Eric - PsiX

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Dr. Asterisk
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Eric - PsiX

Post by Dr. Asterisk »

https://savaged.us/s/ihn1kzw2

Ignore the wealth - I dunno how to reset it.




"Eric"

Novice Male Psi-X Alien, Nega-Psychic

Iconic Framework: Nega-Psychic
Background
(point of view here is from his delusional history)

"Eric" or "Beany" (real name unpronounceable and sounds like radio static) as some of his human acquaintances call him, is a chubby, overindulgent, annoying PsiX. While he means well, his delivery is boorish and he is more tolerated than liked.

Eric made a good living on PreA Earth enjoying technological advancements, some of which he helped create (but not for a long time) then spending most of his earnings on sweets, booze, high end eateries, etc.

The coming of Rifts Earth put Eric into hiding for decades, after which he realized he had to once again "try at life." He has become less lazy in recent years, offering his help against the Coalition and supernatural threats -- not because they are necessarily evil in his eyes (despite what they would do to him if they caught him) but because they are so incredibly strict and boring in his view. They keep all the good stuff for the brass and that doesn't include him.

Eric is an arcane denier, another reason why people don't talk to him much and refuse to listen to his 64-chan conspiracy theories. He saw an old movie once that claimed that scientific advancement is seen as magic by primitive species and hoo boy, did he run with that. His Nega- abilities aren't helping as events are more easily explained away as coincidence.

Eric has volunteered for the Tomorrow Legion because they are the most tolerant group that offers at least some protection from the super- er, scientific and obviously extraterrestrial threats all over the planet. Maybe he can make enough to go back into hiding for a couple more decades.

Description
Load-Bearing Chest Rig/IRMSS - Patron Item
Psynetic Crystal Amplifier - Patron Item (+10 ISP, +2 Notice Checks and to Detect Arcana, combined with Expanded Awareness/innate power total +6 to sight-based Notice/D.A., which can be exalted as Eric is Master Psionic)
Note: Multi-optics helmet also offers +2 to sight-based Notice checks

Rich 1: Replace Armor - Arzno Exterminator
Rich 2: Reduce Min. Str. Armor, +1 Armor

Filthy Rich 1: Multi-Optics Helmet
Filthy Rich 2: Replace Ranged Weapon

Add healing and warrior's gift to armor (credits)

TX-5 Pistol ammo is all wooden projectiles


Attributes: Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4-2, Fighting d8, Language (American) d8, Language (Dragonese/Elven) d6, Language (Faerie) d6, Language (Gobbely) d6, Language (Linguist #6) d6, Language (Spanish) d6, Notice d8+2, Persuasion d4-1, Psionics d12+1+2, Repair d4, Shooting d6+1, Stealth d6
Pace: 6; Parry: 9; Toughness: 19 (11)
Strain: 6/6
Hindrances: Delusional (minor, that he is on alternate Earth and can eventually return to Pre-A Earth), Doubting Thomas, Habit (major, Indulgence: food, sweets, drink, excess of whatever is there), Mania (minor, elevated mood during indulgence, irritable after), Quirk (social boor), Ugly (minor)
Edges: Adept (Boost Trait), Brave, Filthy Rich, Major Psionic, Master Psionic, New Powers (Boost/Lower Trait, Arcane Protection), Rich, Strong Willed
Armor: Armored Cloak (Armor 2), Arzno TWA-1600 Exterminator EBA (TW) (Armor 9), Large Shield (+3 Parry, -4 Cover), Multi-Optics Helmet ()
Weapons: Unarmed (Range Melee, Damage Str), Knuckledusters and Spikes (Range Melee, Damage Str+d4), TW Storm Rifle (Range 30/60/120, Damage 4d6+2, ROF 1, AP 4), TX-5 Pump Pistol (Range 12/24/48, Damage 4d4+2, ROF 1), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: IRMSS — Internal Robot Medical Surgeon System, NG-S2 Survival Pack (Contains: Survival Knife, Wooden Cross), 10x TX-5 Pump Pistol Cartridge
Languages: Spanish (d6), Linguist #6 (d6), Gobbely (d6), Faerie (d6), Dragonese/Elven (d6), American (native, d8)
Current Wealth: $22,200
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Deflection (Savage Worlds: Adventure Edition p157-158), Dispel (Savage Worlds: Adventure Edition p158-159; Limitations: Smarts (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Puppet (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168), Telekinesis (Savage Worlds: Adventure Edition p169), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
Special Abilities
  • Addictive Personality: All Psi-X Aliens suffer from Habit (Major).
  • Dissociative Disorder: Gain the Quirk (Minor) Hindrance.
  • Hyper-Intelligent: Start with a Smarts d8, adjust Trait maximum to d12+2.
  • Light Sensitive: Must wear goggles or other protective eye wear to avoid a −2 penalty to Notice checks and ranged attacks in bright light conditions.
  • Little Green Men: Initial Reactions to them typically start at Uncooperative.
  • Low Light Vision: Psi-X Aliens ignore Dim and Dark Illumination penalties.
  • Mind Over Matter: −1 penalty to all Strength (including damage) and Vigor rolls, and a −1 to Toughness.
  • Natural Psionics: Psi-X Aliens begin with the Arcane Background (Psionics) and Power Points Edges, 15 ISP, a Psionics skill of d6, and start with three powers: mind link, telekinesis, and one other power from the Mind Melter’s list of psionics. They naturally telekinetically hover and move a few feet above the ground at their base Pace—at no cost as a free action—and must concentrate to walk on their own two legs. If a Psi-X Alien chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are those listed above (even if not normally allowed by that Framework) and he gains two additional powers to his starting total (e.g., a Psi-X Burster starts with five powers, etc.).
  • Obsessive Interest: Begin with one Smarts based skill of their choice at d4 and gain +2 when using that skill.
  • Out of It: They suffer a −2 to all Common Knowledge rolls.
  • Owl-Eyed: Gain +2 on sight-based Notice checks.
  • Psychic Sight: Detect arcana power as an Innate Ability with Range (Self). They may sense supernatural beings within line of sight with a Notice check. If they also choose a Framework with that ability, they gain +2 on all associated rolls.
  • Restricted Path: Cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Touch of Madness: Roll once on the Crazy’s Psyche Degradation table.
  • Psionics: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Deflection (Savage Worlds: Adventure Edition p157-158), Dispel (Savage Worlds: Adventure Edition p158-159; Limitations: Smarts (limited); Skill Bonus: +1), Healing (Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Puppet (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168), Telekinesis (Savage Worlds: Adventure Edition p169), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
  • Languages Known: Spanish (d6), Linguist #6 (d6), Gobbely (d6), Faerie (d6), Dragonese/Elven (d6), American (native, d8)
  • Arcane Background (Psionics): Arcane Background (Psionics) choosing three powerst, the Major Psionic Edge, Psionics d6 and 20 ISP (10 ISP base, doubled by Major Psionic). Their powers are not disrupted by their own Greater Arcane Resistance.
  • Disrupt Magic: Can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. ISP costs are normal, and she may use Modifiers she has access to.
  • Greater Arcane Resistance: Reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Targeting the Nega-Psychic suffer a −8 penalty, and she gains +8 to opposed Trait rolls to resist powers.
  • Rapid Healing: Natural healing roll daily to recover Wounds, then Injuries. +2 on rolls to resist Poison and Disease Hazards.
  • Rebellious Spirit: Begin with the Brave and Strong Willed Edges.
  • Beneficial Powers Resistance: Nega- Psychics can still wield TW gear, such as firing a TW weapon or using the farsight ability in a pair of TW goggles. However, anything external that would give her a direct benefit to herself (like healing or mind link cast by an ally) is rolled at a −8 due to her Greater Arcane Resistance.
  • Cybernetics: Disrupting the inherent power flows within a Nega-Psychic’s spirit can harm her resistances. Each point of Strain from cybernetics reduces the value of Greater Arcane Resistance by one, so 3 points would reduce her resistance to 5.
  • Enemies: Supernatural creatures and beings tend to hate Nega-Psychics with an unreasoning fury, often attacking them first if their abilities are discovered.

Advances
Novice Advances
  • Raise Attribute: Spirit
  • Edge: New Powers (Boost/Lower Trait, Arcane Protection)
  • Edge: Adept (Boost Trait)
Current Load: 59.25 (61)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Dr. Asterisk on Sun Jan 09, 2022 12:32 pm, edited 5 times in total.

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Re: Eric - PsiX

Post by Imperator »

Looks legit. @Technospawn
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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Re: Eric - PsiX

Post by Technospawn »

Approved and moved to group thread @Imperator @Dr. Asterisk
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Re: Eric - PsiX

Post by Freemage »

Ahh... quick note: Psi-X "Aliens" haven't been around all that long--certainly not pre-Apocolypse. Their existence only dates back to sometime after the Coalition founded Lone Star, where they were created using forbidden (and failed) human genetic engineering experiments.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Eric - PsiX

Post by Dr. Asterisk »

Yep, I know that. That's his delusion.
Freemage wrote: Sun Nov 14, 2021 9:39 am Ahh... quick note: Psi-X "Aliens" haven't been around all that long--certainly not pre-Apocolypse. Their existence only dates back to sometime after the Coalition founded Lone Star, where they were created using forbidden (and failed) human genetic engineering experiments.

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Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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Re: Eric - PsiX

Post by Sarah Winters »

Updated 1.18.22 https://savaged.us/s/ihn1kzw2

Just in case I change the original account and lose access to the OP.

"Eric"

Seasoned Male Psi-X Alien, Nega-Psychic

Iconic Framework: Nega-Psychic
Background
(point of view here is from his delusional history)

"Eric" or "Beany" (real name unpronounceable and sounds like radio static) as some of his human acquaintances call him, is a chubby, overindulgent, annoying PsiX. While he means well, his delivery is boorish and he is more tolerated than liked.

Eric made a good living on PreA Earth enjoying technological advancements, some of which he helped create (but not for a long time) then spending most of his earnings on sweets, booze, high end eateries, etc.

The coming of Rifts Earth put Eric into hiding for decades, after which he realized he had to once again "try at life." He has become less lazy in recent years, offering his help against the Coalition and supernatural threats -- not because they are necessarily evil in his eyes (despite what they would do to him if they caught him) but because they are so incredibly strict and boring in his view. They keep all the good stuff for the brass and that doesn't include him.

Eric is an arcane denier, another reason why people don't talk to him much and refuse to listen to his 64-chan conspiracy theories. He saw an old movie once that claimed that scientific advancement is seen as magic by primitive species and hoo boy, did he run with that. His Nega- abilities aren't helping as events are more easily explained away as coincidence.

Eric has volunteered for the Tomorrow Legion because they are the most tolerant group that offers at least some protection from the super- er, scientific and obviously extraterrestrial threats all over the planet. Maybe he can make enough to go back into hiding for a couple more decades.

Description
Load-Bearing Chest Rig/IRMSS - Patron Item
Psynetic Crystal Amplifier - Patron Item (+10 ISP, +2 Notice Checks and to Detect Arcana, combined with Expanded Awareness/innate power total +6 to sight-based Notice/D.A., which can be exalted as Eric is Master Psionic)
Note: Multi-optics helmet also offers +2 to sight-based Notice checks

Rich 1: Replace Armor - Arzno Exterminator
Rich 2: Reduce Min. Str. Armor, +1 Armor

Filthy Rich 1: Multi-Optics Helmet
Filthy Rich 2: Replace Ranged Weapon

Add healing and warrior's gift to armor (credits)

TX-5 Pistol ammo is all wooden projectiles

Current credits 1.18.22 4,000


Attributes: Agility d6, Smarts d12, Spirit d10 (d12, +2 to trait rolls), Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4-2, Fighting d8, Language (American) d8, Language (Dragonese/Elven) d6, Language (Faerie) d6, Language (Gobbely) d6, Language (Linguist #6) d6, Language (Spanish) d6, Notice d8+2, Persuasion d4-1, Psionics d12+1+2, Repair d4, Shooting d8+1, Stealth d8
Pace: 6; Parry: 9; Toughness: 20 (11)
Strain: 6/6
Hindrances: Delusional (minor, that he is on alternate Earth and can eventually return to Pre-A Earth), Doubting Thomas, Habit (major, Indulgence: food, sweets, drink, excess of whatever is there), Mania (minor, elevated mood during indulgence, irritable after), Quirk (social boor), Ugly (minor)
Edges: Adept (Boost Trait, Arcane Protection), Arcane Resistance, Brave, Filthy Rich, Major Psionic, Master Psionic, New Powers (Boost/Lower Trait, Arcane Protection), Rich, Strong Willed
Armor: Armored Cloak (Armor 2), Arzno TWA-1600 Exterminator EBA (TW) (Armor 9), Large Shield (+3 Parry, -4 Cover), Multi-Optics Helmet ()
Weapons: Unarmed (Range Melee, Damage Str), Knuckledusters and Spikes (Range Melee, Damage Str+d4), TW Storm Rifle (Range 30/60/120, Damage 4d6+2, ROF 1, AP 4), TX-5 Pump Pistol (Range 12/24/48, Damage 4d4+2, ROF 1), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: IRMSS — Internal Robot Medical Surgeon System, NG-S2 Survival Pack (Contains: Survival Knife, Wooden Cross), 10x TX-5 Pump Pistol Cartridge
Languages: Spanish (d6), Demongogian (d6), Gobbely (d6), Faerie (d6), Dragonese/Elven (d6), American (native, d8)
Current Wealth: $4,000

Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30 (+5 Amulet)
  • Powers:
    Arcane Protection (Savage Worlds: Adventure Edition p148)
    Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect)
    Boost Trait {Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (in armor)}
    Deflection (Savage Worlds: Adventure Edition p157-158); Limitations, Self (in armor)
    Dispel (Savage Worlds: Adventure Edition p158-159; Limitations: Smarts (limited); Skill Bonus: +1)
    Healing (Savage Worlds: Adventure Edition p162); Limitations, Self (in armor)
    Mind Link (Savage Worlds: Adventure Edition p164-165)
    Puppet (Savage Worlds: Adventure Edition p166)
    Smite (Savage Worlds: Adventure Edition p168)
    Telekinesis (Savage Worlds: Adventure Edition p169)
    Warrior's Gift (Savage Worlds: Adventure Edition p169-170); Limitations, Self (in armor)
    Intangibility, Greater, self (Amulet) (net cost 1 ISP/duration)
Special Abilities
  • Addictive Personality: All Psi-X Aliens suffer from Habit (Major). Eric is consuming sugar and other comforts most waking hours.
  • Dissociative Disorder: Gain the Quirk (Minor) Hindrance. Eric is kind of a jerk.
  • Hyper-Intelligent: Start with a Smarts d8, adjust Trait maximum to d12+2.
  • Light Sensitive: Must wear goggles or other protective eye wear to avoid a −2 penalty to Notice checks and ranged attacks in bright light conditions.
  • Little Green Men: Initial Reactions to them typically start at Uncooperative.
  • Low Light Vision: Psi-X Aliens ignore Dim and Dark Illumination penalties.
  • Mind Over Matter: −1 penalty to all Strength (including damage) and Vigor rolls, and a −1 to Toughness.
  • Natural Psionics: Psi-X Aliens begin with the Arcane Background (Psionics) and Power Points Edges, 15 ISP, a Psionics skill of d6, and start with three powers: mind link, telekinesis, and one other power from the Mind Melter’s list of psionics (Puppet). They naturally telekinetically hover and move a few feet above the ground at their base Pace—at no cost as a free action—and must concentrate to walk on their own two legs. If a Psi-X Alien chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are those listed above (even if not normally allowed by that Framework) and he gains two additional powers to his starting total (e.g., a Psi-X Burster starts with five powers, etc.).
  • Obsessive Interest: Begin with one Smarts based skill of their choice at d4 and gain +2 when using that skill (Psionics).
  • Out of It: They suffer a −2 to all Common Knowledge rolls.
  • Owl-Eyed: Gain +2 on sight-based Notice checks.
  • Psychic Sight: Detect arcana power as an Innate Ability with Range (Self). They may sense supernatural beings within line of sight with a Notice check. If they also choose a Framework with that ability, they gain +2 on all associated rolls.
  • Restricted Path: Cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Touch of Madness: Roll once on the Crazy’s Psyche Degradation table.
  • Psionics: Power Points: 30; Powers: see above
  • Languages Known: Spanish (d6), Demongogian (d6), Gobbely (d6), Faerie (d6), Dragonese/Elven (d6), American (native, d8)
  • Arcane Background (Psionics): Arcane Background (Psionics) choosing three powers, the Major Psionic Edge, Psionics d6 and 20 ISP (10 ISP base, doubled by Major Psionic). Their powers are not disrupted by their own Greater Arcane Resistance.
  • Disrupt Magic: Can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. ISP costs are normal, and she may use Modifiers she has access to.
  • Greater Arcane Resistance: Reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Targeting the Nega-Psychic suffer a −8 penalty, and she gains +8 to opposed Trait rolls to resist powers. Eric is +10/-10 with added Arcane Resistance edge
  • Rapid Healing: Natural healing roll daily to recover Wounds, then Injuries. +2 on rolls to resist Poison and Disease Hazards.
  • Rebellious Spirit: Begin with the Brave and Strong Willed Edges.
  • Beneficial Powers Resistance: Nega- Psychics can still wield TW gear, such as firing a TW weapon or using the farsight ability in a pair of TW goggles. However, anything external that would give her a direct benefit to herself (like healing or mind link cast by an ally) is rolled at a −10 due to her Greater Arcane Resistance.
  • Cybernetics: Disrupting the inherent power flows within a Nega-Psychic’s spirit can harm her resistances. Each point of Strain from cybernetics reduces the value of Greater Arcane Resistance by one, so 3 points would reduce her resistance to 5.
  • Enemies: Supernatural creatures and beings tend to hate Nega-Psychics with an unreasoning fury, often attacking them first if their abilities are discovered.

Advances
Novice Advances
  • Raise Attribute: Spirit
  • Edge: New Powers (Boost/Lower Trait, Arcane Protection)
  • Edge: Adept (Boost Trait, Arcane Protection)
Seasoned Advances
  • Raise Attribute: Vigor
  • Edge: Arcane Resistance
  • Edge: Elan (update 3/9/22)
  • Custom Edge: Wizard but for AB:Psionics (cleared with GM)
Current Load: 59.25 (81)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Sarah Winters on Mon Apr 04, 2022 7:22 pm, edited 22 times in total.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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Sarah Winters
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Re: Eric - PsiX

Post by Sarah Winters »

20171005183219-d1ae8eba.png
20171005183219-d1ae8eba.png (17.35 KiB) Viewed 2981 times

Psynetic Crystal Amplifier (Patron Item)

These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
• • † More ISP means more power to work with, and your character has it. She gains +10 ISP to his base.
• § Some powers become second-nature to the crazy. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.

Crystalline Augmenter:
• • † Enhanced Senses: +2 on Notice and to the use of Detect Arcana.
• § Conservation of psychic energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the ISP cost by 1 (minimum 0)
†: Modifier from being attached to head and worn.
§: Additional modifier from being surgically connected to the character's brain as a cybernetic (M.O.M.) implant.
Limitation: Non-crazy's can only wear the amplifier; implantation lobotomizes "normal" psionics. Only crazies can have a psynetic crystal amplifier implanted. With GM approval, certain MARS psychics might be allowed to implement limited M.O.M. development (retrapped edges and cybernetics).
Side-effects as an implant: As time progresses and the character develops in experience, he will begin to experience psychological instability which manifests as an additional Unstable Psyche roll per rank.


20171026170728-1ab298b3.png
20171026170728-1ab298b3.png (32.5 KiB) Viewed 2981 times
NG LPO Elite Load-Bearing Chest Rig (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.
• Attachment: Rifle
• Attachment: Rifle
• Attachment: Pistol
• Attachment: Ammo
• Attachment: Ammo
• Attachment: Stakes
• Attachment: Booze
• Attachment: Booze
• Attachment: Booze
• Attachment: Food
• Attachment: Food
• Attachment: Food



Amulet of Etherealness, Signature Item (could be circlet but I never got use my amulet png I made for a previous character so it's an amulet now. So if you're wondering why the image looks familiar, there ya go)

Crafted from blue Benitoite and the extraordinarily rare Transparent Grandidierite and housed in platinum and silver, this amulet has been enchanted by powerful psychics to pursue the goal of transcending the physical world.

Its powers are activated by Spirit roll or arcane skill. In addition to the power costs, the amulet costs one ISP per hour to function.

Base item: 20,000 credits (rare and otherworldly metal and gemstones) + 3d12 hours

Major Enchantments:
+1D to the wearer's Spirit 10,000 credits
Power: Intangibility 20,000 credits (limitation: self/wearer)
Power modifier: Greater (duration = minutes) 20,000 credits

Minor Enchantments:
+2 to wearer's Spirit rolls 5000 credits x2
5 ISP embedded in the amulet 5000 credits
Dweomer Shard Amulet.png
Dweomer Shard Amulet.png (222.22 KiB) Viewed 2836 times
Total costs: 85,000 credits and 3d6 days +3d12 hours + 6d6 hours

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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