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SWADE Burster Test

Posted: Wed Aug 07, 2019 3:38 pm
by Pursuit
HJ:
  • [dice:24wr9wyk]56841:0[/dice:24wr9wyk] Experience: 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.
  • [dice:24wr9wyk]56841:1[/dice:24wr9wyk] Psionics: Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.

Re: SWADE Burster Test

Posted: Thu Aug 08, 2019 10:02 am
by Pursuit
Character Sheet
Molly “Little Leady” Jones
Rank: Novice Advances Left: 0
Race: Human
Iconic Framework: Burster
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 12(6) w/Fiery Aura; Strain: 0
Skills:
  • Athletics d6 (1)
  • Common Knowledge d8 (2)
  • Fighting d6 (2)
  • Intimidation d8 (3)
  • Notice d8 (2)
  • Occult d4 (1)
  • Persuasion d4 (0)
  • Psionics d10 (3)
  • Shooting d4 (1)
  • Stealth d4

Hindrances
  • Curious (Major): She likes to get answers.
  • Small (Minor): -1 to Size (and therefore Toughness)
  • Quirk (Minor): Uses a weapon as her focus. Doesn’t like to use her powers without one. Similar to the “requires materials” limitation from the SPC.

Edges
  • Arcane Background (Psionics) (IF)
  • Major Psionic (IF)
  • Rapid Flame Bolt (Human)

Powers
Arcane Background: Psionics
PPE/ISP: 20 - Recovery: 5/hour of rest

Power List: deflection, fear, and fly
Power Descriptions
Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: [modifier](cost); [modifier](cost)
Background
The daughter of a notorious gunslinger, Molly always wanted to be in the family business. When her powers manifested at a young age, she had a hard time controlling them and took to using firearms to help her “aim” her fiery bolts. Now, she’s out in the world making a name for herself as a bounty hunter, and looking whatever happened to that fool of an adoptive brother of hers who ran off and joined something called “The Tomorrow Legion.”


Gear
Standard starting gear with Huntsman armor.

Advances
Iconic Framework
  • Arcane Background (Psionics): A Burster begins with Arcane Background (Psionics) choosing three powers from the list above, the Major Psionic Edge, and a d6 Psionics skill. Bursters begin with 20 ISP (10 ISP base, doubled by the Major Psionic Edge).
  • „Everything Burns: The fires started by the Burster are some of the most intense possible and can set almost any material aflame. When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • „Fiery Aura: As an action (no roll or ISP required) a Burster can surround himself with a damage field of flame and heat, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to himself (stacks with protection and natural armor, but not worn armor). This fiery aura also adds 1d6 damage to any Fighting attack he makes. If the Burster spends 3 ISP when activating Fiery Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the M.D.C. quality. Fiery Aura goes away whenever the Burster is Incapacitated or is otherwise unconscious.
  • „Fire Mastery: The Burster has the Innate Ability to create, control, and eliminate minor fire, heat, and smoke effects using elemental manipulation for no ISP. As an action, she may activate the Elemental Fury or Exalted Manipulation modifier costing no ISP. Non-arcane environmental protection has no effect against this ability.
  • „Firewalker: The Burster is impervious to all sources of fire and heat; he could take a dive into a river of lava and come out unscathed. They are immune to Heat environmental Hazards, fire/flame damage, plasma damage, and gain +4 on rolls to resist heat-based arcane effects. Bursters take –4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • „Flame Bolt: The Burster can hurl forth a flaming bolt of 3d6 Mega Damage (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as normal. Flame Bolt is Range Smarts ×2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
  • 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: As with any powerful psychic, the Coalition and True Federation consider Bursters allied with enemy factions to be a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice.
  • „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).


Advances
  • Initial Advances: (From Hindrances): Raise 2 Attributes
  • Free Edge (Human): Rapid Flame Bolt
  • Novice 1 Advance: Raise Attribute
  • 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:
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