Tolkeen Ps-Warrior

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Jarvis Ursus
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Tolkeen Ps-Warrior

Post by Jarvis Ursus »

1d20: [14] = 14 1d20: [6] = 6 1d20: [4] = 4 1d20: [15] = 15 1d20: [11] = 11
Shiny and Chrome re-roll 1d20: [4] = 4 I really don't want to deal with a mount 1d20: [18] = 18 Too many party members as it is 1d20: [7] = 7
4d6: [1, 6, 3, 2] = 12 2d4: [1, 1] = 2



Chalkazza

Seasoned Male Sasquatch, MARS Psi-Warrior, and Scout/Field Intelligence

Iconic Framework: MARS Psi-Warrior
Background

Chalkazza spent the majority of his youth living on the remnants of Prince Edwards Island. The seclusion from the rest of Rifts Earth meant that Chalkazza and his clan lived in relative peace--and ignorance. That illusion was shattered when a Splugorth slaving expedition was diverted to their island due to a particularly violent ley line storm.
Unprepared and uneducated in the practices of Atlantis, the Sasquatch were quickly subdued and enslaved. Chalkazza was away foraging and returned to find his entire life being roughly escorted into cages on a strange floating platform. Frozen in shock and terror, all he could do was watch and stay hidden. Something that haunts him to this day.
Chalkazza spent the next few months wandering the islands aimlessly, occasionally just sitting for hours psychically opening himself up to the world around him and hoping for any sort of response. One day that response came in the form of a human with an offer. Desperate and alone, Chalkazza took it.
That offer led to the next several years of Chalkazza being trained as a Psi-Warrior in the astral realm of Xanatoa.
Towards the end of his training, the return of Psyscape peeked Chalkazza's curiosity. Leaving the astral plane, he set out traveling across Quebec just as they declared their independence. His pan was to head south and then back east once he cleared the Great Lakes. He never would make it. Now more worldly and in tune with the events going on in Minnesota, Chalkazza would get caught up in the Tolkeen siege. Seeing like minded defenders of the innocent in the Cyber-Knights, he stopped and offered what help he could.
Although he had little use for tactics, he picked up skills in gathering intelligence and was soon one of the best scouts gathering field intel on the Coalition. At first he was able to use his skills and training to avoid conflict. Gathering intelligence and reporting it to his superiors so they could move civilian settlements out of the way or move sensitive assets. However war never changes and it was not too long before his reports were being used for counterattacks. This going against his core beliefs and seeing the beginnings of the fracture in the Cyber-Knights, has caused him to question what he is even doing or why he got involved in the first place.
He has grown suspicious of Tolkeen's true motivations and only the number of unprepared innocent lives at stake--reminding him constantly of what happened those many years ago--keeps him from deserting.

Description
Chalkazza stands just over 10 feet. He has a cautious and pragmatic attitude that is often mistaken as looming menace when coupled with his feral features. He wears well worn light cyber-knight armor with no insignia that he does not bother to hide.

Image

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d6, Battle d4, Common Knowledge d4, Electronics d4, Fighting d8, Intimidation d6, Language (American) d8, Notice d8, Occult d4, Performance d6, Persuasion d6-1, Psionics d10, Shooting d6, Stealth d8, Survival d8+2, Thievery d4
Pace: 8; Parry: 7; Toughness: 14 (4); Size: Normal (2)
Hindrances: Code of Honor, Heroic, Pacifist (minor), Shamed (minor, Froze when clan was attacked by Splugorth Slavers), Suspicious (minor)
Edges: Adept (), Block, Chi, Danger Sense, Field Intel, Major Psionic, Martial Artist, New Powers (Warrior's Gift, Protection), Psi-Blade, Psi-Shield, Strong Willed, Woodsman
Armor: Cyber-Knight Light EBA (TW) (Armor 4), Multi-Optics Helmet ()
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Psi-Blade (Range Melee, Damage Str+d10+smite, AP 20, +1 to Hit, M.D.C.), Crossbow (Range 15/30/60, Damage 2d6+1, ROF 1), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Arrow/Bolt, Flare Illumination, Arrow/Bolt, Neural Disruptor, 10x Arrow/Bolt, Polymer, 2x Arrow/Bolt, Smoke, Arrow/Bolt, Tracer Bug, NG-S2 Survival Pack, Wooden Cross
Language: American (native, d8)
Current Wealth: $300
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 20
  • Powers: Ancestor's Memories (Warrior's Gift; Savage Worlds: Adventure Edition p169-170; Innate Power; Limitations: Self (limited)), Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited)), Deaden the Blow (Protection; Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited)), Empathic Transmission (Empathy; Savage Worlds: Adventure Edition p160), Sense the Supernatural (Detect/Conceal Arcana; Savage Worlds: Adventure Edition p158), Step of the Wind (Speed ; Savage Worlds: Adventure Edition p167; Limitations: One Aspect, Self (limited)), Telekinesis (Savage Worlds: Adventure Edition p169), Telekinetic Strike (Smite; Savage Worlds: Adventure Edition p168; Limitations: Self (limited)), Telepathic Bond (Mind Link; Savage Worlds: Adventure Edition p164-165), Wall Walker (Savage Worlds: Adventure Edition p169-170)
Special Abilities
  • Animal Appearance: Sasquatch suffer a −1 to Persuasion.
  • Cyber-Resistant: They cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the biocomp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table.
  • D-Bee (Major): Initial reactions typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostiles often result in violence.
  • Natural Woodsmen: Begin with the Woodsman Edge and a d6 in Survival.
  • Low-Tech: They use simple melee weapons—including those that do Mega Damage like Vibro-Blades—and non-powered body armor. Most do not use guns, but a few make use of simple rifles. They dislike vehicles, choosing not to learn to drive and preferring not to ride inside of them.
  • Natural Psionics: Begin with the Arcane Background (Psionics) Edge and start with the following three powers: detect/conceal arcana, empathy, and mind link. If a Sasquatch chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework) and the Sasquatch gains two additional power to his starting total (so a Sasquatch Burster starts with five powers, for example).
  • Near-Human Physiology: Those unfamiliar with Sasquatch biology are at a −1 penalty to Healing skill rolls.
  • Non-Standard Build: Sasquatch subtract 2 from Trait rolls when using equipment not designed for them, and can't wear commonly available armor or clothing, these items must be custom tailored at triple normal costs. Glitter Boy armor (and the Iconic Framework) isn't an option, neither is most power armor. Equipment and food cost double the listed price.
  • Pacifist: They are vegetarians. They have the Pacifist (Minor) Hindrance.
  • Powerful: Start with Strength d8 (Trait maximum d12+2) and Vigor d6 (Trait maximum d12+1).
  • Restricted Path: Cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Size +2 (Normal): Have a height of 9–12 feet. Their size grants them +2 Toughness.
  • Wild Men of the Woods: When in the city for more than a day, they grow irritable and depressed and suffer a −2 to all Trait rolls. They must make a Spirit roll every day to remain calm; if they fail, they must leave the city for the nearest natural habitat.
  • 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.

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Martial Artist
  • Edge: Danger Sense
Seasoned Advances
  • Raise Attribute: Strength
Current Load: 55.25 (81)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, 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, Rifts® M.D.C.Validity: Character appears valid and optimal

Created with Savaged.us
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Jarvis Ursus
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Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: Tolkeen Ps-Warrior

Post by Jarvis Ursus »

1d20: [10] = 10 1d20: [8] = 8 1d20: [9] = 9 1d20: [17] = 17 1d20: [14] = 14 1d20: [7] = 7 1d20: [8] = 8 1d20: [19] = 19 1d20: [3] = 3
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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