Re: Hans Greuber - Dwarven TW

Too mighty and too small to stop
GM: Pender Lumkiss
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Hans Greuber
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Re: Hans Greuber - Dwarven TW

Post by Hans Greuber » Sat Apr 01, 2017 4:13 pm

Character Sheet
Player Name: Steve
Google Handle: frndlygiant@gmail.com
Hans Greuber
Rank: Novice Experience: 5 + 7 + 6 + 7 + 1 (Interlude) +7 = 33 Advances Left: 0
Race: Shaintar Dwarf
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d8
Charisma: 0 (-4); Pace: 5; Parry: 4; Toughness: 19 (11); Strain: 0; PPE 35
Skills:
Fighting d4
Shooting d6
Driving d4
Knowledge - Arcane d12
Knowledge - Engineering d12
Knowledge - Science d6
Knowledge - Electronics d6
Knowledge - Computers d6
Knowledge - Cybernetics d6
Medicine d6
Notice d6
Piloting d4
Repair d12
Techno-Wizardry d12

Hindrances
  • Enemy (Hammers Mercenary Company - Major): Hans did not leave on the best of terms with the mercenary company he used to be a part of. It finally got to the point where ho could not look the other way anymore. To pay them back for what they were doing to some of the civilians that they were abusing, he sabotaged some of their robots and other vehicles, then snuck away in the night. They are still out there, and would like nothing more than to make him pay for his "services" - Defeated.
    • Jeff Hammer, son of "The Hammer" is not pleased. Away on an assignment for his cyborg father with a few others, news of Hans and the BC obliterating the Hammers Mercs reaches him. Now Jeff Hammer and his crew are gunning for revenge. Jeff, also known as el loco martillo, Wants Hans! Dead! With the Hammers gone, its likely Jeff will seek aid from other Merc friends, such as friends in the 1st Apoc Army to come after Hans.
  • Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Greedy (Minor): Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play.
Edges
  • Mr. Fixit: The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
  • Master of Magic: True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • Rapid Recharge: This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
    (5) Scholar - Arcane, Engineering: Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used.
    (25) Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Powers
Quantum Resonance Re-Harmonizer
  • Intangibility - Rank: Heroic; Power Points: 5; Range: Touch; Duration: 3 (2/round); Trapping: Out of Phase (No rules change)
    With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
    While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
  • Astral Form - Power Points: 10; Range: Self; Duration: 1 minute (1/minute); Trapping: Riding the Group Mind (No Rules Change)
    The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any
    direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
Chrono-Accelerator
  • Quickness (Auto-Raise)- Power Points: 5; Range: Touch; Duration: 3 (2/round); Trapping: Chrono-desynchronization (Jazz From Electricity)
    This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. Due to the Auto-Raise, the recipient can redraw any initiative cards lower than Eight each round.
    In addition, due to the Jazz trapping, add +2 to Pace and increase Agility one die type for the duration of the power.
  • Exalted Quickness (Auto-Raise) - Power Points: 9; Range: Touch; Duration: 3 (2/round); Trapping: Chrono-desynchronization (Jazz From Electricity)
    In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
Alternate Self Re-Harmonization Interface
  • Warrior's Gift - Power Points: 5; Range: Touch; Duration: 3 (1/round); Trapping: Temporal Thought (This power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost - Included)
    Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
    With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. For the duration of the spell, the recipient gains all the benefits of the Edge.
    Edges gained through this power provide no additional benefit if the character already has the Edge
  • Exalted Warrior's Gift - Power Points: 9; Range: Touch; Duration: 3 (1/round); Trapping: Temporal Thought (This power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost - Included)
    Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.
Last edited by Hans Greuber on Tue Apr 17, 2018 10:57 am, edited 23 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 12 / 40
  • Band of Healing: 3 / 10
    Band of Power: 3 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 5
Active Powers:
  • Exalted Quickness with Jazz Trapping
  • Greater Armor (+10 MDC Armor)
OOC Comments
Arcane Machinist Gadgets Left: 3/7
Created Gadgets:
  • Boost/Lower Trait Gadget (20 PPE) -> 16 PPE
  • Telekinesis Gadget (25 PPE) -> 20 PPE -> 15 PPE -> 5 PPE

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 1 / 3
  • +1 due Post Rate
  • +1 due Idea to Ignore the Attacks
  • -2 to re-roll to Ignore the Attacks
  • +1 due Interlude
  • -1 to Extra Effort Notice for Thieves
  • -1 to Extra Effort Telekinesis on Black Beauty
  • -1 to Extra Effort Greater Armor
  • -1 to Soak Demonic Dragon's Breath Weapon


Toughness: 30 (21) MDC / 20 (11) / 13 (5); Parry: 4; Pace: 9 / 7 / (5)

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Re: Hans Greuber - Dwarven TW

Post by Hans Greuber » Sat Apr 01, 2017 4:13 pm

Background: Hans grew up in a small Dwarven village. As he grew up, Hans quickly showed an aptitude for all things mechanical, and for doing things with them that could only be described as magical, One day when Hans was busy working in his workshop, the Hammers, an armored mercenary company, came through the village and sold Hans on the excitement of being a mercenary.

Once he had spent a few weeks with the Hammers, Hans started to notice some behaviors that he did not like. The company members were taking liberties with the ladies that were not offered in the villages that they stopped for supplies. Hans started keeping to himself, hiding amongst all of the repairs that were needed. He knew that he wouldn't fit in back in his old village, and had to find somewhere else to call home. Over the months, he withdrew even more, doing the minimum that he was paid to do, and driving everybody away with his sullen behavior. The only reason they kept him on was that he could fix things that nobody else could, and faster than they believed he should be able to.

Eventually, he heard of Castle Refuge, and one night when they were a couple days walk from the castle, he made his way to the castle. When he got to the castle, however, he started to wonder if they would take him in. He started talking to the recruiters for the Black Company and found a place that more suited his temperament.
Hans Greuber
Main Character: Merlaggon
PPE: 12 / 40
  • Band of Healing: 3 / 10
    Band of Power: 3 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 5
Active Powers:
  • Exalted Quickness with Jazz Trapping
  • Greater Armor (+10 MDC Armor)
OOC Comments
Arcane Machinist Gadgets Left: 3/7
Created Gadgets:
  • Boost/Lower Trait Gadget (20 PPE) -> 16 PPE
  • Telekinesis Gadget (25 PPE) -> 20 PPE -> 15 PPE -> 5 PPE

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 1 / 3
  • +1 due Post Rate
  • +1 due Idea to Ignore the Attacks
  • -2 to re-roll to Ignore the Attacks
  • +1 due Interlude
  • -1 to Extra Effort Notice for Thieves
  • -1 to Extra Effort Telekinesis on Black Beauty
  • -1 to Extra Effort Greater Armor
  • -1 to Soak Demonic Dragon's Breath Weapon


Toughness: 30 (21) MDC / 20 (11) / 13 (5); Parry: 4; Pace: 9 / 7 / (5)

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Re: Hans Greuber - Dwarven TW

Post by Hans Greuber » Sat Apr 01, 2017 4:14 pm

Gear
  • Adventure Survival Armor (Looks like a leather blacksmith's apron)
    One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    One sleeping bag, also insulated.
    One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    One short-range radio, five mile range.
    One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
    One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    One survival knife, one small hatchet, and one wooden cross.
    Four signal flares.
    One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    One bar of soap and a sterilized cloth.
    One canteen.
    Two weeks worth of minimal sustenance survival rations in sealed pouches.
    Tool Kit
    H-1 Dwarven Technosmith (TW) Armor (Patron Reward - See Approved Items)
    Still
    Various Biological Ingredients for Brewing Alcohol
    H-2 TW Tent (See Below)
    Satisfaction
    Dreamtime
    H-3 Psychic Trauma Destructive Harmonic Neutralizers
    NE-45 "Heavy Magnum" Cartridge Revolver
    Mithril Band of Healing
    Mithril Band of Power
    TW Tool Kit
Credits: 189,100
TW Parts (Credit Value) : 95,000

Contacts: None
Last edited by Hans Greuber on Sat Jan 13, 2018 3:40 pm, edited 14 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 12 / 40
  • Band of Healing: 3 / 10
    Band of Power: 3 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 5
Active Powers:
  • Exalted Quickness with Jazz Trapping
  • Greater Armor (+10 MDC Armor)
OOC Comments
Arcane Machinist Gadgets Left: 3/7
Created Gadgets:
  • Boost/Lower Trait Gadget (20 PPE) -> 16 PPE
  • Telekinesis Gadget (25 PPE) -> 20 PPE -> 15 PPE -> 5 PPE

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 1 / 3
  • +1 due Post Rate
  • +1 due Idea to Ignore the Attacks
  • -2 to re-roll to Ignore the Attacks
  • +1 due Interlude
  • -1 to Extra Effort Notice for Thieves
  • -1 to Extra Effort Telekinesis on Black Beauty
  • -1 to Extra Effort Greater Armor
  • -1 to Soak Demonic Dragon's Breath Weapon


Toughness: 30 (21) MDC / 20 (11) / 13 (5); Parry: 4; Pace: 9 / 7 / (5)

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Re: Hans Greuber - Dwarven TW

Post by Hans Greuber » Sat Apr 01, 2017 4:14 pm

Race
  • Cannot Swim: A dwarf sinks like a stone in any water.
  • Intestinal Fortitude: Though not particularly spiritual, dwarves are nonetheless very courageous. They draw strength from their connection with the mountains and stone. As such for Fear or Intimidation, a dwarf can roll his Vigor in place of Spirit. Note that other Spirit-based circumstances are not affected
  • Low Light Vision: The darkness of the caves requires keen eyes. Ignore attack penalties for Dim and Dark lighting
  • Slow: Short and stocky, their Pace is 5”.
  • Stalwart: Powerful and tough, dwarves begin with a d6 starting Strength and a d8 Vigor. Furthermore, their natural maximum Vigor is d12+3, and they can reach this with normal Advances without applying the Professional or Legendary Edges (which can bump their Vigor to d12+4 and +5, respectively).
  • Stoic: Dwarves must spend double points to raise Spirit during character creation, but may advance it normally after that.
  • Distinctive DB (Minor): The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident.
Iconic Framework
  • Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s authority in the True Federation—including those serving the Tomorrow Legion—are also deemed enemies of the state there
  • Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
Total PPE: 30
Total Arcane Machinist: 6

Hero’s Journey
Magic and Mysticism
12
Rapid Recharge Edge
5
+5 PPE
Magic and Mysticism
7
+5 PPE
Magic and Mysticism
20
Choice - Auto-Raise on Quickness
Education
17
He has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

Advances
Initial Advances: (From Hindrances): Mr. Fixit, Master of Magic
Cybernetic Modifications: None
F&G from Crossover with 13th: +1 Smarts, d6 in Medicine, Knowledge: Cybernetics, Knowledge: Computers
Novice 1 Advance: Scholar - Arcane, Engineering
Novice 2 Advance: Power Points
Novice 3 Advance: Spirit -> d6
Seasoned 1 Advance: Spirit -> d8
Seasoned 2 Advance: Elan
Seasoned 3 Advance: Power Points
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:
Last edited by Hans Greuber on Tue Apr 17, 2018 10:55 am, edited 6 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 12 / 40
  • Band of Healing: 3 / 10
    Band of Power: 3 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 5
Active Powers:
  • Exalted Quickness with Jazz Trapping
  • Greater Armor (+10 MDC Armor)
OOC Comments
Arcane Machinist Gadgets Left: 3/7
Created Gadgets:
  • Boost/Lower Trait Gadget (20 PPE) -> 16 PPE
  • Telekinesis Gadget (25 PPE) -> 20 PPE -> 15 PPE -> 5 PPE

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 1 / 3
  • +1 due Post Rate
  • +1 due Idea to Ignore the Attacks
  • -2 to re-roll to Ignore the Attacks
  • +1 due Interlude
  • -1 to Extra Effort Notice for Thieves
  • -1 to Extra Effort Telekinesis on Black Beauty
  • -1 to Extra Effort Greater Armor
  • -1 to Soak Demonic Dragon's Breath Weapon


Toughness: 30 (21) MDC / 20 (11) / 13 (5); Parry: 4; Pace: 9 / 7 / (5)

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Re: Hans Greuber [Dwarven TW]

Post by Hans Greuber » Thu Jul 27, 2017 5:56 pm

Unusual Items

H-1 Dwarven Technosmith (TW) Armor
  • Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors, Strength Requirement of d8 (Ignored for all but AB (Weird Science ignores Strength Requirements) when powered up))

    Conversion: H-1 TW Body Armor
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; Costs +1 PP to activate armor spell))
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
  • A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.
  • When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.
  • When powered up at a cost of 4 PPE per hour (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.
  • The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).
  • It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.
  • Total Value: 430,000 Credits
H-2 Dwarven Technosmith (TW) Survival Tent (Big enough for a Large person plus reasonable gear)
  • 4 Armor
    Generator
    • Can charge an e-clip in 1 hr with supervision
    • Heater and Fan
    • Weight: 40 lbs.
    • Comes with a Backpack Carrying Case.
    • Value: 1000 credits
    Conversion to TW
  • Minor: Trapping – Electricity. This is so it can still be used as an electrical generator.
  • Minor: 5 PPE Internal Storage. Recharges 1 PPE per 30 minutes on Ley Line
  • 1 PPE per Hour to Power
  • Must be turned on by someone with a AB, but once on, anyone can use the electrical power generated.
  • Total Value: 11,100 Credits.
H-3 Psychic Trauma Destructive Harmonic Neutralizers (Mundane Item)
  • Upgrade to Armor.
  • Gives a +4 to Saves vs. Spirit Damage (Makes the Psychic Death Scream of a Soul Vipers a -2 instead of -6).
  • Hans has the designs to make more.
Satisfaction (TW Sonic Cannon)
  • TW Modified P-40 Particle Beam Cannon
  • Range: 30/60/120
  • Damage: 3d8+5 +6AP
  • 40 round clip
  • STR 12 to use
  • Weight: 89
  • Taken from the dead CS Heavy Cyborg named: The End
  • Gimble that essentially negated the -2 snapfire penalty.
  • Minor - +1 to Shooting
  • Minor - +1 to Shooting
  • Minor - Trapping (Sound - Deafness. A Shaken or better from damage results in a –2 penalty to hearing-based Notice rolls for the target until they recover from being Shaken as they hear Iron Tick's voice yelling out "Satisfaction" ringing in their ears.
  • 2 PPE/ISP to Reload
  • Total Value: 103,000 Credits
Dreamtime (TW Revolver)
  • Range: 12/24/48
  • Damage: 2d6+2
  • Rate of Fire: 1
  • AP: 4
  • Shots: 6
  • Weight: 4
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Minor - +1 to Shooting
  • Minor - Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
  • 2 ISP/PPE to Reload
  • Total Value: 15,000
NE-45 "Heavy Magnum" Cartridge Revolver
  • Range: 10/20/40
  • Damage: 3d8 AP4
  • ROF: 1
  • Shots: 6
  • Rounds total: 6 in gun plus 30
  • Weight: 7
  • Notes: Mega-Damage, CI bullets, Min Str: d8, Intimidating Weapon, Revolver
  • Cost: 19,000 for the gun, each round is 60 credits to buy, but ultra rare, rounds can be made using spent casings for 90-100 credits each.
Mithril Band of Healing
  • Re-skinned HJ Staff
    • 10 PPE that Recharges at same rate as wearer
    • 2 Powers
      • Healing
        • Trapping: Green Light goes out and surrounds target.
      • Greater Healing
        • Trapping: A bright White Light surrounds the target, perhaps even causing them to glow.
          • Glow: Subjects affected with a raise glow for the duration, creating light in a Small Burst Template centered on them. This can give them light, but also make them targets. An Instant power with that effect allows a character on Hold or with the Joker to make an attack for the split second the subject is illuminated (avoiding any darkness penalties to hit them). The character must take his action immediately after the caster’s turn to gain the benefit.
Mithril Band of Power
  • Re-skinned HJ Staff
    • 10 PPE that Recharges at same rate as wearer
    • 2 Powers
      • Drain Power Points
        • Trapping: Purple Light goes out and strikes target. If PPE Thief, the Purple Light comes back to the Ring Bearer.
      • Growth/Shrink
        • Trapping:
TW Tool Kit
  • Base Item: Tool Kit (Base 2000 credits)
    Base: 2000 Credits
  • Conversion: 200 Credits
  • Minor - +1 to Repair Rolls
  • Minor - +1 to Repair Rolls
  • Minor - +1 to Build Rolls
  • Minor - +1 to Build Rolls
  • Total Cost: 22200 Credits
Wings of Icarus
  • Techno-Wizard Jet Propulsion Backpack
    • Base Item - T-100 Eagle Jetpack
      • Pace 30
      • Climb 1
      • 35 lbs
      • 3 Hour Flight Time Maximum
      Techno-Wizard Modifications
      • Minor
        • +1 Piloting
        • +1 Piloting
      Major
      • +1 Die Piloting
      • +1 Die Piloting
      • 10 PPE
      • Power - Flight
Last edited by Hans Greuber on Sun Mar 25, 2018 6:06 pm, edited 8 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 12 / 40
  • Band of Healing: 3 / 10
    Band of Power: 3 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 5
Active Powers:
  • Exalted Quickness with Jazz Trapping
  • Greater Armor (+10 MDC Armor)
OOC Comments
Arcane Machinist Gadgets Left: 3/7
Created Gadgets:
  • Boost/Lower Trait Gadget (20 PPE) -> 16 PPE
  • Telekinesis Gadget (25 PPE) -> 20 PPE -> 15 PPE -> 5 PPE

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 1 / 3
  • +1 due Post Rate
  • +1 due Idea to Ignore the Attacks
  • -2 to re-roll to Ignore the Attacks
  • +1 due Interlude
  • -1 to Extra Effort Notice for Thieves
  • -1 to Extra Effort Telekinesis on Black Beauty
  • -1 to Extra Effort Greater Armor
  • -1 to Soak Demonic Dragon's Breath Weapon


Toughness: 30 (21) MDC / 20 (11) / 13 (5); Parry: 4; Pace: 9 / 7 / (5)

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Hans Greuber
Diamond Patron
Diamond Patron
Posts: 464
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Hans Greuber - [Techno-Wizard Shaintar Dwarf]

Post by Hans Greuber » Sat Jan 13, 2018 2:12 pm

OOC Comments
delete post if you like..... just info -

Enemy (Hammers Mercenary Company - Major): Hans did not leave on the best of terms with the mercenary company he used to be a part of. It finally got to the point where ho could not look the other way anymore. To pay them back for what they were doing to some of the civilians that they were abusing, he sabotaged some of their robots and other vehicles, then snuck away in the night. They are still out there, and would like nothing more than to make him pay for his "services".

Hammers destroyed by BC and Hans.

Jeff Hammer, son of "The Hammer" is not pleased. Away on an assignment for his cyborg father with a few others, news of Hans and the BC obliterating the Hammers Mercs reaches him. Now Jeff Hammer and his crew are gunning for revenge. Jeff, also known as el loco martillo, Wants Hans! Dead! With the Hammers gone, its likely Jeff will seek aid from other Merc friends, such as friends in the 1st Apoc Army to come after Hans.


-LARS

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