Blind MARS Psychic

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Venatus Vinco
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Blind MARS Psychic

Post by Venatus Vinco » Thu May 17, 2018 4:20 am

MARS PCO

Major Hindrance: Blind
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements - AB Psionics, Major Psionics
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table
  • Begin with the starting gear of any one Iconic Framework of your choosing.
FG
1d12 = 7: 7
1d12 = 4: 4
1d12 = 2: 2
1d12 = 5: 5

HJ
1d20 = 16: 16
Training - 1d20 = 20: 20
1d20 = 12: 12
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Re: Blind MARS Psychic

Post by Venatus Vinco » Thu May 17, 2018 9:03 am

Character Sheet

Saul Tarsus
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS - PCO
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d6, Vigor d6
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5; Strain: 0

Skills:
  • Psionics d12 (2)
  • Notice d12 (2)
  • Streetwise d10 (2)
  • Persuasion d12 (4)
  • Intimidation d12 (4)
  • Taunt d12 (4)
  • Survival d6 (2)
Hindrances
  • Blind (Major): -6 to all actions requiring vision. -2 to social rolls. Gain an extra edge.
  • Quirk (Minor): Makes blind jokes and puns all the time
  • Mean (Minor): Enjoys mentally tormenting people and playing cruel psionic jokes
Edges
  • AB Psionics (IF): 10 ISP, 3 powers
  • Major Psionics (HJ): Double Base ISP. Spend 2 ISP to gain a +1 on Psionics roll, or ISP for +2. Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. Bonuses doubled on a ley line.
  • Master Psionics (HJ): Mega Powers
  • Brawny (FG): Toughness +1; load limit is 8 x Str
  • Quick (FG): Discard draw of 5 or less for new card
  • Danger Sense (Blind): Notice at –2 to detect surprise attacks/danger
  • Sixth Sense (Human): No -2 penalty to Notice for Danger Sense. Success begins round on hold. Can take a single immediate action with a raise.
  • Charismatic: +2 Charisma
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Re: Blind MARS Psychic

Post by Venatus Vinco » Thu May 17, 2018 9:03 am

Powers
Arcane Background: Psionics
PPE/ISP: 30 - Recovery: 1/hour

Hypnotic Suggestion [Puppet] (3/6) [Veteran]
  • Range: Smarts (Smarts x 2)
  • Duration: 3 (1/round)/Special
  • Trapping:
  • Effect: Opposed roll vs. Spirit to control another person.
Bio-Manipulation [Boost/Lower Trait] (2/4) [Novice]
  • Range: Smarts (Smarts x 2)
  • Duration: 3 (1/round)
  • Trapping:
  • Effect: +/- 1 die type to affected trait. 2 with a raise (2/4 for Greater)
Telepathy [Telepathy] (2/4) [Novice]
  • Range: 1 mile (Special)
  • Duration: 3 (1/round)
  • Trapping:
  • Effect:
Mind Reading [Mind Reading] (2/4) [Novice]
  • Range: Smarts (Smarts x 2)
  • Duration: 1/5 minutes (1/minute)
  • Trapping:
  • Effect:
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Re: Blind MARS Psychic

Post by Venatus Vinco » Thu May 17, 2018 9:04 am

Background

Unique Combat Mage Armor (TW)
  • +10 Armor, +1 Toughness, as well as a Strength increase of one die type.
  • Strength Minimum: N/A
  • Environment Protection: Full
  • Weight: 9 lb
  • Note: Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work.
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Re: Blind MARS Psychic

Post by Venatus Vinco » Thu May 17, 2018 9:04 am

Gear
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Re: Blind MARS Psychic

Post by Venatus Vinco » Thu May 17, 2018 9:05 am

Advances
Attributes
Agility: d4>d6 (FG)
Smarts: d4>d6 (FG)>d8 (1)>d10 (hindrances)> d12 (N2)
Spirit: d4>d10 (3)>d12 (hindrances)>d12+1 (S2)
Strength: d4>d6 (FG)
Vigor: d4>d6 (1)

Iconic Framework
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements - AB Psionics, Major Psionics
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Begin with the starting gear of any one Iconic Framework of your choosing.

Hero’s Journey
  • Psionics 16 - Spend a benny to use Spirit in place of any Trait rolls
  • Training 20 - Free Professional Edge Ignoring Requirements (Master Psychic)
  • Body Armor 12 - Significant environmental system improvements grant your hero +1 to Vigor checks while wearing this suit. If your suit does not have Full Environmental Protection, this result provides that benefit instead.

MARS Fortune & Glory
  • 7 - Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
  • 4 - Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • 2 - A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
  • 5 - Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.

Advances
  • Initial Advances (From Hindrances): +1 Smarts, +1 Spirit
  • Free Edge (Human): Sixth Sense
  • Free Edge (Blind): Danger Sense
  • Novice 1 Advance: Charismatic
  • Novice 2 Advance: +1 Smarts
  • Novice 3 Advance: +1 Psionics and Notice
  • Seasoned 1 Advance: New Power
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance:
  • 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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