Vela

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Vela
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Re: Rifts: Lost Jungles

Post by Vela »

Hero's Journey!

Roll 1 1d20: [5] = 5
Roll 2 1d20: [12] = 12
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Vela
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Re: Rifts: Lost Jungles

Post by Vela »

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
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 in the form of a radiant golden halo of light. This protection can stop energy and physical assaults alike. The wearer also enjoys the favor of some ancient solar deity, or equivalent force, enhancing their ability and attacks against supernaturally evil beings.

It gives +7 Toughness that doesn't stack with the Protection power, or any armor, as well as the Champion and Holy Warrior edges.

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

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))
Arcane Background: Psionics (Rifts® TLPG)
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))
Special Abilities
  • 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.
Current Load: 42.25 (101)
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
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Pender Lumkiss
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Re: Vela

Post by Pender Lumkiss »

What is the major vow?
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Vela
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Re: Vela

Post by Vela »

It's 'Monster Hunter.' They are dedicated to the eradication of vampires and other supernatural evil.

Hey GM, any chance you could switch ownership of this sheet to Vela? I can't edit it now. :)
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
User avatar
Pender Lumkiss
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Re: Vela

Post by Pender Lumkiss »

Vela wrote: Wed Nov 18, 2020 10:08 pm It's 'Monster Hunter.' They are dedicated to the eradication of vampires and other supernatural evil.

Hey GM, any chance you could switch ownership of this sheet to Vela? I can't edit it now. :)
Done!
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Re: Vela

Post by 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.
Last edited by Vela on Tue Nov 24, 2020 12:36 am, edited 1 time in total.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Technospawn
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Re: Vela

Post by Technospawn »

You need to include costs in your sig item write up.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
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GM = 7/7 Jarierth = 0/2
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Re: Vela

Post by Pender Lumkiss »

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.
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Vela
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Re: Vela

Post by Vela »

Technospawn wrote: Thu Nov 19, 2020 5:48 am You need to include costs in your sig item write up.
Done.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
User avatar
Pender Lumkiss
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Re: Vela

Post by Pender Lumkiss »

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.
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Vela
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Re: Vela

Post by 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 ?
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Technospawn
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Re: Vela

Post by Technospawn »

@Imperator needs to review the character before final approvals.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
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GM = 7/7 Jarierth = 0/2
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Re: Vela

Post by Imperator »

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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Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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