Sylva - MARS Psi-Warrior Lost Jungle

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Sylva - MARS Psi-Warrior Lost Jungle

Post by Ndreare »

@Technospawn this will be for my magic wielding Psi-Warrior.

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.


Watcher.jpg

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.
  • 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: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: MARS Psi-Warrior Lost Jungle

Post by Ndreare »

Sylvavigil

Seasoned Female Altara, MARS Psi-Warrior, and Wondering Observer

Iconic Framework: MARS Psi-Warrior

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d4-2, Faith d6, Fighting d8, Language (Native) d8, Notice d8+2, Occult d8, Persuasion d4+1, Psionics d8, Spellcasting d8, Stealth d8, Survival d8+2
Pace: 6; Parry: 7; Toughness: 15 (7)
Strain: 8/8
Hindrances: Code of Honor, Heroic, Overconfident, Wanted (minor, Splugorth)
Edges: Adept (Psionics), Alertness, Arcane Background (Psionics), Attractive, Block, Chi, Fast Healer, Field Intel, Major Psionic, Master of Magic, Nerves of Steel, One With Magic (Novice), One With Magic (Seasoned), Power Points, Psi-Blade, Psi-Shield, Woodsman
Armor: Gladiator Medium Combat Armor (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str), Psi-Blade (Range Melee, Damage Str+d10+smite, AP 16, M.D.C.), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
  • I.S.P.: 30
  • Powers: Arcane Shiled (Arcane Protection; SWADE p148; Limitations: Self (limited)), Boost Trait (SWADE p156; Limitations: One Aspect, Self (limited)), Detect/Conceal Arcana (SWADE p158; Innate Power; Limitations: Self (limited)), Empathy (Empathy; SWADE p160), Empowerment (Smite; SWADE p168; Limitations: Self (limited)), Telekinesis (Telekinesis; SWADE p169)
Arcane Background: Magic (Rifts® TLPG, p120)
  • PPE: 10
  • Powers: Detect/Conceal Arcana (SWADE p158), The Voice (Puppet; SWADE p166), Unravel (Dispel; SWADE p158-159), Warping (Teleport; SWADE p169-170)
Arcane Background: Miracles (Rifts® TLPG, p120)
  • PPE: 10
  • Powers: Grasping Vines (Entangle; SWADE p161), One With Nature (Shape Change; SWADE p167), Speak With Spirits (Divination; SWADE p159)
Special Abilities
  • Attractive::
  • Bad Reputation (Minor): Infamous as servants of
    Splugorth Slavers, the average person fears Altara — most folks who discover who and what they are initially have Uncooperative Reactions.
  • Blind: Although created blind, this is only a minor drawback for the Altara since they have a natural radar-like ability extending 1,200 feet (200") which compensates for most of the penalties. They cannot read, however, see colors, or otherwise detect purely visual information
  • Genetic Engineering: Crafted through bio-wizardry to be perfect warriors,
    Altara begin with a starting Agility, Strength, and Vigor of d6
  • Instilled Ignorance: Taught only what they need to serve their masters, extreme rainwashing is used to dampen Altarain intellectual acumen, leaving them naive about the world.
  • Minor Psionic:
  • Near-Human Physiology: Altara were modified through Splugorth bio-wizardry, giving those unfamiliar with their biology a −1 penalty to Healing skill rolls and to any cybernetics checks involving installation, repair, and modification.
  • Storm-Fouled Senses: In inclement weather or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a -2 penalty to Notice, Fighting, Shooting, and Athletics (throwing).
  • Superior Senses: Begin with the Alertness Edge.
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • 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.
  • MARS Advances: Psi-Warriors begin as Seasoned heroes.
  • Psi-Warrior Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers.
  • Psi-Warrior Skills & Edges: Fighting d6, as well as the Adept, Block, Chi, Psi-Shield, and Psi-Blade Edges.
  • Psi-Warrior Resistance: +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
  • The Arts of Offense: Psi-Blade counts as Claws when applying bonuses from Edges.
  • Psi-Warrior Code: Begin with either the Code of Honor or Heroic Hindrance for no added benefit.
  • Live, Die, Live Again (Hero's Journey): Live, Die, Live Again:Free reroll on the Death & Defeat Table, and halve all recovery times from the table.

Advances
Novice Advances
  • Edge: One With Magic (Novice)
  • Raise Attribute: Spirit
  • Edge: Power Points
Seasoned Advances
  • Edge: One With Magic (Seasoned)
  • Edge: Major Psionic
Current Load (normal/combat): 57.25 / 37.25 (41)
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, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us link - https://savaged.us/s/sqyyn4gl
  • 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: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Sylva - MARS Psi-Warrior Lost Jungle

Post by Ndreare »

Still need Signature item and Patron Weapon.

Going to lean on something that can hurt a vampire.
  • 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
Post Reply

Return to “Supporting Cast”