Slrrxvinslrr - Vernulian Knight of the White Rose

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Slrrxvinslrr
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Slrrxvinslrr - Vernulian Knight of the White Rose

Post by Slrrxvinslrr »

Slrrxvinslrr

Veteran Male Vernulian

Iconic Framework: Knight of the White Rose (Three Galaxies Variant)
Description
A grey Vernulian with darker 'tiger stripes' the length of his body and a polished, bright yellow beak.


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12 (d8 out of armor), Vigor d6
Skills: Athletics d8+2, Common Knowledge d6, Faith d8, Fighting d8, Healing d8, Intimidation d6, Language (Native) d8, Notice d6, Occult d6, Persuasion d4, Psionics d10, Shooting d8, Stealth d6, Survival d4
Pace: 6; Parry: 6; Toughness: 18 (8); Size: Normal (2)
Strain: 6/6
Hindrances: Code of Honor, Heroic, Loyal, Mean, Post-Traumatic Stress Disorder (minor)
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points, Rapid Recharge
Armor: Mystic Knight Armor (Arzno TWA-1600 Exterminator EBA) (8)
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Knuckledusters and Spikes (Range Melee, Damage Str+d4), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Survival Knife (Range Melee, Damage Str+d4), TW Flaming Sword (Range Melee, Damage Str+d12, AP 6), TW Starfire Pistol (Range 15/30/60, Damage 2d12, ROF 1, AP 4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Magic Optic System (TW), NG-S2 Survival Pack, Wooden Cross, White Rose Healing Brews (3)
Language: Native (native, d8)
Current Wealth: 50,950 cr

Special Abilities
  • Bad Reputation (Minor): Initial Reactions are a level worse than usual.
  • Bizarre Physiology: Those unfamiliar are −4 to Healing and cybernetics checks—Juicer and Crazy augmentations don’t work for them—and compatible cybernetics and medical supplies cost double the listed price.
  • D-Bee (Major): The initial Reactions to Vernulians typically start at Hostile, and human supremacists are violent unless a social skill check is successful.
  • Four Arms: Vernulians ignore 2 points of Multi-Action penalties each turn.
  • "It's A Weird World": Starts with the Cautious, Mean, Pacifist (Minor), or Suspicious (Minor) Hindrance for no added benefit.Mean
  • Natural Psionics: Have Arcane Background (Psionics), 10 ISP, and the following three powers: arcane protection*, mind link, and telekinesis. Vernulians can manipulate held devices telekinetically for no ISP. If a framework providing Arcane Background (Psionics) is chosen, follow the normal rules except three starting powers are the ones above (even if not normally allowed). The Vernulian gains two additional power to his starting total (e.g., a Vernulian Burster starts with five powers, and a Mind Melter with seven).
  • Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for them (including weapons and vehicles). They cannot wear common armor or clothing, it must be custom-designed and fitted—tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Starting Gear is assumed to be custom-built for the character.
  • Powerful: Begin with Strength d6, raise Trait maximums accordingly
  • Prehensile Tentacles: +2 on all Athletics checks.
  • Semi-Aquatic: Vernulians can hold their breath for 15 minutes before checking for Drowning, and tolerate depths of 600 feet without ill effect.
  • Size 2 (Normal): Vernulians are 750 pounds and rear up to 14' high, on average.
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Body Armor: Immunity to the Hazards of Disease, Poison, or Drowning, and +4 to resist Cold, Heat, Electricity, and Radiation. Radio 5 miles.
  • Strength: Adds two steps to Strength for 1 Power Point per hour.
  • Powers: Spellcasting d8, Range (Self) limitation and use own ISP/PPE for (boost Trait, Strength and deflection). Up to two additional powers may be installed for Rank × 10,000 credits a piece.
  • Magic Optics: +2 Notice sight based, 1 PP/hour.
  • Arcane Background (Miracles): Begin with bolt and two other powers, and have the Faith skill at d6, and 10 PPE. They may use the Trappings and Power Modifiers available to Mystics for their Miracles.
  • Arcane Background (Psionics): As a Minor Psionic, Rose Knights begin with three powers, Psionics skill at d6, and 10 ISP.
  • Energy Invulnerability: Gain +20 MDC Armor versus arcane and mundane energy sources (including electricity, fire, ion, lasers, particle beams, and plasma). They ignore the AP of damage. Vibro-Blades, Rail Guns, and many magic weapons—ignores this effect.
  • Intense Combat Training: Begin with Fighting d6 and the Martial Artist Edge.
  • Ley Line Magic Mastery: May draw extra energy for their Rituals, adding two dice to their pool when rolling for available PPE.
  • Ley Line Rejuvenation: While on a ley line, a Mystic Knight gains a natural healing roll once per day.
  • Ley Line Sense: The Mystic Knight can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
  • Onslaught: May use the bolt Mega Power Modifiers of Greater Bolt and Onslaught. Their bolts take the form of blue beams of energy from their eyes or hands.
  • PPE Channeling: Can power or recharge mundane batteries for no appreciable PPE. They can recharge E-clips for weapons as well at a cost of 1 PPE per shot.
  • Steal Ley Line Energy: As an instant reaction, Siphon PPE drawn by any other caster from a ley line during rituals. A Knight must be within his Spirit × 2 and make an opposed arcane check of his Faith against the arcane skill of the other caster at the final round of the ritual's Dramatic Task.
  • Cybernetics: Suffer a −1 to arcane skill rolls for each point of Strain.
  • Distrusted Order: They gain +1 to social checks and Reactions start one level higher than normal with those friendly with the order. Suffer a −2 penalty to Persuasion when interacting with most anyone who doesn't call the Garden home.
  • Enemies: The evil Mystic Knights and True Federation hunt the Rose Knights as traitors, making them the target of many bounty hunters and mercenaries. Like all wielders of magic, Coalition forces have orders to shoot them on sight.
  • Vow of the White Rose: All knights swear to follow their order’s code. If violated, they suffer for not living up a Higher Standard as Mystics.
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super Strength
Validity: Character appears valid and optimal

Created with Savaged.us
Last edited by Slrrxvinslrr on Thu Aug 06, 2020 2:07 pm, edited 6 times in total.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
User avatar
Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: Slrrxvinslrr - Vernulian Knight of the White Rose

Post by Slrrxvinslrr »

Arcane Background: Psionics (Rifts® TLPG, p120)
I.S.P.: 30
Powers:
  • Arcane Protection (SWADE pp148; Limitation: Self -1 PP)
  • Boost/Lower Trait (SWADE pp156)
  • Mind Link (SWADE pp164-165)
  • Relief (SWADE pp166)
  • Telekinesis (SWADE pp169)
  • Teleport (SWADE pp169-170; From: Gateway Knight Edge)
Arcane Background: Miracles (Rifts® TLPG, p120)
PPE: 10
Powers:
  • Bolt (SWADE pp156)
  • Healing (SWADE pp162; From: Gardener of the White Rose Edge)
  • Smite (SWADE pp168)
  • Warrior's Gift (SWADE pp169-170)
Embedded Powers: Magic Optic System (Rifts® TLPG, p86)
Powers:
  • Darksight (SWADE pp157; 1 PP; Duration 1hr)
  • Detect Arcana (SWADE pp158; 1 PP; Duration 5)
  • Farsight (SWADE pp161; 2 PP; Duration 5)
Embedded Powers: TW Armor (Rifts® A&M, p39)
Spellcasting: D8
Powers:
  • Boost Strength (SWADE pp156, Limitations: Self, Single Aspect; 1 PP; Duration 5)
  • Deflection (SWADE pp158; Limitations: Self; 2 PP; Duration 5)
  • Barrier (SWADE pp155; Force Trapping; 1 PP; Duration 5)
  • Speed (SWADE pp167; Limitations: Self, Speed Only; Modifiers: Quickness; 2 PP; Duration 5)
Last edited by Slrrxvinslrr on Fri Jul 17, 2020 6:39 am, edited 7 times in total.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
User avatar
Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: Slrrxvinslrr - Vernulian Knight of the White Rose

Post by Slrrxvinslrr »

Hero Journey Rolls
  • Training: +3 Combat Skill Points
  • Body Armor: Replace Armor - Mystic Knight Armor Variant (Arzno TWA-1600 Exterminator EBA)
  • Psionics: Power Points
  • Psionics: Auto Raise - Telekinesis
  • Psionics: Edge: Rapid Recharge

    Advances
    Initial Advances (from Hindrances)
    • Raise Attribute: Smarts
    • Raise Attribute: Spirit
    Novice Advances
    • Raise Attribute: Smarts
    • Raise Skills: Faith/Psionics
    • Edge: Gardner of the White Rose
    Seasoned Advances
    • Raise Attribute: Strength
    • Edge: Concentration
    • Edge: Gateway Knight
    • Edge: Major Psionic
    Veteran Advances
    • Edge: Master Psionic

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Slrrxvinslrr - Vernulian Knight of the White Rose

Post by Ndreare »

Hey, noticed a you have Arcane Protection under psionics. However based on the Knight power list it should me a miracle. Simply moving it will be all that is needed. I do not care if taking new powers you take one from each or both from the same AB. So just copy and paste, then your good.
  • 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
User avatar
Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: Slrrxvinslrr - Vernulian Knight of the White Rose

Post by Slrrxvinslrr »

@Ndreare Arcane Protection, Mindlink, and Telekinesis are from being Vernulian; Boost Trait and Relief are from Mystic Knight as per Vernulian psionics my Psionic AB gives me 2 extra powers; Teleport is from Gateway Knight Edge.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Slrrxvinslrr - Vernulian Knight of the White Rose

Post by Ndreare »

Cool, that makes sense
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Slrrxvinslrr - Vernulian Knight of the White Rose

Post by Ndreare »

Moved to supporting cast by Game Master until the player returns.

Character is still alive and roaming around Phase World freely.
  • 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
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