Ndreare - A MARS Battle Mage

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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Ndreare - A MARS Battle Mage

Post by Ndreare » Mon Aug 07, 2017 3:18 pm

OOC Comments
Trying to also build this same character as a both Shifter and a MARS. The original character from 20 years ago was a Dark Elf enchanter who specialized in shadowmancy and illusion. With a starting character I am going for shadowmancy first and illusions second.

MARS Fortune & Glory:
MARS Fortune & Glory reroll - As a Teleporter a vehicle does not fit this character: 1d12 = 6: 6
MARS Fortune & Glory:
MARS Fortune & Glory:
MARS Fortune & Glory:
Heroes Journey Education: 1d20 = 17: 17
Heroes Journey Enchanted Items & Mystic Gadgets: 1d20 = 1: 1
Heroes Journey Training: 1d20 = 9: 9

I plan to build this character both as a MARS and a Shifter to see which works out better.
Here is the same character built as a shifter
Awesome Armor.jpg
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Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3635
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Ndreare - Stat Block

Post by Ndreare » Mon Aug 07, 2017 3:25 pm

Ndreare
Player Name: Rob Towell
Google Handle: Ndreare
Character Name: Ndreare Shreedarashi
Rank: Heroic Experience: 73 (+1 Advance) Advances Left: 0
Race: Eldekar
Iconic Framework: MARS PCC- Battle Mage General
Attributes: Agility d10, Smarts d12, Spirit d10+4, Strength d6 (d12+1 in armor), Vigor d8
Charisma: +2 (-2 with CS if they see him) ; Pace: 6 (12 flying); Parry: 6 (8 with Honor Blade) Toughness: 27 (12)
PPE: 20 (35 w/amulet)
Skills: 15 base +5 MARS, +3 skills at d6, + Notice d6, +1 die Survival, +1 die tracking, +5 knowledge skill = 25. +10 only for combat from Veteran Special Reward
  • Fighting d12 (3, +3 added as Veteran from special reward)
  • Intimidation d4+2 (1)
  • Knowledge (Arcane) d12+2 (d12+6 w/Gear) (3* d6 starting F&G)
  • Knowledge (Battle) d12+2 (d12+8 w/Gear) (3* d6 starting F&G)
  • Language (Native Dragonese/Elven)
  • Language (Trade 4/American) d6 (2)
  • Notice d12 (3 d6 starting race) d12+2 With Sight
  • Repair d4 (1)
  • Shooting d8 (3, +3 added as Veteran from special reward)
  • Spellcasting d12+2 (d12+5 and d10 wild die with gear) (3* d6 F&G) d10+6 w/Detect Arcana at will (uses spirit roll +2)
  • Stealth d6 (2, +2 in woodlands)
  • Survival d6 (1 d4 starting HJ roll, +2 in woodlands)
  • Throwing d10 (0, +4 added as Veteran from special reward)
  • Tracking d4 (0 d4 starting HJ roll, +2 in woodlands)

Eldakar Racial Package
  • Enemies: All creatures of Darkness and Flame will seek to kill an eldakar given the opportunity.
  • Gossamer: Eldakar must spend double points to raise their Vigor at character creation. Strength costs are doubled at character creation and it costs two Advances during game play.
  • Immortal Grace, Acumen, and Will: Eldakar begin with d6 starting Agility and Smarts, and Spirit of d8. Furthermore, their Spirit can go as high as d12+2 (Professional and Expert can raise it to d12+3 and d12+4 respectively).
  • Keen Fae Senses: Eldakar begin with a d6 Notice skill, and they also gain +2 with sight-based Notice checks.
  • Low Light Vision: The blood of the fae gives the eldakar the gift of night vision. Ignore attack penalties for Dim and Dark lighting.
  • Magically Sensitive: Eldakar can use the detect arcana power at will (using their Spirit for their rolls).
    Those that take up an Arcane Background that provides the ability gain a +2 to detect arcana attempts.
  • Unearthly Fae Beauty: Infused with the beauty of the fae, eldakar enjoy an inherent +2 Charisma.
  • Weakness: All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
  • Distinctive D-Bee: Eldakar are lithe elven beings from another dimension and the CS are none to fond of them.
Hindrances
  • Overconfident (Major): With the right preparation I can do anything.
  • Cautious (Minor): Character is overly careful.
  • Quirk (Minor): Ndreare is very Machiavellian, such that it can sometimes be intimidating to others.
    -
  • Heroic: Ndreare will help those in need. No linger is he so cold and removed. Now he understands the value of individuals.
  • Vow to serve The Forge (Major): Ndreare will now serve the Forge without question, above even his own life and death.
Edges
  • Ambidextrous: Ignore –2 penalty for using off-hand.
  • Arcane Background (Magic): Starts with 10 PPE and 3 Powers.
  • Command: Allies within 5" gain +1 to Spirit to recover from Shaken
  • Efficient Caster: Ndreare reduces the PPE cost to cast a spell by 1 on a Raise. (This stacks with the Wizard Edge.)
  • Elan: +2 to all Trait rolls when spending a benny.
  • Master of Magic: Has access to the Mega Versions for know Spells.
  • Master: Skill raised to d12+2 and may use d10 wild die.
  • More Power: Ndreare Gains +5 PPE
  • New Power: The character gains a new power (Taken Multiple Times)
  • Power Points: Additional Power Points.
  • Rapid Recharge: The character recovers PPE at 1 per 30 minutes.
  • SideKick: Pender suggested I should take a sidekick and I figured that sounded like an awesome idea so meet Rodney.
  • Strong Willed: +2 Intimidation and Taunt, +2 to resist Tests of Will
  • Tactician: Roll Knowledge (Battle) before combat begins and draw an additional card for each success and raise. These cards can be given to allies in place of their own initiative card.
  • Wizard: The character reduced a powers cost by 1 per raise.
  • Woodsman: +2 Tracking Survival, and Stealth only in the wilderness.

    Special Legendary Edges
  • Adaptation: You always have a knack for having the right tool to solve the right problem. You can analyze any situation, adapt, and then over come. Gain +4 to the attribute of your choice (Chose Spirit). You can spend a benny to use an edge until the end of your turn regardless of any requirement except for rank. Multiple bennies can be spent.
  • It's Personal: It always is personal. Through sheer force of will you trudge on wards even through a hail of railgun fire. Even when there is no hope, you are always reminded of how much succeeding means you. You can add half your spirit die type to your toughness and once per session roll your spirit die type and add it to any roll.
  • Born to fight the toughest threats, your hero’s combat spells are inherently potent. All of her damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP.
  • Fate Reborn: Ndreare has the Luck and Great Luck edges gaining an additional 2 bennies per session.
Last edited by Kidemonas on Mon Aug 07, 2017 4:31 pm, edited 6 times in total.
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3635
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Ndreare - Gear

Post by Ndreare » Mon Aug 07, 2017 3:27 pm

Gear:
Cosmic Armor: 12 MDC +4 toughness, flight 12 pace (Space Flight is Super Luminal), Strength d12+1 requires 2 hours of regeneration in sunlight every 3 days, provides full enviromental protection, and immune to fire and heat (non magical)
Cosmic Weapon: Str+3d6 AP4 MDC, embedded bolt power that uses shooting but costs no ppe, for 2 ppe the range on bolt is doubled. Cosmic trapping on the weapon and bolt: MDC, counts as sunlight and holy, also deals d12s vs supernatural evil. Greater bolt can be used if the character has access to mega powers normally.


Chose one IF of choice for gear: Most likely Crazy for powerful melee weapon, GM permission to trade SFD Huntsman (24K) for second Vibro-Blade (11K) and a beat up old truck.

Wondrous item: Biowizard 3rd eye of Eloth: Biowizard Conversion. A single personal item is affixed with this eye making it a biowizard item. It can be summoned and readied or donned with a free action and dismissed as a normal action to any where within 40 miles. The item no longer requires any form of power and can only be used by the individual the who initially owns it. If it is a weapon add +2 damage.

Old Beast - A.k.A. Failure's Luck: Acc/TS 15/35, Toughness 14(3), Crew 1+7, Airbags blown out. UV Headlights.
  • Repair roll required each time to start. On a critical failure requires 1d6 minutes of tinkering before rolling again.
    When rolling a driving contest a 1 on the wild die means something amazing happens.
    There is a reason it has not been scrapped or wrecked. Sure it's beat up and feels like your ass is on fire while driving it, it's nothing pretty to look at but damn it's like it can never die (essentially the vehicle is protected by heroes never die... only the vehicle).
Amulet of the Archmage
Through a moment of inspiration Ndreare was able to take advantage of access to the 3rd eye of Eloth. By combining it with several arcane symbols written in silver and his own blood Ndreare was able to amplify the power in the eye. The end result is an amulet worn against the skin that bonds with the wearer. Allowing them to summon the amulet to them on demand from anywhere within 40 miles, cast Armor of Ithan and Invulnerability, in addition to providing tremendous stores of power for the spells.
  1. Biowizard 3rd eye of Eloth: Teleport's to Ndreare's on demand
  2. Armor Spell - Trapping is Invulnerability - no mechanical effect (includes 5 PPE that can only be used for Armor, Allows the wearer to focus his will into an near indestructible force field protecting him from harm - 20,000 credits)
  3. Seasoned - Power Points Edge: The wearer gains +5 PPE that can be used for his own spells or the spells of the Amulet. (10 total - 20,000 credits)
  4. Veteran - Power Points Edge: The wearer gains +5 PPE that can be used for his own spells or the spells of the Amulet. (15 total - 20,000 credits)
  5. Heroic - Power Points Edge: The wearer gains +5 PPE that can be used for his own spells or the spells of the Amulet. (20 total - 20,000 credits)
  6. +1 die type Spellcasting (10,000 credits)
  7. +1 die type Spellcasting (10,000 credits)
Base Item Biowizard 3rd eye of Eloth
Wondrous item: Biowizard 3rd eye of Eloth: Biowizard Conversion. A single personal item is affixed with this eye making it a biowizard item. It can be summoned and readied or donned with a free action and dismissed as a normal action to any where within 40 miles. The item no longer requires any form of power and can only be used by the individual the who initially owns it. If it is a weapon add +2 damage.
TW-B.A.G. 15 Pulse Cryogenic Inductor
Designed to invert the normal plasma projection process this amazing TW weapon dissipates all heat energy from its target.
  • Special: The inherent targeting system in this weapon provides +2 to Hit.
    PPE: 5 PPE can be used to recharge the weapon.
    Range: 30/60/120
    Damage: 3d10+2 Mega Damage (Armor Piercing 0) Cold Damage causes target to make a Vigor roll or suffer Fatigue.
    Rate of Fire: 3
    Shots: 48
    Weight: 70
    Note: The Shots listed represent how many times a TW ranged weapon can be fired before
    the wielder has to spend an action pumping 2 Power Points into the gun to “refill” it.
    Original Weapon
    NG-E15 Pulse Plasma Ejector (92,000 base)
    TW Conversion (+9,200)
    +2 Shooting (+10,000)
    +2 Damage (+10,000)
    +5 Internal PPE (+5,000)
    TW Cold Fatigue Trapping (+5,000)
Vibro-Swords (2)
  • Str+d10 AP 4, Mega Damage
Wilk’s 237 Laser Pistol
  • Range 18/36/72
    Damage 2d6+1 AP 4
    RoF 2 (semi-auto)
    Payload 16 x 2 eclips
    Weight 3 lbs.
Wilk’s 447 Laser Rifle
  • Range 40/80/160
    Damage 3d6 AP 2
    RoF 1 (semi-auto)
    Payload 20 x 2 eclips
    Weight 5 lbs
NG-S2 Survival Pack
  • Stolen Fusion Block
Night's Kiss: Made of a ebony black wood unknown to most of the world, this elegant knife is a powerful weapon and tool for magic work acquired on Jaralaixus 3. The knife has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells of the player’s choice, which can come from any list. Finally, it’s a combat-worthy knife (Str+d4, one-handed) that even does Mega Damage if 2 PPE is channeled through it that round. Need permission from GM once ready for re-trapping as something other than a staff.
  • 10 PPE stored in the staff
  • +1 to Spellcasting rolls
  • The Staff also has Shadowstep (Burrow - see spells) & Shadow Bound (Quickness - see spells).
Eclipse VII Super Combat Armor
Worn by the most elite and highly trained battle mages in the Empire this armor is the apex of power and grace capable of bringing a normal soldier up to par with an Khregor in strength. Unfortunate the cost of close to a quarter million credits prevents it from gaining to much popularity.
  • Re-trapping of NG-EX10 "Gladius" Battle Armor.
    • +3 Toughness, +8 Armor Strength min d6 (base was +2 toughness & +7 Armor, Str Min d8, 150,000 credits base cost.)
    • Grants d12+2 Strength while charged
    • Full Environmental Protection.
    • +2 Pace to the wearer
    • Good for all combat situations, this armor suit has +1 embedded Toughness
    • Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.
    • Basic (five mile range) communications
    • Light sensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks)

The Honorblades of Second Ternance (4 PPE to activate per hour)
This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Techno Wizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.
  • Damage: Str+d6+8 Notes: AP 12 and +2 Parry
    Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
    Mechanics
    Legendary TW item
    Base Item Laser Sword SWD pg 60 10,000 credits (1,000 x10 per TLPG)
    Conversion 1,000
    Minor Enhancement x2 +2 to Parry (+10,000)
    Major Enhancement When wielded the sword allow the character to ignore the penalty for using two weapons (mechanically functions as Two-Fisted, but requires the sword be one of the weapons to function). (+20,000)
    Major Enhancement Frenzy (+20,000)
    Major Enhancement Improved Frenzy (+60,000)
    Major Enhancement Healing (+20,000)
    Major Enhancement Succor (+20,000)
    Major Enhancement +10 PPE (+30,000)
    Total = 191,000 base cost, Labor value x2 = ~382,000 credits
Credits: 600

Contacts
Last edited by Kidemonas on Mon Aug 07, 2017 3:43 pm, edited 1 time in total.
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3635
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Ndreare - Advances

Post by Ndreare » Mon Aug 07, 2017 3:33 pm

Advances
Iconic Framework MARS Persona Character Concept

MARS Fortune & Glory
  • Roll result: 6
  • Description: Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
MARS Fortune & Glory
  • Roll result: 5
  • Description: Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
MARS Fortune & Glory
  • Roll result: 2
  • Description: A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
MARS Fortune & Glory
  • Roll result: 4
  • Description: Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.

Hero’s Journey
  • Table Education
  • Roll result: 17
  • Description: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Hero’s Journey
  • Table Enchanted Items & Mystic Gadgets
  • Roll result: 1
  • Description: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, twohanded) that even does Mega Damage if 2 PPE is channeled through it that round.
Hero’s Journey
  • Table Training
  • Roll result: 9
  • Description: While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.

Adventure Rewards From Here.
Magic and Mysticism: Efficient Caster: Reduce cost of spells by 1 on a Raise. PER FAQ this stacks with Wizard edge.
Magic and Mysticism: More Power: Gains +5 PPE

Attributes:
  • Agility: d6 (Race) +1 (F&G roll) +1 (Distribution) = d10
    Strength: d4 +1/2 (Distribution) +1/2 (Distribution) = d6
    Smarts: d6 (race) +1 (F&G roll) +2 (Distribution) = d12
    Spirit: d8 (race) +1 (F&G roll) = d10
    Vigor: d4 +1 (Advance) = d6
Advances
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3635
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Shadowmancer Battle Mage Spells

Post by Ndreare » Thu Aug 24, 2017 7:18 am

Battle Mage Spells
All Spell are Trapped As Cosmic Light. Has Access to the Mega Versions of Each Spell.
Light/Obscure, Boost/Lower Trait, Deflection, Detect Arcana, Dispel, Smite, Summon Ally, Teleport, Warrior's Gift

Nite's Kiss provides (trapped as darkness - No mechanical augment)
Burrow, and Quickness

The Honorblades of Second Ternance provides (trapped as raw arcane power - No mechanical augment)
Healing, & Succor

Cosmic Weapon provides - Trapped as Cosmic Light
special Bolt (See Above)
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3635
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Ndreare - Appearance

Post by Ndreare » Thu Nov 09, 2017 12:08 pm

Without armor Ndreare is still an attractive manlike elf with very dark skin almost black. He could easily be mistaken by earthlings as a Central African man.
Ndreare.jpg
Ndreare.jpg (30.34 KiB) Viewed 3227 times
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sir Ndreare
Diamond Patron
Diamond Patron
Posts: 150
Joined: Wed Nov 08, 2017 2:38 pm

Ndreare - Signature Item

Post by Sir Ndreare » Mon Dec 18, 2017 10:04 am

Electronic Data Intelligence Network
A common techno-wizard article purchased in the Three Galaxies are Edin systems. These micro TW interfaces allow a user to store libraries of information in them which can be used for sending data into your brain. The telepathic like access to the EDIN System requires the uses to be in physical contact with the device concentrating on it while perusing a VR like library. However the near instant access makes it capable of delivering an amazing amount of analytical data to the user in seconds that would normally take hours to process. While the AI in these devices is complex it is far below the level of sentience. Normally stored in a wrist band, necklace or other device. However it must have direct skin contact to function.
Ndreare’s Edin chip is currently filled with a catalog of arcane books from his studies at university, every battle from the Kreghor repository, and his own personal video feed from hundreds of years of service before his retirement, which he runs into the device nearly non-stop.
Mechanics
A personal computer with 100 TB of storage plus connections to beamed data and update services. In the shape of an ultra high-tech watch like device with a hologram interface. In addition to normal app functions it adds the following bonuses:
  • +4 to Knowledge (Arcana) checks
    +4 Die Type Steps to Knowledge (Battle)
    +2 to Knowledge (Battle) rolls.
    Requires 1 PPE/Hour to charge and use, otherwise it is simply a pretty and stylish piece of jewelry.
Build Information
  • Base Device - Personal Data Device (PDD): A personal computer with 100 TB of storage plus connections to beamed data and update services. They come in a wide variety of sizes and shapes, from armbands to tablets. In addition to normal app functions it adds +4 to Knowledge (Electronics) rolls made for Common Knowledge checks. (1 lb, $500 - *10 for Rifts so 5,000 base credits)
    4 Major +4 Die types Knowledge (Battle) +40,000
    2 Minor +2 w/Knowledge (Battle) +10,000
    • Total Cost = 55,000 to manufacture, likely higher to purchase
Power Points: 1/hour of use.
As this is an arcane device and no longer able to connect to electronics "+4 to Knowledge (Electronics)" was retrapped as "+4 to Knowledge (Arcane)"

For visual think of the 1980's X-Men cartoon and the computer Cable had in his watch, but not that advanced.
Insperation Example: Imagine this but with hyper advanced magic technology https://www.youtube.com/watch?v=9J7GpVQCfms
Discussion
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain

User avatar
Ndreare
Savage Siri
Posts: 3635
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

RODNEY

Post by Ndreare » Wed Jan 17, 2018 7:30 am

ROD N3 Sidekick
Player Name: Rob (Sidekick)
Google Handle: Ndreare
Character Name: Recon and Observation Drone Model N3 (ROD-N3)
Rank: Seasoned Experience: 30 Advances Left: 0
Race: Drone (Custom Race)
Iconic Framework: MARS Rogue Scientist
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d4, Vigor d6
Charisma: -2; Pace: 0 (6 Flying); Parry: 5; Toughness: 11(5); Strain: 4
Skills:
  • Knowledge (Computers) d8 + 2 (+6 total)
  • Knowledge (Electronics) d8 + 2 (+6 total)
  • [1] Knowledge (Battle) d8
  • [1] Knowledge (Engineering) d8
  • [1] Knowledge (Science) d8
  • [1] Tracking d8
  • [1] Notice d8 + 4
  • [1] Repair d8 (+4 with electronics and computers)
  • Investigation d8 + 2
  • Streetwise d8 + 2
  • [8] Stealth d12
  • [2] Shooting d8
  • [2] Fighting d8
  • [2] Piloting
  • Knowledge (American) d10
  • Knowledge (Euro) d10
  • Knowledge (Techno Can) d10
  • Knowledge (Dragonese) d10
  • Knowledge (Spanish) d10
  • Knowledge (Gobbley) d10
  • Knowledge (Chinese) d10
  • Knowledge (Trade 2) d10
  • Knowledge (Trade 3) d10
  • Knowledge (Trade 4) d10

Hindrances
  • [Racial] Major Vow - ORD’s are programmed to follow the orders of whoever their are subordinate to.
  • [Racial] No ground movement. ORD’s sole means of movement is via its powered flight system.
  • [Major] Curious - Part of its programming is to investigate anomalies and report its findings to its superiors.
  • [Minor] Outsider - Many find a floating football bristling with strange devices to be somewhat off putting. -2 Charisma with those not of its kind.
  • [Minor] Quirk: Complainer

Edges
  • Scholar +2 to two different Knowledge skills (Computer, Electronics)
  • Investigator +2 Investigation and Streetwise
  • Alertness +2 Notice
  • Linguist Begin play with a number of languages equal to Smarts; Smarts –2 to be understood in any language heard for a week
  • Scounger Use Streetwise once per session to locate gear. See pg 74 of the TLPG for details.
  • Danger Sense Notice at –2 to detect surprise attacks/danger

Cybernetics
Stealth System from SFC (1) - Strain: 1
  • Get description from SFC
Expanded Detection and Security Array (1) - Strain: 2
  • This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.
  • 33,000 credits
Core Electronics Package (1) - Strain: 1
  • This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
  • 22,000 credits

Background

Gear
Item
  • Armored Housing (aka Huntsman Armor)
    • +5 Armor
    • +1 Toughness
    • d6 minimum strength
    • 16 lbs
    • 24,000 credits
  • Laser weapon attachment (aka Wilk’s 320 laser pistol)
    • Range 18/36/72 | Damage 2d6 | RoF 1 | AP 2 | Shots 20 | 2 lbs | 11,000 credits
    • Notes: Semi-Auto
    • Attachment is wielded by a retractable arm mount capable of manipulating tools, weapons and other small items.
  • Battle mode
    Engaged by taking no other actions during your turn: +4 toughness, +2 shooting, rock and roll edge, cannot use skills or edges that require finesse or high level cognitive abilities while so engaged, think Berserk. Also comes with a mounted NG-E15 Pulse Plasma Ejector.
    • Range: 30/60/120
    • Damage: 3d10, AP —
    • RoF: 3
    • Shots: 27
    • Weight: 17lbs (2 minor mods)
      MD
Credits:

Contacts

Advances
Please list all Edges and Advances taken for your character here

Race
Recon and Observation Drone Model N3 (ROD-N3)
ORD’s are some of the most advanced robots manufactured in the three galaxies. They are designed with high level reconnaissance and adaptive mission profiles in mind. The AI in an ORD is so advanced they are considered Sapient and built with a combination of advanced sciences and Techno-Wizardry taken from the UWW these drones are rarely seen due to their obscene price.

Positive Racial Traits (+12)
  • [8] Construct: ORD’s are constructed.
  • [2] Flight: The installed hover system in the ORD gives it a base Flight Pace of 6 and a Climb of 0.
  • [2] Machine Mind: ORD are programed to be highly intelligent and begin with d6 smarts.

Negative Racial Traits (-10)
  • [-2] Dependance: ORD require recharging in direct sunlight or at a power port 1 hour everyday or they will become fatigued.
  • [-3] Limited Utility Arms: Suffers -2 to all strength rolls.
  • [-2] No Legs: The ORD has a pace of 0 when not flying and does not have a running die when on the ground. (This is based on the Lame Hindrance.)
  • [-1] Non-Standard Physiology: The ORD cannot use normal armor and a lot of heavy equipment requiring special adaptations to accommodate its small frame and unusual shape.
  • [-2] Primary Programming: ORDs are programmed to follow the orders of whoever their are subordinate to. This counts as a Major Vow.

Iconic Framework
  • Begin with +5 skill points.
  • Begin with any two Knowledge skills at d8 and the Scholar Edge.
  • Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
  • Begin with the following starting gear: Huntsman Lightweight Personal Armor, Wilk’s 320 Laser Pistol, NG-S2 Survival Pack, 5d8 × 100 credits.

Hero’s Journey - N/A

MARS Fortune & Glory
  • 12
  • Choose your fate: Select result 5, Smart and Learned
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills
  • Trade results (4, 1) for result 5
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills

Advances
  • Initial Advances: (From Hindrances): Upgrade (Stealth System), Upgrade (Core Electronics Package)
  • Cybernetic Modifications:
  • Novice 1 Advance: Alertness
  • Novice 2 Advance: Linguist
  • Novice 3 Advance: Scrounger
  • Seasoned 1 Advance: Upgrade (Expanded Detection and Security Array)
  • Game Master Boon: Battle Mode installed by Tera. See Gear for details
  • Seasoned 2 Advance: Agility d8
  • Seasoned 3 Advance: Shooting d8, Fighting d8
  • 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:
  • Legendary 4 Advance:
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3635
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Ndreare - A MARS Battle Mage

Post by Ndreare » Sat May 19, 2018 11:26 pm

Gained the following:

Adaptation: You always have a knack for having the right tool to solve the right problem. You can analyze any situation, adapt, and then over come. Gain +4 to the attribute of your choice. You can spend a benny to use an edge until the end of your turn regardless of any requirement except for rank. Multiple bennies can be spent.

From this post: http://savagerifts.com/sr/viewtopic.php?f=75&t=2474

Chose Spirit
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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