    Joined: Mon Dec 19, 2016 12:40 pm

    Re: Playing with Character ideas

    Post by Deezy Klatta »

    It's not the worst. I may have been fretting in haste.

    It's still hard for me to judge sometimes what will or won't work in this system.

    To be fair, this version of pixies is very different than in Rifts source material...but that race was never intended to be a player character, and a lot of its abilities that are 'missing' from this character are explainable if the 'default' IF for pixies is Ley Line Walker, which would substantially boost their magic powers.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    Icosa
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    Posts: 757
    Joined: Fri Mar 31, 2017 9:06 am
    Location: 1st SET

    Re: Playing with Character ideas

    Post by Icosa »

    Going to tinker with werejaguar RCC ideas here. Not sure if there'll be official stats or not, but we'll see.

    The Savage Worlds Horror Bestiary has stats for what I assume is a werejaguar's 'hybrid' form:

    Attributes:
    Agility d10, Smarts d6, Spirit d10, Strength d12+1, Vigor d12
    Skills:
    Climbing d10, Fighting d12, Guts d10, Intimidation d10, Notice d10, Stealth d12, Swimming d8
    Pace: 8; Parry: 8; Toughness: 9

    Special Abilities
    • Bite/Claws: Str+3.•
    Immunity:
    Werecreatures can only be Shaken by weapons that are not silver—not wounded.•
    Infection:
    Anyone slain by a werecreature has a 50% chance of rising as a similar beast themselves. The character involuntarily transforms every full moon. He gains control of his lycanthropy only after 1d6 years as a werejaguar.•
    Pounce:
    Werejaguars often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver however.
    •Size +1:
    Werejaguars are taller than humans.•
    Weakness:
    Werecreatures suffer normal damage from silver weapons.

    Meanwhile, Rifts Vampire Kingdoms tells us:
    IQ 2d6+2 (little less than human average) ME 3d6 MA 4d6 PS 4d6 (min 16) PP 4d6 (min 16) PE 4d6 PB 4d6 Spd 6d6
    They have minor psionic powers, limited to 6th Sense (kind of a danger sense), See the Invisible, Mind Block.
    They have relatively minor magical abilities and a pretty high PPE, limited to Tongues, Chameleon, Astral Projection, Repel Animals, Heal Wounds, Metamorphosis Human and Animal.
    They have 6d6+10 SDC (which is invulnerable except vs silver, magic and psionics) and regenerate 2d6/hour.

    They have the potential to do minor mega-damage with claw and bite attacks in their animal and hybrid forms. They also gain 5 attacks/rnd in those forms compared to 2/rnd in human form. They have bonuses to save against psi, magic, horror, and have bonuses to initiative, attacks, parry and dodge.

    Their claw and bite attacks do normal damage to vampires and other lycanthropes.

    They can freely change shape between a human form, an animal form and a bestial humanoid form. There's no mention of what happens to their gear, but one assumes it works similarly to draconic shapechanging, and if they assume animal form their human gear disappears. Hybrid forms could probably use most human gear...though perhaps it would need to be modified to accommodate changes in body shape.

    Interestingly, there's no mention of stat changes when transformed. The only modification is the appearance of natural weapons, and the increase in number of attacks.

    ==========

    Also going to throw in notes about dragon hatchlings, to give a benchmark about the 'upper end' of racial iconic design.

    Strength starts at 1d12+4, Vigor 1d8
    AB Psionics (3 powers, 10ISP, Psi skill 1d6)
    10 PPE, no arcane AB to start
    Size 6, +6 Toughness, +16 MDC
    Claws 3d6+Str, 4AP, MDC
    Tail Lash 1d8+Str MDC, area behind dragon
    Flight 12"
    Invokes Fear check on sight
    Healing roll 1/day
    Flame Breath
    Immune to flame/heat
    Infravision (1/2 dark penalties against living)
    Metamorphosis (single humanoid form, limited duration, human gear assumed into dragon; dragon gear dropped when becoming human)
    Complications
    - No cyber
    - CS hates with extreme prejudice
    - Can acquire body-based complications from its humanoid form
    - Limited gear use in dragon form
    - Large size, +2 to be hit
    - Outsider hindrance
    - Territorial
    - Start with fewer Hindrances; gained during first sessions
    - Start with less attribute/skill points

    ===========
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Icosa
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    Re: Playing with Character ideas

    Post by Icosa »

    Putting all that together in a first draft:

    Werejaguars are:

    Strong and Fast: Begin with 1d8 in Strength and Agility
    Natural Hunters: Begin with 1d8 in Climbing, Fighting, Notice, Stealth, Survival, Tracking
    Impervious to Most Damage: Werejaguars can only be Shaken by damage inflicted from any source except silvered weapons or effects from a Psionic or Magic AB. Silvered weapons inflict +2 base damage to werejaguars.
    Quick Healing: A werejaguar rolls a Healing check once every hour. They can regenerate lost limbs and organs if they survive the damage.
    Sensitive to the Supernatural: Werejaguars can cast Detect Arcana at will with no point cost, needing no AB. This is a weaker version of the kind of sensitivity Dog Boys and Psi Stalkers have.

    Shapeshifters: Werejaguars can change freely between three shapes; a single unique human, a single unique jaguar, and a single unique hybrid form that is humanoid with bestial feline traits. A werejaguar's human and hybrid shapes can use gear intended for humans, though the hybrid shape has trouble with body armor (treat as having Non Standard Physiology for armor purposes only) due to its altered proportions and tail. When shifting to jaguar form, the character's gear disappears until a compatible form is resumed. The following modifications and abilities only apply when the werejaguar is in its hybrid or animal shape:
    Stronger and Faster: +1 dice type to both Strength and Agility
    Nocturnal: Night Vision (as the racial ability)
    Red in Tooth and Claw: Gain a claw attack that does Str+1d8 MD and a bite that does Str+1d6 MD. These attacks have AP 4 and do normal damage to vampires and other werecreatures. The jaguar can use both attacks as part of a single attack action without incurring a multi-action penalty. If the werejaguar attacks with a weapon or takes another action, it cannot mix that with its natural attacks without taking the multi-action penalty.
    Extreme Leaper: A werejaguar can double its normal leaping distance, adding another 1d6" with a Strength roll.
    Sprinters: Werejaguars in a feral form gain +4" to Pace, and two steps to Running die.
    Terrifying: Ordinary people who witness a transformation, or a werejaguar in their hybrid form, must make a Fear check.

    Complications:
    - No cybernetics. Their regeneration rejects and expels any implants.
    - Bad reputation as savage, cruel beings.
    - Racial Enemy: Vampires.
    - Instinctive killers: Bloodthirsty hindrance

    The idea here being that werejaguars aren't as overwhelmingly powerful in a fight as a dragon, but they are potentially a lot harder to kill unless you happen to have the 'right' weapon. The reduction in straight up power leads me to saddle them with less restrictions, particularly on starting edges and hindrances, allowing them to be a bit more customizable out of the box.

    I'm a little concerned that they being vulnerable to psionics and magic...but incentivized to avoid wearing body armor...might put them in a tricky spot, combat-wise. Something I'll pay attention to as I revise.

    I replaced the innate magic and psychic powers that Rifts gave them with that innate Detect Arcana power, and left the door open for them to develop psychic or magic abilities.

    The idea here is that dragons are basically living siege engines. Werejaguars are more the consummate hunters, tracking and stealthy and supernaturally perceptive...relying on ambush tactics and attrition to wear their prey down. Their animosity against vampires is based on their innate preference for supernatural prey along with competition over habitat...the Vampire Kingdoms have pushed into the rainforests they make their homes, and they are not okay with that.
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Pender Lumkiss
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    Re: Playing with Character ideas

    Post by Pender Lumkiss »

    Here is the Werewolf player race out of the horror companion, not sure if it could be retrapped, and modified for SR, you could then used it for your race and take an IF.

    Werewolf Player character werewolves can control their transformation—except on the night of the full moon when they rage. Transforming requires an action and a Spirit roll (at –4 if no moon is in the sky or indoors). If Incapacitated, the lycanthrope instantly returns to his mortal form.

    • Bite: Str+d4. • Claws: Str+d8.

    • Fear –2: Werewolves chill the blood of all who see them.
    • Full Moon Madness: When the last of the sun disappears and the full moon rises, your character becomes a bloodthirsty monster under the control of the Game Master. In this state werewolves must feed. If given a choice they will attack strangers or foes over friends, but otherwise they must sate their eternal hunger by killing and feasting on mortal flesh.
    • Infection: Anyone bitten by a werewolf who suffers a wound or greater must make a Vigor roll. Failure means the character becomes a werewolf at the next full moon (assuming he survives the attack).
    • Invulnerability: Werewolves can only be Shaken by weapons that are not silver—not wounded.
    • Infravision: Werewolves can see heat and halve penalties for bad lighting when attacking living targets.
    • Weakness (Silver): Werewolves suffer normal damage from silver weapons.
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    Re: Playing with Character ideas

    Post by Radecliffe »

    Is a were affected normally by magic and psionics?
    Radecliffe
    Player: James
    Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


    Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
    Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

    Skills
    Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
    Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
    Spirit: Persuasion d4

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    Deezy Klatta
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    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Pender, that works well for werewolves in a horror setting, but I think not so well for Rifts. In particular lycanthropes in Rifts are specifically noted as having total control over their change, and there's no sign of them being 'contagious.' They're a separate species of supernatural being.

    The horror bestiary entry I got the Werejaguar stats from had some similar issues, where I chose to ignore the 'horror' trappings in favor of information hewing closer to the Rifts source material.

    Radecliffe, according to their entry in Vampire Kingdoms and South America...yes, they are. Of course, in Palladium Rifts that might not have been considered as bad, since most magic was not particularly damaging there. I'm also unclear if 'magic or psionic attack' includes magic and psionic powers that generate blasts of energy. They're noted as being impervious to energy, including mega-damage energy...but then vulnerable to magic and psionics. So would bursters be able to kill them easily? What about a mind melter throwing a boulder?

    There's some grey area here that Palladium does nothing to clear up. :)
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
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    Pender Lumkiss
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    Re: Playing with Character ideas

    Post by Pender Lumkiss »

    Round 2



    WereJaguar can control their transformation—Transforming requires an action and a Spirit roll. If Incapacitated, the WJ instantly returns to his mortal form not sure if it jaguar or human, but probably jaguar, whic is a size 1 creature.

    • Bite: Str+d4. • Claws: Str+d8.
    • Invulnerability: Werejaguars can only be Shaken by weapons that are not silver—not wounded.
    • Infravision: Werejaguars can see heat and halve penalties for bad lighting when attacking living targets.
    • Weakness (Silver): Werewolves suffer normal damage from silver weapons.
    -weakness (magic and psionic) can be affected by magic and psionics, though damaging powers must do Mega Damage to actually harm. cannot be destroyed by magic or psionics, however (unless the power has a component that otherwise fulfills the requirement, such as silver Trappings). Magic weapons can damage a WJ, but have the same restrictions as above.
    Field Team Six Bennies
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    Deezy Klatta
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    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Hmm. I'm curious about your intention. Are you thinking of designing a werejaguar 'race' that would not be an Iconic Framework, thus allowing a werejaguar to select an IF as well?

    I'm not a fan of requiring a roll to shapechange. Changing shape is kind of a werecreature's 'thing.' It's what they do. If dragon cubs don't have to roll, I feel like asking a werecreature to roll is a little unfair. :)

    I also feel like a werejaguar's bite should be more dangerous than a dagger. :) Even if 1d6 isn't that much more dangerous.

    Your idea that only mega-damage AB effects can hurt weres is an interesting one.

    I wonder, should a hypothetical werejaguar racial IF include some kind of innate Toughness bonus to help lessen the need for body armor against magic and psi? I really want to avoid a situation where a werejaguar's best, most powerful option is to stay in human form, wear good armor and carry a good weapon and just be a regular human who is also mostly invulnerable.

    The idea would be to encourage weres to use their human forms primarily as a disguise. Their hybrid form should be sufficiently powerful that it's their go-to for combat.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    Radecliffe
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    Re: Playing with Character ideas

    Post by Radecliffe »

    I really like the concept in general though I am concerned about giving a player race immunity like that. Even the Godling write up isn't handing out immunities as far as I can tell. They are very tough, potentially tougher than a Glitter Boy but they can be hurt if you hit them hard enough.

    A good toughness with some level of regeneration would be a better option IMO. Still hard to kill but not immune. Silver can be a +4 to damage. I'd probably also give them -2 to attacks they are aware of. Armor would be something of a challenge but maybe make Werepanthers psionic with the powers: armor or deflection, healing and speed. These would have the trapping of self only and cast as a free action in the vein of a Cyber-Knight.

    Also, this doesn't bother me much personally and I'm fine with leaving it in but in SR MD creatures aren't common so doing MD with natural weapons may cause issues with getting approved.

    I'll post my version in a bit just to show what I'm thinking though it might be best in the end to use the super powers book for this kind of race.
    Radecliffe
    Player: James
    Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


    Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
    Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

    Skills
    Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
    Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
    Spirit: Persuasion d4

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    Deezy Klatta
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    Re: Playing with Character ideas

    Post by Deezy Klatta »

    The immunity could be framed as natural MDC that doesn't work against silver, perhaps. For most people, it would seem like immunity.

    That does fly in the face of Rifts source material, but one of the pleasures of working in Savage Worlds is that we're no longer limited to things in Palladium that don't make sense. :)

    Open to the idea. What do people think?
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
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    High Command
    The Savage Inquisition
    Posts: 1943
    Joined: Sun Jun 12, 2016 6:10 am

    Re: Playing with Character ideas

    Post by High Command »

    Check my math, I might be off. My suggestion as a race:

    Werejaguars are powerful shapeshifters who love to hunt and kill the supernatural. They tend to be selfish and defiant, but will readily work together if it suits their purposes.
    • Shapechange to Werejaguar (7 pts)
    As an action, the Werejaguar may roll Spirit and assume either hybrid or animal form. On a raise, they may do so as a free action instead. Alternately, the Werejaguar may take one minute to do so without a roll of any sort.
    • Shapechanged Attributes: Agility d10, Strength d12+1, Vigor d12
      Shapechanged Skills: Climbing d10, Fighting d12, Intimidation d10, Notice d10, Stealth d12, Swimming d8
      Pace: 8;
      Special Abilities
      • Low Light Vision.
      • Bite: Str+d4.
      • Claws: Str+d8.
      • Pounce: Werejaguars often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver however.
      • Size +1: Werejaguars are taller than humans.
    • Invulnerability: Werejaguars can only be Shaken by weapons that are not silver or M.D — not wounded.
    • Infravision: Werejaguars can see heat in all forms and halve penalties for bad lighting when attacking living targets.
    • Weakness (Silver): Werejaguars suffer normal damage from silver weapons. Only silver weapons or trappings can take them past incapacitated
    • Slow Regeneration.
    • Bad Reputation (-1)
    • Cyber Resistant (1): Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
    • Restricted Path (Psionics): For reasons of biology or spiritual makeup, the species is unable to pursue certain paths open to others. The race cannot take any Arcane Background which uses that type of Power Points or an Iconic Framework which includes such an Arcane Background. (-1)
    • Distinctive D-Bee: The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. (-1)
    • Non-Standard Physiology: Because of their natural inclination to assume beast and hybrid form in combat, werejaguars find it difficult to operate vehicles. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. (-1)
    • Don't Speak: While in animal and hybrid form, the character can only speak their natural language and with cats of all stripes. Anyone who can communicate with animals can comunicate with them normally. Also, telepathy also works, as normal. The Beast Speech Edge allows were-jaguars to pick one language they can communicate in besides their natural tounge and that of cats. (-3)
    Tales of the 17th SOG
    "In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
    User avatar
    Deezy Klatta
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    Posts: 337
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    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Hm. Interesting things here, and making them a race instead of an IF gives them some flexibility which is nice.

    I'm still resistant to the idea they have to roll to change shape as an action. :(

    But perhaps changing shape freely is a racial Edge or something...

    I think Night Vision works better than Infravision as far as sight modifications work, and Night Vision is a standard racial ability...

    Distinctive Dbee seems like it'd be conditional on the shape they take too? Hmm. Maybe I'm overthinking that. I dunno about the NonHuman Physiology thing. It specifies vehicles but not body armor, when it seems like it should be the opposite.

    ----

    Hragh. I dunno! I'm impressed you're fitting all the main points into a race package, but I'm still interested in seeing how they work as a racial Iconic Framework too.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    Radecliffe
    Diamond Patron
    Diamond Patron
    Posts: 489
    Joined: Fri Mar 31, 2017 4:18 pm

    Re: Playing with Character ideas

    Post by Radecliffe »

    Note he only makes them roll if they want to change instantly. They can change without a roll if they take minute to do it. The difference this would make is if they had to change unexpectedly such as in an ambush. From a game perspective prior to or outside combat in general it won't make any difference how long they take to change.

    If you want an edge I'd say give them a couple edges that gives a bonus to the roll. Change Mastery +1 and Imp. Change Mastery +2 to your Spirit Roll.

    My issue with High Command's build is that it went from an immunity that was too good to one not good enough. Or at least there needs to be a way to address protection when taking damage from an MD source. Wearing armor is going to be impractical if wanting to be able to switch forms as needed. That's why I suggested an AB with a protective powers slant.

    Edit: I agree that it would probably work better to do this as a Racial IF like the Godling (or Dragon.)
    Radecliffe
    Player: James
    Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


    Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
    Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

    Skills
    Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
    Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
    Spirit: Persuasion d4

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    Radecliffe
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    Re: Playing with Character ideas

    Post by Radecliffe »

    Of course, now that I think about it and if I understand correctly while HC's build can go down easily enough with a big hit they can't actually die unless silver is in play. A werejaguar can take a Boom Gun to the face and be back up and running in a few days. So that's a better scenario than I originally envisioned. It may not be the optimal solution but it has potential.
    Radecliffe
    Player: James
    Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


    Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
    Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

    Skills
    Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
    Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
    Spirit: Persuasion d4

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    Deezy Klatta
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    Posts: 337
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    Re: Playing with Character ideas

    Post by Deezy Klatta »

    The natural attacks also need to do mega-damage and have a notation they can hurt other weres and vampires.

    Yeah. I'm feeling a racial IF here. I don't think all the stuff I personally would want for a werejaguar would be balanced if you could still pick another IF on top of it.

    It's a good thing to have though, as a fallback position, if a racial IF is too hard to work out.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
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    Corrigon
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    Re: Playing with Character ideas

    Post by Corrigon »

    good rule of thumb is that anything that is only an rcc should be an IF
    GM bennies 6/8
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    Freemage
    Savage Senior
    Posts: 1927
    Joined: Thu May 11, 2017 7:09 am

    Re: Playing with Character ideas

    Post by Freemage »

    Cannot speak is only a -1 racial trait. Lemme have a crack, using the SPC, for a baseline racial build:

    Werejaguar
    Werejaguars are natural shapeshifters who enjoy hunting supernatural creatures. They have the following racial traits:

    Uses SPC in build: +2
    Alternate Forms: The Werejaguar has two alternate forms. In these forms, use the character's Smarts, Spirit and linked Skills--if her other Skills are higher than those listed, those may be used as well, but only if the form can reasonably do so. +3
    Jaguar
    Use the Dire Wolf stat-block from SWD, page 135, but retain the Smarts and Spirit of the character, and add one die-type to Agility and Vigor each. Also add Climb d6.

    Hybrid (Uses SWD Werewolf as baseline)
    This powerful monstrous humanoid form has the following attributes:
    Attributes: Agility d8, Strength d12+2, Vigor d10
    Skills: Climbing d8, Fighting d12+2, Swimming d10, Stealth d10
    Pace: 8; Parry: 9; Toughness: 7
    Special Abilities
    • Claws: Str+3d6 MD. This is Attack, Melee, not the racial ability, allowing it to have MD capabilities; also has the Lethal and Contingent Modifiers: +3
    • Infravision: Werejaguars in their hybrid form can see heat and halve penalties for bad lighting when attacking living targets.

    Werejaguars also have the following benefits in all forms:
    Low-Light Vision (Ignore penalties for Dim/Dark lighting) +1
    +1 MDC Armor, Does not work against Silver weapons +4
    Slow Regeneration +2

    That's a 15-point racial build, with the ability to add IF bonuses on top. (I would apply Attribute bonuses from an IF to the alternate forms, so a Crazy or CK Werejaguar would have utterly insane stats in hybrid form.)

    To pay for this, though, we're going to need to dig into the racial flaws pretty heavily. Note: In order to get the full value of a Racial Disadvantage, it has to apply to all forms; otherwise, I'd lower the value by 1 (meaning the fact that the Jaguar and Hybrid forms can't speak human languages is a no-cost penalty, for instance).

    Disadvantages:
    Bad Reputation (-1)
    Cyber-Resistant (-1)
    Barred Path: Psionics (-1)
    Distinctive D-Bee (-1; WJs can pass so long as they retain human form, but once they shift, all bets are off)
    Vulnerability to Silver (+4 to silver weapon and Trapping damage; -4 to resistance rolls against Silver Trapping spells; Damage from Silver weapons does not Regenerate) (-1)
    That's -5, so the remaining -10 points needs to come from Racial Hindrances:
    Arrogant and Overconfident are almost gimmes, so that's -4.
    I'm not familiar with the lore, here, and we need three more Major Hindrances--would Curious, Clueless, Heroic or Code of Honor be the best fit for them?

    ***********

    Obviously, the convo has moved on since I started working on this, with folks figuring a Racial IF is the best option. But I do think this hit on all the high points--MD & MDC, shrugs off light weapons not made of silver, and can walk around with no armor (but can wear armor in human form, if it wishes, since that just gets absorbed when it shifts). Note that the cost of Shapeshifting can be brought down a smidge more by making it slow to activate (which means she couldn't take an action during the turn she shifts, even with Multi-action penalties). Really, the only thing it lacks is the ability to not be killed by a Boom Gun.
    GM Bennies (7th SET, Joker's Jokers): 8/8
    OOC Comments
    GMC Bennies:
    • EJ 2/2
      Thoomba 0/2
      Khem 2/2
    PCs, 8 Active Slots, 3 Signature Items
    *Gaspard Gillead, 12th AAT/Dirty Dozen
    Serival Drumm, 24th COT
    *Ophelia Monk, Mercy Team 6
    Jaenelle, Beyond the Wall
    Mille Visage, Northern Gun Mercs
    *Charon, Black Company
    *Hero, Lost Jungle/TL

    Inactive/Retired/Deceased
    Gorgeous George, 4th COT/Murder Hobos(Frozen)
    Nomel Sagia, Nameless (Frozen)
    Libertas Magicorum, 13th SET/Silent Ones(Retired)
    Savant, 3rd SET/Losers(Frozen)
    Other Mother, Ravenloft (Frozen)
    Lance, 24th COT/Kingsdale (Retired)
    Ramson Gourdaine, Phase World (Blazed)
    Hexx, Rising Stars SPC (Frozen)
    Sir Blurre, 18th COT/New West (Retired)
    Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
    Malaetheryan, Phase World/Relentless (Frozen?)
    .
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    Deezy Klatta
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    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Yeah, it's not a bad race as far as it goes, but I don't think werejaguars can have the traits they 'should' have and still be balanced as a race.

    This may be because my expectations are unrealistic...but perhaps to guide the discussion, I'll share my core goals for the werejaguars:

    - The use of technological equipment should generally be a sub-optimal choice for them, outside of specific circumstances (ie - they will want something that can kill vampires for good, and maybe some kind of gun for ranged options). They have the ABILITY to use gear in human form, but shouldn't ever feel like they HAVE to use gear to pull their weight.

    - As part of the prior, they have formidable natural attacks that can damage supernatural creatures normally resistant to damage, as well as doing mega-damage.

    - Their ability to change shape is central to their identity; it should be as free from limit as can be reasonably balanced.

    - They are solitary hunters adapted for stalking and ambushing prey...chasing and wearing down prey that escapes the ambush. They have a preference for supernatural prey and a special hate-on for vampires.

    - They are difficult to damage or kill with anything besides powerful magic, psionics, or silver.

    - They are significantly more formidable in their hybrid forms, but cannot easily use equipment or conceal their nature in that form.

    --
    Where a lot of the 'werejaguars as a race' treatments fall down for me is that I often feel like if I was playing one, I'd HAVE to invest in body armor and stay in human form...which means I'd need a weapon. I'd never want to go into hybrid form, because I'd be too easy to hurt. I know 'normal' weapons don't do MD in Savage Worlds, but that doesn't mean that mega-damage is unusual to encounter. Toughness 7, MDC 1 is not something I'd feel okay about sashaying around without armor with.

    At that point you're practically just playing a human who has an MDC point.

    I think it's okay to use MDC that doesn't block silver to frame the werejaguar weapon immunity, but with that in mind it should be enough MDC that one dude with a normal vibrosword isn't going to lay you out with one hit. Similarly, silver can hurt werejaguars, but I don't think their resistance to damage that can hurt them should be so low that one good hit from a silver sword will mess them up immediately. Supernatural durability is part of the myth of these creatures, part of the legend...on par with their shapeshifting.

    As beings of very limited community with other intelligent creatures, and who are guided as much or more by instinct as by education, it seems reasonable to me that they have only limited starting customizability. No or limited Hero's Journey. Only the normal starting Edges and Hindrances. Not quite as bad off as dragons in that way, but not far off.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    Freemage
    Savage Senior
    Posts: 1927
    Joined: Thu May 11, 2017 7:09 am

    Re: Playing with Character ideas

    Post by Freemage »

    Deezy Klatta wrote:Yeah, it's not a bad race as far as it goes, but I don't think werejaguars can have the traits they 'should' have and still be balanced as a race.

    This may be because my expectations are unrealistic...but perhaps to guide the discussion, I'll share my core goals for the werejaguars:

    - The use of technological equipment should generally be a sub-optimal choice for them, outside of specific circumstances (ie - they will want something that can kill vampires for good, and maybe some kind of gun for ranged options). They have the ABILITY to use gear in human form, but shouldn't ever feel like they HAVE to use gear to pull their weight.
    So, just now with an edit I gave them slightly lower baseline Attributes for the hybrid form (back down to match the normal Werewolf, so no Super Attributes), but dramatically increased their claw damage, which is now d12+3d6+2. This puts them 2d6 over a Combat Cyborg.
    - As part of the prior, they have formidable natural attacks that can damage supernatural creatures normally resistant to damage, as well as doing mega-damage.
    Hm... Maybe, instead of the extra 2d6 damage to their claws, we can give them the Champion Edge? +2 damage/toughness vs. supernaturally evil creatures?
    - Their ability to change shape is central to their identity; it should be as free from limit as can be reasonably balanced.
    I think this approach nails that, at least--no PPE cost, and the baseline version I posted has the ability to shift as a simple action, no rolls required.
    - They are solitary hunters adapted for stalking and ambushing prey...chasing and wearing down prey that escapes the ambush. They have a preference for supernatural prey and a special hate-on for vampires.
    Pretty well got that from the hybrid form--arguably, those stats could be further tweaked.
    - They are difficult to damage or kill with anything besides powerful magic, psionics, or silver.
    Well, they're MDC, so non-powerful magic, psionics and weapons aren't going to scratch them. I admit, "I ignore Boom Guns" is a bit potent there.
    - They are significantly more formidable in their hybrid forms, but cannot easily use equipment or conceal their nature in that form.
    GM Bennies (7th SET, Joker's Jokers): 8/8
    OOC Comments
    GMC Bennies:
    • EJ 2/2
      Thoomba 0/2
      Khem 2/2
    PCs, 8 Active Slots, 3 Signature Items
    *Gaspard Gillead, 12th AAT/Dirty Dozen
    Serival Drumm, 24th COT
    *Ophelia Monk, Mercy Team 6
    Jaenelle, Beyond the Wall
    Mille Visage, Northern Gun Mercs
    *Charon, Black Company
    *Hero, Lost Jungle/TL

    Inactive/Retired/Deceased
    Gorgeous George, 4th COT/Murder Hobos(Frozen)
    Nomel Sagia, Nameless (Frozen)
    Libertas Magicorum, 13th SET/Silent Ones(Retired)
    Savant, 3rd SET/Losers(Frozen)
    Other Mother, Ravenloft (Frozen)
    Lance, 24th COT/Kingsdale (Retired)
    Ramson Gourdaine, Phase World (Blazed)
    Hexx, Rising Stars SPC (Frozen)
    Sir Blurre, 18th COT/New West (Retired)
    Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
    Malaetheryan, Phase World/Relentless (Frozen?)
    .
    User avatar
    Deezy Klatta
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    Posts: 337
    Joined: Mon Dec 19, 2016 12:40 pm

    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Yeah, the problem I have is that they're still incredibly vulnerable. 1 MDC just doesn't cut it.

    I know it's a big deal in some ways. It makes them functionally immune to a lot of things. Combined with armor, it's quite good! But even with the powerful claw attack, shifting to Hybrid form opens them up to seven kinds of whuppass. Most melee weapons in Rifts are mega-damage. They need to be able to withstand attacks, and without depending on body armor in hybrid form.

    Don't get me wrong, I think you and High Command are doing really well trying to fit this into a race template. I just don't think a race template is the way to go, if there's any option.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    High Command
    The Savage Inquisition
    Posts: 1943
    Joined: Sun Jun 12, 2016 6:10 am

    Re: Playing with Character ideas

    Post by High Command »

    If I may - an attack with the MD modifier just can incapacitate you. It CANNOT AT ALL kill you using my approach. Not sure about Freemages, but I think so there too. Only Silver can kill. Also it simplifies Palladium's crappy wording to only anti-tank weapons and magic can even slow you down, and only silver can kill you. I'm not sure how that doesn't fit the bill. As was constantly expressed to me during the tattoo process, you cannot get an exact conversion. If the approach has the right feel, go with it. Also limiting it to MD weapons simplifies things from the GM's perspective AND from the player's if they are going against them.

    Please remember we GMs are going to utterly raid these IFs for NPCs and apply things equally. Ask yourself would you want to face one with the ability to ignore all tech weapons, or rather one that ignores everything short of a anti-tank weapon/magic?
    Tales of the 17th SOG
    "In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
    User avatar
    Deezy Klatta
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    Posts: 337
    Joined: Mon Dec 19, 2016 12:40 pm

    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Okay, that was something I started with...but I have since gone on to embrace the idea of a mega-damage capacity that is bypassed by silver. I think that works pretty well to reflect supernatural durability that still leaves them open to silver. You're accusing me of having a position I have abandoned some time ago. :)

    I did see that your build meant that a werejaguar couldn't be killed by non-silver damage, but after giving it some thought I wasn't satisfied with that. An out of the box WJ has low enough defenses that they're very likely to be incapacitated relatively quickly. Not killed, no...but who wants to spend every fight unconscious on their back...slowly fighting their way back to consciousness over the next few hours or days?

    The advantage of simply giving them an MDC is that it captures the 'feel' of the original material, while not giving them a defensive power that other PC's can't get any other way.

    The issue I had with the '1 MDC' idea wasn't the concept of using MDC to simulate invulnerability...it was the tiny amount of MDC. The base assumption I have for werejaguars is that they're not going to use armor, because armor seals them off from using most of their best natural abilities.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    Icosa
    Gold Patron
    Gold Patron
    Posts: 757
    Joined: Fri Mar 31, 2017 9:06 am
    Location: 1st SET

    Re: Playing with Character ideas

    Post by Icosa »

    Basic MARS package (for reference)
    - 3 F&G
    - 3 HJ
    - 20xp

    Personal Concept
    - +5 skill points
    - Any 2 edges, ignore rank
    - +1 F&G roll
    - Any IF gear

    Or

    Psi-Operator
    - Psionics d6, AB Psionics
    - Repair d8, Mr Fixit
    - Gadgeteer
    - Mind Melter gear

    Hmm.

    Prolly go with personal concept.

    4 F&G rolls
    [dice]0[/dice] Agile & Dextrous - +1d Agility, Ambidextrous or Quick
    [dice]1[/dice] Pick 1 or roll 2x: for a psychic lets go with Smart and Learned, +1d Smarts and 3 smarts skills at d6
    [dice]2[/dice] d6 drive or pilot and any vehicle
    [dice]3[/dice] Any weapon

    3 HJ rolls
    [dice]4[/dice] Psionics: choose any 1 power on list or novice power from any list (Puppet)
    [dice]5[/dice] Exp & wisdom: choose any Background edge
    [dice]6[/dice] Psionics +2 Intimidation and Persuasion (and to Fear, if possessed)

    So...

    Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
    Skills:
    Psionics 1d10 (2)
    Notice 1d10 (2)
    Persuasion 1d8 (3)
    Shooting 1d6 (2)
    Fighting 1d6 (2)
    Driving 1d6
    Stealth 1d6 (2)
    Streetwise 1d6 (2)
    Survival 1d6 (2)
    Knowledge: Computers 1d8 (1)
    Knowledge: Electronics 1d6 (2)

    Edges
    Human: Arcane Background (Psionics)
    Hindrance: Major Psionic
    Hindrance: Master Psionic
    MARS: Rapid Recharge
    MARS: Improved Rapid Recharge
    F&J: Quick
    HJ Background: Attractive
    5 xp: +1d Smarts
    10xp: Power Points +10
    15xp: Extra Power (Mind Reading)
    20xp: Energy Control (Electricity)
    25xp: Telemechanics

    Powers:
    Armor

    Telekinesis

    Telepathy

    Mind Reading

    Puppet

    Special Gear
    Weapon: TW Fireburst Rifle? TK SMG?

    Zone Ranger ATV
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Icosa
    Gold Patron
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    Posts: 757
    Joined: Fri Mar 31, 2017 9:06 am
    Location: 1st SET

    Re: Playing with Character ideas

    Post by Icosa »

    Spitballing dragon hatchling

    Racial stuff:
    Size +6; +2 to be hit by normally sized foes
    Strength starts at 1d12+4, Vigor 1d8
    Slow Regeneration (can regenerate limbs 1 roll/day)
    Infravision: Halve any darkness penalties
    Armored Hide (+16MDC, +6 Toughness in dragon form)
    Natural Attacks (Claws or Bite do Str+3d6 MD, AP 4
    Fear (Fear check when first seen in dragon form)
    Fire Breath (Shooting skill, 4d6 MD, 12/24/48; Cone template 2d10 MD, Agility -2 to avoid)
    Flight (Pace 12, Climb 0, only in winged forms)
    Impervious to Fire (Fire and plasma do no damage)
    Inherently Magical (Start with 10PPE, gain 10 per edge, can use TW items)
    Limited Metamophosis (Can assume a single distinct humanoid shape for Spirit die hours)
    Tail Lash (Fighting, Str+1d8, affects 2" long x 4" wide area behind dragon)

    Hero's Journey
    _: 1D20 = [8] = 8
    1D20 = [18] = 18

    - Psionics (8): Choose any one power from own list or Novice power from any list
    - Education (18): Gain 5 skill points to be used on Healing, Investigation, or any Knowledge skill

    Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12+4, Vigor d8
    Skills:
    Psionics 1d8 (1)
    Spellcasting 1d8 (3)
    Fighting 1d6 (2)
    Shooting 1d6 (2)
    Notice 1d4 (1)
    Survival 1d4 (1)
    Investigation 1d6 (2)
    Knowledge: Arcane 1d8 (3)

    Edges
    Racial: Arcane Background: Psionics (10 ISP; 3 powers)
    Novice 5x: - +1d Smarts

    (following gained through play)
    Hind: Arcane Background: Magic (20PPE; 3 powers)
    Hind: - Rapid Recharge (Magic)

    Powers:
    Psionic:
    - Detect/Conceal Arcana
    - Boost/Lower Trait
    - Deflection
    - Slumber

    Magic: (contingent on gaining the Hindrances to take the two Edges required to gain these)
    - Elemental Manipulation
    - Entangle
    - Bolt

    Special Gear
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Icosa
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    Re: Playing with Character ideas

    Post by Icosa »

    And a Silhouette ley line walker because I've never actually played a MAGE in Rifts and it's weird and I kind of want to

    Racial Abilities and Complications:
    Arcane Background (Magic): All silhouettes begin with Arcane Background Magic and three spells. The silhouette’s spells must include the following two spells. If the silhouette selects an arcane framework that include magic they instead gain an additional power, but must include Shadow Meld and Absorb Light in their selection. (+2)
    Absorb Light: Absorb Light is Obscure with the Darkness-Stealth trapping, the character does not know the Light portion of this power instead the the duration of the spell is increased to 1 minutes (1/minute).
    Shadow Meld: Shadow Meld is Invisibility with the Darkness-Stealth trapping.
    Powers from birth: All silhouettes have spellcasting d6. (+1)
    Darkvision: Silhouette ignore all lighting penalties even from greater obscure. (+3)
    Powerful Reserve: Silhouette have far more PPE than most mortal races on par with dragons and demigods. When selecting the Power Points edge the character gains +10 PPE instead of +5 PPE. This feature does not stack with the similar feature in the ARES Iconic Frameworks. (+2)
    Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building. (-2)
    Minor Hindrance - Vulnerability to Light: Silhouettes suffer +4 damage versus light based attacks (including lasers). (-1)
    Minor Hindrance - Quirk: Silhouettes eyes are sensitive and while they are able to ignore darkness penalities they suffer -2 to sight based notice in normal and bright light or -4 in direct sun light unless their eyes are protected. (-1)
    Bad Reputation: Silhouettes are not common enough on Rifts earth for their reputation to have spread. (+0)
    Distinctive D-Bee: silhouettes are very distinctive in appearance an suffer -4 for interactions with Coalition. (-2)

    Ley Line walker stuff
    3 HJ: Enchanted items, Experience, Magic, Education

    AB: Magic (15 PPE, d8 spellcasting and 5 powers)
    Rapid Recharge + Master of Magic
    Detect Arcana at will, no PPE, free action
    Draw on ley lines from Spiritx3, and x3 PPE when doing so
    1 heal roll/day while near ley line
    Ley Line Sense: Detect lots of things about ley lines
    Ley Line Transmission: Send messages along ley lines
    Fly at 2x Pace up to 1000' high, on ley lines
    -2 Charisma in most situations

    Hero's Journey
    HJ: 1D20 = [19] = 19
    1D20 = [7] = 7
    1D20 = [13] = 13


    - Enchanted Items (7): Communications Band (Speak Language, +1 Persuasion/Streetwise, also gives +2 Charisma when using voice)
    - Magic (13): Gain Rapid Recharge or Improved Rapid Recharge if you already have it
    - Magic (19): Pick any result - Choose one power that is considered a Raise even on a normal successful roll

    Then two more from any table except psionics:
    [dice:12osnqii]20353:0[/dice:12osnqii] 3 EP to bump to +5 PPE
    [dice:12osnqii]20353:1[/dice:12osnqii] +5 skill points for Fighting/Shooting/Throwing

    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Skills:
    Spellcasting d10 (1)
    Knowledge: Arcane 1d8 (3)
    Investigation 1d6 (2)
    Persuasion 1d6 (2)
    Streetwise 1d8 (3)
    Notice 1d6 (2)
    Stealth 1d6 (2)
    Fighting 1d8 (4)
    Shooting 1d4 (1)

    Edges
    AB: Magic
    Rapid Recharge
    Master of Magic
    Improved Rapid Recharge
    Hind: Extraordinary Rapid Recharge
    Hind: +1d Smarts
    Novice 5xp: Power Points

    Hindrances
    Major - Wanted: Federation of Magic
    Minor - Vengeful
    Minor - Greedy

    Powers:
    - Shapechanging/Greater Shapechanging
    - Slumber/Greater Slumber
    - Illusion/Deadly Illusion (Autoraise)
    - Bolt/Onslaught
    - Absorb Light (Obscure/Greater Obscure)
    - Shadow Meld (Invisibility/True Invisibility)

    Special Gear
    HJ Communications Band
    - Speak Language, +1 to Persuasion and Streetwise
    - +2 Charisma

    Blackmail (signature item)
    - Base Item: Plastic Man (+4 armor, 13lbs, environmental, no min str)

    Minor Modifications
    +2 armor
    +2 armor

    Major Modifications
    Power - Disguise (3 PPE, dur 10min)
    Power - Darksight (exalted 2 PPE, dur 1 hour)
    Power - Teleport (10" per 3PPE (15" on raise) or 20/30 per 5 for Greater Teleport)
    Edge - Brawny (+1 Toughness, Strx8 carrying capacity instead of Strx5)
    Last edited by Icosa on Mon Mar 25, 2019 11:11 am, edited 15 times in total.
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Icosa
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    Re: Playing with Character ideas

    Post by Icosa »

    Same character as above, only as an ARES mage:

    Origin: Laboratory Manipulation
    - +1d Spirit, and Strong Willed
    - Instinctive Fighter: 1d4 Fighting and Shooting
    - Dependency: ?
    - Lab Rat (-2 Charisma)
    - Paranoid (quirk)
    - Hunted (minor)

    P&G 1: Superior Arcane Power - True Prodigy
    - Master of Magic, Extra Power, Improved Rapid Recharge
    - Expanded Awareness Ley Line Walker ability

    P&G 2: Vagabond Extraordinaire - Personal MARS Concept
    - +5 skill points
    - 2 edges of choice, ignoring rank
    - 1 roll on Fortune and Glory: Smart And Learned Fortune and glory: 1D12 = [5] = 5
    - Any IF's starting gear (Cyberknight's)

    Hero's Journey
    HJ: 1D20 = [19] = 19
    1D20 = [7] = 7
    1D20 = [13] = 13

    Hj: 1D20 = [17] = 17

    - Enchanted Items (7): Communications Band (Speak Language, +1 Persuasion/Streetwise, also gives +2 Charisma when using voice)
    - Magic (19): Pick any result - Choose one power that is considered a Raise even on a normal successful roll (Illusion/Deadly Illusion)
    - Magic (17): Any damaging spell does Mega-damage, spells that normally do Mega-damage gain 5 AP
    - Black Ops (13): Gain Thief edge, and 3 skill points for Climbing, Stealth, and Lockpicking

    Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
    Skills:
    Spellcasting d10 (2)
    Fighting d6 (1)
    Shooting d4
    Notice d10 (2)
    Persuasion 1d8 (3)
    Intimidation 1d6 (2)
    Streetwise 1d8 (3)
    Knowledge: Arcane d10 (2)
    Investigation d10 (2)
    Stealth 1d8 (4)
    Lockpicking 1d6 (2)

    Edges
    Arcane Background: Magic
    Master of Magic
    Improved Rapid Recharge
    Extra Power
    Strong Willed
    Hind: Extraordinary Rapid Recharge
    Hind: Attractive
    MARS: Power Points
    MARS: Improved Shadow Meld
    Novice 5xp: Extra Power (Illusion)

    Hindrances
    Curious
    Greedy (minor)
    Vengeful (minor)

    Powers:
    - Shapechange
    - Slumber (Darkness/darkening trapping)
    - Bolt
    - Illusion
    - Absorb Light (Obscure)
    - Shadow Meld (Invisibility)
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Icosa
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    Joined: Fri Mar 31, 2017 9:06 am
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    Re: Playing with Character ideas

    Post by Icosa »

    Experimenting with a temporal speedster using Supers Companion rules. Possibly for ARES Protocol if there is an opening.

    Player Name: Max
    Google Handle: samminmax@gmail.com

    Keiko Ichimura
    Rank: Novice Experience: 5 Advances Left:
    Race: Human
    Power Level: Four Color
    Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
    Charisma: 0; Pace: Mach 1; Parry: 6; Toughness: 9 (4)

    Skills:
    Fighting 1d8
    Throwing 1d8
    Investigation 1d8+2
    Notice 1d8 (+2 to analyze evidence)
    Knowledge: Journalism 1d6
    Persuasion 1d6
    Streetwise 1d8+2

    Hindrances
    Curious (Major) - Keiko literally cannot resist a mystery of any kind.
    Heroic (Major) - Despite her occasional, adorable, attempts to be 'hard boiled,' Keiko's heart is three sizes too big for her chest.
    Pacifist (Minor) - She eschews violence, unless absolutely convinced that it's the only way to prevent even more bloodshed.
    Quirk: Always hungry (Minor) - Keiko's tendency to live an accelerated life means she's got a prodigious appetite.

    Edges
    Super Karma
    Level Headed
    Investigator
    Martial Artist
    Attractive

    Powers (55 Power Points; 15 point limit)
    Rocket Punch! (Keiko lashes out with a time-shifted punch that hits hard!)
    -Melee attack 1 (+1d6 2pp, Stackable 2pp, Multiple 2pp) 6pp

    Hyperspeed Pitch! (Keiko throws some object near at hand in an accelerated timeframe!)
    - Ranged Attack 1 (2d6 2pp, RoF 2 3pp, Requires contact with material -2pp; Throwing skill) 3pp

    It's a Wrap! (Keiko uses some of the rope she carries around with her to truss a baddie up in no time at all!)
    - Ensnare, 3pp

    Cheaty warning (She spots a future version of herself somewhere nearby, frantically trying to warn her of something bad about to happen)
    - Danger Sense, 2pp

    It'sa me! Keiko! (A future version of her fortuitously remembers that she's needed in the past!)
    - Duplication 1 (1 copy 3pp, No Tell 1pp, Promotion 2pp) 6pp

    Temporal Resistance
    - Resistance: Temporal effects, 1pp

    Cuz I'm Fast
    - Speed (Mach 1, -6 to be hit, 12pp, Blinding Reflexes 2pp, Catch and Throw 2pp, Activation -1pp) 15pp
    - Super Agility 2, 4pp
    - Super Skill: Fighting 1, 1pp
    - Super Skill: Throwing 2, 2pp
    - Extra Actions 2 (6pp, fast action 2pp) 8pp

    Stun Batonicus Maximus! (Keiko has an exceptionally powerful stun device from her heroing days)
    - Paralysis (3pp, Strong 1pp, Handheld device -2pp) 2pp

    Ace Reporter! (She's actually pretty good at this)
    - Super Skill: Streetwise 1, 1pp

    Gear:
    Cash: 900
    Body Armor (+4 armor, negate 4 ballistic AP, concealable), 200
    Digital Camera, 300
    Grappling Hook, 100
    Rope (20yrds), 10
    Handcuffs, 15
    Flashlight, 20
    Umbrella, 5
    Laptop Computer, 1200
    GPS, 250
    Nightvision Goggles (passive), 1000


    Advances
    Initial Advances: (From Hindrances): Super Karma
    Initial Advances: (From Hindrances): Level Headed
    Initial Advances: (From Hindrances): Martial Artist
    Free Edge (Human): Attractive
    Novice 1 Advance: Investigator
    Novice 2 Advance:
    Novice 3 Advance:
    Seasoned 1 Advance:
    Seasoned 2 Advance:
    Seasoned 3 Advance:
    Seasoned 4 Advance:
    Veteran 1 Advance:
    Veteran 2 Advance:
    Veteran 3 Advance:
    Veteran 4 Advance:
    Heroic 1 Advance:
    Heroic 2 Advance:
    Heroic 3 Advance:
    Heroic 4 Advance:
    Legendary 1 Advance:
    Legendary 2 Advance:
    Legendary 3 Advance:
    Legendary 4 Advance:


    Start Funds: [dice]0[/dice]x1000
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Icosa
    Gold Patron
    Gold Patron
    Posts: 757
    Joined: Fri Mar 31, 2017 9:06 am
    Location: 1st SET

    Re: Playing with Character ideas

    Post by Icosa »

    Argh, I can't stop!

    D3@Th 0tT3R
    Rank: Novice Experience: 5 Advances Left:
    Race: Human
    Power Level: Four Color
    Attributes: Agility d6, Smarts d12+1, Spirit d8, Strength d4, Vigor d6
    Charisma: -4; Pace: 12; Parry: 4; Toughness: 9 (4)

    Skills:
    Shooting 1d6
    Knowledge: Computer 1d12
    Knowledge: Aliens 1d8
    Lockpicking 1d8
    Notice 1d8
    Investigation 1d6

    Hindrances
    Most Wanted (Major)
    Overconfident (Major)
    Mean (Minor)
    Vengeful (Minor)

    Edges
    Hind: Mentalist
    Hind: +1 Smarts
    Hind: +2 skills
    Human: Level-headed
    Nov 5: +1 Spirit

    Powers (55 Power Points; 15 point limit)
    Cyberkinetic 11pp
    - Broadcast (2pp, Manipulation 4pp, Switchable 2pp) 8pp
    - Malfunction (3pp, Area Effect 2pp, Switchable; 5pp)
    - Interface (2pp, Codebreaker 1pp) 3pp

    Accelerated Neural Processing 14pp
    - Super Attribute: Smarts, 2pp
    - Super Skill: Knowledge: Computer, 1pp
    - Danger Sense, 2pp
    - Doesn't Sleep, 2pp
    - Extra Actions 1, 3pp
    - Fearless, 2pp
    - Gifted, 2pp

    Trans-cranial Electroneural Stimulation 17pp
    - Illusion 3 (6pp, Obscurement -6 4pp, System Shock 2pp, Switchable 4pp, Targeted -1pp) 15pp
    - Mind Reading (3pp, Memory Master 3pp, Mind Rider 3pp, Switchable; 9pp total)
    - Mind Control (5pp, Memory Alteration; False memories 4pp, Multiple Targets 1 2pp, Switchable; 11pp total)
    - Telepathy, 2pp
    - Chameleon (3pp, Voice 2pp, Contingent: Successful Illusion -2pp) 3pp

    Captured Alien Stealth Suit 10pp
    - Speed (2x Pace 2pp, Blinding Reflexes 2pp, Worn Device -1pp) 3pp
    - Invisibility 2 (-4 to Notice and attacks 8pp, Worn Device -1pp) 7pp

    Gear:
    Body Armor (+4 armor, negate 4 ballistic AP, concealable), 200
    Rebreather (+2 vs airborne toxins, 2hrs air), 250
    Pulse Pistol (2AP, 2d6 damage, 2xdmg focused charge, 10/20/40, 24 shots, RoF 1), 500
    Power pack, 20

    Cash: 30

    Start Funds: [dice]0[/dice]x1000.
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    User avatar
    Deezy Klatta
    Silver Patron
    Silver Patron
    Posts: 337
    Joined: Mon Dec 19, 2016 12:40 pm

    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Tinkering with Silhouette again; not all that happy with the on-site writeup for the race. Want to see what can be done with the core D-Bee rules.

    Race traits (8 positive, 6 negative)
    Edge - AB Magic (2) - All Silhouettes are capable of casting spells
    Edge - Extra Power (Invisibility, 2) - The ability to use magic to turn invisible is something all Silhouettes can do
    Power Points +5 (1) - Silhouettes are naturally powerful in magic
    Skill - Spellcasting 1d6 (1) - All Silhouettes have at least basic instruction in the use of their powers
    Low Light Vision (1) Infravision (1) - Silhouettes can see almost perfectly well without light

    Bad Rep (-1) - While specific vary on setting, Silhouettes are generally known as sneaky, underhanded mages who can't be trusted far
    Distinctive D-bee (-1) - Although humanoid in outline, they have entirely black skin and pupilless eyes that mark them. Difficult but possible to disguise.
    Cyber Resistant (-1) - A Silhouette's body is a furnace of magic power; cybernetics disrupts this flow too greatly for them to withstand it
    Environmental Weakness: Light (-1) - Silhouettes are at -4 to resist attacks using light based trappings, or take +4 damage from such attacks
    Hindrance: Quirk (-1) - Silhouettes eyes are sensitive and while they are able to ignore darkness penalities they suffer -2 to sight based notice in normal and bright light or -4 in direct sun light unless their eyes are protected
    Hindrance - Allergy: Direct sunlight (-1) - Silhouettes are impaired when in direct sunlight, taking -2 to Trait rolls

    MARS IF - Personal Concept
    F&G
    [dice:39lx7xvk]50686:0[/dice:39lx7xvk] 4 EP to nudge this to +1d Spirit and Strong Willed
    [dice:39lx7xvk]50686:1[/dice:39lx7xvk] Way to get around, drive/pilot + vehicle
    [dice:39lx7xvk]50686:2[/dice:39lx7xvk] +1d Smart, d6 in 3 smarts skills
    [dice:39lx7xvk]50686:3[/dice:39lx7xvk] BLAH
    Two threes is weird, gonna reroll [dice:39lx7xvk]50686:7[/dice:39lx7xvk] Brave, extra benny

    HJ
    [dice:39lx7xvk]50686:4[/dice:39lx7xvk] Communications Band with +2 charisma from magic items
    [dice:39lx7xvk]50686:5[/dice:39lx7xvk] 3 EP to nudge this makes it an auto-raise on the Magic table...
    [dice:39lx7xvk]50686:6[/dice:39lx7xvk] +5 skill points to shoot/fight/throw on Training

    20 skill points
    2 bonus edges
    Any IF starting gear

    Attributes
    Str 1d4 (0)
    Agi 1d6 (1)
    Vig 1d6 (1)
    Smt 1d12 (2)
    Spt 1d8 (1)

    Skills (20 + 5 cmbt + 3 smrt 1d6 + spellcasting 1d6, drive or pilot 1d6)
    Spellcasting 1d12 (2)
    Knowledge: Arcane 1d12 (2)
    Notice 1d10 (2)
    Investigation 1d10 (2)
    Fighting 1d8 (4)
    Shooting 1d4 (1)
    Drive 1d6 (0)
    Persuasion 1d10 (4) +3 w/communication band
    Streetwise 1d10 (4) +3 w/communication band
    Stealth 1d6 (2)
    Survival 1d6 (2)

    Edges
    Race: AB Magic
    Hind: Master of Magic
    Hind: Rapid Recharge
    MARS: Improved Rapid Recharge
    MARS: Extraordinary Rapid Recharge
    5xp: +1d Smarts
    10xp: New Power - Deflect
    15xp: Power Points
    20xp: +1d Spellcasting, +1d Knowledge: Arcane

    Hindrances
    Race: Allergy (sunlight)
    Race: Weakness (light)
    Major:
    Minor:
    Minor:

    Powers
    - Shapechange/Greater Shapechange (born a hero)
    - Detect Conceal/Exalted Detect Conceal
    - Illusion/Deadly Illusion (autoraise)
    - Deflect/Greater Deflect
    - Invisibility/Greater Invisibility

    Communications Band
    Speak Language

    Sig item - Blackmail
    Powers
    - Disguise
    - Darkvision
    - Teleport
    Blackmail
    Blackmail
    - Base Item: Plastic Man (+4 armor, 13lbs, environmental, no min str)

    Minor Modifications
    +2 armor
    +2 armor

    Major Modifications
    Power - Disguise (3 PPE, dur 10min)
    Power - Darksight (exalted 2 PPE, dur 1 hour)
    Power - Teleport (10" per 3PPE (15" on raise) or 20/30 per 5 for Greater Teleport)
    Edge - Brawny (+1 Toughness, Strx8 carrying capacity instead of Strx5)
    Last edited by Deezy Klatta on Mon Mar 25, 2019 9:42 am, edited 4 times in total.
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    Freemage
    Savage Senior
    Posts: 1927
    Joined: Thu May 11, 2017 7:09 am

    Re: Playing with Character ideas

    Post by Freemage »

    First off, the Restricted Path penalty is only worth -1 in any case. The "(2)" after it in the TLPG means it can be taken twice (once for ISP and once for PPE).

    But as a bigger downside:
    Restricted Path (2): For reasons of biology or spiritual makeup, the species is
    unable to pursue certain paths open to others. Each time this is chosen, the race
    either cannot access PPE or ISP. The selection means the race cannot take any
    Arcane Background which uses that type of Power Points or an Iconic Framework
    which includes such an Arcane Background. Races that start with an Arcane
    Background automatically cannot choose another, and this does not count as a
    Negative Racial Ability.
    The underlined bit means that you can't take Restricted Path at all, since the race starts with AB: Magic.

    So you still need two points of Racial negatives to balance out this take on the Silhouette.
    GM Bennies (7th SET, Joker's Jokers): 8/8
    OOC Comments
    GMC Bennies:
    • EJ 2/2
      Thoomba 0/2
      Khem 2/2
    PCs, 8 Active Slots, 3 Signature Items
    *Gaspard Gillead, 12th AAT/Dirty Dozen
    Serival Drumm, 24th COT
    *Ophelia Monk, Mercy Team 6
    Jaenelle, Beyond the Wall
    Mille Visage, Northern Gun Mercs
    *Charon, Black Company
    *Hero, Lost Jungle/TL

    Inactive/Retired/Deceased
    Gorgeous George, 4th COT/Murder Hobos(Frozen)
    Nomel Sagia, Nameless (Frozen)
    Libertas Magicorum, 13th SET/Silent Ones(Retired)
    Savant, 3rd SET/Losers(Frozen)
    Other Mother, Ravenloft (Frozen)
    Lance, 24th COT/Kingsdale (Retired)
    Ramson Gourdaine, Phase World (Blazed)
    Hexx, Rising Stars SPC (Frozen)
    Sir Blurre, 18th COT/New West (Retired)
    Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
    Malaetheryan, Phase World/Relentless (Frozen?)
    .
    User avatar
    Deezy Klatta
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    Posts: 337
    Joined: Mon Dec 19, 2016 12:40 pm

    Re: Playing with Character ideas

    Post by Deezy Klatta »

    Ah ha, thanks for pointing that out!
    OOC Comments
    Player Name: Salmon Max
    Google Handle: samminmax@gmail.com

    Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
    Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
    Race: Human
    Iconic Framework: Techno-Wizard
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
    Skills:
    Knowledge: Arcana d10
    Knowledge: Engineering d10 (+1)
    Knowledge: Science d6
    Knowledge: Electronics d10 (+1)
    Repair d10 (+2 Edge, +4 armor (inc TW bonus))
    Investigate d6 (+2)
    Techno-Wizardry d10
    Fighting
    Notice
    Shooting d6 (+3 w/revolver)

    Hindrances
    Overconfident (Major): Never give up...NEVER SURRENDER!
    Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
    Habit (Minor): Too hyperactive!

    Edges
    Edge: Master of Magic (mega-magic ENGAGE)
    Edge: Extra PPE (+5 PPE)
    Edge: Mr Fixit (+2 Repair, halve time required on raise)
    Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
    Edge: Improved Recharge (recover 1 PPE/.5 hour)

    Gizmos (spells):
    AEGIS (Active ElectroGravitational Interception System)
    Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
    Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

    Omniblaster
    Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
    Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

    TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
    Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
    Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

    ROCKET BOOTS (No acronym; just rockets in boots)
    Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
    Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

    Gear
    Triax T-13 Field Mechanic
    Armor 6, +1 Toughness, Full environment, 18lbs
    Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
    Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
    Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
    10 mile communication, nightvision, loudspeaker, laser rangefinder


    TW Revolver
    2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
    +1 Shooting skill (Minor TW Augmentation)
    2PPE to charge, 2PPE to make Mega-damage


    TechnoWizard Specialized Toolkit
    I use it for techno things that also involve wizardry.

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Credits: 2000
    User avatar
    Stoic
    Bronze Patron
    Bronze Patron
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    Re: Playing with Character ideas

    Post by Stoic »

    You could probably make a great silhouette with one of the SPC frameworks.
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    Icosa
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    Re: Playing with Character ideas

    Post by Icosa »

    Yes, but then that'd be the IF, and would preclude being a mage. Could still be a really cool character, but wouldn't be the -same- character. ;)

    Going to spitball a True Atlantean though, just to see how it feels.

    True Atlantean Race (from house rules)
    Ageless: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.

    Alchemically Tough: Toughness +1

    Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos
    are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 4 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.

    Marks of Heritage - Unique Magical Tattoos

    Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
    Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.


    Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.

    Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.

    Sense Vampires: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.

    Spirited: All members of the race start with d6 Spirit Attribute.

    Racial Complications:
    Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.

    Cannot Be Transformed: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.

    Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).

    Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.

    Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Fanatic, Hard Case, Heroic, In the Thick of it, or Overconfident major hindrances.

    History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
    Ley Line walker stuff
    3 HJ: Enchanted items, Experience, Magic, Education
    [dice:d06ur2ol]50855:0[/dice:d06ur2ol] 3 EP bump table, Enchanted Item - Staff
    [dice:d06ur2ol]50855:1[/dice:d06ur2ol] Education: +5 skill points for Healing, Investigation and Knowledges
    [dice:d06ur2ol]50855:2[/dice:d06ur2ol] Magic: Pick any one - Any damage spells are MD, and spells normally MD are +5 AP
    2 HJ: Anything but Psychic
    [dice:d06ur2ol]50855:3[/dice:d06ur2ol] Negated due to racial limitation
    [dice:d06ur2ol]50855:4[/dice:d06ur2ol] Magic: Improved Rapid Recharge

    Rich
    [dice:d06ur2ol]50855:5[/dice:d06ur2ol] - Any personal ranged weapon
    [dice:d06ur2ol]50855:6[/dice:d06ur2ol] - Any Body armor replaces IF armor

    AB: Magic (15 PPE, d8 spellcasting and 5 powers)
    Rapid Recharge + Master of Magic
    Detect Arcana at will, no PPE, free action
    Draw on ley lines from Spiritx3, and x3 PPE when doing so
    1 heal roll/day while near ley line
    Ley Line Sense: Detect lots of things about ley lines
    Ley Line Transmission: Send messages along ley lines
    Fly at 2x Pace up to 1000' high, on ley lines
    -2 Charisma in most situations

    Eilessa; the Lion Who Roars at Noon
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Charisma: +0, PPE 29

    Skills:
    Spellcasting d10+1 (1)
    Knowledge: Arcane 1d10 (4)
    Investigation 1d8 (3)
    Persuasion 1d6 (2)
    Streetwise 1d6 (2)
    Notice 1d6 (2)
    Stealth 1d6 (2)
    Fighting 1d6 (2)
    Shooting 1d6 (2)

    Edges
    IF: AB: Magic
    IF: Rapid Recharge
    IF: Master of Magic
    HJ: Improved Rapid Recharge
    Hind: Extraordinary Rapid Recharge
    Hind: Attractive
    Novice 5xp: Rich

    Hindrances
    Race: Major Vow - Duty to Clan
    Race: Heroic
    Major - Code of Honor
    Minor - Cautious
    Minor - Fear of Failure (subtract 2 from Trait tests if the character has failed a significant task within the past day)

    Powers:
    - Bolt/Onslaught
    - Armor
    - Boost/Lower Trait
    - Summon Ally (born a hero)
    - Teleport

    Cash 8000
    [dice:d06ur2ol]50855:7[/dice:d06ur2ol]
    Special Gear
    Wayfarer's Staff
    - Str+1d6 dmg (MD with 2 PPE), Parry 1, Reach 1
    - +1 Spellcasting
    - 10 PPE (uses owner's recharge rate)
    - Power: Speak Language
    - Power: Environmental Protection

    Combat Mage Armor
    - +7 armor, full environment, +1d Str, 9lbs, no min Str
    - Darksight
    - Farsight
    - Needs 1 PPE/hr when not on ley line

    Wilk's 457 Pulse rifle
    - 3d6+2 AP 3, ROF 2, 40/80/160 range, 36 shots, 6lbs

    Tattoos (strain 0/6)
    Clan Blade: The clan crest of Acherean is worked into the hilt of his elaborately inked longsword with it's distinctively curved 'hook' at the tip. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D.
    Activation Cost: 1 P.P.E. for 3 rounds.

    Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers.
    Activation Cost: 2 P.P.E. for 1 hour.
    OOC Comments
    Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
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