Enya - Servant of Phoenix

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
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Enya - Servant of Phoenix

Post by Ndreare »

Enya

Novice Female Phoenix Born (retrapped Lyn-Srial), Servent of The Heavens (Shifter retrapped with fire on all trappings)

Iconic Framework: Shifter

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d4, Healing d8+2, Language (Native) d8, Notice d10, Occult d10, Persuasion d4-2, Research d8, Spellcasting d10, Stealth d6
Pace: 6; Flying Pace: 12; Parry: 4; Toughness: 5
Strain: 6/6; Corruption:
Hindrances: All Thumbs, Heroic, Hesitant, Obligation (major, Phenix), Tongue-Tied, Wanted (major, )
Edges: Calculating, Dimensional Portal, Familiar Link, Healer, Ley Line Gate, Ley Line Phasing, Master of Magic, Power Points, Rapid Recharge, Shift the Arcane
Armor: Adventure Survival Armor (TW) (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), 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: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 2,400 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: NaN
  • Powers: Banish (Savage Worlds: Adventure Edition p154), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Guarding Flames (Protection; Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Summon Ally (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
  • Complex Cantrips: (none selected)
Special Abilities
  • Magic: Power Points: NaN; Powers: Banish (Savage Worlds: Adventure Edition p154), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Guarding Flames (Protection; Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Summon Ally (Savage Worlds: Adventure Edition p169), Teleport (Savage Worlds: Adventure Edition p169-170)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Native (native, d8)
  • Arcane Background (Magic): Begin with banish, drain Power Points, summon ally, teleport and one extra power. They start with the Master of Magic, Power Points, and Rapid Recharge Edges, as well as d6 Occult, d6 Spellcasting, and 15 PPE.
  • Bind the Summoned: Reduce his maximum PPE by the amount needed to originally cast summon ally. The creature remains bound to his service until released or Incapacitated (in either case, returns to its home dimension). Shifters may only have one bound entity per Rank. Once released, the Shifter recovers PPE normally. Bound allies are summoned with a raise, granting them the Resilient ability. In Magic Rituals, Shifters ignore up to four points of arcane skill roll penalties for Improved Duration.
  • Communication Rift: Can open micro-Rifts, to send and receive spoken messages. Near a nexus point or on a ley line the cost is 15 PPE, 50 PPE otherwise. With a Spellcasting roll and a full round, reaches a known location in his dimension (no penalty) or a known target dimension (−2 penalty). The micro-Rift lasts one minute per Rank, who now counts as having visited the target destination. Random dimensions may be contacted this way.
  • Dimension Sense: With a successful Spellcasting roll, a Shifter gains information about a dimension he is in or views through a Rift (even a micro-Rift).
  • Dimensional Teleport Home: Once per day for 25 PPE, can teleport himself home regardless of distance. Only the Shifter, his carried gear, and a familiar are moved this way.
  • Expanded Awareness: Shifters detect arcana as an Innate Ability with the Range (Self). With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional energies per the Presence Sense power modifier (activations of sloth/speed, summon ally, teleport, and so on).
  • Ley Line Phasing and Ley Line Gate: Shifters have these Ley Line Walker edges.
  • Ley Line Magic Mastery: Shifters add two dice to their pool when rolling for available PPE.
  • Psychotically Brave: Gain +1 to Fear checks and −1 from Fear Table results per Rank.
  • Sense Rifts: Can sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Shifters can sense Rifts anywhere along the line's length.
  • Shift Reality: Get a free reroll on Spellcasting rolls related to: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Rifts and Dimensional Portals.
  • Corruption: Each time the Shifter summons or consorts with an evil being, make an opposed Spirit check. If the Shifter loses, she gains a point of Corruption. Future corruption contests suffer a penalty equal to the current corruption. When she gains a number of Corruption points equal to half her Spirit die type (rounded up), she is no longer a player character.
  • Cybernetics: Impose a −1 to the Shifter's Spellcasting rolls for each point of Strain.
  • Disconnected: They have a −1 Persuasion penalty in social situations involving those not immersed in the occult.
  • Enemies: Shifters frequently provoke a hostile reaction. Shifters who swear fealty to a power opposing Lord Dunscon will likely find the True Federation hostile as well.
  • Spellslinger: ["drain power points"] (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.

Advances
Setting Bonus Edge: Dimensional Portal

Novice Advances
  • Edge: Familiar Link
  • Raise Attribute: Spirit
  • Edge: Rapid Recharge
Current Load: 29.25 (41)
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

Created with Savaged.us
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4459
Joined: Tue Aug 08, 2017 12:55 pm
Location: Wichita, Kansas
Contact:

Re: Solie - Servent of Phoenix

Post by Ndreare »

Solie
Use Wyvern with slow regeneration, 4 armor, 2d6 damage field, and remove poison in exchange for d8 claws.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4459
Joined: Tue Aug 08, 2017 12:55 pm
Location: Wichita, Kansas
Contact:

Re: Enya - Servant of Phoenix

Post by Ndreare »

Phoenix Down
Gifted to her loyal servants this quill looks and functions like a large staff. It is actually made from a feather of the phoenix. The first time each turn that a creature dies or is destroyed within 30' (6") of staff it imediatly activates Healing in a medium blast template centered on the holder.

Mechanics: This is built as Healing from the SPC, with no range, area of effect MBT, can cure fatigue, and resurection modifiers. It is limited +0 to only triggering when a death occurs within 6 inches.

In combat the staff works as a magic staff providing Str+2d6, reach 1, +1 Parry. The character may spend 1 PPE to grant the staff the ability to inflict mega damage.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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