Player Name: Patrick
Google Handle: payoung95 or mikelamroni
Brigid the Bold
Rank: Seasoned 1 Experience: 20 Advances Left: 0 Bennies: 1/3
Race: Sidhe Blooded Human
Iconic Framework: MARS (Scathach Druid)
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 14 (7) (5 base); Strain: 6/6
Skills:
- Enchanting & Herbalism d8
- Fighting d10
- Healing d4
- K/Arcana d6
- Lockpicking d4
- Notice d6
- Repair d6
- Riding d6
- Shooting d8
- Stealth d6
- Survival d8
- Heroic (Major): You’ve felt the call of the Hero - that’s why you’re a part of the Vauxhall Knights
- Wanted (Minor): The Fomorians have a bounty posted on her head for some of the actions she’s survived as a member of the Northumberland Giant Hunters.
- Loyal (Minor): No one gets left behind
- Quirk (Racial): Decapitates all monsters she kills.
- Scathach Enchanting and Herbalism [Arcane Background (Weird Science)]: Scathach Druids have their own PPE pool and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-smiths start with the Enchanting skill at d6 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Scathach Druid’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
- Enchanted Ammunition Infuser: This silver and iron add-on to the modified crossbow magically infuses the stakes in the magazine. Pulling one of four levers activates it.
- Poison Infused Stakes (Bolt, Novice)
- Range: 12/24/48
- Foxglove Poisoned Stakes (1 PPE per shot): A foxglove laced stake does 2d6 to living creatures. Up to 4 stakes may be fired, as if with a ROF 4 weapon. Each costs 1 PPE. The poison forces a living creature hit by the attack to make a Vigor roll or suffer Fatigue.
- Belladonna Poisoned Stake (2 PPE): A belladona laced stake that hits a living creature does 3d4 the first round, and 2d4 the second as the poison sinks into the wound.
- Range: 12/24/48
- Monster Slaying Infused Stakes (Onslaught, Mega Power)
- Range: 18/36/72
- Silver Infused Stakes (2 PPE per shot): A silver laced stake does 3d6 (MD). Up to 4 stakes may be fired, as if with a ROF 4 weapon.
- Holy Water Infused Stake (4 PPE): A holy water laced stake does 6d6 (MD) to the enemy.
- Range: 18/36/72
- Poison Infused Stakes (Bolt, Novice)
- Sidhe Silver Tea Service: Complete with cups, saucers, sugar and milk containers, honey dispenser, all items made of silver and very finely carved and etched. One cup, plate, and spoon are held in a leather “holster” while the teapot itself rests in a wooden case, as do the other cups. Created for a Sidhe Lady, and gifted to Brigid for her service in the Northumberland Giant Hunters, the cup automatically fills itself when drawn with whatever was last in the tea pot. The teapot self heats any drink made inside it, brewing in seconds, while the outside remains cool or comfortable to the touch. Also makes coffee and hot chocolate.
- Reinforcing Oak Tea (Healing, Novice, 4 PPE)
- A target who drinks or has this tea poured over them finds their wounds repaired, as long as it is done within the "Golden Hour." In addition, they find their Toughness increase by 1 until the end of their next turn, with a 1 die type increase in Vigor if the activation roll gets a raise. *For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). *For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. *Healing can also cure poison and disease if used within 10 minutes of the event.
- Invigorating Rue Tea Steam Treatment (Mass Healing, Mega Power, 7 PPE)
- By flash boiling the tea in the cauldron (which does not change the outside temperature of the cauldron), it creates a mist that permeates an area within Spirit × 2” of the druid. Heal as above. On a raise, the musty smell of the rue shocks a shaken target out of their daze, giving them a free roll to recover from being Shaken. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.
- Reinforcing Oak Tea (Healing, Novice, 4 PPE)
- Brigid's Fantastic Cauldron of Plenty: A two liter wrought iron cauldron that will heat and prepare almost any meal in half the time. It self heats and self cools, though the outside is always cool to the touch. It also always produces enough to feed a family of 6 comfortably, more if other foods are included.
- Iron Rich Stew (Environmental Protection, Novice, 2 PPE)
- Duration: 1 hour (1/hour)
- Heavy with meat, beans, and iron rich vegetables, plus a thornapple seasoning, magically treated to be safe, that gives it an almost peanutty flavor, this stew protects one from faerie foods and enchantments. By eating the stew, even just a bite or two, all living mortal creatures who eat from this meal are considered to have a level of Arcane Resistance versus Faerie food and powers. They also can breathe, speak, and move while in areas of deep faerie enchantment, ignoring any possible penalties. On a raise, maintaining the power becomes 1 PPE per two hours. The druid may affect up to five targets by spending a like amount of additional PPE.
- Sense Awakening Herbal Meal Paste (Life Support, Mega Power, 5 PPE)
- Duration: 1 hour (1/hour)
- A peanut butter tasting paste made from a variety of Jimsonweed, Clover, Wormwood, Ginsing, as well as Willow, Rowan, and Oak bark, this invigorating meal paste protects against all negative environmental effects. Further, for the duration of the power, the character is much more aware, raising their parry by 1 for the duration of the power, as well as their Notice increasing by a die type on a raise. On a raise, maintaining the power becomes 1 PPE per two hours. The druid may affect up to five targets by spending a like amount of additional PPE.
- Iron Rich Stew (Environmental Protection, Novice, 2 PPE)
- Extra Power Points - Total PPE: 15
- Master Enchanted Smith [Gadgeteer]: These master enchanted smiths are so skilled they can quickly build an enchanted item to handle nearly any situation. Once per game session, a druid can create an enchanted item (device) from whatever materials are lying around. The item functions just like any other Weird Science device, and uses any power available to Scathach Druids [aka Savage Rifts Weird Scientists], though this is still subject to Rank restrictions. The device has its own pool of PPE equal to half the Druid’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. The druid must have access to some materials and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the enchanted item.
- Trademark Weapon [Scathach Magic Sword]: The hero knows her custom forged sword like the back of her hand. When using that weapon, she adds +1 to her Fighting rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.
- Master of Magic: True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
- Tricky Fighter [Agility]: The hero suffers no multi-action penalty when using an Agility Trick in the same round as a Fighting attack.
- Level headed: A fighter with this Edge draws an additional Action Card in combat and acts on the best of the draw.
- Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting