Psi-Ghost Personal Concept

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Pender Lumkiss
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Psi-Ghost Personal Concept

Post by Pender Lumkiss »

Two edges of Choice
+5 skill pts
4 FG Rolls
3HJ Rolls
Gear from IF of choice

Fortune and Glory: [dice]0[/dice]
  • Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
Fortune and Glory: [dice]1[/dice]
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
Fortune and Glory: [dice]2[/dice]
  • A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
Fortune and Glory: [dice]3[/dice]
  • Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
HJ Training [dice]4[/dice]
  • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
Under Cover Ops [dice]5[/dice]
  • Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
Training [dice]6[/dice]
  • Though lots of folks can jump behind a wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge (or Combat Ace, if she already has Ace), as well as a one die type increase in her choice of Boating, Driving, or Piloting.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Psi-Ghost Personal Concept

Post by Pender Lumkiss »

Character Sheet

Player Name: Jon Neeper
Google Handle: Jonneeper@gmail.com
Character Name Blade
Rank: Seasond Experience: 25 Advances Left: 0
Race: Psi Ghost
Iconic Framework:
Attributes: Agility d6(1), Smarts d10(1FG, 2), Spirit d8(2), Strength d4, Vigor d4
Charisma: 0; Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills: 15+5, 3 smart skills d6, 3pts for lockpicking
  • Psionics d10(d6free, 2)
  • Kn computers d8 (d6 free, 1)
  • kn electronics d8 (d6 free, 1)
  • Lock Picking d6(2 pts free)
  • Fighting d8(4)
  • Shooting d6(2)
  • Notice d8(3)
  • Stealth d6(1pt free, 1)
  • intimidate d8(3)
  • Persuation d4(1)
  • piloting d8( 2 pts, plus free die increase)


Hindrances
  • Hindrance (Major): Curious
  • Hindrance (Minor): deathwish
  • Hindrance (Minor): greedy

Blade, he likes risky high paying jobs where he has no idea if he can come out on top.
Edge
  • Ab Psionic(Mars): Quickness, Teleport, Telepathy
  • Major Psionic(Mars): brief description
  • brave(FG): brief description
  • Rich(FG): brief description
  • Connections( Black Market and Coalition): brief description
  • Thief(HJ): brief description
  • Ace(HJ): brief description
  • Battle Hardened(HJ): brief description
  • Danger Sense(Hindrance): brief description
  • Sixth Sense(Hindrence): brief description
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description


Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses





Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item
  • Info


Credits:

Contacts

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Race
    • Racial Abilities and Complications
    • 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.

Iconic Framework
  • Benefits, table rolls, etc


Hero’s Journey
  • Table
  • Roll result
  • Description


MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Roll result
  • Description


Advances
  • Initial Advances: (From Hindrances):Danger Sense, Sixth Sense
  • Novice 1 Advance: more ppts
  • Novice 2 Advance: vigor die increase
  • Novice 3 Advance: beast master
  • Seasoned 1 Advance:master Psionic
  • 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:
Field Team Six Bennies
3/6
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