HJ
Psionics [dice:3m68u5m1]61428:0[/dice:3m68u5m1]
Psionics [dice:3m68u5m1]61428:1[/dice:3m68u5m1]
Tattoos
Seasoned (HJ Psionics) [dice:3m68u5m1]61428:2[/dice:3m68u5m1]
Veteran (HJ Psionics) [dice:3m68u5m1]61428:3[/dice:3m68u5m1]
Herra (SWADE)
- Peta Chante
- Bronze Patron
- Posts: 246
- Joined: Fri May 12, 2017 7:13 pm
Herra (SWADE)
Character Information
- Peta Chante
- Bronze Patron
- Posts: 246
- Joined: Fri May 12, 2017 7:13 pm
Re: Herra (SWADE)
Herra
Rank: Veteran Advances Left: 0
Race: Serran
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 14 (6); Strain: 0
Skills:
Rank: Veteran Advances Left: 0
Race: Serran
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 14 (6); Strain: 0
Skills:
- Athletics d8
- Common Knowledge d4
- Notice d8
- Persuasion d6+1
- Stealth d6
- Fighting d8
- Psionics d12
- Intimidation d6+1
- Driving d8
- Survival d8
- Heroic (Major): Loves to stick up for the underdog
- Phobia (Minor): Being penned up as a slave has made her claustrophobic, -2 to Trait rolls in confined spaces
- Low Tech (Minor): -2 when using computers or high tech devices
- Boarding House Rules (Minor Quirk): Coming to Rifts Earth as a child refugee and raised as a slave, Herra eats food as fast as possible, and usually takes more than her fair share hoarding it for later. (IF)
- Cybernetics: -1 to the Psionics skill for each point of Strain (IF)
- Enemy (Coalition): Shoot on sight (IF)
- Feared: -2 Persuasion when dealing with those who fear her - meaning everyone! (IF)
- Wanted (Minor): Little Pocahontas Mission 1
- Overconfident (Major): Has absolute confidence in her powers (Shard).
- Weak (-2): Serrans are weak compared to most other races. They suffer a –1 penalty to all Strength rolls.
- Danger Sense Edge (+2): Serrans have either extremely developed intuition or perhaps limited extra-sensory perception, giving them the Danger Sense Edge.
- Parry (+2): Serran ESP increases their Parry by +2.
- Danger Sense (Racial): Notice roll at +2 to sense ambushes or similar events.
- Alter Aura (IF): Use conceal aracana (self only) as an Innate Ability (can use power modifiers). Can also mimic the supernatural "signature" of any being desired
- Arcane Background (Psionics): Choose 5 powers and start with 30 I.S.P.
- Power Points (IF): +10 I.S.P.
- Major Psionics (IF): May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
- Major Psionics (IF): Access Mega power modifiers and increased trappings.
- Expanded Awareness (IF): Use detect arcana (self only, detect only) as an Innate Ability and may sense supernatural beings within line of sight with a Notice check.
- Master of Psionics (IF): Free reroll on all Trait rolls when using psychic abilities and their Psionics skill. Cannot re-roll Critical Failures.
- Moon Hunter (GM): Shooting, and Shooting and Survival are always considered to be below the associated Attributes (up to d12) and, once per new Rank, can travel back to the tribe to get an additional star tattoo, granting her an additional HJ-Psionics roll. This is not an Advance, it's a freebie for being a member of the Tribe.
- Psi-Blade (hind): Summon blade by activating smite. Strength + Smarts damage, with AP 24 plus smite bonus.
- Sixth Sense (hind): With a success begins the round on Hold. With a raise, she can take a single immediate action. Eliminates the −2 to Notice checks in other situations covered by Danger Sense.
- Powerful Presence (Tribal): Your hero gains +1 on all social skill checks. If he has empathy or fear, he gains a free reroll when using those powers.
- Auto-Raise (Tribal): When she successfully activates “x”, she gains the raise effect automatically.
- Strong Willed (N2): +2 to resist Smarts or Spirit-based Tests.
- Mentalist (S1): +2 to opposed Psionics rolls.
- Adept (V1): Once per rank, choose one power to become an Innate Ability with the Range (self) limitation.
Character Information
- Peta Chante
- Bronze Patron
- Posts: 246
- Joined: Fri May 12, 2017 7:13 pm
Re: Herra (SWADE)
Powers
Arcane Background: Psionics
PPE/ISP: 40 - Recovery: 5/hour
Arcane Background: Gifted
PPE/ISP: 15 - Recovery: 5/hour
Arcane Background: Psionics
PPE/ISP: 40 - Recovery: 5/hour
- Alter Aura (conceal arcana) [innate, self only]
- See Aura (detect arcana) [innate, self only]
- Summon Inner Strength (boost Trait)
- Telekinetic Field (deflection) [innate, self only]
- Bio-Regeneration (healing)
- Radiate Horror Factor (fear)
- Mind Control (puppet)
- Telekinetic Attack (smite) [innate, self only]
- Bio-Manipulation - Paralysis (stun)
- Super Telekinesis (telekinesis)
- Intuitive Combat (warrior’s gift) [innate, self only]
Arcane Background: Gifted
PPE/ISP: 15 - Recovery: 5/hour
- resurrection
- Can trade ISP 2 for 1 to activate power.
Character Information
- Peta Chante
- Bronze Patron
- Posts: 246
- Joined: Fri May 12, 2017 7:13 pm
Re: Herra (SWADE)
Background
Slavers. Sometimes she still dreams about them. Floating across the surface of her homeworld, snatching up her friends and family. Evil creatures on floating barges with female minions casting out nets and stunning people to the ground. Her village fought bravely, but in vain. The beings, she later found out were minions of the Splugorth, took them in cramped pens to a great market on another world. She, and a group of other children, were deemed too small and weak but their psychic abilities attracted some attention. Thus, she was bought and sold a dozen times before arriving on Rifts Earth to train as a fighter in the slave pits of Splynn where her psionics powers flourished in the magic rich environment.
Training was rigorous and brutal, usually done under the instruction of bitter tattooed warriors. One of her trainers, Spider, was a long time veteran and took Herra under his wing. When Spider's family was killed Herra secretly helped him to escape. Later, as she neared the age of 16 and was prepared for battle in the fighting pits Herra was purchased by mercenaries to fulfil a contract in North America during the Juicer Uprisings. Her group took heavy losses and Herra used the chaos and confusion of the Uprisings to make good her escape. Knowing Spider had escaped to North America she began to look for him. Only to find him in a CS prison! Once again the plucky psychic helped her former trainer to escape.
Fleeing the CS and seeing war and devastation everywhere they went, Herra and Spider travelled through the wilderness stopping to help anyone who needed it (Spider usually reluctantly). Eventually, the pair came across some members of the Tomorrow Legion and Herra immediately attracted to their cause while Spider came along for the ride.
Slavers. Sometimes she still dreams about them. Floating across the surface of her homeworld, snatching up her friends and family. Evil creatures on floating barges with female minions casting out nets and stunning people to the ground. Her village fought bravely, but in vain. The beings, she later found out were minions of the Splugorth, took them in cramped pens to a great market on another world. She, and a group of other children, were deemed too small and weak but their psychic abilities attracted some attention. Thus, she was bought and sold a dozen times before arriving on Rifts Earth to train as a fighter in the slave pits of Splynn where her psionics powers flourished in the magic rich environment.
Training was rigorous and brutal, usually done under the instruction of bitter tattooed warriors. One of her trainers, Spider, was a long time veteran and took Herra under his wing. When Spider's family was killed Herra secretly helped him to escape. Later, as she neared the age of 16 and was prepared for battle in the fighting pits Herra was purchased by mercenaries to fulfil a contract in North America during the Juicer Uprisings. Her group took heavy losses and Herra used the chaos and confusion of the Uprisings to make good her escape. Knowing Spider had escaped to North America she began to look for him. Only to find him in a CS prison! Once again the plucky psychic helped her former trainer to escape.
Fleeing the CS and seeing war and devastation everywhere they went, Herra and Spider travelled through the wilderness stopping to help anyone who needed it (Spider usually reluctantly). Eventually, the pair came across some members of the Tomorrow Legion and Herra immediately attracted to their cause while Spider came along for the ride.
Character Information
- Peta Chante
- Bronze Patron
- Posts: 246
- Joined: Fri May 12, 2017 7:13 pm
Re: Herra (SWADE)
Gear
Velociraptor Skull
Velociraptors are canny and dangerous predators (their name translates to "swift seizer") that use speed and initiative to subdue and consume their prey. The enchanted raptor skull is worn like a helmet or headdress and gives the wearer predator like instincts, able to track prey and to see and react in battle with ferocity and clarity. This is a mystical heirloom of the Moon Hunter Tribe in the dinosaur swamps, only a few are known to exist and are usually given to elder warriors and heroes of the tribe.
Damage: 3d6
ROF: 1
Range: 12/24/48
Payload: 20 shot E-Clip
Weight: 4
Min Str: d4
Cost: 6500
Notes: AP 2
NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
Damage: 3d6 MD
ROF: 1
Range: 40/80/160
Payload: --
Weight: --
Min Str: -
Mods: +2 Shooting, +2 Die Types to Shooting
Razorback Cloak (unenchanted, crafted from exotic materials)
Velociraptor Skull
Velociraptors are canny and dangerous predators (their name translates to "swift seizer") that use speed and initiative to subdue and consume their prey. The enchanted raptor skull is worn like a helmet or headdress and gives the wearer predator like instincts, able to track prey and to see and react in battle with ferocity and clarity. This is a mystical heirloom of the Moon Hunter Tribe in the dinosaur swamps, only a few are known to exist and are usually given to elder warriors and heroes of the tribe.
Breakdown
Moon Hunter Tribal Armor (Combat Mage Armor)
- +6 Armor, +3 Toughness
- Strength Minimum: d10 (ignores min strength when powered)
- Environment Protection: Full
- Weight: 36 lb
- Powers: darksight, farsight
- Note: Requires 1 Power Point per hour to function. Adds +2 die types to Strength when powered and ignores min Str.
Damage: 3d6
ROF: 1
Range: 12/24/48
Payload: 20 shot E-Clip
Weight: 4
Min Str: d4
Cost: 6500
Notes: AP 2
NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
Contents
Xiticix TK Rifle (surrendered to Kingsdale Guard)Damage: 3d6 MD
ROF: 1
Range: 40/80/160
Payload: --
Weight: --
Min Str: -
Mods: +2 Shooting, +2 Die Types to Shooting
Razorback Cloak (unenchanted, crafted from exotic materials)
- Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
- Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
- When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
- However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
- 2 lbs
- Value: 25,000 Cr, in part because they aren't exactly attractive.
Character Information
- Peta Chante
- Bronze Patron
- Posts: 246
- Joined: Fri May 12, 2017 7:13 pm
Re: Herra (SWADE)
Advances
Hero’s Journey
Hero’s Journey
- Psionics 9 - New Powers
- Psionics 9 - New Powers
- Seasoned (Psionics) 17 - Your hero gains +1 on all social skill checks. If he has empathy or fear, he gains a free reroll when using those powers.
- Veteran (Psionics) 12 - Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
- Initial Advances: (Bonus from Hindrances): Psi-Blade, Sixth Sense
- Edge(s) granted by Racial Features: Danger Sense
- Edges(s) from Hero’s Journey Rolls: New Powers, New Powers
- Novice 1 Advance: +1 Spirit
- Novice 2 Advance: Strong Willed
- Novice 3 Advance: +1 Intimidation, +1 Persuasion
- Seasoned 1 Advance: Mentalist
- Seasoned 2 Advance: +1 Agility
- Seasoned 3 Advance: +1 Fighting, +1 Driving
- Seasoned 4 Advance: Power Points
- Veteran 1 Advance: Adept
- Veteran 2 Advance: +1 Strength
- Veteran 3 Advance: +1 Athletics, +1 Survival
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Character Information