Sammy - [Feline MARS Personal Concept]

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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Sammy - [Feline MARS Personal Concept]

Post by sammy »

Approved by GM Lars for Black Company

Race: retrapped quickflex for a feline cat
Class: MARS Personal Concept
Group: Replacement for Kasey in the BC
Scratch
3 F & G rolls
3 HJ Rolls
20xp
+1 F and G
2 edges of choice: AB psionics ( Quickness, Telekinesis, intangibility), Major Psionics
+5 skill pts
F&G Rolls:
[dice]5[/dice]: smarts die type increase and psionics d6, notice d6, streetwise d6
[dice]6[/dice]: Rich, and connections edge 2 factions
[dice]7[/dice]: Spiritual and Strong Willed
[dice]8[/dice]: Strong and Brawny

HJ Rolls:
HJ Psionics: [dice]0[/dice]: auto raise on power of choice ( Quickness)
HJ Psionics: [dice]4[/dice]: soul drain edge
HJ training: [dice]9[/dice]: +5 combat skill pts

Rich Rolls:
Body Armor: [dice]1[/dice] (2 for 1)
Body Armor: [dice]10[/dice] ( 2 for 1)
(2 for 1): 1- Trade starting Armor for any in book: TX-11
Body Armor Paid for with EP: [dice]2[/dice]: +2 shooting with targeting system

Picture
IMG_0100.JPG
IMG_0100.JPG (74.53 KiB) Viewed 6054 times
[/size]
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: __BC PLAYER Sammy [Feline MARS Personal Concept]

Post by sammy »

Character Sheet

Player Name: Jon
Google Handle: jonneeper@gmail.com
Sammy
Rank: Novice Experience: 38(Start, MARS and XP earned by other Character) Advances Left: 0
Race: Feline D-bee ( Using Quickflex )
Iconic Framework: MARS personal concept, TW gear
Attributes: Agility d10 (+1, d8 RACE), Smarts d8 (+1, d6FG), Spirit d8 (+1, d6FG), Strength d8 (+1,d6FG), Vigor d6 (+1)
Charisma: 0; Pace: 10 (+2 from race, +2 from armor); Parry: 5 (4 +1 from Race) ; Toughness: 14(7); Strain: 0; ISP: 40
Skills: 15pts, +5 combat (HJ), +5 MARS
  • Shooting d12 (+2, 4pts HJ)
  • Psionics d12 (+3, d6-FG, 2pts MARS)
  • Lockpicking d8 (+3)
  • Stealth d8 (+3)
  • Notice d6 (d6 FG)
  • Taunt d8 (+3)
  • Persuasion d6 (2pt MARS)
  • Streetwise d6 (d6 FG)
  • Climb d6 (+1, 1pt MARS)
  • Fighting d4 (1pt HJ)
Hindrances
  • Hindrance (Major): Small cat size-ish
  • Hindrance (Minor): Curious- Lets face it, this is Rifts Earth... There are a lot of things that will kill you, but heck there are a lot of shiny objects that you just got to look at! While not the type of curiosity that will have you catch a case of dead quicker that a cactus man spanking a newborn baby. Sammy does have that curiosity that all cats have, but maybe just not as lethal.
  • Hindrance (Minor): Feline tendencies, chase after bright lights, shiny things, meows from time to time, rubs against folks.
Edges
  • Edge(FG): Brawny
  • Edge (FG): Strong Willed
  • Edge (FG): Rich
  • Edge (FG): connections- Black Market
  • Edge (FG): connections- Cyberknights
  • Edge (MARS): AB psionics ( Quickness, Telekinesis, intangibility)
  • Edge (MARS): Rapid Recharge
  • Edge (HJ): soul drain
  • Edge ( Hindrance): Improved Rapid Recharge
  • Edge ( Hindrance): Exceptional Rapid Recharge
  • Edge (5xp): New Power: Smite
  • Edge (10 xp): New Power: Deflection
  • Edge (15 xp): Elan
  • Edge (20xp): Major Psionics
  • Edge (25xp): Master Psionics
  • Edge (30xp): Level Headed
  • Edge (35xp):More Power Points
  • Edge (40xp):More Power Points
  • Edge (45xp):Energy Control: Fire
  • Edge (Bonus reward): Brave
  • Edge (Bonus reward): +1 Benny


Iconic Framework: MARS Personal Concept
  • 4 F & G rolls
  • 3 HJ Rolls
  • 20xp
  • 2 edges of choice: AB psionics (Quickness, Telekinesis, intangibility), Rapid Recharge
  • 5 skill pts


Racial Framework (D-Bee Cat “ Quick-Flex retrapped”)
  • Cat's Grace- d8 agility
  • "All out of thumbs"-Ambidexterity
  • "Least Looked for": +1 parry
  • "Feline quickness" +2 Pace, d8 running die


Complications (Racial)
  • Distinctive D-bee: unless Sammy hides the fact he sentient cat he is -4 CHA to deal with folks that don’t deal with that kind of d-bee
  • Restricted path: Sammy’s race just cannot access magical arcane backgrounds, most feel it is a lack of focus. They cannot take an IF that accesses PPE.
  • Short attention span: they suffer a -1 to all smart rolls
  • Nothing short of death: Sammy’s is like just about every other cat, they think they can do anything, and often tempt death in their daily actions. The race gains the overconfidence hindrance.


F and G
  • 12 Choice: 5-Smart die type increase and 3 smart based skills at a d6 (Psionics, Streetwise, and Notice)
  • 9: Rich, and connections edge 2 factions
  • 6: Spiritual and Strong Willed
  • 7: Strong and Brawny


Hero’s Journey
  • Psionics: 11 - Soul Drain Edge
  • Psionics: 11 - 1 power is always a raise ( Quickness)
  • Training: 1 - +5 combat skills


Rich Edge
Body Armor ( 2 for 1)
Body Armor ( 2 for 1)
  • 2 for 1 result: Choice of Armor: TX-11


Body Armor ( 5 EP spent to purchase)
  • 17 - Targeting Sensors +2 shooting
Last edited by sammy on Sat Aug 26, 2017 11:56 pm, edited 1 time in total.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: __BC PLAYER Sammy [Feline MARS Personal Concept]

Post by sammy »

Background
  • The way Sammy tells his tale its one of loss, love, unabashed curiosity... Essentially the life of a cat. He is a powerful telekinetic Psychic, capable of tossing the most hulking foe up in the air with only the power of his mind! Some say greased owl shit is the fasted stuff on the planet. They only say it if they have never before witnessed Sammy in action. He is easy going as they come, likes to purr and rub on folks legs as a traditional Hello. Some say his lives are all used up, but he has not gotten the memo if that is true. He is as overconfident as they come, relying on his physical tools and skills, as often as his amazing TK abilities.
Gear

Peas in a Pod Crystal (TW retrapped TX-11 Body Armor): On one of Sammy's many adventures from which he disappeared out of sight and mind, he found this crystal nestled near a lake on a lazy afternoon. After a quick nap he tried to toss the crystal around for a bit, but man was it heavy! Well a tiny voice named Jobbi called out from the crystal begging to be taken from this pool and shown the world. Voices come from all shapes and sizes figured Sammy, who is he to judge. He snatched up the crystal putting it on some fine leather cords, and off he went showing Jobbi the world. In exchange Jobbi protects Sammy as if he is surrounded by some of the most protective body armors out in the market. Jobbi even enhances Sammy's strength to heights un heard of. However, from time to time, about every 96 hours Jobbi needs to rest and suck down some electrical juice. Jobbi is pretty amazing, and Sammy would be the first to tell you that Jobbi can handle all incoming radio communications, he can even give Sammy a burst of speed. Do not get Sammy started on explaining just how Jobbi knows how far stuff is because Sammy does not know! Jobbi can even help Sammy see in the dark... What! Best of all during intense combat Jobbi gives Sammy a predictive edge helping him eliminate bad guys. All in all 2 peas in a pod! " TX-11 Retrapped"
  • +7 armor, +2 toughness
  • Full environmental protection
  • d12+2 strength, +2 Pace
  • 10 mile communication range, laser range finder, night vision
  • Rich: +2 shooting
  • every 96 hours it needs to charge for 2 hours
TK Revolver "Sunshine"
This revolver used to belong to the technowizard, McDonald Sunshine. A vampire hunting technowizard if there every was one. He and ole Sammy crossed paths out west on numerous occasions. It was one of the occasions that brought them together, going back to back against, what some say was 30, really it was 33 wild vampires, in a dusty old saloon called "Buckets". Well it was here McDonald handed Sammy "Sunshine" and asked him to go to work. Sammy did just that! McDonald never asked for the revolver back and Sammy has taken a liking to it going so far as to bond with it.
12/24/48, 2d6+6 (Upped to +6 from +2 by GM), Sunlight Trapping, RoF: 1, 6 AP (Upped from 4 by GM), 6 shots, weight 4
  • Fan the hammer " Rapid Attack"
Cloak of Dog
story
Only one legend surrounds this infamous cloak, so it must true. It is said the Angel of Death to experiment on certain mutants ability to "see" into the arcane smuggled 1000 dog boys out of the coalition to experiment on. The results of the experiments are of little importance to the history of the cloak, and most likely known only to her and her daughter. Most of the dog-boys never survived, and the cloak was fashioned from their hides. The cloak is more of a small western duster type jaket. It made its way for special delivery to a black market officer in north america, only to fall off a truck and into the aquisition of one Feline humanoid cat. If you want to say it has never been worn, that would be a fair assumption... Although if addled minded, you could also say it had been worn 1000 times. When worn this cloak imbues the wearer with the spirit of a true dogboy.
  • Type of Item: A small western style cloak or duster
  • Enchantments (Two Major, Two Minor):
    • Sense of the arcane(major, and 1 minor), detect/conceal arcane: the cloak allows the user to smell the arcane and even track it using the tracking skill(subject to tracking arane modifiers). Conversly the cloak can sheild their own arcane signature.
    • Keen Senses(major): grants the alertness edge
    • predominately rugged breed(minor): made from mostly rugged breeds lf dog boys this cloak gives a +1 to vigor rolls.
  • P.P.E.: 5
  • Trait: Notice, Tracking
  • Trappings: A cloak or duster that lets the user gain some of the dogboys senses and toughness.
Credits

5000 + [dice]0[/dice]x1000= 7,000 starting credits

Contacts
  1. "We dub thee "Belock"...Cyberknights - Well there is a good story here that details just how Sammy forged a lasting friendship with all cyber-knights. The way Sammy tells it is good, but Erin Tarn tells it even better. Lets just say it involves Lord Coake and the "oath breaker" outside a 3 bedroom boarding house in the sleepy town of Charlesbad... Oh and a greater demon just for kicks!
  2. " The Nose" Blackmarket - Sammy just can feel in his bones where those black marketeers set up shop. He might not always be friends with them, but sure as shit he can sniff them out.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: __BC PLAYER Sammy [Feline MARS Personal Concept]

Post by sammy »

Advances
  • Initial Advances: (From Hindrances): Improved Rapid Recharge, Exceptional Rapid Recharge
  • Novice 1 Advance: (new power) Smite
  • Novice 2 Advanced: (new Power) Deflection
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: Major Psionics
  • Seasoned 2 Advance: Master Psionics
  • Seasoned 3 Advance: Level Headed
  • Seasoned 4 Advance: Bucket of Bull More power points edge:+10isp
  • 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:
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: __BC PLAYER Sammy [Feline MARS Personal Concept]

Post by sammy »

Powers:
  1. Greased Lightning "Quickness": Sammy just pours it on here like a flash flood! This is Sammy's go to move, when shit hits the fan, and when it does Sammy lets his Telekinetic juices out to play. He supercharges himself like no other hombre, taking greased lightning to the next level. Quickness with the jazz trapping +1 ppt +2 pace, and on a raise +1 agility die type. Note Quickness always functions with the raise effect.
  2. You're not allowed "Intangibility": Sammy is able to get into places that he has no earthly right to be able to get into. Most do not know how he does it, other than he just does, and he does it damn quietly. +1 ppt, increase stealth by 1 die type, or 2 die types with a raise.
  3. Cat's Claw "Telekenisis": A fearsome gigantic cat claw manifests from Sammy's mind giving rise to the question of over compensating. Ectoplasmic Form - Ectoplasm is inherently creepy. A power with this trapping has an ectoplasmic form. The ectoplasmic form takes on a terrifying appearance, like a spectral skeleton or ghostly monster. The psychic makes a free Test of Wills (Intimidate vs Spirit) against one target who can see the ectoplasmic form. This has the normal effects (SWD p. 86).
  4. Telekinetic Link "Smite"*: In addition to the normal smite effect, the player bonds with one weapon and when he activates smite he is able to call it to his hand from up to 2" away as a free action. This cost +1 ppt, and makes this power self only working with one weapon. If that weapon is lost, it takes 1 week to bond with another weapon to achieve this effect.
    * Technically you could replace the raise effect with warriors gift... It does not seem to much of an ask for essentially quick draw at the cost of 1ppt, and relegating the power to self only.
  5. Telekinetic Dodge "Deflection": Waves of telekinetic energy buffet any attack directed at the user of this power. In addition to the normal deflection effect, these telekinetic distortions make it a bit harder to hit him at range. -1 to hit at range.


Powers Gone Mega:
  1. On the Draw "Exalted Quickness": Sammy focuses on the moment at hand willing himself to act faster than is supernaturally possible. This concentration not only drains him of power points, but also leaves him fatigued at the end of its duration. +1 ppt, +2 to pace, and on a raise receive one more card than normal when drawing for initiative. After the effect wears off, Sammy has 1 level of fatigue that can only be removed by 2 hours of rest.
  2. An Idea of what goes bump "Astral Form": Spirits, a stranger, a forgotten piece of paper tell Sammy what is out there beyond the pale moonlight. However it happens, Sammy just sits patiently waiting for the Megaverse to tell him what is over the rise and how many undead juicers await hiding in the shadows. When he awakens he feels refreshed, ready for action and unafraid of what is out there. +1 to spirit roll vs the next immediate fear check.
  3. What goes up, just keeps going up "Exalted Telekinesis": Sammy is really good at moving things around at a fast pace if he pours on the inner strength juice. He can move objects with his telekinesis an additional 2 squares per additional ppt spent. On a raise it is 3 squares per additional ppt spent.
  4. Whole lotta Hurt "Exalted Smite":
    Common Trappings:
    * Solar Radiation: raise effect is replaced with a 2d4 sunshine damage field
    * Way of the gun: +1 ppt: ignore 1 pt of shooting penalties, and on a raise raise shooting by 1 die type
    * Eagle Eyed: Raise effect is replaced with Marksman.
    * Here comes the boom: add +1d6 of damage, but a 1 on your shooting die means the weapon malfunctions and needs to be repaired before it can be used again. This also uses up twice the ammo and can only be used on ranged weapons.
    Similar to the Lasers overcharge ability in slipstream, and the 1-3d6 feature of lasers in core.
    *Energy Expulsion: Raise effect is replaced with the bolt power.
5. Energy Conversion "Exalted Deflection": Sammy is able to harness the volatile nature of energy weapons to actually give him a bit more protection against them! But this also means weapons that rely on cold reactions can cause his deflection field to collapse. +2 armor against light, fire, and electricity. Cold can act as a dispel. [/list]
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Sammy _____ [Feline MARS Personal Concept]

Post by sammy »

Season 4 advance: Bucket of Bull or more commonly known as more power points edge. +10isp.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Sammy - [Feline MARS Personal Concept]

Post by sammy »

Epic Crossover reward: http://savagerifts.com/sr/viewtopic.php ... 691#p26065

F and G roll 11: Brave edge and +1 benny per session
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Sammy - [Feline MARS Personal Concept]

Post by sammy »

Vetran 1: bucket of bull more power points
Vetran 2: energy control: fire
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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