William Rawlins, Mutie Burster and Analyst

The Fist of the Coalition (10/8 Players; Full)
GM: High Command
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William Rawlins
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William Rawlins, Mutie Burster

Post by William Rawlins »

Character Sheet
William Rawlins
Rank: Novice Advance: 2
Race: Mutie
Iconic Framework: Burster
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: 6(d6); Parry: 4; Toughness: 17(9); Strain: 0/6
Skills:
  • Athletics d4
  • Common Knowledge d6
  • Electronics d6
  • Fighting d4
  • Hacking d6
  • Notice d8
  • Occult d6
  • Persuasion d4
  • Psionics d10
  • Research d8
  • Shooting d6
  • Stealth d6
  • Survival d6

Hindrances
  • Cautious (Minor): This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
  • Enemies: As with any powerful psychic, the Coalition and True Federation consider Bursters allied with enemy factions a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice.
  • Habit, Smoking (Minor): A Minor Habit irritates those around her but isn’t dangerous.
  • Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
  • Mutant: Even when accepted as members of human society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
  • Mutant Quirk: All muties have some physical deformation that marks them as a mutant but otherwise doesn't truly impact their life. William has no body hair, but when his fiery aura is active it mimics hair.
  • Quirk—Pyromaniac: Though most are not sociopathic arsonists, Bursters tend to have a thing about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous (at least most of the time).
  • Thin Skinned (Minor): As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.

Edges and Iconic Abilities
  • Blaster, Expert: Gains access to the Blaster and Master Blaster power modifiers for Flame Bolt.
  • Danger Sense: When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules, Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Everything Burns: The fires started by the Burster are some of the most intense possible and can set almost any material aflame. When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Fiery Aura: As an action (no roll or ISP required) a Burster can surround himself with a damage field of flame and heat, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to himself (stacks with protection and natural armor, but not worn armor). This fiery aura also adds 1d6 damage to any Fighting attack he makes. If the Burster spends 3 ISP when activating Fiery Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Fiery Aura goes away whenever the Burster is Incapacitated or unconscious.
  • Fire Mastery: The Burster has the Innate Ability to create, control, and eliminate minor fire, heat, and smoke effects using elemental manipulation for no ISP. As an action, she may activate the Elemental Fury or Exalted Manipulation modifier costing no ISP. Non-arcane environmental protection has no effect against this ability.
    • Range: 8” (Smarts)
    • Effect: This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
    • Elemental Fury: Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
    • Exalted Manipulation: The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
  • Firewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Flame Blast: Gain access to Cone, SBT, MBT, and LBT Template Modifiers for Flame Bolt.
  • Investigator: Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
  • Major Psionic: can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges.
    Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Power Points: Gain +10 to ISP.
  • Read the Flame: Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, and any other interesting details the GM might wish to share, such as the fire’s purpose, if any.
Private William Rawlins, Mutie Burster
William, Mutie Burster
Pace: 6(d6); Parry: 4; Toughness: 17(9)

Combat-Relevant Edges & Abilities
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Friewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Major Psionic: Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Thin Skinned: As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Wounds: 3/3; Fatigue: 0/2; ISP: 40/40
Bennies: 3/3
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William Rawlins
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Re: William Rawlins, Mutie Burster

Post by William Rawlins »

Powers
Arcane Background: Psionics
PPE/ISP: 30 - Recovery: 5/hour

Flame Bolt [Bolt] (1 ISP) [Novice]
  • Range: 16” (Smarts x2)
  • Duration: Instant
  • Trapping: Flaming projectiles, cones of flame, and explosive fireballs.
  • Effect: Flame Bolt deals 3d6 Mega Damage (4d6 on a Raise) and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
  • Modifiers:
    • AREA OF EFFECT (+1/+2/+3): For one ISP the Burster’s Flame Bolt affects a Small Blast Template, two ISP for a Medium one, or three ISP for a Large one. Unless otherwise stated, enhancements to Flame Bolt apply when using this Edge as well.
    • CONE (+1): The Burster may spend one ISP to use Flame Bolt with the Cone Template at no Range. Unless otherwise stated, enhancements to Flame Bolt apply when using this Edge as well.
    • MORE DAMAGE (+1): Flame Bolt deals 4d6 Mega Damage (5d6 on a Raise).
    • BLASTER (+2): The Burster increases the damage dice of Flame Bolt from d6 to d8. Armor Piercing grants an extra +1 AP.
    • EXPERT BLASTER (+3): The Burster increases the damage dice of Flame Bolt from d6 to d10. Armor Piercing grants an extra +2 AP.

Synaptic Overdrive [Boost Trait] (2 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Enhanced mental capacity, increased reaction time
  • Effect: This power allows a character to increase his own Trait (attribute or skill).
    Boosting a Trait increases the selected Trait one die type, or two with a raise, for five rounds.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
  • Limitations: Self (-1), Aspect (-1)

Detect/Conceal Arcana [Detect/Conceal Arcana] (2 ISP) [Novice]
  • Range: Self
  • Duration: 5 (detect); one hour (conceal)
  • Trapping: Nervous system opens itself up to arcane signatures/Willfully dampens psionic signature
    OOC Comments
    • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
      Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
      Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
      Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    • Limitations: Self (-1)
    • Modifiers:
      • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.

Pyropropulsion [Fly] (3 ISP) [Veteran]
  • Range: Self
  • Duration: 5
  • Trapping: Sustained flame jets and bursts of flame for steering that allow for flight.
  • Effect: Fly allows a character to soar at Pace 12″, or twice that with a raise (he may not Run).
  • Limitations: Self (-1)
Private William Rawlins, Mutie Burster
William, Mutie Burster
Pace: 6(d6); Parry: 4; Toughness: 17(9)

Combat-Relevant Edges & Abilities
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Friewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Major Psionic: Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Thin Skinned: As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Wounds: 3/3; Fatigue: 0/2; ISP: 40/40
Bennies: 3/3
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William Rawlins
Posts: 16
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Re: William Rawlins, Mutie Burster

Post by William Rawlins »

Background
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Personnel Record
Name: RAWLINS, William
Service Branch: Coalition Army
Service Number: AR79-108-089-5088-EB27
Pay Grade: E-2
Pay Rate:
Rank: Private
Date of Birth: 01/08/89 PA
Primary Specialty: Intelligence Analyst/Pyrokinetic Psychic

Military Education:
Basic Training, Technical (New Chilicothe)
Communications School, Basic (New Chilicothe)
Communications School, Advanced (New Chilicothe)
Computer Systems Training Course, Basic (New Chilicothe)
Computer Systems Training Course, Advanced (New Chilicothe)
Information Warfare School, Basic (New Chilicothe)
Information Warfare School, Advanced (New Chilicothe)
Enemy Force Identification Course (New Chilicothe)
Magical Threat Identification and Elimination Training Course (New Chilicothe)
Monster Identification and Elimination Training Course (New Chilicothe)
Psionic Threat Identification and Elimination Training Course (New Chilicothe)
Reconnaissance Awareness Training Course (New Chilicothe)
Psionic Orientation and Sentivity Course (New Chilicothe)
Psionic Combat Course (New Chilicothe)
Master Psychic (Kinetic) Training Course (New Chilicothe)

Decorations, Medals, Badges, Citations, and Campaign:
Iron Star Medal
Field Experience Badge
Old Chicago Service Ribbon

Disciplinary data and court martial record: Minor NJP for insubodination.

Childhood and Training
Rawlins mother left Chi-Town to work the Eldorado oilfields where she met her husband, a technician. Despite his mother being a blue-haired mutie, his father fell madly in love with her. They soon had baby William Rawlins and showered him with all the love and support they had to give. Twelve years later, they immigrated to Missouri to work better jobs at the Viceroy plant making whiskey and cigars.

Six years later, Rawlins enlisted with the CS at the age of 18. He did well in school despite being a hairless mutie, and he went for the safest job he could find. Whatever flak the recruiters wanted to give him for being a mutie, they couldn't deny his results. William aced any training and test they put in front of him.

He worked his way through communications then countermeasure training courses. They allowed Rawlins to attempt the analyst courses, and he aced them too. To polish off his training the higher ups decided to put William through threat identification training, too. He went straight from class to the desk.

First Tour
Unfotunately, no one takes it too easy in the army. Rawlins was sent on a routine sweep through part of old chicago to replace old sensors and install new ones. It was an easy job. Until the creatures showed up. Dark as night, they blended into the shadows. They were big, quick and mean. William was trained to use his weapons, but he wasn't prepared for that.

Something knocked him out, and he woke up in a dark room. There were eggs and a huge albino version of the earlier monsters. The eggs hatched. Small handlike creature jumped out and landed on the faces of a dog boy and a couple of other soldiers. One of the other soldiers started talking to another. William couldn't pay attention to them because he had his own egg hatching in front of him!

As it was creeping out of the egg, Rawlins heard screeching and the sounds of a fight nearby. In the room, he heard the whine of a vibroblade and someone screaming, but all of his attention was on the egg and the thing. Completely restrained and helpless, William just imagined the thing bursting into fire and dying. Then it did!

The small creature went up in a poof of flame and exploded, raining acrid smelling goop around it. William wasn't sure if anyone else noticed. The fighting had entered the room and was wrapping up. The other guy was trying to free his buddy and everyone else seemed to be out of it. He couldn't help to think if he had really done that. Had one of their rescuers gotten a lucky shot off and exploded the critter?

No, Rawlins couldn't be that lucky. Being born in Eldorado had, up until this point, been a blessing in disguise. He was registered as a Mutie, but William had never been tested for psionic potential as a kid and he slipped through the cracks in Missouri.

That changed after being rescued. An unimaginably comprehensive battery of tests were run on him after being rescued from the "parasite predators." It turns out that Rawlin's mother's grandfather served the CS as a burster in the war against the Federation of Magic in Old Chicago. Now, William gets to do the same.

Things quieted down for a while after the xenomorph event. Williams received more training, but this time it was psionic classes. He had to learn the rules about what a psionic can and cannot do. Then there was training to actually use his powers and more. When not having classes or sleeping, the army kept William busy with his desk job.

Which is when the federation attacked. This time, Rawlins was prepared for action. Instead of helping rawlin develop deeper psionic power, his trainers focused his training on raining pure unadulterated death down upon his enemies. Rawlins put it to good use and helped fend off the brodkill in his area.

The higher ups were surprised with how well Rawlins performed and so soon. The federation had a pair of controllers and a force of brodkill out in old chicago, and the brass wanted their newest burster to help take them out. Williams had learned to use his pryokinesis to fly during training, and he used it to rain death down on the brodkill while the big guns blasted the controllers and their automatons into magic dust. And every success took Rawlins one step further away from his desk job.

Unfortunately, those controllers were just an advance force scouting the area out. The Federation moved into Old Chicago in force. Wiliams was pushed into the field of battle again. There wasn't anything he could do but what he was told. So he fought. And fought. The battle raged on and off for three days. The Federation broke off to rereat, but William's unit was ordered to pursue. They were to harass the Federation units but not to engage.

The federation got the jump on William. They blasted him right out of the sky. He controlled his decent enough to avoid dying, but he broke both of his legs and his right wrist from the impact. A team of brodkil swooped in and restrained him. The Federation marched him all the way back to the magic zone.

William spent two years as a prisoner. They ran tests on him and interrogated him about the predator parasites. Somehow they found out that he had been in those caverns and tunnels under old chicago. Their methods weren't pleasant, but Rawlins picked up a trick to fortify his mind and body against their questioning.

Lietenant John Freeman showed up with a team of special forces to rescue Rawlins. They fought through the compound and relieved the federation of several assets. It was top secret enough that William only knew what one of those assets were - himself. He helped the special forces group fight free of the compound and then they hightailed it back to the CS.
Second Tour
For his involvement in the Federation conflict - despite his capture - Rawlins was awarded both the Iron Star and the Field Experience Badge with the Old Chicago ribbon. With the debrief and then award ceremony over, his first tour was completed. William never thought he would look forward to garrison duty.

And he shouldn't have. The only thing worse than being a bald mutie is being a bald mutie psionic. One of William's superiors was completely disgusted by Rawlins' presence and outraged that he had "passed" as a non-psionic for most of his life. He was brought up on false charges of insubordination and relegated to the worst jobs available while on base.

Now he's received new orders, and strangely enough Lt Freeman is involved...

Table Rolls
Racial Ethnicity: 43 (Anglo)
Background Origin & Social Status: 75 (Fort Eldorado)
  • Parents: 32 (Both parents are living)
    Siblings: 7 (Only child)
    CS City-States (Fort Eldorado): 9 (Corporate Technician - Your family was highly skilled, and you grew up in a well to do, though not rich lifestyle. You wanted for no necessity, but you didn’t always get what you wanted either. You’re used to making due with what you have, but not to the point of fixing something that is broken beyond service.)
Motivations and Descriptions
  • Motivations
    • Disposition: 87 (Paternal, overbearing, overprotective of others, especially young characters.)
      Sentinments Toward Non-Humans: 2 (Chose 31-50 - Hates demons, but will give all other non-humans the benefit of the doubt. Still, tends to be wary and suspicious of non-humans.)
    Pysical Description
    • Weight: 44 (Average - 147 lbs)
      Height: 67 (Average - 5'10")
Tours of Duty
Each tour of duty is one year long, to determine how many tours you should roll for, take your enlistment date (16-18 years old on average) and minus it from your current age. All CS military go through Basic Training which lasts approximately 4 months plus 2 months per specialty training course.
  • Combat Zone
    Your unit is assigned to a heavy combat zone (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star). You see combat roughly once a month, sometimes twice a month. Roll 2d4+1 (8) for the number of times you saw action, and then roll that many times on the Combat Action table. In addition there is a 01-15% (84) chance you screwed up, and your superiors decided to charge you, roll on the military discipline table (only once for the year, unless a table tells you differently.
    • 16-30% Minor combat, your unit made contact with a larger sized enemy force and came out on top. But there were a few casualties. There is a 05% (52) chance you were wounded, roll on the wounded in combat table. (Xenomorphs)
    • 01-15% Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties. (Federation of Magic)
    • 30 Minor combat, your unit made contact with a larger sized enemy force and came out on top. But there were a few casualties. There is a 05% (21) chance you were wounded, roll on the wounded in combat table.
    • 8 Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties.
    • 81 Large battle, you were involved in a large battle that lasted for 16 hours. There is a 20% (13) chance you were wounded. If wounded, roll on the Wounded in Combat Table. (35 - Broken bones, you suffer 3 clean breaks, and recuperate within 4 months. 14 - Iron Star)
    • 80 Large battle, you were involved in a large battle that lasted for 13 hours. There is a 20% (36) chance you were wounded. If wounded, roll on the Wounded in Combat Table. (1 - No Medal)
    • 91 Prisoner Of War, you were taken prisoner during a combat action. (89 - 2 years; 61 - rescued by Special Forces team)
    • 31 Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% (35) chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table. (11 - No Medal)
    Garrison Duty:
    The character has spent the past year on a large military base training and conducting other boring mundane tasks, in a relative stable place. But occasionally troops on garrison duty are called upon to aid during natural disasters or defend the base and surrounding area from attack. Troops on garrison duty are also called upon to reinforce other units around the States.
    • 1 You screwed up now! You're subject to Military Discipline! (45 - Minor NJP (non-judicial punishment): You’re a perpetual screw-up. While you don't get busted down, you spend almost as much time in one punitive duty or another as you do doing your regular job. You are also passed up for your next promotion.)
Birth Date: January 8, 89 (21 years old)
Private William Rawlins, Mutie Burster
William, Mutie Burster
Pace: 6(d6); Parry: 4; Toughness: 17(9)

Combat-Relevant Edges & Abilities
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Friewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Major Psionic: Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Thin Skinned: As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Wounds: 3/3; Fatigue: 0/2; ISP: 40/40
Bennies: 3/3
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William Rawlins
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Re: William Rawlins, Mutie Burster

Post by William Rawlins »

Gear

Supply: d6

Vibro-Knife
Image Neural Mace
Image
  • • Dmg: Str+d6*, Stun
    • Weight: 6 lbs. (Min Str: d6)
    • Notes: *Does not deal Mega Damage. Touch Attack (see Savage Worlds), the victim must
    check Vigor at –2 (–4 with a raise) or be Stunned, Powered Weapons
    • Rarity: +1 Cost: 8,000

Smoke Grenade (2)
Image
  • • Range: 5/10/20
    • Dmg: -, AP: 0
    • Weight: .25 lbs.
    • Notes: Creates an area of smoke in a LBT that obscures vision (-4). Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds.
    • Rarity: ? Cost: ?
Fragmentation Grenade (2)
Image
  • • Range: 5/10/20
    • Dmg: 5d6, AP: 0
    • Weight: .25 lbs.
    • Notes: MD, LBT. Cannot make use of Extreme Range, and may be evaded; see the Hot Potato, Cooking, and Covering rules in Savage Worlds.
    • Rarity: +1 Cost: 550

C-18 Laser Pistol
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 10
    • Weight: 3 lbs. (Min Str: d4)
    • Notes: Cauterize, No Recoil
    Short E-clip (10/10)
    • Short E-clip (10/10)
    • Rarity: +2 Cost: 12,000
Coalition Arms C-10 Laser Rifle
Image
  • • Range: 24/48/96
    • Dmg: 4d6, AP 2
    • ROF: 1
    • Shots: 30
    • Weight: 5 lbs. (Min Str: d4)
    • Notes: Integrated Multi-Optics Scope, Cauterize, No Recoil
    Long E-clip (30/30)
    • Long E-clip (30/30)
    • Rarity: +1 Cost: 16,000

CA-3 "Dead Boy" Light EBA
Image
  • • Armor: +7 Toughness: +2
    • Weight: 12 lbs (Min Str: d4)
    • Notes: EBA
    • Rarity: ?; Cost: -
C.S. Army Special Greatcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Camera, Digital (1 lb)
  • • Weight: 1 lb.
    • Cost: 300
Coalition Munitions Optics Glasses:
Image
Popular with scouts, dogboys, psi-stalkers, and others who prefer not to always wear their helmets, these glasses provide all of the optical benefits of a Multi-Optic Helmet without the helmet's protection. Often used with a helmet sans its face pate. (1 lb)

Computer, Field (Grade I)
A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world.
  • • +1 on opposed Hacking or Thievery rolls.
    • +1 to any Research rolls for recalling history or similar research.
    • Weight: 2 lbs.
    • Cost: 10,000
Computer, Field (Grade II)
A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world.
  • • +2 on opposed Hacking or Thievery rolls.
    • +2 to any Research rolls for recalling history or similar research.
    • Weight: 2 lbs.
    • Cost: 20,000
Infrared Distancing Binoculars
Highpowered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations.
  • • Weight: 2 lbs.
    • Cost: 1,200
IRMSS - Internal Robot Medical Surgeon System:
When there’s no medic or doctor around this system can be a lifesaver. It contains countless nanorobotic devices, programmed to seek out damage in a biological system and repair it. The device—the size of a handheld shopping scanner—is placed over the trauma area, or over the part of the body where internal injuries are suspected.
  • • Acivate to inject healing nanobots providing an immediate Healing check at d8+2.
    • Gain +2 to any following Healing checks for one day once used.
    • 4/4 uses remaining (not rechargeable).
    • Weight: 2 lbs.
    • Cost: 42,000
Language Translator
Highpowered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations.
  • • The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step.
    • Weight: 2 lbs
    • Cost: 9600
Psynetic Crystal Amplifier (Patron Item)
Image
These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
  • • More ISP means more power to work with, and your character has it. She gains +10 ISP to his base.
Crystalline Augmenter:
  • • Enhanced Senses: +2 on Notice and to the use of Detect Arcana.
Limitation: Non-crazy's can only wear the amplifier; implantation lobotomizes "normal" psionics. Only crazies can have a psynetic crystal amplifier implanted.

Utility Belt (4 lbs)
Survival rolls do not take a penalty for being attempted without basic tools.
Utility Belt.png
Utility Belt.png (39.05 KiB) Viewed 5940 times
  • • Vibro-Knife
    • Canteen
    • Communicator (5-mile range).
    • Compass/inertial mapper.
    • First aid kit (+1 Healing roll, 1 use).
    • Flashlight/signal light (two modes, LED, and IR).
    • Flint & steel, whetstone, multi-tool.
    • Frag Grenade
    • Frag Grenade
    • Magazine/E-Clip storage slots (4).
    • Meal Ready to Eat (1 use, can sustain a normal human for one day).
    • Smoke Grenade
    • Smoke Grenade
    • Survival knife (Str+d4).
CS-S2 Survival Pack (20 lbs)
Image
  • • 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.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Common Gear: 5 (Digital Camera, Field Computer (Grade I), Infrared Distancing Binoculars, Language Translator, Optic Glasses)

Credits: 1300

Contacts
Private William Rawlins, Mutie Burster
William, Mutie Burster
Pace: 6(d6); Parry: 4; Toughness: 17(9)

Combat-Relevant Edges & Abilities
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Friewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Major Psionic: Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Thin Skinned: As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Wounds: 3/3; Fatigue: 0/2; ISP: 40/40
Bennies: 3/3
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William Rawlins
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Re: William Rawlins, Mutie Burster

Post by William Rawlins »

Advances

Mutie Racial Abilities
Human mutants are quite common in the Coalition, though they are subject to as much prejudice as registered psychics. Many, in fact, are registered psychics. Whatever their gift, their mutant quirk marks them as different. Some are benign (different color hair or eyes), some are quite severe (small vestigial horns on the forehead, or a small vestigial tail). Surgery can sometimes mitigate the appearance, but they are still registered as mutants and often those surgeries leave one feeling disabled and generally out of sorts.
  • Mutant Gift: Muties gain their choice of a boost to Spirit or Vigor, or they can take Arcane Background (Psionics) or (Gifted).
  • Adaptable: Muties begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
  • Mutant: Even when accepted as members of human society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
  • Mutant Quirk: All muties have some physical deformation that marks them as a mutant but otherwise doesn't truly impact their life. This can include small features (no more than an inch or two in any dimension).
Burster
  • Arcane Background (Psionics): A Burster begins with Arcane Background (Psionics) choosing three powers from the list above, the Blaster and Major Psionic Edges, and a d6 Psionics skill. Bursters begin with 20 ISP (10 ISP base, doubled by the Major Psionic Edge).
  • Everything Burns: The fires started by the Burster are some of the most intense possible and can set almost any material aflame. When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Fiery Aura: As an action (no roll or ISP required) a Burster can surround himself with a damage field of flame and heat, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to himself (stacks with protection and natural armor, but not worn armor). This fiery aura also adds 1d6 damage to any Fighting attack he makes. If the Burster spends 3 ISP when activating Fiery Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Fiery Aura goes away whenever the Burster is Incapacitated or unconscious.
  • Fire Mastery: The Burster has the Innate Ability to create, control, and eliminate minor fire, heat, and smoke effects using elemental manipulation for no ISP. As an action, she may activate the Elemental Fury or Exalted Manipulation modifier costing no ISP. Non-arcane environmental protection has no effect against this ability.
  • Firewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Flame Bolt: The Burster can hurl forth a flaming bolt of 3d6 Mega Damage (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as normal. Flame Bolt is Range Smarts ×2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
  • Cybernetics: Cyberware isn't a good option for a Burster as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
  • Enemies: As with any powerful psychic, the Coalition and True Federation consider Bursters allied with enemy factions a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice.
  • Quirk—Pyromaniac: Though most are not sociopathic arsonists, Bursters tend to have a thing about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous (at least most of the time).
Hero’s Journey
  • Education (the Rob): Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
  • Experience & Wisdom (7): She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
  • Psionics (4): More ISP means more power to work with, and your character has it. He gains the Power Points Edge. Psionics who already have this Edge should reroll.
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Attributes (5/5):
Agility: d6 (1)
Smarts: d8 (2)
Spirit: d8 (1 IF + 1)
Strength: d4
Vigor: d6 (1)

Skills (15/15 + 3/3 Combat + 3/3 Smarts):
  • Athletics (Ag) - d4 (Core)
  • Common Knowledge (Sm) - d6 (Core + 1)
  • Electronics (Sm) - d6 (2)
  • Fighting (Ag) - d4 (1 Combat)
  • Hacking (Sm) - d6 (1 + 1 Smarts)
  • Notice (Sm) - d8 (Core + 2)
  • Occult (Sm) - d6 (2 Smarts)
  • Persuasion (Sp) - d4 (Core)
  • Psionics (Sm) - d10 (IF d6 + 3)
  • Research (Sm) - d8 (3)
  • Shooting (Ag) - d6 (2 Combat)
  • Stealth (Ag) - d6 (Core + 1)
  • Survival (Sm) - d6 (2)
Advances
  • Initial Advances: Investigator, Flame Blast
  • Mutie: Expert Blaster
  • Novice 1 Advance: Read the Flame
  • ***Novice 2 Advance: Field Intel***
  • Novice 3 Advance: Spirit d10
  • Seasoned 1 Advance: Improved Flame Bolt/Power Points
  • Seasoned 2 Advance: Power Points/Improved Flame Blast
  • Seasoned 3 Advance: Alertness
  • Seasoned 4 Advance: Rapid Recharge
  • Veteran 1 Advance: Sixth Sense
  • Veteran 2 Advance: Power Points
  • Veteran 3 Advance: Rapid Flame Bolt
  • Veteran 4 Advance: Improved Rapid Recharge
  • Heroic 1 Advance: Power Points
  • Heroic 2 Advance: Take ‘Em Down
  • Heroic 3 Advance: Improved Take ‘Em Down
  • Heroic 4 Advance: Improved Fire Mastery
  • Legendary 1 Advance: Master Blaster
  • Legendary 2 Advance: Professional
  • Legendary 3 Advance: Expert
  • Legendary 4 Advance: Master
Private William Rawlins, Mutie Burster
William, Mutie Burster
Pace: 6(d6); Parry: 4; Toughness: 17(9)

Combat-Relevant Edges & Abilities
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Friewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Major Psionic: Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Thin Skinned: As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Wounds: 3/3; Fatigue: 0/2; ISP: 40/40
Bennies: 3/3
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William Rawlins
Posts: 16
Joined: Sat Mar 07, 2020 1:05 pm

William Rawlins, Mutie Burster and Analyst

Post by William Rawlins »

Hero's Journey
  • Experience & Wisdom[dice:2suw7btk]63295:1[/dice:2suw7btk]
  • Psionics: [dice:2suw7btk]63295:0[/dice:2suw7btk]
  • Psionics: [dice:2suw7btk]63295:3[/dice:2suw7btk]
  • Training:[dice:2suw7btk]63295:2[/dice:2suw7btk]
Credits: [dice:2suw7btk]63295:4[/dice:2suw7btk] x 100
Equipment and Gear: [dice:2suw7btk]63295:5[/dice:2suw7btk]
Private William Rawlins, Mutie Burster
William, Mutie Burster
Pace: 6(d6); Parry: 4; Toughness: 17(9)

Combat-Relevant Edges & Abilities
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Friewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Major Psionic: Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Thin Skinned: As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Wounds: 3/3; Fatigue: 0/2; ISP: 40/40
Bennies: 3/3
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William Rawlins
Posts: 16
Joined: Sat Mar 07, 2020 1:05 pm

Re: William Rawlins, Mutie Burster and Analyst

Post by William Rawlins »

From Requisition: a Grade II Field Computer, an IRMSS, and a neural mace
Private William Rawlins, Mutie Burster
William, Mutie Burster
Pace: 6(d6); Parry: 4; Toughness: 17(9)

Combat-Relevant Edges & Abilities
  • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Field Intel: She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
    When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
    She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Friewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Major Psionic: Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Thin Skinned: As a Minor Hindrance, he subtracts 2 when resisting Taunt attacks.
Wounds: 3/3; Fatigue: 0/2; ISP: 40/40
Bennies: 3/3
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