Vincent - M.A.R.S. Combat Mage

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Vincent
Posts: 25
Joined: Sat Mar 07, 2020 5:29 pm

Vincent - M.A.R.S. Combat Mage

Post by Vincent »

M.A.R.S.
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H.J.
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Vincent
Posts: 25
Joined: Sat Mar 07, 2020 5:29 pm

Re: M.A.R.S. Mage

Post by Vincent »

Vincent
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS Combat Mage
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6 (d10), Vigor d6
Pace: 6; Parry: 7; Toughness: 14 (6); Strain: 0
Skills:
  • Athletics d6 1
  • Common Knowledge d4
  • Fighting d8 2
  • Notice d8 2
  • Occult d8 2
  • Persuasion d6
  • Riding d4
  • Spellcasting d12 3
  • Shooting d8 2
  • Stealth d6
  • Survival d8 3

Hindrances
  • Driven (Major): Destroy the supernatural. “The only good demon is a dead one”.
  • Hindrance (Minor): Secret (Mother was a witch)
  • Hindrance (Minor): Vengeful

Edges and Iconic Abilities
  • Arcane Background (Magic): 10 PPE (arcane protection, smite, speed)
  • Channeling: Reduce Power Point cost by 1 with a raise on the activation roll.
  • Master of Magic: Mega power modifiers
  • Power Points: +5 PPE
  • New Powers: protection, warrior’s gift
  • Wizard: Spend 1 extra Power Point to change a spell’s Trapping.
  • Adept: Use Arcane Protection, Speed, and Warrior's Gift as Innate abilities.
  • Dodge: −2 to be hit by ranged attacks.
  • Block: +1 Parry, ignore 1 point of Gang Up bonus.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table. +1 Benny per session
  • Nerves of Steel: Ignore one level of Wound penalties.
  • Rich: Spirit Bow
  • Monster Slayer: Take an action to roll Occult to identify a foe, its characteristics, and common tactics. If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • One with Magic (Novice): Can use detect/conceal arcana as an Innate Ability; may sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • One With Magic (Seasoned) Ley Line Rejuvenation and Ley Line Sense abilities of a Ley Line Walker.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • New Power: Banish, Dispel
  • Fame: Psyscape Adventure
  • Reliable: Psyscape Adenture
Powers
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 5/hour

Recognize Supernatural [detect/conceal arcana] Innate
Resist Supernatural [arcane protection] Innate
Frost Blade [smite]
Superhuman Speed [speed/sloth] Innate
Armor of Ithan [protection]
Fists of Fury [warrior’s gift]
Background

Gear
NG-S2 Survival Pack (20 lb)
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
Combat Mage Heavy EBA (TW)
  • Armor: +6
  • Toughness: +3
  • Min Str: d10*
  • Weight: 36 lbs*
  • Rarity: -4, Cost: 250,000
    Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
TW Firebolt Pistol
  • Range: 12/24/48
  • Dmg: 3d6 AP 6
  • RoF: 1
  • Shots: 10
  • Weight: 3 lbs
  • Rarity: -2, Cost: 25,000
  • Notes: It Burns.
Spirit Bow
  • Range: 30/60/120
  • Dmg: 4d6 AP 6
  • RoF: 1
  • Shots: Unlimited, Caster needs d8 in spirit
  • Weight: 3 lbs
  • Rarity: -, Cost: -
  • Notes: A magic item. Mega Damage. Fires spirit arrows—unlimited Shots but the
    archer needs d8 minimum Spirit. Granted to great warriors and heroes, especially
    among Native American and First Nation cultures. Gains +1d6 damage and +6 AP
    vs supernatural evil.
Enchanted Longsword
  • Dmg: Str + d8 AP 10
  • Silver
  • Weight: 3 lbs
  • Rarity: 0, Cost: 11,000

Credits:
[dice:3gn02bzl]64462:0[/dice:3gn02bzl] ace [dice:3gn02bzl]64462:2[/dice:3gn02bzl]× 100 Universal Credits, and [dice:3gn02bzl]64462:1[/dice:3gn02bzl] × 500 credits worth of gear or valuables
Advances

Choose Race: Human
Choose Iconic Framework: MARS Combat Mage
  • Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, use the Ley Line Walker’s spell list and begin with three powers.
  • Begin with the Channeling Edge and Master of Magic Edge.
  • Begin with three Combat or Power Edges of your choice, ignoring Rank requirements.
  • Begin with standard Starting Gear, substituting TW Combat Mage Armor and a TW Firebolt Pistol.

Hero’s Journey
  • 07) Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
  • 15) Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
  • 20) Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).

MARS Fortune & Glory
Fortune and Glory
  • 12) Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  • 09) Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.

Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • Initial Advances: (Bonus from Hindrances): Rich, Monster Slayer
  • Edge(s) granted by Racial Features: One With Magic
  • Novice 1 Advance: +1 Spirit
  • Novice 2 Advance: Champion
  • Novice 3 Advance: +1 Spellcasting
  • Seasoned 1 Advance: One With Magic
  • Seasoned 2 Advance: New Power (Banish, Dispel)
  • Seasoned 3 Advance: Persuasion d6, Stealth d6
  • Seasoned 4 Advance: +1 Agility
  • Veteran 1 Advance: Fighting d8, Shooting d8
  • Veteran 2 Advance: Power Points
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Vincent
Posts: 25
Joined: Sat Mar 07, 2020 5:29 pm

Re: M.A.R.S. Mage

Post by Vincent »

Vasily Maxim's Journal: Vasily Maxim was a legendary slayer in his home country of Russia. He had seen things men and woman were not meant to see and much more. His journal is resplendent and full of pictures and details describing most of the evil that lay upon rifts earth. He had it magically enchanted to enhance it's durabilyt, and to help it's reader better understand the material.


This is a magical item and confers an obligation minor (must spend time reading each day ) for its effects to confer to the user.
Major: scholar edge occult
Major: +1 die type occult
Minor: +1 spirit when making a fear check
Minor: if a spirit check is failed, reduce the d20 roll on the fear table by 1.
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