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Savage Rifts - Phase World Adventures!:John Chrichton
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==Stats== ===Attributes=== *Agility-d8 *Smarts-d8 (+2 When Resisting Tests) *Spirit-d10 (+2 When Resisting Tests) *Strength-d8 *Vigor-d6 ===Skills=== *Athletics d4 (+1 to climbing in Urban Areas) *Common Knowledge d4 *Electronics d8 *Fighting d8 *Focus d10 (+2 When Using Healing) *Healing d4+2 *Intimidation d6 *Notice d8 *Persuasion d6 *Piloting d4 *Repair d6 *Research d4 *Shooting d8 *Stealth d8 (+1 in Urban Environments) *Thievery d8+1 ===Derived Stats=== *Pace 6 *Toughness (armored): 11 (7) (5 unarmored) *Parry: 5 *Strain: 0 *Max Strain 6 *Power Points 20 ===Racial Overview (Mutant Superhuman)=== Mutant Superhumans are a genetic offshoot of humanity that possess superhuman powers of a non-psionic nature. In the Rifts setting they are indigenous to Earth and its space colonies. In the Three Galaxies the only place they are found is on the planet Seroon in the isolated system of the Charizolon System in the Corkscrew Galaxy (as seen in Rifts Dimension Book 4: Skraypers). Random examples from other dimensions such as Heroes Unlimited Earth could also be around. Mutant Superhumans are capable of interbreeding with baseline humans, with the results of such unions always mutants. Curiously, the offspring of a Mutant and a psychic human has an equal chance of reflecting either parent's heritage. Innate Power: Arcane Background (Gifted) - Detect/Conceal Arcana (Limitations: Aspect (Conceal), Range Reduced to Self, Does Not Work Against Arcane Background (Gifted) Powers and Weird Science or Techno-Wizard Devices Deliberately Intended to Detect Arcane Background (Gifted) Powers, No Conscious Control - Automatically Activated by Detect Arcana Attempts of a Magical, Miraculous or Psionic Nature When Not Already Active, Must Always Short.) (Modifiers: Does Not Inhibit Recharging While Active (+2), Failures to Activate Not Critical (+1), Strong (+1), Strong (+1)*) *Listed twice deliberately for a cumulative -4 penalty to see through concealment. The above represents mutant superpowers being very difficult to directly detect with spells or psionic abilities. That's because they operaate on what could be described as a different "wavelength" than such powers, paranormal as opposed to supernatural. Innate abilities specifically attuned and arcane devices that are deliberately calibrated to detect superhuman powers do not have to contend with such difficulties. The occasions when Conceal Arcana fails represents a momentary fluctuation in a mutant's powers that generate a disturbance in the supernatural energies magicians and psychics can perceive, enabling such individuals detect superhuman powers indirectly from the "ripples" they create. ===Edges=== Concentration Healer McGyver New Powers 3 Power Points Rapid Recharge Strong Willed Thief ===Hindrances=== Driven: To find a way to get back home (Minor) Secret: True Nature of Mutant Superpowers - Revelation could result in Enemy: Gene-Tech (Major) Vow: To the Freedom Defense Force (Minor) ===Mutant Superpowers=== Disguise* - 1pp Healing - 3pp Intangibility* - 4pp Invisibility* - 4pp Protection* - 1pp (1 free Modifier) Stun - 2pp *Reduced Power Point Cost due to Touch Range ===Gear=== Utility Belt: Survival rolls do not take a penalty for being attempted without basic tools (3 lb., 2,500 credits).<br> First aid kit (+1 Healing roll, 1 use). <br> Canteen (half gallon). <br> Communicator (5-mile range). <br> Compass/inertial mapper.<br> Flint & steel, whetstone, multi-tool. <br> Flashlight/signal light (two modes,LED, and IR).<br> Magazine/E-Clip storage slots (4). <br> Meal Ready to Eat (1 use, can sustain a normal human for one day). <br> Survival knife (Str+d4).<br> <br> USA-EVA10 Field Mechanic Spacesuit (Equivalent to T-13 Field Mechanic Light EBA)<br> Features<br> •Armor (+6; Toughness: +2; Min Str: d4; Weight: 18; Cost: Personal Concept Option Starting Gear + 3,280)<br> •Mechanic suite grants +2 to Repair rolls—Heavy Improvised Weapon.<br> •Infravision<br> •Magnetic Shoes. Will stick to a metal "floor" or "wall", meaning that the wearer does not have to hang on to something to stabilize themselves. Also useful for letting characters new to zero gravity orient themselves . One size fits all.<br> •Vacuum Suit Jet Pack. The pack is fixed to the back of the suit, and is operated by a small pad on the right wrist. The jet pack has a maximum speed of about 50 mph (80 km) and enough fuel for thirty minutes of constant movement. Typically the device is not in constant use and will work for about five hours of maneuvering; Obviously this is only good for Zero G.<br> •Recycling System. The suit recycles all oxygen, meaning it can be worn indefinitely or until the character dies of hunger or thirst.<br> <BR> KLS 100 Laser Pistol (Equivalent to Wilk’s 320) (Range:15/30/60; Damage: 3d6; RoF:1; AP: 2; Shots: 20; Min Str: d4; Weight: 2; Cost: Starting Gear) 2 E-Clips<br> <br> Vibro-Knife (Damage: Str+d6; AP: 6; Min Str: d4; Weight: 2; Cost: 7000)<br> <br> Repair Kit, Field (Weight 10; +1 to all Repair rolls; Cost: 4000)<br> <br> Holo-Display Communicator (Weight 2; Cost: 10,000)<br> <br> Lockpicks (Weight 1; Cost: 200)<br> <br> Hand Held Computer (Weight 1; Cost: 250)<br> <br> 20 "Bugs" (Micro Transmitters; 12 hours of continuous use each; Weight -; Cost: 600)<br> <br> Transmitter Detector (Weight: 1; Cost 525)<br> <br> Rocket Flare Pistol (for use in space): Fires a very bright flare up to half a mile (0.9 km) away, even in a vacuum. The flare is visible to the naked eye for up to 3200 miles (2000 krn) in all directions and bums for 2D6 minutes. If used as a weapon it does 3d6 damage but has a -1 to hitting a specific target. This is a one-use item. Cost: 500<br> <br> 1,125 Credits swiped from the slaver who stole his stuff after he reclaimed his property<br> <br> From Cultists: <br> Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy Pulse)<br> Vibro-Blade (Str+d8 Mega Damage, AP 8)<br> 3 Frag Grenades (Range 5/10/20, 5d6 Mega Damage, LBT)<br> 4 e-clips ===Hero's Journey=== MARS Fortune and Glory: Choice - Smart and Learned MARS Fortune and Glory: Choice - Spiritual and Determined Heroes Journey Education Roll: 1d20 4 Talented Medic - Healer's Edge and Healing d4 Heroes Journey Training Reroll: 1d20 1 Combat Training - +3 Skill Points that can be spent on Athletics, Fighting or Shooting in any combination. Heroes Journey Underworld & Black Ops Roll: 1d20 20 Player's choice. Gifted at Larceny - Thief Edge without concern for requirements and +1 Skill Point to spend on Athletics, Stealth or Thievery Narrative Hook Roll: 1d20 11 From Out of a Rift [[File:Genderswappedkitty.jpg]]
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