Elemental Fusionist

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Venatus Vinco
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Elemental Fusionist

Post by Venatus Vinco »

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HJ
[dice:1srciujk]59968:0[/dice:1srciujk]
[dice:1srciujk]59968:1[/dice:1srciujk]
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Re: Elemental Fusionist

Post by Venatus Vinco »

Unda Ignis
Rank: Novice Advances Left:
Race: Human
Iconic Framework: Elemental Fusionist
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 12 (5); Strain: 0
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Notice d6
  • Persuasion d6
  • Stealth d6
  • Survival d6
  • Focus d10
  • Riding d6
  • Fighting d8
  • Occult d6
  • Taunt d6

Hindrances
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Limited Path: No additional Arcane Backgrounds
  • Cybernetics: Incompatible, even a single implant blocks all abilities.
  • Enemies: Human Supremacists and Federation of Magic
  • Human Mutant: Fusionists must be human and can't choose another race.
  • Heroic: Always helps those in need.
  • Illiterate: Grew up in the wilds, survives on her wits
  • Phobia (Minor): Scared of heights.
Edges and Iconic Abilities
  • Elemental Kinship: Can see and converse with all elemental entities
  • Primal Conduit: May Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy
  • Primal Bond: Make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
  • Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action.
  • Variable Trappings: May choose any known Trapping when activating powers
  • Fusion Synergy (Steam): Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
  • Charismatic (IF): Free reroll when using Persuasion.
  • Woodsman (IF): +2 to Survival and Stealth in the wilds.
  • Danger Sense (IF): Notice roll at +2 to sense ambushes or similar events.
  • Channelling (HJ): Reduce Power Point cost by 1 with a raise on the activation roll.
  • Power Surge (HJ): Recover 10 Power Points when dealt a Joker in combat.
  • Adept (Hind): Choose one power per rank to become an Innate Ability with the Range (self) limitation
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Re: Elemental Fusionist

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Powers
Arcane Background: Gifted
Power Points: 15 - Recovery: 5/hour

Environmental Awareness [detect arcana] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Fire Gout [burst] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Flaming gout of fire.
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Mirage [illusion] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Shimmering mirages
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Summon Elemental [summon ally] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Armor Shroud [protection] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Innate. A steaming shroud of fire and water.
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Blue Flame [smite] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Covers weapon in liquid fire that is cold to touch
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Elemental Manipulation [elemental manipulation] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Swirling field of water and fire.
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
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Re: Elemental Fusionist

Post by Venatus Vinco »

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Re: Elemental Fusionist

Post by Venatus Vinco »

Gear
NG-S2 Survival Pack (20 lb)
  • 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.
  • Survival Knife
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothes
Huntsman Medium Personal Armor
  • Armor: +5 Toughness: +2
  • Weight: 16 lbs (Min Str: d6)
  • Rarity: +1; Cost: 24,000
NG-33 Laser Pistol
  • Range: 12/24/48; Dmg: 3d6 AP: 3; ROF: 1; Shots: 20
  • Weight: 4 lbs. (Min Str: d4)
  • E-Clips: 2
Credits:
[dice:2g0jvxzz]59972:0[/dice:2g0jvxzz] Universal Credits, and [dice:2g0jvxzz]59972:1[/dice:2g0jvxzz] credits worth of gear or valuables
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Re: Elemental Fusionist

Post by Venatus Vinco »

Advances
  • Initial Advances: (Bonus from Hindrances): +1 Fighting, Adept
  • Edge(s) granted by Racial Features: New Powers
  • Novice 1 Advance:
  • 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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Re: Elemental Fusionist

Post by Venatus Vinco »

Liquid Flame Blade
  • Damage: Str+3d6, AP 6
  • Min Str: d6
  • Weight: 3
  • Notes: A magic item. Wielder needs d8 minimum Spirit. A successful hit with the weapon does Lingering Damage doing 2d6 damage on the next turn.
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