Peacemaker Stats

GM: Ndreare
The roughest, toughest, mercenaries in the Three Galaxies.
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Peacemaker Stats

Post by Ndreare »

The Peacemaker
Large Starship: Size 12, Acc/TS 40/600, Handling 0, Toughness 35 (8), Crew 8/50, Cost Stolen ($150M), Remaining Mods -4! (That is right, somehow Grandma managed to fit more than the normal limit of upgrades on this bad boy.)
Notes: AI (glitch), AMCM, Galactic Sensor Suite (Sensor Targeting Suite pg 109 TLPG), Hanger x2, Shields (120 - regenerates 12/round or 2/1 PPE), Stealth System, PPE Batteries x4 (240 total), TW Rift Drive x1 (1LY/hour 12 PPE/hour/Size (144), can run infinitely on a ley line).
Weapons:
  • 1× Heavy Phase Cannons (4 mods)
    (150/300/600, 4d10 Mega damage, Phase Weapon, 10 Shots, 16 PPE to refill)
  • 1x Medium Laser (3 mods)
    (150/300/600, 3d10 Mega damage, Ignores Armor, 20 Shots, 12 PPE to refill)
  • Super Heavy Laser (Fixed forward, 4 mods)
    (150/300/600, 4d10 Mega damage, AP 30, 20 Shots, 16 PPE to refill)
  • 2× Torpedo Tubes with 5 Heavy Armor Piercing Torpedoes (Forward Fixed, 5 mods)
    (300/600/1200, 9d6 Mega damage, AP 50, MBT, 1 Shots, physical replacements 60,000 credits each)
OOC Comments
Image
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Peacekeeper Crew & Stats

Post by Ndreare »

Based on Fiona Gladbrooke's intelligence work you get half of their attributes. Here are the stats for the Peacemaker with limited elements removed or reduced.
Peacemaker Crew
Crew of The Peacemaker
Durrack
OOC Comments
(A former Invincible Guardsman. Upon retirement Durrack found life could be a lot easier if he used his limitless strength and stamina to bully others into doing his work.) - Highly Magic resistant, with the strength and endurance of a dragon. If you fight him and rely on strength you will lose. (Golem from A&M + Head Hunter s base)
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Shooting d6, Stealth d8
Pace: 6; Parry: 7; Toughness: 22 (4)
Hindrances: Special
Gear: NG-303 Mini Rail Gun (Range 30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6), Vibro-Greatsword (Str+d12 Mega Damage, AP 12), 2 ×Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT).
Special Abilities:
Almost Indestructible: Durrack gains +4 MDC Armor and +4 Toughness from his genetic engineering. In addition he is Unstoppable. Even if blown up or chopped to bits, Durrack regenerates completely within 2d6+12 hours.
Bash: Str+d6, AP6, Mega Damage.
Construct: Durrack’s special genetic engineering have made him a tireless machine. He is +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; doesn’t breathe, immune to Disease, Poison, and Radiation.
Fast Regeneration: Durrack make a natural healing roll every round.
Fear: Durrack causes Fear checks when encountered.
Fearless: Immune to most Fear effects and Intimidation.
Hardy: Does not suffer a Wound from being Shaken twice.
Size 1 (Normal): Durrack stands 9 feet tall and weigh 1,000 pounds.
Warded: Durrack engineering included powerful arcane wards which makes him invulnerable to banish, dispel, and most arcane mind control effects like illusion, puppet, slumber, stun, etc. They gain +4 to rolls to resist other magical effects.
Angelus
OOC Comments
(A TW- version of a Naruni repo bot. His Soul Cannon is devastating to witness) - I designed his frame myself and even enchanted it. He is a killer with no equal. With the strength, endurance and offensive ability of a cyborg, but the Spirit and mind of Priest of Darkness, Angelus retains the powers he had in life as a high priest of darkness and still offers his god sacrifices. I think he is the one who will give you the most challenge. If you can defeat Angelus you will likely win the day, if not, well not everyone can expect to live in a battle against demi-gods. (Cyborg & Mystic as base)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d6, Persuasion d6, Repair d6, Shooting d10
Pace: 8; Parry: 7; Toughness: 26 (10)
Hindrances: Greedy (Minor), Overconfident, Stubborn
Edges: Arcane Background (Miracles), Fleet-Footed, Frenzy (Imp), Iron Jaw, Rock and Roll!, Steady Hands, Sweep
Gear: Cyborg MI-B2 Medium Infantry Plate (+4 MDC Armor, +4 Toughness, −2 to all Agility-linked non-combat skill rolls), NG-303 Mini Rail Gun (Range 30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6), Vibro-Greatsword (Str+d12 Mega Damage, AP 12), 2 ×Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT), tool kit.
Cybernetic Systems: Adrenal (+2 vs Shaken), Audio (+2 hearing-based Notice), Core Electronics (+2 to linked Common Knowledge, Electronics, Hacking, Research, and Repair checks), Optics (+2 sight-based Notice, ignore Illumination penalties), Targeting Eye (+2 Shooting).
Powers (Miracles): Arcane protection, bolt*, boost/lower Trait, dispel, entangle, healing, light/darkness, smite, sound/silence. PPE: Infinite.
* Soul Blast (+3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. +3 Power Points grants the power AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.
Special Abilities:
All Those Moving Parts: Cyborgs must be Repaired instead of Healed.
Harder than Steel: Cyborg construction provides +6 MDC Armor, +3 Toughness.
High-performance Legs: Cyborgs have +2 Pace and d10 run die.
Inhuman Appearance: Cyborgs suffer −1 to Persuasion.
Loss of Dexterity: Cyborgs aren’t designed for delicate or common use non-combat Agility checks are at −2.
Malfunctions: Cyborgs are subject to the Technical Difficulties rules (Tomorrow Legion Player’s Guide).
More Machine: +2 to recover from Shaken; Ignore 1 Wound level; self contained breathing; immune to Disease and Poison.
Size 1 (Normal): Combat Cyborgs are big and heavy.
Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.
Darinthalus Marinitalon Sar’Debrek
OOC Comments
(An Asgardian High Elf, and Battle Mage) - With the speed and quickness of an elven demi-god and the powers of a battle mage. Darint is dangerous, his has the ability to summon shadows of himself at will that are nearly as dangerous as he himself. Like all elves, as physically fast as he is, his body is relatively fragile compared to your own brute. (Combat Mage & Shifter base)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Healing d4, Intimidation d8, Occult d8, Notice d8, Shooting d8, Spellcasting d10, Stealth d6, Survival d4
Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Loyal, Overconfident, Vow (Serve lord or community, Minor)
Edges: Arcane Background (Magic), Blaster (Master), Channeling, Extraction (imp), First Strike (imp), Master of Magic, Wizard
Powers: bolt, deflection, dispel, protection, smite. PPE: 20
Gear: Rod of Elders (30 PPE Battery), TW Combat Mage Heavy EBA (+6 Armor, +2 Toughness, +2 Strength die type, darksight, farsight), TK Machine Gun (Range 30/60/120, Damage 4d6, RoF 4, AP 3, Reload 2, 5 PPE to reload), TW Flaming Sword (Str+d12 Mega Damage, AP 6, It Burns), 2 × frag grenades (Range 5/10/20, 5d6 Mega Damage, LBT).
Special Abilities:
Demi-God: Asguardian elves are immortal demi-gods and cannot be easily defeated. They benefit from the Heroes Never Die setting rule. Trapped as last minute escapes, teleportations or other trappings.
Dimensional Teleport: Debrek can Dimensional Teleport at will. This allows him to use the teleport power in combat as an innate ability, without rolling, in addition he always benefits from the raise effect. Teleporting further distances costs him 25 PPE and Fatigues him until he can rest for an hour.
Essense & Power
OOC Comments
(Machine People Power Armor Pilots) - The Machine people are a mysterious race of living robots. They have the ability to merge with technology and provide devices with unlimited energy and to pilot vehicles, or operate vehicles at a level that cannot be matched except by the most powerful of phaton juicers and technopaths. I think you may find your morbid pets powers highly effective in neutralizing them. (Techno Wizards & Fiat base)
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Electronics d12+2, Fighting d6, Hacking d12+2, Notice d8, Occult d10, Piloting d6, Repair d10, Science d10, Shooting d8, Weird Science d10+2
Pace: 6; Parry: 5; Toughness: 10 (4)
Hindrances: Curious, Stubborn, Quirk
Edges: Arcane Background (weird Science), Gadgeteer, McGyver, Mr. Fix It
Powers: Boost/lower Trait, detect/conceal arcana, protection, sloth/speed, warrior's gift. PPE: 20
Gear: Adventure Survival Light Armor (+4 Armor, +1 Toughness, +2 vs all Hazards), TK Revolver (Range 12/24/48, Damage 3d6, RoF 1, AP 3), Field Repair Kit and devices.
Special Abilities:
Body Adaption: Machine people are able to alter their shape and appearance at will, so long as their mass remains close to the same. They ignore all hit locations and wound modifiers. In addition they are Mega Damage beings with +3 Toughness and +6 Armor.
Machine Adaption: Half its Smarts die per session, as an action, the Machine Person can produces a Gadget replicating any power available to Weird Science (and Power Modifiers available to the creator); with a Weird Science TW skill check at −2 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s; with a raise the device gains +5 PPE. Once the PPE is used up it ceases to function.
Machine Link: A Techno-Wizard can interface with machines by touch; +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery. With TW gear, the bonus is +1. He can't control intelligent machines, cybernetics, vehicles, or weapons.
The General Crew
OOC Comments
Bandits for base.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Electronics d6, Gambling d4, Fighting d6, Intimidation d4, Notice d4, Persuasion d4, Piloting d6, Shooting d6, Stealth d4, Taunt d4
Pace: 6; Parry: 5; Toughness: 11 (5)
Hindrances: Greedy (Minor), Habit (Minor), Quirk
Edges: Scavenger*
Gear: Piecemeal Salvaged Armor (+5 Armor, +1 Toughness), Ancient Assault Rifle (Range 24/48/96, Damage 2d8+1, RoF 3, AP 2, 3RB), spiked club/bat (Str+d6, AP 1), 1× stick of MD dynamite (Range 3/6/12, 3d8 Mega Damage, LBT, +1” blast radius and +3 damage per extra stick), 2 extra assault rifle magazines.
Special Abilities:
Trained for This: Each Pirate has the relevant or needed edge for their job and d6 in the required skill.
  • The Engineers are all mages (See from Fantasy Companion and earn triple shares)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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