Nimbus: Human Intel Operative

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Nimbus
Posts: 43
Joined: Fri Oct 19, 2018 3:45 pm

Nimbus: Human Intel Operative

Post by Nimbus »

Nimbus
Heroic Male Human, MARS Intel Operative

Iconic Framework: MARS Intel Operative

Attributes: Agility d10, Smarts d12, Spirit d12, Strength d6, Vigor d6
Skills: Athletics d8, Battle d12, Common Knowledge d8, Electronics d8, Fighting d10, Intimidation d8+2, Language (Native) d8, Notice d12+2, Occult d8, Persuasion d6, Research d6, Shooting d6, Spellcasting d10, Stealth d10, Survival d6, Thievery d8
Pace: 5; Running Die: d4; Parry: 7; Toughness: 12 (5)
Strain: 6/6
Hindrances: Enemy (minor, Members of the Transgalactic Empire), Loyal, Ruthless (minor), Slow (minor)
Edges: Alertness, Arcane Background (Magic), Command, Conditioned, Field Intel, Inspire, Investigator, Master Tactician, Master of Magic, Natural Leader, New Powers (Deflection, Dispel), New Powers (Slumber, Teleport), Power Points, Power Points, Strong Willed, Tactician, Wizard
Armor: Urban Warrior Tactical Medium EBA (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1)
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Magic (Rifts® TLPG)PPE: 20Powers: Deflection (Savage Worlds: Adventure Edition p157-158), Dispel (Savage Worlds: Adventure Edition p158-159), Energy Disruption (Custom), Invisibility (Savage Worlds: Adventure Edition p164), Remote Viewing (Custom), Slumber (Savage Worlds: Adventure Edition p168), Teleport (Savage Worlds: Adventure Edition p169-170)
Special Abilities
Magic: Power Points: 20; Powers: Deflection (Savage Worlds: Adventure Edition p157-158), Dispel (Savage Worlds: Adventure Edition p158-159), Energy Disruption (Custom), Invisibility (Savage Worlds: Adventure Edition p164), Remote Viewing (Custom), Slumber (Savage Worlds: Adventure Edition p168), Teleport (Savage Worlds: Adventure Edition p169-170)
Power Activators: Magic users must be able to gesture and speak to cast spells.
Languages Known: Native (native, d8)
MARS Advances: Intel Operatives begin as Seasoned heroes
Operative Training: Common Knowledge d6, Electronics d6, Stealth d6, and Thievery d6.
Diverse Edges: Choose one: Alertness Edge or the Linguist Edge or the Streetwise Edge.
Investigator Training: Persuasion d6, Research d6, and the Investigator Edge.
Intel Training: Notice d6, Survival d6, and the Conditioned and Field Intel Edges.
Restricted Hero's Journey: Make one less roll on the Hero's Journey tables
Limited Hindrances: Cannot take the All Thumbs, Clueless, or Illiterate Hindrances.
Spellslinger: ["Invisibility"] (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.


Advances
Novice Advances
Raise Attribute: StrengthEdge: Power PointsRaise Skills: Occult/SpellcastingSeasoned Advances
Raise Attribute: VigorRaise Skills: Occult/IntimidationEdge: Master of MagicEdge: New Powers (Slumber, Teleport)Veteran Advances
Raise Attribute: AgilityRaise Skills: Fighting/StealthRaise Skills: Notice/BattleEdge: Power PointsHeroic Advances
Raise Attribute: SpiritEdge: New Powers (Deflection, Dispel)Edge: Natural Leader
------------------

Current Load: 13 (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 StrengthValidity: Character appears valid and optimal
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Nimbus
Posts: 43
Joined: Fri Oct 19, 2018 3:45 pm

Re: Nimbus: Human Temporal Wizard

Post by Nimbus »

Background:

AMNESIA
Last edited by Nimbus on Sat Nov 10, 2018 9:04 pm, edited 4 times in total.
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Ndreare
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Re: Nimbus: Human Temporal Wizard

Post by Ndreare »

let me know when your powers are finished and we move this guy
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Nimbus
Posts: 43
Joined: Fri Oct 19, 2018 3:45 pm

Re: Nimbus: Human Temporal Wizard

Post by Nimbus »

Should be good, just need to fine tune things.
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Ndreare
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Location: Skagit County, Washington
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Re: Nimbus: Human Temporal Wizard

Post by Ndreare »

Sure, looks good to go.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Pender Lumkiss
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Re: Nimbus: Human Temporal Wizard

Post by Pender Lumkiss »

I love the parry of 0
Field Team Six Bennies
3/6
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Re: Nimbus: Human Temporal Wizard

Post by Pender Lumkiss »

Toughness of 0 takes the cake.
Field Team Six Bennies
3/6
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Ndreare
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Re: Nimbus: Human Temporal Wizard

Post by Ndreare »

Pender Lumkiss wrote: Tue Oct 30, 2018 11:59 am I love the parry of 0
Pender Lumkiss wrote: Tue Oct 30, 2018 12:01 pm Toughness of 0 takes the cake.

Yep,
I already warned him how dangerous that was. But he says he is good with it, so who and I to judge?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Nimbus
Posts: 43
Joined: Fri Oct 19, 2018 3:45 pm

Re: Nimbus: Human Temporal Wizard

Post by Nimbus »

DeathDisk.jpg
DeathDisk.jpg (23.79 KiB) Viewed 7715 times
Death Disk Weapon System

Base Item: NG-IP7 Ion Pulse Rifle 12/24/48 1–3d6+1 3 — 30 7 20,000
Notes: Semi-Auto, 3RB.

Super Edge: Quick Draw (2 pts)
Attack, Ranged: 1 level (2 pts)
Armor Piercing Mod, 1 levels (1 pt)
Vibro Blade (1 pt)

Damage is 3-5d6+1 AP 6

Cost: Initial item 150% of value, 30,000
6 SPC Pts: 30,000
Total: 60,000
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