Ndreare - Master of Magic

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Ndreare - Master of Magic

Post by Ndreare »

Ndreare

Legendary Male Elf, Combat Artist and Master of Magic

Iconic Framework: MARS Personal Concept Option

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d12+1 (d6), Vigor d6
Skills: Athletics d8, Battle d12, Common Knowledge d6, Fighting d8, Language (Native) d8, Language (Trade 4) d6, Notice d12, Occult d12, Persuasion d6+1, Shooting d8, Spellcasting d12+2 (Master), Stealth d8
Pace: 8; Parry: 6; Toughness: 19 (10 M.D.C.)
Hindrances: Arrogant, Code of Honor, Driven (minor, ), Quirk ()
Edges: Adept (Magic), Arcane Background (Magic), Channeling, Expert, Improved Level Headed, Master, Master of Magic, New Powers (Boost/Lower Trait, Warrior's Gift), New Powers (Deflection, Teleport), New Powers (Dispel, Illusion), New Powers (Entangle, Stun), New Powers (Havoc, Fly), New Powers (Intangibility, Relief), New Powers (Smite, Protection), One With Magic (Heroic), One With Magic (Heroic), One With Magic (Heroic), One With Magic (Legendary), One With Magic (Novice), One With Magic (Seasoned), One With Magic (Veteran), Power Points, Power Points, Power Points, Power Points, Professional
Armor: NG-EX10 Gladius Exoskeleton EBA
Weapons: Unarmed (Range Melee, Damage Str), Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C.), Vibro-Longsword (Range Melee, Damage Str+d10, AP 10, M.D.C.), 2x Wilk’s 227 Pulse Pistol (Range 15/30/60, Damage 3d6, ROF 3, AP 2)
Gear: NG-S2 Survival Pack (Contains: Trauma Kit, Tool Kit, Dosimeter, Bio-Analysis Kit, Wooden Stake, Survival Knife, Wilk’s 320 Laser Pistol)
Languages: Native (native, d8), Trade 4 (d6)
Current Wealth: $274,500
Arcane Background: Magic (Rifts® TLPG, p120) PPE: 30
Powers:
  • Alternate Lives (Alternate Lives (Warrior's Gift); SWADE pp169-170)
  • Blend Reality - One with Magic (Blend Reality - One with Magic (Boost/Lower Trait); SWADE pp156; Innate Power)
  • Blink (Adept) (Blink (Adept) (Deflection); SWADE pp157-158; Innate Power)
  • Body of Shadows (Body of Shadows (Intangibility); SWADE pp163; Innate Power)
  • Cloak of Darkness - One with Magic (Cloak of Darkness - One with Magic (Invisibility); SWADE pp164; Innate Power)
  • Dark Pulse (Dark Pulse (Stun); SWADE pp168-169), Detect/Conceal Arcana (SWADE pp158; Innate Power)
  • Devour The Arcane (Devour The Arcane (Dispel); SWADE pp158-159)
  • Drink Shadow (Drink Shadow (Relief); SWADE pp166)
  • Embraced by Darkness - Adept (Embraced by Darkness - Adept (Arcane Protection); SWADE pp148; Innate Power)
  • Empowerment (Adept) (Empowerment (Adept) (Smite); SWADE pp168; Innate Power)
  • Levitation - One with Magic (Levitation - One with Magic (Fly); SWADE pp161-162; Innate Power)
  • Reality Manipulation - One with Magic (Reality Manipulation - One with Magic (Illusion); SWADE pp163; Innate Power)
  • Shadow Bonds (Shadow Bonds (Entangle); SWADE pp161)
  • Shadow Shield (Adept) (Shadow Shield (Adept) (Protection); SWADE pp165-166; Innate Power)
  • Shadow Walker (Shadow Walker (Teleport); SWADE pp169-170)
  • Shadow Wave (Shadow Wave (Havoc); SWADE pp162)
  • Time Manipulation - Adept (Time Manipulation - Adept (Sloth/Speed); SWADE pp167; Innate Power)
Special Abilities
  • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • 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.
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • One With Magic - Ley Line Sense: 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.
  • One With Magic - Ley Line Rejuvenation: While on a ley line, gains a natural healing roll once per day.
  • Skill Points: Begin with +6 skill points.
  • Extra Edges: Begin with three Edges of your choice, ignoring Rank requirements
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
Advances
  1. Edge: One With Magic (Novice)
  2. Edge: Power Points
  3. Raise Attribute: Spirit
  4. Edge: One With Magic (Seasoned)
  5. Edge: Power Points
  6. Edge: New Powers (Dispel, Illusion)
  7. Edge: New Powers (Smite, Protection)
  8. Edge: One With Magic (Veteran)
  9. Edge: Power Points
  10. Edge: New Powers (Deflection, Teleport)
  11. Edge: Adept (Magic)
  12. Edge: One With Magic (Heroic)
  13. Edge: Power Points
  14. Edge: Channeling
  15. Edge: New Powers (Entangle, Stun)
  16. Edge: One With Magic (Legendary)
  17. Edge: New Powers (Havoc, Fly)
  18. Edge: One With Magic (Heroic)
  19. Edge: New Powers (Intangibility, Relief)
  20. Edge: One With Magic (Heroic)
Current Load (normal/combat): 126.25 / 89 (125)
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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us


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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Ndreare - Master of Magic

Post by Ndreare »

Link for character. I submitted a defect because the Armor should stack with One With Magic armor as per A&M page 33.

https://savaged.us/s/siht0d7g
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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