Norona Re-Imagined

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Norona Re-Imagined

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Half Elf
Mystic Summoner

HJ
Magic & Mysticism [dice:3dp0g6r2]55048:0[/dice:3dp0g6r2]
Enchanted Items [dice:3dp0g6r2]55048:1[/dice:3dp0g6r2]
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Re: Norona Re-Imagined

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Norona

Rank: Novice Advances: 0
Race: Half-Elf
Iconic Framework: Mystic
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 6; Strain: 0

Skills:
  • Athletics d6
  • Common Knowledge d4
  • Notice d8
  • Persuasion d6
  • Stealth d6
  • Psionics d8
  • Faith d8
  • Piloting d4
  • Fighting d4
  • Shooting d4
  • Occult d6
  • Survival d8
Hindrances
  • Heroic (Major): Always helps those in need.
  • Quirk (Minor): Vegetarian, out of respect for creation
  • Driven (Minor): Seeks to return to his homeworld
  • Vow (Major): Serve the Ascended
Edges
  • Woodsman (Race): +2 Survival and Stealth in the wilderness
  • Arcane Background (Miracles): 3 Powers, 10 PPE
  • Master of Magic: Mega Modifiers
  • Power Points: +5 PPE
  • Arcane Background (Psionics): 3 powers, 10 ISP
  • Alertness (IF): +2 Notice Rolls
  • Danger Sense (IF): Notice +2 to detect ambush and similar events
  • Beast Master (Hind): Animals like your hero and he has a pet of some sort. See text.
Iconic Abilities
  • Cosmic Confluence: Can exchange PPE/ISP
  • Expanded Awareness: Use detect arcana as an Innate ability and can sense supernatural beings anywhere within line of sight with a Notice check. +2 to sense supernaturally evil energies and beings
  • Spiritual Channel: Use divination for no power point cost.
  • Arcane Duality: Power edges can only apply to one AB. Must be taken separately.
  • Cybernetics: -1 to Faith and Psionics for each point of Strain
  • Enemies: Coalition and Federation of Magic
  • Higher Standard: Extra Hindrance
Racial Abilities
  • Nimble: +1 Parry (1)
  • Distinctive D-Bee: -1 Persuasion when dealing with certain groups (-1)
  • Adaptable: Free Novice Edge (2)
  • Low Light Vision: Ignores penalties for Dim or Dark illumination (but not Pitch Darkness) (1)
  • Weakness (Cold Iron): +4 Damage from Cold Iron weapons and -4 to resist cold iron effects. (-1)
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Re: Norona Re-Imagined

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Powers

Faith
Creator’s Voice (Beast Friend)
  • Rank: Novice
  • Power Points: Special
  • Range: Smarts
  • Duration: 10 minutes
  • Trappings: The caster concentrates and gestures with his hands.
This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.

Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders. Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.

Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.

Modifiers
  • Mind Rider (+1): The caster can communicate and sense through any of the beasts he’s befriended.
  • BESTIARIUM (+1): The caster may now affect magical and mythical beasts; such creatures must still have only animal intelligence to be influenced.
  • DEEPER BOND (+1): The base Duration increases to 30 minutes.
Spirit Help (Summon Ally)
  • Rank: Novice
  • Power Points: 2+
  • Range: Smarts
  • Duration: 5
  • Trappings: Call on celestial beings to offer aide.
This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well.

The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.

The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.

* Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary.

Modifiers
  • BITE/CLAW (+1): The ally can bite or claw at Str+d6.
  • FLIGHT (+2): The ally can fly at Pace 12.
  • MIND RIDER (+1): The caster can communicate and sense through the ally.
  • FORCE MULTIPLICATION (Varies): An additional ally of the same or lesser type may be summoned at the same time for half the Power Points cost of the original summons (rounded up).
Spirit Animal (Shape Change)

[*]EXTENDED CHANGE (+1): The power’s Duration is measured in minutes instead of rounds.
[*]GREATER SHAPE CHANGE (+2): The caster can take on the form of any type creature: humans, humanoids, and even magical monsters and beings. Only natural, inherent abilities to the form are gained, not anything derived from technology or training.
Creator’s Will (Elemental Manipulation)

[*]ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power's Duration, suffering a –1 penalty on all Trait rolls, or –2 with a raise.
[*]EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster's opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
[*]ONE WITH THE ELEMENTS (+1): The power’s duration is measured in minutes instead of rounds.
P.P.E. 15/15

Psionics
Bio-Regeneration (Healing)
Heart to Heart (Speak Language)
Summon Inner Strength (Relief)
I.S.P. 10/10
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Re: Norona Re-Imagined

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Background
An alien sun
Warm but forever cold
Never to shine on
Everwall’s breadth
Or southern seas


The Storm Forest of Shaintair is known for its weather, but never a storm like the one that separated the druidic acolyte Norona from his family forever. The three moons, Unidar, Diadar, and Lianar were at the peek of their fullness bringing deep magic to the land and with it, a magic fueled storm. The trees bent and nearly broke as tendrils of blue energy arced across the night sky. Norona and his family huddled in their hut, sheltering from the storm when one of the tendrils struck them. Mother and father faded from sight. Sister and brother torn from each other.

When he awoke, alone, the next morning Norona was in an unfamiliar forest with trees and creatures like nothing he had seen in his highland home. Yet, he also felt a strong connection to the land. He quickly learned to survive in this savage wilderness, drawing on the strange elemental powers of this new land. He set himself to study and learn, to find a way back to his home, to his family.

With no family of his own, Norona found comfort in the creatures of the earth often preferring their company to those of the more settled human communities. Nonetheless, his searching took him across the continent to seek counsel from scholars in Lazlo, Kingsdale, even the Federation of Magic. Yet, none offered a glimpse of home.

Settled in his lot Norona set himself to make his new home a better place. During his travels he helped as many people as he could, making contacts throughout the Domain of Man. This desire to help is what eventually drew him to the Tomorrow Legion.
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Re: Norona Re-Imagined

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Gear
  • NG-S2 Survival Pack
  • Adventure Survival Light Armor
  • Everwood Staff (10 PPE, +1 Faith, Str+d6, Reach 1, Parry +1, two-handed, 2 PPE for MD)
  • Wilk’s 320 “Classic” Laser Pistol with 2 e-clips
Credits: [dice:3h931ygy]55052:0[/dice:3h931ygy] Universal Credits, and [dice:3h931ygy]55052:1[/dice:3h931ygy] credits worth of gear or valuables
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Re: Norona Re-Imagined

Post by Venatus Vinco »

Advances
Iconic Framework: Mystic

Hero’s Journey
  • Magic & Mysticism 10 - Knows one power of any Rank from her own list or one Novice power normally unavailable
  • Enchanted Items 1 - 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's), grants a +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
Advances
  • Initial Advances: (From Hindrances): Beast Master, +1 Spirit
  • Adaptable: Woodsman
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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