Asher Black - Technomancer/Information Broker - Shattered Dreams

Savage Tales from the Lowest Levels of Chi-Town
GM: John Smith
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AsherBlack
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Joined: Thu Mar 14, 2019 9:59 pm

Asher Black - Technomancer/Information Broker - Shattered Dreams

Post by AsherBlack »

Dice and Stuff
  • Hero's Journey (3 rolls)
  • Select and Roll
  • Roll 1: [dice:85mwpiiw]49994:5[/dice:85mwpiiw]: Training Table [19/7]
  • Roll 2: [dice:85mwpiiw]49994:1[/dice:85mwpiiw]: Underworld & Black Ops Table
  • Roll 3: [dice:85mwpiiw]49994:7[/dice:85mwpiiw]: Psionics Table [20/9]
  • Fortune and Glory (3 rolls +1)
  • Select and Roll
  • Roll 1: [dice:85mwpiiw]49994:3[/dice:85mwpiiw]
  • Roll 2: [dice:85mwpiiw]49994:4[/dice:85mwpiiw]
  • Roll 3: [dice:85mwpiiw]49994:6[/dice:85mwpiiw]
  • Roll 4: [dice:85mwpiiw]49994:0[/dice:85mwpiiw]
  • Connections (4)
    (Connection # - Personality Type (1d20) - Contact Type (1d20) - Contact Qualities (1d10)
  • Connection 1 - [dice:85mwpiiw]49994:2[/dice:85mwpiiw] - [dice:85mwpiiw]49994:8[/dice:85mwpiiw] - [dice:85mwpiiw]49994:9[/dice:85mwpiiw]
  • Connection 2 - [dice:85mwpiiw]49994:10[/dice:85mwpiiw] - [dice:85mwpiiw]49994:11[/dice:85mwpiiw] - [dice:85mwpiiw]49994:12[/dice:85mwpiiw]
  • Connection 3 - [dice:85mwpiiw]49994:13[/dice:85mwpiiw] - [dice:85mwpiiw]49994:14[/dice:85mwpiiw] - [dice:85mwpiiw]49994:15[/dice:85mwpiiw]
  • Connection 4 - [dice:85mwpiiw]49994:16[/dice:85mwpiiw] - [dice:85mwpiiw]49994:17[/dice:85mwpiiw] - [dice:85mwpiiw]49994:18[/dice:85mwpiiw]
  • Filthy Rich (3 Rolls)
  • Body Armor Close Combat Weapons, Cybernetics, Ranged Combat Weapons
  • Roll 1 - [dice:85mwpiiw]49994:19[/dice:85mwpiiw] - Body Armor Table
  • Roll 2 - [dice:85mwpiiw]49994:22[/dice:85mwpiiw] - Body Armor Table
  • Roll 3 - [dice:85mwpiiw]49994:20[/dice:85mwpiiw] /13- Body Armor Table
Starting Credits
[dice:85mwpiiw]49994:23[/dice:85mwpiiw] x 100 = 600
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AsherBlack
Posts: 72
Joined: Thu Mar 14, 2019 9:59 pm

Character Sheet

Post by AsherBlack »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Asher Black
Rank: Novice 2 Experience: 10 Advances Left: 0
Race: Human
Iconic Framework: MARS PCO (Information Broker)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6 (d6) Parry: 4 Toughness: 5 [6 (11)]Strain: 0

Notice: d6 K/Common: d8

Skills:
  • Fighting (Ag) d4
  • Gambling (Sm) d6
  • Intimidation (Sp) d6
  • Investigation (Sm) d6
  • K/Computers (Sm) d8
  • K/Electronics (Sm) (used for sensors and such) d8
  • Lockpicking (Ag) d6
  • Notice (Sm) d6
  • Persuasion (Sp) d4
  • Piloting (Ag) d6
  • Psionics (Sm) d10
  • Shooting (Ag) d4
  • Stealth (Ag) d6
  • Streetwise (Sm) d6
Hindrances
  • Driven (Minor): Asher is driven to hide his past. Besides, information is leverage and brokering that information has provided him with a reputation and credits.
  • Secret (Minor): Former Seeker, CS Psi-Bat, Hunter Squadron. Call Sign Alpha Bravo 733 Tango.
    Pic _
    Psi-Bat Helmet.png
    Psi-Bat Helmet.png (28.63 KiB) Viewed 11756 times
  • Curious (Major): Asher's curiosity is what led him away from the battle, that killed his squadron. It has put him in just as much danger as it has pulled him out of.
Edges
  • Arcane Background (Psionics): Starting Power Points: 10; (3) Starting Powers: Bolt, Mind Reading, Telepathy (TLPG 109).
  • Major Psionic: Double starting ISP (20); Range and Power modifiers available (TLPG 73).
  • Master Psionic: Mega Damage Powers available for each Basic Power (TLPG 73) [(Bolt - Onslaught TLPG 111) (Clairvoyance - World Scry TLPG 111) (Mind Reading - Mind Walk TLPG 115-6) (Telepathy - Exalted Telepathy TLPG 118)].
  • Telemechanics: Mechanical and Electrical interfacing utilizing telepathy (TLPG 73)
  • I Know A Guy: Asher seems to know someone everywhere they go. Once per session, Asher may invoke this Edge to effectively have the Connections Edge with any person or group. (TLPG 74).
  • Rich: One Vehicle of Choice (NG-357 Magnum-Turbo Hovercycle) (TLPG 67).
  • Connections: Streetwise to Contact; Persuassion to request assistance (Northern Gun; Black Market)
  • Filthy Rich: Starting 25,000 cr; Three (3) rolls on the Body Armor HJ Table(TLPG 67).
  • Connections: Streetwise to Contact; Persuassion to request assistance (OPAC; Street Level)
  • Strong Willed: +2 to Intimidation/Taunt rolls; +2 tp Smarts/Spirit rolls to resist Tests of Will.
  • Luck: +1 Benny per session
  • Scavanger: (N3)
  • Edge: brief description
No Cyber _
Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
Asher Black
Quick Stats _
Novice Human Information Broker
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: Telemechanics, I Know a Guy, Connections
Bennies: 4/4
Fire Baby
NG-357 Magnum-Turbo Hovercycle _
  • Size: 2
  • Acc/TS: 15/70
  • Toughness: 17 (8)
  • Crew: 1 + 1
  • Notes:
    Exposed Crew, Handling 1, Hover, MDC Armor, Electric Model
Weapons
Weapons On Hand _
  • Wilk's 237 Backup Laser Pistol
  • Wilk's 447
  • Vibro-Sword
  • Vibro-Knife
Powers
Available Powers _
  • Telepathy - Face-to-Face/All-Points Bulletin
  • Bolt - Data Spike/Power Surge
  • Mind Reading - What Happens in Vegas/Is My Business
  • Clairvoyant - Snoop Onto Them/Reach Out and Touch Someone
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AsherBlack
Posts: 72
Joined: Thu Mar 14, 2019 9:59 pm

Background

Post by AsherBlack »

Background

Alpha Bravo 733 Tango has always been Curious. While a cat has nine lives and would have certainly died more times from the situations Asher has been involved with, Asher's Curiousity has gotten him out of situations just as much. Because he loves details, Asher hoards information and is always looking for more. (Curious)

Asher Black was once a part of Psi-Bat, a psychic prodigy with in the ranks of the CS Hunter Squadron. His role was communications between the various members of The Hunter Squadron. In a mass broadcast message, he alerted the entire level 4 of Chi-Town to Hunter Squadron's pressence. The Squadron was surrounded, executed, field stripped, and bodies disposed of in an unretrievable fashion. Alpha Bravo 733 Tango, disappeared into the world of Shattered Dreams (Secret).

Asher Black has made a name for himself in the under levels. He transports data, collects information, and spies on anyone and everyone. Very discreet he shares only the pertinent details and keeps all the rest to be leveraged and brokered at his discretion (Driven).
Asher Black
Quick Stats _
Novice Human Information Broker
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: Telemechanics, I Know a Guy, Connections
Bennies: 4/4
Fire Baby
NG-357 Magnum-Turbo Hovercycle _
  • Size: 2
  • Acc/TS: 15/70
  • Toughness: 17 (8)
  • Crew: 1 + 1
  • Notes:
    Exposed Crew, Handling 1, Hover, MDC Armor, Electric Model
Weapons
Weapons On Hand _
  • Wilk's 237 Backup Laser Pistol
  • Wilk's 447
  • Vibro-Sword
  • Vibro-Knife
Powers
Available Powers _
  • Telepathy - Face-to-Face/All-Points Bulletin
  • Bolt - Data Spike/Power Surge
  • Mind Reading - What Happens in Vegas/Is My Business
  • Clairvoyant - Snoop Onto Them/Reach Out and Touch Someone
User avatar
AsherBlack
Posts: 72
Joined: Thu Mar 14, 2019 9:59 pm

Gear

Post by AsherBlack »

Gear

Red Cannonball - "Customized" NG RA15 Cannonball Body Armor:
Body Armor Table _
[1] You may trade the starting Armor from your Iconic Framework (Crazy - SFD Huntsman Lightweight Personal Armor) for any other armor (NG RA15 Cannonball Body Armor) (not Power armor or robot armor) listed in the TLPG.
Helmet Here
Fire Cannonball Helmet.jpg
Body Armor _
Cannonball Armor.jpg
Cannonball Armor.jpg (34.49 KiB) Viewed 11747 times
  • +5 Armor and +1 Toughness - Toughness 6 (11)
    Body Armor Table _
    [19/13] Extraordinary craftsmanship and lightweight materials mean your adventurer's suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. (1 of 2 results)
    Full Environmental Protection
    Body Armor Table _
    [12] Significant environmental system improvements grant your hero's suit Full Environment Protection.
    Communications system with a 5 mile range
    Night and thermal vision mode for vision
    Level II Field Computer [Built-In - Left Forearm] (5000 cr)
    Field Comp Specs _
    K/Computers & Lockpicking (Electronic) +2
    Investigation (History/Related Research) +2
    Flashlight/signal light (with bright halogen and infrared options) [Mounted - Left Shoulder]
    Leg Storage Compartments [Built-In]
    • Left: Advanced Lockpicking Toolkit.
      Notes: This Toolkit adds +1 to Lockpicking attempts. (IFZ 79)
    • Right: Fragmentation Grenade: 2/2
      • Damage: 3d6, MD, LBT
        Rate of Fire: 1
        Range: 5/10/20
    Oversized Shoulder Pads w/ Storage for Ammo, Flares, Grenades [Built-In]
    • Left: 2/2 Pistol E-Clips
      Right: 3/3 Rifle E-Clips
    No Strength Minimum. (Str Min d6, 13 lb)
    Body Armor Table _
    [19/13] Extraordinary craftsmanship and lightweight materials mean your adventurer's suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. (1 of 2 results)
    Notes: The suit is Black and Red and meshes color wise with the Fire Baby Hovercycle.


Chest Holster containing:
Wilk’s 237 Backup Laser Pistol
Image
  • Range: 15/30/60
    Damage: 2d6+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


Slung On the Back:
Wilk’s 447
Image
  • Range: 40/80/160
    Damage: 3d6, AP 2
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto


Strapped to waist and left leg:
Vibro-Sword
Image
  • Damage: Str+d10, AP 4, MD
Knife Sheath on right Hip Containing:
Vibro-Knife
  • Damage: Str+d6, AP 4, MD
Fire Baby - NG-357 Magnum-Turbo Hovercycle
  • Size: 2
  • Acc/TS: 15/70
  • Toughness: 17 (8)
  • Crew: 1 + 1
  • Remaining Mod: 3
    OOC Comments
    [*] Mod 1
    [*] Mod 2
    [*] Mod 3
  • Notes:
    Exposed Crew, Handling 1, Hover, MDC Armor, Electric Model


    In Storage Compartment:
    • 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
Pics _
Fire Baby Hovercycle.jpg
Fire Baby Hovercycle Grafitti.jpg

Item
  • Info
Item
  • Info
Credits: 7, 750
  • Leg Storage Compartments (2000)
  • Translator - (9,600)
  • Advanced Lockpicking Toolkit - (1250)
  • Personal Computer - (5,000)
  • Filthy Rich - 25,000
  • Starting - 600
Contacts:
Connection Name - Sales Rep for Northern Gun
Qualities _
  • Personality Type: Crude
  • Skills: Moderate
  • Availability: Great
  • Information: Fair
  • Loyalty: Good
Connection Name - Black Marketeer
Qualities _
  • Personality Type: Happy
  • Skills: Moderate
  • Availability: Fair
  • Information: Fair
  • Loyalty: Absolute
Connection Name - Sales Rep for (OPAC) Omni Present Alarm Consortium
Quaities _
  • Personality Type: Agile
  • Skills: High
  • Availability: Great
  • Information: Fair
  • Loyalty: Poor
Connection Name - Rogue Scientist
Qualities _
  • Personality Type: Sneaky
  • Skills: Minimal
  • Availability: Great
  • Information: Great
  • Loyalty: Good
Connection Name - Contact Type
Qualities _
  • Personality Type:
  • Skills:
  • Availability:
  • Information:
  • Loyalty:
Last edited by AsherBlack on Mon Mar 25, 2019 9:06 am, edited 1 time in total.
Asher Black
Quick Stats _
Novice Human Information Broker
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: Telemechanics, I Know a Guy, Connections
Bennies: 4/4
Fire Baby
NG-357 Magnum-Turbo Hovercycle _
  • Size: 2
  • Acc/TS: 15/70
  • Toughness: 17 (8)
  • Crew: 1 + 1
  • Notes:
    Exposed Crew, Handling 1, Hover, MDC Armor, Electric Model
Weapons
Weapons On Hand _
  • Wilk's 237 Backup Laser Pistol
  • Wilk's 447
  • Vibro-Sword
  • Vibro-Knife
Powers
Available Powers _
  • Telepathy - Face-to-Face/All-Points Bulletin
  • Bolt - Data Spike/Power Surge
  • Mind Reading - What Happens in Vegas/Is My Business
  • Clairvoyant - Snoop Onto Them/Reach Out and Touch Someone
User avatar
AsherBlack
Posts: 72
Joined: Thu Mar 14, 2019 9:59 pm

Advances

Post by AsherBlack »

Advances
  • Attributes
  • Agility d4 --> d6 (1) --> d8 (N2),
  • Smarts d4 -> d6 (1) --> d8 (FG),
  • Spirit d4 -> d6 (1) --> d8 (FG),
  • Strength d4 -> d6 (1),
  • Vigor d4--> d6 (1)
Complete Skill List:
  • Boating (Ag)
  • Climbing (St)
  • Empathy (Sp)
  • Driving (Ag)
  • Fighting (Ag) d4 (1)
  • Gambling (Sm) d6 (2)
  • Healing (Sm)
  • Intimidation (Sp) d6 (2)
  • Investigation (Sm) d6 (FG)
  • K/Arcana (Sm)
  • K/Computers (Sm) d6 (FG) --> d8 (1)
  • K/Cybernetics (Sm)
  • K/Demolitions (Sm)
  • K/Electronics (Sm) (used for sensors and such) d6 (FG) --> d8 (1)
  • K/History (Sm)
  • K/Law (Sm)
  • K/Medicine (Sm)
  • K/Politics (Sm)
  • K/Science (Sm)
  • Lockpicking (Ag) d4 (1) --> d6 (Hindrance)
  • Mysticism (Sp)
  • Notice (Sm) d4 (1) --> d6 (N1)
  • Persuasion (Sp) d4 (1)
  • Piloting (Ag) d6 (2)
  • Psionics (Sm) d10 (5)
  • Repair (Sm)
  • Riding (Ag)
  • Shooting (Ag) d4 (1)
  • Spellcasting (Sm)
  • Stealth (Ag) d4 (1) --> d6 (Hindrance)
  • Streetwise (Sm) d4 (1) --> d6 (N1)
  • Survival (Sm)
  • Swimming (St)
  • Taunt (Sp)
  • Throwing (Ag)
  • Tracking (Sm)
Iconic Framework
  • MARS Fortune & Glory (3 rolls)
  • Hero's Journey (3 rolls)
  • Starting 5 XP (modified for setting)
    MARS PCO
  • +5 Skill Points
  • 2 Edges of Choice (Master Psionic, Telemechanics)
  • MARS Fortune & Glory (1 roll)
  • Starting Gear of any IF (Crazy/Psi-Bat)
Hero’s Journey
  • Psionics Table
  • Roll result [20/9]
  • Description: Asher knows one Power (Seasoned:Clairvoyance TLPG 109) of any Rank from his own list (Mind Melter).
  • Underworld & Black Ops Table
  • Roll result [5]
  • Description: I Know A Guy Edge; +2 to any Connection
  • Training Table
  • Roll result [19/7]
  • Description: Asher has one Professional Edge (Major Psionics), ignoring requirements, subject to GM approval.
MARS Fortune & Glory
Fortune and Glory
  • Roll result [5]
  • Description:
    Smart and Learned: Asher adds one die type to Smarts and begins with a d6 in any three (3) Smarts-linked skills. (Computers, Electronics, Investigation)
  • Roll result [6]
  • Description:
    Spiritual and Determined: Asher adds one die type to Spirit and begins with the Strong Willed Edge
  • Roll result [9]
  • Description:
    Wealthy and Connected: Asher begins with the Rich Edge and the Connection Edge with two factions.
  • Roll result [9]
  • Description:
    Wealthy and Connected: Because Asher already has the Rich Edge, the second roll on this F&G, he receives the Filthy Rich Edge. He also gains the Connection Edge again with two additional factions.



Advances
  • Initial Advances: (From Hindrances):
    • Arcane Background (Psionics)
    • INC 1 die step Stealth / Lockpicking
  • Free Edge (Human): Luck Edge
  • Cybernetic Modifications:
  • Novice 1 Advance: INC 1 die step Notice / Streetwise
  • Novice 2 Advance: INC 1 die step Agility (d8) (2019Q2)
  • Novice 3 Advance: Scavenger Edge (2019Q3)
  • Seasoned 1 Advance: future
  • 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:
User avatar
AsherBlack
Posts: 72
Joined: Thu Mar 14, 2019 9:59 pm

Powers

Post by AsherBlack »

Powers

4 Bennies _
Beginning 3 + 1 for Luck
Track expenditures here

ISP: 20 (Major Psionic)
Recovery: 1 per hour


Powers List
  • Novice: armor, blind, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, light/obscure, smite, stun, telepathy
  • Seasoned: barrier, farsight, telekinesis
  • Veteran: fly
Face to Face (Telepathy; 2 ISP) [Novice]
Mega/Temporal: NO
Range: One Mile
Duration: 3 (1/round)
Trapping: Holovid Screen with a Rotating Brain. A hand witha Datajack Slides the Datajack between the Two Lobes.
Effect _
Effect
with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.

If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
(TLPG 109-10)
All-Points Bulletin (Exalted Telepathy; 4 ISP) [Novice]
Mega/Temporal: Mega
Range: Special
Duration: 3 (1/round)
Trapping: A Digital Switchboard appears and Asher begins plugging in Callers.
Effect _
Effect:
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.

Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
(TLPG 118)

Data Spike (Bolt; 1 ISP per Bolt) [Novice]
Mega/Temporal: NO
Range: 12/24/48
Duration: Instant
Trapping:
Effect _
Effect:
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.

►►Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.

►►Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
(SWDEx 126-7)
Power Surge (Onslaught; 2 - 8 or 4 ISP) [Novice]
Mega/Temporal: ga
Range: 18/36/72
Duration: Instant
Trapping:
Effect _
Effect:
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
(TLPG 111)
What Happens in Vegas (Mind Reading; 3 ISP) [Novice]
Mega/Temporal: NO
Range: Smarts
Duration: 1
Trapping: A Billboard from the 190's appears with "Welcome to Vegas" in flashing neon lights.
Effect _
Effect:
Mind reading allows a character to read another’s thoughts. 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. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
(SWDEx 133-4)
Is My Business (Mind Walk; 6 ISP) [Novice]
Mega/Temporal: Mega
Range: Smarts x2
Duration: 5 minutes (1/minute)
Trapping:
Effect _
Effect: Mind walk allows the caster to walk through the mind and memories of the subject. While the spell is in effect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional
contested roll may be called for.
(TLPG 115-6)
Snoop Onto Them (Clairvoyance; 3+ ISP) [Seasoned]
Mega/Temporal: NO
Range: Varies
Duration: 3 (1/round)
Trapping:
Effect _
Effect:
Clairvoyance a llows t he c aster t o s ense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.

When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
(TLPG 109)
Reach Out and Touch Someone (World Scry; 6+ ISP) [Seasoned]
Mega/Temporal: Mega
Range: Varies
Duration: 3 (1/round)
Trapping: A Digital map appears and scales in size based on the destination to the receiver.
Effect _
Effect:
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
(TLPG 111)
Spell Tag _
Flavor Text Here (Power Name; PPE) [Rank]
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:
Asher Black
Quick Stats _
Novice Human Information Broker
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: Telemechanics, I Know a Guy, Connections
Bennies: 4/4
Fire Baby
NG-357 Magnum-Turbo Hovercycle _
  • Size: 2
  • Acc/TS: 15/70
  • Toughness: 17 (8)
  • Crew: 1 + 1
  • Notes:
    Exposed Crew, Handling 1, Hover, MDC Armor, Electric Model
Weapons
Weapons On Hand _
  • Wilk's 237 Backup Laser Pistol
  • Wilk's 447
  • Vibro-Sword
  • Vibro-Knife
Powers
Available Powers _
  • Telepathy - Face-to-Face/All-Points Bulletin
  • Bolt - Data Spike/Power Surge
  • Mind Reading - What Happens in Vegas/Is My Business
  • Clairvoyant - Snoop Onto Them/Reach Out and Touch Someone
User avatar
John Smith
Posts: 126
Joined: Sun Oct 21, 2018 5:49 am

Re: Technomancer

Post by John Smith »

Couple of concerns on the gear:

CV-212 is not a viable substitute for the crazy's wilks 447 starting gear. It grants MD capability, a ROF bump to 3 from 1, an extra +2 damage, offsets 2 range or lighting penalties, and ignores laser resistance. That is just way to big of a step up in my opinion.

Where did your armor get an IRMSS system from? That's not standard in the armory section of the site.

Where did the Visor and the PDD come from. Both are expensive pieces of hardware as you have them listed (which I am not sure where those numbers come from, but I am assuming you've got a book)

At best you've got about 25,000 creds to spend depending on the starting credits roll you made.
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Re: Technomancer

Post by Sgt 86Delta »

John Smith wrote: Thu Mar 21, 2019 9:36 am Couple of concerns on the gear:

CV-212 is not a viable substitute for the crazy's wilks 447 starting gear. It grants MD capability, a ROF bump to 3 from 1, an extra +2 damage, offsets 2 range or lighting penalties, and ignores laser resistance. That is just way to big of a step up in my opinion.
CS MOS Options
John Smith wrote: Thu Mar 21, 2019 9:36 am Where did your armor get an IRMSS system from? That's not standard in the armory section of the site.
IRMSS not included in standard armor - would have had to purchase it (42,000 cr).
John Smith wrote: Thu Mar 21, 2019 9:36 am Where did the Visor and the PDD come from. Both are expensive pieces of hardware as you have them listed (which I am not sure where those numbers come from, but I am assuming you've got a book)

Adventuring Gear, TLPG 103 _
Much of the gear from the Personal
Equipment section of the Science Fiction
Companion is also available; add a zero
to the dollar amount listed for the cost
to determine how many credits the item
should cost in Savage Rifts®. Where there
is overlap between what’s listed in that
book and what’s found below, go with the
item in this book.
Binoulars, SFC 15 _
Binoculars: These advanced viewing
devices provide magnification up to 500×,
including a digital readout of distance
and compass direction. A button press
also provides Low Light or Infravision
(eliminating illumination penalties).
Binoculars add +2 to vision-based Notice
rolls to see things at a distance. For an
additional $2,000, the binoculars can see
through up to 6” of anything but solid stone,
metal, or other dense materials. (2 lb, $250)
Personal Data Device (PDD), SFC 16 _
Personal Data Device (PDD): A personal
computer with 100 TB of storage plus
connections to beamed data and update
services. They come in a wide variety of
sizes and shapes, from armbands to tablets.
In addition to normal app functions it adds
+4 to Knowledge (Electronics) rolls made for
Common Knowledge checks. (1 lb, $500)
John Smith wrote: Thu Mar 21, 2019 9:36 am At best you've got about 25,000 creds to spend depending on the starting credits roll you made.
Trade in three pieces of Cyber for the above equipment, including the IRMSS
Core Electronics Package - 22,000 cr
Audio Package - 40,000 cr
Optics Package - 60,000 cr
plus the 25,000 cr from Rich/Filthy Rich and whatever from starting credits.

To clarify I traded in my two rolls for Rich for a Vehicle. I installed my three Cyber upgrades into Asher's equipment.
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Re: Technomancer

Post by John Smith »

Ah ok. It's coming together now.

I'll talk to VV. That CS MOS options was not built for our game, that was for the CS Fighting Joes. Our game had the specific rules of using MARS PCO rule creations without the advances. I'd be cool with a appropriately CS weapon similar to the Wilks 447 that you would start with with the crazy's loadout, but that rifle is powerful for the beginning of a low powered game.

I have some hesitation about letting the binocular become a visor, because it takes something that would require hands to use and makes it hands free (which I feel people always under estimate the impact of). But I'll defer to VV's GM wisdom.

Where did your 3 very specific cybernetic items come from. You've got 2 rolls on tables that could include cybernetics, but you haven't rolled them up yet. I'm ok with you taking the credit value of those cybernetics like any other "starting gear", but you'd still need to roll them. And there is only 2. The other 1 got you your armor.
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Re: Technomancer

Post by Venatus Vinco »

Hello,

CV-212 is a bridge too far for a "low powered game" set inside a city. CS MOS options are exclusive to the CS game.

I am not sure about building binoculars into the armor either. Body armor visors have Optics built in already (TLPG page 77).

TBH, I would generally be against rolling on the cybernetics table just to trade them in for cash. Feels cheap...but at least it helps you gear up.

VV
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Re: Asher Black - Technomancer/Information Broker - Shattered Dreams

Post by Sgt 86Delta »

Ready for review @John Smith and @Venatus Vinco.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Venatus Vinco
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Re: Asher Black - Technomancer/Information Broker - Shattered Dreams

Post by Venatus Vinco »

Sarge,

Parry should be 4 not 2 (half fighting (d4) + 2)

Notice and Common Knowledge are listed above the skills list.

If you made this character using SWADE then you may need to redo your skills. SWD does not have starting core skills, nor does it use the Common Knowledge skill - I believe common knowledge is just a Smarts check.

VV
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Re: Asher Black - Technomancer/Information Broker - Shattered Dreams

Post by Sgt 86Delta »

Venatus Vinco wrote: Mon Mar 25, 2019 1:28 am Sarge,

Parry should be 4 not 2 (half fighting (d4) + 2)

Notice and Common Knowledge are listed above the skills list.

If you made this character using SWADE then you may need to redo your skills. SWD does not have starting core skills, nor does it use the Common Knowledge skill - I believe common knowledge is just a Smarts check.

VV
I had an older (SWD/SR) sheet formated with Notice and Common Knowledge at the top. if they need to be moved , I will add them back into the skills list, or at least add Common knowledge.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Asher Black - XP and EP Tracking

Post by AsherBlack »

XP & EP
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Re: Asher Black - Technomancer/Information Broker - Shattered Dreams

Post by AsherBlack »

TELEMECHANICS
Requirements: Seasoned, Master Psionic, telepathy

This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices.

When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.

The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge when the character is in power armor or robot armor.
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