Elliot: Psi-Ghost Commando

The quest to destroy the Demon Prince of War
GM: Ndreare
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Elliot
Posts: 13
Joined: Sun Jul 12, 2020 9:26 am

Elliot: Psi-Ghost Commando

Post by Elliot »

Credits 4d6*10*10: [6, 2, 3, 1]*10*10 = 1200
Gear 2d4*5*10*10: [1, 2]*5*10*10 = 1500

FG
Last edited by Elliot on Tue Jul 14, 2020 8:58 pm, edited 1 time in total.
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30
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Elliot
Posts: 13
Joined: Sun Jul 12, 2020 9:26 am

Re: Psi-Ghost Commando

Post by Elliot »

Elliot

Legendary Male Psi-Ghost, MARS Commando, and Scout/Sniper
Iconic Framework: MARS Commando

Attributes: Agility d12, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Electronics d6, Fighting d12, Language (Native) d8, Notice d12+1+2, Persuasion d6, Psionics d12+1, Shooting d12, Stealth d12+1, Survival d10+2
Pace: 6; Parry: 9; Toughness: 6
Strain: 6/6
Hindrances: Curious, Driven (minor, ), Loyal, Suspicious (minor), Vow (major, ), Wanted (major, )
Edges: Adept, Alertness, Arcane Background, Assassin, Brawler, Conditioned, Danger Sense, Dodge, Field Intel, Frontiersman, Major Psionic, Marksman, Master Psionic, Power Points, Power Points, Professional, Professional, Professional, Quick Draw, Sharpshooting, Sixth Sense, Soldier, Strong Willed, Weapon Master, Woodsman
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, M.D.C.), 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
Language: Native (native, d8)
Current Wealth: 2,700 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
I.S.P.: 30
Powers: Bio-Manipulation (Stun; SWADE pp168-169; Limitations: Self (limited)), Detect/Conceal Arcana (SWADE pp158; Limitations: Self (limited)), Ectoplasmic Disguise (Disguise; SWADE pp158; Limitations: Self (limited)), Intuitive Combat (Warrior's Gift; SWADE pp169-170; Limitations: Self (limited)), Psionic Invisibility (Invisibility; SWADE pp164; Limitations: Self (limited)), Summon Inner Strength (Boost Trait; SWADE pp156; Limitations: One Aspect, Self (limited))
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.
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.
Advances
Novice Advances
Edge: Adept (boost Trait)
Raise Attribute: Smarts
Raise Skills: Psionics/Notice
Seasoned Advances
Edge: Sixth Sense
Raise Attribute: Agility
Raise Skills: Fighting/Shooting
Edge: Alertness
Veteran Advances
Edge: Master Psionic
Edge: Power Points
Edge: Field Intel
Edge: Sharpshooting
Heroic Advances
Edge: Power Points
Edge: Woodsman (Invisibility, Stun)
Edge: Frontiersman
Raise Skills: Stealth/Survival
Legendary Advances
Edge: Quick Draw
Edge: Professional
Legendary (2) Advances
Edge: Professional
Edge: Professional
Legendary (3) Advances
Edge: Weapon Master
Last edited by Elliot on Tue Jul 14, 2020 8:44 pm, edited 1 time in total.
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Psi-Ghost Commando

Post by Ndreare »

Holy smokes!!!

Did you make your own character!

Approved,
  • 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
User avatar
Elliot
Posts: 13
Joined: Sun Jul 12, 2020 9:26 am

Re: Psi-Ghost Commando

Post by Elliot »

Spent 50k on Naruni Rifle
65k on Naruni Camo armor (traded Urban Tactical and paid the difference)
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Psi-Ghost Commando

Post by Ndreare »

Elliot wrote: Tue Jul 14, 2020 8:48 pm Spent 50k on Naruni Rifle
65k on Naruni Camo armor (traded Urban Tactical and paid the difference)
Note, selling old gear for new upgrades is done at 50% value.

But you will have plenty for those items anyways.

If you are ready, please write into the current scene. You where already with the Gromek, and finding some other people may be a good thing as they are recruiting 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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