Victor - Human Necromancer

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Victor
Posts: 3
Joined: Fri Mar 03, 2023 8:08 pm

Victor - Human Necromancer

Post by Victor »

HJ 2d20: [8, 14] = 22
User avatar
Victor
Posts: 3
Joined: Fri Mar 03, 2023 8:08 pm

Re: Human Necromancer

Post by Victor »

Victor
Novice Male Human, Necromancer

Iconic Framework: Necromancer

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Intimidation d6, Language (Native) d8, Notice d8, Occult d10, Persuasion d4, Repair d8, Shooting d4, Spellcasting d8, Stealth d6, Thievery d6
Pace: 6; Parry: 5; Toughness: 5
Strain: 6/6
Hindrances: Curious, Quirk (), Vengeful (minor)
Edges: Artificer, Channeling, Danger Sense, Major Item Creation, Master of Magic, Minor Item Creation, Power Points
Armor: Ley Line Walker Light Armor (TW) (Armor 3)
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Tommy Gun (.45) (Range 12/24/48, Damage 2d6+1, ROF 3, AP 1), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Magic (Rifts® TLPG)PPE: 15Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Divination (Savage Worlds: Adventure Edition p159), Fear (Savage Worlds: Adventure Edition p161), Object Reading (Savage Worlds: Adventure Edition p165), Slumber (Savage Worlds: Adventure Edition p168), Zombie (Savage Worlds: Adventure Edition p170-171)
Special Abilities
Magic: Power Points: 15; Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Divination (Savage Worlds: Adventure Edition p159), Fear (Savage Worlds: Adventure Edition p161), Object Reading (Savage Worlds: Adventure Edition p165), Slumber (Savage Worlds: Adventure Edition p168), Zombie (Savage Worlds: Adventure Edition p170-171)
Power Activators: Magic users must be able to gesture and speak to cast spells.
Languages Known: Native (native, d8)
Arcane Background (Magic): Necromancers begin with divination, zombie and three powers, Master of Magic, the Power Points Edge, a d6 Spellcasting skill and 15 PPE.
Bone Magic: Necromancers begin with d6 Repair and the Artificer Edge.
Necromantic Prodigy: Get a free reroll (can't reroll Critical Failures) on all Spellcasting rolls related to: boost/lower Trait, divination, drain Power Points, fear, slumber, zombie.
Phylactery: Craft an enchanted memento mori to store PPE drained via the Siphon PPE ability. As PPE batteries, Phylacteries can indefinitely hold up to Spirit × 3 PPE.
Siphon PPE: Can drain mystical energy as per the Siphoning PPE Setting Rule.
Spiritual Awareness: Gain detect/conceal arcana as an Innate Ability with the Range (Self). They can sense supernatural beings and see ghosts, ethereal beings, and anyone using the invisibility power within line of sight with a Notice check.
Undead Link: Gains a natural healing roll once per day. Necromancers get a free reroll (can't reroll Critical Failures) on all social checks involving undead or spirits, and cannot be turned into a vampire against their will. They gain a +4 bonus to resist a vampire's puppet.
Cybernetics: A Necromancer's regenerative abilities mean their bodies reject all cybernetic implants.
Enemies: Necromancers are “shoot-on- sight” targets for the Coalition. Evil Necromancers treat their heroic peers as foes.
Oath: Only raise the willing. Before casting zombie on a corpse, use divination to gain the deceased spirit’s permission; using divination for this express purpose is an Innate Ability costing only 2 PPE.
Spooky: Suffer a −2 penalty to Persuasion, except when they’re dealing with the spirits of the dead, sapient undead, and necromancer communities.


Advances
Novice Advances
Raise Skills: Fighting/Intimidation
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Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Atlantis and the Demon Seas, 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
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