Savage Rifts®: Colonel Heydath Ilorca
Our thanks to Sean Masters for having us on the Savage Rifts® Voice of Hope podcast. To celebrate, here's the character Sean Tait Bircher played on the program, offering a hint of what's to come with adapting characters to Savage Worlds Adventure Edition!
(WC) Colonel Heydath Ilorca
D’Norr Rogue Scholar
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d10
Skills: Academics d10, Athletics d6, Battle d8, Common Knowledge d10, Driving d6, Fighting d6, History d10, Intimidation d6, Notice d6, Occult d10, Persuasion d10, Research d10, Riding d4, Shooting d6, Spellcasting d6, Stealth d6, Survival d4, Taunt d6
Hindrances: Driven (Minor—Prove herself the equal of Erin Tarn), Mild Mannered, Vow (Major—serve the Tomorrow Legion)
Edges: Arcane Background (Magic), Charismatic, Elan, Scholar (Occult), Investigator, Nerves of Steel, Quick, Streetwise, Strong Willed
Hero’s Journey: +2 to Common Knowledge rolls; +2 to Common Knowledge rolls based on geography and understanding the people and places of North America; +2 on Networking and Survival rolls in North America.
Languages: American
Racial Abilities:
Powers: Detect/conceal arcana, empathy, speak language. PPE: 20.
Heydath Ilorca grew up amid the Techno-Wizardry of Arzno, attending school at the Arzno Weapons Manufacturing complex. Though Heydath excelled at academics, she found herself bored and frustrated by the applied magics courses. Abandoning her schooling, she instead joined the Arzno Mercenary Corps, where she found limited career opportunities as an intelligence officer.
When the AMC sent forces to aid Tolkeen, Heydath Ilorca accompanied the team as a liaison for Tolkeen’s D’Norr population. Disillusioned and horrified by the war, Ilorca resigned her commission and helped some of her fellow D’Norr escape to Magestar. From there, she joined some of the routed combatants seeking new purpose with the Tomorrow Legion.
Heydath Ilorca rose quickly through the ranks, using her intimate knowledge of Arzno to help prepare the Legion’s first diplomatic mission to the heretofore unknown potential ally. She led an expedition into the Magic Zone, finding great success at opening relations with various Fadetowns (even if her overtures toward Dweomer were largely unsuccessful). Though seen as a prim martinet by many of her colleagues, she nevertheless delivers results.
(WC) Colonel Heydath Ilorca
D’Norr Rogue Scholar
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d10
Skills: Academics d10, Athletics d6, Battle d8, Common Knowledge d10, Driving d6, Fighting d6, History d10, Intimidation d6, Notice d6, Occult d10, Persuasion d10, Research d10, Riding d4, Shooting d6, Spellcasting d6, Stealth d6, Survival d4, Taunt d6
Hindrances: Driven (Minor—Prove herself the equal of Erin Tarn), Mild Mannered, Vow (Major—serve the Tomorrow Legion)
Edges: Arcane Background (Magic), Charismatic, Elan, Scholar (Occult), Investigator, Nerves of Steel, Quick, Streetwise, Strong Willed
Hero’s Journey: +2 to Common Knowledge rolls; +2 to Common Knowledge rolls based on geography and understanding the people and places of North America; +2 on Networking and Survival rolls in North America.
Languages: American
Racial Abilities:
- Distinctive D-Bee: –4 to Persuasion rolls when dealing with Coalition citizens.
- Personable: +2 to Persuasion rolls.
- Restricted Path: No capacity for psionics and cannot access ISP.
- Sensitive: –2 to Fear checks.
Powers: Detect/conceal arcana, empathy, speak language. PPE: 20.
Heydath Ilorca grew up amid the Techno-Wizardry of Arzno, attending school at the Arzno Weapons Manufacturing complex. Though Heydath excelled at academics, she found herself bored and frustrated by the applied magics courses. Abandoning her schooling, she instead joined the Arzno Mercenary Corps, where she found limited career opportunities as an intelligence officer.
When the AMC sent forces to aid Tolkeen, Heydath Ilorca accompanied the team as a liaison for Tolkeen’s D’Norr population. Disillusioned and horrified by the war, Ilorca resigned her commission and helped some of her fellow D’Norr escape to Magestar. From there, she joined some of the routed combatants seeking new purpose with the Tomorrow Legion.
Heydath Ilorca rose quickly through the ranks, using her intimate knowledge of Arzno to help prepare the Legion’s first diplomatic mission to the heretofore unknown potential ally. She led an expedition into the Magic Zone, finding great success at opening relations with various Fadetowns (even if her overtures toward Dweomer were largely unsuccessful). Though seen as a prim martinet by many of her colleagues, she nevertheless delivers results.
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