I still have not seen the last episode, The rings make me cringe and their decision to ignore fancloth makes me sad.
I understand the Perrin change, I think his relationship to his axe is important and I don't know any other way to do it. I can't remember Mat being so dislikable.
I think you need to be at some level a lore geek to enjoy WoT, and the show does not seem at all interested in giving lore.
And I was excited when I first saw Min, then it was just a letdown.
Every character that starts the game as a Warder-in-Training, or has spent time around Warders/Blademasters/Sword Form users knows Level 1 and 2 Sword Forms.
I guess that seems like a class Skill.
@RIZZENMAGNUS for the woodsman partial improved initiative would you accept a version of the Gunslinger Initiative? "if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check."
My Build does not currently have Quickdraw, but I could make room.
I was thinking of Wolfbrother that had been part of Logain's army, however If @Mr Clint wants to go the Wolfbrother route I can switch over to the next option, well 3rd option but I am not sure how to do a Algai’d’siswai Hunter of the horn.
If @Rigor Rictus is thinking a young Aes Sedai, I could be her Warder, You can't get into the PrC till 7 so technically I would still be a woodsman or Dai’dore
I have read the whole series, at least twice, the earlier books more times as through 6-7 I would read the previous books just before release of the next installment.
Starting after Dumai wells seems a great place to start. I can still remember the buildup to the battle and the remainder of the book dwindling and my anxiety that they would put off the rescue till the next volume very clearly.
My investigator would be aber or ally to the Heralds of Summer's Return. He would be using his talents to help the common man against the witches. He wears personas like hats and drops them when he moves on. As a result he has lost sight is who he really is.
The Malice Binder is a big change to the investigator I am not sure how it will work in play.
I think that a Malice Binder Investigator would be a great addition. they make a living by protecting the commoners from the witches, but that also leads to him being on the move.
Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.
Cybernetic Enhancements: ’Borgs have these cybernetic systems—those asterisked (*) are already factored into starting stats and abilities: Adrenal System, Armor Plating (3)*, Audio Package, Bionic Strength Augmentation*, Core Electronics Package, Cyber- Wired Reflexes*, Internal Life Support, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement* (see page 113).
Harder than Steel: The full conversion ’Borg's construction provides +6 MDC natural Armor and +3 Toughness, which is the maximum level possible for both cybernetic Armor Plating and Reinforced Frame (see Cybernetic Enhancements, above). These Armor and Toughness bonuses do stack at their full value with any Worn Armor providing MDC Armor, but do not stack with non-MDC Armor.
High-performance Legs: Full-conversion ’borgs begin with the Fleet-Footed Edge.
More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
Size 1 (Normal): Combat Cyborgs are big and heavy, gaining +1 Toughness from their Size.
Upgradeable: ’Borgs start with the Upgradeable Edge.
Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.
All Those Moving Parts: ’Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
Full Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradeable Edge and can only gain more from the Beyond the Limit Edge.
Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
Inhuman Appearance: ’Borgs can come across as aloof machines, and suffer −1 to Persuasion rolls when dealing with most beings.
Loss of Dexterity: A Combat Cyborg’s systems are designed for combat excellence, not delicate work or even common use. The diminishment in the sense of touch is one of the most glaring issues facing those undergoing bionic augmentation. A ’borg suffers −1 to all Agility rolls and linked skills not directly related to combat.
Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see Technical Difficulties on page 117).
Shadow of Themselves: ’Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
Spiritually Numb: Combat Cyborgs can’t take Arcane Background Gifted, Magic, Miracles, or Psionics.
Cyberware
Adrenal System (2 strain, Custom): +2 to recover from Shaken or Stunned, Edges stack.
3x Armor Plating (3 strain, Custom): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
Audio Package (1 strain, Custom): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step
Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
Internal Life Support (2 strain, Custom): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
Nuclear Power Cell (1 strain, Custom): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips
Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
3x Reinforced Frame (3 strain, Custom): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
Synthetic Organ Replacement (1 strain, Custom): Raise Vigor one die step.
Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package
Language Translator (1 strain, Custom): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step.
I saw some discussion about SWEX vs SWADE. What rules set?
Rolls:
Narrative hook:1d20 ⇒ 8
The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.
Ranged WeaponsCybernetics:1d20 ⇒ 4
Your hero came across a cache of grenades! She’s got 1d6 armor piercing, 1d8 fragmentation, 1d6 high explosive, and 1d4 plasma grenades, see page 99. Even after these run out, she always seems to find more, beginning each session with 1d4 fragmentation grenades (unless the GM feels circumstances prevent it).
Cybernetics:1d20 ⇒ 10
Nothing like a Range Data System (see page 114) to make hitting all those pesky enemy targets diving for cover that much easier.
I am very interested in playing some savage rifts. and have always liked the New West.
As a side Note the Savage_Rifts_Empires_of_Humanity_(SWADE_Edition) has a section on the New West and even a couple MARS (Cowboy and Gun Slinger) it also contains the only Iconic Frame work I have ever disallowed, There are some of the other New West OCC's converted to Framworks in the other books as well.
My default for RIFTS is Juicer/Cyber Knight (Super Soldier) but given this is the New West I'd likely go with a D-bee cowboy.
The back story I worked out would not really have him interested in a land grant, in the original post you mentioned a land grant or large payment of gold. He could convince himself that a piece of land in the wilderness would be a place that he could hide.
Other than that, exploring the Vale, creating a trade route would be the sort of job that Jidwarz would jump at.
Jidrawz is a big man, not soft, but also not missing many meals. He has the beard common to Kellishite men and his skin has the weathered look of a man who spends most of his time outdoors, and fingers stained black by ink. His outfit is almost a map of his travels, a Qadiran head dress, Taldain Cavalry boots, a blue Andoren officers jacket repaired using bright Varisian threads and silk patches, Drumish steavadors gloves and the cloak of a Nirmathi huntsman. The Kukri in his sash is well cared for but seems added as more of an afterthought, his satchel on the other hand seems to be the centerpiece for his gear, the thick leather strap turned into a bandoleer for books and vials.
Background:
Jidrawz’s father Navan was a map maker for the Satrap and he was raised with the intention that Jidrawz would follow in his footsteps. It was during Jidrawz 2 years of mandatory service in the military that he discovered 2 things, First that the world was larger than Qadira. And second that he could no longer serve the Satrap. His squad had been tasked with chasing down some escaped slaves for a local merchant, when they ran them down what he found was starving men. women and children, his heart broke. He drugged his squad mates and fled the taking the captives with him, escaping to Taldor. He found work in Zimar as an assistant to an alchemist that supplied local adventurers and may have spent the rest of his days within the Taldor’s borders except for the assassins, the owner of slaves Jidrawz ‘stole’, a spiteful Rakshasa took it as a personal affront. Jidrawz would have likely died in that attempt if not for luck, an experienced tomb robber was in the shop and managed to save Jidrawz, taking him under her wing she taught him a new trade and a sense of wanderlust. However that first failed assisanation was not the last eventually Jidrawz learned not to put down roots, to leave before he made attachments and his troubles found him. Now Jidrawz flees to the north, trying to stay ahead of his past
Personality:
Jidrawz is standoffish, and more interested in making a drawing of a new plant than getting to know people. He knows his value and that to keep moving he needs to have funds, and it is important to him that if he is doing a job he does it well. He sees the payout the City is offering as a way to make a big move, finally breaking the trail he has been leaving for his pursuers. The problem always seems to be that He can never avoid stepping in to help when he sees people in need, even if walking away would be safer for him he will rush in to do what is right.
Taking a page from Wufgar Jidrawz is sort of a mix of Sallah from Raiders and Dr. David Banner from the Incredible Hulk TV Series.
Monk and Druid are classes I love, but I am not sure how to fit them into AP. I am leaning towards a Downeyesque Empiricism Investigator with the Martial Artist Archetype.
I am excited to give this AP a go, was in a game that flamed out and am looking forward to trying it again, I would like to play an investigator. but I have a few other idea's I would enjoy.
Stats:
Scrounge = 1+1
Scout = 2
Maneuver = 1
Research +1
Shoot +2
Wreck +2 (Book of Hours)
Traveler: In normal load you’re considered fast and quiet, as if you had equipped a light load. This may make a difference in position or effect when running, jumping, climbing, (maneuvering), or sneaking (scouting).
Shrewd: When you resist with insight, take +1d.
interesting, and wile I do not have any experience with BitD / BOB I love to learn new games and would be happy to support the creators if I had a game to play.