Fernando: Mutant Cat Burster

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Stoic
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Fernando: Mutant Cat Burster

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H2d20


Fernando

Veteran Male Battle Cat, Burster

Iconic Framework: Burster

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Academics d4, Athletics d8, Common Knowledge d6, Electronics d4, Fighting d8, Language (American) d6, Language (Native) d8, Notice d6, Occult d6, Performance d6, Persuasion d6, Psionics d10, Shooting d4, Stealth d4
Pace: 6; Parry: 7; Toughness: 10 (4)
Strain: 6/6
Hindrances: Code of Honor, Curious, Heroic, Quirk (), Wanted (minor, Coalition)
Edges: Blaster, Block, Breed Advantage (Agile), Danger Sense, Major Psionic, Martial Artist, Power Points, Power Points, Rapid Flame Bolt
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Flame Bolt (Range Smarts x2, Damage 3D6, M.D.C.), Flame Bolt (heightened) (Range Smarts x2, Damage 4D6, M.D.C.), Bite/Claws (Range Melee, Damage Str+3d4), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: American (d6), Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 40
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Skill Bonus: +1), Protection (Savage Worlds: Adventure Edition p165-166), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
Special Abilities
  • Bite/Claws: Battle Cats have claws and teeth dealing Str+d4 damage.
  • Breed Advantage: Various species of cats provide distinct genetic advantages that can express over time.
  • Curious: Has the Curious Hindrance.
  • Keen Sense of Hearing: Gain a +2 bonus on hearing-based Notice checks.
  • Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack coupled with a leap.
  • Low Light Vision: Ignore Dim or Dark Illumination penalties.
  • Mutant: Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees.
  • Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
  • Psychic Sense: They use the Notice skill (+2 from Keen Sense of Hearing) to detect the presence and location of anything psychic, magic, or supernatural. Doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty.
  • Restricted Paths: Cannot take any Arcane Background using PPE or Iconic Framework including it.
  • Wanted (Minor): This CS has a standing bounty for their capture.
  • Weakness (Ley Line Hyper-sensitivity): Battle Cats lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue.
  • Psionics: Power Points: 40; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Skill Bonus: +1), Protection (Savage Worlds: Adventure Edition p165-166), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
  • Innate Power Bolt Blaster Edge Effects: BLASTER (+2): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
  • Languages Known: American (d6), Native (native, d8)
  • 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.
  • 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).

Advances
Novice Advances
  • Raise Attribute: Smarts
  • Raise Skills: Psionics/Fighting
  • Edge: Power Points
Seasoned Advances
  • Raise Attribute: Spirit
  • Edge: Power Points
  • Edge: Block
  • Raise Skills: Notice/Academics
Veteran Advances
  • Raise Attribute: Smarts
Current Load: 37.25 (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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
GM Bennies 9/9
Wild Card Bennies ?
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