Vrochos (Lyn Srial Battle Magus) Lost Jungle

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Vroches
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Vrochos (Lyn Srial Battle Magus) Lost Jungle

Post by Vroches »

Vrochos.png
MARS, HJ, 5d20 and credits 4d6 and valuables 2d4, contingent 20 siders 3d20: [17, 18, 16, 13, 3]+[1, 1, 2, 6]+[2, 4]+[2, 18, 11] = 114

MARS Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny

MARS Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.

1,000 Universal Credits
3,000 in valuables

17 Underworld & Black Ops = Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero’s made it a point to learn a little something about everything. She has the Jack-of-All-Trades Edge.

18 Education = Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.

16 Experience & Wisdom = Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.

13 Magic & Mysticism Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.

3 Training After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.

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Vroches
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Re: Vrochos (Lyn Srial Battle Magus) Lost Jungle

Post by Vroches »

Vrochos

Seasoned Male Lyn-Srial, MARS Battle Magus

Iconic Framework: MARS Battle Magus

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills:
  • Academics d6
    Athletics d8
    Battle d8
    Common Knowledge d4
    Fighting d8
    Language (Native) d8
    Language (Spanish) d4
    Notice d8
    Occult d8
    Persuasion d4
    Repair d8
    Shooting d8
    Spellcasting d8
    Stealth d8
    Survival d8
Pace: 5; Flying Pace: 12; Parry: 6; Toughness: 11 (4)
Strain: 6/6
Hindrances: Code of Honor, Heroic, Vow (major, Serve Dwemer), Wanted (major, ), Phobia (major, rifts and dimensional portals)
Edges: Ambidextrous, Arcane Marksman, Brave, Field Intel, Improved Level Headed, Jack-of-all-Trades, Magi of Dweomer, Master of Magic, One With Magic (Novice), One With Magic (Seasoned), Power Points, Power Points
Language: Native (native, d8), Spanish d4
Current Wealth: 7,500 cr
[/LIST]

Special Abilities
  • Alien Physiology: Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Compatible medical supplies/services and cybernetics cost double the listed price.
  • Cyber Resistant: Lyn-Srial can’t take cybernetics of any kind.
  • D-Bee (Major): The initial Reactions to Lyn-Srial 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.
  • Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
  • Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
  • Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
  • Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
  • Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
  • Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
  • Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
  • Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly.
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • One With Magic - Ley Line Sense: Can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
  • One With Magic - Ley Line Rejuvenation: While on a ley line, gains a natural healing roll once per day.
  • Languages Known: Native (native, d8)
  • Battle Magus Spellcasting: Asterisk or dagger are Innate Abilities on the Magus himself. Dagger only are an Innate Ability only when using boost Trait and speed.
  • MARS Advances: Gains 4 advances and is a Seasoned character
  • Battle Magus Edges: Arcane Marksman Edge and Magi of Dweomer Edge.
  • Battle Magus Fighting Skills: Begin with d6 Athletics, d6 Fighting, and d6 Shooting.
  • Choose Your Fate (Hero's Journey): If you keep this selected, then you should see two additional HJ rolls below this list to select/roll.
Starting Bennies: 4
Advances
Novice Advances
  • Edge: One With Magic (Novice)
  • Edge: Ambidextrous
  • Edge: Power Points
Seasoned Advances
  • Edge: One With Magic (Seasoned)
  • Edge: Level Headed
  • Edge: Improved Level Headed
  • Edge: Power Points
Veteran Advances
  • Edge: New Powers
Current Load: 22.25 (41)
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 Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid, but not optimal

Created with Savaged.us
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Vroches
Posts: 28
Joined: Wed Oct 06, 2021 1:45 pm

Re: Vrochos (Lyn Srial Battle Magus) Lost Jungle

Post by Vroches »

GEAR Extra Toys
Armor: Battler Armor (Armor 4)

Weapons:
  • Survival Knife (Range Melee, Damage Str+d4)
  • Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C.)
  • 4x Wilk’s 227 Pulse Pistol (Range 15/30/60, Damage 3d6, ROF 3, AP 2, Shots 24) 2 e-clips for each
  • Wooden Stakes (Range Melee, Damage Str+d4)
  • Casting Rods (Range Melee, Damage Str+d6)
NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
  • „ Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    „ Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    „ Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    „ Fire starter kit with pocket lighter and flint sparker.
    „ First aid kit with three uses (each refill costs 100 credits).
    „ Flashlight and radio (five-mile range), crank and solar powered.
    „ Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    „ Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    „ Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    „ Wooden Cross


Communications Band (TW): With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Performance rolls. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits)

Shadow Cloak (TW): An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract.
When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).

Twin Casting Rods: Vroches carries twin casting rods used for power batteies and occationally used as melee weapons. Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6) that even does Mega Damage if 2 PPE is channeled through it that round.

Loop Enhancement System: Vroches was awarded as a gift for valiance in the field. Designed under commission from a Lord Magus this commendation is one of the few items Vroches truly values and sees as irreplaceable. When it was awarded The Three were even at the ceremony, and this is something he could never forget.
The amulet has imprinted on it a stylized image of the three, watching over the city. When activated it sends a surge of energy through the wearer allowing them immediately make a Healing roll d8+2. The healing energies persist in the target adding +2 to all further healing efforts. The device can be used up to four times before needing refilled with 2 PPE (or ISP).
The system has addition enhancements that allow the user to channel further power into it further amplifying its healing properties letting the user roll d8+6.
Mechanics
Base Item: IRMSS —Internal Robot Medical Surgeon System

IRMSS —Internal Robot Medical
Surgeon System: When there’s no medic or doctor around this system can be a lifesaver. It contains countless nanorobotic devices, programmed to seek out damage in a biological system and repair it. The device—the size of a handheld shopping scanner—is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced (2 lbs, 42,000 credits).

Major: Healer (+2 to all healing checks)
10,000

Major: Novice Power Relief
10,000

Minors (2): +2 to d8+2 healing check
10,000

Total: 76,200 credits
Includes 4,200 conversion cost
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Vroches
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Re: Vrochos (Lyn Srial Battle Magus) Lost Jungle

Post by Vroches »

Magic: Power Points: 20; Powers:
  • Arcane Adaption (Warrior's Gift; Savage Worlds: Adventure Edition p169-170; Innate Power; Limitations: Self (limited))
  • Arcane Silver (Smite; Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited); Skill Bonus: +1)
  • Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158)
  • Healing Touch (Healing; Savage Worlds: Adventure Edition p162)
  • Lightning Nova (Bust, Savage Worlds: Adventure Edition p156)
  • Time Loops (Deflection; Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Self (limited))
Battle Magus Spellcasting: Asterisk or dagger are Innate Abilities when used on the Magus himself. Dagger are only an Innate Ability only when using boost Trait and speed.
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Vroches
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Re: Vrochos (Lyn Srial Battle Magus) Lost Jungle

Post by Vroches »

Resources

Bennies: 2
  • -1 Reroll Survival
Wounds: 0

Fatigue: 0

PPE: 20 / 20

Casting Rod left: 10 / 10

Casting Rod right: 10 / 10

Wilks #1 = -10 shots

Wilks #2 = -10 shots
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Technospawn
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Re: Vrochos (Lyn Srial Battle Magus) Lost Jungle

Post by Technospawn »

Approved
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]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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