Kindreth Aezeiros - Elf Vagabond

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Kindreth
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Joined: Wed Dec 19, 2018 8:10 pm

Kindreth Aezeiros - Elf Vagabond

Post by Kindreth »

Kindreth Aezeiros

Iconic Framework: MARS Vagabond

Background
Kindreth just wants to find his best life, you know? Do some good. See the world (or worlds, if possible). He's barely in his early 120's, and there will be plenty of time to settle down later.

Character Stats
Attributes: Agility d10+1, Smarts d10, Spirit d10, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Fighting d10+1, Language (American) d8, Notice d8+4, Performance d10+1, Persuasion d10+1, Shooting d10+2, Stealth d8
Pace: 8; Parry: 7, effectively 8 w/Combat Acrobat, 10 w/Viggo's Savage Pump-Action Rifle; Toughness: 15 (6)
Strain: 8/8
Hindrances: Curious, Driven (minor, see it all), Impulsive, Quirk (culturally superior)
Edges: Ace, Acrobat, Alertness, Charismatic, Combat Acrobat, Common Bond, Danger Sense, Dodge, Elan, Extraction, Fast Healer, Field Intel, Genius, Great Luck, Hard to Kill, I Know a Guy, Improved Dodge, Improved Trademark Weapon, Level Headed, Luck, Reliable, Scavenger, Streetwise, Strong Willed, Trademark Weapon, Work the Room
Armor: Armored Cloak (Armor 2), Light Enchanted Armor (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), 2x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4), 2x Plasma Grenade (Range 5/10/20, Damage 3d12, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Katana (Range Melee, Damage Str+1d8+1, AP 10, M.D.C., Silver, Two Hands), Viggo's Custom Savage Pump-Action Rifle (Range 24/48/96, Damage 2d8+2, ROF 1, AP 3, Improved TM Weapon, +2 on rerolls), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Bag of Holding, Eagle's Blessing, NG-S2 Survival Pack (In the bag of holding; contains: Plastic-Man Light EBA), Wooden Cross, Anti-Grav Pack (T-100) - Handling +1, top speed 200 MPH, begins to overheat if used continuously for 3 hours, 500 silver rounds for pump action rifle
Language: American (native, d8)
Current Wealth: 20,000 credits

Special Abilities
  • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • Driven: Elves have the Driven (Minor) Hindrance.
  • Impudent: All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves.
  • Concealed Armor: Can be concealed under clothing (-2 on Notice rolls to detect).
  • Begin with +4 skill points.:
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
  • Vagabond: Begin with Elan, Luck, Hard to Kill, and one more Edge of choice
  • Live, Die, Live Again (Hero's Journey): Live, Die, Live Again:Free reroll on the Death & Defeat Table, and halve all recovery times from the table.
  • North American Scholar (Hero's Journey): North American Scholar:Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Starting Bennies: 5

Advances
Novice Advances
  • Raise Attribute: Strength
  • Edge: Scavenger
  • Edge: Reliable
Seasoned Advances
  • Raise Attribute: Spirit
  • Raise Skills: Performance/Persuasion
  • Edge: Charismatic
  • Edge: I Know a Guy
Veteran Advances
  • Raise Attribute: Smarts
  • Edge: Extraction
  • Edge: Dodge
  • Edge: Work the Room
Heroic Advances
  • Raise Attribute: Agility
  • Raise Skills: Shooting/Fighting
  • Edge: Improved Dodge
  • Edge: Level Headed
Legendary Advances
  • Raise Attribute: Vigor
  • Edge: Field Intel
  • Edge: Streetwise
Current Load (normal/combat): 65.25 / 32.25 (61)
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 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 and optimal

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