Savage Worlds Rifts [OOC]

It's not final...I like Deezy too, but she's very challenging for me to play. It gets so I have to read up on every power in the book each turn, to see if I can decide on what to do, and I freeze up from option overload.

I think, in time, I'd come up with a limited suite of 'go to' powers to use with Deezy, but that's going to take me awhile and it's not fair of me to drag the game down while I'm on that curve. :)
 

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Squidge.jpg

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

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
Attractive (+2 Charisma)
Power Points (+10)
Rapid Recharge (recover 1 ISP/30 minutes)
Telemechanics (+4 to rolls involving electronics and computers)

Powers:
Armor 2ISP, +4 armor, touch, 3 rnds (1/rnd)
Greater Armor 5ISP, 10MDC, touch, 3rnds (1/rnd)

Entangle 2ISP, -2 Pace and Agi/Str skills (skills unusable on raise), 4ISP target MBT, Smrt "
Greater Entangle +2ISP, targets of Entangle are fully Entangled on any success (-4 to escape on raise)

Telekinesis (Str 1d6), 5ISP, lift creature or wield weapon at range using Spirit, Smrt ", 3 rnds (1/rnd)
Exalted Telekinesis (Str d12+2) 10ISP, really really strong, 2xSmrt ", 3 rnds (1/rnd)

Mind Reading 3ISP, vs target Smart, one truthful answer per use; target is aware unless raise
Mind Walk 6ISP, can explore deep memories or ask any question, 2xSmrt", 5 minutes (1/minute)

Telepathy 2ISP, 2 way mental communication w/willing target, -4 to contact if no sight
Exalted Telepathy 4ISP, within 1 mile contact allies with no roll or search for minds at no penalty or contact all minds at once, 3 rnds (1/rnd)

Illusion 3ISP, vs target Spirit, force target to sense things that aren't there or sense the environment differently, Smrt", 3 rnds (1/rnd)
Deadly Illusion 6ISP, 1 Wound can be done as part of an illusion, 2xSmrt ", 3 rnd (1/rnd)

Gear
Triax T-12 Field Medic Body Armor
- +1 Toughness, +6 Armor, no Str min, 10x magnification, thermal vision, night vision, 10 mile radio, full env, +2 Healing rolls
NG-33 laser pistol
- 2d4+1 damage, 15/30/60" rng, RoF 1, AP 2, 20 shots, 4lbs

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: 1300

[sblock=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)[/sblock]

[sblock=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)

Psionics
Roll result 11
Description: 1 power autoraises on success (Armor)

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

Body Armor
Roll result 20
Description: Choose any one (1 - Choose any armor: Triax T-12 Field Medic)

Hero's Journey: 4#1d20 20 8 11 11[/sblock]

Advances
Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge
Free Edge (Human): Attractive
Novice 1 Advance: Power Points
Novice 2 Advance: +1d Psionics
Novice 3 Advance: +1d Spirit
Seasoned 1 Advance: Telemechanics
 
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Yeah. Those autoraises from Hero's Journey don't mess around. Squidge has some good support ability, being able to throw +10 MDC on combatants more or less at will...and she can instapop non-Wildcards with her illusions. Entangle is a great 'debuff' that can pretty much shut down whole groups.

She hasn't got a lot of 'firepower' yet. She can use TK to do damage, but it's very inefficient in terms of ISP usage. Against robots or creatures immune to telepathic BS, she definitely relies on buffing her pals. :)

In terms of skills, she's facey, but not enough to solo as a face. I think she'd work best in concert with someone like Dawn, who has a good cyberknight reputation.

I am consiiiidering adjusting her focus to make her more technically inclined, using the Telemechanics Edge...but that's Seasoned, so I have some time.

--

Definitely a tough call! Deezy is a character who can easily be moved to NPC status though, since she views adventuring as a means to an end. She can always take some time off to work on building a business.
 

Just as a note that with Born a Hero you can ignore Rank requirements for Edges ad Powers at character creation.

BUT I thought about it a bit more and everyone got 20XP total right now so I think I will let your new character should get that also so you have one more raise and are now Seasoned
 

Hm!

Yeah, yer right about Born a Hero...but I was picking powers based on utility more than tier. There's definitely more powers I'll want, but this is a good selection for now...

The Telemechanics route is looking more interesting though if I have a Seasoned edge. I'll wait and see what the new hires make...don't want to step on anyone's toes if they want to make a technically savvy character.
 

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)

So I'm not sure what to do with Alenys' money LOL She doesn't need a whole lot. About all I can think of getting is a Survival Pack and mundane armor for her human form (Maverick? Light/Medium Ley Line Walker?) I could take the Combat Mage Armor. I guess I do have 10 PPE I'm not using right now. Same with the TK Revolver (I have the pump pistol). What does the Eyepatch of Gorth do again? Shadow cloak could be nice...

Also considering whether I should take one of the chain swords (greatsword?) or one of the mini-rail guns for use in human form. I do have the martial artist edge, though.

Thoughts? I did consider buying a vehicle for the team, but no one has drive, and 15K isn't enough to really get a vehicle.
 

A ranged weapon isn't a terrible idea.

Good point about lacking Drive too. Maybe I can get some of that with Squidge...would be another point in favor of changing up.
 

She just hasn't had to fight in human form yet, though I've done a lot to make it so she can. She has the pump pistol and martial arts edge. Couldn't use the mini rail gun in dragon form, I imagine (would that merge, or would that drop? Don't want that used against us...)
 

I'm feeling some kind of a harness with a gimble mount for it that she can wear as a dragon. :)

But yeah, a vehicle would be nice. The railgun could possible be attached to the vehicle when she's not using it too...

Hm. Wonder if I can swing that with Squidge too...
 

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