Ketra - Psi-Ghost Wilderness Scout/Sniper

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Ketra - Psi-Ghost Wilderness Scout/Sniper

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F&G:
  • [dice]0[/dice] Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny
  • [dice]1[/dice] Duplicate
  • [dice]6[/dice] A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
  • [dice]2[/dice] Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
HJ:
  • [dice]3[/dice] Underworld & Black Ops: There are many killers in the world, but your character is a wetwork expert with a articular set of skills. He gains the Assassin Edge. He also gains +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties.
  • [dice]4[/dice] Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • [dice]5[/dice] Experience & Wisdom: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Pursuit »

Character Sheet
Kestrel - Winter War.jpg
Player Name: Timmy
Google Handle: MyDogIsAnEquestrian
Ketra
Rank: Seasoned Experience: 25xp Advances Left: 0
Race: Psi-Ghost
Iconic Framework: M.A.R.S. Wilderness Scout
Attributes: Agility d8 (1), Smarts d10 (3), Spirit d8 (2), Strength d6 (d8 in armor) (1), Vigor d8 (1)
Charisma: 0; Pace: 8, d10 run; Parry: 5; Toughness: 16(10); Strain: 0
Skills:
  • Shooting d10 (5)
  • Fighting d6 (2)
  • Stealth d8 (3)
  • Piloting or Driving d4 (1)
  • Swimming d4 (1)
  • Notice d8 (1)
  • Psionics d8 (3)
  • K/Arcana d6 (2)
  • Survival d8 (0)
  • Tracking d8 (0)
  • Climbing d6 (2)

Hindrances
  • Overconfident (Major): With a little preparation, there’s nothing she can’t handle!
  • Stubborn (Minor): Good luck changing her mind.
  • Quirk (Minor): Gets twitchy whenever she’s around cities. Everyone else feels safer inside MDC walls, but she can’t stand cities (especially not mega cities).

Edges
  • Fleet-Footed (MARS): The hero’s Pace is increased by +2 and she rolls a d10 instead of a d6 when running.
  • Woodsman (MARS): 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).
  • Brave (F&G): She's seen some stuff. Ketra adds +2 to Fear tests.
  • Quick (F&G): Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Arcane Background (Psionics) (HJ): See "Powers" section, below.
  • Assassin (HJ): Assassins are trained killers who know how to kill with deadly precision — if they can properly approach their prey. Assassins add +2 to any damage roll where they strike a foe unawares (even with ranged attacks).
  • Major Psionic (Hindrances): A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also:
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch.

      The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.
  • Elan (10xp): When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Marksman (20xp): The hero excels at taking controlled, measured shots. If she does not move in a turn, she may fire as if she took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1. Marksman works with both Shooting and Throwing.

Racial Features
  • 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 bloodstream 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.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Pursuit »

Powers
Arcane Background: Psionics
ISP: 40 - Recovery: 1/hour

Combat Focus [quickness] (4 ISP Cost) [Seasoned]
  • Range: Touch
  • Duration: 3 (2/round)
  • Trapping: When things get hectic, Ketra is at her best. She focuses her power and (from her perspective) time slows down, allowing her to move faster than normal.
  • Effect: This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on her action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.

Active Camo [invisibility] (5 ISP Cost) [Seasoned]
  • Range: Self
  • Duration: 3 (1/round)
  • Trapping: She disappears as if in a puff of mist. In reality, this is an image she projects unconsciously, preventing others from perceiving her.
  • Effect: With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at −4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit her is–6. In either case, the power affects the character and her personal items. Anything picked up after the power was cast remains visible. Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Trap [entangle] (2-4 ISP) [Novice]
  • Range: Special
  • Duration: Special
  • Trapping: Ketra focuses on a spot of ground and imbues it with psychic energy, setting a trap for the next being to step on it. She must be in physical contact with the ground to set a trap (touching it through her boots is fine), and she spends the power points for it immediately upon casting. The trap will remain in place until triggered or until she releases it (a free action), but the ISP she spends on the trap will not regenerate until the trap is released or triggered. When sprung, the trap wraps its victim in invisible energy, cacooning them in place (and making them easy targets).
  • Effect: This power allows the character to restrain a target. The arcane skill roll is opposed by the target's Agility. Success indicates partial restraint so that the target suffers a −2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully: he cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single square. For 4 points it affects a Medium Burst Template.

Ghost [intangibility] (0 ISP) [Heroic]
  • Range: Self
  • Duration: Special
  • Trapping: 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 bloodstream and does +4 damage/is -4 to resist.
  • Effect: The user becomes incorporeal. She is unable to affect the physical world, and it in turn cannot affect her. She can travel through walls, and non-magical weapons pass straight through her. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including herself), and she is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space and she is Shaken.

Falcon Sight [farsight] (3 ISP) [Seasoned]
  • Range: Self (via goggles)
  • Duration: 3 (1/round)
  • Trapping: She flips her goggles down and turns em on.
  • Effect: This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (−1 at Medium and–2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).

Darkvision [darksight] (1 ISP) [Novice]
  • Range: Self (via goggles)
  • Duration: 1 hour (1/hour)
  • Trapping: Goggles on.
  • Effect: On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (−1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.

Glimmer Shot [bolt] (2 ISP per bolt) [Novice]
  • Range: 12/24/48 (via bow)
  • Duration: Instant
  • Trapping: Arrows of pure energy appear on Ketra’s bow, which she can fire in rapid succession. This energy seeks out weak points, giving each arrow +2 AP in exchange for +1 PP spent at activation. Due to enchantments on the bow, these arrows deal Mega Damage.
  • Effect: The damage of each Glimmer Shot is 2d6. The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.

One Shot, One Kill [bolt] (3 ISP) [Novice]
  • Range: 12/24/48 (via bow)
  • Duration: Instant
  • Trapping: A single large, glowing energy arrow appears on Ketra’s bow, which does increased damage. Due to enchantments on the bow, this arrow deals Mega Damage. The arrow costs +1 PP to activate but does +2 AP.
  • Effect: This is the secondary effect of the bolt spell; Ketra can choose to fire a single arrow that does 3d6 MD AP 2 instead of multiple smaller arrows.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Pursuit »

Background
Ketra is from the Great White North, and for a number of years worked with the Stormguard Mercenary Company. Stormguard is one of the premier merc companies in Canada, and they operate essentially as a special operations unit for hire. She and her partner had a falling out with the head of the company over a contract (the company head accepted a contract on two kids with magical talent that Free Quebec didn’t want growing up) and decided to make their way south.

The Tomorrow Legion seemed like a nice change of pace and a chance to do a little good.

Notes: More details yet to be fleshed out; this started out as a straight up conversion of the character Kestrel (from the game Vainglory) as a thought experiment and morphed into something else. Ketra is clearly still inspired by Kestrel (those who are familiar with the game will recognize the concept art above as an alternate skin for the character and the names on some of her power trappings), but she took on a life of her own during the creation process.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Pursuit »

Gear
Combat Mage Armor (F&G)
  • Considered by many the pinnacle of Techno-Wizard armor design, this suit implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide the arcane version of power armor. The wearer gains +7 Armor, as well as a Strength increase of one die type. He also gains the same Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn’t necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to both the darksight and farsight powers, and the armor does not require charging when on a ley line. Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 250,000 credits)
  • +2 Stealth in Wilderness settings (F&G)
  • +3 Armor (F&G)

Ketra’s Bow (Signature Item)
  • Base weapon is an NG-L5 rifle, trapped as an enchanted compound bow (bow magically charges arrows, Strength Minimum is for the pull on the bow, Semi-Auto is retrapped as overcharging an individual arrow)
  • Major: Magic & Mysticism table result 17, applies to powers within the bow only
  • Major: bolt (trapped as arrows of pure energy, activated by Shooting)
  • Minor: +5 PP
  • Minor: +1 Shooting

Wilk’s 447 Laser Rifle
  • Stats on TLPG 94

Wilk’s 237 Laser Pistol
  • Stats on TLPG 94

Vibro-Sword
  • Strength + d10 MD, AP 4, 9 lbs

NG-S2 Survival Pack
  • Stats on TLPG p.105

SFD Huntsman Armor
  • Stats on TLPG p. 80

Credits: [dice]0[/dice]

Contacts: None
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Pursuit »

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

Attributes
Agility: d8
Smarts: d10
Spirit: d8
Strength: d8 (d6 out of armor)
Vigor: d8

Skills:
  • Shooting d10 (5)
  • Fighting d6 (2)
  • Stealth d8 (3)
  • Piloting or Driving d4 (1)
  • Swimming d4 (1)
  • Notice d8 (1)
  • Psionics d8 (3)
  • K/Arcana d6 (2)
  • Survival d8 (0)
  • Tracking d8 (0)
  • Climbing d6 (2)

Iconic Framework
  • Add one die type to Vigor.
  • Begin with Notice d6, Survival d8, and Tracking d8.
  • Begin with the Fleet-Footed and Woodsman Edges.
  • Begin with the Crazy's starting gear.

Hero’s Journey
  • Training (20): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Experience and Wisdom (19): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
  • Underworld & Black Ops (18): There are many killers in the world, but your character is a wetwork expert with a particular set of skills. He gains the Assassin Edge. He also gains +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties.

MARS Fortune & Glory
Fortune and Glory
  • (11): Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • (2): A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
  • (4): Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.

Advances
  • Initial Advances: (From Hindrances): Raise Spirit, Major Psionic
  • Novice 1 Advance: Raise Vigor
  • Novice 2 Advance: Elan
  • Novice 3 Advance: Power Points
  • Seasoned 1 Advance: Marksman
  • Seasoned 2 Advance: Raise Smarts
  • 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: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Ndreare »

Looks cool.

I like her.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Ndreare »

  • Trapping: Ketra focuses on a spot of ground and imbues it with psychic energy, setting a trap for the next being to step on it. She must be in physical contact with the ground to set a trap (touching it through her boots is fine), and she spends the power points for it immediately upon casting. The trap will remain in place until triggered or until she releases it (a free action), but the ISP she spends on the trap will not regenerate until the trap is released or triggered. When sprung, the trap wraps its victim in invisible energy, cacooning them (and making them easy targets).
I am buying it.

I totally see this is as an acceptable trapping
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Ketra - Psi-Ghost Wilderness Scout/Sniper

Post by Pursuit »

RFT wrote:
  • Trapping: Ketra focuses on a spot of ground and imbues it with psychic energy, setting a trap for the next being to step on it. She must be in physical contact with the ground to set a trap (touching it through her boots is fine), and she spends the power points for it immediately upon casting. The trap will remain in place until triggered or until she releases it (a free action), but the ISP she spends on the trap will not regenerate until the trap is released or triggered. When sprung, the trap wraps its victim in invisible energy, cacooning them (and making them easy targets).
I am buying it.

I totally see this is as an acceptable trapping
Awesome! Thanks, Rob!
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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