Neo
Rank: Seasoned 3 Advances Left: 0
Race: Neo Human
Iconic Framework: Neo Human (Burster)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 11 (4)/17(10)
Skills:
- Athletics d8
- Common Knowledge d6
- Fighting d8
- Notice d8
- Persuasion d8
- Psionics d12
- Stealth d8
Neo Human Abilities
With a natural ability to use psychokinetic force at will to manipulate the world around them, neo-humans begin with the following abilities.
Neo Human Abilities
- Arcane Background (Psionics): A Neo-Human begins with Arcane Background (Psionics) choosing three powers from the Burster List. They also begin with Psionics d6.
- Blaster: Neo Humans may spend ISP to make their attacks more powerful. +2 ISP grants d8 for damage dice and +1 armor piercing.
- Major Psionic: Neo-Human begin with the Major Psionic edge and 20 ISP (10 ISP base, doubled by the Major Psionic Edge).
- Force Aura: As an action ( no roll or ISP required) a Neo-Human can surround himself with a field of disruptive kinetic force, 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 aura also adds 1d6 damage to any Fighting attack he makes. If the Neo-Human spends 3 ISP when activating Force Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Force Aura goes away whenever the Neo-Human is Incapacitated or unconscious.
- Kinetic Mastery: The Burster has the Innate Ability to create, control, and eliminate minor kinetic forces effects using elemental manipulation (limited to physical matter 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.
- Forcewalker: Neo-Humans are able to use the Fly power (self only) without paying ISP for the base power.
- Kinetic Bolt: The Burster can hurl forth a Kinetic bolt o f 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. Kinetic Bolt is Range Smarts x2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
Hindrances
- Cybernetics: Cyberware i sn'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—Power Obsession: Neo-Humans use their Elemental Manipulation or Telekinesis for everything. They enjoy frequent displays of power. This is more aggravating than dangerous (at least most of the time).
Edges and Iconic Abilities
- Improved Kinetic Mastery (Human Adaptable): A Burster with this Edge increases the Range of his Force Fire Mastery to Smarts × 2, and the Strength of the TK effects to d12.
- Smarter (Hindrance): Smarts raised to d8
- Rapid Kinetic Bolts (Hindrance): For one ISP the Neo-Humans bolt becomes RoF 2.
- Adept (Hero’s Journey): The character may use Warrior’s Gift and Protection as innate abilities.
- Mentalist (Hero’s Journey): +2 in opposed psionic contest
- Rapid Recharge (Hero’s Journey): recovers 10 ISP/hour
- Improved Rapid Recharge (Hero’s Journey): recovers 20 ISP/hour
- New Powers (Hero’s Journey): The character gains 2 new powers.
- Improved Kinetic Bolt (Novice 1): Improve the Burster’s 2 ISP Flame Bolt damage to 5d6 Mega Damage (6d6 on a raise) with Range Smarts × 3. Flame Bolt remains the same in all other aspects.
- Vigor (Novice 2): Vigor increased to d6
- Power Points (Novice 3): Gains +10 ISP
- Kinetic Blast (Seasoned 1): For one ISP the Burster’s Flame Bolt affects a Small Blast Template, two ISP for a Medium one, or three ISP for a Large one. Alternatively, she may spend one ISP to use the Cone Template at no Range. Unless otherwise stated, enhancements to Flame Bolt apply when using this Edge as well.
- Strength (Seasoned 2): Strength increased to d6
- Power Points (Seasoned 3): Gains +10 ISP