Player Name: Justin
Google Handle: praetuskhan
Character Name Devek Ragaa
Rank: Novice 2 Experience: 10 Advances Left: 0
Race: Psi-Stalker
Iconic Framework: Crazy (Wraith)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 10, d12 run; Parry: 6; Toughness: 11 (5); Strain: 0
Skills:
- Climbing d4
- Fighting d8
- Intimidation d4
- K/Arcana d4
- Notice d6
- Psionics d8
- Riding d6
- Shooting d4
- Stealth d6
- Survival d4
- Throwing d4
- Tracking d6
- Cybernetics: Wraiths suffer −1 to Psionics per point of Strain (page 108).
- Distinctive Appearance: Most Wraiths indulge in extensive tattoos, body piercings, and other means of declaring themselves to the world.
- Getting It Together: Comes out of Astral Frenzy with a Smarts -2 roll. Then he’s critically hampered by one or more psychological Hindrances and a −1 penalty to all Trait rolls (reduced by Sublime Chaos) for a duration based on the test.
- Raise: 1d6 minutes
- Success: 1d6 × 10 minutes
- Failure: 1d6 hours
- Critical Failure: 24 hours.
- Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
- Psychic Vampire: Use the Draining PPE/ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue. They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
- Psychoactive Link (Needs Action): Wraiths live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Wraith gains −2 Charisma as he becomes irritable and impatient. He also suffers a −1 to all Trait rolls from the distraction of his frenzied mind, until some kind of high alert status or action kicks in.
- Price of Power: From the start (and for no added benefit), the character gains a psychological or emotional Hindrance determined by rolling on the Price of Power Table. Representing the constant degradation of the Wraith’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.
- Astral Feedback: Drawing power from some disturbing regions of the Astral Plane is not without risks. Some Wraiths have trouble isolating themselves from the psycho-reactive nature of their ectoplasm.
Any time the character's Action Card is a Club, he must make a Smarts roll at −2 or spend his action influenced by the anger, aggression, pain, and fear he channels. The Wraith rants violently, cowers, grasps his head in pain, or other suitable response. The Wraith may only take free actions during this period of feedback.
- Astral Feedback: Drawing power from some disturbing regions of the Astral Plane is not without risks. Some Wraiths have trouble isolating themselves from the psycho-reactive nature of their ectoplasm.
- Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
- Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
- Heroic (Major): Devek spent a long time doing what he now recognizes as the wrong thing and now free of the yoke of the CS he intends to redeem himself. He never says no to a person in need, coming to the rescue of those in who can’t help themselves. He may take a tactical approach to ensure success, but he will gladly put himself at risk to ensure others are kept safe.
- Quirk - I Am the Weapon (Minor): Devek has been trained by Psi-Bat in the Black Arts and is a deadly opponent without needing weapons. He prefers fighting in melee and will generally to eschew any traditional weapon and beat opponents bare handed.
- Quirk - Former Experiment (Minor): Devek volunteered for the experiments that expanded his powers (while driving many others hopelessly mad) but the trauma experienced in those labs is not something anyone could ever fully come to terms with. Devek is uncomfortable around doctors and hospitals, with medical research facilities bringing out the most anxiety. He tends to be in a foul mood when interacting with doctors or medical researchers or in hospitals and medical research facilities.
- Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
- Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
- Astral Frenzy (Losing It): By tapping into the dark reaches of the astral plane the Wraith can boost his already preternatural capabilities. In this state he operates with a cold focus on efficiency and success, at times ignoring his own safety. He is not an unthinking monster, but rather a calculating machine capable of doing what an emotional human is not. He gains the benefits of the Berserk edge, but suffers no limit on the skills or abilities he can use (Red Thoughts/Sublime Chaos). During this time the Wraith is surrounded in a dark swirling cloud of ectoplasm, acting as the Damage Field power that inflicts 2d4 damage and obscuring him from all senses imposing a -1 to be hit hit by ranged.
- Astral Link (Off the Handle): A Wraith with this Edge maintains a constant minute link to the Astral plane, as a result they may enter an Astral Frenzy as a free action. Interestingly, such a Wraith also has an easier time coming out of it. He doesn't suffer the usual −2 penalty to his Smarts roll when trying to recover.
- Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.
- Bio-Regeneration: Awakening certain portions of the brain via the Scream Factory methodology grants the Wraith a natural healing roll once every 24 hours.
- Brawler: When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.
- Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
- Ectoplasm Vortex: Wraiths add +2 to their pace, and their running die becomes a d10. This stacks with the Fleet Feet Edge.
- Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
- Major Psionic: Double base ISP & ISP gained from Power Points Edge. May also:
- Spend 2/4 ISP when rolling Psionics for a +1/+2 bonus.
- Spend 1/2 ISP to multiply Range of a power by x2/x10
- Martial Arts: He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll.
- Master Psionics: You have the Mega Power option for all known powers.
- Mentalist: Their frequent toying with human minds gives them a +2 on any opposed Psionics roll, whether they are using their powers against a foe or are trying to defend against a rival Mentalist.
- Psionic Bio-Amplification: Wraiths gain +1 die type to Agility, Strength, and Vigor. These traits have no maximum.
- Psionic Null Field (Improved & Extended): All arcane and supernatural abilities that target anyone or anything in a Medium Burst Template around you suffer a -2 to all trait tests associated. Does not operate while unconscious or affect your own psionics. As a free action you may reduce this to a Small Burst Template, or increase it back to a MBT if already reduced.
- Psi-Nullifier: A Psi-Nullifier reduces the cost of the dispel and greater dispel powers by 1 ISP. Further, as an action, a psi-nullifier may call his own force of will to repulse supernatural creatures, such as the undead, demons, dragons, faeries, and the like. It also works on characters with the Arcane Background (Magic) Edge.
Repulsing magic costs 1 ISP and works in a Medium Burst Template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead. - Psionic Nullifier: Unlocking the brain’s potential grants the Arcane Background (Psionics), 20 ISP, the dispel power and two powers, Psionics d6, Major Psionics, Master Psionics, Psionic Null Field, Improved Psionic Null Field and Extended Psionic Null Field. Wraiths have access to the following powers: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speed, stun, telekinesis, telepathy, teleport, warrior’s gift.
- Speed/Greater Speed
- Dispel/Exalted Dispel
- *Smite/Greater Smite
- Psychic Commando (Adept): As a free action, the Wraith t can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action. In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Wraith must have the power to begin with, and this does not allow him to activate more than one power in a round.
- Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on the next page.
- Precognitive Reflexes: Wraiths have uncanny reflexes, granting them a −2 to be hit as long as they are aware of the attack.
- Predatory Senses: Wraiths gain + 2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
- Red Thoughts (Sublime Chaos): The Wraith with this Edge operates with a cold focus on efficiency and success while frenzied He is not an unthinking monster, but rather a calculating machine capable of doing what an emotional human is not. The greater part of his mind is simply elsewhere, leaving behind a nearly machine like entity that gets the job done. While in an Astral Frenzy, a Wraith with this Edge is able to perform actions not normally allowed by Berserk, including using his psionics and he only suffers a -1 when Getting it Together.
- Summon Inner Strength: Wraiths require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue.
- Woodsman: Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
- Two-Fisted: When attacking with a weapon in each hand, roll each attack separately but ignores the multi-action penalty (see page 75).
Arcane Hunger 2 ISP
Arcane Glutton 5 ISP
Soul Strike 2 ISP
Sunder 4 or more ISP
Wraith Touched 2 ISP
Wraithform 2 ISP