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Nina

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Nina last won the day on March 7 2016

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About Nina

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  1. im thinking of something but not sure if i can build it in adventure i'll see when i feel a little better maybe tomorow
  2. Want to check this for me max see if I missed anything Name: Kensie Iconic Framework:Flame Wind Dragon Hatchling Rank: XP: Agility d8| Smarts d6 | Spirit d4 | Strength d12+4 | Vigor d8 ISP: 20 Psionic Powers: PPE: 10 Derived Stats (Base/Mod): Pace 6 | Parry 7| Toughness 7/11 in Dragon Form | Charisma -2 Skills: Fighting (Ag): d10 Notice (Sm): d6 Psionic ( ) - d6 Stealth (Ag): - d4 Tracking (Sm): - d6 HEROES JOURNEY Psionic (roll = 4) More ISP means more power to work with, and your character has it. He gains +10 ISP to his base. Training (roll = 4) 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. Edges: Arcane Background (Psionics) - Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought. Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.(IF), Martial Artist - This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).(HJ). Brawler - Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.(HJ), Hindrances: Outsider - In a society made up of only a few types of people, your hero isn’t one of them. An Indian in a Western town, an alien in a sci-fi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples of outsiders. Locals are likely to raise prices on the Outsider, ignore pleas for help, and generally treat him as if he’s of a lower class than the rest of their society. In addition to the roleplaying effects above, your hero’s Charisma suffers a –2 modifier among all but his own people. (IF) ABILITIES Arcane Background (Psionics): As a Minor Psionic, a Dragon Hatchling begins with three powers (from the Mind Melter list) and 10 ISP. He also has a beginning Psionic skill of d6. Impervious to Fire: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all. Infravision: Dragons halve the penalties for dark lighting against living targets (round down). Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use any Techno- Wizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5. Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form. Mighty: Even Dragon Hatchlings are incredibly strong, beginning with a Strength of d12+4. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit. Nigh-Immortality: Unless killed through violence or other means, dragons can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases. Slow Regeneration: These creatures can even regenerate lost limbs over time,making a natural healing roll once per day. Only usable in Dragon Form Armored Hide*: The Hatchling has +16 M.D.C. Armor and +6 Toughness in dragon form. Claws/Bite*: Dragons can naturally attack with massive teeth and talons (Str+3d6 AP 4, Mega Damage). Fear*: In her natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him. Fire Breath*: Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage. Flight*: The Hatchling has a F lying Pace of 12" and Climb 0. Flight is usable in another form if it has wings. Size +6*: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness. Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage). COMPLICATIONS Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants. Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice. Form Limits: I f a d ragon t ransforms into a humanoid race with a restriction based on its body type (such as Non- Standard Physiology, see page 51), it suffers the same penalties as that race. The GM m akes t he fi nal c all o n what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call). Hatched: Dragons are born not made. They do not choose a race. Large: When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +2 on all attacks against them. Outsider : Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider Hindrance. Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions. Untested: Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of the first session. He may then select another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling. Very Young: Very Young: Dragon Hatchlings start out very young. They begin with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant an extra Benny each session. POINT LOG Attributes: Agility 2 points d4 to d8, Smarts 1 point d4 to d6 Skills: Fighting 5, Notice 2, Stealth 1, Tracking 2 Weapon: Armor: Hindrance Points Advances: BACKSTORY - HOOK - rolled a 1 The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge. Since she is only a few weeks old my thought is her egg was hidden in this location and since dragons are inherently psionic the psychic emanations of the battle probably left some imprint. To give a connection one of the PC's (dave's most likely since he has this incredible desire to ride a dragon) could have fought there as well and found her egg. They could have knowing or not knowing what it was took it as loot or what have you and got a big surprise when it eventually hatched a few weeks ago.
  3. damn max is on top of his savage worlds fu!
  4. I'm optioning the Flame Wind Dragon Hatchling role
  5. I'd go for the rifts over sf at this time
  6. Conan:AAUO OOC Thread

    Conan age undreamed of character generator can be found here. http://conan.modiphiusapps.hostinguk.org/
  7. Conan:AAUO OOC Thread

    Importantly, Effects rolled on the damage dice trigger various Qualities (described on pages 151–154 of Chapter Six: Equipment) possessed by a given attack. These can, in turn, influence the amount of damage the attack inflicts or other Effects it produces.
  8. Heroes of the Age

    Name: Freya of Vanaheim Gender& Age: Female, 21 Homeland: Vanaheim Caste: Barbaric Caste Talents: Savage Dignity, Uncivilized Story: Born on a Battlefield Trait: Born to Battle Archetype: Raider Nature: Wrathful Education: Against Your Parents Will War Story: Mentioned in A saga Languages: Nordheimer, Argosian AGILITY: 14 -Acrobatics – 0/0/14 -Melee – 5/5/19 -Stealth – 2/2/16 AWARENESS: 7 -Insight – 0/0/7/ -Observation - 0/0/7 -Survival – 1/1/8 -Thievery – 0/0/7 BRAWN: 10 -Athletics – 1/1/11 -Resistance – 2/2/12 COORDINATION: 10 -Parry – 3/3/13 -Ranged Weapons – 2/2/12 -Sailing – 2/2/12 INTELLIGENCE: 7 -Alchemy – 0/0/7 -Craft – 0/0/7 -Healing – 0/0/7 -Linguistics – 2/2/9 -Lore – 2/2/9 -Warfare – 1/1/8 PERSONALITY: 7 -Animal Handling – 0/0/7 -Command – 0/0/7 -Counsel – 0/0/7 -Persuade – 0/0/7 -Society – 0/0/7 WILLPOWER: 7 -Discipline – 3/3/10 -Sorcery – 0/0/7 TALENTS BLOODLINE: Nordheimer- whether from asgard or vanaheim, a nordheimer with this talent is descended from a race of humankind that devolved into snow-apedom after the cataclysm. The earliest true humans in the land, forefathers of the Hyborians, drove them northward past the Arctic Circle, where they once again became humans, eventually returning to the lands that would later be known as Nordheim. When a Nordheimer with an Ancient Bloodline fails a Personality test, they are prone to boastfulness and foolhardy overconfidence. MELEE: No Mercy - When making a Melee attack, you may re-roll a number of damage dice equal to the total number of Melee talents (and ranks in those talents) you have acquired, if desired. You must accept the results of the re-rolls. Deft Blade - You wield a blade as if it were an extension of your arm. Whenever you make a Melee attack, any Momentum spent or points added to Doom to add bonus d20s to the Melee test adds two dice instead of one, though the normal limit of three bonus d20s still applies. Adaptable Combatant - You can adjust your fighting style to suit a range of circum­stances. When making or defending against an attack, you may increase or decrease the Reach of your weapon by 1. A weapon’s Reach may not be reduced below 1. SAILING Sailor - You are an experienced sailor, accustomed to river, sea, or ocean. You may re-roll one d20 when making a Sailing test, but you must accept the new result. Attacks: -Brawl (M): - Broadsword: 2 reach, UB -1H, Damage 5, Parrying, Enc 1 - Knife: reach 1, 1H, Damage 3, Hidden1, Improvised, Unforgiving1 - Shield: reach 2, damage 2, 1H, Knockdown, Shield 2, Enc 2 -Threaten Soak: 3 -Armor – Mail Shirt (torso, noisy), Horned Helm (Head, Heavy) -Courage - 0 Stress/Harms: Vigor - 12 | Wounds - Resolve- 10 | Trauma - Fortune Points: 2 Social: -Social Standing - 1 -Renown - 0 -Gold - 7 - Upkeep -4 Other Belongings: Target Shield, Broadsword, Barbed Spear, Knife that belonged to My Cheiftian Background: Freya was born in the midst of a Raid on her village by a mixed band of Cimmerian and Aesir. In straight up barbarian legend building fashion her mother gave birth on the battlefield and Freya's fate was sealed. She grew up strong and fast, by her teens she was as tall as the tallest man and her feminine curves could not hide her Powerful build. Her skill at arms was a match for any and not wishing a life of a wife and homemaker she went against her parents wishes and Joined a Raider's crew when she was seventeen. With flowing red hair and piercing green eyes she rode the dragon prowed ship and proved herself in battle. She soon found herself named in a skalds song and spent many feasts at the Jarl's table. But for Freya it wasn't enough. She had seen the ships of the south landers seen their villages on the coast which they raided, had raided far south and seen the wonders of different peoples and heard tales of even more wondrous places and peoples. On her last voyage south, she elected not to return home. Leaving her plunder with her mates she set off with the clothes on her back and the sword at her side, ready for adventure.
  9. HfH Combat Thread

    waiting on echo
  10. Scion: MM General Discussion

    ok for this climactic scene I think just one of us should write it. Sean suggested this and that we put what we would like our characters to do here and the lead writer (Sean for my money) will put it all together. I'll start. Rachel would have followed up the boulder with a rush into grapple the hag. with her gloves on she has an unbreakable grip. I think it would be good for her and Eric to grab and hold the hag as per daves suggestion. Rachel can grab and hold the hags wrist in a vice like grip preventing her from closeing the hand and keeping it where it can be targeted by someone else... who knows maybe even worlf could bite it off. hehe
  11. Your favorite Aberrant characters

    no joke you are in trouble now
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