Savage Worlds Rifts [OOC]


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First you got your base pay of 15,000 credits each for the mission and hazard pay. Then there is the loot that you could sell or trade for stuff. It includes (minus the stuff you grabbed for each character)...

5 pump pistols
6 chain swords
1 great chain sword
2 Mini-Rail guns (one from the ogre one from the gargoyle)
7 vibro-swords (5 from Brodkin demons and 2 from Killboy)

I believe Dawn also too the Light Blade, but the wizard you killed also carried the following (and I am not sure if anyone took any of it)...

Combat Mage Armor (TW)
TK Revolver (TW)
Eyepatch of Gorth (magic)
Psionic Mind Shield neckless (TW)
Shadow Cloak (magic)
 



Cool. I'm not completely sure if I want to switch, but this is a good narrative branch to do it, so I need to make sure.

Should I start with 15 xp to match current PCs? I'm thinking maybe a mind melter. Someone with some real firepower...that doesn't require as much system mastery to get the most out of. :)
 


Okay, and normal starting funds?

Here's what I'm working with so far. Need to add more advances...

Character Name: Squidge
Rank:Novice Experience: 15 Advances Left: 0
Race: Human
Iconic Framework: Mind Melter
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: +2; Pace: 6; Parry: 4; Toughness: 5 (+7 armor) ; ISP: 30
Skills:
Psionics 1d12
Shooting 1d6
Persuasion 1d6
Notice 1d8
Streetwise 1d8
Stealth 1d6
Knowledge (History) 1d6

Hindrances
Overconfident (Major): "Yep, I can do this."
Delusional (Minor): "If I were in charge, I could get everyone to get along."
Wanted (Minor): A fugitive from a Coalition State.

Edges
Edge: Mentalist
Edge: Attractive
Edge: Power Points (+10)
Edge: Rapid Recharge

Powers:
Armor
Greater Armor

Entangle
Greater Entangle

Telekinesis (Str 1d6)
Exalted Telekinesis (Str d12+1)

Mind Reading
Mind Walk

Telepathy
Exalted Telepathy

Illusion
Deadly Illusion

Gear
Combat Mage Armor
NG-33 laser pistol

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

Credits: [roll0]x100

Iconic Framework
Arcane Background: Psionics (20 ISP, d8 psionics, 5 powers)
Expanded Awareness: Detect Arcana at will, free action
Major Psionic: 2ISP +1 psionic skill, 4ISP +2 psionic skill; x2 on ley line, 10ISP per edge
Master Psionic Edge (mega powers)
Mental Resistance: +4 to resist psionics, +4 armor vs psionics
Complication: Quirk
Complication: Enemies
Complication: Feared (-2 Charisma towards those who fear mind melters)

Hero’s Journey
Narrative Hook
Roll result 14
Description: Formerly associated with a Coalition State; fugitive now of course.

Hook: 1d20 14

Psionics
Roll result 8
Description: One power of any rank from own list (Telekinesis)

Experience & Wisdom
Roll result 11
Description: Any one Background edge (attractive)

Psionics
Roll result 11
Description: 1 power autoraises (Deadly Illusion).

Body Armor
Roll result 20
Description: Choose any one (1 - Choose any armor: Combat Mage Armor)

Hero's Journey: 4#1d20 20 8 11 11

Advances
Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge
Free Edge (Human): Mentalist
Novice 1 Advance: Power Points
Novice 2 Advance: +1d Psionics
Novice 3 Advance: ?
 
Last edited:


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