LLW

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
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Venatus Vinco
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LLW

Post by Venatus Vinco »

Novice Lyn-Srial

Iconic Framework: Ley Line Walker

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Academics d4, Athletics d6, Common Knowledge d6, Fighting d6, Language (Native) d8, Notice d6, Occult d8, Persuasion d6, Research d4, Shooting d6+1, Spellcasting d10, Stealth d4
Pace: 6; Flying Pace: 12; Parry: 5; Toughness: 9 (3)
Strain: 6/6
Hindrances: Curious, Death Wish, Heroic, Shamed (minor, Drummed out of the Sky Knights for dishonorable conduct)
Edges: Concentration, Master of Magic, New Powers (Arcane Protection, Smite, Stun), Power Points, Rapid Recharge
Armor: Ley Line Walker Light Armor (TW)
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stake (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack
Language: Native (native, d8)
Current Wealth: $1,800
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 20
  • Powers: Arcane Protection (SWADE pp148), Boost/Lower Trait (SWADE pp156), Dispel (SWADE pp158-159), Healing (SWADE pp162), Protection (SWADE pp165-166), Smite (SWADE pp168), Stun (SWADE pp168-169)
Special Abilities
  • Alien Physiology: Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Compatible medical supplies/services and cybernetics cost double the listed price.
  • Cyber Resistant: Lyn-Srial can’t take cybernetics of any kind.
  • D-Bee (Major): The initial Reactions to Lyn-Srial typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
  • Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
  • Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
  • Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
  • Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
  • Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
  • Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
  • Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly.
  • Gestures: Magic users must have their hands free to cast spells. Entangled or Bound characters cannot activate new powers until they are free.
  • Speech: Magic users must be able to clearly speak to cast spells. Silenced or otherwise muted magic users cannot activate new powers.
  • Arcane Academic: Ley Line Walkers double the PPE gained by taking the Power Points Edge. When choosing the New Powers Edge they may either gain three powers of up to one Rank higher than their current Rank would normally allow or they may choose one power of any Rank not normally allowed by their power list—with the GM’s permission and when plot-appropriate (access to an arcane library, tome or scroll of ancient knowledge, secrets man was not meant to know, etc.).
  • Arcane Background (Magic): Ley Line Walkers begin with Arcane Background (Magic), choosing five powers from the list above, the Master of Magic, Power Points, and Rapid Recharge Edges, as well as a d6 Spellcasting skill. Ley Line Walkers begin with 20 PPE (10 PPE base, plus 10 PPE from the Power Points Edge modified by Arcane Academic).
  • Expanded Awareness: Ley Line Walkers have the detect arcana power as an Innate Ability (see page 68) with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check.
  • Ley Line Magic Mastery: Like all magic users, Ley Line Walkers can draw extra PPE for their rituals from ley lines, but they do so with greater advantage— they add two dice to their pool when rolling for available PPE, see Ley Lines on page 122.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose).
    He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as his name implies, walk the line as though walking across level ground. He can fly along them at twice his Pace, at an altitude as high as 1,000 feet.
  • Cybernetics: Such technolog y creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a -1 Persuasion penalty in most social situations involving those not immersed in the occult.
  • Enemies: As with all magic wielders, Ley Line Walkers are usually designated “shoot-on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Walkers who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
  • Power Activators: Like all other magic users, Ley Line Walkers must have their hands free to perform gestures and have the power of speech to cast spells (see Power Activators on page 119. Entangled, Bound, silenced or otherwise muted Ley Line Walkers cannot activate new magic powers until they are free.

Current Load: 27.25 (40)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears invalid

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Venatus Vinco
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Re: LLW

Post by Venatus Vinco »

A-freaking-mazing
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