Psi-Slayer Psi-Slinger

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High Command
The Savage Inquisition
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Psi-Slayer Psi-Slinger

Post by High Command »

Revised with VV.

Psi-Slayer
Psi-Slayers are psychic human mutants who use their incredible psychic abilities to make a living as spies, bounty hunters and assassins. Most are recruited at an early age and trained in the arts of hunting humanoids and murder by elite and secret Psi-Slayer guilds. These assassins' guilds help to shape the untrained and still malleable psychic's mind into a killing machine. Some begin as psi-stalkers, most begin as humans. Whatever the case, by the time the training is complete, each of these potent mutants are psychic vampires and hunters of extreme and instinctive skill. Mercy and compassion are trained out of them. These psychic assassins are incredibly skilled.
They have more in common with supernatural predators than with fellow human psychics. They are taught to love the hunt and enjoy killing to the point that it becomes their sole purpose in life. The Guild Leaders claim their Psi-Slayers are the ultimate evolution of the human predator: instinctual, fearless, shark-like killing machines whose nature demands they hunt and kill with the same ruthless determination as any supernatural monster from beyond the Rifts. Best of all, they specialize in killing other psychics, even Mind Melters and psionic demons.
Most civilized folks see Psi-Slayers as inherently evil monsters who kill for sheer pleasure. It is true that these mutants thoroughly enjoy killing sentient life forms (the more challenging the better), and most are indeed self-serving or evil. However, not all are murderous monsters. Some fight on the side of good and serve as lawmen, heroes and military leaders. Sadly, these warriors are in the minority and their heroics are greatly
overshadowed by their evil counterparts. Furthermore, it is no secret that even good Psi-Slayers must fight the urge to hunt and kill, especially when provoked or a situation screams for vengeance.
Similar to the Psi-Stalker, these psychics do not need to consume normal food but feed on the potential psychic energy (P.P.E.) of their victims. Although the Psi-Slayer gets a little bit of nourishment from real food and water. Although they can drain a portion of the P.P.E. from their prey, leaving them alive, like the Psi-Stalker, most Psi-Slayers get such a gruesome thrill from killing and gorging themselves on the glut of P.P.E. at the
moment of death, that they prefer to kill their opponents. Besides, a dead man is just one less enemy to worry about.

Racial Features:
  • Instinctive Hunters: These potent psychics train early as killers, assassins, and trackers. Their instincts just drive them to it. They begin play with a d6 in Survival and the No Mercy Edge.
  • Natural Psionics: Psi-Slayers begin with Arcane Background (Psionics) beginning with smite (self only) and two powers chosen from the standard psionic list. If a Psi-Slayer chooses a framework providing Arcane Background (Psionics), he starts with smite as one of his starting powers and adds two powers to his starting total.
  • Psi-Dagger: One of the defining moments of a Psi-Slayer's Training is the formation of his Psi-Dagger. The goal is that a Psi-Slayer should never be unarmed or unable to feed. The psi-slayer simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon. The smite bonus adds directly to the Psi-Blade’s base damage. The psi-blade is a Mega Damage melee weapon dealing Strength + Smarts damage, with AP equal to Psionics ×2.
  • Mutant (Minor): These mutants are treated with distrust in most communities. Even in places where their reputation as Ruthless Killers might be overlooked, most find people at minimum uncooperative because they are mutants.
  • Psychic Vampires: Though Psi-Slayers can absorb PPE from ley lines, the energy is distasteful. The wilds of Rifts Earth teem with supernatural critters, demons, faerie folk, entities, and elemental beings which constitute a veritable buffet for Psi-Slayers. They must consume at least 25 Power Points (PPE or ISP) a week or suffer a level of Fatigue—they starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP consumed restores a level of Fatigue—these Power Points cannot fuel psionic powers.
    As an action at a range equal to Spirit, the Psi-Stalker makes an opposed Spirit roll against an injured supernatural target (must be successfully Shaken or Wounded with an attack, fully Soaked attacks don’t count). On a success they consume their Spirit in Power Points from the target. With a raise—or when the target is Incapacitated/killed — they consume all of their target’s Power Points; any excess is available for nearby comrades (this is how groups of Psi-Slayers can feed on one large kill).
    Further, every Psi-Slayer knows how to do a Blood Sacrifice (TLPG 118-119) and have, at least a few times. This is one of the most well known facts about Psi-Slayers. Disappearances have a bad habit of being blamed on Psi-Slayers. Too often, the authorities are right.
  • Restricted Paths: Psi-Slayers cannot take an Arcane Background or Iconic Framework using PPE.
  • Ruthless Killers: Even the best intentioned Psi-Slayers have trouble controlling their animal instinct to hunt and kill, and that reputation precedes them wherever they go. Reactions start at Unfriendly (see Reactions in Savage Worlds) with anyone who knows the reputation of a Psi-Slayer and Psi-Slayers suffer from the Bloodthirsty Hindrance for no additional benefit.
HJ: Psionics: [dice:33uf1phq]62036:0[/dice:33uf1phq]
HJ: Underworld: [dice:33uf1phq]62036:1[/dice:33uf1phq]
F&G: [dice:33uf1phq]62036:2[/dice:33uf1phq]
F&G: [dice:33uf1phq]62036:3[/dice:33uf1phq]
[dice:33uf1phq]62036:4[/dice:33uf1phq] Universal Credits, and [dice:33uf1phq]62036:5[/dice:33uf1phq] credits worth of gear or valuables
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Gideon Shanks, Mankiller and Bounty Hunter

Post by High Command »

Gideon Shanks
Rank: Seasoned 2 Advances Left: 0
Race: Psi-Slayer
Iconic Framework: MARS (Psi-Slinger)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 0; Parry: 5; Toughness: 12 (5); Strain: 6/6
Skills:
  • Athletics d6
  • Common Knowledge d8
  • Fighting d6
  • Notice d6
  • Occult d6
  • Performance d6
  • Persuasion d6
  • Psionics d10
  • Shooting d10
  • Stealth d6
  • Survival d8

Hindrances
  • Mutant (Minor): These mutants are treated with distrust in most communities. Even in places where their reputation as Ruthless Killers might be overlooked, most find people at minimum uncooperative because they are mutants.
  • Psychic Vampire
    Though Psi-Slayers can absorb PPE from ley lines, the energy is distasteful. The wilds of Rifts Earth teem with supernatural critters, demons, faerie folk, entities, and elemental beings which constitute a veritable buffet for Psi-Slayers. They must consume at least 25 Power Points (PPE or ISP) a week or suffer a level of Fatigue—they starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP consumed restores a level of Fatigue—these Power Points cannot fuel psionic powers.
    As an action at a range equal to Spirit, the Psi-Stalker makes an opposed Spirit roll against an injured supernatural target (must be successfully Shaken or Wounded with an attack, fully Soaked attacks don’t count). On a success they consume their Spirit in Power Points from the target. With a raise—or when the target is Incapacitated/killed — they consume all of their target’s Power Points; any excess is available for nearby comrades (this is how groups of Psi-Slayers can feed on one large kill). Further, every Psi-Slayer knows how to do a Blood Sacrifice (TLPG 118-119) and have, at least a few times. This is one of the most well known facts about Psi-Slayers. Disappearances have a bad habit of being blamed on them. Too often, they are right.
  • Restricted Paths: Psi-Slayers cannot take an Arcane Background or Iconic Framework using PPE.
  • Ruthless Killers: Even the best intentioned Psi-Slayers have trouble controlling their animal instinct to hunt and kill, and that reputation precedes them wherever they go. Reactions start at Unfriendly (see Reactions in Savage Worlds) with anyone who knows the reputation of a Psi-Slayer and Psi-Slayers suffer from the Bloodthirsty Hindrance for no additional benefit.
  • Arrogant: Likes to dominate his opponent, challenge the most powerful foe in combat.
  • Heroic (Major): He may be an unlikely hero, and he knows it, but Gideon really does want to do right by folks, especially if it means killing someone harmful to them.
  • Quirk (Minor): Likes to perform for children.Smiling Children make him happy; Unhappy children make him want to murder someone, preferrably the one making them unhappy.
  • Enemy (Minor): Harlan Kirk, Psi-Slayer Bounty Hunter; There are always bounty contracts you regret when you take them. Jedidiah Kirk was one of them. No one told Gideon he’d taken on the killing of another Psi-Slayer. He almost backed out of it, until he saw the old bastard kill a kid because she’d bothered him. Harlan was his son. Gideon isn’t looking to kill the kid, as he hasn’t really been given a reason to. He catches the kid crossing lines though, the gloves come off. Kid wants revenge, and if he gets it, Gideon can’t really find fault in that. If you’re slow, you’re dead.

Racial Abilities
  • Instinctive Hunters: These potent psychics train early as killers, assassins, and trackers. Their instincts just drive them to it. They begin play with a d6 in Survival and the No Mercy Edge.
  • Natural Psionics: Psi-Slayers begin with Arcane Background (Psionics) beginning with smite (self only) and two powers chosen from the standard psionic list. If a Psi-Slayer chooses a framework providing Arcane Background (Psionics), he starts with smite as one of his starting powers and adds two powers to his starting total.
  • Psi-Dagger: Activate smite, summoning the psi-dagger instead of putting the power on another weapon. The smite bonus adds directly to the psi-dagger’s base damage. The psi-dagger is a Mega Damage melee weapon dealing Strength + Smarts damage, with AP equal to Psionics ×2..

Edges and Iconic Abilities
  • AB (Psionics), Rapid Recharge, Extra Power Points, and Extra Power (Puppet)
  • Major Psionic: Double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before a Psionics roll, may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Master Psionic: Gain access to the Mega Power Modifiers for all known psionics powers. They also add elemental manipulation to their power list applying the ectoplasm trapping.
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Dodge: −2 to be hit by ranged attacks.
  • Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Expert Forger: Complete Forgeries using Common Knowledge, with a +2 to related checks.
  • Fame: +1 Persuasion rolls when recognized (Common Knowledge), double the usual fee for Performance.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • No Mercy: +2 damage when spending a Benny to reroll damage
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Performer: Gain one free reroll when using Performance.
  • Steady Hands: Ignore Unstable Platform penalty; reduce running penalty to –1.
  • Streetwise: +2 to Common Knowledge (shady or criminal activity) and criminal networking.
  • Telekinetic Enhancement: When imbuing a Modern Firearm (see Savage Worlds) or TW equivalent with smite, the weapon does one additional die of damage. So, a Colt Peacemaker empowered with base smite by a Psi-Slinger does 3d6+3 damage
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Powers

Post by High Command »

Bennies: 3/3
Arcane Background: Psionics
ISP: 30/30 Recovery: 10 ISP/Hour

Ectoplasmic Display [Elemental Manipulation] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Ectoplasmic Telekinesis
  • Effect: This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise. Here are some ideas for what each element can do. Each is an action.
    • Air: Push someone, blow out a torch, fan flames, cool someone down (+2 to Fatigue rolls in oppressive heat).
    • Earth: Move a square foot of earth (half that in stone) each round, cover tracks.
    • Fire: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
    • Water: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
  • Modifiers:
    • Elemental Fury (Mega-Power; +2): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration , suffering a –1 penalty on all Trait rolls, or –2 with a raise.
    • Exalted Manipulation (Mega-Power; +2): The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
    • Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
    • Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
    • Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
    • Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.
    • One With The Elements (Mega-Power; +1): The power’s Duration is measured in minutes instead of rounds.
    • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Locate Target [Object Read] (2 ISP) [Seasoned]
  • Range: Touch
  • Duration: Special
  • Trapping: Chosen Trapping
  • Effect: Object reading is the ability to see the past of an inanimate object, discovering who held it, where it's been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence. Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital video.
  • Modifiers:
    • Deep Reading (Mega-Power; +2): The character can see anything that occurred within line of sight of the object.
    • Psychometric Projection (Mega-Power; +2): The caster may broadcast the vision, projecting it out into a space the size of a small room. Anyone present may see and hear the events and examine the projection from all angles.
    • Strong (+2): The caster can see or hear from the item's creation forward.
Psychic Body Field [Protection; innate] (1 ISP) [Novice]
  • Range: Self Only
  • Duration: 5
  • Trapping: Telekinesis
  • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster. Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
  • Modifiers:
    • Greater Protection (Mega-Power; +3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.
    • Hurry (+1): The caster can Hurry the recipient. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of the modifier aren’t cumulative.
    • More Armor (+1): Success grants 4 points of Armor (+6 with a raise).
    • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
    • Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
    • Toughness (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
See and Alter Aura [Detect/Conceal Arcana] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: 5 (detect); one hour (conceal)
  • Trapping: Chosen Trapping
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. 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). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table SWADE 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:
    • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional PP each.
    • Area Of Effect (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
    • Exalted Detect Arcana (Mega-Power; +2):Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
      Active powers and arcane abilities.
      Type of supernatural creature (vampire, werewolf, dragon, etc.).
      Enchantments present on an item.
      Amount of PPE or ISP possessed by a target.
      Other information the GM allows.
      When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
    • Exalted Conceal Arcana (Mega-Power; +2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
    • Presence Sense (Mega-Power; +1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings
    • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
    • Selective (+1): Conceal only. With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
    • Strong (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Summon Inner Competence [Boost Trait] (1 ISP) [Novice]
  • Range: Self Only
  • Duration: 5 (Boost)
  • Trapping: Chosen Trapping
  • Effect: This power allows a character to increase or decrease a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
  • Modifiers:
    • Greater Boost Trait (Mega-Power; +2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise.
    • Hurry (+1): The caster hurries the recipient. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
    • Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Super Telekinesis [Telekinesis; innate] (5 ISP) [Novice]
  • Range: Smarts x2
  • Duration: 5
  • Trapping: Chosen Trapping
  • Effect: Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster's arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they're released. They can be moved up to the caster's Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage as usual. Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster's relevant skill when attacking in this way (not his arcane skill).
  • Modifiers:
    • Armor Piercing (+1 to +3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each PP spent grants the power AP 2, to a maximum of AP 6.
    • Exalted Telekinesis (+3): The Strength of telekinesis is d12, +2 Strength for each raise. Consult the Super Strength Table (on page 71) to determine how much the caster
    • can lift and manipulate. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage when used as weapons.
    • Lingering Damage (+2): The target is hit by fire, intense cold, acid, gnawing insects, or some other Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.
    • Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.
    • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Telekinetic Enhancement [Smite; innate] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Telekinesis; Limitations: Self Only
  • 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 determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
  • Modifiers:
    • Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
    • Armor Piercing (+1 to +3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each PP spent grants the power AP 2, to a maximum of AP 6.
    • Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
    • Greater Smite (Mega-Power; +2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.
    • Hurry (+1): The caster can Hurry the recipient. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects aren’t cumulative.
    • Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.
    • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Background

Post by High Command »

Gideon is no saint. In fact, it’s fair to say he’s been about as vile as person can. Can he really be called that? Well, even psychopaths are people, that’s what the girl had said. She ought to know? And even if so, he liked to think she was right.
His crimes are many. He’d committed blood sacrifice, of innocents even. Though, in truth he hadn’t much liked it then either. Still, either you killed the other kid or the kid killed you. But the kid didn’t seem to know what he meant as he sunk his psi-dagger into his gut and watched the kid squirm. He seemed confused. Later, as he grew up, he came to know that the kid had never been a part of their group. He’d had to grab a kid from a village for another kid’s initiation. It seemed doubly wrong then.
Still, growing up around all that killing, all the inhumanity, hadn’t completely squelched his humanity. He helped folks. He killed monsters. He was a monster, so that helped, but he did it to help folks when he could. Wasn’t long before he became known as someone to hunt those who’d hurt others. He liked that. He never took bounties with clauses for living returns. He left those for men better suited. Once or twice a Justice Ranger tried to partner up with him. He politely declined. He had enough reasons for people to hate him. Didn’t need to add gunning down a lawman to his list of crimes because the self-righteous prick got offended with how a psi-slayer takes down enemies of the good folk.
Still, he has to eat, and if he sticks to psychics, crazies, Xiticix, and Federation of Magic types, he can’t help but find a bad person in need of ventilating. And if they happened to die a little slow? Well a man’s gotta eat, right?
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Gear

Post by High Command »

NG-S2 Survival Pack (20 lb)
• 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 six uses (each refill of three 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
• Performance Gear (Items to juggle by shooting or using telekinesis)
• 24 .45 rounds in 4 speed loaders
• 12 Big Bore Rounds in 2 speed loaders
• Box of 50 12g slugs rounds
• Box of 50 12g Shot rounds
• Box of 100 .45 rounds
• 80 yards of nylon rope and grappling hook

Temperature Cloak: Add +4 to rolls versus Cold or Heat (2 lb., 2,000 credits).
Huntsman Medium Personal Armor
• Armor: +5 Toughness: +2
• Weight: 16 lbs (Min Str: d6)
• Rarity: +1; Cost: 24,000
Two Colt Peacemakers in hip holsters
• Range: 12/24/48
• Dmg: 2d6+1, AP: 1
• • Telekinetic Enhancement: 3d6+1+Smite
• ROF: 1
• Shots: 6
• Weight: 4 lbs. (Min Str: d4)
• Cost: 200
BB-6 Big Bore Revolver in shoulder holster
• Range: 6/12/24
• Big Bore Dmg: 1-3d6, AP: 3
• Range: 12/24/48
• 12g Shot Dmg: 1-3d6, AP: 3 (+2 to hit)
• 12g Slug Dmg: 2d10, AP: 3
• • Telekinetic Enhancement: 3d10+Smite
• ROF: 1
• Shots: 6
• Weight: 4 lbs. (Min Str: d8)
• Cost: 6,500

Credits:
1200 Universal Credits

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Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Psi-Slayer Psi-Slinger

Post by High Command »

Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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