Siran Kale Lyn-Siral Spirit warrior

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Siran-Kale
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Siran Kale Lyn-Siral Spirit warrior

Post by Siran-Kale »

MARS Fortune and Glory 1d20: [9] = 9 Vigorous and Tough: add one vigor die and Nerves of steel edge
MARS Fortune and Glory 1d20: [19] = 19 Charmingly Fluent: Begin with the Linguist Edge. Gain +1 Persuasion with native speakers of a language foreign to your hero, and Reactions begin two steps higher.
Magic & Mysticism 1d20: [4] = 4 gain Concentration Edge
Enchanted Items & Mystic Gadgets 1d20: [13] = 13 gain Communications Band
Experience & Wisdom 1d20: [13] = 13 North American Scholar: He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Last edited by Siran-Kale on Fri Apr 29, 2022 2:09 pm, edited 3 times in total.
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Siran-Kale
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Re: Siran-Kale Lyn-Siral Spirit warrior

Post by Siran-Kale »

(Created to meet the requirements for the Venators game.)

Siran-Kale

Heroic Male Lyn-Srial, MARS Spirit Warrior

Iconic Framework: MARS Spirit Warrior
Background
Siran Kale is an older Lyn-Siral, in his youth he was a valiant Sky-Knight from Tryth-Sal. After years of fighting and aggressively hunting down evil to vanquish he turned to a life of travel and introspection. He spent many years travelling across North America learning all he could of the many cultures he met.

After the War of Tolkeen, Siran Kale helped the Cyber Knights escort and protect those fleeing the Coalition. While not an official member of the Tomorrow Legion he appreciates their mission and assists its member as often as he can.

Siran-Kale was chosen by a spirit of immense power to fight evil on Earth. He was imbued with great power and is now the spirit's chosen on to in act its will on the physical world.


Attributes: Agility d8-1, Smarts d8, Spirit d10, Strength d10-1, Vigor d8-1
Skills: Academics d4, Athletics d8, Common Knowledge d8, Faith d10, Fighting d12, Language (American) d8, Language (Dragonese/ Elven) d6, Language (Faerie Speak) d6, Language (Gobblely) d6, Language (Spanish) d8, Notice d8, Occult d8, Persuasion d8+1, Shooting d12, Stealth d4, Survival d8
Pace: 5; Flying Pace: 12; Parry: 11; Toughness: 19 (10)
Strain: 8/8
Hindrances: Curious, Elderly, Heroic, Wanted (major, Coalition)
Edges: Adept (Smite, Protection), Block, Champion, Concentration, Holy/Unholy Warrior, Improved Block, Improved Nerves of Steel, Improved Take 'Em Down, Linguist, Monster Slayer, Nerves of Steel, New Powers (Boost/Lower Trait, Environmental Protection), Power Points, Rapid Recharge (Miracles), Trademark Weapon (Spirit Spear)
Armor: Cloud Armor (Armor 10)
Weapons: Unarmed (Range Melee, Damage Str), Spirit Bow (Range 30/60/120, Damage 4d6, ROF 1, M.D.C.), Spirit Spear (Range Melee, Damage Str+3d6, AP 6, +1 to Hit, M.D.C., +1 Parry)
Gear: Communications Band (TW), Holo-Display Communicator
Languages: Gobblely (d6), Faerie Speak (d6), Dragonese/ Elven (d6), Spanish (d8), American (native, d8)
Current Wealth: 115,000 cr
Arcane Background: Miracles (Rifts® TLPG)
  • PPE: 15
  • Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Environmental Protection (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), 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)
Special Abilities
  • Alien Physiology: Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Compatible medical supplies/services and cybernetics cost double the listed price.
  • Cyber Resistant: Lyn-Srial can’t take cybernetics of any kind.
  • D-Bee (Major): The initial Reactions to Lyn-Srial 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.
  • Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
  • Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
  • Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
  • Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
  • Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
  • Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
  • Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
  • Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly.
  • Miracles: Power Points: 15; Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Environmental Protection (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), 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)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Gobblely (d6), Faerie Speak (d6), Dragonese/ Elven (d6), Spanish (d8), American (native, d8)
  • MARS Advances: Spirit Warriors begin as Seasoned heroes.
  • Spirit Warrior Miracles: Faith d6, Arcane Background (Miracles), 10 PPE, and three powers.
  • Spirit Warrior Skills & Edges: Athletics and Fighting d6, Adept, Champion, and Holy Warrior Edges.
  • Spirit Warrior Regeneration: Make a natural healing roll once per day, then permanent injuries. Treat each injury as an additional Wound (may try once per week).
  • North American Scholar (Hero's Journey): North American Scholar:Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.

Advances
Novice Advances
  • Raise Attribute: Strength
  • Edge: Trademark Weapon (Spirit Spear)
  • Edge: New Powers (Boost/Lower Trait, Environmental Protection)
Seasoned Advances
  • Edge: Take 'Em Down
  • Raise Skill: Notice
  • Raise Attribute: Spirit
  • Edge: Improved Nerves of Steel
Veteran Advances
  • Edge: Improved Block
  • Raise Attribute: Vigor
  • Raise Skills: Faith/Occult
  • Edge: Improved Take 'Em Down
Heroic Advances
  • Edge: Monster Slayer
Current Load: 24.5 (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 StrengthExtra Perk Points: 4Validity: Character appears valid and optimal

Created with Savaged.us


Additional 4 poi is spent on edges (block and more power points)
Signature item is heavy enchanted armor with 2 minor upgrades of +2 armor. 1 major upgrade of intangibilty power. 1 major upgrade for 10 ppe.

3 extra hero journey choices
Education +3 smarts skill points
Training +3 combat skill points
Magic & mysticism rapid recharge
Last edited by Siran-Kale on Sat Apr 30, 2022 8:04 am, edited 4 times in total.
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Siran-Kale
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Re: Siran Kale Lyn-Siral Spirit warrior

Post by Siran-Kale »

universal credit 4d6: [1, 1, 1, 6] = 9 gear and valuables 2d4: [3, 4] = 7
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Siran-Kale
Posts: 8
Joined: Fri Apr 29, 2022 12:08 pm

Siran-Kale's Resources

Post by Siran-Kale »

Bennies: 2/3
Wounds: 0/3
Ignores two levels of wound penalties

PPE: 15/15
Recover 10 PPE per hour of rest


Ignore 2 points of Gang up Bonus
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