Race [dice]0[/dice] Psi-Stalker
Origin [dice]1[/dice] Imbued Powers: Whether a shifter, battle cleric, a paladin, or a priest, you have unlocked power granted to you by a powerful being.
Power of the Gods/Fates: You gain the Arcane Background (Miracles), and the Faith skill at d6. If you gain an Arcane Background from the rolls below the this edges is replaced by the Master of Magic and the Extra Power Points Edges. Use the Mystic Power List.
Servant of the Gods/Fates: You have vowed to serve your benefactor with your life. This is a Major Vow.
Ardent Believer: You are enthusiastic in your faith, and wish to share with others the light of your beliefs. This counts as a Quirk.
Community Minded: You are extremely loyal to your companions and your chosen community. This counts as the Loyal Hindrance.
Power [dice]2[/dice]
Selected 5: Shadow: You gain the ability to turn yourself invisible at-will. The character and all his gear become cloaked and difficult to see. Invisible beings leave some tell-tale trace of their presence, whether it’s a shimmer, a smell, footsteps, etc., so foes get a Notice roll at –4 to detect them if given some reason to do so, or if the invisible character closes within 5” (10 yards). If the invisible character does something obvious like attack or stand in the rain, the penalty to attack is halved and no Notice roll is necessary to detect their presence. Attacks made against invisible characters suffer a –4 penalty. You also gain the Thief and Extraction Edges, as well as a d8 in Stealth. A Shadow that gets any cybernetics installed will find they will eliminate their Invisibility ability.
Power [dice]3[/dice]
Close Combat Savant: A master of close combat, you have the Block, Dodge, and Level Headed Edges, plus Fighting d8, and Notice d6.
A.R.E.S. Random
In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
- Arthur_Bishop
- Bronze Patron
- Posts: 54
- Joined: Mon Jan 29, 2018 6:54 pm
A.R.E.S. Random
Post by Arthur_Bishop »
Arthur
Rank: Novice Experience: 5 Advances Left: 0
Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)
Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak
Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)
Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)
Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak
Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)
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