Rifts Apok Work In Progress

Return to Savage Rifts


V1, approved and moved to Savage Rifts: New Character Options.

Apok

Converted from Rifts Dimension Book 01: Wormwood

A holy warrior who truly falls to darkness becomes a cruel fiend, a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths has given them the faith, martial prowess, and will to eradicate True Evil wherever it is found. Every Apok has a unique, hand-made maska demonic visage that they wear to remind themselves of the monster they once were, and to embrace their new role as the "boogeyman" that even the devils fear. Despite the distrust and concern it evokes in others, an Apok never removes their mask; acknowledging what they were is part of atoning for past sins.

Apoks make two Hero's Journey rolls on any table other than Cybernetics or Psionics. They begin with standard Starting Gear plus one silver-coated weapon of their choice from Savage Worlds, p. 72.

Apok Abilities and Bonuses

  • Enhanced Attributes: An Apok gains one die type to Agility, Spirit, Strength, and Vigor.
  • Enhanced Speed: Apoks double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
  • Indomitable Will: Apoks know what can happen when they lose control, and will never let that happen again. They have +8 on Fear checks and +8 to resist intimidation, mind control, and possession.
  • Holy Power: Apoks start with the Edges Arcane Background (Miracles), Master of Magic, Power Points (15 PPE total), and Rapid Recharge, along with the Faith skill at d6. They start with detect/conceal arcana and protection, both of which have the Range (Self) limitation and may be activated as innate abilities, along with three more powers of their choice from the Mystic's list.
  • Righteous Warrior: Apoks have Fighting and Occult at d6 and the Champion Edge. As well, when facing supernaturally evil creatures, their attacks are always treated as Mega-Damage.
  • Terrifying to Evil: Supernaturally evil creatures must make a Fear Check at -2 when encountering the Apok. Even Fearless ones must roll, but at +2 instead of -2. Those who are both Fearless and Mindless are immune.

Apok Complications

  • Atonement Mask: The Apok's mask is a holy artifact, immune to damage and impossible to remove unless the Apok wills it. However, if they take it off (willingly), they immediately lose all abilities and bonuses above! Just putting the mask back on will not restore them; it must be worn for at least as long as it was off (minimum one hour) before the bonuses return. Note that the Apok may push the mask up to eat, use a breathing tube, etc., as long as it's still partially on their face and easily visible.
  • Cybernetics: As usual, Apoks suffer -1 to Faith per point of Strain.
  • Dedicated: Apoks start with three Major Hindrances — Shamed (something horrible that they did after falling from grace), Vow (Eradicate supernatural evil), and player's choice of either Code of Honor (principles first) or Heroic (kindness first).
  • Disturbing: People looking upon the mask instinctively realize that this is someone who has done great evil and whose redemption is uncertain (many Apoks fall back into their unholy ways, unfortunately). A masked Apok takes -1 to Persuasion rolls and reactions to them start one level worse (e.g., Uncooperative rather than Neutral, for a typical human Apok).

v2, awaiting approval

DIFFERENCES

So over on another forum, Tribe of One had some suggestions. To summarize them: The Apok is a fighter with some casting, not a primary caster, and as such should be more in the 40-45 points range, not the 37-41 point range; also, he needs better melee damage against evil (the OCC did double damage). My response was that I'd be comfortable beefing it up if I also scaled back the casting a bit, focusing more on self-buffs than on the "wizardly utility" that pure casters have. And honestly, I think that's more fitting to the OCC, who focused on fighting more than miracles.

This would result in these changes:

  • Drop Rapid Recharge and two of the free powers (-4)
  • Add Adept, Holy Warrior, and Nerves of Steel (+6)
  • Special ability to add their Spirit die to melee damage against supernatural Evils (+2?)
  • Replace the +8 to Fear checks with Fearless, because IMO that's more the SWADE approach
  • Give them a special "hellfire" Trapping, like the Mystic's "celestial silver" but with fire instead of silver.

New Abilities section will look like:

Apok Abilities and Bonuses

  • Enhanced Attributes: An Apok gains one die type to Agility, Spirit, Strength, and Vigor (increase maximums accordingly).
  • Enhanced Speed: Apoks double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
  • Holy Power: Apoks start with the Edges Arcane Background (Miracles), Adept (A&M, p. 33), Master of Magic, and Power Points (15 PPE total), along with the Faith skill at d6. They start with detect/conceal arcana and protection, both of which have the Range (Self) limitation and may be activated as innate abilities, along with one more power of their choice from the Mystic's list.
  • Hellfire: For +1 PPE, any offensive power replaces its normal Trapping with the Hellfire Trapping, which counts as both holy and fire for purposes of Weaknesses.
  • Indomitable Will: Apoks know what can happen when they lose control, and will never let that happen again. They are Fearless and have +8 to resist mind control and possession.
  • Righteous Warrior: Apoks have Fighting and Occult at d6 and the Champion, Holy Warrior, and Nerves of Steel Edges. As well, when facing supernaturally evil creatures, their attacks are always treated as Mega-Damage and any time their Strength is part of the damage roll, they also add their Spirit.
  • Terrifying to Evil: Supernaturally evil creatures must make a Fear Check at -2 when encountering the Apok. Even Fearless ones must roll, but at +2 instead of -2. Those who are both Fearless and Mindless are immune.

Return to Savage Rifts