Nardal Longwalker - Fennodi Mystic

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Miles RAD Radoslav
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Nardal Longwalker - Fennodi Mystic

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Nardal Longwalker
Novice Indeterminate Fennodi, Mystic

Iconic Framework: Mystic
Description
Nardal Longwalker earned his name traveling among the Fennodi communities of the New West, preaching peace and helping where ever he could. After many years of travels, he was trapped by a CS expeditionary force and dove through a Rift as his only option for escape. On the other side, he found the town of Skagit, and determined to aid its inhabitants in any way he could.


Attributes: Agility d6-1, Smarts d10, Spirit d8, Strength d4-1, Vigor d6-1
Skills: Academics d6, Athletics d4, Common Knowledge d4, Faith d8, Healing d6, Language (English) d8, Notice d4+2, Occult d6, Performance d6, Persuasion d8, Psionics d8, Riding d6, Stealth d6, Survival d6
Pace: 5; Parry: 3; Toughness: 10 (4)
Hindrances: All Thumbs, Elderly, Mild Mannered, Pacifist (major)
Edges: Alertness, Danger Sense, Major Psionic, Master of Magic, New Powers (Shape Change, Entangle), Power Points, Work the Room
Armor: Adventure Survival Armor (TW) (Armor 4), Polymer Shield, small (+1 Parry)
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: English, English (native, d8)
Current Wealth: $1,600
Arcane Background: Miracles (Rifts® TLPG)PPE: 15Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Entangle (Savage Worlds: Adventure Edition p161), Shape Change (Savage Worlds: Adventure Edition p167)Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 20Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Intangibility (Savage Worlds: Adventure Edition p163; Limitations: Self (limited)), Mind Link (Savage Worlds: Adventure Edition p164-165), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Relief (Savage Worlds: Adventure Edition p166)
Special Abilities
Alien Physiology: Fennodi are quite alien, giving those unfamiliar with their biology 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 quadruple the listed price.

D-Bee (Major): The initial Reactions to Fennodi typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.

Infravision: Fennodi halve Illumination penalties for targets radiating warmth.

Issues With Cold: The Fennodi prefer the New West’s prairies and deserts for a reason, suffering −4 to resist Cold Hazards, and +4 damage from cold- based attacks.

Natural Psionics: Fennodi begin with Arcane Background (Psionics) and the following three powers: intangibility*, protection*, and mind link. If a Fennodi chooses a framework providing Arcane Background (Psionics) he follows all the normal rules except three of his starting powers are the ones listed above (even if not normally allowed to that Framework). The Fennodi gains two additional power to his starting total (e.g., a Fennodi Burster starts with five powers, a Mind Melter with seven).

Spiritual: Fennodi begin with d6 Spirit and increase their Trait maximum accordingly.

Visual Acuity: The Fennodi’s wider range of vision provides +2 to sight-based Notice checks.

Miracles: Power Points: 15; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Entangle (Savage Worlds: Adventure Edition p161), Shape Change (Savage Worlds: Adventure Edition p167)
Power Activators: Magic users must be able to gesture and speak to cast spells.
Psionics: Power Points: 20; Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Intangibility (Savage Worlds: Adventure Edition p163; Limitations: Self (limited)), Mind Link (Savage Worlds: Adventure Edition p164-165), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Relief (Savage Worlds: Adventure Edition p166)
Arcane Background (Miracles): Begin with Arcane Background (Miracles) choosing three powers, the Master of Magic and Power Points (PPE) Edges, as well as a d6 Faith skill. Mystics begin with 15 PPE (10 PPE base, plus 5 from Power Points).
Arcane Background (Psionics): Mystics are psionics and begin with Arcane Background (Psionics) and Major Psionic, choosing three powers from the list above, as well as a d6 Psionics skill and 20 ISP (10 ISP base, doubled by Major Psionic).
Cosmic Confluence: Can exchange their ISP and PPE as needed as a free action. Power Points shifted like this must be used when they are exchanged; they cannot be shifted and then simply stored.
Mystic Senses: Start with Alertness (applies to Spiritual Awareness) and Danger Sense Edges.
Spiritual Awareness: Gain detect/conceal arcana as an Innate Ability with the Range (Self) and Aspect limitations. Sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
Spiritual Channel: Can use the divination power without using ISP or PPE. Make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (relief cannot restore).
Arcane Duality: Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (−1 to both Faith and Psionics skills per point of Strain).
Enemies: Mystics are equally hated and reviled in the Coalition and the True Federation of Magic.
Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the Vow must be “good” per GM’s approval). If the Mystic violates his chosen Hindrance in a minor way, give the character a −2 to his Faith rolls for one week. A Major abrogation of his Hindrance robs him of all miracle powers for one week.


Advances
Novice Advances
Edge: New Powers (Shape Change, Entangle)
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Current Load (normal/combat): 29.25 / 9.25 (21)
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: Character Frameworks, Rifts® M.D.C.Validity: Character appears valid and optimal
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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