Poor Wandering GM wrote:
Thank you! I should go make an alias, and I'll answer your questions on his character sheet. And yep, I'm totally okay losing the device at some point. Wouldn't be a fun hindrance otherwise. :)
Second verse, sort of like the first! Afterthought (He/Him) Novice Human Attributes: Agility d8 (2), Smarts d6 (1), Spirit d8 (2), Strength d8 (2), Vigor d8 (2)
On Attributes:
I raised 2 attributes with Hindrance points and then raised 2 more with super powers. Skills: Academics d4 (1), Athletics d8 (2), Common Knowledge d6 (1), Driving d4 (1), Fighting d8 (3), Focus d8 (3), Intimidation d4 (1), Language (English) d8 (0), Notice d6 (1) [+2 for Hearing], Persuasion d4 (0), Shooting d4 (1), Stealth d6 (1), Thievery d6 (2) Skill Points:
17 total Skill points. 15 are from the More Skill Points setting rule and 2 are from Hindrance points. Pace: 6; Parry: 6; Toughness: 12 (2) Hindrances: Bad Luck, Dependent (minor), Transformation (minor), Secret Identity (minor), Heartless (minor) Hindrances:
I used Hindrance points to raise 2 Attributes and gain 2 Skill points.
His secret identity isn't so much his civilian name; he doesn't care about that. His secret identity is that he used to be the sidekick of the Knight Owl, who some of his new compatriots may have tangled with back in the day. Maybe that's more Secret (minor) than Secret Identity? To be clear: I'm not trying to keep a secret from the other players at the table. My character is trying to keep the secret, not me. His dependent is Damian, the NPC kid he connected with in the answers I gave to the setting questions. As far as stat blocks go, I don't suppose the new book has a thief or common criminal NPC? I swapped Loyal for Transformation (minor). Much like Hal Jordan, Jason needs to activate his ring before it will work. And I gave him Heartless to round out the set.
Edges: Danger Sense (N1 Advance), Martial Artist (Novice Human Edge), Super Powers (45) Armor: Body Armor, Ballistic Vest (torso only) ($200) Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Melee Attack (Magic Ring) (3; Magic) (Range Melee, Damage Str+3d6+1d4, AP 4, +1 to Hit, HW) Gear: Boots, hiking ($100), Camouflage (Urban) Fatigues ($20), Comm Link ($100), Smoke Grenade ($50), Night Vision Goggles ($500) Language: English (native, d8) Current Wealth: $30 Powers (45 points)
Starting Bennies: 2
Current Load: 14 (61)
Here be Afterthought. His "biological" powers come from his training as a sidekick in his previous life. I attempted to answer the question: what would happen if one of the batfam somehow inherited a green lantern ring? If the Flight power is too fast (too speedstery), let me know and I can drop it down a point or two. Afterthought Seasoned (He/Him) Human Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
Special Abilities
Starting Bennies: 2
Seasoned Advances
Current Load: 7 (61)
Created with Savaged.us
a) What is your concept? Give me a one or two sentence description of your character. Jason, aka Afterthought, is the failed sidekick of a B-list hero. After a couple of years on the streets with his mentor, fighting the good fight, he was threatened by one too many psychopaths in clown makeup and hung up his tights. His mentor didn’t survive long enough to stand up on the stage with Champion for the V’Sori betrayal: the old man died in one of the early battles against the Fins. The day after his mentor died, Afterthought woke up to find a ring hovering above his bed. His mentor’s ring (and source of power) seemed to be calling Afterthought back to the life. To the fight. To the heroics. Afterthought ignored that call. He kept the ring but hid it, keeping himself far from the fighting, until the V’Sori took Star City. Then, it became survival of the fittest, and he dug out the ring and did what he needed to stay alive. b) Do you have, or will you pledge to get if selected, access to: The Savage Worlds Adventure Edition rule book (AKA SWADE), The Super Powers Companion Savage Worlds Adventure Edition (AKA SPC3), and the Necessary Evil Players guide? I can help if you are not sure where to get these. Already got em. No problem here. c) What do you look like? Hair/eye color? Height and Weight? Costume? Think of your mug shot/wanted poster. Afterthought is exceptionally ordinary. He stands about 5’ 10” at a buck 60. His eyes are brown and his hair is black. When he is in costume, he wears black combat fatigues, like you could get at any army/navy surplus store. He wears what looks like a paintball mask when he fights. Think Netflix Daredevil in season 1 vs. when he gets the spiffy super suit. d) What can you do? What separates you from the masses? Brains? Training? Acidic blood? Magic tea cozy? Afterthought wears a magic ring that enhances his physical abilities. Speed, strength, toughness, the whole lot. He can also heal wounds that should kill normal people. And thanks to his time trying to make it in the big leagues, he's had some training, to boot. e) What have you done? What separates you from a random survivor? Describe a typical crime. There is a reason you could not be at the welcoming ceremony with Champion. If you are a hero give me an example of your heroism and tell me why you were not incinerated for standing up for Earth? Make no mistake: Afterthought was trained as a hero, but he sees himself primarily as a survivor. His most common crime is a protection scheme. In his territory, he collects from the local residents and shops and comes running when someone harasses his people. Of course, for those who don't pay, things can get a little dicey. f) How familiar are you with Savage Worlds as a system? Note familiarity is NOT required. It is not a highly complex system but it does have its rough points. I and the other players are more than happy to lend a hand. Very. g) What have you been doing lately? How have you spent the last two years under V’sori occupation? The campaign starts the players as prisoners of the V’sori invaders. Were you a prisoner? If so what was the V’sori attitude to you? Indifference? Interest & Interrogation? Experimentation? How long were you in captivity? If you remained free how did you manage that? Friends? Luck? Blending in to the general population? Afterthought has been living in the shadows, stealing whatever he can whenever he can and generally using his training to stay below the radar. He was not captured by the V'sori, because they would not have known to care that he existed. h) The game is largely set in Star City and you will start there. Is this your home? If so how long have you been active as a meta-human in the City? Do you have family or friends here? If home is somewhere else where is it and is getting there important to you? Star City is home. Afterthought was active for a couple of years maybe 8 years or so ago, but got out of the game. He's only been back at it since after the V'sori takeover, probably only six to 8 months. i) What have you seen in the world? Detail a hero or a villain or an ordinary person you have ran into, worked with, fought, or just heard about. Maybe a member of Alpha Squadron you tangled with. Maybe a criminal mastermind you worked for. Maybe a taxi driver or whoever ran the newsstand near your old lair. Make them interesting. Think of yourself as pitching a 1 or 2 issue special series for the Necessary Evil comic book we are all creating. In the aftermath of the V'sori occupation, Jason has befriended an orphan kid named Damian. Damian is a hard case, eager to fight and way too vocal about it, who squats wherever he can. On occasion, Damian has crashed on Jason's couch, and Jason knows better than to ask too many questions. He finds himself going out of his way to check in on the kid, who has fallen in with a rough crowd. Jason sees a lot of himself in Damian, except Damian is a lot angrier than Jason was at that age. Having your world occupied and your sense of self-realization taken away will do that to you though, Afterthought figures. j) What is the greatest thing in life? What is your desired end state/goal. Tell me what is important to you. Afterthought just wants to get back to where he can hang up his costume again and go back to sleeping in on Saturdays and watching cartoons. He is not, at his heart, a complicated man. k) You are a member of the Omega resistance movement led by Dr. Destroyer (Think Marvel’s Dr. Doom). What do you think about this? Are you a willing member? Blackmailed? Given the choice of joining or being sold out to the V’sori to provide a distraction? Maybe you were part of a cell that was destroyed? Have you met Dr. Destruction? This is a continual head trip for Jason. Dr. Destruction is one of the scariest people in the world, and suddenly Afterthought is Destruction's errand boy. He has not personally met Dr. Destruction, and is not keen to. He got roped into the Omega movement because one of Dr. Destruction's goons started making a lot of trouble in Jason's territory and threatened to tip off the V'sori if Jason didn't decide to help.
Poor Wandering GM wrote:
Oooh, Necessary Evil! Nice. I ran the Breakout campaign years ago but have never been able to play in a NE game myself. I will look into that.
Poor Wandering GM wrote:
I'll work on that today. :) I've got it covered! This will be my submission for the game: Meet Merri For anyone having trouble with putting a character together, savaged.us is a handy tool. It's not quite as polished as Pathbuilder or Wanderer's Guide, but it is still really helpful.
ZenFox42 wrote:
Hi, there! I'm not the GM for this game, obviously, but I'm pretty familiar with the system so I can try to assist (as long as GM does not mind me jumping in). The Pathfinder for Savage Worlds Core Rules does have a bestiary, but it is not huge (though it does have some expanded options you won't find in the Savage Worlds Core Rulebook). There is also a Pathfinder for Savage Worlds Bestiary, which has a ton more options.
CynDuck wrote: Recruitment is closed. Also sorry for taking so long to get this set up, I've been dealing with some irl events that popped up pretty suddenly and it might take a bit more time before I'm ready. I am still really wanting to run this campaign, it just may be longer than I was expecting until it starts. Real life comes first. Hope everything works out well for you, GM.
Here's what I have so far. I opted to go with a half-orc instead a full-blooded orc because I really liked the potential RP opportunities, especially with a full orc (potentially) joining the party, too. The prejudices are more or less the same, so I think my concept still works. Brias, Half-Orc Witch:
Backstory
He met Brias’ mother while hunting. She was a skilled witch of Kellid descent, and saw in him a kindred spirit. The two fell in love and married in secret, and she initiated him into the secrets of witchcraft. They moved away from civilization, using their powers to keep each other safe and to disguise his father’s nature from any passers by. When Brias was born, they became a coven of three. When he became old enough, his parents indoctrinated him and he attracted a familiar of his own. As the young tend to do, he got wrapped up in an idealistic cause, helping others of non-human descent navigate the difficulties of life in Ustalav. He set himself up as a local healer for the “normal” human population (as many witches in Ustalav do), but it is something of an open secret that he also cares for people that humans might find objectionable. What is not an open secret is that Brias is himself not fully human. He guards that secret very carefully, judiciously employing the disguise hex to keep his true nature hidden from his neighbors. Lately, though, he has struggled with loneliness and wanderlust, and he is starting to look for opportunities to move on from his self-imposed hermitage. Half-Orc Traits
Ability Scores
Traits
Feats
Class Features
I still need to flesh out his familiar, pick his spells, and buy him some gear. I had a lot of fun with the backstory and the background Traits. If anyone has suggestions, I'm open to them.
GM Kartari wrote:
No problem, there. I am a firm believer in being above board with other players/characters during character creation. And his hex only keeps him disguised for his level in hours, so I'm pretty sure the group would have figured out the secret very quickly if he had tried to keep it.
How about an orc hermit witch who regularly uses the disguise hex to look like a typical Varisian? He's part of an underground of sorts that helps those (like him) of non-human descent whom the human populace views with suspicion or outright hostility. As his cover, he provides remedies to his human neighbors, and he has come to like them in spite of himself. His relative seclusion and generally unsettling witchiness (which he plays up) help ensure any interactions he has with his human clients are shorter than the length of his disguise. If all that sounds generally okay, I'll get to work on building the character. I have only played a little 1e before, and it's been a while, so I am very open to advice and feedback on my build.
Collie Shepherd wrote:
Alas, I don't think any of the rackets give much of a bonus with ranged weapons. Unless I am missing something, which is very possible. I am 100% open to suggestions.
Okay, here is Arthain! He’s a half-elf rogue who can pass for a full-blooded elf. He’s a thief and a skill monkey and a surprising sharpshooter, which might just be my favorite archetype of all time. He’s here to spy for House Lyrandar but *not* to sabotage he mission or hurt anyone. He wants to help the mission and the crew because he thinks his House can benefit from this field test of a new type of ship. He’s also a veteran sailor of airships (I gave him the deckhand background for this), which should help him get hired on. And his elfish looks may give him plausible deniability if confronted about his house allegiance (Lyrandar is a half-elven house, after all). He still needs gear, but everything else is there for your consideration. Thank you! Link to sheet: https://wanderersguide.app/profile/characters/347070
CynDuck wrote:
Okay, cool! I’ll get a character sheet over today. I may go with something a bit simpler, but I’m happy to hear recruitment is still open!
Philo Pharynx wrote:
Hmm. This is good to know. Before I get married to a build for my submission, I shall wait to see how the GM would handle this particular conundrum. Thank you for the helpful feedback!
Kobold Catgirl wrote: Oh, I'm a total dummy. x3 In that case, the free archetype feat you take will have to be from that archetype, unless it explicitly says otherwise. Good to know! Follow up question: what do I do if there is only one level 2 feat for my archetype? The wizard dedication, for example, is the only one I could take in that Feat tree.
Kobold Catgirl wrote:
For sure; I only ask because the eldritch trickster racket gives a dedication feat.
Query for those who are more familiar with the system than I: if I build a rogue with the Eldritch Trickster Racket (to represent a hidden dragonmark, natch), how does that play with the Free Archetype rule? Do I need to pick a different archetype (so my character would have two dedications)? Or would I select a second dedication feat? (My background is more Savage Worlds and 5e, but I am slowly and surely learning Pathfinder 2e).
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