Jethro Tewl - Psi Ghost MARS Vagabond

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Jethro Tewl
Posts: 20
Joined: Sat Oct 02, 2021 5:32 pm

Jethro Tewl - Psi Ghost MARS Vagabond

Post by Jethro Tewl »

Jethro Tewl

Rank: 7 (Seasoned)
Advances Left: 0
Race: PSI-GHOST
Iconic Framework: MARS Vagabond
Attributes:
  • Agility d6
  • Smarts d10
  • Spirit d8
  • Strength d6
  • Vigor d6
Pace: 6" (d6); Parry: 5; Toughness: 10 (1); Strain: 0

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
Hindrances
  • 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.
Racial Abilities
  • 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 from
    the standard list
    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.
    —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.
Edges and Iconic Abilities
  • 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
FG HJ 6d20: [17, 14, 13, 17, 8, 15] = 84
Last edited by Jethro Tewl on Tue Nov 02, 2021 4:57 pm, edited 23 times in total.
Jethro Tewl
Posts: 20
Joined: Sat Oct 02, 2021 5:32 pm

Jethro Tewl - Psi Ghost MARS Vagabond - POWERS

Post by Jethro Tewl »

Powers

Arcane Background: Psionics
ISP: 30 - Recovery: 5/hour
Acquired Power Points
  • Presence Sensing Psionics - Base 10 ISP [10]
  • Hindrance (Driven/Wanted): Power Points Edge (+5 ISP) [15]
  • Rank 7: Major Psionic Edge (2 x ISP) [30]
Known Powers
  • Novice: detect/conceal arcana, healing, relief, boost trait, confusion
  • Seasoned: disguise, warrior's gift




Trapped Power Name [Detect Arcana] (1 ISP Cost) [Novice]
Range: Smarts (10")
Duration: 5
Trapping: Chosen Trapping
Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. 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).

MODIFIERS
  • RANGED (SELF) LIMITATION (-1)



Trapped Power Name [Conceal Arcana] (1 ISP Cost) [Novice]
Range: Smarts (10")
Duration: one hour
Trapping: Chosen Trapping
Effect: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale (see the Size Table page 179).

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
  • RANGED (SELF) LIMITATION (-1)
  • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.



Trapped Power Name [Healing] (3 ISP Cost) [Novice]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect: Healing removes Wounds less than an hour old. The penalty to the caster’s arcane skill roll is the victim’s Wounds, if any (to a maximum of −3 for those who can take more than three). A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds.

For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)

MODIFIERS
  • GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
  • CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the
    subject is Exhausted for 24 hours.
  • NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.



Trapped Power Name [Relief] (1 ISP Cost) [Novice]
Range: Smarts (10")
Duration: Instant
Trapping: Chosen Trapping
Effect: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.

MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.




Trapped Power Name [Boost Trait] (2 ISP Cost) [Novice]
Range: Smarts (10")
Duration: 5
Trapping: Chosen Trapping
Effect: Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.

Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.

MODIFIERS
  • RANGE (SELF) LIMITATION (-1)
  • ASPECT (BOOST) ONLY (-1)



Trapped Power Name [Confusion] (1 ISP Cost) [Novice]
Range: Smarts (10")
Duration: Until the end of the victim’s next turn
Trapping: Chosen Trapping
Effect: Confusion confounds a target, making him both Distracted and Vulnerable if he fails a Smarts roll (at −2 with a raise on the arcane skill roll). Both states are removed at the end of the victim’s next turn.

MODIFIERS
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.




Trapped Power Name [Disguise] (1 ISP Cost) [Seasoned]
Range: Smarts (10")
Duration: 10 minutes
Trapping: Chosen Trapping
Effect: Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however.

Those who have reason to question the imposter’s identity make a Notice roll at −2 to see through the disguise (−4 with a raise on the casting roll). This is a free action.

MODIFIERS
  • RANGE (SELF) LIMITATION (-1)
  • SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.



Trapped Power Name [Warrior's Gift] (3 ISP Cost) [Seasoned]
Range: Smarts (10")
Duration: 5
Trapping: Chosen Trapping
Effect: With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).

MODIFIERS
  • RANGE (SELF) LIMITATION (-1)



Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power






Set up the “spells” as you like for your convenience.
Last edited by Jethro Tewl on Sun Oct 03, 2021 5:16 pm, edited 16 times in total.
Jethro Tewl
Posts: 20
Joined: Sat Oct 02, 2021 5:32 pm

Jethro Tewl - Psi Ghost MARS Vagabond - GEAR

Post by Jethro Tewl »

Gear

NG-S2 Survival Pack (20 lb)
Image
  • • 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

Plastic-Man Light EBA
Image
  • • Armor: +4 Toughness: +1
    • Weight: 13 lbs (Min Str: d4)
    • Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
    • Rarity: +1; Cost: 18,000

NG-33 Laser Pistol
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Rarity: +1 Cost: 6,500

Two E-clips or magazines for each weapon
Credits:
4d6 × 100
700
Universal Credits 4d6!!: [3, 1, 1, 2] = 7
, and 2d4 × 500 credits worth of
1000
Gear or Valuable 2d4!!: [1, 1] = 2


List gear. Weapons. Etc here.
Last edited by Jethro Tewl on Sun Oct 03, 2021 5:22 pm, edited 5 times in total.
Jethro Tewl
Posts: 20
Joined: Sat Oct 02, 2021 5:32 pm

Jethro Tewl - Psi Ghost MARS Vagabond - ADVANCES

Post by Jethro Tewl »

Advances

Hero’s Journey
  • Underworld & Black Ops (14) - +1 Persuasion, Research, and Stealth; +2 Common Knowledge
  • Education (15) - Research d8
  • Education (17) - +3 DT Smart Skills
  • Experience & Wisdom (18) - Great Luck Edge
Advances
  • Initial Advances: (Bonus from Hindrances):
    • New Powers Edge (Boost Trait; Confusion)
    • Power Points Edge (15 ISP)
  • Edge(s) granted by Racial Features:
    • Arcane Background (Psionics)
  • Edges(s) from Hero’s Journey Rolls:
    • Great Luck
  • Novice 1 Advance (MARS) A: Smarts d10
  • Novice 2 Advance (MARS) S: Academics d10/Research d10
  • Novice 3 Advance (MARS) E: Linguist Edge
  • Seasoned 1 Advance (MARS) E: New Powers Edge (Disguise; Warrior's Gift)
  • Seasoned 2 Advance (PbP) A: Spirit d8
  • Seasoned 3 Advance (Campaign) S: Psionics d8/Occult d10
  • Seasoned 4 Advance (Campaign) E: Major Psionic Edge
  • 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:
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Jethro Tewl - Psi Ghost MARS Vagabond

Post by Imperator »

Looks good to me.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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