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Moe: Charsheet

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Chargen

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."

Gameplay Advances

  1. [Seasoned] Edge: Adept
  2. [Seasoned] Edge: Power Points (+5, x2)
  3. [Seasoned] Edge: Sweep
  4. [Veteran] Edge: Improved Sweep