Prime
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Picture Of: RGYA-GRAM by G-Host Lee
Character Tag: James

IQ ME MA PS PP PE PB SPD
Rolled 25 23 19 18 39 12 10 10
Total 25 25 19 29 47 19 11 40



Description

  • Notes


Excalibur Prime RCC Abilities

  1. Prana-Bindu Training: The character knows his body; every muscle, never, and scar. He is keenly aware of injuries, illness, fatigue, and the full extend1 of any complications they represent. No ache, twinge, and impulses escape the Prana-Bindu master.
    • Physical Bonuses (in addition to attribute & skills): +1d6 to PS, +4 to PP, +2 to PE, +1 to PB, +1d6+8 to Speed, +20% to save vs coma and death, +2 to save vs disease and poison. Fatigue at one third the normal rate, can hold his breath twice as long (about 4 minutes) as the average human, has exceptional balance (+10%), and can leap 10% further.
    • Combat Bonuses: +1 attack per melee round at level 2, 5, 9, 13, 15, +3 on initiative, +2 to disarm, +1 to roll with punch or fall, +2 to pull bunch at level 2, 4, 6, 9, and 13.
  2. Simulflow: Character's mental training includes the development of "Simulflow"; Literally the simultaneous flow of several threads of consciousness at any given time; mental multitasking, as it were. It allow the character to completely petition his mind and have absolute control over his mental reactions.
    • Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are half as effective (reduce penalties and duration by half).
    • Immune to fear causing effects such as Horror Factor
    • +1 to all aimed shots, including "call shots"
    • +1 to save vs Mind Control
    • +1 to save vs Possession at levels 1, 3, 5, 7, 9, 11, 13, and 15
    • +1 to save vs Horror Factor at levels 1, 3, 4, 6, 7, 8, 10, 12, 14
  3. Master of Weapons: All Tennos are exceptional weapon masters but none can equal Excalibur Prime in mastery of melee weapons (including thrown weapons).
    • +1 to Initiative for every 3 PP points above 16 (maximum of +5 at 30)
    • May Dual-Wield them without penalty. This allows him to draw and shoot/throw two simultaneous attacks, without penalty, and count as one attack. These attacks do not have target the same target, but must split his bonus to strike as evenly as possible between the 2 targets.
      • Note: Parrying is not possible when character has made two attacks. But he may still dodge and counter.
  4. Art of the Blade (Excalibur Passive): Excalibur Prime uses the ancient combat style of Zanji Shinjinken-Ryo. Character extends the Samurai Daisho bonus to all bladed melee weapons, including bladed polearms.
  5. Exceptional Void Mastery: Excalibur Prime being a prime has an impressive amount of Void Energy. Base 2d4x10+30 plus P.E. attribute. He gains 3d6 V.E. per level. They may also draw additional V.E. from ley line and nexus points, but not from other non-void sources.


Aura Mods

Applies to all Friendly Tenno within 100 feet

  • Steel Charge (R1): May Channel a Melee/Thrown Strike to gain additional damage. This power is used when rolling damage.
    • If the attack is SDC it becomes MDC in the saturated world of Rifts Earth
      • Keep the dice rolled. a 3d6 SDC melee attack becomes 3d6 MDC
        • Channel Cost is 1 VE
      • If the attack damage is x10 then make it x5
        • Channel Cost is 2 VE
      • if attack damage is x100 then make it x10
        • Channel Cost is 5 VE
      • If the attack is already MDC then the damage is doubled
        • Channel Cost is 10 VE


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