MARS Psi-Warrior, Altaran
[dice]0[/dice] Strong Suit of Armor
[dice]1[/dice] Strong and Powerful
[dice]2[/dice] Strong and Powerful
Reroll duplicate
[dice]6[/dice] Charming and Well Traveled
HJ
Experience [dice]3[/dice] (Elan)
Experience [dice]4[/dice] (Professional Edge)
Psionics [dice]5[/dice] (Choose)
Starting credits
[dice]7[/dice]x100
Altaran Psi-Warrior
- Tribe of One
- Posts: 1208
- Joined: Wed Aug 30, 2017 9:28 am
Re: Altaran Psi-Warrior
Character Sheet
Player Name: James
Google Handle: tribeof1
Name: Asha
Rank: Seasoned Experience: 25 Advances Left: 0
Bennies: 3/3
Adventure Cards:
Race: Altaran
Iconic Framework: MARS Psi-Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8 (1d12+3) , Vigor d8
Charisma: 4; Pace: 6 (8) (1d6); Parry: 7; Toughness: 19 (10);
Skills:
Master Psionic
ISP: 30/30
Google Handle: tribeof1
Name: Asha
Rank: Seasoned Experience: 25 Advances Left: 0
Bennies: 3/3
Adventure Cards:
Race: Altaran
Iconic Framework: MARS Psi-Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8 (1d12+3) , Vigor d8
Charisma: 4; Pace: 6 (8) (1d6); Parry: 7; Toughness: 19 (10);
Skills:
- Fighting d10 (3 pts, +1 advance)
- Notice d8+2 (3 pts and Alertness)
- Persuasion d4+4 (1 pt +Charisma
- Psionics d10 (MARS + 2 pts)
- Shooting d6 (2 pts)
- Stealth d10 (3 pts, +1 advance)
- Streetwise d4+4 (1 pt +Charisma)
- Arcane Background: Psionics: Suffer Brainburn when Psionics rolls a 1, automatically Shaken; On crit fail, allies in LBT who fail a Spirit roll also Shaken
- Attractive: +2 Charisma
- Alertness: +2 Notice
- Brawny: +1 Toughness, carry 8 times Strength without penalty
- Charismatic: +2 Charisma
- Elan: +2 when using a Benny
- I Know a Guy: Once per session, call in Connections.
- Improved Psi-Blade: Psi-Blade does Strength + Spirit × 2 Mega Damage, AP 6. Count as a Cyber-Knight for Psi-Sword Edge requirements.
- Major Psionic: Double ISP; Spend 2 ISP to gain +1 to Psionics roll; 4 ISP for +2 bonus; 1 ISP to double range of power; 2 ISP for range x10; all bonuses doubled on a ley line.
- Master Psionic: Access to Mega Powers.
- Power Points: Novice: +10 ISP
- Psi-Blade: Cast smite to activate Psi-Blade.
- Psi-Shield: Free action to summon shield that grants +3 Parry and +4 Armor vs. ranged damage. Reduces Psi-Blade AP by 4.
- Psi-Warrior Adept: As free action, spend 1 ISP to increase Psi-Blade AP by 2 until next action. Smite is self-only, activated as a free action.
- Psi-Warrior Initiate: Require half the normal amount of sleep, go without food and water twice as long, +2 to all rolls against Fatigue. Count as Cyber-Knight for the Psi-Shield Edge.
Custom Edges
Hindrances:
- Heroic (Major): A life-time of training has forged Asha into a living weapon, forged to protect the innocent and fight evil.
- Quirk: Meditates (Minor): "Oooooommmmmm," every chance she gets.
- Stubborn (Minor): "Your mind may be too unsettled to grasp the concept, but that doesn't mean I'm wrong."
Master Psionic
ISP: 30/30
- Quickness (Speed of Thought): 4 ISP; Touch; 3 (2/round); Take two complete turns. On Raise, redraw initiative cards less than 8. Blur trapping: -1 to hit target with ranged attacks.
- Exalted Quickness (Sublime Celerity): 8 ISP; Touch; 3 (2/round); Take two complete turns, ignoring 2 points of MAP each turn. On Raise, redraw initiative cards less than 8. Blur trapping: -1 to hit target with ranged attacks.
- Smite (Mind Blade): 2 ISP; Touch; 3 (1/round); Self-only, auto-raise; +4 damage. Mind-Killer trapping: Target must make Vigor roll or suffer Fatigue.
- Greater Smite (Soul Blade): 4 ISP; Touch; 3 (1/round); Self-only, auto-raise; +8 damage. Trapping: Chosen when cast.
- Telekinesis (Telekinetic Combat): 5 ISP; Range: Smarts; 3 (1/round); Lift Spirit x10 (x50 with Raise), lift creatures with opposed Spirit roll, wield weapons (Spirit in place of Strength), drop or bash for Spirit + 1d6 damage; TK Shroud trapping: +1 Parry.
- Exalted Telekinesis (Kinetic Vortex): 10 ISP; Range: Smarts x2; 3 (1/round); Spirit treated as +4d higher and uses Super Strength table; Lift Spirit x10 (x50 with Raise), lift creatures with opposed Spirit roll, wield weapons (Spirit in place of Strength), drop or bash for Spirit + 1d6 damage; Crushing Force trapping: +2 Damage to TK attacks, -2 to rolls for any non-damaging TK actions.
GM Bennies: 7/7
- Tribe of One
- Posts: 1208
- Joined: Wed Aug 30, 2017 9:28 am
Re: Altaran Psi-Warrior
Background
[Goes here. Clone, trained in Psyscape, went walkabout in NGR/Russia; just returned to North America. Gear
Legacy Psi-Warrior Armor (retrapped TX-11 armor with +3 Armor and +1 Strength mods): +10 Armor, +2 Toughness, grants d12+3 Strength and +2 Pace, basic comms with 10-mile range, built-in mini-computer, PA speakers, laser distancer, nightvision, light sensitive visor offsets illumination penalties by 2 and +2 vs. blinding attacks,.
TK Submachine Gun: Range 15/30/60; Damage 2d6+2; ROF 3; AP 2; Shots 40; Weight 6; 3RB, costs 3 ISP to load.
L-20 Pulse Rifle: Range 25/50/100; Damage 3d6+1; ROF 4; AP 2; Shots 40; Weight 7; Semi-Auto, 3RB; Two spare E-clips.
NG-S2 Survival Pack: Weighs 30 lbs. Contains just about everything needed for basic survival, including:
Contacts:
[Goes here. Clone, trained in Psyscape, went walkabout in NGR/Russia; just returned to North America. Gear
Legacy Psi-Warrior Armor (retrapped TX-11 armor with +3 Armor and +1 Strength mods): +10 Armor, +2 Toughness, grants d12+3 Strength and +2 Pace, basic comms with 10-mile range, built-in mini-computer, PA speakers, laser distancer, nightvision, light sensitive visor offsets illumination penalties by 2 and +2 vs. blinding attacks,.
TK Submachine Gun: Range 15/30/60; Damage 2d6+2; ROF 3; AP 2; Shots 40; Weight 6; 3RB, costs 3 ISP to load.
L-20 Pulse Rifle: Range 25/50/100; Damage 3d6+1; ROF 4; AP 2; Shots 40; Weight 7; Semi-Auto, 3RB; Two spare E-clips.
NG-S2 Survival Pack: Weighs 30 lbs. Contains just about everything needed for basic survival, including:
- Two-person tent, insulated to −40 degrees Fahrenheit. Water collection extends water supplies by 20%
- Insulated sleeping bag
- Flashlight with concealed pocket knife, miniaturized solar panels
- Biometric compass/inertial mapper (+2 to Survival rolls related to land navigation)
- Short-range radio, 5 mile range
- First aid kit (+1 to Healing, 3 uses, 300 credits to refill)
- Hunter/fisher kit with line, hooks, etc. for fishing and trapping (+1 to Survival checks to gather food)
- Three saw wires and two ring handles
- Fire starter with solar-powered ignition cell and flint sparker (with six extra flints)
- Survival knife
- Small hatchet
- Wooden cross
- Four signal flares
- Climbing kit with 30 feet of lightweight cord, climbing gloves, four ceramic spikes, and small mallet
- Bar of soap and sterilized cloth
- Canteen
- Two weeks worth of survival rations in sealed pouches
Contacts:
GM Bennies: 7/7
- Tribe of One
- Posts: 1208
- Joined: Wed Aug 30, 2017 9:28 am
Re: Altaran Psi-Warrior
Advances
Altaran
Altaran
- Attractive: Starts with Attractive Edge
- Bad Reputation: -4 Charisma if known to be Altaran
- Blind: Can't read, see colors, etc.; Natural radar extends 1,200 feet
- Genetic Engineering: +1d Agility, Strength and Vigor
- Instilled Ignorance: -2 to Smarts rolls
- Storm-Fouled Senses: -2 to Notice, Fighting, Shooting and Throwing in sand storms, heavy smoke, etc.
- Superior Senses: Starts with Alertness Edge
- Wanted (Minor): Minions of Splugorth will try to capture or kill on sight.
- Three Hero’s Journey rolls
- Three Fortune & Glory rolls
- Start as Seasoned with 20 XP (+5 for PbP special rule)
- Major Psionic: The Psi-Warrior has the Arcane Background (Psionics) and Major Psionic Edges, and starts with Psionics d8. The Psi-Warrior starts with the smite and telekinesis powers and may select one more from the following list: armor, barrier, bolt, boost trait, clairvoyance, darksight, deflection, detect/conceal arcana, environmental protection, healing, pummel, quickness, speed, succor, warrior’s gift.
- Control of Body and Blade: The Psi-Warrior starts with the Psi-Warrior Initiate and Psi-Blade Edges.
- Starting Gear: Ley Line Walker Medium Armor or Cyber-Knight Light Armor, TK Sub-machine Gun, L-20 Pulse Rifle, NG-S2 Survival Pack, 3d6x100 credits.
- Experience & Wisdom (2)
- Elan Edge
- Experience & Wisdom (15)
- Professional Edge (Psi-Warrior Adept)
- Psionics (20)
- Choose Any: Automatic rise when casting smite
- (2) A Strong Suit of Armor: Starts with body armor of choice (TX-11) with two mods (+3 Armor and +1 Strength).
- (10) Charming and Well-Traveled: Starts with Charismatic and I Know a Guy Edges.
- (7) Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
- Initial Advances: (From Hindrances): +1d Spirit, Improved Psi-Blade
- Novice 1 Advance: +1d Agility
- Novice 2 Advance: +1d Fighting and +1d Stealth
- Novice 3 Advance: Power Points
- Seasoned 1 Advance: Master Psionic
- Seasoned 2 Advance: Psi-Shield
- 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:
GM Bennies: 7/7