Caily Norabel - Ready for Review (Psi-Ghost Intel Ops)

GM: Freemage
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Caily
Posts: 11
Joined: Tue Jan 07, 2020 4:57 pm

Caily Norabel - Ready for Review (Psi-Ghost Intel Ops)

Post by Caily »

M.A.R.S. ROLLS and notes

[dice:116uvulh]61524:0[/dice:116uvulh]
Reroll with custom table
I'm just going to se the first 12 results but exchange 4, a way to get around for 20, so 4 will be the option to pick
[dice:116uvulh]61524:5[/dice:116uvulh]

HJ

[dice:116uvulh]61524:2[/dice:116uvulh]
[dice:116uvulh]61524:3[/dice:116uvulh]

Sidekick roll

[dice:116uvulh]61524:4[/dice:116uvulh]
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Caily
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Re: Psi-Ghost Intel Operative

Post by Caily »

Psi-Ghost.jpg
Caily Norabel
Player Name: MMMS - Mr. Mike Morrison Sir
Google Handle: Sidekick Mike
Rank: Seasoned 3
Race: Psi Ghost
Iconic Framework: MARS Intel Operative
Attributes: Agility d12, Smarts d10, Spirit d6, Strength d6, Vigor d6
Pace: 0; Parry: 7; Toughness: ** Gear is in flux TBD

Total Skill Set
  • Athletics d12
  • Common Knowledge d10 (+2 w/Disguise)
  • Electronics d8
  • Fighting d6
  • Intimidation d4-2 (d4 while ghosting)
  • Notice d10+2
  • Persuasion d6 (+1 related to undercover)
  • Psionics d6
  • Research d6 (+1 related to undercover)
  • Shooting d6
  • Stealth d12 (+4 while ghosting, +1 related to undercover)
  • Survival d10
  • Thievery d12

Hindrances
  • Small (major): Caily is very lithe and small of frame. She is considered Size -1, and her Toughness is reduced by 1.
  • Greedy(Minor): Greed is in her DNA
  • Loyal (Minor): Loyal

Psi-Ghost
  • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).
  • Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
  • Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional powers to her starting total (e.g., a Psi-Ghost Burster get five).
  • Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
  • The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
  • Wanted (Major): Psi-Ghosts are pursued by many powerful groups including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals

Edges
  • Alertness (Iconic): The character adds +2 to notice rolls.
  • Investigator (Iconic): +2 to Research and certain types of Notice rolls.
  • MARS Smartt and Learned (Iconic): Raised Smarts to d8, added +2 dt to Common knowledge, notice and survival.
  • MARS Quick and Agile (Iconic): Raised Agility to d12, Gained Quick.
  • Quick (Iconic/above): May redraw cards 5 or less.
  • Jack of All Trades (HJ Education roll 1): Gain d4 in a skill (or d6 with a raise) until replaced.
  • Infiltration Specialist (HJ Underworld roll 14): Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
  • Take Em’ Down (Hindrance): Gains +4 AP when attacking targets 1 size or more larger than self.
  • Improved Take Em’ Down (Hindrance): Free reroll on Damage versus targets 1 size or more larger.
  • Always Prepared - Luck (Novice 1): Start with 4 benneis per session.
  • Always Prepared - Great Luck (Novice 2): Start with 5 benneis per session.
  • Vigor d6 (Novice 3): Vigor raised from d4 to d6
  • Dodge (Seasoned 1): −2 to be hit by ranged attacks
  • Improved Dodge (Seasoned 2): +2 to Evasion totals.
  • Strength d6 (Seasoned 3): Strength raised from d4 to d6.
Last edited by Caily on Fri Jan 10, 2020 11:47 pm, edited 1 time in total.
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Caily
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Re: Psi-Ghost Intel Operative

Post by Caily »

Psionics (10 PPE)
  • Aura Mask: arcane protection*
  • Presence Sensing: detect arcana* (detect arcana activates with presence sense for free every-time)
  • Hide Nature: conceal arcana*
  • Ectoplasmic Disguise: disguise*
    * = All powers are self only reduce activation cost by 1
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Caily
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Re: Psi-Ghost Intel Operative

Post by Caily »

Gear
Populated by Mike


Begin with standard Starting Gear substituting a set of
Urban Warrior Tactical Medium EBA
NG-56 Light Ion Pistol
NG-L5 Laser Rifle and a Vibro-Bayonet
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Caily
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Re: Psi-Ghost Intel Operative

Post by Caily »

Advances (post Advances as a reply to character sheet)
OOC Comments
Please list all Edges and Advances taken for your character here
Attributes
Agility d12 (3 + MARS)
Strength d4 (+0)
Smarts d8 (1 + MARS)
Spirit d6 (1)
Vigor d4 (+0)

Iconic Skill
Common Knowledge d6 +2d
Electronics d6
Stealth d6
Thievery d6
Persuasion d6
Research d6
Notice d6 +2d
Survival d6 +2d
Skill Points
Athletics d12 (3)
Stealth d12 (3)
Thievery d12 (3)
Fighting d6 (2)
Shooting d6 (2)
Electronics d8 (1)

Psi-Ghost
  • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).
  • Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
  • Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional powers to her starting total (e.g., a Psi-Ghost Burster get five).
  • Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
  • The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
  • Wanted (Major): Psi-Ghosts are pursued by many powerful groups including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals

Edges & Advancement
  • Alertness (Iconic): The character adds +2 to notice rolls.
  • Investigator (Iconic): +2 to Research and certain types of Notice rolls.
  • MARS Smartt and Learned (Iconic): Raised Smarts to d8, added +2 dt to Common knowledge, notice and survival.
  • MARS Quick and Agile (Iconic): Raised Agility to d12, Gained Quick.
  • Quick (Iconic/above): May redraw cards 5 or less.
  • Jack of All Trades (HJ Education roll 1): Gain d4 in a skill (or d6 with a raise) until replaced.
  • Infiltration Specialist (HJ Underworld roll 14): Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
  • Take Em’ Down (Hindrance): Gains +4 AP when attacking targets 1 size or more larger than self.
  • Improved Take Em’ Down (Hindrance): Free reroll on Damage versus targets 1 size or more larger.
  • Always Prepared - Luck (Novice 1): Start with 4 benneis per session.
  • Always Prepared - Great Luck (Novice 2): Start with 5 benneis per session.
  • Vigor d6 (Novice 3): Vigor raised from d4 to d6
  • Dodge (Seasoned 1): −2 to be hit by ranged attacks
  • Improved Dodge (Seasoned 2): +2 to Evasion totals.
  • Strength d6 (Seasoned 3): Strength raised from d4 to d6.
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Re: Caily Norabel - Ready for Review (Psi-Ghost Intel Ops)

Post by Stoic »

Calie was born to a prestigious clan of Psi-Ghost thieves. Raised from a young age to know the tricks of the trade, she was hired into one of Northern Gun's botique merc companies that specialized in espionage. She worked here for a few years until a series of backstabbings and betrayls caused the firm to implode. Taking the money she had carefully squirreled away, she decided to explore the world, eventually joining up with the Tomorrow Legion to use her talents for good.
GM Bennies 9/9
Wild Card Bennies ?
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