Jose Kerske Martinez Werepanther (Lost Jungle)

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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

Character Name
Jose Kerske Martinez
Rank: Vet 1
Advances Left: 3
Race: Human
Iconic Framework: Werecat
Attributes:
  • Agility d8
  • Smarts d8
  • Spirit d8
  • Strength d10
  • Vigor d8+2
Werecat, Man-Monster Form
  • Agility +2
  • Strength +2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain:

Skills:
  • Athletics d6,+1, +2 on Athletics checks to climb
  • Common Knowledge d4, SM +2 dice
  • Battle 6
  • Electronics d4, SM
  • Fighting d8, +2 Improved Martial art,+1 when striking
  • Intimidation d4, SP
  • Language (American) d6, SM
  • Language (Dragonese/Elven) d6, SM
  • Language (Demongogian:) d6, SM
  • Language (Spanish) d8, SM
  • Language (Euro:) d6, SM
  • Notice d6+2, SM
  • Persuasion d4, SP
  • Piloting d4, A
  • Psionics d8, SM +2 dice
  • Shooting d4, A
  • Spellcasting d8, SM +2 dice
  • Stealth d6, +1in city A
  • Thievery d6 +1, +2 A


Hindrances
From Frame Work
  • Enemy (Major, The CS and supernaturally evil creatures),
  • Habit (Minor, Hunters’ Instinct),
  • Heroic, Vow (Major, Monster Hunter)
  • Curious, Minor

    From Creation
  • Heroic Major Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior
  • Cautious, Minor This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken
  • Greedy (Minor) A miser measures worth in material possessions or wealth. If a Minor Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a Major Hindrance, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have
Racial Abilities
  • Iconic Framework Werecat
    Benefits, table rolls, etc
  • Cats Land on Their Feet: All Werecats start with the Acrobat edge.
  • Invulnerable: Attacks— even those causing Mega Damage —which don't use one of the Werecat's vulnerabilities can only Shake them. Wounds from magic, psionics, silver, and the natural attacks of a supernatural creature may only heal through natural healing or the use of the healing power.
  • Keen Senses: Like all cats, Werecats are attuned to their surroundings. They benefit from a +2 to Notice rolls in cat and manmonster forms.
  • Low Light Vision: Werecats in all forms ignore Dim and Dark Illumination penalties. Man-Monster Form: Werecats' supernatural gift bestows two additional die types to Agility and Strength while in cat or half-cat/halfhuman form. Their racial maximum for Agility in human form is d12+2, rising to d12+4 in man-monster form. Their Strength has no maximum.
  • Natural Magic: Werecats begin with Arcane Background (Magic), a d4 Spellcasting skill, 10 PPE and three powers from the list above.
  • Natural Psionics: Werecats begin with Arcane Background (Psionics), a d4 Psionics skill, 10 ISP and three powers from the list above
  • Red in Tooth and Claw: In manmonster form, Werecats have claws and fangs doing Str+2d4 Mega Damage, and AP equal to Agility. The claws grant +2 on Athletics checks to climb, and they may Bite grappled opponents—see Natural Weapons in Savage Worlds.
  • Regeneration: Werecats make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
  • Shape Change: As an action, a Werecat may assume her human, animal, or man-monster form; this costs no Power Points. Werecats retain the capacity for speech and can use psionic powers in all forms, and magic in human or man-monster form. The change to cat form confers the natural abilities inherent to that form—use the Cat, Small entry for ocelots and the Lion entry for jaguars and panthers (see Savage Worlds). While in cat form, the Werecat retains her Smarts, Spirit, Hindrances, Edges, and linked skills. She gains the cat’s Agility, Strength, Vigor, and linked skills but cannot cast spells or use humanoid devices.


    Drawbacks, etc
  • Arcane Duality: Werecats get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Werecats can take the Power Points Edge twice per Rank but only gain PPE with one use of the Edge and ISP with the other
  • Cyber Resistant: Can't use cyberware due to change shape and regenerate.
  • Distinctive Appearance: Werecats in their non-human forms suffer −2 to Persuasion. They are misunderstood outside of the Yucatan. Reactions to known Werecats typically start at Unfriendly, or Hostile for human supremacists.
  • Enemies (Major): The CS and supernaturally evil creatures will react violently to known werecats, attacking on sight if they can win.
  • Human Mutant: True werebeasts are part animal, part human, part monster. Their Race must be Human and they cannot choose another.
  • Hunters’ Instinct: Werecats cannot resist the instinctual urge to engage in hunting or fighting regularly, gain the Habit (Minor) Hindrance.
  • Monster Hunter: Werecats dedicate their lives to the elimination of vampires and supernatural evil, as the Vow (Major) Hindrance.
  • Power Activators: Werecats must have their hands free (and have hands—no cat form) to perform gestures and have the power of speech to cast spells; if Entangled, Bound, silenced or otherwise muted they cannot activate magic powers.
  • Racial Enemy: The old saying about cats and dogs is true. Werecats and werewolves are enemies, and suffer −2 on Persuasion checks with them.
  • Weakness (Garlic and Wolf’s Bane): A Werecat must check Spirit when coming into contact with these herbs or become Shaken. Attacks against those wearing them are at −2 penalty.
  • Weakness (Magic and Psionics): As a creature of magic, a Werecat can be affected by magic and psionics.
  • Weakness (Silver): Werebeasts are vulnerable to silver. Were]cats suffer +4 damage from silver weapons.
  • Weakness (Supernatural): Werecats can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings.
  • Wild Beast: Their connection to nature makes Werecats uneasy in cities. When in a city for more than a day, they grow irritable and depressed suffering a −2 to all Trait rolls. They must check Spirit every day to remain calm; if they fail they must leave the city for the nearest natural habit.
  • Example (-2): add if applicable
Edges and Iconic Abilities
  • Two Fisted, : If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104)
  • Acrobat, : from Framework The Acrobat gets one free reroll on Athletics totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw.
  • Martial Artist : from Framework The fighter has trained in basic martial arts. Her fists and feet are weapons (see Natural Weapons, page 104) so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage. If she already has a Strength damage die from the Claws racial ability (page 18) or the Brawler Edge, increase the damage a die type. Martial Artist does not add to damage from other Natural Weapons such as fangs or horns.
  • Werecat : from Framework
  • Master of Magic : True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
    boost/lower Trait, disguise, healing, invisibility, light/darkness, relief, and speak language.
  • Brawler, :His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws (page 18), the Martial Artist Edge, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 104).
  • Bruiser, : The fighter increases his Toughness an additional +1, and the damage caused with his fists or claws another die type.
  • Ambidextrous, : Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
    If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons
  • Improved Martial Artist : From HJ training 4-5 Whether via formal training in a dedicated school, learning at the hands of a
    master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge, or Improved Martial Artist, if he already had Martial Artist. : Seasoned, Martial Artist Increase the warrior’s Fighting bonus to +2 and her damage die an additional step
  • Iron Jaw: From Talisman of Marduk Iron Jaw edge The hero can shrug off even extreme blows.
    He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows (see page 100).
  • linguist Edge : From Talisman of Marduk Linguist This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6 (see the Language skill on page 31)
  • Arcane Background (Psionics) Unlike other Arcane Backgrounds, the psionic powers available to minor, major, and
    master psionics can be quite different; unless otherwise specified (Iconic Framework, Race entry, etc.), psionics have access to
    the following powers (Rank permitting):

    arcane protection, detect/conceal arcana, empathy, mind link, and mind reading

    Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked
    with a dagger (†) have both the Range (Self) and Aspect limitation
  • Arcane Background (Magic): When putting together a particular style of magic, the Game Master and players should focus on common Trappings and use the Ley Line Walker’s spell list as a starting point. They have access to almost all spell types commonly known to mortals and gain access to Mega Power Modifiers by taking the Master of Magic Edge
  • Free Runner: Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot. She also adds +2 to her Athletics rolls when climbing and in foot
  • ADEPT: Upon taking this Edge, for each of his current Ranks and at each new Rank, the adept may choose one power
    to become an Innate Ability with the Range (self) limitation. The adept must already have the power to begin with— chosen normally from his power list. The following powers may be upgraded to Innate Abilities this way: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift. All other aspects of the character's Arcane Background and powers remain the same.
  • Edge: Thief: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas. Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to
    Stealth rolls when in an urban environment. Finally, these rogues are—not surprisingly—adept at Thievery itself, adding +1 to those rolls in all circumstances.
  • Edge: Frenzy A character with Frenzy may roll a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately
  • EDGE: Common Bond: The hero may freely give her Bennies to others.
  • Edge Command Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
  • EDGE: I KNOW A GUY: +2 on all Networking rolls to contact and gain assistance.
    Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares
    a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.

[*]Sample:
[/list]
Last edited by Jose Kerske on Wed Mar 29, 2023 4:32 pm, edited 23 times in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

Powers
If applicable


Arcane Background: Magic
Boost/lower Trait, disguise, healing, invisibility, light/darkness, relief, and speak language.
PPE/ISP: 10, +10 Medalion, +10 Staff PPE. / 10 ISP (Recovery: 1/hour/30 minutes/15 minutes/5 minutes)


Trapped Power Name Boost/lower Trait,(innate)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (boost); Instant (lower) Trappings: : Physical change,
Physical change, glowing aura, potions. This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
MODIFIERS „ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
„ STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2

Trapped Power Name disguise, (PPE/ISP Cost) [Power Rank] Innate
Disguise Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 10 minutes
Trappings: illusionary appearance,
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.
„ SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves

Trapped Power Name invisibility (PPE/ISP Cost) [Power Rank]
Invisibility
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 5
Trappings: iridescent 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

Powers
Arcane Background: Psionics
arcane protection, detect/conceal arcana, empathy, mind link, and mind reading.
PPE/ISP: 10 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes

Trapped Power Name Arcane Protection (PPE/ISP Cost) [Power Rank] Innate
Arcane Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: a fetish. Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
MODIFIERS „ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each

Trapped Power Name Mind Reading (PPE/ISP Cost) [Power Rank]

Mind Reading
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: soulsight. Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind

Trapped Power Name Mind Link(PPE/ISP Cost) [Power Rank]
Mind Link
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 30 minutes
Trappings: talismans of Bast, cat goddess, gods, crystals. Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed. Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
MODIFIERS „ ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.
Last edited by Jose Kerske on Sat Mar 25, 2023 9:59 am, edited 4 times in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

Gear
Combat Mage Heavy EBA (TW)


Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
[image]
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Rarity: -4; Cost: 250,000

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:
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Utility Belt

Scabbard: Short sword
Scabbard: Drain Blade
Holster for Wilks
Utility Belt: Survival rolls do not take
a penalty for being attempted without
basic tools (3 lb., 2,500 credits).
• First aid kit (+1 Healing roll, 1 use).
• Canteen (half gallon).
• Communicator (5-mile range).
• Compass/inertial mapper.
• Flint & steel, whetstone, multi-tool.
• Flashlight/signal light (two modes,
LED, and IR).
• Magazine/E-Clip storage slots (4).
• Meal Ready to Eat (1 use, can sustain
a normal human for one day).
• Survival knife (Str+d4 )

Plastic-Man Light EBALost in Storm
OOC Comments
Image
• Armor: +4 Toughness: +1
• Weight: 13 lbs (Min Str: d4)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: +1; Cost: 18,000[/list]

Standard Adventurer Gear Package

NG-S2 Survival Pack (20 lb)
Image
  • • 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
HTH Weapons

Silver-plated Short Sword
Image
  • •Damage: (Str+d6). AP: 8
    • Weight:4 lbs. (Min Str: d4)
    • Rarity: +0 Cost: 00,000
Draining Blade Str+d8 8 d4 4 −4 3 million
Image
  • • Dmg: Str+d8 AP: 8
    • Weight:4 lbs. (Min Str: d4)
    • A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
    • Rarity: -4 Cost: 3 million
Signature Item
TW Light Blade

Image
  • •Damage: (Str+d8+2). AP: 10
    • Weight: 2 lbs. (Min Str: d4)
    • Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
    • Special Weapon can cast spells Speed and Blind
    • Rarity: -2 cost, 90,000
Colasapabe Staff
Image
  • • Dmg: Str+d6
    • Weight: 6 lbs. (Min Str: d6
    • Note: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls.
    Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
    • Rarity: -1
TW Iceblast Shotgun
Image
  • • Range: 12/24/48
    • Dmg: 1–3d8+1 AP: 2
    • ROF: 1
    • Shots: 2
    • Weight: 8 lbs. (Min Str: d4)
    • Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells
    • Rarity: -2 Cost: 40,000
Sidearm:
OOC Comments
TW Snare Gun Lost in Storm
Image
  • • Range: 8/16/32
    • Dmg: entangle
    • ROF: 1
    • Shots: 2
    • Weight: 3 lbs. (Min Str: d4)
    • Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
    flare gun; can still fire standard flares
    • Rarity: -3 Cost: 45,000
Globe of Daylight Lights Flares(TW):
• 10
• 2d10 per round
•Note: Techno-Wizards of the New West developed lights to fight the vampire menace. The floodlights harness the light power. Any vampire within range of the item suffers sunlight damage per the vampire weakness of 2d10 per round
OOC Comments
Wilk’s 320 Laser Pistol Lost in Storm
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon
Shotgun Rounds
60

Talisman of Marduk (Patron Item) (SWADE)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.

Powers
  • Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
    • Gain +1 to Toughness and the Iron Jaw edge. If the hero has this edge, instead increase it's bonus by 1.
    Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
    • The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
    Voice of Kings: The wearer is able to speak any language even if only for a brief while.
    • The character gets the use of the Linguist edge.
    Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
    • The wearer gains the Object Read power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
Two E-clips or magazines for each weapon
Shotgun shell (60)
Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
11000 1500 Silver -7750 2/24/2023 JJK new total Credits 3,500
Last edited by Jose Kerske on Mon Apr 17, 2023 4:41 pm, edited 21 times in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

Advances

Hero’s Journey
Hero’s JourneyTable
(17): she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.

Hero’s JourneyTable
(20): Martial Warrior, if he already had Martial Artist.

Hinderance
Ambidextrous
Master of Magic

Advances

Initial Advances:
Brawler
Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they
already have a damage die from Claws (page
[*]Edge(s) granted by Racial Features: Acrobat Were Panther
Martial Artist
Arcane Magic
Arcane Psionic

Edges(s) from EP F&G
12)The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d6 in Battle to prove it. He also has the Command Edge (or one Leadership Edge of her choice if he already has Command).
OOC Comments
Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills. Replaced
5)She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
OOC Comments
: Strong and Powerful: Add one die to Strength and begin with the Brawny Edge. Replaced
Edges(s) from Patron Item Marduc
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
Gain +1 to Toughness and the Iron Jaw edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
• The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
Voice of Kings: The wearer is able to speak any language even if only for a brief while.
• The character gets the use of the Linguist edge.
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
• The wearer gains the Object Read power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.

[*] Novice 1 Advance Two Fisted
[*] Novice 2 Advance: Free Runner
[*] Novice 3 Advance: ADEPT
[*] Seasoned 1 Advance: Increase Thief and Notice by 1 Dice
[*] Seasoned 2 Advance: Edge: Thief
[*] Seasoned 3 Advance: Increase Spirit 1 Dice
[*] Seasoned 4 Advance: Edge: Frenzy
[*] Veteran 1 Advance: Increase Spirit 1 Dice
[*] 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:[/list]
Last edited by Jose Kerske on Wed Mar 29, 2023 4:28 pm, edited 13 times in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

Background

For a young Were Cat, Jose, has traveled a bit with his parents. They stayed in the city of cats. in South America, and it was there he had his schooling and Training. Later he went back home in Colorado. The mountains to start his life. when the war between Tolkeen and the CS broke out .

Jose would help guard the refuges from both sides he escort them to the castle and that is where the castle learned of him and tried to get him to stay , but Jose is a free spirit and was not tempted by their advances in the beginning, He loved the Outdoors and he would be no ones House Cat!

Evented sounded so Good, usually a call came from the Owl, and she asked him to join them. It seems the 1st was needing some one with his abilities to join the first.
Well from the beginning Jose stood fir he really could car lees, and he kept thinking She's a bird, no stop thinking of grabbing her, she is the future boss here. Concentrate on what she is saying. Jose tried his best to concentrate as visions of the hunt went through his mind.

Oh, the Owl is tricky, she knew all the right buttons to push. She mention going to Russia and the big open areas filled with Demon and Devils and other such horrible creatures. and how the people suffered there. and how one could pick up all sorts of wealth.

Jose remembered reading about this area from the city of cats. He knew it was cold, and desolate there. Boar might be good. he wonder how it might taste Then he said "Yes", maybe to the taste of the boar, but he said it out loud and those there started congratulating him on being part of the 1st SET.

He was befuddled, he wasn't going to join but all the distractions hunting, Food fighting , demons . and getting wealth and everything they mention. just wore him down. They would arrange transportation for him to get him there.

After he leaves from another door in walks Jose's Mother Maria, the Owl motions to a table where tea is set up. and they both set down. Maria looks at the Owl and says, "Thank you."

The Owl looks back and says, "No thank you you were right about what would get him to join us."

Maria continues after she sips the tea., "Yes he need to get out of here the CS doesn't like him being around the mountains and they are sending in a death squad to hunt him down. If I told him this he would try to show how good he is."

The Owl puts her cup down and says, "We already asked the Native Americans to watch over the CS, and they said that they would make their mission look like ta Host of plagues will be coming down on their heads."

Maria smiles, "Thank you again, do you know of a good woman for Jose? May be he will find one in Russia?"

They both laugh. Then the Owl added, "I might have him carry some gear to the 1st SET."
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

2d4 2d4: [4, 2] = 6 x10,000

Iceblast Shotgun Total Cost: 40,000 cr
10 Globe of Daylight Flare (TW) Rifts® B&B 1 20,000 cr
60 Shotgun rounds Shotgun shells provide the +3d6 and cost 125 credits each 7500cr
Bandolero for 20 Shells and Holster for Shotgun 250 cr
total:67750 cr
-60,000 cr
Pay from my funds, 7750 cr
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Ndreare »

Curious, How did you get that gear list?
  • 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
Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Technospawn »

@Jose Kerske

Please explain how you got the following items:
Combat Mage Heavy EBA
Draining Blade
TW Light Blade
TW Snare Gun

Why do you have Smart and Learned and Strong and Powerful. Werepanthers do not get F&G rolls.

All of your powers need a trapping.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

I had the character creation and spent EP for them. Creation story had me growing up in City of Cats and had additional training. but no additional level, I can Adjust those and Pick others . I was campaigning in Russia and some of those are loot, Others are EPs Gun Bunnys and Armor willing to do anything to make it right for you.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Jose Kerske Martinez Werepanther (Lost Jungle)

Post by Jose Kerske »

Jose Kerske Martinez, Werecat
for Oscar
Enchanted Items & Mystic Gadgets table1d20 1d20: [17] = 17
1d20 1d20: [20] = 20
HJ
1d20 1d20: [19] = 19 The Evil That Men Do. You’ve been out there, fighting bandits, raiders, and the soldiers of
would-be warlords. Or, maybe you were such a person, robbing and hurting others until one
day the truth of who you’d become hit, and you decided to start a new journey
1d20 1d20: [2] = 2 The Siege of Tolkeen. The invasion and destruction of the magical state of Tolkeen by
Coalition forces in 109 PA reverberates throughout North America. You may have fought in
that war. Many Tolkeen refugees are now in or near Castle Refuge

money
: 4d6 × 100 4d6*100: [3, 5, 1, 2]*10 = 110 =11000
Universal Credits, and 2d4 × 500 credits 2d4*500: [1, 2]*50 = 150 1500

10 EP for 3rd character
10 EP for 2 rolls on Mars table Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
10 EP for signature item
6 ep for 2 rolls on enchantment 1d20: [10] = 10
Your hero is in good shape with a Snare Gun at her side, see page 104.
1d20: [1] = 1 Made of a wood unknown to most of the world, your character’s elegant staff is a
powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate
at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls.
Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even
does Mega Damage if 2 PPE is channeled through it that round.
36 total divide by 50 % coupon = 18EP
Talisman of Marduk (Patron Item)
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +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.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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