Zephrim Ouri, Knight of the White Rose

Post Reply
User avatar
Zephrim Ouri
Diamond Patron
Diamond Patron
Posts: 24
Joined: Wed May 15, 2019 6:15 pm

Zephrim Ouri, Knight of the White Rose

Post by Zephrim Ouri »

Image

Zephrim Ouri

Veteran Male Human, Knight of the White Rose

Iconic Framework: Knight of the White Rose

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Battle d4, Common Knowledge d4, Faith d10, Fighting d10, Healing d6, Language (American) d8, Language (Demongogian) d4, Language (Dragonese/Elven) d4, Notice d8, Persuasion d4, Psionics d8, Riding d6, Shooting d10, Stealth d4, Survival d8+2
Pace: 6; Parry: 7; Toughness: 16 (7)
Strain: 8/8
Hindrances: Code of Honor, Heroic, Loyal, One Arm (Left), Secret (minor, Former Mystic Knight)
Edges: Frontiersman, Gardner of the White Rose, Marksman, Martial Artist, Power Points, Rapid Recharge (Miracles), Sharpshooting, Steady Hands, Trick Shooting, Woodsman
Armor: Mystic Knight EBA Armor (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Force de l'Ouri (Range Melee, Damage Str+3d8, AP 10, M.D.C.), JA-11 Juicer Assassin Energy Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 4, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Telekinetic (TK) Revolver (Range 12/24/48, Damage 3d6, ROF 1, AP 3)
Gear: Holy Symbol (Silver), Infrared Distancing Binoculars, NG-S2 Survival Pack (Contains: Wooden Stakes, Wooden Cross, 30x Silver Bullet, Medium, 20x Silver Bullet, Large, 5x MRE (Meal Ready to Eat)), Utility Belt, War Horse (Contains: Barding (horse), Bipod/Tripod), 2x White Rose Clipping, 2x White Rose Clipping
Languages: Dragonese/Elven (d4), Demongogian (d4), American (native, d8)
Current Wealth: 400 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 10
  • Powers: Blessing/Thorn of the Rose (Boost/Lower Trait; Savage Worlds: Adventure Edition p156; Limitations: Touch (limited)), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Relief (Savage Worlds: Adventure Edition p166)
Arcane Background: Miracles (Rifts® TLPG)
  • PPE: 15
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Bolt (Savage Worlds: Adventure Edition p156), Healing (Savage Worlds: Adventure Edition p162), Rose's Thorn (Smite; Savage Worlds: Adventure Edition p168)
Special Abilities
  • Psionics: Power Points: 10; Powers: Blessing/Thorn of the Rose (Boost/Lower Trait; Savage Worlds: Adventure Edition p156; Limitations: Touch (limited)), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Relief (Savage Worlds: Adventure Edition p166)
  • Miracles: Power Points: 15; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Bolt (Savage Worlds: Adventure Edition p156), Healing (Savage Worlds: Adventure Edition p162), Rose's Thorn (Smite; Savage Worlds: Adventure Edition p168)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Dragonese/Elven (d4), Demongogian (d4), American (native, d8)
  • Environmental Body Armor (EBA): immunity to disease, poison, or drowning, +4 to resist cold, heat, electricity, and radiation. Basic communications suite, air filtration systems, and five hours of emergency air.
  • Arcane Background (Miracles): Begin with bolt and two other powers, and have the Faith skill at d6, and 10 PPE. They may use the Trappings and Power Modifiers available to Mystics for their Miracles.
  • Arcane Background (Psionics): As a Minor Psionic, Rose Knights begin with three powers, Psionics skill at d6, and 10 ISP.
  • Energy Invulnerability: Gain +20 MDC Armor versus arcane and mundane energy sources (including electricity, fire, ion, lasers, particle beams, and plasma). They ignore the AP of damage. Vibro-Blades, Rail Guns, and many magic weapons—ignores this effect.
  • Intense Combat Training: Begin with Fighting d6 and the Martial Artist Edge.
  • Ley Line Magic Mastery: May draw extra energy for their Rituals, adding two dice to their pool when rolling for available PPE.
  • Ley Line Rejuvenation: While on a ley line, a Mystic Knight gains a natural healing roll once per day.
  • Ley Line Sense: The Mystic Knight 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.
  • Onslaught: May use the bolt Mega Power Modifiers of Greater Bolt and Onslaught. Their bolts take the form of blue beams of energy from their eyes or hands.
  • PPE Channeling: Can power or recharge mundane batteries for no appreciable PPE. They can recharge E-clips for weapons as well at a cost of 1 PPE per shot.
  • Steal Ley Line Energy: As an instant reaction, Siphon PPE drawn by any other caster from a ley line during rituals. A Knight must be within his Spirit × 2 and make an opposed arcane check of his Faith against the arcane skill of the other caster at the final round of the ritual's Dramatic Task.
  • Venators - Additional Hindrance Points: 4 additional points to use for skills, edges, or attributes
    Additional Physical Hindrances - Up to 4 points
  • Cybernetics: Suffer a −1 to arcane skill rolls for each point of Strain.
  • Distrusted Order: They gain +1 to social checks and Reactions start one level higher than normal with those friendly with the order. Suffer a −2 penalty to Persuasion when interacting with most anyone who doesn't call the Garden home.
  • Enemies: The evil Mystic Knights and True Federation hunt the Rose Knights as traitors, making them the target of many bounty hunters and mercenaries. Like all wielders of magic, Coalition forces have orders to shoot them on sight.
  • Vow of the White Rose: All knights swear to follow their order’s code. If violated, they suffer for not living up a Higher Standard as Mystics.
  • Spellslinger (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.

Advances
Novice Advances
  • Raise Skills: Notice/Survival
  • Raise Attribute: Agility
  • Raise Skill: Faith
Seasoned Advances
  • Edge: Frontiersman
  • Raise Attribute: Smarts
  • Raise Skills: Fighting/Shooting
  • Raise Skills: Survival/Notice
Veteran Advances
  • Edge: Trick Shooting
  • Edge: Gardner of the White Rose
Current Load (normal/combat): 75.45 / 39 (41)

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
Post Reply

Return to “Venators”