Brandon Meyers (Chosen)

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Brandon Meyers
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Brandon Meyers (Chosen)

Post by Brandon Meyers »

Brandon Meyers
Male Human

Description
Brandon was always a weird kid. From a young age strange things would happen to him. He would feel the need to go back and check on a friend only to find his friend really needed help, or the need to go visit his Grandma only to find out she had fallen and could not reach the phone.

As he grew older the sense became stronger. He could not ignore it, if he tried he found himself unable to resist as things quit working right. But when he started truly listening he found he could see things. Their were bad things in this world and he was needed to upset their plans.

The more he worked with the need, the more the things worked out. He even developed a little bit of an edge. A talent, perhaps a gift allowing him to better face off against the others.

Background
Took Code of honor to represent being "A good man".

Rank: Seasoned (6 advancements)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Athletics: d6, Common Knowledge: d4, Driving: d6, Fighting: d6, Focus: d8, Notice: d6, Occult: d4, Persuasion: d8, Repair: d6, Shooting: d6, Stealth: d4
Pace: 6, Parry: 5, Toughness: 7
Hindrances: Code of Honor, Obligation (major, Brandon must follow the urges to do what is needed.)
Edges: Arcane Background, Brave, New Powers, Power Points, Touched
Weapons: Unarmed (Natural Attack, Str)
Wealth: $500
Language: Native Language (Native)
Arcane Background: Gifted (SWADE p148)
Total Powers: 1
Power Points: 20 / 20
Powers (All powers are Trapped as Coincidence):
Don't Let Them Escape (Entangle), Please Remove this Obstacle (Slumber), Someone Protects Me (Deflection; Range: Self; SWADE p157-158), We Must Go On (Healing; SWADE p162), We Can Go On (Relief; SWADE p166)

Special Abilities
Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
Unarmored Hero: Since your character has chosen not to wear any armor (ignoring shields), add +2 bonus to your Soak rolls.

Gear
Long Sword (Str+d6bs, Includes scimitars)
Streetsweeper Shotgun (1-3d6, 12/24/48, ROF 1, Two Hands)
Unarmed (Natural Attack, Str)
4x "Bug" (Micro Transmitter)
6x Shotgun shell (25)

Advancements
  1. Raise Attribute: Vigor d8
  2. Edge: Brave
  3. Edge: New Powers
  4. Raise Attribute: Vigor d10
  5. Edge: Power Points
  6. Edge: New Powers (Slumber & Entangle)
Notes
Books In Use: Savage Worlds: Adventure Edition
Setting Rules: Unarmored Hero, Born a Hero
Setting Skill Points: 15

Touched [Background]
REQUIREMENTS: Novice, Spirit d8
You have been touched by grace. Either through angelic protection or divine intervention you have a unique ability to defy the Fallen. Your hero automatically re-rolls any opposed Trait tests against the Fallen.
Brandon Meyers (Rob T)
Rank: Seasoned (4 advancements)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Athletics: d6, Common Knowledge: d6, Driving: d6, Fighting: d6, Focus: d8, Notice: d6, Occult: d6, Persuasion: d8, Shooting: d6, Stealth: d4
Pace: 6, Parry: 5, Toughness: 7
Hindrances: Code of Honor, Obligation (major, Brandon must follow the urges to do what is needed.)
Edges: Arcane Background, Brave, New Powers, Touched
Weapons: Unarmed (Natural Attack, Str)
Wealth: $500
Language: Native Language (Native)
Arcane Background: Gifted (SWADE p148)
Total Powers: 1
Power Points: 15 / 15
Powers: Someone Protects Me (Deflection; Range: Self; SWADE p157-158), We Must Go on (Healing; SWADE p162), We Can Go On (Relief; SWADE p166)
Special Abilities
Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
Unarmored Hero: Since your character has chosen not to wear any armor (ignoring shields), add +2 bonus to your Soak rolls.
Advancements
Raise Attribute: Vigor
Edge: Brave
Edge: New Powers
Raise Attribute: Vigor

Special notes
Books In Use: Savage Worlds: Adventure Edition
Setting Rules: Unarmored Hero, Born a Hero
Setting Skill Points: 15

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Ndreare
Savage Siri
Posts: 3812
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Brandon Meyers (Chosen)

Post by Ndreare »

Family
Wife = Amber (29)
Daughter = Alissa (7)
Son = Jordon (3)
Son = Issac (1)

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3812
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Brandon Meyers (Chosen)

Post by Ndreare »

Kim Lee - Obese Man and former host of a Fallen (Hungry Ghost)


Sent to hospital

Spoke of Lilith would bring her children to his house, the other demons and they would have great parties. He remembered little else at the time.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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