Adalaine "Addy" McKenny

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
Post Reply
User avatar
Arn The Traveler
Posts: 19
Joined: Thu Apr 28, 2022 10:45 am

Adalaine "Addy" McKenny

Post by Arn The Traveler »

Adalaine "Addy" McKenny

Novice Female Human, Burster

Iconic Framework: Burster
Background
Age 15

Born to a wealthy family of land barons in North West Texas, Adaline never lacked access to the comforts that life has to offer; from education, fashion, and cuisine . Raised to believe she was of superior stock, Addy was sure of her place in the world and her future. Anything she wanted would be hers. She would marry a pliable man of good family and assume control of her family’s extensive estate and continue her life of privilege. Fate had other ideas.

On the eve of her 15th birthday, a grand gala was prepared for her. Anyone who was worth mentioning in the area would be there. The sounds of revelry filled the manor hall. As the evening wore on, Addy began to experience feelings unknown to her. Something dark…but…smoldering? Everytime her mind tried to classify these feelings, they just slipped from her . Her skin felt cold, clammy. She needed warmth, NOW. Despite the blazing hearth in the dance hall she shivered uncontrollably, so the only thing to do was to feed the flame. Every scrap of firewood was tossed in, when that wasn’t enough she demanded the servants break down the wood furniture in the hall and toss it on the fire. Meekly complying, every table, chair, and rack was consumed. The guests began to sweat, whispering among themselves about the rapidly deteriorating behavior of the young heiress.

It wasn’t enough. There has to be more. When the servants balked, Addy hurled tapestries and carpets, Golden Age paintings and priceless artifacts of times gone by into the hungry flames. The embers sleeping inside her needed to be awakened, by any means! It wasn’t enough, soon Adalaine seized her guests’ coats and cloaks heedlessly to be added to the pyre. It wasn’t enough. Her parents burst onto the scene, demanding to know what was going on. What scene that greeted them terrified the McKenny’s to their core; guests fleeing left and right, a fire that had grown so large the hearth could no longer contain it, spreading as if it were a living thing. And in the middle of it all stood Addy. Her eyes aglow with a burning red light with smoke emanating from her mouth as she whispered to the power deep inside her: “it’s not enough…it’s not enough….it’s not enough”.

Mrs. McKenny’s scream pierced the air at the sight of what her daughter had become. The fire surged across the floor and up the walls, those who could not flee fast enough were consumed. Badly burned, the McKenny’s ran into the night, all the way to a nearby Coalition outpost where they told the soldiers stationed there everything they saw. A strike force was dispatched immediately and all they found at first was the ashen remains of the McKenny Manor. Then the wind carried a whisper to them……”It’s not enough.” then everything was in flames. When the smoke cleared, Addy strode through the bodies of the dead into an uncertain future on her own. She would seize control of these new abilities, claim what she desires and make her way in the world.

Would it be enough?



Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d4
Skills: Academics d4, Athletics d6, Common Knowledge d6, Language (Native) d8, Language (Spanish) d4, Notice d6, Persuasion d6-1, Psionics d8, Riding d6, Shooting d6, Stealth d6, Survival d4
Pace: 6; Parry: 2; Toughness: 9 (4)
Strain: 4/4
Hindrances: Mean, Quirk (always feels cold), Young (minor)
Edges: Blaster, Improved Fire Mastery, Major Psionic
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), Flame Bolt (Range Smarts x2, Damage 3D6, M.D.C.), Flame Bolt (heightened) (Range Smarts x2, Damage 4D6, M.D.C.), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Spanish (d4), Native (native, d8)
Current Wealth: $0
Arcane Background: Psionics (Tomes & Prayers)
  • Power Points: 10
  • Powers: Elemental Manipulation (Savage Worlds: Adventure Edition p160; Skill Bonus: +1), Mindscream (Confusion; Savage Worlds: Adventure Edition p157), Telekinesis (Savage Worlds: Adventure Edition p169), Telepathy (Mind Link; Savage Worlds: Adventure Edition p164-165)
Special Abilities
  • Psionics: Power Points: 10; Powers: Elemental Manipulation (Savage Worlds: Adventure Edition p160; Skill Bonus: +1), Mindscream (Confusion; Savage Worlds: Adventure Edition p157), Telekinesis (Savage Worlds: Adventure Edition p169), Telepathy (Mind Link; Savage Worlds: Adventure Edition p164-165)
  • Innate Power Bolt Blaster Edge Effects: BLASTER (+2): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
  • Languages Known: Spanish (d4), Native (native, d8)
  • Arcane Background (Psionics): A Burster begins with Arcane Background (Psionics) choosing three powers from the list above, the Blaster and Major Psionic Edges, and a d6 Psionics skill.
  • Everything Burns: The fires started by the Burster are some of the most intense possible and can set almost any material aflame. When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Fiery Aura: As an action (no roll or ISP required) a Burster can surround himself with a damage field of flame and heat, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to himself (stacks with protection and natural armor, but not worn armor). This fiery aura also adds 1d6 damage to any Fighting attack he makes. If the Burster spends 3 ISP when activating Fiery Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Fiery Aura goes away whenever the Burster is Incapacitated or unconscious.
  • Fire Mastery: The Burster has the Innate Ability to create, control, and eliminate minor fire, heat, and smoke effects using elemental manipulation for no ISP. As an action, she may activate the Elemental Fury or Exalted
    Manipulation modifier costing no ISP.
    Non-arcane environmental protection
    has no effect against this ability.
  • Firewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Flame Bolt: The Burster can hurl forth a flaming bolt of 3d6 Mega Damage (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as normal. Flame Bolt is Range Smarts ×2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
  • Cybernetics: Cyberware isn't a good option for a Burster as they interfere too
    much with his powers. If circumstances force a bionic addition, each point of
    Strain imposes a −1 penalty to the Psionics skill.
  • Enemies: As with any powerful psychic, the Coalition and True Federation consider Bursters allied with enemy factions a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice.
  • Quirk—Pyromaniac: Though most are not sociopathic arsonists, Bursters tend to have a thing about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous (at least most of the time).
Starting Bennies: 4
Books In Use: Savage Worlds: Adventure Edition, Artificer’s Codex, Fantasy Add-On - Bards and Minstrels, Fantasy Add-On - Companions & Familiars, Fantasy Add-On - Fighters and Warlords, Fantasy Add-On - Tomes & Prayers, Fantasy Add-On - Wizards & Mystics, Herbal Alchemy, Interface Zero 3.0, 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 Manual, Summoner's CircleSetting 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

Created with Savaged.us
Addy.jpeg
Post Reply

Return to “Supporting Cast”