Nimbus
Veteran Male Human, Shifter
Iconic Framework: Shifter
Background
Nimbus was an elite soldier attached to a special forces unit in the United Worlds of Warlocks. On a mission against a TE Target his unit was destroyed and he was captured. The TE Target happened to be part of a secret bio weapon division, and they tested a biological weapon against him. He was rescued at the last minute, but his leg was severely damaged, so much so that he was discharged from the UWW. He still holds a grudge against the TE to this day and will attack them (subtlely) whenever he has an opportunity. Some members of the TE still hunt him.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d10, Vigor d6
Skills: Academics d8, Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d8+2, Language (Native) d8, Notice d8, Occult d10, Persuasion d4-1, Research d8, Shooting d4, Spellcasting d10, Stealth d4
Pace: 5; Running Die: d4; Parry: 7; Toughness: 14 (6)
Strain: 6/6; Corruption:
Hindrances: Mean, Slow (minor), Vengeful (minor), Enemy (minor, TE)
Edges: Dimensional Portal, Elementalist, Ley Line Gate, Ley Line Phasing, Master of Magic, Menacing, New Powers (Deflection, Dispel), Power Points, Power Points, Rapid Recharge (), Rich, Shift the Arcane
Armor: Adventure Survival Armor (TW) (Armor 4), Combat Mage Heavy EBA (TW) (Armor 6)
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), TW Mage Staff (Range Melee, Damage Str+d4+2, M.D.C., +2 Parry), 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
Language: Native (native, d8)
Current Wealth: 500,000 cr
Arcane Background: Magic (Rifts® TLPG)PPE: 20Powers: Banish (Savage Worlds: Adventure Edition p154), Darksight (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited)), Dispel (Savage Worlds: Adventure Edition p158-159), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Farsight (Savage Worlds: Adventure Edition p161), Invisibility (Savage Worlds: Adventure Edition p164), Summon Ally (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
Special Abilities
Power Activators: Magic users must be able to gesture and speak to cast spells.
Arcane Background (Magic): Begin with banish, drain Power Points, summon ally, teleport and one extra power. They start with the Master of Magic, Power Points, and Rapid Recharge Edges, as well as d6 Occult, d6 Spellcasting, and 15 PPE.
Bind the Summoned: Reduce his maximum PPE by the amount needed to originally cast summon ally. The creature remains bound to his service until released or Incapacitated (in either case, returns to its home dimension). Shifters may only have one bound entity per Rank. Once released, the Shifter recovers PPE normally. Bound allies are summoned with a raise, granting them the Resilient ability. In Magic Rituals, Shifters ignore up to four points of arcane skill roll penalties for Improved Duration.
Communication Rift: Can open micro-Rifts, to send and receive spoken messages. Near a nexus point or on a ley line the cost is 15 PPE, 50 PPE otherwise. With a Spellcasting roll and a full round, reaches a known location in his dimension (no penalty) or a known target dimension (−2 penalty). The micro-Rift lasts one minute per Rank, who now counts as having visited the target destination. Random dimensions may be contacted this way.
Dimension Sense: With a successful Spellcasting roll, a Shifter gains information about a dimension he is in or views through a Rift (even a micro-Rift).
Dimensional Teleport Home: Once per day for 25 PPE, can teleport himself home regardless of distance. Only the Shifter, his carried gear, and a familiar are moved this way.
Expanded Awareness: Shifters detect arcana as an Innate Ability with the Range (Self). With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional energies per the Presence Sense power modifier (activations of sloth/speed, summon ally, teleport, and so on).
Ley Line Phasing and Ley Line Gate: Shifters have these Ley Line Walker edges.
Ley Line Magic Mastery: Shifters add two dice to their pool when rolling for available PPE.
Psychotically Brave: Gain +1 to Fear checks and −1 from Fear Table results per Rank.
Sense Rifts: Can sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Shifters can sense Rifts anywhere along the line's length.
Shift Reality: Get a free reroll on Spellcasting rolls related to: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Rifts and Dimensional Portals.
Corruption: Each time the Shifter summons or consorts with an evil being, make an opposed Spirit check. If the Shifter loses, she gains a point of Corruption. Future corruption contests suffer a penalty equal to the current corruption. When she gains a number of Corruption points equal to half her Spirit die type (rounded up), she is no longer a player character.
Cybernetics: Impose a −1 to the Shifter's Spellcasting rolls for each point of Strain.
Disconnected: They have a −1 Persuasion penalty in social situations involving those not immersed in the occult.
Enemies: Shifters frequently provoke a hostile reaction. Shifters who swear fealty to a power opposing Lord Dunscon will likely find the True Federation hostile as well.
Spellslinger: ["[\"[\\\"[\\\\\\\"[\\\\\\\\\\\\\\\"[\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"[\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"[\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"[\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"[\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"S\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"]u\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"\\\"\""] (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
Advances
Novice Advances
Raise Attribute: SmartsEdge: New Powers (Deflection, Dispel)Raise Skills: Occult/SpellcastingSeasoned Advances
Edge: RichRaise Attribute: SpiritEdge: Power PointsRaise Skills: Intimidation/AcademicsVeteran Advances
Edge: ElementalistEdge: Menacing
------------------
Current Load: 70.25 (81)
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
Nimbus: Human Shifter
A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
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- Savage Siri
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Re: Nimbus: Human Shifter
Why, oh why did you not just chose to use the BBC export from savaged.us, it even works from phones. This is painful to read.
PS: When you use this you have to click in the field and then "select all" and "copy"
PS: When you use this you have to click in the field and then "select all" and "copy"
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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