Elf Weird Scientist

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Stoic
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Elf Weird Scientist

Post by Stoic »

F&G 3d20: [10, 14, 19] = 43
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Stoic
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Re: Elf Weird Scientist

Post by Stoic »

Kleff
Seasoned Male Elf, MARS Personal Concept Option

Iconic Framework: MARS Personal Concept Option

Attributes: Agility d8, Smarts d12, Spirit d10, Strength d6, Vigor d6
Skills: Academics d6, Athletics d8, Common Knowledge d8, Electronics d10, Hacking d8, Language (Native) d8, Notice d6+2, Performance d10+1, Persuasion d6+1, Repair d10, Science d8, Stealth d6, Survival d6, Thievery d4, Weird Science d10
Pace: 6; Parry: 2; Toughness: 13 (6)
Strain: 6/6
Hindrances: Curious, Driven (minor, ), Driven (minor, ), Pacifist (minor), Quirk (Constantly humming, whistle, reciting lyrics)
Edges: Alertness, Arcane Background (Weird Science), Dodge, Fame, New Powers (Relief, Boost/Lower Trait), Power Points, Work the Crowd, Work the Room
Armor: T-13 Field Mechanic Light EBA (Armor 6)
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 Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Weird Science (Rifts® TLPG, p121)Power Points: 20Powers: Boost/Lower Trait (SWADE p156), Confusion (SWADE p157), Relief (SWADE p166), Sloth/Speed (SWADE p167)
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.
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
Novice Advances
Edge: Power PointsRaise Attribute: AgilityRaise Skills: Athletics/HackingSeasoned Advances
Edge: DodgeRaise Attribute: Smarts
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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 Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal
GM Bennies 9/9
Wild Card Bennies ?
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