Jareb (Fallen Angel MARS vagabond)

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Jareb
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Jareb (Fallen Angel MARS vagabond)

Post by Jareb »

Race: retrapped Lyn-Sirial to a fallen angel
Class: MARS vagabond

F&G
[dice]0[/dice]
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
F&G
[dice]1[/dice]
  • Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
F&G
[dice]2[/dice]
  • A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
    • Battle Fury Blade

HJ training
[dice]3[/dice]
  • After serving in a military, paramilitary, militia, or security force 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.
HJ Experience amd wisdom
[dice]4[/dice]
  • Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
    • Arcane Background Miracles
HJ Experience and wisdom
[dice]5[/dice]
  • A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.
EP Rolls(20 EP spent):
Body Armor: [dice]12[/dice]+2 stealth in urban settings
Body Armor: [dice]13[/dice]: Choise of Armor Combat Mage Armor
Body Armor: [dice]14[/dice] Reroll [dice]6[/dice] Choice: high density plating +3 armor
Close Combat: [dice]15[/dice]+2 AP for battle fury blade
Picture
IMG_0099.JPG
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Jareb
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Re: Jareb (Fallen Angel MARS vagabond)

Post by Jareb »

Character Sheet

Player Name:Jon
Google Handle:Jonneeper@gmail.com
Jareb “The 13th Celestial General”
Rank: seasoned Experience:57 ( 5xp interludes, 20 xp mars, 5 xp pbp, 22) Advances Left:
Race: Fallen Angel ( using Lyn-Sirial)
Iconic Framework: MARS vagabond
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8
Charisma: 0; Pace: 4(; Parry: 8 ; Toughness: 16(10); Strain: 0 PPE:25
Skills: 15pts, +5 combat, +5 pts from MARS, 3 smart skills at a d6
  • Kn: Battle d8 (+1 pt, d6 free from FG)
  • Kn: Arcana d8 (+1pt, d6 Free from FG)
  • Kn: History d8 (2pt, 1 lead from the front)
  • Fighting d12 (7pts)
  • Shooting d8 (2pts)
  • Heal d8 (1pt, d6 free)
  • Investigation d8 (3pts)
  • Notice d8( 3pts)
  • Faith d10 ( 5pts)
  • Stealth d4 ( 1 lead from the front)
  • Intimidate d4 (1 lead from the front)

Hindrances
  • Habit (Major): Baby Duties: The character is the guardian of a tiny helpless baby. If the character cannot tend to its needs throug
  • hout the day you better believe a fatigue check is needed. If this goes on for too many days the character can go unconscious due to exhaustion. The hero may eventually buy off the hindrance with an advance or take a major vow as the child grows.
    • The Child’s name is unknown, and a “ gift” given by a women he dealt a small favor too.
  • Vengeful (Minor): A General’s Honor, Slight him and he will seek every means to get even or more short of killing you.
  • Habit (Minor): Full of Lust, Let's just say he definitely had a hand in bring about the Rifts, but let's just say something else was somewhere else when it happened.

Edges
  • Edge(HJ): AB:Miracles(warriors gift, summon ally)
  • Edge(F&G): Strong Willed
  • Edge(HJ): Quick
  • Edge: new power: smite
  • Edge: more ppts
  • Edge: master of magic
  • Edge: Elan
  • Edge(Hindrance): Hold the line
  • Edge(Hindrance): Command
  • Luck ( MARS)
  • Hard to Kill ( MARS )
  • More ppts (30xp)
  • Natural Leader( bonus): Can spend bennies for those under his command.
  • Tactician
  • Champion
  • Berserk(bonus HJ Roll)
  • More Power Pts (50xp)
  • 55xp, new power greater healing
Background: The general once led heaven's greatest armies but has been cast down to the mortal realm wandering for centuries for his role in the cataclysm that sparked Rifts Earth. He wandered for dark age after the cataclysm trying to help where he could. But the horrors he wrought unto humanity tore him apart. He was constantly plagued not only by humanity's greatest nightmares but that of the celestial nature too. He has recently found a small little light; a dying woman’s last wish. His charge a baby with no name delivered unto him a women he dealt a passing kindness too.

Iconic Framework
  • +5 Skill Points ( Factored in)
  • Gifted (Vagabond): Make all unskilled checks at d4
  • Luck and Hard to Kill Edges
  • Crazy starting gear

Racial Framework: Angel ( Lyn-Sirial retrapped )
  • Angelic Sight: Low light vision.
  • Regeneration - Make natural healing roles once a day and may regenerate lost limbs. If an Angel gains a permanent injury, she makes a Vigor roll after recovering from Incapacitation. On success, the injury heals after 1d6 days.
  • Flight - Pace 12.
  • Divine quickness: Additional non movement action each combat round with no multi action penalty.
  • (Major): Cyber Resistant: Can't take cybernetics of any kind.
  • (Major): Heroic: Supernaturally good.
  • (Major): Wings: Non Standard Physiology - Armor purchase and repairs cost double. -2 to operate a vehicle if it is not properly refitted.
  • (Major): Poor ground speed, -2 pace and D4 running die.
  • Major, wanted by Demons and Deevils.
  • Distinctive D-Bee: -4 CHA with folks that care like the CS.
  • Supernaturally Strong: +1 die type STR ( Factored in )


Hero’s Journey
  • Table
    • 1
    • After serving in a military, paramilitary, militia, or security force 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.
  • Table
    • 11
    • Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
      • AB Miracles
  • Table
    • 9
    • A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.


MARS Fortune & Glory
Fortune and Glory
  • 5
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • 6
  • Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
  • 1
  • A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
    • Battle Fury Blade
Last edited by Jareb on Mon Nov 19, 2018 12:44 pm, edited 3 times in total.
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Jareb
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Re: Jareb (Fallen Angel MARS vagabond)

Post by Jareb »

Advances
  • Initial Advances: (From Hindrances):command, Hold the line
  • Cybernetic Modifications: None
  • Novice 1 Advance: Vigor> d8
  • Novice 2 Advance: new power: smite
  • Novice 3 Advance: more ppts
  • Seasoned 1 Advance:master of magic
  • Seasoned 2 Advance:Elan
  • Seasoned 3 Advance: more ppts
  • Seasoned 4 Advance: Str> d8
  • Veteran 1 Advance:Tactician
  • Veteran 2 Advance:Champion
  • Veteran 3 Advance:(more ppts)
  • Veteran 4 Advance:new power: Greater Healing “ Miracle”
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Jareb
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Jareb- MARS Vagabond- ready for review

Post by Jareb »

Jareb was cast out of the celestial pantheon for his role in the coming of rifts... He had just one task and his failure and avarice for lust became his and the worlds undoing. For centuries he wandered a homeless vagabond, watching with despair unable to bring himself to act as humanity wallowed in death. It was shortly after the war of Tolkeen a woman he barely helped gave him her baby, telling him it was a gift. When he looked for her she had vanished. For a year or so he has wondered alone with the baby, and during that time the newborn has made him open his heart and wonder if their is more to life than the self pity party he has indulged in for so long. He joined up with the Tomorrow Legion offering his unique perspective on battle field tactics and history. He just finished a short assignment of investigating a battle just outside of Whykin ( Tie in with the 13th) and he is ready for his next assignment. With him always his the child named Gift.
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Jareb
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Re: Jareb (Fallen Angel MARS vagabond)

Post by Jareb »

Powers:
  • Angelic Combat Warriors Gift: Jareb unleashes the might of angelic furor tapping into a divine combat that is flexible as it is terrible to behold. On a raise +1 to test of wills.
    Angelic Harem Summon Ally: Through is command of Lust Jareb has collected a harem of a verity of divine beings, not all angelic in nature to be sure... When commanded they will aid him in his need. Trappings:+1 ppt these allies have +1 toughness " Divine/Demonic Grace" and on a raise their weapons count as holy/unholy depending on their nature. The increase in pot cost is per allied summoned.
    • Novice: The Lady Consort Sarah use foot soldier stats
      Sara
      Lady Consort- Serephim.jpg
    • Seasoned: Death Breath the Demon Hound use Dire wolf stats
      Pic of Demon Hound
      Demon Hound.jpg
    • Veteran: Solaris the Eternal Comfort a Spirit of Light, use fire elemental stats
      Spirit of Light pic
      Spirit of Light-.jpg
    • Heroic: Lilith the 1st step in Lust, use sentinal stats
      Lilith
      Lilith- the 1st step in Lust.jpg
    Wrath Smight: As furious as it is terrible Jareb can still call upon the all mighty to come forth blessing his and those weapon around him. The foe struck with such a weapon sometimes suffers as if the hand of God came crashing down. Those allied and near with and too the user of such a weapon see their maker and tremble with fear.Trappings:Divine wroth. The almighty sometimes just guides your weapon to strike with the fury and thunder of a cataclysmic event: roll 1d6 and on a 6 the foe you struck is ended, or at the very least add +2 damage. If that d6 rolls a 1 the weirder must make a spirit roll to avoid being shaken from the energies of the divine maker coursing through the weapon. If used on mega smite the bonus is a +4 .
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Re: Jareb (Fallen Angel MARS vagabond)

Post by Pursuit »

Approved.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Jareb
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Re: Jareb (Fallen Angel MARS vagabond)

Post by Jareb »

Gear:
Hapi water sword
KHI High Aqua-Pressure Pneumatic Isolation Sword (HAPPI Sword)
Base Item: Chainsword, 14000
Conversion: 1,400
Minor (Trapping: Water): 5k
Minor (free): +1 Fighting
Major (Power: Burst): 20k
Major (Power: Blast): 20k
Plus the Sweep and Improved Sweep rolled below for 100,000
Celestial amulet of the general

Base Item: Necklace
Minor (free) +1 Faith
Minor (Free) +1 Faith
Major (Power: Light): 20k
Major (Power: Dispel): 20k
Coat
]Smith and Robards Armored Overcoat (Deadlands Patron Item) / Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Armor
Combat Mage Armor (TW) +Str die to d8, darksight and farsight, +3 armor HJ roll(factored), +2 stealth urban, FEP, LL, +10 total armor.
  • Considered by many the pinnacle of Techno-Wizard armor design, this suit implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide the arcane version of power armor. The wearer gains +7 Armor, as well as a Strength increase of one die type. He also gains the same Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn't necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to both the darksight and farsight powers, and the armor does not require charging when on a ley line. Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 250,000 credits)
Melee Weapon:
  • Battle Fury Blade (TW) str+2d8
  • notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
Ranged Weapons
  • Plasma Pistol, modified Tx-5 pump pistol: Range: 8/16/32, Damage: 2d6+1, ROF: 1, shots: 5, 5lbs. Plasma damage (MD): Hits target all at once, 1d6 (6) catches on fire dealing 1d10 damage until doused
  • C-20 Laser Pistol
    Image
    • Damage: 2d6+1, AP 2
      Range: 15/30/60
      Rate of Fire: 1; Semi-Auto
      Shots: 21
      Weight: 3
  • Tesla Bow (Patron Item)
    Image
    The Tesla Bow is a weapon whose origins and name are lost to the annals of history. The bow fires what are effectively miniature, focused, and directed bolts of lightning. It is theorized that the weapon somehow draws power from the dimensional fabric of reality itself, and so never requires recharging.
    What mad genius could develop such a radical technology will likely remain a mystery unknown to the megaverse.

    • Range: 40/80/160
    • Damage: 3D6+1, AP 3
    • Rate of Fire: 2
    • Payload: Unlimited
    • Tesla Overcharge: The Tesla Bow can overcharge to cause an extra d6 damage, but if any of the Shooting dice are a 1, the bow must recharge for a round before it can fire again.
    • Tesla Effect: If hit, whether damaged or not, the target of the attack rolls Vigor or suffers Fatigue from the electrical shock.
    • Tesla Bio-Electric Enhancing Scope: Through means which are not understood, the Tesla bow actually creates a targeting scope which makes hitting the target easier. It's made purely of electricity, and offsets two points of Range and/or darkness penalties. It also provides an additional +1 to hit with the the Aim action. Also, a slight electric charge supercharges the control of the user, effectively raising their shooting skill by a die type.
    • Notes: Two-handed weapon.
    • Weight: 8 lbs.
Other Gear
Wilk's 237 Laser Pistol, NG-S2 Survival Pack, [dice:3c01cfbw]28799:0[/dice:3c01cfbw] × 100 credits.
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Pender Lumkiss
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Re: Jareb (Fallen Angel MARS vagabond)

Post by Pender Lumkiss »

This concerns the birth of Gift and hints how gift was brought to Jareb’s care
Sabazio= a true atlantean vampire hunter of some fame
Ul-kahvan= bad guy and evil agent of a demon lord.
The Remembered Vision
A series of images and words hit all of you as the Archons smile and fade. Note: this is of the past...

As seen from next to Sabazio as if someone is looking over his shoulder.
A warm pool of water is lit in a cave by fae and lightning bugs. Steam rises from the pool betraying both its heat and chill of the outside air. An old crone with no eyes, scracled auburn hair, and a crooked mouth is looking down at a half naked woman who sports a full sleave of tattoos. She naked woman is barely breathing and her eyes flutter in a dream state: she is too tired to move. The engorged belly clearly marks a pregnancy and in the crone's arms are two newly born girls. The iridescent light from the faeries circling overhead and spark-bugs display a large mosaic cut into he ceiling of this cave. It seems to be of the true atlantean people freeing a great creature from some kind of cage. A man, a less wise Sabazio, is crouched in front of the blind crone he has a dagger sticking into his chest and blood is dripping from his belly into the warm water. His hands are stretch out towards the two newly born baby girls covered in blood and mucus. One is whimpering and the other is silient her new eyes taking in the surroundings. Sabazio painfully whispers, "Why?"

Another man, recognized as Ul-Khavan steps out of the shadows and runs his hands softly over the dagger sticking in Sabazio's chest. Ul-Khavan's eyes are a blazing red. He kneels close to Sabazio and snears, "Why? Why you fool?" Ul-Khavan takes one of the baby girls from the crone with ease: the whimpering one "What was it you promised all those years ago Sabazio? When you had no hope left... You promised me in a dark place breft of life and hope. Just like now you on your knees you promised me a mighty gift. A precious gift." He stokes the baby girls face softly, his grotesque long nails just slightly drawing blood. The baby stops whimpering. " Perhaps you meant Neptune's Blade, but I like this gift Sabazio. You owe me... Right...about... here." The man touches one of Sabazio's tattoos on his arm. It glows briefly: hidden in his double gryfinns tattoo is a picture of a man in a cage! Sabazio gurggles something, Ul-Khavan leans in close, "What was that Sabazio? Speak up you are dying."

Ul-Khavan, moves with the baby girl in hand over back to the crone and passes his free hand in front of her face in a mocking fashion. He chuckles, " She really cannot see can she? You remember we found the old crone the Casino Royale? A fine place, almost my second home. You almost defeated Octolan that day... What was it you said, A final victory for the Atlanean people. A pity I suppose that an ill timed explosion from that kregor mercenary and temporal wizard bought him enough time to slip your grasp." He runs his crooked finger along the Crone's face. Ul-Khavan snears, " Tell me seer, will this gift do my ally's bidding, will she be the key to unlocking the atlaneans strength? Their ability to withstand the immoral transformation? hogy vámpírrá váljon"
Before the old woman can answear he slaps her hard and she and the other baby falls into the pool and begin to drown. Ul-Khavan removes the dagger and holds the absconed baby in one hand taunting Sabazio and pointing to his griffon tattoo, " Remember friend, if you tell a soul. I will know and both girls will die." He leaves the cave. Sabazio watches him leave, a flash of bright white comes from the cave's exit, and a single white angelic feather drifts down from the ceiling. Sabazio watches it for a second transfixed and unsure of its meaning. The wailing of his other daughter drowning snaps him back and he struggles but manages to dive into the pool rescuing her from the watery grave. He clutches her close to his face, the water lapping at his chin.
" I have you Krysesia."
Field Team Six Bennies
3/6
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