Rinoa Crescent SWADE

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Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Rinoa Crescent SWADE

Post by Rinoa Crescent »

Character Sheet
Note: Delete any lines not needed after you paste this.

Player Name: Michael
Google Handle: Michael Nolen
Character Name: Rinoa Cresent
Rank: Veteran 2 Advances Left: 0
Race Human
Iconic Framework: MARS: Personsal Concept Option
Attributes Agility: d8; Smarts: d8; Spirit: d8; Strength: d6; Vigor: d6
Pace: 6; Parry: 8; Toughness: 5 (0)

Skills
  • Athletics(Agility): d4
  • Common Knowledge(Smarts): d4
  • Electronics(Smarts): d4
  • Fighting(Agility): d12
  • Hacking(Smarts): d4
  • Language
    • Trade 6(Initial)(Smarts): d8
  • Notice(Smarts): d8
  • Persuasion(Spirit): d4
  • Piloting(Agility): d12
  • Psionics(Smarts): d8
  • Repair(Smarts): d4
  • Research(Smarts): d4
  • Shooting(Agility): d12
  • Stealth(Agility): d4
Edges
  • {Adaptable} Ace: Ignore two points of penalties to any Boating, Driving or Piloting Roll and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound.
  • {Iconic Framework} Professional (Shooting): Increases Trait one step.
  • {Iconic Framework} Expert (Shooting): Increases Trait additional Step
  • {Iconic Framework} Marksman:
  • {Hindrance Bonus} Master (Shooting): Wild die increases to d10
  • {Hindrance Bonus} Plus 1 Skill Point:
  • {Hindrance Bonus} Plus 1 Skill Point:
  • {Heroic Journey} Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing weapons on the same round.
  • {Heroic Journey} Arcane Background (Psionics): ISP: 10, 3 Initial Powers
  • {Heroic Journey} Major Psionics: Double ISP; may spend 2 ISP to gain +1 bonus to Psionics Skill Roll or 4 ISP for +2.
  • {Heroic Journey} Master Psionics: Can use Mega Power Modifiers. Able to take mind reading and elemental manipulation.
  • {Heroic Journey} Danger Sense: When rolling surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rule, danger sense gives a notice roll at -2 (or +2 if a notice roll is usually allowed) to detect the hazard and take appropriate action. if this was an attack and the hero makes her Notice roll, the foe doesn't get The Drop against her.
Advances
  • {Novice 1 Advance} Spirit: plus 1 die type
  • {Novice 2 Advance} Skill: Psionics and Notice
  • {Novice 3 Advance} Rapid Recharge: Increases ISP recharge rate to 10 per hour.
  • {Seasoned 1 Advance} Spirit: plus 1 die type
  • {Seasoned 2 Advance} Skill: Psionics and Notice
  • {Seasoned 3 Advance} edge: steady hands
  • {Seasoned 4 Advance} edge: elan
  • {Veteran 1 Advance} edge: sharpshooting
  • {Veteran 2 Advance} edge: rapid fire
  • {Veteran 3 Advance} strength: plus 1 die type
  • {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} :
Hindrances
  • Impulsive(Major): The daredevil almost always leaps before she looks. She rarely thinks things through before taking action.
  • Driven(Minor): She is driven to be the best pilot in the three galaxies. This goal shapes the character and pushes her decisions but either happens rarely or is fairly harmless.
  • Enemy(Minor): She has a rival in the Trans Galactic Empire.
Last edited by Rinoa Crescent on Tue Oct 15, 2019 5:29 am, edited 4 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent SWADE

Post by Rinoa Crescent »

Background

Rinoa Crescent was born into the Trans Galactic Empire sphere of influence. A human in the space colonies, these humans were known to be called spacenoids. Her father was a ship pilot, working salvage operations in space. At a young age, her father took her out in his ship and let her fly it for a bit. The mistake that was. Rinoa had an impulsive nature about her, always leaping into action and she loved the thrill of flying and took the opportunities to fly ships when ever she could. Did I mention that she was impulsive? Yeah, some of those opportunities were not sanctioned, getting her into trouble.

Eventually she got as she got older, she learned to pilot robot armor. As they had started to use them for salvage operations. She excelled at being a pilot. Going into the salvage work herself. While piloting the robots in space, she started to devolop her psychic powers. Others spacenoids that devoloped these powers became known as Newtypes, as they were seen as a new evolution of humans in space. Oldtypes, feared the new types and never put them in positions of power, showed prejudice against them and used them as tools for their wars.

As a newtype, she was drafted into fighting, learning to use weapon system and shoot guns. She became driven to be the best at the roles she takes on. Eventually she got involved with the freedom fighter movement and while there received a Kittani Transformable Robot Fighter the movement had acquired from Splugorth sources. She named her Robot Armor, Angelo.

Rinoa became a very distinguish pilot. This however started causing problems for the movement, as the Trans Galactic Empire started sending bigger and stronger forces their way. After a sound defeat, the movement went into hiding. Rinoa and her Angelo survived as well. She also went into hiding but has since parted ways with the movement for the time being.

Interlude

Rinoa had a boyfriend, by the name of Squall. They had been partners during their time in the freedom fighter movement. After the cell from the movement she was involved with disbanded, The two of them went out into the universe to find something else to do. Squall was no slouch himself and they both became mercenaries.

Rinoa and Squall eventually landed themselves a ship, the Ragnarok. They managed for gather a small crew, Quitis, Zell, Selphie, and Irvine. The six of them start working taking on mercenary contracts and eventually land themselves a contract with the Mekakur, to guard one of their ships.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent SWADE

Post by Rinoa Crescent »

Powers
ISP: 20/20


Mind Link
Boost Trait
Relief
Last edited by Rinoa Crescent on Tue Oct 01, 2019 10:26 am, edited 1 time in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent SWADE

Post by Rinoa Crescent »

Gear
Begin with standard Starting Gear plus any one Body Armor and an extra 36000 credits in gear or valuables.
Money and Common Goods: 2400 Universal Credits, and 4000 credits worth of gear or valuables

NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
Body Armor:
Plastic Man Light EBA
Combat Spacesuit with Thruster System
Main weapon: Wilk's 457 Pulse Rifle
Sidearm: Wilk’s 320 “Classic” Laser Pistol
Ammo: two E-clips or magazines for each weapon

Credits: 2400 UC
buy: $40,000 in gear (this is a wilk's 457 pulse rifle, cost is 40,000)
Last edited by Rinoa Crescent on Tue Oct 15, 2019 12:41 pm, edited 2 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent SWADE

Post by Rinoa Crescent »

Space Fighter

SWD SFC
Starship
Size: Small
Size: 6
ACC/TS: 55/750
Climb: 3
Toughness: 20(5)
Shields: 60
Mods Remaining: 1
Crew: 1
Energy: 25 days
Cost: 2,000,000

Mods
AMCM (1)
Targeting System (1)
Sensors Suite, Galactic (2)
Atmospheric (3)
Speed (1)
Shields (3)
Deflector Screens (2)
Bomb Bay (1)
2x Fixed Medium Ion Cannon (3+3/2=3)
1x Particle Beam Cannon Turret (2)


SWD to SWADE conversion
<HR>
Until the updated Science Fiction Companion is out, use half of Climb, rounded up, as a ship’s Handling. A Battleship with Climb –2, for example, is Handling –1. If it has an Acceleration lower than 20, reduce it by another 1. If Acceleration is higher than 50, increase it by 1. This rough formula should serve for now.

Multiply a ship's Top Speed by 3 to get its Top Speed in vehicles in Miles Per Hour. This isn't entirely accurate either, but will give you the relative values you need for chases.

SWADE:
Handling: 3
Top Speed: 2250 mph (225,000 mph in space)
Last edited by Rinoa Crescent on Tue Oct 01, 2019 11:39 am, edited 3 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Rinoa Crescent SWADE

Post by Ndreare »

You should consider using Science fiction Companion for building your Fighter. While not mandatory, I think the addition of ablative force fields are a huge advantage in Savage Worlds.
  • 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
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent SWADE

Post by Rinoa Crescent »

Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Rinoa Crescent SWADE

Post by Ndreare »

Moving to archive until players schedule clears up.
  • 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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