Ducky Sea Inquisitor

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Pender Lumkiss
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Ducky Sea Inquisitor

Post by Pender Lumkiss »

Mega versal ravagenger +4 advances, +4 HJ rolls
Mars: 2 F&G, 3 HJ and 4 advances
F & G: 2d20: [20, 14] = 34 reroll 14 1d20: [8] = 8
  • 8 Strong and Powerful, +1d STR and Brawny Edge Smart and Learned: +1 die smart, two die type increase skills: battle, Psionics, Notice
  • 20, Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice: Death Bringer Sword.
HJ rolls(roll then choose): 7d20 7d20: [15, 13, 13, 14, 17, 17, 14] = 103
  • 13- It's a complicated story, but somehow you ended up with an Atlantean Symbiote— choose any from page 66 in this book. However, the experience left a lasting impact; roll once on the Bio-Borg Insanity table! Absur Life node, 1d12: [2] = 2 Bloodthirsty: enraged if provoked
  • 13- The crafter of this weapon knows something about vampires and other monsters in the world—she incorporated silver into its making.
  • 15- Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
  • 14 When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge, or Tricky Fighter if she already has Dirty Fighter.
  • 14 When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge, or Tricky Fighter if she already has Dirty Fighter.
  • 17 Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +1 on all social skill checks. If he has empathy, or fear, he gains a free reroll when using those powers.
  • 17 There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.


Error
HJ Rolls (roll then choose table): 7d6: [6, 3, 5, 2, 4, 4, 1] = 25
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Re: Ducky Sea Inquisitor

Post by Pender Lumkiss »

Sea Inquisitor

Begin with Psionics d6, Arcane Background (Psionics), Major Psionic, 20 ISP (10 base doubled), plus divination, mind reading, and smite*.

„ Fearless Paragons: Sea Inquisitors begin with the Arcane Resistance, Brave, Champion Edges. The bonus from each of these increases by +1 for each Rank after Novice.

„ Sense Supernatural Evil: Similar to a Psi-Stalker, Inquisitors may use Notice to detect the presence and location of supernatural beings or items, and with a raise know if it's evil or not. They can track beings and items using the Survival skill.

„ Shield of Inner Spirit: By expending 3 ISP as a free action the Sea Inquisitor can summon a mystical shield granting herself a bonus to Toughness equal to her Spirit for five rounds, after which it may be maintained for 1 ISP for an additional five rounds. Doesn't stack with the protection power.

„ Begin with the Heroic and Driven (Major—eradicate evil) Hindrances for no extra benefit.

„ Begin with standard Starting Gear, substituting a Blue-Green Laser Pistol plus a Vibro Weapon of choice.
Altaran Race
Attractive: The Warrior Women are genetically engineered for beauty, they have the Attractive Edge. 

„ 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 c o m p e n s a t e s 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—increase Trait maximums accordingly. 

„ Instilled Ignorance: Taught only what they need to serve their masters, extreme brainwashing is used to dampen Altarain intellectual acumen, leaving them naive about the world. Altara suffer a −2 to all Common Knowledge rolls (a total untrained penalty of d4−4) and do not start with the standard d4 in this core skill. 

„ Minor Psionic: Altarains begin with Arcane Background (Psionics), 10 ISP and these three powers: arcane protection*, detect/conceal arcana*, and empathy, see page 127. If an Altara chooses a framework providing Arcane Background (Psionics), three of her starting powers are the ones listed above (even if not normally allowed to that Framework) and she adds two powers to her starting total (e.g., an Altarain Burster starts with five powers). 

„ 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.
Str d6
Agility d6
Vigor d6(+1die Absur life node,
Int d4 (+1 F and G, +1
Spirit d4 (+1 die Absure life node)
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Re: Ducky Sea Inquisitor

Post by Pender Lumkiss »

Duck Boss, former Cosmo Knight

Veteran Altara, MARS Personal Concept Option

Iconic Framework: MARS Personal Concept Option

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8+2, Vigor d10
Skills: Athletics d4, Battle d10, Common Knowledge d4-2, Fighting d12+2, Language (Native) d8, Notice d6+2, Persuasion d8+1, Piloting d4, Psionics d10, Shooting d8, Stealth d4, Survival d8
Pace: 7; Parry: 10; Toughness: 21 (7)
Strain: 10/10; Wounds: 4
Hindrances: Bloodthirsty, Death Wish, Driven (major, Destroy Evil), Heroic, Loyal, Shamed (major, Fallen Cosmo Knight: Curse of the Invall’in), Wanted (minor, Splugorth)
Edges: Alertness, Arcane Resistance, Attractive, Brave, Champion, Command, Dirty Fighter, Elan, Expert, Inspire, Master Psionic, Power Points, Professional, Scholar, Tough as Nails, Tricky Fighter
Armor: T-11 Enhanced Heavy EBA (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str), Deathbringer Sword (Range Melee, Damage Str+2d12+4, AP 16, M.D.C., +1 Parry)
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Divination (Savage Worlds: Adventure Edition p159), Empathy (Savage Worlds: Adventure Edition p160), Fear (Savage Worlds: Adventure Edition p161), Mind Reading (Savage Worlds: Adventure Edition p165), Relief (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1); Healing, Fly.
[/LIST]

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: Begin with Psionics d6, Arcane Background (Psionics), Major Psionic, 20 ISP (10 base doubled), plus divination, mind reading, and smite*.
  • 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.
  • Psionics: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Divination (Savage Worlds: Adventure Edition p159), Empathy (Savage Worlds: Adventure Edition p160), Fear (Savage Worlds: Adventure Edition p161), Mind Reading (Savage Worlds: Adventure Edition p165), Relief (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Healing, Fly
  • Sense Supernatural Evil: Similar to a Psi-Stalker, Inquisitors may use Notice to detect the presence and location of supernatural beings or items, and with a raise know if it's evil or not. They can track beings and items using the Survival skill.
  • Shield of Inner Spirit: By expending 3 ISP as a free action the Sea Inquisitor can summon a mystical shield granting herself a bonus to Toughness equal to her Spirit for five rounds, after which it may be maintained for 1 ISP for an additional five rounds. Doesn't stack with the protection power.
  • Languages Known: Native (native, d8)
  • Fearless Paragons: Sea Inquisitors begin with the Arcane Resistance, Brave, Champion Edges. The bonus from each of these increases by +1 for each Rank after Novice.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Absur Life Node: +1 Die to Vigor and Spirit, +4 toughness, ignore gritty damage
  • Minor Psionics: Major Psionics, d6 Psionics, divination, smite (self), and Mind Reading
  • Silvered Weapon: ["Death Bringer sword"] (Hero's Journey): The crafter of this weapon knows something about vampires and other monsters in the world—she incorporated silver into its making.
  • Unnerving Presence (Hero's Journey): Your hero gains +1 on all social skill checks. If he has empathy, or fear, he gains a free reroll when using those powers.

Advances
Novice Advances
  • Edge: Tough as Nails
  • Raise Attribute: Vigor
  • Edge: More Power Points
Seasoned Advances
  • Edge: new power:heal, fly
  • Raise Attribute: Strength
  • Edge: Master Psionic
  • Edge: Command
Veteran Advances
  • Edge: Inspire
Current Load: 45 (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 StrengthValidity: Character appears invalid

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