Big Joe Demi-god Arcane Warrior

GM: The One and Only Pender Lumkiss!
Post Reply
User avatar
Big Joe
Posts: 27
Joined: Mon Sep 13, 2021 8:39 am

Big Joe Demi-god Arcane Warrior

Post by Big Joe »

MARS = Select Vigorous and Tough
MARS = Select Smart and Learned

Hero's Journey 1d20 and 1d20 and 1d20: [12]+[14]+[3] = 29
12 Psionic = Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.

14 Training = When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge, or Tricky Fighter if she already has Dirty Fighter.

3 Training = After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.

Bonus Hero's Journey 1d20 and 1d20: [15]+[17] = 32


https://savaged.us/s/eq8opuv3
Big Joe without armor.jpg
The Soldier.jpg
User avatar
Big Joe
Posts: 27
Joined: Mon Sep 13, 2021 8:39 am

Re: Big Joe Demi-god Arcane Warrior

Post by Big Joe »

Big Joe

Joe Sand, Seasoned Male Sea Titans, MARS Psi-Warrior


Iconic Framework: MARS Psi-Warrior
Background
His mom told him before she was captured his father was some sort of water demigod from the old Americas. Well Joe believes it, he has the strength and power of titan all packed into the compact form that makes way to many people under estimate him.
But what he lacks in height he makes up for in in determination and go. The dark olive skill and dark hair would instantly give him away as being of north African decent to most people. But his height is usually where people stop inspecting him.
Big Joe is normally in control of himself, but he has been known to stand up to many a fights that most men would have backed away from. With a tendency to think he can take anyone on and habit of targeting the biggest meanest guy on the battle field, Big Joe has taken more than one solid smack to the face.
It is not uncommon for Joe to wake up after a battle not quite remembering what hit him. But luckily his regenerative abilities are enough that he is always back in the line after a day or two.

Description
4' 9" Olive skinned, dark hair and dark eyes.
Standing in at 4' 9", and lightly built Big Joe just barely missed being 5'. But what he lacks in stature he makes up for in personality. Confident to the extreme, he is friendly to others as long as they do not threaten him.
But mess with him and his ego will kick in, causing him to become much less friendly.


Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d6, Battle d6, Boating d6, Common Knowledge d6, Fighting d6, Language (American) d8, Notice d8, Occult d8, Persuasion d6, Piloting d6, Psionics d10, Repair d8, Shooting d6, Spellcasting d10, Stealth d6
Pace: 6; Parry: 6; Toughness: 17 (6)
Strain: 8/8
Hindrances: Arrogant, Code of Honor, Heroic, Napoleon Syndrome (custom, -2 to resists taunt), Loyal, Overconfident, Small, Wanted (major, )
Edges: Ace, Adept (Magic), Adept (Psionic), Arcane Background (Psionics), Block, Chi, Healer, Major Psionic, Master of Magic, Nerves of Steel, One With Magic (Novice), One With Magic (Seasoned), Power Points, Psi-Blade, Psi-Shield
Armor: ATEA-50 Supai Stealth EBA (Armor 6), Gladiator Medium Combat Armor (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str), Psi-Blade (Range Melee, Damage Str+d8+smite, AP 20, M.D.C.), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Languages: American, American (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 40
  • Powers:
  • Boost/Lower Trait (Savage Worlds: Adventure Edition p156; Limitations: boost only, Self only (limited); Skill Bonus: +2, Adept)
  • Bio-Adept (Healing; Savage Worlds: Adventure Edition p162, Adept)
  • Psionic Adaption (Warrior's Gift; Savage Worlds: Adventure Edition p169-170, Adept)
  • Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
  • Telekinesis (Savage Worlds: Adventure Edition p169)
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 15
  • Powers
  • Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158, One With Magic)
  • Spell Shield (Arcane Protection; Savage Worlds: Adventure Edition p148, Adept)
    Temporal Shifting (Deflection; Savage Worlds: Adventure Edition p157-158, Adept)
    Time Slip (Speed; Savage Worlds: Adventure Edition p167, Adept)
Special Abilities
  • 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).
  • Doesn't Breathe: The species does not breathe. Individuals aren’t affected by inhaled toxins, can’t drown, and don’t suffocate in a vacuum. (They may still freeze, however.)
  • Hindrance: 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.
  • Immune to Disease: The species is immune to disease.
  • Immune to Poison: The species is immune to poison.
  • Hindrance: 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.
  • Perfect Form: Sea Titans start with Strength d10, Vigor d8, and a d6 in all other Attributes.
  • 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).
  • Salty Side of Fate: Begins with 1 less benny per session
  • Supernatural Beacon: Sea Titans radiate supernatural good as if they were a beacon, all arcane sensitives are +2 to Notice this emanation. This makes them the mortal enemy of all varieties of evil
  • Toughness: The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
  • Toughness: The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
  • Toughness: The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
  • Hindrance: Besides being hunted by all evil, if they ever learn the truth many powerful groups would perform grueling medical experiments and research on a captured Sea Titan. The Coalition, Splugorth, Gene Splicers, and Mindwerks would be especially interested.
  • Weakness (Supernatural & Unholy): Attacks dealing bonus damage to supernatural or good/holy targets deal +4 damage to Sea Titans. Powers and abilities effecting such targets also affect them
  • Psionics: Power Points: 30; Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156; Limitations: Self (limited); Skill Bonus: +1), Hyper Regeneration (Healing; Savage Worlds: Adventure Edition p162), Psionic Adaption (Warrior's Gift; Savage Worlds: Adventure Edition p169-170), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
  • Magic: Power Points: 10; Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Spell Shield (Arcane Protection; Savage Worlds: Adventure Edition p148), Temporal Shifting (Deflection; Savage Worlds: Adventure Edition p157-158), Time Slip (Speed; Savage Worlds: Adventure Edition p167; Limitations: One Aspect, Touch (limited); Skill Bonus: +1)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • One With Magic - Ley Line Sense: Can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
  • One With Magic - Ley Line Rejuvenation: While on a ley line, gains a natural healing roll once per day.
  • 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.
  • Unbound Power: ["Healing"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.

Advances
Novice Advances
  • Edge: Power Points (ISP)
  • Edge: One With Magic (Novice): Gain 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. Those who already have this power gain a +2 on all rolls related to its use.
  • Edge: Power Points (PPE)
Seasoned Advances
  • Edge: Major Psionic
  • Edge: One With Magic (Seasoned): Gain the Ley Line Rejuvenation and Ley Line Sense abilities of a Ley Line Walker. Ley Line Walkers instead gain a +2 bonus on rolls related to either ability.
  • Edge: Adept (Magic)
  • Edge: Power Points (ISP)
Veteran Advances
  • Edge: One With Magic (Veteran): The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds

Current Load: 48 (81)
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
User avatar
Big Joe
Posts: 27
Joined: Mon Sep 13, 2021 8:39 am

Re: Big Joe Demi-god Arcane Warrior

Post by Big Joe »

Armor: Gladiator Medium Combat Armor (Armor 7)
ATEA-50 Supai Stealth EBA (Patron Item) (SWADE)
Image
Northern Gun, Triax, and the Coalition may all disparage Naruni, but never let it be said they are above a little repurposing and backwards engineering. Based on captured NE-C20, this medium armor practically makes its wearer invisible. The issue is that the armor proved cost inefficient and was shelved with only a small batch of prototypes being produced as a joint effort. All three nations have the plans and a few prototypes.
• +6 Armor and +2 Toughness
• Low Light Vision and EBA Armor
• The armor grants a +2 bonus to stealth in any setting due to a computer controlled fiber-optic covering, and padded boots and joints.
• This suit is customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2. Note that if anything is covering the armor (loose clothes, coats, cloaks, ponchos, etc), neither the Cloaking technology nor fiber optics work correctly.
• Experimental Cloaking Technology powered by an experimental self charging battery.
• • Functional equivalent of the Invisibility power, activated using the Electronics skill, but it is only effective against any technological sensor (including cybernetics, body armor optics, power armor, vehicle, and robot sensors).
• •The battery holds the equivalent of 10 PP, and recharges at a rate of 1 PP per hour. If plugged into a major energy source (generator, city power grid, etc) it can recharge 5 PP per hour instead, but must remain immobile.
• Minimum Strength: d4 (13 lbs.)
Notes: Technology Base is one of Coalition, Northern Gun, or Triax (pick). This determines how you got it. Cost for Repair Purposes: 230,000


Weapons:
  • Unarmed (Range Melee, Damage Str)
    Psi-Blade (Range Melee, Damage Str+d8+smite, AP 20, M.D.C.)
    Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)

Pa's Magiced up Necklass
Big Joe was left with very little from his father. The man was driven like mad to go out and help people. Well that drive ended up with him being captured by slavers, at least that is what the other navy men said when they came back and told mom.
Because of his sudden departure all that was left from his dad, and eventually passed on to Big Joe when mama died was the amulet he left her. He said the thing was magic and could help keep her safe. Well it worked great and mama was safe for a long time before the wasting disease took her. Now that Joe is out and about having fun of his own, he has Pa's magiced up neckless and wears it constantly.
Big Joe ain't willy though. He knows the thing makes his mind sharp as a tack and lets him know all kinds of good stuff people need to know. More than once the thing has warned him someone was up to no good, or to look out for a feller that was gonna cheat in a fight.
Amulet of Awareness - This amulet is set with a 1" cats eye stone in it that somehow always seems to being oriented on perpendicular to he wearer and rests just under the collarbone. The wearer of this amulet gain a preternatural intuition about the world, letting him "know things" usually even before they happen, and even react before anything happens.
  • Danger Sense
  • Alertness
  • +2 to Notice rolls
  • Cost: 70,000

    Base Item: 10,000
    Novice Edge: 20,000
    Novice Edge: 20,000
    Trait Bonus: 10,000
    Trait Bonus: 10,000
    Total: 70,000
User avatar
Big Joe
Posts: 27
Joined: Mon Sep 13, 2021 8:39 am

Re: Big Joe Demi-god Arcane Warrior

Post by Big Joe »

Bennies: 2
  • Salty Side, begins with 2 per quarter
Fatigue: 1
Wounds: 0

Power Points: Base | Current
ISP: 32 | 40
PPE: 4 | 15
Last edited by Big Joe on Thu Mar 03, 2022 8:01 pm, edited 2 times in total.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3658
Joined: Thu Mar 09, 2017 9:00 pm

Re: Big Joe Demi-god Arcane Warrior

Post by Pender Lumkiss »

Looks good. What were the initial hindrence pts spent on?
Field Team Six Bennies
3/6
User avatar
Big Joe
Posts: 27
Joined: Mon Sep 13, 2021 8:39 am

Re: Big Joe Demi-god Arcane Warrior

Post by Big Joe »

Pender Lumkiss wrote: Wed Sep 08, 2021 9:42 pm Looks good. What were the initial hindrence pts spent on?
He raised an attribute (Spirit d8) and bought an edge (Master of Magic).
Post Reply

Return to “Tomorrow Legion: Mercy Six”