Tiny Tim (Forest Runner Dragon)

GM: Venatus Vinco
A chartered company of explorers, commissioned by the City of Lazlo and other partners, sets off to pass over the Rocky Mountains and see what lies beyond.
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Tiny Tim
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Tiny Tim (Forest Runner Dragon)

Post by Tiny Tim »

HJ
HJ: 1d20: 18
  • Education
    • Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
"When I hatched, there was some sort of creature trying to drain me. I think that is why my growth is so stunted. All I know is that if Phoenix and Huxley were not there to save me, I would have been dinner. That was over in Madhaven, and I later found out that it was a Ghost Entity. He brought me to the city of Lazlo, which is when we joined up for the expedition."
Last edited by Tiny Tim on Sun Jan 12, 2020 7:52 pm, edited 2 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Tiny Tim (Final Copy)

Post by Tiny Tim »

IF
Armored Hide*
  • The Hatchling has+18 MDC Armor and +6 Toughness in dragon form (plus the Size bonus).
„„Bite/Claws*
  • Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size, see Natural Weapons in Savage Worlds. In addition, their bite has Reach equal to the additional Wounds granted by Size (one at Size Large).
Expanded Awareness
  • Dragons have the detect arcana power as an Innate Ability (see page 70) with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may also sense supernatural beings within line of sight with a Notice check.
„„Fear*
  • Hatchlings are terrifying creatures and cause Fear checks to all who see them.
Infravision
  • Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
„„Inherently Magical
  • Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use Techno-Wizard gear. A dragon who takes an Arcane Background adds this starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5.
Nigh-Immortality
  • Dragons are supernatural creatures thought to be as old as the cosmos itself. Hatchlings mature around 600 years of age and, unless killed, can live up to 12,000 years. They are sustained by passively and effortlessly absorbing ambient magic energy, eating and drinking simply for pleasure. Dragons are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation; see Hazards in Savage Worlds.
Slow Regeneration
  • Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery.
„„Tail Lash*
  • A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action. The Hatchling uses its Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Those who fail suffer Str+d8 Mega Damage.
Limited Metamorphosis
  • A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to Body Armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse; all gear carried by the dragon is dropped when transforming into humanoid form.
Enhanced Metamorphosis
    • Forest Runners begin life able to adopt a single human/humanoid form or any natural animal form, even as hatchlings. They can maintain a form for a number of hours equal to 2 × Spirit before needing at least six hours of rest. All other aspects of the Limited Metamorphosis ability are unchanged.
Minor Psionic
  • Dragons begin with Arcane Background (Psionics), 10 ISP, Psionics d4, speak language and two other powers chosen from the standard psionic power list on page 122.
Major Psionic
  • In addition to the standard Dragon Hatchling minor psionic abilities, the Forest Runner may speak language and choose a total of four other powers. They also begin play with the Major Psionic Edge, which increases their ISP to 20 as normal.
Chameleon Scales*
  • Covered in dazzling color-shifting scales which can perfectly mimic the appearance of flowing water, shifting leaves, or the pattern and texture of a brick wall in the twinkling of an eye, opponents are −4 to Notice the Forest Runner, even while running. This is a true color and texture shift, not an arcane effect. Held or worn items are not affected—clothing, jewelry, weapons and other gear will stand out to observers.
„„Flight*
  • Forest Runners only fly for Pace 6 and may “run” for extra movement as normal. Flight is usable in another form if it has wings.
Mighty†
  • Forest Runners, though smaller than other dragons, are still incredibly strong for their size. Begin with a Strength of d12+3 and d6 Vigor.
Poison Breath*†
  • A Forest Runner in its natural form can breathe a green poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The poison vapor acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at −2 (– 4 with a raise) or be Stunned.
„„Resistant to Fire and Cold†
  • These dragons take –4 damage from all heat and cold based attacks.
„„Runner
  • Forest Runners begin with a Pace of 10 and a d10 run die.
„„Size 4 (Large)
  • Forest Runners hatch smaller than most dragons—only around 12’ long and weighing two tons. They are still Large though, gaining a fourth Wound, as well as +4 Toughness in dragon form. Upon taking the Dragon Grows Larger Iconic Edge they experience a growth spurt and catch up with their larger draconic kin (gaining +3 Toughness total for the increase to Size 7).
    • Size +3 due Small Hindrance
Form Limits
  • If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non- Standard Build, see page 57), it suffers the same penalties as that race. The GM makes the final call on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call).
„„Hatched
  • Dragons are born not made. They do not choose a race.
Outsider (Major)
  • Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider (Major) Hindrance.
„„Territorial
  • Dragons tend to dislike their own, at least initially. Dragons are hierarchical and generally treat newcomers as invading their territory unless great care is taken in interactions.
„„Untested
  • Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of each session until he has four points worth of Hindrances. Only when all Hindrances are selected may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling.
„„Very Young
  • Dragon Hatchlings start out very young. They begin play speaking and reading only one language, Dragonese/Elven, and start with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant extra Bennies each session.
Attributes
Worksheet
STR: 1d12+3 (R)
AGI: 1d4 ->1d6 (1) -> d8 (H) -> d10 (H1)
SMA: 1d4 -> 1d8 (2)
SPI: 1d4 -> 1d6 (N1)
VIG: 1d6 (R) ->d8 (S2) -> d10 (V2)
STR: 1d12+3
AGI: 1d10
SMA: 1d8
SPI: 1d6
VIG: 1d10

Skills
Worksheet
10+3
  • American -> d6 (2)
    Athletics d4 -> d6 (1)
    Common Knowledge d4 -> d6 (1)
    Elvish/Dragonese (N)
    Fighting -> d6 (2) -> d8 (H) -> d10 (H2)
    Intimidate -> d4 (1)
    Notice d4 -> d8 (0+2)
    Occult -> d4 (1)
    Persuasion d4
    Psionics d4(IF) -> d8 (1+1)
    Stealth d4 -> d6 (1) -> d8 (H) -> d10 (H2)
American: d6
Athletics: d6
Common Knowledge: d6
Elvish/Dragonese (N)
Fighting: d10
Intimidate: d4
Notice: d8
Occult: d4
Persuasion: d4
Psionics: d10
Stealth: d10

Edges
AB: Psionics
ARCANE SKILL: Psionics(Smarts)
„„STARTING POWERS: 3
„„POWER POINTS: 10
Psionicists tap into their own mental energy to manipulate matter, read minds, and far more. Some are agents in the employ of a vast government agency, while others are often on the run from them! Some may have years of training or they might have developed their incredible powers in isolation.
Adept
Adepts practice a tradition which hones body, mind, and spirit into a single weapon; examples from Earth’s history include the mystical monks of Shaolin and the internal alchemists of Wudang; on Rifts Earth the Psi-Warriors follow this path.
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.
  • N: Boost Trait
  • S: Warrior's Gift
  • V: Speed
Dragon Celerity*
Forest Runners are famous for their speed and reflexes. The Hatchling increases base Pace to 12 with a d12 run die, and is Nimble (-1 to be hit by Ranged Weapons). Edge only applies when in Dragon Form.
Dragon Fast Regeneration
A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken and Stunned.
Major Psionics
A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges.
Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
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 Chases (see Chases & Vehicles page 113).
Hindrances
  • IF
Outsider (Major)
In a society made up of only a few types of people, your hero isn’t one of them. A Native American in a Western town, an alien in a scifi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples. Locals are likely to raise prices on her, ignore pleas for help, and generally treat her as lower class.
Outsiders subtract 2 from Persuasion rolls made to influence those who aren’t her own kind. The Major version also means the character has few or no legal rights in the main campaign area. She might be a different species among xenophobes, the civilization may be cruel and unenlightened toward strangers, or she might even be an artificial intelligence whose sapience isn’t acknowledged by the law.
Enemies
Someone out there hates the character and wants him ruined, locked away, or dead. The value of the Hindrance depends on how powerful the enemy is and how often he might show up. A Minor Enemy might be a lone gunslinger out for vengeance or a betrayed brotherhood that’s deadly but appears rarely.
A Major Enemy might represent powerful authorities, a band of outlaws, or a single very powerful and relentless rival. If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the Hindrance by sacrificing an Advance.
  • Coalition and Many Arcane Factions
  • Chosen
Quirk - LOVES to Watch Explosions
This individual has some minor foible that is usually humorous but can occasionally cause him real trouble. A swashbuckler may always try to slash his initials on his foes, a dwarf may brag constantly about his culture, or a snobby débutante might not eat, drink, or socialize with the lower class, for example.
Small
This adventurer is very skinny, very short, or both. His Size (see page 106) is reduced by 1, which reduces his Toughness as well.
Size can’t be reduced below −1, but the Toughness penalty remains. A Small half-folk, for example, remains Size −1 and loses a point of Toughness.
Loyal
This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
Vengeful (m)
Payback is…well…bad news for someone, and this adventurer is going to get it.
As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
  • Earned
Enemy Major (Shadow Lord)
Gained in Play
  • You have angered the Shadow Lord and it has marked you with a stain on your soul

ISP: 20
PPE: 10
Pace: 12 (1d12) in Dragon Form. 10 (d10) in Human Form. Usually Ignores Difficult Terrain (Free Runner)
Toughness: 33 (18) in Dragon Form, 19 (10) in Human Form
Size: +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Last edited by Tiny Tim on Tue Oct 11, 2022 4:22 pm, edited 25 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Tiny Tim (Final Copy)

Post by Tiny Tim »

Powers
  • Natural
Detect Arcana
Power Points: 2 -> 0
Range: Self
Duration: 5
Trappings: Concentration and Staring
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again
  • Psionics
Boost Trait
Power Points: 2 -> 0
Range: Smarts Self
Duration: 5 (boost)
Trappings: Concentration
This power allows a character to increase their Trait (attribute or skill). Boosting their Trait increases the selected Trait one die type, or two with a raise.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
Chosen for Adept at Novice.
Healing
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
Speak Languages
Power Points: 1
Range: Smarts
Duration: 10 minutes
Trappings: Words, pictures, hand motions.
This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
MODIFIERS
  • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Speed
Power Points: 2 -> 0
Range: Smarts -> Self
Duration: 5
Trappings: Blurred Motion
Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
MODIFIERS
  • QUICKNESS (+2): The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each)
Chosen for Adept at Veteran
Telekinesis
Power Points: 5
Range: Smarts ×2
Duration: 5
Trappings: Steely gaze
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.
Dropped creatures suffer falling damage as usual.
Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
Warrior's Gift
Power Points: 4 -> 3
Range: Self
Duration: 5
Trappings: Concentration
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
Chosen for Adept at Seasoned


Alternate Form
  • A short, slender young man (early 20's) of indeterminate racial background
    • Height: 4'11" tall
    • Weight: 105 lbs
    • Hair: Straight Brown, tied back in a ponytail
    • Eyes: Brown
    • Skin: Lightly Tanned
Last edited by Tiny Tim on Sat Jul 10, 2021 5:18 am, edited 9 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Tiny Tim (Final Copy)

Post by Tiny Tim »

Advances
•Hin1: Agility -> d8
Hin2: Fighting -> d8, Stealth -> d8
•N1: Spirit -> d6
N2: Dragon Celerity (Due Merlaggon's Report)
N3: Adept
•S1: Free Runner
S2: Vigor -> d8
S3: Power Points (ISP)
S4: Psionics -> d10
•V1: New Powers - Speed (Using Expanded Understanding)
V2: Vigor -> d10
V3: Dragon Fast Regeneration
V4: Power Points (ISP)
•H1: Agility -> d10
H2: Stealth -> d10; Fighting -> d10
H3:
H4:
•L1:
L2:
L3:
L4:
Last edited by Tiny Tim on Sat Oct 15, 2022 3:34 am, edited 19 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Tiny Tim (Final Copy)

Post by Tiny Tim »

Equipment
  • Human Form

TW Crusader Heavy EBA of Paranoia (Signature Item)
Base Item
  • Crusader Heavy EBA
    • +8 Armor, +3 Toughness
      Base Cost 55k
      Conversion 11k
Upgrades
  • Minor (15k Total)
    • +1 to Notice
    • +1 to Notice
    • 5 Internal PPE
    Major
    • Danger Sense (25k)
    • Sixth Sense (75k)
    • Alertness (25k)
Total Value: 206k

This armour seems to be almost possessed by a guardian spirit that whispers in its wearer's ears about any potential dangers nearby.
Worn in Human Form
  • +8 Armour, +3 Toughness, +2 to Notice, 5 Internal PPE, Alertness, Danger Sense, Sixth Sense
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
+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:
  • The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
    • Pocket: Plasma Grenade
      Pocket: Plasma Grenade
      Pocket: Frag Grenade
      Pocket: Frag Grenade
      Pocket: Frag Grenade
      Pocket: Frag Grenade
      Pocket: Frag Grenade
      Pocket: Frag Grenade
Worn in Human Form
Energy Field Generator (TW)
For those who prefer to travel along ley lines, this system is a fine survival item. Two small TW converted field generators serve as the key components. When set up on a ley line, the system creates a force bubble that provides both armored shelter and environmental protection over a Large Blast Template. A barrier of Toughness 22 ( 12 MDC) a rises, and occupants enjoy environmental protection against extreme temperatures and the general elements. While in operation, the generators also provide outlets to power and recharge regular electronic devices and E-clips. The system requires a ley line to function; no personal energy is used (60 lbs, 90,000 credits).
  • Carried on back in Human Form.
Shadow Cloak with the insignia of the Tolkeen Army (TW)
Shadow Cloak (TW): An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract.
When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).
CP-30 Laser Pulse Pistol
Range: 12/24/48
Damage: 2d6+1
RoF: 3
AP: 2
Shots: 30
Weight: 4
Cost: 26,000
Notes: 3RB. Optional hip/backpack energy pack grants 72 shots
CP-40 Pulse Laser Rifle
Range: 30/60/120
Damage: 3d6+2
RoF: 3
AP: 2
Shots: 60
Weight: 9
Cost: 40,000
Notes: 3RB
Harikēn (TW)
An obnoxiously large greatsword with an impossibly wide blade and long narrow handle. Made by upstart techno-wizards from the Baron of Charity with a panache for Golden Age styling this is a battle worthy weapon that can deal devastating damage or can literally cut through the air creating a massive concussion force. The swordsman can slice the air in front of them horizontally (cone) or spin three hundred sixty degrees to affect everyone around him (MBT) with the
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Concussive Force
This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.
With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97).
Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
MODIFIERS
„„AREA EFFECT (+1): Havoc affects a Large Blast Template
power.
  • Damage: Str+d12, AP 16, MD
  • Min Str: d10 d12
  • Weight: 8
  • Rarity: -1
  • Base Cost
  • Notes: Reach 1, two hands (Size 1 and above may use 1 handed)
3
Range: 5/10/20
Damage: 3d12 AP -
AoE: SBT
Weight: 0.25
Rarity: −2
Cost: 1,800
  • Notes: On a raise targets catch fire, they take 3d6 damage each round and are Distracted
    until doused (see Fire in Savage Worlds)

6
Range: 5/10/20
Damage: 5d6 AP –
AoE: LBT
Weight: 0.25
Availability: +1
Cost: 550

1
Range: 5/10/20
Damage: 3d8 AP 16
AoE: SBT
Weight: 0.25
Rarity: −1
Cost: 700

  • Dragon Form
1
Range: 5/10/20
Damage: 5d6 AP –
AoE: LBT
Weight: 0.25
Availability: +1
Cost: 550

or
Lightbringer - TW Medium Laser
Base Item: Medium Laser
  • Range: 150/300/600
    Damage: 3d10 AP 20
    RoF: 1
    Shots: 12 (12 PP to Reload(
    Mods: 3
    Rarity: −3
    Price: 500,000x4=2,000,000 (Due Hatchling Complications)
    • Conversion: 400,000
      • Trapping: Concentrated Sunlight
      Mods:
      • Minor:
        • +1 Shooting (5000)
          +1 Shooting (5000)
          5 Internal PPE (5000)
        Major:
        • +1 Shooting Die (10,000)
          +1 Shooting Die (10,000)
          10 Internal PPE (30,000)
    Cost: 2,465,000

Wealth: d8 (Base d6)
Last edited by Tiny Tim on Sat Oct 15, 2022 3:19 am, edited 25 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Tiny Tim's Shit List

Post by Tiny Tim »

Coalition
  • From O'Claire
    • Captain Ronald McDonald
    • Sgt. Uma Thorn
    • Lt. Dan Steele
    • Capt. Thurston Gwent
Possible Future Candidates
  • Captain Riley (Running Man)

EX-PC's
  • Phoenix
    • For abandoning them at the Tolkeen Defence Force Bunker
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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