ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Sgt 86Delta
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ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Sgt 86Delta »

Alien Nanite Swarm

Dice and Stuff

Hero's Journey (5 rolls)
  • Cybernetics, Close Combat Weapons, Ranged Weapons, or Training (3 rolls)
  • Roll 1: [dice:lkel650l]50697:0[/dice:lkel650l]: Close Combat Weapons Table
  • Roll 2: [dice:lkel650l]50697:3[/dice:lkel650l] / 7: Training Table
  • Roll 3: [dice:lkel650l]50697:6[/dice:lkel650l]: Ranged Weapons Table
  • Any Table (2 rolls)
  • Roll 1: [dice:lkel650l]50697:7[/dice:lkel650l]: Underworld & Black Ops Table
  • Roll 2: [dice:lkel650l]50697:2[/dice:lkel650l]: Underworld & Black Ops Table
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ARTEMIS - Character Sheet

Post by Sgt 86Delta »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
ARTEMIS
Rank: Experience: Advances Left:
Race: Alien Nanite Swarm
Iconic Framework: Glitter Boy
Attributes: Agility d10, Smarts d8, Spirit d4, Strength d4 (d12+4), Vigor d6
Charisma: 0 (2) ; Pace: 6/d6 [10/d10]; Parry: 7 (½ Fighting +2); Toughness: 4 [10/18] (½ Vigor+2 plus armor); Strain: 0

Notice: d4 K/Common: d8

Skills:
  • Fighting (Ag) d10
  • Intimidation (Sp) d4
  • Investigation (Sm) d4
  • K/Computers (Sm) d6
  • K/Cybernetics (Sm) d6
  • K/Electronics (Sm) (used for sensors and such) d4
  • K/Engineering (Sm) d6
  • Lockpicking (Ag) d4
  • Notice (Sm) d4
  • Piloting (Ag) d8
  • Repair (Sm) d4
  • Shooting (Ag) d10
  • Stealth (Ag) d8
Hindrances
  • Clueless (Major): Having been secured in the research facility or so long, ARTMEIS is unfamiliar with what transpired in the outside world after she was uploaded at the research field.
  • Phobia (Minor): Thunder and Lightning. More Lightning.
  • Wanted (Minor): ARTEMIS was sent as a digital probe/spy to a research facility experimenting with nanites by ARCHIE 3. She/It has not checked back in since being sent over.
  • Curious (Major): ARTEMIS is always taking in the sites. (Inquisitive Interloper - Racial Trait).
  • Enemy (Major): Coalition and Federation of Magic (Glitter Boy Hindrance).
Edges
  • Power Armored Jock: -2 penalty to Agility skill rolls while wearing power armor.
  • Ace: add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Thief: Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
  • Combat Ace: With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and
    firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.
  • Edge: brief description
No Cyber _
Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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ARTEMIS - Background

Post by Sgt 86Delta »

Background
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Sgt 86Delta
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ARTEMIS - Gear

Post by Sgt 86Delta »

Gear

Glitter Boy Armor
  • Size: 3
  • Toughness/Armor: 6/18 M.D.C.
  • Pace/Run: 10/d10
  • Swim Pace: 6
    • Notes:
      Enhanced Strength (d12+4), 1/2 damage from lasers, Life Support (self contained breathng, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite.
    Boom Gun:
    • Range: 250/500/1000.
    • Damage: 4d12+6.
    • RoF: 1.
    • Shots: 1,000.
    • AP: 25.
      • Notes:
        MBT, Mega Damage.
    NG-E4 Plasma Ejector:
    • Range: 24/48/96.
    • Damage: 3d10.
    • RoF: 1.
    • Shots: 120.
    • AP: --.
    • Weight: 20.
      • Notes:
        Min Str d10, Mega Damage.
    Chain Greatsword:
    • Damage: Str+2d10.
    • AP: 2.
    • Weight: 22.
      • Notes:
        2 Hands, Parry -1, Mega Damage.
    • Melee:
    • Str+d6 Mega Damage, no considered Unarmed.
Item
  • Info
Item
  • Info
Item
  • Info
Credits:

Contacts
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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ARTEMIS - Advances

Post by Sgt 86Delta »

Advances
  • Attributes
  • Agility d4 --> d10 (3),
  • Smarts d4 --> d8 (2),
  • Spirit d4,
  • Strength d4,
  • Vigor d4 --> d6 (Initial advance)
  • Skills
    Complete Skill List:
    • Climbing (St)
      Fighting (Ag) --> d10 (3)
      Intimidation (Sp) --> d4 (1)
      Investigation (Sm) --> d4 (1)
      K/Computers (Sm) --> d6 (Race)
      K/Cybernetics (Sm) --> d6 (Race)
      K/Electronics (Sm) (used for sensors and such) --> d4 (1)
      K/Engineering (Sm) --> d6 (Race)
      K/Science (Sm)
      Lockpicking (Ag) --> d4 (HJ)
      Notice (Sm) --> d4 (1)
      Piloting (Ag) --> d8 (3)
      Repair (Sm) --> d4 (1)
      Shooting (Ag) --> d10 (3)
      Stealth (Ag) --> d4 (1) --> d8 (HJ)
    OOC Comments
    Academics (Sm)
    Athletics (Ag) d4
    Battle (Sm)
    Common Knowledge (Sm) d4
    Boating (Ag)
    Driving (Ag)
    Faith (Sp)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm)
    Healing (Sm)
    K/Arcana (Sm)
    K/Demolitions (Sm)
    K/History (Sm)
    K/Law (Sm)
    K/Medicine (Sm)
    K/Politics (Sm)
    Language (Sm)
    Mysticism (Sp)
    Notice (Sm) d4
    Occult (Sm)
    Performance (Sp)
    Persuasion (Sp) d4
    Psionics (Sm)
    Research (Sm)
    Riding (Ag)
    Science (Sm)
    Spellcasting (Sm)
    Stealth (Ag) d4
    Survival (Sm)
    Taunt (Sp)
    Thievery (Ag)
    Wierd Science (Sm)

Iconic Framework
  • Abilities and Bonuses
  • Fully Trained: Begin w/ Power Armor Jock Edge.
  • Glitter Boy Armor
  • Heroic Legacy: +2 Charisma
  • Many Have Fallen: Serious repairs cost 250,000 cr. Severe repairs cost 500,000 cr.
  • Complications
  • Big and Shiny: -8 to Stealth; Big and Man-sized opponents get+2 to hit.
  • Closed Off: No magic/psionic use while in the suit.
  • Digging In: Action for activating/deactivating stabilizers; when dug in, opponents get +2 to attack rolls.
  • Enemies: Coalition and Federation of Magic.
  • Highly Technical Machinery: subject to Technical Difficulties setting rule (122).
  • Sonic Boom: LBT. (23).
  • Stand By to Fire: NO move and fire in the same round with a Boom Gun.
Hero’s Journey
  • Close Combat Weapons Table
  • Roll result [16]
  • Description:
    Going big certainly has its advantages, and nothing goes quite as big as ARTEMIS's Glitter Boy's Chain Greatsword.
  • Training Table
  • Roll result [19/7]
  • Description:
    Part of ARTEMIS's electronic suite, includes full understanding of a particular operation or area of focus (Ace).
  • Ranged Weapons Table
  • Roll result [17]
  • Description:
    It's big, it's bulky, and it's a pain to fire while on the move. Nonetheless, [ARTEMIS's] Glitter Boy carries an NG-E4 Plasma Ejector which is exactly what the team needs when the gates of Hell open or a Coalition Death's Head transport flies overhead.
  • Underworld & Black Ops Table
  • Roll result [12]
  • Description:
    [Your character] is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. She/It also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as she/it chooses [+1 Lockpicking, +2 Stealth]
  • Underworld & Black Ops Table
  • Roll result [3]
  • Description:
    ARTEMIS's innate understanding of computers makes her/it one of the most valuable people in the world. SHe/It gains K/Computers d8, as well as a +2 when dealing with electronic security.

Racial Traits Alien Nanite Swarm
  • Cyber-Resistant: Although capable of upgrading itself (through Advancements), a nanite swarm is incapable of using traditional cybernetics.
  • Dependency: Electricity The swarm must spend an hour per day interfacing with a source of electricity to recharge itself; failure to do so inflicts one level of Fatigue per day until Incapacitation; the following day, the swarm dies.
  • Distinctive D-Bee Floating clouds of D-bee space dust that control machines are the stuff of nightmares within the Coalition. A swarm suffers a -4 Charisma with CS citizens.
  • Fragile Bonds The electromagnetic field that holds the swarm together is not as strong as bone and muscle and is susceptible to disruption. The swarm suffers -1 Toughness and is -4 to resist electricity-based powers (electrical attacks do +4 damage). In addition, the swarm makes all Strength rolls (including damage) at a -1 penalty.
  • Inquisitive Interloper A stranger in a strange land, the nanite swarm is hard-wired to learn all it can about its new surroundings. It has the Curious Hindrance.
  • Machine Mind The swarm functions as an advanced computer and has an innate ability to interface with electronics and machines. The swarm gains the benefits of the Core Electronics Package cybernetic upgrade (without suffering Strain) and begins with d6 Knowledge: Computers, d6 Knowledge: Cybernetics and d6 Knowledge: Engineering.
  • Mobile Swarm The swarm can create an electromagnetic field to organize itself into a humanoid shape or other form as needed, allowing it to walk upright and manipulate objects like most other races. In addition, the swarm can compress to Size -3 (Strength and Toughness are unchanged) at will, allowing it to slip under doors or into other tight spaces that are not environmentally-sealed.
  • Restricted Path Nanite swarms are incapable of using magic or psionics and may never gain any Arcane Background Edge.
  • Self-Replicating The swarm constantly recycles and replaces damaged nanites, allowing it to regenerate quickly. It may make a natural Healing roll once per day. Whenever the swarm suffers a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury; if successful, the injury heals after 1d6 days.
  • Techno-Organic Construct The swarm doesn't breathe, has no vital organs (and so is immune to the extra damage from a Called Shot) and is immune to poison and disease. The swarms bio-metal components heal as normal (but see "Self-Replicating") and it must consume organic material to survive.
Advances
  • Initial Advances: (From Hindrances):
    • Combat Ace Edge
    • INC Vigor 1 die step (d6)
  • Novice 1 Advance: Electromagnetic Mobility Edge (Racial) - Future Advance
  • Novice 2 Advance: INC Spirit 1 die step (d6) - Future Advance
  • Novice 3 Advance: INC Notice/ockpicking 1 die step (d4/d4) - Future Advance
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Sgt 86Delta
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ARTEMIS - Bennies & Adventure Cards

Post by Sgt 86Delta »

Bennies & Adventure Cards
3 Bennies
Beginning 3
Track expenditures here

Adventure Card:


Powers Not Used _

ISP/PPE: 20/20
Recovery: 1 per hour
  • Novice: armor, blind, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, light/obscure, smite, stun, telepathy
  • Seasoned: barrier, farsight, telekinesis
  • Veteran: fly

Code: Select all

[b][size=150]Flavor Text Here[/size][/b] (Power Name; PPE) [size=85][Rank][/size]
[u]Mega/Temporal[/u]:
[u]Range[/u]:
[u]Duration[/u]:
[u]Trapping[/u]:
[u]Effect[/u]:
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Re: Alien Nanite Swarm - Glitter Boy Pilot

Post by Sgt 86Delta »

Dice Sheet - Hero's Journey Rolls completed (3/27/2019)
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Re: Alien Nanite Swarm - Glitter Boy Pilot

Post by Sgt 86Delta »

Character Sheet Status

ART - iculate EM - ergent I - nstructional S - ervices
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Ndreare »

most site characters begin with 1 advance
  • 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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Sgt 86Delta
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Re: ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Sgt 86Delta »

RFT wrote: Tue Apr 02, 2019 2:20 pm most site characters begin with 1 advance
Understood. Waiting on Alex/ @Corrigon to give the ok.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Ndreare »

PS: As a GM I would not allow you to lift the Glitter boy while flying. With a strength of d4 the 1,000 lb machine would be too much. I do not know what Alex will rule.
  • 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
Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Tsume »

we've been discussing the alien nanite swarm race build in the third. trying to figure out the balance for it.

Positive: Total 15
  • 1 - racial skill
  • 1 - racial skill
  • 1 - racial skill
  • 3 - regeneration
  • 1 - doesn't breath
  • 1 - immune to poison
  • 1- immune to disease
  • 6 - super power - altered form/viscous
Negative: total 14
  • 2 - free
  • 1 - cyber resistant
  • 2 - dependency: Electricity
  • 1 - distinctive d - bee
  • 1 - reduced toughness
  • 1 - environmental weakness
  • 2 - reduced strength
  • 2 - inquisitive interloper (major hindrance)
  • 1 - restrictive path ISP
  • 1 - restrictive path PPE
question on if distinctive d - bee is 1 or 2.

If it is only 1, the following might be an option.
organic consumption seems to be an indicated restriction to the regeneration but there is not a qualifier for restricting racial traits from functioning and would not really work towards the goal of a good build. This could however represent a bad reputation for 1 point. Meaning when you use your regeneration, you have to eat a ton of organic material and if people see that, they will distrust you.
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Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
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Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
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Toughness: 13 (4)
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Sgt 86Delta
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Re: ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Sgt 86Delta »

Tsume wrote: Tue Apr 02, 2019 4:02 pm we've been discussing the alien nanite swarm race build in the third. trying to figure out the balance for it.

Positive: Total 15
  • 1 - racial skill
  • 1 - racial skill
  • 1 - racial skill
  • 3 - regeneration
  • 1 - doesn't breath
  • 1 - immune to poison
  • 1- immune to disease
  • 6 - super power - altered form/viscous
Negative: total 14
  • 2 - free
  • 1 - cyber resistant
  • 2 - dependency: Electricity
  • 1 - distinctive d - bee
  • 1 - reduced toughness
  • 1 - environmental weakness
  • 2 - reduced strength
  • 2 - inquisitive interloper (major hindrance)
  • 1 - restrictive path ISP
  • 1 - restrictive path PPE
question on if distinctive d - bee is 1 or 2.

If it is only 1, the following might be an option.
organic consumption seems to be an indicated restriction to the regeneration but there is not a qualifier for restricting racial traits from functioning and would not really work towards the goal of a good build. This could however represent a bad reputation for 1 point. Meaning when you use your regeneration, you have to eat a ton of organic material and if people see that, they will distrust you.
@Tribe of One & @Freemage - gentlemn, your insights please. I know Tribe was the OP on this and I saw Soren/Freemage critique the build as well.
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Freemage
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Re: ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Freemage »

Yes, I was believing the Obvious D-Bee was the undisguised version, so -2. People can tell what you are simply by looking at you. Which leaves the point-count balanced at 14/16, which is about as powerful as a race should get.
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Re: ARTEMIS - Alien Nanite Swarm - Glitter Girl Pilot

Post by Tribe of One »

Here's the original thread and costs: viewtopic.php?p=24838#p24838
GM Bennies: 7/7
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