Rank: 7 (Seasoned)
Advances Left: 0
Race: PSI-GHOST
Iconic Framework: MARS Vagabond
Attributes:
- Agility d6
- Smarts d10
- Spirit d8
- Strength d6
- Vigor d6
Skills:
- Athletics (Ag) d4 d6
- Common Knowledge (Sm) d4 d8
- Notice (Sm) d4 d8
- Persuasion (Sp) d4 d6
- Stealth (Ag) d4) d6
- Academics (Sm) d10
- Fighting (Ag) d6
- Healing (Sm) d6
- Intimidation (Sp) d6
- Language (Sm)
- Language (Spanish) (Sm) d6
- Language (--) (Sm) d6
- Language (--) (Sm) d6
- Language (--) (Sm) d6
- Language (--) (Sm) d6
- Language (--) (Sm) d6
- Occult (Sm) d10
- Performance (Sp) d6
- Psionics (Sm) d8
- Research (Sm) d10
- Shooting (Ag)
- Survival (Sm) d8
- Thievery (Ag) d6
- Curious (Major): Flavor text about it
- Driven (Minor): Having once been captive to a Master Vampire, Jethro seeks every opportunity to free those enslaved or enthralled.
- Enemy (Vampires) (Minor): He has a reputation among most Vampires of being a threat to their livelihood or more correctly un-livelihood.
- 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 (HEALING, RELIEF)—chosen fromthe 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.
- 1. Select a MARS Package from the list below: VAGABOND
The ultimate wanderer, explorer, and Renaissance person, the Vagabond is also a true survivor.- Begin with +4 skill points. [PERFORMANCE d6, STEALTH d6, THIEVERY d4]
- Gifted Learner : Vagabonds make all unskilled checks at d4 (instead of d4−2).
- Begin with Elan, Luck, Hard to Kill, and one more Edge of choice. CHARISMATIC
- Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
- Experience & Wisdom Table (18) : There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
- Begin with standard Starting Gear.
- 2. Roll on the MARS Fortune & Glory Table (page 44) two times, possibly modified by package.
- (6) SMART & LEARNED: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills. [ACADEMICS d6, OCCULT d6, SURVIVAL d6]
- (12) FORTUNE FAVORS THE BOLD: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.
- 3. MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
- Underworld & Black Ops Table (14) : Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
- Education Table (15) : Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8. RESEARCH d8
- Education Table (17) : Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills. [ACADEMICS d8, OCCULT d8, SURVIVAL d8]
- 4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
- Hindrance (Curious): New Powers Edge (Boost Trait; Confusion) Hindrance (Driven/Wanted): Power Points Edge (15 ISP)
- Agility d6 (1), Smarts d8 (1), Spirit d6 (1), Strength d6 (1), Vigor d6 (1)
- Athletics d6 (1), Common Knowledge d8 (2), Notice d8 (2), Persuasion d6 (1), Fighting d6 (2), Healing d6 (2), Intimidation d6 (2), Language (Spanish) d6 (2), Thievery d6 (1)
- Rank 1: Smarts d10; Rank 2: Academics d10/Research d10; Rank 3: Linguist Edge; Rank 4: New Powers Edge (Disguise; Warrior's Gift); Rank 5: Spirit d8; Rank 6: Psionics d8/Occult d10; Rank 7: Major Psionic Edge;
- Pace: 6" (d6); Parry: 5; Toughness: 10 (1); Strain: 0