Eliza fa rose
Background
Was the second son of a noble family. Though being one of the two sons of a royal family and the other was older he took up the heritage, so he learned how to protect the throne, using the family hairloom and a lot of money he has quite the aim. He was recently oppioned to join the legue to help be a guide and assistant to the explorers.
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Battle d8, Common Knowledge d8, Fighting d4, Language (English) d8, Language (Native) d8, Notice d8, Persuasion d6, Psionics d8, Repair d8, Shooting d8, Stealth d6, Survival d8
Pace: 8; Running Die: d8; Flying Pace: 12; Parry: 4; Toughness: 11 (5)
Hindrances: Code of Honor, Heroic, Mild Mannered, Stubborn, Wanted (minor, Coalition)
Edges: Brawny, Channeling, Connections (The central america government ), Danger Sense, Dodge, Fleet-Footed, Marksman, Quick, Rich, Sharpshooting, Steady Hands
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Bite/Claws (Range Melee, Damage Str+d4), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), JA-11 Juicer Assassin Energy Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Backpack (Contains: Infrared Distancing Binoculars, 4x Silver Bullet, Medium, Wooden Cross), Bullet, Medium , Laser Sight, NG-S2 Survival Pack, Utility Bandolier (Contains: Rifle E-Clip, 2x Rifle E-Clip, First Aid Kit (basic supplies), Canteen (waterskin), Communicator, Compass, Flint and Steel, Flashlight (10” beam), MRE (Meal Ready to Eat), Survival Knife)
Languages: English (d8), Native (native, d8)
Current Wealth: $-8850.40
Arcane Background: Psionics (Rifts® TLPG)
- I.S.P.: 10
- Powers: Bolt (Savage Worlds: Adventure Edition p156), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
Special Abilities
- Bite/Claws: Mutant bats have claws and teeth dealing Str+d4 damage.
- Echolocation: Mutant bats ignore all Illumination penalties.
- Flight: Mutant bats can fly at a Pace of 12 per round, and “run” for extra movement as usual. Maneuvering uses the Athletics skill.
- Frail: Reduce Toughness by 1.
- Keen Sense of Hearing: +2 bonus on Notice checks using sound.
- Keen Sense of Smell: +2 bonus on Notice checks based on smell, as well as +2 on all Survival rolls to made to track.
- Light Sensitive: Must wear goggles or other protective eye wear to avoid a −2 penalty to sight-based Notice checks in bright light conditions.
- Mutant: Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees.
- Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
- Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
- Restricted Path: They cannot take any Arcane Background using PPE or Iconic Framework including it.
- Small: Reduce Size and Toughness by 1 (stacks with Frail).
- Wanted (Minor): The CS has a standing bounty for capture.
- Psionics: Power Points: 10; Powers: Bolt (Savage Worlds: Adventure Edition p156), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
- Languages Known: English (d8), Native (native, d8)
- Utility Belt: First aid kit (+1 Healing, 1 use), canteen, communicator (5 mile), compass, flint & Steel, multi-tool, flashlight/signal light, MRE (1 use), survival knife
- MARS Advances: Psi-Slingers begin as Seasoned heroes.
- Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
- Psi-Slinger Skills & Edges: Shooting d6 plus the Marksman, Steady Hands, Danger Sense, and Quick Edges.
- Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
- Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage
- Psi-Slinger Hindrance: Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
- Psi-Slinger Journey: Psi-Slingers make one less roll on the Hero's Journey tables.
Advances
Novice Advances- Raise Skills: Battle/Common Knowledge
- Raise Attribute: Vigor
- Edge: Brawny
- Edge: Dodge
- Edge: Fleet-Footed
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, 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, Character Frameworks, Cyberware Tab, Rifts® M.D.C.
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