Rolls
10 EP spent on not rolling
MARS. https://savagerifts.com/sr/viewtopic.php?f=261&t=4599
Void, based on GM ruling on MARS advancements, changed to Shifter IF.
HJ Rolls: Carried over 4, 19, and 20 from Old Build
HJ Roll [dice:2iu4g4sb]61528:0[/dice:2iu4g4sb]
I guess I needed one more HJ roll [dice:2iu4g4sb]61528:1[/dice:2iu4g4sb]
MARS - F&G
EP Spent - +2 HJ Rolls.
EP Spent - Smart & Learned: Smarts increased 1 dt, 3 smarts skills increased 2 die types.
HJ Rolls
Carried Over Magic & Mysticism 4: Some battles are lengthy affairs, and the magic user playing the long game will win in the end. Begin with the Concentration Edge
Carried Over Magic & Mysticism 19: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. = Detect Conceal Arcana
Carried Over Magic & Mysticism 20: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. = Arcane Protection
Magic & Mysticism 20: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. = Drain Power Points
Training 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.
MARS. https://savagerifts.com/sr/viewtopic.php?f=261&t=4599
Void, based on GM ruling on MARS advancements, changed to Shifter IF.
HJ Rolls: Carried over 4, 19, and 20 from Old Build
HJ Roll [dice:2iu4g4sb]61528:0[/dice:2iu4g4sb]
I guess I needed one more HJ roll [dice:2iu4g4sb]61528:1[/dice:2iu4g4sb]
MARS - F&G
EP Spent - +2 HJ Rolls.
EP Spent - Smart & Learned: Smarts increased 1 dt, 3 smarts skills increased 2 die types.
HJ Rolls
Carried Over Magic & Mysticism 4: Some battles are lengthy affairs, and the magic user playing the long game will win in the end. Begin with the Concentration Edge
Carried Over Magic & Mysticism 19: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. = Detect Conceal Arcana
Carried Over Magic & Mysticism 20: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. = Arcane Protection
Magic & Mysticism 20: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. = Drain Power Points
Training 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.
GM Boon Rolls, carried over
Experienced Start 5 rolls per GM Fiat: Chose all on Body Armor Table 5d20 = 54: 13, 9, 12, 12, 8[Make removable]
Reroll second 12 1d20 = 3: 3[Make removable] = Already is best armor provided by frameowwork
Second Reroll per gm 1d20 = 10: 10[Make removable] = Duplicate result
Third reroll not from carry over [dice:2iu4g4sb]61528:2[/dice:2iu4g4sb]
Fourth reroll not from carry over [dice:2iu4g4sb]61528:3[/dice:2iu4g4sb]
Fifth reroll not from carry over [dice:2iu4g4sb]61528:4[/dice:2iu4g4sb]
Old Roy = https://savagerifts.com/sr/viewtopic.php?f=58&t=3915
Reroll second 12 1d20 = 3: 3[Make removable] = Already is best armor provided by frameowwork
Second Reroll per gm 1d20 = 10: 10[Make removable] = Duplicate result
Third reroll not from carry over [dice:2iu4g4sb]61528:2[/dice:2iu4g4sb]
Fourth reroll not from carry over [dice:2iu4g4sb]61528:3[/dice:2iu4g4sb]
Fifth reroll not from carry over [dice:2iu4g4sb]61528:4[/dice:2iu4g4sb]
Old Roy = https://savagerifts.com/sr/viewtopic.php?f=58&t=3915