Sigurd, Legendary Chosen of Igora

The quest to destroy the Demon Prince of Death
GM: Ndreare
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Sigurd
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Joined: Sat Aug 22, 2020 6:01 pm

Sigurd, Legendary Chosen of Igora

Post by Sigurd »

Sigurd Van Durius
Titles: Champion of Igora, Master of the Ways, Keeper of the Pass
Iconic Framework: MARS Psi-Warrior
Race: Elf
Rank: Legendary
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d12+1, Vigor d12
Pace: 6; Parry: 15; Toughness: 28 (14 MDC) Strain: 8/8
Skills:
  • Athletics d10
  • Battle d6
  • Common Knowledge d4
  • Fighting d10
  • Notice d12
  • Occult d12
  • Persuasion d8+1
  • Psionics d12
  • Stealth d4
  • Survival d8
Hindrances:
  • Code of Honor
  • Driven (minor, To protect people from evil)
  • Loyal, Outsider (minor, )
  • Overconfident
  • Quirk (Lead from the front)
Edges:
  • Adept
  • Block
  • Brawler
  • Bruiser
  • Chi
  • Command
  • Fervor
  • Hold the Line
  • Improved Frenzy
  • Improved Trademark Weapon - Arogi's Bane
  • Major Psionic
  • Martial Artist
  • Martial Warrior
  • Master of Arms
  • Master Psionic
  • Monster Slayer
  • Natural Leader
  • Power Points
  • Psi-Blade
  • Psi-Shield
  • Rich (+2 armor, +1 toughness)
  • Sidekick - Igora's Mantle
  • Take 'Em Down
  • Trademark Weapon - Arogi's Bane
  • Weapon Master
Armor: See Below
Weapons:
  • Unarmed (Range Melee, Damage Str+d12+4, +2 to Hit)
  • Arogi's Bane Psi-Blade (Range Melee, Damage Str+d12+8+smite, AP 24, +4 to Hit, M.D.C., +2 Parry)
  • Arogi's Foible Psi-Shield (Range Melee, Damage Str+2d4, +3 Parry)
Languages: Elven (native, d8), Common (d8),
Current Wealth: 200,000 cr (+rich)
Arcane Background: Psionics (Rifts® TLPG, p120)
I.S.P.: 30
Powers:
  • Igora's Fury (Greater Smite (+4/+6) for a cost of 3 ISP)
  • Igora's Inspiration (Cast as Greater Boost trait for a cost of 2 ISP. Free reroll once per round.)
  • Igora's Sight (Cast as Exalted Detect Arcana with Presence Sense for a cost of 4 ISP)
  • Igora's Speed (Cast as Greater Speed/Quickness for a cost of 4 ISP. Max run die, -1 to be hit, +1 evasion (Nimble))
  • Igora's Will (Telekinesis; SWADE pp169;)
Special Abilities
D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven: Elves have the Driven (Minor) Hindrance.
Impudent: All elves have the Quirk (Minor—Culturally Superior) Hindrance.
Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves.
MARS Advances: Psi-Warriors begin as Seasoned heroes.
Psi-Warrior Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers.
Psi-Warrior Skills & Edges: Fighting d6, as well as the Adept, Block, Chi, Psi-Shield, and Psi-Blade Edges.
Psi-Warrior Resistance: +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
The Arts of Offense: Psi-Blade counts as Claws when applying bonuses from Edges.
Psi-Warrior Code: Begin with either the Code of Honor or Heroic Hindrance for no added benefit.
Mars Fortune and Glory
  • Up close and personal
  • Smart and learned
Hero's Journey
  • Training - Martial Artist
  • Education - Command
  • Training Martial Warrrior
  • Training - Brawler
  • Experience and Wisdom - Monster Slayer
Advances
  1. Raise Attribute: Vigor
  2. Edge: Power Points
  3. Edge: Rich
  4. Raise Attribute: Strength
  5. Edge: Major Psionic
  6. Edge: Bruiser
  7. Edge: Hold the Line
  8. Raise Attribute: Vigor
  9. Edge: Natural Leader
  10. Edge: Fervor
  11. Edge: Improved Trademark Weapon (Psi-Blade)
  12. Raise Attribute: Strength
  13. Edge: Master Psionic
  14. Edge: Frenzy
  15. Edge: Improved Frenzy
  16. Raise Attribute: Strength
  17. Edge: Take 'Em Down
  18. Raise Attribute: Agility
  19. Raise Skills: Occult/Athletics
  20. Edge: Weapon Master
  21. Raise Attribute: Vigor
  22. Edge: Master at Arms

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene



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Sigurd
Posts: 15
Joined: Sat Aug 22, 2020 6:01 pm

Re: Sigurd, Legendary Chosen of Igora

Post by Sigurd »

Patron Item
Wings of Pronbida (Patron Item)
Image
A pair of polished bronze wings immune to the ravages of time and of the finest craftsmanship.
Unique Enchanted Item
Dimensions: ten foot wingspan, but a mere two feet when folded
• The wearer gains the Fly power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
• Indestructible: Cannot be destroyed by any means, save alchemy. Cannot be used defensively or offensively (provide no protection at all)
• Protection from Spell Magic: The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
Curse: None
History: Unknown dwarven craftsmen being held prisoner in Baalgor created these wings to flee their captors and obtain their liberty during the great Elf-Dwarf War.


Sig Item
Igora's Embrace
Crusader Heavy EBA (TW)
Armor +14, Toughness+4, Weight 24, Rarity -4, Cost 55,000 (110,000)
HJ Roll +2 Armor
HJ Roll +1 Toughness
TW Minor: +2 armor, 5,000 credits
TW Minor: +2 armor, 5,000 credits
TW Minor: +1 Strength, 5,000 credits
TW Major: Healing, 20,000 credits, -1 availability
TW Major: Relief, 20,000 credits, -1 availability
TW Major: +1 die of Vigor, 10,000 credits

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene



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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Sigurd, Legendary Chosen of Igora

Post by Ndreare »

Looks pretty good with three notes that need to be fixed.

1) Looking I guess the minimum Advances for the game is 17, so you may add one advance.

2) I do not think TK can be innate. As far as I recall only One With Magic or being a Psi-Slinger can make TK innate.

3) What are Sidekick - Igora's Mantle and Arogi's Bane? Are those the Trapping names applied to your sword and shield?
  • 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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Technospawn
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Re: Sigurd, Legendary Chosen of Igora

Post by Technospawn »

Ndreare wrote: Mon Aug 17, 2020 2:52 pm Looks pretty good with three notes that need to be fixed.

1) Looking I guess the minimum Advances for the game is 17, so you may add one advance.

2) I do not think TK can be innate. As far as I recall only One With Magic or being a Psi-Slinger can make TK innate.

3) What are Sidekick - Igora's Mantle and Arogi's Bane? Are those the Trapping names applied to your sword and shield?
1) Ok I will add one more

2) You are right TK is missing the * in the book

3) Just the Mantle is a sidekick.

Character above edited as requested by @Ndreare
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Sigurd
Posts: 15
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Re: Sigurd, Legendary Chosen of Igora

Post by Sigurd »

A cold wind blew down the pass as a lone elf stood before the on-rushing army. The day that been foretold had arrived. Arogi had breached the gates and the pass had fallen. Sigurd spit bitterly upon the ground for he had failed to hold the pass. He had failed to stop the prophecy. He would hold the army for as long as he could. To the south most of the citizens had fled already. Igora had spent most of his remaining power opening portals for them to flee. No one knew what was on the other side of the portals but everyone knew that staying here was not an option. Three humans and a stout dwarf walked up the pass from below Sigurd. Sigurd and 4 of his greatest warriors had refused to flee. They would hold the pass until all the citizens were gone. They all knew they would die here but that was a small price to pay for the lives of so many.

Arogi rode his dracolich mount and pushed the demon masses ahead of him. This was the day, Awnshere would be his to rule forever. No more who he listen to the his brother whine about being nice the mortals. He hunted long and hard to find the staff that would let him manifest in the prime material plane and with it he would control all that he saw.

The white guard braced themselves before the masses. Sigurd stood slightly ahead of them with his long golden hair flowing out behind him. The setting sun glinted on his slate grey eyes as he summoned his sword to his side. The weapon was ancient, and its surface was covered with runes that danced across it. Sigurd yelled his war cry and charged forward, and his men followed him one last time. It felt like hours that he fought and watched his men die one by one, he only prayed that he had given the citizens enough time. Finally his arm grew tired and his sword slowed a little too much and a demon’s blade slid past and pierced his side. As he crumbled to his knees, Arogi strolled forward and leered at him. Laughing Arogi said “now who will protect the ants as they scurry about.”

The laughing faded and Sigurd heard a voice in his head “be at peace, you have served me well and I did not forget you. Everyone that chose to flee is gone and safe now. I will open one last portal this day. Be safe and know that it was not all in vein.

Sigurd passed out and ………..

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene



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Sigurd
Posts: 15
Joined: Sat Aug 22, 2020 6:01 pm

Re: Sigurd, Legendary Chosen of Igora

Post by Sigurd »

Igora's Mantle

Veteran None Intelligent Construct, Intelligent Construct

Iconic Framework: Intelligent Construct

Attributes: Agility d4, Smarts d8, Spirit d12, Strength d4, Vigor d12+8
Skills: Athletics d4, Common Knowledge d4-1, Faith d12, Focus d12, Intimidation d12, Language (Celestial) d8, Notice d12+3, Occult d12, Persuasion d4, Repair d12, Stealth d4
Pace: 6; Parry: 2; Toughness: 16; Size: Small (-2, Size mod -2)
Strain: 12/12; Wounds: 5
Hindrances: Clueless, Mute, Mute, Outsider (major, ), Vow (major, ), Wanted (major, )
Edges: Arcane Background (Gifted - Elemental Mastery, only the four primal elements), Arcane Resistance, Channeling, Concentration, Danger Sense, Extra Effort, Hard to Kill, Harder to Kill, Improved Arcane Resistance, Improved Nerves of Steel, New Powers (Barrier, Havoc), New Powers (Deflection, Protection), New Powers (Entangle, Shape Change), New Powers (Telekinesis, Environmental Protection), Power Points, Power Surge (), Rapid Recharge (), Tough as Nails, Tougher than Nails
Weapons: Unarmed (Range Melee, Damage Str)
Language: Celestial (native, d8)
Current Wealth: 0 cr
Arcane Background: Gifted (Rifts® TLPG, p120)
  • Power Points: 20
  • Powers: Barrier (SWADE pp155), Deflection (SWADE pp157-158), Elemental Manipulation (SWADE pp160), Entangle (SWADE pp161), Environmental Protection (SWADE pp161), Havoc (SWADE pp162), Only to Turn Target into Unique White Tiger (Shape Change; SWADE pp167; Limitations: Touch (limited)), Protection (SWADE pp165-166), Telekinesis (SWADE pp169)
Special Abilities
  • Transferred Intelligence: Is alive, can take Arcane Backgrounds
  • Arcane System: Must consume 5 Power Points from ley lines or other sources. Use lower of Occult or Spellcasting to fix.
  • Small Frame: About 2' in height or length.
  • No Ground Locomotion: To move, must take the Flight or Aquatic feature upgrade.
  • Obvious Construct: The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature.
  • Advanced Senses: In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
  • Non-Vocal: The Construct lacks the ability to form the sounds made by most other races. It can understand typical languages and may communicate via electronic devices or other comparable means, but cannot converse with most other races. It can however communicate with other Constructs of a compatible tech base (through chirps and beeps, radio waves, or arcane methods).
  • Obscure Construction: Artificial beings are often the product of alien design or weird secrets of super science. For −4 point impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
  • Feature Locked Physiology: Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal).
  • May only use elemental powers: Designed to accomplish a specific set of tasks as efficiently as possible to the exclusion of all others, the Construct’s systems were not engineered for general use. Consider its Core Directive and choose a primary function (e.g. assault, repair, labor, piloting, medical, etc.). For −6 points the Construct subtracts 2 on Agility, Smarts, and all skill rolls not directly related to its primary function.
  • Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • No Vital Systems: The Construct has hidden, armored, or redundant vital systems. Called Shots deal not extra damage versus them.
  • Reinforced Chasses: Gain +2 Toughness with each upgrade.
  • Reinforced Chasses: Gain +2 Toughness with each upgrade.
  • Reinforced Chasses: Gain +2 Toughness with each upgrade.
  • Edge - Arcane Background: Gain one Edge, ignoring all Rank requirements.
  • Edge - Arcane Resistance: Gain one Edge, ignoring all Rank requirements.
  • Edge - Improved Arcane Resistance: Gain one Edge, ignoring all Rank requirements.
  • Edge - Extra Effort: Gain one Edge, ignoring all Rank requirements.
  • Edge - Hard to Kill: Gain one Edge, ignoring all Rank requirements.
  • Edge - Harder to Kill: Gain one Edge, ignoring all Rank requirements.
  • Edge - Tough as Nails: Gain one Edge, ignoring all Rank requirements.
  • Edge - Tougher than Nails: Gain one Edge, ignoring all Rank requirements.
  • Edge - Nerves of Steel: Gain one Edge, ignoring all Rank requirements.
  • Edge - Improved Nerves of Steel: Gain one Edge, ignoring all Rank requirements.
  • Skill Bonus - Focus: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Occult: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Repair: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
  • Wanted: Once its true natureis discovered, many powerful factions
    will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).

Advances
Novice Advances
  • Edge: Power Points
  • Edge: Danger Sense
  • Edge: New Powers (Deflection, Protection)
Seasoned Advances
  • Edge: New Powers (Telekinesis, Environmental Protection)
  • Edge: New Powers (Barrier, Havoc)
  • Edge: New Powers (Entangle, Shape Change)
  • Edge: Power Surge ()
Veteran Advances
  • Edge: Rapid Recharge ()
Current Load: 0 (21)
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 (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene



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