Kohatu, Ogre Stone Master

GM: Venatus Vinco
The Tomorrow Legion commissions a new group of heroes to track down the ultra powerful magic weapons used in the Tolkeen War before they fall into the wrong hands...although some may already be in those hands.
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Kohatu
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Kohatu, Ogre Stone Master

Post by Kohatu »

Experience & Wisdom: HJ1: 1d20: [15] = 15 - Professional Edge - Scholar
Experience & Wisdom: HJ2: 1d20: [11] = 11 - Background Edge - Alertness
Gems: 500 * 3d6: [3, 1, 5] = 9 = 4500
Credits: 100 * 4d6: [6, 4, 5, 1] = 16 = 1600
Gear: 500 * 2d4: [3, 3] = 6 = 3000

Gems:
Tourmaline 200
Salt Crystal 10
Sulfur Crystal 150
Brown Zircon 500
Agate 200
Rose Quartz 800
Clear Quartz 200
Gold Zircon 500
Topaz 2000
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
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Re: Kohatu, Ogre Stone Master

Post by Kohatu »

Kohatu

Novice Male Ogre, Stone Master

Iconic Framework: Stone Master

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d6, Language (Native) d8, Notice d6+2, Occult d10+2, Persuasion d4-1, Shooting d6+1, Spellcasting d10, Stealth d6 (+2 in armor), Survival d6
Pace: 6; Parry: 5; Toughness: 16 (7); Size: Normal (1)
Strain: 6/6
Hindrances: Can’t Swim, Heroic, Stubborn, Ugly (minor)
Edges: Alertness, Brave, Gem Mastery (custom), Power Points, Rapid Recharge (), Scholar
Armor: Pioneer Heavy Composite EBA (Armor: 7; Toughness: 3
Weapons: Unarmed (Range Melee, Damage Str), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Gear: NG-S2 Survival Pack
Language: Native (native, d8)
Current Wealth: 500 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 15
  • Powers: Barrier (Savage Worlds: Adventure Edition p155), Burrow (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Limitations: innate (limited); Skill Bonus: +1), Entangle (Savage Worlds: Adventure Edition p161)
Special Abilities
  • Bad Reputation (-1) (Racial): The society or species is known for its terrible deeds, brutality, thievery, or other reprehensible behavior. If a nonplayer character knows the reputation or is scared by it, and doesn't know the hero's better nature, his Reaction starts at Unfriendly (see Reactions in Savage Worlds). For –2 points, such Reactions start at Hostile. Concerned locals might alert the authorities, taunt to provoke the hero, or even attack out of fear and ignorance. If the character's initial Reaction is already penalized (as with D-Bees or Mutants, below) it starts one or two steps lower, respectively. If already Hostile, an immediate social skill check is required to avoid violence.
  • D-Bee (-1) (Racial): D-Bees and are often mistrusted by everyone but their own people and immediate friend circles—at least until their words and deeds prove positive. For 1 point, the species is near-human in appearance, and is occasionally shunned or provoked (socially or physically) by the ignorant. Reactions typically start at Uncooperative, or Unfriendly for human supremacists, and those with an Unfriendly or lower Reaction will refuse to sell their wares or provide services such as healing, repairs, etc.
  • Inhuman Physiology (-1) (Racial): The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 1 point the race has Near-Human Physiology giving a −1 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification.
  • Low Light Vision (Racial): The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
  • Attribute Increase (Racial) - 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.
  • Attribute Increase (Racial) - 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.
  • Hindrance (Racial): The creature has a built-in Minor Hindrance for 1 point, or a Major Hindrance for 2. This doesn’t affect the ability to choose other Hindrances during character creation.
  • Size +1 (Racial): The creature is larger than normal. Each point of Size adds directly to Toughness. Large species may have difficulty using equipment designed for more traditional humanoids. See page 105 for more on Size.
  • Magic: Power Points: 15; Powers: Barrier (Savage Worlds: Adventure Edition p155), Burrow (Savage Worlds: Adventure Edition p156), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Limitations: innate (limited); Skill Bonus: +1), Entangle (Savage Worlds: Adventure Edition p161)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Native (native, d8)
  • Arcane Background (Magic): Stone Masters have access to the Magic Arcane Background.
  • Earth & Water Sense: Stone Masters may detect secret passages or compartments inside a stone or underground structure as an action up to Range Spirit; likewise,they sense water (lakes, streams, springs, sewers, etc) and the presence of underground supernatural beings at a Range of Spirit in miles.
  • Expanded Awareness: Stone Masters have the detect arcana power which they may activate as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check.
  • Ley Line Sense: Stone Masters have this Ley Line Walker ability, see The Tomorrow Legion Player's Guide.
  • Levitate Stone: At a cost of 1 PPE per minute Stone Masters may check Occult as an Innate Ability to activate telekinesis, only usable on stone, with a Strength of d12 plus half Spirit. This ability doesn't require Gestures or Speech, and the sorcerer may even pluck rocks out of the ground as if scooping stones from water.
  • Mold Stone: Stone Masters can shape gems and stones using their mind and the Occult skill as if the materials were clay in the hands of a master sculptor. The sorcerer can create openings and tunnels through solid rock, pluck gems and crystals out of solid rock, or pull material out from a stone surface to create solid rock formations using the barrier, burrow, or entangle powers. At no additional PPE cost and as an Innate Ability the Stone Master may check the lower of Spellcasting or Occult to make the resulting stone formation permanent!
  • Move Stone: Stone physically carried by a Stone Master has only one hundredth of its normal Encumbrance weight.
  • Stone Mastery: Stone Masters have the elemental manipulation power which they may activate as an Innate Ability for no PPE to pull rocks, stones, or pebbles out of the ground and move, control, and levitate them. As an action, they may activate the Elemental Fury and Exalted Manipulation modifiers at no PPE cost. Non-arcane environmental protection has no effect against this ability.
  • Cybernetics: Cyberware wreaks havoc on the flow of arcane energies Stone Masters rely on, imposing −1 to Spellcasting for each point of Strain.
  • Enemies: As with all magic users, Stone
    Masters are usually designated “shoot on-sight” targets for the Coalition and those who violently reject all forms of
    the supernatural. Those who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
  • Power Activators: Stone Masters must have their hands free to Gesture and have the ability of Speech to work their powers (see Power Activators in The Tomorrow Legion Player's Guide). Entangled, Bound, silenced or otherwise muted Stone Masters can't activate new magic powers until they are free.

Advances
Novice Advances
  • Raise Attribute: Spirit
Current Load (normal/combat): 26 / 6 (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

Created with Savaged.us
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
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Re: Kohatu, Ogre Stone Master

Post by Kohatu »

Character Sheet
Character Name: Kohatu
Player: Christian / Snake Eyes
Rank: Novice 1 Advances Left: 0
Race: Ogre
Iconic Framework: Stone Master
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 16 (7); PPE: 15

Skills:
  • Athletics - d4
  • Common Knowledge - d6
  • Notice - d6+2
  • Persuasion - d4-1
  • Stealth - d6
  • Fighting - d6
  • Occult - d10+2
  • Spellcasting - d10
  • Shooting - d6 (+1 with Wilk's)
  • Survival - d6
Hindrances
  • Heroic (Major):
  • Stubborn (Minor):
  • Ugly (Minor):
  • Can't Swim (Minor):

Racial Abilities
  • D-Bee (Minor): Reactions typically start at Uncooperative, or Unfriendly for human supremacists, and those with an Unfriendly or lower Reaction will refuse to sell their wares or provide services such as healing, repairs, etc.
  • Bad Reputation: Ogres are known for bad behavior. Reactions start at Unfriendly.
  • Galloping Hooves: Centaurs have a pace of 10 and a d10 running die.
  • Near-Human Physiology: Those unfamiliar with Ogre biology suffer -1 penalty to Healing skill rolls and any cybernetic checks involving installation, repair, etc.
  • Size +1: Ogres are big.

Edges and Iconic Abilities
  • Earth & Water Sense: Stone Masters may detect secret passages or compartments inside a stone or underground structure as an action up to Range Spirit; likewise,they sense water (lakes, streams, springs, sewers, etc) and the presence of underground supernatural beings at a Range of Spirit in miles.
  • Expanded Awareness: Stone Masters have the detect arcana power which they may activate as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check.
  • Ley Line Sense: Stone Masters have this Ley Line Walker ability, see The Tomorrow Legion Player's Guide.
  • Levitate Stone: At a cost of 1 PPE per minute Stone Masters may check Occult as an Innate Ability to activate telekinesis, only usable on stone, with a Strength of d12 plus half Spirit. This ability doesn't require Gestures or Speech, and the sorcerer may even pluck rocks out of the ground as if scooping stones from water.
  • Mold Stone: Stone Masters can shape gems and stones using their mind and the Occult skill as if the materials were clay in the hands of a master sculptor. The sorcerer can create openings and tunnels through solid rock, pluck gems and crystals out of solid rock, or pull material out from a stone surface to create solid rock formations using the barrier, burrow, or entangle powers. At no additional PPE cost and as an Innate Ability the Stone Master may check the lower of Spellcasting or Occult to make the resulting stone formation permanent!
  • Move Stone: Stone physically carried by a Stone Master has only one hundredth of its normal Encumbrance weight.
  • Stone Mastery: Stone Masters have the elemental manipulation power which they may activate as an Innate Ability for no PPE to pull rocks, stones, or pebbles out of the ground and move, control, and levitate them. As an action, they may activate the Elemental Fury and Exalted Manipulation modifiers at no PPE cost. Non-arcane environmental protection has no effect against this ability.
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Kohatu, Ogre Stone Master

Post by Kohatu »

POWERS

Barrier (Savage Worlds: Adventure Edition p155)
Burrow (Savage Worlds: Adventure Edition p156)
Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2)
Elemental Manipulation (Savage Worlds: Adventure Edition p160; Limitations: innate (limited); Skill Bonus: +1)
Entangle (Savage Worlds: Adventure Edition p161)
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Kohatu, Ogre Stone Master

Post by Kohatu »

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

Pioneer Heavy Composite EBA
• Armor: +7 Toughness: +3
• Weight: 15 lbs (Min Str: d6)
• Rarity: -2; Cost: 75,000
• +2 Stealth (HJ option)

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:
540

Gems
Tourmaline 200 - Arcane Protection (self)
Salt Crystal 10 - Banish
Sulfur Crystal 150 - Blind
Brown Zircon 500 - Fear
Agate 200 - Healing (neutralize poison)
Rose Quartz 800 - Healing (neutralize disease)
Clear Quartz 200 - Light (mobile, cast on gem)
Gold Zircon 500 - Teleport (self)
Topaz 2000 - Healing (greater healing)
Clear Zircon 4000 - Fly (self)
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
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Re: Kohatu, Ogre Stone Master

Post by Kohatu »

BACKGROUND
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
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Re: Kohatu, Ogre Stone Master

Post by Kohatu »

Advances
  • Initial Advances: (Bonus from Hindrances): Brave, Gem Mastery
  • Edge(s) granted by Racial/IF Features: Power Points, Rapid Recharge, Scholar, Alertness
  • Novice 1 Advance: Spirit +1 (d8)
  • Novice 2 Advance: EDGE
  • Novice 3 Advance: EDGE
  • Seasoned 1 Advance: EDGE
  • Seasoned 2 Advance: +1 attribute
  • Seasoned 3 Advance: +1 Skill, +1 Skill
  • Seasoned 4 Advance: EDGE
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance: EDGE
  • Heroic 2 Advance: +1 attribute
  • Heroic 3 Advance: +1 Skill, +1 Skill
  • Heroic 4 Advance: EDGE
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
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Re: Kohatu, Ogre Stone Master

Post by Kohatu »

ADVANCE TRACKER
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Kohatu
Posts: 17
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Re: Kohatu, Ogre Stone Master

Post by Kohatu »

Current Status Post: 9/13/2022
Bennies: 3
Conviction: 0
Wounds/Fatigue: 0 / 0
Current status: N/A
Notes: n/a
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
Current Status Post
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