Hans Greuber - Shaintar Dwarf TW
Hans Greuber - Shaintar Dwarf TW
Hans Greuber - Techno-Wizard Shaintar Dwarf
Narrative Hook: 1d20 = 19:
19The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and he decided to make a change. Joining the Legion is the start of that new journey.
Heroic Journey Rolls:
Magic and Mysticism: 1d20 = 5:
5 +5 PPE
Magic and Mysticism: 1d20 = 7:
7 +5 PPE
Magic and Mysticism: 1d20 = 2:
2 Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill (instead of Shooting and Throwing).
Magic and Mysticism: 1d20 = 20:
20 Choice: Auto-Raise - Quickness
Education: 1d20 = 17:
17 Five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Credits: [dice]0[/dice]x1000 = 5000
Narrative Hook: 1d20 = 19:
19The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and he decided to make a change. Joining the Legion is the start of that new journey.
Heroic Journey Rolls:
Magic and Mysticism: 1d20 = 5:
5 +5 PPE
Magic and Mysticism: 1d20 = 7:
7 +5 PPE
Magic and Mysticism: 1d20 = 2:
2 Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill (instead of Shooting and Throwing).
Magic and Mysticism: 1d20 = 20:
20 Choice: Auto-Raise - Quickness
Education: 1d20 = 17:
17 Five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Credits: [dice]0[/dice]x1000 = 5000
Merlaggon
Re: Hans Greuber - Shaintar Dwarf TW
Character Sheet
Player Name: Steve
Google Handle: frndlygiant@gmail.com
Hans Greuber
Rank: Novice Experience: 5 Advances Left: 0
Race: Shaintar Dwarf
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -2 (-6); Pace: 5; Parry: 4; Toughness: 10 (4); Strain: 0
Skills:
Player Name: Steve
Google Handle: frndlygiant@gmail.com
Hans Greuber
Rank: Novice Experience: 5 Advances Left: 0
Race: Shaintar Dwarf
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -2 (-6); Pace: 5; Parry: 4; Toughness: 10 (4); Strain: 0
Skills:
- Fighting d4
- Shooting d6
- Driving d4
- Knowledge - Arcane d12
- Knowledge - Engineering d12
- Knowledge - Science d6
- Knowledge - Electronics d6
- Notice d6
- Piloting d4
- Repair d12
- Techno-Wizardry d12
- Enemy (Hammers Mercenary Company - Major): Hans did not leave on the best of terms with the mercenary company he used to be a part of. It finally got to the point where ho could not look the other way anymore. To pay them back for what they were doing to some of the civilians that they were abusing, he sabotaged some of their robots and other vehicles, then snuck away in the night. They are still out there, and would like nothing more than to make him pay for his "services"
- Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
- Greedy (Minor): Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play.
- Mr. Fixit: The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
- Master of Magic: True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
- (5) Scholar - Arcane, Engineering: Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used.
- Intangibility - Rank: Heroic; Power Points: 5; Range: Touch; Duration: 3 (2/round); Trapping: Out of Phase (No rules change)
With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. - Quickness (Auto-Raise)- Power Points: 5; Range: Touch; Duration: 3 (2/round); Trapping: Chrono-desynchronization (Jazz From Electricity)
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. Due to the Auto-Raise,
the recipient can redraw any initiative cards lower than Eight each round.
In addition, due to the Jazz trapping, add +2 to Pace and increase Agility one die type for the duration of the power. - Warrior's Gift - Power Points: 4; Range: Touch; Duration: 3 (1/round); Trapping: Alternate Reality Knowledge (No Rules Change)
Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge - Astral Form - Power Points: 10; Range: Self; Duration: 1 minute (1/minute); Trapping: Riding the Group Mind (No Rules Change)
The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any
direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form. - Exalted Quickness (Auto-Raise) - Power Points: 9; Range: Touch; Duration: 3 (2/round); Trapping: Chrono-desynchronization (Jazz From Electricity)
In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns. - Exalted Warrior's Gift - Power Points: 8; Range: Touch; Duration: 3 (1/round); Trapping: Alternate Reality Knowledge (No Rules Change)
Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.
Last edited by Merlaggon on Fri Mar 31, 2017 9:13 pm, edited 8 times in total.
Merlaggon
Re: Hans Greuber - Shaintar Dwarf TW
Background: Hans grew up in a small Dwarven village. As he grew up, Hans quickly showed an aptitude for all things mechanical, and for doing things with them that could only be described as magical, One day when Hans was busy working in his workshop, the Hammers, an armored mercenary company, came through the village and sold Hans on the excitement of being a mercenary.
Once he had spent a few weeks with the Hammers, Hans started to notice some behaviors that he did not like. The company members were taking liberties with the ladies that were not offered in the villages that they stopped for supplies. Hans started keeping to himself, hiding amongst all of the repairs that were needed. He knew that he wouldn't fit in back in his old village, and had to find somewhere else to call home. Over the months, he withdrew even more, doing the minimum that he was paid to do, and driving everybody away with his sullen behavior. The only reason they kept him on was that he could fix things that nobody else could, and faster than they believed he should be able to.
Eventually, he heard of Castle Refuge, and one night when they were a couple days walk from the castle, he made his way to the castle. When he got to the castle, however, he started to wonder if they would take him in. He started talking to the recruiters for the Black Company and found a place that more suited his temperament.
Once he had spent a few weeks with the Hammers, Hans started to notice some behaviors that he did not like. The company members were taking liberties with the ladies that were not offered in the villages that they stopped for supplies. Hans started keeping to himself, hiding amongst all of the repairs that were needed. He knew that he wouldn't fit in back in his old village, and had to find somewhere else to call home. Over the months, he withdrew even more, doing the minimum that he was paid to do, and driving everybody away with his sullen behavior. The only reason they kept him on was that he could fix things that nobody else could, and faster than they believed he should be able to.
Eventually, he heard of Castle Refuge, and one night when they were a couple days walk from the castle, he made his way to the castle. When he got to the castle, however, he started to wonder if they would take him in. He started talking to the recruiters for the Black Company and found a place that more suited his temperament.
Last edited by Merlaggon on Thu Mar 30, 2017 4:09 pm, edited 1 time in total.
Merlaggon
Re: Hans Greuber - Shaintar Dwarf TW
Gear
Contacts: None
- Adventure Survival Armor (Looks like a leather blacksmith's apron)
- TK Revolver (+1 to Hit)
- One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
- One sleeping bag, also insulated.
- One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
- One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
- One short-range radio, five mile range.
- One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
- One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
- Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
- One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
- One survival knife, one small hatchet, and one wooden cross.
- Four signal flares.
- One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
- One bar of soap and a sterilized cloth.
- One canteen.
- Two weeks worth of minimal sustenance survival rations in sealed pouches.
- Tool Kit
Contacts: None
Last edited by Merlaggon on Thu Mar 30, 2017 9:32 pm, edited 1 time in total.
Merlaggon
Re: Hans Greuber - Shaintar Dwarf TW
Race
Total Arcane Machinist: 6
Hero’s Journey
- Cannot Swim: A dwarf sinks like a stone in any water.
- Intestinal Fortitude: Though not particularly spiritual, dwarves are nonetheless very courageous. They draw strength from their connection with the mountains and stone. As such for Fear or Intimidation, a dwarf can roll his Vigor in place of Spirit. Note that other Spirit-based circumstances are not affected
- Low Light Vision: The darkness of the caves requires keen eyes. Ignore attack penalties for Dim and Dark lighting
- Slow: Short and stocky, their Pace is 5”.
- Stalwart: Powerful and tough, dwarves begin with a d6 starting Strength and a d8 Vigor. Furthermore, their natural maximum Vigor is d12+3, and they can reach this with normal Advances without applying the Professional or Legendary Edges (which can bump their Vigor to d12+4 and +5, respectively).
- Stoic: Dwarves must spend double points to raise Spirit during character creation, but may advance it normally after that.
- Distinctive DB (Minor): 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.
- Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
- Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
- Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
- Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
Total Arcane Machinist: 6
Hero’s Journey
- Magic and Mysticism
- 2
- Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill (instead of Shooting and Throwing).
- Magic and Mysticism
- 5
- +5 PPE
- Magic and Mysticism
- 7
- +5 PPE
- Magic and Mysticism
- 20
- Choice - Auto-Raise on Quickness
- Education
- 17
- He has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
- Initial Advances: (From Hindrances): Mr. Fixit, Master of Magic
- Cybernetic Modifications:
- Novice 1 Advance: Scholar - Arcane, Engineering
- 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:
Last edited by Merlaggon on Fri Mar 31, 2017 9:17 pm, edited 1 time in total.
Merlaggon
- Sayeen Gabbersleaf
- Posts: 218
- Joined: Sat Sep 24, 2016 10:20 pm
Re: Hans Greuber - Shaintar Dwarf TW
Cool character, and I like the name!
Just a few things.
-Where did you make your HJ dice rolls?
-Mean is a minor hindrance.
-while it is not a requirment breaking down where you spent skill points and which ones were free right in the skills section helps out when reviewing a character.
Its totally cool not having a trapping effect, but if you ever want to spitball some possible ones for your powers that do not have any hit me up in the hangouts.
Just a few things.
-Where did you make your HJ dice rolls?
-Mean is a minor hindrance.
-while it is not a requirment breaking down where you spent skill points and which ones were free right in the skills section helps out when reviewing a character.
Its totally cool not having a trapping effect, but if you ever want to spitball some possible ones for your powers that do not have any hit me up in the hangouts.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
Worn Armor:
Combat Abilities
ISP :30/2
Active Psionic Powers: None
Worn Armor:
- Cyber Knight medium armor(TW): +6Armor, +1 toughness
- Cyber Armor: +2 toughness
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
Re: Hans Greuber - Shaintar Dwarf TW
I made the HJ rolls on Merlaggon's page... in the OOC section of the 1st SET... http://www.savagerifts.com/viewtopic.php?f=20&t=69Pender Lumkiss wrote:Just a few things.
Where did you make your HJ dice rolls?
Mean is a minor hindrence.
Oops. Did not notice that with the mean... guess instead of Mean, he will have Enemy (Major)- The Hammers... the mercenary group he left... just not on the best of terms with them would be a severe understatement.
Merlaggon
- Deezy Klatta
- Silver Patron
- Posts: 337
- Joined: Mon Dec 19, 2016 12:40 pm
Re: Hans Greuber - Shaintar Dwarf TW
The Hammers eh?
You want a background tie? Alecto left her merc unit too.
You want a background tie? Alecto left her merc unit too.
OOC Comments
Re: Hans Greuber - Shaintar Dwarf TW
They were a armored company... lots of Power Armor, Robots Armor, and other heavy vehicles
Merlaggon
- Sayeen Gabbersleaf
- Posts: 218
- Joined: Sat Sep 24, 2016 10:20 pm
Re: Hans Greuber - Shaintar Dwarf TW
Maybe we could just retrapp Bloodthirsty.
vindictive
More than mean. You have taken mean to an artform, sprinkled with a dose of vengeful, served with a side of stubborn. You might not condone wholesale slaughter of prisoners, but you are not the one to go to for healing. Heck you might be the one that distracts any such healers. You are extremely hard to get along with, and cant count on any hand how many friends you have. Insults are not just fun, they are a way of life. -4 to cha if you spend more than a few minutes with people, or even see them twice.
vindictive
More than mean. You have taken mean to an artform, sprinkled with a dose of vengeful, served with a side of stubborn. You might not condone wholesale slaughter of prisoners, but you are not the one to go to for healing. Heck you might be the one that distracts any such healers. You are extremely hard to get along with, and cant count on any hand how many friends you have. Insults are not just fun, they are a way of life. -4 to cha if you spend more than a few minutes with people, or even see them twice.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
Worn Armor:
Combat Abilities
ISP :30/2
Active Psionic Powers: None
Worn Armor:
- Cyber Knight medium armor(TW): +6Armor, +1 toughness
- Cyber Armor: +2 toughness
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
Re: Hans Greuber - Shaintar Dwarf TW
Well, I am a robot...but I get your meaning.
Ah well, just an idea.
Ah well, just an idea.
OOC Comments
- Daniel
- Daniel (Lars)
- Posts: 2167
- Joined: Thu Jan 19, 2017 9:13 am
- Location: Former Alias (GM name) was Lars (2016-2022)
Re: Hans Greuber - Shaintar Dwarf TW
Shaintar Dwarf. How did you end up on Earth? Be interested in that being added to your background. rifted here while a young dwarf or born here because parents Rifted here back in the day etc. just a tad more info on how you got to Earth. Thank you.
Looking good.
Is it possible Alecto was part of Hammers and you two left together?
Looking good.
Is it possible Alecto was part of Hammers and you two left together?
Re: Hans Greuber - Shaintar Dwarf TW
Hans's parents are from Shaintar, but they and the rest of the village came through a rift just over 20 years ago, when Hans was young to escape some demons.
Alecto also could have been part of the Hammers. In my mind, they were an armored company primarily, but would also have the personnel to perform other jobs if they pay well enough. Hans could've bonded with her and took her with him. A night full of teleporting and intangibility.
Alecto also could have been part of the Hammers. In my mind, they were an armored company primarily, but would also have the personnel to perform other jobs if they pay well enough. Hans could've bonded with her and took her with him. A night full of teleporting and intangibility.
Merlaggon
- Daniel
- Daniel (Lars)
- Posts: 2167
- Joined: Thu Jan 19, 2017 9:13 am
- Location: Former Alias (GM name) was Lars (2016-2022)
Re: Hans Greuber - Shaintar Dwarf TW
Cool.
If you and Alecto want to have common ex Merc history cool.
If not. Is fine. Discuss. And let me know. Either way works.
If you and Alecto want to have common ex Merc history cool.
If not. Is fine. Discuss. And let me know. Either way works.
- Deezy Klatta
- Silver Patron
- Posts: 337
- Joined: Mon Dec 19, 2016 12:40 pm
Re: Hans Greuber - Shaintar Dwarf TW
I think if it's okay with our dwarf (and only if that), it'd be good for us to share that part of our background?
My reasoning is that not only would it give us both a good springbed for RP, but it means we have one mercenary company who sees us as traitors and would be happy to make our lives difficult, instead of two separate merc companies who have the same basic gripe with each of us individually.
Narratively, it works better if we roll them together, basically. They'd be too similar otherwise. Occam's Razor of storytelling demands it.
My reasoning is that not only would it give us both a good springbed for RP, but it means we have one mercenary company who sees us as traitors and would be happy to make our lives difficult, instead of two separate merc companies who have the same basic gripe with each of us individually.
Narratively, it works better if we roll them together, basically. They'd be too similar otherwise. Occam's Razor of storytelling demands it.
OOC Comments
Re: Hans Greuber - Shaintar Dwarf TW
Sounds good. You may be the only one Hans is nice to at the startDeezy Klatta wrote:I think if it's okay with our dwarf (and only if that), it'd be good for us to share that part of our background?
My reasoning is that not only would it give us both a good springbed for RP, but it means we have one mercenary company who sees us as traitors and would be happy to make our lives difficult, instead of two separate merc companies who have the same basic gripe with each of us individually.
Narratively, it works better if we roll them together, basically. They'd be too similar otherwise. Occam's Razor of storytelling demands it.
Merlaggon
- Hans Greuber
- Diamond Patron
- Posts: 643
- Joined: Fri Mar 31, 2017 2:28 pm
- Location: The Black Company
Re: Hans Greuber - Shaintar Dwarf TW
Thanks!Kidemónas wrote:I am not a GM on the forums, but this is a cool character.