Jonah - Psi-Stalker Wilderness Scout - SWADE

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Tisha
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Joined: Fri Jul 12, 2019 9:13 am

Jonah - Psi-Stalker Wilderness Scout - SWADE

Post by Tisha »

F&G:
  • [dice:338o3e5n]55380:0[/dice:338o3e5n] Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
  • [dice:338o3e5n]55380:7[/dice:338o3e5n] Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
HJ:
  • [dice:338o3e5n]55380:1[/dice:338o3e5n] Training: 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 (e.g. to take Improved Frenzy your character must have Frenzy first).
  • [dice:338o3e5n]55380:2[/dice:338o3e5n] Training: Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.
  • [dice:338o3e5n]55380:3[/dice:338o3e5n] Education: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d4.
Narrative Hook: [dice:338o3e5n]55380:4[/dice:338o3e5n] Old Acquaintances. A chance encounter or a brief friendship leaves a lasting impression. Maybe you haven't seen them since, but the encounter led to you to the Legion.

Starting Gear Rolls: [dice:338o3e5n]55380:5[/dice:338o3e5n] credits and [dice:338o3e5n]55380:6[/dice:338o3e5n] gear and valuables
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Tisha
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Joined: Fri Jul 12, 2019 9:13 am

Re: Psi-Stalker Wilderness Scout - SWADE

Post by Tisha »

Character Sheet
Jonah
Rank: Seasoned Advances Left:
Race: Psi-Stalker
Iconic Framework: Wilderness Scout
Attributes: Agility d8 (2), Smarts d8 (1), Spirit d8 (2), Strength d8 (1), Vigor d8 (1)
Pace: 10, d10 running die; Parry: 6/7 w/JA-11; Toughness: 14(5); Strain: 0
Skills:
  • Athletics d8 (1)
  • Common Knowledge d8 (1)
  • Fighting d8 (3)
  • Healing d4+2 (0)
  • Notice d8 (0)
  • Occult d8 (3)
  • Psionics d8 (3)
  • Repair d8+2 (2)
  • Riding d6 (0)
  • Shooting d8 (3)
  • Stealth d8 +2 in wilds (1)
  • Survival d8 +2 in wilds (0)
  • Persuasion d4 (-1 with non Psi-Stalkers) (0)

Hindrances
  • Bloodthirsty (Major): Never takes prisoners.
  • Cautious (Minor): The character plans extensively and/or is overly careful.
  • Illiterate (Minor): The character cannot read or write.

Edges
  • Brawny (F&G): Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Charismatic (F&G): Free reroll for Persuasion.
  • I Know a Guy (F&G): Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at –2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.
  • Trademark Weapon (HJ): +1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.
  • Mr. Fix-It (HJ): +2 to Repair rolls, half the time required with a raise.
  • Healer (HJ): +2 to Healing rolls, magical or otherwise.
  • Ambidextrous (Racial): Ignore –2 penalty when making Trait rolls with off-hand.
  • Fleet Footed (Racial): Pace +2, increase running die one step.
  • Fleet Footed (IF) (NOTE: Duplicate of Racial Ability, Per GM, Stack Benefits): Pace +2, increase running die one step.
  • Woodsman (IF): +2 to Survival and Stealth in the wilds.
  • Power Points (N1): Gain 5 additional Power Points, no more than once per Rank.
  • Major Psionic (S2): Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.

Racial Features
  • Ambidexterity: PsiStalkers start with the Ambidextrous Edge.
  • „Animal Empathy: PsiStalkers start with Riding d6 and animals treat them as one of their own, though this can be problematic with territorial perdators.
  • „Fast: Begin with the Fleet-Footed Edge.
  • „Outsider: Psi-Stalkers can be creepy and offputting, especially to magic users and psionics. Not truly accepted in Coalition society and despised by the Federation of Magic, they suffer a −1 Persuasion with all but their own kind.
  • „Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, this is an extra sense which is always active. They use the Notice skill to detect the presence and location of anything psychic, magic, or supernatural including invisible or astral beings, and arcane items. They can track specific beings and items using the Survival skill. Psychic Sense doesn’t work inside sealed armor or vehicles, and cybernetics cause problems; for every point of Strain a Psi-Stalker's Psychic Sense suffers a –1 penalty (can be negated by the Cyber-Psychic Alignment Edge).
  • Psychic Vampire: Though Psi-Stalkers can absorb PPE from ley lines, the energy is distasteful. Even when not stalking targets with an Arcane Background, the wilds of Rifts Earth teem with supernatural critters, demons, faerie folk, entities, and elemental beings which constitute a veritable buffet for Psi-Stalkers. They must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue, and starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP consumed restores a level of Fatigue— these Power Points cannot fuel psionic powers. As an action at a range equal to Spirit, the Psi-Stalker makes an opposed Spirit roll against an injured supernatural target (must be successfully Shaken or Wounded with an attack, fully Soaked attacks don’t count). On a success they consume their Spirit in Power Points from the target. With a raise—or when the target is Incapacitated/killed—they consume all of their target’s Power Points; any excess is available for nearby comrades (this is how entire PsiStalker tribes can feed on one large kill). Example: A Psi-Stalker (Spirit d8) wounds a Necromancer (Spirit d10, PPE: 30), but fails the opposed roll to drain his Power Points. Next round she kills the Necromancer and gorges on a feast of 30 Power Points.
  • Racial Enemy: Psi-Stalker and Simvan tribes have been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
  • Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.
Jonah
EB78B020-06C5-4DDA-B8F0-99FD5425B274.jpeg
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Bennies 1
3 to start
-1 for Soak
-1 for reroll vs slumber
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Tisha
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Re: Psi-Stalker Wilderness Scout - SWADE

Post by Tisha »

Powers
Arcane Background: Psionics
PPE/ISP: 30- Recovery: 5/hour of rest

Psychic Raincoat [environmental protection*] (2 ISP) [Novice]
  • Range: Self (Note: subtract 1 from total ISP cost, minimum of 1)
  • Duration: One hour
  • Trapping: No visible effect.
  • Effect: Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example. Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
  • Modifiers: He often activates this with the haste modifier for +1 ISP and +2 Pace and/or the Shroud modifier for +1 ISP and +1 to Stealth.

Resist [arcane protection*] (1 ISP) [Novice]
  • Range: Self (Note: Subtract 1 from total ISP cost, for a minimum of 1)
  • Duration: 5
  • Trapping: No visible effect.
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
  • Modifiers: He often activates this with the haste modifier for +1 ISP and +2 Pace and/or the Shroud modifier for +1 ISP and +1 to Stealth.

Patch [healing] (3 ISP) [Novice]
  • Range: Touch
  • Duration: Instant
  • Trapping: Wounds close, but no other visible effect.
  • Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
  • Modifiers: GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.„ CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.„ NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
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Tisha
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Re: Psi-Stalker Wilderness Scout - SWADE

Post by Tisha »

Background
Jonah prefers solitude, but even out in the wilderness, gear is a must, and survival isn’t free. A friend introduced him to the Legion, and he’s happy to take contracts (and credits) from them whenever the occasion calls for it.
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Tisha
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Re: Psi-Stalker Wilderness Scout - SWADE

Post by Tisha »

Gear
Item
  • Huntsman Body Armor
  • JA-11 Laser Rifle: 30/60/90; 3d6 damage; ROF 1; AP 4; Shots 60
    • Notes: MD mode (Snapfire); ignores laser resistance; Integrated targeting scope (+1 Shooting, cancels two points of Range penalties, ignores Illumination penalties). As a free action, switch to ion beam (as an NG-57) or fire a 7.62mm bullet (as a Hunting Rifle with 1 Shot, see Savage Worlds).
  • Wilks 320 Classic Laser Pistol
  • Vibro-Shortsword
  • NG-S2 Survival Pack
  • Field Repair Kit

Credits: 4,300 of credits and gear - 4,000 for field repair kit

Contacts: Whoever his friend is that recommended him to the Legion. Work out with GM, if approved.
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Tisha
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Re: Psi-Stalker Wilderness Scout - SWADE

Post by Tisha »

Advances
Please list all Edges and Advances taken for your character here
Iconic Framework
  • Add one die type to Vigor. „
  • Begin with Athletics d6, Common Knowledge d6, Notice d8, Stealth d6, and Survival d8.
  • „Begin with the Fleet-Footed and Woodsman Edges.
  • „Begin with standard Starting Gear plus a Vibro-Shortsword and a JA-11 Energy Rifle.

Advances
  • Initial Advances: (From Hindrances): +1 Smarts die, Arcane Background (Psionics)
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: Raise Attribute
  • Novice 3 Advance: Skill Points
  • Seasoned 1 Advance: Raise Attribute
  • Seasoned 2 Advance: Major Psionic
  • 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:
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Pender Lumkiss
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Re: Jonah - Psi-Stalker Wilderness Scout - SWADE

Post by Pender Lumkiss »

Looks fine. Are haste and shroud power modifiers from SWADE?
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Tisha
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Re: Jonah - Psi-Stalker Wilderness Scout - SWADE

Post by Tisha »

Pender Lumkiss wrote: Fri Jul 12, 2019 10:24 am Looks fine. Are haste and shroud power modifiers from SWADE?
They are indeed. I just put them on my sheet so I wouldn't need to go back and look them up every time.
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Pender Lumkiss
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Re: Jonah - Psi-Stalker Wilderness Scout - SWADE

Post by Pender Lumkiss »

Looks good to me. So check out the adventure thread there are 3 areas marked by yellow sections. Place your character in any of those sections and roll initiative, take your turn(no movement as that is being taken by character placement)
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