Vinnie Decker, MARS Psi-Operator

GM: Stoic
Money, missions, munitions. There's no such thing as friendly fire with this group!
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Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Fortune and Glory
F&G 1: 1d20: [6] = 6 - Smart & Learned: +1 die type Smarts, 2 die types in 3 Smarts-linked skills
F&G 2: 1d20: [7] = 7 - Spiritual & Determined: +1 die type Spirit, Strong-Willed Edge
Heroes Journey
Underworld & Black Ops: Hacker (d6 Hacking, +1 Thievery when dealing with electronic locks)
Training: Fixer (Die type in Repair, Mr. Fix It Edge)
Psionics: New Power (Mind Wipe, from Mind Melter list)
Savaged code
Vinnie Decker
Veteran Male Human, MARS Psi-Operator

Iconic Framework: MARS Psi-Operator

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Electronics d8, Fighting d8, Hacking d8, Language (Chinese) d6, Language (Euro) d6, Language (Japanese) d6, Language (Linguist #5) d6, Language (Native) d8, Language (Techno-Can) d6, Notice d10, Persuasion d4, Piloting d6, Psionics d8, Repair d10+2, Research d8, Science d4, Shooting d6, Stealth d6, Survival d4, Thievery d6
Pace: 6; Parry: 6; Toughness: 10 (4)
Hindrances: Delusional (minor, Conspiracy Theorist), Impulsive, Wanted (minor, ___ is wanted in connection with a variety of cyber-crimes in Northern Gun, the Coalition States, and Lazlo.)
Edges: Elan, Field Intel, Followers, Gadgeteer, Linguist, Major Psionic, Mr. Fix It, New Powers (Bolt, Confusion), Power Points, Power Points, Rapid Recharge (10 ISP/hour), Strong Willed, Telemechanics
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Repair Kit, Field, Wooden Cross
Languages: Native (native, d8), Chinese (d6), Euro (d6), Japanese (d6), Linguist #5 (d6), Techno-Can (d6)
Current Wealth: 200,000 Credits
Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 40Powers: Bolt (Savage Worlds: Adventure Edition p156), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Confusion (Savage Worlds: Adventure Edition p157), Disguise (Savage Worlds: Adventure Edition p158), Mind Link (Savage Worlds: Adventure Edition p164-165), Mind Wipe (Savage Worlds: Adventure Edition p165)
Special Abilities
Psionics: Power Points: 40; Powers: Bolt (Savage Worlds: Adventure Edition p156), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Confusion (Savage Worlds: Adventure Edition p157), Disguise (Savage Worlds: Adventure Edition p158), Mind Link (Savage Worlds: Adventure Edition p164-165), Mind Wipe (Savage Worlds: Adventure Edition p165)
Languages Known: Native (native, d8), Chinese (d6), Euro (d6), Japanese (d6), Linguist #5 (d6), Techno-Can (d6)
Psionicist: Begin with Psionics d6, Major Psionic, mind link, and Cyber Strain
Telemechanic: Begin with Electronics d6 and Repair d8.
4 Advances: MARS Packages start with 4 advances at Seasoned
Gadgeteer: use the Psionics skill and the Psi-Operator’s ISP to create devices.
Hacker (Hero's Journey): +1 when dealing with electronic security using Thievery
Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list


Advances
Novice Advances
Raise Attribute: StrengthEdge: ElanEdge: Power PointsSeasoned Advances
Edge: Rapid Recharge (10 ISP/hour)Raise Attribute: VigorRaise Skills: Fighting/NoticeEdge: Power PointsVeteran Advances
Edge: Field IntelRaise Attribute: Spirit
------------------

Current Load (normal/combat): 49.25 / 29.25 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Vinnie Decker
"R1cKy-T!kK"
Player: Christian / Snake Eyes

Rank: Veteran 3
Advances Left: 0
Race: Human
Iconic Framework: MARS Psi-Operator
Attributes:
  • Agility d8 (2)
  • Smarts d10 (1 FG+2)
  • Spirit d8 (1+1 FG)
  • Strength d6 (+1 adv)
  • Vigor d6 (+1 adv)
Pace: 6; Parry: 5; Toughness: 10 (4); Strain: 0; ISP: 40

Skills: (15, 6FG, IF)
  • Athletics d6 (1)
  • Common Knowledge d8 (2)
  • Electronics d8 (IF)
  • Fighting d6 (2)
  • Hacking d8 (2HJ, 1)
  • Language: American d8 (racial)
  • Language: Chinese d6
  • Language: Euro d6
  • Language: Japanese d6
  • Language: Spanish d6
  • Language: Techno-Can d6
  • Notice d8 (2)
  • Persuasion d4
  • Piloting d6 (2)
  • Psionics d10 (1+1 adv)
  • Repair d10+2 (IF +1)
  • Research d8 (3)
  • Science d4 (1)
  • Shooting d6 (2)
  • Stealth d8 (2+1 adv)
  • Survival d4 (1)
  • Thievery d10 (2+2 adv)
Hindrances
  • Curious (Major): This is why he hacks. He has to know.
  • Delusional (Minor): Vinnie is a full on conspiracy theorist. Nothing is as it seems. Don't believe the narrative.
  • Wanted (Minor): Vincent Paul Decker is wanted in connection with a laundry list of cyber-crimes in a wide variety of jurisdictions (Every CS district, FoM, NG, Lazlo, NGR...wherever the net reaches, probably). If they ever figure out who he is, he's a dead man.
Edges and Iconic Abilities
  • AB: Psionics (IF): May use Psionic powers. Begins with d6 Psionics, Mind Link and 2 additional Powers. (Disguise, Blast)
  • Elan (N2): Adds +2 to the roll when using a Benny.
  • Followers (Human): Vinnie has a network of 5 True Believers who follow his conspiracy blog and feed him information.
  • Gadgeteer (IF): May create devices using ISP.
  • Linguist (Hindrance): Begin with half Smarts die in known Languages at d6.
  • Major Psionic (IF): Doubles base ISP, may spend ISP for bonuses on Psionics rolls.
  • Mr. Fix It (HJ): Adds +2 to all Repair rolls.
  • New Powers (Hindrance): Gain 2 new powers (Boost Trait, Confusion).
  • Rapid Recharge (S1): Increases ISP recovery to 10/hour.
  • Strong Willed (FG): +2 to resist Smarts or Spirit-based Tests.
  • Telemechanics (IF): When using Mind Link, may telepathically connect to a machine. +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine.
  • Hacker (HJ): +1 to Thievery when dealing with electronic security.
  • Field Intel (V1)]: Free reroll vs. surprise. +2 on Notice and Electronics checks to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. +2 to Electronics, Stealth, and Survival rolls to set ambushes or conceal forces. +2 on Notice and Electronics rolls to encrypt / decrypt signals,find valuable documents, and glean data from enemy remains, equipment, or transmissions.
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Powers

Arcane Background: Psionics
PPE/ISP: 30 - Recovery: 10/hour

Mind Bomb [Blast] (3) [Seasoned]
  • Range: Smarts x2
  • Duration: Instant
  • Trapping: Telekinetic Force with blue tint
  • Effect: Launches a ball / blast zone of explosive energy / matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks, SWADE P97).
  • Modifiers
    • [Area Effect](0/1) May focus the blast to a Small Burst Template for no cost, or a Large Blast Template for 1 point.
    • [Damage](2) Causes 3d6 damage (4d6 with a raise).
    • [Armor Piercing](1-3) Adds 2 AP per point spent, to a maximum of AP 6.
    • [Heavy Weapon](2) May focus the blast to cause Mega Damage.
    • [Lingering Damage](2) The damage continues to affect the target, decreasing by one die type each subsequent round after the initial blast.
    • [Range](1/2) Double the power's range for 1 ISP, or triple it for 2 ISP.
    • [Selective](1) With focus, can choose not to affect certain targets within the Area of Effect.
Brain Boost [Boost Trait*] (1) [Novice]
  • Range: Self*
  • Duration: Boost: 5
  • Trapping: Mental boost to energy and focus
  • Effect: Boosts a target's chosen Attribute or Skill. Increases the Trait by 1 die type on success, 2 on a Raise. (Affects self only.)
  • Modifiers
    [Hurry](1) Boost Trait hurries the target, adding +2 Pace.
Confusion [Confusion] (1) [Novice]
  • Range: Smarts
  • Duration: Until the end of victim's next turn
  • Trapping: telepathic illusions (does not affect purely mechanical creatures)
  • Effect: Confusion confounds a target, making them both Distracted and Vulnerable if they fail a Smarts roll (at -2 with a Raise). Both states are removed at the end of the victim's next turn.
  • Modifiers
    • [Area Effect](2/3) Affects everyone in an MBT for 2 points, or LBT for 3.
    • [Range](1/2) Double the power's range for 1 ISP, or triple it for 2 ISP.
    • [Selective](1) With focus, can choose not to affect certain targets within the Area of Effect.
New Face [Disguise*] (1) [Seasoned]
  • Range: Self*
  • Duration: 10 minutes
  • Trapping: Illusionary alteration of appearance
  • Effect: Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing.
  • Modifiers
    • [Hurry](1) Disguise hurries the target, adding +2 Pace.
    • [Size](1) May assume the shape of someone up to two Sizes larger or smaller than themselves.
Mind Link [Mind Link] (1) [Novice]
  • Range: Smarts
  • Duration: 30 minutes
  • Trapping: none
  • Effect: Creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication. Once active, the Range between linked minds is one mile, or five with a raise.
    If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
    The speed of communication is that of normal speech, but with a raise, members may communicate up to 30 seconds or so of speech in a single combat turn.
  • Modifiers
    • [Additional Recipients](1/per target) May affect additional individuals for 1 point each.
    • [Range](1/2) Double range for 1, triple range for 2
Format C: [Mind Wipe] (3) [Veteran]
  • Range: Smarts
  • Duration: Instant
  • Trapping: None
  • Effect: Mind wipe removes a target's memories. The power is opposed by the victim's Smarts and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of Range.
    If successful, the victim forgets a single event (up to about 30 minutes of time). A raise removes a complex memory of several hours.
    If the defender wins, the caster cannot affect him with mind wipe for 24 hours.
    The memory remains missing, but strong evidence that challenges its "logic" allows a Smarts roll at -2 to remember fragments determined by the GM.
  • Modifiers
    • [Edit](1) Instead of wiping the memory, the caster edits it as he sees fit.
    • [Fast Cast](2) The caster can wipe a memory as an action.
    • [Range](1/2) Double range for 1, triple range for 2
Tech-no-visible [Invisibility] (4) [Seasoned]
  • Range: Self
  • Duration: 5
  • Trapping: None
  • Effect: Psionically controlled nanite drones project background images, effectively making him invisible. With a success, any action taken against Vinnie is done at -4, or -6 with a Raise. The same penalty applies to Notice rolls to detect him.
  • Modifiers - None
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • 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
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
NG RA15 Cannonball Ride Armor
Image
  • • Armor: +3 Toughness: +2
    • Weight: 13 lbs (Min Str: d6)
    • Notes: Counts as a
    Takes half damage from collisions (round down)

    • Rarity: +1; Cost: 22,500
Neural Mace
Image
  • • Dmg: Str+d6*, Stun
    • Weight: 6 lbs. (Min Str: d6)
    • Notes: *Does not deal Mega Damage. Touch Attack (see Savage Worlds), the victim must
    check Vigor at –2 (–4 with a raise) or be Stunned, Powered Weapons
    • Rarity: +1 Cost: 8,000
Vibro-Shortsword
Image NG-45LP Long Pistol
Image NG-33 Laser Pistol
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Rarity: +1 Cost: 6,500
NG-57 Heavy Ion Blaster
Image
  • • Range: 12/24/48
    • Dmg: 1=3d8+2, AP: 0
    • ROF: 1
    • Shots: 10
    • Weight: 5 lbs. (Min Str: d6)
    • Notes: Wide Spread
    • Rarity: -1 Cost: 18,000
Two E-clips or magazines for each weapon

Wilk's PC-1050 Hand Held Computer
  • Power: 6; System: 6
  • Computer Specs
    Wilks PC-1000 series Hand Held Computer: The PC-3000 series of compact handheld computers by Wilks and are fully functioning computers that are about the size of an opened paperback book or the size of an average human’s hands placed together. When closed, the handle can be folded up and the entire unit can easily fit in most jacket pockets. The computer can be powered by a small, rechargeable battery (about 24 hours of life) or plugged into an electrical outlet. A hard copy of text can be printed out on the thermo-paper printer, but a magnifying glass is needed to read the tiny print. The computer can also be plugged into most video and cybernetic systems for use as a video monitor. Uses one inch disks. Wilk's computers add +1 to attempts to use them. This bonus stacks with other bonuses from the computer.
  • Upgrades:
    • Processing Power Upgrade
    • System Bus Upgrade
  • Accessories:
    • Wilk's Video Visor 3 (Smart Goggles with Bone Conduction speakers)
    • Visual Identification Program
  • Utility Resource Libraries (Tier 2):
    • Academics (Northern Gun History – Official)
    • Academics (Coalition States History – Official)
    • Common Knowledge: Commerce
    • Common Knowledge: Customs
    • Common Knowledge: Geography
    • Electronics (Diagnostics/Repair [Computers])
    • Electronics (Diagnostics/Repair [Electronics])
    • Electronics (Cybernetics and Bionics)
    • Electronics (Optics)
    • Electronics (Security Systems)
    • Electronics (Radar)
    • Electronics (Sonar)
    • Electronics (Video Recording)
    • Hacking (Edit File Attributes/Content)
    • Hacking (Edit Permissions/Access)
    • Hacking (Edit Photo/Videos)
    • Hacking (Fast Lane Hacking: Breaking In)
    • Hacking (Fast Lane Hacking: Avoid/Bypass/Edit Security)
    • Hacking (Fast Lane Hacking: System Navigation)
    • Hacking (Fast Lane Hacking: Covering Tracks)
    • Hacking (Software Programming)
    • Repair (Body Armor)
    • Repair (Cybernetics and Bionics)
    • Repair (Demolitions)
    • Repair (Heavy Weapons)
    • Repair (Integrated Weapons)
    • Repair (Sidearms and Longarms)
    • Thievery (Electronic Locks)
    • Thievery (Security Systems)
Wilk's PC-2030 Field Computer
  • Power: 5; System: 6
  • Computer Specs
    Wilk’s PC-2000 Series Holographic Portable Field Intelligence Computer: This is a multi-purpose computer about the size of a briefcase in a padded mega-ceramic carrying case that can stop a vibro-knife when closed. It uses standard one inch disks which can hold 100 hours of video and countless images. The most unique feature is its holographic projection (has a screen as back-up) and its built in camera that operates like a set of Infrared Distancing Binoculars. This has its own usefulness and is favored by journalists and military intelligence operatives alike, but the primary function is to utilize Visual Identification Program (see Software). While any computer with a good enough system can run the software, the PC-2000 series was purpose built for the task. Most others will need a camera inputWilk's computers add +1 to attempts to use them. This bonus stacks with other bonuses from the computer.
  • Upgrades:
    • Processing Power Upgrade
    • System Bus Upgrade
  • Accessories:
    • Wilk's Video Visor 3 (Smart Goggles with Bone Conduction speakers)
    • Visual Identification Program
  • Utility Resource Libraries (Tier 2):
    • Academics (Northern Gun History – Official)
    • Academics (Coalition States History – Official)
    • Common Knowledge: Commerce
    • Common Knowledge: Customs
    • Common Knowledge: Geography
    • Electronics (Diagnostics/Repair [Computers])
    • Electronics (Diagnostics/Repair [Electronics])
    • Electronics (Cybernetics and Bionics)
    • Electronics (Optics)
    • Electronics (Security Systems)
    • Electronics (Radar)
    • Electronics (Sonar)
    • Electronics (Video Recording)
    • Hacking (Edit File Attributes/Content)
    • Hacking (Edit Permissions/Access)
    • Hacking (Edit Photo/Videos)
    • Hacking (Fast Lane Hacking: Breaking In)
    • Hacking (Fast Lane Hacking: Avoid/Bypass/Edit Security)
    • Hacking (Fast Lane Hacking: System Navigation)
    • Hacking (Fast Lane Hacking: Covering Tracks)
    • Hacking (Software Programming)
    • Repair (Body Armor)
    • Repair (Cybernetics and Bionics)
    • Repair (Demolitions)
    • Repair (Heavy Weapons)
    • Repair (Integrated Weapons)
    • Repair (Sidearms and Longarms)
    • Thievery (Electronic Locks)
    • Thievery (Security Systems)
Credits: 8,600

GEAR WORKSHEET:
14,500 in Rating 2 URLs (CK: Commerce; Customs; Geography)
Academics: NG history, CS history
All Electronics
All Hacking
All Repair less specific PA / RA / Vehicles
All Thievery

20,000 VIP (2)
1,200 Wilk's Visor 3
80,000 Wilks FC-3030 w/ Sys & CPU upgrades
20,000 Wilks PC-1050 HHC w/ Sys & CPU upgrades
9,000 Vibro-Shortsword
4,500 and trade - NG RA15 Cannonball Ride Armor
15,000 NG-45LP Long Pistol
= 159,200
18,000 NG-57 Heavy Ion Blaster
1,200 Wilk's Visor 3
8,000 - neural mace
= 191,400
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Background

Vincent Paul Decker is gifted. Bits and bytes and circuits and broadwaves always came naturally to him. He found at a young age that he could...well, he could send his mind to ride data. If it was networked, if it was electronic, he could go places. Unfortunately, a crazy father and an inattentive mother didn't give him any reason to heed boundaries. His father saw conspiracies and "men behind the curtain" and the puppet master pulling even their strings. This rubbed off on him in a big way.
Vinnie started breaching in his teens. It started with a CS military data node. He blew past their security protocols like he was in front of their terminals with a passcode inventory hand-written for him. He discovered that, more often than not, any publicized story about CS activity was a cover for something else they were doing. Unfortunately, digging too deeply into those secrets alerted someone.
He began hearing chatter about a hacker-savant making mischief and unmasking files that were top secret. The only name they had was left there intentionally. "R1cKy-T!kK" was making a mockery of CS data security. There were even hit squads out for him, as well as external bounty hunters.
His little stunt with the Federation of Magic didn't help matters. Neither did that data breach in Northern Gun.
R1cKy-T!kK has nowhere to go. What he knows, what he's released to the public, what he's published on his blog, carries a death sentence in several nations, and life imprisonment in others. Nobody can seem to figure out who he is. If they ever link him to Vinnie Decker, it's game over. Plug is pulled. He's only ever been close to caught one time. The person who tracked him down had him dead to rights. Then...the bounty hunter forgot who he was looking for and why he was standing in that internet cafe in MercTown. Even the bounty tag he had in his hand only showed a bounty on...himself?
Vinnie was nowhere to be found, either in person or on the data tag.
Vinnie has relocated to Northern Gun to pursue mercenary work. In his free time, his conspiracy blog has a network of dedicated fans and contributors. Even the fans of R1cKy-T!kK's blog, "nXt L4Y3R", wouldn't know Vinnie Decker was the truthseeker they read on the daily.
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Advances

Advances
  • Initial Advances: (Bonus from Hindrances): Linguist; New Powers (Boost Trait, Confusion)
  • Edge(s) granted by Racial Features: Followers
  • Edge(s) granted by Iconic Framework: AB: Psionics; Major Psionic; Telemechanics, Gadgeteer
  • Edges(s) from Hero’s Journey Rolls: Strong-Willed; Mr. Fix it
  • Novice 1 Advance (PbP): +1 Strength
  • Novice 2 Advance: Elan
  • Novice 3 Advance: Power Points Edge
  • Seasoned 1 Advance: Rapid Recharge Edge
  • Seasoned 2 Advance: +1 Vigor
  • Seasoned 3 Advance: +1 Stealth, +1 Thievery
  • Seasoned 4 Advance: Power Points Edge
  • Veteran 1 Advance: Field Intel
  • Veteran 2 Advance: +1 Spirit
  • Veteran 3 Advance: +1 Psionics, +1 Thievery
  • Veteran 4 Advance: EDGE
  • Heroic 1 Advance: EDGE
  • Heroic 2 Advance: +1 ATTRIBUTE
  • Heroic 3 Advance: SKILLS
  • Heroic 4 Advance: EDGE
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

2/7/2021: Added Invisibility power - result of HJ roll during initial interlude
4/13/2021: S3 advance: +1 Stealth, +1 Thievery
MISSED ADVANCES
1/16/2022: S4 advance: Power Points edge
V1 advance: Field Intel
V2 advance: +1 Spirit
4/5/2022: V3: +1 Psionics, +1 Thievery
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Current Status Post 4/17/2022
Bennies: 4 (+1 Hacking QE)
Wounds / Fatigue: 0 / 0
ISP: 31 / 40
Active Status: N/A
Active Powers: Disguise
Weapon(s) in hand: n/a
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
User avatar
Vinnie Decker
Posts: 25
Joined: Fri Jan 29, 2021 7:47 pm

Re: Vinnie Decker, MARS Psi-Operator

Post by Vinnie Decker »

Followers:

Breezy Denton, late teens / early 20s male
Vinnie Decker
Vinnie Decker
Current Status Post
Pace: 6; Parry: 5
Toughness: 10 (3)
Armor: NG-RA15 Cannonball Ride Armor
Pertinent Edges:
Adds +2 to trait rolls when using a Benny
,
may jury rig a Device with a Power of up to 3 Power Points using ISP
,
Add +2 to all Repair rolls
,
Add +2 to any roll to resist Tests using Smarts or Spirit
,
When activating Mind Link, may link to a machine instead of an individual, gaining +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine
,
Add +1 to Thievery when dealing with electronic locks
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