Somewhat Humble - Ogre Brute

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Ndreare
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Somewhat Humble - Ogre Brute

Post by Ndreare »

Hero's Journey 2d20: [6, 1] = 7
Humble art for - J&L Submision.JPG
Humble art for - J&L Submision.JPG (30.95 KiB) Viewed 2316 times
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Somewhat Humble - Ogre Brute

Post by Ndreare »

Humble

Novice Male Dragon Hatchling, Avatar of War (FR Hatchling)

Iconic Framework: Avatar of War (FR Hatchling)

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d12, Language (Native) d8, Notice d4, Persuasion d4, Psionics d4, Stealth d6, Survival d4+2
Pace: 10; Running Die: d10; Flying Pace: 6; Parry: 8; Toughness: 35 (18 M.D.C.); Size: Large (4, Size mod +2)
Strain: 4/4; Wounds: 4
Hindrances: Outsider (major, ), Overconfident
Edges: Brute, Major Psionic, Woodsman
Weapons: Unarmed (Range Melee, Damage Str), Bite/Claws (Range Melee, Damage Str+3d4, AP 4, M.D.C.), Poison Breath (Range 18, Damage ), Tail Lash (Range Melee, Damage Str+d8, M.D.C.)
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
  • I.S.P.: 20
  • Powers: Detect Arcana (SWADE p158; Limitations: One Aspect, Self (limited)), Relief (SWADE p166), Speak Language (SWADE p168), Warrior's Gift (SWADE p169-170)
Special Abilities
  • Armored Hide*: +18 MDC Armor and +6 Toughness in dragon form (plus the Size bonus).
  • Bite/Claws*: Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size. In addition, their bite has Reach equal to the additional Wounds granted by Size.
  • Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
  • Fear*: Fear checks to all who see them.
  • Flight*: Fly for Pace 6 and may “run” for extra movement. Flight is usable in another form if it has wings.
  • Poison Breath*: Can breathe a green poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18" distant. Those without EBA must check Vigor at -2 (-4 with a raise) or be Stunned.
  • Resistant to Fire and Cold: –4 damage from all heat and cold based attacks.
  • Infravision: Half illumination penalties when attacking targets that radiate warmth.
  • Inherently Magical: Hatchlings know no magic spells, but start with 10 PPE and can use TW gear. If takes an Arcane Background add this starting PPE to any gained from the Edge. The Power Points Edge gains +10 PPE instead of +5.
  • Enhanced Metamorphosis: Able to adopt a single human/humanoid form or any natural animal form for a number of hours equal to 2 × Spirit before needing six hours of rest. Gains no special properties of what he mimics, but retains all of his own abilities except those only usable in dragon form (*). Gear is assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon is dropped when transforming into humanoid form.
  • Mighty†: Strength of d12+3 and Vigor d6 without maximum limit.
  • Major Psionic: Arcane Background (Psoinics), 10 ISP, Psionics d4, speak language, four other powers, and Major Psionic Edge, which increases their ISP to 20.
  • Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. They need to eat or drink and are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
  • Size 4 (Large)*: 12’ long and weighing two tons and are Large, gaining a fourth Wound as well as +4 Toughness in dragon form. Upon taking the Dragon Grows Larger Iconic Edge they jump to Size 7.
  • Slow Regeneration: Natural healing roll once per day then permanent injuries are treated as an additional Wound and can be healed.
  • Tail Lash*: Can attack all opponents adjacent to its rear or side as an action for Str+d8 Mega Damage. Uses its Athletics skill and ignores Scale penalties and may be Evaded.
  • Chameleon Scales*: Opponents are −4 to Notice the Forest Runner, even while running. Held or worn items are not concealed.
  • Runner: Forest Runners begin with a Pace of 10 and a d10 run die.
  • Cybernetics: Dragons cannot take cybernetics at any point.
  • Enemies: Hunted by the Coalition. Many arcane factions seek to control dragons or use their body parts.
  • Form Limits: If transformed into a humanoid race with a Non-Standard Build, it suffers the same penalties as that race. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form.
  • Hatched: Dragons are born not made. They do not choose a race.
  • Outsider (Major): Dragon Hatchlings have the Outsider (Major) Hindrance.
  • Territorial: Dragons tend to dislike their own.
  • Untested: Selects no Hindrances to start. Instead, he selects one Hindrance at the end of each session until he has four points worth of Hindrances. Only when all Hindrances are selected may the player spend the points on his character.
  • Very Young: They begin play speaking and reading only Dragonese/Elven, 3 attribute points, and only 10 skill points.

Advances
Novice Advances
  • Edge: Brute
Current Load: 0 (501)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid, but not optimal

Created with Savaged.us

Character Link: https://savaged.us/s/7n9yonwg
  • 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
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Somewhat Humble - Ogre Brute

Post by Pender Lumkiss »

Humble you my boy!
Field Team Six Bennies
3/6
User avatar
Ndreare
Savage Siri
Posts: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Somewhat Humble - Ogre Brute

Post by Ndreare »

Abandoned the idea. I just cannot get the Humble concept to work in my head this way.

Maybe he would work as a Juicer, the Juicer healing abilities may work as a subs for his fast regeneration.
  • 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
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