True Atlantean Undead Slayer

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Venatus Vinco
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True Atlantean Undead Slayer

Post by Venatus Vinco » Sat Sep 29, 2018 4:57 pm

HJ
  • Magic & Mysticism 1d20 = 14: 14 - 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 (smite)
  • Training 1d20 = 20: 20 - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Magic & Mysticism 1d20 = 7: 7 - More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
  • Magic & Mysticism 1d20 = 5: 5 - More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
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Re: True Atlantean Undead Slayer

Post by Venatus Vinco » Sat Sep 29, 2018 6:16 pm

Arastos the Steadfast
Rank: Novice Experience: 5 Advances Left: 0
Race: True Atlantean
Iconic Framework: Undead Slayer
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Charisma: -2; Pace: 6; Parry: 7; Toughness: 7; Strain: 0

Skills:
  • Tattoo Magic d8 (2)
  • Fighting d10 (2)
  • Throwing d8 (3)
  • Notice d6 (2)
  • Survival d6 (2)
  • Stealth d6 (2)
  • K/Arcana d6 (2)
  • Investigation d6 (2)
  • Intimidation d6 (2)
  • Tracking d4 (1)

Hindrances
  • Arrogant (Major): Believes he is destined to battle the greatest foes
  • Duty to Clan (Major): Vow to serve the clan before all others (racial)
  • Heroic (Major): Strives to uphold goodness and truth in a depraved world (racial)
  • Death Wish (Minor): Wishes to kill a vampire intelligence
  • Poverty (Minor): Has little need for mortal concerns and gives away his money or pays too much for goods and services

Edges
  • Arcane Background Magic (IF): 5 powers, 20 PPE
  • Tattoo Magic (IF): Any power activated as a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue additional abilities and protections rather than powers
  • First Strike (IF): May attack one foe who moves adjacent
  • Counter Attack (IF): Receive free Fighting attack at –2 once per round when a foe fails a Fighting attack
  • Improved First Strike (Hind): Attack all foes who move adjacent
  • Improved Counter Attack (Hind): No -2 penalty.
  • Quick (N1): Redraw action cards of 5 or less

Iconic Abilities & Complications
  • Tattooed Crusaders: Undead Slayers are also eligible for the Adept, Champion, and Holy Warrior edges, using their Arcane Background and Tattoo Magic skill in place of Miracles and Faith.
  • Inherently Magical: Gain an additional 10 PPE (included above) and gain 10 PPE instead of 5 when taking the Power Points edge.
  • Tattoo Resilience: Undead Slayers gain +2 Toughness.
  • Touchy Feely: Activating tattoos requires touching them. Clothes, armor, restraints, and other impediments to touching tattoos makes them impossible to activate.
  • Bestowed Abilities: Undead Slayers cannot draw PPE from ley lines and their tattoos gain no additional benefits from ley lines or nexus points.
  • Price of Power: Undead Slayers must roll on the Psyche Degradation Table for each rank after Novice.
  • Scary Focused: Suffers -2 Charisma in most social situations due to their burning intensity.
  • The Feeling is Mutual: All evil beings treat Undead Slayers with a “kill on sight” attitude.

Racial Info
  • Ageless: Stops aging after about 25 years old. Can live up to 500 years,
  • Supernaturally Tough: +1 Toughness
  • Marks of Heritage: Flaming Sword & Protection from Vampire Tattoos
  • Operate Dimensional Pyramids: Use Common Knowledge rolls to accomplish this.
  • Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines.
  • Sense Vampires: True Atlanteans can roll Notice to detect any vampires within line of sight.
  • Spirited: Start with d6 Spirit Attribute.
  • Burdened by Destiny: Reduce their hero’s journey rolls by one - accounted for in IF
  • Cannot Be Transformed: May not use any power that physically changes the shape of the wielder
  • Cyber Resistant: Cyberware doesn’t work for this race.
  • Duty to their Clan: Major vow hindrance.
  • Duty to the Megaverse: Heroic hindrance
  • History Writ In Blood:Racial enemies of Splugorth and Vampires
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Re: True Atlantean Undead Slayer

Post by Venatus Vinco » Sat Sep 29, 2018 6:17 pm

Tattoos
Arcane Background: Magic
PPE/ISP: 35 - Recovery: 1/hour

Flaming Sword [Simple Weapon with Flame Modifier] (2) [Racial]
  • Range: Self Only
  • Duration: 3 (1/round)
  • Trapping: A glowing mystical longsword
  • Effect: Summons magical longsword that does Str+1d8 Mega Damage
Heart Pierced by a Wooden Stake [Tattoo] (2) [Racial]
  • Range: Self
  • Duration: 1 hour (1/hour)
  • Trapping: A tattoo of a heart pierced by a wooden stake, touch to activate
  • Effect: +4 armor vs. attacks from vampires and +4 to resist any vampiric powers
Flaming Sword Emblazoned Over a Fiery Shield [smite+] (8/10) [Novice]
  • Range: Self Only
  • Duration: 3 (1/round)
  • Trapping: A gleaming blade of holy light (Str+d8 Mega Damage) appears in his hand
  • Effect: The weapon’s damage is increased by +4 (+8 Greater Smite) and the hero can use the weapon to redirect ranged attacks. When the hero is hit with a ranged attack, she can sacrifice her next action (or come off Hold) to deflect the attack. This requires an Agility roll for thrown weapons (-2 versus firearms, energy weapons, or powers and -4 versus bursts, double-taps, or three-round bursts). Area effect attacks may not be deflected. If the roll is successful it hits any available target of the character’s choosing within 12”. Roll the attack’s base damage, ignoring any raises on the original roll.
Shield with a Heart [armor+heart] (12/15) [Novice]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trapping: A tattoo of a rounded spartan shield with a heart in the middle.
  • Effect: Grant 2 points of Armor. A raise grants 4 points of Armor (+5, +10 MDC with Greater Armor). Additionally, the T-Warrior can make a Vigor roll at -2 to absorb matter and energy based attacks. Each success and raise lets the hero negate a wound. Magic and psionics cannot be absorbed.
Heart with Wings [boost trait+heart with wings] (4/6) [Ability]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trapping: A tattoo of a heart with sweeping angelic wings and a plus sign
  • Effect: Increase or lower trait by one die type, 2 with a raise (2/4 with Greater Boost/Lower). Additionally, double base pace and increases running die to d10 when boosting.
Winged Dagger [smite+wings] (5/7) [Novice]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trapping: A tattoo of a throwing knife with bat wings on the hilt
  • Effect: Dagger (Str+d4) manifests itself and can be thrown at twice its normal range and gets +2 damage, or +4 on a raise (+4, +8 for Greater Smite). Throwing range is 6/12/24.
Thee Eyes with Mystic Glow [detect arcana+three eyes] (4/6) [Novice]
  • Range: Sight
  • Duration: 3 (1/round)
  • Trapping: A tattoo of three glowing eyes on the hero's forehead
  • Effect: Character can sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. Can also see through all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply normally.
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Re: True Atlantean Undead Slayer

Post by Venatus Vinco » Sat Sep 29, 2018 6:17 pm

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Re: True Atlantean Undead Slayer

Post by Venatus Vinco » Sat Sep 29, 2018 6:17 pm

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Re: True Atlantean Undead Slayer

Post by Venatus Vinco » Sat Sep 29, 2018 6:18 pm

Advances

Hero’s Journey
  • Magic & Mysticism 14 - 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 (smite)
  • Training 20 - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Magic & Mysticism 7- More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
  • Magic & Mysticism 5 - More PPE means more power to work with, and your character has it. He gains +5 PPE to his base
Advances
  • Initial Advances: (From Hindrances): Imp. First Strike, Imp. Counterattack
  • Novice 1 Advance: Quick
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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