William Rawlins
Rank: Novice Advance: 2
Race: Mutie
Iconic Framework: Burster
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: 6(d6); Parry: 4; Toughness: 17(9); Strain: 0/6
Skills:
- Athletics d4
- Common Knowledge d6
- Electronics d6
- Fighting d4
- Hacking d6
- Notice d8
- Occult d6
- Persuasion d4
- Psionics d10
- Research d8
- Shooting d6
- Stealth d6
- Survival d6
Hindrances
- 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.
- Enemies: As with any powerful psychic, the Coalition and True Federation consider Bursters allied with enemy factions a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice.
- Habit, Smoking (Minor): A Minor Habit irritates those around her but isn’t dangerous.
- Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
- Mutant: Even when accepted as members of human society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
- Mutant Quirk: All muties have some physical deformation that marks them as a mutant but otherwise doesn't truly impact their life. William has no body hair, but when his fiery aura is active it mimics hair.
- 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).
- Thin Skinned (Minor): As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Edges and Iconic Abilities
- Blaster, Expert: Gains access to the Blaster and Master Blaster power modifiers for Flame Bolt.
- Danger Sense: 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, 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. - 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).
- Field Intel: 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 free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions. - 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 MDC quality. Fiery Aura goes away whenever the Burster is Incapacitated or 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.
- Range: 8” (Smarts)
- Effect: This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
- Elemental Fury: Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
- Exalted Manipulation: The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
- Firewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +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 Blast: Gain access to Cone, SBT, MBT, and LBT Template Modifiers for Flame Bolt.
- Investigator: Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
- Major Psionic: 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. - Power Points: Gain +10 to ISP.
- Read the Flame: Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, and any other interesting details the GM might wish to share, such as the fire’s purpose, if any.