Kharis, Legendary Battle Magus

The quest to destroy the Demon Prince of War
GM: Ndreare
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Skanni
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Kharis, Legendary Battle Magus

Post by Skanni »

Character Sheet
Kharis
Rank: Legendary Advances Left: 0
Race: Elf (A&M)
Iconic Framework: Battle Magus
Attributes: Agility d12+1 (2), Smarts d10 (2), Spirit d10 (3), Strength d10 (Min Str d12+2) (1), Vigor d10 (3)
Pace: 8, running d6; Parry: 7 unarmed, 8 w/either sword or .50 cal, 9 w/both swords; Toughness:
17(6), 21(10) vs Magic
7 (½ vigor +2) +1 Brawny + 7(4) Battler Armor + (2) TW harness/IRMSS + (4) vs magic from amulet
Strain: N/A; Size: +1 (Normal)
Skills:
  • Athletics d10 (begin w/d6 for MARS, 2)
  • Battle d10 (begin w/d6 from HJ, 2)
  • Common Knowledge d8 (2)
  • Fighting d10+1 w/either sword (begin w/d6 from MARS and +2 die types from F&G)
  • Notice d8 (2)
  • Occult d8 (begin w/d6 from MARS, 1)
  • Persuasion d8+1 (2)
  • Shooting d10 (begin w/d6 from MARS, 2)
  • Spellcasting d12+1 (begin w/d6 from MARS, 4, Professional)
  • Stealth d6 (1)
  • Survival d8 (3)

Hindrances
  • • Overconfident (Major)
    • Thin-Skinned (Minor)
    • Shamed (Minor): He did some things on his travels before coming to Rifts Earth that he is not proud of in retrospect. It’s why he never tried to get a Shifter to send him back.
    • Driven (Minor) (Elf)
    • D-Bee (Minor) (Elf)
    • Quirk (Minor - Culturally Superior) (Elf)
    • Near-Human Physiology (Elf)
    • Racial Animosity w/Dwarves (Elf)
    • Vow (Major - Serve Dweomer) (Battle Magus)

Racial Abilities
  • • Enchantingly Beautiful: +1 to Persuasion
    • Low Light Vision
    • Physical and Mental Prowess: d6 Agility, d6 Smarts

Edges and Iconic Abilities
  • • Arcane Background (Magic) (Battle Magus)
    • Combat Reflexes (Battle Magus): Substituted for Arcane Marksman w/GM permission. +2 to recover from Shaken or Stunned.
    • Magi of Dweomer (Battle Magus): Has Connections with the Battle Magi and its allies; gets the Vow (Major - Serve Dweomer) Hindrance; connection to the Three, which means he occasionally receives instructions and tasks from them; gains the Master of Magic Edge; gains a free reroll against opponents attempting to banish or dispel his powers; always knows how to find the hidden city of Dweomer.
    • Master of Magic (Battle Magus): Can use Mega Modifiers.
    • Brawny (F&G): +1 Size/Toughness, treat Strength as one die type higher for Minimum Strength and Encumbrance.
    • Trademark Weapon Flaming Sword (F&G): +1 Fighting and +1 Parry with his Flaming Sword.
    • Command (HJ): +1 to Allies’ rolls to unshake within Command Radius.
    • Soldier (HJ): Strength is one die type higher for Minimum Strength and Encumbrance; free Vigor rerolls to resist environmental hazards.
    • Concentration (HJ): Double Duration of non-instant powers.
    • Rapid Recharge (Sig Item): Recover 10 PPE per hour of rest instead of 5.
    • Channeling (Sig Item): PPE cost reduced by 1 on a raise on the activation roll.
    • Power Points (Multiple Advances): +5 PPE each time taken.
    • New Powers (Multiple Advances): 2 new powers each time taken.
    • Two-Fisted (N3): Ignore MAP on second Fighting roll with off-hand weapon.
    • Wizard (V3): May change power trappings on the fly for +1 PPE.
    • Berserk (V4): After taking a Wound or Shaken (from physical damage), make a Smarts roll or go Berserk (though he can voluntarily fail the roll). While Berserk: (1) Strength increases a die type and all melee attacks must be wild attacks; (2) cannot use skills requiring wit or concentration; (3) +2 Toughness from adrenaline-fueled rage; (4) ignore one level of Wound penalties; and (5) a critical failure on a Fighting check hits a random target within range (but not the intended target). After 5 rounds of Berserk fury, the hero takes a level of Fatigue. After another 5 rounds, he takes another. He can end the rage by making a Smarts roll at -2.
    • Professional (L2): He's a very, very good spellcaster.
3 to start
+1 for interlude
-2 for fight with bugs


From those bugs


On those darn bugs
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: Kharis, Legendary Battle Magus

Post by Skanni »

Powers
Arcane Background: Magic
PPE: 30 (+20 in PPE batteries) - Recovery: 10/hour
Power List: boost/lower Trait, deflection, entangle, environmental protection, sloth/speed, smite, warrior’s gift

• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
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Re: Kharis, Legendary Battle Magus

Post by Skanni »

Background
Kharis arrived on Rifts Earth by way of the Three Galaxies. Once, he was a member of the Helka Ohtar, the elite warriors of the frozen north of the Elven planet Va’ronar. As part of the planet’s long-term security strategy, some warriors from every graduating class of Helka Ohtar are sent offworld to serve as mercenaries, bodyguards, or soldiers so as to increase the prestige of Va’ronar’s warriors in the eyes of the rest of the Galaxies (and help dissuade any who would be tempted to attack the magic-rich but small planet).

After some time spent adventuring with the crew of a ship called the Remorseless, Kharis was rifted to the magical city of Dweomer on Earth, where he fell in with the Battle Magi and formed a kinship with his fellow warmages. After some time in the city - and some time to reflect on the incredible harm he had helped facilitate while a mercenary - he opted to join the Brotherhood of Battle Magi and proceeded to serve with distinction for many years.

Now, he has received an urgent message from the Three: intelligence has learned of incursions by princes of hell onto Rifts earth, and the Three wish to disrupt the plans of any such extra-dimensional beings before they have an opportunity to endanger Dweomer. They have dispatched Kharis to the Tomorrow Legion as a liaison and gesture of good faith with orders to assist the Legion in killing any of the princes they may find.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: Kharis, Legendary Battle Magus

Post by Skanni »

Gear
NG-S2 Survival Pack (20 lb)
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes

TW Battler Armor
Old School Battle Magus.png
  • • Armor: +4, Toughness: +3
    • Weight: 6 lbs (Min Str: d6)
    • Rarity: -4; Cost: 14,500
    • Notes: HJ upgrades add +1 Toughness (factored in above) and +1 die type to Strength; helmet has darksight, which can be cast for no PPE as an Innate Action and automatically gives the raise effect.

TW Firebolt Pistol
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 6
    • ROF: 1
    • Shots: 10
    • Weight: 3 lbs. (Min Str: N/A)
    • Rarity: -1 Cost: 80,000
    • Notes: It Burns

M2 Browning Machine Gun (.50)
  • • Range: 50/100/200
    • Dmg: 2d10 MD, AP: 4
    • ROF: 3
    • Shots: 200
    • Weight: 84 lbs (Min Str: approx Mod 1)
    • Rarity: +1 Cost: 1,500
    • Notes: Trademark Weapon and +2 to Trait rerolls (HJ); Ignore 2 points of penalties to Shooting (HJ); Snapfire; bipod eliminates recoil penalty when used.

TW Flaming Sword
  • • Str + d12 MD, AP: 8
    • Weight: 2 lbs. (Min Str: d4)
    • Rarity: -1 Cost: 90,000
    • Notes: Costs 1 PP; blade has the flame Trapping, It Burns. Looks like a sword hilt with a large ruby embedded in it until activated (a free action; otherwise a Light Improvised Weapon); Trademark Weapon (from F&G); Ignore 2 points of penalties to Fighting (from HJ); +2 AP (factored in above, from HJ).

Enchanted Greatsword
  • • Str + d12 MD, AP: 12
    • Weight: 8 lbs. (Min Str: d10)
    • Rarity: -1 Cost: 36,000 (+100% the cost of Vibro-Greatsword for enchanted version)
    • Notes: Reach 1; 2-handed (size 1+ may use one-handed); +1 Parry (from HJ); add +1 to Fighting rolls (HJ).

Broken Hilt (Signature Item)
Kharis, formerly of the crew of the Remorseless (the fiercest mercenaries in the Three Galaxies), was rifted to Earth years ago. He landed in the area of Dweomer and found camaraderie with the Battle Magi, who welcomed him into their ranks. After years of service, his faithful sword from his homeworld of Va'ronar, the ancient blade Silverspike, was shattered in a battle with a greater demon. Unwilling to leave behind one of the very few things he has left from home, Kharis now wears the broken hilt of Silverspike on his armor whenever he goes into battle. The remnants of the heavily enchanted blade leak power, bolstering Kharis's spells in combat.
Signature Item: Silverspike (Enchanted Silver Longsword): Str+d6+8, AP 12, 2 lbs
  • Laser sword base item (SWADE)
  • Speed power (Major)
  • Entangle power cast by Fighting roll (Major)
  • +5 PPE ( Minor)
  • Silver trapping (Minor)
  • Major Enchantment: Rapid Recharge Edge, as the remnants of the Hilt's magic replenish Kharis's own.
  • Major Enchantment: Channeling Edge, as Kharis occasionally draws upon the Hilt unconsciously (as he once did when it was still a sword and had embedded PPE) to power his spells.
  • Minor Enchantment: Drawing upon the broken blade's aura, Kharis may use his Wizard Edge to switch to a silver trapping on his powers for no additional PPE cost.
  • Minor Enchantment: As a side effect to his constant contact with Silverspike's leaking magic, some little bit of the speed spell that was once held inside it rubs off on Kharis, giving him +2 Pace while the Hilt is on his person.

CM-80 Empress Heavy Ion Pistol (Patron Item)
Image
Designed specifically for the honor guards of the Imperial family, these magnificent weapons are slowly making their way into the rank and file, starting with special forces groups. The first guards to get this weapon were those guarding Emperor Prosek's wife, hence its nickname. The weapon packs the power of an Ion Rifle into a pistol, at the expense of weight, range, and payload, but it's ability to threaten most anyone makes it highly respected, especially in the close quarters of asset protection. Kharis picked one of these up from the armory upon his arrival at Castle Refuge, confirming that there are those loyal to the Three even amongst the Legion.
  • • Range: 8/16/32
    • Damage: 1– 3d10, AP 0 (see also EMP Attack)
    • Rate of Fire: 1
    • Payload: 12 shots per E-clip
    • Features:
    • • Wide Spread (TLPG p. 100), and Heavy Pulse
    • • Laser Targeting: The shooter gains an additional +1 to all shooting rolls with this weapon, in addition to the bonus for Wide Spread.
    • • EMP Attack: The wielder uses his Shooting skill to target a technological device (−4 Called Shot penalty for any hand-held or small items targeted). On a successful hit, the device won’t work for one round; it fails to operate for two rounds on a raise. Shoot a vehicle's weapon and it will not work. Shoot a light and it goes out. Shoot a vehicle or robot combat vehicle and it cannot move or maneuver (though subsystems might still work, like a single weapon system; GM's discretion). This requires 3 shots from the weapon's E-Clip. For technological characters such as Juicers, Combat Cyborgs, and Intelligent Constructs, as well as those in Power Armor, they instead suffer one Fatigue (two on a raise). They may roll Smarts to resist. This cannot incapacitate.
    • d6 Min Str (5 lbs)
    Notes: Technology Base is one of Coalition. Cost for Repair Purposes: 80,000 credits.

TW “Combat Lifesaver” Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • • 12 attachment points
    • Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
    • No Minimum Strength Requirement (3 lbs.)
    • Integrated TW Healing Unit (mechanically an IRMSS but recharges w/PPE)
    • TW modifications add +2 to Armor from a subtle protective field emitted by the device and +1 to Agility rolls as the magic augments the wearer’s natural reflexes. Requires 1 PPE/hour to operate.
    • Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

Amulet of Arcane Protection
These amulets were commissioned to help with high risk missions where opponents are known to have access to excessive arcane power. They only work while worn around the neck and in direct contact with your skin. They can be doffed or donned in 1d6 actions if the character is wearing a helmet with their armor, or 1 action without a helmet. A character in power armor would need to exit the armor to doff or don the amulets. Unfortunately the amulets will not work for full conversion borgs, or automatons.
  • Mechanics: Wearer gains arcane protection (+4 as if cast with a raise) while worn.

Credits: 0

29,000 - HJ upgrades on Battler Armor
36,000 - Enchanted equivalent of Vibro-Greatsword
36,000 - HJ upgrade on Greatsword
Total: 101,000 spent
99,000 remaining
-36,000 for another HJ upgrade on Greatsword
-20,000 for a PPE battery
-1,500 for M2 Browning
-3,000 for two HJ upgrades to M2
-100 for bipod
-20,000 for another PPE battery
-8,400 for TW conversion of IRMSS
-5,000 for +2 armor field
-5,000 for +1 to Agility rolls



Contacts: Magi of Dweomer and their allies; the Three
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
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Re: Kharis, Legendary Battle Magus

Post by Skanni »

Advances

Hero’s Journey
Close Combat Weapons (17): Ignore 2 points of penalties with TW Flaming Sword
Education (12): Battle d6 and Command
Experience & Wisdom (15): Professional Edge: Soldier
Magic & Mysticism (3): Concentration Edge
Magic & Mysticism (12): Automatic raise effect on one spell.


MARS Fortune & Glory
Fortune and Glory
• (1): Add two die types to Fighting and the Trademark Weapon Edge for a starting melee weapon (TW Flaming Sword)
• (8): Add one die to Strength and begin with the Brawny Edge


Attributes
Agility: d12 - Started at d6 from race, increased thrice with Attribute Points/Hindrance points
Smarts: d10 - Started at d6 from race, increased twice with Attribute Points/Hindrance points
Spirit: d10 - Increased three times with Attribute Points/Advances
Strength: d10 - Started at d6 from F&G, advanced once with Advance, added one die type from HJ upgrade to Battler armor
Vigor: d10 - Increased three times with Attribute Points/Advances


Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • • Initial Advances: (Bonus from Hindrances): Raise Two Attributes
    • Edge(s) granted by Racial Features: +1 Persuasion, Low Light Vision, d6 Agility and Smarts
    • Novice 1 Advance: Power Points
    • Novice 2 Advance: Raise Spirit
    • Novice 3 Advance: Two-Fisted
    • Seasoned 1 Advance: Power Points
    • Seasoned 2 Advance: Raise Strength
    • Seasoned 3 Advance: Skill Points x2
    • Seasoned 4 Advance: New Powers
    • Veteran 1 Advance: Power Points
    • Veteran 2 Advance: Raise Vigor
    • Veteran 3 Advance: Wizard
    • Veteran 4 Advance: Berserk (he developed this after he came to Rifts earth; he’s seen some things and he’s a little haunted by his past)
    • Heroic 1 Advance: Power Points
    • Heroic 2 Advance: New Powers
    • Heroic 3 Advance: Raise Strength
    • Heroic 4 Advance: Skill Points x2
    • Legendary 1 Advance: Raise Spellcasting to d12
    • Legendary 2 Advance: Professional (Spellcasting)
    • Legendary 3 Advance: Raise Agility
    • Legendary 4 Advance:
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ndreare
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Re: Kharis, Legendary Battle Magus

Post by Ndreare »

Looks good, real skimpy on power selections. But a battle mage does not need the variety of a dedicated caster.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Kharis, Legendary Battle Magus

Post by Ndreare »

Remember all mail needs addresses
  • 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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