Merlaggon (Flame Wing Dragon Hatchling)

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Merlaggon
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Merlaggon (Flame Wing Dragon Hatchling)

Post by Merlaggon »

Character Name: Merlaggon

Rank: Veteran Experience: 7 (VV) +6 (Mar/17) +6 (Jun/17) +7 (Sept/17) +6 (Dec/17) +5 (Mar/18) +5 (Jun/18) +5 (Sept/18) +4 (Dec/18) +5 (Mar/19) +1 (Cory Interlude) +5 (July/19)=62 Advances Left: 0
Race: Flame Wing Dragon Hatchling
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+7, Vigor d8
Skills: Psionics d6, Intimidate d6, Shooting d8, Fighting d8, Notice d6, Taunt d6
Charisma: -2 (0 to Dragons); Pace: 6 (12 Flying); Parry: 6; Toughness: 43(20) MDC; Strain: n/a

Hindrances:
Enemies - Coalition
  • Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice.
Form Limits
  • If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non- Standard Physiology, see page 51), it suffers the same penalties as that race.
    The GM makes the final call on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call).

Large
  • When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +2 on all attacks against them.

Huge
  • When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +4 on all attacks against them.[/
Outsider
  • Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider Hindrance.
Territorial
  • Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions
Curious (Major)
  • It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.

Heroic
  • This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
Greedy (Minor)
  • Your miserly hero measures his worth in treasure. He argues bitterly over any loot acquired during play.
Loyal (Minor)
  • Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
Edges:
Arcane Background: Psionics
  • Arcane Background: Psionics (Smarts) Starting Power Points: 10 Starting Powers: 3
    Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought.
  • ►►Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream
    that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
Strong Willed
  • Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.
Jack-of-All-Trades
  • Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4-2
Linguist
  • 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.
Arcane Background: Magic (Hindrances)
Brave (25xp)
  • Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses. Either way, your hero adds +2 to Fear tests.
Elan (35xp)
  • When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Fast Regeneration (40xp)
  • A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken
Metamorphosis (50xp)
  • A dragon may change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Only gear carried in humanoid form (see Limited Metamorphosis above) is assumed into any new shape. Any other objects are dropped when transforming to a new body.
Fast Healer (55xp)
  • Some individuals just seem to heal faster than others. Those
    with this blessing add +2 to Vigor rolls when checking for
    natural healing. See page 78 for complete rules on Healing.
Psionics Powers
Boost/Lower Trait Rank: Novice
Range: Smarts (6)" Duration: 3 (1/round) ISP: 2
Trappings: Glowing Aura
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when
each casting expires as usual.
►►Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait
Affected.

Adaptive Camouflage (Invisibility) Rank: Seasoned
Range: Self Duration: 3 (1/round) ISP: 6
Trappings: Active Camouflage
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.
The colours and surface textures of the targets continually change for better hiding, and increase Stealth by one die type, or two on a raise.
►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Third Eye/Suppress Auras (Detect/Conceal Arcana) Rank: Novice
Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) ISP: 2
Trappings: Third Eye/Meditation
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.

Magic Powers
Burrow Rank: Novice
Range: Smartsx2 Duration: 3 PPE: 3 (2/rnd)
Trappings: Subtle Exit (Stealth: Increases Stealth by one die type, or two on a raise.)
Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.

Armor Rank: Novice
Range: Touch Duration: 3 (1/round)) PPE: 2
Trappings: Heat - Mirage (slightly obscure the character, making him –1 to be hit by ranged attacks.)
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
The heat Armor is visible.

Fear Rank: Novice
Range: Smartsx2 Duration: Instant PPE: 2
Trappings: Deafen: A raise with the power results in a –2 penalty to hearing-based Notice rolls for the target for 1 round.
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Last edited by Merlaggon on Wed Oct 09, 2019 3:49 pm, edited 48 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Merlaggon (Flame Wing Dragon Hatchling)

Post by Merlaggon »

Abilities

Fear: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him at -2.

Flight: The Hatchling h as a Flying Pace of 12" and Climb 0. Flight is usable in another form if it has wings

Impervious to Fire: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all

Infravision: Dragons halve the penalties for dark lighting against living targets (round down).

Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use any Techno-Wizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5.

Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this
humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form

Alternate Form: Merlaggon's alternate form is that of a red-haired human male in his early 20’s. He has a power lifter’s build, is clean shaven, and has a buzz cut.

Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.


Background: Merlaggon was literally hatched yesterday. His mother had imprinted in him a wide variety of skills and knowledge, and he quickly was able to dig his way out of the solid rock his egg had been buried in. Now looking out into the great wide world, it was time for him to make his way.
Last edited by Merlaggon on Thu Jul 04, 2019 3:36 pm, edited 5 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Re: Merlaggon (Flame Wing Dragon Hatchling)

Post by Merlaggon »

Advancement Log

Agility d4 -> d6 (initial) -> d8 (45xp)
Smarts d4 -> d6 (initial)
Spirit d4 -> d6 (initial) -> d8 (30xp)
Strength d12+4 (initial)
Vigor d8 (initial) -> d10 (65)

Iconic Framework: Flame Wing Dragon Hatchling

Skills from IF:
Psionics d6

Edges/Improvements from Heroic Journey
Jack of All Trades

Skill Worksheet
Psionics d6
Intimidate d6
Shooting d6 -> d8
Fighting d6 ->d8 -> d12
Notice d6
Taunt d6
Spellcasting d6 (From Hindrances)
Throwing -> d4

Languages (From Linguist
American d6
Gobblely d6
Spanish d6
Faerie d6
Euro d6
Demongogian d6

Totals
Psionics 0
Intimidate 2
Shooting 2
Fighting 2
Notice 2
Taunt 2

Equipment: None

Merlaggon’s Story
Table: Psionics. Roll: 6… +10 ISP
Table: Education. Roll: 10… Travelled Far and Wide
Both traded in for: Education. 1-2… Jack of All Trades


Advances
Initial Advances: (From Hindrances):
None to Start

Cybernetic Modifications: None!
Bonus Advance: Fighting to d8, Shooting to d8
Raptors Boon HJ: Training: [dice:3hjwudoc]1020:0[/dice:3hjwudoc]
  • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
    • +4 pts to Fighting (-> d12), +1 Pt to Throwing (-> d4)
Novice 1 Advance: Strong Willed
Novice 2 Advance: Linguist
Novice 3 Advance: Strength to d12+5
Seasoned 1 Advance: Size Increase (Size 7; +1 Toughness, Strength to d12+6)
Seasoned 2 Advance: Brave
Seasoned 3 Advance: Spirit to d8
Seasoned 4 Advance: Elan
Veteran 1 Advance: Fast Regeneration
Veteran 2 Advance: Agility to d8
Veteran 3 Advance: Metamorphosis
Veteran 4 Advance: Fast Healer
Heroic 1 Advance: Size Increase 2 (Size 8; +2 Toughness, +4 Armour, Claw/Bite 3d8AP8, +1 Strength Die, Fear at -2)
Heroic 2 Advance: Vigor _> d10
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Last edited by Merlaggon on Wed Oct 09, 2019 3:40 pm, edited 16 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Place Holder - Future Characters

Post by Merlaggon »

Hans
Hans Greuber - Techno-Wizard Shaintar Dwarf

Narrative Hook: [dice]5[/dice]The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and he decided to make a change. Joining the Legion is the start of that new journey.

Heroic Journey Rolls:
Magic and Mysticism: [dice]0[/dice] +5 PPE
Magic and Mysticism: [dice]1[/dice] +5 PPE
Magic and Mysticism: [dice]2[/dice] Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill (instead of Shooting and Throwing).
Magic and Mysticism:[dice]3[/dice] Choice: Auto-Raise - Quickness
Education: [dice]4[/dice] Five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Last edited by Merlaggon on Mon Apr 02, 2018 5:20 pm, edited 1 time in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Re: Merlaggon (Flame Wing Dragon Hatchling)

Post by Merlaggon »

Gear
  • Radio with Earpiece
  • NG-S2 Survival Pack
  • Portable Translator
  • Cargo Net
  • IRMSS
  • Custom Military Saddle
  • CA-1 “Dead Boy” Heavy Body Armor Painted with Flames (By Merlaggon)
  • Chain Greatsword
  • Wilk’s 227 Pulse Laser Pistol
  • TW Light Missile Launcher Customized for Use by Dragon Hatchlings.
    • 2x Minor Upgrade +1 to Hit
    • 2 PPE/ISP per hour to Activate
    • +1 Die to Shooting
    • Trapping - Fire - +AP2 (+1 to Activation costs, already included)
    • Range: 150/300/600; Dam: 6d6 ; RoF: 1; AP: 10; Shots 8; Mods: 2 ; Notes: MBT; Cost: 380k (135k) Credits
  • Buffalo Spirit Fetish
    • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
    • Enchantments (One Major): Common Bond
    • P.P.E.: 0
    • Trait: Always on.
    • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
  • Shapeshifter's Claw (Signature Item)
    • This necklace is made from a leather thong that pierces a tooth. The tooth itself seems to be from some sort of chimera creature due to its mottled and patchwork appearance. It was made far to the south for use by shape changers to help them in combat.
    • Enchanted Item
      • Minor Upgrades:
        • +1 to Fighting Rolls with Natural Weapons
        • +1 to Fighting Rolls with Natural Weapons
        Major Upgrades:
        • Custom - Size changes as the wearer does
        • Edge - Quick
  • TW Heavy Railgun (Modified for Hatchling Dragon)
    • +1 to Shooting
    • +1 to Shooting
    • +1 Shooting Die
    • +1 Shooting Die
    • Rock and Roll!
    • Steady Hands
22,290 Credits
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Joined: Fri Sep 23, 2016 2:13 pm

Re: Merlaggon (Flame Wing Dragon Hatchling)

Post by Merlaggon »

Common Alternate Forms

Cat Sized Dragon
Grackle Tooth
Human
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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