1. Concept: Psychic Operative 2. Race: Psi-Ghost > Ghosting * Power: Intangibility -- Innate Ability, no roll/cost, no Power Modifiers allowed, gain +4 Stealth and +2 Intimidation (vulnerable to gas attacks) > Presence Sensing Psionics * Edge (Novice): Arcane Background (Psionics) + Starting Powers (x3, Novice) - Detect/Conceal Arcana (Exalted Detect Arcana, Exalted Conceal Arcana, Presence Sense (no cost)) -- Range: Self - Relief (Mass Relief) - Healing (Mass Healing) + 10 ISP * Psionics d6 > Hindrances * Minor: Mutant -- Passes as human but initial Reactions start as Uncooperative * Major: Vow (Psi-Ghost Code) -- Will not betray other Psi-Ghosts nor terms of contracts * Major: Wanted -- Hunted by Coalition States and True Federation * Restricted Paths -- Cannot take Arcane Background or Iconic Framework that uses PPE 3. Framework: MARS -- Personal Concept Option > +6 Skill Points > Edges (any rank, x3) * Edge (Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+): Major Psionic + Double ISP gained from Edge: Arcane Background (Psionics) and Edge: Power Points + Spend 2 ISP for +1 to a Psionics roll, or 4 ISP for +2 to a Psionics roll * Edge (Veteran, Major Psionic, Smarts d8+, Psionics d10+): Master Psionic + Access to Mega Powers Modifiers for known Powers + Power: Elemental Manipulation (Elemental Fury, Exalted Manipulation, One with the Elements) with Trapping (Electrokinetic) + May apply above Trapping to all powers or keep Trapping (Telekinetic) + Mind Link awards Mind Reading -- did not take Mind Link * Edge (Seasoned, Master Psionic, Smite): Psi-Blade + Cast Smite to instead summon a Psi-Blade > MARS Fortune & Glory table rolls (x2, choose results) * Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills. + Occult + Repair + Weird Science * Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge. + Edge (Novice, Agility d8+): Quick > Gear * "Starting Gear" + Money and Common Goods: [4d6×100=]1100 Universal Credits, and [2d4×500=]3000 credits worth of gear or valuables + NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes - 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. + Body Armor: Plastic Man Light EBA - Minimum Strength d4 - Armor +4, Toughness +1 - Fully enclosed, covers all locations - Immunity to disease, poison, drowning - Gives +4 to resist cold, heat, electricity, radiation - Basic communications (radio range five miles) - Air filtration systems, five hours of emergency air + Sidearm: Wilk’s 320 “Classic” Laser Pistol + Ammo: two E-clips for Wilk's 320 * Body Armor: Combat Mage Heavy EBA + Minimum Strength d10 + Armor +6, Toughness +3 + Fully enclosed, covers all locations + Immunity to disease, poison, drowning + Gives +4 to resist cold, heat, electricity, radiation + Basic communications (radio range five miles) + Air filtration systems, five hours of emergency air + Techno-Wizardry Gear: use TW gear with personal ISP. Activate TW embedded powers using Psionics; CritFails cause Technical Difficulties + Techno-Wizardry Armor Activation: requires 1 ISP/hour or loses all special abilities (including EBA) and Armor/Toughness bonuses + While powered increase Strength two dice and ignore minimum Strength, grant Powers Farsight and Darksight are halved (round down) * [6d6×1000=]24k credits in gear/valuables + [-6k] Armored Cloak: Armor +2, Toughness +1, increase armor Minimum Strength by 1 die + [-9600] Language Translator + [-2500] Utility Belt - First aid kit (+1 Healing roll, 1 use). - Canteen (half gallon). - Communicator (5-mile range). - Compass/inertial mapper. - Flint & steel, whetstone, multi-tool. - Flashlight/signal light (two modes: LED, IR). - Magazine/E-Clip storage slots (4). - Meal Ready to Eat (1 use, can sustain a normal human for one day). - Survival knife (Str+d4). + Remainder 2900 credits > Hero's Journey table rolls (x3, Psionics table: "Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting).") * Mind Melter (Novice): Deflection (Greater Deflection) -- Range: Self * Mind Melter (Novice): Smite (Greater Smite) -- Range: Self * Mind Melter (Novice): Damage Field (Greater Damage Field, Radius) -- Range: Self > Advances (x4) * Edge (Novice, Arcane Background (Any)): Power Points + Power Points: +5 * Novice: Increase attribute + Smarts +1 * Novice: New Powers + Bolt (Greater Bolt, Onslaught) + Boost/Lower Trait (Greater Boost/Lower Trait) -- Range: Self, Aspected (Boost) * Seasoned: Increase attribute + Agility +1 4. Hindrances > Major: Heroic * Attribute +1: Smarts > Major: Code of Honor * Attribute +1: Agility 5. Traits: > Attributes (distribute 5) * Agility: [d6] -> [d8] -> [d10] -> [d12] * Smarts: [d6] -> [d8] -> [d10] -> [d12] * Spirit: [d4] ->> [d8] * Strength: [d4] * Vigor: [d4] -> [d6] > Skills (distribute 15+6, then +2 to 3 SMA skills): * Core + Athletics (AGI): d4 -> d10 [3] + Common Knowledge (SMA): d4 + Notice (SMA): d4 -> d12 [4] + Persuasion (SPI): d4 + Stealth (AGI): d4 -> d12 [4] * Learned + Fighting (AGI): d12 [5] + Occult (SMA): d6 [Smart & Learned] + Psionics (SMA): d12 [5] + Repair (SMA): d6 [Smart & Learned] + Weird Science (SMA): d6 [Smart & Learned]1. Concept: Psychic Operative 2. Race: Psi-Ghost > Ghosting * Power: Intangibility -- Innate Ability, no roll/cost, no Power Modifiers allowed, gain +4 Stealth and +2 Intimidation (vulnerable to gas attacks) > Presence Sensing Psionics * Edge (Novice): Arcane Background (Psionics) + Starting Powers (x3, Novice) - Detect/Conceal Arcana (Exalted Detect Arcana, Exalted Conceal Arcana, Presence Sense (no cost)) -- Range: Self - Relief (Mass Relief) - Healing (Mass Healing) + 10 ISP * Psionics d6 > Hindrances * Minor: Mutant -- Passes as human but initial Reactions start as Uncooperative * Major: Vow (Psi-Ghost Code) -- Will not betray other Psi-Ghosts nor terms of contracts * Major: Wanted -- Hunted by Coalition States and True Federation * Restricted Paths -- Cannot take Arcane Background or Iconic Framework that uses PPE 3. Framework: MARS -- Personal Concept Option > +6 Skill Points > Edges (any rank, x3) * Edge (Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+): Major Psionic + Double ISP gained from Edge: Arcane Background (Psionics) and Edge: Power Points + Spend 2 ISP for +1 to a Psionics roll, or 4 ISP for +2 to a Psionics roll * Edge (Veteran, Major Psionic, Smarts d8+, Psionics d10+): Master Psionic + Access to Mega Powers Modifiers for known Powers + Power: Elemental Manipulation (Elemental Fury, Exalted Manipulation, One with the Elements) with Trapping (Electrokinetic) + May apply above Trapping to all powers or keep Trapping (Telekinetic) + Mind Link awards Mind Reading -- did not take Mind Link * Edge (Seasoned, Master Psionic, Smite): Psi-Blade + Cast Smite to instead summon a Psi-Blade > MARS Fortune & Glory table rolls (x2, choose results) * Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills. + Occult + Repair + Weird Science * Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge. + Edge (Novice, Agility d8+): Quick > Gear * "Starting Gear" + Money and Common Goods: [4d6×100=]1100 Universal Credits, and [2d4×500=]3000 credits worth of gear or valuables + NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes - 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. + Body Armor: Plastic Man Light EBA - Minimum Strength d4 - Armor +4, Toughness +1 - Fully enclosed, covers all locations - Immunity to disease, poison, drowning - Gives +4 to resist cold, heat, electricity, radiation - Basic communications (radio range five miles) - Air filtration systems, five hours of emergency air + Sidearm: Wilk’s 320 “Classic” Laser Pistol + Ammo: two E-clips for Wilk's 320 * Body Armor: Combat Mage Heavy EBA + Minimum Strength d10 + Armor +6, Toughness +3 + Fully enclosed, covers all locations + Immunity to disease, poison, drowning + Gives +4 to resist cold, heat, electricity, radiation + Basic communications (radio range five miles) + Air filtration systems, five hours of emergency air + Techno-Wizardry Gear: use TW gear with personal ISP. Activate TW embedded powers using Psionics; CritFails cause Technical Difficulties + Techno-Wizardry Armor Activation: requires 1 ISP/hour or loses all special abilities (including EBA) and Armor/Toughness bonuses + While powered increase Strength two dice and ignore minimum Strength, grant Powers Farsight and Darksight are halved (round down) * [6d6×1000=]24k credits in gear/valuables + [-6k] Armored Cloak: Armor +2, Toughness +1, increase armor Minimum Strength by 1 die + [-9600] Language Translator + [-2500] Utility Belt - First aid kit (+1 Healing roll, 1 use). - Canteen (half gallon). - Communicator (5-mile range). - Compass/inertial mapper. - Flint & steel, whetstone, multi-tool. - Flashlight/signal light (two modes: LED, IR). - Magazine/E-Clip storage slots (4). - Meal Ready to Eat (1 use, can sustain a normal human for one day). - Survival knife (Str+d4). + Remainder 2900 credits > Hero's Journey table rolls (x3, Psionics table: "Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting).") * Mind Melter (Novice): Deflection (Greater Deflection) -- Range: Self * Mind Melter (Novice): Smite (Greater Smite) -- Range: Self * Mind Melter (Novice): Damage Field (Greater Damage Field, Radius) -- Range: Self > Advances (x4) * Edge (Novice, Arcane Background (Any)): Power Points + Power Points: +5 * Novice: Increase attribute + Smarts +1 * Novice: New Powers + Bolt (Greater Bolt, Onslaught) + Boost/Lower Trait (Greater Boost/Lower Trait) -- Range: Self, Aspected (Boost) * Seasoned: Increase attribute + Agility +1 4. Hindrances > Major: Heroic * Attribute +1: Smarts > Major: Code of Honor * Attribute +1: Agility 5. Traits: > Attributes (distribute 5) * Agility: [d6] -> [d8] -> [d10] -> [d12] * Smarts: [d6] -> [d8] -> [d10] -> [d12] * Spirit: [d4] ->> [d8] * Strength: [d4] * Vigor: [d4] -> [d6] > Skills (distribute 15+6, then +2 to 3 SMA skills): * Core + Athletics (AGI): d4 -> d10 [3] + Common Knowledge (SMA): d4 + Notice (SMA): d4 -> d12 [4] + Persuasion (SPI): d4 + Stealth (AGI): d4 -> d12 [4] * Learned + Fighting (AGI): d12 [5] + Occult (SMA): d6 [Smart & Learned] + Psionics (SMA): d12 [5] + Repair (SMA): d6 [Smart & Learned] + Weird Science (SMA): d6 [Smart & Learned] 6. Narrative Hook: The Evil That Men Do. > "You’ve been out there, fighting bandits, raiders, and the soldiers of would-be warlords. Or, maybe you were such a person, robbing and hurting others until one day the truth of who you’d become hit, and you decided to start a new journey."