SpellJammer

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Theme of the game

Poll ended at Sat Oct 03, 2020 5:57 pm

Smugglers
7
33%
Pirates
0
No votes
Naval ship
1
5%
Merchant
2
10%
Ship for hire
6
29%
Treasure hunters
5
24%
 
Total votes: 21

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Technospawn
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SpellJammer

Post by Technospawn »

SpellJammer

Still working out all the details. Here is a rough draft of setting rules. Check it often because I will be updating it right up to the start of the game.

Looking for up to 8 players. Here is a list of the ships positions that are open. Any positions not taken can be filled with extras if needed. Depending on how many we get some players may have 2 positions.

Captain: Squidward
First Mate:
Navigator: Caleb
Helmsman: Balanor
Boatswain: Cerulean
Chief:
Master at Arms: Giff no name
Cook: halfling no name
Medic:

Remember the setting is not complete yet so be prepared to adjust characters if needed.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Captain Blackfoot
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Re: SpellJammer

Post by Captain Blackfoot »

A wayward Ilithid captaining a ship through...DnD space? Some persuasion, a bit of mind mojo, and some command edges?
Squidward.png
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Hans Greuber
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Re: SpellJammer

Post by Hans Greuber »

Half Folk Cook. Sneaky, and can get into places he shouldn't be in.
Hans Greuber

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

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

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Ndreare
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Re: SpellJammer

Post by Ndreare »

Mr Brandt, and Academic (read weird science alchemist/navigator)
artificer gnome.jpg
  • 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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Captain Blackfoot
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Re: SpellJammer

Post by Captain Blackfoot »

For squidward...

Idea 1)
Ilithid
Bite (+1) - Tentacle-y brain nommers
Low Light Vision or Infravision (+1)
Power (+3) - AB (Gifted) w/ Mind Link and Burst powers
Dependency (-2) - Brains
Frail? (-1) - I'm not sure if they're actually frail, it popped into my head that they were physically squishy, but balances out to +2, so woot.

Idea 2)
Ilithid
Attribute (+2) - Smarts for Big Brain Time
Bite (+1) - Tentacle-y brain nommers
Edge (+2) - AB Psionics with two of the starting powers being Mind Link and Burst
Low Light Vision or Infravision (+1)
Dependency (-2) - Brains
Hindrance (-2) - Outsider? Something social/reptuation based

Concern: Mostly the Brain dependency. For SW/Ilithid it feels like more of a difficult dependency than it should be. A brain a day feels..rough. Dependencies are usually relatively easy things to manage like sunlight or fuel.

I actually kind of like the Power from the first build, as the monster manual shows that all mind flayers have psychic communication and mind blast cones, but not all mind flayers are psionicists. Either way works for me, though.

Input would be super cool.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Falderol Grelemis
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Re: SpellJammer

Post by Falderol Grelemis »

Balanor, male elf that has 'recently' been disowned by his (nobal) family for... reasons.

With a magic AB would make a decent helmsman though he is always saying he should be captain because of who he is.
Full Sheet
Parry: 7
Toughness: 9(3)
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Technospawn
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Re: SpellJammer

Post by Technospawn »

Billy wrote: Sun Sep 27, 2020 7:11 pm Balanor, male elf that has 'recently' been disowned by his (nobal) family for... reasons.

With a magic AB would make a decent helmsman though he is always saying he should be captain because of who he is.
I will let you fight it out with the Illithid.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Jarvis Ursus
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Re: SpellJammer

Post by Jarvis Ursus »

Hi there,

I posted in Discord about playing the Giff Master of Arms. Here is my take on the racial breakdown:

Bigger Than Your Average Elf: Giff average 8 or9 feet tall. SIze 1 (+1)
Strong and Powerful: Giff are strong as a Hill Giant. Strength +1 die (+2)
Tough and Resilient: Giff have a thick hide and have exceptional endurance. Vigor +1 die (+2)
Hard Headed: The thick chitinous plates on a Giff's head give him a natural head butt attack of Str+1d4 (+1)
Magic is for the Weak: Giff cannot become spellcasters. Restricted Path: Magic (-1)
Stocky and Broad Frame: Armor and clothing must be custom made for a Giff's build. Non-Standard Build (-1)
War is the Answer to Everything: Giff act accordingly to their extremely militant culture. Other intellectual pursuits are uncommon and they suffer a -1 to Smarts checks but not Smarts linked skills. Attribute Penalty Smarts (-2)
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Captain Blackfoot
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Re: SpellJammer

Post by Captain Blackfoot »

Idea 3)
Ilithid
Attribute (+2) - Smarts for Big Brain Time
Bite (+1) - Tentacle-y brain nommers
Edge (+2) - AB Psionics with two of the starting powers being Mind Link and Burst. The third starting power is Mind Reading, limited to Touch and also limited to only when eating brains. (I couldn't figure out a better way, RAW, to do the whole "euphoric cascade of memories" thing mindflayers get when eating brains.)
Low Light Vision or Infravision (+1)
Dependency (-2) - Brains
Hindrance (-2) - Outsider? Something social/reptuation based

Concern: Mostly the Brain dependency. For SW/Ilithid it feels like more of a difficult dependency than it should be. A brain a day feels..rough. Dependencies are usually relatively easy things to manage like sunlight or fuel.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Cerulean
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Re: SpellJammer

Post by Cerulean »

I'll play the bosun.
Cerulean the elf, used to be in the Elven Navy as a marine sergeant and left due to the interference of an enemy. Cerulean intends to defeat his enemy (by humiliation if possible).
Savage Spelljammer: Cerulean the Elf boatswain https://savagerifts.com/sr/viewtopic.php?f=350&t=5652
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KahlessNestor
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Re: SpellJammer

Post by KahlessNestor »

I am interested, though I don't know much about the setting. Guess I will have to google something. What does the party need? (Fighter, rogue, wizard, cleric, ranger?) I can take any of those positions listed above.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: SpellJammer

Post by Ndreare »

I was working with Boyce and the suggestions above by Derrick for his own race.

Races should be 4 points total, they should have no more than 4 negative points, but will be scrutinized for gaming the system (such as bonuses to more than one attribute, and access to arcane backgrounds).

For core D&D races we will look at Immaterial Plane by Kristian Serrano where he has done an excellent job of core conversions. The only adjustment made to his work is simplifying the Human.

Technospawn is working on spell lists and arcane background restrictions so for example my Artificer does not have every power.


Races
The races presented below are balanced to 4 points of positive abilities.

See setting document
OOC Comments
Dwarf
  • Low Light Vision (+1): Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch Darkness).
  • Reduced Pace (–1): Dwarves have short legs compared to human-sized races. Decrease their Pace by 1 and their running die one die type.
  • Stability (+1): +2 bonus to opposed Strength rolls for resisting Push attacks.
  • Stonecunning (+1): Dwarves add 2 to Notice rolls related to unusual stonework.
  • Tough (+2): Dwarves are stout and tough. They start with a d6 in Vigor instead of a d4. This increases their maximum Vigor to d12+1.
Elf
  • Agile (+2): Elves are graceful and agile. They start with a d6 in Agility instead of a d4. This increases their maximum Agility to d12+1.
  • Frail (1): Elves aren’t as sturdy as most other races. Their Toughness is reduced by 1.
  • Keen Vision (+1): +2 to Notice rolls for visual obscurities.
  • Low Light Vision (+1): Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination (but not Pitch Darkness).
  • Trance (+1): Elves don’t need sleep, but they must meditate in a semiconscious state 4 hours every day.
Giff
  • Big (-2): The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
  • Gun Training (+2): Giff are trained from a young age in the use of firearms. All Giff begin with Shooting d6 and a Shooting maximum of d12+1.
  • Size +2 (+2): Giff are huge by nature and begin with Size +2, while only standing 7' tall they are incredibly wide and dense. This also grants them +2 Toughness.
  • Strong (+2): Giff are known for their incredible strength. They begin with d6 Strength and their Strength maximum is increased to d12+1
Gnome
  • Illusionist (+4): Gnomes can create imaginary images and sounds within the range of their sight and with a maximum volume of a 4” (8 yard) diameter sphere. (See the Illusion power, this ability can be used at will)
  • Knowledgeable (+1): Gnomes begin play with a d6 in Common Knowledge. This increases their maximum Common Knowledge to d12+1.
  • Low Light Vision (+1): Gnomes' eyes are accustomed to seeing below ground. They ignore attack penalties for Dim and Dark Illumination.
  • Reduced Pace (–1): Gnomes have short legs compared to human-sized races. Decrease their Pace by 1 and their running die one die type.
  • Size –1 (–1): Gnomes are considered Size –1 and have –1 Toughness.
Goblin
  • Low Light Vision (+1): Goblins’ eyes are attuned to habitats with dim lighting. They ignore attack penalties for Dim and Dark Illumination.
  • Nimble (+3): Goblins are quick and agile. They may ignore 2 points of Multi-Action Penalties.
  • Size –1 (–1): Goblins are considered Size –1 and have –1 Toughness.
  • Stealthy (+1): Goblins begin play with a d6 in Stealth. This increases their maximum Stealth to d12+1.
Halfling
  • Athletic (+1): Halflings are nimble beings. They start with a d6 in Athletics instead of a d4. This increases their maximum Athletics to d12+1.
  • Common Bond (+2): Halfling Wild Cards may share their Prophecy Shards with other Wild Cards with whom they can communicate.
  • Lucky (+2): Halflings Wild Cards draw one additional Prophecy Shard per game session.
  • Reduced Pace (–1): Halflings have short legs compared to human-sized races. Decrease their Pace by 1 and their running die one die type.
  • Size –1 (–1): Halflings are considered Size –1 and have –1 Toughness.
  • Stealthy (+1): Halflings begin play with a d6 in Stealth. This increases their maximum Stealth to d12+1.
Half-elf
  • Heritage (+2): Half-elves may retain the grace of their elven parent or the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice or a d6 in Agility instead of a d4 (which also increases his Agility maximum to d12+1).
  • Low Light Vision (+1): Half-elves ignore penalties for Dim and Dark Illumination (but not Pitch Darkness).
  • Skilled (+1): Sharing the ingenuity of their human relatives as well as having slightly longer life spans, half-elves start with a d4 in any skill based on their experiences, education, training, or culture. If the chosen skill is a core skill, it starts at d6 and the skill’s maximum increases to d12+1.
Half-orc
  • Brute (+2): Half-orcs treat Athletics as linked to Strength instead of Agility for purposes of Advancement. Half-orcs may also resist Athletics Tests with Strength if they choose. Finally, half-orcs increase the Range of common thrown weapons from 3/6/12 to 5/10/20.
  • Heritage (+2): Half-orcs may retain the strength of their orc parent or the adaptability of their human ancestry. A half-orc may either start with a free Edge of his choice or a d6 in Strength instead of a d4 (which also increases his Strength maximum to d12+1).
  • Impulsive (–2): Half-orcs are passionate and reactive. They often take action before thinking things through.
  • Low Light Vision (+1): Half-orcs ignore attack penalties for Dim and Dark Illumination.
  • Menacing (+1): Half-orcs start with a d4 in Intimidation.
Human
  • Adaptable (+2): Humans begin play with one free Edge. They must meet its Requirements as usual.
  • Skilled (+2): Humans start with a d6 in any non core skill based on their experiences, education, training, or culture. The skill’s maximum increases to d12+1.
Ilithid
  • Bite (+1); Ilithid have prehensile tentacles on their face that can be used to grab a target and force them close to their beak for a powerful bite.
  • Infravision & Low Light Vision (+2): Ilithid are able to see into the near infrared and UV spectrums. They ignore dim and dark penalties, and can even ignore total darkness when dealing with creatures that emit body heat.
  • Innate Powers (+3): Begins with Arcane Background (Gifted), Mind Link and Burst. Their form of Gifted is limited to the following power list;
  • Dependency (-2): Ilithid must consume Brains to live.
  • Outsider (-2): Ilithid player characters are rebels from their own people and are inherently out of sorts around the humanoid races who distrust them greatly. They can be killed in most environments without it being considered a crime and suffer extreme fear or prejudice in most situations.

Orc
  • Low Light Vision (+1): Orcs’ eyes are attuned to habitats with dim lighting. They ignore attack penalties for Dim and Dark Illumination.
  • Size +1 (+1): Orcs are larger than humans. Their maximum Strength is d12+1 and they have a +1 Toughness.
  • Primal Intuition (+2): Orcs start with a d4 (or a d6 if Notice) in two of the following skills: Healing, Intimidation, Notice, Survival. If the chosen skill is a core skill, it starts at d6 and the skill’s maximum increases to d12+1.
Warforged
  • Built for War (2): Warforged were designed, built, and trained as tools of war. Negotiations were not part of their training, and their world knowledge off of the battlefield is limited. They do not have Common Knowledge and Persuasion as core skills.
  • Integrated Protection (+1): A warforged is covered in tough plating made of magically-treated woods and metals. Warforged gain a +2 Armor. Warforged are unable to wear additional armor.
  • Living Construct ( +6): Warforged are living constructs made from organic and inorganic matter and are capable of emotions and conscious thought. They do not need to breathe, eat, or drink, and are immune to poison and disease. Warforged also don’t need to sleep, and arcane powers can’t put them to sleep; however, they must spend at least six hours in a relaxed state. In this state, warforged remain conscious, can see and hear as normal, and can perform simple tasks.
  • Loyal (–1): Warforged are trained to protect their allies in combat, and will always be the first to come to their rescue.
  • Outsider (–2): With a long history of being dedicated soldiers of war, warforged have difficulty blending into post-war Khorvaire. Most non-warforged strongly dislike the sight of warforged as they stand as living reminders of the horror that was the Last War. As such, warforged have –2 to Persuasion rolls when interacting with non-warforged and are often treated as less than.
  • Specialized Design (+1): Warforged are typically designed for specific purposes. They start with a d4 in any skill based on their experiences, education, training. If the chosen skill is a core skill, it starts at d6 and the skill’s maximum increases to d12+1.
  • Steel Fists (+1): Warforged may attack with their fists and deal Str+d4 damage.
  • 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
User avatar
Ndreare
Savage Siri
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Re: SpellJammer

Post by Ndreare »

Giff updated per player request as follows

Giff
  • []Big (-2): The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
    []Gun Training (+2): Giff are trained from a young age in the use of firearms. All Giff begin with Shooting d6 and a Shooting maximum of d12+1.
    []Size +2 (+2): Giff are huge by nature and begin with Size +2, while only standing 7' tall they are incredibly wide and dense. This also grants them +2 Toughness.
    []Strong (+2): Giff are known for their incredible strength. They begin with d6 Strength and their Strength maximum is increased to d12+1
  • 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
User avatar
Ndreare
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Re: SpellJammer

Post by Ndreare »

Billy wrote: Sun Sep 27, 2020 7:11 pm Balanor, male elf that has 'recently' been disowned by his (nobal) family for... reasons.

With a magic AB would make a decent helmsman though he is always saying he should be captain because of who he is.
I need to know if you will be an Ace so you can actually fulfill the role of helmsman or if I need to and can fulfill that role.
  • 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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KahlessNestor
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Re: SpellJammer

Post by KahlessNestor »

So regarding the poll above, I think a Firefly type of ship/missions would be good. Some legit work, some not so legit work.
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Rising Stars GM Bennies 8/8
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Re: SpellJammer

Post by Technospawn »

Game is full now.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
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Ndreare
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Re: SpellJammer

Post by Ndreare »

KahlessNestor wrote: Thu Oct 01, 2020 12:19 am So regarding the poll above, I think a Firefly type of ship/missions would be good. Some legit work, some not so legit work.
This is exactly what I am hoping for.
  • 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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Posts: 26
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Re: SpellJammer

Post by Captain Blackfoot »

One person didn't vote. Technically, if Ship for Hire got one of their votes and Smugglers didn't get one, they would be tied. Although, I imagine there can be a fine line between Ship for Hire and Smugglers in the first place :p.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Re: SpellJammer

Post by Tiberius »

I didn't vote cause I don't care.
Ancient wisdom from the Golden Age: Don't Panic.

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Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
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