Hannibal (Warlock Marine Magic Specialist)

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Hannibal
Posts: 5
Joined: Sun Oct 07, 2018 6:51 pm

Hannibal (Warlock Marine Magic Specialist)

Post by Hannibal »

Player Name: Mike
Google Handle: mike.e.morrison@gmail.com
Character Name Hannibal Baker
Rank: Seasoned Experience: 25 Advances Left:
Race: Human
Iconic Framework: M.A.R.S. Vagabond
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 2; Pace: 6; Parry: 5 (½ Fighting +2); Toughness: 5 (15(8) in Armor)(½ Vigor+2 plus armor); Strain: 0

Skills: +5 pts for Vagabond, +5 pts for Fighting, Shooting or Throwing
  • Fighting (Ag) D6 2 (free)
  • Investigation (Sm) D8 3
  • K/Arcana (Sm) D8+2 (M.A.R.S. Roll) 1 (Scholar)
  • K/Battle (Sm) D8+2 (Free) (Scholar)
  • Notice (Sm) D8 3
  • Persuasion (Sp) D10 6
  • Shooting (Ag) D8 1 (3 free)
  • Spellcasting (Sm) D10 (M.A.R.S. Roll) 3
  • Streetwise (Sm) D10 (M.A.R.S. Roll) 3

Hindrances
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Greedy
  • Hindrance (Minor): Quirk: Neat Freak

Edges

  • Edge: AB: Magic (I.F.)
  • Edge: Master of Magic (I.F.)
  • Edge: Command (HJ Roll)
  • Edge: Investigator (HJ Roll)
  • Edge: Rich (HJ Roll)
  • Edge: Charismatic (Human)
  • Edge: Tactics (Major Hindrance)
  • Edge: Scholar (K/Battle K/Arcana) (Minor Hindrances)
Hannibal
Posts: 5
Joined: Sun Oct 07, 2018 6:51 pm

Re: Hannibal (Warlock Marine Magic Specialist)

Post by Hannibal »

Background

Hannibal comes from a small planet in the Anvil galaxy that is ruled by a monarchy that has sworn allegiance to the United World of Warlocks. In spite of their affiliation their section of the galaxy is relatively barren so that allegiance was never questioned, or challenged. The planet was for the most part rich, and therefore boring for a restless young man. So as soon as he was old enough, Hannibal left the planet for the nearest U.W.W. recruiter and joined the Space Warlocks, to see the galaxy. When he was in basic training all of the recruits were tested for magical aptitude and to Hannibals surprise, he was sorted into the Magical Specialist group. After that he was sorted even further into an elite unit charged with finding and neutralizing threats to the U.W.W. ultimately leading a small team of soldiers. He came to love the thrill of the hunt, and after retiring after 20 years of service, joined up with a merc group to continue hunting down criminals. The only difference now is that he makes a good deal more than he did when he was a soldier.
Hannibal
Posts: 5
Joined: Sun Oct 07, 2018 6:51 pm

Re: Hannibal (Warlock Marine Magic Specialist)

Post by Hannibal »

Gear:
  • Space Warlock Marine Armor (Retrapped T-11 Armor)
    Triax T-11 Enhanced: A bulkier version of Triax’s T-10, this armor has an exo-skeleton to augment the wearer’s strength and speed. It’s not quite as powerful as true power armor, but the T-11’s enhancements increase the wearer’s strength and improve his speed. The T-11 armor provides +7 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. The T-11 grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (40 lb, 200,000 credits)
  • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • 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.
Triax T-100 Eagle Jet Pack Accessory(Attached to armor) : Specifically designed for military use, this Triax jet pack is made to fit onto the hardpoints of any suit of NGR military armor. Advanced propulsion and supercooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The stats for the flight system are Flight Pace 30, Climb 1.. (35 lb, 600,000 credits)

Volcano Rifle (Retrapped NG-E15)

NG-E15 Pulse Plasma Ejector
Image
  • Range: 30/60/120
  • Damage: 3d10, AP —
  • RoF: 3
  • Shots: 48
  • Weight: 70 lbs
  • Notes: Min Str d12, Mega Damage.
b]Wrist Blaster on armor (Retrapped Wilk’s 237 Backup Laser Pistol)[/b]
Image
  • Range: 15/30/60
    Damage: 26d+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


Wilk’s 447
Image
  • Range: 40/80/160
    Damage: 3d6, AP 2
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto


Vibro-Sword
Image
  • Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
[dice:1mhih6v4]43618:0[/dice:1mhih6v4]×100= 1000 credits.
Last edited by Hannibal on Sun Oct 07, 2018 7:15 pm, edited 5 times in total.
Hannibal
Posts: 5
Joined: Sun Oct 07, 2018 6:51 pm

Re: Hannibal (Warlock Marine Magic Specialist)

Post by Hannibal »

Powers
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 1/30 minutes

Trapped Power Name [Divination] (5 PPE/ISP) [Heroic]
Range: Self
Duration: 1 minute
Trapping: Chosen Trapping
Effect
This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.
Trapped Mega Power Name [Communion] (10 PPE/ISP)
Range: Self
Duration: 1 minute
Trapping: Chosen Trapping
Effect
Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.
Trapped Power Name [Entangle] (2/4 PPE/ISP) [Novice]
Range: Smarts
Duration: Special
Trapping: Chosen Trapping
Effect
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
Trapped Mega Power Name [Greater Entangle] (+2 PPE/ISP)
Range: Smarts x2
Duration: Special
Trapping: Chosen Trapping
Effect
Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.
Trapped Power Name [Smite] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Greater Smite] (4 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of smite confers two effects:
[*]The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
[*]The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.[/size]
Last edited by Hannibal on Sun Oct 07, 2018 7:21 pm, edited 2 times in total.
Hannibal
Posts: 5
Joined: Sun Oct 07, 2018 6:51 pm

Re: Hannibal (Warlock Marine Magic Specialist)

Post by Hannibal »

Iconic Framework Vagabond
  • AB: Magic
  • Master of Magic
  • Expanded Awareness

Hero’s Journey
  • Education (12): The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d8 in Knowledge (Battle) to prove it. He also has the Command Edge (or one Leadership Edge of her choice if she already has Command).
  • Experience and Wisdom (15): Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Investigator
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination
  • Ranged Weapons (1): Select any personal ranged weapon.
  • Experience and Wisdom (10): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.








MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • (2): 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.
  • (5): Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • (12): Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice



Advances
  • Initial Advances: (From Hindrances): Power Points, Rapid Recharge
  • Free Edge (Human): Charismatic
  • Cybernetic Modifications:
  • Novice 1 Advance: Tactics
  • Novice 2 Advance: Scholar (K/Battle K/Arcana)
  • Novice 3 Advance: Spirit to D8
  • Seasoned 1 Advance: Power Points
  • Seasoned 2 Advance: Edge: Elan
  • Seasoned 3 Advance:
  • 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:
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Ndreare
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Re: Hannibal (Warlock Marine Magic Specialist)

Post by Ndreare »

Generally looks good. Can you add a couple bullets of background ideas for me to work with and define the trappings on your powers?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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The Savage Inquisition
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Re: Hannibal (Warlock Marine Magic Specialist)

Post by High Command »

Just FYI - I had done a version of the Warlock Marine Power Armor as an enchanted signature Item (as well as using ARES for it as well).

viewtopic.php?f=41&t=1921#p34890

You might mine it for the picture, if nothing else. The build might interest you as well.
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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Ndreare
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Location: Skagit County, Washington
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Re: Hannibal (Warlock Marine Magic Specialist)

Post by Ndreare »

So is this character being abandoned? I had him linked here as the character for the game.

viewtopic.php?f=7&t=3090&p=43023#p43023
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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