PFC Ivan Wolfheart, Skycycle Rider

The Fist of the Coalition (10/8 Players; Full)
GM: High Command
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Ivan Wolfheart
Posts: 18
Joined: Thu Mar 26, 2020 10:53 pm

PFC Ivan Wolfheart, Skycycle Rider

Post by Ivan Wolfheart »

Character Sheet
Ivan Wolfheart
Rank: Seasoned 3 (Private First Class) Advances Left: 0
Race: Psi-Stalker
Iconic Framework: MARS PCO (Skycycle Pilot)
Attributes: Agility d10 (FG+1+1 hind), Smarts d6 (1), Spirit d6 (1), Strength d8 (1+1 adv), Vigor d8 (1+1 adv)
Pace: 8 (run d8); Parry: 6; Toughness: 23 (10); Strain: 0
Skills: (+6 pts PCO)
  • Athletics d6 (1)
  • Common Knowledge d4 (+2 in North America)
  • Notice d6 (1) +2 Alertness
  • Persuasion d4
  • Stealth d6 (1)
  • Driving d8 (3)
  • Electronics d6 (2)
  • Fighting d8 (3) +2 when unarmed / using claw weapons
  • Piloting d10 (3+1 HJ)
  • Riding d6 (race)
  • Shooting d8 (3)
  • Stealth d6 (2)
  • Survival d6 (2) +2 in North America



Hindrances
  • Arrogant (Major): Ivan is the man for the job. What job? Doesn't matter. He's done it already. He's the best pilot in the CS, hands down.
  • Vow (Minor): Serve the Coalition. They're doing the best they can to eradicate magic users and d-bees from the planet. That's a good way to get revenge on those damned Simvan who murdered his parents.
  • Loyal (Minor): The 17th is his new tribe. Ivan won't leave his tribemates behind.



Racial Abilities
  • Ambidextrous: Psi-Stalkers are Ambidextrous.
  • Animal Empathy: Begin with Riding d6 and animals treat them as one of their own.
  • Fast: Increase Pace by 2, Running by a die type.
  • Psychic Sense: Inherent detect arcana always active, using Notice. May track using Survival skill. Doesn’t work inside sealed armor or vehicles.
  • Psychic Vampire: Must consume 25 PPE/ISP per week or suffer a level of Fatigue. Every 5 PPE/ISP consumed restores one level of Fatigue. As an action at range equal to Spirit, Psi-Stalker makes an opposed roll against an injured supernatural target (must be Shaken or Wounded). Success, they consume Spirit in PPE/ISP from the target. Raise (or when target is incapacitated / killed) they consume all of the target’s PPE/ISP.



Edges and Iconic Abilities
  • Ace (HJ): Ignore 2 points of penalties to any Boating, Driving, or Piloting roll. May also spend Bennies to Soak damage for any vehicle they control, using the appropriate skill instead of Vigor.
  • Combat Ace (S3): Ignores MAP for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Alertness (HJ): Adds +2 to all Notice rolls.
  • Ambidextrous (race): Ignores penalty for off-hand attacks.
  • Brawny (hindrance): Increases Toughness by 1. Treats Strength as 1 die type higher when determining Encumbrance and Minimum Strength.
  • Brawler (PCO): Adds +1 to Toughness and increases unarmed / claw damage by 1 die type.
  • Bruiser (PCO): Adds +1 to Toughness and increases unarmed / claw damage by 1 die type.
  • Born To Ride (N3): When controlling a Normal Size vehicle with Exposed Crew, it gains Nimble (or Uncanny Reflexes if already Nimble) and allows a free reroll on checks to avoid going Out of Control.
  • Live To Ride (S1): When controlling a vehicle as in BTR, the hero is only hit on Called Shots (instead of 50% chance for Exposed Crew) and may deal +4 damage with successful Fighting attacks if he moves at least 6".
  • Controlled Hunger (N2): Must consume 30 PPE every 2 weeks to avoid Fatigue, and may drain friendly beings without violence.
  • Dodge (PCO): Unless the victim of surprise attack, subtracts 2 from all ranged attacks made against the character. Does not stack with Cover.
  • Elan (HJ): When using a Benny on a trait roll, add +2 to the total. Must use a Benny to reroll a Vigor check to gain the benefit for Soaking.
  • Martial Artist (HJ): Always considered armed, even when unarmed. Adds +1 Fighting when using hands/feet, and causes Str + d4 damage. If using clawed weapons, adds a die type to damage.
  • Martial Warrior (HJ): Increases Fighting bonus to +2 and adds an additional die type to damage.
  • Quick (FG): May redraw Action Cards of 5 or less. If Level Headed, first draw the extra card, then choose. If the chosen card is 5 or lower, may redraw.
  • Level Headed (HJ): Draws an additional Action Card and chooses which to use.
Ivan Wolfheart
Ivan Wolfheart
Pace: 8; Parry: 6 (8 with vambraces)
Toughness: 23 (10)
Armor: CA-4 Dead Boy with Greatcoat
Pertinent Edges: Alertness, Dodge, Elan, Ace/Combat Ace, Born to Ride / Live to Ride, Quick, Level Headed
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Ivan Wolfheart
Posts: 18
Joined: Thu Mar 26, 2020 10:53 pm

PFC Ivan Wolfheart - Gear

Post by Ivan Wolfheart »

Gear
NG-S2 Survival Pack (20 lb)
• 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 minimal 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. Paired with an insulated sleeping bag.
• Survival Knife (Str+d4)
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes

Utility Belt (3 lb)
• First aid kit (+1 Healing roll, 1 use).
• Canteen (half gallon).
• Communicator (5-mile range).
• Compass/inertial mapper.
• Flint & steel
• Whetstone
• Multi-tool.
• Flashlight/signal light (two modes, LED, and IR).
• Magazine/E-Clip storage slots (4).
• Meal Ready to Eat (1 use, can sustain a normal human for one day).
• Vibro-Knife
• Fragmentation grenades: 2/2
• Smoke grenades: 2/2

CA-4 Standard “Dead Boy” Body Armor
• 8 Armor and +3 Toughness
• Full Environmental Protection
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range
• Public-address loudspeakers
Multi-Optic Helmet
• Weight: 20 (Min. Str. d6)
• Rarity: Uncommon

C.S. Army Special Greatcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:


C-18 Laser Pistol
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 10
    • Weight: 3 lbs. (Min Str: d4)
    • Notes: Cauterize, No Recoil
    • Rarity: +2 (Common) Cost: 12,000

Outrider's Vibro-Vambraces
Image
Designed to allow for both devastating counterattacks and ease of withdrawal, these claws feature a retractable extension mode that allow for surprising reach in combat, but do not markedly change the balance and normal use due to it being more of a momentary burst of length, rather than being long all the time.
  • • Damage: Str+2d4, AP 10, Silver
    • Weight: 2 (Min Str d6)
    • Grants the wearer the Extraction and Counterattack Edges
    • Notes: Parry +2 (must be worn as a pair for the bonus). Count as Claws. Harmonic Blades, MD, Powered Weapons
    • Rarity: -5 Cost: 71,000
    Worksheet here
    Base Item: Vibro-Vambraces
    Minor (x2): Add +1 to parry and Silver (+5K each)
    Major: Add Extraction (+25K and -1 Availability)
    Major: Add Counterattack (+25K and -2 Availability)


CM-1902 Assault Shotgun (Patron Item)
Image
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the shotgun.
•• Range: 10/20/40
• • Damage: 1– 3d8+4, AP: 5
• • Special: When using this round, the Throwback acts as a Shotgun with the following additional effects: 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 or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 12/24/48
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 3
• Payload: Expanded internal tubular magazine, 30 round capacity (3 rows of ten). Switching between rows is free action equivalent to drawing a weapon (i.e. limited to twice per round as a free action, per SWADE). Using a insertion tube speed loader, reloading a tube is Reload 3. Otherwise each tube must be reloaded one round at a time.
• Features:
• A golden age recoil suppression system negates 1 points of penalty to hit from auto-fire.
• Min Strength d8; (15 lbs.) The recoil dampening helps reduce the needed strength to use BigBore rounds or fire shotguns in automatic rates of fire.
• Coalition Technological Superiority: Uses the Coalition Industry Manufacturer Quality (Empires of Humanity, page 38)


Coalition Arms CP-40 Pulse Laser Rifle
Image Two E-clips or magazines for each weapon

REQUISITIONED GEAR
Coalition Arms C-14 “Fire Breather” Laser Rifle
Image
  • • Range: (Laser) 24/48/96; (Grenade Launcher) 18/36/72
    • Dmg: (Laser) 4d6, AP 3 (Grenade) By ammo
    • ROF: 1
    • Shots: (Laser) 20, (Grenade) 12
    • Weight: 10 lbs. (Min Str: d6)
    • Notes: Integrated Multi-Optics Scope, Cauterize, No Recoil (for laser)
    • Rarity: -1 (Uncommon) Cost: 30,000
IRMSS —Internal Robot Medical Surgeon System: When there’s no medic or doctor around this system can be a lifesaver. It contains countless nano-robotic devices, programmed to seek out damage in a biological system and repair it. The device—the size of a handheld shopping scanner—is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced. (2 lbs, 42,000 credits)[/list]

Credits:
[dice:2sw187zr]64650:0[/dice:2sw187zr] × 100 Universal Credits in Post Exchange account, and [dice:2sw187zr]64650:1[/dice:2sw187zr] pieces of gear of Common rarity.
Requisition Bonuses/Penalties: Well Equipped (+1 to Availability rolls)

Common Gear
Armored Camo Cloak
Language Translator
Neural Mace
Shotgun Speedloader
Vibro-Axe
Rope (10" / 20 yds)

Contacts
None
Ivan Wolfheart
Ivan Wolfheart
Pace: 8; Parry: 6 (8 with vambraces)
Toughness: 23 (10)
Armor: CA-4 Dead Boy with Greatcoat
Pertinent Edges: Alertness, Dodge, Elan, Ace/Combat Ace, Born to Ride / Live to Ride, Quick, Level Headed
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Ivan Wolfheart
Posts: 18
Joined: Thu Mar 26, 2020 10:53 pm

PFC Ivan Wolfheart - Background

Post by Ivan Wolfheart »

Background
Ivan Wolfheart is a victim of a vicious Simvan raid on his tribe. His parents were slaughtered in front of him. A CS squadron interrupted the slaughter and brutally repelled the Simvan raiders. Vowing vengeance upon d-bees and awestruck by the ferocity of the CS heroes, he joined the army as soon as he was able. Upon graduating from boot camp, he was assigned to long range patrols due to his aptitude for the skycycle and his talents for the outdoors.
His squadron responded to a ley line storm and tornado outbreak, assisting with hearts & minds outreach and cleanup. The cleanup efforts were bedeviled by a band of raiders that moved into the territory. Swift action by the recon patrol forced their complete surrender.
Later in his deployment, his recon patrol discovered an encampment of dwarves dug into the foothills. His unit was called to breach and clear, which they did with savage efficiency.
Disaster relief was again their task, as a giant locust swarm began attacking local farmers. A combination of fire and poison drove off the huge bugs.
His prowess in combat saw Ivan reassigned to a combat patrol near Tolkeen. He spent 6 months of service on the outskirts, engaging in several combat actions. He earned, in total, 3 Crimson Hearts, 1 Iron Star, and 1 Prosek Medal of Valor. He was captured by Federation forces and spent 8 months in a POW camp until he was released in a prisoner exchange.
His combat tour ended with minor skirmishes before he was reassigned for additional pilot and driver training. He has since been reassigned, again, to the 17th SOG.

Personnel Record
Name: Ivan Wolfheart
Service Branch: Army
Service Number: MO30A12862705A5FA
Pay Grade:
Pay Rate:
Rank: Private First Class
Date of Birth: 10-12-86
Primary Specialty: Skycycle Pilot
Military Education:
Basic Training, Army, Chi Town, CS Army Training Facility (ATF)
Decorations, Medals, Badges, Citations, and Campaign: Crimson Heart w/ Gold Stripe (x3), Iron Star (1), Prosek Medal of Valor (1), all earned during the Siege of Tolkeen; Aviation Qual, Field Experience Badge, Coalition Defense Service Medal
Disciplinary data and court martial record: N/A - decorated, loyal soldier

JOSEPH PROSEK MEDAL OF VALOR
The Emperor of the Coalition States takes pleasure in presenting the (Medal) to

Private First Class
Ivan Wolfheart
(Rank and Rate)
(Name)
COALITION STATES ARMY

For service as set forth in the following

CITATION: On the date of (day, month, year), (Rank/Rate) (Name) (describe action in detail)
Ivan Wolfheart
Ivan Wolfheart
Pace: 8; Parry: 6 (8 with vambraces)
Toughness: 23 (10)
Armor: CA-4 Dead Boy with Greatcoat
Pertinent Edges: Alertness, Dodge, Elan, Ace/Combat Ace, Born to Ride / Live to Ride, Quick, Level Headed
Current Status Post
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Ivan Wolfheart
Posts: 18
Joined: Thu Mar 26, 2020 10:53 pm

PFC Ivan Wolfheart - Advancement Tracker

Post by Ivan Wolfheart »

Advances
  • Initial Advances: (Bonus from Hindrances): Ace (HJ), Dodge (PCO), Brawler (PCO), Bruiser (PCO), Brawny, +1 Agility (hindrances)
  • Edge(s) granted by Racial Features: Ambidextrous
  • Novice 1 Advance: +1 Vigor
  • Novice 2 Advance: Controlled Hunger
  • Novice 3 Advance: Born to Ride
  • Seasoned 1 Advance: Live to Ride
  • Seasoned 2 Advance: +1 Strength
  • Seasoned 3 Advance: Combat Ace
  • Seasoned 4 Advance: Two Fisted
  • Veteran 1 Advance: Frenzy
  • Veteran 2 Advance: +1 Spirit
  • Veteran 3 Advance: +1 Fighting, +1 Piloting
  • Veteran 4 Advance: Imp. Frenzy?
  • Heroic 1 Advance: EDGE
  • Heroic 2 Advance: +1 Agility
  • Heroic 3 Advance: +1 Fighting, +1 SKILL
  • Heroic 4 Advance: EDGE
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Ivan Wolfheart
Ivan Wolfheart
Pace: 8; Parry: 6 (8 with vambraces)
Toughness: 23 (10)
Armor: CA-4 Dead Boy with Greatcoat
Pertinent Edges: Alertness, Dodge, Elan, Ace/Combat Ace, Born to Ride / Live to Ride, Quick, Level Headed
Current Status Post
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Ivan Wolfheart
Posts: 18
Joined: Thu Mar 26, 2020 10:53 pm

PFC Ivan Wolfheart - Rolls

Post by Ivan Wolfheart »

F&G Custom Table
1: Up Close & Personal
2: Reach Out & Touch Someone
3: Agile & Dexterous
4: Smart & Learned
5: Spiritual & Determined
6: Strong & Powerful
7: Vigorous & Tough
8: Fortune Favors the Bold
9: Live, Die, Live Again
10: Choose Your Fate
FG and HJ rolls
F&G roll 1: [dice:1f5uf44k]64653:0[/dice:1f5uf44k] - 2 bonus HJ rolls
F&G roll 2: [dice:1f5uf44k]64653:1[/dice:1f5uf44k] - +1 Ag, Quick
HJ roll 1 - Ex & Wis: [dice:1f5uf44k]64653:2[/dice:1f5uf44k] - Level Headed
HJ roll 2 - Training: [dice:1f5uf44k]64653:3[/dice:1f5uf44k] - Martial Artist
HJ roll 3 - Ex & Wis: [dice:1f5uf44k]64653:4[/dice:1f5uf44k] - +2 Common Knowledge, +2 Survival & Networking in North America
HJ roll 4 - Training: [dice:1f5uf44k]64653:5[/dice:1f5uf44k] - selected 17: Gains Combat Ace, +1 die type in Boating, Driving, Piloting
HJ roll 5 - Ex & Wis: [dice:1f5uf44k]64653:6[/dice:1f5uf44k] - one Background Edge (Alertness)
HJ roll 6 - Ex & Wis: [dice:1f5uf44k]64653:7[/dice:1f5uf44k] - one Background Edge (Elan)
HJ roll 7 - Training: [dice:1f5uf44k]64653:8[/dice:1f5uf44k] - Martial Warrior
Service rolls
[dice:1f5uf44k]64653:9[/dice:1f5uf44k] Long Range Patrol
1: [dice:1f5uf44k]64653:10[/dice:1f5uf44k] - natural disaster
2: [dice:1f5uf44k]64653:11[/dice:1f5uf44k] - pirates: [dice:1f5uf44k]64653:16[/dice:1f5uf44k] - surrendered w/o fight
3: [dice:1f5uf44k]64653:12[/dice:1f5uf44k] - breaching action
  • Approach: [dice:1f5uf44k]64653:24[/dice:1f5uf44k] - major combat
    • Action in combat: [dice:1f5uf44k]64653:25[/dice:1f5uf44k]
    Clearing Interior: [dice:1f5uf44k]64653:26[/dice:1f5uf44k]
    • Action in combat: [dice:1f5uf44k]64653:27[/dice:1f5uf44k]
4: [dice:1f5uf44k]64653:13[/dice:1f5uf44k] - natural disaster
5: [dice:1f5uf44k]64653:14[/dice:1f5uf44k] - combat zone [dice:1f5uf44k]64653:17[/dice:1f5uf44k] months
  • 5A: [dice:1f5uf44k]64653:18[/dice:1f5uf44k]
    • 5A, Wounded: [dice:1f5uf44k]64653:28[/dice:1f5uf44k] - major burns (earns Crimson Heart)
5B: [dice:1f5uf44k]64653:19[/dice:1f5uf44k] - POW
  • 5B POW: [dice:1f5uf44k]64653:29[/dice:1f5uf44k] ; Release: [dice:1f5uf44k]64653:30[/dice:1f5uf44k] ; length: [dice:1f5uf44k]64653:32[/dice:1f5uf44k] months ; how released: [dice:1f5uf44k]64653:33[/dice:1f5uf44k] - prisoner exchange
5C: [dice:1f5uf44k]64653:20[/dice:1f5uf44k] - large battle
  • 5C combat action: [dice:1f5uf44k]64653:31[/dice:1f5uf44k] - Iron Star
5D: [dice:1f5uf44k]64653:21[/dice:1f5uf44k] - wounded, continuing: [dice:1f5uf44k]64653:36[/dice:1f5uf44k]
  • 5D, Wounded: [dice:1f5uf44k]64653:34[/dice:1f5uf44k] - minor burns
5E: [dice:1f5uf44k]64653:22[/dice:1f5uf44k] - wounded, continuing: [dice:1f5uf44k]64653:37[/dice:1f5uf44k] - Combat Action: [dice:1f5uf44k]64653:38[/dice:1f5uf44k] - Prosek Medal of Valor
  • 5E, Wounded: [dice:1f5uf44k]64653:35[/dice:1f5uf44k] - concussion
5F: [dice:1f5uf44k]64653:23[/dice:1f5uf44k] - minor combat
6: [dice:1f5uf44k]64653:15[/dice:1f5uf44k] - additional training
Ivan Wolfheart
Ivan Wolfheart
Pace: 8; Parry: 6 (8 with vambraces)
Toughness: 23 (10)
Armor: CA-4 Dead Boy with Greatcoat
Pertinent Edges: Alertness, Dodge, Elan, Ace/Combat Ace, Born to Ride / Live to Ride, Quick, Level Headed
Current Status Post
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Ivan Wolfheart
Posts: 18
Joined: Thu Mar 26, 2020 10:53 pm

Re: PFC Ivan Wolfheart, Skycycle Rider

Post by Ivan Wolfheart »

Current Status Post: 5/20/2020
Bennies: 7 (+2 for 2 members of FT 1, +1 joker, +1 interlude)
Wounds / Fatigue: 0 / 0
Active Status: none
Equipped: N/A
Ivan Wolfheart
Ivan Wolfheart
Pace: 8; Parry: 6 (8 with vambraces)
Toughness: 23 (10)
Armor: CA-4 Dead Boy with Greatcoat
Pertinent Edges: Alertness, Dodge, Elan, Ace/Combat Ace, Born to Ride / Live to Ride, Quick, Level Headed
Current Status Post
User avatar
Ivan Wolfheart
Posts: 18
Joined: Thu Mar 26, 2020 10:53 pm

Re: PFC Ivan Wolfheart, Skycycle Rider

Post by Ivan Wolfheart »

8/5/2020: +1 advance (Seasoned 4) Two Fisted (must add to sheet)
Ivan Wolfheart
Ivan Wolfheart
Pace: 8; Parry: 6 (8 with vambraces)
Toughness: 23 (10)
Armor: CA-4 Dead Boy with Greatcoat
Pertinent Edges: Alertness, Dodge, Elan, Ace/Combat Ace, Born to Ride / Live to Ride, Quick, Level Headed
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PFC Ivan Wolfheart, Skycycle Rider

Post by Ndreare »

The characters are currently at 6 advanced.

So if you join, you will need to adjust some.
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PFC Ivan Wolfheart, Skycycle Rider

Post by Ndreare »

PS: Was this for SWD or was it SWADE Rifts?

PS: Was this for SWD or was it SWADE Rifts?

Just trying to figure out the Toughness.

d8 = 6
Edges +3
Armor and Coat = +9 Armor +4 toughness

22 (9)
  • 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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