Blaster

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Pender Lumkiss
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Blaster

Post by Pender Lumkiss »

Using Burster, and retrapping.

Arcane Background (Psionics): A Blaster begins with three powers from the list above, 20 ISP, and a d8 Psionics skill.

Everything goes unnoticed: The abilities of the Blaster are some of the most subtle possible. They can take down almost an entire squad of CS grunts without anyone realizing they are the real threat. Any time a Blaster causes damage with a telekenetic ability, roll a d10. Active sentries need to make a notice check on a 6–10, while unsuspecting targets have no clue who is attacking them on a 3 –10. The power is completely invisible on a 10, or at least active sentries must take a -6 to their notice check. Permanent telekenetic energy effects like tractor beams, or blasters find them selves intantly distrupted on a 10 as well and and on an 8 or 9 dissapate in 2d6 rounds.

Telekinetic Aura: At will, as an action (no roll required), a Psychokinetic can surround himself with an Aura of telekinetic force, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Psychokinetic (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his aura Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Tell me metic Aura goes away whenever the Psychokimetic is Incapacitated or is otherwise unconscious.

Psycokinetic Mastery: Over a Large Burst Template centered anywhere within 12” , the Blaster can create, control, and eliminate telekenetic energy effects. He can create minor telekenetic effects (such as move or pull small objects) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.

Mind over Matter: The Blaster is completely impervious to all sources of telekenetic energy; he cannot be moved by telekenisis, havok, or pummel like powers or effects. He also makes a free vigor roll to soak any wounds delt by matter as he is able to slow the impact of nearly anything physical. He's also immune to blasters themselves.

Telekinetic Bolt: The Blaster can hurl forth a flaming bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Burster may add +2 AP by spending 1 ISP per TK Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using Tk bolt does not result in Brainburn (per Savage Worlds).

Major Psionics: Bursters begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range ×10. These last two effects are doubled when on a ley line.
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Stoic
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Re: psychokinetic

Post by Stoic »

Telekinetic Aura: At will, as an action (no roll required), a Psychokinetic can surround himself with an Aura of telekinetic force, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Psychokinetic (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his aura Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Tell me metic Aura goes away whenever the Psychokimetic is Incapacitated or is otherwise unconscious.
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