Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Background:
Savant was ‘lost’ by her Splurgoth master in a gambling den in Tolkeen, before the war. It was part of a typically Byzantine plot by the fiend to place an agent inside the city who was loyal to him. Her new owner, however, suspected the treachery, and had a scheme of his own. As soon as the Splurgoth had left, Savant was installed with a M.O.M. unit, meant to force her loyalties to shift from the alien fiend to the human one.
It didn’t work quite that way.
Instead, the M.O.M. offered Savant insights, not only into her situation, but also to herself. It also taught her harsh lessons on how to survive. It also warned her: “The Grackles Know Your Name”. She’s not sure what that entails, but she knows that birds are to be avoided at all costs.
Ornithophobia aside, she became more cunning, more savage, adapting the lessons it gave her in unarmed combat to her new personality.. Initially, her owner was pleased--he used her in an underground fighting ring to make a considerable amount of credits. But all the time, she was watching, waiting….
When the CS began the final siege, her owner finally was distracted enough to strike; he never saw the first blow coming, nor the second. She then made her way out of the city, on foot, crawling in the mud to avoid the besiegers and defenders alike. This was not her war, and she had no intention of dying on behalf of anyone there.
Eventually, she made her way out, and started wandering the Midwest for the last several months. She eventually landed at Castle Refuge; she decided to enlist--though she nearly panicked the first time she met Elle of Owls. Since then, the SET Master Chief has given her a wide berth.
Description:
Savant stands out from most Altaran Warrior Women. Sure, the baseline is the same as the rest of her ‘sisters’, but brightly dyed mohawks and facial piercings aren’t common for AWWs. Furthermore, she is a rarity in that she wears no visor or other mask, boldly and shamelessly making her race immediately apparent (and triggering others to react accordingly). She often paints crude eyes in the blank spaces; these in no way look real, varying instead from the grotesque to the comical (the former being far more likely if she was still Getting It Together when she woke up in the morning). As a final touch, her clothing tends to clash garishly; it's uncertain to most observers if this is a result of her not knowing what color her clothing is, or a deliberate fashion statement.
Last edited by Savant on Tue Apr 04, 2017 11:29 pm, edited 1 time in total.
Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Gear Showboat (Patron Item)
A suit of armor empowered to provide enhanced mobility and grace on the battlefield, designed specifically for a pit-fighting Crazy.
Base Item: C&S "Gladiator" Medium Combat Armor
Stats: +6 Armor, +1 Toughness, Full Environmental Protection (+3/+0 when unpowered), 21 lbs
Charge: 2 ISP/hour
Minor Upgrades (2): +2 Agility rolls
Major Upgrades (2): +2 die-types to Agility
Major Upgrade: Gymnastics Mastery Edge
Major Upgrade: +10 Internal PPE supply, used only for charging the armor; recharges at 1 PP/15 mins on Ley Line
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• 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.
• No Minimum Strength Requirement (10 lbs.) Features: Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Wilk’s 237 Laser Pistol (3)
15/30/60 (-0/-0/-2); 2d6+1 AP 4; RoF 1; 16 Shots
Semi-Auto: Double-tap for 2 Shots; +1 Shooting/Damage
2 Spare E-Clips
C-12 Heavy Assault Rifle (7)
30/60/120 (-0/-0/-0); 3d6+1, AP 2; RoF 3; 60 Shots
Semi-Auto: Double-tap for 2 Shots; +1 Shooting/Damage; 3RB: Three Shots for +2 Shooting/Damage
Integrated Night Scope: Eliminates 2 points of Illumination/Range Penalties
2 Spare E-Clips
Vibro-Sword (9)
Strength + d10 MD AP 4
Vibro-Vambraces (8)
Strength +d8 MD AP 4
+1 Parry, Worn as Pair
NG-S2 Survival Pack (30)
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.
Encumbrance: 42/72 Max Weight: 60 Agility Penalty: -1 with Pack, 0 without Pack
Spare Gear: SFD Huntsman Lightweight Personal Armor (16)
Armor +5; Toughness +1
Credits: 13860
Contacts
Last edited by Savant on Tue May 16, 2017 10:01 am, edited 1 time in total.
Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Q2/19 Adventure Cards: Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene. Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”