Arcata - Atlantean Treasure Hunter

GM: Venatus Vinco
The Tomorrow Legion commissions a new group of heroes to track down the ultra powerful magic weapons used in the Tolkeen War before they fall into the wrong hands...although some may already be in those hands.
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Arcata
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Arcata - Atlantean Treasure Hunter

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Arcata
Novice Female True Atlantean, Ley Line Walker, and Treasure Hunter At Large
Iconic Framework: Ley Line Walker

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d12+1, Vigor d6
Skills: Academics d4, Athletics d6, Battle d6, Common Knowledge d8, Fighting d6, Language (American) d8, Notice d8, Occult d6, Persuasion d6+1, Shooting d6, Spellcasting d10, Stealth d6
Pace: 6; Parry: 6; Toughness: 16 (6) Strain: 3/6

Hindrances: Cautious, Driven (minor, Drive Splugorth from Earth), Enemy (major, —Undead & Demonkind), Heroic, Phobia (minor, Splugorth), Post-Traumatic Stress Disorder (minor), Vow (major, Serve the Clan), Wanted (minor, Splugorth)

Edges: Adept (Magic), Attractive, Master of Magic, Power Points, Rapid Recharge (Magic), Rich, Streetwise

Armor: Ley Line Walker Light Armor (TW) (Armor 3), Wavestrider bio-armor (Armor 6)

Weapons:
Unarmed (Range Melee, Damage Str)
Clan Weapon (Range Melee, Damage Str+2d8+4, AP 8, +1 to Hit, +1 Parry)
Survival Knife (Range Melee, Damage Str+d4)
TW Nova Rifle (Range 30/60/120, Damage 4d8, ROF 1, AP 8)
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Wooden Stakes (Range Melee, Damage Str+d4)

Gear: Communications Band (TW), Communicator, Grapnel & Launcher, Infrared Distancing Binoculars, Multi-Optics Scope, NG-S2 Survival Pack, Wooden Cross

Language: American (native, d8)
Current Wealth: 9,800 cr
Arcane Background: Magic (Rifts® TLPG)

PPE: 27
Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Entangle (Savage Worlds: Adventure Edition p161), Protection (Savage Worlds: Adventure Edition p165-166; Innate Power), Smite (Savage Worlds: Adventure Edition p168; Innate Power)

Special Abilities
Alchemical Evolution (Racial): Instead of the normal rule for determining base Attributes at character creation, True Atlanteans start with a d6 in all Attributes and may choose one to increase to d8. They increase Trait maximums to d12+1, except Strength and Spirit which become d12+2.
Dimensional Travelers (Racial): Regardless of where in the Megaverse ® they hail from, True Atlanteans roll Common Knowledge to operate stone pyramids (Pyramid Communication, Teleport, and Dimensional Gate), recall vampire lore, and for fluency in Dragonese/Elven and Atlantean (an ancient Greek dialect).
Ley Line Affinity (Racial): True Atlanteans begin with Ley Line Sense and Phasing. They may take Ley Line Rejuvenation as a Novice Background Edge, see The Tomorrow Legion Player’s Guide. Those who take a Framework providing these abilities (like Ley Line Walker) gain a free reroll on related checks.
Marks of Heritage (Racial): All True Atlanteans are marked with a pair of magical tattoos. On their left wrist is an Aura Weapon tattoo; a flaming silver longsword with their clan’s crest on the hilt and motto on the blade. If activated with a raise the wielder is +1 to hit and +1 to Parry with their clan sword. On their right wrist is a tattoo of a Heart pierced by a wooden stake. Together these tattoos grant +2 Toughness.
More Human Than Human (Racial): Because of their physical alchemical transformation True Atlanteans are remarkably long-lived (500+ years), but they can't reproduce with normal humans. The Coalition isn't fully aware of their existence, but will reject them as D-Bees if their heritage becomes known (tattoos and bio-alchemy mark them as supernatural). True Atlanteans do still count as human for purposes of selecting Iconic Frameworks (like Elemental Fusionists).
Natural Arcane Affinity (Racial): True Atlanteans have +5 PPE base and can use TW devices whether they pursue a magic path or not. After factoring in their Marks of Heritage, True Atlanteans begin with +7 PPE (+1 PPE for each Tattoo). This PPE isn't multiplied by other Edges or Abilities (e.g. a True Atlantean Ley Line Walker begins with 27 PPE).
Transformation Immunity (Racial): True Atlanteans can't be turned into undead, were-animals, or anything else. They're unaffected by Bio-Wizard transformation or reconstruction (but not torture). In addition, the powers of growth/shrink, intangibility, and shape change have no effect on them.
Vampire Awareness (Racial): True Atlanteans may Notice any vampires within line of sight. Those who already have the ability to Notice the supernatural gain a free reroll on such checks versus vampires
Versatile (Racial): Begin play with either 2 additional skill points or a Novice Edge of choice (meeting its Requirements as usual). These choices are often guided by a clan's society and reflect their cultural values.

Legacy of Atlas (Racial): Myths say the founder of Atlantis, the titan Atlas, was burdened with the weight of all creation on his shoulders. His offspring continue his legendary tradition and bear the fate of the Megaverse ® on their collective back. True Atlanteans are either Heroic or Overconfident for no extra bonus.
Cyber-Resistant (Racial): Cyberware doesn’t work for this race. They can't take Iconic Frameworks which include cybernetics as an inherent ability (including the Juicer bio-comp system and Crazy M.O.M. implants) nor may they roll on the Cybernetics Benefits Table (see page 135).
Hunted Across the Stars (Wanted Major—the Splugorth) (Racial): True Atlanteans fight the Splugorth across multiple dimensions and have liberated many worlds from their oppression. In return they're hunted by the Minions of Splugorth. This includes being stalked by Sunaj Assassins, pursued by Slavers, and attacked on sight by their henchmen and allies, including many bounty hunters.
Sworn to the Clan (Vow Major— Serve the Clan) (Racial): True Atlanteans are raised to put the clan before self and are regularly called upon to serve the clan in their journeys through the Megaverse ® . This often takes the form of performing treacherous tasks, secretly providing information, or regularly donating money and valuables to the clan’s cause.
The Endless Crusade (Racial Enemies—Undead & Demonkind) (Racial): Just as True Atlanteans ruthlessly hunt supernatural evil, they're targeted first by the undead, demons, and servants of evil who war against them. Such beings are violent unless a social skill check is successful. Persuasion checks with evil beings or their servants are at a –2 penalty.
Magic: Power Points: 27; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Entangle (Savage Worlds: Adventure Edition p161), Protection (Savage Worlds: Adventure Edition p165-166; Innate Power), Smite (Savage Worlds: Adventure Edition p168; Innate Power)
Power Activators: Magic users must be able to gesture and speak to cast spells.

Arcane Academic: Double the PPE gained by taking the Power Points Edge. New Powers Edge they may either gain three powers of up to one Rank higher or they may choose one power of any Rank not normally allowed by their power list—with the GM’s permission.
Arcane Background (Magic): Begin with Arcane Background (Magic), choosing five powers, the Master of Magic, Power Points, and Rapid Recharge Edges, as well as a d6 Spellcasting skill. Ley Line Walkers begin with 20 PPE (10 PPE base, plus 10 PPE from the Power Points Edge modified by Arcane Academic).
Expanded Awareness: Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check.
Ley Line Magic Mastery: Can draw extra PPE for their rituals from ley lines adding two dice to their pool when rolling for available PPE.
Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
Ley Line Sense: Can sense a ley line within 10 miles, and tell how powerful it is, in what directions it flows, where it meets at nexus points, any Rifts, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). Can also sense new or recurring Rifts within 50 miles. Atlanteans have a reroll on this.
Ley Line Phasing
Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
Ley Line Walking: Can walk the ley line as though walking across level ground. He can fly along them at twice his Pace, at an altitude as high as 1,000 feet.
Cybernetics: Impose a −1 to the Spellcasting skill for each point of Strain.
Disconnected: The Walker has a -1 Persuasion penalty in most social situations involving those not immersed in the occult.
Enemies: Are usually designated “shoot-on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Walkers who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
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

Advances
Novice Advances
Edge: Adept (Magic)

Current Load: 65.75 (126)
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 Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
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