MARS Mystic Martial Artist (Core)

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Venatus Vinco
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MARS Mystic Martial Artist (Core)

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MARS Personal Concept option
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements.
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Begin with the starting gear of any one Iconic Framework of your choosing.
F&G
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]

HJ
Black Ops [dice]4[/dice]
Training [dice]5[/dice]
Training [dice]6[/dice]

Two from FG 12 result
Training [dice]7[/dice]
Training [dice]8[/dice]
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Re: MARS AB Superpowers (Core)

Post by Venatus Vinco »

Character Sheet
Character Name
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS - Personal Concept Option (Mystic Martial Artist)
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 9 (+1 unencumbered); Toughness: 5; Strain: 0

Skills:
  • Taunt d6
  • Survival d6
  • Healing d6
  • Streetwise d8
  • Chi Focus d10 (5)
  • Fighting d12+2 (6)
  • Throwing d6 (2)
  • Stealth d8 (3)
  • Notice d6 (2)
  • Climbing d4
  • Swimming d4
Hindrances
  • Code of Honor (Major)
  • Poverty (Minor)
  • Enemy (Minor)
Edges
  • Ambidextrous (FG): No off-hand penalty
  • Improved Frenzy (MARS): Make an extra Fighting attack per round with no penalty to Fighting rolls.
  • Dirty Fighter (HJ): +2 to Tricks
  • AB Miracles (Advance): Two powers, 10 PPE
  • Power Mastery (Advance): Mega power option for one known power (smite)
  • Tricky Fighter (Advance): No multi-action penalty to do and Agility Trick and Fighting attack in same round
  • Acrobat (Advance): +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
  • Forgery (HJ): Use Common Knowledge +2
  • Improved Martial Artist (HJ): +d6 to unarmed damage rolls
  • Professional (Hindrances, Human): +2 to Fighting
  • Brawler (HJ): +2 unarmed damage
  • Bruiser (HJ): Roll d8 on a raise with unarmed damage
  • Two Fisted (Advance): May attack with a weapon in each hand without multi-action penalty
  • Quick (Advance): Discard draw of 5 or less for new card
Powers:
smite (greater smite)
Trapping: Withering Flesh, Victim must make Vigor roll or suffer fatigue
damage field
Trapping: Stone Ox, +1 P.P.E. to activate but adds +1 Toughness (and +1 Vigor on a raise)
PPE: 10
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Re: MARS AB Superpowers (Core)

Post by Venatus Vinco »

Background
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Re: MARS AB Superpowers (Core)

Post by Venatus Vinco »

Gear

Battle Fury Blade
Re-trap to ancient Martial Arts Weapon
  • Str+2d8
  • Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
Cyber-Knight Light Armor
  • +4 Armor
  • Reduced Weight
  • +2 Pace
  • +1" to Leaping Distance
  • wall walker
Misc. Gear
  • Wilk’s 320 Laser Pistol
  • NG-L5 Laser Rifle
  • NG-S2 Survival Pack
  • One silver cross
  • 6 × wooden stakes
Credits: [dice]0[/dice]
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Re: MARS AB Superpowers (Core)

Post by Venatus Vinco »

Advances

Iconic Framework: MARS PCO
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements: Frenzy & Improved Frenzy
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Begin with the starting gear of any one Iconic Framework of your choosing.
Hero’s Journey
  • Training (2) - She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Blacks Ops (9) - d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience
  • and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
  • Training (20) - He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
  • Training (5) - He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
  • Training (14) - She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
MARS Fortune & Glory
  • 1 - A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
  • 5 - Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • 12 - Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge
  • 12 - Roll twice on training table
Advances
  • Initial Advances: (From Hindrances): Professional (Fighting), Expert (Fighting)
  • Free Edge (Human): +1 Agility
  • Novice 1 Advance: AB Miracles
  • Novice 2 Advance: Two Fisted
  • Novice 3 Advance: Acrobat
  • Seasoned 1 Advance: Tricky Fighter
  • Seasoned 2 Advance: Power Mastery
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: MARS AB Superpowers (Core)

Post by Venatus Vinco »

Mystic Martial Arts
(modified from Rifts Word Book 8: Japan, pages 195-199)

Powers List
armor, blast, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, disguise, damage field, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, light/obscure, mind reading, pummel, slow, slumber, smite, stun, succor, teleport, wall walker, warrior’s gift
Changes from Crazy Power List wrote:
  • Dispel (seasoned) - damage field
  • Divination (heroic) - light/obscure
  • Puppet (veteran) - wall walker
  • Speak language (novice) - detect arcana
  • Telepathy (novice) - succor
  • Telekinesis (seasoned) - blast


Mystic Arts Of Invisibility

Trappings
  • Art of Hiding (Inpo): The practice of hiding in plain sight. On a raise beneficial powers add +1 to Agility or Smarts tricks (pick one).
  • Art of Vanishing (Sun Shih K'an Chien Chih): Mystic fighters can use trickery and magic to disappear from view. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
  • Art of Stealth (Pi Mi Hsing Tung): Martial artists learn to become one with their environment, particularly hiding in shadows and darkness. For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise.
Body Hardening Exercises

Trappings
  • Iron Hand (Kanshu): While perfecting this power the mystic’s hands are plunged into barrels of rice, then sand, then pebbles. This constant training toughens the hands enormously allowing them to break through solid objects. A damaging power gains AP 2 by increasing the base cost by +1 Power Point.
  • Stone Ox: As part of learning a new power, the character practices taking damage by sitting under waterfalls, taking punches and kicks from fellow students, and chopping outrageous amounts of wood. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.
  • Dam Sum Sing: Martial artists repeatedly strike each other to build strength and resistance. On a raise, helpful powers provide an immediate free roll to recover from being Shaken.
Zenjoriki (Spirit) Powers

Trappings
  • Vital Strike Atemi: These powers focus on assaulting pressure points and weaknesses. One a raise, harmful powers cause temporary muscle contractions; the target has to make a Vigor roll or be at -2 Parry until his next action.
  • Withering Flesh Atemi: This deadly magic is used to quickly diminish the physical endurance of powerful warriors. When struck by a Withering Flesh power the victim must make a Vigor roll or suffer Fatigue.
  • Vibrating Atemi: The vibrating palm attack shatters material objects by creating sympathetic vibrations that are ultimately self-destructive. A power that does fixed damage reduces its die type by one, but does one less die of damage on the caster’s next action unless a Vigor check is made.
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