Rio Vaughan, Elemental Fusionist

Post Reply
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Savaged.us notes
Rio Vaughan
Heroic Male Human, Elemental Fusionist, and Fusionist

Iconic Framework: Elemental Fusionist

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d8, Fighting d6, Focus d10, Language (Native) d8, Language (Spanish) d6, Notice d6, Occult d10, Persuasion d4, Riding d6, Shooting d4, Stealth d6, Survival d8+2
Pace: 6; Parry: 5; Toughness: 13 (5)
Strain: 8/8
Hindrances: All Thumbs, Enemy (major, Parent(s) were turned into vampires.), Pacifist (minor), Quirk (Watery Quirk)
Edges: Blaster, Brave, Charismatic, Danger Sense, Elan, Elemental Attunement (Air) (Deflection), Elemental Attunement (Earth) (Barrier), Elemental Attunement (Fire) (Damage Field), Elemental Attunement (Water), Elemental Fusion (Fire/Water), Elementalist, Life Sign Harmony, Master Elementalist, Power Points, Power Points, Rapid Recharge (), Rich, Warlock (Shape Change), Woodsman
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Axe, Hand (Range Melee, Damage Str+d6), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), Spirit Spear (Range Melee, Damage Str+3d6, AP 6, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Spanish (d6), Native (native, d8)
Current Wealth: 15,000 cr
Arcane Background: Gifted (Rifts® TLPG)Power Points: 25Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Barrier (Savage Worlds: Adventure Edition p155), Bolt (Savage Worlds: Adventure Edition p156), Damage Field (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power), Environmental Protection (Savage Worlds: Adventure Edition p161; Innate Power), Shape Change (Savage Worlds: Adventure Edition p167), Smite (Savage Worlds: Adventure Edition p168), Summon Ally (Savage Worlds: Adventure Edition p169)
Special Abilities
Gifted: Power Points: 25; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Barrier (Savage Worlds: Adventure Edition p155), Bolt (Savage Worlds: Adventure Edition p156), Damage Field (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power), Environmental Protection (Savage Worlds: Adventure Edition p161; Innate Power), Shape Change (Savage Worlds: Adventure Edition p167), Smite (Savage Worlds: Adventure Edition p168), Summon Ally (Savage Worlds: Adventure Edition p169)
Languages Known: Spanish (d6), Native (native, d8)
Arcane Background (Gifted): Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not ISP/PPE). Choose an elemental life sign and gain detect arcana plus four powers. Have access to Mega Power Modifiers, but can't use TW gear.
Elemental Brotherhood: See and converse with all elemental entities, spirits of light/dark, even if invisible.
Primal Conduit: Gain Strength and Vigor d6, 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.
Primordial Bond: While in nature, have Danger Sense and 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: Know details of their life sign element up to a Range of Spirit in miles as an action.
Variable Trappings: Fusionists may use Trappings of any elements he's attuned to.
Way of the Elements: Novices begin attuned to their life sign, and may attune to others by taking the Elemental Attunement Iconic Edge. When selecting powers, ignore Rank requirements.
Elemental Fusion: Gain access to extra powers and Steam Trapping (Fire/Water) or Lightning Trapping (Air/Earth). Powers activated using these Trappings gain a free reroll on all related Trait checks. Also gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
All Thumbs: Fusionists don't mix well with tech.
Arcane Backgrounds: Fusionists cannot take any other Arcane Backgrounds.
Cybernetics: Incompatible, even a single implant blocks all abilities.
Enemies: Designated “shoot-on-sight” targets for the Coalition.
Human Mutant: Fusionists must be human and can't choose another race.


Advances
Novice Advances
Edge: Power PointsRaise Attribute: SpiritRaise Skills: Occult/FocusSeasoned Advances
Edge: Elemental Attunement (Earth) (Barrier)Raise Attribute: SmartsRaise Skills: Occult/SurvivalEdge: Life Sign HarmonyVeteran Advances
Edge: Elemental Attunement (Air) (Deflection)Raise Attribute: VigorEdge: ElementalistEdge: Master ElementalistHeroic Advances
Edge: Warlock (Shape Change)Edge: Power PointsRaise Attribute: Spirit
------------------

Current Load (normal/combat): 51.25 / 31.25 (41)
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 StrengthExtra Perk Points: 2Validity: Character appears valid and optimal
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Rich edge
Rich gear roll 1: 1d20: [10] = 10 Vambraces +1 Damage
Rich gear roll 2: 1d20: [15] = 15 Vambraces +2 AP
Disregard rolls, trading 2 rolls for Spirit Spear
Credits 4d6: [3, 1, 3, 2] = 9 *100 = 900
Gear 2d4: [2, 4] = 6 * 500 = 3000

15000 - rich
20000 vamp gear
Hand Axe (SWADE) - 100 + Silvered (1,000) = 1100
Neural Mace - 8,000
20000 vamp gear - 9100, remainder goes away

15900
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Rio G. Vaughan
Player: Christian / Snake Eyes

Rank: Heroic 4
Advances Left: 0
Race: Human
Iconic Framework: Elemental Fusionist - Water Sign
Attributes:
  • Agility d6
  • Smarts d10
  • Spirit d12
  • Strength d6
  • Vigor d8
Pace: 6; Parry: 5; Toughness: 13 (5); Strain: 0; PP: 25

Skills:
  • Athletics d6
  • Common Knowledge d8
  • Fighting d6
  • Focus d10
  • Language (Spanish) d6
  • Notice d6
  • Occult d10
  • Persuasion d4
  • Riding d6
  • Shooting d4
  • Stealth d6
  • Survival d8+2
Hindrances
  • All Thumbs (Minor): Fusionists are not technologically apt. -2 to using mechanical or electrical devices.
  • Enemy (Major): Rio's parents were turned into vampires. They're out there somewhere.
  • Pacifist (Minor): Life is sacred and should be preserved. He will not kill living beings unless it is to preserve life.
  • Quirk (Minor): Rio is constantly wet. If there's water nearby, he is rinsing his hands, running it through his hair, splashing it on his face. He has never used a towel in his life.
Racial Abilities
  • Adaptable: Gain a free Edge at creation.
Edges and Iconic Abilities
  • Blaster: Allows access to Blaster Modifier for powers.
  • Brave: +2 to resist Fear and -2 on Fear table.
  • Charismatic: Reroll a Persuasion test as long as it's not a Critical Failure.
  • Danger Sense: Notice +2 to sense ambushes.
  • Elan: +2 when using a Benny to reroll a Trait roll.
  • Elemental Attunement (Air): Deflection
  • Elemental Attunement (Earth): Barrier
  • Elemental Attunement (Fire): Damage Field
  • Elemental Attunement (Water): Bolt
  • Elemental Fusion: (Fire/Water) Grants access to additional powers and the Steam Trapping. Powers using these trappings gain a free reroll on all related Trait checks. Bonus damage die to bolt, burst, blast, and damage field, as well as +2 Toughness to barrier, entangle, & protection.
  • Elementalist: Allows selections from Elemental summons table in TLFM.
  • Life Sign Harmony: Gains elemental manipulation (+4 to Trait checks using his life sign's Trappings) and environmental protection (immune to all negative effects from his life sign) as Innate Abilities.
  • Master Elementalist: Gains a loyal Minor Water Elemental Wild Card (with 2 Bennies).
  • Power Points: +5 PP.
  • Rapid Recharge: Increases PP recovery to 10/hour
  • Rich: 15k credits, 2 rolls on HJ equipment tables / trade for one piece of gear (Spirit Spear).
  • Woodsman: +2 to Survival and Stealth in the wilds.
  • Warlock: Allows access to additional Powers. Gains Shape Change (into a lesser water elemental).
  • AB: Gifted: May use Powers.
  • Elemental Brotherhood: Can see and converse with all elemental entities, spirits of light/dark, even if invisible.
  • Primal Conduit: Strength & Vigor d6, Charismatic & Woodsman edges. May Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity.
  • Primordial Bond: While in nature, have Danger Sense and make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near life sign source this roll is hourly.
  • Sense Life Sign: Knows details of their life sign (water) up to a range of Spirit in miles as an Action.
  • Variable Trappings: May use Trappings of any elements he is attuned to.
  • Way of the Elements: Begin attuned to Water.
  • Vampire Killer: +2 on Occult, Notice, and Survival checks regarding vampires.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Powers

Arcane Background: Gifted
PP: 25 - Recovery: 10/hour
  • Primordial Ward [Arcane Protection] (1) [Novice]
    • Range: Smarts
    • Duration: 5
    • Trapping: A faint swirl of elements covers the target.
    • Effect: Hostile powers suffer -2 penalty, -4 with raise, to affect the target. If the power causes harm, damage is reduced a like amount.
    • Modifiers
      [Exalted Arcane Protection](2) Hostile powers suffer -4 penalty, -6 with a raise.
      [Additional Recipients](1) May affect more than 1 target for 1 PP each.
      [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
      Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.
      [Hurry](1) Target's Pace increases by 2.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
    The Wall [Barrier] (2) [Seasoned]
    • Range: Smarts
    • Duration: 5
    • Trapping: An elemental wall of various elements materializes in front of the caster.
    • Effect: Creates a straight wall 5" long and 1" tall of immovable material that conforms to the surface it's cast on. Wall has a Hardness of 10, and may be destroyed. Spell does not leave the wall material behind when it ends.
    • Modifiers
      [Stalwart Walls](2) The barrier gains +12 MDC Armor.
      [Damage](1) Causes 2d4 damage to anyone who comes in contact with it.
      [Hardened](1) Wall is Hardness 12.
      [Shaped](2) The barrier forms a circle, square, or other basic shape.
      [Size](1) The length and height of the barrier doubles.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
    Elemental Strike [Bolt] (1) [Novice]
    • Range: Smarts x2
    • Duration: Instant
    • Trapping: A bolt of varying elements shoots out from his palm.
    • Effect: Shoots a bolt of elemental force towards the enemy. No Range penalties, but the roll is affected by Cover, Illumination, and all other usual penalties. Damage is 2d6, or 3d6 with a Raise.
    • Modifiers
      [Greater Bolt](4) Bolt causes 4d6 MD, 5d6 with a Raise.
      [Onslaught](2) Bolt made at ROF 2 and may be used for Suppressive Fire.
      [Blaster](2) When using a Mega Power modifier with Blast, Bolt, Burst, or Damage Field, increase damage dice to d8. AP grants extra +1.
      [Damage](2) Bolt causes 3d6 damage, 4d6 with Raise.
      [Armor Piercing](1-3) Each point spent increases AP
      [Fatigue](2) If the target is affected by the power, they suffer Fatigue. Cannot cause Incapacitation.
      [Heavy](2) Power counts as MD.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
    Damage Field [Damage Field] (4) [Seasoned]
    • Range: Smarts
    • Duration: 5
    • Trapping: The target is surrounded by a violent, harmful elemental field.
    • Effect: Creates a dangerous aura around the target. At the end of the target's turn, all adjacent beings take 2d4 damage.
    • Modifiers
      [Greater Damage Field](4) Field causes 3d6 MD.
      [Radius](2) Damage field extends to an SBT.
      [Blaster](2) When using a Mega Power modifier with Blast, Bolt, Burst, or Damage Field, increase damage dice to d8. AP grants extra +1.
      [Damage](2) Field causes 2d6 damage.[Armor Piercing](1-3) Each point spent increases AP
      [Fatigue](2) If the target is affected by the power, they suffer Fatigue. Cannot cause Incapacitation.
      [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
      Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.
      [Heavy](2) Power counts as MD.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
    Redirection [Deflection] (3) [Novice]
    • Range: Smarts
    • Duration: 5
    • Trapping: An elemental field forces incoming attacks off target.
    • Effect: Attacks on the target subtract 2 from the roll, or 4 with a raise.
    • Modifiers
      [Greater Deflection](3) The penalty to hit is -4, -6 on a Raise.
      [Additional Recipients](1) May affect more than 1 target for 1 PP each.
      [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
      Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
    Elemental Sight [Detect Arcana] (1 - Innate; Self Only) [Novice]
    • Range: Smarts
    • Duration: 5
    • Trapping: Eyes flash briefly with a muted glow.
    • Effect: May see and detect all supernatural objects, persons, or effects in sight. With a raise, caster knows the type of enchantment. May ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
    • Modifiers
      [Exalted Detect Arcana](2) May learn active powers, supernatural creature, enchantments present, PPE/ISP possessed by a target, weaknesses & invulnerabilities
      [Presence Sense](1) Able to sense the presence and exact location of living beings within range like a radar; no longer requires Line of Sight to locate living beings
      [Range - Self](-1) Power is self-cast only
      [Aspect](-1) Detect Arcana only
    Force of Nature [Elemental Manipulation] (1) [Novice - Innate Ability]
    • Range: Smarts
    • Duration: 5
    • Trapping: Basic control of the 4 elements to create minor effects.
    • Effect: Allows basic manipulation of the 4 elements. See SWADE p160 for possible effects by element. Adds +4 when using Water sign Trappings.
    • Modifiers
      [Elemental Fury](2) Everyone within range is harassed by the elemental effect for the duration, inflicting -1 on all Trait rolls, or -2 with a raise.
      [Exalted Manipulation](2) May use a free action to Test a target within Range using Focus skill.
      [One with the Elements](1) Duration is in minutes, not rounds.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
    Acclimation [Environmental Protection] (2) [Novice - Innate Ability]
    • Range: Smarts
    • Duration: One Hour
    • Trapping: Swirling elements around the target.
    • Effect: Allows the target to breathe, speak, and move at Pace in an otherwise fatal environment. Reduces damage from environmental sources by 4, 6 with a raise. Makes Rio immune to all negative effects from his Life Sign.
    • Modifiers
      [Life Support](1) Protects against an additional negative effect per each PP spent.
      [Additional Recipients](1) May affect more than 1 target for 1 PP each.
      [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
      Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.[Range](1/2) Double the range for 1 PPE, triple for 2.
    Elemental Form [Shape Change] (Special) [Novice]
    • Range: Self
    • Duration: 5
    • Trapping: Caster morphs into the chosen shape.
    • Effect: May assume any form based on rank, modified by Warlock edge (may change into a lesser water elemental). On a raise, increase Strength & Vigor by one die type. Does not inherit the extra wounds from becoming Large or Huge.
    • Modifiers
      [Extended Change](1) Duration is measured in minutes, not rounds.
      [Greater Shape Change](2) May take on the form of any type of creature. Only natural inherent abilities area gained, not those from technology or training.
    Elemental Blade [Smite] (2) [Novice]
    • Range: Smarts
    • Duration: 5
    • Trapping: A coating of the appropriate element surrounds the weapon or ammunition.
    • Effect: Increases a damage from a weapon (or projectile) by +2, +4 with a raise.
    • Modifiers
      [Greater Smite](2) The weapon's damage is increased +4, +6 with a Raise, and becomes MD. Additional Recipients costs +2 instead of +1 with Greater Smite.
      [Additional Recipients](1) May affect more than 1 target for 1 PP each.
      [Armor Piercing](1-3) Adds 2 AP per PP spent, maximum of AP 6.
      [Heavy](2) Becomes MD.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
    Call The Brethren [Summon Ally] (2+) [Novice]
    • Range: Smarts
    • Duration: 5
    • Trapping: Varies
    • Effect: Summons a magical or Elemental being from nothing. On a raise, the servant is Resilient.
    • Modifiers
      [Force Multiplication](varies) Additional allies of the same type may be summoned at the same time for half PPE cost (rounding up).
      [Elementalist](2/4/8) May summon Elemental allies per the table on TLFM pg 11.
      [Bite/Claw](1) Summoned can bite/claw for Str+d6
      [Flight](2) Summoned can fly at Pace 12.
      [Mind Rider](1) Caster can communicate and sense through the ally.
      [Range](1/2) Double range for 1, triple range for 2
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Gear

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • 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.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Huntsman Medium Personal Armor
Image
  • • Armor: +5 Toughness: +2
    • Weight: 16 lbs (Min Str: d6)
    • Rarity: +1; Cost: 24,000
Neural Mace
Image
  • • Dmg: Str+d6*, Stun
    • Weight: 6 lbs. (Min Str: d6)
    • Notes: *Does not deal Mega Damage. Touch Attack (see Savage Worlds), the victim must
    check Vigor at –2 (–4 with a raise) or be Stunned, Powered Weapons
    • Rarity: +1 Cost: 8,000
Spirit Spear
  • • Dmg: Str+3d6, AP:6
    • Weight: 3 lbs. (Min Str: d6)
    • Notes: Wielder needs Spirit d8 minimum. Gains +1d6 damage and 6 AP against Supernatural Evil.
    • Rarity: -- Cost: --
Silvered Hand-Axe
  • • Dmg: Str+d6
    • Weight: 2 lbs. (Min Str: d6)
    • Notes: Silver
    • Rarity: +1 Cost: 1,100
Wilk’s 320 Laser Pistol
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon

Credits: 15,900
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Background

Rio was born to James and Layla Vaughan, a hard luck farm couple in the south of what used to be Texas. On the day of his birth, the skies opened up and the river flooded, but his parents' farm inexplicably escaped massive damage. The flood, in fact, only watered their fields, resulting in their best crop ever. Their plans to name their son after his grandfather went out the window, and Rio Grande Vaughan was christened.
His affinity for water only grew. He fell into the river as a toddler. Fearing their child was drowning, James ran to the bank to jump in. The river frothed, and the hand of a water elemental lifted the giggling child out of the river, presenting him to his father.
With the water-child's gifts put to use, the bounty of the Vaughan farm grew noteworthy, until it drew interest of the worst kind. One night in Rio's late teens, the farm was attacked by vampires. James and Layla were bitten and turned. They came for Rio, but he unleashed his first bolts of water and melted several of the creatures. His parents were carried into the night, leaving Rio to his fate.
In the intervening years, he leaned into his gift for the elements, connecting with each of them. He has finally become a full-fledged warlock, perfectly equipped to fulfill his life's mission.
He now wanders the wilds of the Pecos Empire, seeking to exterminate every vampire he can find, hoping to find and free his parents from their torment. He wound up outside Ciudad Juarez acting as a local guide with the Tomorrow Legion's new outreach team.

Connections
Ciudad Juarez City Hall
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Splash
Minor Water Elemental

Bennies: 2
Attributes: Agility d10; Smarts d4; Spirit d6; Strength d12+2; Vigor d12
Pace: 10; Parry: 7; Toughness: 19 (4)
Skills: Athletics d10; Fighting d10; Focus d8; Notice d6; Persuasion d4; Stealth d8
Hindrances: Clueless; Ruthless (Minor)
Edges: AB (Gifted); Counterattack; Frenzy; Fleet-Footed
Powers: Bolt; Blast; Elemental Manipulation (water); Havoc
Power Points: 40
Special Abilities
Special Abilities:
  • Aquatic: Pace 12 with d10 Run die
  • Bite/Claw Str+d8 MD, AP 8
  • Durable Form: +4 Armor, +4 Toughness
  • Elemental: No damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards
  • Fast Regeneration: Vigor roll every round even after Incapacitation. Success heals 1 Wound, Raise heals an additional Wound.
  • Fear: Causes Fear checks.
  • Fearless: Immune to Fear and Intimidation.
  • Immunity (Water): Immune to water-based attacks.
  • Mystic Awareness: May use Detect Arcana as an Innate Ability and sense supernatural beings with a Notice roll.
  • Perfect Night Vision: Ignores all Illumination penalties.
  • Shapeless Body: Can flow through cracks and openings. Immune to mundane kinetic attacks like ballistic weapons, rail guns, vibroblades, etc. Can only be Shaken by kinetic explosions. Energy, magic, and psionic attacks do full damage.
  • Size 3 (Normal): 10' tall and weighs up to 1200 lbs.
  • Weakness (Heat): +4 damage from heat and plasma based attacks; such Wounds cannot be regenerated.
Picture
Splash.jpg
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Advances

7/26/2021: Begins as Heroic 1
10/3/2021: H2 - Power Points edge
1/9/2022: H3 - +1 Spirit
4/5/2022: H4 - Vampire Killer Edge
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Snake Eyes »

Advances

Hero’s Journey
  • Magic & Mysticism: Rapid Recharge
  • Experience & Wisdom Elan
Advances
  • Initial Advances: (Bonus from Hindrances): Blaster, Elemental Attunement (Fire)
  • Edge(s) granted by Racial Features: Brave
  • Edges(s) from Hero’s Journey Rolls: Rapid Recharge; Elan
  • Novice 1 Advance (PbP): Power Points
  • Novice 2 Advance: +1 Spirit
  • Novice 3 Advance: +1 Occult, +1 Focus
  • Seasoned 1 Advance: Elemental Attunement (Earth)
  • Seasoned 2 Advance: +1 Smarts
  • Seasoned 3 Advance: +1 Occult, +1 Survival
  • Seasoned 4 Advance: Life Sign Harmony
  • Veteran 1 Advance: Elemental Attunement (Air)
  • Veteran 2 Advance: +1 Vigor
  • Veteran 3 Advance: Elementalist
  • Veteran 4 Advance: Master Elementalist
  • Heroic 1 Advance: Warlock
  • Heroic 2 Advance: Power Points Edge
  • Heroic 3 Advance: +1 Spirit
  • Heroic 4 Advance: Vampire Killer Edge
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Rio Vaughan
Posts: 14
Joined: Tue Jul 27, 2021 9:38 pm

Re: Rio Vaughan, Elemental Fusionist

Post by Rio Vaughan »

Current Status Post, 1/25/2022
Bennies: 2 (+1 Cole, +1 joker, -2 reroll damage, -1 DQE Focus)
Splash Bennies: 3 (+1 joker)
Wounds / Fatigue: 0 / 0
PP: 9/25
Active Status: N/A
Active Powers: Barrier, Smite w/ raise
Equipped: Spirit Spear
Rio G. Vaughan
Rio G. Vaughan, Warlock
Pace: 6; Parry: 5
Toughness: 13 (5)
Armor: Huntsman Medium
Pertinent Edges: Blaster, Brave, Danger Sense, Elan, Rapid Recharge
Current Status Post
Post Reply

Return to “24th COT Adventure Forum”