Cyrus Cyrillus
Novice Male True Atlantean, Tattooed Warrior, and Bio-wizardry Researcher
Iconic Framework: Tattooed Warrior
Background
The only life Cyrus knew was that of a Splugorth slave gladiator. He was transformed into a Tattooed Warrior with no regard to his mental health.
Despite this, he flourished in the arena and became a fan favorite. Wanting to keep him around for centuries to come, his handlers pushed the limits of his Atlantean physiology with magical tattoos. Regrettably for them, it had the unforeseen consequence of causing Cyrus to snap mentally and escape the slave pits in a delusional spree of vengeance.
After some time on the run, Cyrus was recaptured but an agent of the Federation intervened and secured his freedom and passage to Dweomer.
Once in Dweomer, his old life is returning via fractured memories.
Description
Cyrus stands 6'4" and clocks in at around 225 pounds. He is dressed in loose fitting western attire and poncho that exposes most of his arms which are both covered in a sleeve of tattoos. Tattoos can also be seen on the right side of his face and left temple.
He carries a vibro-hatchet on his left hip and a short Wilk's laser rifle knockoff on his right in a gun belt filled with what appear to be wooden stakes, flares, and grenades. A holy symbol of an unrecognizable religion is around his neck, and a pack with an attached saddle is slung over his shoulder.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Healing d4, Intimidation d6, Language (American) d8, Notice d6, Occult d8, Persuasion d4, Riding d6, Science d4, Shooting d8, Stealth d6, Survival d6
Pace: 6;
Parry: 6;
Toughness: 24 (2) Torso 28 (6)
Strain: 4/4
Hindrances: Enemy (major, Undead and Demonkind), Heroic, Loyal, Overconfident, Post-Traumatic Stress Disorder (minor), Vengeful (major), Vow (major, Serve the Clan), Wanted (major, Splugorth and their allies)
Edges: Ambidextrous, Brawny, Brute, Ley Line Rejuvenation, Ley Line Sense, Marksman, Rapid Recharge, Rapid Reload, Rich, Sharpshooting, Steady Hands, Tattoo Harmony, Tattooed Archer, Trick Shooting, Upgradeable, Vampire Killer, Take 'Em Down, Monster Slayer
Armor:
Atlantean Crest Shield (+3 Parry, -4 Cover), Armored Poncho (Armor 2, Toughness 1), Stake Proof Vest (+4 Armor Torso only)
Weapons:
- Unarmed (Range Melee, Damage Str)
2x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.)
Bone Tomahawk Piercing a Skull (Range 5/10/16, Damage Str+2d6, ROF 1, AP 6, M.D.C.)
Flaming Silver Longsword (Range Melee, Damage Str+2d8+4, AP 8, M.D.C.)
Flaming Winged Silver Kpinga (Range 5/10/16, Damage Str+2d6+4, ROF 1, AP 6, M.D.C.)
Flaming, Silver Crossbow with Winged Bolts (Range 10/20/40, Damage 4d6+4, ROF 1, AP 8, M.D.C.)
2x Globe of Daylight Flare (TW) (Range 12/24/48, Damage 2d10 to vampires, ROF 1)
K-4 Laser Pulse Rifle (Range 36/72/144, Damage 4d6+1, ROF 3, AP 3, Heavy Pulse, +1 Shooting)
Mystic Bone Dagger (Range Melee, Damage Str+d4) The dagger has 10 PPE (which regenerate at the same rate as the caster’s) Note: Re-trapped Mystic Staff from Enchanted Items and Mystical Gadgets Table
Silver Net (Weighted) (Range 5/10/20, Damage -, ROF 1)
Silver Serpent Harpoon (Range 6/12/24, Damage Str+2d8+5, ROF 1, AP 8, M.D.C.)
2x Vampire Chaser Steam Grenade (Range 6/12/24, Damage 1d10 to vampires, ROF 1)
Vibro-Hatchet (Range 5/10/20, Damage Str+2d4, AP 8, M.D.C.)
6x Wooden Stakes (Range Melee, Damage Str+d4)
**Summoned with a Tattoo
Gear: 4x Arrow/Bolt, Flare Illumination, 1x Arrow/Bolt, Neural Disruptor, 3x Arrow/Bolt, Smoke, Elaborate Saddle, Gas Mask, 10x Gas Mask Filters, Silver Holy Symbol, NG-S2 Survival Pack, 2x Rifle E-Clip, Temperature Cloak, Trauma Kit, Stun Gun, Neural Mace, Watrobes x2
Language: American (native, d8), Can speak and understand Dragonese/Elven, and Atlantean/Greek with Common Knowledge
Current Wealth: $820
Special Abilities
- Alchemical Evolution - Smarts: Instead of the normal rule for determining base Attributes at character creation, True Atlanteans start with a d6 in all Attributes and may choose one to increase to d8. They increase Trait maximums to d12+1, except Strength and Spirit which become d12+2.
- Dimensional Travelers: Regardless of where in the Megaverse® they hail from, True Atlanteans roll Common Knowledge to operate stone pyramids (Pyramid Communication, Teleport, and Dimensional Gate), recall vampire lore, and for fluency in Dragonese/Elven and Atlantean (an ancient Greek dialect).
- Ley Line Affinity: True Atlanteans begin with Ley Line Sense and Phasing. They may take Ley Line Rejuvenation as a Novice Background Edge, see The Tomorrow Legion Player’s Guide. Those who take a Framework providing these abilities (like Ley Line Walker) gain a free reroll on related checks.
- Marks of Heritage: All True Atlanteans are marked with a pair of magical tattoos. On their left wrist is an Aura Weapon tattoo; a flaming silver longsword with their clan’s crest on the hilt and motto on the blade. If activated with a raise the hero is +1 to hit and +1 to Parry with their clan sword. On their right wrist is a tattoo of a Heart pierced by a wooden stake. Together these tattoos grant +2 Toughness.
- More Human than Human: Because of their physical alchemical transformation True Atlanteans are remarkably long-lived (500+ years), but they can't reproduce with normal humans. The Coalition isn't fully aware of their existence, but will reject them as D-Bees if their heritage becomes known (tattoos and bio-alchemy mark them as supernatural). True Atlanteans do still count as human for purposes of selecting Iconic Frameworks (like Elemental Fusionists).
- Natural Arcane Affinity: True Atlanteans have +5 PPE base and can use TW devices whether they pursue a magic path or not. After factoring in their Marks of Heritage, True Atlanteans begin with +7 PPE (+1 PPE for each Tattoo). This PPE isn't multiplied by other Edges or Abilities (e.g. a True Atlantean Ley Line Walker begins with 27 PPE).
- Transformation Immunity: True Atlanteans can't be turned into undead, were-animals, or anything else. In addition, the powers of growth/shrink, intangibility, and shape change have no effect on them. They're unaffected by Bio- Wizard Augmentation (except torture). Note that Bio-Wizard microbes, parasites, and symbiotes still have full effect.
- Vampire Awareness: True Atlanteans may Notice any vampires within line of sight. Those who already have the ability to Notice the supernatural gain a free reroll on such checks versus vampires.
- Versatile: Begin play with either 2 additional skill points or a Novice Edge of choice (meeting its Requirements as usual). These choices are often guided by a clan's society and reflect their cultural values.
- Atlas Shrugged: Myths say the founder of Atlantis, the titan Atlas, was burdened with the weight of all creation on his shoulders. His offspring continue his legendary tradition and bear the fate of the Megaverse® on their collective back. True Atlanteans are either Heroic or Overconfident for no extra bonus.
- Cybernetics: True Atlanteans halve their max Strain threshold for cyberware. They can't become Juicers or Crazies, take any Framework with 4 or more Strain in cybernetic systems, or roll on the Cybernetics Hero’s Journey table.
- Hunted Across the Stars (Wanted Major— the Splugorth): True Atlanteans fight the Splugorth across multiple dimensions and have liberated many worlds from their oppression. In return they're hunted by the Minions of Splugorth. This includes being stalked by Sunaj Assassins, pursued by Slavers, and attacked on sight by their henchmen and allies, including many bounty hunters.
- Sworn to the Clan: True Atlanteans are raised to put the clan before self and are regularly called upon to serve the clan in their journeys through the Megaverse®. This often takes the form of performing treacherous tasks, secretly providing information, or regularly donating money and valuables to the clan’s cause.
- The Endless Crusade: Just as True Atlanteans ruthlessly hunt supernatural evil, they're targeted first by the undead, demons, and servants of evil who war against them. Such beings are violent unless a social skill check is successful. Persuasion checks with evil beings or their servants are at a −2 penalty.
- Accustomed to Horror: T-Warriors gain a free reroll on all Fear checks.
- Impressive Physical Specimens: T-Warriors are specially chosen for their physique. Gain Brawny Edge
- Magical Tattoos: Tattooed Warriors start with 12 magic tattoos (14 total for True Atlanteans) and the Rapid Recharge Edge. Select two Simple Weapon or Shield tattoos, four Weapon Tattoos of any kind, one Animal Tattoo, one Monster Tattoo, two Power Tattoos, and two additional tattoos of any type. T-Warriors can use their PPE gained from Tattoos to activate TW devices.
- Physical Transformation: The numerous arcane images inscribed onto the bodies of T-Men and T-Women alter their resilience
and longevity. Each of their magic tattoos grants +1 Toughness and they are immune to Gritty Damage
- Previous Life: Most T-Warriors were common folk such as farmers, prospectors, trappers, vagabonds, soldiers, and even professionals like Cyber-Docs or Operators before their enslavement by the Splugorth. To represent this they gain two die-types in a non-combat skill and two non-Combat Edges of choice (Rich and Vampire Killer).
- Trained for the Arena: The ability grants a die type to Fighting, two die types to Shooting, plus the Marksman and Sharpshooting Edges (see Empires of Humanity).
- Upgradeable: T-Warriors start with the Upgradeable Edge.
- Body Suit: Most of the T-Warrior's body is covered in magic tattoos, using up all of a character's personal Strain ever. They start with only the 6 Strain from the Upgradeable Edge (or 4 Strain for True Atlanteans, −2
due to the Marks of Heritage). Tattooed Warriors can only gain more Strain from the Beyond the Limit Edge.
- Compatibility: Only Human, Ogre, and True Atlantean physiology is truly compatible with Tattoo Magic. Those
races and Elves (with some difficulty) are the only ones that can become Tattoo Warriors.
- Cybernetics: Even a single mechanical limb interferes with a T-Warrior's connection to his magic tattoos. Each point
of Strain from cyberware imposes a −1 penalty on rolls to activate Tattoo Magic.
- Mentally Scarred: All T-Warriors are challenged by the psychological repercussions of their brutal arcane transformation, enslavement, and indoctrination. (Suspicious and Vengeful)
- Physical Requirements: Tattooed Warriors are hand picked for their fitness. Before applying the bonus from Impressive Physical Specimen they must have a minimum of d6 in Agility, Strength, and Vigor. They can't take the Blind, Elderly, Hard of Hearing, One Arm, or Slow Hindrances.
- Touch Activation: Tattooed Warriors must have their hands free to physically touch their tattoos to activate them. Being
Bound, armored, or even heavily clothed can stop them from using their powers. For this reason many T-Warriors wear minimal, loose clothing.
- Uncoupled from Magic: Having more than 6 magic tattoos means T-Warrior can't take an Arcane Background using PPE—their connection to free flowing arcane energies is stilled.
- Wanted (Minor): Minions of Splugorth and their allies will attempt to capture or kill rogue Tattooed Warriors to claim
the Atlantean bounty on escaped slaves. Other factions are likely to assume they are Splugorth agents.
Magical Tattoos
- Staked Heart (1 PPE, Self, 1 hour, left wrist)
- Flaming Silver Longsword (6 PPE, Self, 15 min, right wrist)
- Weighted Silver Net (1 PPE, Self, 15min, right elbow)
- Atlantean Crest Shield (2 PPE, Self, 15 min, left elbow)
- Flaming Silver Heavy Crossbow with Winged Bolts (7 PPE, Self, 15 min, inner left forearm)
- Silver Serpent Harpoon (4 PPE, Self, 15 min, inner right forearm)
- Bone Tomahawk Hatchet Piercing a Skull (5 PPE, Self, 15 min, back of right hand)
- Flaming Winged Silver Kpinga (7 PPE, Self, 15 min, back of left hand)
- War Horse (4 PPE, Self, 1 hour, outer right forearm)
- Blood Hawk (3 PPE, Self, 15 min, outer left forearm)
- Heart with Tiny Wings (5 PPE, Self, 5, right bicep)
- Eyes of the Wolf (4 PPE, Self, 1 hour, right jaw and temple)
- Black Sun (8 PPE, Self, 5, left bicep)
- Eye with Tears (3, Smarts, 5, left temple)
Advances
Novice Advances
- Raise Attribute: Vigor d8
- Edge: Ambidextrous
- Edge: Brute
Seasoned Advances
- Raise Attribute: Smarts d8
- Edge: Field Intel **Christmas Bonus**
- Edge: Take 'Em Down
- Riding d6, Occult d8
Veteran Advances
Current Load: 72.5 (101)
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 Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
Created with
Savaged.us