MARS Psi-Ghost Music Mage

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MARS Psi-Ghost Music Mage

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Fortune & Glory
  • [dice]0[/dice] Charming and Well-Traveled: Begin with Charismatic and I Know a Guy
  • [dice]1[/dice] Agile and Dexterous: Die increase to Agility and either Ambidextrous or Quick
  • [dice]2[/dice] Smart and Learned: Die increase to Smarts and 3 Smarts-linked skills at d6
Hero's Journey:
  • [dice]3[/dice] Education: d8 in K/electronics, +1 to Repair stuff with electronics
  • [dice]4[/dice] Body Armor: Replace starting body armor
  • [dice]5[/dice] Underworld: Thief Edge and +3 skill points for Climbing, Lockpicking or Stealth
Narrative Hook: [dice]6[/dice] The Evil that Men Do

Starting Funds: [dice]7[/dice]
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
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Re: MARS Psi-Ghost Music Mage

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Character Sheet

Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Maggie McGuinn, the “Music Mage”
Rank: Seasoned Experience: 25xp Advances Left: 0
Race: Psi-Ghost
Iconic Framework: MARS Psi-Operator
Attributes: Agility d8 (1), Smarts d10 (2), Spirit d8 (2), Strength d6 (1), Vigor d6 (1)
Charisma: 0 w/normal folks who learn her nature, +2 w/everyone else; Pace: 6, 8 in armor; Parry: 4; Toughness: 9(4); Strain: 0
Skills:
  • Fighting d4 (1)
  • Shooting d6 (2)
  • Piloting d4 (1)
  • Driving d4 (1)
  • Stealth d8+2 (+2 more in cities) (2)
  • Lockpicking d6+2 (1)
  • Notice d8 (+2 hearing with sound system, +2 more for traps) (1)
  • Psionics d10 (2)
  • Repair d8+2 (+1 more for devices w/electronics, +2 more for traps) (0)
  • K/computers d8 (1)
  • K/electronics d8 (0)
  • K/engineering d8 (1)
  • Streetwise d6 (2)
  • Persuasion d6 (2)
  • Climbing d4+2 (+4 more w/climbing gear) (0)

Hindrances
  • Overconfident: No job is too big or too difficult.
  • Vow (Major) (race): Binding Word (see racial attributes, below).
  • Wanted (Minor): Wanted for larceny by a faction appropriate to whatever game she ends up in.
  • Quirk: She’s a techie and is always interested in the latest and greatest that modern gadgetry has to offer.
  • Loyal (race): Racial loyalty (see racial attributes, below).

Edges
  • Arcane Background (Psionics): starts with detect/conceal arcana, telepathy, boost/lower Trait, and 15 ISP (10 from the Edge, 5 from Inherently Gifted racial characteristic, below).
  • Ms. Fix-It: +2 to Repair, times reduced by 50%.
  • Gadgeteer: Once per session, create a gadget mimicking any power of her Rank or below from the Mind Melter list. She needs supplies and 1d20 minutes to make it, and the gadget has Power Points equal to half her ISP.
  • Thief: +2 to Stealth (in urban environments), +2 to Climbing, +2 to Lockpicking, +2 to Notice rolls relating to traps, +2 to Repair rolls relating to traps.
  • Major Psionic: Double base ISP (from 15 to 30), gain 10 ISP when taking the Power Points Edge, spend additional ISP at power activation for bonuses (see p.73).
  • Master Psionic: Gain the Mega Power option for all known powers.
  • Telemechanics: This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices. When activating telepathy, instead of using the normal power effects, she can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
  • Charismatic: +2 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.
  • Quick: Redraw Initiative less than 5.


Racial Characteristics
  • Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicking the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). Note that while most mundane attacks cannot hurt a Psi-Ghost while ghosting, gas attacks are particularly effective against them, as the gaseous substance passes right through and into the blood stream and does +4 damage/is -4 to resist.
  • Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls.
  • Inherently Gifted: Psi-Ghosts have a natural predilection toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not.
  • Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known.
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table.
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow.
  • Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it.
  • Racial Loyalty: A Psi-Ghost would never betray one of her own to an outsider. Psi-Ghosts have a complicated system of loyalty and feel compelled to resolve any disputes "in house," as it were. It is not uncommon for rival Psi-Ghosts to fight each other to the death, but it would be unthinkable to turn a rival in to the law. A Psi-Ghost may use outsiders to foil a rival Psi-Ghost's plans, but she will always ensure her rival has plenty of time to escape capture beforehand. She begins with the Loyal Hindrance at character creation for no added benefit.

Arcane Background (Psionics) - 40 ISP (1/hour regen)
  • Boost/lower Trait
  • Detect/conceal arcana
  • Telepathy
  • Darksight (signature item)
  • Pummel (signature item)
  • Slumber (signature item)
  • Speed (signature item)
  • Wall walker (CK light armor)
Maggie.jpg
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Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
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Re: MARS Psi-Ghost Music Mage

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Background
Like most Psi-Ghosts, Maggie and her family lived “off the grid” for most of her life to avoid persecution by jealous factions within the Black Market. Unfortunately, a team of Market hitters eventually found them and chased them from their home, seriously wounding her father and sister with gas grenades in the process. Before the mercenaries could finish her family off, a group of Legionnaires happened across them and saved her families’ lives. In exchange for the Legion taking her family in, Maggie took a freelance contract to join up with the [SET] and serve as their, ahem, asset acquisition specialist.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
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Joined: Thu Jan 04, 2018 9:21 am

Re: MARS Psi-Ghost Music Mage

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Gear
Item
  • Signature Item - Great Sound System (subject to approval): +2 to Notice (hearing), slumber (soothing melody), pummel (bass blast), darksight (radar pulse), speed (workout mix), base item is a Grade IV Field Computer with some spiffy over-ear headphones (whicht lock into place on her armor) and a killer digital music collection.
  • Cyber-Knight Light Armor: +4 Armor, +2 Pace, +1” leaping distances, wall walker, can be concealed (but detectable with Notice roll), FEP, ignore 2 points of darkness penalties, +2 to resist flash/blinding attacks, 5-mile radio, 2 lbs when powered/9 lbs unpowered.
  • NG-33 Laser Pistol: p.94
  • NG-S2 Survival Pack: p.105
  • Tool kit: Similar to TW tool kit.
  • Lockpicks: For the old fashioned tumbler locks still left in the world.
  • TK Submachine Gun (aspirational): p.95

Credits: 1,000 - 200 for tool kit - 200 for lockpicks = 600

Contacts: N/A
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Re: MARS Psi-Ghost Music Mage

Post by Pursuit »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with Psionics d6, 10 ISP, and Arcane Background (Psionics). Select three powers from the Mind Melter's list.
  • Begin with Repair d8 and the Mr. Fix It Edge (substituting Psionics for Weird Science).
  • Begin with the Gadgeteer Edge (substituting Psionics for Weird Science). Created gadgets use the Psi-Operator's ISP.
  • Begin with the Mind Melter's starting gear.

Hero’s Journey
  • Underworld (20): Thief and +3 skill points.
  • Body Armor (1): Replace starting armor with any suit from TLPG (Cyber-Knight Light Armor).
  • Education (8): d8 in K/electronics and +1 to Repairs involving electronics.

MARS Fortune & Glory
Fortune and Glory
  • Agile and Dexterous (4): Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • Smart and Learned (5): Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Charming and Well-Traveled (10): Your hero begins with the Charismatic and I Know a Guy Edges.

Advances
  • Initial Advances: (From Hindrances): Increase Spirit, Major Psi
  • Cybernetic Modifications:
  • Novice 1 Advance: Smarts Increase
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Skill Points
  • Seasoned 1 Advance: Master Psi
  • Seasoned 2 Advance: Telemechanics
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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