Escanor, Sea Titan Sea Inquisitor

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Escanor
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Escanor, Sea Titan Sea Inquisitor

Post by Escanor »

Fortune & Glory
  • 1d20: [15] = 15
    • The Rob: 6
  • 1d20: [19] = 19
    • The Rob: 7
Hero's Journey
  • HJ 1d20: [10] = 10
  • HJ 2 1d20: [13] = 13
  • HJ 3 1d20: [6] = 6
Credits
  • 4d6: [4, 5, 1, 6] = 16
  • 2d4: [2, 4] = 6
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Escanor
Posts: 7
Joined: Thu Aug 19, 2021 6:05 pm

Re: Sea Titan Sea Inquisitor

Post by Escanor »

Character Sheet
Character Name
Rank: Seasoned Advance: 1
Race: Sea Titan
Iconic Framework: Sea Inquisitor
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d8
Pace: 6(d6); Parry: 6; Toughness: 20(7); Strain: 0/8
Skills
  • Athletics d8
  • Common Knowledge d6
  • Fighting d8
  • Notice d8
  • Occult d8
  • Persuasion d8
  • Psionics d10
  • Shooting d8
  • Stealth d4
  • Survival d6
Hindrances
  • Code of Honor (Major): Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
  • Driven (Major): Driven characters want something for themselves. <Character>’s drive is to eradicate evil. As a Major Hindrance it’s an overriding desire that comes up frequently or causes peril for the heroine and those around her.
  • Heroic: Sea Titans have the strong impulse to always help those in need.
  • Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
  • Overconfident: Sea Titans often believe they can do anything, endangering themselves and others.
  • Pacifist (Minor): Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice and never allows the killing of prisoners or other defenseless victims.
  • Wanted (Major): Besides being hunted by all evil, if they ever learn the truth many powerful groups would perform grueling medical experiments and research on a captured Sea Titan. The Coalition, Splugorth, Gene Splicers, and Mindwerks would be especially interested.
Racial Abilities
  • Doesn’t Breathe: Sea Titans don't breathe, can’t drown, and don’t suffocate in a vacuum. They can survive ocean depths of up to a mile unaided.
  • Immune to Poison and Disease: Sea Titans are effectively immortal. They can't take the Elderly or Young Hindrances and are immune to all Diseases and Poisons.
  • Regeneration: Make a natural healing roll daily to recover Wounds, or weekly for Injuries once all Wounds are healed.
  • Salty Side of Fate: Sea Titans start with one less Benny per session.
  • Supernatural Beacon: Sea Titans radiate supernatural good as if they were a beacon, all arcane sensitives are +2 to Notice this emanation. This makes them the mortal enemy of all varieties of evil.
  • Weakness (Supernatural & Unholy):: Attacks dealing bonus damage to supernatural or good/holy targets deal +4 damage to Sea Titans. Powers and abilities effecting such targets also affect them.
Edges and Iconic Abilities
  • AB (Psionics): d6 Psionics, Major Psionic, 20 ISP, divination, mind reading, and smite*
  • Adepts practice a tradition which hones body, mind, and spirit into a single weapon; examples from Earth’s history include the mystical monks of Shaolin and the internal alchemists of Wudang; on Rifts Earth the Psi-Warriors follow this path.
    Upon taking this Edge, for each of his current Ranks and at each new Rank, the adept may choose one known power to also become activatable as an Innate Ability with the Range (self) limitation. The adept must already have the power to begin with—chosen normally from his power list. The following powers may be upgraded to Innate Abilities this way: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift. All other aspects of the character's Arcane Background and powers remain the same.
    : Upon taking this Edge, for each of his current Ranks and at each new Rank (boost trait, smite, warrior's gift), the adept may choose one known power to also become activatable as an
    Many powerful beings of the Megaverse® are able to activate innate powers. Unless specified otherwise, the first such power initiated each turn activates as a free action. Innate Abilities may be activated using Power Modifiers, paying Power Points as normal.
    with the Range (self) limitation.
  • Arcane Resistance: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!) and magical damage is reduced by 4 as well.
  • Brave: Brave heroes add +4 to Fear checks and subtract 4 from Fear Table results
  • Champion: Champions fight the forces of darkness (or good), adding +4 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
  • Charismatic: Free reroll when using Persuasion.
  • Fearless Paragons: For each Rank after Novice, the bonuses from Arcane Resistance, Brave and Champion each increase by +1.
  • Frenzy, Improved: Roll a second Fighting die with two melee attacks per turn.
  • Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
  • Master Psionic: Master Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges.
    Before attempting a Psionics skill roll, Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
    Master Psionics gain access to the Mega Power Modifiers for all known psionics powers. Those with mind link may take mind reading. They also add elemental manipulation to their power list applying either an ectoplasm (equivalent to earth), electrokinetic (air), hydrokinetic (water), or pyrokinetic (fire) Trapping to the power. Master Psionics may either apply the chosen Trapping to their powers or the standard telekinetic force Trapping.
  • New Powers: Boost Trait, Warrior’s Gift
  • Power Points (2): +10 ISP x 2 (Major Psionic) = +20 ISP
  • Psi-Blade: The psi simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon. The smite bonus adds directly to the Psi-Blade’s base damage. The psi-blade is a Mega Damage melee weapon dealing Strength + Smarts damage, with AP equal to Psionics × 2.
  • Sense Supernatural Evil: Similar to a Psi-Stalker, Inquisitors may use Notice to detect the presence and location of supernatural beings or items, and with a raise know if it's evil or not. They can track beings and items using the Survival skill.
  • Shield of Inner Spirit: By expending 3 ISP as a free action the Sea Inquisitor can summon a mystical shield granting herself a bonus to Toughness equal to her Spirit for five rounds, after which it may be maintained for 1 ISP per additional round.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
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Escanor
Posts: 7
Joined: Thu Aug 19, 2021 6:05 pm

Re: Sea Titan Sea Inquisitor

Post by Escanor »

Powers
Arcane Background: Psionics
ISP: 40/40 - Recovery: 5/hour

Trapped Power Name [Boost Trait] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Limitations: Self (-1 PP), Aspect (-1 PP)
  • Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Damage Field] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Divination] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Mind Reading] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Smite] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Warrior’s Gift] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
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Escanor
Posts: 7
Joined: Thu Aug 19, 2021 6:05 pm

Re: Sea Titan Sea Inquisitor

Post by Escanor »

Background
Escanor 2.jpg
Escanor 2.jpg (66.24 KiB) Viewed 1486 times
Escanor lived amongst his brethern in arms, some family but most adopted, in the New Navy. Then he left suddenly the day he felt the call of the Deep. Once he freed his mind, he returned to his family a changed man.

He could call forth a psi-axe forged from pure will and burning with pyrokinetic plasma. Escanor could strength his mind and body, and he could shrug off blows that could even kill a Titan. Most of all, however, he wasn't satisfied with only helping those in need. He was driven to confront and destroy evil.

No longer content to wait for orders to follow, Escanor left his family once more. He set off on his own journey to find the things that go bump in the night. When he finds them, they die.
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Escanor
Posts: 7
Joined: Thu Aug 19, 2021 6:05 pm

Re: Sea Titan Sea Inquisitor

Post by Escanor »

Gear
NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Body Armor: Choose ONE Body Armor

Huntsman Medium Personal Armor
• Armor: +5 Toughness: +2
• Weight: 16 lbs (Min Str: d6)
• Rarity: +1; Cost: 24,000

Inquisitor's Platemail
Created specifically with an Inquisitor's special abilities in mind, this techno-wizardry enhanced platemail increases the Inquisitor's natural ability to resist arcane effects. The suit can ramp up the disruption drastically if fed PPE, but it also has the ability to weaponize the effect. The armor allows the Inquisitor to counteract enemy abilities.
Inquisitor's Platemail.png
Inquisitor's Platemail.png (74.42 KiB) Viewed 1439 times
• Armor: +6 Toughness: +4
• Weight: 80 lbs (Min Str: d12)
• Notes: MDC Armor; while powered grants Strength d12+1, +2 Pace, no Min Str.
• Rarity: -2; Cost: 150,000


Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:

The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Vibro-Knife
• Pocket: Wilk's 320
• Pocket: TK Revolver
• Pocket: E-clip
• Pocket: E-clip
• Pocket:
• Pocket:
• Pocket:


Talisman of Marduk (Patron Item) (SWADE)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
• Gain +1 to Toughness and the Iron Jaw edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
• The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
Voice of Kings: The wearer is able to speak any language even if only for a brief while.
• The character gets the use of the Linguist edge.
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
• The wearer gains the Object Read power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.


Vibro-Trident
• Range: 3/6/12
• Dmg: Str+3d4 MD, AP: 12
• Notes: +1 to Disarm or Test opponents
• Weight: 6 lbs. (Min Str: d10)
• Rarity: -1 Cost: 14,000

BG-15 Blue-Green Pistol
• Range: 15/30/60
• Dmg: 3d6, AP: 2
• ROF: 1
• Shots: 15/15
• Notes: In addition to normal laser properties, these lasers use a light
frequency that can fire through water at full effect—no range or damage penalty.
• Weight: 2 lbs. (Min Str: d4)
• Rarity: +0 Cost: 13,000

Two E-clips or magazines for each weapon

Credits: 4600

Contacts
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Escanor
Posts: 7
Joined: Thu Aug 19, 2021 6:05 pm

Re: Sea Titan Sea Inquisitor

Post by Escanor »

Advances
  • Cyber Resistant: Sea Titans can’t take cybernetics of any kind.
  • Doesn’t Breathe: Sea Titans don't breathe, can’t drown, and don’t suffocate in a vacuum. They can survive ocean depths of up to a mile unaided.
  • Heroic: Sea Titans have the strong impulse to always help those in need.
  • Immune to Poison and Disease: Sea Titans are effectively immortal. They can't take the Elderly or Young Hindrances and are immune to all Diseases and Poisons.
  • Overconfident: Sea Titans often believe they can do anything, endangering themselves and others.
  • Perfect Form: Instead of the normal rule for determining base Attributes at character creation, Sea Titans start with Strength d10, Vigor d8, and a d6 in all other Attributes. Strength and Vigor have no Trait maximum, all others remain d12.
  • Regeneration: Make a natural healing roll daily to recover Wounds, or weekly for Injuries once all Wounds are healed.
  • Salty Side of Fate: Sea Titans start with one less Benny per session.
  • Supernatural Beacon: Sea Titans radiate supernatural good as if they were a beacon, all arcane sensitives are +2 to Notice this emanation. This makes them the mortal enemy of all varieties of evil.
  • Toughness: Sea Titans have +3 Toughness.
  • Wanted (Major): Besides being hunted by all evil, if they ever learn the truth many powerful groups would perform grueling medical experiments and research on a captured Sea Titan. The Coalition, Splugorth, Gene Splicers, and Mindwerks would be especially interested.
  • Weakness (Supernatural & Unholy):: Attacks dealing bonus damage to supernatural or good/holy targets deal +4 damage to Sea Titans. Powers and abilities effecting such targets also affect them.
  • Roll on the MARS Fortune & Glory Table (page 44) two times, possibly modified by package.
  • MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
  • Begin with Psionics d6, Arcane Background (Psionics), Major Psionic, 20 ISP (10 base doubled), plus divination, mind reading, and smite*.
  • Fearless Paragons: Sea Inquisitors begin with the Arcane Resistance, Brave, Champion Edges. The bonus from each of these increases by +1 for each Rank after Novice.
  • Sense Supernatural Evil: Similar to a Psi-Stalker, Inquisitors may use Notice to detect the presence and location of supernatural beings or items, and with a raise know if it's evil or not. They can track beings and items using the Survival skill.
  • Shield of Inner Spirit: By expending 3 ISP as a free action the Sea Inquisitor can summon a mystical shield granting herself a bonus to Toughness equal to her Spirit for five rounds, after which it may be maintained for 1 ISP per additional round.
    Begin with the Heroic and Driven (Major—eradicate evil) Hindrances for no extra benefit.
  • Begin with standard Starting Gear, substituting a Blue-Green Laser Pistol plus a Vibro Weapon of choice.
    Money and Common Goods: 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
    NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
    Body Armor: Huntsman Medium Personal Armor or Plastic Man Light EBA
    Sidearm: Blue-Green Laser Pistol plus a Vibro Weapon of choice.
    Ammo: two E-clips or magazines for each weapon
  • Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
  • (6): Smart and Learned - Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  • (7): Spiritual and Determined - Add one die to Spirit and begin with Strong Willed.
  • Training (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 (Adept), ignoring requirements, subject to the GM’s approval.
  • Psionics (10): Your psionicist gains either the New Powers Edge or one power (damage field) chosen from the Mind Melter's list (Rank permitting).
  • Training (13): There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb.


Attributes (0/0)
Agility: d8 (IF + Initial)
Smarts: d8 (IF + FG)
Spirit: d10 (IF + FG + N3)
Strength: d10 (IF)
Vigor: d8 (IF)

Skills (15/15 + 3/3 Smarts)
  • Athletics (Ag) - d8 (Core + HJ + 1)
  • Common Knowledge (Sm) - d6 (Core + 1)
  • Fighting (Ag) - d8 (3)
  • Notice (Sm) - d8 (Core + 1 + V2)
  • Occult (Sm) - d8 (2 + V2)
  • Persuasion (Sp) - d8 (Core + 2)
  • Psionics (Sm) - d10 (IF + 3 Smarts)
  • Shooting (Ag) - d8 (3)
  • Stealth (Ag) - d4 (Core)
  • Survival (Sm) - d6 (2)
Advances
  • Initial Advances: (Bonus from Hindrances): Agility d8, Master Psionic
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: Charismatic
  • Novice 3 Advance: Spirit d10
  • Seasoned 1 Advance: New Powers (boost trait, warrior's gift)
  • Seasoned 2 Advance: Psi-Blade
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance: Frenzy
  • Veteran 1 Advance: Improved Frenzy
  • ***Veteran 2 Advance: Notice d8, Occult d8***
  • Veteran 3 Advance: Concentration
  • Veteran 4 Advance: Power Points
  • Heroic 1 Advance: Power Points
  • Heroic 2 Advance: Fighting d10
  • Heroic 3 Advance: Strength d12/New Powers (detect/conceal?/arcane protection?/healing?)
  • Heroic 4 Advance: Fighting d12
  • Legendary 1 Advance: Professional (Fighting)
  • Legendary 2 Advance: Expert (Fighting)
  • Legendary 3 Advance: Master (Fighting)
  • Legendary 4 Advance:
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Escanor
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Joined: Thu Aug 19, 2021 6:05 pm

Re: Escanor, Sea Titan Sea Inquisitor

Post by Escanor »

Inquisitor's Platemail (EBA)
Created specifically with an Inquisitor's special abilities in mind, this techno-wizardry enhanced platemail increases the Inquisitor's natural abilities. The armor amplifies the inquisitor's arcane dampening while also providing a mood stabilizing effect which helps keep the inquisitor in a solid mental state during combat.
Inquisitor's Platemail.png
Inquisitor's Platemail.png (74.42 KiB) Viewed 1430 times
• Armor: +10 Toughness: +4
• Weight: 80 lbs (Min Str: d12)
• Trapping: While active, the armor shimmers like the ancient proverbial "knight in shining armor." It is the main reason the armor is shunned by some inquisitors.
• PPE: 5/5 (May be recharged with personal PP or 5 PPE/hour on a ley line)
• Powers: arcane protection (self)
• Notes: MDC Armor; while powered (1 PP/hr) grants Strength d12+1, +1 step to Spirit, +2 Pace, no Min Str. All special abilities (including EBA) and Armor/Toughness bonuses are are halved (round down) while unpowered.
• Rarity: -4; Cost: 220,000

Base Item: NG-EX10 Gladius Exoskeleton EBA (+6 Armor, +2 Tough, Min Str d12, 80 lbs, Rarity -2, Cost 150,000, MDC; While Powered: Grants Str d12+1, +2 Pace, No Min Str)
Free Trapping: While active, the armor shimmers like the ancient proverbial "knight in shining armor." It is the main reason the armor is shunned by some inquisitors.
Minor Mods (3/3): ; +4 Armor, +5 stored PPE usable to charge the device and activate embedded powers (may be recharged with PP by any character with the ability to use TW gear, or may be recharged on a ley line at 5 PPE per hour). [+15,000]
Major Mods (3/3): Improved Arcane Resistance (25k; -1 Availability); arcane protection (self) [+20k; -1 availability]; +1 die type to Spirit [+10k]
Total Cost: 220k; Availability: -4
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