Jade Grimhilde, MARS Combat Mage for Crush It

GM: PaperDragon
Savage Rifts, based out of Atlantis. “We do dangerous stuff for money!”
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Jade Grimhilde
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Joined: Thu Feb 17, 2022 1:25 pm

Jade Grimhilde, MARS Combat Mage for Crush It

Post by Jade Grimhilde »

Jade Grimhilde
Seasoned Female Human, MARS Combat Mage, and Sorceress Supreme
Iconic Framework: MARS Combat Mage

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d4, Common Knowledge d8, Fighting d6, Intimidation d6, Language (American) d8, Language (Chinese) d6, Language (Demongogian) d6, Language (Dragonese/ Elven) d8, Language (Euro) d6, Language (Spanish) d6, Notice d8, Occult d10, Persuasion d4+1, Piloting d6, Spellcasting d12+1, Stealth d4
Pace: 6; Parry: 6; Toughness: 15 (6)
Strain: 6/6
Hindrances: Code of Honor, Loyal, Quirk (Cryptic Wizard)
Edges: Blaster, Channeling, Expert Blaster, Filthy Rich, Linguist, Master Blaster, Master of Magic, New Powers (Healing, Teleport), One With Magic (Novice), One With Magic (Seasoned), Power Points, Power Points, Rapid Recharge (PPE), Rich, Wizard
Armor: Combat Mage Heavy EBA (TW) (Armor 6)
Weapons: Unarmed (Range Melee, Damage Str), Mystic Staff (Range Melee, Damage Str+d6, Reach 1, +1 Parry), TW Firebolt Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 6)
Languages: Spanish (d6), Euro (d6), Dragonese/ Elven (d8), Demongogian (d6), Chinese (d6), American (native, d8)
Current Wealth: 25,000 cr
Arcane Background: Magic (Rifts® TLPG)
PPE: 20
Powers: Darksight (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Farsight (Savage Worlds: Adventure Edition p161), Fireball (Blast; Savage Worlds: Adventure Edition p155-156; Fire Trappings), Freeze Arrow (Bolt; Savage Worlds: Adventure Edition p156; Ice Trappings), Healing Touch (Healing; Savage Worlds: Adventure Edition p162), Mystic Shield (Protection; Savage Worlds: Adventure Edition p165-166; Force Trappings), Portal (Teleport; Savage Worlds: Adventure Edition p169-170)
Special Abilities
Magic: Power Points: 20; Powers: Darksight (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Farsight (Savage Worlds: Adventure Edition p161), Fireball (Blast; Savage Worlds: Adventure Edition p155-156; Fire Trappings), Freeze Arrow (Bolt; Savage Worlds: Adventure Edition p156; Ice Trappings), Healing Touch (Healing; Savage Worlds: Adventure Edition p162), Mystic Shield (Protection; Savage Worlds: Adventure Edition p165-166; Force Trappings), Portal (Teleport; Savage Worlds: Adventure Edition p169-170)
Power Activators: Magic users must be able to gesture and speak to cast spells.
One With Magic - Ley Line Sense: Can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
One With Magic - Ley Line Rejuvenation: While on a ley line, gains a natural healing roll once per day.
Languages Known: Spanish (d6), Euro (d6), Dragonese/ Elven (d8), Demongogian (d6), Chinese (d6), American (native, d8)
PPE Battery: The staff has 10 PPE (which regenerate at the same rate as the caster’s)
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. Master Blaster
MARS Advance: Combat Mages begin as Seasoned heroes.
Spellslinger: ["Bolt"] (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
Potent Attacks (Hero's Journey): Putting down opponents before they end you is a powerful lesson in this dangerous world. Your hero gains +2 damage when using direct damage spells and TW weapons by expending one extra PPE per attack.
Vehicles
Wingboard (Size: 0 (Normal); Handling: 3; Toughness: 10 (2); Top Speed: 150mph/242kph; Notes: TW, Exposed Crew, LL, VTOL, only functions on ley lines, Rarity –1, )
Advances
Novice Advances
Edge: One With Magic (Novice)
Raise Skills: Common Knowledge/Occult
Edge: Power Points
Seasoned Advances
Edge: New Powers (Healing, Teleport)
Edge: Power Points
Edge: One With Magic (Seasoned)
Current Load: 42 (61)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Atlantis and the Demon Seas, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Setting Modlines: add_edge:rich # add_edge:filthy rich
Validity: Character appears valid and optimal
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PaperDragon
Posts: 186
Joined: Fri Aug 05, 2022 12:51 pm

Re: Jade Grimhilde, MARS Combat Mage for Crush It

Post by PaperDragon »

Looks good.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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