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)
- 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
- Edge: One With Magic (Novice)
- Edge: Power Points
- Raise Attribute: Spirit
- Edge: One With Magic (Seasoned)
- Edge: Power Points
- Edge: New Powers (Dispel, Illusion)
- Edge: New Powers (Smite, Protection)
- Edge: One With Magic (Veteran)
- Edge: Power Points
- Edge: New Powers (Deflection, Teleport)
- Edge: Adept (Magic)
- Edge: One With Magic (Heroic)
- Edge: Power Points
- Edge: Channeling
- Edge: New Powers (Entangle, Stun)
- Edge: One With Magic (Legendary)
- Edge: New Powers (Havoc, Fly)
- Edge: One With Magic (Heroic)
- Edge: New Powers (Intangibility, Relief)
- Edge: One With Magic (Heroic)
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