Goswin Aigner, Elemental Fusionist

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Koshnek
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Goswin Aigner, Elemental Fusionist

Post by Koshnek » Thu Feb 13, 2020 7:01 pm

Hero's Journey
  • Experience & Wisdom: 1d20 = 17: 17
  • Training: 1d20 = 1: 1
Rich Hero's Journey
  • Ranged Weapons: 1d20 = 10: 10
  • Ranged Weapons: 1d20 = 15: 15
Grenades
  • Plasma: 1d4+2 = 4: 2
  • Frag: 1d4+2 = 6: 4
  • HE: 1d4+2 = 5: 3
Credits
Universal Credits: 4d6 = 7: 1, 1, 3, 2 x 100
Gear and Valuables: 2d4 = 8: 4, 4 x 500

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Koshnek
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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek » Sun Feb 16, 2020 10:46 am

Character Sheet

Goswin Aigner
Rank: Novice Advance: 1
Race: Human
Iconic Framework: Elemental Fusionist (Lifesign: Air)
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Pace: 6(d6); Parry: 6(1); Toughness: 15(7); Strain: 0/6
Skills:
  • Athletics d6
  • Common Knowledge d4
  • Fighting d6
  • Focus d12
  • Notice d6
  • Persuasion d10
  • Shooting d10
  • Stealth d6
  • Survival d6
Hindrances
  • All Thumbs: On a base level, Fusionists don't mix well with tech.
  • Enemies: Bizarre mutants regularly mistaken for magic wielders, Elemental Fusionists are often designated “shoot-on-sight” targets for the Coalition and others who violently reject all forms of the supernatural. Fusionists opposing Lord Dunscon find True Federation territory to be hostile as well.
  • Impulsive (Major): The daredevil almost always leaps before he looks. He rarely thinks things through before taking action.
  • Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
  • Thin Skinned (Minor): Personal attacks really get under this individual’s skin. As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Edges and Iconic Abilities
  • Charismatic: You get one free reroll on Persuasion rolls.
  • Elan: When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling.
  • Elemental Attunement (Earth): Gain access to earth's power list and learn one new power chosen from it. This also unlocks the associated Trappings and the lightning fusion pairing. (Entangle)
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: The hero has fully embraced his primordial life sign element, gaining elemental manipulation and environmental protection as Innate Abilities. In addition, Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • New Powers: Flight, Sloth/Speed
  • Primordial Bond: While in nature, Fusionists have Danger Sense and may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
    • Danger Sense: When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
      In other situations not covered by the Surprise rules, Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Primal Conduit: Fusionists may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy, see Places of Power on page 36.
  • Rich: Begin with 15,000 credits and get two rolls on the Ranged Combat Weapons Table.
  • Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action. Air signs know time, weather patterns, and air purity levels.
  • Variable Trappings: Fusionists have the Trappings of their attuned elements. When activating powers they may choose which one to use.
  • Woodsman: Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).

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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek » Sun Feb 16, 2020 10:47 am

Powers
Arcane Background: Gifted
PP: 15 - Recovery: 5/hour

(Temporary TL;DR: Barrier, Detect Arcana, Elemental Manipulation, Entangle, Environmental Protection, Flight, Protection, Smite, Sloth/Speed, Sound/Silence)

Trapped Power Name [Barrier] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Detect Arcana] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Elemental Manipulation] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Entangle] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Environmental Protection] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Flight] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Protection] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Smite] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Sloth/Speed] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Sound/Silence] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek » Sun Feb 16, 2020 10:47 am

Background
According to Goswin’s mother, she gave birth to him in the wilderness during a raging thunderstorm under a tree. She sought shelter there after the wind threatened to blow her hovel down, and his mother claims that Goswin’s first scream was accompanied by lighting striking the very same tree.

Whether the story is true or not, Goswin developed an affinity for his lifesign of air at a young age. True to his lifesign, he has always been as restless as the wind. Scant years later he attuned to Earth, and he has become quite the prodigy at the young age of 18. Unfortunately, his solitary life in the wilderness has left him somewhat thin-skinned.

His mother recently passed, so he has set out to explore the world and find adventure.

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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek » Sun Feb 16, 2020 10:48 am

Gear

Fragmentation Grenade (6 - 1.5 lbs)
Image
  • • Range: 5/10/20
    • Dmg: 5d6, AP: 0
    • Weight: .25 lbs.
    • Notes: MD, LBT. Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds.
    • Rarity: +1 Cost: 550
High Explosive Grenade (5 - 1.25 lbs)
Image
  • • Range: 5/10/20
    • Dmg: 3d10, AP: 4
    • Weight: .25 lbs.
    • Notes: MD, MBT. Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds.
    • Rarity: +0 Cost: 750
Plasma Grenade (4 - 1 lb)
Image
  • • Range: 5/10/20
    • Dmg: 3d12, AP: 0
    • Weight: .25 lbs.
    • Notes: MD, SBT. Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds. On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
    • Rarity: -2 Cost: 1,800

Heart of the Storm (NG-P7 Particle Beam Rifle)
The Heart of the Storm was grown by Goswin from a sapling he planted to help himself connect to the earth. As his connection to the earth grew stronger and he developed an affinity for Lightning, Goswin decided to call upon the elementals and ask them for their blessing.

While touching the young tree, Goswin called to the air and to the earth, asking them to bless the sapling with their strength so that he might protect himself and the elements. A storm formed during the ritual and lightning repeatedly struck the young tree.

As the storm dispersed, Goswin could see that all that was left of the young tree was a gnarled staff with a shimmering gem set into the top. Whenever Goswin finds himself in danger, he can call upon the heart to unleash the fury of the storm upon his enemies.
Heart of the Storm.png
Heart of the Storm.png (30.75 KiB) Viewed 48 times
• Range: 18/36/72
• Dmg: 4d8+1, AP: 10
• ROF: 1
• Shots: --
• Weight: 17 lbs. (Min Str: d8)
• Notes: Atomic Annihilation, Disintegration, No Recoil, Snapfire
  • Lightning Crystal
    Set in the head of the staff Heart of the Storm, this crystal is a gem of frozen lightning. It can store elemental energies later use, but in a pinch it can also be used to deliver a shock to anyone getting a little close to Goswin.
    • • Dmg: Str+2d4, AP: 2
      • Weight: 1 lbs. (Min Str: d4)
      • PP: 10/10
      • Notes: +1 Parry. This crystal may be recharged with PP at places of elemental power (Air, Earth, Lightning) or by siphoning PP from willing elementals.
      • Cost: 25
• Rarity: -4 R; Cost: 22,000

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). This custom version is upgraded from the one normally sold to customers of Bandito Arms. It is actually the model originally made for the mythical "Branaghan" and is widely used by the enforcers of that organization.

The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (most often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).

Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Plasma Grenade
• Pocket: Plasma Grenade
• Pocket: HE Grenade
• Pocket: HE Grenade
• Pocket: HE Grenade
• Pocket: Frag Grenade
• Pocket: Frag Grenade
• Pocket: Frag Grenade


Huntsman Medium Personal Armor
Huntsman Medium Personal Armor.png
Huntsman Medium Personal Armor.png (77.61 KiB) Viewed 44 times
• Armor: +5 Toughness: +2
• Weight: 16 lbs (Min Str: d6)
• Rarity: +1; Cost: 24,000

Crafted by the spendthrift gnomes of the Whiting clan, these peculiar bags are a lucky person's way of guarding valuable property in a most inconspicuous fashion while traveling through treacherous territory. They are worn looking and seem fragile. They have all the hallmarks of a bag held onto for sentimental reasons. The fact they are miniature dimensional pockets is why they are held onto so tightly though.
Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains
• 3 Frag Grenades
• 2 HE Grenades
• 2 Plasma Grenades

Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


NG-S2 Survival Pack (20 lbs, 3000 credits)
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth.
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Credits: 100
15000 Rich + 700 Universal Credits + 4000 Gear & Valuables = 19700
19700 + 5500 Wilk’s 320 LP (11000x.5) = 25200
25200 - 22000 NG-P7 Particle Beam Rifle = 3200
3200 - 1800 (Plasma Grenades) = 1400
1400 - 750 (HE Grenades)= 650
650 - 550 (Frag Grenades) = 100

Contacts

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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek » Sun Feb 16, 2020 10:48 am

Advances
Human
  • One free Born a Hero edge.
Elemental Fusionist (Life Sign: Air)
  • Arcane Background (Gifted): Begin with Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not ISP/PPE). Choose an elemental life sign—air, earth, fire, or water—and gain detect arcana plus four powers from the associated list above. As Gifted, Fusionists have access to Mega Power Modifiers for all known powers, but can't use TW gear. (Barrier, Protection, Smite, Sound/Silence)
  • Elemental Brotherhood: Fusionists can see and uncannily converse with all elemental entities, including spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they aren't suicidal.
  • Primal Conduit: Fusionists begin with Strength and Vigor d6, and the Charismatic and Woodsman Edges. They may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy, see Places of Power on page 36.
  • Primordial Bond: While in nature, Fusionists have Danger Sense and may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
  • Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action. Air signs know time, weather patterns, and air purity levels. Earth signs know direction, magnetism, and mineral locations. Fire signs know temperature, flammability, and the location of all fires. Water signs know humidity as well as water location, depth, and purity.
  • Variable Trappings: Fusionists have the Trappings of their attuned elements. When activating powers they may choose which one to use. An air sign Fusionist attuned to all four elements and casting bolt, for example, may freely choose between air, fire, earth, water or lightning (his fusion ability) Trappings.
  • All Thumbs: On a base level, Fusionists don't mix well with tech.
  • Arcane Backgrounds: Their nature doesn't allow Fusionists to take any other Arcane Backgrounds.
  • Cybernetics: Incompatible, even a single implant blocks all abilities.
  • Enemies: Bizarre mutants regularly mistaken for magic wielders, Elemental Fusionists are often designated “shoot-on-sight” targets for the Coalition and others who violently reject all forms of the supernatural. Fusionists opposing Lord Dunscon find True Federation territory to be hostile as well.
  • Human Mutant: Fusionists must be human and can't choose another race.
Hero’s Journey
  • Experience & Wisdom (17): There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
  • Ranged Weapons (10): This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied a maximum of two times.
  • Ranged Weapons (15): Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Attributes (5/5)
Agility: d6 (1)
Smarts: d6 (1)
Spirit: d10 (3)
Strength: d6 (IF)
Vigor: d6 (IF)

Skills (15/15 + 3/3 Combat):
  • Athletics (Ag) - d6 (Core + 1 Combat)
  • Common Knowledge (Sm) - d4 (Core)
  • Fighting (Ag) - d6 (2 Combat)
  • Focus (Sp) - d12 (IF d6 + 4)
  • Notice (Sm) - d6 (Core + 1)
  • Persuasion (Sp) - d10 (Core + 3)
  • Shooting (Ag) - d10 (6)
  • Stealth (Ag) - d6 (Core + 1)
  • Survival (Sm) - d6 (IF d6)

Advances
  • Initial Advances: Life Sign Harmony, Elemental Attunement
  • Human Edge: New Powers
  • ***Novice 1 Advance: Rich***
  • Novice 2 Advance: Strength d8
  • Novice 3 Advance: Power Points
  • Seasoned 1 Advance: Channeling/Extra Effort?
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: Marksman
  • Seasoned 4 Advance: Agility d8
  • Veteran 1 Advance: Sharpshooting
  • Veteran 2 Advance: Power Points
  • Veteran 3 Advance: Elemental Attunement
  • Veteran 4 Advance: Smarts d8?
  • Heroic 1 Advance: Power Points
  • Heroic 2 Advance: Elemental Attunement
  • Heroic 3 Advance: Channeling/Extra Effort/Smarts d10?
  • Heroic 4 Advance: Vigor d8/Occult d6?
  • Legendary 1 Advance: Professional/Occult d10?
  • Legendary 2 Advance: Expert/Elementalist?
  • Legendary 3 Advance: Master/Master Elementalist?
  • Legendary 4 Advance: Sidekick?

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Re: Goswin Aigner, Elemental Fusionist

Post by Koshnek » Sun Feb 16, 2020 12:29 pm

Signature Item

Will propose a Signature Item if this guy goes live. The idea is to be a "bayonet" for my "particle rifle," but I can change it up a bit if that doesn't work.

Lightning Crystal
Set in the head of the staff Heart of the Storm, this crystal is a gem of frozen lightning. It can store elemental energies later use, but in a pinch it can also be used to deliver a shock to anyone getting a little close to Goswin.
  • • Dmg: Str+2d4, AP: 2
    • Weight: 1 lbs. (Min Str: d4)
    • PP: 10/10
    • Notes: +1 Parry. This crystal may be recharged with PP at places of elemental power (Air, Earth, Lightning) or by siphoning PP from willing elementals.
    • Cost: 25
Build
Base Item: SWADE Dagger (as a magical bayonet)
Free: +1 die type of damage
Free: Lightning Trapping
Minor: +1 Parry (Cost: 5k x 2 = 10k)
Minor: +2 AP (Cost: 5k x 2 = 10k)
Major: Other - Stores 5 PP to be used for activating the character's Powers (not TW).+ (Cost: ? x 2 = ?)
Major: Other - Stores 5 PP to be used for activating the character's Powers (not TW).+ (Cost: ? x 2 = ?)
+This device may be recharged with PP at places of elemental power (Air, Earth, Lightning) or by siphoning PP from willing elementals.

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