Serival Drumm, D'norr Automaton Controller

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Serival Drumm
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Joined: Sat Aug 24, 2019 9:21 pm

Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

IF proposal, approved by GM
AUTOMATON CONTROLLER
This character is how magical empires such as
Dweomer and Tolkeen respond to the Robot
Aces of more technologically dependent societies.
Begin with Occult d6, Piloting d6, Spellcasting d6,
plus Arcane Background (Magic) with 10 PPE,
and the Controller Edge.
Select one available Automaton (see below, per
GM’s review).
Killing Machine: While piloting an
Automaton, the Controller gains the use,
bonuses, and effects of all personal Combat
Edges and associated maneuvers.
In addition, independent Automaton Controllers come from the battlefields of Tolkeen; as such, they have Wanted (Major) the Federation, the Coalition States, and other factions that would like their knowledge (such as the Spulgorth), without getting any points for the Hindrance.
Make one less roll on the Hero’s Journey tables.
Begin with Standard Starting Gear and an arcane
toolkit (see A&M Page 48 sidebar).
Fortune & Glory: [dice:380p87ns]57304:0[/dice:380p87ns]
F&G 1: Up Close & Personal: +2 DT Fighting, Pick one CCW: Paralysis Staff
F&G 5: Smart & Learned (+1 DT Smarts, +2 DT to 3 Smarts-linked Skills)
HJ [dice:380p87ns]57304:1[/dice:380p87ns][dice:380p87ns]57304:2[/dice:380p87ns]
HJ Magic & Mysticism 10: Versatility (Select one Power from list, or one Novice Power off list)
HJ Education 13: Computer B&E (Hacking d6, +1 to Thievery w/ electronic security)
HJ Underworld & Black Ops 19 (choice) = 9-10 Streetwise Edge; Make Forgeries with Common Knowledge +2
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Serival Drumm
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Re: Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

Player Name: Soren/Freemage
Google Handle: Soren
Serival Drumm
Rank: Veteran 3
Race: D'norr
Iconic Framework: Automaton Controller
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6 (+1 Ring), Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA); Strain: 0

Skills (Core + 15, +2 DT Fighting, +2 DT to 3 Smarts-linked, Spellcasting d6, Hacking d6, Occult d6, Piloting d6):
  • Persuasion d6 (Free Re-roll; +2 Networking; +1 Comm Band; -2 with xenophobic humans)
  • Common Knowledge d6 (+2 making Forgeries, +2 Shady Characters)
  • Stealth d10 (+2 Armor, Thief Urban +1)
  • Notice d8 (+2 Helm)
  • Athletics d8 (Thief Urban Climb +1, Pads +4, Grapple Gun +2/+4)
  • Hacking d6
  • Occult d8
  • Piloting d12+1
  • Spellcasting d12+1 (+1 Ring)
  • Thievery d10 (Thief +1, +1 vs. Electronics)
  • Fighting d10
  • Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
  • Shooting d6

Hindrances
  • Vengeful (Major): Will commit violence to get payback
  • Cautious (Minor): Insists on planning things out before acting
  • Mild Mannered (Minor): -2 Intimidation
  • Obvious D-Bee (Major, Race): -2 Persuasion vs. prejudiced humans
  • Sensitive (Major, Race): -2 to Fear checks
  • Wanted (Minor, HJ): Coalition States
Edges
  • Arcane Background: Magic (IF): 10 PPE, dispel, slumber, puppet
  • Automaton Controller (IF): Can control an Automaton
  • Charismatic (Race): Free reroll on Perusasion
  • Electronic Security Expert (HJ): +1 to Thievery vs. Electronics
  • Versatile Power (HJ): entangle
  • Streetwise (HJ): +2 Networking, +2 Common Knowledge with shady characters
  • Expert: Spellcasting (Hindrance): +1 Spellcasting Rolls
  • Expert: Piloting (Hindrance): +1 Piloting Rolls
  • Power Points (N1, S1, V1, H1): +20 PPE
  • Thief (N2): +2 Urban Stealth, Urban Athletics (Climbing) and Thievery
  • Master of Magic (S2): May use Mega-Modifiers
  • New Powers (S3, V2): detect/conceal arcana, sound/silence, darksight, wall walker
  • Ace (S4): May spend Bennies to make Soak rolls for Piloted Automaton, ignore 2 points of penalties to Piloting
  • Concentration (V3): Double Duration on all Powers
  • One With Magic (H2, L1, L3): Innate detect/conceal arcana; sense supernatural beings with Notice; conceal arcana while sleeping,incapacitation still stops it. Gain Ley Line Rejuvenation and Ley Line Sense. Age one year for every five. Roll natural healing once per day. On Ley Line, roll Natural Healing 1/hour; can regenerate Injuries when all Wounds are gone.
  • Ley Line Rejuvenation (1WM): On LL, roll Natural Healing 1/Day.
  • Ley Line Sense (1WM): Sense LL w/in 10 miles--direction, power, Nexus points, significant tapping. Sense Rifts w/in 10 miles, and new/recurring Rifts opening w/in 50 miles.
  • Alertness (H3): +2 Notice
  • Danger Sense (H4): +2 vs. Surprise, +2 to spot non-surprise ambushes/traps, or Notice -2 if no roll allowed
  • Rich (Bonus): Gain 15,000 Cr and Gear.
  • Wizard (L2): Spend +1 PPE to change Trapping on a Power; applies to Automaton Powers as well.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

Black Ops Spell list
arcane protection, banish, barrier, blind, boost/lower Trait,
burrow, detect/conceal arcana, confusion, damage field, darksight,
deflection, disguise, dispel, drain Power Points, entangle, environmental protection,
farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, light/darkness,
protection, puppet, sloth/speed, slumber, smite, sound/silence,
speak language, stun, summon ally, telekinesis, teleport, wall walker,
PPE: 35
Powers

Reveal Night's Secrets (darksight)
Power Points: 1
Range: Smarts
Duration: One hour
Trappings: Eyes become black
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of
illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
additional Power Point each.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2
EXALTED DARKSIGHT (+2): The recipient’s senses extend so far into the infrared and ultraviolet
spectrums that he can also see anyone using the invisibility power and ignores all
Illumination penalties.

Arcane Analysis/Aura Suppression detect/conceal arcana
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Innate Power (may cast without MAP)
Trappings: Glowing eyes (detect); whispered words (conceal)
Detect arcana allows the recipient of the power to see and detect all supernatural persons,
objects, or effects in sight for five rounds. This includes invisible foes, enchantments on
people or items, weird science devices, and so on. With a raise, the caster knows the general
type of enchantment as well — harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes
hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale
for one hour (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is
an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per
turn). If the concealment wins, the character cannot see through the ruse with this casting,
but may terminate this instance and try again.
MODIFIERS:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect,
or item for conceal, for 1 additional Power Point each.
AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size
of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2
SELECTIVE (+1, Conceal only): Specific targets may be excluded from the area affect version.
EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise)
to be seen or found with detect arcana, divination, and other arcane abilities;
may not be used in combination with the power’s Strong modifier.
PRESENCE SENSE (+1): The caster is able to sense the presence and exact
location of living beings within range like a radar; detect arcana activated with
Presence Sense no longer requires line of sight to locate living beings.
EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded
analytical effects. With a successful Arcane Skill check on a particular magical effect or
supernatural entity or phenomena, the caster can learn the following:
  • Active powers and arcane abilities.
  • Type of supernatural creature (vampire, werewolf, dragon, etc.).
  • Enchantments present on an item.
  • Amount of PPE or ISP possessed by a target.
  • Other information the GM allows.
  • When used on a supernatural creature, a raise on the Arcane Skill check reveals
    any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
Unweaving (dispel)
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Reverse Speech
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or
innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices
normally (see Arcane Devices, page 153). Dispel can be used on a power already in
effect or to counter an enemy power as it’s being used. The latter requires the countering mage
to be on Hold and interrupt his foe’s action.
In either case, dispelling an opponent’s power is an opposed roll of arcane skills (with
a −2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs.
weird science, etc.).
If the dispelling character wins, the targeted power ends immediately (or fails if it was
countered with the usual results of failure).
With a raise, the recipient of the dispelled power is also Distracted.
Modifiers:
POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or
two with a raise. The difficulty to do so is −2 for permanently enchanted items such as
found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
EXALTED DISPEL (+2/+4/+6): For +2 Power Points dispel affects a Small Blast
Template, and for +4 points the Blast Template becomes Medium, or Large
for +6 Power Points. The caster makes one Arcane Skill roll and compares it to
Arcane Skill rolls for the active powers within the Blast Template, negating
those where he wins. This affects all powers in the target area unless the
Selective Power Modifier is also used.
SELECTIVE (+1): Specific targets may be excluded from the area affect version.

Titan's Grasp (entangle)
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Gigantic, grasping hand(s) of earth, stone or steel (depending on Modifiers)
Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like
Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound.
Victims may break free on their turn as detailed under Bound & Entangled on page 98.
MODIFIERS:
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast
Template. For +3 points the area of effect is increased to a Large Blast Template.
STRONG (+2): The entangling material is particularly resilient. Rolls to break free are
made at −2 and its Hardness increases to 7.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
FATIGUE (+2): Targets grasped by the hands are also Fatigued (but this cannot Incapacitate).
SELECTIVE (+1): Specific targets may be excluded from the area affect version.
GREATER ENTANGLE (+4): Rolls to break free are made at −4 and the entangling material’s
Hardness increases to 10.

Call Forward the Past (object reading)
Power Points: 2
Range: Touch
Duration: Special
Trappings:
See/hear visions of an object's history.
Success goes back up to 5 years, and events within 10 yards of the object; Raise goes back 100
years, and up to 20 yards away.
The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per
minute of real time. When watching an actual event, it occurs in real time, just as if watching
a digital video.
MODIFIERS:
STRONG (+2): The caster can see or hear from the item’s creation forward.

Suborn (puppet)
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Sharply worded command with an imperious gesture
Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. With
success, the victim automatically obeys commands that don’t directly harm himself
or those he cares about.
With a raise, the target is completely controlled, but gets an automatic Spirit roll
as a free action to avoid directly harming himself or those he cares about. If the puppet’s
resistance succeeds, he doesn’t carry out that particular command but doesn’t otherwise
resist his master. With a raise, he breaks the controller’s hold and the power ends.
Commands are general, such as “attack that person” or “open that door.” The controller
doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses
his Sweep Edge, etc.
MODIFIERS:
ADDITIONAL RECIPIENTS (+2): The caster may affect others at the cost of 2 Power Points each.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
FATIGUE (+2): While under the effect, the target suffers a level of Fatigue, which cannot incapacitate.
MIND CONTROL (+3): Spirit rolls to resist commands are at –2 (– 4 with a
raise). If the caster has and uses mind link on the target, she may extend her
control of him to any distance, even out of her sight.

Kiss of Morpheus (slumber)
Power Points: 2
Range: Smarts
Duration: One hour
Trappings: Blowing sand at the targets
Those who favor stealth or want to avoid harming their foes are drawn to this spell,
which puts its victims into a deep and restful sleep.
Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her
arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises
or attempts to physically wake a sleeper (by shaking him, for example), grant another
Spirit roll.
MODIFIERS:
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast
Template. For +3 points the area of effect is increased to a Large Blast Template.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
FATIGUE (+2): Once awakened, targets suffer a level of Fatigued (but this cannot
Incapacitate).
SELECTIVE (+1): Specific targets may be excluded.
GREATER SLUMBER (+1): The penalties to resist increase to −2, or −4 with a raise

Faerie Ruckus/Hush (sound/silence)
Power Points: 1
Range: Smarts ×5 (sound); Smarts (silence)
Duration: Instant (sound); 5 (silence)
Trappings: Fingers to lips as if to whistle (sound)); "shhh" finger to lip (silence)
Sound mimics any known sound or voice, emanating from a point of origin within
Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes
the casting roll with Smarts.
Silence does the opposite, muting all sound up to a loud shout within a Large Blast
Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as
well as anyone trying to hear sounds made from within. A raise completely mutes all
sound inside the template—such Notice rolls automatically fail.
MODIFIERS:
MOBILE (+1): The caster can move the area of effect up to his arcane skill die type each
round.
TARGETED (+0): Instead of casting silence in an area of effect, the caster may instead
target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit
(at −2 if the caster gets a raise).
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
GLOW (+1, Sound only): At the point the sound emanates from, there is also a burst of
rainbow-hued radiance illuminating a Small Blast Template; this immediately fades away.
A character On Hold may take advantage of this momentary burst of light to attack a
target within that area without Illumination penalties.
EXALTED SOUND/SILENCE (+1):
Targets oppose the caster at –2 or –4 with a raise; silenced magic users cannot activate
new powers.

Scale With Ease (wall walker)
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Rub dust on feet
Wall walker allows the recipient to walk on vertical or horizontal surfaces. With success,
she moves at half her normal Pace. With a raise, she may move at full Pace and even run.
If forced to make an Athletics roll to climb or hang on to a surface, she adds +4 to the total.
MODIFIERS:
ADDITIONAL RECIPIENTS (+1): The caster may affect others at the cost of 1 Power
Point each.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
GREATER WALL WALKER (+2): With a success the target moves at her normal
Pace, and with a raise she gains +6 on Athletics rolls to climb or hang onto a
surface and resist the Push maneuver or being moved by havoc, telekinesis, and
other similar powers or effects.

From Gear

Might of Hippolytus(growth) [Ring]
Power Points: 2 per point of Size change
Range: Smarts
Duration: 5
Trappings: Ring surges red, target has bands of iron form on wrists
Growth increases the recipient’s Size by 1 for every 2 Power Points spent. Each increase in
Size grants the target a one-step increase to Strength and 1 point of Toughness (see page
178 for more on Size.) This does not increase Wounds regardless of change to Scale.

Puck's Blessing(shrink) [Ring]
Power Points: 2 per point of Size change
Range: Smarts
Duration: 5
Trappings: Ring surges red, target has a band of silver on their head
Shrink reduces the Size of the subject one step for every 2 Power Points spent to a
maximum of Size −2 (approximately the size of a cat). Each step reduced decreases
Strength one die type (minimum of d4) and Toughness by 1 (minimum of 2).
For unwilling targets, the caster’s arcane skill roll is opposed by Spirit.
MODIFIER:
TINY YET MIGHTY (+2): The target of shrink may retain her normal Strength
and Toughness while small.

Night's Embrace(deflection) [Armor]
Power Points: 3
Range: Self
Duration: 5
Trappings: Cloaked in shadows
Deflection powers work in a variety of ways. Some manifestations actually deflect incoming
attacks, others blur the target’s form or produce illusionary effects. The end result
is always the same, however—to misdirect incoming melee and missile attacks from the
recipient of the power.
Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).

Wings of Night (fly) [Armor]
Power Points: 3
Range: Self
Duration: 5
Trappings: Large, black wings
Fly allows a character to soar at Pace 12″, or twice that with a raise (he may not Run).

Stealth Mode (invisibility) [Armor]
Rank: Seasoned
Power Points: 5
Range: Self
Duration: 5
Trappings: Brief shimmer then gone
With a success, the character and his personal items are transparent except for a vague blur
or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise.
The same penalty applies to Notice rolls to detect the unseen presence.

Cloaking (silence) [Armor]
As Hush, above, but self only, and "Cloaking" Trapping also allows additional Modifier:
SHROUD (+1): Obscures the target so that attacks against her suffer a −1 penalty and
she adds +1 to her Stealth rolls.

Universal Translator speak language [Communication Band]
Power Points: 1
Range: Self
Duration: 10 minutes
Trappings: Activate headband
This power allows a character to speak, read, and write a sapient language other than his
own. A raise on the arcane skill roll allows the user to appropriately use and understand
slang and dialect as well.

Agony (stun) [Whip of Pain]
Power Points: 2
Range: Touch (with Whip)
Duration: Instant
Trappings: Electrical shock induces muscle spasms
A successful casting means the victim must make a Vigor roll (at −2 with a raise on the
arcane skill roll) or be Stunned (see 106).

Paralysis (lower Trait: Agility; lower Trait: Strength; sloth) [Paralysis Staff]
Power Points: 1/Power (3 max)
Range: Touch (with Paralysis Staff)
Duration: Instant
Trappings: Muscle Seizures
Attack Fighting roll Success = -1 DT Strength, Agility, 1/2-pace.run die
Attack Fighting roll Raise = -2 DT Strength, Agility, Movement = Action
Target may roll Spirit at the end of each turn to try to shake off each effect individually

Snare (entangle w/ Strong Modifier) [Snare Gun]
Cast with Spellcasting Roll w/ Snare Gun (2 Shots per activation)
Range: 8/16/32
Duration: Instant
Trappings: Gluey strands
Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like
Trappings (Hardness 7). If successful, the target is Entangled. With a raise, he’s Bound.
Attempts to break free are at -2.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

Infiltrator Automaton

Size 1/Normal; Crew 0 (Remote Operation, Range 60"); Str d12+4; Toughness 14 (7 MDC); Pace 8
Hand-to-Hand Attacks: Str+1d6 MD, AP 6
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration (costs 10 PPE from Controller, lasts for 5 rounds)
Powers (Use lower of Controller's Piloting/Spellcasting, 40 PPE, recharges at Controller's rate and may be recharged directly by the Controller)

House of Glass (damage field)
Power Points: 4
Range: Smarts
Duration: 5
Trappings: Whirling Cloud of Glass Shards
Damage field creates a dangerous aura around the recipient that harms foes foolish enough
to get too close.
At the end of the affected character’s turn, all adjacent beings (including allies!)
automatically take 2d4 damage.
MODIFIERS:
DAMAGE (+2): The damage field causes 2d6 damage.
ARMOR PIERCING (+1 to +3): The attack is focused to defeat armor or seeks out
a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65),
to a maximum of AP 6.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
SELECTIVE (+1): With intense focus, the caster can choose not to affect any or
all individual targets within a power’s area of effect (picking all enemies instead
of allies in a blast, for example).
HEAVY (+2): The field does Mega-Damage.
GREATER DAMAGE FIELD (+4): The damage field causes 3d6 Mega Damage.
RADIUS (+2): The caster may extend the damage field into a Small Blast
Template centered on herself, the caster is immune to her own damage field.


Reflect and Deflect (deflection)
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Floating shards of glass that block attacks; laser shots are simply angled away
Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
MODIFIERS:
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
additional Power Point each.
GREATER DEFLECTION (+3): The penalty to attack the recipient increases to –4 (– 6 on a
raise).

Mask of Deceit (disguise)
Power Points: 2
Range: Smarts
Duration: 10 minutes
Trappings: Creates an illusion of the new form
Disguise allows the target to assume the appearance of another person of the same
Size and shape, including clothing. It does not confer any abilities, however.
Those who have reason to question the imposter’s identity make a Notice roll at −2
to see through the disguise (−4 with a raise on the casting roll). This is a free action.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
additional Power Point each.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or
smaller than themselves.
ILLUSORY MASK (+2): The recipient looks and sounds like a specific person,
down to the smallest detail.

Concealment (invisibility)
Power Points: 5
Range: Smarts
Duration: 5
Trappings: Shimmering, lridescent lights.
With a success, the character and his personal items are transparent except for a
vague blur or outline. Any action taken against him that requires sight is made at
−4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen
presence.
MODIFIERS:
ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3
additional Power Points each.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
TRUE INVISIBILITY (+5): Invisibility applies to normal sight-based Notice checks;
True Invisibility applies to all senses, including mystical, technological, or greatly
enhanced ones. The recipient cannot be seen or detected by any means, unless he
attacks someone. In that circumstance, any attempt to detect or attack the character
with True Invisibility is made at −8.
True Invisibility also makes it impossible for most means of scrying or other detection
to find the character, including divination. However, any time there would be a reason
to Notice the target those using detect arcana may detect someone using True
Invisibility at a −4 penalty, and those using Exalted Detect Arcana and Exalted
Darksight may roll to detect the recipient at no penalty. Characters using those powers
modifiers who detect the target can see them normally for the remainder of the
encounter.

Mystic Portal (teleportation)
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Shimmering disc that pulls the target through-.
Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards)
distant, or double that with a raise. Teleporting to an unseen location incurs a −2
penalty on the arcane skill roll. Opponents adjacent to a character who teleports
away don’t get a free attack (see Withdrawing from Melee, page 109). If casting
teleport on a willing subject, the caster decides where they move to, not the target.
MODIFIERS:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
additional Power Point each.
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is
an action, so the casting must be the second part of a Multi-Action if the attack is
successful. The foe resists the casting with an opposed Spirit roll against the arcane
skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not
be teleported into solid objects.
GREATER TELEPORT (+2): The distance teleported extends to 25" (50 yards) or
double that with a raise.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

Gear
Starting Cash: [dice:35nfhd0q]57308:0[/dice:35nfhd0q] × 100 = 1800 Universal Credits

Arzno TWA-1500 Incursion EBA (TW)
+4 Armor, +2 Toughness, EBA
Camo-mode: +2 Stealth (HJ Table Mod)
Concealable: Notice -2 to be spotted under clothing (HJ Mod)
Tarnished Silver Knuckle-Dusters (Str + d4 Silver)
Retractable Short Swords (Str + d6)
Powers (Self Only): deflection, flight, invisibility, silence
MinStr d6, 12 lbs
585,000 Cr

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Firebolt Pistol
• Pocket: IRMSS
• Pocket: Flare
• Pocket: Electro-Adhesive Pads
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Multi-Optics Helmet (Integrated into Arzno Armor)
Targeting sight, magnification, thermal, infrared, ultraviolet, night optics
Ignore Illumination penalties
+2 to Visual Notice
Offset 2 points Range Penalties
+1 Shooting w/calibrated guns
10-mile radio; megaphone
25,500

Twin-Blood Ring
This dual-ring is forged from two different alloys; the rings themselves are intertwined seamlessly, and cannot be separated without destroying the ring. The silver ring has been alloyed with faerie blood, while the iron ring has been mingled with the blood of giants. It grants the wearer the ability to channel both races' inherent size.
UPGRADES:
Major: Growth/Shrink
Major: Tiny Yet Mighty Modifier
Minor: +1 Spellcasting
Minor: +1 to Strength rolls, including melee damage

Psionic Mind Shield (TW)
Integrated in Helmet
+4 on opposed rolls against psionic powers
+4 Armor versus damaging psionic powers
Cannot benefit from benevolent psionic
effects, such as mind link.
The system costs 3 Power Points per hour it’s active
1 lb
50,000 credits

Neural Mace
Str+d6*
Balanced: +1 Fighting (HJ Mod)
Non-Lethal: No penalty, +4 Non-Lethal Damage (HJ Mod)
Notes: *Does not deal Mega Damage. Touch Attack (Fighting +2), the victim must make Vigor roll at –2 (–4 with a raise) or be Stunned.
MinStr d6, 6 lbs *
24,000 Cr

Whip of Pain (TW)
Str+d4 AP 2 MD
Reach 2; Successful hit casts stun against the target
MinStr d4
2 lbs
Activation: 1 PPE
200,000 Cr

Paralysis Staff (TW)
Str+2d4
Notes: Silver-tipped end caps. Cost 1 PP; a successful strike delivers lower Trait vs.
Agility and Strength at the same time, as well as sloth.
Min Str d6, 4 lbs *
500,000 Cr.

Snare Gun (TW)
Range: 8/16/32; Shots: 2
Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares.
Min Str d4; 3 lbs
45,000 Cr.

Firebolt Pistol (TW)
Range: 12/24/48
Damage: 3d6; 2 PPE to make it MD for 5 turns
Shots 10; Recharge
Notes: It Burns (On a Raise, target catches fire, 3d6 damage/rd and Distracted until doused)
6 lbs
80,000 CR

Metal Water Rifle
Range: 8/16/32
Damage: Vampires: 2d10
Shots: 52
Half-gallon Hip-Reservoir
9 lbs
450 CR

Globe of Daylight Flare (TW) (x2)
Range: 12/24/48
Damage: Vampires 2d10
.10 lbs each (.2 total)
Notes: Hovers at 20 feet, illuminating a SBT with light for 10 minutes
2000 CR

Electro-Adhesive Pads
+4 to Athletics (climbing) checks involving metal
.5 lb
30,000 CR

Lock Pick Release Gun
+4 to any Thievery (lockpicking) vs. mechanical locks
2 lb *
1,800 CR

Holo-Display Communicator
Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive
system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever
else the user might wish to input for display. The communication system itself has a 300-
mile range.
2 lb
10,000 CR

Grapnel & Launcher (TW)
Tensile Cord: 110', 2000 lb capacity, Hardness 12
Grapnel uses Shooting; 18" range; Success hooks Grapnel to target
Free Action to activate reel: +2 Athletics (Climbing); +4 on Shooting Raise
If Target is lighter than user, then target is pulled towards wielder.
Unwilling Target resists Shooting w/ Agility;
Shooting Success = Entangled; Raise = Bound
TW Upgrades:
Minor: +1 Shooting
5 lbs *
Activation Cost: 1 PPE/hr
8,000 Cr

IRMSS
Immediate Healing Check (d8+2)
+2 to Healing checks for 24 hours
4 Charges
2 lbs
42,000 CR

Communications Band (x2)
speak language Power
+1 Persuasion & Performance rolls
1 PPE/hr
.5 lbs
34,000 CR

Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains
• Paralysis Staff
• Neural Mace
• Grapnel & Launcher
• Lock Pick Release Gun
Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


Field Repair Kit (TW)
+1 Repair
Offset 2 points of Penalties
TW Mods:
Minor: +2 Repair Rolls (10K)
Major: +1 DT Repair Rolls (10K)
Major: Mr. Fix-It Edge (+2 Repair, Raise = 1/2 Time) (20K)
Activation: 2 PPE/hr
Glass Carries
44,800 Cr (50K cost per GM)

NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
Glass Carries

Credits: 301,800

Encumbrance: 32/40 lbs
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

Racial Traits:
Alien Physiology: The physiology of D’Norr is quite alien, giving
those unfamiliar with their biology a −2 penalty to Healing and
cybernetics checks. Juicer and Crazy augmentations don’t work for
this race. Compatible medical supplies/services and cybernetics
cost double the listed price.
Devilish Charmers: D’Norr are smart and
affable, making them naturally quite charming. They begin
with the Charismatic Edge.
D-Bee (Major): The initial reactions to D’Norr typically start
at Unfriendly, or Hostile for human supremacists. Those
with an Unfriendly or lower Reaction will refuse to sell wares or provide
services such as healing, repairs, etc. Failed social checks with Hostile
parties often result in violence.
Horns: D’Norr have horns that cause Str+d4 damage, see Natural
Weapons in Savage Worlds.
Intelligent and Spiritual: D’Norr are highly intelligent and spiritual,
beginning with a d6 Smarts and Spirit. This makes their natural maximums
for those Traits d12+1.
Natural Arcane Affinity: D’Norr have a bonus of +5 PPE naturally,
whether they pursue a magic path or not; this bonus PPE is not part of their
base PPE nor is it modified by other Edges or Abilities (e.g., a D’Norr
Ley Line Walker would begin with 25 PPE).
Restricted Path: The D’Norr have no capacity for psionics and cannot
access ISP.
Sensitive: Due to their inherently sensitive nature, D’Norr are
particularly susceptible to Fear, suffering a −2 penalty when making such
checks.

Iconic Framework
AUTOMATON CONTROLLER
This character is how magical empires such as Dweomer and Tolkeen respond to the Robot Aces of more technologically dependent societies.
Skills: Occult d6, Piloting d6, Spellcasting d6,
Edges: Arcane Background (Magic) with 10 PPE, Controller.
Select one available Automaton (per GM’s review).
Killing Machine: While piloting an
Automaton, the Controller gains the use,
bonuses, and effects of all personal Combat
Edges and associated maneuvers.
Hindrance: Wanted (Major): Federation of Magic, Coalition States, others interested in Automaton secrets

Tables

F&G 1: A Mighty Weapon (+2 DT Fighting, Paralysis Staff)
F&G 5: Smart & Learned (+1 DT Smarts, +2 DT to 3 Smarts-linked Skills)

HJ Magic & Mysticism 10: Versatility (Select one Power from list, or one Novice Power off list)
HJ Education 13: Computer B&E (Hacking d6, +1 to Thievery w/ electronic security)
HJ Underworld & Black Ops: 9-10 Streetwise Edge; Make Forgeries with Common Knowledge +2

Starting Skills
Persuasion d6 (1)
Common Knowledge d4
Stealth d8 (2)
Notice d8 (+2dt F&G)
Athletics d6 (1)
Hacking d6 (HJ)
Occult d8 (1)
Piloting d12 (4)
Spellcasting d12 (1, +2dt HJ)
Thievery d8 (3)
Fighting d10 (2, +2dt F&G)
Repair d6 (+2dt HJ)

Advances
  • Hindrances: Expert: Piloting/Expert: Spellcasting
    N1: Power Points
    N2: Thief
    N3: Thievery d8, Stealth d10
    S1: Power Points
    S2: Master of Magic
    S3: New Powers (Detect/Conceal Arcana, Sound/Silence)
    S4: Ace
    V1: Power Points
    V2: New Powers (Darksight, Wall Walker)
    V3: Concentration Edge
    V4: d4 Shooting, d6 Common Knowledge
    H1: Power Points
    H2 (10/1/20): One With Magic (Novice)
    H3 (1/1/21): Alertness
    H4 (4/1/21): Danger Sense
    L1 (7/1/21): One With Magic (Seasoned)
    L2 (7/1/21-Vamp-hunting bonus): Wizard
    L3 (10/1/21): One With Magic (Veteran)
    L4 (1/1/22): Athletics d8/Shooting d6
    L5 (4/1/22): One With Magic (Heroic)
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

BACKGROUND

Commander Higgs of the 54th Coaltion Pacification Force came awake with a start. He tried to look around, to move, but found himself firmly restrained and unable to turn his head, even; a foul cloth of some sort had been shoved in his mouth and secured with a gag. He wasup on a hill looking down looking over the camp, well back from the front lines in the war with Tolkeen. A blessing given the reports he'd heard from those on the front--clearing towns already beaten down of D-Bees and warlocks was a hell of a lot easier than trying to go toe-to-toe with a flight of dragons, or worse.

A voice whispered in his ear. "Finally awake? Good. Wouldn't want you to miss out on the show. It's almost dinnertime." The Voice was soft-spoken--cultured, even, to the point of being effete. He tried to clear his head from the pain. He'd been in his tent, preparing reports before dinner. Suddenly, without warning, his body had been wracked with pain, even as all the noise from outside the tent was completely muffled. A moment later, before he could shake off whatever the initial attack was, he was jolted, hard, and fell unconscious.

As his memory gelled, the Voice continued. "Do you remember the town of Amendgale, Commander? Probably not--so many little villages you and your men have passed through, clearing out all of us who don't fit your Emperor's pristine little vision. Amendgale was, I believe, about half a dozen villages back, if that helps."

Higgs snarled as he realized the depth of the situation, but it was to no avail--the gag was quite tight, and his noise was more of a snuffled 'horf' than any sort of menacing threat. But the Voice was wrong about one thing--he did remember Amendgale; after all, they had several different levels of threat suppression, and he had to keep a record of which had received what. Amendgale... Ah, yes.

Amendgale had been like a lot of villages that had been bypassed by the front lines--about two thirds of the homes had been abandoned, leaving only mundane humans living in the village. Pacification Units were charged with ensuring no magical beings or shapeshifters were left behind, and the Commander had done so. But he also saw certain warning signs--homes had been left with heirlooms and other small sentimental possessions. That usually meant that the evacuees were just waiting for an all clear before trying to slip back in and resume their previous existence. In that case, Higgs' job was to make sure that signal never went out.

"Such creativity your Coalition uses. No need to engage in indiscriminate slaughter. Just tell the townsfolk that they are getting a pass, do a cursory search, and stay the night before heading out in the morning. Of course, you left a little something behind, didn't you? In the well?"

The Commander squirmed. To be totally honest, he'd never particularly cared for this specific approach, but High Command had assured him that it was the best route to making sure uprisings were kept to a minimum. Place the town under curfew, wait until everyone was shuttered in their homes, and then take the truck with the blue plasteel barrels over to the water supply....

The Voice seemed almost admiring. "A clever concoction, indeed. Only a gallon, poured into the well or the techno-wizard pumping station, depending on the town, and in a week, everyone's dead and you and your men are nowhere to be seen. No symptoms, either, until the blood-vomiting starts on, what, day four or five? Of course, that's part of the downside--such a small amount, even your own men don't notice when a bit is missing."

In the camp below, the men were starting to converge on the large water truck with their canteens and MREs. "Ah, dinnertime. Such a delightful repast they shall have. I imagine it will be about half an hour before they discover your absence, and longer still before they know what has transpired. And by then, it will be as late for them as it was for Amendgale."

The Commander realized the full implication of what the Voice was saying, and renewed his struggle, trying to find some reason to hope. He was a dead man, of course, but perhaps his men could be spared. There were symptoms from exposure to CLX-6--subtle ones, but Alex Envoy, the medic in the 54th, was trained to recognize the signs, in case there were any spills, and he knew the proper antidote. Some of the men might succumb, but most should be treated before it was too late. He relaxed, just slightly.

A chuckle came right on the heels of his relief. "Ah, yes, there was one more element, wasn't there? Don't worry, I've taken care of that, too. I visited the medic's tent before yours." A red-skinned hand reached around, dangling the severed head of Lt. Envoy by his hair. "I also tweaked his files. If they do try to administer an antidote, I'm afraid the compound they'll brew up from his notes will simply give them a bad case of indigestion."

The head was removed from the Commander's view, as he was forced to watch helplessly as his men continued to receive the tainted water from the tanker truck. Higgs was always one of the last to eat, so no one realized the significance of his absence from the line. Only well after the last man had plenty of time start eating was someone dispatched to see what was taking the Commander so long. He saw the men start to scatter as they discovered he was missing, and felt a brief blend of anguish and pride as he saw them go into well-trained maneuvers meant to locate a missing soldier without unduly risking further losses. "Well, that's time to go, then."

Again from behind the tree Higgs was secured to came movement, but this time, it was not the hand of a Devilman, but a crystal golem of some sort, moving despite seeming to have no actual joints.The Infiltrator Automaton raised its fist and finished the Commander off with one vicious blow to the larynx. As he suffocated to death, lungs screaming for air, the D'norr finally stepped into his line of sight completely. "Don't fret Commander, soon your men will follow you."

Serival Drumm, Tolkeen Black Ops specialist, took a moment to ensure the Commander was well and truly dead, before he and the Infilitrator Automaton fled the scene. The death of the Commander would be assumed to be the end of it, until it was too late. Celeste, you are avenged.

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

Drumm had been raised in Tolkeen, and had been found to have a knack for controlling automatons as a young man. By the time the war started, he'd been bonded to the Infiltrator--it complemented the magical style the Unseelie Fae had instructed him in. He'd been away from his hometown of Amendgale when Higgs' forces swept through, leaving behind the tainted well. It was about three days after the last villager had died that he discovered what had happened to the townsfolk. Blood-stained corpses lay everywhere.

Avenging his sister's death was his last act as part of the Tolkeen defenders. By this point, he could see that the War was lost, but he would be damned before he let the murderers escape. But once this was accomplished, there was nothing left for him to remain there, and so he deserted and sought out new horizons.

The Tomorrow Legion had been only too happy to accept him when he showed up, and he was drawn to the Legion's promise of a new approach. And if things went south again, well, he still had the formula for CLX-6 in the files he'd copied from the medic's computer before editing the originals.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: Serival Drumm, D'norr Automaton Controller

Post by Serival Drumm »

Interludes
On the Road
On the fourth day of the trip, they come to a forest--or perhaps "the Forest" would be better wording, for it is almost immediately clear that this primeval wood has never been scored with an axe; the trees are tall enough that the canopy is almost more like a green cloud cover than a roof, and the ground is clogged with thickets and brambles.

Despite the lush vegetation, though, the Forest is silent, with no birdsong or scuttling of fauna, and even the sound of their vehicle seems to be muted, muffled by the still air. As soon as they come into sight of it, Serival radios the advance scouts. "Return to the vehicle and stay with us while we travel. I have been to this place before, or perhaps it would be best to say it has been to me. We shall find only one Path, and if we leave it, we shall not reach our destination on time, if at all. We shall have to travel non-stop until we reach the far side; people can take turns sleeping in or on the truck as needed."

And, indeed, there is only a single clear route through the trees; there are places that seem like they could stop, but Serival is adamant that they must keep moving until clear of the Forest. He will not explain further, but bluntly states that if the others are foolish enough to make camp here, he will walk ahead on his own. Only once they are fully clear of the treeline and the Forest can no longer be seen does he offer a hint of an explanation: "I learned my first magics in that place. It was not a gentle education."
The Maze
Serival and Callis ran through the Maze. It was one of many games played by their Fae... abductors? Adoptors? Enslavers? It was almost impossible to tell how the erratic beings viewed their relationship--or even if such was consistent. In any case, the Maze was simply that--a Byzantine structure of hedges and stone, that twisted and turned upon itself. Periodically, the Fae would let them run the Maze, with the promise that if they actually made it through without calling for aid, they would earn their freedom.

Serival had determined a few 'rules' to the Maze--most notably, that certain barriers would move and shift in accordance with their actions. Callis, in turn, was the more physically fit of the two (not many Trimadore were inclined to physical activities, but those who were could put their long limbs to considerable good use), and was able to defeat many of the obstacles that could not be manipulated.

As a result, on the last few runs, the two of them had made it further than anyone in a generation (or so the Fae told them), and even by their own reckoning, had traveled further each time before succumbing to thirst or hunger, or being trapped in one of the Maze's many snares.

And so, they at last came to a great gate (of some stone that resembled marble, but probably wasn't), that was almost assuredly the exit. Like much of the architecture of the Maze, the gate was embossed with a bas-relief of entwined serpents. The youths hollered in triumph, and made the dash towards the gate, expecting yet another puzzle or test of ingenuity.

They were not, however, expecting the snakes to come alive, still forged of stone, to lunge out and snap at them.

Callis had long limbs, and was the more physically adept of the two, and because of this, he suffered the bite, while Serival only had a set of fangs snap shut an inch in front of his leg. Callis' arm, pierced by the fangs and then released, almost immediately turned to stone. The teens fell back, scrambling away from the serpents as fast as they could.

And then they called for aid, for there was nothing more to be done. The last time Serival saw Callis, his arm was still stone, and some of the more overt bullies among the Fae had taken to calling the Trimadore "Lefty".
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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