Characters

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Heracles
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Location: 3rd Set "The Losers"

Characters

Post by Heracles »

So, I made Gideon (over in the Supporting Cast thread) and he seems capable. But after witnessing the widespread devastation and magic power of the LLWs/Mystics/Shifters/etc...I feel like my current 2 characters are both outclassed and Gideon would just be more of the same.

Should I make a magic-based character for my next character?
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Characters

Post by High Command »

Nah, have you thought about Power Armor?
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Hans Greuber
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Location: The Black Company

Re: Characters

Post by Hans Greuber »

...or even a Grackle in the Power Armor
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Characters

Post by Jackal »

Come on...the longest living character here is a Juicer ;)

Nothing can kill him.

In fact he has been the only Juicer ever played.....well, regular Juicer. Iron Tic was a bad ass Titan Juicer.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
White Hoof
Posts: 60
Joined: Thu Jun 15, 2017 9:25 pm

Re: Characters

Post by White Hoof »

My first character on the board is a Robot pilot that I chose the ultimate max for. Yeah it has a heavy rail gun but it's one of the smallest robots and can be blown to bits with with relative ease but he's still a robot. I just reskinned it so it would look different. That's why Ulrich has a robot scorpion.

Moira is a super strong and tough being who's main ranged attack is going to be to chuck heavy objects at her target. She is super useful in her current encounter because her mystical nature allows her to hurt murder wraiths with physical attacks but her lack of mobility and actual ranged weaponry limit her to a slow juggernaut melee type which I am fine with. It's the character I wanted to play that's why I made her that way.

Hoof is a tough as balls cyborg armed with really good ranged weapons but his focus is on survivability. I've got a few other upgrades I want for him but I need to get a few edges first so the strain doesn't kill me.

It's not about competing with other players, it's how you play you character. Envission the character and design their stats to reflect their abilities. When i made Hoof i wanted to basically make Jayne from firefly and whats awesome is the other player that joined the group basically made another character from the same show. Lol we've totally been bouncing off each other RP wise. It's a blast.

The nameless just got a rogue scholar a few months ago and he gets some good RP in. He's probably the lowest power level character of our group but he mans the ATV's gun battery so it would be unwise to piss him off ;) not every character can be a dragon or glitter boy but even the lower powered characters or those out of their element can be made useful and fun.

:)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823
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Radecliffe
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Re: Characters

Post by Radecliffe »

I would just add that I think for some character concepts you want to look closely at the group makeup. If the group ends up full of characters that have all have a similar focus to what your character concept was intended to be your attempt at a big gun can end up being a firecracker in a box of dynamite.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Heracles
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Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Characters

Post by Heracles »

Well, it was more of feeling like why am I in this combat with my 2nd character Ink, and thinking about how my 2 characters thus far are both pretty much 'magic-adjacent/psionic-adjacent' frontliners. Granted with Heracles, I could give a damn if he's useful in combat but it was ALL about making a character that was just fun to RP regardless. With Ink, I REALLY wanted to try out the True Atlantean and tattoo magic (which is a holdover love from classic Rifts), but that first fight, he is nearly incapacitated and the board was mostly wiped by the magic-users in the first round and a half. I made Gideon before that fight and was looking at him again, just wondering if maybe I am making too many characters focused on combat that don't contribute that much to combat. It's not the "But I need to be awesome and win everything" mentality, that's not me (don't get me wrong, I like to win and be awesome, but that's not the point). I like to make characters that are interesting to me and fun even if they're not effective, I guess I just had a fleeting moment of frustration with Ink.

Case in point, I someday want to play my concept in Pathfinder or D&D of an intelligent (likely cursed) magical weapon that is in charge of a barbarian or fighter. "My name is Vorthax, the bringer of death, the midnight inferno, the blade of eons...." long pause "and the human you see holding me is Keldor." The human suddenly stops looking so fierce, smiles dopily and waves a hand. "Hi, I'm Keldor!" Then the human's face changes to anger once more, "Oh, shut up, Keldor!"

Not for mechanical benefit, just for the fun of RPing that.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Characters

Post by Cantrell »

I think the issue in that particular combat with Ink was more "summoning-focused casters + on a ley line for free PPE" than a more general issue with casters. I do think summoning could use a closer look, both in terms of being potentially OP and also in terms of attention demand in a PbP environment. In the Pathfinder games I ran on the Paizo boards I tended to ban or strictly limit summoning and pets for that reason.

(Oh, and I'm Penitent in the vampire game. And to be honest, we'd have been in deeper doodoo if not for those summonses to wipe most of the wild vampires for us).
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Radecliffe
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Re: Characters

Post by Radecliffe »

I don't think it is an issue with casters in general but more along the lines of how concept that you like doesn't mean it is going to be of much use in a particular group mix.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Kidemonas
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Re: Characters

Post by Kidemonas »

I think what that situation also defined is we definitely do not need to enhance Summon Ally.

Force Multiplication made us able to stand at the top in a moment of glory.

Ink will do much better in future battles where we may not be sitting next to a perpetual energy source.
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Jude Maverick
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Re: Characters

Post by Jude Maverick »

Everyone can find their niche. Jude is a Vagabond. He has some decent combat abilities (d8s), but that's not his forte. In fact, he pretty much twiddles his thumbs in a fight against a shadow dragon, since nothing he had could hurt the thing. But damn if he isn't a lucky SOB and can talk you into buying beach front property in Nevada!

And sometimes dice just go cold. Even Ashlyn didn't do too much in that vampire fight. Mostly it was the sunlight marbles and the water elementals. Find a character hook and play it, regardless.

I like your sentient weapon idea :)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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