3PS - Radecliffe

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Radecliffe
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3PS - Radecliffe

Post by Radecliffe »

Ree grew up knowing nothing other than slavery and servitude. It never occurred to her that she could have anything different. All that changed on a fateful mission to hunt down a pair of runaway slaves. Ree was taunt with anticipation as they closed in on the fugitives trapped in the canyon. Even with her radar like senses, however, the storm took her and the others completely by surprise. Ree hung on for dear life as the barge lurched under her and slammed into the canyon wall. Fortunately Ree was thrown clear as the barge hit the ground, saving her life. When she came to her entire body hurt. She could instantly sense that the storm had abated and it only took a bit longer to determine that she was the only one to survive the crash.

For a moment Ree felt only loss as she was alone for the first time in her life. Scouting the area she found the camp of the fugitives they had been hunting. Once again another new feeling came over her. She did not want to return to Atlantis and her life of servitude. Everyone else was dead. No one knew where she was or even if she was alive. Perhaps she could convince these two that she was no longer a threat to them and perhaps even an ally.

Ree

Ledgendary Altera, MARS Psi Slinger

Iconic Framework: MARS Psi Slinger

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8(d12 w/ Armor), Vigor d10
Skills: Athletics d10, Battle d8, Common Knowledge d4-2, Fighting d8, Language (Native) d8, Notice d8, Occult d8, Persuasion d4, Psionics d10, Shooting d12+2, Stealth d6, Survival d4, Taunt d6
Pace: 6; Parry: 6; Toughness: 21(10) ISP: 30/30
Strain: 8/8
Hindrances: Loyal, Post-Traumatic Stress Disorder (minor), Ruthless (major), Vengeful (major), Wanted (minor, Splugorth)
Edges: Alertness, Ambidextrous, Attractive, Command, Danger Sense, Expert, Level Headed, Major Psionic, Marksman, Master Psionic, Monster Slayer, Natural Leader, Power Points, Professional, Quick, Sharpshooting, Soldier, Steady Hands, Strong Willed, Tactician, Take 'Em Down, Two-Gun Kid
Armor: Armored Cloak (Armor 2), Arzno TWA-1600 Exterminator EBA (TW) (Armor 8)
Weapons: Unarmed (Range Melee, Damage Str)
Knuckledusters and Spikes (Range Melee, Damage Str+d4)
*Desert Eagle (.50) (Range 15/30/60, Damage 2d10, ROF 1, AP 4, MD, Ramjet Ammo),
*Desert Eagle (.50) (Range 15/30/60, Damage 2d10, ROF 1, AP 4, MD, Ramjet Ammo),
*H&K MP5 (9mm) (Range 12/24/48, Damage 2d6, ROF 3, AP 1, Silver Ammo),
*H&K MP5 (9mm) (Range 12/24/48, Damage 2d6, ROF 3, AP 1, Silver Ammo),
TW Longsword (Range Melee, Damage Str+d10+2, AP 6, M.D.C.)
Gear: NG-S2 Survival Pack (Contains: Survival Knife, Wooden Stakes, Wooden Cross, 120x Silver Bullet, Medium, 56x Ramjet Rounds, Large)
Utility Belt (Contains: 6x Spare Clip (.50), 4x Spare Clip (9 mm), Sunglasses, Survival Knife)
Language: Native (native, d8)
Current Wealth: 78,233 cr

*Greater Smite adds +1d + 6 damage, +6 AP, MD

Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 30
Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Bolt (Savage Worlds: Adventure Edition p156; Innate Power), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Empathy (Savage Worlds: Adventure Edition p160), Protection (Savage Worlds: Adventure Edition p165-166; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169; Innate Power)

Special Abilities
Attractive
Bad Reputation (Minor): Infamous as servants of Splugorth Slavers, the average person fears Altara — most folks who discover who and what they are initially have Uncooperative Reactions.
Blind: Although created blind, this is only a minor drawback for the Altara since they have a natural radar-like ability extending 1,200 feet (200") which compensates for most of the penalties. They cannot read, however, see colors, or otherwise detect purely visual information.
Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6.
Instilled Ignorance: Taught only what they need to serve their masters, extreme rainwashing is used to dampen Altarain intellectual acumen, leaving them naive about the world.
Minor Psionic.
Near-Human Physiology: Altara were modified through Splugorth bio-wizardry, giving those unfamiliar with their biology a −1 penalty to Healing skill rolls and to any cybernetics checks involving installation, repair, and modification.
Storm-Fouled Senses: In inclement weather or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a -2 penalty to Notice, Fighting, Shooting, and Athletics (throwing).
Superior Senses: Begin with the Alertness Edge.
Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Psionics: Power Points: 15; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Bolt (Savage Worlds: Adventure Edition p156; Innate Power), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Empathy (Savage Worlds: Adventure Edition p160), Protection (Savage Worlds: Adventure Edition p165-166; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169; Innate Power)
Languages Known: Native (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.
Strength: Adds two steps to Strength for 1 Power Point per hour.
Powers: Spellcasting d8, Range (Self) limitation and use own ISP/PPE for (boost Trait, Strength and deflection). Up to two additional powers may be installed for Rank × 10,000 credits a piece.
MARS Advances: Psi-Slingers begin as Seasoned heroes.
Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
Psi-Slinger Skills & Edges: Shooting d6 plus the Marksman, Steady Hands, Danger Sense, and Quick Edges.
Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage
Psi-Slinger Hindrance: Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
Psi-Slinger Journey: Psi-Slingers make one less roll on the Hero's Journey tables.
Unbound Power: Smite (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
Advances
Novice Advances
Edge: Two-Gun Kid
Raise Attribute: Smarts
Raise Skills: Occult/Notice
Seasoned Advances
Edge: Power Points
Edge: Command
Edge: Soldier
Raise Skills: Shooting/Athletics
Veteran Advances
Edge: Take 'Em Down
Raise Skill: Psionics
Raise Attribute: Agility
Edge: Master Psionic
Heroic Advances
Edge: Natural Leader
Raise Skills: Shooting/Battle
Raise Attribute: Vigor
Edge: Tactician
Ledgendary Advances
Edge: Professional
Edge: Level Headed
Ledgendary (2) Advances
Raise Attribute: Spirit
Raise Skills: Athletics/Battle
Ledgendary (3) Advances
Edge: Expert
Rolls
Fortune & Glory
Agile and Dexerous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge. (Ambidextrous)
Spiritual and Determined: Add one die to Spirit and begin with Strong Willed.
Hero's Journey
Psionics (12) Unbound Power: Smite
Training (6-7) Professional Edge: Trick Shooting
Current Load: 77.25/119.85 (126)
Last edited by Radecliffe on Fri Apr 01, 2022 11:54 pm, edited 1 time in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Re: 3PS - Radecliffe

Post by Radecliffe »

Background
Flynn's eyes narrowed and his hand sought the hilt of his blade automatically. True it was just one of them but just one Altera was bad enough. He had spent years enslaved to the Slugorth, fighting in their pits as a gladiator and he would die before going back. What happened next caused Flynn to briefly doubt his sanity. The Altera was disarming herself! Once she had removed everything other than her skinsuit she moved away from her weapons and sat down and waited impassively.

After a few minutes the woman spoke. "I mean you no harm. My master is dead and so are all the others. I do not wish to return to that life." With that the woman returned to waiting silently. Next to him Doc stirred and then started when he realized they were not alone. Flynn motioned for him to be still and wait to see what happened. Flynn began to speak with the Altera trying to see if he could bring himself to trust her or not. The longer they talked the more he began to believe in her sincerity. It was getting dark when Doc chimed in "I think she's on the level." and before much longer a duo became a trio.

Flynn

Ledgendary Human, MARS Combat Mage

Iconic Framework: MARS Combat Mage

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d6(d10 w/ Armor), Vigor d8
Skills: Athletics d10, Battle d6, Common Knowledge d8, Fighting d12+2, Intimidation d8, Language (Demongogian) d8, Language (Dragonese/ Elven) d8, Language (French) d6, Language (American) d8, Language(Atlantean) d8, Language (Spanish) d6, Notice d8+2, Occult d10, Persuasion d8, Shooting d6, Spellcasting d12+1, Stealth d4, Taunt d8
Pace: 6; Parry: 11; Toughness: 17(8) PPE: 25/25
Strain: 8/8
Hindrances: Loyal, One Eye, Vengeful (minor)
Edges: Adept (Warrior's Gift, Speed, Arcane Protection, Smite), Alertness, Channeling, Expert, Humiliate, Improved Rapid Recharge (Magic), Linguist, Master of Arms, Master of Magic, New Powers (Warrior's Gift, Smite), Power Points x 3, Professional(Fighting), Professional(Spellcasting), Provoke, Rabble-Rouser, Streetwise, Weapon Master
Armor: Arzno TWA-1600 Exterminator EBA (TW) (Armor 8)
Weapons: Unarmed (Range Melee, Damage Str)
Knuckledusters and Spikes (Range Melee, Damage Str+d4)
Battle Fury Blade (Range Melee, Damage Str+2d6+4, AP 12)
TW Firebolt Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 6)
Gear: NG-S2 Survival Pack (Contains: Survival Knife, Wooden Stakes, Holy Symbol)
Language (Demongogian) d8, Language (Dragonese/ Elven) d8, Language (French) d6, Language (American) d8, Language(Atlantean) d8, Language (Spanish) d6
Current Wealth: 146,333 cr

Arcane Background: Magic (Rifts® TLPG)
PPE: 25
Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power), Entangle (Savage Worlds: Adventure Edition p161), Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect), Warrior’s Gift (Savage Worlds: Adventure Edition p170; Innate Power; Limitations: Self(limited)), Smite (Savage Worlds: Adventure Edition p168; Innate Power)

Special Abilities
Magic: Power Points: 25; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power), Entangle (Savage Worlds: Adventure Edition p161), Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2)
Power Activators: Magic users must be able to gesture and speak to cast spells.
Languages Known: Spanish (d6), French (d6), Dragonese/ Elven (d8), Demongogian (d8), Native (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.
Strength: Adds two steps to Strength for 1 Power Point per hour.
Powers: Spellcasting d8, Range (Self) limitation and use own ISP/PPE for (boost Trait, Strength and deflection). Up to two additional powers may be installed for Rank × 10,000 credits a piece.
Combat Mage Spellcasting: Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, use the Ley Line Walker’s spell list and begin with three powers.
Combat Mage Edges: Channeling and Master of Magic Edges. Also begins with three Combat or Power Edges of your choice, ignoring Rank. Power Points
MARS Advance: Combat Mages begin as Seasoned heroes.
Spellslinger (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
Forgery (Hero's Journey): Good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks
Advances
Novice Advances
Edge: Adept (Warrior's Gift, Speed, Arcane Protection, Smite)
Raise Attribute: Agility
Raise Skills: Fighting/Athletics
Seasoned Advances
Edge: Alertness
Raise Attribute: Smarts
Raise Skills: Spellcasting/Occult
Edge: Power Points
Veteran Advances
Edge: Rabble-Rouser
Raise Attribute: Vigor
Raise Skills: Taunt/Common Knowledge
Edge: Humiliate
Heroic Advances
Edge: Power Points
Raise Skill: Fighting
Raise Skill: Spellcasting
Edge: Provoke
Ledgendary Advances
Edge: Weapon Master
Edge: Master of Arms
Ledgendary (2) Advances
Edge: Professional
Edge: Expert
Ledgendary (3) Advances
Edge: Professional
Rolls
Fortune & Glory
Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon.
Hero's Journey
Magic & Mysticism (12) Spellslinger: Warrior’s Gift. Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
Underworld & Black Ops (9-10) Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of the streets and alleys, gaining the Streetwise Edge. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks.
Education (5) Linguist. Communication is the key to understanding. Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge and any one Language skill at d8.
Current Load: 30/51.25 (81)
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Re: 3PS - Radecliffe

Post by Radecliffe »

Doc had always been unusual for an Ogre. First of all you don't see many that prefer tinkering with gadgets over bashing some heads together. What was even more unusual about Doc was the fact that he was showed proficiency with combining magic and technology. Unfortunately it's also what drew the Splugorths' attention. They loved oddities and loved selling them to the highest bidder even more. Fortunately for Doc he met the famed gladiator Flynn not long after his arrival and they stuck up an unlikely friendship. A friendship that quickly turned into an escape attempt.

Doc

Legendary Ogre, Techno-Wizard

Iconic Framework: Techno-Wizard

Attributes: Agility d6, Smarts d12, Spirit d10, Strength d8(d12 w/ Armor), Vigor d8
Skills: Athletics d6, Common Knowledge d6+2, Driving d6, Electronics d8+2, Fighting d6, Hacking d8+2, Language (Native) d8, Notice d6, Occult d12+2, Persuasion d4, Piloting d6, Repair d12+4, Research d8+2, Science d8, Shooting d6, Stealth d4, Techno-Wizardry d12+1
Pace: 6; Parry: 5; Toughness: 18 (8); Size: Normal (1); PPE: 30/30
Strain: 7/8
Hindrances: Curious, Loyal, Mean, Quirk (Often speaks to his machinery as if they were pets.), Thin Skinned (minor)
Edges: Artificer, Cyber-Psychic Alignment, Jack-of-all-Trades, Master of Magic, Mr. Fix It, Power Points x 3, Professional, Scholar(Occult)
Armor: Arzno TWA-1600 Exterminator EBA (TW) (Armor 8)
Weapons: Unarmed (Range Melee, Damage Str)
Knuckledusters and Spikes (Range Melee, Damage Str+d4)
TW Great Sword (Range Melee, Damage Str+2d6+2, AP 6, M.D.C.)
Telekinetic (TK) Revolver (Range 12/24/48, Damage 3d6, ROF 1, AP 3)
Gear: NG-S2 Survival Pack (Contains: Survival Knife, Wooden Stakes, 1,000 credits in spare parts), Tool Kit, Holy Symbol
Language: Native (native, d8)
Current Wealth: 81,333 cr
Arcane Background: Techno-Wizardry
P.P.E.: 30
Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166)

Special Abilities
Bad Reputation (-1): It's widely known that some Ogres—but not all— enjoy the taste of humanoid flesh. The initial Reactions of strangers are one level worse than usual (factored in below).
D-Bee (-1): The initial Reaction to Ogres typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
Low Light Vision: The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
Near-Human Physiology: Those unfamiliar with Ogre physiology suffer only a −1 penalty to Healing.
Powerful: Ogres start with Strength d6 and Vigor d6, raise Trait maximums accordingly.
Surly: Ogres are either Mean, Stubborn, or Vengeful (Minor) for no extra bonus.
Size 1 (Normal): Ogres stand 7’–9’ tall and weigh 250 – 400 lb. Their Size grants them +1 Toughness.
Techno-Wizardry: Power Points: 30; Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166)
Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Languages Known: Native (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.
Strength: Adds two steps to Strength for 1 Power Point per hour.
Powers: Spellcasting d8, Range (Self) limitation and use own ISP/PPE for (boost Trait, Strength and deflection). Up to two additional powers may be installed for Rank × 10,000 credits a piece.
Arcane Background (Techno-Wizardry): Begin with Artificer and with three powers, 15 PPE, a Techno-Wizardry skill of d6, and each of their powers built into separate Gizmos. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear— and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use TW gear can also use the Gizmo by expending Power Points as usual.
Arcane Machinist: Half her Smarts die per session, and as an action, produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Requires a Techno-Wizardry skill check at −1 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE. Can only be activated using this pool—once used up (or at the end of the session) it ceases to function.
Machine Maestro: Can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 (+2 with TW or preexisting arcane items) to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls. Does not control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
Required Knowledge: They begin with Electronics, Occult, Repair, and Science at d6.
Cybernetics: Despite their love of technology, suffer penalties to their magic from implanted cybernetics.
Device Dependent: Must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets for her magic to work.
Enemies: Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon and the True Federation of Magic are also deemed enemies of the state there.
Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. She has a Quirk Hindrance.
Jack-of-All-Trades (Hero's Journey): Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.
Cyberware
Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.

Advances
Novice Advances
Edge: Power Points
Raise Attribute: Smarts
Raise Skills: Repair/Techno-Wizardry
Seasoned Advances
Edge: Power Points
Raise Attribute: Smarts
Raise Skills: Techno-Wizardry/Repair
Edge: Mr. Fix It
Veteran Advances
Edge: Power Points
Raise Attribute: Spirit
Raise Skills: Common Knowledge/Occult
Raise Skills: Occult/Hacking
Heroic Advances
Raise Skills: Piloting/Driving
Raise Attribute: Spirit
Edge: Scholar
Edge: Cyber-Psychic Alignment
Legendary Advances
Edge: Professional
Rolls

Hero's Journey
Education (1-2) Jack-of-all-Trades
Education (17-18) +3 Smarts skills
Current Load: 35/56.25 (101)
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Re: 3PS - Radecliffe

Post by Radecliffe »

Group Background

The way that Doc, Flynn and Ree met wasn't all that unusual though the normal result usually would involve a lot of blood and death. You see, Doc and Flynn were escaped slaves and Ree was one of the Altera Warrior Women assigned to the barge tasked with bringing them in dead or alive. The barge tracked the fugitives all the way to what had once been the American Southwest. It was a fateful day when Doc and Flynn found themselves cornered in a blind canyon and the barge closing in. Suddenly a massive haboob blew up out of nowhere and within moments the barge was engulfed in a howling windstorm filled with dust and sand.

Ree and the others on the barge were utterly disoriented by the sudden onslaught and it swerved drunkenly to the side colliding with the canyon wall before crashing to the ground in flames. Believing all to be dead on the barge Doc and Flynn took shelter nearby to wait out the storm. Ree awoke to find herself the only survivor of the slaver barge shortly after the storm had passed. Scouting the area Ree found Doc and Flynn's campsite but rather than attack she stood a short distance away and slowly and diliberately removed her Forearm Blasters, her Talisman and finally her helmet and simply waited. Eventually a conversation started and after many hours Ree convinced them she had no desire to return to Atlantis.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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