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Zhan's page

338 posts. Alias of LastNameOnEarth.


Race

Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

About Zhan

Agility d8♣
Smarts d8♥
Spirit d8♥
Strength d6
Vigor d6

Toughness: 14 (6)
Pace: 8+d8
Parry: 4

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
Common Knowledge d4
Driving d4
Electronics d4
Fighting d4
Notice d8
Persuasion d4
Pilot d12
Psionics d12
Repair d6
Riding d6
Shooting d12
Stealth d4
Survival d4

Edges:
♠Arcane Background: Psionics
♠Marksman
♠Danger Sense
♠Quick
♠Steady Hands
Major Psionics
Master Psionics
♣Sharpshooter

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
The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 per action, she may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, cover, Range, or Size. This stacks with the Aim maneuver and applies to each Shooting or throwing action that turn.

SHARPSHOOTING
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.

Hindrances:
♥Mutant
♥Racial Enemy: Simvan
♠Heroic
♦Vendictive (Major)
Code of Honour
Ruthless (Minor)
Coalition Exile

Powers
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 (see Savage Worlds) or TW equivalent with smite, the weapon does one additional die of damage. So, a Colt Peacemaker empowered with base smite by a Psi-Slinger does 3d6+3 damage.

Psionics: ISP: 40/40
♠Bolt INNATE
♠Protection INNATE/SELF
♠Smite INNATE/SELF
♠Telekinesis INNATE
♠Boost/Lower
Divination
Empathy
Healing (self)

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
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles. Deflection powers work in a variety of ways.
Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power.
Once cast, foes must subtract 2 from attack
rolls directed at the user (or 4 with a raise).
MODIFIERS
•ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
•GREATER DEFLECTION (+3): The penalty to attack the recipient increases to −4 (– 6 on a raise).

Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A mystical glow, hardened skin, ethereal armor, a mass of nanites.
Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster. Protection doesn’t normally stack with other armor, but see the Toughness modifier.
MODIFIERS
• MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
• TOUGHNESS (+2): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise). This means it stacks with natural or worn armor.
•GREATER PROTECTION (+3):
Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.

Smite
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows,
or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the
weapon’s damage is increased by +2, or +4 with a raise.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
•GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.

Telekinesis
Rank: Seasoned
Power Points: 5
Range: Smarts ×2
Duration: 5
Trappings: A wave of the hand, magic wand, steely gaze.
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage as usual.
Telekinetic Weapons: A caster can use telekinesis to wield a weapon as an action. Its Fighting is equal to the caster’s Fighting, but
damage uses the power’s Strength instead of his own.
•EXALTED TELEKINESIS (+3):
The Strength of telekinesis is d12, +2 Strength for each raise. Consult the Super Strength Table (on page 69) to determine how much the caster can lift and manipulate. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage when used as weapons.

Gear:
TW Starfire Pistol 15/30/60 d12+2 Shooting (+1 or ignore -4): 2d12 AP 4 (3d12+2); Red Dot Sight

Custom Revolver .454 Casull 15/30/60 d12+1 Shooting (ignore -4)
2d8 (3d8+4/6) AP 2; 2d10 (3d10+4/6) AP 6 with Ramjet Cartridges; Red Dot Sight
•The superior balance of this weapon allows you to ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range, and Relative Speed.
•This weapon is especially sturdy and well-made. 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.
Replacement Cost: 900 credits - Owns one spare.

Viggo's Custom 1894 Winchester .30-30 Calibre 30/60/120
2d10+2 (3d10+6/8) AP 4; 2d12+2 (3d12+6/8) AP 8 with Ramjet Cartridges
Multi-Optics Scope, Red Dot: d10+4 Shooting (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. Ignore -2 Penalties when Aiming)

2 1873 Colt SAA Peacemakers .45 LC 12/24/48
2d6+1 (3d6+5/7)

♦Combat Mage Armour +3 Toughness +6 Armour +2 dice to Strength; Farsight and Darksight

Holster with 24 bullet loops
4 speed loaders

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
♥Racial
♦Hero's Journey And MARS
♣ Advance

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