Jones - Psi-Ghost Commando

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Jones
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Joined: Wed Jun 05, 2019 8:31 pm

Jones - Psi-Ghost Commando

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MARS 2d20 F&G 3d20: [17, 9]+[10, 3, 3] = 42

Reroll Bard

1d20: [12] = 12
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Jones
Posts: 15
Joined: Wed Jun 05, 2019 8:31 pm

Re: M.A.R.S.

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Jones
Veteran Male Psi-Ghost, MARS Commando

Iconic Framework: MARS Commando

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8+2, Language (Native) d8, Notice d8, Occult d6, Persuasion d4, Psionics d8, Shooting d8, Stealth d8, Survival d6, Thievery d6+1
Pace: 6; Parry: 6; Toughness: 14 (5)
Strain: 8/8
Hindrances: Driven (minor, ), Loyal, Overconfident, Ruthless (minor), Vow (major, ), Vow (major, ), Wanted (major, )
Edges: Adept (Warriors Gift), Arcane Background (Psionics), Assassin, Brave, Brawler, Conditioned, Dodge, Major Psionic, Marksman, Menacing, Nerves of Steel, Power Points, Psychic of Psyscape, Soldier, Thief, Trademark Weapon (L-20 Pulse Rifle)
Armor: Urban Warrior Tactical Medium EBA (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str+d4), L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, ROF 3, AP 2, +1 to Hit, M.D.C., +1 Parry), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1-3d8+2, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Native, Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 30Powers: Confusion (Savage Worlds: Adventure Edition p157), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Disguise (Savage Worlds: Adventure Edition p158), Empathy (Savage Worlds: Adventure Edition p160), Telekinesis (Savage Worlds: Adventure Edition p169)
Special Abilities
Ghosting: Gain the effect of intangibility, or reappear as an Innate Ability with no roll or ISP cost and can't use Power modifiers. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks.
Mutant (Minor): Whether their identity is revealed or not, initial Reactions often start off Uncooperative.
Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional power to her starting total (e.g., a Psi-Ghost Burster get five).
Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
Wanted (Major): The Coalition States and True Federation seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
Psionics: Power Points: 30; Powers: Confusion (Savage Worlds: Adventure Edition p157), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Disguise (Savage Worlds: Adventure Edition p158), Empathy (Savage Worlds: Adventure Edition p160), Telekinesis (Savage Worlds: Adventure Edition p169)
MARS Advances: Commandoes begin as Seasoned heroes
Commando Attributes: +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
Commando Skills: Athletics d6, Fighting d4, Shooting d4, and Survival d4.
Commando Edges: Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
Who Dare, Wins: Use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. +2 bonus to parachuting, rappelling, and similar daring moves.
Focused Training: Make two fewer rolls on the Hero's Journey tables.
Dedicated Arrogance: Begin with either the Loyal or Quirk Hindrance for no added benefit.

Starting Bennies: 4
Advances
Novice Advances
Raise Skills: Fighting/AthleticsEdge: MenacingRaise Attribute: SpiritSeasoned Advances
Edge: Major PsionicRaise Attribute: SpiritEdge: Adept (Warriors Gift)Edge: Power PointsVeteran Advances
Edge: Trademark Weapon (L-20 Pulse Rifle)Raise Skills: Intimidation/Common Knowledge
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Current Load: 47.25 (61)
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 Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears invalid
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