Torphus, Arachnoid Shifter

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
Post Reply
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Torphus, Arachnoid Shifter

Post by Snake Eyes »

Negative Racial Characteristics
Total: -12
Bad Reputation (2): Arachnoids are renowned for toying with their food while it's still alive. They have no compunctions about eating sentient creatures.
Cyber Resistant (1): Arachnoids' bodies reject cybernetics, juicer rigs, and M.O.M. implants.
D-Bee (2): Arachnoids are decidedly inhuman-looking.
Non-Standard Build (2): So many arms make fitting armor and standard equipment nearly impossible. Gear must be customized for the race.
Inhuman Physiology (3): There is nothing human about Arachnoid physiology. Penalties for Healing skill rolls are at -4, and compatible medical supplies cost 4x the price.
Hindrance (Major), Bloodthirsty (2): Arachnoids earned their bad reputation. Arachnoids love taking prisoners alive, then feasting on them over the course of days as they remain wrapped in webs.
Positive Racial Characteristics
Total: 14
Additional Action (3): All those arms mean more action. Ignore 2 points of MAP penalties each turn.
Bite (1): Arachnoids' mandibles do Str + d4 damage, and are the method by which their poison is transmitted.
Burrowing (1): Arachnoids are able to Burrow into loose earth, moving at half Pace (cannot run). They may make an opposed Stealth vs. Notice roll. Success adds +2 to attack and damage rolls that round, or +4 with a raise (has The Drop).
Immunity to Poison & Disease (2): Arachnoid physiology eliminates the effectiveness of all poisons & diseases.
Infravision (1): Arachnoids see heat. 1/2 Illumination penalties when attacking warm targets (including invisible creatures).
Poison Bite (3): With a successful Bite attack, the victim must roll Vigor or be Paralyzed for 2d6 minutes. Duration doubles with a Critical Failure to resist.
Racial Power - Entangle (2): Arachnoids are able to fire a web at their enemy, using Athletics as a Ranged Grapple attack.
Wall Walker (1): Arachnoids are able to move at normal Pace on vertical surfaces, and inverted surfaces at half Pace.
Heroes' Journey: Magic & Mysticism - Auto-Raise (Summon Ally)
Heroes' Journey: Magic & Mysticism - Auto-Raise (Drain PP)
Bonus HJ: Education - +3 Sm related skills
Bonus HJ: Magic & Mysticism - New Powers (Puppet, Protection)
Bonus HJ: Magic & Mysticism - Auto-Raise (Puppet)
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Torphus, Arachnoid Shifter

Post by Snake Eyes »

Character Name Torphus
Rank: Seasoned Advances Left: 0
Race: Arachnoid
Iconic Framework: Shifter
Attributes: Agility d6 (1), Smarts d10 (3), Spirit d8 (1+1 adv), Strength d4, Vigor d4
Pace: 6; Parry: 5; Toughness: 15 (8); Corruption: 0
Skills:
  • Athletics d6 (1)
  • Common Knowledge d6 (1)
  • Notice d8 (1+1 HJ)
  • Persuasion d6 (+1 adv)
  • Stealth d6 (+1 adv)
  • Occult d10 (IF+1 HJ+1)
  • Spellcasting d10 (IF+1 HJ+1)
  • Fighting d6 (2)
  • Riding d6 (2)
  • Shooting d6 (2)
  • Intimidation d6 (2)
  • Stealth d6 (2)
Hindrances
  • Bloodthirsty (Major - Racial): Arachnoids enjoy torturing their captives as they eat them alive. Torphus is no exception.
  • Vengeful (Major): Torphus has a long memory and a great, aching hunger for the flesh of those who have wronged him.
  • Wanted (Minor): Torphus is wanted in connection with the disappearances of numerous individuals across several dimensions. As it turns out, most of those who disappeared were either wanted criminals themselves, or the destitute / homeless, so that not much of a fuss is raised over their disappearance. Torphus is hungry, not stupid. Still, family or overzealous law enforcement may try to track him down for his appetite.
  • Driven (Minor): Torphus considers himself an accomplished bounty hunter, and lives for the thrill of the hunt. He favors difficult prey, and prefers when the contract says “Dead or Alive.”
Racial Abilities - See Above Post

Edges and Iconic Abilities
  • Master of Magic: Grants access to the Mega power modifiers for all known powers.
  • Rapid Recharge: Recharges 10 PPE / hour of rest.
  • AB: Magic: Uses Magic.
  • Bind the Summoned: A Shifter can bind summoned beings to his service for an extended period of time.
  • Communication Rift: Shifters can open micro-Rifts just large enough to send and receive spoken messages. Cost is 15 PPE near a ley line or nexus point, and 50 PPE away from a place of power.
  • Dimension Sense: With a successful Spellcasting roll, the Shifter may determine a wealth of information about a dimension he is in or views through a Rift.
  • Dimensional Teleport Home: Once per day and for 25 PPE, a Shifter can teleport himself home regardless of distance. Only the Shifter, his gear, and a possible familiar are moved this way.
  • Expanded Awareness: Shifters Detect Arcana as an Innate Ability with reduced PP cost from Range (Self) and Aspect limitations. With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional energies per the Presence Sense modifier.
  • Ley Line Phasing: Shifters may teleport along ley lines by concentrating for a full round. This ability forces a Vigor check, with failure inflicting a level of fatigue. Each subsequent use imposes a cumulative -2 penalty to the Vigor check until the Shifter has a full night’s rest.
  • Ley Line Gate: Shifters may carry up to their Smarts die in passengers when phasing to other locations on a ley line. Carrying even 1 extra passenger imposes a -2 penalty to the Vigor check vs. Fatigue.
  • Ley Line Magic Mastery: Shifters add 2 dice to their pool when rolling for available PPE.
  • Psychotically Brave: Shifters are progressively jaded to the supernatural. +1 to Fear checks and -1 to Fear Table results per rank of the Shifter. (-2)
  • Sense Rifts: Shifters can sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Shifters can sense Rifts anywhere along the length of the line.
  • Shift Reality: Shifters get a free reroll (no crit fails) on Spellcasting rolls for: Banish, Boost/Lower, Drain PP, Illusion, Intangibility, Invisibility, Light/Darkness, Sloth/Speed, Sound/Silence, Summon Ally, Teleport and +4 to open, close, or manipulate Rifts and Dimensional Portals.
  • Diabolist: The Shifter specializes in summoning demonic allies.
  • Power Points (x2): Add 5 PPE to total. (Taken twice.)
  • Elementalist: The hero specializes in summoning elemental allies. When using summon ally the hero may use the Elemental Ally chart instead. With a Crit Fail, the creature roams our plane until destroyed or banished; roll Reaction Table to determine initial attitude.
  • Shift The Arcane: The Shifter may shift the course of certain arcane abilities, at anytime, as if on Hold, as a free action against the same powers of the Shift Reality ability, or any power with a celestial, cosmic, temporal, or similarly ethereal Trapping. The edge must be used as the power is being activated. The Shifter spends half the power point cost of the power to be shifted, and makes an opposed roll of arcane skills vs. the caster (with a possible reroll from Shift Reality.) On a success, the Shifter activates the power as if he were the caster, changing targets and other details. On a raise, the original caster is Distracted.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Torphus, Arachnoid Shifter

Post by Snake Eyes »

Powers
Arcane Background: Magic
PPE/ISP: 25 - Recovery: 10 / hour

Expulsion [Banish] (3) [Veteran]
  • Range: Smarts
  • Duration: Instant
  • Trapping: A pinhole rift to a dimension of darkness opens, drawing the targeted creature(s) in.
  • Effect: Banish sends entities from other planes back to their native dimensions. Banish is an opposed roll of caster's Spellcasting vs. target's Spirit. Success = Shaken, and each Raise causes a Wound. If Incapacitated, the target returns to its native plane.
  • Modifiers: [Banish the Horde](2/4/6) SBT/MBT/LBT

Soul Siphon [Drain Power Points] (2) [Veteran]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Tongues of visible, dark magical energy lash out at the target, latch on and drain the target.
  • Effect: Drains arcane energy from the target. Opposed Spellcasting vs. Spirit roll. Spellcasting at -2 if the target is a different background. Success drains 1d6 Power Points (does not Ace). With a Raise, the points are added to the caster.
  • Modifiers: [PPE Thief](2) drains 2d6 Power Points on a success

The Spider's Call [Summon Ally] (2+) [Novice]
  • Range: Smarts
  • Duration: Duration
  • Trapping: A pinhole rift opens, spewing out the chosen ally or allies.
  • Effect: Summons an ally. The ally acts on its creator's Action Card.
  • 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 Multiplier](varies)Additional allies of the same type may be summoned at the same time for half PP cost (rounded up).

Recluse's Relocation [Teleport] (2) [Seasoned]
  • Range: Smarts
  • Duration: Instant
  • Trapping: A pinhole rift opens both in the location of the teleporter and the destination.
  • Effect: Allows a character to disappear and instantly reappear 12" distant, or 24" with a Raise. Teleporting to an unseen location incurs a -2 penalty on the Spellcasting roll. Opponents adjacent to a teleporting character do not get a free attack.
  • Modifiers: [Additional Recipients](1/per)affects more than 1 target for 1 PP each; [Teleport Foe](2)Foes may be targeted by a Touch attack. The cast is the 2nd part of a 2 part action, incurring MAP. Foe resists with Spirit. Foes may not be teleported into solid objects.; [Greater Teleport](2)Distance teleported is 25", 50" with a Raise.

Arcane Amplification / Draining Touch [Boost/Lower Trait] (2) [Novice]
  • Range: Smarts
  • Duration: Boost: 5 / Lower: Instant
  • Trapping: Dark magical energy infuses into the target.
  • Effect: Boosts or Lowers a target's chosen Attribute or Skill. Boost: Increases the Trait by 1 die type on success, 2 on a Raise. Lower: Reduces the Trait by 1 die type on a success, 2 on a Raise. Target of Lower Trait gets free Spirit roll to shake off the effects at the end of their following turns. Successful resist reduces the effect by 1 die type, Raise eliminates it completely.
  • Modifiers: [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target; [Strong](1) Lower only, Spirit roll to shake off is made at -2; [Greater Boost/Lower](2)Success for Boost, target Trait gains a free reroll once per round, or once per Action with a Raise. Lower Trait applies -2 penalty to the rolls.
Arachnid's Evasion [Deflection] (3) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: A cloud of dark magical force surrounds the target, redirecting incoming attacks.
  • Effect: Deflection misdirects incoming melee and missile attacks. Success is -2 to all attacks, Raise is -4.
  • Modifiers: [Additional Recipients](1/per target); [Greater Deflection](3) Penalty is -4, -6 on a Raise
Spider's Ruse [Illusion] (3) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: None
  • Effect: Creates a visual scene or replica, but is silent, intangible, and cannot affect the world. Those who contact or doubt an illusion make Smarts roll (at -2 if cast with a Raise). If successful, the individual is no longer subject to the casting. GM makes group rolls for Extras who point out the illusion's inconsistencies. The volume of the illusion must fit within an MBT.
  • Modifiers: [Sound](1) generates appropriate sound for the illusion; [Strong](2) rolls to disbelieve are made at -2, -4 with a Raise; [Deadly Illusion](3) the illusion may attack or otherwise cause harm. Once per turn (including the turn it's cast) the caster may use a free action to "attack" an individual. Opposed roll of Spellcasting vs. target's Smarts (at -2 if activated with a Raise). The caster may attack additional foes as actions. If the caster wins, the foe is Shaken (cannot Incapacitate). With a raise, the target suffers a Wound (can Incapacitate); [Greater Illusion](1)area of effect becomes LBT, and duration is measured in minutes; [Mobility](1/2)Illusion moves at pace 12 for 1, or 24 for 2 PPE; [Reach](1/2)the illusion can stretch or reach beyond the normal diameter, 1 PPE for 12", 2 PPE for 24";
The Spider's Strings [Puppet] (3) [Veteran]
  • Range: Smarts
  • Duration: 5
  • Trapping: None
  • Effect: Opposed Spellcasting roll vs. target's Spirit. On success, the victim obeys commands that don't directly harm himself or those he cares about. On a Raise, the target is completely controlled, but gets automatic Spirit roll as free action to avoid direct harm to himself or those he cares about. With a success, the puppet ignores that particular command to harm himself or those he cares about, but does not break out of control. On a Raise, the target breaks control and the spell is ended.
  • Modifiers: [Additional Recipients](2)may affect others at the cost of 2 PP each; [Mind Control](3)Spirit rolls to resist commands are -2, or -4 with a Raise. Mind Link extends control to any distance, even out of sight.
Spider's Shield [Protection] (1) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: A mass of dark magical force coalesces and solidifies on the target.
  • Effect: Protection creates a field of energy or armor around a character, giving points of Armor, or 4 points on a Raise. Protection stacks with all other armor, and is negated by AP as usual.
  • Modifiers: [Additional Recipients](1/per)may affect additional targets at 1 PP each; [More Armor](1)success grants 4 points of Armor, 6 with a Raise; [Toughness](1)provides Toughness instead of armor and is not affected by AP; [Greater Protection](3)provides 6 points of MDC armor, 8 with a Raise, which stacks with all other armor. May be combined with Toughness modifier but not More Armor.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Torphus, Arachnoid Shifter

Post by Snake Eyes »

Arachnoids are hunters and killers, for joy and for sustenance. Torphus, from a young age, showed phenomenal talent for manipulating the energy webs (ley lines) that crisscrossed his world, often pulling in creatures to hunt just to test himself. His hunger for new delicacies / victims drove him to a multitude of worlds, where his appetites caused problems among the "civilized." Having eaten a variety of examples of what would be considered the dregs of society on myriad worlds, he may or may not have captured and eaten a few notable members of whatever might pass for nobility on a few assorted worlds. He found himself pursued, for a time, by law enforcement from some of these worlds for his tastes.
Having found Center, a fine place to disappear, he has taken up a career in bounty hunting, an excellent cover and excuse to eat new creatures.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Torphus, Arachnoid Shifter

Post by Snake Eyes »

Gear
NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes

Adventure Survival Light Armor (TW)
• Armor: +4 Toughness: +1
• Weight: 5 lbs
• Rarity: -1; Cost: 10,500
• Notes: +2 vs. all Hazards

Wilk’s 320 Laser Pistol
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

Two E-clips or magazines for each weapon

TW Shock Pistol
• Range: 10/20/40
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 10
• Weight: 2 lbs. (Min Str: d4)
• Notes: Targets hit must make a Vigor roll at -2 (-4 with a Raise) or be Stunned; -2 to Notice when the pistol is concealed.
• Rarity: -3 Cost: 52,000

NE-C20 Camouflage Variable EBA
• Armor: +6 Toughness: +2
• Weight: 13 lbs
• Rarity: -5; Cost: 100,000
• Notes: +2 to Stealth; EBA

Bandit IP-10 Ion Pistol
• Range: 10/20/40
• Dmg: 1-3d8, AP: 0
• ROF: 1
• Shots: 10
• Weight: 3 lbs. (Min Str: d4)
• Notes: +1 Shooting, Wide Spread
• Rarity: -1 Cost: 12,000

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Auracles of Spineas (Patron Item) (Bronze, SWADE)
Image
Very Rare Enchanted Spectacles
Magic Features:
• These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
• Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
• Weight: 1 lb.
• These spectacles are customized to fit over all of Torphus' eyes.


Credits: [dice:35sgpeqc]62937:0[/dice:35sgpeqc] X 100 = 1000
Gear: [dice:35sgpeqc]62937:1[/dice:35sgpeqc] x 500 = 4000
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Torphus, Arachnoid Shifter

Post by Snake Eyes »

ADVANCES


Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • Initial Advances: (Bonus from Hindrances): Diabolist, Elementalist
  • Edge(s) granted by Racial Features: Entangle (Web - Ranged Grapple), Wall Walker
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: +1 Spirit
  • Novice 3 Advance: +1 Persuasion, +1 Stealth
  • Seasoned 1 Advance: New Powers (Deflection, Illusion)
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: Shift Arcane
  • Seasoned 4 Advance: +1 Spirit
  • Veteran 1 Advance: Improved RR or PP edge
  • Veteran 2 Advance: Attribute
  • Veteran 3 Advance: Skills
  • Veteran 4 Advance: New Powers
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Red Advances are planned future acquisitions
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Spider Shifter

Post by Snake Eyes »

arachnoid avatar.jpg
arachnoid avatar.jpg (7.33 KiB) Viewed 5012 times
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Torphus, Arachnoid Shifter

Post by Snake Eyes »

Bound Summons:
Alu - "Algazog"
Ag d10, Sm d6, Sp d8, St d12+4, Vg d10; Pace: 10; Parry: 7; Toughness: 21 (6)
Fighting: d10; Athletics d10; Intimidation d6; Notice d8; Shooting d6; Stealth d8; Survival d10
Edges: Assassin, Brawny, Bruiser, Fleet-Footed, Frenzy, Woodsman
Bite/Claws: Str+d8 MD AP 6
Fear: causes Fear check when first encountered
Infernal Vision: ignore illumination penalties, can see the invisible
Invisibility: innate ability used without roll (at base -4)
Slow Regen: may make a natural healing roll 1x per day, even if incapacitated
Weakness: Holy Weapons, Silver
Deevil - "Vegrath"
Ag d10, Sm d6, Sp d8, St d12+2, Vg d10; Pace: 10; Parry: 6; Toughness: 16 (5); PPE: 15
Fighting d8; Athletics d8; Intimidation d6; Notice d8; Persuasion d10; Shooting d6; Spellcasting d8; Stealth d10; Survival d8, Taunt d8, Thievery d10
Edges: Fleet-Footed, Thief
Powers: Bolt, Elemental Manipulation (fire only), Heal, Lower Trait (no boost, only curses)
Bite/Claw/Horn: Str+d6 MD, AP 4
Fear: causes Fear check when first encountered
Human Metamorphosis: As an action with Spellcasting roll, Deevils may take on the appearance of a normal-sized human indefinitely per the Disguise power
Infernal Form: Immune to heat, Cold, Disease, Poison
Invisibility: innate ability used without a roll (at base -4)
Low-Light Vision: ignore Dim and Dark Illumination penalties
Slow Regen: natural healing roll 1x per day (may be done as a free action in combat)
Weakness: Holy Weapons, Silver
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Spider Shifter

Post by Ndreare »

I noticed you have Staff listed on HJ rolls. My personal advice is never use an HJ roll for something you can buy with credits.

You should have a total of 5 HJ rolls as a shifter.
  • 2 for being a shifter
    3 bonus for campaign setting
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Post Reply

Return to “Supporting Cast”