Psi-Stalker MARS Wilderness Scout (SWADE)

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Venatus Vinco
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Psi-Stalker MARS Wilderness Scout (SWADE)

Post by Venatus Vinco »

HJ
Experience & Wisdom [dice:qwcza0uh]55012:0[/dice:qwcza0uh]
Experience & Wisdom [dice:qwcza0uh]55012:1[/dice:qwcza0uh]
Experience & Wisdom [dice:qwcza0uh]55012:2[/dice:qwcza0uh]

FG
[dice:qwcza0uh]55012:3[/dice:qwcza0uh]

RICH
Body Armor [dice:qwcza0uh]55012:4[/dice:qwcza0uh]
Close Combat Weapons [dice:qwcza0uh]55012:5[/dice:qwcza0uh]
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Re: Psi-Stalker MARS Wilderness Scout (SWADE)

Post by Venatus Vinco »

Peta Chante

Rank: Seasoned Advances: 4
Race: Psi-Stalker
Iconic Framework: MARS Wilderness Scout
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
Pace: 8 (d8 run); Parry: 7; Toughness: 13 (5); Strain: 0

Skills:
  • Athletics d8 (1)
  • Common Knowledge d6
  • Notice d12
  • Persuasion d4
  • Stealth d6
  • Riding d6
  • Survival d12
  • Occult d10 (2)
  • Electronics d6 (2)
  • Driving d6 (2)
  • Fighting d8 (3)
  • Shooting d8 (2)
  • Focus d10 (3)

Hindrances
  • One Eye (Major): –2 to actions at 5″ (10 yards) or more distance.
  • Phobia (Minor): Enclosed spaces
  • Vengeance (Minor): Destroy the demon who took his eye.
  • Outsider (Race): −1 Persuasion with all but their own kind.

Edges
  • Ambidextrous (Race): Ignore –2 penalty when making Trait rolls with off-hand
  • Fleet Footed (Race): Pace +2, increase running die one step
  • Rich (HJ): 15,000 credits, 2 equipment HJ rolls
  • Elan (HJ): +2 when spending a Benny to reroll a Trait roll.
  • Danger Sense (HJ): Notice roll at +2 to sense ambushes or similar events.
  • Woodsman (IF): +2 to Survival and Stealth in the wilds.
  • Alertness (IF): +2 Notice checks
  • AB Gifted (Hind): 1 power, 15 ISP, Mega
  • Champion (N1): +2 damage against supernatural evil
  • Hunter (S1): +2 on Notice and Survival rolls vs. supernatural monsters and when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage.
Racial Abilities
  • Animal Empathy: Animals treat them as one of their own, though this can be problematic with territorial predators.
  • Psychic Sense: Use Notice to detect arcana. Can track specific beings and items using the Survival skill
  • Psychic Vampire: 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”.
  • Racial Enemy (Simvan): Psi-Stalkers suffer −2 Persuasion with Simvan.
  • Restricted Path (Magic): Cannot take an Arcane Background or Iconic Framework using PPE
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Re: Psi-Stalker MARS Wilderness Scout (SWADE)

Post by Venatus Vinco »

Powers

Arcane Protection
  • Rank: Novice
  • Power Points: 1
  • Range: Smarts
  • Duration: 5
  • Effect: 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
  • Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
  • Exalted Arcane Protection (+2): Hostile powers suffer a –4 penalty (– 6 with a raise).

I.S.P. 15/15
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Re: Psi-Stalker MARS Wilderness Scout (SWADE)

Post by Venatus Vinco »

Background
Scar covered psi-stalker with a patch over one eye. Likes to fight in close with knives.
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Re: Psi-Stalker MARS Wilderness Scout (SWADE)

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Gear
  • [dice:12c6px2b]55017:0[/dice:12c6px2b] Universal Credits, and [dice:12c6px2b]55017:1[/dice:12c6px2b] 500 credits worth of gear or valuables
  • NG-S2 Survival Pack
  • Body Armor: Camouflage Huntsman Medium (+2 Stealth)
  • Sidearm: Wilk’s 320 “Classic” Laser Pistol
  • Vibro-Shortsword
  • Vibro-Blade Vambraces (+1 Parry, Ignore up to 2 points of penalties to Fighting rolls)
  • JA-11 Energy Rifle
  • Two E-clips or magazines for each weapon
Credits: 4,000
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Re: Psi-Stalker MARS Wilderness Scout (SWADE)

Post by Venatus Vinco »

Advances
Iconic Framework: MARS Wilderness Scout
  • 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

Hero’s Journey
  • Experience & Wisdom 10 - One Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
  • Experience & Wisdom 1 - Elan
  • Experience & Wisdom 20 - Danger Sense

Rich
  • Body Armor 10 - Covered in a fiber-optic material, this armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.
  • Close Combat Weapons 5 - The superior balance of this weapon allows you to ignore up to 2 points of penalties to Fighting rolls, including those from Called Shots and Off-Hand Attacks.



MARS Fortune & Glory
Fortune and Glory
  • Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills
Advances
  • Initial Advances: (From Hindrances): AB Gifted, +1 Spirit
  • Novice 1 Advance: Champion
  • Novice 2 Advance: +1 Spirit
  • Novice 3 Advance: +1 Focus, +1 Shooting
  • Seasoned 1 Advance: Hunter (Supernatural Monsters)
  • 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:
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