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Burgurk's page

866 posts. Alias of ZenFox42.


Full Name

Burgurk

Race

Simvan

Classes/Levels

Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Gender

Male

Age

24

About Burgurk

Attributes :
Agility d6 [last advancement]
Smarts d6
Spirit d10
Strength d6
Vigor d6

Derived :
Charisma -4 (for Simvan)
Pace 6
Parry 5
Toughness 6 (7 with armor, 12 total) = 12(5)

Edges :
Improved Force Bolt : Force Bolt does 6d6
Greater Force Bolt : Force Bolt does 6d8, range 15/30/60
Rapid Force Bolt (extra HJ’s Edge) : Force Bolt at ROF 3
Force Blast : For a single ISP, the Burster’s Flame Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large
Burst Template.
Beast Master (for Simvan) - Animals like your hero, and won’t attack him unless he attacks them first or they are enraged for some reason.
Elan

Skills :
Fighting d6
Healing d4
Intimidation d6
Notice d6
Psionics d12
Riding d6 (for Simvan)
Shooting d8
Survival d6

Hindrances :
Loyal
Illiterate
Code of Honor - help the helpless
Bloodthirsty (for Simvan)

Powers :
Boost/Lower Trait, Deflection, Smite
70 ISP

Powers:
BOOST/LOWER TRAIT
Power Points: 2
Range: Smarts
Duration: 3 (1/round)

This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.

DEFLECTION
Power Points: 2
Range: Touch
Duration: 3 (1/round)
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.

SMITE
Power Points: 2
Range: Touch
Duration: 3 (1/round)
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 may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.

TELEKINESIS (5 ISP; Range = Smarts)
Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
-Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
-Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual (1d6+1 per 10 feet fallen  24 feet/turn).

GREATER TELEKINESIS (10 ISP; Range = Smarts*2)
The caster’s telekinetic strength is calculated as his Spirit die with four die steps added --> d12+3. With a successful roll, they use the Load Limit column (500 pounds), or the Max Weight column (2000 pounds) with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.

Gear :
Huntsman Lightweight Personal Armor (+5 armor +1 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)
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. The wielder rolls her Arcane Skill or Spirit (her choice) to activate the power.

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 ⇒ 17
Experience & Wisdom : There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.

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.

Hero's Journey: 1d20 ⇒ 7
Psionics : Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.

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.

Psycho-K traits
Force Aura: At will, as an action (no roll required), a Psycho-K can surround herself with a 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, as well as 2 Deflection (this stacks with the armor and deflection powers, but not worn armor). The Aura also renders her immune to the effects of gases and called shots, as long as it is active. Neither effect costs any ISP. However, if she spends 3 ISP when she activates her Force Aura, melee damage becomes Mega Damage and the Armor gains the M.D.C. quality. The Force Aura Aura goes away whenever the Psycho-K is Incapacitated or is otherwise unconscious.

Force Bolt: The Psycho-K can hurl forth a bolt of force doing 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. 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).

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 can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost 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.

Advancement : Agility to d6
Advancement : Psionics to d12
Advancement : Elan
SEASONED
Advancement : Force Blast
Advancement : Smarts d6