Arken Stonehelm, Stone Master

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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Arken Stonehelm, Stone Master

Post by Snake Eyes »

HJ1: 1d20: [15] = 15 - E&W: Professional Edge (Scholar - Occult)
HJ2: 1d20: [14] = 14 - E&W: Luck Edge
3d6: [3, 6, 2] = 11 x 500 = 5500
Tourmaline - 200 (Arcane Protection)
Salt Crystal - 10 (Banish)
Sulfur Crystal - 150 (Blind)
Brown Zircon - 500 (Fear)
Gold Zircon - 500 (Teleport Self)
Topaz - 2,000 (Greater Healing)
Amethyst - 2,000 (Puppet)
=150
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Stone Master

Post by Snake Eyes »

Arken Stonehelm

Novice Male Dwarf, Stone Master

Iconic Framework: Stone Master

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Language (Native) d8, Notice d8, Occult d8, Persuasion d4, Repair d8, Science d4, Spellcasting d8, Stealth d6, Survival d6
Pace: 5; Running Die: d4; Parry: 5; Toughness: 5
Strain: 6/6
Hindrances: Driven (major, Compulsive crafter), Greedy (minor), Quirk (Leaves his rune-name carved in random stone surfaces)
Edges: Artificer, Geomancy (custom), Luck, Power Points, Rapid Recharge (Magic), Scholar
Armor: Ley Line Walker Light Armor (TW) (Armor 3)
Weapons: Unarmed (Range Melee, Damage Str)
Gear: NG-S2 Survival Pack
Language: Native (native, d8)
Current Wealth: 6,000 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 15
  • Powers: Barrier (Savage Worlds: Adventure Edition p155), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Burrow (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Divination (Savage Worlds: Adventure Edition p159), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Limitations: innate (limited); Skill Bonus: +1), Entangle (Savage Worlds: Adventure Edition p161)
Special Abilities
  • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly 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.
  • Low Light Vision: Ignore penalties for Dim and Dark Illumination
  • Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly.
  • Racial Animosity: Dwarves suffer −2 on Persuasion checks when dealing with elves.
  • Reduced Pace: Decrease their Pace by 1 and their running die by one die type.
  • Squat: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
  • Technically Inclined: Begin with d4 Repair and d4 Science.
  • Magic: Power Points: 15; Powers: Barrier (Savage Worlds: Adventure Edition p155), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Burrow (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Divination (Savage Worlds: Adventure Edition p159), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Limitations: innate (limited); Skill Bonus: +1), Entangle (Savage Worlds: Adventure Edition p161)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Native (native, d8)
  • Arcane Background (Magic):
  • Earth & Water Sense: Stone Masters may detect secret passages or compartments inside a stone or underground structure as an action up to Range Spirit; likewise, they sense water (lakes, streams, springs, sewers, etc) and the presence of underground supernatural beings at a Range of Spirit in miles.
  • Expanded Awareness: Stone Masters have the detect arcana power which they may activate as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check.
  • Ley Line Sense: Stone Masters have this Ley Line Walker ability, see The Tomorrow Legion Player's Guide.
  • Levitate Stone: At a cost of 1 PPE per minute Stone Masters may check Occult as an Innate Ability to activate telekinesis, only usable on stone, with a Strength of d12 plus half Spirit. This ability doesn't require Gestures or Speech, and the sorcerer may even pluck rocks out of the ground as if scooping stones from water.
  • Mold Stone: Stone Masters can shape gems and stones using their mind and the Occult skill as if the materials were clay in the hands of a master sculptor. The sorcerer can create openings and tunnels through solid rock, pluck gems and crystals out of solid rock, or pull material out from a stone surface to create solid rock formations using the barrier, burrow, or entangle powers. At no additional PPE cost and as an Innate Ability the Stone Master may check the lower of Spellcasting or Occult to make the resulting stone formation permanent!
  • Move Stone: Stone physically carried by a Stone Master has only one hundredth of its normal Encumbrance weight.
  • Stone Mastery: Stone Masters have the elemental manipulation power which they may activate as an Innate Ability for no PPE to pull rocks, stones, or pebbles out of the ground and move, control, and levitate them. As an action, they may activate the Elemental Fury and Exalted Manipulation modifiers at no PPE cost. Non-arcane environmental protection has no effect against this ability.
  • Cybernetics: Cyberware wreaks havoc on the flow of arcane energies Stone Masters rely on, imposing −1 to Spellcasting for each point of Strain.
  • Enemies: As with all magic users, Stone Masters are usually designated “shoot on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Those who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
  • Power Activators: Stone Masters must have their hands free to Gesture and have the ability of Speech to work their powers (see Power Activators in The Tomorrow Legion Player's Guide). Entangled, Bound, silenced or otherwise muted Stone Masters can't activate new magic powers until they are free.
Starting Bennies: 4
Current Load (normal/combat): 24 / 4 (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 invalid

Created with Savaged.us
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Stone Master

Post by Snake Eyes »

Background:

Arken Stonehelm joined the Tomorrow Legion after training as a Stone master because of family ties. He is related to some of the first dwarves to arrive on Rifts Earth, though his own arrival was delayed by his studies. He is newer to the Legion and has only helped bolster some of the stonework and fortifications.
The True Federation of Magic appears to be just another oppressor, aggressively violent towards those who haven't sworn their life to the cause. Arken is more of a free spirit and doesn't take well to that sort of domineering rulership.
While Arken is still relatively new to Rifts Earth, he has had some interaction with local smugglers. Mostly, and rather unsurprisingly, these dealings are exclusively to get his hands on gems and stones he cannot find in the surroundings of Castle Refuge.
He has also had no real dealings with the Coalition other than hearing their reputation for brutality towards non-humans.
Arken is not an outgoing individual. He is a dedicated craftsman and has grand aspirations for both construction and creating brilliant gemwork masterpieces. He has made no enemies to his knowledge.
Arken, in his free time, will mostly explore the surrounding areas looking for different types of stone and earth in which to dig and build. When he cannot convince a Legion patrol to take him out on their sorties, he will often travel with trusted traders and caravans. He has even gone so far as to hire some mercenaries for low-danger exploration work in the surrounding territory.
Short term goal: Arken has explored everything there is to see in the area immediately around Castle Refuge. He would like to get out to see other places.
Long term goal: He has designed a torc in which he intends to set three fantastic gems. He has yet to find the appropriate stones, and he still lacks the skill to fashion and imbue the item. When he is finished, the item will be an artifact of significant power.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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