Player Name: Jon
Google Handle: jonneeper@gmail.com
Lail Gabbersleaf
Rank: Novice Experience: 20. Advances Left: 2
Race:Half Elf
Iconic Framework: crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: 0; Pace: 12; Parry: 6 ; Toughness: 11(5); Strain: 0
ISP: 30
Skills:
- Psionics d8 (1, d6 free IF)
- Climbing d8 (3)
- Fighting d8 (1, 2-HJ)
- Shooting d10 (1, 3-HJ)
- Tracking d8+2 ( 3, IF)
- Notice d8+2 (3, IF)
- Stealth d8 ( 3)
Hindrances
- Hindrance (Major): Heroic, her father a great cyberknight had some influence on her decisions in life, she tries to live up to his shadow, and act like a cyber knight would.
- Hindrance (Minor): Anemic: She has always been a bit of sickly child, After being in the hands of a demonic horde for so long, her immune system just wore down to almost nothing. The micronian’s manning her M.O.M implants do their best to save off sickness and disease but even they fail from time to time. Subtract 2 from all fatigue checks vs poison and disease.
- Hindrance (Minor): Loyal, after being taken by demons she swore she would never leave anyone behind.
- Hindrance (Major, Psyche Degradation Table): SCHIZOPHRENIA- The Micronian's are real, Lial has struck a bargain with them. For saving her life she is indebted to carry their capital city far and wide implanting other beings with micronians via physical touch. She often talks to them, and feels their will instruct her body.
- Hindrance (Race): Her human amd elf heritage leaves her unwanted by both societies.
- Hindrance (Major, Psyche Degradation Table): Phobia of Birds
Edges
- Edge( Hindrance ): Split the seconds
- Edge ( Hindrance): Sublime Chaos
- Edge( Human Heritage): Psi-blade " My Father's sword"
- Edge ( HJ 2 for 1):Master psionic
- Edge (HJ 2 for 1): major psionic
- Edge( IF): Quick
- Edge (5xp): Gun Nut
- Edge (10xp): New Power:Fear
Cybernetics
Name (None) - Strain: 0
Iconic Framework
- Bio-Regeneration: Awakening certain portions of the brain via the Mind Over Matter implants grants the Crazy a natural healing roll once every 24 hours.
- Enhanced Attributes: Crazies gain +2 die types to Agility, Strength, and Vigor. These traits have no maximum.
- Enhanced Speed: Crazies double their base Pace.
- Heightened Senses: Crazies gain + 2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
- Minor Psionic: Unlocking the brain’s potential grants a Crazy Arcane Background (Psionics), 10 ISP, 3 powers, and Psionics d6.
- SD_ Wicked Queen- Mirror Mirror “Warriors Gift”- ISP:4, Touch, 3 rounds (3/1) Those seeking to know what truly lies in their heart of hearts venture into the upper quarters of M.O.M. implant number 5. There they will find an evil queen that can see into their hearts showing them their sometimes unwanted reflection. Knowing what your foe might do is a powerful thing, at range the wicked queen guides your reflexes making you that much harder to hit. -1 to be hit by ranged attacks.
- SD_Jafar- Shadow Marionette “ Puppet “- ISP: 3, smarts, 3 rounds (3/1) M.O.M. implant number 3 is rarely ventured into by the Micronions, legends say a dark sorcerer that uses shadow and a hypnotic gaze can put one under his control. As darkness grows so does Jafar’s ability to control increases. Targets suffers a penalty to oppose the power equal to the current darkness penalty. Caster suffers -2 penalty in normal light, and the light power works as dispel against the power.
- SD_Chernabog- Nightmare “Fear” ISP: 2, Smartsx2, large burst, instant- None travel into implant 13 ever since a dark brooding power took hold. None say it, but many micronian's whisper that the shadowy force that now dwells there is capable of showing you your true nightmare. In the utter dark Chernabog can turn even the most brave of heroes pale with fear. Targets suffers a penalty to oppose the power equal to the current darkness penalty. Caster suffers -2 penalty in normal light, and the light power works as dispel against the power.
- A father's eyes "Smite" ISP: 3, Touch, 3 rounds (3/1)- This power has always rested within her. When put on a weapon the weapon is thusly imbued with the power of a legendary Cyberknight. Such a power gives the wielder courage and a deeper understanding of fear. +1 ppt, +1 vs fear, on a raise spirit die type increase.
- Hypnotic Mirror, " Greater Warrior's Gift " I.S.P: 8, Range: Touch, 3/1- M.O.M. implant number 5 erupts in psychic energy. The wicked queen has stolen Jafar's hypnotic staff. While perhaps not the fairest in all the land, she now combines the staff and her mirror to gain unparalleled control over the battlefield. By not only seeing into the hearts of those foes in front of them, the wicked queen can make slight alterations to their actions! The sheer concentration required to maintain this level of control over their opponent makes it more difficult to notice their peripheral surroundings. +1 ppt gain a die type increase in fighting, on a raise gain +1 to melee damage. Range attacks are +1 to hit.
- Tattered Destiny, " Mind Control" I.S.P: 6, Range: smartsx2, Special Duration- Jafar has stolen the mirror from the wicken queen and busted it into 1000 peices. He has turned his hypnotic septor onto the pieces gaining control of a foes past, present, and future. When M.O.M. implant number 3 erupts with this yellow hypnotic power it becomes almost impossible to resist the player's commands. However such insight into their very nature is draining. This power always causes a level of fatigue. On a raise the target is at a -2 to resist the power. The fatigue level can be restored only with an hour of rest.
- Awaken the Fear "Greater Fear" I.S.P:4, Range: (Smartsx3)/2, Instant- Chernabog has ursurped the wicked queens mirror using it to step into the physical plane for a momentary second. His visage is mighty and terrifying and his great fist punishes those that stand in his way. While Chernabog's terrifying claws are not real, for a split second they can appear to be real as anything the target knows, and can greatly tax the mind. Target makes a smarts roll at -2 to avoid the effects of fear-based fatigue. The power works at half-range.
- Greater Smite I.S.P: 4, Range: Touch, 3/1: +4 damage +8 on a raise, MD. Choose any trapping you like at the time of casting
- Quick: Crazies begin with the Quick Edge.
- Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue.
- Super Reflexes: Crazies have uncanny reflexes, granting them a -2 to be hit as long as they are aware of the attack.
- Cybernetics: Crazies suffer -1 to Psionics per point of Strain (page 108).
- Distinctive Appearance: The protrusions from the skull alone mark a Crazy for what she is. Most also indulge in tattoos, body piercings, and other means of declaring themselves to the world.
- Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
- Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains -2 Charisma as she becomes irritable and impatient. She also suffers a -1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
- Unstable Psyche: From the start (and for no added benefit), the character gains a psychological or emotional Hindrance determined by rolling on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.
Hero’s Journey
- Table
- Training 13 (2 for 1)
- The micronian's excel at finding those little cracks and foot holds. d6 climbing, plus good climbing gear
- Table
- Training 13 Reroll
- Ariel might be a fish out of water, but her yearning for dry land has given her a unique perspective on how to scale a rock face. +2 die types to climbing, set of +2 climbing gear
5 combT skills - Table
- Underworld 3 2 for 1
- Its not so much she has traveled much, more like the micronian's have implanted much of north America. I know a guy edge, and +2 to connections rolls to contact and gain assistance
- Table
- Underworld 5 (2 for 1)
- Micronians are great with tiny electronics, hey it helps to get inside the device to see how it really works! kn computers d8, +2 with dealing with electronic security.
- Table
- E & W 12 ( 2 for 1)
Micronians can be found just about anywhere, in anyone. This gives them a great understanding of the general geography and understanding of the people found in north America. +2 common knowledge rolls on geography or people in NA, +2 to streetwise and survival in NA
Experience and wisdom: 15
Professional edge: Major psionic
Two for 1
Experience wisdom: 15
Professional edged: Master psionic - E & W 12 ( 2 for 1)