About ZhanAgility d8♣
Toughness: 14 (6)
Psi-Stalker:
Ambidexterity Animal Empathy Fast (Pace+2 and increase run die) Mutant Psychic Sense (Constant Detect Arcana) Psychic Vampire: Wound or Shake an opponent within Spirit, roll opposed Spirit to absorb Spirit in Power Points. If opponent killed, absorb all power points. Racial Enemy: Simvan Skills: Athletics d6
Edges:
Edge Descriptions:
Aim
Shooting rolls assume a character is moving about, dodging attacks, and keeping an eye on the chaos around her. If she focuses her attention and aims, however, she can make a much more accurate shot. If a character spends her entire turn Aiming —she takes no other actions and does not move—she can ignore up to 4 points of Range, Cover, Called Shot, or Scale penalties on the first Shooting action of her next turn.[/ooc] MARKSMAN
SHARPSHOOTING
Hindrances:
Powers
Psionics: ISP: 40/40
Innate Abilities: The first such power initiated each turn activates as a free action. Psionics Descriptions:
Bolt Rank: Novice Power Points: 1 Range: Smarts ×2 Duration: Instant Trappings: Fire, ice, light, darkness, colored bolts, a stream of insects. Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise. MODIFIERS •DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise). •GREATER BOLT (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise). •ONSLAUGHT (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil penalty) and may be used for Suppressive Fire (see Savage Worlds). Deflection
Protection
Smite
Telekinesis
Gear:
Custom Revolver .454 Casull 15/30/60 d12+1 Shooting (ignore -4)
Viggo's Custom 1894 Winchester .30-30 Calibre 30/60/120
2 1873 Colt SAA Peacemakers .45 LC 12/24/48
♦Combat Mage Armour +3 Toughness +6 Armour +2 dice to Strength; Farsight and Darksight Holster with 24 bullet loops
Temperature Cloak: This advanced variant of all-weather gear is a waterproof cloak, poncho, or duster with a series of layers designed to dissipate or retain heat depending on the environment. The wearer adds a +4 bonus to rolls versus Cold or Heat (2 lb., 2,000 credits). 3500+2100 NG-S2 Survival Pack:
•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, and wooden stakes MARS Fortune and Glory: 2: Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon. TW Starfire Pistol 4: A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles). Hero's Journey:
2: Armour: You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. 12 : Psionics: Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically. 20: Demon Sea: Talo Mind Worms ♠Framework
Ship:
Armoured Tactical Assault Carrier
Size: 9 Handling: +1 Top Speed: 50/600 mph Toughness: 42 (20) Crew: 2+2 Gunners. Room for up to 16 passengers, 8 PA users, 4 Glitterboys or Skycycles, or 1 four wheeled vehicle. Weapons: Nose Mounted Heavy Rail Gun Range: 100/200/400 Damage: 4d12+4 AP: 18 RoF 3 Payload: 100 2 Wing Swivel Mounted Medium Lasers Range: 150/300/600 Damage 3d10 AP: 20 RoF 1 Missile Launcher: Allows up to four Light or two Heavy (or AT) missiles to be fired at once. Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Knowledge (Electronics) rolls made to evade missile attacks. Crew Space: The Shuttle has minimal (very small) crew births for 8. Environmental Crew Compartment (ECC): Protects the crew with a sealed life support system— provides immunity to the Hazards of Cold, Heat, Disease, Poison, Drowning, Electricity, and Radiation. Includes one day of emergency supplies and air for crew per Size of the vehicle. Sensor Targeting Suite (STS): Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chemical, 360 degree radar, thermal imaging, active night vision, 50× magnification optics, and audio pickups that can catch whispers at 100 yards—grants +2 to Notice rolls and ignores Illumination penalties. Onboard targeting systems negate up to 2 points of Range, Multi-Action, and other penalties when Shooting its weapons. The system also includes an Improved Stabilizer, see Vehicles in Savage Worlds. Stealth System: Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search. Vertical Take-Off and Landing (VTOL): The aircraft is capable of VTOL and can hover in place.
Talo Mind Worms Divination, Empathy, Healing (Self), +10 ISP, +2d Psionics |