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.
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