RACE
Psi-Ghosts
- 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).
Mutant (Minor): 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 Presence Sense 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* (even if not normally allowed by that Framework), and the she gains two additional power to her starting total (e.g., a Psi-Ghost Burster get five).
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.
ICONIC FRAMEWORK
Nega-Psychic
HERO’S JOURNEY (TWO ROLLS)
Those Nega-Psychics who take on the role of the wandering defender seek out whatever training, education, and other advantages they can pick up to supplement their innate defenses against paranormal abilities. The Nega-Psychic gains two rolls on any charts except
Cybernetics, Magic & Mysticism, and Psionics.
FOUNDED IN SKEPTICISM
The Nega-Psychic is the natural human evolution of those who opposed the paranormal and supernatural in the days before the Great Cataclysm. Ancient accounts speak of inhuman threats and dangers to normal beings from sources of which most of humanity had no knowledge or understanding. Extraordinary individuals banded together to defend the rest of the population of Earth from these hidden dangers. Among them were those of strong mind and expanded intellect who simply refused to accept the paranormal without rigorous investigation, Only when all other explanations for a problem were exhausted would they then accept the presence of the supernatural—for which they were well-armed and well prepared.
REBELS WITH A CAUSE
With her own psychic potential fully developed into a suite of powerful defensive capabilities, the Nega-Psychic uses her powers to actively combat paranormal threats.
While some Nega-Psychics actively work with the Coalition States for common cause or live as CS citizens, far more prefer to take the battle to those monsters and evil beings who threaten the weak and the innocent, human or otherwise, living outside of the safety of a powerful fortress city.
NEGA-PSYCHIC ABILITIES AND BONUSES
Whether human, near-human, Psi-Stalker, or otherwise, Nega-Psychics are born to resist and combat the supernatural and arcane powers. Extensive training and practice are required to hone this capacity into an effective set of offensive and defensive tools. At the same time, Nega-Psychics learn how to fight and survive in a dangerous world where
beneficial magic and psionics do them little good.
Nega-Psychics have a limited set of powers:
arcane protection*, banish, boost Trait*, darksight*, environmental protection*, havoc, smite*, and telekinesis. Powers marked with an (*) have the Range (Self) limitation listed under Trappings in Savage Worlds; ISP costs are reduced accordingly.
- Arcane Background (Psionics):
Nega-Psychics begin with Arcane Background (Psionics) choosing three powers from the above list, the Major Psionic Edge, Psionics d6 and 20 ISP (10 ISP base, doubled by Major Psionic). Their powers are not disrupted by their own Greater Arcane Resistance.
Disrupt Magic:
A Nega-Psychic can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. When activating dispel ISP costs are paid normally, and she may use Modifiers she has access to.
Greater Arcane Resistance:
This Nega-Psychic ability reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Arcane skills targeting the Nega-Psychic suffer a −8 penalty, and she gains +8 to opposed Trait rolls to resist powers. They may take Arcane Resistance and the improved version to further increase these modifiers.
Rapid Healing:
Nega-Psychics make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed. They are +2 on rolls to resist Poison and Disease Hazards.
Rebellious Spirit:
Nega-Psychics begin with the Brave and Strong Willed Edges.
NEGA-PSYCHIC COMPLICATIONS
The “anti-power” of a Nega-Psychic is a double edged sword; they cannot benefit from beneficial arcane or psionic powers. They show up as a psychic blank and tend to be reviled by supernatural beings and those who abuse their power.
- Beneficial Powers Resistance:
Nega-Psychics can still wield TW gear, such as firing a TW weapon or using the farsight ability in a pair of TW goggles. However, anything external that would give her a direct benefit to herself (like healing or mind link cast by an ally) is rolled at a −8 due to her Greater Arcane Resistance.
Cybernetics:
Disrupting the inherent power flows within a Nega-Psychic’s spirit can harm her resistances. Each point of Strain from cybernetics reduces the value of Greater Arcane Resistance by one, so 3 points would reduce her resistance to 5.
Enemies:
Supernatural creatures and beings tend to hate Nega-Psychics with an unreasoning fury, often attacking them first if their abilities are discovered.
NEGA-PSYCHIC STARTING GEAR
Standard Starting Gear substituting Gladiator Medium EBA, plus a TK Revolver and Vibro-Knife.
HERO'S JOURNEY
- Underworld & Black Ops Table
Roll result [3]
Description:
Your character’s innate understanding of computers makes him one of the most
valuable people in the world. He gains Hacking at d6, as well as +1 when dealing
with electronic security using Thievery.
- Experience & Wisdom Table
Roll result [16]
Description:
Life on the road, in the wilderness, and wandering the streets of the cities that
remain gave your character special insight and some key experience with a
particular calling. You may give her one Professional Edge DEMOLITIONIST, ignoring requirements,
so long as it makes sense and the GM agrees with it.
HINDRANCES
- Obligation (Major)
Shades is obligated to serve the CS to try and prevent them from discovering and destroying other Psi-Ghosts and their settlements. if it comes down to it I’d break ties with CS (maybe just subtly go out of way to prevent) before I give up a fellow Ghost. INC Smarts 1DT (d10)
Secret (Minor) Shades went through some rigourous testing when he entered the CS. He believes that he relayed the locations of his home settlement and possibly the few others that he was aware of at the time.
Shamed (Minor) Shades went through some rigourous testing when he entered the CS. He believes that he relayed the locations of his home settlement and possibly the few others that he was aware of at the time. Master Psionics Edge
ATTRIBUTES
- Agility d4 --> d6 (1)
Smarts d4 --> d8 (2) --> d10 (IA)
Spirit d4 --> d8 (2)
Strength d4
Vigor d4
SKILLS
Athletics (Ag) d4 --> d6 (1)
Common Knowledge (Sm) d4 --> d6 (1)
Notice (Sm) d4 --> d6 (1)
Persuassion (Sp) d4
Stealth (Ag) d4 --> d6 (1)
Academics (Sm)
* Electronics (Sm) --> d6 (2) --> d8 (IA)
Fighting (Ag) --> d6 (2)
* Hacking (Sm) d6 (HJ)
Intimidation (Sp)
Psionics (Sm) d6 (IF) d8 (Race) --> d10 (IA)
* Repair (Sm) --> d6 (2)
* Science (Sm) --> d6 (2)
Shooting (Ag) --> d4 (1)
Survival (Sm) --> d4 (1)
* Thievery (Ag) --> d4 (1)
DERIVED STATISTICS
- Strain 4
Pace 6" (d6)
Parry 5
Toughness 4 + Armor - 11 (5)
EDGES
GEAR
- MONEY & COMMON GOODS
- Universal Credits (4d6) x 100 = [dice:ru4ruqs7]65501:0[/dice:ru4ruqs7] [14] x 100 = 1400
Gear or Valuables (2d4) x 500 = [dice:ru4ruqs7]65501:1[/dice:ru4ruqs7] [3] x 500 = 1500
NG-S2 Survival Pack
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
- Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
Fire starter kit with pocket lighter and flint sparker.
First aid kit with three uses (each refill costs 100 credits).
Flashlight and radio (five-mile range), crank and solar powered.
Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Wooden Cross & Wooden Stakes
BODY ARMOR
- Gladiator Medium EBA
[image]
- • Armor: +7 Toughness: +2
• Weight: 21 lbs (Min Str: d6)
• Notes:
• Rarity: -1; Cost: 38,000
SIDEARM
- NG-33 Laser Pistol
[image]
- • Range: 12/24/48
• Dmg: 3d6, AP: 2
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: The "Classic" is Shooting +1.
• Rarity: -1 Cost: 6,500
TK-Revolver
[image]
- • Range: 12/24/48
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 6
• Weight: 4 lbs. (Min Str: d4)
• Notes: A Colt Peacekeeper can still fire standard rounds (.45)Colt Peacemaker (.45)
[image]
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1
• ROF: 1
• Shots: 6
• Weight: 4 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000
• Rarity: -1 Cost: 15,000
Vibro-Knife
- • Str+d6, AP 6
• Weight: 2 (Min Str d4)
• Notes: Harmonic Blades, MD, Powered Weapons; As an attached Bayonet to a long arm: Str+d8, AP 8, Parry +1, Reach 1, Two Hands
• Rarity: +2 Cost: 7,000
AMMO
- 2 E-clips for NG-33 Laser Pistol