Akechetta: Simvan Spirit Warrior

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Akechetta
Posts: 4
Joined: Tue Jul 30, 2019 1:18 pm

Akechetta: Simvan Spirit Warrior

Post by Akechetta »

Fortune and Glory: [dice:2dw7x419]56372:0[/dice:2dw7x419] : Strong and Powerful: + die Strength, brawny
Magic and Mysticism: [dice:2dw7x419]56372:1[/dice:2dw7x419] : Channeling Edge.
Magic and Mysticism: [dice:2dw7x419]56372:2[/dice:2dw7x419] AB Miracles Reroll: [dice:2dw7x419]56372:5[/dice:2dw7x419] : Spell of any rank or choose novice
Magic and Mysticism: [dice:2dw7x419]56372:3[/dice:2dw7x419] AB Miracles Reroll: [dice:2dw7x419]56372:6[/dice:2dw7x419] : Soul Drain Edge
Narrative Hook: [dice:2dw7x419]56372:4[/dice:2dw7x419] : Blood is thicker

Additional F&G roll from Changes: [dice:2dw7x419]56372:9[/dice:2dw7x419]: Trademark weapon with starting weapon. Spent extra edge on + 1 agility
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Akechetta
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Joined: Tue Jul 30, 2019 1:18 pm

Re: Simvan Spirit Warrior

Post by Akechetta »

AKECHETA
Rank: Seasoned Advances Left:
Race: Simvan
Iconic Framework: Spirit Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 7; Toughness: 11(4); Strain: 0
Skills:
  • Athletics d6
  • Fighting d6
  • Riding d10
  • Faith d8
  • Common Knowledge d4
  • Notice d6
  • Persuasion d4
  • Stealth d6
  • Psionics d8
  • Shooting d10
  • Survival d6

Hindrances
  • Old Ways Oath (Major): Whether your hero is an Indian or he’s gone native, he’s decided to forego modern technology to honor the spirits. As a Major Hindrance, he won’t even passively use such devices, refusing to ride in anything more complex than a horse-drawn wagon (and unhappy to do even that).
  • Illiterate (Minor): The character cannot read or write
  • Outsider (Minor): The character doesn’t fit into the local environment and subtracts 2 from Persuasion rolls.

Edges
  • Channeling: Reduce Power Point cost by 1 with a raise on the activation roll.
  • Soul Drain: Recover 5 Power Points for a level of Fatigue
  • Brawny:Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Adept:Boost Trait, and Arcane Protection become innate abilities
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Holy Warrior: Add +1 to +4 to Soak rolls for each Power Point spent.
  • Beast Master: Animals like your hero and he has a pet of some sort. See text.
  • Dodge:−2 to be hit by ranged attacks
  • Trademark Weapon(Spirit Bow):+1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.
  • Improved Trademark Weapon(Spirit Bow): The attack and Parry bonus increases to +2.
  • Steady Hands: Ignore Unstable Platform penalty; reduce running penalty to –1.
  • Power Points: Gain 5 additional Power Points, no more than once per Rank.

Powers
Arcane Background: Miracles, Psionics
PPE: 15 - Recovery: 5/hour
ISP: 15 - Recovery: 5/hour

Nature’s Strength [Boost/Lower Trait] (1 PPE) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Physical Growth with animal characteristics; Limited only boost.
  • Effect:This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds. Additional castings don’t stack on a single Trait (take the highest)

Earth’s Wrath [Smite] (1 PPE) [Novice]
  • Range: Self\Touch
  • Duration: 5 Rounds
  • Trapping: Holy light infuses the weapon. Limitation: Self/Touch
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.

Bear Hide [Armor] (1 PPE) [Power Rank]
  • Range: Range
  • Duration: 5 Rounds
  • Trapping: Furs and thick hide grow all over the skin. Limitation: Self (Will allow one free modifier)
  • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.[/size]
    • MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).[/size]
    • TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).[/size]

Spiritual Protection [Arcane Protection] (1 PPE) [Novice]
  • Range: Range
  • Duration: 5 Rounds
  • Trapping: Spirits hold back negative energies
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Ancestral Flight [Fly] (2 ISP) [Veteran]
  • Range: Self
  • Duration: 5 rounds
  • Trapping:Sprouts ghostly wings. Limitation Self
  • Effect: Fly allows a character to soar at Pace 12″, or twice that with a raise (he may not Run).

Eagle Vision [Farsight] (1 ISP) [Seasoned]
  • Range: Self/Touch
  • Duration: 5 rounds
  • Trapping: Eagle Eyes: Limitation Self
  • Effect: Farsight allows the recipient to see in detail over great distances. She can read lips or read the fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range

Spiritual Translation [Speak Language] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 10 Minutes
  • Trapping: Ancient spirits translate to the recipient
  • Effect:This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Gear
Item
  • NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
  • Light Enchanted Armor: provides +4 Armor and +1 Toughness. Its partial coverage provides no other abilities, but it can often be concealed under clothing and cloaks.
  • Spirit Bow | (Range 30/60/90, Damage 3d6, RoF 1, AP 0)
Notes: Mega Damage. Fires spirit arrows—unlimited Shots but the archer needs d8 minimum Spirit. Granted to great warriors and heroes, especially among Native American and First Nation cultures. Gains +1d6 damage and AP 6 against supernatural evil.
  • Spirit Spear. | (Damage Str+2d6, AP 0)
Notes: Cost 1 PP. Wielder needs d8 minimum Spirit. Granted to great warriors and heroes,especially among Native American and First Nation cultures. Gains +1d6 damage and AP 6 against supernatural evil.



Credits: 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables



Iconic Framework: Spirit Warrior
  • Begin with Faith d6, Arcane Background (Miracles), 10 PPE, and select three powers from the following list: armor, burrow, burst, boost/lower Trait, damage field, darksight, detect/conceal arcana, elemental manipulation, environmental protection, fly, healing, invisibility, smite, warrior’s gift.
  • Begin with Athletics d6 and Fighting d6.
  • Begin with the Adept, Champion, and Holy Warrior Edges.
  • Spirit Warriors may make a natural healing roll once per day (instead of every five days). Permanent injuries may be recovered once all other Wounds are regenerated—treat each injury as an additional Wound (may try once per week).
  • Begin with standard Starting Gear substituting Light or Heavy Enchanted Armor, plus a Spirit Bow and a Spirit Spear.


Racial abilities: Simvan
  • Animal Empathy: Simvan's psionic connection to animals grants the Beast Master Edge and Riding d4.[/size]
  • Bad Reputation: Simvan are despised by folks due to their penchant for cannibalism, and suffer –1 Persuasion when dealing with most people.[/size]
  • Bloodthirsty: For Simvan, the ultimate victory is defeating and consuming a worthy opponent, a conception which leads to a level of callous violence uncommon even on Rifts Earth.[/size]
  • Distinctive D-Bee: Simvan tribes prey on humans, making even independent Simvan easily misunderstood by others, –2 Persuasion when dealing with such groups. These misunderstandings often spark violence.[/size]
  • Instinct Over Intellect: Simvan act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.[/size]
  • Low Light Vision: Simvan ignore penalties for Dim and Dark conditions.[/size]
  • Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts—see the list of riding animals above.[/size]
  • Natural Psionics: Start with Arcane Background (Psionics), beginning with speak language and two powers chosen from the standard psionic list on page @@. If a Simvan chooses a framework providing Arcane Background (Psionics), he starts with beast friend as one of his starting powers and adds two powers to his starting total (e.g., a Simvan Burster starts with five powers). Simvan have a bonus of +5 ISP naturally; this bonus ISP is not part of their base ISP nor is it modified by other Edges or Abilities (e.g., a Simvan Mind Melter would begin with 35 ISP).[/size]
  • Near-Human Physiology: Those unfamiliar with Simvan biology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.[/size]
  • Racial Enemy: Psi- Stalker and Simvan tribes have been at war for generations. Meetings start argumentative and get worse. Simvan suffer −2 Persuasion with Psi-Stalkers.[/size]


Terry (Leather Wing)
  • Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10[/size]
  • Skills: Athletics d8, Fighting d8, Notice d8, Stealth d8, Survival d10[/size]
  • Pace: 6; Parry: 6; Toughness: 14 (2)[/size]
  • Edges: Alertness, Frenzy (Imp.)[/size]
  • Special Abilities:
  • Armored Hide: Their thick, leathery hides provide +2 Armor.[/size]
  • Camouflage: The sandy-colored bodies and sky-blue heads of Leather Wings blend in to desert horizons, giving the beasts +4 to Stealth rolls on sunny days.[/size]
  • Claws/Beak: Str+2d6, AP 4, Mega Damage.[/size]
  • Flight: Leather Wings have a Flying Pace of 24.[/size]
  • Power Dive: A Leather Wing that dives at least 6” and makes a Wild Attack gains +4 to its damage instead of +2.[/size]
  • Size 5 (Large): Leather Wings stand up to 20’ tall with wingspans of 60 [/size]
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Pender Lumkiss
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Re: Akechetta: Simvan Spirit Warrior

Post by Pender Lumkiss »

Looks good. Check out the adventure forum, and place your character in any of the yellow boxes. That will be the mounts movement, you can take your turn but no more movement until next round.
Field Team Six Bennies
3/6
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