Jasco: Human Information Broker

"Go west, young man" - Horace Greeley
GM: Tribe of One
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Jasco
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Jasco: Human Information Broker

Post by Jasco »

Character Sheet

Player Name: Paul
Google Handle: paulshao80
Character Name: Jasco
Real Name: Jason Collingsworth
Rank: Seasoned Experience: 29 Advances Left: 0
Race: Human
Iconic Framework: MARS PCO Information Broker
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5 ; Toughness: 5; Strain: 0
Bennies: 3/3

Skills:
  • Psionics d10 (4 Creation)
  • Investigation d8+2 (1 Creation, d6 HJ, Investigator Edge)
  • Knowledge (Battle) d8+2 (d8 HJ, Scholar Edge)
  • Knowledge (Politics) d8 (d8 HJ)
  • Streetwise d8+4 (1 Creation, d6 IF, Investigator Edge, +2 Charisma)
  • Notice d8 (1 Creation, d6 IF)
  • Knowledge (Computers) d8+2 (1 Creation, d6 IF, Scholar Edge)
  • Knowledge (Science) d6 (d6 IF)
  • Knowledge (Engineering) d6 (d6 IF)
  • Knowledge (Business) d6 (d6 IF)
  • Persuade d8+4 (3 Creation, +2 HJ, +2 Charisma)
  • Piloting d6 (2 Creation)
  • Driving d6 (2 Creation)
  • Fighting d6 (2 Creation)
  • Shooting d6 (2 Creation)
  • Repair d4 (1 Creation)
  • Common Knowledge d10
  • Unskilled d4-2
Hindrances
  • Code of Honor (Major): Character keeps his word and acts like a gentleman
  • Bad Eyes (Minor): Unless wearing glasses, –2 to attack or notice something more than 5” distant
  • Loyal (Minor): The hero tries to never betray or disappoint his friends
Edges
  • (IF): Arcane Background: Psionics
  • (IF): Scholar +2 to two different Knowledge skills (Battle, Computers)
  • (IF): Charismatic Charisma +2
  • (IF): I Know a Guy Once per session, invoke Connections
  • (IF): Rich 5k credits, 2 rolls on equipment (exchanging for vehicle of choice: Black Market Roundabout ATV)
  • (IF): Connections (Black Market) Call upon powerful friends (Streetwise, then Persuasion check)
  • (IF): Connections (Native Americans) Call upon powerful friends (Streetwise, then Persuasion check)
  • (racial): Killer Instinct Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
  • (HJ): Investigator +2 Investigation and Streetwise
  • (HJ): Command +1 to troops recovering from being Shaken
  • (init): Leader of Men Roll a d10 as the Wild Die for subordinates’ group rolls
  • (init): Tactician Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle
  • (N2): Command Presence Increase command radius to 10”
  • (N3): Robot Armor Jock No -2 penalty while piloting robot armor.
  • (S1): Major Psionic
  • (S2): Master Psionic
Powers
Master Psionic
ISP: 20
Recovery: 1 per hour.
All Powers:
  • +2 ISP for +1 Psionics roll
  • +4 ISP for +2 Psionics roll
Lingua Multi-melodia (Speak Language; 2 ISP) [Novice]
  • Range: Touch; Duration: 10 minutes (1/10 min)
  • Trapping: While empowered, the recipient's voice is psychically infused with a melodic undertone (Splendor). This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
  • Effect: This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
Harmonic Resonance (Mass Understanding; 2 ISP) [Mega]
  • Range: Touch; Duration: 10 minutes (1/10 min)
  • Trapping: While empowered, the recipients' voices are psychically infused with musical harmony. This soothes and eases tensions, calming minds to rationality, jolting them out of the distraction of battle. On a raise, provide an immediate free roll to recover from being Shaken.
  • Effect: The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.
Astral Communication Tether (Telepathy; 2 ISP) [Novice]
  • Range: One mile; Duration : 3 (1/rd)
  • Trapping: A semi-transparent tether reaches through astral space connecting psychic and recipient. For the duration of the effect, the recipient is momentarily shrouded in tendrils of semi-solid ectoplasm, a side-effect of the astral tether. This slightly obscures the character, making him (message recipient) -1 to be hit by ranged attacks.
  • Effect: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away. Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
Astral Communication Network (Exalted Telepathy; 4 ISP) [Mega]
  • Range: Special; Duration : 3 (1/rd)
  • Trapping: A semi-transparent tether reaches through astral space connecting psychic and recipient. For the duration of the effect, the recipient is momentarily shrouded in tendrils of semi-solid ectoplasm, a side-effect of the astral tether. This slightly obscures the character, making him (message recipient) -1 to be hit by ranged attacks.
  • Effect: This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius.
    Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
Psi-Ghosting (Intangibility; 6 ISP) [Heroic]
  • Range: Touch; Duration: 3 (2/rd)
  • Trapping: Wills himself into the form of a semi-transparent ghost. Freed of physical limitations, the psychic seems to move with unnatural speed (Jazz). On success, add +2 pace and on a raise, increase Agility one die type for duration of power.
  • Effect: With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
Discorporation (Astral Projection; 20 ISP) [Mega]
  • Range: Self; Duration: 1 minute (1/min)
  • Trapping: Takes on the form of an ectoplasmic ghost. When passed through, victims are slimed. Targets require a Spirit roll (at -2 on a raise) to avoid suffering a -2 penalty to parry. This lasts until the slime is washed or burned off, which is an action (or being attacked by a fire trapping power).
  • Effect: The caster is able to leave his body behind as his astral self— a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
Last edited by Jasco on Mon Oct 01, 2018 9:11 am, edited 12 times in total.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Background

Post by Jasco »

Background


A house built on Favors…

Since time immemorial, anytime a community grows and develops, so also does its criminal underbelly. The Black Market is where those who cannot or choose not to abide by the laws of society reside. Those who operate within this framework often think of themselves as above or outside the law, but the reality is that they are simply bound to a different set of rules.

Jason Collingsworth, the middle-aged man most commonly known as Jasco, was born into an underbelly family. His father, Vance Collingsworth, came from nothing, but through his quest to survive and provide for those he loved, built a small empire within the confines of the ‘burbs surrounding Fort El Dorado.

Fort El Dorado and its neighboring villages is a community that has long been friendly with the Coalition. As the potential for its statehood became increasingly an inevitability, The Chicago Network (TCN), the mafia-like crime network based out of Chi-town, expanded into the area. This is where Vance saw his opportunity to make himself wealthy and powerful. Already someone of some criminal stature, he parlayed his reputation with TCN to be granted a territory under which he was Boss. Boss Collingsworth was a just and compassionate leader who provided well for those within his territory. He accomplished this with skillful tact, negotiations and horse-trading of favors. For over a decade, his territory prospered under his rule and Boss Collingsworth quickly advanced within the TCN organization.

If Boss Collingsworth had a flaw, it was that his ambition had limits. These limits were the moral compass that he had always lived his life and had taught his family to live. As ‘criminals’, they took to survive. But a tenant that he was sure to teach his family was not to take simply for the sake of taking. Acting in such a manner would quickly turn an effective ruler into a despot.

As Boss Collingsworth’s territory grew through his advancement within TCN, so also did his obligations. When small, people within his territory knew each other and maintained order through neighborly behavior. Newly absorbed territories did not have this same harmony built into their history. Often times, their previous rulers were no better than cut-throat ruffians. The denizens would subsequently emulate such behavior in their daily lives in an effort to survive.

This tendency proved to be a difficult habit for the populace to break out of. The last decade of his rule saw his territory fraught with sporadic violence and wholesale disruption of the order Vance had painstakingly built. Though he fought valiantly, his quest for peace was a herculean undertaking over such a large swath of land. Eventually, his hands were dirtied through exchanges of favors in an effort to restore sanity and profitability.

Does not stand the test of time.

It was one of these favors that would ultimately be Boss Collingsworth’s undoing. Faced with owing a debt to someone many orders of magnitude more ruthless than his own moral compass would allow, he was forced to defer on repaying the favor owed. Seeing weakness in moral fortitude, this man took advantage of the situation and orchestrated a coup. Months after the favor was turned down, the Collingsworth family lineage was practically annihilated in a gruesome coordinated massacre. History would forget this lesser, ruthless man. Stabbed to death within Collingsworth Memorial Park. A painful irony that Vance Collingsworth’s legacy should play a small part in the act of violence that would serve as retribution for his murder.

A house built on Honor…

Growing up, Jason knew mostly famine. Early on, his father, Vance Collingsworth, was a loving and dutiful father. From a young age, Jason learned the subtle nuances of human foibles. He was taught how to recognize them, what vulnerabilities they exposed, and how to generate advantages from them. While still a child, he participated in more than one street con in their collective effort to survive. As his father taught, the marks were always ones who could afford to lose what was taken. And they would never make another’s life miserable in an effort to enrich their own.

At the age of 12, their life changed dramatically. His father became Boss Collingsworth and no longer had the luxury of time to dote on his son. Instead, he was sent to the newly founded Coalition military school where he gained a different sort of knowledge. He learned what the Coalition teaches best, how to wage war.

Lessons learned in his youth were still widely applicable in school. And many of his instructors saw in Jason, a natural born leader. He seemed to have an innate grasp for the battlefield, an eye for talent, and a keen ability to identify the tendencies of his opponent. More than one of his teachers urged him to apply for officer candidate training. But when Jason came of age, he could not resist the siren’s call of the streets.

Not wanting to trade on his father’s reputation, Jason Collingsworth returned to the streets of Fort El Dorado as “Jasco”. It wasn’t long before he joined a small, freelance, close-knit crew and was being mentored by the premiere information broker in the region. Jasco and his crew worked in areas beyond the Black Market’s established territory, effectively expanding it. Some could argue that their efforts destabilized the landscape enough for the Black Market to take advantage, indirectly benefiting Jasco’s father, Boss Collingsworth.

With the passage of time, Jasco’s skills sharpened, his network expanded and his natural leadership abilities allowed his superiors to confidently give him progressively greater responsibilities with each new job. It wasn’t long until his mentor retired and the crew splintered to form their own teams. Though intricately woven into the Black Market fabric, Jasco (and the new crew he built) remained freelance. Through it all, he adhered to his personal code (taught to him by his father), kept his promises, and took care of those around him.

Is fortified through every promise kept.

One evening, Jasco was wrapping up his rounds when one of his crew flagged him down from the shadows.

”The pilot light is out and there is water in the kitchen.”

Jasco’s face stiffened at hearing the words he taught his crew, but thought he was careful enough to never have to hear. His reply was quick and succinct, ”Get home safe.”

Immediately, Jasco changed directions, making his way back to their base and began mentally walking through the implications of the exchange. His crew’s message to him had meant that their hideout was compromised and being surveyed for imminent attack. Jasco’s reply was equally cryptic and called for his crew to scatter for their own safety. The information broker knew that if this was a targeted hit, they would need to think they succeeded. He would need to ‘disappear’. And so, he staged his own death.

That night turned out to be a bloody night for Fort El Dorado. There was an assault at a high-end dinner party where dozens were massacred (Collingsworth family, friends, and close associates). And elsewhere, an explosion created a 3-alarm fire. Emergency personnel worked all night to put it out.

It took the better part of a week for Jasco to mobilize his resources and orchestrate his retribution. Though he had a visceral desire to personally enact revenge, Jasco knew that his time in Fort El Dorado was at an end. So he concocted a more elegant solution. He made sure that the right people knew where the mastermind of the massacre would be at a particular time. The vindictive and petty man had made plenty of enemies. The many he had wronged lined up for the satisfaction. Not a single tear was shed for the blood spilled that night.

After the deed was done, Jasco liquidated most of his belongings, and left for greener pastures, leaving the specter of his slain family behind. He headed West with a merchant caravan and eventually re-established himself in the Bandito Arms Black Market community on Black Mesa. Living off savings, and taking freelance work, he has been working for the past year establishing a new information network. His aptitude and ability to connect people to the right resources and talent, is beginning to give him a "Fixer" reputation in the local Black Market community.
Last edited by Jasco on Wed Sep 13, 2017 4:55 pm, edited 3 times in total.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Equipment

Post by Jasco »

Gear

NG-56 light ion pistol (hip-holstered)
  • Range: 10/20/40
  • Damage: 1-3d6, ROF: 1, AP: 0, Shots: 12, Weight: 2
NG Maverick (non-EBA w/ cowboy hat)
  • +3 Armor, +1 Toughness
NG-S2 Survival Pack (30 lbs)
  • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infnite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, fvemile range.
  • One frst aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fshing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • One Silver Cross
  • Six Wooden Stakes
The El Dorado Motor Company's newest Utility Vehicle, the Roundabout.
  • Image
    Flyer taped to the windshield of a vehicle in a Black Market car lot - typical corporate advertisement
    Flyer wrote:Designed for rough terrain and uncertain circumstances, the roundabout is equipped with a fully environmental cabin, a Nuclear/Electric Engine (in partnership with Empire Motors of Chi-Town), a sensor suite, and a sun-roof. Rated for security work, it is a great fit for security forces protecting the oil fields, corporate security forces, and mercenary forces looking for a good scout vehicle. Able to transport a small security team in comfort and protection, the Roundabout is the perfect fit for a light security force. Now for sale to authorized buyers, get the vehicle your fleet needs today!
    Hand written flyer wrote:This well maintained vehicle saw former use as a security vehicle for the Piper-Harnagen Oil Field before it's takeover by the new Coalition Government of El Dorado. We have an optional weapon cupola suitable for any heavy weapon a buyer might wish to mount. Yours today. See a representative about pricing!
    A popular light security vehicle, the Roundabout has no standard weapons, but there’s a top hatch with plenty of space for a mounted weapon of some kind. The nuclear engine has no endurance limit beyond that of the driver and crew.
    The interior is roomy enough to handle four regular-sized passengers and their cargo for a long journey. As many as seven could be squeezed in, but vital cargo would have to be strapped to the outside with the rest left behind. (25,000 credits)

    Roundabout ATV: Size 3 , Acc/TS 15/60, Toughness 22 (12), Crew 1+3, Remaining Mods 1
    Notes: All-Terrain, Handling 1, Environmental Systems, M.D.C. Armor, Nuclear Engine, Sensor suite
    Mini rail gun (cupola turret)
    • Range: 75/150/300
    • Damage: 2d8+4, ROF: 4, AP: 6, Shots: 32, Mega Damage
    Sensor suite
    provides advanced communications (20-mile range; 500 miles with access to a dedicated relay system); a full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks and incorporating 360 degree radar, thermal imaging, and night vision; optics enhancement with 50× magnification and audio pickups that can catch whispers at 100 yards; and onboard combat computers and targeting systems that offset up to −2 Shooting penalties and can be calibrated to prevent friendly fire.

PRIM (Pattern Recognition Intelligence Matrix): The prototype A.I. in Jasco's trunk
Jasco doesn't talk about the fledgling A.I. installed in the trunk of his car, but anyone who sees the Black Market information broker in action is likely to suspect he's got someone whispering in his ear. By limiting the hardware resources available to it, Jasco hopes to stunt the A.I.'s development and keep his tool from evolving into something less ... controllable.
  • Trapping: A titanium case, about the size of an old steamer trunk, painted in non-reflective black ceramic paint, with a number of cables and fiber optic lines emerging to interface with the various systems in Jasco's souped-up Roundabout. A wrist-mounted interface unit and HUD-visor are used to connect to the A.I. within.
  • Base Item: Grade IV Field Computer (+4 to opposed Knowledge: Computers and electronic Lockpicking rolls, as well as research-related Investigation rolls)
  • +Core Electronics Package (+4 to Common Knowledge checks)
  • +Vehicle Interface Package (Increases Handling of connected vehicle by +1, can be used to control vehicle remotely if within 5 miles)
  • +Subject Matter Expert Port (Slots for up to 3 chips boosting Smarts-linked skills, as cybernetic system)
  • +Signal Booster (Interface unit and A.I. can communicate up to 500 miles, but bonuses halved beyond 5 miles due to lag/interferance; encrypted transmissions are vulnerable to hacking but PRIM's +4 bonus applies)

Credits:
[dice]0[/dice]
+5,000 credits (Rich Edge)

Contacts
Last edited by Jasco on Wed Sep 06, 2017 5:09 pm, edited 7 times in total.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

User avatar
Jasco
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Posts: 51
Joined: Wed Aug 30, 2017 9:36 am

Advances

Post by Jasco »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
MARS PCO (Information Broker)
  • Hero's Journey (3 rolls unrestricted)
  • 4 MARS rolls
  • 2 Edges (Arcane Background (Psionics), Scholar)
  • +5 skill points (20 total)
  • Starts at 25 XP (20 MARS +5 House)
Narrative Hook
[dice]2[/dice]
The Black Market.

Hero’s Journey
4
  • Education
    • Roll result: 16 (Born with a natural inquisitiveness, your hero has a gift for research and finding things out.)
    • Investigator Edge and the Investigation skill at d6.
  • Education
    • Roll result: 19 (Choose Any: 11. (Ebb and Flow of Power))
    • Knowledge (Politics) at d8, +2 Persuasion
  • Education
    • Roll result: 12 (Reborn in War)
    • Command Edge and Knowledge (Battle) at d8.
MARS PCO
6
MARS Fortune & Glory
10: Charming and Well-Traveled: Your hero begins with Charismatic and I Know a Guy Edges
5: Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
12: Choose your Fate: Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
9: Wealthy and Connected: Your hero begins with the Rich Edge and the Connections Edge with two factions.



Advances
  • Initial Advances: (From Hindrances): Leader of Men, Tactician
  • Free Edge (Human): Killer Instinct
  • Novice 1 Advance: +1d Spirit
  • Novice 2 Advance: Command Presence
  • Novice 3 Advance: Robot Armor Jock
  • Seasoned 1 Advance: Major Psionic
  • Seasoned 2 Advance: Master Psionic
  • Seasoned 3 Advance:
  • 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:
Rolls scrapped from original build
[dice]0[/dice]
[dice]1[/dice]
[dice]3[/dice]
[dice]5[/dice]
[dice]7[/dice]
[dice]8[/dice]
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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