Sheriff Felix Bray, Psi-Stalker Psi-Slinger

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Felix
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Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Felix »

Felix Bray
Seasoned Male Psi-Stalker, MARS Psi-Slinger, and Sheriff
Description
Above average height, but not tall. Bald like all psi-stalkers, but wears a wig to fit in with the largely human population of Skagit. Wears concealing clothing leaving little but his eyes visible. Missing one arm.

Iconic Framework: MARS Psi-Slinger
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 8; Running Die: d8; Parry: 5; Toughness: 13 (5)
Skills
  • Athletics d6
  • Battle d6
  • Common Knowledge d6
  • Fighting d6
  • Intimidation d6+3
  • Notice d8
  • Persuasion d4+1
  • Psionics d8
  • Research d8
  • Riding d8
  • Shooting d8
  • Stealth d6
  • Survival d6
  • Taunt d6+1
Hindrances:
The character always helps those in need.
,
–1 to Persuasion rolls.
,
–4 to tasks (such as Athletics) that require two hands.
, Quirk (Wears a wig),
The individual has pledged himself to some cause.
Felix will serve the people of Skagit fairly and to the best of his ability in his role of Sheriff.

Edges:
Ignore –2 penalty when making Trait rolls with off-hand.
,
A Psi-Stalker with this Edge needs to consume only 30 Power Points every two weeks to avoid Fatigue levels, and can drain friendly beings without violence.
,
Your hero can sense when something bad is about to happen. 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 (a sniper shot, pit trap, poisoned drink, etc.), 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.
,
+2 to Research and certain types of Notice rolls.
,
The Justice Rangers trace their heritage back the origins of the Texas Rangers, when the Lone Star State was still an independent country. Justice Rangers bring law and order to the wasteland.
All Rangers take the Vow (Major—The Code of the New West), see page 137, which they must uphold. The hero is a member of the Justice Rangers faction, and has Connections with them and their allies. With most good folks Reactions start one level higher than normal, but with bandits and raiders they start two lower. Justice Rangers enjoy a +1 bonus to Persuasion, Intimidation and Taunt when dealing with those who know they are guardians of freedom and justice.
Their brand of justice is stark vigilantism. They often organize posses to hunt supernatural predators and marauders. At the GM's discretion (at most once per session), a Justice Ranger may spend a Benny and make a Networking check to organize a Posse to hunt down a public threat (known criminal, monsters, bandit gang etc.). With a success he temporarily gains 5 mobile Militia (gear and abilities may vary by community, see Savage Foes of North America) for each of his Ranks (per Allies in Savage Worlds). With a raise, one or more are Mercenaries and Specialists (see Savage Foes of North America) or the Allies are upgraded.
Justice Rangers prize mobility—a hero with this Edge gets a badge, a pistol, and a horse (or motorcycle) whenever needed.
, Marksman,
+2 to Intimidation.
,
Ignore one level of Wound penalties.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
,
Ignore Unstable Platform penalty; reduce running penalty to –1.


Special Abilities
  • Animal Empathy: Animals treat Psi-Stalkers as one of their own, though this can be problematic with territorial predators.
  • Mutant (Minor): Psi-Stalkers can be creepy and off-putting , especially to magic users and psionics. Not fully accepted in Coalition high society and despised by the Federation of Magic, initial Reactions often start off Uncooperative.
  • Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, this is an extra sense which is always active. They use the Notice skill to detect the presence and location of anything psychic, magic, or supernatural including invisible or astral beings, and arcane items. They can track specific beings and items using the Survival skill. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty.
  • Psychic Vampire: See p64
  • Racial Enemy: Psi-Stalker and Simvan tribes (see page 66) have been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
  • Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage



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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Ndreare »

Looks good.
  • 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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Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Felix »

Powers
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 10
  • Powers: Bolt (Savage Worlds: Adventure Edition p156), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169), Telkinetic Restraints (Entangle; Savage Worlds: Adventure Edition p161; Bands of telekinetic force restrain the target's hands and legs. Trappings)
Psionics: Power Points: 10; Powers: Bolt (Savage Worlds: Adventure Edition p156), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169), Telkinetic Restraints (Entangle; Savage Worlds: Adventure Edition p161; Bands of telekinetic force restrain the target's hands and legs. Trappings)
[*]Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
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Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Felix »

Background
Felix Bray was no hero, so when a rival simvan tribe attacked his tribe during his youth, he could not single handedly save them. He was just a teenage kid.

He adopted a nomadic lifestyle migrating from settlement to settlement and from people to people. Felix was a psi-stalker, shunned by humans for being a mutant and d-bees for being a predator. Eventually he would have to move on to the next community.

Felix did have some psionic ability and was a fair hand with a pistol. He was even a quicker at the draw than most. He used his skills to protect those communities he joined for however long he could stay. He didn't want anyone else to experience the loss of their tribe if he could help it.

This was his lifestyle for nearly three decades before he stumbled into the strange dimension home to the settlement of Skagit. He stumbled in by accident during a ley line storm three years ago. He found himself on the outskirts of a low tech town being raided by brodkil and other "minor" demons.

The town's sheriff was rallying the defenders to protect themselves and their homes, and Felix fought his way to the sheriff. Together they held the line, but before the raiders broke they decided to make a pass at the sheriff to weaken Skagit's leadership. Felix fought valiantly to protect the sheriff, and it cost him an arm, but their assault was too strong and the sheriff was cut down.

Nardal Longwalker, Skagits healer, helped Felix recover, but the arm was beyond saving. While his body healed, Felix got to know the fennodi healer. More than rejuvenating Felix's body, the fennodi nourished his mind. By the time he fully recovered, Felix could enhance his weapons more than ever before and shield himself more effectively. Nardal even taught Felix to move things with his mind, to help compensate for the lost arm.

Since then, Skagit has entrusted law keeping to Felix and elected him as the new Sheriff. He has the experience needed and the drive to protect his new tribe. His familiarity with Nardal was of benefit, too, but he also found a kindred spirit in Rain, leader of the fire brigade, as well. Both Felix and Rain found themselves shunned because of their natures, and both of them wanted to protect their community regardless.

With the emergency services of Skagit united, surely nothing could stand in Skagit's way!
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Felix
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Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Felix »

Gear

Armor: Huntsman Medium Personal Armor (Armor 5),
Weapons: Unarmed (Range Melee, Damage Str), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1)
Gear: NG-S2 Survival Pack
Current Wealth: 2600 cr
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Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Felix »

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Controlled Hunger
  • Edge: Menacing
Seasoned Advances
  • Edge: Sharpshooting
  • Raise Attribute: Spirit
Current Load (normal/combat): 60 / 40 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Character Frameworks, Rifts® M.D.C., Super Strength
Validity: Character appears valid and optimal

Created with Savaged.us
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Felix
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Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Felix »

@Ndreare
450 for a SWADE Streetsweeper (One armed, so I can only use it telekinetically unless I go for Trickshooting: 12/24/48, 2-4d6/3d10, 0 AP, 1 RoF, 12 Shots, d6 Strength, 10 lbs, $450).
I was wondering if I could call it Bessy and add +2 HJ's?

Bessy (Shotgun)
12/24/48, RoF 1
2-4d6 Damage (Shells)
3d10 Damage (Slugs)
Notes: +2 to Shooting with shells, Innocent Bystander can activate on a 1 or 2. You may spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition, it has +2 Hardness if attacked. Trademark Weapon; Spending a Benny to reroll any Trait made with this weapon adds +2 to the total (stacks with Elan).
Weight: 10, Cost: 1350

It doesn't do any extra damage. It's more a reliable weapon that Felix is very comfortable with. It does perform slightly better (+1 from TMW), but otherwise it requires a benny to do anything cool (not break, +2 to shooting).
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Ndreare »

I am okay with the shotgun, I am trying to figure out the price now.

I am going to say no to purchasing the HJ rolls mostly because gear denial/repair and resource scarcity is a specific feature of the game, I do not like the idea of specifically selecting gear that ignores the rules used for the breakdowns.

It looks like you are including the damage for the weapon assuming the smite is active. You should note that so you do not accidently double it and roll 3d6-5d6 as has happened in other games.
  • 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
Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: Sheriff Felix Bray, Psi-Stalker Psi-Slinger

Post by Felix »

Lol, I figured if anything you would have had more issue with the trademark weapon portion than the Benny against TD. But that is OK, whatever works for you works for me. I will add a normal shotgun to my gear. It normally costs 450, but you said something about figuring out the price? Let me know how much I need to deduct.
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