Full Name |
Burgurk |
Race |
Simvan |
Classes/Levels |
Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP |
Gender |
Male |
Age |
24 |
About Burgurk
Attributes :
Agility d6
Smarts d8 (-1 for Simvan)
Spirit d10
Strength d6
Vigor d6
Derived :
Charisma -2 (for Simvan)
Pace 6
Parry 5
Toughness 18(9) [5 personal + 2 Toughness from armor + 5 armor from armor + 2 Vigor from upgrade + 4 Armor from upgrade]
Skills : Athletics d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Persuasion d4, Psionics d12, Riding d4 (for Simvan), Stealth d6, Survival d6
Edges :
Beast Master (Simvan, free)
Arcane Background (Psionics; Psycho-K, free)
Major Psionic (Psycho-K, free); 2 ISP for +1, 4 ISP for +2 to Psionics roll
Elan : add +2 when spending a Bennie on Trait re-rolls
Improved Force Bolt : Force Bolt does 4d6(1 ISP) or 5d6(2 ISP); +1d6 on Raise
Force Blast : For 1 ISP, the Force Bolt affects a MBT. For 2 ISP, it affects a LBT
Rapid Force Bolt : For 1 ISP, fire Force Bolt at ROF 2
Master Psionic : Mega Power Modifiers
Hindrances :
Loyal (minor)
Illiterate (minor)
Code of Honor (major) - help the helpless
Powers:
35 ISP
Beast Friend (free, Simvan) : (total size) PP; talk to animals, they obey commands and fight to protect the caster
GREATER : (+1): The caster may now affect magical and mythical beasts with animal intelligence
(+1): The base Duration increases to 30 minutes.
Boost/Lower Trait (Self) : 2-1=1 PP; Increase selected Trait by one die type, or two on a Raise
GREATER (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a Raise.
Entangle : 2 PP; target is Entangled, or Bound on a Raise
+2 PP – MBT; +3 PP – LBT
GREATER (+4): Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.
Deflection (Self) : 3-1=2 PP; +2 to Parry and RATN, +4 on a Raise
GREATER (+3) : +4 to Parry and RATN, +6 on a Raise
Stun : 2 PP; target makes a Vigor roll (at -2 on a Raise) or be Stunned
GREATER (+2): Resistance rolls are made at −2, or –4 on a Raise.
Telekinesis (free, Psycho-K) : 5 PP; Strength of d12 (automatic). 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.
EXALTED (free) : The Strength of telekinesis is d12, +2 for each Raise (automatic). Consult the Super Strength Table (on page 69) to determine how much the caster can lift and manipulate (d12+2 : 1000 pounds). Damage : 2d12+5. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage when used as weapons.
Psycho-K Special Abilities
Force Aura: At will, as an action (no roll required), a Psycho-K can surround herself with an all encompassing aura of telekinetic force. While active, the Psycho-K may use their twice their Spirit in place of Strength for all tasks that would usually require Strength, such as lifting, grappling, and melee damage. When the aura is activated, it provides +6 Armor to the Psycho-K (this stacks with Protection and natural armor, but not worn armor). The Aura also renders her immune to the effects of gases and called shots, as long as it is active. If the Psycho-K spends 3 ISP when activating Force Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. The Force Aura Aura goes away whenever the Psycho-K is Incapacitated or is otherwise unconscious.
Kinetic Mastery: Over a Large Burst Template centered anywhere within 12”, the Psycho-K has control over matter as a simple extension of her mind. She may use her mind to move, control, and activate objects weighing less than 5 times her Spirit die type as a free action with no roll. As an action, she may activate the Elemental Fury (all those in Range at -1 to all Trait rolls, -2 on a Raise) or Exalted Manipulation (once per round use a free action to Test a target within Range using his arcane skill) modifier costing no ISP.
TK Mastery: The Psycho K receives Telekinesis as a bonus power. In addition, they may use the Exalted version of the Power even if they are not otherwise considered a Master Psionic. Should they gain the Master Psionic Edge, their telekinetic powers become so second nature to them that when she successfully activates either version of the telekinesis power, she gains the raise effect automatically.
Mind over Matter: Though her Force Aura is extremely powerful, and difficult to overwhelm, the power of the Psycho-K is such that she sometimes able to ignore even the impressive attacks that threaten to pierce her shield. While her Force Aura is active, the Psycho-K can expend 1 ISP to make a Psionics Skill roll instead of using Vigor to Soak a wound. Doing so still requires the expenditure of a Benny to perform the Soak Action, as usual.
Force Bolt: The Psycho-K can hurl forth a bolt of force doing 3d6 Mega Damage (4d6 on a Raise) for 1 ISP, or 4d6 Mega Damage (5d6 on a raise) for 2 ISP. Range is Smarts*2. The Psycho-K may add +2 AP by spending 1 ISP per Flame Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using TK bolt does not result in Brainburn (per Savage Worlds).
Gear :
Huntsman Medium Personal Armor (+5 armor +2 Toughness, 16 lb)
NG-33 Laser Pistol (2d4+1, AP 2, 15/30/60, ROF 1, 20 shots, 4 lb)
NG-S2 Survival Pack (30 lb)
1700 credits + 7800 (first mission) + 5400 (second mission) + 2520 (month's salary) + 160,000(mission) + 2000 (extra) = 179,420
Goggles : provides +2 to sight-based Notice checks, and the wearer gains access to Darksight, Farsight, and Detect Arcana. The system requires 1 ISP per hour of use. The wielder rolls her Arcane Skill or Spirit (her choice) to activate the goggles.
Minor upgrade : +2 Armor twice, for 10,000 credits total
Major upgrade : d6 Vigor to d10, for 20,000 credits total
Hero's Journey: 1d20 ⇒ 4
Psionics : More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
Hero's Journey: 1d20 ⇒ 12
Enchanted Items & Mystic Abilities : A cunning pair of goggles that speaks of a fashion that never goes out of style, your character’s Magic Optic System is a favorite accessory.
It provides +2 to sight-based Notice checks, and the wearer gains access to Darksight, Farsight, and Detect Arcana. The system requires 1 Power Point per hour of use.
Narrative Hook: 1d20 ⇒ 20
Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion.
Advancement : Spirit to d8
Advancement : Psionics to d10
Advancement : Elan (Sp d8)
SEASONED
Advancement : Spirit to d10
Advancement : Psionics to d12
Advancement : Improved Force Bolt (Sp d10)
Advancement : Force Blast (S)
VETERAN
Advancement : Rapid Force Bolt (V)
Advancement : Master Psionic (V)
Next : Fighting d8
Next : Adept