Ducky Boss, Soverign Fallen Cosmo Knight

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Pender Lumkiss
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Ducky Boss, Soverign Fallen Cosmo Knight

Post by Pender Lumkiss »

A seasoned leader and Captain of a starship. This Ducky is further along her path to reclaiming her cosmic power and once again traversing the stars unbound. Until then she guides the crew of the Soverign from morally questionable job to the next just trying to make ends meet. Despite any bickering and in fighting she knows one thing: they are her family.

HJ rolles set at Megaversal Ravenger: 6d20: [2, 5, 16, 13, 12, 8] = 56
Field Team Six Bennies
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Pender Lumkiss
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Re: Ducky Boss, Soverign Fallen Cosmo Knight

Post by Pender Lumkiss »

Captain Ducky Boss

Seasoned Altara, Knight of the White Rose

Iconic Framework: Knight of the White Rose

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d6, Battle d12, Common Knowledge d4-2, Faith d10, Fighting d8, Language (Native) d8, Notice d8+2, Persuasion d8+1, Piloting d6, Psionics d8, Stealth d4
Pace: 6; Parry: 6; Toughness: 7
Strain: 8/8
Hindrances: Code of Honor, Heroic, Post-Traumatic Stress Disorder (major), Wanted (minor, Splugorth)
Edges: Alertness, Attractive, Brave, Champion, Command, Dirty Fighter, Gateway Knight, I Know a Guy, Inspire, Martial Artist, Power Points, Tricky Fighter
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Survival Knife (Range Melee, Damage Str+d4), TW Flaming Sword (Range Melee, Damage Str+d12, AP 6), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Miracles (Rifts® TLPG)
  • PPE: 15
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Bolt (Savage Worlds: Adventure Edition p156), Sloth/Speed (Savage Worlds: Adventure Edition p167)
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 10
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Darksight (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Empathy (Savage Worlds: Adventure Edition p160), Mind Reading (Savage Worlds: Adventure Edition p165), Relief (Savage Worlds: Adventure Edition p166), Telekinesis (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
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.
  • Miracles: Power Points: 15; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Bolt (Savage Worlds: Adventure Edition p156), Sloth/Speed (Savage Worlds: Adventure Edition p167)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Psionics: Power Points: 10; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Darksight (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Empathy (Savage Worlds: Adventure Edition p160), Mind Reading (Savage Worlds: Adventure Edition p165), Relief (Savage Worlds: Adventure Edition p166), Telekinesis (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
  • Languages Known: Native (native, d8)
  • Arcane Background (Miracles): Begin with bolt and two other powers, and have the Faith skill at d6, and 10 PPE. They may use the Trappings and Power Modifiers available to Mystics for their Miracles.
  • Arcane Background (Psionics): As a Minor Psionic, Rose Knights begin with three powers, Psionics skill at d6, and 10 ISP.
  • Energy Invulnerability: Gain +20 MDC Armor versus arcane and mundane energy sources (including electricity, fire, ion, lasers, particle beams, and plasma). They ignore the AP of damage. Vibro-Blades, Rail Guns, and many magic weapons—ignores this effect.
  • Intense Combat Training: Begin with Fighting d6 and the Martial Artist Edge.
  • Ley Line Magic Mastery: May draw extra energy for their Rituals, adding two dice to their pool when rolling for available PPE.
  • Ley Line Rejuvenation: While on a ley line, a Mystic Knight gains a natural healing roll once per day.
  • Ley Line Sense: The Mystic Knight 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.
  • Onslaught: May use the bolt Mega Power Modifiers of Greater Bolt and Onslaught. Their bolts take the form of blue beams of energy from their eyes or hands.
  • PPE Channeling: Can power or recharge mundane batteries for no appreciable PPE. They can recharge E-clips for weapons as well at a cost of 1 PPE per shot.
  • Steal Ley Line Energy: As an instant reaction, Siphon PPE drawn by any other caster from a ley line during rituals. A Knight must be within his Spirit × 2 and make an opposed arcane check of his Faith against the arcane skill of the other caster at the final round of the ritual's Dramatic Task.
  • Cybernetics: Suffer a −1 to arcane skill rolls for each point of Strain.
  • Distrusted Order: They gain +1 to social checks and Reactions start one level higher than normal with those friendly with the order. Suffer a −2 penalty to Persuasion when interacting with most anyone who doesn't call the Garden home.
  • Enemies: The evil Mystic Knights and True Federation hunt the Rose Knights as traitors, making them the target of many bounty hunters and mercenaries. Like all wielders of magic, Coalition forces have orders to shoot them on sight.
  • Vow of the White Rose: All knights swear to follow their order’s code. If violated, they suffer for not living up a Higher Standard as Mystics.
  • Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Brave
  • Edge: Power Points
Seasoned Advances
  • Edge: Champion
  • Raise Attribute: Vigor
Current Load: 24.25 (61)
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 StrengthSetting Modlines: add_heros_journey_roll # add_heros_journey_roll # add_heros_journey_roll # add_heros_journey_rollValidity: Character appears valid and optimal

Created with Savaged.us
Field Team Six Bennies
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