Cassandra Maverick, CS Dominator

The Fist of the Coalition (10/8 Players; Full)
GM: High Command
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Cassandra Maverick
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Joined: Thu Aug 02, 2018 10:32 pm

Cassandra Maverick, CS Dominator

Post by Cassandra Maverick »

Character Name: Cassandra Grace Maverick
Rank: Veteran
Race: Human
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d6
Pace: 8; Parry: 6; Toughness: 16 (8)
Skills:
  • Athletics d8
    • +1 Climbing
  • Common Knowledge d6
  • Fighting d8
  • Intimidation d6+1
  • Notice d10
    • +2 sight in armor
    • ignore illumination penalties
  • Performance d4-1
  • Persuasion d6+1
    • -2 with those who fear mind melters
  • Piloting d4
    • +1 jetpack
  • Psionics d12
    • FREE REROLL
    • +2 Mentalist on opposed rolls
  • Repair d6
  • Shooting d8
    • ignore 2 points of range penalties
    • +1 Shooting with calibrated weapons
    • ignore illumination penalties
  • Stealth d4
    • +2 jetpack
  • Survival d4
    • +1 navigation
    • +1 gather hunting/fishing
  • Taunt d4-1

Hindrances
  • Vow: Conscientious Objector (Major): Sure there are orders, but surely they are open to some interpretation. You are the first with questions. You cannot help but to need to know the reason why. If that reason is not good enough you might try to find a different way. If there is a mutiny you might not only be a follower; you probably are the leader of it. But your goal is not to tear the C.S. down. You have made a vow to protect and serve the C.S. in a manner that lifts its ideals rather than trounces others.
  • Quirk: Eager to Please (Minor): Always sees herself as inferior to normal humans and a need to make up for being a mutant (psychic).
  • Registered Psychic (Minor)
  • Loyal (Minor)

Edges and Iconic Abilities
  • Alter Aura: Mimic supernatural signature of any being
  • Arcane Background (Psionics)
  • Danger Sense: +2 to detect ambushes and other such situations.
  • Expanded Awareness: Sense supernatural beings in line of sight with Notice check.
  • Major Psionic: Spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Master Psionic: Mega power modifiers, elemental manipulation
  • Master of Psionics: Free reroll on all Traite rolls using psionics abilities and Psionics skill. Does not apply to Critical Failures.
  • Mentalist: +2 to all opposed Psionics rolls, attacking or defending.
  • Mental Resistance: +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-Blade: d6+d12+Smite AP 24
  • Rapid Recharge: Recover 10 ISP/h
  • The Quiet Life: +2 to resist fear, intimidation, and arcane powers that do those things

Powers
Arcane Background: Psionics
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*
*self only

ISP: 35 Recovery: 10/hour

Alter Aura [Conceal Arcana] (1 ISP) [Novice]
  • Range: Self (-1)
  • Duration: 1 hour
  • Trapping: Telepathy
  • Effect: Prevents detection of arcane energies on self
  • Limitations: Self only (-1)
  • Additional Recipients (+1/target)
  • Area of Effect (+1/MBT; +2/LBT)
  • Strong (+1 for -2 to opposed roll)
  • Exalted Conceal Arcana (+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.

Minor Telekinesis [Elemental Manipulation] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r
  • Trapping: Telekinetic
  • Effect: The power acts as if it has a d6 Strength, or d8 with a raise.
  • Elemental Fury (+2): Everyone within Range (except the caster) is harassed by the telekinetic effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
  • Exalted Manipulation (+2): The telekinetic 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.
  • One with the Elements (+1): The power’s Duration is measured in minutes instead of rounds.

Expanded Awareness [Detect Arcana] (0 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: See auras
  • Effect: See and detect all supernatural persons, objects, or effects in sight. 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).
  • Limitations: [Self only](-1); [Aspect only](-1)
  • Additional Recipients (+1/target)
  • Exalted Detect Arcana (+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.
  • Presence Sense (+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.

Psychic Protection [Arcane Protection] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r
  • Trapping: Psychic interference
  • Effect: 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.
  • Additional Recipients (+1/recipient)
  • Shroud (+1): Obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
  • Hurry (+1): +2 Pace
  • Range (+1/+2): Double/Triple range
  • Exalted Arcane Protection (+2): Penalty is -4/-6

Access Potential/Deny Potential [Boost/Lower Trait] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r (boost); Instant (lower)
  • Trapping: Psychically stimulate/block synapses
  • Effect: Boost: +1/+2 die type; Lower: -1/-2 die type, resist Spirit at end of each turn; success improves on die type, raise removes effect; doesn’t stack on same Trait
  • Additional Recipients (+1/recipient)
  • Strong (+1 for -2 to opposed roll)
  • Shroud (+1): Obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
  • Hinder/Hurry (+1): -2/+2 Pace
  • Range (+1/+2): Double/Triple range
  • Fatigue (+2, lower only): If target is affected by the power in any way, also suffers Fatigue. This cannot cause Incapacitation.
  • Greater Boost/Lower Trait (+2): With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.

Empathy [Empathy] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r
  • Trapping: Mental connection
  • Effect: Opposed by Spirit. 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. Also works on animals, adding +2 to Riding or other rolls used to interact with the creature. FREE REROLL
  • Range (+1/+2): Double/Triple range
  • Area of Effect (+2 MBT/+3 LBT)
  • Empathic Transmission (+2): +2/+4 on rolls against target.

Nightmare [Fear] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Mental connection
  • Effect: The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results. FREE REROLL
  • Area of Effect (+2 MBT/+3 LBT)
  • Selective (+1)
  • Range (+1/+2): Double/Triple range
  • Fatigue (+2, lower only): If target is affected by the power in any way, also suffers Fatigue. This cannot cause Incapacitation.
  • Hinder (+1): -2 Pace
  • Greater Fear (+2): Fear rolls are made at −2, or −4 if cast with a raise.

Mind Reading [Mind Reading] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Telepathy
  • Effect: Opposed by Smarts. Success 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 modifiers based on the subject’s mental Hindrances or current state of mind.
  • Range (+1/+2): Double/Triple range
  • Mind Walk (+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.

Telekinetic Shot/Psi-Blade [Smite] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5r
  • Trapping: Telekinesis
  • 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.
  • Limitations: Self only (-1)
  • Armor Piercing (+1-3): Each point spent grants the power AP 2, to a maximum of AP 6
  • Heavy Weapon (+2): Damage becomes MD
  • Greater Smite (+2): +4/+6. It also deals Mega Damage, if it didn’t already.

Borrow Ability [Warrior’s Gift] (3 ISP) [Seasoned]
  • Range: Self
  • Duration: 5r
  • Trapping: Telepathy
  • Effect: Gain the benefits of a single Combat Edge. Must have the same Rank or higher as the Edge’s Requirements. With a raise, gain the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
  • Limitations: Self only (-1)
  • Hurry (+1): +2 Pace
  • Greater Warrior’s Gift (+4): Gain two Combat Edges at once.

Background

Cassandra Maverick is the daughter of a former Coalition Navy captain. He had retired after an injury and settled in a coastal fishing village of Navy veterans in CS Ironheart.

Cass was pretty, but always a bit of a strange child. When she started developing visions at the age of twelve, she was tagged as a psychic, registered, and bar coded. It was a big change in the girl’s life. She had grown up with stories about the evils of magic and psychics. The family kept it quiet as long as they could, and then sent Cassandra to live with relatives in Chi-Town so she could be put into training to join the Psi-Battalion.

Cass’s uncle was a high ranking officer in Army Logistics, but they were kind to her. She grew up with her older cousins Jude and Nici, whom she idolized. Nici especially, as Jude fled the city under serious scandal. Nici became a SAMAS ace.

Cass went through basic and Psi-Bat training to develop into a soldier and psychic. When she graduated, she was assigned to the Chicago Company for her first tour. She participated in holding off a Federation of Magic incursion and an invasion by demons.

Gear
Supply die: d6

Mission Gear

Falcon 300 Jet Pack
  • 3 hours before overheating (1d6 hours cool down)
  • Handling +0
  • Top Speed 120 MPH
  • Max range 700 mi

CA-115 10mm Automatic Pistol
  • Range: 12/24/48
  • Dmg: 2d6+1, AP: 1
  • ROF: 2
  • Shots: 15
  • Weight: 4 lbs. (Min Str: d4)
  • Notes: Fires standard or silver plated rounds.
  • 2 spare magazines of silver plated rounds, 15 shots each

Standard Gear

CA-4 Standard “Dead Boy” Armor
  • Armor: +8 Toughness: +3
  • Weight: 20 lbs (Min Str: d6)
  • Notes: Multi-Optic Helmet, EBA, Public-address loudspeakers, Communications system with a 10 mile range, Built-in mini-computers for basic functions, The light areas of the skeleton portions of armor are light sensitive and darken 20% in low light.
  • Rarity: -4; (Uncommon) Cost: N/A

CP-40 Laser Rifle
  • Range: 24/48/96
  • Damage: 4d6, AP 4
  • Rate of Fire: 3
  • Payload: 30 or 60
  • Notes: Heavy Pulse, Integrated Multi-Optics Scope, Energy Reserve, Cauterize, No Recoil
  • Weight: 9 (Min Str d6)

Load-Bearing Harness (Patron Item)
  • 12 attachment points
  • Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
  • No Minimum Strength Requirement (3 lbs.)
  • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
  • 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.
    • Grenade Pouch Type 1: 2 fragmentation grenades (5/10/20; 5d6 MD, LBT)
    • Grenade Pouch Type 1: 2 smoke grenades
    • Knife Sheath: Vibro-Knife
      • Damage: Str+d6, AP 6, MD
      • Notes: Harmonic Blades, MD, Powered Weapons
      • Weight: 2 (Min Str d4)
    • Small Sidearm Magazine Pouch: 1 pistol e-clip for Vibro-Knife (and a place to put the discharged e-clip)
    • Small Sidearm Magazine Pouch: pouch for 2 pistol e-clips
    • Holster: CP-30 Laser Pulse Pistol
      • Range: 10/20/40
      • Damage: 3d6, AP 4
      • Rate of Fire: 3, 3RB
      • Shots: 30 (72 with Optional hip/backpack energy pack)
      • Notes: Cauterize, No Recoil
      • Weight: 4
    • Small All-Purpose Storage Pouch: 1 of 4 common items(two can be combined to hold a medium item, or four can be combined to hold a large item)
    • Small All-Purpose Storage Pouch: Common Item
    • Small All-Purpose Storage Pouch: Common Item
    • Small All-Purpose Storage Pouch: Common Item
    • Small All-Purpose Storage Pouch: Empty or a trinket
    • Small All-Purpose Storage Pouch: Empty or a trinket

Utility Belt: (4 lb)
  • Pouch: Canteen (half gallon).
  • Pouch: Communicator (5 mile range).
  • Pouch: Compass/inertial mapper.
  • Pouch: Firestarter kit (solar-powered lighter and flint & steel).
  • Pouch: Flashlight/signal light (with bright halogen and infrared options).
  • Pouch: Mini first aid kit (+1 Healing check, only one use).
  • Pouch: Power bars (three, each can sustain a normal human for a day).
  • Rifleman's Large Magazine Pouch (holds fresh E-Clips, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame.
    • 3 Rifle E-Clips

Vibro-Shortsword
  • Damage: Str+d8, AP 8, MD
  • Notes: Harmonic Blades, MD, Powered Weapons
  • Weight: 3 (Min Str d6)

CS Survival Pack (30 lb)
  • Extra Uniform x2, underclothes x4, and boots
  • 2 person tent, +20% water supplies
  • Sleeping bag
  • 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
  • E-Clip, Short (x2)
  • E-Clip, Long (x2)
  • Flashlight (10″ beam)
  • Grappling Hook

Encumbrance: 76/60 (46/60 without pack)

Credits: 900

Contacts

Advances

Iconic Framework
  • Alter Aura: Mind Melters have conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) limitation; can use Power Modifiers as usual. 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.
  • Arcane Background (Psionics)
  • Master of Psionics: Free reroll on all Traite rolls using psionics abilities and Psionics skill. Does not apply to Critical Failures.
  • Mental Resistance: +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: Quirk Hindrance
  • Cybernetics: Mind Melters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies
  • Feared: -2 Persuasion when dealing with those who fear them.

Hero’s Journey
  • Psionics (2): Rapid Recharge Edge
  • Psionics (18): Gain +1 on all social skill checks. If she has empathy, or fear, she gains a free reroll when using those powers.
  • Psionics (10): New Powers Edge
  • Training (1): +3 Skill Points to be used for Athletics, Fighting, or Shooting (1 Fighting, 2 Shooting)

Advances
  • Initial Advances: (From Hindrances): Agility d6, Smarts d6
  • Free Edge (Human): The Quiet Life Edge
  • Novice 1 Advance: Smarts d10
  • Novice 2 Advance: Psionics d10, Notice d8
  • Novice 3 Advance: Danger Sense
  • Seasoned 1 Advance: Power Points +5 ISP
  • Seasoned 2 Advance: Smarts d12
  • Seasoned 3 Advance: Psionics d12, Notice d10
  • Seasoned 4 Advance: Mentalist
  • Veteran 1 Advance: Psi-Blade
  • 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:
Last edited by Cassandra Maverick on Fri Aug 07, 2020 4:43 am, edited 2 times in total.
User avatar
Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Cassandra Maverick, CS Dominator - Powers

Post by Cassandra Maverick »

Bennies and Wounds
Wounds: 0/3
Fatigue: 0/2
3 Bennies and 35 ISP
Beginning 3
+-0 Event
+-0 Event
+-0 Event

ISP: 35 Recovery: 10/hour
+-0 Event
+-0 Event
+-0 Event


Powers

Alter Aura [Conceal Arcana] (1 ISP) [Novice]
  • Range: Self (-1)
  • Duration: 1 hour
  • Trapping: Telepathy
  • Effect: Prevents detection of arcane energies on self
  • Limitations: Self only (-1)
  • Additional Recipients (+1/target)
  • Area of Effect (+1/MBT; +2/LBT)
  • Strong (+1 for -2 to opposed roll)
  • Exalted Conceal Arcana (+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.

Minor Telekinesis [Elemental Manipulation] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r
  • Trapping: Telekinetic
  • Effect: The power acts as if it has a d6 Strength, or d8 with a raise.
  • Elemental Fury (+2): Everyone within Range (except the caster) is harassed by the telekinetic effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
  • Exalted Manipulation (+2): The telekinetic 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.
  • One with the Elements (+1): The power’s Duration is measured in minutes instead of rounds.

Expanded Awareness [Detect Arcana] (0 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: See auras
  • Effect: See and detect all supernatural persons, objects, or effects in sight. 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).
  • Limitations: [Self only](-1); [Aspect only](-1)
  • Additional Recipients (+1/target)
  • Exalted Detect Arcana (+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.
  • Presence Sense (+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.

Psychic Protection [Arcane Protection] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r
  • Trapping: Psychic interference
  • Effect: 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.
  • Additional Recipients (+1/recipient)
  • Shroud (+1): Obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
  • Hurry (+1): +2 Pace
  • Range (+1/+2): Double/Triple range
  • Exalted Arcane Protection (+2): Penalty is -4/-6

Access Potential/Deny Potential [Boost/Lower Trait] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r (boost); Instant (lower)
  • Trapping: Psychically stimulate/block synapses
  • Effect: Boost: +1/+2 die type; Lower: -1/-2 die type, resist Spirit at end of each turn; success improves on die type, raise removes effect; doesn’t stack on same Trait
  • Additional Recipients (+1/recipient)
  • Strong (+1 for -2 to opposed roll)
  • Shroud (+1): Obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
  • Hinder/Hurry (+1): -2/+2 Pace
  • Range (+1/+2): Double/Triple range
  • Fatigue (+2, lower only): If target is affected by the power in any way, also suffers Fatigue. This cannot cause Incapacitation.
  • Greater Boost/Lower Trait (+2): With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.

Empathy [Empathy] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 5r
  • Trapping: Mental connection
  • Effect: Opposed by Spirit. 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. Also works on animals, adding +2 to Riding or other rolls used to interact with the creature. FREE REROLL
  • Range (+1/+2): Double/Triple range
  • Area of Effect (+2 MBT/+3 LBT)
  • Empathic Transmission (+2): +2/+4 on rolls against target.

Nightmare [Fear] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Mental connection
  • Effect: The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results. FREE REROLL
  • Area of Effect (+2 MBT/+3 LBT)
  • Selective (+1)
  • Range (+1/+2): Double/Triple range
  • Fatigue (+2, lower only): If target is affected by the power in any way, also suffers Fatigue. This cannot cause Incapacitation.
  • Hinder (+1): -2 Pace
  • Greater Fear (+2): Fear rolls are made at −2, or −4 if cast with a raise.

Mind Reading [Mind Reading] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Telepathy
  • Effect: Opposed by Smarts. Success 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 modifiers based on the subject’s mental Hindrances or current state of mind.
  • Range (+1/+2): Double/Triple range
  • Mind Walk (+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.

Telekinetic Shot [Smite] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5r
  • Trapping: Telekinesis
  • 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.
  • Limitations: Self only (-1)
  • Armor Piercing (+1-3): Each point spent grants the power AP 2, to a maximum of AP 6
  • Heavy Weapon (+2): Damage becomes MD
  • Greater Smite (+2): +4/+6. It also deals Mega Damage, if it didn’t already.

Borrow Ability [Warrior’s Gift] (3 ISP) [Seasoned]
  • Range: Self
  • Duration: 5r
  • Trapping: Telepathy
  • Effect: Gain the benefits of a single Combat Edge. Must have the same Rank or higher as the Edge’s Requirements. With a raise, gain the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
  • Limitations: Self only (-1)
  • Hurry (+1): +2 Pace
  • Greater Warrior’s Gift (+4): Gain two Combat Edges at once.
Arcane Background: Psionics
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*
*self only
User avatar
Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Cassandra Maverick, CS Dominator - Gear

Post by Cassandra Maverick »

Gear
Supply die: d6

MISSION GEAR

Coalition Arms CA-115 10mm Automatic Pistol
The standard slug thrower designed for and by Coalition anti-supernatural specialists. It is rare due to its increased rate of fire and high capacity magazine. It can take any normal weapon accessories, including laser aiming devices, silencers, flashlights, and more.
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  • • Range: 12/24/48
    • Dmg: 2d6+1, AP: 1
    • ROF: 2
    • Shots: 15
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: Fires standard or silver plated rounds. Shots/ROF
    • Rarity: -1 (Common) Cost: 3,000
Falcon 300 Jet Pack
3 hours before overheating (1d6 hours cool down)
Handling +0
Top Speed 120 MPH
Max range 700 mi

STANDARD GEAR
CA-4 Standard “Dead Boy” Body Armor
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  • • Armor: +8 Toughness: +3
    • Weight: 20 lbs (Min Str: d6)
    • Notes: Multi-Optic Helmet, EBA, Public-address loudspeakers, Communications system with a 10 mile range, Built-in mini-computers for basic functions, The light areas of the skeleton portions of armor are light sensitive and darken 20% in low light.
    • Rarity: -4; (Uncommon) Cost: N/A
CP-40 Pulse Laser Rifle (on Shoulder Strap)
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• Range: 24/48/96
• Damage: 4d6, AP 4
• Rate of Fire: 3
• Payload: 30 or 60
• Notes: Heavy Pulse, Integrated Multi-Optics Scope, Energy Reserve, Cauterize, No Recoil
• Weight: 9 (Min Str d6)

GEAR Load-Bearing Harness (Patron Item)
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Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
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.

• Grenade Pouch Type 1: 2 fragmentation grenades (5/10/20; 5d6 MD, LBT)
• Grenade Pouch Type 1: 2 smoke grenades
• Knife Sheath: Vibro-Knife
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• • Damage: Str+d6, AP 6, MD
• • Notes: Harmonic Blades, MD, Powered Weapons
• • Weight: 2 (Min Str d4)
• Small Sidearm Magazine Pouch: 1 pistol e-clip for Vibro-Knife (and a place to put the discharged e-clip)
• Small Sidearm Magazine Pouch: pouch for 2 pistol e-clips
• Holster: CP-30 Laser Pulse Pistol
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• • Range: 10/20/40
• • Damage: 3d6, AP 4
• • Rate of Fire: 3, 3RB
• • Shots: 30 (72 with Optional hip/backpack energy pack)
• • Notes: Cauterize, No Recoil
• • Weight: 4
• Small All-Purpose Storage Pouch: 1 of 4 common items(two can be combined to hold a medium item, or four can be combined to hold a large item)
• Small All-Purpose Storage Pouch: Common Item
• Small All-Purpose Storage Pouch: Common Item
• Small All-Purpose Storage Pouch: Common Item
• Small All-Purpose Storage Pouch: Empty or a trinket
• Small All-Purpose Storage Pouch: Empty or a trinket

Utility Belt: (4 lb)
• Pouch: Canteen (half gallon).
• Pouch: Communicator (5 mile range).
• Pouch: Compass/inertial mapper.
• Pouch: Firestarter kit (solar-powered lighter and flint & steel).
• Pouch: Flashlight/signal light (with bright halogen and infrared options).
• Pouch: Mini first aid kit (+1 Healing check, only one use).
• Pouch: Power bars (three, each can sustain a normal human for a day).
• Rifleman's Large Magazine Pouch (holds fresh E-Clips, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame.
• • 3 Rifle E-Clips

Vibro-Shortsword
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• Damage: Str+d8, AP 8, MD
• Notes: Harmonic Blades, MD, Powered Weapons
• Weight: 3 (Min Str d6)

CS-S2 Survival Pack (30 lb)
• Extra Uniform x2, underclothes x4, and boots
• 2 person tent, +20% water supplies
• Sleeping bag
• 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

E-Clip, Short (x2)
E-Clip, Long (x2)
Flashlight (10″ beam)
Grappling Hook

Credits: 900

Contacts
Last edited by Cassandra Maverick on Fri May 22, 2020 5:17 am, edited 4 times in total.
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Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Cassandra Maverick, CS Dominator - Background

Post by Cassandra Maverick »

Background

Cassandra Maverick is the daughter of a former Coalition Navy captain. He had retired after an injury and settled in a coastal fishing village of Navy veterans in CS Ironheart.

Cass was pretty, but always a bit of a strange child. When she started developing visions at the age of twelve, she was tagged as a psychic, registered, and bar coded. It was a big change in the girl’s life. She had grown up with stories about the evils of magic and psychics. The family kept it quiet as long as they could, and then sent Cassandra to live with relatives in Chi-Town so she could be put into training to join the Psi-Battalion.

Cass’s uncle was a high ranking officer in Army Logistics, but they were kind to her. She grew up with her older cousins Jude and Nici, whom she idolized. Nici especially, as Jude fled the city under serious scandal. Nici became a SAMAS ace.

Cass went through basic and Psi-Bat training to develop into a soldier and psychic. When she graduated, she was assigned to the Chicago Company for her first tour. She participated in holding off a Federation of Magic incursion and an invasion by demons.
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Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Cassandra Maverick, CS Dominator - Advancement Tracker

Post by Cassandra Maverick »

Advances

Iconic Framework
  • Alter Aura: Mind Melters have conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) limitation; can use Power Modifiers as usual. 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.
  • Arcane Background (Psionics)
  • Master of Psionics: Free reroll on all Traite rolls using psionics abilities and Psionics skill. Does not apply to Critical Failures.
  • Mental Resistance: +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: Quirk Hindrance
  • Cybernetics: Mind Melters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies
  • Feared: -2 Persuasion when dealing with those who fear them.

Hero’s Journey
  • Psionics (2): Rapid Recharge Edge
  • Psionics (18): Gain +1 on all social skill checks. If she has empathy, or fear, she gains a free reroll when using those powers.
  • Psionics (10): New Powers Edge
  • Training (1): +3 Skill Points to be used for Athletics, Fighting, or Shooting (1 Fighting, 2 Shooting)

Advances
  • Initial Advances: (From Hindrances): Agility d6, Smarts d6
  • Free Edge (Human): The Quiet Life Edge
  • Novice 1 Advance: Smarts d10
  • Novice 2 Advance: Psionics d10, Notice d8
  • Novice 3 Advance: Danger Sense
  • Seasoned 1 Advance: Power Points +5 ISP
  • Seasoned 2 Advance: Smarts d12
  • Seasoned 3 Advance: Psionics d12, Notice d10
  • 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:
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Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Cassandra Maverick, CS Dominator

Post by Cassandra Maverick »

HJ Rolls (4)
Psionics: [dice:3axvr2ti]58970:0[/dice:3axvr2ti] - Rapid Recharge Edge
Psionics: [dice:3axvr2ti]58970:1[/dice:3axvr2ti] - Gain +1 on all social skill checks. If she has empathy, or fear, she gains a free reroll when using those powers.
Psionics [dice:3axvr2ti]58970:2[/dice:3axvr2ti] - New Powers Edge
Training [dice:3axvr2ti]58970:3[/dice:3axvr2ti] - +3 Skill Points to use for Athletics, Fighting, or Shooting

Credits: [dice:3axvr2ti]58970:4[/dice:3axvr2ti] x 100
Gear: [dice:3axvr2ti]58970:5[/dice:3axvr2ti] x 500
Last edited by Cassandra Maverick on Thu Oct 24, 2019 11:41 pm, edited 1 time in total.
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