Naabaahii (Sasquatch Mystic Warrior) - Ready to Review

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Naabaahii
Posts: 63
Joined: Tue Jun 07, 2022 7:59 pm

Naabaahii (Sasquatch Mystic Warrior) - Ready to Review

Post by Naabaahii »

Naabaahii

Seasoned Sasquatch, MARS Mystic Warrior

Iconic Framework: MARS Mystic Warrior

Attributes:
  • Agility d8
  • Smarts d8
  • Spirit d8
  • Strength d12
  • Vigor d10
Pace: 6
Parry: 7
Toughness: 19 (6)
Size: Normal (3)
Strain: 8/8

Skills:
  • Athletics d8
  • Battle d6
  • Common Knowledge d6
  • Fighting d8
  • Intimidation d4
  • Language (Navajo) d8
  • Language (English) d6
  • Language (Spanish) d6
  • Notice d6
  • Occult d6
  • Persuasion d6-1
  • Psionics d8
  • Riding d6
  • Stealth d6
  • Survival d6+2
Hindrances:
  • Code of Honor - The character keeps his word and acts like a gentleman.
  • Heroic - The character always helps those in need.
  • Pacifist (minor) - Fights only in self-defense and never allows the killing of prisoners or defenseless victims.
Edges:
  • Ambidextrous
  • Animal Totem - Those connected to the land and creatures can gain benefits from their animal spirit even while in human form. Select two points of positive Racial Abilities reflective of your Totem Animal. This Edge may be taken once per Rank. - Bear's Strength - Strength increased 1 die.
  • Beast Master - Ak'is - Heavy Horse Companion and Mount.
  • Beast Master - Dzeel - Grizzly Bear Companion
  • Brawny - Size (and therefore Toughness) +1. Treat Minimum Strength requirements as one die type less; treat Strength as one die type higher for Encumbrance.
  • Danger Sense - Notice roll at +2 to sense ambushes or similar events.
  • Elan - +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill - Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Nerves of Steel - Ignore one level of Wound penalties.
  • Psi-Tomahawk (Psi-Blade) - The Mystic Warrior’s Psi-Blade deals Strength + Smarts + Spirit in Mega Damage with AP equal to Psionics, may be summoned by casting smite as an Innate Ability, and may be thrown (range 6/12/24); the Psi-Tomahawk automatically reforms in the warrior’s hand at the beginning of their next turn.
  • Two Fisted - May make an additional attack at no Multi-Action penalty when equipped with a weapon in each hand.
  • Woodsman - +2 to Survival and Stealth in the wilds.
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 10
Powers:
  • Deflection (Savage Worlds: Adventure Edition p157-158)
  • Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158)
  • Divination (Savage Worlds: Adventure Edition p159)
  • Empathy (Savage Worlds: Adventure Edition p160)
  • Farsight (Savage Worlds: Adventure Edition p161)
  • Mind Link (Savage Worlds: Adventure Edition p164-165)
  • Smite - Innate (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
  • Warrior's Gift (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: Mystic Warriors begin as Seasoned heroes.
  • Mystic Warrior Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, as well as detect arcana*, smite*, divination and choose two powers.
  • Mystic Warrior Skills & Edges: Fighting d6, Athletics d6. Also the Animal Totem, Danger Sense, and Psi-Blade Edges.
Ally 1: Ak'is
Horse, Heavy
An Extra
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 10; Parry: 4; Toughness: 10;
Edges: -
Weapons: Kick
Special Abilities
· Kick: Str+d4, to the front or rear as desired.
· Size 3: A draft horse of about 1,000 to 1,500 lbs.

Ally 2: Dzeel
Grizzly Bear
An Extra
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Intimidation d10, Notice d8, Swimming d6
Pace: 8; Parry: 6; Toughness: 11;
Weapons: Claws
Special Abilities
· Bear Hug: Bears don't actually “hug" their victims, but they do attempt to use their weight to pin their prey and rend it with their claws and teeth. A bear that hits with a raise has pinned his foe. The opponent may only attempt to escape the “hug” on his action, which requires a raise on an
opposed Strength roll.
· Claws: d12+d6+4.
· Size +2: These creatures can stand up to 8' tall and weigh over 1000 pounds.

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Nerves of Steel
  • Edge: Two Fisted
Seasoned Advances
  • Raise Attribute: Strength
MARS F&J Roll 1: 15 - Animal Magnetism - Your hero has an uncanny affinity with animals. Gain the Beast Master Edge twice and increase the default Size of companion animals to 3.
MARS F&J Roll 1: 5 - Agile and Dexterous - Your hero adds one die type to Agility and begins with the Ambidextrous Edge.
HJ Roll 1 (Experience & Wisdom): 10 Extra Background Edge (Brawny)
HJ Roll 2 (Training): 2 - +3 Combat Skill Points
HJ Roll 3 (Experience & Wisdom): 10 Extra Background Edge (Elan)

Current Load: 0 (101)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Atlantis and the Demon Seas, 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

Created with Savaged.us
Last edited by Naabaahii on Wed Jun 07, 2023 12:22 pm, edited 13 times in total.
Naabaahii
Wounds: 3/3
ISP: 10/10
Bennies: 2/3
Parry: 7
Toughness: 19 (6)

Ak'is
Wounds: 3/3
Parry: 4
Toughness: 10

Dzeel
Wounds: 3/3
Parry: 6
Toughness: 11
User avatar
Naabaahii
Posts: 63
Joined: Tue Jun 07, 2022 7:59 pm

Re: Naabaahii (Sasquatch Mystic Warrior)

Post by Naabaahii »

GEAR
Fetishes:
Minor
Body - Buffalo Hide Cloak - +2 Toughness. Stacks with worn armor and protection.
Major
Buffalo Head Dress - +6 Armor +3 Toughness. Immune to Gritty Damage. Applies if shape changed and stacks with protection but not worn armor.

Weapons:
Unarmed (Range Melee, Damage Str+d4)
Psi-Tomahawk (Range Melee & Thrown, Damage d12+d8+d8, AP 8, M.D.C.) Automatically rematerializes in his hand after it hits its target or misses when thrown.
Vibro-Tomahawk (Hatchet) (Range Melee & Thrown, Damage d12+2d4, AP 8)

Armor:
None

Current Wealth: 26,000 cr
Last edited by Naabaahii on Mon Jun 05, 2023 2:45 pm, edited 11 times in total.
Naabaahii
Wounds: 3/3
ISP: 10/10
Bennies: 2/3
Parry: 7
Toughness: 19 (6)

Ak'is
Wounds: 3/3
Parry: 4
Toughness: 10

Dzeel
Wounds: 3/3
Parry: 6
Toughness: 11
User avatar
Naabaahii
Posts: 63
Joined: Tue Jun 07, 2022 7:59 pm

Re: Naabaahii (Sasquatch Mystic Warrior)

Post by Naabaahii »

d20: [10] = 10
d20: [5] = 5
d20: [15] = 15

d20: [2] = 2
d20: [10] = 10


4d6: [2, 3, 4, 2] = 11
2d4: [2, 2] = 4
Naabaahii
Wounds: 3/3
ISP: 10/10
Bennies: 2/3
Parry: 7
Toughness: 19 (6)

Ak'is
Wounds: 3/3
Parry: 4
Toughness: 10

Dzeel
Wounds: 3/3
Parry: 6
Toughness: 11
User avatar
Naabaahii
Posts: 63
Joined: Tue Jun 07, 2022 7:59 pm

Re: Naabaahii (Sasquatch Mystic Warrior) - Ready to Review

Post by Naabaahii »

Code: Select all

Psi-Tomahawk (Melee or Thrown): 
To Hit: Fighting/Athletics - [roll]d8![/roll] Wild [roll]d6![/roll]
Damage: [roll]d12!+d8!+d8![/roll], AP 8

Vibro-Tomahawk (Melee or Thrown): 
To Hit: Fighting/Athletics - [roll]d8![/roll] Wild [roll]d6![/roll]
Damage: [roll]d12!+2d4![/roll], AP 8
Naabaahii
Wounds: 3/3
ISP: 10/10
Bennies: 2/3
Parry: 7
Toughness: 19 (6)

Ak'is
Wounds: 3/3
Parry: 4
Toughness: 10

Dzeel
Wounds: 3/3
Parry: 6
Toughness: 11
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