Vela
Re: Rifts: Lost Jungles
Hero's Journey!
Roll 1 1d20: [5] = 5
Roll 2 1d20: [12] = 12
Roll 1 1d20: [5] = 5
Roll 2 1d20: [12] = 12
Character Cheat Sheet
Re: Rifts: Lost Jungles
Vela
Novice Female Human, Werecat, and Hunter and warrior
Iconic Framework: Werecat
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d8
(-2d in Str and Agility when in human form)
Skills:
Athletics d8, Common Knowledge d4, Fighting d10, Language (English) d6, Language (Native) d8, Notice d6+2, Persuasion d4, Psionics d8, Shooting d4, Spellcasting d8, Stealth d8, Survival d8+2
Pace: 6; Parry: 7; Toughness: 14
Hindrances: All Thumbs, Arrogant, Habit (minor, instinctive hunting/fighting), Illiterate, Loyal, Quirk (Catlike behavior), Vow (major, hunt monsters)
Advances:
(IF) Acrobat
(Human) Brawler
(Hind) +1d Vigor
(Hind) Combat Acrobat
(HJ) Martial Artist
(Nov 1) +1d Smarts
(Nov 2) +1d Fighting, +1d Survival
(Nov 3) Woodsman edge
(Sea 1) Dodge
(Sea 2) +1d Psionics, +1d Spellcasting
(Sea 3) Brave
Current Wealth: 1,900 cr
Armor: None (see signature item)
Weapons:
Unarmed (Range Melee, Damage Str+d6, +1 to Hit)
Bite/Claws (Range Melee, Damage Str+2d8 AP 10, +1 to Hit, M.D.C.)
Silver Sword, Short (Range Melee, Damage Str+d6)
Survival Knife (Range Melee, Damage Str+d4)
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
Signature Item
Arcane Background: Magic (Rifts® TLPG, p120)
Power Activators: Magic users must be able to gesture and speak to cast spells.
PPE: 10
Powers:
I.S.P.: 10
Powers:
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 (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
Created with Savaged.us
Jaguar Form Stats:
Size 1 Great Cat
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d10, Common Knowledge d4, Psionics d6, Survival d8
Pace: 8; Parry: 7; Toughness: 15
Edges: Frenzy (Imp), Acrobat, Combat Acrobat, Brawler, Martial Artist, Woodsman
Special Abilities:
- Bite/Claws: Str+2d8, AP 8
- Low Light Vision: Jaguar ignore penalties for Dim and Dark Illumination.
- Pounce: Jaguar pounce on their prey to best bring their mass and claws to bear. If a jaguar can leap at least a few feet (1″ on the tabletop) and makes a Wild Attack, it adds +4 to its damage instead of +2.
- Can speak in human languages
- Psionics: 10 ISP, Arcane Protection (automatic raise on success), Empathy, Detect/Conceal Arcana (self only)
Novice Female Human, Werecat, and Hunter and warrior
Iconic Framework: Werecat
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d8
(-2d in Str and Agility when in human form)
Skills:
Athletics d8, Common Knowledge d4, Fighting d10, Language (English) d6, Language (Native) d8, Notice d6+2, Persuasion d4, Psionics d8, Shooting d4, Spellcasting d8, Stealth d8, Survival d8+2
Pace: 6; Parry: 7; Toughness: 14
Hindrances: All Thumbs, Arrogant, Habit (minor, instinctive hunting/fighting), Illiterate, Loyal, Quirk (Catlike behavior), Vow (major, hunt monsters)
Advances:
(IF) Acrobat
(Human) Brawler
(Hind) +1d Vigor
(Hind) Combat Acrobat
(HJ) Martial Artist
(Nov 1) +1d Smarts
(Nov 2) +1d Fighting, +1d Survival
(Nov 3) Woodsman edge
(Sea 1) Dodge
(Sea 2) +1d Psionics, +1d Spellcasting
(Sea 3) Brave
Current Wealth: 1,900 cr
Armor: None (see signature item)
Weapons:
Unarmed (Range Melee, Damage Str+d6, +1 to Hit)
Bite/Claws (Range Melee, Damage Str+2d8 AP 10, +1 to Hit, M.D.C.)
Silver Sword, Short (Range Melee, Damage Str+d6)
Survival Knife (Range Melee, Damage Str+d4)
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
Signature Item
Crest of the Night Sun
Arcane Background: Magic (Rifts® TLPG, p120)
Power Activators: Magic users must be able to gesture and speak to cast spells.
PPE: 10
Powers:
- Ancestor's Blessing/Curse (Boost/Lower Trait; Savage Worlds: Adventure Edition p156; Ancestor spirits Trappings)
- Mercy (Healing; Savage Worlds: Adventure Edition p162; Spirits Trappings)
- Walk the Night Path (Invisibility; Savage Worlds: Adventure Edition p164; Limitations: Self (limited))
I.S.P.: 10
Powers:
- Arcane Protection (Savage Worlds: Adventure Edition p148)
- Hunter's Eyes (Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158))
- The Smell of Fear (Empathy (Savage Worlds: Adventure Edition p160))
- Cats Land on Their Feet: All Werecats start with the Acrobat edge.
- Invulnerable: Only magic, psionics, silver, and supernatural attacks can harm them and those wounds may only be healed through natural healing or the healing power.
- Keen Senses: +2 Notice in cat and man-monster forms. Already added in, less by 2 in Human form.
- Low Light Vision: Werecats in all forms ignore Dim and Dark Illumination penalties.
- Man-Monster Form: +2d to Agility and Strength in cat or man-monster form. Already added, less by 2d in Human form.
- Natural Magic: Werecats begin with Arcane Background (Magic), a d4 Spellcasting skill, 10 PPE and three powers from their list.
- Natural Psionic: Werecats begin with Arcane Background (Psionics), a d4 Psionics skill, 10 ISP and three powers from their list.
- Red in Tooth and Claw: In man-monster form gains +2 Athletics checks to climb and has natural weapons.
- Regeneration: Natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
- Shapechange: As an action, assume human, cat, or man-monster form. Retain speech and psionics in all forms, magic in human or man-monster form. In cat form, use the great cat Agility, Strength, Vigor, and linked skills but cannot cast spells or use humanoid devices.
- Werecat Breed: Three native types of werecat exist. Each grants an additional racial ability and complication.
- Arcane Duality: Can take Power Points Edge twice per rank, but only gain PPE with one and ISP with the other.
- Cyber Resistant:
- Distinctive Appearance: In non-human form -2 to Persuasion, Reactions start at Unfriendly, or Hostile for human supremacists.
- Enemies (Major): Attacked on sight by supernaturally evil creatures and the CS.
- Human Mutant: Can only be a human
- Hunters' Instinct: Instinctual urge to hunt or fight regularly.
- Monster Hunter: Dedicated to eliminating vampires and supernatural evil.
- Racial Enemy: Werewolves are enemies; -2 Persuasion checks with them.
- Weakness (Garlic and Wolf's Bane): Spirit check when contacting or become Shaken. -2 penalty to attack those wearing them.
- Weakness (Silver): Suffer +4 damage from silver weapons.
- Weakness (Supernatural): Can be Wounded by the natural attacks of supernatural beings.
- Wild Beast: When in a city for more than a day, suffer -2 to all Trait rolls. Spirit check daily or leave the city.
- Weakness (Magic and Psionics): Can be affected by magic and psionics.
- Unbound Power: ["Arcane Protection"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
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 (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
Created with Savaged.us
Jaguar Form Stats:
Size 1 Great Cat
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d10, Common Knowledge d4, Psionics d6, Survival d8
Pace: 8; Parry: 7; Toughness: 15
Edges: Frenzy (Imp), Acrobat, Combat Acrobat, Brawler, Martial Artist, Woodsman
Special Abilities:
- Bite/Claws: Str+2d8, AP 8
- Low Light Vision: Jaguar ignore penalties for Dim and Dark Illumination.
- Pounce: Jaguar pounce on their prey to best bring their mass and claws to bear. If a jaguar can leap at least a few feet (1″ on the tabletop) and makes a Wild Attack, it adds +4 to its damage instead of +2.
- Can speak in human languages
- Psionics: 10 ISP, Arcane Protection (automatic raise on success), Empathy, Detect/Conceal Arcana (self only)
Last edited by Vela on Sat Mar 12, 2022 5:31 pm, edited 28 times in total.
Character Cheat Sheet
- Pender Lumkiss
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- Joined: Thu Mar 09, 2017 9:00 pm
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Re: Vela
Signature Item Proposal - Crest of the Night Sun
A necklace of tough, flexible leather adorned with beads of jade, wood and other decorative items, with an amulet in the shape of a flat golden disc. Engraved into the disc is a stylized image of sun rays along the edges, with a humanoid face possessing bestial features in the center. Around the face is script in some ancient Toltec language. If translated, they read (roughly) "Go Forth By Night and Shine."
This item, when worn, possesses the following features.
When activated as a free action, it creates a powerful magical defense around the wearer. This protection can stop energy and physical assaults alike, but an attack coming from immediately adjacent to the wearer, and moving slowly as it passes through the defensive barrier, can 'trick' it into allowing it through, as it does not interfere with objects that don't seem to be dangerous. The wearer also enjoys the favor of some ancient solar deity, or equivalent force, and their attacks against such beings are enhanced.
The Crest stores magic power on its own, independently of its wearer, but this innate supply only recharges when the sun is down for some reason.
It gives +6 Toughness that doesn't stack with the Protection power, or any armor, as well as the Champion and Holy Warrior edges. It costs 3 ISP or PPE to activate for one hour.
Breakdown:
(Base Item: N-F50A Superheavy Force Field (Toughness 5, Min Str 1d4, does not stack with any powers or armors) - Empires of Humanity pg39) 250k
Conversion Cost: 50k
Minor: +1 Toughness, 5k
Minor: 5 PPE reservoir, 5k
Major: Edge - Champion, 25k
Major: Edge - Holy Warrior, 25k
Quirk: Only recharges PPE at night
Total Cost: 360,000
This is assuming TW construction. If you agree this should be an enchanted item, I'd need to rejigger it.
A necklace of tough, flexible leather adorned with beads of jade, wood and other decorative items, with an amulet in the shape of a flat golden disc. Engraved into the disc is a stylized image of sun rays along the edges, with a humanoid face possessing bestial features in the center. Around the face is script in some ancient Toltec language. If translated, they read (roughly) "Go Forth By Night and Shine."
This item, when worn, possesses the following features.
When activated as a free action, it creates a powerful magical defense around the wearer. This protection can stop energy and physical assaults alike, but an attack coming from immediately adjacent to the wearer, and moving slowly as it passes through the defensive barrier, can 'trick' it into allowing it through, as it does not interfere with objects that don't seem to be dangerous. The wearer also enjoys the favor of some ancient solar deity, or equivalent force, and their attacks against such beings are enhanced.
The Crest stores magic power on its own, independently of its wearer, but this innate supply only recharges when the sun is down for some reason.
It gives +6 Toughness that doesn't stack with the Protection power, or any armor, as well as the Champion and Holy Warrior edges. It costs 3 ISP or PPE to activate for one hour.
Breakdown:
(Base Item: N-F50A Superheavy Force Field (Toughness 5, Min Str 1d4, does not stack with any powers or armors) - Empires of Humanity pg39) 250k
Conversion Cost: 50k
Minor: +1 Toughness, 5k
Minor: 5 PPE reservoir, 5k
Major: Edge - Champion, 25k
Major: Edge - Holy Warrior, 25k
Quirk: Only recharges PPE at night
Total Cost: 360,000
This is assuming TW construction. If you agree this should be an enchanted item, I'd need to rejigger it.
Last edited by Vela on Tue Nov 24, 2020 12:36 am, edited 1 time in total.
Character Cheat Sheet
- Technospawn
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- Pender Lumkiss
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- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Re: Vela
This looks like an enchanted item. The edges should be effectively auto on while wearing the item. It should not cost any ppe per hour to activate.
Field Team Six Bennies
- Pender Lumkiss
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Re: Vela
I am confused by the item’s number of minor and major slots... If it is TW, it is 3 and 3, if enchanted 2 and 2. Its current build seems TW, but you are shorting yourself a minor and major slot.
Field Team Six Bennies
Re: Vela
Foul threadcromancy!
Okay, so as an enchanted item:
Breakdown:
(Base Item: N-F50A Superheavy Force Field (Toughness 5, Min Str 1d4, does not stack with any powers or armors) - Empires of Humanity pg39) 250k
Minor: +1 Toughness, 10k
Minor: +1 Toughness, 10k
Major: Edge - Champion, 50k
Major: Edge - Holy Warrior, 50k
Total Cost: 370,000
Based on the upgrade costs for enchanted being twice as expensive as TW upgrades...though since it's a sig item that ideally doesn't matter.
That seem okay @Technospawn ?
Okay, so as an enchanted item:
Breakdown:
(Base Item: N-F50A Superheavy Force Field (Toughness 5, Min Str 1d4, does not stack with any powers or armors) - Empires of Humanity pg39) 250k
Minor: +1 Toughness, 10k
Minor: +1 Toughness, 10k
Major: Edge - Champion, 50k
Major: Edge - Holy Warrior, 50k
Total Cost: 370,000
Based on the upgrade costs for enchanted being twice as expensive as TW upgrades...though since it's a sig item that ideally doesn't matter.
That seem okay @Technospawn ?
Character Cheat Sheet
- Technospawn
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- Posts: 598
- Joined: Thu Mar 12, 2020 9:28 pm
Re: Vela
Both look good to me. While technical qualms could be made about a forcefield losing it's power requirement, you're not trying to stack it on something so I'm judging by your intent.
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