Dan "Shift" Freeman, Freaker (Approved)

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Dan "Shift" Freeman, Freaker (Approved)

Post by Shift »

Dan "Shift" Freeman
Rank: Novice Advances Left: 1
Race: Human 2.0
Origin: Bounty Hunter
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Pace: 8; Parry: 7; Toughness: 9 (4); Strain: 6/6 Lifestyle: d6 Street Cred: d6
Street Cred: d6
Skills:
  • • Athletics d6
    Common Knowledge d6
    Driving (cycles) d6
    Fighting (bludgeoning) d4
    Language ( Corp) d6
    Language (Chinese) d6
    Language (Italian) d6
    Language (Japanese) d6
    Language (Native) d8
    Language (Spanish) d6
    Notice d6
    Persuasion d4
    Psionics d12+2
    Research d4
    Shooting (pistols) d8
    Stealth d4
    Survival d6
Hindrances
  • Curious
    Loyal
    Overconfident
    Ruthless (minor)
Edges and Racial Abilities
  • Human 2.0
    • Better: Superior genetics and training provide the ability to overcome all challenges. Human 2.0 are Overconfident.
    • Fitter: Human 2.0 starts with d6 Vigor instead of d4. This increases the maximum Vigor to d12+1.
    • Smarter: Human 2.0 starts with d6 Smarts instead of d4. This increases the maximum Smarts to d12+1.

    Arcane Background Allows access to the Arcane Backgrounds. Psionics
    Power Points Gain 5 additional Power Points, no more than once per Rank.
Last edited by Shift on Wed Jun 09, 2021 7:11 pm, edited 14 times in total.
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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Augmentations and Powers

Post by Shift »

• Tier 2 TAP (1 strain, Custom):
  • IDS 2
    Hacking Penalty -1
    Skill d6
    AMS 2
    Range 6"
    Toughness 5
    Hardness 7
    Modules 4
Genetech Cat's Eyes
  • Streetware
    1 strain, Custom)
    Splicing the genes from the American Lynx grants the Low Light Vision ability.
    Cost: 1,000
Biotech Synaptic Anti Catalyst
  • Streetware
    2 strain, Psionics, Custom)
    Grants a +2 bonus to one skill.
    Cost: 1,000
Biotech Quadriceps Enhancement
  • Streetware
    2 strain, Custom
    Enhancing the muscle function of the legs grants +2 pace and increases the running
    die by one step.
    Cost: 1,000
Powers
Arcane Background: Psionics
Biokinetic Stimulation [Boost Trait] (1 PP) [Novice]
  • • Range: Smarts (10”)
    • Duration: 5
    • Trapping: Limitation: Aspect, CyberBiokinesis (manipulating the body and augmentations)
    • Effect: This power allows a character to increase a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
    • Modifiers:
    • • Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
      • Hurry (+1): The caster can Hurry the recipient. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects 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.
Repair [Healing] (3 PP) [Novice]
  • • Range: Touch
    • Duration: Instant
    • Trapping: CyberBiokinesis (manipulating the body and augmentations)
    • Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough PPs. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
    • Modifiers:
    • • Crippling Injuries (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
      • 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.
      • Greater Healing (+10): Greater healing can restore any Wound, including those more than an hour old.
      • Neutralize Poison Or Disease (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
Lightning arc [burst] (2 PP) [Novice]
  • • Range: cone template
    • Duration: instant
    • Trapping: electric fan
    • Effect: Cone-shaped attack for 2d6 damage.
    • 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.
      • 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 anyway, she also suffers Fatigue. This cannot cause Incapacitation, however.
      • Heavy (+2) The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.
      • Lingering Damage (+2) The target continues to feel the psychic tear. 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.
      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).
Last edited by Shift on Tue Jun 08, 2021 3:16 am, edited 12 times in total.
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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Gear and Contacts

Post by Shift »

Gear: 20x Battery Pack ($400), Binoculars (25), 24x Bullet (.50 or larger) ($24), Triage Patch ($50), bandoleer ($25), Gas Mask (120), Grapple Gun (250)

Body Armor
  • • PD Outlaw Duster (+4)
    4 Armor Arms,, Torso
    • Cost: Free

    • Armored Trilby (+1)
    1 Head
    Cost: $75

    BKI Kite Shield
    The Black Knight Kite Shield is made from heavy plates of CeraMite™. Designed to be attached directly to a suit of Black Knight Body Armor. The shield folds down into a compact block on the arm, popping open with a command from the TAP.
    • Parry +3
    • Cover −4
    • Weight: 6 lbs (Min Str d6)
    • Notes: See Shields (SWADE page 71)
ME Nightlife Stun Pistol
  • • Range 10/20/40
    • Dmg: Stun
    • ROF: 1
    • Shots: 10
    • Weight: 3
    • Notes: Conceal 0, Vigor check (-2 on raise) or Stunned
    Cost $400

    AGA Rhino Heavy Pistol (.50)
    Range 12/24/48,
    Damage 2d8+1
    ROF 1
    AP 3
    Shots: 12
    Cost free
BKI Grace Cestus
The Shock Truncheon is the standard in nonlethal response and is designed to parry attacks and deliver the maximum shock allowed under international treaties.
• Dmg: Str+d4, AP: 0
• Weight: 1.5 lbs. (Min Str: d4)
• Notes: Stun, Requires Battery. 10 shots
• Cost: $600 (Concealability: -1)
[/list]

Cryptodollars:
31 Cryptodollars

Contacts
Tom, Whisky Den Owner. Native Chicagoan who recently moved back home from China after his divorce. Shift has been a patron of the Den since opening night, and the two have bonded over many nights drinking what was left of Shifts settlement from his parents.
Last edited by Shift on Wed Jun 09, 2021 7:13 pm, edited 16 times in total.
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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Background

Post by Shift »

Born to wealthy parents, Shift initially had his life set. However, in his early teens his psionic abilities manifested. His parents were unable to cope with the shame, and disowned him immediately. His parents did give him some starting money, but he has since spent over half his life fending for himself on the streets, developing his psionic abilities as a way to get back at his parents rejection.
Image
Last edited by Shift on Wed May 13, 2020 7:59 am, edited 3 times in total.
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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Rolls here

Post by Shift »

Any rolls (for Strain, etc) are done here.
None needed
Last edited by Shift on Fri Apr 17, 2020 9:09 pm, edited 1 time in total.
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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Shift
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Re: Dan "Shift" Freeman, Freaker (IZ3)

Post by Shift »

Initial Advances (Bonus from Hindrances):
Edge(s) and Features granted by Racial Features:

Cybernetic Modifications:
Novice 1 Advance: attribute increase: agility
Novice 2 Advance:
Novice 3 Advance:
Seasoned 1 Advance:
Seasoned 2 Advance:
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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User avatar
Shift
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Re: Dan "Shift" Freeman, Freaker (Approved)

Post by Shift »

Savaged.us share link:

https://savaged.us/s/yqu2i3c7
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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