Ryk, Cactus Man Psi-Slinger

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Ryk
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Ryk, Cactus Man Psi-Slinger

Post by Ryk »

F&G1: 1d20 - Vigorous and Tough
F&G2: 1d20 - A Way to Get Around
HJ1 (Training): 1d20 - Professional Edge
HJ2 (Training): 1d20 - Ace and Piloting
Last edited by Ryk on Thu Jul 16, 2020 6:55 pm, edited 1 time in total.
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Ryk
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Re: Ryk, Cactus Man Psi-Slinger

Post by Ryk »

savaged.us import
Ryk (Rykszxiwviszt Crghszt)

Seasoned Male Cactus People

Iconic Framework: MARS Psi-Slinger

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Language (Native) d8, Notice d8, Persuasion d6, Piloting d8, Psionics d8, Shooting d10+1, Stealth d8, Taunt d6
Pace: 6; Parry: 6; Toughness: 12 (5)
Strain: 6/6
Hindrances: Driven (minor, ), Enemy (major, Czywvry Sxycrryszxm), Overconfident, Stubborn
Edges: Ace, Ambidextrous, Combat Ace, Danger Sense, Major Psionic, Marksman, Nerves of Steel, Quick, Steady Hands, Two-Gun Kid
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 0 Credits
Arcane Background: Psionics (Rifts® TLPG, p120)
  • I.S.P.: 20
  • Powers: Bolt (SWADE pp156; Limitations: One Aspect), Detect/Conceal Arcana (SWADE pp158), Empathy (SWADE pp160; Limitations: One Aspect), Mind Link (SWADE pp164-165; Limitations: One Aspect), Protection (SWADE pp165-166; Limitations: One Aspect, Self (limited)), Smite (SWADE pp168; Limitations: One Aspect, Self (limited)), Telekinesis (SWADE pp169; Limitations: One Aspect)
Special Abilities
  • Bizarre Physiology: Those unfamiliar with Cactus Person biology suffer a −4 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
  • Cannot Speak: Have no vocal cords and communicate entirely through a weaker form of mind link (which they activate with no roll or ISP cost as a free action, Range of Spirit × 4).
  • Doesn't Breathe: Do not breathe, instead drawing necessary gases from their foods—they aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
  • Disease and Poison Resistant: Rarely affected by common earthly poison and disease, and gain a +4 bonus to resist when they are susceptible.
  • D-Bee (Major): Initial Reactions start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Hunted (Minor): Evil bandits, slavers, and sorcerers harvest their blood for alchemical concoctions -and because it just plain tastes good. Tribal Simvan enjoy harassing them.
  • Low Light Vision: Cactus People can see into the ultraviolet range—ignore penalties for Dim and Dark Illumination.
  • Natural Psionics: Cactus People begin with the Arcane Background (Psionics) Edge, a d6 Psionics skill, and the following three powers: detect/conceal arcana, empathy, and mind link. If a Clszymllxbrrxxyfwrr chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework). The Clszymllxbrrxxyfwrr gains two additional powers to his starting total (e.g., a Cactus Person Burster starts with five powers).
  • Regeneration: Cactus People may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds have been healed.
  • Sunlight Dependency: Cactus People need an hour of sunlight each day. If they don’t absorb enough ultraviolet rays they become Fatigued each day until Incapacitated. A day after that, they perish. Each hour spent sunning themselves restores a level of Fatigue. Fully covering clothing and armor blocks their ability to absorb sunlight.
  • Restricted Paths: Cactus People have no capacity for speech and cannot take Arcane Background (Magic) or (Miracles), nor any Iconic Framework that includes them.
  • 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.

Advances
Novice Advances
  • Raise Attribute: Agility
  • Edge: Two-Gun Kid
  • Raise Skills: Shooting/Intimidation
Seasoned Advances
  • Raise Attribute: Strength
  • Edge: Major Psionic
Current Load (normal/combat): 44.25 / 24.25 (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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
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Ryk
Posts: 11
Joined: Mon Jul 13, 2020 6:23 pm

Re: Ryk, Cactus Man Psi-Slinger

Post by Ryk »

Ryk (Rykszxiwviszt Crghszt)

Rank: Seasoned 2
Advances Left: 0
Race: Cactus Man
Iconic Framework: Psi-Slinger
Attributes:
  • Agility d10
  • Smarts d8
  • Spirit d8
  • Strength d6
  • Vigor d6
Pace: 6; Parry: 6; Toughness: 12 (5); Strain: 0

Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d8
  • Intimidation d8
  • Language (Native) d8
  • Notice d8
  • Persuasion d6
  • Piloting d8
  • Psionics d8
  • Shooting d10+1
  • Stealth d8
  • Taunt d6
Hindrances
  • Enemy (Major): Czywvry Sxycrryszxm, a cactus man community leader who is oppressing his people
  • Driven (Minor): Ryk intends to overthrow Czywvry to assume leadership of his community
  • Overconfident (Major): Ryk's eyes are bigger than his stomach, but don't tell him that.
  • Stubborn (Minor): Once his mind is made up, you can't change it. Even if you do, he won't admit it.
Racial Abilities
  • Bizarre Physiology: -4 penalty to healing and cybernetics checks. Juicer & Crazy augmentations do not work on them. Medical supplies & cybernetics cost 4x the listed price.
  • Cannot Speak: Cactus people have no vocal cords and communicate through a weaker form of mind link (which is activated with no roll or ISP cost as a free action, range Spirit x4).
  • Doesn't Breathe: Cactus people do not breathe, instead drawing needed gases from their foods. They are not affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
  • Disease & Poison Resistant: Cactus people are rarely affected by earthly poison and disease, and gain +4 bonus to resist when they are susceptible.
  • D-Bee (Major): Initial reactions to cactus people start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
  • Hunted (Minor): Evil bandits, slavers, and sorcerers target cactus people settlements to harvest their blood for alchemical purposes. Tribal Simvan harass them for personal amusement.
  • Low Light Vision: Cactus people can see ultraviolet, and ignore penalties for Dim and Dark Illumination.
  • Natural Psionics: Cactus people begin with AB: Psionics, a d6 Psionics skill, and detect/conceal arcana, empathy, mind link. If they choose an IF with AB Psionics, they follow the normal rules, but 3 of their powers must be the above. Cactus people gain two additional powers in addition to the ones above.
  • Regeneration: Cactus people make a natural healing roll daily to recover Wounds, or Injuries once all Wounds have healed.
  • Sunlight Dependency: Cactus people need an hour of sunlight each day. If they don't absorb enough UV rays they become Fatigued each day until Incapacitated. A day after that, they perish. Each hour spent sunning themselves restores a level of Fatigue. Fully covering clothing and armor blocks their ability to absorb sunlight.
  • Restricted Paths: Cactus people have no capacity for magic, and cannot take AB: Magic or Miracles, nor any IF that uses them.
Edges and Iconic Abilities
  • AB: Psionics: May use Psionic powers.
  • Marksman: May add +1 to Athletics or Shooting rolls if he doesn't move and fires no more than ROF 1 as his first action, or may ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed.
  • Steady Hands: Ignores the Unstable Platform penalty when shooting from a moving vehicle. Reduces penalty to Shooting while Running to -1.
  • Danger Sense: +2 to Notice when rolling for Surprise. On a success, he acts in the first round. On a raise, he begins on Hold. When Surprise is not in play, he gets Notice roll at -2 to detect the hazard (sniper, pit, etc.) and take appropriate action.
  • Quick: Redraws Action cards of 5 or lower.
  • Energetic Diminishment: While Protection is active, the Psi-Slinger takes -4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma).
  • Telekinetic Enhancement: When imbuing a modern firearm or TW equivalent with smite, the weapon does one additional die of damage. (e.g. a Colt Peacemaker would do 3d6+3 damage).
  • Ace: May ignore 2 points of penalties to Boating, Driving, or Piloting rolls, and may spend Bennies to soak wounds to vehicles they control.
  • Ambidextrous: Ignores the off-hand penalty.
  • Combat Ace: May ignore MAP when making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Nerves of Steel: May ignore 1 point of Wound penalties.
  • Major Psionic: Doubles ISP gained from AB Psionics and Power Points Edges. May spend 2 ISP to gain +1 and 4 ISP to gain +2 before attempting a Psionics roll.
  • Two-Gun Kid: May fire one weapon from each hand without incurring a Multi-Action Penalty.
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Ryk
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Re: Ryk, Cactus Man Psi-Slinger

Post by Ryk »

Powers

Arcane Background: Psionics
ISP: 20 - Recovery: 5/hour
  • Bolt (bolt) [One Aspect]
  • detect arcana (detect / conceal arcana)
  • Empathy (empathy) [One Aspect]
  • Mind Link (mind link) [One Aspect]
  • Protection (protection) [One Aspect, self only]
  • Smite (smite) [One Aspect, self only]
  • Telekinesis (telekinesis) [One Aspect]
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Ryk
Posts: 11
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Re: Ryk, Cactus Man Psi-Slinger

Post by Ryk »

Gear

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • 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
Huntsman Medium Personal Armor
Image
  • • Armor: +5 Toughness: +2
    • Weight: 16 lbs (Min Str: d6)
    • Rarity: +1; Cost: 24,000
Colt Peacemaker (.45) (2)
  • • Range: 12/24/48
    • Dmg: 2d6+1, AP: 1
    • ROF: 1
    • Shots: 6
    • Weight: 4 lbs. (Min Str: d4)
    • Notes:
    • Rarity: +0 Cost: 2,000
Two E-clips or magazines for each weapon

NG-300 Speedster
  • • Size: 2 (Normal), Crew: 1+1, Toughness: 17 (9), Pace 220 MPH, Handling: +2, Mods: 1
    • Notes: Exposed Crew, Hovercycle, Max Range 800 miles
    • Weapons
    • •
    • • Range: 75/150/300
      • Dmg: 4d6, AP: 5
      • ROF: 1
      • Shots: --
      • Mods: 1
      • Notes: Fixed Front, Anti-Personnel, Reaction Fire
      • Rarity: -1 Cost: 125,000

    Other Features
    • Rarity: -1; Cost: 153,000 (450,000 for Nuclear Powered model)
Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
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Ryk
Posts: 11
Joined: Mon Jul 13, 2020 6:23 pm

Re: Ryk, Cactus Man Psi-Slinger

Post by Ryk »

Advances

Advances
  • Initial Advances: (Bonus from Hindrances): Ambidextrous
  • Edge(s) granted by Racial Features: AB: Psionics
  • Edges(s) from Hero’s Journey Rolls: Ace, Combat Ace, Nerves of Steel
  • Novice 1 Advance (PbP): +1 Agility
  • Novice 2 Advance: Two-Gun Kid Edge
  • Novice 3 Advance: +1 Shooting, +1 Intimidation
  • Seasoned 1 Advance: +1 Strength
  • Seasoned 2 Advance: Major Psionic
  • Seasoned 3 Advance: EDGE
  • 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:
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Ryk
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Re: Ryk, Cactus Man Psi-Slinger

Post by Ryk »

Background

Ryk once resided not far from El Paso by the Rio Grande river. Further down there is a large Clszymllxbrrxxyfwrr settlement called Fxrjkrsxczwv, or Furkicheiv. It is primarily a farming village, due to that being the primary profession of the Cactus People. Ryk was once but a farmer himself, but he began to notice the random, sudden disappearance of his neighbors. He went to the mayor of the city, Czywvry (Chiv-ry) to report this oddity, but was ushered away and thus ignored.

For the next three weeks Ryk got up earlier and went to bed later and kept an eye on his neighbors. After twenty days, his friend Jkszywvynllsx was taken by a group of armed Clszymllxbrrxxyfwrr and was taken to a seemingly abandoned building on the outskirts of the village. With great stealth, Ryk observed his friend and the armed Clszymllxbrrxxyfwrr go into the building from a bolted and barred front door. Ryk searched on the outside of the building for another way inside. He eventually found an unused, rusted air grate and opened it. Soon enough, Ryk was in. Now on the upper platform hidden behind stacks of old crates, saw the scene unfold in front of him.

Jkszywvynllsx was carried by the guards into a cage and was locked inside, and from there the cage was transports to the other side of the building, where numerous other Clszymllxbrrxxyfwrr were also kept captive. The prison was divided in two by a large tunnel that appeared to run underground, illuminated by a warm, yellow light inside the tunnel. The cages on the left of the tunnel were all filled with Clszymllxbrrxxyfwrr, all of which were alive. Though many looked starved, dehydrated, suffering due to lack of exposure to sunlight, and so on. The cages to the tunnel's right were the true terror; some of these cages were empty, but those that weren't had the corpses of Clszymllxbrrxxyfwrr that had yet to be disposed of.

A large group of Simvan entered the building from the tunnel, which at this point Ryk assumed must be miles long. The Simvan began a conversation with the Clszymllxbrrxxyfwrr guards. Ryk thought he heard Czywvry's name, but at the time hardly considered him a suspect to the reason behind the inhumane operation. One of the left cages was loaded onto a cart, and all but one of the Simvan began to push the cart back down the tunnel.

Ryk knew well that Simvan enjoyed teasing and abusing Clszymllxbrrxxyfwrr for their own entertainment, and thus foresaw the Clszymllxbrrxxyfwrr's fate. As his anger began to boil within him, more guards appeared by the front door with another Cactus Person. This Cactus Person was also thrown into a cell, but was taken to a strange machine to the right of the tunnel. A large crane truck appeared out of nowhere -likely hidden under the large upper platform above the front door. The truck swung its boom over the cage and pried off the cage's ceiling. As the truck moved back by the front door, the cage was moved onto an odd platform under the odd machine. The machine's operator -another Clszymllxbrrxxyfwrr guard- waited for a signal. When the signal was given, he simply pushed a button and the machine's piston came crashing down on the captive. There was a series of grotesque noises underneath the piston, and then silence. Liquid poured from under the piston off from the cage into the troughs that surrounded the platform. From the operating area, one of the guards grabbed at something Ryk could not see, and walked toward the remaining Simvan with a full jug of Clszymllxbrrxxyfwrr blood. The Simvan likely said something along the lines of "Thanks" and walked back down the tunnel.

Ryk was horrified by the cruelity that he had witnessed. (NOT FINISHED)
Last edited by Ryk on Fri Jul 31, 2020 7:51 pm, edited 1 time in total.
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Ryk
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Re: Ryk, Cactus Man Psi-Slinger

Post by Ryk »

Current Status Post, 7/21/2020:
Bennies: 3
Wounds / Fatigue: 0 / 0
Active Status: None
Active Powers: None
Equipped: 2 Colt Peacemakers
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