Dalv Tepish

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Dalv Tepish.JPG

Formerly part of the Coalition forces at Lone Star City, Dalv Tepish spent several years working as a hunter and toady for the Coalition. He served faithfully until the day he was sent after a historian who had been following in the footsteps of Erin Tarn and chronicling the history of the world. As the other Coalition forces in his team were gaining the upper hand, Dalv found the courage to turn on his former masters and help turn the battle in the favor of the historian. Afterwards, Dalv anticipated being executed, but instead was offered a chance to change. Given the supplies he would need for traveling cross-country, he was directed toward Castle Refuge and the Tomorrow Legion.

Dalv[edit]

XP- 20 (Seasoned) Iconic Framework- M.A.R.S. (Rogue Scholar) Strain-

Narrative Hook: [u]1d20[/u] 19 The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and she decided to make a change. Joining the Legion is the start of that new journey.

Hero's Journey[edit]

Hero's Journey - Education: [u]1d20[/u] 11 Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.

Hero's Journey - Experience & Wisdom: [u]1d20[/u] 20 (Choose) Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. = Woodsman

Hero's Journey - Training: [u]1d20[/u] 10 Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a bonus die increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.

Attributes[edit]

Agility- d8

Smarts- d8

Spirit- d8

Strength- d8

Vigor- d8

Secondary Attributes[edit]

Toughness- 6

Parry- 6

Pace- 8 (d8 Running)

Charisma- -2 to everyone, -4 with Simvan

Skills[edit]

Climbing d4

Fighting d8

Intimidation d6+2

Investigation d8+2

Knowledge (Electronics) d4+1

Knowledge (Engineering) d4+1

Knowledge (History) d8+2

Knowledge (Politics) d8

Knowledge (Coalition) d8+2

Notice d8

Persuasion d6+2

Repair d6

Riding d6

Shooting d8

Stealth d6

Streetwise d8+2

Survival d8

Swimming d4

Taunt d6+2

Tracking d8

Racial[edit]

Ambidextrous

Animal Empathy

Fast

Outsider

Psychic Sense

Psychic Vampire

Racial Enemy (Simvan)

Restricted Paths (Arcane)

Edges[edit]

Ambidextrous

Controlled Hunger

Scholar (History, Coalition)

Investigator

Woodsman

Strong Willed

Hindrances[edit]

Code of Honor (Major)

Loyal (Minor)

Wanted - AWOL from Coalition (Minor)

Gear[edit]

Huntsman Personal Armor

Vibro-Blade Vambraces

Wilk's 320 Laser Pistol

NG-S2 Survival Pack

Credits: [u]5d8[/u] 27x 100 = 2700 Credits

Fortune and Glory[edit]

Fortune and Glory: [u]3#1d12[/u] 1 12 6

A Mighty Weapon - Vibro-Blade Vambraces

Choose your Fate: Smart and Learned - Smarts +1 die type, d6 in 3 Smarts-liked skills (Notice, Survival, Tracking)

Spiritual and Determined - Spirit +1 die type, Strong Willed Edge


Advances[edit]

+1d Strength

Edge: Controlled Hunger

Lesser Skill: +1d Persuasion, +1d Stealth

New Skill: Swimming