Vinghab, Vagabond Genius

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Snake Eyes
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Posts: 558
Joined: Wed Feb 07, 2018 2:16 pm

Vinghab, Vagabond Genius

Post by Snake Eyes »

Vinghab
Player: Christian / Snake Eyes

Rank: Heroic 3
Advances Left: 0
Race: Rulian
Iconic Framework: MARS Vagabond
Attributes:
  • Agility d6-1 (1)
  • Smarts d12 (3)
  • Spirit d12 (1+2)
  • Strength d4-1
  • Vigor d6 (+1)
Pace: 7; Parry: 2; Toughness: 16 (8); Strain: 0

Skills:
  • Academics d6
  • Athletics d6
  • Common Knowledge d6
  • Intimidation d12+1
  • Rulian (Native)
  • Trade 1 d6
  • Trade 2 d6
  • Trade 3 d6
  • Trade 4 d6
  • Trade 5 d6
  • Trade 6 d6
  • Notice d8
  • Performance d8+2
  • Persuasion d12+3 (+2 Networking)
  • Psionics d8
  • Stealth d6
  • Taunt d12
Hindrances
  • Code Of Honor (Major): Will always abide by the rules of the deal and the letter of the contract.
  • Pacifist (Minor): Prefers to solve problems with diplomacy. Killing prisoners is bad business and generally distasteful.
  • Quirk (Minor): He always has a story about a similar situation that he was able to talk himself out of.
Racial Abilities
  • Alien Physiology: -2 to Healing and cybernetics checks if unfamiliar with their physiology.
  • Brains Over Brawn: -1 to all Agility and Strength checks (but not linked skills).
  • D-Bee (Major): Initial human reactions to Rulians start at Unfriendly, or Hostile for human supremacists.
  • Intelligent And Spiritual: Begin with d6 Smarts and d6 Spirit. Increase maximums accordingly.
  • Minor Psionic: Begin with AB: Psionics, 10 ISP, Empathy, Mind Link, Mind Reading.
  • Linguistic Savants: May communicate in an unknown language with Smarts check. With success, Relations begin one step higher, and a raise grants reroll on all Social checks. When communicating in known languages, communicate at Smarts level.
  • Natural Telepath: Can communicate entirely through weaker form of mind link (at no cost as free action, range Spirit x 5) and gain free reroll to read thoughts with empathy or mind reading.
  • Telepathically Vulnerable: Susceptible to Empathy, Mind Link, and Puppet - when targeted, attacker activates at +2, and Rulians are at -2 to resist.
Edges and Iconic Abilities
  • Charismatic: Free reroll on Persuasion rolls.
  • Elan: +2 when using a benny to reroll a trait roll.
  • Luck: Begin with +1 Benny per session.
  • Hard To Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Brave: Add +2 to Fear checks and -2 to Fear Table results.
  • Linguist: Knows a number of languages equal to half Smarts die.
  • Streetwise: Add +2 to Intimidation or Persuasion to Network with criminal elements, and +2 to pertinent Common Knowledge rolls.
  • I Know A Guy: Once per session, may roll Smarts at -2 to effectively have Connections with an organization with mutual interests or motivations.
  • Great Luck: Begin with +2 Bennies per session.
  • Strong Willed: +2 to resist tests with Smarts or Spirit.
  • Genius: All unskilled Skill checks are done at d6 instead of d4-2.
  • Humiliate: Free reroll on Taunt tests.
  • Common Bond: May share Bennies with allies.
  • Iron Will: Adds Strong Willed bonus to resisting powers and negating their effects.
  • Bolster: When testing a foe, may remove Distracted or Vulnerable from a single ally.
  • Retort: If a Raise to resist Intimidation or Taunt, the foe is distracted.
  • Work The Room: Once per turn, may use WTR to roll additional skill die when Supporting with Persuasion or Performance. The additional die supports any other ally who can see or hear the Support and applies to their next action, whatever it may be.
  • Work The Crowd: As above but can support another on up to two Support actions.
  • Mentalist: Add +2 to opposed Psionics rolls.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Snake Eyes
Game Master
Posts: 558
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rulian Vagabond Genius, Remorseless

Post by Snake Eyes »

F&G 1: 12 - Fortune Favors the Bold
F&G 2: 19 - Charmingly Fluent
HJ 1 - Education: 11, Political Scientist
HJ 2 - UW & B Ops: 9-10, Forgery
HJ 3 - UW & B Ops: 5-7, Well Traveled
HJ 4 - Ex & Wis: 14, Lucky!
HJ 5 - Psionics: 4-5, Power Points
HJ 6 - Psionics: 8-11, New Powers (Fear, Disguise)
HJ 7 - Psionics: 14-15, Mentalist
HJ 8 - Psionics: 17-18, Powerful Presence
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 558
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rulian Vagabond Genius, Remorseless

Post by Snake Eyes »

Rulian Vagabond Genius
Heroic Male Human, MARS Vagabond

Iconic Framework: MARS Vagabond

Attributes: Agility d6, Smarts d12, Spirit d12, Strength d4, Vigor d6
Skills: Academics d6, Athletics d6, Common Knowledge d6, Intimidation d12, Language (Linguist #1) d6, Language (Linguist #2) d6, Language (Linguist #3) d6, Language (Linguist #4) d6, Language (Linguist #5) d6, Language (Linguist #6) d6, Language (Native) d8, Notice d8, Performance d8+1, Persuasion d12+2, Psionics d8, Stealth d6, Taunt d12
Pace: 6; Parry: 2; Toughness: 10 (4)
Strain: 6/6
Hindrances: Code of Honor, Pacifist (minor), Quirk ()
Edges: Arcane Background (Psionics), Bolster, Brave, Charismatic, Common Bond, Elan, Genius, Great Luck, Hard to Kill, Humiliate, I Know a Guy, Iron Will, Linguist, Luck, Major Psionic, Retort, Streetwise, Strong Willed, Work the Crowd, Work the Room
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), 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: Native (native, d8), Linguist #1 (d6), Linguist #2 (d6), Linguist #3 (d6), Linguist #4 (d6), Linguist #5 (d6), Linguist #6 (d6)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 20Powers: Empathy (Savage Worlds: Adventure Edition p160), Mind Link (Savage Worlds: Adventure Edition p164-165), Mind Reading (Savage Worlds: Adventure Edition p165)
Special Abilities
Psionics: Power Points: 20; Powers: Empathy (Savage Worlds: Adventure Edition p160), Mind Link (Savage Worlds: Adventure Edition p164-165), Mind Reading (Savage Worlds: Adventure Edition p165)
Languages Known: Native (native, d8), Linguist #1 (d6), Linguist #2 (d6), Linguist #3 (d6), Linguist #4 (d6), Linguist #5 (d6), Linguist #6 (d6)
Begin with +4 skill points.:
4 Advances: MARS Packages start with 4 advances at Seasoned
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Vagabond: Begin with Elan, Luck, Hard to Kill, and one more Edge of choice
Forgery (Hero's Journey): Good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks
Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance

Starting Bennies: 6
Advances
Novice Advances
Raise Attribute: SpiritEdge: HumiliateEdge: Common BondSeasoned Advances
Edge: Iron WillRaise Attribute: VigorRaise Skills: Intimidation/PersuasionEdge: BolsterVeteran Advances
Edge: RetortRaise Attribute: SpiritRaise Skills: Persuasion/IntimidationEdge: Work the RoomHeroic Advances
Edge: Work the CrowdRaise Skills: Intimidation/PerformanceEdge: Major Psionic
------------------

Current Load (normal/combat): 37.25 / 17.25 (21)
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 StrengthValidity: Character appears invalid
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 558
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rulian Vagabond Genius, Remorseless

Post by Snake Eyes »

Gear
Triax T-12 Field Medic armor, HJ +2 armor, HJ +1 Toughness, 195k total
Vibro-knife 7k + +1 Fighting HJ 7k + silver 70k = 84k
Neural Mace 8k + CCW HJ 14 8k + HJ 9 reduce Min Str - 8k = 24k
KEP Special Ion Pistol: 26k + +1 shooting HJ 26k + concealable 26k = 78k
Naruni Medium Force Field 75k
44k remaining
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 558
Joined: Wed Feb 07, 2018 2:16 pm

Re: Vinghab, Vagabond Genius

Post by Snake Eyes »

Vinghab 01.jpg
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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