Ramon the Reaper

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Ramon the Reaper
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Joined: Sun Feb 23, 2020 10:26 pm

Ramon the Reaper

Post by Ramon the Reaper »

Rolls
Custom F&G Table:
1: Reach Out and Touch
2: Strong Suit
3: Agile
4: Smart
5: Spiritual
6: Strong
7: Vigorous
8: Fortune
9: Live, Die
10: Shiny
11: Charmingly Fluent
12: Choose Your Fate

[dice:2cw7fmbm]63246:0[/dice:2cw7fmbm] = Smart and Learned
[dice:2cw7fmbm]63246:1[/dice:2cw7fmbm] = Agile and Dextrous

HJ rolls
[dice:2cw7fmbm]63246:2[/dice:2cw7fmbm] = Training: +3 SP for Athletics/Fighting/Shooting
[dice:2cw7fmbm]63246:3[/dice:2cw7fmbm] = Training: Woodsman and +1d Survival
[dice:2cw7fmbm]63246:4[/dice:2cw7fmbm] = Underworld: Thief and +1d to Athletics/Stealth/Thievery

Starting Cash: [dice:2cw7fmbm]63246:5[/dice:2cw7fmbm]x100 = 1,000
Starting Goods: [dice:2cw7fmbm]63246:6[/dice:2cw7fmbm]x500 = 1,500

2 Rolls on Cybernetics from Rich
[dice:2cw7fmbm]63246:7[/dice:2cw7fmbm]
[dice:2cw7fmbm]63246:8[/dice:2cw7fmbm]
Gonna have to Rob it, twice
Build Notes
Mutant Rat:

Acrobat
Agility d8
Claws + Bite
Jealous (m)
Keen Sense of Smell: +2 Notice*
Mutant Vermin: Start at Hostile/Unfriendly
Athletics d6
Near-Human Physiology: -1 to Healing/cybernetics
Oddly Built: Armor and clothing costs double
Restricted Path: No Magic
Small: -1 Size/Toughness
Wanted (M): CS, others

MARS Gunslinger:
2 F&G (Smart and Learned, Agile and Dextrous): Ambidextrous
3 HJ (Thief and Woodsman)
4 Advances
+2d Agility
Shooting d8
Marksman, Sharpshooting
Danger Sense, Dead Shot, Quick
Quick Draw: Free, from TLFM
Quick and the Dead: Interrupts, etc.
Arrogant (M)

Attributes
Agility d12; Smarts d8; Spirit d6; Strength d6; Vigor d8

Hindrances: Driven: The fastest gun there ever was (m); Habit: Smokes (m); Impulsive (M)

Advances:
H1: Steady Hands
H2: Trick Shooting
N1: Brawny
N2: Two-Gun Kid
N3: Rich
S1: Level-Headed
S2: Dodge

Skills: 15 + 3 combat +1 Survival +1 Thief-y
Athletics d8 (racial +1)
Common Knowledge d6 (core +1)
Driving d6 (2)
Fighting d8 (3)
Gambling d8 (S&L +1)
Intimidation d6 (2)
Notice d8 (core + S&L)
Persuasion d4 (core)
Repair d6 (S&L)
Shooting d12 (framework +2)
Stealth d10 (core +3)
Survival d6 (2)
Thievery d8 (3)


Gear: NG-S2, TX-26 P-beam pistol, NG-P7 p-beam rifle, and Maverick armor, 1,000 credits and 1,500 in goods

Spend EP (6 pts) to swap Maverick for a suit of Vaqueros Heavy EBA with +2 Armor

Patron: Patron coat and NG Equalizer

Sig Item: Executioner's Eye
Super-Tech cybernetic eyeball
Base Item: Optics Package
Major: Take 'Em Down
Major: Improved Take 'Em Down
Minor x2: +2 Notice

Rich: Gives two HJ Rolls on Cybernetics: Using EP (The Rob x2, for 10 EP) to pick: Armor Plating and Nano-Repair System; Use 12k of the 15k credits to buy a Targeting Eye. Then buy 100 Naruni plasma cartridges, leaving 500 credits.
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:
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Ramon the Reaper
Posts: 13
Joined: Sun Feb 23, 2020 10:26 pm

Re: Ramon the Reaper

Post by Ramon the Reaper »

Character Sheet
Player Name: James
Google Handle: tribeof1
Name: Ramon the Reaper
Rank: Seasoned Experience: S3 (6 advances)
Bennies: 2/3
Adventure Cards:

Race: Mutant Rat
Iconic Framework: MARS - Gunslinger
Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13); Strain: 5/6

Skills:
  • Athletics d8 (+1 urban climbing)
  • Common Knowledge d6
  • Driving d6
  • Fighting d8
  • Gambling d8
  • Intimidation d6
  • Notice d8+2 (+2 sight or scent)
  • Persuasion d4
  • Repair d6
  • Shooting d12+2
  • Stealth d12 (+1 urban; +2 wilds)
  • Survival d6+2 (+2 tracking)
  • Thievery d10+1
Edges/Abilities
  • Acrobat: Free reroll on Athletics rolls that involve balance, tumbling or grappling.
  • Agile + Gunslinger: Agility maximum is d12+4.
  • Ambidextrous: Ignores Off-Hand penalty.
  • Bite/Claws: Natural weapons deal Str+d4 damage.
  • Brawny: +1 Toughness and treats Strength one die higher for Encumbrance and Minimum Strength.
  • Danger Sense: +2 to Notice rolls for Surprise, starts on Hold with a Raise; other situations can roll Notice at -2 to detect hazards.
  • Dead Shot: When drawing a Joker for initiative, first successful Shooting roll deals double damage.
  • Dodge: Unless surprised, foes are -2 to her with ranged attacks; Does not stack with cover.
  • Keen Sense of Smell: +2 to scent-based Notice checks and Survival (tracking) rolls.
  • Level-Headed: Draw two cards for initiative and pick.
  • Marksman: Superseded by Sharpshooting.
  • Quick: Redraw initiative cards until Six or higher.
  • Quick Draw: When On Hold adds +2 to Agility checks to interrupt; use Agility instead of Notice when rolling Surprise or Danger Sense.
  • Rich: Gain two Hero's Journey rolls and 15,000 credits.
  • Sharpshooting: With ROF 1 weapons, gains +1 Shooting or ignores up to 4 points of penalties; may move but not run.
  • Steady Hands: Ignores Unstable Platform penalty; running is only -1.
  • Take 'Em Down and Improved Take 'Em Down: Against opponents with MD Armor, MD weapons are +4 AP and may reroll damage once without spending a Benny.
  • Thief: +1 to Athletics (climbing) and Stealth rolls in urban areas; +1 Thievery.
  • Two-Gun Kid: Attack with a second firearm at no MAP.
  • Trick Shooting: Use two-handed ranged weapons in one hand; halve MAP when only making Sharpshooting attacks; no penalty for shooting while running.
  • The Quick and the Dead: In first round, immediately after initiative, spend a Benny to draw on target by making opposed Agility rolls; success gives a free shot with The Drop.
  • Woodsman: +2 Survival; +2 Stealth in the wild.

Hindrances/Complications:
  • Arrogant (Major): "I'm the best there is or ever was."
  • Driven (Minor): "Everyone's gonna know I'm the fastest gun in the West."
  • Habit (Minor): Smokes cigarillos and leaves ashes everywhere.
  • Impulsive: Shoot first, think later.
  • Jealous (Minor): Inherently jealous and concerned about getting his share of attention and loot.
  • Mutant Vermin: Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack.
  • Near-Human Physiology: -1 to Healing and cybernetic checks if unfamiliar.
  • Oddly Built: Armor must be custom-made at x2 cost. No human power armor.
  • Restricted Paths: No PPE-based Arcane Backgrounds.
  • Small: Size -1
  • Wanted (Major): Everybody's a hater.
Cybernetics:
  • Armor Plating: +1 natural Armor, stacks with worn.
  • Executioner's Eye (Optics Package): Ignores Illumination penalties; +2 sight-based Notice and vs. blinding effects.
  • Nano-Repair System: Heal one Wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease
  • Targeting Eye: +2 Shooting with calibrated weapons.
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:
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Ramon the Reaper
Posts: 13
Joined: Sun Feb 23, 2020 10:26 pm

Re: Ramon the Reaper

Post by Ramon the Reaper »

Background

Background to come
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:
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Ramon the Reaper
Posts: 13
Joined: Sun Feb 23, 2020 10:26 pm

Re: Ramon the Reaper

Post by Ramon the Reaper »

Gear

Customized MI "Vaqueros" Heavy EBA: +9 MDC Armor, +3 Toughness; d6 Str Min; 20 lbs.; EBA.

Bandito Arms Armored Duster (Patron Armored Coat)
+2 Armor and +1 Toughness, stacks with (non-MDC) worn armor; no change to Str Min; 5 lbs.


Image
NG Equalizer (Patron Item)
A six-cylinder pistol with an adaptive barrel capable of firing Bandito Arms Big Bore rounds, Naruni Enterprises Plasma Rounds as well as a variety of conventional ammunition. Comes standard with Steady Shot Aim Assist, Fast Draw Holster and the shiny finish.
Range varies; Damage varies; ROF 1; AP varies; Shots 6; Min Str d8; Weight 5; revolver; cannot use speed loader, loads 1 round per action.
  • Adaptive Engineering: May fire Big Bore rounds, Naruni Plasma Cartridges, conventional buckshot and slug shotgun rounds (including silver), or even Ramjet rounds, but is +1 on Technical Difficulties table.
  • Northern Gun Quality: On a Critical Failure, make a Common Knowledge roll as a free action to avoid Technical Difficulties.
  • Laser Targeting: +1 Shooting
  • Shiny: Always draws attention and admiration: Acts as a Quirk (Minor).
Options
  • Bandito Arms Big Bore: Range 6/12/24; Damage 1-3d6+1; AP 3; +2 to hit; targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC armor or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
  • Buckshot rounds: Range 6/12/24; Damage 1-3d6; AP 0; +2 to hit.
  • Naruni plasma cartridges: Range 10/20/40; Damage 3d10+3; AP 0; MD, It Burns (50 credits per cartridge, Rarity −2).
  • Ramjet slug cartridges: Range 6/12/24; Damage 3d10; AP 4; Hyperkinetic, +1 to Technical Difficulties (200 credits per 25 cartridges, Rarity −2).
Current ammo: 18 rounds of Big Bore, 100 Naruni plasma cartridges, 50 Ramjet slug cartridges

TX-26 Particle Beam Pistol: Range 12/24/48; Damage 3d8 MD; ROF 1; AP 4; Shots 15; Min Str d6; Weight 5; +2d4 damage on a raise; atomic annihilation; 2 spare e-clips.

Customized NG-P7 Particle Beam Carbine: Range 18/36/72; Damage 4d8 MD; ROF 1; AP 8; Shots 8; Min Str d6; Weight 12; +2d4 damage on a raise; atomic annihilation; snapfire; 2 spare e-clips.

Executioner's Eye (Super-Tech Signature Item)
The closest Ramon ever came to death was a decade ago when he ran afoul of some sort of hunter-killer robot in the badlands north of Juarez. Gut-shot and desperate, he managed to put the thing down, triggering some sort of self-destruct -- all that was left behind was a single mechanical eye, glowing green. The cyber-doc who patched up Ramon couldn't make heads or tails of the alien tech, but the mutant gunslinger had him install it anyway. The too-large optical orb has given him a permanent squint, as well as an uncanny ability to identify weak points in his opponents' armor.
  • Functions as a cybernetic Optics Package: Ignores Illumination penalties; +2 sight-based Notice and vs. blinding effects; 1 Strain.
  • Super-Tech enhancements grant the Take 'Em Down and Improved Take 'Em Down Edges and an additional +2 Notice.
NG-S2 Survival Pack: Weighs 20 lbs. Contains just about everything needed for basic survival, including:
  • Climbing kit with cord, pitons, and hammer: +1 Athletics (climbing)
  • Compass/inertial mapper with a mirrored back for signaling: +1 Survival (navigation)
  • Emergency Kit with a survival knife, signal flares, and one week of sealed rations
  • Fire starter kit with pocket lighter and flint sparker
  • First aid kit with three uses (each refill costs 100 credits)
  • Flashlight and radio (five-mile range), crank and solar powered
  • Hunting/fishing kit: +1 to Survival checks to gather food via fishing and trapping small game
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards, and an insulated sleeping bag
Credits: 100 (2,500 from starting gear, 15,000 from Rich, -12,000 for Targeting Eye, -5,000 for 100 plasma cartridges, -400 for 50 Ramjet rounds)

Contacts:
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:
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Ramon the Reaper
Posts: 13
Joined: Sun Feb 23, 2020 10:26 pm

Re: Ramon the Reaper

Post by Ramon the Reaper »

Advances

Fortune & Glory
  • Agile & Dextrous (5)
    • +1d Agility and Ambidexterity
  • Smart & Learned (6)
    • +1d Smarts and +2d to three Smarts-based skills
Hero’s Journey
  • Training (2)
    • +3 skill points for Athletics, Fighting or Shooting
  • Training (8)
    • Woodsman and +1d Survival
  • Underworld and Black Ops (11)
    • Thief and +1 skill point for Athletics, Stealth or Thievery
Rich (Spending 10 EP total to pick results via "The Rob")
  • Cybernetics (20)
    • Armor Plating
  • Cybernetics (20)
    • Nano-Repair System
Stylish Adventurer (Spending 9 EP total to pick three HJ gear results via "Gun Bunny")
  • Body Armor (1)
    • Swap starting armor for MI "Vaqueros" Heavy EBA
  • Body Armor (5)
    • +2 Armor, applied to the Vaqueros
  • Ranged Weapons (11)
    • Reduce Wt. by 1/3 and Min Str by a die-type, applied to his NG-P7
Advances
  • Initial Advances: (From Hindrances): Steady Hands, Trick Shooting
  • Novice 1 Advance: Brawny
  • Novice 2 Advance: Two-Gun Kid
  • Novice 3 Advance: Rich
  • Seasoned 1 Advance: Level-Headed
  • Seasoned 2 Advance: Dodge
  • Seasoned 3 Advance: +1 Stealth, +1d Thievery
  • 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:
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Ramon the Reaper

Post by Ndreare »

Looks legit.

Scary, but not as scary as The Living Fury.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Ramon the Reaper

Post by Tribe of One »

Ndreare wrote: Mon Feb 24, 2020 6:16 am Looks legit.

Scary, but not as scary as The Living Fury.
Multiple p-beam headshots at 1d12+2 that average 30 MD AP 12 on a raise and reroll damage isn't scary?
GM Bennies: 7/7
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Ramon the Reaper

Post by Ndreare »

Sure, it is. but not as scary as the Fury.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Snake Eyes
Game Master
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Joined: Wed Feb 07, 2018 2:16 pm

Re: Ramon the Reaper

Post by Snake Eyes »

I mean, lort have mercy. So the "Take 'em Down" edge chain is dangerous.
Looks fine/frightening to me, including sig item. Approved.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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