Tolkeen Concepts

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High Command
The Savage Inquisition
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Tolkeen Concepts

Post by High Command »

I am playing Aleeza.

The others can be available if someone wants to play them
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1862
Joined: Sun Jun 12, 2016 6:10 am

Re: Tolkeen Concepts

Post by High Command »

Rolls
CK HJ: 2d20: [1, 5] = 6
Training (1): 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.
Black ops and Underworld (5): She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.

4d6*50*20: [2, 4, 3, 4]*50*20 = 13000 , 2d4*50*10: [1, 3]*50*10 = 2000 = 3300 Credits
Aleeza began her life as yet another Altaran Slave Warrior in service to the Slaver to whom she was assigned. She and her bargemates had been in and out of Tolkeen, buying captured CS soldiers, capturing innocents and warriors alike, and in general preying on the conflict. Had it not been for some ill luck, that would have remained her life. The CS, in targetting a hardened Tolkeen position in the early days of the conflict during a skirmish, managed to rain down artillery barrages and missiles on the slaver's barge and all of her sisters. Protocol said she must evade capture and return to the ship they operated from, but instead she threw a discarded cloak from a nearby dead tolkeen mage, and escaped into the woods, evading both forces which saw her as an enemy.

She pushed west, if only to escape the border and the conflict. While no novice when it came to fighting, Leeza was not the fighter some of those she ended up faced against, especially without the backup of her sisters and the monstrous power of the Slaver and his barge. She was eventually captured by some Cyber-Knights and charged with slave trading and sentenced to death. To this she cried out, "If I must die, then let my old life die and let me be reborn to save these people." One of the knights, Lady Charis'a Talaton, halted the execution and began a three day interrogation of the young altaran where she probed Aleeza's trauma and experiences, testing the mettle of the altaran's commitment to truly throwing away her former life.

So it was that recruit Redmane was delivered to the training grounds and throughout her grueling training, she never once waivered. Perhaps her enthusiasm was greater than her reason sometimes, but she cleaved close to the training and ideology, loving the ideals of freedom and choice. She became a Crusader, wishing to fight to keep people free from monsters, slavers, and despoilers. She followed her mentor, Lady Talaton, when she'd had enough of Coake's excuses as to why they weren't helping Tolkeen fight the obvious evil of the Coalition. Once they were in the area, she set Aleeza off, bidding her to find her own way to help others and bring honor to the name Cyber-Knight.

Aleeza Redmane
Novice Female Altara, Cyber-Knight
Aleeza Redmane.png
Aleeza Redmane.png (127.54 KiB) Viewed 124 times
Iconic Framework: Cyber-Knight

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d6, Battle d6, Common Knowledge d6-2, Fighting d8, Healing d6, Language (American) d8, Language (Splugorthian) d8, Notice d6+2, Persuasion d8+1, Psionics d8, Riding d6, Shooting d6, Stealth d6
Pace: 8; Running Die: d10; Parry: 6; Toughness: 18 (8)
Strain: 6/6
Hindrances: Heroic, Impulsive, Wanted (minor, Splugorth)
Edges: Alertness, Attractive, Champion, Connections (Cyber-Knight Order), Frenzy, I Know a Guy, Psi-Shield, Trademark Weapon (Psi-Sword)
Armor: Armored Cloak (Armor 2), Cyber-Knight Medium EBA (TW) (Armor 6)
Weapons:
  • Unarmed (Range Melee, Damage Str)
    Psi-Sword (Range Melee, Damage Str+2d8, AP 8, +1 to Hit, +1 Parry)
    Split Psi-Sword 1 (Range Melee, Damage Str+2d8, AP 4, +1 to Hit, +1 Parry)
    Split Psi-Sword 2 (Range Melee, Damage Str+2d8, AP 4, +1 to Hit, +1 Parry)
    Pump Action Shotgun (Range 12/24/48, Damage 1-3d6, ROF 1, Shots: 6)
    Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2, Shots 20)
Gear: 12g Shotgun Loading Tube (Contains: 6x Shotgun slug), 12g Shotgun Loading Tube (Contains: 6x Shotgun slug), Elaborate Saddle, Lighter, NG-S2 Survival Pack (Contains: Wooden Stakes, Survival Knife), 2x Pistol E-Clip, Box of 48x Shotgun slugs, War Horse, Wooden Cross
Languages: American (d8), Splugorthian (native, d8)
Current Wealth: 470 cr
Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 10
  • Empathy (Savage Worlds: Adventure Edition p160)
    Group Mind Block (Arcane Protection; Savage Worlds: Adventure Edition p148; Limitations: Self (limited))
    Healing (Savage Worlds: Adventure Edition p162)
    Relief (Savage Worlds: Adventure Edition p166)
    See Aura/Conceal Aura (Detect/Conceal Arcana; Savage Worlds: Adventure Edition p158; Innate Power; Limitations: Self (limited))
    Smite (Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited))
    Summon Inner Strength (Boost Trait; Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited))
Special Abilities
Attractive: +1 to Persuasion and Performance
Bad Reputation (Minor): Infamous as servants of Splugorth Slavers, the average person fears Altara — most folks who discover who and what they are initially have Uncooperative Reactions.
Blind: Although created blind, this is only a minor drawback for the Altara since they have a natural radar-like ability extending 1,200 feet (200") which compensates for most of the penalties. They cannot read, however, see colors, or otherwise detect purely visual information
Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6
Instilled Ignorance: Taught only what they need to serve their masters, extreme rainwashing is used to dampen Altarain intellectual acumen, leaving them naive about the world.
Near-Human Physiology: Altara were modified through Splugorth bio-wizardry, giving those unfamiliar with their biology a −1 penalty to Healing skill rolls and to any cybernetics checks involving installation, repair, and modification.
Storm-Fouled Senses: In inclement weather or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a -2 penalty to Notice, Fighting, Shooting, and Athletics (throwing).
Superior Senses: Begin with the Alertness Edge.
Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Cyber-Armor: As a free action, Cyber- Knights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage (see Blood & Gore, page 116).
Stats include toughness bonus.
Cyberkinetic Combat: Any electronic technology-based attacks such as lasers, rail guns, and vibro- blades suffer a −2 to hit a Cyber- Knight. This ability stacks with the deflection power.
First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die; stacks with the Fleet-Footed Edge.
Inner Light: Cyber-Knights begin with the Champion Edge (see Savage Worlds).
Intense Combat Training: The Cyber- Knight begins play with Fighting d8, Frenzy, and Trademark Weapon
Minor Psionic: Cyber-Knights have Arcane Background (Psionics),
Psi-Sword: As a free action, Cyber- Knights can summon a blade of spirit and will. It may have any appearance but it does not change the effects.
Revered Protectors: The hero is a member of the Cyber-Knight Order faction, and has Connections with the group and its allies. She gains +1 to social checks with most folks and Reactions start one level higher than normal. The faction's Enemies—including powerful monsters, supernatural evil, and villains—will plot the hero's downfall.
Code of Honor: A Cyber-Knight must adhere to the codes and philosophies of the Order or he loses some or all of his powers, depending on the degree of transgression.
Cybernetics: Cyber-Knights suffer −1 to Psionics per point of Strain (page 69).
Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance


------------------

Current Load: 56.85 (61)
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 and optimal
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1862
Joined: Sun Jun 12, 2016 6:10 am

Re: Tolkeen Concepts

Post by High Command »

Korlas Murena, Wolfen Commando
Rolls
HJ - Underworld and Black Ops: 1d20: [13] = 13 Larceny
F&G 1: 1d20: [7] = 7 : Spirtual and Determined
F&G 2: 1d20: [19] = 19 : Choose 6: Smart and Learned

4d6*10*10: [6, 1, 5, 1]*10*10 = 1300 2d4*5*10: [4, 1]*5*10 = 250 *10=2500+1300=3800
Rich: two rolls on gear:
Cybernetics: 1d20: [11] = 11 Ranged Data System
Body Armor: 1d20: [10] = 10 +2 to Stealth
Korlas was born and raised in Tolkeen, a patriot of the kingdom through and through. Still in the end it was mercenary work that caught his attention and he left for a while working in a number of small engagements. When things started heating up back home, he convinced his employer that Tolkeen would be a safe bet on a contract. They were used as a flanker on a few actions against the CS, with Korlas in command of a squad of heavy gunners covering the advance of the scouts. Then he was assigned to the scouts and excelled there as well. In the end the group was beaten below operational strength by the superior number of the CS forces, though they held their objective. They all received hefty payments and dispersed to other companies, looking to hire vets. Still, Korlas wants more than simple mercenary life. He wants a purpose. He'll Find it, one way or the other. Besides, no one can deny his skill and only a fool would pass him up. Finding work is no big deal.
Korlas Murena, Wolfen Commando
Wulfen Spacer.jpg
Wulfen Spacer.jpg (42.59 KiB) Viewed 134 times
Seasoned MARS Commando

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Battle d6, Common Knowledge d4+2, Fighting d8, Language (American) d8, Language (Demogogian) d6, Language (Dragonese/Elven) d6, Language (Euro) d6, Language (Wolfen) d8, Notice d6, Occult d8, Persuasion d4, Repair d4+2, Shooting d8, Stealth d6+2, Survival d6, Thievery d8+1
Pace: 8; Running Die: d8; Parry: 6; Toughness: 20 (7); Size: Normal (2)
Strain: 7/10 Remaining
Hindrances: Arrogant, Heroic, Impulsive, Loyal, Quirk (Honorbound)
Edges: Assassin, Brawler, Bruiser, Command, Conditioned, Dodge, Linguist, Marksman, Martial Artist, Rich, Soldier, Strong Willed, Thief
Armor: Armored Cloak (Armor 2, Toughness 1), Urban Warrior Tactical Medium EBA (Armor 5, Toughness 2, +2 Stealth)
Weapons:
  • Unarmed (Range Melee, Damage Str+d8, +1 to Hit)
    Bite (Range Melee, Damage Str+d10)
    Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.)
    Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1)
    L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, ROF 3, AP 2, M.D.C.)
    NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 3d8+2, ROF 1)
    Silver Bayonet (Range Melee, Damage Str+d4)
    Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry)
    Vibro-Blade Vambraces (Range Melee, Damage Str+2d10, AP 8, M.D.C.)
Gear: NG-S2 Survival Pack (Contains: 5x Rope, nylon (10”/20 yards each), Tool Kit, Wooden Stakes, Survival Knife), Wooden Cross
Languages: Wolfen (native, d8), American (d8), Demogogian (d6), Dragonese/Elven (d6), Euro (d6)
Current Wealth: 50 cr

Special Abilities
Powerful Canine Build: Wolfen are a hugely powerful race of creatures. They are Size 2, increase their pace by 2, their running die by 1, start with a Strength d8, Vigor d6 and raise Trait maximums accordingly.
D-Bee: A Wolfen’s imposing appearance leads to poor initial Reactions, which typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
Non-Standard Build: Wolfen have unique proportions which make commonly available equipment problematic. Subtract 2 from Trait rolls when using equipment not designed for Wolfen (including weapons and vehicles). They can't wear commonly available armor or clothing, it must be custom-designed and fitted—tripling associated costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Starting Gear is assumed to be custom-built for the character.
Low Light Vision: Wolfen ignore Dim and Dark Illumination penalties.
Warrior Culture: Wolfen, as a society, believe in the code of the warrior - which gives them a loose code of conduct about fighting. While not rigid, it does color how they view the world. Choose from one from each of the following lists to reflect that. Minor: Loyal, Quirk (Honorbound), or Driven (Minor; Prove one's self in battle); Major: Heroic, Arrogant, Bloodthirsty, Overconfident, Code of Honor
Bite: Wolfen have fangs that cause Strength+d4 damage and can also be used on a Bound or Entangled foe.
Inhuman Physiology: Those unfamiliar with Wolfen physiology suffer a −3 penalty to Healing and cybernetics checks
MARS Advances: Commandoes begin as Seasoned heroes
Commando Attributes: +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
Commando Skills: Athletics d6, Fighting d4, Shooting d4, and Survival d4.
Commando Edges: Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
Who Dare, Wins: Use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. +2 bonus to parachuting, rappelling, and similar daring moves.
Focused Training: Make two fewer rolls on the Hero's Journey tables.
Dedicated Arrogance: Begin with either the Loyal or Quirk Hindrance for no added benefit.


Cyberware
Core Electronics Package (1 strain, F&G): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Optics Package (1 strain, F&G): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
Range Data System (1 strain, Rich): Ignore two points of penalties to all Shooting checks, requires the Optics Package

Novice Advances
Edge: Rich
Edge: Martial Artist
Raise Skills: Occult/Thievery
Seasoned Advances
Edge: Bruiser
------------------

Current Load: 75.75 (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 Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1862
Joined: Sun Jun 12, 2016 6:10 am

Re: Tolkeen Concepts

Post by High Command »

rolls
Ex-CS EOD
F&G: 1d20: [14] = 14 : Shiny and Chrome - Your hero is harder, better, faster, and stronger. Choose up to 2 Strain of Cybernetic Systems, and add two points to maximum Strain.
F&G: 1d20: [6] = 6 : Smart and Learned - Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
HJ: Experience and Wisdom: 1d20: [20] = 20 - Choose: Professional Edge: Born to Ride
HJ: Cybernetics 1d20: [2] = 2 : Reinforced Frame

4d6*10*10: [3, 1, 3, 2]*10*10 = 900 + 2d4*10*50: [3, 3]*10*50 = 3000

Rich - Body Armor: 1d20: [18] = 18
Rich - Body Armor: 1d20: [10] = 10
Kody Haskins
Seasoned Male Human, MARS EOD Specialist, and Freelance Combat Engineer
Kody Haskins full.png
Kody Haskins full.png (78.92 KiB) Viewed 88 times
Iconic Framework: MARS EOD Specialist
Description
Kody Jenkins is that guy everyone knows, everyone loves, and everyone can't wait to see what shitstorm he's going to get himself into. Usually not intentionally, though if he's bored, maybe. Mostly because there was never a reg that he wouldn't bend to the point of breaking, but usually he was smart enough to keep himself from crossing the line. He was also one hell of a soldier willing to put it all on the line for his platoon mates. The fact he was also a rated power armor pilot and combat engineer didn't hurt. After all, he was the guy who could fix or mod your weapon, get you out of any equipment bind, and would literally take down buildings to save you. He did that, on two occasions. One nearly broke his back and he had to get reconstructive surgery because of it, but he came out faster and stronger because of it.

Things were going well for the veteran of Old Chicago until he got transferred to the Tolkeen Front. In Old Chicago, things are black and white. You got monsters, Tourists - who know they shouldn't be there, refugees, and Federation of Magic Zealots. The refugees are usually easy to pick out and the Tourists you check for dangerous elements and either shoot them or send them on their way away from CS territory - if they are polite and not made up of magic users or monsters. Simple really. Monsters and zealots are both treated the same way, because really, they are the same. Things are different on the Front. Tourists and Refugees are basically the same thing here and just trying to get away from the fighting. There are zealots here too, loving their doomed nation and just as monstrous as those from the Federation of Magic, and monsters are the same everywhere. But here you have a new element - innocents. These poor saps just want to live. Most don't care who's in charge unless they are d-bees, in which case they'd be okay with the CS if the CS would be okay with them. Kody never did get that hatred folks had. Sure some of 'em are ugly, but so are muties and you don't shoot them on sight.

All of this came to a head when his unit was sent in after a battle. It was no battle, it was a slaughter. He was being tasked with blowing some mystical device - which he quickly figured out was a generator using the ley line to power it. Genius design really, and aside from maybe recharging a few e-clips, it wasn't a threat. It was being destroyed simply to deny its existance. The commanding officer made that perfectly clear as he made the remaining townsfolk watch it be destroyed and then executed half their number - kids and all! It took everything Jenkins had not to puke his guts out in revulsion. It took him a week to find his chance and defect - by staging his death in a very loud and obvious way. He stayed out of the fight for a time, eventually joining up with a group of do-gooders. He doesn't shoot to kill CS soldiers, only to wound or maim. That the army can fix and it will send them away from the front lines for a while. If he recognizes one of the butchers however, he spares nothing.

Slowly his sense of humor is returning. He misses his family back in Missouri, but its better they don't know their son and brother is a traitor. But better a traitor than a butcher. He tries his best to keep his face hidden, recently adopting a new cybernetic and abandoning his original face forever. Calling himself Kody Haskins now, he hides from his past a a CS soldier, only letting those close to him know.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6+2, Driving d6, Electronics d8+2, Fighting d6, Hacking d6+2, Language (American) d8, Notice d6, Occult d6, Persuasion d6, Piloting d6, Repair d8+2, Science d6, Shooting d8, Stealth d6+2, Survival d6, Thievery d8
Pace: 8; Parry: 5; Toughness: 17 (7)
Strain: 6/10
Hindrances: Heroic, Quirk (Life of the party), Secret (minor, a CS deserter, turns to CS Exile if discovered)
Edges: Ace, Born to Ride, Conditioned, Demolitionist, Dodge, Expert Demolitionist, Rich, Take 'Em Down
Armor: Armored Cloak (Armor 2, Toughness 1), Urban Warrior Tactical Medium EBA (Armor 5, Toughness 2, +2 Stealth, +2 Pace, +1 Jumping Distance)
Weapons:
  • Unarmed (Range Melee, Damage Str),
    Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2)
    NG Super Laser Pistol (Range 12/24/48, Damage 3d6+1, ROF 1, AP 2)
    • alternate mode: Integral grenade launcher (12/24/48, damage by grenade, 6 Shots, Reload 2).
      2x Plasma Rifle Grenade (Range 5/10/20, Damage 3d12, ROF 1), 4x Stun Grenades (Range 5/10/20, Damage -, ROF 1)
      4x Armor Piercing Rifle Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.)
    Vibro-Knife (Range Melee, Damage Str+d6, AP 6, M.D.C.)
Gear: NG-S2 Survival Pack (Contains: Wooden Stakes, Survival Knife, 4x MD Plastique), 7x Silver Arrow/Bolt, Tool Kit, Wooden Cross
Language: American (native, d8)
Current Wealth: 0 cr

Special Abilities
MARS Advances: EOD Specialists begin as Seasoned heroes
EOD Specialist Skills: Repair d6, Thievery d4, Survival d4. Electronics d6, and Science d6.
EOD Specialist Edges: Conditioned, Demolitionst, Expert Demolitionist, and Take 'Em Down Edges.
Spicy Home Cooking: May roll Repair to manufacture explosive devices. The EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of damage, and a raise allows a free reroll of the damage.
Hero's Journey: Make one less roll on the Hero's Journey tables.
Restricted Hindrances: Cannot take the All Thumbs or Illiterate Hindrances.

Cyberware
Reinforced Frame (1 strain, Custom): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
Cyber-Disguise, Basic (1) (1 strain, Custom): Change facial features
Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step

Vehicles
Dirt Bike (Size: 0 (Normal); Handling: +1; Toughness: 7; Top Speed: 80mph/129kph; Notes: Stock bike designed for off-road use with excellent shocks., Off Road (treat as 4WD), 50% chance any uncalled shot hits the character instead.)

Advances
Novice Advances

Edge: Rich
Raise Attribute: Spirit
Raise Skills: Shooting/Thievery
Seasoned Advances
Edge: Dodge
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Current Load (normal/combat): 75.15 / 51.9 (61)
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 and optimal
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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