Big Joe

    Seasoned Male Sea Titans, MARS Psi-Warrior
    Iconic Framework: MARS Psi-Warrior

    Background

    His mom told him before she was captured his father was some sort of water demigod from the old Americas. Well Joe believes it, he has the strength and power of titan all packed into the compact form that makes way to many people under estimate him.

    But what he lacks in height he makes up for in in determination and go. The dark olive skill and dark hair would instantly give him away as being of north African decent to most people. But his height is usually where people stop inspecting him.

    Big Joe is normally in control of himself, but he has been known to stand up to many a fights that most men would have backed away from. With a tendency to think he can take anyone on and habit of targeting the biggest meanest guy on the battle field Big Joe has taken more than one solid smack to the face.

    It is not uncommon for Joe to wake up after a battle not quite remembering what hit him. But luckily his regenerative abilities are enough that he is always back in the line after a day or two.

    Description

    4' 9" Olive skinned, dark hair and dark eyes.

    Standing in at 4' 9", and lightly built Big Joe just barely missed being 5'. But what he lacks in stature he makes up for in personality. Confident to the extreme, he is friendly to others as long as they do not threaten him.

    But mess with him and his ego will kick in, causing him to become much less friendly.


    Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d10
    Skills: Athletics d6, Battle d6, Boating d6, Common Knowledge d6, Fighting d6, Language (American) d8, Notice d8, Occult d8, Persuasion d6, Piloting d6, Psionics d10, Repair d8, Shooting d6, Spellcasting d10, Stealth d6
    Pace: 6; Parry: 6; Toughness: 17 (6)
    Strain: 8/8
    Hindrances: Arrogant, Code of Honor, Heroic, Loyal, Overconfident, Small, Wanted (major, )
    Edges: Ace, Adept (Magic) (custom), Adept (Psionic), Arcane Background (Psionics), Block, Chi, Healer, Major Psionic, Master of Magic, Nerves of Steel, One With Magic (Novice), One With Magic (Seasoned), Power Points, Psi-Blade, Psi-Shield
    Armor: ATEA-50 Supai Stealth EBA (Armor 6), Gladiator Medium Combat Armor (Armor 7)
    Weapons: Unarmed (Range Melee, Damage Str), Psi-Blade (Range Melee, Damage Str+d8, AP 20, M.D.C.), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
    Language: American (native, d8)
    Current Wealth: 0 cr
    Arcane Background: Psionics (Rifts® TLPG)
    • I.S.P.: 30
    • Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156; Limitations: Self (limited); Skill Bonus: +1), Hyper Regeneration (Healing; Savage Worlds: Adventure Edition p162), Psionic Adaption (Warrior's Gift; Savage Worlds: Adventure Edition p169-170), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
    Arcane Background: Magic (Rifts® TLPG)
    • PPE: 10
    • Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Spell Shield - Adept (Arcane Protection; Savage Worlds: Adventure Edition p148), Temporal Shifting (Deflection; Savage Worlds: Adventure Edition p157-158), Time Slip - Adept (Sloth/Speed; Savage Worlds: Adventure Edition p167)

    Special Abilities

    • Cyber-Resistant (Racial): Cyberware doesn’t work for this race. They can't take Iconic Frameworks which include cybernetics as an inherent ability (including the Juicer bio-comp system and Crazy M.O.M. implants) nor may they roll on the Cybernetics Benefits Table (see page 135).
    • Doesn't Breathe (Racial): The species does not breathe. Individuals aren’t affected by inhaled toxins, can’t drown, and don’t suffocate in a vacuum. (They may still freeze, however.)
    • Hindrance (Racial): The creature has a built-in Minor Hindrance for 1 point, or a Major Hindrance for 2. This doesn’t affect the ability to choose other Hindrances during character creation.
    • Immune to Disease (Racial): The species is immune to disease.
    • Immune to Poison (Racial): The species is immune to poison.
    • Hindrance (Racial): The creature has a built-in Minor Hindrance for 1 point, or a Major Hindrance for 2. This doesn’t affect the ability to choose other Hindrances during character creation.
    • Perfect Form (Racial): Sea Titans start with Strength d10, Vigor d8, and a d6 in all other Attributes.
    • Regeneration (3) (Racial): Makes a natural healing roll once per day (rather than every five days). Permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (the being may try once per week).
    • Salty Side of Fate (Racial): Begins with 1 less benny per session
    • Supernatural Beacon (Racial): Sea Titans radiate supernatural good as if they were a beacon, all arcane sensitives are +2 to Notice this emanation. This makes them the mortal enemy of all varieties of evil
    • Toughness (Racial): The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
    • Toughness (Racial): The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
    • Toughness (Racial): The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
    • Hindrance (Racial): Besides being hunted by all evil, if they ever learn the truth many powerful groups would perform grueling medical experiments and research on a captured Sea Titan. The Coalition, Splugorth, Gene Splicers, and Mindwerks would be especially interested.
    • Weakness (Supernatural & Unholy) (Racial): Attacks dealing bonus damage to supernatural or good/holy targets deal +4 damage to Sea Titans. Powers and abilities effecting such targets also affect them
    • Psionics: Power Points: 30; Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156; Limitations: Self (limited); Skill Bonus: +1), Hyper Regeneration (Healing; Savage Worlds: Adventure Edition p162), Psionic Adaption (Warrior's Gift; Savage Worlds: Adventure Edition p169-170), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
    • Magic: Power Points: 10; Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Spell Shield - Adept (Arcane Protection; Savage Worlds: Adventure Edition p148), Temporal Shifting (Deflection; Savage Worlds: Adventure Edition p157-158), Time Slip - Adept (Sloth/Speed; Savage Worlds: Adventure Edition p167)
    • Power Activators: Magic users must be able to gesture and speak to cast spells.
    • One With Magic - Ley Line Sense: Can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
    • One With Magic - Ley Line Rejuvenation: While on a ley line, gains a natural healing roll once per day.
    • Languages Known: American (native, d8)
    • MARS Advances: Psi-Warriors begin as Seasoned heroes.
    • Psi-Warrior Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers.
    • Psi-Warrior Skills & Edges: Fighting d6, as well as the Adept, Block, Chi, Psi-Shield, and Psi-Blade Edges.
    • Psi-Warrior Resistance: +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
    • The Arts of Offense: Psi-Blade counts as Claws when applying bonuses from Edges.
    • Psi-Warrior Code: Begin with either the Code of Honor or Heroic Hindrance for no added benefit.
    • Unbound Power: ["Healing"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.

    Advances

    Novice Advances
    • Edge: Healer
    • Edge: One With Magic (Novice)
    • Edge: Power Points
    Seasoned Advances
    • Edge: Major Psionic
    • Edge: One With Magic (Seasoned)
    • Edge: Adept (Magic) (custom)

    Current Load: 48 (81)
    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 Manual
    Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
    Validity: Character appears valid and optimal
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