To Arms - SW Fantasy Recruitment (2 spots)

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Technospawn
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To Arms - SW Fantasy Recruitment (2 spots)

Post by Technospawn »

The cold bite deep into Jaren’s bones. The damn sun was not even up yet, and the day was going to be a bitter one. Jaren hated being away from the warm fire and the smell of baking bread that he normally woke up to. The harvest had been slim last year and game was scarce. Father and a couple other men had come out hoping for an early spring hunt. Anything to stop the rumblings in the youngling’s bellies. But winter had other plans and did not want to release her hold on the land. They had been out here 5 days and still no game. This was not looking good.

Jaren added some twigs to the coals and tried to coax the fire back to life. Stopping frequently to blow on his fingers as the feeling slowly and painfully left his freezing digits. The howling wind so loud he never heard the soft footsteps approaching. Master William was sitting up and rubbing the sleep from his eyes when an arrow sprouted from his neck. “That is weird” Jaren thought “why is there an arrow in his chest?'' Realization slammed home and Jaren tried to scream but his throat betrayed him, and no sound would come out.

From out of the dark forest several dark shapes ran forward with large wicked swords and laid into the sleeping hunters. Only Jaren’s father survived the first assault. Haret was waking when he heard the rush of bodies and threw himself awake. His time in the army of Nesme coming back to him in rush, he jumped to his feet. Grabbing up his long knife he placed himself between the orcs and his boy. He knew this was no meager raiding party. This was a patrol and that meant a war band was close. Turning to his boy he yelled “run Jaren, run. Tell the council that war is coming.”

Jaren was frozen in place and could not move.

“Damnit boy move now.”

Jaren finally unfroze and took off running as fast as he could. It felt like his heart was going to explode. He ran forever. He limbs long past numb, he finally collapsed in exhaustion.


Savage Realms.

Game starts when full.
War has come to the Silver Marches. Who will answer the call? Who will fight off the massing hordes of Many Arrows. Soldiers, heroes, and mercenaries all have been called. The High Lady of Silverymoon has sent a call far and wide. She needs a group of brave adventures that will tip the balance of the war. The party will help locate lost magics and powerful artifacts. Hopeful it will be in time to turn the tide of war for the orcs and their allies are vast.


The following setting rules will be used for Savage Realms.
Genre: High Fantasy
Setting: SWADE in Forgotten Realms
Number of Players: 8 VV has asked that I reserve 4 slots for new players so if a veteran wants to play and they bring a new player they will be guaranteed a spot. Release of the new player holds will be on May 3rd.
  1. Moon Watcher - Beast Master
  2. Open
  3. Open
  4. Kolga - Skald
  5. Rob - Sorcerer
  6. Lars - Fighter
  7. Kahless - Cleric
  8. Stormwell - Assassin
Races: Human, Elf, Dwarf, Half-Elves, Half-Folk
Hindrances: Blood Thirsty and Vengeful are inappropriate for the style of play desired.
Arcane Backgrounds: Magic, Miracles, Gifted

Fanatics: Enemy thugs take the damage for their masters.
Multiple Languages: Characters know half their Smarts die type in different languages at d6.
No Power Points: Those with arcane backgrounds don’t track Power Points but instead subtract half the listed Power Point cost (round up) from their skill roll to activate the ability. Powers may be maintained as desired at a −1 penalty to all further arcane skill rolls.
Wound Cap: Wild Cards never suffer more than four wounds from a single hit.
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.
Fast Healing: Natural Healing rolls are made once per day for wild cards.
Golden Benny: These bennies replace the new conviction rules. Use of these bennies will give the player Chi for one action.
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.
Language Typical Speakers
  • Abyssal Demons, chaotic evil outsiders
  • Aquan Water-based creatures
  • Auran Air-based creatures
  • Celestial Good outsiders
  • Common Humans, halflings, half-elves, half-orcs
  • Draconic Kobolds, troglodytes, lizardfolk, dragons
  • Druidic Druids (only)
  • Dwarven Dwarves
  • Elven Elves
  • Giant Ogres, giants
  • Gnome Gnomes
  • Goblin Goblins, hobgoblins, bugbears
  • Gnoll Gnolls
  • Halfling Halflings
  • Ignan Fire-based creatures
  • Infernal Devils, lawful evil outsiders
  • Orc Orcs
  • Sylvan Dryads, brownies, leprechauns
  • Terran Xorns and other earth-based creatures
  • Undercommon Drow
Background Hook (rolling on this table is mandatory, roll 2x)
  1. My sibling lost our family fortune in a game of cards. Now I must make enough money to keep my family from losing the farm, estate, or other major holding.
  2. I was conscripted in the army and have just finished my duty. WIth nowhere to go and limited funds, I am hitting the open road to earn my fortune.
  3. I am the 3rd born of a noble house and I am leaving before my siblings view me as a threat.
  4. My friend (someone else in the party) needs help and I am here for them.
  5. My sibling / friend (someone else in the party) is lost without me and I need to be here to save them.
  6. I am wanted by powerful people and it is time for me to leave town for a while.
  7. I have sworn an oath to serve a lord / church / guild.
  8. I am the greatest swordsman / tracker / wizard / other skill to ever live. I had to leave home because challengers were disrupting our town.
  9. I was brought here against my will, now that I am free, I need purpose.
  10. I am lost.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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KahlessNestor
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Re: To Arms

Post by KahlessNestor »

I would be interested in this! D&D! Though I do love Many Arrows. I thought it was a great series, and one of the good things to come out of 4e FR.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Ndreare
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Re: To Arms - SW Fantasy Recruitment

Post by Ndreare »

So looks like @Lars and @KahlessNestor are the only takers so far. I feel i have waited long enough to ask for a seat at the table.

One dedicated Elemental Sorcerer coming your way. I am thinking Storm/Bronze dragon sorcerer.


Note: I recently used creative combat for the first time, and I have to say it was an awesome addition to the game. Can I suggest you read them and consider the setting rule for games.
  • 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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JAXSON, Antone
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Re: To Arms - SW Fantasy Recruitment

Post by JAXSON, Antone »

I did not see a post from @Lars
Uber Awesome Borg
”Experimental Cyborg, Codename X-13”
CPL JAXSON, Antone
Rank: Novice-2 Advances Left: 0
Race: Human
Iconic Framework: Combat Cyborg
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Pace: 10 D8; Parry: 8; Toughness: 34 (17); Strain: 6/6
”Skills”
  • Athletics d6
  • Common Knowledge d4
  • Fighting D10+2 (+2 with unarmed)
  • Notice d8
  • Piloting d6
  • Persuasion d4
  • Shooting d8 (+1 calibrated weapons)
  • Stealth d8+2
”Edges”
  • Ambidextrous (Human): No off hand penalties
  • Well Equipped “Rich” (Hinderance): armor upgrades are not cheap but someone in command likes you kid.
  • Brawler (Hinderance): +1 toughness and +1 die of unarmed damage
  • Martial Artist (HJ): +1 fighting and +1 die of unarmed damage
  • Very Well Equipped “Very Rich” (HJ): Weapon upgrades are not cheap but someone in command likes you kid.
  • Martial Warrior (HJ): +1 fighting and +1 die of unarmed damage.
  • Luck (HJ): 1 extra benny
  • Quick (HJ): Action card 5 or lower draws a new card
  • Bruiser (HJ): +1 toughness and +1 die of unarmed damage
  • Fleet Footed (IF): +2 pace and +1 die running
  • More Machine (IF): +2 recover from shaken and stunned, ignore 1 wound penalty, immune to disease, drowning, poison. +4 to resist cold, heat, and radiation.
  • Size 1 (IF): +1 toughness
  • Upgradeable (IF): +6 strain
  • Unarmed Combat (IF): Str+d4 MD in unarmed combat and always armed
  • Frenzy (Cyber): Extra fighting die on 1 attack
  • Improved Frenzy (Cyber): Extra fighting die on 2 attacks
  • Iron Jaw (1st): +2 soak and vigor rolls to avoid knockout
  • First Strike (2nd): Free fighting attack when a foe moves into range
”Hinderances”
  • PTSD (Minor): Roll spirit each session. Lose benny on failure
  • Vow: Coalition Fanatic Patriot (Major): Follow orders.
  • Driven (Minor): Antone will make any sacrifice to get citizenship for his momma.
  • Heroic (Major): You can not lead from the back.
  • Illiterate (Minor): No time for school
  • Obligation (Minor): Nothing comes for free. Your benefactor “asks” for favors.
  • All those moving Parts (IF): can not be healed, has to be repaired, no golden hour
  • Heavy (IF): -2 to all trait rolls if the vehicle is not equipped for borgs.
  • Inhuman Appearance (IF): -1 persuasion rolls when dealing with most beings
  • Lost of Dexterity (IF): -1 to agility and all linked skills not directly related to combat.
Bennies=6/4
”Spent bennies”
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Daniel
Daniel (Lars)
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: To Arms - SW Fantasy Recruitment

Post by Daniel »


JAXSON, Antone wrote: Wed Apr 22, 2020 9:04 am I did not see a post from @Lars


Hey. I haven’t posted anything yet. I was toying around with playing a Fighter.


Red Clay is me. I was unsure if there’d be room.


Dan (Lars)
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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KahlessNestor
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Re: To Arms - SW Fantasy Recruitment

Post by KahlessNestor »

So we have wizard and fighter. I could do a cleric, perhaps?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Kamen Writer
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Re: To Arms - SW Fantasy Recruitment

Post by Kamen Writer »

I'm feeling a Half-Folk Explorer/Survivalist.
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Ndreare
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Re: To Arms - SW Fantasy Recruitment

Post by Ndreare »

Kamen Writer wrote: Wed Apr 22, 2020 7:11 pm I'm feeling a Half-Folk Explorer/Survivalist.
Cool, so you will have the ranger skill set covered.
  • 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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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: To Arms - SW Fantasy Recruitment

Post by KahlessNestor »

Now we just need a rogue.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
Drake
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Re: To Arms - SW Fantasy Recruitment

Post by Drake »

I'd be interested if recruitment is open at some point in the future, once I have my second character slot available.
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Technospawn
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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

As a patron you have 2 character slots.
https://savagerifts.com/sr/viewtopic.php?f=79&t=325
The 50 Patron milestone was a character unlock.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Drake
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Re: To Arms - SW Fantasy Recruitment

Post by Drake »

I do? Well, count me in then please :)

I'll think about a character for here while I'm finishing up my IZ3 one.
Lucas Farley
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Re: To Arms - SW Fantasy Recruitment

Post by Lucas Farley »

I'm interested. What is still needed for the group?
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Technospawn
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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

ogbendog wrote: Thu Apr 23, 2020 9:31 am I'm interested. What is still needed for the group?
See main post above. it list what we have hard locked so far. But off the top of my head we have a fighter, cleric, ranger, and sorcerer.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Lucas Farley
Posts: 18
Joined: Thu Apr 23, 2020 9:29 am

Re: To Arms - SW Fantasy Recruitment

Post by Lucas Farley »

I tend to like casters but it looks like you have that covered. I could do a half-folk spy/rogue type.

Tobias Thornburrow

I'm new-ish to the boards here; to create a character a start a new topic here, or ?

Edit; I see our ranger is a half-folk. Probably go human then. Lucas Farley
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Daniel
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: To Arms - SW Fantasy Recruitment

Post by Daniel »

ogbendog wrote: Thu Apr 23, 2020 11:33 am I tend to like casters but it looks like you have that covered. I could do a half-folk spy/rogue type.

Tobias Thornburrow

I'm new-ish to the boards here; to create a character a start a new topic here, or ?

Edit; I see our ranger is a half-folk. Probably go human then. Lucas Farley
@ogbendog for now you can use this forum: https://savagerifts.com/sr/viewforum.php?f=7 to made new topics and as many characters as you want.

Once you get one finished. You can rename your account to the character name. Later when you have multiple characters in multiple games you’ll have multiple accounts. But they link easily which we can talk about later.

For now. New Topic. Build character. Once it’s approved by you GM they will move it where it need to go.

To rename an account:

Top right of screen click you name to see...

User Control Panel

Once there click Profile

Then edit account settings

Which is where you change account name to your character name.
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
Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

ogbendog wrote: Thu Apr 23, 2020 11:33 am I tend to like casters but it looks like you have that covered. I could do a half-folk spy/rogue type.

Tobias Thornburrow

I'm new-ish to the boards here; to create a character a start a new topic here, or ?

Edit; I see our ranger is a half-folk. Probably go human then. Lucas Farley
We can always have more than 1 caster. Rob is a dumb sorcerer, so still room for a smart wizard. Also I do not mind if we have several halflings.

Basically just submit what you want to play and would make you happy and we can go from there.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Lucas Farley
Posts: 18
Joined: Thu Apr 23, 2020 9:29 am

Re: To Arms - SW Fantasy Recruitment

Post by Lucas Farley »

OK. Lucas Farley, ex-retired wizard.
It's a concept I created for a game and never got to play.
Basically, he was an adventurer back in the day. Fought bandits, rescued dragons from evil princesses, the works. Eventually he retired, got married, had kids.
Years later, his wife passed. His kids are ungrateful layabout who are just waiting for him to die so they can inherit.
Lucas packed up his gear and went out for one last adventure.
He was at least Veteran if not Legendary, but that was 30 years ago. His powers have waned, with age and disuse.

What do I do to create him? A thread here, or in the game, or ?
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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

ogbendog wrote: Thu Apr 23, 2020 12:48 pm OK. Lucas Farley, ex-retired wizard.
It's a concept I created for a game and never got to play.
Basically, he was an adventurer back in the day. Fought bandits, rescued dragons from evil princesses, the works. Eventually he retired, got married, had kids.
Years later, his wife passed. His kids are ungrateful layabout who are just waiting for him to die so they can inherit.
Lucas packed up his gear and went out for one last adventure.
He was at least Veteran if not Legendary, but that was 30 years ago. His powers have waned, with age and disuse.

What do I do to create him? A thread here, or in the game, or ?
Make a new thread like Lars said up above. Humm if is old maybe take Elderly hindrance for more skills.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Lucas Farley
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Re: To Arms - SW Fantasy Recruitment

Post by Lucas Farley »

Elderly is indeed the plan
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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

Lucas Farley wrote: Thu Apr 23, 2020 9:31 am I'm interested. What is still needed for the group?
Are you on the Savage Rifts Discord yet?
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Lucas Farley
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Re: To Arms - SW Fantasy Recruitment

Post by Lucas Farley »

Technospawn wrote: Thu Apr 23, 2020 1:02 pm
Lucas Farley wrote: Thu Apr 23, 2020 9:31 am I'm interested. What is still needed for the group?
Are you on the Savage Rifts Discord yet?
I am not
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Daniel
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Re: To Arms - SW Fantasy Recruitment

Post by Daniel »

Well join us. Before you miss out on the fun.
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

Lucas Farley
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Re: To Arms - SW Fantasy Recruitment

Post by Lucas Farley »

Do you have an invite / link?

FYI, character mostly done, just need to pick powers and trappings
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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

Lucas Farley wrote: Thu Apr 23, 2020 1:38 pm Do you have an invite / link?

FYI, character mostly done, just need to pick powers and trappings
Make sure to roll your 2 background hooks.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Lucas Farley
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Re: To Arms - SW Fantasy Recruitment

Post by Lucas Farley »

[dice:37x7p7ih]66105:0[/dice:37x7p7ih]

2 - I was conscripted in the army and have just finished my duty. WIth nowhere to go and limited funds, I am hitting the open road to earn my fortune.
(this doesn't fit to well with the background as written. Maybe I was called out of retirement for a short bit discovered I missed the adventure, and simply decided not to return home

4 - My friend (someone else in the party) needs help and I am here for them.

And I think I found the RIfts discord
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Re: To Arms - SW Fantasy Recruitment

Post by stormwell »

Background Hook Rolls

[dice:3c2evpfu]66107:0[/dice:3c2evpfu] - I am the greatest swordsman / tracker / wizard / other skill to ever live. I had to leave home because challengers were disrupting our town.

[dice:3c2evpfu]66107:1[/dice:3c2evpfu] - My sibling lost our family fortune in a game of cards. Now I must make enough money to keep my family from losing the farm, estate, or other major holding.
Ellaria
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Re: To Arms - SW Fantasy Recruitment

Post by Ellaria »

Background hooks:

[dice:1owfq4uq]66108:0[/dice:1owfq4uq] I am the greatest swordsman / tracker / wizard / other skill to ever live. I had to leave home because challengers were disrupting our town.

[dice:1owfq4uq]66108:1[/dice:1owfq4uq] I have sworn an oath to serve a lord / church / guild.
Ellaria
  • Pace: 8(d8); Parry: 4; Toughness: Toughness(Armor) 6(1)
    Combat-Relevant Edges & Abilities: None
    Wounds: 0/3; Fatigue: 0/3; PP: 00/00
    Bennies: 0/3; Conviction: 0/1

Edit Signature
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Daniel
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Re: To Arms - SW Fantasy Recruitment

Post by Daniel »

How exciting. A lot of us rolled an 8. Egocentric group eh.

Clay is the best swordsman in the realm lol
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
Ali
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Re: To Arms - SW Fantasy Recruitment

Post by Ali »

Please add me to this game. This is Izzy.

[dice:1esz6c76]66438:0[/dice:1esz6c76]

OOC Comments
Ali
Novice Female Half-Elf (Elven Heritage), Ranger


Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Language (Abyssal ) d6, Language (Common) d6, Language (Dwarven) d6, Language (Elven) d8, Language (Sylvan) d6, Notice d8, Persuasion d4, Shooting d8, Stealth d8, Survival d8+2
Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Curious, Loyal, Quirk (When nervous figets with pets.)
Edges: Beast Bond, Woodsman
Armor: Leather Cap, Leather Jacket, Leather Leggings
Weapons: Unarmed (Range Melee, Damage Str), Bow (Range 12/24/48, Damage 2d6, ROF 1), 2x Knives/Daggers (Range 3/6/12, Damage Str+d4)
Gear: 20x Arrows/Quarrels, Quiver (holds 20 arrows/ bolts)
Languages: Elven (native, d8), Abyssal (d6), Common (d6), Dwarven (d6), Sylvan (d6)
Current Wealth: $25

Special Abilities
Elven Heritage: Some half-elves retain the grace of their elven parent.
Low Light Vision: Half-elves ignore penalties for Dim and Dark Illumination.
Outsider: Half-elves are never quite comfortable in human or elven society, having a foot in both worlds but never fully standing in either. Because of this, they suffer a −1 penalty to Persuasion with all but others of their kind.


Advances
Edge: Woodsman
------------------

Current Load: 26 (40)
Books In Use: Savage Worlds: Adventure EditionSetting Rules: Multiple Languages, No Power PointsValidity: Character appears valid and optimal
Ali, 4 Bennies
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Healing d6, Language (Elven) d8, Language (Linguist #2) d6, Language (Linguist #3) d6, Language (Native) d6, Notice d6, Persuasion d4, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Curious, Loyal, Quirk (When nervous figets with pets.)
Edges: Beast Master (Jager (a dire wolf)), Beast Master (Kampfer (a dire wolf)), Beast Master (Mond (a dire wolf))
Armor: Leather Cap, Leather Jacket, Leather Leggings
Weapons: Unarmed (Range Melee, Damage Str), Bow (Range 12/24/48, Damage 2d6, ROF 1), Knife/Dagger (Range 3/6/12, Damage Str+d4)
Gear: 40x Arrows/Quarrels, Quiver (holds 20 arrows/ bolts), Quiver (holds 20 arrows/ bolts)
Languages: Elven (native, d8), Linguist #2 (d6), Native (d6), Linguist #3 (d6)
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Henry
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Re: To Arms - SW Fantasy Recruitment

Post by Henry »

Hey @Ali

(Izzy)

Welcome to the game.

I’m Clay (irl Dan) I am @Ndreare (Rob) best friend ;)
Henry Character Sheet:
https://savagerifts.com/sr/viewtopic.php?p=76990#p76990
My Accounts:
Active
  • Daniel - Site Admin/GM of Savage Rifts Agents of Titan
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Henry - CS Ranger (Commando) - Rumble in the Jungle
  • Vi - Space Pirate - Stars Without Numbers

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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

We are now full
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

Spot just opened.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
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Re: To Arms - SW Fantasy Recruitment

Post by Shift »

Technospawn wrote: Thu May 07, 2020 11:41 am Spot just opened.
Is there still a spot?
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
Edit Signature
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Re: To Arms - SW Fantasy Recruitment

Post by Technospawn »

Shift wrote: Mon May 11, 2020 8:05 am Is there still a spot?
There is indeed.
We currently have:
Wizard
Sorcerer
Cleric
Fighter
Beast Master
Archer
Assassin
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Kolga
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Re: To Arms - SW Fantasy Recruitment (Need 1)

Post by Kolga »

Could I join as a skald?
Kolga
Pace: 6(d6); Parry: 8(3); Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None
Wounds: 0/3; Fatigue: 0/3;
Bennies: 3/3; Golden Benny: 0/1
Edit Signature
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Technospawn
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Re: To Arms - SW Fantasy Recruitment (Need 1)

Post by Technospawn »

Kolga wrote: Mon May 11, 2020 8:42 am Could I join as a skald?
What is a skald?
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Ellaria
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Re: To Arms - SW Fantasy Recruitment (Need 1)

Post by Ellaria »

Historically, Viking bards.

In the Forgotten Realms.. https://forgottenrealms.fandom.com/wiki/Warrior_skald

Given the two cities that article mentions, seems remarkably fitting.
Ellaria
  • Pace: 8(d8); Parry: 4; Toughness: Toughness(Armor) 6(1)
    Combat-Relevant Edges & Abilities: None
    Wounds: 0/3; Fatigue: 0/3; PP: 00/00
    Bennies: 0/3; Conviction: 0/1

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Kolga
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Re: To Arms - SW Fantasy Recruitment (Need 1)

Post by Kolga »

Yeah basically a “face” Barbarian
Kolga
Pace: 6(d6); Parry: 8(3); Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None
Wounds: 0/3; Fatigue: 0/3;
Bennies: 3/3; Golden Benny: 0/1
Edit Signature
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Technospawn
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Re: To Arms - SW Fantasy Recruitment (Need 1)

Post by Technospawn »

Full Again
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
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Re: To Arms - SW Fantasy Recruitment (1 spot)

Post by Technospawn »

Spot just opened.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
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Re: To Arms - SW Fantasy Recruitment (2 spots)

Post by Technospawn »

2 open spots
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
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Re: To Arms - SW Fantasy Recruitment (2 spots)

Post by Ndreare »

I think we still have 2 open spot.
  • 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."
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