Ulfbjorn Brandrson - Artifact Bearer

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Koshnek
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Ulfbjorn Brandrson - Artifact Bearer

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Character Sheet
Ulfbjorn Brandrson
Rank: Seasoned Advance: 4
Race: Human Artifact Bearer
Attributes: Agility d6-1, Smarts d6, Spirit d8, Strength d8-1, Vigor d12-1
Pace: 5 (d6-1); Parry: 12(3); Toughness: 10 (2)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Skills:
  • Athletics d8
  • Common Knowledge d6
  • Demons & Monsters d8
  • Fighting d12+2
  • Notice d6
  • Persuasion d6
  • Runecraft d8
  • Shooting d6+1 (-1 Slugs)
  • Stealth d6
Hindrances
  • All Thumbs (Minor): Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices.
    All Thumbs inflicts a −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a Repair roll and 1d6 hours.
  • Death Wish (Minor): Having a death wish doesn’t mean your adventurer is suicidal—he might just think his life is worth less than some noble but clearly deadly goal.
    Those with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything—and take any risk—to achieve it.
  • Elderly (Major): Your adventurer is getting on in years, but he’s not quite ready for the nursing home yet. His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1). He also suffers a −1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.
    On the plus side, the wisdom of his years grants the hero 5 extra skill points which may be used for any skills linked to Smarts.
  • The Partnership: An Artifact bearer is selected by an artifact as a partner in accomplishing its goals. If the Bearer does not assist in those goals, follow the nudges sent by the artifact and play well with the artifact he will find the artifact breaking its bond and abandoning him as it seeks out a new partner more inclined to its goals.
Edges and Iconic Abilities
  • AB Runecraft: Arcane Skill: Runecraft, 2 Powers, 10 PPE
  • Arcane Mastery (Protection): The character has mastered a single spell or talent to a level few achieve. When selecting this edge, the player chooses a single power that his character knows and, when activating the chosen power, the hero may ignore up to 2 points of casting penalties to his arcane skill roll (including penalties for distance on attack powers).
    Note: This edge may be taken multiple times, each time applying to a different trapping+power combination.
  • Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
  • Bonded Heirloom, Improved (x2): Luck, Great.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Luck, Great: +2 Bennies at the start of each session.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
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Re: Ulfbjorn Brandrson - Artifact Bearer

Post by Koshnek »

Powers
Arcane Background: Runecraft
PPE: 10 - Recovery: 5/hour

Runes of Warding [Arcane Protection] (1 PPE) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Intricately detailed runes of arcane warding etched into Ulfbjorn’s shield.
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
    Arcane protection stacks with Arcane Resistance should the recipient have both!
  • Limitations: Self (+1 Weird Science)
Runes of Protection [Protection] (1 PPE) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Intricately detailed runic tattoos of protection.
  • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
    Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
    Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
  • Limitation: Self (-1 PPE)
  • Modifiers
    • MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
    • HURRY (+1): A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2.
    • SHROUD (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
    • TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).

Fljúga [Bolt] (1 PPE) [Novice]
  • Range: 12” (Smarts x2)
  • Duration: Instant
  • Trapping: Ulfbjorn shouts “fljúga” as he throws the Hönd ór Týr. It flies forward, glowing with power, and strikes the enemy before reappearing in Ulfbjorn’s hand.
  • Effect: Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
    There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
    The damage of the bolt is 2d6, or 3d6 with a raise.
    Modifiers
    • DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
    • ARMOR PIERCING (+1-3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.
    • HEAVY WEAPON (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.
    • LINGERING DAMAGE (+2): The target is hit by fire, intense cold, acid, gnawing insects, or some other Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.
    • RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
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Re: Ulfbjorn Brandrson - Artifact Bearer

Post by Koshnek »

Background
Ulfbjorn’s father Brandr trained him in the old ways. Fighting, axe throwing, archery and many other martial skills were passed on to Ulfbjornson. He learned about all the monsters that went bump in the night, too. Ulfbjorn was also taught the secret runecraft passed down through their family’s lineage.

Ulfbjorn traveled to the Americas as a young man after inheriting his father's Duty. The urges of the Hönd ór Týr, the artifact of great power passed down in his family throughout history, made it clear to him that he was greatly needed in the land of the free. In the United States, he married and had a son, Thrand, whom he passed on all his knowledge much like Brandr had done for Ulfbjorn.

Thrand did not believe in the gods, nor the runes of power passed down through the family. The young man acknowledged the presence of power within the axe and the strength of his father’s runes, but he chose the path of the berserker instead. Two years after Dark Day, Thrand took up the axe and Ulfbjorn retired to a quiet cabin in the woods near Seattle.

Ulfbjorn recently learned of his son’s death and knows the axe will return to him in time, just like it did when his father died so long ago. With a heavy heart, one that believes he somehow failed his son, Ulfbjorn will take up Hönd ór Týr once more until death releases him from his duty or a worthy successor appears before him.

Before setting the axe down for the last time, however, Ulfbjorn is determined to avenge his son. If he survives his final quest, he will bring Týr’s justice to the darkness with a fury unseen in ages. The darkness will feel Ulfbjorn’s pain tenfold.
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Re: Ulfbjorn Brandrson - Artifact Bearer

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Gear (36/60)
Hönd ór Týr (Hand of Tyr, Battleaxe)
• Range: 3/6/12
• Dmg: 2d8+2, AP: 0
• Powers: Bolt
• Transformation: Once per turn as a Free Action, Hönd ór Týr can transform into a simple leather bracelet from which a small metal charm - Tyr’s runic symbol “ᛏ” - hangs.
• Weapon of War: Always counts as Holy or Magical to affect the vulnerabilities of the creatures of the Dark.
• Notes: Gain +2 die types to Fighting. Gain the Arcane Resistance and Luck, Great Edges. Hardness 24; Additional -2 to dispel.
• Weight: 4 lbs. (Min Str: d8)

Pump Action Shotgun
• Range: 12/24/48
• Shot Dmg: 1-3d6, AP: 0
• Slug Dmg: 2d10, AP: 0
• RoF: 1
• Shots: 6/6
• Red Dot Sight: +1 to Shooting at Short and Medium Range.
• Weight: 5 lbs. (Min Str: d8)
• Notes: When loaded with shot: +2 to shooting, but lose one damage die at Medium Range, two damage die at Long Range, and cannot be fired at Extreme Range. Innocent Bystanders are hit on a 1 or 2.
When loaded with slugs: 2d10 damage and no bonus to shooting, but may be fired at Extreme Range. Innocent Bystanders are also only hit on a 1 (instead of 1 or 2).
• Cost: 150

Ballistic Shield
• Parry +3; Cover -4
• Notes: Reduces damage from firearms by 4 when an attacker tries to shoot through it.
• Weight: 9 lbs (Min Str: d6)
• Cost: 250

Kevlar Helmet (Head)
• Armor: +4*
• Notes: Ballistic Protection - Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
Apply AP only to the item’s actual Armor value.
• Weight: 5 lbs (Min Str: d4)
• Cost: 80

Kevlar Vest (Torso)
• Armor: +2*
• Notes: Ballistic Protection - Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
Apply AP only to the item’s actual Armor value.
• Weight: 5 lbs (Min Str: d6)
• Cost: 200

Backpack
• Weight: 2
• Cost: 50

Medic Kit (5/5)
• Notes: Five uses, +1 to Healing skill rolls; $25 to refill.
•Weight: 4 lbs
•Cost: 100

Shotgun Shells (25; 1.5 lbs)
• Weight: 1.5 lbs/25
• Cost: $15/25

Shotgun Slugs (6; .36 lbs)
• Weight: 1.5 lbs/25
• Cost: $20/25

Starting Funds: 1000
1000 - 250 (Ballistic Shield) - 80 (Ballistic Helmet) - 200 (Kevlar Vest) - 150 (Pump Action Shotgun) - 150 (Red Dot Sight) - 100 Medic Kit - Backpack (50) - 25 Shotgun Shells (15) - 6 Shotgun Slugs (4.8 rounded up to 5) = 0

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Re: Ulfbjorn Brandrson - Artifact Bearer

Post by Koshnek »

Advances
Artifact Bearer
Some items of power are so powerful and self aware they are full partners with their bearers, or even in some cases in charge of the wielders they work with. Upon choosing a wielder the Artifact bond will grow quickly granting the Bearer access to a wider range of powers and abilities than the more common magic items found in the world. These artifacts are ancient weapons designed in times lost using arts forgotten and unknown. The power they bring and represent is enough to put an Artifact Bearer on par with the supernatural beings they defend the world against.
Artifact Bearers gain the following benefits:
  • Experienced Warriors: Artifact Bearers are selected from the best humanity has to offer and begin with d6 Vigor, Athletics d6, Fighting d6, and Shooting d6. This does not increase their maximum trait limits.
  • Fully Bonded Heirloom: The Artifact Bearer’s weapon provides 2 minor traits and 4 major traits of choice from the minor or major trait list respectively.
  • Human Champion: Artifact Bearers are humans and receive the free human edge.
  • Indestructible & Potent: The weapon is virtually indestructible with a base Hardness of 24. In addition attempts to dispel their magic is difficult suffering an additional -2 penalty. (0)
  • Infinite Potential: The Artifact Bearer may select Improved Bonded Heirloom any number of times each additional time gaining a Minor or Major Trait. (This option may even be used multiple times within the same rank.)
  • Transformation: The artifact can change form into a simple item of a more subtle nature chosen at creation. The transformation in either direction can be performed once per turn as a free action.
  • Weapon of war: These supernatural weapons of war were created to fight the unearthly. They always count as either Holy, or Magic weapons and affect the vulnerabilities of Creatures of The Dark.
  • Wisdom of The Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
  • Hunted: Artifacts are powerful and wanted. Artifact Bearers often find they have enemies they did not even know of showing up on their door trying to kill them and take their partner.
  • The Partnership: An Artifact bearer is selected by an artifact as a partner in accomplishing its goals. If the Bearer does not assist in those goals, follow the nudges sent by the artifact and play well with the artifact he will find the artifact breaking its bond and abandoning him as it seeks out a new partner more inclined to its goals.
Attributes
Agility: d6 (1)
Smarts: d6 (1)
Spirit: d8 (1)
Strength: d8 (1 + Initial)
Vigor: d12 (1 + Initial + N2 s1)

Skills (15/15 + 5/5 Smarts-linked):
  • Athletics (Ag) - d8 (Core) (Artifact Bearer + 2)
  • Common Knowledge (Sm) - d6 (Core + 1)
  • Demons & Monsters (Sm) - d8 (4)
  • Fighting (Ag) - d12 (Artifact Bearer + 6)
  • Notice (Sm) - d6 (Core + 1 Smarts)
  • Persuasion (Sp) - d6 (Core + 1)
  • Runecraft (Sm) - d8 (4 Smarts)
  • Shooting (Ag) - d6 (Artifact Bearer)
  • Stealth (Ag) - d6 (Core + 1)
Advances
  • Initial Advances: (Bonus from Hindrances): +2 Attribute die types
  • Edge(s) granted by Racial Features: AB (Runecraft)
  • Novice 1 Advance: Arcane Mastery (Protection)
  • Novice 2 Advance: Vigor d10
  • Novice 3 Advance: Improved Bonded Heirloom
  • Seasoned 1 Advance: Vigor d12
  • Seasoned 2 Advance: Elan
  • Seasoned 3 Advance: Improved Bonded Heirloom
  • ***Seasoned 4 Advance: Frenzy***
  • Veteran 1 Advance: Nerves of Steel
  • 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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Re: Ulfbjorn Brandrson - Artifact Bearer

Post by Koshnek »

I used Bolt to represent the deep throwing aspects of the axe Thrand had. I ahve no idea why I spent 3/4 Majors making it hyper throwable when bolt does the same thing for one??

Hönd ór Týr (Hand of Tyr, Battleaxe)
• Range: 3/6/12
• Dmg: 2d8+2, AP: 0
• Powers: Bolt
• Transformation: Once per turn as a Free Action, Hönd ór Týr can transform into a simple leather bracelet from which a small metal charm - Tyr’s runic symbol “ᛏ” - hangs.
• Weapon of War: Always counts as Holy or Magical to affect the vulnerabilities of the creatures of the Dark.
• Notes: Gain +2 die types to Fighting. Gain the Arcane Resistance and Luck, Great Edges. Hardness 24; Additional -2 to dispel.
• Weight: 4 lbs. (Min Str: d8)

Minors (2/2)
+2 Damage
Majors (6/6)
Arcane Resistance; Luck, Great; Bolt; +2 die types to Fighting
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