Violet (MARS Psi-Warrior)

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Heracles
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Violet (MARS Psi-Warrior)

Post by Heracles »

Fortune & Glory Table (3 rolls)
#1 [dice]0[/dice]
#2 [dice]1[/dice]
#3 [dice]2[/dice]

Hero's Journey (3 rolls on any table)
Experience & Wisdom [dice]3[/dice]
Experience & Wisdom [dice]4[/dice]
Psionics [dice]5[/dice]

Rich
Body Armor [dice]6[/dice]
Body Armor [dice]7[/dice]

Starting Credits: [dice]8[/dice] x100
Last edited by Heracles on Mon Jun 18, 2018 7:54 pm, edited 1 time in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
User avatar
Heracles
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Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Violet (MARS Psi-Warrior)

Post by Heracles »

Violet.jpg
Character Sheet

Player Name: Alan
Google Handle: ignuspyre
Character Name: "Violet" (Jacquillen Sulisti)
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Quick-Flex Alien
Iconic Framework: M.A.R.S. Psi-Warrior

Attributes: Agility d10; Smarts d8; Spirit d10; Strength d6 (d8); Vigor d8
Charisma: +0 (-4 w/Coalition); Pace: 6(8); Parry: 8; Toughness: 14(7)
ISP: 30; PPE: -; Strain: -


Skills:
  • Fighting (Agi): d10
  • Knowledge - Arcana (Sma): d6 (d6 free)
  • Notice (Sma): d8 (d6 free)
  • Persuasion (Spi): d6
  • Psionics (Sma): d10 (d8 free)
  • Shooting (Agi): d8
  • Stealth (Agi): d6
  • Streetwise (Sma): d6 (d6 free)

Hindrances
  • Heroic (Major):
    • This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Loyal (Minor):
    • Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Overconfident (Major): (Racial)
    • There’s nothing out there your hero can’t defeat, just like his hero. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Vow (Minor):
    • Keep the secrets of Psyscape; stop/destroy Harvesters when found.

Edges
  • Ambidextrous (Racial)
    • Your hero is as deft with his left hand as he is with his right. Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be righthanded). With this Edge, your warrior ignores the –2 penalty for using his off-hand (see page 85).
  • Arcane Background (Psionics): (Iconic Framework)
    • This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability.
  • Brawny: (Fortune & Glory)
    • Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
  • Elan:
    • When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Jack-of-all-Trades: (Hero's Journey)
    • Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
  • Major Psionic: (Iconic Framework)
    • A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
    • Major Psionics may also:
      • Can spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
      • Can spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
      • The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
      • While on a ley line, all above bonuses are doubled in effect.
  • Master Psionic:
    • Superhuman powers of the mind and spirit become the purview of the Master Psionic, making her a true threat against the most powerful foes in the world. Upon taking this Edge, the character gains the Mega Power option for all the powers she knows. Each time she takes the New Power Edge, she gains both the power and its Mega Power version.
  • New Power: (Hero's Journey)
    • An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.
  • Psi-Blade: (Iconic Framework)
      • Another powerful manifestation of will and telekinetic strength, the Psi-Blade provides the psionic with a mental energy blade that does Strength + Spirit melee damage (i.e., roll Strength and Spirit dice for damage). The blade is AP 6 and does Mega Damage. The psi simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon or set of ammunition (the smite bonus adds directly to the Psi-Blade’s base damage). This Edge can be used with exalted smite, as well.
    • Improved Psi-Blade: (Hindrances)
      • Your Psi-Blade increases in power. It now does Strength + Spirit×2 damage with AP 6 (and no Strength minimum). As with the basic Psi-Blade, it inflicts Mega Damage and must be summoned by activating smite (or exalted smite) and paying the ISP cost. Further, you count as a Cyber-Knight for the purpose of qualifying for the Improved Psi-Sword and Master Psi-Sword Edges, although you do not gain the ability to split your blade.
  • Psi-Warrior Initiate: (Iconic Framework)
    • You have mastered the trials of Fasting and Denial. You require half the normal amount of sleep and can go without food and water twice as long before testing for Fatigue. You add +2 to all rolls against Fatigue. If you have or gain the Psi-Blade Edge, you count as a Cyber-Knight for the purpose of qualifying for the Psi-Shield Edge.
  • Power Points:
    • This Edge grants them an additional 10 Power Points. Power Points may be selected more than once, but only once per Rank.
  • Quick: (Fortune & Glory)
    • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
    • Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
  • Rapid Recharge: (Hindrances)
    • This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Rich: (Hero's Journey)
    • He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
  • Rock and Roll!:
    • Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.

Racial Abilities (Quick-Flex Alien)
  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer -4 Charisma with such folks.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player.

Iconic Framework (M.A.R.S. Psi-Warrior)
  • Said to have trained in techniques passed down from long lost Psyscape, the Psi-Warriors of the Magic Zone hone body and mind into living weapons. Forged by arduous testing of mind and body, Psi-Warriors use self-denial and spiritual centering to bolster both flesh and mental defenses and to summon swords and shields of pure mental force. Many ally with Psi-Stalkers, Cyber-Knights and other foes of the supernatural, opposing injustice while avoiding politics and petty machinations as much as possible. Some few use their powers for personal gain, but even the blackest villain maintains a rigorous level of control.
  • Major Psionic: The Psi-Warrior has the Arcane Background (Psionics) and Major Psionic Edges, and starts with Psionics d8. The Psi-Warrior starts with the smite and telekinesis powers and may select one more from the following list: armor, barrier, bolt, boost trait, clairvoyance, darksight, deflection, detect/conceal arcana, environmental protection, healing, pummel, quickness, speed, succor, warrior’s gift.
  • Control of Body and Blade: The Psi-Warrior starts with the Psi-Warrior Initiate and Psi-Blade Edges.
  • Starting Gear: Ley Line Walker Medium Armor or Cyber-Knight Light Armor, TK Sub-machine Gun, L-20 Pulse Rifle, NG-S2 Survival Pack, 3d6x100 credits.


Powers
  • Storms Can Bring Joy Or Pain (Boost/Lower Trait)
    • PPE: 2
    • Range: Smarts
    • Duration: 3 (1/Round)
    • Trapping: Jazz (Positive); Spasms (Negative)
    • Effect:
      • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
  • The Dark Wind Rushes Past (Quickness)
    • PPE: 4
    • Range: Touch
    • Duration: 3 (2/Round)
    • Trapping: Darkness (Shroud)
    • Effect: This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
  • Fire Can Pierce Even The Hardest Shell (Smite)
    • PPE: 3
    • Range: Touch
    • Duration: 3 (1/Round)
    • Trapping: Heat (Armor Piercing)
    • Effect:
      • This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
      • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
  • The Smoke Lifts From The Fire (Telekinesis)
    • PPE: 5
    • Range: Smarts
    • Duration: 3 (1/Round)
    • Trapping: Fire (Aura)
    • Effect:
      • Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
      • Lifting Creatures:
        • Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
        • Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
      • Telekinetic Weapons:
        • A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
      • Dropping Things:
        • Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
        • Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
    Mega Powers
    • Lightning Can Invigorate or Paralyze With Fear (Greater Boost/Lower Trait)
      • PPE: 4
      • Range: Smarts x 2
      • Duration: 3 (1/Round)
      • Trapping: Jazz (Positive); Spasms (Negative)
      • Effect: This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    • Quicken Thy Step In The Midnight Hour (Exalted Quickness)
      • PPE: 8
      • Range: Touch
      • Duration: 3 (2/Round)
      • Trapping: Darkness (Shroud) (Positive)
      • Effect: In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
    • And My Blade Shall Be Swift But Everchanging (Exalted Smite)
      • PPE: 4
      • Range: Touch
      • Duration: 3 (1/Round)
      • Trapping: Variable
      • Effect: This Mega Power version of smite confers two effects:
        • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
        • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    • Rise From The Ashes Like A Phoenix (Exalted Telekinesis)
      • PPE: 10
      • Range: Smarts × 2
      • Duration: 3 (1/round)
      • Trapping: Fire (Aura)
      • Effect:
        • Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.
        • Those using exalted telekinesis consult the Super Strength Table ( page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds
          automatically deal Mega Damage when used as weapons.

      Background
      • Jacquillen's ancestors came to Earth through a dimensional rift a long time ago. It was a time of chaos and death, monsters and mayhem. They felt a call, a pull from some psionic entity. It drew them in slowly to a valley in what used to be called Ohio. More and more entities came together there, all blessed with psionic abilities and bringing along others with them. A community formed around an unusual ley line nexus and grew into a civilization, but kept itself hidden from others for the most part. They became aware of a fiendish otherworldly entity that had minions on Earth attempting to pave the way for its entry into our realm. So this community sent out warriors on mission to seek and destroy, to help others as well, growing legends of the psionic warriors. But because many of these harvesters could hide in plain sight and live among others, recruiting the unwary and power-hungry, the hunt made powerful enemies. Eventually the community had done enough to prevent the alien intelligence from being able to enter the world, and they drew back. And the community hide itself, some say vanished to another dimension.
      • She was born in Psyscape, the community of psychics and families. She grew up in a home (and city) that was open, embracing, of those different, and those with psionics. Many of his family had the Gift, and she was no exception - but it was strong within him. He was tested young, and one of the Masters questioned him. Jacquillen was too young to really know better, so she not only answered the questions (and not always politely) but she fired back with questions of her own. The Master, a Human named Armando, was surprised but let out a belly laugh and exclaimed that the young one had a fiery spirit and the heart of a warrior. Armando elected to take her on as an apprentice. He didn't want the young girl merely to learn control, but to fight as well.
      • The training was grueling, exhausting and painful, but ultimately worth it. Jacquillen only had doubts in the very beginning. Her second night after training, Master Armando found her crying in his bed. When asked why she was crying, she said that she didn't think she was cut out to be a warrior and she wanted to go back to her parents. The Master told her that he had once felt the same way, back when he first started his training. She was surprised to hear this, of course, and asked why he had stayed then. The Master explained that his own Master had come to him at night and gave him some advice which he would now pass on - "Fear can be a powerful thing. It can help guide us out of danger, and keep us alive. It can sharpen our senses, heighten our awareness. And it can spur the most tremendous of determination in a heart that conquers it, that learns to master it. I am not called Master because I am old or because I am the best psychic or warrior here. I am a Master because I have mastered my fear and my emotions. I do not let them control me. Instead I embrace them, harness them, live with them. You too can learn this, but it takes time, willpower and determination. Or tomorrow you are free to go back home instead."
      • Jacquillen stayed and trained even harder than before. She didn't become a Master, but she did complete more than the basic training for psychics. She stayed on to complete the next level of training as well. She finished the course to become a Psi-Warrior, one of the elites that helped defend the city...and were also sent out in to the world as Psyscape decided to send out scouts. They wanted to see if the Harvesters had spread once more, and stop Nxla's bid to enter the world once more. So she was given gear that would not single her origin place, but was excellent in quality. She has been tasked with traveling far and seeing what the world is like, gathering information and finding any Harvesters she can.

      Gear
      • Combat Psion Armor (TW) (re-named Combat Mage Armor)
        • +7 Armor
        • Full Environment Protection.
        • Grants a Strength increase of one die type.
        • The helmet of the armor grants access to both the Darksight and Farsight powers
        • Requires 1 PP/hour. Does not require charging when on Ley Lines.
        • Note: Without power, become 36 lb. and loses all abilities/functions except for +3 Armor.
        • Wt: 9 lb.
        • Cost: 250,000 credits.
      • L-20 Pulse Rifle
        • Range: 25/50/100.
        • Damage: 3d6+1.
        • RoF: 4.
        • AP: 2.
        • Shots: 40.
        • Notes: Notes: Semi-Auto, 3RB.
        • Wt: 7 lb.
        • Cost: 25,000 credits.
      • NG-S2 Survival Pack
        • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
        • One sleeping bag, also insulated.
        • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
        • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
        • One short-range radio, five-mile range
        • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
        • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
        • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
        • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
        • One survival knife, one small hatchet, and one wooden cross.
        • Four signal flares.
        • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
        • One bar of soap and a sterilized cloth.
        • One canteen.
        • Two weeks worth of minimal sustenance survival rations in sealed pouches.
        • Wt: 30 lb.
        • Cost: 3,000 credits.
      • TK Submachine Gun
        • Range: 15/30/60.
        • Damage: 2d6+2.
        • RoF: 3.
        • AP: 2.
        • Shots: 40.
        • Notes: Notes: 3RB; requires 3 Power Points to load.
        • Wt: 6 lb.
        • Cost: 50,000 credits.
      Credits: 5,900 credits.

      Contacts


      Advances

      Fortune & Glory
      • Agile and Dexterous
        • Roll Result: 4.
        • Description: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
      • Smart and Learned
        • Roll Result: 5.
        • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
      • Strong and Powerful
        • Roll Result: 7.
        • Description: Your hero adds one die type to Strength and begins with the Brawny Edge.
      Hero’s Journey
      • Table: Experience & Wisdom
        • Roll result: 11.
        • Description: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
      • Table: Experience & Wisdom
        • Roll result: 19.
        • Description: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
      • Table: Psionics
        • Roll result: 11.
        • Description: Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.
      Rich
      • Table: Body Armor
        • Roll results: 7 and 17 (traded in for result 1).
        • Description: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.

      Advances
      • Initial Advances: (From Hindrances): Improved Psi-Blade, Rapid Recharge
      • Cybernetic Modifications: N/A.
      • Novice 1 Advance: +1 to Spirit
      • Novice 2 Advance: Elan
      • Novice 3 Advance: Power Points
      • Seasoned 1 Advance: Master Psionic
      • Seasoned 2 Advance: Rock and Roll!
      • 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:
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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