Difference between revisions of "SHoD PC05"

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(Powers)
(Ancestry | Warforged | Seasoned (4 Advances))
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     • Composite Plating (+2): A warforged is covered in tough plating made of magically-treated woods and metals. Warforged gain +4 Armor. The composite plating is considered light armor. Warforged are unable to wear additional armor.
 
     • Composite Plating (+2): A warforged is covered in tough plating made of magically-treated woods and metals. Warforged gain +4 Armor. The composite plating is considered light armor. Warforged are unable to wear additional armor.
 
     • Living Construct (+4):
 
     • Living Construct (+4):
         Doesn’t breathe (+2), doesn’t eat or drink (+1), immune to poison and disease (+2).
+
         Doesn’t breathe (+2), doesn’t eat or drink (+1), immune to poison and disease (+2).
         Doesn’t sleep (+2), and powers can’t put them to sleep.
+
         Doesn’t sleep (+2), and powers can’t put them to sleep.
         Cannot heal naturally, and using the Healing skill or casting healing on a warforged has a −2 penalty. Wounds can be removed with the Repair skill, which takes one hour per Wound per attempt and is not limited to the “Golden Hour,” or by casting repairing. (−2)
+
         Cannot heal naturally, and using the Healing skill or casting healing on a warforged has a −2 penalty. Wounds can be removed with the Repair skill, which takes one hour per Wound per attempt and is not limited to the “Golden Hour,” or by casting repairing. (−2)
         With a failed Vigor roll when Incapacitated, becomes automatically stabilized but inert and helpless. (+0)
+
         With a failed Vigor roll when Incapacitated, becomes automatically stabilized but inert and helpless. (+0)
         Injuries on warforged can only be removed when all Wounds are “healed” with the Repair skill or the repairing power. (−1)
+
         Injuries on warforged can only be removed when all Wounds are “healed” with the Repair skill or the repairing power. (−1)
 
     • Outsider (−2): Warforged have the Outsider (Major) Hindrance. With a long history of being dedicated soldiers of war, warforged have difficulty blending into post-war Khorvaire. Most non-warforged strongly dislike the sight of warforged as they stand as living reminders of the horror that was the Last War. As such, warforged have −2 to Persuasion rolls when interacting with non-warforged and are often treated as less than human.
 
     • Outsider (−2): Warforged have the Outsider (Major) Hindrance. With a long history of being dedicated soldiers of war, warforged have difficulty blending into post-war Khorvaire. Most non-warforged strongly dislike the sight of warforged as they stand as living reminders of the horror that was the Last War. As such, warforged have −2 to Persuasion rolls when interacting with non-warforged and are often treated as less than human.
 
     • Steel Fists (+1): Warforged may attack with their fists as natural weapons that deal Str+d4 damage.
 
     • Steel Fists (+1): Warforged may attack with their fists as natural weapons that deal Str+d4 damage.

Revision as of 11:50, 23 June 2024

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Steeled Soul

Ancestry | Warforged | Seasoned (4 Advances)

Built for War - does not have Common Knowledge as a core skill

Composite Plating - gains +4 Armour, considered light armor

Living Construct

   Warforged
   • Built for War (−1): Warforged were designed, built, and trained as tools of war. Their world knowledge off of the battlefield is limited. They do not have Common Knowledge as a core skill.
   • Composite Plating (+2): A warforged is covered in tough plating made of magically-treated woods and metals. Warforged gain +4 Armor. The composite plating is considered light armor. Warforged are unable to wear additional armor.
   • Living Construct (+4):
       • Doesn’t breathe (+2), doesn’t eat or drink (+1), immune to poison and disease (+2).
       • Doesn’t sleep (+2), and powers can’t put them to sleep.
       • Cannot heal naturally, and using the Healing skill or casting healing on a warforged has a −2 penalty. Wounds can be removed with the Repair skill, which takes one hour per Wound per attempt and is not limited to the “Golden Hour,” or by casting repairing. (−2)
       • With a failed Vigor roll when Incapacitated, becomes automatically stabilized but inert and helpless. (+0)
       • Injuries on warforged can only be removed when all Wounds are “healed” with the Repair skill or the repairing power. (−1)
   • Outsider (−2): Warforged have the Outsider (Major) Hindrance. With a long history of being dedicated soldiers of war, warforged have difficulty blending into post-war Khorvaire. Most non-warforged strongly dislike the sight of warforged as they stand as living reminders of the horror that was the Last War. As such, warforged have −2 to Persuasion rolls when interacting with non-warforged and are often treated as less than human.
   • Steel Fists (+1): Warforged may attack with their fists as natural weapons that deal Str+d4 damage.

Attributes

Agility D8a.png || Smarts D6a.png || Spirit D8a.png || Strength D6a.png || Vigor D6a.png

Skills

Athletics D8a.png || Notice D6a.png || Persuasion [[file:d4a.png|20px || Stealth D8a.png

Fighting D8a.png || Repair D6a.png || Stealth D8a.png || Thievery D8a.png ||

Derived Statistics

Pace 6" || Parry 6 || Toughness 9 (4)

Hindrances

Arrogant - Major - Steeled likes to dominate his opponent and challenges the most powerful foe in combat.

Heroic - Major - Helps those in need.

Edges

Psiforged Body - +5 PP

Ambidextrous - Ignore -2 Penalty when making Trait rolls with off-hand.

Two-Fisted Covers both melee and ranged weapons

Powers

Soulknife (AB) 10 pp 1 adv (15 after Psiforged)

Smite

Book: Savage Worlds: Adventure Edition p168 Rank: Novice Range: Smarts Power Points: 2 Duration: 5 Increase a weapon’s damage by +2/+4.

Deflection

Book: Savage Worlds: Adventure Edition p157-158 Rank: Novice Range: Smarts Power Points: 2 Duration: 5 −2/–4 to attack the recipient.

Gear

A standard backpack

A warforged repair kit

Traveling papers

Magic Items

Riedran Crysteel Longsword +1 Damage when wielded by a psion Str +1d8

Background

Built for war, Steeled learned how to handle two weapons. Soon, though, his powers began to manifest. They were pleased the investment of a Psiforged body was reaping benefits. He was more specialized but a more powerful soldier. He could continue to be trained and taught. He would be a great boon to their army.

Who's army? He didn't remember; it was so long ago.

He has had to learn different ways to live. Sometimes, he stole, sometimes he fought for money, but all with a bit of honor. He only stole from the evil, from the rich. He always assisted those who might need help, even if they couldn't ask for it.


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