Hans Greuber - Shaintar Dwarf TW

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Merlaggon
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Hans Greuber - Shaintar Dwarf TW

Post by Merlaggon »

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
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Re: Hans Greuber - Shaintar Dwarf TW

Post by Merlaggon »

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:
  • 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
Hindrances
  • 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.
Edges
  • 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.
Powers
  • 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
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Re: Hans Greuber - Shaintar Dwarf TW

Post by Merlaggon »

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.
Last edited by Merlaggon on Thu Mar 30, 2017 4:09 pm, edited 1 time in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Re: Hans Greuber - Shaintar Dwarf TW

Post by Merlaggon »

Gear
  • 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
Credits: 5000

Contacts: None
Last edited by Merlaggon on Thu Mar 30, 2017 9:32 pm, edited 1 time in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Re: Hans Greuber - Shaintar Dwarf TW

Post by Merlaggon »

Race
  • 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.
Iconic Framework
  • 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 PPE: 25
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.
Advances
  • 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
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Sayeen Gabbersleaf
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Re: Hans Greuber - Shaintar Dwarf TW

Post by Sayeen Gabbersleaf »

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.
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)
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    Merlaggon
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    Re: Hans Greuber - Shaintar Dwarf TW

    Post by Merlaggon »

    Pender Lumkiss wrote:Just a few things.
    Where did you make your HJ dice rolls?
    Mean is a minor hindrence.
    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=69

    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
    Alternate Characters: Hans Greuber, Growler

    Bennies: 0/3
    • [*]Base Amount
      -2 due Reroll on Hungry Helpers
      -1 due Extra Effort on Armor Power
    ISP :20 / 10
    PPE :38 /20
    Active Psionic Powers: None
    Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
    Combat Edges: Quick (Shapeshifter's Claw)

    Pace: 6 (Fly 12); Parry: 8
    Toughness: Dragon Form - 47 (24) 43(20); Size +8
    Toughness: Human Form - 15(6); Size 0
    Notice: D6
    Default Form: Dragon
    OOC Comments
    Adventure Cards:
    [list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

    Worn Armor (Human): CA-1 Heavy Deadboy Armor
    Weapon in Hand (Human): None
    Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

    http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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    Deezy Klatta
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    Re: Hans Greuber - Shaintar Dwarf TW

    Post by Deezy Klatta »

    The Hammers eh?

    You want a background tie? Alecto left her merc unit 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
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    Merlaggon
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    Re: Hans Greuber - Shaintar Dwarf TW

    Post by Merlaggon »

    They were a armored company... lots of Power Armor, Robots Armor, and other heavy vehicles
    Merlaggon
    Alternate Characters: Hans Greuber, Growler

    Bennies: 0/3
    • [*]Base Amount
      -2 due Reroll on Hungry Helpers
      -1 due Extra Effort on Armor Power
    ISP :20 / 10
    PPE :38 /20
    Active Psionic Powers: None
    Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
    Combat Edges: Quick (Shapeshifter's Claw)

    Pace: 6 (Fly 12); Parry: 8
    Toughness: Dragon Form - 47 (24) 43(20); Size +8
    Toughness: Human Form - 15(6); Size 0
    Notice: D6
    Default Form: Dragon
    OOC Comments
    Adventure Cards:
    [list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

    Worn Armor (Human): CA-1 Heavy Deadboy Armor
    Weapon in Hand (Human): None
    Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

    http://savagerifts.com/sr/viewtopic.php?f=20&t=69
    User avatar
    Sayeen Gabbersleaf
    Posts: 218
    Joined: Sat Sep 24, 2016 10:20 pm

    Re: Hans Greuber - Shaintar Dwarf TW

    Post by Sayeen Gabbersleaf »

    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.
    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
      Icosa
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      Joined: Fri Mar 31, 2017 9:06 am
      Location: 1st SET

      Re: Hans Greuber - Shaintar Dwarf TW

      Post by Icosa »

      Well, I am a robot...but I get your meaning. :)

      Ah well, just an idea.
      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
      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

      Post by Daniel »

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

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

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

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

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      Merlaggon
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      Re: Hans Greuber - Shaintar Dwarf TW

      Post by Merlaggon »

      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.
      Merlaggon
      Alternate Characters: Hans Greuber, Growler

      Bennies: 0/3
      • [*]Base Amount
        -2 due Reroll on Hungry Helpers
        -1 due Extra Effort on Armor Power
      ISP :20 / 10
      PPE :38 /20
      Active Psionic Powers: None
      Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
      Combat Edges: Quick (Shapeshifter's Claw)

      Pace: 6 (Fly 12); Parry: 8
      Toughness: Dragon Form - 47 (24) 43(20); Size +8
      Toughness: Human Form - 15(6); Size 0
      Notice: D6
      Default Form: Dragon
      OOC Comments
      Adventure Cards:
      [list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

      Worn Armor (Human): CA-1 Heavy Deadboy Armor
      Weapon in Hand (Human): None
      Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

      http://savagerifts.com/sr/viewtopic.php?f=20&t=69
      User avatar
      Daniel
      Daniel (Lars)
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      Joined: Thu Jan 19, 2017 9:13 am
      Location: Former Alias (GM name) was Lars (2016-2022)

      Re: Hans Greuber - Shaintar Dwarf TW

      Post by Daniel »

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

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

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

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

      User avatar
      Deezy Klatta
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      Re: Hans Greuber - Shaintar Dwarf TW

      Post by Deezy Klatta »

      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. :)
      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
      Merlaggon
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      Posts: 313
      Joined: Fri Sep 23, 2016 2:13 pm

      Re: Hans Greuber - Shaintar Dwarf TW

      Post by Merlaggon »

      Deezy 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. :)
      Sounds good. You may be the only one Hans is nice to at the start :D
      Merlaggon
      Alternate Characters: Hans Greuber, Growler

      Bennies: 0/3
      • [*]Base Amount
        -2 due Reroll on Hungry Helpers
        -1 due Extra Effort on Armor Power
      ISP :20 / 10
      PPE :38 /20
      Active Psionic Powers: None
      Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
      Combat Edges: Quick (Shapeshifter's Claw)

      Pace: 6 (Fly 12); Parry: 8
      Toughness: Dragon Form - 47 (24) 43(20); Size +8
      Toughness: Human Form - 15(6); Size 0
      Notice: D6
      Default Form: Dragon
      OOC Comments
      Adventure Cards:
      [list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

      Worn Armor (Human): CA-1 Heavy Deadboy Armor
      Weapon in Hand (Human): None
      Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

      http://savagerifts.com/sr/viewtopic.php?f=20&t=69
      User avatar
      Kidemonas
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      Joined: Fri Dec 09, 2016 2:09 pm

      Re: Hans Greuber - Shaintar Dwarf TW

      Post by Kidemonas »

      I am not a GM on the forums, but this is a cool character.
      User avatar
      Hans Greuber
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      Joined: Fri Mar 31, 2017 2:28 pm
      Location: The Black Company

      Re: Hans Greuber - Shaintar Dwarf TW

      Post by Hans Greuber »

      Kidemónas wrote:I am not a GM on the forums, but this is a cool character.
      Thanks!
      Hans Greuber

      PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
      Silver Ring 1: 5 / 10
      Silver Ring 2: 5 / 10
      Active Powers:
      None
      Combat Edges/Hindrances:
      Hesitant
      Arcane Machinist Gadgets Left: 1 /6
      Created Gadgets:
      Arcane Protection (6 PPE left)
      Remote Viewing (6 PPE left)
      Teleport (4 PPE left)
      Dispel (9 PPE left)

      Bennies: 1 (+1 Z) / 3
      Base Amount
      +1 Zombie Bennie
      -1 to Reroll Fear against Vithen Wraiths
      -1 to Reroll Arcana to Find Geist among Mirror Selves

      Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
      Golems:
      Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
      Huey (Mind Rider), Dewey, Louis
      Alvin (Mind Rider), Simon, Theodore
      https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

      Hans:
      • Fatigue: 0
        Wounds: 0
      Golems (*=Mind Link, #=Winged)
      • Gargamel*#
        • Fatigue: 0
          Wounds: 0
        Huey*
        • Fatigue: 0
          Wounds: 0
        Dewey
        • Fatigue: 0
          Wounds: 0
        Louis
        • Fatigue: 0
          Wounds: 0
        Alvin*
        • Fatigue: 0
          Wounds: 0
        Simon
        • Fatigue: 0
          Wounds: 0
        Theodore
        • Fatigue: 0
          Wounds: 0
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