Al
Seasoned Male Elf, MARS Vagabond, and Rogue
Iconic Framework: MARS Vagabond
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d4, Common Knowledge d6, Electronics d8, Fighting d8, Language (Dragonese/ Elven) d8, Notice d8, Persuasion d6+2, Shooting d8, Spellcasting d8, Stealth d10, Thievery d10+1
Pace: 6; Parry: 6; Toughness: 12 (4), Strain: 8/8
Hindrances:
- Anemic
- Curious
- Driven (minor, To be the Best)
- Loyal
- Quirk (Culturally Superior)
Edges:
- Arcane Background (Magic)
- Attractive
- Brawny
- Charismatic
- Common Bond
- Elan
- Filthy Rich (setting)
- Hard to Kill
- I Know a Guy
- Luck
- Master of Magic
- Quick
- Scrounger
- Thief
Armor: Plastic-Man Light EBA (Armor 4)
Weapons:
- Unarmed (Range Melee, Damage Str)
- Iceblast Shotgun (Range Melee, Damage d8+1, ROF 1)
- Survival Knife (Range Melee, Damage Str+d4)
- TX-11 Sniper Laser Rifle (Range 24/48/96, Damage 4d6+1, ROF 1, M.D.C.)
- Telekinetic (TK) Revolver (Range 12/24/48, Damage 3d6, ROF 1, AP 3)
- Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
- Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Language Translator, NG-S2 Survival Pack, Shadow Cloak (TW), Wooden Cross
Language: Dragonese/ Elven (native, d8)
Current Wealth: 0 cr
Arcane Background: Magic (Rifts® TLPG)
PPE: 10
Power Activators: Magic users must be able to gesture and speak to cast spells.
Powers:
- Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158)
- Mara's Enhancement (Boost Trait; Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited); Skill Bonus: +2)
- Shield Spell (Deflection; Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +1)
Special Abilities
- D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
- Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
- Driven: Elves have the Driven (Minor) Hindrance.
- Impudent: All elves have the Quirk (Minor—Culturally Superior) Hindrance.
- Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
- Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
- Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
- Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves.
- 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
- Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance
Starting Bennies: 4
Advances
Novice Advances
- Raise Attribute: Agility
- Edge: Attractive
- Raise Skills: Notice/Stealth
Seasoned Advances
- Raise Attribute: Smarts
- Edge: Charismatic
- Raise Skills: Notice/Thievery
Current Load: 54.25 (61)