F&G 1d20: [13] = 13
Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
F&G 1d20: [15] = 15
Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast Master Edge twice and increase the default Size of companion animals to 3.
Hero's Journey 1d20: [1] = 1
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Hero's Journey 1d20: [8] = 8
While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival.
Hero's Journey 1d20: [6] = 6
Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
Sasha - Wild Card Phantom Wolf
Phantom Wolf
Phantom Wolf
Hunting the outskirts of Madhaven and the surrounding wilderness, Phantom Wolves are large, black, shaggy, wolf like canines. These PPE predators fulfill a unique niche in the local ecology, using their ability to become ethereal to hunt Entities.
Knights of the White Rose favor them as riding animals, while Haven Mutants use them as guard dogs.
Attributes: A gility d 8, S marts d 6 ( A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d10, Stealth d8, Survival d10
Pace: 16; Parry: 6; Toughness: 16 (4)
Edges: Alert, Fleet-Footed
Special Abilities:
Armored Hide: Thick hides provide +4 Armor and +2 Toughness.
Bite: Str+2d6 Mega Damage, AP 4.
Fear: Cause Fear checks when first encountered.
Go for the Throat: With a raise on their attack roll, Phantom Wolves hit their target’s most weakly armored location.
Phantom Walk: As an action, Phantom Wolves may make themselves and any riders intangible (as the power) but cannot travel through walls or other physical barriers. While in this state, the physical attacks of the Wolves and any riders affect other intangible beings—such as Entities—but do not affect the material world.
Psychic Vampire: Phantom Wolves require a diet of PPE or ISP drained from living beings. They gain this using the Blood Sacrifice rule under Siphoning PPE Setting Rule in The Tomorrow Legion Player’s Guide but must slay their prey to do so. Must consume at least 3 Power Points (PPE or ISP) per day or suffer a Fatigue level; starving to death after a week at Incapacitated by lack of “food.” Each 3 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot fuel spells or psionic powers.
Size 3 (Normal): Phantom Wolves are the size of a horse.
Hunting the outskirts of Madhaven and the surrounding wilderness, Phantom Wolves are large, black, shaggy, wolf like canines. These PPE predators fulfill a unique niche in the local ecology, using their ability to become ethereal to hunt Entities.
Knights of the White Rose favor them as riding animals, while Haven Mutants use them as guard dogs.
Attributes: A gility d 8, S marts d 6 ( A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d10, Stealth d8, Survival d10
Pace: 16; Parry: 6; Toughness: 16 (4)
Edges: Alert, Fleet-Footed
Special Abilities:
Armored Hide: Thick hides provide +4 Armor and +2 Toughness.
Bite: Str+2d6 Mega Damage, AP 4.
Fear: Cause Fear checks when first encountered.
Go for the Throat: With a raise on their attack roll, Phantom Wolves hit their target’s most weakly armored location.
Phantom Walk: As an action, Phantom Wolves may make themselves and any riders intangible (as the power) but cannot travel through walls or other physical barriers. While in this state, the physical attacks of the Wolves and any riders affect other intangible beings—such as Entities—but do not affect the material world.
Psychic Vampire: Phantom Wolves require a diet of PPE or ISP drained from living beings. They gain this using the Blood Sacrifice rule under Siphoning PPE Setting Rule in The Tomorrow Legion Player’s Guide but must slay their prey to do so. Must consume at least 3 Power Points (PPE or ISP) per day or suffer a Fatigue level; starving to death after a week at Incapacitated by lack of “food.” Each 3 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot fuel spells or psionic powers.
Size 3 (Normal): Phantom Wolves are the size of a horse.