Eliza fa Rose (Mutant Bat, Psi-Slinger, Lost Jungles)

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Eliza fa Rose
Posts: 6
Joined: Mon Nov 02, 2020 9:17 am

Re: Rifts: Lost Jungles

Post by Eliza fa Rose »

https://svgd.us/mp0a7u5r

Here is the link to my character sheet. :3
Eliza fa Rose
Posts: 6
Joined: Mon Nov 02, 2020 9:17 am

Re: Rifts: Lost Jungles

Post by Eliza fa Rose »

Eliza fa Rose

Seasoned Male Mutant Bat, MARS Psi-Slinger, and Prince

Iconic Framework: MARS Psi-Slinger

Background Was the second son of a noble family. Though being one of the two sons of a royal family and the other was older he took up the heritage, so he learned how to protect the throne, using the family hairloom and a lot of money he has quite the aim. He was recently oppioned to join the legue to help be a guide and assistant to the explorers. Description A bat like human mutant that is 3'7" tall and has fang like teeth, he weighs around 65 lbs and has long fluffy ears ontop of his head that help him hear. He wears a some what fancy casual attire and keeps his gun always strapped to his bandolier unless he is using it.

Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Battle d8, Common Knowledge d8, Fighting d4, Language (English) d8, Language (Native) d8, Notice d8, Persuasion d6, Psionics d8, Repair d8, Shooting d8, Stealth d6, Survival d8
Pace: 8; Running Die: d8; Flying Pace: 12; Parry: 4; Toughness: 11 (5)
Strain: 6/6
Hindrances: Code of Honor, Heroic, Mild Mannered, Stubborn, Wanted (minor, Coalition)
Edges: Brawny, Channeling, Connections (The central American government ), Danger Sense, Dodge, Fleet-Footed, Marksman, Quick, Rich, Sharpshooting, Steady Hands, Trademark Weapon (JA-11 Juicer Assassin Energy Rifle)
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Bite/Claws (Range Melee, Damage Str+d4), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), JA-11 Juicer Assassin Energy Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Backpack (Contains: Infrared Distancing Binoculars, 4x Silver Bullet, Medium, Wooden Cross), 80x Bullets, Medium, 2x Laser Sights, NG-S2 Survival Pack, Utility Bandolier (Contains: Rifle E-Clip, 2x Rifle E-Clip, First Aid Kit (basic supplies), Canteen (waterskin), Communicator, Compass, Flint and Steel, Flashlight (10” beam), MRE (Meal Ready to Eat), Survival Knife)
Languages: Spanish (native, d8), English (d8)
Current Wealth: $3,368
Arcane Background: Psionics (Rifts® TLPG, p120)
  • * I.S.P.: 10
    * Powers: Bolt (SWADE p156), Healing (SWADE p162), Protection (SWADE p165-166; Limitations: Self (limited)), Smite (SWADE p168; Limitations: Self (limited)), Telekinesis (SWADE p169)
Special Abilities
  • * Bite/Claws: Mutant bats have claws and teeth dealing Str+d4 damage.
    * Echolocation: Mutant bats ignore all Illumination penalties.
    * Flight: Mutant bats can fly at a Pace of 12 per round, and “run” for extra movement as usual. Maneuvering uses the Athletics skill.
    * Frail: Reduce Toughness by 1.
    * Keen Sense of Hearing: +2 bonus on Notice checks using sound.
    * Keen Sense of Smell: +2 bonus on Notice checks based on smell, as well as +2 on all Survival rolls to made to track.
    * Light Sensitive: Must wear goggles or other protective eye wear to avoid a −2 penalty to sight-based Notice checks in bright light conditions. * Mutant: Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees.
    * Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
    * Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
    * Restricted Path: They cannot take any Arcane Background using PPE or Iconic Framework including it.
    * Small: Reduce Size and Toughness by 1 (stacks with Frail).
    * Wanted (Minor): The CS has a standing bounty for capture.
    * Utility Belt: First aid kit (+1 Healing, 1 use), canteen, communicator (5 mile), compass, flint & Steel, multi-tool, flashlight/signal light, MRE (1 use), survival knife
    * MARS Advances: Psi-Slingers begin as Seasoned heroes.
    * Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
    * Psi-Slinger Skills & Edges: Shooting d6 plus the Marksman, Steady Hands, Danger Sense, and Quick Edges.
    * Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
    * Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage
    * Psi-Slinger Hindrance: Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
    * Psi-Slinger Journey: Psi-Slingers make one less roll on the Hero's Journey tables.
Advances
Novice Advances
  • * Raise Skills: Battle/Common Knowledge
    * Raise Attribute: Vigor
    * Edge: Brawny
Seasoned Advances
  • * Edge: Dodge
    * Edge: Fleet-Footed

Current Load (normal/combat): 78.61 / 58.61 (81) 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, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C.Validity: Character appears valid and optimal
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Pender Lumkiss
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Re: Eliza fa Rose (Mutant Bat, Psi-Slinger, Lost Jungles)

Post by Pender Lumkiss »

Looks really good. I see you got a nice battle skill, take a look at command and inspire as possible advacements.
Field Team Six Bennies
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