Psi-X Zapper

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Psi-X Zapper

Post by Keith » Tue Oct 29, 2019 8:07 pm

Psyche Degradation
1d10 = 5: 5 = Mania (see page 73)

Hero's Journey
Enchanted Items: 1d20 = 8: 8 = Magic Optic System
Psionics 1d20 = 9: 9 = New Powers edge or a power from Mind Melter List

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Re: Psi-X Zapper

Post by Keith » Fri Nov 01, 2019 1:11 pm

Mr Sparks
Player Name: Mr Mike Morrison Sir
Google Handle: Mike
Rank: Novice 1 Advances Left: 0
Race: PsiX (Empires of Humanity)
Iconic Framework: Zapper (Arcana & Mysticism)
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d6
Pace: 0; Parry: 4; Toughness: 5 (6 with electrical aura)
  • Athletics d4
  • Common Knowledge d4
  • Notice d8
  • Persuasion d8
  • Psionics d10
  • Stealth d4
  • Academics d6
  • Fighting d4
  • Intimidation d6
  • Occult d6
  • Taunt d10+2

  • Addictive Personality: Some genetic switch flipped—all Psi-X Aliens suffer from Habit (Major) Tobacco.
  • Dissociative Disorder: Psi-X Aliens instinctively dissociate with humanity, doubting their true origins—they gain the Quirk (Minor) Hindrance.
  • Hyper-Intelligent: Known to be extremely cunning, Psi-X Aliens start with a Smarts d8, adjust Trait maximum to d12+2.
  • Light Sensitive: Sensitive to daylight and bright lighting, Psi-X Aliens 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: With their striking appearance and infamous psionic gifts, Psi-X Aliens face prejudice from the Coalition and others—as D-Bees! Initial Reactions to them typically start at Uncooperative.
  • Low Light Vision: Psi-X Aliens ignore Dim and Dark Illumination penalties.
  • Mind Over Matter: The diminutive beings detest physical labor—even walking—and suffer a −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: Psi-X Aliens begin play with one Smarts based skill of their choice at d4 and gain +2 when using that skill. (Chose Taunt)
  • Out of It: The Psi-X Aliens suffer from a developmental disorder leaving them struggling to understand societal interactions and norms. They suffer a −2 to all Common Knowledge rolls.
  • Owl-Eyed: Keen vision comes with the bug-eyes, Psi-X Aliens gain +2 on sight-based Notice checks.
  • Psychic Sight: Psi-X Aliens can see electromagnetic energy and auras, giving them Expanded Awareness per the Mind Melter ability, see The Tomorrow Legion Player's Guide. If they also choose a Framework with that ability, they gain +2 on all associated rolls.
  • Restricted Path: Psi-X Aliens, because of their peculiar genetic makeup, cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Touch of Madness: The Psi-X’s manipulated DNA creates a chemical imbalance in the mind that causes them to roll once on the Crazy’s Psyche Degradation table.

  • Mania (major, from Race, TLPG page 73): Complicated see TPG page 73- Callous
  • Cybernetics: A Zapper's powers are not compat ible with cybernetics. Even a single point of Strain worth of Cybernetics Will be destroyed by a Zapper using her Abilities and Bonuses (doesn't apply to her Arcane Background powers). Zappers also suffer a −1 to all Psionics rolls per point of Strain.
  • Enemies (Iconic): As with any powerful psychic, the Coalition and True Federation consider Zappers allied with enemy factions to be a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice.
  • Glitchy Electronics (Iconic): Unless properly shielded (usually by an Operator or Techno-Wizard), all minor electronics suffer the Glitch result from the Technical Difficulties chart when within 6” of a Zapper using her powers.
  • PTSD (Major)
  • Loyal (Minor)
  • Vengeful (Minor)

  • Absorb Electricity (Iconic): As an action, a Zapper can roll Psionics skill to drain electrical energy from a machine, building, or power source she touches. On a success, she drains half the stored electrical power of anything up to a large vehicle, causing it to work at about 50% effectiveness (half speed, drained charges, −2 on device until recharged). With a raise, she completely depletes all electrical power and the system needs a full recharge, new batteries, and so on. Causing a serious power drain in an object Size Large or bigger, like a house or a Death’s Head Transport, may be attempted at a penalty of −2 or more (Game Master’s decision, generally −2 per Size Category above Normal).
  • Arc of Life (Iconic): The Zapper can heal by absorbing energy; she removes one Wound when successfully using Absorb Electricity, or two Wounds with a raise. The healing effect requires draining a source with a Size of at least Normal.
  • Arcane Background (Psionics) (Iconic): A Zapper begins with Arcane Background (Psionics) choosing three powers from the list above, 10 ISP, and a d6 Psionics skill.
  • Electrical Aura (Iconic): As an action (no roll or ISP required) a Zapper can surround herself with a damage field of electrical energy, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to herself (stacks with protection and natural armor, but not worn armor). This energy aura also adds 1d6 damage to any Fighting attack she makes. If the Zapper spends 3 ISP when activating Electrical Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
  • Electrical Immunity (Iconic): Zappers have Immunity to all sources of electrical lightning, and ion damage; she could be struck by ten lightning bolts while sitting on a major transformer and feel only a tingle. They have Environmental Immunity to Electricity Hazards, and gain +4 on rolls to resist electricity based arcane effects. Zappers take −4 damage from fire or heat-based attacks as well as laser, plasma, and particle beam weapons.
  • Electrical Mastery: The Zapper has the Innate Ability to create, control, and eliminate minor electrical and static 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.
  • Lightning Bolt (Iconic): The Zapper can hurl an electrical bolt of 3d6 Mega Damage (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as normal. Lightning Bolt has a Range of Smarts ×2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
  • Improved electrical Mastery (Hindrance): Many Zappers grow in their absolute control over electricity and heat, improving their natural Electrical Mastery in a number of ways. A Burster with this Edge increases the Range of his Electrical Mastery to Smarts × 2 (20”), and the Strength of the electrical effects to d12.
  • Killer Instinct (Hindrance): The hero gets a free reroll in any opposed Test he initiates.
  • Bolster (Novice 1): May remove Distracted or Vulnerable state after a Test.

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Re: Psi-X Zapper

Post by Keith » Fri Nov 01, 2019 1:12 pm

  • Intangibility (Zapper):
  • Boost Trait (Zapper): Self only (N 1 Sm 5) Increases a skill or attribute by 1 dt, or 2 dt with a raise.
  • Stun (Race+Zapper): (N 1 Sm S) Stuns.
  • Elemental Manipulation (Zapper): Special see Electrical Mastery and Improved Electrical Mastery
  • Fear (Race+Zapper): (N 2 Sm I) Causes Fear check.
  • Illusion (Racial): (N 3 Sm 5) Creates imaginary images.
  • Mind Link (Racial): (N 1 Sm 5) Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces damage a like amount.
  • Telekinesis (Racial): (S 5 Sm×2 5) Moves items with Strength of d10 (d12 with a raise).

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Re: Psi-X Zapper

Post by Keith » Fri Nov 01, 2019 1:12 pm

  • Money and Common Goods: 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
  • NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes (see page 89 for full stats)
  • Body Armor: Plastic Man Light EBA (+4 Armor, +1 Toughness, d4 Str min, 13 lbs, 18,000 cr)
  • Sidearm: Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6, RoF 1, AP 2, Shots 20*, Str min d4, Weight 2, 11,000 cr) two E-clips or magazines

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Re: Psi-X Zapper

Post by Keith » Fri Nov 01, 2019 1:13 pm

Advances (post Advances as a reply to character sheet)
  • It’s Electric
  • Mind Over Matter
  • Absorb Electricity
  • Arc of Life
  • Arcane Background Psionics + d6 Psionics
  • Electrical Aura (special read above)
  • Electrical Immunity (includes -4 damage from heat, laser, plasma, and particle beam weapons)
  • Electrical Mastery (most awesome of awesome)
  • Lightning Bolt

Racial Template
  • Addictive Personality
  • Dissociative Disorder
  • Hyper-Intelligent
  • Light Sensitive
  • Little Green Men
  • Low Light Vision
  • Mind Over Matter
  • Natural Psionics
  • Obsessive Interest
  • Out of It
  • Owl-Eyed
  • Psychic Sight
  • Restricted Path
  • Touch of Madness
Please list all Edges and Advances taken for your character here

Agility d6 (d4, +0)
Strength d4 (d4, +0)
Smarts d10 (d8, +1)
Spirit d10 (d4, +3)
Vigor d6 (d4, +1)

Skills: 15, d6 Psionics (d12+2 max),
  • Athletics d4 (0)
  • Common Knowledge d4 (0)
  • Notice d8* (2)
  • Persuasion d8 (2)
  • Psionics d10 (d6+d6=d8 per GM 1)
  • Stealth d4 (0)
  • Academics d6 (2)
  • Fighting d4 (1)
  • Intimidation d6 (2)
  • Occult d6 (2)
  • Taunt d10 (d4+2 racial, 3)

  • Hero’s Journey: Enchanted Items table 8 = Magic Optic System
  • Hero’s Journey: Psionics Table 9 = New Powers Edge
  • Initial Advances: (From Hindrances): Improved Electrical Mastery
  • Initial Advances: (From Hindrances): Killer Instinct
  • Novice 1 Advance: Bolster
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • 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:

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Re: Psi-X Zapper

Post by Pender Lumkiss » Tue Nov 05, 2019 1:50 pm

Looks good to me. Can you please provide a cost breakdown of the skills?

Maybe 4 sentences for a background? Also does this guy have a name?
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Re: Psi-X Zapper

Post by Ndreare » Tue Nov 05, 2019 2:52 pm

Pender Lumkiss wrote:
Tue Nov 05, 2019 1:50 pm
Looks good to me. Can you please provide a cost breakdown of the skills?

Maybe 4 sentences for a background? Also does this guy have a name?
OOC Comments
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: Psi-X Zapper

Post by Pender Lumkiss » Tue Nov 05, 2019 3:07 pm

Cool. Just needs a name and some semblance of a background
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