Casper the Friendly Psi-Ghost

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
Post Reply
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Casper the Friendly Psi-Ghost

Post by Icosa »

Casper
Seasoned Female Psi-Ghost, Professional Thief and Con Artist
Iconic Framework: MARS Intel Operative

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Electronics d8, Fighting d8, Hacking d8, Language (Native) d8, Notice d6+2, Performance d8+1,
Persuasion d8+1, Psionics d8, Research d6, Shooting d8, Stealth d8+2, Survival d6, Thievery d8+1
Language: American (native, d8)
Pace: 6; Parry: 7; Toughness: 13 (6); ISP: 10

Hindrances: Driven (minor), Greedy (minor), Loyal (minor), Quirk: Cheerful to a Fault (Minor), Vow (major, Support the Psi-Ghost community), Wanted (major, Coalition and Federation of Magic)

Edges: Alertness, Attractive, Conditioned, Connections (Black Market), Field Intel, Filthy Rich, Investigator, Nerves of Steel, Rich, Thief

Armor:
"Silent Step" NE-C20 Camouflage Variable EBA (Armor 6)
Weapons:
  • "Vajra" TX-26 Particle Beam Pistol (Range 12/24/48, Damage 3d8 MDC, ROF 1, AP 4, Trademark: +1 to Hit, +1 Parry)
  • Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C.)
  • Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
  • Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Computer, Field (Grade 1), Grapnel & Launcher, NG-S2 Survival Pack, Utility Belt, Wooden Cross
Current Wealth: 2,000 cr

Powers:
  • Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1)
  • Disguise (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1)
  • Empathy (Savage Worlds: Adventure Edition p160)
Special Abilities
Ghosting: Gain the effect of intangibility, or reappear as an Innate Ability with no roll or ISP cost and can't use Power modifiers. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks.
Mutant (Minor): Whether their identity is revealed or not, initial Reactions often start off Uncooperative.
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): The Coalition States and True Federation seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
MARS Advances: Intel Operatives begin as Seasoned heroes
Operative Training: Common Knowledge d6, Electronics d6, Stealth d6, and Thievery d6.
Diverse Edges: Choose one: Alertness Edge or the Linguist Edge or the Streetwise Edge.
Investigator Training: Persuasion d6, Research d6, and the Investigator Edge.
Intel Training: Notice d6, Survival d6, and the Conditioned and Field Intel Edges.
Restricted Hero's Journey: Make one less roll on the Hero's Journey tables
Limited Hindrances: Cannot take the All Thumbs, Clueless, or Illiterate Hindrances.
l33t haxxor (Hero's Journey): Hacker: +1 when dealing with electronic security using Thievery
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.
Rich (Fortune and Glory): Obtain any weapon (TX-26 particle beam pistol), Gain Trademark Weapon with weapon of choice (TX-26 particle beam pistol)
Filthy Rich: Obtain any armor (Naruni Stealth Armor), Make armor concealable (-2 Notice to be seen, can be worn under clothing)

Advances
Novice Advances
Edge: Attractive
Raise Skills: Electronics/Shooting
Edge: Thief
Seasoned Advances
Edge: Filthy Rich

Current Load (normal/combat): 53.25 / 33.25 (41)
Books In Use: Savage Worlds: Adventure Edition, 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 Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Post Reply

Return to “Supporting Cast”