Psi-Ghost Burster

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Pursuit
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Psi-Ghost Burster

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HJ
  • [dice:3mnnzogj]64722:0[/dice:3mnnzogj]
  • [dice:3mnnzogj]64722:1[/dice:3mnnzogj]
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Re: Psi-Ghost Burster

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Character Sheet
Gilead “Gil” Hawthorne
Rank: Novice Advances Left: 0
Race: Psi-Ghost
Iconic Framework: Burster
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 9(4) w/plastic man | 11(6) w/fiery aura; Strain: 0
Skills:
  • Academics d4
  • Athletics d6
  • Common Knowledge d6
  • Electronics d4
  • Fighting d6
  • Notice d6
  • Persuasion d6
  • Piloting d4
  • Psionics d10
  • Shooting d4
  • Stealth d6
  • Intimidation d6

Hindrances
  • Driven (Major)
  • Small (Minor)
  • Illiterate (Minor)

Racial Features
  • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).
  • Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
  • Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/ conceal arcana*, which has the Range (self) limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional power to her starting total (e.g., a Psi-Ghost Burster get five).
  • Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
  • The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
  • Wanted (Major): Psi-Ghosts are pursued by many powerful groups— including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.

Iconic Framework
  • Arcane Background (Psionics): A Burster begins with Arcane Background (Psionics) choosing three powers from the list above, the Blaster and Major Psionic Edges, and a d6 Psionics skill. Bursters begin with 20 ISP (10 ISP base, doubled by the Major Psionic Edge). 
  • Everything Burns: The fires started by the Burster are some of the most intense possible and can set almost any material aflame. When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds). 
  • Fiery Aura: As an action (no roll or ISP required) a Burster can surround himself with a damage field of flame and heat, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to himself (stacks with protection and natural armor, but not worn armor). This fiery aura also adds 1d6 damage to any Fighting attack he makes. If the Burster spends 3 ISP when activating Fiery Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Fiery Aura goes away whenever the Burster is Incapacitated or unconscious. 
  • Fire Mastery: The Burster has the Innate Ability to create, control, and eliminate minor fire, heat, and smoke 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. 
  • Firewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons. 
  • Flame Bolt: The Burster can hurl forth a f laming 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. Flame Bolt is Range Smarts ×2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
  • Cybernetics: Cyberware isn't a good option for a Burster as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill. 
  • Enemies: As with any powerful psychic, the Coalition and True Federation consider Bursters allied with enemy factions a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice. 
  • Quirk—Pyromaniac: Though most are not sociopathic arsonists, Bursters tend to have a thing about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous (at least most of the time).

Edges
  • Common Bond (HJ)
  • New Powers (HJ)
  • Improved Fire Mastery (Hindrances)
  • Streetwise (Advance)

Powers
Arcane Background: Psionic
PPE/ISP: 20- Recovery: 5/hour
Power List: detect/conceal arcana*; darksight*; arcane protection; fly*; deflection*; confusion; mind link

Background
Gil is a typical kid, for a Psi-Ghost. He grew up the middle child in a family of more than a few, and he always sought to stand out and prove himself somehow. The Legion is a place where he can make that happen.
Gear
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 three uses (each refill 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

Plastic-Man Light EBA
• Armor: +4 Toughness: +1
• Weight: 13 lbs (Min Str: d4)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: +1; Cost: 18,000

Wilk’s 320 Laser Pistol
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon

Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Contacts

Advances
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • Initial Advances: (Bonus from Hindrances): Raise Spirit, Improved Fire Mastery
  • Novice 1 Advance: Streetwise
  • 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:
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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