Vinghab, Vagabond Genius

The Active Characters Are Stored Here
Post Reply
User avatar
Snake Eyes
Game Master
Posts: 617
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: 19 (8); Strain: 0

Skills:
  • Academics d6
  • Athletics d6
  • Common Knowledge d8 (+1 adv)
  • Intimidation d12+1
  • Rulian (Native)
  • Trade 1 d6
  • Trade 2 d6
  • Trade 3 d6
  • Trade 4 d6
  • Trade 5 d6
  • Trade 6 d6
  • Elven/Dragonese d6
  • Atlantean d6
  • Kittani d6
  • Kreeghor d6
  • Kydian d6
  • Wolfen d6
  • Notice d8
  • Performance d10+2 (+1 adv)
  • 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.
Fortune, Glory, Hero's Journey
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: 617
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: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rulian Vagabond Genius, Remorseless

Post by Snake Eyes »

Vinghab

Heroic Male Rulian, MARS Vagabond

Iconic Framework: MARS Vagabond

Attributes: Agility d6-1, Smarts d12, Spirit d12, Strength d8-1, 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 #7) d6, Language (Native) d8, Notice d8, Performance d8+1, Persuasion d12+2, Psionics d8, Stealth d6, Taunt d12
Pace: 7; Parry: 2; Toughness: 19 (8)
Strain: 6/6
Hindrances: Code of Honor, Pacifist (minor), Quirk ()
Edges: Arcane Background (Psionics), Bolster, Brave, Charismatic, Elan, Genius, Great Luck, Hard to Kill, Humiliate, I Know a Guy, Iron Will, Linguist, Luck, Major Psionic, Mentalist, New Powers (Fear, Disguise), Power Points, Rabble-Rouser, Retort, Streetwise, Strong Willed, Work the Crowd, Work the Room
Armor: N-F20A Medium Force Field (), Plastic-Man Light EBA (Armor 4), T-12 Field Medic Light EBA (Armor 8)
Weapons: Unarmed (Range Melee, Damage Str), KEP Special Ion Pistol (Range 5/10/20, Damage 1-3d10, ROF 1), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Vibro-Knife (Range Melee, Damage Str+d6, AP 6, M.D.C.), 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 #7 (d6)
Current Wealth: 44,000 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers: Empathy (Savage Worlds: Adventure Edition p160), Mind Link (Savage Worlds: Adventure Edition p164-165), Mind Reading (Savage Worlds: Adventure Edition p165)
Special Abilities
  • Inhuman Physiology (-2): The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 2 points the race has Alien Physiology giving a –2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost double the listed price.
  • Attribute Penalty (-1) - Agility: One attribute suffers a –1 penalty to all rolls (including damage if applied to Strength).
  • Attribute Penalty (-1) - Strength: One attribute suffers a –1 penalty to all rolls (including damage if applied to Strength).
  • D-Bee (-2): For 2 points, the D-Bees are quite inhuman. They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence.
  • Attribute Increase - Smarts: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
  • Attribute Increase - Spirit: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
  • Edge - Arcane Background: All members of this race have the same innate Edge chosen from those available in the setting. Unlike Adaptable, this ability ignores Requirements except other Edges. Each Rank beyond Novice costs an additional point to a maximum of Heroic Rank (5).
  • Linguistic Savants: Can understand or communicate any language by checking Smarts. As long as no Crit Fail may communicate any language at Smarts die for 24 hours. Success reactions begin one step higher, raise grants free reroll on all Social checks. Each language skill learns 2 languages. When communicating in known languages always check at Smarts and effects of raise as above.
  • Natural Telepaths: May communicate through weaker form of Mind Link no ISP as free action, range Spirit x 5 and free reroll to read thoughts or emotions by Empathy or Mind Reading
  • Telepathically Vulnerable: Particularly susceptible to Empathy, Mind Link, and Puppet - these powers are activated against Rulians at +2, and -2 for Rulians to resist
  • Psionics: Power Points: 30; 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 #7 (d6)
  • Force Field: Runs off E-Clip for 10 hours.
  • 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
  • Unnerving Presence (Hero's Journey): Your hero gains +1 on all social skill checks. If he has empathy, or fear, he gains a free reroll when using those powers.
Starting Bennies: 6
Advances
Novice Advances
  • Raise Attribute: Spirit
  • Edge: Humiliate
  • Edge: Bolster
Seasoned Advances
  • Edge: Iron Will
  • Raise Attribute: Vigor
  • Raise Skills: Intimidation/Persuasion
  • Edge: Retort
Veteran Advances
  • Edge: Work the Room
  • Raise Attribute: Spirit
  • Raise Skills: Persuasion/Intimidation
  • Edge: Work the Crowd
Heroic Advances
  • Edge: Rabble-Rouser
  • Raise Skills: Intimidation/Performance
  • Edge: Major Psionic
  • Raise Skills: Performance/Common Knowledge
Current Load (normal/combat): 72.25 / 52.25 (61)
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

Created with Savaged.us
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: 617
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
Vinghab
Posts: 13
Joined: Sun Feb 13, 2022 8:40 pm

Re: Vinghab, Vagabond Genius

Post by Vinghab »

Powers:

Empathy, Mind Link, Mind Reading, Fear, Disguise
Vinghab
Vinghab
Pace: 7; Parry: 2
Toughness: 19 (8)
Pertinent Edges: Charismatic, Elan, Hard to Kill, Brave, Strong Willed, Iron Will, Mentalist
Current Status Post
User avatar
Vinghab
Posts: 13
Joined: Sun Feb 13, 2022 8:40 pm

Re: Vinghab, Vagabond Genius

Post by Vinghab »

Current Status Post, 9/10/2022
Bennies: 1 (+1 joker, -3 occult, -3 Piloting)
Wounds / Fatigue: 0 / 0
ISP: 30/30
Active Status: N/A
Active Powers: N/A
Equipped: N/A
Vinghab
Vinghab
Pace: 7; Parry: 2
Toughness: 19 (8)
Pertinent Edges: Charismatic, Elan, Hard to Kill, Brave, Strong Willed, Iron Will, Mentalist
Current Status Post
Post Reply

Return to “Crew of The Remorseless”