turtle

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Turtle
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turtle

Post by Turtle »

Shifter heroes journey rolls test

5 rolls

1. items and mystic gadgets. [dice]0[/dice]
2. Magic and mysticism. [dice]1[/dice]
3. magic and mysticism. [dice]2[/dice]
4. underworld and black opps. [dice]3[/dice]
5. underworld and black opps. [dice]4[/dice]

credits [dice]5[/dice] X1000 credits.

narrative hook [dice]6[/dice]
Turtle
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Re: turtle

Post by Turtle »

Character Sheet

Player Name: Robert Nownes
Google Handle: Robnownes@gmail.com
Character Name Thoradin "turtle" Thunderstone
Rank: novice Experience: 0 Advances Left:
Race: Dwarvling (palladium Fantasy, monsters & amimals page 41)
Iconic Framework: Black market Shifter
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 4; Parry: 4 ; Toughness: 8(4); Strain: 0 PPE: 15

Skills:
Ks Arcana d8
Spellcasting d8,
notice d8,
Stealth d6,
Fighting d4,
shooting 1d4,
swimming d6,
streetwise d6,
persuasion 1d4.


Hindrances (spent on smarts and spirit raises)
Hindrance (Major):curious
Hindrance (Minor):vengeful
Hindrance (Minor): loyal

Edges
Edge: I know a guy (heroes journey)
Edge: Soul Drain (heroes journey)
Edge: Assasin (heroes journey)

Cybernetics
- Strain: 0

Credits: 1000

Contacts

Please list all Edges and Advances taken for your character here

Iconic Framework Shifter
Benefits, table rolls, etc
Arcane Background (Magic):shifter spell list
Bind the Summoned: can bind summoned creatures for cost of PPE reduced from character till released, one/ rank max.
Dimension Sense: notice roll to determine info about observed Dimension through a rift.
Expanded Awareness: use detect arcana at will at no cost.
Master of Magic: use mega powers.
Master Summoner: gains summon ally power and a 5 min duration on that power.
PPE Manipulation: gains the drain power points power.
Rift Mastery: +4 to manipulate rifts rolls. +2 when using banish power.
Corruption: 0 points, may be corrupted when using summon ally, character loss at 1/2 corruption points of spirit die type.
Cybernetics: if has them takes -1 spellcasting / strain
„Enemies: Coalition hates them.

Race: Dwarvling.
Infernal and pixie heritage: low light vision(+1)

Sky Lords dominion: Environmental resistance(+1): Electrical. +4 to resist electrical effects, also counts as armor.

Lords of Wind:
-Magically inclined(+2): Dwarvling begin with the Arcane Background (magic)Edge, and start with the following three powers: telekinesis, elemental manipulation, and either fly or bolt(usually these powers have either a wind or electrical trapping) ( turtles choice on fly or bolt but once chosen it is locked in for the race for all time on the boards). If a dwarvling chooses an Iconic Framework providing Arcane Background (magic or weird science/TW), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework). The Dwarvling gains one additional power to his starting total (e.g., a dwarvling Shifter starts with four powers, a Layline walker with six) Note: This ab qualifies the character for the energy control edge ( For our purposes here it meets the Master power edge requirement. Similar to how the cyberknights ab psionics qualifies them for the champion edge and holy warrior edge, or the MARS PSI-operator AB psionics substitutes for the weird science AB).
[This is probably the biggest departure from your initial racial write up. But the Fennodi provide a great example of how to take a race with natural magical abilities and bring it into savage rifts.]
-energy control edge for wind energy (+2). It uses the telekinesis from the AB: Magic.

Shape of a dwarf skin of a lizard:
-Limited metamorphosis (+2)- any dwarvish size and shape. Gear and clothes do not change only facial and some body type aspects. Standard action. [ Mechanically I was thinking this could act a bit like the woodman edge, but with different skill bonuses. +2 to persuasion, +2 taunt, +2 to stealth when trying to disguise oneself]
-Lizard shape: aquatic (+2) [assumed when using aquatic you look like a 3ft lizard, Seems like it would best represent its palladium abilities and also have the benefit of being complete and neat.]
Hindrances:
Cyber Resistant (-1), due to their magical nature theur body rejects all cybernetics or bio comp devices, cant be borg, crazy, or juicer IF.

Distinctive D-bee (-2) though capable of shapechanging, they can never take a tall or human form, and remain Dwarf(d-bee) or extremely large Lizard (3ft is a big lizard). -4 when dealing with coalition or d-bee haters.

Non standard Size(-1) they need to have special chairs to sit at the big person's table like a small child, and must also get their gear special made at added cost. their legs like dwarves are not as long as they should be, and their bodies are shaped similar to dwarves.

Slow (-1): itty bitty legs make for hard times keeping up with the land strider's and long shanks of the world. -2pace, d4 running die.

Bad rep(-1): If true nature is known most people tend to shy away from them as they are known to be evil little shape changers.

Greedy fashionistas(-1): Essentially the greed (minor) hindrance but with a fashion and a desire for bling trapping.

Small(-1): -1 toughness


Hero’s Journey
Table: enchanted items &mystic gadjets
Roll result 1
Description: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate
at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can
come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, twohanded) that even does Mega Damage if 2 PPE is channeled through it that round

Table: Magic & Myst
roll result 10
Description: Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.

table: magic & myst
roll: 1
Description: There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards
gain +5 PPE instead

Table: Underworld and black ops
roll: 7
Description: He’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know
a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance

Table: Underworld & black ops
Roll result: 18
Description: There are many killers in the world, but your character is a wetwork expert with a particular set of skills. He gains the Assassin Edge. He also gains +2 for Fighting,
Shooting, and Throwing rolls, but only to offset Called Shot penalties
Last edited by Turtle on Fri Apr 14, 2017 1:22 pm, edited 5 times in total.
Turtle
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Re: turtle

Post by Turtle »

Race; Dwarvling:

Short robust little dwarflike creatures from the palladium fantasy world, they have dark hair, large noses, tiny horns protruding from their hairline, and pointed ears. They are naturally magical creatures with both a resistance to electricity and the command of the winds in their blood. They are believed to be related to the fey, dues to their magical nature and shape changing abilities. They are naturally drawn to games of stealth and deceit, perhaps making them closer related to more infernal origins.

Legacy of the Sea Lizard (1): Semi-Aquatic, may hold breath for up to 15 minutes before starting to drown.

Low light vision (1)

creature of Magic (1): +5 Power points for arcane background. (1)

Lords of the Winds (2): edge/arcane background, gains 10 power points and 3 spell like powers from the following list: Becalm, Bolt (call lighting), Damage field, Deflection, Elemental manipulation(air only), environmental protection, fly, Pummel, settle storm, Storm, Stun, water walk, Zephyr. Trappings must be wind/air or electrical only
All dwarvlings have this mastery of the air, if the character chooses a magical iconic Framework(IF), they do not gain the 10 PPE from it but draw from the reserve their IF grants them, these natural powers do not gain from ANY benefit of the IF, including Master of Magic, as they are natural not learned abilities. The default casting for these powers becomes Spirit. the only benefit they get in summary is 3 powers from the list above, in addition the powers edge if taken must for the IF, it cannot be taken for these abilities.

Skylords Dominion(1): These fellows are almost invulnerable to Electrical attacks, +4 to resist electrical phenomena, and +4 armor vs Electrical Damage attacks.

Shape of the Dwarf, skin of the Lizard (2): natural shapeshifters they can take on any dwarvish shape and look, young, old, male femail, but only dwarven. The one exception is the form of a semiaquatic black lizard with dark blue streaks on its body. The lizard form keeps the dwarvlings stats but loses the ability to speak or manipulate with a thumb when using its hands, but gains the ability to hold its breath and swim at twice the Dwarvlings ability, and tolerate depths up to 1000 ft below sea level.

Cyber Resistant (-1), due to their magical nature theur body rejects all cybernetics or bio comp devices, cant be borg, crazy, or juicer IF.

Distinctive D-bee (-2) though capable of shapechanging, they can never take a tall or human form, and remain Dwarf(d-bee) or extremely large Lizard (3ft is a big lizard). -4 when dealing with coalition or d-bee haters.

Non standard Size(-1) they need to have special chairs to sit at the big person's table like a small child, and must also get their gear special made at added cost. their legs like dwarves are not as long as they should be, and their bodies are shaped similar to dwarves.

Slow (-1): itty bitty legs make for hard times keeping up with the land strider's and long shanks of the world. -2pace, d4 running die.

small (-1): they suffer from a -1 toughness.

added spells not found in core book.


Becalm
Rank: Novice
Power Points: Special
Range: Sight
Duration: 10 minutes (1/10 min)
Trappings: A gesture of arms
Becalm affects a single sailed-ship of any size, halving its Top Speed and Acceleration for the duration. A ship may be affected by multiple castings of this spell, though neither Top Speed
nor Acceleration may ever be reduced below 1. Becalm also adds +2 to a ship’s Boating totals in a storm, whether magical or natural. The cost in Power Points is equal to one fifth of the vessel’s
base Toughness (ignore Armor). A ship with a base Toughness of 16, for example, costs 3 Power Points to becalm. The spell can also be cast on an individual (1 point for Medium size or lower, 2
for Large, and 4 for Huge) who counts any water they are in as calm

Settle Storm
Rank: Heroic
Power Points: 10
Range: 5 Leagues squared (1 square)
Duration: Instant
Trappings: A gesture of arms.
Air and water mages who have learned this advanced incantation become quite famous among the sailors of The land of the South winds, for they can quell even the world’s most violent storms.
To cast the spell, the weather wizard must stand in or near the sea (the deck of a ship is acceptable) and make a Spellcasting roll at –4. If the mage concentrates, taking no other actions,
he can reduce the –4 penalty by 1 point each additional round, for a maximum of 4 rounds. If the mage is Shaken or takes damage during this time, he must make a successful Smarts roll
or he loses the spell. If successful, the storm is quelled. On a raise, the cost to maintain settle storm is reduced to 5 per hour.

Storm
Rank: Seasoned
Power Points: 8
Range: 5 Leagues squared (1 square)
Duration: 2d6 hours
Trappings: A gesture of arms and a gathering of clouds.
Storm summons up a small but powerful squall that can lose pursuing ships, and cause vessels to become lost or perhaps even sink. The effects of the storm are listed under Hazards in the Game Master’s section (p. 101). On a success, the mage draws one card, and with a raise another card for the storm’s severity. The mage and any ship he’s on treat the storm as one severity level less (minimum as for a Joker). A becalmed ship in a storm adds +2 to its Boating totals.

Water Walk
Rank: Novice
Power Points: 1
Range: Touch
Duration: 1 minute (1/minute)
Trappings: The caster touches the soles of his or his allies’ feet or shoes.
Water wizards can walk upon the very surface of the water as if it were solid ground. Lakes, becalmed seas, and other calm waters may be traversed normally. Rough seas count as Difficult Ground as the target must run up and down waves. While under the effects of the spell, the target walks as if in a shallow puddle. He cannot go beneath the surface any more than he can go beneath the earth.
Additional Targets: The caster may affect up to five targets by spending a like amount of additional power points.

Zephyr
Rank: Novice
Power Points: 5
Range: Smarts x 2
Duration: 1 round (0/round)
Trappings: The mage stands behind the sails, arms outraised and gently blowing a puff of air that becomes a strong and constant wind.
This is the spell wind mages are most commonly asked to perform. It gently pushes ships along even in a dead calm, and can also improve top speed in normal winds or during deadly combat.
Used for daily travel, the ship automatically increases its Travel Speed by one, or two with a raise. It can also be used to cancel the spell becalm. In combat, zephyr improves a vessel’s current
Handling by +1 its Acceleration and Top Speed by 25%. That means a becalmed ship (whose Acceleration and Top Speed are halved), is effectively still down 25%. It may be cast multiple times, though base Acceleration and Top Speed may never be more than doubled.
Turtle
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Re: turtle

Post by Turtle »

Equipment:

Adventure Survival Armor(TW) +4 armor, 10 lbs, +2 vigor checks

NG-33 Laser Pistol, 15/30/60 2d4+1, ap2, 20 shots, Rof1, 4lbs, semi-auto.

NG-S2 Survival Pack,

The Magic Staff Faldimus: Str +1d6, +1 parry, reach1, magic, 10pp(regens as caster), +1 to all casting rolls, contains spells healing, Speak Language. does MD if 2PPE are used.
Last edited by Turtle on Wed Apr 05, 2017 7:00 pm, edited 1 time in total.
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Re: turtle

Post by Turtle »

spells chosen:

shifter: Telekinesis, elemental manipulation, Bolt, Armor. summon ally, drain power points.
heroes journey: Banish.
Staff: Speak language, healing.
Last edited by Turtle on Wed Apr 05, 2017 6:53 pm, edited 1 time in total.
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Pender Lumkiss
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Re: turtle

Post by Pender Lumkiss »

Hey Turtle,

Welcome to the forums. I love the concept and race reminds me of some small dwarves that traded a magic egg for a war wagon recently in a certain roll20 savage rifts game. Mostly we are reviewing your custom race as it needs approval. You did a great job coming up with the basic nessesities that all dwarvlings should have. I have some notes and just need to pull them together for discussion with you. The jist of it surrounds the natural power abilities. The Fennodi race from the tomorrow legion give a great example of how to treat a race with multiple natural spell like abilities. Combine it with the energy control "wind" edge from the tomorrow legion and you truly can have that lord of wind aspect. Anyway glad you joined, and like I said the concept sounds super fun. I'll post a full racial write up for further discussion.
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Re: turtle

Post by Pender Lumkiss »

Racial template proposal for dwarvling ( VV, Sayeen, Turtle, Collaboration, )

Infernal and pixie heritage: low light vision(+1)

Sky Lords dominion: Environmental resistance(+1): Electrical. +4 to resist electrical effects, also counts as armor.

Lords of Wind:
-Magically inclined(+2): Dwarvling begin with the Arcane Background (magic)Edge, and start with the following three powers: telekinesis, elemental manipulation, and either fly or bolt(usually these powers have either a wind or electrical trapping) ( turtles choice on fly or bolt but once chosen it is locked in for the race for all time on the boards). If a dwarvling chooses an Iconic Framework providing Arcane Background (magic or weird science/TW), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework). The Dwarvling gains one additional power to his starting total (e.g., a dwarvling Shifter starts with four powers, a Layline walker with six) Note: This ab qualifies the character for the energy control edge ( For our purposes here it meets the Master power edge requirement. Similar to how the cyberknights ab psionics qualifies them for the champion edge and holy warrior edge, or the MARS PSI-operator AB psionics substitutes for the weird science AB).
[This is probably the biggest departure from your initial racial write up. But the Fennodi provide a great example of how to take a race with natural magical abilities and bring it into savage rifts.]
-energy control edge for wind energy (+2). It uses the telekinesis from the AB: Magic.

Shape of a dwarf skin of a lizard:
-Limited metamorphosis (+2)- any dwarvish size and shape. Gear and clothes do not change only facial and some body type aspects. Standard action. [ Mechanically I was thinking this could act a bit like the woodman edge, but with different skill bonuses. +2 to persuasion, +2 taunt, +2 to stealth when trying to disguise oneself]
-Lizard shape: aquatic (+2) [assumed when using aquatic you look like a 3ft lizard, Seems like it would best represent its palladium abilities and also have the benefit of being complete and neat.]

Total: +10

Hindrances:
Cyber Resistant (-1), due to their magical nature theur body rejects all cybernetics or bio comp devices, cant be borg, crazy, or juicer IF.

Distinctive D-bee (-2) though capable of shapechanging, they can never take a tall or human form, and remain Dwarf(d-bee) or extremely large Lizard (3ft is a big lizard). -4 when dealing with coalition or d-bee haters.

Non standard Size(-1) they need to have special chairs to sit at the big person's table like a small child, and must also get their gear special made at added cost. their legs like dwarves are not as long as they should be, and their bodies are shaped similar to dwarves.

Slow (-1): itty bitty legs make for hard times keeping up with the land strider's and long shanks of the world. -2pace, d4 running die.

Bad rep(-1): If true nature is known most people tend to shy away from them as they are known to be evil little shape changers.

Greedy fashionistas(-1): Essentially the greed (minor) hindrance but with a fashion and a desire for bling trapping.

Small(-1): -1 toughness

Total: -8

Net: 10-8=+2

So Mr. Turtle what do you think of the above proposal? Mostly it is the same with the exception of the how the natural abilities are treated. Anyway really fun character let us know what you think. If you need to choose different tables for your HJ rolls, that is fine, you can reroll any that do not fit.
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Re: turtle

Post by Turtle »

Looks good to me.
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Re: turtle

Post by Pender Lumkiss »

Ok so you just need to choose either fly or bolt for the magically inclined racial ab. Update your powers to reflect this, and let us know if you want to redo any rolls based on the changes. Once done have you thought about a group to join? I believe the 3rd set team is just starting up so it would make sense to go there. I wish I had room in the group I am running,the 13, but we are full up at 8. It would have been nice to GM for you and pay you back in a small way for the last 2 decades of running games for me.
Let us know when you are done making any changes and post that the character is ready for review.
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Re: turtle

Post by Turtle »

ready 4 review
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Re: turtle

Post by Corrigon »

you need to add a background and add in the racial features into your main sheet
GM bennies 6/8
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Re: turtle

Post by High Command »

We provide a character sheet template in either text or google sheet form - please use it. It's there for consistency. Just add them as replies and one of us will clean things up.
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Re: turtle

Post by Turtle »

Background:


Turtle's first memories were of a ship, later he would find out he was in fact born on one. His mother raised him amidst the sailing community of the Lands of the Southern Seas in the palladium Fantasy world. He had a massive exposure to other races but knew even before he could shape shift that he didnt belong. In his youth he needed to se his mother do some Unsavory things to keep them fed, and was constantly surrounded by rough men and criminals, her last man, not his father, but a lover, was also a disposed noble from the Eastern Empire. Turtle Decided to leave at a young age, his youthfull mind couldent take seeing the dark end he knew this new lover would take his mother down, and frankly the man scared him, in the guy was the true face of evil, and his mother would NOT see it no matter how eloquent an argument he made or what facts he brought forth.
His First ship he served upon was named the The Typhoon's Tear, it was staffed mainly by displaced or down on their fortune dwarves, he fit right in. He often had to fend for himself growing up with his mother, so the comradeship of a ships crew and working as a team was not easy for him, but the ships captain beat those skills into him, and anyone else who stepped aboard the vessel. Turtle had meny adventures with the dwarves of that ship and discovered a nobility in their race he fell in love with, though he never fealt he was one of the, they made him feel like he belonged. In his early days he went by his birth name, a name his mother had chosen from a dwarven merchant she fancied at the time she had him, but she never told him WHO his real father was or where he went. As he adventured with the Dwarvs a afternoon of coastal shellfishing reviled his unusual ability to hold his breath for inhuman amounts of time, he had lost track of time gathering from the bottom of the cove, and returned to find his shipmates frantically looking for his body, he had been underwater for well over 10 minutes. The Dwarves had mixed feelings about this miracle, it ended him in the captains room explaining himself, he came forth to the captain and reviled what he really was, and spent the next year working under scrutiny as he attempted to earn back their trust and show he was no danger. The Event earned him the Name Turtle from a crewman, who claimed this shelled creature was the only non-fish sea dweller that could hold its breath for as long. Turtle identified more with the nick name than the one his mother gave him, and began calling himself turtle from that point forward.
Turtle chose to use his powers over wind as subtle as possible to aid the ship and crew, constantly he volunteered to post in the crows nest during storms, and eventually re-earned the crews trust, but it was all for naught, as the ship soon after befell a powerful storm, one un-natural and devastating deep at sea. The Ship, and its crew were swallowed by a Mystical Storm never to be seen on Palladium again, rifted off the shores of America on earth, a great ruined city on the shore was where the broken ship came to its end, and the creatures and horrors that crawled out of that city was how half the survivors met their ends. Turtle knew things had changed, his powers swelled in this odd alien land, his natural powers, their potential gown to a new level he could hardly believe. His new strength was not enough however to preserve the lat of his friends from even more terrible things that came for them further down the coast, this time from the sea itself. Horible monsters on floating platforms and in shiny metal bodies who held power unlike any he had seen, they captured all but turtle and took them alive back into the sea, to a place he would later learn the name of, Atlantis.
Turtle had fought hard to save his crew but in the end the minions of Atlantis were just to powerful and nigh invulnerable. Turtles ability to become a lizard and stay submerged deep in the ocean was his only salvation, the blind women whom perused him lost him briefly in the tide pool, then found only a lizard sunning itself on a rock, no trace of the dwarf. Turtle spent weeks wandering the coasts of America, in his lizard form, thinking, morning the loss of his friends, the only family he had known, there were dark days he considered staying a lizard till his death, not desiring to return to a place where he would care for others again.
He eventually found civilization again, and did what it takes to learn and survive, in his dark mood falling in with the wrong kinds much like his mother, he got mixed up with the Black MArket, his natural powers and talent for arcane leading him to the quick path of power, and the arts of mastering the power of the massive magic in this world as a Shifter. He worked as a black Market Shifter for a time, until one day he heard of the tragedy of Tolkien, and his work brought him close to the refugees and cyber knights helping them, and he had a moment of clairity. He realized he was traveling down the same roads his mother had, and seeing the nobility in the cyberknight he met assisting the refugees reminded him alot of the men of the Typhoon's Tear. Turtle Decided it was time to stop running from their memory, and himself, and on a whim he concluded his Black Market Contract, delivered as promised, looked around at the criminals and monsters he was surrounded by, and shifted form again, became a dwarf refugee, and joined the pilgrimage to castle Refuge.
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Re: turtle

Post by Pender Lumkiss »

Lookong good,Turtle. I think you need to adjust your himdrences, curious is a major. Also need to adjust your spells also I believe.
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Re: turtle

Post by Corrigon »

maybe drop vengeful to minor
GM bennies 6/8
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Re: turtle

Post by Venatus Vinco »

Hello,

I had fun working with Pender to come up with the details of this race and look forward to the character being in play.

Once the details are worked out please clean up the formatting using the appropriate templates from the Character Creation thread.

VV
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Re: turtle

Post by Turtle »

it was a neat character, im tottaly glad to have had this experiance, but after some careful consideration and research I have decided im gonna stick with roll20 gaming, im not a very good writer and play by post seems a bit much for me. thanks for your encouragement and patience, good luck and good gaming.
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Re: turtle

Post by Venatus Vinco »

Turtle,

No worries. Enjoy roll20, and you're welcome back here anytime.

I'll move this character to 'Fallen Heroes' in case we ever need to dust it off.

VV
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