[SR] Our Savage Rifts Characters

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Ndreare
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[SR] Our Savage Rifts Characters

#1 Postby Ndreare » Fri Jul 08, 2016 10:08 pm

So here are the characters we are using n Savage Rifts rite now. Three of them the players wrote up and the rest I wrote for them. There is also a Cyber-knight, but his player still has the character sheet , so i could not type it up.

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Kelric
Race: Eldakar Iconic: Mystic Rank: Novice (3 XPs) Credits: 5,000
Attributes:(5) Agility d6, Smarts d10, Spirit d12+3, Strength d4, Vigor d4
Skills (15): Intimidation d6+2 [2], Knowledge: Arcana d8 [3],Mysticism d12 [d8 base 2], Notice d6+2 (d6+4 with sight) [0], Persuasion d8+2 [3], Psionics d10 [d6 base 2], Stealth d4 [1], Streetwise d6 [2]
Charisma: +2; Pace: 6; Parry: 2; Toughness: 7 (3) Temporary Toughness: ___ (__)

Hindrances: Curious, Quirk: always using powers, Quirk: Bloodthirsty towards coalition for what they did, Heroic, Loyal, Quirk: Vegan
Iconic Hindrances: Code of Honor, , Arcane Duality, Cybernetics strain penalizes AB powers, Enemies: Federation of Magic, Enemies: Coalition.
Racial Hindrances: Gossamer (cost double to raise Strength or Vigor), Vulnerability to Cold Iron & Blood Iron +4 damage, Enemies: Supernatural Evil

Selected Edges
• Adept As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action. May use Armor of Light without rolling as a free action.
• Enlightened +1 Spirit & +1 to maximum Spirit (d12+3)

Iconic Edges
• Arcane Background Miracles (Starts with 15 PPE and d8 in Mysticism)
• Arcane Background Psionics (Starts with 10 ISP and d6 in Psionics)
• Cosmic Confluence (Convert PPE to ISP or ISP to PPE on a 2 to 1 basis)
• Master of Magic (may access the Mega version of all Magic powers)
• Mystic Awareness (Gains Alertness Edge, +2 to Notice rolls)
• Mystic Awareness (Gains Danger Sense Edge)
• Mystic Awareness (May use detect/conceal arcana at will without expending PPE)
• Mystic Awareness (Can identify supernatural beings on a successful sight notice roll)
• Rapid Recharge (Recovers 1 PPE per 30 Minutes)
• Spiritual Channel can use the divination power at will, costing no ISP or PPE, make a Vigor roll to resist becoming Fatigued, subsequent uses are -1. Fatigue can only be recovered after eight hours of rest (succor cannot restore).

Racial Edges
• Immortal Acumen +2 Smarts & +2 to maximum Smarts
• Immortal Grace +1 Agility & +2 to maximum Agility
• Immortal Will +2d Spirit & +2 to maximum Spirit
• Keen Fae Senses d6 Notice skill, and +2 with sight-based Notice checks
• Low Light Vision Ignore attack penalties for Dim and Dark lighting.
• Magicly Sensitive Receives +2 to detect arcana rolls
• Unearthly Fae Beauty: +2 Charisma.

Hero's Journey Edges
• Improved Rapid Recharge PPE (Magic & Mysticism 12, the character recovers 1 per 15 minutes)
• Second Nature (Magic & Mysticism 14, the character gains the raise effect when casting Armor)
• Wizard (Magic & Mysticism 15, the character reduces the cost of Spells by 1 per raise)
• Rapid Recharge ISP (Psionics 2, the character recovers 1 per 30 minutes)
• Second Nature (Psionics 11, the character gains the raise effect when Psionically Healing)

Special Mystic Exclusive Trappings
Celestial Silver: For any offensive effect, a celestial silver Trapping counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast on a weapon and it is a blessed silver weapon for the duration. This is extremely effective against vampires, among other things. „„
Courage: Ongoing beneficial powers grant the recipient +2 on Spirit checks against Fear and Intimidation for an increase of +1 PPE, lasting the duration of the power. „„
Gift of Life: +2 to Faith roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore). „„
Holy Presence: A beneficial power with a duration, cast by the Mystic on herself, grants her +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
Holy Ward: For a beneficial power with a duration cast on someone, the caster foregoes the usual raise effect in place of granting Arcane Resistance for the duration. „„
Soul Blast: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect.

Magic Spells: 15 power points
• Armor of Light: Armor: Power Points: 2 (5), Duration: 3, Has Adept and Free Raise automatically] The character gains +4 Armor (+10 M.D.C. for Exalted version)
• Blessing of Light: Deflection: Power Points: 2 (4), Duration: 3, Attacks against the character suffer -2 or -4 on a Raise (Exalted changes to -4 & -6 respectively).
• Telekinesis: Telekinesis: Power Points: 5 (10), Duration: 3, The character gain strength d12+3 TK (Strength d12+7 for Exalted).
• Call Elementals: Summon Ally: Power Points: 5 (each additional is +2), Duration: 3, The character summons a creature to serve him (For each +2 spent an additional ally is summoned).

Psionic Powers: 10 power points
• Healing Touch: Healing: Power Points: 2, Heals target for 2 wounds (second nature means is successful the roll is always considered a Raise)
• Psychic Surgery: Greater Healing: Power Points: 10/20, Allows healing outside of the golden hour.. (second nature means is successful the roll is always considered a Raise per GM Fiat)
• Hypnotic Suggestion: Puppet: Power Points: 3, Duration: 3, Range: Smarts, The character gains control of another's mind on a contested spirit roll. The defender gains an additional save if told to commit extreme acts against their nature.

Equipment
Ley Line Walker Light Armor +3 Armor, provides +4 t vigor rolls versus gasses and toxins. Considered 4lbs
NG-33 Laser Pistol Range: 15/30/60, Damage: 2d4+1 AP 2, RoF: 1, Shots: 20, Weight: 4, Cost: 6,500
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)
• „„One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
• One sleeping bag, also insulated. „
• One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions. „„
• One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
• „„One short-range radio, five-mile range. „„
• One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
• „„One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
• „„Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals. „„
• One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints). „„
• One survival knife,
• One small hatchet,
• One wooden cross.
• „„Four signal flares.
• „„One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
• „„One bar of soap and a sterilized cloth.
• „„One canteen.
• „„Two weeks worth of minimal sustenance survival rations in sealed pouches


Phaindus
Race: Eldakar Iconic: Line Walker Rank: Novice (3 XPs) Credits: 1,000
Attributes:(5) Agility d6, Smarts d12, Spirit d12+1, Strength d4, Vigor d4
Skills (15): Intimidation d6+2 [2], Knowledge: Arcana d8 [3], Spellcasting d12 [d8 base 2], Notice d6+2 (d6+4 with sight) [0], Persuasion d8+2 [3], Stealth d4 [1], Streetwise d6 [2]
Charisma: +0; Pace: 6; Parry: 2; Toughness: 7 (3) Temporary Toughness: ___ (__)

Hindrances: Code of Honor, Heroic, Loyal, Vow: Destroy supernatural evil regardless of personal cost, Quirk: Bloodthirsty towards coalition for what they did, Zones out while people are talking and doing stuff.
Iconic Hindrances: Cybernetics strain penalizes AB powers, Disconnected: -2 Charisma, Enemies: Federation of Magic, Enemies: Coalition.
Racial Hindrances: Gossamer (cost double to raise Strength or Vigor), Vulnerability to Cold Iron & Blood Iron +4 damage, Enemies: Supernatural Evil
Selected Edges from Hindrances
• Professional Spell Casting gains +1
• Expert Spell Casting gains +2
Iconic Edges
• Arcane Background Magic (Starts with 15 PPE and d8 in Spellcasting)
• Mystic Awareness (May use detect arcana at will without expending PPE as a free action)
• Ley Line Mastery (free action, roll Spellcasting to draw PPE range Spirit ×3, and they multiply their current maximum PPE by ×3)
• Ley Line Rejuvenation: (While on a ley line, a Walker gains a natural healing roll once per day.)
• Ley Line Sense: (Sense a ley line within 10 miles, automatically know logistics of ley line, sense Rifts 10 miles, and sense new Rifts, or one opening within 50 miles.)
• „Ley Line Transmission: (Send and receive spoken messages along ley lines. Broadcast to everyone or directed to a single recipient expecting the message)
• Ley Line Walking: (Fly at Pace x2, altitude 1,000 feet, while at ley lines)
• Master of Magic (may access the Mega version of all Magic powers)
• Rapid Recharge (Recovers 1 PPE per 30 Minutes)
Racial Edges
• Immortal Acumen +2 Smarts & +2 to maximum Smarts
• Immortal Grace +1 Agility & +2 to maximum Agility
• Immortal Will +2d Spirit & +2 to maximum Spirit
• Keen Fae Senses d6 Notice skill, and +2 with sight-based Notice checks
• Low Light Vision Ignore attack penalties for Dim and Dark lighting.
• Magicly Sensitive Receives +2 to detect arcana rolls
• Unearthly Fae Beauty: +2 Charisma.
Hero's Journey Edges
• More PPE (Magic & Mysticism 6, you character gains +5 PPE)
• Second Nature (Magic & Mysticism 14, the character gains the raise effect when casting Elemental Armor)
• Soul Drain (Magic & Mysticism 1, the character knows desperation)
• Spellcasting Marksman (Magic & Mysticism 3, Marksman Edge with Spellcasting skill)
• Wizard (Magic & Mysticism 15, the character reduces the cost of Spells by 1 per raise)
Magic Spells: 20 power points
• Animal Metamorphosis: Shape Change: Power Points: Special -based on size see page 116 of PDF or 134 of book, Duration 1 minute
 Metamorphosis: Dragon: Greater Shape Change: Power Points: 9, Duration 1 minute, Can talk and cast spells in alternate form
• Elemental Armor: Armor: Power Points: 2, Duration: 3, The character gains +2 Armor or +4 Armor on a Raise.
 Elemental Fusion: Greater Armor: Power Points:5, Duration: 3, The character gains +5 M.D.C. Armor or +10 M.D.C. Armor on a Raise.
• Command The Elements: Telekinesis: Power Points: 5 (10), Duration: 3, The character gain strength d12+1 TK (Strength d12+5 for Exalted).
• Conjure The Elementals: Summon Ally: Power Points: 5, Range: Smarts, The character summons an Elemental Ally to serve his will. See PDF page 136
 Elemental Legions (Summons one of each Elemental): Force Multiplication: Power Points: 11, Range: Smarts
• Summon The Elements: Blast: Power Points: 1/2, Range: 12/24/48, The character summons up to 3 bolts doing 2d6 each or a single bolt doing 3d6.
. Master The Elements: Onslaught: Power Points: 2/4, Range: 18/36/72, The character summons up to 1 bolt of each element doing 3d6 each or a single bolt doing 6d6 both attacks are mega damage.

Equipment
Ley Line Walker Light Armor +3 Armor, provides +4 t vigor rolls versus gasses and toxins. Considered 4lbs
NG-33 Laser Pistol Range: 15/30/60, Damage: 2d4+1 AP 2, RoF: 1, Shots: 20, Weight: 4, Cost: 6,500
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)
• „„One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
• One sleeping bag, also insulated. „
• One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions. „„
• One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
• „„One short-range radio, five-mile range. „„
• One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
• „„One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
• „„Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals. „„
• One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints). „„
• One survival knife,
• One small hatchet,
• One wooden cross.
• „„Four signal flares.
• „„One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
• „„One bar of soap and a sterilized cloth.
• „„One canteen.
• „„Two weeks worth of minimal sustenance survival rations in sealed pouches

Aegeus
Name: Aegeus Rank: Novice (3 XPs)
Race: Human Iconic: Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d4

Charisma: –; Pace: 8; Parry: 7(10); Toughness: 14 (8)

Skills (22):Fighting d10 [7], Shooting d6 [1], Arcane Background (Psionics) d6, Psionics d8, Investigation d6+2, Persuasion d8, Healing d4+2, Streetwise d4+2

Hindrances: Code of Honor, No Cybernetics, Heroic, Loyal, Poverty
Edges:
• Psy-Shield (+3 parry, +4 armor vs ranged {-4 AP to Psy-sword if paired with Psy-Shield})
• Improved Psy-Sword (Str + Spr x 3, AP 8)
• Charge (allows running and attacking w/o penalty)
• Frenzy (Two attacks at -2 each)
• Spr +1
• Champion (+2 damage/toughness vs supernatural evil)
Benefit Edges:
• Healer Edge & +2 to healing rolls
• Second nature (Deflection) Successful rolls cause automatic raise effect.
• Cyber-Knight Heavy Armor (+8 armor, +2 Toughness & Succor/Barrier Abilities)
• +3 Base armor
• Investigator Edge & Investigation d6

Powers
Deflection (Second nature), 2 ISP
• -2 to hit (-4 on raise, free action for a Cyber-knight)
Heal, 2 ISP
• Heals for one wound, Two on a raise
Succor
• Removes one fatigue
Barrier

Gear
Wilks 320 Laser Pistol (18/36/72, 2d6+1, RoF 1, 2 AP)
NG-L5 Laser Rifle (25/50/100, 3d6, RoF 1, 2 AP)
NG-S2 Survival Pack
Silver Cross
6 Wooden stakes


250 Credits

Saber
Name: Lorna Saber Rank: Novice (3 XPs)
Race: Human/Werewolf Iconic: NA - Merc Soldier
Attributes:(5+5) Agility d10, Smarts d6, Spirit d6, Strength d6 [up to d12+4], Vigor d12
Skills (15+2): Climbing d4 [1],Fighting d10 [4], Notice d6+2 [2], Shooting d4 [1], Survival d6 [2], Stealth d8 [3], Tracking d6+2 [2], Throwing d6 [2]
Charisma: –; Pace: 6; Parry: 0; Toughness: 13 (1) [up to 15 (1) in beast form]
Hindrances: Overconfident, Victim (people always attack you first), Loyal
Edges
• Brawny (x1.6 lift),
• Danger Sense (make perception roll to spot danger)
• +2 Skill points
Werewolf (45 point super)
Normal Form 25 points
• Heightened Senses (2): Low Light Vision, Tracking +2.
• Supernatural Regeneration (13): Level 5, rolls to heal every round. Regrowth, Recovery.
• Supernatural Reflexes - Super Agility (4): Agility +2.
• Supernatural Endurance - Super Vigor (6): Vigor +3.
Beast Form Only (-1 per power) 20 points
• Claws & Teeth - Attack, Melee (7): Damage Str+2d6, Heavy Weapon +1, Focus +3, Only in Beast Form -1. (Claws and teeth.)
• Supernatural Strength - Super Strength (12): Strength +7, Only in Beast Form -1, Gradual Activation +2/Turn -1
• Supernatural Toughness - Toughness +2, Only in Beast form -1
Werewolf Weaknesses
• Full Moon Madness: Spirit roll at -2 or goes berserk under the full moon under GM control.
• Weakness (Silver): Werewolves suffer -6 to recovery/regeneration rolls versus silver.

Customized Medium Combat Armor: +1 toughness, environmental +4 Armor, provides +2 vigor rolls, Strength min d8
NG-33 Laser Pistol Range: 15/30/60, Damage: 2d4+1 AP 2, RoF: 1, Shots: 20, Weight: 4, Cost: 6,500
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)
• One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
• One sleeping bag, also insulated. „
• One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions. „„
• One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
• One short-range radio, five-mile range. „„
• One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
• One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
• Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals. „„
• One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints). „„
• One survival knife,
• One small hatchet,
• One wooden cross.
• Four signal flares.
• One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
• One bar of soap and a sterilized cloth.
• One canteen.
• Two week’s worth of minimal sustenance survival rations in sealed pouches

Zircon
Race: Firewing Dragon Iconic: Firewing Dragon Rank: Novice (3 XPs) Credits: 0
Attributes:(3) Agility d6, Smarts d6, Spirit d6, Strength d12+4, Vigor d8
Skills (10): Psionics d6 [d6 base 0], Knowledge: Arcana d6 [2], Fighting d8 [4], Shooting d6 [2], Stealth d6 [2]
Charisma: -2; Pace: 6; Parry: 5; Toughness: 16 (4)* (varies with size) Temporary Toughness: ___ (__)

Hindrances: Major Vengeful towards Coalition (Attempt to kill on sight), two minor after play begins
Iconic/Racial Hindrances: Cybernetics strain penalizes AB powers, Enemies: Federation of Magic, Enemies: Coalition, Outside, Large: Normal-sized opponents gain +2 on all attacks against them, Territorial, Untested, Very Young.

Selected Edges from Hindrances
• Fast Regeneration: Makes natural healing roll every round & +2 to recover from being Shaken.
• Metamorphosis: May change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. The dragon gains none of the special properties of what he mimics, only the size and appearance, but he also retains all of his own abilities (except those usable in dragon form only).
Iconic Edges
• Arcane Background Psionics (Starts with 10 ISP and d6 in Psionics)
• Armored Hide (+4 armor)
• Claws/Bite (Str+d6, Mega Damage)
• Fear: In natural form causes Fear check when first seeing him.
• Fire Breath: Bolts of Flame, range 12/24/48, 4d6 Mega Damage or Cone of Flame 2d10 Mega Damage uses Shooting
• Flight: Flying Pace of 12” and Climb 0 in winged forms
• Impervious to Fire: No fire or heat of any kind harms a Dragon
• „Infravision: Dragons halve the penalties for dark lighting against living targets (round down)
• „Inherently Magical: Starts with 10 PPE and gains double when selecting power points edge
• Limited Metamorphosis: Turn into a single humanoid form for Spirit in hours a day
• Mighty: Begins play with d12+4 Strength and d8 vigor
• Nigh-Immortality: Live from 6,000 to 12,000 years & immune to normal poisons and diseases.
• Size +6: In their natural forms, 15–20 feet from snout to tail-tip, and weigh up to 7 tons & +6 Toughness.
• Slow Regeneration: Can regenerate lost limbs over time, makes natural healing roll once per day.
• Tail Lash: The dragon can, in his natural form, sweep all opponents in his rear facing in a 2” long by 4” wide rectangle. This is a Fighting attack, with damage equal to the dragon’s Strength −2.
Hero’s Journey
• Rapid Recharge (Psionics 2, with deep meditation your hero recovers faster)
• Second Nature (Psionic table, always receives raise benefit with Body Adaption)

Psionic Powers: 10 power points
• Psychic Body Adaption: Boost Trait: Power Points: 2, Duration: 3 (1/round), May Boost Agility, Strength, Vigor or a Linked Skill by 1 step (2 steps with a raise).
• Shimmer Scale: Invisibility: Power Points: 5, Duration: 3 (1/round), Notice & Attack rolls -4, or -6 on a raise.
• Earth Walker: Burrow: Power Points: 3, Duration: 3, Range: Smarts x2, Burrow allows a mage standing on raw earth to meld into it, may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise.


Grey
Name: Reginor Fornnie Race: Shaintar Ogre Iconic: Juicer Rank: Novice (3 XPs) Credits: 1,500
Attributes:(5+10) Agility d10, Smarts d4, Spirit d4, Strength d12+4, Vigor d12
Skills (15+5): Climbing d6 [2], Fighting d10 [4], Notice d4 [0], Shooting d10 [4] , Stealth d10 [4] , Swimming d6 [2], Throwing d10 [4]
Charisma: -2; Pace: 14 (d10 run); Parry: X; Toughness: 10 (X) Temporary Toughness: ___ (__)
Hindrances: Overconfident, Stubborn, Thinks he is human.
Iconic Hindrances: Cybernetic intolerance, Death Wish, Drug Induced Euphoria (-1 to smarts rolls out of combat), Cannot learn Psionics or Magic. Burning Out

Selected Edges from Hindrances
• Behemoth: Character is 10’ tall Size +3 and Gains +1 Toughness. As such, Behemoths gain a +2 in any Grappling and Pus h situations when engaging any of the smaller races.
• Siege Strength: S i e g e Strength t re at s their Strength damage as Heavy Weapon
Iconic Edges
• Burn Dice: 8, Each burn may be used a single time to add d10 to any attack or damage roll with no limit.
• Internal Repair System: Natural healing roll once per day. May make a healing roll at +2 - 3x before refilling the unit.
• Super Endurance: +2 Vigor, They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
• Super Reflexes: +2 Agility, They have Uncanny Reflexes, granting them −2 to be hit by all attacks.
• Quick: Draw again if final initiative card is 5 or less
• Super Speed: Double Pace and rolls d10 for running.
• Super Strength: +2 Strength
• Brawny: Toughness +1, may lift 1.6x normal load.
• Super Endurance: +2 Vigor, They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
Hero’s Journey
• Training – Military Service: +5 Skill points for Combat skills.
• Training – Extensive Training: Martial Artist & Brawler (never considered unarmed & Str +d4+2 unarmed attacks).
• Training – Dirty Fighter: Character has Dirty Fighter +2 to Trick rolls and +1 to parry
• Education – Linguist: Speaks 4 additional languages
• Melee Weapon: Giant Sized Vibro Axe

Equipment
Juicer Assassin Plate Armor: Non-environmental, +1 Toughness, +6 Armor, Strength minimum d10
Wilk’s 320 Laser Pistol: 18/36/72, 2d6 damage, RoF 1, AP 2, Shots 20
JA-9 Variable Laser Rifle: 40/80/160, 3d6+1 damage, RoF 1, AP 3, Shots 30, Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
Vibro-Axe, Giant Sized: Str+d12+1 (2d12+5 total) Mega Damage, AP 4, designed for Cyborgs and Power Armor, NG-S2 Survival Pack

Ogre Racial Package
Bad Eyes: Ogres are mighty, except where their eyes are concerned; they suffer a -2 on all Trait rolls dealing with anything more than 5” (thirty feet) away.
Big Target: Attackers gain +1 to attack rolls made against ogres.
Great Strides: Ogres have a natural Pace of 7” instead of 6”.
Keen Sense of Smell: Ogres begin with Notice d4 at the start and +2 to Notice rolls based on smell.
Mighty and Resilient: Ogres begin with an impressive starting Strength and Vigor of d8. Furthermore, their natural maximum Strength is d12+4, while their natural maximum Vigor is d12+2. They can reach these ratings with normal Advances without applying the Professional or Legendary Edges.
Monstrous Size and Appearance: Ogres suffer a -2 Charisma due to their appearance and bearing with non-goblinesh.
Outsider: All goblinesh face some social stigmas, no matter how progressive the society they are in.
Reach: Ogres have Reach 1.
Size +2: Ogres add 2 to their natural Toughness due to their great bulk.
Slow and Pliable: Ogres must spend double points to raise Smarts and Spirit at character creation. Furthermore, their Smarts can never be higher than d8. Thermal Vision: Ogres have the Infravision Monstrous Ability.


Frankie
Name: Frankie Garrett Race: Human Iconic: Glitter Boy Rank: Novice (3 XPs) Credits: 1,200
Attributes:(5) Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills (15+5): Fighting d6 [2], Knowledge: Electronics d8+1 [0], Knowledge: Engineering d6+1 [2], Notice d6 [3], Piloting d10 [4], Repair d8 [2 +1 die from heroes journey], Shooting d10 [6]
Charisma: -0; Pace: 5; Parry: 6; Toughness Normal: 10 (5)
Hindrances: Bad Luck (one less benny per session), Loyal to team, Quirk: she chatters all the time
Iconic Hindrances: Complicated, see armor below.

Selected Edges from Hindrances
• Marksman: +2 to shooting if does not move.
• Improved Trademark Weapon: Receives +2 shooting when firing Chatter
Iconic Edges
• Power Armor Jock: May use power armor with the -2 penalty to piloting
• Starts with Glitter Boy Armor: See below
Hero’s Journey 3 +2
• Cybernetics – Cyber Wired Reflexes: +1 Agility.
• Education – Principles of Technology: Knowledge Electronics d8 and +1 to repair rolls
• Training – Functional Technology: +1 die type to repair and +1 on Electronics knowledge and engineering rolls
• Training – Military Training: +5 Skill points for Shooting skill
• Training – Ace: Gains Ace (+2 to piloting rolls) and +1d in Piloting

Equipment
Huntsman Lightweight Personal Armor: +5 Armor when out of Glitter Boy (note that this cannot be worn inside the Glitter Boy)
Wilk’s 227 Pulse Laser Pistol: 18/36/72, 2d6+1 Damage, RoF 2, AP 2, Shots 24
NG-S2 Survival Pack

Glitter Boy Power Armor
As with all power armor, the Glitter Boy has advanced communications (20-mile range, 500 miles with access to a dedicated relay system), a full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks and incorporating 360° radar, thermal imaging, and night vision, optics enhancement with 50× magnification, audio pickups capable of hearing whispers at 100 yards, and onboard combat computers and targeting systems that offset two points of Shooting penalties.
COMBAT STATS TOTAL TOUGHNESS IN GLITTER BOY: 29 (18)
Size 3, +6 Toughness, +18 M.D.C. Armor, Pace 8 (Run d10), Swim Pace 6, +2 to Notice rolls, +2 to offset range penalties
Enhanced Strength (d12+4), half-damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite.
Weapons:
Chatter (Frankie’s Boom Gun) (Range 250/500/1000, Damage 4d12+6, RoF 1, Shots 1,000, AP 25, Medium Blast Template, Mega Damage)
Melee (Str+d6 Mega Damage, not considered Unarmed)
Armor Hindrances
Big and Shiny: Suffer −8 Stealth, Opponents gain +2 to hit them.
Closed Off: Glitter Boy pilots cannot use magic or psionics while in the suit.
Digging In: Activating the stabilizers requires an action (or Glitter Boy is knocked back 2d6”, falls prone, and the pilot is Shaken), Firing arc is 180 degrees and attackers gain an additional +2 to attacks.
Highly Technical Machinery: See Technical Difficulties page 123 Savage Rifts
Sonic Boom: Both an Advantage and Disadvantage, Large Burst Template centered on the suit. If not in environment armor Vigor check at −2 or be shaken; Natural 1 is incapacitated see page 23 for details.



Monument
Race: Human Iconic: 4 Color Super Rank: Novice (3 XPs) Credits: 0
Attributes (6) Agility d4, Smarts d4, Spirit d6, Strength d12+9, Vigor d12
Skills (15): Climbing d6 [2], Fighting d6 [3], Intimidation d6 [2], Notice d4 [1], Shooting d6 [3], Swimming d4 [1], Throwing d6 [3]
Charisma: -4; Pace: 12; Parry: 5; Toughness Normal: 23 (Hardy)
Hindrances: Alien Form, Dependency (eats metal), All Thumbs
Edges: Brawny (x1.6 load limit and maximum lift), Combat Reflexes (+2 to recover from Shaken)
Stone Giant Powers
Huge 11’ tall 2,100 lbs: Growth [13] +4 Size & Strength, Big Fist +1, Long Stride 2, Monstrous form -2
Giant Fists: Melee Attack [3] 1d6 Heavy Weapon
Stone Like Strength: Super Attribute: [12] Strength +6
Stone Like Endurance: Super Attribute: [4] Vigor +2
Unbreakable: Toughness [13] +10, Hardy
Last edited by Ndreare on Fri Jul 08, 2016 10:11 pm, edited 1 time in total.

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Re: [SR] Our Savage Rifts Characters

#2 Postby Darq666 » Fri Jul 08, 2016 10:10 pm

You've been busy! Do you mind if I put these on my site?

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Re: [SR] Our Savage Rifts Characters

#3 Postby Ndreare » Fri Jul 08, 2016 10:12 pm

No, go ahead.
Sorry about the formatting, but I cannot attach PDFs or word files and the boards wipe out formatting.

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Re: [SR] Our Savage Rifts Characters

#4 Postby Ndreare » Fri Jul 08, 2016 10:18 pm

Here is a dropbox link to the file if like me you prefer formatting.

https://www.dropbox.com/s/j4ytdtrltsbbu ... .docx?dl=0

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Re: [SR] Our Savage Rifts Characters

#5 Postby Darq666 » Fri Jul 08, 2016 11:10 pm

Genius! I will put them in character sheets and then put them on my site (see my sig below - they will be in the Citizen Registry).

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Re: [SR] Our Savage Rifts Characters

#6 Postby Charberus » Fri Jul 15, 2016 1:25 am

I was looking at this, mostly to see how other 'dragons' were made (especially thematically). It gave me a cool idea for my character. I am really happy you posted.

My intentions are not to be a troll or rule lawyer, but mostly curious as to how you have certain things. I might misread the sheet, so wondering how the things were chosen.
1. I like how Zircon changed the name of the powers. The Earth Walker (Burrow) spell isn't in Mind Melter spell list, so curious how it was chosen.
2. The Fast Regeneration and Metamorphosis are Veteran Rank, but seem to be taken at novice.

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Re: [SR] Our Savage Rifts Characters

#7 Postby Ndreare » Fri Jul 15, 2016 8:03 am

The Dragon had some hand waving.
This is that particular players first Savage Worlds character do I let him skin the book and then tell me what he wanted. The other players all thought it sounded cool so I made a couple of adjustments.

I told the player he could have his edge points at start so they are purchased under the Born a Hero setting rule.
I told the player the best way to do the earth walking was with the burrow power ( not on his list) but I will hand want it.

Overall, it is funny as dragons are so conceptually awesome, but in social situations he has been underwhelming and in both fights he has been unimpressive compared to the Cyber Knight and Mind Melter who pretty much own the battle field.

I let him take the burrow because

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Re: [SR] Our Savage Rifts Characters

#8 Postby pkitty » Fri Jul 15, 2016 8:08 am

Here's mine, on the official character sheet: Zelin Hamilton, Fennodi Techno-Wizard

It's an inefficient combination (Fennodi make better Bursters or Mind Melters), but I actually like the division of "weak personal psi" versus "powerful techno-wizardry," which is why I decided to forgo any trappings for the former. And thanks to the right skill choices + Rich, he's basically the wheelman for the group as well.
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Re: [SR] Our Savage Rifts Characters

#9 Postby Ndreare » Fri Jul 15, 2016 8:23 am

pkitty wrote:Here's mine, on the official character sheet: Zelin Hamilton, Fennodi Techno-Wizard

It's an inefficient combination (Fennodi make better Bursters or Mind Melters), but I actually like the division of "weak personal psi" versus "powerful techno-wizardry," which is why I decided to forgo any trappings for the former. And thanks to the right skill choices + Rich, he's basically the wheelman for the group as well.

Cool, I really like the Calls things by names and expected others too" work.
I can imagine him giving someone a blank look when they ask to see his gun or other generic term.

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Re: [SR] Our Savage Rifts Characters

#10 Postby Brickulos » Fri Jul 15, 2016 11:47 am

Fennodi can't be Techno-wizards...

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Re: [SR] Our Savage Rifts Characters

#11 Postby pkitty » Fri Jul 15, 2016 6:21 pm

Brickulos wrote:Fennodi can't be Techno-wizards...


They can't? Where does it say that?
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Re: [SR] Our Savage Rifts Characters

#12 Postby pkitty » Fri Jul 15, 2016 6:29 pm

Here's another PC idea that I had: Branson "Blitz" Willis, Quick Flex Merc Soldier

And yeah, I probably could've cheesed it out more as a total cyborg, but I just felt like making this one fleshy. He's still pretty terrifying: Charge + Tricky Fighter + Ambidextrous + Two-Fisted means he can charge the bad guy at his full pace (12 + d12), feint (Agility trick, likely -2 to their Parry, maybe even Shaken), and then make two attacks at Fighting d12+2 for d12+3+d10+3d6 mega-damage. The two drum-fed mini railguns are the backup plan, with enough ammo to fire for four rounds on full auto (while running and dodging) and his helmet cancels out the -2 for doing so.

One minor house rule came up; we let PCs sell their starting gear (stuff labeled "starting gear" only -- not anything from table rolls!) for half price if they don't want it. So after getting lucky with MARS equipment rolls, I sold back his starting body armor and invested in cybernetics and another hammer. :)
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Re: [SR] Our Savage Rifts Characters

#13 Postby blackwingedheaven » Fri Jul 15, 2016 6:40 pm

pkitty wrote:
Brickulos wrote:Fennodi can't be Techno-wizards...


They can't? Where does it say that?


Normally you can only have one Arcane Background Edge, and Fennodi start with Arcane Background (Psionics) as a racial Edge. This might need a clarification, but that's the usual way it works.
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Re: [SR] Our Savage Rifts Characters

#14 Postby pkitty » Fri Jul 15, 2016 6:50 pm

blackwingedheaven wrote:Normally you can only have one Arcane Background Edge, and Fennodi start with Arcane Background (Psionics) as a racial Edge. This might need a clarification, but that's the usual way it works.


Considering that there are multiple examples (Mystics, Dragons) of Savage Rifts characters with multiple ABs, I think it's safe to say that said restriction has been loosened a bit. In particular, all of the Savage Rifts races explicitly note when a certain arcane path is closed to them (because they get "build points" back for it), and the Fennodi don't say that. So IMO this is a valid concept and combo. (And, of course, if the GM of a given game didn't want to allow the character for the reasons you gave, I'd respect that.)
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Re: [SR] Our Savage Rifts Characters

#15 Postby Brickulos » Fri Jul 15, 2016 7:42 pm

If you look at the section for racial traits it explicitly says that that a trait that grants an arcane background acts effectively as restricted path. RAW the only workaround for a Fennodi would be the Mystic Framework.

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Re: [SR] Our Savage Rifts Characters

#16 Postby SavageGamerGirl » Fri Jul 15, 2016 9:04 pm

Wow thanks for pointing that out! Not sure how I missed that!

I need to tweak my custom D-Bees anyway, so now's as good a time as any. :lol:
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Re: [SR] Our Savage Rifts Characters

#17 Postby pkitty » Sat Jul 16, 2016 1:23 am

Brickulos wrote:If you look at the section for racial traits it explicitly says that that a trait that grants an arcane background acts effectively as restricted path. RAW the only workaround for a Fennodi would be the Mystic Framework.

Hmm, so it does. Ah well, our group will probably just ignore that, as long as the two ABs come from different sources (e.g., race vs. framework). As I said above, it feels pretty arbitrary to say that some characters can have two ABs while others can't, and it's not really abusable considering that said character has the Mystic's "Arcane Duality" issue (particularly when trying to get the almost-necessary mega-powers!), yet has no "Cosmic Confluence" equivalent to make up for it.
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Re: [SR] Our Savage Rifts Characters

#18 Postby Brickulos » Sat Jul 16, 2016 8:46 am

pkitty wrote:Hmm, so it does. Ah well, our group will probably just ignore that, as long as the two ABs come from different sources (e.g., race vs. framework). As I said above, it feels pretty arbitrary to say that some characters can have two ABs while others can't, and it's not really abusable considering that said character has the Mystic's "Arcane Duality" issue (particularly when trying to get the almost-necessary mega-powers!), yet has no "Cosmic Confluence" equivalent to make up for it.


I get what you're saying, and its your group. But, personally, I don't like the idea of diluting what makes the Mystic so cool. It's an Iconic Framework partially because it can have two ABs. I'm a firm believer in niche protection.

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Re: [SR] Our Savage Rifts Characters

#19 Postby blackwingedheaven » Sat Jul 16, 2016 2:35 pm

pkitty wrote:
blackwingedheaven wrote:Normally you can only have one Arcane Background Edge, and Fennodi start with Arcane Background (Psionics) as a racial Edge. This might need a clarification, but that's the usual way it works.


Considering that there are multiple examples (Mystics, Dragons) of Savage Rifts characters with multiple ABs, I think it's safe to say that said restriction has been loosened a bit.


Not really. Mystics and Dragons both specifically call out that you can have multiple ABs, but Fennodi don't.

Also, as pointed out upthread, the races section says that a bonus AB Edge counts as an additional restriction.
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Re: [SR] Our Savage Rifts Characters

#20 Postby Zamion » Sun Jul 24, 2016 6:38 pm

pkitty wrote:
Brickulos wrote:Fennodi can't be Techno-wizards...


They can't? Where does it say that?


Just a side note in rifts original they cant be mages, racially it is bared from them entirely.


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