Jericho Killmore - Mage Slayer

GM: KahlessNestor
The heroes of Fort Hope - 5/8 Players
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Jericho
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Jericho Killmore - Mage Slayer

Post by Jericho »

Quick reference
Bennies: 4
+3 Quarter Reset
+1 Joker


Attributes: Agility d10, Smarts d8-1, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Driving d4, Fighting d10, Intimidation d6, Language (American) d8, Notice d8, Persuasion d6, Psionics d6, Repair d6, Shooting d8, Stealth d10, Survival d8
Pace: 6
Parry: 10, (+1 sword, +2 Improved Block, Ignores 2 points of Gang Up)
Toughness: 18 (7)
Size: Normal (2)




Killmore.jpg
Rolls and Notes and Stuff

Heroes Journey 1d20: [7] = 7 Underworld & Black Ops = She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
Heroes Journey 1d20: [8] = 8 Underworld & Black Ops = Your character has a knack for taking full advantage of his opponents in all manner of desperate circumstances. He has the Dirty Fighter Edge, or Tricky Fighter if he already has Dirty Fighter.

Starting Money
4d6*100 Universal Credits: [5, 6, 3, 4]*10 = 180
2d4*500 in Goods and Valuables: [1, 3]*50 = 200

Higher Starting Level
Veteran Creation 8d6*100: [4, 5, 5, 1, 3, 4, 5, 2]*10 = 290
Veteran Creation 4d4*500: [2, 1, 4, 2]*50 = 450

Starting Money
4,700 Universal Credits x4 for Veteran Start = 18,800 -7,000 (grenades) -11,000 (Greatsword) = 800
6,500 in goods and Valuables x4 for Veteran Start = 26,000
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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: Jericho Killmore - Mage Slayer

Post by Jericho »

Jericho Killmore

Veteran Male Kill Cat, Nega-Psychic

Iconic Framework: Nega-Psychic
Rank: Veteran Advances: 10 Advances Left: 0

Attributes: Agility d10, Smarts d8-1, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Driving d4, Fighting d10 (+1), Intimidation d6, Language (American) d8, Notice d8, Persuasion d6, Psionics d6, Repair d6, Shooting d8, Stealth d10, Survival d8
Pace: 6; Parry: 8 (1); Toughness: 18 (7); Size: Normal (2)
Strain: 6/6

Hindrances: Bloodthirsty, Code of Honor, Curious, Curious, Wanted (major, Coalition)

Edges: Alertness, Brave, Breed Advantage (Strong), Dirty Fighter, Frenzy, I Know a Guy, Killer Instinct, Major Psionic, Strong Willed, Trademark Weapon, Tricky Fighter, Woodsman

Armor: Gladiator Medium Combat Armor (Armor 7)

Weapons:
  • Unarmed (Range Melee, Damage Str)
  • Bite/Claws (Range Melee, Damage Str+d6)
  • Survival Knife (Range Melee, Damage Str+d4)
  • Telekinetic (TK) Revolver (Range 12/24/48, Damage 3d6, ROF 1, AP 3)
  • Vibro-Knife (Range Melee, Damage Str+d6, AP 6, M.D.C.)
  • Vibro-Greatsword (Range Melee, Str+d12, AP 12, M.D.C.)
  • Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
  • Wooden Stakes (Range Melee, Damage Str+d4)
  • Bandolier
  • 10 Armor Piercing Grenades (Range 5/10/20, 3d8, AP 16, SBT)
    .
  • Credits: 800
  • Goods: 26,000
Gear: NG-S2 Survival Pack, Wooden Cross
Language: American (native, d8)
Current Wealth:
  • 4,700 Universal Credits
  • 6,500 in goods and Valuables
Arcane Background: Psionics (Rifts® TLPG, p120)
  • I.S.P.: 20
  • Powers: Arcane Protection (SWADE p148; Limitations: Self (limited)), Boost Trait (SWADE p156; Limitations: One Aspect, Self (limited)), Dispel (SWADE p158-159; Limitations: Smarts (limited)), Smite (SWADE p168; Limitations: Self (limited))
Special Abilities
  • Bite/Claws: Kill Cats have claws and teeth dealing Str+d6 damage.
  • Breed Advantage: Various species of cats provide distinct genetic advantages that can express over time.
  • Bloodthirsty: Potential enemies are much less likely to negotiate or give quarter, and allies are consistently shocked by the violent measures that come naturally to the mutant predators.
  • Curious: Has the Curious Hindrance.
  • Hyperactive: Suffer a −1 to all Smarts rolls (but not linked skills) as their minds wander, fighting their instinctive need to hunt.
  • Keen Sense of Hearing: They gain a +2 bonus on hearing-based Notice checks.
  • Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap.
  • Low Light Vision: Mutant cats ignore Dim or Dark Illumination penalties.
  • Mutant: Initial Reactions typically start at uncooperative, except possibly other GED mutants and physically similar D-Bees.
  • Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
  • Powerfully Built: Begin with Agility d6 and Strength d6, Agility Trait maximums is d12+1, while Strength is d12+3.
  • Restricted Paths: Cannot take any Arcane Background using PPE or Iconic Framework including it.
  • Size +2: Kill Cats are Size +2, giving them +2 Toughness and increasing their maximum Strength two steps.
  • Wanted (Major): CS forces will put them down when encountered.
  • Arcane Background (Psionics): Arcane Background (Psionics) choosing three powers, the Major Psionic Edge, Psionics d6 and 20 ISP (10 ISP base, doubled by Major Psionic). Their powers are not disrupted by their own Greater Arcane Resistance.
  • Disrupt Magic: Can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. ISP costs are normal, and she may use Modifiers she has access to.
  • Greater Arcane Resistance: Reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Targeting the Nega-Psychic suffer a −8 penalty, and she gains +8 to opposed Trait rolls to resist powers.
  • Rapid Healing: Natural healing roll daily to recover Wounds, then Injuries. +2 on rolls to resist Poison and Disease Hazards.
  • Rebellious Spirit: Begin with the Brave and Strong Willed Edges.
  • Beneficial Powers Resistance: Nega- Psychics can still wield TW gear, such as firing a TW weapon or using the farsight ability in a pair of TW goggles. However, anything external that would give her a direct benefit to herself (like healing or mind link cast by an ally) is rolled at a −8 due to her Greater Arcane Resistance.
  • Cybernetics: Disrupting the inherent power flows within a Nega-Psychic’s spirit can harm her resistances. Each point of Strain from cybernetics reduces the value of Greater Arcane Resistance by one, so 3 points would reduce her resistance to 5.
  • Enemies: Supernatural creatures and beings tend to hate Nega-Psychics with an unreasoning fury, often attacking them first if their abilities are discovered.
  • Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance

Advances
Novice Advances
  • Raise Attribute: Vigor d8
  • Raise Skills: Notice/Repair
  • Raise Skills: Psionics/Repair
Seasoned Advances
  • Raise Attribute: Agility
  • Raise Skills: Driving/Fighting
  • Raise Skills: Athletics/Stealth
  • Edge: Frenzy
Veteran Advances
  • Raise Attribute: Vigor d10
  • Alertness
  • Killer Instinct
  • Trademark Weapon
Heroic Advances
  • Woodsman
Current Load: 51.25 (81)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Jericho on Mon Mar 29, 2021 8:56 am, edited 2 times in total.
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Jericho
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Re: Jericho Killmore - Mage Slayer

Post by Jericho »

Patron Items

Psynetic Crystal Amplifier (Patron Item)
Image
These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
  • • † More ISP means more power to work with, and your character has it. She gains +10 ISP to his base.
    • § Some powers become second-nature to the crazy. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically. Boost Trait

Crystalline Augmenter:
  • • † Enhanced Senses: +2 on Notice and to the use of Detect Arcana.
    • § Conservation of psychic energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the ISP cost by 1 (minimum 0)
†: Modifier from being attached to head and worn.
§: Additional modifier from being surgically connected to the character's brain as a cybernetic (M.O.M.) implant.
Limitation: Non-crazy's can only wear the amplifier; implantation lobotomizes "normal" psionics. Only crazies can have a psynetic crystal amplifier implanted. With GM approval, certain MARS psychics might be allowed to implement limited M.O.M. development (retrapped edges and cybernetics).
Side-effects as an implant: As time progresses and the character develops in experience, he will begin to experience psychological instability which manifests as an additional Unstable Psyche roll per rank.
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Jericho
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Re: Jericho Killmore - Mage Slayer

Post by Jericho »

5 Site Rule
+6 XP =11 viewtopic.php?f=145&t=2729 = 31
+6 XP = 17 viewtopic.php?t=3078 = 37
+1 XP = 18 viewtopic.php?f=146&t=3361 (Total = 38, but I had 38. So maybe I messed up earlier and my real total should be 38 and not 39?)
+5 XP = 23 viewtopic.php?f=145&t=3434 = 43
+4 XP = 27 viewtopic.php?f=145&t=3661 = 47
+1 XP = 28 viewtopic.php?f=146&t=3521&p=54885#p54885 = 48
+4 XP = 32 viewtopic.php?f=145&t=4345 = 52
SWADE CONVERSION HERE
6 Advance Total SWADE Conversion = viewtopic.php?f=145&t=4445#p59578
7 Advance Total + Advance viewtopic.php?f=145&t=4629
8 Advance Total viewtopic.php?f=145&t=5389
9 Advance Total viewtopic.php?f=145&t=5389
10 Advance Total viewtopic.php?f=145&t=5644 (GM Fiat everyone got an advance, even with less than 10 posts)
11 Advance Total viewtopic.php?f=145&t=5831
12 Advance Total viewtopic.php?f=145&t=5952
Last edited by Jericho on Mon Mar 29, 2021 8:52 am, edited 1 time in total.
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Jericho Killmore - Mage Slayer

Post by Ndreare »

Sword of Omens
As a CS trained killer Jericho has helped hunt down and kill many magic users. Occasionally those efforts have yielded some amazing profits, and most recently it even worked out for him. While hunting a Techno-Wizard named Aljanus that was lose in northern Texas he found himself empathizing with the Target. Unlike his usual training when the elf begged for help Jericho found himself listening and somehow deciding to help them elf.
Within hours Jericho was known to be a traitor, as he escorted the man to safety away from the CS patrols he was assigned to the realization he was no longer a part of the Coalition began sinking in. But he was determined, to explore this new thing.
The elf's belief system told him he could not remain in debt to another. So once he decided he was safe he thanked Jericho and offered him a sword from his inventory out of gratitude. "A sword worth a life. It is a fair exchange we have done." The elf said in his thick accent.
Jericho accepted the sword and learned to use it. An excellent weapon for his mission.
The sword was powerful able to warn the wielder of incoming attacks increasing their ability to defend themselves to extraordinary levels.
Game Mechanics
  • Base Item: Giant Vibro Sword (50,000)
    Str+2d8, AP 16, d12+2, 8 lbs, rarity −1, cost 18,000
    Notes: Reach 2, two hands (Size 3 and above may use 1 handed)
  • Techno Wizard Conversion: 10% of base value (5,000)
  • Minor: +2 Fighting (10,000)
  • Minor: +1 Parry (5,000)
  • Major: Block (20,000)
  • Major: Improved Block (40,000)
  • Major: Can be used 1 Handed (20,000)
    Total: 150,000
  • 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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