Alexander Leopold
Seasoned Male Elf, MARS Combat Mage
Iconic Framework: MARS Combat Mage
Attributes:
Agility d8
Smarts d12
Spirit d6
Strength d8 (d12 When Armor Powered)
Vigor d8
Pace: 6
Parry: 6
Toughness: 19 (Regular Attacks 8 / Magic Attacks 9) +1 Toughness/+1 Armor towards Magical Attacks Talisman of Marduk
Strain: 8/8
Skills:
Athletics d4
Battle d6
Common Knowledge d6
Driving d4
Fighting d8
Healing d6
Language (Native) d8
Notice d8
Occult d12
Persuasion d4+1
Riding d4
Shooting d8
Spellcasting d12
Stealth d6
Hindrances:
Arrogant
Driven (minor)
Quirk (minor, Culturally Superior)
Stubborn
Thin Skinned (minor)
Edges:
Adept (Bolt, Warriors Gift)
Arcane Marksman - +1 to her Arcane Skill roll, or ignore up to 2 points of penalties if the caster doesn't move and activates no more than a single bolt as her first action.
Blaster - Your hero has honed the lethality of her arcane attacks, unlocking a Power Modifier that further improves the damage of multiple powers.
Channeling - Reduce Power Point cost by 1 with a raise on the activation roll.
Connections
Expert Blaster -Your blaster is an expert at improving the lethality of her arcane attacks
Filthy Rich
Iron Jaw (Medallion of Marduk)
Jack-of-all-Trades
Linguist (Medallion of Marduk)
Master of Magic - The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
Power Points
Power Points
Rich
Soldier
Racial Abilities
- D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
- Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
- Driven: Elves have the Driven (Minor) Hindrance.
- Impudent: All elves have the Quirk (Minor—Culturally Superior) Hindrance.
- Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
- Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
- Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
- Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves.
- Arcane Background: Magic (Rifts® TLPG)
- PPE: 20 (+10 with Talisman of Mardock These 10 regenerate at 1 PPE per hour)
- Powers:
- Bolt 1PPE(Savage Worlds: Adventure Edition p156) - Range 24 | 2d6 Ranged Attack
- Blast 3 PPE (Savage Worlds: Adventure Edition p156 -) - Range: 24 | 2d6 Medium Blast Template
- Warrior's Gift 3PPE (Savage Worlds: Adventure Edition p169-170; Innate
- Power; Limitations: Self (limited)) Range: Self | Grant target a Combat Edge.
- Farsight 2 PPE (Armor) - Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.
- Darksight 1 PPE (Armor) - Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
- Object Read 2 PPE (Medallion of Marduk) - Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence. Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital video.
- Power Activators: Magic users must be able to gesture and speak to cast spells.
- Languages Known: Native (native, d8)
- Combat Mage Spellcasting: Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, use the Ley Line Walker’s spell list and begin with three powers.
- Combat Mage Edges: Channeling and Master of Magic Edges. Also begins with three Combat or Power Edges of your choice, ignoring Rank. Expert Blaster
- MARS Advance: Combat Mages begin as Seasoned heroes.
- Jack-of-All-Trades (Hero's Journey): Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge
Advances
Novice Advances
- Raise Attribute: Vigor
- Edge: Soldier
- Edge: Power Points
- Raise Attribute: Agility
- Edge: Power Points
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: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal
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