Player Name: Rob Towell
Google Handle: Rob Towell
Que
Rank: Heroic 2 Advances Left: 0
Race: Genetically Engineered Temporal Assassin
Iconic Framework: Combat Mage - MARS
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d6
Pace: 6*; Parry: 10; Toughness: 13 (6)
Skills:
- Academics (Sm) d8
- Athletics(Ag) d8
- Common Knowledge d4
- Fighting (Ag) d12
- Notice (Sm) d8
- Occult (Sm) d8
- Persuasion (Sp) d4
- Shooting (Ag) d8
- Spellcasting (Sm) d12 (+2 w/Illusion, Conjuration, and Summoning)
- Stealth (Ag) d8
- Autophobia (Minor): Que gets shaken up badly when isolated and alone.
- Curious (Major): When the world is new to you, you want to get out there and explore it all.
- Delusion (Minor): Believes they are characters in a Role Playing Game.
- Arcane Background (Magic) (Iconic): Que begins with Occult d6, Spellcasting d6, 10 PPE, and 3 powers from the LLW spell list.
- Channeling (Iconic): Que is able to maximize the efficiency of his power and reduces the PPE cost of spells by 1 on a raise.
- Master of Magic (Iconic): Que knows all the mega modifiers for his powers.
- Level Headed (Iconic): Character draws two cards per turn, and may act on whichever one is chosen.
- Improved Level Headed (Iconic): Character draws three cards per turn, and may act on whichever one is chosen.
- Elan (Iconic): the character gains +2 to Trait rolls when using a Benny to reroll.
- Fortune & Glory (MARS): Agile & Dexterous; Agility increased a Die type and Gains Quick.(Redraw cards 5 or less)
- Fortune & Glory (MARS): Smart and Learned; Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills (Occult d10, Spellcasting d10, Notice d8).
- Educated (Hero's Journey edu 18): the character gains +3 points to spend on Smarts based skills.
- Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Boost/Lower Trait
- Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Entangle
- Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Warrior’s Gift
- Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Drain Power Points
- Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Teleport
- New Powers (Hindrance): Gain 2 New Powers (5 total)
- New Powers (Hindrance): Gain 2 New Powers (7 total)
- Power Points (Novice 1): Power Points increased to 15
- One With Magic (Novice 2): Gain detect/conceal arcana as an Innate Ability; may sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated. (8 total)
- Adept (Novice 3): Chose one power per rank to become Self Only and Innate from the following list: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift.
- One With Magic (Seasoned 4): Gain the Ley Line Rejuvenation and Ley Line Sense abilities of a Ley Line Walker.
- Power Points (Seasoned 5): Power Points Increased to 20
- Block (Seasoned 6):His Parry increases by +1 and any Gang Up bonus against him is reduced by one.
- Squire of the Forge(Seasoned 7): Permanent Mind Link with Ducky.
- One With Magic (Veteran 8): The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds
- Power Points (Veteran 9): Power Points increased to 25
- Dodge (Veteran 10): Ranged Attacks are at -2 to hit Que
- New Powers (Veteran 11): Gain 2 New Powers (10 total)
- One With Magic (Heroic 1): May use warrior’s gift as an innate ability and may use the base level without paying PPE.
- Power Points (Heroic 2): Power Points increased to 30
- Common Bond: May share bennies with allies. Bonus HJ roll from Thief of Always.
While Que has no memories of life as an elf. He still retains the genetic potential.
- D-Bee (Minor): The initial Reactions to Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
- Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
- Driven: Elves have the Driven (Minor) Hindrance.
- Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
- Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
- Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
- Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
- Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves.