Lawrence Benson: Dimensional Grifter

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Berkyn of Celik
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Joined: Mon May 14, 2018 4:23 pm

Lawrence Benson: Dimensional Grifter

Post by Berkyn of Celik »

Lawrence Benson
Player: MJH. Discord: Mike/Cyrus

Veteran Male D’Norr, Shifter, and Dimensional Grifter

Iconic Framework: Shifter
Background
Lawrence grew up on the streets of Center. He was a 'have not' wanting to be a 'have'. He had enough skill with the arcane to get by and perhaps with the right influence could have been a magical scholar or joined the UWW. Unfortunately, that did not happen and he focused his efforts on scamming people out of their valuables.
Early success gave him false confidence that he was smart and suave enough to do it to anyone. He learned dimensional magic and was soon contacting and bargaining with forces way beyond his control. He thinks he is just that good and that the fiends he summons are drawn to him because of his charisma. So far he has been lucky. H ecurrently has bonded an Alu, Deevil, and Shadow Beast. All of which he believes share his charming rogue outlook in seeing the Three Galaxies as his oyster. They all secretly hate him, but are bound to him for now.
Joining the crew of the Remorseless is just another way Lawrence thinks he can live out what he sees as his deserved lifestyle.

Description
D’Norr are colloquially referred to as “Devilmen” due to their distinctive heads and faces. They have an elongated cranium dotted with tiny spines extending up and back from the forehead and two small horns above the brow. Their overall skin tone is tan-red, and the males have a series of tiny spines on their chins. All have dark blue eyes and pointed ears. Lawrence is well dressed and keeps his gear polished and clean. He attempts to project wealth an sophistication although he rarely has the actual credits to back it up.


Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Language (Trade 4) d8, Notice d6, Occult d10, Persuasion d8-1, Shooting d6, Spellcasting d10, Stealth d6, Taunt d6, Thievery d6
Pace: 6; Parry: 5; Toughness: 16 (7)
Strain: 8/8; Corruption:
Hindrances: Delusional (minor, Believes his summoned fiends are his friends), Overconfident, Wanted (minor, )
Edges: Brave, Charismatic, Diabolist, Dimensional Portal, I Know a Guy, Ley Line Gate, Ley Line Phasing, Luck, Master of Magic, New Powers (Boost/Lower Trait, Sloth/Speed), New Powers (Illusion, Intangibility), Power Points, Power Points, Power Points, Power Points, Rapid Recharge (), Shift the Arcane, Teleportational Hitchhiker
Armor: Armored Duster (Armor 2), Arzno TWA-1500 Incursion EBA (TW) (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Horns (Range Melee, Damage Str+d4), Knuckledusters and Spikes (Range Melee, Damage Str+d4), Short Swords (Range Melee, Damage Str+d6), Hellfire Shotgun (Range 12/24/48, Damage 1-3d10, ROF 1), Mystic Staff (Range Melee, Damage Str+d6, Reach 1, +1 Parry), TW Katana (Range Melee, Damage Str+d8+4, AP 8, M.D.C., +1 Parry), TW Shard Pistol (Range 15/30/60, Damage 3d4, ROF 3, AP 4)
Gear: Communications Band (TW), Jammer Pistol (TW), Magic Optic System (TW), Utility Belt
Language: Trade 4 (native, d8)
Current Wealth: 2,500 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 35 +10 from Mystic Staff
  • Powers: Banish (Savage Worlds: Adventure Edition p154), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Illusion (Savage Worlds: Adventure Edition p163), Intangibility (Savage Worlds: Adventure Edition p163), Sloth/Speed (Savage Worlds: Adventure Edition p167), Summon Ally (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
Special Abilities
  • Alien Physiology: The physiology of D’Norr is quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/ services and c ybernetics cost double the listed price.
  • Devilish Charmers: D’Norr are smart and affable, making them naturally quite charming. They begin with the Charismatic Edge.
  • D-Bee (Major): The initial reactions to D’Norr typically start at Unfriendly, or
    Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Horns: D’Norr have horns that cause Str+d4 damage, see Natural Weapons in Savage Worlds.
  • Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums
    for those Traits d12+1.
  • Natural Arcane Affinity: D’Norr have a bonus of +5 PPE naturally, whether they pursue a magic path or not; this bonus PPE is not part of their base PPE nor is it modified by other Edges or Abilities (e.g., a D’Norr Ley Line Walker would begin with 25 PPE).
  • Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
  • Sensitive: Due to their inherently sensitive nature , D’Norr are particularly susceptible to Fear, suffering a −2 penalty when making such checks.
  • Magic: Power Points: 35; Powers: Banish (Savage Worlds: Adventure Edition p154), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Sloth/Speed (Savage Worlds: Adventure Edition p167), Summon Ally (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Trade 4 (native, d8)
  • Body Armor: Immunity to the Hazards of Disease, Poison, or Drowning, and +4 to resist Cold, Heat, Electricity, and Radiation. Radio 5 miles.
  • Powers: Spellcasting d8, Range (Self) limitation and use own ISP/PPE for (deflection, fly, invisibility, and silence).
  • 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. Alu, Deevil, and Shadow Beast
  • 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.
  • Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance
Starting Bennies: 4
Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Luck
  • Edge: Power Points
Seasoned Advances
  • Raise Attribute: Vigor
  • Edge: Shift the Arcane
  • Edge: Teleportational Hitchhiker
  • Edge: Power Points
Veteran Advances
  • Raise Attribute: Spirit
  • Edge: Dimensional Portal
  • Edge: Power Points
  • Occult d10, Persuasion d8
Current Load: 35 (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 Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us

Bennys: 2/3
Pace: 6 Parry 6 Toughness 5
Wounds: 0/3
Fatigue: 1/2
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