Alex Silverbluff (PA Pilot)

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Pender Lumkiss
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Alex Silverbluff (PA Pilot)

Post by Pender Lumkiss »

PA Pilot
  • Begin with Electronics d6, Piloting d6, plus the Combat Ace and Power Armor Jock Edges.
  • Evasive Maneuvers: While piloting power armor the ace gains the Nimble ability, or Uncanny Reflexes if the armor is already Nimble.
  • Select any one suit of Power Armor, excepting the USA G-10 Glitter Boy.
  • Begin with standard Starting Gear, a tool kit, and one weapon of choice from Close Combat Weapons or Personal Ranged Weapons.
Human... Yup just a normal human... OMG, my hand just went through that wall! Oh wait no we are all good... Just human.
  • bonus edge
F and G: 2 rolls.
  • Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
  • Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
HJ rolls:
  • When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
  • Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. AB Weird Science.
  • Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she's pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.
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Re: Alex Silverbluff (PA Pilot)

Post by Pender Lumkiss »

Player Name: jon
Google Handle: Jonneeper@gmail.com
Character Name Alex of Silver Bluff
Rank: seasoned Experience: Veteran 1 Advances Left:
Race: HUMAN
Iconic Framework: MARS PA
Attributes: Agility d8(2), Smarts d8(1FandG, 1), Spirit d8(2), Strength d4(0) {1d12+4}, Vigor d8(2 advances)
Charisma: 2; Pace: 5 d4, or 9 d6; Parry: 6; Toughness: 21(10); Strain: 0; PPTs 20
Skills: 15, 3 smart related at two die type increases,+2 die type increases with repair
  • Athletics d6(1)
  • Stealth d4
  • Persuasion d8 (2)
  • Notice d6(1)
  • Common kn d6 (1)
  • Weird Science d10 (2, +2 die types)
  • Repair d12(1, +4 die types, Mr. fixit)+2
  • kn Electronics d10(d6 base +2 die types)
  • Piloting d8(1)
  • Shooting d8(3)
  • Fighting d8(3)
Hindrances
  • Hindrance (Major): Heroic The 13th showed him how to do it right.
  • Hindrance (Minor): Big Mouth, mouth diarrhea
  • Hindrance (Minor): Slow (minor) with a prothetic leg, -1 pace, run die reduced by die type. If he looses that leg, becomes slow major, reduce pace by 2 and reduce run die by one, and athletics by 2.
    • Personality Traits: Impulsive and Suspiscious.


Edges
  • New Powers: (Detect/Conceal, Object read(3ep))
  • PA Jock(IF)
  • Combat Ace(IF)
  • Mr. Fixit(HJ)
  • Mcgyver(HJ)
  • Charismatic(FG)
  • I know a guy(FG)
  • Luck(Hindrence)
  • Take E’m down
  • Elan
  • Improved Take’m down
  • Brave
  • Gageteer
  • New Powers(Banish (3ep), entangle)
  • Rock and Roll
  • Ab Weird Science(Dispel, Sloth/speed):
  • More Ppts (HJ)
  • Giant Killer
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Re: Alex Silverbluff (PA Pilot)

Post by Pender Lumkiss »

Advances
  • Initial Advances: (From Hindrances): Take’m down, Improved Take ‘em down
  • Human Bonus: New Powers, Object Read and Detect/conceal
  • Novice 1 Advance: Elan
  • Novice 2 Advance: luck
  • Novice 3 Advance: vigor d4 to d6
  • Seasoned 1 Advance:gageteer
  • Seasoned 2 Advance: Brave
  • Seasoned 3 Advance: Vigor d6 to d8
  • Seasoned 4 Advance: Rock and Roll
  • Veteran 1 Advance: New powers (Banish (3EP), Entangle)
  • Veteran 2 Advance:Giant Killer
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Alex Silverbluff (PA Pilot)

Post by Pender Lumkiss »

Powers

Weird Science
PPTS: 2O
Detect/Conceal

Rank: Novice
Power Points: 2 reduced to 1
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Spectral Imager
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.

MODIFIERS„ „
[*]STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.[/list]
Object Read
Rank: Seasoned
Power Points: 2
Range: Touch
Duration: Special
Trappings: Enhanced Mass Spectrometer
Object reading is the ability to see the past of an inanimate object, discovering who held it, where it's been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence. Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital video.

MODIFIERS„ „
  • STRONG (+2): The caster can see or hear from the item's creation forward.
Dispel
Rank: Seasoned
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Disrupting Isotonic Sorcery Enfeebling Laser (PA Chest Beam).
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon's breath or a banshee's scream. Dispel affects arcane devices normally (see Arcane Devices, page 153). Dispel can be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering mage to be on Hold and interrupt his foe's action. In either case, dispelling an opponent's power is an opposed roll of arcane skills (with a −2 modifier if the rival's power is of another type such as magic vs. miracles, psionics vs. weird science, etc.). If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.

MODIFIERS„ „
  • POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
Sloth/Speed
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant (sloth); 5 (speed)
Trappings: Time warp field (Projected from the shoulders of the PA)
Sloth lessens celerity and coordination while speed increases it. It halves the target's total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll. Success with speed doubles the target's movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.

MODIFIERS„ „
  • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.„
  • AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.„
  • QUICKNESS (+2): Speed only. The character's total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).„
  • STRONG (+1): Sloth only. The Spirit roll to shake off sloth's effects is made at −2.
Banish

Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Helm eye beams that separate a creatures grasp on this reality.
Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM's discretion). Banishing a being is an opposed roll of the caster's arcane skill versus the target's Spirit. Success means the target is Shaken, and each raise causes a Wound. If this Incapacitates the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it's appropriate, such as the next full moon, when summoned again, or even a few rounds later if it's a particularly powerful creature under the right conditions or in a location of power.
Entangle
Rank: Novice
Power Points: 2 
Range: Smarts
Duration: Instant
Trappings: Expanding Bolo(Shoulder Mount shooter).
Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98.

MODIFIERS„ „
  • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.„
  • STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
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Re: Alex Silverbluff (PA Pilot)

Post by Pender Lumkiss »

Gear

MODIAN’s Clutch
  • Found in an underground temple next to the alter of the dark sorcerer himself! This clutch is famed to have on occasion an item of great need, and even allow the holder of it to pull a chip of fate that can be sacrificed to a dark power giving the user a second chance. As the holder bonds with it, they find to their delightful surprise Modain was a collector of the Tawdry Tails magazine, and of all things Dres Marbles related giving them plenty of things to help grease the wheels while looking for information. As an added bonus this sheek clutch fit for both man and woman is as spacious as any backpack found in the empires of humanity!
    Base item: Fashionable Purse
    Major: Scavenger
    Major: Greater Luck (only works if you got Luck)
    Minor:+1 persuasion when networking
    Minor: +1 persuasion when networking

Armor

Super Trooper PA:
  • 10MDC+5 toughness, 10 pace d8 run (40 MPH), 1.8mil
    Sensor Targeting Suite (STS)
    Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chemical, 360 degree radar, thermal imaging, active night vision, 50× magnification optics, and audio pickups that can catch whispers at 100 yards—grants +2 to Notice rolls and ignores Illumination penalties. Onboard targeting systems negate up to 2 points of Range, Multi-Action, and other penalties when Shooting its weapons. The system also includes an Improved Stabilizer, see Vehicles in Savage Worlds.
  • Weapons:
    • 2 × F4 Fusion Block Launchers (Shoulders, Fixed Forward, Range 15/30/60, 3d12 Mega Damage, AP 25, RoF 1, SBT, 2 Shots each)
    • 3 × MAE-3 “Maysies” Hand Charges (thrown or placed, Range 5/10/20, 4d6 Mega Damage, AP 10, RoF 1, SBT, 1 Shot each)
    • 2 × Mini-Missile Launchers (Legs, Fixed Forward, RoF 4, 7 Shots each)
      • Mini-Missile (AP Warhead), 100/200/400 4D6 AP20, 1000 per missile.
    • Vibro Forearm Blade (Right Arm, Retractable, Str+2d4 Mega Damage, AP8)
    • Grapnel Launcher (Left Arm, Recessed, Range 4/8/16, Str+2d4, AP2, Improvised Weapon)
    • 2 × Laser Torches (Both Palms, Range 2/4/8, 4d4 Mega Damage, AP4, RoF 1)

Weapons
WI-GL20, 24/48/96 High Explosive, 3d10 AP4 MBT, ROF 3, 40 shots, 75lbs, 150,000 creds
  • Notes: Snapfire, uses one grenade/Shot per RoF; may fire a concentrated burst (Shooting +2, Damage +4, enemies –4 to Evade, uses 3 Shots). 200 round belts available for use when mounted, emplaced, or used as a tripod-mounted infantry team weapon.
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Re: Alex Silverbluff (PA Pilot)

Post by Pender Lumkiss »

Background...

Alex from Silverbluff is just about as heroic as they come having seen the members of the 13th do their thing for some time. He can sometimes unleash a stream of unfiltered thoughts at high velocity, some say he developed this quick barage of questions to compensate for his slower pace.
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