Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Salmon Max's Character Emporium! A Vast Warehouse of Characters!
All the characters I have not currently in a game; either because the game ended or I withdrew, or because I made them and they've not been submitted yet.
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Character Name: Mei Ying
Rank: Novice; Advances: 3/3
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8 (d4 out of armor), Vigor d6
Pace: 6; Parry: 6; Toughness: 16 (8); PPE: 30
Skills: (16 + core)
Athletics 1d4
Persuasion 1d4
Stealth 1d4
Common Knowledge 1d4
Notice 1d4
Spellcasting d6
IF Abilities
Arcane Academic - 2x PPE from Power Points edge, gain 3 powers of Rank+1 from New Powers (or 1 from any list and any rank)
AB: Magic (20 PPE, d6 spellcasting and 5 powers)
Rapid Recharge + Power Points + Master of Magic
Detect Arcana at will, free action, has Self Only and Aspect limits, sense supernatural beings in line of sight with Notice
Add 2 dice to pool when rolling for available PPE from ley lines
1 heal roll/day while near ley line
Ley Line Sense: Detect lots of things about ley lines
Ley Line Transmission: Send messages along ley lines
Fly at 2x Pace up to 1000' high, on ley lines
Need to use hands and speak to use powers
Hindrances
Major - Heroic
Minor - ?
Minor - Fear of Failure (subtract 2 from Trait tests if the character has failed a significant task within the past day)
Edges
Race: Exceptional Rapid Recharge
IF: AB: Magic
IF: Rapid Recharge
IF: Power Points
IF: Master of Magic
HJ: Improved Rapid Recharge
Hind: Channelling
Hind: +1d Smarts
Novice 5xp: Rich
Novice 10xp: Power Points
Novice 15xp: New Power: Boost/Lower Trait, Arcane Protection, ?
Powers:
-
-
-
-
-
-
-
-
From Items
- Darksight
- Farsight
- Disguise
- Speak Language
Cash 8700 credits
Gear
Communicator, 1500
Silver Cross, 200
Dosimeter, 200
Medigel (10 doses), 200
IR Distancing Binoculars, 1200
Water Purification Filter, 1000
NG-33 Laser Pistol
- 1 E-clip
Survival Pack (as NG)
Special Gear
Wayfarer's Staff
- Str+1d6 dmg (MD with 2 PPE), Parry 1, Reach 1
- +1 Spellcasting
- 10 PPE (uses owner's recharge rate)
Combat Mage Armor
- +6 armor +3 toughness, full environment, +2d Str, 36lbs, no min Str while powered (Str d10 when not)
- Darksight
- Farsight
- Needs 1 PPE/hr when not on ley line
"Peace of Zolo" - Signature Item, TW Mask
Base item - a mask, no special qualities
The designer of this mask, though their identity is shrouded by accident or design, was a cunning one, for this mask has two faces. It is an instrument of diplomacy, that brings the disparate together and lets them find common ground...and it is also an instrument of espionage. The wearer can change their appearance, which also hides the presence of the mask itself, as it assumes the shape of the desired face, fitting tightly over the wearer's own. Clever use of illusion magic then can change the appearance of their body and clothing...assuming fantastical and beautiful forms, or forms suited to appeal to the subject of diplomacy, or forms intended to deceive and conceal. The power to magically speak and understand languages is invaluable to reach out to others, and can be used to eavesdrop on conversations conducted even in esoteric tongues. Beyond that, the device fills its wearer with confidence and serenity...qualities that make them easier to trust, for better or for worse...while subtly amplifying their voice and damping down any 'unwanted' noises they might otherwise make.
Minor: +1 Persuasion
Minor: +1 Stealth
Minor: +2 Armor
Major: Add a Power (Disguise)
Major: Add a Power (Speak Language)
Major: 10 PPE reservoir
Hero's Journey
1d20 = 13: 13 Improved Rapid Recharge
1d20 = 11: 11 Automatic raise on a power
Rich
1d20 = 4: 4 - Any Body armor replaces IF armor
1d20 = 2: 2 - Enchanted Items; bump table (EP cost paid pre-SWADE) - Magic Staff
Rank: Novice; Advances: 3/3
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8 (d4 out of armor), Vigor d6
Pace: 6; Parry: 6; Toughness: 16 (8); PPE: 30
Skills: (16 + core)
Athletics 1d4
Persuasion 1d4
Stealth 1d4
Common Knowledge 1d4
Notice 1d4
Spellcasting d6
IF Abilities
Arcane Academic - 2x PPE from Power Points edge, gain 3 powers of Rank+1 from New Powers (or 1 from any list and any rank)
AB: Magic (20 PPE, d6 spellcasting and 5 powers)
Rapid Recharge + Power Points + Master of Magic
Detect Arcana at will, free action, has Self Only and Aspect limits, sense supernatural beings in line of sight with Notice
Add 2 dice to pool when rolling for available PPE from ley lines
1 heal roll/day while near ley line
Ley Line Sense: Detect lots of things about ley lines
Ley Line Transmission: Send messages along ley lines
Fly at 2x Pace up to 1000' high, on ley lines
Need to use hands and speak to use powers
Hindrances
Major - Heroic
Minor - ?
Minor - Fear of Failure (subtract 2 from Trait tests if the character has failed a significant task within the past day)
Edges
Race: Exceptional Rapid Recharge
IF: AB: Magic
IF: Rapid Recharge
IF: Power Points
IF: Master of Magic
HJ: Improved Rapid Recharge
Hind: Channelling
Hind: +1d Smarts
Novice 5xp: Rich
Novice 10xp: Power Points
Novice 15xp: New Power: Boost/Lower Trait, Arcane Protection, ?
Powers:
-
-
-
-
-
-
-
-
From Items
- Darksight
- Farsight
- Disguise
- Speak Language
Cash 8700 credits
Gear
Communicator, 1500
Silver Cross, 200
Dosimeter, 200
Medigel (10 doses), 200
IR Distancing Binoculars, 1200
Water Purification Filter, 1000
NG-33 Laser Pistol
- 1 E-clip
Survival Pack (as NG)
Special Gear
Wayfarer's Staff
- Str+1d6 dmg (MD with 2 PPE), Parry 1, Reach 1
- +1 Spellcasting
- 10 PPE (uses owner's recharge rate)
Combat Mage Armor
- +6 armor +3 toughness, full environment, +2d Str, 36lbs, no min Str while powered (Str d10 when not)
- Darksight
- Farsight
- Needs 1 PPE/hr when not on ley line
"Peace of Zolo" - Signature Item, TW Mask
Base item - a mask, no special qualities
The designer of this mask, though their identity is shrouded by accident or design, was a cunning one, for this mask has two faces. It is an instrument of diplomacy, that brings the disparate together and lets them find common ground...and it is also an instrument of espionage. The wearer can change their appearance, which also hides the presence of the mask itself, as it assumes the shape of the desired face, fitting tightly over the wearer's own. Clever use of illusion magic then can change the appearance of their body and clothing...assuming fantastical and beautiful forms, or forms suited to appeal to the subject of diplomacy, or forms intended to deceive and conceal. The power to magically speak and understand languages is invaluable to reach out to others, and can be used to eavesdrop on conversations conducted even in esoteric tongues. Beyond that, the device fills its wearer with confidence and serenity...qualities that make them easier to trust, for better or for worse...while subtly amplifying their voice and damping down any 'unwanted' noises they might otherwise make.
Minor: +1 Persuasion
Minor: +1 Stealth
Minor: +2 Armor
Major: Add a Power (Disguise)
Major: Add a Power (Speak Language)
Major: 10 PPE reservoir
Hero's Journey
1d20 = 13: 13 Improved Rapid Recharge
1d20 = 11: 11 Automatic raise on a power
Rich
1d20 = 4: 4 - Any Body armor replaces IF armor
1d20 = 2: 2 - Enchanted Items; bump table (EP cost paid pre-SWADE) - Magic Staff
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Character Name: Vela
Rank: Novice; Advances: 16
Race: Human (mutant)
Iconic Framework: Werejaguar
Attributes: Agility d8/d12, Smarts d8, Spirit d8, Strength d8/d12, Vigor d8
Pace: 6; Parry: 8; Toughness: 8 (0); PPE: 15; ISP: 10
Skills: (15 + core)
Athletics 1d8 (2)
Persuasion 1d4
Stealth 1d8 (2)
Common Knowledge 1d4
Notice 1d6 (1)
Spellcasting d6 (1)
Psionics 1d6 (1)
Fighting 1d8+2 (3)
Survival 1d8 (3)
Shooting 1d6 (1)
Occult 1d4 (1)
Werecat IF
- Invulnerable - Damage from any source other than magic, psionic, silver or a supernatural creature's natural attacks can only Shake, not wound.
- Keen Senses - +2 Notice in Cat or Hybrid forms
- Low Light Vision (no penalties due to illumination)
- Man/Monster (+2 dice to Str and Agi when in cat or hybrid forms)
- Natural Magic and Natural Psionics
- Claws (Str+2d10, AP 10 (Agi dice), +2 Climbing; cat or hybrid forms only)
- Regeneration: natural healing roll 1/day
- Change Shape - Can transform into large Cat (as Lion) or hybrid cat-person as an action, costing no power points. Psionics and communication work in any form, but magic requires human or hybrid forms. Skill use may be limited in Cat form, as common sense dictates.
- Werejaguar - +1d Str
- Werecats not in human form cause humans to react at -2 persuasion unless they have experience dealing with them, most humans start with Unfriendly attitudes
- Coalition and supernatural evil creatures react with deadly force on sight
- Habit (minor) of hunting, fighting, protecting territory and 'cat stuff'
- Vow (major) of eliminating supernatural evil; their preferred prey
- Werewolves and werecats haaaate each other, -2 Persuasion between them
- Garlic and Wolfsbane Shake on contact unless Spirit check made; -2 to attack someone wearing them
- +4 damage from silver weapons
- -2 to Trait rolls if spent more than 1 day in city or similar 'unnatural' environment
- Werejaguar - Arrogant
Hindrances
Major - ?
Minor - ?
Minor - ?
Edges
Race: Martial Warrior
IF: Acrobat
IF: AB: Magic
IF: AB: Psionics
Hero's Journey: Block
Hind: Martial Artist
Hind: +1d Vigor
Nov 1: Brawler
Nov 2: +1d Str
Nov 3:
Sea 1: +1d Sma
Sea 2: Combat Acrobat
Sea 3: Dodge
Sea 4: +1d Spellcasting, +1d Psionics
Vet 1: +1d Spi
Vet 2: Power Points (PPE)
Vet 3: Improved Block
Vet 4: Combat Reflexes
Her 1: Bruiser
Her 2: Brave
Her 3: Sweep
Her 4: Improved Sweep
Leg 1:
Powers:
Magic
- Light/Darkness
- Boost/Lower Trait
- Invisibility
Psionic
- Arcane Protection
- Empathy
- Detect/Conceal Arcana
Cash: 300,000
Gear
Jaguar Stats
Agi d12, Str d12+2, Vigor d8
Size 1
Athletics d10, Fighting d8+2, Notice d8+2, Stealth d10
Pace 8, Parry 7, Toughness 8
Edge: Improved Frenzy
Claws (Str+2d12, AP 12 (Agi dice), +2 Climbing
Pounce: if jaguar can leap 1" or more and makes a wild attack, gain +4 damage instead of +2
Hero's Journey
2 rolls on any table
Hero's Journey 1 1d20: [17] = 17
Hero's Journey 2 1d20: [16] = 16
Rank: Novice; Advances: 16
Race: Human (mutant)
Iconic Framework: Werejaguar
Attributes: Agility d8/d12, Smarts d8, Spirit d8, Strength d8/d12, Vigor d8
Pace: 6; Parry: 8; Toughness: 8 (0); PPE: 15; ISP: 10
Skills: (15 + core)
Athletics 1d8 (2)
Persuasion 1d4
Stealth 1d8 (2)
Common Knowledge 1d4
Notice 1d6 (1)
Spellcasting d6 (1)
Psionics 1d6 (1)
Fighting 1d8+2 (3)
Survival 1d8 (3)
Shooting 1d6 (1)
Occult 1d4 (1)
Werecat IF
- Invulnerable - Damage from any source other than magic, psionic, silver or a supernatural creature's natural attacks can only Shake, not wound.
- Keen Senses - +2 Notice in Cat or Hybrid forms
- Low Light Vision (no penalties due to illumination)
- Man/Monster (+2 dice to Str and Agi when in cat or hybrid forms)
- Natural Magic and Natural Psionics
- Claws (Str+2d10, AP 10 (Agi dice), +2 Climbing; cat or hybrid forms only)
- Regeneration: natural healing roll 1/day
- Change Shape - Can transform into large Cat (as Lion) or hybrid cat-person as an action, costing no power points. Psionics and communication work in any form, but magic requires human or hybrid forms. Skill use may be limited in Cat form, as common sense dictates.
- Werejaguar - +1d Str
- Werecats not in human form cause humans to react at -2 persuasion unless they have experience dealing with them, most humans start with Unfriendly attitudes
- Coalition and supernatural evil creatures react with deadly force on sight
- Habit (minor) of hunting, fighting, protecting territory and 'cat stuff'
- Vow (major) of eliminating supernatural evil; their preferred prey
- Werewolves and werecats haaaate each other, -2 Persuasion between them
- Garlic and Wolfsbane Shake on contact unless Spirit check made; -2 to attack someone wearing them
- +4 damage from silver weapons
- -2 to Trait rolls if spent more than 1 day in city or similar 'unnatural' environment
- Werejaguar - Arrogant
Hindrances
Major - ?
Minor - ?
Minor - ?
Edges
Race: Martial Warrior
IF: Acrobat
IF: AB: Magic
IF: AB: Psionics
Hero's Journey: Block
Hind: Martial Artist
Hind: +1d Vigor
Nov 1: Brawler
Nov 2: +1d Str
Nov 3:
Sea 1: +1d Sma
Sea 2: Combat Acrobat
Sea 3: Dodge
Sea 4: +1d Spellcasting, +1d Psionics
Vet 1: +1d Spi
Vet 2: Power Points (PPE)
Vet 3: Improved Block
Vet 4: Combat Reflexes
Her 1: Bruiser
Her 2: Brave
Her 3: Sweep
Her 4: Improved Sweep
Leg 1:
Powers:
Magic
- Light/Darkness
- Boost/Lower Trait
- Invisibility
Psionic
- Arcane Protection
- Empathy
- Detect/Conceal Arcana
Cash: 300,000
Gear
Jaguar Stats
Agi d12, Str d12+2, Vigor d8
Size 1
Athletics d10, Fighting d8+2, Notice d8+2, Stealth d10
Pace 8, Parry 7, Toughness 8
Edge: Improved Frenzy
Claws (Str+2d12, AP 12 (Agi dice), +2 Climbing
Pounce: if jaguar can leap 1" or more and makes a wild attack, gain +4 damage instead of +2
Hero's Journey
2 rolls on any table
Hero's Journey 1 1d20: [17] = 17
Hero's Journey 2 1d20: [16] = 16
Last edited by Icosa on Mon Jun 08, 2020 11:24 am, edited 5 times in total.
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Character Name: Sulannus Phaedran
Rank: Novice; Advances: 5/5
Race: Elf
Iconic Framework: MARS
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6); PPE: 20
Skills: (15+3 + core)
Athletics 1d8 (2)
Persuasion 1d6 (1)
Stealth 1d8 (2)
Common Knowledge 1d4
Notice 1d8 (2)
Occult 1d8 (1)
Spellcasting 1d8 (1)
Fighting 1d8 (3)
Shooting 1d12 (3)
Survival 1d8 (2)
Pilot or Drive 1d8 (1)
Racial Abilities: Elf
Beautiful +1 Performance and Persuasion unless vs human supremacist
Low Light Vision: Ignore Dim and Dark lighting penalties
+1d Agility and Smarts
Driven (Minor)
Quirk (Minor) Culturally Superior
Near Human: -1 to Heal rolls and Cybernetics checks unless doctor is familiar
Racial Animosity: -2 Persuasion when dealing with dwarves
IF Abilities
2 F&G rolls
3 Hero's Journey Rolls
Begin at Seasoned (+4 advances)
Package: Combat Mage
- Start with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, 3 powers from ley line walker list
- Channeling and Master of Magic edges
- Any 3 Combat or Power edges ignoring rank requirements
Hindrances
Major - Heroic
Minor - Cautious
Minor - Loyal
Edges
IF: Arcane Background (Magic)
IF: Channeling
IF: Master of Magic
IF: Rapid Recharge
IF: Dodge
IF: Marksman
Hero: Woodsman
Camp: Ace
F&G: Trademark Weapon (sig item bow)
F&G: Strong Willed
Hind: Power Points
Hind: Sharpshooter
Nov1: Adept (Smite (self only), Speed (self only))
Nov2: Power Points
Nov3: One with Magic (detect/conceal arcana as innate power; sense supernatural beings w/notice, conceal works while asleep)
Sea1: One with Magic (Ley Line Rejuvenation, Ley Line Sense)
Sea2: Combat Ace
Powers:
- Smite
- Sloth/Speed
- Protection
Cash 700cr + 1500 equip/saleable
Cash 4d6 x100: [2, 1, 1, 3] = 7 + Equipment/Saleables 2d4 x500: [2, 1] = 3
Gear
- TW Katana (Str+1d8+4 AP 8, Min Str 1d6, wgt 3)
- TW Combat Mage Armor (+6 armor, +3 toughness, minStr d10 (ignore while powered), +2d Str, farsight/darksight, full EBA)
- NG-S2 Survival Pack
Siloin - The Daughterbow signature item
30/60/120, 4d6 MD AP 6, RoF 1 - 5d6 MD AP 12 vs target of Oath
Custom NG-357 Magnum Turbo Hovercycle
- Nimble, Exposed Crew, MDC Armor, Max Range 500 miles
Mods
- Armor +2 MDC
- Speed +10%
-
Hero's Journey
Hero's Journey 1 1d20: [12] = 12 Magic/Mysticism: Autoraise on a power
Hero's Journey 2 1d20: [2] = 2 Training: +3 skill points to be spent on Shooting, Fighting or Athletics
Hero's Journey 3 1d20: [12] = 12 Allowed to choose! +1d Survival and Woodsman edge
Fortune and Glory
Fortune and Glory 1 1d20: [13] = 13 Allowed to choose! Spiritual and Determined: +1d Spirit and Strong Willed
Fortune and Glory 2 1d20: [2] = 2 +2d Shooting, personal weapon of choice, or Trademark Weapon on existing weapon
Rank: Novice; Advances: 5/5
Race: Elf
Iconic Framework: MARS
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6); PPE: 20
Skills: (15+3 + core)
Athletics 1d8 (2)
Persuasion 1d6 (1)
Stealth 1d8 (2)
Common Knowledge 1d4
Notice 1d8 (2)
Occult 1d8 (1)
Spellcasting 1d8 (1)
Fighting 1d8 (3)
Shooting 1d12 (3)
Survival 1d8 (2)
Pilot or Drive 1d8 (1)
Racial Abilities: Elf
Beautiful +1 Performance and Persuasion unless vs human supremacist
Low Light Vision: Ignore Dim and Dark lighting penalties
+1d Agility and Smarts
Driven (Minor)
Quirk (Minor) Culturally Superior
Near Human: -1 to Heal rolls and Cybernetics checks unless doctor is familiar
Racial Animosity: -2 Persuasion when dealing with dwarves
IF Abilities
2 F&G rolls
3 Hero's Journey Rolls
Begin at Seasoned (+4 advances)
Package: Combat Mage
- Start with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, 3 powers from ley line walker list
- Channeling and Master of Magic edges
- Any 3 Combat or Power edges ignoring rank requirements
Hindrances
Major - Heroic
Minor - Cautious
Minor - Loyal
Edges
IF: Arcane Background (Magic)
IF: Channeling
IF: Master of Magic
IF: Rapid Recharge
IF: Dodge
IF: Marksman
Hero: Woodsman
Camp: Ace
F&G: Trademark Weapon (sig item bow)
F&G: Strong Willed
Hind: Power Points
Hind: Sharpshooter
Nov1: Adept (Smite (self only), Speed (self only))
Nov2: Power Points
Nov3: One with Magic (detect/conceal arcana as innate power; sense supernatural beings w/notice, conceal works while asleep)
Sea1: One with Magic (Ley Line Rejuvenation, Ley Line Sense)
Sea2: Combat Ace
Powers:
- Smite
- Sloth/Speed
- Protection
Cash 700cr + 1500 equip/saleable
Cash 4d6 x100: [2, 1, 1, 3] = 7 + Equipment/Saleables 2d4 x500: [2, 1] = 3
Gear
- TW Katana (Str+1d8+4 AP 8, Min Str 1d6, wgt 3)
- TW Combat Mage Armor (+6 armor, +3 toughness, minStr d10 (ignore while powered), +2d Str, farsight/darksight, full EBA)
- NG-S2 Survival Pack
Siloin - The Daughterbow signature item
30/60/120, 4d6 MD AP 6, RoF 1 - 5d6 MD AP 12 vs target of Oath
Flavor Text
AsfalothCustom NG-357 Magnum Turbo Hovercycle
Flavor Text
Size 3, Handling +1, 225mph, 22 (12) toughness, 1+1 crew, 3 mods- Nimble, Exposed Crew, MDC Armor, Max Range 500 miles
Mods
- Armor +2 MDC
- Speed +10%
-
Hero's Journey
Hero's Journey 1 1d20: [12] = 12 Magic/Mysticism: Autoraise on a power
Hero's Journey 2 1d20: [2] = 2 Training: +3 skill points to be spent on Shooting, Fighting or Athletics
Hero's Journey 3 1d20: [12] = 12 Allowed to choose! +1d Survival and Woodsman edge
Fortune and Glory
Fortune and Glory 1 1d20: [13] = 13 Allowed to choose! Spiritual and Determined: +1d Spirit and Strong Willed
Fortune and Glory 2 1d20: [2] = 2 +2d Shooting, personal weapon of choice, or Trademark Weapon on existing weapon
Last edited by Icosa on Wed Jun 10, 2020 12:02 am, edited 25 times in total.
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Character Name: Juno Reyes
Rank: Seasoned; Advances: 5
Race: Human
Iconic Framework: MARS Commando
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (1d12+1), Vigor d10
Pace: 6 (8); Parry: 7; Toughness: 18 (6)
Skills: (14/15 + IF + core)
Athletics 1d8 (1)
Persuasion 1d6 (1)
Stealth 1d8 (2)
Common Knowledge 1d6 (1)
Notice 1d8 (2)
Fighting 1d10 (3)
Shooting 1d10 (3)
Survival 1d6 (1)
IF Abilities
- Who Dares Wins: Use Battle, Boating, Driving, Electronics, Healing, Puloting and Riding with no untrained penalty. Gain +2 to checks for parachuting, rappelling, and similar activities
- Gain +1d Spirit and +1d Vigor
- Start with Athletics 1d6, Fighting 1d4, Shooting 1d4, Survival 1d4
- Start with Assassin, Brawler, Conditioned, Dodge, Marksman and Soldier
- Make 2 fewer HJ rolls
- Start with Loyal or Quirk
- Start with Urban Warrior Medium EBA (replaced by HJ roll), an NG-57 Heavy Ion Blaster, an L-20 Pulse Laser Rifle and Vibro-bayonet
Hindrances
IF: Loyal
Major - Code of Honor
Minor - Thin-Skinned
Minor - Secret: Is actually not from Rifts Earth
Edges
Racial: Attractive
IF: Assassin
IF: Brawler
IF: Conditioned
IF: Dodge
IF: Marksman
IF: Soldier
Hind: +1d Agility
Hind: Rapid Fire
Nov1: Martial Artist
Nov2: +1d Strength
Nov3: Iron Jaw
Sea1: +1d Smarts
Sea2: Martial Warrior
Cash 4000
Gear
NG-57 Hvy Ion Blaster, 1-3d8+2 dmg, Rof 1, 10 shots, 12/24/48, 5lbs, +2 Shooting
L-20 Pulse Laser Rifle, 4d6 AP 2, Rof 3, 40 shots, 24/48/96, 7lbs, Heavy Pulse
- Vibro-Bayonet, Str+1d8 AP 8 MD, Parry +1, Reach 1
NG-P7 Particle Beam Rifle, 4d8 AP 8 MD, RoF1, 8 shots, 18/36/72, 17lbs, Snapfire, Disintegration, Atomic Annihilation
NG-EX10 Gladius Exoskeleton Armor w/Multi-optics
NG-S2 Survival Kit
Temperature Cloak (+4 vs environmental heat or cold), 2000
Augmentations (3/10 strain)
- Cybernetic arm + reinforcements (1d Strength increase), 1 strain, 9000cr
- Cyber-wired Reflexes (1d Agility increase), 1 strain, FJ roll
- Synthetic Organ Replacement (1d Vigor increase), 1 strain, FJ roll
Hero's Journey
[dice:h0n3cdtr]65509:10[/dice:h0n3cdtr] - Any Armor: NG-EX10 Gladius
[dice:h0n3cdtr]65509:11[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:12[/dice:h0n3cdtr] oops, forgot they get less HJ; disregard this result.
Fortune and Glory
[dice:h0n3cdtr]65509:13[/dice:h0n3cdtr] - Rich and Connections
Rich Rolls
- - [dice:h0n3cdtr]65509:17[/dice:h0n3cdtr] - Multi-Optics Helmet integrated into armor
- - [dice:h0n3cdtr]65509:18[/dice:h0n3cdtr] - Any personal ranged weapon: NG-P7 Particle Beam Rifle
[dice:h0n3cdtr]65509:14[/dice:h0n3cdtr] - Choose any - Shiny and Chrome, 2 strain of free cybernetics, increase max strain by 2
Rank: Seasoned; Advances: 5
Race: Human
Iconic Framework: MARS Commando
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (1d12+1), Vigor d10
Pace: 6 (8); Parry: 7; Toughness: 18 (6)
Skills: (14/15 + IF + core)
Athletics 1d8 (1)
Persuasion 1d6 (1)
Stealth 1d8 (2)
Common Knowledge 1d6 (1)
Notice 1d8 (2)
Fighting 1d10 (3)
Shooting 1d10 (3)
Survival 1d6 (1)
IF Abilities
- Who Dares Wins: Use Battle, Boating, Driving, Electronics, Healing, Puloting and Riding with no untrained penalty. Gain +2 to checks for parachuting, rappelling, and similar activities
- Gain +1d Spirit and +1d Vigor
- Start with Athletics 1d6, Fighting 1d4, Shooting 1d4, Survival 1d4
- Start with Assassin, Brawler, Conditioned, Dodge, Marksman and Soldier
- Make 2 fewer HJ rolls
- Start with Loyal or Quirk
- Start with Urban Warrior Medium EBA (replaced by HJ roll), an NG-57 Heavy Ion Blaster, an L-20 Pulse Laser Rifle and Vibro-bayonet
Hindrances
IF: Loyal
Major - Code of Honor
Minor - Thin-Skinned
Minor - Secret: Is actually not from Rifts Earth
Edges
Racial: Attractive
IF: Assassin
IF: Brawler
IF: Conditioned
IF: Dodge
IF: Marksman
IF: Soldier
Hind: +1d Agility
Hind: Rapid Fire
Nov1: Martial Artist
Nov2: +1d Strength
Nov3: Iron Jaw
Sea1: +1d Smarts
Sea2: Martial Warrior
Cash 4000
Gear
NG-57 Hvy Ion Blaster, 1-3d8+2 dmg, Rof 1, 10 shots, 12/24/48, 5lbs, +2 Shooting
L-20 Pulse Laser Rifle, 4d6 AP 2, Rof 3, 40 shots, 24/48/96, 7lbs, Heavy Pulse
- Vibro-Bayonet, Str+1d8 AP 8 MD, Parry +1, Reach 1
NG-P7 Particle Beam Rifle, 4d8 AP 8 MD, RoF1, 8 shots, 18/36/72, 17lbs, Snapfire, Disintegration, Atomic Annihilation
NG-EX10 Gladius Exoskeleton Armor w/Multi-optics
NG-S2 Survival Kit
Temperature Cloak (+4 vs environmental heat or cold), 2000
Augmentations (3/10 strain)
- Cybernetic arm + reinforcements (1d Strength increase), 1 strain, 9000cr
- Cyber-wired Reflexes (1d Agility increase), 1 strain, FJ roll
- Synthetic Organ Replacement (1d Vigor increase), 1 strain, FJ roll
Hero's Journey
[dice:h0n3cdtr]65509:10[/dice:h0n3cdtr] - Any Armor: NG-EX10 Gladius
[dice:h0n3cdtr]65509:11[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:12[/dice:h0n3cdtr] oops, forgot they get less HJ; disregard this result.
Fortune and Glory
[dice:h0n3cdtr]65509:13[/dice:h0n3cdtr] - Rich and Connections
Rich Rolls
- - [dice:h0n3cdtr]65509:17[/dice:h0n3cdtr] - Multi-Optics Helmet integrated into armor
- - [dice:h0n3cdtr]65509:18[/dice:h0n3cdtr] - Any personal ranged weapon: NG-P7 Particle Beam Rifle
[dice:h0n3cdtr]65509:14[/dice:h0n3cdtr] - Choose any - Shiny and Chrome, 2 strain of free cybernetics, increase max strain by 2
The HJ and F&G rolls from the builds I didn't use
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Character Name: Whisper
Rank: Legendary; Advances: 16/16
Race: Silhouette
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d8
Pace: 6; Parry: 5; Toughness: 9 (4) MDC; PPE: 30
Skills: (15 + core)
Athletics 1d6 (1)
Persuasion 1d6 (1)
Stealth 1d6 (1)
Common Knowledge 1d6 (1)
Notice 1d8 (2)
Occult 1d10 (3)
Spellcasting 1d12 (2)
Fighting 1d6 (2)
Shooting 1d6 (2)
Racial Abilities: Silhouette
Arcane Background: Magic (2)
New Powers: Invisibility and Darkness (2)
Darksight (not subject to Notice modifiers due to lack of Illumination) (2)
D-bee: Near human (-1)
Inhuman Physiology (near human): -1 to Heal rolls and Cybernetics checks unless doctor is familiar (-1)
Environmental Weakness (bright light) (-1)
Bad Reputation (sinister shadows) (-1)
IF Abilities
Arcane Academic - double PPE from Power Points, gain 3 powers of up to 1 rank higher or 1 of any rank per New Power edge
Arcane Background (Magic) Start with this edge, 5 powers, Master of Magic, Power Points and Rapid Recharge as well as 1d6 in Spellcasting and 20 ppe
Expanded Awareness: Detect Arcana as innate ability with Self and Aspect cost reductions. Sense supernatural beings on sight with Notice.
Ley Line Mastery: Roll 2 dice when drawing power from ley lines
Ley Line Rejuvenation: Natural healing 1/day while on ley line
Ley Line Sense: Sense location and power of rifts and leylines within 10 miles, as well as direction and nexi along it, and any aspects it has
Ley Line Transmission: Send spoken messages along ley lines any distance; can be specific or broadcast
Ley Line Walking: Fly at 2x Pace up to 1000 feet high while on ley line
Disconnected: -1 Persuasion with those who are not 'immersed' in the occult
Hindrances
Major - ?
Minor - ?
Minor - ?
Edges
IF: Arcane Background (Magic)
IF: Power Points
IF: Master of Magic
IF: Rapid Recharge
Hind: +1d Smarts
Hind: Wizard
Nov1: One with Magic
Nov2: +1d Smarts
Nov3:
Sea1: One with Magic
Sea2: Power Points
Sea3: +1d Spellcasting, +1d Occult
Sea4:
Vet1: One with Magic
Vet2: Ley Line Phasing
Vet3: Spirit +1d
Vet4:
Her1: One with Magic
Her2:
Her3: Vigor +1d
Her4:
Leg1: One with Magic
Powers:
-
-
-
-
-
Cash 4d6x100 + 2d4x500
Gear
-
-
- NG-S2 Survival Pack
Hero's Journey
Rank: Legendary; Advances: 16/16
Race: Silhouette
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d8
Pace: 6; Parry: 5; Toughness: 9 (4) MDC; PPE: 30
Skills: (15 + core)
Athletics 1d6 (1)
Persuasion 1d6 (1)
Stealth 1d6 (1)
Common Knowledge 1d6 (1)
Notice 1d8 (2)
Occult 1d10 (3)
Spellcasting 1d12 (2)
Fighting 1d6 (2)
Shooting 1d6 (2)
Racial Abilities: Silhouette
Arcane Background: Magic (2)
New Powers: Invisibility and Darkness (2)
Darksight (not subject to Notice modifiers due to lack of Illumination) (2)
D-bee: Near human (-1)
Inhuman Physiology (near human): -1 to Heal rolls and Cybernetics checks unless doctor is familiar (-1)
Environmental Weakness (bright light) (-1)
Bad Reputation (sinister shadows) (-1)
IF Abilities
Arcane Academic - double PPE from Power Points, gain 3 powers of up to 1 rank higher or 1 of any rank per New Power edge
Arcane Background (Magic) Start with this edge, 5 powers, Master of Magic, Power Points and Rapid Recharge as well as 1d6 in Spellcasting and 20 ppe
Expanded Awareness: Detect Arcana as innate ability with Self and Aspect cost reductions. Sense supernatural beings on sight with Notice.
Ley Line Mastery: Roll 2 dice when drawing power from ley lines
Ley Line Rejuvenation: Natural healing 1/day while on ley line
Ley Line Sense: Sense location and power of rifts and leylines within 10 miles, as well as direction and nexi along it, and any aspects it has
Ley Line Transmission: Send spoken messages along ley lines any distance; can be specific or broadcast
Ley Line Walking: Fly at 2x Pace up to 1000 feet high while on ley line
Disconnected: -1 Persuasion with those who are not 'immersed' in the occult
Hindrances
Major - ?
Minor - ?
Minor - ?
Edges
IF: Arcane Background (Magic)
IF: Power Points
IF: Master of Magic
IF: Rapid Recharge
Hind: +1d Smarts
Hind: Wizard
Nov1: One with Magic
Nov2: +1d Smarts
Nov3:
Sea1: One with Magic
Sea2: Power Points
Sea3: +1d Spellcasting, +1d Occult
Sea4:
Vet1: One with Magic
Vet2: Ley Line Phasing
Vet3: Spirit +1d
Vet4:
Her1: One with Magic
Her2:
Her3: Vigor +1d
Her4:
Leg1: One with Magic
Powers:
-
-
-
-
-
Cash 4d6x100 + 2d4x500
Gear
-
-
- NG-S2 Survival Pack
Hero's Journey
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Legendary Deezy!
Character Name: Dorothy Zane “DZ” Klatta
Rank:Legendary Advances: 16
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 17 (8); PPE: 30
Skills:
Athletics 1d4
Persuasion 1d4
Stealth 1d4
Notice 1d8 (1)
Common Knowledge 1d6 (1)
Occult d12 (2)
Science d10 (2)
Electronics d10+1 (2)
Repair d12 (+2 Edge, +2 armor) (2)
Techno-Wizardry d12 (2)
Fighting 1d6 (1)
Shooting 1d8 (2)
Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!
Quirk (TW):Workaholic
Advances
Free Edge (Human): Master of Magic
Hindrance: +1d Smarts
Hindrance: Rapid Recharge
HJ: Mr Fixit
Novice 1 Advance: +1d Smarts
Novice 2 Advance: Power Points
Novice 3 Advance: Rich
Seasoned 1 Advance: +1d Str
Seasoned 2 Advance: Power Points
Seasoned 3 Advance: +1d Tech-Wizard skill, +1d Notice skill
Seasoned 4 Advance: Concentration? Channeling?
Veteran 1 Advance: Improved Rapid Recharge
Veteran 2 Advance: Filthy Rich
Veteran 3 Advance: +1d Occult, +1d Repair
Veteran 4 Advance: Elementalist
Heroic 1 Advance: Exceptional Rapid Recharge
Heroic 2 Advance: +1d Agility
Heroic 3 Advance: +1d Shooting, +1d Fighting
Heroic 4 Advance: New Powers
Legendary 1 Advance: Sidekick
Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System) -
- Protection
??
- Smite
Hose of Nose Blows (automatic raise)
- Entangle
Instant Robots -
- Summon Ally
Rocket Boots
- Fly
Utility Belt
- Boost/Lower Trait
Powers from TW Items:
Armor
- Environmental Protection (2ppe/hour)
TIAMAT
- Detect/Conceal ARcana
Gadgets
-
Iconic Framework
Arcane Background (Techno-Wizard): Begin with AB, Artificer, TW skill of d6 and 15 PPE.
Arcane Machinist: Create Gadget up to 1/2 Smarts per quarter as action using any power/modifier on TW list.
Machine Maestro: +1 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery when using machines, +2 with TW machines
Required Knowledge (Electronics, Occult, Science, Repair start at d6)
Complication: Device Dependent
Complication: Enemies
Complication: Gearhead Geek (Quirk hindrance regarding eccentricities with devices)
Hero’s Journey
Magic & Mysticism
Description: Learn 1 new power of any rank from your list, or of Novice rank from any list (Summon Ally)
Magic & Mysticism
Description: Pick one (Automatic raise on success with Entangle)
Training
Description: +1 dice type to Repair, Mr Fixit Edge
Body Armor
Description (Choose any body armor from the book; Triax Mechanic Armor)
RICH
Ranged Weapon - Reduced weight/min str
Ranged Weapon - Increased sturdiness
FILTHY RICH
Body Armor - Built-in Multioptics helmet
Close Combat - +1 Parry
Cash: 0
High Threat Utility Environment Suit
Base Item: Triax T-13 Field Mechanic Armor (+8 armor, +4 toughness, min Str d4, wgt 9, infravision +2 Repair, hvy improvised weapon) 55,000
Minor: +2 Armor
Minor: +1 toughness
Minor: +1 toughness
Minor: 1/2 weight
Major: Power - Environmental Protection
Base Item: NG-P7 Particle Beam Rifle (4d8 MD AP 12, RoF 1, 18/36/72 rng, 8 shots/charge, 11lbs, min Str d6; +2d4 dmg on raise, Snapfire) 71,400cr
Major: Wizard Edge (changes weapon trapping only)
Minor: +2 AP
Minor: +2 AP
Minor: +1 Shooting
Minor: +1 Shooting
Base Item: Multi-Optics Goggles, 75,000
Minor: 5 PPE for charging or using power
MInor: +1 Notice
Major: Power - Detect/Conceal Arcana
Major: Power Modifier - Exalted Detect Arcana
Major: Power Modifier - Presence Sense
Base Item: Vibroblade Vambraces (Str+2d4 MD, AP 8, Min Str d6, +1 Parry) 23200cr
Minor: +2 AP
Minor: +1 Parry
Character Name: Dorothy Zane “DZ” Klatta
Rank:Legendary Advances: 16
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 17 (8); PPE: 30
Skills:
Athletics 1d4
Persuasion 1d4
Stealth 1d4
Notice 1d8 (1)
Common Knowledge 1d6 (1)
Occult d12 (2)
Science d10 (2)
Electronics d10+1 (2)
Repair d12 (+2 Edge, +2 armor) (2)
Techno-Wizardry d12 (2)
Fighting 1d6 (1)
Shooting 1d8 (2)
Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!
Quirk (TW):Workaholic
Advances
Free Edge (Human): Master of Magic
Hindrance: +1d Smarts
Hindrance: Rapid Recharge
HJ: Mr Fixit
Novice 1 Advance: +1d Smarts
Novice 2 Advance: Power Points
Novice 3 Advance: Rich
Seasoned 1 Advance: +1d Str
Seasoned 2 Advance: Power Points
Seasoned 3 Advance: +1d Tech-Wizard skill, +1d Notice skill
Seasoned 4 Advance: Concentration? Channeling?
Veteran 1 Advance: Improved Rapid Recharge
Veteran 2 Advance: Filthy Rich
Veteran 3 Advance: +1d Occult, +1d Repair
Veteran 4 Advance: Elementalist
Heroic 1 Advance: Exceptional Rapid Recharge
Heroic 2 Advance: +1d Agility
Heroic 3 Advance: +1d Shooting, +1d Fighting
Heroic 4 Advance: New Powers
Legendary 1 Advance: Sidekick
Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System) -
- Protection
??
- Smite
Hose of Nose Blows (automatic raise)
- Entangle
Instant Robots -
- Summon Ally
Rocket Boots
- Fly
Utility Belt
- Boost/Lower Trait
Powers from TW Items:
Armor
- Environmental Protection (2ppe/hour)
TIAMAT
- Detect/Conceal ARcana
Gadgets
-
Iconic Framework
Arcane Background (Techno-Wizard): Begin with AB, Artificer, TW skill of d6 and 15 PPE.
Arcane Machinist: Create Gadget up to 1/2 Smarts per quarter as action using any power/modifier on TW list.
Machine Maestro: +1 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery when using machines, +2 with TW machines
Required Knowledge (Electronics, Occult, Science, Repair start at d6)
Complication: Device Dependent
Complication: Enemies
Complication: Gearhead Geek (Quirk hindrance regarding eccentricities with devices)
Hero’s Journey
Magic & Mysticism
Description: Learn 1 new power of any rank from your list, or of Novice rank from any list (Summon Ally)
Magic & Mysticism
Description: Pick one (Automatic raise on success with Entangle)
Training
Description: +1 dice type to Repair, Mr Fixit Edge
Body Armor
Description (Choose any body armor from the book; Triax Mechanic Armor)
RICH
Ranged Weapon - Reduced weight/min str
Ranged Weapon - Increased sturdiness
FILTHY RICH
Body Armor - Built-in Multioptics helmet
Close Combat - +1 Parry
Cash: 0
High Threat Utility Environment Suit
Base Item: Triax T-13 Field Mechanic Armor (+8 armor, +4 toughness, min Str d4, wgt 9, infravision +2 Repair, hvy improvised weapon) 55,000
Minor: +2 Armor
Minor: +1 toughness
Minor: +1 toughness
Minor: 1/2 weight
Major: Power - Environmental Protection
Cost Breakdown
OmniblasterBase Item: NG-P7 Particle Beam Rifle (4d8 MD AP 12, RoF 1, 18/36/72 rng, 8 shots/charge, 11lbs, min Str d6; +2d4 dmg on raise, Snapfire) 71,400cr
Major: Wizard Edge (changes weapon trapping only)
Minor: +2 AP
Minor: +2 AP
Minor: +1 Shooting
Minor: +1 Shooting
Cost Breakdown
TIAMAT (Thaumic Imaging And Magical Ambiance Testing)Base Item: Multi-Optics Goggles, 75,000
Minor: 5 PPE for charging or using power
MInor: +1 Notice
Major: Power - Detect/Conceal Arcana
Major: Power Modifier - Exalted Detect Arcana
Major: Power Modifier - Presence Sense
Cost Breakdown
Defense NetworkBase Item: Vibroblade Vambraces (Str+2d4 MD, AP 8, Min Str d6, +1 Parry) 23200cr
Minor: +2 AP
Minor: +1 Parry
Cost Breakdown
Last edited by Icosa on Wed Jul 01, 2020 8:19 pm, edited 24 times in total.
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
SIDEKICK ROBOT???!!
It's more likely than you think!!
Character Name: ROBOT
Rank: Novice; Advances: 0
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+6, Vigor d12
Pace: 6 / Fly 12; Parry: 7; Toughness: 35 (20) MD
Athletics 1d8 (2)
Persuasion 1d6 (1)
Stealth 1d4
Common Knowledge 1d4
Intimidation 1d6 (2)
Notice 1d6+4 (1)
Fighting 1d10 (4)
Shooting 1d12 (5)
Hindrances
Core Directive - Represent the Interests of Klattatech Heavy Industries
Major - Heroic
Minor - Loyal
Minor - Jealous (openly critical of the products of competing products)
Edges
Hind: Brave
Hind: Synthetic Immortality
It's more likely than you think!!
Character Name: ROBOT
Rank: Novice; Advances: 0
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+6, Vigor d12
Pace: 6 / Fly 12; Parry: 7; Toughness: 35 (20) MD
Intelligent Construct IF
Skills: (15 + core)Athletics 1d8 (2)
Persuasion 1d6 (1)
Stealth 1d4
Common Knowledge 1d4
Intimidation 1d6 (2)
Notice 1d6+4 (1)
Fighting 1d10 (4)
Shooting 1d12 (5)
Hindrances
Core Directive - Represent the Interests of Klattatech Heavy Industries
Major - Heroic
Minor - Loyal
Minor - Jealous (openly critical of the products of competing products)
Edges
Hind: Brave
Hind: Synthetic Immortality
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Player Name: Salmon Max
Character Name: Keiko "Kitsune" Ichimura
Rank: Seasoned
Background: Criminal (+1 common knowledge regarding criminal activities)
Race: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 7 (5) / 9 (4) vs ballistic
Skills: (14)
Athletics 1d8 (2) +1 in urban
Common Knowledge 1d4
Electronics 1d4 (1)
Hacking 1d4 (1)
Fighting 1d6 (1)
Notice 1d6 (1)
Shooting 1d4
Stealth 1d6 (1) +1 in urban
Thievery 1d8+1 (3)
Persuasion 1d6 (2)
Performance 1d6 (2)
Languages
English 1d8
Japanese 1d6
Spanish 1d6
Chinese 1d6
Hindrances
Major: Overconfidence
Minor: Secret (family doesn't know about her powers or employment)
Minor: Habit (Practical Joker)
Advances
Setting: AB: Super Powers
Race: Attractive
Hind: +1d Agility
Hind: Power Points
Nov 1: Acrobat (reroll Athletics checks that involve balance, tumbling, evasion or opposed rolls involving flexibility and nimbleness like grappling)
Nov 2: Thief
Nov 3: +1d Spirit
Sea 1: Power Points
Powers
Illusion (Film Quality 1, Obscurement 2) 5
Chameleon (Voice, Switchable) 7
- Invisibility 4
Heightened Senses (Low Light, Infra) 2
Resistance (Light-based attacks) 1
Force Control (lvl 2; Str 1d12) 4
Wall Walker 1
Equipment (15)
Maxim 9, 2d6 AP 1, 12/24/48, RoF 1, semi-auto;suppressed, 12 shot clip (2)
- Reflex Sight, +1 Shooting at short range (1)
- Concealable Holster (.5)
- 2 clips ammo (1)
NRS- Knife, Str+1d4 / Single shot silent round 2d6 (1)
Armored Stealth Suit, +4 Armor, +2 stealth (4)
Ballistic Helmet, +4 armor (head only) (1)
- Gas Mask (1)
Gear
Encrypted Smartphone (0)
- Detection Upgrade (1)
Subvocal commlink (0)
GPS Trackers: 2 bullets, 2 placeable (.5)
2 Audio/Visual Bugs (.5)
Concealable Holster (.5)
Infiltration Kit (1)
Character Name: Keiko "Kitsune" Ichimura
Rank: Seasoned
Background: Criminal (+1 common knowledge regarding criminal activities)
Race: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 7 (5) / 9 (4) vs ballistic
Skills: (14)
Athletics 1d8 (2) +1 in urban
Common Knowledge 1d4
Electronics 1d4 (1)
Hacking 1d4 (1)
Fighting 1d6 (1)
Notice 1d6 (1)
Shooting 1d4
Stealth 1d6 (1) +1 in urban
Thievery 1d8+1 (3)
Persuasion 1d6 (2)
Performance 1d6 (2)
Languages
English 1d8
Japanese 1d6
Spanish 1d6
Chinese 1d6
Hindrances
Major: Overconfidence
Minor: Secret (family doesn't know about her powers or employment)
Minor: Habit (Practical Joker)
Advances
Setting: AB: Super Powers
Race: Attractive
Hind: +1d Agility
Hind: Power Points
Nov 1: Acrobat (reroll Athletics checks that involve balance, tumbling, evasion or opposed rolls involving flexibility and nimbleness like grappling)
Nov 2: Thief
Nov 3: +1d Spirit
Sea 1: Power Points
Powers
Illusion (Film Quality 1, Obscurement 2) 5
Chameleon (Voice, Switchable) 7
- Invisibility 4
Heightened Senses (Low Light, Infra) 2
Resistance (Light-based attacks) 1
Force Control (lvl 2; Str 1d12) 4
Wall Walker 1
Equipment (15)
Maxim 9, 2d6 AP 1, 12/24/48, RoF 1, semi-auto;suppressed, 12 shot clip (2)
- Reflex Sight, +1 Shooting at short range (1)
- Concealable Holster (.5)
- 2 clips ammo (1)
NRS- Knife, Str+1d4 / Single shot silent round 2d6 (1)
Armored Stealth Suit, +4 Armor, +2 stealth (4)
Ballistic Helmet, +4 armor (head only) (1)
- Gas Mask (1)
Gear
Encrypted Smartphone (0)
- Detection Upgrade (1)
Subvocal commlink (0)
GPS Trackers: 2 bullets, 2 placeable (.5)
2 Audio/Visual Bugs (.5)
Concealable Holster (.5)
Infiltration Kit (1)
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Chi-Town Rising Stars
Annika Aire
Novice Female Human
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Electronics d6, Fighting d4, Hacking d6, Language (Native) d8, Notice d6, Persuasion d4, Psionics d6, Repair d8+2, Shooting d4, Stealth d4, Thievery d6
Pace: 6; Parry: 4; Toughness: 8 (2)
Strain: 6/6
Hindrances: Curious, Illiterate, Loyal
Edges: Arcane Background (Psionics), Mr. Fix It, Streetwise, Power Points
Language: Native (native, d8)
Equipment
Cash: 6350cr
Armor: Armored Cloak (Armor 2)
Weapons: Unarmed (Range Melee, Damage Str), Stun Gun (Range 5/10/20, Damage 2d4, ROF 1), Survival Knife (Range Melee, Damage Str+d4)
Gear:
- NG-S2 Survival Pack - Misc Gear
- Backpack
- Dosimeter
- Medic Kit (5 doses)
- Tool Kit
Arcane Background: Psionics (SWADE, p148)
Power Points: 15
Powers: Detect/Conceal Arcana (SWADE p158), Instinctive Mastery (Boost Trait; SWADE p156; Limitations: One Aspect, Self (limited)), Mind Link (SWADE p164-165)
Current Load: 8 (21)
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 Manual
Setting Rules: Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C.
Validity: Character appears valid and optimal
The Evil That Men Do. Being a part of the Chicago Network, the Gangs, or even joining the ISS is a thing people do to survive. Whatever the case, you are no longer affiliated with them. Robbing, hurting, and exploiting others is the life you led, and you’re done with that.
Beginning Hero's Journey Roll
D20 Result - 1d20: [11] = 11
1st Earned HJ roll: 1d20: [6] = 6
Annika Aire
Novice Female Human
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Electronics d6, Fighting d4, Hacking d6, Language (Native) d8, Notice d6, Persuasion d4, Psionics d6, Repair d8+2, Shooting d4, Stealth d4, Thievery d6
Pace: 6; Parry: 4; Toughness: 8 (2)
Strain: 6/6
Hindrances: Curious, Illiterate, Loyal
Edges: Arcane Background (Psionics), Mr. Fix It, Streetwise, Power Points
Language: Native (native, d8)
Equipment
Cash: 6350cr
Armor: Armored Cloak (Armor 2)
Weapons: Unarmed (Range Melee, Damage Str), Stun Gun (Range 5/10/20, Damage 2d4, ROF 1), Survival Knife (Range Melee, Damage Str+d4)
Gear:
- NG-S2 Survival Pack - Misc Gear
- Backpack
- Dosimeter
- Medic Kit (5 doses)
- Tool Kit
Arcane Background: Psionics (SWADE, p148)
Power Points: 15
Powers: Detect/Conceal Arcana (SWADE p158), Instinctive Mastery (Boost Trait; SWADE p156; Limitations: One Aspect, Self (limited)), Mind Link (SWADE p164-165)
Current Load: 8 (21)
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 Manual
Setting Rules: Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C.
Validity: Character appears valid and optimal
The Evil That Men Do. Being a part of the Chicago Network, the Gangs, or even joining the ISS is a thing people do to survive. Whatever the case, you are no longer affiliated with them. Robbing, hurting, and exploiting others is the life you led, and you’re done with that.
Beginning Hero's Journey Roll
D20 Result - 1d20: [11] = 11
1st Earned HJ roll: 1d20: [6] = 6
- 1-3: Result - Rapid Recharge
4-6: Result - Power Points
7-9: Result - Channeling or Concentration (if already has Channeling)
10-11: Result - Background Edge, ignore prereqs with GM approval
12-14: Result - Automatic raise on success on a power
15-16: Result - One Combat Edge (ignore prereqs except other edges)
17-18: Result - Gain Ace, or Combat Ace if Ace already possessed
19-20: You may choose any one of the results on this table.
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Player Name: Me
Google Handle: samminmax@gmail.com
Character Name: Buffy
Rank:Novice
Race: True Atlantean
Iconic Framework: Undead Slayer
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d10, Vigor d8
Pace: 6; Parry: 8; Toughness: 24; PPE: 24, Strain 3
True Atlantean Package
- Attributes all 1d6 except one is 1d8; trait maximums 1d12+1, or 1d12+2 Strength and Spirit
- Common Knowledge to use pyramids, know vampire lore, speak Dragonese/elven or ancient Greek
- Ley Line Sense and Phasing, as Ley Line Walker
- Marks of Heritage tattoos (Aura weapon that is +1 hit/parry on raise to manifest, heart with stake)
- Arcane Affinity - Gain 5 PPE, in addition to bonus from Marks, and can use TW items
- Cannot be transformed
- Notice any vampires in line of sight on successful roll
- Gain +2 skill points or Novice edge of choice
- Heroic or Overconfident
- Cybernetics are very limited
- Hunted by splugorth and vampire intelligences
- Duty to clan (Vow)
- -2 to Persuasion vs evil beings
Undead Slayer Package
- 2 HJ rolls on CC weapons, education, enchanted items, exp/wisdom, training, underworld
- Reroll to operate pyramids
- +1d athletics, +1d fighting, martial artist, free combat or professional edge
- Connections to Undead Slayer faction, +1 social with many people and Reactions start 1 level higher
- 16 more tattoos; 23 PPE, rapid recharge edge
- Supernatural transformation; immune to gritty damage and +2d strength with no maximum
- Upgradeable
- Reroll on Notice checks to sense vampires and sense vampire presence within 25" regardless of line of sight
- Reroll on ANY trait roll made against or relating to vampires
- Only has 4 strain after starting tattoos
- Touch tattoos to activate them
- No AB that uses PPE
- Vow to eradicate vampires
- Vow of poverty
Skills: 15/15
Athletics 1d8
Notice 1d8
Persuasion 1d8
Stealth 1d8
Common Knowledge 1d6
Fighting 1d12
Shooting 1d10
Survival 1d6
Language: Atlantean (Native) 1d8
Language: American 1d4
Hindrances
Race: Heroic
Race: Wanted - Splugorth and Vampire Intelligences
Race: Vow - Duty to Clan
IF: Vow - Eradicate Vampires
IF: Vow - Poverty
Major: Overconfident
Minor: Vengeful
Minor: Loyal
Edges
IF: Martial Artist
IF: Trademark Weapon (heritage sword)
IF: Rapid Recharge
IF: Upgradeable
Special: Connected - Reid's Rangers
Race: Attractive
Hind: +1d Agility
Hind: +1d Spirit
HJ: Brave
HJ: Danger Sense
Nov 1: New Ink (Broken Chain)
Nov 2: +1d Agility
Nov 3: +1d Fighting, +1d Athletics
Sea 1: +1d Smarts
Sea 2: Tattoo Harmony
Sea 3: Marksman
Sea 4: +1d Notice, +1d Fighting
Vet 1: +1d Spirit
Vet 2: Tattoo Unity
Vet 3: Improved Trademark Weapon (heritage sword)
Vet 4: Frenzy
Her 1: +1d Vigor
Her 2: Dodge
Tattoos (19)
- Mark of Heritage: Aura Sword (6ppe)
- Mark of Heritage: Exalted Arcane Protection vs undead only
- Weapon: Winged Simple Bow and Arrow (1ppe)
- Weapon: Winged Aura Bow and Arrow (7ppe)
- Weapon: Skull Piercing Winged Javelin (6ppe)
- Weapon: Simple Spear (1ppe)
- Weapon: Large Shield (Parry +3, Cover 4, 2ppe)
- Power: Banish (3ppe)
- Power: Greater Stun (4ppe)
- Power: Greater Protection w/Toughness (4ppe)
- Power: Greater Havoc, Strong (5ppe)
- Power: Greater Speed w/Quickness (5ppe)
- Power: Boost Strength 2d or 3 on raise (3pe)
- Power: Greater Healing w/Neutralize Poison & Disease (10ppe)
- Power: Exalted Darksight+Greater Farsight (4ppe)
- Power: Speak Language (1ppe)
- Animal: Great White Shark (4ppe)
- Animal: Warhorse (3ppe)
- Monster: Devil Unicorn (8ppe)
Credits: 1300
Weapon
- Aura Bow, 15/30/60, silver trapping
- - Normal Arrow, 4d6+smite AP 7 MD, infinite
- - Polymer Arrow, Str+2d10+smite AP 13 MD, 25 x20
- - Explosive Arrow, Str+6d6+smite AP 12, 500 x5
- - Neural Disruptor, Vigor -2 (-4 w/raise) or Stun; must be recharged, 400 x2
- Clan Heritage Sword, Str+2d8+smite AP 8 MD, silver trapping
- TW Water Rifle, 2d10 water dmg, 6/12/24, RoF 1, 40 shots
- TW Snaregun, Entangle (Strong) or flares, 8/16/32m RoF 1, 2 shots
- TW Globe of Daylight Flares, 2d10 sunlight dmg, 12/24/48 in flaregun, 2000 x2
Armor
Gear
Backpack, 250
Dosimeter, 200
Silver Holy Symbol (stake), 200
Temperature Cloak, 2000
MDC Handcuffs, 750
Grapnel and Launcher, 2500
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Wings of Pronbida[/b] (Patron Item)
A pair of polished bronze wings immune to the ravages of time and of the finest craftsmanship.
Unique Enchanted Item
Dimensions: ten foot wingspan, but a mere two feet when folded
• The wearer gains the Fly power while using this talisman. The wings have a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
• Indestructible: Cannot be destroyed by any means, save alchemy. Cannot be used defensively or offensively (provide no protection at all)
• Protection from Spell Magic: The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
Google Handle: samminmax@gmail.com
Character Name: Buffy
Rank:Novice
Race: True Atlantean
Iconic Framework: Undead Slayer
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d10, Vigor d8
Pace: 6; Parry: 8; Toughness: 24; PPE: 24, Strain 3
True Atlantean Package
- Attributes all 1d6 except one is 1d8; trait maximums 1d12+1, or 1d12+2 Strength and Spirit
- Common Knowledge to use pyramids, know vampire lore, speak Dragonese/elven or ancient Greek
- Ley Line Sense and Phasing, as Ley Line Walker
- Marks of Heritage tattoos (Aura weapon that is +1 hit/parry on raise to manifest, heart with stake)
- Arcane Affinity - Gain 5 PPE, in addition to bonus from Marks, and can use TW items
- Cannot be transformed
- Notice any vampires in line of sight on successful roll
- Gain +2 skill points or Novice edge of choice
- Heroic or Overconfident
- Cybernetics are very limited
- Hunted by splugorth and vampire intelligences
- Duty to clan (Vow)
- -2 to Persuasion vs evil beings
Undead Slayer Package
- 2 HJ rolls on CC weapons, education, enchanted items, exp/wisdom, training, underworld
- Reroll to operate pyramids
- +1d athletics, +1d fighting, martial artist, free combat or professional edge
- Connections to Undead Slayer faction, +1 social with many people and Reactions start 1 level higher
- 16 more tattoos; 23 PPE, rapid recharge edge
- Supernatural transformation; immune to gritty damage and +2d strength with no maximum
- Upgradeable
- Reroll on Notice checks to sense vampires and sense vampire presence within 25" regardless of line of sight
- Reroll on ANY trait roll made against or relating to vampires
- Only has 4 strain after starting tattoos
- Touch tattoos to activate them
- No AB that uses PPE
- Vow to eradicate vampires
- Vow of poverty
Skills: 15/15
Athletics 1d8
Notice 1d8
Persuasion 1d8
Stealth 1d8
Common Knowledge 1d6
Fighting 1d12
Shooting 1d10
Survival 1d6
Language: Atlantean (Native) 1d8
Language: American 1d4
Hindrances
Race: Heroic
Race: Wanted - Splugorth and Vampire Intelligences
Race: Vow - Duty to Clan
IF: Vow - Eradicate Vampires
IF: Vow - Poverty
Major: Overconfident
Minor: Vengeful
Minor: Loyal
Edges
IF: Martial Artist
IF: Trademark Weapon (heritage sword)
IF: Rapid Recharge
IF: Upgradeable
Special: Connected - Reid's Rangers
Race: Attractive
Hind: +1d Agility
Hind: +1d Spirit
HJ: Brave
HJ: Danger Sense
Nov 1: New Ink (Broken Chain)
Nov 2: +1d Agility
Nov 3: +1d Fighting, +1d Athletics
Sea 1: +1d Smarts
Sea 2: Tattoo Harmony
Sea 3: Marksman
Sea 4: +1d Notice, +1d Fighting
Vet 1: +1d Spirit
Vet 2: Tattoo Unity
Vet 3: Improved Trademark Weapon (heritage sword)
Vet 4: Frenzy
Her 1: +1d Vigor
Her 2: Dodge
Tattoos (19)
- Mark of Heritage: Aura Sword (6ppe)
- Mark of Heritage: Exalted Arcane Protection vs undead only
- Weapon: Winged Simple Bow and Arrow (1ppe)
- Weapon: Winged Aura Bow and Arrow (7ppe)
- Weapon: Skull Piercing Winged Javelin (6ppe)
- Weapon: Simple Spear (1ppe)
- Weapon: Large Shield (Parry +3, Cover 4, 2ppe)
- Power: Banish (3ppe)
- Power: Greater Stun (4ppe)
- Power: Greater Protection w/Toughness (4ppe)
- Power: Greater Havoc, Strong (5ppe)
- Power: Greater Speed w/Quickness (5ppe)
- Power: Boost Strength 2d or 3 on raise (3pe)
- Power: Greater Healing w/Neutralize Poison & Disease (10ppe)
- Power: Exalted Darksight+Greater Farsight (4ppe)
- Power: Speak Language (1ppe)
- Animal: Great White Shark (4ppe)
- Animal: Warhorse (3ppe)
- Monster: Devil Unicorn (8ppe)
Credits: 1300
Weapon
- Aura Bow, 15/30/60, silver trapping
- - Normal Arrow, 4d6+smite AP 7 MD, infinite
- - Polymer Arrow, Str+2d10+smite AP 13 MD, 25 x20
- - Explosive Arrow, Str+6d6+smite AP 12, 500 x5
- - Neural Disruptor, Vigor -2 (-4 w/raise) or Stun; must be recharged, 400 x2
- Clan Heritage Sword, Str+2d8+smite AP 8 MD, silver trapping
- TW Water Rifle, 2d10 water dmg, 6/12/24, RoF 1, 40 shots
- TW Snaregun, Entangle (Strong) or flares, 8/16/32m RoF 1, 2 shots
- TW Globe of Daylight Flares, 2d10 sunlight dmg, 12/24/48 in flaregun, 2000 x2
Armor
Gear
Backpack, 250
Dosimeter, 200
Silver Holy Symbol (stake), 200
Temperature Cloak, 2000
MDC Handcuffs, 750
Grapnel and Launcher, 2500
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Wings of Pronbida[/b] (Patron Item)
A pair of polished bronze wings immune to the ravages of time and of the finest craftsmanship.
Unique Enchanted Item
Dimensions: ten foot wingspan, but a mere two feet when folded
• The wearer gains the Fly power while using this talisman. The wings have a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
• Indestructible: Cannot be destroyed by any means, save alchemy. Cannot be used defensively or offensively (provide no protection at all)
• Protection from Spell Magic: The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
OOC Comments
Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!
Player Name: Me
Google Handle: samminmax@gmail.com
Character Name: Lyceus Kellimar, the Knight of Thorns
Rank: Heroic
Race: Elf
Iconic Framework: MARS Combat Mage
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d8 (d12+1), Vigor d8
Pace: 10; Parry: 13; Toughness: 21 (10 M.D.C.); 20 PPE
Elf Package
Enchantingly Beautiful
Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven
Elves have the Driven (Minor) Hindrance.
Impudent
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
Elves suffer −2 on Persuasion checks when dealing with dwarves.
Skills: 15/15
Academics d6
Athletics d8
Battle d6
Common Knowledge d8
Fighting d12
Language (Dragonese/ Elven) d8
Language (Trade 6) d6
Notice d8
Occult d8
Performance d6+1
Persuasion d8+1
Shooting d10
Spellcasting d12
Stealth d8
Hindrances
Race: Driven - Perfect my craft
Race: Quirk - Snooty
Major: Code of Honor
Minor: Vengeful
Minor: Thin Skinned
Edges
IF: Master of Magic
IF: Channeling
IF: Power Points
IF: Trademark Weapon (Mourning)
IF: Frenzy
Hind: +1d Agility
Hind: Power Points edge
F&G: Quick edge)
HJ: Rapid Recharge
HJ: Rich
HJ: Adept
HJ: Block
Nov 1: +1d Smarts
Nov 2: +1d Spellcasting, +1d Notice
Nov 3: One with Magic
Sea 1: New Powers (Arcane Protection, Sloth/Speed)
Sea 2: Filthy Rich
Sea 3: +1d Spirit
Sea 4: +1d Persuasion, +1d Shooting
Vet 1: Improved Block
Vet 2: Power Points
Vet 3: Improved Trademark Weapon
Vet 4: +1d Vigor
Her 1: Counterattack
Her 2: Sweep
Her 3: +1d Str
Powers
Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power)
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Touch (limited))
Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power)
Entangle (Savage Worlds: Adventure Edition p161)
Sloth/Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: Touch (limited))
Smite (Savage Worlds: Adventure Edition p168; Innate Power)
Credits: 750cr
Weapon
- Mourning (Deathbringer Sword), 1d12+2 attack (reduce penalties by 2), 3d12+5 AP 16 damage, +3 Parry, silvered, 10 PPE to gain Greater Protection and Greater Damage Field, or 5 PPE for Greater Bolt
- Firebolt Pistol, 1d12 attack, 3d6 AP 6 damage, 15/30/60 range, 12 shots, It Burns
- Nova Rifle, 1d12 attack, 4d8 AP 8 MBT damage, 30/60/120 range, 8 shots, It Burns
- Hi-Tech Bow/X-Bow, 1d12 attack, 1d12+1d8+1 AP 1 damage, Range 15/30/60))
- - Neural Disruptor Arrows, no damage, Vigor -2 (-4 on raise) or be Stunned, x5
- - Tracking Arrows, normal damage and head breaks off; can be tracked, x3
- Flash-Bang Bomb (TW) (Range 5/10/20, Damage 1d10 to vampires, ROF 1) x2
Armor
Talon Infighting Suit (TW - based on Gladius exoskeleton armor), +10 MDC Armor, +5 Toughness, 10 PPE; Environmental Protection, Flight
- Integrated Multioptics Helmet
Gear
Communications Band
Grapnel Launcher
Holodisplay Communicator
Temperature Cloak
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Fortune and Glory
Smart and Learned
Up Close and Personal (Deathbringer Sword)
Hero's Journey
Education - +3 smarts skill points
Training - +3 combat related skill points
Magic & Mysticism - Spellslinger (Entangle)
Magic & Mysticism - Rapid Recharge
Experience & Wisdom - Any Background Edge: Rich
Training - Any Professional Edge: Adept
Training - Any Combat Edge: Block
Rich
- Close Combat Weapon: Silvered (Mourning)
- Close Combat Weapon: Accurate (reduce penalties for Fighting by 2 when using Mourning)
Filthy Rich
- Body Armor: Exokeleton (+2 Pace, +1 Jump distance with Talon)
- Body Armor: +1 Toughness (Talon)
Google Handle: samminmax@gmail.com
Character Name: Lyceus Kellimar, the Knight of Thorns
Rank: Heroic
Race: Elf
Iconic Framework: MARS Combat Mage
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d8 (d12+1), Vigor d8
Pace: 10; Parry: 13; Toughness: 21 (10 M.D.C.); 20 PPE
Elf Package
Enchantingly Beautiful
Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven
Elves have the Driven (Minor) Hindrance.
Impudent
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
Elves suffer −2 on Persuasion checks when dealing with dwarves.
Skills: 15/15
Academics d6
Athletics d8
Battle d6
Common Knowledge d8
Fighting d12
Language (Dragonese/ Elven) d8
Language (Trade 6) d6
Notice d8
Occult d8
Performance d6+1
Persuasion d8+1
Shooting d10
Spellcasting d12
Stealth d8
Hindrances
Race: Driven - Perfect my craft
Race: Quirk - Snooty
Major: Code of Honor
Minor: Vengeful
Minor: Thin Skinned
Edges
IF: Master of Magic
IF: Channeling
IF: Power Points
IF: Trademark Weapon (Mourning)
IF: Frenzy
Hind: +1d Agility
Hind: Power Points edge
F&G: Quick edge)
HJ: Rapid Recharge
HJ: Rich
HJ: Adept
HJ: Block
Nov 1: +1d Smarts
Nov 2: +1d Spellcasting, +1d Notice
Nov 3: One with Magic
Sea 1: New Powers (Arcane Protection, Sloth/Speed)
Sea 2: Filthy Rich
Sea 3: +1d Spirit
Sea 4: +1d Persuasion, +1d Shooting
Vet 1: Improved Block
Vet 2: Power Points
Vet 3: Improved Trademark Weapon
Vet 4: +1d Vigor
Her 1: Counterattack
Her 2: Sweep
Her 3: +1d Str
Powers
Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power)
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Touch (limited))
Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power)
Entangle (Savage Worlds: Adventure Edition p161)
Sloth/Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: Touch (limited))
Smite (Savage Worlds: Adventure Edition p168; Innate Power)
Credits: 750cr
Weapon
- Mourning (Deathbringer Sword), 1d12+2 attack (reduce penalties by 2), 3d12+5 AP 16 damage, +3 Parry, silvered, 10 PPE to gain Greater Protection and Greater Damage Field, or 5 PPE for Greater Bolt
- Firebolt Pistol, 1d12 attack, 3d6 AP 6 damage, 15/30/60 range, 12 shots, It Burns
- Nova Rifle, 1d12 attack, 4d8 AP 8 MBT damage, 30/60/120 range, 8 shots, It Burns
- Hi-Tech Bow/X-Bow, 1d12 attack, 1d12+1d8+1 AP 1 damage, Range 15/30/60))
- - Neural Disruptor Arrows, no damage, Vigor -2 (-4 on raise) or be Stunned, x5
- - Tracking Arrows, normal damage and head breaks off; can be tracked, x3
- Flash-Bang Bomb (TW) (Range 5/10/20, Damage 1d10 to vampires, ROF 1) x2
Armor
Talon Infighting Suit (TW - based on Gladius exoskeleton armor), +10 MDC Armor, +5 Toughness, 10 PPE; Environmental Protection, Flight
- Integrated Multioptics Helmet
Gear
Communications Band
Grapnel Launcher
Holodisplay Communicator
Temperature Cloak
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Fortune and Glory
Smart and Learned
Up Close and Personal (Deathbringer Sword)
Hero's Journey
Education - +3 smarts skill points
Training - +3 combat related skill points
Magic & Mysticism - Spellslinger (Entangle)
Magic & Mysticism - Rapid Recharge
Experience & Wisdom - Any Background Edge: Rich
Training - Any Professional Edge: Adept
Training - Any Combat Edge: Block
Rich
- Close Combat Weapon: Silvered (Mourning)
- Close Combat Weapon: Accurate (reduce penalties for Fighting by 2 when using Mourning)
Filthy Rich
- Body Armor: Exokeleton (+2 Pace, +1 Jump distance with Talon)
- Body Armor: +1 Toughness (Talon)
OOC Comments