rifts:moe:charsheet
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Moe: Charsheet
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Race: | Psi-Ghost | Concept: | Psy-Op | Framework: | MARS Personal Concept | ||
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Advances: | 5 | Rank: | Seasoned | Credits: | 25358 | ISP: | 30 |
Narrative Hook: | “The Evil That Men Do.” | ||||||
You’ve been out there, fighting bandits, raiders, and the soldiers of would-be warlords. |
Traits
Attributes & Skills
Agility: | d12 | Smarts: | d12 | Spirit: | d8 | Strength: | d4 | Vigor: | d6 |
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Athletics: | d4 | Common Knowledge: | d4 | Persuasion: | d4 | ||||
Fighting: | d12 | Notice: | d12 | ||||||
Stealth: | d12 | Occult: | d6 | ||||||
Psionics: | d12 | ||||||||
Repair: | d6 | ||||||||
Weird Science: | d6 |
Derived Statistics
Pace: | 6 | Parry: | 8 | Toughness: | 5 | Toughness (PM): | 13(6) | Toughness (CM): | 17(8) |
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Hindrances
Name | Source | Value | Description |
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Mutant | Race | 1 | Passes as human but initial Reactions start as Uncooperative |
Vow | Race | 2 | Psi-Ghost Code: Will not betray other Psi-Ghosts nor terms of contracts |
Wanted | Race | 2 | Hunted by Coalition States and True Federation |
Restricted Paths | Race | ? | Cannot take Arcane Background or Iconic Framework that uses PPE |
Code of Honor | Chargen | 2 | Keeps word, doesn't abuse/kill prisoners, behaves appropriately |
Heroic | Chargen | 2 | Helps those in need, hunts monsters for little compensation |
Edges
Name | Source | Rank | Description |
---|---|---|---|
Arcane Background (Psionics) | Race | Nov | “Presence Sensing Psionics” |
Major Psionic | Framework | Sea | Double ISP, Spend 2 ISP for +1 Psionics roll (stacks x2) |
Master Psionic | Framework | Vet | Access Mega Powers, All powers get “Trapping: Electrokinetic” |
Psi-Blade | Framework | Sea | Cast Smite to instead summon a Psi-Blade |
Quick | Framework | Nov | Keep redrawing Action Cards less than six |
Power Points (x2) | Framework, Advance | Nov, Sea | +10 ISP (x2) |
Adept | Advance | Sea | 1/Rank powers as Innate: Boost Trait, Deflection, Smite |
Sweep | Advance | Nov | Attack all adjacent targets at -2 |
Improved Sweep | Advance | Vet | As Sweep, without the -2 |
Powers
Offensive
Bolt | Src: Advance | Rnk: Nov | Rng: Smarts x 2 | Cst: 1 | Dur: Inst |
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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. | |||||
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). | |||||
[Global] ARMOR PIERCING (+1/AP2): stacks x3 | |||||
[Global] FATIGUE (+2): gives 1 level of Fatigue | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] HEAVY WEAPON (+2): counts as Heavy Weapon | |||||
[Global] HINDER (+1): target -2 Pace | |||||
[Global] LINGERING DAMAGE (+2): on target's next turn, take base damage again but -1 die type | |||||
[Global] RANGE (+1/+100%): adds to Power range, stacks x2 | |||||
Damage Field | Src: Hero's Journey | Rnk: Sea | Self | Cst: 3 | Dur: 5t |
Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close. At the end of the affected character’s turn, all adjacent beings (including allies!) automatically take 2d4 damage. | |||||
DAMAGE (+2): The damage field causes 2d6 damage. | |||||
GREATER DAMAGE FIELD (+4): The damage field causes 3d6 Mega Damage. | |||||
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[Global] ARMOR PIERCING (+1/AP2): stacks x3 | |||||
[Global] FATIGUE (+2): gives 1 level of Fatigue | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HEAVY WEAPON (+2): counts as Heavy Weapon | |||||
[Global] HINDER (+1): target -2 Pace | |||||
[Global] HURRY (+1): target +2 Pace | |||||
[Global] LINGERING DAMAGE (+2): on target's next turn, take base damage again but -1 die type | |||||
[Global] SELECTIVE (+1): Power ignores chosen targets within its area | |||||
Smite | Src: Hero's Journey | Rnk: Nov | Rng: Self | Cst: 1 | Dur: 5t |
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. | |||||
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. | |||||
[Global] ARMOR PIERCING (+1/AP2): stacks x3 | |||||
[Global] FATIGUE (+2): gives 1 level of Fatigue | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] HINDER (+1): target -2 Pace | |||||
[Global] LINGERING DAMAGE (+2): on target's next turn, take base damage again but -1 die type | |||||
[Edge] PSI-BLADE (+0): Replace normal Smite; create melee weapon as (Strength)+(Smarts)+(Smite bonus) mega-damage & AP (Psionics x 2) |
Defensive
Deflection (Adept) | Src: Hero's Journey (Innate) | Rnk: Nov | Rng: Self | Cst: 2 | Dur: 5t |
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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). | |||||
GREATER DEFLECTION (+3): The penalty to attack the recipient increases to −4 (– 6 on a raise). | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HURRY (+1): target +2 Pace |
Utility
Darksight | Src: Combat Mage Armor (Self) | Rnk: Nov | Rng: Self | Cst: 1(-1) | Dur: 1h |
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Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness. | |||||
EXALTED DARKSIGHT (+2): The recipient’s senses extend so far into the infrared and ultraviolet spectrums that he can also see anyone using the invisibility power and ignores all Illumination penalties. | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HURRY (+1): target +2 Pace | |||||
[Global] RANGE (+1/+100%): adds to Power range, stacks x2 | |||||
Detect/Conceal Arcana | Src: Race (Self, Presence Sensing) | Nov | Rng: Self | Cst: 2(-1) | Detect:5t/Conceal:1h |
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179). Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again. | |||||
STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2. | |||||
EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following: Active powers and arcane abilities. Type of supernatural creature (vampire, werewolf, dragon, etc.). Enchantments present on an item. Amount of PPE or ISP possessed by a target. Other information the GM allows. When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability. | |||||
EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier. | |||||
PRESENCE SENSE (+0): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings. | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HURRY (+1): target +2 Pace | |||||
Elemental Manipulation | Src: Edge (Trapping) | Rnk: Nov | Rng: Smarts | Cst: 1 | Dur: 5t |
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise. | |||||
AIR/ELECTROKINETIC (+0): Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat). | |||||
ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise. The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill. | |||||
ONE WITH THE ELEMENTS (+1): The power’s Duration is measured in minutes instead of rounds. | |||||
[Global] FATIGUE (+2): gives 1 level of Fatigue | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HINDER (+1): target -2 Pace | |||||
[Global] RANGE (+1/+100%): adds to Power range, stacks x2 | |||||
[Global] SELECTIVE (+1): Power ignores chosen targets within its area | |||||
Farsight | Src: Combat Mage Armor (Self) | Rnk: Nov | Rng: Self | Cst: 2(-1) | Dur: 5t |
Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range. | |||||
GREATER FARSIGHT (+2): Allows the recipient to ignore all Range penalties, and a raise doubles sight range. | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HURRY (+1): target +2 Pace | |||||
[Global] RANGE (+1/+100%): adds to Power range, stacks x2 | |||||
Intangibility | Src: Race (Innate, Self, No Modifiers) | Rnk: Her | Rng: Self | Cst: 0 | Dur: 5t |
With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items. The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and Stunned. |
Support
Boost Trait (Adept) | Src: Advance (Self, Aspect, Innate) | Rnk: Nov | Rng: Self | Cst: 2(-2) | Dur: 5t |
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This power allows a character to increase a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits. | |||||
GREATER BOOST (+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. | |||||
[Global] GLOW (+1): soft light in Small Blast radius around target, target -2 Stealth, -1 Illumination penalty | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HURRY (+1): target +2 Pace | |||||
Healing | Src: Background | Rnk: Nov | Rng: Touch | Cst: 3 | Dur: Inst |
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.) | |||||
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old. | |||||
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours. | |||||
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well. | |||||
MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead. | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HURRY (+1): target +2 Pace | |||||
[Global] SELECTIVE (+1): Power ignores chosen targets within its area | |||||
Relief | Src: Background | Rnk: Nov | Rng: Smarts | Cst: 1 | Dur: Inst |
Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise. | |||||
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each. | |||||
MASS RELIEF (+2/+3): For +2 Power Points relief affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). | |||||
[Global] SHROUD (+1): attacks -1 vs obscured target, target +1 Stealth | |||||
[Global] HURRY (+1): target +2 Pace | |||||
[Global] SELECTIVE (+1): Power ignores chosen targets within its area |
Gear
* Defensive
- 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
- 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
- Armored Cloak
- Minimum Strength d4
- Armor +2, Toughness +1
- Increase armor Minimum Strength by 1 die
* Offensive
- Sidearm: Wilk’s 320 “Classic” Laser Pistol
- Ammo: two E-clips for Wilk's 320
* Utility
- 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.
- Language Translator
- Utility Belt
- First aid kit (+1 Healing roll, 1 use).
- Canteen (half gallon).
- Communicator (5-mile range). – Gave to Chris' guy
- 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).
rifts/moe/charsheet.txt · Last modified: 2020/07/29 05:47 by mark