Seasoned Male Human, MARS Shaman, and Mystic Kuznya
Iconic Framework: MARS Shaman
Alexander grew up in the Russian wilderness. Seeing the hardships of life with little hope and surrounded by demons, while the warlords are impressive, they take for themselves. The Blacksmith, especially the Mystic Kuznya work and fight for the people.
When Alexander was in his teens, he went to a major city to learn how to be a blacksmith and return to his home when he was considered a master. Mystic Kuznya are rare to enter the cities, much less 3 Mystic Kuznya. With this many in one place not only did the city have a celebration, but the Mystic Kuznya declared they will have a competition to find a new member of their order.
Alexander decided to join the competition. The competition was split up into 3 sections. The first section was to make their signature knife in 2 hours. The competitors had to choose how they were going to make their weapon but they had to purchase their tools with provided money. Depending on the difficulty of the technique, determined how much money they received to purchase tools. Alexander choose to make a canister Damascus. This gave him a challenge of technique and ample money. Alexander spent about half his money on the tools he needed to use, fortunately he was naturally strong, as well as young and didn't need the power hammer. The knife ended up a bit heavy with some deliminations showing, but it made it into the second round. Alexander survived the 1st round with a knife was split down the middle was eliminated.
The second round, the contestants had to fix their mistakes and put a handle on their knives in 2 hours. Alexander proceeded to grind the weight and the deliminations down, acid etch the blade and put a hard wood handle with bronze guard and pins through the handle.
At the end of the second round, the contestants presented their knives to be tested by the Mystic Kuznya. There was two categories that was being tested.The strength test and the sharpness test. The strength test was beating the weapons against the skull of a beast of burden. This made Alexander nervous. Alexander was first up, the judge took his weapon and beat it against the skull. Alexander was sure the weapon was going to break, but it held together after 10 hits. He sighed in relief. The second competitor was put to the test. After the 8th hit, the blade split in half. The third contestant had hope and concern on his face. At this point, all he had to do was survive 8 hits. The judges took his knife and wailed on the skull. 6 hites, 7 hits, 8 hits and the knife held together. Alexander moved on to the next round.
With the celebrations lasting a full week, the judges decided that the two remaining contestants had to make the sword of Saladin. They where given 5 days to make this weapon. The first day, was a tough day to make the full length sword, but he did it. The second day was the day of quenching, Alexander developed a warp, but was able to return the balde to true. He started to make the handle. Day three is continuing working on the handle, a very intricate and difficult handle to make. This handle goes into the fourth day but he gets it done. The fifth day is fit and finish. The handle is added to the sword and is tested with great success. All of this time the town is celebrating the blessing of the GODS.
on the sixth day, the two remaining contestants present their blades to the judges for a Kill test, a strength test and a sharpness test. The kill test is how well the blade cuts a carcause and penetrates the skin. This test is using a goat. Both blades perform well, Alexander sings when it exits the goat, giving him an edge with the kill test. The strength test is brutal for these blades. They are beaten against tree stumps. This test is brutal for both blades, but both blades come out of this test with no blemishes. The sharpness test cuts silk cloth, looking for smooth cuts, frays or snags. Both blades perform admirably. No rips or snags for either blade.
The judges take several moments to evaluate each blade. Both blades are exquisite, both blades are sharp, both blades are strong, but only one blade sang. Alexander was chosen as the next Mystic Kuznya, one of the chosen blacksmiths of the lands.
Alexander is a strong young man who dreams of making weapons for the defense of the human race deep in the Russian wilderness.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Faith d8, Fighting d4, Focus d8, Gambling d4, Intimidation d6, Language (Demonic) d4, Language (Native) d8, Notice d6, Occult d10, Persuasion d4, Repair d8, Riding d4, Shooting d4, Stealth d4, Survival d6, Taunt d4
Pace: 6; Parry: 4; Toughness: 11 (4)
Hindrances: Illiterate, Secrecy (custom, major), Willing gift (custom, major)
Edges: Artificer, Brawny, Danger Sense, Major Item Creation, Master of Magic, Minor Item Creation, Monster Slayer, Nerves of Steel, Rapid Recharge (), Supernatural Strength
Armor: Light Enchanted Armor (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Spirit Bow (Range 30/60/120, Damage 4d6, ROF 1, M.D.C.), Spirit Spear (Range Melee, Damage Str+3d6, AP 6, M.D.C.), TW Flaming Sword (Range Melee, Damage Str+d12, AP 6)
Gear: Backpack (Contains: Survival Knife, Blanket, Bedroll (sleeping bag; winterized), Clothing, Formal, Rope, hemp (10”/20 yards), Soap, 14x Trail Rations, Whetstone, Holy Symbol), Boots, Hiking, Canteen (waterskin), Clothing, Casual, Hammer, Quiver (holds 20 arrows/ bolts) (Contains: 20x Arrow/Quarrel)
Language: Native (native, d8)
Current Wealth: $13,639
Arcane Background: Miracles (Rifts® TLPG)
- PPE: 10
- Powers: Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Touch (limited)), The GODS Wrath (Smite; Savage Worlds: Adventure Edition p168; Limitations: Touch (limited)), The GODS blessing (Boost Trait; Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Touch (limited))
- Arcane Items: Hammer of Holy Justice (4 PP; The GODS Wrath (Smite), Savage Worlds: Adventure Edition p168), GODS Gift (2 PP; The GODS blessing (Boost Trait), Savage Worlds: Adventure Edition p156), Am I here? (3 PP; Deflection, Savage Worlds: Adventure Edition p157-158)
- Power Activators: Magic users must be able to gesture and speak to cast spells.
- Concealed Armor: Can be concealed under clothing (-2 on Notice rolls to detect).
- MARS Advances: Shamans begin as Seasoned heroes.
- Faith in the GODS: Occult d6, Faith d6, Arcane Background (Miracles), 10 PPE, begin with three powers.
- Kuznya Skills & Edges: Repair and Survival d6. Also Artificer, Minor Item Creation, and choice of Beast Master, Danger Sense, or Healer Edge.
- Raise Attribute: Smarts
- Raise Skills: Fighting/Riding
- Raise Skills: Taunt/Language (Demonic)
- Raise Attribute: Agility
- Raise Skill: Faith
- Raise Skill: Repair
- Raise Skill: Focus
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, Character Frameworks, Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
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