Billy Shag, MARS Psi-Warrior, Ramblin' Man

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Billy Shag
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Billy Shag, MARS Psi-Warrior, Ramblin' Man

Post by Billy Shag »

Billy Shag aka Woolly Billy aka Marshal Bill

Seasoned Male Sasquatch, MARS Psi-Warrior, and Lead Singer, The Shagmuffins

Iconic Framework: MARS Psi-Warrior
Background
"Oh, maybe you ain't herd o'us. We used to be the Shagwoolies and before that, The Shag Rangers and the Shagbaggers.

It's a gimmick but you'd be surprised at how many of the ladies go for -- HEY - WE DON'T OPEN FOR AN HOUR, THANKS!

Sorry. Anyway, we are here on Fridays and Saturdays thru the spring and then we take spring and most of summer to tour. We do unplugged shows 'round the fire at night sometimes, too. Depends on how good the smokes are.

We could use another roadie. No? Well, I tried. It's the best life! Rex, give this guy a round on me and let me see if I can remember the chords to this one. Sit back and relax there, sonny."

Description
Billy hides in plain sight with his "We Got Both Kinds" persona and band. He really plays up the sasquatch "myth" and overdoes it to the point that almost everyone thinks it is just a gag.

Sasquatche (the plural of Sasquatch, also see, "Mirage" of Sasquatche - Woollypedia) are mostly pacifists but Billy doesn't take too kindly to anyone mistreating those around him or letting innocent people suffer. He will break a pool cue when necessary.


Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Academics d6, Athletics d8, Common Knowledge d4, Fighting d10, Language ('Murican) d8, Notice d8, Performance d6+1, Persuasion d8+1, Psionics d12, Shooting d8, Stealth d8, Survival d8+2
Pace: 6; Parry: 8 (+1 blade, +3 shield); Toughness: 16 (5); Size: Normal (2)
: Strain: 8/8
Hindrances: All Thumbs, Code of Honor, Loyal, Mild Mannered, Pacifist (minor), Vow (major, ), Wanted (minor, )
Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger, Major Psionic, New Powers (Sloth/Speed, Warrior's Gift), Psi-Blade, Psi-Shield, Woodsman
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str+d4), Psi-Blade (Range Melee, Damage Str+d10+smite, AP 24, M.D.C., +1 to hit, +1 parry), Elvis Dino-Bone Pool Cue (Range 3/6/12, Damage Str+d6+1, ROF 1, AP 3, M.D.C.), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Survival Knife (Range Melee, Damage Str+d4), Viggo's Custom Legacy Bolt Action Rifle (Range 30/60/120, Damage 2d10+2, ROF 1, AP 4, +1 Parry), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Backpack (Contains: First Aid Kit (basic supplies), Grappling Hook, Lantern (four hours, 4” radius), Medic Kit, Night Vision Goggles, Binoculars), Horse (Contains: Saddle, White Gibson Elvis-embossed Guitar, White fuzzy Amplifier), 2x Hunting Rifle Ammunition, NG-S2 Survival Pack (Contains: Blanket), Scope, 6x Silver Bullet, Large, Wooden Cross
Languages: 'Murican, 'Murican (native, d8)
Current Wealth: 245
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 20
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Deflection (Savage Worlds: Adventure Edition p157-158), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Empathy (Savage Worlds: Adventure Edition p160), Environmental Protection (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Speed (Savage Worlds: Adventure Edition p167; Limitations: One Aspect), Telekinesis (Savage Worlds: Adventure Edition p169), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Limitations: Touch (limited))
Special Abilities
  • Animal Appearance: Sasquatch suffer a −1 to Persuasion.
  • Cyber-Resistant: They cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the biocomp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table.
  • D-Bee (Major): Initial reactions typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostiles often result in violence.
  • Natural Woodsmen: Begin with the Woodsman Edge and a d6 in Survival.
  • Low-Tech: They use simple melee weapons—including those that do Mega Damage like Vibro-Blades—and non-powered body armor. Most do not use guns, but a few make use of simple rifles. They dislike vehicles, choosing not to learn to drive and preferring not to ride inside of them.
  • Natural Psionics: Begin with the Arcane Background (Psionics) Edge and start with the following three powers: detect/conceal arcana, empathy, and mind link. If a Sasquatch chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework) and the Sasquatch gains two additional power to his starting total (so a Sasquatch Burster starts with five powers, for example).
  • Near-Human Physiology: Those unfamiliar with Sasquatch biology are at a −1 penalty to Healing skill rolls.
  • Non-Standard Build: Sasquatch subtract 2 from Trait rolls when using equipment not designed for them, and can't wear commonly available armor or clothing, these items must be custom tailored at triple normal costs. Glitter Boy armor (and the Iconic Framework) isn't an option, neither is most power armor. Equipment and food cost double the listed price.
  • Pacifist: They are vegetarians. They have the Pacifist (Minor) Hindrance.
  • Powerful: Start with Strength d8 (Trait maximum d12+2) and Vigor d6 (Trait maximum d12+1).
  • Restricted Path: Cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Size +2 (Normal): Have a height of 9–12 feet. Their size grants them +2 Toughness.
  • Wild Men of the Woods: When in the city for more than a day, they grow irritable and depressed and suffer a −2 to all Trait rolls. They must make a Spirit roll every day to remain calm; if they fail, they must leave the city for the nearest natural habitat.
  • Psionics: Power Points: 20; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost/Lower Trait (Savage Worlds: Adventure Edition p156; Limitations: Self (limited); Skill Bonus: +1), Deflection (Savage Worlds: Adventure Edition p157-158), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Empathy (Savage Worlds: Adventure Edition p160), Environmental Protection (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Speed (Savage Worlds: Adventure Edition p167; Limitations: One Aspect), Telekinesis (Savage Worlds: Adventure Edition p169), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Limitations: Touch (limited))
  • MARS Advances: Psi-Warriors begin as Seasoned heroes.
  • Psi-Warrior Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers.
  • Psi-Warrior Skills & Edges: Fighting d6, as well as the Adept, Block, Chi, Psi-Shield, and Psi-Blade Edges.
  • Psi-Warrior Resistance: +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
  • The Arts of Offense: Psi-Blade counts as Claws when applying bonuses from Edges.
  • Psi-Warrior Code: Begin with either the Code of Honor or Heroic Hindrance for no added benefit.
  • Choose Your Fate (Hero's Journey): If you keep this selected, then you should see two additional HJ rolls below this list to select/roll.
  • Unnerving Presence (Hero's Journey): Your hero gains +1 on all social skill checks. If he has empathy, or fear, he gains a free reroll when using those powers.
  • Unbound Power (Hero's Journey):Boost Trait

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Justice Ranger
  • Edge: Brawler
Seasoned Advances
  • Edge: New Powers (Sloth/Speed, Warrior's Gift)
  • Edge: Major Psionic
  • Edge: Trademark Weapon-Psi-Blade
  • Edge: Rapid Recharge
Current Load (normal/combat): 103.05 / 62.05 (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: Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Billy Shag on Mon May 02, 2022 7:04 pm, edited 8 times in total.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
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Ndreare
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Re: Billy Shag, MARS Psi-Warrior, Ramblin' Man

Post by Ndreare »

Can you update this using the export steps shown in the recruitment post so it is easier to read?

PS: Looks good and Psi-Warrior is one of my favorites.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Billy Shag
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Re: Billy Shag, MARS Psi-Warrior, Ramblin' Man

Post by Billy Shag »

Trappings:
Most of Billy's Trappings are lines from rock or country songs. Since most are powers that affect self and/or allies and few to none are attack type powers, a simple intonation of a favorite ditty usually gets him the desired results. I will come up with an appropriate list sometime.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
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