Peta Chante: Psi-Stalker Vampire Hunter

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Peta Chante
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Peta Chante: Psi-Stalker Vampire Hunter

Post by Peta Chante »

Submission for Lost Jungle

HJ
3d20

Wealth
4d6*100 *10 = 900 Universal Credits, and 2d4*500 * 10 = 4000 credits worth of gear or valuables
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Peta Chante: Psi-Stalker Vampire Hunter

Post by Peta Chante »

Peta Chante
Seasoned Male Psi-Stalker, MARS Vampire Hunter, and Vampire Hunter

Iconic Framework: MARS Vampire Hunter
Background
Originally from the Pecos Badlands, Peta's tribe was wiped out by vampires. Only a few members escaped with their lives. Those who remained dedicated themselves to vengeance.

Description
A bald, tattooed, albino with sharp teeth and red eyes.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d6, Language (American) d8, Notice d8, Occult d6, Persuasion d4, Psionics d6, Riding d8, Shooting d8, Stealth d8, Survival d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 16 (7)
Strain: 8/8
Hindrances: Driven (major, Avenge the destruction of his tribe.), Ruthless (minor), Vengeful (minor)
Edges: Ambidextrous, Arcane Background (Psionics), Beast Master (Phantom Wolf), Beast Master (+1 Vigor), Brave, Champion, Elite Vampire Killer, Hunter, Luck, Quick, Soldier, Streetwise, Two-Gun Kid, Vampire Killer
Armor: Branaghan Armor (With Duster) (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Billy Club/Baton (Range Melee, Damage Str+d4), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2), Metal Water Rifle (Range 8/16/32, Damage 2d10 to vampires, ROF 1), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 237 Backup Pistol (Range 10/20/40, Damage 3d6+3, ROF 1, AP 4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Holy Symbol (Silver), NG-S2 Survival Pack, Wooden Cross
Language: American (native, d8)
Current Wealth: 4,900 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
  • I.S.P.: 10
  • Powers: Arcane Protection (SWADE p148; Limitations: Self (limited)), Relief (SWADE p166; Limitations: Self (limited)), Smite (SWADE p168; Limitations: Self (limited)), Warrior's Gift (SWADE p169-170; Limitations: Self (limited))
Special Abilities
  • Ambidexterity: Psi- Stalkers start with the Ambidextrous Edge.
  • Animal Empathy: Psi-Stalkers start with Riding d6 and animals treat them as one of their own, though this can be problematic with territorial predators.
  • Fast: Increase Pace by +2 and Running die by a die type.
  • 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.
  • Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.
  • Body Armor: Immunity to the Hazards of Disease, Poison, or Drowning, and +4 to resist Cold, Heat, Electricity, and Radiation. Radio 5 miles.
  • MARS Advances: Vampire Hunters begin as Seasoned heroes
  • Vampire Hunter Skills: Begin with Fighting d6, Notice d6, Occult d6, and Driving or Riding d4
  • Vampire Hunter Edges: Begin with the Brave, Champion, Streetwise, and Vampire Killer Edges.
  • Vampire Hunter Training: Begin with either the Reid’s Ranger or Elite Vampire Killer Edge.
  • Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list
  • Climber (Hero's Journey): +2 to all Athletics rolls involving climbing
Starting Bennies: 4
Advances
Novice Advances
  • Edge: Soldier
  • Raise Attribute: Vigor
  • Raise Skills: Survival/Intimidation
Seasoned Advances
  • Edge: Hunter
  • Edge: Two-Gun Kid
  • Attributes: Agility d10
Current Load (normal/combat): 72.75 / 52.75 (61)
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 (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Peta Chante
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Re: Peta Chante: Psi-Stalker Vampire Hunter

Post by Peta Chante »

Niakit
Phantom Wolf
WOLF.png
WOLF.png (98.38 KiB) Viewed 2818 times
Attributes: Vigor d12, Smarts d6 (A), Spirit d8, Agility d8, Strength d12+2
Skills: Athletics d8, Fighting d8, Notice d10, Stealth d8, Survival d10
Pace: 16; Parry: 6; Toughness: 17 (4)
Edges: Alert, Fleet-Footed

Special Abilities
  • Armored Hide: Thick hides provide +4 Armor and +2 Toughness.
  • Bite: Str+2d6 Mega Damage, AP 4.
  • Fear: Cause Fear checks when first encountered.
  • Go for the Throat: With a raise on their attack roll, Phantom Wolves hit their target's most weakly armored location.
  • Phantom Walk: As an action, Phantom Wolves may make themselves and any riders intangible (as the power) but cannot travel through walls or other physical barriers. While in this state, the physical attacks of the Wolves and any riders affect other intangible beings-such as Entities—but do not affect the material world.
  • Psychic Vampire: Phantom Wolves require a diet of PPE or ISP drained from living beings. They gain this using the Blood Sacrifice rule under Siphoning PPE Setting Rule in The Tomorrow Legion Player's Guide but must slay their prey to do so. Must consume at least 3 Power Points (PPE or ISP) per day or suffer a Fatigue level; starving to death after a week at Incapacitated by lack of “food." Each 3 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot fuel spells or psionic powers.
  • Size 3 (Normal): Phantom Wolves are the size of a horse.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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