Savage Rifts and the Tomorrow Legion

Game Master Shadow Bloodmoon

The world ended and now you are a part of its rebirth and aftermath. The Tomorrow Legion protects the innocent from those who would harm, hinder or simply eat them. You are a part of the Legion, make us proud.

Maps


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Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Shakti - yep, it all makes sense. And I see you've updated the document, thanks! The updates clear up all the questions I had before I saw it.

I LIKE it! DM SBM, could you please look over the document (and possibly the last few posts for the justification of the abilities), and see what you think? I'm really excited to start playing this new character as soon as possible! I'm thinking I'd like to keep Burgurk as a Simvan, with all his original (non-Mind-Melter) traits, skills, and PC creation stuff, just change his psionic abilities. Are you ok with that?

ALL - just so I know, does anyone's PC have the Healing Power?


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti has healing and greater healing.


Savage Rifts RotRwT

After taking a read through all that and the document, I'm inclined to allow the change, but more for my curiosity to see how it handles actual play more than anything. Other than altering the wording on some of the document to reflect the TK vernacular rather than PK, it looks decent enough and comparable to a Burster. Maybe this current encounter will awaken something in Burgurk's mind, but we will have to see how that plays out. Go ahead and write up the proposed new character changes and I will give it a look over before final approval...

Dark Archive

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GM is the -6 the monster's full power, or are you including the cyborg's -2 on Agility?

Because that penalty only applies to non-combat rolls, so I'd not think it would apply just now, IMHO.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

DM SBM - if you look at Burgurk's character page and scroll down, I have added "Burgurk #2" below the original PC's description. I know I said that I'd leave the Attributes alone, but I *had* to boost Spirit to d10 to get the attacks that I wanted. I also included the Hero's Journey's rolls, but they are the same rolls as for the original Burgurk.

Please let me know what you think.

BTW, while doing this I noticed that we've only received 8 XP so far (by my reckoning) - is that correct? We've been doing a *lot* of stuff, when will we receive more? Thanks!


Savage Rifts RotRwT

Let's see.. Atlas, the -6 is due to a raise on the mega version of the blind power.

As for Burgurk 2.0, I'm not seeing anything glaringly bad at the moment. So I'm going to approve him.

As for the XP, I was originally going to hand out a full advance at the end of this scenario, but you guys have done quite a bit of extra stuff since the last award, so after this encounter, I'll throw some your way.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

So XP-wise, the +3 should bring us up to 11 I think? So that would give us another advance and make us Seasoned, correct?

I think my next advance should be either more Power Points, or a new power. Points are an obvious one, as I seem to cast a lot of spells. The wizard edge is I think the only thing that has allowed me to do as much as I have. My skill is high, so I get lots of Raises, but if that were not reducing the cost so much, I would run out of PPE in a single round of casting like I did in that last fight. Instead I only spent 5.

That being said, I feel like I need more powers. There is lots I would like to do but can't. I would like Armour and Deflection, as despite my high volume of damage output, I am pretty wimpy (glass cannon). I have been lucky not to be directly targeted too much so far, but if someone decides to pick on me, I am pretty delicate.

However, I feel like the power I consistently wish I had the most often right now is Dispel, which is a power that wasn't even on my wish-list. It would allow me to do things like break that Thornhead's Barrier/Shield power, free that mind-controlled villager we had to kill, counter spells from baddies (if you had failed the saves to those Slumber or Blind attacks), and also cancel the kind of self-buffs that Greyspear is likely to use on herself as well. The only real downside is that it is only useful against Supernatural foes. If our next mission is against mechs or the coalition, it will get set on the back shelf and be useless for a while. All the same, I think it is the best power for our present situation.

Thoughts?


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Hrm.

I could've sworn that the XP I created Sir Humphrey was 10, and I could've sworn I tracked down 10 XP being handed through my quick read of the game.

Though, judging by the fact that everyone else's confident that it's been 8, I'll apologise for being wrong up until now, and put Sir Humphrey at 11 XP, same as everyone else.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I hadn't been keeping track; I was just going of what others had said. That being said, I do not remember reaching Seasoned prior to this, and I feel like that would have stuck out in the mind.


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Isn't Seasoned 20XP, rather than 10?


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Shakti - problem is, Dispel is Seasoned, which we don't get until 20 XP. If I were you, I'd take Deflection, it's twice as effective at providing survivability than Armor (because it's much better to not get hit in the first place than to try and absorb an attack).

DM SBM - I've searched both GamePlay and Discussion forums for "XP", and could only find where you previously awarded us 3 and 2 XP (but my search was far from thorough, since "xp" is in "experience" and "expected", so I didn't search each and every post). But I have that Burgurk has 8 on my character sheet, and Atlas and Humphrey said they thought we had 10 (altho Atlas only has 3 XP on his character sheet), and Shakti doesn't have any XP noted in her character sheet. So can you please make a command decision - how many XP did we have before these most recent 3?


Savage Rifts RotRwT

I triple checked and you guys should have 10 XP before the recent hand out of 3. Enough for two full advancements. Now all of you should be at 13 XP total., putting that in bold so everyone can verify it on their sheets. It sounds like you might be missing 2 points somewhere Burgurk.. When Atlas came back, I moved him up in XP to be equal to the rest of you, he may not have updated the sheet to reflect that.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

DM SBM - thanks for the clarification! I'm taking Psionics to d12 for the Advancement.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

I just gotta say, Shakti's build is incredibly well thought-out! She has a Spell/Power for everything we need, both in and out of combat!


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Well built, over-built, maybe a little broken... I like making characters, and I usually do try to understand a system before building them, to use the quirks of the mechanics to my advantage when I can.

That being said, Divination is a free power that comes along with being a mystic, and it is one I wasn't sure I'd ever use when I made the character...

Of course, I also try to spread the love around so everyone benefits. That is one of the reasons I've been trying to do more buffing lately, so as to not make it a one character show. I'm also always happy to help others polish up their builds; it is not about being the best, but trying to help everybody be awesome.

Dark Archive

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Alright,

What should I spend my three advances on?

(What? I haven't improved anything since we started because there are so many ways I could go...yet I'll never be 20 meters tall. *sob*)


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Some ideas :

1. Bump up your Spirit to d8 to better recover from Shaken. Nevermind, I just saw the +2 to Spirit, which makes the d8 irrelevant. OTOH, a d8 in Spirit would let you take Hard to Kill.
2. Bump up your Fighting to d8 in case you get into a hand-to-hand fight.
3. Take Elan.
4. Take Trademark Weapon.
5. Not remembering anything about how cyber works in RIFTS, I assume there's more/better augmentations you can buy with an Edge? Or do you have to pay money for it? Or both?

When you reach Seasoned, take Marksman.


Savage Rifts RotRwT

So... with the upcoming changes to Rifts with SWADE, here is the playtest version of the main book for your perusal. After this mission ends, I will be looking at converting us over to the new edition. Take a look and let me know your thoughts.

SWADE Rifts Playtest


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

If we get a vote (no problem if we don't, you're the GM), I'd vote for staying with SWD. Trying to spot every conversion change in my PC would take a lot of time, comparing the old RIFTS to the new one. I don't mind starting new games in SWADE, but me personally I'd like to keep games that started in SWD in SWD, just because I know it *so* well. My two cents.


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

I'm choosing the coward's way of abstaining - but that's only because I already accidentally have a version of Sir Humphrey in both SWD and SWADE, so it wouldn't be any extra work - for me.


Savage Rifts RotRwT

Fair enough. Atlas? Shakti?

Dark Archive

@Everyone.

If you have Linked Dual weapons, when you fire, do you also consume two rounds of ammo?


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Yes.

On the previous question, which I seem to have missed I dont have a copy of SWADE, so it is simpler to leave it alone, but if necessary, I can get one.


Savage Rifts RotRwT

For the time being, we are keeping it the previous edition. Though I do like a lot of the changes they have made in SWADE, as Burgurk said, it's what we started with, so we can keep using it. Speaking of, since I Kickstarted the new books, I just got the Arcana and Mysticism playtest. It's pretty nice so far...

Dark Archive

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Is anyone gonna be too mad at me when I just open fire?

The good of the many....


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Nope. Altho I would suggest you concentrate all your firepower on Grayspear, just to keep her occupied...

Dark Archive

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Some stuff:

1) Yeah, I think Humphrey is taking a break from the boards. He has a new job starting in late October, tho, so things may change on that front.

2) I don't think Atlas has much to do, currently, as it seems that the only thing we need to do is to convince some people that they really should take some potable wealth with them when they leave?

Seems like an easy field goal, but the combat cyborg still doesn't wanna try. ^_^


Savage Rifts RotRwT

It wouldn't be that difficult, would it? Seriously though, the people will carry any foodstuffs and such, but they have little interest in the rest of the find. They could be convinced to carry the weapons, but none of them are combat trained...

Dark Archive

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Yeah, slammed at work is putting it lightly. =/

I hate being -that guy- that is always posting slowly, but there's just something about a 13 hour day that doesn't leave time for typing. =(

I'd like to say it'll change soon, but, quite simply, it won't. The wife has decided that she's gonna take care of the kids and not work at all. Maybe that'll change in, ugh, 2 years when the little one starts school, or maybe not.

Mind you, we've got a crazy wacky plan that might execute within a year, or less. We could sell the house we live in now, and buy my mom's house, moving in with her, and helping her in her elderly years. That would cut down on the shelter costs enough so that I needed work -quite- so much.

Meh, we'll see.


Savage Rifts RotRwT

Man, that is awesome that you are that guy. Family is always first in my mind and culture, so you gotta do what you have to do. My posting rates are just as slow sometimes for the same reason. No worries here.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I'm travelling this weekend with intermittent wifi access; bot me as necessary, and I'll catch up when I'm able.

Sovereign Court

Hey guys,

With Humphrey consumed by RL would anyone object to inviting another player?


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I'd be happy with more players, but that is a call that is up to the GM, of course.


Savage Rifts RotRwT

I've already told Anya I'm up for another, but I wanted to give you guys a chance to vote too.

Sovereign Court

Awesome!

I got someone in mind. An old friend. Let me give them an email, see how they are.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

No problem!


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Not sure if I'm the old friend Anya was talking about, but her player did shoot me a message asking if I'd be interested. I do have a character in mind, but I'm trying to figure out what books I need. Looks like the Tomorrow Legion guide to start with though.

So, how does a tinkerer with a love of heavy metal and things that go boom sound?


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Adam - once you get the Tomorrow Legion guide, you'll see that SW RIFTS has "archetypes" - basically "classes" that are pre-made for you. If you want to go "boom", there's an archetype called Glitter Boy (which we could certainly use) you may want to look at.

Sovereign Court

Meh. My take on the GlitterBoy was that it was kind of a one-trick pony. The BOOMGUN is nice--possibly the best thing on the field--but it also means you'll never upgrade to anything, and never get better. The Charisma is nice, at least.

The initial plan of something like a Techno-Mage is quite fine. I've seen some hints of that in other games, and it seems like a great all-around thing that rewards thinking outside of the box. (Didn't the other guy, like, make a lamp into a way to spy on people with electricity, or something?)


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Alrighty. I'll take a look at that one. I don't know if I'll got that route, mainly because I don't see Jaq as a pure mech jock. My goal is to have her in a mobile shop/fortress with a horde of drones and robots to help her protect and maintain it as well as building all sorts of big, heavy machines.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99
Anya "Wraith" Whiteangel wrote:

Meh. My take on the GlitterBoy was that it was kind of a one-trick pony. The BOOMGUN is nice--possibly the best thing on the field--but it also means you'll never upgrade to anything, and never get better. The Charisma is nice, at least.

The initial plan of something like a Techno-Mage is quite fine. I've seen some hints of that in other games, and it seems like a great all-around thing that rewards thinking outside of the box. (Didn't the other guy, like, make a lamp into a way to spy on people with electricity, or something?)

That does sound like fun, and if I'm honest, I'd rather have Jaq be a swiss army knife than a one trick pony. The problem I know I'm going to run into is how to squeeze everything I want to have into the limits I have. She's probably going to be good at a number of things, but others are going to be better at any one thing than she is.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Okay, I've decided on Techno Wizard and I'm working on character sheet. GM, is there anything narratively speaking, that you're looking for? I am open to changing things if that would work better for the story you have in mind. In the meantime, I'm going to be rolling on the Narrative Hooks table and the other tables for the Hero's Journey.

Also, continuing in that vein, what powers would y'all find useful?

Narrative Hook: 1d20 ⇒ 1 Oh, I think I have a good idea for this one.

Education: 1d20 ⇒ 3

Education 3-4 wrote:
Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.

Enchanted Items & Mystic Gadgets: 1d20 ⇒ 14

Enchanted Items & Mystic Gadgets 14-15 wrote:
The TK Revolver is a favorite among Techno-Wizards and those who don’t like keeping up with ammunition.

Magic & Mysticism: 1d20 ⇒ 15

Magic & Mysticism Table 15-16 wrote:
Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).

Training #1: 1d20 ⇒ 12

Training Table 12-13 wrote:

There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one

of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.

Training #2: 1d20 ⇒ 5

Training Table 4-5 wrote:
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.


Here's the profile. Please excuse the GURPS-y bits. I haven't started updating it yet. Posting (again) to see if Jaq's background would be alright.

Background (Short version):

Jaq grew up in a small town under the influence of Tolkeen. the town was built around a research and development complex for developing new technologies and gear to be used by Tolkeen and her allies. Jaq's family had lived there for several generations, with her parents wedding uniting two of the more prominent families involved in the town and its myriad engineering and arcanoneering projects, including prototype aircraft that were more like fortresses that could hover and move than anything else.

Sadly, when the Coalition attacked, Weyland's Hollow, the town, was on the list of targets. Despite the numerous attempts, the town held out longer than Tolkeen did, even becoming a staging ground for the evacuation efforts from the main city. The final blow came when the Federation of Magic, not wanting to lose such a valuable resource, stepped in and divided the dwindling forces attention. Fierce, door-to-door fighting followed and razed Wayland's hollow to bedrock. The last survivors attempted to flee in the flying fortresses and the prototype cargo vehicles meant for long-haul trade routes, but each of them was chased and shot down.

Jaq was one of those survivors, helping her family until the end. She scrambled out of the hull after the crash landing, her siblings on her heels when a missile hit the unarmed cargo hauler and killed everyone onboard. Jaq was flung into the air and knocked out when she landed hard on the cold ground.

She woke up some time later in Castle Refuge, having been found by the tomorrow legion. She's been looking for any of her family that may have survived, but has so far found no success. Her hatred of the Coalition has grown in the time since, as has her equally disquieting hatred of the Federation of Magic. Anytime she sees a prisoner from either come in, her hand twitches at the grip of her TK Revolver as she stares daggers into them. She only ever asks one question, though. "Were you at Wayland's Hollow?"

So yeah, not the nicest character I've ever played. I pity anyone that was there at the fall of Tolkeen or Jaq's hometown.


Savage Rifts RotRwT

At first blush, I'm liking the idea of Jaq. This could help the crew out a lot. I'm really enjoying the background you have for her, so as far as any extra hooks, what I'm thinking is that once these guys get their comm Station setup in Garnet Town, you'll be their next mission...


Fun!

So, am I just starting out or do I have any advances to work with?

Also, I rolled for the TK revolver, but I have one in my starting gear, already. May I reroll that result?


Savage Rifts RotRwT

And not play up the two gun Sally schtick? If you really don't want a second one, I'll allow the reroll. I believe everyone is at 13 xp, I don't see a reason you couldn't start with that as well.


Nah, she's more of an artillery and explosives kinda a gal.

Enchanted Items & Mystic Gadgets Reroll: 1d20 ⇒ 7

Enchanted Items & Mystic Gadgets Table 7-8 wrote:

When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset. This upgraded item also

enhances the user’s vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.

Cash: 2d4 ⇒ (3, 2) = 5 => 5000 credits

Jaq's Stats:

Name: Jaqueline "Jaq" Cho
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d6, Driving d4, Fighting d4, Healing d6+2, Knowledge: Arcana d6, Knowledge: Computers d4, Knowledge: Cybernetics d4, Knowledge: Electronics d4, Knowledge: Engineering d6, Knowledge: Science d6, Lockpicking d4, Piloting d4, Repair d6, Shooting d6, Stealth d4, Weird Science (Arcane) d8
Pace: 6, Parry: 4, Toughness: 9(4), Charisma: 2, Max Strain: 4, Current Strain: 0
Gear: TK Revolver (TW) d6 (2d6+2, 12/24/48), Unarmed Strike d4 (Str+d4+2), Adventure Survival Armor (TW) (+4), Adventure Survival Armor (TW), Camouflage Fatigues, Camouflage Fatigues, Climbing Kit for 4, Clothing (Normal), Clothing (Normal), Communications Band (Enhanced) (TW), Computer, Field I, Hiking Boots, NG-S2 Survival Pack, Toolkit, Winter Boots, Winter Gear
Special Abilities:
•Enemy (Coalition): Someone is out to kill you
•Enemy (Federation of Magic): Someone is out to kill you
•Quirk (Hums as she works): Minor humorous foible
•Arcane Weird Science: Gain the Weird Science arcane background
•Attractive: +2 Charisma
•Brawler: +2 to unarmed damage rolls
•Gadgeteer (TW): Create one-shot gizmo with half Power Points (1/sess)
•Healer: +2 on all Healing rolls; 5 companions gain +2 natural healing
•Martial Artist: Considered armed, +d4 unarmed dmg
•Power Armor Jock: No penalty while wearing power armor.
•Wizard: Each raise on Spellcasting roll reduces cost by 1 Power Point
•Arcane Background (Wierd Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
•Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards.

To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable.

A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
•Device Dependent: The Techno-Wizards requirers a physical device to use his/her magic
•Enemies: Mages have a lot of enemies
•Gearhead Geek: This character REALLY likes machines
•Machine Maestro: Techno-Wizards are great with machines
•Required Knowledge: A Techno-Wizards has to meet some standards
•Education: Healer: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.
•Enc. Items: Communications Band: When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset. This upgraded item also enhances the user’s vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.
•Mag. and Mys.: Wizard: Conservation of magical energy is a subtle, yet incredibly powerful talent to develop. Your hero knows how to do the most with the least, granting him the Wizard Edge.
•Training: Climbing (Add): There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
•Training: Martial Arts: Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Arcane Powers:
•Darksight: Target halves any darkness penalties, negates all darkness penalties on a Raise
•Deflection: Attacks are at -2 (or -4 with raise); Serves as Armor against area effect weapons
•Speak Language: Gain ability to speak, read, and write a language


Jaq's Personality and Appearance:

Jaq stands at a mighty 5 feet 1 inch and 115 lbs soaking wet. She has long black hair that is pulled back in a braid or ponytail most of the time. Her dark eyes are haunted by the things she's seen in her short life while fair skin and calloused hands speak of hard work indoors.

Despite the depression of losing her home and her family, she keeps an upbeat attitude and is always ready with a joke or silly saying to bring a smile to someone's face. She hums as she works or studie, often getting songs stuck in people's heads in the process. She also has a compulsion to paint any and every blank surface that isn't guarded or owned by someone, with evidence of her handiwork cropping up from time to time around Castle Refuge.

The only exceptions to her generally genial personality are when facing members of the Federation or the Coalition that have fallen into the Tomorrow Legion's hands. Her smouldering hatred for the two groups that destroyed her home and rent her family asunder flares to life and more than one legionnaire has had to step in and pull her away before things turned uglier.


Jaq's Background (Short Version):

Jaq grew up in a small town under the influence of Tolkeen. the town was built around a research and development complex for developing new technologies and gear to be used by Tolkeen and her allies. Jaq's family had lived there for several generations, with her parents wedding uniting two of the more prominent families involved in the town and its myriad engineering and arcanoneering projects, including prototype aircraft that were more like fortresses that could hover and move than anything else.
Sadly, when the Coalition attacked, Weyland's Hollow, the town, was on the list of targets. Despite the numerous attempts, the town held out longer than Tolkeen did, even becoming a staging ground for the evacuation efforts from the main city. The final blow came when the Federation of Magic, not wanting to lose such a valuable resource, stepped in and divided the dwindling forces attention. Fierce, door-to-door fighting followed and razed Wayland's hollow to bedrock. The last survivors attempted to flee in the flying fortresses and the prototype cargo vehicles meant for long-haul trade routes, but each of them was chased and shot down.

Jaq was one of those survivors, helping her family until the end. She scrambled out of the hull after the crash landing, her siblings on her heels when a missile hit the unarmed cargo hauler and killed everyone onboard. Jaq was flung into the air and knocked out when she landed hard on the cold ground.

She woke up some time later in Castle Refuge, having been found by the Tomorrow Legion. She's been looking for any of her family that may have survived, but has so far found no success. Her hatred of the Coalition has grown in the time since, as has her equally disquieting hatred of the Federation of Magic. Anytime she sees a prisoner from either come in, her hand twitches at the grip of her TK Revolver as she stares daggers into them. She only ever asks one question, though. "Were you at Wayland's Hollow?"


Story hooks:

Just some ideas for the GM to throw in if he wishes.

- Most of Jaq's immediate family was on the transport that was destroyed. Not all of the passengers were accounted for, so her siblings that were following her may have survived.
- Jaq has been asking anyone from the Federation of Magic or the Coalition if they fought at Wayland's Hollow. So far none of them have, but some worry about what the young woman will do if she finds someone that was there.
- Perhaps someone in the Federation or the Coalition realizes how valuable a resource like Jaq could be if properly guided and harnessed.
- Jaq is a helpful sort and while not particularly skilled in anyone field, she does have a pretty good breadth of knowledge and a friendly personality. She could be tapped as a junior liaison or assistant for any number of reasons.


Okay, got caught up with the game thread. Glad to see I'm not the only player whose characters have butted heads with Atlas'. I'm gonna miss Attie, but hey, it looks like this party is going to be interesting with no less than three women of not-so-temperate temperaments. Probably a bad time to bring in a prankster. I can see things escalating quickly between Jaq and Anya.


Happy Thanksgiving to all y'all. Looking forward to getting to play with ya. :)


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Just a random question, but how would you handle a semi-sessile race in Savage Worlds?

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