Concept 2 (Lost Jungle)

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AaronH
Posts: 6
Joined: Tue Nov 03, 2020 5:38 pm

Concept 2 (Lost Jungle)

Post by AaronH »

Kill Cat Psi Warrior
MARS Fortune & Glory
1d20: [5] = 5
Agile and Dextrous

MARS Fortune & Glory
1d20: [3] = 3
A Strong Suit of Armor

Hero's Journey - Training
1d20: [16] = 16
Battle Edge

Hero's Journey - Training
1d20: [15] = 15
Battle Edge

Hero's Journey - Psionic
1d20: [11] = 11
New Powers

4d6: [4, 3, 1, 6] = 14 x 100 = 1400 Universal Credits

2d4: [3, 1] = 4 x 500 = 2000 worth of gear & valuables
AaronH
Posts: 6
Joined: Tue Nov 03, 2020 5:38 pm

Re: Concept 2 (Lost Jungle)

Post by AaronH »

PW_Ajani_Preloader.jpg
AaronH
Posts: 6
Joined: Tue Nov 03, 2020 5:38 pm

Re: Concept 2 (Lost Jungle)

Post by AaronH »

Seasoned Male Kill Cat, MARS Psi-Warrior
Edited 11/14 20:36

Seasoned Male Kill Cat, MARS Psi-Warrior

Iconic Framework: MARS Psi-Warrior

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d12, Language (Native) d8, Notice d6, Persuasion d4, Psionics d8, Stealth d8, Survival d6
Pace: 8; Running Die: d8; Parry: 9; Toughness: 17 (6); Size: Normal (2)
Hindrances: All Thumbs, Bloodthirsty, Code of Honor, Curious, Heroic, Loyal, Overconfident, Wanted (major, Coalition)
Edges: Adept (Smite, Protection), Block, Breed Advantage (Strong), Charge, Chi, Counterattack, Fleet-Footed, Major Psionic, Martial Artist, Martial Warrior, Power Points, Psi-Blade, Psi-Shield, Quick
Armor: Combat Mage Heavy EBA (TW) (Armor 6), Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str+d6, +2 to Hit), Psi-Blade (Range Melee, Damage Str+d10+smite, AP 16, +2 to Hit, M.D.C.), Bite/Claws (Range Melee, Damage Str+d10, +2 to Hit), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: $0
Arcane Background: Psionics (Rifts® TLPG, p120)
  • I.S.P.: 30
  • Powers: Boost/Lower Trait (SWADE p156; Limitations: Self (limited)), Darksight (SWADE p157), Farsight (SWADE p161), Healing (SWADE p162), Protection (SWADE p165-166; Innate Power; Limitations: Self (limited)), Smite (SWADE p168; Innate Power; Limitations: Self (limited)), Telekinesis (SWADE p169)
Special Abilities
  • Bite/Claws: Kill Cats have claws and teeth dealing Str+d6 damage.
  • Breed Advantage: Various species of cats provide distinct genetic advantages that can express over time.
  • Bloodthirsty: Potential enemies are much less likely to negotiate or give quarter, and allies are consistently shocked by the violent measures that come naturally to the mutant predators.
  • Curious: Has the Curious Hindrance.
  • Hyperactive: Suffer a −1 to all Smarts rolls (but not linked skills) as their minds wander, fighting their instinctive need to hunt.
  • Keen Sense of Hearing: They gain a +2 bonus on hearing-based Notice checks.
  • Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap.
  • Low Light Vision: Mutant cats ignore Dim or Dark Illumination penalties.
  • Mutant: Initial Reactions typically start at uncooperative, except possibly other GED mutants and physically similar D-Bees.
  • Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
  • Powerfully Built: Begin with Agility d6 and Strength d6, Agility Trait maximums is d12+1, while Strength is d12+3.
  • Restricted Paths: Cannot take any Arcane Background using PPE or Iconic Framework including it.
  • Size +2: Kill Cats are Size +2, giving them +2 Toughness and increasing their maximum Strength two steps.
  • Wanted (Major): CS forces will put them down when encountered.
  • MARS Advances: Psi-Warriors begin as Seasoned heroes.
  • Psi-Warrior Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers.
  • Psi-Warrior Skills & Edges: Fighting d6, as well as the Adept, Block, Chi, Psi-Shield, and Psi-Blade Edges.
  • Psi-Warrior Resistance: +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
  • The Arts of Offense: Psi-Blade counts as Claws when applying bonuses from Edges.
  • Psi-Warrior Code: Begin with either the Code of Honor or Heroic Hindrance for no added benefit.

Advances
Novice Advances
  • Edge: Martial Artist
  • Raise Attribute: Spirit
  • Edge: Power Points
Seasoned Advances
  • Edge: Martial Warrior
  • Edge: Major Psionic
Current Load: 90.25 (141)
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, Rifts® M.D.C.Validity: Character appears valid and optimal

Created with Savaged.us
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