Altaran Psi-Warrior

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Tribe of One
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Altaran Psi-Warrior

Post by Tribe of One »

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
GM Bennies: 7/7
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Altaran Psi-Warrior

Post by Tribe of One »

Character Sheet
PsiWarrior.jpg
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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:
  • 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)
Edges
  • 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
Improved Psi-Blade [Power Edge]
Prerequisites: Seasoned, Psi-Warrior Adept, Psionics d10+
Your Psi-Blade increases in power. It now does Strength + Spirit × 2 damage with AP 6 (and no Strength minimum). As with the basic Psi-Blade, it inflicts Mega Damage and must be summoned by activating smite (or exalted smite) and paying the ISP cost. Further, you count as a Cyber-Knight for the purpose of qualifying for the Improved Psi-Sword and Master Psi-Sword Edges, although you do not gain the ability to split your blade.

Psi-Warrior Adept [Professional Edge]
Prerequisites: Novice, Psi-Blade, Psi-Warrior Initiate
You have mastered the powers of the body and mind and know how to apply them in battle. As a free action, you can spend 1 ISP to increase the AP of your Psi-Blade by 2 until your next action. In addition, upon taking this Edge and at each new Rank, you may may choose to change the trappings of one of the following powers to work only on yourself but be to be activated as a free action: armor, boost/lower trait, healing, smite and telekinesis.

Psi-Warrior Initiate [Background Edge]
Prerequisites: Novice, Psionics d8, Fighting d8, Mind Melter or MARS
You have mastered the trials of Fasting and Denial. You require half the normal amount of sleep and can go without food and water twice as long before testing for Fatigue. You add +2 to all rolls against Fatigue. If you have or gain the Psi-Blade Edge, you count as a Cyber-Knight for the purpose of qualifying for the Psi-Shield Edge.
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."
Psionics
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
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Re: Altaran Psi-Warrior

Post by Tribe of One »

Background

[Goes here. Clone, trained in Psyscape, went walkabout in NGR/Russia; just returned to North America.
PsiWarrior2.jpg
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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
Credits: 1,400

Contacts:
GM Bennies: 7/7
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Altaran Psi-Warrior

Post by Tribe of One »

Advances

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.
M.A.R.S. Psi-Warrior
  • 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.
Hero’s Journey
  • Experience & Wisdom (2)
  • Elan Edge
  • Experience & Wisdom (15)
  • Professional Edge (Psi-Warrior Adept)
  • Psionics (20)
  • Choose Any: Automatic rise when casting smite
MARS Fortune & Glory
  • (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.
Advances
  • 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
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