Dalv Tepish
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Dalv
XP- 20 (Seasoned) Iconic Framework- M.A.R.S. (Rogue Scholar) Strain-
Narrative Hook- 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
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
Agility- d8
Smarts- d8
Spirit- d8
Strength- d8
Vigor- d8
Secondary Attributes
Toughness- 6
Parry- 6
Pace- 8 (d8 Running)
Charisma- -2 to everyone, -4 with Simvan
Skills
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
Ambidextrous
Animal Empathy
Fast
Outsider
Psychic Sense
Psychic Vampire
Racial Enemy (Simvan)
Restricted Paths (Arcane)
Edges
Ambidextrous
Controlled Hunger
Scholar (History, Coalition)
Investigator
Woodsman
Strong Willed
Hindrances
Code of Honor (Major)
Loyal (Minor)
Wanted - AWOL from Coalition (Minor)
Gear
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
Fortune and Glory: [u]3#1d12[/u] [b]1[/b] [b]12[/b] [b]6[/b]
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
+1d Strength
Edge: Controlled Hunger
Lesser Skill: +1d Persuasion, +1d Stealth
New Skill: Swimming