OOC Pre-Game: What Character do you want to play?

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Daniel
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OOC Pre-Game: What Character do you want to play?

Post by Daniel »

As you decide what you want to play, post here. Add a link if its a built character. Thanks.

Be sure you take a look here: http://savagerifts.com/sr/viewtopic.php ... 038#p30399 for information on characters.
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Ndreare
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Re: The 6th AAT Goblin Corps Concept

Post by Ndreare »

I would love to play a monstrous (goblin or gargoyle - LySrial retrap) shaman. A sort of nasty magic in the style of Monster Hunter International's orcs.

PS: Are there preferred racial packages?
  • 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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Daniel
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Re: The 6th AAT Goblin Corps Concept

Post by Daniel »

Sounds fun

In next day or two I will be presenting more, including a list of races. I am pulling from several books (Shaintar, Drakenheim, Codex Infernaus, Rifts etc = all Savage Worlds books). More soon.

Will have missions on Shaintar, Rifts Earth and other places. Big scenario in mind that I wrote for Rifter and did not submit yet, instead of submitting it I might use as our story.....

Still all a work in progress.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Freemage
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Re: The 6th AAT Goblin Corps Concept

Post by Freemage »

GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Maximilian
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Re: The 6th AAT Goblin Corps Concept

Post by Maximilian »

Here is my character submission. I stole VV's gremlin racial info from here as the basis for this fellow. It's a mashup of Shaintar and Saga of the Goblin Horde with some extra love thrown in. Thanks VV!
Of course, if this is not an acceptable race, I can alter it to fit your specs.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Daniel
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Re: OOC Pre-Game: What Character do you want to play?

Post by Daniel »

So far I have seen these, and will read them ASAP as I can!


Gremlin Techno Wizard
Gremlin Psi-Operator (MARS)
D'Norr Shifter

I know Freemage mentioned possibly changing his race. I also know Steven mentioned a Noglik.

I will check out all you ideas as soon as I can! Thanks.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Freemage
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Re: OOC Pre-Game: What Character do you want to play?

Post by Freemage »

Okay, question on the Terrock. They're 'natural sorcerers', gaining a free AB. If they take an IF with an AB, do they get some other benefit? Common choices, I think, are either an additional Power, or a bonus +5 PPE.

Though I'll definitely have to go with a different backstory--star-crossed lovers doesn't quite hit the right note with the Terrock.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Icosa
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Re: OOC Pre-Game: What Character do you want to play?

Post by Icosa »

Not sure if I'm down with this sickness.

Vague idea for a dragon character, but...I suspect I'm missing something integral about the game's 'theme' or central appeal.

I'll keep watching here and seeing if inspiration strikes.

...and now it has. With thanks to the folks in Hangouts for helping me work this idea out.

I offer up for approval: Maia

Image

Race information
OOC Comments
The Starfallen are beings who originally rose to sentience in the roiling plasma soup of a star. Complex magnetic field interactions with the plasma created stable waveforms that traveled through the solar atmosphere; a kind of DNA based not on chemistry but on electromagnetism and fluid dynamics of superheated hydrogen and helium. In time, that 'DNA' led to an 'organism' that could perceive its environment, that could react and influence it, and that could consider concepts of time, causation, and a sense of self and purpose. The Starfallen now are beings of psionic power and vast energy, held in check by telekinetic and electromagnetic fields. Their natural manifestation is that of a globe or indistinct blob of light and fire, with a translucent bubble surrounding it, floating through midair. They are capable of altering their containment fields to reshape themselves, but cannot appear to be anything other than a thing of living flame.

Over time, Starfallen can expand their influence, bring more stellar mass under their control. Eventually they will 'take over' all the mass of the star, creating a singular stellar intelligence of incredible scope and perceptions...and yet that is trapped by its own gravitation. These starminds can alter their magnetic fields to create huge storms that eject material into space, and into that ejecta they send fragments of their own intelligence. In this manner they explore the cosmos. Eventually the starminds succumb to the grim calculus of physics and begin their collapse. When they go supernova some starminds are able to keep the patterns of their minds echoing in the fragments that are launched at relativistic speeds through the universe...and those pieces that find other stars can kindle a new mind there as well.

In game terms, Starfallen are creatures of sentient plasma...represented by a race package, as well as the fact that every one of them is, effectively, a Burster. They do not have the option of pursuing other IFs, though their choice of Edges, Hindrances and Skills is open. Despite being basically an ionized gas, the intricate complexity of their magnetic fields and gas movements can be relatively easily disrupted by outside events. Attacks damage them normally, except as noted for their Burster powers, and they can't distort themselves to the point where they can flow through tiny openings. Most Starfallen are roughly human sized, and need to remain so in order to maintain the waveform that is their mind. Losing too much mass causes difficulties analogous to starving to death for humans. To 'eat' they need only vaporize hydrogen-bearing compounds, and add the resulting mass to themselves.

Starfallen are treated as constantly having the base version of their Flame Aura power on, and cannot opt to turn it off. If they possess the Armor power, they can enclose themselves in a telekinetic/electromagnetic field that gives them a 'solid' surface that avoids this. They can also interact with the magnetic field of a planet, or induce a field in a large metallic body, that lets them move freely about in three dimensions. In terms of senses, they have analogues of the major human senses; able to detect and interpret electromagnetic radiation (light), vibrations in an atmosphere, and can even sense chemical compositions within a gaseous medium, though must learn which is which. They are sensitive to thermal variations in their environment as well and can easily detect beings by their warmth against a cooler backdrop. Excessively cold areas or powers that leech thermal energy are very dangerous to Starfallen, threatening to disrupt the movement of plasma within them and change the processes that give rise to their sentience. Outside of that they can be damaged by anything that significantly alters the patterns of movement within their plasma, but if they survive an attack they can relatively quickly rebuild those patterns of movement again, 'healing' the injury.

Race: Starfallen
- Doesn't Breathe 1
- Immune to Poison/Disease 2
- No vital organs 1
- Flight 2
- Infravision 1
- Regeneration 2
- Pace (+2, +1d Running) 1

- Hindrance: Clueless -2
- Cyber Resistant -1
- Distinctive -2
- Environmental Weakness (Cold) -1
- Non-standard Physiology -1
- Restricted Path (PPE) -1
Sheet (rough draft)
OOC Comments
Attributes (5)
Agility 1d6
Smarts 1d6
Spirit 1d8
Strength 1d4
Vigor 1d6

Skills (11/15)
Psionics 1d12 (4)
Persuasion 1d8+2 (3)

Charisma 0
Pace 6" (12yrds)
Parry
Toughness 5
ISP: 30
Bennies: 3/3

Framework: Burster
Arcane Background: Psionics, 3 powers, 20 ISP, d8 Psionics skill
Everything Burns: roll d10 for ignition, can burn even things that normally don't.
Firey Aura: 3d6 damage on contact or via melee attack; provides +6 armor that stacks with Armor power.
- 3 ISP: Aura becomes mega-damage and MDC
Fire Mastery: Create control or eliminate fires within 12" in an LBT, free action. With Psi roll zone gives -2 to rolls, -4 on

raiseFirewalker: Impervious to all fire and heat, including plasma, 1/2 dmg from electrical and laser
Flame Bolt: 4d6 fire MD, 12/24/48" range
- 1 ISP: add +2 AP (up to +4 AP for 2 ISP; x2 bonus for same cost on a ley line, no brainburn)
Major Psionics: Gain as bonus Edge (2 ISP/+1 psionics, 1 ISP x2 range, 2 ISP x10 range)
Quirk - Pyromaniac

Edges
Hin - Master Psionic
Hin - Rapid Flame Bolt
IF - AB Psionics
IF - Major Psionic
HJ - Rapid Recharge
5xp -

Hindrances
Curiosity (major)
All Thumbs (minor)
Big Mouth (minor)

Powers
- Darksight
- Exalted Darksight

- Telekinesis
- Exalted Telekinesis

- Deflection
- Greater Deflection

Equipment
Cash:

Armor


Weapons


Gear




[sblock=Hero's Journey Stuff]
http://www.coyotecode.net/roll/lookup.php?rollid=196412
Psionics 3 - Rapid Recharge
Psionics 11 - Auto Raise for Telekinesis/Exalted Telekinesis
Psionics 18 - +2 Intimidation and Persuasion
Psionics 20 - +10 ISP
Last edited by Icosa on Mon Feb 05, 2018 8:38 pm, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Pender Lumkiss
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Re: OOC Pre-Game: What Character do you want to play?

Post by Pender Lumkiss »

I was thinking of playing Herr Klaus. Operator most likely... Might do a personel concept. Maybe plunck down some ep for his magic hammer.

Other option would be Dr. Dan a grackletooth rougue scholar who is very interested in the arcane.
Field Team Six Bennies
3/6
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Daniel
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Re: OOC Pre-Game: What Character do you want to play?

Post by Daniel »

Alecto wrote:I offer up for approval: Maia
Looking neat, will re-read ASAP.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Pre-Game: What Character do you want to play?

Post by Freemage »

Hey, guys--with Dan's permission, I made some additions and clarifications to the Terrock to make them 'street-legal', let me know what you all think:

Racial Traits
  • Avian: Terrock can Fly at base Pace; may “run” as per the Savage Worlds Monstrous ability. The have a Climb of 0. (+2)
  • Beak, feathers and wings: Obviously a D-Bee, Terrock suffer a −4 Charisma penalty when dealing with Humans of the Coalition States and similar mindsets. (-2)
  • Claustrophobic: Terrock suffer a -4 penalty to all rolls if they are in a severely enclosed space (forced to crawl, or with barriers on three sides of their square); this drops to -2 if they are only mildly hemmed in (a roof below 10', or walls on two sides of their squares). The GM may call for the penalty in other situations (such as caught in a crowd), as appropriate. (-2)
  • Predators: Terrock are Bloodthirsty (Hindrance - Major) (-2)
  • Eagle Eyes: Terrock enjoy a +2 bonus to Notice rolls involving sight. (+1)
  • Frail: Terrock tend to have a frail frame. They suffer −1 Toughness. (-1)
  • Keen Minds: Terrock are extremely intelligent. They begin with a Smarts of d8, and may raise it to a d12+2 via normal advancement. (+4)
  • Natural Sorcerers: Terrock are gifted in the arcane arts. They start with an Arcane Background of their choice. If they take an IF with an AB, they instead gain an additional Power; this can be any Power from their IF's list, or any Novice Power. (+2)
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
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.
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Ndreare
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Re: OOC Pre-Game: What Character do you want to play?

Post by Ndreare »

For my gargoyle I was thinking of simply using the Lyn-Srial and rubbing off the serial numbers. Is that okay Dan or did you want me to rewrite it?

DD_Tomb_of_Annihilation_giant_four_armed_gargoyle.png
  • 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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Daniel
Daniel (Lars)
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Re: OOC Pre-Game: What Character do you want to play?

Post by Daniel »

Freemage, Terrock looks good

RFT, go for it

Alecto I like it

Steven if you still can’t post later tonight once I’m home (7 hrs away) I’ll try to fix. Or ask VV.

Thank you.
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• CSC - Ozy “Oz”: Dragon

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Active
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Not Active
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  • Burn - Mega Juicer - Juicer Uprising (On Hold)
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User avatar
Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: OOC Pre-Game: What Character do you want to play?

Post by Ndreare »

Cool, I will start building him here: http://savagerifts.com/sr/viewtopic.php?f=41&t=2074

Please feel free to comment or correct as needed.
  • 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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