Maggie - Psi-Ghost Glitter Boy Pilot

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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Maggie - Psi-Ghost Glitter Boy Pilot

Post by Maggie »

HJ Rolls:
[dice:abjrl9c2]52520:0[/dice:abjrl9c2] (Training)
[dice:abjrl9c2]52520:1[/dice:abjrl9c2] (Training)
[dice:abjrl9c2]52520:2[/dice:abjrl9c2] (Training)
[dice:abjrl9c2]52520:3[/dice:abjrl9c2] (Underworld)
[dice:abjrl9c2]52520:4[/dice:abjrl9c2] (Underworld)

Hook: [dice:abjrl9c2]52520:5[/dice:abjrl9c2]
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Maggie »

Character Sheet

Player Name: Timmy
Google Handle: MyDogIsAnEquestrian
Maggie "Slapdash"
Rank: Veteran Experience: 45 Advances Left: 0
Race: Psi-Ghost
Iconic Framework: Glitter Boy Pilot
Attributes: Agility d8 (2 points), Smarts d8 (2 points), Spirit d8 (2 points), Strength d6 (1 point), Vigor d6 | d8 in LLW armor (1 point)
Charisma: 0 (-2 for Psi-Ghost among certain folks, +2 for GB Pilot among certain folks); Pace: 6; Parry: 6; Toughness: 11(5) in LLW armor | 30(18) M.D.C. in GB; Strain: 0
Skills: 23 points to start (thanks to HJ rolls)
  • Climbing (Ag) d6 +2 (2 points)
  • Fighting (Ag) d8 (3 points)
  • K/Electronics (Sm) d8 +1 (3 points)
  • Lockpicking (Ag) d6 +2, +4 more for lock pick release gun (2 points)
  • Notice (Sm) d8 (3 points)
  • Psionics (Sm) d8 (4 points)
  • Repair (Sm) d8 (2 points, +1 die type from HJ)
  • Shooting (Ag) d10 (5 points)
  • Stealth (Ag) d8 | d10 in LLW armor +2 (+2 more in urban areas) (3 points)
  • Streetwise (Sm) d8 (0 points, from HJ)
  • Common Knowledge (Sm) d8 (+2 for forgery)

Hindrances
  • Heroic (children): She will do pretty much anything to help if there’s a kid in trouble. She could take or leave adults, but she goes to absurd lengths to protect children.
  • Loyal: She makes bonds, and she holds on to those bonds. It's hard for Maggie to let people go, even when it might be tactically smarter.
  • Vow (Minor): Prove herself worthy of the Glitter Boy armor.

Edges
  • Power Armor Jock (IF): Does not suck in power armor. No -2.
  • Thief (HJ): +2 to Climbing, Lock picking, and Stealth (in urban environments). Also +2 to Notice and Repair when identifying or disarming traps.
  • Martial Artist (HJ): Never considered an unarmed, and unarmed attacks do +1d4 damage
  • Brawler (HJ): +2 damage to unarmed attacks.
  • Arcane Background (Psionics) (Hindrances): 3 powers, 10 ISP to start.
  • Sidekick (Hindrances): Her personal AI, Steven.
  • Scrounger (10 XP): Some people are just very good at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
    • Gain 1d6+2 fully charged e-clips for the firearms she and her teammates use. „ „ Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
    • Procure food for 2d6 people for a week.
    • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NG-S2 Survival Pack).
    • Obtain a non-secured cred-card with 2d10 × 2,000 credits on it.
    • Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.)
  • Major Psionic (25 XP): A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also:
    • „Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • „Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch.
    • The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.
  • Marksman (30 XP): The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1. Marksman works with both Shooting and Throwing.
  • Elan (35 XP): When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.

Racial Attributes
  • Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicking the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). Note that while most mundane attacks cannot hurt a Psi-Ghost while ghosting, gas attacks are particularly effective against them, as the gaseous substance passes right through and into the bloodstream and does +4 damage/is -4 to resist.
  • Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls.
  • Inherently Gifted: Psi-Ghosts have a natural predilection toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not.
  • Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known.
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table.
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow.
  • Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it.
  • Racial Loyalty: A Psi-Ghost would never betray one of her own to an outsider. Psi-Ghosts have a complicated system of loyalty and feel compelled to resolve any disputes "in house," as it were. It is not uncommon for rival Psi-Ghosts to fight each other to the death, but it would be unthinkable to turn a rival in to the law. A Psi-Ghost may use outsiders to foil a rival Psi-Ghost's plans, but she will always ensure her rival has plenty of time to escape capture beforehand. She begins with the Loyal Hindrance at character creation for no added benefit.
Bennies 4
3 to start for each of Maggie and Steven (includes Luck for Steven)
+1 for post "before the breach"
+1 for Sal drawing a Joker
-1 for EE
-2 for Soak rolls
-1 to remove Shaken
-1 to EE fear check
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Maggie »

Powers
Arcane Background: Psionics
PPE/ISP: 30 - Recovery: 1/hour

See/Hide Aura [Detect/Conceal Arcana] (3 ISP) [Novice]
  • Range: Sight
  • Duration: 3 (1/round) or 1 hour
  • Trapping: No visible trapping.
  • Effect: She can see arcane signatures or hide them. She mostly likes to hide them. P&MPL p.7.

Psionic Invisibility [Invisibility] (5 ISP) [Seasoned]
  • Range: Self
  • Duration: 3 (1/round)
  • Trapping: Grey Walker. The character manipulates the minds of their target from perceiving them. Unlike normal invisibility technology will not help others identify the character's location. However the power is limited to only affecting people within 12" of the character.
  • Effect: With a success, the character is effectively transparent. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at −4. Once detected, he may attack the foe at–4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is–6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible. Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points. P&MPL p.14.

Ghost Walk [Teleport] (3+ ISP) [Seasoned]
  • Range: Special
  • Duration: Instant
  • Trapping: She disappears and just reappears somewhere else, silently.
  • Effect: Teleport allows a character to disappear and instantly reappear up to 10" distant for each 3 Power Points spent, or 15" with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can't see, he must make a Smarts roll at −2. If it is an unknown area he has never seen, the roll is at a–4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above. Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest. P&MPL p. 22.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Maggie »

Background
Maggie grew up in the Coalition States, and found herself at a young age as one of the very few Psi-Ghosts in a military-run group facility for psychics. The treatment was not kind. She took to her training well enough, but not so much to the indoctrination.

The difficult thing about keeping Psi-Ghosts in captivity is that they are Psi-Ghosts. She would do her best to shelter the youngest kids as they were brought in, but as the indoctrination took hold, she invariably lost her friends as they recognized her “unbelief.” Eventually, she tired of losing friends and she ghosted her way out of the facility (though, of course, it was a little more complicated than that).

A trained Psi-Ghost is never without work for long, even at a young age, and she bounced from job to job. On one such assignment, she picked up an experimental AI unit from a high-tech research facility, whom she named “Steven” and who became her constant companion. She eventually landed with the Tomorrow Legion, where she joined a SET and became close with the team’s Glitter Boy Pilot. Maggie had always had an aptitude for machinery, and, at the encouraging of her teammate, she learned in the Legion how to operate a suit of Grease Monkey Power Armor (and how to use Steven for something other than theft and hacking). In her last assignment, her armor was trashed in an ambush that also killed the Glitter Boy pilot, and the legendary armor passed to Maggie. And to Steven.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Maggie »

Gear
Item
  • Glitter Boy PA: Size 3, +18 M.D.C. Armor, +6 Toughness, Pace 12 (Run d12), Swim Pace 6
    • Notes: Enhanced Strength (d12+4), half-damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite.
    • Weapons: Boom Gun (Range 250/500/1000, Damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega Damage)
    • Melee (Str+d6 Mega Damage, not considered Unarmed)
    • Tinkerer Upgrade: Add Fleet Footed Edge (20,000 credits)
  • Ley Line Walker Light Armor: Constructed from natural and magically engineered materials, this armor was originally designed for Ley Line Walkers (though anyone can wear it) so they could conceal it beneath their traditional robes. These suits provide 3 Armor; though they are not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP). (4 lb, 9,000 credits)
    • Minor upgrade: +2 Armor (5,000 credits)
    • Major upgrade: +1 die type to Vigor (10,000 credits)
    • Major upgrade: +1 die type to Stealth (10,000 credits)
  • TK Submachine Gun: 15/30/60; 2d6+2 damage; ROF 3; AP 2; Shots 40; Notes: 3RB, requires 4 Power Points to load (6 lbs, 50,000 credits)
    • Minor upgrade: +5 PPE (5,000 credits)
    • Major upgrade: Rock and Roll Edge (40,000 credits, requires +1 PP to reload)
  • CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
    Image
    Features:
    • 12 attachment points
    • Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
    • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
    Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
  • Lock Pick Release Gun: This automatic system handles just about every form of purely mechanical lock, providing a +4 to any Lockpicking skill check with such locks. (2 lb, 1,800 credits)
  • Mundane Lock Picks: They pick locks.
  • Took Kit: For being handy.
  • NG S-2 Survival Pack: See TLPG page 105 for contents.
  • Field Computer Grade II: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lb, 2,500 credits for Grade I, 5,000 credits for Grade II, 12,000 credits for Grade III, 28,000 credits for Grade IV).

Credits:16,800
  • 100,000 starting (per GM)
  • +/- 0 for swapping out Huntsman starting armor for LLW light (direct trade, per GM)
  • -25,000 for upgrades to LLW light armor
  • +9,000 for selling Wilks 227 (per GM)
  • -45,000 for upgrades to TK Submachine Gun
  • -1,800 for lock pick release gun
  • -200 for tool kit (based off SWD price)
  • -200 for lock picks (based on SWD price)
  • -20,000 for Tinkerer upgrade to Glitter Boy
  • -5,000 for Field Computer


Contacts: None
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Maggie »

Advances
Iconic Framework
  • Fully Trained: All Glitter Boy pilots begin with the Power Armor Jock Edge.
  • „Glitter Boy Armor: Power Armor of the highest caliber (see sidebar)
  • „Heroic Legacy: A Glitter Boy pilot gets +2 Charisma. If a Glitter Boy is stolen, word passes quickly and the thief is targeted by Glitter Boy pilots across North America.
  • „Many Have Fallen: Numerous Glitter Boys fell to defend the world, leaving plentiful salvageable parts. Serious repairs cost 250,000 credits and Severe ones 500,000 (see page 122).
  • Big and Shiny: Glitter Boys are immediately recognizable and often a priority target for heavy weaponry. They suffer −8 to Stealth rolls due to their glittering armored coating. At 10 feet tall and Size 3, Glitter Boys are big targets and man-sized opponents gain +2 to hit them (see page 84).
  • „Closed Off: Sealed away from the natural and spiritual worlds, Glitter Boy pilots cannot use magic or psionics while in the suit. Such powers used by others can still affect them.
  • „Digging In: Activating/deactivating the stabilization system is an action. Firing the Boom Gun without these measures knocks the Glitter Boy 2d6" back and prone, leaving the pilot Shaken. Once dug in, the Glitter Boy cannot move and can only fire to the front and sides (180 degrees). Digging in makes the Glitter Boy an easier target, attackers gain a +2 to attack rolls against the suit while dug in.
  • „Enemies: The Coalition States consider all Glitter Boys enemies of the state. Few within the True Federation of Magic consider them friends either.
  • „Highly Technical Machinery: Like all devices, armor, vehicles, and weapons, Glitter Boy systems are subject to the Technical Difficulties Setting Rule (see page 122).
  • Sonic Boom: Firing a Boom Gun causes a sonic boom affecting everyone (except the pilot) within a Large Burst Template. A failure on a Vigor roll −2 inflicts Hard of Hearing (Major) for 3d6 minutes and makes the character Shaken. If he fails with a 1 on the Vigor die, he is Incapacitated and makes a Vigor roll each round to become conscious but Shaken. Anyone in environmentally sealed armor gains +2 to the roll, as do characters with Hard of Hearing (Minor). Characters with the Major version are immune!
  • „Stand By to Fire: A Glitter Boy cannot move and fire its Boom Gun on the same round. This is why some carry other firearms as alternatives for when they need to move and shoot.

Hero’s Journey
  • Training (5): Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero's picked up some serious fighting skills. He's got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
  • Training (11): Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she's pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
  • Training (19): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Underworld & Black Ops (9): Though few and far between, the cities of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she's got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
  • Underworld & Black Ops (20): Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.


Advances
  • Initial Advances: (From Hindrances): Sidekick, Arcane Background (Psionics)
  • Novice 1 Advance: Raise Strength
  • Novice 2 Advance: Scrounger
  • Novice 3 Advance: Skill points (raise Psionics)
  • Seasoned 1 Advance: Raise Spirit
  • Seasoned 2 Advance: Major Psionic
  • Seasoned 3 Advance: Marksman
  • Seasoned 4 Advance: Elan
  • Veteran 1 Advance: Raise Smarts
  • Veteran 2 Advance: Skill Points
  • 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:
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Maggie »

Steven

Rank: Seasoned Experience: 20xp Advances Left: 0
Race: AI
Iconic Framework: AI
Attributes: Agility d8 (2 points), Smarts d12 (3 points), Spirit d8 (1 point), Strength N/A, Vigor d6 (1 point)
Charisma: -2 (equivalent of Outsider); Pace: varies by device (12, d12 running in GB); Parry: 6; Toughness: 29(18) M.D.C in GB.; Strain: 0
Skills: 20 points to start
  • Driving (Ag) d8 +2 (3 points)
  • Fighting (Ag) d6 (2 points)
  • Investigation (Sm) d8 (3 points)
  • K/Computers (Sm) d10 +2, +2 more for electronic security (1 point, started at d8)
  • K/Electronics (Sm) d10 +2, +2 more for electronic security (4 points)
  • Notice (Sm) d10 (4 points)
  • Piloting (Ag) d6 +2 (2 points)
  • Shooting (Ag) d8 (3 points)
  • Common Knowledge (Sm) d12 +2 for people/places of North America
  • Survival (Sm) d4+2 (Jack of All Trades and HJ result)
  • Streetwise (SM) d4+2 (Jack of All Trades and HJ result)

Hindrances
  • Vow (Major) (Binding Word): Similar to the Psi-Ghost Hindrance, Steven learned from Maggie that one’s word is his bond, and he does not break his.
  • Cautious (Minor): Generally gets overruled, but also generally advises the more cautious path.
  • Loyal (Minor): Appreciates being rescued, and doesn’t leave friends behind.

Edges
  • Ace (IF): +2 to Driving, Piloting and Boating rolls; may make Soak rolls for vehicles using the Piloting skill.
  • Combat Ace (IF): No MAP for maneuvers and attacks in vehicles in the same round.
  • Power Armor Jock (IF): Having spent time in Maggie’s Grease Monkey and now in her Glitter Boy, Steven knows his way around the complex systems of power armor. He does not suffer a -2 when operating in one.
  • Scholar (IF): Electronics? Computers? Steven is your man (well, sort of). He gets a +2 to all K/Computers and K/Electronics rolls.
  • Luck (IF): Steven can calculate probabilities like you wouldn’t believe. This has the same effect as making him lucky, giving him an extra Benny each session.
  • Jack of All Trades (5 XP): Has an extensive database and solid logic algorithms. Can make unskilled Smarts-linked rolls at d4 instead of d4-2.
  • Steady Hands (20 XP): To keep steady hands, it helps to not have hands. Your hero ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2.

IF/Racial Features
  • Direct Interface: The AI receives +4 instead of +2 with all sensor and targeting rolls.
  • Limitations: Restricted Path (No Arcane Abilities), Outsider (AIs are not respected as living beings)
  • Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
  • Vulnerability (Electricity): Suffers +4 damage from electrical attacks.
HJ:
  • Experience & Wisdom ([dice:180k0mpd]52663:0[/dice:180k0mpd]): He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • Underworld & Black Ops ([dice:180k0mpd]52663:1[/dice:180k0mpd]): Your character’s innate understanding of computers makes him one of the most valuable people in the world. He gains Knowledge (Computers) d8, as well as +2 when dealing with electronic security.
Advances
  • Initial Advances: (From Hindrances): Raise Agility, Raise Smarts
  • Novice 1 Advance: Jack of all Trades
  • Novice 2 Advance: Raise Smarts
  • Novice 3 Advance: Skill Points
  • Seasoned 1 Advance: Steady Hands
  • Seasoned 2 Advance:
  • 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:
AI Starting Package
Rule start of page 36, but the important stuff is page 37

I will say it has a Strength of NA and only 4 attribute points.

the installation of the advanced technology was incorporated into the super structure of the Power Armor. So it uses the armors Strength.
Obviously the AI will not be able to operate the PA as good as your character, but it will be able to do some pretty impressive stuff if you spend the points on it.

To represent its advanced nature we will give it a Custom IF as follows:
Starting Attributes: Agility d4, Smarts d6, Spirit d6, Strength NA, Vigor d4
Attribute Points: 4
Skill Points: 20
Edges: Ace, Combat Ace, and Power Armor Jock
Additional Edges: 2 additional edge of choice.
Direct Interface: The AI receives +4 instead of +2 with all sensor and targeting rolls.
Limitations: Restricted Path (No Arcane Abilities), Outsider (AIs are not respected as living beings)
HJ Rolls: Make two selections on any HJ table not requiring an Arcane Background
Go here for feedback and flushing out if needed
viewtopic.php?f=7&t=3816
forgot to add construct and vulnerable to electricity
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Ndreare »

Looks okay so far.
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Maggie - Psi-Ghost Glitter Boy Pilot

Post by Ndreare »

We need a SWADE version of this character so I can archive this version.
  • 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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