Tormento

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Tormento
Posts: 15
Joined: Fri Feb 19, 2021 3:08 am

Tormento

Post by Tormento »

1d20: [3] = 3 [roll] 1d20: [3] = 3 MARS Fortune & Glory[/roll]
[roll]MARS Fortune & Glory 1d20: [5] = 5 [/roll]
[roll 1d20: [9] = 9 Psionics][/roll]
[roll] 1d20: [16] = 16 Psionics[/roll]
[roll]Psionics 1d20: [6] = 6 [/roll]
[roll] 1d20: [20] = 20 Experience & Wisdom[/roll] FILTHY RICH
[roll]FILTHY RICH 1 1d20: [4] = 4 Enchanted Items & Mystic Gadgets[/roll]
[roll]FILTHY RICH 2 1d20: [6] = 6 Enchanted Items & Mystic Gadgets[/roll] 1d20: [13] = 13
[roll]FILTHY RICH 3 1d20: [7] = 7 Enchanted Items & Mystic Gadgets[/roll]
[roll]FILTHY RICH 4 Enchanted Items & Mystic Gadgets[/roll]
[roll] 1d10: [4] = 4 PSYCHE DEGRADATION[/roll]
[roll]INITIAL FOUNDS 4d6: [3, 5, 2, 4] = 14 2d4: [3, 4] = 7 [/roll]
Dice rolls
1d20: [4] = 4
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Tormento
Posts: 15
Joined: Fri Feb 19, 2021 3:08 am

Re: Tormento

Post by Tormento »

Tormento
Seasoned Male Psi-X Alien, MARS Vagabond
Iconic Framework: MARS Vagabond

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d4 (d12+1), Vigor d4
Skills: Athletics d4, Common Knowledge d10-2, Fighting d8, Language (American) d8, Notice d12, Persuasion d8, Psionics d12+2, Shooting d8+1, Stealth d8
Pace: 6; Parry: 6; Toughness: 17 (10)
Strain: 4/4
Hindrances: Cautious, Habit (major, Tobacco), Loyal, Mild Mannered, Quirk (Speak like Master Yoda), Small
Edges: Adept ( Boost Trait, Warrior`s Gift ), Channeling, Concentration, Danger Sense, Elan, Filthy Rich, Genius, Hard to Kill, Luck, Major Psionic, Master Psionic, New Powers (Boost/Lower Trait, Healing), New Powers (Warrior's Gift, Slumber), Power Points, Quick
Armor: Huntsman Medium Personal Armor (Armor 5), Wave Strider Bio-Armor (Armor 8) ( Fortune and glory +2 armor)
Weapons: Unarmed (Range Melee, Damage Str), Dinosaur Dagger/Knife (Range 3/6/12, Damage d4, ROF 1, AP 2), Iceblast Shotgun (Range 12/24/48, Damage 1-3d8+1, ROF 1, AP -), Silver Dagger/Knife (Range 3/6/12, Damage d4, ROF 1), SteelTree Dagger/Knife (Range 3/6/12, Damage d4+2, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Communications Band (TW), Magic Optic System (TW), NG-S2 Survival Pack, Shadow Cloak (TW), Wooden Cross
Language: American (native, d8)
Current Wealth: 29275.00 cr
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 40
Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +1), Darksight (Savage Worlds: Adventure Edition p157), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Farsight (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Intangibility (Savage Worlds: Adventure Edition p163; Limitations: Touch (limited)), Mind Link (Savage Worlds: Adventure Edition p164-165), Slumber (Savage Worlds: Adventure Edition p168), Telekinesis (Savage Worlds: Adventure Edition p169), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Limitations: Self (limited))
Complex Cantrips: (none selected)
Special Abilities
Psionics: Power Points: NaN; Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +1), Darksight (Savage Worlds: Adventure Edition p157), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Farsight (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Intangibility (Savage Worlds: Adventure Edition p163; Limitations: Touch (limited)), Mind Link (Savage Worlds: Adventure Edition p164-165), Slumber (Savage Worlds: Adventure Edition p168), Telekinesis (Savage Worlds: Adventure Edition p169), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Limitations: Self (limited))
Languages Known: American (native, d8)
Bio-Skin: Retractable as a free action, -2 Notice to detect it, +4 against Cold, Heat, Disease, Poison, and Radiation and 1 hour air, breathe underwater, swim at full Pace, Max Depth 2.5 miles, walk on water, +2 Athletics (swimming)
Magic Optics: +2 Notice sight based, 1 PP/hour.
NGS2 Bonuses: +1 Athletics (climbing), +1 Survival (navigation), +1 Survival (trapping/fishing), +2 vs cold/heat Hazards (tent).
NGS2 Gear: Climbing (50' cord, 4 pitons, hammer), compass/inertial mapper (w/signaling mirror), emergency kit (4 signal flares, 7 days rations), fire kit (flint sparker, pocket lighter), first aid kit (3 charges), flashlight/radio (crank and solar), sanitation (water filter, 2 canteens, mess kit, soap, cloth), two-person tent and sleeping bag.
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
Mind over matter (Hero's Journey): Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
Racial Abilities
Addictive Personality
All Psi-X Aliens suffer from Habit (Major, Tobacco)).
Dissociative Disorder
Gain the Quirk (Minor, Speak like Master Yoda) Hindrance.
Hyper-Intelligent
Start with a Smarts d8, adjust Trait maximum to d12+2.
Light Sensitive
Must wear goggles or other protective eye wear to avoid a −2 penalty to Notice checks and ranged attacks in bright light conditions.
Little Green Men
Initial Reactions to them typically start at Uncooperative.
Low Light Vision
Psi-X Aliens ignore Dim and Dark Illumination penalties.
Mind Over Matter
−1 penalty to all Strength (including damage) and Vigor rolls, and a −1 to Toughness.
Natural Psionics
Psi-X Aliens begin with the Arcane Background (Psionics) and Power Points Edges, 15 ISP, a Psionics skill of d6, and start with three powers: mind link, telekinesis, and one other power from the Mind Melter’s list of psionics. They naturally telekinetically hover and move a few feet above the ground at their base Pace—at no cost as a free action—and must concentrate to walk on their own two legs. If a Psi-X Alien chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are those listed above (even if not normally allowed by that Framework) and he gains two additional powers to his starting total (e.g., a Psi-X Burster starts with five powers, etc.).
Obsessive Interest
Begin with one Smarts based skill of their choice at d4 and gain +2 when using that skill. Select Skill: Psionics
Out of It
They suffer a −2 to all Common Knowledge rolls.
Owl-Eyed
Gain +2 on sight-based Notice checks.
Psychic Sight
Detect arcana power as an Innate Ability with Range (Self). They may sense supernatural beings within line of sight with a Notice check. If they also choose a Framework with that ability, they gain +2 on all associated rolls.
Restricted Path
Cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
Touch of Madness
Roll once on the Crazy’s Psyche Degradation table. Habit (Major): The Crazy has a psychosomatic belief something weird fuels her
life force—bizarre compulsive associations can range from foods (spinach, ripple
wine) to "magic" charms, sunlight (or darkness), gibberish power words, etc.
Starting Bennies: 4
Advances
Novice Advances
Edge: New Powers (Boost/Lower Trait, Healing)
Edge: Adept ( Boost Trait, Warrior`s Gift )
Edge: Danger Sense
Seasoned Advances
Edge: Power Points
Edge: Concentration
Current Load: 53.75 (126)
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 Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
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