Ndreare

    Legendary Male Elf, MARS Personal Concept Option, and Combat Artist and Master of Magic
    Iconic Framework: MARS Personal Concept Option

    Attributes: Agility d8, Smarts d12, Spirit d8, Strength d12+1, Vigor d6
    Skills: Athletics d8, Battle d12, Common Knowledge d6, Fighting d8, Language (Native) d8, Language (Trade 4) d6, Notice d12, Occult d12, Persuasion d6+1, Shooting d8, Spellcasting d12, Stealth d8
    Pace: 8; Parry: 6; Toughness: 19 (10 M.D.C.)
    Hindrances: Arrogant, Code of Honor, Driven (minor, ), Quirk ()
    Edges: Adept (Magic), Arcane Background (Magic), Channeling, Expert, Improved Level Headed, Master, Master of Magic, New Powers (Boost/Lower Trait, Warrior's Gift), New Powers (Deflection, Teleport), New Powers (Dispel, Illusion), New Powers (Entangle, Summon Ally), New Powers (Havoc, Fly), New Powers (Intangibility, Relief), New Powers (Smite, Protection), One With Magic (Heroic), One With Magic (Heroic), One With Magic (Heroic), One With Magic (Legendary), One With Magic (Novice), One With Magic (Seasoned), One With Magic (Veteran), Power Points, Power Points, Power Points, Power Points, Professional
    Armor: NG-EX10 Gladius Exoskeleton EBA (Armor 6)
    Weapons: Unarmed (Range Melee, Damage Str), Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8), Vibro-Longsword (Range Melee, Damage Str+d10, AP 10), Wilk’s 227 Pulse Pistol (Range 15/30/60, Damage 3d6, ROF 3, AP 2)
    Gear: NG-S2 Survival Pack (Contains: Trauma Kit, Tool Kit, Dosimeter, Bio-Analysis Kit, Wooden Stake, Survival Knife, Wilk’s 320 Laser Pistol)
    Languages: Trade 4 (d6), Native (native, d8)
    Current Wealth: $142,500
    Arcane Background: Magic (Rifts® TLPG)
    • PPE: 30
    • Powers: Alternate Lives (Warrior's Gift; Savage Worlds: Adventure Edition p169-170), Blend Reality - One with Magic (Boost/Lower Trait; Savage Worlds: Adventure Edition p156; Innate Power), Blink (Adept) (Deflection; Savage Worlds: Adventure Edition p157-158; Innate Power), Body of Shadows (Intangibility; Savage Worlds: Adventure Edition p163), Cloak of Darkness - One with Magic (Invisibility; Savage Worlds: Adventure Edition p164; Innate Power), Dark Friends (Summon Ally; Savage Worlds: Adventure Edition p169), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Devour The Arcane (Dispel; Savage Worlds: Adventure Edition p158-159), Drink Shadow (Relief; Savage Worlds: Adventure Edition p166), Embraced by Darkness - Adept (Arcane Protection; Savage Worlds: Adventure Edition p148; Innate Power), Empowerment (Adept) (Smite; Savage Worlds: Adventure Edition p168; Innate Power), Levitation - One with Magic (Fly; Savage Worlds: Adventure Edition p161-162; Innate Power), Reality Manipulation (Illusion; Savage Worlds: Adventure Edition p163; Innate Power), Shadow Bonds (Entangle; Savage Worlds: Adventure Edition p161), Shadow Shield (Adept) (Protection; Savage Worlds: Adventure Edition p165-166; Innate Power), Shadow Walker (Teleport; Savage Worlds: Adventure Edition p169-170), Shadow Wave (Havoc; Savage Worlds: Adventure Edition p162), Time Manipulation - Adept (Sloth/Speed; Savage Worlds: Adventure Edition p167; Innate Power)

    Special 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.
    • Driven: Elves have the Driven (Minor) Hindrance.
    • Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
    • 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.
    • Magic: Power Points: 30; Powers: Alternate Lives (Warrior's Gift; Savage Worlds: Adventure Edition p169-170), Blend Reality - One with Magic (Boost/Lower Trait; Savage Worlds: Adventure Edition p156; Innate Power), Blink (Adept) (Deflection; Savage Worlds: Adventure Edition p157-158; Innate Power), Body of Shadows (Intangibility; Savage Worlds: Adventure Edition p163), Cloak of Darkness - One with Magic (Invisibility; Savage Worlds: Adventure Edition p164; Innate Power), Dark Friends (Summon Ally; Savage Worlds: Adventure Edition p169), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Devour The Arcane (Dispel; Savage Worlds: Adventure Edition p158-159), Drink Shadow (Relief; Savage Worlds: Adventure Edition p166), Embraced by Darkness - Adept (Arcane Protection; Savage Worlds: Adventure Edition p148; Innate Power), Empowerment (Adept) (Smite; Savage Worlds: Adventure Edition p168; Innate Power), Levitation - One with Magic (Fly; Savage Worlds: Adventure Edition p161-162; Innate Power), Reality Manipulation (Illusion; Savage Worlds: Adventure Edition p163; Innate Power), Shadow Bonds (Entangle; Savage Worlds: Adventure Edition p161), Shadow Shield (Adept) (Protection; Savage Worlds: Adventure Edition p165-166; Innate Power), Shadow Walker (Teleport; Savage Worlds: Adventure Edition p169-170), Shadow Wave (Havoc; Savage Worlds: Adventure Edition p162), Time Manipulation - Adept (Sloth/Speed; Savage Worlds: Adventure Edition p167; Innate Power)
    • 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: Trade 4 (d6), Native (native, d8)
    • Skill Points: Begin with +6 skill points.
    • Extra Edges: Begin with three Edges of your choice, ignoring Rank requirements
    • 4 Advances: MARS Packages start with 4 advances at Seasoned

    Advances

    Novice Advances
    • Edge: One With Magic (Novice)
    • Edge: Power Points
    • Raise Attribute: Spirit
    Seasoned Advances
    • Edge: One With Magic (Seasoned)
    • Edge: Power Points
    • Edge: New Powers (Dispel, Illusion)
    • Edge: New Powers (Smite, Protection)
    Veteran Advances
    • Edge: One With Magic (Veteran)
    • Edge: Power Points
    • Edge: New Powers (Deflection, Teleport)
    • Edge: Adept (Magic)
    Heroic Advances
    • Edge: One With Magic (Heroic)
    • Edge: Power Points
    • Edge: Channeling
    • Edge: New Powers (Entangle, Summon Ally)
    Legendary Advances
    • Edge: One With Magic (Legendary)
    • Edge: New Powers (Havoc, Fly)
    Legendary (2) Advances
    • Edge: One With Magic (Heroic)
    • Edge: New Powers (Intangibility, Relief)
    Legendary (3) Advances
    • Edge: One With Magic (Heroic)

    Current Load (normal/combat): 126.25 / 89 (126)
    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., Super Strength
    Validity: Character appears valid and optimal
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