Moira O'Dugan (inactive)

Home to characters who have been put into an official "Inactive Character Slot" for later use.
Locked
User avatar
Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Moira O'Dugan (inactive)

Post by Moira O'Dugan »

Character Name Moira O'Dugan
Player Name: Eric
Google Handle: 00tree

Rank:Novice Experience: 16 Advances Left: 1
Race: Human half Sihe
Iconic Framework: Super Powered character build
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) (+2 toughness for gear ) MDC

Skills:
Climbing d8
Fighting d8
Intimidation d4
Shooting d6
Streetwise d4
Survival d4
Swimming d4
Taunt d4
Throwing d6

Hindrances
  • Heroic (Major): Moira always helps those in need
    Stubborn (Minor): When Moira sets her mind to something that is what she is going to do unless there is a really good reason for her not to and that doesn't mean a logical one.
    Vow (Minor): Pledged a vow to the Sidhe court Knights whom are affectionately called the Knights of the goodly folk by the people of Inismore. Think of them as a supernatural cyberknight group that could very well exist on Rifts earth and can make for some interesting RP.
Edges
Brawny:
+1 toughness and 1.6 times carrying capacity and max lift.
Martial Artist Requirements:
This character is highly trained in hand-to-hand fighting. She is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, she adds +d4 to his Strength roll (as if he were using a small weapon).
Battle Hardened from the Talisman of Marduk (Patron Item):
+2 to soak rolls.
Linguist from the Talisman of Marduk (Patron Item):
The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.

Iconic Framework

Arcane Background (Superpowers)

Power Points total 45

Eldritch champion: 1 points
Having sworn a vow to the Sidhe court Knights Moira's physical attacks are all blessed with Eldritch power and thus count as Magic.

Sidhe physiology: 2 points
Being Sidhe blooded has extended Moira's lifespan to near immortality. Her actual age has yet to be determined due to periods of time she can not recollect (she's not too terribly bright ^_^ ) but every now and then an old memory resurfaces due to her long years . This has given her a +2 bonus to common knowledge rolls and all but stopped her physical deterioration due to the passing of time.

Trollish clansmen blood: 19 points
Her father being one of the Knights of the honorable troll clans has increased her physical abilities beyond that of a mortal human. The blessings of the goodly folk bestow upon her great might and durability. This gives her an additional 6 dice of strength with no limit and 6 additional toughness

Greater Gesa: 13 points
One of the abilities bestowed to the Sidhe Court Knights is the Greater Gesa. This powerful magic gives the knights protection against all but the most powerful attacks with the excetion of one element. Moira's Gesa is weak to fire which is explained below. However this enchantmant bestows 18 addition points of armor which is considered MDC armor.

Slow, ponderous but focused: 10 points
Trolls, being the stubborn creatures that they are, have the ability to perform horrendous feats of strength and break all but the most mystically enchanted of materials. When their mind is set on attacking this destruction can be terrifying to witness. With Moira's lineage, she is able to harness this ability just as other trolls of the court can. For a single attack per round her physical attack does and additional 3d6 Eldritch damage which is mega damage. Also when no other actions are taken (including movement) She can focus the strength of her kinsmen and ignore all the armor of inanimate objects and vehicles.

Complications:

Not Native to Rifts Earth: Has the Clueless hindrance.

Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.

Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.

Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.

Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.

Weakness to fire (Major): Much of Moira's durability is actually due to a Greater Gesa that protects her but as with all Gesa enchantments there is a weakness. The nature of her Gesa was one that is vulnerable to fire. She resists at –4 but damage is doubled for flames.

Allergy, Cold Iron: As a Sidhe blooded, She has a weakness to cold Iron. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance.

Distinctive D-Bee (Minor): The Sidhe are notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the Fae Court suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. Moira's eyes glow a slight Blue color in the dark, Her hair is blue and her physique looks like a comic book character's. These can be hidden if clothed correctly and goggles are used but even though she looks kind of human her magical nature is pretty obvious.

Advances
Initial Advances: (From Hindrances): Agility d8, Vigor d8
Free Edge (Human): Brawny
Novice 1 Advance: Spirit d6
Novice 2 Advance: Martial artist
Novice 3 Advance:
Seasoned 1 Advance:
Seasoned 2 Advance:
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Last edited by Moira O'Dugan on Fri Oct 12, 2018 9:26 am, edited 29 times in total.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
User avatar
Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: Moira O'Dugan

Post by Moira O'Dugan »

First glance
Height: 6'3"
Hair: Blue
Eyes: crystal blue that glow in the dark like an animal's
Build: extremely heavily muscled
Other features of note: Moira speaks with a heavy Irish accent. She has baby blue lips as well as all of her internal tissues being various shades of blue. She also bleeds blue. This is all due to her trollish ancestry.

History


Moira O'Dugan, What can be said about her? Her mother was a woman that lived alone in a small cottage in the lands of Inismore in the isle of Avalon. Her father was... something else. One of the honorable Sidhe knights of the Alavonian courts and part of the Troll clans. He fell in love with the woman and they had a daughter, Moira. Being of Sidhe blood, Moira began to exhibit supernatural abilities of those with the blood of the goodly folk running through their veins.

With a Trollish parent Moira's strength and toughness were much greater than that of the average mortal man. With her supernatural gifts, Moira traveled for several centuries having adventures and championing the causes of those that are unable to fight for themselves. During one such battle with a powerful blooded sorcerer, the last act of the evil spellcaster before he fell over the edge of a cliff, was to release a powerful vortex of chaos magic which swirled into a rift.

Moira was instantly transported to rifts earth where her powers were amplified due to all the active energy of the planet. She now roams the lands helping people in need and with the nature of the planet, there was no shortage of them. The 6'3" blue haired and eyed woman decided it didn't matter where she was and she set off to help those in need.

The rest will of her story will play in on Rifts earth.
Last edited by Moira O'Dugan on Wed Jun 07, 2017 7:56 am, edited 12 times in total.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
User avatar
Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: Moira O'Dugan

Post by Moira O'Dugan »

Gear

Victorian style clothing and umbrella with pack containing spare cloths, a bed roll and some old money that is now useless.

Victorian style long coat (Rifts Patron Item)

The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness (in Savage Rifts, this stacks with other all sources of toughness per VV)
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Talisman of Marduk (Patron Item)

These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day.
The character gets the use of the Linguist edge.
Sight of Destiny: (arguably the most useful ability of the Talisman but Miora doesn't really think of this kind of stuff so it will never be used unless someone else points it out. for her LOL)The wearer is able to peer into the depths of time and space to view events as they happen.
The wearer gains the Clairvoyance power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour.
Last edited by Moira O'Dugan on Sat Sep 08, 2018 1:57 pm, edited 3 times in total.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
User avatar
Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: Moira O'Dugan

Post by Moira O'Dugan »

Image
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Moira O'Dugan

Post by Ndreare »

please Join so we can coordinate your addition to the group.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Locked

Return to “Cryo-Freeze”