Felix Bray

    Seasoned Male Psi-Stalker, MARS Psi-Slinger, and Sheriff
    Iconic Framework: MARS Psi-Slinger

    Background

    Felix Bray was no hero, so when a rival simvan tribe attacked his tribe during his youth, he could not single handedly save them. He was just a teenage kid.

    He adopted a nomadic lifestyle migrating from settlement to settlement and from people to people. Felix was a psi-stalker, shunned by humans for being a mutant and d-bees for being a predator. Eventually he would have to move on to the next community.

    Felix did have some psionic ability and was a fair hand with a pistol. He was even a quicker at the draw than most. He used his skills to protect those communities he joined for however long he could stay. He didn't want anyone else to experience the loss of their tribe if he could help it.

    This was his lifestyle for nearly three decades before he stumbled into the strange dimension home to the settlement of Skagit. He stumbled in by accident during a ley line storm three years ago. He found himself on the outskirts of a low tech town being raided by brodkil and other "minor" demons.

    The town's sheriff was rallying the defenders to protect themselves and their homes, and Felix fought his way to the sheriff. Together they held the line, but before the raiders broke they decided to make a pass at the sheriff to weaken Skagit's leadership. Felix fought valiantly to protect the sheriff, and it cost him an arm, but their assault was too strong and the sheriff was cut down.

    Nardal Longwalker, Skagits healer, helped Felix recover, but the arm was beyond saving. While his body healed, Felix got to know the fennodi healer. More than rejuvenating Felix's body, the fennodi nourished his mind. By the time he fully recovered, Felix could enhance his weapons more than ever before and shield himself more effectively. Nardal tried to teach Felix to move things with his mind, to help compensate for the lost arm, but it didn't work quite right. Instead of moving things with his mind, Felix could only form a telekinetic arm where his original arm had been.

    Since then, Skagit has entrusted law keeping to Felix and elected him as the new Sheriff. He has the experience needed and the drive to protect his new tribe. His familiarity with Nardal was of benefit, too, but he also found a kindred spirit in Rain, leader of the fire brigade, as well. Both Felix and Rain found themselves shunned because of their natures, and both of them wanted to protect their community regardless.

    With the emergency services of Skagit united, surely nothing could stand in the city's way!

    Description

    Above average height, but not tall. Bald like all psi-stalkers, but wears a wig to fit in with the largely human population of Skagit. Wears concealing clothing leaving little but his eyes visible. Missing one arm.


    Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
    Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d6, Intimidation d6+2, Language (Native) d8, Notice d8, Persuasion d4, Psionics d8, Research d8, Riding d8, Shooting d8, Stealth d6, Survival d6, Taunt d6+1
    Pace: 8; Running Die: d8; Parry: 5; Toughness: 13 (5)
    Hindrances: Heroic, Mean, One Arm (Right Arm), Quirk (Wears a wig), Vow (major, )
    Edges: Ambidextrous, Controlled Hunger, Danger Sense, Investigator, Justice Ranger, Marksman, Menacing, Nerves of Steel, Quick, Sharpshooting, Steady Hands
    Armor: Huntsman Medium Personal Armor (Armor 5), Huntsman Medium Personal Armor (Armor 5)
    Weapons: Unarmed (Range Melee, Damage Str), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1)
    Gear: NG-S2 Survival Pack
    Language: Native (native, d8)
    Current Wealth: 0 cr
    Arcane Background: Psionics (Rifts® TLPG)
    • I.S.P.: 10
    • Powers: Bolt (Savage Worlds: Adventure Edition p156), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169), Telkinetic Restraints (Entangle; Savage Worlds: Adventure Edition p161; Bands of telekinetic force restrain the target's hands and legs. Trappings)
    • Complex Cantrips: (none selected)

    Special Abilities

    • Ambidexterity: Psi- Stalkers start with the Ambidextrous Edge.
    • Animal Empathy: Psi-Stalkers start with Riding d6 and animals treat them as one of their own, though this can be problematic with territorial predators.
    • Fast: Increase Pace by +2 and Running die by a die type.
    • Mutant (Minor): Psi-Stalkers can be creepy and off-putting , especially to magic users and psionics. Not fully accepted in Coalition high society and despised by the Federation of Magic, initial Reactions often start off Uncooperative.
    • Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, this is an extra sense which is always active. They use the Notice skill to detect the presence and location of anything psychic, magic, or supernatural including invisible or astral beings, and arcane items. They can track specific beings and items using the Survival skill. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty.
    • Psychic Vampire: See p64
    • Racial Enemy: Psi-Stalker and Simvan tribes (see page 66) have been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
    • Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.
    • Psionics: Power Points: 10; Powers: Bolt (Savage Worlds: Adventure Edition p156), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169), Telkinetic Restraints (Entangle; Savage Worlds: Adventure Edition p161; Bands of telekinetic force restrain the target's hands and legs. Trappings)
    • Languages Known: Native (native, d8)
    • MARS Advances: Psi-Slingers begin as Seasoned heroes.
    • Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
    • Psi-Slinger Skills & Edges: Shooting d6 plus the Marksman, Steady Hands, Danger Sense, and Quick Edges.
    • Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
    • Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage
    • Psi-Slinger Hindrance: Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
    • Psi-Slinger Journey: Psi-Slingers make one less roll on the Hero's Journey tables.

    Advances

    Novice Advances
    • Raise Attribute: Vigor
    • Edge: Controlled Hunger
    • Edge: Menacing
    Seasoned Advances
    • Edge: Sharpshooting
    • Raise Attribute: Spirit

    Current Load (normal/combat): 60 / 40 (41)
    Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
    Setting Rules: Character Frameworks, Rifts® M.D.C., Super Strength
    Validity: Character appears valid and optimal
    Koshnek
    user1763
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