Google Handle: Ndreare
Echo
Legion Rank: Specialist 2nd Class: 495/wk
Rank: Veteran Experience: 47 Advances Left: 0
Race: Living Spell Iconic Framework: Super Powers Companion 2
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Charisma: +6; Pace: 6" (Varies); Parry: 5 (Varies);
Toughness: 11 (6) in natural or resting state with armor on.
Skills:
Trained Skills
- Fighting d6 (2)
- Healing d6+2 (HJ, +4 with armor)
- Notice d8 (2, +1 advance, +6 powers = d12+4)
- Persuasion d8+6 (2, +1 advance)
- Shooting d6 (2)
- Stealth d6 (2, +2 In urban or Woodlands, +3 powers = d12+2, When wearing Cloak d12+6)
- Streetwise d8+6 (3)
- Tracking d6 (2, +2 powers = d6+2)
Untrained Skills
- Boating d4 (0)
- Climbing d4 (0)
- Driving d4 (0)
- Gambling d4 (0)
- Investigation d4 (0)
- Knowledge (Arcana) d4 (0)
- Knowledge (Computers) d4 (0)
- Knowledge (Cybernetics) d4 (0)
- Knowledge (Electronics) d4 (0)
- Knowledge (Engineering) d4 (0)
- Knowledge (History) d4 (0)
- Knowledge (Medicine) d4 (0)
- Knowledge (Politics) d4 (0)
- Knowledge (Science) d4 (0)
- Lockpicking d4 (0)
- Piloting d4 (0)
- Riding d4 (0)
- Survival d4 (0)
- Swimming d4 (0)
- Taunt d4 (0)
- Throwing d4 (0)
Hindrances
- Iconic - Achilles Heel: Echo’s nature includes 1 additional major hindrance and 2 additional minor hindrances.
- Iconic - 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.
- Iconic - Clueless: Echo is from another dimension entirely and begins with the Clueless Hindrance suffers -2 to all common knowledge rolls related to Rifts earth.
- Iconic - 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.
- Iconic - 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.
- Iconic - Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
- Achilles Heel - Hindrance (Major): Vulnerability – Echo is a magic spell, arcane background magic casters can determine this with a raise using detect arcana, or a normal success with exalted detect arcana. If it is targeted by or within the effect of a banish, dispel, or drain power points spell it must make a Spirit roll or suffer a wound. Echo suffers -2 is a mega version is used and an additional -2 if a raise was rolled. (Echo and her powers are considered magic and can be disrupted as such including the by other arcane backgrounds at -2 as per the normal rules.)
- Achilles Heel - Loyal (Minor): Echo will do whatever it takes to remain with the people who provide her with purpose.
- Achilles Heel - Cautious (Minor): Echo, likes to be prepared and think things through before action. Unfortunately this means many times people consider her overly careful.
- Achilles Heel - Conflicted Desires (Minor): Echo is fascinated with technology is all its ways. But unfortunately has proven to have no capacity for understanding it, even with its efforts to master such things it is unable to. It suffers -2 to all repair rolls with electronic devices and when used they break on a roll of 1 (regardless of wild die).
- Selected - Curious (Major): Echo must know everything and is constantly seeking every new piece of information. Unfortunately this approach has prevented her from mastering skills many adventurers quickly excel at.
- Selected - Quirk (Minor): Echo is constantly imitating the personality of others as needed, and frequently tells stories of the many things it has done in that past. However, the stories are often inconsistent as they are fabricated from the thousands of times it has been used as a spell before being able to assert self-control, frequently involve her dying, and lack the background context people expect from a story.
- Selected - Total Cybernetic Intolerance (Minor): Unlike other AB Super Power Characters Echo’s nature is completely incompatible with cybernetics of any kind. In addition, any installation of cybernetics causes strain penalties to all its powers until reconstruction can reject the abominations.
- Super Karma – Small (Major): -1 Toughness, in its natural state Echo is only 40 kilograms.
Edges
- Arcane Background (Super Powers): The character has 40 power points to spend from the Super Powers Companion 2nd edition.
- Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the Mastery, and Dynamic Duo edges.
- Subtle Empathy: Echo pays very close attention to people, genuinely cares, and naturally picks up on people's expectations making subtle adaptations to put them at ease. (This is a trapping for Attractive, Very Attractive, and Charisma combined into one edge. +6 Charisma)
- Killer Instinct: Echo has little compunction about doing what needs done and is driven to stay self aware at all cost. It wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”.
Heroes Journey - Elan: +2 when spending a Benny on a Trait roll (including Soak rolls)
- Healer: Echo receives a +2 to all healing rolls for self or others.
- Contact: Echo has friends in the Black Market. Most notably Nolan Fields, who operates out of the area of Castle refuge.
- Scrounger: A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to acquire one item from TLPG page 74
- Thief: +2 Climb, Lockpick, Stealth, or to disarm traps.
- Woodsman: +2 Tracking Survival, and Stealth
Advancements - Danger Sense: Echo can make a Notice roll at -2 to begin combat on Hold.
- Fleet Winged: Echo loves flying and pushing its limits. When in a form with wings it increases flying pace by +2" and uses a d8 as its running die.
- Contact: Echo made a contact with X GM TO PROVIDE NAME X of Chivalry & Sorcery in Whykin