Psi Ghost EOD Specialist “Phoenix”

A chartered company of explorers, commissioned by the City of Lazlo and other partners, sets off to pass over the Rocky Mountains and see what lies beyond.
GM: Venatus Vinco
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Phoenix
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Phoenix (Psi Ghost EOD Specialist)

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F and G: [dice:3981xgom]58385:0[/dice:3981xgom]
  • Smart and Learned...Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
F and G: [dice:3981xgom]58385:1[/dice:3981xgom]
  • Your hero has an uncanny affinity with animals. Gain the Beast Master Edge twice and increase the default Size of companion animals to 3.
HJ: Experience and Wisdom [dice:3981xgom]58385:2[/dice:3981xgom]
  • He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
HJ: Underworld Black ops [dice:3981xgom]58385:3[/dice:3981xgom]
  • She's traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.

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Phoenix
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Psi Ghost EOD Specialist “Phoenix”

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EOD SPECIALIST
Explosives Ordnance Disposal (EOD) experts are often embedded into Special Forces teams seeking to sabotage or strategically strike key enemy personnel and assets. Trainees must be highly numerate and literate to master the use, handling, and disposal of explosives.
  • Begin with Repair d6 and Thievery d4.
  • Begin with Survival d4 and the Conditioned Edge.
  • Begin with Electronics d6, Science d6, and the Demolitionist, Expert Demolitionist, and Take ‘Em Down Edges.
  • Spicy Home Cooking: Given time and common “household” ingredients, the EOD Specialist may roll Repair to manufacture improvised grenades, mines, and other explosive devices listed in Savage Worlds. Alternatively, the EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of the explosive’s damage die type once detonated, and a raise allows a free reroll of the damage once detonated.
  • Gain one less roll on the Hero's Journey tables.
  • Cannot take the All Thumbs or Illiterate Hindrances.
  • Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG Super Laser Pistol, plus a Tool Kit, Vibro-Knife, MD Plastique (2 lb.), and six grenades of choice.
Psi-Ghosts
About 70 years before the establishment of the Post-Apocalyptic Calendar, a village of mutant humans in the Magic Zone began breeding true, akin to the centuries-old Psi-Stalkers, handing down strong psychic powers and the ability to become an intangible specter. The villagers used their powers to spy on and steal from other settlements, eventually drawing the ire of other underworld factions who united to destroy the village. Scattered worldwide, the Psi-Ghosts now live as loose-knit clans, hiring themselves out as “acquisition specialists” and covert agents.
  • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).
  • Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
  • Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers— chosen from the standard list—must be detect/conceal arcana, which has the Range (self) limitation. Detect arcana always activates with the Presense Sense Mega Power Modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana as above (even if not normally allowed by that Framework), and the Psi-Ghost gains two additional power to his starting total (e.g., a Psi-Ghost Burster starts with five powers).
  • Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
  • The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
  • Wanted (Major): Psi-Ghosts are pursued by many powerful groups— including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
1. Select a MARS Package from the list below.
2. Roll on the MARS Fortune & Glory Table (page 45) two times possibly modified by package.
3. MARS heroes begin with three rolls on any Hero's Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.

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Pender Lumkiss
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Re: Psi Ghost EOD Specialist

Post by Pender Lumkiss »

Character Sheet

Player Name: Jon
Google Handle: jonneeper@gmail.com
Phoenix
Rank:novice 1 Advances Left: =
Race: Psi Ghost
Iconic Framework: EOD MARS
Attributes: Agility d8(2), Smarts d8(1FG, 1), Spirit d8(1, 1 advance), Strength d6(1), Vigor d8(2 advance)
Pace: 6; Parry: 6; Toughness: 6
Skills:
  • Athletics d6(1)
  • Common Kn d4
  • Stealth d8(2)
  • Persuasion d6(1) +2 networking in NA
  • Notice d6(1)
  • Psionics d6 (d6 free)
  • Fighting d4(1)
  • Taunt d8(1+2 die type)
  • Shooting d8(3)
  • Repair d10(2 die type)+2
  • Thievery d8(2)
  • Survival d4 +2 Survival in NA
  • Electronics d10(2 die type)
  • Science d8(1)
  • Riding d6(2)


Hindrances
  • Hindrance (Major): impulsive, rarely thinks things through.
  • Hindrance (Minor): Coalition Exile, The human hero was a member of Coalition society but has left the States on poor terms—and she is on the Internal Security Service’s wanted list. Additionally, if any D-Bees or magic users learn of the character’s past they instinctively distrust her, incurring a –1 Persuasion check modifier. On the plus side, she gains a +1 bonus to Taunt or Intimidate D-Bees and mages familiar with the Coalition.
  • Hindrance (Minor): Obligation, always on a side job of one sort or another.


Edges
  • Edge(Racial): AB psionics (detect/conceal, relief, healing)
  • Edge(IF): Conditioned, She gains a +2 bonus to rolls made to resist interrogation or to resist Fatigue from Bumps and Bruises, Cold, Heat, Hunger, Sleep, or Thirst. She also ignores one point of Fatigue penalties.
  • Edge(IF): Demolitionist, The hero has advanced training in the handling, deployment, and disposal of explosive ordnance. The Demolitionist ignores up to 2 points of penalties when setting and defusing explosives. In addition, even when handling extremely volatile explosives, the Demolitionist only detonates them on a Critical Failure. When rolling for demolitions tasks (made using Repair, or the lower of Repair and Electronics in the case of advanced explosives like fusion blocks), the hero can accomplish the following:
    • Setting Explosives: When setting a charge or booby trap, a raise adds an extra die of the explosive’s damage die type once detonated (in addition to the usual +1d6).
    • Defusing Explosives: When defusing a charge, a success allows the explosive and components to be recovered and reused. With a raise the work is done in half the time.
    • Trapping Explosives: The Demolitionist gains a +2 bonus on Stealth rolls to conceal booby traps, and +2 on Notice rolls to detect them.
  • Edge(IF): Expert Demolitions, When handling explosives, an Expert Demolitionist ignores up to 4 points of penalties, and may spend a Benny to reroll Critical Failures.
  • Edge(IF):Take ‘Em Down, When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
  • Edge(HJ): I know a Guy (+2 to contacting): 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.
  • Edge(Hindrance): IMPROVED TAKE ‘EM DOWN, When attacking targets 1 or more Sizes larger than the hero, he may reroll damage once without spending a Benny.
  • Edge(Hindrance): MARKSMAN, The hero is a natural with ranged weapons. If she doesn't move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn't apply to additional attacks after the first.
  • Edge (Novice 1): Mr. Fixit, The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise.
  • Edge(Novice 3): Humiliate, Those with a cruel wit can destroy a rival's ego in a single remark or well-timed gesture. Your hero gets a free reroll on Taunt Tests.
  • Edge(Seasoned 1): Elan, When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn't apply to damage rolls (since they're not Trait rolls), nor does it apply to Soak rolls unless you're using another Benny to reroll the Vigor check.
  • Edge(Provoke): Provoke, Clever characters can manipulate their foes, drawing enemy focus on themselves to protect their allies. Once per turn, when your hero uses Taunt for a Test and gets a raise (see Test, page 108), she may Provoke the foe. In addition to all the usual effects of the success and raise, the enemy suffers a −2 penalty to affect any other target besides the one who provoked her. This stacks with Distracted but not further instances of Provoke. Provoke lasts until a Joker is drawn, someone else Provokes the target, or the encounter ends. Provoke can affect multiple targets, and may be combined with Rabble Rouser (see below).
  • Edge: Rabblerouser, Once per turn, a character with this Edge can make a social Test with Intimidation or Taunt against all enemies in a Medium Blast Template. The targets must be able to see and hear the hero clearly. Each defender resists and is affected by the Test separately.
Field Team Six Bennies
3/6

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Phoenix
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Re: Psi Ghost EOD Specialist “Phoenix”

Post by Phoenix »

Advances
  • Initial Advances: (From Hindrances): Improved Take Em down, Marksman
  • Cybernetic Modifications:
  • Novice 1 Advance: MR. Fixit
  • Novice 2 Advance: Spirit die increase
  • Novice 3 Advance: humiliate
  • Seasoned 1 Advance:elan
  • Seasoned 2 Advance:provoke
  • Seasoned 3 Advance: Vigor die increase
  • Seasoned 4 Advance:Rabble Rouser
  • Veteran 1 Advance:vigor increase to a d8
  • 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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Phoenix
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Re: Psi Ghost EOD Specialist “Phoenix”

Post by Phoenix »

Huxley (WC)-1 Beast master edge spent to make Huxley a wild card.
Phantom Wolf Hunting the outskirts of Madhaven and the surrounding wilderness, Phantom Wolves are large, black, shaggy, wolf-like canines. These PPE predators fulfill a unique niche in the local ecology, using their ability to become ethereal to hunt Entities. Knights of the White Rose favor them as riding animals, while Haven Mutants use them as guard dogs.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10 Skills: Athletics d8, Fighting d8, Notice d10, Stealth d8, Survival d10 Pace: 16; Parry: 6; Toughness: 16 (4) Edges: Alert, Fleet-Footed Special Abilities:
  • Armored Hide: Thick hides provide +4 Armor and +2 Toughness.
  • Bite: Str+2d6 Mega Damage, AP 4.
  • Fear: Cause Fear checks when first encountered.
  • Go for the Throat: With a raise on their attack roll, Phantom Wolves hit their target's most weakly armored location.
  • Phantom Walk: As an action, Phantom Wolves may make themselves and any riders intangible (as the power) but cannot travel through walls or other physical barriers. While in this state, the physical attacks of the Wolves and any riders affect other intangible beings—such as Entities—but do not affect the material world.
  • Psychic Vampire: Phantom Wolves require a diet of PPE or ISP drained from living beings. They gain this using the Blood Sacrifice rule under Siphoning PPE Setting Rule in The Tomorrow Legion Player's Guide but must slay their prey to do so. Must consume at least 3 Power Points (PPE or ISP) per day or suffer a Fatigue level; starving to death after a week at Incapacitated by lack of “food.” Each 3 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot fuel spells or psionic powers.
  • Size 3 (Normal): Phantom Wolves are the size of a horse.[/OOC]

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Pender Lumkiss
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Re: Psi Ghost EOD Specialist “Phoenix”

Post by Pender Lumkiss »

Urban Warrior Tactical Medium EBA, 5 armor 2 toughness, EBA
NG Super Laser Pistol, 12/24/48, 3d6+1 AP2, RoF 1, 13lbs. D6 str min, 20 shots
  • Grenade Launcher, range as above, damage (High Explosive): 3D10 AP4 MBT, MD
Tool Kit
Vibro-Knife
MD Plastique (2 lb.)
six grenades of choice.
  • (2)Armor Piercing: 3d8 AP16 SBT
  • (2)Plasma: 3d12 SBT
  • (2)Frag: 5d6 LBT
T-13 field mechanic, 6 armor +2 toughness, +2 repair, improvised weapons.

Hi-Tech bow
Field Team Six Bennies
3/6

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