Here's a good bit done on a MARS character. If it looks good will finish up, neaten everything, make a new Alias and set that up. Still need to spend a little initial gear money as well. Bart Swanson, ex ‘true federation’ scout. Human: Initial edge: Brawny +1 Toughness Iconic framework
Hinderances
1 attribute raise: Agility
Attributes
derived stats
Edges
Gear
MARS fortune and glory roll online:9 Vigorous and tough, +1 Vigor die, Nerves of Steel edge.(ignore 1 point of wound penalties.)
4 x advances
NG-S2 survival pack, Huntsman medium personal armor (+5 armor, +2 Toughness), Wilk’s 320 classic laser pistol (+ 1 shooting!, Range 15/30/60, Damage 3d6, ROF 1, AP 2, Shots 20), Vibro short sword (Damage Str+d8, Mega Damage, AP 8), JA-11 Energy rifle (range 30/60/120, damage 4d6, ROF 1, AP 4m shots 30 Also functions as ion beam (NG-IP7 and hunting rifle) . 2 x clip, e-clip per weapon Purchased equipment: Dosimeter (tomorrow legion book) 200, Infrared distancing binoculars (TL book) 1200, Backpack 50, crowbar 10, flashlight 20, lighter 2, shovel 5, whistle 2 (current total 1489 of 3000) NG-IP7 notes: +2 shooting!, range 20/40/80 damage 1-3d10, ROF 1, Shots 30
Start of a background: Bart was born and raised in the wild and taken in and trained by the ‘true federation’ until he realized he was working for the bad guys. He escaped to Castle Refuge and proved himself to be a valuable and d
The beginnings of a MARS character: Rolls at the end.
Iconic framework
Hinderances
Attributes
Gear
fortune and glory roll: 1d20 ⇒ 9
Thank you for the info. I think i'll start on a boring old MARS character. I've never done one of those in the SW version... I think they get 4.. (or 5, will have to look) advances at character creation. Do the new players get anymore as 'catch up' or make him a 'starting' character per the standard rules. Although my usual Juicer is always tempting... :)
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Jzero Katzu wrote:
Those should stack.
Poor Wandering GM wrote:
That's it. I was viewing wikis and it was hard to tell if that was an 'L' or an 'I'. :) Should have version 1.0 of the character done later toy or tomorrow.
OK. Got started on Valrek, a human fighter originally from Mendev. Had a crappy week and have had family over this weekend so... :) Interlude:
~Downtime. You are studying or working on an object of some sort. What is it? Why is this important?
~Backstory. Tell us about something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip they wish to take to some amazing destination.
~Trek. Tell of how you found something that helped you along the way, such as an oasis, minor treasure, food or water, friendly locals, etc.
scranford wrote: Looks like we're heavy on magic and a little light on the martial side of things. Maybe I'll rethink and come up with something with a little more muscle. I can always play Cajuna at a future time. I'm planning on taking something fighter-like if that helps your decision on this. I say play what you want. :)
Perenian "Perry" Ethgarnon wrote: I nominate Saffron for ship's quartermaster and accountant. "Y'all want little old me to do all that? Well, I shall try my best!" I'm starting to think the name I grabbed at random, somehow completely forgetting the character in the show, might have to be changed. :)
Philo Pharynx wrote:
Heh. I actually forgot about that. Just grabbed a 'firefly' sounding name. :)
OK. A lively group here! Been busier than expected the last few days and have a pretty full weekend ahead. Here is version 1.0 of my character. I should have time maybe Sunday to finish up goals and more contacts. Saffron Puckett Originally from Hera in the Georgia system in the border area, Saffron grew up a theater brat. She spent time acting and on the local school shooting team. She grew into an attractive woman who wanted little to do with the farming based lifestyle of most of her community. She was noticed during a performance by a Companion hired to be eye candy for the arm of a local politician who was there only to be seen. After a few discussions Saffron packed her bags and left for training. A few years later, more mature and a little hardened (inside at least) she began her career. Saffron is a petite woman of 5’5”. She has short black hair, pale skin and dark green eyes. When working she usually wears a red wig. Through shenanigans, luck (good or bad, still to be seen) she ended up on a ship full of interesting people… Str d4
Athletics (AG) D4, Common Know (SM) D4, Notice (SM) D4, Persuasion (SP) D8, Stealth (AG) D6, Fighting (AG) D4, Intimidation (SP) D4, Performance (SP) D6, Research (SM) D4, Shooting (AG) D6, Taunt (SM) D4, Thievery (AG) D6 Gear:
Edges:
Hinderances:
Short term goal:
Contacts:
GM Zoomba wrote:
Me! I know I haven't played 4-11 and 5-04. Unsure about the other two, would have to check my spreadsheet at home...
My initial idea about this elf fitting in: He (Or she, not sure yet) is part of an ambassadorial group that recently moved into the capital city, or any large city near where the GM might want to start. This young, in their term, elf is given permission to go out into the lands and see what these humans and others are actually like.
GM Tiger wrote:
Just saw your PM. You keep your seat. You GM a LOT, enjoy the game. :)
Tyranius wrote:
Sounds fun! Unfortunately RPG Chonicles seems to be having an issue now. Will try later..
Brett Chenault wrote:
Heh that's an amusing show overall. My daughter was the right age to want to watch it and like many cartoons, it has a definite different meaning for the adults. :)
mikeawmids wrote:
Thanks! I'll get a character done ASAP. Was thinking something fighter-ish or Rogue-ish or a mix of the two. I actually did the Pathfinder Savage Worlds kickstarter and have the early PDF. I remember giving it a quick look and that was it. Will take a look at hat again.
About Garnstn White-EyeDescription:
A few layers of ratty clothes and the old, worn hat would be enough to make you wonder if this hulking beast of a half-orc was a beggar. But seeing the solid, sinewy bulk on him, its clear that he’s too well fed for that. Also, he doesn’t stink. And there is nothing about him that has that cowering, beggar-feel to it. He doesn’t slouch, that’s a crouch… intentionally balanced that way, like a coiled spring. Still, with that nasty red scar down his left cheek leaving the eye cloudy white on that side makes it a bit hard to look at him. Its all twice as nasty with his green orc-skin. You notice he keeps his head cocked to the right a bit, either he’s trying to hide the bad eye a bit or looking for a better field of vision with his one good eye. As he turns, you two hilts, almost big enough for swords but each is gripped like a big knife hanging from under his thready coat, the look set to grab quick and inconspicous. Definitely not a beggar. Definitely something more dangerous. Background:
Garnstn did’nt know why he was called Garnstn. Just what they always called him in the Crew. White-eye, he knew why they called him that… it was what most who knew him called him around Shadowshore. The guard who kicked him in the face enough times to break his eye for no good reason than he was in the way. Iron-shod boots tore him up good, red scars, torn lip and all. The Crew took care of him then, got him healthy enough to earn again. He was little enough back then that sneaking was the main thing he did, snatch-and-grabs, break-ins. He was good at that as the dark didn’t bother him. Even now, big as he was, he could move quiet and quick enough to do a second-story job. He liked those old jobs. Kord knew the folks in those fancy houses could afford what they snuck out, probably barely even missed it. And it brought food for the Crew, food for the kids and that was worth it. It was fun. F@*% those rich folk, anyhow, they should get better locks and keep an eye on their sh!t... Now that he was big and just as quick as always, the jobs were different. Bloodier. He was good with the long knives he always wore behind him, and a White-Eyed-Stare often made it so things didn’t have to get bloody. But when they did get bloody, he had proved his new value to the Crew. The Shadowshore had been brutal to him since he was a pup, so he just gave some of the brutality back. There was a lot of brutality to go around the ‘Shore. The guard had been brutal to him for no reason – and at least Garnstn always had a reason to be brutal. He used to think that anyhow. He kept the crew safe. Kept the kids safe. But it was starting to get too bloody. The Crew was different under Redlif. The people they went after now were usually just in different Crews. Different but the same – just trying get by in the Shadowshore… and that meant they were hungry and tired. Not like the old second-story jobs. The people they took from lately would miss it… would miss it dearly. Especially since they took it brutal now, most always brutal now. And you can’t be brutal to the rich folk. The guard comes then. So you’re brutal to those who the guards won’t help. Garnstn looked down at his bruised and cut knuckles. He picked out a bit of white from one cut. A bit of tooth. That kid would never talk right again. Never eat right again. Just like Garnstn would never see right again. The kid had just been hungry, swiping a bit to eat. But he did it in the Crew’s streets. And Redlif wanted Garnstn to make a lesson outta the kid. Maybe like that guard with the iron-shod boots wanted to make a lesson outta Garnstn once upon a time. Then Redlif told Garnstn to use the Big Axe on the kid. Reflif wanted to make real a lesson of the kid. Slice and dice. But the kid was already done, broken teeth and bleeding out. More than brutal, that. Even for the ‘Shore. So Garnstn stopped and walked away. Redlif called out, cursed, swore at him. Garnstn kept walking. That was that. No more. He was getting old for the crew now anyhow. Older than anyone but Redlif. The kids could start doing second story jobs now, get enough to eat… to get by. Maybe Garnstn could sneak back and help them out from time to time when Redlif wasn’t around. Maybe. Garnstn stopped back at the Fort. Said goodbye to the kids one last time. Grabbed his gear, his best best picks, and his coin-stash. Left a few silvers and coppers for the kids. Redlif would be pissed. Best the kids have a little to tide them by. Time for something different, something new. He could be still be brutal when needed, but Garnstn would decide for himself when to be brutal now. He walked out of the ‘Shore looking for the next thing. Hopefully a better thing. Kord knew it would be hard to find worse. Maybe back to second-story jobs… or at least being sure that if he was going to be brutal there was a reason for it.
Personality:
Gruff, mean, difficult, and sometimes brutal. Garnstn White-Eye made sure people knew that was what he was like, always made things easier when people saw what they wanted. Loyal, kind, caring. Only a few knew all the things that he keeps in his core. The ratty clothes are good to keep people from seeing the mail shirt and long knives hiding beneath. The gruff, mean, difficult, and sometimes brutal are good for keeping people from seeing the loyal, kind, and caring beneath. People see those things, they might try to take advantage. But Garnstn was the one who took advantage now, if an advantage needed to be taken. Though if someone really needed help… deserved help, well things could get brutal for the right reason. Stat Block:
Garnstn White-eye Half-orc rogue 3 CG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +6 Defense AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 27 (3d8+9) Fort +3, Ref +6, Will +1 Defensive Abilities evasion, orc ferocity, trap sense +1 Offense Speed 30 ft. Melee dagger +6 (1d4+4/19-20 plus 2d6 sneak attack) or dagger +6 (1d4+4/19-20 plus 2d6 sneak attack) or greataxe +6 (1d12+6/×3 plus 2d6 sneak attack) or short sword +4 (1d6+4/19-20 plus 2d6 sneak attack) or short sword +4 (1d6+4/19-20 plus 2d6 sneak attack) Ranged javelin +5 (1d6+4 plus 2d6 sneak attack) Special Attacks sneak attack +2d6 plus 2 bleed Statistics Str 18, Dex 16, Con 14, Int 13, Wis 11, Cha 7 Base Atk +2; CMB +6; CMD 19 Feats Double Slice, Two-weapon Fighting Skills Acrobatics +7, Climb +6, Disable Device +8, Escape Artist +7, Intimidate +6, Knowledge (local) +7, Perception +6, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +6; Racial Modifiers +2 Intimidate Languages Common, Draconic, Orc SQ orc blood, rogue talent (bleeding attack +2), trapfinding +1 Combat Gear potion of cure light wounds, potion of invisibility, caltrops (3); Other Gear chain shirt, dagger, dagger, greataxe, javelin (6), short sword, short sword, backpack, bedroll, grappling hook, silk rope (50 ft.), thieves' tools, tindertwig (5), waterskin, 35 gp, 9 sp Special Abilities Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round. Darkvision (60 feet) You can see in the dark (black and white only). Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. |
