Harlock alternate version
Harlock has lived most of his short life as a brute. Even in his early adolescence he was employed as a bouncer and a brute for the taverns. Abused by his employers for hurting customers too early and being too friendly to other customers. Harlock had lived with constant contradicting instructions. Harlock has known little other than fighting and punishment so far in his life.
Now in his new job he wants to be the best possible warrior for his team. But he is still concerned about accidentally killing the wrong bad guys or hurting an ally. Attributes: Agility d4-1, Smarts d6-1, Spirit d6-1, Strength d12, Vigor d12 Parry: 7 Toughness: 11 (0) Size: 3 Reach: 1 (2 w/halberd) Languages: Common, Dwarven, Giant and Thri-Kreen
Hindrances:
Bad Luck (Life has been one hard luck situation after another for Harlock.)
Loyal (Harlock bonds easily to those he spends a lot of time with. If you treat him well, he will treat you in kind.)
Hesitant (Harlock tries a little too hard not to hurt the wrong people, he gets confused in battle on which ones are the enemies and sometimes it slows him down.).
Skills:
Athletics d12 (4)
Common Knowledge d4 (0)
Fighting d10 (5, +1dt)
Notice d4 (0)
Persuasion d4-1 (0)
Psionics d12 (4+1 dt, based on vigor)
Shooting d4-2 (0)
Stealth d4 (0)
Survival d6 (2)
Edges & Advancement:
(R) Brute: Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
(H) Attribute Points: Has 7 Attribute Points
(H) Power Points: Gain +5 Power Points (15) and Access to second domain.
(PW) Arcane Background: Psionics Psychometabolism, and Psychokinesis.
(PW) Adept: May use select powers (Healing & Warrior's Gift) as a Limited Free Action.
The following powers may be upgraded to Innate Abilities this way: arcane protection, boost Trait, deflection, healing, protection, smite, speed and warrior's gift.
(PW) Chi: Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack.
(PW) Psychic Weaponry Gains access to Psychic Weaponry, a special Power Modifier usable with boost trait, smite and warrior’s gift. Manifests as growing talons or summoning a blade of psychic energy; regardless of trappings, the user gains the Claws racial ability while the power is active. Additional cost in PP is equal to racial ability cost (+2 to +4 points, depending on Claw damage and AP).
(S2) New Powers gains two new powers from known domains.
(S3) New Powers gains two new powers from known domains.
(S4) Power Points: Gain +5 Power Points (20) and Access to third domain.
Wild Talent:
Mind Blank: Arcane Protection (1/5 rounds, psionics only, self only, no range -3)
Psionics: Inner Strength = 20
Alter Self: Shape Change (varies, 5 rounds, self only -2)
Animal Affinity: Boost Trait (3/5 rounds, boost only, self-only, no range -3)
Expansion: Growth (2/size increase/5 rounds, growth only, self only, no range -3)
Mind Over Body: Healing (3, instant, touch) may be used as self only innate
Psychic Adaption: Warrior's Gift (4/5 rounds, self only, no range -2) may be used as innate
Body Adaption: Elemental Resistance (1 hour, Self Only -2)
Bag of Stones (Str+d4, Range 4/8/16, ~1-2 lb stones, typically carries about a dozen)
Dragon’s Paw (Halberd; Str+d8, 24 lbs, 20 cp, AP 1, Reach 1 (2 total), Two Hands)
Unarmed (Str)
Wrist Razors (Str+d4,+1 Parry when worn as a pair, 4lbs, 20 cp, Counts as Claws, worn)
Obsidian greataxe with a hilt wrapped in green and black-striped tigone fur (Str+d10, AP 2, -1 parry, 4 lbs, free)
Gear: (120 cp)
Adventurer's Pack (23 lbs, 90 cp, Includes: Backpack, bedroll, candle, chalk, common clothing, flint and steel, grappling hook, lantern, small mirror, hemp rope, oil, shovel, soap, 3 torches, waterskin, whetstone, 1 week’s rations.) Bag of collected throwing stones.
Donated to Drader Sunbreaker for supplies (-30 cp) Cash: 120 ceramic
Special Abilities Half-Giant
First bred as slave-warriors by an ancient sorcerer-queen, half-giants combine the strength and dull wits of their giant forebears with the agility and adaptability of humans. Easily swayed, half-giants tend to adopt the culture and attitudes of those around them. Most stand between 10 and 12 feet tall and can weigh almost a ton.
Massive: Half-giants are Size +3 and have Reach +1.
Muscled: Half-giants start with d8 Strength (max d12+5) and the Brute Edge.
Stout: Half-giants start with d6 Vigor (max d12+1) and Hardy, meaning a second Shaken result doesn't cause a Wound.
Big Ol' Bottomless Pit: Half-giants suffer a -2 to Trait rolls when using gear that isn't made for their kind; appropriate weapons and equipment cost double and he needs to eat and drink four times as much as a human.
Ungainly: Half-giants are clumsy and suffer -1 to all Agility rolls (but not related skills).
Dense: Half-giants are not known for brains; they suffer -1 to Smarts rolls (but not related skills).
Impressionable: Half-giants are easily swayed and tend to mimic those around them. They suffer -1 to Spirit Rolls (but not related skills).
No Mind for Magic: Half-giants are prohibited from taking Arcane Background: Magic.
Psychic Warrior
+1 die-type to Fighting and Psionics
Arcane Background: Psionics (Uses Vigor as the linked Attrribute)
Adept: May use select powers as a Free Action (Boost Trait)
Gains access to Psychic Weaponry, a special Power Modifier usable with boost trait, smite and warrior’s gift. Manifests as growing talons or summoning a blade of psychic energy; regardless of trappings, the user gains the Claws racial ability while the power is active. Additional cost in PP is equal to racial ability cost (+2 to +4 points, depending on Claw damage and AP).
Warrior Version, adviced against
Harlock
Harlock has lived most of his short life as a brute. Even in his early adolescence he was employed as a bouncer and a brute for the taverns. Abused by his employers for hurting customers too early and being too friendly to other customers. Harlock had lived with constant contradicting instructions. Harlock has known little other than fighting and punishment so far in his life.
Now in his new job he wants to be the best possible warrior for his team. But he is still concerned about accidentally killing the wrong bad guys or hurting an ally.
Bad Luck (Life has been one hard luck situation after another for Harlock.)
Loyal (Harlock bonds easily to those he spends a lot of time with.)
Hesitant (Harlock tries a little too hard not to hurt the wrong people, he gets confused in battle on which ones are the enemies and sometimes it slows him down.).
Skills:
Athletics d12 (4)
Battle d6 (1, +1dt)
Common Knowledge d4 (0)
Fighting d12 (7, +1dt)
Notice d4 (0)
Persuasion d4-1 (0)
Shooting d4-2 (0)
Stealth d4 (0)
Survival d6 (3)
Edges & Advancement:
(R) Brute: Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
(F-N2) Soldier (Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.)
(F-N3) Sweep (Fighting roll with two-handed weapon (–2 without) to hit all targets in weapon’s Reach. Limited action.)
(F-S1) Sweep Improved (As above, but attack can avoid allies. Limited action)
(S2) Strength Str raised to d12+4
Wild Talent:
No Talent. The character is naturally psionic-resistant and may never take Arcane Background (Psionics). Psionic skill rolls targeting the character suffer a -2 penalty (even if cast by allies!) and psionic damage is reduced by 2, as well. This stacks with the Arcane Resistance Edge.
Weapons: (60 cp)
Bag of Stones (Str+d4, Range 4/8/16, ~1-2 lb stones, typically carries about a dozen)
Dragon’s Paw (Halberd; Str+d8, 24 lbs, 20 cp, AP 1, Reach 1 (2 total), Two Hands)
Unarmed (Str)
Wrist Razors (Str+d4,+1 Parry when worn as a pair, 4lbs, 20 cp, Counts as Claws, worn)
Gear: (120 cp)
Adventurer's Pack (23 lbs, 90 cp, Includes: Backpack, bedroll, candle, chalk, common clothing, flint and steel, grappling hook, lantern, small mirror, hemp rope, oil, shovel, soap, 3 torches, waterskin, whetstone, 1 week’s rations.) Bag of collected throwing stones.
Donated to another player (-30) Cash: 120 ceramic
Special Abilities Half-Giant
First bred as slave-warriors by an ancient sorcerer-queen, half-giants combine the strength and dull wits of their giant forebears with the agility and adaptability of humans. Easily swayed, half-giants tend to adopt the culture and attitudes of those around them. Most stand between 10 and 12 feet tall and can weigh almost a ton.
Massive: Half-giants are Size +3 and have Reach +1.
Muscled: Half-giants start with d8 Strength (max d12+5) and the Brute Edge.
Stout: Half-giants start with d6 Vigor (max d12+1) and Hardy, meaning a second Shaken result doesn't cause a Wound.
Big Ol' Bottomless Pit: Half-giants suffer a -2 to Trait rolls when using gear that isn't made for their kind; appropriate weapons and equipment cost double and he needs to eat and drink four times as much as a human.
Ungainly: Half-giants are clumsy and suffer -1 to all Agility rolls (but not related skills).
Dense: Half-giants are not known for brains; they suffer -1 to Smarts rolls (but not related skills).
Impressionable: Half-giants are easily swayed and tend to mimic those around them. They suffer -1 to Spirit Rolls (but not related skills).
No Mind for Magic: Half-giants are prohibited from taking Arcane Background: Magic.
Fighter
Skilled warriors trained for both individual combat and mass battle, fighters may be soldiers in a sorcerer-king’s army, tribal warlords or house guards for a merchant company. The mainstay of any military force, they also find employ as wandering swords for hire.
+1 die-type to Battle and Fighting
Soldier or Berserk
Choose 2 Combat or Command Edges, ignoring rank requirements
Any time a fighter takes the Trademark Weapon Edge, it applies to a class of weapons rather than an individual weapon — use the list of Skill Specializations (SWADE p. 141) as a guide for appropriate weapon groups.
Psychic Warrior version of Harlock is missing an Edge -- his framework gives him either Danger Sense, Fast Healer or Chi. Also, just a note, using growth will kick him up to Large scale, giving him -2 to hit normies and them a +2 ...
Fighter version of Harlock is good. Only note there is that the "No Talent" Wild Talent penalty applies to allies, too, so would make it harder to use arcane protection or dispel or whatever to help him.