Raven, Human Nega-Psychic Assassin

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Raven
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Raven, Human Nega-Psychic Assassin

Post by Raven »

  • Training 1d20: [9] = 9
  • Underworld & Black Ops 1d20: [1] = 1
  • Underworld & Black Ops 1d20: [4] = 4
  • Underworld & Black Ops 1d20: [13] = 13
Credits
  • 4d6: [6, 3, 2, 6] = 17 x 100 = 1700
  • 2d4: [2, 2] = 4 x 500 = 2000
  • 3700 x 2 = 7400
Curiosities
  • Curiosities 1d4: [4] = 4
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Raven
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Re: Raven, Human Nega-Psychic Assassin

Post by Raven »

Raven
Novice Human, Nega-Psychic, and Assassin

Description
Above average height. Fully clothed in dark neutral colors. Little else can be ascertained.

Rank: Novice Advance: 2
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 17(9); Strain: 0/6
Skills
  • Athletics
    d6+1 (Climbing)
  • Common Knowledge d4
  • Electronics d6
  • Fighting d8
  • Hacking d6
  • Language (Native) d8
  • Notice d6
  • Persuasion d4
  • Psionics d6
  • Repair d6
  • Shooting d8
  • Stealth
    d8+1 (Urban); d8+2 (Wilds)
  • Survival d6+2
  • Thievery
    d6+2 (Electronic Security)
Hindrances
  • Beneficial Powers Resistance: Nega-Psychics can still wield TW gear, such as firing a TW weapon or using the farsight ability in a pair of TW goggles. However, anything external that would give her a direct benefit to herself (like healing or mind link cast by an ally) is rolled at a −8 due to her Greater Arcane Resistance.
  • Curious: The character wants to know about everything.
  • Enemies: Supernatural creatures and beings tend to hate Nega-Psychics with an unreasoning fury, often attacking them first if their abilities are discovered.
  • Hesitant: Draw two Action Cards and take the lowest (except Jokers, which may be kept).
  • Loyal: The hero is loyal to his friends and allies.
Edges
  • Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less.
  • Major Psionic: Double ISP from Psionics and the Power Points Edges; spend 2 ISP for +1 or 4 ISP for +2 to Psionics rolls before the roll.
  • A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
    Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter.
    Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.
    A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.
    The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
    : Quickly create improvised devices from scraps.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Thief: +1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
  • Woodsman: +2 to Survival and Stealth in the wilds.
Special Abilities
  • Boots of the Erased: These enchanted boots leave no trail, convey no body odors or oils, leave no footprints, make no sound, and convey no detectable amount of body heat. Sensors of any sort are -4 to detect them, as is any sound based Perception or any Tracking check.
  • Disrupt Magic: Can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. ISP costs are normal, and she may use Modifiers she has access to.
  • Greater Arcane Resistance: Reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Targeting the Nega-Psychic suffer a −8 penalty, and she gains +8 to opposed Trait rolls to resist powers.
    • Their powers are not disrupted by their own Greater Arcane Resistance.
  • Rapid Healing: Natural healing roll daily to recover Wounds, then Injuries. +2 on rolls to resist Poison and Disease Hazards.
  • Hacker (Hero's Journey): +1 when dealing with electronic security using Thievery
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Raven
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Re: Raven, Human Nega-Psychic Assassin

Post by Raven »

Powers
Arcane Background: Psionics
ISP: 20 - Recovery: 5/hour

Dimensional Denial [Banish] (3 ISP) [Veteran]
  • Range: 8"
  • Duration: Instant
  • Trapping: Focused strength of will that erases the creature's presence from the material plane.
  • Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).
    Banishing a being is an opposed roll of the caster’s arcane skill versus the target’s Spirit. Success means the target is Shaken, and each raise causes a Wound.
    If this Incapacitates the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.
Physiopsychic Enhancement [Boost Trait] (2 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Uses inner strength to enhance abilities.
  • This power allows Raven to increase their own Traits (attribute or skill).
    Boosting a Trait increases the selected Trait one die type, or two with a raise, for five rounds.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
  • Limitations: Self (-2 PP); Aspect (-1 PP)
Disrupt Magic [Dispel] (1 ISP) [Seasoned]
  • Range: 8"
  • Duration: Instant
  • Trapping: Denies the existence of any supernatural powers.
  • Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices, page 153).
    Dispel can be used on a power already in effect or to counter an enemy power as it’s being used (automatically interrupting actions) as a free action.
    In either case, dispelling an opponent’s power is an opposed roll of arcane skills (or using Spirit if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).
    If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
    • POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
Telekinetic Enhancement [Smite] (2 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Imbue the weapon with increased potential energy.
  • This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
  • Limitations: Self (-2 PP)
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Raven
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Re: Raven, Human Nega-Psychic Assassin

Post by Raven »

Background
Raven.jpg

Raven doesn't talk much, and when they do it's digitally distorted. They were trained from an early age to kill those who need killing. It's not so much a drive as what comes naturally to Raven.

That's not to say they are a front line combatant - far from it. Raven won't run from a fight, but they prefer to strike unexpected and from the shadows. Their training shows it, too, as Raven feels as comfortable in the shadows of the city as beneath the boughs of a tree.

For the past several years raven has contracted his services out to the Tomorrow Legion. The particular skillset they bring to the Legion is useful and Raven's preferred targets are often at odds with the Tomorrow Legion. It's a mutually beneficial arrangement.
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Raven
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Re: Raven, Human Nega-Psychic Assassin

Post by Raven »

Gear
Current Load: 57 / 37 (60)


Vibro-Knife
Image
  • • Str+d6, AP 6
    • Weight: 2 (Min Str d4)
    • Notes: Harmonic Blades, MD, Powered Weapons; As an attached Bayonet to a long arm: Str+d8, AP 8, Parry +1, Reach 1, Two Hands
    • Rarity: +2 Cost: 7,000
Wilk's 320 Laser Pistol
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 2
    • ROF: 1
    • Shots: 20/20
    • Weight: 2 lbs. (Min Str: d4)
    • Notes: The "Classic" is Shooting +1. Cauterize, No Recoil
    • Rarity: +1 Cost: 11,000
Telekinetic (TK) Revolver
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 6/6
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: A Colt Peacemaker; can still fire standard rounds; TW Gear; TW Ranged Weapon Recharge (2 PP); Expend 2 ISP as a free action to cause MD for 5 rounds.
    • Rarity: -1 Cost: 15,000



Image
  • • Armor: +7 Toughness: +2
    • Weight: 21 lbs (Min Str: d6)
    • Notes: EBA
    • Rarity: -1; Cost: 38,000



Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:

The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Vibro-Knife
• Pocket: Wilk's 320
• Pocket: TK Revolver
• Pocket: E-clip
• Pocket: E-clip
• Pocket:
• Pocket:
• Pocket:


Boots of the Erased
Image
Rare Enchanted Boots
Weight: 3 lbs.
Features
• These enchanted boots leave no trail, convey no body odors or oils, leave no footprints, make no sound, and convey no detectable amount of body heat. Sensors of any sort are -4 to detect them, as is any sound based Perception or any Tracking check.


Repair Kit, Field (10 lbs, 4,000 Credits)
Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items.
It requires a Repair skill of at least d4 to use. Frequent use necessitates replenishing the supplies, per the GM.
  • • The Field Repair Kit grants a +1 bonus to all Repair rolls.
Lockpicks (1 lb, 200 Credits)
A basic set of lockpicks that every thief needs in order to acquire entry to places they shouldn't be.

Grapnel & Launcher (5 lb, 2500 Credits)
A grapnel and high tensile strength cord (110’, 2000 lb, Hardness 12) attached to a pressurized launcher and reel, these systems are popular with explorers and city rats, as well as bounty hunters (who often use them in an unorthodox manner).
Image
The grapnel can be fired at a target up to 18” distant using Shooting, and with a success has securely hooked its target. By activating the reel as a free action the user is pulled in towards the target—gaining +2 to Athletics (climbing), +4 with a raise—or if lighter than himself and unsecured, pulls the target to him.
If fired at an unwilling target, they make an opposed Agility check against the Shooting roll. If they fail they become Entangled by the grapnel, or Bound with a raise

  • • 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
(20 lb, 3,000 Credits)
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth.
Image

Mysterious Sack
A small red satin sack of fine flat gold coins. Each has a sigil of a different rifts earth city on one side (Kingsdale, Dweomere, Chi-Town, etc.). The other side is a very detailed etching of a hog nose snake, coiled and ready to strike.
Satin Sack.gif
Satin Sack.gif (16.65 KiB) Viewed 2228 times

Credits: 700 Credits

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Raven
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Re: Raven, Human Nega-Psychic Assassin

Post by Raven »

  • Training 09: While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival.
  • Underworld & Black Ops 01: When all else fails, your hero knows how to take any available resources and juryrig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
  • Underworld & Black Ops 04: Your character’s innate understanding of computers makes him one of the most valuable people in the world. He gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
  • Underworld & Black Ops 13: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses.
  • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
  • Arcane Background (Psionics): Nega-Psychics begin with Arcane Background (Psionics) choosing three powers from the above list, the Major Psionic Edge, Psionics d6 and 20 ISP (10 ISP base, doubled by Major Psionic). Their powers are not disrupted by their own Greater Arcane Resistance.
  • Disrupt Magic: A Nega-Psychic can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. When activating dispel ISP costs are paid normally, and she may use Modifiers she has access to.
  • Greater Arcane Resistance: This Nega-Psychic ability reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Arcane skills targeting the Nega-Psychic suffer a −8 penalty, and she gains +8 to opposed Trait rolls to resist powers. They may take Arcane Resistance and the improved version to further increase these modifiers.
  • Rapid Healing: Nega-Psychics make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed. They are +2 on rolls to resist Poison and Disease Hazards.
  • Rebellious Spirit: Nega-Psychics begin with the Brave and Strong Willed Edges.
    Beneficial Powers Resistance: Nega-Psychics can still wield TW gear, such as firing a TW weapon or using the farsight ability in a pair of TW goggles. However, anything external that would give her a direct benefit to herself (like healing or mind link cast by an ally) is rolled at a −8 due to her Greater Arcane Resistance.
  • Cybernetics: Disrupting the inherent power flows within a Nega-Psychic’s spirit can harm her resistances. Each point of Strain from cybernetics reduces the value of Greater Arcane Resistance by one, so 3 points would reduce her resistance to 5.
  • Enemies: Supernatural creatures and beings tend to hate Nega-Psychics with an unreasoning fury, often attacking them first if their abilities are discovered.


Advances
Novice Advances
  • Raise Attribute: Smarts
  • Edge: Calculating
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
Created with Savaged.us
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Pender Lumkiss
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Re: Raven, Human Nega-Psychic Assassin

Post by Pender Lumkiss »

Curiosities: roll 1d4 to see what curiosity you picked up.
  • 1) A book seemingly made of shadow neither there and yet it is there. The front has a locked clasp that you have been unable to open due to it effectively being intangible. Even holding it you see it sink halfway into your hand. If it is magical it is able to resist your natural abilities.
  • 2) A crystal box of three strands of golden hair. The hair is more golden and radiant than the most majestic sunset. The box has a few runes etched into made of a silver metallic substance.
  • 3) A fine distressed with age wooden box containing an old fragile quil and ink set. Printed across the ink jar in faded gold leaf has one word: Boz.
  • 4) A small red satin sack of fine flat gold coins. Each has a sigil of a different rifts earth city on one side (Kingsdale, Dweomere, Chi-Town, etc…) The other side is a very detailed etching of a hog nose snake, coiled and ready to strike.
Field Team Six Bennies
3/6
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