Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Jaren Steelcreek
Rank: Seasoned 4 Experience: 41 xp Advances Left: 0
Race: Psi-Stalker
Iconic Framework: CS Army Infantry Soldier (MARS Variant)
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6 | d8 in armor, Vigor d8
Charisma: 0, except with other Psi-Stalkers, with whom he is +2; Pace: 8, run d8; Parry: 8; Toughness: 16(8); Strain: 0
Skills:
- Fighting d10 (3)
- Shooting d10 (3)
- Throwing d4 (0)
- Piloting d4 (0)
- Riding d6 (From Psi-Stalker)
- Stealth d8 +1, +2 more in Wild (1)
- Notice d8+2 (2)
- Knowledge (Electronics) d8 (0)
- Persuasion d6 +2 w/Psi-Stalkers (0)
- Healing d6 (0)
- Streetwise d6 +2-4 (+2 from HJ, +2 from Charismatic, -2 from Psi-Stalker) (0)
- Survival d8 +4, +2 more in Wild (+2 from HJ, +2 from Commando, +2 in Wild from Woodsman) (0)
- Tracking d6 +2 in Wild (1)
- Intimidation d4 (0)
- Climbing d6 (From HJ)
- Common Knowledge d10+2 (+2 from HJ)
Hindrances
- Vow (Major) - Serve the Tribe: Jaren is the youngest son of his tribe’s chief, and his purpose in life is to ensure that his tribe survives and thrives. He joined the CS military because his father had done the same in his youth and because maintaining an alliance with the CS is advantageous to the tribe. He is there to hunt, to learn the skills he will need in order to lead hunting parties of his own one day and to keep up the tribe’s reputation among the CS. Sometimes, this will lead him to take risks others would not, so as to increase the tribe’s standing (similar to the Overconfidence Hindrance). Other times, it may lead him to consider paths that true believers in the CS mission would not (offers of alliance or aid from other parties, for example).
- Loyal: Jaren learned growing up that a hunting party needs to be able to rely on each other to succeed, and that means trusting that your mates won’t leave you to die at the hands of some supernatural horror when things don’t go according to plan. Jasper looks at his squad assignments in the military the same as he would an assignment to a hunting party back home. He’ll watch his teammates’ backs, even if they don’t get along, because he expects them to do the same.
- Quirk: He is obsessed with soda, which wasn’t exactly readily available in his tribe growing up. He is regularly found with bottles of it stashed in his gear, and he has been known to fill his canteens with the stuff instead of water.
- Outsider: Jaren is a born predator living among prey-animals, and they can sense it (at least, that’s how he sees it). He suffers a -2 to Charisma with everyone but other Psi-Stalkers.
Edges
- Ambidextrous: He is as deft with his left hand as he is with his right. With this Edge, your warrior ignores the –2 penalty for using his off-hand.
- Woodsman: Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts and know how to live off the land for months at a time. Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
- Eye for Terrain: If you have a good eye for terrain you can quickly figure the best places to set an ambush, or the best routes to take that will avoid likely ambush locations. Your character has a talent for picking good defensive terrain as well. This Edge gives your character a +2 on Notice rolls to spot an ambush (but not minefields). When setting an ambush, you and all the soldiers under your command have a +2 on their Stealth rolls to remain hidden.
- Dirty Fighter: Some fight with honor. Some fight to win. This Edge is most likely known by thugs, mercenaries, and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
- Charismatic: Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts. This adds +2 to his Charisma.
- I Know a Guy: Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person—they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
- Spotter: This hero has a special knack for calling in supporting fire, and can make all the difference in the world when trying to break an enemy assault. A character with this edge can shift the target point of artillery up to 20” per round without delay (instead of the usual 10”). In addition, the deviation for any air strikes this character calls in are halved (rounding down).
- Basic Demolition Education Course: This character can set pre-programmed demo charges with a Common Knowledge Roll as long as someone with Knowledge (Demolitions) Sets the charges up and tells the character where to place it (successful roll on Knowledge (Demolitions)
- Commando: Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls. All of these bonuses are cumulative with those derived from other Edges.
- Alertness: Not much gets by your Jaren. He's very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him. This Edge has a psionic trapping.
- Arcane Resistance: Jaren's inner psionic abilities begin to manifest, but not in any way he would have expected. His powers manifest as a passive defense against supernatural forces, and he acts as if he had 2 points of Armor when hit by damage-causing arcane powers and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect him.
- Quick: Redraw Action Cards of 5 or below.
- Hunter: Hunters gain a +2 on Notice and Tracking rolls where a target of their specialization is concerned, and when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage. Steelcreek Hunts supernatural creatures.
Racial Attributes
- Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
- Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
- Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
- Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
- Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn't work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on the next page.
- Psychic Vampire: Psi-Stalkers require a diet of PPE or ISP drained from living beings. They gain this using the Draining PPE/ ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue. They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
- Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
- Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
Cybernetics
- None.
Contacts
- None.