LC, Psi-Nullifier Commando (the 99; SWADE)

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Kaja Earthblooded
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LC, Psi-Nullifier Commando (the 99; SWADE)

Post by Kaja Earthblooded »

Player Name: Patrick
Google Handle: mikelamroni
L.C. (Lawrence Charles)
Rank: Heroic 3 Advances Left: 0/14
Race: Human
Iconic Framework: Mind Melter (Former CS Dominator/Psi-Nullifier)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6 (+1d6); Parry: 6 (7); Toughness: 6; Strain: 0/6
  • Toughness (in armor): 14 (5)
  • Toughness (In Power Armor): 21 (10)
Skills:
Athletics - d6
Common Knowledge - d4
Electronics d8
  • +2 on rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
  • +2 when checking to conceal forces or set ambushes.
  • +2 on rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions
Fighting d8
Intimidation d6
Notice - d6
  • +2 on rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
  • +2 on rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions
Occult - d6
Persuasion d6
Piloting d8
Psionics d12
  • +2 to Opposed checks; Free Reroll when using psionic powers/psionic skills
Shooting d8
Stealth d6
  • +2 when checking to conceal forces or set ambushes.
Survival d4-2
  • +2 when checking to conceal forces or set ambushes.
Edges
  • Danger Sense: When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Field Intel: +2 bonus on rolls vs Surprise and Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls. She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Mental Resistance: L.C. has +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
  • Psi-Battalion Training: LC gets a free reroll on all Trait rolls when using psychic abilities and his Psionics skill; this does not allow Critical Failures to be rerolled. Additionally, gain +2 to any opposed Psionics rolls, whether they are using their powers against a foe or defending against a rival. L.C. can also spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made).
  • Improved Psionic Nullifier: While arcane protection is activated, the psychic can use dispel as a free action against the first three hostile arcane powers or abilities targeting him. This also applies if the Psi-Nullifier is in an area effect that would be affected by a power. No power modifiers can be applied to this reactive defense.
  • Expanded Awareness: Mind Melters have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
  • Alter Aura: Mind Melters have conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) and Aspect limitations; may be used with all Power Modifiers. In addition to other effects, Alter Aura allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
  • Brawler: Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet. If they already have a damage die from Claws (page 18) increase the damage die type by one instead.
  • Dominator Class Psychic: LC begins with Arcane Background (Psionics), the Power Points, Major Psionic, Master Psionic and Mentalist Edges.
  • Psionic Null Void: Gain arcane protection as an Innate Ability. Those who already have this power gain an additional trapping of the power that has Innate ability to use with it.
  • Power Armor Jock: A character must have this Edge to avoid a -2 penalty to Agility and all skill rolls while wearing power armor.
  • Sidekick: Gain Andrew Brison as a Sidekick
Hindrances
  • Heroic (Major): After a career in search and destroy, LC just wants to make a difference in the lives of normal people.
  • Loyal (Minor): You have to be a world class POS for L.C. to ever begin to think of leaving you behind. And then he’ll think ten times before doing it.
  • C.S. Exile (Minor): L.C. was a member of Coalition military’s psionic classified commando units but has left the States on poor terms—and he is on the Internal Security Service’s wanted list. Additionally, if any D-Bees or magic users learn of the character’s past they instinctively distrust him, incurring a –1 Persuasion check modifier. On the plus side, he gains a +1 bonus to Taunt or Intimidate D-Bees and mages familiar with the Coalition.
  • A Little Odd: Won’t kill CS enlisted soldiers unless given no choice. They are usually just scared idiots doing as they are told. Line officers and NCOs are a different story.
  • Cybernetics: No remotely sane Mind Melter would allow any cybernetics to ruin their carefully tuned mind or body. Medical necessity might dictate otherwise, but such characters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: Mind Melters are shot on sight by all Coalition troops, then shot again to be certain they’re dead. This goes especially true for a deserter like L.C. True Federation folks also tend to hate him, and the feeling is mutual.
  • Feared: Though it’s possible to hide his true nature, if the general populace discovers the presence of a Mind Melter, they tend to be very nervous—and possibly outright terrified. Mind Melters suffer a −2 Persuasion when dealing with those who fear them.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Powers

Post by Kaja Earthblooded »

0 Bennies, 0 Conviction, and 0 Golden Benny; 4 ISP
Beginning 3
[list][*]-1 Benny here
+1 Benny (Joker)
[*]-3 Bennies for ISP and reroll here
[/list]1 Conviction
[list]Used Conviction here
[/list]-
Wounds: 2/3 (-1 to all rolls)

ISP: 4/50 Recovery: 20 per hour
Alter Aura
[Conceal Arcana] (0 PPE/ISP) [Novice] [Innate]
Range: Self Only
Duration: 1 hour
Trapping: Alter Aura
Effect: Alter Aura prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table SWADE 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.
In addition to other effects, Alter Aura allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Modifiers:
Area Of Effect (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
Exalted Conceal Arcana (Mega-Power; +2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
Hurry (+1): The caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects aren’t cumulative.
Strong (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Astral Transformation
[Intangibility] (4 PPE/ISP) [Novice]
Range: Self Only
Duration: 5
Trapping: Astral Form
Effect: With a successful arcane skill roll, the psychic becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items. The being becomes corporeal when the power ends, but if within someone or something he's shunted to the nearest open space and Stunned.
Modifiers:
Greater Intangibility (Mega-Power; +3): Intangibility’s Duration is measured in minutes instead of rounds. The recipient reduces the damage from supernatural attacks by four points, eight with a raise.
Hurry (+1): The target is Hurried in some way. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of this modifier aren’t cumulative.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Aura Sight - Expanded Awareness
[Detect Arcana] (0 PPE/ISP) [Novice] [Innate]
Range: Self only
Duration: 5 (detect)
Trapping: See Aura
Effect: 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). They may sense supernatural beings within line of sight with a Notice check.
Modifiers:
Exalted Detect Arcana (Mega-Power; +2):Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
Active powers and arcane abilities.
Type of supernatural creature (vampire, werewolf, dragon, etc.).
Enchantments present on an item.
Amount of PPE or ISP possessed by a target.
Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
Hurry (+1): The caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects aren’t cumulative.
Presence Sense (Mega-Power; +1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
Clairvoyance
[Farsight] (2 PPE/ISP) [Seasoned]
Range: Smarts
Duration: 5
Trapping: Psionic Enhancement of the Senses
Effect: Farsight allows the recipient to see in detail over great distances. She can read lips or read the fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range.
Modifiers:
Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
Greater Farsight (Mega-Power; +2) : Allows the recipient to ignore all Range penalties, and a raise doubles sight range.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2.
Empathy
[Empathy](1 PPE/ISP) [Novice]
Range: Smarts
Duration: 5
Trapping: Empathic Psionic Contact
Effect: The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target's emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him. Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
Modifiers:
Area Of Effect (Mega-Power; +2/+3): The power affects everyone in a Medium Blast Template for +2 points, or a Large Blast Template for +3.
Empathic Transmission (Mega-Power; +2): The empath gains a +2 (+4 on a raise) bonus on rolls against the target.
Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Nightvision
[Darksight] (1 PPE/ISP) [Novice]
Range: Smarts
Duration: One hour
Trapping: Psionic Enhancement of the Senses
Effect: Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
Modifiers:
Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
Exalted Darksight (Mega-Power; +2): The recipient’s senses extend so far into the infrared and ultraviolet spectrums that he can also see anyone using the invisibility power and ignores all Illumination penalties
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Psionic Null Void
[Arcane Protection] (1 ISP) [Novice] [Innate]
Range: Smarts
Duration: 5
Trapping: Negative Psionic Energy
Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
Modifiers:
Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Exalted Arcane Protection (Mega-Power; +2): Hostile powers suffer a –4 penalty (– 6 with a raise).
Psionic Nullification
[Dispel] (1 PPE/ISP) [Seasoned]
Range: Smarts
Duration: Instant
Trapping: Negative Psionic Energy
Effect: 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:
Exalted Dispel (Mega-Power; +2/+4/+6): For +2 Power Points dispel affects a Small Blast Template, and for +4 points the Blast Template becomes Medium, or Large for +6 Power Points. The caster makes one Arcane Skill roll and compares it to Arcane Skill rolls for the active powers within the Blast Template, negating those where he wins. This affects all powers in the target area unless the Selective Power Modifier is also used.
Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
Power (+1): For +1 PPs, 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.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
Super Telekinesis
[Telekinesis] (5 ISP) [Seasoned]
Range: Smarts x2
Duration: 5
Trapping: Telekinetic force with an appearance like arcing energy and tinted with glowing blue-black
Effect: Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster's arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they're released. They can be moved up to the caster's Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage as usual. Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster's relevant skill when attacking in this way (not his arcane skill).
Modifiers:
Armor Piercing (+1 to +3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each PP spent grants the power AP 2, to a maximum of AP 6.
Exalted Telekinesis (+3): The Strength of telekinesis is d12, +2 Strength for each raise. Consult the Super Strength Table (on page 71) to determine how much the caster
can lift and manipulate. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage when used as weapons.
Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Lingering Damage (+2): The target is hit by fire, intense cold, acid, gnawing insects, or some other Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.
Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Telekinetic Manipulation
[Elemental Manipulation] (1 PPE/ISP) [Novice]
Range: Smarts
Duration: 5
Trapping: Telekinetic Force
Effect: This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise. Here are some ideas for what each element can do. Each is an action.
Electrokinesis (Air): Push someone, blow out a torch, fan flames, cool someone down (+2 to Fatigue rolls in oppressive heat).
Ectoplasm (Earth): Move a square foot of earth (half that in stone) each round, cover tracks.
Pyrokinesis (Fire): Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
Hydrokinesis (Water): Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
Modifiers:
Elemental Fury (Mega-Power; +2): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration , suffering a –1 penalty on all Trait rolls, or –2 with a raise.
Exalted Manipulation (Mega-Power; +2): The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.
One With The Elements (Mega-Power; +1): The power’s Duration is measured in minutes instead of rounds.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Telekinetic Weapon Augmentation
[Smite] (2 ISP) [Novice]
Range: Self Only
Duration: 5
Trapping: Electrokinetic force with an appearance like arcing energy and tinted with glowing blue-black.
Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Modifiers:
Armor Piercing (+1 to +3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each ISP spent grants the power AP 2, to a maximum of AP 6.
Greater Smite (Mega-Power; +2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already.
Hurry (+1): The caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects aren’t cumulative.
Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.
Telepathy
[Mind Link] (1 PPE/ISP) [Novice]
Range: Smarts
Duration: 30 minutes
Trapping: Telepathy
Effect: Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren't consciously transmitted aren't relayed. Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
Modifiers:
Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
Exalted Mind Link (Mega-Power; +2): The caster can broadcast a short telepathic message to every sentient mind within a mile radius (five miles with a raise). The caster can only broadcast, she does not receive their responses.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
Telepathic Switchboard (Mega-Power; +5): This modifier allows the caster to connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. The minds must be willing individuals within one mile (five miles with a raise).
Telepathic Search
[Mind Reading] (2 PPE/ISP) [Novice]
Range: Smarts
Duration: Instant
Trapping: Telepathy
Effect: Mind reading is an opposed roll versus the target's Smarts. Suc-cess 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 mod-ifiers based on the subject's mental Hindrances or current state of mind.
Modifiers:
Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
Mind Walk (Mega-Power; +4): Allows the caster to walk through the mind and memories of the subject; Duration increases to 5 minutes. While the power is in effect, the caster can ask any number of questions, explore memories, or simply have a brief conversation with the inner consciousness of the target. Particularly vital or dangerous questions or thoughts—or exploring deep hidden fears or something of great emotional value to the target—may call for an additional contested roll.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Gear

Post by Kaja Earthblooded »

"L.C.'s 99 Special SAMAS" TW Converted PA-06A Coalition SAMAS Power Armor
Power Armor Features
Power armor also imposes a −2 penalty on Stealth checks, and a −1 for any tasks that call for congenial face-to-face interaction (Persuasion, Streetwise), fine motor work (Repair, Lockpicking), unhindered movement (Climbing, Acrobat related Agility checks), or detecting details (Investigation, certain Notice checks, Survival (Tracking) checks, Research, etc).
Environmental Crew Compartment (ECC): Protects the crew with a sealed life support system— provides immunity to the Hazards of Cold, Heat, Disease, Poison, Drowning, Electricity, and Radiation. Includes one day of emergency supplies and air for crew per Size of the vehicle.
PPE Battery: The TW vehicle has a PPE storage system, recharged by channeling ISP/PPE into it (or 5 PPE an hour on a ley line). The PPE battery holds 15 PPE.
Sensor Targeting Suite (STS): Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chem ica l , 360 degree radar, thermal imaging , active nightvision, 50x 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 and can be calibrated to prevent friendly fire.
Improved Stabilizer: A stabilizer reduces the Unstable Platform penalty to 0.
Image
(340 lb without railgun, 621 with it)
PA-06A SAMAS: Size 2, + 10 Armor M.D.C., +5 Toughness, Strength d12+4, Pace 12 + d8 (60 MPH)
Notes: Nimble, Flight (Handling +2, 300 MPH)
Mini-Missile Launcher (arm mounted)
  • Range: 100/200/400
    Damage (HE): 5d6 (AP 8, Mega Damage, SBT)
    Damage (AP): 4d6 (AP 20, Mega Damage)
    ROF: 1, Snap Fire
    Shots: 1 AP, 1 HE
C-40R Light Railgun (magnetically attached to power armor right leg for storage)
  • Range: 100/200/400
    Damage: 2d12+4, AP: 10, Mega-Damage
    RoF: 3
    Shots: 42/45
Technowizard Features: Major Mod (x2; Legendary): Psionic Crystal Matrix Helmet Upgrade (Remove -4 penalty for using psionics in PA)
Major Mod: PPE Battery (10 PPE)
Minor Mod: PPE Battery (5 PPE)
Minor Mod: Crystal Psionics Amplification Circuit (+1 Psionics)

NG Elite Corps Load-Bearing Rig (Patron Item)
A variation on the Overland Frame Backpack's harness system, the NG Elite is designed with the soldier and explorer in mind equally. Its integrated IRMSS helps prolong how long a body can go without seeing a doctor, and its attachment points can mount a wide variety of pouches and straps for securing gear.
Features:
• 12 attachment points
• 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.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Medium Magazine Pouch: 6/6 E-Clips
• Medium Magazine Pouch: 2/6 E-Clips
• Medium Belt Pouch: Silver Cross (Str+d4, silver; 1 lb, 200 credits), Compass, Flashlight (Rechargeable & Unbreakable), Gas Mask
• Large fanny pouch that can hold rations, a large first aid kit, personal items, or a complete change of clothes: Infrared Distancing Binoculars
  • High-powered, with a 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)
• Radio Belt Pouch: Short range (5 mile) radio
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Hip Holster: Empty
• Hip Holster:
  • Wilk’s 320 Laser Pistol
    • Range: 15/30/60; Dmg: 3d6 AP: 3; ROF: 1; Shots: 20
    • Weight: 4 lbs.
    Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)[/size]
NG-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
    Field Computer (Grade II) - Grants a +2 bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research.
    2 person tent, +20% water supplies
    Sleeping bag
    100' of rope
    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
    2 empty Medium Belt Pouches for utility belt
Secured Universal Card Under Assumed name of Elsworth Cruz: 4,101 Credits
ID for Assumed identity: Elsworth Cruz, former Northern Gun mercenary.

Triax T-10 Cyclops
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Medium EBA: 5 Armor, 3 Toughness
Targeting Optics: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks and +1 to all Psionics trait checks.
Vibro-Blade Vambraces (Str+2d4, AP 4, Parry +1)
Features: Full Environmental Protection, Built-in mini-computers for basic functions, Communications system with a 10 mile range, Public-address loudspeakers, Laser distancer, Nightvision mode for vision
Strength Minimum: d6; Weight: 25 lbs
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Advancement Tracker

Post by Kaja Earthblooded »

Attributes
Agility d4 -> d6 (1 Attribute pt) -> d8 (Hindrance)
Smarts d4 -> d8 (2 Attribute pt)
Spirit d4 -> d6 (1 Attribute pt) -> d8 (Seasoned 1 Advance)
Strength d4 -> d6 (1 Attribute pt)
Vigor d4 -> d6 (Novice 1 advance)

Skills:
  • Academics (Sm)
  • Athletics (Ag) - d4 (Core) -> d6 (1 SP)
  • Battle (Sm)
  • Boating (Ag)
  • Common Knowledge (Sm) - d4 (Core)
  • Driving (Ag)
  • Electronics (Sm) d8 (HJ)
  • Fighting (Ag) - d6 (2 SP) -> d8 (HJ)
  • Focus (Sp)
  • Gambling (Sm)
  • Hacking (Sm)
  • Healing (Sm)
  • Intimidation (Sp) d6 (2 SP)
  • Language (Sm)
  • Notice (Sm) - d4 (Core) -> d6 (1 SP)
  • Occult (Sm) - d6 (2 SP)
  • Persuasion (Sp) - d4 (Core) -> d6 (1 SP)
  • Piloting (Ag) - d8 (3 SP)
  • Psionics (Sm) - d6 (IF) -> d8 (1 SP)
  • Repair (Sm)
  • Research (Sm)
  • Riding (Ag)
  • Science (Sm)
  • Shooting (Ag) d4 (1 SP) -> d8 (HJ)
  • Stealth (Ag) - d4 (Core) -> d6 (1 SP)
  • Survival (Sm)
  • Swimming (St)
  • Taunt (Sp)
  • Thievery (Ag)

Iconic Framework
  • Alter Aura: Mind Melters have conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) and Aspect limitations; may be used with all Power Modifiers. In addition to other effects, Alter Aura allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
  • Expanded Awareness: Mind Melters have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check.
  • A Mind Is A Terrible Thing To Melt: New power list: arcane protection, barrier, blind, bolt, boost/lower Trait, confusion, damage field*, darksight*, deflection, disguise, divination, elemental manipulation, empathy, entangle, environmental protection, farsight*, fear, fly*, havoc, healing, illusion, intangibility*, invisibility*, mind reading, mind link, mind wipe, object reading, protection*, puppet, relief, sloth/speed, slumber, smite*, sound/silence, speak language*, stun, telekinesis, warrior’s gift*. Powers marked with an (*) have the Range (self) Limitation listed under Trappings in Savage Worlds ; ISP costs are reduced accordingly.
  • Arcane Background (Psionics): A Mind Melter begins with Arcane Background (Psionics), the Power Points, Major Psionic, and Master Psionic Edges. Mind Melters begin with 30 ISP (10 ISP base plus 5 ISP from the Power Points Edge, both of which are doubled by Major Psionic). L.C. can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
  • Dominator Class Psychic: A Mind Melter has the Master Psionic Edge, gaining all the Mega Power Enhancements associated with his selected powers. In addition, Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical failures to be rerolled.
Expanded Awareness: Mind Melters have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations. They can also sense supernatural beings anywhere within line of sight with a Notice check.
  • Psi-Battalion Training: LC gets a free reroll on all Trait rolls when using psychic abilities and his Psionics skill; this does not allow Critical Failures to be rerolled.
  • Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
  • A Little Odd: Won’t kill CS enlisted soldiers unless given no choice. They are usually just scared idiots doing as they are told. Line officers and NCOs are a different story.
  • Cybernetics: No remotely sane Mind Melter would allow any cybernetics to ruin their carefully tuned mind or body. Medical necessity might dictate otherwise, but such characters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: The Coalition and True Federation consider Mind Melters allied with enemy factions to be a dire threat, treating them with caution bordering on paranoia. They prioritize attacking them and hunt them with extreme prejudice.
  • Feared: Though it’s possible to hide his true nature, if the general populace discovers the presence of a Mind Melter, they tend to be very nervous — and possibly outright terrified. Mind Melters suffer a −2 Persuasion when dealing with those who fear them.

Hero’s Journey
  • Experience (11): Rich: Give up both rolls for a Flying Titan Power Armor (counts as Warchief SAMAS) (same)
  • Psionics (14): Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge. (same)
  • Education (8): The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Electronics.
  • Training (1): Gain +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Rich: Trade for Flying Titan Power Armor
  • Very Rich - Ranged Weapon (12): The JA-11 Energy Rifle is a marvel of design and effectiveness. Most Juicers give any non-Juicer the side-eye if they’re carrying one.
  • Very Rich - Body Armor (16): The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Very Rich - Ranged Weapon (20; 17): It’s big, it’s bulky, and it’s a pain to fire while on the move. Nonetheless, your hero’s NG-E4 Plasma Ejector is exactly what the team needs when the gates of Hell open or a Coalition Death’s Head transport flies overhead.

Advances
  • Initial Advances: (From Hindrances): Psionic Null Void, Power Armor Jock
  • Free Edge (Human): Psionic Nullifier [Power]
  • Novice 1 Advance: Vigor +1 DT
  • Novice 2 Advance: Sidekick
  • Novice 3 Advance: Danger Sense
  • Seasoned 1 Advance: Spirit d6 -> d8
  • Seasoned 2 Advance: Extra Power Points
  • Seasoned 3 Advance: Psionics d8-> d10
  • Seasoned 4 Advance: Psionics d10-> d12
  • Veteran 1 Advance: Rapid Recharge
  • Veteran 2 Advance: Improved Rapid Recharge
  • Veteran 3 Advance: New Power: Farsight, Darkvision
  • Veteran 4 Advance: New Power: Smite, Elemental Manipulation
  • Heroic 1 Advance: Improved Psi-Nullification [Power]
  • Heroic 2 Advance: Field Intel
  • Heroic 3 Advance: Brawler
  • Heroic 4 Advance: Extra Power Points
  • Legendary 1 Advance: New Power: Intangibility and Mind Reading
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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LC's Background, Dossier, and Journal

Post by Kaja Earthblooded »

Disposition: LC is heroic, but he is neither a nice, nor friendly person. He was raised with the understanding that he would always be apart and alone from the world. He is the guardian at the gate, not the hero who comes through it. But he ensures others get their walk. His leadership style is efficient and seems permissive, though that is untrue. He is a man who expects everyone to be a professional, ready to do their duty, no matter what. He readily compliments others on what they do right, and just as readily gives them feedback on what they are doing wrong, usually without malice. He has a clear morality drilled into him from the time he walked into the orphanage at a young age. A soldier protects the innocent. Any enemy combatant who does not surrender is a target for elimination. He comes off as either cold or fake, and this puts people on edge, as they are unsure of whether he hates them or not. In truth he doesn't feel attachment like that, though he fosters unit loyalty because of its effect on morale. Every soldier fighting with him deserves to come home. This actually extends to CS troops. He will let them surrender and just execute the officers if given a choice. He is dedicated to the mission of saving refugees, but only engages other forces as to let them get away.
Background
Lawrence Charles was born in New Chillicothe to a pair of normal farmers, just one more child born in a state where mediocrity was the norm and anything outside it was shunned. When the parents realized their child was telepathic, they panicked and dropped him off at the first state orphanage they could find. LC had been confused. Why would people who loved him leave him, but their fear was palpable. The havoc his thoughts caused among so many young minds had been intense. Fear, anguish, rage, and loss had swept over the orphanage with such speed that many of the children, more than a few having great potential, all manifested a variety of psychic phenomena. The staff took the child, but called the government within the hour once the psychic occurrences started becoming palpable. Agents of the newly formed Psi-Net came and took all of the children to a special facility where the presence of nega-psychics and psi-nullifiers helped calm them down until more permanent facilities could be constructed. Through use of special materials and devices, the Psi-Net set up the first psychic orphanage. Advisers from Lone Star and Chi-Town brought the place up to specs, and before L.C.'s first birthday, it was a psychic child's paradise. Only the older ones had an idea the emergence of their powers was LC's fault, and because of the teaching and propaganda regimen, they decided they liked what they were. After all, they were not just some dirty orphans, they were the future of the Psi-Battalion, and perhaps the CS itself.

Growing up knowing that you were destined for great things put a lot of pressure on the children, and those with only minor powers suffered the worst anxiety. LC was not among them. His parents had not told the workers their last name, and had only told them Lawrence's first and middle names. They had put these two names down on the entrance forms and this became his first and last names instead. The existence of so many psychics meant that certain things others might take for granted, such as privacy and secrets, quickly came out. LC's nullification abilities surfaced out of a need to keep his private thoughts private, as did his automatic mental block against mind reading.

At age 15 LC was sent to basic training and then to a psi-battalion training school. He was 17 before he graduated from it. From there he was sent to special forces training, and eventually he was assigned to Fire team Psi-Kappa. Psi-Kappa was a Search and Destroy team from Psi-Battalion with a specific mission - the retrieval and elimination of rogue psychics within the military. Their targets were always considered armed and extremely dangerous. In addition
to dog-boys and a psi-stalker handler, these teams often include other Psi-bat special operatives from time to time.
Psi-Kappa, on what would be its last mission, Operation Judas, was after a target that was said to be conspiring with D-bee magic users. Due to this it was expected that his talents would be well used. After transferring to a forward base in the Magic Zone, and leaving from there on an extended wasteland patrol on hoverbikes and a Scarab, the team made it to their first stop, a hidden cache where mercenary gear and vehicles were available for them. The team changed out their gear and went on with the mission. Simple disguises, including a few folks taking on elven features, would help disguise their intent. Their intelligence was faulty, or at least what the majority of the squad had been told was anyway. He'll never know what the Lieutenant knew, as he was vaporized by a bevy of plasma fire in the first strike. Nothing had suggested the rogue had fallen in with a group using Naruni tech, but there it was.

The kicker, however was a full on demon summoner with a full complement of demons. There was no way a single Psi-Nullifier could make a difference in the fight, although he did manage to fight them off and escape with the bodies of those who had not been vaporized, as well as one other of his squad mates - one of the only non-psychics assigned to the squad. After photographing their IC bars, and taking their dog-tags, Lawrence gave the dead a plasma grenade burial, obliterating all remains of them, as per protocol. Their armor was near gone, so they made double time back to the cache. There they traded their busted up armor for their standard issue CS Armor, and had just grabbed weapons and equipment, and was starting to grab more when a fenry that had been tracking them since the fight finally caught up with them. Lawrence knew that the cache had an explosive safety built in, and managed to trick the demon into chasing him into a corner, where they locked the demon in and then escaped moments before he set off the explosives.
The two went on a steady retreat, making repairs as they could, and trying to evade enemy death-squads intent on destroying them.

Once they reported in, a full scale search and destroy company was sent, with LC and the other soldier along for the ride. The resulting battle was horrendous, but the presence of much heavier equipment and armaments turned the day. Of the 30 men who went in with the follow up mission, only 18 walked out, while another 3 managed to live through their injuries. The only other surviving member of Psi-Kappa died in the fighting. LC was promoted to Private First Class for his valor, bravery, and adherence to protocol. He expected to go back to hunting psychics, but was instead transferred to the Tolkeen Front. He wasn't sure who he had pissed off, but he knew that was the cause. He figured it was someone's parent blaming LC for the lack of a body to bury. LC dismissed the assignment and did he best to survive it. After six months he was finally given new orders. They did not take him back to Missouri or Chi-Town, as he hoped, but they did reinstate him in the Special Forces. He doesn't know what to think of it, but hopes it turns out better than the last. He has high aspirations for the Psi-Battalion, and getting killed in Minnesota just isn't on his to do list.

LC's disciplinary record is mostly spotless, though there are a few incidents from the front line posting that point to boredom as the root cause. He had received a commendation for his work in Operation Judas, though many details remain sealed to all but a few, as well as a few favorable reports where his nullification abilities single-handedly saved the entire base from infiltration. So it was that he was assigned to a behind the lines infiltration mission with a hard ass Lieutenant intent on destroying and terrorizing the locals. To be honest it turned his stomach what this insane monster of a human was willing to do to d-bee women and children without a shred of powers or offensive capability. So it was that he, the squad’s dominator (mind melter), and their kill hound (ironically enough) ended up defecting. They left their LT to die at the hands of a very pissed off retribution squad and walked away from the whole mess.

And so it was that a super-patriot walked away from the Coalition, forever. He did some mercenary work, of course, but never working against the Coalition unless he had no choice. And even then he’d let them live if at all possible. The Tomorrow Legion caught his eye because of their work in helping refugees from the Tolkeen War. That was a mission he could get behind.


SET Personnel Memo
To: SET Team Leaders
Date: 5 Dec 108; 1600hrs
Subject: Corporal Lawrence Charles; Coalition States Military Defector - Loyalty Assessment
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Final Recommendation:
Defection is deemed genuine. Multiple confirmed instances of lethal conflict with CS forces, especially officers. Reports from inside CS reveal him to be MIA, listed as a deserter, High Priority Target status, and all points Target Engagement Guidelines. His record itself is open game, but much of his mission data itself is missing, which backs up his assertion of what his mission was.

Recommend probationary six month posting to a SET or other assignment expected to face high levels of supernatural and magical threats to make best use of combat training and psionic nullification abilities.
Personnel File Update: Due to Sergeant Michael Powell being KIA, Corporal Charles is to be Field Promoted to Sergeant. Shows incredible leadership potential and shepards growth for his team. Have updated our contacts in Wheaton about the replacement.
Personnel File Update: Sergeant Charles filed an interesting field report. He made decisions which were "regrettable" in his own words. He showed great candor in revealing both the content and thoughts behind it. He also included other eye witness reports from his team. Suggest counselling and mentorship, but no disciplinary action. Such accurate and potentially harmful self reporting is to be commended, not punished.



L.C. was cleaning his armor as he looked at the targeting optics Billy and Erin had expertly modified to fit the Triax made helmet he now wore. The optics, though, were actually out of his old CA-7 Special Forces armor. They'd been specially modified by an old squad mate, and she'd hinted that there were other ways to use it. She'd modified her own to give her greater accuracy with her psionics using the same system. L.C. kept practicing with it long after she and the rest of the squad were slaughtered. He kept it and kept practicing even after he made his exit from the Coalition's service. But last week he made a breakthrough. He'd been practicing with Telekinesis and was able to pinpoint pick up something at the point his targeting optics pointed to. He had to aim with his weapon to do it, but that was not too big of a deal. After a while he didn't even need that. It wasn't as efficient as with the pistol, but it helped. And any boost was a help!
Debts
Vincent's Estate: 120,000
Foxx: 50,000
Hardin's Estate: 60,000 in gear or 15K in cash
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Andrew Brison, former CS SAMAS Pilot

Post by Kaja Earthblooded »

Andrew Brison, former CS SAMAS Pilot
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1 Benny, 0 Conviction
Starting: 3
  • +1 Benny (Joker)
    -2 Bennies for L.C. (one for ISP, one for reroll)
    Spent 1 Benny for reroll Init, Turn 6
Conviction: 0
  • Conviction Spending
Wounds: 0/3
Andrew Brison
Rank: Seasoned 4 Advances Left: 0
Race: Human
Iconic Framework: SAMAS Pilot

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5; Strain: 0/6
  • Toughness (CA-2 Body Armor): 12 (6)
    Toughness (Power Armor): 17 (8)
Skills:
Athletics d8
Common Knowledge d6
Electronics d8
Fighting d8
Notice d8
Persuasion d8
Piloting d8
Repair d8
Shooting d10
Survival d6
Hindrances
  • Vow (Major): Brison, since the earliest days of his service to the Coalition, vowed he would protect the innocent, and now that he has left the Coalition, he intends to do just that.
  • Loyal (Minor): Leave no man behind
  • Haunted (Minor): He failed his duty to the CS; Is LC right? Will serving and protecting innocents be enough?
Edges
  • Ace: Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.
  • Dodge: Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against Brison.
  • Power Armor Jock: Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
  • Rock and Roll!: Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.
  • Luck: Gain an extra Benny each session.
  • Forgery Experience: Treat Forgery as Common Knowledge, with a +2 to related checks.
  • Mr. Fix It: +2 to Repair rolls, half the time required with a raise.
  • Streetwise: +2 to Common Knowledge for fencing items, the black market, avoid local law enforcement/the criminal element, etc and +2 to Intimidation or Persuasion rolls made to Network with shady or criminal elements.
Background: A ‘Burbs kid who “did good,” Brison joined the military to get out of a bad situation. He’d been in a gang most of his youth and he wanted out. His reflexes and skills made him valuable to recruiters and he got into Power Armor training and loved it. But soon he was good enough to go on longer range patrols, search and destroy missions, etc. Then he met a traitor and thanks to the good will of his fellows and being spared by a team from the Tomorrow Legion, Andrew Brison joined the 99s as Power Armor Pilot, Hacker, and Combat Engineer.
Advancement Log
Advances: Please list all Edges and Advances taken for your character here

Iconic Framework COALITION SAMAS PILOT NPC Stat Block
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Electronics d8, Fighting d8, Notice d8, Persuasion d4, Piloting d8, Repair d4, Shooting d10, Survival d6
Pace: 10; Parry: 6; Toughness : 20 (10)
Hindrances: Illiterate, Loyal, Vow (Minor— Serve the Coalition)
Edges: Ace, Combat Ace, Power Armor Jock, Rock and Roll!, Steady Hands
Gear: SAMAS (sidebar), C-18 Pistol (Range 12/24/48, Damage 3d6, RoF 1, AP 3), Vibro-Knife (Str+d6 Mega Damage, AP 6).

Hero’s Journey
  • Table
  • Training (2): After serving in the CS military for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination. +1 SP Throwing, +2 SP Shooting, +2 SP Fighting
  • Black Ops (10): Though few and far between, the cities of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
Advances
  • Novice 1 Advance: Smarts d6 -> d8
  • Novice 2 Advance: Repair & Persuasion d4 -> d6
  • Novice 3 Advance: Repair & Persuasion d6 -> d8
  • Seasoned 1 Advance: Notice & Common Knowledge d6 -> d8
  • Seasoned 2 Advance: Luck
  • Seasoned 3 Advance: Mr. Fix-It
  • Seasoned 4 Advance: Streetwise
  • Veteran 1 Advance: Dodge
  • 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:
Aborted MARS Rebuild - needed reworking anyway
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Brison's Gear and Benny Tracking

Post by Kaja Earthblooded »

Gear:
War Chief SAMAS Power Armor
Power Armor Features
Power armor also imposes a −2 penalty on Stealth checks, and a −1 for any tasks that call for congenial face-to-face interaction (Persuasion, Streetwise), fine motor work (Repair, Lockpicking), unhindered movement (Climbing, Acrobat related Agility checks), or detecting details (Investigation, certain Notice checks, Survival (Tracking) checks, Research, etc).
Environmental Crew Compartment (ECC): Protects the crew with a sealed life support system— provides immunity to the Hazards of Cold, Heat, Disease, Poison, Drowning, Electricity, and Radiation. Includes one day of emergency supplies and air for crew per Size of the vehicle.
Sensor Targeting Suite (STS): Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chem ica l , 360 degree radar, thermal imaging , active nightvision, 50x 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 and can be calibrated to prevent friendly fire.
Improved Stabilizer: A stabilizer reduces the Unstable Platform penalty to 0.
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(160 lb)
War Chief: Size 1, + 8 Armor M.D.C., +4 Toughness, Strength d12+2, 12 + d6 (50 MPH)
Notes: Nimble, Flight System (Handling +2, 400 MPH).
Dual Mini-Missile Launchers
2× Mini-Missile Launchers (shoulder mounted)
  • Range: 100/200/400
    Damage (HE): 5d6, AP 8, Mega Damage, SBT
    Damage (AP): 4d6, AP 20, Mega Damage
    ROF: 1, Snap Fire
    Shots: Left: 2 AP, Right: 2 HE
JA-11 Energy Rifle (magnetically attached to power armor right leg for storage, or carried by shoulder strap)
  • Laser
    • Range: 30/60/120
      Damage: Normal: 4d6, AP 4
      Heavy Beam 4d6+4, AP 4, Mega Damage, Snap Fire (uses 3 shots)
      RoF: 1
      Notes: Cauterize, No Recoil
    Ion
    • Range: 20/40/80
      Damage: 1–3d10, AP: 0
      RoF: 3
      Notes: Wide Spread
    Weight: 7 lbs
    Shots: 60 (30 from each e-clip) (3 shots per Mega Damage blast; 10 shots per ROF 3 Ion Burst)
    Notes: Heavy Beam. Integrated Multi-Optics Scope. As a free action, switch to ion beam (as an NG-IP7) or fire a bullet (as a Hunting Rifle with 1 Shot, see Savage Worlds). *Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.
C-18 Laser Pistol (12/24/48 Dmg: 3d6 AP 3 ROF 1 Shots 10)
Vibro-Knife (Str+1d6)
Repainted CA-2 “Dead Boy” Light EBA with a NG helmet.
Built-in mini-computers for basic functions; a communications system with a 10-mile range; public-address loudspeakers; and thermal vision mode.
The CA-2 model is full Environmental Body Armor providing providing +6 Armor, +1 Toughness, d4 Min Str. (9 lb)
NG-S2 Survival Pack

Credits:

Contacts:
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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