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 Firehawk (Lyn-Srial Burster) 
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Character Sheet

Player Name: Robert
Google Handle: Conan Cimmerian

Character Name: Firehawk
Rank: Novice Experience: 5 Advances Left:
Race: Lyn-Srial
Iconic Framework: Burster
Attributes: Agility d6, Smarts d10, Spirit d4, Strength d6, Vigor d8
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6 ; Strain: 0

Skills:
  • Psionics (Smarts) d12........start free at d8....3 pt
  • Notice (Smarts) d8............3 pt
  • Tracking (Smarts) d6.........2 pt
  • Fighting (Agility) d6...........2 pts
  • Healing (Smarts) d4............1 pt
  • Taunt (Smarts) d4.............1 pt
  • Survival (Smarts) d6...........2 pts
  • Stealth (Agility) d4.............1 pt

Hindrances
  • Overconfident (Major): believes he can do anything
  • Poverty (Minor): starting funds halved, bad with money
  • All Thumbs (Minor): -2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction
  • Quirk (IF): Pyromaniac

Hindrances-Racial
  • Cyber Resistant
  • Distinctive D-Bee: Lyn-Srial suffer −4 Charisma with CS citizens.
  • Wanted (Major) by the Coalition
  • Heroic (Major) and count as Supernaturally Good
  • Poor Ground Speed - Lyn-Srial have −2" Pace (ground only) and a d4 running die.
  • Non-Standard Physiology

Edges
  • Master Psionic (Hindrances): MEGA powers
  • Improved Flame Bolt (Hindrances): 6d6 damage
  • Arcane Background: Psionics (IF)
  • Major Psionics (IF): When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 added before the roll. They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
  • New Power (HJ): Stun
  • Mentalist (HJ): +2 on any opposed Psionics roll, attacking or defending
  • (HJ): As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power.

Edges-Racial
  • Flight: Lyn-Srial fly at Pace +6 (12)
  • Four arms: one additional non-movement action with no MAP
  • Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
  • Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs. If a Lyn-Srial gains a permanent injury, she makes a Vigor roll after recovering from Incapacitation. On success, the injury heals after 1d6 days
  • Strong: starts with d6 Strength

Iconic Framework - Burster
OOC Comments
  • Walking with Fire: P31 TTLPG
  • An Energetic Mind: P32 TTLPG
  • Arcane Background: Psionics
  • Everything Burns: The fires started by Bursters are some of the most intense possible. They can catch almost anything on fire, and combustible materials don’t stand much of a chance against them. Any time a Burster causes damage with a flame ability, roll a d10 (instead of the usual d6 as indicated in Savage Worlds under Fire). Anything flammable catches fire on a 6 –10, while highly flammable targets ignite on a 3 –10. Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt. Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.
  • Firey Aura: At will, as an action (no roll required), a Burster can surround himself with a sheath of flame and heat, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Burster (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Fiery Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Fiery Aura goes away whenever the Burster is Incapacitated or is otherwise unconscious.
  • Fire Mastery: Over a Large Burst Template centered anywhere within 12", the Burster can create, control, and eliminate fire. He can create minor fire and heat effects (or douse flames) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
  • Fire Walker: The Burster is completely impervious to all sources of fire and heat; he could take a dive into a river of lava and come out unscathed. He only suffers half damage from lightning and electrical attacks, as well as laser weapons. He’s also immune to plasma weapon damage.
  • Flame Bolt: The Burster can hurl forth a flaming bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Burster may add +2 AP by spending 1 ISP per Flame Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using flame bolt does not result in Brainburn (per Savage Worlds).
  • Major Psionics: Bursters begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP(instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
  • Cybernetics: Simply not a good option for a Burster, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
  • Enemies: The Coalition considers Bursters a dire threat to life and property, and they are to be destroyed on sight. There are more than a few settlements with long memories of rogue Bursters causing enormous property damage
  • Quirk - Pyromaniac: Though most are not sociopathic arsonists, Bursters tend to have a thing about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous (at least most of the time).
  • ISP Recovery: 1 point per hour
  • Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.


Psionic Powers: (MEGA version) 30 ISP
  • Firesight - Farsight (Greater Farsight)
    • Power Points: 3 (6)
    • Range: Touch
    • Duration: 3 (1/round)
    • Effect: Range penalties halved/range increments doubled (removes all penalties for Range/range increments doubled)
    • Trappings: As the eyes begin to glow like they have an inner fire within them, the character can reduce darkness penalties by 1 pt for objects or creatures that radiate heat.
  • Fire in the Blood - Boost/Lower Trait (Greater Boost/Lower Trait)
    • Power Points: 2 (4)
    • Range: Smarts (Smarts x 2)
    • Duration: 3 (1/round)
    • Effect: Boost or Lower dye type of one trait (can exceed d12, oppose with Spirit) : 1/2 (2/4)
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
    • Trappings: Boost Trait: As the fire burns though the subject’s blood, they gain a resistance to fire based fatigue of +1, +2 with a raise. Lower Trait: suffer a reduction of their ability to resist -1/-2 vs fire based fatigue; Blood feels hotter as it courses through recipients veins - comfortably for trait boosts ("I'm just getting warmed up!"), uncomfortably for decreases ("Ahhhh it hurts!")
  • Smokescreen - Deflection (Greater Deflection)
    • Power Points: 2 (4)
    • Range: Touch
    • Duration: 3 (1/round)
    • Effect: Attackers are -2/-4 (-4/-6) to hit; acts as armor against area attacks
    • Trappings: Billowing smoke conceals his true location. Use +1 ISP upon activation to lay down a dense smokescreen in his wake as he moves across the battlefield that stays as long as he maintains the power; This increases his Stealth by one die type, or two on a raise.
  • Expanding Heat Shockwave - Stun (Greater Stun - see below)
    • Power Points: 2
    • Range: 12/24/48
    • Duration: Special
    • Effect: Targets within MBT must make Vigor roll or be Shaken, at -2 if a raise
    • Trappings: By flash-frying the very air rapidly the hero can make the very air crack in a manner similar to thunder. Any target with unprotected 'ears' that fails their Vigor roll is also deafened by the rupture of their eardrums from the loud, fiery shockwave delivered via modified Flame Bolt.
    • Flaming Heat Shockwave - Greater Stun
      • Power Points: 4
      • Range:18/36/72
      • Duration: Special
      • Effect: Targets within LBT must make Vigor rolls at -2, -4 if a raise; roll of 1 or less Incapacitates target.
      • Trappings: Similar to the Expanding Heat Shockwave, the very air is flash-fried to produce an explosion. But this one is accompanied by fearsome fiery bursts of flame and smoke which has a demoralizing factor on the target(s). Any creature immune to fire is considered Fearless for the purposes of this power. Any character with any resistance to fire is considered to have a level of Arcane Resistance versus the power. But the average combatant must make Fear checks when hit with it. Creatures vulnerable to fire suffer their penalty to this roll.

Hero’s Journey rolls (3 on Exp&Wisdom or Psionics; 1 on any but Cyber or Magic)
  • Table - Psionics
  • Roll result: 1d20 = 15 (15)
  • Description - Edge: Mentalist
  • Table - Psionics
  • Roll result: 1d20 = 12 (12)
  • Description - As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power.
  • Table - Psionics
  • Roll result: 1d20 = 10 (10)
  • Description - Choose 1 free Power
  • Table - Psionics
  • Roll result: 1d20 = 4 (4)
  • Description - +10 base ISP

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

NG-33 Laser Pistol shots: 20/20
ISP: 30
Powers Active


Last edited by Firehawk on Mon Aug 14, 2017 1:15 am, edited 33 times in total.



Sat Aug 12, 2017 2:04 am
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Background

The Lyn-Srial known as Firehawk, like many of his people, always knew he would explore the world of Rifts earth and fight evil wherever it could be found. His psychic burster powers blossomed early, which enabled him to leave his cloud-village earlier than was usual to begin his life of adventure. He dismissed the dire warnings from his friends and family that he was not yet ready to face the dangers of this world, believing his inherent abilities would give him an edge over other people. He was right - and he thrived.

Although his education is generally considered incomplete by the standards of his people, he has honed his hunting instincts and mental prowess in the forge of conflict and struggle. An early encounter with a powerful mind melter taught him to guard his mind against the invasions of other powerful psychics and over time he also learned how best to help his allies steel themselves when under mental and other illusory attacks - a task for which his supreme confidence is well suited. Later, a chance encounter with the Elder Shaman of a native human tribe that claimed to have existed in North America since long before the rifts came to this world exposed him to the myth of the Thunderbirds. The shaman's story of a winged people who dwelt on a floating mountain to the west naturally reminded the Lyn-Srial burster of his people and their cloudkeeps. It was then that he decided to take the name of Firehawk to honor the Elder and his people. To this day, he still wonders if there is any chance the Lyn-Srial had somehow been in contact with these native humans thousands of years ago and if this had somehow contributed to the imagery found in their myths.

He typically shuns high-tech ranged weaponry in favor of his natural talents and hunts his own food in the wilds of North America when practical in order to prove himself to be self-sufficient and strong. He often gives a portion of his share of the spoils after a successful mission back to the group or to others in need, feeling an excess of wealth would be wasted on someone with his gifts.

Eventually word reached Firehawk of the establishment of Castle Refuge, an open and safe haven from the depredations of the Coalition and Federation of Magic along the southern Missouri border, and he knew this was the place to begin the next chapter in his life's story.

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

NG-33 Laser Pistol shots: 20/20
ISP: 30
Powers Active


Last edited by Firehawk on Sat Aug 12, 2017 12:13 pm, edited 6 times in total.



Sat Aug 12, 2017 2:04 am
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Gear

NG-33 Laser Pistol
  • Weight: 4 lbs.
  • Range: 15/30/60
  • Damage: 2d4+1
  • ROF: 1
  • Payload: 20
  • AP: 2
  • Notes: Semi-auto

NG-S2 Survival Pack
  • Weight: 30 lbs


Credits: 600

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

NG-33 Laser Pistol shots: 20/20
ISP: 30
Powers Active


Last edited by Firehawk on Sun Aug 13, 2017 10:23 pm, edited 6 times in total.



Sat Aug 12, 2017 2:04 am
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Advances
  • Initial Advances: (From Hindrances): Master Psionic, Improved Flame Bolt
  • Edge: Mentalist (HJ)
  • Edge: New Power (HJ) - Stun
  • Arcane Background: Psionics (IF)
  • Major Psionics (IF)

  • Novice 1 Advance: Vigor d6->d8
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • 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:


Starting Credits: (2d6)*100 = 0 (5, 1)




Code copypasta

Code:
Notice: [dice]1d8[/dice]
WILD dye: [dice]1d6[/dice]

Psionics: [dice]1d12[/dice]

Tracking: [dice]1d6[/dice]

Fighting: [dice]1d6[/dice]

Healing: [dice]1d4[/dice]

Taunt: [dice]1d4[/dice]

Survival: [dice]1d6[/dice]

Stealth: [dice]1d4[/dice]

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

NG-33 Laser Pistol shots: 20/20
ISP: 30
Powers Active


Last edited by Firehawk on Mon Aug 14, 2017 2:07 am, edited 3 times in total.



Sat Aug 12, 2017 2:05 am
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I am sure you meant master psionic in your advances. Other than that looks like a solid burster.
Not that it matters, but I did want to point out your mega powers can have different trappings than your base powers.
Replied to your pm about joining the 13th.

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Sat Aug 12, 2017 7:19 pm
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Joined: Sat Aug 12, 2017 1:54 am
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Fixed the Master of Magic brain fart. (thank you)

And I think I'm going to stick with all-fire based trappings, at least to begin with. If he picks up other powers I might choose different trappings for them but it just seems starting with fire based trappings would come natural to a more 'rustic' person like this.

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

NG-33 Laser Pistol shots: 20/20
ISP: 30
Powers Active


Sat Aug 12, 2017 9:09 pm
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Now I am not saying all trappings need a mechanical effect but would you be interested the following:
  • lava eyes giving a partial infra-vision? -1 pt of darkness penalty for objects or creatures that radiate heat.
  • Fire in the blood: On a success +1, a raise +2 vs fire based fatigue, lower would be the reverse -1 vs fire based fatigue, -2 vs fire based fatigue on a raise.

Just some examples to give the trapping a slight mechanical edge to it. Like I said not needed.

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Sat Aug 12, 2017 9:23 pm
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Joined: Sat Aug 12, 2017 1:54 am
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Yeah, I definitely need to remember that trappings can be used for things like that. I too often just think of them as cosmetic fluff rather than as a way to modify the powers themselves, within reason.

I stole, I mean borrowed, your 2 ideas and added these to the other 2 powers, pending your approval:
  • Smokescreen (DEFLECTION): Use +1 ISP upon activation to lay down a dense smokescreen in his wake as he moves across the battlefield/sky that stays for as long as he maintains the power
  • Flashbang Bolt (STUN): Any target with unprotected 'ears' that fails their Vigor roll is also temporarily deafened by the rupture of their eardrums from the loud, fiery psionic shockwave delivered via modified Flame Bolt

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

NG-33 Laser Pistol shots: 20/20
ISP: 30
Powers Active


Sat Aug 12, 2017 10:25 pm
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I would like to suggest the following. I just used a bit more narrative to describe what you were saying a bit better. Also, I suggested a new trapping for your Mega Stun power. I'll let you and Pender decide how and if to use it, but regardless it's at least a bit more narrative in nature now. The OOC tag has the code for these as they are now so you can copy it to your sheet if you are so inclined.

Psionic Powers: (MEGA version) 30 ISP
  • Firesight (Greater Firesight) - Farsight (Greater Farsight)
    • Power Points: 3 (6)
    • Range: Touch
    • Duration: 3 (1/round)
    • Effect: Range penalties halved/range increments doubled (removes all penalties for Range/range increments doubled)
    • Trappings: As the eyes begin to glow like they have an inner fire within them, the character can reduce darkness penalties by 1 pt for objects or creatures that radiate heat.
  • Fire in the Blood - Boost/Lower Trait (Greater Boost/Lower Trait)
    • Power Points: 2 (4)
    • Range: Smarts (Smarts x 2)
    • Duration: 3 (1/round)
    • Effect: Boost or Lower dye type of one trait (can exceed d12, oppose with Spirit) : 1/2 (2/4)
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
    • Trappings: Boost Trait: As the fire burns though the subject’s blood, they gain a resistance to fire based fatigue of +1, +2 with a raise. Lower Trait: As the fire burns though the subject’s blood, they suffer a reduction of their ability to resist
    • -1/-2 vs fire based fatigue; Blood feels hotter as it courses through recipients veins - comfortably for trait boosts ("I'm just getting warmed up!"), uncomfortably for decreases ("Ahhhh, it hurts!")
  • Smokescreen - Deflection (Greater Deflection)
    • Power Points: 2 (4)
    • Range: Touch
    • Duration: 3 (1/round)
    • Effect: Attackers are -2/-4 (-4/-6) to hit; acts as armor against area attacks
    • Trappings: Use +1 ISP upon activation to lay down a dense smokescreen in his wake as he moves across the battlefield that stays as long as he maintains the power; Billowing smoke conceals his true location. This increases his Stealth by one die type, or two on a raise.
  • Expanding Heat Shockwave - Stun (Greater Stun)
    • Power Points: 2
    • Range: 12/24/48
    • Duration: Special
    • Effect: Targets within MBT must make Vigor roll or be Shaken, at -2 if a raise
    • Trappings: By flash-frying the very air rapidly the hero can make the very air crack in a manner similar to thunder. Any target with unprotected 'ears' that fails their Vigor roll is also deafened by the rupture of their eardrums from the loud, fiery shockwave delivered via modified Flame Bolt.
    • Flaming Heat Shockwave -Greater Stun
      • Power Points: 4
      • Range:18/36/72
      • Duration: Special
      • Effect: Targets within LBT must make Vigor rolls at -2, -4 if a raise; roll of 1 or less Incapacitates target.
      • Trappings: Similar to the Expanding Heat Shockwave, the very air is flash-fried to produce an explosion. But this one is accompanied by fearsome fiery bursts of flame and smoke which has a demoralizing factor on the target(s). Any creature immune to fire is considered Fearless for the purposes of this power. Any character with any resistance to fire is considered to have a level of Arcane Resistance versus the power. But the average combatant must make Fear checks when hit with it. Creatures vulnerable to fire suffer their penalty to this roll.
Code for the above
Code:
[b]Psionic Powers: (MEGA version)[/b] 30 ISP
[list]
[*]Firesight (Greater Firesight) - [i]Farsight [/i](Greater Farsight)
[list]
[*]Power Points: 3 (6)
[*]Range: Touch
[*]Duration: 3 (1/round)
[*]Effect: Range penalties halved/range increments doubled (removes all penalties for Range/range increments doubled)
[*]Trappings: As the eyes begin to glow like they have an inner fire within them, the character can reduce darkness penalties by 1 pt for objects or creatures that radiate heat.[/list]

[*]Fire in the Blood - [i]Boost/Lower Trait (Greater Boost/Lower Trait)[/i]
[list]
[*]Power Points: 2 (4)
[*]Range: Smarts (Smarts x 2)
[*]Duration: 3 (1/round)
[*]Effect: Boost or Lower dye type of one trait (can exceed d12, oppose with Spirit) : 1/2 (2/4)
[list]
[*]Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.[/list]

[*]Trappings: Boost Trait: As the fire burns though the subject’s blood, they gain a resistance to fire based fatigue of +1, +2 with a raise. Lower Trait: As the fire burns though the subject’s blood, they suffer a reduction of their ability to resist
[*]-1/-2 vs fire based fatigue; Blood feels hotter as it courses through recipients veins - comfortably for trait boosts ("I'm just getting warmed up!"), uncomfortably for decreases ("Ahhhh, it hurts!")[/list]

[*]Smokescreen - [i]Deflection (Greater Deflection)[/i]
[list]
[*]Power Points: 2 (4)
[*]Range: Touch
[*]Duration: 3 (1/round)
[*]Effect: Attackers are -2/-4 (-4/-6) to hit; acts as armor against area attacks
[*]Trappings: Use +1 ISP upon activation to lay down a dense smokescreen in his wake as he moves across the battlefield that stays as long as he maintains the power; Billowing smoke conceals his true location. This increases his Stealth by one die type, or two on a raise. [/list]

[*]Expanding Heat Shockwave - [i]Stun (Greater Stun)[/i]
[list]
[*]Power Points: 2
[*]Range: 12/24/48
[*]Duration: Special
[*]Effect: Targets within MBT must make Vigor roll or be Shaken, at -2 if a raise
[*]Trappings: By flash-frying the very air rapidly the hero can make the very air crack in a manner similar to thunder. Any target with unprotected 'ears' that fails their Vigor roll is also deafened by the rupture of their eardrums from the loud, fiery shockwave delivered via modified Flame Bolt.
[*]Flaming Heat Shockwave -[i]Greater Stun[/i]
[list]
[*]Power Points: 4
[*]Range:18/36/72
[*]Duration: Special
[*]Effect: Targets within LBT must make Vigor rolls at -2, -4 if a raise; roll of 1 or less Incapacitates target.
[*]Trappings: Similar to the Expanding Heat Shockwave, the very air is flash-fried to produce an explosion. But this one is accompanied by fearsome fiery bursts of flame and smoke which has a demoralizing factor on the target(s). Any creature immune to fire is considered Fearless for the purposes of this power. Any character with any resistance to fire is considered to have a level of Arcane Resistance versus the power. But the average combatant must make Fear checks when hit with it. Creatures vulnerable to fire suffer their penalty to this roll. [/list][/list][/list]


Sun Aug 13, 2017 1:43 am
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Joined: Sat Aug 12, 2017 1:54 am
Posts: 11
Reply with quote
Thank you very much for those ideas!

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

NG-33 Laser Pistol shots: 20/20
ISP: 30
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Sun Aug 13, 2017 10:20 pm
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