Asgardian Elf Combat Mage

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High Command
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Asgardian Elf Combat Mage

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Worksheet
Asgardian Elf
D-Bee: Elves often face prejudice from outsiders and the Coalition. Their human-like appearance mitigates the most extreme xenophobic reactions, though their legal standing is still often nonexistent. Elves suffer −1 to Persuasion when dealing with CS citizens and other human
supremacists.
Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven: Elves have the Driven (Minor) Hindrance.
Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology: Those unfamiliar with elven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves.

HJ (Magic and Mysticism): [dice:fg0y3bjq]56519:0[/dice:fg0y3bjq] - Born to fight the toughest threats, your hero is adept at customizing combat spells to take advantage of an opponent's weakness. Your hero gains the Wizard Edge.
HJ (Experience and Wisdom): [dice:fg0y3bjq]56519:1[/dice:fg0y3bjq] - Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
HJ (Enchanted Items & Mystic Gadgets): [dice:fg0y3bjq]56519:8[/dice:fg0y3bjq]: One of the nastier weapons created by Techno-Wizards, the Draining Blade is just
the thing for evening the odds against a superior physical combatant.

Package: Combat Mage
Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, and three powers chosen using the Ley Line Walker’s spell list.
Begin with the Channeling Edge and Master of Magic Edge.
Begin with three Combat or Power Edges of your choice, ignoring Rank requirements.
Begin with standard Starting Gear, substituting TW Combat Mage Armor and a TW Firebolt Pistol.

STANDARD STARTING GEAR
[dice:fg0y3bjq]56519:6[/dice:fg0y3bjq] × 100 = 1800 Universal Credits, and [dice:fg0y3bjq]56519:7[/dice:fg0y3bjq] × 500 = 2500 credits worth of gear or valuables
NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
Ammo: two E-clips or magazines for each weapon
Combat Mage Heavy EBA (TW) +6 A +2 T Min Str: d10 Weight: 36
Notes: while powered increase Strength two dice and ignore Min Str, farsight and darksight
Techno-Wizardry Armor Activation: TW armor requires 1 Power Point per hour to function or it loses all special abilities (including EBA) and Armor/Toughness bonuses are halved.
Firebolt Pistol Rng: 12/24/48 Dmg: 3d6 (AP: 0) ROF: 1 Shots: 10 Weight: 3
Notes: On a raise targets may catch Fire (see Savage Worlds).
Recharging PPE into the weapon to “refill” it; costs 2 PPE unless noted otherwise.
Mega Damage: Wielders can expend 2 PPE as a free action to cause Mega Damage for five rounds

F&G: [dice:fg0y3bjq]56519:2[/dice:fg0y3bjq] - Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
F&G: [dice:fg0y3bjq]56519:3[/dice:fg0y3bjq] - Roll 2 HJ rolls
HJ (Magic and Mysticism): [dice:fg0y3bjq]56519:4[/dice:fg0y3bjq] - Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has Rapid Recharge.
HJ (Body Armor): [dice:fg0y3bjq]56519:5[/dice:fg0y3bjq] - Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once.

Channeling
REQUIREMENTS: Seasoned, Arcane Background (Any)
When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.

MASTER OF MAGIC
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.

Dodge
REQUIREMENTS: Seasoned, Agility d8+
The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.

Level Headed
REQUIREMENTS: Seasoned, Smarts d8+
Fighters who can keep their cool when everyone else is running for cover make deadly combatants. A hero with this Edge draws an additional Action Card in combat and chooses which to use.

New Powers (Bolt and Sloth/Speed)
REQUIREMENTS: Novice, Arcane Background (Any)
An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background. A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.


Wizard
REQUIREMENTS: Seasoned, Arcane Background (Magic), Spellcasting d6+
Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments. A Wizard can spend 1 extra Power Point when casting a power to change its Trapping. A fireball (blast) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping.

Strong Willed
REQUIREMENTS: Novice, Spirit d8+
Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting Tests with Smarts or Spirit.

Ambidextrous
REQUIREMENTS: Novice, Agility d8+
Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.

Frenzy
REQUIREMENTS: Seasoned, Fighting d8+
A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.

Two-Fisted
REQUIREMENTS: Novice, Agility d8+
If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104). If the character has Two-Gun Kid, the
second action may also be a ranged attack.

Two-Gun Kid
REQUIREMENTS: Novice, Agility d8+
Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.
Google Sheet
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
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Asgardian Elf Combat Mage

Post by High Command »

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Svala Leifdottir
Rank: Seasoned 2 Advances Left: 0
Race: Asgardian Elf (Rifts Elf)
Iconic Framework: MARS (Package: Combat Mage)
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d6
Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Athletics d6
    Common Knowledge d4
    Fighting d8
    Language - American (Sm) d6
    Language - Dragonese (Sm) [Native]
    Notice (Sm) - d6
    Occult (Sm) d8
    Persuasion d6
    • −1 to Persuasion when dealing with CS citizens and other human supremacists.
      +1 to Persuasion rolls with all races and peoples, except human supremacists.
    Shooting d8
    Spellcasting d10
    Stealth d4
Hindrances
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks
    D-Bee: Elves often face prejudice from outsiders and the Coalition. Their human-like appearance mitigates the most extreme xenophobic reactions, though their legal standing is still often nonexistent. Elves suffer −1 to Persuasion when dealing with CS citizens and other human supremacists.
    Driven: Elves have the Driven (Minor) Hindrance.
    Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
    Heroic (Major): We are charged by the Aesir to be better and do great things.
    Enemies (Splugorth - Minor): The slugs want the knowledge of our realm and to steal the secrets of Rune Magic. They’re our enemies and we make sure they know it.
    Loyalty (Minor): Leave no one behind - not even the dwarves; especially if they deserve it.

Edges
  • Ambidextrous: Ignore the Off-Hand penalty (SWADE p. 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
    Dodge: Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
    Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
    Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
    Level Headed: A hero with this Edge draws an additional Action Card in combat and chooses which she’ll use.
    Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
    Strong Willed: Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting Tests with Smarts or Spirit.
    Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. If the character has Two-Gun Kid, the second action may also be a ranged attack.
    Two-Gun Kid: Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.
    Combat Mage, Master of Magic: True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers. The Combat mage also gains Arcane Background (Magic) and chooses powers using the Ley Line Walker’s spell list.
    Channeling: When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
    New Powers (Arcane Protection and Sloth/Speed)
    One with Magic: May be taken once each Rank. Every time it is taken, gain a new special ability that reflects the hero's gradual transformation:
    • Gain detect/conceal arcana as an Innate Ability
      Can sense supernatural beings within line of sight with a Notice check.
      Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
      Ley Line Rejuvenation: While on a ley line, an Asgardian Elf gains a natural healing roll once per day.
      Ley Line Sense: An Asgardian Elf can sense a ley line within 10 miles, and she 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). She 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.
    Wizard: Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments. A Wizard can spend 1 extra Power Point when casting a power to change its Trapping. A fireball (blast) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping.
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
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Joined: Sun Jun 12, 2016 6:10 am

Powers

Post by High Command »

Powers (post background as a reply to character sheet)
Arcane Background: Magic, Miracles, Psionics, Weird Science
PPE: 15 - Recovery: 10/resting hour

Trapped Power Name [Arcane Protection] (1 PPE) [Novice]
  • Range: Smarts
    Duration: 5
    Trapping: Chosen Trapping
    Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      EXALTED ARCANE PROTECTION [Mega] (+2): Hostile powers suffer a –4 penalty (– 6 with a raise).

Trapped Power Name [Detect/Conceal Arcana] (2 PPE) [Novice]
  • Range: Smarts
    Duration: 5 for detect, one hour for conceal
    Trapping: Innate
    Effect: Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
      AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
      STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.

Trapped Power Name [Deflection] (3 PPE) [Novice]
  • Range: Smarts
    Duration: 5
    Trapping: Chosen Trapping
    Effect: Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      GREATER DEFLECTION [Mega] (+3): The penalty to attack the recipient increases to –4 (– 6 on a raise).

Trapped Power Name [Sloth/Speed] (2 PPE) [Seasoned]
  • Range: Smarts
    Duration: Instant (sloth); 5 (speed)
    Trapping: Chosen Trapping
    Effect - Sloth: Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    Effect - Speed: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
    Modifiers - Speed Only:
    • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
      QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
      EXALTED QUICKNESS [Mega] (+4): Speed only. The recipient suffers no Multi-Action penalties.
      GREATER SPEED [Mega] (+2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble.
    Modifiers - Sloth Only
    • AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
      GREATER SLOTH [Mega] (+2): Sloth only. The target cannot run, and with a raise is Vulnerable.

Trapped Power Name [Smite] (2 PPE) [Novice]
  • Range: Smarts
    Duration: 5
    Trapping: Chosen Trapping
    Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      GREATER SMITE [Mega] (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already.
Trapped Power Name [Teleport] (2 PPE) [Seasoned]
  • Range: Smarts
    Duration: Instant
    Trapping: Chosen Trapping
    Effect: Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll. Opponents adjacent to a character who teleports away don’t get a free attack (see Withdrawing from Melee, page 109). If casting teleport on a willing subject, the caster decides where they move to, not the target.
    Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not be teleported into solid objects.
      GREATER TELEPORT [Mega] (+2): The distance teleported extends to 25" (50 yards) or double that with a raise.
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: 1943
Joined: Sun Jun 12, 2016 6:10 am

Gear

Post by High Command »

NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    Survival Knife Dmg: Str+d4 Min Str: d4 Weight: 1; Basic tools in handle add +1 to Survival rolls
    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) provides +1 to Healing.
    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.
    2 Wooden Crosses: This is handheld and easily presented against supernatural evil. More often than not, the bottom end of the vertical part is sharpened for use as a weapon/stake (Str+d4, not Mega Damage). The listed price is for one made of silver; a wooden one is free or incidentally cheap. (1 lb,)
    12 Wooden Stakes: The bottom end of each stake is sharpened for use as a weapon (Str+d4, Wood).
Combat Mage Heavy EBA (TW) +8 A +2 T Min Str: d10 Weight: 36
  • Notes: while powered increase Strength two dice and ignore Min Str, farsight and darksight
    Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor
    Techno-Wizardry Armor Activation: TW armor requires 1 Power Point per hour to function or it loses all special abilities (including EBA) and Armor/Toughness bonuses are halved.
Firebolt Pistol Rng: 12/24/48 Dmg: 3d6 (AP: 0) ROF: 1 Shots: 10 Weight: 3
  • Notes: On a raise targets may catch Fire (see Savage Worlds).
    Recharging PPE into the weapon to “refill” it; costs 2 PPE unless noted otherwise.
    Mega Damage: Wielders can expend 2 PPE as a free action to cause Mega Damage for five rounds
Draining Blade (Str+d8; AP: 2) Min Str: d4 Weight: 4
  • Notes: Costs 1 PP; +2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth.
Desert Eagle (.50) Rng: 15/30/60 DMG: 2d8 (AP 2) ROF: 1 Shots: 7 Min Str: d6 Weight: 8 (loaded with regular bullets)
2 extra magazines of ammo, one silver, one regular
Silver Cross: This is handheld and easily presented against supernatural evil. The bottom end of the vertical part is sharpened for use as a weapon/stake (Str+d4, Silver). (1 lb, 200 credits)
2x Silver Short Sword Dmg: Str+d6 (AP: 0, Silver) Min Str: d6 Weight: 2 Base cost 100 x 10 for silver weapons (VK Revised p.100) = 1000 credits each



Credits: 1800 Universal Credits

Contacts
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: 1943
Joined: Sun Jun 12, 2016 6:10 am

Advancement Tracker

Post by High Command »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d6/d12+1 (Race) -> d8 (F&G)
Smarts: d6/d12+1 (Race) -> d8 (1 pt)
Spirit: d4/d12 -> d6 (1 pt)
Strength: d4/d12 -> d8 (2 pts) -> d10 (Hindrance)
Vigor: d4/d12 -> d6 (1 pt)

Skills:
  • Academics (Sm)
  • Athletics (Ag) - d4 (Core) - d6 (1 SP)
  • Battle (Sm)
  • Boating (Ag)
  • Common Knowledge (Sm) - d4 (Core)
  • Driving (Ag)
  • Electronics (Sm)
  • Fighting (Ag) - d8 (3 SP)
  • Focus (Sp)
  • Gambling (Sm)
  • Hacking (Sm)
  • Healing (Sm)
  • Intimidation (Sp)
  • Language - American (Sm) - d6 (2 SP)
  • Language - Dragonese (Sm) [Native]
  • Notice (Sm) - d4 (Core) -> d6 (1 SP)
  • Occult (Sm) d6 (IF) -> d8 (1 SP)
  • Persuasion (Sp) - d4 (Core) -> d6 (1 SP)
  • Repair (Sm)
  • Research (Sm)
  • Riding (Ag)
  • Science (Sm)
  • Shooting (Ag) - d8 (3 SP)
  • Spellcasting (Sm) d6 (IF) -> d10 (3 SP)
  • Stealth (Ag) - d4 (Core)
  • Survival (Sm)
  • Swimming (St)
  • Taunt (Sp)
  • Thievery (Ag)

Race
  • D-Bee: Elves often face prejudice from outsiders and the Coalition. Their human-like appearance mitigates the most extreme xenophobic reactions, though their legal standing is still often nonexistent. Elves suffer −1 to Persuasion when dealing with CS citizens and other human supremacists.
  • Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • Driven: Elves have the Driven (Minor) Hindrance.
  • Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
  • Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves.

Iconic Framework
  • Roll on the M.A.R.S. Fortune & Glory Table two times possibly modified by package.
  • M.A.R.S. heroes begin with two rolls on any Hero’s Journey tables you like (though some make more sense than others).
  • Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
  • MARS Package: Combat Mage
    • Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, and three powers chosen using the Ley Line Walker’s spell list.
    • Begin with the Channeling Edge and Master of Magic Edge.
    • Begin with three Combat or Power Edges of your choice, ignoring Rank requirements.
    • Begin with standard Starting Gear, substituting TW Combat Mage Armor and a TW Firebolt Pistol.

Hero’s Journey
  • Magic and Mysticism (17): Born to fight the toughest threats, your hero is adept at customizing combat spells to take advantage of an opponent's weakness. Your hero gains the Wizard Edge
  • Experience and Wisdom (4): Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
  • Magic and Mysticism (13): Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. She has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has Rapid Recharge.
  • Body Armor (5): Extra high-density plating and other design factors grant +2 Armor to your hero’s TW Combat Mage Body Armor.

MARS Fortune & Glory
Fortune and Glory
  • (12): Roll 2 HJ rolls
  • (4): Agile and Dexterous: Your hero adds one die type to Agility and begins with the Ambidextrous Edge

Advances
  • Initial Advances: (From Hindrances): Increase Str and Get Frenzy
  • Cybernetic Modifications:
  • Novice 1 Advance: One with Magic (Novice)
  • Novice 2 Advance: Two-Fisted
  • Novice 3 Advance: Two-Gun Kid
  • Seasoned 1 Advance: One with Magic (Seasoned)
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: Stealth d4 -> d6, Common Knowledge d4 -> d6
  • Seasoned 4 Advance: Spirit d6 -> d8
  • Veteran 1 Advance: Vigor d6 -> d8
  • 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:
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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