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2 posters

    Savage Rifts - Player Characters

    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Savage Rifts - Player Characters Empty Savage Rifts - Player Characters

    Post by Ross Sun Nov 13, 2022 8:54 pm

    Paste your Savage Worlds Rifts Characters here.

    You can use this site to create your Character: https://savaged.us/me/characters/

    I'm sure we will have a session where we can assist everyone in making/converting Characters. This is quite different than Rifts, so is pretty much impossible to do unless you have the books.


    Last edited by Ross on Sun Nov 13, 2022 9:10 pm; edited 2 times in total
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Savage Rifts - Player Characters Empty Rom Artour - Human, Cyber-Knight

    Post by Ross Sun Nov 13, 2022 8:55 pm

    Rom Artour
    Novice Male Human, Cyber-Knight
    Iconic Framework: Cyber-Knight

    Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d6
    Skills: Athletics d6, Common Knowledge d4, Fighting d12 [], Healing d4, Language (American) d8, Language (Dragonese/Elven) d4, Notice d4, Persuasion d4, Psionics d10, Research d4, Riding d4, Stealth d8, Taunt d4
    Pace: 8; Running Die: d10; Parry: 8; Toughness: 15 (6)
    Hindrances: Code of Honor, Impulsive
    Edges: Champion, Charge, Connections (Cyber-Knight Order), Frenzy, Mighty Blow, Power Points
    Armor: Ballistic Shield (Reduces damage from firearms by 4 when an attacker tries to shoot through it.. +3 Parry, -4 Cover), Battle Helmet (Armor 6), Cyber-Knight Medium EBA (TW) (Armor 6)
    Weapons: Unarmed (Range Melee, Damage Str), Psi-Sword (Range Melee, Damage Str+2d8, AP 10), Split Psi-Sword 1 (Range Melee, Damage Str+2d8, AP 5), Split Psi-Sword 2 (Range Melee, Damage Str+2d8, AP 5), NG-L5 Laser Rifle (Range 24/48/96, Damage 4d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
    Gear: War Horse (Contains: NG-S2 Survival Pack), Wooden Cross
    Languages: Dragonese/Elven (d4), American (native, d8)
    Current Wealth: 17,900 cr
    Arcane Background: Psionics (Rifts® TLPG)
    I.S.P.: 15
    Powers: Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Relief (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
    Special Abilities
    Psionics: Power Points: 15; Powers: Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Relief (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
    Languages Known: Dragonese/Elven (d4), American (native, d8)
    Cyber-Armor: As a free action, Cyber- Knights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage (see Blood & Gore, page 116). Stats include toughness bonus.
    Combat: Cyberkinetic Any electronic technology-based attacks such as lasers, rail guns, and vibro- blades suffer a −2 to hit a Cyber- Knight. This ability stacks with the deflection power.
    First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die; stacks with the Fleet-Footed Edge.
    Inner Light: Cyber-Knights begin with the Champion Edge (see Savage Worlds).
    Intense Combat Training: A Cyber- Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank). Frenzy
    Minor Psionic: Cyber-Knights have Arcane Background (Psionics),
    Psi-Sword: As a free action, Cyber- Knights can summon a blade of spirit and will. It may have any appearance but it does not change the effects.
    Revered Protectors: The hero is a member of the Cyber-Knight Order faction, and has Connections with the group and its allies. She gains +1 to social checks with most folks and Reactions start one level higher than normal. The faction's Enemies—including powerful monsters, supernatural evil, and villains—will plot the hero's downfall.
    Code of Honor: A Cyber-Knight must adhere to the codes and philosophies of the Order or he loses some or all of his powers, depending on the degree of transgression.
    Cybernetics: Cyber-Knights suffer −1 to Psionics per point of Strain (page 69).
    Sundering weapon (Hero's Journey): Add +2 damage with The Drop, against Vulnerable targets, or when Breaking Things
    Current Load: 28.25 (41)
    Books In Use: Savage Worlds: Adventure Edition, Super Powers Companion (2014), Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
    Setting Rules: Character Frameworks, Rifts® M.D.C.
    Validity: Character appears valid and optimal
    Character UUID: d554d764-103c-4cf9-8f86-41ab995be7a2 Male Human, Cyber-Knight
    Iconic Framework: Cyber-Knight

    Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d6
    Skills: Athletics d6, Common Knowledge d4, Fighting d12 [], Healing d4, Language (American) d8, Language (Dragonese/Elven) d4, Notice d4, Persuasion d4, Psionics d10, Research d4, Riding d4, Stealth d8, Taunt d4
    Pace: 8; Running Die: d10; Parry: 8; Toughness: 15 (6)
    Hindrances: Code of Honor, Impulsive
    Edges: Champion, Charge, Connections (Cyber-Knight Order), Frenzy, Mighty Blow, Power Points
    Armor: Ballistic Shield (Reduces damage from firearms by 4 when an attacker tries to shoot through it.. +3 Parry, -4 Cover), Battle Helmet (Armor 6), Cyber-Knight Medium EBA (TW) (Armor 6)
    Weapons: Unarmed (Range Melee, Damage Str), Psi-Sword (Range Melee, Damage Str+2d8, AP 10), Split Psi-Sword 1 (Range Melee, Damage Str+2d8, AP 5), Split Psi-Sword 2 (Range Melee, Damage Str+2d8, AP 5), NG-L5 Laser Rifle (Range 24/48/96, Damage 4d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
    Gear: War Horse (Contains: NG-S2 Survival Pack), Wooden Cross
    Languages: Dragonese/Elven (d4), American (native, d8)
    Current Wealth: 17,900 cr
    Arcane Background: Psionics (Rifts® TLPG)
    I.S.P.: 15
    Powers: Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Relief (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
    Special Abilities
    Psionics: Power Points: 15; Powers: Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Relief (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1)
    Languages Known: Dragonese/Elven (d4), American (native, d8)
    Cyber-Armor: As a free action, Cyber- Knights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage (see Blood & Gore, page 116). Stats include toughness bonus.
    Combat: Cyberkinetic Any electronic technology-based attacks such as lasers, rail guns, and vibro- blades suffer a −2 to hit a Cyber- Knight. This ability stacks with the deflection power.
    First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die; stacks with the Fleet-Footed Edge.
    Inner Light: Cyber-Knights begin with the Champion Edge (see Savage Worlds).
    Intense Combat Training: A Cyber- Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank). Frenzy
    Minor Psionic: Cyber-Knights have Arcane Background (Psionics),
    Psi-Sword: As a free action, Cyber- Knights can summon a blade of spirit and will. It may have any appearance but it does not change the effects.
    Revered Protectors: The hero is a member of the Cyber-Knight Order faction, and has Connections with the group and its allies. She gains +1 to social checks with most folks and Reactions start one level higher than normal. The faction's Enemies—including powerful monsters, supernatural evil, and villains—will plot the hero's downfall.
    Code of Honor: A Cyber-Knight must adhere to the codes and philosophies of the Order or he loses some or all of his powers, depending on the degree of transgression.
    Cybernetics: Cyber-Knights suffer −1 to Psionics per point of Strain (page 69).
    Sundering weapon (Hero's Journey): Add +2 damage with The Drop, against Vulnerable targets, or when Breaking Things
    Current Load: 28.25 (41)
    Books In Use: Savage Worlds: Adventure Edition, Super Powers Companion (2014), Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
    Setting Rules: Character Frameworks, Rifts® M.D.C.
    Validity: Character appears valid and optimal
    Character UUID: d554d764-103c-4cf9-8f86-41ab995be7a2


    Last edited by Ross on Sun Nov 20, 2022 10:31 pm; edited 1 time in total
    Krystoff
    Krystoff


    Number of posts : 1677
    Registration date : 2008-12-02
    Age : 47

    Savage Rifts - Player Characters Empty Carter Holt - "Aster"

    Post by Krystoff Sun Nov 20, 2022 6:19 pm

    Aster - Carter Holt

    Novice Male Human, Military Pilot

    Background
    Carter "Aster" Holt
    Human - 32 years old born in 2089 in Anchorage Alaska to parents of European descent.  An army brat he spent a lot of his early years in Alaska's rugged outdoors and developed a great love for all things adventurous.

    As he got older the sports got wilder.  Dirt bikes when young, 4 wheelers and motocross when old enough and progressing into all things flight(planes, helicopters, skydiving, etc).

    Always eager to follow in his father's footsteps, and a way to get into faster and more dangerous vehicles, Carter joined the army at 18 and began the Warrant Officer flight training to
    become a pilot.  Always the top in the class Carter had a single minded focus and efficiency that lent itself well to being a fighter pilot.  During joint training exercises with the European Union Carter earned the callsign “Aster” from the European contigent.  The story goes that while relentlessly pursuing one of the European aircraft the other pilot yelled “That dude is locked on me like a fucking missle!” and for the rest of the exercises they would refer to him as Aster.

    After flight school Carter started flying helicopters for the army but due to no wars, and some interpersonal issues with commanding officers he was relegated to boring jobs.  Years passed and Carter started feeling cooped up and repressed.  Soon he became restless and started applying for anything to get him out of there.  The CO decided this was a good chance to get rid of him and sent him to an experimental research station in the midwest for pilot duty among “other duties as assigned”.  What the recruits didn’t know was that along with the other research subjects, they were also being experimented on.

    After months of being subjected to all manner of unknown tests, substances, and energy radiation Carter began feeling ill and was rushed to the ER.  The doctors tried to stabilize him but due to the severity of his reaction they felt they were losing him.  The last thing Carter saw was them placing him into a long metal tube and large amounts of gas forming around him as they closed the lid.

    Carter’s next memory was of waking up inside the metal tube breathing fresh air.  A large crack had been ripped into the cylinder by something but it wasn’t enough to get out of.  Banging and pushing on the crack did little and Carter began to panic and tremble.  Amazingly Carter felt himself moving through the tube as he vibrated and soon passed all the way to the other side where he promptly fell on his ass.  Finally able to sit still and take stock of his situation the base around him was in utter devastation.

    The next few months have been a blur.  Carter stuck to the area to both outfit himself with gear and keep away from others while figuring out what happened.  As near as he can tell there was a huge catastrophe some time after being placed in suspended animation and an undetermined amount of time has passed since then.

    Finally feeling confident enough in his new abilities and wanting to get to the bottom of what happened he started out towards other people.


    Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
    Skills: Athletics d6, Common Knowledge d4, Driving d4, Electronics d6, Fighting d8, Hacking d4, Language (Native) d8, Notice d4, Persuasion d4, Piloting d6, Repair d4, Stealth d6
    Pace: Sonic Speed (Mach 1); Parry: 10; Toughness: 11
    Hindrances: Death Wish, Distinctive Appearance (Looks like someone from the middle 21st century), Driven (minor, Defeat the Coalition), Obligation (minor, Works as part of the local law enforcement)
    Edges: Martial Artist, The Best There Is, Two-Fisted
    Weapons: Unarmed (Range Melee, Damage Str+2d6+d4, +1 to Hit), Attack, Melee (Range Melee, Damage Str+2d6), Club, Light (Range Melee, Damage Str+2d6+d4), Club, Light (Range Melee, Damage Str+2d6+d4)
    Gear: Backpack, Clothing, Casual, Night Vision Goggles
    Language: Native (native, d8)
    Current Wealth: $3,400

    Special Abilities
    • Languages Known: Native (native, d8)

    • Speed: The character can move at super speed. - Vibrate 5, Surface Tension 1, Blinding Reflexes 2

    • Toughness: Increases Toughness. - Hardy 3

    • Ageless: The character doesn’t age.

    • Attack, Melee: Close combat attack - Stackable 2, Multiple Attacks 2

    • Extra Actions: An additional action per round per level.

    • Parry: Increases Parry.




    Super Powers
    • Speed (5): Vibrate 5, Surface Tension 1, Blinding Reflexes 2
    • Toughness (6): Hardy 3
    • Attack, Melee (2): Stackable 2, Multiple Attacks 2
    • Parry (4)
    • Extra Actions
    • Ageless



    Current Load: 11 (41)
    Books In Use: Savage Worlds: Adventure Edition, Super Powers Companion (2014), 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 ManualSetting Rules: Cyberware Tab, Rifts® M.D.C., Super Hero!, Super StrengthSupers Campaign Level: Four ColorsValidity: Character appears valid and optimal

    Created with Savaged.us


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