Zak Maclintock Psi Stalker/Psi Slinger

A team of the Legions rising stars is sent on an odyssey to find the origin of some mysterious technology.
GM: Imperator
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Zak Maclintock
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Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

Zak Maclintock
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

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Zak Maclintock
Posts: 10
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
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Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

ELIMINATE 1,5,8,9,11,13,14 AND 17 from MARS Table
[dice:3w1dhs63]66252:0[/dice:3w1dhs63]
Learned Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
[dice:3w1dhs63]66252:1[/dice:3w1dhs63]
Any Choice
My Young Apprentice: Gain the Sidekick Edge. The sidekick is a Wild Card character with his or her own Iconic Framework. Additionally, roll once on the Experience & Wisdom, Training, or Underworld & Black Ops table; your hero and sidekick both gain the result, reflecting a notable shared experience.

heroes Roll
[dice:3w1dhs63]66252:2[/dice:3w1dhs63]
Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses
[dice:3w1dhs63]66252:3[/dice:3w1dhs63]
Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.

[dice:3w1dhs63]66252:4[/dice
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.
[dice]66252:4[/dice:3w1dhs63]

1d20


Big Damn Heroes
Heroic Journey rolls +2
[dice:3w1dhs63]66252:7[/dice:3w1dhs63]
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.

[dice:3w1dhs63]66252:8[/dice:3w1dhs63]
While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival

Starting wealth x2
Advances +1

[dice:3w1dhs63]66252:6[/dice:3w1dhs63] × 100 =1500 Credits, and [dice:3w1dhs63]66252:5[/dice:3w1dhs63] × 500= 3500 credits worth of gear or valuables
[dice:3w1dhs63]66252:4[/dice:3w1dhs63]
Narative
[dice:3w1dhs63]66252:9[/dice:3w1dhs63]
Dice rolls
1d20: [3] = 3
1d20: [18] = 18
Last edited by Zak Maclintock on Fri May 22, 2020 2:27 pm, edited 5 times in total.
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

User avatar
Zak Maclintock
Posts: 10
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

Character Sheet
Character Name Zak Maclintock
Rank: Seasoned
Race: Psi Stalker
Iconic Framework: Mars /Psi Slinger (A&M pg 20)
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4
Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • • Athletics (Ag) - d4 (Core)add +1 to Athletics rolls made to climb in urban areas.-d4

    • Common Knowledge (Sm) - d4 (Core) -d4

    +1•Notice (Sm) - d4 (Core) Two die types to any three Smarts-d10, he adds +2 to his Notice d10+2

    • Persuasion (Sp) - d4 (Core)+d4
    +1+1 •Stealth (Ag) - d4 (Core) and add +1 to Stealth rolls when in an urban environment. add +2 Stealth rolls made in the wild , (Body Armor) Armor +2 to all Stealth Rolls d18+3/4
    1+1• Electronics (Sm)-d4 Two die types to any three Smarts-d10

    +1+1+1• Fighting (Ag)-4 (Training) She gains +1/3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.-d10
    +1+1+1• Piloting (Ag) -d8
    • Psionics (Sm)-d6 Two die types to any three Smarts-d10
    +1• Riding d6(Ag) d8

    • Shooting d6(Ag)(Training) +2/3Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination. d10

    1• Survival (Sm)-d4 add +2 to Survival rolls, rolls made in the wild two die types to any three Smarts,one die type increase in Survival(Training) and gains a one die type increase in Survival.d10+2

    +1+1• Thievery (Ag) -d4 adding +1 to those rolls in all circumstances. +1 Skill Point to spend on Athletics, Stealth, or Thievery a d8+1
Hindrances
  • • Hindrance (Major): Heroic from Slinger
    • Hindrance (Major): Code of Honor (Major) Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior
    • Hindrance (Minor): Cautious (Minor) This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
    • Hindrance (Minor): Driven (Minor) A vow is a commitment to others. Driven characters want something for themselves. It may be to protect the realm, become a decorated officer, prove you’re the best gladiator in Rome, or the best pilot in the galactic fleet. The Minor version shapes the character and pushes his decisions but either happens rarely or is fairly harmless.
    • Hindrance (Minor): Mutant (Minor): PsiStalkers can be creepy and off-putting, especially to magic users and psionics. Not fully accepted in Coalition high society and despised by the Federation of Magic, initial Reactions often start off Uncooperative
    • Hindrance (Minor): Racial Enemy: Simvan tribes -2
Racial Abilities
  • • Ability: Ambidexterity: PsiStalkers start with the Ambidextrous Edge
    • Ability: Animal Empathy: PsiStalkers start with Riding d6 animals treat them as one of their own, though this can be problematic with territorial predators
    • Ability: Fast: Increase Pace by +2 and Running die by a die type
    • Ability: Mutant (Minor): PsiStalkers can be creepy and off-putting, especially to magic users and psionics. Not fully accepted in Coalition high society and despised by the Federation of Magic, initial Reactions often start off Uncooperative
    • Ability: Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, this is an extra sense which is always active. They use the Notice skill to detect the presence and location of anything psychic, magic, or supernatural including invisible or astral beings, and arcane items. They can track specific beings and items using the Survival skill. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty
    • Ability: Psychic Vampire: Though Psi-Stalkers can absorb PPE from ley lines, the energy is distasteful. Even when not stalking targets with an Arcane Background, the wilds of Rifts Earth teem with supernatural critters, demons, faerie folk, entities, and elemental beings which constitute a veritable buffet for Psi-Stalkers. They must consume at least 25 Power Points (PPE or ISP) a week or suffer a level of Fatigue—they starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP consumed restores a level of Fatigue—these Power Points cannot fuel psionic powers. As an action at a range equal to Spirit, the Psi-Stalker makes an opposed Spirit roll against an injured supernatural target (must be successfully Shaken or Wounded with an attack, fully Soaked attacks don’t count). On a success they consume their Spirit in Power Points from the target. With a raise—or when the target is Incapacitated/killed— they consume all of their target’s Power Points; any excess is available for nearby comrades (this is how entire Psi-Stalker tribes can feed on one large kill).
    • Ability: Racial Enemy: Psi-Stalker and Simvan tribes (see page 66) have
    been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
    • Ability: Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.
Edges and Iconic Abilities
  • • Edge: Arcane Psionics

    • Edge:STALKER Ambidextrous Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.

    • Edge MAJOR PSIONIC Requirements: Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+ A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.

    • Edge MASTER PSIONIC Requirements: Veteran, Major Psionic, Smarts d8+, Psionics d10+ The psychic has unlocked the penultimate powers of the mind and spirit—the Master Psionic gains access to the Mega Power Modifiers for all known psionics powers. Those with a mind link may take mind reading. They also add elemental manipulation to their power list applying either an ectoplasm (equivalent to earth), electrokinetic (air), hydrokinetic (water), or pyrokinetic (fire) Trapping to the power. Master Psionics may either apply the chosen Trapping to their powers or the standard telekinetic force Trapping. Mind Melters who take elemental manipulation may freely choose among all of these Trappings or the standard telekinetic force Trapping when activating powers.

    • Edge:(Slinger)Marksman, REQUIREMENTS: Seasoned, Athletics d8+ or Shooting d8+ 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 per action, she may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with the Aim maneuver and applies to each Shooting or throwing action that turn

    • Edge: (Slinger) Steady Hands REQUIREMENTS: Novice, Agility d8+ Firing from the back of a horse or moving vehicle is tricky business, but your adventurer has figured it out. She ignores the Unstable Platform penalty (see page 109). This also helps when running, reducing the usual penalty from −2 to −1 (see Movement, page 92).

    • Edge: Danger Sense REQUIREMENTS: Novice Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.

    • Edge: (Slinger) Quick REQUIREMENTS: Novice, Agility d8+ Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five. Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher

    • Edge: CONTROLLED HUNGER Requirements: Novice, Psi-Stalker, Spirit d6+, Vigor d8+ Psi-Stalkers, especially those who leave their tribe, can learn to master their hunger. They need to feed less often, and need far less to feel satisfied. A Psi-Stalker with this Edge needs to consume only 30 Power Points every two weeks to avoid Fatigue levels, and can drain friendly beings without violence.

    • Edge: Two-Gun Kid REQUIREMENTS: Novice, Agility d8+ Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack. Example: Red has a sword in one hand and a pistol in the other. She has both Two-Fisted and Two-Gun Kid, so she can make a Fighting attack on one action and then a second Fighting or Shooting attack with no Multi-Action penalty on a later action that turn.


    • Edge:Thief REQUIREMENTS: Novice, Agility d8+, Stealth d6+, Thievery d6+ Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas. Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment. Finally, these rogues are—not surprisingly— adept at Thievery itself, adding +1 to those rolls in all circumstances.

    • Edge:I KNOW A GUY Requirements: Novice, Persuasion d6+, Charismatic Some people seem to know someone everywhere they go or make contacts quickly and easily. The contact may not be the most amazingly helpful person—they may even have an unrequited crush on the hero or hate them for some past slight. The person known may be well-placed in an organization, or just as easily a homeless person who knows the word on the street. The point is, however, almost anywhere he goes, the hero seems to have a knack for connecting with people who know something of value or can contact some helpful folks. 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: Sidekick REQUIREMENTS: Wild Card, Legendary A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests. The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, starts each session with two Bennies, may Advance, and has abilities that complement his mentor. The player character controls his sidekick just like any other ally, though he may occasionally cause trouble by getting captured, running into danger when he’s not supposed to, and so on. The player should be prepared for his Edge to occasionally become a Hindrance! If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again. Fortunately, heroes may always spend Bennies for their sidekicks as if she had the Common Bond Edge. Sidekicks must actually take that Edge to do the same for their mentors.

    • Edge Woodsman REQUIREMENTS: Novice, Spirit d6+, Survival d8+ Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time. Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).

    • Edge: brief description
    • Edge:
    •Edge: brief description
    • Edge:
Last edited by Zak Maclintock on Tue May 12, 2020 8:38 pm, edited 6 times in total.
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

User avatar
Zak Maclintock
Posts: 10
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

Powers
Arcane Background:Psionics,
PPE/ISP: 20- Recovery: 5/10/20/30/hour
to the following powers (Rank permitting): arcane protection*, bolt, boost Trait†, detect/ conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.

Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked with a dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). Psionics gain access to Mega Power Modifiers by taking the Major Psionic then Master Psionic Edges. Psionic combat powers have a telekinetic force Trapping with an appearance like molten glass, possibly arcing with energy and tinted with color.

• Trapped Power Name [Bolt Innate Abilities] (ISP1) [ Novice ]
  • • Range: 12/24/48
    • Duration: Instant
    • Trapping: Fire, ice, light, darkness, colored bolts, a stream of insects
    • Effect: Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise
    • Modifiers:
    Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
    ► Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
    ► Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
    ONSLAUGHT (MEGA POWER) Power Points: 2–8 or 4 Range: 18/36/72 Duration: Instant The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage
• Trapped Power Name [Protection Innate Abilities] (ISP Cost 1) [Power Rank Novice]
  • • Range: self
    • Duration: 5
    • Trapping: Chosen Trapping -4 from energy
    • Effect: Summary of power Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster. Protection doesn’t normally stack with other armor, but see the Toughness modifier.
    • Modifiers: [modifier](cost); [modifier](cost)
    „ GREATER PROTECTION (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.
    „ ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each. „ MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
    „ TOUGHNESS (+2): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise). This means it stacks with natural or worn armor.
• Trapped Power Name [Smite] (ISP2) [ Novice ]
  • • Range: Self
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
    „ GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite
• Trapped Power Name [Telekinisis] (ISP 5) [Power Rank Season]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
    „ EXALTED TELEKINESIS (+3): The Strength of telekinesis is d12, +2 Strength for each raise. Consult the Super Strength Table (on page 69) to determine how much the caster can lift and manipulate. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage when used as weapons. „„ Telekinetic Enhancement: When imbuing a Modern Firearm (see Savage Worlds) or TW equivalent with smite, the weapon does one additional die of damage. So, a Colt Peacemaker empowered with base smite by a PsiSlinger does 3d6+3 damage.
• Trapped Power Name [ Fly] (ISP3 Cost) [Power Vet]
  • • Range: Smart
    • Duration: 5
    • Trapping: Gusty winds
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
    Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
    Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
    SWIFT FLIGHT (MEGA POWER) Power Points: 8 or 10 Range: Touch Duration: 3 (1/round) Swift Flight increases the target’s flying speed. For 8 Power Points, the recipient flies at 4×Pace and is −1 to be hit by ranged attacks. For 10 PPs, the recipient flies at 8×Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.
• Trapped Power Name [detect arcana, Psi Stalker] (PP always on [Power Rank Novice]
  • • Range: Smart
    • Duration:constant
    • Trapping: Waving hands, whispered words.
    • EffectDetect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
    • Modifiers:
EXALTED DETECT/CONCEAL ARCANA (MEGA POWER) Power Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour)
  • This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
    „„ What kind of magic is at work.
    „„ Currently active powers.
    „„ General type of supernatural creature (vampire, werewolf, dragon, etc).
    „„ Any enchantments present on an item.
    „„ How much PPE or ISP a target possesses.
    „„ Other information the GM thinks appropriate.
    When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
• Trapped Power Name [Boost/Lower Trait](ISP 2) [Novice]
  • • Range: Smart
    • Duration: 5
    • Trapping:
    • Effect: Summary of power
    • ModifiersThis power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits. MOdiFierS
• Trapped Power Name [Havoc] (PP Cost) [Novice]
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
„ STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
„ GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.
  • • Range: Smart
    • Duration: instant
    • Trapping:
    • Effect: This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions. With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97). Anyone touched by the template is Distracted and must then make a Strength
    roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center). Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard). Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on. MOdiFierS
    • Modifiers: [modifier](cost); [modifier](cost)
    „ AREA EFFECT (+1): Havoc affects a Large Blast Template.
    „ STRONG (+1): Strength rolls are made at −2
    „ GREATER HAVOC (+2): Targets are knocked back a total of 3d6" and take 2d6 damage if they strike a hard object
Last edited by Zak Maclintock on Mon May 11, 2020 8:41 pm, edited 3 times in total.
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

User avatar
Zak Maclintock
Posts: 10
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

Background

Zak’s Story
Early days out west Lone Star Tribes
Zak Maclintock is one of the Lone Star Tribes. The clans in the Pecos Empire are among the most savage and murderous on the continent. This may be a response to the high level of competition from bandits and other intelligent life forms (in the Psi-Stalkers' minds they have stepped up to the challenge), not to mention the presence of large monsters, mutants, the CS and other dangers. Nobody knows with certainty how many Wild Psi-Stalkers consider Lone Star their homeland, but CS estimates place their number at around 200,000. Wild Psi-Stalkers in the State of Lone Star are most numerous around the Haunted Ruins of Dallas, The Bend and along the Rio Grande River (where they prey extensively on vampires). Printed from (from Paladium Rifts WB)

At an early age he was taught the ways of the wilds, survival, stealth, tracking and hunting and some of his special abilities brought him to the CS at Lone Star.

With CS they gave him special training to go out and do their bidding. They recognized his intelligence and trained him to read and write. At this time, he enjoyed the pack and the excitement of the hunt. Dog Boys and other mutant animals got along just fine. He trained to fight along side of the packs and other CS forces. He exceled greatly at his job, so much so, Lone Star decided to give him extra training.

Eventually they gave him training for special ops, he became well trained as a thief for them. CS figured that when they came to an area Zak could go off and break in take what information travel and items were needed and then leave. They figured he could always get away by flight, stealing a hovercycle, or animal ride. Again, he exceled at this and other CS control areas would ask for him to help them out for special circumstances. Because of this eventually got to travel far and wide and in the Magic zone the federation of magic tried to hunt down this killer of . mages. Back home he was nick named the Lone Star Kid. Then the war came.

Tolkeen, forces were called up from all around the CS to bring the Evil Magic Nation of Tolkeen to her knees. It was a good time and a bad time. Both sides lost thousands. Zak lost several friends He saved his Lieutenant several times. After the war Zak decided to call it quits and to set out on his own.

Post Tolkeen he traveled a bit and changed his mind about magic users, at Tolkeen he saw families, die some didn’t have magic, some did. Children, babies and mothers, all were targets. Some of them just wanted to get away from the war and wanted to be left alone. A big problem was what is a good Mage and what is a bad mage? It is easier to just kill them and to save yourself.

He took jobs smuggling supplies, weapons and people around, all over. He eventually decided to work for the castle
Last edited by Zak Maclintock on Sun May 10, 2020 7:34 pm, edited 2 times in total.
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

User avatar
Zak Maclintock
Posts: 10
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

Gear (post gear as a reply to character sheet)

NG-S2 Survival Pack (20 lb)
  • • 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.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Body Armor:

MI "VAQUEROS" HEAVY EBA
  • The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

    Covered in a fiber-optic material, your 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.

    • Armor: +7 Toughness: +3
    • Weight: 20 lbs (Min Str: d6)
    • Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
    • Rarity: -3; Cost: 40,000
Weapons
2 Colt Peacemakers (.45)
  • Colt Peacemaker (.45)
    • Range: 12/24/48
    • Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
    • ROF: 1
    • Shots: 6
    • Weight: 4 lbs. (Min Str: d4)
    • Rarity: +1 Cost: 6,500
4 quick Reload Cylinder

3,000 Universal Credits, and 7,000 credits worth of gear or valuables

Contacts: See I Know a Guy Edge, Was in CS, via H&G,
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

User avatar
Zak Maclintock
Posts: 10
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • • Initial Advances: (MAJOR PSIONIC)
    • Initial Advances:(MASTER PSIONIC)
    • Edge(s) granted by Racial Ambidexterity, Marksman, Steady Hands, Danger Sense, Quick, Thieves, I KNOW A GUY,Sidekick
    • Novice 1 Advance: Power Points 10
    • Novice 2 Advance: Two-Gun Kid
    • Novice 3 Advance: strength +1 die
    • Seasoned 1 Rapid Fire
    • Seasoned 2 Advance: New Powers Havoc and Boost/Lower Trait
    • Seasoned 3 Advance: Spirit +1 Die
    • 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:
Last edited by Zak Maclintock on Tue May 12, 2020 8:39 pm, edited 2 times in total.
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

User avatar
Imperator
Posts: 76
Joined: Tue May 28, 2019 6:42 pm

Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Imperator »

Mostly it looks good a couple of errors and questions remain however.

Athletics: It will cost 2 skill points to raise athletics to d6 since his strength is only d4 at that point.

Thievery: I see one die from build points and one from HJ result, how are you getting d10?
GM of 21st SET
GM bennies


Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Zak Maclintock
Posts: 10
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Zak Maclintock Psi Stalker/Psi Slinger

Post by Zak Maclintock »

Ok so If I put the strength at 4, then move its Skill point to Thievery: it should work
Zak Maclintock
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0

ISP:20
Bennies 4
EP bought: +2

Armour:
MI "VAQUEROS" HEAVY EBA
• Armor: +7 Toughness: +3 // Protection greater +6,+8
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air

Weapons:
Colt Peacemakers (.45)
Colt Peacemaker (.45)
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1 PSi Slinger enhancement 3d6+3 AP3
• ROF: 1
• Shots: 6

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