Zarlo - Lord of Magic

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
Post Reply
Zarlo
Posts: 3
Joined: Mon Oct 21, 2019 7:58 pm

Zarlo - Lord of Magic

Post by Zarlo »

Mahkah Mato
Rank: Veteran Advances Left: 0
Race: Human
Iconic Framework: Lord Magus
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8
Pace: 6 (d6 run); Parry: 6; Toughness: 6; Strain: 0

Skills:
Athletics d8 (2)
Common Knowledge d6 (Advance)
Notice d8 (2)
Persuasion d6 (1)
Stealth d8 (2)
Occult d10 (IF)
Spellcasting d10 (IF) (2)
Fighting d8 (HJ) (1)
Shooting d8 (HJ) (2)
Taunt d8 (3)
Thievery d6 (advance)

Hindrances:
Major: Overconfident
Minor: Greedy
Minor: Loyal

Edges:
AB: Magic (I.F.)
Magi of the U.W.W. (I.F.)
Power Points (I.F.)
Rapid Recharge (I.F.)
One with Magic (I.F.)
Wealthy (MARS)
Connected (MARS)
Power Points
Dirty Fighter (H.J.)
Tricky Fighter (H.J.)

Background


Gear


Standard Gear
Mage Staff
Shard Pistol
Draining Blade
300,000 credits

Advances
M.A.R.S. Package: Lord Magus
1) M.A.R.S. Rolls: Wealthy and Connected
2) A strong Suit of Armor

NG Camo Armor
This armor has an embedded Multi-Optics Helmet (see page 86) providing enhanced vision, targeting, and combat readout through the integral Heads Up Display, see page 86.

Hero’s Journey
1) Magic and Mysticism: Auto Raise
2) 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.
3) Underworld and Black Ops: Your character has a knack for taking full advantage of his opponents in all manner of desperate circumstances. He has the Dirty Fighter Edge, or Tricky Fighter if he already has Dirty Fighter.
4) Underworld and Black Ops: Your character has a knack for taking full advantage of his opponents in all manner of desperate circumstances. He has the Dirty Fighter Edge, or Tricky Fighter if he already has Dirty Fighter.
5) Enchanted Items: Draining Blade
6) Edge: New Power, Dispel and Protection

Spells: Invisibility, Teleport, Stun (Auto-Raise), Silence, Slumber, Dispel, Protection

Advances
Initial Advances: (From Hindrances): Raise Dexterity, Raise Smarts
Adaptable: Edge: Wizard
Novice 1 Advance: Assassin
Novice 2 Advance: Humiliate
Novice 3 Advance: Danger Sense
Seasoned 1 Advance: Raise Thievery and Common Knowledge
Seasoned 2 Advance: One with Magic (Seasoned)
Seasoned 3 Advance: Raise Smarts
Seasoned 4 Advance: Occult and Thievery
Veteran 1 Advance: One with Magic (Seasoned)
Veteran 2 Advance: Raise Vigor
Veteran 3 Advance: Edge: Power Points

Veteran 4 Advance: Edge:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
User avatar
Ndreare
Savage Siri
Posts: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Human Lord Magus

Post by Ndreare »

Looks like he is 1 HJ roll short, unless I missed something.

Also we need the replacement guild for his loyalties to replace the Magi in the setting.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Zarlo - Lord of Magic

Post by Ndreare »

Moved to supporting cast until the player decides to use the character
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Post Reply

Return to “Supporting Cast”