[dice:1jambidg]56903:0[/dice:1jambidg] A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and and one of the modifiers listed under Body Armor in the Hero's Journey section.
[dice:1jambidg]56903:1[/dice:1jambidg] Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
HJ:
[dice:1jambidg]56903:2[/dice:1jambidg] Training: Choose professional edge. Major Psionic.
[dice:1jambidg]56903:3[/dice:1jambidg] Psionics: More ISP means more power to work with, and your character has it. He gains the Power Points Edge. Psionics who already have this Edge should reroll.
Power List: bolt, protection, smite, telekinesis, farsight
Power Descriptions
Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect
Background
To be added if entered in a game.
Gear Items: Standard Gear (Huntsman Armor), substituting 2 Colt Peacemakers
Credits:
Contacts
Advances Please list all Edges and Advances taken for your character here
Iconic Framework
Begin with Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities with the Range (Self) limitation. Choose one other power from the standard Psionics list. Begin with Shooting d6 plus the Ambidextrous and Two-Gun Kid Edges.
Begin with the Danger Sense and Quick Edges.
Energetic Diminishment: While protection is activated, the Psi-Slinger takes –4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
Telekinetic Enhancement: When imbuing a firearm with smite, the weapon does one additional die of damage. E.g, a Colt Peacemaker empowered with base smite by a PsiSlinger does 3d6+3 damage. Begin with either
the Arrogant,
Heroic, Overconfident , or Vengeful (Major) Hindrance for no added benefit.
Make one less roll on the Hero’s Journey tables.
Begin with standard Starting Gear, substituting two Colt Peacemakers.