Kira, Alteran Psi-Slinger

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Kira
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Kira, Alteran Psi-Slinger

Post by Kira »

Rich Edge (+2 points)
Range Weapons: 17 - This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses). [Desert Eagle]

Range Weapons: 17 - This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses). [Desert Eagle]

Filthy Rich Edge (+2 points)
Close Combat Weapons: 1-4 - You may add any non-TW Close Combat Weapon listed in this book to your character’s gear list. If this is not your first roll, apply any other results from rolling on this table to your newly chosen weapon as you wish. [Vibro Long Sword]

Close Combat Weapons: 13 - The crafter of this weapon knows something about vampires and other monsters in the world—she incorporated silver into its making.
Last edited by Kira on Sun Apr 17, 2022 4:10 pm, edited 4 times in total.
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Kira
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Background

Post by Kira »

The moment that Kira woke for the first time she knew something was wrong. Her "mother" had been dying when she initiated the cloning process, that much she knew. This was not that location nor was it Atlantis. Her genetic memories told her that much. Shaking her head to clear her mind she focused her senses on the room she found herself in. There were no windows and only a single door gave access. A grate set high in the wall provided air but little else. A moment's inspection tells her that it will not serve as a means of escape.

For a moment Kira wonders why the word escape came to her regarding her situation. Rising from the sleeping pad she moves to the door, confirming to herself in short order that the door is indeed locked.

In progress...
Last edited by Kira on Sat Apr 09, 2022 10:49 pm, edited 2 times in total.
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Kira
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Traits, Hindrances & Edges

Post by Kira »

Kira
Heroic Altara, MARS Psi-Slinger

Iconic Framework: MARS Psi-Slinger

Attributes: Agility d10, Smarts d8, Spirit d8, *Strength d10, Vigor d8
Pace: 6; Parry: 7; Toughness: **18(9); Strain: 8/8
*d8 when armor is unpowered
**See Protection Power

Current Load (normal/combat): 170.8/ 88 (125)
Current Wealth: 27,090 cr

Skills

Agility
Athletics d8
Fighting d10
Piloting d4
Shooting d12
Stealth d8 (+1 Urban, +2 Wilderness)
Thievery d8+1

Smarts
Battle d4
Common Knowledge d4-2
Notice d8 +2
Occult d8
Psionics d10
Survival d8+2
Language (American) d8
Language (Atlantean) d8
Language (Demongogian) d6
Language (Dragonese/Elven) d6
Language (Euro) d6
Language (Spanish) d6

Spirit
Persuasion d4+1

Hindrances
Loyal - Kira does not trust easily but when she gives her trust it is a bond forged in steel.
Mute - Ironically Kira understands a number of languages but speaks none.
Post-Traumatic Stress Disorder (minor) - Her time in captivity has left it's mark.
Vengeful (major) - Kira spent years a captive, abused and experimented on. No more. Those that wrong her will suffer her vengeance.
Wanted (minor, Splugorth) - What else is new?

Edges
[Racial] Alertness
[F&G] Ambidextrous
[Racial] Attractive
[HJ] Brave
[MARS] Danger Sense
[H1] Take 'Em Down
[V4] Improved Take 'Em Down
[ITEM] Iron Jaw
[HJ] Linguist
[S2] Major Psionic
[MARS] Marksman
[H1] Master Psionic
[S4] New Powers (Healing, Mind Link)
[N2] Power Points
[MARS] Quick
[ITEM] Rock and Roll!
[S1] Sharpshooting
[N3] Soldier
[MARS] Steady Hands
[HJ] Thief
[V2] Trick Shooting
[N1] Two-Gun Kid
[HJ] Woodsman
[+2] Rich
[+2] Filthy Rich
Last edited by Kira on Sat Apr 09, 2022 10:50 pm, edited 7 times in total.
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Kira
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Gear

Post by Kira »

Armor: See Signature Item

Weapons
  • Unarmed (Range Melee, Damage Str),
  • Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2,Shots 7, Min Str d6, Wt 8, Cost 300, Silver rounds)
  • Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2,Shots 7, Min Str d6, Wt 8, Cost 300, Silver rounds)
  • H&K MP5K (9mm) (Range 12/24/48, Damage 2d8, ROF 3, AP 5, Shots 30, Min Str d6, Wt. 10, Cost 300, Ramjet rounds)
  • H&K MP5K (9mm) (Range 12/24/48, Damage 2d8, ROF 3, AP 5, Shots 30, Min Str d6, Wt. 10, Cost 300, Ramjet rounds)
  • Provider Single-Shot Breech Loading Rifle (Range 50/100/200, Damage 2d12+2, RoF 1, AP 6, Shots 1, Min Str d8, Wt. 25, Cost 16,000, Silver rounds)
  • Vibro Long Sword (Melee Weapon, Damage Str+d10, AP 10, Min Str d8, Wt 4, Cost 11,000, Notes: Silver plated)
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
  • 5 x box (50 rounds), Silver, 9mm
  • 5 x box (50 rounds), Ramjet, 9mm
  • 1 x box (50 rounds), Silver, .50 cal
  • 1 x box (50 rounds), Ramjet, .50 cal
  • 4 x box (10 rounds), Silver, .78 caliber
  • 4 x box (10 rounds), .78 caliber
  • 2xMagazine 9mm
  • 2xClip .50
Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains
• 1 x box (10 rounds), Silver, .78 caliber
• 1 x box (10 rounds), .78 caliber


Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Desert Eagle .50 [Left]
• Attachment: Desert Eagle .50 [Right]
• Attachment: H&K MP 5K [Left Rear]
• Attachment: H&K MP 5K [Right Rear]
• Attachment: Magazine 9mm
• Attachment: Magazine 9mm
• Attachment: Magazine 9mm
• Attachment: Magazine 9mm
• Attachment: Clip .50
• Attachment: Clip .50
• Attachment: Clip .50
• Attachment: Clip .50
Last edited by Kira on Sat Apr 09, 2022 10:43 pm, edited 7 times in total.
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Kira
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Powers

Post by Kira »

Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 30

Powers


Armor Piercing (+1 to +3) - The attack is focused to defeat armor or seeks out exposed areas. Each Power Point spent grants it AP 2 to a maximum of AP 6.

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.

Heavy Weapon (+2) - The caster pours his energy into the attack, creating a focused blast. The attack deals Mega Damage (counts as a Heavy Weapon).

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.

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.

Range (+1/+2) - Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.

Selective (+1) - 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).




Rank: Novice
Power Points: 1
Limitation: -2
Range: Smarts
Duration: 5
Description: Hostile powers suffer a -2 penalty (-4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.

Modifiers
Additional Recipients (+1)

Mega Modifiers
Exalted Arcane Protection (+2)
  • Hostile powers suffer a -4 penalty ( – 6 with a raise).
















Last edited by Kira on Thu Apr 07, 2022 11:21 pm, edited 4 times in total.
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Kira
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Special Abilities

Post by Kira »

Special Abilities
Attractive
Bad Reputation (Minor): Infamous as servants of Splugorth Slavers, the average person fears Altara — most folks who discover who and what they are initially have Uncooperative Reactions.
Blind: Although created blind, this is only a minor drawback for the Altara since they have a natural radar-like ability extending 1,200 feet (200") which compensates for most of the penalties. They cannot read, however, see colors, or otherwise detect purely visual information
Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6
Instilled Ignorance: Taught only what they need to serve their masters, extreme brainwashing is used to dampen Altaran intellectual acumen, leaving them naive about the world.
Minor Psionic:
Near-Human Physiology: Altara were modified through Splugorth bio-wizardry, giving those unfamiliar with their biology a −1 penalty to Healing skill rolls and to any cybernetics checks involving installation, repair, and modification.
Storm-Fouled Senses: In inclement weather or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a -2 penalty to Notice, Fighting, Shooting, and Athletics (throwing).
Superior Senses: Begin with the Alertness Edge.
Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Psionics: Power Points: 30;
Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Bolt (Savage Worlds: Adventure Edition p156; Innate Power), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Empathy (Savage Worlds: Adventure Edition p160), Healing (Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Protection (Savage Worlds: Adventure Edition p165-166; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169; Innate Power)
Languages Known: Native (native, d8)
MARS Advances: Psi-Slingers begin as Seasoned heroes.
Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
Psi-Slinger Skills & Edges: Shooting d6 plus the Marksman, Steady Hands, Danger Sense, and Quick Edges.
Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage
Psi-Slinger Hindrance: Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
Psi-Slinger Journey: Psi-Slingers make one less roll on the Hero's Journey tables.
Unbound Power (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
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Kira
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Signature Item

Post by Kira »

TBD
Last edited by Kira on Sun Apr 03, 2022 9:32 pm, edited 1 time in total.
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Kira
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Advances

Post by Kira »

Novice
  1. Edge: Two-Gun Kid
  2. Raise Attribute: Spirit
  3. Edge: Soldier
Seasoned
  1. Edge: Sharpshooting
  2. Edge: Major Psionic
  3. Raise Skill: Psionics
  4. Edge: New Powers (Healing, Mind Link)
Veteran
  1. Raise Skill: Shooting
  2. Raise Skills: Common Knowledge/Stealth
  3. Raise Skills: Thievery/Battle
  4. Edge: Improved Take 'em Down
Heroic
  1. Edge: Master Psionic
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