Shades (Psi-Ghost & Nega-Psychic)

Desperate times require desperate measures. The Disavowed are so Top Secret that their existence is known only to a handful of the Coalition States’ most elite, top echelon, with Joseph Prosek II the mastermind behind the Disavowed operation, and Colonel Lyboc its shadowy face. (6/6 Full)
GM: Lars
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Shades (Psi-Ghost & Nega-Psychic)

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Character Sheet

Player Name: Sgt 86Delta/Nathaniel
Google Handle: Sgt 86Delta
Character Name SHADES
Rank: Advances Left:
Race: PSI-GHOST
Iconic Framework: NEGA-PSYCHIC
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d4
Pace: 6 (1d6) ; Parry: 5 ; Toughness: 11 (5); Strain: 0

Skills:
  • CORE
    • Athletics (Ag) d4 --> d6
      Common Knowledge (Sm) d4 --> d6
      Notice (Sm) d4 --> d6
      Persuassion (Sp) d4
      Stealth (Ag) d4 --> d6
    STANDARD
    • Electronics (Sm) d8
      Fighting (Ag) d6
      Hacking (Sm) d6
      Psionics (Sm) d10
      Repair (Sm) d6
      Science (Sm) d6
      Shooting (Ag) d4
      Survival (Sm) d4
      Thievery (Ag) d4

Hindrances
  • Conscripted - Obligation (Major): Protect his home by working for the enemy.
    Locked Away - Secret (Minor): Shades' home maybe gone
    Psi-Ghost Betrayer - Shamed (Minor): Shades' home maybe gone
Edges
  • Master Psionics
    Telemechanics
  • New Edge: brief description
Last edited by Shades on Tue Jun 30, 2020 5:16 pm, edited 5 times in total.
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Shades - Background

Post by Shades »

Background

Shades' community lay somewhere in the heartland of the Federation of Magic and possibly too near the City of Brass. He was never certain what triggered the Federations interest in his home community, but many of his family were captured. Unexperienced and uncertain of what had occured, Shades struck out looking for help.

Weeks later he found himself near a CS outpost. Someone in the outpost realized the significance of a Psi-Ghost and had the presence of mind to detain and restrain Shades. He was then transported to Chi-Town.

In Chi-Town he was confronted with testing and other trials, all while trying to seek help for his family and friends from his Psi-Ghost community.

Feeling it better to have a Psi-Ghost in the ranks and hoping to earn Shades' trust they enlisted him as Demolitionist, not realizing that his Psi-Ghost racial traits were masking his Nega-Psychic capabilities. He has raw and untrained talent as a Nega-Psychic.
Last edited by Shades on Tue Apr 14, 2020 11:38 am, edited 1 time in total.
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Shades - Gear

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Gear

NG-S2 Survival Pack
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. (20 lb, 3000 credits)
  • 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.
    Wooden Cross & Wooden Stakes
BODY ARMOR
  • Urban Warrior Tactical Medium EBA
    [image]
    • • Armor: +5 Toughness: +2
      • Weight: 11 lbs (Min Str: d4)
      • Notes:
      • EBA provides immunity to disease, poison, and drowning.
        +4 to resist cold, heat, electicity, and radiation
        radio, 5 mile range
        air filtration system
        five hours emergency air
      • Rarity: +0; Cost: 35,000
SIDEARM
  • NG-33 Laser Pistol
    [image]
    • • Range: 12/24/48
      • Dmg: 3d6, AP: 2
      • ROF: 1
      • Shots: 20
      • Weight: 4 lbs. (Min Str: d4)
      • Notes: The "Classic" is Shooting +1.
      (2) two E-clips for NG-33 Laser Pistol
      • Rarity: -1 Cost: 6,500
    TK-Revolver
    [image]
    • • Range: 12/24/48
      • Dmg: 3d6, AP: 3
      • ROF: 1
      • Shots: 6
      • Weight: 4 lbs. (Min Str: d4)
      • Notes: A Colt Peacekeeper can still fire standard rounds (.45)
      Colt Peacemaker (.45)
      [image]
      • Range: 12/24/48
      • Dmg: 2d6+1, AP: 1
      • ROF: 1
      • Shots: 6
      • Weight: 4 lbs. (Min Str: d4)
      • Notes: 2 Cylinder Assemblies w/ (6) six .45 rounds loaded
      • Rarity: +0 Cost: 00,000
      • Rarity: -1 Cost: 15,000
    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
Credits:

Contacts
Last edited by Shades on Tue Apr 21, 2020 9:55 am, edited 5 times in total.
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Shades - Cybernetics

Post by Shades »

Cybernetics
Name - (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
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Shades - Advances

Post by Shades »

Advances

Attributes
  • Agility d4 --> d6 (1) --> d8 (3N),
    Smarts d4 --> d8 (2) --> d10 (IA),
    Spirit d4 --> d8 (2),
    Strength d4,
    Vigor d4
Skills
  • Academics (Sm)
    *Athletics (Ag) d4 --> d6 (1)
    Battle (Sm)
    Boating (Ag)
    *Common Knowledge (Sm) d4 --> d6 (1)
    Driving (Ag)
    Electronics (Sm) (used for sensors and such) --> d6 (2) --> d8 (1N)
    Faith (Sp)
    Fighting (Ag) --> d6 (2)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm) d6 (HJ)
    Healing (Sm)
    Intimidation (Sp)
    Language (Sm)
    *Notice (Sm) d4 --> d6 (1)
    Occult (Sm)
    Performance (Sp)
    *Persuasion (Sp) d4
    Piloting (Ag)
    Psionics (Sm) d6 (IF) d8 (Race) --> d10 (1N)
    Repair (Sm) --> d6 (2)
    Research (Sm)
    Riding (Ag)
    Science (Sm) --> d6 (2)
    Shooting (Ag) --> d4 (1)
    Spellcasting (Sm)
    *Stealth (Ag) d4 --> d6 (1)
    Survival (Sm) --> d4 (1)
    Taunt (Sp)
    Thievery (Ag) --> d4 (1)
    Weird Science (Sm)

Racial Package - Psi-Ghost
  • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).

    Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.

    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): Psi-Ghosts are pursued by many powerful groups—including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.

Iconic Framework - Nega-Psychic
NEGA-PSYCHIC ABILITIES AND BONUSES
Whether human, near-human, Psi-Stalker, or otherwise, Nega-Psychics are born to resist and combat the supernatural and arcane powers. Extensive training and practice are required to hone this capacity into an effective set of offensive and defensive tools. At the same time, Nega-Psychics learn how to fight and survive in a dangerous world where beneficial magic and psionics do them little good.

Nega-Psychics have a limited set of powers: arcane protection*, banish, boost Trait*, darksight*, environmental protection*, havoc, smite*, and telekinesis. Powers marked with an (*) have the Range (Self) limitation listed under Trappings in Savage Worlds; ISP costs are reduced accordingly.
  • 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.
NEGA-PSYCHIC COMPLICATIONS
The “anti-power” of a Nega-Psychic is a double edged sword; they cannot benefit from beneficial arcane or psionic powers. They show up as a psychic blank and tend to be reviled by supernatural beings and those who abuse their power.
  • 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.
Hero’s Journey
    • Underworld & Black Ops Table
      Roll result [3]
      Description:
      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.
    • Experience & Wisdom Table
      Roll result [16]
      Description:
      Life on the road, in the wilderness, and wandering the streets of the cities that
      remain gave your character special insight and some key experience with a
      particular calling. You may give her one Professional Edge DEMOLITIONIST, ignoring requirements,
      so long as it makes sense and the GM agrees with it.
Advances
  • Initial Advances: (From Hindrances):
    • INC Smarts 1DT (d10)
      Master Psionic Edge
    Cybernetic Modifications: None
    Advance 1 Novice: INC Psionics 1DT (d10)/INC Electronics 1DT (d8)
    Advance 2 Novice : Telemechanics Edge
    Advance 3 Novice: INC Agility 1DT (d8)

  • Seasoned 1 Advance: INC Repair 1DT (d8)/INC Science 1DT (d8)
  • Seasoned 2 Advance: Expert Demolitionist Edge
  • Seasoned 3 Advance: Power Points Edge
  • Seasoned 4 Advance: INC Vigor 1DT (d6)
  • Veteran 1 Advance: INC Stealth 1DT (d8)/INC Hacking 1DT (d8)
  • Veteran 2 Advance: Take'Em Down Edge
  • Veteran 3 Advance: Soldier Edge
  • Veteran 4 Advance: INC Strength 1DT (d6)
  • Heroic 1 Advance: INC Electronics 1DT (d10)/INC Hacking 1DT (d10)
  • Heroic 2 Advance: Improved Take'Em Down Edge
  • Heroic 3 Advance: Conditioned Edge
  • Heroic 4 Advance: INC Smarts 1DT (d12)
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Shades on Tue Jun 30, 2020 5:16 pm, edited 6 times in total.
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Shades - Powers

Post by Shades »

Powers


ISP/PPE: 20/20
Recovery: 1 per hour

Psionics Powers
  • NOVICE
    • arcane protection*
      bolt
      boost Trait†
      detect/conceal arcana*
      confusion
      darksight*
      empathy
      entangle
      environmental protection*
      fear
      havoc
      healing
      mind link
      relief
    SEASONED
    • disguise*
      farsight*
      object reading
      telekinesis
      warrior’s gift*
    VETERAN
    • fly*
    HEROIC
    • divination
Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked with a dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).

Psionics gain access to Mega Power Modifiers by taking the Major Psionic then Master Psionic Edges. Psionic combat powers have a telekinetic force Trapping with an appearance like molten glass, possibly arcing with energy and tinted with color.
Nega-Psychic Powers
  • NOVICE
    • arcance protection*
      boost Trait*
      darksight*
      environmental protection*
      havoc
      smite*
    SEASONED
    • telekinesis
    VETERAN
    • banish
Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked with a dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).

Psionics gain access to Mega Power Modifiers by taking the Major Psionic then Master Psionic Edges. Psionic combat powers have a telekinetic force Trapping with an appearance like molten glass, possibly arcing with energy and tinted with color.
Flavor Text Here (Detect/Conceal Arcana; PPE) [Novice]
List: Psionics
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:

Flavor Text Here (Mind Link; PPE) [Novice]
List: Psionics
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:

Flavor Text Here (Boost Trait; PPE) [Novice]
List: Nega-Psychic
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:

Flavor Text Here (Environmental Protection; PPE) [Rank]
List: Nega-Psychic
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:

Flavor Text Here (Havoc; PPE) [Rank]
List: Nega-Psychic
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:

Code: Select all

[b][size=150]Flavor Text Here[/size][/b] (Power Name; PPE) [size=85][Rank][/size]
[u]Mega/Temporal[/u]:
[u]Range[/u]:
[u]Duration[/u]:
[u]Trapping[/u]:
[u]Effect[/u]:
Last edited by Shades on Sun Apr 12, 2020 11:34 am, edited 4 times in total.
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Shades - Bennies

Post by Shades »

Bennies
3 Bennies
Beginning 3
Track expenditures here
Conversation with Wallace - 2 of 3 remaining
Last edited by Shades on Wed Jul 08, 2020 6:15 pm, edited 1 time in total.
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Shades - Signature

Post by Shades »

Signature

White Castle
Quick Stat _
Seasoned Human MARS Rogue Scholar/Legacy Scout
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 4 || Toughness: 6 [8 /15] || Strain: 5 / 8
Wounds: None || Fatigue: None
Combat Edges:
  • Killer Instinct: When tied, win oppossing rolls. Reroll 1s, keep second roll.
  • Elan: +2 to rerolled trait rolls.
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • Wilk’s 237 Backup Laser Pistol
  • Wilk’s 447 Laser Rifle
  • Vibro-Sword
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Shades - Character Creation Summary

Post by Shades »

RACE
Psi-Ghosts

OOC Comments
About 70 years before the establishment of the Post-Apocalyptic Calendar, a village of mutant humans in the Magic Zone began breeding true, akin to the centuries-old Psi-Stalkers, handing down strong psychic powers and the ability to become an intangible specter. The villagers used their powers to spy on and steal from other settlements, eventually drawing the ire of other underworld factions who united to destroy the village. Scattered worldwide, the Psi-Ghosts now live as loose-knit clans, hiring themselves out as “acquisition specialists” and covert agents.
  • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).

    Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.

    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): Psi-Ghosts are pursued by many powerful groups—including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
ICONIC FRAMEWORK
Nega-Psychic

OOC Comments
A Nega-Psychic is a walking human rejection of paranormal powers and influence. A scholar or scientist might point out the irony in using inherently preternatural abilities to combat magic, psionics, and the supernatural; a Nega-Psychic simply appreciates her ability to fight back against a world full of eldritch dangers.
HERO’S JOURNEY (TWO ROLLS)
Those Nega-Psychics who take on the role of the wandering defender seek out whatever training, education, and other advantages they can pick up to supplement their innate defenses against paranormal abilities. The Nega-Psychic gains two rolls on any charts except Cybernetics, Magic & Mysticism, and Psionics.

FOUNDED IN SKEPTICISM
The Nega-Psychic is the natural human evolution of those who opposed the paranormal and supernatural in the days before the Great Cataclysm. Ancient accounts speak of inhuman threats and dangers to normal beings from sources of which most of humanity had no knowledge or understanding. Extraordinary individuals banded together to defend the rest of the population of Earth from these hidden dangers. Among them were those of strong mind and expanded intellect who simply refused to accept the paranormal without rigorous investigation, Only when all other explanations for a problem were exhausted would they then accept the presence of the supernatural—for which they were well-armed and well prepared.

REBELS WITH A CAUSE
With her own psychic potential fully developed into a suite of powerful defensive capabilities, the Nega-Psychic uses her powers to actively combat paranormal threats.

While some Nega-Psychics actively work with the Coalition States for common cause or live as CS citizens, far more prefer to take the battle to those monsters and evil beings who threaten the weak and the innocent, human or otherwise, living outside of the safety of a powerful fortress city.

NEGA-PSYCHIC ABILITIES AND BONUSES
Whether human, near-human, Psi-Stalker, or otherwise, Nega-Psychics are born to resist and combat the supernatural and arcane powers. Extensive training and practice are required to hone this capacity into an effective set of offensive and defensive tools. At the same time, Nega-Psychics learn how to fight and survive in a dangerous world where beneficial magic and psionics do them little good.

Nega-Psychics have a limited set of powers: arcane protection*, banish, boost Trait*, darksight*, environmental protection*, havoc, smite*, and telekinesis. Powers marked with an (*) have the Range (Self) limitation listed under Trappings in Savage Worlds; ISP costs are reduced accordingly.
  • 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.
NEGA-PSYCHIC COMPLICATIONS
The “anti-power” of a Nega-Psychic is a double edged sword; they cannot benefit from beneficial arcane or psionic powers. They show up as a psychic blank and tend to be reviled by supernatural beings and those who abuse their power.
  • 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.
NEGA-PSYCHIC STARTING GEAR
Standard Starting Gear substituting Gladiator Medium EBA, plus a TK Revolver and Vibro-Knife.

HERO'S JOURNEY
    • Underworld & Black Ops Table
      Roll result [3]
      Description:
      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.
    • Experience & Wisdom Table
      Roll result [16]
      Description:
      Life on the road, in the wilderness, and wandering the streets of the cities that
      remain gave your character special insight and some key experience with a
      particular calling. You may give her one Professional Edge DEMOLITIONIST, ignoring requirements,
      so long as it makes sense and the GM agrees with it.
HINDRANCES
  • Obligation (Major)
    Shades is obligated to serve the CS to try and prevent them from discovering and destroying other Psi-Ghosts and their settlements. if it comes down to it I’d break ties with CS (maybe just subtly go out of way to prevent) before I give up a fellow Ghost. INC Smarts 1DT (d10)

    Secret (Minor) Shades went through some rigourous testing when he entered the CS. He believes that he relayed the locations of his home settlement and possibly the few others that he was aware of at the time.

    Shamed (Minor) Shades went through some rigourous testing when he entered the CS. He believes that he relayed the locations of his home settlement and possibly the few others that he was aware of at the time. Master Psionics Edge
ATTRIBUTES
  • Agility d4 --> d6 (1)
    Smarts d4 --> d8 (2) --> d10 (IA)
    Spirit d4 --> d8 (2)
    Strength d4
    Vigor d4
SKILLS
Athletics (Ag) d4 --> d6 (1)
Common Knowledge (Sm) d4 --> d6 (1)
Notice (Sm) d4 --> d6 (1)
Persuassion (Sp) d4
Stealth (Ag) d4 --> d6 (1)

Academics (Sm)
* Electronics (Sm) --> d6 (2) --> d8 (IA)
Fighting (Ag) --> d6 (2)
* Hacking (Sm) d6 (HJ)
Intimidation (Sp)
Psionics (Sm) d6 (IF) d8 (Race) --> d10 (IA)
* Repair (Sm) --> d6 (2)
* Science (Sm) --> d6 (2)
Shooting (Ag) --> d4 (1)
Survival (Sm) --> d4 (1)
* Thievery (Ag) --> d4 (1)

DERIVED STATISTICS
  • Strain 4
    Pace 6" (d6)
    Parry 5
    Toughness 4 + Armor - 11 (5)
EDGES

GEAR
  • MONEY & COMMON GOODS
    • Universal Credits (4d6) x 100 = [dice:ru4ruqs7]65501:0[/dice:ru4ruqs7] [14] x 100 = 1400
      Gear or Valuables (2d4) x 500 = [dice:ru4ruqs7]65501:1[/dice:ru4ruqs7] [3] x 500 = 1500
    NG-S2 Survival Pack
    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. (20 lb, 3000 credits)
    • 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.
      Wooden Cross & Wooden Stakes
    BODY ARMOR
    • Gladiator Medium EBA
      [image]
      • • Armor: +7 Toughness: +2
        • Weight: 21 lbs (Min Str: d6)
        • Notes:
        • Rarity: -1; Cost: 38,000
    SIDEARM
    • NG-33 Laser Pistol
      [image]
      • • Range: 12/24/48
        • Dmg: 3d6, AP: 2
        • ROF: 1
        • Shots: 20
        • Weight: 4 lbs. (Min Str: d4)
        • Notes: The "Classic" is Shooting +1.
        • Rarity: -1 Cost: 6,500
      TK-Revolver
      [image]
      • • Range: 12/24/48
        • Dmg: 3d6, AP: 3
        • ROF: 1
        • Shots: 6
        • Weight: 4 lbs. (Min Str: d4)
        • Notes: A Colt Peacekeeper can still fire standard rounds (.45)
        Colt Peacemaker (.45)
        [image]
        • Range: 12/24/48
        • Dmg: 2d6+1, AP: 1
        • ROF: 1
        • Shots: 6
        • Weight: 4 lbs. (Min Str: d4)
        • Notes:
        • Rarity: +0 Cost: 00,000
        • Rarity: -1 Cost: 15,000
      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
    AMMO
    • 2 E-clips for NG-33 Laser Pistol
Last edited by Shades on Tue Apr 21, 2020 9:57 am, edited 2 times in total.
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Ndreare
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Re: Shades - CS Psi-Ghost & Nega-Psychic

Post by Ndreare »

Mechanics note: You need to take Master Psionic with Hindrance points or you have to wait to veteran.



General feedback, this reads like notes for two characters and it is not finished, no hindrances and no final values or power list.

Do you need help?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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