Harris LaVode (MARS Psychic Investigator PCO)

Savage Tales from the Lowest Levels of Chi-Town
GM: John Smith
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Harris LaVode (MARS Psychic Investigator PCO)

Post by Harris LaVode »

Harris Lavode.jpg
Player Name:Jason
Google Handle: Jason Bahr
Character Name Harris LaVode
Rank: Novice Experience: 24 Advances Left: 0
Race: Human
Iconic Framework: MARS PCO
Attributes: Agility d8 (1 FG, 1 Build), Smarts d10 (2 FG, 1 Initial), Spirit d8 (2 Build), Strength d6 (1 Build), Vigor d8 (1FG, 1 Build)
Charisma: +2; Pace: 4; Parry: 5 ; Toughness: 6/7 with long coat/12(5) in armor/13(5) with both ; Strain: 0
Skills:
  • Investigation d10+2 (2 HJ, 2 Initial)
  • Streetwise d10+4 (2 HJ, 2 Initial)
  • Notice d10 +2 when looking for clues (2 HJ, 2 Initial)
  • Knowledge: Science d6 (2 HJ)
  • Knowledge: Computers d10 (2 HJ, 1 Initial)
  • Psionics d8 (2 HJ, 1 Initial)
  • Shooting d8
  • Fighting d6
  • Driving d4
  • Stealth d6
  • Intimidate d6+2
  • Persuasion d8+4
Hindrances
  • Lame (Major): -2 Pace 1d4 running die
  • Enemy (Minor): A Sargent on the sec force Harris crossed
  • Registered Psychic [Minor]: Being a registered psychic in the CS is a big deal and makes you a second class citizen. While common among Psychic Soldiers, thousands of minor psychics without anything more than a touch of psychic power are also registered. If you do not have Arcane Background: Psionics, then one of your edges should have a psychic trapping to it. Empathic, Fast Healer, Danger Sense, and Alertness are all excellent candidates.
Edges
  • Quick:(FG) Discard draw of 5 or less for new card.
  • Nerves of Steel:(FG) Ignore 1 point of wound penalties
  • Marksman:(HJ) If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • Powerful Presence:(HJ ability) Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.
  • AB:Psionics:(IF) Powers: Mind reading, Detect/Conceal Arcana, Divination
  • Major Psionic:(IF) Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also:
    „„ Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. „„ Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range×10. This ability does not affect powers that have Range of Self or Touch.
  • Extra Power:(Initial) Learn a new Power, Deflection
  • Charismatic:(Initial) +2 Charisma
  • Investigator:(Adv) add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
  • I Know a Guy:(Adv) Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Master Psionic:(Adv) Upon taking this Edge, the character gains the Mega Power option for all the powers she knows. Each time she takes the New Power Edge, she gains both the power and its Mega Power version.
Last edited by Harris LaVode on Sat Aug 03, 2019 1:19 pm, edited 34 times in total.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

Background
Raised in the lower mid levels of Chi-town Harris was born into a family with a tradition of ISS service. The emergence of his psionic potential while in his late teens nearly derailed his dreams of being a detective. He was briefly sent to one of the CS psi processing facilities, fortunately in the end his abilities were deemed most suited to police work and he was unlikely to ever be powerful enough to merit further review. Moving on to the ISS investigations academy young Harris tried to forget the "testing" he had endured and the questions about the nation he lived in that resulted from it. He focused on his studies graduating among the top of his class despite some anti-psi discrimination.

He was assigned to smuggling and related investigations on the the lower levels and was very successful early in his career at solving crimes. He played it by the book and was an honest cop for a while but after a couple of years of watching the wealthy and influential buy their way out of justice he began to lose faith in the system. The prejudice from being a psi also wore at him. He began to cut slack to those also alienated by the CS policies. He also began taking bribes to look the other way when investigations pointed to the black market or their local cronies.

While performing as overwatch for a black market transfer it was attacked by a rival BM crew accompanied by their own bribed officer, Sargent Felix Castle. The shoot out was bloody for both sides, leaving Harris permanently hobbled and the other officers face horribly scarred. The resulting internal affairs investigation was unable to sort out exactly what happened and resulted in a discharge for Harris and censure for Castle.

Harris now sells his skills as a negotiator, investigator, and trouble shooter. Working solo right now he's starting to think that maybe finding a partner or a crew would be both safer and allow for a bit more autonomy in the shadowy underworld of Chi-Town.


Contacts
Sheldon "Skip" Callahan
Skip.jpg
Skip is a Fixer on level 4 mostly associated with the black market but known to have contacts in several smaller gangs. He was often a middleman involved in bribing the ISS which is how he and Harris are acquainted. Skip also arranges to find independent operators for jobs the black market wants to farm out.
Last edited by Harris LaVode on Fri Nov 02, 2018 4:10 pm, edited 8 times in total.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

Gear (post gear as a reply to character sheet)
Item

[*]Smith and Robards Armored Overcoat (Deadlands Patron Item) / Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


[*]SFD Huntsman Lightweight Personal Armor
[list]
[*]+5 Armor
[*]+1 Toughness
[*]Strength Minimum: d6
[*]Environmental Protection: No
[*]Weight: 16 lbs[/list]


[*]NG Equalizer (Patron Item)
Image
• Range: 10/20/40
• Damage: 3d6
[list]☞ Special: If hit, whether damaged or not, the target of the attack rolls Strength versus the shooting roll of the attacker. If the target fails, they are knocked prone, or pushed 1" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
[/list]• RoF: 1
• AP: 0
• Shots: 6
• Features:
[list]☞ Min Str d6
☞ Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
[list]Damage: 3d8
AP: 0
Notes: Mega Damage, Plasma
[/list]☞ Fast Draw Holster: Due to the custom fitted grip and custom holster, the weapon nearly springs into the wielder's hand. It is a free action to draw.
☞ Steady Shot Aim Assist: Microsensors in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. The wielder gains the benefits of the Steady Hands Edge as it applies to this gun only, including shooting while running and shooting from moving vehicles.
☞ Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
☞ Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you.
☞ Unique Ammo: Ammunition is only available at official Northern Gun outlets: 200 credits per round[/list]


[*]Wilk’s 447
Image
[list]Range: 40/80/160
Damage: 3d6, AP 2
RoF: 1
Shots: 20
Weight: 5 lbs
Notes: Semi-Auto
[/list]


[*]Vibro-Knife
Image
  • Damage: Str+d6, AP 4, MD
[*]
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
[*]Translator: Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator to teach the system new languages. (1 lb, 9,600 credits)

[*]Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits

[*]Infrared Distancing Binoculars: High-powered, with two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)

Computer, Field grade 3: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lb, 12,000 credits for Grade III)
gear trade offs
Sold back Wilks 237 +24,000, Downgrade vibro sword to vibro knife, +4,000 (28,000 up), bought a translator -9600(18,400 up), Bought 60 plasma rounds -12,000 (6,400 up), bought communicator -1500 (4,900 up),Infrared Distancing Binoculars -1200 (3,700 up), 3700 left unspent
Credits:34,500
Starting Credits and Rewards
[dice:3i0xhrxb]44655:0[/dice:3i0xhrxb] x100=800 credits
30,000 for Milk run
Last edited by Harris LaVode on Tue Mar 05, 2019 10:50 am, edited 9 times in total.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic FrameworkMARS PCO
  • „„ Begin with +5 skill points. „„
  • Begin with two Edges of your choice, ignoring Rank requirements. „„AB: Psionics and Major Psionic
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table. „„
  • Begin with the starting gear of any one Iconic Framework of your choosing. Crazy
Hero’s Journey
  • Table
  • Psionics:[dice:on4ou11r]44656:4[/dice:on4ou11r]. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically. Mind Reading
  • Psionic:[dice:on4ou11r]44656:5[/dice:on4ou11r]Powerful Presence: Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.
  • Training:[dice:on4ou11r]44656:6[/dice:on4ou11r] Gain one combat edge, Marksman
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • [dice:on4ou11r]44656:0[/dice:on4ou11r]Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • [dice:on4ou11r]44656:1[/dice:on4ou11r]Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • [dice:on4ou11r]44656:2[/dice:on4ou11r]Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • [dice:on4ou11r]44656:3[/dice:on4ou11r]Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
Advances
  • Initial Advances: (From Hindrances):Extra Power, +1d Smarts
  • Free Edge (Human): Charismatic
  • Novice 1 Advance: Investigator
  • Novice 2 Advance: Skill Points, +1 to Persuasion and Knowledge: Computers
  • Novice 3 Advance: I Know a Guy edge
  • Seasoned 1 Advance: Master Psionic
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • 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:
XP Awards
+4 end of Q4 2018
+5 Milk Run Completion
+6 Q1 2019
+4 Q2 2019
Last edited by Harris LaVode on Sun Mar 31, 2019 6:49 pm, edited 9 times in total.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

ISP 20/20

Powers
  • Soul Sight (Detect Arcana): Power Points: 2 Range: Sight Duration: 3 (1/round) Allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. Trapping, Eyes get clouded over.
  • Energy Suppression (Conceal Arcana): Power Points: 2 Range: Sight Duration: 1 hour (1/hour) When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting. Trapping, waves hands to disperse or concentrate and occlude magic/psi energies.
  • Interrogation of the Soul (Mind Reading): Power Points: 3 Range: Smarts Duration: 1 This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. Note: auto raise on success. Trapping, telepathically interrogates targets subconscious.
  • OBJECT READING Rank: Veteran Power Points: 2 Range: Touch Duration: Instant Trappings: Touching the object, Object reading is the ability to see the past of a specific, inanimate object, discovering who held it, where it has 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. A success allows the character to see
    previous owners and events surrounding the object up to about five years past. A raise increases this to 100 years.
  • TK Shield (Deflection): Power Points: 2 Range: Touch Duration: 3 (1/round) attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. Trapping, minor telekinetic hardening of the air around him pushes attacks away.
Last edited by Harris LaVode on Wed Nov 28, 2018 7:56 am, edited 5 times in total.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Venatus Vinco »

Looking good,

Not sure the free Edge for being Human can be used on attributes. However, it's just a simple matter of swapping the +1 die type and Charismatic edges. The end result is the same.

VV
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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

Venatus Vinco wrote: Mon Oct 22, 2018 6:10 pm Looking good,

Not sure the free Edge for being Human can be used on attributes. However, it's just a simple matter of swapping the +1 die type and Charismatic edges. The end result is the same.

VV
Done and I dropped bad eyes for registered Psi. I'd didn't make sense to me for him to not have it.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Venatus Vinco »

You may also wish to add some trappings to your powers, or at least give them names.

For Divination a trapping that comes to mind is "Object Read" . Instead of asking a power for a clue you can get impressions from objects. Another option might be some sort of visions or precognition.

VV
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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

Thank you, not really done much with those. Even without additional effects they really add a personal touch.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Venatus Vinco »

@Seswarick I moved your sheet here.
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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

May I create a trapping for Divination that instead of predicting the future reads details from the past. I'd pay 2 extra PP per use to see a glimpse/single detail or most of or a whole scene with a raise?
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Venatus Vinco »

Seswarick wrote: Wed Oct 24, 2018 11:31 pm May I create a trapping for Divination that instead of predicting the future reads details from the past. I'd pay 2 extra PP per use to see a glimpse/single detail or most of or a whole scene with a raise?
I like this. Especially for an investigator.

I would be willing to do this as you describe.

VV
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Re: Harris LaVode Psychic Detective PCO

Post by John Smith »

Venatus Vinco wrote: Thu Oct 25, 2018 3:22 am
Seswarick wrote: Wed Oct 24, 2018 11:31 pm May I create a trapping for Divination that instead of predicting the future reads details from the past. I'd pay 2 extra PP per use to see a glimpse/single detail or most of or a whole scene with a raise?
I like this. Especially for an investigator.

I would be willing to do this as you describe.

VV
I second the above.

Also everything on the above checks out for me.
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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

I changed out some gear and left a spoiler note on costs and such, let me know if everything looks good. And that should be the end of my tinkering with him.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by John Smith »

Assuming your plasma rounds are for the equilizer, they are 200 each (according to the write up in your thing). You put it at 100 each.

Not that ammo has EVER mattered in any game I've played in. Otherwise, looks good!
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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

John Smith wrote: Fri Oct 26, 2018 3:46 am Assuming your plasma rounds are for the equilizer, they are 200 each (according to the write up in your thing). You put it at 100 each.

Not that ammo has EVERY matter in any game I've played in. Otherwise, looks good!
Haha oops. When I doubled the amount of ammo I was buying I didn't change the amount where it lists what I paid but I did use the right amount for my running total. Fixed.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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Re: Harris LaVode Psychic Detective PCO

Post by Venatus Vinco »

Have you rounded up enough EP?

VV
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Re: Harris LaVode Psychic Detective PCO

Post by Harris LaVode »

John(the co GM) offered to loan it to me if we started before the new quarter.
At a Glance
Harris LaVode
Pace: 4 1d4 running; Parry: 5 Toughness:6/7 with long coat/12(5) in armor/13(5) with both
Combat-Relevant Edges & Abilities:Quick:(FG) Discard draw of 5 or less for new card. Nerves of Steel:(FG) Ignore 1 point of wound penalties. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3


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