Private Jaren Steelcreek - Psi-Stalker Ranger (Approved)

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Private Jaren Steelcreek - Psi-Stalker Ranger (Approved)

Post by Steelcreek »

Jaren Steelcreek
Rank: Veteran Advances Left: 0
Race: Psi Stalker
Iconic Framework: CS Ranger (MARS/Wilderness Scout)
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8
Pace: 10, d10 running; Parry: 6; Toughness: 17(8); Strain: 0
Skills:
  • Athletics d8+2 to Climb
  • Common Knowledge d8+2 for people/geography in NA
  • Electronics d8
  • Fighting d8
  • Notice d12+2
  • Occult d8
  • Piloting d8
  • Persuasion d4
  • Repair d6+2
  • Riding d6
  • Shooting d10
  • Stealth d8+2 in wild (but see Frontiersman)
  • Survival d10+2 in North America, +2 more in wild

Hindrances
  • Driven (Major): He wants to be the very best and show that his tribe’s reputation is well-founded.
  • Loyal (Minor): Good hunters don’t leave their men behind.
  • Quirk (Minor): He’s got a thing for soda and it gets him in trouble from time to time.

Racial Abilities
  • Ambidexterity: Psi-Stalkers start with the Ambidextrous Edge.
  • Animal Empathy: Psi-Stalkers start with Riding d6 and animals treat them as one of their own, though this can be problematic with territorial predators.
  • Fast: Increase Pace by +2 and Running die by a die type.
  • Mutant (Minor): Psi-Stalkers 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.
  • 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 to Psychic Sense.
  • 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).
  • Racial Enemy: Psi-Stalker and Simvan tribes (see page 68) have been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
  • Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.

Edges and Iconic Abilities
  • Fleet Footed (MARS): Pace +2, increase running die one step.
  • Woodsman (MARS): +2 to Survival and Stealth in the wilds.
  • Ambidextrous (Psi-Stalker): Ignore –2 penalty when making Trait rolls with off-hand.
  • Quick (F&G): The hero may discard and redraw Action Cards of 5 or lower.
  • Frontiersman (HJ): The wilderness skills of some Wilderness Scouts and other explorers—such as the “Swamp Stompers” of Dinosaur Swamp— become so finely-honed they give them an edge over more classically-trained companions. A Frontiersman gains +2 to identify animals, monsters, plants, and weather conditions in the wild. He may also substitute Survival for Stealth when stalking a target or trying to avoid a predator while in the great outdoors.
  • Alertness (HJ): +2 to Notice rolls.
  • Mr. Fix-It (HJ): +2 to Repair rolls, half the time required with a raise.
  • Soldier (Hindrances): Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
  • Field Intel (Advance): This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a +2 bonus on rolls versus Surprise and Notice or Electronics rolls made to detect location, activity, concealment, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Stealth rolls.
  • Killer Instinct (Advance): The hero gets a free reroll in any opposed Test he initiates.
  • Arcane Resistance (Advance): Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
  • Double Tap (Advance): +1 to hit and damage when firing no more than RoF 1 per action.
  • Conditioned (Advance): Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties from environmental Hazards.
  • Psychic Bloodhound (Advance): A few Psi-Stalkers and Dog Boys become quite refined in their senses. Their Psychic Sense gains the effect of the Exalted Detect Arcana power modifier.
  • Command (Advance): +1 to Extras’ Shaken recovery rolls in Command Range.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Steelcreek
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Re: Private Jaren Steelcreek - Psi-Stalker Ranger (Wilderness Scout)

Post by Steelcreek »

Powers
Arcane Background: N/A
ISP: 0- Recovery: N/A

Psychic Sense [detect Arcana] (0 ISP) [Novice]
  • Range: Sight
  • Duration: Always on.
  • Trapping: Activated by Notice; no visible effect.
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Detect vs. Conceal: Detecting arcana against someone or something that's been concealed is an opposed roll of arcane skills (roll each time it's attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
  • Modifiers: EXALTED DETECT ARCANA: Detect arcana is greatly enhanced, 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:
    • Active powers and arcane abilities.
    • Type of supernatural creature (vampire, werewolf, dragon, etc.).
    • Enchantments present on an item.
    • Amount of PPE or ISP possessed by a target.
    • Other information the GM allows.
    • When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Steelcreek
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Re: Private Jaren Steelcreek - Psi-Stalker Ranger (Wilderness Scout)

Post by Steelcreek »

Background
From the Boston Mountains in the Ozarks, Steelcreek comes from a small tribe that stays on top of the food chain in its region by closely allowing itself with the Coalition (and gaining access to decommissioned CS gear on the cheap). It’s been a beneficial relationship for all parties, really.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Steelcreek
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Re: Private Jaren Steelcreek - Psi-Stalker Ranger (Wilderness Scout)

Post by Steelcreek »

CA-4 Camouflage EBA:
Image
• +8 Armor and +3 Toughness
• Full Environmental Protection
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range
• Public-address loudspeakers
Multi-Optic Helmet
• Multi-Cam Variable Camoflage: +2 to Stealth in most environments; takes one minute to color change.
• Optional Mag-5 Jetpack (60MPH, Handling +1, +2 Stealth) (by Assignment Only)
• Weight: 20 (Min. Str. d6)

C-11 TAG Multi-Role Rifle (on shoulder strap)
Image
Precision Laser Weapon - 4d6, AP 4, 30/60/120
• Damage: 4d6, AP 4
• Range: 30/60/120
• ROF: 1
• Shots: (Shares E-Clip with Pulse Ion Weapon)
• Note: Cauterize, Heavy Beam, Integrated Multi-Optics Scope, No Recoil
Tactical Pulse Ion Weapon - 1-3d10, 20/40/80
• Range: 20/40/80
• Damage: 1-3d10
• ROF: 3
• Shots: (Shares E-Clip with Precision Laser Weapon)
• Notes: Heavy Pulse, Wide Spread
Hunting Rifle Round
• Range: 24/48/96
• Damage: 7.62mm Regular Ammunition: 2d8, AP 2
• Damage 7.62mm SLAP Ammunition: 2d10, AP 6
• ROF: 1, Snapfire
• Shots: 1 (hand loaded)
• SLAP Ammunition: MD, Hyperkinetic, Subject to Technical Difficulties
• Shots: 30*
• Note: Energy Reserve*
• Weight: 7 (Min Str d6)

GEAR Load-Bearing Harness (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Grenade Pouch Type 1: 2 fragmentation grenades (5/10/20; 5d6 MD, LBT)
• Grenade Pouch Type 1: 2 smoke grenades
• Knife Sheath: Vibro-Knife
Image
• • Damage: Str+d6, AP 6, MD
• • Notes: Harmonic Blades, MD, Powered Weapons
• • Weight: 2 (Min Str d4)
• Small Sidearm Magazine Pouch: 1 pistol e-clip for Vibro-Knife (and a place to put the discharged e-clip)
• Small Sidearm Magazine Pouch: pouch for 2 pistol e-clips
• Holster: CP-30 Laser Pulse Pistol
Image
• • Range: 10/20/40
• • Damage: 3d6, AP 4
• • Rate of Fire: 3, 3RB
• • Shots: 30 (72 with Optional hip/backpack energy pack)
• • Notes: Cauterize, No Recoil
• • Weight: 4
• Medium All-Purpose Storage Pouch: Multi-Optics Goggles: All the fun of a Multi-Optic Helmet, in goggle form. Useful for when he needs to operate sans-helmet.
• Medium Rifle Magazine Pouch: 2 Rifle E-Clips
• Small All-Purpose Storage Pouch: Empty or a trinket
• Small All-Purpose Storage Pouch: Empty or a trinket

Utility Belt: (4 lb)
• Pouch: Canteen (half gallon).
• Pouch: Communicator (5 mile range).
• Pouch: Compass/inertial mapper.
• Pouch: Firestarter kit (solar-powered lighter and flint & steel).
• Pouch: Flashlight/signal light (with bright halogen and infrared options).
• Pouch: Mini first aid kit (+1 Healing check, only one use).
• Pouch: Power bars (three, each can sustain a normal human for a day).
• Rifleman's Large Magazine Pouch (holds fresh E-Clips, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame.
• • 3 Rifle E-Clips
Melee Weapon Sheath: Vibro-Shortsword
Image
• • Damage: Str+d8, AP 8, MD
• • Notes: Harmonic Blades, MD, Powered Weapons
• • Weight: 3 (Min Str d6)

CS-S2 Survival Pack (30 lb)
• Extra Uniform x2, underclothes x4, and boots
• 2 person tent, +20% water supplies
• Sleeping bag
• Flashlight w/knife; solar
• Inertial compass (+2 to Survival to navigate)
• Short range (5 mile) radio
• First aid kit (+1 to healing; 3 uses)
• Hunting/Fishing kit (+1 to Survival to forage)
• Three ‘saw wires’
• Fire starter
• Survival Knife, hatchet, wooden cross
• 4 signal flares
• Climbing kit w/30 rope
• Soap and washcloth
• Canteen
• 2 weeks rations
• Wooden Cross
• Mallet and 12 wooden stakes
• Insertion Tube Speed Loaders for CM-1902 Assault Shotgun (10 rounds each - define load)
• Insertion Tube Speed Loaders for CM-1902 Assault Shotgun (10 rounds each - define load)
• Insertion Tube Speed Loaders for CM-1902 Assault Shotgun (10 rounds each - define load)
Attached to side of pack
CM-1902 Assault Shotgun
Image
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the shotgun.
•• Range: 10/20/40
• • Damage: 1– 3d8+4, AP: 5
• • Special: When using this round, the Throwback acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 12/24/48
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 3
• Payload: Expanded internal tubular magazine, 30 round capacity (3 rows of ten). Switching between rows is free action equivalent to drawing a weapon (i.e. limited to twice per round as a free action, per SWADE). Using an insertion tube speed loader, reloading a tube is Reload 3. Otherwise each tube must be reloaded one round at a time.
• Features:
• • A golden age recoil suppression system negates 1 points of penalty to hit from auto-fire.
• Min Strength d8; (15 lbs.) The recoil dampening helps reduce the needed strength to use BigBore rounds or fire shotguns in automatic rates of fire.
• Coalition Technological Superiority: Uses the Coalition Industry Manufacturer Quality (Empires of Humanity, page 38)
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Steelcreek
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Re: Private Jaren Steelcreek - Psi-Stalker Ranger (Wilderness Scout)

Post by Steelcreek »

Notes on Rebuild
Fortune & Glory (Keeping prior rolls)
  • Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Hero's Journey:
  • Training: There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb. (Kept from original build.)
  • Education: 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. (Kept from original build.)
  • Training: 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. (Kept from original build; substituting Frontiersman from Blood & Banes for duplicate Woodsman Edge, provided GM approves.)
  • Experience & Wisdom: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (He gets to choose this result thanks to being a Bear 2 vet!)
  • Training: [dice:3tniehck]59033:0[/dice:3tniehck]. Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.
Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d10
Smarts: d8
Spirit: d10
Strength: d8
Vigor: d8

Skills:
  • Athletics d8+2 to Climb
  • Common Knowledge d8+2 for people/geography in NA
  • Electronics d8
  • Fighting d8
  • Notice d12+2
  • Occult d8
  • Piloting d8
  • Persuasion d4
  • Repair d6+2
  • Riding d6
  • Shooting d10
  • Stealth d8+2 in wild (but see Frontiersman)
  • Survival d10+2 in NA, +2 more in wild

Racial Abilities
  • Ambidexterity: Psi-Stalkers start with the Ambidextrous Edge.
  • Animal Empathy: Psi-Stalkers start with Riding d6 and animals treat them as one of their own, though this can be problematic with territorial predators.
  • Fast: Increase Pace by +2 and Running die by a die type.
  • Mutant (Minor): Psi-Stalkers 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.
  • 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 to Psychic Sense.
  • 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).
  • Racial Enemy: Psi-Stalker and Simvan tribes (see page 68) have been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
  • Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.

Iconic Framework
  • 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
  • Training: There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb.
  • Education: 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.
  • Training: 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. (Substituting Woodsman for Frontiersman).
  • Experience & Wisdom: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
  • Training: Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.

MARS Fortune & Glory
Fortune and Glory
  • Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • 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): Raise Attribute, Soldier
  • Cybernetic Modifications: None
  • Novice 1 Advance: Raise Attribute
  • Novice 2 Advance: Danger Sense
  • Novice 3 Advance: Field Intel
  • Seasoned 1 Advance: Killer Instinct
  • Seasoned 2 Advance: Raise Attribute
  • Seasoned 3 Advance: Arcane Resistance
  • Seasoned 4 Advance: Double Tap
  • Veteran 1 Advance: Conditioned
  • Veteran 2 Advance: Psychic Bloodhound
  • Veteran 3 Advance: Command
  • 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:
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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