Gamil Zirak - Dwarven Rune Master

Grimm Fantasy in Savage Wilds
GM: Tribe of One
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Gamil
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Gamil Zirak - Character Sheet

Post by Gamil »

Character Sheet

Player Name: Nathaniel
Google Handle: Sgt 86Delta
Gamil Zirak
Rank: Novice Advances Left:
Race: Dwarf
Iconic Framework: Rune Master / Re-Trapped Weird Scientist
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 5 [d4]; Parry: 4 (½ Fighting +2); Toughness: 5 (2) (½ Vigor+2 plus armor)


Skills:
  • Academics (Sm) d10
    * Athletics (Ag) d4
    * Common Knowledge (Sm) d4
    Fighting (Ag) d4
    * Notice (Sm) d4
    Performance (Sp) d6
    * Persuasion (Sp) d4
    Repair (Sm) d6
    * Stealth (Ag) d4
    Survival (Sm) d4
    Thievery (Ag) d4
    Weird Science (Sm) d10
Hindrances
  • Curious (Major): There are questions that even the old tales and mysteries cannot answer. Gamil wants to know. (PB)
  • One Eye (Major): Gamil lost his right eye in one of his first attempts at passing the trials to become a Rune Caster (the title of a Journeyman Rune Master)
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
Edges
  • AB (Runecaster) _
    „ ARCANE SKILL: Weird Science (Smarts)
    „ STARTING POWERS: 2
    „ POWER POINTS: 15
    Rune Masters (Weird scientists) use strange and powerful inventions beyond the normal technological level of the setting. Such creations might be possible due to super fuels, alien discoveries, or the raw intellect of rare super-geniuses who push the boundaries of science.

    A Rune Master's (weird scientist’s) Trappings (see page 150) must always include the item they’re associated with. The burst power might manifest through a magical flamethrower in Deadlands: The Weird West, for instance, while “Dr. Gabriel’s Wondrous Restorative Elixir!” is a healing potion.

    Rune Masters (weird scientists) must have their devices at hand to activate their powers (but see Jury Rig, below).

    Other characters can’t activate the inventor’s creations. They might not understand the strange mechanisms required to make it work, the device might not be “calibrated” or portioned for other users, or it might just “fritz out” for anyone but the creator. While this may seem a bit strange narratively, the “magic”—and the Power Points—come from the inventor so he must be the one to activate it.

    Creating devices for others is possible—it just requires an Arcane Device, see page 153 and the Artificer Edge (page 45).

    The inventor can use his devices on others, of course, including administering drinks from his magical elixirs or giving them injections of some miraculous super serum he’s created. If Dr. Gabriel administers his elixir, for example, he rolls to activate the power normally. If he gives someone the bottle to use later, they’ll find it’s lost its potency.

    Jury Rig: Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a −2 penalty. This requires a decent rationale relative to the setting and the GM’s permission.
    (PB)
  • Weapon Specialization (Great Axe) +2 damage (PB)
  • Power Points [+5 | 20] (IA)
  • New Powers [Burrow, Empathy] (IA)
  • New Edge: brief description
Last edited by Gamil on Fri Jan 08, 2021 12:57 pm, edited 1 time in total.
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Gamil
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Gamil Zirak - Background

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What is the history of your clan? - They are chanters and storytellers who keep the old songs.
Clan Zirak is one of a dozen clans responsible for maintaining the histories. Histories of the old, like dwarves and dragons, and the new histories, like that of humans.

What drove you from the lands of your people? - Simple curiosity led Gamil far from home.



When you left your own people, you found it difficult to live with humans. However, the other characters became your fast friends. Who else became your friend? - The brewmaster regularly has you sample his ales.



What did you learn best from the rune master? - The history of the forgotten tombs and cities of your people, and how to find them again. - Elemental Manipulation.


Like all respectable dwarves, you bear the weapon of your fathers. What is it? - A huge axe, tall as you are, called the Oath of Droam.

What was your first big hassle amongst the tall people? The friend to your right was there with you. - You drove a crooked merchant from the village when he would have taken advantage of honest folk. @Neil, the friend to your right, stopped the trader when he was caught stealing from the old widow, and gains +1 Wis.

On what did you carve your first rune? - One of the staves of the dwarven rune masters of old, an authoritative staff (Rod of Vecna)
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Gamil
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Gamil Zirak - Gear

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Gear



Dagger
  • Range: 3/6/12
  • Damage: Str+d4
  • Min Str.: d4
  • Weight: 1
(Cold Iron Dirk)
  • Range: 3/6/12
  • Damage: Str+d4
  • Min Str.: d4
  • Weight: 1
  • Smite Power
Oath of Droam (Runed Heirloom Great Axe)
  • Damage: Str+10 Str+d6
  • Min Str.: d10
  • Weight: 7
  • Notes: AP 2, Parry -1, Two-Handed
  • Burst Power
Rod of Vecna (Runed Authoratative Rod)
  • Damage: Str+d6
  • Min Str.: d6
  • Weight: 4
  • Elemental Manipulation Power
  • Notes: Bronze and Stone Mace
Shroud of Vecna (Fine Dwarven Clothing & Leather Armor)
  • Armor +2
  • Min Str: d6
  • Weight: 8
  • Conceal Arcana Power
  • Notes: Leather jacket over layed with bronze and stone. Hooded cape.
Mask of Vecna
  • Min Str.: d4
  • Weight: 1
  • Empathy Power
  • Notes: Bronze and Stone Mask
Hand of Vecna
  • Damage: Str+d4
  • Min Str.: d4
  • Weight: 1
  • Burrow Power
  • Boost/Lower Trait Power
  • Notes: Bronze Gauntlets w/ Claw-like fingers
    Do not count as a weapon for Unarmed Defender (page 1090.)
Rune Stones
  • Set
Dwarven Rations
  • drink and food for a week
Tool Kit
  • Cost: 200
  • Weight: 5
Item
  • Info
Coins:
Starting Coins: (4d10) [dice:3a10pjr2]59223:0[/dice:3a10pjr2] [25]

Contacts
Last edited by Gamil on Sun Apr 25, 2021 10:54 am, edited 3 times in total.
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Gamil
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Gamil Zirak - Advances

Post by Gamil »

Advances
  • Attributes
  • Agility d4 --> d6 (CG),
  • Smarts d4 --> d10 (CG),
  • Spirit d4 --> d8 (CG),
  • Strength d4 --> d6 (CG),
  • Vigor d4 --> d6 (CG)
Skills
  • Academics (Sm) --> d8 (3) --> d10 (2N)
    * Athletics (Ag) d4
    * Common Knowledge (Sm) d4
    Fighting (Ag) --> d4 (1)
    Language (Sm)
    * Notice (Sm) d4
    Occult (Sm)
    Performance (Sp) --> d6 (2)
    * Persuasion (Sp) d4
    Repair (Sm) --> d6 (2)
    Research (Sm)
    * Stealth (Ag) d4
    Survival (Sm) --> d4 (1)
    Thievery (Ag) --> d4 (PB)
    Weird Science (Sm) --> d8 (3) --> d10 (2N)
OOC Comments
Battle (Sm)
Boating (Ag)
Driving (Ag)
Electronics (Sm) (used for sensors and such)
Faith (Sp)
Focus (Sp)
Gambling (Sm)
Hacking (Sm)
Healing (Sm)
Intimidation (Sp)
Piloting (Ag)
Psionics (Sm)
Riding (Ag)
Science (Sm)
Shooting (Ag)
Spellcasting (Sm)
Taunt (Sp)

Racial Package
  • Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination.
  • Reduced Pace: Pace -1 (5), DEC Run Die 1DT (d4)
The Dwarven Runecaster (Playbook) _
  • Constitution (Vigor) 10 [d6]
    Intelligence (Smarts) 10 [d6]
    Wisdom (Spirit) 10 [d6]
    Dexterity (Agility) 8 [d4]
    Strength (Strength) 8 [d4]
    Charisma 6
What is the history of your clan?
  • They are chanters and storytellers who keep the old songs.
    +2 Cha [8],
    +2 Int [12/d6],
    +1 Wis [11/d6]
What drove you from the lands of your people?
  • Simple curiosity led you far from home.
    +2 Int [14/d8],
    +1 Cha [9]
    Hindrance: Curiosity (Major)
When you left your own people, you found it difficult to live with humans. However, the other characters became your fast friends.
Who else became your friend?
  • The brewmaster regularly has you sample his ales.
    +2 Con [12/d6],
    +1 Cha [10]
What did you learn best from the rune master?
  • The history of the forgotten tombs and cities of your people, and how to find them again.
    You learned the spell Bar the Way - Elemental Manipulation.
    +2 Dex [10/d6],
    Skill: Trapping [+1 DT to Thievery]
Like all respectable dwarves, you bear the weapon of your fathers. What is it?
  • A huge axe, tall as you are.
    Your Weapon Specialization class ability is with the Great Axe. [Edge: Weapon Specialization (Great Axe) +2 damage ]
    +3 Str [11/d6]
What was your first big hassle amongst the tall people? The friend to your right was there with you.
  • You drove a crooked merchant from the village when he would have taken advantage of honest folk.
    The friend to your right stopped the trader when he was caught stealing from the old widow, and gains +1 Wis.
    +2 Wis [13/d8],
    Spell: Searing Heat - Burst )
On what did you carve your first rune?
  • One of the staves of the dwarven rune masters of old.
    +2 Int [16/d10],
    an authoritative staff
Sense Magic: Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)


Advances
  • Initial Advances: (From Hindrances):
    • Power Points Edge [+5 | 20]
    • New Powers Edge [Burrow, Empathy]
  • Novice 1 Advance: New Powers Edge [Environmental Protection (Shroud of Vecna), Smite (Cold Iron Dirk)]
  • Novice 2 Advance: Academics 1d10, Weird Science 1d10 (2020Q4)
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Gamil on Fri Jan 08, 2021 12:57 pm, edited 3 times in total.
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Gamil
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Gamil Zirak - Dwarven Rune Master

Post by Gamil »

The Dwarven Runecaster
Constitution (Vigor) 10 +2 [12] d6
Intelligence (Smarts) 10 +6 [16] d10
Wisdom (Spirit) 10 +3 [13] d8
Dexterity (Agility) 8 +2 [10] d6
Strength (Strength) 8 +3 [11] d6
Charisma 6 +4 [10]

Roll 1 (1d12) [Picked 7] +2 Cha, +2 Int, +1 Wis
Roll 2 (1d8) [dice:2w2725dm]59096:8[/dice:2w2725dm] [2] +2 Int, +1 Cha
Roll 3 (1d8) [dice:2w2725dm]59096:7[/dice:2w2725dm] [6] +2 Con, +1 Cha
Roll 4 (1d6) [dice:2w2725dm]59096:9[/dice:2w2725dm] [6] +2 Dex, Skill: Trapping, Spell: Bar the Way
Roll 5 (1d6) [dice:2w2725dm]59096:10[/dice:2w2725dm] [5] +3 Str, specialization Great Axe
Roll 6 (1d6) [dice:2w2725dm]59096:11[/dice:2w2725dm] [3] +2 Wis, Spell: Searing Heat
Roll 7 (1d6) [dice:2w2725dm]59096:12[/dice:2w2725dm] [3] +2 Int, an authoratative staff
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Gamil
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Gamil Zirak - Rune Master Powers

Post by Gamil »

Powers
3 Bennies
Beginning 3
Track expenditures here
PPE: 20/20
  • Power Points Edge: +5 (IA)
  • AB (Runecaaster): 15 (PB)
Recovery: 5 per hour

Eye of Vecna (Detect Arcana; 0 PPE) [Novice]
Range: Smarts (10)
Duration: 5
Trapping: Gamil's right eye has been replaced by the Runed Orb, the Eye of Vecna. When Gamil squints his right eye, he is able to see/detect arcana.
Modifier(s): None
Effect: The detect arcana function (only), from Sense Magic, may be used at-will, with no PP cost, as an action.

Shroud of Vecna (Conceal Arcana; 2 (4) PPE) [Novice]
Range: Smarts (10)
Duration: One Hour
Trapping:
Modifier(s):
  • STRONG (+1): Rolls to see through the concealment are made at -2.
  • SHROUD (+1): Shroud dims and slightly obscures the target so that attacks against her suffers a -1 penalty and she adds +1 to her Stealth rolls.
Effect: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).

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.

Rod of Vecna (Elemental Manipulation; 1 (2) PPE) [Novice]
Range: Smarts (10)
Duration: 5
Trapping:
Modifier(s):
  • RANGE (+1): Double the power’s listed Range for 1 Power Point.
Effect:
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.

Here are some ideas for what each element can do. Each is an action.
„ AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
„ EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
„ FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
„ WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting

Oath of Droam (Burst; 2 (6) PPE) [Novice]
Range: Cone Template
Duration: Instant
Trapping: Oath of Droam converts from a Great Axe into a fire-spewing two-handed crossbow-like weapon. The Shoulder unscrews down to the Pommel and becomes the Stock. The Double Blades fold down and slip back to the Langet above the Pommel on the Belly of the axe forming the Grip. The Dangue, spike at the end of the axe opens up into a cone-like muzzle from which fire spews forth.
Modifier(s):
  • DAMAGE (+2): The burst causes 3d6 damage, or 4d6 with a raise.
  • LINGERING DAMAGE (+2): The target is hit by fire that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). 3d4 damage, or 4d4 with a raise.
Effect:
Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.

Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).

Mask of Vecna (Empathy; 1 PPE) [Novice]
Range: Smarts (10)
Duration: 5
Trapping: A full face mask made of stone and bronze with various runes inscribed upon it.
Modifier(s): None
Effect:
The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.

Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.

Hand of Vecna (Burrow; 2 (4) PPE) [Novice]
Range: Smarts (d10)
Duration: 5
Trapping: Bronze gauntlets with claw-like fingers.
Modifier(s):
  • POWER (+1): Gamil can burrow through stone, concrete, or similar substances
  • HURRY (+1): Gamil can move at his pace +2 (7) while burrowing.
Effect:
Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of “limbo” or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run.

A burrowing character may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs.

Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.

Flavor Text Here (Power Name; PPE) [Rank]
Mega/Temporal:
Range:
Duration:
Trapping:
Modifier(s): None
Effect:
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