4d6: [1, 1, 6, 4] = 12
Credits
2d4: [3, 1] = 4
Valuables
1d20: [11] = 11
Hero Journey, Psionics.
Character Name: Witness
Rank: Novice
Race: Super (No Race)
Iconic Framework: Mega Super
Attributes:
Agility d6
Smarts d8+2
Spirit d8
Strength d6
Vigor d6
Pace: 6 ; Parry: 6; Toughness: 13/5 ; Strain:6 TAM: 1
Skills: 15 Pts
ATHLETICS (agi): 1d6
COMMON KN. (Sma): 1d8+2
FIGHTING (agi): 1d8
NOTICE (Sma): 1D8
PERSUASION (Spi): 1D8
SHOOTING (agi): 1d6
STEALTH (agi): 1d6
ARCANE SKILL: Focus (Spi): 1D8
ARCANE SKILL: Psionics (Sma): 1D12+6
SUPER POWERS 45 Pts LIMIT 15 Pts
+Ageless------------------------------------------------------------------------3
**Very Old
+Chamaleon----------------------------------------------------------------------3
** Biometrics
** Requires Touch
+Doesn`t Sleep------------------------------------------------------------------2
** Tireless
+Environmental Resistance-------------------------------------------------------1
** Magic
** Mental
** Requires Activatión
+Force Field--------------------------------------------------------------------2
**Life Support
**Requieres activation
+Genius-------------------------------------------------------------------------3
**Fast learned
+Growth-------------------------------------------------------------------------1
** 1 Level
** Permanent
+Melee Attack-------------------------------------------------------------------3
**Damage +1d6
**Heavy Weapon (MDC Damage)
+Mind reading-------------------------------------------------------------------1
**Requires Touch
+Shape Change-------------------------------------------------------------------2
** 1 Level
+Speaks Languaje----------------------------------------------------------------2
** Written Word
+Super Edge---------------------------------------------------------------------10
** Arcane Background Psionics
** Power Points
** Major Psionics
** Concentration
** Master Psionics
+Super Skill--------------------------------------------------------------------12
** +11 PSionics (d12+6)
** +1 Figthing
POWERS
-Boost Trait
-Detec / Conceal Arcana
-Heal
-Telekinesis
-Teleport (from Hero Journy)
-Warrior´s Gifts
Hindrances
-Mutant (Minor): Mutants are spurned by many humans but the reaction
is more often disgust than hostility. Even when accepted as members of human society they
are often not welcome in the highest social circles and may have difficulty fully pursuing
romantic and professional relationships. Many human communities that accept D-Bees still
find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
-ENVIRONMENTAL WEAKNESS (MINOR) Electricity
Your character is more susceptible to a
specific Power Type (see page 43), such as
Cold, Fire, Mental, and so on. She takes +4
damage when hit by an attack of that type,
and subtracts 4 from resistance rolls of that
Power Type (powers that work like infection
or mind control).
-ENVIRONMENTAL WEAKNESS (MINOR) Radiation
Your character is more susceptible to a
specific Power Type (see page 43), such as
Cold, Fire, Mental, and so on. She takes +4
damage when hit by an attack of that type,
and subtracts 4 from resistance rolls of that
Power Type (powers that work like infection
or mind control).
- Overconfident (Major): There’s nothing out there your hero can’t defeat. At least that’s what he thinks.
- MONOLOGUER (MAJOR)
Some villains are known for gloating over
their foes when they should be killing them,
and some heroes can’t resist a chance to
lecture or chastise evil-doers.
Any time the character’s Action Card is a Club,
he must make a Smarts roll at −2 or spend his
entire turn announcing his opponents’ doom,
making excuses for his failures, reveling in
his success, or scolding those around him
for their misdeeds. The verbose character
may move and take free actions during his
monologue but is otherwise preoccupied
making his point.
-GRIM (MINOR)
The super is humorless, never cracking a
smile or making a joke. He’s Provoked (see
Savage Worlds) on any successful Taunt—
whether the opponent has the Edge or not.
-POST-TRAUMATIC STRESS DISORDER (MINOR)
Your hero is haunted by an experience,
often one dealing with the loss
of loved ones or comrades. This
traumatic experience intrudes on
their sleep and thoughts. At the
beginning of each game session
Minor PTSD sufferers must make a
Spirit check. On a failure, they start with
one less Benny.
MEGA-SUPER ABILITIES AND BONUSES
-Comic-Book Combat: This
collection of Setting Rules from the
Super Powers Companion applies to
the super and his abilities, with the
exception of Knockback.
-Four-Color Fun: Begin with the
Super Powers Edge and Power Level
III super powers as listed in the
Super Powers Companion. The super
may take Edges and Hindrances
from Super Powers Companion,
subject to GM approval.
MEGA-SUPER COMPLICATIONS
-Collateral Damage: The super gains
the Reckless Hindrance, but is awarded
a Benny each time his power goes out
of control due to a Critical Failure.
Additionally, if he uses a power in a
risky manner (GM's call), the GM can
award a Benny and say it went a bit wild,
complicating the situation.
-Enemies (Major): Major factions have
heard of the hero's unusual abilities and
want to study or dissect her.
-No Race: Supers do not choose a Race.
-Reputation: The super’s uniqueness
makes them an occasional topic of
conversation in the world. Anyone
may roll Common Knowledge at –2 to
know about the super, including their
Thematic Problems — this increases +1
for every Rank above Novice.
-Thematic Problems: Every super has
a weakness or two! Choose one Major
Hindrance or two Minor ones from
Dependency, Environmental Weakness,
Power Negation, Transformation, or
Vulnerability, for no extra benefit. (Environmental Weakness Electricity , Environmental Weakness Radiation)
-With Great Power: Depending on how
they see themselves relative to the
average person, the super must choose
the Arrogant, Heroic, or Overconfident
Hindrance for no extra benefit. ( Overconfident )
Edges:
-Arcane Background (Psionics)
-Poner Points
-Major Psionic
-Concentation
-Master Psionic
-Powers (Telekinesis, Heal)
-Adep (Boost Trait)
GEAR
NG-S2 Survival Pack: Survival Knife,
wooden cross, and wooden stakes
Body Armor: Huntsman Medium
Personal Armor.
Sidearm: Wilk’s 320 “Classic” Laser Pistol
Ammo: two E-clips for Wilk’s 320
Background
The Story of Witness.
I was there, I saw the end of an era of splendor and the beginning of an era of despair.
I witnessed the destruction of the civilization of man, I witnessed the opening of the rifts, and I saw how the earth opened up to engulf the creations of man.
I saw fire rain down on those wretches who survived.
I saw nightmarish creatures rise from the Rifts, which can only be called demons, devour the few living people who escaped the cataclysm.
And I was engulfed in the crackling energies of the Rifts, howling in pain as my body and mind were restructured at the atomic level, changing what had been and beginning the path of what I am now.
For more than 300 years I have crawled through this wounded and monstrous world, learning to master the gifts bestowed upon me on that fateful day.
I have survived everything that fate has thrown at me in these centuries and I have seen human empires rise again, empires ruled by fear, hatred and xenophobia, and others ruled by hope, knowledge and respect for all living beings. who wants to live in peace.
But I am not optimistic, I have lost hope, there is no joy in my life and this gift of immortality seems more like a curse than a Gift. Every moment that my mind rests horrible visions of death and destruction assail me and disturb the little humanity and sanity that remain in my person.
Here I am willing to face whatever the future holds for me, waiting to find that spark of hope, that example of the courage to sacrifice for others that shows me that there is a future beyond war, distrust and fear. ....
Sorry if the grammar and or Expression are not correct, english is not my mother languaje.
Tormento Mega Super
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