Player Name: Eric
Google Handle: 00tree
Rank:Novice Experience: 16 Advances Left: 1
Race: Human half Sihe
Iconic Framework: Super Powered character build
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) (+2 toughness for gear ) MDC
Skills:
Climbing d8
Fighting d8
Intimidation d4
Shooting d6
Streetwise d4
Survival d4
Swimming d4
Taunt d4
Throwing d6
Hindrances
- Heroic (Major): Moira always helps those in need
Stubborn (Minor): When Moira sets her mind to something that is what she is going to do unless there is a really good reason for her not to and that doesn't mean a logical one.
Vow (Minor): Pledged a vow to the Sidhe court Knights whom are affectionately called the Knights of the goodly folk by the people of Inismore. Think of them as a supernatural cyberknight group that could very well exist on Rifts earth and can make for some interesting RP.
Brawny:
+1 toughness and 1.6 times carrying capacity and max lift.
Martial Artist Requirements:
This character is highly trained in hand-to-hand fighting. She is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, she adds +d4 to his Strength roll (as if he were using a small weapon).
Battle Hardened from the Talisman of Marduk (Patron Item):
+2 to soak rolls.
Linguist from the Talisman of Marduk (Patron Item):
The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.
Iconic Framework
Arcane Background (Superpowers)
Power Points total 45
Eldritch champion: 1 points
Having sworn a vow to the Sidhe court Knights Moira's physical attacks are all blessed with Eldritch power and thus count as Magic.
Sidhe physiology: 2 points
Being Sidhe blooded has extended Moira's lifespan to near immortality. Her actual age has yet to be determined due to periods of time she can not recollect (she's not too terribly bright ^_^ ) but every now and then an old memory resurfaces due to her long years . This has given her a +2 bonus to common knowledge rolls and all but stopped her physical deterioration due to the passing of time.
Trollish clansmen blood: 19 points
Her father being one of the Knights of the honorable troll clans has increased her physical abilities beyond that of a mortal human. The blessings of the goodly folk bestow upon her great might and durability. This gives her an additional 6 dice of strength with no limit and 6 additional toughness
Greater Gesa: 13 points
One of the abilities bestowed to the Sidhe Court Knights is the Greater Gesa. This powerful magic gives the knights protection against all but the most powerful attacks with the excetion of one element. Moira's Gesa is weak to fire which is explained below. However this enchantmant bestows 18 addition points of armor which is considered MDC armor.
Slow, ponderous but focused: 10 points
Trolls, being the stubborn creatures that they are, have the ability to perform horrendous feats of strength and break all but the most mystically enchanted of materials. When their mind is set on attacking this destruction can be terrifying to witness. With Moira's lineage, she is able to harness this ability just as other trolls of the court can. For a single attack per round her physical attack does and additional 3d6 Eldritch damage which is mega damage. Also when no other actions are taken (including movement) She can focus the strength of her kinsmen and ignore all the armor of inanimate objects and vehicles.
Complications:
Not Native to Rifts Earth: Has the Clueless hindrance.
Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
Weakness to fire (Major): Much of Moira's durability is actually due to a Greater Gesa that protects her but as with all Gesa enchantments there is a weakness. The nature of her Gesa was one that is vulnerable to fire. She resists at –4 but damage is doubled for flames.
Allergy, Cold Iron: As a Sidhe blooded, She has a weakness to cold Iron. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance.
Distinctive D-Bee (Minor): The Sidhe are notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the Fae Court suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. Moira's eyes glow a slight Blue color in the dark, Her hair is blue and her physique looks like a comic book character's. These can be hidden if clothed correctly and goggles are used but even though she looks kind of human her magical nature is pretty obvious.
Advances
Initial Advances: (From Hindrances): Agility d8, Vigor d8
Free Edge (Human): Brawny
Novice 1 Advance: Spirit d6
Novice 2 Advance: Martial artist
Novice 3 Advance:
Seasoned 1 Advance:
Seasoned 2 Advance:
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: