Rose

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Rose

Post by 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.
Last edited by Rose on Tue Nov 13, 2018 6:01 am, edited 3 times in total.
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by Rose »

Dice Rolls

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.
Begin with 3 HJ rolls
  • 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
Note: This was a working version and does not reflect on final version to full accuracy.
So original I set forth to start this version as I was waiting for Savant to give me a write up on the Rising Star version. While the rising star version is certainly powerful. I'm not sure it is how I envisioned the character working. The rising star version turns all her powers into super power with the ability to be dispelled. It also sets of the character with a ton of powers at base level. which truthfully is not what the character was.

I envisioned that the runes would have limited use per day. That is how rune spell magic was original designed. But each rune would have it's own PPE to use. A retrapped version of weird science does this really well. Part of that retrapping is that the PPE recharge rates can not be increased on the runes. However, the user of the runes can put their PPE in them to charge them. Originally I was working towards making the Arcane Background part of the MARS Iconic Framework, but after long thought. the Arcane Background is a fundamental part of their race, since they are rune golems, the rune magic is a part of them. The good things about retrapped weird science is that it only gives one power and ten power points or PPE at base. Other powers would have to be added via taking the new powers edge. More PPE can be added via the Power Points edge but that is limited via rank. rapid recharge would only apply to the rune golems person PPE stores.

The must recent design choice came after I reread the Rifts Atlantis world book entree on Rune Weapons. This statement in particular.
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.
That made me realize that Rose would not be in her original body but would be in an actual Rune Golem or Homunculus, a quasi-human being. I have seen homunculus referanced in at least 2 animes. Senki Zessho Symphogear and Full Metal Alchemist. In both they are alchemist creations of the quasi-human being. She would have had in her original life become a power magic user, making her much older then she appears. Her original name and life are gone. All that remains of them are the memories of the person she considers her father and his wishes for her to be free to choose any life she wants.
So after the decision to make her body the Rune Golem, it was then that I realized that rune magic is part of that and should be part of the race and not class.

The process.
  • select race
    Race: Rune Golem
    The rune golems were created to be super soldiers in the wars against the Old Ones. Candidates trained since birth to be come powerful magic users capable of fulfilling the need for the soul of a rune weapon. But the object they were placed into was a flesh golem grafted with magical metal which would later be changed into runes. The first part of the process created flesh golems in a likeness of the candidate, however much younger in appearance, as by the time they reached the power level they were needed to be, they were quite old. The next process involves grafting magical metal shaped as runic words into the flesh of the golem. The final step is the sacrifice and the transfer of the candidates soul into the flesh golem. Just like the a rune weapon, the soul powers the newly formed rune golem. However there were defects. The magical metal became indestructible but the flesh could still be harmed. It did however gain a regeneration ability and was able to recover, even from being killed. Also they lost the memories of their old selves, except for skills. Those were still preserved. The canididates made vows that remained. Due to discover by other gods, enslavement enchantments were placed on them. Commanding them to break their vow lets them resist the commands of the master, at least for a time. It was discovered that the Rune Golems were able to wield other rune weapons without limit. They became banned, the one who was creating them was exiled. All of the existing Rune Golems were put into magical stasis prisons so they would not cause issues.
    • Racial Benefits
      • Greater Regeneration(4): 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 with caused the injury once per day. On a success, the injury heals after 1d6 days.
      • Indestructible Runes(3): Due to their magical runes, they are tougher to damage and have +3 to their toughness.
      • Arcane Background (Runes) (4):
        • This power is a re-trapped version of weird science. The character who with this power can not cast the spells themselves. Each power represents a Rune and the Runes have their own PPE equal to the PPE of the character. Runes recharge at normal rates and any rapid recharge edges do not accelerate the runes recharge rates. However, the characters can use their own PPE to charge the runes but PPE can not be removed from the runes except via casting the power of the rune or via the Drain Power Point power used on the Runes/Character. The opposed arcane skill roll is at -4 due their arcane resistance unless the type is rune type, then it is -2. Runes are affected by Dispel, which will turn off the power. The physical runes are indestructible and can not be destroyed unless except via special methods. Rune magic suffers backlash versus the standard malfunction of weird science due to runes being indestructible, malfunctions would compromise that. Runes themselves have Arcane Resistance.
        • Backlash: When a use of a rune rolls a 1 on his spell casting die (regardless of his wild die), he is automatically shaken. this can cause a wound.
        • Starting PPE: 10
        • Starting Powers: 1
    • Racial Hinderance
      • Vow (Major) (-2): 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.
      • Enslavement Enchantment (Major) (-2): The Rune Golem considers the person who woke it, it's master and follows their orders. They can not bring direct harm to their master, even if the vow let be free.
      • Wanted by Splugorth (Major) (-2): 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 (-2): 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 thier 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.
      • Cyber Resistant (-1): Due to their runic tattoo implants, cyberware does not work with this race.
  • select MARS Package:
    • Package: vagabond
      • Begin with +5 Skill Points
      • Gifted: Vagabond make all unskilled checks at d4
      • Edge: Luck
      • Edge: Hard to Kill
      • Begin with the Crazy's starting gear.
    OOC Comments
    not used [dice:nmu9sbct]43921:1[/dice:nmu9sbct] -
  • build character as normal.
    • Select hindrance
    • 5 points on attributes
    • 15 Skill points
  • gain 20 exp and apply advances


Roses powers
  • Superhuman Strength (Strength Boost)
  • Fiery Touch (Damage Field)
  • Tongues (mass understanding)
  • Eyes of the Wolf (Darksight)
  • Energy Field (Barrier)
  • Succor
  • See Aura (Detect Arcana)
Last edited by Ximena on Mon Oct 29, 2018 4:29 pm, edited 18 times in total.
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by 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:
  • 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
Hindrances
  • 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.
Edges
  • 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
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
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Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by Rose »

Powers
PPE: 30/30
Bennies: 3/3
Bennie Log Archive

2018 Q4
  • Quarter Start +3 Bennies
Powers
  • 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:
    EXALTED DARKSIGHT (MEGA POWER)
    • 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
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by Rose »

Gear
Item
  • SFD Huntsman Lightweight Personal Armor
  • Wilk's 237 Laser Pistol
  • Wilk's 447 Laser Rifle
  • Vibro-Sword
  • NG-S2 Survival Pack
Credits:

Contacts
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by Rose »

Advances

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
Hero’s Journey
  • 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.
Fortune and Glory
  • 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
Initial Skills 20 SP
  • 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):
Hindrances
  • Major: Curious
  • Minor: Clueless
  • Minor: Young Appearance
Advances
  • 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
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
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Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by Rose »

Background
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.
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.
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
[dice:2yhkpu59]45941:0[/dice:2yhkpu59]
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
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Corrigon
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Re: Rose

Post by Corrigon »

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?
GM bennies 6/8
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Rose
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Re: Rose

Post by 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.
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Freemage
Savage Senior
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Re: Rose

Post by Freemage »

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.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Re: Rose

Post by Ndreare »

Maybe Kidemonas could be the master...
  • 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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Rose
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Re: Rose

Post by 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.
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
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Re: Rose

Post by 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
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Freemage
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Re: Rose

Post by Freemage »

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
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by Rose »

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
updating the sheet with the Core Principles.

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
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Re: Rose

Post by Rose »

Adult Version, not technically used.
Rose_Full.png

Description and Picture
Rose_tattoos.png
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
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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