Ivan Krei (Human Burster)

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Ivan Krei (Human Burster)

Post by Eyon »

Player Name: Ian
G-Mail: iscoltrin
Discord: Eyon#9651

Character Name: Ivan Krei
Race: Human
O.C.C.: Burster
Alignment: Scrupulous (Good)
XP Level: 1
XP Points: 0
Next Level @ XP: 2,050
Sentiments/Non-Humans: Has had mostly good experiences with D-Bees and accepts them as equals without doubt or suspicion. Suspicious of creatures of magic and supernatural beings.
Sentiments/Coalition: Sad about the CS. Has personally seen soldiers defy orders and do the right thing, and recognizes that the CS has done many good things for many humans. It's potential for good is tremendous, but believes Emperor Prosek and his government is evil. They are the ones responsible for the crimes the coalition has committed against others. Mostly suspicious of any new encounters with the CS.
Sentiments/The Booster Boys:
Sentiments/Cyber Street Gang:
Sentiments/The Greenskin Gang:
Sentiments/Mephisto's Horsemen:
Sentiments/The Mega-Monkeys:
Relationship to the other player characters:
Disposition: Peacemaker: Hates discord between friends, family, co-workers, and likes to help others mend fences.

I.Q.: 13
M.E.: 21
M.A.: 14
P.S.: 12
P.P.: 17
P.E.: 12
P.B.: 11
Speed: 14

P.P.E.: 10
I.S.P.: 111
H.P.: 14
S.D.C.: 36
Age: 37
Sex: Male
Height: 6 ft.
Weight: 190 lb.
Description: Long dark brown hair with some grey. Weathered face with an early greying beard. Typically wears cargo pants bloused into his boots, and a bomber jacket. Usually has a cigarette hanging out of his mouth.

Natural Abilities
Perception Bonus: +10% (+2) see rules here
Charm/Impress: (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 20%
Max. Encumbrance: 55 lb. see rules here[/size]
Max. Carrying Weight: 120 lb.
Max. Lifting Weight: 240 lb.
Max. Jumping Ability: 6 ft. Long, 3 ft. High see rules here

Special Abilities
Impervious to Heat & Fire: A psionic aura radiates around the Burster, making him impervious to fire and heat.
  • Includes S.D. and M.D. fire, including plasma, napalm, a dragon's fire breathe, and magic fire.
  • Burster is also unaffected by smoke. Can breathe unimpaired. Can see at half distance. Speed reduced by 10%. Only -1 to strike, parry, and dodge.
  • M.D. electrical attacks inflict only half damage. S.D. electrical attacks only tingle.
Extinguish Fires: The Burster can instantly put out flames without need of chemicals or water. The fire just disappears because the character can psionically channel and control the energy to make it stop spreading and quickly go out.
  • Range: 100 ft. +10 ft. per level of experience.
  • Radius of Effect: The psychic can extinguish a 200 ft. radius per level of experience.
  • Duration: Permanent; until the fire is reignited.
  • I.S.P. Cost: 4
Flame Burst (Self): The psychic can seemingly cause himself to burst into flames and become completely engulfed in fire.
  • Range: Self
  • Duration: Two minutes per level of experience.
  • Damage: 6D6 S.D. per strike. All combustible articles such as clothing will catch on fire, doing an additional 6D6 S.D.C. damage per melee round until extinguished. 1D4 M.D. within a mile of a ley line (cost 2 extra I.S.P.). Or can do 1D6 M.D., 2D6 at a ley line, & 3D6 at a nexus.
  • I.S.P. Cost: 4 (+8 to add 1D6 M.D. to physical attacks)
Flame Burst Body Protection (Special): The aura of fire from the Flame Burst also provides a limited M.D.C. field of protection equal to 30 M.D.C. +6 per level of experience, and which renews itself at a rate of 3D6 M.D.C. per melee round (never more than the normal maximum). Note: There is no extra I.S.P. cost for this aura of protection; it comes with the flame burst.

Fire Bolt: A fiery energy bolt can be hurled or fired from the forehead or hands (even if the latter is an artificial appendage).
  • Range: 200 ft. +20 ft. per level of experience.
  • Duration: Instant; counts as one melee action/attack.
  • Bonus to Strike: +4; line of sight.
  • Damage: Mini-bolt 2D6 S.D.C./Hit Points, medium bolt 4D6 S.D.C.. heavy bolt 6D6 S.D.C., or Mega-Damage plasma bolt: 2D6 M.D.
  • I.S.P. Cost: Two, regardless of the size and damage for an S.D.C. blast. and four points to create an M.D. blast.
Fire Eruption: The pyrokinetic can cause a fire to erupt in front of somebody or an area (never directly on a living creature) instantly and without the need of combustible material. The size of the flame can be controlled to be only a few inches tall and cover only an inch or two area. or several yards/meters tall and across. The flame will burn as long as its creator wills it to (costs one additional 1.S.P. per 10 minutes) and cannot be extinguished by normal means because it is fueled by psychic energy. If the Burster is rendered unconscious, blinded or distracted, the flame disappears.
  • Range: 100 ft. +20 ft. per level of experience.
  • Maximum Size Limit: 20 ft. area +5 ft. per level of experience.
  • Duration: 10 minutes (+10 minutes per 1 I.S.P. after)
  • Strike: 48% +5% per level of experience. -25% to hit a target the Burster cannot see that less than 20 ft. in diameter.
  • Damage: S.D.: 1D4 - 2D4x10 depending on size. M.D.: 2D6 - 6D6 depending on size.
  • I.S.P. Cost: S.D.: 10. M.D.: 20
Sense Fire: This psionic ability enables the character to sense if there is a fire as small as a burning candle nearby. To sense the fire, the Burster must stop and concentrate for a moment (15 seconds/one melee round). A moment later, he receives psychic impressions that indicate the approximate size (big, medium, small, tiny) and the approximate distance (near or far), the general direction (north, south, east, west, and if in a building, up or down). He can also tell whether it is contained, spreading slowly, or raging out of control, as well as whether it is a natural/accidental fire or an intentional/man-made or magical fire (arson), and how long it has been burning (minutes, hours, days).

The psychic can also examine burnt objects or ashes and effectively “object read” them to get an impression of how long ago the fire last burned and whether it was natural or man-made. This affinity with fire also enables the Burster to recognize Fire Elementals and sense the presence of supernatural creatures of fire, including Fire Elementals of all kinds, fire-based demons, Fire Demon Automatons and Fire/Water Elemental Fusionists, but not Fire Dragons or other Bursters, unless the latter has burst into flames or is controlling a psionic induced Fire Eruption.
  • Range: 800 ft. +100 ft. per level of experience.
  • Duration: Requires 15 seconds of preparatory concentration. Once prepared the impressions last for four minutes.
  • I.S.P. Cost: 2
Super Fuel Flame: The Burster can feed a fire with psychic energy, increasing its size by as little as twofold or as much as 10 times.
  • Range: 100 ft. per level of experience.
  • Area of Effect: 20 ft. per level of experience.
  • Damage: Increased proportional to the size of the fire; G.M. discretion.
  • I.S.P. Cost: 8
Influence of Ley Line Energy: The duration and range of the Burster’s pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/1.6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/1.6 km) a ley line nexus point.

Psionics: Master Psychic
  • Range: 100 ft. Area
  • Duration: 2 minutes per level of experience
  • I.S.P. Cost: 4
  • Saving Throw: Standard
Mind Block
  • Range: Self
  • Duration: 10 minutes per level of experience
  • I.S.P. Cost: 4
Suppress Fear
  • Range: Self
  • Duration: 1 minute per level of experience
  • I.S.P. Cost: 8
O.C.C. Skills
Language: American (English) - 98% (+1%)
Language: Russian - 80% (+3%)
Athletics (General)
Land Navigation - 46% (+4%)
Math: Basic - 60% (+5%)
Pilot: Automobiles - 70% (+2%)
Pilot: Hovercycles, Skycycles, & Rocketbikes - 80% (+3%)
Streetwise - 30% (+4%)
W.P. Ancient: Sword
W.P. Modern: Energy Rifles

O.C.C. Related Skills
Literacy: American - 50% (+5%)
Lore: Faeries & Creatures of Magic - 35% (+5%)
Lore: Demons & Monsters - 35% (+5%)
Prowl - 25% (+5%)

Secondary Skills
Computer Operation - 40% (+5%)
Photography - 35% (+5%)
Research - 40% (+5%)
History: Post-Apocalypse - 35%/30% (+5%)
W.P. Modern: Energy Pistols
W.P. Ancient: Knife

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +4
  • Kick Attack - Does 1D8 S.D.
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Modern: Strike Bonus
  • Energy Rifles: +1
W.P. Ancient: Sword
  • Strike: +2
  • Parry: +0
W.P. Ancient: Knife
  • Strike: +1
  • Parry: +1
Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +3
Psionics (10+): +3
Horror Factor (varies): +3
Last edited by Eyon on Tue Jun 29, 2021 3:09 pm, edited 3 times in total.
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Re: Ivan Krei (Human Burster)

Post by Eyon »


Mountaineer ATV
Crew: 1 Pilot, 4-6 Passengers
M.D.C. by Location:
• Main Body: 210
• Super Tires (4): 25 each
• Pilot's Compartment: 50

Carried/In Hand

Worn on Person
Set of Clothing
Utility Belt
Vibro-Knife (2D6 M.D.)
Bushman - Full Composite Environmental Body Armor (worn under clothing)
M.D.C. by Location:
• Main Body: 60
• Helmet: 50
• Arms: 30 each
• Legs: 55 each

Utility Belt
• Attachment: E-Clip
• Attachment: NG-33 Block II Laser Pistol (2D4 M.D.)
• Attachment: Vibro-Sword (3D6 M.D.)
• Attachment: Air Filter
• Attachment: Canteen
• Attachment: Food Ration
• Attachment: Radio

• Space: Sleeping Bag
• Space: Canteen
• Space: Set of Clothing
• Space: Food Ration (1 week)
• Space: NG-P5 Light Particle Beam Rifle (5D6 M.D.)

Secure Universal Card: 900 credits
Non-Secure Black Card: 7,000 credits
Last edited by Eyon on Wed Jun 30, 2021 7:13 am, edited 4 times in total.
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Posts: 3
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Re: Ivan Krei (Human Burster)

Post by Eyon »


Ivan spent most of his youth oversees somewhere on the Asian continent. As a boy he was confined to a place he never really new. Everyday he would wake up and get hooked up to a machine that felt like it was sucking the life out of him, while at the same time other machines were pumping the essential nutrients into him to keep him barely alive. He never knew any life before this.

Though he was a young boy still it seemed an eternity before his saviors came. A small band of Cyber-Knights raided the facility where they kept not only him, but other children. After his liberation he travelled with his new company to the North American continent where he spent the rest of his life growing up.

During this time he bonded with one of the Cyber-Knights, known as Anton Krei. He turned into a father figure for him. Anton raised and taught Ivan for several years. And as they travelled together Ivan started to branch out with his interests where ever he could.

To make ends meet Anton and Ivan would take on the occasional adventuring and exploring jobs, but where their real interests dwelt was with humanitarian work. They would especially focus on aiding refugee children. Because of this Ivan developed quite the bleeding heart.

However, Even when Ivan first met Anton he was middle aged. They only had a couple decades together before Anton passed on. Ivan never really found out where he came from. It was only explained to him that the facility that had him was using him as a living battery of sorts. For what he never found out.
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