Ramson Gourdaine (Phase World)

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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Ramson Gourdaine (Phase World)

Post by Ramson Gourdaine »

Player Name: Freemage
Google Handle: Soren
Ramson Gourdaine
Rank: Veteran Experience: 44
Race: Simvan
Iconic Framework: MARS Rogue Scholar
Attributes: Agility d8, Smarts d8-1, Spirit d8, Strength d6 (d8/w CMA), Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 6; Toughness: 17 (10); Strain: 0
Skills:
  • Riding d6
  • Psionics d10
  • Knowledge: Astrogation d8
  • Knowledge: Battle d8
  • Knowledge: Politics d8
  • Knowledge: Science d8
  • Investigation d8
  • Streetwise d8
  • Fighting d8
  • Notice d8
  • Shooting d6
  • Intimidate d8
  • Taunt d8
  • Piloting d6
  • Persuasion d4
  • Primary Language: Trade 6

Hindrances
  • Monologuer (Major): Stops to talk on a Club if he fails a Smarts check.
  • Stubborn (Minor): I’m in charge, here.
  • Loyal (Minor): The Crew are my clan. I will protect them, even with my own life.
  • Bloodthirsty (Racial): Kill opponents (and eat them); -4 Charisma if known.

Edges
  • Beast Master (Racial): Animals are disinclined to attack; get a free animal companion
  • AB: Psionics (Racial): beast friend, boost/lower Trait, telepathy
  • Scholar (IF): Battle & Science +2
  • Investigator (IF): Investigation & Streetwise +2
  • Strong-Willed (F&G): +2 Intimidate & Taunt
  • Rich (F&G): Bonus starting gear/cash
  • Connections (F&G): UWW & TGE
  • Major Psionic (HJ): Double starting ISP/boost Powers with extra ISP
  • Master Psionic (HJ): Mega-Powers
  • Sidekick (Hind): My animal companion is extraordinary, and a Wild Card
  • New Power (Hind): puppet
  • New Power (N1): environmental adaptation
  • Power Points (N2): +10 ISP
  • Command (N3): Allies in Command Radius (5”) or in radio contact (up to ½ Spirit) gain +1 to UnShake
  • Tactician (S1): Roll K: Battle to get pool of additional Initiative Cards to trade out.
  • Team Leader (S2): When making group co-op rolls, highest roll is automatically Lead.
  • Power Points (S3): +10 ISP
Last edited by Ramson Gourdaine on Thu Nov 15, 2018 9:34 pm, edited 1 time in total.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: Ramson Gourdaine (Phase World)

Post by Ramson Gourdaine »

Powers
Arcane Background: Psionics
ISP: 50 - Recovery: 1/hour

Psychic Murmurs [telepathy] (2 ISP) [Novice]
  • Range: 1 mile (-4 to Psionics if not in line-of-sight to establish connection)
  • Duration: 3 (1/rd)
  • Trapping: Psychic voice is always a whisper, seeming to come from just behind the recipient’s head.
  • Effect: Voluntary transmission only, thoughts & images

Hunter’s Call [beast friend] (3+Size ISP Cost) [Novice]
  • Range: Smts x 100 yards (800 yards/400”)
  • Duration: 10 minutes
  • Trapping: Creature is affected by Leadership Edges, even outside Command Radius
  • Effect: Control natural animals only. Swarms cost special: 3/5/8 ISP for Small/Medium/Large

Hawk’s Mantle [farsight] (3 ISP) [Seasoned]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Eyes turn golden. On a Raise gain +1 to Intimidation rolls
  • Effect: Success: ½ Range Penalties (0/-1/-2); Raise: Double Range increments

Inspire/Demean [boost/lower trait] (1 ISP +1/Target, max 5) [Novice]
  • Range: Smarts/8”
  • Duration: 3 (1/rd)
  • Trapping: Requires communication; changes resistance roll
  • Effect: Success: +/- 1DT to Trait; Raise: +/- 2DT to Trait; Lower resisted by Smarts

Voice of Command [puppet] (3 ISP) [Veteran]
  • Range: Smarts/8”
  • Duration: 3 (1/rd)
  • Trapping: Start shouting orders at target
  • Effect: Resist with Spirit; Orders to self-destruct or counter to nature will grant another resist roll.

Owl’s Mantle [darksight] (1 ISP Cost) [Novice]
  • Range: Self
  • Duration: 1 hour (1/hr)
  • Trapping: Darkness/Shroud (-1 to be hit at range)
  • Effect: Success: Halve illumination penalties, rounded down; Raise: Eliminate all illumination penalties.

Stormcloak [environmental adaptation] (3 ISP +2/add. target, max 5 targets) [Novice]
  • Range: Touch
  • Duration: 1 hour (1/hr)
  • Trapping: Electric/Jazz: +2 Pace, Raise = +1 Agility DT:
  • Effect: No environmental damage for one environment; Raise = 1 ISP/2 hrs to maintain

Mega-Powers
Psychic Roar [exalted telepathy] (5 ISP) [Novice]
  • Range: No Roll w/in 1 Mile for allies, 1 mile for non-allies; Roll -2/-4 outside that range, ally/non-ally
  • Duration: 3 (1/rd)
  • Trapping: Powerful Presence: +1 ISP (figured in); Success gives +2 to Charisma; Raise = +1DT Intimidate
  • Effect 1: 2-way communication, voluntary transmission only, thoughts & images
  • Effect 2: Broadcast to all sentient minds in 1-mile radius
  • Effect 3: Switchboard communication; up to 8 minds. -2 all other Trait rolls while this is active.

Wild Hunt [exalted beast friend] (5+Size ISP Cost) [Novice]
  • Range: Smts x 1000 yards (8000 yards/4000”)
  • Duration: 30 minutes
  • Trapping: Creature is affected by Leadership Edges, even outside Command Radius
  • Effect: Control any Animal-Intelligence creature. Swarms cost special: 5/7/10 ISP for Small/Medium/Large

Eagle’s Mantle [greater farsight] (6 ISP) [Seasoned]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Eyes turn golden. On a Raise gain +1 to Intimidation rolls
  • Effect: Success:No Range Penalties; Raise: Double Range increments

Commend/Humiliate [greater boost/lower trait] (4 ISP +2/Target, max 5) [Novice]
  • Range: 2*Smarts/16”
  • Duration: 3 (1/rd)
  • Trapping: Requires communication; changes resistance roll
  • Effect: Success: +/- 2DT to Trait; Raise: +/- 4DT to Trait; Lower resisted by Smarts

Conscription [mind control] (3 ISP) [Veteran]
  • Range: Smarts/8”
  • Duration: 3 (1/rd)
  • Trapping: Start shouting orders at target
  • Effect: Resist with Spirit; Orders to self-destruct or counter to nature will grant another resist roll.

Bat’s Mantle [exalted darksight] (2 ISP Cost) [Novice]
  • Range: Self
  • Duration: 1 hour (1/hr)
  • Trapping: Darkness/Shroud (-1 to be hit at range)
  • Effect: Ignore illumination penalties, see through obscure or invisibility.

Ultimate Survivor [life support] (5 ISP +2/add. target, max 5 targets) [Novice]
  • Range: Touch
  • Duration: 1 hour (1/hr)
  • Trapping: Bolster: +1 ISP (added in); grants +1 to Fear Checks.
  • Effect: No environmental damage of any sort; Raise = 1 ISP/2 hrs to maintain
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: Ramson Gourdaine (Phase World)

Post by Ramson Gourdaine »

Background

"Tonight, you will all become adults in the tribe. Tonight, you will be true Simvan! And you, Ramson, will be comes Ramson Belloc, true heir to Chief Belloc!"

The elder spoke the last directly to the chief's son, a proud lad who stood tall in the night. This final Rite of Passage was all that was needed to secure his place as the future ruler of the tribe. Then he could take his first mate, Kallagh, who was probably the best hunter of their genera--.

His reverie was cut short by screams and the roar of engines. A flying platform, shining brilliant lights down upon the tribe, suddenly came out of the night sky from above--and from downwind, he noted, explaining why no one anticipated their arrival on the cloudy night.

A blend of nets and plasma fire rained down upon the tribe. The plasma mostly struck the great beasts of the tribes Monster Riders, killing them before the attackers came down from the sky to begin capturing those caught in the nets--including Ramson.

The round-up was swift, with the captives rapidly hauled on board the barge. Above the lights, Ramson could now see his captor clearly--a hideous fiend, huge, with monstrous tentacles, flesh fused with the material of the barge itself. Human-like females rode the sky-barge as well, each hauling a different captive up. Ramson noted, with relief, that neither Kallagh nor his father were among them.

Then he heard his father bellow out. "Return my son, or we shall hunt you to the end of our days, fiend! Never shall you rest easy, for fear of the night we find you!"

The monster laughed, without mirth. "I believe you would, primitives." And then the sky was filled with fire and lightning, and the air was thick with the smell of burning flesh. "Six of you go, make sure none of the beasts live to come after us another day. We shall rendevous at the peak to the south in three days, after I have sent this lot back to Atlantis." Without a word, a half-dozen Altarans leaped to the ground, and more screams were heard--including the unmistakable cry of Kallagh's voice, ending in a death-rattle.

***************

The collar chafed against Ramson's throat, as he was led up to the auction block. Bidding was sparse--Simvan captives were fairly common, so only a few bidders seemed interested in this particular specimen. After a few rounds between a trio of bidders, the winner was a long-limbed humanoid with large, blank eyes, "Je'Smi of House Gourdaine", as the auctioneer referred to him while confirming his victory.

Ramson played at being docile until the moment he was brought before his new 'owner', and then made a desperate attempt to lunge for the alien's throat. The Altaran who was escorting him activated the shock collar immediately, bringing him low. He snarled in pain on the ground, but Je'Smi did not seem offended by the attempt at murder. "Perfectly understandable, but of course, utterly futile, dear boy. You are a boy, yes? Not yet confirmed a man in your tribe?"

The Simvan looked up in surprise--it was rare for the purchasers to seem to know, or want to know, anything about their slaves. He tried to see if this could be a trick, but ultimately decided that there was no point in denying it. "Yes, the slaver stole my Rite of Passage when he slaughtered my tribe."

"Well, then, let us give you a new one. On the anniversary of your acquisition, and every year thereafter, I shall give you the chance to earn your right to freedom, and more than that. It will be a worthy Rite for you, believe me, though it may take a few years to live up to it."

Ramson made no effort to refuse or accept Je'Smi's 'offer'--really, he'd already come to understand that as a slave, a master's whims were law. But he did vow to himself that if such an opportunity did arise, he would seize it. Je'Smi took possession of the shock-collar's control, and led him through a shimmering portal to somewhere else.

*****************

"You will be working here, in my kitchens." The immense space was filled with tools, devices and gadgets. "I know the Simvan eat their enemies; that expanded palate will serve you well, here. I will teach you, not merely how to prepare foods, but how to enjoy them, savor them. And I will teach you how to conduct yourself in my environment. You will be given access to the library; so long as you do not neglect your primary duties, you may also study anything else you desire."

The simvan youth found this to be a strange concept--but his life was nothing if not strange, now, and he simply adapted. Survival was the Simvan way, and adaptation was the core of survival. If he had to learn to cook, to act appropriately, then he would do so, so that he would survive, and thrive, in this new place.

And in due course, he found writings his mind could absorb, and enjoy--lessons of war, and of travel. Granted, this travel was through stars, rather than across plains, but the nomadic instinct in his blood was appeased by the idea, just the same. And the former son of the chief of his tribe could not ignore the call to lead others into battle, and he made a fast study of strategy and tactics.

Of course, that was all in Ramson's off-hours; during his days, he spent endless hours in the kitchen, preparing exotic species, and learning how to tell almost at a glance if a particular creature would be better with a spiced curry, or slow roasted over a flame, or in a cerviche, cooked not with flames but with acidic juice. And he would serve meals to his master, and to the master's guests, and while doing so would listen to them speak. Je'Smi was, among other things, a diplomat of the UWW, and so he was exposed to a great deal of political debate and maneuvering. He learned to read the thrust and riposte of verbal banter as a kind of battle in itself.

He also became accustomed to strange tastes. During an 'internship' of sorts (or so his owner called it) at the Everything Buffet, he encountered an unusual individual who had a taste for fried Jovian wasps. Capturing and cooking those was actually the day Je'Smi decreed his training as a chef was done. As such, both the day and the customer (not to mention the subsequent fate of the EB's restroom) were all burned into his brain--which proved fortunate, several years later, when he began to assemble his crew.

And every year, he took his opportunity to try to earn his freedom.

***********

He stood over Je'Smi, five years after his sale, the alien drawing shuddering breaths through the wound Ramson had inflicted. "Well done, boy--no, well done, Ramson. As I promised you, you are free. But more, you are my legal heir. On my desk is a document that gives you the right to claim my property, and my family name. I am the last of my people, and so I give you us as a legacy. Oh, and one other right comes with it--you may choose how you wish to consume me."

Ramson wiped Je'Smi's blood from his knife, and smiled. "I think raw, and still twitching."

Je'Smi smiled in return. "Exquisite."

It was a wonderful feast.

*****************

The last of the estate had been sold off to fund his expeditions--a blend of treasure-hunting and adventure dining. Now Ramson Gourdaine, he traveled to world after world. On Callatolloq, a jungle planet in a forgotten corner of space, he encountered a great rainbow-colored serpent in a ruin. Their eyes met, and a particular need he'd had for years actually became known to him--the need for a companion animal. The beast attempted to subdue him with its gaze, but his will was stronger, and he soon commanded it.

Interestingly, Thissok was no mere animal, though he responded to the Simvan the way any other beast would. The creature could not speak, but the serpent's mind responded to him as a peer would. Furthermore, he discovered the serpent had a gift with languages. She could understand almost anything said in front of her, so long as she could spend time listening to them.

Thissok proved quite useful as he entered the next phase of his life. Ramson had gone through most of the Gourdaine money, and now it was time to find work. He'd decided on mercenary work. After all, a small band of warriors under his command, traveling and fighting for those who paid? It would almost be like having a new tribe. Thissok was able to serve as translator when potential employers sought to discuss things in front of him, believing he had no clue what they were saying.

*****************

Crew assembled, ship ready, Captain Ramson Gourdaine stepped into the newest phase of his life.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: Ramson Gourdaine (Phase World)

Post by Ramson Gourdaine »

Gear)
Combat Mage Armor
  • +10 Armor, FEP
  • +1 DT Strength
  • Grants farsight and darksight Powers
  • HJ Armor Mod: +3 (factored in)
  • 1 PPE/hr; free on Ley Line
  • Uncharged: +6 Armor, no other functions, x4 weight
  • 9 lbs

Wilk’s 320 Laser Pistol
  • 18/36/72; 2d6, AP 2; RoF 1; 20 Shots
  • Semi-Auto (Double-Tap +1/+1)
  • 2 lbs
CCW "Solar Flare" Heavy Plasma Cannon
  • 18/36/72; 3d10+4 MD; RoF 1; 16 Shots
  • Snapfire (-2 Shooting if move), MinStr d8; Plasma bypasses unsealed armor, ignites w/ 6 on a d6, burn 1d10 rds
  • 2 lbs
TGIP-3 Ion Pulse Rifle
  • 12/24/48; 1 to 3d6+1; RoF 3; 30 Shots
  • Semi-Auto (Double-Tap +1/+1); 3RB (+2/+2); Shotgun Rules (+2 Shooting, reduce damage with range)
  • 7 lbs


Skimmer (TW Hoverboard)
A lightweight skateboard-sized device that allows the user to hover a
few inches off the ground using the Piloting skill.
  • Acc/TS: 5/20
  • TW Mods: +2 Piloting (x2 Minor)
  • 2lbs
NG-S2 Survival Pack
  • 30 lbs

Credits: 438500

Contacts:
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: Ramson Gourdaine (Phase World)

Post by Ramson Gourdaine »

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

Attributes (Start with 5 Creation Points, spread evenly for d6s)
Agility: d6
Smarts: d8 (+1 F&G)
Spirit: d8 (+1 F&G)
Strength: d6
Vigor: d6

Skills: (IF: Start with 20 Skill Points)
  • Fighting (Ag) (2 SP)
  • Gambling (Sm)
  • Intimidation (Sp) (3 SP)
  • Investigation (Sm) (d8 IF)
  • K/Astrogation (Sm) (d6 F&G; 1 SP)
  • K/Battle (Sm) (d8 IF)
  • K/Politics (Sm) (d8 IF)
  • K/Science (Sm) (d6 F&G; 1 SP)
  • Lockpicking (Ag)
  • Mysticism (Sp)
  • Notice (Sm) (3 SP)
  • Piloting (Ag) (2 SP)
  • Persuasion (Sp) (1SP)
  • Psionics (Sm) (d6 F&G; 3 SP)
  • Repair (Sm)
  • Riding (Ag) (d6 Racial)
  • Shooting (Ag) (1 SP)
  • Spellcasting (Sm)
  • Stealth (Ag)
  • Streetwise (Sm) (d8 IF)
  • Survival (Sm)
  • Swimming (St)
  • Taunt (Sp) (3 SP)
  • Throwing (Ag)
  • Tracking (Sm)

Iconic Framework
  • +5 Skill Points
  • 2 Knowledge Skills at d8 (K: Battle; K: Politics)
  • Investigation d8; Streetwise d8
  • Scholar & Investigator Edges

Racial Traits
  • Riding d6
  • Beast Master Edge
  • AB: Psionics, beast friend
  • ½ ISP for Size on beast friend Power
  • Low-Light Vision (½ penalty from Dim/Dark Lighting)
  • Psi-Stalker Natural Enemy
  • Obvious D-Bee
  • Smarts -1

Hero’s Journey (Last Two from Rich)
  • Exp & Wis (15): Professional Edge: Major Psionic
  • Exp & Wis (16): Professional Edge: Master Psionic
  • Psionics (11): Auto-Raise on success: boost/lower trait
  • Body Armor (1): Choice of Body Armor (Combat Mage Armor)
  • Body Armor (5): Armor Value +3 to Combat Mage Armor

MARS Fortune & Glory
Fortune and Glory
  • (5): Smart & Learned (3 Smarts Skills at d6--K: Astrogation, K: Science, Psionics; +1 DT Smarts)
  • (6): Spiritual & Determined (+1 DT Spirit; Strong-Willed)
  • (9): Wealthy & Connected (Rich Edge, Connections: UWW, Connections: TGE)

Advances
  • Initial Advances: (From Hindrances): Sidekick, New Power (puppet)
  • Novice 1 Advance: New Power (boost/lower trait)
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Command
  • Seasoned 1 Advance: Tactician
  • Seasoned 2 Advance: Team Leader
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance: Agility d8
  • Veteran 1 Advance: Fighting d8/Shooting d6
  • 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:
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: Ramson Gourdaine (Phase World)

Post by Ramson Gourdaine »

Thissok (Serpent Sidekick: SPC Rising Stars Heavy Hitter)
Rank: Novice XP: 2
Agil d10; Smts d4; Spir d6; Strg d8; Vigr d8
Charisma: -2; Pace 6/d6; Parry 7; Toughness 10 (4 MDC)

Fighting: d10
Notice: d6
Survival: d6
Tracking: d6
Stealth: d10
Climbing: d6
Intimidation: d6
Swimming: d6

Hindrances:
Clueless, Illiterate, Loyal
SPC Drawbacks (6 pts): Vulnerability: Cold, -1 Smarts Penalty, Cannot Speak, Non-Standard Physiology, One Arm (okay, none, but let’s call it One for points value)

Edges:
Starting: First Strike, Imp. First Strike, Dodge
HJ: Woodsman, Linguist
Advances: Extraction (N2)

Powers (45 Points):
Sinuous Coils (4): Super Strength I: 2 pts; Super Agility I: 2 pts
Fang Strike (10): Attack, Melee IV (AP +2, Heavy +1, Lethal -1, Reach +1, One “arm” -1): 10 pts
Venom Sacs (7): Poison (Lethal +5, Strong +1, Contingent: Attack, Melee -2): 7 pts
Hypnotic Gaze (2): Smarts Paralysis (Strong +1, Limitation: Concentration -2): 2 pts
Big-Ass Snake (1): Growth I (Monster -2): 1 pt
Diamond Scales (5): Armor II (Heavy +4, Partial -1): 5 pts
Hunter’s Senses (3): Awareness I: 3 pts
Healing Hibernation (4): Regeneration II (Regrowth +2, Limitation: Hibernation -2): 4 pts
HISS (3): Fear (Scary -2, Terror +2): 3 pts
Natural Aptitudes (3): Super-Skills: Fighting I; Stealth I, Notice I: 3 pts
Glass Tail (3): Duplication I (Replacement +2, Limitation -2 Only Activates on Death, must Regenerate from Incap to healthy before active)

HJ Rolls (2):
Education (5): Linguist Edge
Training (8): Woodsman Edge, +1 DT Tracking/Survival

Advances
  • Initial Advances: (From Hindrances): First Strike, Imp. First Strike
  • Starting: Dodge
  • Novice 1 Advance: Power Points Edge
  • Novice 2 Advance: Extraction
  • Novice 3 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:
    Thissok.jpg
    Thissok.jpg (88.51 KiB) Viewed 8199 times
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Freemage
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Posts: 1927
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Re: Ramson Gourdaine (Phase World)

Post by Freemage »

Changelog:
1/1/19: Power Points (S3 Advance)
1/8/19: 2 Bonus XP
2/25/19: New gear, +133K Cr
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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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Ramson Gourdaine (Phase World)

Post by Freemage »

SWADE REBUILD

Player Name: Freemage
Google Handle: Soren
Ramson Gourdaine
Rank: Veteran 2
Race: Simvan
Iconic Framework: MARS Rogue Scholar
Attributes: Agility d8, Smarts d8-1, Spirit d10, Strength d6 (d10/w CMA), Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 17(9); Strain: 0
Skills (21 Skill Points + 5 Core + Riding d4, Research d6, Battle/Science d8, Astrogation/Psionics d6):
  • Riding d4
  • Persuasion d6 (1)
  • Intimidation d8 (3)
  • Stealth d4
  • Notice d8 (2)
  • Athletics d6 (1)
  • Common Knowledge d8 (2)
  • Research d8 (1)
  • Battle d8
  • Science d8
  • Astrogation d8 (1)
  • Psionics d8 (1)
  • Fighting d6 (2)
  • Shooting d6 (2)
  • Piloting d6 (2)
  • Primary Language: Trade 6
Hindrances
  • Monologuer (Major): Stops to talk on a Club if he fails a Smarts check.
  • Stubborn (Minor): I’m in charge, here.
  • Loyal (Minor): The Crew are my clan. I will protect them, even with my own life.
  • Bloodthirsty (Racial): Kill opponents (and eat them); -4 Charisma if known.
Edges
  • Beast Master (Racial): Animals are disinclined to attack; get a free animal companion
  • AB: Psionics (Racial): beast friend, fear, environmental protection
  • Scholar (IF): Battle +2
  • Scholar (IF): Science +2
  • Investigator (IF): +2 research, or searching for evidence amid notes and clutter.
  • Strong-Willed (F&G): +2 to resist Tests w/ Smarts or Spirit
  • Rich (HJ): Bonus starting gear/cash
  • Filthy Rich (HJ): Mo' money, mo' gear
  • Major Psionic (HJ): Double starting ISP/boost Powers with extra ISP
  • Master Psionic (HJ): Mega-Powers
  • Versatile Power (HJ): boost/lower Trait
  • Power Mastery (HJ): boost/lower Trait
  • Sidekick (Hind): My "animal companion" is extraordinary, and a Wild Card
  • Power Points (N1, S1): +20 ISP
  • Command (N2): Allies in Command Radius (5”) or in radio contact (up to ½ Spirit) gain +1 to UnShake
  • Team Leader (N3): Cooperative rolls use highest roll as Lead, all others Support
  • Power Points (S1): +10 ISP
  • Tactician (S2): Draw one extra card to give to a teammate
  • Natural Leader (S3): Command Edges apply to Wild Cards
  • Command Presence (S4): Command radius is now 10", or can apply to up to Spirit/2 with radio comms
  • Master Tactician (V1): Draw a second extra card to give to a teammate
  • New Powers (V2): (confusion, entangle)
ISP: 35
POWERS LIST:
Beast Friend
Fear
Environmental Protection*
Boost/Lower Trait
Entangle
Confusion
From Armor:
Darksight*
Farsight*

GEAR
UWW Combat Mage Heavy EBA (TW) (Includes HJ Table Modifiers)
  • +9 Armor, +3 Toughness, EBA
  • Multi-Optics Helment: +2 Visual Notice, 2 points Range offset, +1 Shooting, Megaphone/radio, ignore illumination penalties
  • +2 DT Strength, Ignores MinStr when Powered
  • Grants farsight and darksight Powers
  • 1 PPE/hr; free on Ley Line
  • Uncharged: +4 Armor, +1 Toughness, no other functions, MinStr d8
  • 9 lbs
Wilk’s 320 Laser Pistol
  • 15/30/60; 2d6+1, AP 3; RoF 1; 20 Shots
  • +1 Shooting
  • 2 lbs
CCW "Solar Flare" Heavy Plasma Ejector
  • 24/48/96; 3d12+3 MD; RoF 1; 12 Shots
  • Snapfire (-2 Shooting if move), MinStr d8;
    [*]Target catches fire on a raise; 2d6 damage/rd until doused
    [*]30 lbs
TGIP-3 Ion Pulse Rifle
  • 24/48/96; 1 to 3d8; RoF 3; 30 Shots
  • Shotgun Rules: +2 Shooting
  • 3RB: Snapfire, MD, +1 Shooting, +2 Damage
  • 7 lbs


Skimmer (TW Hoverboard)
A lightweight skateboard-sized device that allows the user to hover a
few inches off the ground using the Piloting skill.
  • Acc/TS: 5/20
  • TW Mods: +2 Piloting (x2 Minor)
  • 2lbs
NG-S2 Survival Pack
  • 30 lbs

Credits: 938500

Contacts:

F&G Rolls (2):
(5): Smart & Learned (3 Smarts Skills at d6--Astrogation, Science, Psionics; +1 DT Smarts)
(6): Spiritual & Determined (+1 DT Spirit; Strong-Willed)

HJ Rolls (3, +3 Rob, +4 Filthy Rich):
Exp & Wis (10): Background Edge: Rich
Exp & Wis (10): Background Edge: Filthy Rich
Exp & Wis (15): Professional Edge: Major Psionic
Exp & Wis (16): Professional Edge: Master Psionic
Psionics (9): Gain Novice Power not on list: Boost/Lower Trait
Psionics (11): Auto-Raise on success: boost/lower trait
Body Armor (1): Choice of Body Armor (Combat Mage Heavy EBA (TW))
Body Armor (15): Multi-Optics Helmet (+2 visual Notice, offset 2 points Range, +1 Shooting, megaphone/radio, Ignore Illumination Penalties)
Body Armor (5): Armor Value +2 to Armor
Body Armor (13): -1 MinStr DT (d8); +1 Armor

Racial Traits:
Animal Empathy: Simvan's psionic connection to animals grants the Beast Master Edge and Riding d4.
Bad Reputation: Simvan are despised by folks due to their penchant for cannibalism, and suffer –1 Persuasion
when dealing with most people.
Bloodthirsty: For Simvan, the ultimate victory is defeating and consuming a worthy
opponent, a conception which leads to a level of callous violence uncommon even on Rifts Earth.
D-Bee (Major): Simvan tribes prey on humans, making even independent Simvan easily misunderstood by others, –2 Persuasion when dealing with such groups. These misunderstandings often spark violence.
Instinct Over Intellect: Simvan act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
Low Light Vision: Simvan ignore penalties for Dim and Dark conditions.
Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts—see the list of riding animals above.
Natural Psionics: Start with Arcane Background (Psionics), beginning with beast friend and two powers chosen from the standard psionic list on page 121. If a Simvan chooses a framework providing Arcane Background
(Psionics), he starts with beast friend as one of his starting powers and adds two powers to his starting total (e.g., a Simvan Burster starts with five powers). Simvan have a bonus of +5 ISP naturally; this bonus ISP is not part of their base ISP nor is it modified by other Edges or Abilities (e.g., a Simvan Mind Melter would begin with 35 ISP).
Near-Human Physiology: Those unfamiliar with Simvan biology suffer only a –1 penalty to
Healing skill rolls and cybernetics checks.
Racial Enemy: PsiStalker and Simvan tribes have been at war for generations. Meetings start argumentative and get worse. Simvan suffer −2 Persuasion with Psi-Stalkers.

IF Bonuses:
+6 Skill Points
Investigator Edge and Research d6
Scholar Edge in two Skills, with a d8 in each Skill

Advances:
  • Hind: Sidekick Edge; +1 DT Spirit
    N1: Power Points (+10 ISP)
    N2: Command
    N3: Team Leader
    S1: Power Points (+10 ISP)
    S2: Tactician
    S3: Natural Leader
    S4: Command Presence
    V1: Master Tactician
    V2: New Powers (confusion, entangle
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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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Ramson Gourdaine (Phase World)

Post by Ndreare »

Looks good.

I totally get needing to reupdate Thissock for first runner.

Honestly these characters will need tweaked again with the final version whenever they get there.
  • 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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Freemage
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Posts: 1927
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Re: Ramson Gourdaine (Phase World)

Post by Freemage »

Thissok Rebuild (Dragon base for a Coatl)

Minor Psionic: Coatl begin with Arcane Background (Psionics), 10 ISP,
Psionics d4, speak language and two other powers chosen from the standard
psionic power list on page 121.
Armored Hide*: The Hatchling has +16 MDC Armor and +6 Toughness in dragon form.
Bite/Claws*: Dragons can naturally attack with massive teeth and talons
dealing Str+3d4 Mega Damage AP2, see Natural Weapons in Savage Worlds. In
addition, their bite has Reach equal to the additional Wounds granted by Size
(one at Size Large).
Coils*: Coatl gain a +2 to Athletics rolls when attempting to grapple an opponent.
Expanded Awareness: Dragons have the detect arcana power as an Innate
Ability (see page 69) with the reduced Power Points cost from both
the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They
can also sense supernatural beings anywhere within line of sight with a Notice check.
Fear*: Coatl are terrifying creatures and cause Fear checks to all who see them.
Radiant Breath*†: As an action using her Athletics skill, Thissok in her
natural form can breathe an arc of scintillating light as intense as laser fire
at Range 12/24/48 dealing 4d6 Mega Damage—on a raise this increases to 5d6
and targets catch fire dealing 2d6 damage until doused (see Fire in Savage Worlds).
Alternately, her radiant breath can manifest as a Cone Template emanating
from her mouth. This may be Evaded, but such is the intensity of the coatl's breath
that a successful Evasion reduces the damage one die (from 5d6 to 4d6, for example),
or two dice with a raise.
Flight*: Thissok has a Flying Pace of 12" and may "run" for extra movement as usual.
Flight is usable in another form if it has wings. (Currently, of course, none of them do.)
Impervious to Fire†: Fire and heat (including plasma weapons) do not
affect Thissok at all in her true form.
Infravision: Thissok halves penalties for bad lighting when attacking targets
that radiate warmth.
Inherently Magical: Hatchlings know no magic spells, but they have
a natural pool of 10 PPE and can use Techno-Wizard gear. A dragon who
takes an Arcane Background add this starting PPE to any gained from the
Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE
instead of +5.
Limited Metamorphosis: Thissok's primary form is that of a dragon-sized, winged serpent,
however she has the ability to assume the form of a smaller, non-venomous snake--anything from
a common grass or garter snake up to a full-size boa constrictor. In the form of a serpent,
she gains the specific abilities of that species.
Mighty & Sinuous†: Even young Coatl are strong and swift, and thus begin play with
Strength and Agility d12, and a d8 Vigor. Neither attribute has a maximum limit.
Nigh-Immortality: Coatl are supernatural creatures thought to be
as old as the cosmos itself. Hatchlings mature around 600 years of age and,
unless killed, can live up to 12,000 years. They are sustained by passively and
effortlessly absorbing ambient magic energy, eating and drinking simply
for pleasure. Coatl are immune to the Hazards of cold, heat, hunger,
thirst, disease, poison, drowning, electricity, and radiation; see Hazards
in Savage Worlds.
Size 6 (Large)*: In her natural form, Thissok is a serpent with feathered wings,
20 feet from snout to tail-tip, with a similar wing-span. This means she has a fourth
Wound level and, when not using her Metamorphosis abilities, +6 Toughness.
Slow Regeneration: These creatures can even regenerate lost limbs over
time, making a natural healing roll once per day.
Tail Lash*: A Coatl in winged serpent form can attack all opponents adjacent to its
rear or side as an action, provided she is airborne. The Coatl uses its Athletics skill and
ignores Scale penalties for this particular attack, which may be Evaded. Those who fail
suffer Str+d8 Mega Damage.

Complications:

Cybernetics: Coatl cannot take cybernetics at any point. Their bodies reject such
foreign implants.
Enemies: Coatl are reviled by the Coalition (who, possibly correctly, see them as
a type of Dragon, and immediately hunted with extreme prejudice by CS forces
with the tactical advantage. In addition,many arcane factions seek to control
Coatl or use their body for the creation of powerful items. Vampires and Vampire
Intelligences, in particular, regard Coatl with even more loathing than the CS, and
will use minions and pawns to destroy them whenever possible.
Form Limits: If a Coatl transforms into a humanoid race with a restriction
based on its body type (such as NonStandard Build, see page 56), it suffers
the same penalties as that race. The GM makes the final call on what counts as
a body type restriction. In their natural form, Coatl cannot wear any armor
and, due to their lack of arms, cannot use weapons or other handheld gear, either.
Most other gear can only be used in humanoid form (again, GM’s call). They can
grasp someone or something by coiling around it, and fly off with it, but actually
manipulating the object is beyond them--carry and crush are the only real options.
Hatched: Coatl are born not made. They do not choose a race.
Outsider (Major): Coatl Hatchlings understand so little of the world, they
inevitably cause socially awkward situations wherever they go, even in
humanoid form. All Coatl Hatchlings have the Outsider (Major) Hindrance.
Territorial: Coatl tend to dislike their own, and other Coatl generally
treat a newcomer as invading their territory unless great care is taken in
interactions. Dragons also react to a Coatl as if it were another dragon
Untested: Being so young and without any life experiences, Coatl Hatchlings
have not had time to develop moral codes, physical limitations, or foibles. When
creating a Coatl Hatchling character, the player selects no Hindrances to start
(and, thus, doesn’t get the extra points to spend on character creation). Instead,
he selects one Hindrance at the end of each session until he has four points
worth of Hindrances. Only when all Hindrances are selected may the
player spend the points on his character, working out what is appropriate with
the Game Master. This represents imprinting and a “growth spurt” for
the Coatl Hatchling.
Very Young: Coatl Hatchlings start out very young. They begin play speaking and
reading only one language, Dragonese/Elven, and start with only 3 points to adjust
their attributes and only 10 skill points. Unlike the Young Hindrance (which
they cannot take), this complication does not grant extra Bennies each session.

Adjustment Log
Metamorphosis: Can assume multiple forms, but only those of snakes/serpents. Major Metamorphosis is a possible Advance, which would allow her to assume other forms as well, but definitely not anytime soon.
Mighty: Coatl are not as strong as FWDs, but are more agile. Lowered base Strength to d12, and raised starting Agility to d10, leaving Vigor at d8. (This is technically a reduction of points, but since Agility is tied so heavily to skill caps, I feel it's balanced.)
Coils: The complete lack of arms is likely equivalent to the One Arm Hindrance; to counterbalance that, I gave her a separate ability--a +2 to Athletics, but only for grapples--the idea being that Coatl have the advantage of having their entire body length available when trying to wrap around someone.

Coatl have their own version of the various Dragon Hatchling Iconic Edges except for Flaming Scales. That is replaced with this:
Scintillating Scales:
Requirements: Seasoned, Coatl
As an action, the Coatl can make her scales intensely refractive, illuminating the area around her for a number of rounds equal to her spirit die. This bright light causes anyone in the area immediately adjacent to her to be affected as if by the blind Power (-2 to all vision-based actions). Victims can attempt to recover with a Vigor roll (as normal), but only after leaving the area of effect. This area is also considered to be under the full effect of sunlight while the scintillating scales are active.
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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