Machinations Character Ideas - Murp

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Murp
Posts: 10
Joined: Sun Feb 27, 2022 7:24 pm

Machinations Character Ideas - Murp

Post by Murp »

Ace Hunter - MARS Vagabond - WIP
1d20: Choose one body armor and apply any body armor table result to it
1d20: Add one Vigor die and the Nerves of Steel edge

Experience and Wisdom:1d20 Strong Willed edge
Experience and Wisdom (Vagabond Bonus):1d20 Background edge (Charismatic)
Education:1d20 +3 points to smarts based skills
Underworld and Black Ops (Free):1d20 Scrounger edge
Ranged Weapons:1d20 Choose any ranged weapon


Money: 4d6*10*10
Goods: 2d4*10*50
Murp
Posts: 10
Joined: Sun Feb 27, 2022 7:24 pm

Re: Machinations Character Ideas - Murp

Post by Murp »

Ace Hunter
Seasoned Human, MARS Vagabond

Iconic Framework: MARS Vagabond

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d4, Common Knowledge d8, Fighting d4, Intimidation d12, Language (Native) d8, Notice d4, Persuasion d12+2, Stealth d4, Taunt d12
Pace: 6; Parry: 4; Toughness: 14 (5)
Strain: 8/8
Hindrances: Big Mouth, Driven (minor, ), Overconfident
Edges: Attractive, Bolster, Charismatic, Elan, Genius, Hard to Kill, I Know a Guy, Iron Jaw, Killer Instinct, Luck, Nerves of Steel, Rabble-Rouser, Scrounger, Strong Willed, Very Attractive
Armor: T-10 Infantry Medium EBA (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), 4x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.), JA-12 “One Man Army” Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Gear: Backpack, NG-S2 Survival Pack, 2x Pistol E-Clip, 2x Rifle E-Clip
Language: Native (native, d8)
Current Wealth: 350 cr

Special Abilities
Languages Known: Native (native, d8)
Begin with +4 skill points.:
4 Advances: MARS Packages start with 4 advances at Seasoned
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Vagabond: Begin with Elan, Luck, Hard to Kill, and one more Edge of choice

Starting Bennies: 4
Advances
Novice Advances
Raise Attribute: VigorEdge: Iron JawEdge: BolsterSeasoned Advances
Edge: I Know a GuyEdge: Rabble-Rouser
------------------

Current Load (normal/combat): 69 / 49 (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 valid and optimal
Murp
Posts: 10
Joined: Sun Feb 27, 2022 7:24 pm

Re: Machinations Character Ideas - Murp

Post by Murp »

Shifter character
HJ rolls
Training (bonus roll for machinations game) 1d20 +1 die in Repair and Mr. Fix it edge
Magic and Mysticism 1d20 One power gains automatic raise effect (Elemental Manipulation)
Magic and Mysticism 1d20 Select one power normally unavailable (Elemental Manipulation)
money
4d6*10*10
2d4*10*50
Last edited by Murp on Sun Mar 06, 2022 9:04 pm, edited 1 time in total.
Murp
Posts: 10
Joined: Sun Feb 27, 2022 7:24 pm

Re: Machinations Character Ideas - Murp

Post by Murp »

Claudia Korvo

Novice Human, Shifter

Iconic Framework: Shifter
Background
Claudia was an orphan who grew up in the Chi-Town burbs’ under the care of a Mystic who provided clandestine medical services for those deemed undesirable to the Coalition States. The man who she called her uncle, taught her how to use magic as his apprentice in the hopes that Claudia would one day follow in his footsteps of helping the downtrodden.

She took to it well, learning the trade quickly while also taking the necessary steps to hide her abilities from the general public, and to further use magic to conceal her aura so as to avoid the dog boy sniffers that would come through the area on occasion. Before long she was able to assist her uncle in tending the wounded that would fall upon their doorstep.

She absorbed knowledge like a bucket of sand to water, appearing to have been an unexpected prodigy while quickly learning every spell her uncle had to offer her. His small offerings no longer satisfying her thirst as she begged him for more to study. As most wizened figures would do, her uncle cautioned her against delving too deeply too quickly, wishing for her to gain the wisdom needed to use the power she was learning properly first before amassing a giant wealth of dangerous magics.

To stress his point, her uncle cut her off from his tomes entirely, encouraging her to focus on aiding those in need instead of pursuing a pointless search for ever more magic. But Claudia’s hunger for more could not be contained, the young witch resorting to finding more magics on the black market that had made their way to the burbs at a premium. Such spells were far more dangerous and direct than she had been used to, ones which dealt with otherworldly entities, temporal holes in dimensions and other “forbidden” things.

Not one to be so foolish as to try and make a deal with a demon or similar darkened entity, Claudia felt it would be pretty safe to attempt to conjure a small elemental while her uncle had been away purchasing supplies. From what she had read, they were playful creatures that loved to experience the world rather than being malevolent entities bent on corruption.

Claudia’s first test of such had worked perfectly, as she summoned forth a miniature fire elemental in the basement of their house. The tiny ball of flame did indeed look cute and harmless, paying her no mind as it immediately got excited and started to dash around the place, lighting everything on fire in its wake as went to explore its surroundings. By the time she had frantically dispelled the summon and returned it back to its home plane, the entire shack was burning down around her.

She had made it out before it had completely collapsed, but not before taking several severe burns across her skin and face that would remain with her even after her shocked uncle had returned several hours later to patch her up. When their inevitable discussion would take place afterwards over the life lesson that she had learned at the expense of their house, Claudia indicated that she should have summoned a water creature as well to counteract the flame as a viable future solution.

It was evident that there was something unnaturally relentless in the young witch, scarred from her burns as she had been, should have been enough to dissuade her from continuing down this path. Her uncle wanted no part of what she was to become, as he kindly told her that it was time for them to part ways at long last. Giving to her a handful of credits and some basic equipment to go and seek out her own destiny, as she would not find it there with him.

The sudden dismissal stung, though not as much as it should have. Already the girl had been wondering what her next step should be. The black market with its trove of magics at high prices was certainly promising for seeing what else she could learn, but she lacked the credits to purchase more of the addicting and highly illegal tomes. Standing before the ruins of her old house, she heard a passing merc mention that he was heading south to join something called “The Black Company” because he wanted to strike it rich.

Not having any idea what it even was, she felt this was a promising path to take as she walked up to the man and told him outright that she was going to go with him.


Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4
Skills: Academics d6, Athletics d4, Common Knowledge d6, Language (Native) d8, Notice d6, Occult d10, Persuasion d4-2, Repair d10+2, Research d8, Shooting d4, Spellcasting d10, Stealth d4
Pace: 6; Parry: 2; Toughness: 9 (4)
Strain: 4/4; Corruption:
Hindrances: Curious, Phobia (minor, Pyrophobia), Ugly (minor)
Edges: Artificer, Elementalist, Familiar Link, Ley Line Gate, Ley Line Phasing, Master of Magic, Minor Item Creation, Mr. Fix It, Power Points, Rapid Recharge (Magic)
Armor: Adventure Survival Armor (TW) (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), Lightning Rod (Range 12/24/48, Damage 2d12, ROF 3, AP 4), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: 1500 credits worth of enchanting components, NG-S2 Survival Pack, 2x Pistol E-Clip, Wooden Cross
Language: Native (native, d8)
Current Wealth: 1,600 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 15
  • Powers: Banish (Savage Worlds: Adventure Edition p154), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Elemental Manipulation (Savage Worlds: Adventure Edition p160), Slow/Haste (Sloth/Speed; Savage Worlds: Adventure Edition p167; Temporal Trappings), Summon Ally (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
Special Abilities
  • Magic: Power Points: 15; Powers: Banish (Savage Worlds: Adventure Edition p154), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Elemental Manipulation (Savage Worlds: Adventure Edition p160), Slow/Haste (Sloth/Speed; Savage Worlds: Adventure Edition p167; Temporal Trappings), Summon Ally (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Native (native, d8)
  • Body Armor: +2 vs all Hazards
  • Arcane Background (Magic): Begin with banish, drain Power Points, summon ally, teleport and one extra power. They start with the Master of Magic, Power Points, and Rapid Recharge Edges, as well as d6 Occult, d6 Spellcasting, and 15 PPE.
  • Bind the Summoned: Reduce his maximum PPE by the amount needed to originally cast summon ally. The creature remains bound to his service until released or Incapacitated (in either case, returns to its home dimension). Shifters may only have one bound entity per Rank. Once released, the Shifter recovers PPE normally. Bound allies are summoned with a raise, granting them the Resilient ability. In Magic Rituals, Shifters ignore up to four points of arcane skill roll penalties for Improved Duration.
  • Communication Rift: Can open micro-Rifts, to send and receive spoken messages. Near a nexus point or on a ley line the cost is 15 PPE, 50 PPE otherwise. With a Spellcasting roll and a full round, reaches a known location in his dimension (no penalty) or a known target dimension (−2 penalty). The micro-Rift lasts one minute per Rank, who now counts as having visited the target destination. Random dimensions may be contacted this way.
  • Dimension Sense: With a successful Spellcasting roll, a Shifter gains information about a dimension he is in or views through a Rift (even a micro-Rift).
  • Dimensional Teleport Home: Once per day for 25 PPE, can teleport himself home regardless of distance. Only the Shifter, his carried gear, and a familiar are moved this way.
  • Expanded Awareness: Shifters detect arcana as an Innate Ability with the Range (Self). With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional energies per the Presence Sense power modifier (activations of sloth/speed, summon ally, teleport, and so on).
  • Ley Line Phasing and Ley Line Gate: Shifters have these Ley Line Walker edges.
  • Ley Line Magic Mastery: Shifters add two dice to their pool when rolling for available PPE.
  • Psychotically Brave: Gain +1 to Fear checks and −1 from Fear Table results per Rank.
  • Sense Rifts: Can sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Shifters can sense Rifts anywhere along the line's length.
  • Shift Reality: Get a free reroll on Spellcasting rolls related to: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Rifts and Dimensional Portals.
  • Corruption: Each time the Shifter summons or consorts with an evil being, make an opposed Spirit check. If the Shifter loses, she gains a point of Corruption. Future corruption contests suffer a penalty equal to the current corruption. When she gains a number of Corruption points equal to half her Spirit die type (rounded up), she is no longer a player character.
  • Cybernetics: Impose a −1 to the Shifter's Spellcasting rolls for each point of Strain.
  • Disconnected: They have a −1 Persuasion penalty in social situations involving those not immersed in the occult.
  • Enemies: Shifters frequently provoke a hostile reaction. Shifters who swear fealty to a power opposing Lord Dunscon will likely find the True Federation hostile as well.
  • Spellslinger (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.

Advances
Novice Advances
  • Edge: Familiar Link
Current Load (normal/combat): 33.25 / 13.25 (21)
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 valid and optimal

Created with Savaged.us

FAMILIAR LINK ALLY
Kuirilaro

Novice Awakened Raven Familiar


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Academics d6, Athletics d6, Fighting d6, Language (Native) d8, Notice d6, Occult d6, Persuasion d4, Research d6, Science d4, Stealth d6, Survival d6, Thievery d6
Pace: 6; Flying Pace: 12; Parry: 5; Toughness: 3; Size: Very Small (-3, Size mod -4)
Strain: 6/6
Hindrances: Cautious, Greedy (minor), Loyal, Stubborn
Edges: Arcane Background (Magic), Luck
Weapons: Unarmed (Range Melee, Damage Str)
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 10
  • Powers: (none selected)
Special Abilities
  • Reduced Core Skills - Common Knowledge: This race starts with one less core skill. The skill may be gained normally but does not start at a d4. This may be taken once per core skill affected
  • Low Light Vision: The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
  • Flight (Pace 12): The species can fly at a Pace of 12 per round, and “run” for extra movement as usual. Maneuvering uses the Athletics skill. Racial flight presumes some kind of wings which can be targeted or fouled (a Bound or Entangled character cannot fly).
  • Increase Core Skill to d6: Notice
  • Size -3: The entity is smaller than average, reducing its Size and Toughness by 3.
  • Magic: Power Points: 10
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Native (native, d8)
Starting Bennies: 4
Current Load: 0 (21)
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 valid and optimal

Created with Savaged.us
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