Scalawag: Horhune Sea Inquisitor (24th)

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Scalawag
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Joined: Tue Aug 17, 2021 4:21 pm

Scalawag: Horhune Sea Inquisitor (24th)

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Scalawag
Legendary Male Horhune, MARS Sea Inquisitor, and Sea Inquisitor
Iconic Framework: MARS Sea Inquisitor
Background
As a youth, Scalawag joined the crew of a Dreamer Ship as many young Horhune do. The ship encountered a Reacher from the Deep, which attacked and destroyed the ship, taking most of the crew. Scalawag somehow avoided being taken, and was transformed into a Sea Inquisitor. No longer comfortable with Horhune society, he spends his time performing good deeds, fighting evil monsters, and trying to find a place to fit in.

Attributes: Agility d10, Smarts d8-2, Spirit d8, Strength d12+1, Vigor d8
Skills: Athletics d6, Boating d8, Common Knowledge d6-2, Fighting d10, Healing d4, Language (American) d8, Notice d8, Occult d6, Performance d8, Persuasion d6, Psionics d10, Shooting d10, Stealth d8, Survival d8+2
Pace: 8; Running Die: d8; Parry: 7; Toughness: 15 (7)
Strain: 8/8
Hindrances: Arrogant, Curious, Driven (minor, Eradicate Evil), Heroic, Loyal
Edges: Arcane Background (Psionics), Arcane Resistance, Brave, Breed Advantage (Water), Champion, Charismatic, Elan, Fame, Fleet-Footed, I Know a Guy, Improved Trademark Weapon (Psi-Blade), Major Psionic, Martial Artist, Master Psionic, New Powers (Arcane Protection, Elemental Manipulation), New Powers (Detect/Conceal Arcana, Relief), Power Points, Psi-Blade, Supernatural Strength, Woodsman
Armor: Gladiator Medium Combat Armor (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Psi-Blade (Range Melee, Damage Str+d8, AP 20, +2 to Hit, M.D.C., +2 Parry), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Vibro-Knife (Range Melee, Damage Str+d6, AP 6, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: American, American (native, d8)
Current Wealth: 5,000 cr
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 30
Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Divination (Savage Worlds: Adventure Edition p159), Hydrokinesis (Elemental Manipulation; Savage Worlds: Adventure Edition p160; Water Only Trappings), Mind Reading (Savage Worlds: Adventure Edition p165), Relief (Savage Worlds: Adventure Edition p166), Sense Supernatural Evil (Detect Arcana; Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
Special Abilities
Powerful - Strength: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
Powerful - Strength: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
Powerful - Vigor: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
Infravision: The creature detects and “sees” heat, either through eyes or other sensory organs. This allows it to halve penalties for bad lighting when attacking targets that radiate heat.
Semi-Aquatic: The character is semi-aquatic and can hold breath for 15 minutes before checking for drowning.
Regeneration (3): Makes a natural healing roll once per day (rather than every five days). Permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (the being may try once per week).
Alien Physiology: Horune physiology gives a −2 penalty to Healing checks. Compatible medical supplies/services cost double the listed price.
Bad Reputation (-2): Horune are infamous on Rifts Earth. Due to their ferocious appearance and violent history, their initial Reactions with Strangers are two levels worse than usual.
Natural Seafarers - Boating: Horune begin with one die type in Boating.
Disagreeable D-Bee: Horune suffer a –1 Persuasion penalty, and their reputation for abduction and mayhem result in initial Reactions which are typically Hostile at best. Human supremacists are immediately violent unless a social skill check is successful. Merchants will refuse to sell wares or provide services.
Communal: Horune gain the Loyal Hindrance for no extra benefit.
Cyber-Resistant: Cyberware doesn’t work for this race. They can't take Iconic Frameworks which include cybernetics as an inherent ability (including the Juicer bio-comp system and Crazy M.O.M. implants) nor may they roll on the Cybernetics Benefits Table (see page 135).
Ignorant - Common Knowledge: The Horune's insular culture and life at sea make them naïve about the wider world. They suffer a −2 penalty on all Common Knowledge rolls.
Natural Psionics - Arcane Background: Horune begin with Arcane Background (Psionics) and the following three powers: arcane protection, elemental manipulation (water/hydrokinesis), and relief. If a Horune chooses a framework providing Arcane Background (Psionics) he follows all the normal rules except three of his starting powers are the ones listed above (even if not normally allowed), and gains two additional power to his starting total (e.g. a Horune Burster starts with five powers).
Instinct Over Intellect: - Smarts: Horune act on instinct, intellectual pursuits aren't common for them. They suffer a −2 penalty to Smarts rolls, but not linked skills.
Skilled Swimmer - Breed Advantage (Water): The Horune move their full Pace when swimming and are +2 on Athletics (swimming) checks.
Edge - New Powers: All members of this race have the same innate Edge chosen from those available in the setting. Unlike Adaptable, this ability ignores Requirements except other Edges. Each Rank beyond Novice costs an additional point to a maximum of Heroic Rank (5).
Psionics: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Divination (Savage Worlds: Adventure Edition p159), Hydrokinesis (Elemental Manipulation; Savage Worlds: Adventure Edition p160; Water Only Trappings), Mind Reading (Savage Worlds: Adventure Edition p165), Relief (Savage Worlds: Adventure Edition p166), Sense Supernatural Evil (Detect Arcana; Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
MARS Advances: Sea Inquisitors begin as Seasoned heroes.
Sea Inquisitor Psionics: Begin with Psionics d6, Arcane Background (Psionics), Major Psionic, 20 ISP (10 base doubled), plus divination, mind reading, and smite*.
Fearless Paragons: Sea Inquisitors begin with the Arcane Resistance, Brave, Champion Edges. The bonus from each of these increases by +1 for each Rank after Novice.
Sense Supernatural Evil: Similar to a Psi-Stalker, Inquisitors may use Notice to detect the presence and location of supernatural beings or items, and with a raise know if it's evil or not. They can track beings and items using the Survival skill.
Shield of Inner Spirit: By expending 3 ISP as a free action the Sea Inquisitor can summon a mystical shield granting herself a bonus to Toughness equal to her Spirit for five rounds, after which it may be maintained for 1 ISP per additional round.
Warrior Against Evil: Begin with the Heroic and Driven (Major—eradicate evil) Hindrances for no extra benefit.
Unbound Power: ["Smite"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
Unnerving Presence (Hero's Journey): Your hero gains +1 on all social skill checks. If he has empathy, or fear, he gains a free reroll when using those powers.
Advances
Novice Advances
Raise Attribute: Agility
Raise Skills: Shooting/Fighting
Edge: Martial Artist
Seasoned Advances
Raise Attribute: Smarts
Raise Skills: Boating/Psionics
Edge: Fleet-Footed
Edge: Elan
Veteran Advances
Raise Attribute: Strength
Raise Skill: Psionics
Edge: Master Psionic
Edge: Psi-Blade
Heroic Advances
Raise Attribute: Agility
Raise Skills: Fighting/Shooting
Edge: Supernatural Strength
Edge: Trademark Weapon (Psi-Blade)
Legendary Advances
Raise Skills: Boating/Stealth
Edge: Improved Trademark Weapon (Psi-Blade)
Raise Skills: Performance/Notice

Current Load: 48.25 (126)
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, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
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