Savaged.us notes
Rio Vaughan
Heroic Male Human, Elemental Fusionist, and Fusionist
Iconic Framework: Elemental Fusionist
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d8, Fighting d6, Focus d10, Language (Native) d8, Language (Spanish) d6, Notice d6, Occult d10, Persuasion d4, Riding d6, Shooting d4, Stealth d6, Survival d8+2
Pace: 6; Parry: 5; Toughness: 13 (5)
Strain: 8/8
Hindrances: All Thumbs, Enemy (major, Parent(s) were turned into vampires.), Pacifist (minor), Quirk (Watery Quirk)
Edges: Blaster, Brave, Charismatic, Danger Sense, Elan, Elemental Attunement (Air) (Deflection), Elemental Attunement (Earth) (Barrier), Elemental Attunement (Fire) (Damage Field), Elemental Attunement (Water), Elemental Fusion (Fire/Water), Elementalist, Life Sign Harmony, Master Elementalist, Power Points, Power Points, Rapid Recharge (), Rich, Warlock (Shape Change), Woodsman
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Axe, Hand (Range Melee, Damage Str+d6), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), Spirit Spear (Range Melee, Damage Str+3d6, AP 6, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Spanish (d6), Native (native, d8)
Current Wealth: 15,000 cr
Arcane Background: Gifted (Rifts® TLPG)Power Points: 25Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Barrier (Savage Worlds: Adventure Edition p155), Bolt (Savage Worlds: Adventure Edition p156), Damage Field (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power), Environmental Protection (Savage Worlds: Adventure Edition p161; Innate Power), Shape Change (Savage Worlds: Adventure Edition p167), Smite (Savage Worlds: Adventure Edition p168), Summon Ally (Savage Worlds: Adventure Edition p169)
Special Abilities
Gifted: Power Points: 25; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Barrier (Savage Worlds: Adventure Edition p155), Bolt (Savage Worlds: Adventure Edition p156), Damage Field (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power), Environmental Protection (Savage Worlds: Adventure Edition p161; Innate Power), Shape Change (Savage Worlds: Adventure Edition p167), Smite (Savage Worlds: Adventure Edition p168), Summon Ally (Savage Worlds: Adventure Edition p169)
Languages Known: Spanish (d6), Native (native, d8)
Arcane Background (Gifted): Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not ISP/PPE). Choose an elemental life sign and gain detect arcana plus four powers. Have access to Mega Power Modifiers, but can't use TW gear.
Elemental Brotherhood: See and converse with all elemental entities, spirits of light/dark, even if invisible.
Primal Conduit: Gain Strength and Vigor d6, Charismatic and Woodsman Edges. They may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity.
Primordial Bond: While in nature, have Danger Sense and make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
Sense Life Sign: Know details of their life sign element up to a Range of Spirit in miles as an action.
Variable Trappings: Fusionists may use Trappings of any elements he's attuned to.
Way of the Elements: Novices begin attuned to their life sign, and may attune to others by taking the Elemental Attunement Iconic Edge. When selecting powers, ignore Rank requirements.
Elemental Fusion: Gain access to extra powers and Steam Trapping (Fire/Water) or Lightning Trapping (Air/Earth). Powers activated using these Trappings gain a free reroll on all related Trait checks. Also gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
All Thumbs: Fusionists don't mix well with tech.
Arcane Backgrounds: Fusionists cannot take any other Arcane Backgrounds.
Cybernetics: Incompatible, even a single implant blocks all abilities.
Enemies: Designated “shoot-on-sight” targets for the Coalition.
Human Mutant: Fusionists must be human and can't choose another race.
Advances
Novice Advances
Edge: Power PointsRaise Attribute: SpiritRaise Skills: Occult/FocusSeasoned Advances
Edge: Elemental Attunement (Earth) (Barrier)Raise Attribute: SmartsRaise Skills: Occult/SurvivalEdge: Life Sign HarmonyVeteran Advances
Edge: Elemental Attunement (Air) (Deflection)Raise Attribute: VigorEdge: ElementalistEdge: Master ElementalistHeroic Advances
Edge: Warlock (Shape Change)Edge: Power PointsRaise Attribute: Spirit
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Current Load (normal/combat): 51.25 / 31.25 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthExtra Perk Points: 2Validity: Character appears valid and optimal
Heroic Male Human, Elemental Fusionist, and Fusionist
Iconic Framework: Elemental Fusionist
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d8, Fighting d6, Focus d10, Language (Native) d8, Language (Spanish) d6, Notice d6, Occult d10, Persuasion d4, Riding d6, Shooting d4, Stealth d6, Survival d8+2
Pace: 6; Parry: 5; Toughness: 13 (5)
Strain: 8/8
Hindrances: All Thumbs, Enemy (major, Parent(s) were turned into vampires.), Pacifist (minor), Quirk (Watery Quirk)
Edges: Blaster, Brave, Charismatic, Danger Sense, Elan, Elemental Attunement (Air) (Deflection), Elemental Attunement (Earth) (Barrier), Elemental Attunement (Fire) (Damage Field), Elemental Attunement (Water), Elemental Fusion (Fire/Water), Elementalist, Life Sign Harmony, Master Elementalist, Power Points, Power Points, Rapid Recharge (), Rich, Warlock (Shape Change), Woodsman
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Axe, Hand (Range Melee, Damage Str+d6), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), Spirit Spear (Range Melee, Damage Str+3d6, AP 6, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Spanish (d6), Native (native, d8)
Current Wealth: 15,000 cr
Arcane Background: Gifted (Rifts® TLPG)Power Points: 25Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Barrier (Savage Worlds: Adventure Edition p155), Bolt (Savage Worlds: Adventure Edition p156), Damage Field (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power), Environmental Protection (Savage Worlds: Adventure Edition p161; Innate Power), Shape Change (Savage Worlds: Adventure Edition p167), Smite (Savage Worlds: Adventure Edition p168), Summon Ally (Savage Worlds: Adventure Edition p169)
Special Abilities
Gifted: Power Points: 25; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Barrier (Savage Worlds: Adventure Edition p155), Bolt (Savage Worlds: Adventure Edition p156), Damage Field (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power), Environmental Protection (Savage Worlds: Adventure Edition p161; Innate Power), Shape Change (Savage Worlds: Adventure Edition p167), Smite (Savage Worlds: Adventure Edition p168), Summon Ally (Savage Worlds: Adventure Edition p169)
Languages Known: Spanish (d6), Native (native, d8)
Arcane Background (Gifted): Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not ISP/PPE). Choose an elemental life sign and gain detect arcana plus four powers. Have access to Mega Power Modifiers, but can't use TW gear.
Elemental Brotherhood: See and converse with all elemental entities, spirits of light/dark, even if invisible.
Primal Conduit: Gain Strength and Vigor d6, Charismatic and Woodsman Edges. They may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity.
Primordial Bond: While in nature, have Danger Sense and make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
Sense Life Sign: Know details of their life sign element up to a Range of Spirit in miles as an action.
Variable Trappings: Fusionists may use Trappings of any elements he's attuned to.
Way of the Elements: Novices begin attuned to their life sign, and may attune to others by taking the Elemental Attunement Iconic Edge. When selecting powers, ignore Rank requirements.
Elemental Fusion: Gain access to extra powers and Steam Trapping (Fire/Water) or Lightning Trapping (Air/Earth). Powers activated using these Trappings gain a free reroll on all related Trait checks. Also gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
All Thumbs: Fusionists don't mix well with tech.
Arcane Backgrounds: Fusionists cannot take any other Arcane Backgrounds.
Cybernetics: Incompatible, even a single implant blocks all abilities.
Enemies: Designated “shoot-on-sight” targets for the Coalition.
Human Mutant: Fusionists must be human and can't choose another race.
Advances
Novice Advances
Edge: Power PointsRaise Attribute: SpiritRaise Skills: Occult/FocusSeasoned Advances
Edge: Elemental Attunement (Earth) (Barrier)Raise Attribute: SmartsRaise Skills: Occult/SurvivalEdge: Life Sign HarmonyVeteran Advances
Edge: Elemental Attunement (Air) (Deflection)Raise Attribute: VigorEdge: ElementalistEdge: Master ElementalistHeroic Advances
Edge: Warlock (Shape Change)Edge: Power PointsRaise Attribute: Spirit
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Current Load (normal/combat): 51.25 / 31.25 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthExtra Perk Points: 2Validity: Character appears valid and optimal