Ruth Kritanta, Human Necromancer

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Makenna Griggs
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Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

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Last edited by Makenna Griggs on Fri Apr 03, 2020 12:54 pm, edited 3 times in total.
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Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Character Name: Ruth Kritanta
Player Name: Kim
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Necromancer

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6

Pace: d6 (6); Parry: 5 (½ Fighting +2); Toughness: () (½ Vigor+2 plus armor); Strain: 0

Skills:
  • Athletics* d6
  • Common Knowledge* d6
  • Notice* d8
  • Persuasion d8
  • Stealth* d6
  • Spellcasting* d10 (starting d6)
  • Repair* d8 (starting d6)
  • Fighting d6
  • Shooting d4
  • Occult d6
Hindrances (+1 Smarts die, +1 Spirit die)
  • Driven (Major): Ruth was thrown into a rift and taken from her home and family. Her family is the most important thing to her, and they are in danger if she's not there to protect them. She is driven to return to her home at any cost, even if it means abandoning her new friends here in this world.
  • Secret (Major): Ruth was once a goddess, slain and forced to be reborn in a mortal body with limited powers. Her powers were limited even more when she was transported to a world that was not of her own creation. Still, others knowing of her past would cause too much trouble, so she just prefers to keep it a secret.
  • Loyal (Minor): People have one of two reactions to Ruth; either they think she's crazy, or they're scared of her and what she's capable of doing. For those who look past their disbelief or fears, Ruth is loyal and kind, willing to help her friends in whatever way they need. This, however, causes issues when a chance to return home arises. (see Driven)
NECROMANCER ABILITIES, BONUSES, AND COMPLICATIONS
  • Arcane Background (Magic): Necromancers begin with divination, zombie and three power from the list above, Master of Magic, the Power Points Edge, a d6 Spellcasting skill and 15 PPE (10 PPE base plus 5 PPE from the Power Points Edge).
  • Bone Magic: Necromancers begin with d6 Repair, the Artificer Edge, and specialize in scrimshawing and crafting items from bone and sinew.
  • Necromantic Prodigy: Necromancers get a free reroll (can't reroll Critical Failures) on all Spellcasting rolls related to the following powers:
    boost/lower Trait, divination, drain Power Points, fear, slumber, zombie.
  • Phylactery: All Necromancers craft enchanted memento mori to store PPE drained via the Siphon PPE ability. As PPE batteries, Phylacteries can indefinitely hold up to Spirit × 3 PPE in reserve for the Necromancer.
  • Siphon PPE: Necromancers can drain mystical energy as per the Siphoning PPE Setting Rule in The Tomorrow Legion Player’s Guide. They can use this extra energy to supplement their own PPE, storing extra power using their Phylactery ability. Ethical Necromancers often use this ability in conjunction with zombie, drawing PPE from volunteers among the friends and family members of the dead they raise. With such reserves available, even Novice Necromancers can raise a squad of zombies from a single graveyard.
  • Spiritual Awareness: Necromancers attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They can sense supernatural beings and see ghosts, ethereal beings, and anyone using the invisibility power within line of sight with a Notice check.
  • Undead Link: Their link to the cycle of life and death grants a natural healing roll once per day. Necromancers get a free reroll (can't reroll Critical Failures) on all social checks involving undead or spirits, and cannot be turned into a vampire against their will. They gain a +4 bonus to resist a vampire's puppet.
  • Cybernetics: A Necromancer's regenerative abilities mean their bodies reject all cybernetic implants.
  • Enemies: Necromancers are “shoot-on-sight” targets for the Coalition (though their propensity for skull motifs might momentarily confuse a CS patrol). Evil Necromancers treat their heroic peers as foes.
  • Oath: Heroic Necromancers vow to only raise the willing. Before casting zombie on a corpse, ethical Necromancers use divination to gain the deceased spirit’s permission; they become so practiced in this that using divination for this express purpose is an Innate Ability costing only 2 PPE.
  • Power Activators: Necromancers must have their hands free to perform gestures and have the power of speech to cast spells. Entangled, Bound, silenced or otherwise muted casters cannot activate new magic powers until they are free.
  • Spooky: The air of strangeness haunting Necromancers sets most people on edge. They suffer a −2 penalty to Persuasion in most situations, only lifted when they’re dealing with the spirits of the dead, sapient undead, and inhabitants of communities used to Necromancers.
Edges and Iconic Abilities
  • Charismatic (racial): 1 free reroll on Persuasion rolls.
  • Master of Magic (IF): Gain access to Mega Power Modifiers.
  • Power Points (IF): +5 PP.
  • Artificer (IF): Can create Arcane Devices (SWADE page 153)
  • Luck (HJ): Draw one extra Benny at the beginning of each game session.
  • Channeling (HJ): Reduce PP cost by 1 on a raise.
Hero’s Journey
  • Experience and Wisdom (14): There are times when no amount of skill, talent, or training is enough. Fortunately for your character, Lady Luck is in her corner. Take the Luck Edge, or Great Luck instead if she already has Luck.
  • Magic and Mysticism (15): Conservation of magical energy is an incredibly powerful talent. Your hero gains the Channeling Edge.

    Narrative Hook
    From Out of a Rift (11): Your hero happened to be near a Rift when it disgorged something. From that incident came a lasting effect that may have led you to Castle Refuge.
Last edited by Makenna Griggs on Fri Apr 03, 2020 6:19 pm, edited 4 times in total.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Powers
Arcane Background: Magic
PPE: 15 - Recovery: 5/hour
  • Divination (5) [Heroic]
    Range: Self
    Duration: A brief conversation of about 5 minutes.
    Trapping: Ruth's eyes glow as she calls out to the spirits.
    Effect: Allows Ruth to speak with the spirits of the dead.
    Modifiers: COMMUNION (+1, mega power)
  • Zombie (3) [Veteran]
    Range: Smarts
    Duration: 1 hour
    Trapping: Ruth imbues the corpse with a piece of her own soul.
    Effect: Creates a zombie (SWADE page 191) with physical stats resembling what the creature had in life, but mental stats are reset to d4.
    Modifiers: Additional Zombies (+1); Armed (+1 per zombie); Armor (+1 per zombie); Mind Rider (+1); Permanent (0); Skeletal (+1 per zombie, mega power)
  • Empathy (1) [Novice]
    Range: Smarts
    Duration: 5
    Trapping: Ruth concentrates on the target.
    Effect: Arcane vs Spirit roll. Gain +1 (+2 on raise) to Intimidation, Persuasion, Performance, or Taunt rolls against target. Gain +2 to Riding or other rolls if interacting with animals.
    Modifiers: Area of Effect (+2/+3, mega power); Empathic Transmission (+2)
  • Fear (2) [Novice]
    Range: Smarts
    Duration: Instant
    Trapping: Ruth points at her target. The target starts to hear voices.
    Effect: Affected target makes a fear roll. Extras who fail are panicked, Wild Cards roll on the Fear Table. If power is cast with a raise, Fear roll is at -2, Wild Cards add +2 to Fear Table results.
    Modifiers: Area of Effect (+2/+3); Greater Fear (+2, mega power)
  • Stun (2) [Novice]
    Range: Smarts
    Duration: Instant
    Trapping: Ruth holds a hand out to target and commands them to halt. Target feels compelled to stop moving.
    Effect: Target must make a Vigor roll (at -2 with raise) or be Stunned.
    Modifiers: Area of Effect (+2/+3); Greater Stun (+2)
  • Detect/Conceal Arcana (1) [Novice]
    Range: Self
    Duration: 5 (detect)
    Trapping: Ruth whispers to the spirits around her, asking them to reveal themselves to her. (Aspect limitation; detect only)
    Effect: Necromancers can sense supernatural beings and see ghosts, ethereal beings, and anyone using the Invisibility power within line of sight with a Notice check.
    Modifiers: Additional Recipients (+1); Exalted Detect Arcana (+2, mega power); Presence Sense (+1)
Last edited by Makenna Griggs on Fri Apr 03, 2020 2:46 pm, edited 2 times in total.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

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
Body Armor:
Ley Line Walker Light Armor (TW)
  • Armor: +3 Toughness: +1
  • Weight: 4 lbs (Min Str: d4)
  • Rarity: -2; Cost: 9,000
  • Notes: +4 vs disease and poison, –2 to Notice rolls made to detect the armor.
Weapons
Wilk’s 320 Laser Pistol
  • Range: 15/30/60
  • Dmg: 3d6, AP: 3
  • ROF: 1
  • Shots: 20
  • Weight: 4 lbs. (Min Str: d4)
  • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
  • Rarity: +1 Cost: 11,000
Uzi (9mm)
  • Range: 12/24/48
  • Dmg: 2d6, AP: 1
  • ROF: 3
  • Shots: 32
  • Weight: 9 lbs. (Min Str: d4)
  • Notes: Silver bullets
  • Rarity: ? Cost: 300
Two E-clips or magazines for each weapon

Credits:
Universal Credits: 1,700
Gear or valuables: 1,000
Last edited by Makenna Griggs on Sat Apr 04, 2020 9:08 am, edited 4 times in total.
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Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Advances:
Novice 1 Advance: Smarts +1
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:
Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Background

Ruth was once the goddess of life and death, known as Aona. She created her own world and everything in it by taking a piece of her own soul and forging it into something new. She would let this new creation live, learn, and grow. And when its life was done, she would absorb it back into herself and gain power and knowledge.

But there was another deity; Samael, the god of destruction. He gained power from destroying Aona's creations. She, of course, wouldn't just sit back and let him destroy everything. So he formulated a plan to trick her. He convinced her to use up almost all of her power at once, making new and wonderful things. Then, once she was weak, he struck at her, killing her. But instead of dying permanently, her soul bonded with one of her creations, and so she was born again as a mortal. Samael, seeing an opportunity, chose to erase her memory instead. He would create a farm, of sorts. Aona would create new things without knowing that he was lying in wait to reap his harvest, so to speak.

Aona was able to keep a small portion of her power, including the ability to absorb her creations and grow in power. So every twenty years or so, Samael would come to kill her, drain her power, and force her to be reborn once again, thereby resetting the cycle. This would go on for centuries, until one day, Aona was born as the human woman, Ruth.

Ruth's abilities lie in absorbing and controlling souls, including her own. Ruth was always terrified of her strange powers, and many others around her were terrified of her as well. Wanting nothing more than to be accepted, she tried her hardest to hide her powers from the world, but it only led to ruin when she lost control, her powers sucking the life out of an entire town of innocent people. She chose to hide herself away, for fear that she would hurt someone else. But it wasn't long before she was found by a kind man named Matias. He wasn't scared of her even after learning of her powers, and he even convinced her that she could use her powers for good by taking care of evil spirits that were haunting old places. They traveled around together for a while, and eventually fell in love and married.

Just a few days after giving birth to twins, an evil spirit found them and attacked. Ruth wouldn't know it yet, but this evil spirit was working for Samael, as it was time for her to be reborn once again. But Matias jumped in front of an attack aimed at Ruth, and allowed her to escape with her young children. She left them with two trusted friends, and begged them to keep her children safe. Then she left, and hasn't seen her children since. That was almost twenty years ago.

This evil spirit seems to have some sort of resistance to her powers, and so the only solution she's found so far is to run from it, lest it succeed in killing her. During one of her narrow escapes from its clutches, a rift opened up right beneath her feet. She was sucked into a world much different from her own, with strange technology that she doesn't really understand. Her powers don't seem to work quite as well on the inhabitants of this world as they did previously, either. On one hand, she's grateful that she doesn't have to run from that evil spirit anymore. But on the other hand, she's sure that it will attack her children in retribution. She's determined to get back to her own world as soon as possible in order to protect them. Meanwhile, she just needs to figure out what these strange memories are that keep flooding into her head, memories of lives that seem so familiar to her...
Last edited by Makenna Griggs on Fri Apr 03, 2020 3:13 pm, edited 1 time in total.
Makenna Griggs
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Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Narrative hook
[dice:3u6l5v6j]65061:0[/dice:3u6l5v6j]

Heroic Journey
  • Experience and Wisdom: [dice:3u6l5v6j]65061:1[/dice:3u6l5v6j]
  • Magic and Mysticism: [dice:3u6l5v6j]65061:2[/dice:3u6l5v6j]
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Credits
[dice:3rqwmjo5]65062:0[/dice:3rqwmjo5]

Valuables
[dice:3rqwmjo5]65062:1[/dice:3rqwmjo5]
Makenna Griggs
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Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

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Pursuit
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Re: Ruth Kritanta, Human Necromancer

Post by Pursuit »

Very cool looking character.

Unless I am missing something (and that’s certainly possible), the submachine gun should be a mundane one from SWADE with silver bullets, otherwise it looks good to me.

Edit: also, please show how you spent your points from hindrances.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Pursuit wrote: Fri Apr 03, 2020 3:23 pm Very cool looking character.

Unless I am missing something (and that’s certainly possible), the submachine gun should be a mundane one from SWADE with silver bullets, otherwise it looks good to me.

Edit: also, please show how you spent your points from hindrances.
Thanks for your comments! I've added a little bit of info in my hindrances section detailing what I spent the points on. As for the submachine gun, I'm not sure exactly which one is the correct one. There's three options; the H&K MP5, the Tommy Gun, and the Uzi. Do I just pick one, or is there a specific one that I'm meant to have?
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Pursuit
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Re: Ruth Kritanta, Human Necromancer

Post by Pursuit »

Makenna Griggs wrote: Fri Apr 03, 2020 6:28 pm Thanks for your comments! I've added a little bit of info in my hindrances section detailing what I spent the points on. As for the submachine gun, I'm not sure exactly which one is the correct one. There's three options; the H&K MP5, the Tommy Gun, and the Uzi. Do I just pick one, or is there a specific one that I'm meant to have?
You can just pick whichever submachine gun you want from SWADE.

Thanks!
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Makenna Griggs
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Re: Ruth Kritanta, Human Necromancer

Post by Makenna Griggs »

Pursuit wrote: Fri Apr 03, 2020 7:34 pm You can just pick whichever submachine gun you want from SWADE.

Thanks!
Alright, should be fixed now!
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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