Curatrix (A Sidekick - for Ganadril)

Post Reply
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Curatrix (A Sidekick - for Ganadril)

Post by Gill »

Wounds: 0
Fatigue: 0
ISP: 20
Benny: 0
-1 EE on corruption roll
+2 Jokers
-3 to reroll throwing




This character was made my Savaging the Dragon Hatchling and trimming it down a little. I was originally going to use a Cyborg, but rewriting everything is completely not appealing to this lazy player.


Rough Background: When Ganadril's wife died she reassigned her guardian to protect and serve him instead. Now the two travel together. Curatrix is sentient and fully aware, however the death of his creator destroyed much of his memories and power reverting him back to his original state.
Inspired by Earth Children from WB 3 England and Lesser Elementals from Conversion Book

I transcribed the new IF into a blank template and then modified it with what RFT had already statted out for Curatrix. To the best of my knowledge, he has 3 skill points, 4 Hindrance Points, and 1 HJ roll remaining.

Player Name: Rob
Google Handle: Ndreare
Curatrix [/size]
Rank: Novice Experience: 0 Advances Left: 0
Iconic Framework: Earth Child
Attributes: Agility d8 (-2 except combat), Smarts d4, Spirit d10, Strength d12+2, Vigor d12
Charisma: -2(-6 CS); Pace: 6; Parry: 6; Toughness: 20(8); Strain: 0/10
Skills 15 + 5 limited to Combat skills
  • Climbing d4 (1)
  • Fighting d8 (3)
  • Notice d8 (5)
  • Psionics d6 (2, +2 vs opposed)
  • Shooting d8 (3)
  • Stealth d4 (1, +2 in Wilderness)
  • Survival d4 (1, +2 in Wilderness)
  • Tracking d4 (1, +2 in Wilderness)
  • Throwing d8 (3)
Hindrances
  • All Thumbs (Minor): -2 to Repair, always. Roll of 1 on skill die w/ mechanical/electronic devices = broken. Repair at -2 usually and 1d6 hours to fix.
  • Curious (Major): Easily drawn into adventure; Must check out everything, always want to solve mysteries.
  • Illiterate (Minor): Cannot read or write any languages. Simple math may be possible, and knowing simple things like what a STOP sign means.
  • Loyal (Minor): Will willingly endanger self for friends/allies.
  • Vow (Minor; IF): Do not despoil the wilderness. Violating this vow should result in penalties similar to the Cyber-Knight's transgression list.
Edges
  • AB (Psionics [IF]): AB: Psionics (10 ISP, Starting 3 powers include Beast Friend), Major Psionic Edge
    • Major Psionic (IF)
      A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
      Major Psionics may also:
      • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
      • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
      The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
      While on a ley line, all above bonuses are doubled in effect.
  • Berserk (IF)
    Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk.
    While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
    Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
    The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.
  • Mentalist (HJ): +2 to all opposed Psionics rolls.
  • Woodsman (IF): +2 to Tracking, Survival, and Stealth rolls in the wilderness (not towns/ruins/underground)
  • Danger Sense:(Hindrance) Notice -2 to start combat on hold.
  • Body Guard:(Hindrance)
    Bodyguard
    Bodyguard (Professional Edge)
    Requirements: Novice, Agility d8+, Fighting d8+, Notice d6+
    Whether an oath-sworn defender of a single person (be they a king or just a beloved relative) or a professional bodyguard hired for a gig, the character has trained in the art of intercepting attacks against their charge. This means they not only have to be aware of any potential dangers, but must be able to act quickly and effectively to prevent any harm from coming to their charge.
    A character with this Edge gains a +2 bonus to Notice checks made to detect potential ambushes or similar dangers.
    Additionally, the character may designate one other character present and adjacent to themselves as their charge when they are first dealt in on initiative (or first go on Hold due to Danger Sense or the like). The character may use their action for the round to make an Agility roll to swap positions with their charge in the case of any attack (Fighting, Shooting or Throwing) they are aware of against their charge. Alternately, they can use this to gain +2 to any attempt to intercept and re-throw a grenade that would catch their charge in the area of effect. (See SWD Page 51.)
    All attacks are then resolved normally as if the Bodyguard were the intended target (using his Parry and any appropriate modifiers, but Uncanny Reflexes do NOT apply to the Bodyguard's defense), and they suffer the effect of any successful attacks. This can be done at any time, regardless of the bodyguard’s Initiative.
    Using this Edge to intercept an attack is an action. If the Bodyguard wishes to retain the right to use this option later in the round, they must accept a MAP on any other actions they take on their card, and the Agility roll suffers the MAP as well. Likewise, if they use this Edge before their initiative card comes up, they must declare then how severe a MAP they wish to accept for all actions that turn--even if, when their card comes up, they wind up not wishing to take that many actions after all, they still suffer the full MAP on all actions.

Powers
Arcane Background: Psionics
PPE/ISP: 30 - Recovery: 1/hour

Speak with Animals [Beast Friend] (ISP: Special) [Novice]
  • Range: 400 Yards (Smarts x 100 Yards)
  • Duration: 10 minutes
  • Trapping: Chosen Trapping
  • Effect
    • This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
    • The target must be within the sorcerer’s range — it is not conjured.
    • The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control.
    • Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.
Chameleon [Invisibility] (ISP: 5) [Seasoned]
  • Range: Self
  • Duration: 3(1/round)
  • Trapping: Chosen Trapping
  • Effect
    Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
    With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
    In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
    • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Pattern Walk [Teleport] (ISP: 3+) [Seasoned]
  • Range: Special
  • Duration: Instant
  • Trapping: Chosen Trapping
  • Effect
    Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
    Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
    The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
    • Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.

Background
When Ganadril's wife died she reassigned her guardian to protect and serve him instead. Now the two travel together. Curatrix is sentient and fully aware, however the death of his creator destroyed much of his memories and power reverting him back to his original state.

Gear
Giant Rune Sword
  • Chain Great Sword re-trapped as rune sword
  • Damage: Str+2d10
  • Weight: 22 lbs
  • Notes: AP 2, Parry −1, 2 hands.






Advances

Attributes (5/5)
Agility: d8 (2)
Smarts: d4 (0)
Spirit: d10 (3)
Strength: d12+2 (0, +6 IF)
Vigor: d12 (0, +4 IF)

Earth Child
  • One roll on any of the following tables: Close Combat Weapons, Psionics, Ranged Weapons, and Training.
  • One roll on any table except those dealing with body armor, magic, or cybernetics.
  • Abilities and Bonuses:
    • Attuned to Nature: Start with the Woodsman Edge
    • Big: Size +1
    • Construct: Does not sleep, breath or eat. Immune to Poison and Disease.
    • Fury of Nature: Start with Berserk Edge, and may take Sublime Chaos as an Iconic Edge, as if a Crazy
    • Major Psionic: AB: Psionics (10 ISP, Starting 3 powers include Beast Friend), Major Psionic Edge
    • MDC Armor: +8 Armor, +3 Toughness (no bonus from additional body armor)
    • Might of Stone: Strength d12+2, Vigor d12, neither trait has a max value
    • Stone Fists: Unarmed Combat Str +d6 MD
  • Complications:
    • Body of Stone: Requires Repair or Magic to heal, No Golden Hour; cannot take Cybernetics
    • Fumble Fingers: -2 Agility and associated Skills outside of combat
    • Heavy: x2 costs, etc (as Combat Cyborg)
    • Inhuman: -2 Charisma; also suffer the Obvious D-Bee Charisma Penalty with CS and similarly inclined folks; character does not have a 'race'
    • To Harm Her is to Harm Myself: Vow (Minor) - Do not despoil the wilderness. Violating this vow should result in penalties similar to the Cyber-Knight's transgression list.
  • Starting gear: NG-56 Light Ion Pistol, Mini Rail Gun, Chain Greatsword, 1d4x1000 credits.
Hero’s Journey
  • Psionics (13): Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
  • Table (roll): Result

Advances
  • Initial Advances 1: (From Hindrances): Body Guard
  • Initial Advances 2: (From Hindrances): Danger Sense
  • Special Scene Reward: HJ Roll results +10 ISP 30 total.
  • Novice 1 Advance:
  • Novice 2 Advance:
  • 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:
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Curatrix (A Sidekick - for Ganadril)

Post by Ndreare »

The Golem Curatrix
rune armor.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Post Reply

Return to “Adventure Archive”