Veteran Sasquatch, Powerhouse
Race: Sasquatch
Framework: Powerhouse - When his Tribe was wiped out by the demons leaving him sole survivor, Hahgwehdiyu, the Creator gifted him with the abilities necessary to fight them and send them back where they came from.
Appearance
Gender: Male
Age: 24
Height: 9'
Weight: 400
Fur: Black
Eyes: Orange
Skin: Gray
Attributes:
- Agility d12 (+1 Trait Point, +2 for 4 Perk Points, +1 Advance)
- Smarts d4
- Spirit d8 (+2 for 4 Perk Points)
- Strength d12+2 (Racial Starts at d8, +2 Trait Points, +2 Super Attribute)
- Vigor d12 (Racial Starts with a d6, +2 Trait Points, +1 Advance)
Pace: 6
Parry: 10
Toughness: 21 (27)
Size: Normal (2)
Skills:
- Athletics d12 (Thrown Weapon >5" d12-2) (+3 Skill Point, +1 Advance)
- Common Knowledge d4
- Fighting d12 | Unarmed Fighting d12+2 (+3 Skill Points, +1 Advance)
- Focus d8(+1 Skill Point, +1 Bonus Point)
- Intimidation d6 (+2 Skill Points)
- Language (A Native American Dialect - Sasquatch) d8
- Language (American English) d4
- Notice d8 (>5" d8-2) (1+ Advance, +1 Skill Points)
- Persuasion d6-2 (When not another Sasquatch d6-4) (+1 Bonus Point)
- Stealth d8+2 | d12+4 in the Wilds +2 Armor Bonus (+2 Advance)
- Survival d8 | d8+2 in the Wilds (When sight based >5" d8 -2 | d8 in the Wilds) (Racial d6, +2 Bonus Point)
- All Thumbs: (minor) –2 to use mechanical or electrical devices. (Framework Requirement No Perk Points)
- Cyber Resistant: Cyberware does not function in his body. (+2 Perk Points)
- Enemy: (minor) A Particular Demon to be Identified in Backstory with GM Approval (Framework Requirement No Perk Points)
- Mute: Due to a severe burn to his neck he has lost the ability to speak. (+2 Perk Points)
- One Eye: –2 to actions at 5′′ (10 yards) or more distance. (+2 Perk Points)
- Outsider: (minor) subtract 2 from Persuasion rolls made to influence those who aren’t Sasquatch. (Framework Requirement No Perk Pont)
- Pacifist: (minor) He only fights when given no other choice and never allows the killing of prisoners or other defenseless victims. (Racial)
- Slow: He draws two cards in combat and acts on the worst. If he draws a Joker, he uses it normally and ignores the Hinderance for this round.(+2 Perk Points)
- Ugly: (minor) The character is physically unattractive and subtracts 1 from Persuasion rolls. (Framework Requirement No Perk Points)
- Ambidextrous (Advance)]: Ignore –2 penalty when making Trait rolls with off-hand.
- Block (Super Edge), Improved Block (Super Edge): +2 Parry, ignore 2 points of Gang Up bonus.
- Brawler (Super Edge), Bruiser (Super Edge): Toughness +2, add d6 to damage from unarmed strikes.
- Dodge (Super Edge), Improved Dodge (Super Edge): −2 to be hit by ranged attacks, +2 to Evasion totals
- Hard to Kill (Super Edge), Harder to Kill (Super Edge): Ignore Wound penalties when making Vigor rolls to avoid bleeding out, Roll a die if the character perishes. Even if he’s Incapacitated, he survives somehow
- Martial Artist (H&J), Martial Warrior (Advance): Unarmed Fighting +2, fists and feet count as Natural
Weapons, add d10 to Unarmed Fighting attack damage. - Iron Jaw (Super Edge), Take the Hit (Super Edge): +2 to Soak and Vigor rolls to avoid Knockout Blows, They get a free reroll on Soak rolls made to eliminate Wounds or Vigor rolls to resist Knockout Blows.
- Nerves of Steel (Super Edge), Improved Nerves of Steel (Advance): Ignore up to two levels of Wound penalties.
- The Best There Is (Super Edge):: Power Limit for one Super power equals Half Power Point Maximum.
- Woodsman (Racial): : +2 to Survival and Stealth in the wilds.
RACIAL 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.
- Arcane Background: Psionics (Rifts® TLPG)
- I.S.P.: 10
- Powers:
- Detect/Conceal Arcana
- Rank: Novice
- Power Points: 2
- Range: 4
- Duration: 5 (detect); one hour (conceal)
- Trappings: Whispered Words.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to 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 (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again
Modifiers
ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
STRONG(+1):Concealonly.Detectionrollsto see through the concealment are made at −2.
- Empathy
- Rank: Novice
- Power Points: 1
- Range: Smarts
- Duration: 5
- Trappings: Concentration
The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.
Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
- Mind Link
- Rank: Novice
- Power Points: 1
- Range: Smarts
- Duration: 30 minutes
- Trappings: Crystals.
Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication — thoughts that aren’t consciously transmitted aren’t relayed.
Once activated, the Range between all linked minds is one mile, or five with a raise.
If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat
turn.
Modifiers
ADDITIONAL RECIPIENTS (+1):
The power may affect additional individuals for 1
additional Power Point each.
- Superhuman Enhancements: The character gains 45 Super Power Points, with a Power Limit of 20 points.
- Exponential Growth: The character gains 5 power points as they reach Seasoned, Veteran and Heroic Ranks.
- Cybernetic Strain: The character may take Cybernetics, however each point of Strain reduces available power points by 2 points. (Characters with regeneration may not select cybernetics.)
- Quirk of the Empowered: The character must take 2 additional points in Physical or Super Hindrances and 2 additional points of Hindrances of a social nature (such as Enemy, Outsider, or Vow (such as to an organization) - this does not include personality-based Hindrances such as Arrogant, Bloodthirsty, Loyal, or Quirk). No points are awarded for these hindrances. Additionally, a GM might allow the use of a negative racial abilities instead.
- Additional Action Reduces his total Multi-Action penalty by two. Physical Only (−1): The power only takeseffect if all the character’s actions are physical (linked to Agility or Strength). 4 Points
- Mind Shield −2 to use mind reading or mind control on this hero. 1 Points
- Regeneration: He may make a focus roll every round (a free action). Success heals one Wound, and a raise heals two. Relief: He ignores one point of Fatigue penalties. He can still be Incapacitated if pushed beyond Exhausted—she just ignores the penalty. Regrowth: He can recover from serious traumatic damage. Treat all permanent injuries as temporary unless caused by acid, fire. 14 points
- Super Attribute - Strength: +2 Strenght 4 points
- Super Edges: Combat Edges (12) - Listed in Edges section. 24 points
- Telepathy: The character can communicate with any or all intelligent minds of her choice within 24” (48 yards). 2 Points
- Toughness: - Tougness increased by 6 6 points
Books In Use: Savage Worlds: Adventure Edition, Horror Companion, Science Fiction Companion, Super Powers Companion (2014), 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, Super Hero!, Super StrengthExtra Perk Points: 4Supers Campaign Level: Heavy HittersValidity: Character appears valid and optimal
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