The Irregulars Savage Rifts
Turag Tentid (Too-rag Tent-id) is a Trimadore born in Stormspire on the 2nd of February, PA 87. His skin is a light gray, eyes are green, and he wears heavily modified, bright red, Adventure armor with a sunburst in the chest. He always carries his tool belt, modified with a two holsters to hold his revolver and Jericho Bomb. He always has his hoverboard slung on his back.
Picture from Palladium Books.
Name: Turag Tentid
Land of Origin: Stormspire
|Birthday||2/1/39 (70 years old|
|TK Revolver||12/24/48||1D4+2||4||6||4||Y||AP 4, Cap 6, Fan hammer (Rapid Attack)|
|Adventure||Full Body||4||No||5||+2 Vigor Check|
|Special Power||PP Cost||Range||Duration||Damage/Armor||Description|
|Repulsor Gauntlet||11||Smx2||Instant||3D10||Blast +Greater Blast +Selective +Damage +Large Blast Template. Launches a ball of explosive energy or matter. The area of effect is a Large Blast Template. Every target within suffers 3d10 damage, or 4d10 with a raise. May Reduce the cost by one to change the blast template to Medium or Small. Only hits Enemies in the space.|
|Force Field||7||Smx2||5||Special||Linked to Arc Reactor. Deflection +3 Targets +1 Range. Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise). Creates a force field of grey energy.|
|Jericho Bomb||5||Smarts||5||Special||Havoc +Selective +Strong +Large Blast Template. Anyone touched by the template is Distracted and must then make a Strength roll at −2. Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on. Physical Bomb.
|Scalecoat Armor||5||Smx2||5||4/6||Protection 6 on raise). Creates a coat of scales that grow out of the skin.|
|Norlig’s Gift||10||Smarts||10||N/A||A small handgun that fires a grey slug that engulfs target in Grey Glow Warrior’s Gift (4) Greater Warrior’s Gift (4) Additional Targets-2 (2)|
|Detect/Conceal Arcana||N/A||5 (detect); one hour (conceal)||Innate Ability. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general
type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time
it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
|Novice Powers||PP Cost||Range||Duration||Description|
|Blind||2||SM||Instant||−2 /-4 penalty to all actions requiring sight|
|Boost/Lwr Trait||2||SM||5 Boost Instant Lwr||Boost 1Die/2 Lower Same|
|Burrow||2||SM||5||1/2 Pace or Meld|
|Confusion||1||SM||End Turn||Distracted & Vulnerable/-2 Boost|
|Darksight||1||SM||1 hr||4/6 Points Illumination penalties ignored|
|Deflection||3||SM||5||Subtract 2/4 from attackers roll|
|Detect/Conceal Arcana||2||SM||5 detect 1 Hr conceal||detect all supernatural persons, objects, or effects in sight Conceal arcana prevents detection of arcane
energies on one being or item of Normal Scale
|Entangle||2||SM||Instant||Hardness 5 Raise Bound|
|Environmental Protection||2||SM||1 hr||breathe, speak, and move at his normal
|Havoc||2||SM||Instant||Strength roll (-2 Raise) or hurl 2D6"|
|Healing||2||Touch||Instant||1 wound (Raise 2)|
|Light/Darkness||2||SM||10 min||Light creates bright illumination in a Large
Blast Template Dark same.
|Protection||1||SM||5||2 points of Armor, or +4 with a raise|
|Relief||1||SM||Instant||removes one Fatigue level, or two
with a raise
|Smite||2||SM||5||weapon’s damage is increased by +2, or +4 with a raise|
|Speak Language||1||SM||10 min||speak, read, and write|
|Sloth/Speed||2||SM||Instant (sloth); 5 Spd||Sloth halves the target’s total movement Speed doubles|
|Stun||2||SM||Instant||make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see 106).|
|Wall Walker||2||SM||5||With success,
she moves at half her normal Pace. With a raise, she may move at full Pace and even run.
|Seasoned Powers||PP Cost||Range||Duration||Description|
|Veteran Powers||PP Cost||Range||Duration||Description|
Novice: blind(Greater Blind), bolt(Onslaught), boost/lower Trait(greater boost/lower trait), burrow(greater Burrow), burst(Greater Burst), confusion(Greater Confusion), darksight(Exalted Darksight), deflection(Greater Deflection), detect/conceal arcana(Exalted Detect/Conceal Arcana), entangle(Greater Entangle), environmental protection(Life Support), havoc(Greater Havoc), healing(Mass Healing), light/darkness(Eternal Light/Darkness), protection(Greater Armor), relief. smite (Greater Smite), speak language(Mass understanding), sloth/speed(Greater Speed), stun(Greater Stun), wall walker(Greater Wall Walker)
Seasoned: blast(Greater Blast), clairvoyance(World Scry), damage field(Exalted Damage Field), dispel(Exalted Dispel), farsight(Greater Farsight), invisibility(True Invisibility), sloth/speed, slumber (Greater Slumber), telekinesis(Exalted Telekinesis), teleport(Greater Teleport), warrior’s gift(Greater Warrior’s Gift)
Veteran: barrier(Stalwart Walls), drain Power Points(PPE Thief), fly(Swift Flight), resurrection
|Master of Magic|
|Minor Item Creation|
|Major Item Creation|
|Ley Line Rejuvenation|
|Ley Line Sense|
|Daily Rations||7||2||Life giving nourishment|
|Sleeping Bag||1||3||Warm sleepy dreams|
|Tool Kit||1||5||Make cool shit|
|Bronze plaque||1||0||etched with a picture of the entirety of SAVIOR. Top row: Geist, Deathwish, Shorty, Hyperia, Jake, Granny2Good. Middle Row: Cavalry, Miss Amazing, Zeau, Covenant, Snake Person. Bottom Row: Griffin, Black Phantom, Quazi, The Beast, Hank, Victor Valenzuela. Numbered 2 of 6|
|Limited Edition, #1 of 182 ‘Heroes of the Century Station’ Victor Valenzuela action figure.||1||0||with official Tecate® Beer cans and Stretch Action|
|Limited Edition, #1 of 19 ‘Heroes of the Century Station’ Granny action figure||1||0||with High Speed Cane Action|
My parents were good Trimadores, and they raised me to believe in fairness and right vs wrong. They taught me to be a Techno-Wizard from a young age, and I have passed all the strict tests to become a certified TW agent for Stormspire. I followed in their footsteps for many years, living a quiet life- but all that changed when the first refugee from Tolkeen arrived.
He was a ley line walker, a young one, and human. I was out scavenging for parts near the edge of the city when he arrived- just materializing out of a ley line that ran there. He was a mess- bleeding profusely from multiple wounds, and muttering, “Too many of them, too many of them.” I carried him on my hoverboard to the nearest medical center.
His name was Anderson Cooper, and he had been a peaceful resident of Tolkeen until the war began. He vowed to fight for his home, and had some early success. That was until the great battle, when the Coalition decided it was going to try to obliterate Tolkeen, wipe it off the map. Anderson was caught in the first wave. He told me of a place which seemed a legend- a fantasy castle located to the west in the pre-Rifts area of Arkansas. It was named Castle Refuge. I vowed to travel with him there, to help him arrive safely.
I have been at Castle Refuge for only a month, and it thrills me! The aura of hope, the fact that all races are equal, and everyone is of use is a joy to behold. I have accompanied a few mapping expeditions, and for the first time in my life feel very useful! I only hope to find a group to use my abilities to their fullest, to grow this spirit of hope and unity to others!