Rose
Rose
Concept for the character is a person who was grafted with metal tattoos in the shapes of runes during the elf dwarf wars by a god to create an ultimate indestructible soldier. The god however decided to give her a alternate possibility of just being a weapon and gave her dreams. Ages past and she was found by a ruthless master who enslaved her. She ran away and met a group of adventurers who she joined with and found herself, going on to save the megaverse in the process. Being immortal isn't all it is cracked up to be. So after most of her friends died, she ended up going into stasis.
And now she is awaking in a new world, Savage Rifts.
And now she is awaking in a new world, Savage Rifts.
Last edited by Rose on Tue Nov 13, 2018 6:01 am, edited 3 times in total.
Status Tracker: 3rd
Re: Rose
Dice Rolls
roll on FG 3 times.
roll on FG 3 times.
- 1st: [dice:nmu9sbct]43921:0[/dice:nmu9sbct] - Fortune Favors the Bold: Your hero begins with the Brave Edge. She also begins each session with one additional benny.
- 2rd: [dice:nmu9sbct]43921:2[/dice:nmu9sbct] - Agile and Dexterous: Your hero adds one die type to Agile and begins with the Ambidextrous Edge.
- 3th: [dice:nmu9sbct]43921:3[/dice:nmu9sbct] - Agile and Dexterous: Your hero adds one die type to Agile and begins with the Quick Edge.
- 1st: (Magic Table) [dice:nmu9sbct]43921:4[/dice:nmu9sbct] PPE+5
- 2nd: (Experince Table) [dice:nmu9sbct]43921:5[/dice:nmu9sbct]
- 3rd: (Magic Table) [dice:nmu9sbct]43921:6[/dice:nmu9sbct] PPE+5
the MARS version
Last edited by Ximena on Mon Oct 29, 2018 4:29 pm, edited 18 times in total.
Status Tracker: 3rd
Re: Rose
Character Sheet
Player Name: Michael
Google Handle: firesped18215@gmail.com
Character Name: Rose
Rank: Heroic Experience: 68 Advances Left: 0
Race: rune golem
Iconic Framework: MARS: Vagabond
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d10
Charisma: 0; Pace: 6; Parry: 7 (½ Fighting +2); Toughness: 10 (½ Vigor+2 plus armor); Strain: 0
Skills:
Player Name: Michael
Google Handle: firesped18215@gmail.com
Character Name: Rose
Rank: Heroic Experience: 68 Advances Left: 0
Race: rune golem
Iconic Framework: MARS: Vagabond
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d10
Charisma: 0; Pace: 6; Parry: 7 (½ Fighting +2); Toughness: 10 (½ Vigor+2 plus armor); Strain: 0
Skills:
- Arcane(Smarts): d8
- Climbing(Strength): d6
- Fighting(Agility): d10
- Knowledge: Arcana(Smarts): d6
- Knowledge: Language(Smarts):
- Elven(Native): d8
- Runes: d6
- (1) Wolfen:
- (2) Faerie Speak:
- (3) Eastern:
- (4) American:
- (5) Open:
- (6) Open:
- (7) Open:
- (8) Open:
- Notice(Smarts): d8
- Riding(Agility): d6
- Survival(Smarts): d6
- Swimming(Agility): d6
- Racial
- Core Principles(Code of Honor): These are the reasons the person before choose to become the rune weapon. Select a set of core beliefs to follow or tasks they would never do. This should be a limited amount of these and needs approval by the GM. that if their master commands them to do these, it allows them to resist their master. This is not an auto success. They must still make a spirit roll at -2 to resist the commands. Rune Golems have free will.
- Former Master (Major Enemy): Rune golems were put into stasis by the gods. Those found can be activated. The person who activates them becomes their master. For the purpose of the game, their master should be a major villain in the game. They are resisting their master and learning to be free. If their former master is ever vanquished. then they have to buy off the Hindrance (per the Enemy entry in SWD), or a replacement comes along (maybe someone who feels they have the right of inheritance).
- Enslavement Enchantment (Minor Phobia): if the Former Master is present, then the Rune Weapon is at -2 to all rolls while resisting them.
- Wanted by Splugorth (Wanted Minor): The very nature of a living rune golem would make them hunted by the Splugorth if their existence is found out. The Splugorth want to control all rune magic.
- Magical Glow (bad reputation): When they activates their Runes, the runes glow even through clothing or armor. This signals the rune golem out as magical creature and the glow can lead to their gaining a bad reputation as a supernatural creature. In communities that think they are an evil supernatural creature, they suffers a -2 charisma when dealing with the community.
- Cyber Resistant (Minor): Due to their runic tattoo implants, cyberware does not work with this race.
- Character
- Curious (Major): Rose has the curiosity of a child. Tending to get in trouble just like one as well.
- Clueless (Minor): Rose is not familiar with the world of Rifts Earth. She has -2 to common knowledge checks related to Rifts Earth knowledge
- Young Appearance (Minor): Rose appears to be a child, perhaps 15 years of age. People will consider her a minor. She has a -2 charisma modifier when dealing with adults.
- Fast Regeneration: She regenerates quickly. It may make a natural healing roll once per day. Whenever she gains a permanent injury, she may make a natural healing roll once recovered from the incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
- Indestructible Runes: Due to their grafted magical runes, they are tougher to damage and have +3 to their toughness.
- Rune Magic: Rose has magical runes grafted into her, their power is represented by Arcane Background (Magic)
- Base PPE: 10
- Initial Spells: Boost/Lower Trait, Deflection, Smite
- Backlash: When Rose rolls a 1 on her Spellcasting die (regardless of her Wild Die), he is automatically Shaken. This can cause a wound.
- Runic Adept: Rose is able to use the adept edge with her Rune Magic.
- As a free action, an adept can spend 1 power point to gain AP 2 with all of her unarmed attacks until her next action.
- Upon taking this edge, and at each new rank, the following powers may be retrapped to only work on Rose but be activated as a free action. boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with and this does not allow her to activate more then one power in a round.
- Novice: Boost/Lower Trait
- Seasoned: Deflection
- Veteran: Smite
- Gifted: Vagabond make all unskilled checks at d4
- Luck: +1 Benny per session
- Hard to Kill: When forced to make Vigor rolls due to Incapacitation, she may ignore her wound modifiers.
- Brave: Add +2 to Fear test.
- Ambidextrous: Ignore the -2 penalty for using off-hand.
- Quick: If dealt a 5 or lower in combat, may discard and draw again until you get a card higher then 5.
- HJ Magic Table: +5 PPE
- HJ Experience Table: Linguist - The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this edge starts with a number of languages equal to her Smarts Die and can make a Smarts roll at -2 to make herself understood in any language or dialect she has heard spoken for at least a week. She has a number of slots open, with multiple weeks of practice, she can learn new languages in these slots until they are full.
- HJ Magic Table: +5 PPE
- Martial Artist: Rose was trained in hand to hand fighting. She is never considered unarmed in combat and not subject to unarmed Defender rule. With a successful bare-handed attack, she added +d4 to her Strength roll.
- New Power: Damage Field
- Power Points: +5 PPE
- Brawler: Frequent fights with her bare hands have given her a powerful punch. When she hits a foe with a successful bare-handed Fighting Roll, she adds +2 to her damage.
- Power Points: +5 PPE
- Bruiser: When Rose gets a raise on her bare-handed Fighting attack, she rolls a d8 instead of a d6.
- Two-Fisted: Rose has learned to fight with both fists at once. When attacking with a weapon or bare fists in each hand, she rolls each attack separately but ignores the multi-action penalty.
- Improved Martial Artist: rose now adds +d6 to her bare-handed damage.
- 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.
Last edited by Rose on Mon Jul 15, 2019 2:21 pm, edited 10 times in total.
Status Tracker: 3rd
Re: Rose
Powers
PPE: 30/30
Bennies: 3/3
PPE: 30/30
Bennies: 3/3
Bennie Log Archive
2018 Q4
- Quarter Start +3 Bennies
- Superhuman Trait (Boost Trait) (PPE: 2)
- Range: Self
- Note: She can use this as a free action.
- Duration: 3 (1/round)
- Description: Runes glow on her person and her selected trait is increased by one die type for a standard success or two die types for a raise. The part of her that glows is related to the trait increased.
- Runes: Acba (power)
- Deflection (Deflection) (PPE: )
- Range: Self
- Note: She can use this as a free action.
- Duration:
- Description:
- Rune:
- Smite (Smite) (PPE: )
- Range: Self
- Note: She can use this as a free action.
- Duration:
- Description:
- Rune:
- Fiery Touch (Damage Field) (PPE: 4)
- Range: Self
- Duration: 3 (2/round)
- Description: Runes glow on her forearms, and she gains an invisible fiery aura that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against Rose. It has no effect on nonadjacent attacker (for example, Reach or ranged attacks.)
If Rose with Fiery Touch strikes someone in unarmed combat, the target takes the field's damage plus Rose's Strength die. (Str+2d6). The character may also simple touch the opponent (+2 to Fighting) and the field's damage only. A target who is grappled suffers the field's damage each round on the attacker's action; if the attacker chooses on the following rounds to actively damage that target, she adds her strength die to the damage roll as above and may get a bonus die for a raise.
with a success the power does 2d6 damage. With a raise, fiery touch causes 2d8 damage. - Rune:
- Darksight (PPE: 1)
- Range: Self
- Duration: 1 Hour (1/hour)
- Description: Runes glow in her eyes, and she gains darksight. Darksight affects only a single person and can be much more clandestine.
On a success, this spell halves any darkness penalty for the subject (round 7 down). For example, a character in Dim (−1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a–2.
On a raise, the spell negates all darkness penalties up to the maximum of–6. - Rune:
- Power Points: 2
- Range: Self
- Duration: 1 hour (1/hour)
- Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.
Rune:
Last edited by Rose on Sun Jul 07, 2019 12:41 am, edited 10 times in total.
Status Tracker: 3rd
Re: Rose
Advances
Race
Iconic Framework
Attributes 5 AP
Race
- Benefits
- [+3]Fast Regeneration: She regenerates quickly. It may make a natural healing roll once per day. Whenever she gains a permanent injury, she may make a natural healing roll once recovered from the incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
- [+3]Indestructible Runes: Due to their magical runes, they are tougher to damage and have +3 to their toughness.
- [+2]Rune Magic: Arcane Background (Magic)
- Her rune magic is represented by Arcane Background(Magic).
- Trapping: Need to decide on the over all trappings of the Rune Magic. The glow would provide a penatly against her but make her magic harder to dispel is what i am thinking.
- Protector:
- Starting PPE: 10
- Starting Powers: 3
- [+2]Runic Adept: They are able to use the adept powers with their Rune Magic.
- Hindrance
- [-2]Intrinsic Vow (Major): Character must make a vow that represents the reason the soul choose to become one of these. If their master, see next hindrance, commands them to do something that goes against their vow, they can break free of being a slave for a time. Her vow is "to fight against evil".
- [-2]Enslavement Enchantment (Major): They must follow the command of their master unless the master commands them to break their vow. They can then make an opposed Spirit Check to resist the commands of the master. Winning allows them freedom for a period of time. They can not attack their master directly.
- [-2]Wanted by Splugorth (Major): The very nature of a living rune golem would make them hunted by the Splugorth if their existence is found out. The Splugorth want to control all rune magic.
- [-2]Magical Glow (Major): When they activates their Runes, the runes glow even through clothing or armor. This signals the rune golem out as magical and puts them on the coalition kill on sight list. Federation of Magic will also seek to bring then into the service of Dunscon or destroy them if they refuse. The glow can lead to their gaining a bad reputation as a supernatural creature. In communities that think they are a supernatural creature, they suffers a -2 charisma when dealing with the community.
- [-1]Cyber Resistant: Due to their runic tattoo implants, cyberware does not work with this race.
Iconic Framework
- Gifted: Vagabond make all unskilled checks at d4
- Edge: Luck
- Edge: Hard to Kill
- Magic Table
- Roll result: 6
- Description: More PPE means more power to work with, and your character has it. She gains +5 PPE to her base.
- Experience and Wisdom Table
- Roll result: 11
- Description: Select Background Edge: Linguist
- MagicTable
- Roll result: 7
- Description: More PPE means more power to work with, and your character has it. She gains +5 PPE to her base.
- Roll result: 11
- Description: Fortune Favors the Bold: Your hero begins with the Brave Edge. She also begins each session with one additional benny.
- Roll result: 4
- Description: Agile and Dexterous: Your hero adds one die type to Agile and begins with the Ambidextrous Edge.
- Roll result: 4
- Description: Agile and Dexterous: Your hero adds one die type to Agile and begins with the Quick Edge.
Attributes 5 AP
- Agility: d4 -(+2 FG)-> d8 -(Advance)-> d10
- Smarts: d4 -(+2 AP)-> d8
- Spirit: d4 (+1 AP)-> d6
- Strength: d4 (+1 AP)--> d6 -(Advance)-> d8
- Vigor: d4 -(+1 AP)-> d6 -(Advance)-> d8
- Arcane(Smarts): 3SP > d8
- Boating(Agility):
- Climbing(Strength): 2SP > d6
- Driving(Agility):
- Faith(Spirit):
- Fighting(Agility): 3SP > d8 > Advance > d10
- Gambling(Smarts):
- Healing(Smarts):
- Intimidation(Spirit):
- Investigation(Smarts):
- Knowledge: Arcana(Smarts): 2SP > d6
- Knowledge: Astrogation(Smarts):
- Knowledge: Battle(Smarts):
- Knowledge: Computers(Smarts):
- Knowledge: Cybernetics(Smarts):
- Knowledge: Electronics(Smarts):
- Knowledge: Engineering(Smarts):
- Knowledge: History(Smarts):
- Knowledge: Medicine(Smarts):
- Knowledge: Politics(Smarts):
- Knowledge: Science(Smarts):
- Knowledge: Language(Smarts):
- Elven(Native): free > d8
- Runes: 2SP > d6
- Wolfen:
- Faerie Speak:
- Eastern:
- American:
- Open Slot:
- Open Slot:
- Open Slot:
- Open Slot:
- Lock picking(Agility):
- Notice(Smarts): 2SP > d6 > Advance > d8
- Persuasion(Spirit):
- Piloting(Agility):
- Psionics(Spirit):
- Repair(Smarts):
- Riding(Agility): 2SP > d6
- Shooting(Agility):
- Stealth(Agility):
- Streetwise(Smarts):
- Survival(Smarts): 2SP > d6
- Swimming(Agility): 2SP > d6
- Taunt(Smarts):
- Throwing(Agility):
- Tracking(Smarts):
- Major: Curious
- Minor: Clueless
- Minor: Young Appearance
- Racial Edges: Arcane Background (Runes), powers are boost trait, deflection, and smite, Runic Adept
- HJ Edges: Linguist
- F&G Edges: Brave, Ambidextrous, Quick
- (0 XP) Initial Advances: (From Hindrances): Martial Artist, New Power: Damage Field
- (5 XP) Novice 1 Advance: Power Points: PPE +5
- (10XP) Novice 2 Advance: Attribute Strength + 1 die
- (15XP) Novice 3 Advance: Brawler
- (20XP) Seasoned 1 Advance: Power Points: PPE +5
- (25XP) Seasoned 2 Advance: Attribute Agility + 1 die
- (30XP) Seasoned 3 Advance: +1 SP to Fighting + 1 SP to Notice
- (35XP) Seasoned 4 Advance: Bruiser
- (40XP) Veteran 1 Advance: Two-Fisted
- (45XP) Veteran 2 Advance: Attribute Vigor + 1 die
- (50XP) Veteran 3 Advance: Improved Martial Artist
- (55XP) Veteran 4 Advance: Master of Magic
- (60XP) Heroic 1 Advance: Darksight
- (65XP) Heroic 2 Advance: Attribute Vigor + 1 die
- (70XP) Heroic 3 Advance:
- (75XP) Heroic 4 Advance:
- (80XP) Legendary 1 Advance:
- (85XP) Legendary 2 Advance:
- (90XP) Legendary 3 Advance:
- (95XP) Legendary 4 Advance:
Last edited by Rose on Mon Jul 15, 2019 2:20 pm, edited 8 times in total.
Status Tracker: 3rd
Re: Rose
Background
Unlike rune weapons, they did not retain their memories of their previous lives. This is likely due to their ability to grow in power. Slowly activating new runic abilities as they grew stronger. The runes are already in place, it is just a matter of them becoming experienced enough to use them.
The other gods forced the god that created them to place an enslavement enchantment on them that could not be broken, so they would not be able to run around free. Each candidate also had their vow they made when they became the rune golems. The god made it so if they were forced to break their vow, they could break free of the enslavement enchantment, if only for a little while. Part of the enslavement enchantment however meant they could not harm their masters.
They also had another weird quality that eventually lead to their demise. If they were to weird another rune weapon. They could not be afflicted by the binding or vows of other rune weapons. However when they used greatest rune weapons, they would physically change to be a personification of the rune weapon. Such as if they used a soul drinker, they would start to look like a vampire. or a holy sword might make them look like an angel.
Date: Unknown, Some time after 20,000 years ago — The emergence of humankind.
Location: Palladium
It was at this time, that Forge's project was discovered by the other gods and they feared what might become of it if it were captured by the wrong hands. They made Forge put all his surviving creations into stasis and then they imprisoned him as well.
Date: Modern day Palladium
Location: Palladium, Eastern end of The Great Northern Wilderness.
A wolfen warlock found a strange cave in the Algor Mountains. Inside was an complex that included a mystical suspension device. Inside was imprisoned what appeared to be a young girl with pink rose colored hair. Her body was covered in tattoos that appeared to be a weird language. When he touched the prison, the girl awoke. He give her his robe and took her back to his mansion.
This wolfen was not a nice person though. He quickly found out that he had power over Rose as her master. He trained her to be an assassin and used her to have people killed. This life however didn't really mess with her. She had a nagging feeling it was wrong and she eventually got a chance to run away.
At a beach, she met up with a group of adventures and they took her in. She didn't have a name and they gave her the name Rose. She joined them on their adventures. During the adventures they did go and take out her warlock master.
One god quested to create super soldiers, made via rune magic, to use against the old ones. He selected a good number of candidates raised since birth to be come powerful magic users to fuel these super rune soldiers. After they became powerful enough. He created Homunculus, quasi-human beings created via magical alchemy, grafted with magical metal rune tattoos. Then the ritual to transform the Humunculus into a rune golem would be done, imprisoning the candidates soul in a dimensional vortex. However, the process did not work as planned. While the metal runes were indestructible, the flesh of the humunculus was not. They were able to be hurt and even pacified with enough damage. There was a catch though. they had fast regeneration and all the wounds to the flesh would eventually heal. When it was found out that these existed, there was great debate on what to do with them. The first attempts did lead to failures however there were still at least a dozen success.Rune magic is a derivative of bio-wizardry, only instead of using magic and other living things to empower the living, rune magic uses the living to empower lifeless, inorganic constructions like the legendary soul drinking rune sword. It melds the living, or at least the life essence of the living, with the non-living.
Rune magic steals a creature's life essence and soul, sometimes the physical body as well, and imprisons it in a dimensional vortex within the enchanted object/weapon. The life force empowers the object like a living battery. Ironically, it is that very life force which makes the item indestructible and provides it with much of its power. Within this dimensional prison the life force requires no means of nourishment or water. Thankfully, time is greatly distorted. A thousand years may seem like only a few days.
The key ingredients required to transform an ordinary inanimate object into a powerful rune weapon are intelligence, elements of the supernatural, magic and life. Thus, supernatural beings of all kinds are the typical beings used to breathe life into rune weapons. Dragons and mortal practitioners of magic who have attained great mastery over magic (high levels of experience; 10th or greater) are also suitable for lesser rune weapons. Greater supernatural beings, including gods, godlings, ancient dragons, spirits of light, greater elementals, greater demons and demon lords are needed to create the most powerful rune weapons.
Unlike rune weapons, they did not retain their memories of their previous lives. This is likely due to their ability to grow in power. Slowly activating new runic abilities as they grew stronger. The runes are already in place, it is just a matter of them becoming experienced enough to use them.
The other gods forced the god that created them to place an enslavement enchantment on them that could not be broken, so they would not be able to run around free. Each candidate also had their vow they made when they became the rune golems. The god made it so if they were forced to break their vow, they could break free of the enslavement enchantment, if only for a little while. Part of the enslavement enchantment however meant they could not harm their masters.
They also had another weird quality that eventually lead to their demise. If they were to weird another rune weapon. They could not be afflicted by the binding or vows of other rune weapons. However when they used greatest rune weapons, they would physically change to be a personification of the rune weapon. Such as if they used a soul drinker, they would start to look like a vampire. or a holy sword might make them look like an angel.
Date: Unknown, Some time after 20,000 years ago — The emergence of humankind.
Location: Palladium
OOC Comments
One of the candidates selected by Forge, was a young human girl. She trained for her entire life. She was known as Lephae Mîn, 51 in Elven numbers (base 12). She had become a powerful mage, studying all types of magic, including rune magic. Lephae Mîn was a great hero of her own accord. Having defeated many servants of the old ones. During her life, Forge had worked on creating many Homunculus bodies, including one that was a copy of her. Forge was very fond of her and called her, his daughter. Most of the early attempts at his Rune Golems had failed. But he had eventually perfected the process. A number of the early successes were defeated and destroyed in battle. Perhaps the first 12 of the 24 successes parished. The refined process advancement led to stronger models. Lephae Mîn however, was the last one he created. Upon becoming the Rune Golem, the candidates lost their memories of who they were. Only skills remained. Forge was working on trying to preserve their memories but even in Lephae Mîn's case, her memories were only glimpsed during dreams. It was at this time, that Forge's project was discovered by the other gods and they feared what might become of it if it were captured by the wrong hands. They made Forge put all his surviving creations into stasis and then they imprisoned him as well.
Date: Modern day Palladium
Location: Palladium, Eastern end of The Great Northern Wilderness.
A wolfen warlock found a strange cave in the Algor Mountains. Inside was an complex that included a mystical suspension device. Inside was imprisoned what appeared to be a young girl with pink rose colored hair. Her body was covered in tattoos that appeared to be a weird language. When he touched the prison, the girl awoke. He give her his robe and took her back to his mansion.
This wolfen was not a nice person though. He quickly found out that he had power over Rose as her master. He trained her to be an assassin and used her to have people killed. This life however didn't really mess with her. She had a nagging feeling it was wrong and she eventually got a chance to run away.
At a beach, she met up with a group of adventures and they took her in. She didn't have a name and they gave her the name Rose. She joined them on their adventures. During the adventures they did go and take out her warlock master.
Last edited by Rose on Tue Jun 18, 2019 10:29 am, edited 3 times in total.
Status Tracker: 3rd
Re: Rose
The numbers look to add up
[-2]Intrinsic Vow (Major): Character must make a vow that represents the reason the soul choose to become one of these. If their master, see next hindrance, commands them to do something that goes against their vow, they can break free of being a slave for a time. Her vow is "to fight against evil".
Firstly, for a major, this vow needs to be stronger
[-2]Enslavement Enchantment (Major): They must follow the command of their master unless the master commands them to break their vow. They can then make an opposed Spirit Check to resist the commands of the master. Winning allows them freedom for a period of time. They can not attack their master directly.
I'm not convinced by this; is it your intention for your character to be put under the control of somebody else?
[-2]Intrinsic Vow (Major): Character must make a vow that represents the reason the soul choose to become one of these. If their master, see next hindrance, commands them to do something that goes against their vow, they can break free of being a slave for a time. Her vow is "to fight against evil".
Firstly, for a major, this vow needs to be stronger
[-2]Enslavement Enchantment (Major): They must follow the command of their master unless the master commands them to break their vow. They can then make an opposed Spirit Check to resist the commands of the master. Winning allows them freedom for a period of time. They can not attack their master directly.
I'm not convinced by this; is it your intention for your character to be put under the control of somebody else?
GM bennies 6/8
Re: Rose
actually on the race I am at 10 positive, 11 negative. (2 points of negative are free).
both end up being vows, I'm not sure what level they should be at. likely the second one should be minor as it should not come into play as much once she is with the party. making her the person who is her master into an enemy if they are one of your bad guys.
Primary vow, purpose they became the tool to fight the old ones. intents their creator gave to them.
Secondard vow, to server their master, aka the person who activated them. divine forces making sure these tools didn't get out of control. It however didn't stop evil people from using them for their own purposes.
I actually had some trouble trying to come up with the first vow. which is why I made it simple. the first vow ends up being an advantage to her, which is problematic. It needs to have a penalty, which they don't really provide directly. the second as well should have a penalty for breaking it other then the conditions set by the first. There is likely a better way to hand it with a Code [of Honor]
I still need to get her actual backstory written in as well.
I feel that PEG didn't provide enough design is some areas of version 1.0 of savage worlds. Hindrance design is one area and Trapping/Power Modifications is the other. Trappings should be cosmetic, power modification should be the mechanical part of trappings. The same would go with Hindrance design. Condition = effect. many hindrance are only condition and leave effect open ended.
looking for more input on how to make this work mechanically. I have to go to work now though.
both end up being vows, I'm not sure what level they should be at. likely the second one should be minor as it should not come into play as much once she is with the party. making her the person who is her master into an enemy if they are one of your bad guys.
Primary vow, purpose they became the tool to fight the old ones. intents their creator gave to them.
Secondard vow, to server their master, aka the person who activated them. divine forces making sure these tools didn't get out of control. It however didn't stop evil people from using them for their own purposes.
I actually had some trouble trying to come up with the first vow. which is why I made it simple. the first vow ends up being an advantage to her, which is problematic. It needs to have a penalty, which they don't really provide directly. the second as well should have a penalty for breaking it other then the conditions set by the first. There is likely a better way to hand it with a Code [of Honor]
I still need to get her actual backstory written in as well.
I feel that PEG didn't provide enough design is some areas of version 1.0 of savage worlds. Hindrance design is one area and Trapping/Power Modifications is the other. Trappings should be cosmetic, power modification should be the mechanical part of trappings. The same would go with Hindrance design. Condition = effect. many hindrance are only condition and leave effect open ended.
looking for more input on how to make this work mechanically. I have to go to work now though.
Status Tracker: 3rd
Re: Rose
This is a minor quibble, but if we're going for balance--normally, the Adept Edge is tied to AB: Miracles, which only comes with two Powers to start with. On the other hand, Adept only applies to one power per Rank (unlike the souped-up version used by CyberKnights). So the extra Power in general isn't that big a deal, and you would be getting the downside of Backlash packaged with it--probably a net balance.
That said: Races in SR that start with ABs also start with their Powers pre-selected (see the Simvan and Fennodi). The idea is that you take the Edge, complete with all choices tied to it. While this Race-build is for Rose specifically, it should probably be designed with Powers that just about any Living Rune Weapon would have. And you'll want to keep in mind the aforementioend 1-per-Rank limit on Adept Powers (one of the three starting Powers should be tied to Adept, just for efficiency).
On the Vow/Enslavement....
Enslavement would seem to be a form of Enemy, effectively, representing the former master, who of course wants to re-aquire their property. If Rose ever kills them, then they have to buy off the Hindrance (per the Enemy entry in SWD), or a replacement comes along (maybe someone who feels they have the right of inheritance). Instead of the "Must Obey Commands" angle, treat the Master as equivalent to a Minor Phobia--if present, then the Rune Weapon is at -2 to all rolls while resisting them. This advantage is enough to mark the Master as a Major Enemy--so this becomes a 2-pointer.
So, to make the points balance out, you only need a 1-point Vow to get to the sweet spot of a +2 Race. That, presumably, is a function of whatever purpose she was originally built to accomplish.
That said: Races in SR that start with ABs also start with their Powers pre-selected (see the Simvan and Fennodi). The idea is that you take the Edge, complete with all choices tied to it. While this Race-build is for Rose specifically, it should probably be designed with Powers that just about any Living Rune Weapon would have. And you'll want to keep in mind the aforementioend 1-per-Rank limit on Adept Powers (one of the three starting Powers should be tied to Adept, just for efficiency).
On the Vow/Enslavement....
Enslavement would seem to be a form of Enemy, effectively, representing the former master, who of course wants to re-aquire their property. If Rose ever kills them, then they have to buy off the Hindrance (per the Enemy entry in SWD), or a replacement comes along (maybe someone who feels they have the right of inheritance). Instead of the "Must Obey Commands" angle, treat the Master as equivalent to a Minor Phobia--if present, then the Rune Weapon is at -2 to all rolls while resisting them. This advantage is enough to mark the Master as a Major Enemy--so this becomes a 2-pointer.
So, to make the points balance out, you only need a 1-point Vow to get to the sweet spot of a +2 Race. That, presumably, is a function of whatever purpose she was originally built to accomplish.
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Re: Rose
Maybe Kidemonas could be the master...
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: Rose
I was questioning whether to go with AB miracles because of the adept, but I didn't feel the failure for ab miracles was appropriate. the same with weird science. It would have made a massive power sink as each spell had their own PPE to run on and not draw any negatives for multiple spells going. But the malfunction tables were not appropriate for indestructible runes. after coming up with that first, I decided to rework the character with abilities that don't bend the rules too much.
Runic Adept is still limited to the same powers. Those powers are the list of powers that the race starts with.
let me make a reply with the race design.
I am having issue with the vow as for the rune weapon, vows seem to be things that are applied towards those who use them. so it is not really a hindrance for the rune weapon themselves. In the case of a tool it works better. in the case of a living rune weapon it does not.
I am thinking of making the phobia into a major phobia to resist the master. However their core beliefs give them a type of environmental resistance to that if a specific command is given.
Runic Adept is still limited to the same powers. Those powers are the list of powers that the race starts with.
let me make a reply with the race design.
I am having issue with the vow as for the rune weapon, vows seem to be things that are applied towards those who use them. so it is not really a hindrance for the rune weapon themselves. In the case of a tool it works better. in the case of a living rune weapon it does not.
I am thinking of making the phobia into a major phobia to resist the master. However their core beliefs give them a type of environmental resistance to that if a specific command is given.
Status Tracker: 3rd
Re: Rose
Race Design
- Benefits
- [+3]Fast Regeneration: She regenerates quickly. It may make a natural healing roll once per day. Whenever she gains a permanent injury, she may make a natural healing roll once recovered from the incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
- [+3]Indestructible Runes: Due to their magical runes, they are tougher to damage and have +3 to their toughness.
- [+2]Rune Magic: Arcane Background (Magic)
- Her rune magic is represented by Arcane Background(Magic).
- Trapping: Need to decide on the over all trappings of the Rune Magic. The glow would provide a penatly against her but make her magic harder to dispel is what i am thinking.
- Backlash:
- Starting PPE: 10
- Fixed Starting Powers: 3
- Boost/Lower Trait
- Deflection
- Smite
- [+2]Runic Adept: They are able to use the adept powers with their Rune Magic.
- As a free action, an adept can spend 1 power point to gain AP 2 with all of their unarmed attacks until her next action.
- Upon taking this edge, and at each new rank, the following powers may be retrapped to only work on the rune golem but be activated as a free action. boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with and this does not allow them to activate more then one power in a round.
- Hindrance (2 point bonus offset for Benefits for free)
- [-2]Core Principles(Code of Honor): These are the reasons the person before choose to become the rune weapon. Select a set of core beliefs to follow or tasks they would never do. This should be a limited amount of these and needs approval by the GM. that if their master commands them to do these, it allows them to resist their master. This is not an auto success. They must still make a spirit roll at -2 to resist the commands. Rune Golems have free will.
- [-2]Former Master (Major Enemy): Rune golems were put into stasis by the gods. Those found can be activated. The person who activates them becomes their master. For the purpose of the game, their master should be a major villain in the game. They are resisting their master and learning to be free. If their former master is ever vanquished. then they have to buy off the Hindrance (per the Enemy entry in SWD), or a replacement comes along (maybe someone who feels they have the right of inheritance).
- [-1]Enslavement Enchantment (Minor Phobia): if the Former Master is present, then the Rune Weapon is at -2 to all rolls while resisting them.
- [-1]Wanted by Splugorth (Wanted Minor): The very nature of a living rune golem would make them hunted by the Splugorth if their existence is found out. The Splugorth want to control all rune magic.
- [-1]Magical Glow (bad reputation): When they activates their Runes, the runes glow even through clothing or armor. This signals the rune golem out as magical creature and the glow can lead to their gaining a bad reputation as a supernatural creature. In communities that think they are an evil supernatural creature, they suffers a -2 charisma when dealing with the community.
- [-1]Cyber Resistant: Due to their runic tattoo implants, cyberware does not work with this race.
Last edited by Rose on Thu Nov 22, 2018 4:53 am, edited 2 times in total.
Status Tracker: 3rd
Re: Rose
Actually, if the Core Principles are treated as a Code of Honor, that's a Major Hindrance in its own right. Even with the fact that they give you the basis for resisting the Master, the rest of the time, they represent an actual direct hindrance on how you interact with the rest of the world, so I'd argue it should still be worth 2 points.
OTOH, I'd also say the Magical Glow is basically the 1-point version of Obvious D-Bee (the tatts can be hidden by keeping them covered and your powers muted, so that's 1 point)--so it should be -4 Charisma with Coalition types. The Federation is just naturally evil to anyone with magical talent, so I wouldn't worry about them for this.
The overall effect then balances out to a +10/-8 Race
OTOH, I'd also say the Magical Glow is basically the 1-point version of Obvious D-Bee (the tatts can be hidden by keeping them covered and your powers muted, so that's 1 point)--so it should be -4 Charisma with Coalition types. The Federation is just naturally evil to anyone with magical talent, so I wouldn't worry about them for this.
The overall effect then balances out to a +10/-8 Race
Re: Rose
updating the sheet with the Core Principles.Freemage wrote: ↑Wed Nov 21, 2018 11:09 pm Actually, if the Core Principles are treated as a Code of Honor, that's a Major Hindrance in its own right. Even with the fact that they give you the basis for resisting the Master, the rest of the time, they represent an actual direct hindrance on how you interact with the rest of the world, so I'd argue it should still be worth 2 points.
OTOH, I'd also say the Magical Glow is basically the 1-point version of Obvious D-Bee (the tatts can be hidden by keeping them covered and your powers muted, so that's 1 point)--so it should be -4 Charisma with Coalition types. The Federation is just naturally evil to anyone with magical talent, so I wouldn't worry about them for this.
The overall effect then balances out to a +10/-8 Race
magical glow was sort of a combination of Obvious D-Bee 1 point and Bad Reputation 1 point. i can split it apart if that works better. updated that split.
With cybernetic prevalent in the world. the need to cover up the metal tattoos is not as important as they could be explained as that. Maybe just have the magical glow apply the bad repuation stuff and ignore the Coalition and Fed of magic since it is a given anyways.
Status Tracker: 3rd
Re: Rose
Adult Version, not technically used.
Description and Picture
Rose appears to be a young girl of around the age of 15. She has long pink hair. She has a rune on her face, neck and each forearm that are visible. on closer inspection, the runes are actually metal embedded into her skin.
Status Tracker: 3rd