Dak-Viisi, Lyn-Srial Spirit Warrior

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Snake Eyes
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Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Snake Eyes »

Dak-Viisi

Seasoned Male Lyn-Srial, MARS Spirit Warrior

Iconic Framework: MARS Spirit Warrior

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Faith d8, Fighting d8, Intimidation d6, Language (Native) d8, Notice d6+2, Persuasion d6, Shooting d8, Stealth d8, Survival d6
Pace: 6; Flying Pace: 12; Parry: 6; Toughness: 15 (6)
Strain: 8/8
Hindrances: All Thumbs, Heroic, Outsider (minor), Vow (major, First Into Battle), Wanted (major, CS)
Edges: Adept (Boost Trait), Alertness, Brave, Champion, Elan, First Strike, Holy/Unholy Warrior, Nerves of Steel, New Powers (Detect/Conceal Arcana, Healing), Power Points
Armor: Heavy Enchanted Armor (Armor 6)
Weapons: Unarmed (Range Melee, Damage Str), Spirit Bow (Range 30/60/120, Damage 4d6, ROF 1, M.D.C.), Spirit Spear (Range Melee, Damage Str+3d6, AP 6, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Native (native, d8), Native
Current Wealth: 0 cr
Arcane Background: Miracles (Rifts® TLPG)
  • PPE: 15
  • Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168)
Special Abilities
  • Alien Physiology: Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Compatible medical supplies/services and cybernetics cost double the listed price.
  • Cyber Resistant: Lyn-Srial can’t take cybernetics of any kind.
  • D-Bee (Major): The initial Reactions to Lyn-Srial typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
  • Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
  • Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
  • Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
  • Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
  • Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
  • Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
  • Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly.
  • Miracles: Power Points: 15; Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • MARS Advances: Spirit Warriors begin as Seasoned heroes.
  • Spirit Warrior Miracles: Faith d6, Arcane Background (Miracles), 10 PPE, and three powers.
  • Spirit Warrior Skills & Edges: Athletics and Fighting d6, Adept, Champion, and Holy Warrior Edges.
  • Spirit Warrior Regeneration: Make a natural healing roll once per day, then permanent injuries. Treat each injury as an additional Wound (may try once per week).
Starting Bennies: 4
Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Power Points
  • Edge: New Powers (Detect/Conceal Arcana, Healing)
Seasoned Advances
  • Raise Attribute: Agility
  • Edge: Elan
Current Load: 44.25 (61)
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: Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Old Dak Viisi
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Re: Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Old Dak Viisi »

Dak-Viisi

Rank: Seasoned
Advances Left: 0
Race: Lyn-Srial
Iconic Framework: MARS Spirit Warrior
Attributes:
  • Agility d10
  • Smarts d6
  • Spirit d8
  • Strength d8
  • Vigor d8
Pace: 6 (12 Flying); Parry: 6; Toughness: 15 (6); Strain: 0

Skills:
  • Athletics d8
  • Common Knowledge d6
  • Faith d8
  • Fighting d8
  • Intimidation d6
  • Notice d6+2
  • Persuasion d6
  • Shooting d8
  • Stealth d8
  • Survival d6
Hindrances
  • All Thumbs (Minor): -2 when using mechanical or electronic devices. Dak just doesn't get tech.
  • Heroic (Major): He will not back down from any foe, and will not leave anyone behind.
  • Outsider (Minor): Despite his best efforts to prove his honorable intent and loyalty to the people of Skagit, there are still some who don't care for the fact that he isn't human.
  • Vow - First Into Battle (Major): Dak-Viisi is tasked with protecting the inhabitants of Skagit. As such, it is his inflexible duty to be the first into the battle.
  • Wanted - CS (Major): The CS hate the Lyn-Srial.
Racial Abilities
  • Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
  • Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
  • Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
  • Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
  • Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
  • Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly.
Edges and Iconic Abilities
  • Spirit Warrior Regeneration: Make a natural healing roll once per day, then permanent injuries. Treat each injury as an additional Wound (may try once per week).
  • Adept: N - Boost Trait; S - Protection; Choose 1 power per rank to become activatable as an Innate Ability with the Range (self) limitation.
  • Alertness: +2 to all Notice rolls.
  • Brave: +2 to Fear checks, -2 to Fear table rolls.
  • Champion: +2 to damage when attacking supernatural Evil creatures.
  • Elan: Add +2 to your roll when using Bennies for Trait rolls.
  • First Strike: Once per round as long as not Shaken or Stunned, gets a free Fighting attack against a foe immediately after he moves into Reach.
  • Holy Warrior: May add +1 to the final Soak roll for each PPE spent, to a maximum of +4.
  • Nerves of Steel: Ignore 1 point of wound penalties
  • New Powers (N): Detect/Conceal Arcana, Healing
  • Power Points: Novice, add +5 PPE
F&G Rolls:
+1 die type Vigor, Nerves of Steel Edge
;
Brave Edge, begin with 1 extra Benny per session

HJ Roll - Training: Combat Edge (First Strike)
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
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Old Dak Viisi
Posts: 16
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Re: Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Old Dak Viisi »

Powers

Arcane Background: Miracles
PPE: 15 - Recovery: 5/hour
  • Bolster / Drain [Boost/Lower Trait] (2) [Novice] (SWADE p156)
    • Range: Smarts
    • Duration: Boost: 5 / Lower: Instant
    • Trapping: Boost: a glow of warming light surges through the body, focusing on a representative part related to the boosted trait.
      Lower: an inky blackness soaks into the target's body, focusing on a representative part related to the lowered trait.
    • Effect: Boosts or Lowers a target's chosen Attribute or Skill. Boost: Increases the Trait by 1 die type on success, 2 on a Raise. Lower: Reduces the Trait by 1 die type on a success, 2 on a Raise. Target of Lower Trait gets free Spirit roll to shake off the effects at the end of their following turns. Successful resist reduces the effect by 1 die type, Raise eliminates it completely.
    • Modifiers
      [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
      [Strong](1) Lower only, Spirit roll to shake off is made at -2
      [Fatigue](2) Lower Trait also causes Fatigue, but cannot Incapacitate
      [Hinder/Hurry](1) Lower Trait also slows the target, reducing Pace by 2; Boost Trait hurries the target, adding +2 Pace
      [Range](1/2) Double range for 1, triple range for 2
  • The Quickening [Boost Trait*] (1) [Novice] (SWADE p156)
    • Range: Self / Adept
    • Duration: 5
    • Trapping: A glow of warming light surges through the body, focusing on a representative part related to the boosted trait.
    • Effect: Boosts Dak's chosen Attribute or Skill. Boost: Increases the Trait by 1 die type on success, 2 on a Raise.
    • Modifiers
      [Strong](1) Lower only, Spirit roll to shake off is made at -2
      [Hinder/Hurry](1) Boost Trait hurries the target, adding +2 Pace
  • True Sight / Hide Nature [Detect / Conceal Arcana] (2) [Novice] (SWADE p158)
    • Range: Smarts
    • Duration: Detect: 5; Conceal: 1 hour
    • Trapping: Detect: Eyes flash briefly with a muted glow. Conceal: no visible trapping.
    • Effect: Detect: May see and detect all supernatural objects, persons, or effects in sight. With a raise, caster knows the type of enchantment. May ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
      Conceal Arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour.
    • Modifiers
      [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
      [Area Effect](1/2) Conceal only. Affects everything in a MBT for +1, or LBT for +2 PPE each.
      [Strong](1) Conceal only. Detection rolls to see through concealment made at -2.
  • Healing Touch [Healing] (3) [Novice]
    • Range: Touch
    • Duration: Instant
    • Trapping: Laying on of hands
    • Effect: Removes wounds less than an hour old. Success removes one wound, Raise removes two. May be cast additional times to remove additional Wounds within that hour.
    • Modifiers
      [Greater Healing](10) can restore any wound, including those more than an hour old.
      [Crippling Injuries](20) can heal a permanent Crippling Injury. Requires an hour of preparation and only one casting permitted per injury. Failure means caster cannot heal this particular injury. Success repairs the injury and the target is Exhausted for 24 hours.
      [Neutralize Poison / Disease](1) A success negates any poison or disease. If the poison / disease has a bonus or penalty associated, the modifier applies to the arcane skill roll.
  • Storm Armor [Protection] (1) [Novice] (SWADE p165)
    • Range: Smarts
    • Duration: 5
    • Trapping: A shimmering field of force surrounds the target.
    • Effect: Creates a field of armor around the target, granting 2 points of Armor, or 4 on a raise. Stacks with all other armors and is negated by AP as usual.
    • Modifiers
      [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
      [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
      Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.
      [Hurry](1) Target's Pace increases by 2.
      [More Armor](1) Success grants 4 points of Armor, 6 with a raise.
      [Toughness](1) Provides Toughness instead of Armor and is not affected by AP.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
  • Protector's Plate [Protection*] (1, +1 to roll) [Novice] (SWADE p165)
    • Range: Adept / Self Only
    • Duration: 5
    • Trapping: A shimmering field of force surrounds the target.
    • Effect: Creates a field of armor around the target, granting 2 points of Armor, or 4 on a raise. Stacks with all other armors and is negated by AP as usual.
    • Modifiers
      [Glow/Shroud](1) Glow: Target gives off soft light in SBT. -2 to Stealth, negates 1 point of Illumination penalties for those attacking the target.
      Shroud: dims and obscures the target. Attacks against suffer -1 penalty, +1 to Stealth rolls.
      [Hurry](1) Target's Pace increases by 2.
      [More Armor](1) Success grants 4 points of Armor, 6 with a raise.
      [Toughness](1) Provides Toughness instead of Armor and is not affected by AP.
  • Blade of the Protector [Smite] (2) [Novice]
    • Range: Smarts
    • Duration: 5
    • Trapping: A coating of magical force surrounds the weapon or ammunition.
    • Effect: Increases a damage from a weapon (or projectile) by +2, +4 with a raise.
    • Modifiers
      [Additional Recipients](1) May affect more than 1 target for 1 PP each.
      [Armor Piercing](1-3) Adds 2 AP per PP spent, maximum of AP 6.
      [Heavy](2) Becomes MD.
      [Range](1/2) Double the range for 1 PPE, triple for 2.
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
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Snake Eyes
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Re: Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Snake Eyes »

Gear
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Old Dak Viisi »

The cloud mages of his Lyn-Srial tribe did not know where they sent their new champion. They saw only a strange flux, appearing periodically and then vanishing. As is customary for one of his rank, Dak-Viisi was sent to investigate. In a blink, he was drawn into this strange land out of time called by the locals "Skagit."

One would imagine a group of humans originating from various points in time wouldn't take kindly to a creature of Dak's appearance showing up in their valley. But since the first time they saw him was when he saved a large group of the town's scavengers by running a glowing spear through the head of a rampaging demon, they took him for an angel and welcomed him in...though not without trepidation on the part of some of the more xenophobic townsfolk.

Dak has been unable to find a way out of the pocket dimension, so he has assumed the role of town protector. He has refused to be deputized since it would violate his vows and code, but he has led every charge to defend the town against any otherworldly threats.
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
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Snake Eyes
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Re: Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Snake Eyes »

Advances by date:
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Snake Eyes
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Re: Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Snake Eyes »

Advances

Advances
  • Initial Advances: (Bonus from Hindrances): Alertness
  • Novice 1 Advance (PbP): +1 Vigor
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: New Powers (Detect / Conceal Arcana, Healing)
  • Seasoned 1 Advance: +1 Agility
  • Seasoned 2 Advance: Elan
  • Seasoned 3 Advance: SKILLS?
  • Seasoned 4 Advance: EDGE?
  • Veteran 1 Advance: EDGE
  • Veteran 2 Advance: ATTRIBUTE
  • Veteran 3 Advance: SKILLS
  • Veteran 4 Advance: EDGE
  • Heroic 1 Advance: EDGE
  • Heroic 2 Advance: ATT
  • Heroic 3 Advance: SKILLS
  • Heroic 4 Advance: EDGE
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: Dak-Viisi, Lyn-Srial Spirit Warrior

Post by Old Dak Viisi »

Current Status Post, 1/17/2022
Bennies: 2 (-1 Healing)
Wounds / Fatigue: 0 / 0
PPE: 3/15
Active Status: N/A
Active Powers: N/A
Equipped: N/A
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
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